diff --git a/13th Age Glorantha/translations/pl.json b/13th Age Glorantha/translations/pl.json index 381d4cfca5..9650bd7812 100644 --- a/13th Age Glorantha/translations/pl.json +++ b/13th Age Glorantha/translations/pl.json @@ -37,15 +37,15 @@ "MD": "MD", "Basic melee": "Basic melee", "Basic ranged": "Basic ranged", - "Situational Attack Modifier": "Situational Attack Modifier", + "Situational Attack Modifier": "Modyfikator ataku sytuacyjnego", "Damage on hit": "Obrażenia przy trafieniu", "Damage on miss": "Obrażenia przy nie trafieniu", "Escalation die value": "Escalation die value", "Attack result": "Wynik ataku", "Hit Points": "Punkty Wytrzymałości", "HP": "PW", - "Recoveries": "Recoveries", - "Recovery": "Recovery", + "Recoveries": "Odzyskiwania", + "Recovery": "Powrót do zdrowia", "Recovery Value": "Recovery Value", "Current": "Current", "Max.": "Max.", diff --git a/24XX/translations/fr.json b/24XX/translations/fr.json index ac1c948ffc..15e0cf17c0 100644 --- a/24XX/translations/fr.json +++ b/24XX/translations/fr.json @@ -11,6 +11,6 @@ "specialty": "Specialty:", "stress": "Stress", "sublogo": "LO-FI SCI-FI RPG", - "success": "Success", - "special": "Special" + "success": "Succès", + "special": "Spéciale" } \ No newline at end of file diff --git a/A Song of Ice and Fire/translations/de.json b/A Song of Ice and Fire/translations/de.json index 6356b1c124..0a959dc9fe 100644 --- a/A Song of Ice and Fire/translations/de.json +++ b/A Song of Ice and Fire/translations/de.json @@ -23,7 +23,7 @@ "dodge": "Ausweichen", "quickness": "Schnelligkeit", "animal-handling": "Umgang mit Tieren", - "charm": "Beruhigen", + "charm": "Schmeicheln", "drive": "Lenken", "ride": "Reiten", "train": "Abrichten", diff --git a/Aborea_new/aborea.html b/Aborea_new/aborea.html index 5e66e3da6f..cd7f06a981 100644 --- a/Aborea_new/aborea.html +++ b/Aborea_new/aborea.html @@ -536,7 +536,7 @@ @@ -816,7 +816,7 @@ @@ -832,7 +832,7 @@ @@ -1919,7 +1919,7 @@ -
v22.12
+
v23.01
diff --git a/Aborea_new/macro_templates/wildemagie.txt b/Aborea_new/macro_templates/wildemagie.txt index 30b9fc3901..13dda46997 100644 --- a/Aborea_new/macro_templates/wildemagie.txt +++ b/Aborea_new/macro_templates/wildemagie.txt @@ -10,7 +10,7 @@ {{anwendung=Speziell}} {{beschraenkungen=1 km pro Stufe}} {{grundkosten=Grundkosten 2 MP}} -{{effekt1=?{Modifikation 1|Tier oder belebte Plfanze mit SG 1 |Tier oder belebte Plfanze mit SG 2 (+ 1 MP) |Tier oder belebte Plfanze mit SG 3 (+ 2 MP) |Tier oder belebte Plfanze mit SG 4 (+ 3 MP) |Tier oder belebte Plfanze mit SG 5 (+ 4 MP) |Tier oder belebte Plfanze mit SG 6 (+ 5 MP) |Tier oder belebte Plfanze mit SG 7 (+ 6 MP) |Tier oder belebte Plfanze mit SG 8 (+ 7 MP) |Tier oder belebte Plfanze mit SG 9 (+ 8 MP) |Tier oder belebte Plfanze mit SG 10 (+ 9 MP) |Tier oder belebte Plfanze mit SG 11 (+ 10 MP) |Tier oder belebte Plfanze mit SG 12 (+ 11 MP) |Tier oder belebte Plfanze mit SG 13 (+ 12 MP) |Tier oder belebte Plfanze mit SG 14 (+ 13 MP) |Tier oder belebte Plfanze mit SG 15 (+ 14 MP) |Tier oder belebte Plfanze mit SG 16 (+ 15 MP) |Tier oder belebte Plfanze mit SG 17 (+ 16 MP) |Tier oder belebte Plfanze mit SG 18 (+ 17 MP) |Tier oder belebte Plfanze mit SG 19 (+ 18 MP) |Tier oder belebte Plfanze mit SG 20 (+ 19 MP) }}} +{{effekt1=?{Modifikation 1|Tier oder belebte Pflanze mit SG 1 |Tier oder belebte Pflanze mit SG 2 (+ 1 MP) |Tier oder belebte Pflanze mit SG 3 (+ 2 MP) |Tier oder belebte Pflanze mit SG 4 (+ 3 MP) |Tier oder belebte Pflanze mit SG 5 (+ 4 MP) |Tier oder belebte Pflanze mit SG 6 (+ 5 MP) |Tier oder belebte Pflanze mit SG 7 (+ 6 MP) |Tier oder belebte Pflanze mit SG 8 (+ 7 MP) |Tier oder belebte Pflanze mit SG 9 (+ 8 MP) |Tier oder belebte Pflanze mit SG 10 (+ 9 MP) |Tier oder belebte Pflanze mit SG 11 (+ 10 MP) |Tier oder belebte Pflanze mit SG 12 (+ 11 MP) |Tier oder belebte Pflanze mit SG 13 (+ 12 MP) |Tier oder belebte Pflanze mit SG 14 (+ 13 MP) |Tier oder belebte Pflanze mit SG 15 (+ 14 MP) |Tier oder belebte Pflanze mit SG 16 (+ 15 MP) |Tier oder belebte Pflanze mit SG 17 (+ 16 MP) |Tier oder belebte Pflanze mit SG 18 (+ 17 MP) |Tier oder belebte Pflanze mit SG 19 (+ 18 MP) |Tier oder belebte Pflanze mit SG 20 (+ 19 MP) }}} {{effekt2=?{Modifikation 2|1 Stunde |2 Stunden (+1 MP) |3 Stunden (+2 MP) |4 Stunden (+3 MP) |5 Stunden (+4 MP) |6 Stunden (+5 MP) |7 Stunden (+6 MP) |8 Stunden (+7 MP) |9 Stunden (+8 MP) |10 Stunden (+9 MP) |11 Stunden (+10 MP) |12 Stunden (+11 MP) |13 Stunden (+12 MP) |14 Stunden (+13 MP) |15 Stunden (+14 MP) |16 Stunden (+15 MP) |17 Stunden (+16 MP) |18 Stunden (+17 MP) |19 Stunden (+18 MP) |20 Stunden (+19 MP) |21 Stunden (+22 MP) |22 Stunden (+21 MP) |23 Stunden (+22 MP) |24 Stunden (+23 MP) }}} {{effekt3=?{Modifikation 3||Magische Kreatur (+5 MP) }}} @@ -18,7 +18,7 @@ {{rolling=[[1d10! + @{gezsp_attribut} + @{gezsp} + @{gezsp_bonus} + @{global_modifier} + ?{Modifier?|0}]]}} {{anwendung=Sichtweite}} {{grundkosten=Grundkosten 3 MP}} -{{effekt1=?{Modifikation 1|Pflanze mit SG 1 |Plfanze mit SG 2 (+ 1 MP) |Plfanze mit SG 3 (+ 2 MP) |Plfanze mit SG 4 (+ 3 MP) |Plfanze mit SG 5 (+ 4 MP) |Plfanze mit SG 6 (+ 5 MP) |Plfanze mit SG 7 (+ 6 MP) |Plfanze mit SG 8 (+ 7 MP) |Plfanze mit SG 9 (+ 8 MP) |Plfanze mit SG 10 (+ 9 MP) |Plfanze mit SG 11 (+ 10 MP) |Plfanze mit SG 12 (+ 11 MP) |Plfanze mit SG 13 (+ 12 MP) |Plfanze mit SG 14 (+ 13 MP) |Plfanze mit SG 15 (+ 14 MP) |Plfanze mit SG 16 (+ 15 MP) |Plfanze mit SG 17 (+ 16 MP) |Plfanze mit SG 18 (+ 17 MP) |Plfanze mit SG 19 (+ 18 MP) |Plfanze mit SG 20 (+ 19 MP) }}} +{{effekt1=?{Modifikation 1|Pflanze mit SG 1 |Pflanze mit SG 2 (+ 1 MP) |Pflanze mit SG 3 (+ 2 MP) |Pflanze mit SG 4 (+ 3 MP) |Pflanze mit SG 5 (+ 4 MP) |Pflanze mit SG 6 (+ 5 MP) |Pflanze mit SG 7 (+ 6 MP) |Pflanze mit SG 8 (+ 7 MP) |Pflanze mit SG 9 (+ 8 MP) |Pflanze mit SG 10 (+ 9 MP) |Pflanze mit SG 11 (+ 10 MP) |Pflanze mit SG 12 (+ 11 MP) |Pflanze mit SG 13 (+ 12 MP) |Pflanze mit SG 14 (+ 13 MP) |Pflanze mit SG 15 (+ 14 MP) |Pflanze mit SG 16 (+ 15 MP) |Pflanze mit SG 17 (+ 16 MP) |Pflanze mit SG 18 (+ 17 MP) |Pflanze mit SG 19 (+ 18 MP) |Pflanze mit SG 20 (+ 19 MP) }}} {{effekt2=?{Modifikation 2|1 Stunde |2 Stunden (+1 MP) |3 Stunden (+2 MP) |4 Stunden (+3 MP) |5 Stunden (+4 MP) |6 Stunden (+5 MP) |7 Stunden (+6 MP) |8 Stunden (+7 MP) |9 Stunden (+8 MP) |10 Stunden (+9 MP) |11 Stunden (+10 MP) |12 Stunden (+11 MP) |13 Stunden (+12 MP) |14 Stunden (+13 MP) |15 Stunden (+14 MP) |16 Stunden (+15 MP) |17 Stunden (+16 MP) |18 Stunden (+17 MP) |19 Stunden (+18 MP) |20 Stunden (+19 MP) |21 Stunden (+22 MP) |22 Stunden (+21 MP) |23 Stunden (+22 MP) |24 Stunden (+23 MP) }}} {{effekt3=?{Modifikation 3||Die Animation ist dauerhaft (+30 MP) }}} diff --git a/Apocalypse Keys/translations/es.json b/Apocalypse Keys/translations/es.json index 728cc40981..520785a0ec 100644 --- a/Apocalypse Keys/translations/es.json +++ b/Apocalypse Keys/translations/es.json @@ -1,5 +1,5 @@ { - "choose a playbook": "Choose a Playbook", + "choose a playbook": "Elige un libreto", "fallen": "The Fallen", "found": "The Found", "hungry": "The Hungry", diff --git a/AvatarLegendsMagpie/avatarlegends.css b/AvatarLegendsMagpie/avatarlegends.css new file mode 100644 index 0000000000..273b0a4d10 --- /dev/null +++ b/AvatarLegendsMagpie/avatarlegends.css @@ -0,0 +1,2792 @@ +@font-face { + font-family: albertus; + src: url("https://roll20.magpiegames.com/avatar/albertus.otf") format("opentype"); +} +@font-face { + font-family: kamizom; + src: url("https://roll20.magpiegames.com/avatar/kamizom.ttf") format("truetype"); +} +@font-face { + font-family: calluna; + src: url("https://roll20.magpiegames.com/avatar/calluna.otf") format("opentype"); +} +@font-face { + font-family: callunabold; + src: url("https://roll20.magpiegames.com/avatar/callunabold.otf") format("opentype"); +} +@font-face { + font-family: gottadream; + src: url("https://roll20.magpiegames.com/avatar/gottadream.woff") format("woff"); +} + +.charsheet { + /*Definicion principal*/ + + /*background: url(https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Dungeon%20World%20by%20Roll20/images/background.png);*/ + /*background-repeat: repeat-y;*/ + /*background-color: rgb(230, 231, 233);*/ + /* + border: 0px solid rgb(35, 31, 32); + font-weight: normal; + font-family: 'League Gothic', 'Helvetica', sans-serif; + */ + + font-family: 'calluna',serif; + /* + background: url("https://roll20.magpiegames.com/avatar/blueprint.jpg"); + background-repeat: no-repeat; + */ + + background-image: url("https://roll20.magpiegames.com/avatar/bg.jpg"); + background-repeat: repeat; + + + min-width: 890px; + height: auto; + + line-height:unset; +} + +button.sheet-generatebutton { + font-weight: bold; + font-variant: small-caps; + /*letter-spacing: 0.5px;*/ + font-size: 12px; + outline: none; + border:0; + font-family:'calluna'; + background:transparent; + width:180px; + line-height:0px; +} + +button.sheet-generatebutton2 { + font-weight: bold; + /*font-variant: small-caps;*/ + letter-spacing: 0.5px; + font-size: 12px; + outline: none; + border:0; + font-family:'calluna'; + width:120px; + +color:#fff; +background:#6a789d; +} + + +textarea { + resize:none; +} + +.charsheet button.repcontrol_edit{ + background-image: url("https://roll20.magpiegames.com/avatar/gear.svg"); + background-repeat: no-repeat; + background-size:cover;/*35px 35px;*/ + width:20px; + height:20px; + font-size:0px; + + text-shadow: none; + box-shadow: none; + box-sizing: border-box; + border:none; + outline: none; + border-radius: 0; + color: #000; +} + + +.charsheet .repcontrol_edit:hover { + background: url("https://roll20.magpiegames.com/avatar/gear.svg"); + font-size:0px; + +} +.charsheet .editmode { + +} + + +.charsheet button.repcontrol_add{ + background-image: url("https://roll20.magpiegames.com/avatar/plus.svg"); + background-repeat: no-repeat; + background-size:cover;/*35px 35px;*/ + width:20px; + height:20px; + content:""; + + text-shadow: none; + /*background: transparent;*/ + box-shadow: none; + box-sizing: border-box; + border:none; + /*font-weight: bold;*/ + /*font-family: 'Double';*/ + outline: none; + border-radius: 0; + /*transition: all 0.2s;*/ + color: #000; + + font-size: 0px; + +} + +.charsheet .repcontrol_add:hover { + background: url("https://roll20.magpiegames.com/avatar/plus.svg"); + +} + + +.charsheet label.sheet-name-normal { + font-size: 16px; + font-weight: bold; + font-family: 'albertus','Helvetica'; + font-variant: small-caps; + margin: 0; + margin-left:12px; +} +.charsheet label.sheet-texto { + font-weight: normal; + font-size: 12px; + font-family: 'calluna', 'Helvetica', sans-serif; + padding: 0; + margin: 0; + line-height: normal; +} + +.sheet-cond1 { + text-decoration: none; +} +.sheet-cond1text[value="X"] ~ .sheet-cond1 { + text-decoration: line-through; + text-decoration-thickness: 2px; +} +.sheet-cond2 { + text-decoration: none; +} +.sheet-cond2text[value="X"] ~ .sheet-cond2 { + text-decoration: line-through; + text-decoration-thickness: 2px; +} +.sheet-cond3 { + text-decoration: none; +} +.sheet-cond3text[value="X"] ~ .sheet-cond3 { + text-decoration: line-through; + text-decoration-thickness: 2px; +} +.sheet-cond4 { + text-decoration: none; +} +.sheet-cond4text[value="X"] ~ .sheet-cond4 { + text-decoration: line-through; + text-decoration-thickness: 2px; +} +.sheet-cond5 { + text-decoration: none; +} +.sheet-cond5text[value="X"] ~ .sheet-cond5 { + text-decoration: line-through; + text-decoration-thickness: 2px; +} + +.sheet-ray1 { + text-decoration: none; +} +.sheet-ray1text[value="X"] ~ .sheet-ray1 { + text-decoration: line-through; +} +.sheet-ray2 { + text-decoration: none; +} +.sheet-ray2text[value="X"] ~ .sheet-ray2 { + text-decoration: line-through; +} +.sheet-ray3 { + text-decoration: none; +} +.sheet-ray3text[value="X"] ~ .sheet-ray3 { + text-decoration: line-through; +} +.sheet-ray4 { + text-decoration: none; +} +.sheet-ray4text[value="X"] ~ .sheet-ray4 { + text-decoration: line-through; +} +.sheet-ray5 { + text-decoration: none; +} +.sheet-ray5text[value="X"] ~ .sheet-ray5 { + text-decoration: line-through; +} +.sheet-ray6 { + text-decoration: none; +} +.sheet-ray6text[value="X"] ~ .sheet-ray6 { + text-decoration: line-through; +} +.sheet-ray7 { + text-decoration: none; +} +.sheet-ray7text[value="X"] ~ .sheet-ray7 { + text-decoration: line-through; +} +.sheet-ray8 { + text-decoration: none; +} +.sheet-ray8text[value="X"] ~ .sheet-ray8 { + text-decoration: line-through; +} +.sheet-ray9 { + text-decoration: none; +} +.sheet-ray9text[value="X"] ~ .sheet-ray9 { + text-decoration: line-through; +} + + +.sheet-leg1 { + text-decoration: none; +} +.sheet-leg1text[value="X"] ~ .sheet-leg1 { + text-decoration: line-through; +} +.sheet-leg2 { + text-decoration: none; +} +.sheet-leg2text[value="X"] ~ .sheet-leg2 { + text-decoration: line-through; +} +.sheet-leg3 { + text-decoration: none; +} +.sheet-leg3text[value="X"] ~ .sheet-leg3 { + text-decoration: line-through; +} +.sheet-leg4 { + text-decoration: none; +} +.sheet-leg4text[value="X"] ~ .sheet-leg4 { + text-decoration: line-through; +} +.sheet-leg5 { + text-decoration: none; +} +.sheet-leg5text[value="X"] ~ .sheet-leg5 { + text-decoration: line-through; +} +.sheet-leg6 { + text-decoration: none; +} +.sheet-leg6text[value="X"] ~ .sheet-leg6 { + text-decoration: line-through; +} +.sheet-leg7 { + text-decoration: none; +} +.sheet-leg7text[value="X"] ~ .sheet-leg7 { + text-decoration: line-through; +} +.sheet-leg8 { + text-decoration: none; +} +.sheet-leg8text[value="X"] ~ .sheet-leg8 { + text-decoration: line-through; +} +.sheet-leg9 { + text-decoration: none; +} +.sheet-leg9text[value="X"] ~ .sheet-leg9 { + text-decoration: line-through; +} +.sheet-leg10 { + text-decoration: none; +} +.sheet-leg10text[value="X"] ~ .sheet-leg10 { + text-decoration: line-through; +} +.sheet-leg11 { + text-decoration: none; +} +.sheet-leg11text[value="X"] ~ .sheet-leg11 { + text-decoration: line-through; +} +.sheet-leg12 { + text-decoration: none; +} +.sheet-leg12text[value="X"] ~ .sheet-leg12 { + text-decoration: line-through; +} +.sheet-leg13 { + text-decoration: none; +} +.sheet-leg13text[value="X"] ~ .sheet-leg13 { + text-decoration: line-through; +} +.sheet-leg14 { + text-decoration: none; +} +.sheet-leg14text[value="X"] ~ .sheet-leg14 { + text-decoration: line-through; +} +.sheet-leg15 { + text-decoration: none; +} +.sheet-leg15text[value="X"] ~ .sheet-leg15 { + text-decoration: line-through; +} +.sheet-leg16 { + text-decoration: none; +} +.sheet-leg16text[value="X"] ~ .sheet-leg16 { + text-decoration: line-through; +} +.sheet-leg17 { + text-decoration: none; +} +.sheet-leg17text[value="X"] ~ .sheet-leg17 { + text-decoration: line-through; +} +.sheet-leg18 { + text-decoration: none; +} +.sheet-leg18text[value="X"] ~ .sheet-leg18 { + text-decoration: line-through; +} +.sheet-leg19 { + text-decoration: none; +} +.sheet-leg19text[value="X"] ~ .sheet-leg19 { + text-decoration: line-through; +} +.sheet-leg20 { + text-decoration: none; +} +.sheet-leg20text[value="X"] ~ .sheet-leg20 { + text-decoration: line-through; +} + +.sheet-mostrar-listado:not([value="1"]) ~ .sheet-container-listado .sheet-listado { + display: none; +} + +.sheet-show-menu:not([value="1"]) ~ .sheet-container-menu .sheet-menu { + display: none; +} + +.sheet-menu-mode:not([value="sheet_choice"]) ~ .sheet-sheet_choice { + display: none; +} + +.sheet-menu { + background: rgba(0, 0, 0, 0.6); + position: absolute; + top: 0; + padding-top: 11px; + z-index: 10000; + left: 0; + width: 100%; + height: 1000px; +} + +.sheet-menu .sheet-content { + background-image: url("https://roll20.magpiegames.com/avatar/bg.jpg"); + background-repeat: repeat; + border: 2px solid #6a789d ; + margin: 0 auto; + border-radius: 10px; + padding: 15px; +} + +.sheet-menu .sheet-sheet_choice { + width: 450px; + display: grid; + grid: auto/repeat(3, 33%); + grid-row-gap: 5px; + justify-content: space-between; +} + +.sheet-menu .sheet-column { + display: grid; + align-content: start; + grid-row-gap: 8px; + justify-items: center; +} + +.sheet-menu .sheet-label { + font-family: 'Double'; + font-size: 20px; + text-align: center; + margin: 3px 0; +} + +.sheet-menu .sheet-desc { + text-align: center; + font-size: 12px; + margin-bottom: 4px; +} + +.sheet-menu .sheet-footer { + grid-column: 1 / span 3; + font-size: 15px; + white-space: nowrap; + text-align: center; + /*font-style: italic;*/ + align-self: center; +} + +/*sheet-listado*/ + +.sheet-listado { + margin-left:-220px; + margin-top:-150px; + /* + background: rgba(0, 0, 0, 0.6); + position: absolute; + top: 0; + padding-top: 11px; + z-index: 10000; + left: 0; + width: 100%; + height: 1000px; + */ +} + +.sheet-listado .sheet-content { + background: #f4eedb; + border: 2px solid #99925d ; + margin: 0 auto; + border-radius: 10px; + padding: 15px; +} + +.sheet-listado .sheet-sheet_choice { + width:750px; + height:580px; + /* + display: grid; + grid: auto/repeat(4, 25%); + grid-row-gap: 5px; + justify-content: space-between; + */ +} + +.sheet-listado .sheet-column { + display: grid; + align-content: start; + grid-row-gap: 8px; + justify-items: center; +} + +.sheet-listado .sheet-label { + font-family: 'Double'; + font-size: 20px; + text-align: center; + margin: 3px 0; +} + +.sheet-listado .sheet-desc { + text-align: center; + font-size: 12px; + margin-bottom: 4px; +} + +.sheet-listado .sheet-footer { + grid-column: 1 / span 3; + font-size: 15px; + white-space: nowrap; + text-align: center; + font-style: italic; + align-self: center; +} + +/*FIN sheet-listado*/ + +/*IDEA*/ +input[type="checkbox"].sheet-checkbox { + opacity: 0.0; + width: 16px; + height: 16px; + cursor: pointer; + margin-left:0px; +} + +.sheet-ExpToggle[value="1"]:checked ~ div.sheet-Expander +{ + display: block; +} + +input[type="checkbox"].sheet-checkbox + span.sheet-anglebox::before { + margin-right: 0px; + margin-left: 3px; + line-height: 14px; + text-align: center; + display: inline-block; + vertical-align: top; + content: "►"; + color: #6a789d; + width: 14px; + height: 14px; + font-size: 12px; +} + +input[type="checkbox"].sheet-checkbox:checked + span.sheet-anglebox::before { + content: "▼"; +} + +span.sheet-ExpHeader { + font-weight: bold; + font-size: 75%; + text-transform: uppercase; + color: #999999; +} + +div.sheet-Expander +{ + display: none; +} + + +/**/ +.sheet-audra1, .sheet-audra2, .sheet-audra3{ + display: block; +} + +.sheet-brazor1[value="1"] ~ .sheet-audra1,.sheet-brazor2[value="1"] ~ .sheet-audra2,.sheet-brazor3[value="1"] ~ .sheet-audra3{ + display:none; +} + +.sheet-bala-nce[value="-3"] ~ .sheet-balancemenostres,.sheet-bala-nce[value="-2"] ~ .sheet-balancemenosdos,.sheet-bala-nce[value="-1"] ~ .sheet-balancemenosuno,.sheet-bala-nce[value="0"] ~ .sheet-balancecero, +.sheet-bala-nce[value="1"] ~ .sheet-balancemasuno,.sheet-bala-nce[value="2"] ~ .sheet-balancemasdos,.sheet-bala-nce[value="3"] ~ .sheet-balancemastres{ + display:block; +} +.sheet-balancecero, .sheet-balancemenosuno, .sheet-balancemenosdos, .sheet-balancemasuno, .sheet-balancemasdos,.sheet-balancemastres, .sheet-balancemenostres{ + display:none; +} + +.sheet-limi-te[value="4"] ~ .sheet-label-stat-bloqueo-izq,.sheet-limi-te[value="4"] ~ .sheet-label-stat-bloqueo-izq1, +.sheet-limi-te[value="-4"] ~ .sheet-label-stat-bloqueo-der,.sheet-limi-te[value="-4"] ~ .sheet-label-stat-bloqueo-der1{ + display:block; +} + +.sheet-label-stat-bloqueo-izq,.sheet-label-stat-bloqueo-izq1, +.sheet-label-stat-bloqueo-der,.sheet-label-stat-bloqueo-der1{ + display:none; +} + +.sheet-listado-mode[value="botoun1"] ~ .sheet-skillz1,.sheet-listado-mode[value="botoun2"] ~ .sheet-skillz2, .sheet-listado-mode[value="botoun3"] ~ .sheet-skillz3,.sheet-listado-mode[value="botoun4"] ~ .sheet-skillz4,.sheet-listado-mode[value="botoun5"] ~ .sheet-skillz5, +.sheet-listado-mode[value="botoun6"] ~ .sheet-skillz6,.sheet-listado-mode[value="botoun7"] ~ 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+.sheet-menu-mode[value="adamant"] ~ .sheet-adamanti, +.sheet-menu-mode[value="bold"] ~ .sheet-boldi, +.sheet-menu-mode[value="guardian"] ~ .sheet-guardiani, +.sheet-menu-mode[value="hammer"] ~ .sheet-hammeri, +.sheet-menu-mode[value="icon"] ~ .sheet-iconi, +.sheet-menu-mode[value="idealist"] ~ .sheet-idealisti, +.sheet-menu-mode[value="pillar"] ~ .sheet-pillari, +.sheet-menu-mode[value="prodigy"] ~ .sheet-prodigyi, +.sheet-menu-mode[value="rogue"] ~ .sheet-roguei, +.sheet-menu-mode[value="destined"] ~ .sheet-destinedi, +.sheet-menu-mode[value="foundling"] ~ .sheet-foundlingi, +.sheet-menu-mode[value="elder"] ~ .sheet-elderi, +.sheet-menu-mode[value="razor"] ~ .sheet-razori, +.sheet-menu-mode[value="successor"] ~ .sheet-successori { + display: inline; +} + +.sheet-skillz1, .sheet-skillz2, .sheet-skillz3, .sheet-skillz4, .sheet-skillz5,.sheet-skillz6, .sheet-skillz7, .sheet-skillz8, .sheet-skillz9, .sheet-skillz10, +.sheet-skillz11, .sheet-skillz12, .sheet-skillz13, .sheet-skillz14, 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.sheet-iconi, .sheet-idealisti, .sheet-pillari, .sheet-prodigyi, .sheet-roguei, .sheet-successori { + display: none; +} + +.sheet-titulo{ + font-family:'kamizom','Helvetica',sans-serif; + font-size:45px; + line-height:unset; + text-shadow: 0.3px 0 0 #79a9da, -0.3px 0 0 #79a9da, 0 0.3px 0 #79a9da, 0 -0.3px 0 #79a9da, 0.3px 0.3px #79a9da, -0.3px -0.3px 0 #79a9da, 0.3px -0.3px 0 #79a9da, -0.3px 0.3px 0 #79a9da; +} + +.sheet-name{ + height:36px; + width:320px; +} +.sheet-fightstyle{ + /* + background: url("https://roll20.magpiegames.com/avatar/fightstyle.png"); + background-repeat: no-repeat; + */ + height:52px; +} + +.sheet-vices{ +display: grid; +grid-template-columns:13px auto; +/*grid-template-rows: auto auto;*/ +grid-gap: 0px; +grid-template-areas: +"vices1 vices2" +"vices3 vices3"; +} +.sheet-vices1{ +grid-area:vices1; +width:1px; +justify-self: start: +align-self: end; +border: 0px solid #909090; +} +.sheet-vices2{ +grid-area:vices2; +justify-self: start: +align-self: end; +padding-top: 2px; +border: 0px solid #909090; +} +.sheet-vices3{ +grid-area:vices3; +justify-self: start: +align-self: end; +border: 0px solid #909090; +} + +.sheet-colnpc1 { grid-area: colnpc1; } +.sheet-colnpc2 { grid-area: colnpc2; } +.sheet-grid-colnpc { + display: grid; + grid-template-columns:180px 90px; + grid-gap: 0px; + align-content: center; + grid-template-areas: + 'colnpc1 colnpc2'; +} +.sheet-grid-colnpc > div { + border:none; +} + + +.sheet-erasi2 { grid-area: erasi2; } +.sheet-erasi3 { grid-area: erasi3; } +.sheet-erasi4 { grid-area: erasi4; } +.sheet-grid-erasi { + display: grid; + grid-template-columns:133px 335px 315px; + grid-gap: 5px; + align-content: center; + grid-template-areas: + 'erasi2 erasi2' + 'erasi3 erasi4'; +} +.sheet-grid-erasi > div { + border:none; +} + +.sheet-era1 { grid-area: era1; } +.sheet-era2 { grid-area: era2; } +.sheet-era3 { grid-area: era3; } +.sheet-era4 { grid-area: era4; } +.sheet-grid-era { + display: grid; + grid-template-columns:133px 335px 315px; + grid-gap: 5px; + align-content: center; + grid-template-areas: + 'era1 era2 era2' + 'era1 era3 era4'; +} +.sheet-grid-era > div { + border:none; +} + +.sheet-eracol1 { grid-area: eracol1; } +.sheet-eracol2 { grid-area: eracol2; } +.sheet-grid-eracol { + display: grid; + grid-template-columns:560px 270px; + grid-gap: 5px; + align-content: center; + grid-template-areas: + 'eracol1 eracol2'; +} +.sheet-grid-eracol > div { + border:none; +} + +.sheet-npc1 { grid-area: npc1; } +.sheet-npc2 { grid-area: npc2; } +.sheet-npc3 { grid-area: npc3; } +.sheet-grid-npc { + display: grid; + grid-template-columns:470px 350px; + column-gap:10px; + row-gap:10px; + align-content: center; + grid-template-areas: + 'npc1 npc2' + 'npc3 npc2'; +} +.sheet-grid-npc > div { + border:none; +} + +.sheet-condi1 { grid-area: condi1; } +.sheet-condi2 { grid-area: condi2; } +.sheet-grid-condi { + display: grid; + grid-template-columns:235px 235px; + column-gap:0px; + grid-template-areas: + 'condi1 condi2'; +} +.sheet-grid-condi > div { + border:none; +} + +.sheet-item1 { grid-area: col1; } +.sheet-item2 { grid-area: col2; } +.sheet-item3 { grid-area: col3; } +.sheet-item4 { grid-area: col4; } +.sheet-item5 { grid-area: titulo; } +.sheet-item6 { grid-area: status; } +.sheet-item7 { grid-area: back; } +.sheet-item8 { grid-area: training; } +.sheet-grid-container { + display: grid; + grid-template-columns:15px 240px 5px 340px 5px 240px 20px; + align-content: center; + grid-template-areas: + 'col1 titulo titulo titulo col3 status col4' + 'col1 back col2 training col3 status col4'; +} +.sheet-grid-container > div { + border:none; +} + +.sheet-menutech1 { grid-area: menutech1; } +.sheet-menutech2 { grid-area: menutech2; } +.sheet-menutech3 { grid-area: menutech3; } +.sheet-menutech4 { grid-area: menutech4; } +.sheet-grid-menutech { + display: grid; + grid-template-columns:180px 180px 180px 180px; + align-content: center; + grid-template-areas: + 'menutech1 menutech2 menutech3 menutech4'; +} +.sheet-grid-menutech > div { + border:none; +} + + +.sheet-middle1 { grid-area: middle1; } +.sheet-middle2 { grid-area: middle2; background-repeat: no-repeat; + height:298px; + width:359px; +} +.sheet-middle3 { grid-area: middle3; } +.sheet-grid-middle { + display: grid; + grid-template-columns:211px 359px 251px; + align-content: center; + grid-template-areas: + 'middle1 middle2 middle3'; + + background-image: url("https://roll20.magpiegames.com/avatar/statsbalance.png"); + background-repeat: no-repeat; + +} +.sheet-grid-middle > div { + border:none; +} + +.sheet-moves1 { grid-area: moves1; } +.sheet-moves2 { grid-area: moves2; } +.sheet-grid-moves { + display: grid; + grid-template-columns:630px 210px; + align-content: center; + grid-template-areas: + 'moves1 moves2'; +} +.sheet-grid-moves > div { + border:none; +} + +.sheet-adversary1 { grid-area: adversary1; } +.sheet-adversary2 { grid-area: adversary2; } +.sheet-adversary3 { grid-area: adversary3; } +.sheet-grid-adversary { + display: grid; + grid-template-columns:110px 110px 110px; + column-gap:5px; + align-content: center; + grid-template-areas: + 'adversary1 adversary2 adversary3'; +} +.sheet-grid-adversary > div { + border:none; +} + +.sheet-endos1 { grid-area: endos1; } +.sheet-endos2 { grid-area: endos2; } +.sheet-grid-endos { + display: grid; + grid-template-columns:165px 165px; + column-gap:10px; + align-content: center; + grid-template-areas: + 'endos1 endos2'; +} +.sheet-grid-endos > div { + border:none; +} + + +.sheet-mueve1 { grid-area: mueve1; } +.sheet-mueve2 { grid-area: mueve2; } +.sheet-grid-mueve { + display: grid; + grid-template-columns:350px 227px; + column-gap:20px; + align-content: center; + grid-template-areas: + 'mueve1 mueve2'; +} +.sheet-grid-mueve > div { + border:none; +} + +.sheet-char1 { grid-area: char1; } +.sheet-char2 { grid-area: char2; } +.sheet-grid-char { + display: grid; + grid-template-columns:288px 288px; + column-gap:20px; + align-content: center; + grid-template-areas: + 'char1 char2'; +} +.sheet-grid-char > div { + border:none;/*1px solid #000;*/ +} + + +.sheet-combat1 { grid-area: combat1; } +.sheet-combat2 { grid-area: combat2; } +.sheet-grid-combat { + display: grid; + grid-template-columns:227px 350px; + column-gap:20px; + align-content: center; + grid-template-areas: + 'combat1 combat2'; +} +.sheet-grid-combat > div { + border:none;/*1px solid #000;*/ +} + +.sheet-habilidad1 { grid-area: habilidad1; } +.sheet-habilidad2 { grid-area: habilidad2; } +.sheet-habilidad3 { grid-area: habilidad3; } +.sheet-habilidad4 { grid-area: habilidad4; } +.sheet-habilidad5 { grid-area: habilidad5; } +.sheet-grid-habilidad { + display: grid; + grid-template-columns:50% 50%; + column-gap:0px; + align-content: center; + grid-template-areas: + 'habilidad1 habilidad2' + 'habilidad4 habilidad5' + 'habilidad3 habilidad3'; +} +.sheet-grid-habilidad > div { + border:none; +} + + +.sheet-fate1 { grid-area: fate1; } +.sheet-fate2 { grid-area: fate2; } +.sheet-grid-fate { + display: grid; + grid-template-columns:180px 145px; + column-gap:5px; + align-content: center; + grid-template-areas: + 'fate1 fate2'; +} +.sheet-grid-fate > div { + border:none; +} + + +.sheet-balanceizq { grid-area: balanceizq; } +.sheet-balanceizq2 { grid-area: balanceizq2; } +.sheet-balance1 { grid-area: balance1; } +.sheet-balance2 { grid-area: balance2; } +.sheet-balance3 { grid-area: balance3; } +.sheet-balance4 { grid-area: balance4; } +.sheet-balance5 { grid-area: balance5; } +.sheet-balance6 { grid-area: balance6; } +.sheet-balance7 { grid-area: balance7; } +.sheet-balanceder2 { grid-area: balanceder2; } +.sheet-balanceder { grid-area: balanceder; } +.sheet-grid-balance { + display: grid; + grid-template-columns:29px 49px 29px 29px 29px 29px 29px 29px 29px 47px 29px; + align-content: center; + grid-template-areas: + 'balanceizq balanceizq2 balance1 balance2 balance3 balance4 balance5 balance6 balance7 balanceder2 balanceder'; +} +.sheet-grid-balance > div { + border:none; +} + + +.sheet-input-text-stat +{ + width:38px; + height:38px; + font-size: 22px; + font-weight:bold; + text-align:center; + /* + background-repeat: no-repeat; + background-size:cover; + background-image:url("https://roll20.magpiegames.com/avatar/statscircle.png"); + */ + border:0px; + padding-top:8px; + outline: none; + font-family: 'albertus','Helvetica'; +} + +.sheet-div-numerito{ +display:inline; +position:relative; +} + +.sheet-label-numerito{ +display:inline; +font-size:12px; +color:#a90707; +position:absolute; +top:-4px; +font-family:'albertus','Helvetica',sans-serif; +} + +button[type="roll"] { + text-shadow: none; + background: transparent; + box-shadow: none; + box-sizing: border-box; + outline: none; + border-radius: 0; + transition: all 0.2s; + color: #000; + font-weight: 400; + font-size: 18px; + font-family: 'albertus','Helvetica'; + font-variant: small-caps; + padding: 5px 0 0 0; +} + +button[type="roll"].btn::before { + content: ""; + outline: none; +} + +button[type="roll"].sheet-buttonroll { + display: flex; + border: none; + margin: 0; + padding: 0; + outline: none; + font-size:20px; +} + +button[type="roll"].sheet-buttonroll:hover { + color: #6a789d;/*#d3d3d3;*/ + outline: none; +} + +.sheet-rolltemplate-nhl { +} + +.sheet-rolltemplate-nhl .sheet-roll-nhlmiss{ + /*width: 299px;*/ + height: 258px; + padding: 0px; + margin:0 -5px -4px -45px; + background: url(http://nahualrpg.com/roll20/nahuales/miss.jpg); + background-size: 282px 258px; + background-repeat: no-repeat; + color: white; + /*font-weight: bold;*/ + /*text-shadow: 2px 2px #171819;*/ + border: 0px solid black; + border-spacing: 0; +} + +.sheet-rolltemplate-nhl .sheet-roll-nhlmiss .sheet-rollnahual{ + display: grid; + grid: auto/ 280px; + grid-gap: 2px; + padding-top: 25px; + padding-left: 25px; +} + +.sheet-rolltemplate-nhl .sheet-roll-nhlmiss .sheet-rollnahual .sheet-roll{ + justify-self:start; + align-self: center; +} + +.sheet-rolltemplate-nhl .sheet-roll-nhlmiss .inlinerollresult, +.sheet-rolltemplate-nhl .sheet-roll-nhlmiss .inlinerollresult.fullcrit, +.sheet-rolltemplate-nhl .sheet-roll-nhlmiss .inlinerollresult.fullfail, +.sheet-rolltemplate-nhl .sheet-roll-nhlmiss .inlinerollresult.importantroll{ + background-color: transparent; + border: none; + font-weight: normal; +} + +.sheet-rolltemplate-nhl .sheet-roll-nhlmiss .sheet-success .inlinerollresult, +.sheet-rolltemplate-nhl .sheet-roll-nhlmiss .sheet-success .inlinerollresult.fullcrit, +.sheet-rolltemplate-nhl .sheet-roll-nhlmiss .sheet-success .inlinerollresult.fullfail, +.sheet-rolltemplate-nhl .sheet-roll-nhlmiss .sheet-success .inlinerollresult.importantroll{ + background-color: transparent; + border: none; + font-weight: normal; +} + +.sheet-rolltemplate-nhl .sheet-roll-nhlmiss .sheet-failure .inlinerollresult, +.sheet-rolltemplate-nhl .sheet-roll-nhlmiss .sheet-failure .inlinerollresult.fullcrit, +.sheet-rolltemplate-nhl .sheet-roll-nhlmiss .sheet-failure .inlinerollresult.fullfail, +.sheet-rolltemplate-nhl .sheet-roll-nhlmiss .sheet-failure .inlinerollresult.importantroll{ + background-color: transparent; + border: none; + font-weight: normal; +} + +.sheet-rolltemplate-nhl .sheet-roll-nhlhit{ + /*width: 299px;*/ + height: 258px; + padding: 0px; + margin:0 -5px -4px -45px; + background: url(http://nahualrpg.com/roll20/nahuales/rollart.jpg); + background-size: 282px 258px; + background-repeat: no-repeat; + color: white; + /*font-weight: bold;*/ + /*text-shadow: 2px 2px #171819;*/ + border: 0px solid black; + border-spacing: 0; +} + +.sheet-rolltemplate-nhl .sheet-roll-nhlhit .sheet-rollnahual{ + display: grid; + grid: auto/ 280px; + grid-gap: 2px; + padding-top: 25px; + padding-left: 25px; +} + +.sheet-rolltemplate-nhl .sheet-roll-nhlhit .sheet-rollnahual .sheet-roll{ + justify-self:start; + align-self: center; +} + +.sheet-rolltemplate-nhl .sheet-roll-nhlhit .inlinerollresult, +.sheet-rolltemplate-nhl .sheet-roll-nhlhit .inlinerollresult.fullcrit, +.sheet-rolltemplate-nhl .sheet-roll-nhlhit .inlinerollresult.fullfail, +.sheet-rolltemplate-nhl .sheet-roll-nhlhit .inlinerollresult.importantroll{ + background-color: transparent; + border: none; + font-weight: normal; +} + +.sheet-rolltemplate-nhl .sheet-roll-nhlhit .sheet-success .inlinerollresult, +.sheet-rolltemplate-nhl .sheet-roll-nhlhit .sheet-success .inlinerollresult.fullcrit, +.sheet-rolltemplate-nhl .sheet-roll-nhlhit .sheet-success .inlinerollresult.fullfail, +.sheet-rolltemplate-nhl .sheet-roll-nhlhit .sheet-success .inlinerollresult.importantroll{ + background-color: transparent; + border: none; + font-weight: normal; +} + +.sheet-rolltemplate-nhl .sheet-roll-nhlhit .sheet-failure .inlinerollresult, +.sheet-rolltemplate-nhl .sheet-roll-nhlhit .sheet-failure .inlinerollresult.fullcrit, +.sheet-rolltemplate-nhl .sheet-roll-nhlhit .sheet-failure .inlinerollresult.fullfail, +.sheet-rolltemplate-nhl .sheet-roll-nhlhit .sheet-failure .inlinerollresult.importantroll{ + background-color: transparent; + border: none; + font-weight: normal; +} + +.sheet-rolltemplate-nhl .sheet-roll-nhlfull{ + /*width: 299px;*/ + height: 258px; + padding: 0px; + margin:0 -5px -4px -45px; + background: url(http://nahualrpg.com/roll20/nahuales/fullhit.jpg); + background-size: 282px 258px; + background-repeat: no-repeat; + color: white; + /*font-weight: bold;*/ + /*text-shadow: 2px 2px #171819;*/ + border: 0px solid black; + border-spacing: 0; +} + +.sheet-rolltemplate-nhl .sheet-roll-nhlfull .sheet-rollnahual{ + display: grid; + grid: auto/ 280px; + grid-gap: 2px; + padding-top: 25px; + padding-left: 25px; +} + +.sheet-rolltemplate-nhl .sheet-roll-nhlfull .sheet-rollnahual .sheet-roll{ + justify-self:start; + align-self: center; +} + +.sheet-rolltemplate-nhl .sheet-roll-nhlfull .inlinerollresult, +.sheet-rolltemplate-nhl .sheet-roll-nhlfull .inlinerollresult.fullcrit, +.sheet-rolltemplate-nhl .sheet-roll-nhlfull .inlinerollresult.fullfail, +.sheet-rolltemplate-nhl .sheet-roll-nhlfull .inlinerollresult.importantroll{ + background-color: transparent; + border: none; + font-weight: normal; +} + +.sheet-rolltemplate-nhl .sheet-roll-nhlfull .sheet-success .inlinerollresult, +.sheet-rolltemplate-nhl .sheet-roll-nhlfull .sheet-success .inlinerollresult.fullcrit, +.sheet-rolltemplate-nhl .sheet-roll-nhlfull .sheet-success .inlinerollresult.fullfail, +.sheet-rolltemplate-nhl .sheet-roll-nhlfull .sheet-success .inlinerollresult.importantroll{ + background-color: transparent; + border: none; + font-weight: normal; +} + +.sheet-rolltemplate-nhl .sheet-roll-nhlfull .sheet-failure .inlinerollresult, +.sheet-rolltemplate-nhl .sheet-roll-nhlfull .sheet-failure .inlinerollresult.fullcrit, +.sheet-rolltemplate-nhl .sheet-roll-nhlfull .sheet-failure .inlinerollresult.fullfail, +.sheet-rolltemplate-nhl .sheet-roll-nhlfull .sheet-failure .inlinerollresult.importantroll{ + background-color: transparent; + border: none; + font-weight: normal; +} + + +/*-- TEMPLATE MOVEES -- INICIO --*/ +.sheet-rolltemplate-movees { + /*width: 299px;*/ + /*height: 258px;*/ + padding: 0px; + margin:0 -5px -4px -45px; + /* + background: + background-size: 282px 104px; + background-repeat: no-repeat; + */ + color: white; + background-color: #f4eedb; + /*font-weight: bold;*/ + /*text-shadow: 2px 2px #171819;*/ + border: 0px solid black; + border-spacing: 0; +} +/*-- TEMPLATE STATUSP -- INICIO --*/ +.sheet-rolltemplate-broadcaststatusp { + /*width: 299px;*/ + /*height: 258px;*/ + padding: 0px; + margin:0 -5px -4px -45px; + /* + background: + background-size: 282px 104px; + background-repeat: no-repeat; + */ + color: white; + background-color: #f4eedb; + /*font-weight: bold;*/ + /*text-shadow: 2px 2px #171819;*/ + border: 0px solid black; + border-spacing: 0; +} +/*-- TEMPLATE STATUSN -- INICIO --*/ +.sheet-rolltemplate-broadcaststatusn { + /*width: 299px;*/ + /*height: 258px;*/ + padding: 0px; + margin:0 -5px -4px -45px; + /* + background: + background-size: 282px 104px; + background-repeat: no-repeat; + */ + color: white; + background-color: #f4eedb; + /*font-weight: bold;*/ + /*text-shadow: 2px 2px #171819;*/ + border: 0px solid black; + border-spacing: 0; +} +/*-- TEMPLATE BROADCAST -- INICIO --*/ +.sheet-rolltemplate-broadcast { + /*width: 299px;*/ + /*height: 258px;*/ + padding: 0px; + margin:0 -5px -4px -45px; + /* + background: + background-size: 282px 104px; + background-repeat: no-repeat; + */ + color: white; + background-color: #f4eedb; + /*font-weight: bold;*/ + /*text-shadow: 2px 2px #171819;*/ + border: 0px solid black; + border-spacing: 0; +} +/*-- TEMPLATE BROADCASTBASIC -- INICIO --*/ +.sheet-rolltemplate-broadcastbasic { + /*width: 299px;*/ + /*height: 258px;*/ + padding: 0px; + margin:0 -5px -4px -45px; + /* + background: + background-size: 282px 104px; + background-repeat: no-repeat; + */ + color: white; + background-color: #f4eedb; + /*font-weight: bold;*/ + /*text-shadow: 2px 2px #171819;*/ + border: 0px solid black; + border-spacing: 0; +} +/*-- TEMPLATE BROADCASTWEAPONS -- INICIO --*/ +.sheet-rolltemplate-broadcastweapons { + /*width: 299px;*/ + /*height: 258px;*/ + padding: 0px; + margin:0 -5px -4px -45px; + /* + background: + background-size: 282px 104px; + background-repeat: no-repeat; + */ + color: white; + background-color: #f4eedb; + /*font-weight: bold;*/ + /*text-shadow: 2px 2px #171819;*/ + border: 0px solid black; + border-spacing: 0; +} +/*-- TEMPLATE BROADCASTTECH -- INICIO --*/ +.sheet-rolltemplate-broadcasttech { + /*width: 299px;*/ + /*height: 258px;*/ + padding: 0px; + margin:0 -5px -4px -45px; + /* + background: + background-size: 282px 104px; + background-repeat: no-repeat; + */ + color: white; + background-color: #f4eedb; + /*font-weight: bold;*/ + /*text-shadow: 2px 2px #171819;*/ + border: 0px solid black; + border-spacing: 0; +} +/*-- TEMPLATE BROADCASTWATER -- INICIO --*/ +.sheet-rolltemplate-broadcastwater { + /*width: 299px;*/ + /*height: 258px;*/ + padding: 0px; + margin:0 -5px -4px -45px; + /* + background: + background-size: 282px 104px; + background-repeat: no-repeat; + */ + color: white; + background-color: #f4eedb; + /*font-weight: bold;*/ + /*text-shadow: 2px 2px #171819;*/ + border: 0px solid black; + border-spacing: 0; +} +/*-- TEMPLATE BROADCASTEARTH -- INICIO --*/ +.sheet-rolltemplate-broadcastearth { + /*width: 299px;*/ + /*height: 258px;*/ + padding: 0px; + margin:0 -5px -4px -45px; + /* + background: + background-size: 282px 104px; + background-repeat: no-repeat; + */ + color: white; + background-color: #f4eedb; + /*font-weight: bold;*/ + /*text-shadow: 2px 2px #171819;*/ + border: 0px solid black; + border-spacing: 0; +} +/*-- TEMPLATE BROADCASTFIRE -- INICIO --*/ +.sheet-rolltemplate-broadcastfire { + /*width: 299px;*/ + /*height: 258px;*/ + padding: 0px; + margin:0 -5px -4px -45px; + /* + background: + background-size: 282px 104px; + background-repeat: no-repeat; + */ + color: white; + background-color: #f4eedb; + /*font-weight: bold;*/ + /*text-shadow: 2px 2px #171819;*/ + border: 0px solid black; + border-spacing: 0; +} +/*-- TEMPLATE BROADCASTFIRE -- INICIO --*/ +.sheet-rolltemplate-broadcastair { + /*width: 299px;*/ + /*height: 258px;*/ + padding: 0px; + margin:0 -5px -4px -45px; + /* + background: + background-size: 282px 104px; + background-repeat: no-repeat; + */ + color: white; + background-color: #f4eedb; + /*font-weight: bold;*/ + /*text-shadow: 2px 2px #171819;*/ + border: 0px solid black; + border-spacing: 0; +} + +/*-- TEMPLATE ROOTSTATS - INICIO --*/ +.sheet-rolltemplate-rootstats { +} + +.sheet-rolltemplate-rootstats .sheet-roll-rootmiss{ + /*width: 299px;*/ + height: 258px; + padding: 0px; + margin:0 -5px -4px -45px; + background: url(https://programmancer.000webhostapp.com/root/img/BasicMoves-MISS.jpg); + background-size: 282px 258px; + background-repeat: no-repeat; + color: white; + /*font-weight: bold;*/ + /*text-shadow: 2px 2px #171819;*/ + border: 0px solid black; + border-spacing: 0; +} + +.sheet-rolltemplate-rootstats .sheet-roll-rootmiss .sheet-rollroot{ + display: grid; + grid: auto/ 280px; + grid-gap: 2px; + padding-top: 25px; + padding-left: 20px; +} + +.sheet-rolltemplate-rootstats .sheet-roll-rootmiss .sheet-rollroot .sheet-roll{ + justify-self:start; + align-self: center; +} + +.sheet-rolltemplate-rootstats .sheet-roll-rootmiss .inlinerollresult, +.sheet-rolltemplate-rootstats .sheet-roll-rootmiss .inlinerollresult.fullcrit, +.sheet-rolltemplate-rootstats .sheet-roll-rootmiss .inlinerollresult.fullfail, +.sheet-rolltemplate-rootstats .sheet-roll-rootmiss .inlinerollresult.importantroll{ + background-color: transparent; + border: none; + font-weight: normal; +} + +.sheet-rolltemplate-rootstats .sheet-roll-rootmiss .sheet-success .inlinerollresult, +.sheet-rolltemplate-rootstats .sheet-roll-rootmiss .sheet-success .inlinerollresult.fullcrit, +.sheet-rolltemplate-rootstats .sheet-roll-rootmiss .sheet-success .inlinerollresult.fullfail, +.sheet-rolltemplate-rootstats .sheet-roll-rootmiss .sheet-success .inlinerollresult.importantroll{ + background-color: transparent; + border: none; + font-weight: normal; +} + +.sheet-rolltemplate-rootstats .sheet-roll-rootmiss .sheet-failure .inlinerollresult, +.sheet-rolltemplate-rootstats .sheet-roll-rootmiss .sheet-failure .inlinerollresult.fullcrit, +.sheet-rolltemplate-rootstats .sheet-roll-rootmiss .sheet-failure .inlinerollresult.fullfail, +.sheet-rolltemplate-rootstats .sheet-roll-rootmiss .sheet-failure .inlinerollresult.importantroll{ + background-color: transparent; + border: none; + font-weight: normal; +} + +.sheet-rolltemplate-rootstats .sheet-roll-roothit{ + /*width: 299px;*/ + height: 258px; + padding: 0px; + margin:0 -5px -4px -45px; + background: url(https://programmancer.000webhostapp.com/root/img/BasicMoves-HIT.jpg); + background-size: 282px 258px; + background-repeat: no-repeat; + color: white; + /*font-weight: bold;*/ + /*text-shadow: 2px 2px #171819;*/ + border: 0px solid black; + border-spacing: 0; +} + +.sheet-rolltemplate-rootstats .sheet-roll-roothit .sheet-rollroot{ + display: grid; + grid: auto/ 280px; + grid-gap: 2px; + padding-top: 25px; + padding-left: 20px; +} + +.sheet-rolltemplate-rootstats .sheet-roll-roothit .sheet-rollroot .sheet-roll{ + justify-self:start; + align-self: center; +} + +.sheet-rolltemplate-rootstats .sheet-roll-roothit .inlinerollresult, +.sheet-rolltemplate-rootstats .sheet-roll-roothit .inlinerollresult.fullcrit, +.sheet-rolltemplate-rootstats .sheet-roll-roothit .inlinerollresult.fullfail, +.sheet-rolltemplate-rootstats .sheet-roll-roothit .inlinerollresult.importantroll{ + background-color: transparent; + border: none; + font-weight: normal; +} + +.sheet-rolltemplate-rootstats .sheet-roll-roothit .sheet-success .inlinerollresult, +.sheet-rolltemplate-rootstats .sheet-roll-roothit .sheet-success .inlinerollresult.fullcrit, +.sheet-rolltemplate-rootstats .sheet-roll-roothit .sheet-success .inlinerollresult.fullfail, +.sheet-rolltemplate-rootstats .sheet-roll-roothit .sheet-success .inlinerollresult.importantroll{ + background-color: transparent; + border: none; + font-weight: normal; +} + +.sheet-rolltemplate-rootstats .sheet-roll-roothit .sheet-failure .inlinerollresult, +.sheet-rolltemplate-rootstats .sheet-roll-roothit .sheet-failure .inlinerollresult.fullcrit, +.sheet-rolltemplate-rootstats .sheet-roll-roothit .sheet-failure .inlinerollresult.fullfail, +.sheet-rolltemplate-rootstats .sheet-roll-roothit .sheet-failure .inlinerollresult.importantroll{ + background-color: transparent; + border: none; + font-weight: normal; +} + +.sheet-rolltemplate-rootstats .sheet-roll-rootfull{ + /*width: 299px;*/ + height: 258px; + padding: 0px; + margin:0 -5px -4px -45px; + background: url(https://programmancer.000webhostapp.com/root/img/BasicMoves-FULLHIT.jpg); + background-size: 282px 258px; + background-repeat: no-repeat; + color: white; + /*font-weight: bold;*/ + /*text-shadow: 2px 2px #171819;*/ + border: 0px solid black; + border-spacing: 0; +} + +.sheet-rolltemplate-rootstats .sheet-roll-rootfull .sheet-rollroot{ + display: grid; + grid: auto/ 280px; + grid-gap: 2px; + padding-top: 25px; + padding-left: 20px; +} + +.sheet-rolltemplate-rootstats .sheet-roll-rootfull .sheet-rollroot .sheet-roll{ + justify-self:start; + align-self: center; +} + +.sheet-rolltemplate-rootstats .sheet-roll-rootfull .inlinerollresult, +.sheet-rolltemplate-rootstats .sheet-roll-rootfull .inlinerollresult.fullcrit, +.sheet-rolltemplate-rootstats .sheet-roll-rootfull .inlinerollresult.fullfail, +.sheet-rolltemplate-rootstats .sheet-roll-rootfull .inlinerollresult.importantroll{ + background-color: transparent; + border: none; + font-weight: normal; +} + +.sheet-rolltemplate-rootstats .sheet-roll-rootfull .sheet-success .inlinerollresult, +.sheet-rolltemplate-rootstats .sheet-roll-rootfull .sheet-success .inlinerollresult.fullcrit, +.sheet-rolltemplate-rootstats .sheet-roll-rootfull .sheet-success .inlinerollresult.fullfail, +.sheet-rolltemplate-rootstats .sheet-roll-rootfull .sheet-success .inlinerollresult.importantroll{ + background-color: transparent; + border: none; + font-weight: normal; +} + +.sheet-rolltemplate-rootstats .sheet-roll-rootfull .sheet-failure .inlinerollresult, +.sheet-rolltemplate-rootstats .sheet-roll-rootfull .sheet-failure .inlinerollresult.fullcrit, +.sheet-rolltemplate-rootstats .sheet-roll-rootfull .sheet-failure .inlinerollresult.fullfail, +.sheet-rolltemplate-rootstats .sheet-roll-rootfull .sheet-failure .inlinerollresult.importantroll{ + background-color: transparent; + border: none; + font-weight: normal; +} + +/*-- TEMPLATE ROOTSTATS - FIN --*/ +/*-- TEMPLATE avatarbmoves - INICIO --*/ +.sheet-rolltemplate-avatarbmoves { +} + +.sheet-rolltemplate-avatarbmoves .sheet-roll-rootmiss{ + /*width: 299px;*/ + height: 258px; + padding: 0px; + margin:0 -5px -4px -45px; + background: url(https://roll20.magpiegames.com/avatar/Avatar-Roll20-chat-BasicMove-MISS.jpg); + background-size: 282px 258px; + background-repeat: no-repeat; + color: white; + /*font-weight: bold;*/ + /*text-shadow: 2px 2px #171819;*/ + border: 0px solid black; + border-spacing: 0; +} + +.sheet-rolltemplate-avatarbmoves .sheet-roll-rootmiss .sheet-rollroot{ + display: grid; + grid: auto/ 280px; + grid-gap: 2px; + padding-top: 25px; + padding-left: 20px; +} + +.sheet-rolltemplate-avatarbmoves .sheet-roll-rootmiss .sheet-rollroot .sheet-roll{ + justify-self:start; + align-self: center; +} + +.sheet-rolltemplate-avatarbmoves .sheet-roll-rootmiss .inlinerollresult, +.sheet-rolltemplate-avatarbmoves .sheet-roll-rootmiss .inlinerollresult.fullcrit, +.sheet-rolltemplate-avatarbmoves .sheet-roll-rootmiss .inlinerollresult.fullfail, +.sheet-rolltemplate-avatarbmoves .sheet-roll-rootmiss .inlinerollresult.importantroll{ + background-color: transparent; + border: none; + font-weight: normal; +} + +.sheet-rolltemplate-avatarbmoves .sheet-roll-rootmiss .sheet-success .inlinerollresult, +.sheet-rolltemplate-avatarbmoves .sheet-roll-rootmiss .sheet-success .inlinerollresult.fullcrit, +.sheet-rolltemplate-avatarbmoves .sheet-roll-rootmiss .sheet-success .inlinerollresult.fullfail, +.sheet-rolltemplate-avatarbmoves .sheet-roll-rootmiss .sheet-success .inlinerollresult.importantroll{ + background-color: transparent; + border: none; + font-weight: normal; +} + +.sheet-rolltemplate-avatarbmoves .sheet-roll-rootmiss .sheet-failure .inlinerollresult, +.sheet-rolltemplate-avatarbmoves .sheet-roll-rootmiss .sheet-failure .inlinerollresult.fullcrit, +.sheet-rolltemplate-avatarbmoves .sheet-roll-rootmiss .sheet-failure .inlinerollresult.fullfail, +.sheet-rolltemplate-avatarbmoves .sheet-roll-rootmiss .sheet-failure .inlinerollresult.importantroll{ + background-color: transparent; + border: none; + font-weight: normal; +} + +.sheet-rolltemplate-avatarbmoves .sheet-roll-roothit{ + /*width: 299px;*/ + height: 258px; + padding: 0px; + margin:0 -5px -4px -45px; + background: url(https://roll20.magpiegames.com/avatar/Avatar-Roll20-chat-BasicMove-HIT.jpg); + background-size: 282px 258px; + background-repeat: no-repeat; + color: white; + /*font-weight: bold;*/ + /*text-shadow: 2px 2px #171819;*/ + border: 0px solid black; + border-spacing: 0; +} + +.sheet-rolltemplate-avatarbmoves .sheet-roll-roothit .sheet-rollroot{ + display: grid; + grid: auto/ 280px; + grid-gap: 2px; + padding-top: 25px; + padding-left: 20px; +} + +.sheet-rolltemplate-avatarbmoves .sheet-roll-roothit .sheet-rollroot .sheet-roll{ + justify-self:start; + align-self: center; +} + +.sheet-rolltemplate-avatarbmoves .sheet-roll-roothit .inlinerollresult, +.sheet-rolltemplate-avatarbmoves .sheet-roll-roothit .inlinerollresult.fullcrit, +.sheet-rolltemplate-avatarbmoves .sheet-roll-roothit .inlinerollresult.fullfail, +.sheet-rolltemplate-avatarbmoves .sheet-roll-roothit .inlinerollresult.importantroll{ + background-color: transparent; + border: none; + font-weight: normal; +} + +.sheet-rolltemplate-avatarbmoves .sheet-roll-roothit .sheet-success .inlinerollresult, +.sheet-rolltemplate-avatarbmoves .sheet-roll-roothit .sheet-success .inlinerollresult.fullcrit, +.sheet-rolltemplate-avatarbmoves .sheet-roll-roothit .sheet-success .inlinerollresult.fullfail, +.sheet-rolltemplate-avatarbmoves .sheet-roll-roothit .sheet-success .inlinerollresult.importantroll{ + background-color: transparent; + border: none; + font-weight: normal; +} + +.sheet-rolltemplate-avatarbmoves .sheet-roll-roothit .sheet-failure .inlinerollresult, +.sheet-rolltemplate-avatarbmoves .sheet-roll-roothit .sheet-failure .inlinerollresult.fullcrit, +.sheet-rolltemplate-avatarbmoves .sheet-roll-roothit .sheet-failure .inlinerollresult.fullfail, +.sheet-rolltemplate-avatarbmoves .sheet-roll-roothit .sheet-failure .inlinerollresult.importantroll{ + background-color: transparent; + border: none; + font-weight: normal; +} + +.sheet-rolltemplate-avatarbmoves .sheet-roll-rootfull{ + /*width: 299px;*/ + height: 258px; + padding: 0px; + margin:0 -5px -4px -45px; + background: url(https://roll20.magpiegames.com/avatar/Avatar-Roll20-chat-BasicMove-FULLHIT.jpg); + background-size: 282px 258px; + background-repeat: no-repeat; + color: white; + /*font-weight: bold;*/ + /*text-shadow: 2px 2px #171819;*/ + border: 0px solid black; + border-spacing: 0; +} + +.sheet-rolltemplate-avatarbmoves .sheet-roll-rootfull .sheet-rollroot{ + display: grid; + grid: auto/ 280px; + grid-gap: 2px; + padding-top: 25px; + padding-left: 20px; +} + +.sheet-rolltemplate-avatarbmoves .sheet-roll-rootfull .sheet-rollroot .sheet-roll{ + justify-self:start; + align-self: center; +} + +.sheet-rolltemplate-avatarbmoves .sheet-roll-rootfull .inlinerollresult, +.sheet-rolltemplate-avatarbmoves .sheet-roll-rootfull .inlinerollresult.fullcrit, +.sheet-rolltemplate-avatarbmoves .sheet-roll-rootfull .inlinerollresult.fullfail, +.sheet-rolltemplate-avatarbmoves .sheet-roll-rootfull .inlinerollresult.importantroll{ + background-color: transparent; + border: none; + font-weight: normal; +} + +.sheet-rolltemplate-avatarbmoves .sheet-roll-rootfull .sheet-success .inlinerollresult, +.sheet-rolltemplate-avatarbmoves .sheet-roll-rootfull .sheet-success .inlinerollresult.fullcrit, +.sheet-rolltemplate-avatarbmoves .sheet-roll-rootfull .sheet-success .inlinerollresult.fullfail, +.sheet-rolltemplate-avatarbmoves .sheet-roll-rootfull .sheet-success .inlinerollresult.importantroll{ + background-color: transparent; + border: none; + font-weight: normal; +} + +.sheet-rolltemplate-avatarbmoves .sheet-roll-rootfull .sheet-failure .inlinerollresult, +.sheet-rolltemplate-avatarbmoves .sheet-roll-rootfull .sheet-failure .inlinerollresult.fullcrit, +.sheet-rolltemplate-avatarbmoves .sheet-roll-rootfull .sheet-failure .inlinerollresult.fullfail, +.sheet-rolltemplate-avatarbmoves .sheet-roll-rootfull .sheet-failure .inlinerollresult.importantroll{ + background-color: transparent; + border: none; + font-weight: normal; +} + +/*-- TEMPLATE avatarbmoves - FIN --*/ +/*-- TEMPLATE avatarlmoves - INICIO --*/ +.sheet-rolltemplate-avatarlmoves { +} + +.sheet-rolltemplate-avatarlmoves .sheet-roll-rootmiss{ + /*width: 299px;*/ + height: 258px; + padding: 0px; + margin:0 -5px -4px -45px; + background: url(https://roll20.magpiegames.com/avatar/Avatar-Roll20-chat-BalanceMove-MISS.jpg); + background-size: 282px 258px; + background-repeat: no-repeat; + color: white; + /*font-weight: bold;*/ + /*text-shadow: 2px 2px #171819;*/ + border: 0px solid black; + border-spacing: 0; +} + +.sheet-rolltemplate-avatarlmoves .sheet-roll-rootmiss .sheet-rollroot{ + display: grid; + grid: auto/ 280px; + grid-gap: 2px; + padding-top: 25px; + padding-left: 20px; +} + +.sheet-rolltemplate-avatarlmoves .sheet-roll-rootmiss .sheet-rollroot .sheet-roll{ + justify-self:start; + align-self: center; +} + +.sheet-rolltemplate-avatarlmoves .sheet-roll-rootmiss .inlinerollresult, +.sheet-rolltemplate-avatarlmoves .sheet-roll-rootmiss .inlinerollresult.fullcrit, +.sheet-rolltemplate-avatarlmoves .sheet-roll-rootmiss .inlinerollresult.fullfail, +.sheet-rolltemplate-avatarlmoves .sheet-roll-rootmiss .inlinerollresult.importantroll{ + background-color: transparent; + border: none; + font-weight: normal; +} + +.sheet-rolltemplate-avatarlmoves .sheet-roll-rootmiss .sheet-success .inlinerollresult, +.sheet-rolltemplate-avatarlmoves .sheet-roll-rootmiss .sheet-success .inlinerollresult.fullcrit, +.sheet-rolltemplate-avatarlmoves .sheet-roll-rootmiss .sheet-success .inlinerollresult.fullfail, +.sheet-rolltemplate-avatarlmoves .sheet-roll-rootmiss .sheet-success .inlinerollresult.importantroll{ + background-color: transparent; + border: none; + font-weight: normal; +} + +.sheet-rolltemplate-avatarlmoves .sheet-roll-rootmiss .sheet-failure .inlinerollresult, +.sheet-rolltemplate-avatarlmoves .sheet-roll-rootmiss .sheet-failure .inlinerollresult.fullcrit, +.sheet-rolltemplate-avatarlmoves .sheet-roll-rootmiss .sheet-failure .inlinerollresult.fullfail, +.sheet-rolltemplate-avatarlmoves .sheet-roll-rootmiss .sheet-failure .inlinerollresult.importantroll{ + background-color: transparent; + border: none; + font-weight: normal; +} + +.sheet-rolltemplate-avatarlmoves .sheet-roll-roothit{ + /*width: 299px;*/ + height: 258px; + padding: 0px; + margin:0 -5px -4px -45px; + background: url(https://roll20.magpiegames.com/avatar/Avatar-Roll20-chat-BalanceMove-HIT.jpg); + background-size: 282px 258px; + background-repeat: no-repeat; + color: white; + /*font-weight: bold;*/ + /*text-shadow: 2px 2px #171819;*/ + border: 0px solid black; + border-spacing: 0; +} + +.sheet-rolltemplate-avatarlmoves .sheet-roll-roothit .sheet-rollroot{ + display: grid; + grid: auto/ 280px; + grid-gap: 2px; + padding-top: 25px; + padding-left: 20px; +} + +.sheet-rolltemplate-avatarlmoves .sheet-roll-roothit .sheet-rollroot .sheet-roll{ + justify-self:start; + align-self: center; +} + +.sheet-rolltemplate-avatarlmoves .sheet-roll-roothit .inlinerollresult, +.sheet-rolltemplate-avatarlmoves .sheet-roll-roothit .inlinerollresult.fullcrit, +.sheet-rolltemplate-avatarlmoves .sheet-roll-roothit .inlinerollresult.fullfail, +.sheet-rolltemplate-avatarlmoves .sheet-roll-roothit .inlinerollresult.importantroll{ + background-color: transparent; + border: none; + font-weight: normal; +} + +.sheet-rolltemplate-avatarlmoves .sheet-roll-roothit .sheet-success .inlinerollresult, +.sheet-rolltemplate-avatarlmoves .sheet-roll-roothit .sheet-success .inlinerollresult.fullcrit, +.sheet-rolltemplate-avatarlmoves .sheet-roll-roothit .sheet-success .inlinerollresult.fullfail, +.sheet-rolltemplate-avatarlmoves .sheet-roll-roothit .sheet-success .inlinerollresult.importantroll{ + background-color: transparent; + border: none; + font-weight: normal; +} + +.sheet-rolltemplate-avatarlmoves .sheet-roll-roothit .sheet-failure .inlinerollresult, +.sheet-rolltemplate-avatarlmoves .sheet-roll-roothit .sheet-failure .inlinerollresult.fullcrit, +.sheet-rolltemplate-avatarlmoves .sheet-roll-roothit .sheet-failure .inlinerollresult.fullfail, +.sheet-rolltemplate-avatarlmoves .sheet-roll-roothit .sheet-failure .inlinerollresult.importantroll{ + background-color: transparent; + border: none; + font-weight: normal; +} + +.sheet-rolltemplate-avatarlmoves .sheet-roll-rootfull{ + /*width: 299px;*/ + height: 258px; + padding: 0px; + margin:0 -5px -4px -45px; + background: url(https://roll20.magpiegames.com/avatar/Avatar-Roll20-chat-BalanceMove-MISS.jpg); + background-size: 282px 258px; + background-repeat: no-repeat; + color: white; + /*font-weight: bold;*/ + /*text-shadow: 2px 2px #171819;*/ + border: 0px solid black; + border-spacing: 0; +} + +.sheet-rolltemplate-avatarlmoves .sheet-roll-rootfull .sheet-rollroot{ + display: grid; + grid: auto/ 280px; + grid-gap: 2px; + padding-top: 25px; + padding-left: 20px; +} + +.sheet-rolltemplate-avatarlmoves .sheet-roll-rootfull .sheet-rollroot .sheet-roll{ + justify-self:start; + align-self: center; +} + +.sheet-rolltemplate-avatarlmoves .sheet-roll-rootfull .inlinerollresult, +.sheet-rolltemplate-avatarlmoves .sheet-roll-rootfull .inlinerollresult.fullcrit, +.sheet-rolltemplate-avatarlmoves .sheet-roll-rootfull .inlinerollresult.fullfail, +.sheet-rolltemplate-avatarlmoves .sheet-roll-rootfull .inlinerollresult.importantroll{ + background-color: transparent; + border: none; + font-weight: normal; +} + +.sheet-rolltemplate-avatarlmoves .sheet-roll-rootfull .sheet-success .inlinerollresult, +.sheet-rolltemplate-avatarlmoves .sheet-roll-rootfull .sheet-success .inlinerollresult.fullcrit, +.sheet-rolltemplate-avatarlmoves .sheet-roll-rootfull .sheet-success .inlinerollresult.fullfail, +.sheet-rolltemplate-avatarlmoves .sheet-roll-rootfull .sheet-success .inlinerollresult.importantroll{ + background-color: transparent; + border: none; + font-weight: normal; +} + +.sheet-rolltemplate-avatarlmoves .sheet-roll-rootfull .sheet-failure .inlinerollresult, +.sheet-rolltemplate-avatarlmoves .sheet-roll-rootfull .sheet-failure .inlinerollresult.fullcrit, +.sheet-rolltemplate-avatarlmoves .sheet-roll-rootfull .sheet-failure .inlinerollresult.fullfail, +.sheet-rolltemplate-avatarlmoves .sheet-roll-rootfull .sheet-failure .inlinerollresult.importantroll{ + background-color: transparent; + border: none; + font-weight: normal; +} + +/*-- TEMPLATE avatarlmoves - FIN --*/ +/*-- TEMPLATE avatarcombat - INICIO --*/ +.sheet-rolltemplate-avatarcombat { +} + +.sheet-rolltemplate-avatarcombat .sheet-roll-rootmiss{ + /*width: 299px;*/ + height: 258px; + padding: 0px; + margin:0 -5px -4px -45px; + background: url(https://roll20.magpiegames.com/avatar/Avatar-Roll20-chat-Combat-MISS.jpg); + background-size: 282px 258px; + background-repeat: no-repeat; + color: white; + /*font-weight: bold;*/ + /*text-shadow: 2px 2px #171819;*/ + border: 0px solid black; + border-spacing: 0; +} + +.sheet-rolltemplate-avatarcombat .sheet-roll-rootmiss .sheet-rollroot{ + display: grid; + grid: auto/ 280px; + grid-gap: 2px; + padding-top: 25px; + padding-left: 20px; +} + +.sheet-rolltemplate-avatarcombat .sheet-roll-rootmiss .sheet-rollroot .sheet-roll{ + justify-self:start; + align-self: center; +} + +.sheet-rolltemplate-avatarcombat .sheet-roll-rootmiss .inlinerollresult, +.sheet-rolltemplate-avatarcombat .sheet-roll-rootmiss .inlinerollresult.fullcrit, +.sheet-rolltemplate-avatarcombat .sheet-roll-rootmiss .inlinerollresult.fullfail, +.sheet-rolltemplate-avatarcombat .sheet-roll-rootmiss .inlinerollresult.importantroll{ + background-color: transparent; + border: none; + font-weight: normal; +} + +.sheet-rolltemplate-avatarcombat .sheet-roll-rootmiss .sheet-success .inlinerollresult, +.sheet-rolltemplate-avatarcombat .sheet-roll-rootmiss .sheet-success .inlinerollresult.fullcrit, +.sheet-rolltemplate-avatarcombat .sheet-roll-rootmiss .sheet-success .inlinerollresult.fullfail, +.sheet-rolltemplate-avatarcombat .sheet-roll-rootmiss .sheet-success .inlinerollresult.importantroll{ + background-color: transparent; + border: none; + font-weight: normal; +} + +.sheet-rolltemplate-avatarcombat .sheet-roll-rootmiss .sheet-failure .inlinerollresult, +.sheet-rolltemplate-avatarcombat .sheet-roll-rootmiss .sheet-failure .inlinerollresult.fullcrit, +.sheet-rolltemplate-avatarcombat .sheet-roll-rootmiss .sheet-failure .inlinerollresult.fullfail, +.sheet-rolltemplate-avatarcombat .sheet-roll-rootmiss .sheet-failure .inlinerollresult.importantroll{ + background-color: transparent; + border: none; + font-weight: normal; +} + +.sheet-rolltemplate-avatarcombat .sheet-roll-roothit{ + /*width: 299px;*/ + height: 258px; + padding: 0px; + margin:0 -5px -4px -45px; + background: url(https://roll20.magpiegames.com/avatar/Avatar-Roll20-chat-Combat-HIT.jpg); + background-size: 282px 258px; + background-repeat: no-repeat; + color: white; + /*font-weight: bold;*/ + /*text-shadow: 2px 2px #171819;*/ + border: 0px solid black; + border-spacing: 0; +} + +.sheet-rolltemplate-avatarcombat .sheet-roll-roothit .sheet-rollroot{ + display: grid; + grid: auto/ 280px; + grid-gap: 2px; + padding-top: 25px; + padding-left: 20px; +} + +.sheet-rolltemplate-avatarcombat .sheet-roll-roothit .sheet-rollroot .sheet-roll{ + justify-self:start; + align-self: center; +} + +.sheet-rolltemplate-avatarcombat .sheet-roll-roothit .inlinerollresult, +.sheet-rolltemplate-avatarcombat .sheet-roll-roothit .inlinerollresult.fullcrit, +.sheet-rolltemplate-avatarcombat .sheet-roll-roothit .inlinerollresult.fullfail, +.sheet-rolltemplate-avatarcombat .sheet-roll-roothit .inlinerollresult.importantroll{ + background-color: transparent; + border: none; + font-weight: normal; +} + +.sheet-rolltemplate-avatarcombat .sheet-roll-roothit .sheet-success .inlinerollresult, +.sheet-rolltemplate-avatarcombat .sheet-roll-roothit .sheet-success .inlinerollresult.fullcrit, +.sheet-rolltemplate-avatarcombat .sheet-roll-roothit .sheet-success .inlinerollresult.fullfail, +.sheet-rolltemplate-avatarcombat .sheet-roll-roothit .sheet-success .inlinerollresult.importantroll{ + background-color: transparent; + border: none; + font-weight: normal; +} + +.sheet-rolltemplate-avatarcombat .sheet-roll-roothit .sheet-failure .inlinerollresult, +.sheet-rolltemplate-avatarcombat .sheet-roll-roothit .sheet-failure .inlinerollresult.fullcrit, +.sheet-rolltemplate-avatarcombat .sheet-roll-roothit .sheet-failure .inlinerollresult.fullfail, +.sheet-rolltemplate-avatarcombat .sheet-roll-roothit .sheet-failure .inlinerollresult.importantroll{ + background-color: transparent; + border: none; + font-weight: normal; +} + +.sheet-rolltemplate-avatarcombat .sheet-roll-rootfull{ + /*width: 299px;*/ + height: 258px; + padding: 0px; + margin:0 -5px -4px -45px; + background: url(https://roll20.magpiegames.com/avatar/Avatar-Roll20-chat-Combat-FULLHIT.jpg); + background-size: 282px 258px; + background-repeat: no-repeat; + color: white; + /*font-weight: bold;*/ + /*text-shadow: 2px 2px #171819;*/ + border: 0px solid black; + border-spacing: 0; +} + +.sheet-rolltemplate-avatarcombat .sheet-roll-rootfull .sheet-rollroot{ + display: grid; + grid: auto/ 280px; + grid-gap: 2px; + padding-top: 25px; + padding-left: 20px; +} + +.sheet-rolltemplate-avatarcombat .sheet-roll-rootfull .sheet-rollroot .sheet-roll{ + justify-self:start; + align-self: center; +} + +.sheet-rolltemplate-avatarcombat .sheet-roll-rootfull .inlinerollresult, +.sheet-rolltemplate-avatarcombat .sheet-roll-rootfull .inlinerollresult.fullcrit, +.sheet-rolltemplate-avatarcombat .sheet-roll-rootfull .inlinerollresult.fullfail, +.sheet-rolltemplate-avatarcombat .sheet-roll-rootfull .inlinerollresult.importantroll{ + background-color: transparent; + border: none; + font-weight: normal; +} + +.sheet-rolltemplate-avatarcombat .sheet-roll-rootfull .sheet-success .inlinerollresult, +.sheet-rolltemplate-avatarcombat .sheet-roll-rootfull .sheet-success .inlinerollresult.fullcrit, +.sheet-rolltemplate-avatarcombat .sheet-roll-rootfull .sheet-success .inlinerollresult.fullfail, +.sheet-rolltemplate-avatarcombat .sheet-roll-rootfull .sheet-success .inlinerollresult.importantroll{ + background-color: transparent; + border: none; + font-weight: normal; +} + +.sheet-rolltemplate-avatarcombat .sheet-roll-rootfull .sheet-failure .inlinerollresult, +.sheet-rolltemplate-avatarcombat .sheet-roll-rootfull .sheet-failure .inlinerollresult.fullcrit, +.sheet-rolltemplate-avatarcombat .sheet-roll-rootfull .sheet-failure .inlinerollresult.fullfail, +.sheet-rolltemplate-avatarcombat .sheet-roll-rootfull .sheet-failure .inlinerollresult.importantroll{ + background-color: transparent; + border: none; + font-weight: normal; +} + +/*-- TEMPLATE avatarcombat - FIN --*/ +/*-- TEMPLATE avatarstats - INICIO --*/ +.sheet-rolltemplate-avatarstats { +} + +.sheet-rolltemplate-avatarstats .sheet-roll-rootmiss{ + /*width: 299px;*/ + height: 258px; + padding: 0px; + margin:0 -5px -4px -45px; + background: url(https://roll20.magpiegames.com/avatar/Avatar-Roll20-chat-stat-MISS.jpg); + background-size: 282px 258px; + background-repeat: no-repeat; + color: white; + /*font-weight: bold;*/ + /*text-shadow: 2px 2px #171819;*/ + border: 0px solid black; + border-spacing: 0; +} + +.sheet-rolltemplate-avatarstats .sheet-roll-rootmiss .sheet-rollroot{ + display: grid; + grid: auto/ 280px; + grid-gap: 2px; + padding-top: 25px; + padding-left: 20px; +} + +.sheet-rolltemplate-avatarstats .sheet-roll-rootmiss .sheet-rollroot .sheet-roll{ + justify-self:start; + align-self: center; +} + +.sheet-rolltemplate-avatarstats .sheet-roll-rootmiss .inlinerollresult, +.sheet-rolltemplate-avatarstats .sheet-roll-rootmiss .inlinerollresult.fullcrit, +.sheet-rolltemplate-avatarstats .sheet-roll-rootmiss .inlinerollresult.fullfail, +.sheet-rolltemplate-avatarstats .sheet-roll-rootmiss .inlinerollresult.importantroll{ + background-color: transparent; + border: none; + font-weight: normal; +} + +.sheet-rolltemplate-avatarstats .sheet-roll-rootmiss .sheet-success .inlinerollresult, +.sheet-rolltemplate-avatarstats .sheet-roll-rootmiss .sheet-success .inlinerollresult.fullcrit, +.sheet-rolltemplate-avatarstats .sheet-roll-rootmiss .sheet-success .inlinerollresult.fullfail, +.sheet-rolltemplate-avatarstats .sheet-roll-rootmiss .sheet-success .inlinerollresult.importantroll{ + background-color: transparent; + border: none; + font-weight: normal; +} + +.sheet-rolltemplate-avatarstats .sheet-roll-rootmiss .sheet-failure .inlinerollresult, +.sheet-rolltemplate-avatarstats .sheet-roll-rootmiss .sheet-failure .inlinerollresult.fullcrit, +.sheet-rolltemplate-avatarstats .sheet-roll-rootmiss .sheet-failure .inlinerollresult.fullfail, +.sheet-rolltemplate-avatarstats .sheet-roll-rootmiss .sheet-failure .inlinerollresult.importantroll{ + background-color: transparent; + border: none; + font-weight: normal; +} + +.sheet-rolltemplate-avatarstats .sheet-roll-roothit{ + /*width: 299px;*/ + height: 258px; + padding: 0px; + margin:0 -5px -4px -45px; + background: url(https://roll20.magpiegames.com/avatar/Avatar-Roll20-chat-stat-HIT.jpg); + background-size: 282px 258px; + background-repeat: no-repeat; + color: white; + /*font-weight: bold;*/ + /*text-shadow: 2px 2px #171819;*/ + border: 0px solid black; + border-spacing: 0; +} + +.sheet-rolltemplate-avatarstats .sheet-roll-roothit .sheet-rollroot{ + display: grid; + grid: auto/ 280px; + grid-gap: 2px; + padding-top: 25px; + padding-left: 20px; +} + +.sheet-rolltemplate-avatarstats .sheet-roll-roothit .sheet-rollroot .sheet-roll{ + justify-self:start; + align-self: center; +} + +.sheet-rolltemplate-avatarstats .sheet-roll-roothit .inlinerollresult, +.sheet-rolltemplate-avatarstats .sheet-roll-roothit .inlinerollresult.fullcrit, +.sheet-rolltemplate-avatarstats .sheet-roll-roothit .inlinerollresult.fullfail, +.sheet-rolltemplate-avatarstats .sheet-roll-roothit .inlinerollresult.importantroll{ + background-color: transparent; + border: none; + font-weight: normal; +} + +.sheet-rolltemplate-avatarstats .sheet-roll-roothit .sheet-success .inlinerollresult, +.sheet-rolltemplate-avatarstats .sheet-roll-roothit .sheet-success .inlinerollresult.fullcrit, +.sheet-rolltemplate-avatarstats .sheet-roll-roothit .sheet-success .inlinerollresult.fullfail, +.sheet-rolltemplate-avatarstats .sheet-roll-roothit .sheet-success .inlinerollresult.importantroll{ + background-color: transparent; + border: none; + font-weight: normal; +} + +.sheet-rolltemplate-avatarstats .sheet-roll-roothit .sheet-failure .inlinerollresult, +.sheet-rolltemplate-avatarstats .sheet-roll-roothit .sheet-failure .inlinerollresult.fullcrit, +.sheet-rolltemplate-avatarstats .sheet-roll-roothit .sheet-failure .inlinerollresult.fullfail, +.sheet-rolltemplate-avatarstats .sheet-roll-roothit .sheet-failure .inlinerollresult.importantroll{ + background-color: transparent; + border: none; + font-weight: normal; +} + +.sheet-rolltemplate-avatarstats .sheet-roll-rootfull{ + /*width: 299px;*/ + height: 258px; + padding: 0px; + margin:0 -5px -4px -45px; + background: url(https://roll20.magpiegames.com/avatar/Avatar-Roll20-chat-stat-FULLHIT.jpg); + background-size: 282px 258px; + background-repeat: no-repeat; + color: white; + /*font-weight: bold;*/ + /*text-shadow: 2px 2px #171819;*/ + border: 0px solid black; + border-spacing: 0; +} + +.sheet-rolltemplate-avatarstats .sheet-roll-rootfull .sheet-rollroot{ + display: grid; + grid: auto/ 280px; + grid-gap: 2px; + padding-top: 25px; + padding-left: 20px; +} + +.sheet-rolltemplate-avatarstats .sheet-roll-rootfull .sheet-rollroot .sheet-roll{ + justify-self:start; + align-self: center; +} + +.sheet-rolltemplate-avatarstats .sheet-roll-rootfull .inlinerollresult, +.sheet-rolltemplate-avatarstats .sheet-roll-rootfull .inlinerollresult.fullcrit, +.sheet-rolltemplate-avatarstats .sheet-roll-rootfull .inlinerollresult.fullfail, +.sheet-rolltemplate-avatarstats .sheet-roll-rootfull .inlinerollresult.importantroll{ + background-color: transparent; + border: none; + font-weight: normal; +} + +.sheet-rolltemplate-avatarstats .sheet-roll-rootfull .sheet-success .inlinerollresult, +.sheet-rolltemplate-avatarstats .sheet-roll-rootfull .sheet-success .inlinerollresult.fullcrit, +.sheet-rolltemplate-avatarstats .sheet-roll-rootfull .sheet-success .inlinerollresult.fullfail, +.sheet-rolltemplate-avatarstats .sheet-roll-rootfull .sheet-success .inlinerollresult.importantroll{ + background-color: transparent; + border: none; + font-weight: normal; +} + +.sheet-rolltemplate-avatarstats .sheet-roll-rootfull .sheet-failure .inlinerollresult, +.sheet-rolltemplate-avatarstats .sheet-roll-rootfull .sheet-failure .inlinerollresult.fullcrit, +.sheet-rolltemplate-avatarstats .sheet-roll-rootfull .sheet-failure .inlinerollresult.fullfail, +.sheet-rolltemplate-avatarstats .sheet-roll-rootfull .sheet-failure .inlinerollresult.importantroll{ + background-color: transparent; + border: none; + font-weight: normal; +} + +/*-- TEMPLATE avatarstats - FIN --*/ +.sheet-class-move:hover { + background: url("https://roll20.magpiegames.com/avatar/fondomove.jpg"); +} + + +.sheet-backg1 { grid-area: backg1; } +.sheet-backg2 { grid-area: backg2; } +.sheet-backg3 { grid-area: backg3; } +.sheet-grid-backg { + display: grid; + grid-template-columns:75px 78px 75px; + grid-template-areas: + 'backg1 backg2 backg3'; +} + +.sheet-dem1 { grid-area: dem1; } +.sheet-dem2 { grid-area: dem2; } +.sheet-grid-dem { + display: grid; + grid-template-columns:90px 100px; + grid-template-areas: + 'dem1 dem2'; +} + +.sheet-label-stat{ + font-family:'callunabold','Helvetica',sans-serif; + -ms-transform: rotate(270deg); /* IE 9 */ + transform: rotate(270deg); + width: 70px; + height: 10px; +} +.sheet-label-stat-bloqueo-izq{ + font-family:'callunabold','Helvetica',sans-serif; + -ms-transform: rotate(270deg); /* IE 9 */ + transform: rotate(270deg); + width: 70px; + height: 10px; + background: url("https://roll20.magpiegames.com/avatar/crossoff.png"); + background-repeat: no-repeat; + background-size:200px 6px; +} +.sheet-label-stat-bloqueo-izq1{ + font-family:'callunabold','Helvetica',sans-serif; + width: 70px; + height: 10px; + background: url("https://roll20.magpiegames.com/avatar/crossoff.png"); + background-repeat: no-repeat; + background-size:90px 6px; +} + /*background: url(https://roll20.magpiegames.com/avatar/crossoff.png); background-repeat: no-repeat;background-size:210px 6px;*/ + +.sheet-label-stat-bloqueo-der{ + font-family:'callunabold','Helvetica',sans-serif; + -ms-transform: rotate(90deg); /* IE 9 */ + transform: rotate(90deg); + width: 70px; + height: 10px; + background: url("https://roll20.magpiegames.com/avatar/crossoff.png"); + background-repeat: no-repeat; + background-size:200px 6px; +} +.sheet-label-stat-bloqueo-der1{ + font-family:'callunabold','Helvetica',sans-serif; + width: 70px; + height: 10px; + background: url("https://roll20.magpiegames.com/avatar/crossoff.png"); + background-repeat: no-repeat; + background-size:90px 6px; +} + +.sheet-label-stat90{ + font-family:'gottadream','Helvetica',sans-serif; + -ms-transform: rotate(90deg); /* IE 9 */ + transform: rotate(90deg); + width: 70px; + height: 10px; +} + + +.sheet-stat1 { grid-area: stat1; } +.sheet-stat2 { grid-area: stat2; } +.sheet-stat3 { grid-area: stat3; } +.sheet-stat4 { grid-area: stat4; } +.sheet-grid-stat { + display: grid; + grid-template-columns:27px 87px 20px 100px; + grid-template-areas: + 'stat1 stat2 stat3 stat4'; +} + +.sheet-train1 { grid-area: train1; } +.sheet-train2 { grid-area: train2; } +.sheet-train3 { grid-area: train3; } +.sheet-train4 { grid-area: train4; } +.sheet-train5 { grid-area: train5; } +.sheet-train6 { grid-area: train6; } +.sheet-grid-train { + display: grid; + grid-template-columns:56px 56px 56px 56px 56px 56px; + grid-template-areas: + 'train1 train2 train3 train4 train5 train6'; +} +.sheet-grid-train > div { + border:none; +} + +.sheet-fati1 { grid-area: fati1; } +.sheet-fati2 { grid-area: fati2; } +.sheet-fati3 { grid-area: fati3; } +.sheet-fati4 { grid-area: fati4; } +.sheet-fati5 { grid-area: fati5; } +.sheet-grid-fati { + display: grid; + grid-template-columns:25px 25px 25px 25px 25px; + grid-template-areas: + 'fati1 fati2 fati3 fati4 fati5'; +} +.sheet-grid-fati > div { + border:none; +} + +/*Circulitos CHECBOX*/ +/* Create a custom checkbox */ +.sheet-checkmark-circle { /*- vices */ + position: absolute; + top: 5px; + left: 0; + height: 8px; + width: 8px; + border-radius:10px; + background-color: #fff; /*#eee*/ + border: 1px solid #000; +} + +.sheet-container-vices:hover input ~ .sheet-checkmark-circle { + background-color: #FFF; /*ccc*/ +} + +.sheet-container-vices input:checked ~ .sheet-checkmark-circle { + background-color: #FFF; /*2196F3*/ + background: url("http://nahualrpg.com/roll20/nahuales/x1.jpg"); + background-size: cover; + border: 1px solid #000; +} + +.sheet-checkmark-circle:after { + content: ""; + position: absolute; + display: none; +} + +.sheet-container-vices input:checked ~ .sheet-checkmark-circle:after { + display: block; +} + +.sheet-container-vices .sheet-checkmark-circle:after { + left: -1000px; + top: 5px; + width: 5px; + height: 10px; + border: solid white; + border-width: 0 3px 3px 0; + -webkit-transform: rotate(45deg); + -ms-transform: rotate(45deg); + transform: rotate(45deg); +} +/**/ + +.sheet-barrioq{ +display: grid; +grid: auto/ 18px auto; +grid-gap: 2px; +} + +.sheet-container-vices { + display: block; + position: relative; + padding-left: 35px; + margin-bottom: 12px; + cursor: pointer; + font-size: 22px; + + -webkit-user-select: none; + -moz-user-select: none; + -ms-user-select: none; + user-select: none; +} + +/* Hide the browser's default checkbox */ +.sheet-container-vices input { + position: absolute; + opacity: 0; + cursor: pointer; + height: 0; + width: 0; +} + +/* Create a custom checkbox */ +.sheet-checkmark-npc { + position: absolute; + top: 5px; + left: 0; + height: 8px; + width: 8px; + background-color: #fff; /*#eee*/ + border: 1px solid #000; +} + +/* On mouse-over, add a grey background color */ +.sheet-container-vices:hover input ~ .sheet-checkmark-npc { + background-color: #FFF; /*ccc*/ +} + +/* When the checkbox is checked, add a blue background */ +.sheet-container-vices input:checked ~ .sheet-checkmark-npc { + background-color: #FFF; /*2196F3*/ + background: url("https://roll20.magpiegames.com/avatar/Avatar-NPC-trackmarker.png"); + background-size: cover; + border: 1px solid #000; +} + +/* Create the checkmark/indicator (hidden when not checked) */ +.sheet-checkmark-npc:after { + content: ""; + position: absolute; + display: none; +} +/* Show the checkmark when checked */ +.sheet-container-vices input:checked ~ .sheet-checkmark-npc:after { + display: block; +} + +/* Style the checkmark/indicator */ +.sheet-container-vices .sheet-checkmark-npc:after { + left: -1000px; + top: 5px; + width: 5px; + height: 10px; + border: solid white; + border-width: 0 3px 3px 0; + -webkit-transform: rotate(45deg); + -ms-transform: rotate(45deg); + transform: rotate(45deg); +} + + + + + + +/* Create a custom checkbox */ +.sheet-checkmark-vices { + position: absolute; + top: 5px; + left: 0; + height: 8px; + width: 8px; + background-color: #fff; /*#eee*/ + border: 1px solid #000; +} + +/* On mouse-over, add a grey background color */ +.sheet-container-vices:hover input ~ .sheet-checkmark-vices { + background-color: #FFF; /*ccc*/ +} + +/* When the checkbox is checked, add a blue background */ +.sheet-container-vices input:checked ~ .sheet-checkmark-vices { + background-color: #FFF; /*2196F3*/ + background: url("http://nahualrpg.com/roll20/nahuales/x1.jpg"); + background-size: cover; + border: 1px solid #000; +} + +/* Create the checkmark/indicator (hidden when not checked) */ +.sheet-checkmark-vices:after { + content: ""; + position: absolute; + display: none; +} +/* Show the checkmark when checked */ +.sheet-container-vices input:checked ~ .sheet-checkmark-vices:after { + display: block; +} + +/* Style the checkmark/indicator */ +.sheet-container-vices .sheet-checkmark-vices:after { + left: -1000px; + top: 5px; + width: 5px; + height: 10px; + border: solid white; + border-width: 0 3px 3px 0; + -webkit-transform: rotate(45deg); + -ms-transform: rotate(45deg); + transform: rotate(45deg); +} + +/* checks en rombo */ +.sheet-checkmark-rombo { + position: absolute; + top: 5px; + left: 0; + height: 8px; + width: 8px; + background-color: #fff; /*#eee*/ + border: 1px solid #000; + -webkit-transform: rotate(45deg); + -ms-transform: rotate(45deg); + transform: rotate(45deg); +} + +/* On mouse-over, add a grey background color */ +.sheet-container-vices:hover input ~ .sheet-checkmark-rombo { + background-color: #FFF; /*ccc*/ +} + +/* When the checkbox is checked, add a blue background */ +.sheet-container-vices input:checked ~ .sheet-checkmark-rombo { + background-color: #FFF; /*2196F3*/ + background: url("https://roll20.magpiegames.com/avatar/palomita.jpg"); + background-size: cover; + border: 1px solid #99925D; +} + +/* Create the checkmark/indicator (hidden when not checked) */ +.sheet-checkmark-rombo:after { + content: ""; + position: absolute; + display: none; +} +/* Show the checkmark when checked */ +.sheet-container-vices input:checked ~ .sheet-checkmark-rombo:after { + display: block; +} + +/* Style the checkmark/indicator */ +.sheet-container-vices .sheet-checkmark-rombo:after { + left: -1000px; + top: 5px; + width: 5px; + height: 10px; + border: solid white; + border-width: 0 3px 3px 0; +} + + + +div.sheet-tab-content { display: none; } + +input.sheet-tab1:checked ~ div.sheet-tab1, +input.sheet-tab2:checked ~ div.sheet-tab2, +input.sheet-tab3:checked ~ div.sheet-tab3 +{ + display: block; +} + +input.sheet-tab1:checked + span.sheet-tab1, +input.sheet-tab2:checked + span.sheet-tab2, +input.sheet-tab3:checked + span.sheet-tab3 +{ +/* background: gray; + color: white; + color:#e0e0e0;*/ + color:#fff; + background:#6a789d; +} + +input.sheet-tab +{ + width: 200px; + height: 30px; + position: relative; + top: 5px; + left: 6px; + margin-left: -1.5px; + margin-top: -1.5px; + cursor: pointer; + opacity: 0; + z-index: 9999; +} +span.sheet-tab { + line-height:normal; + outline:none; + border:0px; + height:30px; + width:200px; + font-weight:bold; + font-size:1.0em; + font-family:'La Ghandi Sans','Helvetica',sans-serif; + padding:0; + /*margin:0;*/ + line-height:30px; + text-align: center; + color:#6a789d; + background:none; + + position: relative; + margin-left: -200px; + cursor:pointer; + display:inline-block; + /* + display: inline-block; + font-size: 13px; + background: white; + color: gray; + font-weight: bold; + width: 70px; + height: 20px; + cursor: pointer; + position: relative; + margin-left: -75px; + */ +} +/* +input.sheet-tab::before +{ + content: attr(title); + border: solid 1px #a8a8a8; + border-bottom-color: black; + text-align: center; + display: inline-block; + background: #fff; + background: -moz-linear-gradient(to top, #c8c8c8, #fff, #c8c8c8); + background: -webkit-linear-gradient(to top, #c8c8c8, #fff, #c8c8c8); + background: -ms-linear-gradient(to top, #c8c8c8, #fff, #c8c8c8); + background: -o-linear-gradient(to top, #c8c8c8, #fff, #c8c8c8); + background: linear-gradient(to top, #c8c8c8, #fff, #c8c8c8); + width: 50px; + height: 20px; + font-size: 18px; +} + +input.sheet-tab:checked::before +{ + background: #dcdcdc; + background: -moz-linear-gradient(to top, #fcfcfc, #dcdcdc, #fcfcfc); + background: -webkit-linear-gradient(to top, #fcfcfc, #dcdcdc, #fcfcfc); + background: -ms-linear-gradient(to top, #fcfcfc, #dcdcdc, #fcfcfc); + background: -o-linear-gradient(to top, #fcfcfc, #dcdcdc, #fcfcfc); + background: linear-gradient(to top, #fcfcfc, #dcdcdc, #fcfcfc); + border-bottom-color: #fff; +} +*/ +input.sheet-tab:not(:first-child)::before +{ + border-left: none; +} + +div.sheet-tab-content +{ + /* + border: 1px solid #a8a8a8; + border-top-color: #000; + margin: 2px 0 0 5px; + padding: 5px; + */ + +} + diff --git a/AvatarLegendsMagpie/avatarlegends.html b/AvatarLegendsMagpie/avatarlegends.html new file mode 100644 index 0000000000..2fb873fb41 --- /dev/null +++ b/AvatarLegendsMagpie/avatarlegends.html @@ -0,0 +1,16331 @@ + +
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+ + +
+
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+
+ +
+ +
+
+ + +
+
+
+ + + +
+
 
+
Restraint
+ + +
 
+
 
+
 
+
 
+
+
+
 
+
Loyalty
+ + +
 
+
 
+
 
+
 
+
+
+
 
+
Self-Reliance
+ + +
 
+
 
+
 
+
 
+
+
+
 
+
Care
+ + +
 
+
 
+
 
+
 
+
+
+
 
+
Role
+ + +
 
+
 
+
 
+
 
+
+
+
 
+
Forgiveness
+ + +
 
+
 
+
 
+
 
+
+
+
 
+
Support
+ + +
 
+
 
+
 
+
 
+
+
+
 
+
Excellence
+ + +
 
+
 
+
 
+
 
+
+
+
 
+
Friendship
+ + +
 
+
 
+
 
+
 
+
+
+
 
+
Tradition
+ + +
 
+
 
+
 
+
 
+
+
+
 
+
Patience
+ + +
 
+
 
+
 
+
 
+
+
+
 
+
Experience
+ + +
 
+
 
+
 
+
 
+
+
+
 
+
Unity
+ + +
 
+
 
+
 
+
 
+
+
+
 
+
Control
+ + +
 
+
 
+
 
+
 
+
+ + + +
+
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+ + + + +
+ + +
+ +
+
+ +
+
+ +
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+
+
+
+ + + +
+
 
+
Results
+ + +
 
+
 
+
 
+
 
+ + +
+
+
 
+
Confidence
+ + +
 
+
 
+
 
+
 
+ + +
+
+
 
+
Trust
+ + +
 
+
 
+
 
+
 
+ + +
+
+
 
+
Force
+ + +
 
+
 
+
 
+
 
+ + +
+
+
 
+
Freedom
+ + +
 
+
 
+
 
+
 
+ + +
+
+
 
+
Action
+ + +
 
+
 
+
 
+
 
+ + +
+
+
 
+
Leadership
+ + +
 
+
 
+
 
+
 
+ + +
+
+
 
+
Community
+ + +
 
+
 
+
 
+
 
+ + +
+
+
 
+
Survival
+ + +
 
+
 
+
 
+
 
+ + +
+
+
 
+
Progress
+ + +
 
+
 
+
 
+
 
+ + +
+
+
 
+
Determination
+ + +
 
+
 
+
 
+
 
+ + +
+
+
 
+
Humility
+ + +
 
+
 
+
 
+
 
+ + +
+
+
 
+
Heritage
+ + +
 
+
 
+
 
+
 
+ + +
+
+
 
+
Connection
+ + +
 
+
 
+
 
+
 
+ + +
+ +
+
+
+ +
+
+
+
+
+ +
+ + +
+
 
+
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+ +
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+ + + +
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+
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+
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+ +
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+
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+ +
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+ + + +
+ +
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+
+
+ +
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+ + + +
+ +
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+
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+
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+
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+
+
+ +
+
+
+
+
 
+
+
+ +
+
+
+
+
+ +
+
+
+
+ + MOVES + + COMBAT TECHNIQUES + + DETAILS + +
 
+ +
+
+
+
+ + +
+ +
+
+ +
+
+ +
+
+ +
+
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+
+ +
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+
+
+ + + +
+
+ +
 
+ +
+ +
+
 
+ +
 
+ +
 
+ +
 
+ +
 
+
    +
  • You see the wisdom of their advice. They shift your balance; follow their advice and they shift your balance again.
  • +
  • The conversation bolsters you. Clear a condition or 2-fatigue.
  • +
  • They feel at ease offering their opinion. They clear a condition or 2-fatigue.
  • +
+
 
+ +
+
+
+
+ +
 
+
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+
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+
+
+
+ +
 
+ +
 
+ +
 
+
    +
  • +
    + +
    +
  • +
  • +
    + +
    +
  • +
  • +
    + +
    +
  • +
  • +
    + +
    +
  • +
  • +
    + +
    +
  • +
  • +
    + +
    +
  • +
+
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+
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+ +
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+
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+ +
 
+ +
 
+ +
 
+ +
 
+ +
+ +
+
+ +
+
+ +

+ +
 
+ +
 
+ +
+
+
+
+ +
 
+
+
+
+ +
 
+ You can study with a master to learn techniques from any training and adapt them to your own. When you start learning a technique of a training you don’t have with a willing teacher, roll, taking +1 for each “yes” to the following questions: +
+
    +
  • Is your Unity greater than zero?
  • +
  • Have you studied this technique before?
  • +
  • Has someone used this technique against you in real battle?
  • +
+ On a hit, you learn the technique; shift your balance towards Unity. On a 7-9, learning it was trying; mark a condition and write its name by the technique. You can’t use the technique if you have that condition marked. When you master the technique, erase the condition’s name. +
+ On a miss, you’re struggling to incorporate the lesson into your training; you must find a new master to continue your training. +
+
+ +
 
+ When you try to connect with an NPC via a shared culture, roll with Heritage. On a hit, they see you; shift your balance toward Heritage. On a 7-9, choose 1; on a 10+, choose 2: +
+
    +
  • They accept you; they cease hostilities or antagonism toward you.
  • +
  • They grow to like you (if they already accept you); they agree to help you with a problem.
  • +
  • They reveal their background; you learn their principle.
  • +
  • They offer solace; you clear a condition.
  • +
  • They reveal a vulnerability; you become Prepared to deal with them.
  • +
+ On a miss, you mix up your heritages in a terrible way; the NPC mocks you or gets offended by your slip. Mark a condition and shift your balance away from Heritage. +
+
+
+
+
+ +
 
+ +
+ +
+
 
+ +
 
+ +
 
+
    +
  • Do you believe your ward listens to you more often than not?
  • +
  • Have you recently protected them or helped them with a problem?
  • +
  • Is there an immediate threat to your ward that you are aware of?
  • +
+ +
 
+
    +
  • Take a 10+ without rolling on any move to defend or protect them
  • +
  • Track them down even if they are hidden or avoiding you
  • +
  • Figure out what they’re up to without them knowing
  • +
+ +
 
+
    +
  • Decide you’re the only one who can keep them safe; shift your balance twice toward Self-Reliance and keep them as your ward
  • +
  • Decide they can handle life without your protection; shift your balance twice toward Trust and switch your ward to a new person
  • +
+ +
+
+
+
+ +
 
+ +
+ +
+
 
+ Choose a goal you have for your adversary: +
 
+
+
+
+
+ +
+
+ +
+
+
+
+ +
+
+ +
+
+
+
+
+
+ +
+
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+
+
+
+ +
+
+ +
+
+
+
+
+
+ +
+
+ +
+
+
+
+ +
+
+ +
+
+
+
+
 
+ Take -1 ongoing to plead with, trick, or guide and comfort your adversary. +
 
+ +
 
+ You can change your adversary any time you mark a condition, or at the end of each session. When you do, choose an appropriate goal, and the GM shifts your balance twice to match your new adversary and your new goal. +
 
+ When you successfully accomplish your goal and defeat your adversary, take a growth advancement and choose a new adversary. +
 
+ +
 
+ When you enter into a fight against your adversary, clear all fatigue and become Inspired. When you select any combat approach against your adversary, mark fatigue to roll with conditions marked instead of your normal stat. +
+
+
+
+ +
 
+ +
 
+ +
+
+ +
+
+ +
+
+
+
+ +
+
+ +
+
+
+
+ +
+
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+ +
+
+
 
+ +
 
+ +
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+
+ + + + +
+
+
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+ + + + +
+
+
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+ + + + +
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+
+ + + + +
+
+
+
+ +
+
+ + + + +
+
+
+
+ +
+
+ + + + +
+
+ +
 
+ +
+
+ +
 
+ +
 
+ +
 
+ +
+
+ +
 
+ +
 
+
    +
  • + Did I uphold a responsibility? If yes, shift balance toward Role and clear a condition +
  • +
  • + Did I break a prohibition? If yes, shift balance toward Freedom. Mark the box to the right of any one prohibition you broke during the session. If that box is already marked, cross out the prohibition—it doesn’t mean anything to you to break it again. +
  • +
+
+
+
+
+
+
+ +
 
+ +
+
+
+
+ +
+
+ +
+
+
+
+ +
+
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+
+
+
+ +
 
+ +
 
+ +
+
+
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+
+
+ +
 
+ +
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+
 
+ +
 
+ +
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+ +
 
+ +
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+ +
 
+ +
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+ +
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+ +
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+
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+ +
+
+
 
+ + + +
 
+
+
+ +
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+ +
 
+ + +
 
+
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+
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+
+
+
+
 
+ +
 
+ +
 
+ +
 
+ +
+
+
+
+
+
+ +
 
+ +
 
+
    +
  • Did you make amends directly to a person you harmed?
  • +
  • Are you at your center
  • +
  • Did someone honestly thank you for your efforts or forgive you for your mistakes?
  • +
+ +
 
+
    +
  • Clear a condition
  • +
  • Mark growth
  • +
  • Shift your Balance toward Connection
  • +
+ +
+
+ +
 
+ +
 
+ +
 
+ +
 
+ +
 
+ +
 
+ +
+
+
+
+
+
+ +
 
+
+
+ +
+
+ +
+
+
+
+ +
+
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+
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+
+ +
+
+ +
+
+
+
+ +
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+ +
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+
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+
+ +
+
+
+
+ +
+
+ +
+
+
+
+ +
+
+ +
+
+
 
+ +
 
+ +
 
+ +
+
+
+
+ +
 
+
+
+
+
+ +
+
+ +
+
+
+
+ +
+
+ +
+
+
+
+ +
+
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+
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+
+
+ +
+
+ +
+
+
+
+ +
+
+ +
+
+
+
+ +
+
+ +
+
+
+
+
 
+ +
 
+ +
+
+ +
+
+ +
+
+
+
+ +
+
+ +
+
+
+
+ +
+
+ +
+
+
+
+ +
+
+ +
+
+
+
+ +
+
+ +
+
+
+
+ +
+
+ +
+
+
 
+ +
 
+ +
 
+ +
 
+ +
 
+ +
 
+
    +
  • You obtain an additional 1-resource
  • +
  • You nab your goodies quietly; your lineage is none the wiser
  • +
  • You steel yourself for what you’re doing; avoid marking a condition
  • +
+ +
+ +
+
+
+ + + +
+ + + +
+
+
+ +
+
+
When you reveal that you have sabotaged a building, device, or vehicle right as it becomes relevant, mark fatigue and roll with PASSION. On a hit, your work pays off, creating an opportunity for you and your allies at just the right time. On a 7–9, the opportunity is fleeting—act fast to stay ahead of the consequences. On a miss, your action was ill-judged and something or someone you care about is hurt as collateral damage.
+
+
+
+
+ +
+
+
When you verbally needle someone by finding the weaknesses in their armor, roll + with FOCUS. On a hit, ask 1 question. On a 7–9, they ask 1 of you as well: +
+
    +
  • What is your principle?
  • +
  • What do you need to prove?
  • +
  • What could shake your certainty?
  • +
  • Whom do you care about more than you let on?
  • +
+ Anyone who lies or stonewalls marks 2-fatigue. On a miss, your attack leaves you + exposed; they may ask you any one question from the list, and you must answer honestly. +
+
+
+
+
+ +
+
+
When you have equal or fewer conditions marked than your highest principle, + mark fatigue to push down your feelings for the rest of the scene and ignore + condition penalties until the end of the scene. When you resist an NPC shifting + your balance, mark a condition to roll with conditions marked (max +4). You + cannot then choose to clear a condition by immediately proving them wrong.
+
+
+
+
+ +
+
+
When you guide and comfort someone in an awkward, understated, or idiosyncratic fashion, roll with PASSION instead of HARMONY if you mark Insecure or Insecure is already marked.
+
+
+
+
+ +
+
+
Take +1 to PASSION (max +3).
+
+
+
+
+
+ +
+
+
Your best friend is small, fuzzy, and dependable. Unlike all your other relationships, this one is simple and true. You can understand and communicate with your small companion and—although they may give you a hard time now and again—they are always there when you need them most. Whenever your pal could help you push your luck, mark fatigue to roll with CREATIVITY instead of PASSION. If your pet ever gets hurt, mark a condition.
+
+
+
+
+ +
+
+
When you commit to a plan you’ve proposed to the group, roll with CREATIVITY; take a -1 for each of your companions who isn’t on board. On a 10+, hold 2. On a 7–9, hold 1. You can spend your hold 1-for-1 while the plan is being carried out to overcome or evade an obstacle, create an advantage, or neutralize a danger; if any of your companions abandon you while the plan is underway, you must mark a condition. On a miss, hold 1, but your plan goes awry when you encounter surprising opposition.
+
+
+
+
+ +
+
+
Once per session, when you are taken out, shift your balance towards center to stay up for one more combat exchange. After that exchange ends, you become helpless, unconscious, or otherwise incapable of continuing on, and are taken out as normal.
+
+
+
+
+ +
+
+
When you evaluate a friendly NPC’s plan to get something done, roll with FOCUS. On a hit, the GM tells you how you can drastically improve the chances of success; get it done, and they’re sure to come through on top. On a 7–9, the problems inherent in the plan are fairly serious; the NPC will be resistant to making the necessary changes. On a miss, something about the plan throws you for a loop; the GM tells you what obvious danger the NPC is ignoring…or what they’re hiding about their intent.
+
+
+
+
+ +
+
+
When you tell an NPC the blunt, honest truth about what you really think of them and their plans, roll with FOCUS. On a hit, they’ll look upon your honesty favorably; they’ll answer a non-compromising question honestly and grant you a simple favor. On a 7–9, they also give you an honest assessment of how they see you; mark a condition. On a miss, you’re a bit too honest—they’re either furious or genuinely hurt.
+
+
+
+
+
+ +
+
+
When you reach out in mind or spirit to a far-away NPC, mark 1-fatigue and roll with HARMONY. On a hit, your message gets through to them; choose 1. On a 10+, it’s loud and clear: choose 2. +
+
    +
  • You cry for help; they hear you and rush to your location
  • +
  • You whisper a question to them; they whisper an answer back
  • +
  • You send a premonition of danger seeking them; they forearm and prepare themself to face the worst
  • +
  • You let them see something you see; they return memories and knowledge of that sight
  • +
+ On a miss, your reach extends beyond your original aim; you’ve attracted dangerous attention. +
+
+
+
+
+ +
+
+
When you assess a situation, you can ask one of the following as an extra question, even on a miss: +
+
  • Who or what here has been touched by spirits?
  • How can I bring about peace here?
+
+
+
+
+
+ +
+
+
When you walk calmly into the middle of a fierce conflict and plead with the fighters to stop, mark fatigue to ensure that they care what you think and listen to you. On a miss, the conflict burns far hotter than you had imagined, and now you’re dead in the crosshairs of the angry fighters; brace yourself.
+
+
+
+
+ +
+
+
When you call someone out to live up to their principle by convincing them that their destiny is (or can be) different than they imagined, on a hit, they must do it or mark two conditions. On a miss, their demand hits all the harder. Mark two conditions or act as they request.
+
+
+
+
+ +
+
+
Once per session, when you rely on your skills and training to mirror an act from a legend, myth, or story, treat it as if you had rolled a 10+. Then, no matter the result, the GM shifts your balance toward the principle best embodied by the lore and stories you’re drawing on.
+
+
+
+
+
+ +
+
+
When you try to intimidate someone in order to protect the vulnerable or weak, roll with HARMONY instead of PASSION. +
+
+
+
+
+ +
+
+
When you pursue a genuine moment of respite, roll with HARMONY. On a hit, shift your balance as you choose. On a 10+, you also gain some new insight; ask the GM a question and they will answer honestly. On a 7-9, your self-indulgence creates an opportunity for your enemies or rivals; the GM will tell you how. On a miss, you fixate on your past with disastrous results; tell the GM what old conflict mars your peace and shift your balance twice away from center.
+
+
+
+
+ +
+
+
When you go looking for help from an old friend in the area who you haven’t seen recently, name them and roll with HARMONY. On a hit, you find them and they can assist you. On a 7-9, pick 1. On a 10+, both. +
+
    +
  • they aren’t caught up in their own problems
  • +
  • you don’t owe them a favor or apology
  • +
+ On a miss, your old enemies were looking for you too; the GM will tell you how you know they are near. +
+
+
+
+
+ +
+
+
When you openly confront someone to get the truth, roll with HARMONY. On a hit, ask 2; the character can say or do what they like, but their player will answer honestly. On a 7-9, their player gets to ask a question you must answer honestly as well. +
+
    +
  • Are you telling the truth?
  • +
  • What are you really feeling?
  • +
  • What do you intend to do next?
  • +
  • +
    + +
    + +
  • +
  • +
    + +
    + +
  • +
+ On a miss, the confrontation goes awry; they inflict a condition on you and ask one question from the list of you; you must answer honestly +
+
+
+
+
+ +
+
+
Take +1 HARMONY (max +3).
+
+
+
+
+
+ +
+
+
You can flow and adapt, formless and shapeless. During an exchange, after you roll the stance move, you can mark 1-fatigue to select a basic technique from a different approach than the one you chose. (You still must pay all other costs of that technique.)
+
+
+
+
+ +
+
+
When you try to calm an immediate conflict between two NPCs, remind them what they have in common and roll with HARMONY. On a hit, they come to terms, for now. They won’t pursue their conflict until an outside influence reignites it or time passes (a day or more). On a 10+, you have a real opportunity to get them to put aside their conflict for good; the GM will tell you what you must do. On a miss, you inadvertently highlight their differences and fan the conflict—you cannot use this move on them again.
+
+
+
+
+ +
+
+
You are good at reading people’s intentions and gestures in the heat of battle. When you defend and maneuver against a foe whose principle you know, mark fatigue to roll with HARMONY instead of FOCUS.
+
+
+
+
+ +
+
+
You have a specific weapon, tool, or item which you believe is crucial to your training and abilities. You can roll with Harmony instead of Focus when you use the item to rely on your skills and training. If you roll a miss, the item is damaged—in addition to any other consequences—and needs repairs. If the item is damaged again before you get a chance to repair it, it is destroyed. You are Impaired without it, until someone helps you overcome the loss; choose a new move to replace this one when you finally move on.
+
+
+
+
+ +
+
+
When you guide and comfort someone who shares a training or a background with you by talking about what you have in common, on a hit you become Inspired, and if they embrace your guidance and comfort, they become Inspired as well.
+
+
+
+
+
+ +
+
+
When you watch a person carefully to figure them out, roll with FOCUS. On a 7–9, hold 1. On a 10+, hold 2. Spend your hold, 1-for-1, to ask their player questions while you observe or interact with them; they must answer honestly. +
+
    +
  • Are you telling the truth?
  • +
  • What are you truly feeling?
  • +
  • What do you really want right now?
  • +
  • What are you worried about?
  • +
  • What are you about to do?
  • +
+
+
+
+
+
+ +
+
+
You have some badge or symbol of authority from your background, something that makes you someone to be listened to, if not well-liked or entirely respected. When you give an NPC an order based on that authority and their recognition of it, roll with PASSION. On a hit, they do what you say. On a 7–9, they choose 1: +
+
    +
  • They do it, but in lackluster fashion
  • +
  • They say they need something first to be able to do it
  • +
  • They do it, but they’re going to talk to your superiors
  • +
+ On a miss, the authority of your badge doesn’t sway them; they do as they please and you take -1 forward against them. +
+
+
+
+
+ +
+
+
When you are suspicious of someone, write their name here: +
+ +
+
+ You cannot write another until you have made them admit their guilt and misdeeds in front of an audience, or until you no longer seek to uncover their secrets. +
+ When they admit their guilt and misdeeds in front of an audience, clear their name from this move. When you no longer seek to uncover their secrets, you may mark a condition to clear their name from this move. +
+ When you expose that person’s lies or wrong-doing, clear all your fatigue and up to two conditions. When you try to intimidate them into admitting their real crimes by using actual evidence, you can eliminate one additional option from the list on any hit before they choose. +
+
+
+
+
+ +
+
+
Take +1 FOCUS (max +3).
+
+
+
+
+ +
+
+
When you have a total of 8 between conditions marked, highest principle, and fatigue marked, take +1 ongoing to all moves.
+
+
+
+
+
+ +
+
+
Mark Angry to use an additional basic or mastered technique when you advance and attack, even on a miss. While Angry is marked, take +1 ongoing to intimidate others
+
+
+
+
+ +
+
+
When you rely on your skills and training to dangerously smash your way through walls or other obstacles, roll with PASSION instead of FOCUS.
+
+
+
+
+ +
+
+
When you assess a situation, you can always ask, “Who or what here is most vulnerable to me?”, even on a miss. Remember to take +1 ongoing to act in accordance with the answer
+
+
+
+
+ +
+
+
When you defend and maneuver against a foe whose balance principle you know, you may mark fatigue to roll with CREATIVITY instead of FOCUS.
+
+
+
+
+ +
+
+
When you provoke an NPC opponent into attacking you, roll with PASSION. On a hit, they’re coming at you specifically. On a 10+, you’re ready for them; clear a condition or become Prepared. On a miss, they take advantage of your provocation to strike a blow where you least expect it.
+
+
+
+
+
+ +
+
+
When you are engaged with a large or powerful foe, mark fatigue to advance and attack with FOCUS instead of PASSION. If you do, you become Prepared and may also choose to use Retaliate as if it were an advance and attack technique
+
+
+
+
+ +
+
+
When you trick an NPC by assuming a silly disguise or fake identity, mark Insecure to treat your roll as if it was a 12+. If Insecure is already marked, mark 2-fatigue instead.
+
+
+
+
+ +
+
+
Take +1 FOCUS (max +3)
+
+
+
+
+ +
+
+
When you visit a new inhabited location you might know about, roll with HARMONY. On a 7–9, ask 1. On a 10+, ask 2. PCs who interact with one of the answers clear 1-fatigue or mark growth. +
+
    +
  • What’s the best local pastime?
  • +
  • What interesting locations are nearby?
  • +
  • Who is the most famous person here?
  • +
  • What special tradition is prized by locals?
  • +
  • What’s the most interesting legend locals recount about this place?
  • +
+
+ On a miss, tell the GM what you expected to find; they will tell you how this place is different! +
+
+
+
+
+ +
+
+
You have an animal companion large enough to ride. Name them and choose their species: +
+ Sky bison, polar bear-dog, eel-hound, cat-gator, elephant-mandrill, gemsbok-bull, shirshu, komodo-rhino, sabertooth moose-lion, flying boar, walrus-yak, flying fish-opotamus + +
+ +
+
+ +
+ +
+
    +
  • When you fight beside your animal companion, mark 1-fatigue to become Favored for an exchange
  • +
  • When something hurts your animal companion, mark a condition
  • +
  • When you and your friends travel via your animal companion, everyone clears all fatigue
  • +
+
+
+
+
+
+
+ +
+
+
When you use Seize a Position, foes must mark 2-fatigue to block your movement.
+
+
+
+
+ +
+
+
When you spend time talking to the locals about their problems, roll with HARMONY. On a hit, you hear about the most significant and serious problem at hand; the GM will tell you who it affects and what is the cause. On a 10+, you can ask a follow up question about the problem or cause; you take +1 ongoing when you act on the answer. On a miss, you wind up creating a whole new problem with your questions and ideas
+
+
+
+
+ +
+
+
When you stand up to an adult by telling them their rules are stupid, roll with PASSION. On a hit, they are surprised by your argument; they must shift their balance or offer you a way forward, past the rules. On a 10+, both. On a miss, your efforts to move them only reveal how strongly they believe in the system—mark a condition as their resistance leaves you reeling.
+
+
+
+
+ +
+
+
When you secretly pocket something owned by someone undeserving, roll with HARMONY. On a hit, you swipe something from them (your choice) without them noticing you took it. On a 7–9, the thing you took isn’t exactly what you thought it was; the GM will tell you how. On a miss, you grab the goods, but they notice—and pursue—as soon as you exit the scene.
+
+
+
+
+ +
+
+
When you are engaged in combat with superior opposition and openly refuse to back down or flee, roll with HARMONY for the rest of the battle whenever you defend and maneuver; you cannot choose to escape the scene by using Seize a Position for the rest of the fight.
+
+
+
+
+
+ +
+
+
Take +1 to HARMONY (max +3).
+
+
+
+
+ +
+
+
When you live up to your principle while you have 3+ conditions marked, ignore your condition penalties. When you live up to your principle while you have 5 conditions marked, don’t mark fatigue.
+
+
+
+
+ +
+
+
When you put on a disguised or physically altered persona to fool a community into thinking you’re two different people, roll with CREATIVITY. On a hit, people mostly unfamiliar with you won’t connect your two personas. On a 7–9, this is the last time you can pull this trick without them catching on. On a miss, someone misidentifies you when you switch in a way that causes more trouble for you.
+
+
+
+
+ +
+
+
When you advance and attack against a group of foes—or a foe who has previously defeated you—roll with HARMONY instead of PASSION.
+
+
+
+
+ +
+
+
When you lose your balance in a battle, instead of choosing one of the normal options, you may instead sacrifice yourself for your companions. If you do, your companions have a chance to get away without issue, and you are taken out (and possibly captured). You also choose 1: +
+
    +
  • Leave a clue your companions can follow
  • +
  • Throw your companions one vulnerable object
  • +
  • Provoke an opponent, shifting their balance twice
  • +
+
+
+
+
+
+
+ +
+
+
When you size someone up, roll with FOCUS. On a 7–9, ask one. On a 10+, ask two. +
+
    +
  • what are your weaknesses / strengths?
  • +
  • how can I show you dominance / submission?
  • +
  • what do you intend to do next?
  • +
  • what do you wish I’d do right now?
  • +
+ On a miss, they notice you watching them; they may ask you 1 question from the list. +
+
+
+
+
+ +
+
+
You can learn techniques from other skills and trainings, as long as you have a teacher. You can learn up to three such techniques, total. Take a +1 on the training move to learn such techniques.
+
+
+
+
+ +
+
+
When you assess a situation while taking the time to use your extraordinary skills to absorb hidden or deep information, mark 1-fatigue, roll with FOCUS instead of CREATIVITY, and become Prepared.
+
+
+
+
+ +
+
+
When you throw a boastful challenge at an opponent before a fight, roll with PASSION. On a hit, the challenge lands; if you win the fight, choose 1 from below. But your challenge goads them to impressive heights; they may choose 1 extra technique in every exchange for the duration of the fight. On a 10+, clear all fatigue at the end of the fight if you are victorious. +
+ If you win, choose 1: your opponent must… +
+
    +
  • teach you a technique of theirs, or help you master one you already know.
  • +
  • give you answers or an item of your choice.
  • +
  • acknowledge your superiority; shift your balance twice towards Excellence.
  • +
  • take your side in a future conflict.
  • +
+ On a miss, they dismiss your challenge and refuse to fight; they inflict a condition on you. +
+
+
+
+
+ +
+
+
When you trick someone by using your skills to disappear and reappear somewhere else within the same scene, roll with FOCUS instead of CREATIVITY.
+
+
+
+
+
+ +
+
+
Take +1 FOCUS (to a max of +3)
+
+
+
+
+ +
+
+
When you advance & attack or evade & observe with fewer conditions marked than your highest principle, you can roll with Focus instead of the normal stat.
+
+
+
+
+ +
+
+
When you watch someone interact with another person, roll with FOCUS. On a 7-9, ask 1. On a 10+, ask 2. Take +1 ongoing to act on the answers. +
    +
  • Are you lying right now?
  • +
  • What are you most afraid of
  • +
  • How are you vulnerable to me?
  • +
  • +
    + +
    + +
  • +
+ On a miss, you can’t get a good read on them; mark a condition in frustration. +
+
+
+
+
+ +
+
+
When you trick someone by provoking them through their conditions, roll with their conditions marked instead of CREATIVITY
+
+
+
+
+ +
+
+
When you choose to use dirty tactics—targeting an innocent your foe is trying to protect, throwing sand in their face, etc.—at the start of a combat exchange, instead of using one of the standard approaches say what you do and take a 10+ instead of rolling the stance move; you become Favored for this exchange and may choose your techniques from any approach. At the end of the exchange, your opponent may call out your disgraceful behavior and lack of integrity to shift your balance twice.
+
+
+
+
+
+ +
+
+
When you plead with an NPC or guide and comfort someone by flattering them and empathizing with them, mark 1-fatigue to roll with CREATIVITY instead of HARMONY.
+
+
+
+
+ +
+
+
When you defend and maneuver and choose to use Seize a Position to escape the scene, foes must mark an additional 2-fatigue to stop you, and you may bring any allies within reach when you retreat.
+
+
+
+
+ +
+
+
When you resist an NPC shifting your balance, roll +2 instead of +0.
+
+
+
+
+ +
+
+
When you assess a situation, add these questions to the list. You may always ask one question from these options, even on a miss. +
+
    +
  • What here is most valuable or interesting to me?
  • +
  • Who or what is most vulnerable to me?
  • +
  • Who here is in control/wealthiest/has the most power?
  • +
+
+
+
+
+
+ +
+
+
When you goad or provoke an NPC into foolhardy action, say what you want them to do and roll with PASSION. On a 10+, they do it. On a 7–9, they can choose 1 instead: +
+
    +
  • They do it, but more intensely than expected—you’re taken off guard.
  • +
  • They do it, but more carefully than expected—they gain an advantage against you.
  • +
  • They don’t do it, but they embarrass themselves—they mark a condition.
  • +
  • They don’t do it, but only catch themself at the last minute—they stumble and give you an opportunity.
  • +
+ On a miss, they are provoked to take harsh action, directly against you, in a way you’re ill-prepared to counter. +
+
+
+
+
+
+ +
+
+
Take +1 CREATIVITY (max +3).
+
+
+
+
+ +
+
+
When you behave in a way that shocks and unsettles people from one of your backgrounds, roll with CREATIVITY to intimidate them or push your luck.
+
+
+
+
+ +
+
+
When you guide and comfort an NPC by apologizing and honestly promising to make amends for the harm they have suffered, roll with FOCUS instead of HARMONY. If they choose not to open up to you, you do not take +1 forward against them. If they choose to open up to you, take +1 ongoing to attempts to take action to make amends.
+
+
+
+
+ +
+
+
When you make over, disguise, and/or coach your friends to fit in with a specific crowd appropriate to one of your backgrounds, roll with CREATIVITY. On a 10+, the performance is flawless; you gain access to wherever you wanted to fit in while attracting little suspicion. On a 7–9, you fool nearly everyone; there’s only a single gatekeeper who asks any questions or stands in your way. On a miss, the only way to get the access you desired is for one of your friends to take on a uncomfortable, dangerous, or attention-grabbing role.
+
+
+
+
+ +
+
+
Your upbringing expanded your horizons, skillsets, and contacts. Choose another training and another background.
+
+
+
+
+
+
+
+
+ +
+ +
+
+ +
+
+ +
+
+ +
+
+ +

CLEAR 1-FATIGUE

+
+ +
+
+ +
+
+
+ +
+ +
+
+ +
+
+ +
+ Mark 1-fatigue to ready yourself or your environment, assigning or clearing a fictionally appropriate status of nearby characters or yourself. +
+
+
+
+
+
+ +
+
+ +
+ Steel yourself for their blows. Each time a foe inflicts fatigue, a condition, or shifts your balance in this exchange, inflict 1-fatigue on that foe. +
+
+
+
+
+
+ +
+
+ +
+ Move to a new location. Engage/disengage with a foe, overcome a negative status or danger, establish an advantageous position, or escape the scene. Any foe engaged with you can mark 1-fatigue to block this technique. +
+
+
+
+ +
+
+ +
+ +
+
+ +
+
+ +
+ Strike a foe in reach, forcing them to mark 2-fatigue, mark a condition, or shift their balance away from center, their choice. Mark 1-fatigue to instead choose to hammer them with your blows, forcing them to mark 2-fatigue, or strike where they are weak, inflicting a condition. +
+
+
+
+
+
+ +
+
+ +
+ Impress or intimidate a foe. Choose an approach—your foe cannot choose to use that approach in the next exchange. +
+
+
+
+
+
+ +
+
+ +
+ Mark 1-fatigue to destroy or destabilize something in the environment—possibly inflicting or overcoming a fictionally appropriate positive or negative status. +
+
+
+
+ +
+
+ +
+ +
+
+ +
+
+ +
+ Mark 1-fatigue to challenge an engaged foe’s balance. Ask what their principle is; they must answer honestly. If you already know their principle, instead shift their balance away from center by questioning or challenging their beliefs or perspective. +
+
+
+
+
+
+ +
+
+ +
+ Aid or impede a nearby character, inflicting an appropriate status. +
+
+
+
+
+
+ +
+
+ +
+ Recenter yourself amidst the fray. Shift your balance toward one of your principles; the next time you live up to that principle, do not mark fatigue. +
+
+
+
+ +
+
+
+ +
+ + +
+
+
+
+ Pinpoint Aim +
+
+
+ +
+
+ +
+
+
+
+ +
+
+ +
+
+
+
+ +
+
+ +
+
+
+
+
+
+
+ defend & maneuver +
+
+
+ Take the time you need to line up a perfect shot; become Prepared. In the next exchange, if you advance and attack, roll with Focus or Passion, your choice. If you use Strike, you do not have to mark fatigue to choose what you inflict.. +
+
+
+
+
+
+
+
+ Tag Team +
+
+
+ +
+
+ +
+
+
+
+ +
+
+ +
+
+
+
+ +
+
+ +
+
+
+
+
+
+
+ defend & maneuver +
+
+
+ Work with an ally against the same foe; choose an engaged foe and an ally—double any fatigue, conditions, or balance shifts that ally inflicts upon that foe. +
+
+
+
+
+
+
+
+ Divert +
+
+
+ +
+
+ +
+
+
+
+ +
+
+ +
+
+
+
+ +
+
+ +
+
+
+
+
+
+
+ defend & maneuver +
+
+
+ Step into the way of blows intended for allies; when any ally within reach suffers a blow this exchange, you can suffer it for them. If you also use Retaliate this exchange, deal an additional 1-fatigue each time. +
+
+
+
+
+
+
+
+ Overwhelm +
+
+
+ +
+
+ +
+
+
+
+ +
+
+ +
+
+
+
+ +
+
+ +
+
+
+
+
+
+
+ advance & attack +
+
+
+ Throw a punch with all your weight behind it; mark 3-fatigue to inflict Stunned on an engaged foe. +
+
+
+
+
+
+
+
+ Wall of Perfection +
+
+
+ +
+
+ +
+
+
+
+ +
+
+ +
+
+
+
+ +
+
+ +
+
+
+
+
+
+
+ defend & maneuver +
+
+
+ Create a perfect wall of defense around yourself and any allies directly next to you; mark 1-fatigue to block a single attack towards the wall or keep an enemy at bay who tries to penetrate the wall. +
+
+
+
+
+
+
+
+ Disorient +
+
+
+ +
+
+ +
+
+
+
+ +
+
+ +
+
+
+
+ +
+
+ +
+
+
+
+
+
+
+ advance & attack +
+
+
+ Pummel an engaged foe with quick blows; mark 1-fatigue to shift their balance away from center. +
+
+
+
+
+
+
+
+ Slide Around the Blow +
+
+
+ +
+
+ +
+
+
+
+ +
+
+ +
+
+
+
+ +
+
+ +
+
+
+
+
+
+
+ evade & observe +
+
+
+ You move perfectly, slipping past strikes and demanding an opponent’s attention; a foe you are engaged with must remain engaged with you and can only use techniques against you in the next exchange. If no foe is engaged with you, you may slip through the fight to engage a new foe (no foe may mark fatigue to stop you). +
+
+
+
+
+
+
+
+ Steady Stance +
+
+
+ +
+
+ +
+
+
+
+ +
+
+ +
+
+
+
+ +
+
+ +
+
+
+
+
+
+
+ defend & maneuver +
+
+
+ Assume a strong, steady stance; any foes engaged with you who chose to advance and attack this exchange must mark 1-fatigue. Negate the first condition or negative status inflicted on you in this exchange. If no conditions or negative statuses were inflicted on you in this exchange, become Empowered for the next exchange. +
+
+
+
+
+
+
+
+ Anticipate +
+
+
+ +
+
+ +
+
+
+
+ +
+
+ +
+
+
+
+ +
+
+ +
+
+
+
+
+
+
+ evade & observe +
+
+
+ Study a nearby foe to learn where their momentum will take them next. Declare the approach they are tending towards. In the next exchange, that foe must use that approach or mark a condition. +
+
+
+
+
+
+
+
+ Patience +
+
+
+ +
+
+ +
+
+
+
+ +
+
+ +
+
+
+
+ +
+
+ +
+
+
+
+
+
+
+ evade & observe +
+
+
+ You wait until the perfect moment to act. Mark 1-fatigue to gain Prepared and use an advance and attack technique, paying all its costs as normal. Mark another fatigue to allow a companion engaged with that same foe to also use an advance and attack technique against them as well, also paying all costs as appropriate. +
+
+
+
+
+
+
+
+ Feel the Flow +
+
+
+ +
+
+ +
+
+
+
+ +
+
+ +
+
+
+
+ +
+
+ +
+
+
+
+
+
+
+ evade & observe +
+
+
+ You take pause to feel the flow of battle and study the way your opposition fights. You become Favored. If they share a training with you, learn their principle. If you know their principle, clear 1-fatigue (even if they do not share the same training). +
+
+
+
+
+
+
+
+ Lure +
+
+
+ +
+
+ +
+
+
+
+ +
+
+ +
+
+
+
+ +
+
+ +
+
+
+
+
+
+
+ defend & maneuver +
+
+
+ You put a foe off-balance by luring them in. Name a foe you lure; if they don’t attempt to either inflict fatigue, conditions, balance shifts, or negative statuses on you by the end of this exchange, they must mark 2-fatigue. If they do attempt to harm you this exchange, you become Favored for the next exchange. +
+
+
+
+
+
+
+
+ Sweep the Leg +
+
+
+ +
+
+ +
+
+
+
+ +
+
+ +
+
+
+
+ +
+
+ +
+
+
+
+
+
+
+ advance & attack +
+
+
+ You attack where an enemy is weakest or most off-balance; if your foe has a total of 3 or more fatigue and conditions marked, inflict 2-fatigue. If your foe has fewer than 3 total fatigue and conditions marked, inflict 2-fatigue, but you must mark fatigue as well. +
+
+
+
+
+
+
+
+ Break +
+
+
+ +
+
+ +
+
+
+
+ +
+
+ +
+
+
+
+ +
+
+ +
+
+
+
+
+
+
+ evade & observe +
+
+
+ Target a foe’s vulnerable equipment; render it useless or broken—possibly inflicting or overcoming a fictionally appropriate status (ex: Impaired). +
+
+
+
+
+ +
+ +
+ + +
+
+ + + +
+
+
+
+ Universal +
+ + + + + + + + + + + + + + + + + + +
+
+ Group +
+ + + + + + + + + + + + + + + +
+
+
+ Waterbending +
+ + + + + + + + + + + + + + + + + + + + + + + +
+
+ Airbending +
+ + + + + + + + + + + + + + + + + + + + + + + +
+
+
+ Earthbending +
+ + + + + + + + + + + + + + + + + + + + + + + + +
+ +
+ Weapons +
+ + + + + + + + + + + + + + + + + + + + + + + +
+
+
+ Firebending +
+ + + + + + + + + + + + + + + + + + + + + + + +
+ +
+ Technology +
+ + + + + + + + + + + + + + + + + + + + + + +
+
+
+ + +
+
+ + + + +
+
+
+
+ + +
+
+
+ +
+
+
+ +
+
+
+ +
+
+ +
+
+
+
+ +
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+ +
+
+
+
+ +
+
+ +
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+
+
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+
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+ +
+
+
+ +
+ +
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+
+
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+
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+ +
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
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+
+
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+
+
+
+
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+ +
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+
+
+
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+
+
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+
+
+
+
+
+
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+
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+
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+
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+
+
+ + + + + +
+ +
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+
+ +
+
+
+ + + +
+ +
+
+ +
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+ +
+
+ +
+ +
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+ +
+ +
+ + + +
+ +
+ +
+ +
+ +
+ +
+ +
+ +
+ +
+ +
+ +
+
+
+ +
+ +
+ +
+ +
+ +
+ +
+ +
+ +
+ +
+ +
+
+
+ +
+ +
+ +
+ +
+ +
+ +
+ +
+ +
+ +
+ +
+
+
+ +
+ +
+ +
+ +
+ +
+ +
+ +
+ +
+ +
+ +
+
+
+ +
+ +
+ +
+ +
+ +
+ +
+ +
+ +
+ +
+ +
+
+
+ +
+ +
+ +
+ +
+ +
+ +
+ +
+ +
+ +
+ +
+
+
+ +
+ +
+ +
+ +
+ +
+ +
+ +
+ +
+ +
+ +
+
+
+ +
+ +
+ +
+ +
+ +
+ +
+ +
+ +
+ +
+ +
+
+
+ +
+ +
+ +
+ +
+ +
+ +
+ +
+ +
+ +
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+
+
+ +
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+ +
+ +
+ +
+ +
+ +
+ +
+ +
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+
+ +
+ +
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+
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+
+
+ +
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+
+ +
+ +
+
 
+
+ +
+
 
+ +
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+ +
+
+ +
+ +
+
+
 
+
 
+
+ +
+ +
+
+ +
 
+
 
+ + +
+ +
+ +
 
+
 
+ + +
+
+ +
+
+
+
+ +
+
+ +
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+ +
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+ +
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+
+ +
+
+
+ + + +
 
+
 
+ + +
+
+
+
+ +
+
+ +
+
+
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+
+
+ +
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+ +
+
+
+
+
+
+ +
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+ +
+
+
+
+
+
+
+
+ + + +
 
+
 
+ +
+
+ +
+
+
+
+ +
+
+
+ +
+
+
+
+
+ + +
 
+ +
+
+
+
+
+ + +
+ +
+
+ +
+
+
+
+
+
+ Techniques +
+
+
+ + +
+
+ + + +
+
+
+
+ Universal +
+ + + + + + + + + + + + + + + + + + +
+
+ Group +
+ + + + + + + + + + + + + + + +
+
+
+ Waterbending +
+ + + + + + + + + + + + + + + + + + + + + + + +
+
+ Airbending +
+ + + + + + + + + + + + + + + + + + + + + + + +
+
+
+ Earthbending +
+ + + + + + + + + + + + + + + + + + + + + + + + +
+ +
+ Weapons +
+ + + + + + + + + + + + + + + + + + + + + + + +
+
+
+ Firebending +
+ + + + + + + + + + + + + + + + + + + + + + + +
+ +
+ Technology +
+ + + + + + + + + + + + + + + + + + + + + + +
+
+
+ + +
+
+ + + + +
+
+
+
+ + +
+
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©2023 Viacom International Inc. All Rights Reserved. Nickelodeon, Avatar Legends and all related titles, logos and characters are trademarks of Viacom International Inc.
+ + + + {{#rollGreater() result 9}} +
+
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+ {{/rollGreater() result 9}} + {{#rollBetween() result 7 9}} +
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+ {{/rollBetween() result 7 9}} + {{#rollLess() result 7}} +
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+ {{/rollLess() result 7}} +
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+ {{/rollGreater() result 9}} + {{#rollBetween() result 7 9}} +
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+ {{/rollBetween() result 7 9}} + {{#rollLess() result 7}} +
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+ {{/rollLess() result 7}} +
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+ {{/rollGreater() result 9}} + {{#rollBetween() result 7 9}} +
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+ {{/rollBetween() result 7 9}} + {{#rollLess() result 7}} +
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+ {{/rollLess() result 7}} +
+ + {{#rollGreater() result 9}} +
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+ {{/rollGreater() result 9}} + {{#rollBetween() result 7 9}} +
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+ {{/rollLess() result 7}} +
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+ {{/rollGreater() result 9}} + {{#rollBetween() result 7 9}} +
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+ {{/rollBetween() result 7 9}} + {{#rollLess() result 7}} +
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+ {{/rollLess() result 7}} +
+ + {{#rollGreater() result 9}} +
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+ {{/rollGreater() result 9}} + {{#rollBetween() result 7 9}} +
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+ {{/rollBetween() result 7 9}} + {{#rollLess() result 7}} +
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+ {{/rollLess() result 7}} +
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{{#roll_name}} {{roll_name}}{{/roll_name}} {{content3}}
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{{#roll_name}} {{roll_name}}{{/roll_name}} {{content3}}
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{{content2}}
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{{#roll_name}} {{roll_name}}{{/roll_name}}
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{{#roll_name}} {{roll_name}}{{/roll_name}}
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{{#roll_name}} {{roll_name}}{{/roll_name}} {{content3}}
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{{content2}}
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{{#roll_name}} {{roll_name}}{{/roll_name}} {{content3}}
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{{content2}}
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{{#roll_name}} {{roll_name}}{{/roll_name}} {{content3}}
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{{content2}}
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{{#roll_name}} {{roll_name}}{{/roll_name}} {{content3}}
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{{content2}}
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{{#roll_name}} {{roll_name}}{{/roll_name}} {{content3}}
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{{content2}}
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{{#roll_name}} {{roll_name}}{{/roll_name}} {{content3}}
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{{content2}}
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{{#roll_name}} {{roll_name}}{{/roll_name}} {{content3}}
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{{content2}}
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+
+ + \ No newline at end of file diff --git a/AvatarLegendsMagpie/preview.png b/AvatarLegendsMagpie/preview.png new file mode 100644 index 0000000000..a815da25ab Binary files /dev/null and b/AvatarLegendsMagpie/preview.png differ diff --git a/AvatarLegendsMagpie/sheet.json b/AvatarLegendsMagpie/sheet.json new file mode 100644 index 0000000000..aca2137bb9 --- /dev/null +++ b/AvatarLegendsMagpie/sheet.json @@ -0,0 +1,9 @@ +{ + "html": "avatarlegends.html", + "css": "avatarlegends.css", + "authors": "Magpie Games", + "roll20userid": "4631921", + "preview": "preview.png", + "instructions": "Avatar Legends: The Roleplaying Game is the officially-licensed tabletop RPG that brings you and your friends into the beloved setting of Avatar Legends—as new heroes of your own stories! Weave tales of self-discovery and action with your team of friends, and go penguin-sledding while you're at it!", + "legacy": true +} \ No newline at end of file diff --git a/AvatarLegendsMagpie/translation.json b/AvatarLegendsMagpie/translation.json new file mode 100644 index 0000000000..979ef21d46 --- /dev/null +++ b/AvatarLegendsMagpie/translation.json @@ -0,0 +1,408 @@ +{ + "label_nada": "", + "label_asterisco": "*", + "rollswith": "rolls with", + "agetsa": "and gets a", + "choose_sheet_type": "Playbook Sheet", + "adv": "advance & attack", + "eva": "evade & observe", + "def": "defend & maneuver", + "utech_roll": "UNIVERSAL TECHNIQUE", + "gtech_roll": "GROUP TECHNIQUE", + "wtech_roll": "WATERBENDING TECHNIQUE", + "wtech_roll_blood": "WATERBENDING TECHNIQUE (BLOOD)", + "wtech_roll_heal": "WATERBENDING TECHNIQUE (HEAL)", + "etech_roll": "EARTHBENDING TECHNIQUE", + "etech_roll_seismic": "EARTHBENDING TECHNIQUE (SEISMIC)", + "etech_roll_lava": "EARTHBENDING TECHNIQUE (LAVA)", + "etech_roll_metal": "EARTHBENDING TECHNIQUE (METAL)", + "ftech_roll": "FIREBENDING TECHNIQUE", + "ftech_roll_lightning": "FIREBENDING TECHNIQUE (LIGHTNING)", + "ftech_roll_combustion": "FIREBENDING TECHNIQUE (COMBUSTION)", + "atech_roll": "AIRBENDING TECHNIQUE", + "wetech_roll": "WEAPONS TECHNIQUE", + "ttech_roll": "TECHNOLOGY TECHNIQUE", + "subtipo_nada": "", + "subtipo_lava": "(LAVA)", + "tech7_label": "Furious Assault", + "tech7_dsc": "Make an unbalanced, impassioned strike. Become Impaired due to your overwhelming passion, shift your balance away from center, and inflict conditions equal to your Passion on an enemy; NPCs instead inflict conditions equal to their current balance. You may only remove Impaired when your balance is at your center.", + "tech1_label": "Attack Weakness", + "tech2_label": "Rapid Assessment", + "tech3_label": "Charge", + "tech4_label": "Seek Vulnerabilities", + "tech5_label": "Duck and Twist", + "tech6_label": "Forceful Blow", + "tech8_label": "Pounce", + "tech9_label": "Protect", + "tech10_label": "Sense Environment", + "tech11_label": "Stand Strong", + "tech12_label": "Suck it Up", + "tech13_label": "Take Cover", + "tech14_label": "Attend to Commands", + "tech15_label": "Coordination", + "tech16_label": "Draw Foe ", + "tech17_label": "Engulf", + "tech18_label": "Focused Fire", + "tech19_label": "Overwhelm", + "tech20_label": "Scatter and Regroup", + "tech21_label": "Shield Wall", + "tech22_label": "Spread Out", + "tech23_label": "Surround", + "tech24_label": "Swarm", + "tech25_label": "Test Defenses", + "tech26_label": "Protect Objective", + "tech27_label": "Boom!", + "tech28_label": "Chi Blocking Jabs", + "tech29_label": "Chart a Course", + "tech30_label": "Counterstrike", + "tech31_label": "Disarm", + "tech32_label": "Feint", + "tech33_label": "Parry", + "tech34_label": "Pin a Fly to a Tree", + "tech35_label": "Pinpoint Thrust", + "tech36_label": "Switch It Up", + "tech37_label": "Take the High Ground", + "tech38_label": "Turn the Tables", + "tech39_label": "Better, Faster, Stronger", + "tech40_label": "Blinded By Science", + "tech41_label": "Collect Material", + "tech42_label": "Entangler", + "tech43_label": "Full-Power Attack", + "tech44_label": "Jolt", + "tech45_label": "Jury Rig", + "tech46_label": "Pinpoint Flaws", + "tech47_label": "Plant Trap", + "tech48_label": "Rebuild", + "tech49_label": "Smoke Bomb", + "tech50_label": "Wind Up", + "tech51_label": "Blood Twisting", + "tech52_label": "Breath of Ice", + "tech53_label": "Creeping Ice", + "tech54_label": "Crushing Grip of Seas", + "tech55_label": "Flow as Water", + "tech56_label": "Freeze Blood", + "tech57_label": "Ice Gauntlet", + "tech58_label": "Ice Prison", + "tech59_label": "Refresh", + "tech60_label": "Stream the Water", + "tech61_label": "Slip Over Ice", + "tech62_label": "Water Cloak", + "tech63_label": "Water Whip", + "tech64_label": "Detect the Heavy Step", + "tech65_label": "Dust Stepping", + "tech66_label": "Earth Armor", + "tech67_label": "Earth Gauntlet", + "tech68_label": "Earth Launch", + "tech69_label": "Earth Sinking", + "tech70_label": "Eat Dirt", + "tech71_label": "Ground Shift", + "tech72_label": "Lava Star", + "tech73_label": "Metal Bindings", + "tech74_label": "Rock Column", + "tech75_label": "Stone Shield", + "tech76_label": "Thick Mud", + "tech77_label": "A Single Spark", + "tech78_label": "Arc Lightning", + "tech79_label": "Breath of Fire", + "tech80_label": "Explosive Blast", + "tech81_label": "Fire Blade", + "tech82_label": "Fire Pinwheel", + "tech83_label": "Fire Stream", + "tech84_label": "Fire Whip", + "tech85_label": "Flame Knives", + "tech86_label": "Jet Stepping", + "tech87_label": "Lightning Blast", + "tech88_label": "Spiral Flare Kick", + "tech89_label": "Wall of Fiery Breath", + "tech90_label": "Air Cushion", + "tech91_label": "Air Scooter", + "tech92_label": "Air Swipe", + "tech93_label": "Breath of Wind", + "tech94_label": "Cannonball", + "tech95_label": "Cushion the Forceful Fist", + "tech96_label": "Directed Funnel", + "tech97_label": "Reed in the Wind", + "tech98_label": "Shockwave", + "tech99_label": "Small Vortex", + "tech100_label": "Suction", + "tech101_label": "Twisting Wind", + "tech102_label": "Wind Run", + "tech103_label": "Brawling Blast", + "tech104_label": "Boomerang Blow", + "tech105_label": "Chi-Blocking Jabs", + "tech106_label": "Draw Close", + "tech107_label": "Explosion of Air", + "tech108_label": "Fan the Flame", + "tech109_label": "Fireball Barrage", + "tech110_label": "Fire Bomb", + "tech111_label": "Flame charge", + "tech112_label": "Flame Shield", + "tech113_label": "Flaming Arrows", + "tech114_label": "Flash Crystals", + "tech115_label": "Gale Slice", + "tech116_label": "Gliding Takeoff", + "tech117_label": "Grapple Line", + "tech118_label": "Grapple Shot", + "tech119_label": "Ice Claws", + "tech120_label": "Ironshard Cloud", + "tech121_label": "Meteor Fall", + "tech122_label": "Monologue", + "tech123_label": "Octopus Form", + "tech124_label": "Pyre Wall", + "tech125_label": "Quicksand", + "tech126_label": "Quiet Grip of Ice", + "tech127_label": "Rapid Tunneling", + "tech128_label": "Recoiling Jet", + "tech129_label": "Returning Wind", + "tech130_label": "Rings of Water", + "tech131_label": "Rock Shoes", + "tech132_label": "Rock-Smashing Shot", + "tech133_label": "Salvage", + "tech134_label": "Sense the Blow’s Wake", + "tech135_label": "Smooth Stride", + "tech136_label": "Stink Bomb", + "tech137_label": "Stunning Stance", + "tech138_label": "Subtle Misdirection", + "tech139_label": "Suction Boots", + "tech140_label": "Summon the Storm", + "tech141_label": "Surf the Wave", + "tech142_label": "Taunt", + "tech143_label": "The Way of Jasmine", + "tech144_label": "Throw Rock Glove", + "tech145_label": "Thundering Gust", + "tech146_label": "Tie Down", + "tech147_label": "Twin Weapon Sweep", + "tech148_label": "Water Jab", + "tech149_label": "Water Knife", + "tech150_label": "Water Sphere Shield", + "tech151_label": "Zip Zap", + "tech1_dsc": "Strike an enemy at a weak point where they’ve already been injured. Mark 1-fatigue to target an engaged, Impaired enemy in reach; they suffer fatigue equal to however many conditions they already have marked.", + "tech2_dsc": "Quickly take in your situation far faster than normal. Ask one question about the situation at hand. Become Prepared to act on the answer, and you may call out your plan to an ally to make them Prepared as well.", + "tech3_dsc": "Advance straight at an enemy to strike them full force. Mark 1-fatigue to close the distance and engage with an enemy you aren’t currently engaged with, inflicting one condition or 2-fatigue (their choice). Become Favored for the next exchange", + "tech4_dsc": "Examine your foe for weak points. The next time you inflict a condition or fatigue on them, you may also shift their balance. If you know what their principle is, then you may mark 1-fatigue to shift their balance a second time.", + "tech5_dsc": "Rely on your fast movement to help keep you out of the worst of harm’s way. Mark 1-fatigue to clear one condition and become Favored", + "tech6_dsc": "Swing at an enemy with all your might, sending them flying. Mark 1-fatigue and inflict 2-fatigue or one condition on your target (your choice). Then push them to a new position of your choice unless they mark 2-fatigue", + "tech8_dsc": "Press the advantage against an enemy who is off-balance. Mark 1-fatigue to inflict Impaired on a foe, or inflict Stunned on an Impaired foe, or inflict 5-fatigue on a Stunned foe.", + "tech9_dsc": "Protect an ally within reach. Mark 1-fatigue to intercept and stop an attack made against them in this exchange; if no attack is made against them in this exchange, you both become Inspired.", + "tech10_dsc": "Look for opportunities to usefully reshape your environment. The next time you advance and attack or defend and maneuver, you may use Smash or Ready, as appropriate, in addition to any other techniques you use, even on a miss. When you use Smash or Ready this way, do not mark fatigue.", + "tech11_dsc": "Plant your feet and prepare yourself for incoming blows. Become Prepared, and you automatically block or avoid any negative statuses inflicted on you this exchange.", + "tech12_dsc": "Focus and absorb a blow, readying yourself to act immediately after. For each attack that inflicts fatigue, conditions, or balance shifts on you this exchange, choose one additional technique next exchange (even if you roll a miss on the stance move).", + "tech13_dsc": "Swerve and maneuver into cover. The first attack on you this exchange strikes your cover, damaging or destroying it, but leaving you unharmed.", + "tech14_dsc": "A leading voice in the group takes a moment to organize it effectively. The group clears Impaired, becomes Inspired, and inflicts an additional 1-fatigue on all attacks made next exchange.", + "tech15_dsc": "The group sets itself up to launch a concerted, skilled attack upon its targets next exchange. The group becomes i>Prepared and Favored and may clear 2-fatigue or a condition (in addition to the normal 1-fatigue for evade and observe).", + "tech16_dsc": "The group misleads foes into overextending themselves. The group targets an engaged foe who chose the advance and attack approach this exchange. That foe must mark 1-fatigue, becomes Impaired, and is moved out of reach of allies", + "tech17_dsc": "The whole group shifts forward en masse, engulfing their target and engaging them. An engulfed target becomes Impaired and cannot escape or disengage this exchange. The group automatically uses Strike against each Impaired foe within reach.", + "tech18_dsc": "The group pours out all of its attacks simultaneously, in synchronized fashion, against the same target. Mark 1-fatigue to inflict 2-fatigue and a condition. If the group was Prepared for this attack, inflict an additional 2-fatigue and another condition.", + "tech19_dsc": "Strike at every combatant in reach. All foes engaged with the group must mark 2-fatigue or one condition, their choice.", + "tech20_dsc": "The group splits apart and reforms nearby. The group clears one condition. Any foe engaged with the group is no longer engaged with the group, and the group can advance and engage with foes as it chooses; any foes the group engages with are Impaired.", + "tech21_dsc": "The group together forms a barricade. The group becomes Favored, and ignores the first 2-fatigue and one condition it would mark this exchange. Next exchange, all movement or maneuvering past the shield wall is automatically blocked.", + "tech22_dsc": "The group spreads itself out to cover more ground and avoid large-scale attacks. The group cannot suffer more than 1-fatigue, one condition, or one balance shift from any individual attack—the attacker chooses which if necessary. The group can also engage with any foes in a much wider reach, and pays no cost to keep an engaged foe from escaping.", + "tech23_dsc": "The group closes around a single foe. Every additional attack made on that foe during this exchange inflicts an additional 1-fatigue. Every attack made by a surrounded foe forces them to suffer 1-fatigue.", + "tech24_dsc": "The group throws itself upon a foe with no heed to its own safety. Mark 1-fatigue to inflict 2-fatigue on a single target. This technique may be chosen multiple times. Each time it is chosen after the first, it inflicts an additional 1-fatigue.", + "tech25_dsc": "The group slowly probes the defenses of a foe, one or two members attacking individually to determine the foe’s abilities. The group becomes Prepared, Favored, Inspired, and learns the balance principle of its target; the chosen foe may immediately use Strike on the group in turn.", + "tech26_dsc": "The group surrounds a person, place, or object with their backs to it, to protect it from attack, disruption, or seizure. The group marks 2-fatigue and becomes Prepared. All foes near or engaged with the protected target become disengaged and pushed back from the target and are now engaged with the group. No foe can reach the protected target until the group is scattered or loses Prepared", + "tech27_dsc": "Throw a small prepared explosive into the midst of your foes. Mark 2-fatigue or clear Prepared to toss the explosive into your enemies’ midst. Everyone in range (including allies in the area) must either mark 3-fatigue to dive away, or mark a condition and become Stunned, their choice.", + "tech28_dsc": "Pinpoint weapon or hand strikes to block a foe’s chi. Mark 1-fatigue to block a foe’s chi with your strikes, inflicting a condition and rendering a limb useless (and blocking bending with that limb). An enemy with one fewer useful limb chooses 1 fewer technique to use each exchange. Limbs become usable again when combat ends or three exchanges pass.", + "tech29_dsc": "Plan a clear and perfect path of action. Secretly choose your approach and up to two techniques you plan to use in the next exchange (noting them in advance). If you use those techniques in the next exchange, reveal your planning; those techniques cost no fatigue and cannot be canceled or blocked. Anyone engaged with you can mark 1-fatigue to look at the note.", + "tech30_dsc": "Using impeccable timing, read your foe’s movement and lash out with blinding speed. Execute a Strike as if you had marked 1-fatigue against an engaged foe who chose advance and attack as their approach. You cannot use this technique if you have any negative statuses.", + "tech31_dsc": "Target your foe’s ability to fight by breaking, removing, or limiting a particular style. Mark 2-fatigue to name any advanced advance and attack technique your foe has—they are unable to use that technique for the remainder of this encounter", + "tech32_dsc": "Trick your foes into overextending themselves against you. If you were targeted by any attacks this exchange, you may mark 1-fatigue to immediately inflict a condition on each of your attackers.", + "tech33_dsc": "Stop a foe’s attack before it connects. Choose a foe who used advance and attack this exchange; during advance and attack, mark fatigue—1-for-1—to cancel an attack they use against you after they pay the costs.", + "tech34_dsc": "Fire arrows with perfect accuracy to pin a foe in place. Mark 1-fatigue to inflict Impaired on a target, or 3-fatigue to inflict Impaired and Trapped.", + "tech35_dsc": "Using a thrusting or stabbing weapon, go straight for the target with precision and accuracy. Mark 1-fatigue and inflict 2-fatigue and Impaired on your foe. You may mark an additional 1-fatigue to move yourself to a new position within reach immediately; any foes engaged with you may mark 1-fatigue to block this movement.", + "tech36_dsc": "Switch up your style, footwork, weapon, or bearing, causing your foe to second-guess your next move. Mark 1-fatigue to become Prepared and force an engaged foe to reveal their choice of approach before you choose yours during the next exchange.", + "tech37_dsc": "Move to an advantageous position above your foe. Mark 1-fatigue, become Favored, and ignore all fatigue, conditions, and negative statuses inflicted on you by attacks they make against you this exchange", + "tech38_dsc": "Make careful strikes to undermine your foe’s advantageous position. Mark 1-fatigue to knock your foe from their position to a new, disadvantageous location, inflicting 1-fatigue. If your foe was Favored or Prepared at the start of the exchange, you do not mark fatigue, you inflict an additional 1-fatigue, and they lose all appropriate positive statuses. These costs and consequences cannot be canceled or avoided by another technique.", + "tech39_dsc": "You push your equipment to its limits to move fast and charge up. Mark 1-fatigue to use Seize a Position, but no foe can block you. You may mark an additional 1-fatigue to gain Empowered for as long as you maintain the new position, or to move to an unsafe, unstable area and make it safe.", + "tech40_dsc": "Use your gadgets and gizmos in a way that confuses and dazzles even the most tech-savvy foe. Mark up to 3-fatigue as you throw out your devices. If you mark 1-fatigue, inflict 1-fatigue and Impaired on your foe. If you mark 2-fatigue, inflict Trapped or Stunned on your foe, as well. If you mark 3-fatigue, inflict both Trapped and Stunned in addition to the 1-fatigue effects.", + "tech41_dsc": "Scrounge up bits and bobs from the area around you that you can use to your advantage. Take 3-gears and become Prepared. Spend gears 1-for-1 instead of fatigue on technology techniques or basic techniques using technology training.", + "tech42_dsc": "Entangle a foe with a weapon or device. Mark 1-fatigue to wrap the entangling object around your foe; they are Trapped. They break free automatically after they are Trapped for two full exchanges.", + "tech43_dsc": "Discharge your batteries, release the high-tension coils, and otherwise unleash the full charge of your equipment! Become Impaired and inflict 2-fatigue on a targeted foe. Spend all gears you currently hold 1-for-1 to inflict 1 additional fatigue. If you spend 3 or more gears in this way, inflict 2 additional fatigue. You cannot earn gears for the rest of this scene—your equipment is too damaged, depleted, or otherwise used up.", + "tech44_dsc": "Launch a disruptive attack on a target within reach in an attempt to control or slow them. Mark 1-fatigue to target a person or object. If you target a person, they must shift their balance away from center; if they are a technology user or covered in metal, they become Stunned; if you target an object, it is temporarily slowed or shut down.", + "tech45_dsc": "Create a new device on the fly. You gain Favored, hold 1-gear, and name one basic technique from any approach. As long as you hold this device, you can use that technique as if it was part of your current approach by spending 1-gear. Otherwise, spend gears 1-for-1 instead of fatigue on technology techniques or basic techniques using technology training.", + "tech46_dsc": "Identify weak points in your environment. Name a status you wish to inflict on a foe next exchange; the GM will tell you what you need to break in your environment to inflict that status. Next exchange, you may use Smash in addition to any other techniques you use, no matter what approach you choose", + "tech47_dsc": "Place a snare or triggered explosive into your environment. Mark 1-fatigue; the next enemy who enters the trapped area must mark a condition and shift their balance away from center.", + "tech48_dsc": "Using your technological know-how, you improve your situation by quickly tuning, repairing, and adjusting your available equipment. Mark 1-fatigue, clear a condition, and gain 3-gears. Spend gears 1-for-1 instead of fatigue on technology techniques or basic techniques using technology training.", + "tech49_dsc": "Throw a smoke bomb to cover your escape from the combat. Mark 1-fatigue to immediately Impair every other combatant in the area. You escape at the end of this exchange. Any foe who is engaged with you and not Impaired may mark 1-fatigue to block your escape", + "tech50_dsc": "Wind up a technological device to build tension and charge! Gain 1-gear and become Favored; then, mark up to 2-fatigue, and hold 2 additional gears for each fatigue you mark. Spend gears 1-for-1 instead of fatigue on technology techniques or basic techniques using technology training", + "tech51_dsc": "Use bloodbending to move and twist a foe’s body in painful ways. You must be Empowered to use this technique. Inflict a condition on your foe. If they are already Impaired, Trapped, or Doomed, inflict an additional condition. If this is your first, second, or third time ever using this technique, mark a condition.", + "tech52_dsc": "Become ready to breathe shivering cold upon any foe who gets close to you. Any foe engaged with you at any point in this exchange becomes Impaired until they clear the ice from their limbs.", + "tech53_dsc": "Carefully and stealthily extend a sheet of ice out beneath foes of your choice; they become Impaired as long as they remain on the ice, and you become Prepared to engage with them.", + "tech54_dsc": "Throw a tendril of water that wraps around a foe’s limb and holds it in place. Mark 1-fatigue and inflict Impaired on a foe; mark an additional 2-fatigue to inflict Trapped on that foe with a second tendril. If the foe is already Impaired, you only need to pay 2-fatigue for Trapped.", + "tech55_dsc": "Use a jet of water to propel you smoothly around obstacles. Mark 1-fatigue and move to a new location. If you engage with or disengage from a foe, they are Impaired.", + "tech56_dsc": "Use bloodbending to seize a target and hold them in place. You must be Empowered to use this technique. Mark 1-fatigue; your target becomes Trapped and/or Doomed, your choice. If this is your first, second, or third time ever using this technique, mark a condition.", + "tech57_dsc": "Cover your hand with a sheathe of ice. Become Prepared. When you next make an attack, inflict an additional 1-fatigue.", + "tech58_dsc": "Aggressively wrap a foe in ice. Mark 2-fatigue to inflict Trapped on a foe standing in water or on ice.", + "tech59_dsc": "Apply water to reinvigorate and close wounds on a willing target. Mark 1-fatigue to heal an ally in reach who is evading and observing. Clear an appropriate status from them, and clear 3-fatigue or two conditions.", + "tech60_dsc": "Push a high-powered stream of water from a significant source. Mark fatigue to inflict a condition on a foe within reach of the water source; they are pinned against something and cannot shift positions or engage foes other than you until they break the stream or you drop it. Mark 1-fatigue at the end of each exchange to continue the stream.", + "tech61_dsc": "Use ice and water to slip around your environment with ease while putting foes off-balance. Clear 1-fatigue (in addition to clearing 1-fatigue via evade and observe) and reposition foes within reach, deciding who is engaged with whom unless they are willing to mark 1-fatigue and become Impaired to remain where they are.", + "tech62_dsc": "Surround yourself with water; mark fatigue and hold 3. Spend your hold 1-for-1 to reduce the 1-fatigue or conditions inflicted by an incoming attack by 1; to become Favored for the next exchange, as long as you use waterbending techniques; or to throw water into the environment, affecting it and possibly inflicting a status. Mark 1-fatigue at the end of each exchange to maintain the hold to the next exchange.", + "tech63_dsc": "Lash out with a tendril of water. Mark 1-fatigue to inflict a condition or 2-fatigue, your choice", + "tech64_dsc": "Use seismic sense to detect the instant an enemy is about to move against you. Become Prepared, and at any time during this exchange, you may lose your Prepared status and mark 1-fatigue to interrupt an enemy as they use a technique; they must mark an additional 3-fatigue or you disrupt their attempt to act, canceling the technique.", + "tech65_dsc": "Step up into the air on thin pillars of dust and stone. Advance to a higher position and become Favored and Prepared. Any foe engaged with you can mark 2-fatigue to block this effect.", + "tech66_dsc": "Gather earth, crystal, or other available material around you to create armor. Hold 3. Spend one hold to negate one condition or 2-fatigue inflicted upon you. While you have hold, you are Favored. You must spend hold—at least one—whenever an incoming attack would inflict fatigue or conditions", + "tech67_dsc": "Wrap your arm or fist in rock and strike! Mark 1-fatigue; inflict one condition or 2-fatigue. You can also knock your foe out of reach and disengage; they must mark an additional fatigue to resist", + "tech68_dsc": "Throw yourself into the air with a massive burst of force. Mark 1-fatigue and become Favored. You disengage with all foes who can’t reach you high in the air for the rest of this exchange, but you come right back down into their midst at the end of this exchange", + "tech69_dsc": "Sink a foe into the earth itself. Mark 2-fatigue to trap an enemy standing on the ground in the earth; they become Trapped.", + "tech70_dsc": "Even the smallest pebble can cause a gator-phant to stumble. Cause a foe to lose their footing. Your target is Impaired and unable to choose defend and maneuver in the next exchange.", + "tech71_dsc": "Twist the ground itself to displace or unbalance foes. Target an individual foe or an area. If you target an area, mark 1-fatigue. All affected foes become Impaired for an exchange, or Stunned if they are already Impaired.", + "tech72_dsc": "Create a floating, spinning star of lava that can cut through nearly anything. Mark 1-fatigue and become Favored as long as the star is active. Every time you use the star as part of an attack, you can also cut through or destroy part of the scenery as if you had used the Smash basic technique, at no additional cost. You may mark 1-fatigue at the end of each exchange to keep the star active", + "tech73_dsc": "Catch an enemy’s limbs in metal you control. They become Impaired and cannot remove the status unless they are able to metalbend or the fight ends. While they are Impaired and you are engaged with them, you are Favored.", + "tech74_dsc": "Pin a foe with a column of earth. Inflict Impaired on a single combatant. If they are already Impaired, inflict Trapped. If they are already Trapped, inflict Doomed.", + "tech75_dsc": "Raise a defensive shield of stone that protects you or someone else. Mark 1-fatigue to raise the shield. Anyone protected by the Stone Shield gains Impaired—it’s tough to move inside. This shield blocks the first attack directed toward it each exchange. The Stone Shield cannot move and is not destroyed by an attack—it remains in place until you decide it comes down. You can elect to use the raw material in the wall for an earthbending technique, reducing its cost by 1-fatigue and removing the Stone Shield.", + "tech76_dsc": "Transform the earth and stone around you into sticky, sucking mud. Any foes engaged with and acting against you in this exchange become stuck and Impaired; you may use Strike against each stuck foe in the next exchange, regardless of your chosen approach and in addition to y0ur normal techniques.", + "tech77_dsc": "Unleash your emotions into the flames around you. Mark 1-fatigue to hold 1 for each condition you have marked. Spend your hold 1-for-1 in the next exchange to pay the costs of techniques as if it was fatigue, to inflict Doomed on a foe you target with firebending, or to use Seize a Position—no matter what approach you used—in addition to your other techniques", + "tech78_dsc": "Channel lightning through your body against a closely engaged foe. Mark 1-fatigue to inflict a condition on an engaged foe who used an advance and attack technique against you this exchange; if they already have two conditions marked, they are also Stunned.", + "tech79_dsc": "Breathe fire in a massive gout. Mark 1-fatigue to set alight as much or as little of your surroundings as you choose and try to set aflame any foes within reach. Those foes must either retreat and disengage with you, becoming Impaired, or suffer 2-fatigue and become Doomed as they catch fire.", + "tech80_dsc": "Fire a sparking, spitting beam of focused energy that explodes when it reaches its target. Your target must either dive for cover or take the blow. If they dive for cover, they mark 2-fatigue and become Impaired; if they are already Impaired, they cannot dive for cover. If they take the blow, they mark 4-fatigue.", + "tech81_dsc": "Swipe your surroundings with a blade of flame. Mark 1-fatigue to slice through a piece of your surroundings and destabilize your foe’s footing, inflicting 2-fatigue and Impaired on them.", + "tech82_dsc": "Throw a spinning disc of pure flame. Mark 1-fatigue; your target must either mark 2 conditions, or mark 1-fatigue and dodge the disc and allow it to set everything around them aflame (possibly inflicting negative statuses).", + "tech83_dsc": "Pour fire upon a target. Mark 1-fatigue to inflict Impaired on them. Mark 3-fatigue to inflict Doomed and Impaired. Mark 5-fatigue to inflict Trapped, Doomed, and Impaired.", + "tech84_dsc": "Lash out from a distance. Mark 1-fatigue to inflict 2-fatigue or a condition (target’s choice), and enemies must mark 1-fatigue to get close enough to attack you this exchange", + "tech85_dsc": "Mark up to 3-fatigue. Hold an equal number of flames. Lose 1-flame at the end of each exchange after this one. When you inflict fatigue or conditions on a foe, inflict an additional 1-fatigue for each remaining flame.", + "tech86_dsc": "Advance to a higher position and become Favored and Prepared for the next exchange. Any foe engaged with you can mark 2-fatigue to block this technique.", + "tech87_dsc": "Hurl a bolt of lightning at a target. Mark up to 3-fatigue. For each fatigue you mark, your target must mark 2-fatigue.", + "tech88_dsc": "Spin skyward on jets of flame as you lash out with your legs. Mark 1-fatigue to target two individual foes or one group with this attack. Individual foes must each mark 2-fatigue or one condition, their choice; the group must mark 4-fatigue or two conditions, their choice.", + "tech89_dsc": "Breathe a gout of flame that keeps foes back as you maneuver away from them. Mark one condition and move to a new position. Foes must keep their distance and become disengaged, or push through the flame and suffer 4-fatigue.", + "tech90_dsc": "Soften the blows an ally takes and get them back on their feet faster. Mark 1-fatigue to clear 2-fatigue, one condition, or any one status from an ally within reach who was struck by an attack this exchange", + "tech91_dsc": "Summon a ball or ring of air under yourself. While riding it, you are Favored. You can sacrifice your air scooter to avoid marking fatigue or conditions when you are struck by an attack.", + "tech92_dsc": "Prepare to cast an arc of pressurized air to knock away incoming attacks and throw enemies off-balance. If any enemy attacks you, you may mark 1-fatigue to cast the arc and block or divert the strike. If no enemy has attacked you by the end of the exchange, you may cast the arc to inflict 2-fatigue on up to three enemies.", + "tech93_dsc": "Exhale mightily via pursed lips. Mark 1-fatigue to knock down a single target and inflict Stunned on them unless they mark 4-fatigue.", + "tech94_dsc": "Rush forward with the might of the wind behind you and crash into a foe. Mark 1-fatigue to target a foe you aren’t currently engaged with and rush at them. You become engaged with them (disengaging with other current foes) and inflict a condition on them.", + "tech95_dsc": "Put a cushion of twisting air around your body that keeps physical strikes at bay. Mark 2-fatigue to become Favored; you are immune to hard, physical, forceful attacks and blows (a hurled rock, a direct and forceful blast of flame, a jet of water) until the end of the next exchange.", + "tech96_dsc": "Create a spinning funnel of air that can fire objects at high speed. Mark 1-fatigue; each ally in reach can mark 1-fatigue to toss an appropriate small object into the funnel—inflict 2-fatigue on a target within reach for each ally who does.", + "tech97_dsc": "Adjust your movements to perfectly match and avoid the movements of a foe. Mark 2-fatigue and secretly name the approach you believe your foe will use in the next exchange; reveal it after approaches are chosen in the next exchange. If you were incorrect, you may shift your chosen approach. If you were correct, you become immediately Favored for that exchange, and they cannot target you with any techniques.", + "tech98_dsc": "Leap into the air and hurtle back to the ground, sending a massive burst of pressurized air all around you. Mark 2-fatigue; everyone in the area, including allies, is thrown away, disengaging and becoming Stunned unless they mark 4-fatigue.", + "tech99_dsc": "Spin a single enemy off the ground on a small vortex. Mark 3-fatigue; your target becomes Impaired and Stunned.", + "tech100_dsc": "Snatch a small object off the ground or from a foe’s hand with a sucking wind. The object snaps to your hand unless someone marks 2-fatigue to hold it or block its movement", + "tech101_dsc": "Effortlessly flow around blows like the wind itself. For each foe engaged with you who chose an advance and attack approach, clear 1-fatigue and hold 1-momentum. If you advance and attack next exchange, you may spend your momentum instead of fatigue.", + "tech102_dsc": "Race at high speeds, dodging attacks and seeking escape. Mark 1-fatigue to slip to a particular point of escape, disengaging from foes; you don’t engage any new foes. If no one re-engages with you or blocks your retreat by the end of the exchange, you escape the scene.", + "tech103_dsc": "Unleash an explosive or forceful device up-close to a foe. Mark 2-fa tigue and inflict 3-fatigue and Stunned on your foe.", + "tech104_dsc": "Throw your boomerang to hit a target just right and return the weap on to your hand. Mark 1-fatigue, inflict 2-fatigue on your target, and name the specific place you are striking on your opponent to disrupt them, inflicting Impaired on them until they have time to rest and recover after the fight. If you use this technique against an opponent who is already Impaired, inflict a condition on them as well. If you allow your boomerang to fall to the side instead of returning to your hand, you may use this technique without marking 1-fatigue.", + "tech105_dsc": "Pinpoint weapon or hand strikes to block a foe’s chi. Mark 1-fatigue to block a foe’s chi with your strikes, inflicting a condition and rendering a limb useless (and blocking bending with that limb). An enemy with one fewer useful limb chooses 1 fewer technique to use each exchange. Limbs become usable again when combat ends or three exchanges pass. ", + "tech106_dsc": "Dash and dodge in close to an opponent of your choice, putting them at a range that favors you over them. Mark 1-fatigue and become Favored. If they advance and attack next exchange, they have to mark 1-fatigue for each technique they use (they may choose to use fewer than their full amount).", + "tech107_dsc": "Bring air into a tight, compact form and then let it loose, blasting wind outward with great force. Mark a condition. All combatants engaged with you or in the area become Impaired and must mark 1-fatigue. If they are already Impaired, they become Stunned. A group foe struck by this effect instead must mark 4-fatigue.", + "tech108_dsc": "Focus on growing the flames around you; if there are no raging flames around you, then any smaller fires become raging. If there are raging flames around you, become Empowered for the next two exchanges.", + "tech109_dsc": "Pummel a foe with a barrage of small fire blasts. Mark 1-fatigue. Inflict 1-fatigue on your target, +1-fatigue additional for each attack anyone has made against them this exchange, +1-fatigue additional for each negative status they currently have.", + "tech110_dsc": "Pour out a massive amount of fire at point blank range. Fill your fatigue track, inflict on your target twice as much fatigue as you just marked, and become Impaired.", + "tech111_dsc": "Hurtle at your foe with enormous speed and force. Choose a foe you are not currently engaged with; you become engaged with them, they become Impaired, and you become Favored.", + "tech112_dsc": "Call up a shield of flame around yourself to divert incoming attacks. Mark up to 2-fatigue; the shield blocks a number of attacks this exchange equal to 1 + the fatigue you marked. If possible, you must use the flame shield to block incoming attacks. If you are not attacked at all this exchange, you become Favored.", + "tech113_dsc": "Prepare a handful of flaming arrows. Mark 1-fatigue to become Prepared and hold 3-arrows. Spend 1-arrow on any kind of bow attack to inflict Doomed on your target as you catch them alight", + "tech114_dsc": "Throw a scattering of flash crystals at your opponent’s feet and shield your eyes. Any fighters in the area must mark 2-fatigue or become Stunned; you need only mark 1-fatigue.", + "tech115_dsc": "Cast forth a thin, cutting edge of wind that can pierce wood or stone. Mark 1-fatigue; your target must avoid the blow, marking 3-fatigue, or take the hit, marking a condition and allowing physical objects on them—armor, a weapon or item in their hands—to be cut. If they have no physical objects to help absorb the blow when they take the hit, they mark a second condition. If they avoid the blow, then treat it as if you had used Smash against the environment behind and around them.", + "tech116_dsc": "Take to the air with your glider to escape the scrum around you. Mark 1-fatigue, become Favored, and disengage with any combatants around you, and then re-engage with a combatant of your choice within reach.", + "tech117_dsc": "Toss out a grapple line and zip around the battlefield to a new advantageous position. Mark 1-fatigue to become Favored and disengage with all current foes, reengaging with a foe of your choice as you take up your new position. If you spend any gears on this technique, inflict Impaired on any foes with whom you engage.", + "tech118_dsc": "Fire an arrow with a tether at the end to swing through the area around you. Move to a new position and engage/disengage with foes, overcome a negative status or danger, or establishan advantageous position as appropriate. Any foe you engage or disengage with suffers 1-fatigue automatically; foes you disengage with can mark 1-fatigue to try to keep up with you.", + "tech119_dsc": "Cover your fingers with ice to create sharp, pointed claws. Mark 1-fatigue to become Prepared. As long as you are Prepared, any time you attack an enemy in hand-to-hand range, inflict an additional 2-fatigue. If you lose the claws, you lose Prepared.", + "tech120_dsc": "Throw a cloud of metal shards as if they were knives. Mark 1-fatigue to inflict 2-fatigue or a condition, your choice, upon up to three targets in reach of each other. If you use this technique against a group, inflict 3-fatigue and a condition", + "tech121_dsc": "From a high position, drop down onto your targets with massive force. Mark 1-fatigue to inflict a condition on a foe. If you are Favored with a high position, clear Favored and mark 1-fatigue to inflict three conditions on a foe.", + "tech122_dsc": "Rant a bit about your own awesomeness in the middle of a fight. Clear 1-fatigue and become Inspired.", + "tech123_dsc": "Surround yourself with eight tendrils of water, blocking incoming blows and striking at foes. Mark 2-fatigue. While you have Octopus Form active, once per exchange you may use Strike against any one foe engaged with you (regardless of what approach you chose), and you may block any one incoming attack against you (regardless of what approach you chose). You must mark 1-fatigue at the end of each exchange after the first to keep Octopus Form active. While Octopus Form is active, you are Impaired.", + "tech124_dsc": "Create a tall wall of flame to keep enemies away from you and your allies. Mark 1-fatigue and raise the wall, disengaging foes from yourself and allies as the wall erupts. Foes may mark 2-fatigue to remain on the correct side of the wall and remain engaged. Crossing the wall immediately inflicts two conditions. You must mark 2-fatigue at the end of each exchange to maintain the wall.", + "tech125_dsc": "Turn the earth in an area to quicksand; all foes in the area become Impaired. If they don’t free themselves by the end of the next exchange after becoming Impaired, they become Trapped. If they don’t free themselves by the end of the next exchange after becoming Trapped, they become Doomed.", + "tech126_dsc": "Use a bit of water on the ground to grab a foe’s foot in an icy hold. Mark 1-fatigue; your opponent becomes Impaired, and if you advance and attack next exchange, you inflict an additional 1-fatigue on that foe with any attacks you make that exchange.", + "tech127_dsc": "Dive into the earth. You become Empowered immediately, and can use no other techniques in this exchange, but you cannot be targeted by any attacks or effects except for earthbending. You emerge next exchange in a place within reach through the earth, using a new approach as normal. Lose Empowered after the exchange in which you emerge.", + "tech128_dsc": "Throw yourself away from danger with a sudden jet of flame. Mark 1-fatigue, become Favored, and remove all of Trapped, Impaired, and Doomed as appropriate to the fiction.", + "tech129_dsc": "Race in circles to create a cyclone designed to pull in arrows or other hurled objects and send them right back where they came from. Mark 1-fatigue and become Prepared. For the rest of the exchange, you must mark 1-fatigue for any solid, physical attacks made at range within your area to sweep them into the cyclone and return them at the attacker; the attacker must mark 2-fatigue to avoid their own attack. If you cannot mark 1-fatigue or choose not to, the cyclone dissipates and you may not use this technique for the rest of the combat. If the cyclone has not dissipated by the end of the exchange, you may maintain it into the next exchange by becoming Impaired. If you are already Impaired, you cannot maintain the cyclone.", + "tech130_dsc": "Pull long streams of water out of a substantial nearby source (nothing smaller than a knee-high pond) to surround yourself with one, two, or three flowing rings of water. Mark 2, 3, or 4-fatigue to call up one, two, or three rings. If you call up one ring, you become Favored; if you call up two rings, you also become Prepared; if you call up three rings, you also become Empowered as long as you have at least one ring remaining. You may use rings one-for-one to strengthen other waterbending techniques, reducing the fatigue cost to use those techniques by 1 per ring spent, or inflicting an additional 2-fatigue per ring spent on a waterbending attack.", + "tech131_dsc": "Dash onto a vertical wall or the ceiling and cling to it with shoes made of stone. Mark 1-fatigue to become Favored and use Seize a Position without allowing any foe to block this technique. As long as you remain on a vertical wall or the ceiling you remain Favored.", + "tech132_dsc": "Fire special arrows that can pierce stone and concrete. Destroy or destabilize something in the environment, removing positive statuses or creating negative statuses as appropriate. If you choose to become Impaired for an exchange from exerting yourself greatly while firing, you may also inflict 2-fatigue or one condition (target’s choice) on a foe hidden behind the object you’re destroying.", + "tech133_dsc": "Take apart a broken device or shattered piece of the environment to acquire the resources you need. Roll a single six-sided die. Take 2-gears if you roll a 1-2; 3-gears if you roll a 3-4; 4-gears if you roll a 5; and 5-gears if you roll a 6. Spend gears 1-for-1 instead of fatigue on technology techniques or basic techniques using technology training.", + "tech134_dsc": "Attune yourself to the ebb and flow of winds around you so you become aware of incoming attacks and are able to respond instantaneously. Mark 1-fatigue and become Favored. Next exchange, you may use Retaliate regardless of which approach you use and in addition to your other techniques for that exchange, as you sense incoming blows and respond to them", + "tech135_dsc": "Prepare to move quickly while cutting the air around you, limiting wind resistance and allowing you to move even faster. Mark 1-fatigue and become Prepared and Favored. As long as you remain Prepared or Favored in this combat, you move terrifically quickly and suffer 1-fatigue fewer on any incoming attacks. If you mark a condition, this effect ends", + "tech136_dsc": "Toss a stink bomb at an area. All combatants engaged in that area without some kind of air filter become Impaired, mark 1-fatigue, and disengage with each other as they start hacking and coughing.", + "tech137_dsc": "After being struck, keep your stance and momentum and return a blast of wind at your attacker. Target a foe who inflicted a condition, fatigue, or balance shift upon you with a blow this exchange. Mark 1-fatigue and inflict Stunned on them.", + "tech138_dsc": "Subtly earthbend the ground under a foe to direct their next attack elsewhere. Mark 2-fatigue and target someone who took the advance and attack approach this exchange; you select the target for the first attack they make this exchange", + "tech139_dsc": "Deploy the suction effect on your boots and move up vertical walls or even along the ceiling! Move to a new location, engaging/disengaging with foes, overcoming negative statuses or dangers, establishing an advantageous position, or escaping the scene. If you move along difficult surfaces, only foes who can reach you can stop you, and must mark 2-fatigue to do so", + "tech140_dsc": "Call up small gravel, dust, and sand all around you to fill the air with swirling grit. Mark 1-fatigue; all others in the area become Impaired from the swirling dust, and you become Empowered for as long as the cloud surrounds you. The dust storm stays in place for approximately 4 exchanges if nothing interferes and if you don’t restart it with this technique again", + "tech141_dsc": "Create a giant wave of water from a substantial nearby source (nothing smaller than a knee-high pond) to wash away foes and move you to a new location. Mark 2-fatigue, become Favored, and move to a new location. All enemies currently engaged with you or in the path of the wave mark 1-fatigue and become Impaired. If they wish to remain engaged with you, they must mark an additional 1-fatigue.", + "tech142_dsc": "Insult and taunt an engaged foe into making a mistake. Your foe must either try to ignore your insults and mark fatigue equal to their highest balance principle rating, or give in to them, agreeing now to advance and attack and target you with any attacks. If your foe gives in to your insults, you become Prepared.", + "tech143_dsc": "Use wide sweeping blows to control your foe’s movements and options in the fight. Mark 1-fatigue to use the Pressure basic technique, but choosing 2 approaches instead of 1. You cannot use Pressure on its own in the same exchange that you use the Way of Jasmine.", + "tech144_dsc": "Throw a glove made of rock at a foe and pin them to a surface. Inflict Impaired on a foe, unless they mark 2-fatigue (or 1-fatigue for an Earthbender). If the foe was already Impaired, they’re now Trapped. You may use this technique multiple times in a single exchange", + "tech145_dsc": "Jab at the air around you to send it hurtling forward at incredible speed, catching even the heaviest foes and tossing them aside. Mark 2-fatigue and inflict 3-fatigue on any foes in the path of your gust. Those foes must mark an additional 2-fatigue or be flung backward and away, either into a wall and becoming Stunned or far from the fight, depending upon your surroundings.", + "tech146_dsc": "Use a device to tie your target to a surface or object of your choice. Mark 1-fatigue; your target becomes Impaired and is attached to that surface, essentially engaged with it, and cannot move away or disengage from it unless they pay 3-fatigue to break free or otherwise clear Impaired.", + "tech147_dsc": "Wielding two weapons at once, sweep them together, whirling and blocking at the same time that you unleash a flurry of blows. Mark 1-fatigue and hold 3-flurry. Spend flurry 1-for-1 to reduce fatigue inflicted upon you, or to avoid an inflicted condition. If you have any flurry left at the end of this exchange, you may spend each flurry to inflict 2-fatigue on a foe engaged with you.", + "tech148_dsc": "Surround your fist in water and use the force of the stream to enhance your water-boxing punch. Mark 1-fatigue to inflict 3-fatigue on your target. Your foe can choose to become Impaired to reduce the amount of fatigue they suffer by 2.", + "tech149_dsc": "Create a fast, cutting swoop of water that can cut through vulnerable materials. Mark 1-fatigue and choose your target. If you target a combatant, inflict a condition and Impaired upon them. If you target something in the area, become Prepared and otherwise treat it as if you had used the technique Smash.", + "tech150_dsc": "Surround yourself with a sphere of water to deflect attacks and return fire. Mark between 1 and 3-fatigue, your choice, and hold 1 for each fatigue you mark. Spend your hold to block the next 2-fatigue, 1 condition, or negative status you would suffer. As long as you have hold, you are Empowered.", + "tech151_dsc": "Send a spark of electricity erupting from a device you control. Mark 1-fatigue to inflict 2-fatigue and Impaired on a target engaged with you. If that target is already Impaired, inflict an additional 2-fatigue.", + "asterisco": "*", + "basictech_roll": "BASIC TECHNIQUES", + "status_roll": "STATUS", + "basicmove_roll": "BASIC MOVE", + "balancemove_roll": "BALANCE MOVE", + "status1_label": "Empowered", + "status1_dsc": "Your abilities are naturally stronger in this moment—clear 1-fatigue at the end of each exchange.", + "status2_label": "Favored", + "status2_dsc": "You’re buoyed by circumstance—choose an additional basic or mastered technique in the next exchange, even on a miss.", + "status3_label": "Inspired", + "status3_dsc": "You’re ready to stand for something—clear Inspired to shift your balance toward a principle of your choice.", + "status4_label": "Prepared", + "status4_dsc": "You’re ready for what’s coming—clear Prepared to take +1 to an appropriate roll (after the roll) or avoid marking a condition.", + "status5_label": "Doomed", + "status5_dsc": "You’re in grave danger—mark 1-fatigue every few seconds (or each exchange) until you free yourself", + "status6_label": "Impaired", + "status6_dsc": " You’re slowed or off-balance—mark 1-fatigue or take a -2 to all physical actions (PCs) / choose one fewer technique (NPCs).", + "status7_label": "Trapped", + "status7_dsc": " You’re completely helpless—you must mark a combination of three conditions or fatigue to escape", + "status8_label": "Stunned", + "status8_dsc": " You’re caught off-guard—you can’t act or respond for a few seconds until you steady yourself", + "basictech1_label": "Ready", + "basictech1_dsc": "Mark 1-fatigue to ready yourself or your environment, assigning or clearing a fictionally appropriate status of nearby characters or yourself.", + "basictech2_label": "Retaliate", + "basictech2_dsc": "Steel yourself for their blows. Each time a foe inflicts fatigue, a condition, or shifts your balance in this exchange, inflict 1-fatigue on that foe.", + "basictech3_label": "Seize a Position", + "basictech3_dsc": "Move to a new location. Engage/disengage with a foe, overcome a negative status or danger, establish an advantageous position, or escape the scene. Any foe engaged with you can mark 1-fatigue to block this technique.", + "basictech4_label": "Strike", + "basictech4_dsc": "Strike a foe in reach, forcing them to mark 2-fatigue, mark a condition, or shift their balance away from center, their choice. Mark 1-fatigue to instead choose to hammer them with your blows, forcing them to mark 2-fatigue, or strike where they are weak, inflicting a condition.", + "basictech5_label": "Pressure", + "basictech5_dsc": "Impress or intimidate a foe. Choose an approach—your foe cannot choose to use that approach in the next exchange.", + "basictech6_label": "Smash", + "basictech6_dsc": "Mark 1-fatigue to destroy or destabilize something in the environment—possibly inflicting or overcoming a fictionally appropriate positive or negative status.", + "basictech7_label": "Test Balance", + "basictech7_dsc": "Mark 1-fatigue to challenge an engaged foe’s balance. Ask what their principle is; they must answer honestly. If you already know their principle, instead shift their balance away from center by questioning or challenging their beliefs or perspective.", + "basictech8_label": "Bolster or Hinder", + "basictech8_dsc": "Aid or impede a nearby character, inflicting an appropriate status.", + "basictech9_label": "Commit", + "basictech9_dsc": "Recenter yourself amidst the fray. Shift your balance toward one of your principles; the next time you live up to that principle, do not mark fatigue.", + "basicmoves1_label": "Assess a Situation", + "basicmoves1_dsc": "When you assess a situation, roll with CREATIVITY. On a 7–9, ask one question. On a 10+, ask two. Take +1 ongoing when acting on the answers.", + "basicmoves2_label": "Guide and Comfort", + "basicmoves2_dsc": "When you try to honestly guide and comfort another person, roll with HARMONY. On a hit, they choose one:
On a 10+, if they embrace your guidance and comfort, you may also shift their balance.", + "basicmoves3_label": "Intimidate", + "basicmoves3_dsc": "When you intimidate an NPC into backing off or giving in, roll with PASSION. On a hit, they choose one. On a 10+, first, you pick one they cannot choose. ", + "basicmoves4_label": "Plead", + "basicmoves4_dsc": "When you plead with an NPC who cares what you think for help, support, or action, roll with HARMONY. On a 7–9, they need something more—evidence that this is the right course, guidance in making the right choices, or resources to aid them—before they act; the GM tells you what they need. On a 10+, they act now and do their best until the situation changes.When you try to honestly guide and comfort another person, roll with HARMONY. On a hit, they choose one:
On a 10+, if they embrace your guidance and comfort, you may also shift their balance.", + "basicmoves5_label": "Push Your Luck", + "basicmoves5_dsc": "When you push your luck in a risky situation, say what you want to do and roll with PASSION. On a hit, you do it, but it costs you to scrape by; the GM tells you what it costs you. On a 10+, your boldness pays off despite the cost; the GM tells you what other lucky opportunity falls in your lap.", + "basicmoves6_label": "Rely On Your Skills & Training", + "basicmoves6_dsc": "When you rely on your skills and training to overcome an obstacle, gain new insight, or perform a familiar custom, roll with FOCUS. On a hit, you do it. On a 7–9, you do it imperfectly— the GM tells you how your approach might lead to unexpected consequences; accept those consequences or mark 1-fatigue.", + "basicmoves7_label": "Trick", + "basicmoves7_dsc": "When you trick an NPC, roll with CREATIVITY. On a hit, they fall for it and do what you want for the moment. On a 7–9, pick one. On a 10+, pick two. ", + "basicmoves8_label": "Help", + "basicmoves8_dsc": "When you take appropriate action to help a companion, mark 1-fatigue to give them a +1 to their roll (after the roll). You cannot help in a combat exchange in this way.", + "basicmoves9_label": "Live Up To Your Principle", + "basicmoves9_dsc": "When you take action in accordance with the values of a principle, mark 1-fatigue to roll with that principle instead of whatever stat you would normally roll.", + "basicmoves10_label": "Call Someone Out", + "basicmoves10_dsc": "When you openly call on someone to live up to their principle, shift your balance away from center, then name and roll with their principle. On a hit, they are called to act as you say; they must either do it or mark a condition. On a 7–9, they challenge your view of the world in turn; mark 1-fatigue or they shift your balance as they choose. On a miss, they can demand you act in accordance with one of your principles instead; mark a condition or act as they request.", + "basicmoves11_label": "Deny a Callout", + "basicmoves11_dsc": "When you deny an NPC calling on you to live up to your principle, roll with that principle. On a hit, act as they say or mark 1-fatigue. On a 10+, their words hit hard; you must also shift your balance towards the called-on principle. On a miss, you stand strong; clear a condition, clear 1-fatigue, or shift your balance, your choice.", + "basicmoves12_label": "Resist Shifting Your Balance", + "basicmoves12_dsc": "When you resist an NPC shifting your balance, roll. On a hit, you maintain your current balance in spite of their words or deeds. On a 10+, choose two. On a 7–9, choose one.
On a miss, they know just what to say to throw you off balance. Mark a condition, and the GM shifts your balance twice.", + "basicmoves13_label": "Lose Your Balance", + "basicmoves13_dsc": "If your balance shifts past the end of the track, you lose your balance. You obsess over that principle to a degree that’s not healthy for you or anyone around you. Choose one of the following:
Afterward, when you’ve had some time to recover and recenter yourself, shift your center one step towards the principle you exceeded and clear all your conditions and fatigue. Reset your balance to your new center.", + "adamant_label": "THE ADAMANT", + "bold_label": "THE BOLD", + "guardian_label": "THE GUARDIAN", + "hammer_label": "THE HAMMER", + "icon_label": "THE ICON", + "idealist_label": "THE IDEALIST", + "pillar_label": "THE PILLAR", + "prodigy_label": "THE PRODIGY", + "rogue_label": "THE ROGUE", + "destined_label": "THE DESTINED", + "foundling_label": "THE FOUNDLING", + "elder_label": "THE ELDER", + "razor_label": "THE RAZOR", + "successor_label": "THE SUCCESSOR" +} \ No newline at end of file diff --git a/BESM4eExtras/BESM4eExtras.html b/BESM4eExtras/BESM4eExtras.html index 6b651b3445..99fb383a52 100644 --- a/BESM4eExtras/BESM4eExtras.html +++ b/BESM4eExtras/BESM4eExtras.html @@ -30,7 +30,7 @@

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RESILIENCE

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BRUISES

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WOUNDS

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Injury

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Injury

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MADNESS

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Trauma

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Extra
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Blood Points
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Doom Points
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ABILITIES

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ADVENTURING SKILLS

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CONDITIONS

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AFFLICTIONS

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Equipment

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NAME & TAGS
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NAME & TAGS
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USES OR SUPPLY:
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CUR / MAX
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{{charname}}

+

{{title}}

+
+
{{computed::successes}} Successes vs Difficulty {{difficulty}}
{{#^rollLess() computed::successes difficulty}} +
SUCCESS {{#extra_successes}}+{{computed::extra_successes}}{{/extra_successes}}
{{/^rollLess() computed::successes difficulty}} + {{#rollLess() computed::successes difficulty}} +
FAILURE
{{#rollLess() computed::setback 4}} +
SETBACK
{{/rollLess() computed::setback 4}} + {{/rollLess() computed::successes difficulty}} +
+
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+ +
+
+

{{charname}}

+

{{title}}

+
+
{{computed::successes}} Successes vs Difficulty {{difficulty}}
{{#^rollLess() computed::successes difficulty}} +
SUCCESS
{{/^rollLess() computed::successes difficulty}} + {{#rollLess() computed::successes difficulty}} +
FAILURE
{{/rollLess() computed::successes difficulty}} +
+
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{{charname}}

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{{title}}

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{{dice}}
+
{{computed::damage}} DAMAGE
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+
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"sass": "^1.37.5", + "typescript": "^4.3.5" + } +} diff --git a/Blood_and_Doom_by_Dicetale_Games/preview.png b/Blood_and_Doom_by_Dicetale_Games/preview.png new file mode 100644 index 0000000000..dfd820dbc4 Binary files /dev/null and b/Blood_and_Doom_by_Dicetale_Games/preview.png differ diff --git a/Blood_and_Doom_by_Dicetale_Games/sheet.json b/Blood_and_Doom_by_Dicetale_Games/sheet.json new file mode 100644 index 0000000000..590f4c80f8 --- /dev/null +++ b/Blood_and_Doom_by_Dicetale_Games/sheet.json @@ -0,0 +1,52 @@ +{ + "html": "bloodanddoom.html", + "css": "bloodanddoom.css", + "authors": "Karl Erik Hofseth and Dicetale Games", + "roll20userid": "1164773", + "preview": "preview.png", + "instructions": "The 'Blood and Doom' Character Sheet, including tabs to toggle between your main and character path sheets.\n\n- When filling in Strength, Toughness and Insight the sheet automatically adjusts the appropriate settings.\n\n- Roll Action Dice by setting a Difficulty and clicking a number of Action Dice to roll.\n\n- The top line of the Damage Section allows you to set a number of Damage Dice plus a static modifier.\n\n- Roll Damage Dice by clicking the appropriate die. The line below can be used to roll 'extra' damage separately.\n\nTo report any issues, please contact support@dicetalegames.com and we will do our best to fix these promptly.", + "legacy": false, + "useroptions": [ + { + "attribute": "theme", + "displayname": "Background Theme", + "displaytranslationkey": "BACKGROUND_THEME", + "type": "select", + "options": [ + "Theme A|a", + "Theme B|b", + "Theme C|c", + "Theme A (Dark)|a_dark" + ], + "optionstranslationkeys": ["THEME_A", "THEME_B", "THEME_C", "THEME_A_DARK"], + "default": "a", + "description": "Change which theme is used for the background image of the sheet." + }, + { + "attribute": "tiles_opacity", + "displayname": "Tiles Opacity", + "displaytranslationkey": "TILES_OPACITY", + "type": "select", + "options": [ + "Opaque|1", + "Transparent|0.9" + ], + "optionstranslationkeys": ["OPAQUE", "TRANSPARENT"], + "default": "1", + "description": "Change the tiles with the sheet content to be slightly transparent." + }, + { + "attribute": "show_powers_magic", + "displayname": "Show Powers∕Magic", + "displaytranslationkey": "SHOW_POWERS_MAGIC", + "type": "select", + "options": [ + "Powers|powers", + "Magic|magic" + ], + "optionstranslationkeys": ["POWERS", "MAGIC"], + "default": "powers", + "description": "Choose between Powers and Magic." + } + ] +} diff --git a/Blood_and_Doom_by_Dicetale_Games/src/Roll20.d.ts b/Blood_and_Doom_by_Dicetale_Games/src/Roll20.d.ts new file mode 100644 index 0000000000..3a53e63300 --- /dev/null +++ b/Blood_and_Doom_by_Dicetale_Games/src/Roll20.d.ts @@ -0,0 +1,190 @@ +// Type definitions for Roll20 built-in functions and variables +// Project: Roll20 Stars Without Number Revised +// Definitions by: Karl Erik Hofseth https://github.com/Karlinator + +declare type EventInfo = { + htmlAttributes?: { + name: string; + [key: string]: string; + }; + sourceAttribute: string; + triggerName: string; + sourceType: 'player' | 'sheetworker'; + previousValue: string; + newValue: string; + removedInfo: string; +}; + +declare interface RollResult { + result: number; + dice: number[]; + expression: string; + rolls: [ + { + dice: number; + sides: number; + results: number[]; + } + ]; +} + +declare type RollResults = { [key in T]: RollResult }; + +declare type RollCallback = (arg: { + rollId: string; + results: { [key in T]: RollResult }; +}) => void; + +declare type AttributeContent = string | number | boolean; + +declare function getAttrs( + attributes: T[] | readonly T[], + callback?: (values: { [key in T]: string }) => void +): void; + +declare function setAttrs( + values: { [key: string]: AttributeContent }, + options?: { silent?: boolean }, + callback?: (values: { [key: string]: string }) => void +): void; + +declare function getSectionIDs( + section_name: string, + callback: (values: string[]) => void +): void; + +declare function generateRowID(): string; + +declare function removeRepeatingRow(RowID: string): void; + +declare function getTranslationByKey(key: string): string | false; + +declare function getTranslationLanguage(): string; + +declare function setDefaultToken(values: { [key: string]: string }): void; + +declare function startRoll(roll: string, callback?: RollCallback): void; + +declare function finishRoll( + rollId: string, + computedResults?: { [key: string]: string | number } +): void; + +declare function on( + event: 'sheet:opened', + callback: (e: { + sourceAttribute: undefined; + sourceType: 'player'; + triggerName: typeof event; + }) => void +): void; + +declare function on( + event: 'sheet:compendium-drop', + callback: (e: { + sourceAttribute: undefined; + sourceType: 'player'; + triggerName: typeof event; + }) => void +): void; + +declare function on( + event: `clicked:${T}`, + callback: (e: { + triggerName: typeof event; + sourceType: undefined; + sourceAttribute: undefined; + htmlAttributes: { + type: 'action'; + name: `act_${T}`; + tagName: string; + [key: string]: string; + }; + }) => void +): void; + +declare function on( + event: `change:_reporder:${T}`, + callback: (e: { + sourceAttribute: `_reporder_repeating_${T}`; + sourceType: 'player' | 'sheetworker'; + triggerName: `_reporder_repeating_${T}`; + }) => void +): void; + +declare function on( + event: `remove:repeating_${T}`, + callback: (e: { + sourceAttribute: `repeating_${T}_${string}`; + sourceType: 'player' | 'sheetworker'; + triggerName: typeof event; + }) => void +): void; + +// These need to go from high specificity to low specificity event string, so that they match correctly +// Otherwise, everything would just match on(`change:${string}`) + +declare function on( + event: `change:repeating_${T}:${U}`, + callback: (e: { + newValue: string; + previousValue: string; + sourceAttribute: `repeating_${T}_${string}_${U}`; + sourceType: 'player' | 'sheetworker'; + triggerName: `repeating_${T}_${U}`; + }) => void +): void; + +declare function on( + event: `change:repeating_${T}`, + callback: (e: { + newValue: string; + previousValue: string; + sourceAttribute: `repeating_${T}_${string}_${string}`; + sourceType: 'player' | 'sheetworker'; + triggerName: `repeating_${T}_${string}`; + }) => void +): void; + +declare function on( + event: `change:${T}`, + callback: (e: { + sourceAttribute: T; + sourceType: 'player' | 'sheetworker'; + triggerName: T; + previousValue: string; + newValue: string; + }) => void +): void; + +declare type Roll20Event = + | 'change' + | 'click' + | 'hover' + | 'mouseenter' + | 'mouseleave'; + +declare interface Roll20EventInfo { + htmlAttributes: { + class: string; + id: string; + [key: string]: string; + }; + altKey: boolean; + shiftKey: boolean; + ctrlKey: boolean; + pageX: number; + pageY: number; +} + +declare interface Roll20Element { + on: ( + event: Roll20Event, + callback: (event: Roll20EventInfo) => void + ) => void; + addClass: (className: string) => void; + removeClass: (className: string) => void; + toggleClass: (className: string) => void; +} + +declare function $20(selector: string): Roll20Element; diff --git a/Blood_and_Doom_by_Dicetale_Games/src/bloodanddoom.pug b/Blood_and_Doom_by_Dicetale_Games/src/bloodanddoom.pug new file mode 100644 index 0000000000..c0d0cfb2c8 --- /dev/null +++ b/Blood_and_Doom_by_Dicetale_Games/src/bloodanddoom.pug @@ -0,0 +1,26 @@ +include pug/mixins.pug +input(type="hidden" name="attr_theme" value="a") +input(type="hidden" name="attr_tiles_opacity" value="1") +.sheet + input(type="hidden", name="attr_options_toggle" value="0") + div(id="options") + include pug/options.pug + .header + include pug/header.pug + input(type='hidden', name='attr_tab', value="character") + .character + include pug/character.pug + .bio + include pug/path + +| +| +include pug/rolltemplates.pug +| +| +script(type="text/worker") + | (function () { + | "use strict"; + include:uglify-es workers.js + | })(); +| diff --git a/Blood_and_Doom_by_Dicetale_Games/src/pug/character.pug b/Blood_and_Doom_by_Dicetale_Games/src/pug/character.pug new file mode 100644 index 0000000000..4d742fb7bd --- /dev/null +++ b/Blood_and_Doom_by_Dicetale_Games/src/pug/character.pug @@ -0,0 +1,315 @@ +- + const saves = ['death', 'hazard', 'magic', 'sickness', 'corruption']; + // First left column then right column + const conditions = ['blinded', 'prone', 'stunned', 'restrained', 'slowed', 'confused', 'poisoned', 'frightened', 'charmed', 'paralyzed', 'unconscious', 'exhausted', 'troubled', 'blemished'].sort() + const skills = ['unarmed', 'grappling', 'daggers', 'swords', 'axes', 'bludgeons', 'polearms', 'esoteric', 'bows', 'throwing', 'shields'] + +.character-grid + +griditem('traits').tile.traits + .inline + .trait-improved(style="margin-top: 20px").left Impr. + .trait-name + h2(data-i18n="TRAITS") TRAITS + // For reasons of alignment + .trait-improved + - for (let i = 0; i < 8; i++) + .inline + .trait-improved + input(type="checkbox" name=`trait_${i}_imrpoved`).custom-checkbox.checkbox-normal + .trait-name + +text-input-inline(`trait_${i}`)(placeholder=" ").noline.placeholder-line + +griditem('armor').tile.armor.general + .column + .armor-armor + h3(data-i18n="ARMOR").center + .equipment-row + .column + label.medium S + input(name=`attr_armor_s`, value="0", type="number").menolarge + .column + label.medium C + input(name=`attr_armor_c`, value="0", type="number").menolarge + .column + label.medium P + input(name=`attr_armor_p`, value="0", type="number").menolarge + .column + label.medium B + input(name=`attr_armor_b`, value="0", type="number").menolarge + .column + label.medium E + input(name=`attr_armor_e`, value="0", type="number").menolarge + .inline.durability + label(style="margin: 0;").inline + span(data-i18n="DURABILITY") Durability + +number-input-arrows("armor_max_dents")(value="3", min="1", max="6", type="number") + input(type="hidden" name="attr_armor_max_dents_max" value=6) + input(type="hidden" name="attr_armor_max_dents_min" value=1) + .inline + +slider('DENTED', 6, 'armor', 'midlarge', 'left', ((i) => i >= 1 ? [2, 3, 4, 5, 6].filter(n => n <= i+1).map(n => `dented-${n}`).join(' ') + ' hidden' : '')).capitalize + div.right(style="margin-right: 10px;") + h4(data-i18n="DENTED").capitalize + .resilience + h3.center(data-i18n="RESILIENCE") RESILIENCE + label(style="margin: 0;").center.inline + span(data-i18n="MAX_RESILIENCE") Max Resilience + +number-input-arrows("armor_max_resilience", 2)(value="0", min="0", max="10", step="2", type="number", style="display: inline-block;") + input(type="hidden" name="attr_armor_max_resilience_max" value="10") + input(type="hidden" name="attr_armor_max_resilience_min" value="0") + +slider('resilience', 5, null, 'large', undefined, ((i) => [2, 4, 6, 8, 10].filter(n => Math.floor(n / 2) <= i+1).map(n => `resilience-${n}`).join(' ') + ' hidden')).x2.resilience-2 + +griditem('general').tile.general + .column + .bruises + .inline + div + +textaction('rest') + h3(data-i18n="BRUISES") BRUISES + div(style="text-align: right;") + +textaction('recover') + div + +slider('bruises_x1', 8, null, 'large', undefined, ((i) => i >= 6 ? 'toughness-4' : '')).x1 + br + +slider('bruises_x2', 5, null, 'large', undefined, ((i) => i >= 4 ? 'toughness-5' : '')).x2 + .wounds + h3(data-i18n="WOUNDS").center WOUNDS + .inline + .column + +slider('wounds_x3', 4, null, 'large').x3 + p.center Injury + .column + +slider('wounds_x6', 2, null, 'large').x6 + p.center Injury + .inline + .column + +danger('bleed', true).medium + .column + +danger('burning', true).medium + .column + +danger('withered', true).medium + .madness + h3(data-i18n="MADNESS").center MADNESS + +slider('madness_x1', 8, null, 'large', undefined, ((i) => i >= 7 ? 'insight-5' : i >= 6 ? 'insight-4' : '')).x1 + p.center Trauma + +griditem('damage').tile.damage.general + .column + h3(data-i18n='DAMAGE').center.uppercase + .inline.center.damage-rolls + .column.damage-num + .text.input.power-level.noline + label.inline + +number-input-arrows('damage_dice')(value="1") + input(type="hidden" name="attr_damage_dice_min" value="1") + .column.damage-dice + .inline + +damageroll('d4', 'd4') + +damageroll('d6', 'd6') + +damageroll('d8', 'd8') + .inline + +damageroll('d10', 'd10') + +damageroll('d12', 'd12') + .column.damage-bonus + .column.text-input.power-level.noline + label.inline + span + + +number-input-arrows("damage_mods") + input(type="hidden" name="attr_damage_mods_min" value="1") + .inline.small.bolder + +inline-radio("damage_mods_enable", ["@{damage_mods}", "0"], "0", ["ON", "OFF"], [" / "]) + .inline.center.damage-extra.damage-rolls + .column.damage-num + span Extra + .column.damage-dice + .inline + +extradamageroll('d4', 'd4') + +extradamageroll('d6', 'd6') + +extradamageroll('d8', 'd8') + .column.damage-bonus + .inline + +extradamageroll('1', '1') + span - + +extradamageroll('2', '2') + span - + +extradamageroll('3', '3') + + + h3(data-i18n='RESOURCES').nowrap.center.uppercase + .resources + .inline.power + .power-name + .power-name-static Blood Points + .power-level + +text-input-duo('blood_points', 'blood_points_max', undefined, {type: 'number', value: 6, min: 0, step: 1})(type="number" value="0" min="0" step="1").inline.noline.center + .inline.power + .power-name + .power-name-static Doom Points + .power-level + +text-input-duo('doom_points', 'doom_points_max', undefined, {type: 'number', value: 6, min: 0, step: 1})(type="number" value="0" min="0" step="1").inline.noline.center + - for (let i = 0; i < 3; i++) + .inline.power + .power-name + +text-input-inline(`resource_${i}_name`, 'skill')(placeholder=" ").noline.placeholder-line + .power-level + +text-input-duo(`resource_${i}`, `resource_${i}_max`, undefined, {type: 'number', value: 0, min: 0, step: 1})(type="number" value="0" step="1").noline.inline + + + +griditem('powers').tile.powers + .inline + .column.left(style="margin-top: 20px") Impr. + .column.center + input(type="hidden" name="attr_show_powers_magic" value="powers") + h2(data-i18n="POWERS") + h2(data-i18n="MAGIC") + .column.right(style="margin-top: 20px") BP + - for (let i = 0; i < 10; i++) + .inline + .power-improved.center + input(type="checkbox" name=`attr_power_${i}_improved`).checkbox-normal.custom-checkbox + .power-name + +text-input-inline(`power_${i}_name`, 'skill')(placeholder=" ").noline.placeholder-line + .power-level.center + +text-input-inline(`power_${i}_level`, 'skill')(type="number").noline + +griditem('feats').tile.feats + h2(data-i18n='FEATS').uppercase + - for (let i = 0; i < 6; i++) + +text-input-inline(`feat_${i}`)(placeholder=' ').noline.placeholder-line + +griditem('skills').tile.skills + h2(data-i18n="COMBAT_SKILLS").nowrap.mezzolarge COMBAT SKILLS + each skill in skills + +skill(skill) + // ABILITIES + +griditem('abilities').tile.abilities + .inline.center + div + +textaction('doom_roll', 'DOOM_ROLL') + div + //+textaction('roll_action_dice').large.nowrap + h4(data-i18n='ACTION_DICE').nowrap.mezzolarge.uppercase + //+inline-radio('ability_action_dice', [1, 2, 3, 4, 5, 6, 7, 8, 9, 10], 1, undefined, []).midlarge + div.doom-rolls + +textaction('roll_doom_reroll', 'reroll') + +textaction('roll_doom_roll5', 'roll_5') + .ability-roll.inline.space-around + - for (let i = 1; i < 13; i++) + +textaction('roll_action_dice', i.toString())(value=i).mezzolarge.bold + br + .inline.center + div + h4(data-i18n='DIFFICULTY').uppercase DIFFICULTY + .inline.center.inline-radio.difficulty + each label, index in ['EASY', 'NORMAL', 'HARD', 'EXTREME', 'NIGHTMARE'] + label + input(name='attr_ability_difficulty', type='radio', value=index + 1, checked=(index === 1)) + span + h5(data-i18n=label).uppercase.center + h5.center.midlarge=index+1 + //+inline-radio('ability_difficulty', [1, 2, 3, 4, 5, 6], 2, ['EASY', 'NORMAL', 'HARD', 'EXTREME', 'NIGHTMARE'], []).uppercase.small + h2.strike + span(data-i18n="ABILITIES") ABILITIES + .ability-scores + .inline + +ability('strength') STRENGTH + +ability('intellect') INTELLECT + +ability('heart') HEART + .inline + +ability('dexterity') DEXTERITY + +ability('wisdom') WISDOM + +ability('mystique') MYSTIQUE + .inline + +ability('toughness') TOUGHNESS + +ability('lore') LORE + +ability('courage') COURAGE + .inline + +ability('reflex') REFLEX + +ability('awareness') AWARENESS + +ability('insight') INSIGHT + .inline + +ability('stealth') STEALTH + +ability('focus') FOCUS + +ability('willpower') WILLPOWER + // ADV SKILLS + +griditem('advskills').tile.advskills + h2(data-i18n='ADVENTURING_SKILLS').nowrap.mezzolarge ADVENTURING SKILLS + - for (let i = 0; i < 8; i++) + +advSkill(i) + // RESOURCES + +griditem('cantrips').tile.cantrips + h2(data-i18n='CANTRIPS').uppercase + - for (let i = 0; i < 6; i++) + +text-input-inline(`cantrip_${i}`)(placeholder=' ').noline.placeholder-line + // CONDITIONS + +griditem('conditions').tile + // TODO: Rename all this stuff to "conditions" + h2(data-i18n="CONDITIONS").uppercase CONDITIONS + .conditions + .column + each condition in conditions.slice(0, conditions.length / 2) + +danger(condition) + .column + each condition in conditions.slice(conditions.length / 2) + +danger(condition) + // AFFLICTIONS + +griditem('afflictions').tile.afflictions + h2 AFFLICTIONS + - for (let i = 0; i < 8; i++) + +text-input-inline(`affliction_${i}`)(placeholder=" ").noline.placeholder-line + + // EQUIPMENT + +griditem('equipment').tile + div.center + h2(style="display: inline;") Equipment + span.ignore-width.nowrap + span.fake-checkbox.checkbox-small + | = + | + span(data-i18n="DENTED").capitalize + .equipment + mixin equipment-row(i, right) + .equipment-row&attributes(attributes) + .column.equipment-name + +text-input-inline(`equipment_${i}_name`) + if(right) + .column.equipment-uses + +text-input-duo(`equipment_${i}_uses`, `equipment_${i}_uses_max`, null, {}).inline.center + .column.equipment-broken + input(type="checkbox" name=`equipment_${i}_broken`).custom-checkbox + .column + .equipment-row + .column.equipment-name.inline + .left NAME & TAGS + - for(let i = 1; i < 13; i++) + +equipment-row(i, false)(class= i===11 ? 'strength-4' : i===12 ? 'strength-5': '') + .column + .equipment-row + .column.equipment-name.inline + .left NAME & TAGS + .right USES OR SUPPLY: + .column.equipment-uses CUR / MAX + - for(let i = 13; i < 25; i++) + +equipment-row(i, true)(class= i===23 ? 'strength-4' : i===24 ? 'strength-5': '') + + // TODO: Clean up and re-add once Hireling rules are to be released with the full game. + //+griditem('hirelings').tile + // h2 Hirelings + // .hirelings.equipment + // .column + // - for(let i = 1; i < 7; i++) + // if (i % 4 === 1) + // br + // .hireling-row + // .column.hireling-name + // +text-input-inline(`hireling_${i}_name`) + // .column.hireling-oath + // +text-input-inline(`hireling_${i}_oath`) + // .column.hireling-loyalty + // +text-input-inline(`hireling_${i}_loyalty`) + // .column + // - for(let i = 7; i < 13; i++) + // if (i % 4 === 1) + // br + // .hireling-row + // .column.hireling-name + // +text-input-inline(`hireling_${i}_name`) + // .column.hireling-oath + // +text-input-inline(`hireling_${i}_oath`) + // .column.hireling-loyalty + // +text-input-inline(`hireling_${i}_loyalty`) + diff --git a/Blood_and_Doom_by_Dicetale_Games/src/pug/header.pug b/Blood_and_Doom_by_Dicetale_Games/src/pug/header.pug new file mode 100644 index 0000000000..ae8d43510a --- /dev/null +++ b/Blood_and_Doom_by_Dicetale_Games/src/pug/header.pug @@ -0,0 +1,29 @@ + +input(type="checkbox" id="options_toggle" name="attr_options_toggle").close +label(for="options_toggle").close + img(src="https://raw.githubusercontent.com/roll20/roll20-character-sheets/master/Blood_and_Doom_by_Dicetale_Games/static/cogwheel.svg") + +.inline.info + +text-input("player_role", "PLAYER_ROLE").noline + + +text-input("origin", "ORIGIN").noline + + +text-input("class", "CLASS_ARCHETYPE").noline + + +text-input("character_name", "CHARACTER_NAME").noline + + +text-input("gold", "GOLD").noline.half + +text-input("silver", "SILVER").noline.half + + + +text-input("level", "LEVEL").noline + + +.inline.tabs + label.tab-character.active.sans-serif MAIN SHEET + input(type="radio" name="attr_tab" value="character").hidden + div + img(src="https://raw.githubusercontent.com/roll20/roll20-character-sheets/master/Blood_and_Doom_by_Dicetale_Games/static/logo_1300_inline.png") + label.tab-bio.sans-serif CHARACTER PATH + input(type="radio" name="attr_tab" value="bio").hidden + diff --git a/Blood_and_Doom_by_Dicetale_Games/src/pug/mixins.pug b/Blood_and_Doom_by_Dicetale_Games/src/pug/mixins.pug new file mode 100644 index 0000000000..df109f8f17 --- /dev/null +++ b/Blood_and_Doom_by_Dicetale_Games/src/pug/mixins.pug @@ -0,0 +1,201 @@ +mixin text-input(name, label, extraclass) + //- Creates one of the standard underlined text inputs + Defaults to a input of type text + Always passes block to the label, since new keys take days/weeks to propagate through Roll20 + Parameters + name: underlying attribute name (without "attr_") + label: i18n code for the label + extraclass: if present, will be the class of the input + Attributes + All attributes except class are passed on to the input. class is passed on + to the containing label. + - classes = attributes.class; + - delete attributes.class; + label(class=["text-input", classes]) + span.small(data-i18n=label). + input(type="text", name=`attr_${name}`, class=extraclass)&attributes(attributes) + +mixin text-input-inline(name, extraclass) + //- Creates one of the standard underlined text inputs + Defaults to a input of type text + Always passes block to the label, since new keys take days/weeks to propagate through Roll20 + Parameters + name: underlying attribute name (without "attr_") + label: i18n code for the label + extraclass: if present, will be the class of the input + Attributes + All attributes except class are passed on to the input. class is passed on + to the containing label. + - classes = attributes.class; + - delete attributes.class; + .text-input(class=classes) + input(type="text", name=`attr_${name}`, class=extraclass)&attributes(attributes) + +mixin text-input-duo(name1, name2, label, attributes2, prefix, infix, suffix) + //- Creates a pair of underlined inputs + Defaults to number inputs + Parameters + name1: underlying attribute name of first input (without "attr_") + name2: underlying attribute name of second input (without "attr_") + label: i18n code for the label. Block is inserted as placeholder. + attributes2: will be passed on as the attributes of the second input + infix: will be placed between the inputs, defaults to / + prefix: placed before inputs, if present + suffix: placed after inputs if present + Attributes + All attributes except class are passed on to the first input. + class is passed on to the containing label. + - classes = attributes.class; + - delete attributes.class; + .text-input.duo(class=classes) + if (label) + .label(data-i18n=label) + block + else + block + if (prefix) + span= prefix + else + span + +number-input-arrows(name1)&attributes(attributes) + //input(type="number", name=`attr_${name1}`)&attributes(attributes) + if (infix) + span= infix + else + span / + span + input(type="number", name=`attr_${name2}`)&attributes(attributes2) + if (suffix) + span= suffix + else + span + + +mixin griditem(name) + //- Creates a grid item with the grid area name from `name` + Passes block + Parameters + name: grid area name + Attributes + Passed to the containing div + .griditem(style=`grid-area: ${name};`)&attributes(attributes) + block + +mixin textaction(name, label, tag) + button(type="action", name=`act_${name}`).inline-roll&attributes(attributes) + - if (tag === 'h4') + h4(data-i18n=`${(label || name).toUpperCase()}`).uppercase + - else + span(data-i18n=`${(label || name).toUpperCase()}`).uppercase + +mixin damageroll(name, dice) + button(type="roll" value=`&{template:damage} + {{title=DAMAGE ROLL}} + {{dice=@{damage_dice}${name}+@{damage_mods_enable}}} + {{charname=@{character_name}}} + {{damage=[[@{damage_dice}${dice}+@{damage_mods_enable}[Mods]]]}} + `.replaceAll(' ', '').replaceAll('\n', ' ')).inline-roll.damage-roll + h4(data-i18n=`${name.toUpperCase()}`).menolarge + +mixin extradamageroll(name, dice) + button(type="roll" value=`&{template:damage} + {{title=DAMAGE ROLL}} + {{charname=@{character_name}}} + {{damage=[[${dice}]] EXTRA }} + `.replaceAll('\n', '')).inline-roll.damage-roll + h4(data-i18n=`${name.toUpperCase()}`) + +mixin textcheckbox(name, label, value) + .text-checkbox.nowrap + label + input(type="checkbox", name=`attr_${name}`, value=value) + - if (label) + span(data-i18n=label) + - else + span + block + +mixin inline-radio(name, values, defaultValue, labels, infixes) + .inline-radio.center.nowrap + - for(let i = 0; i < values.length; i++) + label&attributes(attributes) + input(type="radio", name=`attr_${name}`, value=values[i], checked=(values[i] === defaultValue) ) + - if (labels) + span(data-i18n=labels[i]) + - else + span=values[i] + span.infix= infixes[i] + + +mixin ability(name) + - classes = attributes.class; + - delete attributes.class; + .center.dice-dropdown&attributes(attributes) + h4(data-i18n=`${name.toUpperCase()}`).uppercase + span(class=classes) + input(name=`attr_${name}`, value="0", type="number") + // + span.selectspan + select(name=`attr_ability_${name}`) + option(value="d4") d4 + option(value="d6") d6 + option(value="d8") d8 + option(value="d10") d10 + +mixin slider(name, length, attrPrefix, size, align, elementClass) + div&attributes({class: align ?? 'center'}).inline&attributes(attributes) + block + .slider.nowrap + // This first input is "checkbox", but hidden by CSS + // It lets you uncheck the whole slider by being "checked" at 0 + // CSS magic requires that the empty boxes come after the checked box + input(type="checkbox" name=`attr_${attrPrefix ? `${attrPrefix}_` : ''}${name.toLowerCase()}` value=0 checked)&attributes({class: `checkbox-${size ?? 'normal'}`}) + - for(let i = 0; i < length; i++) + input(type="checkbox" name=`attr_${attrPrefix ? `${attrPrefix}_` : ''}${name.toLowerCase()}` value=i+1)&attributes({class: `checkbox-${size ?? 'normal'} ${elementClass ? elementClass(i) : ''}`}) + +mixin skill(name) + +slider(name, 5, 'skill', 'normal', 'justify') + div + h4(data-i18n=`${name.toUpperCase()}`).left.capitalize.unbold + +mixin custom-skill(i) + .justify.inline.fillable + +text-input-inline(`skill_custom_${i}_name`, 'skill')(placeholder=" ").noline.placeholder-line + +slider(`custom_${i}`, 5, 'skill', 'normal', 'justify').left + +mixin advSkill(i) + +text-input-inline(`advskill_${i}_name`, 'advskill')(placeholder=" ").noline.placeholder-line + //textarea(name=`attr_advskill_${i}_name`, id=`advskill_${i}_name`, placeholder='SKILL NAME').noline + +slider(`advskill_${i}_value`, 5, 'skill', 'normal', 'left') + +mixin save(name) + .center.dice-dropdown.inline.save + h4(data-i18n=`${name.toUpperCase()}`) + block + span.selectspan + select(name=`attr_save_${name}`) + option(value="" data-i18n="NONE") None + option(value="d4") d4 + option(value="d6") d6 + option(value="d8") d8 + option(value="d10") d10 + +mixin danger(name, stack) + .text-buttons + .inline + .column + input(type="checkbox" name=`attr_condition_${name}` id=`condition_${name}`) + label(for=`condition_${name}` data-i18n=name.toUpperCase())&attributes(attributes) + .column + if (stack) + input(name=`condition_${name}_val`, type="number", value="0").noline&attributes(attributes) + + +mixin number-input-arrows(name, increment) + span.number-input-arrows + span(style="white-space: normal") + button(class=`${name} number-arrow-up increment${increment || ''}`) + br + button(class=`${name} number-arrow-down decrement${increment || ''}`) + span + input(type='number' name=`attr_${name}`)&attributes(attributes) diff --git a/Blood_and_Doom_by_Dicetale_Games/src/pug/options.pug b/Blood_and_Doom_by_Dicetale_Games/src/pug/options.pug new file mode 100644 index 0000000000..b8d7ea4fbc --- /dev/null +++ b/Blood_and_Doom_by_Dicetale_Games/src/pug/options.pug @@ -0,0 +1,21 @@ +button(type="action" name="act_close_options").close + img(src="https://raw.githubusercontent.com/roll20/roll20-character-sheets/master/Blood_and_Doom_by_Dicetale_Games/static/close.svg") +h1(data-i18n="OPTIONS") +.inline + .column + label(data-i18n="THEME" for="select_theme") + select(name="attr_theme" id="select_theme") + option(value="a" selected data-i18n="THEME_A") Theme A + option(value="b" data-i18n="THEME_B") Theme B + option(value="c" data-i18n="THEME_C") Theme C + option(value="a_dark" data-i18n="THEME_A_DARK") Theme A (Dark) + .column + label(data-i18n="TILES_OPACITY" for="select_opacity") + select(name="attr_tiles_opacity" id="select_opacity") + option(value="1" selected data-i18n="OPAQUE") + option(value="0.9" data-i18n="TRANSPARENT") + .column + label(data-i18n="SHOW_POWERS_MAGIC" for="show_powers_magic") + select(name="attr_show_powers_magic" id="show_powers_magic") + option(value="powers" selected data-i18n="POWERS") + option(value="magic" data-i18n="MAGIC") diff --git a/Blood_and_Doom_by_Dicetale_Games/src/pug/path.pug b/Blood_and_Doom_by_Dicetale_Games/src/pug/path.pug new file mode 100644 index 0000000000..582f64c093 --- /dev/null +++ b/Blood_and_Doom_by_Dicetale_Games/src/pug/path.pug @@ -0,0 +1,25 @@ + +mixin biotile(name) + +griditem(name)(class=name).tile + h2(data-i18n=name) + textarea(name=`attr_${name}`) + +.bio-grid + +griditem('languages').tile + h5(data-i18n='LANGUAGES') + textarea(name=`attr_languages`).diminutive + +griditem('deities').tile + h5(data-i18n='DEITIES_AND_SPIRITS') + textarea(name=`attr_deities`).diminutive + +biotile('personality') + +biotile('party-vow') + +biotile('people') + +biotile('treasure') + +griditem('avatar') + div.sheet-avatar + img(name='attr_character_avatar').sheet-avatar + +biotile('appearance') + +biotile('ideals') + +biotile('habits') + +biotile('possession') + +biotile('property') diff --git a/Blood_and_Doom_by_Dicetale_Games/src/pug/rolltemplates.pug b/Blood_and_Doom_by_Dicetale_Games/src/pug/rolltemplates.pug new file mode 100644 index 0000000000..d1d628eabf --- /dev/null +++ b/Blood_and_Doom_by_Dicetale_Games/src/pug/rolltemplates.pug @@ -0,0 +1,42 @@ +rolltemplate.sheet-rolltemplate-ability + .sheet-template-container + .sheet-template-header + h1.sheet-template-name {{charname}} + h2.sheet-template-title {{title}} + .sheet-template-rolls + span.sheet-template-roll {{computed::successes}} Successes vs Difficulty {{difficulty}} + br + | {{#^rollLess() computed::successes difficulty}} + h5.sheet-good.sheet-template-roll SUCCESS {{#extra_successes}}+{{computed::extra_successes}}{{/extra_successes}} + | {{/^rollLess() computed::successes difficulty}} + | {{#rollLess() computed::successes difficulty}} + h5.sheet-bad FAILURE + | {{#rollLess() computed::setback 4}} + h5.sheet-purple SETBACK + | {{/rollLess() computed::setback 4}} + | {{/rollLess() computed::successes difficulty}} + +rolltemplate.sheet-rolltemplate-doom + .sheet-template-container + .sheet-template-header + h1.sheet-template-name {{charname}} + h2.sheet-template-title {{title}} + .sheet-template-rolls + span.sheet-template-roll {{computed::successes}} Successes vs Difficulty {{difficulty}} + br + | {{#^rollLess() computed::successes difficulty}} + h5.sheet-good.sheet-template-roll SUCCESS + | {{/^rollLess() computed::successes difficulty}} + | {{#rollLess() computed::successes difficulty}} + h5.sheet-bad FAILURE + | {{/rollLess() computed::successes difficulty}} + +rolltemplate.sheet-rolltemplate-damage + .sheet-template-container + .sheet-template-header + h1.sheet-template-name {{charname}} + h2.sheet-template-title {{title}} + .sheet-template-rolls + span.sheet-template-roll {{dice}} + br + h5.sheet-template-roll.sheet-amber {{computed::damage}} DAMAGE diff --git a/Blood_and_Doom_by_Dicetale_Games/src/styles.scss b/Blood_and_Doom_by_Dicetale_Games/src/styles.scss new file mode 100644 index 0000000000..e4fadaaaa7 --- /dev/null +++ b/Blood_and_Doom_by_Dicetale_Games/src/styles.scss @@ -0,0 +1,1431 @@ +@import url('https://fonts.googleapis.com/css?family=Merriweather+Sans:300,400,500,700,800|Merriweather:400,700,900&display=swap'); + +.sheet-darkmode .charactersheet { + background-color: #1f1f1f; + .sheet { + padding: 0; + } +} + +.charactersheet { + .sheet { + padding: 20px; + } + + p, + button, + span, + div, + label, + input, + textarea { + font-family: 'Merriweather Sans', sans-serif; + font-weight: 400; + font-variant-numeric: lining-nums; + color: white; + } + + input, + textarea { + font-weight: 400; + } + + h1, + h2, + h3, + h4, + h5, + h2 span, + .sans-serif { + font-family: 'Merriweather Sans', sans-serif; + font-weight: 700; + font-variant-numeric: lining-nums; + color: white; + } + + .bold span, + .bold input, + .bold { + font-weight: bold; + } + .unbold span, + .unbold input, + .unbold { + font-weight: normal; + } + + .bolder span { + font-weight: 900; + } + + .large { + font-size: 22px !important; + } + + .mezzolarge { + font-size: 20px !important; + } + + .midlarge { + font-size: 18px !important; + } + + .menolarge { + font-size: 16px !important; + } + + .medium { + font-size: 14px !important; + } + + .midsmall { + font-size: 12px !important; + } + + .small { + font-size: 10px !important; + } + + .hidden { + display: none; + } + + .strike { + display: block; + text-align: center; + overflow: hidden; + white-space: nowrap; + + & > span { + position: relative; + display: inline-block; + } + + & > span:before, + & > span:after { + content: ''; + position: absolute; + top: 50%; + width: 9999px; + height: 1px; + background: white; + } + + & > span:before { + right: 100%; + margin-right: 15px; + } + + & > span:after { + left: 100%; + margin-left: 15px; + } + } + + /** Header row **/ + .header { + color: white; + + .half { + width: 50%; + } + + div { + padding: 5px; + } + + input { + padding: 0; + margin-bottom: -8px; + } + + label > span { + display: inline-block; + width: 100%; + } + + .tabs { + margin: 0; + padding: 0; + border-bottom: 1px solid lightgray; + } + + .tabs label { + text-align: center; + color: white; + border-top: 0; + margin: auto 0 0 0; + padding: 0; + line-height: 30px; + height: 30px; + + &:hover { + background-color: #ffffffa0; + color: black !important; + } + } + + .tabs div { + padding: 0; + } + + .active { + background-color: #ffffffa0; + color: black !important; + } + + .info label > span { + border-bottom: 1px solid white; + } + + label.close { + margin: 10px 10px 0 0; + height: 16px; + width: 16px; + opacity: 0.8; + float: right; + padding: 0; + } + input.close:checked ~ label.close { + opacity: 1; + } + input.close { + display: none; + } + } + + /** Options **/ + + input[name='attr_options_toggle'][value='0'] ~ #options { + display: none; + } + + #options { + background-color: #141414; + color: white; + height: 200px; + padding: 20px 30px; + text-align: center; + h1, + h2, + h3, + h4, + h5, + p, + label, + select, + option { + color: white; + background-color: #141414; + } + + button.close { + width: 16px; + height: 16px; + } + } + + input[name='attr_show_powers_magic'][value='powers'] + ~ h2[data-i18n='MAGIC'] { + display: none; + } + input[name='attr_show_powers_magic'][value='magic'] + ~ h2[data-i18n='POWERS'] { + display: none; + } + + // CSS Grid stuff + + .character-grid { + display: grid; + grid-template-columns: 200px 250px 165px 165px 250px 200px; + grid-template-areas: + 'traits armor general general damage powers' + 'feats skills abilities abilities advskills cantrips' + 'conditions skills abilities abilities advskills afflictions' + 'equipment equipment equipment equipment equipment equipment' + 'hirelings hirelings hirelings hirelings hirelings hirelings'; + } + + .griditem { + } + + .tile { + color: white; + background: rgba(20, 20, 20, 0.9); + + margin: 5px; + padding: 15px 10px; + + p, + h1, + h2, + h3, + h4, + h5, + label, + select { + color: inherit; + } + + h2 { + font-size: 22px; + text-align: center; + text-transform: uppercase; + line-height: normal; + margin-bottom: 8px; + } + + h5 { + text-align: center; + text-transform: uppercase; + line-height: normal; + margin-bottom: 8px; + } + } + + input[name='attr_theme'][value='a'] ~ .sheet { + background-image: url('https://raw.githubusercontent.com/roll20/roll20-character-sheets/master/Blood_and_Doom_by_Dicetale_Games/static/background_theme_a_fading.jpg'); + } + + input[name='attr_theme'][value='a_dark'] ~ .sheet { + background-image: url('https://raw.githubusercontent.com/roll20/roll20-character-sheets/master/Blood_and_Doom_by_Dicetale_Games/static/background_theme_a_dark_fading.jpg'); + } + + input[name='attr_theme'][value='b'] ~ .sheet { + background-image: url('https://raw.githubusercontent.com/roll20/roll20-character-sheets/master/Blood_and_Doom_by_Dicetale_Games/static/background_theme_b_fading.jpg'); + } + + input[name='attr_theme'][value='c'] ~ .sheet { + background-image: url('https://raw.githubusercontent.com/roll20/roll20-character-sheets/master/Blood_and_Doom_by_Dicetale_Games/static/background_theme_c_fading.jpg'); + } + + input[name='attr_theme'][value='white'] ~ .sheet { + background-color: white; + } + + input[name='attr_tiles_opacity'][value='1'] ~ .sheet .tile { + background: rgba(20, 20, 20, 1); + } + + input[name='attr_tiles_opacity'][value='0.95'] ~ .sheet .tile { + background: rgba(20, 20, 20, 0.95); + } + + input[name='attr_tiles_opacity'][value='0.99'] ~ .sheet .tile { + background: rgba(20, 20, 20, 0.99); + } + + .sheet { + background-repeat: no-repeat; + background-size: 100%; + width: 1230px; + background-color: black; + } + + .center { + text-align: center; + } + + .left { + text-align: left; + } + + .right { + text-align: right; + } + + .justify { + text-align: justify; + justify-content: space-between; + + .slider { + margin-left: auto; + width: auto; + } + } + + .center-vertical { + display: flex; + justify-content: center; + align-items: center; + } + + .text-input { + border-bottom: 1px solid rgba(255, 255, 255, 0.6); + + input { + background-color: transparent; + color: white; + border: 0; + outline: none; + width: 100%; + + &[type='number'] { + width: 1.5em !important; + background-color: transparent; + color: white; + border: none; + } + } + &.duo { + input { + padding: 1px; + height: 20px; + } + span { + margin: auto 0; + } + } + } + + .inline-radio { + label { + display: inline; + padding: 0; + } + + .infix { + margin: 0; + padding: 0; + } + + input[type='radio'] { + display: none; + } + + input:checked + span { + color: red; + } + } + + .text-checkbox { + label { + display: inline; + } + + input[type='checkbox'] { + display: none; + } + + input:checked + span { + color: red; + } + } + + .inline { + display: flex; + flex-direction: row !important; + justify-content: space-between; + flex: 1 1 0; + + div { + width: 100%; + + button[type='roll'] { + padding: 0 !important; + margin: 0 !important; + } + } + + &.space-around { + justify-content: space-around; + } + } + + .inline-input { + vertical-align: middle; + + h1, + h2, + h3, + h4, + h5, + p { + display: inline; + vertical-align: middle; + } + + input { + vertical-align: middle; + } + } + + .text-buttons { + display: flex; + justify-content: space-around; + flex-direction: row; + flex-grow: 1; + + input:not([type='number']) { + display: none; + } + + input[type='number'] { + -moz-appearance: textfield; + + &::-webkit-outer-spin-button, + ::-webkit-inner-spin-button { + -webkit-appearance: none; + margin: 0; + } + + padding: 0; + background-color: transparent; + color: white; + border: 0; + width: 10px; + + &:focus { + outline: none; + } + } + + label { + font-size: 14px; + text-align: center; + padding: 0 3px; + display: inline; + } + + input:checked + label, + input:checked ~ input { + color: red; + } + } + + .uppercase { + text-transform: uppercase; + } + + .capitalize { + text-transform: capitalize; + } + + .column { + flex-direction: column; + display: flex; + flex: 1; + flex-basis: 100%; + } + + .save { + h4 { + padding: 4px; + text-transform: capitalize; + font-size: 14px; + } + + option, + select { + font-size: 14px; + } + } + + .general { + display: flex; + flex-direction: row; + + .column { + margin: 0 5px; + } + + label { + text-align: center; + font-size: 12px; + + input { + color: white; + background: transparent; + display: block; + margin: 0 auto; + border: none; + font-size: 14px; + text-align: center; + font-weight: bold; + width: 22px !important; + } + } + + input::-webkit-outer-spin-button, + input::-webkit-inner-spin-button { + -webkit-appearance: none; + margin: 0; + } + + /* Firefox */ + input[type='number'] { + -moz-appearance: textfield; + } + + .wounds, + .bruises { + margin-bottom: 15px; + } + + p { + margin: 0; + } + + .bruises > :first-child > .center > * { + flex: 1; + + &:first-child { + text-align: left; + } + + &:last-child { + text-align: right; + } + } + } + + .nowrap { + white-space: nowrap; + } + + .fake-checkbox { + display: inline-block; + border: 2px solid lightgray; + border-radius: 1px; + background-color: transparent; + place-content: center; + margin: 0 5px -3px 30px; + } + + .checkbox-small { + width: 10px !important; + height: 10px !important; + } + + .checkbox-normal { + width: 14px !important; + height: 14px !important; + } + + .checkbox-midlarge { + width: 16px !important; + height: 16px !important; + } + + .checkbox-large { + width: 20px !important; + height: 20px !important; + } + + .slider { + /* Checked and lower */ + input { + appearance: none; + border: 2px solid lightgray; + border-radius: 1px; + background-color: transparent; + place-content: center; + + &::before { + content: ''; + width: 100%; + height: 100%; + margin-bottom: 5px; + transform: scale(1); + background-color: white; + display: inline-block; + box-sizing: border-box; + clip-path: polygon( + 80% 0, + 100% 0, + 100% 20%, + 70% 50%, + 100% 85%, + 100% 100%, + 80% 100%, + 50% 70%, + 20% 100%, + 0% 100%, + 0% 80%, + 30% 50%, + 0% 20%, + 0% 0%, + 20% 0%, + 50% 30% + ); + } + } + + /* Above checked */ + input:checked ~ input { + &::before { + display: none; + } + } + + input[value='0'] { + display: none; + } + } + + .noline { + border-bottom: none !important; + } + + .placeholder-line { + input { + box-sizing: border-box; + border-bottom: 1px solid rgba(255, 255, 255, 0); + border-radius: 0; + padding: 5px 0 0; + margin-bottom: 0; + } + + input:placeholder-shown { + border-bottom: 1px solid rgba(255, 255, 255, 0.5); + } + } + + .number-input-arrows { + display: flex; + + span { + height: 1.5em; + } + + button { + background-color: transparent; + background-repeat: no-repeat; + background-size: contain; + border: none; + margin: 0; + padding: 0; + height: 12px; + width: 12px; + + &.number-arrow-up { + position: relative; + top: -20%; + background-image: url('https://raw.githubusercontent.com/roll20/roll20-character-sheets/master/Blood_and_Doom_by_Dicetale_Games/static/up_arrow.png'); + } + + &.number-arrow-down { + position: relative; + top: -70%; + background-image: url('https://raw.githubusercontent.com/roll20/roll20-character-sheets/master/Blood_and_Doom_by_Dicetale_Games/static/down_arrow.png'); + } + } + input { + padding: 1px; + } + } + + .equipment-row .number-input-arrows button { + &.number-arrow-up { + top: -10%; + } + + &.number-arrow-down { + top: -50%; + } + } + + @supports (-moz-appearance: none) { + .number-input-arrows button { + &.number-arrow-up { + top: -50%; + } + + &.number-arrow-down { + top: -100%; + } + } + .equipment-row .number-input-arrows button { + &.number-arrow-up { + top: -45%; + } + + &.number-arrow-down { + top: -95%; + } + } + } + + /** Section specific stuff **/ + + .traits { + .trait-improved { + min-width: 30px; + width: inherit; + input { + margin-top: 6px; + } + } + .trait-name { + .text-input { + width: 146px; + } + } + } + + .armor { + .resilience { + margin-top: 40px; + } + + .equipment-row { + justify-content: center; + } + .number-input-arrows { + margin-bottom: 0.5em; + margin-left: 10px; + } + .inline { + justify-content: center; + } + } + + .skills { + .inline:not(.fillable) { + margin-bottom: 15px; + + input { + margin: 0; + padding: 0; + } + } + input { + font-size: 14px; + padding: 0; + } + + .skill { + width: 122px; + } + } + + .advskills { + display: flex; + flex-direction: column; + + .inline { + margin-bottom: 5px; + flex-grow: 1; + } + + input { + font-size: 14px; + } + } + + textarea { + background: transparent; + color: white; + resize: none; + border: none; + height: 1.3em; + overflow: hidden; + padding: 0; + margin: 0; + + &:focus { + outline: none; + } + } + + .logo img { + max-width: 100%; + margin: 0 auto; + display: block; + } + + .conditions { + width: 100%; + height: 85%; + display: flex; + flex-direction: row; + + & > .column { + justify-content: space-around; + } + + label { + font-size: 12px; + margin-bottom: 0; + } + } + + button.inline-roll { + color: white; + background: transparent; + padding: 0; + border: none; + box-shadow: none; + text-shadow: none; + margin-bottom: 5px; + + &::before { + display: none; + } + + &:hover { + background: transparent; + color: red; + } + span { + color: inherit; + } + } + + .dice-roller { + button { + color: white; + background: transparent; + padding: 0; + border: none; + box-shadow: none; + text-shadow: none; + margin-bottom: 5px; + + &::before { + display: none; + } + + &:hover { + background: transparent; + color: red; + } + } + } + + .damage-rolls { + margin: 10px 0 10px 0; + & > .column { + margin: 0; + } + .damage-dice { + flex-grow: 1; + .inline { + justify-content: space-around; + flex-grow: 0; + } + } + .damage-num, + .damage-bonus { + .inline { + margin: 0; + padding: 0; + max-height: 2rem; + justify-content: space-around; + } + .inline-radio .infix { + margin: 0 2px; + } + } + .damage-num { + max-width: 35px; + } + .damage-bonus { + max-width: 70px; + } + } + + .powers, + .resources { + .damage-roll h4 { + margin: 2px 4px 2px 4px; + } + .damage { + margin-bottom: 10px; + } + .inline div { + width: inherit; + } + + .text-input { + border: none; + } + + .power { + margin-bottom: 5px; + } + + .power-improved { + min-width: 30px; + } + + .power-name { + .power-name-static, + .text-input { + width: 126px; + } + + input { + margin: 0; + padding: 0; + } + } + + .power-level { + flex-grow: 1; + + .text-input { + width: inherit; + } + + input { + color: white; + background: transparent; + display: block; + margin: 0; + border: none; + text-align: center; + font-weight: bold; + width: 20px !important; + padding: 0; + } + + input::-webkit-outer-spin-button, + input::-webkit-inner-spin-button { + -webkit-appearance: none; + margin: 0; + } + + /* Firefox */ + input[type='number'] { + -moz-appearance: textfield; + } + } + } + + .afflictions { + textarea { + background: transparent; + color: white; + resize: none; + border: none; + height: 100%; + } + } + + .abilities { + .ability-scores { + h2 { + margin: 5px; + } + + h4 { + font-size: 12px; + margin-top: 10px; + margin-bottom: -3px; + } + + label { + padding: 0; + } + + input { + color: white; + background: transparent; + display: block; + margin: 0 auto; + padding: 0; + border: none; + font-size: 22px; + text-align: center; + font-weight: bold; + width: 30px !important; + } + + input::-webkit-outer-spin-button, + input::-webkit-inner-spin-button { + -webkit-appearance: none; + margin: 0; + } + + /* Firefox */ + input[type='number'] { + -moz-appearance: textfield; + } + } + + .ability-roll { + margin-top: 8px; + } + .inline-roll { + margin: 0; + } + + .difficulty { + h5 { + margin-bottom: 4px; + } + } + } + + .equipment { + display: flex; + flex-direction: row; + + .column { + margin: 0 5px; + } + } + + input.custom-checkbox { + margin: auto; + appearance: none; + border: 2px solid lightgray; + border-radius: 1px; + background-color: transparent; + place-content: center; + + &::before { + display: none; + } + + &:checked { + &::before { + content: ''; + width: 100%; + height: 100%; + margin-bottom: 3px; + transform: scale(1); + background-color: white; + display: inline-block; + box-sizing: border-box; + clip-path: polygon( + 80% 0, + 100% 0, + 100% 20%, + 70% 50%, + 100% 85%, + 100% 100%, + 80% 100%, + 50% 70%, + 20% 100%, + 0% 100%, + 0% 80%, + 30% 50%, + 0% 20%, + 0% 0%, + 20% 0%, + 50% 30% + ); + } + } + } + + .equipment-row { + display: flex; + flex-direction: row; + + label { + padding: 0; + + input { + padding: 0; + } + } + + .column { + flex: none; + } + + .equipment-name { + width: 300px; + flex-grow: 1; + margin: 0; + } + + .equipment-broken { + width: 15px; + input { + height: 18px !important; + width: 18px; + } + } + + .equipment-uses { + input[type='number'] { + width: 20px; + text-align: center; + } + + input::-webkit-outer-spin-button, + input::-webkit-inner-spin-button { + -webkit-appearance: none; + margin: 0; + } + + /* Firefox */ + input[type='number'] { + -moz-appearance: textfield; + } + } + + input:not([type='checkbox']) { + background-color: transparent; + color: white; + border: 0; + outline: none; + width: 100%; + } + } + + .hireling-row { + display: flex; + flex-direction: row; + + .column { + flex: none; + margin: 0; + } + + .column:not(:last-child) { + border-right: 1px solid white; + } + + .hireling-name { + width: 300px; + flex-grow: 1; + } + + .hireling-oath { + width: 50px; + } + + .hireling-loyalty { + width: 50px; + + input::-webkit-outer-spin-button, + input::-webkit-inner-spin-button { + -webkit-appearance: none; + margin: 0; + } + + /* Firefox */ + input[type='number'] { + -moz-appearance: textfield; + } + } + + input { + background-color: transparent; + color: white; + border: 0; + outline: none; + width: 100%; + } + } + + .treasure-row { + display: flex; + flex-direction: row; + + .column { + width: 100%; + flex: none; + margin: 0; + } + + input { + background-color: transparent; + color: white; + border: 0; + outline: none; + width: 100%; + } + } + + .shield:after { + content: '+' !important; + } + + .ignore-width { + display: inline-block; + width: 0; + } + + .x1, + .x2, + .x3, + .x6 { + & > :last-child::after { + display: inline-block; + width: 0; + } + } + + .x1 > :last-child::after { + content: 'x1'; + } + + .x2 > :last-child::after { + content: 'x2'; + } + + .x3 > :last-child::after { + content: 'x3'; + } + + .x6 > :last-child::after { + content: 'x6'; + } + + /** Bio Page **/ + + .bio-grid { + display: grid; + grid-auto-columns: 1fr; + grid-template-areas: + 'languages languages languages deities deities deities' + 'personality personality personality ideals ideals ideals' + 'party-vow party-vow party-vow habits habits habits' + 'people people avatar avatar possession possession' + 'treasure treasure avatar avatar property property' + 'treasure treasure appearance appearance property property'; + } + + .bio { + .sheet-avatar { + text-align: center; + } + + textarea { + background: transparent; + color: white; + resize: none; + border: 1px solid white; + overflow-x: hidden; + overflow-y: scroll; + width: 90%; + margin: 0 4% 0 4%; + height: 120px; + + &:focus { + outline: none; + } + } + + textarea.diminutive { + height: 4rem; + } + + .people, + .possession, + .treasure, + .property { + & textarea { + height: 200px; + } + } + } + + input[name='attr_tab'][value='character'] ~ .bio { + display: none; + } + + input[name='attr_tab'][value='bio'] ~ .character { + display: none; + } +} + +/** Roll Templates **/ +/* I don't know what the fuck is going on, but without this thing the roll template styles break. + It doesn't matter what I put here, even if there is no template called 'standard'. */ +.sheet-rolltemplate-standard { + color: black; /* PLACEHOLDER */ +} + +.sheet-rolltemplate-ability, +.sheet-rolltemplate-damage, +.sheet-rolltemplate-doom { + .sheet-template-container { + background-color: black; + color: white; + padding: 5px 5px 20px 20px; + background-repeat: no-repeat; + background-size: 100%; + min-height: 100px; + + .sheet-template-header { + margin-bottom: 20px; + + h1, + h2 { + height: 30px; + } + + .sheet-template-name { + font-weight: bold; + font-family: 'Merriweather', serif; + font-size: 14px; + color: #f8c9ad; + } + + .sheet-template-title { + font-family: 'Merriweather Sans', sans-serif; + font-weight: bolder; + font-size: 18px; + text-transform: uppercase; + } + } + + .sheet-template-rolls { + font-family: 'Merriweather Sans', sans-serif; + font-weight: 500; + line-height: 1.8em; + + h5 { + font-weight: 800; + font-size: 18px; + margin-top: 6px; + } + + h5.sheet-good { + color: #56ba53; + } + + h5.sheet-bad { + color: #de4d46; + } + + h5.sheet-purple { + color: #885ac9; + } + + h5.sheet-amber { + color: #de7a45; + } + + .sheet-template-roll { + .inlinerollresult { + background-color: transparent; + border: none; + padding: 0; + + &.fullcrit, + &.importantroll, + &.fullfail { + border: none; + } + } + } + } + } +} + +.sheet-rolltemplate-ability { + .sheet-template-container { + background-image: url('https://raw.githubusercontent.com/roll20/roll20-character-sheets/master/Blood_and_Doom_by_Dicetale_Games/static/chat_action_roll.jpg'); + } +} + +.sheet-rolltemplate-damage { + .sheet-template-container { + background-image: url('https://raw.githubusercontent.com/roll20/roll20-character-sheets/master/Blood_and_Doom_by_Dicetale_Games/static/chat_damage_roll.jpg'); + } +} + +.sheet-rolltemplate-doom { + .sheet-template-container { + background-image: url('https://raw.githubusercontent.com/roll20/roll20-character-sheets/master/Blood_and_Doom_by_Dicetale_Games/static/chat_doom_roll.jpg'); + } +} diff --git a/Blood_and_Doom_by_Dicetale_Games/src/ts/actions.ts b/Blood_and_Doom_by_Dicetale_Games/src/ts/actions.ts new file mode 100644 index 0000000000..598be2f825 --- /dev/null +++ b/Blood_and_Doom_by_Dicetale_Games/src/ts/actions.ts @@ -0,0 +1,33 @@ +on('clicked:rest', () => { + setAttrs({ + bruises_x1: 0, + bruises_x2: 0, + madness_x1: 0, + resilience: 0, + }); +}); + +on('clicked:recover', () => { + setAttrs({ + bruises_x1: 0, + bruises_x2: 0, + wounds_x3: 0, + wounds_x6: 0, + madness_x1: 0, + resilience: 0, + }); +}); + +on('clicked:damage_dice_1', () => { + setAttrs({ damage_dice: 1 }); +}); +on('clicked:damage_dice_2', () => { + setAttrs({ damage_dice: 2 }); +}); +on('clicked:damage_dice_3', () => { + setAttrs({ damage_dice: 3 }); +}); + +on('clicked:close_options', () => { + setAttrs({ options_toggle: 0 }); +}); diff --git a/Blood_and_Doom_by_Dicetale_Games/src/ts/calculations.ts b/Blood_and_Doom_by_Dicetale_Games/src/ts/calculations.ts new file mode 100644 index 0000000000..337b48f5c4 --- /dev/null +++ b/Blood_and_Doom_by_Dicetale_Games/src/ts/calculations.ts @@ -0,0 +1,7 @@ +const calculateAbilityMod = (ability: number) => { + if (ability < 4) return -2; + if (ability < 7) return -1; + if (ability < 14) return 0; + if (ability < 18) return 1; + return 2; +}; diff --git a/Blood_and_Doom_by_Dicetale_Games/src/ts/events.ts b/Blood_and_Doom_by_Dicetale_Games/src/ts/events.ts new file mode 100644 index 0000000000..25e9a09f2e --- /dev/null +++ b/Blood_and_Doom_by_Dicetale_Games/src/ts/events.ts @@ -0,0 +1,121 @@ +function numberArrowIncrement( + attrName: string, + increment: 1 | -1 | 2 | -2 | 0 +): void { + getAttrs([attrName, `${attrName}_max`, `${attrName}_min`], (v) => { + setAttrs({ + [attrName]: Math.max( + Math.min( + (parseInt(v[attrName]) || 0) + increment, + parseInt(v[`${attrName}_max`]) || 100 + ), + parseInt(v[`${attrName}_min`]) || 0 + ), + }); + }); +} + +$20('.decrement').on('click', (event) => { + const attrName = event.htmlAttributes.class.split(' ')[0]; + numberArrowIncrement(attrName, -1); +}); + +$20('.increment').on('click', (event) => { + const attrName = event.htmlAttributes.class.split(' ')[0]; + numberArrowIncrement(attrName, 1); +}); + +$20('.decrement2').on('click', (event) => { + const attrName = event.htmlAttributes.class.split(' ')[0]; + numberArrowIncrement(attrName, -2); +}); + +$20('.increment2').on('click', (event) => { + const attrName = event.htmlAttributes.class.split(' ')[0]; + numberArrowIncrement(attrName, 2); +}); + +$20('.number-input-arrows input').on('change', (e) => { + numberArrowIncrement(e.htmlAttributes.name.slice(5), 0); +}); + +function setAdvSkillsLines(id: string) { + // getAttrs([id], (v) => { + // const value = v[id]; + // if (value.length > 19) { + // $20(`#${id}`).addClass('double-line'); + // } else { + // $20(`#${id}`).removeClass('double-line'); + // } + // setAttrs({ [id]: value.replace(/\r\n|\r|\n/g, '') }); + // }); +} + +$20('.advskills textarea').on('change', (event) => { + setAdvSkillsLines(event.htmlAttributes.id); +}); + +on('sheet:opened', () => + [0, 1, 2, 3, 4, 5, 6, 7].forEach((i) => + setAdvSkillsLines(`advskill_${i}_name`) + ) +); + +(['strength', 'toughness', 'insight'] as const).map((attr) => + on(`change:${attr}`, (e) => + showHideAbility(e.sourceAttribute, parseInt(e.newValue)) + ) +); + +([0, 1, 2, 3, 4, 5] as const).map((n) => + on( + `change:skill_custom_${n}`, + (e) => + parseInt(e.newValue) < 1 && + setAttrs({ [`${e.sourceAttribute}`]: 1 }) + ) +); + +([0, 1, 2, 3, 4, 5] as const).map((n) => + on( + `change:skill_advskill_${n}_value`, + (e) => + parseInt(e.newValue) < 1 && + setAttrs({ [`${e.sourceAttribute}`]: 1 }) + ) +); + +on('change:armor_max_dents', (e) => showHideDents(parseInt(e.newValue))); +on('change:armor_max_resilience', (e) => + showHideResilience(parseInt(e.newValue) || 0) +); + +on('change:tab', (e) => toggleActiveTab(e.newValue)); + +on('sheet:opened', (e) => { + const attributes = ['strength', 'toughness', 'insight'] as const; + getAttrs(attributes, (v) => { + attributes.forEach((attr) => showHideAbility(attr, parseInt(v[attr]))); + }); + getAttrs(['armor_max_dents', 'armor_max_resilience'], (v) => { + showHideDents(parseInt(v.armor_max_dents)); + showHideResilience(parseInt(v.armor_max_resilience)); + }); + getAttrs(['tab'], (v) => toggleActiveTab(v.tab)); + ([0, 1, 2, 3, 4, 5] as const).map((n) => + getAttrs( + [`skill_custom_${n}`], + (v) => + parseInt(v[`skill_custom_${n}`]) < 1 && + setAttrs({ [`skill_custom_${n}`]: 1 }) + ) + ); + ([0, 1, 2, 3, 4, 5] as const).map((n) => + getAttrs( + [`skill_advskill_${n}_value`], + (v) => + parseInt(v[`skill_advskill_${n}_value`]) < 1 && + setAttrs({ [`skill_advskill_${n}_value`]: 1 }) + ) + ); +}); diff --git a/Blood_and_Doom_by_Dicetale_Games/src/ts/rolls.ts b/Blood_and_Doom_by_Dicetale_Games/src/ts/rolls.ts new file mode 100644 index 0000000000..b866f634ec --- /dev/null +++ b/Blood_and_Doom_by_Dicetale_Games/src/ts/rolls.ts @@ -0,0 +1,177 @@ +type ActionRoll = 'successes' | 'difficulty' | 'setback' | 'extra_successes'; + +/** + * Start an Action Roll + * @param config Config object for the roll. + * @param callback Callback function which receives the roll results. + */ +function startActionRoll( + { + ability, + difficulty, + title, + useExtra, + template = 'ability', + }: { + ability: number; + difficulty?: number; + title?: string; + useExtra?: boolean; + template?: string; + }, + callback?: RollCallback +) { + if (!useExtra) { + myStartRoll( + template, + { title: title ?? 'Action Roll', charname: '@{character_name}' }, + { + difficulty: `${difficulty ?? '@{ability_difficulty}'}`, + successes: `${ability}d10`, + }, + callback as RollCallback<'difficulty' | 'successes'> + ); + } else { + myStartRoll( + template, + { title: title ?? 'Action Roll', charname: '@{character_name}' }, + { + difficulty: `${difficulty ?? '@{ability_difficulty}'}`, + successes: `${ability}d10`, + setback: '0', + extra_successes: '0', + }, + callback + ); + } +} + +/** + * Processes an action roll to give calculated number of successes, setback die, and extra successes + * @param results The raw results from an action roll + */ +function processActionRoll(results: RollResults): { + [key in ActionRoll]: number; +} { + const successes = results.successes.dice + .map((d) => (d === 10 ? 2 : d > 7 ? 1 : (0 as number))) + .reduce((a, b) => a + b, 0); + return { + successes, + difficulty: results.difficulty.result, + setback: results.successes.dice[0], + extra_successes: successes - results.difficulty.result, + }; +} + +/** + * Perform a full Action roll, start to finish + * @param ability number of ability dice to roll + * @param difficulty Difficulty of the roll, else uses set difficulty from sheet + * @param title Title of the roll in the template + * @param useExtra Whether to include Setback and extra successes + * @param save Whether to save the roll in the reroll buffer + * @param template the name of the roll template to use + */ +function rollActionDice( + ability: number, + difficulty?: number, + title = 'Action Roll', + useExtra = true, + save = true, + template = 'ability' +) { + startActionRoll( + { ability, difficulty, title, useExtra, template }, + ({ rollId, results }) => { + const finalResults = processActionRoll(results); + finishRoll(rollId, finalResults); + save && + setAttrs({ + last_roll: btoa(JSON.stringify(results)), + }); + } + ); +} + +on('clicked:roll_action_dice', (e) => + rollActionDice(parseInt(e.htmlAttributes.value || '1') || 1) +); + +on('clicked:roll_damage_h_l', () => { + myStartRoll( + 'damage', + { title: 'DAMAGE', dice: 'H+L', charname: '@{character_name}' }, + { damage: '3d6' }, + ({ rollId, results }) => { + finishRoll(rollId, { + roll: results.damage.dice + .sort() + .filter((_, i) => i != 1) + .reduce((a, b) => a + b, 0), + }); + } + ); +}); + +on('clicked:roll_doom_roll5', () => { + getAttrs(['doom_points'], ({ doom_points }) => { + if ((parseInt(doom_points) || 0) > 0) { + setAttrs({ doom_points: parseInt(doom_points) - 1 }); + rollActionDice(5, undefined, 'ACTION ROLL 5'); + } + }); +}); + +on('clicked:roll_doom_reroll', () => { + getAttrs(['last_roll', 'doom_points'], (v) => { + if (!v.last_roll) { + console.log('You must roll something before you can reroll it!'); + return; + } + if ((parseInt(v.doom_points) || 0) < 1) { + console.log('Not enough Doom Points!'); + return; + } + setAttrs({ doom_points: parseInt(v.doom_points) - 1 }); + const lastRoll: RollResults = JSON.parse(atob(v.last_roll)); + const computedLastRoll = processActionRoll(lastRoll); + const failedDice = lastRoll.successes.dice.filter((d) => d < 8).length; + startActionRoll( + { + ability: failedDice, + difficulty: lastRoll.difficulty.result, + title: 'Action Reroll', + useExtra: true, + }, + ({ rollId, results }) => { + const computedResults = processActionRoll(results); + finishRoll(rollId, { + successes: + computedLastRoll.successes + computedResults.successes, + setback: + computedLastRoll.setback > 7 + ? computedLastRoll.setback + : computedResults.setback, + extra_successes: + computedLastRoll.successes + + computedResults.successes - + results.difficulty.result, + }); + } + ); + }); +}); + +on('clicked:doom_roll', () => { + getAttrs(['doom_points'], ({ doom_points }) => { + rollActionDice( + parseInt(doom_points) || 0, + 2, + 'Doom Roll', + false, + false, + 'doom' + ); + }); +}); diff --git a/Blood_and_Doom_by_Dicetale_Games/src/ts/utils.ts b/Blood_and_Doom_by_Dicetale_Games/src/ts/utils.ts new file mode 100644 index 0000000000..09c6b3f6a3 --- /dev/null +++ b/Blood_and_Doom_by_Dicetale_Games/src/ts/utils.ts @@ -0,0 +1,22 @@ +/** + * Wrapper for startRoll with better typing and less string madness + * @param template Name of the roll template to use + * @param attributes Object containing non-rolled attributes (things not wrapped in [[]]) + * @param rolls Actual rolls, which are passed to the callback as the results + * @param callback Callback. Gets a {rollId, results} argument. Call finishRoll from here. + */ +function myStartRoll( + template: string, + attributes: { [key: string]: string }, + rolls: { [key in T]: string }, + callback?: RollCallback +): void { + startRoll( + `&{template:${template}} ${Object.entries(attributes) + .map(([k, v]) => `{{${k}=${v}}}`) + .join(' ')} ${Object.entries(rolls) + .map(([k, v]) => `{{${k}=[[${v}]]}}`) + .join(' ')}`, + callback + ); +} diff --git a/Blood_and_Doom_by_Dicetale_Games/src/ts/visibility-toggles.ts b/Blood_and_Doom_by_Dicetale_Games/src/ts/visibility-toggles.ts new file mode 100644 index 0000000000..604c07f340 --- /dev/null +++ b/Blood_and_Doom_by_Dicetale_Games/src/ts/visibility-toggles.ts @@ -0,0 +1,45 @@ +function showHideAbility(ability: string, value: number): void { + if (value < 4) { + $20(`.${ability}-4, .${ability}-5`).addClass('hidden'); + } else if (value < 5) { + $20(`.${ability}-5`).addClass('hidden'); + $20(`.${ability}-4`).removeClass('hidden'); + } else { + $20(`.${ability}-4, .${ability}-5`).removeClass('hidden'); + } +} + +function showHideDents(value: number): void { + $20( + [2, 3, 4, 5, 6] + .filter((n) => n <= value) + .map((n) => `.dented-${n}`) + .join(', ') + ).removeClass('hidden'); + $20( + [2, 3, 4, 5, 6] + .filter((n) => n > value) + .map((n) => `.dented-${n}`) + .join(', ') || 'this-does-not-exist' // It's _fine_ + ).addClass('hidden'); +} + +function showHideResilience(value: number): void { + $20( + [2, 4, 6, 8, 10] + .filter((n) => n <= value) + .map((n) => `.resilience-${n}`) + .join(', ') + ).removeClass('hidden'); + $20( + [2, 4, 6, 8, 10] + .filter((n) => n > value) + .map((n) => `.resilience-${n}`) + .join(', ') || 'this-does-not-exist' // It's _fine_ + ).addClass('hidden'); +} + +function toggleActiveTab(tab: string) { + $20('.header .tabs label').removeClass('active'); + $20(`.header .tabs .tab-${tab}`).addClass('active'); +} diff --git a/Blood_and_Doom_by_Dicetale_Games/static/background_theme_a_dark_fading.jpg 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/dev/null and b/Blood_and_Doom_by_Dicetale_Games/static/chat_doom_roll.jpg differ diff --git a/Blood_and_Doom_by_Dicetale_Games/static/close.svg b/Blood_and_Doom_by_Dicetale_Games/static/close.svg new file mode 100644 index 0000000000..9e5fc29de6 --- /dev/null +++ b/Blood_and_Doom_by_Dicetale_Games/static/close.svg @@ -0,0 +1 @@ + \ No newline at end of file diff --git a/Blood_and_Doom_by_Dicetale_Games/static/cogwheel.svg b/Blood_and_Doom_by_Dicetale_Games/static/cogwheel.svg new file mode 100644 index 0000000000..39279b33ff --- /dev/null +++ b/Blood_and_Doom_by_Dicetale_Games/static/cogwheel.svg @@ -0,0 +1 @@ + \ No newline at end of file diff --git a/Blood_and_Doom_by_Dicetale_Games/static/down_arrow.png b/Blood_and_Doom_by_Dicetale_Games/static/down_arrow.png new file mode 100644 index 0000000000..06743ce955 Binary files /dev/null and b/Blood_and_Doom_by_Dicetale_Games/static/down_arrow.png differ diff --git a/Blood_and_Doom_by_Dicetale_Games/static/logo_1300_inline.png b/Blood_and_Doom_by_Dicetale_Games/static/logo_1300_inline.png new file mode 100644 index 0000000000..206c0c5167 Binary files /dev/null and b/Blood_and_Doom_by_Dicetale_Games/static/logo_1300_inline.png differ diff --git a/Blood_and_Doom_by_Dicetale_Games/static/up_arrow.png b/Blood_and_Doom_by_Dicetale_Games/static/up_arrow.png new file mode 100644 index 0000000000..d4819068c1 Binary files /dev/null and b/Blood_and_Doom_by_Dicetale_Games/static/up_arrow.png differ diff --git a/Blood_and_Doom_by_Dicetale_Games/translation.json b/Blood_and_Doom_by_Dicetale_Games/translation.json new file mode 100644 index 0000000000..58cc28b9d4 --- /dev/null +++ b/Blood_and_Doom_by_Dicetale_Games/translation.json @@ -0,0 +1,174 @@ +{ + "1": "1", + "10": "10", + "11": "11", + "12": "12", + "2": "2", + "3": "3", + "4": "4", + "5": "5", + "6": "6", + "7": "7", + "8": "8", + "9": "9", + "ABILITIES": "ABILITIES", + "ABILITY": "ABILITY", + "ACTION_DICE": "Action Dice", + "ADVENTURING_SKILLS": "ADVENTURING SKILLS", + "ARMOR": "ARMOR", + "ASPECT": "ASPECT", + "ATTACK": "ATTACK", + "AWARENESS": "Awareness", + "AWARENESS_SHORT": "AWS", + "AXES": "axes", + "BLACK": "Black", + "BLEED": "Bleed", + "BLEMISHED": "Blemished", + "BLINDED": "Blinded", + "BLOOD_POINTS": "Blood Points", + "BLUDGEONS": "bludgeons", + "BOWS": "bows", + "BRUISES": "BRUISES", + "BURNING": "Burning", + "CANTRIPS": "Cantrips", + "CHALLENGE_SHORT": "CHALL", + "CHARACTER_NAME": "Character name", + "CHARMED": "Charmed", + "CHECK": "CHECK", + "CLASS_ARCHETYPE": "Class/Archetype", + "COMBAT_SKILLS": "COMBAT SKILLS", + "CONDITIONS": "Conditions", + "CONFUSED": "Confused", + "CORRUPTION": "corruption", + "COURAGE": "Courage", + "COURAGE_SHORT": "COU", + "D10": "d10", + "D12": "d12", + "D4": "d4", + "D6": "d6", + "D8": "d8", + "DAGGERS": "daggers", + "DAMAGE": "Damage", + "DANGERS": "Dangers", + "DEATH": "death", + "DEFEND": "defend", + "DEFENSE": "Defense", + "DEFENSE_SHORT": "DEF", + "DEITIES_AND_SPIRITS": "Deities & Spirits", + "DENTED": "dented", + "DEXTERITY": "Dexterity", + "DEXTERITY_SHORT": "DEX", + "DICE_ROLLER": "dice roller", + "DIFFICULTY": "Difficulty", + "DISARMED": "Disarmed", + "DOOM_POINTS": "Doom Points", + "DOOM_ROLL": "Doom
Roll", + "DURABILITY": "Durability", + "EASY": "Easy", + "EDGE": "edge", + "ENDURANCE": "Endurance", + "ENDURANCE_SHORT": "END", + "EQUIPMENT/SAVE": "equipment/save", + "ESOTERIC": "esoteric", + "EXHAUSTED": "Exhausted", + "EXTREME": "Extrm", + "FEATS": "Feats", + "FOCUS": "FOCUS", + "FOCUS_SHORT": "FCS", + "FRIGHTENED": "Frightened", + "GOLD": "Gold", + "GRAPPLING": "Grappling", + "H": "H", + "H+H": "H+H", + "H+M": "H+M", + "HARD": "Hard", + "HAZARD": "hazard", + "HEART": "Heart", + "HEART_SHORT": "HEA", + "HORRIFIED": "Horrified", + "INSIGHT": "INSIGHT", + "INSIGHT_SHORT": "INS", + "INTELLECT": "Intellect", + "INTELLECT_SHORT": "INT", + "L": "L", + "LANGUAGES": "Languages", + "LEVEL": "Level", + "LORE": "Lore", + "LORE_SHORT": "LOR", + "M": "M", + "MADNESS": "MADNESS", + "MAGIC": "Magic", + "MAX_RESILIENCE": "Max Resilience", + "MYSTIQUE": "Mystique", + "MYSTIQUE_SHORT": "MYS", + "NAME": "Name", + "NIGHTMARE": "Nightm", + "NONE": "None", + "NORMAL": "normal", + "OFF": "Off", + "ON": "On", + "OPAQUE": "Opaque", + "OPTIONS": "Options", + "ORIGIN": "Origin", + "PARALYZED": "Paralyzed", + "PLAYER_ROLE": "Player role", + "POISONED": "Poisoned", + "POLEARMS": "polearms", + "POWERS": "Powers", + "PRONE": "Prone", + "RECOVER": "RECOVER", + "REFLEX": "Reflex", + "REFLEX_SHORT": "RLX", + "REROLL": "Reroll", + "RESILIENCE": "RESILIENCE", + "RESOURCES": "Resources", + "REST": "REST", + "RESTRAINED": "Restrained", + "ROLL_1d8": "Roll 1d8", + "ROLL_2d10": "Roll 2d10", + "ROLL_5": "Roll 5", + "ROLL_DAMAGE_H_L": "H+L", + "SAVE": "save", + "SAVES": "saves", + "SHIELDS": "shields", + "SHOW_POWERS_MAGIC": "Show Powers/Magic", + "SICKNESS": "sickness", + "SILVER": "Silver", + "SLOWED": "Slowed", + "STEALTH": "stealth", + "STRENGTH": "Strength", + "STRENGTH_SHORT": "STR", + "STUNNED": "Stunned", + "SWORDS": "swords", + "TASK": "task", + "THEME": "Theme", + "THEME_A": "Theme A", + "THEME_A_DARK": "Theme A (Dark)", + "THEME_B": "Theme B", + "THEME_C": "Theme C", + "THROWING": "throwing", + "TILES_OPACITY": "Tile Opacity", + "TOUGHNESS": "toughness", + "TRAITS": "TRAITS", + "TRANSPARENT": "Transparent", + "TROUBLED": "Troubled", + "UNARMED": "Unarmed", + "UNCONSCIOUS": "Unconscious", + "WHITE": "White", + "WILLPOWER": "Willpower", + "WILLPOWER_SHORT": "WIL", + "WISDOM": "Wisdom", + "WISDOM_SHORT": "WIS", + "WITHERED": "Withered", + "WOUNDS": "WOUNDS", + "XP": "XP", + "appearance": "Appearance", + "habits": "Habits", + "ideals": "Ideals", + "party-vow": "Party Vow", + "people": "Significant People", + "personality": "Personality", + "possession": "Cherished Possession", + "property": "Property & Hirelings", + "treasure": "Treasure & Trinkets" +} diff --git a/Blood_and_Doom_by_Dicetale_Games/translations/af.json b/Blood_and_Doom_by_Dicetale_Games/translations/af.json new file mode 100644 index 0000000000..58cc28b9d4 --- /dev/null +++ b/Blood_and_Doom_by_Dicetale_Games/translations/af.json @@ -0,0 +1,174 @@ +{ + "1": "1", + "10": "10", + "11": "11", + "12": "12", + "2": "2", + "3": "3", + "4": "4", + "5": "5", + "6": "6", + "7": "7", + "8": "8", + "9": "9", + "ABILITIES": "ABILITIES", + "ABILITY": "ABILITY", + "ACTION_DICE": "Action Dice", + "ADVENTURING_SKILLS": "ADVENTURING SKILLS", + "ARMOR": "ARMOR", + "ASPECT": "ASPECT", + "ATTACK": "ATTACK", + "AWARENESS": "Awareness", + "AWARENESS_SHORT": "AWS", + "AXES": "axes", + "BLACK": "Black", + "BLEED": "Bleed", + "BLEMISHED": "Blemished", + "BLINDED": "Blinded", + "BLOOD_POINTS": "Blood Points", + "BLUDGEONS": "bludgeons", + "BOWS": "bows", + "BRUISES": "BRUISES", + "BURNING": "Burning", + "CANTRIPS": "Cantrips", + "CHALLENGE_SHORT": "CHALL", + "CHARACTER_NAME": "Character name", + "CHARMED": "Charmed", + "CHECK": "CHECK", + "CLASS_ARCHETYPE": "Class/Archetype", + "COMBAT_SKILLS": "COMBAT SKILLS", + "CONDITIONS": "Conditions", + "CONFUSED": "Confused", + "CORRUPTION": "corruption", + "COURAGE": "Courage", + "COURAGE_SHORT": "COU", + "D10": "d10", + "D12": "d12", + "D4": "d4", + "D6": "d6", + "D8": "d8", + "DAGGERS": "daggers", + "DAMAGE": "Damage", + "DANGERS": "Dangers", + "DEATH": "death", + "DEFEND": "defend", + "DEFENSE": "Defense", + "DEFENSE_SHORT": "DEF", + "DEITIES_AND_SPIRITS": "Deities & Spirits", + "DENTED": "dented", + "DEXTERITY": "Dexterity", + "DEXTERITY_SHORT": "DEX", + "DICE_ROLLER": "dice roller", + "DIFFICULTY": "Difficulty", + "DISARMED": "Disarmed", + "DOOM_POINTS": "Doom Points", + "DOOM_ROLL": "Doom
Roll", + "DURABILITY": "Durability", + "EASY": "Easy", + "EDGE": "edge", + "ENDURANCE": "Endurance", + "ENDURANCE_SHORT": "END", + "EQUIPMENT/SAVE": "equipment/save", + "ESOTERIC": "esoteric", + "EXHAUSTED": "Exhausted", + "EXTREME": "Extrm", + "FEATS": "Feats", + "FOCUS": "FOCUS", + "FOCUS_SHORT": "FCS", + "FRIGHTENED": "Frightened", + "GOLD": "Gold", + "GRAPPLING": "Grappling", + "H": "H", + "H+H": "H+H", + "H+M": "H+M", + "HARD": "Hard", + "HAZARD": "hazard", + "HEART": "Heart", + "HEART_SHORT": "HEA", + "HORRIFIED": "Horrified", + "INSIGHT": "INSIGHT", + "INSIGHT_SHORT": "INS", + "INTELLECT": "Intellect", + "INTELLECT_SHORT": "INT", + "L": "L", + "LANGUAGES": "Languages", + "LEVEL": "Level", + "LORE": "Lore", + "LORE_SHORT": "LOR", + "M": "M", + "MADNESS": "MADNESS", + "MAGIC": "Magic", + "MAX_RESILIENCE": "Max Resilience", + "MYSTIQUE": "Mystique", + "MYSTIQUE_SHORT": "MYS", + "NAME": "Name", + "NIGHTMARE": "Nightm", + "NONE": "None", + "NORMAL": "normal", + "OFF": "Off", + "ON": "On", + "OPAQUE": "Opaque", + "OPTIONS": "Options", + "ORIGIN": "Origin", + "PARALYZED": "Paralyzed", + "PLAYER_ROLE": "Player role", + "POISONED": "Poisoned", + "POLEARMS": "polearms", + "POWERS": "Powers", + "PRONE": "Prone", + "RECOVER": "RECOVER", + "REFLEX": "Reflex", + "REFLEX_SHORT": "RLX", + "REROLL": "Reroll", + "RESILIENCE": "RESILIENCE", + "RESOURCES": "Resources", + "REST": "REST", + "RESTRAINED": "Restrained", + "ROLL_1d8": "Roll 1d8", + "ROLL_2d10": "Roll 2d10", + "ROLL_5": "Roll 5", + "ROLL_DAMAGE_H_L": "H+L", + "SAVE": "save", + "SAVES": "saves", + "SHIELDS": "shields", + "SHOW_POWERS_MAGIC": "Show Powers/Magic", + "SICKNESS": "sickness", + "SILVER": "Silver", + "SLOWED": "Slowed", + "STEALTH": "stealth", + "STRENGTH": "Strength", + "STRENGTH_SHORT": "STR", + "STUNNED": "Stunned", + "SWORDS": "swords", + "TASK": "task", + "THEME": "Theme", + "THEME_A": "Theme A", + "THEME_A_DARK": "Theme A (Dark)", + "THEME_B": "Theme B", + "THEME_C": "Theme C", + "THROWING": "throwing", + "TILES_OPACITY": "Tile Opacity", + "TOUGHNESS": "toughness", + "TRAITS": "TRAITS", + "TRANSPARENT": "Transparent", + "TROUBLED": "Troubled", + "UNARMED": "Unarmed", + "UNCONSCIOUS": "Unconscious", + "WHITE": "White", + "WILLPOWER": "Willpower", + "WILLPOWER_SHORT": "WIL", + "WISDOM": "Wisdom", + "WISDOM_SHORT": "WIS", + "WITHERED": "Withered", + "WOUNDS": "WOUNDS", + "XP": "XP", + "appearance": "Appearance", + "habits": "Habits", + "ideals": "Ideals", + "party-vow": "Party Vow", + "people": "Significant People", + "personality": "Personality", + "possession": "Cherished Possession", + "property": "Property & Hirelings", + "treasure": "Treasure & Trinkets" +} diff --git a/Blood_and_Doom_by_Dicetale_Games/translations/ca.json b/Blood_and_Doom_by_Dicetale_Games/translations/ca.json new file mode 100644 index 0000000000..58cc28b9d4 --- /dev/null +++ b/Blood_and_Doom_by_Dicetale_Games/translations/ca.json @@ -0,0 +1,174 @@ +{ + "1": "1", + "10": "10", + "11": "11", + "12": "12", + "2": "2", + "3": "3", + "4": "4", + "5": "5", + "6": "6", + "7": "7", + "8": "8", + "9": "9", + "ABILITIES": "ABILITIES", + "ABILITY": "ABILITY", + "ACTION_DICE": "Action Dice", + "ADVENTURING_SKILLS": "ADVENTURING SKILLS", + "ARMOR": "ARMOR", + "ASPECT": "ASPECT", + "ATTACK": "ATTACK", + "AWARENESS": "Awareness", + "AWARENESS_SHORT": "AWS", + "AXES": "axes", + "BLACK": "Black", + "BLEED": "Bleed", + "BLEMISHED": "Blemished", + "BLINDED": "Blinded", + "BLOOD_POINTS": "Blood Points", + "BLUDGEONS": "bludgeons", + "BOWS": "bows", + "BRUISES": "BRUISES", + "BURNING": "Burning", + "CANTRIPS": "Cantrips", + "CHALLENGE_SHORT": "CHALL", + "CHARACTER_NAME": "Character name", + "CHARMED": "Charmed", + "CHECK": "CHECK", + "CLASS_ARCHETYPE": "Class/Archetype", + "COMBAT_SKILLS": "COMBAT SKILLS", + "CONDITIONS": "Conditions", + "CONFUSED": "Confused", + "CORRUPTION": "corruption", + "COURAGE": "Courage", + "COURAGE_SHORT": "COU", + "D10": "d10", + "D12": "d12", + "D4": "d4", + "D6": "d6", + "D8": "d8", + "DAGGERS": "daggers", + "DAMAGE": "Damage", + "DANGERS": "Dangers", + "DEATH": "death", + "DEFEND": "defend", + "DEFENSE": "Defense", + "DEFENSE_SHORT": "DEF", + "DEITIES_AND_SPIRITS": "Deities & Spirits", + "DENTED": "dented", + "DEXTERITY": "Dexterity", + "DEXTERITY_SHORT": "DEX", + "DICE_ROLLER": "dice roller", + "DIFFICULTY": "Difficulty", + "DISARMED": "Disarmed", + "DOOM_POINTS": "Doom Points", + "DOOM_ROLL": "Doom
Roll", + "DURABILITY": "Durability", + "EASY": "Easy", + "EDGE": "edge", + "ENDURANCE": "Endurance", + "ENDURANCE_SHORT": "END", + "EQUIPMENT/SAVE": "equipment/save", + "ESOTERIC": "esoteric", + "EXHAUSTED": "Exhausted", + "EXTREME": "Extrm", + "FEATS": "Feats", + "FOCUS": "FOCUS", + "FOCUS_SHORT": "FCS", + "FRIGHTENED": "Frightened", + "GOLD": "Gold", + "GRAPPLING": "Grappling", + "H": "H", + "H+H": "H+H", + "H+M": "H+M", + "HARD": "Hard", + "HAZARD": "hazard", + "HEART": "Heart", + "HEART_SHORT": "HEA", + "HORRIFIED": "Horrified", + "INSIGHT": "INSIGHT", + "INSIGHT_SHORT": "INS", + "INTELLECT": "Intellect", + "INTELLECT_SHORT": "INT", + "L": "L", + "LANGUAGES": "Languages", + "LEVEL": "Level", + "LORE": "Lore", + "LORE_SHORT": "LOR", + "M": "M", + "MADNESS": "MADNESS", + "MAGIC": "Magic", + "MAX_RESILIENCE": "Max Resilience", + "MYSTIQUE": "Mystique", + "MYSTIQUE_SHORT": "MYS", + "NAME": "Name", + "NIGHTMARE": "Nightm", + "NONE": "None", + "NORMAL": "normal", + "OFF": "Off", + "ON": "On", + "OPAQUE": "Opaque", + "OPTIONS": "Options", + "ORIGIN": "Origin", + "PARALYZED": "Paralyzed", + "PLAYER_ROLE": "Player role", + "POISONED": "Poisoned", + "POLEARMS": "polearms", + "POWERS": "Powers", + "PRONE": "Prone", + "RECOVER": "RECOVER", + "REFLEX": "Reflex", + "REFLEX_SHORT": "RLX", + "REROLL": "Reroll", + "RESILIENCE": "RESILIENCE", + "RESOURCES": "Resources", + "REST": "REST", + "RESTRAINED": "Restrained", + "ROLL_1d8": "Roll 1d8", + "ROLL_2d10": "Roll 2d10", + "ROLL_5": "Roll 5", + "ROLL_DAMAGE_H_L": "H+L", + "SAVE": "save", + "SAVES": "saves", + "SHIELDS": "shields", + "SHOW_POWERS_MAGIC": "Show Powers/Magic", + "SICKNESS": "sickness", + "SILVER": "Silver", + "SLOWED": "Slowed", + "STEALTH": "stealth", + "STRENGTH": "Strength", + "STRENGTH_SHORT": "STR", + "STUNNED": "Stunned", + "SWORDS": "swords", + "TASK": "task", + "THEME": "Theme", + "THEME_A": "Theme A", + "THEME_A_DARK": "Theme A (Dark)", + "THEME_B": "Theme B", + "THEME_C": "Theme C", + "THROWING": "throwing", + "TILES_OPACITY": "Tile Opacity", + "TOUGHNESS": "toughness", + "TRAITS": "TRAITS", + "TRANSPARENT": "Transparent", + "TROUBLED": "Troubled", + "UNARMED": "Unarmed", + "UNCONSCIOUS": "Unconscious", + "WHITE": "White", + "WILLPOWER": "Willpower", + "WILLPOWER_SHORT": "WIL", + "WISDOM": "Wisdom", + "WISDOM_SHORT": "WIS", + "WITHERED": "Withered", + "WOUNDS": "WOUNDS", + "XP": "XP", + "appearance": "Appearance", + "habits": "Habits", + "ideals": "Ideals", + "party-vow": "Party Vow", + "people": "Significant People", + "personality": "Personality", + "possession": "Cherished Possession", + "property": "Property & Hirelings", + "treasure": "Treasure & Trinkets" +} diff --git a/Blood_and_Doom_by_Dicetale_Games/translations/cs.json b/Blood_and_Doom_by_Dicetale_Games/translations/cs.json new file mode 100644 index 0000000000..58cc28b9d4 --- /dev/null +++ b/Blood_and_Doom_by_Dicetale_Games/translations/cs.json @@ -0,0 +1,174 @@ +{ + "1": "1", + "10": "10", + "11": "11", + "12": "12", + "2": "2", + "3": "3", + "4": "4", + "5": "5", + "6": "6", + "7": "7", + "8": "8", + "9": "9", + "ABILITIES": "ABILITIES", + "ABILITY": "ABILITY", + "ACTION_DICE": "Action Dice", + "ADVENTURING_SKILLS": "ADVENTURING SKILLS", + "ARMOR": "ARMOR", + "ASPECT": "ASPECT", + "ATTACK": "ATTACK", + "AWARENESS": "Awareness", + "AWARENESS_SHORT": "AWS", + "AXES": "axes", + "BLACK": "Black", + "BLEED": "Bleed", + "BLEMISHED": "Blemished", + "BLINDED": "Blinded", + "BLOOD_POINTS": "Blood Points", + "BLUDGEONS": "bludgeons", + "BOWS": "bows", + "BRUISES": "BRUISES", + "BURNING": "Burning", + "CANTRIPS": "Cantrips", + "CHALLENGE_SHORT": "CHALL", + "CHARACTER_NAME": "Character name", + "CHARMED": "Charmed", + "CHECK": "CHECK", + "CLASS_ARCHETYPE": "Class/Archetype", + "COMBAT_SKILLS": "COMBAT SKILLS", + "CONDITIONS": "Conditions", + "CONFUSED": "Confused", + "CORRUPTION": "corruption", + "COURAGE": "Courage", + "COURAGE_SHORT": "COU", + "D10": "d10", + "D12": "d12", + "D4": "d4", + "D6": "d6", + "D8": "d8", + "DAGGERS": "daggers", + "DAMAGE": "Damage", + "DANGERS": "Dangers", + "DEATH": "death", + "DEFEND": "defend", + "DEFENSE": "Defense", + "DEFENSE_SHORT": "DEF", + "DEITIES_AND_SPIRITS": "Deities & Spirits", + "DENTED": "dented", + "DEXTERITY": "Dexterity", + "DEXTERITY_SHORT": "DEX", + "DICE_ROLLER": "dice roller", + "DIFFICULTY": "Difficulty", + "DISARMED": "Disarmed", + "DOOM_POINTS": "Doom Points", + "DOOM_ROLL": "Doom
Roll", + "DURABILITY": "Durability", + "EASY": "Easy", + "EDGE": "edge", + "ENDURANCE": "Endurance", + "ENDURANCE_SHORT": "END", + "EQUIPMENT/SAVE": "equipment/save", + "ESOTERIC": "esoteric", + "EXHAUSTED": "Exhausted", + "EXTREME": "Extrm", + "FEATS": "Feats", + "FOCUS": "FOCUS", + "FOCUS_SHORT": "FCS", + "FRIGHTENED": "Frightened", + "GOLD": "Gold", + "GRAPPLING": "Grappling", + "H": "H", + "H+H": "H+H", + "H+M": "H+M", + "HARD": "Hard", + "HAZARD": "hazard", + "HEART": "Heart", + "HEART_SHORT": "HEA", + "HORRIFIED": "Horrified", + "INSIGHT": "INSIGHT", + "INSIGHT_SHORT": "INS", + "INTELLECT": "Intellect", + "INTELLECT_SHORT": "INT", + "L": "L", + "LANGUAGES": "Languages", + "LEVEL": "Level", + "LORE": "Lore", + "LORE_SHORT": "LOR", + "M": "M", + "MADNESS": "MADNESS", + "MAGIC": "Magic", + "MAX_RESILIENCE": "Max Resilience", + "MYSTIQUE": "Mystique", + "MYSTIQUE_SHORT": "MYS", + "NAME": "Name", + "NIGHTMARE": "Nightm", + "NONE": "None", + "NORMAL": "normal", + "OFF": "Off", + "ON": "On", + "OPAQUE": "Opaque", + "OPTIONS": "Options", + "ORIGIN": "Origin", + "PARALYZED": "Paralyzed", + "PLAYER_ROLE": "Player role", + "POISONED": "Poisoned", + "POLEARMS": "polearms", + "POWERS": "Powers", + "PRONE": "Prone", + "RECOVER": "RECOVER", + "REFLEX": "Reflex", + "REFLEX_SHORT": "RLX", + "REROLL": "Reroll", + "RESILIENCE": "RESILIENCE", + "RESOURCES": "Resources", + "REST": "REST", + "RESTRAINED": "Restrained", + "ROLL_1d8": "Roll 1d8", + "ROLL_2d10": "Roll 2d10", + "ROLL_5": "Roll 5", + "ROLL_DAMAGE_H_L": "H+L", + "SAVE": "save", + "SAVES": "saves", + "SHIELDS": "shields", + "SHOW_POWERS_MAGIC": "Show Powers/Magic", + "SICKNESS": "sickness", + "SILVER": "Silver", + "SLOWED": "Slowed", + "STEALTH": "stealth", + "STRENGTH": "Strength", + "STRENGTH_SHORT": "STR", + "STUNNED": "Stunned", + "SWORDS": "swords", + "TASK": "task", + "THEME": "Theme", + "THEME_A": "Theme A", + "THEME_A_DARK": "Theme A (Dark)", + "THEME_B": "Theme B", + "THEME_C": "Theme C", + "THROWING": "throwing", + "TILES_OPACITY": "Tile Opacity", + "TOUGHNESS": "toughness", + "TRAITS": "TRAITS", + "TRANSPARENT": "Transparent", + "TROUBLED": "Troubled", + "UNARMED": "Unarmed", + "UNCONSCIOUS": "Unconscious", + "WHITE": "White", + "WILLPOWER": "Willpower", + "WILLPOWER_SHORT": "WIL", + "WISDOM": "Wisdom", + "WISDOM_SHORT": "WIS", + "WITHERED": "Withered", + "WOUNDS": "WOUNDS", + "XP": "XP", + "appearance": "Appearance", + "habits": "Habits", + "ideals": "Ideals", + "party-vow": "Party Vow", + "people": "Significant People", + "personality": "Personality", + "possession": "Cherished Possession", + "property": "Property & Hirelings", + "treasure": "Treasure & Trinkets" +} diff --git a/Blood_and_Doom_by_Dicetale_Games/translations/da.json b/Blood_and_Doom_by_Dicetale_Games/translations/da.json new file mode 100644 index 0000000000..58cc28b9d4 --- /dev/null +++ b/Blood_and_Doom_by_Dicetale_Games/translations/da.json @@ -0,0 +1,174 @@ +{ + "1": "1", + "10": "10", + "11": "11", + "12": "12", + "2": "2", + "3": "3", + "4": "4", + "5": "5", + "6": "6", + "7": "7", + "8": "8", + "9": "9", + "ABILITIES": "ABILITIES", + "ABILITY": "ABILITY", + "ACTION_DICE": "Action Dice", + "ADVENTURING_SKILLS": "ADVENTURING SKILLS", + "ARMOR": "ARMOR", + "ASPECT": "ASPECT", + "ATTACK": "ATTACK", + "AWARENESS": "Awareness", + "AWARENESS_SHORT": "AWS", + "AXES": "axes", + "BLACK": "Black", + "BLEED": "Bleed", + "BLEMISHED": "Blemished", + "BLINDED": "Blinded", + "BLOOD_POINTS": "Blood Points", + "BLUDGEONS": "bludgeons", + "BOWS": "bows", + "BRUISES": "BRUISES", + "BURNING": "Burning", + "CANTRIPS": "Cantrips", + "CHALLENGE_SHORT": "CHALL", + "CHARACTER_NAME": "Character name", + "CHARMED": "Charmed", + "CHECK": "CHECK", + "CLASS_ARCHETYPE": "Class/Archetype", + "COMBAT_SKILLS": "COMBAT SKILLS", + "CONDITIONS": "Conditions", + "CONFUSED": "Confused", + "CORRUPTION": "corruption", + "COURAGE": "Courage", + "COURAGE_SHORT": "COU", + "D10": "d10", + "D12": "d12", + "D4": "d4", + "D6": "d6", + "D8": "d8", + "DAGGERS": "daggers", + "DAMAGE": "Damage", + "DANGERS": "Dangers", + "DEATH": "death", + "DEFEND": "defend", + "DEFENSE": "Defense", + "DEFENSE_SHORT": "DEF", + "DEITIES_AND_SPIRITS": "Deities & Spirits", + "DENTED": "dented", + "DEXTERITY": "Dexterity", + "DEXTERITY_SHORT": "DEX", + "DICE_ROLLER": "dice roller", + "DIFFICULTY": "Difficulty", + "DISARMED": "Disarmed", + "DOOM_POINTS": "Doom Points", + "DOOM_ROLL": "Doom
Roll", + "DURABILITY": "Durability", + "EASY": "Easy", + "EDGE": "edge", + "ENDURANCE": "Endurance", + "ENDURANCE_SHORT": "END", + "EQUIPMENT/SAVE": "equipment/save", + "ESOTERIC": "esoteric", + "EXHAUSTED": "Exhausted", + "EXTREME": "Extrm", + "FEATS": "Feats", + "FOCUS": "FOCUS", + "FOCUS_SHORT": "FCS", + "FRIGHTENED": "Frightened", + "GOLD": "Gold", + "GRAPPLING": "Grappling", + "H": "H", + "H+H": "H+H", + "H+M": "H+M", + "HARD": "Hard", + "HAZARD": "hazard", + "HEART": "Heart", + "HEART_SHORT": "HEA", + "HORRIFIED": "Horrified", + "INSIGHT": "INSIGHT", + "INSIGHT_SHORT": "INS", + "INTELLECT": "Intellect", + "INTELLECT_SHORT": "INT", + "L": "L", + "LANGUAGES": "Languages", + "LEVEL": "Level", + "LORE": "Lore", + "LORE_SHORT": "LOR", + "M": "M", + "MADNESS": "MADNESS", + "MAGIC": "Magic", + "MAX_RESILIENCE": "Max Resilience", + "MYSTIQUE": "Mystique", + "MYSTIQUE_SHORT": "MYS", + "NAME": "Name", + "NIGHTMARE": "Nightm", + "NONE": "None", + "NORMAL": "normal", + "OFF": "Off", + "ON": "On", + "OPAQUE": "Opaque", + "OPTIONS": "Options", + "ORIGIN": "Origin", + "PARALYZED": "Paralyzed", + "PLAYER_ROLE": "Player role", + "POISONED": "Poisoned", + "POLEARMS": "polearms", + "POWERS": "Powers", + "PRONE": "Prone", + "RECOVER": "RECOVER", + "REFLEX": "Reflex", + "REFLEX_SHORT": "RLX", + "REROLL": "Reroll", + "RESILIENCE": "RESILIENCE", + "RESOURCES": "Resources", + "REST": "REST", + "RESTRAINED": "Restrained", + "ROLL_1d8": "Roll 1d8", + "ROLL_2d10": "Roll 2d10", + "ROLL_5": "Roll 5", + "ROLL_DAMAGE_H_L": "H+L", + "SAVE": "save", + "SAVES": "saves", + "SHIELDS": "shields", + "SHOW_POWERS_MAGIC": "Show Powers/Magic", + "SICKNESS": "sickness", + "SILVER": "Silver", + "SLOWED": "Slowed", + "STEALTH": "stealth", + "STRENGTH": "Strength", + "STRENGTH_SHORT": "STR", + "STUNNED": "Stunned", + "SWORDS": "swords", + "TASK": "task", + "THEME": "Theme", + "THEME_A": "Theme A", + "THEME_A_DARK": "Theme A (Dark)", + "THEME_B": "Theme B", + "THEME_C": "Theme C", + "THROWING": "throwing", + "TILES_OPACITY": "Tile Opacity", + "TOUGHNESS": "toughness", + "TRAITS": "TRAITS", + "TRANSPARENT": "Transparent", + "TROUBLED": "Troubled", + "UNARMED": "Unarmed", + "UNCONSCIOUS": "Unconscious", + "WHITE": "White", + "WILLPOWER": "Willpower", + "WILLPOWER_SHORT": "WIL", + "WISDOM": "Wisdom", + "WISDOM_SHORT": "WIS", + "WITHERED": "Withered", + "WOUNDS": "WOUNDS", + "XP": "XP", + "appearance": "Appearance", + "habits": "Habits", + "ideals": "Ideals", + "party-vow": "Party Vow", + "people": "Significant People", + "personality": "Personality", + "possession": "Cherished Possession", + "property": "Property & Hirelings", + "treasure": "Treasure & Trinkets" +} diff --git a/Blood_and_Doom_by_Dicetale_Games/translations/de.json b/Blood_and_Doom_by_Dicetale_Games/translations/de.json new file mode 100644 index 0000000000..58cc28b9d4 --- /dev/null +++ b/Blood_and_Doom_by_Dicetale_Games/translations/de.json @@ -0,0 +1,174 @@ +{ + "1": "1", + "10": "10", + "11": "11", + "12": "12", + "2": "2", + "3": "3", + "4": "4", + "5": "5", + "6": "6", + "7": "7", + "8": "8", + "9": "9", + "ABILITIES": "ABILITIES", + "ABILITY": "ABILITY", + "ACTION_DICE": "Action Dice", + "ADVENTURING_SKILLS": "ADVENTURING SKILLS", + "ARMOR": "ARMOR", + "ASPECT": "ASPECT", + "ATTACK": "ATTACK", + "AWARENESS": "Awareness", + "AWARENESS_SHORT": "AWS", + "AXES": "axes", + "BLACK": "Black", + "BLEED": "Bleed", + "BLEMISHED": "Blemished", + "BLINDED": "Blinded", + "BLOOD_POINTS": "Blood Points", + "BLUDGEONS": "bludgeons", + "BOWS": "bows", + "BRUISES": "BRUISES", + "BURNING": "Burning", + "CANTRIPS": "Cantrips", + "CHALLENGE_SHORT": "CHALL", + "CHARACTER_NAME": "Character name", + "CHARMED": "Charmed", + "CHECK": "CHECK", + "CLASS_ARCHETYPE": "Class/Archetype", + "COMBAT_SKILLS": "COMBAT SKILLS", + "CONDITIONS": "Conditions", + "CONFUSED": "Confused", + "CORRUPTION": "corruption", + "COURAGE": "Courage", + "COURAGE_SHORT": "COU", + "D10": "d10", + "D12": "d12", + "D4": "d4", + "D6": "d6", + "D8": "d8", + "DAGGERS": "daggers", + "DAMAGE": "Damage", + "DANGERS": "Dangers", + "DEATH": "death", + "DEFEND": "defend", + "DEFENSE": "Defense", + "DEFENSE_SHORT": "DEF", + "DEITIES_AND_SPIRITS": "Deities & Spirits", + "DENTED": "dented", + "DEXTERITY": "Dexterity", + "DEXTERITY_SHORT": "DEX", + "DICE_ROLLER": "dice roller", + "DIFFICULTY": "Difficulty", + "DISARMED": "Disarmed", + "DOOM_POINTS": "Doom Points", + "DOOM_ROLL": "Doom
Roll", + "DURABILITY": "Durability", + "EASY": "Easy", + "EDGE": "edge", + "ENDURANCE": "Endurance", + "ENDURANCE_SHORT": "END", + "EQUIPMENT/SAVE": "equipment/save", + "ESOTERIC": "esoteric", + "EXHAUSTED": "Exhausted", + "EXTREME": "Extrm", + "FEATS": "Feats", + "FOCUS": "FOCUS", + "FOCUS_SHORT": "FCS", + "FRIGHTENED": "Frightened", + "GOLD": "Gold", + "GRAPPLING": "Grappling", + "H": "H", + "H+H": "H+H", + "H+M": "H+M", + "HARD": "Hard", + "HAZARD": "hazard", + "HEART": "Heart", + "HEART_SHORT": "HEA", + "HORRIFIED": "Horrified", + "INSIGHT": "INSIGHT", + "INSIGHT_SHORT": "INS", + "INTELLECT": "Intellect", + "INTELLECT_SHORT": "INT", + "L": "L", + "LANGUAGES": "Languages", + "LEVEL": "Level", + "LORE": "Lore", + "LORE_SHORT": "LOR", + "M": "M", + "MADNESS": "MADNESS", + "MAGIC": "Magic", + "MAX_RESILIENCE": "Max Resilience", + "MYSTIQUE": "Mystique", + "MYSTIQUE_SHORT": "MYS", + "NAME": "Name", + "NIGHTMARE": "Nightm", + "NONE": "None", + "NORMAL": "normal", + "OFF": "Off", + "ON": "On", + "OPAQUE": "Opaque", + "OPTIONS": "Options", + "ORIGIN": "Origin", + "PARALYZED": "Paralyzed", + "PLAYER_ROLE": "Player role", + "POISONED": "Poisoned", + "POLEARMS": "polearms", + "POWERS": "Powers", + "PRONE": "Prone", + "RECOVER": "RECOVER", + "REFLEX": "Reflex", + "REFLEX_SHORT": "RLX", + "REROLL": "Reroll", + "RESILIENCE": "RESILIENCE", + "RESOURCES": "Resources", + "REST": "REST", + "RESTRAINED": "Restrained", + "ROLL_1d8": "Roll 1d8", + "ROLL_2d10": "Roll 2d10", + "ROLL_5": "Roll 5", + "ROLL_DAMAGE_H_L": "H+L", + "SAVE": "save", + "SAVES": "saves", + "SHIELDS": "shields", + "SHOW_POWERS_MAGIC": "Show Powers/Magic", + "SICKNESS": "sickness", + "SILVER": "Silver", + "SLOWED": "Slowed", + "STEALTH": "stealth", + "STRENGTH": "Strength", + "STRENGTH_SHORT": "STR", + "STUNNED": "Stunned", + "SWORDS": "swords", + "TASK": "task", + "THEME": "Theme", + "THEME_A": "Theme A", + "THEME_A_DARK": "Theme A (Dark)", + "THEME_B": "Theme B", + "THEME_C": "Theme C", + "THROWING": "throwing", + "TILES_OPACITY": "Tile Opacity", + "TOUGHNESS": "toughness", + "TRAITS": "TRAITS", + "TRANSPARENT": "Transparent", + "TROUBLED": "Troubled", + "UNARMED": "Unarmed", + "UNCONSCIOUS": "Unconscious", + "WHITE": "White", + "WILLPOWER": "Willpower", + "WILLPOWER_SHORT": "WIL", + "WISDOM": "Wisdom", + "WISDOM_SHORT": "WIS", + "WITHERED": "Withered", + "WOUNDS": "WOUNDS", + "XP": "XP", + "appearance": "Appearance", + "habits": "Habits", + "ideals": "Ideals", + "party-vow": "Party Vow", + "people": "Significant People", + "personality": "Personality", + "possession": "Cherished Possession", + "property": "Property & Hirelings", + "treasure": "Treasure & Trinkets" +} diff --git a/Blood_and_Doom_by_Dicetale_Games/translations/el.json b/Blood_and_Doom_by_Dicetale_Games/translations/el.json new file mode 100644 index 0000000000..58cc28b9d4 --- /dev/null +++ b/Blood_and_Doom_by_Dicetale_Games/translations/el.json @@ -0,0 +1,174 @@ +{ + "1": "1", + "10": "10", + "11": "11", + "12": "12", + "2": "2", + "3": "3", + "4": "4", + "5": "5", + "6": "6", + "7": "7", + "8": "8", + "9": "9", + "ABILITIES": "ABILITIES", + "ABILITY": "ABILITY", + "ACTION_DICE": "Action Dice", + "ADVENTURING_SKILLS": "ADVENTURING SKILLS", + "ARMOR": "ARMOR", + "ASPECT": "ASPECT", + "ATTACK": "ATTACK", + "AWARENESS": "Awareness", + "AWARENESS_SHORT": "AWS", + "AXES": "axes", + "BLACK": "Black", + "BLEED": "Bleed", + "BLEMISHED": "Blemished", + "BLINDED": "Blinded", + "BLOOD_POINTS": "Blood Points", + "BLUDGEONS": "bludgeons", + "BOWS": "bows", + "BRUISES": "BRUISES", + "BURNING": "Burning", + "CANTRIPS": "Cantrips", + "CHALLENGE_SHORT": "CHALL", + "CHARACTER_NAME": "Character name", + "CHARMED": "Charmed", + "CHECK": "CHECK", + "CLASS_ARCHETYPE": "Class/Archetype", + "COMBAT_SKILLS": "COMBAT SKILLS", + "CONDITIONS": "Conditions", + "CONFUSED": "Confused", + "CORRUPTION": "corruption", + "COURAGE": "Courage", + "COURAGE_SHORT": "COU", + "D10": "d10", + "D12": "d12", + "D4": "d4", + "D6": "d6", + "D8": "d8", + "DAGGERS": "daggers", + "DAMAGE": "Damage", + "DANGERS": "Dangers", + "DEATH": "death", + "DEFEND": "defend", + "DEFENSE": "Defense", + "DEFENSE_SHORT": "DEF", + "DEITIES_AND_SPIRITS": "Deities & Spirits", + "DENTED": "dented", + "DEXTERITY": "Dexterity", + "DEXTERITY_SHORT": "DEX", + "DICE_ROLLER": "dice roller", + "DIFFICULTY": "Difficulty", + "DISARMED": "Disarmed", + "DOOM_POINTS": "Doom Points", + "DOOM_ROLL": "Doom
Roll", + "DURABILITY": "Durability", + "EASY": "Easy", + "EDGE": "edge", + "ENDURANCE": "Endurance", + "ENDURANCE_SHORT": "END", + "EQUIPMENT/SAVE": "equipment/save", + "ESOTERIC": "esoteric", + "EXHAUSTED": "Exhausted", + "EXTREME": "Extrm", + "FEATS": "Feats", + "FOCUS": "FOCUS", + "FOCUS_SHORT": "FCS", + "FRIGHTENED": "Frightened", + "GOLD": "Gold", + "GRAPPLING": "Grappling", + "H": "H", + "H+H": "H+H", + "H+M": "H+M", + "HARD": "Hard", + "HAZARD": "hazard", + "HEART": "Heart", + "HEART_SHORT": "HEA", + "HORRIFIED": "Horrified", + "INSIGHT": "INSIGHT", + "INSIGHT_SHORT": "INS", + "INTELLECT": "Intellect", + "INTELLECT_SHORT": "INT", + "L": "L", + "LANGUAGES": "Languages", + "LEVEL": "Level", + "LORE": "Lore", + "LORE_SHORT": "LOR", + "M": "M", + "MADNESS": "MADNESS", + "MAGIC": "Magic", + "MAX_RESILIENCE": "Max Resilience", + "MYSTIQUE": "Mystique", + "MYSTIQUE_SHORT": "MYS", + "NAME": "Name", + "NIGHTMARE": "Nightm", + "NONE": "None", + "NORMAL": "normal", + "OFF": "Off", + "ON": "On", + "OPAQUE": "Opaque", + "OPTIONS": "Options", + "ORIGIN": "Origin", + "PARALYZED": "Paralyzed", + "PLAYER_ROLE": "Player role", + "POISONED": "Poisoned", + "POLEARMS": "polearms", + "POWERS": "Powers", + "PRONE": "Prone", + "RECOVER": "RECOVER", + "REFLEX": "Reflex", + "REFLEX_SHORT": "RLX", + "REROLL": "Reroll", + "RESILIENCE": "RESILIENCE", + "RESOURCES": "Resources", + "REST": "REST", + "RESTRAINED": "Restrained", + "ROLL_1d8": "Roll 1d8", + "ROLL_2d10": "Roll 2d10", + "ROLL_5": "Roll 5", + "ROLL_DAMAGE_H_L": "H+L", + "SAVE": "save", + "SAVES": "saves", + "SHIELDS": "shields", + "SHOW_POWERS_MAGIC": "Show Powers/Magic", + "SICKNESS": "sickness", + "SILVER": "Silver", + "SLOWED": "Slowed", + "STEALTH": "stealth", + "STRENGTH": "Strength", + "STRENGTH_SHORT": "STR", + "STUNNED": "Stunned", + "SWORDS": "swords", + "TASK": "task", + "THEME": "Theme", + "THEME_A": "Theme A", + "THEME_A_DARK": "Theme A (Dark)", + "THEME_B": "Theme B", + "THEME_C": "Theme C", + "THROWING": "throwing", + "TILES_OPACITY": "Tile Opacity", + "TOUGHNESS": "toughness", + "TRAITS": "TRAITS", + "TRANSPARENT": "Transparent", + "TROUBLED": "Troubled", + "UNARMED": "Unarmed", + "UNCONSCIOUS": "Unconscious", + "WHITE": "White", + "WILLPOWER": "Willpower", + "WILLPOWER_SHORT": "WIL", + "WISDOM": "Wisdom", + "WISDOM_SHORT": "WIS", + "WITHERED": "Withered", + "WOUNDS": "WOUNDS", + "XP": "XP", + "appearance": "Appearance", + "habits": "Habits", + "ideals": "Ideals", + "party-vow": "Party Vow", + "people": "Significant People", + "personality": "Personality", + "possession": "Cherished Possession", + "property": "Property & Hirelings", + "treasure": "Treasure & Trinkets" +} diff --git a/Blood_and_Doom_by_Dicetale_Games/translations/en.json b/Blood_and_Doom_by_Dicetale_Games/translations/en.json new file mode 100644 index 0000000000..58cc28b9d4 --- /dev/null +++ b/Blood_and_Doom_by_Dicetale_Games/translations/en.json @@ -0,0 +1,174 @@ +{ + "1": "1", + "10": "10", + "11": "11", + "12": "12", + "2": "2", + "3": "3", + "4": "4", + "5": "5", + "6": "6", + "7": "7", + "8": "8", + "9": "9", + "ABILITIES": "ABILITIES", + "ABILITY": "ABILITY", + "ACTION_DICE": "Action Dice", + "ADVENTURING_SKILLS": "ADVENTURING SKILLS", + "ARMOR": "ARMOR", + "ASPECT": "ASPECT", + "ATTACK": "ATTACK", + "AWARENESS": "Awareness", + "AWARENESS_SHORT": "AWS", + "AXES": "axes", + "BLACK": "Black", + "BLEED": "Bleed", + "BLEMISHED": "Blemished", + "BLINDED": "Blinded", + "BLOOD_POINTS": "Blood Points", + "BLUDGEONS": "bludgeons", + "BOWS": "bows", + "BRUISES": "BRUISES", + "BURNING": "Burning", + "CANTRIPS": "Cantrips", + "CHALLENGE_SHORT": "CHALL", + "CHARACTER_NAME": "Character name", + "CHARMED": "Charmed", + "CHECK": "CHECK", + "CLASS_ARCHETYPE": "Class/Archetype", + "COMBAT_SKILLS": "COMBAT SKILLS", + "CONDITIONS": "Conditions", + "CONFUSED": "Confused", + "CORRUPTION": "corruption", + "COURAGE": "Courage", + "COURAGE_SHORT": "COU", + "D10": "d10", + "D12": "d12", + "D4": "d4", + "D6": "d6", + "D8": "d8", + "DAGGERS": "daggers", + "DAMAGE": "Damage", + "DANGERS": "Dangers", + "DEATH": "death", + "DEFEND": "defend", + "DEFENSE": "Defense", + "DEFENSE_SHORT": "DEF", + "DEITIES_AND_SPIRITS": "Deities & Spirits", + "DENTED": "dented", + "DEXTERITY": "Dexterity", + "DEXTERITY_SHORT": "DEX", + "DICE_ROLLER": "dice roller", + "DIFFICULTY": "Difficulty", + "DISARMED": "Disarmed", + "DOOM_POINTS": "Doom Points", + "DOOM_ROLL": "Doom
Roll", + "DURABILITY": "Durability", + "EASY": "Easy", + "EDGE": "edge", + "ENDURANCE": "Endurance", + "ENDURANCE_SHORT": "END", + "EQUIPMENT/SAVE": "equipment/save", + "ESOTERIC": "esoteric", + "EXHAUSTED": "Exhausted", + "EXTREME": "Extrm", + "FEATS": "Feats", + "FOCUS": "FOCUS", + "FOCUS_SHORT": "FCS", + "FRIGHTENED": "Frightened", + "GOLD": "Gold", + "GRAPPLING": "Grappling", + "H": "H", + "H+H": "H+H", + "H+M": "H+M", + "HARD": "Hard", + "HAZARD": "hazard", + "HEART": "Heart", + "HEART_SHORT": "HEA", + "HORRIFIED": "Horrified", + "INSIGHT": "INSIGHT", + "INSIGHT_SHORT": "INS", + "INTELLECT": "Intellect", + "INTELLECT_SHORT": "INT", + "L": "L", + "LANGUAGES": "Languages", + "LEVEL": "Level", + "LORE": "Lore", + "LORE_SHORT": "LOR", + "M": "M", + "MADNESS": "MADNESS", + "MAGIC": "Magic", + "MAX_RESILIENCE": "Max Resilience", + "MYSTIQUE": "Mystique", + "MYSTIQUE_SHORT": "MYS", + "NAME": "Name", + "NIGHTMARE": "Nightm", + "NONE": "None", + "NORMAL": "normal", + "OFF": "Off", + "ON": "On", + "OPAQUE": "Opaque", + "OPTIONS": "Options", + "ORIGIN": "Origin", + "PARALYZED": "Paralyzed", + "PLAYER_ROLE": "Player role", + "POISONED": "Poisoned", + "POLEARMS": "polearms", + "POWERS": "Powers", + "PRONE": "Prone", + "RECOVER": "RECOVER", + "REFLEX": "Reflex", + "REFLEX_SHORT": "RLX", + "REROLL": "Reroll", + "RESILIENCE": "RESILIENCE", + "RESOURCES": "Resources", + "REST": "REST", + "RESTRAINED": "Restrained", + "ROLL_1d8": "Roll 1d8", + "ROLL_2d10": "Roll 2d10", + "ROLL_5": "Roll 5", + "ROLL_DAMAGE_H_L": "H+L", + "SAVE": "save", + "SAVES": "saves", + "SHIELDS": "shields", + "SHOW_POWERS_MAGIC": "Show Powers/Magic", + "SICKNESS": "sickness", + "SILVER": "Silver", + "SLOWED": "Slowed", + "STEALTH": "stealth", + "STRENGTH": "Strength", + "STRENGTH_SHORT": "STR", + "STUNNED": "Stunned", + "SWORDS": "swords", + "TASK": "task", + "THEME": "Theme", + "THEME_A": "Theme A", + "THEME_A_DARK": "Theme A (Dark)", + "THEME_B": "Theme B", + "THEME_C": "Theme C", + "THROWING": "throwing", + "TILES_OPACITY": "Tile Opacity", + "TOUGHNESS": "toughness", + "TRAITS": "TRAITS", + "TRANSPARENT": "Transparent", + "TROUBLED": "Troubled", + "UNARMED": "Unarmed", + "UNCONSCIOUS": "Unconscious", + "WHITE": "White", + "WILLPOWER": "Willpower", + "WILLPOWER_SHORT": "WIL", + "WISDOM": "Wisdom", + "WISDOM_SHORT": "WIS", + "WITHERED": "Withered", + "WOUNDS": "WOUNDS", + "XP": "XP", + "appearance": "Appearance", + "habits": "Habits", + "ideals": "Ideals", + "party-vow": "Party Vow", + "people": "Significant People", + "personality": "Personality", + "possession": "Cherished Possession", + "property": "Property & Hirelings", + "treasure": "Treasure & Trinkets" +} diff --git a/Blood_and_Doom_by_Dicetale_Games/translations/es.json b/Blood_and_Doom_by_Dicetale_Games/translations/es.json new file mode 100644 index 0000000000..58cc28b9d4 --- /dev/null +++ b/Blood_and_Doom_by_Dicetale_Games/translations/es.json @@ -0,0 +1,174 @@ +{ + "1": "1", + "10": "10", + "11": "11", + "12": "12", + "2": "2", + "3": "3", + "4": "4", + "5": "5", + "6": "6", + "7": "7", + "8": "8", + "9": "9", + "ABILITIES": "ABILITIES", + "ABILITY": "ABILITY", + "ACTION_DICE": "Action Dice", + "ADVENTURING_SKILLS": "ADVENTURING SKILLS", + "ARMOR": "ARMOR", + "ASPECT": "ASPECT", + "ATTACK": "ATTACK", + "AWARENESS": "Awareness", + "AWARENESS_SHORT": "AWS", + "AXES": "axes", + "BLACK": "Black", + "BLEED": "Bleed", + "BLEMISHED": "Blemished", + "BLINDED": "Blinded", + "BLOOD_POINTS": "Blood Points", + "BLUDGEONS": "bludgeons", + "BOWS": "bows", + "BRUISES": "BRUISES", + "BURNING": "Burning", + "CANTRIPS": "Cantrips", + "CHALLENGE_SHORT": "CHALL", + "CHARACTER_NAME": "Character name", + "CHARMED": "Charmed", + "CHECK": "CHECK", + "CLASS_ARCHETYPE": "Class/Archetype", + "COMBAT_SKILLS": "COMBAT SKILLS", + "CONDITIONS": "Conditions", + "CONFUSED": "Confused", + "CORRUPTION": "corruption", + "COURAGE": "Courage", + "COURAGE_SHORT": "COU", + "D10": "d10", + "D12": "d12", + "D4": "d4", + "D6": "d6", + "D8": "d8", + "DAGGERS": "daggers", + "DAMAGE": "Damage", + "DANGERS": "Dangers", + "DEATH": "death", + "DEFEND": "defend", + "DEFENSE": "Defense", + "DEFENSE_SHORT": "DEF", + "DEITIES_AND_SPIRITS": "Deities & Spirits", + "DENTED": "dented", + "DEXTERITY": "Dexterity", + "DEXTERITY_SHORT": "DEX", + "DICE_ROLLER": "dice roller", + "DIFFICULTY": "Difficulty", + "DISARMED": "Disarmed", + "DOOM_POINTS": "Doom Points", + "DOOM_ROLL": "Doom
Roll", + "DURABILITY": "Durability", + "EASY": "Easy", + "EDGE": "edge", + "ENDURANCE": "Endurance", + "ENDURANCE_SHORT": "END", + "EQUIPMENT/SAVE": "equipment/save", + "ESOTERIC": "esoteric", + "EXHAUSTED": "Exhausted", + "EXTREME": "Extrm", + "FEATS": "Feats", + "FOCUS": "FOCUS", + "FOCUS_SHORT": "FCS", + "FRIGHTENED": "Frightened", + "GOLD": "Gold", + "GRAPPLING": "Grappling", + "H": "H", + "H+H": "H+H", + "H+M": "H+M", + "HARD": "Hard", + "HAZARD": "hazard", + "HEART": "Heart", + "HEART_SHORT": "HEA", + "HORRIFIED": "Horrified", + "INSIGHT": "INSIGHT", + "INSIGHT_SHORT": "INS", + "INTELLECT": "Intellect", + "INTELLECT_SHORT": "INT", + "L": "L", + "LANGUAGES": "Languages", + "LEVEL": "Level", + "LORE": "Lore", + "LORE_SHORT": "LOR", + "M": "M", + "MADNESS": "MADNESS", + "MAGIC": "Magic", + "MAX_RESILIENCE": "Max Resilience", + "MYSTIQUE": "Mystique", + "MYSTIQUE_SHORT": "MYS", + "NAME": "Name", + "NIGHTMARE": "Nightm", + "NONE": "None", + "NORMAL": "normal", + "OFF": "Off", + "ON": "On", + "OPAQUE": "Opaque", + "OPTIONS": "Options", + "ORIGIN": "Origin", + "PARALYZED": "Paralyzed", + "PLAYER_ROLE": "Player role", + "POISONED": "Poisoned", + "POLEARMS": "polearms", + "POWERS": "Powers", + "PRONE": "Prone", + "RECOVER": "RECOVER", + "REFLEX": "Reflex", + "REFLEX_SHORT": "RLX", + "REROLL": "Reroll", + "RESILIENCE": "RESILIENCE", + "RESOURCES": "Resources", + "REST": "REST", + "RESTRAINED": "Restrained", + "ROLL_1d8": "Roll 1d8", + "ROLL_2d10": "Roll 2d10", + "ROLL_5": "Roll 5", + "ROLL_DAMAGE_H_L": "H+L", + "SAVE": "save", + "SAVES": "saves", + "SHIELDS": "shields", + "SHOW_POWERS_MAGIC": "Show Powers/Magic", + "SICKNESS": "sickness", + "SILVER": "Silver", + "SLOWED": "Slowed", + "STEALTH": "stealth", + "STRENGTH": "Strength", + "STRENGTH_SHORT": "STR", + "STUNNED": "Stunned", + "SWORDS": "swords", + "TASK": "task", + "THEME": "Theme", + "THEME_A": "Theme A", + "THEME_A_DARK": "Theme A (Dark)", + "THEME_B": "Theme B", + "THEME_C": "Theme C", + "THROWING": "throwing", + "TILES_OPACITY": "Tile Opacity", + "TOUGHNESS": "toughness", + "TRAITS": "TRAITS", + "TRANSPARENT": "Transparent", + "TROUBLED": "Troubled", + "UNARMED": "Unarmed", + "UNCONSCIOUS": "Unconscious", + "WHITE": "White", + "WILLPOWER": "Willpower", + "WILLPOWER_SHORT": "WIL", + "WISDOM": "Wisdom", + "WISDOM_SHORT": "WIS", + "WITHERED": "Withered", + "WOUNDS": "WOUNDS", + "XP": "XP", + "appearance": "Appearance", + "habits": "Habits", + "ideals": "Ideals", + "party-vow": "Party Vow", + "people": "Significant People", + "personality": "Personality", + "possession": "Cherished Possession", + "property": "Property & Hirelings", + "treasure": "Treasure & Trinkets" +} diff --git a/Blood_and_Doom_by_Dicetale_Games/translations/fi.json b/Blood_and_Doom_by_Dicetale_Games/translations/fi.json new file mode 100644 index 0000000000..58cc28b9d4 --- /dev/null +++ b/Blood_and_Doom_by_Dicetale_Games/translations/fi.json @@ -0,0 +1,174 @@ +{ + "1": "1", + "10": "10", + "11": "11", + "12": "12", + "2": "2", + "3": "3", + "4": "4", + "5": "5", + "6": "6", + "7": "7", + "8": "8", + "9": "9", + "ABILITIES": "ABILITIES", + "ABILITY": "ABILITY", + "ACTION_DICE": "Action Dice", + "ADVENTURING_SKILLS": "ADVENTURING SKILLS", + "ARMOR": "ARMOR", + "ASPECT": "ASPECT", + "ATTACK": "ATTACK", + "AWARENESS": "Awareness", + "AWARENESS_SHORT": "AWS", + "AXES": "axes", + "BLACK": "Black", + "BLEED": "Bleed", + "BLEMISHED": "Blemished", + "BLINDED": "Blinded", + "BLOOD_POINTS": "Blood Points", + "BLUDGEONS": "bludgeons", + "BOWS": "bows", + "BRUISES": "BRUISES", + "BURNING": "Burning", + "CANTRIPS": "Cantrips", + "CHALLENGE_SHORT": "CHALL", + "CHARACTER_NAME": "Character name", + "CHARMED": "Charmed", + "CHECK": "CHECK", + "CLASS_ARCHETYPE": "Class/Archetype", + "COMBAT_SKILLS": "COMBAT SKILLS", + "CONDITIONS": "Conditions", + "CONFUSED": "Confused", + "CORRUPTION": "corruption", + "COURAGE": "Courage", + "COURAGE_SHORT": "COU", + "D10": "d10", + "D12": "d12", + "D4": "d4", + "D6": "d6", + "D8": "d8", + "DAGGERS": "daggers", + "DAMAGE": "Damage", + "DANGERS": "Dangers", + "DEATH": "death", + "DEFEND": "defend", + "DEFENSE": "Defense", + "DEFENSE_SHORT": "DEF", + "DEITIES_AND_SPIRITS": "Deities & Spirits", + "DENTED": "dented", + "DEXTERITY": "Dexterity", + "DEXTERITY_SHORT": "DEX", + "DICE_ROLLER": "dice roller", + "DIFFICULTY": "Difficulty", + "DISARMED": "Disarmed", + "DOOM_POINTS": "Doom Points", + "DOOM_ROLL": "Doom
Roll", + "DURABILITY": "Durability", + "EASY": "Easy", + "EDGE": "edge", + "ENDURANCE": "Endurance", + "ENDURANCE_SHORT": "END", + "EQUIPMENT/SAVE": "equipment/save", + "ESOTERIC": "esoteric", + "EXHAUSTED": "Exhausted", + "EXTREME": "Extrm", + "FEATS": "Feats", + "FOCUS": "FOCUS", + "FOCUS_SHORT": "FCS", + "FRIGHTENED": "Frightened", + "GOLD": "Gold", + "GRAPPLING": "Grappling", + "H": "H", + "H+H": "H+H", + "H+M": "H+M", + "HARD": "Hard", + "HAZARD": "hazard", + "HEART": "Heart", + "HEART_SHORT": "HEA", + "HORRIFIED": "Horrified", + "INSIGHT": "INSIGHT", + "INSIGHT_SHORT": "INS", + "INTELLECT": "Intellect", + "INTELLECT_SHORT": "INT", + "L": "L", + "LANGUAGES": "Languages", + "LEVEL": "Level", + "LORE": "Lore", + "LORE_SHORT": "LOR", + "M": "M", + "MADNESS": "MADNESS", + "MAGIC": "Magic", + "MAX_RESILIENCE": "Max Resilience", + "MYSTIQUE": "Mystique", + "MYSTIQUE_SHORT": "MYS", + "NAME": "Name", + "NIGHTMARE": "Nightm", + "NONE": "None", + "NORMAL": "normal", + "OFF": "Off", + "ON": "On", + "OPAQUE": "Opaque", + "OPTIONS": "Options", + "ORIGIN": "Origin", + "PARALYZED": "Paralyzed", + "PLAYER_ROLE": "Player role", + "POISONED": "Poisoned", + "POLEARMS": "polearms", + "POWERS": "Powers", + "PRONE": "Prone", + "RECOVER": "RECOVER", + "REFLEX": "Reflex", + "REFLEX_SHORT": "RLX", + "REROLL": "Reroll", + "RESILIENCE": "RESILIENCE", + "RESOURCES": "Resources", + "REST": "REST", + "RESTRAINED": "Restrained", + "ROLL_1d8": "Roll 1d8", + "ROLL_2d10": "Roll 2d10", + "ROLL_5": "Roll 5", + "ROLL_DAMAGE_H_L": "H+L", + "SAVE": "save", + "SAVES": "saves", + "SHIELDS": "shields", + "SHOW_POWERS_MAGIC": "Show Powers/Magic", + "SICKNESS": "sickness", + "SILVER": "Silver", + "SLOWED": "Slowed", + "STEALTH": "stealth", + "STRENGTH": "Strength", + "STRENGTH_SHORT": "STR", + "STUNNED": "Stunned", + "SWORDS": "swords", + "TASK": "task", + "THEME": "Theme", + "THEME_A": "Theme A", + "THEME_A_DARK": "Theme A (Dark)", + "THEME_B": "Theme B", + "THEME_C": "Theme C", + "THROWING": "throwing", + "TILES_OPACITY": "Tile Opacity", + "TOUGHNESS": "toughness", + "TRAITS": "TRAITS", + "TRANSPARENT": "Transparent", + "TROUBLED": "Troubled", + "UNARMED": "Unarmed", + "UNCONSCIOUS": "Unconscious", + "WHITE": "White", + "WILLPOWER": "Willpower", + "WILLPOWER_SHORT": "WIL", + "WISDOM": "Wisdom", + "WISDOM_SHORT": "WIS", + "WITHERED": "Withered", + "WOUNDS": "WOUNDS", + "XP": "XP", + "appearance": "Appearance", + "habits": "Habits", + "ideals": "Ideals", + "party-vow": "Party Vow", + "people": "Significant People", + "personality": "Personality", + "possession": "Cherished Possession", + "property": "Property & Hirelings", + "treasure": "Treasure & Trinkets" +} diff --git a/Blood_and_Doom_by_Dicetale_Games/translations/fr.json b/Blood_and_Doom_by_Dicetale_Games/translations/fr.json new file mode 100644 index 0000000000..58cc28b9d4 --- /dev/null +++ b/Blood_and_Doom_by_Dicetale_Games/translations/fr.json @@ -0,0 +1,174 @@ +{ + "1": "1", + "10": "10", + "11": "11", + "12": "12", + "2": "2", + "3": "3", + "4": "4", + "5": "5", + "6": "6", + "7": "7", + "8": "8", + "9": "9", + "ABILITIES": "ABILITIES", + "ABILITY": "ABILITY", + "ACTION_DICE": "Action Dice", + "ADVENTURING_SKILLS": "ADVENTURING SKILLS", + "ARMOR": "ARMOR", + "ASPECT": "ASPECT", + "ATTACK": "ATTACK", + "AWARENESS": "Awareness", + "AWARENESS_SHORT": "AWS", + "AXES": "axes", + "BLACK": "Black", + "BLEED": "Bleed", + "BLEMISHED": "Blemished", + "BLINDED": "Blinded", + "BLOOD_POINTS": "Blood Points", + "BLUDGEONS": "bludgeons", + "BOWS": "bows", + "BRUISES": "BRUISES", + "BURNING": "Burning", + "CANTRIPS": "Cantrips", + "CHALLENGE_SHORT": "CHALL", + "CHARACTER_NAME": "Character name", + "CHARMED": "Charmed", + "CHECK": "CHECK", + "CLASS_ARCHETYPE": "Class/Archetype", + "COMBAT_SKILLS": "COMBAT SKILLS", + "CONDITIONS": "Conditions", + "CONFUSED": "Confused", + "CORRUPTION": "corruption", + "COURAGE": "Courage", + "COURAGE_SHORT": "COU", + "D10": "d10", + "D12": "d12", + "D4": "d4", + "D6": "d6", + "D8": "d8", + "DAGGERS": "daggers", + "DAMAGE": "Damage", + "DANGERS": "Dangers", + "DEATH": "death", + "DEFEND": "defend", + "DEFENSE": "Defense", + "DEFENSE_SHORT": "DEF", + "DEITIES_AND_SPIRITS": "Deities & Spirits", + "DENTED": "dented", + "DEXTERITY": "Dexterity", + "DEXTERITY_SHORT": "DEX", + "DICE_ROLLER": "dice roller", + "DIFFICULTY": "Difficulty", + "DISARMED": "Disarmed", + "DOOM_POINTS": "Doom Points", + "DOOM_ROLL": "Doom
Roll", + "DURABILITY": "Durability", + "EASY": "Easy", + "EDGE": "edge", + "ENDURANCE": "Endurance", + "ENDURANCE_SHORT": "END", + "EQUIPMENT/SAVE": "equipment/save", + "ESOTERIC": "esoteric", + "EXHAUSTED": "Exhausted", + "EXTREME": "Extrm", + "FEATS": "Feats", + "FOCUS": "FOCUS", + "FOCUS_SHORT": "FCS", + "FRIGHTENED": "Frightened", + "GOLD": "Gold", + "GRAPPLING": "Grappling", + "H": "H", + "H+H": "H+H", + "H+M": "H+M", + "HARD": "Hard", + "HAZARD": "hazard", + "HEART": "Heart", + "HEART_SHORT": "HEA", + "HORRIFIED": "Horrified", + "INSIGHT": "INSIGHT", + "INSIGHT_SHORT": "INS", + "INTELLECT": "Intellect", + "INTELLECT_SHORT": "INT", + "L": "L", + "LANGUAGES": "Languages", + "LEVEL": "Level", + "LORE": "Lore", + "LORE_SHORT": "LOR", + "M": "M", + "MADNESS": "MADNESS", + "MAGIC": "Magic", + "MAX_RESILIENCE": "Max Resilience", + "MYSTIQUE": "Mystique", + "MYSTIQUE_SHORT": "MYS", + "NAME": "Name", + "NIGHTMARE": "Nightm", + "NONE": "None", + "NORMAL": "normal", + "OFF": "Off", + "ON": "On", + "OPAQUE": "Opaque", + "OPTIONS": "Options", + "ORIGIN": "Origin", + "PARALYZED": "Paralyzed", + "PLAYER_ROLE": "Player role", + "POISONED": "Poisoned", + "POLEARMS": "polearms", + "POWERS": "Powers", + "PRONE": "Prone", + "RECOVER": "RECOVER", + "REFLEX": "Reflex", + "REFLEX_SHORT": "RLX", + "REROLL": "Reroll", + "RESILIENCE": "RESILIENCE", + "RESOURCES": "Resources", + "REST": "REST", + "RESTRAINED": "Restrained", + "ROLL_1d8": "Roll 1d8", + "ROLL_2d10": "Roll 2d10", + "ROLL_5": "Roll 5", + "ROLL_DAMAGE_H_L": "H+L", + "SAVE": "save", + "SAVES": "saves", + "SHIELDS": "shields", + "SHOW_POWERS_MAGIC": "Show Powers/Magic", + "SICKNESS": "sickness", + "SILVER": "Silver", + "SLOWED": "Slowed", + "STEALTH": "stealth", + "STRENGTH": "Strength", + "STRENGTH_SHORT": "STR", + "STUNNED": "Stunned", + "SWORDS": "swords", + "TASK": "task", + "THEME": "Theme", + "THEME_A": "Theme A", + "THEME_A_DARK": "Theme A (Dark)", + "THEME_B": "Theme B", + "THEME_C": "Theme C", + "THROWING": "throwing", + "TILES_OPACITY": "Tile Opacity", + "TOUGHNESS": "toughness", + "TRAITS": "TRAITS", + "TRANSPARENT": "Transparent", + "TROUBLED": "Troubled", + "UNARMED": "Unarmed", + "UNCONSCIOUS": "Unconscious", + "WHITE": "White", + "WILLPOWER": "Willpower", + "WILLPOWER_SHORT": "WIL", + "WISDOM": "Wisdom", + "WISDOM_SHORT": "WIS", + "WITHERED": "Withered", + "WOUNDS": "WOUNDS", + "XP": "XP", + "appearance": "Appearance", + "habits": "Habits", + "ideals": "Ideals", + "party-vow": "Party Vow", + "people": "Significant People", + "personality": "Personality", + "possession": "Cherished Possession", + "property": "Property & Hirelings", + "treasure": "Treasure & Trinkets" +} diff --git a/Blood_and_Doom_by_Dicetale_Games/translations/he.json b/Blood_and_Doom_by_Dicetale_Games/translations/he.json new file mode 100644 index 0000000000..58cc28b9d4 --- /dev/null +++ b/Blood_and_Doom_by_Dicetale_Games/translations/he.json @@ -0,0 +1,174 @@ +{ + "1": "1", + "10": "10", + "11": "11", + "12": "12", + "2": "2", + "3": "3", + "4": "4", + "5": "5", + "6": "6", + "7": "7", + "8": "8", + "9": "9", + "ABILITIES": "ABILITIES", + "ABILITY": "ABILITY", + "ACTION_DICE": "Action Dice", + "ADVENTURING_SKILLS": "ADVENTURING SKILLS", + "ARMOR": "ARMOR", + "ASPECT": "ASPECT", + "ATTACK": "ATTACK", + "AWARENESS": "Awareness", + "AWARENESS_SHORT": "AWS", + "AXES": "axes", + "BLACK": "Black", + "BLEED": "Bleed", + "BLEMISHED": "Blemished", + "BLINDED": "Blinded", + "BLOOD_POINTS": "Blood Points", + "BLUDGEONS": "bludgeons", + "BOWS": "bows", + "BRUISES": "BRUISES", + "BURNING": "Burning", + "CANTRIPS": "Cantrips", + "CHALLENGE_SHORT": "CHALL", + "CHARACTER_NAME": "Character name", + "CHARMED": "Charmed", + "CHECK": "CHECK", + "CLASS_ARCHETYPE": "Class/Archetype", + "COMBAT_SKILLS": "COMBAT SKILLS", + "CONDITIONS": "Conditions", + "CONFUSED": "Confused", + "CORRUPTION": "corruption", + "COURAGE": "Courage", + "COURAGE_SHORT": "COU", + "D10": "d10", + "D12": "d12", + "D4": "d4", + "D6": "d6", + "D8": "d8", + "DAGGERS": "daggers", + "DAMAGE": "Damage", + "DANGERS": "Dangers", + "DEATH": "death", + "DEFEND": "defend", + "DEFENSE": "Defense", + "DEFENSE_SHORT": "DEF", + "DEITIES_AND_SPIRITS": "Deities & Spirits", + "DENTED": "dented", + "DEXTERITY": "Dexterity", + "DEXTERITY_SHORT": "DEX", + "DICE_ROLLER": "dice roller", + "DIFFICULTY": "Difficulty", + "DISARMED": "Disarmed", + "DOOM_POINTS": "Doom Points", + "DOOM_ROLL": "Doom
Roll", + "DURABILITY": "Durability", + "EASY": "Easy", + "EDGE": "edge", + "ENDURANCE": "Endurance", + "ENDURANCE_SHORT": "END", + "EQUIPMENT/SAVE": "equipment/save", + "ESOTERIC": "esoteric", + "EXHAUSTED": "Exhausted", + "EXTREME": "Extrm", + "FEATS": "Feats", + "FOCUS": "FOCUS", + "FOCUS_SHORT": "FCS", + "FRIGHTENED": "Frightened", + "GOLD": "Gold", + "GRAPPLING": "Grappling", + "H": "H", + "H+H": "H+H", + "H+M": "H+M", + "HARD": "Hard", + "HAZARD": "hazard", + "HEART": "Heart", + "HEART_SHORT": "HEA", + "HORRIFIED": "Horrified", + "INSIGHT": "INSIGHT", + "INSIGHT_SHORT": "INS", + "INTELLECT": "Intellect", + "INTELLECT_SHORT": "INT", + "L": "L", + "LANGUAGES": "Languages", + "LEVEL": "Level", + "LORE": "Lore", + "LORE_SHORT": "LOR", + "M": "M", + "MADNESS": "MADNESS", + "MAGIC": "Magic", + "MAX_RESILIENCE": "Max Resilience", + "MYSTIQUE": "Mystique", + "MYSTIQUE_SHORT": "MYS", + "NAME": "Name", + "NIGHTMARE": "Nightm", + "NONE": "None", + "NORMAL": "normal", + "OFF": "Off", + "ON": "On", + "OPAQUE": "Opaque", + "OPTIONS": "Options", + "ORIGIN": "Origin", + "PARALYZED": "Paralyzed", + "PLAYER_ROLE": "Player role", + "POISONED": "Poisoned", + "POLEARMS": "polearms", + "POWERS": "Powers", + "PRONE": "Prone", + "RECOVER": "RECOVER", + "REFLEX": "Reflex", + "REFLEX_SHORT": "RLX", + "REROLL": "Reroll", + "RESILIENCE": "RESILIENCE", + "RESOURCES": "Resources", + "REST": "REST", + "RESTRAINED": "Restrained", + "ROLL_1d8": "Roll 1d8", + "ROLL_2d10": "Roll 2d10", + "ROLL_5": "Roll 5", + "ROLL_DAMAGE_H_L": "H+L", + "SAVE": "save", + "SAVES": "saves", + "SHIELDS": "shields", + "SHOW_POWERS_MAGIC": "Show Powers/Magic", + "SICKNESS": "sickness", + "SILVER": "Silver", + "SLOWED": "Slowed", + "STEALTH": "stealth", + "STRENGTH": "Strength", + "STRENGTH_SHORT": "STR", + "STUNNED": "Stunned", + "SWORDS": "swords", + "TASK": "task", + "THEME": "Theme", + "THEME_A": "Theme A", + "THEME_A_DARK": "Theme A (Dark)", + "THEME_B": "Theme B", + "THEME_C": "Theme C", + "THROWING": "throwing", + "TILES_OPACITY": "Tile Opacity", + "TOUGHNESS": "toughness", + "TRAITS": "TRAITS", + "TRANSPARENT": "Transparent", + "TROUBLED": "Troubled", + "UNARMED": "Unarmed", + "UNCONSCIOUS": "Unconscious", + "WHITE": "White", + "WILLPOWER": "Willpower", + "WILLPOWER_SHORT": "WIL", + "WISDOM": "Wisdom", + "WISDOM_SHORT": "WIS", + "WITHERED": "Withered", + "WOUNDS": "WOUNDS", + "XP": "XP", + "appearance": "Appearance", + "habits": "Habits", + "ideals": "Ideals", + "party-vow": "Party Vow", + "people": "Significant People", + "personality": "Personality", + "possession": "Cherished Possession", + "property": "Property & Hirelings", + "treasure": "Treasure & Trinkets" +} diff --git a/Blood_and_Doom_by_Dicetale_Games/translations/hu.json b/Blood_and_Doom_by_Dicetale_Games/translations/hu.json new file mode 100644 index 0000000000..58cc28b9d4 --- /dev/null +++ b/Blood_and_Doom_by_Dicetale_Games/translations/hu.json @@ -0,0 +1,174 @@ +{ + "1": "1", + "10": "10", + "11": "11", + "12": "12", + "2": "2", + "3": "3", + "4": "4", + "5": "5", + "6": "6", + "7": "7", + "8": "8", + "9": "9", + "ABILITIES": "ABILITIES", + "ABILITY": "ABILITY", + "ACTION_DICE": "Action Dice", + "ADVENTURING_SKILLS": "ADVENTURING SKILLS", + "ARMOR": "ARMOR", + "ASPECT": "ASPECT", + "ATTACK": "ATTACK", + "AWARENESS": "Awareness", + "AWARENESS_SHORT": "AWS", + "AXES": "axes", + "BLACK": "Black", + "BLEED": "Bleed", + "BLEMISHED": "Blemished", + "BLINDED": "Blinded", + "BLOOD_POINTS": "Blood Points", + "BLUDGEONS": "bludgeons", + "BOWS": "bows", + "BRUISES": "BRUISES", + "BURNING": "Burning", + "CANTRIPS": "Cantrips", + "CHALLENGE_SHORT": "CHALL", + "CHARACTER_NAME": "Character name", + "CHARMED": "Charmed", + "CHECK": "CHECK", + "CLASS_ARCHETYPE": "Class/Archetype", + "COMBAT_SKILLS": "COMBAT SKILLS", + "CONDITIONS": "Conditions", + "CONFUSED": "Confused", + "CORRUPTION": "corruption", + "COURAGE": "Courage", + "COURAGE_SHORT": "COU", + "D10": "d10", + "D12": "d12", + "D4": "d4", + "D6": "d6", + "D8": "d8", + "DAGGERS": "daggers", + "DAMAGE": "Damage", + "DANGERS": "Dangers", + "DEATH": "death", + "DEFEND": "defend", + "DEFENSE": "Defense", + "DEFENSE_SHORT": "DEF", + "DEITIES_AND_SPIRITS": "Deities & Spirits", + "DENTED": "dented", + "DEXTERITY": "Dexterity", + "DEXTERITY_SHORT": "DEX", + "DICE_ROLLER": "dice roller", + "DIFFICULTY": "Difficulty", + "DISARMED": "Disarmed", + "DOOM_POINTS": "Doom Points", + "DOOM_ROLL": "Doom
Roll", + "DURABILITY": "Durability", + "EASY": "Easy", + "EDGE": "edge", + "ENDURANCE": "Endurance", + "ENDURANCE_SHORT": "END", + "EQUIPMENT/SAVE": "equipment/save", + "ESOTERIC": "esoteric", + "EXHAUSTED": "Exhausted", + "EXTREME": "Extrm", + "FEATS": "Feats", + "FOCUS": "FOCUS", + "FOCUS_SHORT": "FCS", + "FRIGHTENED": "Frightened", + "GOLD": "Gold", + "GRAPPLING": "Grappling", + "H": "H", + "H+H": "H+H", + "H+M": "H+M", + "HARD": "Hard", + "HAZARD": "hazard", + "HEART": "Heart", + "HEART_SHORT": "HEA", + "HORRIFIED": "Horrified", + "INSIGHT": "INSIGHT", + "INSIGHT_SHORT": "INS", + "INTELLECT": "Intellect", + "INTELLECT_SHORT": "INT", + "L": "L", + "LANGUAGES": "Languages", + "LEVEL": "Level", + "LORE": "Lore", + "LORE_SHORT": "LOR", + "M": "M", + "MADNESS": "MADNESS", + "MAGIC": "Magic", + "MAX_RESILIENCE": "Max Resilience", + "MYSTIQUE": "Mystique", + "MYSTIQUE_SHORT": "MYS", + "NAME": "Name", + "NIGHTMARE": "Nightm", + "NONE": "None", + "NORMAL": "normal", + "OFF": "Off", + "ON": "On", + "OPAQUE": "Opaque", + "OPTIONS": "Options", + "ORIGIN": "Origin", + "PARALYZED": "Paralyzed", + "PLAYER_ROLE": "Player role", + "POISONED": "Poisoned", + "POLEARMS": "polearms", + "POWERS": "Powers", + "PRONE": "Prone", + "RECOVER": "RECOVER", + "REFLEX": "Reflex", + "REFLEX_SHORT": "RLX", + "REROLL": "Reroll", + "RESILIENCE": "RESILIENCE", + "RESOURCES": "Resources", + "REST": "REST", + "RESTRAINED": "Restrained", + "ROLL_1d8": "Roll 1d8", + "ROLL_2d10": "Roll 2d10", + "ROLL_5": "Roll 5", + "ROLL_DAMAGE_H_L": "H+L", + "SAVE": "save", + "SAVES": "saves", + "SHIELDS": "shields", + "SHOW_POWERS_MAGIC": "Show Powers/Magic", + "SICKNESS": "sickness", + "SILVER": "Silver", + "SLOWED": "Slowed", + "STEALTH": "stealth", + "STRENGTH": "Strength", + "STRENGTH_SHORT": "STR", + "STUNNED": "Stunned", + "SWORDS": "swords", + "TASK": "task", + "THEME": "Theme", + "THEME_A": "Theme A", + "THEME_A_DARK": "Theme A (Dark)", + "THEME_B": "Theme B", + "THEME_C": "Theme C", + "THROWING": "throwing", + "TILES_OPACITY": "Tile Opacity", + "TOUGHNESS": "toughness", + "TRAITS": "TRAITS", + "TRANSPARENT": "Transparent", + "TROUBLED": "Troubled", + "UNARMED": "Unarmed", + "UNCONSCIOUS": "Unconscious", + "WHITE": "White", + "WILLPOWER": "Willpower", + "WILLPOWER_SHORT": "WIL", + "WISDOM": "Wisdom", + "WISDOM_SHORT": "WIS", + "WITHERED": "Withered", + "WOUNDS": "WOUNDS", + "XP": "XP", + "appearance": "Appearance", + "habits": "Habits", + "ideals": "Ideals", + "party-vow": "Party Vow", + "people": "Significant People", + "personality": "Personality", + "possession": "Cherished Possession", + "property": "Property & Hirelings", + "treasure": "Treasure & Trinkets" +} diff --git a/Blood_and_Doom_by_Dicetale_Games/translations/it.json b/Blood_and_Doom_by_Dicetale_Games/translations/it.json new file mode 100644 index 0000000000..58cc28b9d4 --- /dev/null +++ b/Blood_and_Doom_by_Dicetale_Games/translations/it.json @@ -0,0 +1,174 @@ +{ + "1": "1", + "10": "10", + "11": "11", + "12": "12", + "2": "2", + "3": "3", + "4": "4", + "5": "5", + "6": "6", + "7": "7", + "8": "8", + "9": "9", + "ABILITIES": "ABILITIES", + "ABILITY": "ABILITY", + "ACTION_DICE": "Action Dice", + "ADVENTURING_SKILLS": "ADVENTURING SKILLS", + "ARMOR": "ARMOR", + "ASPECT": "ASPECT", + "ATTACK": "ATTACK", + "AWARENESS": "Awareness", + "AWARENESS_SHORT": "AWS", + "AXES": "axes", + "BLACK": "Black", + "BLEED": "Bleed", + "BLEMISHED": "Blemished", + "BLINDED": "Blinded", + "BLOOD_POINTS": "Blood Points", + "BLUDGEONS": "bludgeons", + "BOWS": "bows", + "BRUISES": "BRUISES", + "BURNING": "Burning", + "CANTRIPS": "Cantrips", + "CHALLENGE_SHORT": "CHALL", + "CHARACTER_NAME": "Character name", + "CHARMED": "Charmed", + "CHECK": "CHECK", + "CLASS_ARCHETYPE": "Class/Archetype", + "COMBAT_SKILLS": "COMBAT SKILLS", + "CONDITIONS": "Conditions", + "CONFUSED": "Confused", + "CORRUPTION": "corruption", + "COURAGE": "Courage", + "COURAGE_SHORT": "COU", + "D10": "d10", + "D12": "d12", + "D4": "d4", + "D6": "d6", + "D8": "d8", + "DAGGERS": "daggers", + "DAMAGE": "Damage", + "DANGERS": "Dangers", + "DEATH": "death", + "DEFEND": "defend", + "DEFENSE": "Defense", + "DEFENSE_SHORT": "DEF", + "DEITIES_AND_SPIRITS": "Deities & Spirits", + "DENTED": "dented", + "DEXTERITY": "Dexterity", + "DEXTERITY_SHORT": "DEX", + "DICE_ROLLER": "dice roller", + "DIFFICULTY": "Difficulty", + "DISARMED": "Disarmed", + "DOOM_POINTS": "Doom Points", + "DOOM_ROLL": "Doom
Roll", + "DURABILITY": "Durability", + "EASY": "Easy", + "EDGE": "edge", + "ENDURANCE": "Endurance", + "ENDURANCE_SHORT": "END", + "EQUIPMENT/SAVE": "equipment/save", + "ESOTERIC": "esoteric", + "EXHAUSTED": "Exhausted", + "EXTREME": "Extrm", + "FEATS": "Feats", + "FOCUS": "FOCUS", + "FOCUS_SHORT": "FCS", + "FRIGHTENED": "Frightened", + "GOLD": "Gold", + "GRAPPLING": "Grappling", + "H": "H", + "H+H": "H+H", + "H+M": "H+M", + "HARD": "Hard", + "HAZARD": "hazard", + "HEART": "Heart", + "HEART_SHORT": "HEA", + "HORRIFIED": "Horrified", + "INSIGHT": "INSIGHT", + "INSIGHT_SHORT": "INS", + "INTELLECT": "Intellect", + "INTELLECT_SHORT": "INT", + "L": "L", + "LANGUAGES": "Languages", + "LEVEL": "Level", + "LORE": "Lore", + "LORE_SHORT": "LOR", + "M": "M", + "MADNESS": "MADNESS", + "MAGIC": "Magic", + "MAX_RESILIENCE": "Max Resilience", + "MYSTIQUE": "Mystique", + "MYSTIQUE_SHORT": "MYS", + "NAME": "Name", + "NIGHTMARE": "Nightm", + "NONE": "None", + "NORMAL": "normal", + "OFF": "Off", + "ON": "On", + "OPAQUE": "Opaque", + "OPTIONS": "Options", + "ORIGIN": "Origin", + "PARALYZED": "Paralyzed", + "PLAYER_ROLE": "Player role", + "POISONED": "Poisoned", + "POLEARMS": "polearms", + "POWERS": "Powers", + "PRONE": "Prone", + "RECOVER": "RECOVER", + "REFLEX": "Reflex", + "REFLEX_SHORT": "RLX", + "REROLL": "Reroll", + "RESILIENCE": "RESILIENCE", + "RESOURCES": "Resources", + "REST": "REST", + "RESTRAINED": "Restrained", + "ROLL_1d8": "Roll 1d8", + "ROLL_2d10": "Roll 2d10", + "ROLL_5": "Roll 5", + "ROLL_DAMAGE_H_L": "H+L", + "SAVE": "save", + "SAVES": "saves", + "SHIELDS": "shields", + "SHOW_POWERS_MAGIC": "Show Powers/Magic", + "SICKNESS": "sickness", + "SILVER": "Silver", + "SLOWED": "Slowed", + "STEALTH": "stealth", + "STRENGTH": "Strength", + "STRENGTH_SHORT": "STR", + "STUNNED": "Stunned", + "SWORDS": "swords", + "TASK": "task", + "THEME": "Theme", + "THEME_A": "Theme A", + "THEME_A_DARK": "Theme A (Dark)", + "THEME_B": "Theme B", + "THEME_C": "Theme C", + "THROWING": "throwing", + "TILES_OPACITY": "Tile Opacity", + "TOUGHNESS": "toughness", + "TRAITS": "TRAITS", + "TRANSPARENT": "Transparent", + "TROUBLED": "Troubled", + "UNARMED": "Unarmed", + "UNCONSCIOUS": "Unconscious", + "WHITE": "White", + "WILLPOWER": "Willpower", + "WILLPOWER_SHORT": "WIL", + "WISDOM": "Wisdom", + "WISDOM_SHORT": "WIS", + "WITHERED": "Withered", + "WOUNDS": "WOUNDS", + "XP": "XP", + "appearance": "Appearance", + "habits": "Habits", + "ideals": "Ideals", + "party-vow": "Party Vow", + "people": "Significant People", + "personality": "Personality", + "possession": "Cherished Possession", + "property": "Property & Hirelings", + "treasure": "Treasure & Trinkets" +} diff --git a/Blood_and_Doom_by_Dicetale_Games/translations/ja.json b/Blood_and_Doom_by_Dicetale_Games/translations/ja.json new file mode 100644 index 0000000000..58cc28b9d4 --- /dev/null +++ b/Blood_and_Doom_by_Dicetale_Games/translations/ja.json @@ -0,0 +1,174 @@ +{ + "1": "1", + "10": "10", + "11": "11", + "12": "12", + "2": "2", + "3": "3", + "4": "4", + "5": "5", + "6": "6", + "7": "7", + "8": "8", + "9": "9", + "ABILITIES": "ABILITIES", + "ABILITY": "ABILITY", + "ACTION_DICE": "Action Dice", + "ADVENTURING_SKILLS": "ADVENTURING SKILLS", + "ARMOR": "ARMOR", + "ASPECT": "ASPECT", + "ATTACK": "ATTACK", + "AWARENESS": "Awareness", + "AWARENESS_SHORT": "AWS", + "AXES": "axes", + "BLACK": "Black", + "BLEED": "Bleed", + "BLEMISHED": "Blemished", + "BLINDED": "Blinded", + "BLOOD_POINTS": "Blood Points", + "BLUDGEONS": "bludgeons", + "BOWS": "bows", + "BRUISES": "BRUISES", + "BURNING": "Burning", + "CANTRIPS": "Cantrips", + "CHALLENGE_SHORT": "CHALL", + "CHARACTER_NAME": "Character name", + "CHARMED": "Charmed", + "CHECK": "CHECK", + "CLASS_ARCHETYPE": "Class/Archetype", + "COMBAT_SKILLS": "COMBAT SKILLS", + "CONDITIONS": "Conditions", + "CONFUSED": "Confused", + "CORRUPTION": "corruption", + "COURAGE": "Courage", + "COURAGE_SHORT": "COU", + "D10": "d10", + "D12": "d12", + "D4": "d4", + "D6": "d6", + "D8": "d8", + "DAGGERS": "daggers", + "DAMAGE": "Damage", + "DANGERS": "Dangers", + "DEATH": "death", + "DEFEND": "defend", + "DEFENSE": "Defense", + "DEFENSE_SHORT": "DEF", + "DEITIES_AND_SPIRITS": "Deities & Spirits", + "DENTED": "dented", + "DEXTERITY": "Dexterity", + "DEXTERITY_SHORT": "DEX", + "DICE_ROLLER": "dice roller", + "DIFFICULTY": "Difficulty", + "DISARMED": "Disarmed", + "DOOM_POINTS": "Doom Points", + "DOOM_ROLL": "Doom
Roll", + "DURABILITY": "Durability", + "EASY": "Easy", + "EDGE": "edge", + "ENDURANCE": "Endurance", + "ENDURANCE_SHORT": "END", + "EQUIPMENT/SAVE": "equipment/save", + "ESOTERIC": "esoteric", + "EXHAUSTED": "Exhausted", + "EXTREME": "Extrm", + "FEATS": "Feats", + "FOCUS": "FOCUS", + "FOCUS_SHORT": "FCS", + "FRIGHTENED": "Frightened", + "GOLD": "Gold", + "GRAPPLING": "Grappling", + "H": "H", + "H+H": "H+H", + "H+M": "H+M", + "HARD": "Hard", + "HAZARD": "hazard", + "HEART": "Heart", + "HEART_SHORT": "HEA", + "HORRIFIED": "Horrified", + "INSIGHT": "INSIGHT", + "INSIGHT_SHORT": "INS", + "INTELLECT": "Intellect", + "INTELLECT_SHORT": "INT", + "L": "L", + "LANGUAGES": "Languages", + "LEVEL": "Level", + "LORE": "Lore", + "LORE_SHORT": "LOR", + "M": "M", + "MADNESS": "MADNESS", + "MAGIC": "Magic", + "MAX_RESILIENCE": "Max Resilience", + "MYSTIQUE": "Mystique", + "MYSTIQUE_SHORT": "MYS", + "NAME": "Name", + "NIGHTMARE": "Nightm", + "NONE": "None", + "NORMAL": "normal", + "OFF": "Off", + "ON": "On", + "OPAQUE": "Opaque", + "OPTIONS": "Options", + "ORIGIN": "Origin", + "PARALYZED": "Paralyzed", + "PLAYER_ROLE": "Player role", + "POISONED": "Poisoned", + "POLEARMS": "polearms", + "POWERS": "Powers", + "PRONE": "Prone", + "RECOVER": "RECOVER", + "REFLEX": "Reflex", + "REFLEX_SHORT": "RLX", + "REROLL": "Reroll", + "RESILIENCE": "RESILIENCE", + "RESOURCES": "Resources", + "REST": "REST", + "RESTRAINED": "Restrained", + "ROLL_1d8": "Roll 1d8", + "ROLL_2d10": "Roll 2d10", + "ROLL_5": "Roll 5", + "ROLL_DAMAGE_H_L": "H+L", + "SAVE": "save", + "SAVES": "saves", + "SHIELDS": "shields", + "SHOW_POWERS_MAGIC": "Show Powers/Magic", + "SICKNESS": "sickness", + "SILVER": "Silver", + "SLOWED": "Slowed", + "STEALTH": "stealth", + "STRENGTH": "Strength", + "STRENGTH_SHORT": "STR", + "STUNNED": "Stunned", + "SWORDS": "swords", + "TASK": "task", + "THEME": "Theme", + "THEME_A": "Theme A", + "THEME_A_DARK": "Theme A (Dark)", + "THEME_B": "Theme B", + "THEME_C": "Theme C", + "THROWING": "throwing", + "TILES_OPACITY": "Tile Opacity", + "TOUGHNESS": "toughness", + "TRAITS": "TRAITS", + "TRANSPARENT": "Transparent", + "TROUBLED": "Troubled", + "UNARMED": "Unarmed", + "UNCONSCIOUS": "Unconscious", + "WHITE": "White", + "WILLPOWER": "Willpower", + "WILLPOWER_SHORT": "WIL", + "WISDOM": "Wisdom", + "WISDOM_SHORT": "WIS", + "WITHERED": "Withered", + "WOUNDS": "WOUNDS", + "XP": "XP", + "appearance": "Appearance", + "habits": "Habits", + "ideals": "Ideals", + "party-vow": "Party Vow", + "people": "Significant People", + "personality": "Personality", + "possession": "Cherished Possession", + "property": "Property & Hirelings", + "treasure": "Treasure & Trinkets" +} diff --git a/Blood_and_Doom_by_Dicetale_Games/translations/ko.json b/Blood_and_Doom_by_Dicetale_Games/translations/ko.json new file mode 100644 index 0000000000..58cc28b9d4 --- /dev/null +++ b/Blood_and_Doom_by_Dicetale_Games/translations/ko.json @@ -0,0 +1,174 @@ +{ + "1": "1", + "10": "10", + "11": "11", + "12": "12", + "2": "2", + "3": "3", + "4": "4", + "5": "5", + "6": "6", + "7": "7", + "8": "8", + "9": "9", + "ABILITIES": "ABILITIES", + "ABILITY": "ABILITY", + "ACTION_DICE": "Action Dice", + "ADVENTURING_SKILLS": "ADVENTURING SKILLS", + "ARMOR": "ARMOR", + "ASPECT": "ASPECT", + "ATTACK": "ATTACK", + "AWARENESS": "Awareness", + "AWARENESS_SHORT": "AWS", + "AXES": "axes", + "BLACK": "Black", + "BLEED": "Bleed", + "BLEMISHED": "Blemished", + "BLINDED": "Blinded", + "BLOOD_POINTS": "Blood Points", + "BLUDGEONS": "bludgeons", + "BOWS": "bows", + "BRUISES": "BRUISES", + "BURNING": "Burning", + "CANTRIPS": "Cantrips", + "CHALLENGE_SHORT": "CHALL", + "CHARACTER_NAME": "Character name", + "CHARMED": "Charmed", + "CHECK": "CHECK", + "CLASS_ARCHETYPE": "Class/Archetype", + "COMBAT_SKILLS": "COMBAT SKILLS", + "CONDITIONS": "Conditions", + "CONFUSED": "Confused", + "CORRUPTION": "corruption", + "COURAGE": "Courage", + "COURAGE_SHORT": "COU", + "D10": "d10", + "D12": "d12", + "D4": "d4", + "D6": "d6", + "D8": "d8", + "DAGGERS": "daggers", + "DAMAGE": "Damage", + "DANGERS": "Dangers", + "DEATH": "death", + "DEFEND": "defend", + "DEFENSE": "Defense", + "DEFENSE_SHORT": "DEF", + "DEITIES_AND_SPIRITS": "Deities & Spirits", + "DENTED": "dented", + "DEXTERITY": "Dexterity", + "DEXTERITY_SHORT": "DEX", + "DICE_ROLLER": "dice roller", + "DIFFICULTY": "Difficulty", + "DISARMED": "Disarmed", + "DOOM_POINTS": "Doom Points", + "DOOM_ROLL": "Doom
Roll", + "DURABILITY": "Durability", + "EASY": "Easy", + "EDGE": "edge", + "ENDURANCE": "Endurance", + "ENDURANCE_SHORT": "END", + "EQUIPMENT/SAVE": "equipment/save", + "ESOTERIC": "esoteric", + "EXHAUSTED": "Exhausted", + "EXTREME": "Extrm", + "FEATS": "Feats", + "FOCUS": "FOCUS", + "FOCUS_SHORT": "FCS", + "FRIGHTENED": "Frightened", + "GOLD": "Gold", + "GRAPPLING": "Grappling", + "H": "H", + "H+H": "H+H", + "H+M": "H+M", + "HARD": "Hard", + "HAZARD": "hazard", + "HEART": "Heart", + "HEART_SHORT": "HEA", + "HORRIFIED": "Horrified", + "INSIGHT": "INSIGHT", + "INSIGHT_SHORT": "INS", + "INTELLECT": "Intellect", + "INTELLECT_SHORT": "INT", + "L": "L", + "LANGUAGES": "Languages", + "LEVEL": "Level", + "LORE": "Lore", + "LORE_SHORT": "LOR", + "M": "M", + "MADNESS": "MADNESS", + "MAGIC": "Magic", + "MAX_RESILIENCE": "Max Resilience", + "MYSTIQUE": "Mystique", + "MYSTIQUE_SHORT": "MYS", + "NAME": "Name", + "NIGHTMARE": "Nightm", + "NONE": "None", + "NORMAL": "normal", + "OFF": "Off", + "ON": "On", + "OPAQUE": "Opaque", + "OPTIONS": "Options", + "ORIGIN": "Origin", + "PARALYZED": "Paralyzed", + "PLAYER_ROLE": "Player role", + "POISONED": "Poisoned", + "POLEARMS": "polearms", + "POWERS": "Powers", + "PRONE": "Prone", + "RECOVER": "RECOVER", + "REFLEX": "Reflex", + "REFLEX_SHORT": "RLX", + "REROLL": "Reroll", + "RESILIENCE": "RESILIENCE", + "RESOURCES": "Resources", + "REST": "REST", + "RESTRAINED": "Restrained", + "ROLL_1d8": "Roll 1d8", + "ROLL_2d10": "Roll 2d10", + "ROLL_5": "Roll 5", + "ROLL_DAMAGE_H_L": "H+L", + "SAVE": "save", + "SAVES": "saves", + "SHIELDS": "shields", + "SHOW_POWERS_MAGIC": "Show Powers/Magic", + "SICKNESS": "sickness", + "SILVER": "Silver", + "SLOWED": "Slowed", + "STEALTH": "stealth", + "STRENGTH": "Strength", + "STRENGTH_SHORT": "STR", + "STUNNED": "Stunned", + "SWORDS": "swords", + "TASK": "task", + "THEME": "Theme", + "THEME_A": "Theme A", + "THEME_A_DARK": "Theme A (Dark)", + "THEME_B": "Theme B", + "THEME_C": "Theme C", + "THROWING": "throwing", + "TILES_OPACITY": "Tile Opacity", + "TOUGHNESS": "toughness", + "TRAITS": "TRAITS", + "TRANSPARENT": "Transparent", + "TROUBLED": "Troubled", + "UNARMED": "Unarmed", + "UNCONSCIOUS": "Unconscious", + "WHITE": "White", + "WILLPOWER": "Willpower", + "WILLPOWER_SHORT": "WIL", + "WISDOM": "Wisdom", + "WISDOM_SHORT": "WIS", + "WITHERED": "Withered", + "WOUNDS": "WOUNDS", + "XP": "XP", + "appearance": "Appearance", + "habits": "Habits", + "ideals": "Ideals", + "party-vow": "Party Vow", + "people": "Significant People", + "personality": "Personality", + "possession": "Cherished Possession", + "property": "Property & Hirelings", + "treasure": "Treasure & Trinkets" +} diff --git a/Blood_and_Doom_by_Dicetale_Games/translations/nl.json b/Blood_and_Doom_by_Dicetale_Games/translations/nl.json new file mode 100644 index 0000000000..58cc28b9d4 --- /dev/null +++ b/Blood_and_Doom_by_Dicetale_Games/translations/nl.json @@ -0,0 +1,174 @@ +{ + "1": "1", + "10": "10", + "11": "11", + "12": "12", + "2": "2", + "3": "3", + "4": "4", + "5": "5", + "6": "6", + "7": "7", + "8": "8", + "9": "9", + "ABILITIES": "ABILITIES", + "ABILITY": "ABILITY", + "ACTION_DICE": "Action Dice", + "ADVENTURING_SKILLS": "ADVENTURING SKILLS", + "ARMOR": "ARMOR", + "ASPECT": "ASPECT", + "ATTACK": "ATTACK", + "AWARENESS": "Awareness", + "AWARENESS_SHORT": "AWS", + "AXES": "axes", + "BLACK": "Black", + "BLEED": "Bleed", + "BLEMISHED": "Blemished", + "BLINDED": "Blinded", + "BLOOD_POINTS": "Blood Points", + "BLUDGEONS": "bludgeons", + "BOWS": "bows", + "BRUISES": "BRUISES", + "BURNING": "Burning", + "CANTRIPS": "Cantrips", + "CHALLENGE_SHORT": "CHALL", + "CHARACTER_NAME": "Character name", + "CHARMED": "Charmed", + "CHECK": "CHECK", + "CLASS_ARCHETYPE": "Class/Archetype", + "COMBAT_SKILLS": "COMBAT SKILLS", + "CONDITIONS": "Conditions", + "CONFUSED": "Confused", + "CORRUPTION": "corruption", + "COURAGE": "Courage", + "COURAGE_SHORT": "COU", + "D10": "d10", + "D12": "d12", + "D4": "d4", + "D6": "d6", + "D8": "d8", + "DAGGERS": "daggers", + "DAMAGE": "Damage", + "DANGERS": "Dangers", + "DEATH": "death", + "DEFEND": "defend", + "DEFENSE": "Defense", + "DEFENSE_SHORT": "DEF", + "DEITIES_AND_SPIRITS": "Deities & Spirits", + "DENTED": "dented", + "DEXTERITY": "Dexterity", + "DEXTERITY_SHORT": "DEX", + "DICE_ROLLER": "dice roller", + "DIFFICULTY": "Difficulty", + "DISARMED": "Disarmed", + "DOOM_POINTS": "Doom Points", + "DOOM_ROLL": "Doom
Roll", + "DURABILITY": "Durability", + "EASY": "Easy", + "EDGE": "edge", + "ENDURANCE": "Endurance", + "ENDURANCE_SHORT": "END", + "EQUIPMENT/SAVE": "equipment/save", + "ESOTERIC": "esoteric", + "EXHAUSTED": "Exhausted", + "EXTREME": "Extrm", + "FEATS": "Feats", + "FOCUS": "FOCUS", + "FOCUS_SHORT": "FCS", + "FRIGHTENED": "Frightened", + "GOLD": "Gold", + "GRAPPLING": "Grappling", + "H": "H", + "H+H": "H+H", + "H+M": "H+M", + "HARD": "Hard", + "HAZARD": "hazard", + "HEART": "Heart", + "HEART_SHORT": "HEA", + "HORRIFIED": "Horrified", + "INSIGHT": "INSIGHT", + "INSIGHT_SHORT": "INS", + "INTELLECT": "Intellect", + "INTELLECT_SHORT": "INT", + "L": "L", + "LANGUAGES": "Languages", + "LEVEL": "Level", + "LORE": "Lore", + "LORE_SHORT": "LOR", + "M": "M", + "MADNESS": "MADNESS", + "MAGIC": "Magic", + "MAX_RESILIENCE": "Max Resilience", + "MYSTIQUE": "Mystique", + "MYSTIQUE_SHORT": "MYS", + "NAME": "Name", + "NIGHTMARE": "Nightm", + "NONE": "None", + "NORMAL": "normal", + "OFF": "Off", + "ON": "On", + "OPAQUE": "Opaque", + "OPTIONS": "Options", + "ORIGIN": "Origin", + "PARALYZED": "Paralyzed", + "PLAYER_ROLE": "Player role", + "POISONED": "Poisoned", + "POLEARMS": "polearms", + "POWERS": "Powers", + "PRONE": "Prone", + "RECOVER": "RECOVER", + "REFLEX": "Reflex", + "REFLEX_SHORT": "RLX", + "REROLL": "Reroll", + "RESILIENCE": "RESILIENCE", + "RESOURCES": "Resources", + "REST": "REST", + "RESTRAINED": "Restrained", + "ROLL_1d8": "Roll 1d8", + "ROLL_2d10": "Roll 2d10", + "ROLL_5": "Roll 5", + "ROLL_DAMAGE_H_L": "H+L", + "SAVE": "save", + "SAVES": "saves", + "SHIELDS": "shields", + "SHOW_POWERS_MAGIC": "Show Powers/Magic", + "SICKNESS": "sickness", + "SILVER": "Silver", + "SLOWED": "Slowed", + "STEALTH": "stealth", + "STRENGTH": "Strength", + "STRENGTH_SHORT": "STR", + "STUNNED": "Stunned", + "SWORDS": "swords", + "TASK": "task", + "THEME": "Theme", + "THEME_A": "Theme A", + "THEME_A_DARK": "Theme A (Dark)", + "THEME_B": "Theme B", + "THEME_C": "Theme C", + "THROWING": "throwing", + "TILES_OPACITY": "Tile Opacity", + "TOUGHNESS": "toughness", + "TRAITS": "TRAITS", + "TRANSPARENT": "Transparent", + "TROUBLED": "Troubled", + "UNARMED": "Unarmed", + "UNCONSCIOUS": "Unconscious", + "WHITE": "White", + "WILLPOWER": "Willpower", + "WILLPOWER_SHORT": "WIL", + "WISDOM": "Wisdom", + "WISDOM_SHORT": "WIS", + "WITHERED": "Withered", + "WOUNDS": "WOUNDS", + "XP": "XP", + "appearance": "Appearance", + "habits": "Habits", + "ideals": "Ideals", + "party-vow": "Party Vow", + "people": "Significant People", + "personality": "Personality", + "possession": "Cherished Possession", + "property": "Property & Hirelings", + "treasure": "Treasure & Trinkets" +} diff --git a/Blood_and_Doom_by_Dicetale_Games/translations/pb.json b/Blood_and_Doom_by_Dicetale_Games/translations/pb.json new file mode 100644 index 0000000000..58cc28b9d4 --- /dev/null +++ b/Blood_and_Doom_by_Dicetale_Games/translations/pb.json @@ -0,0 +1,174 @@ +{ + "1": "1", + "10": "10", + "11": "11", + "12": "12", + "2": "2", + "3": "3", + "4": "4", + "5": "5", + "6": "6", + "7": "7", + "8": "8", + "9": "9", + "ABILITIES": "ABILITIES", + "ABILITY": "ABILITY", + "ACTION_DICE": "Action Dice", + "ADVENTURING_SKILLS": "ADVENTURING SKILLS", + "ARMOR": "ARMOR", + "ASPECT": "ASPECT", + "ATTACK": "ATTACK", + "AWARENESS": "Awareness", + "AWARENESS_SHORT": "AWS", + "AXES": "axes", + "BLACK": "Black", + "BLEED": "Bleed", + "BLEMISHED": "Blemished", + "BLINDED": "Blinded", + "BLOOD_POINTS": "Blood Points", + "BLUDGEONS": "bludgeons", + "BOWS": "bows", + "BRUISES": "BRUISES", + "BURNING": "Burning", + "CANTRIPS": "Cantrips", + "CHALLENGE_SHORT": "CHALL", + "CHARACTER_NAME": "Character name", + "CHARMED": "Charmed", + "CHECK": "CHECK", + "CLASS_ARCHETYPE": "Class/Archetype", + "COMBAT_SKILLS": "COMBAT SKILLS", + "CONDITIONS": "Conditions", + "CONFUSED": "Confused", + "CORRUPTION": "corruption", + "COURAGE": "Courage", + "COURAGE_SHORT": "COU", + "D10": "d10", + "D12": "d12", + "D4": "d4", + "D6": "d6", + "D8": "d8", + "DAGGERS": "daggers", + "DAMAGE": "Damage", + "DANGERS": "Dangers", + "DEATH": "death", + "DEFEND": "defend", + "DEFENSE": "Defense", + "DEFENSE_SHORT": "DEF", + "DEITIES_AND_SPIRITS": "Deities & Spirits", + "DENTED": "dented", + "DEXTERITY": "Dexterity", + "DEXTERITY_SHORT": "DEX", + "DICE_ROLLER": "dice roller", + "DIFFICULTY": "Difficulty", + "DISARMED": "Disarmed", + "DOOM_POINTS": "Doom Points", + "DOOM_ROLL": "Doom
Roll", + "DURABILITY": "Durability", + "EASY": "Easy", + "EDGE": "edge", + "ENDURANCE": "Endurance", + "ENDURANCE_SHORT": "END", + "EQUIPMENT/SAVE": "equipment/save", + "ESOTERIC": "esoteric", + "EXHAUSTED": "Exhausted", + "EXTREME": "Extrm", + "FEATS": "Feats", + "FOCUS": "FOCUS", + "FOCUS_SHORT": "FCS", + "FRIGHTENED": "Frightened", + "GOLD": "Gold", + "GRAPPLING": "Grappling", + "H": "H", + "H+H": "H+H", + "H+M": "H+M", + "HARD": "Hard", + "HAZARD": "hazard", + "HEART": "Heart", + "HEART_SHORT": "HEA", + "HORRIFIED": "Horrified", + "INSIGHT": "INSIGHT", + "INSIGHT_SHORT": "INS", + "INTELLECT": "Intellect", + "INTELLECT_SHORT": "INT", + "L": "L", + "LANGUAGES": "Languages", + "LEVEL": "Level", + "LORE": "Lore", + "LORE_SHORT": "LOR", + "M": "M", + "MADNESS": "MADNESS", + "MAGIC": "Magic", + "MAX_RESILIENCE": "Max Resilience", + "MYSTIQUE": "Mystique", + "MYSTIQUE_SHORT": "MYS", + "NAME": "Name", + "NIGHTMARE": "Nightm", + "NONE": "None", + "NORMAL": "normal", + "OFF": "Off", + "ON": "On", + "OPAQUE": "Opaque", + "OPTIONS": "Options", + "ORIGIN": "Origin", + "PARALYZED": "Paralyzed", + "PLAYER_ROLE": "Player role", + "POISONED": "Poisoned", + "POLEARMS": "polearms", + "POWERS": "Powers", + "PRONE": "Prone", + "RECOVER": "RECOVER", + "REFLEX": "Reflex", + "REFLEX_SHORT": "RLX", + "REROLL": "Reroll", + "RESILIENCE": "RESILIENCE", + "RESOURCES": "Resources", + "REST": "REST", + "RESTRAINED": "Restrained", + "ROLL_1d8": "Roll 1d8", + "ROLL_2d10": "Roll 2d10", + "ROLL_5": "Roll 5", + "ROLL_DAMAGE_H_L": "H+L", + "SAVE": "save", + "SAVES": "saves", + "SHIELDS": "shields", + "SHOW_POWERS_MAGIC": "Show Powers/Magic", + "SICKNESS": "sickness", + "SILVER": "Silver", + "SLOWED": "Slowed", + "STEALTH": "stealth", + "STRENGTH": "Strength", + "STRENGTH_SHORT": "STR", + "STUNNED": "Stunned", + "SWORDS": "swords", + "TASK": "task", + "THEME": "Theme", + "THEME_A": "Theme A", + "THEME_A_DARK": "Theme A (Dark)", + "THEME_B": "Theme B", + "THEME_C": "Theme C", + "THROWING": "throwing", + "TILES_OPACITY": "Tile Opacity", + "TOUGHNESS": "toughness", + "TRAITS": "TRAITS", + "TRANSPARENT": "Transparent", + "TROUBLED": "Troubled", + "UNARMED": "Unarmed", + "UNCONSCIOUS": "Unconscious", + "WHITE": "White", + "WILLPOWER": "Willpower", + "WILLPOWER_SHORT": "WIL", + "WISDOM": "Wisdom", + "WISDOM_SHORT": "WIS", + "WITHERED": "Withered", + "WOUNDS": "WOUNDS", + "XP": "XP", + "appearance": "Appearance", + "habits": "Habits", + "ideals": "Ideals", + "party-vow": "Party Vow", + "people": "Significant People", + "personality": "Personality", + "possession": "Cherished Possession", + "property": "Property & Hirelings", + "treasure": "Treasure & Trinkets" +} diff --git a/Blood_and_Doom_by_Dicetale_Games/translations/pl.json b/Blood_and_Doom_by_Dicetale_Games/translations/pl.json new file mode 100644 index 0000000000..58cc28b9d4 --- /dev/null +++ b/Blood_and_Doom_by_Dicetale_Games/translations/pl.json @@ -0,0 +1,174 @@ +{ + "1": "1", + "10": "10", + "11": "11", + "12": "12", + "2": "2", + "3": "3", + "4": "4", + "5": "5", + "6": "6", + "7": "7", + "8": "8", + "9": "9", + "ABILITIES": "ABILITIES", + "ABILITY": "ABILITY", + "ACTION_DICE": "Action Dice", + "ADVENTURING_SKILLS": "ADVENTURING SKILLS", + "ARMOR": "ARMOR", + "ASPECT": "ASPECT", + "ATTACK": "ATTACK", + "AWARENESS": "Awareness", + "AWARENESS_SHORT": "AWS", + "AXES": "axes", + "BLACK": "Black", + "BLEED": "Bleed", + "BLEMISHED": "Blemished", + "BLINDED": "Blinded", + "BLOOD_POINTS": "Blood Points", + "BLUDGEONS": "bludgeons", + "BOWS": "bows", + "BRUISES": "BRUISES", + "BURNING": "Burning", + "CANTRIPS": "Cantrips", + "CHALLENGE_SHORT": "CHALL", + "CHARACTER_NAME": "Character name", + "CHARMED": "Charmed", + "CHECK": "CHECK", + "CLASS_ARCHETYPE": "Class/Archetype", + "COMBAT_SKILLS": "COMBAT SKILLS", + "CONDITIONS": "Conditions", + "CONFUSED": "Confused", + "CORRUPTION": "corruption", + "COURAGE": "Courage", + "COURAGE_SHORT": "COU", + "D10": "d10", + "D12": "d12", + "D4": "d4", + "D6": "d6", + "D8": "d8", + "DAGGERS": "daggers", + "DAMAGE": "Damage", + "DANGERS": "Dangers", + "DEATH": "death", + "DEFEND": "defend", + "DEFENSE": "Defense", + "DEFENSE_SHORT": "DEF", + "DEITIES_AND_SPIRITS": "Deities & Spirits", + "DENTED": "dented", + "DEXTERITY": "Dexterity", + "DEXTERITY_SHORT": "DEX", + "DICE_ROLLER": "dice roller", + "DIFFICULTY": "Difficulty", + "DISARMED": "Disarmed", + "DOOM_POINTS": "Doom Points", + "DOOM_ROLL": "Doom
Roll", + "DURABILITY": "Durability", + "EASY": "Easy", + "EDGE": "edge", + "ENDURANCE": "Endurance", + "ENDURANCE_SHORT": "END", + "EQUIPMENT/SAVE": "equipment/save", + "ESOTERIC": "esoteric", + "EXHAUSTED": "Exhausted", + "EXTREME": "Extrm", + "FEATS": "Feats", + "FOCUS": "FOCUS", + "FOCUS_SHORT": "FCS", + "FRIGHTENED": "Frightened", + "GOLD": "Gold", + "GRAPPLING": "Grappling", + "H": "H", + "H+H": "H+H", + "H+M": "H+M", + "HARD": "Hard", + "HAZARD": "hazard", + "HEART": "Heart", + "HEART_SHORT": "HEA", + "HORRIFIED": "Horrified", + "INSIGHT": "INSIGHT", + "INSIGHT_SHORT": "INS", + "INTELLECT": "Intellect", + "INTELLECT_SHORT": "INT", + "L": "L", + "LANGUAGES": "Languages", + "LEVEL": "Level", + "LORE": "Lore", + "LORE_SHORT": "LOR", + "M": "M", + "MADNESS": "MADNESS", + "MAGIC": "Magic", + "MAX_RESILIENCE": "Max Resilience", + "MYSTIQUE": "Mystique", + "MYSTIQUE_SHORT": "MYS", + "NAME": "Name", + "NIGHTMARE": "Nightm", + "NONE": "None", + "NORMAL": "normal", + "OFF": "Off", + "ON": "On", + "OPAQUE": "Opaque", + "OPTIONS": "Options", + "ORIGIN": "Origin", + "PARALYZED": "Paralyzed", + "PLAYER_ROLE": "Player role", + "POISONED": "Poisoned", + "POLEARMS": "polearms", + "POWERS": "Powers", + "PRONE": "Prone", + "RECOVER": "RECOVER", + "REFLEX": "Reflex", + "REFLEX_SHORT": "RLX", + "REROLL": "Reroll", + "RESILIENCE": "RESILIENCE", + "RESOURCES": "Resources", + "REST": "REST", + "RESTRAINED": "Restrained", + "ROLL_1d8": "Roll 1d8", + "ROLL_2d10": "Roll 2d10", + "ROLL_5": "Roll 5", + "ROLL_DAMAGE_H_L": "H+L", + "SAVE": "save", + "SAVES": "saves", + "SHIELDS": "shields", + "SHOW_POWERS_MAGIC": "Show Powers/Magic", + "SICKNESS": "sickness", + "SILVER": "Silver", + "SLOWED": "Slowed", + "STEALTH": "stealth", + "STRENGTH": "Strength", + "STRENGTH_SHORT": "STR", + "STUNNED": "Stunned", + "SWORDS": "swords", + "TASK": "task", + "THEME": "Theme", + "THEME_A": "Theme A", + "THEME_A_DARK": "Theme A (Dark)", + "THEME_B": "Theme B", + "THEME_C": "Theme C", + "THROWING": "throwing", + "TILES_OPACITY": "Tile Opacity", + "TOUGHNESS": "toughness", + "TRAITS": "TRAITS", + "TRANSPARENT": "Transparent", + "TROUBLED": "Troubled", + "UNARMED": "Unarmed", + "UNCONSCIOUS": "Unconscious", + "WHITE": "White", + "WILLPOWER": "Willpower", + "WILLPOWER_SHORT": "WIL", + "WISDOM": "Wisdom", + "WISDOM_SHORT": "WIS", + "WITHERED": "Withered", + "WOUNDS": "WOUNDS", + "XP": "XP", + "appearance": "Appearance", + "habits": "Habits", + "ideals": "Ideals", + "party-vow": "Party Vow", + "people": "Significant People", + "personality": "Personality", + "possession": "Cherished Possession", + "property": "Property & Hirelings", + "treasure": "Treasure & Trinkets" +} diff --git a/Blood_and_Doom_by_Dicetale_Games/translations/pt.json b/Blood_and_Doom_by_Dicetale_Games/translations/pt.json new file mode 100644 index 0000000000..58cc28b9d4 --- /dev/null +++ b/Blood_and_Doom_by_Dicetale_Games/translations/pt.json @@ -0,0 +1,174 @@ +{ + "1": "1", + "10": "10", + "11": "11", + "12": "12", + "2": "2", + "3": "3", + "4": "4", + "5": "5", + "6": "6", + "7": "7", + "8": "8", + "9": "9", + "ABILITIES": "ABILITIES", + "ABILITY": "ABILITY", + "ACTION_DICE": "Action Dice", + "ADVENTURING_SKILLS": "ADVENTURING SKILLS", + "ARMOR": "ARMOR", + "ASPECT": "ASPECT", + "ATTACK": "ATTACK", + "AWARENESS": "Awareness", + "AWARENESS_SHORT": "AWS", + "AXES": "axes", + "BLACK": "Black", + "BLEED": "Bleed", + "BLEMISHED": "Blemished", + "BLINDED": "Blinded", + "BLOOD_POINTS": "Blood Points", + "BLUDGEONS": "bludgeons", + "BOWS": "bows", + "BRUISES": "BRUISES", + "BURNING": "Burning", + "CANTRIPS": "Cantrips", + "CHALLENGE_SHORT": "CHALL", + "CHARACTER_NAME": "Character name", + "CHARMED": "Charmed", + "CHECK": "CHECK", + "CLASS_ARCHETYPE": "Class/Archetype", + "COMBAT_SKILLS": "COMBAT SKILLS", + "CONDITIONS": "Conditions", + "CONFUSED": "Confused", + "CORRUPTION": "corruption", + "COURAGE": "Courage", + "COURAGE_SHORT": "COU", + "D10": "d10", + "D12": "d12", + "D4": "d4", + "D6": "d6", + "D8": "d8", + "DAGGERS": "daggers", + "DAMAGE": "Damage", + "DANGERS": "Dangers", + "DEATH": "death", + "DEFEND": "defend", + "DEFENSE": "Defense", + "DEFENSE_SHORT": "DEF", + "DEITIES_AND_SPIRITS": "Deities & Spirits", + "DENTED": "dented", + "DEXTERITY": "Dexterity", + "DEXTERITY_SHORT": "DEX", + "DICE_ROLLER": "dice roller", + "DIFFICULTY": "Difficulty", + "DISARMED": "Disarmed", + "DOOM_POINTS": "Doom Points", + "DOOM_ROLL": "Doom
Roll", + "DURABILITY": "Durability", + "EASY": "Easy", + "EDGE": "edge", + "ENDURANCE": "Endurance", + "ENDURANCE_SHORT": "END", + "EQUIPMENT/SAVE": "equipment/save", + "ESOTERIC": "esoteric", + "EXHAUSTED": "Exhausted", + "EXTREME": "Extrm", + "FEATS": "Feats", + "FOCUS": "FOCUS", + "FOCUS_SHORT": "FCS", + "FRIGHTENED": "Frightened", + "GOLD": "Gold", + "GRAPPLING": "Grappling", + "H": "H", + "H+H": "H+H", + "H+M": "H+M", + "HARD": "Hard", + "HAZARD": "hazard", + "HEART": "Heart", + "HEART_SHORT": "HEA", + "HORRIFIED": "Horrified", + "INSIGHT": "INSIGHT", + "INSIGHT_SHORT": "INS", + "INTELLECT": "Intellect", + "INTELLECT_SHORT": "INT", + "L": "L", + "LANGUAGES": "Languages", + "LEVEL": "Level", + "LORE": "Lore", + "LORE_SHORT": "LOR", + "M": "M", + "MADNESS": "MADNESS", + "MAGIC": "Magic", + "MAX_RESILIENCE": "Max Resilience", + "MYSTIQUE": "Mystique", + "MYSTIQUE_SHORT": "MYS", + "NAME": "Name", + "NIGHTMARE": "Nightm", + "NONE": "None", + "NORMAL": "normal", + "OFF": "Off", + "ON": "On", + "OPAQUE": "Opaque", + "OPTIONS": "Options", + "ORIGIN": "Origin", + "PARALYZED": "Paralyzed", + "PLAYER_ROLE": "Player role", + "POISONED": "Poisoned", + "POLEARMS": "polearms", + "POWERS": "Powers", + "PRONE": "Prone", + "RECOVER": "RECOVER", + "REFLEX": "Reflex", + "REFLEX_SHORT": "RLX", + "REROLL": "Reroll", + "RESILIENCE": "RESILIENCE", + "RESOURCES": "Resources", + "REST": "REST", + "RESTRAINED": "Restrained", + "ROLL_1d8": "Roll 1d8", + "ROLL_2d10": "Roll 2d10", + "ROLL_5": "Roll 5", + "ROLL_DAMAGE_H_L": "H+L", + "SAVE": "save", + "SAVES": "saves", + "SHIELDS": "shields", + "SHOW_POWERS_MAGIC": "Show Powers/Magic", + "SICKNESS": "sickness", + "SILVER": "Silver", + "SLOWED": "Slowed", + "STEALTH": "stealth", + "STRENGTH": "Strength", + "STRENGTH_SHORT": "STR", + "STUNNED": "Stunned", + "SWORDS": "swords", + "TASK": "task", + "THEME": "Theme", + "THEME_A": "Theme A", + "THEME_A_DARK": "Theme A (Dark)", + "THEME_B": "Theme B", + "THEME_C": "Theme C", + "THROWING": "throwing", + "TILES_OPACITY": "Tile Opacity", + "TOUGHNESS": "toughness", + "TRAITS": "TRAITS", + "TRANSPARENT": "Transparent", + "TROUBLED": "Troubled", + "UNARMED": "Unarmed", + "UNCONSCIOUS": "Unconscious", + "WHITE": "White", + "WILLPOWER": "Willpower", + "WILLPOWER_SHORT": "WIL", + "WISDOM": "Wisdom", + "WISDOM_SHORT": "WIS", + "WITHERED": "Withered", + "WOUNDS": "WOUNDS", + "XP": "XP", + "appearance": "Appearance", + "habits": "Habits", + "ideals": "Ideals", + "party-vow": "Party Vow", + "people": "Significant People", + "personality": "Personality", + "possession": "Cherished Possession", + "property": "Property & Hirelings", + "treasure": "Treasure & Trinkets" +} diff --git a/Blood_and_Doom_by_Dicetale_Games/translations/ru.json b/Blood_and_Doom_by_Dicetale_Games/translations/ru.json new file mode 100644 index 0000000000..58cc28b9d4 --- /dev/null +++ b/Blood_and_Doom_by_Dicetale_Games/translations/ru.json @@ -0,0 +1,174 @@ +{ + "1": "1", + "10": "10", + "11": "11", + "12": "12", + "2": "2", + "3": "3", + "4": "4", + "5": "5", + "6": "6", + "7": "7", + "8": "8", + "9": "9", + "ABILITIES": "ABILITIES", + "ABILITY": "ABILITY", + "ACTION_DICE": "Action Dice", + "ADVENTURING_SKILLS": "ADVENTURING SKILLS", + "ARMOR": "ARMOR", + "ASPECT": "ASPECT", + "ATTACK": "ATTACK", + "AWARENESS": "Awareness", + "AWARENESS_SHORT": "AWS", + "AXES": "axes", + "BLACK": "Black", + "BLEED": "Bleed", + "BLEMISHED": "Blemished", + "BLINDED": "Blinded", + "BLOOD_POINTS": "Blood Points", + "BLUDGEONS": "bludgeons", + "BOWS": "bows", + "BRUISES": "BRUISES", + "BURNING": "Burning", + "CANTRIPS": "Cantrips", + "CHALLENGE_SHORT": "CHALL", + "CHARACTER_NAME": "Character name", + "CHARMED": "Charmed", + "CHECK": "CHECK", + "CLASS_ARCHETYPE": "Class/Archetype", + "COMBAT_SKILLS": "COMBAT SKILLS", + "CONDITIONS": "Conditions", + "CONFUSED": "Confused", + "CORRUPTION": "corruption", + "COURAGE": "Courage", + "COURAGE_SHORT": "COU", + "D10": "d10", + "D12": "d12", + "D4": "d4", + "D6": "d6", + "D8": "d8", + "DAGGERS": "daggers", + "DAMAGE": "Damage", + "DANGERS": "Dangers", + "DEATH": "death", + "DEFEND": "defend", + "DEFENSE": "Defense", + "DEFENSE_SHORT": "DEF", + "DEITIES_AND_SPIRITS": "Deities & Spirits", + "DENTED": "dented", + "DEXTERITY": "Dexterity", + "DEXTERITY_SHORT": "DEX", + "DICE_ROLLER": "dice roller", + "DIFFICULTY": "Difficulty", + "DISARMED": "Disarmed", + "DOOM_POINTS": "Doom Points", + "DOOM_ROLL": "Doom
Roll", + "DURABILITY": "Durability", + "EASY": "Easy", + "EDGE": "edge", + "ENDURANCE": "Endurance", + "ENDURANCE_SHORT": "END", + "EQUIPMENT/SAVE": "equipment/save", + "ESOTERIC": "esoteric", + "EXHAUSTED": "Exhausted", + "EXTREME": "Extrm", + "FEATS": "Feats", + "FOCUS": "FOCUS", + "FOCUS_SHORT": "FCS", + "FRIGHTENED": "Frightened", + "GOLD": "Gold", + "GRAPPLING": "Grappling", + "H": "H", + "H+H": "H+H", + "H+M": "H+M", + "HARD": "Hard", + "HAZARD": "hazard", + "HEART": "Heart", + "HEART_SHORT": "HEA", + "HORRIFIED": "Horrified", + "INSIGHT": "INSIGHT", + "INSIGHT_SHORT": "INS", + "INTELLECT": "Intellect", + "INTELLECT_SHORT": "INT", + "L": "L", + "LANGUAGES": "Languages", + "LEVEL": "Level", + "LORE": "Lore", + "LORE_SHORT": "LOR", + "M": "M", + "MADNESS": "MADNESS", + "MAGIC": "Magic", + "MAX_RESILIENCE": "Max Resilience", + "MYSTIQUE": "Mystique", + "MYSTIQUE_SHORT": "MYS", + "NAME": "Name", + "NIGHTMARE": "Nightm", + "NONE": "None", + "NORMAL": "normal", + "OFF": "Off", + "ON": "On", + "OPAQUE": "Opaque", + "OPTIONS": "Options", + "ORIGIN": "Origin", + "PARALYZED": "Paralyzed", + "PLAYER_ROLE": "Player role", + "POISONED": "Poisoned", + "POLEARMS": "polearms", + "POWERS": "Powers", + "PRONE": "Prone", + "RECOVER": "RECOVER", + "REFLEX": "Reflex", + "REFLEX_SHORT": "RLX", + "REROLL": "Reroll", + "RESILIENCE": "RESILIENCE", + "RESOURCES": "Resources", + "REST": "REST", + "RESTRAINED": "Restrained", + "ROLL_1d8": "Roll 1d8", + "ROLL_2d10": "Roll 2d10", + "ROLL_5": "Roll 5", + "ROLL_DAMAGE_H_L": "H+L", + "SAVE": "save", + "SAVES": "saves", + "SHIELDS": "shields", + "SHOW_POWERS_MAGIC": "Show Powers/Magic", + "SICKNESS": "sickness", + "SILVER": "Silver", + "SLOWED": "Slowed", + "STEALTH": "stealth", + "STRENGTH": "Strength", + "STRENGTH_SHORT": "STR", + "STUNNED": "Stunned", + "SWORDS": "swords", + "TASK": "task", + "THEME": "Theme", + "THEME_A": "Theme A", + "THEME_A_DARK": "Theme A (Dark)", + "THEME_B": "Theme B", + "THEME_C": "Theme C", + "THROWING": "throwing", + "TILES_OPACITY": "Tile Opacity", + "TOUGHNESS": "toughness", + "TRAITS": "TRAITS", + "TRANSPARENT": "Transparent", + "TROUBLED": "Troubled", + "UNARMED": "Unarmed", + "UNCONSCIOUS": "Unconscious", + "WHITE": "White", + "WILLPOWER": "Willpower", + "WILLPOWER_SHORT": "WIL", + "WISDOM": "Wisdom", + "WISDOM_SHORT": "WIS", + "WITHERED": "Withered", + "WOUNDS": "WOUNDS", + "XP": "XP", + "appearance": "Appearance", + "habits": "Habits", + "ideals": "Ideals", + "party-vow": "Party Vow", + "people": "Significant People", + "personality": "Personality", + "possession": "Cherished Possession", + "property": "Property & Hirelings", + "treasure": "Treasure & Trinkets" +} diff --git a/Blood_and_Doom_by_Dicetale_Games/translations/sl.json b/Blood_and_Doom_by_Dicetale_Games/translations/sl.json new file mode 100644 index 0000000000..58cc28b9d4 --- /dev/null +++ b/Blood_and_Doom_by_Dicetale_Games/translations/sl.json @@ -0,0 +1,174 @@ +{ + "1": "1", + "10": "10", + "11": "11", + "12": "12", + "2": "2", + "3": "3", + "4": "4", + "5": "5", + "6": "6", + "7": "7", + "8": "8", + "9": "9", + "ABILITIES": "ABILITIES", + "ABILITY": "ABILITY", + "ACTION_DICE": "Action Dice", + "ADVENTURING_SKILLS": "ADVENTURING SKILLS", + "ARMOR": "ARMOR", + "ASPECT": "ASPECT", + "ATTACK": "ATTACK", + "AWARENESS": "Awareness", + "AWARENESS_SHORT": "AWS", + "AXES": "axes", + "BLACK": "Black", + "BLEED": "Bleed", + "BLEMISHED": "Blemished", + "BLINDED": "Blinded", + "BLOOD_POINTS": "Blood Points", + "BLUDGEONS": "bludgeons", + "BOWS": "bows", + "BRUISES": "BRUISES", + "BURNING": "Burning", + "CANTRIPS": "Cantrips", + "CHALLENGE_SHORT": "CHALL", + "CHARACTER_NAME": "Character name", + "CHARMED": "Charmed", + "CHECK": "CHECK", + "CLASS_ARCHETYPE": "Class/Archetype", + "COMBAT_SKILLS": "COMBAT SKILLS", + "CONDITIONS": "Conditions", + "CONFUSED": "Confused", + "CORRUPTION": "corruption", + "COURAGE": "Courage", + "COURAGE_SHORT": "COU", + "D10": "d10", + "D12": "d12", + "D4": "d4", + "D6": "d6", + "D8": "d8", + "DAGGERS": "daggers", + "DAMAGE": "Damage", + "DANGERS": "Dangers", + "DEATH": "death", + "DEFEND": "defend", + "DEFENSE": "Defense", + "DEFENSE_SHORT": "DEF", + "DEITIES_AND_SPIRITS": "Deities & Spirits", + "DENTED": "dented", + "DEXTERITY": "Dexterity", + "DEXTERITY_SHORT": "DEX", + "DICE_ROLLER": "dice roller", + "DIFFICULTY": "Difficulty", + "DISARMED": "Disarmed", + "DOOM_POINTS": "Doom Points", + "DOOM_ROLL": "Doom
Roll", + "DURABILITY": "Durability", + "EASY": "Easy", + "EDGE": "edge", + "ENDURANCE": "Endurance", + "ENDURANCE_SHORT": "END", + "EQUIPMENT/SAVE": "equipment/save", + "ESOTERIC": "esoteric", + "EXHAUSTED": "Exhausted", + "EXTREME": "Extrm", + "FEATS": "Feats", + "FOCUS": "FOCUS", + "FOCUS_SHORT": "FCS", + "FRIGHTENED": "Frightened", + "GOLD": "Gold", + "GRAPPLING": "Grappling", + "H": "H", + "H+H": "H+H", + "H+M": "H+M", + "HARD": "Hard", + "HAZARD": "hazard", + "HEART": "Heart", + "HEART_SHORT": "HEA", + "HORRIFIED": "Horrified", + "INSIGHT": "INSIGHT", + "INSIGHT_SHORT": "INS", + "INTELLECT": "Intellect", + "INTELLECT_SHORT": "INT", + "L": "L", + "LANGUAGES": "Languages", + "LEVEL": "Level", + "LORE": "Lore", + "LORE_SHORT": "LOR", + "M": "M", + "MADNESS": "MADNESS", + "MAGIC": "Magic", + "MAX_RESILIENCE": "Max Resilience", + "MYSTIQUE": "Mystique", + "MYSTIQUE_SHORT": "MYS", + "NAME": "Name", + "NIGHTMARE": "Nightm", + "NONE": "None", + "NORMAL": "normal", + "OFF": "Off", + "ON": "On", + "OPAQUE": "Opaque", + "OPTIONS": "Options", + "ORIGIN": "Origin", + "PARALYZED": "Paralyzed", + "PLAYER_ROLE": "Player role", + "POISONED": "Poisoned", + "POLEARMS": "polearms", + "POWERS": "Powers", + "PRONE": "Prone", + "RECOVER": "RECOVER", + "REFLEX": "Reflex", + "REFLEX_SHORT": "RLX", + "REROLL": "Reroll", + "RESILIENCE": "RESILIENCE", + "RESOURCES": "Resources", + "REST": "REST", + "RESTRAINED": "Restrained", + "ROLL_1d8": "Roll 1d8", + "ROLL_2d10": "Roll 2d10", + "ROLL_5": "Roll 5", + "ROLL_DAMAGE_H_L": "H+L", + "SAVE": "save", + "SAVES": "saves", + "SHIELDS": "shields", + "SHOW_POWERS_MAGIC": "Show Powers/Magic", + "SICKNESS": "sickness", + "SILVER": "Silver", + "SLOWED": "Slowed", + "STEALTH": "stealth", + "STRENGTH": "Strength", + "STRENGTH_SHORT": "STR", + "STUNNED": "Stunned", + "SWORDS": "swords", + "TASK": "task", + "THEME": "Theme", + "THEME_A": "Theme A", + "THEME_A_DARK": "Theme A (Dark)", + "THEME_B": "Theme B", + "THEME_C": "Theme C", + "THROWING": "throwing", + "TILES_OPACITY": "Tile Opacity", + "TOUGHNESS": "toughness", + "TRAITS": "TRAITS", + "TRANSPARENT": "Transparent", + "TROUBLED": "Troubled", + "UNARMED": "Unarmed", + "UNCONSCIOUS": "Unconscious", + "WHITE": "White", + "WILLPOWER": "Willpower", + "WILLPOWER_SHORT": "WIL", + "WISDOM": "Wisdom", + "WISDOM_SHORT": "WIS", + "WITHERED": "Withered", + "WOUNDS": "WOUNDS", + "XP": "XP", + "appearance": "Appearance", + "habits": "Habits", + "ideals": "Ideals", + "party-vow": "Party Vow", + "people": "Significant People", + "personality": "Personality", + "possession": "Cherished Possession", + "property": "Property & Hirelings", + "treasure": "Treasure & Trinkets" +} diff --git a/Blood_and_Doom_by_Dicetale_Games/translations/sv.json b/Blood_and_Doom_by_Dicetale_Games/translations/sv.json new file mode 100644 index 0000000000..58cc28b9d4 --- /dev/null +++ b/Blood_and_Doom_by_Dicetale_Games/translations/sv.json @@ -0,0 +1,174 @@ +{ + "1": "1", + "10": "10", + "11": "11", + "12": "12", + "2": "2", + "3": "3", + "4": "4", + "5": "5", + "6": "6", + "7": "7", + "8": "8", + "9": "9", + "ABILITIES": "ABILITIES", + "ABILITY": "ABILITY", + "ACTION_DICE": "Action Dice", + "ADVENTURING_SKILLS": "ADVENTURING SKILLS", + "ARMOR": "ARMOR", + "ASPECT": "ASPECT", + "ATTACK": "ATTACK", + "AWARENESS": "Awareness", + "AWARENESS_SHORT": "AWS", + "AXES": "axes", + "BLACK": "Black", + "BLEED": "Bleed", + "BLEMISHED": "Blemished", + "BLINDED": "Blinded", + "BLOOD_POINTS": "Blood Points", + "BLUDGEONS": "bludgeons", + "BOWS": "bows", + "BRUISES": "BRUISES", + "BURNING": "Burning", + "CANTRIPS": "Cantrips", + "CHALLENGE_SHORT": "CHALL", + "CHARACTER_NAME": "Character name", + "CHARMED": "Charmed", + "CHECK": "CHECK", + "CLASS_ARCHETYPE": "Class/Archetype", + "COMBAT_SKILLS": "COMBAT SKILLS", + "CONDITIONS": "Conditions", + "CONFUSED": "Confused", + "CORRUPTION": "corruption", + "COURAGE": "Courage", + "COURAGE_SHORT": "COU", + "D10": "d10", + "D12": "d12", + "D4": "d4", + "D6": "d6", + "D8": "d8", + "DAGGERS": "daggers", + "DAMAGE": "Damage", + "DANGERS": "Dangers", + "DEATH": "death", + "DEFEND": "defend", + "DEFENSE": "Defense", + "DEFENSE_SHORT": "DEF", + "DEITIES_AND_SPIRITS": "Deities & Spirits", + "DENTED": "dented", + "DEXTERITY": "Dexterity", + "DEXTERITY_SHORT": "DEX", + "DICE_ROLLER": "dice roller", + "DIFFICULTY": "Difficulty", + "DISARMED": "Disarmed", + "DOOM_POINTS": "Doom Points", + "DOOM_ROLL": "Doom
Roll", + "DURABILITY": "Durability", + "EASY": "Easy", + "EDGE": "edge", + "ENDURANCE": "Endurance", + "ENDURANCE_SHORT": "END", + "EQUIPMENT/SAVE": "equipment/save", + "ESOTERIC": "esoteric", + "EXHAUSTED": "Exhausted", + "EXTREME": "Extrm", + "FEATS": "Feats", + "FOCUS": "FOCUS", + "FOCUS_SHORT": "FCS", + "FRIGHTENED": "Frightened", + "GOLD": "Gold", + "GRAPPLING": "Grappling", + "H": "H", + "H+H": "H+H", + "H+M": "H+M", + "HARD": "Hard", + "HAZARD": "hazard", + "HEART": "Heart", + "HEART_SHORT": "HEA", + "HORRIFIED": "Horrified", + "INSIGHT": "INSIGHT", + "INSIGHT_SHORT": "INS", + "INTELLECT": "Intellect", + "INTELLECT_SHORT": "INT", + "L": "L", + "LANGUAGES": "Languages", + "LEVEL": "Level", + "LORE": "Lore", + "LORE_SHORT": "LOR", + "M": "M", + "MADNESS": "MADNESS", + "MAGIC": "Magic", + "MAX_RESILIENCE": "Max Resilience", + "MYSTIQUE": "Mystique", + "MYSTIQUE_SHORT": "MYS", + "NAME": "Name", + "NIGHTMARE": "Nightm", + "NONE": "None", + "NORMAL": "normal", + "OFF": "Off", + "ON": "On", + "OPAQUE": "Opaque", + "OPTIONS": "Options", + "ORIGIN": "Origin", + "PARALYZED": "Paralyzed", + "PLAYER_ROLE": "Player role", + "POISONED": "Poisoned", + "POLEARMS": "polearms", + "POWERS": "Powers", + "PRONE": "Prone", + "RECOVER": "RECOVER", + "REFLEX": "Reflex", + "REFLEX_SHORT": "RLX", + "REROLL": "Reroll", + "RESILIENCE": "RESILIENCE", + "RESOURCES": "Resources", + "REST": "REST", + "RESTRAINED": "Restrained", + "ROLL_1d8": "Roll 1d8", + "ROLL_2d10": "Roll 2d10", + "ROLL_5": "Roll 5", + "ROLL_DAMAGE_H_L": "H+L", + "SAVE": "save", + "SAVES": "saves", + "SHIELDS": "shields", + "SHOW_POWERS_MAGIC": "Show Powers/Magic", + "SICKNESS": "sickness", + "SILVER": "Silver", + "SLOWED": "Slowed", + "STEALTH": "stealth", + "STRENGTH": "Strength", + "STRENGTH_SHORT": "STR", + "STUNNED": "Stunned", + "SWORDS": "swords", + "TASK": "task", + "THEME": "Theme", + "THEME_A": "Theme A", + "THEME_A_DARK": "Theme A (Dark)", + "THEME_B": "Theme B", + "THEME_C": "Theme C", + "THROWING": "throwing", + "TILES_OPACITY": "Tile Opacity", + "TOUGHNESS": "toughness", + "TRAITS": "TRAITS", + "TRANSPARENT": "Transparent", + "TROUBLED": "Troubled", + "UNARMED": "Unarmed", + "UNCONSCIOUS": "Unconscious", + "WHITE": "White", + "WILLPOWER": "Willpower", + "WILLPOWER_SHORT": "WIL", + "WISDOM": "Wisdom", + "WISDOM_SHORT": "WIS", + "WITHERED": "Withered", + "WOUNDS": "WOUNDS", + "XP": "XP", + "appearance": "Appearance", + "habits": "Habits", + "ideals": "Ideals", + "party-vow": "Party Vow", + "people": "Significant People", + "personality": "Personality", + "possession": "Cherished Possession", + "property": "Property & Hirelings", + "treasure": "Treasure & Trinkets" +} diff --git a/Blood_and_Doom_by_Dicetale_Games/translations/tr.json b/Blood_and_Doom_by_Dicetale_Games/translations/tr.json new file mode 100644 index 0000000000..58cc28b9d4 --- /dev/null +++ b/Blood_and_Doom_by_Dicetale_Games/translations/tr.json @@ -0,0 +1,174 @@ +{ + "1": "1", + "10": "10", + "11": "11", + "12": "12", + "2": "2", + "3": "3", + "4": "4", + "5": "5", + "6": "6", + "7": "7", + "8": "8", + "9": "9", + "ABILITIES": "ABILITIES", + "ABILITY": "ABILITY", + "ACTION_DICE": "Action Dice", + "ADVENTURING_SKILLS": "ADVENTURING SKILLS", + "ARMOR": "ARMOR", + "ASPECT": "ASPECT", + "ATTACK": "ATTACK", + "AWARENESS": "Awareness", + "AWARENESS_SHORT": "AWS", + "AXES": "axes", + "BLACK": "Black", + "BLEED": "Bleed", + "BLEMISHED": "Blemished", + "BLINDED": "Blinded", + "BLOOD_POINTS": "Blood Points", + "BLUDGEONS": "bludgeons", + "BOWS": "bows", + "BRUISES": "BRUISES", + "BURNING": "Burning", + "CANTRIPS": "Cantrips", + "CHALLENGE_SHORT": "CHALL", + "CHARACTER_NAME": "Character name", + "CHARMED": "Charmed", + "CHECK": "CHECK", + "CLASS_ARCHETYPE": "Class/Archetype", + "COMBAT_SKILLS": "COMBAT SKILLS", + "CONDITIONS": "Conditions", + "CONFUSED": "Confused", + "CORRUPTION": "corruption", + "COURAGE": "Courage", + "COURAGE_SHORT": "COU", + "D10": "d10", + "D12": "d12", + "D4": "d4", + "D6": "d6", + "D8": "d8", + "DAGGERS": "daggers", + "DAMAGE": "Damage", + "DANGERS": "Dangers", + "DEATH": "death", + "DEFEND": "defend", + "DEFENSE": "Defense", + "DEFENSE_SHORT": "DEF", + "DEITIES_AND_SPIRITS": "Deities & Spirits", + "DENTED": "dented", + "DEXTERITY": "Dexterity", + "DEXTERITY_SHORT": "DEX", + "DICE_ROLLER": "dice roller", + "DIFFICULTY": "Difficulty", + "DISARMED": "Disarmed", + "DOOM_POINTS": "Doom Points", + "DOOM_ROLL": "Doom
Roll", + "DURABILITY": "Durability", + "EASY": "Easy", + "EDGE": "edge", + "ENDURANCE": "Endurance", + "ENDURANCE_SHORT": "END", + "EQUIPMENT/SAVE": "equipment/save", + "ESOTERIC": "esoteric", + "EXHAUSTED": "Exhausted", + "EXTREME": "Extrm", + "FEATS": "Feats", + "FOCUS": "FOCUS", + "FOCUS_SHORT": "FCS", + "FRIGHTENED": "Frightened", + "GOLD": "Gold", + "GRAPPLING": "Grappling", + "H": "H", + "H+H": "H+H", + "H+M": "H+M", + "HARD": "Hard", + "HAZARD": "hazard", + "HEART": "Heart", + "HEART_SHORT": "HEA", + "HORRIFIED": "Horrified", + "INSIGHT": "INSIGHT", + "INSIGHT_SHORT": "INS", + "INTELLECT": "Intellect", + "INTELLECT_SHORT": "INT", + "L": "L", + "LANGUAGES": "Languages", + "LEVEL": "Level", + "LORE": "Lore", + "LORE_SHORT": "LOR", + "M": "M", + "MADNESS": "MADNESS", + "MAGIC": "Magic", + "MAX_RESILIENCE": "Max Resilience", + "MYSTIQUE": "Mystique", + "MYSTIQUE_SHORT": "MYS", + "NAME": "Name", + "NIGHTMARE": "Nightm", + "NONE": "None", + "NORMAL": "normal", + "OFF": "Off", + "ON": "On", + "OPAQUE": "Opaque", + "OPTIONS": "Options", + "ORIGIN": "Origin", + "PARALYZED": "Paralyzed", + "PLAYER_ROLE": "Player role", + "POISONED": "Poisoned", + "POLEARMS": "polearms", + "POWERS": "Powers", + "PRONE": "Prone", + "RECOVER": "RECOVER", + "REFLEX": "Reflex", + "REFLEX_SHORT": "RLX", + "REROLL": "Reroll", + "RESILIENCE": "RESILIENCE", + "RESOURCES": "Resources", + "REST": "REST", + "RESTRAINED": "Restrained", + "ROLL_1d8": "Roll 1d8", + "ROLL_2d10": "Roll 2d10", + "ROLL_5": "Roll 5", + "ROLL_DAMAGE_H_L": "H+L", + "SAVE": "save", + "SAVES": "saves", + "SHIELDS": "shields", + "SHOW_POWERS_MAGIC": "Show Powers/Magic", + "SICKNESS": "sickness", + "SILVER": "Silver", + "SLOWED": "Slowed", + "STEALTH": "stealth", + "STRENGTH": "Strength", + "STRENGTH_SHORT": "STR", + "STUNNED": "Stunned", + "SWORDS": "swords", + "TASK": "task", + "THEME": "Theme", + "THEME_A": "Theme A", + "THEME_A_DARK": "Theme A (Dark)", + "THEME_B": "Theme B", + "THEME_C": "Theme C", + "THROWING": "throwing", + "TILES_OPACITY": "Tile Opacity", + "TOUGHNESS": "toughness", + "TRAITS": "TRAITS", + "TRANSPARENT": "Transparent", + "TROUBLED": "Troubled", + "UNARMED": "Unarmed", + "UNCONSCIOUS": "Unconscious", + "WHITE": "White", + "WILLPOWER": "Willpower", + "WILLPOWER_SHORT": "WIL", + "WISDOM": "Wisdom", + "WISDOM_SHORT": "WIS", + "WITHERED": "Withered", + "WOUNDS": "WOUNDS", + "XP": "XP", + "appearance": "Appearance", + "habits": "Habits", + "ideals": "Ideals", + "party-vow": "Party Vow", + "people": "Significant People", + "personality": "Personality", + "possession": "Cherished Possession", + "property": "Property & Hirelings", + "treasure": "Treasure & Trinkets" +} diff --git a/Blood_and_Doom_by_Dicetale_Games/translations/uk.json b/Blood_and_Doom_by_Dicetale_Games/translations/uk.json new file mode 100644 index 0000000000..58cc28b9d4 --- /dev/null +++ b/Blood_and_Doom_by_Dicetale_Games/translations/uk.json @@ -0,0 +1,174 @@ +{ + "1": "1", + "10": "10", + "11": "11", + "12": "12", + "2": "2", + "3": "3", + "4": "4", + "5": "5", + "6": "6", + "7": "7", + "8": "8", + "9": "9", + "ABILITIES": "ABILITIES", + "ABILITY": "ABILITY", + "ACTION_DICE": "Action Dice", + "ADVENTURING_SKILLS": "ADVENTURING SKILLS", + "ARMOR": "ARMOR", + "ASPECT": "ASPECT", + "ATTACK": "ATTACK", + "AWARENESS": "Awareness", + "AWARENESS_SHORT": "AWS", + "AXES": "axes", + "BLACK": "Black", + "BLEED": "Bleed", + "BLEMISHED": "Blemished", + "BLINDED": "Blinded", + "BLOOD_POINTS": "Blood Points", + "BLUDGEONS": "bludgeons", + "BOWS": "bows", + "BRUISES": "BRUISES", + "BURNING": "Burning", + "CANTRIPS": "Cantrips", + "CHALLENGE_SHORT": "CHALL", + "CHARACTER_NAME": "Character name", + "CHARMED": "Charmed", + "CHECK": "CHECK", + "CLASS_ARCHETYPE": "Class/Archetype", + "COMBAT_SKILLS": "COMBAT SKILLS", + "CONDITIONS": "Conditions", + "CONFUSED": "Confused", + "CORRUPTION": "corruption", + "COURAGE": "Courage", + "COURAGE_SHORT": "COU", + "D10": "d10", + "D12": "d12", + "D4": "d4", + "D6": "d6", + "D8": "d8", + "DAGGERS": "daggers", + "DAMAGE": "Damage", + "DANGERS": "Dangers", + "DEATH": "death", + "DEFEND": "defend", + "DEFENSE": "Defense", + "DEFENSE_SHORT": "DEF", + "DEITIES_AND_SPIRITS": "Deities & Spirits", + "DENTED": "dented", + "DEXTERITY": "Dexterity", + "DEXTERITY_SHORT": "DEX", + "DICE_ROLLER": "dice roller", + "DIFFICULTY": "Difficulty", + "DISARMED": "Disarmed", + "DOOM_POINTS": "Doom Points", + "DOOM_ROLL": "Doom
Roll", + "DURABILITY": "Durability", + "EASY": "Easy", + "EDGE": "edge", + "ENDURANCE": "Endurance", + "ENDURANCE_SHORT": "END", + "EQUIPMENT/SAVE": "equipment/save", + "ESOTERIC": "esoteric", + "EXHAUSTED": "Exhausted", + "EXTREME": "Extrm", + "FEATS": "Feats", + "FOCUS": "FOCUS", + "FOCUS_SHORT": "FCS", + "FRIGHTENED": "Frightened", + "GOLD": "Gold", + "GRAPPLING": "Grappling", + "H": "H", + "H+H": "H+H", + "H+M": "H+M", + "HARD": "Hard", + "HAZARD": "hazard", + "HEART": "Heart", + "HEART_SHORT": "HEA", + "HORRIFIED": "Horrified", + "INSIGHT": "INSIGHT", + "INSIGHT_SHORT": "INS", + "INTELLECT": "Intellect", + "INTELLECT_SHORT": "INT", + "L": "L", + "LANGUAGES": "Languages", + "LEVEL": "Level", + "LORE": "Lore", + "LORE_SHORT": "LOR", + "M": "M", + "MADNESS": "MADNESS", + "MAGIC": "Magic", + "MAX_RESILIENCE": "Max Resilience", + "MYSTIQUE": "Mystique", + "MYSTIQUE_SHORT": "MYS", + "NAME": "Name", + "NIGHTMARE": "Nightm", + "NONE": "None", + "NORMAL": "normal", + "OFF": "Off", + "ON": "On", + "OPAQUE": "Opaque", + "OPTIONS": "Options", + "ORIGIN": "Origin", + "PARALYZED": "Paralyzed", + "PLAYER_ROLE": "Player role", + "POISONED": "Poisoned", + "POLEARMS": "polearms", + "POWERS": "Powers", + "PRONE": "Prone", + "RECOVER": "RECOVER", + "REFLEX": "Reflex", + "REFLEX_SHORT": "RLX", + "REROLL": "Reroll", + "RESILIENCE": "RESILIENCE", + "RESOURCES": "Resources", + "REST": "REST", + "RESTRAINED": "Restrained", + "ROLL_1d8": "Roll 1d8", + "ROLL_2d10": "Roll 2d10", + "ROLL_5": "Roll 5", + "ROLL_DAMAGE_H_L": "H+L", + "SAVE": "save", + "SAVES": "saves", + "SHIELDS": "shields", + "SHOW_POWERS_MAGIC": "Show Powers/Magic", + "SICKNESS": "sickness", + "SILVER": "Silver", + "SLOWED": "Slowed", + "STEALTH": "stealth", + "STRENGTH": "Strength", + "STRENGTH_SHORT": "STR", + "STUNNED": "Stunned", + "SWORDS": "swords", + "TASK": "task", + "THEME": "Theme", + "THEME_A": "Theme A", + "THEME_A_DARK": "Theme A (Dark)", + "THEME_B": "Theme B", + "THEME_C": "Theme C", + "THROWING": "throwing", + "TILES_OPACITY": "Tile Opacity", + "TOUGHNESS": "toughness", + "TRAITS": "TRAITS", + "TRANSPARENT": "Transparent", + "TROUBLED": "Troubled", + "UNARMED": "Unarmed", + "UNCONSCIOUS": "Unconscious", + "WHITE": "White", + "WILLPOWER": "Willpower", + "WILLPOWER_SHORT": "WIL", + "WISDOM": "Wisdom", + "WISDOM_SHORT": "WIS", + "WITHERED": "Withered", + "WOUNDS": "WOUNDS", + "XP": "XP", + "appearance": "Appearance", + "habits": "Habits", + "ideals": "Ideals", + "party-vow": "Party Vow", + "people": "Significant People", + "personality": "Personality", + "possession": "Cherished Possession", + "property": "Property & Hirelings", + "treasure": "Treasure & Trinkets" +} diff --git a/Blood_and_Doom_by_Dicetale_Games/translations/zh.json b/Blood_and_Doom_by_Dicetale_Games/translations/zh.json new file mode 100644 index 0000000000..58cc28b9d4 --- /dev/null +++ b/Blood_and_Doom_by_Dicetale_Games/translations/zh.json @@ -0,0 +1,174 @@ +{ + "1": "1", + "10": "10", + "11": "11", + "12": "12", + "2": "2", + "3": "3", + "4": "4", + "5": "5", + "6": "6", + "7": "7", + "8": "8", + "9": "9", + "ABILITIES": "ABILITIES", + "ABILITY": "ABILITY", + "ACTION_DICE": "Action Dice", + "ADVENTURING_SKILLS": "ADVENTURING SKILLS", + "ARMOR": "ARMOR", + "ASPECT": "ASPECT", + "ATTACK": "ATTACK", + "AWARENESS": "Awareness", + "AWARENESS_SHORT": "AWS", + "AXES": "axes", + "BLACK": "Black", + "BLEED": "Bleed", + "BLEMISHED": "Blemished", + "BLINDED": "Blinded", + "BLOOD_POINTS": "Blood Points", + "BLUDGEONS": "bludgeons", + "BOWS": "bows", + "BRUISES": "BRUISES", + "BURNING": "Burning", + "CANTRIPS": "Cantrips", + "CHALLENGE_SHORT": "CHALL", + "CHARACTER_NAME": "Character name", + "CHARMED": "Charmed", + "CHECK": "CHECK", + "CLASS_ARCHETYPE": "Class/Archetype", + "COMBAT_SKILLS": "COMBAT SKILLS", + "CONDITIONS": "Conditions", + "CONFUSED": "Confused", + "CORRUPTION": "corruption", + "COURAGE": "Courage", + "COURAGE_SHORT": "COU", + "D10": "d10", + "D12": "d12", + "D4": "d4", + "D6": "d6", + "D8": "d8", + "DAGGERS": "daggers", + "DAMAGE": "Damage", + "DANGERS": "Dangers", + "DEATH": "death", + "DEFEND": "defend", + "DEFENSE": "Defense", + "DEFENSE_SHORT": "DEF", + "DEITIES_AND_SPIRITS": "Deities & Spirits", + "DENTED": "dented", + "DEXTERITY": "Dexterity", + "DEXTERITY_SHORT": "DEX", + "DICE_ROLLER": "dice roller", + "DIFFICULTY": "Difficulty", + "DISARMED": "Disarmed", + "DOOM_POINTS": "Doom Points", + "DOOM_ROLL": "Doom
Roll", + "DURABILITY": "Durability", + "EASY": "Easy", + "EDGE": "edge", + "ENDURANCE": "Endurance", + "ENDURANCE_SHORT": "END", + "EQUIPMENT/SAVE": "equipment/save", + "ESOTERIC": "esoteric", + "EXHAUSTED": "Exhausted", + "EXTREME": "Extrm", + "FEATS": "Feats", + "FOCUS": "FOCUS", + "FOCUS_SHORT": "FCS", + "FRIGHTENED": "Frightened", + "GOLD": "Gold", + "GRAPPLING": "Grappling", + "H": "H", + "H+H": "H+H", + "H+M": "H+M", + "HARD": "Hard", + "HAZARD": "hazard", + "HEART": "Heart", + "HEART_SHORT": "HEA", + "HORRIFIED": "Horrified", + "INSIGHT": "INSIGHT", + "INSIGHT_SHORT": "INS", + "INTELLECT": "Intellect", + "INTELLECT_SHORT": "INT", + "L": "L", + "LANGUAGES": "Languages", + "LEVEL": "Level", + "LORE": "Lore", + "LORE_SHORT": "LOR", + "M": "M", + "MADNESS": "MADNESS", + "MAGIC": "Magic", + "MAX_RESILIENCE": "Max Resilience", + "MYSTIQUE": "Mystique", + "MYSTIQUE_SHORT": "MYS", + "NAME": "Name", + "NIGHTMARE": "Nightm", + "NONE": "None", + "NORMAL": "normal", + "OFF": "Off", + "ON": "On", + "OPAQUE": "Opaque", + "OPTIONS": "Options", + "ORIGIN": "Origin", + "PARALYZED": "Paralyzed", + "PLAYER_ROLE": "Player role", + "POISONED": "Poisoned", + "POLEARMS": "polearms", + "POWERS": "Powers", + "PRONE": "Prone", + "RECOVER": "RECOVER", + "REFLEX": "Reflex", + "REFLEX_SHORT": "RLX", + "REROLL": "Reroll", + "RESILIENCE": "RESILIENCE", + "RESOURCES": "Resources", + "REST": "REST", + "RESTRAINED": "Restrained", + "ROLL_1d8": "Roll 1d8", + "ROLL_2d10": "Roll 2d10", + "ROLL_5": "Roll 5", + "ROLL_DAMAGE_H_L": "H+L", + "SAVE": "save", + "SAVES": "saves", + "SHIELDS": "shields", + "SHOW_POWERS_MAGIC": "Show Powers/Magic", + "SICKNESS": "sickness", + "SILVER": "Silver", + "SLOWED": "Slowed", + "STEALTH": "stealth", + "STRENGTH": "Strength", + "STRENGTH_SHORT": "STR", + "STUNNED": "Stunned", + "SWORDS": "swords", + "TASK": "task", + "THEME": "Theme", + "THEME_A": "Theme A", + "THEME_A_DARK": "Theme A (Dark)", + "THEME_B": "Theme B", + "THEME_C": "Theme C", + "THROWING": "throwing", + "TILES_OPACITY": "Tile Opacity", + "TOUGHNESS": "toughness", + "TRAITS": "TRAITS", + "TRANSPARENT": "Transparent", + "TROUBLED": "Troubled", + "UNARMED": "Unarmed", + "UNCONSCIOUS": "Unconscious", + "WHITE": "White", + "WILLPOWER": "Willpower", + "WILLPOWER_SHORT": "WIL", + "WISDOM": "Wisdom", + "WISDOM_SHORT": "WIS", + "WITHERED": "Withered", + "WOUNDS": "WOUNDS", + "XP": "XP", + "appearance": "Appearance", + "habits": "Habits", + "ideals": "Ideals", + "party-vow": "Party Vow", + "people": "Significant People", + "personality": "Personality", + "possession": "Cherished Possession", + "property": "Property & Hirelings", + "treasure": "Treasure & Trinkets" +} diff --git a/Blood_and_Doom_by_Dicetale_Games/tsconfig.json b/Blood_and_Doom_by_Dicetale_Games/tsconfig.json new file mode 100644 index 0000000000..cfb7afb3f3 --- /dev/null +++ b/Blood_and_Doom_by_Dicetale_Games/tsconfig.json @@ -0,0 +1,19 @@ +{ + "compilerOptions": { + "module": "system", + "noImplicitAny": true, + "removeComments": true, + "preserveConstEnums": true, + "strict": true, + "outFile": "src/workers.js", + "sourceMap": false, + "lib": [ + "ES2017", + "dom" + ] + }, + "include": [ + "src/ts/**/*", + "src/Roll20.d.ts" + ] +} diff --git a/Brigandyne-V2/ReadMe.md b/Brigandyne-V2/ReadMe.md index 25f2960485..db8bfac970 100644 --- a/Brigandyne-V2/ReadMe.md +++ b/Brigandyne-V2/ReadMe.md @@ -1,6 +1,6 @@ # Brigandyne, Aventures de sang et d'acier -Feuille de personnage pour [Brigandyne-v2](https://brigandyne.wordpress.com/), par [pascalloria] et [Taliesin60] en s'insipirant de la feuille [Brigandyne] créer par [NathaTerrien] +Feuille de personnage pour [Brigandyne-v2](https://brigandyne.wordpress.com/), par [pascalloria] en s'insipirant de la feuille [Brigandyne] créer par [NathaTerrien] NathaTerrien ## Brigandyne ! diff --git a/Brigandyne-V2/brigandyne-v2.css b/Brigandyne-V2/brigandyne-v2.css index ed6749797b..47bbc83e40 100644 --- a/Brigandyne-V2/brigandyne-v2.css +++ b/Brigandyne-V2/brigandyne-v2.css @@ -491,6 +491,19 @@ progress { font-weight: 300; } +.sheet-jet{ + background-color: #E0D3BA; + padding: 6px; + display: table-cell; + font-family: 'Shadows Into Light'; + font-size: large; + font-weight: bold; + text-align: center; + vertical-align: middle; + white-space: nowrap; + width: 100%; +} + .display-1 { font-size: calc(1.625rem + 4.5vw); font-weight: 300; @@ -8463,18 +8476,7 @@ div.repcontrol{ border-top: 1px dotted #64553E; width: 100%; } -.sheet-rolltemplate-tmpl div.sheet-jet{ - background-color: #E0D3BA; - padding: 6px; - display: table-cell; - font-family: 'Shadows Into Light'; - font-size: large; - font-weight: bold; - text-align: center; - vertical-align: middle; - white-space: nowrap; - width: 100%; -} + .sheet-rolltemplate-tmpl div.sheet-bordleft{ border-left: 1px dotted #64553E; } diff --git a/Brigandyne-V2/brigandyne-v2.html b/Brigandyne-V2/brigandyne-v2.html index 4fd4a34f1a..1282e7ff8c 100644 --- a/Brigandyne-V2/brigandyne-v2.html +++ b/Brigandyne-V2/brigandyne-v2.html @@ -199,8 +199,8 @@ }); }); }); - on("change:COM change:CNS change:END change:FOR change:MVT change:PER change:VOL", function(){ - getAttrs(["COM","CNS","END","FOR","MVT","PER","VOL","INIT","VM","SFM","DM"], function(values) { + on("change:COM change:CNS change:END change:FOR change:MVT change:PER change:VOL change:BV change:BS", function(){ + getAttrs(["COM","CNS","END","FOR","MVT","PER","VOL","INIT","VM","SFM","DM","BV","BS"], function(values) { var vol = parseInt(values.VOL) || 0; var bc = Math.trunc((parseInt(values.COM) || 0) / 10); var bm = Math.trunc((parseInt(values.MVT) || 0) / 10); @@ -211,10 +211,12 @@ var v5 = Math.trunc(vol / 5); var c5 = Math.trunc((parseInt(values.CNS) || 0) / 5); var bf = Math.trunc((parseInt(values.FOR) || 0) / 10); + var vb = parseInt(values.BV) || 0; + var bs = parseInt(values.BS) || 0; setAttrs({ INIT: bc+bm+bp, - VM: f5+e5+bv, - SFM: v5+c5+bc , + VM: f5+e5+bv+vb, + SFM: v5+c5+bc+bs , BF : bf }); @@ -347,50 +349,54 @@ - - - - - - - + + + + + + +

-
+

Vitalité

- + / - + +
-
+

Sang-Froid

- + / - + +
-
+

Destin

- + / - +
@@ -407,170 +413,310 @@
- +

+ +
+
+

Expérience

+ + px +
+ +
+

Monnaie

+ + po + + pa + + pc +
+ +
+

Archétype

+ + + + + + + + + + + + + + + + + + + + + + + + + + + +
+
+

Langues

+
+ +
+
+ + + +
+

Vice / Vértu

+
+
+
+
+

Avare

+

Colérique

+

Cruel

+

Envieux

+
+
+ + + + +
+
+ + + + +
+
+

Généreux

+

Prudent

+

Clément

+

Bienveillant

+
+
+
+
+
+
+

Gourmand

+

Lâche

+

Luxurieux

+

Orgueilleux

+
+
+ + + + +
+
+ + + + +
+
+

Sobre

+

Valeureux

+

Chaste

+

Humble

+
+
+
+
+
+
+

Paresseux

+

Trompeur

+
+
+ + +
+
+ + +
+
+

Travailleur

+

Loyal

+
+
+
+
+
+

Compétences

+
- - + + - +
- - + + - +
- - + + - +
- - + + - +
- - + + - +
- - + + - +
- - + + - +
- - + + - +
- - + + - +
- - + + - +
- - + + - +
- - + + - +
- - + + - +
@@ -580,7 +726,7 @@

Atouts

- +
@@ -588,7 +734,7 @@

Inventaire

- +
@@ -603,14 +749,13 @@   Mod. DMG - Portée - DIS + Portée Main Special - + @@ -624,19 +769,7 @@ - - - - + - + @@ -669,19 +802,7 @@ - - - - + - + BF - - - - + - + @@ -754,27 +862,15 @@
- - + + - + - +
BF - - - - +
@@ -882,7 +978,7 @@ - + +
+
+ Racial Abilities +
+ +
+ Spellbook + Spell / Level / Memorize +
+ +
+
+
+ Spells +
+
+ Level + #Spells + Bonus Spells + Total +
+
+ 0th + + + + + = + +
+
+ 1st + + + + + = + +
+
+ 2nd + + + + + = + +
+
+ 3rd + + + + + = + +
+
+ 4th + + + + + = + +
+
+ 5th + + + + + = + +
+
+ 6th + + + + + = + +
+
+ 7th + + + + + = + +
+
+ 8th + + + + + = + +
+
+ 9th + + + + + = + +
+
-

Journal/Notes

- Journal/Notes +

+
-

Monster

- Monster goes here +

+ +
+
+ name + Int + Type + alignment + size + roll for + initiative +
+
+ + + + + +
+
+ level + Saves + ArmorClass + movement + No. + Encountered +
+
+ + + + + + +
+
+ Special Attacks + Hit Points +
+
+ + / + +
+
+ Special + Attack + + +
+
+ Special + Attack + + +
+
+ Special + Defenses + +
+ + +
+ check + pri sec ter + score + mod +
+ +
+ +
+
+
+
+
+
+
+
+ +
+
+
+
+
+
+
+
+ +
+
+ Weapons + HitDmg + Name + BtH + Mod + Misc + Magic + Total + | + Dmg + Mod + Misc + Magic + Total +
+
+ + + +
+
+ + + +
+
+ + + +
+
+ + + +
+
+
+ +
+
+

+ Use Critical Damage?
+ +
+ + +
+

{{name}}

+
+

To Hit = {{computed::roll1}}

+

Damage = {{computed::roll2}}

+
+
+
+ +
+

{{title}}

+
+

Result = {{Result}}

+
+
+
+ +
+

{{title}}

+
+

Result = {{Result}}

+

Prime = {{Prime}}

+
+
+
-
-
-
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Name:Level:
Class:Experience:
Race:Next level:
Alignment: - - Movement:
Hair:Height:
Eyes:Weight
Age:Diety:
Languages
- -
 
Turn Undead
Turning CheckSuccess Roll# Turned
 
Roll For Initiative
ArmorHit Points
Armor:/
Shield: 
Helm: 
- - - - - - - - - - - - - - - - - - - - -
ACArmorShieldModMagicMisc
= 10 +
- -
-
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Attributes(Attribute check: d20 + lvl + mod)
CheckPri Sec TerScoreMod
- - - - Strength
- - - - Dexterity
- - - - Constitution
- - - - Intelligence
- - - - Wisdom
- - - - Charisma
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Saving Throws(Attribute check: d20 + lvl + mod)
CheckSave TypeModCheckSave TypeMod
ParalysisConstriction
Breath WeaponTraps
DiseasePoison
Arcane MagicIllusion
ConfusionDivine Magic
Gaze AttackPetrification
Death AttackCharm
FearEnergy Drain
Polymorph
-
-
-
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Weapons
HitDmgNameBtHModMiscMagicTotal|DmgModMiscMagicTotal
- +++=|+++=
- +++=|+++=
- +++=|+++=
- +++=|+++=
- +++=|+++=
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Class and Race Skills
RollNameAttrAttrBonusMiscMagicTotal
- - - ++=
- - - ++=
- - - ++=
- - - ++=
- - - ++=
- - - ++=
- - - ++=
- - - ++=
-
-
-
- - - - - - - - - - - - - - - - - - - - - - -
Class Abilities
-
- -
-
Inventory
-
- -
-
Misc Inventory
- -
-
-
- - - - - - - - - - - - - - - - - - - -
Racial Abilities
-
- -
-
Spellbook
Spell / Level / Memorized
-
- - - -
-
-
-
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Spells
Level#SpellsBonus
Spells
Total
0th+= -
1st+= -
2nd+= -
3rd+= -
4th+= -
5th+= -
6th+= -
7th+= -
8th+= -
9th+= -
-
-
-
-
-
-
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Name:HitDice:
IntSaves
Type:ArmorClass
Alignment: - - Movement:
SizeNo. Encountered
Roll For Initiative
Special AttacksHit Points
  /
Special Attacks:
Special Attacks:
Special Defenses: 
-
-
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Attributes(Attribute check: d20 + lvl + mod)
CheckPri Sec TerScoreMod
- - - - Str
- - - - Dex
- - - - Con
- - - - Int
- - - - Wis
- - - - Cha
-
-
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Attacks
HitDmgNameBtHModMiscMagicTotal|DmgModMiscMagicTotal
- +++=|+++=
- +++=|+++=
- +++=|+++=
- +++=|+++=
- - -
Notes
- - -
- diff --git a/Castles&Crusades/CHANGELOG.md b/Castles&Crusades/CHANGELOG.md new file mode 100644 index 0000000000..8fc4a21974 --- /dev/null +++ b/Castles&Crusades/CHANGELOG.md @@ -0,0 +1,6 @@ +Change Log +============================================== +**2022-12-25 ** v.2.0 Paul V + New Sheet Version + Rewritten to use DIV instead of Table + Added new tabb for Settings - Allowing Critical Damage optional rule diff --git a/Castles&Crusades/sheet.json b/Castles&Crusades/sheet.json index c96d28fe10..63133f0d08 100644 --- a/Castles&Crusades/sheet.json +++ b/Castles&Crusades/sheet.json @@ -1,8 +1,13 @@ { + "title": "Castles & Crusades", "html": "C&C.html", "css": "C&C.css", - "authors": "David Berkompas, Rom Elwell", + "authors": "David Berkompas, Rom Elwell, PaulV", "preview": "C&C.png", "instructions": "Castles & Crusades Character Sheet\r Designed to function much like an actual paper sheet would. ", - "legacy": true + "version": "1.0", + "roll20userid": "84040", + "legacy": false, + "compendium": "castles", + "printable": true } \ No newline at end of file diff --git a/Castles&Crusades/translation.json b/Castles&Crusades/translation.json new file mode 100644 index 0000000000..8eeb0fae22 --- /dev/null +++ b/Castles&Crusades/translation.json @@ -0,0 +1,152 @@ +{ + "blank": " ", + "blank2": " ", + "0th": "0th", + "1st": "1st", + "2nd": "2nd", + "3rd": "3rd", + "4th": "4th", + "5th": "5th", + "6th": "6th", + "7th": "7th", + "8th": "8th", + "9th": "9th", + "+": "+", + "+2": "+", + "+3": "+", + "+4": "+", + "+5": "+", + "+6": "+", + "=": "=", + "=2": "=", + "|": "|", + "/": "/", + "= 10 +": "= 10 +", + "#Spells": "#Spells", + "# Turned": "# Turned", + "AC": "AC", + "age": "Age", + "alignment": "Alignment", + "Arcane Magic": "Arcane Magic", + "Armor": "Armor", + "ArmorAC": "ArmorAC", + "ArmorClass": "ArmorClass", + "Attack": "Attack", + "Attr": "Attr", + "AttrBonus": "AttrBonus", + "attributes": "Attributes", + "(attribute check: d20 + lvl + mod)": "(Attribute check: d20 + lvl + mod)", + "Bonus Spells": "Bonus Spells", + "Breath Weapon": "Breath Weapon", + "BtH": "BtH", + "character": "Character", + "charactername": "Character Name", + "chamod": "Mod", + "charisma": "Charisma", + "Charm": "Charm", + "class": "Class", + "check": "Check", + "check2": "Check", + "Class Ability": "Class Ability", + "Class Abilities": "Class Abilities", + "Class and Race Skills": "Class and Race Skills", + "Confusion": "Confusion", + "conmod": "Mod", + "constitution": "Constitution", + "Constriction": "Constriction", + "Death Attack": "Death Attack", + "Defenses": "Defenses", + "deity": "Deity", + "dexmod": "Mod", + "dexterity": "Dexterity", + "Disease": "Disease", + "Divine Magic": "Divine Magic", + "Dmg": "Dmg", + "Encountered": "Encountered", + "Energy Drain": "Energy Drain", + "experience": "Experience", + "eyes": "Eyes", + "Fear": "Fear", + "Gaze Attack": "Gaze Attack", + "hair": "Hair", + "height": "Height", + "Helm": "Helm", + "HelmWorn": "HelmWorn", + "HitDice": "HitDice", + "HitDmg": "HitDmg", + "Hit Points": "Hit Points", + "HP": "HP", + "HPmax": "HPmax", + "Illusion": "Illusion", + "Initiative": "Initiative", + "Int": "Int", + "intmod": "Mod", + "intelligence": "Intelligence", + "Inventory": "Inventory", + "Languages": "Languages", + "journal": "Journal", + "journalnotes": "Journal/Notes", + "level": "Level", + "Magic": "Magic", + "Magic2": "Magic", + "MagicAC": "MagicAC", + "mental": "Mental", + "Misc": "Misc", + "Misc2": "Misc", + "MiscAC": "MiscAC", + "Misc Inventory": "Misc Inventory", + "mod": "Mod", + "modAC": "ModAC", + "mod2": "Mod", + "monster": "Monster", + "monster goes here": "Monster goes here", + "movement": "Movement", + "name": "Name", + "nextlevel": "Next Level", + "No.": "No.", + "No. Encountered": "No. Encountered", + "Notes": "Notes", + "race": "Race", + "Racial Abilities": "Racial Abilities", + "Roll For": "Roll For", + "Roll For Initiative": "Roll For Initiative", + "Roll": "Roll", + "Paralysis": "Paralysis", + "Petrification": "Petrification", + "physical": "Physical", + "Poison": "Poison", + "Polymorph": "Polymorph", + "pri sec ter": "Pri Sec Ter", + "savingthrows": "Saving Throws", + "Saves": "Saves", + "savemod": "SaveMod", + "save type": "Save Type", + "save type2": "Save Type", + "score": "Score", + "settings": "Settings", + "Shield": "Shield", + "ShieldAC": "ShieldAC", + "ShieldWorn": "ShieldWorn", + "size": "Size", + "Special": "Special", + "Special Attack": "Special Attack", + "Special Attacks": "Special Attacks", + "Spellbook": "Spellbook", + "Spell / Level / Memorize": "Spell / Level / Memorize", + "Spells": "Spells", + "strmod": "Mod", + "Success Roll": "Success Roll", + "strength": "Strength", + "Total": "Total", + "Total2": "Total", + "Traps": "Traps", + "Turn Undead": "Turn Undead", + "Turning Check": "Turning Check", + "Type": "Type", + "Use Critical Damage?": "Use Critical Damage?", + "Weapons": "Weapons", + "weight": "Weight", + "wismod": "Mod", + "wisdom": "Wisdom", + "WIS (12 + Monster Level)": "WIS (12 + Monster Level)" +} diff --git a/Castles&Crusades/translations/af.json b/Castles&Crusades/translations/af.json new file mode 100644 index 0000000000..90a8fefc29 --- /dev/null +++ b/Castles&Crusades/translations/af.json @@ -0,0 +1,152 @@ +{ + "blank": " ", + "blank2": " ", + "0th": "0th", + "1st": "1st", + "2nd": "2nd", + "3rd": "3rd", + "4th": "4th", + "5th": "5th", + "6th": "6th", + "7th": "7th", + "8th": "8th", + "9th": "9th", + "+": "+", + "+2": "+", + "+3": "+", + "+4": "+", + "+5": "+", + "+6": "+", + "=": "=", + "=2": "=", + "|": "|", + "/": "/", + "= 10 +": "= 10 +", + "#Spells": "#Spells", + "# Turned": "# Turned", + "AC": "AC", + "age": "Age", + "alignment": "Alignment", + "Arcane Magic": "Arcane Magic", + "Armor": "Armor", + "ArmorAC": "ArmorAC", + "ArmorClass": "ArmorClass", + "Attack": "Attack", + "Attr": "Attr", + "AttrBonus": "AttrBonus", + "attributes": "Attributes", + "(attribute check: d20 + lvl + mod)": "(Attribute check: d20 + lvl + mod)", + "Bonus Spells": "Bonus Spells", + "Breath Weapon": "Breath Weapon", + "BtH": "BtH", + "character": "Character", + "charactername": "Character Name", + "chamod": "Mod", + "charisma": "Charisma", + "Charm": "Charm", + "class": "Class", + "check": "Check", + "check2": "Check", + "Class Ability": "Class Ability", + "Class Abilities": "Class Abilities", + "Class and Race Skills": "Class and Race Skills", + "Confusion": "Confusion", + "conmod": "Mod", + "constitution": "Constitution", + "Constriction": "Constriction", + "Death Attack": "Death Attack", + "Defenses": "Defenses", + "deity": "Deity", + "dexmod": "Mod", + "dexterity": "Dexterity", + "Disease": "Disease", + "Divine Magic": "Divine Magic", + "Dmg": "Dmg", + "Encountered": "Encountered", + "Energy Drain": "Energy Drain", + "experience": "Experience", + "eyes": "Eyes", + "Fear": "Fear", + "Gaze Attack": "Gaze Attack", + "hair": "Hair", + "height": "Height", + "Helm": "Helm", + "HelmWorn": "HelmWorn", + "HitDice": "HitDice", + "HitDmg": "HitDmg", + "Hit Points": "Hit Points", + "HP": "HP", + "HPmax": "HPmax", + "Illusion": "Illusion", + "Initiative": "Initiative", + "Int": "Int", + "intmod": "Mod", + "intelligence": "Intelligence", + "Inventory": "Inventory", + "Languages": "Languages", + "journal": "Journal", + "journalnotes": "Journal/Notes", + "level": "Level", + "Magic": "Magic", + "Magic2": "Magic", + "MagicAC": "MagicAC", + "mental": "Mental", + "Misc": "Misc", + "Misc2": "Misc", + "MiscAC": "MiscAC", + "Misc Inventory": "Misc Inventory", + "mod": "Mod", + "modAC": "ModAC", + "mod2": "Mod", + "monster": "Monster", + "monster goes here": "Monster goes here", + "movement": "Movement", + "name": "Name", + "nextlevel": "Next Level", + "No.": "No.", + "No. Encountered": "No. Encountered", + "Notes": "Notes", + "race": "Race", + "Racial Abilities": "Racial Abilities", + "Roll For": "Roll For", + "Roll For Initiative": "Roll For Initiative", + "Roll": "Roll", + "Paralysis": "Paralysis", + "Petrification": "Petrification", + "physical": "Physical", + "Poison": "Poison", + "Polymorph": "Polymorph", + "pri sec ter": "Pri Sec Ter", + "savingthrows": "Saving Throws", + "Saves": "Saves", + "savemod": "SaveMod", + "save type": "Save Type", + "save type2": "Save Type", + "score": "Score", + "settings": "Settings", + "Shield": "Shield", + "ShieldAC": "ShieldAC", + "ShieldWorn": "ShieldWorn", + "size": "Size", + "Special": "Special", + "Special Attack": "Special Attack", + "Special Attacks": "Special Attacks", + "Spellbook": "Spellbook", + "Spell / Level / Memorize": "Spell / Level / Memorize", + "Spells": "Spells", + "strmod": "Mod", + "Success Roll": "Success Roll", + "strength": "Strength", + "Total": "Total", + "Total2": "Total", + "Traps": "Traps", + "Turn Undead": "Turn Undead", + "Turning Check": "Turning Check", + "Type": "Type", + "Use Critical Damage?": "Use Critical Damage?", + "Weapons": "Weapons", + "weight": "Weight", + "wismod": "Mod", + "wisdom": "Wisdom", + "WIS (12 + Monster Level)": "WIS (12 + Monster Level)" +} diff --git a/Castles&Crusades/translations/ca.json b/Castles&Crusades/translations/ca.json new file mode 100644 index 0000000000..90a8fefc29 --- /dev/null +++ b/Castles&Crusades/translations/ca.json @@ -0,0 +1,152 @@ +{ + "blank": " ", + "blank2": " ", + "0th": "0th", + "1st": "1st", + "2nd": "2nd", + "3rd": "3rd", + "4th": "4th", + "5th": "5th", + "6th": "6th", + "7th": "7th", + "8th": "8th", + "9th": "9th", + "+": "+", + "+2": "+", + "+3": "+", + "+4": "+", + "+5": "+", + "+6": "+", + "=": "=", + "=2": "=", + "|": "|", + "/": "/", + "= 10 +": "= 10 +", + "#Spells": "#Spells", + "# Turned": "# Turned", + "AC": "AC", + "age": "Age", + "alignment": "Alignment", + "Arcane Magic": "Arcane Magic", + "Armor": "Armor", + "ArmorAC": "ArmorAC", + "ArmorClass": "ArmorClass", + "Attack": "Attack", + "Attr": "Attr", + "AttrBonus": "AttrBonus", + "attributes": "Attributes", + "(attribute check: d20 + lvl + mod)": "(Attribute check: d20 + lvl + mod)", + "Bonus Spells": "Bonus Spells", + "Breath Weapon": "Breath Weapon", + "BtH": "BtH", + "character": "Character", + "charactername": "Character Name", + "chamod": "Mod", + "charisma": "Charisma", + "Charm": "Charm", + "class": "Class", + "check": "Check", + "check2": "Check", + "Class Ability": "Class Ability", + "Class Abilities": "Class Abilities", + "Class and Race Skills": "Class and Race Skills", + "Confusion": "Confusion", + "conmod": "Mod", + "constitution": "Constitution", + "Constriction": "Constriction", + "Death Attack": "Death Attack", + "Defenses": "Defenses", + "deity": "Deity", + "dexmod": "Mod", + "dexterity": "Dexterity", + "Disease": "Disease", + "Divine Magic": "Divine Magic", + "Dmg": "Dmg", + "Encountered": "Encountered", + "Energy Drain": "Energy Drain", + "experience": "Experience", + "eyes": "Eyes", + "Fear": "Fear", + "Gaze Attack": "Gaze Attack", + "hair": "Hair", + "height": "Height", + "Helm": "Helm", + "HelmWorn": "HelmWorn", + "HitDice": "HitDice", + "HitDmg": "HitDmg", + "Hit Points": "Hit Points", + "HP": "HP", + "HPmax": "HPmax", + "Illusion": "Illusion", + "Initiative": "Initiative", + "Int": "Int", + "intmod": "Mod", + "intelligence": "Intelligence", + "Inventory": "Inventory", + "Languages": "Languages", + "journal": "Journal", + "journalnotes": "Journal/Notes", + "level": "Level", + "Magic": "Magic", + "Magic2": "Magic", + "MagicAC": "MagicAC", + "mental": "Mental", + "Misc": "Misc", + "Misc2": "Misc", + "MiscAC": "MiscAC", + "Misc Inventory": "Misc Inventory", + "mod": "Mod", + "modAC": "ModAC", + "mod2": "Mod", + "monster": "Monster", + "monster goes here": "Monster goes here", + "movement": "Movement", + "name": "Name", + "nextlevel": "Next Level", + "No.": "No.", + "No. Encountered": "No. Encountered", + "Notes": "Notes", + "race": "Race", + "Racial Abilities": "Racial Abilities", + "Roll For": "Roll For", + "Roll For Initiative": "Roll For Initiative", + "Roll": "Roll", + "Paralysis": "Paralysis", + "Petrification": "Petrification", + "physical": "Physical", + "Poison": "Poison", + "Polymorph": "Polymorph", + "pri sec ter": "Pri Sec Ter", + "savingthrows": "Saving Throws", + "Saves": "Saves", + "savemod": "SaveMod", + "save type": "Save Type", + "save type2": "Save Type", + "score": "Score", + "settings": "Settings", + "Shield": "Shield", + "ShieldAC": "ShieldAC", + "ShieldWorn": "ShieldWorn", + "size": "Size", + "Special": "Special", + "Special Attack": "Special Attack", + "Special Attacks": "Special Attacks", + "Spellbook": "Spellbook", + "Spell / Level / Memorize": "Spell / Level / Memorize", + "Spells": "Spells", + "strmod": "Mod", + "Success Roll": "Success Roll", + "strength": "Strength", + "Total": "Total", + "Total2": "Total", + "Traps": "Traps", + "Turn Undead": "Turn Undead", + "Turning Check": "Turning Check", + "Type": "Type", + "Use Critical Damage?": "Use Critical Damage?", + "Weapons": "Weapons", + "weight": "Weight", + "wismod": "Mod", + "wisdom": "Wisdom", + "WIS (12 + Monster Level)": "WIS (12 + Monster Level)" +} diff --git a/Castles&Crusades/translations/cs.json b/Castles&Crusades/translations/cs.json new file mode 100644 index 0000000000..90a8fefc29 --- /dev/null +++ b/Castles&Crusades/translations/cs.json @@ -0,0 +1,152 @@ +{ + "blank": " ", + "blank2": " ", + "0th": "0th", + "1st": "1st", + "2nd": "2nd", + "3rd": "3rd", + "4th": "4th", + "5th": "5th", + "6th": "6th", + "7th": "7th", + "8th": "8th", + "9th": "9th", + "+": "+", + "+2": "+", + "+3": "+", + "+4": "+", + "+5": "+", + "+6": "+", + "=": "=", + "=2": "=", + "|": "|", + "/": "/", + "= 10 +": "= 10 +", + "#Spells": "#Spells", + "# Turned": "# Turned", + "AC": "AC", + "age": "Age", + "alignment": "Alignment", + "Arcane Magic": "Arcane Magic", + "Armor": "Armor", + "ArmorAC": "ArmorAC", + "ArmorClass": "ArmorClass", + "Attack": "Attack", + "Attr": "Attr", + "AttrBonus": "AttrBonus", + "attributes": "Attributes", + "(attribute check: d20 + lvl + mod)": "(Attribute check: d20 + lvl + mod)", + "Bonus Spells": "Bonus Spells", + "Breath Weapon": "Breath Weapon", + "BtH": "BtH", + "character": "Character", + "charactername": "Character Name", + "chamod": "Mod", + "charisma": "Charisma", + "Charm": "Charm", + "class": "Class", + "check": "Check", + "check2": "Check", + "Class Ability": "Class Ability", + "Class Abilities": "Class Abilities", + "Class and Race Skills": "Class and Race Skills", + "Confusion": "Confusion", + "conmod": "Mod", + "constitution": "Constitution", + "Constriction": "Constriction", + "Death Attack": "Death Attack", + "Defenses": "Defenses", + "deity": "Deity", + "dexmod": "Mod", + "dexterity": "Dexterity", + "Disease": "Disease", + "Divine Magic": "Divine Magic", + "Dmg": "Dmg", + "Encountered": "Encountered", + "Energy Drain": "Energy Drain", + "experience": "Experience", + "eyes": "Eyes", + "Fear": "Fear", + "Gaze Attack": "Gaze Attack", + "hair": "Hair", + "height": "Height", + "Helm": "Helm", + "HelmWorn": "HelmWorn", + "HitDice": "HitDice", + "HitDmg": "HitDmg", + "Hit Points": "Hit Points", + "HP": "HP", + "HPmax": "HPmax", + "Illusion": "Illusion", + "Initiative": "Initiative", + "Int": "Int", + "intmod": "Mod", + "intelligence": "Intelligence", + "Inventory": "Inventory", + "Languages": "Languages", + "journal": "Journal", + "journalnotes": "Journal/Notes", + "level": "Level", + "Magic": "Magic", + "Magic2": "Magic", + "MagicAC": "MagicAC", + "mental": "Mental", + "Misc": "Misc", + "Misc2": "Misc", + "MiscAC": "MiscAC", + "Misc Inventory": "Misc Inventory", + "mod": "Mod", + "modAC": "ModAC", + "mod2": "Mod", + "monster": "Monster", + "monster goes here": "Monster goes here", + "movement": "Movement", + "name": "Name", + "nextlevel": "Next Level", + "No.": "No.", + "No. Encountered": "No. Encountered", + "Notes": "Notes", + "race": "Race", + "Racial Abilities": "Racial Abilities", + "Roll For": "Roll For", + "Roll For Initiative": "Roll For Initiative", + "Roll": "Roll", + "Paralysis": "Paralysis", + "Petrification": "Petrification", + "physical": "Physical", + "Poison": "Poison", + "Polymorph": "Polymorph", + "pri sec ter": "Pri Sec Ter", + "savingthrows": "Saving Throws", + "Saves": "Saves", + "savemod": "SaveMod", + "save type": "Save Type", + "save type2": "Save Type", + "score": "Score", + "settings": "Settings", + "Shield": "Shield", + "ShieldAC": "ShieldAC", + "ShieldWorn": "ShieldWorn", + "size": "Size", + "Special": "Special", + "Special Attack": "Special Attack", + "Special Attacks": "Special Attacks", + "Spellbook": "Spellbook", + "Spell / Level / Memorize": "Spell / Level / Memorize", + "Spells": "Spells", + "strmod": "Mod", + "Success Roll": "Success Roll", + "strength": "Strength", + "Total": "Total", + "Total2": "Total", + "Traps": "Traps", + "Turn Undead": "Turn Undead", + "Turning Check": "Turning Check", + "Type": "Type", + "Use Critical Damage?": "Use Critical Damage?", + "Weapons": "Weapons", + "weight": "Weight", + "wismod": "Mod", + "wisdom": "Wisdom", + "WIS (12 + Monster Level)": "WIS (12 + Monster Level)" +} diff --git a/Castles&Crusades/translations/da.json b/Castles&Crusades/translations/da.json new file mode 100644 index 0000000000..90a8fefc29 --- /dev/null +++ b/Castles&Crusades/translations/da.json @@ -0,0 +1,152 @@ +{ + "blank": " ", + "blank2": " ", + "0th": "0th", + "1st": "1st", + "2nd": "2nd", + "3rd": "3rd", + "4th": "4th", + "5th": "5th", + "6th": "6th", + "7th": "7th", + "8th": "8th", + "9th": "9th", + "+": "+", + "+2": "+", + "+3": "+", + "+4": "+", + "+5": "+", + "+6": "+", + "=": "=", + "=2": "=", + "|": "|", + "/": "/", + "= 10 +": "= 10 +", + "#Spells": "#Spells", + "# Turned": "# Turned", + "AC": "AC", + "age": "Age", + "alignment": "Alignment", + "Arcane Magic": "Arcane Magic", + "Armor": "Armor", + "ArmorAC": "ArmorAC", + "ArmorClass": "ArmorClass", + "Attack": "Attack", + "Attr": "Attr", + "AttrBonus": "AttrBonus", + "attributes": "Attributes", + "(attribute check: d20 + lvl + mod)": "(Attribute check: d20 + lvl + mod)", + "Bonus Spells": "Bonus Spells", + "Breath Weapon": "Breath Weapon", + "BtH": "BtH", + "character": "Character", + "charactername": "Character Name", + "chamod": "Mod", + "charisma": "Charisma", + "Charm": "Charm", + "class": "Class", + "check": "Check", + "check2": "Check", + "Class Ability": "Class Ability", + "Class Abilities": "Class Abilities", + "Class and Race Skills": "Class and Race Skills", + "Confusion": "Confusion", + "conmod": "Mod", + "constitution": "Constitution", + "Constriction": "Constriction", + "Death Attack": "Death Attack", + "Defenses": "Defenses", + "deity": "Deity", + "dexmod": "Mod", + "dexterity": "Dexterity", + "Disease": "Disease", + "Divine Magic": "Divine Magic", + "Dmg": "Dmg", + "Encountered": "Encountered", + "Energy Drain": "Energy Drain", + "experience": "Experience", + "eyes": "Eyes", + "Fear": "Fear", + "Gaze Attack": "Gaze Attack", + "hair": "Hair", + "height": "Height", + "Helm": "Helm", + "HelmWorn": "HelmWorn", + "HitDice": "HitDice", + "HitDmg": "HitDmg", + "Hit Points": "Hit Points", + "HP": "HP", + "HPmax": "HPmax", + "Illusion": "Illusion", + "Initiative": "Initiative", + "Int": "Int", + "intmod": "Mod", + "intelligence": "Intelligence", + "Inventory": "Inventory", + "Languages": "Languages", + "journal": "Journal", + "journalnotes": "Journal/Notes", + "level": "Level", + "Magic": "Magic", + "Magic2": "Magic", + "MagicAC": "MagicAC", + "mental": "Mental", + "Misc": "Misc", + "Misc2": "Misc", + "MiscAC": "MiscAC", + "Misc Inventory": "Misc Inventory", + "mod": "Mod", + "modAC": "ModAC", + "mod2": "Mod", + "monster": "Monster", + "monster goes here": "Monster goes here", + "movement": "Movement", + "name": "Name", + "nextlevel": "Next Level", + "No.": "No.", + "No. Encountered": "No. Encountered", + "Notes": "Notes", + "race": "Race", + "Racial Abilities": "Racial Abilities", + "Roll For": "Roll For", + "Roll For Initiative": "Roll For Initiative", + "Roll": "Roll", + "Paralysis": "Paralysis", + "Petrification": "Petrification", + "physical": "Physical", + "Poison": "Poison", + "Polymorph": "Polymorph", + "pri sec ter": "Pri Sec Ter", + "savingthrows": "Saving Throws", + "Saves": "Saves", + "savemod": "SaveMod", + "save type": "Save Type", + "save type2": "Save Type", + "score": "Score", + "settings": "Settings", + "Shield": "Shield", + "ShieldAC": "ShieldAC", + "ShieldWorn": "ShieldWorn", + "size": "Size", + "Special": "Special", + "Special Attack": "Special Attack", + "Special Attacks": "Special Attacks", + "Spellbook": "Spellbook", + "Spell / Level / Memorize": "Spell / Level / Memorize", + "Spells": "Spells", + "strmod": "Mod", + "Success Roll": "Success Roll", + "strength": "Strength", + "Total": "Total", + "Total2": "Total", + "Traps": "Traps", + "Turn Undead": "Turn Undead", + "Turning Check": "Turning Check", + "Type": "Type", + "Use Critical Damage?": "Use Critical Damage?", + "Weapons": "Weapons", + "weight": "Weight", + "wismod": "Mod", + "wisdom": "Wisdom", + "WIS (12 + Monster Level)": "WIS (12 + Monster Level)" +} diff --git a/Castles&Crusades/translations/de.json b/Castles&Crusades/translations/de.json new file mode 100644 index 0000000000..90a8fefc29 --- /dev/null +++ b/Castles&Crusades/translations/de.json @@ -0,0 +1,152 @@ +{ + "blank": " ", + "blank2": " ", + "0th": "0th", + "1st": "1st", + "2nd": "2nd", + "3rd": "3rd", + "4th": "4th", + "5th": "5th", + "6th": "6th", + "7th": "7th", + "8th": "8th", + "9th": "9th", + "+": "+", + "+2": "+", + "+3": "+", + "+4": "+", + "+5": "+", + "+6": "+", + "=": "=", + "=2": "=", + "|": "|", + "/": "/", + "= 10 +": "= 10 +", + "#Spells": "#Spells", + "# Turned": "# Turned", + "AC": "AC", + "age": "Age", + "alignment": "Alignment", + "Arcane Magic": "Arcane Magic", + "Armor": "Armor", + "ArmorAC": "ArmorAC", + "ArmorClass": "ArmorClass", + "Attack": "Attack", + "Attr": "Attr", + "AttrBonus": "AttrBonus", + "attributes": "Attributes", + "(attribute check: d20 + lvl + mod)": "(Attribute check: d20 + lvl + mod)", + "Bonus Spells": "Bonus Spells", + "Breath Weapon": "Breath Weapon", + "BtH": "BtH", + "character": "Character", + "charactername": "Character Name", + "chamod": "Mod", + "charisma": "Charisma", + "Charm": "Charm", + "class": "Class", + "check": "Check", + "check2": "Check", + "Class Ability": "Class Ability", + "Class Abilities": "Class Abilities", + "Class and Race Skills": "Class and Race Skills", + "Confusion": "Confusion", + "conmod": "Mod", + "constitution": "Constitution", + "Constriction": "Constriction", + "Death Attack": "Death Attack", + "Defenses": "Defenses", + "deity": "Deity", + "dexmod": "Mod", + "dexterity": "Dexterity", + "Disease": "Disease", + "Divine Magic": "Divine Magic", + "Dmg": "Dmg", + "Encountered": "Encountered", + "Energy Drain": "Energy Drain", + "experience": "Experience", + "eyes": "Eyes", + "Fear": "Fear", + "Gaze Attack": "Gaze Attack", + "hair": "Hair", + "height": "Height", + "Helm": "Helm", + "HelmWorn": "HelmWorn", + "HitDice": "HitDice", + "HitDmg": "HitDmg", + "Hit Points": "Hit Points", + "HP": "HP", + "HPmax": "HPmax", + "Illusion": "Illusion", + "Initiative": "Initiative", + "Int": "Int", + "intmod": "Mod", + "intelligence": "Intelligence", + "Inventory": "Inventory", + "Languages": "Languages", + "journal": "Journal", + "journalnotes": "Journal/Notes", + "level": "Level", + "Magic": "Magic", + "Magic2": "Magic", + "MagicAC": "MagicAC", + "mental": "Mental", + "Misc": "Misc", + "Misc2": "Misc", + "MiscAC": "MiscAC", + "Misc Inventory": "Misc Inventory", + "mod": "Mod", + "modAC": "ModAC", + "mod2": "Mod", + "monster": "Monster", + "monster goes here": "Monster goes here", + "movement": "Movement", + "name": "Name", + "nextlevel": "Next Level", + "No.": "No.", + "No. Encountered": "No. Encountered", + "Notes": "Notes", + "race": "Race", + "Racial Abilities": "Racial Abilities", + "Roll For": "Roll For", + "Roll For Initiative": "Roll For Initiative", + "Roll": "Roll", + "Paralysis": "Paralysis", + "Petrification": "Petrification", + "physical": "Physical", + "Poison": "Poison", + "Polymorph": "Polymorph", + "pri sec ter": "Pri Sec Ter", + "savingthrows": "Saving Throws", + "Saves": "Saves", + "savemod": "SaveMod", + "save type": "Save Type", + "save type2": "Save Type", + "score": "Score", + "settings": "Settings", + "Shield": "Shield", + "ShieldAC": "ShieldAC", + "ShieldWorn": "ShieldWorn", + "size": "Size", + "Special": "Special", + "Special Attack": "Special Attack", + "Special Attacks": "Special Attacks", + "Spellbook": "Spellbook", + "Spell / Level / Memorize": "Spell / Level / Memorize", + "Spells": "Spells", + "strmod": "Mod", + "Success Roll": "Success Roll", + "strength": "Strength", + "Total": "Total", + "Total2": "Total", + "Traps": "Traps", + "Turn Undead": "Turn Undead", + "Turning Check": "Turning Check", + "Type": "Type", + "Use Critical Damage?": "Use Critical Damage?", + "Weapons": "Weapons", + "weight": "Weight", + "wismod": "Mod", + "wisdom": "Wisdom", + "WIS (12 + Monster Level)": "WIS (12 + Monster Level)" +} diff --git a/Castles&Crusades/translations/el.json b/Castles&Crusades/translations/el.json new file mode 100644 index 0000000000..90a8fefc29 --- /dev/null +++ b/Castles&Crusades/translations/el.json @@ -0,0 +1,152 @@ +{ + "blank": " ", + "blank2": " ", + "0th": "0th", + "1st": "1st", + "2nd": "2nd", + "3rd": "3rd", + "4th": "4th", + "5th": "5th", + "6th": "6th", + "7th": "7th", + "8th": "8th", + "9th": "9th", + "+": "+", + "+2": "+", + "+3": "+", + "+4": "+", + "+5": "+", + "+6": "+", + "=": "=", + "=2": "=", + "|": "|", + "/": "/", + "= 10 +": "= 10 +", + "#Spells": "#Spells", + "# Turned": "# Turned", + "AC": "AC", + "age": "Age", + "alignment": "Alignment", + "Arcane Magic": "Arcane Magic", + "Armor": "Armor", + "ArmorAC": "ArmorAC", + "ArmorClass": "ArmorClass", + "Attack": "Attack", + "Attr": "Attr", + "AttrBonus": "AttrBonus", + "attributes": "Attributes", + "(attribute check: d20 + lvl + mod)": "(Attribute check: d20 + lvl + mod)", + "Bonus Spells": "Bonus Spells", + "Breath Weapon": "Breath Weapon", + "BtH": "BtH", + "character": "Character", + "charactername": "Character Name", + "chamod": "Mod", + "charisma": "Charisma", + "Charm": "Charm", + "class": "Class", + "check": "Check", + "check2": "Check", + "Class Ability": "Class Ability", + "Class Abilities": "Class Abilities", + "Class and Race Skills": "Class and Race Skills", + "Confusion": "Confusion", + "conmod": "Mod", + "constitution": "Constitution", + "Constriction": "Constriction", + "Death Attack": "Death Attack", + "Defenses": "Defenses", + "deity": "Deity", + "dexmod": "Mod", + "dexterity": "Dexterity", + "Disease": "Disease", + "Divine Magic": "Divine Magic", + "Dmg": "Dmg", + "Encountered": "Encountered", + "Energy Drain": "Energy Drain", + "experience": "Experience", + "eyes": "Eyes", + "Fear": "Fear", + "Gaze Attack": "Gaze Attack", + "hair": "Hair", + "height": "Height", + "Helm": "Helm", + "HelmWorn": "HelmWorn", + "HitDice": "HitDice", + "HitDmg": "HitDmg", + "Hit Points": "Hit Points", + "HP": "HP", + "HPmax": "HPmax", + "Illusion": "Illusion", + "Initiative": "Initiative", + "Int": "Int", + "intmod": "Mod", + "intelligence": "Intelligence", + "Inventory": "Inventory", + "Languages": "Languages", + "journal": "Journal", + "journalnotes": "Journal/Notes", + "level": "Level", + "Magic": "Magic", + "Magic2": "Magic", + "MagicAC": "MagicAC", + "mental": "Mental", + "Misc": "Misc", + "Misc2": "Misc", + "MiscAC": "MiscAC", + "Misc Inventory": "Misc Inventory", + "mod": "Mod", + "modAC": "ModAC", + "mod2": "Mod", + "monster": "Monster", + "monster goes here": "Monster goes here", + "movement": "Movement", + "name": "Name", + "nextlevel": "Next Level", + "No.": "No.", + "No. Encountered": "No. Encountered", + "Notes": "Notes", + "race": "Race", + "Racial Abilities": "Racial Abilities", + "Roll For": "Roll For", + "Roll For Initiative": "Roll For Initiative", + "Roll": "Roll", + "Paralysis": "Paralysis", + "Petrification": "Petrification", + "physical": "Physical", + "Poison": "Poison", + "Polymorph": "Polymorph", + "pri sec ter": "Pri Sec Ter", + "savingthrows": "Saving Throws", + "Saves": "Saves", + "savemod": "SaveMod", + "save type": "Save Type", + "save type2": "Save Type", + "score": "Score", + "settings": "Settings", + "Shield": "Shield", + "ShieldAC": "ShieldAC", + "ShieldWorn": "ShieldWorn", + "size": "Size", + "Special": "Special", + "Special Attack": "Special Attack", + "Special Attacks": "Special Attacks", + "Spellbook": "Spellbook", + "Spell / Level / Memorize": "Spell / Level / Memorize", + "Spells": "Spells", + "strmod": "Mod", + "Success Roll": "Success Roll", + "strength": "Strength", + "Total": "Total", + "Total2": "Total", + "Traps": "Traps", + "Turn Undead": "Turn Undead", + "Turning Check": "Turning Check", + "Type": "Type", + "Use Critical Damage?": "Use Critical Damage?", + "Weapons": "Weapons", + "weight": "Weight", + "wismod": "Mod", + "wisdom": "Wisdom", + "WIS (12 + Monster Level)": "WIS (12 + Monster Level)" +} diff --git a/Castles&Crusades/translations/en.json b/Castles&Crusades/translations/en.json new file mode 100644 index 0000000000..90a8fefc29 --- /dev/null +++ b/Castles&Crusades/translations/en.json @@ -0,0 +1,152 @@ +{ + "blank": " ", + "blank2": " ", + "0th": "0th", + "1st": "1st", + "2nd": "2nd", + "3rd": "3rd", + "4th": "4th", + "5th": "5th", + "6th": "6th", + "7th": "7th", + "8th": "8th", + "9th": "9th", + "+": "+", + "+2": "+", + "+3": "+", + "+4": "+", + "+5": "+", + "+6": "+", + "=": "=", + "=2": "=", + "|": "|", + "/": "/", + "= 10 +": "= 10 +", + "#Spells": "#Spells", + "# Turned": "# Turned", + "AC": "AC", + "age": "Age", + "alignment": "Alignment", + "Arcane Magic": "Arcane Magic", + "Armor": "Armor", + "ArmorAC": "ArmorAC", + "ArmorClass": "ArmorClass", + "Attack": "Attack", + "Attr": "Attr", + "AttrBonus": "AttrBonus", + "attributes": "Attributes", + "(attribute check: d20 + lvl + mod)": "(Attribute check: d20 + lvl + mod)", + "Bonus Spells": "Bonus Spells", + "Breath Weapon": "Breath Weapon", + "BtH": "BtH", + "character": "Character", + "charactername": "Character Name", + "chamod": "Mod", + "charisma": "Charisma", + "Charm": "Charm", + "class": "Class", + "check": "Check", + "check2": "Check", + "Class Ability": "Class Ability", + "Class Abilities": "Class Abilities", + "Class and Race Skills": "Class and Race Skills", + "Confusion": "Confusion", + "conmod": "Mod", + "constitution": "Constitution", + "Constriction": "Constriction", + "Death Attack": "Death Attack", + "Defenses": "Defenses", + "deity": "Deity", + "dexmod": "Mod", + "dexterity": "Dexterity", + "Disease": "Disease", + "Divine Magic": "Divine Magic", + "Dmg": "Dmg", + "Encountered": "Encountered", + "Energy Drain": "Energy Drain", + "experience": "Experience", + "eyes": "Eyes", + "Fear": "Fear", + "Gaze Attack": "Gaze Attack", + "hair": "Hair", + "height": "Height", + "Helm": "Helm", + "HelmWorn": "HelmWorn", + "HitDice": "HitDice", + "HitDmg": "HitDmg", + "Hit Points": "Hit Points", + "HP": "HP", + "HPmax": "HPmax", + "Illusion": "Illusion", + "Initiative": "Initiative", + "Int": "Int", + "intmod": "Mod", + "intelligence": "Intelligence", + "Inventory": "Inventory", + "Languages": "Languages", + "journal": "Journal", + "journalnotes": "Journal/Notes", + "level": "Level", + "Magic": "Magic", + "Magic2": "Magic", + "MagicAC": "MagicAC", + "mental": "Mental", + "Misc": "Misc", + "Misc2": "Misc", + "MiscAC": "MiscAC", + "Misc Inventory": "Misc Inventory", + "mod": "Mod", + "modAC": "ModAC", + "mod2": "Mod", + "monster": "Monster", + "monster goes here": "Monster goes here", + "movement": "Movement", + "name": "Name", + "nextlevel": "Next Level", + "No.": "No.", + "No. Encountered": "No. Encountered", + "Notes": "Notes", + "race": "Race", + "Racial Abilities": "Racial Abilities", + "Roll For": "Roll For", + "Roll For Initiative": "Roll For Initiative", + "Roll": "Roll", + "Paralysis": "Paralysis", + "Petrification": "Petrification", + "physical": "Physical", + "Poison": "Poison", + "Polymorph": "Polymorph", + "pri sec ter": "Pri Sec Ter", + "savingthrows": "Saving Throws", + "Saves": "Saves", + "savemod": "SaveMod", + "save type": "Save Type", + "save type2": "Save Type", + "score": "Score", + "settings": "Settings", + "Shield": "Shield", + "ShieldAC": "ShieldAC", + "ShieldWorn": "ShieldWorn", + "size": "Size", + "Special": "Special", + "Special Attack": "Special Attack", + "Special Attacks": "Special Attacks", + "Spellbook": "Spellbook", + "Spell / Level / Memorize": "Spell / Level / Memorize", + "Spells": "Spells", + "strmod": "Mod", + "Success Roll": "Success Roll", + "strength": "Strength", + "Total": "Total", + "Total2": "Total", + "Traps": "Traps", + "Turn Undead": "Turn Undead", + "Turning Check": "Turning Check", + "Type": "Type", + "Use Critical Damage?": "Use Critical Damage?", + "Weapons": "Weapons", + "weight": "Weight", + "wismod": "Mod", + "wisdom": "Wisdom", + "WIS (12 + Monster Level)": "WIS (12 + Monster Level)" +} diff --git a/Castles&Crusades/translations/es.json b/Castles&Crusades/translations/es.json new file mode 100644 index 0000000000..90a8fefc29 --- /dev/null +++ b/Castles&Crusades/translations/es.json @@ -0,0 +1,152 @@ +{ + "blank": " ", + "blank2": " ", + "0th": "0th", + "1st": "1st", + "2nd": "2nd", + "3rd": "3rd", + "4th": "4th", + "5th": "5th", + "6th": "6th", + "7th": "7th", + "8th": "8th", + "9th": "9th", + "+": "+", + "+2": "+", + "+3": "+", + "+4": "+", + "+5": "+", + "+6": "+", + "=": "=", + "=2": "=", + "|": "|", + "/": "/", + "= 10 +": "= 10 +", + "#Spells": "#Spells", + "# Turned": "# Turned", + "AC": "AC", + "age": "Age", + "alignment": "Alignment", + "Arcane Magic": "Arcane Magic", + "Armor": "Armor", + "ArmorAC": "ArmorAC", + "ArmorClass": "ArmorClass", + "Attack": "Attack", + "Attr": "Attr", + "AttrBonus": "AttrBonus", + "attributes": "Attributes", + "(attribute check: d20 + lvl + mod)": "(Attribute check: d20 + lvl + mod)", + "Bonus Spells": "Bonus Spells", + "Breath Weapon": "Breath Weapon", + "BtH": "BtH", + "character": "Character", + "charactername": "Character Name", + "chamod": "Mod", + "charisma": "Charisma", + "Charm": "Charm", + "class": "Class", + "check": "Check", + "check2": "Check", + "Class Ability": "Class Ability", + "Class Abilities": "Class Abilities", + "Class and Race Skills": "Class and Race Skills", + "Confusion": "Confusion", + "conmod": "Mod", + "constitution": "Constitution", + "Constriction": "Constriction", + "Death Attack": "Death Attack", + "Defenses": "Defenses", + "deity": "Deity", + "dexmod": "Mod", + "dexterity": "Dexterity", + "Disease": "Disease", + "Divine Magic": "Divine Magic", + "Dmg": "Dmg", + "Encountered": "Encountered", + "Energy Drain": "Energy Drain", + "experience": "Experience", + "eyes": "Eyes", + "Fear": "Fear", + "Gaze Attack": "Gaze Attack", + "hair": "Hair", + "height": "Height", + "Helm": "Helm", + "HelmWorn": "HelmWorn", + "HitDice": "HitDice", + "HitDmg": "HitDmg", + "Hit Points": "Hit Points", + "HP": "HP", + "HPmax": "HPmax", + "Illusion": "Illusion", + "Initiative": "Initiative", + "Int": "Int", + "intmod": "Mod", + "intelligence": "Intelligence", + "Inventory": "Inventory", + "Languages": "Languages", + "journal": "Journal", + "journalnotes": "Journal/Notes", + "level": "Level", + "Magic": "Magic", + "Magic2": "Magic", + "MagicAC": "MagicAC", + "mental": "Mental", + "Misc": "Misc", + "Misc2": "Misc", + "MiscAC": "MiscAC", + "Misc Inventory": "Misc Inventory", + "mod": "Mod", + "modAC": "ModAC", + "mod2": "Mod", + "monster": "Monster", + "monster goes here": "Monster goes here", + "movement": "Movement", + "name": "Name", + "nextlevel": "Next Level", + "No.": "No.", + "No. Encountered": "No. Encountered", + "Notes": "Notes", + "race": "Race", + "Racial Abilities": "Racial Abilities", + "Roll For": "Roll For", + "Roll For Initiative": "Roll For Initiative", + "Roll": "Roll", + "Paralysis": "Paralysis", + "Petrification": "Petrification", + "physical": "Physical", + "Poison": "Poison", + "Polymorph": "Polymorph", + "pri sec ter": "Pri Sec Ter", + "savingthrows": "Saving Throws", + "Saves": "Saves", + "savemod": "SaveMod", + "save type": "Save Type", + "save type2": "Save Type", + "score": "Score", + "settings": "Settings", + "Shield": "Shield", + "ShieldAC": "ShieldAC", + "ShieldWorn": "ShieldWorn", + "size": "Size", + "Special": "Special", + "Special Attack": "Special Attack", + "Special Attacks": "Special Attacks", + "Spellbook": "Spellbook", + "Spell / Level / Memorize": "Spell / Level / Memorize", + "Spells": "Spells", + "strmod": "Mod", + "Success Roll": "Success Roll", + "strength": "Strength", + "Total": "Total", + "Total2": "Total", + "Traps": "Traps", + "Turn Undead": "Turn Undead", + "Turning Check": "Turning Check", + "Type": "Type", + "Use Critical Damage?": "Use Critical Damage?", + "Weapons": "Weapons", + "weight": "Weight", + "wismod": "Mod", + "wisdom": "Wisdom", + "WIS (12 + Monster Level)": "WIS (12 + Monster Level)" +} diff --git a/Castles&Crusades/translations/fi.json b/Castles&Crusades/translations/fi.json new file mode 100644 index 0000000000..90a8fefc29 --- /dev/null +++ b/Castles&Crusades/translations/fi.json @@ -0,0 +1,152 @@ +{ + "blank": " ", + "blank2": " ", + "0th": "0th", + "1st": "1st", + "2nd": "2nd", + "3rd": "3rd", + "4th": "4th", + "5th": "5th", + "6th": "6th", + "7th": "7th", + "8th": "8th", + "9th": "9th", + "+": "+", + "+2": "+", + "+3": "+", + "+4": "+", + "+5": "+", + "+6": "+", + "=": "=", + "=2": "=", + "|": "|", + "/": "/", + "= 10 +": "= 10 +", + "#Spells": "#Spells", + "# Turned": "# Turned", + "AC": "AC", + "age": "Age", + "alignment": "Alignment", + "Arcane Magic": "Arcane Magic", + "Armor": "Armor", + "ArmorAC": "ArmorAC", + "ArmorClass": "ArmorClass", + "Attack": "Attack", + "Attr": "Attr", + "AttrBonus": "AttrBonus", + "attributes": "Attributes", + "(attribute check: d20 + lvl + mod)": "(Attribute check: d20 + lvl + mod)", + "Bonus Spells": "Bonus Spells", + "Breath Weapon": "Breath Weapon", + "BtH": "BtH", + "character": "Character", + "charactername": "Character Name", + "chamod": "Mod", + "charisma": "Charisma", + "Charm": "Charm", + "class": "Class", + "check": "Check", + "check2": "Check", + "Class Ability": "Class Ability", + "Class Abilities": "Class Abilities", + "Class and Race Skills": "Class and Race Skills", + "Confusion": "Confusion", + "conmod": "Mod", + "constitution": "Constitution", + "Constriction": "Constriction", + "Death Attack": "Death Attack", + "Defenses": "Defenses", + "deity": "Deity", + "dexmod": "Mod", + "dexterity": "Dexterity", + "Disease": "Disease", + "Divine Magic": "Divine Magic", + "Dmg": "Dmg", + "Encountered": "Encountered", + "Energy Drain": "Energy Drain", + "experience": "Experience", + "eyes": "Eyes", + "Fear": "Fear", + "Gaze Attack": "Gaze Attack", + "hair": "Hair", + "height": "Height", + "Helm": "Helm", + "HelmWorn": "HelmWorn", + "HitDice": "HitDice", + "HitDmg": "HitDmg", + "Hit Points": "Hit Points", + "HP": "HP", + "HPmax": "HPmax", + "Illusion": "Illusion", + "Initiative": "Initiative", + "Int": "Int", + "intmod": "Mod", + "intelligence": "Intelligence", + "Inventory": "Inventory", + "Languages": "Languages", + "journal": "Journal", + "journalnotes": "Journal/Notes", + "level": "Level", + "Magic": "Magic", + "Magic2": "Magic", + "MagicAC": "MagicAC", + "mental": "Mental", + "Misc": "Misc", + "Misc2": "Misc", + "MiscAC": "MiscAC", + "Misc Inventory": "Misc Inventory", + "mod": "Mod", + "modAC": "ModAC", + "mod2": "Mod", + "monster": "Monster", + "monster goes here": "Monster goes here", + "movement": "Movement", + "name": "Name", + "nextlevel": "Next Level", + "No.": "No.", + "No. Encountered": "No. Encountered", + "Notes": "Notes", + "race": "Race", + "Racial Abilities": "Racial Abilities", + "Roll For": "Roll For", + "Roll For Initiative": "Roll For Initiative", + "Roll": "Roll", + "Paralysis": "Paralysis", + "Petrification": "Petrification", + "physical": "Physical", + "Poison": "Poison", + "Polymorph": "Polymorph", + "pri sec ter": "Pri Sec Ter", + "savingthrows": "Saving Throws", + "Saves": "Saves", + "savemod": "SaveMod", + "save type": "Save Type", + "save type2": "Save Type", + "score": "Score", + "settings": "Settings", + "Shield": "Shield", + "ShieldAC": "ShieldAC", + "ShieldWorn": "ShieldWorn", + "size": "Size", + "Special": "Special", + "Special Attack": "Special Attack", + "Special Attacks": "Special Attacks", + "Spellbook": "Spellbook", + "Spell / Level / Memorize": "Spell / Level / Memorize", + "Spells": "Spells", + "strmod": "Mod", + "Success Roll": "Success Roll", + "strength": "Strength", + "Total": "Total", + "Total2": "Total", + "Traps": "Traps", + "Turn Undead": "Turn Undead", + "Turning Check": "Turning Check", + "Type": "Type", + "Use Critical Damage?": "Use Critical Damage?", + "Weapons": "Weapons", + "weight": "Weight", + "wismod": "Mod", + "wisdom": "Wisdom", + "WIS (12 + Monster Level)": "WIS (12 + Monster Level)" +} diff --git a/Castles&Crusades/translations/fr.json b/Castles&Crusades/translations/fr.json new file mode 100644 index 0000000000..c39fb49ebe --- /dev/null +++ b/Castles&Crusades/translations/fr.json @@ -0,0 +1,152 @@ +{ + "blank": " ", + "blank2": " ", + "0th": "0", + "1st": "1er", + "2nd": "2e", + "3rd": "3e", + "4th": "4e", + "5th": "5e", + "6th": "6e", + "7th": "7e", + "8th": "8e", + "9th": "9e", + "+": "+", + "+2": "+", + "+3": "+", + "+4": "+", + "+5": "+", + "+6": "+", + "=": "=", + "=2": "=", + "|": "|", + "/": "/", + "= 10 +": "= 10 +", + "#Spells": "#Sorts", + "# Turned": "# Repoussé", + "AC": "CA", + "age": "Age", + "alignment": "Alignement", + "Arcane Magic": "Arcane", + "Armor": "Armure", + "ArmorAC": "CAArmure", + "ArmorClass": "Classe d'Armure", + "Attack": "Attaque", + "Attr": "Carac", + "AttrBonus": "BonusCarac", + "attributes": "Caractéristiques", + "(attribute check: d20 + lvl + mod)": "(Jet de Caractéristique : d20 + niv + mod)", + "Bonus Spells": "Sorts en Bonus", + "Breath Weapon": "Souffle", + "BtH": "BAT", + "character": "Personnage", + "charactername": "Nom Personnage", + "chamod": "Mod", + "charisma": "Charisme", + "Charm": "Charme", + "class": "Classe", + "check": "Jet", + "check2": "Jet", + "Class Ability": "Pouvoir de Classe", + "Class Abilities": "Pouvoirs de Classe", + "Class and Race Skills": "Compétences de Race et Classe", + "Confusion": "Confusion", + "conmod": "Mod", + "constitution": "Constitution", + "Constriction": "Constriction", + "Death Attack": "Mort", + "Defenses": "Défenses", + "deity": "Dieu", + "dexmod": "Mod", + "dexterity": "Dextérité", + "Disease": "Maladie", + "Divine Magic": "Magie Divine", + "Dmg": "Dég", + "Encountered": "Rencontré", + "Energy Drain": "Absorption", + "experience": "Expérience", + "eyes": "Yeux", + "Fear": "Peur", + "Gaze Attack": "Regard", + "hair": "Cheveux", + "height": "Taille", + "Helm": "Casque", + "HelmWorn": "CasquePorté", + "HitDice": "DV", + "HitDmg": "Dégâts", + "Hit Points": "Points de Vie", + "HP": "PV", + "HPmax": "PVmax", + "Illusion": "Illusion", + "Initiative": "Initiative", + "Int": "Int", + "intmod": "Mod", + "intelligence": "Intelligence", + "Inventory": "Equipement", + "Languages": "Langues", + "journal": "Journal", + "journalnotes": "Journal/Notes", + "level": "Niveau", + "Magic": "Magie", + "Magic2": "Magie", + "MagicAC": "CA Magie", + "mental": "Mental", + "Misc": "Div", + "Misc2": "Div", + "MiscAC": "CA Div", + "Misc Inventory": "Equipement Divers", + "mod": "Mod", + "modAC": "Mod CA", + "mod2": "Mod", + "monster": "Monstre", + "monster goes here": "Monstre va ici", + "movement": "Déplacement", + "name": "Nom", + "nextlevel": "Niveau Suivant", + "No.": "No.", + "No. Encountered": "No. rencontré", + "Notes": "Notes", + "race": "Race", + "Racial Abilities": "Pouvoirs de Race", + "Roll For": "Jet pour", + "Roll For Initiative": "Jet pour Initiative", + "Roll": "Jet", + "Paralysis": "Paralysie", + "Petrification": "Pétrification", + "physical": "Physique", + "Poison": "Poison", + "Polymorph": "Transformation", + "pri sec ter": "Pri Sec Ter", + "savingthrows": "Jets de Sauvegarde", + "Saves": "Sauvegardes", + "savemod": "Mod Sauvegarde", + "save type": "Type Sauvegarde", + "save type2": "Type Sauvegarde", + "score": "Score", + "settings": "Paramètres", + "Shield": "Bouclier", + "ShieldAC": "CABouclier", + "ShieldWorn": "BouclierPorté", + "size": "Taille", + "Special": "Spécial", + "Special Attack": "Attaque Spéciale", + "Special Attacks": "Attaques Spéciales", + "Spellbook": "Grimoire", + "Spell / Level / Memorize": "Sort / Niveau / Mémorisé", + "Spells": "Sorts", + "strmod": "Mod", + "Success Roll": "Jet réussi", + "strength": "Force", + "Total": "Total", + "Total2": "Total", + "Traps": "Pièges", + "Turn Undead": "Repousser les M-V", + "Turning Check": "Jet de Repousser", + "Type": "Type", + "Use Critical Damage?": "Utiliser Dégâts Critiques ?", + "Weapons": "Armes", + "weight": "Poids", + "wismod": "Mod", + "wisdom": "Sagesse", + "WIS (12 + Monster Level)": "SAG (12 + Niveau monstre)" +} diff --git a/Castles&Crusades/translations/he.json b/Castles&Crusades/translations/he.json new file mode 100644 index 0000000000..90a8fefc29 --- /dev/null +++ b/Castles&Crusades/translations/he.json @@ -0,0 +1,152 @@ +{ + "blank": " ", + "blank2": " ", + "0th": "0th", + "1st": "1st", + "2nd": "2nd", + "3rd": "3rd", + "4th": "4th", + "5th": "5th", + "6th": "6th", + "7th": "7th", + "8th": "8th", + "9th": "9th", + "+": "+", + "+2": "+", + "+3": "+", + "+4": "+", + "+5": "+", + "+6": "+", + "=": "=", + "=2": "=", + "|": "|", + "/": "/", + "= 10 +": "= 10 +", + "#Spells": "#Spells", + "# Turned": "# Turned", + "AC": "AC", + "age": "Age", + "alignment": "Alignment", + "Arcane Magic": "Arcane Magic", + "Armor": "Armor", + "ArmorAC": "ArmorAC", + "ArmorClass": "ArmorClass", + "Attack": "Attack", + "Attr": "Attr", + "AttrBonus": "AttrBonus", + "attributes": "Attributes", + "(attribute check: d20 + lvl + mod)": "(Attribute check: d20 + lvl + mod)", + "Bonus Spells": "Bonus Spells", + "Breath Weapon": "Breath Weapon", + "BtH": "BtH", + "character": "Character", + "charactername": "Character Name", + "chamod": "Mod", + "charisma": "Charisma", + "Charm": "Charm", + "class": "Class", + "check": "Check", + "check2": "Check", + "Class Ability": "Class Ability", + "Class Abilities": "Class Abilities", + "Class and Race Skills": "Class and Race Skills", + "Confusion": "Confusion", + "conmod": "Mod", + "constitution": "Constitution", + "Constriction": "Constriction", + "Death Attack": "Death Attack", + "Defenses": "Defenses", + "deity": "Deity", + "dexmod": "Mod", + "dexterity": "Dexterity", + "Disease": "Disease", + "Divine Magic": "Divine Magic", + "Dmg": "Dmg", + "Encountered": "Encountered", + "Energy Drain": "Energy Drain", + "experience": "Experience", + "eyes": "Eyes", + "Fear": "Fear", + "Gaze Attack": "Gaze Attack", + "hair": "Hair", + "height": "Height", + "Helm": "Helm", + "HelmWorn": "HelmWorn", + "HitDice": "HitDice", + "HitDmg": "HitDmg", + "Hit Points": "Hit Points", + "HP": "HP", + "HPmax": "HPmax", + "Illusion": "Illusion", + "Initiative": "Initiative", + "Int": "Int", + "intmod": "Mod", + "intelligence": "Intelligence", + "Inventory": "Inventory", + "Languages": "Languages", + "journal": "Journal", + "journalnotes": "Journal/Notes", + "level": "Level", + "Magic": "Magic", + "Magic2": "Magic", + "MagicAC": "MagicAC", + "mental": "Mental", + "Misc": "Misc", + "Misc2": "Misc", + "MiscAC": "MiscAC", + "Misc Inventory": "Misc Inventory", + "mod": "Mod", + "modAC": "ModAC", + "mod2": "Mod", + "monster": "Monster", + "monster goes here": "Monster goes here", + "movement": "Movement", + "name": "Name", + "nextlevel": "Next Level", + "No.": "No.", + "No. Encountered": "No. Encountered", + "Notes": "Notes", + "race": "Race", + "Racial Abilities": "Racial Abilities", + "Roll For": "Roll For", + "Roll For Initiative": "Roll For Initiative", + "Roll": "Roll", + "Paralysis": "Paralysis", + "Petrification": "Petrification", + "physical": "Physical", + "Poison": "Poison", + "Polymorph": "Polymorph", + "pri sec ter": "Pri Sec Ter", + "savingthrows": "Saving Throws", + "Saves": "Saves", + "savemod": "SaveMod", + "save type": "Save Type", + "save type2": "Save Type", + "score": "Score", + "settings": "Settings", + "Shield": "Shield", + "ShieldAC": "ShieldAC", + "ShieldWorn": "ShieldWorn", + "size": "Size", + "Special": "Special", + "Special Attack": "Special Attack", + "Special Attacks": "Special Attacks", + "Spellbook": "Spellbook", + "Spell / Level / Memorize": "Spell / Level / Memorize", + "Spells": "Spells", + "strmod": "Mod", + "Success Roll": "Success Roll", + "strength": "Strength", + "Total": "Total", + "Total2": "Total", + "Traps": "Traps", + "Turn Undead": "Turn Undead", + "Turning Check": "Turning Check", + "Type": "Type", + "Use Critical Damage?": "Use Critical Damage?", + "Weapons": "Weapons", + "weight": "Weight", + "wismod": "Mod", + "wisdom": "Wisdom", + "WIS (12 + Monster Level)": "WIS (12 + Monster Level)" +} diff --git a/Castles&Crusades/translations/hu.json b/Castles&Crusades/translations/hu.json new file mode 100644 index 0000000000..90a8fefc29 --- /dev/null +++ b/Castles&Crusades/translations/hu.json @@ -0,0 +1,152 @@ +{ + "blank": " ", + "blank2": " ", + "0th": "0th", + "1st": "1st", + "2nd": "2nd", + "3rd": "3rd", + "4th": "4th", + "5th": "5th", + "6th": "6th", + "7th": "7th", + "8th": "8th", + "9th": "9th", + "+": "+", + "+2": "+", + "+3": "+", + "+4": "+", + "+5": "+", + "+6": "+", + "=": "=", + "=2": "=", + "|": "|", + "/": "/", + "= 10 +": "= 10 +", + "#Spells": "#Spells", + "# Turned": "# Turned", + "AC": "AC", + "age": "Age", + "alignment": "Alignment", + "Arcane Magic": "Arcane Magic", + "Armor": "Armor", + "ArmorAC": "ArmorAC", + "ArmorClass": "ArmorClass", + "Attack": "Attack", + "Attr": "Attr", + "AttrBonus": "AttrBonus", + "attributes": "Attributes", + "(attribute check: d20 + lvl + mod)": "(Attribute check: d20 + lvl + mod)", + "Bonus Spells": "Bonus Spells", + "Breath Weapon": "Breath Weapon", + "BtH": "BtH", + "character": "Character", + "charactername": "Character Name", + "chamod": "Mod", + "charisma": "Charisma", + "Charm": "Charm", + "class": "Class", + "check": "Check", + "check2": "Check", + "Class Ability": "Class Ability", + "Class Abilities": "Class Abilities", + "Class and Race Skills": "Class and Race Skills", + "Confusion": "Confusion", + "conmod": "Mod", + "constitution": "Constitution", + "Constriction": "Constriction", + "Death Attack": "Death Attack", + "Defenses": "Defenses", + "deity": "Deity", + "dexmod": "Mod", + "dexterity": "Dexterity", + "Disease": "Disease", + "Divine Magic": "Divine Magic", + "Dmg": "Dmg", + "Encountered": "Encountered", + "Energy Drain": "Energy Drain", + "experience": "Experience", + "eyes": "Eyes", + "Fear": "Fear", + "Gaze Attack": "Gaze Attack", + "hair": "Hair", + "height": "Height", + "Helm": "Helm", + "HelmWorn": "HelmWorn", + "HitDice": "HitDice", + "HitDmg": "HitDmg", + "Hit Points": "Hit Points", + "HP": "HP", + "HPmax": "HPmax", + "Illusion": "Illusion", + "Initiative": "Initiative", + "Int": "Int", + "intmod": "Mod", + "intelligence": "Intelligence", + "Inventory": "Inventory", + "Languages": "Languages", + "journal": "Journal", + "journalnotes": "Journal/Notes", + "level": "Level", + "Magic": "Magic", + "Magic2": "Magic", + "MagicAC": "MagicAC", + "mental": "Mental", + "Misc": "Misc", + "Misc2": "Misc", + "MiscAC": "MiscAC", + "Misc Inventory": "Misc Inventory", + "mod": "Mod", + "modAC": "ModAC", + "mod2": "Mod", + "monster": "Monster", + "monster goes here": "Monster goes here", + "movement": "Movement", + "name": "Name", + "nextlevel": "Next Level", + "No.": "No.", + "No. Encountered": "No. Encountered", + "Notes": "Notes", + "race": "Race", + "Racial Abilities": "Racial Abilities", + "Roll For": "Roll For", + "Roll For Initiative": "Roll For Initiative", + "Roll": "Roll", + "Paralysis": "Paralysis", + "Petrification": "Petrification", + "physical": "Physical", + "Poison": "Poison", + "Polymorph": "Polymorph", + "pri sec ter": "Pri Sec Ter", + "savingthrows": "Saving Throws", + "Saves": "Saves", + "savemod": "SaveMod", + "save type": "Save Type", + "save type2": "Save Type", + "score": "Score", + "settings": "Settings", + "Shield": "Shield", + "ShieldAC": "ShieldAC", + "ShieldWorn": "ShieldWorn", + "size": "Size", + "Special": "Special", + "Special Attack": "Special Attack", + "Special Attacks": "Special Attacks", + "Spellbook": "Spellbook", + "Spell / Level / Memorize": "Spell / Level / Memorize", + "Spells": "Spells", + "strmod": "Mod", + "Success Roll": "Success Roll", + "strength": "Strength", + "Total": "Total", + "Total2": "Total", + "Traps": "Traps", + "Turn Undead": "Turn Undead", + "Turning Check": "Turning Check", + "Type": "Type", + "Use Critical Damage?": "Use Critical Damage?", + "Weapons": "Weapons", + "weight": "Weight", + "wismod": "Mod", + "wisdom": "Wisdom", + "WIS (12 + Monster Level)": "WIS (12 + Monster Level)" +} diff --git a/Castles&Crusades/translations/it.json b/Castles&Crusades/translations/it.json new file mode 100644 index 0000000000..90a8fefc29 --- /dev/null +++ b/Castles&Crusades/translations/it.json @@ -0,0 +1,152 @@ +{ + "blank": " ", + "blank2": " ", + "0th": "0th", + "1st": "1st", + "2nd": "2nd", + "3rd": "3rd", + "4th": "4th", + "5th": "5th", + "6th": "6th", + "7th": "7th", + "8th": "8th", + "9th": "9th", + "+": "+", + "+2": "+", + "+3": "+", + "+4": "+", + "+5": "+", + "+6": "+", + "=": "=", + "=2": "=", + "|": "|", + "/": "/", + "= 10 +": "= 10 +", + "#Spells": "#Spells", + "# Turned": "# Turned", + "AC": "AC", + "age": "Age", + "alignment": "Alignment", + "Arcane Magic": "Arcane Magic", + "Armor": "Armor", + "ArmorAC": "ArmorAC", + "ArmorClass": "ArmorClass", + "Attack": "Attack", + "Attr": "Attr", + "AttrBonus": "AttrBonus", + "attributes": "Attributes", + "(attribute check: d20 + lvl + mod)": "(Attribute check: d20 + lvl + mod)", + "Bonus Spells": "Bonus Spells", + "Breath Weapon": "Breath Weapon", + "BtH": "BtH", + "character": "Character", + "charactername": "Character Name", + "chamod": "Mod", + "charisma": "Charisma", + "Charm": "Charm", + "class": "Class", + "check": "Check", + "check2": "Check", + "Class Ability": "Class Ability", + "Class Abilities": "Class Abilities", + "Class and Race Skills": "Class and Race Skills", + "Confusion": "Confusion", + "conmod": "Mod", + "constitution": "Constitution", + "Constriction": "Constriction", + "Death Attack": "Death Attack", + "Defenses": "Defenses", + "deity": "Deity", + "dexmod": "Mod", + "dexterity": "Dexterity", + "Disease": "Disease", + "Divine Magic": "Divine Magic", + "Dmg": "Dmg", + "Encountered": "Encountered", + "Energy Drain": "Energy Drain", + "experience": "Experience", + "eyes": "Eyes", + "Fear": "Fear", + "Gaze Attack": "Gaze Attack", + "hair": "Hair", + "height": "Height", + "Helm": "Helm", + "HelmWorn": "HelmWorn", + "HitDice": "HitDice", + "HitDmg": "HitDmg", + "Hit Points": "Hit Points", + "HP": "HP", + "HPmax": "HPmax", + "Illusion": "Illusion", + "Initiative": "Initiative", + "Int": "Int", + "intmod": "Mod", + "intelligence": "Intelligence", + "Inventory": "Inventory", + "Languages": "Languages", + "journal": "Journal", + "journalnotes": "Journal/Notes", + "level": "Level", + "Magic": "Magic", + "Magic2": "Magic", + "MagicAC": "MagicAC", + "mental": "Mental", + "Misc": "Misc", + "Misc2": "Misc", + "MiscAC": "MiscAC", + "Misc Inventory": "Misc Inventory", + "mod": "Mod", + "modAC": "ModAC", + "mod2": "Mod", + "monster": "Monster", + "monster goes here": "Monster goes here", + "movement": "Movement", + "name": "Name", + "nextlevel": "Next Level", + "No.": "No.", + "No. Encountered": "No. Encountered", + "Notes": "Notes", + "race": "Race", + "Racial Abilities": "Racial Abilities", + "Roll For": "Roll For", + "Roll For Initiative": "Roll For Initiative", + "Roll": "Roll", + "Paralysis": "Paralysis", + "Petrification": "Petrification", + "physical": "Physical", + "Poison": "Poison", + "Polymorph": "Polymorph", + "pri sec ter": "Pri Sec Ter", + "savingthrows": "Saving Throws", + "Saves": "Saves", + "savemod": "SaveMod", + "save type": "Save Type", + "save type2": "Save Type", + "score": "Score", + "settings": "Settings", + "Shield": "Shield", + "ShieldAC": "ShieldAC", + "ShieldWorn": "ShieldWorn", + "size": "Size", + "Special": "Special", + "Special Attack": "Special Attack", + "Special Attacks": "Special Attacks", + "Spellbook": "Spellbook", + "Spell / Level / Memorize": "Spell / Level / Memorize", + "Spells": "Spells", + "strmod": "Mod", + "Success Roll": "Success Roll", + "strength": "Strength", + "Total": "Total", + "Total2": "Total", + "Traps": "Traps", + "Turn Undead": "Turn Undead", + "Turning Check": "Turning Check", + "Type": "Type", + "Use Critical Damage?": "Use Critical Damage?", + "Weapons": "Weapons", + "weight": "Weight", + "wismod": "Mod", + "wisdom": "Wisdom", + "WIS (12 + Monster Level)": "WIS (12 + Monster Level)" +} diff --git a/Castles&Crusades/translations/ja.json b/Castles&Crusades/translations/ja.json new file mode 100644 index 0000000000..90a8fefc29 --- /dev/null +++ b/Castles&Crusades/translations/ja.json @@ -0,0 +1,152 @@ +{ + "blank": " ", + "blank2": " ", + "0th": "0th", + "1st": "1st", + "2nd": "2nd", + "3rd": "3rd", + "4th": "4th", + "5th": "5th", + "6th": "6th", + "7th": "7th", + "8th": "8th", + "9th": "9th", + "+": "+", + "+2": "+", + "+3": "+", + "+4": "+", + "+5": "+", + "+6": "+", + "=": "=", + "=2": "=", + "|": "|", + "/": "/", + "= 10 +": "= 10 +", + "#Spells": "#Spells", + "# Turned": "# Turned", + "AC": "AC", + "age": "Age", + "alignment": "Alignment", + "Arcane Magic": "Arcane Magic", + "Armor": "Armor", + "ArmorAC": "ArmorAC", + "ArmorClass": "ArmorClass", + "Attack": "Attack", + "Attr": "Attr", + "AttrBonus": "AttrBonus", + "attributes": "Attributes", + "(attribute check: d20 + lvl + mod)": "(Attribute check: d20 + lvl + mod)", + "Bonus Spells": "Bonus Spells", + "Breath Weapon": "Breath Weapon", + "BtH": "BtH", + "character": "Character", + "charactername": "Character Name", + "chamod": "Mod", + "charisma": "Charisma", + "Charm": "Charm", + "class": "Class", + "check": "Check", + "check2": "Check", + "Class Ability": "Class Ability", + "Class Abilities": "Class Abilities", + "Class and Race Skills": "Class and Race Skills", + "Confusion": "Confusion", + "conmod": "Mod", + "constitution": "Constitution", + "Constriction": "Constriction", + "Death Attack": "Death Attack", + "Defenses": "Defenses", + "deity": "Deity", + "dexmod": "Mod", + "dexterity": "Dexterity", + "Disease": "Disease", + "Divine Magic": "Divine Magic", + "Dmg": "Dmg", + "Encountered": "Encountered", + "Energy Drain": "Energy Drain", + "experience": "Experience", + "eyes": "Eyes", + "Fear": "Fear", + "Gaze Attack": "Gaze Attack", + "hair": "Hair", + "height": "Height", + "Helm": "Helm", + "HelmWorn": "HelmWorn", + "HitDice": "HitDice", + "HitDmg": "HitDmg", + "Hit Points": "Hit Points", + "HP": "HP", + "HPmax": "HPmax", + "Illusion": "Illusion", + "Initiative": "Initiative", + "Int": "Int", + "intmod": "Mod", + "intelligence": "Intelligence", + "Inventory": "Inventory", + "Languages": "Languages", + "journal": "Journal", + "journalnotes": "Journal/Notes", + "level": "Level", + "Magic": "Magic", + "Magic2": "Magic", + "MagicAC": "MagicAC", + "mental": "Mental", + "Misc": "Misc", + "Misc2": "Misc", + "MiscAC": "MiscAC", + "Misc Inventory": "Misc Inventory", + "mod": "Mod", + "modAC": "ModAC", + "mod2": "Mod", + "monster": "Monster", + "monster goes here": "Monster goes here", + "movement": "Movement", + "name": "Name", + "nextlevel": "Next Level", + "No.": "No.", + "No. Encountered": "No. Encountered", + "Notes": "Notes", + "race": "Race", + "Racial Abilities": "Racial Abilities", + "Roll For": "Roll For", + "Roll For Initiative": "Roll For Initiative", + "Roll": "Roll", + "Paralysis": "Paralysis", + "Petrification": "Petrification", + "physical": "Physical", + "Poison": "Poison", + "Polymorph": "Polymorph", + "pri sec ter": "Pri Sec Ter", + "savingthrows": "Saving Throws", + "Saves": "Saves", + "savemod": "SaveMod", + "save type": "Save Type", + "save type2": "Save Type", + "score": "Score", + "settings": "Settings", + "Shield": "Shield", + "ShieldAC": "ShieldAC", + "ShieldWorn": "ShieldWorn", + "size": "Size", + "Special": "Special", + "Special Attack": "Special Attack", + "Special Attacks": "Special Attacks", + "Spellbook": "Spellbook", + "Spell / Level / Memorize": "Spell / Level / Memorize", + "Spells": "Spells", + "strmod": "Mod", + "Success Roll": "Success Roll", + "strength": "Strength", + "Total": "Total", + "Total2": "Total", + "Traps": "Traps", + "Turn Undead": "Turn Undead", + "Turning Check": "Turning Check", + "Type": "Type", + "Use Critical Damage?": "Use Critical Damage?", + "Weapons": "Weapons", + "weight": "Weight", + "wismod": "Mod", + "wisdom": "Wisdom", + "WIS (12 + Monster Level)": "WIS (12 + Monster Level)" +} diff --git a/Castles&Crusades/translations/ko.json b/Castles&Crusades/translations/ko.json new file mode 100644 index 0000000000..90a8fefc29 --- /dev/null +++ b/Castles&Crusades/translations/ko.json @@ -0,0 +1,152 @@ +{ + "blank": " ", + "blank2": " ", + "0th": "0th", + "1st": "1st", + "2nd": "2nd", + "3rd": "3rd", + "4th": "4th", + "5th": "5th", + "6th": "6th", + "7th": "7th", + "8th": "8th", + "9th": "9th", + "+": "+", + "+2": "+", + "+3": "+", + "+4": "+", + "+5": "+", + "+6": "+", + "=": "=", + "=2": "=", + "|": "|", + "/": "/", + "= 10 +": "= 10 +", + "#Spells": "#Spells", + "# Turned": "# Turned", + "AC": "AC", + "age": "Age", + "alignment": "Alignment", + "Arcane Magic": "Arcane Magic", + "Armor": "Armor", + "ArmorAC": "ArmorAC", + "ArmorClass": "ArmorClass", + "Attack": "Attack", + "Attr": "Attr", + "AttrBonus": "AttrBonus", + "attributes": "Attributes", + "(attribute check: d20 + lvl + mod)": "(Attribute check: d20 + lvl + mod)", + "Bonus Spells": "Bonus Spells", + "Breath Weapon": "Breath Weapon", + "BtH": "BtH", + "character": "Character", + "charactername": "Character Name", + "chamod": "Mod", + "charisma": "Charisma", + "Charm": "Charm", + "class": "Class", + "check": "Check", + "check2": "Check", + "Class Ability": "Class Ability", + "Class Abilities": "Class Abilities", + "Class and Race Skills": "Class and Race Skills", + "Confusion": "Confusion", + "conmod": "Mod", + "constitution": "Constitution", + "Constriction": "Constriction", + "Death Attack": "Death Attack", + "Defenses": "Defenses", + "deity": "Deity", + "dexmod": "Mod", + "dexterity": "Dexterity", + "Disease": "Disease", + "Divine Magic": "Divine Magic", + "Dmg": "Dmg", + "Encountered": "Encountered", + "Energy Drain": "Energy Drain", + "experience": "Experience", + "eyes": "Eyes", + "Fear": "Fear", + "Gaze Attack": "Gaze Attack", + "hair": "Hair", + "height": "Height", + "Helm": "Helm", + "HelmWorn": "HelmWorn", + "HitDice": "HitDice", + "HitDmg": "HitDmg", + "Hit Points": "Hit Points", + "HP": "HP", + "HPmax": "HPmax", + "Illusion": "Illusion", + "Initiative": "Initiative", + "Int": "Int", + "intmod": "Mod", + "intelligence": "Intelligence", + "Inventory": "Inventory", + "Languages": "Languages", + "journal": "Journal", + "journalnotes": "Journal/Notes", + "level": "Level", + "Magic": "Magic", + "Magic2": "Magic", + "MagicAC": "MagicAC", + "mental": "Mental", + "Misc": "Misc", + "Misc2": "Misc", + "MiscAC": "MiscAC", + "Misc Inventory": "Misc Inventory", + "mod": "Mod", + "modAC": "ModAC", + "mod2": "Mod", + "monster": "Monster", + "monster goes here": "Monster goes here", + "movement": "Movement", + "name": "Name", + "nextlevel": "Next Level", + "No.": "No.", + "No. Encountered": "No. Encountered", + "Notes": "Notes", + "race": "Race", + "Racial Abilities": "Racial Abilities", + "Roll For": "Roll For", + "Roll For Initiative": "Roll For Initiative", + "Roll": "Roll", + "Paralysis": "Paralysis", + "Petrification": "Petrification", + "physical": "Physical", + "Poison": "Poison", + "Polymorph": "Polymorph", + "pri sec ter": "Pri Sec Ter", + "savingthrows": "Saving Throws", + "Saves": "Saves", + "savemod": "SaveMod", + "save type": "Save Type", + "save type2": "Save Type", + "score": "Score", + "settings": "Settings", + "Shield": "Shield", + "ShieldAC": "ShieldAC", + "ShieldWorn": "ShieldWorn", + "size": "Size", + "Special": "Special", + "Special Attack": "Special Attack", + "Special Attacks": "Special Attacks", + "Spellbook": "Spellbook", + "Spell / Level / Memorize": "Spell / Level / Memorize", + "Spells": "Spells", + "strmod": "Mod", + "Success Roll": "Success Roll", + "strength": "Strength", + "Total": "Total", + "Total2": "Total", + "Traps": "Traps", + "Turn Undead": "Turn Undead", + "Turning Check": "Turning Check", + "Type": "Type", + "Use Critical Damage?": "Use Critical Damage?", + "Weapons": "Weapons", + "weight": "Weight", + "wismod": "Mod", + "wisdom": "Wisdom", + "WIS (12 + Monster Level)": "WIS (12 + Monster Level)" +} diff --git a/Castles&Crusades/translations/nl.json b/Castles&Crusades/translations/nl.json new file mode 100644 index 0000000000..90a8fefc29 --- /dev/null +++ b/Castles&Crusades/translations/nl.json @@ -0,0 +1,152 @@ +{ + "blank": " ", + "blank2": " ", + "0th": "0th", + "1st": "1st", + "2nd": "2nd", + "3rd": "3rd", + "4th": "4th", + "5th": "5th", + "6th": "6th", + "7th": "7th", + "8th": "8th", + "9th": "9th", + "+": "+", + "+2": "+", + "+3": "+", + "+4": "+", + "+5": "+", + "+6": "+", + "=": "=", + "=2": "=", + "|": "|", + "/": "/", + "= 10 +": "= 10 +", + "#Spells": "#Spells", + "# Turned": "# Turned", + "AC": "AC", + "age": "Age", + "alignment": "Alignment", + "Arcane Magic": "Arcane Magic", + "Armor": "Armor", + "ArmorAC": "ArmorAC", + "ArmorClass": "ArmorClass", + "Attack": "Attack", + "Attr": "Attr", + "AttrBonus": "AttrBonus", + "attributes": "Attributes", + "(attribute check: d20 + lvl + mod)": "(Attribute check: d20 + lvl + mod)", + "Bonus Spells": "Bonus Spells", + "Breath Weapon": "Breath Weapon", + "BtH": "BtH", + "character": "Character", + "charactername": "Character Name", + "chamod": "Mod", + "charisma": "Charisma", + "Charm": "Charm", + "class": "Class", + "check": "Check", + "check2": "Check", + "Class Ability": "Class Ability", + "Class Abilities": "Class Abilities", + "Class and Race Skills": "Class and Race Skills", + "Confusion": "Confusion", + "conmod": "Mod", + "constitution": "Constitution", + "Constriction": "Constriction", + "Death Attack": "Death Attack", + "Defenses": "Defenses", + "deity": "Deity", + "dexmod": "Mod", + "dexterity": "Dexterity", + "Disease": "Disease", + "Divine Magic": "Divine Magic", + "Dmg": "Dmg", + "Encountered": "Encountered", + "Energy Drain": "Energy Drain", + "experience": "Experience", + "eyes": "Eyes", + "Fear": "Fear", + "Gaze Attack": "Gaze Attack", + "hair": "Hair", + "height": "Height", + "Helm": "Helm", + "HelmWorn": "HelmWorn", + "HitDice": "HitDice", + "HitDmg": "HitDmg", + "Hit Points": "Hit Points", + "HP": "HP", + "HPmax": "HPmax", + "Illusion": "Illusion", + "Initiative": "Initiative", + "Int": "Int", + "intmod": "Mod", + "intelligence": "Intelligence", + "Inventory": "Inventory", + "Languages": "Languages", + "journal": "Journal", + "journalnotes": "Journal/Notes", + "level": "Level", + "Magic": "Magic", + "Magic2": "Magic", + "MagicAC": "MagicAC", + "mental": "Mental", + "Misc": "Misc", + "Misc2": "Misc", + "MiscAC": "MiscAC", + "Misc Inventory": "Misc Inventory", + "mod": "Mod", + "modAC": "ModAC", + "mod2": "Mod", + "monster": "Monster", + "monster goes here": "Monster goes here", + "movement": "Movement", + "name": "Name", + "nextlevel": "Next Level", + "No.": "No.", + "No. Encountered": "No. Encountered", + "Notes": "Notes", + "race": "Race", + "Racial Abilities": "Racial Abilities", + "Roll For": "Roll For", + "Roll For Initiative": "Roll For Initiative", + "Roll": "Roll", + "Paralysis": "Paralysis", + "Petrification": "Petrification", + "physical": "Physical", + "Poison": "Poison", + "Polymorph": "Polymorph", + "pri sec ter": "Pri Sec Ter", + "savingthrows": "Saving Throws", + "Saves": "Saves", + "savemod": "SaveMod", + "save type": "Save Type", + "save type2": "Save Type", + "score": "Score", + "settings": "Settings", + "Shield": "Shield", + "ShieldAC": "ShieldAC", + "ShieldWorn": "ShieldWorn", + "size": "Size", + "Special": "Special", + "Special Attack": "Special Attack", + "Special Attacks": "Special Attacks", + "Spellbook": "Spellbook", + "Spell / Level / Memorize": "Spell / Level / Memorize", + "Spells": "Spells", + "strmod": "Mod", + "Success Roll": "Success Roll", + "strength": "Strength", + "Total": "Total", + "Total2": "Total", + "Traps": "Traps", + "Turn Undead": "Turn Undead", + "Turning Check": "Turning Check", + "Type": "Type", + "Use Critical Damage?": "Use Critical Damage?", + "Weapons": "Weapons", + "weight": "Weight", + "wismod": "Mod", + "wisdom": "Wisdom", + "WIS (12 + Monster Level)": "WIS (12 + Monster Level)" +} diff --git a/Castles&Crusades/translations/pb.json b/Castles&Crusades/translations/pb.json new file mode 100644 index 0000000000..90a8fefc29 --- /dev/null +++ b/Castles&Crusades/translations/pb.json @@ -0,0 +1,152 @@ +{ + "blank": " ", + "blank2": " ", + "0th": "0th", + "1st": "1st", + "2nd": "2nd", + "3rd": "3rd", + "4th": "4th", + "5th": "5th", + "6th": "6th", + "7th": "7th", + "8th": "8th", + "9th": "9th", + "+": "+", + "+2": "+", + "+3": "+", + "+4": "+", + "+5": "+", + "+6": "+", + "=": "=", + "=2": "=", + "|": "|", + "/": "/", + "= 10 +": "= 10 +", + "#Spells": "#Spells", + "# Turned": "# Turned", + "AC": "AC", + "age": "Age", + "alignment": "Alignment", + "Arcane Magic": "Arcane Magic", + "Armor": "Armor", + "ArmorAC": "ArmorAC", + "ArmorClass": "ArmorClass", + "Attack": "Attack", + "Attr": "Attr", + "AttrBonus": "AttrBonus", + "attributes": "Attributes", + "(attribute check: d20 + lvl + mod)": "(Attribute check: d20 + lvl + mod)", + "Bonus Spells": "Bonus Spells", + "Breath Weapon": "Breath Weapon", + "BtH": "BtH", + "character": "Character", + "charactername": "Character Name", + "chamod": "Mod", + "charisma": "Charisma", + "Charm": "Charm", + "class": "Class", + "check": "Check", + "check2": "Check", + "Class Ability": "Class Ability", + "Class Abilities": "Class Abilities", + "Class and Race Skills": "Class and Race Skills", + "Confusion": "Confusion", + "conmod": "Mod", + "constitution": "Constitution", + "Constriction": "Constriction", + "Death Attack": "Death Attack", + "Defenses": "Defenses", + "deity": "Deity", + "dexmod": "Mod", + "dexterity": "Dexterity", + "Disease": "Disease", + "Divine Magic": "Divine Magic", + "Dmg": "Dmg", + "Encountered": "Encountered", + "Energy Drain": "Energy Drain", + "experience": "Experience", + "eyes": "Eyes", + "Fear": "Fear", + "Gaze Attack": "Gaze Attack", + "hair": "Hair", + "height": "Height", + "Helm": "Helm", + "HelmWorn": "HelmWorn", + "HitDice": "HitDice", + "HitDmg": "HitDmg", + "Hit Points": "Hit Points", + "HP": "HP", + "HPmax": "HPmax", + "Illusion": "Illusion", + "Initiative": "Initiative", + "Int": "Int", + "intmod": "Mod", + "intelligence": "Intelligence", + "Inventory": "Inventory", + "Languages": "Languages", + "journal": "Journal", + "journalnotes": "Journal/Notes", + "level": "Level", + "Magic": "Magic", + "Magic2": "Magic", + "MagicAC": "MagicAC", + "mental": "Mental", + "Misc": "Misc", + "Misc2": "Misc", + "MiscAC": "MiscAC", + "Misc Inventory": "Misc Inventory", + "mod": "Mod", + "modAC": "ModAC", + "mod2": "Mod", + "monster": "Monster", + "monster goes here": "Monster goes here", + "movement": "Movement", + "name": "Name", + "nextlevel": "Next Level", + "No.": "No.", + "No. Encountered": "No. Encountered", + "Notes": "Notes", + "race": "Race", + "Racial Abilities": "Racial Abilities", + "Roll For": "Roll For", + "Roll For Initiative": "Roll For Initiative", + "Roll": "Roll", + "Paralysis": "Paralysis", + "Petrification": "Petrification", + "physical": "Physical", + "Poison": "Poison", + "Polymorph": "Polymorph", + "pri sec ter": "Pri Sec Ter", + "savingthrows": "Saving Throws", + "Saves": "Saves", + "savemod": "SaveMod", + "save type": "Save Type", + "save type2": "Save Type", + "score": "Score", + "settings": "Settings", + "Shield": "Shield", + "ShieldAC": "ShieldAC", + "ShieldWorn": "ShieldWorn", + "size": "Size", + "Special": "Special", + "Special Attack": "Special Attack", + "Special Attacks": "Special Attacks", + "Spellbook": "Spellbook", + "Spell / Level / Memorize": "Spell / Level / Memorize", + "Spells": "Spells", + "strmod": "Mod", + "Success Roll": "Success Roll", + "strength": "Strength", + "Total": "Total", + "Total2": "Total", + "Traps": "Traps", + "Turn Undead": "Turn Undead", + "Turning Check": "Turning Check", + "Type": "Type", + "Use Critical Damage?": "Use Critical Damage?", + "Weapons": "Weapons", + "weight": "Weight", + "wismod": "Mod", + "wisdom": "Wisdom", + "WIS (12 + Monster Level)": "WIS (12 + Monster Level)" +} diff --git a/Castles&Crusades/translations/pl.json b/Castles&Crusades/translations/pl.json new file mode 100644 index 0000000000..90a8fefc29 --- /dev/null +++ b/Castles&Crusades/translations/pl.json @@ -0,0 +1,152 @@ +{ + "blank": " ", + "blank2": " ", + "0th": "0th", + "1st": "1st", + "2nd": "2nd", + "3rd": "3rd", + "4th": "4th", + "5th": "5th", + "6th": "6th", + "7th": "7th", + "8th": "8th", + "9th": "9th", + "+": "+", + "+2": "+", + "+3": "+", + "+4": "+", + "+5": "+", + "+6": "+", + "=": "=", + "=2": "=", + "|": "|", + "/": "/", + "= 10 +": "= 10 +", + "#Spells": "#Spells", + "# Turned": "# Turned", + "AC": "AC", + "age": "Age", + "alignment": "Alignment", + "Arcane Magic": "Arcane Magic", + "Armor": "Armor", + "ArmorAC": "ArmorAC", + "ArmorClass": "ArmorClass", + "Attack": "Attack", + "Attr": "Attr", + "AttrBonus": "AttrBonus", + "attributes": "Attributes", + "(attribute check: d20 + lvl + mod)": "(Attribute check: d20 + lvl + mod)", + "Bonus Spells": "Bonus Spells", + "Breath Weapon": "Breath Weapon", + "BtH": "BtH", + "character": "Character", + "charactername": "Character Name", + "chamod": "Mod", + "charisma": "Charisma", + "Charm": "Charm", + "class": "Class", + "check": "Check", + "check2": "Check", + "Class Ability": "Class Ability", + "Class Abilities": "Class Abilities", + "Class and Race Skills": "Class and Race Skills", + "Confusion": "Confusion", + "conmod": "Mod", + "constitution": "Constitution", + "Constriction": "Constriction", + "Death Attack": "Death Attack", + "Defenses": "Defenses", + "deity": "Deity", + "dexmod": "Mod", + "dexterity": "Dexterity", + "Disease": "Disease", + "Divine Magic": "Divine Magic", + "Dmg": "Dmg", + "Encountered": "Encountered", + "Energy Drain": "Energy Drain", + "experience": "Experience", + "eyes": "Eyes", + "Fear": "Fear", + "Gaze Attack": "Gaze Attack", + "hair": "Hair", + "height": "Height", + "Helm": "Helm", + "HelmWorn": "HelmWorn", + "HitDice": "HitDice", + "HitDmg": "HitDmg", + "Hit Points": "Hit Points", + "HP": "HP", + "HPmax": "HPmax", + "Illusion": "Illusion", + "Initiative": "Initiative", + "Int": "Int", + "intmod": "Mod", + "intelligence": "Intelligence", + "Inventory": "Inventory", + "Languages": "Languages", + "journal": "Journal", + "journalnotes": "Journal/Notes", + "level": "Level", + "Magic": "Magic", + "Magic2": "Magic", + "MagicAC": "MagicAC", + "mental": "Mental", + "Misc": "Misc", + "Misc2": "Misc", + "MiscAC": "MiscAC", + "Misc Inventory": "Misc Inventory", + "mod": "Mod", + "modAC": "ModAC", + "mod2": "Mod", + "monster": "Monster", + "monster goes here": "Monster goes here", + "movement": "Movement", + "name": "Name", + "nextlevel": "Next Level", + "No.": "No.", + "No. Encountered": "No. Encountered", + "Notes": "Notes", + "race": "Race", + "Racial Abilities": "Racial Abilities", + "Roll For": "Roll For", + "Roll For Initiative": "Roll For Initiative", + "Roll": "Roll", + "Paralysis": "Paralysis", + "Petrification": "Petrification", + "physical": "Physical", + "Poison": "Poison", + "Polymorph": "Polymorph", + "pri sec ter": "Pri Sec Ter", + "savingthrows": "Saving Throws", + "Saves": "Saves", + "savemod": "SaveMod", + "save type": "Save Type", + "save type2": "Save Type", + "score": "Score", + "settings": "Settings", + "Shield": "Shield", + "ShieldAC": "ShieldAC", + "ShieldWorn": "ShieldWorn", + "size": "Size", + "Special": "Special", + "Special Attack": "Special Attack", + "Special Attacks": "Special Attacks", + "Spellbook": "Spellbook", + "Spell / Level / Memorize": "Spell / Level / Memorize", + "Spells": "Spells", + "strmod": "Mod", + "Success Roll": "Success Roll", + "strength": "Strength", + "Total": "Total", + "Total2": "Total", + "Traps": "Traps", + "Turn Undead": "Turn Undead", + "Turning Check": "Turning Check", + "Type": "Type", + "Use Critical Damage?": "Use Critical Damage?", + "Weapons": "Weapons", + "weight": "Weight", + "wismod": "Mod", + "wisdom": "Wisdom", + "WIS (12 + Monster Level)": "WIS (12 + Monster Level)" +} diff --git a/Castles&Crusades/translations/pt.json b/Castles&Crusades/translations/pt.json new file mode 100644 index 0000000000..90a8fefc29 --- /dev/null +++ b/Castles&Crusades/translations/pt.json @@ -0,0 +1,152 @@ +{ + "blank": " ", + "blank2": " ", + "0th": "0th", + "1st": "1st", + "2nd": "2nd", + "3rd": "3rd", + "4th": "4th", + "5th": "5th", + "6th": "6th", + "7th": "7th", + "8th": "8th", + "9th": "9th", + "+": "+", + "+2": "+", + "+3": "+", + "+4": "+", + "+5": "+", + "+6": "+", + "=": "=", + "=2": "=", + "|": "|", + "/": "/", + "= 10 +": "= 10 +", + "#Spells": "#Spells", + "# Turned": "# Turned", + "AC": "AC", + "age": "Age", + "alignment": "Alignment", + "Arcane Magic": "Arcane Magic", + "Armor": "Armor", + "ArmorAC": "ArmorAC", + "ArmorClass": "ArmorClass", + "Attack": "Attack", + "Attr": "Attr", + "AttrBonus": "AttrBonus", + "attributes": "Attributes", + "(attribute check: d20 + lvl + mod)": "(Attribute check: d20 + lvl + mod)", + "Bonus Spells": "Bonus Spells", + "Breath Weapon": "Breath Weapon", + "BtH": "BtH", + "character": "Character", + "charactername": "Character Name", + "chamod": "Mod", + "charisma": "Charisma", + "Charm": "Charm", + "class": "Class", + "check": "Check", + "check2": "Check", + "Class Ability": "Class Ability", + "Class Abilities": "Class Abilities", + "Class and Race Skills": "Class and Race Skills", + "Confusion": "Confusion", + "conmod": "Mod", + "constitution": "Constitution", + "Constriction": "Constriction", + "Death Attack": "Death Attack", + "Defenses": "Defenses", + "deity": "Deity", + "dexmod": "Mod", + "dexterity": "Dexterity", + "Disease": "Disease", + "Divine Magic": "Divine Magic", + "Dmg": "Dmg", + "Encountered": "Encountered", + "Energy Drain": "Energy Drain", + "experience": "Experience", + "eyes": "Eyes", + "Fear": "Fear", + "Gaze Attack": "Gaze Attack", + "hair": "Hair", + "height": "Height", + "Helm": "Helm", + "HelmWorn": "HelmWorn", + "HitDice": "HitDice", + "HitDmg": "HitDmg", + "Hit Points": "Hit Points", + "HP": "HP", + "HPmax": "HPmax", + "Illusion": "Illusion", + "Initiative": "Initiative", + "Int": "Int", + "intmod": "Mod", + "intelligence": "Intelligence", + "Inventory": "Inventory", + "Languages": "Languages", + "journal": "Journal", + "journalnotes": "Journal/Notes", + "level": "Level", + "Magic": "Magic", + "Magic2": "Magic", + "MagicAC": "MagicAC", + "mental": "Mental", + "Misc": "Misc", + "Misc2": "Misc", + "MiscAC": "MiscAC", + "Misc Inventory": "Misc Inventory", + "mod": "Mod", + "modAC": "ModAC", + "mod2": "Mod", + "monster": "Monster", + "monster goes here": "Monster goes here", + "movement": "Movement", + "name": "Name", + "nextlevel": "Next Level", + "No.": "No.", + "No. Encountered": "No. Encountered", + "Notes": "Notes", + "race": "Race", + "Racial Abilities": "Racial Abilities", + "Roll For": "Roll For", + "Roll For Initiative": "Roll For Initiative", + "Roll": "Roll", + "Paralysis": "Paralysis", + "Petrification": "Petrification", + "physical": "Physical", + "Poison": "Poison", + "Polymorph": "Polymorph", + "pri sec ter": "Pri Sec Ter", + "savingthrows": "Saving Throws", + "Saves": "Saves", + "savemod": "SaveMod", + "save type": "Save Type", + "save type2": "Save Type", + "score": "Score", + "settings": "Settings", + "Shield": "Shield", + "ShieldAC": "ShieldAC", + "ShieldWorn": "ShieldWorn", + "size": "Size", + "Special": "Special", + "Special Attack": "Special Attack", + "Special Attacks": "Special Attacks", + "Spellbook": "Spellbook", + "Spell / Level / Memorize": "Spell / Level / Memorize", + "Spells": "Spells", + "strmod": "Mod", + "Success Roll": "Success Roll", + "strength": "Strength", + "Total": "Total", + "Total2": "Total", + "Traps": "Traps", + "Turn Undead": "Turn Undead", + "Turning Check": "Turning Check", + "Type": "Type", + "Use Critical Damage?": "Use Critical Damage?", + "Weapons": "Weapons", + "weight": "Weight", + "wismod": "Mod", + "wisdom": "Wisdom", + "WIS (12 + Monster Level)": "WIS (12 + Monster Level)" +} diff --git a/Castles&Crusades/translations/ru.json b/Castles&Crusades/translations/ru.json new file mode 100644 index 0000000000..90a8fefc29 --- /dev/null +++ b/Castles&Crusades/translations/ru.json @@ -0,0 +1,152 @@ +{ + "blank": " ", + "blank2": " ", + "0th": "0th", + "1st": "1st", + "2nd": "2nd", + "3rd": "3rd", + "4th": "4th", + "5th": "5th", + "6th": "6th", + "7th": "7th", + "8th": "8th", + "9th": "9th", + "+": "+", + "+2": "+", + "+3": "+", + "+4": "+", + "+5": "+", + "+6": "+", + "=": "=", + "=2": "=", + "|": "|", + "/": "/", + "= 10 +": "= 10 +", + "#Spells": "#Spells", + "# Turned": "# Turned", + "AC": "AC", + "age": "Age", + "alignment": "Alignment", + "Arcane Magic": "Arcane Magic", + "Armor": "Armor", + "ArmorAC": "ArmorAC", + "ArmorClass": "ArmorClass", + "Attack": "Attack", + "Attr": "Attr", + "AttrBonus": "AttrBonus", + "attributes": "Attributes", + "(attribute check: d20 + lvl + mod)": "(Attribute check: d20 + lvl + mod)", + "Bonus Spells": "Bonus Spells", + "Breath Weapon": "Breath Weapon", + "BtH": "BtH", + "character": "Character", + "charactername": "Character Name", + "chamod": "Mod", + "charisma": "Charisma", + "Charm": "Charm", + "class": "Class", + "check": "Check", + "check2": "Check", + "Class Ability": "Class Ability", + "Class Abilities": "Class Abilities", + "Class and Race Skills": "Class and Race Skills", + "Confusion": "Confusion", + "conmod": "Mod", + "constitution": "Constitution", + "Constriction": "Constriction", + "Death Attack": "Death Attack", + "Defenses": "Defenses", + "deity": "Deity", + "dexmod": "Mod", + "dexterity": "Dexterity", + "Disease": "Disease", + "Divine Magic": "Divine Magic", + "Dmg": "Dmg", + "Encountered": "Encountered", + "Energy Drain": "Energy Drain", + "experience": "Experience", + "eyes": "Eyes", + "Fear": "Fear", + "Gaze Attack": "Gaze Attack", + "hair": "Hair", + "height": "Height", + "Helm": "Helm", + "HelmWorn": "HelmWorn", + "HitDice": "HitDice", + "HitDmg": "HitDmg", + "Hit Points": "Hit Points", + "HP": "HP", + "HPmax": "HPmax", + "Illusion": "Illusion", + "Initiative": "Initiative", + "Int": "Int", + "intmod": "Mod", + "intelligence": "Intelligence", + "Inventory": "Inventory", + "Languages": "Languages", + "journal": "Journal", + "journalnotes": "Journal/Notes", + "level": "Level", + "Magic": "Magic", + "Magic2": "Magic", + "MagicAC": "MagicAC", + "mental": "Mental", + "Misc": "Misc", + "Misc2": "Misc", + "MiscAC": "MiscAC", + "Misc Inventory": "Misc Inventory", + "mod": "Mod", + "modAC": "ModAC", + "mod2": "Mod", + "monster": "Monster", + "monster goes here": "Monster goes here", + "movement": "Movement", + "name": "Name", + "nextlevel": "Next Level", + "No.": "No.", + "No. Encountered": "No. Encountered", + "Notes": "Notes", + "race": "Race", + "Racial Abilities": "Racial Abilities", + "Roll For": "Roll For", + "Roll For Initiative": "Roll For Initiative", + "Roll": "Roll", + "Paralysis": "Paralysis", + "Petrification": "Petrification", + "physical": "Physical", + "Poison": "Poison", + "Polymorph": "Polymorph", + "pri sec ter": "Pri Sec Ter", + "savingthrows": "Saving Throws", + "Saves": "Saves", + "savemod": "SaveMod", + "save type": "Save Type", + "save type2": "Save Type", + "score": "Score", + "settings": "Settings", + "Shield": "Shield", + "ShieldAC": "ShieldAC", + "ShieldWorn": "ShieldWorn", + "size": "Size", + "Special": "Special", + "Special Attack": "Special Attack", + "Special Attacks": "Special Attacks", + "Spellbook": "Spellbook", + "Spell / Level / Memorize": "Spell / Level / Memorize", + "Spells": "Spells", + "strmod": "Mod", + "Success Roll": "Success Roll", + "strength": "Strength", + "Total": "Total", + "Total2": "Total", + "Traps": "Traps", + "Turn Undead": "Turn Undead", + "Turning Check": "Turning Check", + "Type": "Type", + "Use Critical Damage?": "Use Critical Damage?", + "Weapons": "Weapons", + "weight": "Weight", + "wismod": "Mod", + "wisdom": "Wisdom", + "WIS (12 + Monster Level)": "WIS (12 + Monster Level)" +} diff --git a/Castles&Crusades/translations/sl.json b/Castles&Crusades/translations/sl.json new file mode 100644 index 0000000000..90a8fefc29 --- /dev/null +++ b/Castles&Crusades/translations/sl.json @@ -0,0 +1,152 @@ +{ + "blank": " ", + "blank2": " ", + "0th": "0th", + "1st": "1st", + "2nd": "2nd", + "3rd": "3rd", + "4th": "4th", + "5th": "5th", + "6th": "6th", + "7th": "7th", + "8th": "8th", + "9th": "9th", + "+": "+", + "+2": "+", + "+3": "+", + "+4": "+", + "+5": "+", + "+6": "+", + "=": "=", + "=2": "=", + "|": "|", + "/": "/", + "= 10 +": "= 10 +", + "#Spells": "#Spells", + "# Turned": "# Turned", + "AC": "AC", + "age": "Age", + "alignment": "Alignment", + "Arcane Magic": "Arcane Magic", + "Armor": "Armor", + "ArmorAC": "ArmorAC", + "ArmorClass": "ArmorClass", + "Attack": "Attack", + "Attr": "Attr", + "AttrBonus": "AttrBonus", + "attributes": "Attributes", + "(attribute check: d20 + lvl + mod)": "(Attribute check: d20 + lvl + mod)", + "Bonus Spells": "Bonus Spells", + "Breath Weapon": "Breath Weapon", + "BtH": "BtH", + "character": "Character", + "charactername": "Character Name", + "chamod": "Mod", + "charisma": "Charisma", + "Charm": "Charm", + "class": "Class", + "check": "Check", + "check2": "Check", + "Class Ability": "Class Ability", + "Class Abilities": "Class Abilities", + "Class and Race Skills": "Class and Race Skills", + "Confusion": "Confusion", + "conmod": "Mod", + "constitution": "Constitution", + "Constriction": "Constriction", + "Death Attack": "Death Attack", + "Defenses": "Defenses", + "deity": "Deity", + "dexmod": "Mod", + "dexterity": "Dexterity", + "Disease": "Disease", + "Divine Magic": "Divine Magic", + "Dmg": "Dmg", + "Encountered": "Encountered", + "Energy Drain": "Energy Drain", + "experience": "Experience", + "eyes": "Eyes", + "Fear": "Fear", + "Gaze Attack": "Gaze Attack", + "hair": "Hair", + "height": "Height", + "Helm": "Helm", + "HelmWorn": "HelmWorn", + "HitDice": "HitDice", + "HitDmg": "HitDmg", + "Hit Points": "Hit Points", + "HP": "HP", + "HPmax": "HPmax", + "Illusion": "Illusion", + "Initiative": "Initiative", + "Int": "Int", + "intmod": "Mod", + "intelligence": "Intelligence", + "Inventory": "Inventory", + "Languages": "Languages", + "journal": "Journal", + "journalnotes": "Journal/Notes", + "level": "Level", + "Magic": "Magic", + "Magic2": "Magic", + "MagicAC": "MagicAC", + "mental": "Mental", + "Misc": "Misc", + "Misc2": "Misc", + "MiscAC": "MiscAC", + "Misc Inventory": "Misc Inventory", + "mod": "Mod", + "modAC": "ModAC", + "mod2": "Mod", + "monster": "Monster", + "monster goes here": "Monster goes here", + "movement": "Movement", + "name": "Name", + "nextlevel": "Next Level", + "No.": "No.", + "No. Encountered": "No. Encountered", + "Notes": "Notes", + "race": "Race", + "Racial Abilities": "Racial Abilities", + "Roll For": "Roll For", + "Roll For Initiative": "Roll For Initiative", + "Roll": "Roll", + "Paralysis": "Paralysis", + "Petrification": "Petrification", + "physical": "Physical", + "Poison": "Poison", + "Polymorph": "Polymorph", + "pri sec ter": "Pri Sec Ter", + "savingthrows": "Saving Throws", + "Saves": "Saves", + "savemod": "SaveMod", + "save type": "Save Type", + "save type2": "Save Type", + "score": "Score", + "settings": "Settings", + "Shield": "Shield", + "ShieldAC": "ShieldAC", + "ShieldWorn": "ShieldWorn", + "size": "Size", + "Special": "Special", + "Special Attack": "Special Attack", + "Special Attacks": "Special Attacks", + "Spellbook": "Spellbook", + "Spell / Level / Memorize": "Spell / Level / Memorize", + "Spells": "Spells", + "strmod": "Mod", + "Success Roll": "Success Roll", + "strength": "Strength", + "Total": "Total", + "Total2": "Total", + "Traps": "Traps", + "Turn Undead": "Turn Undead", + "Turning Check": "Turning Check", + "Type": "Type", + "Use Critical Damage?": "Use Critical Damage?", + "Weapons": "Weapons", + "weight": "Weight", + "wismod": "Mod", + "wisdom": "Wisdom", + "WIS (12 + Monster Level)": "WIS (12 + Monster Level)" +} diff --git a/Castles&Crusades/translations/sv.json b/Castles&Crusades/translations/sv.json new file mode 100644 index 0000000000..90a8fefc29 --- /dev/null +++ b/Castles&Crusades/translations/sv.json @@ -0,0 +1,152 @@ +{ + "blank": " ", + "blank2": " ", + "0th": "0th", + "1st": "1st", + "2nd": "2nd", + "3rd": "3rd", + "4th": "4th", + "5th": "5th", + "6th": "6th", + "7th": "7th", + "8th": "8th", + "9th": "9th", + "+": "+", + "+2": "+", + "+3": "+", + "+4": "+", + "+5": "+", + "+6": "+", + "=": "=", + "=2": "=", + "|": "|", + "/": "/", + "= 10 +": "= 10 +", + "#Spells": "#Spells", + "# Turned": "# Turned", + "AC": "AC", + "age": "Age", + "alignment": "Alignment", + "Arcane Magic": "Arcane Magic", + "Armor": "Armor", + "ArmorAC": "ArmorAC", + "ArmorClass": "ArmorClass", + "Attack": "Attack", + "Attr": "Attr", + "AttrBonus": "AttrBonus", + "attributes": "Attributes", + "(attribute check: d20 + lvl + mod)": "(Attribute check: d20 + lvl + mod)", + "Bonus Spells": "Bonus Spells", + "Breath Weapon": "Breath Weapon", + "BtH": "BtH", + "character": "Character", + "charactername": "Character Name", + "chamod": "Mod", + "charisma": "Charisma", + "Charm": "Charm", + "class": "Class", + "check": "Check", + "check2": "Check", + "Class Ability": "Class Ability", + "Class Abilities": "Class Abilities", + "Class and Race Skills": "Class and Race Skills", + "Confusion": "Confusion", + "conmod": "Mod", + "constitution": "Constitution", + "Constriction": "Constriction", + "Death Attack": "Death Attack", + "Defenses": "Defenses", + "deity": "Deity", + "dexmod": "Mod", + "dexterity": "Dexterity", + "Disease": "Disease", + "Divine Magic": "Divine Magic", + "Dmg": "Dmg", + "Encountered": "Encountered", + "Energy Drain": "Energy Drain", + "experience": "Experience", + "eyes": "Eyes", + "Fear": "Fear", + "Gaze Attack": "Gaze Attack", + "hair": "Hair", + "height": "Height", + "Helm": "Helm", + "HelmWorn": "HelmWorn", + "HitDice": "HitDice", + "HitDmg": "HitDmg", + "Hit Points": "Hit Points", + "HP": "HP", + "HPmax": "HPmax", + "Illusion": "Illusion", + "Initiative": "Initiative", + "Int": "Int", + "intmod": "Mod", + "intelligence": "Intelligence", + "Inventory": "Inventory", + "Languages": "Languages", + "journal": "Journal", + "journalnotes": "Journal/Notes", + "level": "Level", + "Magic": "Magic", + "Magic2": "Magic", + "MagicAC": "MagicAC", + "mental": "Mental", + "Misc": "Misc", + "Misc2": "Misc", + "MiscAC": "MiscAC", + "Misc Inventory": "Misc Inventory", + "mod": "Mod", + "modAC": "ModAC", + "mod2": "Mod", + "monster": "Monster", + "monster goes here": "Monster goes here", + "movement": "Movement", + "name": "Name", + "nextlevel": "Next Level", + "No.": "No.", + "No. Encountered": "No. Encountered", + "Notes": "Notes", + "race": "Race", + "Racial Abilities": "Racial Abilities", + "Roll For": "Roll For", + "Roll For Initiative": "Roll For Initiative", + "Roll": "Roll", + "Paralysis": "Paralysis", + "Petrification": "Petrification", + "physical": "Physical", + "Poison": "Poison", + "Polymorph": "Polymorph", + "pri sec ter": "Pri Sec Ter", + "savingthrows": "Saving Throws", + "Saves": "Saves", + "savemod": "SaveMod", + "save type": "Save Type", + "save type2": "Save Type", + "score": "Score", + "settings": "Settings", + "Shield": "Shield", + "ShieldAC": "ShieldAC", + "ShieldWorn": "ShieldWorn", + "size": "Size", + "Special": "Special", + "Special Attack": "Special Attack", + "Special Attacks": "Special Attacks", + "Spellbook": "Spellbook", + "Spell / Level / Memorize": "Spell / Level / Memorize", + "Spells": "Spells", + "strmod": "Mod", + "Success Roll": "Success Roll", + "strength": "Strength", + "Total": "Total", + "Total2": "Total", + "Traps": "Traps", + "Turn Undead": "Turn Undead", + "Turning Check": "Turning Check", + "Type": "Type", + "Use Critical Damage?": "Use Critical Damage?", + "Weapons": "Weapons", + "weight": "Weight", + "wismod": "Mod", + "wisdom": "Wisdom", + "WIS (12 + Monster Level)": "WIS (12 + Monster Level)" +} diff --git a/Castles&Crusades/translations/tr.json b/Castles&Crusades/translations/tr.json new file mode 100644 index 0000000000..90a8fefc29 --- /dev/null +++ b/Castles&Crusades/translations/tr.json @@ -0,0 +1,152 @@ +{ + "blank": " ", + "blank2": " ", + "0th": "0th", + "1st": "1st", + "2nd": "2nd", + "3rd": "3rd", + "4th": "4th", + "5th": "5th", + "6th": "6th", + "7th": "7th", + "8th": "8th", + "9th": "9th", + "+": "+", + "+2": "+", + "+3": "+", + "+4": "+", + "+5": "+", + "+6": "+", + "=": "=", + "=2": "=", + "|": "|", + "/": "/", + "= 10 +": "= 10 +", + "#Spells": "#Spells", + "# Turned": "# Turned", + "AC": "AC", + "age": "Age", + "alignment": "Alignment", + "Arcane Magic": "Arcane Magic", + "Armor": "Armor", + "ArmorAC": "ArmorAC", + "ArmorClass": "ArmorClass", + "Attack": "Attack", + "Attr": "Attr", + "AttrBonus": "AttrBonus", + "attributes": "Attributes", + "(attribute check: d20 + lvl + mod)": "(Attribute check: d20 + lvl + mod)", + "Bonus Spells": "Bonus Spells", + "Breath Weapon": "Breath Weapon", + "BtH": "BtH", + "character": "Character", + "charactername": "Character Name", + "chamod": "Mod", + "charisma": "Charisma", + "Charm": "Charm", + "class": "Class", + "check": "Check", + "check2": "Check", + "Class Ability": "Class Ability", + "Class Abilities": "Class Abilities", + "Class and Race Skills": "Class and Race Skills", + "Confusion": "Confusion", + "conmod": "Mod", + "constitution": "Constitution", + "Constriction": "Constriction", + "Death Attack": "Death Attack", + "Defenses": "Defenses", + "deity": "Deity", + "dexmod": "Mod", + "dexterity": "Dexterity", + "Disease": "Disease", + "Divine Magic": "Divine Magic", + "Dmg": "Dmg", + "Encountered": "Encountered", + "Energy Drain": "Energy Drain", + "experience": "Experience", + "eyes": "Eyes", + "Fear": "Fear", + "Gaze Attack": "Gaze Attack", + "hair": "Hair", + "height": "Height", + "Helm": "Helm", + "HelmWorn": "HelmWorn", + "HitDice": "HitDice", + "HitDmg": "HitDmg", + "Hit Points": "Hit Points", + "HP": "HP", + "HPmax": "HPmax", + "Illusion": "Illusion", + "Initiative": "Initiative", + "Int": "Int", + "intmod": "Mod", + "intelligence": "Intelligence", + "Inventory": "Inventory", + "Languages": "Languages", + "journal": "Journal", + "journalnotes": "Journal/Notes", + "level": "Level", + "Magic": "Magic", + "Magic2": "Magic", + "MagicAC": "MagicAC", + "mental": "Mental", + "Misc": "Misc", + "Misc2": "Misc", + "MiscAC": "MiscAC", + "Misc Inventory": "Misc Inventory", + "mod": "Mod", + "modAC": "ModAC", + "mod2": "Mod", + "monster": "Monster", + "monster goes here": "Monster goes here", + "movement": "Movement", + "name": "Name", + "nextlevel": "Next Level", + "No.": "No.", + "No. Encountered": "No. Encountered", + "Notes": "Notes", + "race": "Race", + "Racial Abilities": "Racial Abilities", + "Roll For": "Roll For", + "Roll For Initiative": "Roll For Initiative", + "Roll": "Roll", + "Paralysis": "Paralysis", + "Petrification": "Petrification", + "physical": "Physical", + "Poison": "Poison", + "Polymorph": "Polymorph", + "pri sec ter": "Pri Sec Ter", + "savingthrows": "Saving Throws", + "Saves": "Saves", + "savemod": "SaveMod", + "save type": "Save Type", + "save type2": "Save Type", + "score": "Score", + "settings": "Settings", + "Shield": "Shield", + "ShieldAC": "ShieldAC", + "ShieldWorn": "ShieldWorn", + "size": "Size", + "Special": "Special", + "Special Attack": "Special Attack", + "Special Attacks": "Special Attacks", + "Spellbook": "Spellbook", + "Spell / Level / Memorize": "Spell / Level / Memorize", + "Spells": "Spells", + "strmod": "Mod", + "Success Roll": "Success Roll", + "strength": "Strength", + "Total": "Total", + "Total2": "Total", + "Traps": "Traps", + "Turn Undead": "Turn Undead", + "Turning Check": "Turning Check", + "Type": "Type", + "Use Critical Damage?": "Use Critical Damage?", + "Weapons": "Weapons", + "weight": "Weight", + "wismod": "Mod", + "wisdom": "Wisdom", + "WIS (12 + Monster Level)": "WIS (12 + Monster Level)" +} diff --git a/Castles&Crusades/translations/uk.json b/Castles&Crusades/translations/uk.json new file mode 100644 index 0000000000..90a8fefc29 --- /dev/null +++ b/Castles&Crusades/translations/uk.json @@ -0,0 +1,152 @@ +{ + "blank": " ", + "blank2": " ", + "0th": "0th", + "1st": "1st", + "2nd": "2nd", + "3rd": "3rd", + "4th": "4th", + "5th": "5th", + "6th": "6th", + "7th": "7th", + "8th": "8th", + "9th": "9th", + "+": "+", + "+2": "+", + "+3": "+", + "+4": "+", + "+5": "+", + "+6": "+", + "=": "=", + "=2": "=", + "|": "|", + "/": "/", + "= 10 +": "= 10 +", + "#Spells": "#Spells", + "# Turned": "# Turned", + "AC": "AC", + "age": "Age", + "alignment": "Alignment", + "Arcane Magic": "Arcane Magic", + "Armor": "Armor", + "ArmorAC": "ArmorAC", + "ArmorClass": "ArmorClass", + "Attack": "Attack", + "Attr": "Attr", + "AttrBonus": "AttrBonus", + "attributes": "Attributes", + "(attribute check: d20 + lvl + mod)": "(Attribute check: d20 + lvl + mod)", + "Bonus Spells": "Bonus Spells", + "Breath Weapon": "Breath Weapon", + "BtH": "BtH", + "character": "Character", + "charactername": "Character Name", + "chamod": "Mod", + "charisma": "Charisma", + "Charm": "Charm", + "class": "Class", + "check": "Check", + "check2": "Check", + "Class Ability": "Class Ability", + "Class Abilities": "Class Abilities", + "Class and Race Skills": "Class and Race Skills", + "Confusion": "Confusion", + "conmod": "Mod", + "constitution": "Constitution", + "Constriction": "Constriction", + "Death Attack": "Death Attack", + "Defenses": "Defenses", + "deity": "Deity", + "dexmod": "Mod", + "dexterity": "Dexterity", + "Disease": "Disease", + "Divine Magic": "Divine Magic", + "Dmg": "Dmg", + "Encountered": "Encountered", + "Energy Drain": "Energy Drain", + "experience": "Experience", + "eyes": "Eyes", + "Fear": "Fear", + "Gaze Attack": "Gaze Attack", + "hair": "Hair", + "height": "Height", + "Helm": "Helm", + "HelmWorn": "HelmWorn", + "HitDice": "HitDice", + "HitDmg": "HitDmg", + "Hit Points": "Hit Points", + "HP": "HP", + "HPmax": "HPmax", + "Illusion": "Illusion", + "Initiative": "Initiative", + "Int": "Int", + "intmod": "Mod", + "intelligence": "Intelligence", + "Inventory": "Inventory", + "Languages": "Languages", + "journal": "Journal", + "journalnotes": "Journal/Notes", + "level": "Level", + "Magic": "Magic", + "Magic2": "Magic", + "MagicAC": "MagicAC", + "mental": "Mental", + "Misc": "Misc", + "Misc2": "Misc", + "MiscAC": "MiscAC", + "Misc Inventory": "Misc Inventory", + "mod": "Mod", + "modAC": "ModAC", + "mod2": "Mod", + "monster": "Monster", + "monster goes here": "Monster goes here", + "movement": "Movement", + "name": "Name", + "nextlevel": "Next Level", + "No.": "No.", + "No. Encountered": "No. Encountered", + "Notes": "Notes", + "race": "Race", + "Racial Abilities": "Racial Abilities", + "Roll For": "Roll For", + "Roll For Initiative": "Roll For Initiative", + "Roll": "Roll", + "Paralysis": "Paralysis", + "Petrification": "Petrification", + "physical": "Physical", + "Poison": "Poison", + "Polymorph": "Polymorph", + "pri sec ter": "Pri Sec Ter", + "savingthrows": "Saving Throws", + "Saves": "Saves", + "savemod": "SaveMod", + "save type": "Save Type", + "save type2": "Save Type", + "score": "Score", + "settings": "Settings", + "Shield": "Shield", + "ShieldAC": "ShieldAC", + "ShieldWorn": "ShieldWorn", + "size": "Size", + "Special": "Special", + "Special Attack": "Special Attack", + "Special Attacks": "Special Attacks", + "Spellbook": "Spellbook", + "Spell / Level / Memorize": "Spell / Level / Memorize", + "Spells": "Spells", + "strmod": "Mod", + "Success Roll": "Success Roll", + "strength": "Strength", + "Total": "Total", + "Total2": "Total", + "Traps": "Traps", + "Turn Undead": "Turn Undead", + "Turning Check": "Turning Check", + "Type": "Type", + "Use Critical Damage?": "Use Critical Damage?", + "Weapons": "Weapons", + "weight": "Weight", + "wismod": "Mod", + "wisdom": "Wisdom", + "WIS (12 + Monster Level)": "WIS (12 + Monster Level)" +} diff --git a/Castles&Crusades/translations/zh.json b/Castles&Crusades/translations/zh.json new file mode 100644 index 0000000000..90a8fefc29 --- /dev/null +++ b/Castles&Crusades/translations/zh.json @@ -0,0 +1,152 @@ +{ + "blank": " ", + "blank2": " ", + "0th": "0th", + "1st": "1st", + "2nd": "2nd", + "3rd": "3rd", + "4th": "4th", + "5th": "5th", + "6th": "6th", + "7th": "7th", + "8th": "8th", + "9th": "9th", + "+": "+", + "+2": "+", + "+3": "+", + "+4": "+", + "+5": "+", + "+6": "+", + "=": "=", + "=2": "=", + "|": "|", + "/": "/", + "= 10 +": "= 10 +", + "#Spells": "#Spells", + "# Turned": "# Turned", + "AC": "AC", + "age": "Age", + "alignment": "Alignment", + "Arcane Magic": "Arcane Magic", + "Armor": "Armor", + "ArmorAC": "ArmorAC", + "ArmorClass": "ArmorClass", + "Attack": "Attack", + "Attr": "Attr", + "AttrBonus": "AttrBonus", + "attributes": "Attributes", + "(attribute check: d20 + lvl + mod)": "(Attribute check: d20 + lvl + mod)", + "Bonus Spells": "Bonus Spells", + "Breath Weapon": "Breath Weapon", + "BtH": "BtH", + "character": "Character", + "charactername": "Character Name", + "chamod": "Mod", + "charisma": "Charisma", + "Charm": "Charm", + "class": "Class", + "check": "Check", + "check2": "Check", + "Class Ability": "Class Ability", + "Class Abilities": "Class Abilities", + "Class and Race Skills": "Class and Race Skills", + "Confusion": "Confusion", + "conmod": "Mod", + "constitution": "Constitution", + "Constriction": "Constriction", + "Death Attack": "Death Attack", + "Defenses": "Defenses", + "deity": "Deity", + "dexmod": "Mod", + "dexterity": "Dexterity", + "Disease": "Disease", + "Divine Magic": "Divine Magic", + "Dmg": "Dmg", + "Encountered": "Encountered", + "Energy Drain": "Energy Drain", + "experience": "Experience", + "eyes": "Eyes", + "Fear": "Fear", + "Gaze Attack": "Gaze Attack", + "hair": "Hair", + "height": "Height", + "Helm": "Helm", + "HelmWorn": "HelmWorn", + "HitDice": "HitDice", + "HitDmg": "HitDmg", + "Hit Points": "Hit Points", + "HP": "HP", + "HPmax": "HPmax", + "Illusion": "Illusion", + "Initiative": "Initiative", + "Int": "Int", + "intmod": "Mod", + "intelligence": "Intelligence", + "Inventory": "Inventory", + "Languages": "Languages", + "journal": "Journal", + "journalnotes": "Journal/Notes", + "level": "Level", + "Magic": "Magic", + "Magic2": "Magic", + "MagicAC": "MagicAC", + "mental": "Mental", + "Misc": "Misc", + "Misc2": "Misc", + "MiscAC": "MiscAC", + "Misc Inventory": "Misc Inventory", + "mod": "Mod", + "modAC": "ModAC", + "mod2": "Mod", + "monster": "Monster", + "monster goes here": "Monster goes here", + "movement": "Movement", + "name": "Name", + "nextlevel": "Next Level", + "No.": "No.", + "No. Encountered": "No. Encountered", + "Notes": "Notes", + "race": "Race", + "Racial Abilities": "Racial Abilities", + "Roll For": "Roll For", + "Roll For Initiative": "Roll For Initiative", + "Roll": "Roll", + "Paralysis": "Paralysis", + "Petrification": "Petrification", + "physical": "Physical", + "Poison": "Poison", + "Polymorph": "Polymorph", + "pri sec ter": "Pri Sec Ter", + "savingthrows": "Saving Throws", + "Saves": "Saves", + "savemod": "SaveMod", + "save type": "Save Type", + "save type2": "Save Type", + "score": "Score", + "settings": "Settings", + "Shield": "Shield", + "ShieldAC": "ShieldAC", + "ShieldWorn": "ShieldWorn", + "size": "Size", + "Special": "Special", + "Special Attack": "Special Attack", + "Special Attacks": "Special Attacks", + "Spellbook": "Spellbook", + "Spell / Level / Memorize": "Spell / Level / Memorize", + "Spells": "Spells", + "strmod": "Mod", + "Success Roll": "Success Roll", + "strength": "Strength", + "Total": "Total", + "Total2": "Total", + "Traps": "Traps", + "Turn Undead": "Turn Undead", + "Turning Check": "Turning Check", + "Type": "Type", + "Use Critical Damage?": "Use Critical Damage?", + "Weapons": "Weapons", + "weight": "Weight", + "wismod": "Mod", + "wisdom": "Wisdom", + "WIS (12 + Monster Level)": "WIS (12 + Monster Level)" +} diff --git a/ChroniquesOubliees/ReadMe.md b/ChroniquesOubliees/ReadMe.md index fe20d1977d..93080e05ab 100644 --- a/ChroniquesOubliees/ReadMe.md +++ b/ChroniquesOubliees/ReadMe.md @@ -11,9 +11,13 @@ Il est aussi possible d'utiliser cette fiche pour jouer avec l'ensemble de règl Le jeu complet, des suppléments et des téléchargements gratuits sont disponibles sur le site de l'éditeur [Black Book Editions](http://www.black-book-editions.fr/catalogue.php?id=13). # Version courante -4.04 [Screenshot](co_v3.jpg) +5.02 [Screenshot](co_v3.jpg) # Notes de version +## v5.02 (2023-01-26) +* Ajout des munitions +* Champs prédicat pour les armes portées + ## v5.00 (2021-07-09) * Ajout d'une partie dédiée pour l'interaction avec le script * Ajout d'un type de dégâts drain diff --git a/ChroniquesOubliees/co.html b/ChroniquesOubliees/co.html index cec57d8b16..2ccf07c588 100644 --- a/ChroniquesOubliees/co.html +++ b/ChroniquesOubliees/co.html @@ -1,5 +1,5 @@
- + @@ -12,6 +12,7 @@ + @@ -691,24 +692,38 @@ - -
- - - - - - - - -
- Disponibles : - - Possédés : - - Taux de pertes : % -
-
+
+ +
+ + + + + + + + +
+ Disponibles : + + Possédés : + + Taux de pertes : % +
+
+
+ +
+ + + + + + +
+ +
+
@@ -856,7 +871,7 @@ + value="&{template:co1} {{perso=@{displayname} }} {{subtags=Capacité }} {{name=@{v2r1titre} }} {{desc=**@{voie2nom}, rang [[1]]** }} {{text=@{voie2-1} }}">w
@@ -869,7 +884,7 @@ + value="&{template:co1} {{perso=@{displayname} }} {{subtags=Capacité }} {{name=@{v3r1titre} }} {{desc=**@{voie3nom}, rang [[1]]** }} {{text=@{voie3-1} }}">w
@@ -885,7 +900,7 @@ + value="&{template:co1} {{perso=@{displayname} }} {{subtags=Capacité }} {{name=@{v1r2titre} }} {{desc=**@{voie1nom}, rang [[2]]** }} {{text=@{voie1-2} }}">w
@@ -898,7 +913,7 @@ + value="&{template:co1} {{perso=@{displayname} }} {{subtags=Capacité }} {{name=@{v2r2titre} }} {{desc=**@{voie2nom}, rang [[2]]** }} {{text=@{voie2-2} }}">w
@@ -911,7 +926,7 @@ + value="&{template:co1} {{perso=@{displayname} }} {{subtags=Capacité }} {{name=@{v3r2titre} }} {{desc=**@{voie3nom}, rang [[2]]** }} {{text=@{voie3-2} }}">w
@@ -927,7 +942,7 @@ + value="&{template:co1} {{perso=@{displayname} }} {{subtags=Capacité }} {{name=@{v1r3titre} }} {{desc=**@{voie1nom}, rang [[3]]** }} {{text=@{voie1-3} }}">w
@@ -940,7 +955,7 @@ + value="&{template:co1} {{perso=@{displayname} }} {{subtags=Capacité }} {{name=@{v2r3titre} }} {{desc=**@{voie2nom}, rang [[3]]** }} {{text=@{voie2-3} }}">w
@@ -953,7 +968,7 @@ + value="&{template:co1} {{perso=@{displayname} }} {{subtags=Capacité }} {{name=@{v3r3titre} }} {{desc=**@{voie3nom}, rang [[3]]** }} {{text=@{voie3-3} }}">w
@@ -969,7 +984,7 @@ + value="&{template:co1} {{perso=@{displayname} }} {{subtags=Capacité }} {{name=@{v1r4titre} }} {{desc=**@{voie1nom}, rang [[4]]** }} {{text=@{voie1-4} }}">w
@@ -982,7 +997,7 @@ + value="&{template:co1} {{perso=@{displayname} }} {{subtags=Capacité }} {{name=@{v2r4titre} }} {{desc=**@{voie2nom}, rang [[4]]** }} {{text=@{voie2-4} }}">w
@@ -995,7 +1010,7 @@ + value="&{template:co1} {{perso=@{displayname} }} {{subtags=Capacité }} {{name=@{v3r4titre} }} {{desc=**@{voie3nom}, rang [[4]]** }} {{text=@{voie3-4} }}">w
@@ -1011,7 +1026,7 @@ + value="&{template:co1} {{perso=@{displayname} }} {{subtags=Capacité }} {{name=@{v1r5titre} }} {{desc=**@{voie1nom}, rang [[5]]** }} {{text=@{voie1-5} }}">w
@@ -1024,7 +1039,7 @@ + value="&{template:co1} {{perso=@{displayname} }} {{subtags=Capacité }} {{name=@{v2r5titre} }} {{desc=**@{voie2nom}, rang [[5]]** }} {{text=@{voie2-5} }}">w
@@ -1037,7 +1052,7 @@ + value="&{template:co1} {{perso=@{displayname} }} {{subtags=Capacité }} {{name=@{v3r5titre} }} {{desc=**@{voie3nom}, rang [[5]]** }} {{text=@{voie3-5} }}">w
@@ -1101,7 +1116,7 @@ + value="&{template:co1} {{perso=@{displayname} }} {{subtags=Capacité }} {{name=@{v5r1titre} }} {{desc=**@{voie5nom}, rang [[1]]** }} {{text=@{voie5-1} }}">w
@@ -1114,7 +1129,7 @@ + value="&{template:co1} {{perso=@{displayname} }} {{subtags=Capacité }} {{name=@{v6r1titre} }} {{desc=**@{voie6nom}, rang [[1]]** }} {{text=@{voie6-1} }}">w
@@ -1130,7 +1145,7 @@ + value="&{template:co1} {{perso=@{displayname} }} {{subtags=Capacité }} {{name=@{v4r2titre} }} {{desc=**@{voie4nom}, rang [[2]]** }} {{text=@{voie4-2} }}">w
@@ -1143,7 +1158,7 @@ + value="&{template:co1} {{perso=@{displayname} }} {{subtags=Capacité }} {{name=@{v5r2titre} }} {{desc=**@{voie5nom}, rang [[2]]** }} {{text=@{voie5-2} }}">w
@@ -1156,7 +1171,7 @@ + value="&{template:co1} {{perso=@{displayname} }} {{subtags=Capacité }} {{name=@{v6r2titre} }} {{desc=**@{voie6nom}, rang [[2]]** }} {{text=@{voie6-2} }}">w
@@ -1172,7 +1187,7 @@ + value="&{template:co1} {{perso=@{displayname} }} {{subtags=Capacité }} {{name=@{v4r3titre} }} {{desc=**@{voie4nom}, rang [[3]]** }} {{text=@{voie4-3} }}">w
@@ -1185,7 +1200,7 @@ + value="&{template:co1} {{perso=@{displayname} }} {{subtags=Capacité }} {{name=@{v5r3titre} }} {{desc=**@{voie5nom}, rang [[3]]** }} {{text=@{voie5-3} }}">w
@@ -1198,7 +1213,7 @@ + value="&{template:co1} {{perso=@{displayname} }} {{subtags=Capacité }} {{name=@{v6r3titre} }} {{desc=**@{voie6nom}, rang [[3]]** }} {{text=@{voie6-3} }}">w
@@ -1214,7 +1229,7 @@ + value="&{template:co1} {{perso=@{displayname} }} {{subtags=Capacité }} {{name=@{v4r4titre} }} {{desc=**@{voie4nom}, rang [[4]]** }} {{text=@{voie4-4} }}">w
@@ -1227,7 +1242,7 @@ + value="&{template:co1} {{perso=@{displayname} }} {{subtags=Capacité }} {{name=@{v5r4titre} }} {{desc=**@{voie5nom}, rang [[4]]** }} {{text=@{voie5-4} }}">w
@@ -1240,7 +1255,7 @@ + value="&{template:co1} {{perso=@{displayname} }} {{subtags=Capacité }} {{name=@{v6r4titre} }} {{desc=**@{voie6nom}, rang [[4]]** }} {{text=@{voie6-4} }}">w
@@ -1256,7 +1271,7 @@ + value="&{template:co1} {{perso=@{displayname} }} {{subtags=Capacité }} {{name=@{v4r5titre} }} {{desc=**@{voie4nom}, rang [[5]]** }} {{text=@{voie4-5} }}">w
@@ -1269,7 +1284,7 @@ + value="&{template:co1} {{perso=@{displayname} }} {{subtags=Capacité }} {{name=@{v5r5titre} }} {{desc=**@{voie5nom}, rang [[5]]** }} {{text=@{voie5-5} }}">w
@@ -1282,7 +1297,7 @@ + value="&{template:co1} {{perso=@{displayname} }} {{subtags=Capacité }} {{name=@{v6r5titre} }} {{desc=**@{voie6nom}, rang [[5]]** }} {{text=@{voie6-5} }}">w
@@ -1350,7 +1365,7 @@ + value="&{template:co1} {{perso=@{displayname} }} {{subtags=Capacité }} {{name=@{v8r1titre} }} {{desc=**@{voie8nom}, rang [[1]]** }} {{text=@{voie8-1} }}">w
@@ -1363,7 +1378,7 @@ + value="&{template:co1} {{perso=@{displayname} }} {{subtags=Capacité }} {{name=@{v9r1titre} }} {{desc=**@{voie9nom}, rang [[1]]** }} {{text=@{voie9-1} }}">w
@@ -1379,7 +1394,7 @@ + value="&{template:co1} {{perso=@{displayname} }} {{subtags=Capacité }} {{name=@{v7r2titre} }} {{desc=**@{voie7nom}, rang [[2]]** }} {{text=@{voie7-2} }}">w
@@ -1392,7 +1407,7 @@ + value="&{template:co1} {{perso=@{displayname} }} {{subtags=Capacité }} {{name=@{v8r2titre} }} {{desc=**@{voie8nom}, rang [[2]]** }} {{text=@{voie8-2} }}">w
@@ -1405,7 +1420,7 @@ + value="&{template:co1} {{perso=@{displayname} }} {{subtags=Capacité }} {{name=@{v9r2titre} }} {{desc=**@{voie9nom}, rang [[2]]** }} {{text=@{voie9-2} }}">w
@@ -1421,7 +1436,7 @@ + value="&{template:co1} {{perso=@{displayname} }} {{subtags=Capacité }} {{name=@{v7r3titre} }} {{desc=**@{voie7nom}, rang [[3]]** }} {{text=@{voie7-3} }}">w
@@ -1434,7 +1449,7 @@ + value="&{template:co1} {{perso=@{displayname} }} {{subtags=Capacité }} {{name=@{v8r3titre} }} {{desc=**@{voie8nom}, rang [[3]]** }} {{text=@{voie8-3} }}">w
@@ -1447,7 +1462,7 @@ + value="&{template:co1} {{perso=@{displayname} }} {{subtags=Capacité }} {{name=@{v9r3titre} }} {{desc=**@{voie9nom}, rang [[3]]** }} {{text=@{voie9-3} }}">w
@@ -1463,7 +1478,7 @@ + value="&{template:co1} {{perso=@{displayname} }} {{subtags=Capacité }} {{name=@{v7r4titre} }} {{desc=**@{voie7nom}, rang [[4]]** }} {{text=@{voie7-4} }}">w
@@ -1476,7 +1491,7 @@ + value="&{template:co1} {{perso=@{displayname} }} {{subtags=Capacité }} {{name=@{v8r4titre} }} {{desc=**@{voie8nom}, rang [[4]]** }} {{text=@{voie8-4} }}">w
@@ -1489,7 +1504,7 @@ + value="&{template:co1} {{perso=@{displayname} }} {{subtags=Capacité }} {{name=@{v9r4titre} }} {{desc=**@{voie9nom}, rang [[4]]** }} {{text=@{voie9-4} }}">w
@@ -1505,7 +1520,7 @@ + value="&{template:co1} {{perso=@{displayname} }} {{subtags=Capacité }} {{name=@{v7r5titre} }} {{desc=**@{voie7nom}, rang [[5]]** }} {{text=@{voie7-5} }}">w
@@ -1518,7 +1533,7 @@ + value="&{template:co1} {{perso=@{displayname} }} {{subtags=Capacité }} {{name=@{v8r5titre} }} {{desc=**@{voie8nom}, rang [[5]]** }} {{text=@{voie8-5} }}">w
@@ -1531,7 +1546,7 @@ + value="&{template:co1} {{perso=@{displayname} }} {{subtags=Capacité }} {{name=@{v9r5titre} }} {{desc=**@{voie9nom}, rang [[5]]** }} {{text=@{voie9-5} }}">w
@@ -2222,10 +2237,62 @@
- +
Notes
+ + + + + + + + + +
MunitionsTypeNombreTaux pertesEffet
+
+
+ y +
+ + + + + + + + +
+ + + + + + / + + + % + + +
+
+
+ + + + +
+ +
+
+
+
@@ -2412,7 +2479,7 @@
- +
Prédicats
@@ -2640,24 +2707,38 @@ - -
- - - - - - - - -
- Disponibles : - - Possédés : - - Taux de pertes : % -
-
+
+ +
+ + + + + + + + +
+ Disponibles : + + Possédés : + + Taux de pertes : % +
+
+
+ +
+ + + + + + +
+ +
+
@@ -2756,10 +2837,62 @@
- +
Notes
+ + + + + + + + + +
MunitionsTypeNombreTaux pertesEffet
+
+
+ y +
+ + + + + + + + +
+ + + + + + / + + + % + + +
+
+
+ + + + +
+ +
+
+
+
@@ -2914,7 +3047,7 @@
- +
Prédicats
@@ -3390,8 +3523,12 @@ } }); } + if (verfdp < 5.02) { + updateAttaques501502('armes'); + updateAttaques501502('pnjatk'); + } setAttrs({ - version: 5.01 + version: 5.02 }); if (v.option_setting == 'arran') { //Quelques valeurs de départ selon la famille de profil par défaut @@ -3449,6 +3586,22 @@ }); } + function updateAttaques501502(section) { + getSectionIDs('repeating_' + section, function(idArray) { + idArray.forEach(function(id) { + const prefix = 'repeating_' + section + '_' + id + '_'; + getAttrs([prefix + 'armetypeattaque'], function(values) { + let toSet = {}; + let at = values[prefix + 'armetypeattaque']; + if (at.startsWith('Arme') && at != 'Arme de jet') { + toSet[prefix + 'armeportable'] = 'on'; + setAttrs(toSet); + } + }); + }); + }); + } + function extraireTitreCapacite(capacite) { var res = { titre: capacite, @@ -3550,11 +3703,11 @@ function ajouteLabels(attr) { getSectionIDs(attr, function(idArray) { getAttrs(['max_attack_label'], function(v) { - var maxLabel = parseInt(v.max_attack_label); + let maxLabel = parseInt(v.max_attack_label); if (isNaN(maxLabel)) maxLabel = 0; - var initialMaxLabel = maxLabel; - var count = idArray.length; - var finalize = function() { + let initialMaxLabel = maxLabel; + let count = idArray.length; + const finalize = function() { count--; if (count === 0) { if (maxLabel > initialMaxLabel) @@ -3566,13 +3719,13 @@ } }; idArray.forEach(function(id) { - var prefix = attr + '_' + id + '_'; + const prefix = attr + '_' + id + '_'; getAttrs([prefix + 'armelabel', prefix + 'armenom'], function(values) { - var label = parseInt(values[prefix + 'armelabel']); + let label = parseInt(values[prefix + 'armelabel']); if (label > 0) return; - var toSet = {}; - var nom = values[prefix + 'armenom']; - var postLabel = nom.indexOf(' '); + let toSet = {}; + let nom = values[prefix + 'armenom']; + let postLabel = nom.indexOf(' '); if (postLabel > 0 && postLabel < nom.length - 1) { label = parseInt(nom.substring(0, postLabel)); if (!isNaN(label)) { @@ -3602,9 +3755,9 @@ //asynchrone, appelle callback avec un map label -> prefix attribut function getLabels(attr, callback) { - var res = {}; + let res = {}; getSectionIDs(attr, function(idArray) { - var labelArray = idArray.map(function(id) { + let labelArray = idArray.map(function(id) { return attr + '_' + id + '_armelabel'; }); getAttrs(labelArray, function(values) { @@ -4208,15 +4361,24 @@ // - scriptVersion_max // - montrerarmeenmain function guessAttackType(nomAttaque, prefix, newAttrs, values) { - var typeAttaque = 'Naturel'; - var na = nomAttaque.toLowerCase(); + let typeAttaque = 'Naturel'; + let na = nomAttaque.toLowerCase(); na.split(' ').forEach(function(mot) { mot = mot.trim(); if (mot === '') return; - var s = mapArmes[mot]; + let s = mapArmes[mot]; if (s && s.typeattaque) { newAttrs[prefix + 'typeattaque'] = s.typeattaque; - if (s.typeattaque == 'Arme de jet') newAttrs[prefix + 'armejet'] = 'on'; + switch (s.typeattaque) { + case 'Arme de jet': + newAttrs[prefix + 'armejet'] = 'on'; + break; + case 'Arme 1 main': + case 'Arme 2 mains': + case 'Arme gauche': + newAttrs[prefix + 'armeportable'] = 'on'; + break; + } typeAttaque = s.typeattaque; newAttrs[prefix + 'modificateurs'] = s.modificateurs; newAttrs[prefix + 'typedegats'] = s.typedegats; @@ -4529,12 +4691,12 @@ //Numérotation des attaques, ne cascade pas on('change:repeating_armes:armenom', function(eventinfo) { getAttrs(['max_attack_label', 'repeating_armes_armelabel', 'repeating_armes_armenom', 'scriptVersion', 'scriptVersion_max', 'montrerarmeenmain'], function(values) { - var currentLabel = parseInt(values.repeating_armes_armelabel); + let currentLabel = parseInt(values.repeating_armes_armelabel); if (isNaN(currentLabel) || currentLabel === 0) { currentLabel = parseInt(values.max_attack_label); if (isNaN(currentLabel)) currentLabel = 0; currentLabel++; - var sa = { + let sa = { max_attack_label: currentLabel, repeating_armes_armelabel: currentLabel }; @@ -4598,33 +4760,57 @@ //Montrer ou cacher les options d'arme de jet. Ne cascade pas. on('change:repeating_armes:armetypeattaque', function(eventinfo) { - getAttrs(['repeating_armes_armetypeattaque', 'repeating_armes_armejet'], function(values) { - if (values.repeating_armes_armetypeattaque == 'Arme de jet') { - if (values.repeating_armes_armejet != 'on') - setAttrs({ - repeating_armes_armejet: 'on' - }); - } else { - if (values.repeating_armes_armejet != 'off') - setAttrs({ - repeating_armes_armejet: 'off' - }); + getAttrs(['repeating_armes_armetypeattaque', 'repeating_armes_armejet', 'repeating_armes_armeportable'], function(values) { + let se = {}; + switch (values.repeating_armes_armetypeattaque) { + case 'Arme de jet': + if (values.repeating_armes_armejet != 'on') + se.repeating_armes_armejet = 'on'; + if (values.repeating_armes_armeportable != 'off') + se.repeating_armes_armeportable = 'off'; + break; + case 'Arme 1 main': + case 'Arme 2 mains': + case 'Arme gauche': + if (values.repeating_armes_armejet != 'off') + se.repeating_armes_armejet = 'off'; + if (values.repeating_armes_armeportable != 'on') + se.repeating_armes_armeportable = 'on'; + break; + default: + if (values.repeating_armes_armejet != 'off') + se.repeating_armes_armejet = 'off'; + if (values.repeating_armes_armeportable != 'off') + se.repeating_armes_armeportable = 'off'; } + if (se != {}) setAttrs(se); }); }); on('change:repeating_pnjatk:armetypeattaque', function(eventinfo) { - getAttrs(['repeating_pnjatk_armetypeattaque', 'repeating_pnjatk_armejet'], function(values) { - if (values.repeating_pnjatk_armetypeattaque == 'Arme de jet') { - if (values.repeating_pnjatk_armejet != 'on') - setAttrs({ - repeating_pnkatk_armejet: 'on' - }); - } else { - if (values.repeating_pnjatk_armejet != 'off') - setAttrs({ - repeating_pnjatk_armejet: 'off' - }); + getAttrs(['repeating_pnjatk_armetypeattaque', 'repeating_pnjatk_armejet', 'repeating_pnjatk_armeportable'], function(values) { + let se = {}; + switch (values.repeating_pnjatk_armetypeattaque) { + case 'Arme de jet': + if (values.repeating_pnjatk_armejet != 'on') + se.repeating_pnjatk_armejet = 'on'; + if (values.repeating_pnjatk_armeportable != 'off') + se.repeating_pnjatk_armeportable = 'off'; + break; + case 'Arme 1 main': + case 'Arme 2 mains': + case 'Arme gauche': + if (values.repeating_pnjatk_armejet != 'off') + se.repeating_pnjatk_armejet = 'off'; + if (values.repeating_pnjatk_armeportable != 'on') + se.repeating_pnjatk_armeportable = 'on'; + break; + default: + if (values.repeating_pnjatk_armejet != 'off') + se.repeating_pnjatk_armejet = 'off'; + if (values.repeating_pnjatk_armeportable != 'off') + se.repeating_pnjatk_armeportable = 'off'; } + if (se != {}) setAttrs(se); }); }); @@ -5216,6 +5402,15 @@ keys: ['pouvoir'], effet: "#Attaque Gland de pouvoir --toucher [[@{selected|ATKTIR}]] --portee 10 --pasDeDmg --magique --effet statueDeBois [[2d6+@{selected|SAG}]] --valeur 10 10", }], + }, { + keys: ['fortifiant'], + effet: "!cof-fortifiant 2" + }, { + keys: ['huile', "d'huile"], + variantes: [{ + keys: ['instable'], + effet: "!cof-huile-instable @{target|token_id}", + }], }, { keys: ['invisibilité', 'invisibilite', "d'invisibilité", "d'invisibilite"], effet: "!cof-set-state invisible true --message devient invisible" @@ -5442,6 +5637,25 @@ }); }); + //Numérotation des munitions, ne cascade pas + on('change:repeating_munitions:nommunition', function(eventinfo) { + getAttrs(['max_munition_label', 'repeating_munitions_labelmunition', 'repeating_munitions_nommunition'], function(values) { + let currentLabel = parseInt(values.repeating_munitions_labelmunition); + if (isNaN(currentLabel) || currentLabel === 0) { + currentLabel = parseInt(values.max_munition_label); + if (isNaN(currentLabel)) currentLabel = 0; + currentLabel++; + let sa = { + max_munition_label: currentLabel, + repeating_munitions_labelmunition: currentLabel + }; + setAttrs(sa, { + silent: true + }); + } + }); + }); + function keyOfName(nom) { nom = nom + ''; nom = nom.trim().toLowerCase(); diff --git a/ChroniquesOubliees/sheet.json b/ChroniquesOubliees/sheet.json index 2239a2cea7..b558960e16 100644 --- a/ChroniquesOubliees/sheet.json +++ b/ChroniquesOubliees/sheet.json @@ -4,7 +4,7 @@ "authors": "Natha, Ulti", "roll20userid": "75857, 1794854", "preview": "co_v3.jpg", - "instructions": "Feuille de Personnage (avec jets) pour [Chroniques Oubliées Fantasy](http://www.black-book-editions.fr/catalogue.php?id=13). Chroniques Oubliées Fantasy est un jeu de rôle médiéval-fantastique complet basé sur le système d20/OGL 3.5. Feuille version 5.00 (09/07/2021). [Lisez-moi](https://github.com/Roll20/roll20-character-sheets/blob/master/ChroniquesOubliees/ReadMe.md). Maintenant compatible avec le setting des terres d'Arran (voir les options de fiche)", + "instructions": "Feuille de Personnage (avec jets) pour [Chroniques Oubliées Fantasy](http://www.black-book-editions.fr/catalogue.php?id=13). Chroniques Oubliées Fantasy est un jeu de rôle médiéval-fantastique complet basé sur le système d20. Feuille version 5.00 (09/07/2021). [Lisez-moi](https://github.com/Roll20/roll20-character-sheets/blob/master/ChroniquesOubliees/ReadMe.md). Maintenant compatible avec le setting des terres d'Arran (voir les options de fiche)", "useroptions": [ { "attribute": "option_pc", diff --git a/ChroniquesOublieesContemporain/README.md b/ChroniquesOublieesContemporain/README.md index 311c293a72..9ad3df9859 100644 --- a/ChroniquesOublieesContemporain/README.md +++ b/ChroniquesOublieesContemporain/README.md @@ -10,10 +10,16 @@ Le jeu complet est disponible sur le site de l'éditeur [Black Book Editions](ht # Version courante -v3.13.0 [Screenshot](coc_v2.png) +v3.14.0 [Screenshot](coc_v2.png) # Notes de version +## v3.14.0 (2023-02-11) + +- Ajout des compteurs génériques 2 & 3 + + Les valeurs des compteurs sont chargées dans des attributs nommés 'cptr_xxx' ou 'xxx' est l'abréviation du compteur + ## v3.13.0 (2022-10-31) - Ajout d'une section Notes de Version sur l'onglet Configuration diff --git a/ChroniquesOublieesContemporain/coc.html b/ChroniquesOublieesContemporain/coc.html index 6800941d29..dddc632bd6 100644 --- a/ChroniquesOublieesContemporain/coc.html +++ b/ChroniquesOublieesContemporain/coc.html @@ -1,8 +1,8 @@
- - + + @@ -69,10 +69,16 @@ - + + + + + + + @@ -448,6 +454,38 @@
+
+ +
+ + + + + +
+ + + + +
+
+
+
+ +
+ + + + + +
+ + + + +
+
+
@@ -2566,6 +2604,32 @@ +
  • Compteur no 2 : + +
      +
    • Intitulé :
      + + + +
    • +
    +
  • +
  • Compteur no 3 : + +
      +
    • Intitulé :
      + + + +
    • +
    +
  • Progression des PV : - -
    +
    @@ -19,1511 +19,1623 @@

    - - Verdeckt würfeln +
    + + Verdeckt würfeln +
  • -
    - -
    -
    /
    - Schicksalspunkte
    !!
    +
    + +
    +
    /
    + Schicksalspunkte
    !!
    -
    - - W - E ⠀ - - - -
    - - Kalte Wut

    - - - -
    -
    -
    - Attributs-Modifikatoren - -
    - Konstitution
    - Mut
    - Gewandheit
    - Körperkraft
    - Intuition
    - Klugheit
    - Charisma
    - Fingerfertigkeit
    -
    -
    +
    + +
    + W + E ⠀ + + + +
    + +
    +
    + Kalte Wut

    +
    +
    + + + +
    - - +
    - + + - + +
    - -
    - -
    -
    - -

    Attribute

    - - - - - III - - - I -
    -
    - - - - III - I -
    -
    - - - - III - - - I -
    -
    - - - - III - - - I -
    -
    - - - - III - - - I -
    -
    - - - - III - - - I -
    -
    - - - - III - - - I -
    -
    - - - - III - - - I + +
    + +

    Attribute

    +
    +
    + + + Konstitution + + + + + + Temporärer Modifikator: + + + Mut + + + + + + Temporärer Modifikator: + + + Gewandheit + + + + + + Temporärer Modifikator: + + + Körperkraft + + + + + + Temporärer Modifikator: + + + Intuition + + + + + + Temporärer Modifikator: + + + Klugheit + + + + + + Temporärer Modifikator: + + + + Charisma + + + + + + Temporärer Modifikator: + + + + Fingerfertigkeit + + + + + + Temporärer Modifikator: + +
    +
    + Durchaltevermögen DH +
    -
    + + +
    + + +
    + + +

    Fertigkeiten

    - - - -
    - Laufen, Klettern, Schwimmen, Reiten, Akrobatik
    -
    - -
    - - - T III - - - T I - - - III - - - I -
    -
    - -
    - Pirschen, Untertauchen
    -
    - -
    - - - T III - - - T I - - - III - - - I -
    -
    - -
    - Willenskraft, Zähigkeit
    -
    - -
    - - - T III - - - T I - - - III - - - I -
    -
    - -
    - Menschenkenntnis, Sinnenschärfe, Wachsamkeit
    -
    - -
    - - - T III - - - T I - - - III - - - I -
    -
    - -
    - Anführen, Einschüchtern, Rhetorik
    -
    - -
    - - - T III - - - T I - - - III - - - I -
    -
    - -
    - Betören, Überreden
    -
    - -
    - - - T III - - - T I - - - III - - - I -
    -
    - -
    - Nach Kultur
    -
    - -
    - - - T III - - - T I - - - III - - - I -
    -
    - -
    - Geographie, Pflanzenkunde, Tierkunde
    -
    - -
    - - - T III - - - T I - - - III - - - I -
    -
    - -
    - Dämonenkunde, Elementarkunde, Magietheorie, Zauberpraxis
    -
    - -
    - - - T III - - - T I - - - III - - - I -
    - Scharfsinn | Eindrucksvoll | Vorausschauend - +
    Talente anzeigen
    - -
    -

    ⠀

    - - - -
    - Geschichten und Legenden, Götter und Kulte
    + +
    + +
    + + + +
    + Laufen, Klettern, Schwimmen, Reiten, Akrobatik
    +
    + +
    + + + + + + + + + + + + +
    +
    + +
    + Pirschen, Untertauchen
    +
    + +
    + + + + + + + + + + + + + +
    +
    + +
    + Willenskraft, Zähigkeit
    +
    + +
    + + + + + + + + + + + + +
    +
    + +
    + Menschenkenntnis, Sinnenschärfe, Wachsamkeit
    +
    + +
    + + + + + + + + + + + + +
    +
    + +
    + Anführen, Einschüchtern, Rhetorik
    +
    + +
    + + + + + + + + + + + + +
    +
    + +
    + Betören, Überreden
    +
    + +
    + + + + + + + + + + + +
    - -
    - - - T III - - - T I - - - III - - - I -
    -
    - -
    - Nach Region
    + +
    + + + + + +
    + Nach Kultur
    +
    + +
    + + + + + + + + + + + + + +
    +
    + +
    + Geographie, Pflanzenkunde, Tierkunde
    +
    + +
    + + + + + + + + + + + + +
    +
    + +
    + Dämonenkunde, Elementarkunde, Magietheorie, Zauberpraxis
    +
    + +
    + + + + + + + + + + + + +
    +
    + +
    + Geschichten und Legenden, Götter und Kulte
    +
    + +
    + + + + + + + + + + + + +
    +
    + +
    + Nach Region
    +
    + +
    + + + + + + + + + + + + +
    +
    + +
    + Analyse, Magische Elixiere, Profane Alchemika
    +
    + +
    + + + + + + + + + + + + +
    - -
    - - - T III - - - T I - - - III - - - I -
    -
    - -
    - Analyse, Magische Elixiere, Profane Alchemika
    -
    - -
    - - - T III - - - T I - - - III - - - I -
    -
    - -
    - Holzbearbeitung, Mechanik, Schmieden
    -
    - -
    - - - T III - - - T I - - - III - - - I -
    -
    - -
    - Gifte und Krankheiten, Wundheilung
    -
    - -
    - - - T III - - - T I - - - III - - - I -
    -
    - -
    - Falschspielen, Schlösser knacken, Stehlen
    -
    - -
    - - - T III - - - T I - - - III - - - I -
    -
    - Talente anzeigen -
    - Hohe Qualität x
    -
    - -
    - -
    -
    - - - U - - - E - - - M -
    - -
    - -
    -
    -
    - - Zusätzliche Fertigkeiten -
    -
    - - - - - - - - T III - - T I - - III - - I + +
    + + + + +
    + Holzbearbeitung, Mechanik, Schmieden
    +
    + +
    + + + + + + + + + + + + + +
    +
    + +
    + Gifte und Krankheiten, Wundheilung
    +
    + +
    + + + + + + + + + + + + + +
    +
    + +
    + Falschspielen, Schlösser knacken, Stehlen
    +
    + +
    + + + + + + + + + + + + + +
    + Scharfsinn | Eindrucksvoll | Vorausschauend + +
    +
    + Hohe Qualität x
    +
    + +
    +
    +
    + + + + + + + + + + +
    + +
    + +
    +
    + + + +
    + + Zusätzliche Fertigkeiten +
    +
    + + + + + + + + + + + + + + +
    +
    +
    -
    - + +
    - +
    -
    - -
    +
    + +
    + WS     WS*
    - - - - III - - - I
    + Magieresistenz + + + + + + +
    -
    - KR +
    + Initiative + KR
    -
    -
    + Effektive Behinderung +
    -
    -
    +
    + Geschwindigkeit +
    - + Geschwindigkeit Reittier +
    + +
    -
    -
    - - -
    - AT - - - VT - -
    - TP d6+ - - - - KL -
    -
    -
    - AT - - - VT - -
    - TP d6+ - - - - KL -
    -
    -
    - AT - - - VT - -
    - TP d6+ - - - - KL -
    -
    -
    - AT - - - VT - -
    - TP d6+ - - - - KL -
    -
    -
    - AT - - - VT - -
    - TP d6+ - - - - KL -
    -
    -
    -
    - AT - - VT -
    - TP d6+ - - - KL -
    -
    - -
    -
    - FK - - - TP d6+ - - - -
    -
    -
    - FK - - - TP d6+ - - - -
    -
    -
    - FK - - - TP d6+ - - - -
    -
    -
    -
    - FK - - TP d6+ - - -
    -
    -
    -
    -

    ⠀

    - - Attacke
    - Gesamt:
    - Kombinierte Aktion
    - Volle Offensive OKS
    - Passierschlag
    -
    - Entwaffnen
    - Entfernung verändern
    - Gezielter Schlag
    - Rüstungsbrecher
    - Schildspalter
    - Umklammern
    - Wuchtschlag
    - Aufbauende Manöver
    - Ausfall
    - Befreiungsschlag
    - Doppelangriff
    - Hammerschlag
    - Klingentanz
    - Niederwerfen
    - Todesstoß
    -
    - Sturmangriff
    - Überrennen
    -
    +
    + + +
    + + + + + +
    + d6+ + + + + KL +
    +
    +
    + + + + + +
    + d6+ + + + + +
    +
    +
    + + + + + +
    + d6+ + + + + KL +
    +
    +
    + + + + + +
    + d6+ + + + + KL +
    +
    +
    + + + + + +
    + d6+ + + + + KL +
    +
    +
    +
    + + + +
    + + d6+ + + KL +
    +
    + +
    + +
    + + Attacke
    + Gesamt:
    + Kombinierte Aktion
    + Volle Offensive OKS
    + Passierschlag
    +
    + Umreißen
    + Entwaffnen
    + Entfernung verändern
    + Gezielter Schlag
    + Rüstungsbrecher
    + Schildspalter
    + Umklammern
    + Wuchtschlag
    + Aufbauende Manöver
    + Ausfall
    + Befreiungsschlag
    + Doppelangriff
    + Hammerschlag
    + Klingentanz
    + Niederwerfen
    + Todesstoß
    +
    + Sturmangriff
    + Überrennen (beritten)
    + +
    + +
    + + Verteidigung
    + Gesamt:
    + Reaktionen
    + Volle Defensive
    +
    + Binden
    + Ausweichen
    + Entwaffnen
    + Auflaufen lassen [GS ]
    + Aufbauende Manöver
    + Riposte
    + Schildwall
    + Unterlaufen
    +
    +
    + Spezielle Boni
    + Gesegnete Waffe
    + Präzision !
    +
    + Kommando: Formiert Euch! (+1VT)
    + Kommando: Keine Gefangenen! (+2TP)
    +
    + Globaler Kampf-Modifikator:
    + Globaler Schadens-Modifikator: +
    - Gesegnete Waffe
    - Präzision !
    -
    - Kommando: Formiert Euch!
    - Kommando: Keine Gefangenen!
    -
    -
    -

    ⠀

    - - Verteidigung
    - Gesamt:
    - Reaktionen
    - Volle Defensive
    -
    - Binden
    - Ausweichen
    - Entwaffnen
    - Auflaufen lassen [GS ]
    - Aufbauende Manöver
    - Riposte
    - Schildwall
    - Unterlaufen
    -
    - - Fernkampf
    - Gesamt:
    - Kombinierte Aktion
    -
    - Scharfschuss
    - Reichweite erhöhen
    - Zielen RH
    - Rüstungsbrecher
    - Gezielter Schuss
    - Aufbauende Manöver
    - Meisterschuss
    - Schnellschuss
    -
    - - - -
    - Globaler Kampf-Modifikator:
    - Globaler Schadens-Modifikator:
    -
    - + +
    + + +
    + +
    + + +
    + + + + + + d6+ + +
    +
    +
    + + + + + + d6+ + +
    +
    +
    + + + + + + d6+ + +
    +
    +
    +
    + + + + d6+ + +
    +
    + +
    + +
    + +
    + + Größe: + + Bewegung: + + Deckung: + + Licht: + + Wind: + +
    +
    + + +
    +
    + + Gesamt:
    + Kombinierte Aktion
    +
    + Scharfschuss
    + Reichweite erhöhen
    + Zielen RH
    + Rüstungsbrecher
    + Gezielter Schuss
    + Aufbauende Manöver
    + Meisterschuss
    + Schnellschuss
    + +
    + + +
    +
    -
    -
    - + +
    - Attribute

    - - - - - III - - - I -
    -
    - KO - MU - GE - KK - IN - KL - CH - FF - Attribute
    + +
    + + +
    + +
    + + + Astral Energie (AE): / +
    + + + + + + +
    -
    - - - - III - - - I -
    -
    - KO - MU - GE - KK - IN - KL - CH - FF - + KO + MU + GE + KK + IN + KL + CH + FF + +
    + + + + + + + +
    +
    + KO + MU + GE + KK + IN + KL + CH + FF + +
    + + + + + + +
    -
    - - - - III - - - I -
    -
    - KO - MU - GE - KK - IN - KL - CH - FF - + KO + MU + GE + KK + IN + KL + CH + FF + +
    + + + + + + +
    -
    - - - - III - - - I -
    -
    - KO - MU - GE - KK - IN - KL - CH - FF - + KO + MU + GE + KK + IN + KL + CH + FF + +
    + + + + + + +
    -
    - - - - III - - - I -
    -
    - KO - MU - GE - KK - IN - KL - CH - FF - + KO + MU + GE + KK + IN + KL + CH + FF + +
    + + + + + + +
    -
    - - - - III - - - I -
    -
    - KO - MU - GE - KK - IN - KL - CH - FF - + KO + MU + GE + KK + IN + KL + CH + FF + +
    + + + + + + +
    -
    - - - - III - - - I -
    -
    - KO - MU - GE - KK - IN - KL - CH - FF - + KO + MU + GE + KK + IN + KL + CH + FF + +
    + + + + + + +
    -
    - - - - III - - - I -
    -
    - KO - MU - GE - KK - IN - KL - CH - FF - + KO + MU + GE + KK + IN + KL + CH + FF + +
    + + + + + + +
    -
    - - - - III - - - I -
    -
    - KO - MU - GE - KK - IN - KL - CH - FF - + KO + MU + GE + KK + IN + KL + CH + FF + +
    + + + + + + +
    -
    - - - - III - - - I -
    -
    - KO - MU - GE - KK - IN - KL - CH - FF - + KO + MU + GE + KK + IN + KL + CH + FF + +
    + + + + + + +
    -
    - - - - III - - - I -
    -
    - KO - MU - GE - KK - IN - KL - CH - FF - + KO + MU + GE + KK + IN + KL + CH + FF + +
    + + + + + + +
    -
    - - - - III - - - I -
    -
    - KO - MU - GE - KK - IN - KL - CH - FF - + KO + MU + GE + KK + IN + KL + CH + FF + +
    + + + + + + +
    -
    - - - - III - - - I -
    -
    - KO - MU - GE - KK - IN - KL - CH - FF - + KO + MU + GE + KK + IN + KL + CH + FF + +
    + + + + + + +
    -
    - - - - III - - - I -
    -
    - KO - MU - GE - KK - IN - KL - CH - FF - + KO + MU + GE + KK + IN + KL + CH + FF + +
    + + + + + + +
    -
    - - - - III - - - I -
    -
    - KO - MU - GE - KK - IN - KL - CH - FF - + KO + MU + GE + KK + IN + KL + CH + FF + +
    + + + + + + + +
    -
    -
    -
    AE: /
    -
    -
    KE: /
    -
    -
    -

    ⠀

    - - -

    - - - - - III - - - I -
    -
    - KO - MU - GE - KK - IN - KL - CH - FF - + KO + MU + GE + KK + IN + KL + CH + FF + +
    + + + + + + +
    -
    - - - - III - - - I -
    -
    - KO - MU - GE - KK - IN - KL - CH - FF - + KO + MU + GE + KK + IN + KL + CH + FF + +
    + + + + + + +
    -
    - - - - III - - - I -
    -
    - KO - MU - GE - KK - IN - KL - CH - FF - + KO + MU + GE + KK + IN + KL + CH + FF + +
    + + + + + + +
    -
    - - - - III - - - I -
    -
    - KO - MU - GE - KK - IN - KL - CH - FF - + KO + MU + GE + KK + IN + KL + CH + FF + +
    + + + + + + +
    -
    - - - - III - - - I -
    -
    - KO - MU - GE - KK - IN - KL - CH - FF - + KO + MU + GE + KK + IN + KL + CH + FF + +
    + + + + + + +
    -
    - - - - III - - - I -
    -
    - KO - MU - GE - KK - IN - KL - CH - FF - + KO + MU + GE + KK + IN + KL + CH + FF + +
    + + + + + + +
    -
    - - - - III - - - I -
    -
    - KO - MU - GE - KK - IN - KL - CH - FF - + KO + MU + GE + KK + IN + KL + CH + FF + +
    + + + + + + +
    -
    - - - - III - - - I -
    -
    - KO - MU - GE - KK - IN - KL - CH - FF - + KO + MU + GE + KK + IN + KL + CH + FF + +
    + + + + + + +
    -
    - - - - III - - - I -
    -
    - KO - MU - GE - KK - IN - KL - CH - FF - + KO + MU + GE + KK + IN + KL + CH + FF + +
    + + + + + + +
    -
    - - - - III - - - I -
    -
    - KO - MU - GE - KK - IN - KL - CH - FF - + KO + MU + GE + KK + IN + KL + CH + FF + +
    + + + + + +
    -
    - - - - III - - I -
    -
    - KO - MU - GE - KK - IN - KL - CH - FF - + KO + MU + GE + KK + IN + KL + CH + FF + +
    + + + + + + +
    -
    - - - - III - - - I -
    -
    - KO - MU - GE - KK - IN - KL - CH - FF - + KO + MU + GE + KK + IN + KL + CH + FF + +
    + + + + + + +
    -
    - - - - III - - - I -
    -
    - KO - MU - GE - KK - IN - KL - CH - FF - + KO + MU + GE + KK + IN + KL + CH + FF + +
    + + + + + + +
    -
    - - - - III - - - I -
    -
    - KO - MU - GE - KK - IN - KL - CH - FF - + KO + MU + GE + KK + IN + KL + CH + FF + +
    + + + + + + +
    -
    - - - - III - - - I -
    -
    - KO - MU - GE - KK - IN - KL - CH - FF - + KO + MU + GE + KK + IN + KL + CH + FF + +
    + + +
    +
    + + + + Karma Energie (KE): / +
    + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
    +
    + + + Globaler Magie/Karma-Modifikator:
    + Gesamt:
    + Kombinierte Aktion

    + Mehrere Ziele
    + Mächtige Magie/Liturgie
    + Reichweite erhöhen
    + Vorbereitung verkürzen
    + Wirkungsdauer verlängern
    + Technik ignorieren
    + Aufbauende Modifikationen
    + Erzwingen
    + Zeit lassen
    + Kosten sparen
    + Opferung
    + Zeremonie +
    + Mühelose Magie | Liebling der Gottheit
    -
    -
    -

    ⠀⠀

    - - Gesamt:
    - Kombinierte Aktion
    -
    - Mehrere Ziele
    - Mächtige Magie/Liturgie
    - Reichweite erhöhen
    - Vorbereitung verkürzen
    - Wirkungsdauer verlängern
    - Technik ignorieren
    - Aufbauende Modifikationen
    - Erzwingen
    - Zeit lassen
    - Kosten sparen
    - Opferung
    - Zeremonie
    -
    - Mühelose Magie | Liebling der Gottheit
    -
    - Globaler Magie/Karma-Modifikator: + +
    - -
    -
    +
    -
    +
    + +
    -
    - -
    - -
    -
    - -
    - -
    + +
    + +
    + +
    + +
    + +
    +
    @@ -1835,8 +1947,8 @@ - -v1.7.1 \ No newline at end of file +v1.8 \ No newline at end of file diff --git a/Das_Schwarze_Auge_Ilaris/readme.txt b/Das_Schwarze_Auge_Ilaris/readme.txt index d7af45488c..bc6b7e31ef 100644 --- a/Das_Schwarze_Auge_Ilaris/readme.txt +++ b/Das_Schwarze_Auge_Ilaris/readme.txt @@ -1,6 +1,6 @@ A custom Roll20 character sheet for Das Schwarze Auge: Ilaris (an alternative ruleset for roleplaying in Aventuria). -Currently only available in German, since the ruleset itself is so far not localized. +Currently only available in German and English. The ruleset itself is so far not localized. Ruleset is available for free at ilarisblog.wordpress.com! @@ -143,4 +143,10 @@ Neue Features: - Repeating Sections bei Waffen und Fernkampfwaffen eingefügt, falls mehr als 5 oder 3 nötig sind. - Kleine Layout-Anpassungen. -1.7.1: Fix der Anzeige bei Verschlagenheit III(u). \ No newline at end of file +1.7.1: Fix der Anzeige bei Verschlagenheit III(u). + +1.8: +Translation: +- The Sheet now has an English translation (best effort) +Design: +- The sheet is now using tabulated areas instead of one looooong scroll area. \ No newline at end of file diff --git a/Das_Schwarze_Auge_Ilaris/translation.json b/Das_Schwarze_Auge_Ilaris/translation.json index f36e9ed0da..e4ec87e770 100644 --- a/Das_Schwarze_Auge_Ilaris/translation.json +++ b/Das_Schwarze_Auge_Ilaris/translation.json @@ -84,13 +84,21 @@ "Attacke":"Attacke", "Gesamt:":"Gesamt:", "OKS":"OKS", + "TP=0, Konterprobe GE/KO or sturz":"TP=0, Konterprobe GE/KO or sturz", + "TP=0, Konterprobe KK oder entwaffnet":"TP=0, Konterprobe KK oder entwaffnet", + "Bei Erfolg kein Passierschlag des Gegners":"Bei Erfolg kein Passierschlag des Gegners", + "Gezielter Schlag":"Gezielter Schlag", + "Ignoriert Rüstung":"Ignoriert Rüstung", + "Schaden richtet sich gegen Schild":"Schaden richtet sich gegen Schild", + "TP=0, Umklammern(X) bei Erfolg":"TP=0, Umklammern(X) bei Erfolg", + "TP+X":"TP+X", + "Verdoppelt Reichweite":"Verdoppelt Reichweite", "Sonderfertigkeit 'Offensiver Kampfstil' ja/nein":"Sonderfertigkeit 'Offensiver Kampfstil' ja/nein", "Kombinierte Aktion":"Kombinierte Aktion", "Volle Offensive":"Volle Offensive", "Passierschlag":"Passierschlag", "Entwaffnen":"Entwaffnen", "Entfernung verändern":"Entfernung verändern", - "Gezielter Schlag":"Gezielter Schlag", "Schildspalter":"Schildspalter", "Umklammern":"Umklammern", "Wuchtschlag":"Wuchtschlag", @@ -102,14 +110,36 @@ "Niederwerfen":"Niederwerfen", "Todesstoß":"Todesstoß", "Sturmangriff":"Sturmangriff", - "Überrennen":"Überrennen", + "Überrennen (beritten)":"Überrennen (beritten)", + "Gegnerische Reaktionen -X":"Gegnerische Reaktionen -X", + "Benötigt längere Waffe. Bei Erfolg erleidet Gegner Waffenschaden + Gegner GS":"Benötigt längere Waffe. Bei Erfolg erleidet Gegner Waffenschaden + Gegner GS", + "Bei Erfolg erleidet Gegner Waffenschaden":"Bei Erfolg erleidet Gegner Waffenschaden", + "Verteidigung für angrenzenden Verbündeten vor deren Verteidigung":"Verteidigung für angrenzenden Verbündeten vor deren Verteidigung", + "Bei Erfolg Angriff auf Angreifer als freie Aktion":"Bei Erfolg Angriff auf Angreifer als freie Aktion", + "Halbiert Ladezeit. LZ1->0":"Halbiert Ladezeit. LZ1->0", + "FK+2, Erhöht Ladezeit um 1":"FK+2, Erhöht Ladezeit um 1", + "Umreißen":"Umreißen", + "Fernkampfwaffen":"Fernkampfwaffen", + "Durchaltevermögen":"Durchaltevermögen (DH)", + "Spezielle Boni":"Spezielle Boni", "Gesegnete Waffe":"Gesegnete Waffe", "Präzision":"Präzision", + "Temporärer Modifikator:":"Temporärer Modifikator:", "FK":"FK", - "Kommando: Formiert Euch!":"Kommando: Formiert Euch!", - "Kommando: Keine Gefangenen!":"Kommando: Keine Gefangenen!", + "Kommando: Formiert Euch! (+1VT)":"Kommando: Formiert Euch! (+1VT)", + "Kommando: Keine Gefangenen! (+2TP)":"Kommando: Keine Gefangenen! (+2TP)", "Verteidigung":"Verteidigung", "Reaktionen":"Reaktionen", + "Größe:":"Größe:", + "Defensive Manöver":"Defensive Manöver", + "Bewegung:":"Bewegung:", + "Licht:":"Licht:", + "Deckung:":"Deckung:", + "Keine Deckung":"Keine Deckung", + "Halbe Deckung":"Halbe Deckung", + "Dreiviertel Deckung":"Dreiviertel Deckung", + "Astral Energie (AE):":"Astral Energie (AE):", + "Karma Energie (KE):":"Karma Energie (KE):", "winzig":"Winzig", "klein":"Klein", "sehr klein":"sehr klein", @@ -164,7 +194,6 @@ "Zeremonie":"Zeremonie", "Globaler Magie/Karma-Modifikator:":"Globaler Magie/Karma-Modifikator:", "Mühelose Magie | Liebling der Gottheit":"Mühelose Magie | Liebling der Gottheit", - "Inventar | Notizen":"Inventar | Notizen", "Inventar":"Inventar", "Notizen":"Notizen", "Aufbauende Manöver":"Aufbauende Manöver", @@ -172,11 +201,10 @@ "Talente anzeigen":"Talente anzeigen", "Magie/Karma zeigen":"Magie/Karma zeigen", "Scharfsinn | Eindrucksvoll | Vorausschauend":"Scharfsinn | Eindrucksvoll | Vorausschauend", - "Allgemein":"Allgemein", "Inventar/Notizen":"Inventar/Notizen", "Schicksalspunkt!":"Schicksalspunkt!", "Erfolgswert":"Erfolgswert", - "U-unerfahren":"U-unerfahren", + "U-unerfahren":"U", "Probe auf Freie Fertigkeit (Unerfahren)":"Probe auf Freie Fertigkeit (Unerfahren)", "Probe auf Freie Fertigkeit (Erfahren)":"Probe auf Freie Fertigkeit (Erfahren)", "Probe auf Freie Fertigkeit (Meister)":"Probe auf Freie Fertigkeit (Meister)", @@ -184,5 +212,14 @@ "Probe (1W20 mit passendem Talent)":"Probe (1W20 mit passendem Talent)", "Probe (3W20 Median ohne passendes Talent)":"Probe (3W20 Median ohne passendes Talent)", "Probe (1W20 ohne passendes Talent)":"Probe (1W20 ohne passendes Talent)", - "Modifikator":"Modifikator" + "Wundschwelle":"Wundschwelle", + "Modifikator":"Modifikator", + "Externe Modifikatoren":"Externe Modifikatoren", + "Wind:":"Wind:", + "Kein Wind":"Kein Wind", + "Windig":"Windig", + "Sturm":"Sturm", + "AT+4, VT-8":"AT+4, VT-8", + "AT-2, Angriff auf Teilzone":"AT-2, Angriff auf Teilzone", + "Beschreibung":"Beschreibung" } diff --git a/Das_Schwarze_Auge_Ilaris/translations/af.json b/Das_Schwarze_Auge_Ilaris/translations/af.json index 1b9b801214..da496677eb 100644 --- a/Das_Schwarze_Auge_Ilaris/translations/af.json +++ b/Das_Schwarze_Auge_Ilaris/translations/af.json @@ -68,10 +68,13 @@ "Verschlagenheit": "Verschlagenheit", "Falschspielen, Schlösser knacken, Stehlen": "Falschspielen, Schlösser knacken, Stehlen", "Hohe Qualität x": "Hohe Qualität x ", + "Hohe Qualität": "Hohe Qualität", "Freie Fertigkeiten": "Freie Fertigkeiten", "Zusätzliche Fertigkeiten": "Zusätzliche Fertigkeiten", "Kampf": "Kampf", + "Waffe": "Waffe", "Waffen": "Waffen", + "Trefferpunkte": "Trefferpunkte", "AT": "AT", "VT": "VT", "TP": "TP", @@ -81,13 +84,21 @@ "Attacke": "Attacke", "Gesamt:": "Gesamt:", "OKS": "OKS", + "TP=0, Konterprobe GE/KO or sturz": "TP=0, Konterprobe GE/KO or sturz", + "TP=0, Konterprobe KK oder entwaffnet": "TP=0, Konterprobe KK oder entwaffnet", + "Bei Erfolg kein Passierschlag des Gegners": "Bei Erfolg kein Passierschlag des Gegners", + "Gezielter Schlag": "Gezielter Schlag", + "Ignoriert Rüstung": "Ignoriert Rüstung", + "Schaden richtet sich gegen Schild": "Schaden richtet sich gegen Schild", + "TP=0, Umklammern(X) bei Erfolg": "TP=0, Umklammern(X) bei Erfolg", + "TP+X": "TP+X", + "Verdoppelt Reichweite": "Verdoppelt Reichweite", "Sonderfertigkeit 'Offensiver Kampfstil' ja/nein": "Sonderfertigkeit 'Offensiver Kampfstil' ja/nein", "Kombinierte Aktion": "Kombinierte Aktion", "Volle Offensive": "Volle Offensive", "Passierschlag": "Passierschlag", "Entwaffnen": "Entwaffnen", "Entfernung verändern": "Entfernung verändern", - "Gezielter Schlag": "Gezielter Schlag", "Schildspalter": "Schildspalter", "Umklammern": "Umklammern", "Wuchtschlag": "Wuchtschlag", @@ -99,14 +110,36 @@ "Niederwerfen": "Niederwerfen", "Todesstoß": "Todesstoß", "Sturmangriff": "Sturmangriff", - "Überrennen": "Überrennen", + "Überrennen (beritten)": "Überrennen (beritten)", + "Gegnerische Reaktionen -X": "Gegnerische Reaktionen -X", + "Benötigt längere Waffe. Bei Erfolg erleidet Gegner Waffenschaden + Gegner GS": "Benötigt längere Waffe. Bei Erfolg erleidet Gegner Waffenschaden + Gegner GS", + "Bei Erfolg erleidet Gegner Waffenschaden": "Bei Erfolg erleidet Gegner Waffenschaden", + "Verteidigung für angrenzenden Verbündeten vor deren Verteidigung": "Verteidigung für angrenzenden Verbündeten vor deren Verteidigung", + "Bei Erfolg Angriff auf Angreifer als freie Aktion": "Bei Erfolg Angriff auf Angreifer als freie Aktion", + "Halbiert Ladezeit. LZ1->0": "Halbiert Ladezeit. LZ1->0", + "FK+2, Erhöht Ladezeit um 1": "FK+2, Erhöht Ladezeit um 1", + "Umreißen": "Umreißen", + "Fernkampfwaffen": "Fernkampfwaffen", + "Durchaltevermögen": "Durchaltevermögen (DH)", + "Spezielle Boni": "Spezielle Boni", "Gesegnete Waffe": "Gesegnete Waffe", "Präzision": "Präzision", + "Temporärer Modifikator:": "Temporärer Modifikator:", "FK": "FK", - "Kommando: Formiert Euch!": "Kommando: Formiert Euch!", - "Kommando: Keine Gefangenen!": "Kommando: Keine Gefangenen!", + "Kommando: Formiert Euch! (+1VT)": "Kommando: Formiert Euch! (+1VT)", + "Kommando: Keine Gefangenen! (+2TP)": "Kommando: Keine Gefangenen! (+2TP)", "Verteidigung": "Verteidigung", "Reaktionen": "Reaktionen", + "Größe:": "Größe:", + "Defensive Manöver": "Defensive Manöver", + "Bewegung:": "Bewegung:", + "Licht:": "Licht:", + "Deckung:": "Deckung:", + "Keine Deckung": "Keine Deckung", + "Halbe Deckung": "Halbe Deckung", + "Dreiviertel Deckung": "Dreiviertel Deckung", + "Astral Energie (AE):": "Astral Energie (AE):", + "Karma Energie (KE):": "Karma Energie (KE):", "winzig": "Winzig", "klein": "Klein", "sehr klein": "sehr klein", @@ -161,12 +194,32 @@ "Zeremonie": "Zeremonie", "Globaler Magie/Karma-Modifikator:": "Globaler Magie/Karma-Modifikator:", "Mühelose Magie | Liebling der Gottheit": "Mühelose Magie | Liebling der Gottheit", - "Inventar | Notizen": "Inventar | Notizen", "Inventar": "Inventar", "Notizen": "Notizen", "Aufbauende Manöver": "Aufbauende Manöver", "Aufbauende Modifikationen": "Aufbauende Modifikationen", "Talente anzeigen": "Talente anzeigen", "Magie/Karma zeigen": "Magie/Karma zeigen", - "Scharfsinn | Eindrucksvoll | Vorausschauend": "Scharfsinn | Eindrucksvoll | Vorausschauend" + "Scharfsinn | Eindrucksvoll | Vorausschauend": "Scharfsinn | Eindrucksvoll | Vorausschauend", + "Inventar/Notizen": "Inventar/Notizen", + "Schicksalspunkt!": "Schicksalspunkt!", + "Erfolgswert": "Erfolgswert", + "U-unerfahren": "U", + "Probe auf Freie Fertigkeit (Unerfahren)": "Probe auf Freie Fertigkeit (Unerfahren)", + "Probe auf Freie Fertigkeit (Erfahren)": "Probe auf Freie Fertigkeit (Erfahren)", + "Probe auf Freie Fertigkeit (Meister)": "Probe auf Freie Fertigkeit (Meister)", + "Probe (3W20 Median mit passendem Talent)": "Probe (3W20 Median mit passendem Talent)", + "Probe (1W20 mit passendem Talent)": "Probe (1W20 mit passendem Talent)", + "Probe (3W20 Median ohne passendes Talent)": "Probe (3W20 Median ohne passendes Talent)", + "Probe (1W20 ohne passendes Talent)": "Probe (1W20 ohne passendes Talent)", + "Wundschwelle": "Wundschwelle", + "Modifikator": "Modifikator", + "Externe Modifikatoren": "Externe Modifikatoren", + "Wind:": "Wind:", + "Kein Wind": "Kein Wind", + "Windig": "Windig", + "Sturm": "Sturm", + "AT+4, VT-8": "AT+4, VT-8", + "AT-2, Angriff auf Teilzone": "AT-2, Angriff auf Teilzone", + "Beschreibung": "Beschreibung" } diff --git a/Das_Schwarze_Auge_Ilaris/translations/ca.json b/Das_Schwarze_Auge_Ilaris/translations/ca.json index 1b9b801214..da496677eb 100644 --- a/Das_Schwarze_Auge_Ilaris/translations/ca.json +++ b/Das_Schwarze_Auge_Ilaris/translations/ca.json @@ -68,10 +68,13 @@ "Verschlagenheit": "Verschlagenheit", "Falschspielen, Schlösser knacken, Stehlen": "Falschspielen, Schlösser knacken, Stehlen", "Hohe Qualität x": "Hohe Qualität x ", + "Hohe Qualität": "Hohe Qualität", "Freie Fertigkeiten": "Freie Fertigkeiten", "Zusätzliche Fertigkeiten": "Zusätzliche Fertigkeiten", "Kampf": "Kampf", + "Waffe": "Waffe", "Waffen": "Waffen", + "Trefferpunkte": "Trefferpunkte", "AT": "AT", "VT": "VT", "TP": "TP", @@ -81,13 +84,21 @@ "Attacke": "Attacke", "Gesamt:": "Gesamt:", "OKS": "OKS", + "TP=0, Konterprobe GE/KO or sturz": "TP=0, Konterprobe GE/KO or sturz", + "TP=0, Konterprobe KK oder entwaffnet": "TP=0, Konterprobe KK oder entwaffnet", + "Bei Erfolg kein Passierschlag des Gegners": "Bei Erfolg kein Passierschlag des Gegners", + "Gezielter Schlag": "Gezielter Schlag", + "Ignoriert Rüstung": "Ignoriert Rüstung", + "Schaden richtet sich gegen Schild": "Schaden richtet sich gegen Schild", + "TP=0, Umklammern(X) bei Erfolg": "TP=0, Umklammern(X) bei Erfolg", + "TP+X": "TP+X", + "Verdoppelt Reichweite": "Verdoppelt Reichweite", "Sonderfertigkeit 'Offensiver Kampfstil' ja/nein": "Sonderfertigkeit 'Offensiver Kampfstil' ja/nein", "Kombinierte Aktion": "Kombinierte Aktion", "Volle Offensive": "Volle Offensive", "Passierschlag": "Passierschlag", "Entwaffnen": "Entwaffnen", "Entfernung verändern": "Entfernung verändern", - "Gezielter Schlag": "Gezielter Schlag", "Schildspalter": "Schildspalter", "Umklammern": "Umklammern", "Wuchtschlag": "Wuchtschlag", @@ -99,14 +110,36 @@ "Niederwerfen": "Niederwerfen", "Todesstoß": "Todesstoß", "Sturmangriff": "Sturmangriff", - "Überrennen": "Überrennen", + "Überrennen (beritten)": "Überrennen (beritten)", + "Gegnerische Reaktionen -X": "Gegnerische Reaktionen -X", + "Benötigt längere Waffe. Bei Erfolg erleidet Gegner Waffenschaden + Gegner GS": "Benötigt längere Waffe. Bei Erfolg erleidet Gegner Waffenschaden + Gegner GS", + "Bei Erfolg erleidet Gegner Waffenschaden": "Bei Erfolg erleidet Gegner Waffenschaden", + "Verteidigung für angrenzenden Verbündeten vor deren Verteidigung": "Verteidigung für angrenzenden Verbündeten vor deren Verteidigung", + "Bei Erfolg Angriff auf Angreifer als freie Aktion": "Bei Erfolg Angriff auf Angreifer als freie Aktion", + "Halbiert Ladezeit. LZ1->0": "Halbiert Ladezeit. LZ1->0", + "FK+2, Erhöht Ladezeit um 1": "FK+2, Erhöht Ladezeit um 1", + "Umreißen": "Umreißen", + "Fernkampfwaffen": "Fernkampfwaffen", + "Durchaltevermögen": "Durchaltevermögen (DH)", + "Spezielle Boni": "Spezielle Boni", "Gesegnete Waffe": "Gesegnete Waffe", "Präzision": "Präzision", + "Temporärer Modifikator:": "Temporärer Modifikator:", "FK": "FK", - "Kommando: Formiert Euch!": "Kommando: Formiert Euch!", - "Kommando: Keine Gefangenen!": "Kommando: Keine Gefangenen!", + "Kommando: Formiert Euch! (+1VT)": "Kommando: Formiert Euch! (+1VT)", + "Kommando: Keine Gefangenen! (+2TP)": "Kommando: Keine Gefangenen! (+2TP)", "Verteidigung": "Verteidigung", "Reaktionen": "Reaktionen", + "Größe:": "Größe:", + "Defensive Manöver": "Defensive Manöver", + "Bewegung:": "Bewegung:", + "Licht:": "Licht:", + "Deckung:": "Deckung:", + "Keine Deckung": "Keine Deckung", + "Halbe Deckung": "Halbe Deckung", + "Dreiviertel Deckung": "Dreiviertel Deckung", + "Astral Energie (AE):": "Astral Energie (AE):", + "Karma Energie (KE):": "Karma Energie (KE):", "winzig": "Winzig", "klein": "Klein", "sehr klein": "sehr klein", @@ -161,12 +194,32 @@ "Zeremonie": "Zeremonie", "Globaler Magie/Karma-Modifikator:": "Globaler Magie/Karma-Modifikator:", "Mühelose Magie | Liebling der Gottheit": "Mühelose Magie | Liebling der Gottheit", - "Inventar | Notizen": "Inventar | Notizen", "Inventar": "Inventar", "Notizen": "Notizen", "Aufbauende Manöver": "Aufbauende Manöver", "Aufbauende Modifikationen": "Aufbauende Modifikationen", "Talente anzeigen": "Talente anzeigen", "Magie/Karma zeigen": "Magie/Karma zeigen", - "Scharfsinn | Eindrucksvoll | Vorausschauend": "Scharfsinn | Eindrucksvoll | Vorausschauend" + "Scharfsinn | Eindrucksvoll | Vorausschauend": "Scharfsinn | Eindrucksvoll | Vorausschauend", + "Inventar/Notizen": "Inventar/Notizen", + "Schicksalspunkt!": "Schicksalspunkt!", + "Erfolgswert": "Erfolgswert", + "U-unerfahren": "U", + "Probe auf Freie Fertigkeit (Unerfahren)": "Probe auf Freie Fertigkeit (Unerfahren)", + "Probe auf Freie Fertigkeit (Erfahren)": "Probe auf Freie Fertigkeit (Erfahren)", + "Probe auf Freie Fertigkeit (Meister)": "Probe auf Freie Fertigkeit (Meister)", + "Probe (3W20 Median mit passendem Talent)": "Probe (3W20 Median mit passendem Talent)", + "Probe (1W20 mit passendem Talent)": "Probe (1W20 mit passendem Talent)", + "Probe (3W20 Median ohne passendes Talent)": "Probe (3W20 Median ohne passendes Talent)", + "Probe (1W20 ohne passendes Talent)": "Probe (1W20 ohne passendes Talent)", + "Wundschwelle": "Wundschwelle", + "Modifikator": "Modifikator", + "Externe Modifikatoren": "Externe Modifikatoren", + "Wind:": "Wind:", + "Kein Wind": "Kein Wind", + "Windig": "Windig", + "Sturm": "Sturm", + "AT+4, VT-8": "AT+4, VT-8", + "AT-2, Angriff auf Teilzone": "AT-2, Angriff auf Teilzone", + "Beschreibung": "Beschreibung" } diff --git a/Das_Schwarze_Auge_Ilaris/translations/cs.json b/Das_Schwarze_Auge_Ilaris/translations/cs.json index 1b9b801214..da496677eb 100644 --- a/Das_Schwarze_Auge_Ilaris/translations/cs.json +++ b/Das_Schwarze_Auge_Ilaris/translations/cs.json @@ -68,10 +68,13 @@ "Verschlagenheit": "Verschlagenheit", "Falschspielen, Schlösser knacken, Stehlen": "Falschspielen, Schlösser knacken, Stehlen", "Hohe Qualität x": "Hohe Qualität x ", + "Hohe Qualität": "Hohe Qualität", "Freie Fertigkeiten": "Freie Fertigkeiten", "Zusätzliche Fertigkeiten": "Zusätzliche Fertigkeiten", "Kampf": "Kampf", + "Waffe": "Waffe", "Waffen": "Waffen", + "Trefferpunkte": "Trefferpunkte", "AT": "AT", "VT": "VT", "TP": "TP", @@ -81,13 +84,21 @@ "Attacke": "Attacke", "Gesamt:": "Gesamt:", "OKS": "OKS", + "TP=0, Konterprobe GE/KO or sturz": "TP=0, Konterprobe GE/KO or sturz", + "TP=0, Konterprobe KK oder entwaffnet": "TP=0, Konterprobe KK oder entwaffnet", + "Bei Erfolg kein Passierschlag des Gegners": "Bei Erfolg kein Passierschlag des Gegners", + "Gezielter Schlag": "Gezielter Schlag", + "Ignoriert Rüstung": "Ignoriert Rüstung", + "Schaden richtet sich gegen Schild": "Schaden richtet sich gegen Schild", + "TP=0, Umklammern(X) bei Erfolg": "TP=0, Umklammern(X) bei Erfolg", + "TP+X": "TP+X", + "Verdoppelt Reichweite": "Verdoppelt Reichweite", "Sonderfertigkeit 'Offensiver Kampfstil' ja/nein": "Sonderfertigkeit 'Offensiver Kampfstil' ja/nein", "Kombinierte Aktion": "Kombinierte Aktion", "Volle Offensive": "Volle Offensive", "Passierschlag": "Passierschlag", "Entwaffnen": "Entwaffnen", "Entfernung verändern": "Entfernung verändern", - "Gezielter Schlag": "Gezielter Schlag", "Schildspalter": "Schildspalter", "Umklammern": "Umklammern", "Wuchtschlag": "Wuchtschlag", @@ -99,14 +110,36 @@ "Niederwerfen": "Niederwerfen", "Todesstoß": "Todesstoß", "Sturmangriff": "Sturmangriff", - "Überrennen": "Überrennen", + "Überrennen (beritten)": "Überrennen (beritten)", + "Gegnerische Reaktionen -X": "Gegnerische Reaktionen -X", + "Benötigt längere Waffe. Bei Erfolg erleidet Gegner Waffenschaden + Gegner GS": "Benötigt längere Waffe. Bei Erfolg erleidet Gegner Waffenschaden + Gegner GS", + "Bei Erfolg erleidet Gegner Waffenschaden": "Bei Erfolg erleidet Gegner Waffenschaden", + "Verteidigung für angrenzenden Verbündeten vor deren Verteidigung": "Verteidigung für angrenzenden Verbündeten vor deren Verteidigung", + "Bei Erfolg Angriff auf Angreifer als freie Aktion": "Bei Erfolg Angriff auf Angreifer als freie Aktion", + "Halbiert Ladezeit. LZ1->0": "Halbiert Ladezeit. LZ1->0", + "FK+2, Erhöht Ladezeit um 1": "FK+2, Erhöht Ladezeit um 1", + "Umreißen": "Umreißen", + "Fernkampfwaffen": "Fernkampfwaffen", + "Durchaltevermögen": "Durchaltevermögen (DH)", + "Spezielle Boni": "Spezielle Boni", "Gesegnete Waffe": "Gesegnete Waffe", "Präzision": "Präzision", + "Temporärer Modifikator:": "Temporärer Modifikator:", "FK": "FK", - "Kommando: Formiert Euch!": "Kommando: Formiert Euch!", - "Kommando: Keine Gefangenen!": "Kommando: Keine Gefangenen!", + "Kommando: Formiert Euch! (+1VT)": "Kommando: Formiert Euch! (+1VT)", + "Kommando: Keine Gefangenen! (+2TP)": "Kommando: Keine Gefangenen! (+2TP)", "Verteidigung": "Verteidigung", "Reaktionen": "Reaktionen", + "Größe:": "Größe:", + "Defensive Manöver": "Defensive Manöver", + "Bewegung:": "Bewegung:", + "Licht:": "Licht:", + "Deckung:": "Deckung:", + "Keine Deckung": "Keine Deckung", + "Halbe Deckung": "Halbe Deckung", + "Dreiviertel Deckung": "Dreiviertel Deckung", + "Astral Energie (AE):": "Astral Energie (AE):", + "Karma Energie (KE):": "Karma Energie (KE):", "winzig": "Winzig", "klein": "Klein", "sehr klein": "sehr klein", @@ -161,12 +194,32 @@ "Zeremonie": "Zeremonie", "Globaler Magie/Karma-Modifikator:": "Globaler Magie/Karma-Modifikator:", "Mühelose Magie | Liebling der Gottheit": "Mühelose Magie | Liebling der Gottheit", - "Inventar | Notizen": "Inventar | Notizen", "Inventar": "Inventar", "Notizen": "Notizen", "Aufbauende Manöver": "Aufbauende Manöver", "Aufbauende Modifikationen": "Aufbauende Modifikationen", "Talente anzeigen": "Talente anzeigen", "Magie/Karma zeigen": "Magie/Karma zeigen", - "Scharfsinn | Eindrucksvoll | Vorausschauend": "Scharfsinn | Eindrucksvoll | Vorausschauend" + "Scharfsinn | Eindrucksvoll | Vorausschauend": "Scharfsinn | Eindrucksvoll | Vorausschauend", + "Inventar/Notizen": "Inventar/Notizen", + "Schicksalspunkt!": "Schicksalspunkt!", + "Erfolgswert": "Erfolgswert", + "U-unerfahren": "U", + "Probe auf Freie Fertigkeit (Unerfahren)": "Probe auf Freie Fertigkeit (Unerfahren)", + "Probe auf Freie Fertigkeit (Erfahren)": "Probe auf Freie Fertigkeit (Erfahren)", + "Probe auf Freie Fertigkeit (Meister)": "Probe auf Freie Fertigkeit (Meister)", + "Probe (3W20 Median mit passendem Talent)": "Probe (3W20 Median mit passendem Talent)", + "Probe (1W20 mit passendem Talent)": "Probe (1W20 mit passendem Talent)", + "Probe (3W20 Median ohne passendes Talent)": "Probe (3W20 Median ohne passendes Talent)", + "Probe (1W20 ohne passendes Talent)": "Probe (1W20 ohne passendes Talent)", + "Wundschwelle": "Wundschwelle", + "Modifikator": "Modifikator", + "Externe Modifikatoren": "Externe Modifikatoren", + "Wind:": "Wind:", + "Kein Wind": "Kein Wind", + "Windig": "Windig", + "Sturm": "Sturm", + "AT+4, VT-8": "AT+4, VT-8", + "AT-2, Angriff auf Teilzone": "AT-2, Angriff auf Teilzone", + "Beschreibung": "Beschreibung" } diff --git a/Das_Schwarze_Auge_Ilaris/translations/da.json b/Das_Schwarze_Auge_Ilaris/translations/da.json index 1b9b801214..da496677eb 100644 --- a/Das_Schwarze_Auge_Ilaris/translations/da.json +++ b/Das_Schwarze_Auge_Ilaris/translations/da.json @@ -68,10 +68,13 @@ "Verschlagenheit": "Verschlagenheit", "Falschspielen, Schlösser knacken, Stehlen": "Falschspielen, Schlösser knacken, Stehlen", "Hohe Qualität x": "Hohe Qualität x ", + "Hohe Qualität": "Hohe Qualität", "Freie Fertigkeiten": "Freie Fertigkeiten", "Zusätzliche Fertigkeiten": "Zusätzliche Fertigkeiten", "Kampf": "Kampf", + "Waffe": "Waffe", "Waffen": "Waffen", + "Trefferpunkte": "Trefferpunkte", "AT": "AT", "VT": "VT", "TP": "TP", @@ -81,13 +84,21 @@ "Attacke": "Attacke", "Gesamt:": "Gesamt:", "OKS": "OKS", + "TP=0, Konterprobe GE/KO or sturz": "TP=0, Konterprobe GE/KO or sturz", + "TP=0, Konterprobe KK oder entwaffnet": "TP=0, Konterprobe KK oder entwaffnet", + "Bei Erfolg kein Passierschlag des Gegners": "Bei Erfolg kein Passierschlag des Gegners", + "Gezielter Schlag": "Gezielter Schlag", + "Ignoriert Rüstung": "Ignoriert Rüstung", + "Schaden richtet sich gegen Schild": "Schaden richtet sich gegen Schild", + "TP=0, Umklammern(X) bei Erfolg": "TP=0, Umklammern(X) bei Erfolg", + "TP+X": "TP+X", + "Verdoppelt Reichweite": "Verdoppelt Reichweite", "Sonderfertigkeit 'Offensiver Kampfstil' ja/nein": "Sonderfertigkeit 'Offensiver Kampfstil' ja/nein", "Kombinierte Aktion": "Kombinierte Aktion", "Volle Offensive": "Volle Offensive", "Passierschlag": "Passierschlag", "Entwaffnen": "Entwaffnen", "Entfernung verändern": "Entfernung verändern", - "Gezielter Schlag": "Gezielter Schlag", "Schildspalter": "Schildspalter", "Umklammern": "Umklammern", "Wuchtschlag": "Wuchtschlag", @@ -99,14 +110,36 @@ "Niederwerfen": "Niederwerfen", "Todesstoß": "Todesstoß", "Sturmangriff": "Sturmangriff", - "Überrennen": "Überrennen", + "Überrennen (beritten)": "Überrennen (beritten)", + "Gegnerische Reaktionen -X": "Gegnerische Reaktionen -X", + "Benötigt längere Waffe. Bei Erfolg erleidet Gegner Waffenschaden + Gegner GS": "Benötigt längere Waffe. Bei Erfolg erleidet Gegner Waffenschaden + Gegner GS", + "Bei Erfolg erleidet Gegner Waffenschaden": "Bei Erfolg erleidet Gegner Waffenschaden", + "Verteidigung für angrenzenden Verbündeten vor deren Verteidigung": "Verteidigung für angrenzenden Verbündeten vor deren Verteidigung", + "Bei Erfolg Angriff auf Angreifer als freie Aktion": "Bei Erfolg Angriff auf Angreifer als freie Aktion", + "Halbiert Ladezeit. LZ1->0": "Halbiert Ladezeit. LZ1->0", + "FK+2, Erhöht Ladezeit um 1": "FK+2, Erhöht Ladezeit um 1", + "Umreißen": "Umreißen", + "Fernkampfwaffen": "Fernkampfwaffen", + "Durchaltevermögen": "Durchaltevermögen (DH)", + "Spezielle Boni": "Spezielle Boni", "Gesegnete Waffe": "Gesegnete Waffe", "Präzision": "Präzision", + "Temporärer Modifikator:": "Temporärer Modifikator:", "FK": "FK", - "Kommando: Formiert Euch!": "Kommando: Formiert Euch!", - "Kommando: Keine Gefangenen!": "Kommando: Keine Gefangenen!", + "Kommando: Formiert Euch! (+1VT)": "Kommando: Formiert Euch! (+1VT)", + "Kommando: Keine Gefangenen! (+2TP)": "Kommando: Keine Gefangenen! (+2TP)", "Verteidigung": "Verteidigung", "Reaktionen": "Reaktionen", + "Größe:": "Größe:", + "Defensive Manöver": "Defensive Manöver", + "Bewegung:": "Bewegung:", + "Licht:": "Licht:", + "Deckung:": "Deckung:", + "Keine Deckung": "Keine Deckung", + "Halbe Deckung": "Halbe Deckung", + "Dreiviertel Deckung": "Dreiviertel Deckung", + "Astral Energie (AE):": "Astral Energie (AE):", + "Karma Energie (KE):": "Karma Energie (KE):", "winzig": "Winzig", "klein": "Klein", "sehr klein": "sehr klein", @@ -161,12 +194,32 @@ "Zeremonie": "Zeremonie", "Globaler Magie/Karma-Modifikator:": "Globaler Magie/Karma-Modifikator:", "Mühelose Magie | Liebling der Gottheit": "Mühelose Magie | Liebling der Gottheit", - "Inventar | Notizen": "Inventar | Notizen", "Inventar": "Inventar", "Notizen": "Notizen", "Aufbauende Manöver": "Aufbauende Manöver", "Aufbauende Modifikationen": "Aufbauende Modifikationen", "Talente anzeigen": "Talente anzeigen", "Magie/Karma zeigen": "Magie/Karma zeigen", - "Scharfsinn | Eindrucksvoll | Vorausschauend": "Scharfsinn | Eindrucksvoll | Vorausschauend" + "Scharfsinn | Eindrucksvoll | Vorausschauend": "Scharfsinn | Eindrucksvoll | Vorausschauend", + "Inventar/Notizen": "Inventar/Notizen", + "Schicksalspunkt!": "Schicksalspunkt!", + "Erfolgswert": "Erfolgswert", + "U-unerfahren": "U", + "Probe auf Freie Fertigkeit (Unerfahren)": "Probe auf Freie Fertigkeit (Unerfahren)", + "Probe auf Freie Fertigkeit (Erfahren)": "Probe auf Freie Fertigkeit (Erfahren)", + "Probe auf Freie Fertigkeit (Meister)": "Probe auf Freie Fertigkeit (Meister)", + "Probe (3W20 Median mit passendem Talent)": "Probe (3W20 Median mit passendem Talent)", + "Probe (1W20 mit passendem Talent)": "Probe (1W20 mit passendem Talent)", + "Probe (3W20 Median ohne passendes Talent)": "Probe (3W20 Median ohne passendes Talent)", + "Probe (1W20 ohne passendes Talent)": "Probe (1W20 ohne passendes Talent)", + "Wundschwelle": "Wundschwelle", + "Modifikator": "Modifikator", + "Externe Modifikatoren": "Externe Modifikatoren", + "Wind:": "Wind:", + "Kein Wind": "Kein Wind", + "Windig": "Windig", + "Sturm": "Sturm", + "AT+4, VT-8": "AT+4, VT-8", + "AT-2, Angriff auf Teilzone": "AT-2, Angriff auf Teilzone", + "Beschreibung": "Beschreibung" } diff --git a/Das_Schwarze_Auge_Ilaris/translations/de.json b/Das_Schwarze_Auge_Ilaris/translations/de.json index 1b9b801214..da496677eb 100644 --- a/Das_Schwarze_Auge_Ilaris/translations/de.json +++ b/Das_Schwarze_Auge_Ilaris/translations/de.json @@ -68,10 +68,13 @@ "Verschlagenheit": "Verschlagenheit", "Falschspielen, Schlösser knacken, Stehlen": "Falschspielen, Schlösser knacken, Stehlen", "Hohe Qualität x": "Hohe Qualität x ", + "Hohe Qualität": "Hohe Qualität", "Freie Fertigkeiten": "Freie Fertigkeiten", "Zusätzliche Fertigkeiten": "Zusätzliche Fertigkeiten", "Kampf": "Kampf", + "Waffe": "Waffe", "Waffen": "Waffen", + "Trefferpunkte": "Trefferpunkte", "AT": "AT", "VT": "VT", "TP": "TP", @@ -81,13 +84,21 @@ "Attacke": "Attacke", "Gesamt:": "Gesamt:", "OKS": "OKS", + "TP=0, Konterprobe GE/KO or sturz": "TP=0, Konterprobe GE/KO or sturz", + "TP=0, Konterprobe KK oder entwaffnet": "TP=0, Konterprobe KK oder entwaffnet", + "Bei Erfolg kein Passierschlag des Gegners": "Bei Erfolg kein Passierschlag des Gegners", + "Gezielter Schlag": "Gezielter Schlag", + "Ignoriert Rüstung": "Ignoriert Rüstung", + "Schaden richtet sich gegen Schild": "Schaden richtet sich gegen Schild", + "TP=0, Umklammern(X) bei Erfolg": "TP=0, Umklammern(X) bei Erfolg", + "TP+X": "TP+X", + "Verdoppelt Reichweite": "Verdoppelt Reichweite", "Sonderfertigkeit 'Offensiver Kampfstil' ja/nein": "Sonderfertigkeit 'Offensiver Kampfstil' ja/nein", "Kombinierte Aktion": "Kombinierte Aktion", "Volle Offensive": "Volle Offensive", "Passierschlag": "Passierschlag", "Entwaffnen": "Entwaffnen", "Entfernung verändern": "Entfernung verändern", - "Gezielter Schlag": "Gezielter Schlag", "Schildspalter": "Schildspalter", "Umklammern": "Umklammern", "Wuchtschlag": "Wuchtschlag", @@ -99,14 +110,36 @@ "Niederwerfen": "Niederwerfen", "Todesstoß": "Todesstoß", "Sturmangriff": "Sturmangriff", - "Überrennen": "Überrennen", + "Überrennen (beritten)": "Überrennen (beritten)", + "Gegnerische Reaktionen -X": "Gegnerische Reaktionen -X", + "Benötigt längere Waffe. Bei Erfolg erleidet Gegner Waffenschaden + Gegner GS": "Benötigt längere Waffe. Bei Erfolg erleidet Gegner Waffenschaden + Gegner GS", + "Bei Erfolg erleidet Gegner Waffenschaden": "Bei Erfolg erleidet Gegner Waffenschaden", + "Verteidigung für angrenzenden Verbündeten vor deren Verteidigung": "Verteidigung für angrenzenden Verbündeten vor deren Verteidigung", + "Bei Erfolg Angriff auf Angreifer als freie Aktion": "Bei Erfolg Angriff auf Angreifer als freie Aktion", + "Halbiert Ladezeit. LZ1->0": "Halbiert Ladezeit. LZ1->0", + "FK+2, Erhöht Ladezeit um 1": "FK+2, Erhöht Ladezeit um 1", + "Umreißen": "Umreißen", + "Fernkampfwaffen": "Fernkampfwaffen", + "Durchaltevermögen": "Durchaltevermögen (DH)", + "Spezielle Boni": "Spezielle Boni", "Gesegnete Waffe": "Gesegnete Waffe", "Präzision": "Präzision", + "Temporärer Modifikator:": "Temporärer Modifikator:", "FK": "FK", - "Kommando: Formiert Euch!": "Kommando: Formiert Euch!", - "Kommando: Keine Gefangenen!": "Kommando: Keine Gefangenen!", + "Kommando: Formiert Euch! (+1VT)": "Kommando: Formiert Euch! (+1VT)", + "Kommando: Keine Gefangenen! (+2TP)": "Kommando: Keine Gefangenen! (+2TP)", "Verteidigung": "Verteidigung", "Reaktionen": "Reaktionen", + "Größe:": "Größe:", + "Defensive Manöver": "Defensive Manöver", + "Bewegung:": "Bewegung:", + "Licht:": "Licht:", + "Deckung:": "Deckung:", + "Keine Deckung": "Keine Deckung", + "Halbe Deckung": "Halbe Deckung", + "Dreiviertel Deckung": "Dreiviertel Deckung", + "Astral Energie (AE):": "Astral Energie (AE):", + "Karma Energie (KE):": "Karma Energie (KE):", "winzig": "Winzig", "klein": "Klein", "sehr klein": "sehr klein", @@ -161,12 +194,32 @@ "Zeremonie": "Zeremonie", "Globaler Magie/Karma-Modifikator:": "Globaler Magie/Karma-Modifikator:", "Mühelose Magie | Liebling der Gottheit": "Mühelose Magie | Liebling der Gottheit", - "Inventar | Notizen": "Inventar | Notizen", "Inventar": "Inventar", "Notizen": "Notizen", "Aufbauende Manöver": "Aufbauende Manöver", "Aufbauende Modifikationen": "Aufbauende Modifikationen", "Talente anzeigen": "Talente anzeigen", "Magie/Karma zeigen": "Magie/Karma zeigen", - "Scharfsinn | Eindrucksvoll | Vorausschauend": "Scharfsinn | Eindrucksvoll | Vorausschauend" + "Scharfsinn | Eindrucksvoll | Vorausschauend": "Scharfsinn | Eindrucksvoll | Vorausschauend", + "Inventar/Notizen": "Inventar/Notizen", + "Schicksalspunkt!": "Schicksalspunkt!", + "Erfolgswert": "Erfolgswert", + "U-unerfahren": "U", + "Probe auf Freie Fertigkeit (Unerfahren)": "Probe auf Freie Fertigkeit (Unerfahren)", + "Probe auf Freie Fertigkeit (Erfahren)": "Probe auf Freie Fertigkeit (Erfahren)", + "Probe auf Freie Fertigkeit (Meister)": "Probe auf Freie Fertigkeit (Meister)", + "Probe (3W20 Median mit passendem Talent)": "Probe (3W20 Median mit passendem Talent)", + "Probe (1W20 mit passendem Talent)": "Probe (1W20 mit passendem Talent)", + "Probe (3W20 Median ohne passendes Talent)": "Probe (3W20 Median ohne passendes Talent)", + "Probe (1W20 ohne passendes Talent)": "Probe (1W20 ohne passendes Talent)", + "Wundschwelle": "Wundschwelle", + "Modifikator": "Modifikator", + "Externe Modifikatoren": "Externe Modifikatoren", + "Wind:": "Wind:", + "Kein Wind": "Kein Wind", + "Windig": "Windig", + "Sturm": "Sturm", + "AT+4, VT-8": "AT+4, VT-8", + "AT-2, Angriff auf Teilzone": "AT-2, Angriff auf Teilzone", + "Beschreibung": "Beschreibung" } diff --git a/Das_Schwarze_Auge_Ilaris/translations/el.json b/Das_Schwarze_Auge_Ilaris/translations/el.json index 1b9b801214..da496677eb 100644 --- a/Das_Schwarze_Auge_Ilaris/translations/el.json +++ b/Das_Schwarze_Auge_Ilaris/translations/el.json @@ -68,10 +68,13 @@ "Verschlagenheit": "Verschlagenheit", "Falschspielen, Schlösser knacken, Stehlen": "Falschspielen, Schlösser knacken, Stehlen", "Hohe Qualität x": "Hohe Qualität x ", + "Hohe Qualität": "Hohe Qualität", "Freie Fertigkeiten": "Freie Fertigkeiten", "Zusätzliche Fertigkeiten": "Zusätzliche Fertigkeiten", "Kampf": "Kampf", + "Waffe": "Waffe", "Waffen": "Waffen", + "Trefferpunkte": "Trefferpunkte", "AT": "AT", "VT": "VT", "TP": "TP", @@ -81,13 +84,21 @@ "Attacke": "Attacke", "Gesamt:": "Gesamt:", "OKS": "OKS", + "TP=0, Konterprobe GE/KO or sturz": "TP=0, Konterprobe GE/KO or sturz", + "TP=0, Konterprobe KK oder entwaffnet": "TP=0, Konterprobe KK oder entwaffnet", + "Bei Erfolg kein Passierschlag des Gegners": "Bei Erfolg kein Passierschlag des Gegners", + "Gezielter Schlag": "Gezielter Schlag", + "Ignoriert Rüstung": "Ignoriert Rüstung", + "Schaden richtet sich gegen Schild": "Schaden richtet sich gegen Schild", + "TP=0, Umklammern(X) bei Erfolg": "TP=0, Umklammern(X) bei Erfolg", + "TP+X": "TP+X", + "Verdoppelt Reichweite": "Verdoppelt Reichweite", "Sonderfertigkeit 'Offensiver Kampfstil' ja/nein": "Sonderfertigkeit 'Offensiver Kampfstil' ja/nein", "Kombinierte Aktion": "Kombinierte Aktion", "Volle Offensive": "Volle Offensive", "Passierschlag": "Passierschlag", "Entwaffnen": "Entwaffnen", "Entfernung verändern": "Entfernung verändern", - "Gezielter Schlag": "Gezielter Schlag", "Schildspalter": "Schildspalter", "Umklammern": "Umklammern", "Wuchtschlag": "Wuchtschlag", @@ -99,14 +110,36 @@ "Niederwerfen": "Niederwerfen", "Todesstoß": "Todesstoß", "Sturmangriff": "Sturmangriff", - "Überrennen": "Überrennen", + "Überrennen (beritten)": "Überrennen (beritten)", + "Gegnerische Reaktionen -X": "Gegnerische Reaktionen -X", + "Benötigt längere Waffe. Bei Erfolg erleidet Gegner Waffenschaden + Gegner GS": "Benötigt längere Waffe. Bei Erfolg erleidet Gegner Waffenschaden + Gegner GS", + "Bei Erfolg erleidet Gegner Waffenschaden": "Bei Erfolg erleidet Gegner Waffenschaden", + "Verteidigung für angrenzenden Verbündeten vor deren Verteidigung": "Verteidigung für angrenzenden Verbündeten vor deren Verteidigung", + "Bei Erfolg Angriff auf Angreifer als freie Aktion": "Bei Erfolg Angriff auf Angreifer als freie Aktion", + "Halbiert Ladezeit. LZ1->0": "Halbiert Ladezeit. LZ1->0", + "FK+2, Erhöht Ladezeit um 1": "FK+2, Erhöht Ladezeit um 1", + "Umreißen": "Umreißen", + "Fernkampfwaffen": "Fernkampfwaffen", + "Durchaltevermögen": "Durchaltevermögen (DH)", + "Spezielle Boni": "Spezielle Boni", "Gesegnete Waffe": "Gesegnete Waffe", "Präzision": "Präzision", + "Temporärer Modifikator:": "Temporärer Modifikator:", "FK": "FK", - "Kommando: Formiert Euch!": "Kommando: Formiert Euch!", - "Kommando: Keine Gefangenen!": "Kommando: Keine Gefangenen!", + "Kommando: Formiert Euch! (+1VT)": "Kommando: Formiert Euch! (+1VT)", + "Kommando: Keine Gefangenen! (+2TP)": "Kommando: Keine Gefangenen! (+2TP)", "Verteidigung": "Verteidigung", "Reaktionen": "Reaktionen", + "Größe:": "Größe:", + "Defensive Manöver": "Defensive Manöver", + "Bewegung:": "Bewegung:", + "Licht:": "Licht:", + "Deckung:": "Deckung:", + "Keine Deckung": "Keine Deckung", + "Halbe Deckung": "Halbe Deckung", + "Dreiviertel Deckung": "Dreiviertel Deckung", + "Astral Energie (AE):": "Astral Energie (AE):", + "Karma Energie (KE):": "Karma Energie (KE):", "winzig": "Winzig", "klein": "Klein", "sehr klein": "sehr klein", @@ -161,12 +194,32 @@ "Zeremonie": "Zeremonie", "Globaler Magie/Karma-Modifikator:": "Globaler Magie/Karma-Modifikator:", "Mühelose Magie | Liebling der Gottheit": "Mühelose Magie | Liebling der Gottheit", - "Inventar | Notizen": "Inventar | Notizen", "Inventar": "Inventar", "Notizen": "Notizen", "Aufbauende Manöver": "Aufbauende Manöver", "Aufbauende Modifikationen": "Aufbauende Modifikationen", "Talente anzeigen": "Talente anzeigen", "Magie/Karma zeigen": "Magie/Karma zeigen", - "Scharfsinn | Eindrucksvoll | Vorausschauend": "Scharfsinn | Eindrucksvoll | Vorausschauend" + "Scharfsinn | Eindrucksvoll | Vorausschauend": "Scharfsinn | Eindrucksvoll | Vorausschauend", + "Inventar/Notizen": "Inventar/Notizen", + "Schicksalspunkt!": "Schicksalspunkt!", + "Erfolgswert": "Erfolgswert", + "U-unerfahren": "U", + "Probe auf Freie Fertigkeit (Unerfahren)": "Probe auf Freie Fertigkeit (Unerfahren)", + "Probe auf Freie Fertigkeit (Erfahren)": "Probe auf Freie Fertigkeit (Erfahren)", + "Probe auf Freie Fertigkeit (Meister)": "Probe auf Freie Fertigkeit (Meister)", + "Probe (3W20 Median mit passendem Talent)": "Probe (3W20 Median mit passendem Talent)", + "Probe (1W20 mit passendem Talent)": "Probe (1W20 mit passendem Talent)", + "Probe (3W20 Median ohne passendes Talent)": "Probe (3W20 Median ohne passendes Talent)", + "Probe (1W20 ohne passendes Talent)": "Probe (1W20 ohne passendes Talent)", + "Wundschwelle": "Wundschwelle", + "Modifikator": "Modifikator", + "Externe Modifikatoren": "Externe Modifikatoren", + "Wind:": "Wind:", + "Kein Wind": "Kein Wind", + "Windig": "Windig", + "Sturm": "Sturm", + "AT+4, VT-8": "AT+4, VT-8", + "AT-2, Angriff auf Teilzone": "AT-2, Angriff auf Teilzone", + "Beschreibung": "Beschreibung" } diff --git a/Das_Schwarze_Auge_Ilaris/translations/en.json b/Das_Schwarze_Auge_Ilaris/translations/en.json index 59cf01d0a7..661ece5389 100644 --- a/Das_Schwarze_Auge_Ilaris/translations/en.json +++ b/Das_Schwarze_Auge_Ilaris/translations/en.json @@ -44,7 +44,7 @@ "Selbstbeherrschung": "Self Control", "Willenskraft, Zähigkeit": "Willpower, Toughness", "Wahrnehmung": "Awareness", - "Menschenkenntnis, Sinnenschärfe, Wachsamkeit": "Insight, Perception, Alertness", + "Menschenkenntnis, Sinnenschärfe, Wachsamkeit": "Insight, Perception, Vigilance", "Autorität": "Authority", "Anführen, Einschüchtern, Rhetorik": "Leadership, Intimidate, Rhetoric", "Beeinflussung": "Influence", @@ -54,7 +54,7 @@ "Derekunde": "Natural Lore", "Geographie, Pflanzenkunde, Tierkunde": "Geography, Herbalism, Animal Lore", "Magiekunde": "Arcane Lore", - "Dämonenkunde, Elementarkunde, Magietheorie, Zauberpraxis": "Demonology, Elemental Lore, Arcane Theory, Arcane Practice", + "Dämonenkunde, Elementarkunde, Magietheorie, Zauberpraxis": "Demonology, Elemental Lore, Arcane Theory, Spell Practice", "Mythenkunde": "Mythic Lore", "Geschichten und Legenden, Götter und Kulte": "Stories & Legends, Religion and Cults", "Überleben": "Survival", @@ -64,30 +64,41 @@ "Handwerk": "Crafting", "Holzbearbeitung, Mechanik, Schmieden": "Wood work, Mechanics, Smithing", "Heilkunde": "Healing", - "Gifte und Krankheiten, Wundheilung": "Poisons & Diseases, Healing Wounds", + "Gifte und Krankheiten, Wundheilung": "Poisons & Diseases, Treat Wounds", "Verschlagenheit": "Skulduggery", "Falschspielen, Schlösser knacken, Stehlen": "Cheating, Pick Locks, Stealing", "Hohe Qualität x": "High Quality x ", + "Hohe Qualität": "High Quality", "Freie Fertigkeiten": "Free Skills", "Zusätzliche Fertigkeiten": "Additional Skills", "Kampf": "Combat", + "Waffe": "Weapon", "Waffen": "Weapons", + "Trefferpunkte": "Damage Points", "AT": "AT", "VT": "PA", - "TP": "DP", + "TP": "DMG", "KL": "TH", "Waffeneigenschaft 'Kopflastig' - Verdoppelt Stärkebonus": "Weapon Trait: 'Top Heavy' - doubles strength bonus", "Manöver": "Maneuver", "Attacke": "Attack", "Gesamt:": "Total:", "OKS": "OFS", + "TP=0, Konterprobe GE/KO or sturz": "DP=0, Counter-Check AG/CON or prone", + "TP=0, Konterprobe KK oder entwaffnet": "DP=0, Counter-Check STR or disarmed", + "Bei Erfolg kein Passierschlag des Gegners": "On success, no Opportunity-Attack from Opponent", + "Gezielter Schlag": "Called Shot", + "Ignoriert Rüstung": "Ignores Armor", + "Schaden richtet sich gegen Schild": "Attack targets the shield", + "TP=0, Umklammern(X) bei Erfolg": "DP=0, Grapple(X) on success", + "TP+X": "DP+X", + "Verdoppelt Reichweite": "Doubles Range", "Sonderfertigkeit 'Offensiver Kampfstil' ja/nein": "Ability: Offensive Fighting Style", "Kombinierte Aktion": "Split Action", "Volle Offensive": "Full Offense", "Passierschlag": "Opportunity Attack", "Entwaffnen": "Disarm", "Entfernung verändern": "Change Distance", - "Gezielter Schlag": "Called Shot", "Schildspalter": "Shield Breaker", "Umklammern": "Grapple", "Wuchtschlag": "Heavy Blow", @@ -99,14 +110,36 @@ "Niederwerfen": "Takedown", "Todesstoß": "Deadly Thrust", "Sturmangriff": "Charge", - "Überrennen": "Overrun", + "Überrennen (beritten)": "Mounted Charge", + "Gegnerische Reaktionen -X": "Enemy Reactions -X", + "Benötigt längere Waffe. Bei Erfolg erleidet Gegner Waffenschaden + Gegner GS": "Requires superior weapon range. On success, add SPD to DP", + "Bei Erfolg erleidet Gegner Waffenschaden": "On success, deal damage to opponent with current weapon", + "Verteidigung für angrenzenden Verbündeten vor deren Verteidigung": "Parry for adjacent ally, before they do", + "Bei Erfolg Angriff auf Angreifer als freie Aktion": "On success, attack opponent as free action", + "Halbiert Ladezeit. LZ1->0": "Halves loading time. LT1->0", + "FK+2, Erhöht Ladezeit um 1": "RA+2, Increase loading time by 1 turn", + "Umreißen": "Push down", + "Fernkampfwaffen": "Ranged Weapons", + "Durchaltevermögen": "Endurance (END)", + "Spezielle Boni": "Special Bonuses", "Gesegnete Waffe": "Blessed Weapon", "Präzision": "Precision", + "Temporärer Modifikator:": "Temporary Modifier:", "FK": "RA", - "Kommando: Formiert Euch!": "Command: Formation!", - "Kommando: Keine Gefangenen!": "Command: No Prisoners!", + "Kommando: Formiert Euch! (+1VT)": "Command: Formation! (+1 PA )", + "Kommando: Keine Gefangenen! (+2TP)": "Command: No prisoners! (+2 DP)", "Verteidigung": "Defense", "Reaktionen": "Reactions", + "Größe:": "Size:", + "Defensive Manöver": "Defensive Maneuvers", + "Bewegung:": "Movement", + "Licht:": "Light", + "Deckung:": "Cover", + "Keine Deckung": "No Cover", + "Halbe Deckung": "Half Cover", + "Dreiviertel Deckung": "3/4 Cover", + "Astral Energie (AE):": "Astral Energy (AE)", + "Karma Energie (KE):": "Karma Energy (KE):", "winzig": "tiny", "klein": "small", "sehr klein": "very small", @@ -161,12 +194,32 @@ "Zeremonie": "Ritual", "Globaler Magie/Karma-Modifikator:": "Global Magic/Karma-Modifier:", "Mühelose Magie | Liebling der Gottheit": "Effortless Magic | Chosen of the God", - "Inventar | Notizen": "Inventory | Notes", "Inventar": "Inventory", "Notizen": "Notes", "Aufbauende Manöver": "Advanced Maneuvers", "Aufbauende Modifikationen": "Advanced Modifications", "Talente anzeigen": "Show Talents", - "Magie/Karma zeigen": "Magie/Karma zeigen", - "Scharfsinn | Eindrucksvoll | Vorausschauend": "Keen Mind | Impressive | Foresightful" + "Magie/Karma zeigen": "Show Magic / Karma", + "Scharfsinn | Eindrucksvoll | Vorausschauend": "Keen Mind | Impressive | Foresightful", + "Inventar/Notizen": "Inventory/Notes", + "Schicksalspunkt!": "Fate Point!", + "Erfolgswert": "Success Score", + "U-unerfahren": "I", + "Probe auf Freie Fertigkeit (Unerfahren)": "Roll Free Skill (Inexperienced)", + "Probe auf Freie Fertigkeit (Erfahren)": "Roll Free Skill (Experienced)", + "Probe auf Freie Fertigkeit (Meister)": "Roll Free Skill (Masterful)", + "Probe (3W20 Median mit passendem Talent)": "Roll (3D20 median with Talent)", + "Probe (1W20 mit passendem Talent)": "Roll (1D20 with Talent)", + "Probe (3W20 Median ohne passendes Talent)": "Roll (3D20 median without Talent)", + "Probe (1W20 ohne passendes Talent)": "Roll (1D20 without Talent)", + "Wundschwelle": "Wound Threshold", + "Modifikator": "Modifier", + "Externe Modifikatoren": "External Modifiers", + "Wind:": "Wind:", + "Kein Wind": "No Wind", + "Windig": "Windy", + "Sturm": "Storm", + "AT+4, VT-8": "AT+4, PA-8", + "AT-2, Angriff auf Teilzone": "AT-2, Target Zone", + "Beschreibung": "Description" } diff --git a/Das_Schwarze_Auge_Ilaris/translations/es.json b/Das_Schwarze_Auge_Ilaris/translations/es.json index 1b9b801214..da496677eb 100644 --- a/Das_Schwarze_Auge_Ilaris/translations/es.json +++ b/Das_Schwarze_Auge_Ilaris/translations/es.json @@ -68,10 +68,13 @@ "Verschlagenheit": "Verschlagenheit", "Falschspielen, Schlösser knacken, Stehlen": "Falschspielen, Schlösser knacken, Stehlen", "Hohe Qualität x": "Hohe Qualität x ", + "Hohe Qualität": "Hohe Qualität", "Freie Fertigkeiten": "Freie Fertigkeiten", "Zusätzliche Fertigkeiten": "Zusätzliche Fertigkeiten", "Kampf": "Kampf", + "Waffe": "Waffe", "Waffen": "Waffen", + "Trefferpunkte": "Trefferpunkte", "AT": "AT", "VT": "VT", "TP": "TP", @@ -81,13 +84,21 @@ "Attacke": "Attacke", "Gesamt:": "Gesamt:", "OKS": "OKS", + "TP=0, Konterprobe GE/KO or sturz": "TP=0, Konterprobe GE/KO or sturz", + "TP=0, Konterprobe KK oder entwaffnet": "TP=0, Konterprobe KK oder entwaffnet", + "Bei Erfolg kein Passierschlag des Gegners": "Bei Erfolg kein Passierschlag des Gegners", + "Gezielter Schlag": "Gezielter Schlag", + "Ignoriert Rüstung": "Ignoriert Rüstung", + "Schaden richtet sich gegen Schild": "Schaden richtet sich gegen Schild", + "TP=0, Umklammern(X) bei Erfolg": "TP=0, Umklammern(X) bei Erfolg", + "TP+X": "TP+X", + "Verdoppelt Reichweite": "Verdoppelt Reichweite", "Sonderfertigkeit 'Offensiver Kampfstil' ja/nein": "Sonderfertigkeit 'Offensiver Kampfstil' ja/nein", "Kombinierte Aktion": "Kombinierte Aktion", "Volle Offensive": "Volle Offensive", "Passierschlag": "Passierschlag", "Entwaffnen": "Entwaffnen", "Entfernung verändern": "Entfernung verändern", - "Gezielter Schlag": "Gezielter Schlag", "Schildspalter": "Schildspalter", "Umklammern": "Umklammern", "Wuchtschlag": "Wuchtschlag", @@ -99,14 +110,36 @@ "Niederwerfen": "Niederwerfen", "Todesstoß": "Todesstoß", "Sturmangriff": "Sturmangriff", - "Überrennen": "Überrennen", + "Überrennen (beritten)": "Überrennen (beritten)", + "Gegnerische Reaktionen -X": "Gegnerische Reaktionen -X", + "Benötigt längere Waffe. Bei Erfolg erleidet Gegner Waffenschaden + Gegner GS": "Benötigt längere Waffe. Bei Erfolg erleidet Gegner Waffenschaden + Gegner GS", + "Bei Erfolg erleidet Gegner Waffenschaden": "Bei Erfolg erleidet Gegner Waffenschaden", + "Verteidigung für angrenzenden Verbündeten vor deren Verteidigung": "Verteidigung für angrenzenden Verbündeten vor deren Verteidigung", + "Bei Erfolg Angriff auf Angreifer als freie Aktion": "Bei Erfolg Angriff auf Angreifer als freie Aktion", + "Halbiert Ladezeit. LZ1->0": "Halbiert Ladezeit. LZ1->0", + "FK+2, Erhöht Ladezeit um 1": "FK+2, Erhöht Ladezeit um 1", + "Umreißen": "Umreißen", + "Fernkampfwaffen": "Fernkampfwaffen", + "Durchaltevermögen": "Durchaltevermögen (DH)", + "Spezielle Boni": "Spezielle Boni", "Gesegnete Waffe": "Gesegnete Waffe", "Präzision": "Präzision", + "Temporärer Modifikator:": "Temporärer Modifikator:", "FK": "FK", - "Kommando: Formiert Euch!": "Kommando: Formiert Euch!", - "Kommando: Keine Gefangenen!": "Kommando: Keine Gefangenen!", + "Kommando: Formiert Euch! (+1VT)": "Kommando: Formiert Euch! (+1VT)", + "Kommando: Keine Gefangenen! (+2TP)": "Kommando: Keine Gefangenen! (+2TP)", "Verteidigung": "Verteidigung", "Reaktionen": "Reaktionen", + "Größe:": "Größe:", + "Defensive Manöver": "Defensive Manöver", + "Bewegung:": "Bewegung:", + "Licht:": "Licht:", + "Deckung:": "Deckung:", + "Keine Deckung": "Keine Deckung", + "Halbe Deckung": "Halbe Deckung", + "Dreiviertel Deckung": "Dreiviertel Deckung", + "Astral Energie (AE):": "Astral Energie (AE):", + "Karma Energie (KE):": "Karma Energie (KE):", "winzig": "Winzig", "klein": "Klein", "sehr klein": "sehr klein", @@ -161,12 +194,32 @@ "Zeremonie": "Zeremonie", "Globaler Magie/Karma-Modifikator:": "Globaler Magie/Karma-Modifikator:", "Mühelose Magie | Liebling der Gottheit": "Mühelose Magie | Liebling der Gottheit", - "Inventar | Notizen": "Inventar | Notizen", "Inventar": "Inventar", "Notizen": "Notizen", "Aufbauende Manöver": "Aufbauende Manöver", "Aufbauende Modifikationen": "Aufbauende Modifikationen", "Talente anzeigen": "Talente anzeigen", "Magie/Karma zeigen": "Magie/Karma zeigen", - "Scharfsinn | Eindrucksvoll | Vorausschauend": "Scharfsinn | Eindrucksvoll | Vorausschauend" + "Scharfsinn | Eindrucksvoll | Vorausschauend": "Scharfsinn | Eindrucksvoll | Vorausschauend", + "Inventar/Notizen": "Inventar/Notizen", + "Schicksalspunkt!": "Schicksalspunkt!", + "Erfolgswert": "Erfolgswert", + "U-unerfahren": "U", + "Probe auf Freie Fertigkeit (Unerfahren)": "Probe auf Freie Fertigkeit (Unerfahren)", + "Probe auf Freie Fertigkeit (Erfahren)": "Probe auf Freie Fertigkeit (Erfahren)", + "Probe auf Freie Fertigkeit (Meister)": "Probe auf Freie Fertigkeit (Meister)", + "Probe (3W20 Median mit passendem Talent)": "Probe (3W20 Median mit passendem Talent)", + "Probe (1W20 mit passendem Talent)": "Probe (1W20 mit passendem Talent)", + "Probe (3W20 Median ohne passendes Talent)": "Probe (3W20 Median ohne passendes Talent)", + "Probe (1W20 ohne passendes Talent)": "Probe (1W20 ohne passendes Talent)", + "Wundschwelle": "Wundschwelle", + "Modifikator": "Modifikator", + "Externe Modifikatoren": "Externe Modifikatoren", + "Wind:": "Wind:", + "Kein Wind": "Kein Wind", + "Windig": "Windig", + "Sturm": "Sturm", + "AT+4, VT-8": "AT+4, VT-8", + "AT-2, Angriff auf Teilzone": "AT-2, Angriff auf Teilzone", + "Beschreibung": "Beschreibung" } diff --git a/Das_Schwarze_Auge_Ilaris/translations/fi.json b/Das_Schwarze_Auge_Ilaris/translations/fi.json index 1b9b801214..da496677eb 100644 --- a/Das_Schwarze_Auge_Ilaris/translations/fi.json +++ b/Das_Schwarze_Auge_Ilaris/translations/fi.json @@ -68,10 +68,13 @@ "Verschlagenheit": "Verschlagenheit", "Falschspielen, Schlösser knacken, Stehlen": "Falschspielen, Schlösser knacken, Stehlen", "Hohe Qualität x": "Hohe Qualität x ", + "Hohe Qualität": "Hohe Qualität", "Freie Fertigkeiten": "Freie Fertigkeiten", "Zusätzliche Fertigkeiten": "Zusätzliche Fertigkeiten", "Kampf": "Kampf", + "Waffe": "Waffe", "Waffen": "Waffen", + "Trefferpunkte": "Trefferpunkte", "AT": "AT", "VT": "VT", "TP": "TP", @@ -81,13 +84,21 @@ "Attacke": "Attacke", "Gesamt:": "Gesamt:", "OKS": "OKS", + "TP=0, Konterprobe GE/KO or sturz": "TP=0, Konterprobe GE/KO or sturz", + "TP=0, Konterprobe KK oder entwaffnet": "TP=0, Konterprobe KK oder entwaffnet", + "Bei Erfolg kein Passierschlag des Gegners": "Bei Erfolg kein Passierschlag des Gegners", + "Gezielter Schlag": "Gezielter Schlag", + "Ignoriert Rüstung": "Ignoriert Rüstung", + "Schaden richtet sich gegen Schild": "Schaden richtet sich gegen Schild", + "TP=0, Umklammern(X) bei Erfolg": "TP=0, Umklammern(X) bei Erfolg", + "TP+X": "TP+X", + "Verdoppelt Reichweite": "Verdoppelt Reichweite", "Sonderfertigkeit 'Offensiver Kampfstil' ja/nein": "Sonderfertigkeit 'Offensiver Kampfstil' ja/nein", "Kombinierte Aktion": "Kombinierte Aktion", "Volle Offensive": "Volle Offensive", "Passierschlag": "Passierschlag", "Entwaffnen": "Entwaffnen", "Entfernung verändern": "Entfernung verändern", - "Gezielter Schlag": "Gezielter Schlag", "Schildspalter": "Schildspalter", "Umklammern": "Umklammern", "Wuchtschlag": "Wuchtschlag", @@ -99,14 +110,36 @@ "Niederwerfen": "Niederwerfen", "Todesstoß": "Todesstoß", "Sturmangriff": "Sturmangriff", - "Überrennen": "Überrennen", + "Überrennen (beritten)": "Überrennen (beritten)", + "Gegnerische Reaktionen -X": "Gegnerische Reaktionen -X", + "Benötigt längere Waffe. Bei Erfolg erleidet Gegner Waffenschaden + Gegner GS": "Benötigt längere Waffe. Bei Erfolg erleidet Gegner Waffenschaden + Gegner GS", + "Bei Erfolg erleidet Gegner Waffenschaden": "Bei Erfolg erleidet Gegner Waffenschaden", + "Verteidigung für angrenzenden Verbündeten vor deren Verteidigung": "Verteidigung für angrenzenden Verbündeten vor deren Verteidigung", + "Bei Erfolg Angriff auf Angreifer als freie Aktion": "Bei Erfolg Angriff auf Angreifer als freie Aktion", + "Halbiert Ladezeit. LZ1->0": "Halbiert Ladezeit. LZ1->0", + "FK+2, Erhöht Ladezeit um 1": "FK+2, Erhöht Ladezeit um 1", + "Umreißen": "Umreißen", + "Fernkampfwaffen": "Fernkampfwaffen", + "Durchaltevermögen": "Durchaltevermögen (DH)", + "Spezielle Boni": "Spezielle Boni", "Gesegnete Waffe": "Gesegnete Waffe", "Präzision": "Präzision", + "Temporärer Modifikator:": "Temporärer Modifikator:", "FK": "FK", - "Kommando: Formiert Euch!": "Kommando: Formiert Euch!", - "Kommando: Keine Gefangenen!": "Kommando: Keine Gefangenen!", + "Kommando: Formiert Euch! (+1VT)": "Kommando: Formiert Euch! (+1VT)", + "Kommando: Keine Gefangenen! (+2TP)": "Kommando: Keine Gefangenen! (+2TP)", "Verteidigung": "Verteidigung", "Reaktionen": "Reaktionen", + "Größe:": "Größe:", + "Defensive Manöver": "Defensive Manöver", + "Bewegung:": "Bewegung:", + "Licht:": "Licht:", + "Deckung:": "Deckung:", + "Keine Deckung": "Keine Deckung", + "Halbe Deckung": "Halbe Deckung", + "Dreiviertel Deckung": "Dreiviertel Deckung", + "Astral Energie (AE):": "Astral Energie (AE):", + "Karma Energie (KE):": "Karma Energie (KE):", "winzig": "Winzig", "klein": "Klein", "sehr klein": "sehr klein", @@ -161,12 +194,32 @@ "Zeremonie": "Zeremonie", "Globaler Magie/Karma-Modifikator:": "Globaler Magie/Karma-Modifikator:", "Mühelose Magie | Liebling der Gottheit": "Mühelose Magie | Liebling der Gottheit", - "Inventar | Notizen": "Inventar | Notizen", "Inventar": "Inventar", "Notizen": "Notizen", "Aufbauende Manöver": "Aufbauende Manöver", "Aufbauende Modifikationen": "Aufbauende Modifikationen", "Talente anzeigen": "Talente anzeigen", "Magie/Karma zeigen": "Magie/Karma zeigen", - "Scharfsinn | Eindrucksvoll | Vorausschauend": "Scharfsinn | Eindrucksvoll | Vorausschauend" + "Scharfsinn | Eindrucksvoll | Vorausschauend": "Scharfsinn | Eindrucksvoll | Vorausschauend", + "Inventar/Notizen": "Inventar/Notizen", + "Schicksalspunkt!": "Schicksalspunkt!", + "Erfolgswert": "Erfolgswert", + "U-unerfahren": "U", + "Probe auf Freie Fertigkeit (Unerfahren)": "Probe auf Freie Fertigkeit (Unerfahren)", + "Probe auf Freie Fertigkeit (Erfahren)": "Probe auf Freie Fertigkeit (Erfahren)", + "Probe auf Freie Fertigkeit (Meister)": "Probe auf Freie Fertigkeit (Meister)", + "Probe (3W20 Median mit passendem Talent)": "Probe (3W20 Median mit passendem Talent)", + "Probe (1W20 mit passendem Talent)": "Probe (1W20 mit passendem Talent)", + "Probe (3W20 Median ohne passendes Talent)": "Probe (3W20 Median ohne passendes Talent)", + "Probe (1W20 ohne passendes Talent)": "Probe (1W20 ohne passendes Talent)", + "Wundschwelle": "Wundschwelle", + "Modifikator": "Modifikator", + "Externe Modifikatoren": "Externe Modifikatoren", + "Wind:": "Wind:", + "Kein Wind": "Kein Wind", + "Windig": "Windig", + "Sturm": "Sturm", + "AT+4, VT-8": "AT+4, VT-8", + "AT-2, Angriff auf Teilzone": "AT-2, Angriff auf Teilzone", + "Beschreibung": "Beschreibung" } diff --git a/Das_Schwarze_Auge_Ilaris/translations/fr.json b/Das_Schwarze_Auge_Ilaris/translations/fr.json index 1b9b801214..da496677eb 100644 --- a/Das_Schwarze_Auge_Ilaris/translations/fr.json +++ b/Das_Schwarze_Auge_Ilaris/translations/fr.json @@ -68,10 +68,13 @@ "Verschlagenheit": "Verschlagenheit", "Falschspielen, Schlösser knacken, Stehlen": "Falschspielen, Schlösser knacken, Stehlen", "Hohe Qualität x": "Hohe Qualität x ", + "Hohe Qualität": "Hohe Qualität", "Freie Fertigkeiten": "Freie Fertigkeiten", "Zusätzliche Fertigkeiten": "Zusätzliche Fertigkeiten", "Kampf": "Kampf", + "Waffe": "Waffe", "Waffen": "Waffen", + "Trefferpunkte": "Trefferpunkte", "AT": "AT", "VT": "VT", "TP": "TP", @@ -81,13 +84,21 @@ "Attacke": "Attacke", "Gesamt:": "Gesamt:", "OKS": "OKS", + "TP=0, Konterprobe GE/KO or sturz": "TP=0, Konterprobe GE/KO or sturz", + "TP=0, Konterprobe KK oder entwaffnet": "TP=0, Konterprobe KK oder entwaffnet", + "Bei Erfolg kein Passierschlag des Gegners": "Bei Erfolg kein Passierschlag des Gegners", + "Gezielter Schlag": "Gezielter Schlag", + "Ignoriert Rüstung": "Ignoriert Rüstung", + "Schaden richtet sich gegen Schild": "Schaden richtet sich gegen Schild", + "TP=0, Umklammern(X) bei Erfolg": "TP=0, Umklammern(X) bei Erfolg", + "TP+X": "TP+X", + "Verdoppelt Reichweite": "Verdoppelt Reichweite", "Sonderfertigkeit 'Offensiver Kampfstil' ja/nein": "Sonderfertigkeit 'Offensiver Kampfstil' ja/nein", "Kombinierte Aktion": "Kombinierte Aktion", "Volle Offensive": "Volle Offensive", "Passierschlag": "Passierschlag", "Entwaffnen": "Entwaffnen", "Entfernung verändern": "Entfernung verändern", - "Gezielter Schlag": "Gezielter Schlag", "Schildspalter": "Schildspalter", "Umklammern": "Umklammern", "Wuchtschlag": "Wuchtschlag", @@ -99,14 +110,36 @@ "Niederwerfen": "Niederwerfen", "Todesstoß": "Todesstoß", "Sturmangriff": "Sturmangriff", - "Überrennen": "Überrennen", + "Überrennen (beritten)": "Überrennen (beritten)", + "Gegnerische Reaktionen -X": "Gegnerische Reaktionen -X", + "Benötigt längere Waffe. Bei Erfolg erleidet Gegner Waffenschaden + Gegner GS": "Benötigt längere Waffe. Bei Erfolg erleidet Gegner Waffenschaden + Gegner GS", + "Bei Erfolg erleidet Gegner Waffenschaden": "Bei Erfolg erleidet Gegner Waffenschaden", + "Verteidigung für angrenzenden Verbündeten vor deren Verteidigung": "Verteidigung für angrenzenden Verbündeten vor deren Verteidigung", + "Bei Erfolg Angriff auf Angreifer als freie Aktion": "Bei Erfolg Angriff auf Angreifer als freie Aktion", + "Halbiert Ladezeit. LZ1->0": "Halbiert Ladezeit. LZ1->0", + "FK+2, Erhöht Ladezeit um 1": "FK+2, Erhöht Ladezeit um 1", + "Umreißen": "Umreißen", + "Fernkampfwaffen": "Fernkampfwaffen", + "Durchaltevermögen": "Durchaltevermögen (DH)", + "Spezielle Boni": "Spezielle Boni", "Gesegnete Waffe": "Gesegnete Waffe", "Präzision": "Präzision", + "Temporärer Modifikator:": "Temporärer Modifikator:", "FK": "FK", - "Kommando: Formiert Euch!": "Kommando: Formiert Euch!", - "Kommando: Keine Gefangenen!": "Kommando: Keine Gefangenen!", + "Kommando: Formiert Euch! (+1VT)": "Kommando: Formiert Euch! (+1VT)", + "Kommando: Keine Gefangenen! (+2TP)": "Kommando: Keine Gefangenen! (+2TP)", "Verteidigung": "Verteidigung", "Reaktionen": "Reaktionen", + "Größe:": "Größe:", + "Defensive Manöver": "Defensive Manöver", + "Bewegung:": "Bewegung:", + "Licht:": "Licht:", + "Deckung:": "Deckung:", + "Keine Deckung": "Keine Deckung", + "Halbe Deckung": "Halbe Deckung", + "Dreiviertel Deckung": "Dreiviertel Deckung", + "Astral Energie (AE):": "Astral Energie (AE):", + "Karma Energie (KE):": "Karma Energie (KE):", "winzig": "Winzig", "klein": "Klein", "sehr klein": "sehr klein", @@ -161,12 +194,32 @@ "Zeremonie": "Zeremonie", "Globaler Magie/Karma-Modifikator:": "Globaler Magie/Karma-Modifikator:", "Mühelose Magie | Liebling der Gottheit": "Mühelose Magie | Liebling der Gottheit", - "Inventar | Notizen": "Inventar | Notizen", "Inventar": "Inventar", "Notizen": "Notizen", "Aufbauende Manöver": "Aufbauende Manöver", "Aufbauende Modifikationen": "Aufbauende Modifikationen", "Talente anzeigen": "Talente anzeigen", "Magie/Karma zeigen": "Magie/Karma zeigen", - "Scharfsinn | Eindrucksvoll | Vorausschauend": "Scharfsinn | Eindrucksvoll | Vorausschauend" + "Scharfsinn | Eindrucksvoll | Vorausschauend": "Scharfsinn | Eindrucksvoll | Vorausschauend", + "Inventar/Notizen": "Inventar/Notizen", + "Schicksalspunkt!": "Schicksalspunkt!", + "Erfolgswert": "Erfolgswert", + "U-unerfahren": "U", + "Probe auf Freie Fertigkeit (Unerfahren)": "Probe auf Freie Fertigkeit (Unerfahren)", + "Probe auf Freie Fertigkeit (Erfahren)": "Probe auf Freie Fertigkeit (Erfahren)", + "Probe auf Freie Fertigkeit (Meister)": "Probe auf Freie Fertigkeit (Meister)", + "Probe (3W20 Median mit passendem Talent)": "Probe (3W20 Median mit passendem Talent)", + "Probe (1W20 mit passendem Talent)": "Probe (1W20 mit passendem Talent)", + "Probe (3W20 Median ohne passendes Talent)": "Probe (3W20 Median ohne passendes Talent)", + "Probe (1W20 ohne passendes Talent)": "Probe (1W20 ohne passendes Talent)", + "Wundschwelle": "Wundschwelle", + "Modifikator": "Modifikator", + "Externe Modifikatoren": "Externe Modifikatoren", + "Wind:": "Wind:", + "Kein Wind": "Kein Wind", + "Windig": "Windig", + "Sturm": "Sturm", + "AT+4, VT-8": "AT+4, VT-8", + "AT-2, Angriff auf Teilzone": "AT-2, Angriff auf Teilzone", + "Beschreibung": "Beschreibung" } diff --git a/Das_Schwarze_Auge_Ilaris/translations/he.json b/Das_Schwarze_Auge_Ilaris/translations/he.json index 1b9b801214..da496677eb 100644 --- a/Das_Schwarze_Auge_Ilaris/translations/he.json +++ b/Das_Schwarze_Auge_Ilaris/translations/he.json @@ -68,10 +68,13 @@ "Verschlagenheit": "Verschlagenheit", "Falschspielen, Schlösser knacken, Stehlen": "Falschspielen, Schlösser knacken, Stehlen", "Hohe Qualität x": "Hohe Qualität x ", + "Hohe Qualität": "Hohe Qualität", "Freie Fertigkeiten": "Freie Fertigkeiten", "Zusätzliche Fertigkeiten": "Zusätzliche Fertigkeiten", "Kampf": "Kampf", + "Waffe": "Waffe", "Waffen": "Waffen", + "Trefferpunkte": "Trefferpunkte", "AT": "AT", "VT": "VT", "TP": "TP", @@ -81,13 +84,21 @@ "Attacke": "Attacke", "Gesamt:": "Gesamt:", "OKS": "OKS", + "TP=0, Konterprobe GE/KO or sturz": "TP=0, Konterprobe GE/KO or sturz", + "TP=0, Konterprobe KK oder entwaffnet": "TP=0, Konterprobe KK oder entwaffnet", + "Bei Erfolg kein Passierschlag des Gegners": "Bei Erfolg kein Passierschlag des Gegners", + "Gezielter Schlag": "Gezielter Schlag", + "Ignoriert Rüstung": "Ignoriert Rüstung", + "Schaden richtet sich gegen Schild": "Schaden richtet sich gegen Schild", + "TP=0, Umklammern(X) bei Erfolg": "TP=0, Umklammern(X) bei Erfolg", + "TP+X": "TP+X", + "Verdoppelt Reichweite": "Verdoppelt Reichweite", "Sonderfertigkeit 'Offensiver Kampfstil' ja/nein": "Sonderfertigkeit 'Offensiver Kampfstil' ja/nein", "Kombinierte Aktion": "Kombinierte Aktion", "Volle Offensive": "Volle Offensive", "Passierschlag": "Passierschlag", "Entwaffnen": "Entwaffnen", "Entfernung verändern": "Entfernung verändern", - "Gezielter Schlag": "Gezielter Schlag", "Schildspalter": "Schildspalter", "Umklammern": "Umklammern", "Wuchtschlag": "Wuchtschlag", @@ -99,14 +110,36 @@ "Niederwerfen": "Niederwerfen", "Todesstoß": "Todesstoß", "Sturmangriff": "Sturmangriff", - "Überrennen": "Überrennen", + "Überrennen (beritten)": "Überrennen (beritten)", + "Gegnerische Reaktionen -X": "Gegnerische Reaktionen -X", + "Benötigt längere Waffe. Bei Erfolg erleidet Gegner Waffenschaden + Gegner GS": "Benötigt längere Waffe. Bei Erfolg erleidet Gegner Waffenschaden + Gegner GS", + "Bei Erfolg erleidet Gegner Waffenschaden": "Bei Erfolg erleidet Gegner Waffenschaden", + "Verteidigung für angrenzenden Verbündeten vor deren Verteidigung": "Verteidigung für angrenzenden Verbündeten vor deren Verteidigung", + "Bei Erfolg Angriff auf Angreifer als freie Aktion": "Bei Erfolg Angriff auf Angreifer als freie Aktion", + "Halbiert Ladezeit. LZ1->0": "Halbiert Ladezeit. LZ1->0", + "FK+2, Erhöht Ladezeit um 1": "FK+2, Erhöht Ladezeit um 1", + "Umreißen": "Umreißen", + "Fernkampfwaffen": "Fernkampfwaffen", + "Durchaltevermögen": "Durchaltevermögen (DH)", + "Spezielle Boni": "Spezielle Boni", "Gesegnete Waffe": "Gesegnete Waffe", "Präzision": "Präzision", + "Temporärer Modifikator:": "Temporärer Modifikator:", "FK": "FK", - "Kommando: Formiert Euch!": "Kommando: Formiert Euch!", - "Kommando: Keine Gefangenen!": "Kommando: Keine Gefangenen!", + "Kommando: Formiert Euch! (+1VT)": "Kommando: Formiert Euch! (+1VT)", + "Kommando: Keine Gefangenen! (+2TP)": "Kommando: Keine Gefangenen! (+2TP)", "Verteidigung": "Verteidigung", "Reaktionen": "Reaktionen", + "Größe:": "Größe:", + "Defensive Manöver": "Defensive Manöver", + "Bewegung:": "Bewegung:", + "Licht:": "Licht:", + "Deckung:": "Deckung:", + "Keine Deckung": "Keine Deckung", + "Halbe Deckung": "Halbe Deckung", + "Dreiviertel Deckung": "Dreiviertel Deckung", + "Astral Energie (AE):": "Astral Energie (AE):", + "Karma Energie (KE):": "Karma Energie (KE):", "winzig": "Winzig", "klein": "Klein", "sehr klein": "sehr klein", @@ -161,12 +194,32 @@ "Zeremonie": "Zeremonie", "Globaler Magie/Karma-Modifikator:": "Globaler Magie/Karma-Modifikator:", "Mühelose Magie | Liebling der Gottheit": "Mühelose Magie | Liebling der Gottheit", - "Inventar | Notizen": "Inventar | Notizen", "Inventar": "Inventar", "Notizen": "Notizen", "Aufbauende Manöver": "Aufbauende Manöver", "Aufbauende Modifikationen": "Aufbauende Modifikationen", "Talente anzeigen": "Talente anzeigen", "Magie/Karma zeigen": "Magie/Karma zeigen", - "Scharfsinn | Eindrucksvoll | Vorausschauend": "Scharfsinn | Eindrucksvoll | Vorausschauend" + "Scharfsinn | Eindrucksvoll | Vorausschauend": "Scharfsinn | Eindrucksvoll | Vorausschauend", + "Inventar/Notizen": "Inventar/Notizen", + "Schicksalspunkt!": "Schicksalspunkt!", + "Erfolgswert": "Erfolgswert", + "U-unerfahren": "U", + "Probe auf Freie Fertigkeit (Unerfahren)": "Probe auf Freie Fertigkeit (Unerfahren)", + "Probe auf Freie Fertigkeit (Erfahren)": "Probe auf Freie Fertigkeit (Erfahren)", + "Probe auf Freie Fertigkeit (Meister)": "Probe auf Freie Fertigkeit (Meister)", + "Probe (3W20 Median mit passendem Talent)": "Probe (3W20 Median mit passendem Talent)", + "Probe (1W20 mit passendem Talent)": "Probe (1W20 mit passendem Talent)", + "Probe (3W20 Median ohne passendes Talent)": "Probe (3W20 Median ohne passendes Talent)", + "Probe (1W20 ohne passendes Talent)": "Probe (1W20 ohne passendes Talent)", + "Wundschwelle": "Wundschwelle", + "Modifikator": "Modifikator", + "Externe Modifikatoren": "Externe Modifikatoren", + "Wind:": "Wind:", + "Kein Wind": "Kein Wind", + "Windig": "Windig", + "Sturm": "Sturm", + "AT+4, VT-8": "AT+4, VT-8", + "AT-2, Angriff auf Teilzone": "AT-2, Angriff auf Teilzone", + "Beschreibung": "Beschreibung" } diff --git a/Das_Schwarze_Auge_Ilaris/translations/hu.json b/Das_Schwarze_Auge_Ilaris/translations/hu.json index 1b9b801214..da496677eb 100644 --- a/Das_Schwarze_Auge_Ilaris/translations/hu.json +++ b/Das_Schwarze_Auge_Ilaris/translations/hu.json @@ -68,10 +68,13 @@ "Verschlagenheit": "Verschlagenheit", "Falschspielen, Schlösser knacken, Stehlen": "Falschspielen, Schlösser knacken, Stehlen", "Hohe Qualität x": "Hohe Qualität x ", + "Hohe Qualität": "Hohe Qualität", "Freie Fertigkeiten": "Freie Fertigkeiten", "Zusätzliche Fertigkeiten": "Zusätzliche Fertigkeiten", "Kampf": "Kampf", + "Waffe": "Waffe", "Waffen": "Waffen", + "Trefferpunkte": "Trefferpunkte", "AT": "AT", "VT": "VT", "TP": "TP", @@ -81,13 +84,21 @@ "Attacke": "Attacke", "Gesamt:": "Gesamt:", "OKS": "OKS", + "TP=0, Konterprobe GE/KO or sturz": "TP=0, Konterprobe GE/KO or sturz", + "TP=0, Konterprobe KK oder entwaffnet": "TP=0, Konterprobe KK oder entwaffnet", + "Bei Erfolg kein Passierschlag des Gegners": "Bei Erfolg kein Passierschlag des Gegners", + "Gezielter Schlag": "Gezielter Schlag", + "Ignoriert Rüstung": "Ignoriert Rüstung", + "Schaden richtet sich gegen Schild": "Schaden richtet sich gegen Schild", + "TP=0, Umklammern(X) bei Erfolg": "TP=0, Umklammern(X) bei Erfolg", + "TP+X": "TP+X", + "Verdoppelt Reichweite": "Verdoppelt Reichweite", "Sonderfertigkeit 'Offensiver Kampfstil' ja/nein": "Sonderfertigkeit 'Offensiver Kampfstil' ja/nein", "Kombinierte Aktion": "Kombinierte Aktion", "Volle Offensive": "Volle Offensive", "Passierschlag": "Passierschlag", "Entwaffnen": "Entwaffnen", "Entfernung verändern": "Entfernung verändern", - "Gezielter Schlag": "Gezielter Schlag", "Schildspalter": "Schildspalter", "Umklammern": "Umklammern", "Wuchtschlag": "Wuchtschlag", @@ -99,14 +110,36 @@ "Niederwerfen": "Niederwerfen", "Todesstoß": "Todesstoß", "Sturmangriff": "Sturmangriff", - "Überrennen": "Überrennen", + "Überrennen (beritten)": "Überrennen (beritten)", + "Gegnerische Reaktionen -X": "Gegnerische Reaktionen -X", + "Benötigt längere Waffe. Bei Erfolg erleidet Gegner Waffenschaden + Gegner GS": "Benötigt längere Waffe. Bei Erfolg erleidet Gegner Waffenschaden + Gegner GS", + "Bei Erfolg erleidet Gegner Waffenschaden": "Bei Erfolg erleidet Gegner Waffenschaden", + "Verteidigung für angrenzenden Verbündeten vor deren Verteidigung": "Verteidigung für angrenzenden Verbündeten vor deren Verteidigung", + "Bei Erfolg Angriff auf Angreifer als freie Aktion": "Bei Erfolg Angriff auf Angreifer als freie Aktion", + "Halbiert Ladezeit. LZ1->0": "Halbiert Ladezeit. LZ1->0", + "FK+2, Erhöht Ladezeit um 1": "FK+2, Erhöht Ladezeit um 1", + "Umreißen": "Umreißen", + "Fernkampfwaffen": "Fernkampfwaffen", + "Durchaltevermögen": "Durchaltevermögen (DH)", + "Spezielle Boni": "Spezielle Boni", "Gesegnete Waffe": "Gesegnete Waffe", "Präzision": "Präzision", + "Temporärer Modifikator:": "Temporärer Modifikator:", "FK": "FK", - "Kommando: Formiert Euch!": "Kommando: Formiert Euch!", - "Kommando: Keine Gefangenen!": "Kommando: Keine Gefangenen!", + "Kommando: Formiert Euch! (+1VT)": "Kommando: Formiert Euch! (+1VT)", + "Kommando: Keine Gefangenen! (+2TP)": "Kommando: Keine Gefangenen! (+2TP)", "Verteidigung": "Verteidigung", "Reaktionen": "Reaktionen", + "Größe:": "Größe:", + "Defensive Manöver": "Defensive Manöver", + "Bewegung:": "Bewegung:", + "Licht:": "Licht:", + "Deckung:": "Deckung:", + "Keine Deckung": "Keine Deckung", + "Halbe Deckung": "Halbe Deckung", + "Dreiviertel Deckung": "Dreiviertel Deckung", + "Astral Energie (AE):": "Astral Energie (AE):", + "Karma Energie (KE):": "Karma Energie (KE):", "winzig": "Winzig", "klein": "Klein", "sehr klein": "sehr klein", @@ -161,12 +194,32 @@ "Zeremonie": "Zeremonie", "Globaler Magie/Karma-Modifikator:": "Globaler Magie/Karma-Modifikator:", "Mühelose Magie | Liebling der Gottheit": "Mühelose Magie | Liebling der Gottheit", - "Inventar | Notizen": "Inventar | Notizen", "Inventar": "Inventar", "Notizen": "Notizen", "Aufbauende Manöver": "Aufbauende Manöver", "Aufbauende Modifikationen": "Aufbauende Modifikationen", "Talente anzeigen": "Talente anzeigen", "Magie/Karma zeigen": "Magie/Karma zeigen", - "Scharfsinn | Eindrucksvoll | Vorausschauend": "Scharfsinn | Eindrucksvoll | Vorausschauend" + "Scharfsinn | Eindrucksvoll | Vorausschauend": "Scharfsinn | Eindrucksvoll | Vorausschauend", + "Inventar/Notizen": "Inventar/Notizen", + "Schicksalspunkt!": "Schicksalspunkt!", + "Erfolgswert": "Erfolgswert", + "U-unerfahren": "U", + "Probe auf Freie Fertigkeit (Unerfahren)": "Probe auf Freie Fertigkeit (Unerfahren)", + "Probe auf Freie Fertigkeit (Erfahren)": "Probe auf Freie Fertigkeit (Erfahren)", + "Probe auf Freie Fertigkeit (Meister)": "Probe auf Freie Fertigkeit (Meister)", + "Probe (3W20 Median mit passendem Talent)": "Probe (3W20 Median mit passendem Talent)", + "Probe (1W20 mit passendem Talent)": "Probe (1W20 mit passendem Talent)", + "Probe (3W20 Median ohne passendes Talent)": "Probe (3W20 Median ohne passendes Talent)", + "Probe (1W20 ohne passendes Talent)": "Probe (1W20 ohne passendes Talent)", + "Wundschwelle": "Wundschwelle", + "Modifikator": "Modifikator", + "Externe Modifikatoren": "Externe Modifikatoren", + "Wind:": "Wind:", + "Kein Wind": "Kein Wind", + "Windig": "Windig", + "Sturm": "Sturm", + "AT+4, VT-8": "AT+4, VT-8", + "AT-2, Angriff auf Teilzone": "AT-2, Angriff auf Teilzone", + "Beschreibung": "Beschreibung" } diff --git a/Das_Schwarze_Auge_Ilaris/translations/it.json b/Das_Schwarze_Auge_Ilaris/translations/it.json index 1b9b801214..da496677eb 100644 --- a/Das_Schwarze_Auge_Ilaris/translations/it.json +++ b/Das_Schwarze_Auge_Ilaris/translations/it.json @@ -68,10 +68,13 @@ "Verschlagenheit": "Verschlagenheit", "Falschspielen, Schlösser knacken, Stehlen": "Falschspielen, Schlösser knacken, Stehlen", "Hohe Qualität x": "Hohe Qualität x ", + "Hohe Qualität": "Hohe Qualität", "Freie Fertigkeiten": "Freie Fertigkeiten", "Zusätzliche Fertigkeiten": "Zusätzliche Fertigkeiten", "Kampf": "Kampf", + "Waffe": "Waffe", "Waffen": "Waffen", + "Trefferpunkte": "Trefferpunkte", "AT": "AT", "VT": "VT", "TP": "TP", @@ -81,13 +84,21 @@ "Attacke": "Attacke", "Gesamt:": "Gesamt:", "OKS": "OKS", + "TP=0, Konterprobe GE/KO or sturz": "TP=0, Konterprobe GE/KO or sturz", + "TP=0, Konterprobe KK oder entwaffnet": "TP=0, Konterprobe KK oder entwaffnet", + "Bei Erfolg kein Passierschlag des Gegners": "Bei Erfolg kein Passierschlag des Gegners", + "Gezielter Schlag": "Gezielter Schlag", + "Ignoriert Rüstung": "Ignoriert Rüstung", + "Schaden richtet sich gegen Schild": "Schaden richtet sich gegen Schild", + "TP=0, Umklammern(X) bei Erfolg": "TP=0, Umklammern(X) bei Erfolg", + "TP+X": "TP+X", + "Verdoppelt Reichweite": "Verdoppelt Reichweite", "Sonderfertigkeit 'Offensiver Kampfstil' ja/nein": "Sonderfertigkeit 'Offensiver Kampfstil' ja/nein", "Kombinierte Aktion": "Kombinierte Aktion", "Volle Offensive": "Volle Offensive", "Passierschlag": "Passierschlag", "Entwaffnen": "Entwaffnen", "Entfernung verändern": "Entfernung verändern", - "Gezielter Schlag": "Gezielter Schlag", "Schildspalter": "Schildspalter", "Umklammern": "Umklammern", "Wuchtschlag": "Wuchtschlag", @@ -99,14 +110,36 @@ "Niederwerfen": "Niederwerfen", "Todesstoß": "Todesstoß", "Sturmangriff": "Sturmangriff", - "Überrennen": "Überrennen", + "Überrennen (beritten)": "Überrennen (beritten)", + "Gegnerische Reaktionen -X": "Gegnerische Reaktionen -X", + "Benötigt längere Waffe. Bei Erfolg erleidet Gegner Waffenschaden + Gegner GS": "Benötigt längere Waffe. Bei Erfolg erleidet Gegner Waffenschaden + Gegner GS", + "Bei Erfolg erleidet Gegner Waffenschaden": "Bei Erfolg erleidet Gegner Waffenschaden", + "Verteidigung für angrenzenden Verbündeten vor deren Verteidigung": "Verteidigung für angrenzenden Verbündeten vor deren Verteidigung", + "Bei Erfolg Angriff auf Angreifer als freie Aktion": "Bei Erfolg Angriff auf Angreifer als freie Aktion", + "Halbiert Ladezeit. LZ1->0": "Halbiert Ladezeit. LZ1->0", + "FK+2, Erhöht Ladezeit um 1": "FK+2, Erhöht Ladezeit um 1", + "Umreißen": "Umreißen", + "Fernkampfwaffen": "Fernkampfwaffen", + "Durchaltevermögen": "Durchaltevermögen (DH)", + "Spezielle Boni": "Spezielle Boni", "Gesegnete Waffe": "Gesegnete Waffe", "Präzision": "Präzision", + "Temporärer Modifikator:": "Temporärer Modifikator:", "FK": "FK", - "Kommando: Formiert Euch!": "Kommando: Formiert Euch!", - "Kommando: Keine Gefangenen!": "Kommando: Keine Gefangenen!", + "Kommando: Formiert Euch! (+1VT)": "Kommando: Formiert Euch! (+1VT)", + "Kommando: Keine Gefangenen! (+2TP)": "Kommando: Keine Gefangenen! (+2TP)", "Verteidigung": "Verteidigung", "Reaktionen": "Reaktionen", + "Größe:": "Größe:", + "Defensive Manöver": "Defensive Manöver", + "Bewegung:": "Bewegung:", + "Licht:": "Licht:", + "Deckung:": "Deckung:", + "Keine Deckung": "Keine Deckung", + "Halbe Deckung": "Halbe Deckung", + "Dreiviertel Deckung": "Dreiviertel Deckung", + "Astral Energie (AE):": "Astral Energie (AE):", + "Karma Energie (KE):": "Karma Energie (KE):", "winzig": "Winzig", "klein": "Klein", "sehr klein": "sehr klein", @@ -161,12 +194,32 @@ "Zeremonie": "Zeremonie", "Globaler Magie/Karma-Modifikator:": "Globaler Magie/Karma-Modifikator:", "Mühelose Magie | Liebling der Gottheit": "Mühelose Magie | Liebling der Gottheit", - "Inventar | Notizen": "Inventar | Notizen", "Inventar": "Inventar", "Notizen": "Notizen", "Aufbauende Manöver": "Aufbauende Manöver", "Aufbauende Modifikationen": "Aufbauende Modifikationen", "Talente anzeigen": "Talente anzeigen", "Magie/Karma zeigen": "Magie/Karma zeigen", - "Scharfsinn | Eindrucksvoll | Vorausschauend": "Scharfsinn | Eindrucksvoll | Vorausschauend" + "Scharfsinn | Eindrucksvoll | Vorausschauend": "Scharfsinn | Eindrucksvoll | Vorausschauend", + "Inventar/Notizen": "Inventar/Notizen", + "Schicksalspunkt!": "Schicksalspunkt!", + "Erfolgswert": "Erfolgswert", + "U-unerfahren": "U", + "Probe auf Freie Fertigkeit (Unerfahren)": "Probe auf Freie Fertigkeit (Unerfahren)", + "Probe auf Freie Fertigkeit (Erfahren)": "Probe auf Freie Fertigkeit (Erfahren)", + "Probe auf Freie Fertigkeit (Meister)": "Probe auf Freie Fertigkeit (Meister)", + "Probe (3W20 Median mit passendem Talent)": "Probe (3W20 Median mit passendem Talent)", + "Probe (1W20 mit passendem Talent)": "Probe (1W20 mit passendem Talent)", + "Probe (3W20 Median ohne passendes Talent)": "Probe (3W20 Median ohne passendes Talent)", + "Probe (1W20 ohne passendes Talent)": "Probe (1W20 ohne passendes Talent)", + "Wundschwelle": "Wundschwelle", + "Modifikator": "Modifikator", + "Externe Modifikatoren": "Externe Modifikatoren", + "Wind:": "Wind:", + "Kein Wind": "Kein Wind", + "Windig": "Windig", + "Sturm": "Sturm", + "AT+4, VT-8": "AT+4, VT-8", + "AT-2, Angriff auf Teilzone": "AT-2, Angriff auf Teilzone", + "Beschreibung": "Beschreibung" } diff --git a/Das_Schwarze_Auge_Ilaris/translations/ja.json b/Das_Schwarze_Auge_Ilaris/translations/ja.json index 1b9b801214..da496677eb 100644 --- a/Das_Schwarze_Auge_Ilaris/translations/ja.json +++ b/Das_Schwarze_Auge_Ilaris/translations/ja.json @@ -68,10 +68,13 @@ "Verschlagenheit": "Verschlagenheit", "Falschspielen, Schlösser knacken, Stehlen": "Falschspielen, Schlösser knacken, Stehlen", "Hohe Qualität x": "Hohe Qualität x ", + "Hohe Qualität": "Hohe Qualität", "Freie Fertigkeiten": "Freie Fertigkeiten", "Zusätzliche Fertigkeiten": "Zusätzliche Fertigkeiten", "Kampf": "Kampf", + "Waffe": "Waffe", "Waffen": "Waffen", + "Trefferpunkte": "Trefferpunkte", "AT": "AT", "VT": "VT", "TP": "TP", @@ -81,13 +84,21 @@ "Attacke": "Attacke", "Gesamt:": "Gesamt:", "OKS": "OKS", + "TP=0, Konterprobe GE/KO or sturz": "TP=0, Konterprobe GE/KO or sturz", + "TP=0, Konterprobe KK oder entwaffnet": "TP=0, Konterprobe KK oder entwaffnet", + "Bei Erfolg kein Passierschlag des Gegners": "Bei Erfolg kein Passierschlag des Gegners", + "Gezielter Schlag": "Gezielter Schlag", + "Ignoriert Rüstung": "Ignoriert Rüstung", + "Schaden richtet sich gegen Schild": "Schaden richtet sich gegen Schild", + "TP=0, Umklammern(X) bei Erfolg": "TP=0, Umklammern(X) bei Erfolg", + "TP+X": "TP+X", + "Verdoppelt Reichweite": "Verdoppelt Reichweite", "Sonderfertigkeit 'Offensiver Kampfstil' ja/nein": "Sonderfertigkeit 'Offensiver Kampfstil' ja/nein", "Kombinierte Aktion": "Kombinierte Aktion", "Volle Offensive": "Volle Offensive", "Passierschlag": "Passierschlag", "Entwaffnen": "Entwaffnen", "Entfernung verändern": "Entfernung verändern", - "Gezielter Schlag": "Gezielter Schlag", "Schildspalter": "Schildspalter", "Umklammern": "Umklammern", "Wuchtschlag": "Wuchtschlag", @@ -99,14 +110,36 @@ "Niederwerfen": "Niederwerfen", "Todesstoß": "Todesstoß", "Sturmangriff": "Sturmangriff", - "Überrennen": "Überrennen", + "Überrennen (beritten)": "Überrennen (beritten)", + "Gegnerische Reaktionen -X": "Gegnerische Reaktionen -X", + "Benötigt längere Waffe. Bei Erfolg erleidet Gegner Waffenschaden + Gegner GS": "Benötigt längere Waffe. Bei Erfolg erleidet Gegner Waffenschaden + Gegner GS", + "Bei Erfolg erleidet Gegner Waffenschaden": "Bei Erfolg erleidet Gegner Waffenschaden", + "Verteidigung für angrenzenden Verbündeten vor deren Verteidigung": "Verteidigung für angrenzenden Verbündeten vor deren Verteidigung", + "Bei Erfolg Angriff auf Angreifer als freie Aktion": "Bei Erfolg Angriff auf Angreifer als freie Aktion", + "Halbiert Ladezeit. LZ1->0": "Halbiert Ladezeit. LZ1->0", + "FK+2, Erhöht Ladezeit um 1": "FK+2, Erhöht Ladezeit um 1", + "Umreißen": "Umreißen", + "Fernkampfwaffen": "Fernkampfwaffen", + "Durchaltevermögen": "Durchaltevermögen (DH)", + "Spezielle Boni": "Spezielle Boni", "Gesegnete Waffe": "Gesegnete Waffe", "Präzision": "Präzision", + "Temporärer Modifikator:": "Temporärer Modifikator:", "FK": "FK", - "Kommando: Formiert Euch!": "Kommando: Formiert Euch!", - "Kommando: Keine Gefangenen!": "Kommando: Keine Gefangenen!", + "Kommando: Formiert Euch! (+1VT)": "Kommando: Formiert Euch! (+1VT)", + "Kommando: Keine Gefangenen! (+2TP)": "Kommando: Keine Gefangenen! (+2TP)", "Verteidigung": "Verteidigung", "Reaktionen": "Reaktionen", + "Größe:": "Größe:", + "Defensive Manöver": "Defensive Manöver", + "Bewegung:": "Bewegung:", + "Licht:": "Licht:", + "Deckung:": "Deckung:", + "Keine Deckung": "Keine Deckung", + "Halbe Deckung": "Halbe Deckung", + "Dreiviertel Deckung": "Dreiviertel Deckung", + "Astral Energie (AE):": "Astral Energie (AE):", + "Karma Energie (KE):": "Karma Energie (KE):", "winzig": "Winzig", "klein": "Klein", "sehr klein": "sehr klein", @@ -161,12 +194,32 @@ "Zeremonie": "Zeremonie", "Globaler Magie/Karma-Modifikator:": "Globaler Magie/Karma-Modifikator:", "Mühelose Magie | Liebling der Gottheit": "Mühelose Magie | Liebling der Gottheit", - "Inventar | Notizen": "Inventar | Notizen", "Inventar": "Inventar", "Notizen": "Notizen", "Aufbauende Manöver": "Aufbauende Manöver", "Aufbauende Modifikationen": "Aufbauende Modifikationen", "Talente anzeigen": "Talente anzeigen", "Magie/Karma zeigen": "Magie/Karma zeigen", - "Scharfsinn | Eindrucksvoll | Vorausschauend": "Scharfsinn | Eindrucksvoll | Vorausschauend" + "Scharfsinn | Eindrucksvoll | Vorausschauend": "Scharfsinn | Eindrucksvoll | Vorausschauend", + "Inventar/Notizen": "Inventar/Notizen", + "Schicksalspunkt!": "Schicksalspunkt!", + "Erfolgswert": "Erfolgswert", + "U-unerfahren": "U", + "Probe auf Freie Fertigkeit (Unerfahren)": "Probe auf Freie Fertigkeit (Unerfahren)", + "Probe auf Freie Fertigkeit (Erfahren)": "Probe auf Freie Fertigkeit (Erfahren)", + "Probe auf Freie Fertigkeit (Meister)": "Probe auf Freie Fertigkeit (Meister)", + "Probe (3W20 Median mit passendem Talent)": "Probe (3W20 Median mit passendem Talent)", + "Probe (1W20 mit passendem Talent)": "Probe (1W20 mit passendem Talent)", + "Probe (3W20 Median ohne passendes Talent)": "Probe (3W20 Median ohne passendes Talent)", + "Probe (1W20 ohne passendes Talent)": "Probe (1W20 ohne passendes Talent)", + "Wundschwelle": "Wundschwelle", + "Modifikator": "Modifikator", + "Externe Modifikatoren": "Externe Modifikatoren", + "Wind:": "Wind:", + "Kein Wind": "Kein Wind", + "Windig": "Windig", + "Sturm": "Sturm", + "AT+4, VT-8": "AT+4, VT-8", + "AT-2, Angriff auf Teilzone": "AT-2, Angriff auf Teilzone", + "Beschreibung": "Beschreibung" } diff --git a/Das_Schwarze_Auge_Ilaris/translations/ko.json b/Das_Schwarze_Auge_Ilaris/translations/ko.json index 1b9b801214..da496677eb 100644 --- a/Das_Schwarze_Auge_Ilaris/translations/ko.json +++ b/Das_Schwarze_Auge_Ilaris/translations/ko.json @@ -68,10 +68,13 @@ "Verschlagenheit": "Verschlagenheit", "Falschspielen, Schlösser knacken, Stehlen": "Falschspielen, Schlösser knacken, Stehlen", "Hohe Qualität x": "Hohe Qualität x ", + "Hohe Qualität": "Hohe Qualität", "Freie Fertigkeiten": "Freie Fertigkeiten", "Zusätzliche Fertigkeiten": "Zusätzliche Fertigkeiten", "Kampf": "Kampf", + "Waffe": "Waffe", "Waffen": "Waffen", + "Trefferpunkte": "Trefferpunkte", "AT": "AT", "VT": "VT", "TP": "TP", @@ -81,13 +84,21 @@ "Attacke": "Attacke", "Gesamt:": "Gesamt:", "OKS": "OKS", + "TP=0, Konterprobe GE/KO or sturz": "TP=0, Konterprobe GE/KO or sturz", + "TP=0, Konterprobe KK oder entwaffnet": "TP=0, Konterprobe KK oder entwaffnet", + "Bei Erfolg kein Passierschlag des Gegners": "Bei Erfolg kein Passierschlag des Gegners", + "Gezielter Schlag": "Gezielter Schlag", + "Ignoriert Rüstung": "Ignoriert Rüstung", + "Schaden richtet sich gegen Schild": "Schaden richtet sich gegen Schild", + "TP=0, Umklammern(X) bei Erfolg": "TP=0, Umklammern(X) bei Erfolg", + "TP+X": "TP+X", + "Verdoppelt Reichweite": "Verdoppelt Reichweite", "Sonderfertigkeit 'Offensiver Kampfstil' ja/nein": "Sonderfertigkeit 'Offensiver Kampfstil' ja/nein", "Kombinierte Aktion": "Kombinierte Aktion", "Volle Offensive": "Volle Offensive", "Passierschlag": "Passierschlag", "Entwaffnen": "Entwaffnen", "Entfernung verändern": "Entfernung verändern", - "Gezielter Schlag": "Gezielter Schlag", "Schildspalter": "Schildspalter", "Umklammern": "Umklammern", "Wuchtschlag": "Wuchtschlag", @@ -99,14 +110,36 @@ "Niederwerfen": "Niederwerfen", "Todesstoß": "Todesstoß", "Sturmangriff": "Sturmangriff", - "Überrennen": "Überrennen", + "Überrennen (beritten)": "Überrennen (beritten)", + "Gegnerische Reaktionen -X": "Gegnerische Reaktionen -X", + "Benötigt längere Waffe. Bei Erfolg erleidet Gegner Waffenschaden + Gegner GS": "Benötigt längere Waffe. Bei Erfolg erleidet Gegner Waffenschaden + Gegner GS", + "Bei Erfolg erleidet Gegner Waffenschaden": "Bei Erfolg erleidet Gegner Waffenschaden", + "Verteidigung für angrenzenden Verbündeten vor deren Verteidigung": "Verteidigung für angrenzenden Verbündeten vor deren Verteidigung", + "Bei Erfolg Angriff auf Angreifer als freie Aktion": "Bei Erfolg Angriff auf Angreifer als freie Aktion", + "Halbiert Ladezeit. LZ1->0": "Halbiert Ladezeit. LZ1->0", + "FK+2, Erhöht Ladezeit um 1": "FK+2, Erhöht Ladezeit um 1", + "Umreißen": "Umreißen", + "Fernkampfwaffen": "Fernkampfwaffen", + "Durchaltevermögen": "Durchaltevermögen (DH)", + "Spezielle Boni": "Spezielle Boni", "Gesegnete Waffe": "Gesegnete Waffe", "Präzision": "Präzision", + "Temporärer Modifikator:": "Temporärer Modifikator:", "FK": "FK", - "Kommando: Formiert Euch!": "Kommando: Formiert Euch!", - "Kommando: Keine Gefangenen!": "Kommando: Keine Gefangenen!", + "Kommando: Formiert Euch! (+1VT)": "Kommando: Formiert Euch! (+1VT)", + "Kommando: Keine Gefangenen! (+2TP)": "Kommando: Keine Gefangenen! (+2TP)", "Verteidigung": "Verteidigung", "Reaktionen": "Reaktionen", + "Größe:": "Größe:", + "Defensive Manöver": "Defensive Manöver", + "Bewegung:": "Bewegung:", + "Licht:": "Licht:", + "Deckung:": "Deckung:", + "Keine Deckung": "Keine Deckung", + "Halbe Deckung": "Halbe Deckung", + "Dreiviertel Deckung": "Dreiviertel Deckung", + "Astral Energie (AE):": "Astral Energie (AE):", + "Karma Energie (KE):": "Karma Energie (KE):", "winzig": "Winzig", "klein": "Klein", "sehr klein": "sehr klein", @@ -161,12 +194,32 @@ "Zeremonie": "Zeremonie", "Globaler Magie/Karma-Modifikator:": "Globaler Magie/Karma-Modifikator:", "Mühelose Magie | Liebling der Gottheit": "Mühelose Magie | Liebling der Gottheit", - "Inventar | Notizen": "Inventar | Notizen", "Inventar": "Inventar", "Notizen": "Notizen", "Aufbauende Manöver": "Aufbauende Manöver", "Aufbauende Modifikationen": "Aufbauende Modifikationen", "Talente anzeigen": "Talente anzeigen", "Magie/Karma zeigen": "Magie/Karma zeigen", - "Scharfsinn | Eindrucksvoll | Vorausschauend": "Scharfsinn | Eindrucksvoll | Vorausschauend" + "Scharfsinn | Eindrucksvoll | Vorausschauend": "Scharfsinn | Eindrucksvoll | Vorausschauend", + "Inventar/Notizen": "Inventar/Notizen", + "Schicksalspunkt!": "Schicksalspunkt!", + "Erfolgswert": "Erfolgswert", + "U-unerfahren": "U", + "Probe auf Freie Fertigkeit (Unerfahren)": "Probe auf Freie Fertigkeit (Unerfahren)", + "Probe auf Freie Fertigkeit (Erfahren)": "Probe auf Freie Fertigkeit (Erfahren)", + "Probe auf Freie Fertigkeit (Meister)": "Probe auf Freie Fertigkeit (Meister)", + "Probe (3W20 Median mit passendem Talent)": "Probe (3W20 Median mit passendem Talent)", + "Probe (1W20 mit passendem Talent)": "Probe (1W20 mit passendem Talent)", + "Probe (3W20 Median ohne passendes Talent)": "Probe (3W20 Median ohne passendes Talent)", + "Probe (1W20 ohne passendes Talent)": "Probe (1W20 ohne passendes Talent)", + "Wundschwelle": "Wundschwelle", + "Modifikator": "Modifikator", + "Externe Modifikatoren": "Externe Modifikatoren", + "Wind:": "Wind:", + "Kein Wind": "Kein Wind", + "Windig": "Windig", + "Sturm": "Sturm", + "AT+4, VT-8": "AT+4, VT-8", + "AT-2, Angriff auf Teilzone": "AT-2, Angriff auf Teilzone", + "Beschreibung": "Beschreibung" } diff --git a/Das_Schwarze_Auge_Ilaris/translations/nl.json b/Das_Schwarze_Auge_Ilaris/translations/nl.json index 1b9b801214..da496677eb 100644 --- a/Das_Schwarze_Auge_Ilaris/translations/nl.json +++ b/Das_Schwarze_Auge_Ilaris/translations/nl.json @@ -68,10 +68,13 @@ "Verschlagenheit": "Verschlagenheit", "Falschspielen, Schlösser knacken, Stehlen": "Falschspielen, Schlösser knacken, Stehlen", "Hohe Qualität x": "Hohe Qualität x ", + "Hohe Qualität": "Hohe Qualität", "Freie Fertigkeiten": "Freie Fertigkeiten", "Zusätzliche Fertigkeiten": "Zusätzliche Fertigkeiten", "Kampf": "Kampf", + "Waffe": "Waffe", "Waffen": "Waffen", + "Trefferpunkte": "Trefferpunkte", "AT": "AT", "VT": "VT", "TP": "TP", @@ -81,13 +84,21 @@ "Attacke": "Attacke", "Gesamt:": "Gesamt:", "OKS": "OKS", + "TP=0, Konterprobe GE/KO or sturz": "TP=0, Konterprobe GE/KO or sturz", + "TP=0, Konterprobe KK oder entwaffnet": "TP=0, Konterprobe KK oder entwaffnet", + "Bei Erfolg kein Passierschlag des Gegners": "Bei Erfolg kein Passierschlag des Gegners", + "Gezielter Schlag": "Gezielter Schlag", + "Ignoriert Rüstung": "Ignoriert Rüstung", + "Schaden richtet sich gegen Schild": "Schaden richtet sich gegen Schild", + "TP=0, Umklammern(X) bei Erfolg": "TP=0, Umklammern(X) bei Erfolg", + "TP+X": "TP+X", + "Verdoppelt Reichweite": "Verdoppelt Reichweite", "Sonderfertigkeit 'Offensiver Kampfstil' ja/nein": "Sonderfertigkeit 'Offensiver Kampfstil' ja/nein", "Kombinierte Aktion": "Kombinierte Aktion", "Volle Offensive": "Volle Offensive", "Passierschlag": "Passierschlag", "Entwaffnen": "Entwaffnen", "Entfernung verändern": "Entfernung verändern", - "Gezielter Schlag": "Gezielter Schlag", "Schildspalter": "Schildspalter", "Umklammern": "Umklammern", "Wuchtschlag": "Wuchtschlag", @@ -99,14 +110,36 @@ "Niederwerfen": "Niederwerfen", "Todesstoß": "Todesstoß", "Sturmangriff": "Sturmangriff", - "Überrennen": "Überrennen", + "Überrennen (beritten)": "Überrennen (beritten)", + "Gegnerische Reaktionen -X": "Gegnerische Reaktionen -X", + "Benötigt längere Waffe. Bei Erfolg erleidet Gegner Waffenschaden + Gegner GS": "Benötigt längere Waffe. Bei Erfolg erleidet Gegner Waffenschaden + Gegner GS", + "Bei Erfolg erleidet Gegner Waffenschaden": "Bei Erfolg erleidet Gegner Waffenschaden", + "Verteidigung für angrenzenden Verbündeten vor deren Verteidigung": "Verteidigung für angrenzenden Verbündeten vor deren Verteidigung", + "Bei Erfolg Angriff auf Angreifer als freie Aktion": "Bei Erfolg Angriff auf Angreifer als freie Aktion", + "Halbiert Ladezeit. LZ1->0": "Halbiert Ladezeit. LZ1->0", + "FK+2, Erhöht Ladezeit um 1": "FK+2, Erhöht Ladezeit um 1", + "Umreißen": "Umreißen", + "Fernkampfwaffen": "Fernkampfwaffen", + "Durchaltevermögen": "Durchaltevermögen (DH)", + "Spezielle Boni": "Spezielle Boni", "Gesegnete Waffe": "Gesegnete Waffe", "Präzision": "Präzision", + "Temporärer Modifikator:": "Temporärer Modifikator:", "FK": "FK", - "Kommando: Formiert Euch!": "Kommando: Formiert Euch!", - "Kommando: Keine Gefangenen!": "Kommando: Keine Gefangenen!", + "Kommando: Formiert Euch! (+1VT)": "Kommando: Formiert Euch! (+1VT)", + "Kommando: Keine Gefangenen! (+2TP)": "Kommando: Keine Gefangenen! (+2TP)", "Verteidigung": "Verteidigung", "Reaktionen": "Reaktionen", + "Größe:": "Größe:", + "Defensive Manöver": "Defensive Manöver", + "Bewegung:": "Bewegung:", + "Licht:": "Licht:", + "Deckung:": "Deckung:", + "Keine Deckung": "Keine Deckung", + "Halbe Deckung": "Halbe Deckung", + "Dreiviertel Deckung": "Dreiviertel Deckung", + "Astral Energie (AE):": "Astral Energie (AE):", + "Karma Energie (KE):": "Karma Energie (KE):", "winzig": "Winzig", "klein": "Klein", "sehr klein": "sehr klein", @@ -161,12 +194,32 @@ "Zeremonie": "Zeremonie", "Globaler Magie/Karma-Modifikator:": "Globaler Magie/Karma-Modifikator:", "Mühelose Magie | Liebling der Gottheit": "Mühelose Magie | Liebling der Gottheit", - "Inventar | Notizen": "Inventar | Notizen", "Inventar": "Inventar", "Notizen": "Notizen", "Aufbauende Manöver": "Aufbauende Manöver", "Aufbauende Modifikationen": "Aufbauende Modifikationen", "Talente anzeigen": "Talente anzeigen", "Magie/Karma zeigen": "Magie/Karma zeigen", - "Scharfsinn | Eindrucksvoll | Vorausschauend": "Scharfsinn | Eindrucksvoll | Vorausschauend" + "Scharfsinn | Eindrucksvoll | Vorausschauend": "Scharfsinn | Eindrucksvoll | Vorausschauend", + "Inventar/Notizen": "Inventar/Notizen", + "Schicksalspunkt!": "Schicksalspunkt!", + "Erfolgswert": "Erfolgswert", + "U-unerfahren": "U", + "Probe auf Freie Fertigkeit (Unerfahren)": "Probe auf Freie Fertigkeit (Unerfahren)", + "Probe auf Freie Fertigkeit (Erfahren)": "Probe auf Freie Fertigkeit (Erfahren)", + "Probe auf Freie Fertigkeit (Meister)": "Probe auf Freie Fertigkeit (Meister)", + "Probe (3W20 Median mit passendem Talent)": "Probe (3W20 Median mit passendem Talent)", + "Probe (1W20 mit passendem Talent)": "Probe (1W20 mit passendem Talent)", + "Probe (3W20 Median ohne passendes Talent)": "Probe (3W20 Median ohne passendes Talent)", + "Probe (1W20 ohne passendes Talent)": "Probe (1W20 ohne passendes Talent)", + "Wundschwelle": "Wundschwelle", + "Modifikator": "Modifikator", + "Externe Modifikatoren": "Externe Modifikatoren", + "Wind:": "Wind:", + "Kein Wind": "Kein Wind", + "Windig": "Windig", + "Sturm": "Sturm", + "AT+4, VT-8": "AT+4, VT-8", + "AT-2, Angriff auf Teilzone": "AT-2, Angriff auf Teilzone", + "Beschreibung": "Beschreibung" } diff --git a/Das_Schwarze_Auge_Ilaris/translations/pb.json b/Das_Schwarze_Auge_Ilaris/translations/pb.json index 1b9b801214..da496677eb 100644 --- a/Das_Schwarze_Auge_Ilaris/translations/pb.json +++ b/Das_Schwarze_Auge_Ilaris/translations/pb.json @@ -68,10 +68,13 @@ "Verschlagenheit": "Verschlagenheit", "Falschspielen, Schlösser knacken, Stehlen": "Falschspielen, Schlösser knacken, Stehlen", "Hohe Qualität x": "Hohe Qualität x ", + "Hohe Qualität": "Hohe Qualität", "Freie Fertigkeiten": "Freie Fertigkeiten", "Zusätzliche Fertigkeiten": "Zusätzliche Fertigkeiten", "Kampf": "Kampf", + "Waffe": "Waffe", "Waffen": "Waffen", + "Trefferpunkte": "Trefferpunkte", "AT": "AT", "VT": "VT", "TP": "TP", @@ -81,13 +84,21 @@ "Attacke": "Attacke", "Gesamt:": "Gesamt:", "OKS": "OKS", + "TP=0, Konterprobe GE/KO or sturz": "TP=0, Konterprobe GE/KO or sturz", + "TP=0, Konterprobe KK oder entwaffnet": "TP=0, Konterprobe KK oder entwaffnet", + "Bei Erfolg kein Passierschlag des Gegners": "Bei Erfolg kein Passierschlag des Gegners", + "Gezielter Schlag": "Gezielter Schlag", + "Ignoriert Rüstung": "Ignoriert Rüstung", + "Schaden richtet sich gegen Schild": "Schaden richtet sich gegen Schild", + "TP=0, Umklammern(X) bei Erfolg": "TP=0, Umklammern(X) bei Erfolg", + "TP+X": "TP+X", + "Verdoppelt Reichweite": "Verdoppelt Reichweite", "Sonderfertigkeit 'Offensiver Kampfstil' ja/nein": "Sonderfertigkeit 'Offensiver Kampfstil' ja/nein", "Kombinierte Aktion": "Kombinierte Aktion", "Volle Offensive": "Volle Offensive", "Passierschlag": "Passierschlag", "Entwaffnen": "Entwaffnen", "Entfernung verändern": "Entfernung verändern", - "Gezielter Schlag": "Gezielter Schlag", "Schildspalter": "Schildspalter", "Umklammern": "Umklammern", "Wuchtschlag": "Wuchtschlag", @@ -99,14 +110,36 @@ "Niederwerfen": "Niederwerfen", "Todesstoß": "Todesstoß", "Sturmangriff": "Sturmangriff", - "Überrennen": "Überrennen", + "Überrennen (beritten)": "Überrennen (beritten)", + "Gegnerische Reaktionen -X": "Gegnerische Reaktionen -X", + "Benötigt längere Waffe. Bei Erfolg erleidet Gegner Waffenschaden + Gegner GS": "Benötigt längere Waffe. Bei Erfolg erleidet Gegner Waffenschaden + Gegner GS", + "Bei Erfolg erleidet Gegner Waffenschaden": "Bei Erfolg erleidet Gegner Waffenschaden", + "Verteidigung für angrenzenden Verbündeten vor deren Verteidigung": "Verteidigung für angrenzenden Verbündeten vor deren Verteidigung", + "Bei Erfolg Angriff auf Angreifer als freie Aktion": "Bei Erfolg Angriff auf Angreifer als freie Aktion", + "Halbiert Ladezeit. LZ1->0": "Halbiert Ladezeit. LZ1->0", + "FK+2, Erhöht Ladezeit um 1": "FK+2, Erhöht Ladezeit um 1", + "Umreißen": "Umreißen", + "Fernkampfwaffen": "Fernkampfwaffen", + "Durchaltevermögen": "Durchaltevermögen (DH)", + "Spezielle Boni": "Spezielle Boni", "Gesegnete Waffe": "Gesegnete Waffe", "Präzision": "Präzision", + "Temporärer Modifikator:": "Temporärer Modifikator:", "FK": "FK", - "Kommando: Formiert Euch!": "Kommando: Formiert Euch!", - "Kommando: Keine Gefangenen!": "Kommando: Keine Gefangenen!", + "Kommando: Formiert Euch! (+1VT)": "Kommando: Formiert Euch! (+1VT)", + "Kommando: Keine Gefangenen! (+2TP)": "Kommando: Keine Gefangenen! (+2TP)", "Verteidigung": "Verteidigung", "Reaktionen": "Reaktionen", + "Größe:": "Größe:", + "Defensive Manöver": "Defensive Manöver", + "Bewegung:": "Bewegung:", + "Licht:": "Licht:", + "Deckung:": "Deckung:", + "Keine Deckung": "Keine Deckung", + "Halbe Deckung": "Halbe Deckung", + "Dreiviertel Deckung": "Dreiviertel Deckung", + "Astral Energie (AE):": "Astral Energie (AE):", + "Karma Energie (KE):": "Karma Energie (KE):", "winzig": "Winzig", "klein": "Klein", "sehr klein": "sehr klein", @@ -161,12 +194,32 @@ "Zeremonie": "Zeremonie", "Globaler Magie/Karma-Modifikator:": "Globaler Magie/Karma-Modifikator:", "Mühelose Magie | Liebling der Gottheit": "Mühelose Magie | Liebling der Gottheit", - "Inventar | Notizen": "Inventar | Notizen", "Inventar": "Inventar", "Notizen": "Notizen", "Aufbauende Manöver": "Aufbauende Manöver", "Aufbauende Modifikationen": "Aufbauende Modifikationen", "Talente anzeigen": "Talente anzeigen", "Magie/Karma zeigen": "Magie/Karma zeigen", - "Scharfsinn | Eindrucksvoll | Vorausschauend": "Scharfsinn | Eindrucksvoll | Vorausschauend" + "Scharfsinn | Eindrucksvoll | Vorausschauend": "Scharfsinn | Eindrucksvoll | Vorausschauend", + "Inventar/Notizen": "Inventar/Notizen", + "Schicksalspunkt!": "Schicksalspunkt!", + "Erfolgswert": "Erfolgswert", + "U-unerfahren": "U", + "Probe auf Freie Fertigkeit (Unerfahren)": "Probe auf Freie Fertigkeit (Unerfahren)", + "Probe auf Freie Fertigkeit (Erfahren)": "Probe auf Freie Fertigkeit (Erfahren)", + "Probe auf Freie Fertigkeit (Meister)": "Probe auf Freie Fertigkeit (Meister)", + "Probe (3W20 Median mit passendem Talent)": "Probe (3W20 Median mit passendem Talent)", + "Probe (1W20 mit passendem Talent)": "Probe (1W20 mit passendem Talent)", + "Probe (3W20 Median ohne passendes Talent)": "Probe (3W20 Median ohne passendes Talent)", + "Probe (1W20 ohne passendes Talent)": "Probe (1W20 ohne passendes Talent)", + "Wundschwelle": "Wundschwelle", + "Modifikator": "Modifikator", + "Externe Modifikatoren": "Externe Modifikatoren", + "Wind:": "Wind:", + "Kein Wind": "Kein Wind", + "Windig": "Windig", + "Sturm": "Sturm", + "AT+4, VT-8": "AT+4, VT-8", + "AT-2, Angriff auf Teilzone": "AT-2, Angriff auf Teilzone", + "Beschreibung": "Beschreibung" } diff --git a/Das_Schwarze_Auge_Ilaris/translations/pl.json b/Das_Schwarze_Auge_Ilaris/translations/pl.json index 1b9b801214..da496677eb 100644 --- a/Das_Schwarze_Auge_Ilaris/translations/pl.json +++ b/Das_Schwarze_Auge_Ilaris/translations/pl.json @@ -68,10 +68,13 @@ "Verschlagenheit": "Verschlagenheit", "Falschspielen, Schlösser knacken, Stehlen": "Falschspielen, Schlösser knacken, Stehlen", "Hohe Qualität x": "Hohe Qualität x ", + "Hohe Qualität": "Hohe Qualität", "Freie Fertigkeiten": "Freie Fertigkeiten", "Zusätzliche Fertigkeiten": "Zusätzliche Fertigkeiten", "Kampf": "Kampf", + "Waffe": "Waffe", "Waffen": "Waffen", + "Trefferpunkte": "Trefferpunkte", "AT": "AT", "VT": "VT", "TP": "TP", @@ -81,13 +84,21 @@ "Attacke": "Attacke", "Gesamt:": "Gesamt:", "OKS": "OKS", + "TP=0, Konterprobe GE/KO or sturz": "TP=0, Konterprobe GE/KO or sturz", + "TP=0, Konterprobe KK oder entwaffnet": "TP=0, Konterprobe KK oder entwaffnet", + "Bei Erfolg kein Passierschlag des Gegners": "Bei Erfolg kein Passierschlag des Gegners", + "Gezielter Schlag": "Gezielter Schlag", + "Ignoriert Rüstung": "Ignoriert Rüstung", + "Schaden richtet sich gegen Schild": "Schaden richtet sich gegen Schild", + "TP=0, Umklammern(X) bei Erfolg": "TP=0, Umklammern(X) bei Erfolg", + "TP+X": "TP+X", + "Verdoppelt Reichweite": "Verdoppelt Reichweite", "Sonderfertigkeit 'Offensiver Kampfstil' ja/nein": "Sonderfertigkeit 'Offensiver Kampfstil' ja/nein", "Kombinierte Aktion": "Kombinierte Aktion", "Volle Offensive": "Volle Offensive", "Passierschlag": "Passierschlag", "Entwaffnen": "Entwaffnen", "Entfernung verändern": "Entfernung verändern", - "Gezielter Schlag": "Gezielter Schlag", "Schildspalter": "Schildspalter", "Umklammern": "Umklammern", "Wuchtschlag": "Wuchtschlag", @@ -99,14 +110,36 @@ "Niederwerfen": "Niederwerfen", "Todesstoß": "Todesstoß", "Sturmangriff": "Sturmangriff", - "Überrennen": "Überrennen", + "Überrennen (beritten)": "Überrennen (beritten)", + "Gegnerische Reaktionen -X": "Gegnerische Reaktionen -X", + "Benötigt längere Waffe. Bei Erfolg erleidet Gegner Waffenschaden + Gegner GS": "Benötigt längere Waffe. Bei Erfolg erleidet Gegner Waffenschaden + Gegner GS", + "Bei Erfolg erleidet Gegner Waffenschaden": "Bei Erfolg erleidet Gegner Waffenschaden", + "Verteidigung für angrenzenden Verbündeten vor deren Verteidigung": "Verteidigung für angrenzenden Verbündeten vor deren Verteidigung", + "Bei Erfolg Angriff auf Angreifer als freie Aktion": "Bei Erfolg Angriff auf Angreifer als freie Aktion", + "Halbiert Ladezeit. LZ1->0": "Halbiert Ladezeit. LZ1->0", + "FK+2, Erhöht Ladezeit um 1": "FK+2, Erhöht Ladezeit um 1", + "Umreißen": "Umreißen", + "Fernkampfwaffen": "Fernkampfwaffen", + "Durchaltevermögen": "Durchaltevermögen (DH)", + "Spezielle Boni": "Spezielle Boni", "Gesegnete Waffe": "Gesegnete Waffe", "Präzision": "Präzision", + "Temporärer Modifikator:": "Temporärer Modifikator:", "FK": "FK", - "Kommando: Formiert Euch!": "Kommando: Formiert Euch!", - "Kommando: Keine Gefangenen!": "Kommando: Keine Gefangenen!", + "Kommando: Formiert Euch! (+1VT)": "Kommando: Formiert Euch! (+1VT)", + "Kommando: Keine Gefangenen! (+2TP)": "Kommando: Keine Gefangenen! (+2TP)", "Verteidigung": "Verteidigung", "Reaktionen": "Reaktionen", + "Größe:": "Größe:", + "Defensive Manöver": "Defensive Manöver", + "Bewegung:": "Bewegung:", + "Licht:": "Licht:", + "Deckung:": "Deckung:", + "Keine Deckung": "Keine Deckung", + "Halbe Deckung": "Halbe Deckung", + "Dreiviertel Deckung": "Dreiviertel Deckung", + "Astral Energie (AE):": "Astral Energie (AE):", + "Karma Energie (KE):": "Karma Energie (KE):", "winzig": "Winzig", "klein": "Klein", "sehr klein": "sehr klein", @@ -161,12 +194,32 @@ "Zeremonie": "Zeremonie", "Globaler Magie/Karma-Modifikator:": "Globaler Magie/Karma-Modifikator:", "Mühelose Magie | Liebling der Gottheit": "Mühelose Magie | Liebling der Gottheit", - "Inventar | Notizen": "Inventar | Notizen", "Inventar": "Inventar", "Notizen": "Notizen", "Aufbauende Manöver": "Aufbauende Manöver", "Aufbauende Modifikationen": "Aufbauende Modifikationen", "Talente anzeigen": "Talente anzeigen", "Magie/Karma zeigen": "Magie/Karma zeigen", - "Scharfsinn | Eindrucksvoll | Vorausschauend": "Scharfsinn | Eindrucksvoll | Vorausschauend" + "Scharfsinn | Eindrucksvoll | Vorausschauend": "Scharfsinn | Eindrucksvoll | Vorausschauend", + "Inventar/Notizen": "Inventar/Notizen", + "Schicksalspunkt!": "Schicksalspunkt!", + "Erfolgswert": "Erfolgswert", + "U-unerfahren": "U", + "Probe auf Freie Fertigkeit (Unerfahren)": "Probe auf Freie Fertigkeit (Unerfahren)", + "Probe auf Freie Fertigkeit (Erfahren)": "Probe auf Freie Fertigkeit (Erfahren)", + "Probe auf Freie Fertigkeit (Meister)": "Probe auf Freie Fertigkeit (Meister)", + "Probe (3W20 Median mit passendem Talent)": "Probe (3W20 Median mit passendem Talent)", + "Probe (1W20 mit passendem Talent)": "Probe (1W20 mit passendem Talent)", + "Probe (3W20 Median ohne passendes Talent)": "Probe (3W20 Median ohne passendes Talent)", + "Probe (1W20 ohne passendes Talent)": "Probe (1W20 ohne passendes Talent)", + "Wundschwelle": "Wundschwelle", + "Modifikator": "Modifikator", + "Externe Modifikatoren": "Externe Modifikatoren", + "Wind:": "Wind:", + "Kein Wind": "Kein Wind", + "Windig": "Windig", + "Sturm": "Sturm", + "AT+4, VT-8": "AT+4, VT-8", + "AT-2, Angriff auf Teilzone": "AT-2, Angriff auf Teilzone", + "Beschreibung": "Beschreibung" } diff --git a/Das_Schwarze_Auge_Ilaris/translations/pt.json b/Das_Schwarze_Auge_Ilaris/translations/pt.json index 1b9b801214..da496677eb 100644 --- a/Das_Schwarze_Auge_Ilaris/translations/pt.json +++ b/Das_Schwarze_Auge_Ilaris/translations/pt.json @@ -68,10 +68,13 @@ "Verschlagenheit": "Verschlagenheit", "Falschspielen, Schlösser knacken, Stehlen": "Falschspielen, Schlösser knacken, Stehlen", "Hohe Qualität x": "Hohe Qualität x ", + "Hohe Qualität": "Hohe Qualität", "Freie Fertigkeiten": "Freie Fertigkeiten", "Zusätzliche Fertigkeiten": "Zusätzliche Fertigkeiten", "Kampf": "Kampf", + "Waffe": "Waffe", "Waffen": "Waffen", + "Trefferpunkte": "Trefferpunkte", "AT": "AT", "VT": "VT", "TP": "TP", @@ -81,13 +84,21 @@ "Attacke": "Attacke", "Gesamt:": "Gesamt:", "OKS": "OKS", + "TP=0, Konterprobe GE/KO or sturz": "TP=0, Konterprobe GE/KO or sturz", + "TP=0, Konterprobe KK oder entwaffnet": "TP=0, Konterprobe KK oder entwaffnet", + "Bei Erfolg kein Passierschlag des Gegners": "Bei Erfolg kein Passierschlag des Gegners", + "Gezielter Schlag": "Gezielter Schlag", + "Ignoriert Rüstung": "Ignoriert Rüstung", + "Schaden richtet sich gegen Schild": "Schaden richtet sich gegen Schild", + "TP=0, Umklammern(X) bei Erfolg": "TP=0, Umklammern(X) bei Erfolg", + "TP+X": "TP+X", + "Verdoppelt Reichweite": "Verdoppelt Reichweite", "Sonderfertigkeit 'Offensiver Kampfstil' ja/nein": "Sonderfertigkeit 'Offensiver Kampfstil' ja/nein", "Kombinierte Aktion": "Kombinierte Aktion", "Volle Offensive": "Volle Offensive", "Passierschlag": "Passierschlag", "Entwaffnen": "Entwaffnen", "Entfernung verändern": "Entfernung verändern", - "Gezielter Schlag": "Gezielter Schlag", "Schildspalter": "Schildspalter", "Umklammern": "Umklammern", "Wuchtschlag": "Wuchtschlag", @@ -99,14 +110,36 @@ "Niederwerfen": "Niederwerfen", "Todesstoß": "Todesstoß", "Sturmangriff": "Sturmangriff", - "Überrennen": "Überrennen", + "Überrennen (beritten)": "Überrennen (beritten)", + "Gegnerische Reaktionen -X": "Gegnerische Reaktionen -X", + "Benötigt längere Waffe. Bei Erfolg erleidet Gegner Waffenschaden + Gegner GS": "Benötigt längere Waffe. Bei Erfolg erleidet Gegner Waffenschaden + Gegner GS", + "Bei Erfolg erleidet Gegner Waffenschaden": "Bei Erfolg erleidet Gegner Waffenschaden", + "Verteidigung für angrenzenden Verbündeten vor deren Verteidigung": "Verteidigung für angrenzenden Verbündeten vor deren Verteidigung", + "Bei Erfolg Angriff auf Angreifer als freie Aktion": "Bei Erfolg Angriff auf Angreifer als freie Aktion", + "Halbiert Ladezeit. LZ1->0": "Halbiert Ladezeit. LZ1->0", + "FK+2, Erhöht Ladezeit um 1": "FK+2, Erhöht Ladezeit um 1", + "Umreißen": "Umreißen", + "Fernkampfwaffen": "Fernkampfwaffen", + "Durchaltevermögen": "Durchaltevermögen (DH)", + "Spezielle Boni": "Spezielle Boni", "Gesegnete Waffe": "Gesegnete Waffe", "Präzision": "Präzision", + "Temporärer Modifikator:": "Temporärer Modifikator:", "FK": "FK", - "Kommando: Formiert Euch!": "Kommando: Formiert Euch!", - "Kommando: Keine Gefangenen!": "Kommando: Keine Gefangenen!", + "Kommando: Formiert Euch! (+1VT)": "Kommando: Formiert Euch! (+1VT)", + "Kommando: Keine Gefangenen! (+2TP)": "Kommando: Keine Gefangenen! (+2TP)", "Verteidigung": "Verteidigung", "Reaktionen": "Reaktionen", + "Größe:": "Größe:", + "Defensive Manöver": "Defensive Manöver", + "Bewegung:": "Bewegung:", + "Licht:": "Licht:", + "Deckung:": "Deckung:", + "Keine Deckung": "Keine Deckung", + "Halbe Deckung": "Halbe Deckung", + "Dreiviertel Deckung": "Dreiviertel Deckung", + "Astral Energie (AE):": "Astral Energie (AE):", + "Karma Energie (KE):": "Karma Energie (KE):", "winzig": "Winzig", "klein": "Klein", "sehr klein": "sehr klein", @@ -161,12 +194,32 @@ "Zeremonie": "Zeremonie", "Globaler Magie/Karma-Modifikator:": "Globaler Magie/Karma-Modifikator:", "Mühelose Magie | Liebling der Gottheit": "Mühelose Magie | Liebling der Gottheit", - "Inventar | Notizen": "Inventar | Notizen", "Inventar": "Inventar", "Notizen": "Notizen", "Aufbauende Manöver": "Aufbauende Manöver", "Aufbauende Modifikationen": "Aufbauende Modifikationen", "Talente anzeigen": "Talente anzeigen", "Magie/Karma zeigen": "Magie/Karma zeigen", - "Scharfsinn | Eindrucksvoll | Vorausschauend": "Scharfsinn | Eindrucksvoll | Vorausschauend" + "Scharfsinn | Eindrucksvoll | Vorausschauend": "Scharfsinn | Eindrucksvoll | Vorausschauend", + "Inventar/Notizen": "Inventar/Notizen", + "Schicksalspunkt!": "Schicksalspunkt!", + "Erfolgswert": "Erfolgswert", + "U-unerfahren": "U", + "Probe auf Freie Fertigkeit (Unerfahren)": "Probe auf Freie Fertigkeit (Unerfahren)", + "Probe auf Freie Fertigkeit (Erfahren)": "Probe auf Freie Fertigkeit (Erfahren)", + "Probe auf Freie Fertigkeit (Meister)": "Probe auf Freie Fertigkeit (Meister)", + "Probe (3W20 Median mit passendem Talent)": "Probe (3W20 Median mit passendem Talent)", + "Probe (1W20 mit passendem Talent)": "Probe (1W20 mit passendem Talent)", + "Probe (3W20 Median ohne passendes Talent)": "Probe (3W20 Median ohne passendes Talent)", + "Probe (1W20 ohne passendes Talent)": "Probe (1W20 ohne passendes Talent)", + "Wundschwelle": "Wundschwelle", + "Modifikator": "Modifikator", + "Externe Modifikatoren": "Externe Modifikatoren", + "Wind:": "Wind:", + "Kein Wind": "Kein Wind", + "Windig": "Windig", + "Sturm": "Sturm", + "AT+4, VT-8": "AT+4, VT-8", + "AT-2, Angriff auf Teilzone": "AT-2, Angriff auf Teilzone", + "Beschreibung": "Beschreibung" } diff --git a/Das_Schwarze_Auge_Ilaris/translations/ru.json b/Das_Schwarze_Auge_Ilaris/translations/ru.json index 1b9b801214..da496677eb 100644 --- a/Das_Schwarze_Auge_Ilaris/translations/ru.json +++ b/Das_Schwarze_Auge_Ilaris/translations/ru.json @@ -68,10 +68,13 @@ "Verschlagenheit": "Verschlagenheit", "Falschspielen, Schlösser knacken, Stehlen": "Falschspielen, Schlösser knacken, Stehlen", "Hohe Qualität x": "Hohe Qualität x ", + "Hohe Qualität": "Hohe Qualität", "Freie Fertigkeiten": "Freie Fertigkeiten", "Zusätzliche Fertigkeiten": "Zusätzliche Fertigkeiten", "Kampf": "Kampf", + "Waffe": "Waffe", "Waffen": "Waffen", + "Trefferpunkte": "Trefferpunkte", "AT": "AT", "VT": "VT", "TP": "TP", @@ -81,13 +84,21 @@ "Attacke": "Attacke", "Gesamt:": "Gesamt:", "OKS": "OKS", + "TP=0, Konterprobe GE/KO or sturz": "TP=0, Konterprobe GE/KO or sturz", + "TP=0, Konterprobe KK oder entwaffnet": "TP=0, Konterprobe KK oder entwaffnet", + "Bei Erfolg kein Passierschlag des Gegners": "Bei Erfolg kein Passierschlag des Gegners", + "Gezielter Schlag": "Gezielter Schlag", + "Ignoriert Rüstung": "Ignoriert Rüstung", + "Schaden richtet sich gegen Schild": "Schaden richtet sich gegen Schild", + "TP=0, Umklammern(X) bei Erfolg": "TP=0, Umklammern(X) bei Erfolg", + "TP+X": "TP+X", + "Verdoppelt Reichweite": "Verdoppelt Reichweite", "Sonderfertigkeit 'Offensiver Kampfstil' ja/nein": "Sonderfertigkeit 'Offensiver Kampfstil' ja/nein", "Kombinierte Aktion": "Kombinierte Aktion", "Volle Offensive": "Volle Offensive", "Passierschlag": "Passierschlag", "Entwaffnen": "Entwaffnen", "Entfernung verändern": "Entfernung verändern", - "Gezielter Schlag": "Gezielter Schlag", "Schildspalter": "Schildspalter", "Umklammern": "Umklammern", "Wuchtschlag": "Wuchtschlag", @@ -99,14 +110,36 @@ "Niederwerfen": "Niederwerfen", "Todesstoß": "Todesstoß", "Sturmangriff": "Sturmangriff", - "Überrennen": "Überrennen", + "Überrennen (beritten)": "Überrennen (beritten)", + "Gegnerische Reaktionen -X": "Gegnerische Reaktionen -X", + "Benötigt längere Waffe. Bei Erfolg erleidet Gegner Waffenschaden + Gegner GS": "Benötigt längere Waffe. Bei Erfolg erleidet Gegner Waffenschaden + Gegner GS", + "Bei Erfolg erleidet Gegner Waffenschaden": "Bei Erfolg erleidet Gegner Waffenschaden", + "Verteidigung für angrenzenden Verbündeten vor deren Verteidigung": "Verteidigung für angrenzenden Verbündeten vor deren Verteidigung", + "Bei Erfolg Angriff auf Angreifer als freie Aktion": "Bei Erfolg Angriff auf Angreifer als freie Aktion", + "Halbiert Ladezeit. LZ1->0": "Halbiert Ladezeit. LZ1->0", + "FK+2, Erhöht Ladezeit um 1": "FK+2, Erhöht Ladezeit um 1", + "Umreißen": "Umreißen", + "Fernkampfwaffen": "Fernkampfwaffen", + "Durchaltevermögen": "Durchaltevermögen (DH)", + "Spezielle Boni": "Spezielle Boni", "Gesegnete Waffe": "Gesegnete Waffe", "Präzision": "Präzision", + "Temporärer Modifikator:": "Temporärer Modifikator:", "FK": "FK", - "Kommando: Formiert Euch!": "Kommando: Formiert Euch!", - "Kommando: Keine Gefangenen!": "Kommando: Keine Gefangenen!", + "Kommando: Formiert Euch! (+1VT)": "Kommando: Formiert Euch! (+1VT)", + "Kommando: Keine Gefangenen! (+2TP)": "Kommando: Keine Gefangenen! (+2TP)", "Verteidigung": "Verteidigung", "Reaktionen": "Reaktionen", + "Größe:": "Größe:", + "Defensive Manöver": "Defensive Manöver", + "Bewegung:": "Bewegung:", + "Licht:": "Licht:", + "Deckung:": "Deckung:", + "Keine Deckung": "Keine Deckung", + "Halbe Deckung": "Halbe Deckung", + "Dreiviertel Deckung": "Dreiviertel Deckung", + "Astral Energie (AE):": "Astral Energie (AE):", + "Karma Energie (KE):": "Karma Energie (KE):", "winzig": "Winzig", "klein": "Klein", "sehr klein": "sehr klein", @@ -161,12 +194,32 @@ "Zeremonie": "Zeremonie", "Globaler Magie/Karma-Modifikator:": "Globaler Magie/Karma-Modifikator:", "Mühelose Magie | Liebling der Gottheit": "Mühelose Magie | Liebling der Gottheit", - "Inventar | Notizen": "Inventar | Notizen", "Inventar": "Inventar", "Notizen": "Notizen", "Aufbauende Manöver": "Aufbauende Manöver", "Aufbauende Modifikationen": "Aufbauende Modifikationen", "Talente anzeigen": "Talente anzeigen", "Magie/Karma zeigen": "Magie/Karma zeigen", - "Scharfsinn | Eindrucksvoll | Vorausschauend": "Scharfsinn | Eindrucksvoll | Vorausschauend" + "Scharfsinn | Eindrucksvoll | Vorausschauend": "Scharfsinn | Eindrucksvoll | Vorausschauend", + "Inventar/Notizen": "Inventar/Notizen", + "Schicksalspunkt!": "Schicksalspunkt!", + "Erfolgswert": "Erfolgswert", + "U-unerfahren": "U", + "Probe auf Freie Fertigkeit (Unerfahren)": "Probe auf Freie Fertigkeit (Unerfahren)", + "Probe auf Freie Fertigkeit (Erfahren)": "Probe auf Freie Fertigkeit (Erfahren)", + "Probe auf Freie Fertigkeit (Meister)": "Probe auf Freie Fertigkeit (Meister)", + "Probe (3W20 Median mit passendem Talent)": "Probe (3W20 Median mit passendem Talent)", + "Probe (1W20 mit passendem Talent)": "Probe (1W20 mit passendem Talent)", + "Probe (3W20 Median ohne passendes Talent)": "Probe (3W20 Median ohne passendes Talent)", + "Probe (1W20 ohne passendes Talent)": "Probe (1W20 ohne passendes Talent)", + "Wundschwelle": "Wundschwelle", + "Modifikator": "Modifikator", + "Externe Modifikatoren": "Externe Modifikatoren", + "Wind:": "Wind:", + "Kein Wind": "Kein Wind", + "Windig": "Windig", + "Sturm": "Sturm", + "AT+4, VT-8": "AT+4, VT-8", + "AT-2, Angriff auf Teilzone": "AT-2, Angriff auf Teilzone", + "Beschreibung": "Beschreibung" } diff --git a/Das_Schwarze_Auge_Ilaris/translations/sl.json b/Das_Schwarze_Auge_Ilaris/translations/sl.json index 1b9b801214..da496677eb 100644 --- a/Das_Schwarze_Auge_Ilaris/translations/sl.json +++ b/Das_Schwarze_Auge_Ilaris/translations/sl.json @@ -68,10 +68,13 @@ "Verschlagenheit": "Verschlagenheit", "Falschspielen, Schlösser knacken, Stehlen": "Falschspielen, Schlösser knacken, Stehlen", "Hohe Qualität x": "Hohe Qualität x ", + "Hohe Qualität": "Hohe Qualität", "Freie Fertigkeiten": "Freie Fertigkeiten", "Zusätzliche Fertigkeiten": "Zusätzliche Fertigkeiten", "Kampf": "Kampf", + "Waffe": "Waffe", "Waffen": "Waffen", + "Trefferpunkte": "Trefferpunkte", "AT": "AT", "VT": "VT", "TP": "TP", @@ -81,13 +84,21 @@ "Attacke": "Attacke", "Gesamt:": "Gesamt:", "OKS": "OKS", + "TP=0, Konterprobe GE/KO or sturz": "TP=0, Konterprobe GE/KO or sturz", + "TP=0, Konterprobe KK oder entwaffnet": "TP=0, Konterprobe KK oder entwaffnet", + "Bei Erfolg kein Passierschlag des Gegners": "Bei Erfolg kein Passierschlag des Gegners", + "Gezielter Schlag": "Gezielter Schlag", + "Ignoriert Rüstung": "Ignoriert Rüstung", + "Schaden richtet sich gegen Schild": "Schaden richtet sich gegen Schild", + "TP=0, Umklammern(X) bei Erfolg": "TP=0, Umklammern(X) bei Erfolg", + "TP+X": "TP+X", + "Verdoppelt Reichweite": "Verdoppelt Reichweite", "Sonderfertigkeit 'Offensiver Kampfstil' ja/nein": "Sonderfertigkeit 'Offensiver Kampfstil' ja/nein", "Kombinierte Aktion": "Kombinierte Aktion", "Volle Offensive": "Volle Offensive", "Passierschlag": "Passierschlag", "Entwaffnen": "Entwaffnen", "Entfernung verändern": "Entfernung verändern", - "Gezielter Schlag": "Gezielter Schlag", "Schildspalter": "Schildspalter", "Umklammern": "Umklammern", "Wuchtschlag": "Wuchtschlag", @@ -99,14 +110,36 @@ "Niederwerfen": "Niederwerfen", "Todesstoß": "Todesstoß", "Sturmangriff": "Sturmangriff", - "Überrennen": "Überrennen", + "Überrennen (beritten)": "Überrennen (beritten)", + "Gegnerische Reaktionen -X": "Gegnerische Reaktionen -X", + "Benötigt längere Waffe. Bei Erfolg erleidet Gegner Waffenschaden + Gegner GS": "Benötigt längere Waffe. Bei Erfolg erleidet Gegner Waffenschaden + Gegner GS", + "Bei Erfolg erleidet Gegner Waffenschaden": "Bei Erfolg erleidet Gegner Waffenschaden", + "Verteidigung für angrenzenden Verbündeten vor deren Verteidigung": "Verteidigung für angrenzenden Verbündeten vor deren Verteidigung", + "Bei Erfolg Angriff auf Angreifer als freie Aktion": "Bei Erfolg Angriff auf Angreifer als freie Aktion", + "Halbiert Ladezeit. LZ1->0": "Halbiert Ladezeit. LZ1->0", + "FK+2, Erhöht Ladezeit um 1": "FK+2, Erhöht Ladezeit um 1", + "Umreißen": "Umreißen", + "Fernkampfwaffen": "Fernkampfwaffen", + "Durchaltevermögen": "Durchaltevermögen (DH)", + "Spezielle Boni": "Spezielle Boni", "Gesegnete Waffe": "Gesegnete Waffe", "Präzision": "Präzision", + "Temporärer Modifikator:": "Temporärer Modifikator:", "FK": "FK", - "Kommando: Formiert Euch!": "Kommando: Formiert Euch!", - "Kommando: Keine Gefangenen!": "Kommando: Keine Gefangenen!", + "Kommando: Formiert Euch! (+1VT)": "Kommando: Formiert Euch! (+1VT)", + "Kommando: Keine Gefangenen! (+2TP)": "Kommando: Keine Gefangenen! (+2TP)", "Verteidigung": "Verteidigung", "Reaktionen": "Reaktionen", + "Größe:": "Größe:", + "Defensive Manöver": "Defensive Manöver", + "Bewegung:": "Bewegung:", + "Licht:": "Licht:", + "Deckung:": "Deckung:", + "Keine Deckung": "Keine Deckung", + "Halbe Deckung": "Halbe Deckung", + "Dreiviertel Deckung": "Dreiviertel Deckung", + "Astral Energie (AE):": "Astral Energie (AE):", + "Karma Energie (KE):": "Karma Energie (KE):", "winzig": "Winzig", "klein": "Klein", "sehr klein": "sehr klein", @@ -161,12 +194,32 @@ "Zeremonie": "Zeremonie", "Globaler Magie/Karma-Modifikator:": "Globaler Magie/Karma-Modifikator:", "Mühelose Magie | Liebling der Gottheit": "Mühelose Magie | Liebling der Gottheit", - "Inventar | Notizen": "Inventar | Notizen", "Inventar": "Inventar", "Notizen": "Notizen", "Aufbauende Manöver": "Aufbauende Manöver", "Aufbauende Modifikationen": "Aufbauende Modifikationen", "Talente anzeigen": "Talente anzeigen", "Magie/Karma zeigen": "Magie/Karma zeigen", - "Scharfsinn | Eindrucksvoll | Vorausschauend": "Scharfsinn | Eindrucksvoll | Vorausschauend" + "Scharfsinn | Eindrucksvoll | Vorausschauend": "Scharfsinn | Eindrucksvoll | Vorausschauend", + "Inventar/Notizen": "Inventar/Notizen", + "Schicksalspunkt!": "Schicksalspunkt!", + "Erfolgswert": "Erfolgswert", + "U-unerfahren": "U", + "Probe auf Freie Fertigkeit (Unerfahren)": "Probe auf Freie Fertigkeit (Unerfahren)", + "Probe auf Freie Fertigkeit (Erfahren)": "Probe auf Freie Fertigkeit (Erfahren)", + "Probe auf Freie Fertigkeit (Meister)": "Probe auf Freie Fertigkeit (Meister)", + "Probe (3W20 Median mit passendem Talent)": "Probe (3W20 Median mit passendem Talent)", + "Probe (1W20 mit passendem Talent)": "Probe (1W20 mit passendem Talent)", + "Probe (3W20 Median ohne passendes Talent)": "Probe (3W20 Median ohne passendes Talent)", + "Probe (1W20 ohne passendes Talent)": "Probe (1W20 ohne passendes Talent)", + "Wundschwelle": "Wundschwelle", + "Modifikator": "Modifikator", + "Externe Modifikatoren": "Externe Modifikatoren", + "Wind:": "Wind:", + "Kein Wind": "Kein Wind", + "Windig": "Windig", + "Sturm": "Sturm", + "AT+4, VT-8": "AT+4, VT-8", + "AT-2, Angriff auf Teilzone": "AT-2, Angriff auf Teilzone", + "Beschreibung": "Beschreibung" } diff --git a/Das_Schwarze_Auge_Ilaris/translations/sv.json b/Das_Schwarze_Auge_Ilaris/translations/sv.json index 1b9b801214..da496677eb 100644 --- a/Das_Schwarze_Auge_Ilaris/translations/sv.json +++ b/Das_Schwarze_Auge_Ilaris/translations/sv.json @@ -68,10 +68,13 @@ "Verschlagenheit": "Verschlagenheit", "Falschspielen, Schlösser knacken, Stehlen": "Falschspielen, Schlösser knacken, Stehlen", "Hohe Qualität x": "Hohe Qualität x ", + "Hohe Qualität": "Hohe Qualität", "Freie Fertigkeiten": "Freie Fertigkeiten", "Zusätzliche Fertigkeiten": "Zusätzliche Fertigkeiten", "Kampf": "Kampf", + "Waffe": "Waffe", "Waffen": "Waffen", + "Trefferpunkte": "Trefferpunkte", "AT": "AT", "VT": "VT", "TP": "TP", @@ -81,13 +84,21 @@ "Attacke": "Attacke", "Gesamt:": "Gesamt:", "OKS": "OKS", + "TP=0, Konterprobe GE/KO or sturz": "TP=0, Konterprobe GE/KO or sturz", + "TP=0, Konterprobe KK oder entwaffnet": "TP=0, Konterprobe KK oder entwaffnet", + "Bei Erfolg kein Passierschlag des Gegners": "Bei Erfolg kein Passierschlag des Gegners", + "Gezielter Schlag": "Gezielter Schlag", + "Ignoriert Rüstung": "Ignoriert Rüstung", + "Schaden richtet sich gegen Schild": "Schaden richtet sich gegen Schild", + "TP=0, Umklammern(X) bei Erfolg": "TP=0, Umklammern(X) bei Erfolg", + "TP+X": "TP+X", + "Verdoppelt Reichweite": "Verdoppelt Reichweite", "Sonderfertigkeit 'Offensiver Kampfstil' ja/nein": "Sonderfertigkeit 'Offensiver Kampfstil' ja/nein", "Kombinierte Aktion": "Kombinierte Aktion", "Volle Offensive": "Volle Offensive", "Passierschlag": "Passierschlag", "Entwaffnen": "Entwaffnen", "Entfernung verändern": "Entfernung verändern", - "Gezielter Schlag": "Gezielter Schlag", "Schildspalter": "Schildspalter", "Umklammern": "Umklammern", "Wuchtschlag": "Wuchtschlag", @@ -99,14 +110,36 @@ "Niederwerfen": "Niederwerfen", "Todesstoß": "Todesstoß", "Sturmangriff": "Sturmangriff", - "Überrennen": "Überrennen", + "Überrennen (beritten)": "Überrennen (beritten)", + "Gegnerische Reaktionen -X": "Gegnerische Reaktionen -X", + "Benötigt längere Waffe. Bei Erfolg erleidet Gegner Waffenschaden + Gegner GS": "Benötigt längere Waffe. Bei Erfolg erleidet Gegner Waffenschaden + Gegner GS", + "Bei Erfolg erleidet Gegner Waffenschaden": "Bei Erfolg erleidet Gegner Waffenschaden", + "Verteidigung für angrenzenden Verbündeten vor deren Verteidigung": "Verteidigung für angrenzenden Verbündeten vor deren Verteidigung", + "Bei Erfolg Angriff auf Angreifer als freie Aktion": "Bei Erfolg Angriff auf Angreifer als freie Aktion", + "Halbiert Ladezeit. LZ1->0": "Halbiert Ladezeit. LZ1->0", + "FK+2, Erhöht Ladezeit um 1": "FK+2, Erhöht Ladezeit um 1", + "Umreißen": "Umreißen", + "Fernkampfwaffen": "Fernkampfwaffen", + "Durchaltevermögen": "Durchaltevermögen (DH)", + "Spezielle Boni": "Spezielle Boni", "Gesegnete Waffe": "Gesegnete Waffe", "Präzision": "Präzision", + "Temporärer Modifikator:": "Temporärer Modifikator:", "FK": "FK", - "Kommando: Formiert Euch!": "Kommando: Formiert Euch!", - "Kommando: Keine Gefangenen!": "Kommando: Keine Gefangenen!", + "Kommando: Formiert Euch! (+1VT)": "Kommando: Formiert Euch! (+1VT)", + "Kommando: Keine Gefangenen! (+2TP)": "Kommando: Keine Gefangenen! (+2TP)", "Verteidigung": "Verteidigung", "Reaktionen": "Reaktionen", + "Größe:": "Größe:", + "Defensive Manöver": "Defensive Manöver", + "Bewegung:": "Bewegung:", + "Licht:": "Licht:", + "Deckung:": "Deckung:", + "Keine Deckung": "Keine Deckung", + "Halbe Deckung": "Halbe Deckung", + "Dreiviertel Deckung": "Dreiviertel Deckung", + "Astral Energie (AE):": "Astral Energie (AE):", + "Karma Energie (KE):": "Karma Energie (KE):", "winzig": "Winzig", "klein": "Klein", "sehr klein": "sehr klein", @@ -161,12 +194,32 @@ "Zeremonie": "Zeremonie", "Globaler Magie/Karma-Modifikator:": "Globaler Magie/Karma-Modifikator:", "Mühelose Magie | Liebling der Gottheit": "Mühelose Magie | Liebling der Gottheit", - "Inventar | Notizen": "Inventar | Notizen", "Inventar": "Inventar", "Notizen": "Notizen", "Aufbauende Manöver": "Aufbauende Manöver", "Aufbauende Modifikationen": "Aufbauende Modifikationen", "Talente anzeigen": "Talente anzeigen", "Magie/Karma zeigen": "Magie/Karma zeigen", - "Scharfsinn | Eindrucksvoll | Vorausschauend": "Scharfsinn | Eindrucksvoll | Vorausschauend" + "Scharfsinn | Eindrucksvoll | Vorausschauend": "Scharfsinn | Eindrucksvoll | Vorausschauend", + "Inventar/Notizen": "Inventar/Notizen", + "Schicksalspunkt!": "Schicksalspunkt!", + "Erfolgswert": "Erfolgswert", + "U-unerfahren": "U", + "Probe auf Freie Fertigkeit (Unerfahren)": "Probe auf Freie Fertigkeit (Unerfahren)", + "Probe auf Freie Fertigkeit (Erfahren)": "Probe auf Freie Fertigkeit (Erfahren)", + "Probe auf Freie Fertigkeit (Meister)": "Probe auf Freie Fertigkeit (Meister)", + "Probe (3W20 Median mit passendem Talent)": "Probe (3W20 Median mit passendem Talent)", + "Probe (1W20 mit passendem Talent)": "Probe (1W20 mit passendem Talent)", + "Probe (3W20 Median ohne passendes Talent)": "Probe (3W20 Median ohne passendes Talent)", + "Probe (1W20 ohne passendes Talent)": "Probe (1W20 ohne passendes Talent)", + "Wundschwelle": "Wundschwelle", + "Modifikator": "Modifikator", + "Externe Modifikatoren": "Externe Modifikatoren", + "Wind:": "Wind:", + "Kein Wind": "Kein Wind", + "Windig": "Windig", + "Sturm": "Sturm", + "AT+4, VT-8": "AT+4, VT-8", + "AT-2, Angriff auf Teilzone": "AT-2, Angriff auf Teilzone", + "Beschreibung": "Beschreibung" } diff --git a/Das_Schwarze_Auge_Ilaris/translations/tr.json b/Das_Schwarze_Auge_Ilaris/translations/tr.json index 1b9b801214..da496677eb 100644 --- a/Das_Schwarze_Auge_Ilaris/translations/tr.json +++ b/Das_Schwarze_Auge_Ilaris/translations/tr.json @@ -68,10 +68,13 @@ "Verschlagenheit": "Verschlagenheit", "Falschspielen, Schlösser knacken, Stehlen": "Falschspielen, Schlösser knacken, Stehlen", "Hohe Qualität x": "Hohe Qualität x ", + "Hohe Qualität": "Hohe Qualität", "Freie Fertigkeiten": "Freie Fertigkeiten", "Zusätzliche Fertigkeiten": "Zusätzliche Fertigkeiten", "Kampf": "Kampf", + "Waffe": "Waffe", "Waffen": "Waffen", + "Trefferpunkte": "Trefferpunkte", "AT": "AT", "VT": "VT", "TP": "TP", @@ -81,13 +84,21 @@ "Attacke": "Attacke", "Gesamt:": "Gesamt:", "OKS": "OKS", + "TP=0, Konterprobe GE/KO or sturz": "TP=0, Konterprobe GE/KO or sturz", + "TP=0, Konterprobe KK oder entwaffnet": "TP=0, Konterprobe KK oder entwaffnet", + "Bei Erfolg kein Passierschlag des Gegners": "Bei Erfolg kein Passierschlag des Gegners", + "Gezielter Schlag": "Gezielter Schlag", + "Ignoriert Rüstung": "Ignoriert Rüstung", + "Schaden richtet sich gegen Schild": "Schaden richtet sich gegen Schild", + "TP=0, Umklammern(X) bei Erfolg": "TP=0, Umklammern(X) bei Erfolg", + "TP+X": "TP+X", + "Verdoppelt Reichweite": "Verdoppelt Reichweite", "Sonderfertigkeit 'Offensiver Kampfstil' ja/nein": "Sonderfertigkeit 'Offensiver Kampfstil' ja/nein", "Kombinierte Aktion": "Kombinierte Aktion", "Volle Offensive": "Volle Offensive", "Passierschlag": "Passierschlag", "Entwaffnen": "Entwaffnen", "Entfernung verändern": "Entfernung verändern", - "Gezielter Schlag": "Gezielter Schlag", "Schildspalter": "Schildspalter", "Umklammern": "Umklammern", "Wuchtschlag": "Wuchtschlag", @@ -99,14 +110,36 @@ "Niederwerfen": "Niederwerfen", "Todesstoß": "Todesstoß", "Sturmangriff": "Sturmangriff", - "Überrennen": "Überrennen", + "Überrennen (beritten)": "Überrennen (beritten)", + "Gegnerische Reaktionen -X": "Gegnerische Reaktionen -X", + "Benötigt längere Waffe. Bei Erfolg erleidet Gegner Waffenschaden + Gegner GS": "Benötigt längere Waffe. Bei Erfolg erleidet Gegner Waffenschaden + Gegner GS", + "Bei Erfolg erleidet Gegner Waffenschaden": "Bei Erfolg erleidet Gegner Waffenschaden", + "Verteidigung für angrenzenden Verbündeten vor deren Verteidigung": "Verteidigung für angrenzenden Verbündeten vor deren Verteidigung", + "Bei Erfolg Angriff auf Angreifer als freie Aktion": "Bei Erfolg Angriff auf Angreifer als freie Aktion", + "Halbiert Ladezeit. LZ1->0": "Halbiert Ladezeit. LZ1->0", + "FK+2, Erhöht Ladezeit um 1": "FK+2, Erhöht Ladezeit um 1", + "Umreißen": "Umreißen", + "Fernkampfwaffen": "Fernkampfwaffen", + "Durchaltevermögen": "Durchaltevermögen (DH)", + "Spezielle Boni": "Spezielle Boni", "Gesegnete Waffe": "Gesegnete Waffe", "Präzision": "Präzision", + "Temporärer Modifikator:": "Temporärer Modifikator:", "FK": "FK", - "Kommando: Formiert Euch!": "Kommando: Formiert Euch!", - "Kommando: Keine Gefangenen!": "Kommando: Keine Gefangenen!", + "Kommando: Formiert Euch! (+1VT)": "Kommando: Formiert Euch! (+1VT)", + "Kommando: Keine Gefangenen! (+2TP)": "Kommando: Keine Gefangenen! (+2TP)", "Verteidigung": "Verteidigung", "Reaktionen": "Reaktionen", + "Größe:": "Größe:", + "Defensive Manöver": "Defensive Manöver", + "Bewegung:": "Bewegung:", + "Licht:": "Licht:", + "Deckung:": "Deckung:", + "Keine Deckung": "Keine Deckung", + "Halbe Deckung": "Halbe Deckung", + "Dreiviertel Deckung": "Dreiviertel Deckung", + "Astral Energie (AE):": "Astral Energie (AE):", + "Karma Energie (KE):": "Karma Energie (KE):", "winzig": "Winzig", "klein": "Klein", "sehr klein": "sehr klein", @@ -161,12 +194,32 @@ "Zeremonie": "Zeremonie", "Globaler Magie/Karma-Modifikator:": "Globaler Magie/Karma-Modifikator:", "Mühelose Magie | Liebling der Gottheit": "Mühelose Magie | Liebling der Gottheit", - "Inventar | Notizen": "Inventar | Notizen", "Inventar": "Inventar", "Notizen": "Notizen", "Aufbauende Manöver": "Aufbauende Manöver", "Aufbauende Modifikationen": "Aufbauende Modifikationen", "Talente anzeigen": "Talente anzeigen", "Magie/Karma zeigen": "Magie/Karma zeigen", - "Scharfsinn | Eindrucksvoll | Vorausschauend": "Scharfsinn | Eindrucksvoll | Vorausschauend" + "Scharfsinn | Eindrucksvoll | Vorausschauend": "Scharfsinn | Eindrucksvoll | Vorausschauend", + "Inventar/Notizen": "Inventar/Notizen", + "Schicksalspunkt!": "Schicksalspunkt!", + "Erfolgswert": "Erfolgswert", + "U-unerfahren": "U", + "Probe auf Freie Fertigkeit (Unerfahren)": "Probe auf Freie Fertigkeit (Unerfahren)", + "Probe auf Freie Fertigkeit (Erfahren)": "Probe auf Freie Fertigkeit (Erfahren)", + "Probe auf Freie Fertigkeit (Meister)": "Probe auf Freie Fertigkeit (Meister)", + "Probe (3W20 Median mit passendem Talent)": "Probe (3W20 Median mit passendem Talent)", + "Probe (1W20 mit passendem Talent)": "Probe (1W20 mit passendem Talent)", + "Probe (3W20 Median ohne passendes Talent)": "Probe (3W20 Median ohne passendes Talent)", + "Probe (1W20 ohne passendes Talent)": "Probe (1W20 ohne passendes Talent)", + "Wundschwelle": "Wundschwelle", + "Modifikator": "Modifikator", + "Externe Modifikatoren": "Externe Modifikatoren", + "Wind:": "Wind:", + "Kein Wind": "Kein Wind", + "Windig": "Windig", + "Sturm": "Sturm", + "AT+4, VT-8": "AT+4, VT-8", + "AT-2, Angriff auf Teilzone": "AT-2, Angriff auf Teilzone", + "Beschreibung": "Beschreibung" } diff --git a/Das_Schwarze_Auge_Ilaris/translations/uk.json b/Das_Schwarze_Auge_Ilaris/translations/uk.json index 1b9b801214..da496677eb 100644 --- a/Das_Schwarze_Auge_Ilaris/translations/uk.json +++ b/Das_Schwarze_Auge_Ilaris/translations/uk.json @@ -68,10 +68,13 @@ "Verschlagenheit": "Verschlagenheit", "Falschspielen, Schlösser knacken, Stehlen": "Falschspielen, Schlösser knacken, Stehlen", "Hohe Qualität x": "Hohe Qualität x ", + "Hohe Qualität": "Hohe Qualität", "Freie Fertigkeiten": "Freie Fertigkeiten", "Zusätzliche Fertigkeiten": "Zusätzliche Fertigkeiten", "Kampf": "Kampf", + "Waffe": "Waffe", "Waffen": "Waffen", + "Trefferpunkte": "Trefferpunkte", "AT": "AT", "VT": "VT", "TP": "TP", @@ -81,13 +84,21 @@ "Attacke": "Attacke", "Gesamt:": "Gesamt:", "OKS": "OKS", + "TP=0, Konterprobe GE/KO or sturz": "TP=0, Konterprobe GE/KO or sturz", + "TP=0, Konterprobe KK oder entwaffnet": "TP=0, Konterprobe KK oder entwaffnet", + "Bei Erfolg kein Passierschlag des Gegners": "Bei Erfolg kein Passierschlag des Gegners", + "Gezielter Schlag": "Gezielter Schlag", + "Ignoriert Rüstung": "Ignoriert Rüstung", + "Schaden richtet sich gegen Schild": "Schaden richtet sich gegen Schild", + "TP=0, Umklammern(X) bei Erfolg": "TP=0, Umklammern(X) bei Erfolg", + "TP+X": "TP+X", + "Verdoppelt Reichweite": "Verdoppelt Reichweite", "Sonderfertigkeit 'Offensiver Kampfstil' ja/nein": "Sonderfertigkeit 'Offensiver Kampfstil' ja/nein", "Kombinierte Aktion": "Kombinierte Aktion", "Volle Offensive": "Volle Offensive", "Passierschlag": "Passierschlag", "Entwaffnen": "Entwaffnen", "Entfernung verändern": "Entfernung verändern", - "Gezielter Schlag": "Gezielter Schlag", "Schildspalter": "Schildspalter", "Umklammern": "Umklammern", "Wuchtschlag": "Wuchtschlag", @@ -99,14 +110,36 @@ "Niederwerfen": "Niederwerfen", "Todesstoß": "Todesstoß", "Sturmangriff": "Sturmangriff", - "Überrennen": "Überrennen", + "Überrennen (beritten)": "Überrennen (beritten)", + "Gegnerische Reaktionen -X": "Gegnerische Reaktionen -X", + "Benötigt längere Waffe. Bei Erfolg erleidet Gegner Waffenschaden + Gegner GS": "Benötigt längere Waffe. Bei Erfolg erleidet Gegner Waffenschaden + Gegner GS", + "Bei Erfolg erleidet Gegner Waffenschaden": "Bei Erfolg erleidet Gegner Waffenschaden", + "Verteidigung für angrenzenden Verbündeten vor deren Verteidigung": "Verteidigung für angrenzenden Verbündeten vor deren Verteidigung", + "Bei Erfolg Angriff auf Angreifer als freie Aktion": "Bei Erfolg Angriff auf Angreifer als freie Aktion", + "Halbiert Ladezeit. LZ1->0": "Halbiert Ladezeit. LZ1->0", + "FK+2, Erhöht Ladezeit um 1": "FK+2, Erhöht Ladezeit um 1", + "Umreißen": "Umreißen", + "Fernkampfwaffen": "Fernkampfwaffen", + "Durchaltevermögen": "Durchaltevermögen (DH)", + "Spezielle Boni": "Spezielle Boni", "Gesegnete Waffe": "Gesegnete Waffe", "Präzision": "Präzision", + "Temporärer Modifikator:": "Temporärer Modifikator:", "FK": "FK", - "Kommando: Formiert Euch!": "Kommando: Formiert Euch!", - "Kommando: Keine Gefangenen!": "Kommando: Keine Gefangenen!", + "Kommando: Formiert Euch! (+1VT)": "Kommando: Formiert Euch! (+1VT)", + "Kommando: Keine Gefangenen! (+2TP)": "Kommando: Keine Gefangenen! (+2TP)", "Verteidigung": "Verteidigung", "Reaktionen": "Reaktionen", + "Größe:": "Größe:", + "Defensive Manöver": "Defensive Manöver", + "Bewegung:": "Bewegung:", + "Licht:": "Licht:", + "Deckung:": "Deckung:", + "Keine Deckung": "Keine Deckung", + "Halbe Deckung": "Halbe Deckung", + "Dreiviertel Deckung": "Dreiviertel Deckung", + "Astral Energie (AE):": "Astral Energie (AE):", + "Karma Energie (KE):": "Karma Energie (KE):", "winzig": "Winzig", "klein": "Klein", "sehr klein": "sehr klein", @@ -161,12 +194,32 @@ "Zeremonie": "Zeremonie", "Globaler Magie/Karma-Modifikator:": "Globaler Magie/Karma-Modifikator:", "Mühelose Magie | Liebling der Gottheit": "Mühelose Magie | Liebling der Gottheit", - "Inventar | Notizen": "Inventar | Notizen", "Inventar": "Inventar", "Notizen": "Notizen", "Aufbauende Manöver": "Aufbauende Manöver", "Aufbauende Modifikationen": "Aufbauende Modifikationen", "Talente anzeigen": "Talente anzeigen", "Magie/Karma zeigen": "Magie/Karma zeigen", - "Scharfsinn | Eindrucksvoll | Vorausschauend": "Scharfsinn | Eindrucksvoll | Vorausschauend" + "Scharfsinn | Eindrucksvoll | Vorausschauend": "Scharfsinn | Eindrucksvoll | Vorausschauend", + "Inventar/Notizen": "Inventar/Notizen", + "Schicksalspunkt!": "Schicksalspunkt!", + "Erfolgswert": "Erfolgswert", + "U-unerfahren": "U", + "Probe auf Freie Fertigkeit (Unerfahren)": "Probe auf Freie Fertigkeit (Unerfahren)", + "Probe auf Freie Fertigkeit (Erfahren)": "Probe auf Freie Fertigkeit (Erfahren)", + "Probe auf Freie Fertigkeit (Meister)": "Probe auf Freie Fertigkeit (Meister)", + "Probe (3W20 Median mit passendem Talent)": "Probe (3W20 Median mit passendem Talent)", + "Probe (1W20 mit passendem Talent)": "Probe (1W20 mit passendem Talent)", + "Probe (3W20 Median ohne passendes Talent)": "Probe (3W20 Median ohne passendes Talent)", + "Probe (1W20 ohne passendes Talent)": "Probe (1W20 ohne passendes Talent)", + "Wundschwelle": "Wundschwelle", + "Modifikator": "Modifikator", + "Externe Modifikatoren": "Externe Modifikatoren", + "Wind:": "Wind:", + "Kein Wind": "Kein Wind", + "Windig": "Windig", + "Sturm": "Sturm", + "AT+4, VT-8": "AT+4, VT-8", + "AT-2, Angriff auf Teilzone": "AT-2, Angriff auf Teilzone", + "Beschreibung": "Beschreibung" } diff --git a/Das_Schwarze_Auge_Ilaris/translations/zh.json b/Das_Schwarze_Auge_Ilaris/translations/zh.json index 1b9b801214..da496677eb 100644 --- a/Das_Schwarze_Auge_Ilaris/translations/zh.json +++ b/Das_Schwarze_Auge_Ilaris/translations/zh.json @@ -68,10 +68,13 @@ "Verschlagenheit": "Verschlagenheit", "Falschspielen, Schlösser knacken, Stehlen": "Falschspielen, Schlösser knacken, Stehlen", "Hohe Qualität x": "Hohe Qualität x ", + "Hohe Qualität": "Hohe Qualität", "Freie Fertigkeiten": "Freie Fertigkeiten", "Zusätzliche Fertigkeiten": "Zusätzliche Fertigkeiten", "Kampf": "Kampf", + "Waffe": "Waffe", "Waffen": "Waffen", + "Trefferpunkte": "Trefferpunkte", "AT": "AT", "VT": "VT", "TP": "TP", @@ -81,13 +84,21 @@ "Attacke": "Attacke", "Gesamt:": "Gesamt:", "OKS": "OKS", + "TP=0, Konterprobe GE/KO or sturz": "TP=0, Konterprobe GE/KO or sturz", + "TP=0, Konterprobe KK oder entwaffnet": "TP=0, Konterprobe KK oder entwaffnet", + "Bei Erfolg kein Passierschlag des Gegners": "Bei Erfolg kein Passierschlag des Gegners", + "Gezielter Schlag": "Gezielter Schlag", + "Ignoriert Rüstung": "Ignoriert Rüstung", + "Schaden richtet sich gegen Schild": "Schaden richtet sich gegen Schild", + "TP=0, Umklammern(X) bei Erfolg": "TP=0, Umklammern(X) bei Erfolg", + "TP+X": "TP+X", + "Verdoppelt Reichweite": "Verdoppelt Reichweite", "Sonderfertigkeit 'Offensiver Kampfstil' ja/nein": "Sonderfertigkeit 'Offensiver Kampfstil' ja/nein", "Kombinierte Aktion": "Kombinierte Aktion", "Volle Offensive": "Volle Offensive", "Passierschlag": "Passierschlag", "Entwaffnen": "Entwaffnen", "Entfernung verändern": "Entfernung verändern", - "Gezielter Schlag": "Gezielter Schlag", "Schildspalter": "Schildspalter", "Umklammern": "Umklammern", "Wuchtschlag": "Wuchtschlag", @@ -99,14 +110,36 @@ "Niederwerfen": "Niederwerfen", "Todesstoß": "Todesstoß", "Sturmangriff": "Sturmangriff", - "Überrennen": "Überrennen", + "Überrennen (beritten)": "Überrennen (beritten)", + "Gegnerische Reaktionen -X": "Gegnerische Reaktionen -X", + "Benötigt längere Waffe. Bei Erfolg erleidet Gegner Waffenschaden + Gegner GS": "Benötigt längere Waffe. Bei Erfolg erleidet Gegner Waffenschaden + Gegner GS", + "Bei Erfolg erleidet Gegner Waffenschaden": "Bei Erfolg erleidet Gegner Waffenschaden", + "Verteidigung für angrenzenden Verbündeten vor deren Verteidigung": "Verteidigung für angrenzenden Verbündeten vor deren Verteidigung", + "Bei Erfolg Angriff auf Angreifer als freie Aktion": "Bei Erfolg Angriff auf Angreifer als freie Aktion", + "Halbiert Ladezeit. LZ1->0": "Halbiert Ladezeit. LZ1->0", + "FK+2, Erhöht Ladezeit um 1": "FK+2, Erhöht Ladezeit um 1", + "Umreißen": "Umreißen", + "Fernkampfwaffen": "Fernkampfwaffen", + "Durchaltevermögen": "Durchaltevermögen (DH)", + "Spezielle Boni": "Spezielle Boni", "Gesegnete Waffe": "Gesegnete Waffe", "Präzision": "Präzision", + "Temporärer Modifikator:": "Temporärer Modifikator:", "FK": "FK", - "Kommando: Formiert Euch!": "Kommando: Formiert Euch!", - "Kommando: Keine Gefangenen!": "Kommando: Keine Gefangenen!", + "Kommando: Formiert Euch! (+1VT)": "Kommando: Formiert Euch! (+1VT)", + "Kommando: Keine Gefangenen! (+2TP)": "Kommando: Keine Gefangenen! (+2TP)", "Verteidigung": "Verteidigung", "Reaktionen": "Reaktionen", + "Größe:": "Größe:", + "Defensive Manöver": "Defensive Manöver", + "Bewegung:": "Bewegung:", + "Licht:": "Licht:", + "Deckung:": "Deckung:", + "Keine Deckung": "Keine Deckung", + "Halbe Deckung": "Halbe Deckung", + "Dreiviertel Deckung": "Dreiviertel Deckung", + "Astral Energie (AE):": "Astral Energie (AE):", + "Karma Energie (KE):": "Karma Energie (KE):", "winzig": "Winzig", "klein": "Klein", "sehr klein": "sehr klein", @@ -161,12 +194,32 @@ "Zeremonie": "Zeremonie", "Globaler Magie/Karma-Modifikator:": "Globaler Magie/Karma-Modifikator:", "Mühelose Magie | Liebling der Gottheit": "Mühelose Magie | Liebling der Gottheit", - "Inventar | Notizen": "Inventar | Notizen", "Inventar": "Inventar", "Notizen": "Notizen", "Aufbauende Manöver": "Aufbauende Manöver", "Aufbauende Modifikationen": "Aufbauende Modifikationen", "Talente anzeigen": "Talente anzeigen", "Magie/Karma zeigen": "Magie/Karma zeigen", - "Scharfsinn | Eindrucksvoll | Vorausschauend": "Scharfsinn | Eindrucksvoll | Vorausschauend" + "Scharfsinn | Eindrucksvoll | Vorausschauend": "Scharfsinn | Eindrucksvoll | Vorausschauend", + "Inventar/Notizen": "Inventar/Notizen", + "Schicksalspunkt!": "Schicksalspunkt!", + "Erfolgswert": "Erfolgswert", + "U-unerfahren": "U", + "Probe auf Freie Fertigkeit (Unerfahren)": "Probe auf Freie Fertigkeit (Unerfahren)", + "Probe auf Freie Fertigkeit (Erfahren)": "Probe auf Freie Fertigkeit (Erfahren)", + "Probe auf Freie Fertigkeit (Meister)": "Probe auf Freie Fertigkeit (Meister)", + "Probe (3W20 Median mit passendem Talent)": "Probe (3W20 Median mit passendem Talent)", + "Probe (1W20 mit passendem Talent)": "Probe (1W20 mit passendem Talent)", + "Probe (3W20 Median ohne passendes Talent)": "Probe (3W20 Median ohne passendes Talent)", + "Probe (1W20 ohne passendes Talent)": "Probe (1W20 ohne passendes Talent)", + "Wundschwelle": "Wundschwelle", + "Modifikator": "Modifikator", + "Externe Modifikatoren": "Externe Modifikatoren", + "Wind:": "Wind:", + "Kein Wind": "Kein Wind", + "Windig": "Windig", + "Sturm": "Sturm", + "AT+4, VT-8": "AT+4, VT-8", + "AT-2, Angriff auf Teilzone": "AT-2, Angriff auf Teilzone", + "Beschreibung": "Beschreibung" } diff --git a/Deathwatch/translations/de.json b/Deathwatch/translations/de.json index 68ac4484c7..c671430bcd 100644 --- a/Deathwatch/translations/de.json +++ b/Deathwatch/translations/de.json @@ -1,199 +1,199 @@ { - "CharacterName": "Character Name", - "Chapter": "Chapter", - "ChapterDemeanour": "Chapter Demeanour", - "Speciality": "Speciality", - "Rank": "Rank", - "Renown": "Renown", - "PowerArmourHistory": "Power Armour History", - "PlayerName": "Player Name", - "Gender": "Gender", - "Age": "Age", - "Build": "Build", - "Complexion": "Complexion", - "Hair": "Hair", - "PersonalDemeanour": "Personal Demeanour", - "PastEvent": "Past Event", - "Description": "Description", - "Characteristics": "Characteristics", - "WeaponSkill": "Weapon Skill", - "WeaponSkill-abbr": "WS", - "WeaponSkill-abbrP": "(WS)", - "BallisticSkill": "Ballistic Skill", - "BallisticSkill-abbr": "BS", - "BallisticSkill-abbrP": "(BS)", - "Strength": "Strength", - "Strength-abbr": "S", - "Strength-abbrP": "(S)", - "Toughness": "Toughness", - "Toughness-abbr": "T", - "Toughness-abbrP": "(T)", - "Agility": "Agility", - "Agility-abbr": "Ag", - "Agility-abbrP": "(Ag)", - "Intelligence": "Intelligence", - "Intelligence-abbr": "Int", - "Intelligence-abbrP": "(Int)", - "Perception": "Perception", - "Perception-abbr": "Per", - "Perception-abbrP": "(Per)", - "Willpower": "Willpower", - "Willpower-abbr": "WP", - "Willpower-abbrP": "(WP)", - "Fellowship": "Fellowship", - "Fellowship-abbr": "Fel", - "Fellowship-abbrP": "(Fel)", - "None0": "None (0)", - "Simple5": "Simple (+5)", - "Intermediate10": "Intermediate (+10)", - "Trained15": "Trained (+15)", - "Expert20": "Expert (+20)", - "Expert25": "Expert (+25)", - "Experience": "Experience", - "XPtoSpend": "XP to Spend", - "TotalXPSpent": "Total XP Spent", - "FatePoints": "Fate Points", - "FPThreshold": "Threshold", - "FPCurrent": "Current", - "Insanity": "Insanity", - "MentalDisorders": "Mental Disorders", - "Corruption": "Corruption", - "Malignancies": "Malignancies", - "Mutations": "Mutations", - "PrimarchsCurse": "Primarch's Curse", - "Skills": "Skills", - "Acrobatics": "Acrobatics", - "Awareness": "Awareness", - "Blather": "Blather", - "Carouse": "Carouse", - "Charm": "Charm", - "ChemUse": "Chem-Use", - "Climb": "Climb", - "Command": "Command", - "Concealment": "Concealment", - "Contortionist": "Contortionist", - "Deceive": "Deceive", - "Demolition": "Demolition", - "Disguise": "Disguise", - "Dodge": "Dodge", - "Evaluate": "Evaluate", - "Gamble": "Gamble", - "Inquiry": "Inquiry", - "Interrogation": "Interrogation", - "Intimidate": "Intimidate", - "Invocation": "Invocation", - "Literacy": "Literacy", - "Logic": "Logic", - "Medicae": "Medicae", - "Psyniscience": "Psyniscience", - "Scrutiny": "Scrutiny", - "Search": "Search", - "Security": "Security", - "Shadowing": "Shadowing", - "SilentMove": "Silent Move", - "SleightOfHand": "Sleight of Hand", - "Survival": "Survival", - "Swim": "Swim", - "TechUse": "Tech-Use", - "Tracking": "Tracking", - "Wrangling": "Wrangling", - "OtherSkill": "Other Skill", - "Ciphers": "Ciphers", - "Drive": "Drive", - "SpeakLanguage": "Speak Language", + "CharacterName": "Name des Charakters", + "Chapter": "Orden", + "ChapterDemeanour": "Ordensgebaren", + "Speciality": "Spezialisierung", + "Rank": "Rang", + "Renown": "Ruhm", + "PowerArmourHistory": "Geschichte der Servorüstung", + "PlayerName": "Name des Spielers", + "Gender": "Geschlecht", + "Age": "Alter", + "Build": "Körperbau", + "Complexion": "Teint", + "Hair": "Haare", + "PersonalDemeanour": "persönliches Gebaren", + "PastEvent": "Vergangene Ereignisse", + "Description": "Beschreibung", + "Characteristics": "Eigenschaften", + "WeaponSkill": "Kampfgeschick", + "WeaponSkill-abbr": "KG", + "WeaponSkill-abbrP": "(KG)", + "BallisticSkill": "Ballistische Fertigkeit", + "BallisticSkill-abbr": "BF", + "BallisticSkill-abbrP": "(BF)", + "Strength": "Stärke", + "Strength-abbr": "ST", + "Strength-abbrP": "(ST)", + "Toughness": "Widerstand", + "Toughness-abbr": "WI", + "Toughness-abbrP": "(WI)", + "Agility": "Gewandtheit", + "Agility-abbr": "GE", + "Agility-abbrP": "(GE)", + "Intelligence": "Intelligenz", + "Intelligence-abbr": "IN", + "Intelligence-abbrP": "(IN)", + "Perception": "Wahrnehmung", + "Perception-abbr": "WA", + "Perception-abbrP": "(WA)", + "Willpower": "Willenskraft", + "Willpower-abbr": "WK", + "Willpower-abbrP": "(WK)", + "Fellowship": "Charisma", + "Fellowship-abbr": "CH", + "Fellowship-abbrP": "(CH)", + "None0": "keine (0)", + "Simple5": "Einfach (+5)", + "Intermediate10": "Mittel (+10)", + "Trained15": "geübt / Trainiert (+15)", + "Expert20": "Experte (+20)", + "Expert25": "Experte (+25)", + "Experience": "Erfahrung", + "XPtoSpend": "Verfüg. EP", + "TotalXPSpent": "Ausgegeb. XP", + "FatePoints": "Schicksalspunkte", + "FPThreshold": "Schwelle", + "FPCurrent": "Aktuell", + "Insanity": "Wahnsinn", + "MentalDisorders": "Kampftrauma", + "Corruption": "Verderbnis", + "Malignancies": "Warp-Effekte", + "Mutations": "Mutationen", + "PrimarchsCurse": "Primarchenfluch", + "Skills": "Fertigkeiten", + "Acrobatics": "Akrobatik", + "Awareness": "Wahrnehmung", + "Blather": "Redeschwall", + "Carouse": "Zechen ", + "Charm": "Charme", + "ChemUse": "Chemie", + "Climb": "Klettern", + "Command": "Befehligen", + "Concealment": "Tarnung ", + "Contortionist": "Schlangenmensch", + "Deceive": "Vorgaukeln", + "Demolition": "Sprengstoffe", + "Disguise": "Verkleiden", + "Dodge": "Ausweichen", + "Evaluate": "Schätzen", + "Gamble": "Glücksspiel", + "Inquiry": "Nachforschen", + "Interrogation": "Verhör", + "Intimidate": "Einschüchtern", + "Invocation": "Anrufung", + "Literacy": "Lesen und Schreiben", + "Logic": "Logik", + "Medicae": "Medizin", + "Psyniscience": "Psi-Gespür", + "Scrutiny": "Forschender Blick", + "Search": "Suchen", + "Security": "Sicherheit", + "Shadowing": "Beschatten", + "SilentMove": "Schleichen", + "SleightOfHand": "Fingerfertigkeit", + "Survival": "Überleben", + "Swim": "Schwimmen", + "TechUse": "Tech-Gebrauch", + "Tracking": "Spuren lesen", + "Wrangling": "Umgang mit Tieren", + "OtherSkill": "Andere Fertigkeit", + "Ciphers": "Geheimzeichen", + "Drive": "Fahren", + "SpeakLanguage": "Sprache", "Navigation": "Navigation", - "Performer": "Performer", + "Performer": "Kunst", "Pilot": "Pilot", - "Tactics": "Tactics", - "Trade": "Trade", - "Lore": "Lore", - "LoreCommon": "Common", - "LoreScholastic": "Scholastic", - "LoreForbidden": "Forbidden", - "Aptitudes": "Aptitudes", - "MeleeWeapons": "Melee Weapons", - "WName": "Name", - "WClass": "Class", - "WDamage": "Damage", - "WType": "Type", - "WPen": "Pen", - "Damage": "Damage", - "WSpecial": "Special", - "WHit": "Hit", - "StrengthBonus-abbr": "SB", - "UnnaturalStrengthBonus-abbr": "Unn. SB", - "PowerArmorStrengthBonus-abbr": "PA SB", - "MWRelevantBonus": "rel. Bonus", - "Movement": "Movement", - "HalfMove": "Half Move", - "FullMove": "Full Move", - "Charge": "Charge", - "Run": "Run", - "Fatigue": "Fatigue", - "Threshold": "Threshold", - "Current": "Current", - "Misc": "Misc", - "ArmournDefence": "Armour & Defence", - "Head": "Head", + "Tactics": "Taktik", + "Trade": "Beruf", + "Lore": "Wissen", + "LoreCommon": "Allgemein", + "LoreScholastic": "Scholastisch", + "LoreForbidden": "Verboten", + "Aptitudes": "besondere Fähigkeiten", + "MeleeWeapons": "Nahkampfwaffen", + "WName": "Name:", + "WClass": "Waffenklasse", + "WDamage": "Schaden", + "WType": "Schadensart", + "WPen": "DS", + "Damage": "Schaden", + "WSpecial": "Spezial", + "WHit": "Treffer", + "StrengthBonus-abbr": "STB", + "UnnaturalStrengthBonus-abbr": "Unn. STB", + "PowerArmorStrengthBonus-abbr": "PA STB", + "MWRelevantBonus": "Gesamtbonus", + "Movement": "Bewegung", + "HalfMove": "Halbe Bewegung", + "FullMove": "Volle Bewegung", + "Charge": "Sturmangriff", + "Run": "Rennen", + "Fatigue": "Erschöpfung", + "Threshold": "Schwelle", + "Current": "Aktuell", + "Misc": "Versch.", + "ArmournDefence": "Rüstung & WIB", + "Head": "Kopf", "ArmRight": "AR", - "Body": "Body", + "Body": "Körper", "ArmLeft": "AL", - "LegRight": "LR", - "LegLeft": "LL", - "Wounds": "Wounds", - "WoundsTotal": "Total", - "WoundsCurrent": "Current", - "CriticalDamage": "Critical Damage", - "Conditions": "Conditions", - "SpecialAbilities": "Special Abilities", - "Talents": "Talents", - "Traits": "Traits", - "RangedWeapons": "Ranged Weapons", - "WRange": "Range", + "LegRight": "BR", + "LegLeft": "BL", + "Wounds": "LP", + "WoundsTotal": "Gesamt", + "WoundsCurrent": "Aktuell", + "CriticalDamage": "Kritischer Schaden", + "Conditions": "Zustände", + "SpecialAbilities": "Spezialfähigkeiten", + "Talents": "Talente", + "Traits": "Eigenschaften", + "RangedWeapons": "Fernkampfwaffen", + "WRange": "Reichw.", "WRateOfFire": "RoF", - "WClip": "Clip", - "WReload": "Reload", - "SignatureGear": "Signature Gear", - "Requisition": "Requisition", - "RequisitionedGear": "Requisitioned Gear", - "MaxCarryWT": "Max Carry WT (SB+TB)", - "CurrentWeight": "Current", - "PsychicPowers": "Psychic Powers", - "PsyRating": "Psy Rating", - "MiscellaneousSkills": "Miscellaneous Skills", - "OtherSkills": "Other", - "ExpandedSkills": "Expanded Skills", - "ExperiencePoints": "Experience Points", - "AdvancementsTaken": "Advancements Taken", - "SoloModeAbilities": "Solo Mode Abilities", - "Cohesion": "Cohesion", - "CohesionTotal": "Total", - "CohesionCurrent": "Current", - "SquadModeAbilities": "Squad Mode Abilities", - "CharacteristicsnSkills": "Characteristics & Skills", - "WeaponnTalents": "Weapon & Talents", - "OtherSkillsTitle": "Other Skills", - "Abilities": "Abilities", - "RelevantStrengthBonusDamage": "Relevant Strength Bonus added to damage from this weapon", - "UnnaturalStrengthBonus": "Strength Bonus with unnatural Strength taken into account", - "PowerArmorStrengthBonus": "Astartes Power Armour Enhanced Strength Bonus", - "UseSB": "Use the Strength Bonus for this weapon?", - "PowerArmorMovementBonus": "Astartes Power Armour Movement Bonus", - "Unknown": "Unknown", - "Basic": "Basic", - "BasicKnowledge": "Basic", - "Group": "Group", - "Advanced": "Advanced", - "Trained": "Trained", + "WClip": "Magazin", + "WReload": "Nachl.", + "SignatureGear": "Ordensinsignien", + "Requisition": "Requirierung", + "RequisitionedGear": "Requirierte Ausrüstung", + "MaxCarryWT": "Max. Tragegewicht (SB+TB)", + "CurrentWeight": "Aktuell", + "PsychicPowers": "Psi-Kräfte", + "PsyRating": "Psi-Stufe", + "MiscellaneousSkills": "versch. Fertigkeiten", + "OtherSkills": "Andere", + "ExpandedSkills": "weitere Fertigkeiten", + "ExperiencePoints": "Erfahrungspunkte", + "AdvancementsTaken": "genutzte Aufstiege", + "SoloModeAbilities": "Einzelk.-Modus-Fähigkeiten", + "Cohesion": "Zusammenhalt", + "CohesionTotal": "Gesamt", + "CohesionCurrent": "Aktuell", + "SquadModeAbilities": "Teammodus-Fähigkeiten", + "CharacteristicsnSkills": "Attribute & Fertigkeiten", + "WeaponnTalents": "Waffen & Talente", + "OtherSkillsTitle": "Andere Fertigkeiten", + "Abilities": "Fähigkeiten", + "RelevantStrengthBonusDamage": "wirksamer Stärkebonus wurde dem Schaden der Waffe hinzugefügt", + "UnnaturalStrengthBonus": "Stärke-Bonus mit übernatürlicher Stärke wurde einberechnet", + "PowerArmorStrengthBonus": "erhöhter Stärke Bonus durch Astartes Servo-Rüstung ", + "UseSB": "Stärke-Bonus für diese Waffe anwenden?", + "PowerArmorMovementBonus": "Bewegungs-Bonus für Astartes Servo-Rüstung", + "Unknown": "ungelernt", + "Basic": "Grundfertigkeit", + "BasicKnowledge": "Grundfertigkeit", + "Group": "Fertigkeitsgruppe", + "Advanced": "Ausbaufertigkeit", + "Trained": "gelernt", "Plus10": "+10%", "Plus20": "+20%", - "basic-skills-list": "Awareness,Carouse,Charm,Climb,Command,Concealment,Contortionist,Deceive,Disguise,Dodge,Evaluate,Gamble,Inquiry,Intimidate,Logic,Scrutiny,Search,SilentMove,Swim", - "advanced-skills-list": "Acrobatics,Blather,ChemUse,Demolition,Interrogation,Invocation,Literacy,Medicae,Psyniscience,Security,Shadowing,SleightOfHand,Survival,TechUse,Tracking,Wrangling", - "group-skills-list": "Ciphers,Drive,Lore,LoreCommon,LoreScholastic,LoreForbidden,Navigation,Performer,Pilot,SpeakLanguage,Tactics,Trade", - "UnnaturalMultiplier": "Put your unnatural characteristic multiplier in this box (not the characteristic bonus)", - "DegreesOfSuccess": "Degree(s) of success", - "MeleeAttack": "Melee Attack", - "RangedAttack": "Ranged Attack", - "Penetration": "Penetration", - "HideLogMessage": "Tick me to hide this message >>" + "basic-skills-list": "Aufmerksamkeit,Zechen,Charme,Klettern,Befehligen,Tarnung,Schlangenmensch,Vorgaukeln,Ausweichen,Schätzen,Glücksspiel,Nachforschen,Einschüchtern,Logik,Forschender Blick,Suchen,Schleichen,Schwimmen", + "advanced-skills-list": "Akrobatik,Chemie,Sprengstoffe,Verhör,Anrufung,Lesen und Schreiben,Medizin,Psi-Gespür,Sicherheit,Beschatten,Fingerfertigkeit,Überleben,Tech-Gebrauch,Spuren lesen,Umgang mit Tieren", + "group-skills-list": "Geheimzeichen,Fahren,Allgemeinbildung,Scholastisches Wissen,Verbotenes Wissen,Orientierung,Kunst,Pilot,Sprache,Taktik,Handwerk ", + "UnnaturalMultiplier": "Setzen Sie Ihren unnatürlichen Eigenschaftsmultiplikator in dieses Feld (nicht den Eigenschaftsbonus)", + "DegreesOfSuccess": "Erfolgsgrade", + "MeleeAttack": "Nahkampfangriff", + "RangedAttack": "Fernkampfangriff", + "Penetration": "Durchschlag", + "HideLogMessage": "Hier klicken, um Meldung auszublenden" } diff --git a/Degenesis-henry4k/src/package-lock.json b/Degenesis-henry4k/src/package-lock.json index 95e3982acd..7e52c82e3f 100644 --- a/Degenesis-henry4k/src/package-lock.json +++ b/Degenesis-henry4k/src/package-lock.json @@ -2705,9 +2705,9 @@ } }, "http-cache-semantics": { - "version": "4.1.0", - "resolved": "https://registry.npmjs.org/http-cache-semantics/-/http-cache-semantics-4.1.0.tgz", - "integrity": "sha512-carPklcUh7ROWRK7Cv27RPtdhYhUsela/ue5/jKzjegVvXDqM2ILE9Q2BGn9JZJh1g87cp56su/FgQSzcWS8cQ==" + "version": "4.1.1", + "resolved": "https://registry.npmjs.org/http-cache-semantics/-/http-cache-semantics-4.1.1.tgz", + "integrity": "sha512-er295DKPVsV82j5kw1Gjt+ADA/XYHsajl82cGNQG2eyoPkvgUhX+nDIyelzhIWbbsXP39EHcI6l5tYs2FYqYXQ==" }, "http-proxy-agent": { "version": "4.0.1", diff --git a/Earthdawn (FASA Official)/Earthdawn.css b/Earthdawn (FASA Official)/Earthdawn.css index df06d15ada..d0e86c4724 100644 --- a/Earthdawn (FASA Official)/Earthdawn.css +++ b/Earthdawn (FASA Official)/Earthdawn.css @@ -1,11 +1,25 @@ /* Earthdawn.css */ +/*v3.02 released 23 02 12*/ + /* ############################################ css Reset ######################################################################### */ -/*v2.06 - published 220208*/ + /* @import url('https://fonts.googleapis.com/css2?family=IM+Fell+English+SC&display=swap'); */ @import url('https://fonts.googleapis.com/css2?family=Aladin&display=swap'); +/*Compendium Drop Management*/ +.active-drop-target .sheet-drop-message { + display: block; + border: 2px red solid; + background:white; +} + +.sheet-drop-message { + display: none; +} + + input, .charsheet input { height: initial; @@ -81,7 +95,12 @@ textarea, /* ############################################ Main section ####################################################################### */ /* Colors: code description What used for. */ .sheet-user-root { - --bg-color: rgb(255,242,201,0.15);/*Main background color ;*/ + --bg-color: rgb(255,242,201,0.1);/*Main background color ;*/ + --bg-color1: rgb(210,210,210,0);/*Main background color alt lines;*/ + --bg-color2: rgb(210,210,210,0.6);/*Main background color alt lines ;*/ + --bg-color3: rgb(210,210,210,0.2);/*Main background color alt lines ;*/ + --bg-color4: rgb(210,210,210,8);/*Main background color alt lines ;*/ + --bg-color5: rgb(210,210,210,0.4);/*Main background color alt lines ;*/ --outline-color: #071840; /* Main border */ --font-color: #071840; /* Color of fonts on the normal background */ --header-font-color: white; /* Color of fonts on the header background */ @@ -101,14 +120,43 @@ textarea, + + xxxxx { xxx: xx; /* * */ } /* For absolutely weird reason, we need this line to make the CSS work*/ /*.sheet-testAPI:not(:checked)~.sheet-api, Knacks tab is not inside a div */ +.sheet-testTOSelector[value="TO-Selector"]+.sheet-HideIfTOSelector, +.sheet-testTOSelector:not([value="TO-Selector"])+.sheet-HideIfNotTOSelector, +.sheet-testEmpty[value=""]+.sheet-HideIfEmpty, +.sheet-testEmpty:not([value=""])+.sheet-HideIfNotEmpty, +.sheet-testNPC[value="-1"]~div div:not(.sheet-ShowIfObject,.repcontainer,.repitem,.repcontrol), /*For Objects, everything is hidden, except what is flagged to be shown)*/ +.sheet-testNPC[value="-1"]~div:not(.sheet-ShowIfObject), /*For Objects, everything is hidden, except what is flagged to be shown)*/ +.sheet-testNPC[value="-1"]~div .sheet-HideIfObject, +.sheet-testNPC:not([value="-1"])~div .sheet-HideIfNotObject, +.sheet-testKarma[value="0"]~div .sheet-HideIfNoKarma, +.sheet-testKarma[value="0"]~div .sheet-Karma-ControlBox, +.sheet-testCC:not([value^="-"])+.sheet-HideIfCC, +.sheet-testCC[value^="-"]+.sheet-HideIfCC+.sheet-HideIfRanged, /*Manage the Close Combat Toggle <0 Ranged, >=0 CC*/ +.sheet-testRace[value="Other"]~div .sheet-HideIfNotHomeBrew, +.sheet-testRace[value=""]~div .sheet-HideIfNotHomeBrew, +.sheet-testRace[value="Dwarf"]~div .sheet-HideIfNotHomeBrew, +.sheet-testRace[value="Elf"]~div .sheet-HideIfNotHomeBrew, +.sheet-testRace[value="Human"]~div .sheet-HideIfNotHomeBrew, +.sheet-testRace[value="Ork"]~div .sheet-HideIfNotHomeBrew, +.sheet-testRace[value="Troll"]~div .sheet-HideIfNotHomeBrew, +.sheet-testRace[value="Obsidiman"]~div .sheet-HideIfNotHomeBrew, +.sheet-testRace[value="Tskrang"]~div .sheet-HideIfNotHomeBrew, +.sheet-testRace[value="Windling"]~div .sheet-HideIfNotHomeBrew, +.sheet-testRace[value="Spirit"]~div .sheet-HideIfSpirit, +.sheet-testRace:not([value="Spirit"])~div .sheet-HideIfNotSpirit, +.sheet-testRaceMax:not([value="HomeBrew"])~div .sheet-HideIfNotHomeBrew, +.sheet-testRaceMax[value="HomeBrew"]~div .sheet-HideIfHomeBrew, .sheet-testAPI:not([value="1"])~div .sheet-api, .sheet-testAPI:not([value="1"])~div .sheet-Karma-ControlBox, +.sheet-testAPI:not([value="1"])~div .sheet-DP-ControlBox, .sheet-testAPI[value="1"]~div .sheet-NoAPI, .sheet-testCreation:not([value="1"])~div .sheet-Creation, .sheet-testCreation[value="1"]~div .sheet-NotCreation, @@ -120,15 +168,16 @@ xxxxx { .sheet-testEdition:not([value="4"])~div .sheet-HideIfNotEdition4, .sheet-testPath[value="0"]~div .sheet-HideIfNotPath, .sheet-testQuest[value="0"]~div .sheet-HideIfNotQuest, +.sheet-testQuest[value="0"]~div .sheet-DP-ControlBox, .sheet-testNbDisc[value="0"]~div .sheet-HideIfZeroDisc, .sheet-testNbDisc[value="1"]~div .sheet-HideIfOneDisc, .sheet-testNbDisc[value="2"]~div .sheet-HideIfTwoDisc, .sheet-testNbDisc[value="3"]~div .sheet-HideIfThreeDisc, .sheet-testNPC:not([value="0"])~div .sheet-HideIfNotPC, .sheet-testNPC[value="0"]~div .sheet-HideIfPC, -.sheet-testRace:not([value="Tskrang"])~div .sheet-HideIfNotTskrang, -.sheet-testRace:not([value="Other"])~div .sheet-HideIfNotCreature, -.sheet-testRace[value="Other"]~div .sheet-HideIfCreature, +.sheet-testTail:not([value="1"])~div .sheet-HideIfNotTail, +.sheet-testCreature:not([value="0"])~div .sheet-HideIfNotCreature, +.sheet-testCreature[value="0"]~div .sheet-HideIfCreature, .sheet-testStepDisplay:not([value="1"])~div .sheet-StepTotal, .sheet-testStepDisplay[value="1"]~div .sheet-StepBase, .sheet-testChecked:checked~.sheet-HideIfChecked, @@ -169,15 +218,17 @@ xxxxx { .sheet-testNum[value="12"]~div .sheet-HideIfLessThan13, .sheet-testNum[value="13"]~div .sheet-HideIfLessThan14, .sheet-testNum[value="14"]~div .sheet-HideIfLessThan15, -.sheet-testModType[value="(0)"]~span>.sheet-HideIfNoRoll, -.sheet-testModType[value="(0)"]~.sheet-HideIfNoRoll, -.sheet-testModType:not([value="(0)"])~span>.sheet-HideIfRoll, -.sheet-testModType:not([value="(0)"])~.sheet-HideIfRoll, +.sheet-testModType[value="NoRoll"]~span>.sheet-HideIfNoRoll, +.sheet-testModType[value="NoRoll"]~.sheet-HideIfNoRoll, +.sheet-testModType:not([value="NoRoll"])~span>.sheet-HideIfRoll, +.sheet-testModType:not([value="NoRoll"])~.sheet-HideIfRoll, .sheet-testRecord[value="LP"]~.sheet-HideIfLP, .sheet-testRecord[value="SP"]~.sheet-HideIfSP, .sheet-testRecord[value="Other"]~.sheet-HideIfOther, .sheet-testRepEditMode:checked~.repcontainer .sheet-HideIfEditMode, .sheet-testRepEditMode:not(:checked)~.repcontainer .sheet-HideIfNotEditMode, +.sheet-testRepEditMode:checked ~ .repcontainer .sheet-HideIfEditMode, +.sheet-testRepEditMode:not(:checked) ~ .repcontainer .sheet-HideIfNotEditMode, .sheet-testRepEditMode:checked~.sheet-HideIfEditMode, .sheet-testRepEditMode:not(:checked)~.sheet-HideIfNotEditMode, .sheet-testRepEditMode:checked~div>.sheet-HideIfEditMode, @@ -192,6 +243,8 @@ xxxxx { .sheet-testRepOption2:not(:checked)~.repcontainer .sheet-HideIfNotOption2, .sheet-testRepOption3:not(:checked)~.repcontainer .sheet-HideIfNotOption3, .sheet-testRepOption4:not(:checked)~.repcontainer .sheet-HideIfNotOption4, +.sheet-testRepOption5:not(:checked)~.repcontainer .sheet-HideIfNotOption5, +.sheet-testRepOption5:not(:checked)~div .sheet-HideIfNotOption5, .sheet-testFreeOrThread[value*="-link"]+.sheet-HideIfFreeOrThread, .sheet-testFreeOrThread:not([value*="-link"])+.sheet-HideIfNotFreeOrThread, .sheet-testFreeOrThread:not([value*="-link"])+.sheet-HideIfFreeOrThread+.sheet-HideIfNotFreeOrThread, @@ -205,10 +258,14 @@ input[type="number"]:disabled.sheet-hidden, /* Need this bit of extra specif display: none; } + +.sheet-testCreature[value="0"]~div .sheet-UnHideIfCreature, +.sheet-testRaceMax[value="HomeBrew"]~div .sheet-UnHideIfCreature, +/* .sheet-testRace[value="Other"]~div .sheet-UnHideIfHomeBrew, +.sheet-testRace[value=""]~div .sheet-UnHideIfHomeBrew, */ .sheet-testCloseChecked:checked+.sheet-UnHideIfCloseChecked, .sheet-testChecked:checked~.sheet-UnHideIfChecked, -.sheet-testDSPPath[value="81.0"]~div .sheet-UnHideIfDSPPath, -.sheet-testDSPPath[value="83.0"]~div .sheet-UnHideIfDSPPath, +.sheet-testDSPPath[value^="Path"]+.sheet-UnHideIfDSPPath, .sheet-testNum:not([value="0"])+.sheet-UnhideIfNotZero, .sheet-testNum:not([value="0"])+.sheet-testNum+.sheet-UnhideIfNotZero, .sheet-testDevotion[value^="QD-"]+.sheet-UnhideIfDevotion @@ -319,7 +376,7 @@ input.sheet-buttonlabel { padding: 0; margin: 0; font-family: 'Aladin', "Helvetica Neue", Helvetica, sans-serif; - font-weight: normal; + font-weight: normal !important; color: var( --font-color ); } @@ -349,7 +406,10 @@ input[type="number"][readonly], input[type="number"][readonly]:hover, input[type="number"].sheet-Locked, /* Sometime need this bit of extra specificity */ input[type="text"].sheet-Locked, +.sheet-testRaceMax:not([value="HomeBrew"])~div .sheet-LockIfNotHomeBrew, +.sheet-testCreature:not([value="0"])~div .sheet-LockIfNotCreature, .sheet-testKarmaAuto:not([value="1"])~div .sheet-Karma-ControlBox, +.sheet-testKarmaAuto:not([value="1"])~div .sheet-DP-ControlBox, .sheet-testLocked:checked~.sheet-LockIfChecked, .sheet-testLocked:checked~span .sheet-LockIfChecked, .sheet-testLocked:checked~div .sheet-LockIfChecked, @@ -362,7 +422,7 @@ input[type="text"].sheet-Locked, pointer-events: none; -moz-appearance: textfield; font-family: 'Aladin', "Helvetica Neue", Helvetica, sans-serif; - font-weight: normal; + font-weight: normal !important; } .sheet-testRepEditMode:checked~.repcontainer .sheet-LockIfEditMode, @@ -384,9 +444,11 @@ input[type="text"].sheet-Locked, -moz-appearance: textfield; } - +.sheet-testRaceMax[value="HomeBrew"]~div .sheet-UnlockIfHomeBrew, +.sheet-testCreature[value="0"]~div .sheet-UnlockIfCreature, .sheet-testNum[value="7"]+.sheet-UnlockIf7, .sheet-testNum[value="99"]+.sheet-UnlockIf99, +.sheet-testLocked:checked+.sheet-UnlockIfChecked, .sheet-testLocked:checked~.sheet-UnlockIfChecked, .sheet-testLocked:checked~span .sheet-UnlockIfChecked, .sheet-testLocked:checked~label .sheet-UnlockIfChecked, @@ -440,7 +502,7 @@ input.sheet-nospinner::-webkit-outer-spin-button { .sheet-fancyfont { font-family: 'Aladin', "Helvetica Neue", Helvetica, sans-serif; - font-weight: normal; + font-weight: normal !important; } @@ -841,20 +903,26 @@ span:hover .sheet-buffRight{ } .sheet-header-logo-Earthdawn { - background-image: url(https://raw.githubusercontent.com/roll20/roll20-character-sheets/master/Earthdawn%20%28FASA%20Official%29/Images/Earthdawn-Logo.png); + /* background-image: url(https://raw.githubusercontent.com/roll20/roll20-character-sheets/master/Earthdawn%20%28FASA%20Official%29/Images/Earthdawn-Logo.png); */ + /* content: url(https://raw.githubusercontent.com/roll20/roll20-character-sheets/master/Earthdawn%20%28FASA%20Official%29/Images/Earthdawn-Logo.png); */ + content: url(https://raw.githubusercontent.com/roll20/roll20-character-sheets/master/Earthdawn%20%28FASA%20Official%29/Images/EARTHDAWN%20LOGO%206.5%20Middlewings%20-%20FINAL-cropped.png); + /* content: url(https://raw.githubusercontent.com/Jiboux/roll20-character-sheets/EDv3/Earthdawn%20%28FASA%20Official%29/Images/ED_logo_black_jaustin_20220926.png); */ + + /* border: 1px solid black; */ /* background-image: url(https://s3.amazonaws.com/files.staging.d20.io/images/258659/43tgLdtfozFTvZrPGMv-uw/med.png?1539148273); */ } .sheet-header-logo-1879 { - background-image: url(https://raw.githubusercontent.com/roll20/roll20-character-sheets/master/Earthdawn%20%28FASA%20Official%29/Images/1879-Logo.png); + /* background-image: url(https://raw.githubusercontent.com/roll20/roll20-character-sheets/master/Earthdawn%20%28FASA%20Official%29/Images/1879-Logo.png); */ + content: url(https://raw.githubusercontent.com/roll20/roll20-character-sheets/master/Earthdawn%20%28FASA%20Official%29/Images/1879-Logo.png); /* background-image: url(https://s3.amazonaws.com/files.d20.io/images/188531300/L18EvmQWIkcT_CKVGnPfqg/max.png?1609231596); */ } .sheet-header-logo-Earthdawn, .sheet-header-logo-1879 { - height: 76px; - background-repeat: no-repeat; - background-size: contain; + max-height: 76px; + /* background-repeat: no-repeat; + background-size: contain; */ max-width: 200px; width: calc(100% - 800px); /* Width of Logo =100%-2X where X = min-width of header-name*/ } @@ -866,17 +934,22 @@ span:hover .sheet-buffRight{ } .sheet-testQuest:not([value="0"])~div .sheet-header-name { - min-width: min(500px, 25%); - width: calc(50% - 100px); + /* min-width: min(500px, 25%); + width: calc(50% - 100px); */ + min-width:200px; + width : calc(50% + 350px); + } .sheet-header-name { height: 70px; - border: 1px solid var(--outline-color); + /* border: 1px solid var(--outline-color); */ border-radius: 10%; - min-width: min(400px, 25%); - width: calc(50% - 100px); + /* min-width: min(400px, 25%); + width: calc(50% - 100px); */ + min-width:200px; + width : calc(50% + 300px); padding-top: 6px; padding: 3px; overflow: hidden; @@ -899,11 +972,11 @@ span:hover .sheet-buffRight{ .sheet-user-root { /*Normal Background*/ -background-color: var( --bg-color ); + background-color: white; /*Don't ask why but necessary for the Dark mode*/ background-image: url(https://raw.githubusercontent.com/roll20/roll20-character-sheets/master/Earthdawn%20%28FASA%20Official%29/Images/Border-left-nobottom.png),url(https://raw.githubusercontent.com/roll20/roll20-character-sheets/master/Earthdawn%20%28FASA%20Official%29/Images/Border-right-nobottom.png),url(https://raw.githubusercontent.com/roll20/roll20-character-sheets/master/Earthdawn%20%28FASA%20Official%29/Images/Border-left-nobottom3.png),url(https://raw.githubusercontent.com/roll20/roll20-character-sheets/master/Earthdawn%20%28FASA%20Official%29/Images/Border-right-nobottom3.png); background-repeat: no-repeat, no-repeat,no-repeat, no-repeat; background-blend-mode: multiply, multiply,multiply, multiply; - background-position: -17px -15px,calc(100% + 23px) -10px,-17px 1356px,calc(100% + 23px) 1362px; + background-position: -17px -15px,calc(100% + 23px) -10px,-17px 1357px,calc(100% + 23px) 1362px; background-size : 250px 1372px, 250px 1372px,250px 1372px, 250px 1372px; padding-left: 13px; padding-right: 13px; @@ -995,10 +1068,10 @@ background-color: var( --bg-color ); align-items: center; justify-content: center; vertical-align: middle; - height: 43px; + height: 37px; width: 43px; padding-left: 8px; - padding-bottom: 16px; + padding-bottom: 14px; position: relative; } @@ -1043,7 +1116,7 @@ background-color: var( --bg-color ); background-color: var( --control-secondary ); color: var( --header-font-color ); font-family: 'Aladin', "Helvetica Neue", Helvetica, sans-serif; - font-weight: normal; + font-weight: normal !important; margin: 1px; } @@ -1088,7 +1161,7 @@ span.sheet-table-left, font-size: 14px; /* font-family: Papyrus, fantasy; */ font-family: 'Aladin', "Helvetica Neue", Helvetica, sans-serif; - font-weight: normal; + font-weight: normal !important; width: 100%; /* margin: auto; *//* JBF@JBF 210105*/ min-height: 21px; @@ -1180,6 +1253,10 @@ margin: 1%; justify-content: space-between; } +.sheet-flex-column { +flex-direction: column; +} + .sheet-flexwrap { flex-wrap: wrap; } @@ -1226,8 +1303,9 @@ margin: 1%; border-radius: 10px; text-align: center; display: inline-block; - width: 130px; + width: 120px; margin-bottom: 3px; + min-height: 80px; } .sheet-Attrib-header { @@ -1237,17 +1315,18 @@ margin: 1%; vertical-align: top; text-align: center; background-color: var(--outline-color); + border-radius:10px; } .sheet-Defense-box { border: 1px solid black; border-radius: 10px; display: flex; - margin: 3px; + margin: 2px; align-items: center; flex-flow: column; width: 100px; - min-height: 80px; + min-height: 75px; } .sheet-Shield-box { @@ -1271,7 +1350,7 @@ margin: 1%; .charsheet input[type="number"].sheet-AttribValue, .sheet-AttribValue { background: var( --outline-color ); - border-style: none; + border-style: 1px solid black; border-radius: 70%; color: var( --header-font-color ); font-weight: bold; @@ -1279,10 +1358,9 @@ margin: 1%; } .sheet-AttribValueDiv { - margin-top: 8px; + margin-top: 3px; } - .charsheet input[type="number"].sheet-AttribStep, .sheet-AttribStep { @@ -1574,16 +1652,56 @@ fieldset.repeating_weapons+.repcontainer .repitem { display: inline-block; /* padding:5px; */ } -/* -fieldset+.repcontainer>.repitem:nth-child(2n+2){ - background:lightgrey; + + +/* fieldset+.repcontainer>.repitem:nth-child(5n+1){ + background: var(--bg-color1); +} + +fieldset+.repcontainer>.repitem:nth-child(5n+2){ + background: var(--bg-color2); +} + +fieldset+.repcontainer>.repitem:nth-child(5n+3){ + background: var(--bg-color3); +} + +fieldset+.repcontainer>.repitem:nth-child(5n+4){ + background: var(--bg-color4); +} + +fieldset+.repcontainer>.repitem:nth-child(5n){ + background: var(--bg-color5); } */ /* fieldset+.repcontainer{ column-width:auto; } */ + + /* Decide which specific repitems to display. */ +/*Talents Filter*/ +input.sheet-tabMain[value="3"]~div .sheet-section-talents~div input.sheet-tabTalentsFilter[value="D1"]~ fieldset+.repcontainer>.repitem input.sheet-talentType[value^="D1"]+.sheet-filter-box2, /*filter-box2 only hides when on the Talents tab*/ +input.sheet-tabMain[value="3"]~div .sheet-section-talents~div input.sheet-tabTalentsFilter[value="D1"]~ fieldset+.repcontainer>.repitem input.sheet-talentType[value^="TO1"]+.sheet-filter-box2, /*filter-box2 only hides when on the Talents tab*/ +input.sheet-tabMain[value="3"]~div .sheet-section-talents~div input.sheet-tabTalentsFilter[value="D2"]~ fieldset+.repcontainer>.repitem input.sheet-talentType[value^="D2"]+.sheet-filter-box2, /*filter-box2 only hides when on the Talents tab*/ +input.sheet-tabMain[value="3"]~div .sheet-section-talents~div input.sheet-tabTalentsFilter[value="D2"]~ fieldset+.repcontainer>.repitem input.sheet-talentType[value^="TO2"]+.sheet-filter-box2, /*filter-box2 only hides when on the Talents tab*/ +input.sheet-tabMain[value="3"]~div .sheet-section-talents~div input.sheet-tabTalentsFilter[value="D3"]~ fieldset+.repcontainer>.repitem input.sheet-talentType[value^="D3"]+.sheet-filter-box2, /*filter-box2 only hides when on the Talents tab*/ +input.sheet-tabMain[value="3"]~div .sheet-section-talents~div input.sheet-tabTalentsFilter[value="D3"]~ fieldset+.repcontainer>.repitem input.sheet-talentType[value^="TO3"]+.sheet-filter-box2, /*filter-box2 only hides when on the Talents tab*/ +input.sheet-tabMain[value="3"]~div .sheet-section-talents~div input.sheet-tabTalentsFilter[value="D4"]~ fieldset+.repcontainer>.repitem input.sheet-talentType[value^="D4"]+.sheet-filter-box2, /*filter-box2 only hides when on the Talents tab*/ +input.sheet-tabMain[value="3"]~div .sheet-section-talents~div input.sheet-tabTalentsFilter[value="D4"]~ fieldset+.repcontainer>.repitem input.sheet-talentType[value^="TO4"]+.sheet-filter-box2, /*filter-box2 only hides when on the Talents tab*/ +input.sheet-tabMain[value="3"]~div .sheet-section-talents~div input.sheet-tabTalentsFilter[value="QD"]~ fieldset+.repcontainer>.repitem input.sheet-talentType[value^="QD"]+.sheet-filter-box2, /*filter-box2 only hides when on the Talents tab*/ +input.sheet-tabMain[value="3"]~div .sheet-section-talents~div input.sheet-tabTalentsFilter[value="PA"]~ fieldset+.repcontainer>.repitem input.sheet-talentType[value^="PA"]+.sheet-filter-box2, /*filter-box2 only hides when on the Talents tab*/ +input.sheet-tabMain[value="3"]~div .sheet-section-talents~div input.sheet-tabTalentsFilter[value="Other"]~ fieldset+.repcontainer>.repitem input.sheet-talentType[value^="V"]+.sheet-filter-box2, /*filter-box2 only hides when on the Talents tab*/ +input.sheet-tabMain[value="3"]~div .sheet-section-talents~div input.sheet-tabTalentsFilter[value="Other"]~ fieldset+.repcontainer>.repitem input.sheet-talentType[value="Racial"]+.sheet-filter-box2, /*filter-box2 only hides when on the Talents tab*/ +input.sheet-tabMain[value="3"]~div .sheet-section-talents~div input.sheet-tabTalentsFilter[value="Other"]~ fieldset+.repcontainer>.repitem input.sheet-talentType[value="Power"]+.sheet-filter-box2, /*filter-box2 only hides when on the Talents tab*/ +input.sheet-tabMain[value="3"]~div .sheet-section-talents~div input.sheet-tabTalentsFilter[value="Other"]~ fieldset+.repcontainer>.repitem input.sheet-talentType[value="Item"]+.sheet-filter-box2, /*filter-box2 only hides when on the Talents tab*/ +input.sheet-tabMain[value="3"]~div .sheet-section-talents~div input.sheet-tabTalentsFilter[value="Other"]~ fieldset+.repcontainer>.repitem input.sheet-talentType[value="Dummy"]+.sheet-filter-box2, /*filter-box2 only hides when on the Talents tab*/ +input.sheet-tabMain[value="3"]~div .sheet-section-talents~div input.sheet-tabTalentsFilter[value="Other"]~ fieldset+.repcontainer>.repitem input.sheet-talentType[value="Special"]+.sheet-filter-box2, /*filter-box2 only hides when on the Talents tab*/ +input.sheet-tabMain[value="3"]~div .sheet-section-talents~div input.sheet-tabTalentsFilter[value="Other"]~ fieldset+.repcontainer>.repitem input.sheet-talentType[value="Free"]+.sheet-filter-box2, /*filter-box2 only hides when on the Talents tab*/ +input.sheet-tabMain[value="3"]~div .sheet-section-talents~div input.sheet-tabTalentsFilter[value="All"]~ fieldset+.repcontainer>.repitem input.sheet-talentType+.sheet-filter-box2, /*filter-box2 only hides when on the Talents tab*/ +fieldset.repeating_armor+.repcontainer>.repitem input.sheet-combattab:checked~.sheet-filter-box, /*Always show equipped. */ +.sheet-testRepEditMode:checked~fieldset.repeating_armor+.repcontainer>.repitem input.sheet-combattab~.sheet-filter-box, /*In edit-mode show all. */ input.sheet-tabGrim[value="0"]~.sheet-filter-box, /* Always display all spells of circle zero, since they have just been added and have not been assigned a circle yet. */ .sheet-tabGrim[value="0"]~fieldset.repeating_spell+.repcontainer>.repitem .sheet-filter-box, /* When tab0 is checked, display everything no matter what which of the inner boxes are checked. */ .sheet-tabGrim~fieldset.repeating_spell+.repcontainer>.repitem input.sheet-grim-tab0:checked~.sheet-filter-box, /*always display the Circle 0 spells*/ @@ -1613,12 +1731,14 @@ input.sheet-testSpellEffect[value="Wil"]~fieldset.sheet-filterSpellEffect+.repco /*JBF@JBF@CD : For Skills, Knacks and Talents, in overview, everything is displayed, and in Combat, only the checked ones)*/ /*JBF@JBF@CD : Do not display the spellcasting Talent twice, i.e. shown only in spell section... except in creation mode*/ -.sheet-testCreation:not([value="1"])~input.sheet-tabMain[value="1"]~div .sheet-section-core~div fieldset+.repcontainer>.repitem input.sheet-spelltab[value^="SPL-"]+input.sheet-combattab~.sheet-filter-box, +.sheet-testCreation:not([value="1"])~.sheet-testNPC:not([value="-1"])~input.sheet-tabMain[value="1"]~div .sheet-section-core~div fieldset+.repcontainer>.repitem input.sheet-spelltab[value^="SPL-"]+input.sheet-combattab~.sheet-filter-box, +input.sheet-tabMain[value="3"]~div .sheet-section-talents~div fieldset+.repcontainer>.repitem input.sheet-talentType+.sheet-filter-box2, /*filter-box2 only hides when on the Talents tab*/ input.sheet-tabMain[value="2"]~div .sheet-section-combat~div fieldset+.repcontainer>.repitem input.sheet-spelltab[value^="SPL-"]+input.sheet-combattab:checked~.sheet-filter-box { display: none; } + /* ############################################ Tabs ################################################################### */ div[class^="sheet-section"] { /* Every class that starts with "sheet-section" starts out hidden */ @@ -1630,61 +1750,50 @@ input.sheet-tabMain[value="2"]~div .sheet-section-combat~div fieldset+.repcontai padding: 0; } -.sheet-tabMain.sheet-tab1 { - margin-left: 10px; -} - input.sheet-tabMain, input.sheet-tabSpell, input.sheet-tabGrim, input.sheet-tabAdjust { - width: 70px; - height: 20px; - cursor: pointer; - position: relative; - opacity: 0; - z-index: 9999; - vertical-align: middle; - margin-right: 3px; + display:none; } -input.sheet-tabMain { - margin-right: 4px; -} -.sheet-tabMain::before, -.sheet-tabSpell::before, -.sheet-tabGrim::before, -.sheet-tabAdjust::before { - content: attr(title); - text-align: center; - display: inline-block; - width: 100%; - height: 100%; - background-color: var( --outline-color ); - color: var( --header-font-color ); - font-weight: bold; -} - -input.sheet-tabMain+span, -input.sheet-tabSpell+span, -input.sheet-tabGrim+span, -input.sheet-tabAdjust+span, -.sheet-tabSpan { +input.sheet-tabMain+button[type="action"], +input.sheet-tabSpell+button[type="action"], +input.sheet-tabGrim+button[type="action"], +input.sheet-tabAdjust+button[type="action"]{ text-align: center; display: inline-block; font-size: 13px; background-color: var( --inactive-color ); color: var( --header-font-color ); + background-image:none; font-weight: bold; width: 70px; height: 20px; border-radius: 10px 10px 0 0; cursor: pointer; position: relative; - margin-left: -75px; + border : 1px solid var( --inactive-color ); + margin:0px; + padding:0px; } +input.sheet-tabGrim+button.sheet-tabshort[type="action"]{ + width: 40px; +} + + +input:checked.sheet-tabMain+button[type="action"], +input:checked.sheet-tabSpell+button[type="action"], +input:checked.sheet-tabGrim+button[type="action"], +input:checked.sheet-tabAdjust+button[type="action"]{ +background-color: var( --outline-color ); +border : 1px solid var( --outline-color ); +} + + +/* input.sheet-tabshort { width: 40px; } @@ -1705,6 +1814,24 @@ margin-left: -45px; margin-left: -85px; } + + +@media (hover: none) { + + input.sheet-tabMain+span, + input.sheet-tabSpell+span, + input.sheet-tabGrim+span, + input.sheet-tabAdjust+span, + .sheet-tabSpan { + + margin-left: -15px; + } +} */ + + + + + .sheet-sec-spacer { /* When have two tabs right under each other, space them by this much. */ height: 3px; } @@ -1776,7 +1903,7 @@ input.sheet-tabMain[value="11"] ~ .sheet-show-rightpane-tab11:not([value="1"])~d display:none; } - +.sheet-testCreature:not([value="0"])~.sheet-tabMain[value="1"]~div .sheet-HideIfOverviewNoCreature, .sheet-tabMain[value="1"]~div .sheet-testRepEditMode:not(:checked) ~ .repcontainer .sheet-HideIfOverviewNoEdit, .sheet-testCreation:not([value="1"])~.sheet-tabMain[value="1"]~div .sheet-HideIfOverviewNoCreation, .sheet-tabMain[value="1"]~div .sheet-testRepEditMode:not(:checked) ~ .sheet-HideIfOverviewNoEdit, @@ -1812,6 +1939,7 @@ input.sheet-tabMain:checked + .sheet-testCloseChecked + .sheet-HideIfCloseChecke .sheet-icon-initiative-background::before { background-image: url(https://raw.githubusercontent.com/roll20/roll20-character-sheets/master/Earthdawn%20%28FASA%20Official%29/Images/Initiative.png); } /*License Information*/ .sheet-icon-interdiction-background::before { background-image: url(https://raw.githubusercontent.com/roll20/roll20-character-sheets/master/Earthdawn%20%28FASA%20Official%29/Images/Interdiction.png); } /*License Information*/ .sheet-icon-karma-background::before { background-image: url(https://raw.githubusercontent.com/roll20/roll20-character-sheets/master/Earthdawn%20%28FASA%20Official%29/Images/Karma.png); } /*Creative Commons: https://game-icons.net/1x1/lorc/entangled-typhoon.html*/ +.sheet-icon-knockeddown-bakcground::before { background-image: url(https://raw.githubusercontent.com/roll20/roll20-character-sheets/master/Earthdawn%20%28FASA%20Official%29/Images/Knockdown.png); } /*Creative Commons: https://game-icons.net/1x1/sbed/falling.html#download*/ .sheet-icon-MA-background::before { background-image: url(https://raw.githubusercontent.com/roll20/roll20-character-sheets/master/Earthdawn%20%28FASA%20Official%29/Images/MA.png); } /*Creative Commons: https://game-icons.net/1x1/lorc/bolt-shield.html#download*/ .sheet-icon-MD-background::before { background-image: url(https://raw.githubusercontent.com/roll20/roll20-character-sheets/master/Earthdawn%20%28FASA%20Official%29/Images/MD.png); } /*Creative Commons: https://game-icons.net/1x1/lorc/bolt-shield.html#download*/ .sheet-icon-PA-background::before { background-image: url(https://raw.githubusercontent.com/roll20/roll20-character-sheets/master/Earthdawn%20%28FASA%20Official%29/Images/PA.png); } /*Creative Commons: https://game-icons.net/1x1/delapouite/chest-armor.html#download*/ @@ -1822,6 +1950,7 @@ input.sheet-tabMain:checked + .sheet-testCloseChecked + .sheet-HideIfCloseChecke .sheet-icon-wounds-background::before { background-image: url(https://raw.githubusercontent.com/roll20/roll20-character-sheets/master/Earthdawn%20%28FASA%20Official%29/Images/Wounds-background.png);} /*Creative Commons: https://game-icons.net/1x1/delapouite/knocked-out-stars.html#download*/ + .sheet-icon-action { content: url(https://raw.githubusercontent.com/roll20/roll20-character-sheets/master/Earthdawn%20%28FASA%20Official%29/Images/Action.png); } /*License Information*/ .sheet-icon-action-free { content: url(https://raw.githubusercontent.com/roll20/roll20-character-sheets/master/Earthdawn%20%28FASA%20Official%29/Images/Action-Free.png); } /*Creative Commons : https://game-icons.net/1x1/lorc/fist.html#download*/ .sheet-icon-action-simple { content: url(https://raw.githubusercontent.com/roll20/roll20-character-sheets/master/Earthdawn%20%28FASA%20Official%29/Images/Action-Simple.png); } /*Creative Commons : https://game-icons.net/1x1/lorc/fist.html#download*/ @@ -1829,7 +1958,7 @@ input.sheet-tabMain:checked + .sheet-testCloseChecked + .sheet-HideIfCloseChecke .sheet-icon-action-sustained { content: url(https://raw.githubusercontent.com/roll20/roll20-character-sheets/master/Earthdawn%20%28FASA%20Official%29/Images/Action-Sustained.png); } /*Creative Commons : https://game-icons.net/1x1/lorc/fist.html#download*/ .sheet-icon-action-white { content: url(https://raw.githubusercontent.com/roll20/roll20-character-sheets/master/Earthdawn%20%28FASA%20Official%29/Images/Action-white.png); } /*License Information*/ .sheet-icon-action-na { content: url(https://raw.githubusercontent.com/roll20/roll20-character-sheets/master/Earthdawn%20%28FASA%20Official%29/Images/Action-NA.png); } /* https://findicons.com/files/icons/2610/flat_weather_icons/128/na.png */ -.sheet-icon-agressive { content: url(https://raw.githubusercontent.com/roll20/roll20-character-sheets/master/Earthdawn%20%28FASA%20Official%29/Images/Agressive.png); } /*Creative Commons : https://game-icons.net/1x1/lorc/fist.html#download*/ +.sheet-icon-aggressive { content: url(https://raw.githubusercontent.com/roll20/roll20-character-sheets/master/Earthdawn%20%28FASA%20Official%29/Images/Agressive.png); } /*Creative Commons : https://game-icons.net/1x1/lorc/fist.html#download*/ .sheet-icon-ambush { content: url(https://raw.githubusercontent.com/roll20/roll20-character-sheets/master/Earthdawn%20%28FASA%20Official%29/Images/Ambush.png); } /*Creative Commons : https://game-icons.net/1x1/lorc/fist.html#download*/ .sheet-icon-armor { content: url(https://raw.githubusercontent.com/roll20/roll20-character-sheets/master/Earthdawn%20%28FASA%20Official%29/Images/Armor.png); } /*Creative Commons : https://game-icons.net/1x1/lorc/fist.html#download*/ .sheet-icon-ask { content: url(https://raw.githubusercontent.com/roll20/roll20-character-sheets/master/Earthdawn%20%28FASA%20Official%29/Images/Ask.png); } /*License Information*/ @@ -1839,6 +1968,7 @@ input.sheet-tabMain:checked + .sheet-testCloseChecked + .sheet-HideIfCloseChecke .sheet-icon-blindsiding { content: url(https://raw.githubusercontent.com/roll20/roll20-character-sheets/master/Earthdawn%20%28FASA%20Official%29/Images/Blindsiding.png); } /*Creative Commons: https://game-icons.net/1x1/darkzaitzev/hooded-assassin.html#download*/ .sheet-icon-calledshot { content: url(https://raw.githubusercontent.com/roll20/roll20-character-sheets/master/Earthdawn%20%28FASA%20Official%29/Images/CalledShot.png); } /*Creative Commons: https://game-icons.net/1x1/darkzaitzev/hooded-assassin.html#download*/ .sheet-icon-charging { content: url(https://raw.githubusercontent.com/roll20/roll20-character-sheets/master/Earthdawn%20%28FASA%20Official%29/Images/Charging.png); } /*Creative Commons: https://game-icons.net/1x1/delapouite/rhinoceros-horn.html#download*/ +.sheet-icon-circle { content: url(https://raw.githubusercontent.com/roll20/roll20-character-sheets/master/Earthdawn%20%28FASA%20Official%29/Images/plain-circle.png); } /*Creative Commons: https://game-icons.net/1x1/delapouite/rhinoceros-horn.html#download*/ .sheet-icon-coin { content: url(https://raw.githubusercontent.com/roll20/roll20-character-sheets/master/Earthdawn%20%28FASA%20Official%29/Images/Coin.png); } /*Creative Commons: https://game-icons.net/1x1/darkzaitzev/hooded-assassin.html#download*/ .sheet-icon-coin-copper { content: url(https://raw.githubusercontent.com/roll20/roll20-character-sheets/master/Earthdawn%20%28FASA%20Official%29/Images/Coin-Copper.png); } /*Creative Commons: https://game-icons.net/1x1/darkzaitzev/hooded-assassin.html#download*/ .sheet-icon-coin-silver { content: url(https://raw.githubusercontent.com/roll20/roll20-character-sheets/master/Earthdawn%20%28FASA%20Official%29/Images/Coin-Silver.png); } /*Creative Commons: https://game-icons.net/1x1/darkzaitzev/hooded-assassin.html#download*/ @@ -2001,7 +2131,7 @@ input.sheet-tabMain:checked + .sheet-testCloseChecked + .sheet-HideIfCloseChecke margin-top: -4px; } - +.sheet-DP-ControlBox, .sheet-Karma-ControlBox { white-space: nowrap; display: inline-block; @@ -2221,7 +2351,7 @@ input[type="text"].sheet-strainicon { font-size: 1.2em; /* font-family: Papyrus, fantasy; */ font-family: 'Aladin', "Helvetica Neue", Helvetica, sans-serif; - font-weight: normal; + font-weight: normal !important; } .sheet-rolltemplate-chatrecord th { @@ -2308,6 +2438,7 @@ margin-bottom: 0.2em; background: white; /* font-family: Papyrus, fantasy; */ font-family: 'Aladin', Papyrus, "Helvetica Neue", Helvetica, sans-serif; + font-weight:normal !important; vertical-align: middle; line-height: 1.2em; font-size: 1.2em; @@ -2340,7 +2471,7 @@ margin-bottom: 0.2em; .sheet-rolltemplate-icon-md, .sheet-rolltemplate-icon-sd, .sheet-rolltemplate-icon-action, -.sheet-rolltemplate-icon-attacks, +.sheet-rolltemplate-icon-attack, .sheet-rolltemplate-icon-attackcc, .sheet-rolltemplate-icon-init, .sheet-rolltemplate-icon-initrep, @@ -2371,7 +2502,7 @@ margin-bottom: 0.2em; .sheet-rolltemplate-icon-sd::before { background-image: url(https://raw.githubusercontent.com/roll20/roll20-character-sheets/master/Earthdawn%20%28FASA%20Official%29/Images/SD.png);} .sheet-rolltemplate-icon-action::before { background-image: url(https://raw.githubusercontent.com/roll20/roll20-character-sheets/master/Earthdawn%20%28FASA%20Official%29/Images/Action.png);} .sheet-rolltemplate-icon-effect::before { background-image: url(https://raw.githubusercontent.com/roll20/roll20-character-sheets/master/Earthdawn%20%28FASA%20Official%29/Images/Effect.png);} -.sheet-rolltemplate-icon-attacks::before { background-image: url(https://raw.githubusercontent.com/roll20/roll20-character-sheets/master/Earthdawn%20%28FASA%20Official%29/Images/Attacks.png);} +.sheet-rolltemplate-icon-attack::before { background-image: url(https://raw.githubusercontent.com/roll20/roll20-character-sheets/master/Earthdawn%20%28FASA%20Official%29/Images/Attacks.png);} .sheet-rolltemplate-icon-attackcc::before { background-image: url(https://raw.githubusercontent.com/roll20/roll20-character-sheets/master/Earthdawn%20%28FASA%20Official%29/Images/Attacks-cc.png);} .sheet-rolltemplate-icon-damage::before { background-image: url(https://raw.githubusercontent.com/roll20/roll20-character-sheets/master/Earthdawn%20%28FASA%20Official%29/Images/Damage.png);} .sheet-rolltemplate-icon-damagecc::before { background-image: url(https://raw.githubusercontent.com/roll20/roll20-character-sheets/master/Earthdawn%20%28FASA%20Official%29/Images/Damage-cc.png);} @@ -2386,16 +2517,53 @@ margin-bottom: 0.2em; /* ####################### Print Format ################# */ +/* .sheet-PrintSpacer{ + display:none; +} */ + /* For some weird Reason, the Print format must be in between the roll templates and the API buttons. DO NOT MOVE */ @media print { /* All your print styles go here */ - /* .sheet-buffSignLeft, + +.sheet-user-root{ + background-color: white !important; +} + +.sheet-Attrib-box{ + width:100px; +} + +.sheet-Defense-box{ + width:90px; +} + +.sheet-PrintNoBreak{ +page-break-inside: avoid; +} + +.sheet-PrintNoFlex{ +display : block !important; +} + +.sheet-flex-column { +flex-direction: row; +} + +/* .sheet-PrintSpacer{ + height:200px; + display:inline-block; +} */ + + .sheet-buffSignLeft, .sheet-buffSignRight, .sheet-buffLeft, .sheet-buffRight - { display: none !important; } */ + { display: none !important; } + + .sheet-testRepOption5:not(:checked)~div .sheet-HideIfNotOption5, + .sheet-testRepOption5:not(:checked)~.repcontainer .sheet-HideIfNotOption5, /*These are the step dice, always show if print*/ .sheet-ShowIfPrint { display: inline-block !important; } @@ -2446,7 +2614,7 @@ margin-bottom: 0.2em; /* border-top: 2px double var(--outline-color); */ } - .sheet-tabMain~div .repcontainer .sheet-HideIfOverviewNoEdit, + /* .sheet-tabMain~div .repcontainer .sheet-HideIfOverviewNoEdit, .sheet-tabMain~div .sheet-HideIfOverviewNoEdit, .sheet-tabMain~div .sheet-HideIfOverview, .sheet-tabMain~div .sheet-HideIfNotOverview, @@ -2455,16 +2623,23 @@ margin-bottom: 0.2em; .sheet-tabMain~div .sheet-HideIfCombat, .sheet-tabMain~div .sheet-HideIfNotCombat { display: inline-block !important; - } + } */ + .sheet-header-iconbox, #macrobar, #macrobar_macros, #edit-button, #playerzone, + .sheet-iconlabel-white, + .sheet-icon-karma-ask, + .sheet-icon-karma-on, .sheet-icon-link-in, .sheet-icon-link-out, .sheet-icon-link-in-out, - .repcontrol, + .sheet-icon-notes, + .repcontrol + { display: none !important; } + .sheet-testEdition[value="3"]~div .sheet-HideIfEdition3, .sheet-testEdition:not([value="3"])~div .sheet-HideIfNotEdition3, .sheet-testEdition[value="4"]~div .sheet-HideIfEdition4, @@ -2475,7 +2650,9 @@ margin-bottom: 0.2em; .nav-tabs, .nav, .sheet-Creation, - .sheet-HideIfPrint, + .sheet-HideIfPrint + { display: none !important; } + .sheet-tabMain~div .repcontainer .sheet-HideIfOverviewNoEdit.sheet-HideIfPrint, .sheet-tabMain~div .sheet-HideIfOverviewNoEdit.sheet-HideIfPrint, .sheet-tabMain~div .sheet-HideIfOverview.sheet-HideIfPrint, @@ -2489,27 +2666,20 @@ margin-bottom: 0.2em; display: none !important; } - .sheet-headerbar { - color : white !important; - background-color : var(--outline-color) !important; + .charsheet .sheet-Attrib-header, + .charsheet .sheet-text-button-header, + .charsheet .sheet-headerbar { + /*color : white !important; + background-color : var(--outline-color) !important;*/ + background-color : grey !important; + border : 1px solid black; /* font-family: Papyrus, fantasy; */ font-family: 'Aladin', "Helvetica Neue", Helvetica, sans-serif; - font-weight: normal; - } - - .sheet-text-button-header { - color : var(--input-color) !important; - background-color : var(--outline-color) !important; - /* font-family: Papyrus, fantasy; */ - font-family: 'Aladin', "Helvetica Neue", Helvetica, sans-serif; - font-weight: normal; + font-weight: normal !important; + border-radius:10px; } - .sheet-leftpane, - .sheet-middlepane { - width:200px; - } .sheet-flex-container { display: flex; @@ -2517,6 +2687,11 @@ margin-bottom: 0.2em; justify-content: space-between; } +.sheet-w75px +{ width : 50px !important;} + + + } /* end media print */ /* ####################### API Format ################# */ diff --git a/Earthdawn (FASA Official)/Earthdawn.html b/Earthdawn (FASA Official)/Earthdawn.html index 1ca6eab9ce..5669d4c456 100644 --- a/Earthdawn (FASA Official)/Earthdawn.html +++ b/Earthdawn (FASA Official)/Earthdawn.html @@ -3,7 +3,7 @@ -
    -
    +
    +
    @@ -29,19 +29,96 @@ Comments JBF@CD are action/reminders to Chris - + + + + + + + +
    + + + + + + +
    + +
    + + Dropping entry from Compendium:
    +
    Creatures/Spirits/NPCs/Dragons : Drop directly to the VTT to create new character. +
    Discipline : Will update the Discipline (if already exist) or add it. +
    Powers : Will update (if name already exists) or create a new Power. Don't forget to update max number of Karma. +
    Goods and Services : Will add to the inventory (increase quantity if name already exists). Will also create secondary entries (Weapon, Armor, Blood charm ...etc). +
    Magic : Will add Matrix or Thread Items. +
    Masks : Will Apply the Mask. +
    Races : Will update the Race. +
    Skills : Will update (if name already exists) or create a new Talent. Don't forget to update max number of Karma. +
    Spells : Will update (if name already exists) or create a new Spell. +
    Talents : Will update (if name already exists) or create a new Talent. Don't forget to update Origin, and max number of Karma. +
    Weapon : Will create a new Weapon (if Weapon is both Melee and Range, will create both). Don't forget to update max number of Karma. +
    -
    -
    - +
    +
    +
    + +
    +
    + Karma +
    +
    +
    +
    +
    +
    + Max: + + +
    +
    + Step: + + +
    +
    +
    +
    +
    +
    + + + + -
    +
    -
    @@ -86,7 +162,6 @@ Comments JBF@CD are action/reminders to Chris
    -
    @@ -174,13 +249,14 @@ Comments JBF@CD are action/reminders to Chris
    -
    + - + value="!Earthdawn~ charID: @{character_id}~ ForEach~ Damage : ?{Damage to be applied : |1} : ?{Armor| Physical,PA| Mystic,MA| Nat PA,PA-Nat| Nat MA,MA-Nat| None,NA} : ?{Apply Damage - Type of damage |Damage|Stun|Strain}" >Damage Damage
    -
    +

    @@ -361,12 +444,12 @@ Comments JBF@CD are action/reminders to Chris title="@{Damage-Unc-Rating}: Unconscious Rating. If take more damage (Stun or Normal) than this, character is unconscious." type="number">
    -
    -
    +
    +
    -
    +

    + + + +
    +
    Health Rating
    +
    + +
    +
    +
    + : + +
    +
    + : + +
    +
    +
    +
    +
    + + + +
    + value="!Earthdawn~ charID: @{character_id}~ ForEach~ Damage : ?{Damage to be applied : |1} : ?{Armor| Physical,PA| Mystic,MA| Nat PA,PA-Nat| Nat MA,MA-Nat| None,NA} : Stun" >Stun Stun
    @@ -404,14 +518,16 @@ Comments JBF@CD are action/reminders to Chris
    - +
    -
    -
    +
    +
    -
    -
    +
    +
    + + @@ -476,22 +592,22 @@ Comments JBF@CD are action/reminders to Chris - - - - + + + + + + + + + + + + +
    + +
    + + +
    +
    + + -
    - Overview - Combat - - - Talents - Powers - - Knacks - Skills - - Spell - Equipment - - Notes - Legend - Parameters -
    - @@ -796,16 +923,19 @@ Comments JBF@CD are action/reminders to Chris + +
    - -
    -
    -
    + +
    + +
    +
    Attributes -
    +
    @@ -815,37 +945,41 @@ Comments JBF@CD are action/reminders to Chris
    2- Generate Attributes.
    -
    +
    Attribute Points:
    Karma Points :   
    - Spend Attributes points or set the Step +
    +
    Spend Attributes points or set the Step
    + +
    + Attributes: directly set the Attribute Steps
    -
    +
    -
    + +
    Race:
    -
    + Creation Pts:
    +
    + Creation:
    = + type="number">   = 
    @@ -853,7 +987,7 @@ Comments JBF@CD are action/reminders to Chris
    -
    @@ -902,15 +1036,14 @@ Comments JBF@CD are action/reminders to Chris + - - +
    -
    +

    - + @@ -1018,7 +1151,7 @@ Comments JBF@CD are action/reminders to Chris
    -
    +
    LP Incr.:
    @@ -1037,23 +1170,22 @@ Comments JBF@CD are action/reminders to Chris
    -
    +
    Race:
    -
    + Creation Pts:
    +
    + Creation:
    = + type="number">   = 
    @@ -1061,7 +1193,7 @@ Comments JBF@CD are action/reminders to Chris
    -
    @@ -1115,7 +1247,7 @@ Comments JBF@CD are action/reminders to Chris
    -
    +

    - + @@ -1221,7 +1353,7 @@ Comments JBF@CD are action/reminders to Chris
    -
    +
    LP Incr.:
    @@ -1240,23 +1372,22 @@ Comments JBF@CD are action/reminders to Chris
    -
    +
    Race:
    -
    + Creation Pts:
    +
    + Creation:
    = + type="number">   = 
    @@ -1264,7 +1395,7 @@ Comments JBF@CD are action/reminders to Chris
    -
    @@ -1318,7 +1449,7 @@ Comments JBF@CD are action/reminders to Chris
    -
    +

    - + @@ -1425,7 +1556,7 @@ Comments JBF@CD are action/reminders to Chris
    -
    +
    LP Incr.:
    @@ -1444,30 +1575,29 @@ Comments JBF@CD are action/reminders to Chris
    -
    +
    Race:
    -
    + Creation Pts:
    +
    + Creation:
    = + type="number">   = 
    -
    @@ -1520,7 +1650,7 @@ Comments JBF@CD are action/reminders to Chris
    -
    +

    - + @@ -1626,7 +1756,7 @@ Comments JBF@CD are action/reminders to Chris
    -
    +
    LP Incr.:
    @@ -1645,23 +1775,22 @@ Comments JBF@CD are action/reminders to Chris
    -
    +
    Race:
    -
    + Creation Pts:
    +
    + Creation:
    = + type="number">   = 
    @@ -1669,7 +1798,7 @@ Comments JBF@CD are action/reminders to Chris
    -
    @@ -1723,7 +1852,7 @@ Comments JBF@CD are action/reminders to Chris
    -
    +

    - + @@ -1828,7 +1957,7 @@ Comments JBF@CD are action/reminders to Chris
    -
    +
    LP Incr.:
    @@ -1846,23 +1975,22 @@ Comments JBF@CD are action/reminders to Chris
    -
    +
    Race:
    -
    + Creation Pts:
    +
    + Creation:
    = + type="number">   = 
    @@ -1870,7 +1998,7 @@ Comments JBF@CD are action/reminders to Chris
    -
    @@ -1924,7 +2052,7 @@ Comments JBF@CD are action/reminders to Chris
    -
    +

    - + @@ -2028,7 +2156,7 @@ Comments JBF@CD are action/reminders to Chris
    -
    +
    LP Incr.:
    @@ -2048,14 +2176,14 @@ Comments JBF@CD are action/reminders to Chris -
    +
    3- Characteristics.
    -
    +
    Automatically Calculated
    -
    Defenses +
    Charact.
    - -
    - - - -
    -
    -
    Phys. Def.
    -
    -
    - - - - + - - - - - - - - - - + - - - -
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    - - - : - - - PD-B: - - - - - - - -
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    Myst. Def.
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    - - - - + - - - - - - - + - - - -
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    - - - : - - - MD-B: - - - - - - - - - - -
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    Soc. Def.
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    - - - - + - - - - - - - - - + - - - -
    -
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    - - - : - - - SD-B: - - - - - - - -
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    Armor
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    Phys. Arm.
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    - - - - + - - - - - - - + - - - -
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    Myst. Arm.
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    - - - - + - - - - - - - + - - - -
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    - - : - - - -
    - - - -
    Others
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    + +
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    -
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    +
    @@ -2366,8 +2227,19 @@ Comments JBF@CD are action/reminders to Chris
    + +
    + +
    +
    +
    + +
    @@ -2418,7 +2290,7 @@ Comments JBF@CD are action/reminders to Chris - + @@ -2466,28 +2338,410 @@ Comments JBF@CD are action/reminders to Chris + + +
    +
    +
    + + +
    +
    +
    + + + + NA + +
    + +
    + + + NA +
    +
    +
    +
    + +
    +
    + + + -
    +
    + + +
    + + +
    + JumpUp + + + + value="@{RollType} &{template:rolltargetnumber} {{header=@{charName}: Jump Up}} {{target_number=[[6]]}} {{Step=[[?{Step|@{Dex}+(@{condition-KnockedDown}*3)+ @{Jumpup-Adjust} -@{Armor-IP}}]] + [[?{Bonus or Karma Step|0}]]}} {{Result=[[ [[floor({?{Step}-8,0}kh1 / 11)]]d20! + [[ [[{1e3, 7}=[[{?{Step}, 0}kh1]] ]] + [[{6, 7, 7, 8, 9, 10, 11}=[[{((?{Step}-8) % 11)+1,0}kh1]] ]] ]]d12! + [[ [[{1e3, 6}=[[{?{Step}, 0}kh1]] ]] + [[{4, 5, 5, 6, 11}=[[{((?{Step}-8) % 11)+1,0}kh1]] ]] ]]d10! + [[ [[{1e3, 5}=[[{?{Step}, 0}kh1]] ]] + [[{2, 3, 3, 4, 9, 10, 10, 11}=[[{((?{Step}-8) % 11)+1,0}kh1]] ]] ]]d8! + [[ [[{1e3, 4}=[[{?{Step}, 0}kh1]] ]] + [[{1, 1, 2, 8, 8, 9}=[[{((?{Step}-8) % 11)+1,0}kh1]] ]] ]]d6! + [[{1, 2, 3}=[[{?{Step}, 0}kh1]] ]]d4! - [[{1, 2}=[[{?{Step}, 0}kh1]] * (3 - [[{?{Step}, 0}kh1]])]] + [[floor({?{Bonus or Karma Step}-8,0}kh1 / 11)]]d20! + [[ [[{1e3, 7}=[[{?{Bonus or Karma Step}, 0}kh1]] ]] + [[{6, 7, 7, 8, 9, 10, 11}=[[{((?{Bonus or Karma Step}-8) % 11)+1,0}kh1]] ]] ]]d12! + [[ [[{1e3, 6}=[[{?{Bonus or Karma Step}, 0}kh1]] ]] + [[{4, 5, 5, 6, 11}=[[{((?{Bonus or Karma Step}-8) % 11)+1,0}kh1]] ]] ]]d10! + [[ [[{1e3, 5}=[[{?{Bonus or Karma Step}, 0}kh1]] ]] + [[{2, 3, 3, 4, 9, 10, 10, 11}=[[{((?{Bonus or Karma Step}-8) % 11)+1,0}kh1]] ]] ]]d8! + [[ [[{1e3, 4}=[[{?{Bonus or Karma Step}, 0}kh1]] ]] + [[{1, 1, 2, 8, 8, 9}=[[{((?{Bonus or Karma Step}-8) % 11)+1,0}kh1]] ]] ]]d6! + [[{1, 2, 3}=[[{?{Bonus or Karma Step}, 0}kh1]] ]]d4! - [[{1, 2}=[[{?{Bonus or Karma Step}, 0}kh1]] * (3 - [[{?{Bonus or Karma Step}, 0}kh1]])]] ]]}}"> + JumpUp + + + +
    -
    - - -
    -
    + + + + + + + + + + + + +
    +
    +
    Phys. Def.
    +
    +
    + + + + + + + + + + + + + + + + + + + +
    +
    + +
    +
    +
    +
    + +
    +
    + + + : + + + PD-B: + + + + + + + + + +
    +
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    Myst. Def.
    +
    +
    + + + + + + + + + + + + + + + + +
    +
    + +
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    +
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    + +
    +
    + + + : + + + MD-B: + + + + + + + + + + +
    + +
    +
    Soc. Def.
    +
    +
    + + + + + + + + + + + + + + + + + + +
    +
    + +
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    +
    + +
    + +
    + +
    + + + : + + + SD-B: + + + + + + + + + + + + + + + +
    +
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    Phys. Arm.
    +
    +
    + + + + + + + + + + + + + + + + +
    +
    + +
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    + +
    + + + + + + + : + + + + + +
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    Myst. Arm.
    +
    +
    + + + + + + + + + + + + + + + + +
    +
    + +
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    + +
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    + + : + + + +
    + + + +
    @@ -2604,7 +2858,7 @@ Comments JBF@CD are action/reminders to Chris - + + @@ -2662,7 +2916,7 @@ Comments JBF@CD are action/reminders to Chris - + + @@ -2714,114 +2968,132 @@ Comments JBF@CD are action/reminders to Chris
    - - - -
    -
    - Steps -
    -
    -
     1 
    D4-2
     16 
    D12+D8+D6
    -
     2 
    D4-1
     17 
    D12+2D8
    -
     3 
    D4
     18 
    D12+D10+D8
    -
     4 
    D6
     19 
    D20+2D6
    -
     5 
    D8
     20 
    D20+D8+D6
    -
     6 
    D10
      21 
    D20+2D8
    -
     7 
    D12
      22 
    D20+D10+D8
    -
     8 
    2D6
      23 
    D20+2D10
    -
     9 
    D8+D6
      24 
    D20+D12+D10
    -
     10 
    2D8
      25 
    D20+2D12
    -
     11 
    D10+D8
      26 
    D20+D12+2D6
    -
     12 
    2D10
      27 
    D20+D12+D8+D6
    -
     13 
    D12+D10
      28 
    D20+D12+2D8
    -
     14 
    2D12
      29 
    D20+D12+D10+D8
    -
     15 
    D12+2D6
      30 
    2D20+2D6
    -
    -
    + + -
    +
    + + + -
    +
    -
    0- Choose between Building a Hero (Select PC) / or creating a Foe (Select NPC, or Mook)
    -
    - PC? - - - -
    To Import a Creature and/or a Mask from Book copy and Paste description (starting with name) into this tiny text box. Note that for Spirits, it is important to set the Discipline to Spirit and Circle to the SR first.
    - Creature : -
    - Mask:       -
    -
    +
    +
    + 0- Choose between Building a Hero (Select PC) / or creating a Foe (Select NPC, or Mook) / or an Object +
    + +
    +
    +
    +
    + PC? + +
    +
    +
    To Import a Creature from Book copy and Paste description (starting with name) into this tiny text box. Note that for Spirits, once imported, you can adjust the Spirit Strength rating to adjust some of the characteristics.
    + + +
    Creature :
    +
    + + +
    + Masks: +
    + This section records the masks and other automatic modifiers, so that you can add / import / delete them. + Deleting will reverse the modifications to values (Attributes, Characteristics, Ranks), but doesn't delete Powers and Maneuvers +
    +
    + + +
    + + + + +
    +
    +
    + + +
    + + +
    +
    +
    + + + +
    +
    + + + +
    + + +
    Overview
    +
    Talents, Knacks and Skills
    +
    Powers
    +
    + + + + +
    +
    +
    - -
    -
    - - - -
    - Overview -
    - - -
    -
    -
    - -
    - -
    -
    - - - -
    - Combat -
    - -
    -
    -
    -
    +
    Header Parameters
    Karma: Auto Mode : @@ -2839,7 +3111,7 @@ Comments JBF@CD are action/reminders to Chris - Wound Treshold : @@ -2856,7 +3128,7 @@ Comments JBF@CD are action/reminders to Chris
    Left Panes Parameters
    - + Attributes - Effect and Action Toggle: + + Overview & Combat- Misc Pools and Movement
    - + +
    +
    + Optional Displays : + +
    @@ -2900,728 +3183,302 @@ Comments JBF@CD are action/reminders to Chris
    1- Choose a Race and Discipline
    -
    Racial Abilities will be automatically added
    +
    Racial Abilities will be automatically added
    - -
    +
    + -  Discipline / Other  +  Discipline / Other  + Type  Circle  - Durability + Durability
    - - - - - - - - - - - - - + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
    -
    - + + + + -   -   - - - - - - + + + + + +   + + + + + + + + + - + + + + + + + + + + + + + + + + + + + - - - - - + + + - + Add Talents starting at Circle : + + +
    -
    - - Base Discipline : - - -
    + + +
    + Base Discipline : + +
    + + + + + +
    + Homebrew +
    - -
    - -  Discipline / Other  - Circle - -
    - -
    - - - - -   - - - - - - - - - - - - - - - - -
    -
    +
    Race - + Karma + + Chlng Rtng + Spirit Rtng + + + "Durability" +
    - - + + + + + + + + + + + + + + + + + + + + + + + + + + + +
    + Homebrew +
    - - Flight: - -
    +
    + Movement -
    - - - - - - - + + + + Flight + + + + Fly Move + +
    + + + + + + + + + + + + + +
    - -
    - - Passion:  - -
    - -
    - -
    - - Passion:  - -
    - -
    - - -
    -
    Health Adjustments
    -
    -
    For NPCs, you can here set some adjustment to the health values - Note that to manually set attributes, you can enter a temporary buff and use the function "Set Adjustments" that will transfer the temporary buff as permanent adjustment
    -
    -
    - Unconscious Rating: - - Death Rating: - - Wound Threshold: - - - Recovery Tests/day:  - - Recovery Step: - -
    -
    -
    -
    - - -
    - -
    -
    -
    - Creature & Opponent Maneuvers : -
    -
    - - - Hardened Armor - - - - Grab and Bite - - - - Hamstring - - - - Overrun - - - - Pounce - - - - Squeeze the Life - - - - Fury - - - - Resist Pain - - - - Willful - - - - Ambush - - - - Dive/Charge - -
    -
    - - - Clip the Wing - - - - Crack the Shell - - - - Defang - - - - Enrage - - - - Provoke - - - - Pry Loose - -
    - -
    -
    - - - - - - - - - - - -
    - -
    - -
    -
    -
    - - -
    - -
    -
    Movement
    -
    - - - - + - - - - - - - - - - - - - - + - - - -
    -
    - - - - -
    -
    - -
    -
    Flying Alt.
    -
    - -
    -
    -   -
    -
    - - - -
    - - - - -
    - - - - - - + - - - -
    -
    - - - - - - + - - - -
    -
    - - -
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    - -
    -
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    - - -
    Weapons and Attacks
    - - -
    -
    - -
    -
    - Nb Actions: - - - - - - - - - - - - + - - - - - - - + - - - - -
    - - -
    - -
    - - - - - - - - - - - - - - - - - - - + - - - - - - - + - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    -
    -
    -
    - - -
    + +
    Talents, Knacks and Skills Powers @@ -3664,14 +3521,27 @@ Comments JBF@CD are action/reminders to Chris
    -
    4- Assign Talent Ranks
    +
    4- Assign Power Ranks
    +
    4- Assign Talent Ranks
    -
    Add below the Talents of your discipline, and spend 8 Ranks. Remaining Points : +
    + Add below the Talents of your discipline, and spend 8 Ranks. Remaining Points :
    +
    Discipline Talents can quickly be added by the "Add Talents" button. Note that with API, the links for Free Talents will be automatically created, but may not appear until the sheet is closed and reopened. Matrixes are set in the "Spells" Section
    +
    For NPCs and Creatures, quickly set all Talent/Power Ranks to : + + +
    @@ -3739,6 +3609,15 @@ Comments JBF@CD are action/reminders to Chris
    Repeating Sections Parameters
    +
    + Step Dice : + + +
    +
    Modifier Exceptions : +
    +
    + Optional Displays : + + +
    - Use All Talents to Advance (PG p453) : + Optional Rule - Use All Talents to Advance (PG p453) :
    -
    +
    @@ -3787,538 +3678,269 @@ Comments JBF@CD are action/reminders to Chris In Talents all Talents are shown without exception. In Overview all the talents are shown, except the spellcasting talents, because they are also shown in a duplicated repeating_talents fieldset located in the section-Spells In Combat, only the talents with the CombatSlot checked are shown, and spellcasting talents are not shown for the same reason as overview --> -
    +
    + + + +
    +
    + Steps +
    +
    +
     1 
    D4-2
     16 
    D12+D8+D6
    +
     2 
    D4-1
     17 
    D12+2D8
    +
     3 
    D4
     18 
    D12+D10+D8
    +
     4 
    D6
     19 
    D20+2D6
    +
     5 
    D8
     20 
    D20+D8+D6
    +
     6 
    D10
      21 
    D20+2D8
    +
     7 
    D12
      22 
    D20+D10+D8
    +
     8 
    2D6
      23 
    D20+2D10
    +
     9 
    D8+D6
      24 
    D20+D12+D10
    +
     10 
    2D8
      25 
    D20+2D12
    +
     11 
    D10+D8
      26 
    D20+D12+2D6
    +
     12 
    2D10
      27 
    D20+D12+D8+D6
    +
     13 
    D12+D10
      28 
    D20+D12+2D8
    +
     14 
    2D12
      29 
    D20+D12+D10+D8
    +
     15 
    D12+2D6
      30 
    2D20+2D6
    +
    +
    + + -
    +
    + + -
    +
    -
    + +
    +
    + + + + + + + + + +
    + + + + +
     Talent Name   Power Name    Type  - -  Rank  +  Rank   Rank  -  Attribute  + Add SR +  Attribute   Step  + Dice  Target  -  Origin  - Actn - Stn - Kma - DP +  Origin  + Actn + Stn + Kma + DP
    + + - + + + - - + - + + + - - + - - - - + + + + - - + - + - - - - - - + + + - - + - + - + + - + - - + + - - + - - + + + + + - + + + + + - + + - - + - - - + - - + - - - - - - - - - + + + + - - - - - - + - - + + - - + + + - - - + + + + + + + + + + + + + + + + + + + + - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - + - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - + + + +
    + +
    -
    +
    -
    + +
    @@ -4338,6 +3960,8 @@ Comments JBF@CD are action/reminders to Chris + +
    @@ -4360,7 +3984,7 @@ Comments JBF@CD are action/reminders to Chris - +
    @@ -4386,7 +4010,7 @@ Comments JBF@CD are action/reminders to Chris - + @@ -4433,7 +4057,7 @@ Comments JBF@CD are action/reminders to Chris - + + @@ -4441,16 +4065,30 @@ Comments JBF@CD are action/reminders to Chris - + title="@{repeating_talents_X_T_btnSetLink} Set the Links for this Talent. Links allow to automatically add the Rank of another Talent, Knack, Thread Item or Other to the Effective Rank of this Talent"> --> + + + + + + + + - + + + @@ -4576,7 +4219,9 @@ Comments JBF@CD are action/reminders to Chris + + @@ -4597,7 +4242,7 @@ Comments JBF@CD are action/reminders to Chris - + @@ -4677,14 +4322,38 @@ Comments JBF@CD are action/reminders to Chris - + + + + - + @@ -4693,7 +4362,7 @@ Comments JBF@CD are action/reminders to Chris @@ -4701,57 +4370,57 @@ Comments JBF@CD are action/reminders to Chris - - + + - + - - - - - - - - - - - - + + + + + + + + + + + + - + @@ -4800,7 +4469,7 @@ Comments JBF@CD are action/reminders to Chris - + + + + @@ -4835,39 +4511,65 @@ Comments JBF@CD are action/reminders to Chris
    - -
    - Import : - -
    + + + + +
    + +
    Create Talents:
    + + + + + + + + + + + + + + + + +
    + -
    +
    -
    - +
    + Max Karma Allowed - + Karma Required: - + Max DP Allowed - + DP Required: @@ -4876,6 +4578,18 @@ Comments JBF@CD are action/reminders to Chris +
    + +
    + + Other Origins : + + + + + + +
    @@ -4932,22 +4646,14 @@ Comments JBF@CD are action/reminders to Chris
    - Vision Based : - - + Defensive : - Resistance : - - +
    @@ -4962,7 +4668,7 @@ Comments JBF@CD are action/reminders to Chris - + @@ -4970,6 +4676,7 @@ Comments JBF@CD are action/reminders to Chris + @@ -5015,11 +4722,28 @@ Comments JBF@CD are action/reminders to Chris + + + + +
    @@ -5027,14 +4751,34 @@ Comments JBF@CD are action/reminders to Chris -
    +
    +
    -
    + + + +
    +
    Suggested Powers
    +
    This are suggested powers as per the Creature/Spirit/Dragon/Horror Description. Clicking the button will add them all. Refer to the detailed description to know how many are available
    +
    + + + + +
    +
    +
    @@ -5045,6 +4789,7 @@ Comments JBF@CD are action/reminders to Chris +
    @@ -5081,12 +4826,13 @@ Comments JBF@CD are action/reminders to Chris  Rank   Attribute   Step  + Dice  Target   Origin  Actn Stn - Kma - DP + Kma + DP
    @@ -5105,7 +4851,7 @@ Comments JBF@CD are action/reminders to Chris value="!Earthdawn~ charID: @{character_id}~ Target: @{NAC_Target-TA}~ @{NAC_RollType}~ foreach:sct:ust:c~ modValue : @{NAC_ModPrefix}{Modification|0} ~ K-ask: @{KarmaGlobalMode}@{NAC_Karma-Ask}: @{DPGlobalMode}@{NAC_DP-Ask} ~Action: NAC: @{NAC_RowID}" title="%{selected|Roll_NAC_Roll} Roll this Knack Test. This version uses NAC_Target-TA instead of NAC_Target. on ?D1- target type it will try to get a Token ID.">Roll @@ -5131,7 +4877,7 @@ Comments JBF@CD are action/reminders to Chris - + @@ -5159,7 +4905,7 @@ Comments JBF@CD are action/reminders to Chris - + @@ -5195,15 +4941,21 @@ Comments JBF@CD are action/reminders to Chris - + title="@{repeating_knacks_X_NAC_btnSetLink} Set the Links for this Knack. Links allow to automatically add the Rank of another Knack, Knack, Thread Item or Other to the Effective Rank of this Knack"> --> + - + title="@{repeating_knacks_X_NAC_btnSetLink} Set the Links for this Knack. Links allow to automatically add the Rank of another Knack, Knack, Thread Item or Other to the Effective Rank of this Knack"> --> + @@ -5244,6 +4996,10 @@ Comments JBF@CD are action/reminders to Chris + + + + @@ -5364,7 +5120,7 @@ Comments JBF@CD are action/reminders to Chris - + @@ -5398,39 +5154,39 @@ Comments JBF@CD are action/reminders to Chris - - + + - + @@ -5438,7 +5194,7 @@ Comments JBF@CD are action/reminders to Chris - + @@ -5504,6 +5260,11 @@ Comments JBF@CD are action/reminders to Chris + + + + + @@ -5519,7 +5280,7 @@ Comments JBF@CD are action/reminders to Chris
    -
    +
    Max Karma Allowed : @@ -5557,6 +5318,12 @@ Comments JBF@CD are action/reminders to Chris +
    @@ -5622,22 +5389,13 @@ Comments JBF@CD are action/reminders to Chris - Vision Based : - - + Defensive : - Resistance : - -
    @@ -5674,11 +5432,21 @@ Comments JBF@CD are action/reminders to Chris Special Effects + +
    @@ -5698,9 +5466,9 @@ Comments JBF@CD are action/reminders to Chris
    -
    5- Assign Skill Ranks
    +
    5- Assign Skill Ranks
    -
    2 Rks Knowledge, 1 Rk Artisan, 2 Rks Speak Language, 1Rk R/W Language, 8 Rks Others . Remaining : +
    2 Rks Knowledge, 1 Rk Artisan, 2 Rks Speak Language, 1Rk R/W Language, 8 Rks Others . Remaining : +
    +
    @@ -5725,170 +5494,192 @@ Comments JBF@CD are action/reminders to Chris  Rank   Attribute   Step  + Dice  Target   Origin  Actn Stn - Kma - DP + Kma + DP
    - - - - - - - - - - - - - - - - - - + + + + + + + + + + + + + + + + + + + + + + + + - - - - - - - - - - - - - - - - - - - - - - - - - - - + + + + + + + + - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + @@ -6086,9 +5877,9 @@ Comments JBF@CD are action/reminders to Chris
    - + - @@ -6104,29 +5895,28 @@ Comments JBF@CD are action/reminders to Chris value="!Earthdawn~ charID: @{character_id}~ Target: @{SK_Target-TA}~ @{SK_RollType}~ foreach:sct:ust:c~ modValue : @{SK_ModPrefix}{Modification|0} ~ K-ask: @{KarmaGlobalMode}@{SK_Karma-Ask}: @{DPGlobalMode}@{SK_DP-Ask} ~ Action: SK: @{SK_RowID} " title="%{selected|Roll_SK_Roll} Roll this Skill Test. This version uses T_Target-TA instead of T_Target. on ?D1- target type it will try to get a Token ID.">Roll - + - + - + - @@ -6146,7 +5936,7 @@ Comments JBF@CD are action/reminders to Chris - + @@ -6155,14 +5945,14 @@ Comments JBF@CD are action/reminders to Chris title="%{selected|Roll_SK_Roll-Cha-fromSheet} Roll this Artisan Skill Test using Cha (specific to non Charisma based Artisan Skills)."> Cha - + @@ -6174,7 +5964,7 @@ Comments JBF@CD are action/reminders to Chris - + @@ -6203,7 +5993,7 @@ Comments JBF@CD are action/reminders to Chris - + @@ -6272,6 +6062,10 @@ Comments JBF@CD are action/reminders to Chris + + + + @@ -6388,8 +6182,8 @@ Comments JBF@CD are action/reminders to Chris - - + + @@ -6466,7 +6260,7 @@ Comments JBF@CD are action/reminders to Chris - + @@ -6525,7 +6319,13 @@ Comments JBF@CD are action/reminders to Chris - + + + + + + + @@ -6545,7 +6345,7 @@ Comments JBF@CD are action/reminders to Chris
    -
    +
    Max Karma Allowed : @@ -6613,7 +6413,7 @@ Comments JBF@CD are action/reminders to Chris - +
    Modifiers Exceptions - Move Based : @@ -6621,22 +6421,14 @@ Comments JBF@CD are action/reminders to Chris - Vision Based : - - + Defensive : - Resistance : - - +
    @@ -6663,9 +6455,9 @@ Comments JBF@CD are action/reminders to Chris - - - + + +
    @@ -6690,11 +6482,21 @@ Comments JBF@CD are action/reminders to Chris + +
    @@ -6714,7 +6516,7 @@ Comments JBF@CD are action/reminders to Chris -
    +
    Languages Known
    @@ -6724,7 +6526,7 @@ Comments JBF@CD are action/reminders to Chris
    -
    +
    Skill @@ -6779,7 +6581,7 @@ Comments JBF@CD are action/reminders to Chris - + @@ -6803,15 +6605,15 @@ Comments JBF@CD are action/reminders to Chris - - - - - - - - - + + + + + + + + + @@ -6823,6 +6625,11 @@ Comments JBF@CD are action/reminders to Chris + + + + + @@ -6853,7 +6660,9 @@ Comments JBF@CD are action/reminders to Chris -
    +
    + +
    @@ -6881,56 +6690,35 @@ Comments JBF@CD are action/reminders to Chris
    4b- Spells, Spell Talents, and Matrixes
    -
    As a spellcaster, you have 2 Free Matrixes that do not count for your 8 Talent points. Go to your Grimoire (click Spell Tab, and then Grimoire subtab), choose +
    As a spellcaster, you have 2 Free Matrixes that do not count for your 8 Talent points. Note that with API, the links for Free Talents will be automatically created, but may not appear until the sheet is closed and reopened.
    +
    System also created a Dummy Talent "Wil" that is used for the Effect test. Do not delete it.
    +
    + You have to choose + + - Spells of Circle 1 and 2 + Spells of Circle 1 and 2. Go to your Grimoire (click Spell Tab, and then Grimoire subtab) to add them.
    - - -
    +
     Talent Name   Power Name    Rank   Step  + Dice +  Target  Stn - Kma - DP + Kma + DP
    @@ -6940,7 +6728,7 @@ Comments JBF@CD are action/reminders to Chris
    - +
    @@ -6956,6 +6744,7 @@ Comments JBF@CD are action/reminders to Chris + @@ -6990,6 +6779,11 @@ Comments JBF@CD are action/reminders to Chris + + + + + @@ -7085,7 +6879,7 @@ Comments JBF@CD are action/reminders to Chris @@ -7093,57 +6887,57 @@ Comments JBF@CD are action/reminders to Chris - - + + - + - - - - - - - - - - - - + + + + + + + + + + + + - + @@ -7319,10 +7113,10 @@ Comments JBF@CD are action/reminders to Chris
    - Matrix - Grimoire + +
    - +
    @@ -7351,6 +7145,7 @@ Comments JBF@CD are action/reminders to Chris Origin Rank D.Rat. + Spell Name
    Mat. @@ -7381,6 +7176,7 @@ Comments JBF@CD are action/reminders to Chris (p) + + + @@ -7432,9 +7235,12 @@ Comments JBF@CD are action/reminders to Chris - + title="@{repeating_matrix_X_SPM_btnSetLink} Set the Links for this Matrix. Links allow to automatically add a Discipline Circle (i.e. for Free Matrixes) or an Item Rank"> --> + @@ -7447,6 +7253,12 @@ Comments JBF@CD are action/reminders to Chris + + + + + + @@ -7466,10 +7278,7 @@ Comments JBF@CD are action/reminders to Chris - - - - + @@ -7477,6 +7286,10 @@ Comments JBF@CD are action/reminders to Chris + + + + @@ -7503,7 +7316,7 @@ Comments JBF@CD are action/reminders to Chris
    - +
    @@ -7524,32 +7337,64 @@ Comments JBF@CD are action/reminders to Chris
    Grimoire
    + + + + + + + + + + + + +
    + +
    + For quick NPC creation create all spells from Discipline + + up to Circle + + + +
    +
    -
    - All - In Matrix - Cir. 1 - Cir. 2 - Cir. 3 - Cir. 4 - Cir. 5 - Cir. 6 - Cir. 7 - Cir. 8 - Warden - Master +
    + + + + + + + + + + + +
    - Matrix + Matrix Circle Disc. @@ -7559,11 +7404,260 @@ Comments JBF@CD are action/reminders to Chris Target Range - Duration - Duration + Duration + Duration Duration Description + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
    @@ -7590,7 +7684,7 @@ Comments JBF@CD are action/reminders to Chris
    - + - + - + - - + +
    If you have a PDF copy of the book, you can copy an entire Spell description (starting with the name, and including everything) and paste it into this tiny text box. It will be parsed and whatever fields @@ -7736,24 +7830,10 @@ Comments JBF@CD are action/reminders to Chris - - - - - - - - - - - - - - - - + + + @@ -7839,8 +7925,8 @@ Comments JBF@CD are action/reminders to Chris value="!Earthdawn~ charID: @{character_id}~ ?{What Function|Add Extra Thread,chatMenu: editSpell2: @{SP_RowID}: MenuAddExtraThread|Remove Extra Thread,chatMenu: editSpell2: @{SP_RowID}: MenuRemoveExtraThread}" title="%{selected|SP_EditExtraThreadsButton} Edit this spell extraThreads."> -
    - -
    Notes
    -
    - Est. other weight: - - - -
    -
    -
    + + +
    + Weapons and Attacks +
    - -
    - -
    -
    Equipment -
    - - -
    -
    - - - -
    -
    Equipment and Inventory Parameters
    -
    - Container Management : - - -
    -
    - Blood Magic : - - -
    -
    - Mounts & Companions : - - -
    -
    - LifeStyle : - - -
    -
    - - -
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Name - - - Phys - - Myst - IP - -
    - - - - - - - - - - - - - - - - - -
    - Weight : - - - Notes : -
    - -
    -
    - -
    - - - - - - - - - - - - - - - - - - - -
    - Weight : - - - - Shatter : - - - Notes : -
    - -
    -
    - -
    - - - Size Restrictions: - - -
    - - -           - Weapon - Weapon - Dmg - Dmg - Step - Size - Stn - Kma - DP - - - -
    -
    - - - - - - - - - - - - - - - -     - - - - - - - + - - - - - - - + - - - - - - - - - + - - - - - - + - - - - - - - - - + - - - - - - - + - - - - - - - - - - - - - + +
    +
    + +
    +
    + Nb Actions: + + + - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - + + + + + + + + + + --> +
    + + +
    + +
    + + + + + + + + - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    -
    - - - -
    -
    - Thread Items and Woven Threads -
    - -
    -
    -
    - -

    Note that most of these will require adjusting entries either in stats, talents, or miscellaneous adjustments on the last tab.

    -  Items  -  Rank  -  Tier  -  Effects  -
    - - - - - - - - + + + + + - - - - -
    -
    - - - -
    -
    -
    - Blood Magic : -
    - -
    -
    -
    - -  Items     -  Dmg        -  Effects  -
    - - - - - - - - - - - - -
    -
    -
    - - - -
    -
    Mounts and other Animals -
    - -
    -
    -
    - - Name - Animal - Speed - Carry - Feed - Stable - Weight -
    - - - - - - - - - - - - - - - - - - - - - - -
    -
    -
    - - - -
    - Equipment Weight: - - -
    Lifestyle
    - Lifestyle - + + + + + + + + + + + + + + + - LS Adjust: - - - Prepaid Through: - - -
    -
    -
    -
    + + + +
    + +
    +
    + + + + -
    +
    Miscellaneous
    -
    6- Racial Abilities
    -
    Automatically Determined by your Race.
    +
    4- Common Powers and Maneuvers
    +
    To be set in Parameters/Maneuvers.
    + +
    6- Racial & Karma Abilities
    +
    Automatically Determined by your Race and Discipline.
    - + type="text" > @@ -9114,7 +8278,7 @@ Comments JBF@CD are action/reminders to Chris Pounce - + Squeeze the Life @@ -9129,13 +8293,13 @@ Comments JBF@CD are action/reminders to Chris Willful - - - Ambush + + + Ambush - - - Dive/Charge + + + Dive/Charge
    @@ -9159,8 +8323,8 @@ Comments JBF@CD are action/reminders to Chris Provoke - - + + Pry Loose
    @@ -9187,9 +8351,11 @@ Comments JBF@CD are action/reminders to Chris + +
    @@ -9199,10 +8365,10 @@ Comments JBF@CD are action/reminders to Chris
    -
    7- Equip Your Character
    -
    Basic Equipment and silver as per the Player Guide p72 has been initialized in the Equipment tab. Don't forget to pick Artisan's kit per your artisan skill
    -
    8- Flesh Out your character
    -
    Describe how he looks, and his personally traits
    +
    7- Equip Your Character
    +
    Basic Equipment and silver as per the Player Guide p72 has been initialized in the Equipment tab. Don't forget to pick Artisan's kit per your artisan skill
    +
    8- Flesh Out your character
    +
    Describe how he looks, and his personally traits
    @@ -9233,7 +8399,7 @@ Comments JBF@CD are action/reminders to Chris
    - + @@ -9258,8 +8424,8 @@ Comments JBF@CD are action/reminders to Chris -
    - +
    + @@ -9330,6 +8496,8 @@ Comments JBF@CD are action/reminders to Chris + +
    @@ -9347,7 +8515,7 @@ Comments JBF@CD are action/reminders to Chris
    Notes
    -
    +
    Age: 
    + - +
    @@ -9574,20 +8743,20 @@ Comments JBF@CD are action/reminders to Chris
    -
    +
    -
    +
    -
    +
    -
    +
    Earthdawn® by FASA Character sheet and associated API.
    Earthdawn® is the sole property of FASA Corporation, and is protected by copyright, trademark, and other intellectual property laws. You are granted a limited, revocable, non-sub-licensable right to access and use this character sheet and associated API solely for personal and non-commercial use. @@ -9602,13 +8771,13 @@ Comments JBF@CD are action/reminders to Chris -
    -
    -
    -
    +
    +
    +
    +
    -
    9- Link your Token
    -
    +
    9- 5- Link your Token
    +
    With the API, most of the functions of the sheet can be accessed directly from the Token on the map. Karma, Damage and Wounds appear as bars, status and options, and general modifiers appear as markers icons on the token, and your most common actions appear as Token Action buttons when the token is selected. In order for those functions to work properly, you need to link the character sheet with a token on the map, by selecting this token, and pressing the button below
    @@ -9616,19 +8785,43 @@ Comments JBF@CD are action/reminders to Chris value="!Earthdawn~ charID: @{character_id}~ LinkToken: ?{Standard both sets the token to display in the standard way and links the token|Standard|SetTokenOnly|LinkOnly}" title="Clicking this button will Link this Character with the selected Token on the map."> Link Token
    -
    +
    + 5- + 6- + Play the Game ! +
    +
    9- 10- Play the Game !
    -
    +
    +
    + The sheet offers a certain number of optional displays for advanced user or special cases. The default for these displays is set in the Game Default, but you can here override the default to hide/show them all +
    + Optional Displays : + + +
    +
    +
    If you created the character per the Rules, click here to exit creation and store the Free Ranks for Legend Point Tracking. + title="act_endcreation_post: Clicking this button will end the creation and set the Legend Points to 0."> Exit and Post Legend Points
    Or Here if you just want to exit without saving the LP Offset (you will have to set it manually) + title="act_endcreation_post: Clicking this button will end the creation. It will not set the LP to 0, so you need to manually set the LP-CreationOffset in the Journal so that you start with the right amount of LP.">Exit Without Posting Legend Points +
    +
    +
    @@ -9670,6 +8863,17 @@ Comments JBF@CD are action/reminders to Chris Transaction Mode : +
    + Optional Displays : + + +
    @@ -9687,7 +8891,7 @@ Comments JBF@CD are action/reminders to Chris
    Calculated Legend Point Tracking
    - Legend Points - Career : + Legend Points - Total : @@ -9780,7 +8984,7 @@ Comments JBF@CD are action/reminders to Chris
    Transaction Legend Point Tracking
    - Legend Points - Career : + Legend Points - Total : Current : @@ -9791,7 +8995,7 @@ Comments JBF@CD are action/reminders to Chris
    -
    +
    Journal Entries
    @@ -9843,10 +9047,1343 @@ Comments JBF@CD are action/reminders to Chris + +
    +
    + + + +
    + +
    +
    + + + +
    + + Equipment +
    + + +
    +
    + + + +
    +
    Equipment and Inventory Parameters
    +
    + Container Management : + + +
    +
    + Blood Magic : + + +
    +
    + Mounts & Companions : + + +
    +
    + LifeStyle : + + +
    +
    + Optional Displays : + + +
    +
    + + +
    + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + Armor/Shield + Phys + Myst + IP + Equip + + +
    + + + + + +
    + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + X + + + + + + + + + + + + + +
    + + + + + Shatter : + + + + Notes : +
    + +
    +
    +
    + + + + +
    + + + Size Restrictions: + + +
    + + +           + Weapon + Weapon + Dmg + Dmg + Add SR + Step + Dice + Size + Stn + Kma + DP + + + +
    +
    + + + + + + + + + + + + + + + +     + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
    +
    + + + + + Type : + + + + + + + + + Max Karma : + + + Max DP : + + +
    + + + +
    + Staging : +
    + +
    + Link : + + + + + + + + + + +
    +
    + +
    +
    +
    +
    + + + +
    +
    + Thread Items and Woven Threads +
    + +
    +
    +
    + +

    Note that most of these will require adjusting entries either in stats, talents, or miscellaneous adjustments on the last tab.

    +  Items  +  Rank  +  Tier  +  Effects  +
    + + + + + + + + + + + + + + + + + + + + + + + + + +
    + Ranks known (Item History) : + + + +
    + + + + +
    +
    + + + # + Key/Test Knowledge + Done + Rank Effect +
    +
    + + +
    + + + + 1- + + + + + + + + + +
    + +
    + + + + 2- + + + + + + + + + + +
    + + + + 3- + + + + + + + + + + +
    + + + + 4- + + + + + + + + + + +
    + + + + 5- + + + + + + + + + + +
    + + + + 6- + + + + + + + + + + +
    + + + + 7- + + + + + + + + + + +
    + + + + 8- + + + + + + + + + + +
    + + + + 9- + + + + + + + + + + +
    + + + + 10- + + + + + + + + + + +
    + + + + 11- + + + + + + + + + + +
    + + + + 12- + + + + + + + + + + +
    + + + + 13- + + + + + + + + + + +
    + + + + 14- + + + + + + + + + + +
    + + + + 15- + + + + + + + + + +
    + +
    + +
    + +
    + +
    + +
    + +
    + +
    + +
    + +
    + +
    + +
    + +
    + +
    + +
    + + +
    +
    + + + +
    +
    +
    + Blood Magic : +
    + +
    +
    +
    + +  Items     +  Dmg        +  Effects  + + + + + + + + + + + + + + + + + + + +
    + + + + + + + + + + + + + + + + + +
    +
    +
    + + + +
    +
    Mounts and other Animals +
    + +
    +
    +
    + + Name + Animal + Speed + Carry + Feed + Stable + Weight +
    + + + + + + + + + + + + + + + + + + + + + + + + + + + +
    +
    +
    + + + +
    + Equipment Weight: + + + +
    Lifestyle
    + Lifestyle + + + LS Adjust: + + + Prepaid Through: + + +
    +
    + + +
    + + +
    Inventory
    + +
    +
    + + Carried/Capacity: + / + +
    +
    + : + + : + + : + +
    +
    + + +
    + + +
    Notes
    +
    + Est. other weight: + + + +
    +
    +
    + +
    + +
    + + + + -
    +
    -
    +
    Parameters
    -
    -
    - Character - Maneuvers - Sheet - R.Notes - Help +
    +
    + + + + +
    -
    -
    Character Adjustments
    +
    +
    Character Adjustments
    i -
    +
    PC / NPC? - + +
    -
    +
    Maximum Karma Allowed : @@ -10156,7 +10695,7 @@ Comments JBF@CD are action/reminders to Chris
    -
    +
    Defense&Armor: PD @@ -10199,7 +10738,7 @@ Comments JBF@CD are action/reminders to Chris - +

    @@ -10246,7 +10785,7 @@ Comments JBF@CD are action/reminders to Chris DP Step Carry Movement - + Fly Mov Reknown Reputation @@ -10326,7 +10865,7 @@ Comments JBF@CD are action/reminders to Chris - + @@ -10353,8 +10892,8 @@ Comments JBF@CD are action/reminders to Chris title="@{Misc-DefStance-Penalty}: When in Defensive Stance, what is penalty to the characters Action Tests? This is usually minus three.">
    -
    - Agressive Attack +
    + Aggressive Attack @@ -10367,7 +10906,7 @@ Comments JBF@CD are action/reminders to Chris
    - + + Masks +
    + This section tracks the masks and other automatic modifiers, so that you can delete them. + Deleting will reverse the modifications to values (Attributes, Characteristics, Ranks), but doesn't delete Powers and Maneuvers
    +
    +
    + + +
    +
    +
    @@ -10388,73 +10942,83 @@ Comments JBF@CD are action/reminders to Chris
    -
    Special Maneuvers
    +
    Special Maneuvers & Powers
    For creatures, document here the special maneuvers that the creature have. This will control how control icons will be displayed, and how maneuver options are offered in combat
    - Creature Maneuvers + Creature Powers
    - Hardened Armor + Hardened Armor : + + Flight : + + + Fury : + + + Resist Pain : + + + Willful : + + + Ambush : + + + Dive/Charge : + +
    + + Creature Maneuvers +
    - Grab and Bite + Grab and Bite : - Hamstring + Hamstring : - Overrun + Overrun : - Pounce + Pounce : - Squeeze the Life - -
    -
    - - Fury - - - Resist Pain - - - Willful - - - Ambush - - - Dive/Charge + Squeeze the Life : + + Tail Attack : + +
    + Opponent Maneuvers
    - Clip the Wing + Clip the Wing : - Crack the Shell + Crack the Shell : - Defang + Defang : - Enrage + Enrage : - Provoke + Provoke : - Pry Loose + Pry Loose :
    @@ -10481,9 +11045,11 @@ Comments JBF@CD are action/reminders to Chris + +
    @@ -10496,13 +11062,13 @@ Comments JBF@CD are action/reminders to Chris Horror Powers
    - Corrupt Karma + Corrupt Karma : - Cursed Luck + Cursed Luck : @@ -10513,12 +11079,12 @@ Comments JBF@CD are action/reminders to Chris
    -
    +
    - -
    -
    Sheet and API parameters
    -
    + +
    +
    Sheet and API parameters
    +
    Sheet Options
    @@ -10547,7 +11113,7 @@ Comments JBF@CD are action/reminders to Chris @@ -10557,6 +11123,13 @@ Comments JBF@CD are action/reminders to Chris + + + +

    @@ -10580,7 +11153,7 @@ Comments JBF@CD are action/reminders to Chris - + @@ -10624,18 +11200,18 @@ Comments JBF@CD are action/reminders to Chris value="@{SpecialFunction}" >Do SF - - +
    Test worker thread - Change this one. @@ -10650,10 +11226,10 @@ Comments JBF@CD are action/reminders to Chris
    General Information
    - + - + Edition :
    -
    + +
    + API messages +
    + + + +
    +
    +
    -
    -
    Release Notes
    -
    +
    +
    Release Notes
    +
    This section will sometimes give important instructions about actions that must be taken to keep the character sheet working correctly with the new version.
    - + Note that by principle, upon release of a new version, the sheet only updates parameters that are necessary to keep the sheet working. It doesn't lookup in the compendium or local database for updates of your existing Talents, Skills, Knacks and Spells. This avoids to overwrite any personal setting or note that you would have taken. +
    If you want to lookup in the compendium for any of your existing Talents, Knacks, Skills or Spells, just drop them from the compendium, or add a space at the end of the name. + Entries that have been looked up in the compendium are recognizeable by the (i) button that opens their compendium page. +
    If you want the sheet to lookup all your Talents, Knacks, Skills and Spells, and overwrite the settings by the data of the compendium, press the following button (this can be useful after importing a character from an older version, buying a new compendium expansion, or switching to the API mode). Beware of the Claw Shape Talent where the Rank-Adjust will be set back to 3. +
    + + + +
    -
    + +
    @@ -10807,7 +11417,7 @@ Comments JBF@CD are action/reminders to Chris i
    - : Option Agressive Attack + : Option Aggressive Attack : Option Defensive Stance @@ -10830,9 +11440,9 @@ Comments JBF@CD are action/reminders to Chris : Range - Long - + : Blindsided @@ -10848,7 +11458,7 @@ Comments JBF@CD are action/reminders to Chris : Entangled - Grappled - + : Darkness @@ -10857,8 +11467,8 @@ Comments JBF@CD are action/reminders to Chris : Cover - - : Option Tail Attack (T'Skrang) + + : Option Tail Attack (T'skrang) : Poisoned @@ -10887,6 +11497,7 @@ Comments JBF@CD are action/reminders to Chris
    +
    @@ -10944,7 +11555,7 @@ Comments JBF@CD are action/reminders to Chris diff --git a/Earthdawn (FASA Official)/Images/EARTHDAWN LOGO 6.5 Middlewings - FINAL-cropped.png b/Earthdawn (FASA Official)/Images/EARTHDAWN LOGO 6.5 Middlewings - FINAL-cropped.png new file mode 100644 index 0000000000..4b143e4063 Binary files /dev/null and b/Earthdawn (FASA Official)/Images/EARTHDAWN LOGO 6.5 Middlewings - FINAL-cropped.png differ diff --git a/Earthdawn (FASA Official)/Images/ED4_button.png b/Earthdawn (FASA Official)/Images/ED4_button.png new file mode 100644 index 0000000000..2bf72d67ee Binary files /dev/null and b/Earthdawn (FASA Official)/Images/ED4_button.png differ diff --git a/Earthdawn (FASA Official)/Images/ED_logo_black_jaustin_20220926.png b/Earthdawn (FASA Official)/Images/ED_logo_black_jaustin_20220926.png new file mode 100644 index 0000000000..92d9b790d4 Binary files /dev/null and b/Earthdawn (FASA Official)/Images/ED_logo_black_jaustin_20220926.png differ diff --git a/Earthdawn (FASA Official)/Images/ED_logo_white_jaustin_20220926.png b/Earthdawn (FASA Official)/Images/ED_logo_white_jaustin_20220926.png new file mode 100644 index 0000000000..dca9cad3a4 Binary files /dev/null and b/Earthdawn (FASA Official)/Images/ED_logo_white_jaustin_20220926.png differ diff --git a/Earthdawn (FASA Official)/Images/ED_title_update_002 copy.png b/Earthdawn (FASA Official)/Images/ED_title_update_002 copy.png new file mode 100644 index 0000000000..912b12ee91 Binary files /dev/null and b/Earthdawn (FASA Official)/Images/ED_title_update_002 copy.png differ diff --git a/Earthdawn (FASA Official)/Images/circle.png b/Earthdawn (FASA Official)/Images/circle.png new file mode 100644 index 0000000000..0c228adcf7 Binary files /dev/null and b/Earthdawn (FASA Official)/Images/circle.png differ diff --git a/Earthdawn (FASA Official)/Images/plain-circle.png b/Earthdawn (FASA Official)/Images/plain-circle.png new file mode 100644 index 0000000000..4503252d35 Binary files /dev/null and b/Earthdawn (FASA Official)/Images/plain-circle.png differ diff --git a/Earthdawn (FASA Official)/sheet.json b/Earthdawn (FASA Official)/sheet.json index 1b00ff7566..378cc28673 100644 --- a/Earthdawn (FASA Official)/sheet.json +++ b/Earthdawn (FASA Official)/sheet.json @@ -1,387 +1,398 @@ { - "html": "Earthdawn.html", - "css": "Earthdawn.css", - "authors": "Chris Dickey, Jean-Baptiste Faure", - "roll20userid": "633707, 5254828", - "preview": "Earthdawn.PNG", - "legacy": false, - "instructions": "The \"Roll20 Earthdawn by FASA\" character sheet is optimized for 4th edition, but currently has limited support for other editions. It works OK all by itself, but works best with the \"Earthdawn by FASA character sheet companion\" API script (The one script enhances both the Earthdawn and 1879 character sheets).\r\rFor more information please see [Earthdawn Sheet wiki page](https://wiki.roll20.net/Earthdawn_-_FASA_Official_V2)." - , - "useroptions" :[ - { - "attribute" :"API", - "displayname" : "Is API Installed ?", - "description " : "Declares to the character sheet if the API is installed or not.", - "type" : "select", - "options": [ - "No API|0", - "API|1" - ], - "default": "0" - }, - { - "attribute" :"edition", - "displayname" : "What Game/Edition is your campaign", - "description " : "Declares to the character sheet the edition to be used (Edition 4 is the most widely supported).", - "type" : "select", - "options": [ - "Earthdawn 4th Ed|4", - "Earthdawn 3rd Ed|3", - "Earthdawn 1st Ed|1", - "1879|-1" - ], - "default": "4" - }, - { - "attribute" :"show_karma_auto", - "displayname" : "Header - Show Karma Auto Mode", - "description " : "Enables the selection of the Karma Auto Mode, where each individual action can be set to automatically spend Karma or not. Refer to the wiki", - "type" : "select", - "options": [ - "Hide|0", - "Show|1" - ], - "default": "0" - }, - { - "attribute" :"show_damage_stun", - "displayname" : "Header - Show Stun Damage", - "description " : "Show or Hide the Stun Damage and other Damage Details", - "type" : "select", - "options": [ - "Hide|0", - "Show|1" - ], - "default": "0" - }, + "html": "Earthdawn.html", + "css": "Earthdawn.css", + "compendium": "earthdawn", + "authors": "Chris Dickey, Jean-Baptiste Faure", + "roll20userid": "633707, 5254828", + "preview": "Earthdawn.PNG", + "printable" : true, + "legacy": false, + "instructions": "The \"Roll20 Earthdawn by FASA\" character sheet is optimized for 4th edition, but currently has limited support for other editions. It works OK all by itself, but works best with the \"Earthdawn by FASA character sheet companion\" API script (The one script enhances both the Earthdawn and 1879 character sheets).\r\rFor more information please see [Earthdawn Sheet wiki page](https://wiki.roll20.net/Earthdawn_-_FASA_Official_V2).", + "useroptions": [ + { + "attribute": "API", + "displayname": "Is API Installed ?", + "description ": "Declares to the character sheet if the API is installed or not.", + "type": "select", + "options": [ + "No API|0", + "API|1" + ], + "default": "0" + }, + { + "attribute": "edition", + "displayname": "What Game/Edition is your campaign", + "description ": "Declares to the character sheet the edition to be used (Edition 4 is the most widely supported).", + "type": "select", + "options": [ + "Earthdawn 4th Ed|4", + "Earthdawn 3rd Ed|3", + "Earthdawn 1st Ed|1", + "1879|-1" + ], + "default": "4" + }, + { + "attribute": "show_karma_auto", + "displayname": "Header - Show Karma Auto Mode", + "description ": "Enables the selection of the Karma Auto Mode, where each individual action can be set to automatically spend Karma or not. Refer to the wiki", + "type": "select", + "options": [ + "Hide|0", + "Show|1" + ], + "default": "0" + }, + { + "attribute": "show_damage_stun", + "displayname": "Header - Show Stun Damage", + "description ": "Show or Hide the Stun Damage and other Damage Details", + "type": "select", + "options": [ + "Hide|0", + "Show|1" + ], + "default": "0" + }, + { + "attribute": "show_wound_treshold", + "displayname": "Header - Show Wound Treshold", + "description ": "Show a Wound Treshold Box in the header together with a Modifier", + "type": "select", + "options": [ + "Hide|0", + "Show|1" + ], + "default": "0" + }, + { + "attribute": "show_options_status", + "displayname": "Header - Combat Options and Situation Modifiers", + "description ": "Toggles the display of the options and statuses in the header, either just the basic ones, or all of them", + "type": "select", + "options": [ + "Basic|0", + "All|1" + ], + "default": "0" + }, + { + "attribute": "show_actnefct_toggle", + "displayname": "Left Pane - Action/Effect Toggle", + "description ": "Show or Hide the Action/Effect Toggles for the Attributes. These allows to select between rolling an Action or an Effect tets, that have different modifiers applying to them.", + "type": "select", + "options": [ + "Hide|0", + "Show|1" + ], + "default": "0" + }, + { + "attribute": "show_natural_toggle", + "displayname": "Left Pane - Defenses Natural Values Toggle", + "description ": "Show or Hide the Natural Defenses Toggle. Natural Defenses are the value of PD, MD, SD, PA, and MA, independantly from any equipment, but taking into account Discipline bonuses", + "type": "select", + "options": [ + "Hide|0", + "Show|1" + ], + "default": "0" + }, + { + "attribute": "show_overview_miscpool", + "displayname": "Overview - Miscellaneous Pools and Movement", + "description ": "Show or Hide the Miscellaneous Pools and Movement in the Overview", + "type": "select", + "options": [ + "Hide|0", + "Show|1" + ], + "default": "0" + }, + { + "attribute": "show_combat_miscpool", + "displayname": "Combat - Miscellaneous Pools and Movement", + "description ": "Show or Hide the Miscellaneous Pools and Movement in the Combat", + "type": "select", + "options": [ + "Hide|0", + "Show|1" + ], + "default": "0" + }, + { + "attribute": "show_repeating_mod_exc", + "displayname": "Repeating Sections (Talents, Skills ...) - Exceptions", + "description ": "In the Talents, Skills and Knacks, shows the advanced parameters for modifier exceptions. These parameters allow fine tuning of the modifiers that applies to a certain test (for example, active defenses are not affected by Defensive Stance -3 on all Action Tests). Note that the sheet has a database of the main Talents and their modifier exceptions, so you need this option only if you want to override the system.", + "type": "select", + "options": [ + "Hide|0", + "Show|1" + ], + "default": "0" + }, + { + "attribute": "show_repeating_success", + "displayname": "API Only - Repeating Sections (Talents, Skills ...) - After roll parameters", + "description ": "Show all the parameters that affect the behaviour of the system after rolling. This includes special Effects, Displaying a Text, and Visibility.", + "type": "select", + "options": [ + "Hide|0", + "Show|1" + ], + "default": "0" + }, + { + "attribute": "show_repeating_links", + "displayname": "API Only - Repeating Sections (Talents, Skills ...) - Links", + "description ": "Show all the parameters related to links. Refer to Wiki", + "type": "select", + "options": [ + "Hide|0", + "Show|1" + ], + "default": "0" + }, + { + "attribute": "show_repeating_special", + "displayname": "API Only - Repeating Sections (Talents, Skills ...) - Special", + "description ": "Shows the Special field, that allows to declare to the system some specific Talents, such as Spellcasting, Initiative, Knockdown or Recovery Replacement. Refer to Wiki", + "type": "select", + "options": [ + "Hide|0", + "Show|1" + ], + "default": "0" + }, { - "attribute" :"show_wound_treshold", - "displayname" : "Header - Show Wound Treshold", - "description " : "Show a Wound Treshold Box in the header together with a Modifier", - "type" : "select", + "attribute": "show_repeating_step_dice", + "displayname": "Repeating Sections (Talents, Skills ...) - Show Dice corresponding to Steps", + "description ": "Shows the Dice corresponding to a certain step", + "type": "select", "options": [ "Hide|0", "Show|1" ], "default": "0" }, - { - "attribute" :"show_options_status", - "displayname" : "Header - Combat Options and Situation Modifiers", - "description " : "Toggles the display of the options and statuses in the header, either just the basic ones, or all of them", - "type" : "select", - "options": [ - "Basic|0", - "All|1" - ], - "default": "0" - }, - { - "attribute" :"show_actnefct_toggle", - "displayname" : "Left Pane - Action/Effect Toggle", - "description " : "Show or Hide the Action/Effect Toggles for the Attributes. These allows to select between rolling an Action or an Effect tets, that have different modifiers applying to them.", - "type" : "select", - "options": [ - "Hide|0", - "Show|1" - ], - "default": "0" - }, - { - "attribute" :"show_natural_toggle", - "displayname" : "Left Pane - Defenses Natural Values Toggle", - "description " : "Show or Hide the Natural Defenses Toggle. Natural Defenses are the value of PD, MD, SD, PA, and MA, independantly from any equipment, but taking into account Discipline bonuses", - "type" : "select", - "options": [ - "Hide|0", - "Show|1" - ], - "default": "0" - }, - { - "attribute" :"show_overview_miscpool", - "displayname" : "Overview - Miscellaneous Pools and Movement", - "description " : "Show or Hide the Miscellaneous Pools and Movement in the Overview", - "type" : "select", - "options": [ - "Hide|0", - "Show|1" - ], - "default": "0" - }, - { - "attribute" :"show_combat_miscpool", - "displayname" : "Combat - Miscellaneous Pools and Movement", - "description " : "Show or Hide the Miscellaneous Pools and Movement in the Combat", - "type" : "select", - "options": [ - "Hide|0", - "Show|1" - ], - "default": "0" - }, - { - "attribute" :"show_repeating_mod_exc", - "displayname" : "Repeating Sections (Talents, Skills ...) - Exceptions", - "description " : "In the Talents, Skills and Knacks, shows the advanced parameters for modifier exceptions. These parameters allow fine tuning of the modifiers that applies to a certain test (for example, active defenses are not affected by Defensive Stance -3 on all Action Tests). Note that the sheet has a database of the main Talents and their modifier exceptions, so you need this option only if you want to override the system.", - "type" : "select", - "options": [ - "Hide|0", - "Show|1" - ], - "default": "0" - }, - { - "attribute" :"show_repeating_success", - "displayname" : "API Only - Repeating Sections (Talents, Skills ...) - After roll parameters", - "description " : "Show all the parameters that affect the behaviour of the system after rolling. This includes special Effects, Displaying a Text, and Visibility.", - "type" : "select", - "options": [ - "Hide|0", - "Show|1" - ], - "default": "0" - }, - { - "attribute" :"show_repeating_links", - "displayname" : "API Only - Repeating Sections (Talents, Skills ...) - Links", - "description " : "Show all the parameters related to links. Refer to Wiki", - "type" : "select", - "options": [ - "Hide|0", - "Show|1" - ], - "default": "0" - }, - { - "attribute" :"show_repeating_special", - "displayname" : "API Only - Repeating Sections (Talents, Skills ...) - Special", - "description " : "Shows the Special field, that allows to declare to the system some specific Talents, such as Spellcasting, Initiative, Knockdown or Recovery Replacement. Refer to Wiki", - "type" : "select", - "options": [ - "Hide|0", - "Show|1" - ], - "default": "0" - }, - { - "attribute" :"uatta", - "displayname" : "Use All Talents to Advance (PG p453)", - "description " : "Specifies if the optional Use All Talents To Advance Option is to be used to recommend Circle Advancement in the Talent Summary.", - "type" : "select", - "options": [ - "Core - Disabled|0", - "Option - Enabled|1" - ], - "default": "0" - }, - - { - "attribute" :"show_container", - "displayname" : "Equipment - Container Management", - "description " : "Enables the Management of the Inventory per container. Refer to Wiki", - "type" : "select", - "options": [ - "Hide|0", - "Show|1" - ], - "default": "0" - }, - { - "attribute" :"show_blood", - "displayname" : "Equipment - Blood Magic", - "description " : "Enables the Management of Blood Charms.", - "type" : "select", - "options": [ - "Hide|0", - "Show|1" - ], - "default": "0" - }, - { - "attribute" :"show_mounts", - "displayname" : "Equipment - Mounts", - "description " : "Enables the Management of Mounts.", - "type" : "select", - "options": [ - "Hide|0", - "Show|1" - ], - "default": "0" - }, - { - "attribute" :"show_lifestyle", - "displayname" : "Equipment - Lifestyle", - "description " : "Enables the Management of Lifestyle.", - "type" : "select", - "options": [ - "Hide|0", - "Show|1" - ], - "default": "0" - }, - { - "attribute" :"legend-calc-mode", - "displayname" : "Legend - Calculated Mode", - "description " : "Toggle to display CALCULATED Mode LP Tracking. In the CALCULATED MODE, you only have to record your Career Legend Points @{Career-LP}. Based on all your Rank values and Attribute improvements, the system will fill your Calculated Current Legend Points @{LP-Current-Calc}. Note that the system needs to know the ranks you spent for free at creation. Refer to the info in the CALCULATED MODE for more information.", - "type" : "select", - "options": [ - "Hide|0", - "Show|1" - ], - "default": "1" - }, - { - "attribute" :"LP-SpellsOption", - "displayname" : "Legend - Standard/House Rule: Spells cost/do not cost LP", - "description " : "", - "type" : "select", - "options": [ - "Standard - Spells cost LP|1", - "Houserule - Spells do not cost LP|0" - ], - "default": "1" - }, - { - "attribute" :"LP-AttribOption", - "displayname" : "Legend - Standard/Option Rule: Attribute Increases cost/do not cost LP", - "description " : "", - "type" : "select", - "options": [ - "Standard - Attributes cost LP|1", - "Optional - Attributes do not cost LP|0" - ], - "default": "1" - }, - { - "attribute" :"legend-transaction-mode", - "displayname" : "Legend - Transaction Mode", - "description " : "Toggle to display TRANSACTION Mode LP Tracking. In the TRANSACTION MODE, your Career and Current points can be edited. The Current is stored in a separated @{LP-Current} field. You track your LP/SP by Posting transactions in your journal. Transaction can be a Legend Award at the end of an Adventure, or the cost of increasing a Talent Rank. The API will automatically propose you to post some of the transactions. Refer to the tooltip in the TRANSACTION MODE.", - "type" : "select", - "options": [ - "Hide|0", - "Show|1" - ], - "default": "1" - }, - { - "attribute" :"RollType-Dex", - "displayname" : "Default Visibility for Rolls - Dex", - "description " : "Who should the roll result be shown to ?.", - "type" : "select", - "options": [ - "Sheet Default|@{RollType}", - "Public| ", - "GM|/w gm" - ], - "default": "@{RollType}" - }, - { - "attribute" :"RollType-Str", - "displayname" : "Default Visibility for Rolls - Str", - "description " : "Who should the roll result be shown to ?.", - "type" : "select", - "options": [ - "Sheet Default|@{RollType}", - "Public| ", - "GM|/w gm" - ], - "default": "@{RollType}" - }, - { - "attribute" :"RollType-Tou", - "displayname" : "Default Visibility for Rolls - Tou", - "description " : "Who should the roll result be shown to ?.", - "type" : "select", - "options": [ - "Sheet Default|@{RollType}", - "Public| ", - "GM|/w gm" - ], - "default": "@{RollType}" - }, - { - "attribute" :"RollType-Per", - "displayname" : "Default Visibility for Rolls - Per", - "description " : "Who should the roll result be shown to ?.", - "type" : "select", - "options": [ - "Sheet Default|@{RollType}", - "Public| ", - "GM|/w gm" - ], - "default": "@{RollType}" - }, - { - "attribute" :"RollType-Wil", - "displayname" : "Default Visibility for Rolls - Wil", - "description " : "Who should the roll result be shown to ?.", - "type" : "select", - "options": [ - "Sheet Default|@{RollType}", - "Public| ", - "GM|/w gm" - ], - "default": "@{RollType}" - }, - { - "attribute" :"RollType-Cha", - "displayname" : "Default Visibility for Rolls - Cha", - "description " : "Who should the roll result be shown to ?.", - "type" : "select", - "options": [ - "Sheet Default|@{RollType}", - "Public| ", - "GM|/w gm" - ], - "default": "@{RollType}" - }, - { - "attribute" :"Misc-KarmaRitual", - "displayname" : "Character - Karma Ritual", - "description " : "Select effect on Karma of the NewDay button, between standard 4th ediition rule (refills Karma to Full) and several Homerule options or previous edition rules.", - "type" : "select", - "options": [ - "ED4 Core-Fill Pool|-1", - "Homerule-Circle|-2", - "Homerule-Racial Mod|-3", - "ED3-Core-Talent Rank|-4", - "None|0", - "1|1", - "2|2", - "3|3", - "4|4", - "5|5", - "6|6", - "7|7", - "8|8", - "9|9", - "10|10" - ], - "default": "-1" - }, - { - "attribute" :"StepDisplayFinal", - "displayname" : "Legend - Step Display", - "description " : "Parameter to decide between displaying the Base Value (without modifiers) or Final Value (after all Modifiers) in each of the steps.", - "type" : "select", - "options": [ - "Base Values|0", - "Final Values|1" - ], - "default": "1" - }, - { - "attribute" :"effectIsAction", - "displayname" : "General - Effect/Action", - "description " : "Very unclear in the rules, but many of the modifiers apply to Action Tests, but it seems that Effect tests are only affected by a few things like wounds. This parameter ignores this rule and considers everything is an action.", - "type" : "select", - "options": [ - "Effect is NOT Action|0", - "Effect is Action|1" - ], - "default": "0" - } - ] + { + "attribute": "uatta", + "displayname": "Use All Talents to Advance (PG p453)", + "description ": "Specifies if the optional Use All Talents To Advance Option is to be used to recommend Circle Advancement in the Talent Summary.", + "type": "select", + "options": [ + "Core - Disabled|0", + "Option - Enabled|1" + ], + "default": "0" + }, + { + "attribute": "show_container", + "displayname": "Equipment - Container Management", + "description ": "Enables the Management of the Inventory per container. Refer to Wiki", + "type": "select", + "options": [ + "Hide|0", + "Show|1" + ], + "default": "0" + }, + { + "attribute": "show_blood", + "displayname": "Equipment - Blood Magic", + "description ": "Enables the Management of Blood Charms.", + "type": "select", + "options": [ + "Hide|0", + "Show|1" + ], + "default": "0" + }, + { + "attribute": "show_mounts", + "displayname": "Equipment - Mounts", + "description ": "Enables the Management of Mounts.", + "type": "select", + "options": [ + "Hide|0", + "Show|1" + ], + "default": "0" + }, + { + "attribute": "show_lifestyle", + "displayname": "Equipment - Lifestyle", + "description ": "Enables the Management of Lifestyle.", + "type": "select", + "options": [ + "Hide|0", + "Show|1" + ], + "default": "0" + }, + { + "attribute": "legend-calc-mode", + "displayname": "Legend - Calculated Mode", + "description ": "Toggle to display CALCULATED Mode LP Tracking. In the CALCULATED MODE, you only have to record your Career Legend Points @{Career-LP}. Based on all your Rank values and Attribute improvements, the system will fill your Calculated Current Legend Points @{LP-Current-Calc}. Note that the system needs to know the ranks you spent for free at creation. Refer to the info in the CALCULATED MODE for more information.", + "type": "select", + "options": [ + "Hide|0", + "Show|1" + ], + "default": "1" + }, + { + "attribute": "LP-SpellsOption", + "displayname": "Legend - Standard/House Rule: Spells cost/do not cost LP", + "description ": "", + "type": "select", + "options": [ + "Standard - Spells cost LP|1", + "Houserule - Spells do not cost LP|0" + ], + "default": "1" + }, + { + "attribute": "LP-AttribOption", + "displayname": "Legend - Standard/Option Rule: Attribute Increases cost/do not cost LP", + "description ": "", + "type": "select", + "options": [ + "Standard - Attributes cost LP|1", + "Optional - Attributes do not cost LP|0" + ], + "default": "1" + }, + { + "attribute": "legend-transaction-mode", + "displayname": "Legend - Transaction Mode", + "description ": "Toggle to display TRANSACTION Mode LP Tracking. In the TRANSACTION MODE, your Career and Current points can be edited. The Current is stored in a separated @{LP-Current} field. You track your LP/SP by Posting transactions in your journal. Transaction can be a Legend Award at the end of an Adventure, or the cost of increasing a Talent Rank. The API will automatically propose you to post some of the transactions. Refer to the tooltip in the TRANSACTION MODE.", + "type": "select", + "options": [ + "Hide|0", + "Show|1" + ], + "default": "1" + }, + { + "attribute": "RollType-Dex", + "displayname": "Default Visibility for Rolls - Dex", + "description ": "Who should the roll result be shown to ?.", + "type": "select", + "options": [ + "Sheet Default|@{RollType}", + "Public| ", + "GM|/w gm" + ], + "default": "@{RollType}" + }, + { + "attribute": "RollType-Str", + "displayname": "Default Visibility for Rolls - Str", + "description ": "Who should the roll result be shown to ?.", + "type": "select", + "options": [ + "Sheet Default|@{RollType}", + "Public| ", + "GM|/w gm" + ], + "default": "@{RollType}" + }, + { + "attribute": "RollType-Tou", + "displayname": "Default Visibility for Rolls - Tou", + "description ": "Who should the roll result be shown to ?.", + "type": "select", + "options": [ + "Sheet Default|@{RollType}", + "Public| ", + "GM|/w gm" + ], + "default": "@{RollType}" + }, + { + "attribute": "RollType-Per", + "displayname": "Default Visibility for Rolls - Per", + "description ": "Who should the roll result be shown to ?.", + "type": "select", + "options": [ + "Sheet Default|@{RollType}", + "Public| ", + "GM|/w gm" + ], + "default": "@{RollType}" + }, + { + "attribute": "RollType-Wil", + "displayname": "Default Visibility for Rolls - Wil", + "description ": "Who should the roll result be shown to ?.", + "type": "select", + "options": [ + "Sheet Default|@{RollType}", + "Public| ", + "GM|/w gm" + ], + "default": "@{RollType}" + }, + { + "attribute": "RollType-Cha", + "displayname": "Default Visibility for Rolls - Cha", + "description ": "Who should the roll result be shown to ?.", + "type": "select", + "options": [ + "Sheet Default|@{RollType}", + "Public| ", + "GM|/w gm" + ], + "default": "@{RollType}" + }, + { + "attribute": "Misc-KarmaRitual", + "displayname": "Character - Karma Ritual", + "description ": "Select effect on Karma of the NewDay button, between standard 4th ediition rule (refills Karma to Full) and several Homerule options or previous edition rules.", + "type": "select", + "options": [ + "ED4 Core-Fill Pool|-1", + "Homerule-Circle|-2", + "Homerule-Racial Mod|-3", + "ED3-Core-Talent Rank|-4", + "None|0", + "1|1", + "2|2", + "3|3", + "4|4", + "5|5", + "6|6", + "7|7", + "8|8", + "9|9", + "10|10" + ], + "default": "-1" + }, + { + "attribute": "StepDisplayFinal", + "displayname": "Legend - Step Display", + "description ": "Parameter to decide between displaying the Base Value (without modifiers) or Final Value (after all Modifiers) in each of the steps.", + "type": "select", + "options": [ + "Base Values|0", + "Final Values|1" + ], + "default": "1" + }, + { + "attribute": "effectIsAction", + "displayname": "General - Effect/Action", + "description ": "Very unclear in the rules, but many of the modifiers apply to Action Tests, but it seems that Effect tests are only affected by a few things like wounds. This parameter ignores this rule and considers everything is an action.", + "type": "select", + "options": [ + "Effect is NOT Action|0", + "Effect is Action|1" + ], + "default": "0" + } + ] } diff --git a/FHTAGN/package-lock.json b/FHTAGN/package-lock.json index 8c783946c4..65406249ce 100644 --- a/FHTAGN/package-lock.json +++ b/FHTAGN/package-lock.json @@ -1558,9 +1558,9 @@ "dev": true }, "http-cache-semantics": { - "version": "4.1.0", - "resolved": "https://registry.npmjs.org/http-cache-semantics/-/http-cache-semantics-4.1.0.tgz", - "integrity": "sha512-carPklcUh7ROWRK7Cv27RPtdhYhUsela/ue5/jKzjegVvXDqM2ILE9Q2BGn9JZJh1g87cp56su/FgQSzcWS8cQ==", + "version": "4.1.1", + "resolved": "https://registry.npmjs.org/http-cache-semantics/-/http-cache-semantics-4.1.1.tgz", + "integrity": "sha512-er295DKPVsV82j5kw1Gjt+ADA/XYHsajl82cGNQG2eyoPkvgUhX+nDIyelzhIWbbsXP39EHcI6l5tYs2FYqYXQ==", "dev": true }, "http-proxy-agent": { diff --git a/Fallout-Vaults-and-Deathclaws/Fallout-VnV.html b/Fallout-Vaults-and-Deathclaws/Fallout-VnV.html index b4d8cabc9f..471d7621de 100644 --- a/Fallout-Vaults-and-Deathclaws/Fallout-VnV.html +++ b/Fallout-Vaults-and-Deathclaws/Fallout-VnV.html @@ -208,7 +208,7 @@
    -
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       @@ -237,7 +237,7 @@    - +
    diff --git a/Fifth Season/Fifth Season.css b/Fifth Season/Fifth Season.css new file mode 100644 index 0000000000..e44346e48e --- /dev/null +++ b/Fifth Season/Fifth Season.css @@ -0,0 +1,2347 @@ +.ui-dialog .charsheet .container { + width: 750px; + position: relative; +} +body.darkmode button, +body.darkmode input, +body.darkmode optgroup, +body.darkmode select, +body.darkmode textarea, +body.darkmode .charsheet { + background-color: #1e2021; + color: #eee +} + +/* Configuration of Tabs */ +input.tab-button { + opacity: 0; + position: absolute; + top: 92px; + right: 16px; + width: 18px; + height: 18px; + z-index: 2; +} + +input.tab-button + span { + position: absolute; + top: 92px; + right: 16px; + width: 17px; + height: 17px; + border: 1px solid black; + border-radius: 5px; + background-color: #E8E8E8; + color: black; + text-align: center; + font-weight: bold; +} + +input.tab-button:checked + span { + color: #FFFFFF; + background-color: #000000; +} + +.page { + display: none; +} + +input.tab-button.tab1:checked ~ .page.tab1, +input.tab-button.tab2:checked ~ .page.tab2, +input.tab-button.tab3:checked ~ .page.tab3, +input.tab-button.tab4:checked ~ .page.tab4, +input.tab-button.tab5:checked ~ .page.tab5, +input.tab-button.tab6:checked ~ .page.tab6, +input.tab-button.tab7:checked ~ .page.tab7 { display: block; } + +button.floating-dice-roller { + border: none; + background: transparent; + position: absolute; + height: 24px; + width: 24px; + top: 90px; + left: 258px; } +button.floating-dice-roller[type=action]::before { font-size: 24px; } + +input.tab-button.tab1, +input.tab-button.tab1 + span { + right: 347px; + width: 87px; +} + +input.tab-button.tab2, +input.tab-button.tab2 + span { + right: 275px; + width: 69px; +} + +input.tab-button.tab3, +input.tab-button.tab3 + span { + right: 224px; + width: 48px; +} + +input.tab-button.tab4, +input.tab-button.tab4 + span { + right: 158px; + width: 63px; +} + +input.tab-button.tab5, +input.tab-button.tab5 + span { + right: 87px; + width: 68px; +} + +input.tab-button.tab6, +input.tab-button.tab6 + span { + right: 37px; + width: 47px; +} + +input.tab-button.tab-stunts2, +input.tab-button.tab-stunts2 + span { + left: 115px; + width: 58px; + display: none; +} + +input.tab-button.tab-aim, +input.tab-button.tab-aim + span { + left: 84px; + width: 28px; + display: none; +} + +input.tab-button.tab-whisper, +input.tab-button.tab-whisper + span { + left: 16px; + width: 65px; + display: none; +} + + +/* SHEET HEADER */ +.header { + height: 56px; +} + +.header input, +.header select { + border-bottom: 1px solid #B0B0B0; + border-top: 0px; + border-left: 0px; + border-right: 0px; + background: none; + box-shadow: none; + -webkit-appearance: none; + -moz-appearance: none; + -webkit-border-radius: 0px; + border-radius: 0px; + color: black; +} + +.header input { + padding: 0px; + padding-bottom: 3px; +} + +.header select { + margin-bottom: 0px; + padding-bottom: 0; +} + +.header input[type=number] { + text-align: center; + margin-bottom: 0px; + -moz-appearance:textfield; +} + +.header input[type=number]::-webkit-inner-spin-button, +.header input[type=number]::-webkit-outer-spin-button { + -webkit-appearance: none; + margin: 0; +} + +.header span { + display: block; + font-size: 9px; + line-height: 12px; +} + +.name-container { + width: 250px; + display: inline-block; +} + +.name-container input { + font-size: 20px; + width: 100%; +} + +.header-info { + width: 482px; + margin-left: -2px; + display: block; + border: 3px double #666; + padding: 5px; + position: absolute; + top: 0px; + right: 16px; +} + +.info-container { + display: inline-block; + margin-left: -4px; +} + +.info-container:first-child { + margin-left: 0px; +} + +/* SHEET BODY */ +.container .page .body { + display: inline-block; + width: 750px; + margin-top: 1px; +} + +.charsheet textarea { + width: calc(100% - 8px); + resize: vertical; + box-shadow: none; + -webkit-appearance: none; + -moz-appearance: none; + -webkit-border-radius: 0px; + border-radius: 0px; + color: black; +} + +.charsheet input { + color: black; +} + +.section { + margin-bottom: 5px; + display: inline-block; + border: 1px solid black; + border-radius: 0px; + vertical-align: top; +} + +.section-name { + display: inline-block; + border-top: none; + border-left: none; + border-right: none; + border-bottom: 1px solid black; + height: 25px; + width: 100%; + border-radius: 0px; + background-color: #000000; +} + +.page .body .section-name span { + display: inline-block; + font-size: 12px; + width: 100%; + text-align: center; + font-weight: bold; + margin-top: 3px; + color: #FFFFFF; +} + +.section-name input[type=number] { + display: inline-block; + font-size: 12px; + text-align: center; + font-weight: bold; + margin-top: 3px; + color: #FFFFFF; +} + +.repcontrol { + min-height: 27px; +} + +.repcontrol .btn { + border: medium none; + color: white !important; + background: none; + box-shadow: none; +} +body.darkmode .repcontrol .btn { + color: transparent !important; +} + +.repcontrol .btn:focus { + outline: 0; +} + +.repcontrol .repcontrol_edit:after { + content: '('; + visibility: visible; + font-family: pictos; + border: none; + border-radius: 0px; + font-size: 12px; + height: 12px; + width: 12px; + padding: 2px 4px 2px 4px; + color: #000000; +} + +.editmode ~ .repcontrol .repcontrol_edit:after { + content: ')'; +} + +.repcontrol .repcontrol_add:before { + content: '&'; + visibility: visible; + font-family: pictos; + border: none; + border-radius: 0px; + font-size: 12px; + height: 12px; + width: 12px; + padding: 2px 4px 2px 4px; + color: #000000; +} + +.repcontrol .repcontrol_edit:hover:after, +.repcontrol .repcontrol_add:hover:before { + background-color: #EFEFEF; +} + +.resources .repcontrol { + margin-top: -10px; +} + +.itemcontrol { + z-index: 10; +} + +.itemcontrol .repcontrol_del { + font-size: 10px; + margin-top: 3px; + padding: 0px; + height: 18px; + width: 18px; +} + +.itemcontrol .repcontrol_move { + font-size: 10px; + margin-top: 3px; + padding: 0px; + height: 18px; + width: 18px; +} + +.container button[type=action]::before { + content: 'Q'; + font-family: dicefontd6; + color: #000000; +} + +/* CHARACTER TAB */ + +/* Abilities table */ + +.col-left-character-tab { + width: 340px; + float: left; +} + +.col-right-character-tab { + width: 395px; + float: left; +} + +/* Abilities table */ +.body .col-left-character-tab .abilities-table { +} + +.col-left-character-tab .abilities-table .ability-container { + border: 1px solid black; + border-radius: 0px; + margin-bottom: 5px; + width: 319px; +} + +.abilities-table .ability-container .left-ability-container { + display: inline-block; + width: 267px; + border-right: 1px solid black; + min-height: 70px; +} + +.ability-name { + width: 250px; + display: inline-block; +} + +.half-ability-name{ + width: 123px; +} + +button.legacy-money-import-button, +.autoconfig button[type=action], +.initiative-section button[type=action], +.income-section button[type=action], +.ability-name button[type=action] { + background-color: transparent; + color: white; + border: none; + font-size: 12px; + background: none; + background-image: none; + text-shadow: none; + box-shadow: none; + padding-top: 3px; + font-weight: bold; +} + +.initiative-section .section-name { text-align: center; } + +.page .pictos { + font-family: "pictos"; +} + +/* +.autoconfig button[type=action], +.initiative-section button[type=action], +.income-section button[type=action] { + text-align: center; +} +*/ + +.initiative-section button[type=action]::before, +.income-section button[type=action]::before, +.ability-name button[type=action]::before, +.ability-focus-list button[type=action]::before, +.spell-short-container button[type=action]::before, +.autoconfig button[type=action]::before { + content: ""; +} + +.initiative-section button[type=action]:hover, +.initiative-section button[type=action]:hover *, +.income-section button[type=action]:hover, +.income-section button[type=action]:hover *, +.ability-name button[type=action]:hover, +.ability-name button[type=action]:hover *, +.ability-focus-list button[type=action]:hover, +.ability-focus-list button[type=action]:hover *, +.spell-short-container button[type=action]:hover, +.spell-short-container button[type=action]:hover * { + color: #EC2127; +} + +.ability-name button[type=action] *, +.ability-focus-list button[type=action] * { + pointer-events: none; +} + +.autoconfig { text-align: center; } + +.condition-checkbox, +.primary-checkbox { + display: inline-block; + padding-bottom: 2px; +} + +.condition-checkbox input[type="checkbox"], +.primary-checkbox input[type="checkbox"], +.list-toggle-container input[type="checkbox"] { + opacity: 0; + width: 14px; + height: 14px; + position: relative; + left: 5px; + margin: -10px; + cursor: pointer; + z-index: 1; +} + +.condition-checkbox span { + text-size: 7px; +} + + +.condition-checkbox input[type="checkbox"] + span::before, +.primary-checkbox input[type="checkbox"] + span::before, +.list-toggle-container input[type="checkbox"] + span::before { + margin-right: 4px; + border: 1px solid black; + line-height: 12px; + text-align: center; + display: inline-block; + vertical-align: middle; + background: white; +} + +.condition-checkbox input[type="checkbox"] + span::before, +.primary-checkbox input[type="checkbox"] + span::before, +.list-toggle-container input[type="checkbox"] + span::before { + content: ""; + width: 12px; + height: 12px; + font-size: 10px; + border-radius: 0px; + font-weight: bold; +} + +.condition-checkbox input[type="checkbox"]:checked + span::before, +.primary-checkbox input[type="checkbox"]:checked + span::before, +.list-toggle-container input[type="checkbox"]:checked + span::before { + content: "✓"; + color: black; +} + +.abilities-table .ability-container .right-ability-container { + float: right; +} + +.abilities-table .ability-container .right-ability-container input[type=number]::-webkit-inner-spin-button, +.abilities-table .ability-container .right-ability-container input[type=number]::-webkit-outer-spin-button { + -webkit-appearance: none; + margin: 0; +} + +.abilities-table .ability-container .right-ability-container input[type=number] { + -moz-appearance:textfield; +} + +.abilities-table .ability-container .right-ability-container input[type=number] { + text-align: center; + font-size: 35px; + width: 50px; + border: none; + background: none; + box-shadow: none; + border-radius: 0px; + color: black; + margin-top: 24%; + margin-bottom: 15%; +} + +.ability-focus-list { + width: 100%; + min-height: 44px; +} + +.ability-focus-list button[type=action] { + display: inline-block; + border: none; + background: none; + box-shadow: none; + font-size: 12px; + padding-right: 0px; + margin: 0px; +} + +.ability-focus-list .repitem { + display: inline-block; + padding: 0px; + margin: 0px; +} + +.ability-focus-list .repitem:last-child .focus-comma, +.ability-focus-list .repcontrol { + display:none; +} + + /* Right column */ +.sectionfourth { + width: calc(25% - 5px); + height: 92px; +} +.sectiontwofourths { + width: calc(50% - 3.79px); + height: 92px; +} +.sectionthreefourths { + width: calc(75% - 4px); + height: 125px; +} +.sectiononethird { + width: calc(33.3% - 3.79px); + /* height: 92px; */ + float: left; +} +.sectiontwothirds { + width: calc(66.6% - 7.58px); + float: left; +} + +.conditions { + width: 100%; + text-align: center; +} + +.condition-container .sectiononethird div, +.condition-container .sectiontwothirds div { + width: 100%; + padding-left: 1.0em; +} + +.conditions-section, +.conviction-section, +.corruption-section, +.equipment-section, +.experience-points-section, +.fatigue-section, +.fear-section, +.horror-section, +.income-section, +.initiative-section, +.initiative-focus, +.fortune-section, +.mana-section, +.money-section, +.power-short-container, +.talent-short-container, +.spell-short-divtohide { + display: none; +} + +.fear-section select, +.horror-section select, +.fatigue-section select { + display: inline-block; + font-size: 9px; + line-height: 9px; + width: 100%; + text-align: center; + background: none; + box-shadow: none; + -webkit-appearance: none; + -moz-appearance: none; + -webkit-border-radius: 0px; + border: none; + padding: none; +} + +.income-section input[name="attr_income"], +.health input[name="attr_health"], + +.fear-section input, +.horror-section input, +.fatigue-section input, +.initiative-section input[name="attr_init"], +.conviction-section input[name="attr_conviction"], +.corruption-section input { + display: inline-block; + width: 100%; + text-align: center; + border: none; + background: none; + box-shadow: none; + -webkit-appearance: none; + -moz-appearance: none; + -webkit-border-radius: 0px; + border-radius: 0px; + font-size: 30px; + padding-right: 0px; + padding-left: 19px; + padding-bottom: 0px; + padding-top: 7px; +} + +.fear-section input, +.horror-section input, +.fatigue-section input { + padding-left: 10px; +} + +.health .maximum-input span { + height: 50px; + display: inline-block; + font-size: 10px; + line-height: 9px; + text-align: right; + margin-left: 20px; + margin-right: 0px; + margin-top: 0px; + margin-bottom: 0px; + color: #A0A0A0; +} + +.conviction-section .maximum-input span { + height: 50px; + display: inline-block; + font-size: 10px; + line-height: 9px; + text-align: right; + margin-left: 25px; + margin-right: 0px; + margin-top: 0px; + margin-bottom: 0px; + color: #A0A0A0; +} + +.col-right-character-tab .row .health input[name="attr_health"], +.col-right-character-tab .row .mana-section input[name="attr_mana"], +.col-right-character-tab .row .experience-points-section input[name="attr_experience-points"] { + display: inline-block; + width: 100%; + text-align: center; + border: none; + background: none; + box-shadow: none; + -webkit-appearance: none; + -moz-appearance: none; + -webkit-border-radius: 0px; + border-radius: 0px; + font-size: 30px; + padding-right: 0px; + padding-left: 19px; + padding-bottom: 0px; + padding-top: 7px; +} + +.maximum-input span { + height: 50px; + display: inline-block; + font-size: 10px; + line-height: 9px; + text-align: right; + margin-left: 20px; + margin-right: 0px; + margin-top: 0px; + margin-bottom: 0px; + color: #A0A0A0; +} + +.maximum-input input { + display: inline-block; + border-bottom: 1px solid #B0B0B0; + border-top: 0px; + border-left: 0px; + border-right: 0px; + background: none; + box-shadow: none; + -webkit-appearance: none; + -webkit-border-radius: 0px; + border-radius: 0px; + color: #A0A0A0; + width: 30px; + font-size: 12px; + line-height: 9px; + text-align: center; +} + +.maximum-input input[type=number]::-webkit-inner-spin-button, +.maximum-input input[type=number]::-webkit-outer-spin-button, +.experience-points-section input[type=number]::-webkit-inner-spin-button, +.experience-points-section input[type=number]::-webkit-outer-spin-button { + -webkit-appearance: none; + margin: 0; +} + +.experience-points-section .maximum-input span { + margin-left: 45px; +} + +.col-right-character-tab .row .experience-points-section .maximum-input input { + width: 89px; +} + +.health .maximum-input input[type=number], +.mana-section .maximum-input input[type=number], +.experience-points-section input[type=number] { + -moz-appearance:textfield; +} + +.col-right-character-tab .row .experience-points-section input[name="attr_experience-points"] { + padding-right: 20px; +} + +.sectionfull { + width: 419px; +} + +/* ------------------- sdaat ------------- */ +input.mana-section-checkbox:not(:checked) + input.exp-section-checkbox:not(:checked) + input.fatigue-section-checkbox:not(:checked) + input.conviction-section-checkbox:not(:checked) + input.corruption-section-checkbox:not(:checked) ~ .page .sdaat-container .maximum-input span { margin-left: 0; } + +.sdaat-container .sdaat-i, +.sdaat-container .sdaat-b { position: absolute; top: 36px; font-size: 20px; font-family: serif; text-transform: uppercase; color: #A0A0A0; } +.sdaat-container .sdaat-i { right: 92px; } +.sdaat-container .sdaat-b { right: 6px; } + +.sdaat-container select { + height: 20px; + display: inline-block; + background: transparent; + border: none; + font-size: 10px; + line-height: 9px; + margin-left: 0; + margin-right: 0; + margin-top: 0; + margin-right: 0; + color: #A0A0A0; + text-align: center; + width: 75px; +} +.sdaat-container .col-double { display: inline-block; width: 39%; } + +.sdaat-container { text-align: center; height: 92px; position: relative; } +.sdaat-container .col { + width: 19%; + float: left; +} + +.income-container .income-score, +.sdaat-container .sdaat-score { + width: 100px; + height: 30px; + display: inline-block; + border: 1px solid #666; + border-radius: 50%; + width: 35px; + height: 35px; + margin-top: 5px; + margin-right: 0; + margin-bottom: 0; +} +.income-container .income-score input, +.sdaat-container .sdaat-score input { + width: 100%; + text-align: left; + font-size: 20px; + border: none; + background: none; + box-shadow: none; + -webkit-appearance: none; + -moz-appearance: none; + -webkit-border-radius: 0px; + border-radius: 0px; + margin-top: 2px; + margin-left: 2px; +} +.sdaat-container .sdaat-score input[name="attr_armor"], +.sdaat-container .sdaat-score input[name="attr_toughness"], +.sdaat-container .sdaat-score input[name="attr_armor-b"] { margin-left: 7.5px; } +.sdaat-container .col .maximum-input span { margin-left: 0; height: 24px; } +.sdaat-container .col .maximum-input input { width: 35px; margin-left: 0; margin-top: -1px; height: 24px; } +.sdaat-container .sdaat-score input[type=number]::-webkit-inner-spin-button { -webkit-appearance: none; margin: 0; } +.sdaat-container .sdaat-score input[type=number] { -moz-appearance:textfield; } + +/* ------------------- sdaat ------------- */ + +.speed-defense-armor-container { + height: 92px; +} + +.speed-defense-armor-container .col { + width: 32.5%; +} + +.speed-defense-score { + width: 100px; + height: 30px; + display: inline-block; + border: 1px solid #666; + border-radius: 50%; + width: 35px; + height: 35px; + margin-top: 5px; + margin-left: 50px;/*33px;*/ + margin-right: 0px; + margin-bottom: 0px; +} + +.speed-defense-score input { + width: 100%; + text-align: left; + font-size: 20px; + border: none; + background: none; + box-shadow: none; + -webkit-appearance: none; + -moz-appearance: none; + -webkit-border-radius: 0px; + border-radius: 0px; + margin-top: 2px; + margin-left: 2px; +} + +.speed-defense-score input[name="attr_armor"] { + margin-left: 7.5px; +} + + +.speed-defense-armor-container .maximum-input span { + margin-left: 37px;/*22px;*/ +} +.speed-defense-armor-container .maximum-input input { width: 35px; margin-top: -1px; } + +.speed-defense-score input[type=number]::-webkit-inner-spin-button, +.speed-defense-score input[type=number]::-webkit-outer-spin-button { + -webkit-appearance: none; + margin: 0; +} + +.speed-defense-score input[type=number] { + -moz-appearance:textfield; +} + +.sectionfull .repitem { + border-bottom: 1px solid #B0B0B0; +} + +.section-name .repeatingcol { + float: left; +} + +.repeatingcol input, +.talent-name, +.col-weapon-groups input { + display: inline-block; + font-size: 12px; + border:none; + background: none; + box-shadow: none; + -webkit-appearance: none; + -moz-appearance: none; + -webkit-border-radius: 0px; + border-radius: 0px; + text-align: center; + width: 100%; + margin-bottom: 0px; +} + +.col-attack-name input, +.col-attack-range input, +.col-attack-reload input, +.col-ammo input[type=number], +.equipment-name input, +.equipment-quantity input, +.equipment-description input, +.power-short-name input, +.power-short-description input { + width: 100%; +} + +.col-attack-name { + width: 158px; + float: left; +} + +.col-attack-range, +.col-attack-reload, +.col-attackdice { + width: 55px; + float: left; +} + +.attack-container .col-ammo, +.col-income-num { + width: 30px; + float: left; + display: none; +} + +.col-ammo input[type=number]::-webkit-inner-spin-button, +.col-ammo input[type=number]::-webkit-outer-spin-button { + -webkit-appearance: none; + margin: 0; +} + +.money-score input[type=number] { + -moz-appearance:textfield; +} + +.col-attackdice input { + width: 38px; + margin-left: 5px; +} + +.col-attack-damage { + width: 80px; +} + +.repitem .col-attack-damage { + margin-left: 323px; +} + +.col-attack-damage input { + width: 58px; + margin-left: 6px; +} + +.repeatingcol button[type=action], +.focus-container button[type=action] { + border: none; + background: none; + box-shadow: none; + text-align: center; + font-size: 18px; + width: 10px; + padding: 0px; + margin-left: -2px; + margin-right: 0px; +} + +.equipment-name { + width: 150px; + float: left; +} + +.equipment-quantity { + width: 75px; + float: left; +} + +.equipment-description { + width: 186px; +} + +.repitem .equipment-description { + margin-left: 225px; +} + +.col-weapon-groups { + border-top: 1px solid black; +} + +.col-weapon-groups input { + width: 100%; + border-bottom: none; +} + +.power-short-description textarea, +.spell-short-description textarea, +.row-spell-short-description textarea, +.equipment-description textarea { + display: inline-block; + min-height: 36px; + height: 18px; + resize: vertical; + border: none; + margin: 0px; + padding-bottom: 0px; + margin-bottom: 1px; +} + +.equipment-description textarea { + min-height: 22px; + height: 22px +} + +.power-short-name, +.talent-name { + width: 150px; + float: left; +} + +.power-short-name input[type=text] { + margin-top: 7px; +} + +.power-short-description { + width: 265px; +} + +.repitem .power-short-description { + margin-left: 150px; +} + +.power-short-container .repcontrol, +.talent-short-container .repcontrol, +.spell-short-container .repcontrol { + display: none; +} + +.spell-short-name { + width: 150px; + float: left; + margin-left: 0px; +} + +.spell-short-name { + margin-left: 0px; +} + +.spell-short-description { + width: 265px; + margin-bottom: 1px; +} + +.spell-short-container button[type=action] { + width: 100%; + display: inline-block; + border: none; + background: none; + box-shadow: none; + font-size: 12px; + padding-right: 0px; + margin-top: 11px; +} + +.power-short-container textarea, +.talent-short-container textarea, +.spell-short-container textarea { + margin-bottom: 0; +} + +.money-section { + width: 100%; + border-top: 1px solid black; +} + +.money-container { display: inline-block; height: 68px; width: 50px; } + +.legacy-money-section .money-score, +.money-section .money-score { + display: inline-block; + border: 1px solid #666; + border-radius: 50%; + width: 45px; + height: 45px; + margin-top: 2px; + margin-left: 0px; + margin-right: 2px; + margin-bottom: 2px; + float: right; +} + +.page .autoconfig.section-name, +.legacy-money-section .section-name { + text-align: right; +} + +.legacy-money-section .money-score input[type="number"], +.money-section .money-score input[type="text"] { + width: 100%; + text-align: center; + font-size: 20px; + border: none; + background: none; + box-shadow: none; + -webkit-appearance: none; + -moz-appearance: none; + -webkit-border-radius: 0px; + border-radius: 0px; + margin-top: 6px; +} + +.money-section .money-name input[type="text"] { + width: 100%; + font-size: 12px; + color: gray; + border: none; + text-align: center; + box-shadow: none; + height: 16px; +} + +.money-section fieldset + div { text-align: right; } +.money-section fieldset + div > div { display: inline-block; } + +.money-score input[type=number]::-webkit-inner-spin-button, +.money-score input[type=number]::-webkit-outer-spin-button { + -webkit-appearance: none; + margin: 0; +} + +.money-score input[type=number] { + -moz-appearance:textfield; +} + +.legacy-money-section { display: none; } +input.legacy-money-checkbox:checked ~ .page .legacy-money-section { + display: block; +} + +.income-section { + height: 92px; + text-align: center; + width: 100px; +} + +.ability-name button[type=roll] *, +/* PERSONA TAB */ + +.persona-section { + width: 100% +} + +.left-persona { + width: 249px; + float: left; + margin-right: 5px; +} + +.right-persona { + width: 495px; + float: left; +} + +.personalock:not([value="unlocked"]) ~ div.col > div.persona-section > div.personaunlocked, +.personalock[value="unlocked"] ~ div.col > div.persona-section > div.personalocked {display: none;} + +.textbox textarea { + border: none; + margin: 0px; + padding-bottom: 0px; + min-height: 48px; + height: 48px; + line-height: 20px; +} + +/* CLASS POWERS & TALENTS TABS */ + +.power-container, +.talent-container { + width: 748px; +} + +.power-section-name, +.spell-section-name { + border: 1px solid black; +} + +.persona-section-name input[type=text], +.power-section-name input[type=text], +.talent-section-name input[type=text], +.spell-section-name input[type=text] { + display: inline-block; + font-size: 14px; + width: 100%; + text-align: center; + font-weight: bold; + margin-top: 3px; + border: none; + background: none; + box-shadow: none; + padding: 0px; + color: #FFFFFF; +} + +.power-stats .col, +.talent-stats .col1 { + width: 372px; +} + +.power-stats span, +.talent-stats span { + display: inline-block; + font-size: 12px; + font-weight: bold; +} + +.row-power-type-source{ + margin-bottom: 4px; +} + +.row-power-type-source .col, +.row-talent-degree-source .col, +.row-fullpowerdescription .col{ + float: left; + margin-right: 4px; +} + +.power-container .power-stats input[type=text], +.talent-container .talent-stats input[type=text], +.focus-container input[type=text], +.focusnamespan { + display: inline-block; + border-top: none; + border-left: none; + border-right: none; + border-bottom: 1px solid #B0B0B0; + background: none; + box-shadow: none; + border-radius: 0px; + display: inline-block; + text-align: left; + font-size: 12px; + padding: 0px; + margin: 0px; +} + +/* .spell-container .row-shortpowerdescription textarea, +.spell-container .row-fullpowerdescription textarea, +.spell-container .row-short-spell-description textarea, +.spell-container .row-full-spell-description textarea { + display: inline-block; + width: 658px; + border-top: none; + border-left: none; + border-right: none; + border-bottom: 1px solid #B0B0B0; + padding: 0px; + margin-bottom: 0; +} +*/ + +.row-shortpowerdescription textarea, +.row-talentdescription textarea, +.row-short-spell-description textarea { + height: 36px; +} + +.row-fullpowerdescription textarea, +.row-full-spell-description textarea { + height: 72px; +} + +.degree-select[value="1"] ~ div.row > div.col > .degree2, +.degree-select[value="1"] ~ div.row > div.col > .degree3, +.degree-select[value="2"] ~ div.row > div.col > .degree3, +.degree-select[value="1"] ~ div.row > div.aftermastery > div.col > .degree4, +.degree-select[value="2"] ~ div.row > div.aftermastery > div.col > .degree4, +.degree-select[value="3"] ~ div.row > div.aftermastery > div.col > .degree4, +.degree-select:not([value="5"]) ~ div.row > div.aftermastery > div.col > .degree5 {color: lightgrey;} + +.degree-select[value="1"] ~ div.degree2, +.degree-select[value="1"] ~ div.degree3, +.degree-select[value="2"] ~ div.degree3, +.degree-select[value="1"] ~ div.degree4, +.degree-select[value="2"] ~ div.degree4, +.degree-select[value="3"] ~ div.degree4, +.degree-select:not([value="5"]) ~ div.degree5 {display: none;} + +input.degreecheckbox:not(:checked) ~ div.row > div.col > div.mod-selected > .aftermastery, +input.degreecheckbox:not(:checked) ~ div.row > .aftermastery, +input.degreecheckbox:checked ~ div.row > div.col > div.mod-selected > .justthree {display: none;} + +/* FOCUSES TAB */ +.tab5 .col { + width: 247px; + float: left; + margin-right: 3px; +} + +.focus-section { + display:inline-block; + width: 100%; +} + +.focus-section-name { + border: 1px solid black; + width: 100%; +} + +.focus-container span { + display: inline-block; + font-size: 12px; + font-weight: bold; +} + +.focus-container .row span, +.focus-container textarea { + margin-left: 16px; +} + +.focus-container input[name=attr_focusname], +.focusnamespan { + width: 158px; +} + +.focus-container input[type=number]::-webkit-inner-spin-button, +.focus-container input[type=number]::-webkit-outer-spin-button { + -webkit-appearance: none; + margin: 0; +} + +.focus-section .focus-container input[type=number] { + border-top: none; + border-left: none; + border-right: none; + border-bottom: 1px solid #B0B0B0; + background: none; + box-shadow: none; + border-radius: 0px; + display: inline-block; + text-align: center; + font-size: 12px; + padding: 0px; + width: 15px; + -moz-appearance:textfield; +} + +.focus-container textarea { + display: inline-block; + width: 247px; + height: 36px; + border-top: none; + border-left: none; + border-right: none; + border-bottom: 1px solid #B0B0B0; + padding: 0px; +} + +/* MAGIC/ARCANA TAB */ + +.spell-container { + width: 748px; +} + +.body .spell-container select.spell-method { width: 100px; position: absolute; left: 2px; top: 2px; height: 20px; background-color: transparent; color: white; padding: 0; border: none; } +select.spell-method option { background-color: white; color: black; } +body.darkmode select.spell-method option { background-color: black; color: white; } +.spell-section-name { position: relative; } + +.spell-container input.spell-method-uses-fatigue:checked ~ .spell-stats .spell-uses-points, +.spell-container input.spell-method-uses-points:checked ~ .spell-stats .spell-uses-fatigue { display: none; } +.spell-container input.spell-method-uses-fatigue:checked ~ .spell-stats .spell-uses-fatigue, +.spell-container input.spell-method-uses-points:checked ~ .spell-stats .spell-uses-points { display: inline-block; } + +.spell-short-container input.spell-method-uses-fatigue:checked ~ .spell-short-name .spell-uses-points, +.spell-short-container input.spell-method-uses-points:checked ~ .spell-short-name .spell-uses-fatigue { display: none; } +.spell-short-container input.spell-method-uses-fatigue:checked ~ .spell-short-name .spell-uses-fatigue, +.spell-short-container input.spell-method-uses-points:checked ~ .spell-short-name .spell-uses-points { display: inline-block; } + +.spell-container .spell-uses-fatigue input[type=text] { width: 132px; } + +.spell-container .spell-stats { + width: 789px; +} + +.spell-container .spell-stats .col-spell-stats { + width: 263px; + float: left; +} + +.spell-container .spell-stats .col-spell-stats .col { + float: left; +} + +.spell-container .spell-stats .col-spell-stats .row { + height: 20px; +} + +.spell-container .spell-stats span, +.spell-container .spell-descriptions span { + font-size: 12px; + font-weight: bold; + margin: 0px; + margin-right: 40px; +} + +.spell-container .spell-stats input { + width: 148px; + border-top: none; + border-left: none; + border-right: none; + border-bottom: 1px solid #B0B0B0; + background: none; + box-shadow: none; + border-radius: 0px; + display: inline-block; + text-align: left; + font-size: 12px; + padding: 0px; + margin-bottom: 2px; +} + +.spell-container .spell-stats input[type=number] { + -moz-appearance:textfield; + width: 148px; +} + +.spell-stats input[type=number]::-webkit-inner-spin-button, +.spell-stats input[type=number]::-webkit-outer-spin-button { + -webkit-appearance: none; + margin: 0; +} + +.spell-stats button[type=action] { + display: inline-block; + border: none; + background: none; + box-shadow: none; + font-size: 18px; + padding: 0px; + margin: 0px; + color: black; +} + +.spell-stats select { + display: inline-block; + width: 148px; + border-bottom: 1px solid #B0B0B0; + border-top: 0px; + border-left: 0px; + border-right: 0px; + margin-top: -9px; + background: none; + box-shadow: none; + -webkit-appearance: none; + -moz-appearance: none; + -webkit-border-radius: 0px; + border-radius: 0px; + color: black; +} + +/* OPTIONS TAB */ + +.gamelock[value="custom"] ~ .page .gamelocked, +.gamelock:not([value="custom"]) ~ .page .gameunlocked {display: none;} + +.page.tab7 select[name="attr_armor-penalty-for-dex"], +.page.tab7 select[name="attr_initiative-tiebreaker"] { + width: 50px; +} + +input[type=checkbox].hiddencheckbox { + display:none +} + +/* Some Settings have differnt tab labels */ + +.qualities-tab-span, +.extraordinary-tab-span, +.arcana-tab-span, +.psychic-tab-span { + display: none; +} + +input.modern-age-button:checked ~ .class-tab-span, +input.threefold-button:checked ~ .class-tab-span, +input.world-of-lazarus-button:checked ~ .class-tab-span, +input.the-expanse-button:checked ~ .class-tab-span, +input.blue-rose-button:checked ~ .class-tab-span, +input.fifth-season-button:checked ~ .class-tab-span, +input.cthulhu-awakens-button:checked ~ .class-tab-span, +input.threefold-button:checked ~ .magic-tab-span, +input.world-of-lazarus-button:checked ~ .magic-tab-span, +input.the-expanse-button:checked ~ .magic-tab-span, +input.modern-age-button:checked ~ .magic-tab-span, +input.blue-rose-button:checked ~ .magic-tab-span, +input.fifth-season-button:checked ~ .magic-tab-span, +input.cthulhu-awakens-button:checked ~ .magic-tab-span { + display: none; +} + +/* Blue Rose Tabs (w/ Arcana) */ + +input.cthulhu-awakens-button:checked ~ input.tab-button.tab1, +input.cthulhu-awakens-button:checked ~ input.tab-button.tab1 + span, +input.blue-rose-button:checked ~ input.tab-button.tab1, +input.blue-rose-button:checked ~ input.tab-button.tab1 + span { + right: 383px; + width: 87px; +} + +input.cthulhu-awakens-button:checked ~ input.tab-button.tab2, +input.cthulhu-awakens-button:checked ~ input.tab-button.tab2 + span, +input.blue-rose-button:checked ~ input.tab-button.tab2, +input.blue-rose-button:checked ~ input.tab-button.tab2 + span { + right: 311px; + width: 69px; +} + +input.cthulhu-awakens-button:checked ~ .qualities-tab-span, +input.cthulhu-awakens-button:checked ~ input.tab-button.tab3, +input.blue-rose-button:checked ~ .qualities-tab-span, +input.blue-rose-button:checked ~ input.tab-button.tab3 { + display: block; + position: absolute; + top: 92px; + right: 236px; + width: 72px; + height: 17px; + border: 1px solid black; + border-radius: 5px; + background-color: #E8E8E8; + color: black; + text-align: center; + font-weight: bold; +} + +input.tab-button.tab3:checked ~ .qualities-tab-span { + color: #FFFFFF; +} + +input.cthulhu-awakens-button:checked ~ input.tab-button.tab4, +input.cthulhu-awakens-button:checked ~ input.tab-button.tab4 + span, +input.blue-rose-button:checked ~ input.tab-button.tab4, +input.blue-rose-button:checked ~ input.tab-button.tab4 + span { + right: 170px; + width: 63px; +} + +input.cthulhu-awakens-button:checked ~ input.tab-button.tab5, +input.cthulhu-awakens-button:checked ~ input.tab-button.tab5 + span, +input.blue-rose-button:checked ~ input.tab-button.tab5, +input.blue-rose-button:checked ~ input.tab-button.tab5 + span { + right: 101px; + width: 66px; +} + +input.cthulhu-awakens-button:checked ~ .psychic-tab-span, +input.cthulhu-awakens-button:checked ~ .tab-button.tab6, +input.blue-rose-button:checked ~ .arcana-tab-span, +input.blue-rose-button:checked ~ .tab-button.tab6 { + display: block; + position: absolute; + top: 92px; + right: 36px; + width: 62px; + height: 17px; + border: 1px solid black; + border-radius: 5px; + background-color: #E8E8E8; + color: black; + text-align: center; + font-weight: bold; +} + +input.tab-button.tab6:checked ~ .psychic-tab-span, +input.tab-button.tab6:checked ~ .arcana-tab-span { + color: #FFFFFF; +} + +/* The Expanse, WoL, & 5th Season Tabs (No Magic) */ + +input.world-of-lazarus-button:checked ~ input.tab-button.tab1, +input.world-of-lazarus-button:checked ~ input.tab-button.tab1 + span, +input.the-expanse-button:checked ~ input.tab-button.tab1, +input.the-expanse-button:checked ~ input.tab-button.tab1 + span, +input.fifth-season-button:checked ~ input.tab-button.tab1, +input.fifth-season-button:checked ~ input.tab-button.tab1 + span { + right: 326px; + width: 89px; +} + +input.world-of-lazarus-button:checked ~ input.tab-button.tab2, +input.world-of-lazarus-button:checked ~ input.tab-button.tab2 + span, +input.the-expanse-button:checked ~ input.tab-button.tab2, +input.the-expanse-button:checked ~ input.tab-button.tab2 + span, +input.fifth-season-button:checked ~ input.tab-button.tab2, +input.fifth-season-button:checked ~ input.tab-button.tab2 + span { + right: 252px; + width: 71px; +} + +input.world-of-lazarus-button:checked ~ .qualities-tab-span, +input.world-of-lazarus-button:checked ~ input.tab-button.tab3, +input.the-expanse-button:checked ~ .qualities-tab-span, +input.the-expanse-button:checked ~ input.tab-button.tab3, +input.fifth-season-button:checked ~ .qualities-tab-span, +input.fifth-season-button:checked ~ input.tab-button.tab3 { + display: block; + position: absolute; + top: 92px; + right: 177px; + width: 72px; + height: 17px; + border: 1px solid black; + border-radius: 5px; + background-color: #E8E8E8; + color: black; + text-align: center; + font-weight: bold; +} + +input.tab-button.tab3:checked ~ .qualities-tab-span { + color: #FFFFFF; +} + +input.world-of-lazarus-button:checked ~ input.tab-button.tab4, +input.world-of-lazarus-button:checked ~ input.tab-button.tab4 + span, +input.the-expanse-button:checked ~ input.tab-button.tab4, +input.the-expanse-button:checked ~ input.tab-button.tab4 + span, +input.fifth-season-button:checked ~ input.tab-button.tab4, +input.fifth-season-button:checked ~ input.tab-button.tab4 + span { + right: 108px; + width: 65px; +} + +input.world-of-lazarus-button:checked ~ input.tab-button.tab5, +input.world-of-lazarus-button:checked ~ input.tab-button.tab5 + span, +input.the-expanse-button:checked ~ input.tab-button.tab5, +input.the-expanse-button:checked ~ input.tab-button.tab5 + span, +input.fifth-season-button:checked ~ input.tab-button.tab5, +input.fifth-season-button:checked ~ input.tab-button.tab5 + span { + right: 37px; + width: 68px; +} + +input.world-of-lazarus-button:checked ~ input.tab-button.tab6, +input.the-expanse-button:checked ~ input.tab-button.tab6, +input.fifth-season-button:checked ~ input.tab-button.tab6 { + display: none; +} + +/* Modern AGE & Threefold Tabs (w/ Extraordinary) */ + +input.threefold-button:checked ~ input.tab-button.tab1, +input.threefold-button:checked ~ input.tab-button.tab1 + span, +input.modern-age-button:checked ~ input.tab-button.tab1, +input.modern-age-button:checked ~ input.tab-button.tab1 + span { + right: 408px; + width: 82px; + font-size: 12px; +} + +input.threefold-button:checked ~ input.tab-button.tab2, +input.threefold-button:checked ~ input.tab-button.tab2 + span, +input.modern-age-button:checked ~ input.tab-button.tab2, +input.modern-age-button:checked ~ input.tab-button.tab2 + span { + right: 341px; + width: 64px; + font-size: 12px; +} + +input.threefold-button:checked ~ .qualities-tab-span, +input.threefold-button:checked ~ input.tab-button.tab3, +input.modern-age-button:checked ~ .qualities-tab-span, +input.modern-age-button:checked ~ input.tab-button.tab3 { + display: block; + position: absolute; + top: 92px; + right: 272px; + width: 66px; + height: 17px; + border: 1px solid black; + border-radius: 5px; + background-color: #E8E8E8; + color: black; + text-align: center; + font-size: 12px; + font-weight: bold; +} + +input.tab-button.tab3:checked ~ .qualities-tab-span { + color: #FFFFFF; +} + +input.threefold-button:checked ~ input.tab-button.tab4, +input.threefold-button:checked ~ input.tab-button.tab4 + span, +input.modern-age-button:checked ~ input.tab-button.tab4, +input.modern-age-button:checked ~ input.tab-button.tab4 + span { + right: 210px; + width: 58px; + font-size: 12px; +} + +input.threefold-button:checked ~ input.tab-button.tab5, +input.threefold-button:checked ~ input.tab-button.tab5 + span, +input.modern-age-button:checked ~ input.tab-button.tab5, +input.modern-age-button:checked ~ input.tab-button.tab5 + span { + right: 145px; + width: 62px; + font-size: 12px; +} + +input.threefold-button:checked ~ .extraordinary-tab-span, +input.threefold-button:checked ~ .tab-button.tab6, +input.modern-age-button:checked ~ .extraordinary-tab-span, +input.modern-age-button:checked ~ .tab-button.tab6 { + display: block; + position: absolute; + top: 92px; + right: 36px; + width: 105px; + height: 17px; + border: 1px solid black; + border-radius: 5px; + background-color: #E8E8E8; + color: black; + text-align: center; + font-size: 12px; + font-weight: bold; +} + +input.tab-button.tab6:checked ~ .extraordinary-tab-span { + color: #FFFFFF; +} + +.dragon-age-selected, +.fantasy-age-selected, +.fantasy-age-core-selected, +.titansgrave-selected, +.blue-rose-selected, +.old-age-selected, +.second-gen-selected, +.modern-age-selected, +.threefold-selected, +.world-of-lazarus-selected, +.fifth-season-selected, +.cthulhu-awakens-selected, +.the-expanse-selected { + display:none; +} + +input.black-color-checkbox:checked ~ .tab-button:checked + span + span + span + span, +input.black-color-checkbox:checked ~ .tab-button:checked + span + span + span, +input.black-color-checkbox:checked ~ .tab-button:checked + span + span { + background-color: #000000; +} + +.sheet-rolltemplate-age-roller .sheet-age-roller-title.sheet-age-roller-color-red, +input.red-color-checkbox:checked ~ .tab-button:checked + span, +input.red-color-checkbox:checked ~ .tab-button:checked + span + span, +input.red-color-checkbox:checked ~ .tab-button:checked + span + span + span, +input.red-color-checkbox:checked ~ .tab-button:checked + span + span + span + span, +input.red-color-checkbox:checked ~ .page .section-name { + background-color: #810206; +} + +.sheet-rolltemplate-age-roller .sheet-age-roller-title.sheet-age-roller-color-teal1, +input.teal1-color-checkbox:checked ~ .tab-button:checked + span, +input.teal1-color-checkbox:checked ~ .tab-button:checked + span + span, +input.teal1-color-checkbox:checked ~ .tab-button:checked + span + span + span, +input.teal1-color-checkbox:checked ~ .tab-button:checked + span + span + span + span, +input.teal1-color-checkbox:checked ~ .page .section-name { + background-color: #00576B; +} + +.sheet-rolltemplate-age-roller .sheet-age-roller-title.sheet-age-roller-color-teal2, +input.teal2-color-checkbox:checked ~ .tab-button:checked + span, +input.teal2-color-checkbox:checked ~ .tab-button:checked + span + span, +input.teal2-color-checkbox:checked ~ .tab-button:checked + span + span + span, +input.teal2-color-checkbox:checked ~ .tab-button:checked + span + span + span + span, +input.teal2-color-checkbox:checked ~ .page .section-name { + background-color: #1f7b92; +} + +.sheet-rolltemplate-age-roller .sheet-age-roller-title.sheet-age-roller-color-blue1, +input.blue1-color-checkbox:checked ~ .tab-button:checked + span, +input.blue1-color-checkbox:checked ~ .tab-button:checked + span + span, +input.blue1-color-checkbox:checked ~ .tab-button:checked + span + span + span, +input.blue1-color-checkbox:checked ~ .tab-button:checked + span + span + span + span, +input.blue1-color-checkbox:checked ~ .page .section-name { + background-color: #007ab8; +} + +.sheet-rolltemplate-age-roller .sheet-age-roller-title.sheet-age-roller-color-blue2, +input.blue2-color-checkbox:checked ~ .tab-button:checked + span, +input.blue2-color-checkbox:checked ~ .tab-button:checked + span + span, +input.blue2-color-checkbox:checked ~ .tab-button:checked + span + span + span, +input.blue2-color-checkbox:checked ~ .tab-button:checked + span + span + span + span, +input.blue2-color-checkbox:checked ~ .page .section-name { + background-color: #006496; +} + +.sheet-rolltemplate-age-roller .sheet-age-roller-title.sheet-age-roller-color-orange, +input.orange-color-checkbox:checked ~ .tab-button:checked + span, +input.orange-color-checkbox:checked ~ .tab-button:checked + span + span, +input.orange-color-checkbox:checked ~ .tab-button:checked + span + span + span, +input.orange-color-checkbox:checked ~ .tab-button:checked + span + span + span + span, +input.orange-color-checkbox:checked ~ .page .section-name { + background-image: radial-gradient(ellipse at top, #bc610e, #431c00); +} + +.sheet-rolltemplate-age-roller .sheet-age-roller-title.sheet-age-roller-color-threefold, +input.threefold-color-checkbox:checked ~ .tab-button:checked + span, +input.threefold-color-checkbox:checked ~ .tab-button:checked + span + span, +input.threefold-color-checkbox:checked ~ .tab-button:checked + span + span + span, +input.threefold-color-checkbox:checked ~ .tab-button:checked + span + span + span + span, +input.threefold-color-checkbox:checked ~ .page .section-name { + background-image: linear-gradient(135deg, #00658D, #2A828E, #87641B, #c79846, #851c07); +} + +.sheet-rolltemplate-age-roller .sheet-age-roller-title.sheet-age-roller-color-rainbow, +input.rainbow-color-checkbox:checked ~ .tab-button:checked + span, +input.rainbow-color-checkbox:checked ~ .tab-button:checked + span + span, +input.rainbow-color-checkbox:checked ~ .tab-button:checked + span + span + span, +input.rainbow-color-checkbox:checked ~ .tab-button:checked + span + span + span + span, +input.rainbow-color-checkbox:checked ~ .page .section-name { + background-image: radial-gradient(circle at bottom left, mediumvioletred, firebrick, darkorange, darkkhaki, forestgreen, blue, darkviolet); +} + +.sheet-rolltemplate-age-roller .sheet-age-roller-title.sheet-age-roller-color-green, +input.green-color-checkbox:checked ~ .tab-button:checked + span, +input.green-color-checkbox:checked ~ .tab-button:checked + span + span, +input.green-color-checkbox:checked ~ .tab-button:checked + span + span + span, +input.green-color-checkbox:checked ~ .tab-button:checked + span + span + span + span, +input.green-color-checkbox:checked ~ .page .section-name { + background-image: radial-gradient(circle at center, #1d8514, #1d8514, black); +} + +/* dragonscale texture from https://www.myfreetextures.com/four-dragon-scale-background-textures/ */ +.sheet-rolltemplate-age-roller .sheet-age-roller-title.sheet-age-roller-color-dragon, +input.dragon-color-checkbox:checked ~ .tab-button:checked + span, +input.dragon-color-checkbox:checked ~ .tab-button:checked + span + span, +input.dragon-color-checkbox:checked ~ .tab-button:checked + span + span + span, +input.dragon-color-checkbox:checked ~ .tab-button:checked + span + span + span + span, +input.dragon-color-checkbox:checked ~ .page .section-name { + background-image: url("https://i.imgur.com/ZiUOVSE.jpg"); +} + +.sheet-rolltemplate-age-roller .sheet-age-roller-title.sheet-age-roller-color-lazarus, +input.lazarus-color-checkbox:checked ~ .tab-button:checked + span, +input.lazarus-color-checkbox:checked ~ .tab-button:checked + span + span, +input.lazarus-color-checkbox:checked ~ .tab-button:checked + span + span + span, +input.lazarus-color-checkbox:checked ~ .tab-button:checked + span + span + span + span, +input.lazarus-color-checkbox:checked ~ .page .section-name { + background-image: radial-gradient(circle at center, #3A8BCC, #124179); +} + +.sheet-rolltemplate-age-roller .sheet-age-roller-title.sheet-age-roller-color-stars, +input.stars-color-checkbox:checked ~ .tab-button:checked + span, +input.stars-color-checkbox:checked ~ .tab-button:checked + span + span, +input.stars-color-checkbox:checked ~ .tab-button:checked + span + span + span, +input.stars-color-checkbox:checked ~ .tab-button:checked + span + span + span + span, +input.stars-color-checkbox:checked ~ .page .section-name { + background-image: url("http://i.imgur.com/Xsnnevo.png"); +} + +input.stars-color-checkbox:checked ~ .tab5 .ability-strength .section-name, +input.stars-color-checkbox:checked ~ .tab5 .ability-intelligence .section-name, +input.stars-color-checkbox:checked ~ .tab5 .ability-accuracy .section-name, +input.stars-color-checkbox:checked ~ .tab1 .ability-strength .section-name, +input.stars-color-checkbox:checked ~ .tab1 .ability-fighting .section-name, +input.stars-color-checkbox:checked ~ .tab1 .ability-communication .section-name, +input.stars-color-checkbox:checked ~ .page .section:nth-child(odd) .section-name { + background-image: url("http://i.imgur.com/CEij2yw.png"); +} +input.stars-color-checkbox:checked ~ .tab5 .ability-willpower .section-name, +input.stars-color-checkbox:checked ~ .tab5 .ability-dexterity .section-name, +input.stars-color-checkbox:checked ~ .tab5 .ability-communication .section-name, +input.stars-color-checkbox:checked ~ .tab1 .ability-constitution .section-name, +input.stars-color-checkbox:checked ~ .tab1 .ability-intelligence .section-name, +input.stars-color-checkbox:checked ~ .tab1 .ability-willpower .section-name { + background-image: url("https://i.imgur.com/aRp1Jdz.png"); +} + +.sheet-rolltemplate-age-roller .sheet-die-face-drama.sheet-color-red, +input.red-color-checkbox:checked ~ .page .repcontrol .repcontrol_edit:after, +input.red-color-checkbox:checked ~ .page .repcontrol .repcontrol_add:before, +input.red-color-checkbox:checked ~ button[type=action].floating-dice-roller::before, +input.red-color-checkbox:checked ~ .page .attack-container button[type=action]::before, +input.red-color-checkbox:checked ~ .page .spell-short-container button[type=action]::before, +input.red-color-checkbox:checked ~ .page .focus-container button[type=action]::before, +input.red-color-checkbox:checked ~ .page .spell-container button[type=action]::before, +input.red-color-checkbox:checked ~ .page .income-section button[type=action]::before { + color: #810206; +} + +.sheet-rolltemplate-age-roller .sheet-die-face-drama.sheet-color-teal1, +input.teal1-color-checkbox:checked ~ .page .repcontrol .repcontrol_edit:after, +input.teal1-color-checkbox:checked ~ .page .repcontrol .repcontrol_add:before, +input.teal1-color-checkbox:checked ~ button[type=action].floating-dice-roller::before, +input.teal1-color-checkbox:checked ~ .page .attack-container button[type=action]::before, +input.teal1-color-checkbox:checked ~ .page .spell-short-container button[type=action]::before, +input.teal1-color-checkbox:checked ~ .page .focus-container button[type=action]::before, +input.teal1-color-checkbox:checked ~ .page .spell-container button[type=action]::before { + color: #00576B; +} + +.sheet-rolltemplate-age-roller .sheet-die-face-drama.sheet-color-teal2, +input.teal2-color-checkbox:checked ~ .page .repcontrol .repcontrol_edit:after, +input.teal2-color-checkbox:checked ~ .page .repcontrol .repcontrol_add:before, +input.teal2-color-checkbox:checked ~ button[type=action].floating-dice-roller::before, +input.teal2-color-checkbox:checked ~ .page .attack-container button[type=action]::before, +input.teal2-color-checkbox:checked ~ .page .spell-short-container button[type=action]::before, +input.teal2-color-checkbox:checked ~ .page .focus-container button[type=action]::before, +input.teal2-color-checkbox:checked ~ .page .spell-container button[type=action]::before { + color: #1f7b92; +} + +.sheet-rolltemplate-age-roller .sheet-die-face-drama.sheet-color-blue1, +input.blue1-color-checkbox:checked ~ .page .repcontrol .repcontrol_edit:after, +input.blue1-color-checkbox:checked ~ .page .repcontrol .repcontrol_add:before, +input.blue1-color-checkbox:checked ~ button[type=action].floating-dice-roller::before, +input.blue1-color-checkbox:checked ~ .page .attack-container button[type=action]::before, +input.blue1-color-checkbox:checked ~ .page .spell-short-container button[type=action]::before, +input.blue1-color-checkbox:checked ~ .page .focus-container button[type=action]::before, +input.blue1-color-checkbox:checked ~ .page .spell-container button[type=action]::before { + color: #007ab8; +} + +.sheet-rolltemplate-age-roller .sheet-die-face-drama.sheet-color-blue2, +input.blue2-color-checkbox:checked ~ .page .repcontrol .repcontrol_edit:after, +input.blue2-color-checkbox:checked ~ .page .repcontrol .repcontrol_add:before, +input.blue2-color-checkbox:checked ~ button[type=action].floating-dice-roller::before, +input.blue2-color-checkbox:checked ~ .page .attack-container button[type=action]::before, +input.blue2-color-checkbox:checked ~ .page .spell-short-container button[type=action]::before, +input.blue2-color-checkbox:checked ~ .page .focus-container button[type=action]::before, +input.blue2-color-checkbox:checked ~ .page .spell-container button[type=action]::before { + color: #006496; +} + +.sheet-rolltemplate-age-roller .sheet-die-face-drama.sheet-color-orange, +input.orange-color-checkbox:checked ~ .page .repcontrol .repcontrol_edit:after, +input.orange-color-checkbox:checked ~ .page .repcontrol .repcontrol_add:before, +input.orange-color-checkbox:checked ~ button[type=action].floating-dice-roller::before, +input.orange-color-checkbox:checked ~ .page .attack-container button[type=action]::before, +input.orange-color-checkbox:checked ~ .page .spell-short-container button[type=action]::before, +input.orange-color-checkbox:checked ~ .page .focus-container button[type=action]::before, +input.orange-color-checkbox:checked ~ .page .spell-container button[type=action]::before { + color: #BC610E; +} + +.sheet-rolltemplate-age-roller .sheet-die-face-drama.sheet-color-stars, +input.stars-color-checkbox:checked ~ .page .repcontrol .repcontrol_edit:after, +input.stars-color-checkbox:checked ~ .page .repcontrol .repcontrol_add:before, +input.stars-color-checkbox:checked ~ button[type=action].floating-dice-roller::before, +input.stars-color-checkbox:checked ~ .page .attack-container button[type=action]::before, +input.stars-color-checkbox:checked ~ .page .spell-short-container button[type=action]::before, +input.stars-color-checkbox:checked ~ .page .focus-container button[type=action]::before, +input.stars-color-checkbox:checked ~ .page .spell-container button[type=action]::before { + color: black; +} + +.sheet-rolltemplate-age-roller .sheet-die-face-drama.sheet-color-threefold, +input.threefold-color-checkbox:checked ~ .page .repcontrol .repcontrol_edit:after, +input.threefold-color-checkbox:checked ~ .page .repcontrol .repcontrol_add:before, +input.threefold-color-checkbox:checked ~ button[type=action].floating-dice-roller::before, +input.threefold-color-checkbox:checked ~ .page .attack-container button[type=action]::before, +input.threefold-color-checkbox:checked ~ .page .spell-short-container button[type=action]::before, +input.threefold-color-checkbox:checked ~ .page .focus-container button[type=action]::before, +input.threefold-color-checkbox:checked ~ .page .spell-container button[type=action]::before { + color: #1f7b92; +} + +.sheet-rolltemplate-age-roller .sheet-die-face-drama.sheet-color-lazarus, +input.lazarus-color-checkbox:checked ~ .page .repcontrol .repcontrol_edit:after, +input.lazarus-color-checkbox:checked ~ .page .repcontrol .repcontrol_add:before, +input.lazarus-color-checkbox:checked ~ button[type=action].floating-dice-roller::before, +input.lazarus-color-checkbox:checked ~ .page .attack-container button[type=action]::before, +input.lazarus-color-checkbox:checked ~ .page .spell-short-container button[type=action]::before, +input.lazarus-color-checkbox:checked ~ .page .focus-container button[type=action]::before, +input.lazarus-color-checkbox:checked ~ .page .spell-container button[type=action]::before { + color: #007ab8; +} + +.sheet-rolltemplate-age-roller .sheet-die-face-drama.sheet-color-green, +input.green-color-checkbox:checked ~ .page .repcontrol .repcontrol_edit:after, +input.green-color-checkbox:checked ~ .page .repcontrol .repcontrol_add:before, +input.green-color-checkbox:checked ~ button[type=action].floating-dice-roller::before, +input.green-color-checkbox:checked ~ .page .attack-container button[type=action]::before, +input.green-color-checkbox:checked ~ .page .spell-short-container button[type=action]::before, +input.green-color-checkbox:checked ~ .page .focus-container button[type=action]::before, +input.green-color-checkbox:checked ~ .page .spell-container button[type=action]::before { + color: #1D8514; +} + +.sheet-rolltemplate-age-roller .sheet-die-face-drama.sheet-color-rainbow, +input.rainbow-color-checkbox:checked ~ .page .repcontrol .repcontrol_edit:after, +input.rainbow-color-checkbox:checked ~ .page .repcontrol .repcontrol_add:before, +input.rainbow-color-checkbox:checked ~ button[type=action].floating-dice-roller::before, +input.rainbow-color-checkbox:checked ~ .page .attack-container button[type=action]::before, +input.rainbow-color-checkbox:checked ~ .page .spell-short-container button[type=action]::before, +input.rainbow-color-checkbox:checked ~ .page .focus-container button[type=action]::before, +input.rainbow-color-checkbox:checked ~ .page .spell-container button[type=action]::before { + color: blueviolet; +} + +.sheet-rolltemplate-age-roller .sheet-die-face-drama.sheet-color-dragon, +input.dragon-color-checkbox:checked ~ .page .repcontrol .repcontrol_edit:after, +input.dragon-color-checkbox:checked ~ .page .repcontrol .repcontrol_add:before, +input.dragon-color-checkbox:checked ~ button[type=action].floating-dice-roller::before, +input.dragon-color-checkbox:checked ~ .page .attack-container button[type=action]::before, +input.dragon-color-checkbox:checked ~ .page .spell-short-container button[type=action]::before, +input.dragon-color-checkbox:checked ~ .page .focus-container button[type=action]::before, +input.dragon-color-checkbox:checked ~ .page .spell-container button[type=action]::before { + color: darkred; +} + +input.dragon-age-button:checked ~ .page .no-dragon-age-selected, +input.fantasy-age-button:checked ~ .page .no-fantasy-age-selected, +input.fantasy-age-core-button:checked ~ .page .no-fantasy-age-core-selected, +input.titansgrave-button:checked ~ .page .no-titansgrave-selected, +input.blue-rose-button:checked ~ .page .no-blue-rose-selected, +input.the-expanse-button:checked ~ .page .no-the-expanse-selected, +input.fifth-season-button:checked ~ .page .no-the-expanse-selected, +input.modern-age-button:checked ~ .page .no-modern-age-selected, +input.threefold-button:checked ~ .page .no-threefold-selected, +input.world-of-lazarus-button:checked ~ .page .no-world-of-lazarus-selected, +input.modern-age-button:checked ~ .page .no-mod-selected, +input.threefold-button:checked ~ .page .no-mod-selected, +input.world-of-lazarus-button:checked ~ .page .no-mod-selected, +input.fifth-season-button:checked ~ .page .no-mod-selected, +input.cthulhu-awakens-button:checked ~ .page .no-mod-selected, +input.cthulhu-awakens-button:checked ~ .page .no-cthulhu-awakens-selected { + display: none; +} + +.mod-selected { display: none; } + +/* specific games */ +input.dragon-age-button:checked ~ .page .dragon-age-selected, +input.fantasy-age-button:checked ~ .page .fantasy-age-selected, +input.fantasy-age-core-button:checked ~ .page .fantasy-age-core-selected, +input.titansgrave-button:checked ~ .page .titansgrave-selected, +input.blue-rose-button:checked ~ .page .blue-rose-selected, +input.the-expanse-button:checked ~ .page .the-expanse-selected, +input.modern-age-button:checked ~ .page .modern-age-selected, +input.threefold-button:checked ~ .page .threefold-selected, +input.world-of-lazarus-button:checked ~ .page .world-of-lazarus-selected, +input.fifth-season-button:checked ~ .page .fifth-season-selected, +input.cthulhu-awakens-button:checked ~ .page .cthulhu-awakens-selected, +input.dragon-age-button:checked ~ .page .old-age-selected, +input.fantasy-age-button:checked ~ .page .old-age-selected, +input.titansgrave-button:checked ~ .page .old-age-selected, +input.modern-age-button:checked ~ .page .mod-selected, +input.threefold-button:checked ~ .page .mod-selected, +input.world-of-lazarus-button:checked ~ .page .mod-selected, +input.fifth-season-button:checked ~ .page .mod-selected, +input.cthulhu-awakens-button:checked ~ .page .mod-selected, +input.fantasy-age-button:checked ~ .page .second-gen-selected, +input.fantasy-age-core-button:checked ~ .page .second-gen-selected, +input.titansgrave-button:checked ~ .page .second-gen-selected, +input.blue-rose-button:checked ~ .page .second-gen-selected { + display: block; +} + +.tab7 .row { + float: right; +} + +.col-options { + width: 375px; + float: left; +} + +.small-section { + width: 182.5px; +} + +.larger-section { + width: 371px; +} + +.list-toggle-text { + margin-top: 1px; + margin-right: 7px; + margin-bottom: 3px; + float: left; +} + +.aim-toggle-text { + margin-top: 5px; + margin-right: 7px; + margin-bottom: 4px; + float: left; +} + +.select-text { + margin-top: 5px; + margin-right: 1px; + float: left; +} + +.select-drop { + margin-right: 21px; +} + +.row .stunts2-drop input[type="select"] { + width: 21px; +} + +.larger-section .row { + display: inline-block; + width: 370px; +} + +.larger-section .list-toggle-container { + display: inline-block; + width: 370px; +} + +.larger-section .list-toggle-container .list-toggle-checkbox { + margin-left: 335px; +} + +.list-toggle-container input[type="checkbox"] + span::before { + margin-right: none; +} + +.tab7 .section select { + border-bottom: 1px solid #D3D3D3; + border-top: 0px; + border-left: 0px; + border-right: 0px; + box-shadow: none; + float: right; + width: 150px; + border-radius: 0px; + margin-top: 0px; + margin-bottom: 2px; + margin-left: 0px; + margin-right: 1px; + padding: 0px; +} + +.tab7 .section select[name="attr_char-name-option"] { + width: 75px; +} + +.tab7 .section select[name="attr_stunts2-select"] { + width: 175px; +} + +input.health-fortune-checkbox:checked ~ .page .health-section { + display: none; +} + +input.health-fortune-checkbox:checked ~ .page .fortune-section, +input.conditions-section-checkbox:checked ~ .page .conditions-section, +input.mana-section-checkbox:checked ~ .page .mana-section, +input.exp-section-checkbox:checked ~ .page .experience-points-section, +input.fatigue-section-checkbox:checked ~ .page .fatigue-section, +input.fear-section-checkbox:checked ~ .page .fear-section, +input.horror-section-checkbox:checked ~ .page .horror-section, +input.conviction-section-checkbox:checked ~ .page .conviction-section, +input.corruption-section-checkbox:checked ~ .page .corruption-section, +input.ammo-col-checkbox:checked ~ .page .attack-container .col-ammo, +input.power-list-checkbox:checked ~ .page .power-short-container, +input.talent-list-checkbox:checked ~ .page .talent-short-container, +input.spell-list-checkbox:checked ~ .page .spell-short-divtohide, +input.equipment-section-checkbox:checked ~ .page .equipment-section, +input.income-section-checkbox:checked ~ .page .income-section, +input.initiative-section-checkbox:checked ~ .page .initiative-focus, +input.initiative-section-checkbox:checked ~ .page .initiative-section, +input.money-section-checkbox:checked ~ .page .money-section { + display: inline-block; +} + +input.whisper-toggle-checkbox:checked ~ input.tab-button.tab-whisper, +input.whisper-toggle-checkbox:checked ~ input.tab-button.tab-whisper + span, +input.aim-toggle-checkbox:checked ~ input.tab-button.tab-aim, +input.aim-toggle-checkbox:checked ~ input.tab-button.tab-aim + span, +input.stunts2-toggle-checkbox:checked ~ input.tab-button.tab-stunts2, +input.stunts2-toggle-checkbox:checked ~ input.tab-button.tab-stunts2 + span { + display: block; +} + +input.mana-section-checkbox:not(:checked) + input.exp-section-checkbox:not(:checked) + input.fatigue-section-checkbox:not(:checked) + input.conviction-section-checkbox:not(:checked) + input.corruption-section-checkbox:not(:checked) ~ .page .speed-defense-armor-container { + width: calc(75% - 2.9px); +} + +input.mana-section-checkbox:not(:checked) + input.exp-section-checkbox:not(:checked) + input.fatigue-section-checkbox:not(:checked) + input.conviction-section-checkbox:not(:checked) + input.corruption-section-checkbox:not(:checked) ~ .page .speed-defense-score { + margin-left: 33%; +} + +input.mana-section-checkbox:not(:checked) + input.exp-section-checkbox:not(:checked) + input.fatigue-section-checkbox:not(:checked) + input.conviction-section-checkbox:not(:checked) + input.corruption-section-checkbox:not(:checked) ~ .page .maximum-input span { + margin-left: 20px; +} + +input.ammo-col-checkbox:checked ~ .page .attack-container .col-attack-name { + width: 125px; +} + +.row .aim-value-field { + float: left; +} + +.row .aim-value-field input[type=number] { + text-align: center; + width: 18px; + border-top: 0px; + border-left:0px; + border-right: 0px; + border-bottom: 1px solid #D3D3D3; + background: none; + box-shadow: none; + border-radius: 0px; + margin-right: 3px; + margin-top: 6px; + padding: 0px; +} + +.aim-value-field input[type=number]::-webkit-inner-spin-button, +.aim-value-field input[type=number]::-webkit-outer-spin-button { + -webkit-appearance: none; + margin: 0; +} + +.aim-value-field input[type=number] { + -moz-appearance:textfield; +} + +.version-name { + font-weight: bold; + float: right; +} +.about { + padding: 10px; + width: 370px; +} + +/* ROLL TEMPLATES */ + +.sheet-rolltemplate-default table { + border: 1px solid black; +} + +.sheet-rolltemplate-default caption { + background-color: black; + font-weight: bold; + border-top: 1px solid black; + border-bottom: 0px; + border-left: 1px solid black; + border-right: 1px solid black; +} + +.sheet-rolltemplate-default td:first-child { + text-align: left; +} + +.sheet-rolltemplate-default td:nth-child(2) { + text-align: right; +} + +.sheet-rolltemplate-age-roller .sheet-age-roller-container { width: 225px; border: 1px solid black; padding: 0; margin: 0; background-color: white; color: black; } +.sheet-rolltemplate-darkmode.sheet-rolltemplate-age-roller .sheet-age-roller-container { width: 225px; border: 1px solid white; padding: 0; margin: 0; background-color: black; color: white; } +.sheet-rolltemplate-age-roller .sheet-age-roller-result { width: 100%; padding-top: 10px; text-align: center; border-bottom: 1px solid black;padding-bottom: 5px; } +.sheet-rolltemplate-age-roller .sheet-die-face { font-size: 48px; font-weight: bold; font-family: "dicefontd6"; color: #333333; } +.sheet-rolltemplate-darkmode.sheet-rolltemplate-age-roller .sheet-die-face { font-weight: normal; color: white; } +.sheet-rolltemplate-age-roller .sheet-die-face-drama { text-transform: uppercase; } +.sheet-rolltemplate-age-roller .sheet-die-seperator { font-size: 38px; font-weight: bold; vertical-align: top;} +.sheet-rolltemplate-age-roller .sheet-age-roller-stunt + .sheet-age-roller-stunt { display: none; } +.sheet-rolltemplate-age-roller .sheet-age-roller-line { padding-top: 2px; padding-bottom: 2px; text-align: top; } +.sheet-rolltemplate-age-roller .sheet-age-roller-stunt { border-top: 1px solid black; color: green; font-weight: bold; } +.sheet-rolltemplate-age-roller .sheet-age-roller-col1 { display: inline-block; width: 161px; text-align: left; margin-left: 5px; margin-right: 5px; } +.sheet-rolltemplate-age-roller .sheet-age-roller-col2 { display: inline-block; width: 40px; text-align: right; margin-left: 5px; margin-right: 5px; font-weight: bold; } +.sheet-rolltemplate-age-roller .sheet-age-roller-title { background-color: black; color: white; font-weight: bold; padding-left: 5px; padding-right: 5px; padding-bottom: 2px; padding-top: 2px; margin-bottom: 3px; } +.sheet-rolltemplate-age-roller .sheet-age-roller-total { border-top: 1px solid black; } +.sheet-rolltemplate-age-roller .sheet-age-roller-total .sheet-age-roller-col1 { font-weight: bold; } +.sheet-rolltemplate-age-roller .sheet-age-roller-tn { border-top: 1px solid black; font-style: italic; } + +.sheet-rolltemplate-age-roller .sheet-age-roller-col2 .inlinerollresult { background-color: transparent; border: none; padding: 0; margin: 0; text-align: right; } +.sheet-rolltemplate-age-roller .sheet-age-roller-col2 .inlinerollresult.fullfail, +.sheet-rolltemplate-age-roller .sheet-age-roller-col2 .inlinerollresult.fullcrit, +.sheet-rolltemplate-age-roller .sheet-age-roller-col2 .inlinerollresult.importantroll { border: none; } + +/* Tool tips based on http://jsfiddle.net/Lithl/4naLge77/ */ +.tooltip { + text-decoration-line: underline; + text-decoration-style: dotted; + outline: none; + cursor: help; +} +/* .tooltip strong { line-height: 30px; } */ +.tooltip:hover span { + display: block; + position: absolute; +} +.tooltip:hover { text-decoration: none; } +.tooltip span { + display: none; + border-radius: 4px; + /* box-shadow: 5px 5px 8px #eee; */ + z-index: 10; + padding: 14px 20px; + margin-top: 10px; + margin-left: -150px; + width: 300px; + line-height: 16px; + color: #111; + border: 1px solid #333; + background: #eee; +} + +.page select.color-select option { color: white; } +.page select.color-select option[value=black] { background-color: black; } +.page select.color-select option[value=red] { background-color: #810206; } +.page select.color-select option[value=teal1] { background-color: #00576b; } +.page select.color-select option[value=teal2] { background-color: #1f7b92; } +.page select.color-select option[value=blue1] { background-color: #007ab8; } +.page select.color-select option[value=blue2] { background-color: #006496; } +.page select.color-select option[value=orange] { background-color: white; color: #bc610e; font-weight: bold; } +.page select.color-select option[value=stars] { background-color: white; color: black; font-weight: bold; } +.page select.color-select option[value=threefold] { background-color: white; color: #1f7b92; font-weight: bold; } +.page select.color-select option[value=lazarus] { background-color: white; color: #007ab8; font-weight: bold; } +.page select.color-select option[value=green] { background-color: white; color: #1d8514; font-weight: bold; } +.page select.color-select option[value=rainbow] { background-color: white; color: blueviolet; font-weight: bold; } +.page select.color-select option[value=dragon] { background-color: white; color: darkred; font-weight: bold; } diff --git a/Fifth Season/Fifth Season.html b/Fifth Season/Fifth Season.html new file mode 100644 index 0000000000..d58c34a883 --- /dev/null +++ b/Fifth Season/Fifth Season.html @@ -0,0 +1,3813 @@ + +
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    +
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    + PSYCHIC DISCIPLINE +
    +
    + SHORT DESCRIPTION +
    +
    +
    + + + + + +
    + +
    +
    + +
    +
    +
    +
    +
    + +
    +
    +
    +
    + EQUIPMENT NAME +
    +
    + QUANTITY +
    +
    + DESCRIPTION +
    +
    +
    +
    + +
    +
    + +
    +
    + +
    +
    +
    +
    +
    + +
    +
    + +
    +
    + +
    +
    +
    + +
    +
    + +
    +
    + +
    +
    +
    +
    + CURRENCY +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    + + +
    +
    + +
    +
    +
    + GOALS +
    +
    + +
    +
    + +
    +
    +
    +
    + HONORIFICS, TITLES AND MEMBERSHIPS +
    +
    + +
    +
    + +
    +
    +
    +
    +
    +
    +
    + BONDS +
    +
    + RELATIONSHIPS +
    + +
    +
    + +
    +
    + +
    +
    +
    +
    + CHARACTER APPEARANCE +
    +
    + +
    +
    + +
    +
    +
    +
    +
    +
    + CHARACTER NOTES +
    +
    + +
    +
    + +
    +
    +
    +
    +
    + + +
    +
    +
    +
    +
    + +
    +
    +
    +
    + TYPE OR LEVEL: + +
    +
    + SOURCE: + +
    +
    +
    + SHORT DESC.: + +
    +
    + DESCRIPTION: + +
    +
    +
    +
    +
    +
    + + +
    +
    +
    +
    +
    + +
    +
    + + +
    +
    +
    + DEGREE: + +
    +
    + DEGREE: + +
    +
    + DEGREE: + + + +2 + +
    +
    +
    + SOURCE: + +
    +
    +
    + DESCRIPTION: + +
    +
    +
    + NOVICE: + +
    +
    +
    JOURNEYMAN:
    +
    EXPERT:
    + +
    +
    + MASTER: + +
    +
    +
    + GRANDMASTER: + +
    +
    + APEX: + +
    +
    +
    +
    +
    +
    +
    +
    + + +
    +
    +
    +
    +
    + ACCURACY +
    +
    +
    +
    + FOCUS: + + + +
    +
    + +
    +
    +
    +
    +
    +
    + COMMUNICATION +
    +
    +
    +
    + FOCUS: + + + +
    +
    + +
    +
    +
    +
    +
    +
    + CONSTITUTION +
    +
    +
    +
    + FOCUS: + + + +
    +
    + +
    +
    +
    +
    +
    +
    + CUNNING +
    +
    +
    +
    + FOCUS: + + + +
    +
    + +
    +
    +
    +
    +
    +
    +
    +
    + DEXTERITY +
    +
    +
    + FOCUS: Initiative + + + +
    +
    +
    + FOCUS: + + + +
    +
    + +
    +
    +
    +
    +
    +
    + FIGHTING +
    +
    +
    +
    + FOCUS: + + + +
    +
    + +
    +
    +
    +
    +
    +
    + INTELLIGENCE +
    +
    +
    +
    + FOCUS: + + + +
    +
    + +
    +
    +
    +
    +
    +
    + MAGIC +
    +
    +
    +
    + FOCUS: + + + +
    +
    + +
    +
    +
    +
    +
    +
    + PERCEPTION +
    +
    +
    +
    + FOCUS: + + + +
    +
    + +
    +
    +
    +
    +
    +
    +
    +
    + PERCEPTION +
    +
    +
    +
    + FOCUS: + + + +
    +
    + +
    +
    +
    +
    +
    +
    + STRENGTH +
    +
    +
    +
    + FOCUS: + + + +
    +
    + +
    +
    +
    +
    +
    +
    + WILLPOWER +
    +
    +
    +
    + FOCUS: + + + +
    +
    + +
    +
    +
    +
    +
    +
    +
    + + +
    +
    +
    +
    +
    + +
    +
    +
    +
    +
    + SCHOOL: +
    +
    + TYPE: +
    +
    + MANA COST: +
    +
    +
    +
    + +
    +
    + +
    +
    + +
    +
    +
    +
    +
    +
    + CAST TIME: +
    +
    + TEST TN: +
    +
    + TEST: +
    +
    +
    +
    + +
    +
    + +
    +
    + +
    +
    +
    +
    +
    +
    + SPELLPOWER: +
    +
    + FOCUS BONUS: +
    +
    + CAST SPELL: +
    +
    +
    +
    + +
    +
    + +
    +
    + +
    +
    +
    +
    +
    +
    + SHORT DESC.: + +
    +
    + DESCRIPTION: + +
    +
    +
    +
    +
    +
    +
    + +
    +
    +
    +
    +
    + ARCANA: +
    +
    + TYPE: +
    +
    + MP COST: +
    +
    +
    +
    + +
    +
    + +
    +
    + +
    +
    +
    +
    +
    +
    + CAST TIME: +
    +
    + TEST TN: +
    +
    + TEST: +
    +
    +
    +
    + +
    +
    + +
    +
    + +
    +
    +
    +
    +
    +
    + SPELLPOWER: +
    +
    + FOCUS BONUS: +
    +
    + CAST SPELL: +
    +
    +
    +
    + +
    +
    + +
    +
    + +
    +
    +
    +
    +
    +
    + SHORT DESC.: + +
    +
    + DESCRIPTION: + +
    +
    +
    +
    +
    +
    +
    + +
    +
    +
    +
    +
    + TALENT: +
    +
    + TIME: +
    +
    + TEST TN: +
    +
    +
    +
    + +
    +
    + +
    +
    + +
    +
    +
    +
    +
    +
    + TEST: +
    +
    + RESISTANCE: +
    +
    + FATIGUE TN: +
    +
    +
    +
    + +
    +
    + +
    +
    + + + + +
    +
    +
    +
    +
    +
    + ABILITY: +
    +
    + FOCUS BONUS: +
    +
    + CAST SPELL: +
    +
    +
    +
    + +
    +
    + +
    +
    + +
    +
    +
    +
    +
    +
    + SHORT DESC.: + +
    +
    + DESCRIPTION: + +
    +
    +
    +
    +
    +
    +
    + +
    +
    +
    +
    +
    + DISCIPLINE: +
    +
    + TYPE: +
    +
    + TEST TN: +
    +
    +
    +
    + +
    +
    + +
    +
    + +
    +
    +
    +
    +
    +
    + TIME: +
    +
    + RESISTANCE: +
    +
    + PRICE TN: +
    +
    +
    +
    + +
    +
    + +
    +
    + + + + +
    +
    +
    +
    +
    +
    + PSYCH FORCE: +
    +
    + FOCUS BONUS: +
    +
    + CAST SPELL: +
    +
    +
    +
    + +
    +
    + +
    +
    + +
    +
    +
    +
    +
    +
    + SHORT DESC.: + +
    +
    + DESCRIPTION: + +
    +
    +
    +
    +
    +
    + + +
    + + +
    +
    +
    +
    +
    + TALENT: +
    +
    + TIME: +
    +
    + TEST TN: +
    +
    +
    +
    + +
    +
    + +
    +
    + +
    +
    +
    +
    +
    +
    + TEST: +
    +
    + RESISTANCE: +
    +
    + FATIGUE TN: + POWER COST: +
    +
    +
    +
    + +
    +
    + +
    +
    + + + + + + + +
    +
    +
    +
    +
    +
    + ABILITY: +
    +
    + FOCUS BONUS: +
    +
    + USE POWER: +
    +
    +
    +
    + +
    +
    + +
    +
    + + + + + + +
    +
    +
    +
    +
    +
    SHORT DESC.: +
    +
    DESCRIPTION: +
    +
    +
    +
    +
    +
    + + +
    + + +
    +
    +
    +
    +
    + TALENT: +
    +
    + TIME: +
    +
    + TEST TN: +
    +
    +
    +
    + +
    +
    + +
    +
    + +
    +
    +
    +
    +
    +
    + TEST: +
    +
    + RESISTANCE: +
    +
    + FATIGUE TN: + KANNA COST: +
    +
    +
    +
    + +
    +
    + +
    +
    + + + + + +
    +
    +
    +
    +
    +
    + ABILITY: +
    +
    + FOCUS BONUS: +
    +
    + CAST SPELL: + USE POWER: +
    +
    +
    +
    + +
    +
    + +
    +
    +
    + +
    +
    + +
    +
    +
    +
    +
    +
    +
    SHORT DESC.: +
    +
    DESCRIPTION: +
    +
    +
    +
    +
    + The Expanse RPG does not support magical powers. +
    +
    + The World of Lazarus RPG does not support magical powers. +
    +
    +
    + + +
    +
    +
    + +
    +
    + GAME SYSTEM +
    +
    + +
    +
    + + + + + +
    +
    + +
    +
    + COLOR SELECTION +
    +
    + +
    +
    + +
    +
    + ROLLS +
    + +
    +
    + Show the character name in roll results +
    +
    + +
    +
    + +
    +
    + Whisper rolls to GM +
    +
    + +
    +
    + +
    +
    + Aim Value +
    +
    + +
    +
    +
    + Add Aim to Attack +
    +
    + +
    +
    + +
    +
    + Reroll the Stunt Die +
    +
    + +
    +
    + +
    +
    + Add Tiebreaker to Initiative rolls +
    +
    + +
    +
    + +
    +
    + Apply Armor Penalty to Dexterity rolls +
    +
    + +
    +
    +
    +
    +
    + +
    +
    + CHARACTER TAB SECTIONS +
    + +
    +
    + Replace Health with Fortune +
    +
    + +
    +
    + +
    +
    + Show the Initiative focus +
    +
    + +
    +
    + +
    +
    + Show the Mana/Magic Points section + Show the Power Points section + Show the Kanna section +
    +
    + +
    +
    + +
    +
    + Show the Experience Points section +
    +
    + +
    +
    + +
    +
    + Show the Fatigue section +
    +
    + +
    +
    + +
    +
    + Show the Fear section +
    +
    + +
    +
    + +
    +
    + Show the Horror section +
    +
    + +
    +
    + +
    +
    + Show the Conviction section +
    +
    + +
    +
    + +
    +
    + Show the Corruption section +
    +
    + +
    +
    + +
    +
    + Show the Ammo column +
    +
    + +
    +
    + +
    +
    + Show the Class Power list in the Character tab +
    +
    + +
    +
    + +
    +
    + Show the Talent list in the Character tab +
    +
    + +
    +
    + +
    +
    + Show the Extraordinary Powers list in the Character tab + Show the Arcana/Psychic list in the Character tab + Show the Psychic list in the Character tab + Show the Spell/Arcana list in the Character tab +
    +
    + +
    +
    + +
    +
    + Show the Equipment section +
    +
    + +
    +
    + +
    +
    + Show the Money/Currency section +
    +
    + +
    +
    + +
    +
    + Show the Income section + Show the Resources section +
    +
    + +
    +
    + +
    +
    + Show the Conditions section +
    +
    + +
    +
    +
    +
    + +
    +
    +
    +
    +
    + ABOUT +
    + +

    The Green Ronin-official Roll20 character sheet for Fantasy AGE RPG. + Based on the AGE System sheet by Olivier L.-L., Zach Hall, Cadera Spindrift, + and theDissilent and utilizing the TotalRolled for AGE API script by + Joshua Casserino, Olivier L.-L., and theDissilent, with much appreciation + from Green Ronin.

    +

    If you find any bugs, please tell us about them at: https://forms.monday.com/forms/b3ede9f34e9eab8dd2aab4c4b0914a15?r=use1

    +

    Fantasy AGE RPG is ©2015 Green Ronin Publishing, LLC.

    +
    + +

    The Green Ronin-official Roll20 character sheet for The Expanse RPG. + Based on the AGE System sheet by Olivier L.-L., Zach Hall, Cadera Spindrift, + and theDissilent and utilizing the TotalRolled for AGE API script by + Joshua Casserino, Olivier L.-L., and theDissilent, with much appreciation + from Green Ronin.

    +

    If you find any bugs, please tell us about them at: https://forms.monday.com/forms/b3ede9f34e9eab8dd2aab4c4b0914a15?r=use1

    +

    The Expanse RPG is ©2019 Green Ronin Publishing, LLC.

    +

    The Expanse is © 2011-2020 Daniel Abraham and Ty Franck.

    +
    + +

    The Green Ronin-official Roll20 character sheet for Fifth Season RPG. + Based on the AGE System sheet by Olivier L.-L., Zach Hall, Cadera Spindrift, + and theDissilent and utilizing the TotalRolled for AGE API script by + Joshua Casserino, Olivier L.-L., and theDissilent, with much appreciation + from Green Ronin.

    +

    If you find any bugs, please tell us about them at: https://forms.monday.com/forms/b3ede9f34e9eab8dd2aab4c4b0914a15?r=use1

    +

    Fifth Season RPG is ©2022 Green Ronin Publishing, LLC.

    +

    Fifth Season is © 2015-2022 N. K. Jemisin.

    +
    + +

    The Green Ronin-official Roll20 character sheet for Cthulhu Awakens RPG. + Based on the AGE System sheet by Olivier L.-L., Zach Hall, Cadera Spindrift, + and theDissilent and utilizing the TotalRolled for AGE API script by + Joshua Casserino, Olivier L.-L., and theDissilent, with much appreciation + from Green Ronin.

    +

    If you find any bugs, please tell us about them at: https://forms.monday.com/forms/b3ede9f34e9eab8dd2aab4c4b0914a15?r=use1

    +

    Cthulhu Awakens RPG is ©2022 Green Ronin Publishing, LLC.

    +
    +
    + + Version + + +
    +
    +
    + +
    + + +
    + + {{#color-black}}
    {{#player}}{{player}}{{/player}}{{#desc}}{{desc}}{{/desc}}
    {{/color-black}} + {{#color-red}}
    {{#player}}{{player}}{{/player}}{{#desc}}{{desc}}{{/desc}}
    {{/color-red}} + {{#color-blue1}}
    {{#player}}{{player}}{{/player}}{{#desc}}{{desc}}{{/desc}}
    {{/color-blue1}} + {{#color-blue2}}
    {{#player}}{{player}}{{/player}}{{#desc}}{{desc}}{{/desc}}
    {{/color-blue2}} + {{#color-teal1}}
    {{#player}}{{player}}{{/player}}{{#desc}}{{desc}}{{/desc}}
    {{/color-teal1}} + {{#color-teal2}}
    {{#player}}{{player}}{{/player}}{{#desc}}{{desc}}{{/desc}}
    {{/color-teal2}} + {{#color-green}}
    {{#player}}{{player}}{{/player}}{{#desc}}{{desc}}{{/desc}}
    {{/color-green}} + {{#color-orange}}
    {{#player}}{{player}}{{/player}}{{#desc}}{{desc}}{{/desc}}
    {{/color-orange}} + {{#color-stars}}
    {{#player}}{{player}}{{/player}}{{#desc}}{{desc}}{{/desc}}
    {{/color-stars}} + {{#color-threefold}}
    {{#player}}{{player}}{{/player}}{{#desc}}{{desc}}{{/desc}}
    {{/color-threefold}} + {{#color-lazarus}}
    {{#player}}{{player}}{{/player}}{{#desc}}{{desc}}{{/desc}}
    {{/color-lazarus}} + {{#color-rainbow}}
    {{#player}}{{player}}{{/player}}{{#desc}}{{desc}}{{/desc}}
    {{/color-rainbow}} + {{#color-dragon}}
    {{#player}}{{player}}{{/player}}{{#desc}}{{desc}}{{/desc}}
    {{/color-dragon}} + + {{#drama}} +
    + + {{#rollTotal() die1 1}}a{{/rollTotal() die1 1}} + {{#rollTotal() die1 2}}b{{/rollTotal() die1 2}} + {{#rollTotal() die1 3}}c{{/rollTotal() die1 3}} + {{#rollTotal() die1 4}}d{{/rollTotal() die1 4}} + {{#rollTotal() die1 5}}e{{/rollTotal() die1 5}} + {{#rollTotal() die1 6}}f{{/rollTotal() die1 6}} + + + {{#rollTotal() die2 1}}a{{/rollTotal() die2 1}} + {{#rollTotal() die2 2}}b{{/rollTotal() die2 2}} + {{#rollTotal() die2 3}}c{{/rollTotal() die2 3}} + {{#rollTotal() die2 4}}d{{/rollTotal() die2 4}} + {{#rollTotal() die2 5}}e{{/rollTotal() die2 5}} + {{#rollTotal() die2 6}}f{{/rollTotal() die2 6}} + + {{#color-black}} {{/color-black}} + {{#color-red}} {{/color-red}} + {{#color-blue1}} {{/color-blue1}} + {{#color-blue2}} {{/color-blue2}} + {{#color-teal1}} {{/color-teal1}} + {{#color-teal2}} {{/color-teal2}} + {{#color-orange}} {{/color-orange}} + {{#color-green}} {{/color-green}} + {{#color-threefold}} {{/color-threefold}} + {{#color-lazarus}} {{/color-lazarus}} + {{#color-stars}} {{/color-stars}} + {{#color-rainbow}} {{/color-rainbow}} + {{#color-dragon}} {{/color-dragon}} + + {{#rollTotal() drama 1}}a{{/rollTotal() drama 1}} + {{#rollTotal() drama 2}}b{{/rollTotal() drama 2}} + {{#rollTotal() drama 3}}c{{/rollTotal() drama 3}} + {{#rollTotal() drama 4}}d{{/rollTotal() drama 4}} + {{#rollTotal() drama 5}}e{{/rollTotal() drama 5}} + {{#rollTotal() drama 6}}f{{/rollTotal() drama 6}} + + {{#^rollTotal() drama2 0}} + | + {{#rollTotal() drama2 1}}a{{/rollTotal() drama2 1}} + {{#rollTotal() drama2 2}}b{{/rollTotal() drama2 2}} + {{#rollTotal() drama2 3}}c{{/rollTotal() drama2 3}} + {{#rollTotal() drama2 4}}d{{/rollTotal() drama2 4}} + {{#rollTotal() drama2 5}}e{{/rollTotal() drama2 5}} + {{#rollTotal() drama2 6}}f{{/rollTotal() drama2 6}} + {{/^rollTotal() drama2 0}} + +
    + {{/drama}} + + {{#mod}} +
    +
    + {{#ability}}{{ability}}{{/ability}} +
    +
    + {{#rollGreater() mod 0}}+{{/rollGreater() mod 0}}{{mod}} +
    +
    + {{/mod}} + + {{#damage}} +
    +
    + Damage{{#damagedice}}: {{damagedice}}{{/damagedice}} +
    +
    + {{damage}} +
    +
    + {{/damage}} + + {{#^rollTotal() aimcheck 0}} +
    +
    + Aim +
    +
    + {{aimcheck}} +
    +
    + {{/^rollTotal() aimcheck 0}} + + {{#extramod1}} + {{#^rollTotal() extramod1 0}} +
    +
    + {{#extramod1-name}}{{extramod1-name}}{{/extramod1-name}} +
    +
    + {{#rollGreater() extramod1 0}}+{{/rollGreater() extramod1 0}}{{extramod1}} +
    +
    + {{/^rollTotal() extramod1 0}} + {{/extramod1}} + + {{#extramod2}} + {{#^rollTotal() extramod2 0}} +
    +
    + {{#extramod2-name}}{{extramod2-name}}{{/extramod2-name}} +
    +
    + {{#rollGreater() extramod2 0}}+{{/rollGreater() extramod2 0}}{{extramod2}} +
    +
    + {{/^rollTotal() extramod2 0}} + {{/extramod2}} + + {{#extramod3}} + {{#^rollTotal() extramod3 0}} +
    +
    + {{#extramod3-name}}{{extramod3-name}}{{/extramod3-name}} +
    +
    + {{#rollGreater() extramod3 0}}+{{/rollGreater() extramod3 0}}{{extramod3}} +
    +
    + {{/^rollTotal() extramod3 0}} + {{/extramod3}} + + {{#extramod4}} + {{#^rollTotal() extramod4 0}} +
    +
    + {{#extramod4-name}}{{extramod4-name}}{{/extramod4-name}} +
    +
    + {{#rollGreater() extramod4 0}}+{{/rollGreater() extramod4 0}}{{extramod4}} +
    +
    + {{/^rollTotal() extramod4 0}} + {{/extramod4}} + + {{#rollGreater() fatigue 0}} +
    +
    + Fatigue +
    +
    + {{#fatigue}} + -{{fatigue}} + {{/fatigue}} +
    +
    + {{/rollGreater() fatigue 0}} + + {{#tiebreaker}} + {{#^rollTotal() tiebreaker 0}} +
    +
    + Stunt Die * 0.1 +
    +
    + +0.{{drama}} +
    +
    +
    +
    + {{ability}} * 0.01 +
    +
    + {{#rollGreater() mod 0}}+{{/rollGreater() mod 0}}{{tiebreaker2}} +
    +
    + {{/^rollTotal() tiebreaker 0}} + {{/tiebreaker}} + + {{#total}} +
    + Total + {{computed::total}} +
    + {{/total}} + + {{#tn}} +
    + + Target Number + + + {{tn}} + +
    + {{/tn}} + + {{#note1}} +
    + + {{note1-name}} + + + {{note1}} + +
    + {{/note1}} + + {{#note2}} +
    + + {{note2-name}} + + + {{note2}} + +
    + {{/note2}} + + {{#note3}} +
    + + {{note3-name}} + + + {{note3}} + +
    + {{/note3}} + + {{#note4}} +
    + + {{note4-name}} + + + {{note4}} + +
    + {{/note4}} + + {{#note5}} +
    + + {{note5-name}} + + + {{note5}} + +
    + {{/note5}} + + {{#note6}} +
    + + {{note6-name}} + + + {{note6}} + +
    + {{/note6}} + + {{#rollTotal() die1 die2}} + {{^drama2}} +
    + Stunt Points{{drama}} +
    + {{/drama2}} + {{#rollTotal() drama2 0}} +
    + Stunt Points{{drama}} +
    + {{/rollTotal() drama2 0}} + {{#^rollTotal() drama2 0}} +
    + Stunt Points{{drama}} or {{drama2}} +
    + {{/^rollTotal() drama2 0}} + {{/rollTotal() die1 die2}} + + {{#rollTotal() die1 drama}} + {{^drama2}} +
    + Stunt Points{{drama}} +
    + {{/drama2}} + {{#rollTotal() drama2 0}} +
    + Stunt Points{{drama}} +
    + {{/rollTotal() drama2 0}} + {{#^rollTotal() drama2 0}} +
    + Stunt Points{{drama}} or {{drama2}} +
    + {{/^rollTotal() drama2 0}} + {{/rollTotal() die1 drama}} + + {{#rollTotal() die2 drama}} + {{^drama2}} +
    + Stunt Points{{drama}} +
    + {{/drama2}} + {{#rollTotal() drama2 0}} +
    + Stunt Points{{drama}} +
    + {{/rollTotal() drama2 0}} + {{#^rollTotal() drama2 0}} +
    + Stunt Points{{drama}} or {{drama2}} +
    + {{/^rollTotal() drama2 0}} + {{/rollTotal() die2 drama}} +
    +
    + + +
    + Ability + Ability Value (field 1 of 4) + Focus (field 2 of 4) + Additional modifier (field 3 of 4) + Additional modifier + Ability Score + Roll description (field 4 of 4, optional) + Die Roll + Focus + Cunning + Magic + Magic Arcana Focus + Spellcasting Ability + Psychic Ability + Ability Focus + Arcana Focus + Psychic Focus + Fatigue Check for + Price Check for + Each Fatiguing spell this Encounter + Fear + Armor Penalty + Initiative Adjustment + Initiative + Resources + Income + Attack Bonus + Magic Arcana Focus + Spellpower + Fatigue TN + Price TN + Kanna Cost + Power Cost + +1 TN + Public Roll + Whisper Roll + Whisper +
    + + diff --git a/Fifth Season/Fifth Season.jpg b/Fifth Season/Fifth Season.jpg new file mode 100644 index 0000000000..63760eca1f Binary files /dev/null and b/Fifth Season/Fifth Season.jpg differ diff --git a/Fifth Season/sheet.json b/Fifth Season/sheet.json new file mode 100644 index 0000000000..4713c115c8 --- /dev/null +++ b/Fifth Season/sheet.json @@ -0,0 +1,162 @@ +{ + "html": "Fifth Season.html", + "css": "Fifth Season.css", + "authors": "Olivier L.-L., Zach Hall, Cadera Spindrift, theDissilent", + "roll20userid": "594486,636802,3173288", + "preview": "Fifth Season.jpg", + "instructions": "The Green Ronin-official Roll20 character sheet for Fifth Season. Based on the AGE System sheet by Olivier L.-L., Zach Hall, Cadera Spindrift, and theDissilent.\n\n**GMs:** Make sure to edit the Default Sheet Settings after creating the campaign.\n\n", + "useroptions": [ + { + "attribute": "color", + "displayname": "Color Selection", + "displaytranslationkey": "color-selection", + "type": "select", + "options": [ + "Black|black", + "Red|red", + "Teal 1|teal1", + "Teal 2|teal2", + "Blue|blue1", + "Blue|blue2", + "Dragonscale Red|dragon", + "Expansive Starfield|stars", + "Lazarus Blue|lazarus", + "Modern Orange|orange", + "Proud Rainbow|rainbow", + "Ronin Green|green", + "Threefold Blend|threefold" + ], + "optiontranslationkeys": [ + "black", + "red", + "teal-1", + "teal-2", + "blue-1", + "blue-2", + "dragonscale-red", + "expansive-starfield", + "lazarus-blue", + "modern-orange", + "proud-rainbow", + "ronin-green", + "threefold-color" + ], + "default": "Black", + "description": "Select the color for the character sheet section headers and buttons.", + "descriptiontranslationkey": "color-selection-info" + }, + { + "attribute": "char-name-option", + "displayname": "Show the character name in roll results", + "displaytranslationkey": "show-the-character-name-in-roll-results", + "type": "select", + "options": [ + "Show|@{character_name} | ", + "Hide| " + ], + "optiontranslationkeys": [ + "show", + "hide" + ], + "default": "@{character_name} | " + }, + { + "attribute": "wtype", + "displayname": "Whisper rolls to GM", + "displaytranslationkey": "whisp-rolls-gm", + "type": "select", + "options": [ + "Never Whisper Rolls|", + "Toggle|@{whisper-toggle}", + "Query Whisper|?{Whisper?|Public Roll,|Whisper Roll,/w gm }", + "Always Whisper Rolls|/w gm " + ], + "optiontranslationkeys": [ + "never-whisper-roll", + "toggle", + "query-whisper-roll", + "always-whisper-roll" + ], + "default": "", + "description": "All sheet rolls are sent to all players in chat by default. Query Whisper option gives you a prompt with each roll of whether or not the roll should be sent privately only to yourself and the GM. Always Whisper Rolls will send all rolls only to yourself and the GM.", + "descriptiontranslationkey": "whisp-rolls-gm-info" + }, + { + "attribute": "aim-select", + "displayname": "Add Aim to Attack", + "displaytranslationkey": "add-aim-to-attack", + "type": "select", + "options": [ + "Never use Aim|0", + "Toggle|@{aim-toggle}", + "Prompt for Aim|?{Using the Aim action|Yes, @{aim-value}|No, 0}", + "Always use Aim|@{aim-value}" + ], + "optiontranslationkeys": [ + "never-use-aim", + "toggle", + "prompt-for-aim", + "always-use-aim" + ], + "default": "0" + }, + { + "attribute": "aim-value", + "displayname": "Aim Value", + "displaytranslationkey": "aim-value-default", + "type": "number", + "default": "1", + "description": "The default value for the aim bonus when using the Aim prompt. It should be 1 unless a power or talent changes it." + }, + { + "attribute": "stunts2-select", + "displayname": "Reroll the Stunt Die", + "displaytranslationkey": "reroll-stunt-die", + "type": "select", + "options": [ + "Never Reroll Stunt Die|0", + "Toggle|@{stunts2-toggle}", + "Prompt for Stunt Reroll|?{Reroll Stunt Die|Yes, d6|No, 0}", + "Always Reroll Stunt Die|1" + ], + "optiontranslationkeys": [ + "never-reroll-stunt", + "toggle", + "prompt-for-stunt-reroll", + "always-reroll-stunt" + ], + "default": "0", + "description": "If your characters have the ability to re-roll their stunt die." + }, + { + "attribute": "initiative-tiebreaker", + "displayname": "Add Tiebreaker to Initiative rolls", + "displaytranslationkey": "add-tiebreaker-to-initiative-rolls", + "type": "select", + "options": [ + "No|0", + "Yes|1" + ], + "optiontranslationkeys": [ + "no", + "yes" + ], + "description": "Initiative tiebreaker is displayed as Stunt Die * 0.1 + Dexterity * 0.01." + }, + { + "attribute": "armor-penalty-for-dex", + "displayname": "Apply Armor Penalty to Dexterity checks", + "displaytranslationkey": "apply-armor-penalty-to-dexterity-rolls", + "type": "select", + "options": [ + "No|0", + "Yes|@{armor-penalty}" + ], + "optiontranslationkeys": [ + "no", + "yes" + ] + } + ], + "legacy": false +} diff --git a/Fifth Season/translation.json b/Fifth Season/translation.json new file mode 100644 index 0000000000..4d424c0a1b --- /dev/null +++ b/Fifth Season/translation.json @@ -0,0 +1,350 @@ +{ + "character-u": "CHARACTER", + "persona-u": "PERSONA", + "powers-u": "POWERS", + "qualities-u": "QUALITIES", + "talents-u":"TALENTS", + "novice-u":"NOVICE", + "journeyman-u":"JOURNEYMAN", + "expert-u": "EXPERT", + "master-u":"MASTER", + "grandmaster-u":"GRANDMASTER", + "apex-u":"APEX", + "focuses-u": "FOCUSES", + "magic-u": "MAGIC", + "arcana-u": "ARCANA", + "psychic-u": "PSYCHIC", + "arcana/psychic-u": "ARCANA/PSYCHIC", + "whisper-u": "WHISPER", + "aim-u": "AIM", + "reroll-u": "REROLL", + "about-u": "ABOUT", + "char-name-u": "CHARACTER NAME", + "envoy": "Envoy", + "mage": "Mage", + "rogue": "Rogue", + "warrior": "Warrior", + "adept": "Adept", + "expert": "Expert", + "class-u": "CLASS", + "level-u": "LEVEL", + "race-u": "RACE", + "background-u": "BACKGROUND", + "social-class-u": "SOCIAL CLASS", + "ancestry-u": "ANCESTRY", + "family-u": "FAMILY/ALLEGIANCE", + "age-u": "AGE", + "gender-u": "GENDER", + "height-u": "HEIGHT", + "weight-u": "WEIGHT", + "calling-u": "CALLING", + "destiny-u": "DESTINY", + "fate-u": "FATE", + "accuracy-u": "ACCURACY", + "communication-u": "COMMUNICATION", + "constitution-u": "CONSTITUTION", + "cunning-u": "CUNNING", + "dexterity-u": "DEXTERITY", + "fighting-u": "FIGHTING", + "intelligence-u": "INTELLIGENCE", + "perception-u": "PERCEPTION", + "strength-u": "STRENGTH", + "willpower-u": "WILLPOWER", + "health-u": "HEALTH", + "max": "Max", + "mana-u": "MANA", + "magic-points-u": "MAGIC POINTS", + "power-points-u": "POWER POINTS", + "kanna-u": "KANNA", + "experience-points-u": "EXPERIENCE POINTS", + "next": "Next", + "initiative-u": "INITIATIVE", + "adjust": "Adjust", + "fatigue-u": "FATIGUE", + "none": "None", + "winded": "Winded", + "tired": "Tired", + "fatigued": "Fatigued", + "exhausted": "Exhausted", + "dying": "Dying", + "blinded": "Blinded", + "confused": "Confused", + "deafened": "Deafened", + "defenseless": "Defenseless", + "disadvantaged": "Disadvantaged", + "general-disadvantage": "General Disadvantage", + "freefalling": "Free Falling", + "frightened": "Frightened", + "helpless": "Helpless", + "hindered": "Hindered", + "influenced": "Influenced", + "injured": "Injured", + "maimed": "Maimed", + "prone": "Prone", + "restrained": "Restrained", + "scarred": "Scarred", + "slowed": "Slowed", + "stunned": "Stunned", + "unconscious": "Unconscious", + "wounded": "Wounded", + "fear-u": "FEAR", + "nervous": "Nervous", + "anxious": "Anxious", + "watchful": "Watchful", + "afraid": "Afraid", + "terrified": "Terrified", + "horror-u": "HORROR", + "unsettled": "Unsettled", + "shocked": "Shocked", + "appalled": "Appalled", + "overwhelmed": "Overwhelmed", + "shattered": "Shattered", + "resources-u": "RESOURCES", + "income-u": "INCOME", + "i-for-impact": "i", + "b-for-ballistic": "b", + "conviction-u": "CONVICTION", + "corruption-u": "CORRUPTION", + "speed-u": "SPEED", + "defense-u": "DEFENSE", + "toughness-u": "TOUGHNESS", + "toughness-mode": "Mode", + "gritty": "Gritty", + "pulp": "Pulp", + "cinematic": "Cinematic", + "armor-u": "ARMOR", + "base": "Base", + "shield": "Shield", + "Penalty": "Penalty", + "#-sign": "#", + "extraordinary-u": "EXTRAORDINARY", + "attack-u": "ATTACK", + "range-u": "RANGE", + "reload-u": "RELOAD", + "roll-u": "ROLL", + "damage-u": "DAMAGE", + "power-name-u": "POWER NAME", + "class-power-u": "CLASS POWER", + "quality-u": "QUALITY", + "short-description-u": "SHORT DESCRIPTION", + "spell-name-u": "SPELL NAME", + "arcanum-name-u": "ARCANUM NAME", + "psychic-discipline-u": "PSYCHIC DISCIPLINE", + "discipline:-u": "DISCIPLINE:", + "equipment-name-u": "EQUIPMENT NAME", + "quantity-u": "QUANTITY", + "description-u": "DESCRIPTION", + "cp-u": "CP", + "sp-u": "SP", + "gp-u": "GP", + "import-to-currency-u": "IMPORT TO CURRENCY", + "currency-u": "CURRENCY", + "eye-u": "EYES", + "skin-u": "SKIN", + "hair-u": "HAIR", + "languages-u": "LANGUAGES", + "goals-u": "GOALS", + "honorifics-titles-and-memberships-u": "HONORIFICS, TITLES AND MEMBERSHIPS", + "relationships-u": "RELATIONSHIPS", + "bonds-u": "BONDS", + "character-appearance-u": "CHARACTER APPEARANCE", + "char-notes-u": "CHARACTER NOTES", + "specialization1-u": "SPECIALIZATION 1", + "specialization1-degree-u": "DEGREE", + "specialization2-u": "SPECIALIZATION 2", + "type-or-level:-u": "TYPE OR LEVEL:", + "SOURCE:-u": "SOURCE:", + "short-desc.:-u": "SHORT DESC.:", + "description:-u": "DESCRIPTION:", + "focus:-u": "FOCUS:", + "school:-u": "SCHOOL:", + "type:-u": "TYPE:", + "mana-cost:-u": "MANA COST:", + "cast-time:-u": "CAST TIME:", + "tn:-u": "TN:", + "test-tn:-u": "TEST TN:", + "test:-u": "TEST:", + "spellpower:-u": "SPELLPOWER:", + "psych-force:-u": "PSYCH FORCE:", + "focus-bonus:-u": "FOCUS BONUS:", + "arcana": "Arcana", + "psychic": "Psychic", + "power-points": "Power Points", + "fatigue": "Fatigue", + "kanna-cost:-u": "KANNA COST:", + "power-cost:-u": "POWER COST:", + "cast-spell:-u": "CAST SPELL:", + "use-power:-u": "USE POWER:", + "arcana:-u": "ARCANA:", + "mp-cost:-u": "MP COST:", + "talent:-u": "TALENT:", + "time:-u": "TIME:", + "resistance:-u": "RESISTANCE:", + "fatigue-tn:-u": "FATIGUE TN:", + "price-tn:-u": "PRICE TN:", + "ability:-u": "ABILITY:", + "accuracy": "Accuracy", + "dexterity": "Dexterity", + "constitution": "Constitution", + "communication": "Communication", + "fighting": "Fighting", + "intelligence": "Intelligence", + "perception": "Perception", + "strength": "Strength", + "willpower": "Willpower", + "the-expanse-rpg-does-not-support-magical-powers": "The Expanse RPG does not support magical powers.", + "the-world-of-lazarus-rpg-does-not-support-magical-powers": "The World of Lazarus RPG does not support magical powers.", + "game-system-u": "GAME SYSTEM", + "dragon-age": "Dragon Age", + "fantasy-age": "Fantasy Age", + "fantasy-age-basic": "Fantasy Age Basic", + "fantasy-age-core": "Fantasy Age Core", + "titansgrave": "Titansgrave", + "blue-rose": "Blue Rose", + "the-expanse": "The Expanse", + "modern-age": "Modern AGE", + "threefold": "Threefold", + "world-of-lazarus": "World of Lazarus", + "fifth-season": "Fifth Season", + "cthulhu-awakens": "Cthulhu Awakens", + "color-selection-u": "COLOR SELECTION", + "black": "Black", + "red": "Red", + "teal-1": "Teal 1", + "teal-2": "Teal 2", + "blue-1": "Blue 1", + "blue-2": "Blue 2", + "dragonscale-red": "Dragonscale Red", + "modern-orange": "Modern Orange", + "threefold-color": "Threefold", + "ronin-green": "Ronin Green", + "lazarus-blue": "Lazarus Blue", + "expansive-starfield": "Expansive Starfield", + "proud-rainbow": "Proud Rainbow", + "trans-color": "Transitional Hues", + "rolls-u": "ROLLS", + "whisper-rolls-to-gm": "Whisper rolls to GM", + "never-whisper-roll": "Never Whisper Rolls", + "query-whisper-roll": "Query Whisper", + "always-whisper-roll": "Always Whisper Rolls", + "show-the-character-name-in-roll-results": "Show the character name in roll results", + "show": "Show", + "hide": "Hide", + "apply-armor-penalty-to-dexterity-rolls": "Apply Armor Penalty to Dexterity rolls", + "add-tiebreaker-to-initiative-rolls": "Add Tiebreaker to Initiative rolls", + "no": "No", + "yes": "Yes", + "options-u": "OPTIONS", + "add-aim-to-attack": "Add Aim to Attack", + "prompt-for-aim": "Prompt for Aim", + "never-use-aim": "Never use Aim", + "toggle": "Toggle", + "always-use-aim": "Always use Aim", + "reroll-stunt-die": "Reroll the Stunt Die", + "never-reroll-stunt": "Never Reroll Stunt Die", + "prompt-for-stunt-reroll": "Prompt for Stunt Reroll", + "always-reroll-stunt": "Always Reroll Stunt Die", + "aim-value-a-value-must-be-entered-here": "Aim value (a number MUST be entered here)", + "sections-u": "CHARACTER TAB SECTIONS", + "replace-health-with-fortune": "Replace Health with Fortune", + "show-the-power-list": "Show the Power list in the Character tab", + "show-the-class-list": "Show the Class Power list in the Character tab", + "show-the-talent-list": "Show the Talent list in the Character tab", + "show-the-spell/arcana-list": "Show the Spell/Arcana list in the Character tab", + "show-the-extraordinary-powers-list": "Show the Extraordinary Powers list in the Character tab", + "show-the-arcana/psychic-list": "Show the Arcana/Psychic list in the Character tab", + "show-the-psychic-list": "Show the Psychic list in the Character tab", + "show-the-mana/magic-points-section": "Show the Mana/Magic Points section", + "show-the-power-points-section": "Show the Power Points section", + "show-the-kanna-section": "Show the Kanna section", + "show-the-experience-points-section": "Show the Experience Points section", + "show-the-fatigue-section": "Show the Fatigue section", + "show-the-fear-section": "Show the Fear section", + "show-the-horror-section": "Show the Horror section", + "show-the-conviction-section": "Show the Conviction section", + "show-the-corruption-section": "Show the Corruption section", + "show-the-ammo-column": "Show the Ammo column", + "show-the-initiative-focus": "Show the Initiative focus", + "show-the-initiative-section": "Show the Initiative section", + "show-the-equipment-section": "Show the Equipment section", + "show-the-money/currency-section": "Show the Money/Currency section", + "show-the-income-section": "Show the Income section", + "show-the-resources-section": "Show the Resources section", + "show-the-conditions-section": "Show the Conditions section", + "auto-configure-all-u": "AUTO-CONFIGURE ALL", + "version": "Version", + "game-system": "Game System", + "color-selection": "Color Selection", + "color-selection-info": "Select the color for the character sheet section headers and buttons.", + "whisp-rolls-gm": "Whisper rolls to GM", + "whisp-rolls-gm-info": "All sheet rolls are sent to all players in chat by default. Query Whisper option gives you a prompt with each roll of whether or not the roll should be sent privately only to yourself and the GM. Always Whisper Rolls will send all rolls only to yourself and the GM.", + "aim-toggle-default": "Prompt for Aim action when rolling attacks", + "aim-value-default": "Aim Value", + "aim-value-default-info": "The default value for the aim bonus when using the Aim prompt. It should be 1 unless a power or talent changes it.", + "show-the-fatigue-section-info": "This should be shown for Blue Rose.", + "show-the-conviction-section-info": "This should be shown for Blue Rose.", + "show-the-corruption-section-info": "This can be shown for Blue Rose.", + "show-the-ammo-column-info": "This can be unchecked for Blue Rose.", + "show-the-money/currency-section-info": "This can be unchecked for Blue Rose.", + "conditions-u": "CONDITIONS", + "origin-u": "ORIGIN", + "drive-u": "DRIVE", + "profession-u": "PROFESSION", + "appearance-u": "APPEARANCE", + "belter": "Belter", + "martian": "Martian", + "earther": "Earther", + "fortune-u": "FORTUNE", + "outsider": "Outsider", + "lower-class": "Lower Class", + "middle-class": "Middle Class", + "upper-class": "Upper Class", + "main-roll-button-title": "This is the roll-builder. You can click it, answer four questions, and then it will roll the dice for you.", + "damage": "Damage", + "total": "Total", + "target_number": "Target Number", + "stunt_points": "Stunt Points", + "stunt_die": "Stunt Die", + "ability": "Ability", + "ability_value": "Ability Value (field 1 of 4)", + "focus_value": "Focus (field 2 of 4)", + "additional_modifier": "Additional modifier (field 3 of 4)", + "additional_modifier2": "Additional modifier", + "ability_score": "Ability Score", + "roll_description": "Roll description (field 4 of 4, optional)", + "die_roll": "Die Roll", + "focus": "Focus", + "cunning": "Cunning", + "magic": "Magic", + "spellcasting_ability": "Spellcasting Ability", + "psychic_ability": "Psychic Ability", + "ability_focus": "Ability Focus", + "arcana_focus": "Arcana Focus", + "psychic_focus": "Psychic Focus", + "fatigue_check_for": "Fatigue Check for", + "price_check_for": "Price Check for", + "each_fatiguing_spell": "Each Fatiguing spell this Encounter", + "fear_label": "Fear", + "armor_penalty": "Armor Penalty", + "initiative_adjustment": "Initiative Adjustment", + "initiative_description": "Acting quickly in tense situations", + "initiative": "Initiative", + "resources": "Resources", + "income_label": "Income", + "attack_bonus_label": "Attack Bonus", + "magic_arcana_focus": "Magic Arcana Focus", + "spellpower_label": "Spellpower", + "fatigue_tn_label": "Fatigue TN", + "price_tn_label": "Price TN", + "kanna_cost_label": "Kanna Cost", + "power_cost_label": "Power Cost", + "plus_one_tn": "+1 TN", + "weapon_groups": "Weapon Groups", + "ancestry_class_power_name": "Ancestry or Class Power name", + "talent_spec_name": "Talent or Specialization name", + "focus_bonus_title": "Focus bonus (0, 2, 3, etc.) MUST have a value for the buttons to work.", + "description": "Description", + "whisper": "Whisper", + "whisper_roll": "Whisper Roll", + "public_roll": "Public Roll" +} diff --git a/Fifth Season/translations/af.json b/Fifth Season/translations/af.json new file mode 100644 index 0000000000..adaceeedbf --- /dev/null +++ b/Fifth Season/translations/af.json @@ -0,0 +1,350 @@ +{ + "character-u": "CHARACTER", + "persona-u": "PERSONA", + "powers-u": "POWERS", + "qualities-u": "QUALITIES", + "talents-u": "TALENTS", + "novice-u": "NOVICE", + "journeyman-u": "JOURNEYMAN", + "expert-u": "EXPERT", + "master-u": "MASTER", + "grandmaster-u": "GRANDMASTER", + "apex-u": "APEX", + "focuses-u": "FOCUSES", + "magic-u": "MAGIC", + "arcana-u": "ARCANA", + "psychic-u": "PSYCHIC", + "arcana/psychic-u": "ARCANA/PSYCHIC", + "whisper-u": "WHISPER", + "aim-u": "AIM", + "reroll-u": "REROLL", + "about-u": "ABOUT", + "char-name-u": "CHARACTER NAME", + "envoy": "Envoy", + "mage": "Mage", + "rogue": "Rogue", + "warrior": "Warrior", + "adept": "Adept", + "expert": "Expert", + "class-u": "CLASS", + "level-u": "LEVEL", + "race-u": "RACE", + "background-u": "BACKGROUND", + "social-class-u": "SOCIAL CLASS", + "ancestry-u": "ANCESTRY", + "family-u": "FAMILY/ALLEGIANCE", + "age-u": "AGE", + "gender-u": "GENDER", + "height-u": "HEIGHT", + "weight-u": "WEIGHT", + "calling-u": "CALLING", + "destiny-u": "DESTINY", + "fate-u": "FATE", + "accuracy-u": "ACCURACY", + "communication-u": "COMMUNICATION", + "constitution-u": "CONSTITUTION", + "cunning-u": "CUNNING", + "dexterity-u": "DEXTERITY", + "fighting-u": "FIGHTING", + "intelligence-u": "INTELLIGENCE", + "perception-u": "PERCEPTION", + "strength-u": "STRENGTH", + "willpower-u": "WILLPOWER", + "health-u": "HEALTH", + "max": "Max", + "mana-u": "MANA", + "magic-points-u": "MAGIC POINTS", + "power-points-u": "POWER POINTS", + "kanna-u": "KANNA", + "experience-points-u": "EXPERIENCE POINTS", + "next": "Next", + "initiative-u": "INITIATIVE", + "adjust": "Adjust", + "fatigue-u": "FATIGUE", + "none": "None", + "winded": "Winded", + "tired": "Tired", + "fatigued": "Fatigued", + "exhausted": "Exhausted", + "dying": "Dying", + "blinded": "Blinded", + "confused": "Confused", + "deafened": "Deafened", + "defenseless": "Defenseless", + "disadvantaged": "Disadvantaged", + "general-disadvantage": "General Disadvantage", + "freefalling": "Free Falling", + "frightened": "Frightened", + "helpless": "Helpless", + "hindered": "Hindered", + "influenced": "Influenced", + "injured": "Injured", + "maimed": "Maimed", + "prone": "Prone", + "restrained": "Restrained", + "scarred": "Scarred", + "slowed": "Slowed", + "stunned": "Stunned", + "unconscious": "Unconscious", + "wounded": "Wounded", + "fear-u": "FEAR", + "nervous": "Nervous", + "anxious": "Anxious", + "watchful": "Watchful", + "afraid": "Afraid", + "terrified": "Terrified", + "horror-u": "HORROR", + "unsettled": "Unsettled", + "shocked": "Shocked", + "appalled": "Appalled", + "overwhelmed": "Overwhelmed", + "shattered": "Shattered", + "resources-u": "RESOURCES", + "income-u": "INCOME", + "i-for-impact": "i", + "b-for-ballistic": "b", + "conviction-u": "CONVICTION", + "corruption-u": "CORRUPTION", + "speed-u": "SPEED", + "defense-u": "DEFENSE", + "toughness-u": "TOUGHNESS", + "toughness-mode": "Mode", + "gritty": "Gritty", + "pulp": "Pulp", + "cinematic": "Cinematic", + "armor-u": "ARMOR", + "base": "Base", + "shield": "Shield", + "Penalty": "Penalty", + "#-sign": "#", + "extraordinary-u": "EXTRAORDINARY", + "attack-u": "ATTACK", + "range-u": "RANGE", + "reload-u": "RELOAD", + "roll-u": "ROLL", + "damage-u": "DAMAGE", + "power-name-u": "POWER NAME", + "class-power-u": "CLASS POWER", + "quality-u": "QUALITY", + "short-description-u": "SHORT DESCRIPTION", + "spell-name-u": "SPELL NAME", + "arcanum-name-u": "ARCANUM NAME", + "psychic-discipline-u": "PSYCHIC DISCIPLINE", + "discipline:-u": "DISCIPLINE:", + "equipment-name-u": "EQUIPMENT NAME", + "quantity-u": "QUANTITY", + "description-u": "DESCRIPTION", + "cp-u": "CP", + "sp-u": "SP", + "gp-u": "GP", + "import-to-currency-u": "IMPORT TO CURRENCY", + "currency-u": "CURRENCY", + "eye-u": "EYES", + "skin-u": "SKIN", + "hair-u": "HAIR", + "languages-u": "LANGUAGES", + "goals-u": "GOALS", + "honorifics-titles-and-memberships-u": "HONORIFICS, TITLES AND MEMBERSHIPS", + "relationships-u": "RELATIONSHIPS", + "bonds-u": "BONDS", + "character-appearance-u": "CHARACTER APPEARANCE", + "char-notes-u": "CHARACTER NOTES", + "specialization1-u": "SPECIALIZATION 1", + "specialization1-degree-u": "DEGREE", + "specialization2-u": "SPECIALIZATION 2", + "type-or-level:-u": "TYPE OR LEVEL:", + "SOURCE:-u": "SOURCE:", + "short-desc.:-u": "SHORT DESC.:", + "description:-u": "DESCRIPTION:", + "focus:-u": "FOCUS:", + "school:-u": "SCHOOL:", + "type:-u": "TYPE:", + "mana-cost:-u": "MANA COST:", + "cast-time:-u": "CAST TIME:", + "tn:-u": "TN:", + "test-tn:-u": "TEST TN:", + "test:-u": "TEST:", + "spellpower:-u": "SPELLPOWER:", + "psych-force:-u": "PSYCH FORCE:", + "focus-bonus:-u": "FOCUS BONUS:", + "arcana": "Arcana", + "psychic": "Psychic", + "power-points": "Power Points", + "fatigue": "Fatigue", + "kanna-cost:-u": "KANNA COST:", + "power-cost:-u": "POWER COST:", + "cast-spell:-u": "CAST SPELL:", + "use-power:-u": "USE POWER:", + "arcana:-u": "ARCANA:", + "mp-cost:-u": "MP COST:", + "talent:-u": "TALENT:", + "time:-u": "TIME:", + "resistance:-u": "RESISTANCE:", + "fatigue-tn:-u": "FATIGUE TN:", + "price-tn:-u": "PRICE TN:", + "ability:-u": "ABILITY:", + "accuracy": "Accuracy", + "dexterity": "Dexterity", + "constitution": "Constitution", + "communication": "Communication", + "fighting": "Fighting", + "intelligence": "Intelligence", + "perception": "Perception", + "strength": "Strength", + "willpower": "Willpower", + "the-expanse-rpg-does-not-support-magical-powers": "The Expanse RPG does not support magical powers.", + "the-world-of-lazarus-rpg-does-not-support-magical-powers": "The World of Lazarus RPG does not support magical powers.", + "game-system-u": "GAME SYSTEM", + "dragon-age": "Dragon Age", + "fantasy-age": "Fantasy Age", + "fantasy-age-basic": "Fantasy Age Basic", + "fantasy-age-core": "Fantasy Age Core", + "titansgrave": "Titansgrave", + "blue-rose": "Blue Rose", + "the-expanse": "The Expanse", + "modern-age": "Modern AGE", + "threefold": "Threefold", + "world-of-lazarus": "World of Lazarus", + "fifth-season": "Fifth Season", + "cthulhu-awakens": "Cthulhu Awakens", + "color-selection-u": "COLOR SELECTION", + "black": "Black", + "red": "Red", + "teal-1": "Teal 1", + "teal-2": "Teal 2", + "blue-1": "Blue 1", + "blue-2": "Blue 2", + "dragonscale-red": "Dragonscale Red", + "modern-orange": "Modern Orange", + "threefold-color": "Threefold", + "ronin-green": "Ronin Green", + "lazarus-blue": "Lazarus Blue", + "expansive-starfield": "Expansive Starfield", + "proud-rainbow": "Proud Rainbow", + "trans-color": "Transitional Hues", + "rolls-u": "ROLLS", + "whisper-rolls-to-gm": "Whisper rolls to GM", + "never-whisper-roll": "Never Whisper Rolls", + "query-whisper-roll": "Query Whisper", + "always-whisper-roll": "Always Whisper Rolls", + "show-the-character-name-in-roll-results": "Show the character name in roll results", + "show": "Show", + "hide": "Hide", + "apply-armor-penalty-to-dexterity-rolls": "Apply Armor Penalty to Dexterity rolls", + "add-tiebreaker-to-initiative-rolls": "Add Tiebreaker to Initiative rolls", + "no": "No", + "yes": "Yes", + "options-u": "OPTIONS", + "add-aim-to-attack": "Add Aim to Attack", + "prompt-for-aim": "Prompt for Aim", + "never-use-aim": "Never use Aim", + "toggle": "Toggle", + "always-use-aim": "Always use Aim", + "reroll-stunt-die": "Reroll the Stunt Die", + "never-reroll-stunt": "Never Reroll Stunt Die", + "prompt-for-stunt-reroll": "Prompt for Stunt Reroll", + "always-reroll-stunt": "Always Reroll Stunt Die", + "aim-value-a-value-must-be-entered-here": "Aim value (a number MUST be entered here)", + "sections-u": "CHARACTER TAB SECTIONS", + "replace-health-with-fortune": "Replace Health with Fortune", + "show-the-power-list": "Show the Power list in the Character tab", + "show-the-class-list": "Show the Class Power list in the Character tab", + "show-the-talent-list": "Show the Talent list in the Character tab", + "show-the-spell/arcana-list": "Show the Spell/Arcana list in the Character tab", + "show-the-extraordinary-powers-list": "Show the Extraordinary Powers list in the Character tab", + "show-the-arcana/psychic-list": "Show the Arcana/Psychic list in the Character tab", + "show-the-psychic-list": "Show the Psychic list in the Character tab", + "show-the-mana/magic-points-section": "Show the Mana/Magic Points section", + "show-the-power-points-section": "Show the Power Points section", + "show-the-kanna-section": "Show the Kanna section", + "show-the-experience-points-section": "Show the Experience Points section", + "show-the-fatigue-section": "Show the Fatigue section", + "show-the-fear-section": "Show the Fear section", + "show-the-horror-section": "Show the Horror section", + "show-the-conviction-section": "Show the Conviction section", + "show-the-corruption-section": "Show the Corruption section", + "show-the-ammo-column": "Show the Ammo column", + "show-the-initiative-focus": "Show the Initiative focus", + "show-the-initiative-section": "Show the Initiative section", + "show-the-equipment-section": "Show the Equipment section", + "show-the-money/currency-section": "Show the Money/Currency section", + "show-the-income-section": "Show the Income section", + "show-the-resources-section": "Show the Resources section", + "show-the-conditions-section": "Show the Conditions section", + "auto-configure-all-u": "AUTO-CONFIGURE ALL", + "version": "Version", + "game-system": "Game System", + "color-selection": "Color Selection", + "color-selection-info": "Select the color for the character sheet section headers and buttons.", + "whisp-rolls-gm": "Whisper rolls to GM", + "whisp-rolls-gm-info": "All sheet rolls are sent to all players in chat by default. Query Whisper option gives you a prompt with each roll of whether or not the roll should be sent privately only to yourself and the GM. Always Whisper Rolls will send all rolls only to yourself and the GM.", + "aim-toggle-default": "Prompt for Aim action when rolling attacks", + "aim-value-default": "Aim Value", + "aim-value-default-info": "The default value for the aim bonus when using the Aim prompt. It should be 1 unless a power or talent changes it.", + "show-the-fatigue-section-info": "This should be shown for Blue Rose.", + "show-the-conviction-section-info": "This should be shown for Blue Rose.", + "show-the-corruption-section-info": "This can be shown for Blue Rose.", + "show-the-ammo-column-info": "This can be unchecked for Blue Rose.", + "show-the-money/currency-section-info": "This can be unchecked for Blue Rose.", + "conditions-u": "CONDITIONS", + "origin-u": "ORIGIN", + "drive-u": "DRIVE", + "profession-u": "PROFESSION", + "appearance-u": "APPEARANCE", + "belter": "Belter", + "martian": "Martian", + "earther": "Earther", + "fortune-u": "FORTUNE", + "outsider": "Outsider", + "lower-class": "Lower Class", + "middle-class": "Middle Class", + "upper-class": "Upper Class", + "main-roll-button-title": "This is the roll-builder. You can click it, answer four questions, and then it will roll the dice for you.", + "damage": "Damage", + "total": "Total", + "target_number": "Target Number", + "stunt_points": "Stunt Points", + "stunt_die": "Stunt Die", + "ability": "Ability", + "ability_value": "Ability Value (field 1 of 4)", + "focus_value": "Focus (field 2 of 4)", + "additional_modifier": "Additional modifier (field 3 of 4)", + "additional_modifier2": "Additional modifier", + "ability_score": "Ability Score", + "roll_description": "Roll description (field 4 of 4, optional)", + "die_roll": "Die Roll", + "focus": "Focus", + "cunning": "Cunning", + "magic": "Magic", + "spellcasting_ability": "Spellcasting Ability", + "psychic_ability": "Psychic Ability", + "ability_focus": "Ability Focus", + "arcana_focus": "Arcana Focus", + "psychic_focus": "Psychic Focus", + "fatigue_check_for": "Fatigue Check for", + "price_check_for": "Price Check for", + "each_fatiguing_spell": "Each Fatiguing spell this Encounter", + "fear_label": "Fear", + "armor_penalty": "Armor Penalty", + "initiative_adjustment": "Initiative Adjustment", + "initiative_description": "Acting quickly in tense situations", + "initiative": "Initiative", + "resources": "Resources", + "income_label": "Income", + "attack_bonus_label": "Attack Bonus", + "magic_arcana_focus": "Magic Arcana Focus", + "spellpower_label": "Spellpower", + "fatigue_tn_label": "Fatigue TN", + "price_tn_label": "Price TN", + "kanna_cost_label": "Kanna Cost", + "power_cost_label": "Power Cost", + "plus_one_tn": "+1 TN", + "weapon_groups": "Weapon Groups", + "ancestry_class_power_name": "Ancestry or Class Power name", + "talent_spec_name": "Talent or Specialization name", + "focus_bonus_title": "Focus bonus (0, 2, 3, etc.) MUST have a value for the buttons to work.", + "description": "Description", + "whisper": "Whisper", + "whisper_roll": "Whisper Roll", + "public_roll": "Public Roll" +} diff --git a/Fifth Season/translations/ca.json b/Fifth Season/translations/ca.json new file mode 100644 index 0000000000..adaceeedbf --- /dev/null +++ b/Fifth Season/translations/ca.json @@ -0,0 +1,350 @@ +{ + "character-u": "CHARACTER", + "persona-u": "PERSONA", + "powers-u": "POWERS", + "qualities-u": "QUALITIES", + "talents-u": "TALENTS", + "novice-u": "NOVICE", + "journeyman-u": "JOURNEYMAN", + "expert-u": "EXPERT", + "master-u": "MASTER", + "grandmaster-u": "GRANDMASTER", + "apex-u": "APEX", + "focuses-u": "FOCUSES", + "magic-u": "MAGIC", + "arcana-u": "ARCANA", + "psychic-u": "PSYCHIC", + "arcana/psychic-u": "ARCANA/PSYCHIC", + "whisper-u": "WHISPER", + "aim-u": "AIM", + "reroll-u": "REROLL", + "about-u": "ABOUT", + "char-name-u": "CHARACTER NAME", + "envoy": "Envoy", + "mage": "Mage", + "rogue": "Rogue", + "warrior": "Warrior", + "adept": "Adept", + "expert": "Expert", + "class-u": "CLASS", + "level-u": "LEVEL", + "race-u": "RACE", + "background-u": "BACKGROUND", + "social-class-u": "SOCIAL CLASS", + "ancestry-u": "ANCESTRY", + "family-u": "FAMILY/ALLEGIANCE", + "age-u": "AGE", + "gender-u": "GENDER", + "height-u": "HEIGHT", + "weight-u": "WEIGHT", + "calling-u": "CALLING", + "destiny-u": "DESTINY", + "fate-u": "FATE", + "accuracy-u": "ACCURACY", + "communication-u": "COMMUNICATION", + "constitution-u": "CONSTITUTION", + "cunning-u": "CUNNING", + "dexterity-u": "DEXTERITY", + "fighting-u": "FIGHTING", + "intelligence-u": "INTELLIGENCE", + "perception-u": "PERCEPTION", + "strength-u": "STRENGTH", + "willpower-u": "WILLPOWER", + "health-u": "HEALTH", + "max": "Max", + "mana-u": "MANA", + "magic-points-u": "MAGIC POINTS", + "power-points-u": "POWER POINTS", + "kanna-u": "KANNA", + "experience-points-u": "EXPERIENCE POINTS", + "next": "Next", + "initiative-u": "INITIATIVE", + "adjust": "Adjust", + "fatigue-u": "FATIGUE", + "none": "None", + "winded": "Winded", + "tired": "Tired", + "fatigued": "Fatigued", + "exhausted": "Exhausted", + "dying": "Dying", + "blinded": "Blinded", + "confused": "Confused", + "deafened": "Deafened", + "defenseless": "Defenseless", + "disadvantaged": "Disadvantaged", + "general-disadvantage": "General Disadvantage", + "freefalling": "Free Falling", + "frightened": "Frightened", + "helpless": "Helpless", + "hindered": "Hindered", + "influenced": "Influenced", + "injured": "Injured", + "maimed": "Maimed", + "prone": "Prone", + "restrained": "Restrained", + "scarred": "Scarred", + "slowed": "Slowed", + "stunned": "Stunned", + "unconscious": "Unconscious", + "wounded": "Wounded", + "fear-u": "FEAR", + "nervous": "Nervous", + "anxious": "Anxious", + "watchful": "Watchful", + "afraid": "Afraid", + "terrified": "Terrified", + "horror-u": "HORROR", + "unsettled": "Unsettled", + "shocked": "Shocked", + "appalled": "Appalled", + "overwhelmed": "Overwhelmed", + "shattered": "Shattered", + "resources-u": "RESOURCES", + "income-u": "INCOME", + "i-for-impact": "i", + "b-for-ballistic": "b", + "conviction-u": "CONVICTION", + "corruption-u": "CORRUPTION", + "speed-u": "SPEED", + "defense-u": "DEFENSE", + "toughness-u": "TOUGHNESS", + "toughness-mode": "Mode", + "gritty": "Gritty", + "pulp": "Pulp", + "cinematic": "Cinematic", + "armor-u": "ARMOR", + "base": "Base", + "shield": "Shield", + "Penalty": "Penalty", + "#-sign": "#", + "extraordinary-u": "EXTRAORDINARY", + "attack-u": "ATTACK", + "range-u": "RANGE", + "reload-u": "RELOAD", + "roll-u": "ROLL", + "damage-u": "DAMAGE", + "power-name-u": "POWER NAME", + "class-power-u": "CLASS POWER", + "quality-u": "QUALITY", + "short-description-u": "SHORT DESCRIPTION", + "spell-name-u": "SPELL NAME", + "arcanum-name-u": "ARCANUM NAME", + "psychic-discipline-u": "PSYCHIC DISCIPLINE", + "discipline:-u": "DISCIPLINE:", + "equipment-name-u": "EQUIPMENT NAME", + "quantity-u": "QUANTITY", + "description-u": "DESCRIPTION", + "cp-u": "CP", + "sp-u": "SP", + "gp-u": "GP", + "import-to-currency-u": "IMPORT TO CURRENCY", + "currency-u": "CURRENCY", + "eye-u": "EYES", + "skin-u": "SKIN", + "hair-u": "HAIR", + "languages-u": "LANGUAGES", + "goals-u": "GOALS", + "honorifics-titles-and-memberships-u": "HONORIFICS, TITLES AND MEMBERSHIPS", + "relationships-u": "RELATIONSHIPS", + "bonds-u": "BONDS", + "character-appearance-u": "CHARACTER APPEARANCE", + "char-notes-u": "CHARACTER NOTES", + "specialization1-u": "SPECIALIZATION 1", + "specialization1-degree-u": "DEGREE", + "specialization2-u": "SPECIALIZATION 2", + "type-or-level:-u": "TYPE OR LEVEL:", + "SOURCE:-u": "SOURCE:", + "short-desc.:-u": "SHORT DESC.:", + "description:-u": "DESCRIPTION:", + "focus:-u": "FOCUS:", + "school:-u": "SCHOOL:", + "type:-u": "TYPE:", + "mana-cost:-u": "MANA COST:", + "cast-time:-u": "CAST TIME:", + "tn:-u": "TN:", + "test-tn:-u": "TEST TN:", + "test:-u": "TEST:", + "spellpower:-u": "SPELLPOWER:", + "psych-force:-u": "PSYCH FORCE:", + "focus-bonus:-u": "FOCUS BONUS:", + "arcana": "Arcana", + "psychic": "Psychic", + "power-points": "Power Points", + "fatigue": "Fatigue", + "kanna-cost:-u": "KANNA COST:", + "power-cost:-u": "POWER COST:", + "cast-spell:-u": "CAST SPELL:", + "use-power:-u": "USE POWER:", + "arcana:-u": "ARCANA:", + "mp-cost:-u": "MP COST:", + "talent:-u": "TALENT:", + "time:-u": "TIME:", + "resistance:-u": "RESISTANCE:", + "fatigue-tn:-u": "FATIGUE TN:", + "price-tn:-u": "PRICE TN:", + "ability:-u": "ABILITY:", + "accuracy": "Accuracy", + "dexterity": "Dexterity", + "constitution": "Constitution", + "communication": "Communication", + "fighting": "Fighting", + "intelligence": "Intelligence", + "perception": "Perception", + "strength": "Strength", + "willpower": "Willpower", + "the-expanse-rpg-does-not-support-magical-powers": "The Expanse RPG does not support magical powers.", + "the-world-of-lazarus-rpg-does-not-support-magical-powers": "The World of Lazarus RPG does not support magical powers.", + "game-system-u": "GAME SYSTEM", + "dragon-age": "Dragon Age", + "fantasy-age": "Fantasy Age", + "fantasy-age-basic": "Fantasy Age Basic", + "fantasy-age-core": "Fantasy Age Core", + "titansgrave": "Titansgrave", + "blue-rose": "Blue Rose", + "the-expanse": "The Expanse", + "modern-age": "Modern AGE", + "threefold": "Threefold", + "world-of-lazarus": "World of Lazarus", + "fifth-season": "Fifth Season", + "cthulhu-awakens": "Cthulhu Awakens", + "color-selection-u": "COLOR SELECTION", + "black": "Black", + "red": "Red", + "teal-1": "Teal 1", + "teal-2": "Teal 2", + "blue-1": "Blue 1", + "blue-2": "Blue 2", + "dragonscale-red": "Dragonscale Red", + "modern-orange": "Modern Orange", + "threefold-color": "Threefold", + "ronin-green": "Ronin Green", + "lazarus-blue": "Lazarus Blue", + "expansive-starfield": "Expansive Starfield", + "proud-rainbow": "Proud Rainbow", + "trans-color": "Transitional Hues", + "rolls-u": "ROLLS", + "whisper-rolls-to-gm": "Whisper rolls to GM", + "never-whisper-roll": "Never Whisper Rolls", + "query-whisper-roll": "Query Whisper", + "always-whisper-roll": "Always Whisper Rolls", + "show-the-character-name-in-roll-results": "Show the character name in roll results", + "show": "Show", + "hide": "Hide", + "apply-armor-penalty-to-dexterity-rolls": "Apply Armor Penalty to Dexterity rolls", + "add-tiebreaker-to-initiative-rolls": "Add Tiebreaker to Initiative rolls", + "no": "No", + "yes": "Yes", + "options-u": "OPTIONS", + "add-aim-to-attack": "Add Aim to Attack", + "prompt-for-aim": "Prompt for Aim", + "never-use-aim": "Never use Aim", + "toggle": "Toggle", + "always-use-aim": "Always use Aim", + "reroll-stunt-die": "Reroll the Stunt Die", + "never-reroll-stunt": "Never Reroll Stunt Die", + "prompt-for-stunt-reroll": "Prompt for Stunt Reroll", + "always-reroll-stunt": "Always Reroll Stunt Die", + "aim-value-a-value-must-be-entered-here": "Aim value (a number MUST be entered here)", + "sections-u": "CHARACTER TAB SECTIONS", + "replace-health-with-fortune": "Replace Health with Fortune", + "show-the-power-list": "Show the Power list in the Character tab", + "show-the-class-list": "Show the Class Power list in the Character tab", + "show-the-talent-list": "Show the Talent list in the Character tab", + "show-the-spell/arcana-list": "Show the Spell/Arcana list in the Character tab", + "show-the-extraordinary-powers-list": "Show the Extraordinary Powers list in the Character tab", + "show-the-arcana/psychic-list": "Show the Arcana/Psychic list in the Character tab", + "show-the-psychic-list": "Show the Psychic list in the Character tab", + "show-the-mana/magic-points-section": "Show the Mana/Magic Points section", + "show-the-power-points-section": "Show the Power Points section", + "show-the-kanna-section": "Show the Kanna section", + "show-the-experience-points-section": "Show the Experience Points section", + "show-the-fatigue-section": "Show the Fatigue section", + "show-the-fear-section": "Show the Fear section", + "show-the-horror-section": "Show the Horror section", + "show-the-conviction-section": "Show the Conviction section", + "show-the-corruption-section": "Show the Corruption section", + "show-the-ammo-column": "Show the Ammo column", + "show-the-initiative-focus": "Show the Initiative focus", + "show-the-initiative-section": "Show the Initiative section", + "show-the-equipment-section": "Show the Equipment section", + "show-the-money/currency-section": "Show the Money/Currency section", + "show-the-income-section": "Show the Income section", + "show-the-resources-section": "Show the Resources section", + "show-the-conditions-section": "Show the Conditions section", + "auto-configure-all-u": "AUTO-CONFIGURE ALL", + "version": "Version", + "game-system": "Game System", + "color-selection": "Color Selection", + "color-selection-info": "Select the color for the character sheet section headers and buttons.", + "whisp-rolls-gm": "Whisper rolls to GM", + "whisp-rolls-gm-info": "All sheet rolls are sent to all players in chat by default. Query Whisper option gives you a prompt with each roll of whether or not the roll should be sent privately only to yourself and the GM. Always Whisper Rolls will send all rolls only to yourself and the GM.", + "aim-toggle-default": "Prompt for Aim action when rolling attacks", + "aim-value-default": "Aim Value", + "aim-value-default-info": "The default value for the aim bonus when using the Aim prompt. It should be 1 unless a power or talent changes it.", + "show-the-fatigue-section-info": "This should be shown for Blue Rose.", + "show-the-conviction-section-info": "This should be shown for Blue Rose.", + "show-the-corruption-section-info": "This can be shown for Blue Rose.", + "show-the-ammo-column-info": "This can be unchecked for Blue Rose.", + "show-the-money/currency-section-info": "This can be unchecked for Blue Rose.", + "conditions-u": "CONDITIONS", + "origin-u": "ORIGIN", + "drive-u": "DRIVE", + "profession-u": "PROFESSION", + "appearance-u": "APPEARANCE", + "belter": "Belter", + "martian": "Martian", + "earther": "Earther", + "fortune-u": "FORTUNE", + "outsider": "Outsider", + "lower-class": "Lower Class", + "middle-class": "Middle Class", + "upper-class": "Upper Class", + "main-roll-button-title": "This is the roll-builder. You can click it, answer four questions, and then it will roll the dice for you.", + "damage": "Damage", + "total": "Total", + "target_number": "Target Number", + "stunt_points": "Stunt Points", + "stunt_die": "Stunt Die", + "ability": "Ability", + "ability_value": "Ability Value (field 1 of 4)", + "focus_value": "Focus (field 2 of 4)", + "additional_modifier": "Additional modifier (field 3 of 4)", + "additional_modifier2": "Additional modifier", + "ability_score": "Ability Score", + "roll_description": "Roll description (field 4 of 4, optional)", + "die_roll": "Die Roll", + "focus": "Focus", + "cunning": "Cunning", + "magic": "Magic", + "spellcasting_ability": "Spellcasting Ability", + "psychic_ability": "Psychic Ability", + "ability_focus": "Ability Focus", + "arcana_focus": "Arcana Focus", + "psychic_focus": "Psychic Focus", + "fatigue_check_for": "Fatigue Check for", + "price_check_for": "Price Check for", + "each_fatiguing_spell": "Each Fatiguing spell this Encounter", + "fear_label": "Fear", + "armor_penalty": "Armor Penalty", + "initiative_adjustment": "Initiative Adjustment", + "initiative_description": "Acting quickly in tense situations", + "initiative": "Initiative", + "resources": "Resources", + "income_label": "Income", + "attack_bonus_label": "Attack Bonus", + "magic_arcana_focus": "Magic Arcana Focus", + "spellpower_label": "Spellpower", + "fatigue_tn_label": "Fatigue TN", + "price_tn_label": "Price TN", + "kanna_cost_label": "Kanna Cost", + "power_cost_label": "Power Cost", + "plus_one_tn": "+1 TN", + "weapon_groups": "Weapon Groups", + "ancestry_class_power_name": "Ancestry or Class Power name", + "talent_spec_name": "Talent or Specialization name", + "focus_bonus_title": "Focus bonus (0, 2, 3, etc.) MUST have a value for the buttons to work.", + "description": "Description", + "whisper": "Whisper", + "whisper_roll": "Whisper Roll", + "public_roll": "Public Roll" +} diff --git a/Fifth Season/translations/cs.json b/Fifth Season/translations/cs.json new file mode 100644 index 0000000000..adaceeedbf --- /dev/null +++ b/Fifth Season/translations/cs.json @@ -0,0 +1,350 @@ +{ + "character-u": "CHARACTER", + "persona-u": "PERSONA", + "powers-u": "POWERS", + "qualities-u": "QUALITIES", + "talents-u": "TALENTS", + "novice-u": "NOVICE", + "journeyman-u": "JOURNEYMAN", + "expert-u": "EXPERT", + "master-u": "MASTER", + "grandmaster-u": "GRANDMASTER", + "apex-u": "APEX", + "focuses-u": "FOCUSES", + "magic-u": "MAGIC", + "arcana-u": "ARCANA", + "psychic-u": "PSYCHIC", + "arcana/psychic-u": "ARCANA/PSYCHIC", + "whisper-u": "WHISPER", + "aim-u": "AIM", + "reroll-u": "REROLL", + "about-u": "ABOUT", + "char-name-u": "CHARACTER NAME", + "envoy": "Envoy", + "mage": "Mage", + "rogue": "Rogue", + "warrior": "Warrior", + "adept": "Adept", + "expert": "Expert", + "class-u": "CLASS", + "level-u": "LEVEL", + "race-u": "RACE", + "background-u": "BACKGROUND", + "social-class-u": "SOCIAL CLASS", + "ancestry-u": "ANCESTRY", + "family-u": "FAMILY/ALLEGIANCE", + "age-u": "AGE", + "gender-u": "GENDER", + "height-u": "HEIGHT", + "weight-u": "WEIGHT", + "calling-u": "CALLING", + "destiny-u": "DESTINY", + "fate-u": "FATE", + "accuracy-u": "ACCURACY", + "communication-u": "COMMUNICATION", + "constitution-u": "CONSTITUTION", + "cunning-u": "CUNNING", + "dexterity-u": "DEXTERITY", + "fighting-u": "FIGHTING", + "intelligence-u": "INTELLIGENCE", + "perception-u": "PERCEPTION", + "strength-u": "STRENGTH", + "willpower-u": "WILLPOWER", + "health-u": "HEALTH", + "max": "Max", + "mana-u": "MANA", + "magic-points-u": "MAGIC POINTS", + "power-points-u": "POWER POINTS", + "kanna-u": "KANNA", + "experience-points-u": "EXPERIENCE POINTS", + "next": "Next", + "initiative-u": "INITIATIVE", + "adjust": "Adjust", + "fatigue-u": "FATIGUE", + "none": "None", + "winded": "Winded", + "tired": "Tired", + "fatigued": "Fatigued", + "exhausted": "Exhausted", + "dying": "Dying", + "blinded": "Blinded", + "confused": "Confused", + "deafened": "Deafened", + "defenseless": "Defenseless", + "disadvantaged": "Disadvantaged", + "general-disadvantage": "General Disadvantage", + "freefalling": "Free Falling", + "frightened": "Frightened", + "helpless": "Helpless", + "hindered": "Hindered", + "influenced": "Influenced", + "injured": "Injured", + "maimed": "Maimed", + "prone": "Prone", + "restrained": "Restrained", + "scarred": "Scarred", + "slowed": "Slowed", + "stunned": "Stunned", + "unconscious": "Unconscious", + "wounded": "Wounded", + "fear-u": "FEAR", + "nervous": "Nervous", + "anxious": "Anxious", + "watchful": "Watchful", + "afraid": "Afraid", + "terrified": "Terrified", + "horror-u": "HORROR", + "unsettled": "Unsettled", + "shocked": "Shocked", + "appalled": "Appalled", + "overwhelmed": "Overwhelmed", + "shattered": "Shattered", + "resources-u": "RESOURCES", + "income-u": "INCOME", + "i-for-impact": "i", + "b-for-ballistic": "b", + "conviction-u": "CONVICTION", + "corruption-u": "CORRUPTION", + "speed-u": "SPEED", + "defense-u": "DEFENSE", + "toughness-u": "TOUGHNESS", + "toughness-mode": "Mode", + "gritty": "Gritty", + "pulp": "Pulp", + "cinematic": "Cinematic", + "armor-u": "ARMOR", + "base": "Base", + "shield": "Shield", + "Penalty": "Penalty", + "#-sign": "#", + "extraordinary-u": "EXTRAORDINARY", + "attack-u": "ATTACK", + "range-u": "RANGE", + "reload-u": "RELOAD", + "roll-u": "ROLL", + "damage-u": "DAMAGE", + "power-name-u": "POWER NAME", + "class-power-u": "CLASS POWER", + "quality-u": "QUALITY", + "short-description-u": "SHORT DESCRIPTION", + "spell-name-u": "SPELL NAME", + "arcanum-name-u": "ARCANUM NAME", + "psychic-discipline-u": "PSYCHIC DISCIPLINE", + "discipline:-u": "DISCIPLINE:", + "equipment-name-u": "EQUIPMENT NAME", + "quantity-u": "QUANTITY", + "description-u": "DESCRIPTION", + "cp-u": "CP", + "sp-u": "SP", + "gp-u": "GP", + "import-to-currency-u": "IMPORT TO CURRENCY", + "currency-u": "CURRENCY", + "eye-u": "EYES", + "skin-u": "SKIN", + "hair-u": "HAIR", + "languages-u": "LANGUAGES", + "goals-u": "GOALS", + "honorifics-titles-and-memberships-u": "HONORIFICS, TITLES AND MEMBERSHIPS", + "relationships-u": "RELATIONSHIPS", + "bonds-u": "BONDS", + "character-appearance-u": "CHARACTER APPEARANCE", + "char-notes-u": "CHARACTER NOTES", + "specialization1-u": "SPECIALIZATION 1", + "specialization1-degree-u": "DEGREE", + "specialization2-u": "SPECIALIZATION 2", + "type-or-level:-u": "TYPE OR LEVEL:", + "SOURCE:-u": "SOURCE:", + "short-desc.:-u": "SHORT DESC.:", + "description:-u": "DESCRIPTION:", + "focus:-u": "FOCUS:", + "school:-u": "SCHOOL:", + "type:-u": "TYPE:", + "mana-cost:-u": "MANA COST:", + "cast-time:-u": "CAST TIME:", + "tn:-u": "TN:", + "test-tn:-u": "TEST TN:", + "test:-u": "TEST:", + "spellpower:-u": "SPELLPOWER:", + "psych-force:-u": "PSYCH FORCE:", + "focus-bonus:-u": "FOCUS BONUS:", + "arcana": "Arcana", + "psychic": "Psychic", + "power-points": "Power Points", + "fatigue": "Fatigue", + "kanna-cost:-u": "KANNA COST:", + "power-cost:-u": "POWER COST:", + "cast-spell:-u": "CAST SPELL:", + "use-power:-u": "USE POWER:", + "arcana:-u": "ARCANA:", + "mp-cost:-u": "MP COST:", + "talent:-u": "TALENT:", + "time:-u": "TIME:", + "resistance:-u": "RESISTANCE:", + "fatigue-tn:-u": "FATIGUE TN:", + "price-tn:-u": "PRICE TN:", + "ability:-u": "ABILITY:", + "accuracy": "Accuracy", + "dexterity": "Dexterity", + "constitution": "Constitution", + "communication": "Communication", + "fighting": "Fighting", + "intelligence": "Intelligence", + "perception": "Perception", + "strength": "Strength", + "willpower": "Willpower", + "the-expanse-rpg-does-not-support-magical-powers": "The Expanse RPG does not support magical powers.", + "the-world-of-lazarus-rpg-does-not-support-magical-powers": "The World of Lazarus RPG does not support magical powers.", + "game-system-u": "GAME SYSTEM", + "dragon-age": "Dragon Age", + "fantasy-age": "Fantasy Age", + "fantasy-age-basic": "Fantasy Age Basic", + "fantasy-age-core": "Fantasy Age Core", + "titansgrave": "Titansgrave", + "blue-rose": "Blue Rose", + "the-expanse": "The Expanse", + "modern-age": "Modern AGE", + "threefold": "Threefold", + "world-of-lazarus": "World of Lazarus", + "fifth-season": "Fifth Season", + "cthulhu-awakens": "Cthulhu Awakens", + "color-selection-u": "COLOR SELECTION", + "black": "Black", + "red": "Red", + "teal-1": "Teal 1", + "teal-2": "Teal 2", + "blue-1": "Blue 1", + "blue-2": "Blue 2", + "dragonscale-red": "Dragonscale Red", + "modern-orange": "Modern Orange", + "threefold-color": "Threefold", + "ronin-green": "Ronin Green", + "lazarus-blue": "Lazarus Blue", + "expansive-starfield": "Expansive Starfield", + "proud-rainbow": "Proud Rainbow", + "trans-color": "Transitional Hues", + "rolls-u": "ROLLS", + "whisper-rolls-to-gm": "Whisper rolls to GM", + "never-whisper-roll": "Never Whisper Rolls", + "query-whisper-roll": "Query Whisper", + "always-whisper-roll": "Always Whisper Rolls", + "show-the-character-name-in-roll-results": "Show the character name in roll results", + "show": "Show", + "hide": "Hide", + "apply-armor-penalty-to-dexterity-rolls": "Apply Armor Penalty to Dexterity rolls", + "add-tiebreaker-to-initiative-rolls": "Add Tiebreaker to Initiative rolls", + "no": "No", + "yes": "Yes", + "options-u": "OPTIONS", + "add-aim-to-attack": "Add Aim to Attack", + "prompt-for-aim": "Prompt for Aim", + "never-use-aim": "Never use Aim", + "toggle": "Toggle", + "always-use-aim": "Always use Aim", + "reroll-stunt-die": "Reroll the Stunt Die", + "never-reroll-stunt": "Never Reroll Stunt Die", + "prompt-for-stunt-reroll": "Prompt for Stunt Reroll", + "always-reroll-stunt": "Always Reroll Stunt Die", + "aim-value-a-value-must-be-entered-here": "Aim value (a number MUST be entered here)", + "sections-u": "CHARACTER TAB SECTIONS", + "replace-health-with-fortune": "Replace Health with Fortune", + "show-the-power-list": "Show the Power list in the Character tab", + "show-the-class-list": "Show the Class Power list in the Character tab", + "show-the-talent-list": "Show the Talent list in the Character tab", + "show-the-spell/arcana-list": "Show the Spell/Arcana list in the Character tab", + "show-the-extraordinary-powers-list": "Show the Extraordinary Powers list in the Character tab", + "show-the-arcana/psychic-list": "Show the Arcana/Psychic list in the Character tab", + "show-the-psychic-list": "Show the Psychic list in the Character tab", + "show-the-mana/magic-points-section": "Show the Mana/Magic Points section", + "show-the-power-points-section": "Show the Power Points section", + "show-the-kanna-section": "Show the Kanna section", + "show-the-experience-points-section": "Show the Experience Points section", + "show-the-fatigue-section": "Show the Fatigue section", + "show-the-fear-section": "Show the Fear section", + "show-the-horror-section": "Show the Horror section", + "show-the-conviction-section": "Show the Conviction section", + "show-the-corruption-section": "Show the Corruption section", + "show-the-ammo-column": "Show the Ammo column", + "show-the-initiative-focus": "Show the Initiative focus", + "show-the-initiative-section": "Show the Initiative section", + "show-the-equipment-section": "Show the Equipment section", + "show-the-money/currency-section": "Show the Money/Currency section", + "show-the-income-section": "Show the Income section", + "show-the-resources-section": "Show the Resources section", + "show-the-conditions-section": "Show the Conditions section", + "auto-configure-all-u": "AUTO-CONFIGURE ALL", + "version": "Version", + "game-system": "Game System", + "color-selection": "Color Selection", + "color-selection-info": "Select the color for the character sheet section headers and buttons.", + "whisp-rolls-gm": "Whisper rolls to GM", + "whisp-rolls-gm-info": "All sheet rolls are sent to all players in chat by default. Query Whisper option gives you a prompt with each roll of whether or not the roll should be sent privately only to yourself and the GM. Always Whisper Rolls will send all rolls only to yourself and the GM.", + "aim-toggle-default": "Prompt for Aim action when rolling attacks", + "aim-value-default": "Aim Value", + "aim-value-default-info": "The default value for the aim bonus when using the Aim prompt. It should be 1 unless a power or talent changes it.", + "show-the-fatigue-section-info": "This should be shown for Blue Rose.", + "show-the-conviction-section-info": "This should be shown for Blue Rose.", + "show-the-corruption-section-info": "This can be shown for Blue Rose.", + "show-the-ammo-column-info": "This can be unchecked for Blue Rose.", + "show-the-money/currency-section-info": "This can be unchecked for Blue Rose.", + "conditions-u": "CONDITIONS", + "origin-u": "ORIGIN", + "drive-u": "DRIVE", + "profession-u": "PROFESSION", + "appearance-u": "APPEARANCE", + "belter": "Belter", + "martian": "Martian", + "earther": "Earther", + "fortune-u": "FORTUNE", + "outsider": "Outsider", + "lower-class": "Lower Class", + "middle-class": "Middle Class", + "upper-class": "Upper Class", + "main-roll-button-title": "This is the roll-builder. You can click it, answer four questions, and then it will roll the dice for you.", + "damage": "Damage", + "total": "Total", + "target_number": "Target Number", + "stunt_points": "Stunt Points", + "stunt_die": "Stunt Die", + "ability": "Ability", + "ability_value": "Ability Value (field 1 of 4)", + "focus_value": "Focus (field 2 of 4)", + "additional_modifier": "Additional modifier (field 3 of 4)", + "additional_modifier2": "Additional modifier", + "ability_score": "Ability Score", + "roll_description": "Roll description (field 4 of 4, optional)", + "die_roll": "Die Roll", + "focus": "Focus", + "cunning": "Cunning", + "magic": "Magic", + "spellcasting_ability": "Spellcasting Ability", + "psychic_ability": "Psychic Ability", + "ability_focus": "Ability Focus", + "arcana_focus": "Arcana Focus", + "psychic_focus": "Psychic Focus", + "fatigue_check_for": "Fatigue Check for", + "price_check_for": "Price Check for", + "each_fatiguing_spell": "Each Fatiguing spell this Encounter", + "fear_label": "Fear", + "armor_penalty": "Armor Penalty", + "initiative_adjustment": "Initiative Adjustment", + "initiative_description": "Acting quickly in tense situations", + "initiative": "Initiative", + "resources": "Resources", + "income_label": "Income", + "attack_bonus_label": "Attack Bonus", + "magic_arcana_focus": "Magic Arcana Focus", + "spellpower_label": "Spellpower", + "fatigue_tn_label": "Fatigue TN", + "price_tn_label": "Price TN", + "kanna_cost_label": "Kanna Cost", + "power_cost_label": "Power Cost", + "plus_one_tn": "+1 TN", + "weapon_groups": "Weapon Groups", + "ancestry_class_power_name": "Ancestry or Class Power name", + "talent_spec_name": "Talent or Specialization name", + "focus_bonus_title": "Focus bonus (0, 2, 3, etc.) MUST have a value for the buttons to work.", + "description": "Description", + "whisper": "Whisper", + "whisper_roll": "Whisper Roll", + "public_roll": "Public Roll" +} diff --git a/Fifth Season/translations/da.json b/Fifth Season/translations/da.json new file mode 100644 index 0000000000..adaceeedbf --- /dev/null +++ b/Fifth Season/translations/da.json @@ -0,0 +1,350 @@ +{ + "character-u": "CHARACTER", + "persona-u": "PERSONA", + "powers-u": "POWERS", + "qualities-u": "QUALITIES", + "talents-u": "TALENTS", + "novice-u": "NOVICE", + "journeyman-u": "JOURNEYMAN", + "expert-u": "EXPERT", + "master-u": "MASTER", + "grandmaster-u": "GRANDMASTER", + "apex-u": "APEX", + "focuses-u": "FOCUSES", + "magic-u": "MAGIC", + "arcana-u": "ARCANA", + "psychic-u": "PSYCHIC", + "arcana/psychic-u": "ARCANA/PSYCHIC", + "whisper-u": "WHISPER", + "aim-u": "AIM", + "reroll-u": "REROLL", + "about-u": "ABOUT", + "char-name-u": "CHARACTER NAME", + "envoy": "Envoy", + "mage": "Mage", + "rogue": "Rogue", + "warrior": "Warrior", + "adept": "Adept", + "expert": "Expert", + "class-u": "CLASS", + "level-u": "LEVEL", + "race-u": "RACE", + "background-u": "BACKGROUND", + "social-class-u": "SOCIAL CLASS", + "ancestry-u": "ANCESTRY", + "family-u": "FAMILY/ALLEGIANCE", + "age-u": "AGE", + "gender-u": "GENDER", + "height-u": "HEIGHT", + "weight-u": "WEIGHT", + "calling-u": "CALLING", + "destiny-u": "DESTINY", + "fate-u": "FATE", + "accuracy-u": "ACCURACY", + "communication-u": "COMMUNICATION", + "constitution-u": "CONSTITUTION", + "cunning-u": "CUNNING", + "dexterity-u": "DEXTERITY", + "fighting-u": "FIGHTING", + "intelligence-u": "INTELLIGENCE", + "perception-u": "PERCEPTION", + "strength-u": "STRENGTH", + "willpower-u": "WILLPOWER", + "health-u": "HEALTH", + "max": "Max", + "mana-u": "MANA", + "magic-points-u": "MAGIC POINTS", + "power-points-u": "POWER POINTS", + "kanna-u": "KANNA", + "experience-points-u": "EXPERIENCE POINTS", + "next": "Next", + "initiative-u": "INITIATIVE", + "adjust": "Adjust", + "fatigue-u": "FATIGUE", + "none": "None", + "winded": "Winded", + "tired": "Tired", + "fatigued": "Fatigued", + "exhausted": "Exhausted", + "dying": "Dying", + "blinded": "Blinded", + "confused": "Confused", + "deafened": "Deafened", + "defenseless": "Defenseless", + "disadvantaged": "Disadvantaged", + "general-disadvantage": "General Disadvantage", + "freefalling": "Free Falling", + "frightened": "Frightened", + "helpless": "Helpless", + "hindered": "Hindered", + "influenced": "Influenced", + "injured": "Injured", + "maimed": "Maimed", + "prone": "Prone", + "restrained": "Restrained", + "scarred": "Scarred", + "slowed": "Slowed", + "stunned": "Stunned", + "unconscious": "Unconscious", + "wounded": "Wounded", + "fear-u": "FEAR", + "nervous": "Nervous", + "anxious": "Anxious", + "watchful": "Watchful", + "afraid": "Afraid", + "terrified": "Terrified", + "horror-u": "HORROR", + "unsettled": "Unsettled", + "shocked": "Shocked", + "appalled": "Appalled", + "overwhelmed": "Overwhelmed", + "shattered": "Shattered", + "resources-u": "RESOURCES", + "income-u": "INCOME", + "i-for-impact": "i", + "b-for-ballistic": "b", + "conviction-u": "CONVICTION", + "corruption-u": "CORRUPTION", + "speed-u": "SPEED", + "defense-u": "DEFENSE", + "toughness-u": "TOUGHNESS", + "toughness-mode": "Mode", + "gritty": "Gritty", + "pulp": "Pulp", + "cinematic": "Cinematic", + "armor-u": "ARMOR", + "base": "Base", + "shield": "Shield", + "Penalty": "Penalty", + "#-sign": "#", + "extraordinary-u": "EXTRAORDINARY", + "attack-u": "ATTACK", + "range-u": "RANGE", + "reload-u": "RELOAD", + "roll-u": "ROLL", + "damage-u": "DAMAGE", + "power-name-u": "POWER NAME", + "class-power-u": "CLASS POWER", + "quality-u": "QUALITY", + "short-description-u": "SHORT DESCRIPTION", + "spell-name-u": "SPELL NAME", + "arcanum-name-u": "ARCANUM NAME", + "psychic-discipline-u": "PSYCHIC DISCIPLINE", + "discipline:-u": "DISCIPLINE:", + "equipment-name-u": "EQUIPMENT NAME", + "quantity-u": "QUANTITY", + "description-u": "DESCRIPTION", + "cp-u": "CP", + "sp-u": "SP", + "gp-u": "GP", + "import-to-currency-u": "IMPORT TO CURRENCY", + "currency-u": "CURRENCY", + "eye-u": "EYES", + "skin-u": "SKIN", + "hair-u": "HAIR", + "languages-u": "LANGUAGES", + "goals-u": "GOALS", + "honorifics-titles-and-memberships-u": "HONORIFICS, TITLES AND MEMBERSHIPS", + "relationships-u": "RELATIONSHIPS", + "bonds-u": "BONDS", + "character-appearance-u": "CHARACTER APPEARANCE", + "char-notes-u": "CHARACTER NOTES", + "specialization1-u": "SPECIALIZATION 1", + "specialization1-degree-u": "DEGREE", + "specialization2-u": "SPECIALIZATION 2", + "type-or-level:-u": "TYPE OR LEVEL:", + "SOURCE:-u": "SOURCE:", + "short-desc.:-u": "SHORT DESC.:", + "description:-u": "DESCRIPTION:", + "focus:-u": "FOCUS:", + "school:-u": "SCHOOL:", + "type:-u": "TYPE:", + "mana-cost:-u": "MANA COST:", + "cast-time:-u": "CAST TIME:", + "tn:-u": "TN:", + "test-tn:-u": "TEST TN:", + "test:-u": "TEST:", + "spellpower:-u": "SPELLPOWER:", + "psych-force:-u": "PSYCH FORCE:", + "focus-bonus:-u": "FOCUS BONUS:", + "arcana": "Arcana", + "psychic": "Psychic", + "power-points": "Power Points", + "fatigue": "Fatigue", + "kanna-cost:-u": "KANNA COST:", + "power-cost:-u": "POWER COST:", + "cast-spell:-u": "CAST SPELL:", + "use-power:-u": "USE POWER:", + "arcana:-u": "ARCANA:", + "mp-cost:-u": "MP COST:", + "talent:-u": "TALENT:", + "time:-u": "TIME:", + "resistance:-u": "RESISTANCE:", + "fatigue-tn:-u": "FATIGUE TN:", + "price-tn:-u": "PRICE TN:", + "ability:-u": "ABILITY:", + "accuracy": "Accuracy", + "dexterity": "Dexterity", + "constitution": "Constitution", + "communication": "Communication", + "fighting": "Fighting", + "intelligence": "Intelligence", + "perception": "Perception", + "strength": "Strength", + "willpower": "Willpower", + "the-expanse-rpg-does-not-support-magical-powers": "The Expanse RPG does not support magical powers.", + "the-world-of-lazarus-rpg-does-not-support-magical-powers": "The World of Lazarus RPG does not support magical powers.", + "game-system-u": "GAME SYSTEM", + "dragon-age": "Dragon Age", + "fantasy-age": "Fantasy Age", + "fantasy-age-basic": "Fantasy Age Basic", + "fantasy-age-core": "Fantasy Age Core", + "titansgrave": "Titansgrave", + "blue-rose": "Blue Rose", + "the-expanse": "The Expanse", + "modern-age": "Modern AGE", + "threefold": "Threefold", + "world-of-lazarus": "World of Lazarus", + "fifth-season": "Fifth Season", + "cthulhu-awakens": "Cthulhu Awakens", + "color-selection-u": "COLOR SELECTION", + "black": "Black", + "red": "Red", + "teal-1": "Teal 1", + "teal-2": "Teal 2", + "blue-1": "Blue 1", + "blue-2": "Blue 2", + "dragonscale-red": "Dragonscale Red", + "modern-orange": "Modern Orange", + "threefold-color": "Threefold", + "ronin-green": "Ronin Green", + "lazarus-blue": "Lazarus Blue", + "expansive-starfield": "Expansive Starfield", + "proud-rainbow": "Proud Rainbow", + "trans-color": "Transitional Hues", + "rolls-u": "ROLLS", + "whisper-rolls-to-gm": "Whisper rolls to GM", + "never-whisper-roll": "Never Whisper Rolls", + "query-whisper-roll": "Query Whisper", + "always-whisper-roll": "Always Whisper Rolls", + "show-the-character-name-in-roll-results": "Show the character name in roll results", + "show": "Show", + "hide": "Hide", + "apply-armor-penalty-to-dexterity-rolls": "Apply Armor Penalty to Dexterity rolls", + "add-tiebreaker-to-initiative-rolls": "Add Tiebreaker to Initiative rolls", + "no": "No", + "yes": "Yes", + "options-u": "OPTIONS", + "add-aim-to-attack": "Add Aim to Attack", + "prompt-for-aim": "Prompt for Aim", + "never-use-aim": "Never use Aim", + "toggle": "Toggle", + "always-use-aim": "Always use Aim", + "reroll-stunt-die": "Reroll the Stunt Die", + "never-reroll-stunt": "Never Reroll Stunt Die", + "prompt-for-stunt-reroll": "Prompt for Stunt Reroll", + "always-reroll-stunt": "Always Reroll Stunt Die", + "aim-value-a-value-must-be-entered-here": "Aim value (a number MUST be entered here)", + "sections-u": "CHARACTER TAB SECTIONS", + "replace-health-with-fortune": "Replace Health with Fortune", + "show-the-power-list": "Show the Power list in the Character tab", + "show-the-class-list": "Show the Class Power list in the Character tab", + "show-the-talent-list": "Show the Talent list in the Character tab", + "show-the-spell/arcana-list": "Show the Spell/Arcana list in the Character tab", + "show-the-extraordinary-powers-list": "Show the Extraordinary Powers list in the Character tab", + "show-the-arcana/psychic-list": "Show the Arcana/Psychic list in the Character tab", + "show-the-psychic-list": "Show the Psychic list in the Character tab", + "show-the-mana/magic-points-section": "Show the Mana/Magic Points section", + "show-the-power-points-section": "Show the Power Points section", + "show-the-kanna-section": "Show the Kanna section", + "show-the-experience-points-section": "Show the Experience Points section", + "show-the-fatigue-section": "Show the Fatigue section", + "show-the-fear-section": "Show the Fear section", + "show-the-horror-section": "Show the Horror section", + "show-the-conviction-section": "Show the Conviction section", + "show-the-corruption-section": "Show the Corruption section", + "show-the-ammo-column": "Show the Ammo column", + "show-the-initiative-focus": "Show the Initiative focus", + "show-the-initiative-section": "Show the Initiative section", + "show-the-equipment-section": "Show the Equipment section", + "show-the-money/currency-section": "Show the Money/Currency section", + "show-the-income-section": "Show the Income section", + "show-the-resources-section": "Show the Resources section", + "show-the-conditions-section": "Show the Conditions section", + "auto-configure-all-u": "AUTO-CONFIGURE ALL", + "version": "Version", + "game-system": "Game System", + "color-selection": "Color Selection", + "color-selection-info": "Select the color for the character sheet section headers and buttons.", + "whisp-rolls-gm": "Whisper rolls to GM", + "whisp-rolls-gm-info": "All sheet rolls are sent to all players in chat by default. Query Whisper option gives you a prompt with each roll of whether or not the roll should be sent privately only to yourself and the GM. Always Whisper Rolls will send all rolls only to yourself and the GM.", + "aim-toggle-default": "Prompt for Aim action when rolling attacks", + "aim-value-default": "Aim Value", + "aim-value-default-info": "The default value for the aim bonus when using the Aim prompt. It should be 1 unless a power or talent changes it.", + "show-the-fatigue-section-info": "This should be shown for Blue Rose.", + "show-the-conviction-section-info": "This should be shown for Blue Rose.", + "show-the-corruption-section-info": "This can be shown for Blue Rose.", + "show-the-ammo-column-info": "This can be unchecked for Blue Rose.", + "show-the-money/currency-section-info": "This can be unchecked for Blue Rose.", + "conditions-u": "CONDITIONS", + "origin-u": "ORIGIN", + "drive-u": "DRIVE", + "profession-u": "PROFESSION", + "appearance-u": "APPEARANCE", + "belter": "Belter", + "martian": "Martian", + "earther": "Earther", + "fortune-u": "FORTUNE", + "outsider": "Outsider", + "lower-class": "Lower Class", + "middle-class": "Middle Class", + "upper-class": "Upper Class", + "main-roll-button-title": "This is the roll-builder. You can click it, answer four questions, and then it will roll the dice for you.", + "damage": "Damage", + "total": "Total", + "target_number": "Target Number", + "stunt_points": "Stunt Points", + "stunt_die": "Stunt Die", + "ability": "Ability", + "ability_value": "Ability Value (field 1 of 4)", + "focus_value": "Focus (field 2 of 4)", + "additional_modifier": "Additional modifier (field 3 of 4)", + "additional_modifier2": "Additional modifier", + "ability_score": "Ability Score", + "roll_description": "Roll description (field 4 of 4, optional)", + "die_roll": "Die Roll", + "focus": "Focus", + "cunning": "Cunning", + "magic": "Magic", + "spellcasting_ability": "Spellcasting Ability", + "psychic_ability": "Psychic Ability", + "ability_focus": "Ability Focus", + "arcana_focus": "Arcana Focus", + "psychic_focus": "Psychic Focus", + "fatigue_check_for": "Fatigue Check for", + "price_check_for": "Price Check for", + "each_fatiguing_spell": "Each Fatiguing spell this Encounter", + "fear_label": "Fear", + "armor_penalty": "Armor Penalty", + "initiative_adjustment": "Initiative Adjustment", + "initiative_description": "Acting quickly in tense situations", + "initiative": "Initiative", + "resources": "Resources", + "income_label": "Income", + "attack_bonus_label": "Attack Bonus", + "magic_arcana_focus": "Magic Arcana Focus", + "spellpower_label": "Spellpower", + "fatigue_tn_label": "Fatigue TN", + "price_tn_label": "Price TN", + "kanna_cost_label": "Kanna Cost", + "power_cost_label": "Power Cost", + "plus_one_tn": "+1 TN", + "weapon_groups": "Weapon Groups", + "ancestry_class_power_name": "Ancestry or Class Power name", + "talent_spec_name": "Talent or Specialization name", + "focus_bonus_title": "Focus bonus (0, 2, 3, etc.) MUST have a value for the buttons to work.", + "description": "Description", + "whisper": "Whisper", + "whisper_roll": "Whisper Roll", + "public_roll": "Public Roll" +} diff --git a/Fifth Season/translations/de.json b/Fifth Season/translations/de.json new file mode 100644 index 0000000000..adaceeedbf --- /dev/null +++ b/Fifth Season/translations/de.json @@ -0,0 +1,350 @@ +{ + "character-u": "CHARACTER", + "persona-u": "PERSONA", + "powers-u": "POWERS", + "qualities-u": "QUALITIES", + "talents-u": "TALENTS", + "novice-u": "NOVICE", + "journeyman-u": "JOURNEYMAN", + "expert-u": "EXPERT", + "master-u": "MASTER", + "grandmaster-u": "GRANDMASTER", + "apex-u": "APEX", + "focuses-u": "FOCUSES", + "magic-u": "MAGIC", + "arcana-u": "ARCANA", + "psychic-u": "PSYCHIC", + "arcana/psychic-u": "ARCANA/PSYCHIC", + "whisper-u": "WHISPER", + "aim-u": "AIM", + "reroll-u": "REROLL", + "about-u": "ABOUT", + "char-name-u": "CHARACTER NAME", + "envoy": "Envoy", + "mage": "Mage", + "rogue": "Rogue", + "warrior": "Warrior", + "adept": "Adept", + "expert": "Expert", + "class-u": "CLASS", + "level-u": "LEVEL", + "race-u": "RACE", + "background-u": "BACKGROUND", + "social-class-u": "SOCIAL CLASS", + "ancestry-u": "ANCESTRY", + "family-u": "FAMILY/ALLEGIANCE", + "age-u": "AGE", + "gender-u": "GENDER", + "height-u": "HEIGHT", + "weight-u": "WEIGHT", + "calling-u": "CALLING", + "destiny-u": "DESTINY", + "fate-u": "FATE", + "accuracy-u": "ACCURACY", + "communication-u": "COMMUNICATION", + "constitution-u": "CONSTITUTION", + "cunning-u": "CUNNING", + "dexterity-u": "DEXTERITY", + "fighting-u": "FIGHTING", + "intelligence-u": "INTELLIGENCE", + "perception-u": "PERCEPTION", + "strength-u": "STRENGTH", + "willpower-u": "WILLPOWER", + "health-u": "HEALTH", + "max": "Max", + "mana-u": "MANA", + "magic-points-u": "MAGIC POINTS", + "power-points-u": "POWER POINTS", + "kanna-u": "KANNA", + "experience-points-u": "EXPERIENCE POINTS", + "next": "Next", + "initiative-u": "INITIATIVE", + "adjust": "Adjust", + "fatigue-u": "FATIGUE", + "none": "None", + "winded": "Winded", + "tired": "Tired", + "fatigued": "Fatigued", + "exhausted": "Exhausted", + "dying": "Dying", + "blinded": "Blinded", + "confused": "Confused", + "deafened": "Deafened", + "defenseless": "Defenseless", + "disadvantaged": "Disadvantaged", + "general-disadvantage": "General Disadvantage", + "freefalling": "Free Falling", + "frightened": "Frightened", + "helpless": "Helpless", + "hindered": "Hindered", + "influenced": "Influenced", + "injured": "Injured", + "maimed": "Maimed", + "prone": "Prone", + "restrained": "Restrained", + "scarred": "Scarred", + "slowed": "Slowed", + "stunned": "Stunned", + "unconscious": "Unconscious", + "wounded": "Wounded", + "fear-u": "FEAR", + "nervous": "Nervous", + "anxious": "Anxious", + "watchful": "Watchful", + "afraid": "Afraid", + "terrified": "Terrified", + "horror-u": "HORROR", + "unsettled": "Unsettled", + "shocked": "Shocked", + "appalled": "Appalled", + "overwhelmed": "Overwhelmed", + "shattered": "Shattered", + "resources-u": "RESOURCES", + "income-u": "INCOME", + "i-for-impact": "i", + "b-for-ballistic": "b", + "conviction-u": "CONVICTION", + "corruption-u": "CORRUPTION", + "speed-u": "SPEED", + "defense-u": "DEFENSE", + "toughness-u": "TOUGHNESS", + "toughness-mode": "Mode", + "gritty": "Gritty", + "pulp": "Pulp", + "cinematic": "Cinematic", + "armor-u": "ARMOR", + "base": "Base", + "shield": "Shield", + "Penalty": "Penalty", + "#-sign": "#", + "extraordinary-u": "EXTRAORDINARY", + "attack-u": "ATTACK", + "range-u": "RANGE", + "reload-u": "RELOAD", + "roll-u": "ROLL", + "damage-u": "DAMAGE", + "power-name-u": "POWER NAME", + "class-power-u": "CLASS POWER", + "quality-u": "QUALITY", + "short-description-u": "SHORT DESCRIPTION", + "spell-name-u": "SPELL NAME", + "arcanum-name-u": "ARCANUM NAME", + "psychic-discipline-u": "PSYCHIC DISCIPLINE", + "discipline:-u": "DISCIPLINE:", + "equipment-name-u": "EQUIPMENT NAME", + "quantity-u": "QUANTITY", + "description-u": "DESCRIPTION", + "cp-u": "CP", + "sp-u": "SP", + "gp-u": "GP", + "import-to-currency-u": "IMPORT TO CURRENCY", + "currency-u": "CURRENCY", + "eye-u": "EYES", + "skin-u": "SKIN", + "hair-u": "HAIR", + "languages-u": "LANGUAGES", + "goals-u": "GOALS", + "honorifics-titles-and-memberships-u": "HONORIFICS, TITLES AND MEMBERSHIPS", + "relationships-u": "RELATIONSHIPS", + "bonds-u": "BONDS", + "character-appearance-u": "CHARACTER APPEARANCE", + "char-notes-u": "CHARACTER NOTES", + "specialization1-u": "SPECIALIZATION 1", + "specialization1-degree-u": "DEGREE", + "specialization2-u": "SPECIALIZATION 2", + "type-or-level:-u": "TYPE OR LEVEL:", + "SOURCE:-u": "SOURCE:", + "short-desc.:-u": "SHORT DESC.:", + "description:-u": "DESCRIPTION:", + "focus:-u": "FOCUS:", + "school:-u": "SCHOOL:", + "type:-u": "TYPE:", + "mana-cost:-u": "MANA COST:", + "cast-time:-u": "CAST TIME:", + "tn:-u": "TN:", + "test-tn:-u": "TEST TN:", + "test:-u": "TEST:", + "spellpower:-u": "SPELLPOWER:", + "psych-force:-u": "PSYCH FORCE:", + "focus-bonus:-u": "FOCUS BONUS:", + "arcana": "Arcana", + "psychic": "Psychic", + "power-points": "Power Points", + "fatigue": "Fatigue", + "kanna-cost:-u": "KANNA COST:", + "power-cost:-u": "POWER COST:", + "cast-spell:-u": "CAST SPELL:", + "use-power:-u": "USE POWER:", + "arcana:-u": "ARCANA:", + "mp-cost:-u": "MP COST:", + "talent:-u": "TALENT:", + "time:-u": "TIME:", + "resistance:-u": "RESISTANCE:", + "fatigue-tn:-u": "FATIGUE TN:", + "price-tn:-u": "PRICE TN:", + "ability:-u": "ABILITY:", + "accuracy": "Accuracy", + "dexterity": "Dexterity", + "constitution": "Constitution", + "communication": "Communication", + "fighting": "Fighting", + "intelligence": "Intelligence", + "perception": "Perception", + "strength": "Strength", + "willpower": "Willpower", + "the-expanse-rpg-does-not-support-magical-powers": "The Expanse RPG does not support magical powers.", + "the-world-of-lazarus-rpg-does-not-support-magical-powers": "The World of Lazarus RPG does not support magical powers.", + "game-system-u": "GAME SYSTEM", + "dragon-age": "Dragon Age", + "fantasy-age": "Fantasy Age", + "fantasy-age-basic": "Fantasy Age Basic", + "fantasy-age-core": "Fantasy Age Core", + "titansgrave": "Titansgrave", + "blue-rose": "Blue Rose", + "the-expanse": "The Expanse", + "modern-age": "Modern AGE", + "threefold": "Threefold", + "world-of-lazarus": "World of Lazarus", + "fifth-season": "Fifth Season", + "cthulhu-awakens": "Cthulhu Awakens", + "color-selection-u": "COLOR SELECTION", + "black": "Black", + "red": "Red", + "teal-1": "Teal 1", + "teal-2": "Teal 2", + "blue-1": "Blue 1", + "blue-2": "Blue 2", + "dragonscale-red": "Dragonscale Red", + "modern-orange": "Modern Orange", + "threefold-color": "Threefold", + "ronin-green": "Ronin Green", + "lazarus-blue": "Lazarus Blue", + "expansive-starfield": "Expansive Starfield", + "proud-rainbow": "Proud Rainbow", + "trans-color": "Transitional Hues", + "rolls-u": "ROLLS", + "whisper-rolls-to-gm": "Whisper rolls to GM", + "never-whisper-roll": "Never Whisper Rolls", + "query-whisper-roll": "Query Whisper", + "always-whisper-roll": "Always Whisper Rolls", + "show-the-character-name-in-roll-results": "Show the character name in roll results", + "show": "Show", + "hide": "Hide", + "apply-armor-penalty-to-dexterity-rolls": "Apply Armor Penalty to Dexterity rolls", + "add-tiebreaker-to-initiative-rolls": "Add Tiebreaker to Initiative rolls", + "no": "No", + "yes": "Yes", + "options-u": "OPTIONS", + "add-aim-to-attack": "Add Aim to Attack", + "prompt-for-aim": "Prompt for Aim", + "never-use-aim": "Never use Aim", + "toggle": "Toggle", + "always-use-aim": "Always use Aim", + "reroll-stunt-die": "Reroll the Stunt Die", + "never-reroll-stunt": "Never Reroll Stunt Die", + "prompt-for-stunt-reroll": "Prompt for Stunt Reroll", + "always-reroll-stunt": "Always Reroll Stunt Die", + "aim-value-a-value-must-be-entered-here": "Aim value (a number MUST be entered here)", + "sections-u": "CHARACTER TAB SECTIONS", + "replace-health-with-fortune": "Replace Health with Fortune", + "show-the-power-list": "Show the Power list in the Character tab", + "show-the-class-list": "Show the Class Power list in the Character tab", + "show-the-talent-list": "Show the Talent list in the Character tab", + "show-the-spell/arcana-list": "Show the Spell/Arcana list in the Character tab", + "show-the-extraordinary-powers-list": "Show the Extraordinary Powers list in the Character tab", + "show-the-arcana/psychic-list": "Show the Arcana/Psychic list in the Character tab", + "show-the-psychic-list": "Show the Psychic list in the Character tab", + "show-the-mana/magic-points-section": "Show the Mana/Magic Points section", + "show-the-power-points-section": "Show the Power Points section", + "show-the-kanna-section": "Show the Kanna section", + "show-the-experience-points-section": "Show the Experience Points section", + "show-the-fatigue-section": "Show the Fatigue section", + "show-the-fear-section": "Show the Fear section", + "show-the-horror-section": "Show the Horror section", + "show-the-conviction-section": "Show the Conviction section", + "show-the-corruption-section": "Show the Corruption section", + "show-the-ammo-column": "Show the Ammo column", + "show-the-initiative-focus": "Show the Initiative focus", + "show-the-initiative-section": "Show the Initiative section", + "show-the-equipment-section": "Show the Equipment section", + "show-the-money/currency-section": "Show the Money/Currency section", + "show-the-income-section": "Show the Income section", + "show-the-resources-section": "Show the Resources section", + "show-the-conditions-section": "Show the Conditions section", + "auto-configure-all-u": "AUTO-CONFIGURE ALL", + "version": "Version", + "game-system": "Game System", + "color-selection": "Color Selection", + "color-selection-info": "Select the color for the character sheet section headers and buttons.", + "whisp-rolls-gm": "Whisper rolls to GM", + "whisp-rolls-gm-info": "All sheet rolls are sent to all players in chat by default. Query Whisper option gives you a prompt with each roll of whether or not the roll should be sent privately only to yourself and the GM. Always Whisper Rolls will send all rolls only to yourself and the GM.", + "aim-toggle-default": "Prompt for Aim action when rolling attacks", + "aim-value-default": "Aim Value", + "aim-value-default-info": "The default value for the aim bonus when using the Aim prompt. It should be 1 unless a power or talent changes it.", + "show-the-fatigue-section-info": "This should be shown for Blue Rose.", + "show-the-conviction-section-info": "This should be shown for Blue Rose.", + "show-the-corruption-section-info": "This can be shown for Blue Rose.", + "show-the-ammo-column-info": "This can be unchecked for Blue Rose.", + "show-the-money/currency-section-info": "This can be unchecked for Blue Rose.", + "conditions-u": "CONDITIONS", + "origin-u": "ORIGIN", + "drive-u": "DRIVE", + "profession-u": "PROFESSION", + "appearance-u": "APPEARANCE", + "belter": "Belter", + "martian": "Martian", + "earther": "Earther", + "fortune-u": "FORTUNE", + "outsider": "Outsider", + "lower-class": "Lower Class", + "middle-class": "Middle Class", + "upper-class": "Upper Class", + "main-roll-button-title": "This is the roll-builder. You can click it, answer four questions, and then it will roll the dice for you.", + "damage": "Damage", + "total": "Total", + "target_number": "Target Number", + "stunt_points": "Stunt Points", + "stunt_die": "Stunt Die", + "ability": "Ability", + "ability_value": "Ability Value (field 1 of 4)", + "focus_value": "Focus (field 2 of 4)", + "additional_modifier": "Additional modifier (field 3 of 4)", + "additional_modifier2": "Additional modifier", + "ability_score": "Ability Score", + "roll_description": "Roll description (field 4 of 4, optional)", + "die_roll": "Die Roll", + "focus": "Focus", + "cunning": "Cunning", + "magic": "Magic", + "spellcasting_ability": "Spellcasting Ability", + "psychic_ability": "Psychic Ability", + "ability_focus": "Ability Focus", + "arcana_focus": "Arcana Focus", + "psychic_focus": "Psychic Focus", + "fatigue_check_for": "Fatigue Check for", + "price_check_for": "Price Check for", + "each_fatiguing_spell": "Each Fatiguing spell this Encounter", + "fear_label": "Fear", + "armor_penalty": "Armor Penalty", + "initiative_adjustment": "Initiative Adjustment", + "initiative_description": "Acting quickly in tense situations", + "initiative": "Initiative", + "resources": "Resources", + "income_label": "Income", + "attack_bonus_label": "Attack Bonus", + "magic_arcana_focus": "Magic Arcana Focus", + "spellpower_label": "Spellpower", + "fatigue_tn_label": "Fatigue TN", + "price_tn_label": "Price TN", + "kanna_cost_label": "Kanna Cost", + "power_cost_label": "Power Cost", + "plus_one_tn": "+1 TN", + "weapon_groups": "Weapon Groups", + "ancestry_class_power_name": "Ancestry or Class Power name", + "talent_spec_name": "Talent or Specialization name", + "focus_bonus_title": "Focus bonus (0, 2, 3, etc.) MUST have a value for the buttons to work.", + "description": "Description", + "whisper": "Whisper", + "whisper_roll": "Whisper Roll", + "public_roll": "Public Roll" +} diff --git a/Fifth Season/translations/el.json b/Fifth Season/translations/el.json new file mode 100644 index 0000000000..94db9683de --- /dev/null +++ b/Fifth Season/translations/el.json @@ -0,0 +1,349 @@ +{ + "character-u": "CHARACTER", + "persona-u": "PERSONA", + "powers-u": "POWERS", + "qualities-u": "QUALITIES", + "talents-u": "TALENTS", + "journeyman-u": "JOURNEYMAN", + "expert-u": "EXPERT", + "master-u": "MASTER", + "grandmaster-u": "GRANDMASTER", + "apex-u": "APEX", + "focuses-u": "FOCUSES", + "magic-u": "MAGIC", + "arcana-u": "ARCANA", + "psychic-u": "PSYCHIC", + "arcana/psychic-u": "ARCANA/PSYCHIC", + "whisper-u": "WHISPER", + "aim-u": "AIM", + "reroll-u": "REROLL", + "about-u": "ABOUT", + "char-name-u": "CHARACTER NAME", + "envoy": "Envoy", + "mage": "Mage", + "rogue": "Rogue", + "warrior": "Warrior", + "adept": "Adept", + "expert": "Expert", + "class-u": "CLASS", + "level-u": "LEVEL", + "race-u": "RACE", + "background-u": "BACKGROUND", + "social-class-u": "SOCIAL CLASS", + "ancestry-u": "ANCESTRY", + "family-u": "FAMILY/ALLEGIANCE", + "age-u": "AGE", + "gender-u": "GENDER", + "height-u": "HEIGHT", + "weight-u": "WEIGHT", + "calling-u": "CALLING", + "destiny-u": "DESTINY", + "fate-u": "FATE", + "accuracy-u": "ACCURACY", + "communication-u": "COMMUNICATION", + "constitution-u": "CONSTITUTION", + "cunning-u": "CUNNING", + "dexterity-u": "DEXTERITY", + "fighting-u": "FIGHTING", + "intelligence-u": "INTELLIGENCE", + "perception-u": "PERCEPTION", + "strength-u": "STRENGTH", + "willpower-u": "WILLPOWER", + "health-u": "HEALTH", + "max": "Max", + "mana-u": "MANA", + "magic-points-u": "MAGIC POINTS", + "power-points-u": "POWER POINTS", + "kanna-u": "KANNA", + "experience-points-u": "EXPERIENCE POINTS", + "next": "Next", + "initiative-u": "INITIATIVE", + "adjust": "Adjust", + "fatigue-u": "FATIGUE", + "none": "None", + "winded": "Winded", + "tired": "Tired", + "fatigued": "Fatigued", + "exhausted": "Exhausted", + "dying": "Dying", + "blinded": "Blinded", + "confused": "Confused", + "deafened": "Deafened", + "defenseless": "Defenseless", + "disadvantaged": "Disadvantaged", + "general-disadvantage": "General Disadvantage", + "freefalling": "Free Falling", + "frightened": "Frightened", + "helpless": "Helpless", + "hindered": "Hindered", + "influenced": "Influenced", + "injured": "Injured", + "maimed": "Maimed", + "prone": "Prone", + "restrained": "Restrained", + "scarred": "Scarred", + "slowed": "Slowed", + "stunned": "Stunned", + "unconscious": "Unconscious", + "wounded": "Wounded", + "fear-u": "FEAR", + "nervous": "Nervous", + "anxious": "Anxious", + "watchful": "Watchful", + "afraid": "Afraid", + "terrified": "Terrified", + "horror-u": "HORROR", + "unsettled": "Unsettled", + "shocked": "Shocked", + "appalled": "Appalled", + "overwhelmed": "Overwhelmed", + "shattered": "Shattered", + "resources-u": "RESOURCES", + "income-u": "INCOME", + "i-for-impact": "i", + "b-for-ballistic": "b", + "conviction-u": "CONVICTION", + "corruption-u": "CORRUPTION", + "speed-u": "SPEED", + "defense-u": "DEFENSE", + "toughness-u": "TOUGHNESS", + "toughness-mode": "Mode", + "gritty": "Gritty", + "pulp": "Pulp", + "cinematic": "Cinematic", + "armor-u": "ARMOR", + "base": "Base", + "shield": "Shield", + "Penalty": "Penalty", + "#-sign": "#", + "extraordinary-u": "EXTRAORDINARY", + "attack-u": "ATTACK", + "range-u": "RANGE", + "reload-u": "RELOAD", + "roll-u": "ROLL", + "damage-u": "DAMAGE", + "power-name-u": "POWER NAME", + "class-power-u": "CLASS POWER", + "quality-u": "QUALITY", + "short-description-u": "SHORT DESCRIPTION", + "spell-name-u": "SPELL NAME", + "arcanum-name-u": "ARCANUM NAME", + "psychic-discipline-u": "PSYCHIC DISCIPLINE", + "discipline:-u": "DISCIPLINE:", + "equipment-name-u": "EQUIPMENT NAME", + "quantity-u": "QUANTITY", + "description-u": "DESCRIPTION", + "cp-u": "CP", + "sp-u": "SP", + "gp-u": "GP", + "import-to-currency-u": "IMPORT TO CURRENCY", + "currency-u": "CURRENCY", + "eye-u": "EYES", + "skin-u": "SKIN", + "hair-u": "HAIR", + "languages-u": "LANGUAGES", + "goals-u": "GOALS", + "honorifics-titles-and-memberships-u": "HONORIFICS, TITLES AND MEMBERSHIPS", + "relationships-u": "RELATIONSHIPS", + "bonds-u": "BONDS", + "character-appearance-u": "CHARACTER APPEARANCE", + "char-notes-u": "CHARACTER NOTES", + "specialization1-u": "SPECIALIZATION 1", + "specialization1-degree-u": "DEGREE", + "specialization2-u": "SPECIALIZATION 2", + "type-or-level:-u": "TYPE OR LEVEL:", + "SOURCE:-u": "SOURCE:", + "short-desc.:-u": "SHORT DESC.:", + "description:-u": "DESCRIPTION:", + "focus:-u": "FOCUS:", + "school:-u": "SCHOOL:", + "type:-u": "TYPE:", + "mana-cost:-u": "MANA COST:", + "cast-time:-u": "CAST TIME:", + "tn:-u": "TN:", + "test-tn:-u": "TEST TN:", + "test:-u": "TEST:", + "spellpower:-u": "SPELLPOWER:", + "psych-force:-u": "PSYCH FORCE:", + "focus-bonus:-u": "FOCUS BONUS:", + "arcana": "Arcana", + "psychic": "Psychic", + "power-points": "Power Points", + "fatigue": "Fatigue", + "kanna-cost:-u": "KANNA COST:", + "power-cost:-u": "POWER COST:", + "cast-spell:-u": "CAST SPELL:", + "use-power:-u": "USE POWER:", + "arcana:-u": "ARCANA:", + "mp-cost:-u": "MP COST:", + "talent:-u": "TALENT:", + "time:-u": "TIME:", + "resistance:-u": "RESISTANCE:", + "fatigue-tn:-u": "FATIGUE TN:", + "price-tn:-u": "PRICE TN:", + "ability:-u": "ABILITY:", + "accuracy": "Accuracy", + "dexterity": "Dexterity", + "constitution": "Constitution", + "communication": "Communication", + "fighting": "Fighting", + "intelligence": "Intelligence", + "perception": "Perception", + "strength": "Strength", + "willpower": "Willpower", + "the-expanse-rpg-does-not-support-magical-powers": "The Expanse RPG does not support magical powers.", + "the-world-of-lazarus-rpg-does-not-support-magical-powers": "The World of Lazarus RPG does not support magical powers.", + "game-system-u": "GAME SYSTEM", + "dragon-age": "Dragon Age", + "fantasy-age": "Fantasy Age", + "fantasy-age-basic": "Fantasy Age Basic", + "fantasy-age-core": "Fantasy Age Core", + "titansgrave": "Titansgrave", + "blue-rose": "Blue Rose", + "the-expanse": "The Expanse", + "modern-age": "Modern AGE", + "threefold": "Threefold", + "world-of-lazarus": "World of Lazarus", + "fifth-season": "Fifth Season", + "cthulhu-awakens": "Cthulhu Awakens", + "color-selection-u": "COLOR SELECTION", + "black": "Black", + "red": "Red", + "teal-1": "Teal 1", + "teal-2": "Teal 2", + "blue-1": "Blue 1", + "blue-2": "Blue 2", + "dragonscale-red": "Dragonscale Red", + "modern-orange": "Modern Orange", + "threefold-color": "Threefold", + "ronin-green": "Ronin Green", + "lazarus-blue": "Lazarus Blue", + "expansive-starfield": "Expansive Starfield", + "proud-rainbow": "Proud Rainbow", + "trans-color": "Transitional Hues", + "rolls-u": "ROLLS", + "whisper-rolls-to-gm": "Whisper rolls to GM", + "never-whisper-roll": "Never Whisper Rolls", + "query-whisper-roll": "Query Whisper", + "always-whisper-roll": "Always Whisper Rolls", + "show-the-character-name-in-roll-results": "Show the character name in roll results", + "show": "Show", + "hide": "Hide", + "apply-armor-penalty-to-dexterity-rolls": "Apply Armor Penalty to Dexterity rolls", + "add-tiebreaker-to-initiative-rolls": "Add Tiebreaker to Initiative rolls", + "no": "No", + "yes": "Yes", + "options-u": "OPTIONS", + "add-aim-to-attack": "Add Aim to Attack", + "prompt-for-aim": "Prompt for Aim", + "never-use-aim": "Never use Aim", + "toggle": "Toggle", + "always-use-aim": "Always use Aim", + "reroll-stunt-die": "Reroll the Stunt Die", + "never-reroll-stunt": "Never Reroll Stunt Die", + "prompt-for-stunt-reroll": "Prompt for Stunt Reroll", + "always-reroll-stunt": "Always Reroll Stunt Die", + "aim-value-a-value-must-be-entered-here": "Aim value (a number MUST be entered here)", + "sections-u": "CHARACTER TAB SECTIONS", + "replace-health-with-fortune": "Replace Health with Fortune", + "show-the-power-list": "Show the Power list in the Character tab", + "show-the-class-list": "Show the Class Power list in the Character tab", + "show-the-talent-list": "Show the Talent list in the Character tab", + "show-the-spell/arcana-list": "Show the Spell/Arcana list in the Character tab", + "show-the-extraordinary-powers-list": "Show the Extraordinary Powers list in the Character tab", + "show-the-arcana/psychic-list": "Show the Arcana/Psychic list in the Character tab", + "show-the-psychic-list": "Show the Psychic list in the Character tab", + "show-the-mana/magic-points-section": "Show the Mana/Magic Points section", + "show-the-power-points-section": "Show the Power Points section", + "show-the-kanna-section": "Show the Kanna section", + "show-the-experience-points-section": "Show the Experience Points section", + "show-the-fatigue-section": "Show the Fatigue section", + "show-the-fear-section": "Show the Fear section", + "show-the-horror-section": "Show the Horror section", + "show-the-conviction-section": "Show the Conviction section", + "show-the-corruption-section": "Show the Corruption section", + "show-the-ammo-column": "Show the Ammo column", + "show-the-initiative-focus": "Show the Initiative focus", + "show-the-initiative-section": "Show the Initiative section", + "show-the-equipment-section": "Show the Equipment section", + "show-the-money/currency-section": "Show the Money/Currency section", + "show-the-income-section": "Show the Income section", + "show-the-resources-section": "Show the Resources section", + "show-the-conditions-section": "Show the Conditions section", + "auto-configure-all-u": "AUTO-CONFIGURE ALL", + "version": "Version", + "game-system": "Game System", + "color-selection": "Color Selection", + "color-selection-info": "Select the color for the character sheet section headers and buttons.", + "whisp-rolls-gm": "Whisper rolls to GM", + "whisp-rolls-gm-info": "All sheet rolls are sent to all players in chat by default. Query Whisper option gives you a prompt with each roll of whether or not the roll should be sent privately only to yourself and the GM. Always Whisper Rolls will send all rolls only to yourself and the GM.", + "aim-toggle-default": "Prompt for Aim action when rolling attacks", + "aim-value-default": "Aim Value", + "aim-value-default-info": "The default value for the aim bonus when using the Aim prompt. It should be 1 unless a power or talent changes it.", + "show-the-fatigue-section-info": "This should be shown for Blue Rose.", + "show-the-conviction-section-info": "This should be shown for Blue Rose.", + "show-the-corruption-section-info": "This can be shown for Blue Rose.", + "show-the-ammo-column-info": "This can be unchecked for Blue Rose.", + "show-the-money/currency-section-info": "This can be unchecked for Blue Rose.", + "conditions-u": "CONDITIONS", + "origin-u": "ORIGIN", + "drive-u": "DRIVE", + "profession-u": "PROFESSION", + "appearance-u": "APPEARANCE", + "belter": "Belter", + "martian": "Martian", + "earther": "Earther", + "fortune-u": "FORTUNE", + "outsider": "Outsider", + "lower-class": "Lower Class", + "middle-class": "Middle Class", + "upper-class": "Upper Class", + "main-roll-button-title": "This is the roll-builder. You can click it, answer four questions, and then it will roll the dice for you.", + "damage": "Damage", + "total": "Total", + "target_number": "Target Number", + "stunt_points": "Stunt Points", + "stunt_die": "Stunt Die", + "ability": "Ability", + "ability_value": "Ability Value (field 1 of 4)", + "focus_value": "Focus (field 2 of 4)", + "additional_modifier": "Additional modifier (field 3 of 4)", + "additional_modifier2": "Additional modifier", + "ability_score": "Ability Score", + "roll_description": "Roll description (field 4 of 4, optional)", + "die_roll": "Die Roll", + "focus": "Focus", + "cunning": "Cunning", + "magic": "Magic", + "spellcasting_ability": "Spellcasting Ability", + "psychic_ability": "Psychic Ability", + "ability_focus": "Ability Focus", + "arcana_focus": "Arcana Focus", + "psychic_focus": "Psychic Focus", + "fatigue_check_for": "Fatigue Check for", + "price_check_for": "Price Check for", + "each_fatiguing_spell": "Each Fatiguing spell this Encounter", + "fear_label": "Fear", + "armor_penalty": "Armor Penalty", + "initiative_adjustment": "Initiative Adjustment", + "initiative_description": "Acting quickly in tense situations", + "initiative": "Initiative", + "resources": "Resources", + "income_label": "Income", + "attack_bonus_label": "Attack Bonus", + "magic_arcana_focus": "Magic Arcana Focus", + "spellpower_label": "Spellpower", + "fatigue_tn_label": "Fatigue TN", + "price_tn_label": "Price TN", + "kanna_cost_label": "Kanna Cost", + "power_cost_label": "Power Cost", + "plus_one_tn": "+1 TN", + "weapon_groups": "Weapon Groups", + "ancestry_class_power_name": "Ancestry or Class Power name", + "talent_spec_name": "Talent or Specialization name", + "focus_bonus_title": "Focus bonus (0, 2, 3, etc.) MUST have a value for the buttons to work.", + "description": "Description", + "whisper": "Whisper", + "whisper_roll": "Whisper Roll", + "public_roll": "Public Roll" +} diff --git a/Fifth Season/translations/en.json b/Fifth Season/translations/en.json new file mode 100644 index 0000000000..adaceeedbf --- /dev/null +++ b/Fifth Season/translations/en.json @@ -0,0 +1,350 @@ +{ + "character-u": "CHARACTER", + "persona-u": "PERSONA", + "powers-u": "POWERS", + "qualities-u": "QUALITIES", + "talents-u": "TALENTS", + "novice-u": "NOVICE", + "journeyman-u": "JOURNEYMAN", + "expert-u": "EXPERT", + "master-u": "MASTER", + "grandmaster-u": "GRANDMASTER", + "apex-u": "APEX", + "focuses-u": "FOCUSES", + "magic-u": "MAGIC", + "arcana-u": "ARCANA", + "psychic-u": "PSYCHIC", + "arcana/psychic-u": "ARCANA/PSYCHIC", + "whisper-u": "WHISPER", + "aim-u": "AIM", + "reroll-u": "REROLL", + "about-u": "ABOUT", + "char-name-u": "CHARACTER NAME", + "envoy": "Envoy", + "mage": "Mage", + "rogue": "Rogue", + "warrior": "Warrior", + "adept": "Adept", + "expert": "Expert", + "class-u": "CLASS", + "level-u": "LEVEL", + "race-u": "RACE", + "background-u": "BACKGROUND", + "social-class-u": "SOCIAL CLASS", + "ancestry-u": "ANCESTRY", + "family-u": "FAMILY/ALLEGIANCE", + "age-u": "AGE", + "gender-u": "GENDER", + "height-u": "HEIGHT", + "weight-u": "WEIGHT", + "calling-u": "CALLING", + "destiny-u": "DESTINY", + "fate-u": "FATE", + "accuracy-u": "ACCURACY", + "communication-u": "COMMUNICATION", + "constitution-u": "CONSTITUTION", + "cunning-u": "CUNNING", + "dexterity-u": "DEXTERITY", + "fighting-u": "FIGHTING", + "intelligence-u": "INTELLIGENCE", + "perception-u": "PERCEPTION", + "strength-u": "STRENGTH", + "willpower-u": "WILLPOWER", + "health-u": "HEALTH", + "max": "Max", + "mana-u": "MANA", + "magic-points-u": "MAGIC POINTS", + "power-points-u": "POWER POINTS", + "kanna-u": "KANNA", + "experience-points-u": "EXPERIENCE POINTS", + "next": "Next", + "initiative-u": "INITIATIVE", + "adjust": "Adjust", + "fatigue-u": "FATIGUE", + "none": "None", + "winded": "Winded", + "tired": "Tired", + "fatigued": "Fatigued", + "exhausted": "Exhausted", + "dying": "Dying", + "blinded": "Blinded", + "confused": "Confused", + "deafened": "Deafened", + "defenseless": "Defenseless", + "disadvantaged": "Disadvantaged", + "general-disadvantage": "General Disadvantage", + "freefalling": "Free Falling", + "frightened": "Frightened", + "helpless": "Helpless", + "hindered": "Hindered", + "influenced": "Influenced", + "injured": "Injured", + "maimed": "Maimed", + "prone": "Prone", + "restrained": "Restrained", + "scarred": "Scarred", + "slowed": "Slowed", + "stunned": "Stunned", + "unconscious": "Unconscious", + "wounded": "Wounded", + "fear-u": "FEAR", + "nervous": "Nervous", + "anxious": "Anxious", + "watchful": "Watchful", + "afraid": "Afraid", + "terrified": "Terrified", + "horror-u": "HORROR", + "unsettled": "Unsettled", + "shocked": "Shocked", + "appalled": "Appalled", + "overwhelmed": "Overwhelmed", + "shattered": "Shattered", + "resources-u": "RESOURCES", + "income-u": "INCOME", + "i-for-impact": "i", + "b-for-ballistic": "b", + "conviction-u": "CONVICTION", + "corruption-u": "CORRUPTION", + "speed-u": "SPEED", + "defense-u": "DEFENSE", + "toughness-u": "TOUGHNESS", + "toughness-mode": "Mode", + "gritty": "Gritty", + "pulp": "Pulp", + "cinematic": "Cinematic", + "armor-u": "ARMOR", + "base": "Base", + "shield": "Shield", + "Penalty": "Penalty", + "#-sign": "#", + "extraordinary-u": "EXTRAORDINARY", + "attack-u": "ATTACK", + "range-u": "RANGE", + "reload-u": "RELOAD", + "roll-u": "ROLL", + "damage-u": "DAMAGE", + "power-name-u": "POWER NAME", + "class-power-u": "CLASS POWER", + "quality-u": "QUALITY", + "short-description-u": "SHORT DESCRIPTION", + "spell-name-u": "SPELL NAME", + "arcanum-name-u": "ARCANUM NAME", + "psychic-discipline-u": "PSYCHIC DISCIPLINE", + "discipline:-u": "DISCIPLINE:", + "equipment-name-u": "EQUIPMENT NAME", + "quantity-u": "QUANTITY", + "description-u": "DESCRIPTION", + "cp-u": "CP", + "sp-u": "SP", + "gp-u": "GP", + "import-to-currency-u": "IMPORT TO CURRENCY", + "currency-u": "CURRENCY", + "eye-u": "EYES", + "skin-u": "SKIN", + "hair-u": "HAIR", + "languages-u": "LANGUAGES", + "goals-u": "GOALS", + "honorifics-titles-and-memberships-u": "HONORIFICS, TITLES AND MEMBERSHIPS", + "relationships-u": "RELATIONSHIPS", + "bonds-u": "BONDS", + "character-appearance-u": "CHARACTER APPEARANCE", + "char-notes-u": "CHARACTER NOTES", + "specialization1-u": "SPECIALIZATION 1", + "specialization1-degree-u": "DEGREE", + "specialization2-u": "SPECIALIZATION 2", + "type-or-level:-u": "TYPE OR LEVEL:", + "SOURCE:-u": "SOURCE:", + "short-desc.:-u": "SHORT DESC.:", + "description:-u": "DESCRIPTION:", + "focus:-u": "FOCUS:", + "school:-u": "SCHOOL:", + "type:-u": "TYPE:", + "mana-cost:-u": "MANA COST:", + "cast-time:-u": "CAST TIME:", + "tn:-u": "TN:", + "test-tn:-u": "TEST TN:", + "test:-u": "TEST:", + "spellpower:-u": "SPELLPOWER:", + "psych-force:-u": "PSYCH FORCE:", + "focus-bonus:-u": "FOCUS BONUS:", + "arcana": "Arcana", + "psychic": "Psychic", + "power-points": "Power Points", + "fatigue": "Fatigue", + "kanna-cost:-u": "KANNA COST:", + "power-cost:-u": "POWER COST:", + "cast-spell:-u": "CAST SPELL:", + "use-power:-u": "USE POWER:", + "arcana:-u": "ARCANA:", + "mp-cost:-u": "MP COST:", + "talent:-u": "TALENT:", + "time:-u": "TIME:", + "resistance:-u": "RESISTANCE:", + "fatigue-tn:-u": "FATIGUE TN:", + "price-tn:-u": "PRICE TN:", + "ability:-u": "ABILITY:", + "accuracy": "Accuracy", + "dexterity": "Dexterity", + "constitution": "Constitution", + "communication": "Communication", + "fighting": "Fighting", + "intelligence": "Intelligence", + "perception": "Perception", + "strength": "Strength", + "willpower": "Willpower", + "the-expanse-rpg-does-not-support-magical-powers": "The Expanse RPG does not support magical powers.", + "the-world-of-lazarus-rpg-does-not-support-magical-powers": "The World of Lazarus RPG does not support magical powers.", + "game-system-u": "GAME SYSTEM", + "dragon-age": "Dragon Age", + "fantasy-age": "Fantasy Age", + "fantasy-age-basic": "Fantasy Age Basic", + "fantasy-age-core": "Fantasy Age Core", + "titansgrave": "Titansgrave", + "blue-rose": "Blue Rose", + "the-expanse": "The Expanse", + "modern-age": "Modern AGE", + "threefold": "Threefold", + "world-of-lazarus": "World of Lazarus", + "fifth-season": "Fifth Season", + "cthulhu-awakens": "Cthulhu Awakens", + "color-selection-u": "COLOR SELECTION", + "black": "Black", + "red": "Red", + "teal-1": "Teal 1", + "teal-2": "Teal 2", + "blue-1": "Blue 1", + "blue-2": "Blue 2", + "dragonscale-red": "Dragonscale Red", + "modern-orange": "Modern Orange", + "threefold-color": "Threefold", + "ronin-green": "Ronin Green", + "lazarus-blue": "Lazarus Blue", + "expansive-starfield": "Expansive Starfield", + "proud-rainbow": "Proud Rainbow", + "trans-color": "Transitional Hues", + "rolls-u": "ROLLS", + "whisper-rolls-to-gm": "Whisper rolls to GM", + "never-whisper-roll": "Never Whisper Rolls", + "query-whisper-roll": "Query Whisper", + "always-whisper-roll": "Always Whisper Rolls", + "show-the-character-name-in-roll-results": "Show the character name in roll results", + "show": "Show", + "hide": "Hide", + "apply-armor-penalty-to-dexterity-rolls": "Apply Armor Penalty to Dexterity rolls", + "add-tiebreaker-to-initiative-rolls": "Add Tiebreaker to Initiative rolls", + "no": "No", + "yes": "Yes", + "options-u": "OPTIONS", + "add-aim-to-attack": "Add Aim to Attack", + "prompt-for-aim": "Prompt for Aim", + "never-use-aim": "Never use Aim", + "toggle": "Toggle", + "always-use-aim": "Always use Aim", + "reroll-stunt-die": "Reroll the Stunt Die", + "never-reroll-stunt": "Never Reroll Stunt Die", + "prompt-for-stunt-reroll": "Prompt for Stunt Reroll", + "always-reroll-stunt": "Always Reroll Stunt Die", + "aim-value-a-value-must-be-entered-here": "Aim value (a number MUST be entered here)", + "sections-u": "CHARACTER TAB SECTIONS", + "replace-health-with-fortune": "Replace Health with Fortune", + "show-the-power-list": "Show the Power list in the Character tab", + "show-the-class-list": "Show the Class Power list in the Character tab", + "show-the-talent-list": "Show the Talent list in the Character tab", + "show-the-spell/arcana-list": "Show the Spell/Arcana list in the Character tab", + "show-the-extraordinary-powers-list": "Show the Extraordinary Powers list in the Character tab", + "show-the-arcana/psychic-list": "Show the Arcana/Psychic list in the Character tab", + "show-the-psychic-list": "Show the Psychic list in the Character tab", + "show-the-mana/magic-points-section": "Show the Mana/Magic Points section", + "show-the-power-points-section": "Show the Power Points section", + "show-the-kanna-section": "Show the Kanna section", + "show-the-experience-points-section": "Show the Experience Points section", + "show-the-fatigue-section": "Show the Fatigue section", + "show-the-fear-section": "Show the Fear section", + "show-the-horror-section": "Show the Horror section", + "show-the-conviction-section": "Show the Conviction section", + "show-the-corruption-section": "Show the Corruption section", + "show-the-ammo-column": "Show the Ammo column", + "show-the-initiative-focus": "Show the Initiative focus", + "show-the-initiative-section": "Show the Initiative section", + "show-the-equipment-section": "Show the Equipment section", + "show-the-money/currency-section": "Show the Money/Currency section", + "show-the-income-section": "Show the Income section", + "show-the-resources-section": "Show the Resources section", + "show-the-conditions-section": "Show the Conditions section", + "auto-configure-all-u": "AUTO-CONFIGURE ALL", + "version": "Version", + "game-system": "Game System", + "color-selection": "Color Selection", + "color-selection-info": "Select the color for the character sheet section headers and buttons.", + "whisp-rolls-gm": "Whisper rolls to GM", + "whisp-rolls-gm-info": "All sheet rolls are sent to all players in chat by default. Query Whisper option gives you a prompt with each roll of whether or not the roll should be sent privately only to yourself and the GM. Always Whisper Rolls will send all rolls only to yourself and the GM.", + "aim-toggle-default": "Prompt for Aim action when rolling attacks", + "aim-value-default": "Aim Value", + "aim-value-default-info": "The default value for the aim bonus when using the Aim prompt. It should be 1 unless a power or talent changes it.", + "show-the-fatigue-section-info": "This should be shown for Blue Rose.", + "show-the-conviction-section-info": "This should be shown for Blue Rose.", + "show-the-corruption-section-info": "This can be shown for Blue Rose.", + "show-the-ammo-column-info": "This can be unchecked for Blue Rose.", + "show-the-money/currency-section-info": "This can be unchecked for Blue Rose.", + "conditions-u": "CONDITIONS", + "origin-u": "ORIGIN", + "drive-u": "DRIVE", + "profession-u": "PROFESSION", + "appearance-u": "APPEARANCE", + "belter": "Belter", + "martian": "Martian", + "earther": "Earther", + "fortune-u": "FORTUNE", + "outsider": "Outsider", + "lower-class": "Lower Class", + "middle-class": "Middle Class", + "upper-class": "Upper Class", + "main-roll-button-title": "This is the roll-builder. You can click it, answer four questions, and then it will roll the dice for you.", + "damage": "Damage", + "total": "Total", + "target_number": "Target Number", + "stunt_points": "Stunt Points", + "stunt_die": "Stunt Die", + "ability": "Ability", + "ability_value": "Ability Value (field 1 of 4)", + "focus_value": "Focus (field 2 of 4)", + "additional_modifier": "Additional modifier (field 3 of 4)", + "additional_modifier2": "Additional modifier", + "ability_score": "Ability Score", + "roll_description": "Roll description (field 4 of 4, optional)", + "die_roll": "Die Roll", + "focus": "Focus", + "cunning": "Cunning", + "magic": "Magic", + "spellcasting_ability": "Spellcasting Ability", + "psychic_ability": "Psychic Ability", + "ability_focus": "Ability Focus", + "arcana_focus": "Arcana Focus", + "psychic_focus": "Psychic Focus", + "fatigue_check_for": "Fatigue Check for", + "price_check_for": "Price Check for", + "each_fatiguing_spell": "Each Fatiguing spell this Encounter", + "fear_label": "Fear", + "armor_penalty": "Armor Penalty", + "initiative_adjustment": "Initiative Adjustment", + "initiative_description": "Acting quickly in tense situations", + "initiative": "Initiative", + "resources": "Resources", + "income_label": "Income", + "attack_bonus_label": "Attack Bonus", + "magic_arcana_focus": "Magic Arcana Focus", + "spellpower_label": "Spellpower", + "fatigue_tn_label": "Fatigue TN", + "price_tn_label": "Price TN", + "kanna_cost_label": "Kanna Cost", + "power_cost_label": "Power Cost", + "plus_one_tn": "+1 TN", + "weapon_groups": "Weapon Groups", + "ancestry_class_power_name": "Ancestry or Class Power name", + "talent_spec_name": "Talent or Specialization name", + "focus_bonus_title": "Focus bonus (0, 2, 3, etc.) MUST have a value for the buttons to work.", + "description": "Description", + "whisper": "Whisper", + "whisper_roll": "Whisper Roll", + "public_roll": "Public Roll" +} diff --git a/Fifth Season/translations/es.json b/Fifth Season/translations/es.json new file mode 100644 index 0000000000..7c804093b5 --- /dev/null +++ b/Fifth Season/translations/es.json @@ -0,0 +1,324 @@ +{ + "character-u": "PERSONAJE", + "persona-u": "DESCRIPCIÓN", + "powers-u": "TALENTO", + "talents-u": "TALENTS", + "novice-u": "NOVICE", + "journeyman-u": "JOURNEYMAN", + "expert-u": "EXPERT", + "master-u": "MASTER", + "grandmaster-u": "GRANDMASTER", + "apex-u": "APEX", + "focuses-u": "FOCUSES", + "magic-u": "MAGIA", + "arcana-u": "C. ARCANO", + "arcana/psychic-u": "ARCANO/PSIQUICO", + "whisper-u": "SUSURRAR", + "aim-u": "APUNTAR", + "reroll-u": "REROLL", + "about-u": "ABOUT", + "char-name-u": "NOMBRE DE PERSONAJE", + "envoy": "Envoy", + "mage": "Mago", + "rogue": "Pícaro", + "warrior": "Guerrero", + "adept": "Adepto", + "expert": "Experto", + "class-u": "CLASE", + "level-u": "NIVEL", + "race-u": "RAZA", + "background-u": "TRASFONDO", + "social-class-u": "CLASE SOCIAL", + "ancestry-u": "ANCESTRY", + "family-u": "FAMILY/ALLEGIANCE", + "age-u": "EDAD", + "gender-u": "SEXO", + "height-u": "ALTURA", + "weight-u": "PESO", + "calling-u": "CALLING", + "destiny-u": "DESTINY", + "fate-u": "FATE", + "accuracy-u": "ACCURACY", + "communication-u": "COMUNICACIÓN", + "constitution-u": "CONSTITUCIÓN", + "cunning-u": "ASTUCIA", + "dexterity-u": "DESTREZA", + "fighting-u": "FIGHTING", + "intelligence-u": "INTELLIGENCE", + "perception-u": "PERCEPCIÓN", + "strength-u": "FUERZA", + "willpower-u": "VOLUNTAD", + "health-u": "SALUD", + "max": "Máx", + "mana-u": "MANÁ", + "magic-points-u": "MAGIC POINTS", + "power-points-u": "POWER POINTS", + "kanna-u": "KANNA", + "experience-points-u": "PUNTOS DE EXPERIENCIA", + "next": "Siguiente", + "initiative-u": "INICIATIVA", + "adjust": "Adjust", + "fatigue-u": "FATIGUE", + "none": "Nada", + "winded": "Winded", + "fatigued": "Fatigued", + "exhausted": "Exhausted", + "dying": "Dying", + "blinded": "Blinded", + "deafened": "Deafened", + "freefalling": "Free Falling", + "helpless": "Helpless", + "hindered": "Hindered", + "injured": "Injured", + "prone": "Prone", + "restrained": "Restrained", + "unconscious": "Unconscious", + "wounded": "Wounded", + "fear-u": "FEAR", + "nervous": "Nervous", + "anxious": "Anxious", + "watchful": "Watchful", + "afraid": "Afraid", + "terrified": "Terrified", + "horror-u": "HORROR", + "unsettled": "Unsettled", + "shocked": "Shocked", + "appalled": "Appalled", + "overwhelmed": "Overwhelmed", + "shattered": "Shattered", + "resources-u": "RECURSOS", + "income-u": "INCOME", + "i-for-impact": "i", + "b-for-ballistic": "b", + "conviction-u": "CONVICTION", + "corruption-u": "CORRUPTION", + "speed-u": "VELOCIDAD", + "defense-u": "DEFENSA", + "toughness-u": "TOUGHNESS", + "toughness-mode": "Modo", + "gritty": "Gritty", + "pulp": "Pulp", + "cinematic": "Cinematic", + "armor-u": "ARMADURA", + "base": "Base", + "shield": "Escudo", + "Penalty": "Penalización", + "#-sign": "#", + "extraordinary-u": "EXTRAORDINARY", + "attack-u": "ATAQUE", + "range-u": "RANGO", + "reload-u": "RECARGA", + "roll-u": "TIRADA", + "damage-u": "DAÑO", + "power-name-u": "TALENTOS", + "class-power-u": "CLASS POWER", + "short-description-u": "DESCRIPCIÓN BREVE", + "spell-name-u": "NOMBRE DE CONJURO", + "arcanum-name-u": "ARCANUM NAME", + "equipment-name-u": "NOMBRE EQUIPO", + "quantity-u": "CANTIDAD", + "description-u": "OTROS", + "cp-u": "PC", + "sp-u": "PP", + "gp-u": "PO", + "import-to-currency-u": "IMPORT TO CURRENCY", + "currency-u": "MONEDA", + "eye-u": "OJOS", + "skin-u": "PIEL", + "hair-u": "PELO", + "languages-u": "IDIOMAS", + "goals-u": "OBJETIVOS", + "honorifics-titles-and-memberships-u": "HONORES, TÍTULOS Y VÍNCULOS", + "relationships-u": "RELACIONES", + "character-appearance-u": "ASPECTO DEL PERSONAJE", + "char-notes-u": "NOTAS DEL PERSONAJE", + "specialization1-u": "ESPECIALIZACIÓN 1", + "specialization1-degree-u": "GRADO", + "specialization2-u": "ESPECIALIZACIÓN 2", + "type-or-level:-u": "TIPO O NIVEL:", + "SOURCE:-u": "ORIGEN:", + "short-desc.:-u": "DESC. BREVE:", + "description:-u": "DESCRIPCIÓN:", + "focus:-u": "CONCENTRACIÓN:", + "school:-u": "ESCUELA:", + "type:-u": "TIPO:", + "mana-cost:-u": "COSTE MANÁ:", + "cast-time:-u": "PREPARACIÓN:", + "tn:-u": "NO:", + "test:-u": "TIRADA:", + "spellpower:-u": "POT. MÁGICA:", + "focus-bonus:-u": "BONUS FOCUS:", + "arcana": "Arcana", + "psychic": "Psíquica", + "power-points": "Puntos de Poder", + "fatigue": "Fatigue", + "kanna-cost:-u": "KANNA COST:", + "power-cost:-u": "POWER COST:", + "cast-spell:-u": "CAST SPELL:", + "use-power:-u": "USE POWER:", + "arcana:-u": "ARCANA:", + "mp-cost:-u": "MP COST:", + "talent:-u": "TALENTO:", + "time:-u": "TIME:", + "resistance:-u": "RESISTENCIA:", + "fatigue-tn:-u": "FATIGUE TN:", + "ability:-u": "HABILIDAD:", + "accuracy": "Accuracy", + "dexterity": "Destreza", + "constitution": "Constitución", + "communication": "Comunicación", + "fighting": "Pelear", + "intelligence": "Inteligencia", + "perception": "Percepción", + "strength": "Fuerza", + "willpower": "Voluntad", + "the-expanse-rpg-does-not-support-magical-powers": "The Expanse RPG does not support magical powers.", + "the-world-of-lazarus-rpg-does-not-support-magical-powers": "The World of Lazarus RPG does not support magical powers.", + "game-system-u": "GAME SYSTEM", + "dragon-age": "Dragon Age", + "fantasy-age": "Fantasy Age", + "fantasy-age-basic": "Fantasy Age Basic", + "fantasy-age-core": "Fantasy Age Core", + "titansgrave": "Titansgrave", + "blue-rose": "Blue Rose", + "the-expanse": "The Expanse", + "modern-age": "Modern AGE", + "threefold": "Threefold", + "world-of-lazarus": "World of Lazarus", + "color-selection-u": "COLOR SELECTION", + "black": "Black", + "red": "Red", + "teal-1": "Teal 1", + "teal-2": "Teal 2", + "blue-1": "Blue 1", + "blue-2": "Blue 2", + "dragonscale-red": "Dragonscale Red", + "modern-orange": "Modern Orange", + "threefold-color": "Threefold", + "ronin-green": "Ronin Green", + "lazarus-blue": "Lazarus Blue", + "expansive-starfield": "Expansive Starfield", + "proud-rainbow": "Proud Rainbow", + "trans-color": "Transitional Hues", + "rolls-u": "TIRAR:", + "whisper-rolls-to-gm": "Whisper rolls to GM", + "never-whisper-roll": "Never Whisper Rolls", + "query-whisper-roll": "Query Whisper", + "always-whisper-roll": "Always Whisper Rolls", + "show-the-character-name-in-roll-results": "Show the character name in roll results", + "show": "Mostrar", + "hide": "Ocultar", + "apply-armor-penalty-to-dexterity-rolls": "Apply Armor Penalty to Dexterity rolls", + "add-tiebreaker-to-initiative-rolls": "Add Tiebreaker to Initiative rolls", + "no": "No", + "yes": "Sí", + "options-u": "OPCIONES", + "add-aim-to-attack": "Add Aim to Attack", + "prompt-for-aim": "Prompt for Aim", + "never-use-aim": "Never use Aim", + "toggle": "Toggle", + "always-use-aim": "Always use Aim", + "reroll-stunt-die": "Reroll the Stunt Die", + "never-reroll-stunt": "Never Reroll Stunt Die", + "prompt-for-stunt-reroll": "Prompt for Stunt Reroll", + "always-reroll-stunt": "Always Reroll Stunt Die", + "aim-value-a-value-must-be-entered-here": "Aim value (a number MUST be entered here)", + "sections-u": "SECTIONS", + "show-the-power-list": "Show the Power list in the Character tab", + "show-the-class-list": "Show the Class Power list in the Character tab", + "show-the-talent-list": "Show the Talent list in the Character tab", + "show-the-spell/arcana-list": "Show the Spell/Arcana list in the Character tab", + "show-the-extraordinary-powers-list": "Show the Extraordinary Powers list in the Character tab", + "show-the-arcana/psychic-list": "Show the Arcana/Psychic list in the Character tab", + "show-the-mana/magic-points-section": "Show the Mana/Magic Points section", + "show-the-power-points-section": "Show the Power Points section", + "show-the-kanna-section": "Show the Kanna section", + "show-the-experience-points-section": "Show the Experience Points section", + "show-the-fatigue-section": "Show the Fatigue section", + "show-the-fear-section": "Show the Fear section", + "show-the-horror-section": "Show the Horror section", + "show-the-conviction-section": "Show the Conviction section", + "show-the-corruption-section": "Show the Corruption section", + "show-the-ammo-column": "Show the Ammo column", + "show-the-initiative-focus": "Show the Initiative focus", + "show-the-initiative-section": "Show the Initiative section", + "show-the-equipment-section": "Show the Equipment section", + "show-the-money/currency-section": "Show the Money/Currency section", + "show-the-income-section": "Show the Income section", + "show-the-resources-section": "Show the Resources section", + "show-the-conditions-section": "Show the Conditions section", + "auto-configure-all-u": "AUTO-CONFIGURE ALL", + "version": "Version", + "game-system": "Game System", + "color-selection": "Color Selection", + "color-selection-info": "Select the color for the character sheet section headers and buttons.", + "whisp-rolls-gm": "Whisper rolls to GM", + "whisp-rolls-gm-info": "All sheet rolls are sent to all players in chat by default. Query Whisper option gives you a prompt with each roll of whether or not the roll should be sent privately only to yourself and the GM. Always Whisper Rolls will send all rolls only to yourself and the GM.", + "aim-toggle-default": "Prompt for Aim action when rolling attacks", + "aim-value-default": "Aim Value", + "aim-value-default-info": "The default value for the aim bonus when using the Aim prompt. It should be 1 unless a power or talent changes it.", + "show-the-fatigue-section-info": "This should be shown for Blue Rose.", + "show-the-conviction-section-info": "This should be shown for Blue Rose.", + "show-the-corruption-section-info": "This can be shown for Blue Rose.", + "show-the-ammo-column-info": "This can be unchecked for Blue Rose.", + "show-the-money/currency-section-info": "This can be unchecked for Blue Rose.", + "conditions-u": "ESTADOS", + "origin-u": "ORIGEN", + "drive-u": "DRIVE", + "profession-u": "PROFESSION", + "appearance-u": "APARIENCIA", + "belter": "Belter", + "martian": "Martian", + "earther": "Earther", + "fortune-u": "FORTUNE", + "outsider": "Outsider", + "lower-class": "Lower Class", + "middle-class": "Middle Class", + "upper-class": "Upper Class", + "main-roll-button-title": "This is the roll-builder. You can click it, answer four questions, and then it will roll the dice for you.", + "damage": "Damage", + "total": "Total", + "target_number": "Target Number", + "stunt_points": "Stunt Points", + "stunt_die": "Stunt Die", + "ability": "Ability", + "ability_value": "Ability Value (field 1 of 4)", + "focus_value": "Focus (field 2 of 4)", + "additional_modifier": "Additional modifier (field 3 of 4)", + "additional_modifier2": "Additional modifier", + "ability_score": "Ability Score", + "roll_description": "Roll description (field 4 of 4, optional)", + "die_roll": "Die Roll", + "focus": "Focus", + "cunning": "Cunning", + "magic": "Magic", + "spellcasting_ability": "Spellcasting Ability", + "psychic_ability": "Psychic Ability", + "ability_focus": "Ability Focus", + "arcana_focus": "Arcana Focus", + "psychic_focus": "Psychic Focus", + "fatigue_check_for": "Fatigue Check for", + "each_fatiguing_spell": "Each Fatiguing spell this Encounter", + "fear_label": "Fear", + "armor_penalty": "Armor Penalty", + "initiative_adjustment": "Initiative Adjustment", + "initiative_description": "Acting quickly in tense situations", + "initiative": "Initiative", + "resources": "Resources", + "income_label": "Income", + "attack_bonus_label": "Attack Bonus", + "magic_arcana_focus": "Magic Arcana Focus", + "spellpower_label": "Spellpower", + "fatigue_tn_label": "Fatigue TN", + "kanna_cost_label": "Kanna Cost", + "power_cost_label": "Power Cost", + "plus_one_tn": "+1 TN", + "weapon_groups": "Weapon Groups", + "ancestry_class_power_name": "Ancestry or Class Power name", + "talent_spec_name": "Talent or Specialization name", + "focus_bonus_title": "Focus bonus (0, 2, 3, etc.) MUST have a value for the buttons to work.", + "description": "Description", + "whisper": "Whisper", + "whisper_roll": "Whisper Roll", + "public_roll": "Public Roll" +} diff --git a/Fifth Season/translations/fi.json b/Fifth Season/translations/fi.json new file mode 100644 index 0000000000..adaceeedbf --- /dev/null +++ b/Fifth Season/translations/fi.json @@ -0,0 +1,350 @@ +{ + "character-u": "CHARACTER", + "persona-u": "PERSONA", + "powers-u": "POWERS", + "qualities-u": "QUALITIES", + "talents-u": "TALENTS", + "novice-u": "NOVICE", + "journeyman-u": "JOURNEYMAN", + "expert-u": "EXPERT", + "master-u": "MASTER", + "grandmaster-u": "GRANDMASTER", + "apex-u": "APEX", + "focuses-u": "FOCUSES", + "magic-u": "MAGIC", + "arcana-u": "ARCANA", + "psychic-u": "PSYCHIC", + "arcana/psychic-u": "ARCANA/PSYCHIC", + "whisper-u": "WHISPER", + "aim-u": "AIM", + "reroll-u": "REROLL", + "about-u": "ABOUT", + "char-name-u": "CHARACTER NAME", + "envoy": "Envoy", + "mage": "Mage", + "rogue": "Rogue", + "warrior": "Warrior", + "adept": "Adept", + "expert": "Expert", + "class-u": "CLASS", + "level-u": "LEVEL", + "race-u": "RACE", + "background-u": "BACKGROUND", + "social-class-u": "SOCIAL CLASS", + "ancestry-u": "ANCESTRY", + "family-u": "FAMILY/ALLEGIANCE", + "age-u": "AGE", + "gender-u": "GENDER", + "height-u": "HEIGHT", + "weight-u": "WEIGHT", + "calling-u": "CALLING", + "destiny-u": "DESTINY", + "fate-u": "FATE", + "accuracy-u": "ACCURACY", + "communication-u": "COMMUNICATION", + "constitution-u": "CONSTITUTION", + "cunning-u": "CUNNING", + "dexterity-u": "DEXTERITY", + "fighting-u": "FIGHTING", + "intelligence-u": "INTELLIGENCE", + "perception-u": "PERCEPTION", + "strength-u": "STRENGTH", + "willpower-u": "WILLPOWER", + "health-u": "HEALTH", + "max": "Max", + "mana-u": "MANA", + "magic-points-u": "MAGIC POINTS", + "power-points-u": "POWER POINTS", + "kanna-u": "KANNA", + "experience-points-u": "EXPERIENCE POINTS", + "next": "Next", + "initiative-u": "INITIATIVE", + "adjust": "Adjust", + "fatigue-u": "FATIGUE", + "none": "None", + "winded": "Winded", + "tired": "Tired", + "fatigued": "Fatigued", + "exhausted": "Exhausted", + "dying": "Dying", + "blinded": "Blinded", + "confused": "Confused", + "deafened": "Deafened", + "defenseless": "Defenseless", + "disadvantaged": "Disadvantaged", + "general-disadvantage": "General Disadvantage", + "freefalling": "Free Falling", + "frightened": "Frightened", + "helpless": "Helpless", + "hindered": "Hindered", + "influenced": "Influenced", + "injured": "Injured", + "maimed": "Maimed", + "prone": "Prone", + "restrained": "Restrained", + "scarred": "Scarred", + "slowed": "Slowed", + "stunned": "Stunned", + "unconscious": "Unconscious", + "wounded": "Wounded", + "fear-u": "FEAR", + "nervous": "Nervous", + "anxious": "Anxious", + "watchful": "Watchful", + "afraid": "Afraid", + "terrified": "Terrified", + "horror-u": "HORROR", + "unsettled": "Unsettled", + "shocked": "Shocked", + "appalled": "Appalled", + "overwhelmed": "Overwhelmed", + "shattered": "Shattered", + "resources-u": "RESOURCES", + "income-u": "INCOME", + "i-for-impact": "i", + "b-for-ballistic": "b", + "conviction-u": "CONVICTION", + "corruption-u": "CORRUPTION", + "speed-u": "SPEED", + "defense-u": "DEFENSE", + "toughness-u": "TOUGHNESS", + "toughness-mode": "Mode", + "gritty": "Gritty", + "pulp": "Pulp", + "cinematic": "Cinematic", + "armor-u": "ARMOR", + "base": "Base", + "shield": "Shield", + "Penalty": "Penalty", + "#-sign": "#", + "extraordinary-u": "EXTRAORDINARY", + "attack-u": "ATTACK", + "range-u": "RANGE", + "reload-u": "RELOAD", + "roll-u": "ROLL", + "damage-u": "DAMAGE", + "power-name-u": "POWER NAME", + "class-power-u": "CLASS POWER", + "quality-u": "QUALITY", + "short-description-u": "SHORT DESCRIPTION", + "spell-name-u": "SPELL NAME", + "arcanum-name-u": "ARCANUM NAME", + "psychic-discipline-u": "PSYCHIC DISCIPLINE", + "discipline:-u": "DISCIPLINE:", + "equipment-name-u": "EQUIPMENT NAME", + "quantity-u": "QUANTITY", + "description-u": "DESCRIPTION", + "cp-u": "CP", + "sp-u": "SP", + "gp-u": "GP", + "import-to-currency-u": "IMPORT TO CURRENCY", + "currency-u": "CURRENCY", + "eye-u": "EYES", + "skin-u": "SKIN", + "hair-u": "HAIR", + "languages-u": "LANGUAGES", + "goals-u": "GOALS", + "honorifics-titles-and-memberships-u": "HONORIFICS, TITLES AND MEMBERSHIPS", + "relationships-u": "RELATIONSHIPS", + "bonds-u": "BONDS", + "character-appearance-u": "CHARACTER APPEARANCE", + "char-notes-u": "CHARACTER NOTES", + "specialization1-u": "SPECIALIZATION 1", + "specialization1-degree-u": "DEGREE", + "specialization2-u": "SPECIALIZATION 2", + "type-or-level:-u": "TYPE OR LEVEL:", + "SOURCE:-u": "SOURCE:", + "short-desc.:-u": "SHORT DESC.:", + "description:-u": "DESCRIPTION:", + "focus:-u": "FOCUS:", + "school:-u": "SCHOOL:", + "type:-u": "TYPE:", + "mana-cost:-u": "MANA COST:", + "cast-time:-u": "CAST TIME:", + "tn:-u": "TN:", + "test-tn:-u": "TEST TN:", + "test:-u": "TEST:", + "spellpower:-u": "SPELLPOWER:", + "psych-force:-u": "PSYCH FORCE:", + "focus-bonus:-u": "FOCUS BONUS:", + "arcana": "Arcana", + "psychic": "Psychic", + "power-points": "Power Points", + "fatigue": "Fatigue", + "kanna-cost:-u": "KANNA COST:", + "power-cost:-u": "POWER COST:", + "cast-spell:-u": "CAST SPELL:", + "use-power:-u": "USE POWER:", + "arcana:-u": "ARCANA:", + "mp-cost:-u": "MP COST:", + "talent:-u": "TALENT:", + "time:-u": "TIME:", + "resistance:-u": "RESISTANCE:", + "fatigue-tn:-u": "FATIGUE TN:", + "price-tn:-u": "PRICE TN:", + "ability:-u": "ABILITY:", + "accuracy": "Accuracy", + "dexterity": "Dexterity", + "constitution": "Constitution", + "communication": "Communication", + "fighting": "Fighting", + "intelligence": "Intelligence", + "perception": "Perception", + "strength": "Strength", + "willpower": "Willpower", + "the-expanse-rpg-does-not-support-magical-powers": "The Expanse RPG does not support magical powers.", + "the-world-of-lazarus-rpg-does-not-support-magical-powers": "The World of Lazarus RPG does not support magical powers.", + "game-system-u": "GAME SYSTEM", + "dragon-age": "Dragon Age", + "fantasy-age": "Fantasy Age", + "fantasy-age-basic": "Fantasy Age Basic", + "fantasy-age-core": "Fantasy Age Core", + "titansgrave": "Titansgrave", + "blue-rose": "Blue Rose", + "the-expanse": "The Expanse", + "modern-age": "Modern AGE", + "threefold": "Threefold", + "world-of-lazarus": "World of Lazarus", + "fifth-season": "Fifth Season", + "cthulhu-awakens": "Cthulhu Awakens", + "color-selection-u": "COLOR SELECTION", + "black": "Black", + "red": "Red", + "teal-1": "Teal 1", + "teal-2": "Teal 2", + "blue-1": "Blue 1", + "blue-2": "Blue 2", + "dragonscale-red": "Dragonscale Red", + "modern-orange": "Modern Orange", + "threefold-color": "Threefold", + "ronin-green": "Ronin Green", + "lazarus-blue": "Lazarus Blue", + "expansive-starfield": "Expansive Starfield", + "proud-rainbow": "Proud Rainbow", + "trans-color": "Transitional Hues", + "rolls-u": "ROLLS", + "whisper-rolls-to-gm": "Whisper rolls to GM", + "never-whisper-roll": "Never Whisper Rolls", + "query-whisper-roll": "Query Whisper", + "always-whisper-roll": "Always Whisper Rolls", + "show-the-character-name-in-roll-results": "Show the character name in roll results", + "show": "Show", + "hide": "Hide", + "apply-armor-penalty-to-dexterity-rolls": "Apply Armor Penalty to Dexterity rolls", + "add-tiebreaker-to-initiative-rolls": "Add Tiebreaker to Initiative rolls", + "no": "No", + "yes": "Yes", + "options-u": "OPTIONS", + "add-aim-to-attack": "Add Aim to Attack", + "prompt-for-aim": "Prompt for Aim", + "never-use-aim": "Never use Aim", + "toggle": "Toggle", + "always-use-aim": "Always use Aim", + "reroll-stunt-die": "Reroll the Stunt Die", + "never-reroll-stunt": "Never Reroll Stunt Die", + "prompt-for-stunt-reroll": "Prompt for Stunt Reroll", + "always-reroll-stunt": "Always Reroll Stunt Die", + "aim-value-a-value-must-be-entered-here": "Aim value (a number MUST be entered here)", + "sections-u": "CHARACTER TAB SECTIONS", + "replace-health-with-fortune": "Replace Health with Fortune", + "show-the-power-list": "Show the Power list in the Character tab", + "show-the-class-list": "Show the Class Power list in the Character tab", + "show-the-talent-list": "Show the Talent list in the Character tab", + "show-the-spell/arcana-list": "Show the Spell/Arcana list in the Character tab", + "show-the-extraordinary-powers-list": "Show the Extraordinary Powers list in the Character tab", + "show-the-arcana/psychic-list": "Show the Arcana/Psychic list in the Character tab", + "show-the-psychic-list": "Show the Psychic list in the Character tab", + "show-the-mana/magic-points-section": "Show the Mana/Magic Points section", + "show-the-power-points-section": "Show the Power Points section", + "show-the-kanna-section": "Show the Kanna section", + "show-the-experience-points-section": "Show the Experience Points section", + "show-the-fatigue-section": "Show the Fatigue section", + "show-the-fear-section": "Show the Fear section", + "show-the-horror-section": "Show the Horror section", + "show-the-conviction-section": "Show the Conviction section", + "show-the-corruption-section": "Show the Corruption section", + "show-the-ammo-column": "Show the Ammo column", + "show-the-initiative-focus": "Show the Initiative focus", + "show-the-initiative-section": "Show the Initiative section", + "show-the-equipment-section": "Show the Equipment section", + "show-the-money/currency-section": "Show the Money/Currency section", + "show-the-income-section": "Show the Income section", + "show-the-resources-section": "Show the Resources section", + "show-the-conditions-section": "Show the Conditions section", + "auto-configure-all-u": "AUTO-CONFIGURE ALL", + "version": "Version", + "game-system": "Game System", + "color-selection": "Color Selection", + "color-selection-info": "Select the color for the character sheet section headers and buttons.", + "whisp-rolls-gm": "Whisper rolls to GM", + "whisp-rolls-gm-info": "All sheet rolls are sent to all players in chat by default. Query Whisper option gives you a prompt with each roll of whether or not the roll should be sent privately only to yourself and the GM. Always Whisper Rolls will send all rolls only to yourself and the GM.", + "aim-toggle-default": "Prompt for Aim action when rolling attacks", + "aim-value-default": "Aim Value", + "aim-value-default-info": "The default value for the aim bonus when using the Aim prompt. It should be 1 unless a power or talent changes it.", + "show-the-fatigue-section-info": "This should be shown for Blue Rose.", + "show-the-conviction-section-info": "This should be shown for Blue Rose.", + "show-the-corruption-section-info": "This can be shown for Blue Rose.", + "show-the-ammo-column-info": "This can be unchecked for Blue Rose.", + "show-the-money/currency-section-info": "This can be unchecked for Blue Rose.", + "conditions-u": "CONDITIONS", + "origin-u": "ORIGIN", + "drive-u": "DRIVE", + "profession-u": "PROFESSION", + "appearance-u": "APPEARANCE", + "belter": "Belter", + "martian": "Martian", + "earther": "Earther", + "fortune-u": "FORTUNE", + "outsider": "Outsider", + "lower-class": "Lower Class", + "middle-class": "Middle Class", + "upper-class": "Upper Class", + "main-roll-button-title": "This is the roll-builder. You can click it, answer four questions, and then it will roll the dice for you.", + "damage": "Damage", + "total": "Total", + "target_number": "Target Number", + "stunt_points": "Stunt Points", + "stunt_die": "Stunt Die", + "ability": "Ability", + "ability_value": "Ability Value (field 1 of 4)", + "focus_value": "Focus (field 2 of 4)", + "additional_modifier": "Additional modifier (field 3 of 4)", + "additional_modifier2": "Additional modifier", + "ability_score": "Ability Score", + "roll_description": "Roll description (field 4 of 4, optional)", + "die_roll": "Die Roll", + "focus": "Focus", + "cunning": "Cunning", + "magic": "Magic", + "spellcasting_ability": "Spellcasting Ability", + "psychic_ability": "Psychic Ability", + "ability_focus": "Ability Focus", + "arcana_focus": "Arcana Focus", + "psychic_focus": "Psychic Focus", + "fatigue_check_for": "Fatigue Check for", + "price_check_for": "Price Check for", + "each_fatiguing_spell": "Each Fatiguing spell this Encounter", + "fear_label": "Fear", + "armor_penalty": "Armor Penalty", + "initiative_adjustment": "Initiative Adjustment", + "initiative_description": "Acting quickly in tense situations", + "initiative": "Initiative", + "resources": "Resources", + "income_label": "Income", + "attack_bonus_label": "Attack Bonus", + "magic_arcana_focus": "Magic Arcana Focus", + "spellpower_label": "Spellpower", + "fatigue_tn_label": "Fatigue TN", + "price_tn_label": "Price TN", + "kanna_cost_label": "Kanna Cost", + "power_cost_label": "Power Cost", + "plus_one_tn": "+1 TN", + "weapon_groups": "Weapon Groups", + "ancestry_class_power_name": "Ancestry or Class Power name", + "talent_spec_name": "Talent or Specialization name", + "focus_bonus_title": "Focus bonus (0, 2, 3, etc.) MUST have a value for the buttons to work.", + "description": "Description", + "whisper": "Whisper", + "whisper_roll": "Whisper Roll", + "public_roll": "Public Roll" +} diff --git a/Fifth Season/translations/fr.json b/Fifth Season/translations/fr.json new file mode 100644 index 0000000000..5b6207b141 --- /dev/null +++ b/Fifth Season/translations/fr.json @@ -0,0 +1,324 @@ +{ + "character-u": "PERSONNAGE", + "persona-u": "PERSONA", + "powers-u": "POUVOIRS", + "talents-u": "TALENTS", + "novice-u": "NOVICE", + "journeyman-u": "JOURNEYMAN", + "expert-u": "EXPERT", + "master-u": "MASTER", + "grandmaster-u": "GRANDMASTER", + "apex-u": "APEX", + "focuses-u": "FOCUS", + "magic-u": "MAGIE", + "arcana-u": "ARCANES", + "arcana/psychic-u": "ARCANE/PSYCHIQUE", + "whisper-u": "CHUCHOTER", + "aim-u": "VISER", + "reroll-u": "REROLL", + "about-u": "ABOUT", + "char-name-u": "NOM DU PERSONNAGE", + "envoy": "Envoy", + "mage": "Mage", + "rogue": "Roublard", + "warrior": "Guerrier", + "adept": "Adepte", + "expert": "Expert", + "class-u": "CLASSE", + "level-u": "NIVEAU", + "race-u": "RACE", + "background-u": "HISTORIQUE", + "social-class-u": "CLASSE SOCIALE", + "ancestry-u": "RACE", + "family-u": "FAMILLE/ALLEGENCE", + "age-u": "ÂGE", + "gender-u": "GENRE", + "height-u": "TAILLE", + "weight-u": "POIDS", + "calling-u": "APPEL", + "destiny-u": "DESTINÉE", + "fate-u": "DESTIN", + "accuracy-u": "PRÉCISION", + "communication-u": "COMMUNICATION", + "constitution-u": "CONSTITUTION", + "cunning-u": "RUSE", + "dexterity-u": "DEXTÉRITÉ", + "fighting-u": "COMBAT", + "intelligence-u": "INTELLIGENCE", + "perception-u": "PERCEPTION", + "strength-u": "FORCE", + "willpower-u": "VOLONTÉ", + "health-u": "VIE", + "max": "Max", + "mana-u": "MANA", + "magic-points-u": "POINTS DE MAGIE", + "power-points-u": "POINTS DE POUVOIR", + "kanna-u": "KANNA", + "experience-points-u": "POINTS D’EXPÉRIENCE", + "next": "Suivant", + "initiative-u": "INITIATIVE", + "adjust": "Ajuster", + "fatigue-u": "FATIGUE", + "none": "Aucune", + "winded": "Essouflé", + "fatigued": "Fatigué", + "exhausted": "Épuisé", + "dying": "Mourant-e", + "blinded": "Blinded", + "deafened": "Deafened", + "freefalling": "Free Falling", + "helpless": "Helpless", + "hindered": "Hindered", + "injured": "Injured", + "prone": "Prone", + "restrained": "Restrained", + "unconscious": "Unconscious", + "wounded": "Wounded", + "fear-u": "PEUR", + "nervous": "Nerveux", + "anxious": "Anxieux", + "watchful": "Vigilant", + "afraid": "Effrayé", + "terrified": "Terrifié(e)", + "horror-u": "HORREUR", + "unsettled": "Instable", + "shocked": "Choqué", + "appalled": "Consterné", + "overwhelmed": "Submergé", + "shattered": "Détruit", + "resources-u": "RESSOURCES", + "income-u": "REVENU", + "i-for-impact": "i", + "b-for-ballistic": "c", + "conviction-u": "CONVICTION", + "corruption-u": "CORRUPTION", + "speed-u": "VITESSE", + "defense-u": "DÉFENSE", + "toughness-u": "ENDURANCE", + "toughness-mode": "Mode", + "gritty": "Graveleux", + "pulp": "Pulp", + "cinematic": "Cinématique", + "armor-u": "ARMURE", + "base": "Base ", + "shield": "Bouclier", + "Penalty": "Malus", + "#-sign": "#", + "extraordinary-u": "EXTRAORDINAIRE", + "attack-u": "ATTAQUE", + "range-u": "PORTÉE", + "reload-u": "RECHARGE", + "roll-u": "JET", + "damage-u": "DÉGÂTS", + "power-name-u": "NOM DU POUVOIR", + "class-power-u": "CLASS POWER", + "short-description-u": "BRÈVE DESCRIPTION", + "spell-name-u": "NOM DU SORT", + "arcanum-name-u": "NOM DE L’ARCANE", + "equipment-name-u": "NOM DE L’ÉQUIPEMENT", + "quantity-u": "QUANTITÉ", + "description-u": "DESCRIPTION", + "cp-u": "PC", + "sp-u": "PA", + "gp-u": "PO", + "import-to-currency-u": "IMPORTER DANS LA MONNAIE", + "currency-u": "DEVISE", + "eye-u": "YEUX", + "skin-u": "PEAU", + "hair-u": "CHEVEUX", + "languages-u": "LANGUES", + "goals-u": "OBJECTIFS", + "honorifics-titles-and-memberships-u": "TITRES, HONNEURS ET AFFILIATIONS", + "relationships-u": "RELATIONS", + "character-appearance-u": "APPARENCE DU PERSONNAGE", + "char-notes-u": "NOTES DU PERSONNAGE", + "specialization1-u": "SPÉCIALISATION 1", + "specialization1-degree-u": "DEGRÉ", + "specialization2-u": "SPÉCIALISATION 2", + "type-or-level:-u": "TYPE OU NIVEAU :", + "SOURCE:-u": "SOURCE :", + "short-desc.:-u": "COURTE DESC. :", + "description:-u": "DESCRIPTION :", + "focus:-u": "FOCUS :", + "school:-u": "ÉCOLE :", + "type:-u": "TYPE :", + "mana-cost:-u": "MANA :", + "cast-time:-u": "TEMPS :", + "tn:-u": "TN :", + "test:-u": "TEST :", + "spellpower:-u": "POUVOIR :", + "focus-bonus:-u": "BONUS :", + "arcana": "Arcanes", + "psychic": "Psy", + "power-points": "Points de Pouvoir", + "fatigue": "Fatigue", + "kanna-cost:-u": "COÛT KANNA : ", + "power-cost:-u": "COÛT DE POUVOIR :", + "cast-spell:-u": "LANCER :", + "use-power:-u": "UTILISER POUVOIR :", + "arcana:-u": "ARCANES :", + "mp-cost:-u": "MP :", + "talent:-u": "TALENT :", + "time:-u": "TEMPS :", + "resistance:-u": "RÉSISTANCE :", + "fatigue-tn:-u": "TN FATIGUE :", + "ability:-u": "ABILITÉ :", + "accuracy": "Précision", + "dexterity": "Dextérité", + "constitution": "Constitution", + "communication": "Communication", + "fighting": "Combat", + "intelligence": "Intelligence", + "perception": "Perception", + "strength": "Force", + "willpower": "Volonté", + "the-expanse-rpg-does-not-support-magical-powers": "The Expanse RPG ne prend pas en charge les pouvoirs magiques.", + "the-world-of-lazarus-rpg-does-not-support-magical-powers": "The World of Lazarus RPG ne prend pas en charge les pouvoirs magiques.", + "game-system-u": "SYSTÈME DE JEU", + "dragon-age": "Âge du Dragon", + "fantasy-age": "Fantasy Age", + "fantasy-age-basic": "Fantasy Age Basic", + "fantasy-age-core": "Fantasy Age Core", + "titansgrave": "Titansgrave", + "blue-rose": "Rose Bleue", + "the-expanse": "The Expanse", + "modern-age": "Modern AGE", + "threefold": "Threefold", + "world-of-lazarus": "World of Lazarus", + "color-selection-u": "SÉLECTION DES COULEURS", + "black": "Noir", + "red": "Rouge", + "teal-1": "Sarcelle 1", + "teal-2": "Sarcelle 2", + "blue-1": "Bleu 1", + "blue-2": "Bleu 2", + "dragonscale-red": "Dragonscale Red", + "modern-orange": "Modern Orange", + "threefold-color": "Threefold", + "ronin-green": "Ronin Green", + "lazarus-blue": "Lazarus Blue", + "expansive-starfield": "Expansive Starfield", + "proud-rainbow": "Proud Rainbow", + "trans-color": "Tonalités transitoires", + "rolls-u": "JETS", + "whisper-rolls-to-gm": "Jets privés au MJ", + "never-whisper-roll": "Ne jamais chuchoter les jets", + "query-whisper-roll": "Demander à chaque jet", + "always-whisper-roll": "Toujours chuchoter les jets", + "show-the-character-name-in-roll-results": "Afficher le nom du personnage dans les résultats des jets", + "show": "Afficher", + "hide": "Masquer", + "apply-armor-penalty-to-dexterity-rolls": "Appliquer la pénalité d'armure aux jets de Dextérité", + "add-tiebreaker-to-initiative-rolls": "Ajouter un séparateur d'égalité aux jets d'initiative", + "no": "Non", + "yes": "Oui", + "options-u": "OPTIONS", + "add-aim-to-attack": "Add Aim to Attack", + "prompt-for-aim": "Demander pour la visée", + "never-use-aim": "Ne jamais viser", + "toggle": "Bascule", + "always-use-aim": "Toujours utiliser la visée", + "reroll-stunt-die": "Reroll the Stunt Die", + "never-reroll-stunt": "Never Reroll Stunt Die", + "prompt-for-stunt-reroll": "Prompt for Stunt Reroll", + "always-reroll-stunt": "Always Reroll Stunt Die", + "aim-value-a-value-must-be-entered-here": "Value du visé (un nombre DOIT être entré ici)", + "sections-u": "SECTIONS", + "show-the-power-list": "Afficher la liste des pouvoirs dans l’onglet personnage", + "show-the-class-list": "Show the Class Power list in the Character tab", + "show-the-talent-list": "Show the Talent list in the Character tab", + "show-the-spell/arcana-list": "Afficher la liste des sorts/arcanes dans l’onglet personnage", + "show-the-extraordinary-powers-list": "Afficher la liste des Pouvoirs Extraordinaires dans l’onglet Personnage", + "show-the-arcana/psychic-list": "Afficher la liste des Arcanes/Psys dans l’onglet Personnage", + "show-the-mana/magic-points-section": "Afficher la section Mana/Points de Magie", + "show-the-power-points-section": "Afficher la section Points de pouvoir", + "show-the-kanna-section": "Afficher la section Kanna", + "show-the-experience-points-section": "Afficher la section Points d’expérience", + "show-the-fatigue-section": "Afficher la section de la Fatigue", + "show-the-fear-section": "Afficher la section Peur", + "show-the-horror-section": "Afficher la section Horreur", + "show-the-conviction-section": "Afficher la section de la Conviction", + "show-the-corruption-section": "Afficher la section de la Corruption", + "show-the-ammo-column": "Afficher la colonne des munitions", + "show-the-initiative-focus": "Show the Initiative focus", + "show-the-initiative-section": "Afficher la section Initiative", + "show-the-equipment-section": "Afficher la section de l'équipement", + "show-the-money/currency-section": "Afficher la section argent/monnaie", + "show-the-income-section": "Afficher la section Revenu", + "show-the-resources-section": "Afficher la section Ressources", + "show-the-conditions-section": "Afficher la section Conditions", + "auto-configure-all-u": "TOUT CONFIGURER EN AUTO", + "version": "Version", + "game-system": "Système de jeu", + "color-selection": "Sélection des couleurs", + "color-selection-info": "Sélectionnez la couleur pour les boutons et les en-têtes de section.", + "whisp-rolls-gm": "Jets privés au MJ", + "whisp-rolls-gm-info": "Tous les jets sont envoyés dans le chat pour tous les joueurs par défaut. 'Demander' affiche une popup avant chaque jet de dé, pour indiquer si vous voulez n'afficher le jet qu'à vous-même et au MJ. 'Bascule' ajoutera un bouton sur la barre d'onglets pour active ou désactiver. 'Toujours' n'enverra les jets qu'à vous et au MJ.", + "aim-toggle-default": "Demander pour la visée lors du lancer de jets d'attaque", + "aim-value-default": "Valeur de la visée", + "aim-value-default-info": "La valeur par défaut pour le bonus de visée. Elle devrait être 1 ssauf si un pouvoir ou talent la change.", + "show-the-fatigue-section-info": "Show the Fatigue section. This should be shown for Blue Rose.", + "show-the-conviction-section-info": "Show the Conviction section. This should be shown for Blue Rose.", + "show-the-corruption-section-info": "Show the Corruption section. This can be shown for Blue Rose.", + "show-the-ammo-column-info": "Show the Ammo column. This can be hidden for Blue Rose.", + "show-the-money/currency-section-info": "Show the Money/Currency section. This can be hidden for Blue Rose.", + "conditions-u": "CONDITIONS", + "origin-u": "ORIGINE", + "drive-u": "CONDUITE", + "profession-u": "PROFESSION", + "appearance-u": "APPARENCE", + "belter": "Ceinturien", + "martian": "Martien", + "earther": "Terrien", + "fortune-u": "CHANCE", + "outsider": "Extérieur", + "lower-class": "Basse classe", + "middle-class": "Classe moyenne", + "upper-class": "Classe favorisée", + "main-roll-button-title": "C'est le constructeur de jets. Vous pouvez cliquer dessus, répondre à quatre questions, puis il lancera les dés pour vous.", + "damage": "Dégâts", + "total": "Total", + "target_number": "Seuil de Réussite", + "stunt_points": "Points de cascade", + "stunt_die": "Dé de cascade", + "ability": "Capacité", + "ability_value": "Valeur de capacité (champ 1 sur 4)", + "focus_value": "Focus (field 2 of 4)", + "additional_modifier": "Modificateur supplémentaire (champ 3 sur 4)", + "additional_modifier2": "Modificateur supplémentaire", + "ability_score": "Ability Score", + "roll_description": "Roll description (field 4 of 4, optional)", + "die_roll": "Die Roll", + "focus": "Focus", + "cunning": "Ruse", + "magic": "Magie", + "spellcasting_ability": "Capacité de lancement de sorts", + "psychic_ability": "Capacité psychique", + "ability_focus": "Ability Focus", + "arcana_focus": "Arcana Focus", + "psychic_focus": "Psychic Focus", + "fatigue_check_for": "Fatigue Check for", + "each_fatiguing_spell": "Each Fatiguing spell this Encounter", + "fear_label": "Peur", + "armor_penalty": "Armor Penalty", + "initiative_adjustment": "Initiative Adjustment", + "initiative_description": "Acting quickly in tense situations", + "initiative": "Initiative", + "resources": "Ressources", + "income_label": "Revenu", + "attack_bonus_label": "Bonus d’attaque", + "magic_arcana_focus": "Magic Arcana Focus", + "spellpower_label": "Spellpower", + "fatigue_tn_label": "Fatigue TN", + "kanna_cost_label": "Kanna Cost", + "power_cost_label": "Power Cost", + "plus_one_tn": "+1 TN", + "weapon_groups": "Groupe d'armes", + "ancestry_class_power_name": "Ancestry or Class Power name", + "talent_spec_name": "Talent or Specialization name", + "focus_bonus_title": "Le bonus de focus (0, 2, 3, etc.) DOIT avoir une valeur pour que les boutons fonctionnent.", + "description": "Description ", + "whisper": "Murmurer", + "whisper_roll": "Murmurer le jet", + "public_roll": "Jet Public" +} diff --git a/Fifth Season/translations/he.json b/Fifth Season/translations/he.json new file mode 100644 index 0000000000..adaceeedbf --- /dev/null +++ b/Fifth Season/translations/he.json @@ -0,0 +1,350 @@ +{ + "character-u": "CHARACTER", + "persona-u": "PERSONA", + "powers-u": "POWERS", + "qualities-u": "QUALITIES", + "talents-u": "TALENTS", + "novice-u": "NOVICE", + "journeyman-u": "JOURNEYMAN", + "expert-u": "EXPERT", + "master-u": "MASTER", + "grandmaster-u": "GRANDMASTER", + "apex-u": "APEX", + "focuses-u": "FOCUSES", + "magic-u": "MAGIC", + "arcana-u": "ARCANA", + "psychic-u": "PSYCHIC", + "arcana/psychic-u": "ARCANA/PSYCHIC", + "whisper-u": "WHISPER", + "aim-u": "AIM", + "reroll-u": "REROLL", + "about-u": "ABOUT", + "char-name-u": "CHARACTER NAME", + "envoy": "Envoy", + "mage": "Mage", + "rogue": "Rogue", + "warrior": "Warrior", + "adept": "Adept", + "expert": "Expert", + "class-u": "CLASS", + "level-u": "LEVEL", + "race-u": "RACE", + "background-u": "BACKGROUND", + "social-class-u": "SOCIAL CLASS", + "ancestry-u": "ANCESTRY", + "family-u": "FAMILY/ALLEGIANCE", + "age-u": "AGE", + "gender-u": "GENDER", + "height-u": "HEIGHT", + "weight-u": "WEIGHT", + "calling-u": "CALLING", + "destiny-u": "DESTINY", + "fate-u": "FATE", + "accuracy-u": "ACCURACY", + "communication-u": "COMMUNICATION", + "constitution-u": "CONSTITUTION", + "cunning-u": "CUNNING", + "dexterity-u": "DEXTERITY", + "fighting-u": "FIGHTING", + "intelligence-u": "INTELLIGENCE", + "perception-u": "PERCEPTION", + "strength-u": "STRENGTH", + "willpower-u": "WILLPOWER", + "health-u": "HEALTH", + "max": "Max", + "mana-u": "MANA", + "magic-points-u": "MAGIC POINTS", + "power-points-u": "POWER POINTS", + "kanna-u": "KANNA", + "experience-points-u": "EXPERIENCE POINTS", + "next": "Next", + "initiative-u": "INITIATIVE", + "adjust": "Adjust", + "fatigue-u": "FATIGUE", + "none": "None", + "winded": "Winded", + "tired": "Tired", + "fatigued": "Fatigued", + "exhausted": "Exhausted", + "dying": "Dying", + "blinded": "Blinded", + "confused": "Confused", + "deafened": "Deafened", + "defenseless": "Defenseless", + "disadvantaged": "Disadvantaged", + "general-disadvantage": "General Disadvantage", + "freefalling": "Free Falling", + "frightened": "Frightened", + "helpless": "Helpless", + "hindered": "Hindered", + "influenced": "Influenced", + "injured": "Injured", + "maimed": "Maimed", + "prone": "Prone", + "restrained": "Restrained", + "scarred": "Scarred", + "slowed": "Slowed", + "stunned": "Stunned", + "unconscious": "Unconscious", + "wounded": "Wounded", + "fear-u": "FEAR", + "nervous": "Nervous", + "anxious": "Anxious", + "watchful": "Watchful", + "afraid": "Afraid", + "terrified": "Terrified", + "horror-u": "HORROR", + "unsettled": "Unsettled", + "shocked": "Shocked", + "appalled": "Appalled", + "overwhelmed": "Overwhelmed", + "shattered": "Shattered", + "resources-u": "RESOURCES", + "income-u": "INCOME", + "i-for-impact": "i", + "b-for-ballistic": "b", + "conviction-u": "CONVICTION", + "corruption-u": "CORRUPTION", + "speed-u": "SPEED", + "defense-u": "DEFENSE", + "toughness-u": "TOUGHNESS", + "toughness-mode": "Mode", + "gritty": "Gritty", + "pulp": "Pulp", + "cinematic": "Cinematic", + "armor-u": "ARMOR", + "base": "Base", + "shield": "Shield", + "Penalty": "Penalty", + "#-sign": "#", + "extraordinary-u": "EXTRAORDINARY", + "attack-u": "ATTACK", + "range-u": "RANGE", + "reload-u": "RELOAD", + "roll-u": "ROLL", + "damage-u": "DAMAGE", + "power-name-u": "POWER NAME", + "class-power-u": "CLASS POWER", + "quality-u": "QUALITY", + "short-description-u": "SHORT DESCRIPTION", + "spell-name-u": "SPELL NAME", + "arcanum-name-u": "ARCANUM NAME", + "psychic-discipline-u": "PSYCHIC DISCIPLINE", + "discipline:-u": "DISCIPLINE:", + "equipment-name-u": "EQUIPMENT NAME", + "quantity-u": "QUANTITY", + "description-u": "DESCRIPTION", + "cp-u": "CP", + "sp-u": "SP", + "gp-u": "GP", + "import-to-currency-u": "IMPORT TO CURRENCY", + "currency-u": "CURRENCY", + "eye-u": "EYES", + "skin-u": "SKIN", + "hair-u": "HAIR", + "languages-u": "LANGUAGES", + "goals-u": "GOALS", + "honorifics-titles-and-memberships-u": "HONORIFICS, TITLES AND MEMBERSHIPS", + "relationships-u": "RELATIONSHIPS", + "bonds-u": "BONDS", + "character-appearance-u": "CHARACTER APPEARANCE", + "char-notes-u": "CHARACTER NOTES", + "specialization1-u": "SPECIALIZATION 1", + "specialization1-degree-u": "DEGREE", + "specialization2-u": "SPECIALIZATION 2", + "type-or-level:-u": "TYPE OR LEVEL:", + "SOURCE:-u": "SOURCE:", + "short-desc.:-u": "SHORT DESC.:", + "description:-u": "DESCRIPTION:", + "focus:-u": "FOCUS:", + "school:-u": "SCHOOL:", + "type:-u": "TYPE:", + "mana-cost:-u": "MANA COST:", + "cast-time:-u": "CAST TIME:", + "tn:-u": "TN:", + "test-tn:-u": "TEST TN:", + "test:-u": "TEST:", + "spellpower:-u": "SPELLPOWER:", + "psych-force:-u": "PSYCH FORCE:", + "focus-bonus:-u": "FOCUS BONUS:", + "arcana": "Arcana", + "psychic": "Psychic", + "power-points": "Power Points", + "fatigue": "Fatigue", + "kanna-cost:-u": "KANNA COST:", + "power-cost:-u": "POWER COST:", + "cast-spell:-u": "CAST SPELL:", + "use-power:-u": "USE POWER:", + "arcana:-u": "ARCANA:", + "mp-cost:-u": "MP COST:", + "talent:-u": "TALENT:", + "time:-u": "TIME:", + "resistance:-u": "RESISTANCE:", + "fatigue-tn:-u": "FATIGUE TN:", + "price-tn:-u": "PRICE TN:", + "ability:-u": "ABILITY:", + "accuracy": "Accuracy", + "dexterity": "Dexterity", + "constitution": "Constitution", + "communication": "Communication", + "fighting": "Fighting", + "intelligence": "Intelligence", + "perception": "Perception", + "strength": "Strength", + "willpower": "Willpower", + "the-expanse-rpg-does-not-support-magical-powers": "The Expanse RPG does not support magical powers.", + "the-world-of-lazarus-rpg-does-not-support-magical-powers": "The World of Lazarus RPG does not support magical powers.", + "game-system-u": "GAME SYSTEM", + "dragon-age": "Dragon Age", + "fantasy-age": "Fantasy Age", + "fantasy-age-basic": "Fantasy Age Basic", + "fantasy-age-core": "Fantasy Age Core", + "titansgrave": "Titansgrave", + "blue-rose": "Blue Rose", + "the-expanse": "The Expanse", + "modern-age": "Modern AGE", + "threefold": "Threefold", + "world-of-lazarus": "World of Lazarus", + "fifth-season": "Fifth Season", + "cthulhu-awakens": "Cthulhu Awakens", + "color-selection-u": "COLOR SELECTION", + "black": "Black", + "red": "Red", + "teal-1": "Teal 1", + "teal-2": "Teal 2", + "blue-1": "Blue 1", + "blue-2": "Blue 2", + "dragonscale-red": "Dragonscale Red", + "modern-orange": "Modern Orange", + "threefold-color": "Threefold", + "ronin-green": "Ronin Green", + "lazarus-blue": "Lazarus Blue", + "expansive-starfield": "Expansive Starfield", + "proud-rainbow": "Proud Rainbow", + "trans-color": "Transitional Hues", + "rolls-u": "ROLLS", + "whisper-rolls-to-gm": "Whisper rolls to GM", + "never-whisper-roll": "Never Whisper Rolls", + "query-whisper-roll": "Query Whisper", + "always-whisper-roll": "Always Whisper Rolls", + "show-the-character-name-in-roll-results": "Show the character name in roll results", + "show": "Show", + "hide": "Hide", + "apply-armor-penalty-to-dexterity-rolls": "Apply Armor Penalty to Dexterity rolls", + "add-tiebreaker-to-initiative-rolls": "Add Tiebreaker to Initiative rolls", + "no": "No", + "yes": "Yes", + "options-u": "OPTIONS", + "add-aim-to-attack": "Add Aim to Attack", + "prompt-for-aim": "Prompt for Aim", + "never-use-aim": "Never use Aim", + "toggle": "Toggle", + "always-use-aim": "Always use Aim", + "reroll-stunt-die": "Reroll the Stunt Die", + "never-reroll-stunt": "Never Reroll Stunt Die", + "prompt-for-stunt-reroll": "Prompt for Stunt Reroll", + "always-reroll-stunt": "Always Reroll Stunt Die", + "aim-value-a-value-must-be-entered-here": "Aim value (a number MUST be entered here)", + "sections-u": "CHARACTER TAB SECTIONS", + "replace-health-with-fortune": "Replace Health with Fortune", + "show-the-power-list": "Show the Power list in the Character tab", + "show-the-class-list": "Show the Class Power list in the Character tab", + "show-the-talent-list": "Show the Talent list in the Character tab", + "show-the-spell/arcana-list": "Show the Spell/Arcana list in the Character tab", + "show-the-extraordinary-powers-list": "Show the Extraordinary Powers list in the Character tab", + "show-the-arcana/psychic-list": "Show the Arcana/Psychic list in the Character tab", + "show-the-psychic-list": "Show the Psychic list in the Character tab", + "show-the-mana/magic-points-section": "Show the Mana/Magic Points section", + "show-the-power-points-section": "Show the Power Points section", + "show-the-kanna-section": "Show the Kanna section", + "show-the-experience-points-section": "Show the Experience Points section", + "show-the-fatigue-section": "Show the Fatigue section", + "show-the-fear-section": "Show the Fear section", + "show-the-horror-section": "Show the Horror section", + "show-the-conviction-section": "Show the Conviction section", + "show-the-corruption-section": "Show the Corruption section", + "show-the-ammo-column": "Show the Ammo column", + "show-the-initiative-focus": "Show the Initiative focus", + "show-the-initiative-section": "Show the Initiative section", + "show-the-equipment-section": "Show the Equipment section", + "show-the-money/currency-section": "Show the Money/Currency section", + "show-the-income-section": "Show the Income section", + "show-the-resources-section": "Show the Resources section", + "show-the-conditions-section": "Show the Conditions section", + "auto-configure-all-u": "AUTO-CONFIGURE ALL", + "version": "Version", + "game-system": "Game System", + "color-selection": "Color Selection", + "color-selection-info": "Select the color for the character sheet section headers and buttons.", + "whisp-rolls-gm": "Whisper rolls to GM", + "whisp-rolls-gm-info": "All sheet rolls are sent to all players in chat by default. Query Whisper option gives you a prompt with each roll of whether or not the roll should be sent privately only to yourself and the GM. Always Whisper Rolls will send all rolls only to yourself and the GM.", + "aim-toggle-default": "Prompt for Aim action when rolling attacks", + "aim-value-default": "Aim Value", + "aim-value-default-info": "The default value for the aim bonus when using the Aim prompt. It should be 1 unless a power or talent changes it.", + "show-the-fatigue-section-info": "This should be shown for Blue Rose.", + "show-the-conviction-section-info": "This should be shown for Blue Rose.", + "show-the-corruption-section-info": "This can be shown for Blue Rose.", + "show-the-ammo-column-info": "This can be unchecked for Blue Rose.", + "show-the-money/currency-section-info": "This can be unchecked for Blue Rose.", + "conditions-u": "CONDITIONS", + "origin-u": "ORIGIN", + "drive-u": "DRIVE", + "profession-u": "PROFESSION", + "appearance-u": "APPEARANCE", + "belter": "Belter", + "martian": "Martian", + "earther": "Earther", + "fortune-u": "FORTUNE", + "outsider": "Outsider", + "lower-class": "Lower Class", + "middle-class": "Middle Class", + "upper-class": "Upper Class", + "main-roll-button-title": "This is the roll-builder. You can click it, answer four questions, and then it will roll the dice for you.", + "damage": "Damage", + "total": "Total", + "target_number": "Target Number", + "stunt_points": "Stunt Points", + "stunt_die": "Stunt Die", + "ability": "Ability", + "ability_value": "Ability Value (field 1 of 4)", + "focus_value": "Focus (field 2 of 4)", + "additional_modifier": "Additional modifier (field 3 of 4)", + "additional_modifier2": "Additional modifier", + "ability_score": "Ability Score", + "roll_description": "Roll description (field 4 of 4, optional)", + "die_roll": "Die Roll", + "focus": "Focus", + "cunning": "Cunning", + "magic": "Magic", + "spellcasting_ability": "Spellcasting Ability", + "psychic_ability": "Psychic Ability", + "ability_focus": "Ability Focus", + "arcana_focus": "Arcana Focus", + "psychic_focus": "Psychic Focus", + "fatigue_check_for": "Fatigue Check for", + "price_check_for": "Price Check for", + "each_fatiguing_spell": "Each Fatiguing spell this Encounter", + "fear_label": "Fear", + "armor_penalty": "Armor Penalty", + "initiative_adjustment": "Initiative Adjustment", + "initiative_description": "Acting quickly in tense situations", + "initiative": "Initiative", + "resources": "Resources", + "income_label": "Income", + "attack_bonus_label": "Attack Bonus", + "magic_arcana_focus": "Magic Arcana Focus", + "spellpower_label": "Spellpower", + "fatigue_tn_label": "Fatigue TN", + "price_tn_label": "Price TN", + "kanna_cost_label": "Kanna Cost", + "power_cost_label": "Power Cost", + "plus_one_tn": "+1 TN", + "weapon_groups": "Weapon Groups", + "ancestry_class_power_name": "Ancestry or Class Power name", + "talent_spec_name": "Talent or Specialization name", + "focus_bonus_title": "Focus bonus (0, 2, 3, etc.) MUST have a value for the buttons to work.", + "description": "Description", + "whisper": "Whisper", + "whisper_roll": "Whisper Roll", + "public_roll": "Public Roll" +} diff --git a/Fifth Season/translations/hu.json b/Fifth Season/translations/hu.json new file mode 100644 index 0000000000..adaceeedbf --- /dev/null +++ b/Fifth Season/translations/hu.json @@ -0,0 +1,350 @@ +{ + "character-u": "CHARACTER", + "persona-u": "PERSONA", + "powers-u": "POWERS", + "qualities-u": "QUALITIES", + "talents-u": "TALENTS", + "novice-u": "NOVICE", + "journeyman-u": "JOURNEYMAN", + "expert-u": "EXPERT", + "master-u": "MASTER", + "grandmaster-u": "GRANDMASTER", + "apex-u": "APEX", + "focuses-u": "FOCUSES", + "magic-u": "MAGIC", + "arcana-u": "ARCANA", + "psychic-u": "PSYCHIC", + "arcana/psychic-u": "ARCANA/PSYCHIC", + "whisper-u": "WHISPER", + "aim-u": "AIM", + "reroll-u": "REROLL", + "about-u": "ABOUT", + "char-name-u": "CHARACTER NAME", + "envoy": "Envoy", + "mage": "Mage", + "rogue": "Rogue", + "warrior": "Warrior", + "adept": "Adept", + "expert": "Expert", + "class-u": "CLASS", + "level-u": "LEVEL", + "race-u": "RACE", + "background-u": "BACKGROUND", + "social-class-u": "SOCIAL CLASS", + "ancestry-u": "ANCESTRY", + "family-u": "FAMILY/ALLEGIANCE", + "age-u": "AGE", + "gender-u": "GENDER", + "height-u": "HEIGHT", + "weight-u": "WEIGHT", + "calling-u": "CALLING", + "destiny-u": "DESTINY", + "fate-u": "FATE", + "accuracy-u": "ACCURACY", + "communication-u": "COMMUNICATION", + "constitution-u": "CONSTITUTION", + "cunning-u": "CUNNING", + "dexterity-u": "DEXTERITY", + "fighting-u": "FIGHTING", + "intelligence-u": "INTELLIGENCE", + "perception-u": "PERCEPTION", + "strength-u": "STRENGTH", + "willpower-u": "WILLPOWER", + "health-u": "HEALTH", + "max": "Max", + "mana-u": "MANA", + "magic-points-u": "MAGIC POINTS", + "power-points-u": "POWER POINTS", + "kanna-u": "KANNA", + "experience-points-u": "EXPERIENCE POINTS", + "next": "Next", + "initiative-u": "INITIATIVE", + "adjust": "Adjust", + "fatigue-u": "FATIGUE", + "none": "None", + "winded": "Winded", + "tired": "Tired", + "fatigued": "Fatigued", + "exhausted": "Exhausted", + "dying": "Dying", + "blinded": "Blinded", + "confused": "Confused", + "deafened": "Deafened", + "defenseless": "Defenseless", + "disadvantaged": "Disadvantaged", + "general-disadvantage": "General Disadvantage", + "freefalling": "Free Falling", + "frightened": "Frightened", + "helpless": "Helpless", + "hindered": "Hindered", + "influenced": "Influenced", + "injured": "Injured", + "maimed": "Maimed", + "prone": "Prone", + "restrained": "Restrained", + "scarred": "Scarred", + "slowed": "Slowed", + "stunned": "Stunned", + "unconscious": "Unconscious", + "wounded": "Wounded", + "fear-u": "FEAR", + "nervous": "Nervous", + "anxious": "Anxious", + "watchful": "Watchful", + "afraid": "Afraid", + "terrified": "Terrified", + "horror-u": "HORROR", + "unsettled": "Unsettled", + "shocked": "Shocked", + "appalled": "Appalled", + "overwhelmed": "Overwhelmed", + "shattered": "Shattered", + "resources-u": "RESOURCES", + "income-u": "INCOME", + "i-for-impact": "i", + "b-for-ballistic": "b", + "conviction-u": "CONVICTION", + "corruption-u": "CORRUPTION", + "speed-u": "SPEED", + "defense-u": "DEFENSE", + "toughness-u": "TOUGHNESS", + "toughness-mode": "Mode", + "gritty": "Gritty", + "pulp": "Pulp", + "cinematic": "Cinematic", + "armor-u": "ARMOR", + "base": "Base", + "shield": "Shield", + "Penalty": "Penalty", + "#-sign": "#", + "extraordinary-u": "EXTRAORDINARY", + "attack-u": "ATTACK", + "range-u": "RANGE", + "reload-u": "RELOAD", + "roll-u": "ROLL", + "damage-u": "DAMAGE", + "power-name-u": "POWER NAME", + "class-power-u": "CLASS POWER", + "quality-u": "QUALITY", + "short-description-u": "SHORT DESCRIPTION", + "spell-name-u": "SPELL NAME", + "arcanum-name-u": "ARCANUM NAME", + "psychic-discipline-u": "PSYCHIC DISCIPLINE", + "discipline:-u": "DISCIPLINE:", + "equipment-name-u": "EQUIPMENT NAME", + "quantity-u": "QUANTITY", + "description-u": "DESCRIPTION", + "cp-u": "CP", + "sp-u": "SP", + "gp-u": "GP", + "import-to-currency-u": "IMPORT TO CURRENCY", + "currency-u": "CURRENCY", + "eye-u": "EYES", + "skin-u": "SKIN", + "hair-u": "HAIR", + "languages-u": "LANGUAGES", + "goals-u": "GOALS", + "honorifics-titles-and-memberships-u": "HONORIFICS, TITLES AND MEMBERSHIPS", + "relationships-u": "RELATIONSHIPS", + "bonds-u": "BONDS", + "character-appearance-u": "CHARACTER APPEARANCE", + "char-notes-u": "CHARACTER NOTES", + "specialization1-u": "SPECIALIZATION 1", + "specialization1-degree-u": "DEGREE", + "specialization2-u": "SPECIALIZATION 2", + "type-or-level:-u": "TYPE OR LEVEL:", + "SOURCE:-u": "SOURCE:", + "short-desc.:-u": "SHORT DESC.:", + "description:-u": "DESCRIPTION:", + "focus:-u": "FOCUS:", + "school:-u": "SCHOOL:", + "type:-u": "TYPE:", + "mana-cost:-u": "MANA COST:", + "cast-time:-u": "CAST TIME:", + "tn:-u": "TN:", + "test-tn:-u": "TEST TN:", + "test:-u": "TEST:", + "spellpower:-u": "SPELLPOWER:", + "psych-force:-u": "PSYCH FORCE:", + "focus-bonus:-u": "FOCUS BONUS:", + "arcana": "Arcana", + "psychic": "Psychic", + "power-points": "Power Points", + "fatigue": "Fatigue", + "kanna-cost:-u": "KANNA COST:", + "power-cost:-u": "POWER COST:", + "cast-spell:-u": "CAST SPELL:", + "use-power:-u": "USE POWER:", + "arcana:-u": "ARCANA:", + "mp-cost:-u": "MP COST:", + "talent:-u": "TALENT:", + "time:-u": "TIME:", + "resistance:-u": "RESISTANCE:", + "fatigue-tn:-u": "FATIGUE TN:", + "price-tn:-u": "PRICE TN:", + "ability:-u": "ABILITY:", + "accuracy": "Accuracy", + "dexterity": "Dexterity", + "constitution": "Constitution", + "communication": "Communication", + "fighting": "Fighting", + "intelligence": "Intelligence", + "perception": "Perception", + "strength": "Strength", + "willpower": "Willpower", + "the-expanse-rpg-does-not-support-magical-powers": "The Expanse RPG does not support magical powers.", + "the-world-of-lazarus-rpg-does-not-support-magical-powers": "The World of Lazarus RPG does not support magical powers.", + "game-system-u": "GAME SYSTEM", + "dragon-age": "Dragon Age", + "fantasy-age": "Fantasy Age", + "fantasy-age-basic": "Fantasy Age Basic", + "fantasy-age-core": "Fantasy Age Core", + "titansgrave": "Titansgrave", + "blue-rose": "Blue Rose", + "the-expanse": "The Expanse", + "modern-age": "Modern AGE", + "threefold": "Threefold", + "world-of-lazarus": "World of Lazarus", + "fifth-season": "Fifth Season", + "cthulhu-awakens": "Cthulhu Awakens", + "color-selection-u": "COLOR SELECTION", + "black": "Black", + "red": "Red", + "teal-1": "Teal 1", + "teal-2": "Teal 2", + "blue-1": "Blue 1", + "blue-2": "Blue 2", + "dragonscale-red": "Dragonscale Red", + "modern-orange": "Modern Orange", + "threefold-color": "Threefold", + "ronin-green": "Ronin Green", + "lazarus-blue": "Lazarus Blue", + "expansive-starfield": "Expansive Starfield", + "proud-rainbow": "Proud Rainbow", + "trans-color": "Transitional Hues", + "rolls-u": "ROLLS", + "whisper-rolls-to-gm": "Whisper rolls to GM", + "never-whisper-roll": "Never Whisper Rolls", + "query-whisper-roll": "Query Whisper", + "always-whisper-roll": "Always Whisper Rolls", + "show-the-character-name-in-roll-results": "Show the character name in roll results", + "show": "Show", + "hide": "Hide", + "apply-armor-penalty-to-dexterity-rolls": "Apply Armor Penalty to Dexterity rolls", + "add-tiebreaker-to-initiative-rolls": "Add Tiebreaker to Initiative rolls", + "no": "No", + "yes": "Yes", + "options-u": "OPTIONS", + "add-aim-to-attack": "Add Aim to Attack", + "prompt-for-aim": "Prompt for Aim", + "never-use-aim": "Never use Aim", + "toggle": "Toggle", + "always-use-aim": "Always use Aim", + "reroll-stunt-die": "Reroll the Stunt Die", + "never-reroll-stunt": "Never Reroll Stunt Die", + "prompt-for-stunt-reroll": "Prompt for Stunt Reroll", + "always-reroll-stunt": "Always Reroll Stunt Die", + "aim-value-a-value-must-be-entered-here": "Aim value (a number MUST be entered here)", + "sections-u": "CHARACTER TAB SECTIONS", + "replace-health-with-fortune": "Replace Health with Fortune", + "show-the-power-list": "Show the Power list in the Character tab", + "show-the-class-list": "Show the Class Power list in the Character tab", + "show-the-talent-list": "Show the Talent list in the Character tab", + "show-the-spell/arcana-list": "Show the Spell/Arcana list in the Character tab", + "show-the-extraordinary-powers-list": "Show the Extraordinary Powers list in the Character tab", + "show-the-arcana/psychic-list": "Show the Arcana/Psychic list in the Character tab", + "show-the-psychic-list": "Show the Psychic list in the Character tab", + "show-the-mana/magic-points-section": "Show the Mana/Magic Points section", + "show-the-power-points-section": "Show the Power Points section", + "show-the-kanna-section": "Show the Kanna section", + "show-the-experience-points-section": "Show the Experience Points section", + "show-the-fatigue-section": "Show the Fatigue section", + "show-the-fear-section": "Show the Fear section", + "show-the-horror-section": "Show the Horror section", + "show-the-conviction-section": "Show the Conviction section", + "show-the-corruption-section": "Show the Corruption section", + "show-the-ammo-column": "Show the Ammo column", + "show-the-initiative-focus": "Show the Initiative focus", + "show-the-initiative-section": "Show the Initiative section", + "show-the-equipment-section": "Show the Equipment section", + "show-the-money/currency-section": "Show the Money/Currency section", + "show-the-income-section": "Show the Income section", + "show-the-resources-section": "Show the Resources section", + "show-the-conditions-section": "Show the Conditions section", + "auto-configure-all-u": "AUTO-CONFIGURE ALL", + "version": "Version", + "game-system": "Game System", + "color-selection": "Color Selection", + "color-selection-info": "Select the color for the character sheet section headers and buttons.", + "whisp-rolls-gm": "Whisper rolls to GM", + "whisp-rolls-gm-info": "All sheet rolls are sent to all players in chat by default. Query Whisper option gives you a prompt with each roll of whether or not the roll should be sent privately only to yourself and the GM. Always Whisper Rolls will send all rolls only to yourself and the GM.", + "aim-toggle-default": "Prompt for Aim action when rolling attacks", + "aim-value-default": "Aim Value", + "aim-value-default-info": "The default value for the aim bonus when using the Aim prompt. It should be 1 unless a power or talent changes it.", + "show-the-fatigue-section-info": "This should be shown for Blue Rose.", + "show-the-conviction-section-info": "This should be shown for Blue Rose.", + "show-the-corruption-section-info": "This can be shown for Blue Rose.", + "show-the-ammo-column-info": "This can be unchecked for Blue Rose.", + "show-the-money/currency-section-info": "This can be unchecked for Blue Rose.", + "conditions-u": "CONDITIONS", + "origin-u": "ORIGIN", + "drive-u": "DRIVE", + "profession-u": "PROFESSION", + "appearance-u": "APPEARANCE", + "belter": "Belter", + "martian": "Martian", + "earther": "Earther", + "fortune-u": "FORTUNE", + "outsider": "Outsider", + "lower-class": "Lower Class", + "middle-class": "Middle Class", + "upper-class": "Upper Class", + "main-roll-button-title": "This is the roll-builder. You can click it, answer four questions, and then it will roll the dice for you.", + "damage": "Damage", + "total": "Total", + "target_number": "Target Number", + "stunt_points": "Stunt Points", + "stunt_die": "Stunt Die", + "ability": "Ability", + "ability_value": "Ability Value (field 1 of 4)", + "focus_value": "Focus (field 2 of 4)", + "additional_modifier": "Additional modifier (field 3 of 4)", + "additional_modifier2": "Additional modifier", + "ability_score": "Ability Score", + "roll_description": "Roll description (field 4 of 4, optional)", + "die_roll": "Die Roll", + "focus": "Focus", + "cunning": "Cunning", + "magic": "Magic", + "spellcasting_ability": "Spellcasting Ability", + "psychic_ability": "Psychic Ability", + "ability_focus": "Ability Focus", + "arcana_focus": "Arcana Focus", + "psychic_focus": "Psychic Focus", + "fatigue_check_for": "Fatigue Check for", + "price_check_for": "Price Check for", + "each_fatiguing_spell": "Each Fatiguing spell this Encounter", + "fear_label": "Fear", + "armor_penalty": "Armor Penalty", + "initiative_adjustment": "Initiative Adjustment", + "initiative_description": "Acting quickly in tense situations", + "initiative": "Initiative", + "resources": "Resources", + "income_label": "Income", + "attack_bonus_label": "Attack Bonus", + "magic_arcana_focus": "Magic Arcana Focus", + "spellpower_label": "Spellpower", + "fatigue_tn_label": "Fatigue TN", + "price_tn_label": "Price TN", + "kanna_cost_label": "Kanna Cost", + "power_cost_label": "Power Cost", + "plus_one_tn": "+1 TN", + "weapon_groups": "Weapon Groups", + "ancestry_class_power_name": "Ancestry or Class Power name", + "talent_spec_name": "Talent or Specialization name", + "focus_bonus_title": "Focus bonus (0, 2, 3, etc.) MUST have a value for the buttons to work.", + "description": "Description", + "whisper": "Whisper", + "whisper_roll": "Whisper Roll", + "public_roll": "Public Roll" +} diff --git a/Fifth Season/translations/it.json b/Fifth Season/translations/it.json new file mode 100644 index 0000000000..adaceeedbf --- /dev/null +++ b/Fifth Season/translations/it.json @@ -0,0 +1,350 @@ +{ + "character-u": "CHARACTER", + "persona-u": "PERSONA", + "powers-u": "POWERS", + "qualities-u": "QUALITIES", + "talents-u": "TALENTS", + "novice-u": "NOVICE", + "journeyman-u": "JOURNEYMAN", + "expert-u": "EXPERT", + "master-u": "MASTER", + "grandmaster-u": "GRANDMASTER", + "apex-u": "APEX", + "focuses-u": "FOCUSES", + "magic-u": "MAGIC", + "arcana-u": "ARCANA", + "psychic-u": "PSYCHIC", + "arcana/psychic-u": "ARCANA/PSYCHIC", + "whisper-u": "WHISPER", + "aim-u": "AIM", + "reroll-u": "REROLL", + "about-u": "ABOUT", + "char-name-u": "CHARACTER NAME", + "envoy": "Envoy", + "mage": "Mage", + "rogue": "Rogue", + "warrior": "Warrior", + "adept": "Adept", + "expert": "Expert", + "class-u": "CLASS", + "level-u": "LEVEL", + "race-u": "RACE", + "background-u": "BACKGROUND", + "social-class-u": "SOCIAL CLASS", + "ancestry-u": "ANCESTRY", + "family-u": "FAMILY/ALLEGIANCE", + "age-u": "AGE", + "gender-u": "GENDER", + "height-u": "HEIGHT", + "weight-u": "WEIGHT", + "calling-u": "CALLING", + "destiny-u": "DESTINY", + "fate-u": "FATE", + "accuracy-u": "ACCURACY", + "communication-u": "COMMUNICATION", + "constitution-u": "CONSTITUTION", + "cunning-u": "CUNNING", + "dexterity-u": "DEXTERITY", + "fighting-u": "FIGHTING", + "intelligence-u": "INTELLIGENCE", + "perception-u": "PERCEPTION", + "strength-u": "STRENGTH", + "willpower-u": "WILLPOWER", + "health-u": "HEALTH", + "max": "Max", + "mana-u": "MANA", + "magic-points-u": "MAGIC POINTS", + "power-points-u": "POWER POINTS", + "kanna-u": "KANNA", + "experience-points-u": "EXPERIENCE POINTS", + "next": "Next", + "initiative-u": "INITIATIVE", + "adjust": "Adjust", + "fatigue-u": "FATIGUE", + "none": "None", + "winded": "Winded", + "tired": "Tired", + "fatigued": "Fatigued", + "exhausted": "Exhausted", + "dying": "Dying", + "blinded": "Blinded", + "confused": "Confused", + "deafened": "Deafened", + "defenseless": "Defenseless", + "disadvantaged": "Disadvantaged", + "general-disadvantage": "General Disadvantage", + "freefalling": "Free Falling", + "frightened": "Frightened", + "helpless": "Helpless", + "hindered": "Hindered", + "influenced": "Influenced", + "injured": "Injured", + "maimed": "Maimed", + "prone": "Prone", + "restrained": "Restrained", + "scarred": "Scarred", + "slowed": "Slowed", + "stunned": "Stunned", + "unconscious": "Unconscious", + "wounded": "Wounded", + "fear-u": "FEAR", + "nervous": "Nervous", + "anxious": "Anxious", + "watchful": "Watchful", + "afraid": "Afraid", + "terrified": "Terrified", + "horror-u": "HORROR", + "unsettled": "Unsettled", + "shocked": "Shocked", + "appalled": "Appalled", + "overwhelmed": "Overwhelmed", + "shattered": "Shattered", + "resources-u": "RESOURCES", + "income-u": "INCOME", + "i-for-impact": "i", + "b-for-ballistic": "b", + "conviction-u": "CONVICTION", + "corruption-u": "CORRUPTION", + "speed-u": "SPEED", + "defense-u": "DEFENSE", + "toughness-u": "TOUGHNESS", + "toughness-mode": "Mode", + "gritty": "Gritty", + "pulp": "Pulp", + "cinematic": "Cinematic", + "armor-u": "ARMOR", + "base": "Base", + "shield": "Shield", + "Penalty": "Penalty", + "#-sign": "#", + "extraordinary-u": "EXTRAORDINARY", + "attack-u": "ATTACK", + "range-u": "RANGE", + "reload-u": "RELOAD", + "roll-u": "ROLL", + "damage-u": "DAMAGE", + "power-name-u": "POWER NAME", + "class-power-u": "CLASS POWER", + "quality-u": "QUALITY", + "short-description-u": "SHORT DESCRIPTION", + "spell-name-u": "SPELL NAME", + "arcanum-name-u": "ARCANUM NAME", + "psychic-discipline-u": "PSYCHIC DISCIPLINE", + "discipline:-u": "DISCIPLINE:", + "equipment-name-u": "EQUIPMENT NAME", + "quantity-u": "QUANTITY", + "description-u": "DESCRIPTION", + "cp-u": "CP", + "sp-u": "SP", + "gp-u": "GP", + "import-to-currency-u": "IMPORT TO CURRENCY", + "currency-u": "CURRENCY", + "eye-u": "EYES", + "skin-u": "SKIN", + "hair-u": "HAIR", + "languages-u": "LANGUAGES", + "goals-u": "GOALS", + "honorifics-titles-and-memberships-u": "HONORIFICS, TITLES AND MEMBERSHIPS", + "relationships-u": "RELATIONSHIPS", + "bonds-u": "BONDS", + "character-appearance-u": "CHARACTER APPEARANCE", + "char-notes-u": "CHARACTER NOTES", + "specialization1-u": "SPECIALIZATION 1", + "specialization1-degree-u": "DEGREE", + "specialization2-u": "SPECIALIZATION 2", + "type-or-level:-u": "TYPE OR LEVEL:", + "SOURCE:-u": "SOURCE:", + "short-desc.:-u": "SHORT DESC.:", + "description:-u": "DESCRIPTION:", + "focus:-u": "FOCUS:", + "school:-u": "SCHOOL:", + "type:-u": "TYPE:", + "mana-cost:-u": "MANA COST:", + "cast-time:-u": "CAST TIME:", + "tn:-u": "TN:", + "test-tn:-u": "TEST TN:", + "test:-u": "TEST:", + "spellpower:-u": "SPELLPOWER:", + "psych-force:-u": "PSYCH FORCE:", + "focus-bonus:-u": "FOCUS BONUS:", + "arcana": "Arcana", + "psychic": "Psychic", + "power-points": "Power Points", + "fatigue": "Fatigue", + "kanna-cost:-u": "KANNA COST:", + "power-cost:-u": "POWER COST:", + "cast-spell:-u": "CAST SPELL:", + "use-power:-u": "USE POWER:", + "arcana:-u": "ARCANA:", + "mp-cost:-u": "MP COST:", + "talent:-u": "TALENT:", + "time:-u": "TIME:", + "resistance:-u": "RESISTANCE:", + "fatigue-tn:-u": "FATIGUE TN:", + "price-tn:-u": "PRICE TN:", + "ability:-u": "ABILITY:", + "accuracy": "Accuracy", + "dexterity": "Dexterity", + "constitution": "Constitution", + "communication": "Communication", + "fighting": "Fighting", + "intelligence": "Intelligence", + "perception": "Perception", + "strength": "Strength", + "willpower": "Willpower", + "the-expanse-rpg-does-not-support-magical-powers": "The Expanse RPG does not support magical powers.", + "the-world-of-lazarus-rpg-does-not-support-magical-powers": "The World of Lazarus RPG does not support magical powers.", + "game-system-u": "GAME SYSTEM", + "dragon-age": "Dragon Age", + "fantasy-age": "Fantasy Age", + "fantasy-age-basic": "Fantasy Age Basic", + "fantasy-age-core": "Fantasy Age Core", + "titansgrave": "Titansgrave", + "blue-rose": "Blue Rose", + "the-expanse": "The Expanse", + "modern-age": "Modern AGE", + "threefold": "Threefold", + "world-of-lazarus": "World of Lazarus", + "fifth-season": "Fifth Season", + "cthulhu-awakens": "Cthulhu Awakens", + "color-selection-u": "COLOR SELECTION", + "black": "Black", + "red": "Red", + "teal-1": "Teal 1", + "teal-2": "Teal 2", + "blue-1": "Blue 1", + "blue-2": "Blue 2", + "dragonscale-red": "Dragonscale Red", + "modern-orange": "Modern Orange", + "threefold-color": "Threefold", + "ronin-green": "Ronin Green", + "lazarus-blue": "Lazarus Blue", + "expansive-starfield": "Expansive Starfield", + "proud-rainbow": "Proud Rainbow", + "trans-color": "Transitional Hues", + "rolls-u": "ROLLS", + "whisper-rolls-to-gm": "Whisper rolls to GM", + "never-whisper-roll": "Never Whisper Rolls", + "query-whisper-roll": "Query Whisper", + "always-whisper-roll": "Always Whisper Rolls", + "show-the-character-name-in-roll-results": "Show the character name in roll results", + "show": "Show", + "hide": "Hide", + "apply-armor-penalty-to-dexterity-rolls": "Apply Armor Penalty to Dexterity rolls", + "add-tiebreaker-to-initiative-rolls": "Add Tiebreaker to Initiative rolls", + "no": "No", + "yes": "Yes", + "options-u": "OPTIONS", + "add-aim-to-attack": "Add Aim to Attack", + "prompt-for-aim": "Prompt for Aim", + "never-use-aim": "Never use Aim", + "toggle": "Toggle", + "always-use-aim": "Always use Aim", + "reroll-stunt-die": "Reroll the Stunt Die", + "never-reroll-stunt": "Never Reroll Stunt Die", + "prompt-for-stunt-reroll": "Prompt for Stunt Reroll", + "always-reroll-stunt": "Always Reroll Stunt Die", + "aim-value-a-value-must-be-entered-here": "Aim value (a number MUST be entered here)", + "sections-u": "CHARACTER TAB SECTIONS", + "replace-health-with-fortune": "Replace Health with Fortune", + "show-the-power-list": "Show the Power list in the Character tab", + "show-the-class-list": "Show the Class Power list in the Character tab", + "show-the-talent-list": "Show the Talent list in the Character tab", + "show-the-spell/arcana-list": "Show the Spell/Arcana list in the Character tab", + "show-the-extraordinary-powers-list": "Show the Extraordinary Powers list in the Character tab", + "show-the-arcana/psychic-list": "Show the Arcana/Psychic list in the Character tab", + "show-the-psychic-list": "Show the Psychic list in the Character tab", + "show-the-mana/magic-points-section": "Show the Mana/Magic Points section", + "show-the-power-points-section": "Show the Power Points section", + "show-the-kanna-section": "Show the Kanna section", + "show-the-experience-points-section": "Show the Experience Points section", + "show-the-fatigue-section": "Show the Fatigue section", + "show-the-fear-section": "Show the Fear section", + "show-the-horror-section": "Show the Horror section", + "show-the-conviction-section": "Show the Conviction section", + "show-the-corruption-section": "Show the Corruption section", + "show-the-ammo-column": "Show the Ammo column", + "show-the-initiative-focus": "Show the Initiative focus", + "show-the-initiative-section": "Show the Initiative section", + "show-the-equipment-section": "Show the Equipment section", + "show-the-money/currency-section": "Show the Money/Currency section", + "show-the-income-section": "Show the Income section", + "show-the-resources-section": "Show the Resources section", + "show-the-conditions-section": "Show the Conditions section", + "auto-configure-all-u": "AUTO-CONFIGURE ALL", + "version": "Version", + "game-system": "Game System", + "color-selection": "Color Selection", + "color-selection-info": "Select the color for the character sheet section headers and buttons.", + "whisp-rolls-gm": "Whisper rolls to GM", + "whisp-rolls-gm-info": "All sheet rolls are sent to all players in chat by default. Query Whisper option gives you a prompt with each roll of whether or not the roll should be sent privately only to yourself and the GM. Always Whisper Rolls will send all rolls only to yourself and the GM.", + "aim-toggle-default": "Prompt for Aim action when rolling attacks", + "aim-value-default": "Aim Value", + "aim-value-default-info": "The default value for the aim bonus when using the Aim prompt. It should be 1 unless a power or talent changes it.", + "show-the-fatigue-section-info": "This should be shown for Blue Rose.", + "show-the-conviction-section-info": "This should be shown for Blue Rose.", + "show-the-corruption-section-info": "This can be shown for Blue Rose.", + "show-the-ammo-column-info": "This can be unchecked for Blue Rose.", + "show-the-money/currency-section-info": "This can be unchecked for Blue Rose.", + "conditions-u": "CONDITIONS", + "origin-u": "ORIGIN", + "drive-u": "DRIVE", + "profession-u": "PROFESSION", + "appearance-u": "APPEARANCE", + "belter": "Belter", + "martian": "Martian", + "earther": "Earther", + "fortune-u": "FORTUNE", + "outsider": "Outsider", + "lower-class": "Lower Class", + "middle-class": "Middle Class", + "upper-class": "Upper Class", + "main-roll-button-title": "This is the roll-builder. You can click it, answer four questions, and then it will roll the dice for you.", + "damage": "Damage", + "total": "Total", + "target_number": "Target Number", + "stunt_points": "Stunt Points", + "stunt_die": "Stunt Die", + "ability": "Ability", + "ability_value": "Ability Value (field 1 of 4)", + "focus_value": "Focus (field 2 of 4)", + "additional_modifier": "Additional modifier (field 3 of 4)", + "additional_modifier2": "Additional modifier", + "ability_score": "Ability Score", + "roll_description": "Roll description (field 4 of 4, optional)", + "die_roll": "Die Roll", + "focus": "Focus", + "cunning": "Cunning", + "magic": "Magic", + "spellcasting_ability": "Spellcasting Ability", + "psychic_ability": "Psychic Ability", + "ability_focus": "Ability Focus", + "arcana_focus": "Arcana Focus", + "psychic_focus": "Psychic Focus", + "fatigue_check_for": "Fatigue Check for", + "price_check_for": "Price Check for", + "each_fatiguing_spell": "Each Fatiguing spell this Encounter", + "fear_label": "Fear", + "armor_penalty": "Armor Penalty", + "initiative_adjustment": "Initiative Adjustment", + "initiative_description": "Acting quickly in tense situations", + "initiative": "Initiative", + "resources": "Resources", + "income_label": "Income", + "attack_bonus_label": "Attack Bonus", + "magic_arcana_focus": "Magic Arcana Focus", + "spellpower_label": "Spellpower", + "fatigue_tn_label": "Fatigue TN", + "price_tn_label": "Price TN", + "kanna_cost_label": "Kanna Cost", + "power_cost_label": "Power Cost", + "plus_one_tn": "+1 TN", + "weapon_groups": "Weapon Groups", + "ancestry_class_power_name": "Ancestry or Class Power name", + "talent_spec_name": "Talent or Specialization name", + "focus_bonus_title": "Focus bonus (0, 2, 3, etc.) MUST have a value for the buttons to work.", + "description": "Description", + "whisper": "Whisper", + "whisper_roll": "Whisper Roll", + "public_roll": "Public Roll" +} diff --git a/Fifth Season/translations/ja.json b/Fifth Season/translations/ja.json new file mode 100644 index 0000000000..adaceeedbf --- /dev/null +++ b/Fifth Season/translations/ja.json @@ -0,0 +1,350 @@ +{ + "character-u": "CHARACTER", + "persona-u": "PERSONA", + "powers-u": "POWERS", + "qualities-u": "QUALITIES", + "talents-u": "TALENTS", + "novice-u": "NOVICE", + "journeyman-u": "JOURNEYMAN", + "expert-u": "EXPERT", + "master-u": "MASTER", + "grandmaster-u": "GRANDMASTER", + "apex-u": "APEX", + "focuses-u": "FOCUSES", + "magic-u": "MAGIC", + "arcana-u": "ARCANA", + "psychic-u": "PSYCHIC", + "arcana/psychic-u": "ARCANA/PSYCHIC", + "whisper-u": "WHISPER", + "aim-u": "AIM", + "reroll-u": "REROLL", + "about-u": "ABOUT", + "char-name-u": "CHARACTER NAME", + "envoy": "Envoy", + "mage": "Mage", + "rogue": "Rogue", + "warrior": "Warrior", + "adept": "Adept", + "expert": "Expert", + "class-u": "CLASS", + "level-u": "LEVEL", + "race-u": "RACE", + "background-u": "BACKGROUND", + "social-class-u": "SOCIAL CLASS", + "ancestry-u": "ANCESTRY", + "family-u": "FAMILY/ALLEGIANCE", + "age-u": "AGE", + "gender-u": "GENDER", + "height-u": "HEIGHT", + "weight-u": "WEIGHT", + "calling-u": "CALLING", + "destiny-u": "DESTINY", + "fate-u": "FATE", + "accuracy-u": "ACCURACY", + "communication-u": "COMMUNICATION", + "constitution-u": "CONSTITUTION", + "cunning-u": "CUNNING", + "dexterity-u": "DEXTERITY", + "fighting-u": "FIGHTING", + "intelligence-u": "INTELLIGENCE", + "perception-u": "PERCEPTION", + "strength-u": "STRENGTH", + "willpower-u": "WILLPOWER", + "health-u": "HEALTH", + "max": "Max", + "mana-u": "MANA", + "magic-points-u": "MAGIC POINTS", + "power-points-u": "POWER POINTS", + "kanna-u": "KANNA", + "experience-points-u": "EXPERIENCE POINTS", + "next": "Next", + "initiative-u": "INITIATIVE", + "adjust": "Adjust", + "fatigue-u": "FATIGUE", + "none": "None", + "winded": "Winded", + "tired": "Tired", + "fatigued": "Fatigued", + "exhausted": "Exhausted", + "dying": "Dying", + "blinded": "Blinded", + "confused": "Confused", + "deafened": "Deafened", + "defenseless": "Defenseless", + "disadvantaged": "Disadvantaged", + "general-disadvantage": "General Disadvantage", + "freefalling": "Free Falling", + "frightened": "Frightened", + "helpless": "Helpless", + "hindered": "Hindered", + "influenced": "Influenced", + "injured": "Injured", + "maimed": "Maimed", + "prone": "Prone", + "restrained": "Restrained", + "scarred": "Scarred", + "slowed": "Slowed", + "stunned": "Stunned", + "unconscious": "Unconscious", + "wounded": "Wounded", + "fear-u": "FEAR", + "nervous": "Nervous", + "anxious": "Anxious", + "watchful": "Watchful", + "afraid": "Afraid", + "terrified": "Terrified", + "horror-u": "HORROR", + "unsettled": "Unsettled", + "shocked": "Shocked", + "appalled": "Appalled", + "overwhelmed": "Overwhelmed", + "shattered": "Shattered", + "resources-u": "RESOURCES", + "income-u": "INCOME", + "i-for-impact": "i", + "b-for-ballistic": "b", + "conviction-u": "CONVICTION", + "corruption-u": "CORRUPTION", + "speed-u": "SPEED", + "defense-u": "DEFENSE", + "toughness-u": "TOUGHNESS", + "toughness-mode": "Mode", + "gritty": "Gritty", + "pulp": "Pulp", + "cinematic": "Cinematic", + "armor-u": "ARMOR", + "base": "Base", + "shield": "Shield", + "Penalty": "Penalty", + "#-sign": "#", + "extraordinary-u": "EXTRAORDINARY", + "attack-u": "ATTACK", + "range-u": "RANGE", + "reload-u": "RELOAD", + "roll-u": "ROLL", + "damage-u": "DAMAGE", + "power-name-u": "POWER NAME", + "class-power-u": "CLASS POWER", + "quality-u": "QUALITY", + "short-description-u": "SHORT DESCRIPTION", + "spell-name-u": "SPELL NAME", + "arcanum-name-u": "ARCANUM NAME", + "psychic-discipline-u": "PSYCHIC DISCIPLINE", + "discipline:-u": "DISCIPLINE:", + "equipment-name-u": "EQUIPMENT NAME", + "quantity-u": "QUANTITY", + "description-u": "DESCRIPTION", + "cp-u": "CP", + "sp-u": "SP", + "gp-u": "GP", + "import-to-currency-u": "IMPORT TO CURRENCY", + "currency-u": "CURRENCY", + "eye-u": "EYES", + "skin-u": "SKIN", + "hair-u": "HAIR", + "languages-u": "LANGUAGES", + "goals-u": "GOALS", + "honorifics-titles-and-memberships-u": "HONORIFICS, TITLES AND MEMBERSHIPS", + "relationships-u": "RELATIONSHIPS", + "bonds-u": "BONDS", + "character-appearance-u": "CHARACTER APPEARANCE", + "char-notes-u": "CHARACTER NOTES", + "specialization1-u": "SPECIALIZATION 1", + "specialization1-degree-u": "DEGREE", + "specialization2-u": "SPECIALIZATION 2", + "type-or-level:-u": "TYPE OR LEVEL:", + "SOURCE:-u": "SOURCE:", + "short-desc.:-u": "SHORT DESC.:", + "description:-u": "DESCRIPTION:", + "focus:-u": "FOCUS:", + "school:-u": "SCHOOL:", + "type:-u": "TYPE:", + "mana-cost:-u": "MANA COST:", + "cast-time:-u": "CAST TIME:", + "tn:-u": "TN:", + "test-tn:-u": "TEST TN:", + "test:-u": "TEST:", + "spellpower:-u": "SPELLPOWER:", + "psych-force:-u": "PSYCH FORCE:", + "focus-bonus:-u": "FOCUS BONUS:", + "arcana": "Arcana", + "psychic": "Psychic", + "power-points": "Power Points", + "fatigue": "Fatigue", + "kanna-cost:-u": "KANNA COST:", + "power-cost:-u": "POWER COST:", + "cast-spell:-u": "CAST SPELL:", + "use-power:-u": "USE POWER:", + "arcana:-u": "ARCANA:", + "mp-cost:-u": "MP COST:", + "talent:-u": "TALENT:", + "time:-u": "TIME:", + "resistance:-u": "RESISTANCE:", + "fatigue-tn:-u": "FATIGUE TN:", + "price-tn:-u": "PRICE TN:", + "ability:-u": "ABILITY:", + "accuracy": "Accuracy", + "dexterity": "Dexterity", + "constitution": "Constitution", + "communication": "Communication", + "fighting": "Fighting", + "intelligence": "Intelligence", + "perception": "Perception", + "strength": "Strength", + "willpower": "Willpower", + "the-expanse-rpg-does-not-support-magical-powers": "The Expanse RPG does not support magical powers.", + "the-world-of-lazarus-rpg-does-not-support-magical-powers": "The World of Lazarus RPG does not support magical powers.", + "game-system-u": "GAME SYSTEM", + "dragon-age": "Dragon Age", + "fantasy-age": "Fantasy Age", + "fantasy-age-basic": "Fantasy Age Basic", + "fantasy-age-core": "Fantasy Age Core", + "titansgrave": "Titansgrave", + "blue-rose": "Blue Rose", + "the-expanse": "The Expanse", + "modern-age": "Modern AGE", + "threefold": "Threefold", + "world-of-lazarus": "World of Lazarus", + "fifth-season": "Fifth Season", + "cthulhu-awakens": "Cthulhu Awakens", + "color-selection-u": "COLOR SELECTION", + "black": "Black", + "red": "Red", + "teal-1": "Teal 1", + "teal-2": "Teal 2", + "blue-1": "Blue 1", + "blue-2": "Blue 2", + "dragonscale-red": "Dragonscale Red", + "modern-orange": "Modern Orange", + "threefold-color": "Threefold", + "ronin-green": "Ronin Green", + "lazarus-blue": "Lazarus Blue", + "expansive-starfield": "Expansive Starfield", + "proud-rainbow": "Proud Rainbow", + "trans-color": "Transitional Hues", + "rolls-u": "ROLLS", + "whisper-rolls-to-gm": "Whisper rolls to GM", + "never-whisper-roll": "Never Whisper Rolls", + "query-whisper-roll": "Query Whisper", + "always-whisper-roll": "Always Whisper Rolls", + "show-the-character-name-in-roll-results": "Show the character name in roll results", + "show": "Show", + "hide": "Hide", + "apply-armor-penalty-to-dexterity-rolls": "Apply Armor Penalty to Dexterity rolls", + "add-tiebreaker-to-initiative-rolls": "Add Tiebreaker to Initiative rolls", + "no": "No", + "yes": "Yes", + "options-u": "OPTIONS", + "add-aim-to-attack": "Add Aim to Attack", + "prompt-for-aim": "Prompt for Aim", + "never-use-aim": "Never use Aim", + "toggle": "Toggle", + "always-use-aim": "Always use Aim", + "reroll-stunt-die": "Reroll the Stunt Die", + "never-reroll-stunt": "Never Reroll Stunt Die", + "prompt-for-stunt-reroll": "Prompt for Stunt Reroll", + "always-reroll-stunt": "Always Reroll Stunt Die", + "aim-value-a-value-must-be-entered-here": "Aim value (a number MUST be entered here)", + "sections-u": "CHARACTER TAB SECTIONS", + "replace-health-with-fortune": "Replace Health with Fortune", + "show-the-power-list": "Show the Power list in the Character tab", + "show-the-class-list": "Show the Class Power list in the Character tab", + "show-the-talent-list": "Show the Talent list in the Character tab", + "show-the-spell/arcana-list": "Show the Spell/Arcana list in the Character tab", + "show-the-extraordinary-powers-list": "Show the Extraordinary Powers list in the Character tab", + "show-the-arcana/psychic-list": "Show the Arcana/Psychic list in the Character tab", + "show-the-psychic-list": "Show the Psychic list in the Character tab", + "show-the-mana/magic-points-section": "Show the Mana/Magic Points section", + "show-the-power-points-section": "Show the Power Points section", + "show-the-kanna-section": "Show the Kanna section", + "show-the-experience-points-section": "Show the Experience Points section", + "show-the-fatigue-section": "Show the Fatigue section", + "show-the-fear-section": "Show the Fear section", + "show-the-horror-section": "Show the Horror section", + "show-the-conviction-section": "Show the Conviction section", + "show-the-corruption-section": "Show the Corruption section", + "show-the-ammo-column": "Show the Ammo column", + "show-the-initiative-focus": "Show the Initiative focus", + "show-the-initiative-section": "Show the Initiative section", + "show-the-equipment-section": "Show the Equipment section", + "show-the-money/currency-section": "Show the Money/Currency section", + "show-the-income-section": "Show the Income section", + "show-the-resources-section": "Show the Resources section", + "show-the-conditions-section": "Show the Conditions section", + "auto-configure-all-u": "AUTO-CONFIGURE ALL", + "version": "Version", + "game-system": "Game System", + "color-selection": "Color Selection", + "color-selection-info": "Select the color for the character sheet section headers and buttons.", + "whisp-rolls-gm": "Whisper rolls to GM", + "whisp-rolls-gm-info": "All sheet rolls are sent to all players in chat by default. Query Whisper option gives you a prompt with each roll of whether or not the roll should be sent privately only to yourself and the GM. Always Whisper Rolls will send all rolls only to yourself and the GM.", + "aim-toggle-default": "Prompt for Aim action when rolling attacks", + "aim-value-default": "Aim Value", + "aim-value-default-info": "The default value for the aim bonus when using the Aim prompt. It should be 1 unless a power or talent changes it.", + "show-the-fatigue-section-info": "This should be shown for Blue Rose.", + "show-the-conviction-section-info": "This should be shown for Blue Rose.", + "show-the-corruption-section-info": "This can be shown for Blue Rose.", + "show-the-ammo-column-info": "This can be unchecked for Blue Rose.", + "show-the-money/currency-section-info": "This can be unchecked for Blue Rose.", + "conditions-u": "CONDITIONS", + "origin-u": "ORIGIN", + "drive-u": "DRIVE", + "profession-u": "PROFESSION", + "appearance-u": "APPEARANCE", + "belter": "Belter", + "martian": "Martian", + "earther": "Earther", + "fortune-u": "FORTUNE", + "outsider": "Outsider", + "lower-class": "Lower Class", + "middle-class": "Middle Class", + "upper-class": "Upper Class", + "main-roll-button-title": "This is the roll-builder. You can click it, answer four questions, and then it will roll the dice for you.", + "damage": "Damage", + "total": "Total", + "target_number": "Target Number", + "stunt_points": "Stunt Points", + "stunt_die": "Stunt Die", + "ability": "Ability", + "ability_value": "Ability Value (field 1 of 4)", + "focus_value": "Focus (field 2 of 4)", + "additional_modifier": "Additional modifier (field 3 of 4)", + "additional_modifier2": "Additional modifier", + "ability_score": "Ability Score", + "roll_description": "Roll description (field 4 of 4, optional)", + "die_roll": "Die Roll", + "focus": "Focus", + "cunning": "Cunning", + "magic": "Magic", + "spellcasting_ability": "Spellcasting Ability", + "psychic_ability": "Psychic Ability", + "ability_focus": "Ability Focus", + "arcana_focus": "Arcana Focus", + "psychic_focus": "Psychic Focus", + "fatigue_check_for": "Fatigue Check for", + "price_check_for": "Price Check for", + "each_fatiguing_spell": "Each Fatiguing spell this Encounter", + "fear_label": "Fear", + "armor_penalty": "Armor Penalty", + "initiative_adjustment": "Initiative Adjustment", + "initiative_description": "Acting quickly in tense situations", + "initiative": "Initiative", + "resources": "Resources", + "income_label": "Income", + "attack_bonus_label": "Attack Bonus", + "magic_arcana_focus": "Magic Arcana Focus", + "spellpower_label": "Spellpower", + "fatigue_tn_label": "Fatigue TN", + "price_tn_label": "Price TN", + "kanna_cost_label": "Kanna Cost", + "power_cost_label": "Power Cost", + "plus_one_tn": "+1 TN", + "weapon_groups": "Weapon Groups", + "ancestry_class_power_name": "Ancestry or Class Power name", + "talent_spec_name": "Talent or Specialization name", + "focus_bonus_title": "Focus bonus (0, 2, 3, etc.) MUST have a value for the buttons to work.", + "description": "Description", + "whisper": "Whisper", + "whisper_roll": "Whisper Roll", + "public_roll": "Public Roll" +} diff --git a/Fifth Season/translations/ko.json b/Fifth Season/translations/ko.json new file mode 100644 index 0000000000..adaceeedbf --- /dev/null +++ b/Fifth Season/translations/ko.json @@ -0,0 +1,350 @@ +{ + "character-u": "CHARACTER", + "persona-u": "PERSONA", + "powers-u": "POWERS", + "qualities-u": "QUALITIES", + "talents-u": "TALENTS", + "novice-u": "NOVICE", + "journeyman-u": "JOURNEYMAN", + "expert-u": "EXPERT", + "master-u": "MASTER", + "grandmaster-u": "GRANDMASTER", + "apex-u": "APEX", + "focuses-u": "FOCUSES", + "magic-u": "MAGIC", + "arcana-u": "ARCANA", + "psychic-u": "PSYCHIC", + "arcana/psychic-u": "ARCANA/PSYCHIC", + "whisper-u": "WHISPER", + "aim-u": "AIM", + "reroll-u": "REROLL", + "about-u": "ABOUT", + "char-name-u": "CHARACTER NAME", + "envoy": "Envoy", + "mage": "Mage", + "rogue": "Rogue", + "warrior": "Warrior", + "adept": "Adept", + "expert": "Expert", + "class-u": "CLASS", + "level-u": "LEVEL", + "race-u": "RACE", + "background-u": "BACKGROUND", + "social-class-u": "SOCIAL CLASS", + "ancestry-u": "ANCESTRY", + "family-u": "FAMILY/ALLEGIANCE", + "age-u": "AGE", + "gender-u": "GENDER", + "height-u": "HEIGHT", + "weight-u": "WEIGHT", + "calling-u": "CALLING", + "destiny-u": "DESTINY", + "fate-u": "FATE", + "accuracy-u": "ACCURACY", + "communication-u": "COMMUNICATION", + "constitution-u": "CONSTITUTION", + "cunning-u": "CUNNING", + "dexterity-u": "DEXTERITY", + "fighting-u": "FIGHTING", + "intelligence-u": "INTELLIGENCE", + "perception-u": "PERCEPTION", + "strength-u": "STRENGTH", + "willpower-u": "WILLPOWER", + "health-u": "HEALTH", + "max": "Max", + "mana-u": "MANA", + "magic-points-u": "MAGIC POINTS", + "power-points-u": "POWER POINTS", + "kanna-u": "KANNA", + "experience-points-u": "EXPERIENCE POINTS", + "next": "Next", + "initiative-u": "INITIATIVE", + "adjust": "Adjust", + "fatigue-u": "FATIGUE", + "none": "None", + "winded": "Winded", + "tired": "Tired", + "fatigued": "Fatigued", + "exhausted": "Exhausted", + "dying": "Dying", + "blinded": "Blinded", + "confused": "Confused", + "deafened": "Deafened", + "defenseless": "Defenseless", + "disadvantaged": "Disadvantaged", + "general-disadvantage": "General Disadvantage", + "freefalling": "Free Falling", + "frightened": "Frightened", + "helpless": "Helpless", + "hindered": "Hindered", + "influenced": "Influenced", + "injured": "Injured", + "maimed": "Maimed", + "prone": "Prone", + "restrained": "Restrained", + "scarred": "Scarred", + "slowed": "Slowed", + "stunned": "Stunned", + "unconscious": "Unconscious", + "wounded": "Wounded", + "fear-u": "FEAR", + "nervous": "Nervous", + "anxious": "Anxious", + "watchful": "Watchful", + "afraid": "Afraid", + "terrified": "Terrified", + "horror-u": "HORROR", + "unsettled": "Unsettled", + "shocked": "Shocked", + "appalled": "Appalled", + "overwhelmed": "Overwhelmed", + "shattered": "Shattered", + "resources-u": "RESOURCES", + "income-u": "INCOME", + "i-for-impact": "i", + "b-for-ballistic": "b", + "conviction-u": "CONVICTION", + "corruption-u": "CORRUPTION", + "speed-u": "SPEED", + "defense-u": "DEFENSE", + "toughness-u": "TOUGHNESS", + "toughness-mode": "Mode", + "gritty": "Gritty", + "pulp": "Pulp", + "cinematic": "Cinematic", + "armor-u": "ARMOR", + "base": "Base", + "shield": "Shield", + "Penalty": "Penalty", + "#-sign": "#", + "extraordinary-u": "EXTRAORDINARY", + "attack-u": "ATTACK", + "range-u": "RANGE", + "reload-u": "RELOAD", + "roll-u": "ROLL", + "damage-u": "DAMAGE", + "power-name-u": "POWER NAME", + "class-power-u": "CLASS POWER", + "quality-u": "QUALITY", + "short-description-u": "SHORT DESCRIPTION", + "spell-name-u": "SPELL NAME", + "arcanum-name-u": "ARCANUM NAME", + "psychic-discipline-u": "PSYCHIC DISCIPLINE", + "discipline:-u": "DISCIPLINE:", + "equipment-name-u": "EQUIPMENT NAME", + "quantity-u": "QUANTITY", + "description-u": "DESCRIPTION", + "cp-u": "CP", + "sp-u": "SP", + "gp-u": "GP", + "import-to-currency-u": "IMPORT TO CURRENCY", + "currency-u": "CURRENCY", + "eye-u": "EYES", + "skin-u": "SKIN", + "hair-u": "HAIR", + "languages-u": "LANGUAGES", + "goals-u": "GOALS", + "honorifics-titles-and-memberships-u": "HONORIFICS, TITLES AND MEMBERSHIPS", + "relationships-u": "RELATIONSHIPS", + "bonds-u": "BONDS", + "character-appearance-u": "CHARACTER APPEARANCE", + "char-notes-u": "CHARACTER NOTES", + "specialization1-u": "SPECIALIZATION 1", + "specialization1-degree-u": "DEGREE", + "specialization2-u": "SPECIALIZATION 2", + "type-or-level:-u": "TYPE OR LEVEL:", + "SOURCE:-u": "SOURCE:", + "short-desc.:-u": "SHORT DESC.:", + "description:-u": "DESCRIPTION:", + "focus:-u": "FOCUS:", + "school:-u": "SCHOOL:", + "type:-u": "TYPE:", + "mana-cost:-u": "MANA COST:", + "cast-time:-u": "CAST TIME:", + "tn:-u": "TN:", + "test-tn:-u": "TEST TN:", + "test:-u": "TEST:", + "spellpower:-u": "SPELLPOWER:", + "psych-force:-u": "PSYCH FORCE:", + "focus-bonus:-u": "FOCUS BONUS:", + "arcana": "Arcana", + "psychic": "Psychic", + "power-points": "Power Points", + "fatigue": "Fatigue", + "kanna-cost:-u": "KANNA COST:", + "power-cost:-u": "POWER COST:", + "cast-spell:-u": "CAST SPELL:", + "use-power:-u": "USE POWER:", + "arcana:-u": "ARCANA:", + "mp-cost:-u": "MP COST:", + "talent:-u": "TALENT:", + "time:-u": "TIME:", + "resistance:-u": "RESISTANCE:", + "fatigue-tn:-u": "FATIGUE TN:", + "price-tn:-u": "PRICE TN:", + "ability:-u": "ABILITY:", + "accuracy": "Accuracy", + "dexterity": "Dexterity", + "constitution": "Constitution", + "communication": "Communication", + "fighting": "Fighting", + "intelligence": "Intelligence", + "perception": "Perception", + "strength": "Strength", + "willpower": "Willpower", + "the-expanse-rpg-does-not-support-magical-powers": "The Expanse RPG does not support magical powers.", + "the-world-of-lazarus-rpg-does-not-support-magical-powers": "The World of Lazarus RPG does not support magical powers.", + "game-system-u": "GAME SYSTEM", + "dragon-age": "Dragon Age", + "fantasy-age": "Fantasy Age", + "fantasy-age-basic": "Fantasy Age Basic", + "fantasy-age-core": "Fantasy Age Core", + "titansgrave": "Titansgrave", + "blue-rose": "Blue Rose", + "the-expanse": "The Expanse", + "modern-age": "Modern AGE", + "threefold": "Threefold", + "world-of-lazarus": "World of Lazarus", + "fifth-season": "Fifth Season", + "cthulhu-awakens": "Cthulhu Awakens", + "color-selection-u": "COLOR SELECTION", + "black": "Black", + "red": "Red", + "teal-1": "Teal 1", + "teal-2": "Teal 2", + "blue-1": "Blue 1", + "blue-2": "Blue 2", + "dragonscale-red": "Dragonscale Red", + "modern-orange": "Modern Orange", + "threefold-color": "Threefold", + "ronin-green": "Ronin Green", + "lazarus-blue": "Lazarus Blue", + "expansive-starfield": "Expansive Starfield", + "proud-rainbow": "Proud Rainbow", + "trans-color": "Transitional Hues", + "rolls-u": "ROLLS", + "whisper-rolls-to-gm": "Whisper rolls to GM", + "never-whisper-roll": "Never Whisper Rolls", + "query-whisper-roll": "Query Whisper", + "always-whisper-roll": "Always Whisper Rolls", + "show-the-character-name-in-roll-results": "Show the character name in roll results", + "show": "Show", + "hide": "Hide", + "apply-armor-penalty-to-dexterity-rolls": "Apply Armor Penalty to Dexterity rolls", + "add-tiebreaker-to-initiative-rolls": "Add Tiebreaker to Initiative rolls", + "no": "No", + "yes": "Yes", + "options-u": "OPTIONS", + "add-aim-to-attack": "Add Aim to Attack", + "prompt-for-aim": "Prompt for Aim", + "never-use-aim": "Never use Aim", + "toggle": "Toggle", + "always-use-aim": "Always use Aim", + "reroll-stunt-die": "Reroll the Stunt Die", + "never-reroll-stunt": "Never Reroll Stunt Die", + "prompt-for-stunt-reroll": "Prompt for Stunt Reroll", + "always-reroll-stunt": "Always Reroll Stunt Die", + "aim-value-a-value-must-be-entered-here": "Aim value (a number MUST be entered here)", + "sections-u": "CHARACTER TAB SECTIONS", + "replace-health-with-fortune": "Replace Health with Fortune", + "show-the-power-list": "Show the Power list in the Character tab", + "show-the-class-list": "Show the Class Power list in the Character tab", + "show-the-talent-list": "Show the Talent list in the Character tab", + "show-the-spell/arcana-list": "Show the Spell/Arcana list in the Character tab", + "show-the-extraordinary-powers-list": "Show the Extraordinary Powers list in the Character tab", + "show-the-arcana/psychic-list": "Show the Arcana/Psychic list in the Character tab", + "show-the-psychic-list": "Show the Psychic list in the Character tab", + "show-the-mana/magic-points-section": "Show the Mana/Magic Points section", + "show-the-power-points-section": "Show the Power Points section", + "show-the-kanna-section": "Show the Kanna section", + "show-the-experience-points-section": "Show the Experience Points section", + "show-the-fatigue-section": "Show the Fatigue section", + "show-the-fear-section": "Show the Fear section", + "show-the-horror-section": "Show the Horror section", + "show-the-conviction-section": "Show the Conviction section", + "show-the-corruption-section": "Show the Corruption section", + "show-the-ammo-column": "Show the Ammo column", + "show-the-initiative-focus": "Show the Initiative focus", + "show-the-initiative-section": "Show the Initiative section", + "show-the-equipment-section": "Show the Equipment section", + "show-the-money/currency-section": "Show the Money/Currency section", + "show-the-income-section": "Show the Income section", + "show-the-resources-section": "Show the Resources section", + "show-the-conditions-section": "Show the Conditions section", + "auto-configure-all-u": "AUTO-CONFIGURE ALL", + "version": "Version", + "game-system": "Game System", + "color-selection": "Color Selection", + "color-selection-info": "Select the color for the character sheet section headers and buttons.", + "whisp-rolls-gm": "Whisper rolls to GM", + "whisp-rolls-gm-info": "All sheet rolls are sent to all players in chat by default. Query Whisper option gives you a prompt with each roll of whether or not the roll should be sent privately only to yourself and the GM. Always Whisper Rolls will send all rolls only to yourself and the GM.", + "aim-toggle-default": "Prompt for Aim action when rolling attacks", + "aim-value-default": "Aim Value", + "aim-value-default-info": "The default value for the aim bonus when using the Aim prompt. It should be 1 unless a power or talent changes it.", + "show-the-fatigue-section-info": "This should be shown for Blue Rose.", + "show-the-conviction-section-info": "This should be shown for Blue Rose.", + "show-the-corruption-section-info": "This can be shown for Blue Rose.", + "show-the-ammo-column-info": "This can be unchecked for Blue Rose.", + "show-the-money/currency-section-info": "This can be unchecked for Blue Rose.", + "conditions-u": "CONDITIONS", + "origin-u": "ORIGIN", + "drive-u": "DRIVE", + "profession-u": "PROFESSION", + "appearance-u": "APPEARANCE", + "belter": "Belter", + "martian": "Martian", + "earther": "Earther", + "fortune-u": "FORTUNE", + "outsider": "Outsider", + "lower-class": "Lower Class", + "middle-class": "Middle Class", + "upper-class": "Upper Class", + "main-roll-button-title": "This is the roll-builder. You can click it, answer four questions, and then it will roll the dice for you.", + "damage": "Damage", + "total": "Total", + "target_number": "Target Number", + "stunt_points": "Stunt Points", + "stunt_die": "Stunt Die", + "ability": "Ability", + "ability_value": "Ability Value (field 1 of 4)", + "focus_value": "Focus (field 2 of 4)", + "additional_modifier": "Additional modifier (field 3 of 4)", + "additional_modifier2": "Additional modifier", + "ability_score": "Ability Score", + "roll_description": "Roll description (field 4 of 4, optional)", + "die_roll": "Die Roll", + "focus": "Focus", + "cunning": "Cunning", + "magic": "Magic", + "spellcasting_ability": "Spellcasting Ability", + "psychic_ability": "Psychic Ability", + "ability_focus": "Ability Focus", + "arcana_focus": "Arcana Focus", + "psychic_focus": "Psychic Focus", + "fatigue_check_for": "Fatigue Check for", + "price_check_for": "Price Check for", + "each_fatiguing_spell": "Each Fatiguing spell this Encounter", + "fear_label": "Fear", + "armor_penalty": "Armor Penalty", + "initiative_adjustment": "Initiative Adjustment", + "initiative_description": "Acting quickly in tense situations", + "initiative": "Initiative", + "resources": "Resources", + "income_label": "Income", + "attack_bonus_label": "Attack Bonus", + "magic_arcana_focus": "Magic Arcana Focus", + "spellpower_label": "Spellpower", + "fatigue_tn_label": "Fatigue TN", + "price_tn_label": "Price TN", + "kanna_cost_label": "Kanna Cost", + "power_cost_label": "Power Cost", + "plus_one_tn": "+1 TN", + "weapon_groups": "Weapon Groups", + "ancestry_class_power_name": "Ancestry or Class Power name", + "talent_spec_name": "Talent or Specialization name", + "focus_bonus_title": "Focus bonus (0, 2, 3, etc.) MUST have a value for the buttons to work.", + "description": "Description", + "whisper": "Whisper", + "whisper_roll": "Whisper Roll", + "public_roll": "Public Roll" +} diff --git a/Fifth Season/translations/nl.json b/Fifth Season/translations/nl.json new file mode 100644 index 0000000000..adaceeedbf --- /dev/null +++ b/Fifth Season/translations/nl.json @@ -0,0 +1,350 @@ +{ + "character-u": "CHARACTER", + "persona-u": "PERSONA", + "powers-u": "POWERS", + "qualities-u": "QUALITIES", + "talents-u": "TALENTS", + "novice-u": "NOVICE", + "journeyman-u": "JOURNEYMAN", + "expert-u": "EXPERT", + "master-u": "MASTER", + "grandmaster-u": "GRANDMASTER", + "apex-u": "APEX", + "focuses-u": "FOCUSES", + "magic-u": "MAGIC", + "arcana-u": "ARCANA", + "psychic-u": "PSYCHIC", + "arcana/psychic-u": "ARCANA/PSYCHIC", + "whisper-u": "WHISPER", + "aim-u": "AIM", + "reroll-u": "REROLL", + "about-u": "ABOUT", + "char-name-u": "CHARACTER NAME", + "envoy": "Envoy", + "mage": "Mage", + "rogue": "Rogue", + "warrior": "Warrior", + "adept": "Adept", + "expert": "Expert", + "class-u": "CLASS", + "level-u": "LEVEL", + "race-u": "RACE", + "background-u": "BACKGROUND", + "social-class-u": "SOCIAL CLASS", + "ancestry-u": "ANCESTRY", + "family-u": "FAMILY/ALLEGIANCE", + "age-u": "AGE", + "gender-u": "GENDER", + "height-u": "HEIGHT", + "weight-u": "WEIGHT", + "calling-u": "CALLING", + "destiny-u": "DESTINY", + "fate-u": "FATE", + "accuracy-u": "ACCURACY", + "communication-u": "COMMUNICATION", + "constitution-u": "CONSTITUTION", + "cunning-u": "CUNNING", + "dexterity-u": "DEXTERITY", + "fighting-u": "FIGHTING", + "intelligence-u": "INTELLIGENCE", + "perception-u": "PERCEPTION", + "strength-u": "STRENGTH", + "willpower-u": "WILLPOWER", + "health-u": "HEALTH", + "max": "Max", + "mana-u": "MANA", + "magic-points-u": "MAGIC POINTS", + "power-points-u": "POWER POINTS", + "kanna-u": "KANNA", + "experience-points-u": "EXPERIENCE POINTS", + "next": "Next", + "initiative-u": "INITIATIVE", + "adjust": "Adjust", + "fatigue-u": "FATIGUE", + "none": "None", + "winded": "Winded", + "tired": "Tired", + "fatigued": "Fatigued", + "exhausted": "Exhausted", + "dying": "Dying", + "blinded": "Blinded", + "confused": "Confused", + "deafened": "Deafened", + "defenseless": "Defenseless", + "disadvantaged": "Disadvantaged", + "general-disadvantage": "General Disadvantage", + "freefalling": "Free Falling", + "frightened": "Frightened", + "helpless": "Helpless", + "hindered": "Hindered", + "influenced": "Influenced", + "injured": "Injured", + "maimed": "Maimed", + "prone": "Prone", + "restrained": "Restrained", + "scarred": "Scarred", + "slowed": "Slowed", + "stunned": "Stunned", + "unconscious": "Unconscious", + "wounded": "Wounded", + "fear-u": "FEAR", + "nervous": "Nervous", + "anxious": "Anxious", + "watchful": "Watchful", + "afraid": "Afraid", + "terrified": "Terrified", + "horror-u": "HORROR", + "unsettled": "Unsettled", + "shocked": "Shocked", + "appalled": "Appalled", + "overwhelmed": "Overwhelmed", + "shattered": "Shattered", + "resources-u": "RESOURCES", + "income-u": "INCOME", + "i-for-impact": "i", + "b-for-ballistic": "b", + "conviction-u": "CONVICTION", + "corruption-u": "CORRUPTION", + "speed-u": "SPEED", + "defense-u": "DEFENSE", + "toughness-u": "TOUGHNESS", + "toughness-mode": "Mode", + "gritty": "Gritty", + "pulp": "Pulp", + "cinematic": "Cinematic", + "armor-u": "ARMOR", + "base": "Base", + "shield": "Shield", + "Penalty": "Penalty", + "#-sign": "#", + "extraordinary-u": "EXTRAORDINARY", + "attack-u": "ATTACK", + "range-u": "RANGE", + "reload-u": "RELOAD", + "roll-u": "ROLL", + "damage-u": "DAMAGE", + "power-name-u": "POWER NAME", + "class-power-u": "CLASS POWER", + "quality-u": "QUALITY", + "short-description-u": "SHORT DESCRIPTION", + "spell-name-u": "SPELL NAME", + "arcanum-name-u": "ARCANUM NAME", + "psychic-discipline-u": "PSYCHIC DISCIPLINE", + "discipline:-u": "DISCIPLINE:", + "equipment-name-u": "EQUIPMENT NAME", + "quantity-u": "QUANTITY", + "description-u": "DESCRIPTION", + "cp-u": "CP", + "sp-u": "SP", + "gp-u": "GP", + "import-to-currency-u": "IMPORT TO CURRENCY", + "currency-u": "CURRENCY", + "eye-u": "EYES", + "skin-u": "SKIN", + "hair-u": "HAIR", + "languages-u": "LANGUAGES", + "goals-u": "GOALS", + "honorifics-titles-and-memberships-u": "HONORIFICS, TITLES AND MEMBERSHIPS", + "relationships-u": "RELATIONSHIPS", + "bonds-u": "BONDS", + "character-appearance-u": "CHARACTER APPEARANCE", + "char-notes-u": "CHARACTER NOTES", + "specialization1-u": "SPECIALIZATION 1", + "specialization1-degree-u": "DEGREE", + "specialization2-u": "SPECIALIZATION 2", + "type-or-level:-u": "TYPE OR LEVEL:", + "SOURCE:-u": "SOURCE:", + "short-desc.:-u": "SHORT DESC.:", + "description:-u": "DESCRIPTION:", + "focus:-u": "FOCUS:", + "school:-u": "SCHOOL:", + "type:-u": "TYPE:", + "mana-cost:-u": "MANA COST:", + "cast-time:-u": "CAST TIME:", + "tn:-u": "TN:", + "test-tn:-u": "TEST TN:", + "test:-u": "TEST:", + "spellpower:-u": "SPELLPOWER:", + "psych-force:-u": "PSYCH FORCE:", + "focus-bonus:-u": "FOCUS BONUS:", + "arcana": "Arcana", + "psychic": "Psychic", + "power-points": "Power Points", + "fatigue": "Fatigue", + "kanna-cost:-u": "KANNA COST:", + "power-cost:-u": "POWER COST:", + "cast-spell:-u": "CAST SPELL:", + "use-power:-u": "USE POWER:", + "arcana:-u": "ARCANA:", + "mp-cost:-u": "MP COST:", + "talent:-u": "TALENT:", + "time:-u": "TIME:", + "resistance:-u": "RESISTANCE:", + "fatigue-tn:-u": "FATIGUE TN:", + "price-tn:-u": "PRICE TN:", + "ability:-u": "ABILITY:", + "accuracy": "Accuracy", + "dexterity": "Dexterity", + "constitution": "Constitution", + "communication": "Communication", + "fighting": "Fighting", + "intelligence": "Intelligence", + "perception": "Perception", + "strength": "Strength", + "willpower": "Willpower", + "the-expanse-rpg-does-not-support-magical-powers": "The Expanse RPG does not support magical powers.", + "the-world-of-lazarus-rpg-does-not-support-magical-powers": "The World of Lazarus RPG does not support magical powers.", + "game-system-u": "GAME SYSTEM", + "dragon-age": "Dragon Age", + "fantasy-age": "Fantasy Age", + "fantasy-age-basic": "Fantasy Age Basic", + "fantasy-age-core": "Fantasy Age Core", + "titansgrave": "Titansgrave", + "blue-rose": "Blue Rose", + "the-expanse": "The Expanse", + "modern-age": "Modern AGE", + "threefold": "Threefold", + "world-of-lazarus": "World of Lazarus", + "fifth-season": "Fifth Season", + "cthulhu-awakens": "Cthulhu Awakens", + "color-selection-u": "COLOR SELECTION", + "black": "Black", + "red": "Red", + "teal-1": "Teal 1", + "teal-2": "Teal 2", + "blue-1": "Blue 1", + "blue-2": "Blue 2", + "dragonscale-red": "Dragonscale Red", + "modern-orange": "Modern Orange", + "threefold-color": "Threefold", + "ronin-green": "Ronin Green", + "lazarus-blue": "Lazarus Blue", + "expansive-starfield": "Expansive Starfield", + "proud-rainbow": "Proud Rainbow", + "trans-color": "Transitional Hues", + "rolls-u": "ROLLS", + "whisper-rolls-to-gm": "Whisper rolls to GM", + "never-whisper-roll": "Never Whisper Rolls", + "query-whisper-roll": "Query Whisper", + "always-whisper-roll": "Always Whisper Rolls", + "show-the-character-name-in-roll-results": "Show the character name in roll results", + "show": "Show", + "hide": "Hide", + "apply-armor-penalty-to-dexterity-rolls": "Apply Armor Penalty to Dexterity rolls", + "add-tiebreaker-to-initiative-rolls": "Add Tiebreaker to Initiative rolls", + "no": "No", + "yes": "Yes", + "options-u": "OPTIONS", + "add-aim-to-attack": "Add Aim to Attack", + "prompt-for-aim": "Prompt for Aim", + "never-use-aim": "Never use Aim", + "toggle": "Toggle", + "always-use-aim": "Always use Aim", + "reroll-stunt-die": "Reroll the Stunt Die", + "never-reroll-stunt": "Never Reroll Stunt Die", + "prompt-for-stunt-reroll": "Prompt for Stunt Reroll", + "always-reroll-stunt": "Always Reroll Stunt Die", + "aim-value-a-value-must-be-entered-here": "Aim value (a number MUST be entered here)", + "sections-u": "CHARACTER TAB SECTIONS", + "replace-health-with-fortune": "Replace Health with Fortune", + "show-the-power-list": "Show the Power list in the Character tab", + "show-the-class-list": "Show the Class Power list in the Character tab", + "show-the-talent-list": "Show the Talent list in the Character tab", + "show-the-spell/arcana-list": "Show the Spell/Arcana list in the Character tab", + "show-the-extraordinary-powers-list": "Show the Extraordinary Powers list in the Character tab", + "show-the-arcana/psychic-list": "Show the Arcana/Psychic list in the Character tab", + "show-the-psychic-list": "Show the Psychic list in the Character tab", + "show-the-mana/magic-points-section": "Show the Mana/Magic Points section", + "show-the-power-points-section": "Show the Power Points section", + "show-the-kanna-section": "Show the Kanna section", + "show-the-experience-points-section": "Show the Experience Points section", + "show-the-fatigue-section": "Show the Fatigue section", + "show-the-fear-section": "Show the Fear section", + "show-the-horror-section": "Show the Horror section", + "show-the-conviction-section": "Show the Conviction section", + "show-the-corruption-section": "Show the Corruption section", + "show-the-ammo-column": "Show the Ammo column", + "show-the-initiative-focus": "Show the Initiative focus", + "show-the-initiative-section": "Show the Initiative section", + "show-the-equipment-section": "Show the Equipment section", + "show-the-money/currency-section": "Show the Money/Currency section", + "show-the-income-section": "Show the Income section", + "show-the-resources-section": "Show the Resources section", + "show-the-conditions-section": "Show the Conditions section", + "auto-configure-all-u": "AUTO-CONFIGURE ALL", + "version": "Version", + "game-system": "Game System", + "color-selection": "Color Selection", + "color-selection-info": "Select the color for the character sheet section headers and buttons.", + "whisp-rolls-gm": "Whisper rolls to GM", + "whisp-rolls-gm-info": "All sheet rolls are sent to all players in chat by default. Query Whisper option gives you a prompt with each roll of whether or not the roll should be sent privately only to yourself and the GM. Always Whisper Rolls will send all rolls only to yourself and the GM.", + "aim-toggle-default": "Prompt for Aim action when rolling attacks", + "aim-value-default": "Aim Value", + "aim-value-default-info": "The default value for the aim bonus when using the Aim prompt. It should be 1 unless a power or talent changes it.", + "show-the-fatigue-section-info": "This should be shown for Blue Rose.", + "show-the-conviction-section-info": "This should be shown for Blue Rose.", + "show-the-corruption-section-info": "This can be shown for Blue Rose.", + "show-the-ammo-column-info": "This can be unchecked for Blue Rose.", + "show-the-money/currency-section-info": "This can be unchecked for Blue Rose.", + "conditions-u": "CONDITIONS", + "origin-u": "ORIGIN", + "drive-u": "DRIVE", + "profession-u": "PROFESSION", + "appearance-u": "APPEARANCE", + "belter": "Belter", + "martian": "Martian", + "earther": "Earther", + "fortune-u": "FORTUNE", + "outsider": "Outsider", + "lower-class": "Lower Class", + "middle-class": "Middle Class", + "upper-class": "Upper Class", + "main-roll-button-title": "This is the roll-builder. You can click it, answer four questions, and then it will roll the dice for you.", + "damage": "Damage", + "total": "Total", + "target_number": "Target Number", + "stunt_points": "Stunt Points", + "stunt_die": "Stunt Die", + "ability": "Ability", + "ability_value": "Ability Value (field 1 of 4)", + "focus_value": "Focus (field 2 of 4)", + "additional_modifier": "Additional modifier (field 3 of 4)", + "additional_modifier2": "Additional modifier", + "ability_score": "Ability Score", + "roll_description": "Roll description (field 4 of 4, optional)", + "die_roll": "Die Roll", + "focus": "Focus", + "cunning": "Cunning", + "magic": "Magic", + "spellcasting_ability": "Spellcasting Ability", + "psychic_ability": "Psychic Ability", + "ability_focus": "Ability Focus", + "arcana_focus": "Arcana Focus", + "psychic_focus": "Psychic Focus", + "fatigue_check_for": "Fatigue Check for", + "price_check_for": "Price Check for", + "each_fatiguing_spell": "Each Fatiguing spell this Encounter", + "fear_label": "Fear", + "armor_penalty": "Armor Penalty", + "initiative_adjustment": "Initiative Adjustment", + "initiative_description": "Acting quickly in tense situations", + "initiative": "Initiative", + "resources": "Resources", + "income_label": "Income", + "attack_bonus_label": "Attack Bonus", + "magic_arcana_focus": "Magic Arcana Focus", + "spellpower_label": "Spellpower", + "fatigue_tn_label": "Fatigue TN", + "price_tn_label": "Price TN", + "kanna_cost_label": "Kanna Cost", + "power_cost_label": "Power Cost", + "plus_one_tn": "+1 TN", + "weapon_groups": "Weapon Groups", + "ancestry_class_power_name": "Ancestry or Class Power name", + "talent_spec_name": "Talent or Specialization name", + "focus_bonus_title": "Focus bonus (0, 2, 3, etc.) MUST have a value for the buttons to work.", + "description": "Description", + "whisper": "Whisper", + "whisper_roll": "Whisper Roll", + "public_roll": "Public Roll" +} diff --git a/Fifth Season/translations/pb.json b/Fifth Season/translations/pb.json new file mode 100644 index 0000000000..adaceeedbf --- /dev/null +++ b/Fifth Season/translations/pb.json @@ -0,0 +1,350 @@ +{ + "character-u": "CHARACTER", + "persona-u": "PERSONA", + "powers-u": "POWERS", + "qualities-u": "QUALITIES", + "talents-u": "TALENTS", + "novice-u": "NOVICE", + "journeyman-u": "JOURNEYMAN", + "expert-u": "EXPERT", + "master-u": "MASTER", + "grandmaster-u": "GRANDMASTER", + "apex-u": "APEX", + "focuses-u": "FOCUSES", + "magic-u": "MAGIC", + "arcana-u": "ARCANA", + "psychic-u": "PSYCHIC", + "arcana/psychic-u": "ARCANA/PSYCHIC", + "whisper-u": "WHISPER", + "aim-u": "AIM", + "reroll-u": "REROLL", + "about-u": "ABOUT", + "char-name-u": "CHARACTER NAME", + "envoy": "Envoy", + "mage": "Mage", + "rogue": "Rogue", + "warrior": "Warrior", + "adept": "Adept", + "expert": "Expert", + "class-u": "CLASS", + "level-u": "LEVEL", + "race-u": "RACE", + "background-u": "BACKGROUND", + "social-class-u": "SOCIAL CLASS", + "ancestry-u": "ANCESTRY", + "family-u": "FAMILY/ALLEGIANCE", + "age-u": "AGE", + "gender-u": "GENDER", + "height-u": "HEIGHT", + "weight-u": "WEIGHT", + "calling-u": "CALLING", + "destiny-u": "DESTINY", + "fate-u": "FATE", + "accuracy-u": "ACCURACY", + "communication-u": "COMMUNICATION", + "constitution-u": "CONSTITUTION", + "cunning-u": "CUNNING", + "dexterity-u": "DEXTERITY", + "fighting-u": "FIGHTING", + "intelligence-u": "INTELLIGENCE", + "perception-u": "PERCEPTION", + "strength-u": "STRENGTH", + "willpower-u": "WILLPOWER", + "health-u": "HEALTH", + "max": "Max", + "mana-u": "MANA", + "magic-points-u": "MAGIC POINTS", + "power-points-u": "POWER POINTS", + "kanna-u": "KANNA", + "experience-points-u": "EXPERIENCE POINTS", + "next": "Next", + "initiative-u": "INITIATIVE", + "adjust": "Adjust", + "fatigue-u": "FATIGUE", + "none": "None", + "winded": "Winded", + "tired": "Tired", + "fatigued": "Fatigued", + "exhausted": "Exhausted", + "dying": "Dying", + "blinded": "Blinded", + "confused": "Confused", + "deafened": "Deafened", + "defenseless": "Defenseless", + "disadvantaged": "Disadvantaged", + "general-disadvantage": "General Disadvantage", + "freefalling": "Free Falling", + "frightened": "Frightened", + "helpless": "Helpless", + "hindered": "Hindered", + "influenced": "Influenced", + "injured": "Injured", + "maimed": "Maimed", + "prone": "Prone", + "restrained": "Restrained", + "scarred": "Scarred", + "slowed": "Slowed", + "stunned": "Stunned", + "unconscious": "Unconscious", + "wounded": "Wounded", + "fear-u": "FEAR", + "nervous": "Nervous", + "anxious": "Anxious", + "watchful": "Watchful", + "afraid": "Afraid", + "terrified": "Terrified", + "horror-u": "HORROR", + "unsettled": "Unsettled", + "shocked": "Shocked", + "appalled": "Appalled", + "overwhelmed": "Overwhelmed", + "shattered": "Shattered", + "resources-u": "RESOURCES", + "income-u": "INCOME", + "i-for-impact": "i", + "b-for-ballistic": "b", + "conviction-u": "CONVICTION", + "corruption-u": "CORRUPTION", + "speed-u": "SPEED", + "defense-u": "DEFENSE", + "toughness-u": "TOUGHNESS", + "toughness-mode": "Mode", + "gritty": "Gritty", + "pulp": "Pulp", + "cinematic": "Cinematic", + "armor-u": "ARMOR", + "base": "Base", + "shield": "Shield", + "Penalty": "Penalty", + "#-sign": "#", + "extraordinary-u": "EXTRAORDINARY", + "attack-u": "ATTACK", + "range-u": "RANGE", + "reload-u": "RELOAD", + "roll-u": "ROLL", + "damage-u": "DAMAGE", + "power-name-u": "POWER NAME", + "class-power-u": "CLASS POWER", + "quality-u": "QUALITY", + "short-description-u": "SHORT DESCRIPTION", + "spell-name-u": "SPELL NAME", + "arcanum-name-u": "ARCANUM NAME", + "psychic-discipline-u": "PSYCHIC DISCIPLINE", + "discipline:-u": "DISCIPLINE:", + "equipment-name-u": "EQUIPMENT NAME", + "quantity-u": "QUANTITY", + "description-u": "DESCRIPTION", + "cp-u": "CP", + "sp-u": "SP", + "gp-u": "GP", + "import-to-currency-u": "IMPORT TO CURRENCY", + "currency-u": "CURRENCY", + "eye-u": "EYES", + "skin-u": "SKIN", + "hair-u": "HAIR", + "languages-u": "LANGUAGES", + "goals-u": "GOALS", + "honorifics-titles-and-memberships-u": "HONORIFICS, TITLES AND MEMBERSHIPS", + "relationships-u": "RELATIONSHIPS", + "bonds-u": "BONDS", + "character-appearance-u": "CHARACTER APPEARANCE", + "char-notes-u": "CHARACTER NOTES", + "specialization1-u": "SPECIALIZATION 1", + "specialization1-degree-u": "DEGREE", + "specialization2-u": "SPECIALIZATION 2", + "type-or-level:-u": "TYPE OR LEVEL:", + "SOURCE:-u": "SOURCE:", + "short-desc.:-u": "SHORT DESC.:", + "description:-u": "DESCRIPTION:", + "focus:-u": "FOCUS:", + "school:-u": "SCHOOL:", + "type:-u": "TYPE:", + "mana-cost:-u": "MANA COST:", + "cast-time:-u": "CAST TIME:", + "tn:-u": "TN:", + "test-tn:-u": "TEST TN:", + "test:-u": "TEST:", + "spellpower:-u": "SPELLPOWER:", + "psych-force:-u": "PSYCH FORCE:", + "focus-bonus:-u": "FOCUS BONUS:", + "arcana": "Arcana", + "psychic": "Psychic", + "power-points": "Power Points", + "fatigue": "Fatigue", + "kanna-cost:-u": "KANNA COST:", + "power-cost:-u": "POWER COST:", + "cast-spell:-u": "CAST SPELL:", + "use-power:-u": "USE POWER:", + "arcana:-u": "ARCANA:", + "mp-cost:-u": "MP COST:", + "talent:-u": "TALENT:", + "time:-u": "TIME:", + "resistance:-u": "RESISTANCE:", + "fatigue-tn:-u": "FATIGUE TN:", + "price-tn:-u": "PRICE TN:", + "ability:-u": "ABILITY:", + "accuracy": "Accuracy", + "dexterity": "Dexterity", + "constitution": "Constitution", + "communication": "Communication", + "fighting": "Fighting", + "intelligence": "Intelligence", + "perception": "Perception", + "strength": "Strength", + "willpower": "Willpower", + "the-expanse-rpg-does-not-support-magical-powers": "The Expanse RPG does not support magical powers.", + "the-world-of-lazarus-rpg-does-not-support-magical-powers": "The World of Lazarus RPG does not support magical powers.", + "game-system-u": "GAME SYSTEM", + "dragon-age": "Dragon Age", + "fantasy-age": "Fantasy Age", + "fantasy-age-basic": "Fantasy Age Basic", + "fantasy-age-core": "Fantasy Age Core", + "titansgrave": "Titansgrave", + "blue-rose": "Blue Rose", + "the-expanse": "The Expanse", + "modern-age": "Modern AGE", + "threefold": "Threefold", + "world-of-lazarus": "World of Lazarus", + "fifth-season": "Fifth Season", + "cthulhu-awakens": "Cthulhu Awakens", + "color-selection-u": "COLOR SELECTION", + "black": "Black", + "red": "Red", + "teal-1": "Teal 1", + "teal-2": "Teal 2", + "blue-1": "Blue 1", + "blue-2": "Blue 2", + "dragonscale-red": "Dragonscale Red", + "modern-orange": "Modern Orange", + "threefold-color": "Threefold", + "ronin-green": "Ronin Green", + "lazarus-blue": "Lazarus Blue", + "expansive-starfield": "Expansive Starfield", + "proud-rainbow": "Proud Rainbow", + "trans-color": "Transitional Hues", + "rolls-u": "ROLLS", + "whisper-rolls-to-gm": "Whisper rolls to GM", + "never-whisper-roll": "Never Whisper Rolls", + "query-whisper-roll": "Query Whisper", + "always-whisper-roll": "Always Whisper Rolls", + "show-the-character-name-in-roll-results": "Show the character name in roll results", + "show": "Show", + "hide": "Hide", + "apply-armor-penalty-to-dexterity-rolls": "Apply Armor Penalty to Dexterity rolls", + "add-tiebreaker-to-initiative-rolls": "Add Tiebreaker to Initiative rolls", + "no": "No", + "yes": "Yes", + "options-u": "OPTIONS", + "add-aim-to-attack": "Add Aim to Attack", + "prompt-for-aim": "Prompt for Aim", + "never-use-aim": "Never use Aim", + "toggle": "Toggle", + "always-use-aim": "Always use Aim", + "reroll-stunt-die": "Reroll the Stunt Die", + "never-reroll-stunt": "Never Reroll Stunt Die", + "prompt-for-stunt-reroll": "Prompt for Stunt Reroll", + "always-reroll-stunt": "Always Reroll Stunt Die", + "aim-value-a-value-must-be-entered-here": "Aim value (a number MUST be entered here)", + "sections-u": "CHARACTER TAB SECTIONS", + "replace-health-with-fortune": "Replace Health with Fortune", + "show-the-power-list": "Show the Power list in the Character tab", + "show-the-class-list": "Show the Class Power list in the Character tab", + "show-the-talent-list": "Show the Talent list in the Character tab", + "show-the-spell/arcana-list": "Show the Spell/Arcana list in the Character tab", + "show-the-extraordinary-powers-list": "Show the Extraordinary Powers list in the Character tab", + "show-the-arcana/psychic-list": "Show the Arcana/Psychic list in the Character tab", + "show-the-psychic-list": "Show the Psychic list in the Character tab", + "show-the-mana/magic-points-section": "Show the Mana/Magic Points section", + "show-the-power-points-section": "Show the Power Points section", + "show-the-kanna-section": "Show the Kanna section", + "show-the-experience-points-section": "Show the Experience Points section", + "show-the-fatigue-section": "Show the Fatigue section", + "show-the-fear-section": "Show the Fear section", + "show-the-horror-section": "Show the Horror section", + "show-the-conviction-section": "Show the Conviction section", + "show-the-corruption-section": "Show the Corruption section", + "show-the-ammo-column": "Show the Ammo column", + "show-the-initiative-focus": "Show the Initiative focus", + "show-the-initiative-section": "Show the Initiative section", + "show-the-equipment-section": "Show the Equipment section", + "show-the-money/currency-section": "Show the Money/Currency section", + "show-the-income-section": "Show the Income section", + "show-the-resources-section": "Show the Resources section", + "show-the-conditions-section": "Show the Conditions section", + "auto-configure-all-u": "AUTO-CONFIGURE ALL", + "version": "Version", + "game-system": "Game System", + "color-selection": "Color Selection", + "color-selection-info": "Select the color for the character sheet section headers and buttons.", + "whisp-rolls-gm": "Whisper rolls to GM", + "whisp-rolls-gm-info": "All sheet rolls are sent to all players in chat by default. Query Whisper option gives you a prompt with each roll of whether or not the roll should be sent privately only to yourself and the GM. Always Whisper Rolls will send all rolls only to yourself and the GM.", + "aim-toggle-default": "Prompt for Aim action when rolling attacks", + "aim-value-default": "Aim Value", + "aim-value-default-info": "The default value for the aim bonus when using the Aim prompt. It should be 1 unless a power or talent changes it.", + "show-the-fatigue-section-info": "This should be shown for Blue Rose.", + "show-the-conviction-section-info": "This should be shown for Blue Rose.", + "show-the-corruption-section-info": "This can be shown for Blue Rose.", + "show-the-ammo-column-info": "This can be unchecked for Blue Rose.", + "show-the-money/currency-section-info": "This can be unchecked for Blue Rose.", + "conditions-u": "CONDITIONS", + "origin-u": "ORIGIN", + "drive-u": "DRIVE", + "profession-u": "PROFESSION", + "appearance-u": "APPEARANCE", + "belter": "Belter", + "martian": "Martian", + "earther": "Earther", + "fortune-u": "FORTUNE", + "outsider": "Outsider", + "lower-class": "Lower Class", + "middle-class": "Middle Class", + "upper-class": "Upper Class", + "main-roll-button-title": "This is the roll-builder. You can click it, answer four questions, and then it will roll the dice for you.", + "damage": "Damage", + "total": "Total", + "target_number": "Target Number", + "stunt_points": "Stunt Points", + "stunt_die": "Stunt Die", + "ability": "Ability", + "ability_value": "Ability Value (field 1 of 4)", + "focus_value": "Focus (field 2 of 4)", + "additional_modifier": "Additional modifier (field 3 of 4)", + "additional_modifier2": "Additional modifier", + "ability_score": "Ability Score", + "roll_description": "Roll description (field 4 of 4, optional)", + "die_roll": "Die Roll", + "focus": "Focus", + "cunning": "Cunning", + "magic": "Magic", + "spellcasting_ability": "Spellcasting Ability", + "psychic_ability": "Psychic Ability", + "ability_focus": "Ability Focus", + "arcana_focus": "Arcana Focus", + "psychic_focus": "Psychic Focus", + "fatigue_check_for": "Fatigue Check for", + "price_check_for": "Price Check for", + "each_fatiguing_spell": "Each Fatiguing spell this Encounter", + "fear_label": "Fear", + "armor_penalty": "Armor Penalty", + "initiative_adjustment": "Initiative Adjustment", + "initiative_description": "Acting quickly in tense situations", + "initiative": "Initiative", + "resources": "Resources", + "income_label": "Income", + "attack_bonus_label": "Attack Bonus", + "magic_arcana_focus": "Magic Arcana Focus", + "spellpower_label": "Spellpower", + "fatigue_tn_label": "Fatigue TN", + "price_tn_label": "Price TN", + "kanna_cost_label": "Kanna Cost", + "power_cost_label": "Power Cost", + "plus_one_tn": "+1 TN", + "weapon_groups": "Weapon Groups", + "ancestry_class_power_name": "Ancestry or Class Power name", + "talent_spec_name": "Talent or Specialization name", + "focus_bonus_title": "Focus bonus (0, 2, 3, etc.) MUST have a value for the buttons to work.", + "description": "Description", + "whisper": "Whisper", + "whisper_roll": "Whisper Roll", + "public_roll": "Public Roll" +} diff --git a/Fifth Season/translations/pl.json b/Fifth Season/translations/pl.json new file mode 100644 index 0000000000..adaceeedbf --- /dev/null +++ b/Fifth Season/translations/pl.json @@ -0,0 +1,350 @@ +{ + "character-u": "CHARACTER", + "persona-u": "PERSONA", + "powers-u": "POWERS", + "qualities-u": "QUALITIES", + "talents-u": "TALENTS", + "novice-u": "NOVICE", + "journeyman-u": "JOURNEYMAN", + "expert-u": "EXPERT", + "master-u": "MASTER", + "grandmaster-u": "GRANDMASTER", + "apex-u": "APEX", + "focuses-u": "FOCUSES", + "magic-u": "MAGIC", + "arcana-u": "ARCANA", + "psychic-u": "PSYCHIC", + "arcana/psychic-u": "ARCANA/PSYCHIC", + "whisper-u": "WHISPER", + "aim-u": "AIM", + "reroll-u": "REROLL", + "about-u": "ABOUT", + "char-name-u": "CHARACTER NAME", + "envoy": "Envoy", + "mage": "Mage", + "rogue": "Rogue", + "warrior": "Warrior", + "adept": "Adept", + "expert": "Expert", + "class-u": "CLASS", + "level-u": "LEVEL", + "race-u": "RACE", + "background-u": "BACKGROUND", + "social-class-u": "SOCIAL CLASS", + "ancestry-u": "ANCESTRY", + "family-u": "FAMILY/ALLEGIANCE", + "age-u": "AGE", + "gender-u": "GENDER", + "height-u": "HEIGHT", + "weight-u": "WEIGHT", + "calling-u": "CALLING", + "destiny-u": "DESTINY", + "fate-u": "FATE", + "accuracy-u": "ACCURACY", + "communication-u": "COMMUNICATION", + "constitution-u": "CONSTITUTION", + "cunning-u": "CUNNING", + "dexterity-u": "DEXTERITY", + "fighting-u": "FIGHTING", + "intelligence-u": "INTELLIGENCE", + "perception-u": "PERCEPTION", + "strength-u": "STRENGTH", + "willpower-u": "WILLPOWER", + "health-u": "HEALTH", + "max": "Max", + "mana-u": "MANA", + "magic-points-u": "MAGIC POINTS", + "power-points-u": "POWER POINTS", + "kanna-u": "KANNA", + "experience-points-u": "EXPERIENCE POINTS", + "next": "Next", + "initiative-u": "INITIATIVE", + "adjust": "Adjust", + "fatigue-u": "FATIGUE", + "none": "None", + "winded": "Winded", + "tired": "Tired", + "fatigued": "Fatigued", + "exhausted": "Exhausted", + "dying": "Dying", + "blinded": "Blinded", + "confused": "Confused", + "deafened": "Deafened", + "defenseless": "Defenseless", + "disadvantaged": "Disadvantaged", + "general-disadvantage": "General Disadvantage", + "freefalling": "Free Falling", + "frightened": "Frightened", + "helpless": "Helpless", + "hindered": "Hindered", + "influenced": "Influenced", + "injured": "Injured", + "maimed": "Maimed", + "prone": "Prone", + "restrained": "Restrained", + "scarred": "Scarred", + "slowed": "Slowed", + "stunned": "Stunned", + "unconscious": "Unconscious", + "wounded": "Wounded", + "fear-u": "FEAR", + "nervous": "Nervous", + "anxious": "Anxious", + "watchful": "Watchful", + "afraid": "Afraid", + "terrified": "Terrified", + "horror-u": "HORROR", + "unsettled": "Unsettled", + "shocked": "Shocked", + "appalled": "Appalled", + "overwhelmed": "Overwhelmed", + "shattered": "Shattered", + "resources-u": "RESOURCES", + "income-u": "INCOME", + "i-for-impact": "i", + "b-for-ballistic": "b", + "conviction-u": "CONVICTION", + "corruption-u": "CORRUPTION", + "speed-u": "SPEED", + "defense-u": "DEFENSE", + "toughness-u": "TOUGHNESS", + "toughness-mode": "Mode", + "gritty": "Gritty", + "pulp": "Pulp", + "cinematic": "Cinematic", + "armor-u": "ARMOR", + "base": "Base", + "shield": "Shield", + "Penalty": "Penalty", + "#-sign": "#", + "extraordinary-u": "EXTRAORDINARY", + "attack-u": "ATTACK", + "range-u": "RANGE", + "reload-u": "RELOAD", + "roll-u": "ROLL", + "damage-u": "DAMAGE", + "power-name-u": "POWER NAME", + "class-power-u": "CLASS POWER", + "quality-u": "QUALITY", + "short-description-u": "SHORT DESCRIPTION", + "spell-name-u": "SPELL NAME", + "arcanum-name-u": "ARCANUM NAME", + "psychic-discipline-u": "PSYCHIC DISCIPLINE", + "discipline:-u": "DISCIPLINE:", + "equipment-name-u": "EQUIPMENT NAME", + "quantity-u": "QUANTITY", + "description-u": "DESCRIPTION", + "cp-u": "CP", + "sp-u": "SP", + "gp-u": "GP", + "import-to-currency-u": "IMPORT TO CURRENCY", + "currency-u": "CURRENCY", + "eye-u": "EYES", + "skin-u": "SKIN", + "hair-u": "HAIR", + "languages-u": "LANGUAGES", + "goals-u": "GOALS", + "honorifics-titles-and-memberships-u": "HONORIFICS, TITLES AND MEMBERSHIPS", + "relationships-u": "RELATIONSHIPS", + "bonds-u": "BONDS", + "character-appearance-u": "CHARACTER APPEARANCE", + "char-notes-u": "CHARACTER NOTES", + "specialization1-u": "SPECIALIZATION 1", + "specialization1-degree-u": "DEGREE", + "specialization2-u": "SPECIALIZATION 2", + "type-or-level:-u": "TYPE OR LEVEL:", + "SOURCE:-u": "SOURCE:", + "short-desc.:-u": "SHORT DESC.:", + "description:-u": "DESCRIPTION:", + "focus:-u": "FOCUS:", + "school:-u": "SCHOOL:", + "type:-u": "TYPE:", + "mana-cost:-u": "MANA COST:", + "cast-time:-u": "CAST TIME:", + "tn:-u": "TN:", + "test-tn:-u": "TEST TN:", + "test:-u": "TEST:", + "spellpower:-u": "SPELLPOWER:", + "psych-force:-u": "PSYCH FORCE:", + "focus-bonus:-u": "FOCUS BONUS:", + "arcana": "Arcana", + "psychic": "Psychic", + "power-points": "Power Points", + "fatigue": "Fatigue", + "kanna-cost:-u": "KANNA COST:", + "power-cost:-u": "POWER COST:", + "cast-spell:-u": "CAST SPELL:", + "use-power:-u": "USE POWER:", + "arcana:-u": "ARCANA:", + "mp-cost:-u": "MP COST:", + "talent:-u": "TALENT:", + "time:-u": "TIME:", + "resistance:-u": "RESISTANCE:", + "fatigue-tn:-u": "FATIGUE TN:", + "price-tn:-u": "PRICE TN:", + "ability:-u": "ABILITY:", + "accuracy": "Accuracy", + "dexterity": "Dexterity", + "constitution": "Constitution", + "communication": "Communication", + "fighting": "Fighting", + "intelligence": "Intelligence", + "perception": "Perception", + "strength": "Strength", + "willpower": "Willpower", + "the-expanse-rpg-does-not-support-magical-powers": "The Expanse RPG does not support magical powers.", + "the-world-of-lazarus-rpg-does-not-support-magical-powers": "The World of Lazarus RPG does not support magical powers.", + "game-system-u": "GAME SYSTEM", + "dragon-age": "Dragon Age", + "fantasy-age": "Fantasy Age", + "fantasy-age-basic": "Fantasy Age Basic", + "fantasy-age-core": "Fantasy Age Core", + "titansgrave": "Titansgrave", + "blue-rose": "Blue Rose", + "the-expanse": "The Expanse", + "modern-age": "Modern AGE", + "threefold": "Threefold", + "world-of-lazarus": "World of Lazarus", + "fifth-season": "Fifth Season", + "cthulhu-awakens": "Cthulhu Awakens", + "color-selection-u": "COLOR SELECTION", + "black": "Black", + "red": "Red", + "teal-1": "Teal 1", + "teal-2": "Teal 2", + "blue-1": "Blue 1", + "blue-2": "Blue 2", + "dragonscale-red": "Dragonscale Red", + "modern-orange": "Modern Orange", + "threefold-color": "Threefold", + "ronin-green": "Ronin Green", + "lazarus-blue": "Lazarus Blue", + "expansive-starfield": "Expansive Starfield", + "proud-rainbow": "Proud Rainbow", + "trans-color": "Transitional Hues", + "rolls-u": "ROLLS", + "whisper-rolls-to-gm": "Whisper rolls to GM", + "never-whisper-roll": "Never Whisper Rolls", + "query-whisper-roll": "Query Whisper", + "always-whisper-roll": "Always Whisper Rolls", + "show-the-character-name-in-roll-results": "Show the character name in roll results", + "show": "Show", + "hide": "Hide", + "apply-armor-penalty-to-dexterity-rolls": "Apply Armor Penalty to Dexterity rolls", + "add-tiebreaker-to-initiative-rolls": "Add Tiebreaker to Initiative rolls", + "no": "No", + "yes": "Yes", + "options-u": "OPTIONS", + "add-aim-to-attack": "Add Aim to Attack", + "prompt-for-aim": "Prompt for Aim", + "never-use-aim": "Never use Aim", + "toggle": "Toggle", + "always-use-aim": "Always use Aim", + "reroll-stunt-die": "Reroll the Stunt Die", + "never-reroll-stunt": "Never Reroll Stunt Die", + "prompt-for-stunt-reroll": "Prompt for Stunt Reroll", + "always-reroll-stunt": "Always Reroll Stunt Die", + "aim-value-a-value-must-be-entered-here": "Aim value (a number MUST be entered here)", + "sections-u": "CHARACTER TAB SECTIONS", + "replace-health-with-fortune": "Replace Health with Fortune", + "show-the-power-list": "Show the Power list in the Character tab", + "show-the-class-list": "Show the Class Power list in the Character tab", + "show-the-talent-list": "Show the Talent list in the Character tab", + "show-the-spell/arcana-list": "Show the Spell/Arcana list in the Character tab", + "show-the-extraordinary-powers-list": "Show the Extraordinary Powers list in the Character tab", + "show-the-arcana/psychic-list": "Show the Arcana/Psychic list in the Character tab", + "show-the-psychic-list": "Show the Psychic list in the Character tab", + "show-the-mana/magic-points-section": "Show the Mana/Magic Points section", + "show-the-power-points-section": "Show the Power Points section", + "show-the-kanna-section": "Show the Kanna section", + "show-the-experience-points-section": "Show the Experience Points section", + "show-the-fatigue-section": "Show the Fatigue section", + "show-the-fear-section": "Show the Fear section", + "show-the-horror-section": "Show the Horror section", + "show-the-conviction-section": "Show the Conviction section", + "show-the-corruption-section": "Show the Corruption section", + "show-the-ammo-column": "Show the Ammo column", + "show-the-initiative-focus": "Show the Initiative focus", + "show-the-initiative-section": "Show the Initiative section", + "show-the-equipment-section": "Show the Equipment section", + "show-the-money/currency-section": "Show the Money/Currency section", + "show-the-income-section": "Show the Income section", + "show-the-resources-section": "Show the Resources section", + "show-the-conditions-section": "Show the Conditions section", + "auto-configure-all-u": "AUTO-CONFIGURE ALL", + "version": "Version", + "game-system": "Game System", + "color-selection": "Color Selection", + "color-selection-info": "Select the color for the character sheet section headers and buttons.", + "whisp-rolls-gm": "Whisper rolls to GM", + "whisp-rolls-gm-info": "All sheet rolls are sent to all players in chat by default. Query Whisper option gives you a prompt with each roll of whether or not the roll should be sent privately only to yourself and the GM. Always Whisper Rolls will send all rolls only to yourself and the GM.", + "aim-toggle-default": "Prompt for Aim action when rolling attacks", + "aim-value-default": "Aim Value", + "aim-value-default-info": "The default value for the aim bonus when using the Aim prompt. It should be 1 unless a power or talent changes it.", + "show-the-fatigue-section-info": "This should be shown for Blue Rose.", + "show-the-conviction-section-info": "This should be shown for Blue Rose.", + "show-the-corruption-section-info": "This can be shown for Blue Rose.", + "show-the-ammo-column-info": "This can be unchecked for Blue Rose.", + "show-the-money/currency-section-info": "This can be unchecked for Blue Rose.", + "conditions-u": "CONDITIONS", + "origin-u": "ORIGIN", + "drive-u": "DRIVE", + "profession-u": "PROFESSION", + "appearance-u": "APPEARANCE", + "belter": "Belter", + "martian": "Martian", + "earther": "Earther", + "fortune-u": "FORTUNE", + "outsider": "Outsider", + "lower-class": "Lower Class", + "middle-class": "Middle Class", + "upper-class": "Upper Class", + "main-roll-button-title": "This is the roll-builder. You can click it, answer four questions, and then it will roll the dice for you.", + "damage": "Damage", + "total": "Total", + "target_number": "Target Number", + "stunt_points": "Stunt Points", + "stunt_die": "Stunt Die", + "ability": "Ability", + "ability_value": "Ability Value (field 1 of 4)", + "focus_value": "Focus (field 2 of 4)", + "additional_modifier": "Additional modifier (field 3 of 4)", + "additional_modifier2": "Additional modifier", + "ability_score": "Ability Score", + "roll_description": "Roll description (field 4 of 4, optional)", + "die_roll": "Die Roll", + "focus": "Focus", + "cunning": "Cunning", + "magic": "Magic", + "spellcasting_ability": "Spellcasting Ability", + "psychic_ability": "Psychic Ability", + "ability_focus": "Ability Focus", + "arcana_focus": "Arcana Focus", + "psychic_focus": "Psychic Focus", + "fatigue_check_for": "Fatigue Check for", + "price_check_for": "Price Check for", + "each_fatiguing_spell": "Each Fatiguing spell this Encounter", + "fear_label": "Fear", + "armor_penalty": "Armor Penalty", + "initiative_adjustment": "Initiative Adjustment", + "initiative_description": "Acting quickly in tense situations", + "initiative": "Initiative", + "resources": "Resources", + "income_label": "Income", + "attack_bonus_label": "Attack Bonus", + "magic_arcana_focus": "Magic Arcana Focus", + "spellpower_label": "Spellpower", + "fatigue_tn_label": "Fatigue TN", + "price_tn_label": "Price TN", + "kanna_cost_label": "Kanna Cost", + "power_cost_label": "Power Cost", + "plus_one_tn": "+1 TN", + "weapon_groups": "Weapon Groups", + "ancestry_class_power_name": "Ancestry or Class Power name", + "talent_spec_name": "Talent or Specialization name", + "focus_bonus_title": "Focus bonus (0, 2, 3, etc.) MUST have a value for the buttons to work.", + "description": "Description", + "whisper": "Whisper", + "whisper_roll": "Whisper Roll", + "public_roll": "Public Roll" +} diff --git a/Fifth Season/translations/pt.json b/Fifth Season/translations/pt.json new file mode 100644 index 0000000000..a7ca8c9609 --- /dev/null +++ b/Fifth Season/translations/pt.json @@ -0,0 +1,324 @@ +{ + "character-u": "PERSONAGEM", + "persona-u": "PERSONA", + "powers-u": "PODERES", + "talents-u": "TALENTS", + "novice-u": "NOVICE", + "journeyman-u": "JOURNEYMAN", + "expert-u": "EXPERT", + "master-u": "MASTER", + "grandmaster-u": "GRANDMASTER", + "apex-u": "APEX", + "focuses-u": "FOCOS", + "magic-u": "MAGIA", + "arcana-u": "ARCANA", + "arcana/psychic-u": "ARCANA/PSÍQUICO", + "whisper-u": "SUSSURO", + "aim-u": "MIRA", + "reroll-u": "REROLL", + "about-u": "ABOUT", + "char-name-u": "NOME DO PERSONAGEM", + "envoy": "Envoy", + "mage": "Mago", + "rogue": "Ladino", + "warrior": "Guerreiro", + "adept": "Adepto", + "expert": "Especialista", + "class-u": "CLASSE", + "level-u": "NÍVEL", + "race-u": "RAÇA", + "background-u": "HISTÓRICO", + "social-class-u": "CLASSE SOCIAL", + "ancestry-u": "ANCESTRALIDADE", + "family-u": "FAMÍLIA/FIDELIDADE", + "age-u": "IDADE", + "gender-u": "GÊNERO", + "height-u": "ALTURA", + "weight-u": "PESO", + "calling-u": "CHAMADO", + "destiny-u": "DESTINO", + "fate-u": "DESTINO", + "accuracy-u": "PRECISÃO", + "communication-u": "COMUNICAÇÃO", + "constitution-u": "CONSTITUIÇÃO", + "cunning-u": "ASTÚCIA", + "dexterity-u": "DESTREZA", + "fighting-u": "LUTAR", + "intelligence-u": "INTELIGÊNCIA", + "perception-u": "PERCEPÇÃO", + "strength-u": "FORÇA", + "willpower-u": "VONTADE", + "health-u": "SAÚDE", + "max": "Máx", + "mana-u": "MANA", + "magic-points-u": "PONTOS DE MAGIA", + "power-points-u": "PONTOS DE PODER", + "kanna-u": "KANNA", + "experience-points-u": "PONTOS DE EXPERIÊNCIA", + "next": "Próximo", + "initiative-u": "INICIATIVA", + "adjust": "Ajustar", + "fatigue-u": "FADIGA", + "none": "Nenhum", + "winded": "Sem Fôlego", + "fatigued": "Fatigado", + "exhausted": "Exausto", + "dying": "Morrendo", + "blinded": "Blinded", + "deafened": "Deafened", + "freefalling": "Free Falling", + "helpless": "Helpless", + "hindered": "Hindered", + "injured": "Injured", + "prone": "Prone", + "restrained": "Restrained", + "unconscious": "Unconscious", + "wounded": "Wounded", + "fear-u": "MEDO", + "nervous": "Nervoso", + "anxious": "Ansioso", + "watchful": "Atento", + "afraid": "Com medo", + "terrified": "Apavorado", + "horror-u": "HORROR", + "unsettled": "Instável", + "shocked": "Chocado", + "appalled": "Assustado", + "overwhelmed": "Sobrecarregado", + "shattered": "Despedaçado", + "resources-u": "RECURSOS", + "income-u": "PROVENTOS", + "i-for-impact": "i", + "b-for-ballistic": "c", + "conviction-u": "CONVICÇÃO", + "corruption-u": "CORRUPÇÃO", + "speed-u": "DESLOCAMENTO", + "defense-u": "DEFESA", + "toughness-u": "DUREZA", + "toughness-mode": "Modo", + "gritty": "Corajoso", + "pulp": "Pulp", + "cinematic": "Cinemático", + "armor-u": "ARMADURA", + "base": "Básica:", + "shield": "Escudo", + "Penalty": "Penalidade", + "#-sign": "#", + "extraordinary-u": "EXTRAORDINÁRIO", + "attack-u": "ATAQUE", + "range-u": "ALC.", + "reload-u": "RECARGA", + "roll-u": "ROLAGEM", + "damage-u": "DANO", + "power-name-u": "NOME DO PODER", + "class-power-u": "CLASS POWER", + "short-description-u": "DESCRIÇÃO CURTA", + "spell-name-u": "NOME DO FEITIÇO", + "arcanum-name-u": "NOME DO ARCANUM", + "equipment-name-u": "EQUIPAMENTO", + "quantity-u": "QUANTIDADE", + "description-u": "DESCRIÇÃO", + "cp-u": "PC", + "sp-u": "PP", + "gp-u": "PO", + "import-to-currency-u": "IMPORTAR PARA MOEDA", + "currency-u": "MOEDA", + "eye-u": "OLHOS", + "skin-u": "PELE", + "hair-u": "CABELO", + "languages-u": "IDIOMAS", + "goals-u": "OBJETIVOS", + "honorifics-titles-and-memberships-u": "HONORÍFICOS, TÍTULOS E FILIAÇÕES", + "relationships-u": "RELACIONAMENTOS", + "character-appearance-u": "APARÊNCIA DO PERSONAGEM", + "char-notes-u": "ANOTAÇÕES DO PERSONAGEM", + "specialization1-u": "ESPECIALIZAÇÃO 1", + "specialization1-degree-u": "GRAU", + "specialization2-u": "ESPECIALIZAÇÃO 2", + "type-or-level:-u": "TIPO OU NÍVEL", + "SOURCE:-u": "FONTE:", + "short-desc.:-u": "DESC. CURTA:", + "description:-u": "DESCRIÇÃO:", + "focus:-u": "FOCO:", + "school:-u": "ESCOLA:", + "type:-u": "TIPO:", + "mana-cost:-u": "CUST MANA:", + "cast-time:-u": "TEMP CONJ:", + "tn:-u": "NA:", + "test:-u": "TESTE:", + "spellpower:-u": "PODER:", + "focus-bonus:-u": "BÔNUS FOCO:", + "arcana": "Arcana", + "psychic": "Psíquico", + "power-points": "Pontos de Poder", + "fatigue": "Fadiga", + "kanna-cost:-u": "CUST KANNA:", + "power-cost:-u": "CUST PODER:", + "cast-spell:-u": "CONJURAR:", + "use-power:-u": "USAR POD:", + "arcana:-u": "ARCANA:", + "mp-cost:-u": "CUST MP:", + "talent:-u": "TALENTO:", + "time:-u": "TEMPO:", + "resistance:-u": "RESISTÊNCIA:", + "fatigue-tn:-u": "NA FADIGA:", + "ability:-u": "HABILIDADE:", + "accuracy": "Precisão", + "dexterity": "Destreza", + "constitution": "Constituição", + "communication": "Comunicação", + "fighting": "Lutar", + "intelligence": "Inteligência", + "perception": "Percepção", + "strength": "Força\n", + "willpower": "Vontade", + "the-expanse-rpg-does-not-support-magical-powers": "The Expanse RPG não tem suporte para poderes mágicos.", + "the-world-of-lazarus-rpg-does-not-support-magical-powers": "The World of Lazarus RPG não tem suporte para poderes mágicos.", + "game-system-u": "SISTEMA DE JOGO", + "dragon-age": "Dragon Age", + "fantasy-age": "Fantasy Age", + "fantasy-age-basic": "Fantasy Age Basic", + "fantasy-age-core": "Fantasy Age Core", + "titansgrave": "Titansgrave", + "blue-rose": "Blue Rose", + "the-expanse": "The Expanse", + "modern-age": "Modern AGE", + "threefold": "Threefold", + "world-of-lazarus": "World of Lazarus", + "color-selection-u": "SELEÇÃO DE COR", + "black": "Preto", + "red": "Vermelho", + "teal-1": "Azul Petróleo 1", + "teal-2": "Azul Petróleo 2", + "blue-1": "Azul 1", + "blue-2": "Azul 2", + "dragonscale-red": "Escama vermelha de dragão", + "modern-orange": "Laranja Modern", + "threefold-color": "Threefold", + "ronin-green": "Verde Ronin", + "lazarus-blue": "Azul Lazarus", + "expansive-starfield": "Campo estelar Expansive", + "proud-rainbow": "Arco Íris", + "trans-color": "Matizes de Transição", + "rolls-u": "ROLAGENS", + "whisper-rolls-to-gm": "Rolagens secretas para o MJ", + "never-whisper-roll": "Nunca Sussurar Rolagens", + "query-whisper-roll": "Perguntar pelo Sussurro", + "always-whisper-roll": "Sempre Sussurar Rolagens", + "show-the-character-name-in-roll-results": "Mostrar o nome do personagem nas rolagens", + "show": "Mostrar", + "hide": "Esconder", + "apply-armor-penalty-to-dexterity-rolls": "Aplicar Penalidade de Armadura em rolagens de Destreza", + "add-tiebreaker-to-initiative-rolls": "Add Tiebreaker to Initiative rolls", + "no": "Não", + "yes": "Sim", + "options-u": "OPÇÕES", + "add-aim-to-attack": "Add Aim to Attack", + "prompt-for-aim": "Perguntar para Mirar", + "never-use-aim": "Nunca usar Mirar", + "toggle": "Botão", + "always-use-aim": "Sempre usar Mirar", + "reroll-stunt-die": "Reroll the Stunt Die", + "never-reroll-stunt": "Never Reroll Stunt Die", + "prompt-for-stunt-reroll": "Prompt for Stunt Reroll", + "always-reroll-stunt": "Always Reroll Stunt Die", + "aim-value-a-value-must-be-entered-here": "Valor para mirar (um número DEVE ser informado aqui)", + "sections-u": "SECTIONS", + "show-the-power-list": "Mostrar a lista de Poderes na aba de Personagem", + "show-the-class-list": "Show the Class Power list in the Character tab", + "show-the-talent-list": "Show the Talent list in the Character tab", + "show-the-spell/arcana-list": "Mostrar a lista de Feitiços/Arcana na aba de Personagem", + "show-the-extraordinary-powers-list": "Mostrar a lista de Poderes Extraordinários na aba de Personagem", + "show-the-arcana/psychic-list": "Mostrar a lista de Arcana/Psíquico na aba de Personagem", + "show-the-mana/magic-points-section": "Mostrar a seção de Pontos de Mana/Magia", + "show-the-power-points-section": "Mostrar a seção de Pontos de Poder", + "show-the-kanna-section": "Mostrar a seção de Kanna", + "show-the-experience-points-section": "Mostrar a seção de Pontos de Experiência", + "show-the-fatigue-section": "Mostrar a seção de Fadiga", + "show-the-fear-section": "Mostrar a seção de Medo", + "show-the-horror-section": "Mostrar a seção de Horror", + "show-the-conviction-section": "Mostrar a seção de Convicção", + "show-the-corruption-section": "Mostrar a seção de Corrupção", + "show-the-ammo-column": "Mostrar a coluna de Munição", + "show-the-initiative-focus": "Show the Initiative focus", + "show-the-initiative-section": "Mostrar a seção de Iniciativa", + "show-the-equipment-section": "Mostrar a seção de Equipamento", + "show-the-money/currency-section": "Mostrar a seção de Dinheiro/Moeda", + "show-the-income-section": "Mostrar a seção de Proventos", + "show-the-resources-section": "Mostrar a seção de Recursos", + "show-the-conditions-section": "Mostrar a seção de Condições", + "auto-configure-all-u": "AUTO-CONFIGURAR TUDO", + "version": "Versão", + "game-system": "Sistema de Jogo", + "color-selection": "Seleção de Cor", + "color-selection-info": "Selecione a cor para os cabeçalhos e botões das seções da ficha.", + "whisp-rolls-gm": "Rolagens secretas para o MJ", + "whisp-rolls-gm-info": "Toda rolagem da ficha é enviada aos jogadores no chat por padrão. Opção de Perguntar Rolagem Secreta dá a opção de enviar rolagens privadas apenas para você e o mestre. Sempre Usar Rolagens Secretas enviará as rolagens apenas para você e para o mestre.", + "aim-toggle-default": "Perguntar pela ação de Mirar nas rolagens de ataque", + "aim-value-default": "Valor da Mira", + "aim-value-default-info": "O valor padrão para o bônus de mirar quando se usa a Pergunta de Mirar. Deve ser 1, a não ser que um poder ou talento a mude.", + "show-the-fatigue-section-info": "Isso deve ser mostrado para o Blue Rose.", + "show-the-conviction-section-info": "Isso deve ser mostrado para o Blue Rose.", + "show-the-corruption-section-info": "Isso pode ser mostrado para o Blue Rose.", + "show-the-ammo-column-info": "Isso pode ser desmarcado para o Blue Rose.", + "show-the-money/currency-section-info": "Isso pode ser desmarcado para o Blue Rose.", + "conditions-u": "CONDIÇÕES", + "origin-u": "ORIGEM", + "drive-u": "MOTIVAÇÃO", + "profession-u": "PROFISSÃO", + "appearance-u": "APARÊNCIA", + "belter": "Belter", + "martian": "Marciano", + "earther": "Terráqueo", + "fortune-u": "SORTE", + "outsider": "Forasteiro", + "lower-class": "Classe Inferior", + "middle-class": "Classe Média", + "upper-class": "Classe Superior", + "main-roll-button-title": "Esse é o gerador de rolagens. Você pode clicá-lo, responder quatro perguntas e então ele rolará os dados para você.", + "damage": "Dano", + "total": "Total", + "target_number": "Número Alvo", + "stunt_points": "Pontos de Façanha", + "stunt_die": "Stunt Die", + "ability": "Habilidade", + "ability_value": "Valor da Habilidade (campo 1 de 4)", + "focus_value": "Foco (campo 2 de 4)", + "additional_modifier": "Modificador adicional (campo 3 de 4)", + "additional_modifier2": "Modificador adicional", + "ability_score": "Valor da Habilidade", + "roll_description": "Descrição da rolagem (campo 4 de 4, opcional)", + "die_roll": "Rolagem do Dado", + "focus": "Foco", + "cunning": "Astúcia", + "magic": "Magia", + "spellcasting_ability": "Habilidade de Conjuração", + "psychic_ability": "Habilidade Psíquica", + "ability_focus": "Foco de Habilidade", + "arcana_focus": "Foco Arcano", + "psychic_focus": "Foco Psíquico", + "fatigue_check_for": "Teste de Fadiga para", + "each_fatiguing_spell": "Cada feitiço que causa Fadiga nesse Encontro", + "fear_label": "Medo", + "armor_penalty": "Penalidade de Armadura", + "initiative_adjustment": "Ajuste de Iniciativa", + "initiative_description": "Acting quickly in tense situations", + "initiative": "Iniciativa", + "resources": "Recursos", + "income_label": "Rendimento", + "attack_bonus_label": "Bônus de Ataque", + "magic_arcana_focus": "Foco Arcano de Magia", + "spellpower_label": "Poder do Feitiço", + "fatigue_tn_label": "NA da Fadiga", + "kanna_cost_label": "Custo de Kanna", + "power_cost_label": "Custo de Poder", + "plus_one_tn": "+1 NA", + "weapon_groups": "Grupos de Armas", + "ancestry_class_power_name": "Ancestry or Class Power name", + "talent_spec_name": "Talent or Specialization name", + "focus_bonus_title": "Bônus de foco (0, 2, 3, etc.) DEVE ter um valor para os botões funcionarem.", + "description": "Descrição", + "whisper": "Sussurrar", + "whisper_roll": "Rolagem Secreta", + "public_roll": "Rolagem Aberta" +} diff --git a/Fifth Season/translations/ru.json b/Fifth Season/translations/ru.json new file mode 100644 index 0000000000..8db0510608 --- /dev/null +++ b/Fifth Season/translations/ru.json @@ -0,0 +1,324 @@ +{ + "character-u": "ПЕРСОНАЖ", + "persona-u": "PERSONA", + "powers-u": "СИЛЫ", + "talents-u": "TALENTS", + "novice-u": "NOVICE", + "journeyman-u": "JOURNEYMAN", + "expert-u": "EXPERT", + "master-u": "MASTER", + "grandmaster-u": "GRANDMASTER", + "apex-u": "APEX", + "focuses-u": "FOCUSES", + "magic-u": "МАГИЯ", + "arcana-u": "ARCANA", + "arcana/psychic-u": "ARCANA/PSYCHIC", + "whisper-u": "ШЕПОТ", + "aim-u": "ЦЕЛЬ", + "reroll-u": "REROLL", + "about-u": "ABOUT", + "char-name-u": "ИМЯ ПЕРСОНАЖА", + "envoy": "Envoy", + "mage": "Маг", + "rogue": "Плут", + "warrior": "Воин", + "adept": "Адепт", + "expert": "Эксперт", + "class-u": "Класс", + "level-u": "УРОВЕНЬ", + "race-u": "РАСА", + "background-u": "ПРОИСХОЖДЕНИЕ", + "social-class-u": "СОЦИАЛЬНЫЙ КЛАСС", + "ancestry-u": "НАСЛЕДСТВО", + "family-u": "СЕМЬЯ/БРАТСТВО", + "age-u": "ВОЗРАСТ", + "gender-u": "ГЕНДЕР", + "height-u": "РОСТ", + "weight-u": "ВЕС", + "calling-u": "CALLING", + "destiny-u": "DESTINY", + "fate-u": "FATE", + "accuracy-u": "ТОЧНОСТЬ", + "communication-u": "Коммуникация", + "constitution-u": "ВЫНОСЛИВОСТЬ", + "cunning-u": "ХИТРОСТЬ", + "dexterity-u": "ЛОВКОСТЬ", + "fighting-u": "FIGHTING", + "intelligence-u": "ИНТЕЛЛЕКТ", + "perception-u": "ВНИМАНИЕ", + "strength-u": "СИЛА", + "willpower-u": "СИЛА ВОЛИ", + "health-u": "ЗДОРОВЬЕ", + "max": "Макс", + "mana-u": "МАНА", + "magic-points-u": "ОЧКИ МАГИИ", + "power-points-u": "ОЧКИ СИЛЫ", + "kanna-u": "KANNA", + "experience-points-u": "ПУНКТЫ ОПЫТА", + "next": "Следующий", + "initiative-u": "ИНИЦИАТИВА", + "adjust": "Adjust", + "fatigue-u": "УСТАЛОСТЬ", + "none": "Без", + "winded": "Winded", + "fatigued": "Уставший", + "exhausted": "Изнуренный", + "dying": "Умирает", + "blinded": "Blinded", + "deafened": "Deafened", + "freefalling": "Free Falling", + "helpless": "Helpless", + "hindered": "Hindered", + "injured": "Injured", + "prone": "Prone", + "restrained": "Restrained", + "unconscious": "Unconscious", + "wounded": "Wounded", + "fear-u": "СТРАХ", + "nervous": "Нервный", + "anxious": "Тревожен", + "watchful": "Бдительный", + "afraid": "Напуган", + "terrified": "Terrified", + "horror-u": "УЖАС", + "unsettled": "Unsettled", + "shocked": "Шокирован", + "appalled": "Appalled", + "overwhelmed": "Overwhelmed", + "shattered": "Shattered", + "resources-u": "RESOURCES", + "income-u": "ДОХОД", + "i-for-impact": "i", + "b-for-ballistic": "b", + "conviction-u": "CONVICTION", + "corruption-u": "CORRUPTION", + "speed-u": "СКОРОСТЬ", + "defense-u": "ЗАЩИТА", + "toughness-u": "СТОЙКОСТЬ", + "toughness-mode": "Режим", + "gritty": "Gritty", + "pulp": "Pulp", + "cinematic": "Cinematic", + "armor-u": "БРОНЯ", + "base": "Базовый", + "shield": "Щит", + "Penalty": "Штраф", + "#-sign": "#", + "extraordinary-u": "НЕОБЫЧНЫЙ", + "attack-u": "АТАКА", + "range-u": "Дист.", + "reload-u": "RELOAD", + "roll-u": "БРОСОК", + "damage-u": "УРОН", + "power-name-u": "НАЗВАНИЕ СИЛЫ", + "class-power-u": "CLASS POWER", + "short-description-u": "КРАТКОЕ ОПИСАНИЕ", + "spell-name-u": "ЗАКЛИНАНИЕ", + "arcanum-name-u": "ИМЯ АРКАНА", + "equipment-name-u": "СНАРЯЖЕНИЕ", + "quantity-u": "Количество", + "description-u": "ОПИСАНИЕ", + "cp-u": "CP", + "sp-u": "SP", + "gp-u": "GP", + "import-to-currency-u": "IMPORT TO CURRENCY", + "currency-u": "CURRENCY", + "eye-u": "ГЛАЗА", + "skin-u": "КОЖА", + "hair-u": "ВОЛОСЫ", + "languages-u": "ЯЗЫКИ", + "goals-u": "ЦЕЛИ", + "honorifics-titles-and-memberships-u": "HONORIFICS, TITLES AND MEMBERSHIPS", + "relationships-u": "ВЗАИМООТНОШЕНИЯ", + "character-appearance-u": "ВНЕШНОСТЬ ПЕРСОНАЖА", + "char-notes-u": "ЗАМЕТКИ О ПЕРСОНАЖЕ", + "specialization1-u": "СПЕЦИАЛИЗАЦИЯ 1", + "specialization1-degree-u": "СТЕПЕНЬ", + "specialization2-u": "СПЕЦИАЛИЗАЦИЯ 2", + "type-or-level:-u": "ТИП ИЛИ УРОВЕНЬ:", + "SOURCE:-u": "ИСТОЧНИК:", + "short-desc.:-u": "КРАТКОЕ ОПИС:", + "description:-u": "ОПИСАНИЕ:", + "focus:-u": "ФОКУС:", + "school:-u": "ШКОЛА:", + "type:-u": "ТИП:", + "mana-cost:-u": "СТОИМОСТЬ:", + "cast-time:-u": "СОТВОРЕНИЕ:", + "tn:-u": "TN:", + "test:-u": "ТЕСТ:", + "spellpower:-u": "SPELLPOWER:", + "focus-bonus:-u": "FOCUS BONUS:", + "arcana": "Магия", + "psychic": "Психич.", + "power-points": "Power Points", + "fatigue": "Усталость", + "kanna-cost:-u": "KANNA COST:", + "power-cost:-u": "POWER COST:", + "cast-spell:-u": "CAST SPELL:", + "use-power:-u": "USE POWER:", + "arcana:-u": "ARCANA:", + "mp-cost:-u": "MP COST:", + "talent:-u": "ТАЛАНТ:", + "time:-u": "ВРЕМЯ:", + "resistance:-u": "Устойчивость:", + "fatigue-tn:-u": "FATIGUE TN:", + "ability:-u": "ABILITY:", + "accuracy": "Accuracy", + "dexterity": "Ловкость", + "constitution": "Телосложение", + "communication": "Коммуникация", + "fighting": "Драка", + "intelligence": "Интеллект", + "perception": "Внимательность", + "strength": "Сила", + "willpower": "Сила воли", + "the-expanse-rpg-does-not-support-magical-powers": "The Expanse RPG does not support magical powers.", + "the-world-of-lazarus-rpg-does-not-support-magical-powers": "The World of Lazarus RPG does not support magical powers.", + "game-system-u": "ИГРОВАЯ СИСТЕМА", + "dragon-age": "Dragon Age", + "fantasy-age": "Fantasy Age", + "fantasy-age-basic": "Fantasy Age Basic", + "fantasy-age-core": "Fantasy Age Core", + "titansgrave": "Titansgrave", + "blue-rose": "Голубая роза", + "the-expanse": "The Expanse", + "modern-age": "Modern AGE", + "threefold": "Threefold", + "world-of-lazarus": "World of Lazarus", + "color-selection-u": "ВЫБОР ЦВЕТА", + "black": "Чёрные", + "red": "Красные", + "teal-1": "Teal 1", + "teal-2": "Teal 2", + "blue-1": "Blue 1", + "blue-2": "Blue 2", + "dragonscale-red": "Dragonscale Red", + "modern-orange": "Modern Orange", + "threefold-color": "Threefold", + "ronin-green": "Ronin Green", + "lazarus-blue": "Lazarus Blue", + "expansive-starfield": "Expansive Starfield", + "proud-rainbow": "Proud Rainbow", + "trans-color": "Transitional Hues", + "rolls-u": "БРОСКИ", + "whisper-rolls-to-gm": "Whisper rolls to GM", + "never-whisper-roll": "Никогда не шептать", + "query-whisper-roll": "Спрашивать при броске", + "always-whisper-roll": "Всегда шептать", + "show-the-character-name-in-roll-results": "Show the character name in roll results", + "show": "Показать", + "hide": "Скрыть", + "apply-armor-penalty-to-dexterity-rolls": "Apply Armor Penalty to Dexterity rolls", + "add-tiebreaker-to-initiative-rolls": "Add Tiebreaker to Initiative rolls", + "no": "Нет", + "yes": "Да", + "options-u": "OPTIONS", + "add-aim-to-attack": "Add Aim to Attack", + "prompt-for-aim": "Prompt for Aim", + "never-use-aim": "Never use Aim", + "toggle": "Toggle", + "always-use-aim": "Always use Aim", + "reroll-stunt-die": "Reroll the Stunt Die", + "never-reroll-stunt": "Never Reroll Stunt Die", + "prompt-for-stunt-reroll": "Prompt for Stunt Reroll", + "always-reroll-stunt": "Always Reroll Stunt Die", + "aim-value-a-value-must-be-entered-here": "Aim value (a number MUST be entered here)", + "sections-u": "SECTIONS", + "show-the-power-list": "Show the Power list in the Character tab", + "show-the-class-list": "Show the Class Power list in the Character tab", + "show-the-talent-list": "Show the Talent list in the Character tab", + "show-the-spell/arcana-list": "Show the Spell/Arcana list in the Character tab", + "show-the-extraordinary-powers-list": "Show the Extraordinary Powers list in the Character tab", + "show-the-arcana/psychic-list": "Show the Arcana/Psychic list in the Character tab", + "show-the-mana/magic-points-section": "Show the Mana/Magic Points section", + "show-the-power-points-section": "Show the Power Points section", + "show-the-kanna-section": "Show the Kanna section", + "show-the-experience-points-section": "Show the Experience Points section", + "show-the-fatigue-section": "Show the Fatigue section", + "show-the-fear-section": "Show the Fear section", + "show-the-horror-section": "Show the Horror section", + "show-the-conviction-section": "Show the Conviction section", + "show-the-corruption-section": "Show the Corruption section", + "show-the-ammo-column": "Show the Ammo column", + "show-the-initiative-focus": "Show the Initiative focus", + "show-the-initiative-section": "Show the Initiative section", + "show-the-equipment-section": "Show the Equipment section", + "show-the-money/currency-section": "Show the Money/Currency section", + "show-the-income-section": "Show the Income section", + "show-the-resources-section": "Show the Resources section", + "show-the-conditions-section": "Show the Conditions section", + "auto-configure-all-u": "AUTO-CONFIGURE ALL", + "version": "Version", + "game-system": "Game System", + "color-selection": "Color Selection", + "color-selection-info": "Select the color for the character sheet section headers and buttons.", + "whisp-rolls-gm": "Whisper rolls to GM", + "whisp-rolls-gm-info": "All sheet rolls are sent to all players in chat by default. Query Whisper option gives you a prompt with each roll of whether or not the roll should be sent privately only to yourself and the GM. Always Whisper Rolls will send all rolls only to yourself and the GM.", + "aim-toggle-default": "Prompt for Aim action when rolling attacks", + "aim-value-default": "Aim Value", + "aim-value-default-info": "The default value for the aim bonus when using the Aim prompt. It should be 1 unless a power or talent changes it.", + "show-the-fatigue-section-info": "This should be shown for Blue Rose.", + "show-the-conviction-section-info": "This should be shown for Blue Rose.", + "show-the-corruption-section-info": "This can be shown for Blue Rose.", + "show-the-ammo-column-info": "This can be unchecked for Blue Rose.", + "show-the-money/currency-section-info": "This can be unchecked for Blue Rose.", + "conditions-u": "СОСТОЯНИЯ", + "origin-u": "ORIGIN", + "drive-u": "DRIVE", + "profession-u": "PROFESSION", + "appearance-u": "ВНЕШНОСТЬ", + "belter": "Belter", + "martian": "Martian", + "earther": "Earther", + "fortune-u": "FORTUNE", + "outsider": "Outsider", + "lower-class": "Lower Class", + "middle-class": "Middle Class", + "upper-class": "Upper Class", + "main-roll-button-title": "This is the roll-builder. You can click it, answer four questions, and then it will roll the dice for you.", + "damage": "Урон", + "total": "Всего", + "target_number": "Target Number", + "stunt_points": "Stunt Points", + "stunt_die": "Stunt Die", + "ability": "Ability", + "ability_value": "Ability Value (field 1 of 4)", + "focus_value": "Focus (field 2 of 4)", + "additional_modifier": "Additional modifier (field 3 of 4)", + "additional_modifier2": "Additional modifier", + "ability_score": "Ability Score", + "roll_description": "Roll description (field 4 of 4, optional)", + "die_roll": "Die Roll", + "focus": "Focus", + "cunning": "Хитрость", + "magic": "Магия", + "spellcasting_ability": "Spellcasting Ability", + "psychic_ability": "Psychic Ability", + "ability_focus": "Ability Focus", + "arcana_focus": "Arcana Focus", + "psychic_focus": "Psychic Focus", + "fatigue_check_for": "Fatigue Check for", + "each_fatiguing_spell": "Each Fatiguing spell this Encounter", + "fear_label": "Fear", + "armor_penalty": "Armor Penalty", + "initiative_adjustment": "Initiative Adjustment", + "initiative_description": "Acting quickly in tense situations", + "initiative": "Initiative", + "resources": "Resources", + "income_label": "Income", + "attack_bonus_label": "Attack Bonus", + "magic_arcana_focus": "Magic Arcana Focus", + "spellpower_label": "Spellpower", + "fatigue_tn_label": "Fatigue TN", + "kanna_cost_label": "Kanna Cost", + "power_cost_label": "Power Cost", + "plus_one_tn": "+1 TN", + "weapon_groups": "Weapon Groups", + "ancestry_class_power_name": "Ancestry or Class Power name", + "talent_spec_name": "Talent or Specialization name", + "focus_bonus_title": "Focus bonus (0, 2, 3, etc.) MUST have a value for the buttons to work.", + "description": "Description", + "whisper": "Whisper", + "whisper_roll": "Whisper Roll", + "public_roll": "Public Roll" +} diff --git a/Fifth Season/translations/sl.json b/Fifth Season/translations/sl.json new file mode 100644 index 0000000000..adaceeedbf --- /dev/null +++ b/Fifth Season/translations/sl.json @@ -0,0 +1,350 @@ +{ + "character-u": "CHARACTER", + "persona-u": "PERSONA", + "powers-u": "POWERS", + "qualities-u": "QUALITIES", + "talents-u": "TALENTS", + "novice-u": "NOVICE", + "journeyman-u": "JOURNEYMAN", + "expert-u": "EXPERT", + "master-u": "MASTER", + "grandmaster-u": "GRANDMASTER", + "apex-u": "APEX", + "focuses-u": "FOCUSES", + "magic-u": "MAGIC", + "arcana-u": "ARCANA", + "psychic-u": "PSYCHIC", + "arcana/psychic-u": "ARCANA/PSYCHIC", + "whisper-u": "WHISPER", + "aim-u": "AIM", + "reroll-u": "REROLL", + "about-u": "ABOUT", + "char-name-u": "CHARACTER NAME", + "envoy": "Envoy", + "mage": "Mage", + "rogue": "Rogue", + "warrior": "Warrior", + "adept": "Adept", + "expert": "Expert", + "class-u": "CLASS", + "level-u": "LEVEL", + "race-u": "RACE", + "background-u": "BACKGROUND", + "social-class-u": "SOCIAL CLASS", + "ancestry-u": "ANCESTRY", + "family-u": "FAMILY/ALLEGIANCE", + "age-u": "AGE", + "gender-u": "GENDER", + "height-u": "HEIGHT", + "weight-u": "WEIGHT", + "calling-u": "CALLING", + "destiny-u": "DESTINY", + "fate-u": "FATE", + "accuracy-u": "ACCURACY", + "communication-u": "COMMUNICATION", + "constitution-u": "CONSTITUTION", + "cunning-u": "CUNNING", + "dexterity-u": "DEXTERITY", + "fighting-u": "FIGHTING", + "intelligence-u": "INTELLIGENCE", + "perception-u": "PERCEPTION", + "strength-u": "STRENGTH", + "willpower-u": "WILLPOWER", + "health-u": "HEALTH", + "max": "Max", + "mana-u": "MANA", + "magic-points-u": "MAGIC POINTS", + "power-points-u": "POWER POINTS", + "kanna-u": "KANNA", + "experience-points-u": "EXPERIENCE POINTS", + "next": "Next", + "initiative-u": "INITIATIVE", + "adjust": "Adjust", + "fatigue-u": "FATIGUE", + "none": "None", + "winded": "Winded", + "tired": "Tired", + "fatigued": "Fatigued", + "exhausted": "Exhausted", + "dying": "Dying", + "blinded": "Blinded", + "confused": "Confused", + "deafened": "Deafened", + "defenseless": "Defenseless", + "disadvantaged": "Disadvantaged", + "general-disadvantage": "General Disadvantage", + "freefalling": "Free Falling", + "frightened": "Frightened", + "helpless": "Helpless", + "hindered": "Hindered", + "influenced": "Influenced", + "injured": "Injured", + "maimed": "Maimed", + "prone": "Prone", + "restrained": "Restrained", + "scarred": "Scarred", + "slowed": "Slowed", + "stunned": "Stunned", + "unconscious": "Unconscious", + "wounded": "Wounded", + "fear-u": "FEAR", + "nervous": "Nervous", + "anxious": "Anxious", + "watchful": "Watchful", + "afraid": "Afraid", + "terrified": "Terrified", + "horror-u": "HORROR", + "unsettled": "Unsettled", + "shocked": "Shocked", + "appalled": "Appalled", + "overwhelmed": "Overwhelmed", + "shattered": "Shattered", + "resources-u": "RESOURCES", + "income-u": "INCOME", + "i-for-impact": "i", + "b-for-ballistic": "b", + "conviction-u": "CONVICTION", + "corruption-u": "CORRUPTION", + "speed-u": "SPEED", + "defense-u": "DEFENSE", + "toughness-u": "TOUGHNESS", + "toughness-mode": "Mode", + "gritty": "Gritty", + "pulp": "Pulp", + "cinematic": "Cinematic", + "armor-u": "ARMOR", + "base": "Base", + "shield": "Shield", + "Penalty": "Penalty", + "#-sign": "#", + "extraordinary-u": "EXTRAORDINARY", + "attack-u": "ATTACK", + "range-u": "RANGE", + "reload-u": "RELOAD", + "roll-u": "ROLL", + "damage-u": "DAMAGE", + "power-name-u": "POWER NAME", + "class-power-u": "CLASS POWER", + "quality-u": "QUALITY", + "short-description-u": "SHORT DESCRIPTION", + "spell-name-u": "SPELL NAME", + "arcanum-name-u": "ARCANUM NAME", + "psychic-discipline-u": "PSYCHIC DISCIPLINE", + "discipline:-u": "DISCIPLINE:", + "equipment-name-u": "EQUIPMENT NAME", + "quantity-u": "QUANTITY", + "description-u": "DESCRIPTION", + "cp-u": "CP", + "sp-u": "SP", + "gp-u": "GP", + "import-to-currency-u": "IMPORT TO CURRENCY", + "currency-u": "CURRENCY", + "eye-u": "EYES", + "skin-u": "SKIN", + "hair-u": "HAIR", + "languages-u": "LANGUAGES", + "goals-u": "GOALS", + "honorifics-titles-and-memberships-u": "HONORIFICS, TITLES AND MEMBERSHIPS", + "relationships-u": "RELATIONSHIPS", + "bonds-u": "BONDS", + "character-appearance-u": "CHARACTER APPEARANCE", + "char-notes-u": "CHARACTER NOTES", + "specialization1-u": "SPECIALIZATION 1", + "specialization1-degree-u": "DEGREE", + "specialization2-u": "SPECIALIZATION 2", + "type-or-level:-u": "TYPE OR LEVEL:", + "SOURCE:-u": "SOURCE:", + "short-desc.:-u": "SHORT DESC.:", + "description:-u": "DESCRIPTION:", + "focus:-u": "FOCUS:", + "school:-u": "SCHOOL:", + "type:-u": "TYPE:", + "mana-cost:-u": "MANA COST:", + "cast-time:-u": "CAST TIME:", + "tn:-u": "TN:", + "test-tn:-u": "TEST TN:", + "test:-u": "TEST:", + "spellpower:-u": "SPELLPOWER:", + "psych-force:-u": "PSYCH FORCE:", + "focus-bonus:-u": "FOCUS BONUS:", + "arcana": "Arcana", + "psychic": "Psychic", + "power-points": "Power Points", + "fatigue": "Fatigue", + "kanna-cost:-u": "KANNA COST:", + "power-cost:-u": "POWER COST:", + "cast-spell:-u": "CAST SPELL:", + "use-power:-u": "USE POWER:", + "arcana:-u": "ARCANA:", + "mp-cost:-u": "MP COST:", + "talent:-u": "TALENT:", + "time:-u": "TIME:", + "resistance:-u": "RESISTANCE:", + "fatigue-tn:-u": "FATIGUE TN:", + "price-tn:-u": "PRICE TN:", + "ability:-u": "ABILITY:", + "accuracy": "Accuracy", + "dexterity": "Dexterity", + "constitution": "Constitution", + "communication": "Communication", + "fighting": "Fighting", + "intelligence": "Intelligence", + "perception": "Perception", + "strength": "Strength", + "willpower": "Willpower", + "the-expanse-rpg-does-not-support-magical-powers": "The Expanse RPG does not support magical powers.", + "the-world-of-lazarus-rpg-does-not-support-magical-powers": "The World of Lazarus RPG does not support magical powers.", + "game-system-u": "GAME SYSTEM", + "dragon-age": "Dragon Age", + "fantasy-age": "Fantasy Age", + "fantasy-age-basic": "Fantasy Age Basic", + "fantasy-age-core": "Fantasy Age Core", + "titansgrave": "Titansgrave", + "blue-rose": "Blue Rose", + "the-expanse": "The Expanse", + "modern-age": "Modern AGE", + "threefold": "Threefold", + "world-of-lazarus": "World of Lazarus", + "fifth-season": "Fifth Season", + "cthulhu-awakens": "Cthulhu Awakens", + "color-selection-u": "COLOR SELECTION", + "black": "Black", + "red": "Red", + "teal-1": "Teal 1", + "teal-2": "Teal 2", + "blue-1": "Blue 1", + "blue-2": "Blue 2", + "dragonscale-red": "Dragonscale Red", + "modern-orange": "Modern Orange", + "threefold-color": "Threefold", + "ronin-green": "Ronin Green", + "lazarus-blue": "Lazarus Blue", + "expansive-starfield": "Expansive Starfield", + "proud-rainbow": "Proud Rainbow", + "trans-color": "Transitional Hues", + "rolls-u": "ROLLS", + "whisper-rolls-to-gm": "Whisper rolls to GM", + "never-whisper-roll": "Never Whisper Rolls", + "query-whisper-roll": "Query Whisper", + "always-whisper-roll": "Always Whisper Rolls", + "show-the-character-name-in-roll-results": "Show the character name in roll results", + "show": "Show", + "hide": "Hide", + "apply-armor-penalty-to-dexterity-rolls": "Apply Armor Penalty to Dexterity rolls", + "add-tiebreaker-to-initiative-rolls": "Add Tiebreaker to Initiative rolls", + "no": "No", + "yes": "Yes", + "options-u": "OPTIONS", + "add-aim-to-attack": "Add Aim to Attack", + "prompt-for-aim": "Prompt for Aim", + "never-use-aim": "Never use Aim", + "toggle": "Toggle", + "always-use-aim": "Always use Aim", + "reroll-stunt-die": "Reroll the Stunt Die", + "never-reroll-stunt": "Never Reroll Stunt Die", + "prompt-for-stunt-reroll": "Prompt for Stunt Reroll", + "always-reroll-stunt": "Always Reroll Stunt Die", + "aim-value-a-value-must-be-entered-here": "Aim value (a number MUST be entered here)", + "sections-u": "CHARACTER TAB SECTIONS", + "replace-health-with-fortune": "Replace Health with Fortune", + "show-the-power-list": "Show the Power list in the Character tab", + "show-the-class-list": "Show the Class Power list in the Character tab", + "show-the-talent-list": "Show the Talent list in the Character tab", + "show-the-spell/arcana-list": "Show the Spell/Arcana list in the Character tab", + "show-the-extraordinary-powers-list": "Show the Extraordinary Powers list in the Character tab", + "show-the-arcana/psychic-list": "Show the Arcana/Psychic list in the Character tab", + "show-the-psychic-list": "Show the Psychic list in the Character tab", + "show-the-mana/magic-points-section": "Show the Mana/Magic Points section", + "show-the-power-points-section": "Show the Power Points section", + "show-the-kanna-section": "Show the Kanna section", + "show-the-experience-points-section": "Show the Experience Points section", + "show-the-fatigue-section": "Show the Fatigue section", + "show-the-fear-section": "Show the Fear section", + "show-the-horror-section": "Show the Horror section", + "show-the-conviction-section": "Show the Conviction section", + "show-the-corruption-section": "Show the Corruption section", + "show-the-ammo-column": "Show the Ammo column", + "show-the-initiative-focus": "Show the Initiative focus", + "show-the-initiative-section": "Show the Initiative section", + "show-the-equipment-section": "Show the Equipment section", + "show-the-money/currency-section": "Show the Money/Currency section", + "show-the-income-section": "Show the Income section", + "show-the-resources-section": "Show the Resources section", + "show-the-conditions-section": "Show the Conditions section", + "auto-configure-all-u": "AUTO-CONFIGURE ALL", + "version": "Version", + "game-system": "Game System", + "color-selection": "Color Selection", + "color-selection-info": "Select the color for the character sheet section headers and buttons.", + "whisp-rolls-gm": "Whisper rolls to GM", + "whisp-rolls-gm-info": "All sheet rolls are sent to all players in chat by default. Query Whisper option gives you a prompt with each roll of whether or not the roll should be sent privately only to yourself and the GM. Always Whisper Rolls will send all rolls only to yourself and the GM.", + "aim-toggle-default": "Prompt for Aim action when rolling attacks", + "aim-value-default": "Aim Value", + "aim-value-default-info": "The default value for the aim bonus when using the Aim prompt. It should be 1 unless a power or talent changes it.", + "show-the-fatigue-section-info": "This should be shown for Blue Rose.", + "show-the-conviction-section-info": "This should be shown for Blue Rose.", + "show-the-corruption-section-info": "This can be shown for Blue Rose.", + "show-the-ammo-column-info": "This can be unchecked for Blue Rose.", + "show-the-money/currency-section-info": "This can be unchecked for Blue Rose.", + "conditions-u": "CONDITIONS", + "origin-u": "ORIGIN", + "drive-u": "DRIVE", + "profession-u": "PROFESSION", + "appearance-u": "APPEARANCE", + "belter": "Belter", + "martian": "Martian", + "earther": "Earther", + "fortune-u": "FORTUNE", + "outsider": "Outsider", + "lower-class": "Lower Class", + "middle-class": "Middle Class", + "upper-class": "Upper Class", + "main-roll-button-title": "This is the roll-builder. You can click it, answer four questions, and then it will roll the dice for you.", + "damage": "Damage", + "total": "Total", + "target_number": "Target Number", + "stunt_points": "Stunt Points", + "stunt_die": "Stunt Die", + "ability": "Ability", + "ability_value": "Ability Value (field 1 of 4)", + "focus_value": "Focus (field 2 of 4)", + "additional_modifier": "Additional modifier (field 3 of 4)", + "additional_modifier2": "Additional modifier", + "ability_score": "Ability Score", + "roll_description": "Roll description (field 4 of 4, optional)", + "die_roll": "Die Roll", + "focus": "Focus", + "cunning": "Cunning", + "magic": "Magic", + "spellcasting_ability": "Spellcasting Ability", + "psychic_ability": "Psychic Ability", + "ability_focus": "Ability Focus", + "arcana_focus": "Arcana Focus", + "psychic_focus": "Psychic Focus", + "fatigue_check_for": "Fatigue Check for", + "price_check_for": "Price Check for", + "each_fatiguing_spell": "Each Fatiguing spell this Encounter", + "fear_label": "Fear", + "armor_penalty": "Armor Penalty", + "initiative_adjustment": "Initiative Adjustment", + "initiative_description": "Acting quickly in tense situations", + "initiative": "Initiative", + "resources": "Resources", + "income_label": "Income", + "attack_bonus_label": "Attack Bonus", + "magic_arcana_focus": "Magic Arcana Focus", + "spellpower_label": "Spellpower", + "fatigue_tn_label": "Fatigue TN", + "price_tn_label": "Price TN", + "kanna_cost_label": "Kanna Cost", + "power_cost_label": "Power Cost", + "plus_one_tn": "+1 TN", + "weapon_groups": "Weapon Groups", + "ancestry_class_power_name": "Ancestry or Class Power name", + "talent_spec_name": "Talent or Specialization name", + "focus_bonus_title": "Focus bonus (0, 2, 3, etc.) MUST have a value for the buttons to work.", + "description": "Description", + "whisper": "Whisper", + "whisper_roll": "Whisper Roll", + "public_roll": "Public Roll" +} diff --git a/Fifth Season/translations/sv.json b/Fifth Season/translations/sv.json new file mode 100644 index 0000000000..adaceeedbf --- /dev/null +++ b/Fifth Season/translations/sv.json @@ -0,0 +1,350 @@ +{ + "character-u": "CHARACTER", + "persona-u": "PERSONA", + "powers-u": "POWERS", + "qualities-u": "QUALITIES", + "talents-u": "TALENTS", + "novice-u": "NOVICE", + "journeyman-u": "JOURNEYMAN", + "expert-u": "EXPERT", + "master-u": "MASTER", + "grandmaster-u": "GRANDMASTER", + "apex-u": "APEX", + "focuses-u": "FOCUSES", + "magic-u": "MAGIC", + "arcana-u": "ARCANA", + "psychic-u": "PSYCHIC", + "arcana/psychic-u": "ARCANA/PSYCHIC", + "whisper-u": "WHISPER", + "aim-u": "AIM", + "reroll-u": "REROLL", + "about-u": "ABOUT", + "char-name-u": "CHARACTER NAME", + "envoy": "Envoy", + "mage": "Mage", + "rogue": "Rogue", + "warrior": "Warrior", + "adept": "Adept", + "expert": "Expert", + "class-u": "CLASS", + "level-u": "LEVEL", + "race-u": "RACE", + "background-u": "BACKGROUND", + "social-class-u": "SOCIAL CLASS", + "ancestry-u": "ANCESTRY", + "family-u": "FAMILY/ALLEGIANCE", + "age-u": "AGE", + "gender-u": "GENDER", + "height-u": "HEIGHT", + "weight-u": "WEIGHT", + "calling-u": "CALLING", + "destiny-u": "DESTINY", + "fate-u": "FATE", + "accuracy-u": "ACCURACY", + "communication-u": "COMMUNICATION", + "constitution-u": "CONSTITUTION", + "cunning-u": "CUNNING", + "dexterity-u": "DEXTERITY", + "fighting-u": "FIGHTING", + "intelligence-u": "INTELLIGENCE", + "perception-u": "PERCEPTION", + "strength-u": "STRENGTH", + "willpower-u": "WILLPOWER", + "health-u": "HEALTH", + "max": "Max", + "mana-u": "MANA", + "magic-points-u": "MAGIC POINTS", + "power-points-u": "POWER POINTS", + "kanna-u": "KANNA", + "experience-points-u": "EXPERIENCE POINTS", + "next": "Next", + "initiative-u": "INITIATIVE", + "adjust": "Adjust", + "fatigue-u": "FATIGUE", + "none": "None", + "winded": "Winded", + "tired": "Tired", + "fatigued": "Fatigued", + "exhausted": "Exhausted", + "dying": "Dying", + "blinded": "Blinded", + "confused": "Confused", + "deafened": "Deafened", + "defenseless": "Defenseless", + "disadvantaged": "Disadvantaged", + "general-disadvantage": "General Disadvantage", + "freefalling": "Free Falling", + "frightened": "Frightened", + "helpless": "Helpless", + "hindered": "Hindered", + "influenced": "Influenced", + "injured": "Injured", + "maimed": "Maimed", + "prone": "Prone", + "restrained": "Restrained", + "scarred": "Scarred", + "slowed": "Slowed", + "stunned": "Stunned", + "unconscious": "Unconscious", + "wounded": "Wounded", + "fear-u": "FEAR", + "nervous": "Nervous", + "anxious": "Anxious", + "watchful": "Watchful", + "afraid": "Afraid", + "terrified": "Terrified", + "horror-u": "HORROR", + "unsettled": "Unsettled", + "shocked": "Shocked", + "appalled": "Appalled", + "overwhelmed": "Overwhelmed", + "shattered": "Shattered", + "resources-u": "RESOURCES", + "income-u": "INCOME", + "i-for-impact": "i", + "b-for-ballistic": "b", + "conviction-u": "CONVICTION", + "corruption-u": "CORRUPTION", + "speed-u": "SPEED", + "defense-u": "DEFENSE", + "toughness-u": "TOUGHNESS", + "toughness-mode": "Mode", + "gritty": "Gritty", + "pulp": "Pulp", + "cinematic": "Cinematic", + "armor-u": "ARMOR", + "base": "Base", + "shield": "Shield", + "Penalty": "Penalty", + "#-sign": "#", + "extraordinary-u": "EXTRAORDINARY", + "attack-u": "ATTACK", + "range-u": "RANGE", + "reload-u": "RELOAD", + "roll-u": "ROLL", + "damage-u": "DAMAGE", + "power-name-u": "POWER NAME", + "class-power-u": "CLASS POWER", + "quality-u": "QUALITY", + "short-description-u": "SHORT DESCRIPTION", + "spell-name-u": "SPELL NAME", + "arcanum-name-u": "ARCANUM NAME", + "psychic-discipline-u": "PSYCHIC DISCIPLINE", + "discipline:-u": "DISCIPLINE:", + "equipment-name-u": "EQUIPMENT NAME", + "quantity-u": "QUANTITY", + "description-u": "DESCRIPTION", + "cp-u": "CP", + "sp-u": "SP", + "gp-u": "GP", + "import-to-currency-u": "IMPORT TO CURRENCY", + "currency-u": "CURRENCY", + "eye-u": "EYES", + "skin-u": "SKIN", + "hair-u": "HAIR", + "languages-u": "LANGUAGES", + "goals-u": "GOALS", + "honorifics-titles-and-memberships-u": "HONORIFICS, TITLES AND MEMBERSHIPS", + "relationships-u": "RELATIONSHIPS", + "bonds-u": "BONDS", + "character-appearance-u": "CHARACTER APPEARANCE", + "char-notes-u": "CHARACTER NOTES", + "specialization1-u": "SPECIALIZATION 1", + "specialization1-degree-u": "DEGREE", + "specialization2-u": "SPECIALIZATION 2", + "type-or-level:-u": "TYPE OR LEVEL:", + "SOURCE:-u": "SOURCE:", + "short-desc.:-u": "SHORT DESC.:", + "description:-u": "DESCRIPTION:", + "focus:-u": "FOCUS:", + "school:-u": "SCHOOL:", + "type:-u": "TYPE:", + "mana-cost:-u": "MANA COST:", + "cast-time:-u": "CAST TIME:", + "tn:-u": "TN:", + "test-tn:-u": "TEST TN:", + "test:-u": "TEST:", + "spellpower:-u": "SPELLPOWER:", + "psych-force:-u": "PSYCH FORCE:", + "focus-bonus:-u": "FOCUS BONUS:", + "arcana": "Arcana", + "psychic": "Psychic", + "power-points": "Power Points", + "fatigue": "Fatigue", + "kanna-cost:-u": "KANNA COST:", + "power-cost:-u": "POWER COST:", + "cast-spell:-u": "CAST SPELL:", + "use-power:-u": "USE POWER:", + "arcana:-u": "ARCANA:", + "mp-cost:-u": "MP COST:", + "talent:-u": "TALENT:", + "time:-u": "TIME:", + "resistance:-u": "RESISTANCE:", + "fatigue-tn:-u": "FATIGUE TN:", + "price-tn:-u": "PRICE TN:", + "ability:-u": "ABILITY:", + "accuracy": "Accuracy", + "dexterity": "Dexterity", + "constitution": "Constitution", + "communication": "Communication", + "fighting": "Fighting", + "intelligence": "Intelligence", + "perception": "Perception", + "strength": "Strength", + "willpower": "Willpower", + "the-expanse-rpg-does-not-support-magical-powers": "The Expanse RPG does not support magical powers.", + "the-world-of-lazarus-rpg-does-not-support-magical-powers": "The World of Lazarus RPG does not support magical powers.", + "game-system-u": "GAME SYSTEM", + "dragon-age": "Dragon Age", + "fantasy-age": "Fantasy Age", + "fantasy-age-basic": "Fantasy Age Basic", + "fantasy-age-core": "Fantasy Age Core", + "titansgrave": "Titansgrave", + "blue-rose": "Blue Rose", + "the-expanse": "The Expanse", + "modern-age": "Modern AGE", + "threefold": "Threefold", + "world-of-lazarus": "World of Lazarus", + "fifth-season": "Fifth Season", + "cthulhu-awakens": "Cthulhu Awakens", + "color-selection-u": "COLOR SELECTION", + "black": "Black", + "red": "Red", + "teal-1": "Teal 1", + "teal-2": "Teal 2", + "blue-1": "Blue 1", + "blue-2": "Blue 2", + "dragonscale-red": "Dragonscale Red", + "modern-orange": "Modern Orange", + "threefold-color": "Threefold", + "ronin-green": "Ronin Green", + "lazarus-blue": "Lazarus Blue", + "expansive-starfield": "Expansive Starfield", + "proud-rainbow": "Proud Rainbow", + "trans-color": "Transitional Hues", + "rolls-u": "ROLLS", + "whisper-rolls-to-gm": "Whisper rolls to GM", + "never-whisper-roll": "Never Whisper Rolls", + "query-whisper-roll": "Query Whisper", + "always-whisper-roll": "Always Whisper Rolls", + "show-the-character-name-in-roll-results": "Show the character name in roll results", + "show": "Show", + "hide": "Hide", + "apply-armor-penalty-to-dexterity-rolls": "Apply Armor Penalty to Dexterity rolls", + "add-tiebreaker-to-initiative-rolls": "Add Tiebreaker to Initiative rolls", + "no": "No", + "yes": "Yes", + "options-u": "OPTIONS", + "add-aim-to-attack": "Add Aim to Attack", + "prompt-for-aim": "Prompt for Aim", + "never-use-aim": "Never use Aim", + "toggle": "Toggle", + "always-use-aim": "Always use Aim", + "reroll-stunt-die": "Reroll the Stunt Die", + "never-reroll-stunt": "Never Reroll Stunt Die", + "prompt-for-stunt-reroll": "Prompt for Stunt Reroll", + "always-reroll-stunt": "Always Reroll Stunt Die", + "aim-value-a-value-must-be-entered-here": "Aim value (a number MUST be entered here)", + "sections-u": "CHARACTER TAB SECTIONS", + "replace-health-with-fortune": "Replace Health with Fortune", + "show-the-power-list": "Show the Power list in the Character tab", + "show-the-class-list": "Show the Class Power list in the Character tab", + "show-the-talent-list": "Show the Talent list in the Character tab", + "show-the-spell/arcana-list": "Show the Spell/Arcana list in the Character tab", + "show-the-extraordinary-powers-list": "Show the Extraordinary Powers list in the Character tab", + "show-the-arcana/psychic-list": "Show the Arcana/Psychic list in the Character tab", + "show-the-psychic-list": "Show the Psychic list in the Character tab", + "show-the-mana/magic-points-section": "Show the Mana/Magic Points section", + "show-the-power-points-section": "Show the Power Points section", + "show-the-kanna-section": "Show the Kanna section", + "show-the-experience-points-section": "Show the Experience Points section", + "show-the-fatigue-section": "Show the Fatigue section", + "show-the-fear-section": "Show the Fear section", + "show-the-horror-section": "Show the Horror section", + "show-the-conviction-section": "Show the Conviction section", + "show-the-corruption-section": "Show the Corruption section", + "show-the-ammo-column": "Show the Ammo column", + "show-the-initiative-focus": "Show the Initiative focus", + "show-the-initiative-section": "Show the Initiative section", + "show-the-equipment-section": "Show the Equipment section", + "show-the-money/currency-section": "Show the Money/Currency section", + "show-the-income-section": "Show the Income section", + "show-the-resources-section": "Show the Resources section", + "show-the-conditions-section": "Show the Conditions section", + "auto-configure-all-u": "AUTO-CONFIGURE ALL", + "version": "Version", + "game-system": "Game System", + "color-selection": "Color Selection", + "color-selection-info": "Select the color for the character sheet section headers and buttons.", + "whisp-rolls-gm": "Whisper rolls to GM", + "whisp-rolls-gm-info": "All sheet rolls are sent to all players in chat by default. Query Whisper option gives you a prompt with each roll of whether or not the roll should be sent privately only to yourself and the GM. Always Whisper Rolls will send all rolls only to yourself and the GM.", + "aim-toggle-default": "Prompt for Aim action when rolling attacks", + "aim-value-default": "Aim Value", + "aim-value-default-info": "The default value for the aim bonus when using the Aim prompt. It should be 1 unless a power or talent changes it.", + "show-the-fatigue-section-info": "This should be shown for Blue Rose.", + "show-the-conviction-section-info": "This should be shown for Blue Rose.", + "show-the-corruption-section-info": "This can be shown for Blue Rose.", + "show-the-ammo-column-info": "This can be unchecked for Blue Rose.", + "show-the-money/currency-section-info": "This can be unchecked for Blue Rose.", + "conditions-u": "CONDITIONS", + "origin-u": "ORIGIN", + "drive-u": "DRIVE", + "profession-u": "PROFESSION", + "appearance-u": "APPEARANCE", + "belter": "Belter", + "martian": "Martian", + "earther": "Earther", + "fortune-u": "FORTUNE", + "outsider": "Outsider", + "lower-class": "Lower Class", + "middle-class": "Middle Class", + "upper-class": "Upper Class", + "main-roll-button-title": "This is the roll-builder. You can click it, answer four questions, and then it will roll the dice for you.", + "damage": "Damage", + "total": "Total", + "target_number": "Target Number", + "stunt_points": "Stunt Points", + "stunt_die": "Stunt Die", + "ability": "Ability", + "ability_value": "Ability Value (field 1 of 4)", + "focus_value": "Focus (field 2 of 4)", + "additional_modifier": "Additional modifier (field 3 of 4)", + "additional_modifier2": "Additional modifier", + "ability_score": "Ability Score", + "roll_description": "Roll description (field 4 of 4, optional)", + "die_roll": "Die Roll", + "focus": "Focus", + "cunning": "Cunning", + "magic": "Magic", + "spellcasting_ability": "Spellcasting Ability", + "psychic_ability": "Psychic Ability", + "ability_focus": "Ability Focus", + "arcana_focus": "Arcana Focus", + "psychic_focus": "Psychic Focus", + "fatigue_check_for": "Fatigue Check for", + "price_check_for": "Price Check for", + "each_fatiguing_spell": "Each Fatiguing spell this Encounter", + "fear_label": "Fear", + "armor_penalty": "Armor Penalty", + "initiative_adjustment": "Initiative Adjustment", + "initiative_description": "Acting quickly in tense situations", + "initiative": "Initiative", + "resources": "Resources", + "income_label": "Income", + "attack_bonus_label": "Attack Bonus", + "magic_arcana_focus": "Magic Arcana Focus", + "spellpower_label": "Spellpower", + "fatigue_tn_label": "Fatigue TN", + "price_tn_label": "Price TN", + "kanna_cost_label": "Kanna Cost", + "power_cost_label": "Power Cost", + "plus_one_tn": "+1 TN", + "weapon_groups": "Weapon Groups", + "ancestry_class_power_name": "Ancestry or Class Power name", + "talent_spec_name": "Talent or Specialization name", + "focus_bonus_title": "Focus bonus (0, 2, 3, etc.) MUST have a value for the buttons to work.", + "description": "Description", + "whisper": "Whisper", + "whisper_roll": "Whisper Roll", + "public_roll": "Public Roll" +} diff --git a/Fifth Season/translations/tr.json b/Fifth Season/translations/tr.json new file mode 100644 index 0000000000..adaceeedbf --- /dev/null +++ b/Fifth Season/translations/tr.json @@ -0,0 +1,350 @@ +{ + "character-u": "CHARACTER", + "persona-u": "PERSONA", + "powers-u": "POWERS", + "qualities-u": "QUALITIES", + "talents-u": "TALENTS", + "novice-u": "NOVICE", + "journeyman-u": "JOURNEYMAN", + "expert-u": "EXPERT", + "master-u": "MASTER", + "grandmaster-u": "GRANDMASTER", + "apex-u": "APEX", + "focuses-u": "FOCUSES", + "magic-u": "MAGIC", + "arcana-u": "ARCANA", + "psychic-u": "PSYCHIC", + "arcana/psychic-u": "ARCANA/PSYCHIC", + "whisper-u": "WHISPER", + "aim-u": "AIM", + "reroll-u": "REROLL", + "about-u": "ABOUT", + "char-name-u": "CHARACTER NAME", + "envoy": "Envoy", + "mage": "Mage", + "rogue": "Rogue", + "warrior": "Warrior", + "adept": "Adept", + "expert": "Expert", + "class-u": "CLASS", + "level-u": "LEVEL", + "race-u": "RACE", + "background-u": "BACKGROUND", + "social-class-u": "SOCIAL CLASS", + "ancestry-u": "ANCESTRY", + "family-u": "FAMILY/ALLEGIANCE", + "age-u": "AGE", + "gender-u": "GENDER", + "height-u": "HEIGHT", + "weight-u": "WEIGHT", + "calling-u": "CALLING", + "destiny-u": "DESTINY", + "fate-u": "FATE", + "accuracy-u": "ACCURACY", + "communication-u": "COMMUNICATION", + "constitution-u": "CONSTITUTION", + "cunning-u": "CUNNING", + "dexterity-u": "DEXTERITY", + "fighting-u": "FIGHTING", + "intelligence-u": "INTELLIGENCE", + "perception-u": "PERCEPTION", + "strength-u": "STRENGTH", + "willpower-u": "WILLPOWER", + "health-u": "HEALTH", + "max": "Max", + "mana-u": "MANA", + "magic-points-u": "MAGIC POINTS", + "power-points-u": "POWER POINTS", + "kanna-u": "KANNA", + "experience-points-u": "EXPERIENCE POINTS", + "next": "Next", + "initiative-u": "INITIATIVE", + "adjust": "Adjust", + "fatigue-u": "FATIGUE", + "none": "None", + "winded": "Winded", + "tired": "Tired", + "fatigued": "Fatigued", + "exhausted": "Exhausted", + "dying": "Dying", + "blinded": "Blinded", + "confused": "Confused", + "deafened": "Deafened", + "defenseless": "Defenseless", + "disadvantaged": "Disadvantaged", + "general-disadvantage": "General Disadvantage", + "freefalling": "Free Falling", + "frightened": "Frightened", + "helpless": "Helpless", + "hindered": "Hindered", + "influenced": "Influenced", + "injured": "Injured", + "maimed": "Maimed", + "prone": "Prone", + "restrained": "Restrained", + "scarred": "Scarred", + "slowed": "Slowed", + "stunned": "Stunned", + "unconscious": "Unconscious", + "wounded": "Wounded", + "fear-u": "FEAR", + "nervous": "Nervous", + "anxious": "Anxious", + "watchful": "Watchful", + "afraid": "Afraid", + "terrified": "Terrified", + "horror-u": "HORROR", + "unsettled": "Unsettled", + "shocked": "Shocked", + "appalled": "Appalled", + "overwhelmed": "Overwhelmed", + "shattered": "Shattered", + "resources-u": "RESOURCES", + "income-u": "INCOME", + "i-for-impact": "i", + "b-for-ballistic": "b", + "conviction-u": "CONVICTION", + "corruption-u": "CORRUPTION", + "speed-u": "SPEED", + "defense-u": "DEFENSE", + "toughness-u": "TOUGHNESS", + "toughness-mode": "Mode", + "gritty": "Gritty", + "pulp": "Pulp", + "cinematic": "Cinematic", + "armor-u": "ARMOR", + "base": "Base", + "shield": "Shield", + "Penalty": "Penalty", + "#-sign": "#", + "extraordinary-u": "EXTRAORDINARY", + "attack-u": "ATTACK", + "range-u": "RANGE", + "reload-u": "RELOAD", + "roll-u": "ROLL", + "damage-u": "DAMAGE", + "power-name-u": "POWER NAME", + "class-power-u": "CLASS POWER", + "quality-u": "QUALITY", + "short-description-u": "SHORT DESCRIPTION", + "spell-name-u": "SPELL NAME", + "arcanum-name-u": "ARCANUM NAME", + "psychic-discipline-u": "PSYCHIC DISCIPLINE", + "discipline:-u": "DISCIPLINE:", + "equipment-name-u": "EQUIPMENT NAME", + "quantity-u": "QUANTITY", + "description-u": "DESCRIPTION", + "cp-u": "CP", + "sp-u": "SP", + "gp-u": "GP", + "import-to-currency-u": "IMPORT TO CURRENCY", + "currency-u": "CURRENCY", + "eye-u": "EYES", + "skin-u": "SKIN", + "hair-u": "HAIR", + "languages-u": "LANGUAGES", + "goals-u": "GOALS", + "honorifics-titles-and-memberships-u": "HONORIFICS, TITLES AND MEMBERSHIPS", + "relationships-u": "RELATIONSHIPS", + "bonds-u": "BONDS", + "character-appearance-u": "CHARACTER APPEARANCE", + "char-notes-u": "CHARACTER NOTES", + "specialization1-u": "SPECIALIZATION 1", + "specialization1-degree-u": "DEGREE", + "specialization2-u": "SPECIALIZATION 2", + "type-or-level:-u": "TYPE OR LEVEL:", + "SOURCE:-u": "SOURCE:", + "short-desc.:-u": "SHORT DESC.:", + "description:-u": "DESCRIPTION:", + "focus:-u": "FOCUS:", + "school:-u": "SCHOOL:", + "type:-u": "TYPE:", + "mana-cost:-u": "MANA COST:", + "cast-time:-u": "CAST TIME:", + "tn:-u": "TN:", + "test-tn:-u": "TEST TN:", + "test:-u": "TEST:", + "spellpower:-u": "SPELLPOWER:", + "psych-force:-u": "PSYCH FORCE:", + "focus-bonus:-u": "FOCUS BONUS:", + "arcana": "Arcana", + "psychic": "Psychic", + "power-points": "Power Points", + "fatigue": "Fatigue", + "kanna-cost:-u": "KANNA COST:", + "power-cost:-u": "POWER COST:", + "cast-spell:-u": "CAST SPELL:", + "use-power:-u": "USE POWER:", + "arcana:-u": "ARCANA:", + "mp-cost:-u": "MP COST:", + "talent:-u": "TALENT:", + "time:-u": "TIME:", + "resistance:-u": "RESISTANCE:", + "fatigue-tn:-u": "FATIGUE TN:", + "price-tn:-u": "PRICE TN:", + "ability:-u": "ABILITY:", + "accuracy": "Accuracy", + "dexterity": "Dexterity", + "constitution": "Constitution", + "communication": "Communication", + "fighting": "Fighting", + "intelligence": "Intelligence", + "perception": "Perception", + "strength": "Strength", + "willpower": "Willpower", + "the-expanse-rpg-does-not-support-magical-powers": "The Expanse RPG does not support magical powers.", + "the-world-of-lazarus-rpg-does-not-support-magical-powers": "The World of Lazarus RPG does not support magical powers.", + "game-system-u": "GAME SYSTEM", + "dragon-age": "Dragon Age", + "fantasy-age": "Fantasy Age", + "fantasy-age-basic": "Fantasy Age Basic", + "fantasy-age-core": "Fantasy Age Core", + "titansgrave": "Titansgrave", + "blue-rose": "Blue Rose", + "the-expanse": "The Expanse", + "modern-age": "Modern AGE", + "threefold": "Threefold", + "world-of-lazarus": "World of Lazarus", + "fifth-season": "Fifth Season", + "cthulhu-awakens": "Cthulhu Awakens", + "color-selection-u": "COLOR SELECTION", + "black": "Black", + "red": "Red", + "teal-1": "Teal 1", + "teal-2": "Teal 2", + "blue-1": "Blue 1", + "blue-2": "Blue 2", + "dragonscale-red": "Dragonscale Red", + "modern-orange": "Modern Orange", + "threefold-color": "Threefold", + "ronin-green": "Ronin Green", + "lazarus-blue": "Lazarus Blue", + "expansive-starfield": "Expansive Starfield", + "proud-rainbow": "Proud Rainbow", + "trans-color": "Transitional Hues", + "rolls-u": "ROLLS", + "whisper-rolls-to-gm": "Whisper rolls to GM", + "never-whisper-roll": "Never Whisper Rolls", + "query-whisper-roll": "Query Whisper", + "always-whisper-roll": "Always Whisper Rolls", + "show-the-character-name-in-roll-results": "Show the character name in roll results", + "show": "Show", + "hide": "Hide", + "apply-armor-penalty-to-dexterity-rolls": "Apply Armor Penalty to Dexterity rolls", + "add-tiebreaker-to-initiative-rolls": "Add Tiebreaker to Initiative rolls", + "no": "No", + "yes": "Yes", + "options-u": "OPTIONS", + "add-aim-to-attack": "Add Aim to Attack", + "prompt-for-aim": "Prompt for Aim", + "never-use-aim": "Never use Aim", + "toggle": "Toggle", + "always-use-aim": "Always use Aim", + "reroll-stunt-die": "Reroll the Stunt Die", + "never-reroll-stunt": "Never Reroll Stunt Die", + "prompt-for-stunt-reroll": "Prompt for Stunt Reroll", + "always-reroll-stunt": "Always Reroll Stunt Die", + "aim-value-a-value-must-be-entered-here": "Aim value (a number MUST be entered here)", + "sections-u": "CHARACTER TAB SECTIONS", + "replace-health-with-fortune": "Replace Health with Fortune", + "show-the-power-list": "Show the Power list in the Character tab", + "show-the-class-list": "Show the Class Power list in the Character tab", + "show-the-talent-list": "Show the Talent list in the Character tab", + "show-the-spell/arcana-list": "Show the Spell/Arcana list in the Character tab", + "show-the-extraordinary-powers-list": "Show the Extraordinary Powers list in the Character tab", + "show-the-arcana/psychic-list": "Show the Arcana/Psychic list in the Character tab", + "show-the-psychic-list": "Show the Psychic list in the Character tab", + "show-the-mana/magic-points-section": "Show the Mana/Magic Points section", + "show-the-power-points-section": "Show the Power Points section", + "show-the-kanna-section": "Show the Kanna section", + "show-the-experience-points-section": "Show the Experience Points section", + "show-the-fatigue-section": "Show the Fatigue section", + "show-the-fear-section": "Show the Fear section", + "show-the-horror-section": "Show the Horror section", + "show-the-conviction-section": "Show the Conviction section", + "show-the-corruption-section": "Show the Corruption section", + "show-the-ammo-column": "Show the Ammo column", + "show-the-initiative-focus": "Show the Initiative focus", + "show-the-initiative-section": "Show the Initiative section", + "show-the-equipment-section": "Show the Equipment section", + "show-the-money/currency-section": "Show the Money/Currency section", + "show-the-income-section": "Show the Income section", + "show-the-resources-section": "Show the Resources section", + "show-the-conditions-section": "Show the Conditions section", + "auto-configure-all-u": "AUTO-CONFIGURE ALL", + "version": "Version", + "game-system": "Game System", + "color-selection": "Color Selection", + "color-selection-info": "Select the color for the character sheet section headers and buttons.", + "whisp-rolls-gm": "Whisper rolls to GM", + "whisp-rolls-gm-info": "All sheet rolls are sent to all players in chat by default. Query Whisper option gives you a prompt with each roll of whether or not the roll should be sent privately only to yourself and the GM. Always Whisper Rolls will send all rolls only to yourself and the GM.", + "aim-toggle-default": "Prompt for Aim action when rolling attacks", + "aim-value-default": "Aim Value", + "aim-value-default-info": "The default value for the aim bonus when using the Aim prompt. It should be 1 unless a power or talent changes it.", + "show-the-fatigue-section-info": "This should be shown for Blue Rose.", + "show-the-conviction-section-info": "This should be shown for Blue Rose.", + "show-the-corruption-section-info": "This can be shown for Blue Rose.", + "show-the-ammo-column-info": "This can be unchecked for Blue Rose.", + "show-the-money/currency-section-info": "This can be unchecked for Blue Rose.", + "conditions-u": "CONDITIONS", + "origin-u": "ORIGIN", + "drive-u": "DRIVE", + "profession-u": "PROFESSION", + "appearance-u": "APPEARANCE", + "belter": "Belter", + "martian": "Martian", + "earther": "Earther", + "fortune-u": "FORTUNE", + "outsider": "Outsider", + "lower-class": "Lower Class", + "middle-class": "Middle Class", + "upper-class": "Upper Class", + "main-roll-button-title": "This is the roll-builder. You can click it, answer four questions, and then it will roll the dice for you.", + "damage": "Damage", + "total": "Total", + "target_number": "Target Number", + "stunt_points": "Stunt Points", + "stunt_die": "Stunt Die", + "ability": "Ability", + "ability_value": "Ability Value (field 1 of 4)", + "focus_value": "Focus (field 2 of 4)", + "additional_modifier": "Additional modifier (field 3 of 4)", + "additional_modifier2": "Additional modifier", + "ability_score": "Ability Score", + "roll_description": "Roll description (field 4 of 4, optional)", + "die_roll": "Die Roll", + "focus": "Focus", + "cunning": "Cunning", + "magic": "Magic", + "spellcasting_ability": "Spellcasting Ability", + "psychic_ability": "Psychic Ability", + "ability_focus": "Ability Focus", + "arcana_focus": "Arcana Focus", + "psychic_focus": "Psychic Focus", + "fatigue_check_for": "Fatigue Check for", + "price_check_for": "Price Check for", + "each_fatiguing_spell": "Each Fatiguing spell this Encounter", + "fear_label": "Fear", + "armor_penalty": "Armor Penalty", + "initiative_adjustment": "Initiative Adjustment", + "initiative_description": "Acting quickly in tense situations", + "initiative": "Initiative", + "resources": "Resources", + "income_label": "Income", + "attack_bonus_label": "Attack Bonus", + "magic_arcana_focus": "Magic Arcana Focus", + "spellpower_label": "Spellpower", + "fatigue_tn_label": "Fatigue TN", + "price_tn_label": "Price TN", + "kanna_cost_label": "Kanna Cost", + "power_cost_label": "Power Cost", + "plus_one_tn": "+1 TN", + "weapon_groups": "Weapon Groups", + "ancestry_class_power_name": "Ancestry or Class Power name", + "talent_spec_name": "Talent or Specialization name", + "focus_bonus_title": "Focus bonus (0, 2, 3, etc.) MUST have a value for the buttons to work.", + "description": "Description", + "whisper": "Whisper", + "whisper_roll": "Whisper Roll", + "public_roll": "Public Roll" +} diff --git a/Fifth Season/translations/uk.json b/Fifth Season/translations/uk.json new file mode 100644 index 0000000000..adaceeedbf --- /dev/null +++ b/Fifth Season/translations/uk.json @@ -0,0 +1,350 @@ +{ + "character-u": "CHARACTER", + "persona-u": "PERSONA", + "powers-u": "POWERS", + "qualities-u": "QUALITIES", + "talents-u": "TALENTS", + "novice-u": "NOVICE", + "journeyman-u": "JOURNEYMAN", + "expert-u": "EXPERT", + "master-u": "MASTER", + "grandmaster-u": "GRANDMASTER", + "apex-u": "APEX", + "focuses-u": "FOCUSES", + "magic-u": "MAGIC", + "arcana-u": "ARCANA", + "psychic-u": "PSYCHIC", + "arcana/psychic-u": "ARCANA/PSYCHIC", + "whisper-u": "WHISPER", + "aim-u": "AIM", + "reroll-u": "REROLL", + "about-u": "ABOUT", + "char-name-u": "CHARACTER NAME", + "envoy": "Envoy", + "mage": "Mage", + "rogue": "Rogue", + "warrior": "Warrior", + "adept": "Adept", + "expert": "Expert", + "class-u": "CLASS", + "level-u": "LEVEL", + "race-u": "RACE", + "background-u": "BACKGROUND", + "social-class-u": "SOCIAL CLASS", + "ancestry-u": "ANCESTRY", + "family-u": "FAMILY/ALLEGIANCE", + "age-u": "AGE", + "gender-u": "GENDER", + "height-u": "HEIGHT", + "weight-u": "WEIGHT", + "calling-u": "CALLING", + "destiny-u": "DESTINY", + "fate-u": "FATE", + "accuracy-u": "ACCURACY", + "communication-u": "COMMUNICATION", + "constitution-u": "CONSTITUTION", + "cunning-u": "CUNNING", + "dexterity-u": "DEXTERITY", + "fighting-u": "FIGHTING", + "intelligence-u": "INTELLIGENCE", + "perception-u": "PERCEPTION", + "strength-u": "STRENGTH", + "willpower-u": "WILLPOWER", + "health-u": "HEALTH", + "max": "Max", + "mana-u": "MANA", + "magic-points-u": "MAGIC POINTS", + "power-points-u": "POWER POINTS", + "kanna-u": "KANNA", + "experience-points-u": "EXPERIENCE POINTS", + "next": "Next", + "initiative-u": "INITIATIVE", + "adjust": "Adjust", + "fatigue-u": "FATIGUE", + "none": "None", + "winded": "Winded", + "tired": "Tired", + "fatigued": "Fatigued", + "exhausted": "Exhausted", + "dying": "Dying", + "blinded": "Blinded", + "confused": "Confused", + "deafened": "Deafened", + "defenseless": "Defenseless", + "disadvantaged": "Disadvantaged", + "general-disadvantage": "General Disadvantage", + "freefalling": "Free Falling", + "frightened": "Frightened", + "helpless": "Helpless", + "hindered": "Hindered", + "influenced": "Influenced", + "injured": "Injured", + "maimed": "Maimed", + "prone": "Prone", + "restrained": "Restrained", + "scarred": "Scarred", + "slowed": "Slowed", + "stunned": "Stunned", + "unconscious": "Unconscious", + "wounded": "Wounded", + "fear-u": "FEAR", + "nervous": "Nervous", + "anxious": "Anxious", + "watchful": "Watchful", + "afraid": "Afraid", + "terrified": "Terrified", + "horror-u": "HORROR", + "unsettled": "Unsettled", + "shocked": "Shocked", + "appalled": "Appalled", + "overwhelmed": "Overwhelmed", + "shattered": "Shattered", + "resources-u": "RESOURCES", + "income-u": "INCOME", + "i-for-impact": "i", + "b-for-ballistic": "b", + "conviction-u": "CONVICTION", + "corruption-u": "CORRUPTION", + "speed-u": "SPEED", + "defense-u": "DEFENSE", + "toughness-u": "TOUGHNESS", + "toughness-mode": "Mode", + "gritty": "Gritty", + "pulp": "Pulp", + "cinematic": "Cinematic", + "armor-u": "ARMOR", + "base": "Base", + "shield": "Shield", + "Penalty": "Penalty", + "#-sign": "#", + "extraordinary-u": "EXTRAORDINARY", + "attack-u": "ATTACK", + "range-u": "RANGE", + "reload-u": "RELOAD", + "roll-u": "ROLL", + "damage-u": "DAMAGE", + "power-name-u": "POWER NAME", + "class-power-u": "CLASS POWER", + "quality-u": "QUALITY", + "short-description-u": "SHORT DESCRIPTION", + "spell-name-u": "SPELL NAME", + "arcanum-name-u": "ARCANUM NAME", + "psychic-discipline-u": "PSYCHIC DISCIPLINE", + "discipline:-u": "DISCIPLINE:", + "equipment-name-u": "EQUIPMENT NAME", + "quantity-u": "QUANTITY", + "description-u": "DESCRIPTION", + "cp-u": "CP", + "sp-u": "SP", + "gp-u": "GP", + "import-to-currency-u": "IMPORT TO CURRENCY", + "currency-u": "CURRENCY", + "eye-u": "EYES", + "skin-u": "SKIN", + "hair-u": "HAIR", + "languages-u": "LANGUAGES", + "goals-u": "GOALS", + "honorifics-titles-and-memberships-u": "HONORIFICS, TITLES AND MEMBERSHIPS", + "relationships-u": "RELATIONSHIPS", + "bonds-u": "BONDS", + "character-appearance-u": "CHARACTER APPEARANCE", + "char-notes-u": "CHARACTER NOTES", + "specialization1-u": "SPECIALIZATION 1", + "specialization1-degree-u": "DEGREE", + "specialization2-u": "SPECIALIZATION 2", + "type-or-level:-u": "TYPE OR LEVEL:", + "SOURCE:-u": "SOURCE:", + "short-desc.:-u": "SHORT DESC.:", + "description:-u": "DESCRIPTION:", + "focus:-u": "FOCUS:", + "school:-u": "SCHOOL:", + "type:-u": "TYPE:", + "mana-cost:-u": "MANA COST:", + "cast-time:-u": "CAST TIME:", + "tn:-u": "TN:", + "test-tn:-u": "TEST TN:", + "test:-u": "TEST:", + "spellpower:-u": "SPELLPOWER:", + "psych-force:-u": "PSYCH FORCE:", + "focus-bonus:-u": "FOCUS BONUS:", + "arcana": "Arcana", + "psychic": "Psychic", + "power-points": "Power Points", + "fatigue": "Fatigue", + "kanna-cost:-u": "KANNA COST:", + "power-cost:-u": "POWER COST:", + "cast-spell:-u": "CAST SPELL:", + "use-power:-u": "USE POWER:", + "arcana:-u": "ARCANA:", + "mp-cost:-u": "MP COST:", + "talent:-u": "TALENT:", + "time:-u": "TIME:", + "resistance:-u": "RESISTANCE:", + "fatigue-tn:-u": "FATIGUE TN:", + "price-tn:-u": "PRICE TN:", + "ability:-u": "ABILITY:", + "accuracy": "Accuracy", + "dexterity": "Dexterity", + "constitution": "Constitution", + "communication": "Communication", + "fighting": "Fighting", + "intelligence": "Intelligence", + "perception": "Perception", + "strength": "Strength", + "willpower": "Willpower", + "the-expanse-rpg-does-not-support-magical-powers": "The Expanse RPG does not support magical powers.", + "the-world-of-lazarus-rpg-does-not-support-magical-powers": "The World of Lazarus RPG does not support magical powers.", + "game-system-u": "GAME SYSTEM", + "dragon-age": "Dragon Age", + "fantasy-age": "Fantasy Age", + "fantasy-age-basic": "Fantasy Age Basic", + "fantasy-age-core": "Fantasy Age Core", + "titansgrave": "Titansgrave", + "blue-rose": "Blue Rose", + "the-expanse": "The Expanse", + "modern-age": "Modern AGE", + "threefold": "Threefold", + "world-of-lazarus": "World of Lazarus", + "fifth-season": "Fifth Season", + "cthulhu-awakens": "Cthulhu Awakens", + "color-selection-u": "COLOR SELECTION", + "black": "Black", + "red": "Red", + "teal-1": "Teal 1", + "teal-2": "Teal 2", + "blue-1": "Blue 1", + "blue-2": "Blue 2", + "dragonscale-red": "Dragonscale Red", + "modern-orange": "Modern Orange", + "threefold-color": "Threefold", + "ronin-green": "Ronin Green", + "lazarus-blue": "Lazarus Blue", + "expansive-starfield": "Expansive Starfield", + "proud-rainbow": "Proud Rainbow", + "trans-color": "Transitional Hues", + "rolls-u": "ROLLS", + "whisper-rolls-to-gm": "Whisper rolls to GM", + "never-whisper-roll": "Never Whisper Rolls", + "query-whisper-roll": "Query Whisper", + "always-whisper-roll": "Always Whisper Rolls", + "show-the-character-name-in-roll-results": "Show the character name in roll results", + "show": "Show", + "hide": "Hide", + "apply-armor-penalty-to-dexterity-rolls": "Apply Armor Penalty to Dexterity rolls", + "add-tiebreaker-to-initiative-rolls": "Add Tiebreaker to Initiative rolls", + "no": "No", + "yes": "Yes", + "options-u": "OPTIONS", + "add-aim-to-attack": "Add Aim to Attack", + "prompt-for-aim": "Prompt for Aim", + "never-use-aim": "Never use Aim", + "toggle": "Toggle", + "always-use-aim": "Always use Aim", + "reroll-stunt-die": "Reroll the Stunt Die", + "never-reroll-stunt": "Never Reroll Stunt Die", + "prompt-for-stunt-reroll": "Prompt for Stunt Reroll", + "always-reroll-stunt": "Always Reroll Stunt Die", + "aim-value-a-value-must-be-entered-here": "Aim value (a number MUST be entered here)", + "sections-u": "CHARACTER TAB SECTIONS", + "replace-health-with-fortune": "Replace Health with Fortune", + "show-the-power-list": "Show the Power list in the Character tab", + "show-the-class-list": "Show the Class Power list in the Character tab", + "show-the-talent-list": "Show the Talent list in the Character tab", + "show-the-spell/arcana-list": "Show the Spell/Arcana list in the Character tab", + "show-the-extraordinary-powers-list": "Show the Extraordinary Powers list in the Character tab", + "show-the-arcana/psychic-list": "Show the Arcana/Psychic list in the Character tab", + "show-the-psychic-list": "Show the Psychic list in the Character tab", + "show-the-mana/magic-points-section": "Show the Mana/Magic Points section", + "show-the-power-points-section": "Show the Power Points section", + "show-the-kanna-section": "Show the Kanna section", + "show-the-experience-points-section": "Show the Experience Points section", + "show-the-fatigue-section": "Show the Fatigue section", + "show-the-fear-section": "Show the Fear section", + "show-the-horror-section": "Show the Horror section", + "show-the-conviction-section": "Show the Conviction section", + "show-the-corruption-section": "Show the Corruption section", + "show-the-ammo-column": "Show the Ammo column", + "show-the-initiative-focus": "Show the Initiative focus", + "show-the-initiative-section": "Show the Initiative section", + "show-the-equipment-section": "Show the Equipment section", + "show-the-money/currency-section": "Show the Money/Currency section", + "show-the-income-section": "Show the Income section", + "show-the-resources-section": "Show the Resources section", + "show-the-conditions-section": "Show the Conditions section", + "auto-configure-all-u": "AUTO-CONFIGURE ALL", + "version": "Version", + "game-system": "Game System", + "color-selection": "Color Selection", + "color-selection-info": "Select the color for the character sheet section headers and buttons.", + "whisp-rolls-gm": "Whisper rolls to GM", + "whisp-rolls-gm-info": "All sheet rolls are sent to all players in chat by default. Query Whisper option gives you a prompt with each roll of whether or not the roll should be sent privately only to yourself and the GM. Always Whisper Rolls will send all rolls only to yourself and the GM.", + "aim-toggle-default": "Prompt for Aim action when rolling attacks", + "aim-value-default": "Aim Value", + "aim-value-default-info": "The default value for the aim bonus when using the Aim prompt. It should be 1 unless a power or talent changes it.", + "show-the-fatigue-section-info": "This should be shown for Blue Rose.", + "show-the-conviction-section-info": "This should be shown for Blue Rose.", + "show-the-corruption-section-info": "This can be shown for Blue Rose.", + "show-the-ammo-column-info": "This can be unchecked for Blue Rose.", + "show-the-money/currency-section-info": "This can be unchecked for Blue Rose.", + "conditions-u": "CONDITIONS", + "origin-u": "ORIGIN", + "drive-u": "DRIVE", + "profession-u": "PROFESSION", + "appearance-u": "APPEARANCE", + "belter": "Belter", + "martian": "Martian", + "earther": "Earther", + "fortune-u": "FORTUNE", + "outsider": "Outsider", + "lower-class": "Lower Class", + "middle-class": "Middle Class", + "upper-class": "Upper Class", + "main-roll-button-title": "This is the roll-builder. You can click it, answer four questions, and then it will roll the dice for you.", + "damage": "Damage", + "total": "Total", + "target_number": "Target Number", + "stunt_points": "Stunt Points", + "stunt_die": "Stunt Die", + "ability": "Ability", + "ability_value": "Ability Value (field 1 of 4)", + "focus_value": "Focus (field 2 of 4)", + "additional_modifier": "Additional modifier (field 3 of 4)", + "additional_modifier2": "Additional modifier", + "ability_score": "Ability Score", + "roll_description": "Roll description (field 4 of 4, optional)", + "die_roll": "Die Roll", + "focus": "Focus", + "cunning": "Cunning", + "magic": "Magic", + "spellcasting_ability": "Spellcasting Ability", + "psychic_ability": "Psychic Ability", + "ability_focus": "Ability Focus", + "arcana_focus": "Arcana Focus", + "psychic_focus": "Psychic Focus", + "fatigue_check_for": "Fatigue Check for", + "price_check_for": "Price Check for", + "each_fatiguing_spell": "Each Fatiguing spell this Encounter", + "fear_label": "Fear", + "armor_penalty": "Armor Penalty", + "initiative_adjustment": "Initiative Adjustment", + "initiative_description": "Acting quickly in tense situations", + "initiative": "Initiative", + "resources": "Resources", + "income_label": "Income", + "attack_bonus_label": "Attack Bonus", + "magic_arcana_focus": "Magic Arcana Focus", + "spellpower_label": "Spellpower", + "fatigue_tn_label": "Fatigue TN", + "price_tn_label": "Price TN", + "kanna_cost_label": "Kanna Cost", + "power_cost_label": "Power Cost", + "plus_one_tn": "+1 TN", + "weapon_groups": "Weapon Groups", + "ancestry_class_power_name": "Ancestry or Class Power name", + "talent_spec_name": "Talent or Specialization name", + "focus_bonus_title": "Focus bonus (0, 2, 3, etc.) MUST have a value for the buttons to work.", + "description": "Description", + "whisper": "Whisper", + "whisper_roll": "Whisper Roll", + "public_roll": "Public Roll" +} diff --git a/Fifth Season/translations/zh.json b/Fifth Season/translations/zh.json new file mode 100644 index 0000000000..adaceeedbf --- /dev/null +++ b/Fifth Season/translations/zh.json @@ -0,0 +1,350 @@ +{ + "character-u": "CHARACTER", + "persona-u": "PERSONA", + "powers-u": "POWERS", + "qualities-u": "QUALITIES", + "talents-u": "TALENTS", + "novice-u": "NOVICE", + "journeyman-u": "JOURNEYMAN", + "expert-u": "EXPERT", + "master-u": "MASTER", + "grandmaster-u": "GRANDMASTER", + "apex-u": "APEX", + "focuses-u": "FOCUSES", + "magic-u": "MAGIC", + "arcana-u": "ARCANA", + "psychic-u": "PSYCHIC", + "arcana/psychic-u": "ARCANA/PSYCHIC", + "whisper-u": "WHISPER", + "aim-u": "AIM", + "reroll-u": "REROLL", + "about-u": "ABOUT", + "char-name-u": "CHARACTER NAME", + "envoy": "Envoy", + "mage": "Mage", + "rogue": "Rogue", + "warrior": "Warrior", + "adept": "Adept", + "expert": "Expert", + "class-u": "CLASS", + "level-u": "LEVEL", + "race-u": "RACE", + "background-u": "BACKGROUND", + "social-class-u": "SOCIAL CLASS", + "ancestry-u": "ANCESTRY", + "family-u": "FAMILY/ALLEGIANCE", + "age-u": "AGE", + "gender-u": "GENDER", + "height-u": "HEIGHT", + "weight-u": "WEIGHT", + "calling-u": "CALLING", + "destiny-u": "DESTINY", + "fate-u": "FATE", + "accuracy-u": "ACCURACY", + "communication-u": "COMMUNICATION", + "constitution-u": "CONSTITUTION", + "cunning-u": "CUNNING", + "dexterity-u": "DEXTERITY", + "fighting-u": "FIGHTING", + "intelligence-u": "INTELLIGENCE", + "perception-u": "PERCEPTION", + "strength-u": "STRENGTH", + "willpower-u": "WILLPOWER", + "health-u": "HEALTH", + "max": "Max", + "mana-u": "MANA", + "magic-points-u": "MAGIC POINTS", + "power-points-u": "POWER POINTS", + "kanna-u": "KANNA", + "experience-points-u": "EXPERIENCE POINTS", + "next": "Next", + "initiative-u": "INITIATIVE", + "adjust": "Adjust", + "fatigue-u": "FATIGUE", + "none": "None", + "winded": "Winded", + "tired": "Tired", + "fatigued": "Fatigued", + "exhausted": "Exhausted", + "dying": "Dying", + "blinded": "Blinded", + "confused": "Confused", + "deafened": "Deafened", + "defenseless": "Defenseless", + "disadvantaged": "Disadvantaged", + "general-disadvantage": "General Disadvantage", + "freefalling": "Free Falling", + "frightened": "Frightened", + "helpless": "Helpless", + "hindered": "Hindered", + "influenced": "Influenced", + "injured": "Injured", + "maimed": "Maimed", + "prone": "Prone", + "restrained": "Restrained", + "scarred": "Scarred", + "slowed": "Slowed", + "stunned": "Stunned", + "unconscious": "Unconscious", + "wounded": "Wounded", + "fear-u": "FEAR", + "nervous": "Nervous", + "anxious": "Anxious", + "watchful": "Watchful", + "afraid": "Afraid", + "terrified": "Terrified", + "horror-u": "HORROR", + "unsettled": "Unsettled", + "shocked": "Shocked", + "appalled": "Appalled", + "overwhelmed": "Overwhelmed", + "shattered": "Shattered", + "resources-u": "RESOURCES", + "income-u": "INCOME", + "i-for-impact": "i", + "b-for-ballistic": "b", + "conviction-u": "CONVICTION", + "corruption-u": "CORRUPTION", + "speed-u": "SPEED", + "defense-u": "DEFENSE", + "toughness-u": "TOUGHNESS", + "toughness-mode": "Mode", + "gritty": "Gritty", + "pulp": "Pulp", + "cinematic": "Cinematic", + "armor-u": "ARMOR", + "base": "Base", + "shield": "Shield", + "Penalty": "Penalty", + "#-sign": "#", + "extraordinary-u": "EXTRAORDINARY", + "attack-u": "ATTACK", + "range-u": "RANGE", + "reload-u": "RELOAD", + "roll-u": "ROLL", + "damage-u": "DAMAGE", + "power-name-u": "POWER NAME", + "class-power-u": "CLASS POWER", + "quality-u": "QUALITY", + "short-description-u": "SHORT DESCRIPTION", + "spell-name-u": "SPELL NAME", + "arcanum-name-u": "ARCANUM NAME", + "psychic-discipline-u": "PSYCHIC DISCIPLINE", + "discipline:-u": "DISCIPLINE:", + "equipment-name-u": "EQUIPMENT NAME", + "quantity-u": "QUANTITY", + "description-u": "DESCRIPTION", + "cp-u": "CP", + "sp-u": "SP", + "gp-u": "GP", + "import-to-currency-u": "IMPORT TO CURRENCY", + "currency-u": "CURRENCY", + "eye-u": "EYES", + "skin-u": "SKIN", + "hair-u": "HAIR", + "languages-u": "LANGUAGES", + "goals-u": "GOALS", + "honorifics-titles-and-memberships-u": "HONORIFICS, TITLES AND MEMBERSHIPS", + "relationships-u": "RELATIONSHIPS", + "bonds-u": "BONDS", + "character-appearance-u": "CHARACTER APPEARANCE", + "char-notes-u": "CHARACTER NOTES", + "specialization1-u": "SPECIALIZATION 1", + "specialization1-degree-u": "DEGREE", + "specialization2-u": "SPECIALIZATION 2", + "type-or-level:-u": "TYPE OR LEVEL:", + "SOURCE:-u": "SOURCE:", + "short-desc.:-u": "SHORT DESC.:", + "description:-u": "DESCRIPTION:", + "focus:-u": "FOCUS:", + "school:-u": "SCHOOL:", + "type:-u": "TYPE:", + "mana-cost:-u": "MANA COST:", + "cast-time:-u": "CAST TIME:", + "tn:-u": "TN:", + "test-tn:-u": "TEST TN:", + "test:-u": "TEST:", + "spellpower:-u": "SPELLPOWER:", + "psych-force:-u": "PSYCH FORCE:", + "focus-bonus:-u": "FOCUS BONUS:", + "arcana": "Arcana", + "psychic": "Psychic", + "power-points": "Power Points", + "fatigue": "Fatigue", + "kanna-cost:-u": "KANNA COST:", + "power-cost:-u": "POWER COST:", + "cast-spell:-u": "CAST SPELL:", + "use-power:-u": "USE POWER:", + "arcana:-u": "ARCANA:", + "mp-cost:-u": "MP COST:", + "talent:-u": "TALENT:", + "time:-u": "TIME:", + "resistance:-u": "RESISTANCE:", + "fatigue-tn:-u": "FATIGUE TN:", + "price-tn:-u": "PRICE TN:", + "ability:-u": "ABILITY:", + "accuracy": "Accuracy", + "dexterity": "Dexterity", + "constitution": "Constitution", + "communication": "Communication", + "fighting": "Fighting", + "intelligence": "Intelligence", + "perception": "Perception", + "strength": "Strength", + "willpower": "Willpower", + "the-expanse-rpg-does-not-support-magical-powers": "The Expanse RPG does not support magical powers.", + "the-world-of-lazarus-rpg-does-not-support-magical-powers": "The World of Lazarus RPG does not support magical powers.", + "game-system-u": "GAME SYSTEM", + "dragon-age": "Dragon Age", + "fantasy-age": "Fantasy Age", + "fantasy-age-basic": "Fantasy Age Basic", + "fantasy-age-core": "Fantasy Age Core", + "titansgrave": "Titansgrave", + "blue-rose": "Blue Rose", + "the-expanse": "The Expanse", + "modern-age": "Modern AGE", + "threefold": "Threefold", + "world-of-lazarus": "World of Lazarus", + "fifth-season": "Fifth Season", + "cthulhu-awakens": "Cthulhu Awakens", + "color-selection-u": "COLOR SELECTION", + "black": "Black", + "red": "Red", + "teal-1": "Teal 1", + "teal-2": "Teal 2", + "blue-1": "Blue 1", + "blue-2": "Blue 2", + "dragonscale-red": "Dragonscale Red", + "modern-orange": "Modern Orange", + "threefold-color": "Threefold", + "ronin-green": "Ronin Green", + "lazarus-blue": "Lazarus Blue", + "expansive-starfield": "Expansive Starfield", + "proud-rainbow": "Proud Rainbow", + "trans-color": "Transitional Hues", + "rolls-u": "ROLLS", + "whisper-rolls-to-gm": "Whisper rolls to GM", + "never-whisper-roll": "Never Whisper Rolls", + "query-whisper-roll": "Query Whisper", + "always-whisper-roll": "Always Whisper Rolls", + "show-the-character-name-in-roll-results": "Show the character name in roll results", + "show": "Show", + "hide": "Hide", + "apply-armor-penalty-to-dexterity-rolls": "Apply Armor Penalty to Dexterity rolls", + "add-tiebreaker-to-initiative-rolls": "Add Tiebreaker to Initiative rolls", + "no": "No", + "yes": "Yes", + "options-u": "OPTIONS", + "add-aim-to-attack": "Add Aim to Attack", + "prompt-for-aim": "Prompt for Aim", + "never-use-aim": "Never use Aim", + "toggle": "Toggle", + "always-use-aim": "Always use Aim", + "reroll-stunt-die": "Reroll the Stunt Die", + "never-reroll-stunt": "Never Reroll Stunt Die", + "prompt-for-stunt-reroll": "Prompt for Stunt Reroll", + "always-reroll-stunt": "Always Reroll Stunt Die", + "aim-value-a-value-must-be-entered-here": "Aim value (a number MUST be entered here)", + "sections-u": "CHARACTER TAB SECTIONS", + "replace-health-with-fortune": "Replace Health with Fortune", + "show-the-power-list": "Show the Power list in the Character tab", + "show-the-class-list": "Show the Class Power list in the Character tab", + "show-the-talent-list": "Show the Talent list in the Character tab", + "show-the-spell/arcana-list": "Show the Spell/Arcana list in the Character tab", + "show-the-extraordinary-powers-list": "Show the Extraordinary Powers list in the Character tab", + "show-the-arcana/psychic-list": "Show the Arcana/Psychic list in the Character tab", + "show-the-psychic-list": "Show the Psychic list in the Character tab", + "show-the-mana/magic-points-section": "Show the Mana/Magic Points section", + "show-the-power-points-section": "Show the Power Points section", + "show-the-kanna-section": "Show the Kanna section", + "show-the-experience-points-section": "Show the Experience Points section", + "show-the-fatigue-section": "Show the Fatigue section", + "show-the-fear-section": "Show the Fear section", + "show-the-horror-section": "Show the Horror section", + "show-the-conviction-section": "Show the Conviction section", + "show-the-corruption-section": "Show the Corruption section", + "show-the-ammo-column": "Show the Ammo column", + "show-the-initiative-focus": "Show the Initiative focus", + "show-the-initiative-section": "Show the Initiative section", + "show-the-equipment-section": "Show the Equipment section", + "show-the-money/currency-section": "Show the Money/Currency section", + "show-the-income-section": "Show the Income section", + "show-the-resources-section": "Show the Resources section", + "show-the-conditions-section": "Show the Conditions section", + "auto-configure-all-u": "AUTO-CONFIGURE ALL", + "version": "Version", + "game-system": "Game System", + "color-selection": "Color Selection", + "color-selection-info": "Select the color for the character sheet section headers and buttons.", + "whisp-rolls-gm": "Whisper rolls to GM", + "whisp-rolls-gm-info": "All sheet rolls are sent to all players in chat by default. Query Whisper option gives you a prompt with each roll of whether or not the roll should be sent privately only to yourself and the GM. Always Whisper Rolls will send all rolls only to yourself and the GM.", + "aim-toggle-default": "Prompt for Aim action when rolling attacks", + "aim-value-default": "Aim Value", + "aim-value-default-info": "The default value for the aim bonus when using the Aim prompt. It should be 1 unless a power or talent changes it.", + "show-the-fatigue-section-info": "This should be shown for Blue Rose.", + "show-the-conviction-section-info": "This should be shown for Blue Rose.", + "show-the-corruption-section-info": "This can be shown for Blue Rose.", + "show-the-ammo-column-info": "This can be unchecked for Blue Rose.", + "show-the-money/currency-section-info": "This can be unchecked for Blue Rose.", + "conditions-u": "CONDITIONS", + "origin-u": "ORIGIN", + "drive-u": "DRIVE", + "profession-u": "PROFESSION", + "appearance-u": "APPEARANCE", + "belter": "Belter", + "martian": "Martian", + "earther": "Earther", + "fortune-u": "FORTUNE", + "outsider": "Outsider", + "lower-class": "Lower Class", + "middle-class": "Middle Class", + "upper-class": "Upper Class", + "main-roll-button-title": "This is the roll-builder. You can click it, answer four questions, and then it will roll the dice for you.", + "damage": "Damage", + "total": "Total", + "target_number": "Target Number", + "stunt_points": "Stunt Points", + "stunt_die": "Stunt Die", + "ability": "Ability", + "ability_value": "Ability Value (field 1 of 4)", + "focus_value": "Focus (field 2 of 4)", + "additional_modifier": "Additional modifier (field 3 of 4)", + "additional_modifier2": "Additional modifier", + "ability_score": "Ability Score", + "roll_description": "Roll description (field 4 of 4, optional)", + "die_roll": "Die Roll", + "focus": "Focus", + "cunning": "Cunning", + "magic": "Magic", + "spellcasting_ability": "Spellcasting Ability", + "psychic_ability": "Psychic Ability", + "ability_focus": "Ability Focus", + "arcana_focus": "Arcana Focus", + "psychic_focus": "Psychic Focus", + "fatigue_check_for": "Fatigue Check for", + "price_check_for": "Price Check for", + "each_fatiguing_spell": "Each Fatiguing spell this Encounter", + "fear_label": "Fear", + "armor_penalty": "Armor Penalty", + "initiative_adjustment": "Initiative Adjustment", + "initiative_description": "Acting quickly in tense situations", + "initiative": "Initiative", + "resources": "Resources", + "income_label": "Income", + "attack_bonus_label": "Attack Bonus", + "magic_arcana_focus": "Magic Arcana Focus", + "spellpower_label": "Spellpower", + "fatigue_tn_label": "Fatigue TN", + "price_tn_label": "Price TN", + "kanna_cost_label": "Kanna Cost", + "power_cost_label": "Power Cost", + "plus_one_tn": "+1 TN", + "weapon_groups": "Weapon Groups", + "ancestry_class_power_name": "Ancestry or Class Power name", + "talent_spec_name": "Talent or Specialization name", + "focus_bonus_title": "Focus bonus (0, 2, 3, etc.) MUST have a value for the buttons to work.", + "description": "Description", + "whisper": "Whisper", + "whisper_roll": "Whisper Roll", + "public_roll": "Public Roll" +} diff --git a/Fifth Season/translations/zu.json b/Fifth Season/translations/zu.json new file mode 100644 index 0000000000..1897a49c52 --- /dev/null +++ b/Fifth Season/translations/zu.json @@ -0,0 +1,246 @@ +{ + "character-u": "crwdns61100:0crwdne61100:0", + "persona-u": "crwdns61101:0crwdne61101:0", + "powers-u": "crwdns61102:0crwdne61102:0", + "focuses-u": "crwdns61103:0crwdne61103:0", + "magic-u": "crwdns61104:0crwdne61104:0", + "arcana-u": "crwdns61105:0crwdne61105:0", + "arcana/psychic-u": "crwdns399288:0crwdne399288:0", + "whisper-u": "crwdns61106:0crwdne61106:0", + "aim-u": "crwdns61107:0crwdne61107:0", + "char-name-u": "crwdns61109:0crwdne61109:0", + "mage": "crwdns61110:0crwdne61110:0", + "rogue": "crwdns61111:0crwdne61111:0", + "warrior": "crwdns61112:0crwdne61112:0", + "adept": "crwdns61113:0crwdne61113:0", + "expert": "crwdns61114:0crwdne61114:0", + "class-u": "crwdns61115:0crwdne61115:0", + "level-u": "crwdns61116:0crwdne61116:0", + "race-u": "crwdns61117:0crwdne61117:0", + "background-u": "crwdns61118:0crwdne61118:0", + "social-class-u": "crwdns61119:0crwdne61119:0", + "ancestry-u": "crwdns399290:0crwdne399290:0", + "family-u": "crwdns399292:0crwdne399292:0", + "age-u": "crwdns61120:0crwdne61120:0", + "gender-u": "crwdns61121:0crwdne61121:0", + "height-u": "crwdns61122:0crwdne61122:0", + "weight-u": "crwdns61123:0crwdne61123:0", + "calling-u": "crwdns61124:0crwdne61124:0", + "destiny-u": "crwdns61125:0crwdne61125:0", + "fate-u": "crwdns61126:0crwdne61126:0", + "accuracy-u": "crwdns61127:0crwdne61127:0", + "communication-u": "crwdns61128:0crwdne61128:0", + "constitution-u": "crwdns61129:0crwdne61129:0", + "cunning-u": "crwdns61130:0crwdne61130:0", + "dexterity-u": "crwdns61131:0crwdne61131:0", + "fighting-u": "crwdns61132:0crwdne61132:0", + "intelligence-u": "crwdns61133:0crwdne61133:0", + "perception-u": "crwdns61134:0crwdne61134:0", + "strength-u": "crwdns61135:0crwdne61135:0", + "willpower-u": "crwdns61136:0crwdne61136:0", + "health-u": "crwdns61137:0crwdne61137:0", + "max": "crwdns61138:0crwdne61138:0", + "mana-u": "crwdns61139:0crwdne61139:0", + "magic-points-u": "crwdns61140:0crwdne61140:0", + "power-points-u": "crwdns399294:0crwdne399294:0", + "kanna-u": "crwdns399296:0crwdne399296:0", + "experience-points-u": "crwdns61141:0crwdne61141:0", + "next": "crwdns61142:0crwdne61142:0", + "initiative-u": "crwdns399298:0crwdne399298:0", + "adjust": "crwdns399300:0crwdne399300:0", + "fatigue-u": "crwdns61143:0crwdne61143:0", + "none": "crwdns61144:0crwdne61144:0", + "winded": "crwdns61145:0crwdne61145:0", + "fatigued": "crwdns61146:0crwdne61146:0", + "exhausted": "crwdns61147:0crwdne61147:0", + "dying": "crwdns61148:0crwdne61148:0", + "fear-u": "crwdns405454:0crwdne405454:0", + "nervous": "crwdns405456:0crwdne405456:0", + "anxious": "crwdns405458:0crwdne405458:0", + "watchful": "crwdns405460:0crwdne405460:0", + "afraid": "crwdns405462:0crwdne405462:0", + "terrified": "crwdns405464:0crwdne405464:0", + "horror-u": "crwdns405466:0crwdne405466:0", + "unsettled": "crwdns405468:0crwdne405468:0", + "shocked": "crwdns405470:0crwdne405470:0", + "appalled": "crwdns405472:0crwdne405472:0", + "overwhelmed": "crwdns405474:0crwdne405474:0", + "shattered": "crwdns405476:0crwdne405476:0", + "resources-u": "crwdns399302:0crwdne399302:0", + "income-u": "crwdns399304:0crwdne399304:0", + "i-for-impact": "crwdns399306:0crwdne399306:0", + "b-for-ballistic": "crwdns399308:0crwdne399308:0", + "conviction-u": "crwdns61149:0crwdne61149:0", + "corruption-u": "crwdns61150:0crwdne61150:0", + "speed-u": "crwdns61151:0crwdne61151:0", + "defense-u": "crwdns61152:0crwdne61152:0", + "toughness-u": "crwdns399310:0crwdne399310:0", + "toughness-mode": "crwdns399312:0crwdne399312:0", + "gritty": "crwdns399314:0crwdne399314:0", + "pulp": "crwdns399316:0crwdne399316:0", + "cinematic": "crwdns399318:0crwdne399318:0", + "armor-u": "crwdns61153:0crwdne61153:0", + "base": "crwdns61154:0crwdne61154:0", + "shield": "crwdns61155:0crwdne61155:0", + "Penalty": "crwdns61156:0crwdne61156:0", + "#-sign": "crwdns399320:0crwdne399320:0", + "extraordinary-u": "crwdns399322:0crwdne399322:0", + "attack-u": "crwdns61157:0crwdne61157:0", + "range-u": "crwdns61158:0crwdne61158:0", + "reload-u": "crwdns61159:0crwdne61159:0", + "roll-u": "crwdns61160:0crwdne61160:0", + "damage-u": "crwdns61161:0crwdne61161:0", + "power-name-u": "crwdns61162:0crwdne61162:0", + "short-description-u": "crwdns61163:0crwdne61163:0", + "spell-name-u": "crwdns61164:0crwdne61164:0", + "arcanum-name-u": "crwdns61165:0crwdne61165:0", + "equipment-name-u": "crwdns61166:0crwdne61166:0", + "quantity-u": "crwdns61167:0crwdne61167:0", + "description-u": "crwdns61168:0crwdne61168:0", + "cp-u": "crwdns399324:0crwdne399324:0", + "sp-u": "crwdns399326:0crwdne399326:0", + "gp-u": "crwdns399328:0crwdne399328:0", + "import-to-currency-u": "crwdns399330:0crwdne399330:0", + "currency-u": "crwdns399332:0crwdne399332:0", + "eye-u": "crwdns61169:0crwdne61169:0", + "skin-u": "crwdns61170:0crwdne61170:0", + "hair-u": "crwdns61171:0crwdne61171:0", + "languages-u": "crwdns61172:0crwdne61172:0", + "goals-u": "crwdns61173:0crwdne61173:0", + "honorifics-titles-and-memberships-u": "crwdns61174:0crwdne61174:0", + "relationships-u": "crwdns61175:0crwdne61175:0", + "character-appearance-u": "crwdns61176:0crwdne61176:0", + "char-notes-u": "crwdns61177:0crwdne61177:0", + "specialization1-u": "crwdns61178:0crwdne61178:0", + "specialization1-degree-u": "crwdns61179:0crwdne61179:0", + "specialization2-u": "crwdns61180:0crwdne61180:0", + "type-or-level:-u": "crwdns61181:0crwdne61181:0", + "SOURCE:-u": "crwdns61182:0crwdne61182:0", + "short-desc.:-u": "crwdns61183:0crwdne61183:0", + "description:-u": "crwdns61184:0crwdne61184:0", + "focus:-u": "crwdns61185:0crwdne61185:0", + "school:-u": "crwdns61186:0crwdne61186:0", + "type:-u": "crwdns61187:0crwdne61187:0", + "mana-cost:-u": "crwdns61188:0crwdne61188:0", + "cast-time:-u": "crwdns61189:0crwdne61189:0", + "tn:-u": "crwdns61190:0crwdne61190:0", + "test:-u": "crwdns61191:0crwdne61191:0", + "spellpower:-u": "crwdns61192:0crwdne61192:0", + "focus-bonus:-u": "crwdns61193:0crwdne61193:0", + "arcana": "crwdns399334:0crwdne399334:0", + "psychic": "crwdns399336:0crwdne399336:0", + "power-points": "crwdns399338:0crwdne399338:0", + "fatigue": "crwdns399340:0crwdne399340:0", + "kanna-cost:-u": "crwdns399342:0crwdne399342:0", + "power-cost:-u": "crwdns399344:0crwdne399344:0", + "cast-spell:-u": "crwdns61194:0crwdne61194:0", + "use-power:-u": "crwdns399346:0crwdne399346:0", + "arcana:-u": "crwdns61195:0crwdne61195:0", + "mp-cost:-u": "crwdns61196:0crwdne61196:0", + "talent:-u": "crwdns61197:0crwdne61197:0", + "time:-u": "crwdns61198:0crwdne61198:0", + "resistance:-u": "crwdns61199:0crwdne61199:0", + "fatigue-tn:-u": "crwdns61200:0crwdne61200:0", + "ability:-u": "crwdns61201:0crwdne61201:0", + "accuracy": "crwdns399348:0crwdne399348:0", + "dexterity": "crwdns399350:0crwdne399350:0", + "constitution": "crwdns399352:0crwdne399352:0", + "communication": "crwdns61202:0crwdne61202:0", + "fighting": "crwdns399354:0crwdne399354:0", + "intelligence": "crwdns61203:0crwdne61203:0", + "perception": "crwdns105524:0crwdne105524:0", + "strength": "crwdns399356:0crwdne399356:0", + "willpower": "crwdns105526:0crwdne105526:0", + "the-expanse-rpg-does-not-support-magical-powers": "crwdns399358:0crwdne399358:0", + "the-world-of-lazarus-rpg-does-not-support-magical-powers": "crwdns399360:0crwdne399360:0", + "game-system-u": "crwdns61205:0crwdne61205:0", + "dragon-age": "crwdns399362:0crwdne399362:0", + "fantasy-age": "crwdns399364:0crwdne399364:0", + "titansgrave": "crwdns399366:0crwdne399366:0", + "blue-rose": "crwdns399368:0crwdne399368:0", + "the-expanse": "crwdns399370:0crwdne399370:0", + "modern-age": "crwdns399372:0crwdne399372:0", + "threefold": "crwdns399374:0crwdne399374:0", + "world-of-lazarus": "crwdns399376:0crwdne399376:0", + "color-selection-u": "crwdns61206:0crwdne61206:0", + "black": "crwdns61207:0crwdne61207:0", + "red": "crwdns61208:0crwdne61208:0", + "teal-1": "crwdns61209:0crwdne61209:0", + "teal-2": "crwdns61210:0crwdne61210:0", + "blue-1": "crwdns61211:0crwdne61211:0", + "blue-2": "crwdns61212:0crwdne61212:0", + "dragonscale-red": "crwdns399378:0crwdne399378:0", + "modern-orange": "crwdns399380:0crwdne399380:0", + "threefold-color": "crwdns399382:0crwdne399382:0", + "ronin-green": "crwdns399384:0crwdne399384:0", + "lazarus-blue": "crwdns399386:0crwdne399386:0", + "expansive-starfield": "crwdns399388:0crwdne399388:0", + "proud-rainbow": "crwdns399390:0crwdne399390:0", + "trans-color": "crwdns405478:0crwdne405478:0", + "rolls-u": "crwdns61213:0crwdne61213:0", + "whisper-rolls-to-gm": "crwdns61214:0crwdne61214:0", + "never-whisper-roll": "crwdns61215:0crwdne61215:0", + "query-whisper-roll": "crwdns61216:0crwdne61216:0", + "always-whisper-roll": "crwdns61217:0crwdne61217:0", + "show-the-character-name-in-roll-results": "crwdns61218:0crwdne61218:0", + "show": "crwdns61219:0crwdne61219:0", + "hide": "crwdns61220:0crwdne61220:0", + "apply-armor-penalty-to-dexterity-rolls": "crwdns399392:0crwdne399392:0", + "no": "crwdns399394:0crwdne399394:0", + "yes": "crwdns399396:0crwdne399396:0", + "options-u": "crwdns61221:0crwdne61221:0", + "prompt-for-aim": "crwdns61222:0crwdne61222:0", + "never-use-aim": "crwdns61223:0crwdne61223:0", + "toggle": "crwdns61224:0crwdne61224:0", + "always-use-aim": "crwdns61225:0crwdne61225:0", + "aim-value-a-value-must-be-entered-here": "crwdns61226:0crwdne61226:0", + "sections-u": "crwdns399398:0crwdne399398:0", + "show-the-power-list": "crwdns61228:0crwdne61228:0", + "show-the-spell/arcana-list": "crwdns61229:0crwdne61229:0", + "show-the-extraordinary-powers-list": "crwdns399400:0crwdne399400:0", + "show-the-arcana/psychic-list": "crwdns399402:0crwdne399402:0", + "show-the-mana/magic-points-section": "crwdns61230:0crwdne61230:0", + "show-the-power-points-section": "crwdns399404:0crwdne399404:0", + "show-the-kanna-section": "crwdns399406:0crwdne399406:0", + "show-the-experience-points-section": "crwdns61231:0crwdne61231:0", + "show-the-fatigue-section": "crwdns61232:0crwdne61232:0", + "show-the-fear-section": "crwdns405480:0crwdne405480:0", + "show-the-horror-section": "crwdns405482:0crwdne405482:0", + "show-the-conviction-section": "crwdns61233:0crwdne61233:0", + "show-the-corruption-section": "crwdns61234:0crwdne61234:0", + "show-the-ammo-column": "crwdns61235:0crwdne61235:0", + "show-the-initiative-section": "crwdns399408:0crwdne399408:0", + "show-the-equipment-section": "crwdns61236:0crwdne61236:0", + "show-the-money/currency-section": "crwdns61237:0crwdne61237:0", + "show-the-income-section": "crwdns399410:0crwdne399410:0", + "show-the-resources-section": "crwdns399412:0crwdne399412:0", + "show-the-conditions-section": "crwdns399414:0crwdne399414:0", + "auto-configure-all-u": "crwdns399416:0crwdne399416:0", + "version": "crwdns399418:0crwdne399418:0", + "game-system": "crwdns61239:0crwdne61239:0", + "color-selection": "crwdns61240:0crwdne61240:0", + "color-selection-info": "crwdns61241:0crwdne61241:0", + "whisp-rolls-gm": "crwdns61242:0crwdne61242:0", + "whisp-rolls-gm-info": "crwdns61243:0crwdne61243:0", + "aim-toggle-default": "crwdns61244:0crwdne61244:0", + "aim-value-default": "crwdns61245:0crwdne61245:0", + "aim-value-default-info": "crwdns61246:0crwdne61246:0", + "show-the-fatigue-section-info": "crwdns61247:0crwdne61247:0", + "show-the-conviction-section-info": "crwdns61248:0crwdne61248:0", + "show-the-corruption-section-info": "crwdns61249:0crwdne61249:0", + "show-the-ammo-column-info": "crwdns61250:0crwdne61250:0", + "show-the-money/currency-section-info": "crwdns61251:0crwdne61251:0", + "conditions-u": "crwdns399420:0crwdne399420:0", + "origin-u": "crwdns133909:0crwdne133909:0", + "drive-u": "crwdns133911:0crwdne133911:0", + "profession-u": "crwdns133913:0crwdne133913:0", + "appearance-u": "crwdns133915:0crwdne133915:0", + "belter": "crwdns133917:0crwdne133917:0", + "martian": "crwdns133919:0crwdne133919:0", + "earther": "crwdns136093:0crwdne136093:0", + "fortune-u": "crwdns136095:0crwdne136095:0", + "outsider": "crwdns136097:0crwdne136097:0", + "lower-class": "crwdns136099:0crwdne136099:0", + "middle-class": "crwdns136101:0crwdne136101:0", + "upper-class": "crwdns136103:0crwdne136103:0" +} diff --git a/GURPS/gurps.css b/GURPS/gurps.css index 521e9c72bb..1203da77fe 100644 --- a/GURPS/gurps.css +++ b/GURPS/gurps.css @@ -712,8 +712,6 @@ input { .charsheet .sheet-row input[type="number"]:read-write{border-bottom: 1px solid var(--border-color);} -.charsheet .sheet-row input[type="number"]:-moz-read-write{border-bottom: 1px solid var(--border-color);} - .sheet-box .sheet-row-details , .sheet-box .sheet-row-details2, .sheet-box .sheet-melee-notebox, @@ -1016,12 +1014,12 @@ input[name="attr_use_malfunction"][value="0"] ~ .repcontainer .repitem .sheet-ra /* ===== INPUTS ===== */ .sheet-row input[type=number]::-webkit-inner-spin-button, .sheet-row input[type=number]::-webkit-outer-spin-button { - -webkit-appearance: none; + appearance: none; margin: 0; } .sheet-row input[type=number] { - -moz-appearance: textfield; + appearance: textfield; } .sheet-row select { @@ -1050,10 +1048,7 @@ input[name="attr_use_malfunction"][value="0"] ~ .repcontainer .repitem .sheet-ra .sheet-row input:not(:disabled), .sheet-row input:not(:readonly) { border-radius: 2px; - - -webkit-box-shadow: inset 0px 0px 1px 0px rgba(98, 98, 94, 0.75); - -moz-box-shadow: inset 0px 0px 1px 0px rgba(98, 98, 94, 0.75); - box-shadow: inset 0px 0px 1px 0px rgba(98, 98, 94, 0.75); + box-shadow: inset 0px 0px 1px 0px rgba(98, 98, 94, 0.75); } .sheet-row .sheet-textarea { @@ -1201,24 +1196,12 @@ input[name="attr_use_malfunction"][value="0"] ~ .repcontainer .repitem .sheet-ra .sheet-box .sheet-boolean ~ .sheet-checkbox:before { border: solid 1px #a8a8a8; - position: relative; top: -23px; left: -1px; - - -moz-box-shadow: 0 0 2px #ccc; - -webkit-box-shadow: 0 0 2px #ccc; box-shadow: 0 0 2px #ccc; - - -moz-border-radius: 3px; - -webkit-border-radius: 3px; border-radius: 3px; - background: #f6f6f6; - background: -moz-radial-gradient(#f6f6f6, #dfdfdf); - background: -webkit-radial-gradient(#f6f6f6, #dfdfdf); - background: -ms-radial-gradient(#f6f6f6, #dfdfdf); - background: -o-radial-gradient(#f6f6f6, #dfdfdf); background: radial-gradient(#f6f6f6, #dfdfdf); } @@ -1251,8 +1234,6 @@ input[name="attr_use_malfunction"][value="0"] ~ .repcontainer .repitem .sheet-ra .sheet-box .sheet-toggle:checked ~ .sheet-checkbox:before { transform:rotate(90deg); - -ms-transform:rotate(90deg); /* IE 9 */ - -webkit-transform:rotate(90deg); /* Opera, Chrome, and Safari */ } @@ -1354,6 +1335,10 @@ input[name="attr_use_malfunction"][value="0"] ~ .repcontainer .repitem .sheet-ra width: 200px ! important; } +.sheet-tooltip.sheet-tooltip-margin-medium { + margin-left: 92px; +} + /* ===== MODULE SUPPORT ===== */ input.sheet-module-roll:checked ~ .sheet-wrapper .sheet-module-on-roll, .sheet-wrapper .sheet-module-off-roll { @@ -1657,7 +1642,7 @@ input.sheet-module-roll:checked ~ .sheet-wrapper .sheet-module-off-roll, .sheet-general-notes-box .sheet-cell-col-100 textarea { width: 100%; - padding: 0; + padding: 2px; margin: 0; } @@ -3233,7 +3218,7 @@ input[name="attr_toggle_melee_mod_tool"][value="1"] ~ .sheet-attack-modifiers-no } .sheet-slam-attack-tool { - width: calc(100% - 140px - 0.8em); + width: calc(100% - 76px - 0.8em); padding-bottom: 5px; overflow: hidden; } @@ -3318,8 +3303,6 @@ input[name="attr_toggle_melee_mod_tool"][value="1"] ~ .sheet-attack-modifiers-no /* universal arrow toggle button */ .sheet-arrow-toggle { - -webkit-appearance: none; - -moz-appearance: none; appearance: none; width: 22px !important; height: 22px !important; @@ -3360,7 +3343,7 @@ input[name="attr_toggle_melee_mod_tool"][value="1"] ~ .sheet-attack-modifiers-no /* Combat Tools: Falling and Collision */ .sheet-falling-collision { - width: calc(100% - 140px - 0.8em); + width: calc(100% - 76px - 0.8em); padding-bottom: 5px; } @@ -3435,7 +3418,7 @@ input[name="attr_toggle_melee_mod_tool"][value="1"] ~ .sheet-attack-modifiers-no /* Combat Tools: Demolition */ .sheet-demolition { - width: calc(100% - 140px - 0.8em); + width: calc(100% - 76px - 0.8em); padding-bottom: 5px; } @@ -5010,7 +4993,7 @@ input[name="attr_options_tabs"][value="import-json"] ~ .sheet-tabs.sheet-options /* by default columns layer 2-4 are hidden, only show */ .sheet-hit-location-grid { display: grid; - grid-template-columns: 90px 50px auto 50px 50px 50px 50px 200px 250px; + grid-template-columns: 90px 43px 43px 50px 43px 43px max-content; grid-gap: 0; padding: 0; } @@ -5026,7 +5009,7 @@ input[name="attr_options_tabs"][value="import-json"] ~ .sheet-tabs.sheet-options /* show armor layer 2 & summary */ input[name="attr_armor_layers"][value="2"] ~ .sheet-hit-location-grid, input[name="attr_armor_layers"][value="2"] ~ .repcontainer .repitem .sheet-hit-location-grid { - grid-template-columns: 90px 50px auto auto auto 50px 50px 50px 50px 200px 250px; + grid-template-columns: 90px 43px 43px 50px 43px 43px max-content max-content max-content; } input[name="attr_armor_layers"][value="2"] ~ .sheet-hit-location-grid .sheet-layer-2, @@ -5039,7 +5022,7 @@ input[name="attr_armor_layers"][value="2"] ~ .repcontainer .repitem .sheet-hit-l /* show armor layer 2-3 & summary */ input[name="attr_armor_layers"][value="3"] ~ .sheet-hit-location-grid, input[name="attr_armor_layers"][value="3"] ~ .repcontainer .repitem .sheet-hit-location-grid { - grid-template-columns: 90px 50px auto auto auto auto 50px 50px 50px 50px 200px 250px; + grid-template-columns: 90px 43px 43px 50px 43px 43px max-content max-content max-content max-content; } input[name="attr_armor_layers"][value="3"] ~ .sheet-hit-location-grid .sheet-layer-2, @@ -5054,7 +5037,7 @@ input[name="attr_armor_layers"][value="3"] ~ .repcontainer .repitem .sheet-hit-l /* show armor layer 2-4 & summary */ input[name="attr_armor_layers"][value="4"] ~ .sheet-hit-location-grid, input[name="attr_armor_layers"][value="4"] ~ .repcontainer .repitem .sheet-hit-location-grid { - grid-template-columns: 90px 50px auto auto auto auto auto 50px 50px 50px 50px 200px 250px; + grid-template-columns: 90px 43px 43px 50px 43px 43px max-content max-content max-content max-content max-content; } input[name="attr_armor_layers"][value="4"] ~ .sheet-hit-location-grid .sheet-layer-2, @@ -5126,7 +5109,7 @@ input[name="attr_armor_layers"][value="4"] ~ .repcontainer .repitem .sheet-hit-l /* set default width of layer columns */ .sheet-hit-location-grid .sheet-item.sheet-layer { - width: 75px; + width: 84px; } /* hide header front/back labels. Hide back armor input textbox by default */ @@ -5137,13 +5120,32 @@ input[name="attr_armor_layers"][value="4"] ~ .repcontainer .repitem .sheet-hit-l display: none; } +/* wounds and notes grid for damage table */ +.sheet-hit-location-notes-grid { + display: grid; + grid-template-columns: 90px 300px 40px 300px; + grid-gap: 2px; + padding: 5px 0 5px 0; + margin-bottom: 5px; + border-bottom: 2px solid black; +} + +.sheet-text-right-align { + text-align: right; +} + +input[type="text"].sheet-textbox-full-width { + width: 100%; +} + /* show layers based on select option */ /* if checked, increase default width of layer columns */ input[name="attr_armor_show_back"][value="on"] ~ .sheet-hit-location-grid .sheet-item.sheet-layer, input[name="attr_armor_show_back"][value="on"] ~ .repcontainer .repitem .sheet-hit-location-grid .sheet-item.sheet-layer { - width: 150px; + width: 169px; } + /* If "show back armor" is checked, show header front/back labels. show back armor input textbox by default */ input[name="attr_armor_show_back"][value="on"] ~ .sheet-hit-location-grid .sheet-grid-header div.sheet-front, input[name="attr_armor_show_back"][value="on"] ~ .sheet-hit-location-grid .sheet-grid-header div.sheet-back, diff --git a/GURPS/gurps.html b/GURPS/gurps.html index 36fa83fec2..0008fccf8d 100644 --- a/GURPS/gurps.html +++ b/GURPS/gurps.html @@ -4358,28 +4358,19 @@ - +
      -
    • 2.9.2.1 - Added a quick fix to the default values when adding a new language.
    • -
    • Important: Point Summary Table. Added a new option for the GCA5 format. In addition, any negative attributes or a negative racial template total are treated as disadvantages.
    • -
    • For Skills, Melee, and Ranged tables. If the Max skill of 9 is visible and if it is checked/unchecked, then the effective skill is now updated to reflect the checkbox.
    • -
    • Roll Modifier Tools. Each repeating section has a toolbar to modify the effective skill and other roll traits. +
    • Wound Modifier Notes: Added formatting to improve legibility on roll template.
        -
      • A few options were added to the Roll Modifiers Toolbar and the syncing of data between the Roll Modifiers Toolbar and Roll Modifiers Toolbox have been improved.
      • -
      • The buttons to view the Roll Modifiers Toolbox is always available now, you no longer have to set the character sheet options or the Campaign Options to view them.
      • +
      • To update the Wound Modifier Notes for an existing character, go to the Options->Rules tab and under the section Editable Wound Modifier Notes click the reset button.
      -
    • Repeating Skills - Attribute drop-down. The value for 10 is highlighted to show that a non-standard value was selected. This is helpful if something happened while importing the character.
    • -
    • Repeating Languages - Add a checkbox for Language Talent. If checked the drop-down will be updated to show the new costs. You can also manually modify the costs of spoken/written for special circumstances.
    • -
    • Repeating Ranged Attacks - Fixed bug where malfunction was modifying the effective skill.
    • -
    • General Tab - The turning and velocity modifiers tool is no longer hidden by a toggle button.
    • -
    • Grimoire Table +
    • +
    • + Slam, Falling, and Collision notes revisions. Added damage type to Falling and Collision. If the damage type is other than crushing damage is halved.
        -
      • Updated the tooltip for Resist column name.
      • -
      • Added Difficulty T/H. This covers the situation for ritual magic spells. Suggestion: Set the points to 0 and use the modifier to get the correct spell level. Place the magic ritual spell on the Techniques table.
      • +
      • Notes in roll template. Collapsible notes section should be available when the character sheet is updated to work with Roll20s non-legacy html/css.
    • -
    • GCA5 Import. Equipment cost is rounded to 2 decimal places. Weight is rounded to 3 decimal places.
    • -
    • Predefined Dodges - For Dodge, Dodge and Retreat, and Dodge and Drop, the roll result on the chat window will show current modifiers from HP and/or HP loss and encumbrance level.
    @@ -4735,8 +4726,8 @@ Unmodified: Fright Check (B360)
    Based on Willpower
    2pts/level
    -Unmodified: -
    +Unmodified:
    +Combat Reflexes Modifier:
    See extensive list of Modifiers B360 & GURPS Horror p139-142. @@ -4746,6 +4737,7 @@ See extensive list of Modifiers B360 & GURPS Horror p139-142.
    +
    @@ -4986,7 +4978,8 @@ Level: Dodge - Based on Basic Speed - Unmodified:
    -Note: The Dodge score automatically adjusts for HP and/or FP loss below 1/3. (B419, B426) +Combat Reflexes Modifier:
    +Note: The Dodge score automatically adjusts for HP and/or FP loss below 1/3. (B419, B426)
    @@ -4995,6 +4988,7 @@ Note: The Dodge score automatically adjusts for HP and/or FP loss below 1/3. (B4
    +
    @@ -5171,7 +5165,104 @@ Unmodified:
    - +
    +
    +   +
    +
    + Max +
    +
    + Mod +
    +
    + Current +
    +
    +
    +
    + + + +Stress level from GURPS Fourth Edition Edition.pdf page 141-142. When failing a Fright Check or other conditions the GM has exposed the character to. + + +
    +
    + +
    +
    + +
    +
    + +
    +
    +
    +
    + + + +Derangement level from GURPS Fourth Edition Edition.pdf page 141-142. When going over the max level of Stress or failing a Sanity-Blasting Fright Check. + + +
    +
    + +
    +
    + +
    +
    + +
    +
    +
    +
    + + + +The Fright Check Penalty, which is (Stess + Derangement)/2. This will automatically be applied to Fright Check. + + +
    +
    + +
    +
    +   +
    +
    +   +
    +
    +
    +
    + + + +The amount of disadvantage points acrued due to derangement. At a certain point, these points should be converted to permanent mental disadvantages! + + +
    +
    + +
    +
    +   +
    +
    +   +
    +
    @@ -6637,6 +6728,20 @@ PC in Character Points (spent and unspent combined).
    +
    +
    + + + Cultural Familiarities + +
    +
    + +
    +
    +
    - +
    @@ -7210,7 +7314,7 @@ PC in Character Points (spent and unspent combined). Pts
    - +
    @@ -9088,7 +9192,7 @@ PU2:126 = Power-Ups 2. Page 126
    - +
    @@ -9684,6 +9788,42 @@ visualize what it will look like in chat. Penalty to hit this location.
    NOTE: Size Modifier is factored in on Applying location type or changing Size Modifier.
    +
    +

     

    + + + Apply the defense bonus of a shield, cloak, spell (B252), or Meta-trait (Supers34). See B374
    Shield/Cloak: Used against attacks from front or from your shield side. Can't be used against firearms unless you're using the Damage to Shields option.
    Shield Spell: Protects from frontal attacks and is cumulative with a normal shield.
    +
    +
    +
    +

     

    + + + Enter the amount of damage this location has taken.
    NOTE: The damage will note affect the current Hit Points.
    +
    +
    +
    +

     

    + + + Hit Point Divisor. If the number is 2 or higher, that means the location can be disabled and a value will be updated in the next column. See B421. + +
    +
    +

     

    + + + Disabled/Crippled Threshold.
    If a single injury meets or exceeds this value, the extremity or structure is disabled.
    NOTE: In most cases, if disabled/crippled in one injury, the excess damage is lost, except where noted, such as the eyes.
    Dismemberment: If injury is twice the threshold, then extremity is destroyed. Cutting or Explosion will sever the limb.
    See B421
    +
    +
    @@ -9825,6 +9915,18 @@ visualize what it will look like in chat.
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    @@ -9859,29 +9961,32 @@ visualize what it will look like in chat.
    - +
    - +
    -
    - + +
    + +
    +
    + + + Enter individual wounds here, if limb is crippled, bleeding, etc.
    Example: -6 pi (major wound), -2 burn.
    +
    - + +
    +
    + Notes
    - -
    -
    - -
    -
    - -
    -
    - +
    @@ -10297,7 +10402,7 @@ visualize what it will look like in chat. - +
    @@ -11317,6 +11422,7 @@ visualize what it will look like in chat.
    +
    +
    @@ -13415,6 +13522,14 @@ Slam uses either DX, Brawling, or Sumo Wrestling. Note that the -4 to hit and ef
    Damage
    +
    + +
    + Normal objects are crushing. If bullet-shaped, sharp, or spiked select appropriate damage type, but damage is halved. B430 +
    +
     
    @@ -13453,9 +13568,23 @@ Slam uses either DX, Brawling, or Sumo Wrestling. Note that the -4 to hit and ef
    +
    + + + + +
    -
    @@ -13490,9 +13619,23 @@ Slam uses either DX, Brawling, or Sumo Wrestling. Note that the -4 to hit and ef
    +
    + + + + +
    -
    @@ -14483,9 +14626,66 @@ Slam uses either DX, Brawling, or Sumo Wrestling. Note that the -4 to hit and ef

    Pull Request:

    - - +
      +
    • Wound Modifier Notes: Added formatting to improve legibility on roll template. +
        +
      • To update the Wound Modifier Notes for an existing character, go to the Options->Rules tab and under the section Editable Wound Modifier Notes click the reset button.
      • +
      +
    • +
    • + Slam, Falling, and Collision damage notes revisions. Added damage type to Falling and Collision. If the damage type is other than crushing damage is halved. +
        +
      • Notes in roll template. Collapsible notes section should be available when the character sheet is updated to work with Roll20s non-legacy html/css.
      • +
      +
    • +
    + +

    Version: 2.9.3

    + +

    Pull Request: 1/20/2023

    + +
      +
    • + Revised how the Combat Reflexes checkbox modifies Fright Check and Dodge. It no longer directly updates the Fright and Dodge Modifier input boxes, + instead hidden fields are used to store the values. This will be more reliable and avoids conflicts with users who don't use the combat reflexes checkbox. + This also fixes an error that was occurring when importing characters. +
        +
      • NOTE: When updating to the newest character sheet version, if you had combat reflexes checked, it should move... +
      • + the +2 fright check bonus from the Fright Check Modifier Input box to the new Combat Reflexes Fright Check Modifier. + You can see this modifier by hovering over the tooltip for Fright. +
      • + the +1 dodge bonus from the Dodge Modifier Input box to the new Combat Reflexes Dodge Modifier. + You can see this modifier by hovering over the tooltip for Dodge. +
      • +
      +
    • + GCA5 Point Summary Table. Split points for Cultural Familiarities into a separate row. +
    • +
    • + Combat tab - Damage table. Updated the layout by moving Wounds and Notes text boxes below the armor location data row. + The summary table is now editable but be aware that editing one of the other layer text boxes will overwrite any changes you made. + The order of the columns changed a little in order to accommodate the responsiveness of different armor layers. +
    • + +
    • + Minor bugfix when adding a brand new language to set default values correctly. +
    • +
    • + General tab - Left attribute column. Added a new section for Stress and Derangement for GURPS Horror 4th Edition. +
    • +
    • + Combat - Defense Tab. Fixed bug where the note on the roll table Alert: Max effective skill is 9 is displayed for new characters whenever an active defense is rolled. +
    • +
    + +

    Version: 2.9.2.2

    + +

    Pull Request: 1/16/2023

    + +
      +
    • 2.9.2.2 - Added a fix for broken techniques table. Reported by JanMikal.
    • 2.9.2.1 - Added a quick fix to the default values when adding a new language.
    • Important: Point Summary Table. Added a new option for the GCA5 format. In addition, any negative attributes or a negative racial template total are treated as disadvantages.
    • For Skills, Melee, and Ranged tables. If the Max skill of 9 is visible and if it is checked/unchecked, then the effective skill is now updated to reflect the checkbox.
    • @@ -15679,20 +15879,31 @@ Slam uses either DX, Brawling, or Sumo Wrestling. Note that the -4 to hit and ef

      - Falling & Collision Damage Notes B431 + Falling Damage Notes B431

      -
      + +
      +

      + Collision Damage Notes B431 +

      + +

      @@ -17642,7 +17853,9 @@ Diffuse: Max 2HP (Exception: Area-effect, cone, and explosion attacks cause norm {{#rollTotal() showNotes 1}} {{#notes}} - {{notes}} + + {{notes}} + {{/notes}} {{/rollTotal() showNotes 1}} @@ -17900,9 +18113,9 @@ Diffuse: Max 2HP (Exception: Area-effect, cone, and explosion attacks cause norm const noop = function () { }; // do nothing callback function. - const version = "2.9.2.1"; + const version = "2.9.4"; - const latestChangesDate = "1/2/2023"; + const latestChangesDate = "2/6/2023"; let modCascade = true; @@ -18969,7 +19182,6 @@ Diffuse: Max 2HP (Exception: Area-effect, cone, and explosion attacks cause norm * @param {boolean} isNewSheet Is this a brand new sheet * @param {boolean} hasCombatReflexes Does character sheet have combat reflexes checked * @param {boolean} hasReflexesBeenConverted Has the character sheet already been converted - * */ function resetAll(mod_cascade, isNewSheet, hasCombatReflexes, hasReflexesBeenConverted) { @@ -19009,6 +19221,8 @@ Diffuse: Max 2HP (Exception: Area-effect, cone, and explosion attacks cause norm updateFatiguePointThresholds(); updateReach(); + + updateCombatReflexesMod(); }); @@ -19508,27 +19722,39 @@ Diffuse: Max 2HP (Exception: Area-effect, cone, and explosion attacks cause norm } // Updage Willpower, Fear (This is actually called Fright Check - the General page reflects this) - on('change:intelligence change:willpower_points change:willpower_mod change:fear_check_points change:fear_check_mod', function (e) { + on('change:intelligence change:willpower_points change:willpower_mod change:fear_check_points change:fear_check_mod change:combat_reflexes_fear_check_mod change:stress_level change:derangement_level', function (e) { updateWill(); }); // Updage Willpower, Fear (This is actually called Fright Check - the General page reflects this) function updateWill() { console.log('********* updateWill *********'); - getAttrs(['intelligence', 'intelligence_base', 'willpower_points', 'willpower_mod', 'fear_check_points', 'fear_check_mod'], function (v) { + getAttrs(['intelligence', 'intelligence_base', 'willpower_points', 'willpower_mod', 'fear_check_points', 'fear_check_mod', 'combat_reflexes_fear_check_mod', 'stress_level_modifier', 'derangement_level_modifier', 'stress_level', 'derangement_level'], function (v) { let wBase = (modCascade ? +v.intelligence : +v.intelligence_base) + ((+v.willpower_points || 0) / 5 | 0); let wMod = +v.willpower_mod || 0; let fBase = wBase + (modCascade ? +wMod : 0) + ((+v.fear_check_points || 0) / 2 | 0); let fMod = +v.fear_check_mod || 0; + let combatFearCheckMod = +v.combat_reflexes_fear_check_mod || 0; + let stressLevelModifier = Number(v.stress_level_modifier) || 0; + let derangementLevelModifier = Number(v.derangement_level_modifier) || 0; + let stressLevel = Number(v.stress_level) || 0; + let derangementLevel = Number(v.derangement_level) || 0; + + let stressDerangementPenalty = stressLevel + derangementLevel; + setAttrs({ willpower_base: wBase, willpower: wBase + wMod, fear_check_base: fBase, - fear_check: fBase + fMod + fear_check: fBase + fMod + combatFearCheckMod + stressDerangementPenalty, + stress_level_max: (-1 * (wBase + wMod)) + stressLevelModifier, + derangement_level_max: (-1 * (wBase + wMod)) + derangementLevelModifier, + stress_derangement_fright_check_penalty: stressDerangementPenalty }); + }); } - + // Check for conditions to HT and conditions on('change:health change:stun_check_mod change:knockdown_check_mod change:unconscious_check_mod change:unconscious_check_points change:death_check_mod change:death_check_points', function (e) { updateHealthConditionChecks(); @@ -19614,7 +19840,7 @@ Diffuse: Max 2HP (Exception: Area-effect, cone, and explosion attacks cause norm } // Dodge - on('change:basic_speed change:dodge_mod', function (e) { + on('change:basic_speed change:dodge_mod change:combat_reflexes_dodge_mod', function (e) { updateDodge(); }); @@ -19622,13 +19848,16 @@ Diffuse: Max 2HP (Exception: Area-effect, cone, and explosion attacks cause norm function updateDodge(callback) { console.log('********* updateDodge *********'); callback = callback || noop; - getAttrs(['basic_speed', 'basic_speed_base', 'dodge_mod'], function (v) { + getAttrs(['basic_speed', 'basic_speed_base', 'dodge_mod', `combat_reflexes_dodge_mod`], function (v) { + let speed = (modCascade ? +v.basic_speed : +v.basic_speed_base); let base = Math.floor(speed) + 3; let mod = +v.dodge_mod || 0; + let combatReflexesDodgeMod = +v.combat_reflexes_dodge_mod || 0; + setAttrs({ dodge_base: base, - dodge: base + mod + dodge: base + mod + combatReflexesDodgeMod }, null, callback); }); } @@ -19647,7 +19876,7 @@ Diffuse: Max 2HP (Exception: Area-effect, cone, and explosion attacks cause norm callback = callback || noop; - getAttrs(['encumbrance_level', 'dodge', 'basic_move', 'hit_points', 'hit_points_max', 'fatigue_points', 'fatigue_points_max', 'strength'], function (v) { + getAttrs(['encumbrance_level', 'dodge', 'basic_move', 'hit_points', 'hit_points_max', 'fatigue_points', 'fatigue_points_max', 'strength', 'dodge_mod'], function (v) { let dodge = +v.dodge; @@ -19664,7 +19893,7 @@ Diffuse: Max 2HP (Exception: Area-effect, cone, and explosion attacks cause norm let strengthDisplay = +v.strength; let strengthHalved = 0; - + if (v.encumbrance_level === 5) { dodge = 1; @@ -20723,7 +20952,7 @@ Diffuse: Max 2HP (Exception: Area-effect, cone, and explosion attacks cause norm function updateActiveDefenses(callback) { // get the defense values - getAttrs(['combat_reflexes', 'dodge_mod', 'fear_check_mod'], function (values) { + getAttrs(['combat_reflexes'], function (values) { callback = callback || noop; @@ -20740,38 +20969,12 @@ Diffuse: Max 2HP (Exception: Area-effect, cone, and explosion attacks cause norm modFear = 2; - } else { - - modDodge = -1; - - modFear = -2; - } - - // update dodge modifier - let orig_dodge_mod = Number(values.dodge_mod); - - if (isNaN(orig_dodge_mod)) { - orig_dodge_mod = 0; - } - - let new_dodge_mod = orig_dodge_mod + modDodge; - - // update fear check - let orig_fear_check_mod = Number(values.fear_check_mod); - - if (isNaN(orig_fear_check_mod)) { - orig_fear_check_mod = 0; - } - - let new_fear_check_mod = orig_fear_check_mod + modFear; - - // update - - // set thrust and swing + + // set the combat reflex fields for dodge and fear check setAttrs({ - dodge_mod: new_dodge_mod, - fear_check_mod: new_fear_check_mod + combat_reflexes_dodge_mod: modDodge, + combat_reflexes_fear_check_mod: modFear }, null, callback); }); @@ -23267,11 +23470,11 @@ Diffuse: Max 2HP (Exception: Area-effect, cone, and explosion attacks cause norm }); // handle falling/collision damage - on("change:falling_velocity change:falling_hit_points change:falling_hard_object", function () { + on("change:falling_velocity change:falling_hit_points change:falling_hard_object change:falling_damage_divisor", function () { let strDmg = ""; - getAttrs(["falling_velocity", "falling_hit_points", "falling_hard_object"], function (values) { + getAttrs(["falling_velocity", "falling_hit_points", "falling_hard_object", "falling_damage_divisor"], function (values) { let hitPoints = Number(values.falling_hit_points); @@ -23280,8 +23483,10 @@ Diffuse: Max 2HP (Exception: Area-effect, cone, and explosion attacks cause norm if (isHardObject) { hitPoints = hitPoints * 2; } + + let damageDivisor = Number(values.falling_damage_divisor) ?? 1; - strDmg = getCollisionDamage(values.falling_velocity, hitPoints); + strDmg = getCollisionDamage(values.falling_velocity, hitPoints, 0, damageDivisor); setAttrs({ "falling_damage": strDmg @@ -23291,11 +23496,11 @@ Diffuse: Max 2HP (Exception: Area-effect, cone, and explosion attacks cause norm }); - on("change:collision_velocity change:collision_hit_points change:collision_hard_object", function () { + on("change:collision_velocity change:collision_hit_points change:collision_hard_object change:collision_damage_divisor", function () { let strDmg = ""; - getAttrs(["collision_velocity", "collision_hit_points", "collision_hard_object"], function (values) { + getAttrs(["collision_velocity", "collision_hit_points", "collision_hard_object", "collision_damage_divisor"], function (values) { let hitPoints = Number(values.collision_hit_points); @@ -23304,8 +23509,10 @@ Diffuse: Max 2HP (Exception: Area-effect, cone, and explosion attacks cause norm if (isHardObject) { hitPoints = hitPoints * 2; } + + let damageDivisor = Number(values.collision_damage_divisor) ?? 1; - strDmg = getCollisionDamage(values.collision_velocity, hitPoints); + strDmg = getCollisionDamage(values.collision_velocity, hitPoints, 0, damageDivisor); setAttrs({ "collision_damage": strDmg @@ -23315,7 +23522,7 @@ Diffuse: Max 2HP (Exception: Area-effect, cone, and explosion attacks cause norm }); - function getCollisionDamage(velocity, hit_points, customDamageModifier = 0) { + function getCollisionDamage(velocity, hit_points, customDamageModifier = 0, damageDivisor = 1) { let strDmg = "1d6-3"; @@ -23368,13 +23575,89 @@ Diffuse: Max 2HP (Exception: Area-effect, cone, and explosion attacks cause norm } if (dieModifier > 0) { + strDmg = `${strDmg}+${dieModifier}`; + + if (damageDivisor > 1) { + strDmg = `(${strDmg})/2`; + } + } else if (dieModifier < 0) { + strDmg = `${strDmg}${dieModifier}` - } + if (damageDivisor > 1) { + strDmg = `(${strDmg})/2`; + } + + } else if (damageDivisor > 1) { + strDmg = `${strDmg}/2`; + } + + return strDmg; } + + // update damage notes by type + ["falling", "collision", "slam"].forEach(type => { + + on(`change:${type}_damage_type`, (event) => { + + updateDamageTypeNotes(type); + + }); + + }); + + /** + * Update damage type notes for a specific type of damage. + * + * @param string type falling|collision|slam + */ + function updateDamageTypeNotes(type) { + + getAttrs([`${type}_damage_type`, + 'damage_type_note_cut', + 'damage_type_note_imp', + 'damage_type_note_cr', + 'damage_type_note_pi_minus', + 'damage_type_note_pi', + 'damage_type_note_pi_plus', + 'damage_type_note_pi_plus_plus', + 'damage_type_note_aff', + 'damage_type_note_burn', + 'damage_type_note_cor', + 'damage_type_note_fat', + 'damage_type_note_tox', + 'damage_type_note_spec', + 'damage_type_note_knockback' + ], (values) => { + + const damageType = `${type}_damage_type`; + + const typeNote = getDamageTypeNote(values[damageType], values); + + const minDamageNote = getMinimumDamageNote(damageType); + + let damageDivisor = 2; + + if (values[damageType] === "Crushing (cr)") { + damageDivisor = 1; + } + + let updateFields = {}; + + updateFields[`${type}_damage_divisor`] = damageDivisor; + + updateFields[`${type}_damage_type_note`] = typeNote; + + updateFields[`${type}_minimum_damage_note`] = minDamageNote; + + setAttrs(updateFields); + + }); + + } on("clicked:falling_reset", function () { @@ -24010,7 +24293,7 @@ Diffuse: Max 2HP (Exception: Area-effect, cone, and explosion attacks cause norm * @param {boolean} hasCombatReflexes Does character sheet have combat reflexes checked * @param {boolean} hasReflexesBeenConverted Has the character sheet already been converted */ - function updateRepeatingDefenseNotes(isNewSheet, hasCombatReflexes, hasReflexesBeenConverted) { + function updateRepeatingDefenseNotes(isNewSheet, hasCombatReflexes,hasReflexesBeenConverted ) { getSectionIDs("repeating_defense", function (ids) { @@ -26348,139 +26631,105 @@ The attacker may choose to hit the original target or the limb you used to parry const slamDamageNotes = getTranslationByKey("slam-damage-notes"); - const woundNotesCutting = `CUTTING (Always round down) -Damage: x1.5 -Neck Damage: x2 -Skull Damage: x4 -Knockback: A cutting attack can cause knockback only if it fails to penetrate DR. (B378) ----- -B380 -Unliving: Hit location has its usual effect -Homogenous: x1 -Diffuse: Max 2HP (Exception: Area-effect, cone, and explosion attacks cause normal injury.)`; + const woundNotesCutting = `**CUTTING** *(Always round down)* +**Damage:** x1.5 **Neck:** x2 **Skull:** x4 +**Knockback:** A cutting attack can cause knockback only if it fails to penetrate DR. (B378) +**Unliving:** Hit location has its usual effect +**Homogenous:** x1 +**Diffuse:** Max 2HP (Exception: Area-effect, cone, and explosion attacks cause normal injury.) +(Additional Ref: B380)`; - const woundNotesImpaling = `IMPALING (Always round down) -Damage: x2 -Arm, Leg, Foot, or Hand: x1 (B399) -Vitals Damage: x3 -Skull Damage: x4 ----- -B380 -Unliving: x1 (other than the eye, skull, or vitals - otherwise per location) (B400) -Homogenous: x0.5 -Diffuse: Max 1HP (Exception: Area-effect, cone, and explosion attacks cause normal injury.)`; + const woundNotesImpaling = `**IMPALING** *(Always round down)* +**Damage:** x2 **Limbs:** x1 **Vitals:** x3 **Skull:** x4 +**Unliving:** x1 (other than the eye, skull, or vitals - otherwise per location) (B400) +**Homogenous:** x0.5 +**Diffuse:** Max 1HP (Exception: Area-effect, cone, and explosion attacks cause normal injury.) +(Additional Ref: B380)`; - const woundNotesCrushing = `CRUSHING (Always round down) -Damage: x1 -Neck Damage: x1.5 -Skull Damage: x4 -Knockback: A crushing attack can cause knockback regardless of whether it penetrates DR. (B378) ---- -B380 -Unliving: Hit location has its usual effect -Homogenous: x1 -Diffuse: Max 2HP (Exception: Area-effect, cone, and explosion attacks cause normal injury.)`; + const woundNotesCrushing = `**CRUSHING** *(Always round down)* +**Damage:** x1 **Neck:** x1.5 **Skull:** x4 +**Knockback:** A crushing attack can cause knockback regardless of whether it penetrates DR. (B378) +**Unliving:** Hit location has its usual effect +**Homogenous:** x1 +**Diffuse:** Max 2HP (Exception: Area-effect, cone, and explosion attacks cause normal injury.) +(Additional Ref: B380)`; - const woundNotesPiercingMinus = `PIERCING- (Always round down) -Damage: x.5 -Vitals Damage: x3 -Skull Damage: x4 ----- -B380 -Unliving: x1/5 (other than the eye, skull, or vitals - otherwise per location) (B400) -Homogenous: x1/10 -Diffuse: Max 1HP (Exception: Area-effect, cone, and explosion attacks cause normal injury.)`; + const woundNotesPiercingMinus = `**PIERCING-** *(Always round down)* +**Damage:** x.5 **Vitals:** x3 **Skull:** x4 +**Unliving:** x1/5 (other than the eye, skull, or vitals - otherwise per location) (B400) +**Homogenous:** x1/10 +**Diffuse:** Max 1HP (Exception: Area-effect, cone, and explosion attacks cause normal injury.) +(Additional Ref: B380)`; - const woundNotesPiercing = `PIERCING (Always round down) -Damage: x1 -Vitals Damage: x3 -Skull Damage: x4 ----- -B380 -Unliving: x1/3 (other than the eye, skull, or vitals - otherwise per location) (B400) -Homogenous: x1/5 -Diffuse: Max 1HP (Exception: Area-effect, cone, and explosion attacks cause normal injury.)`; + const woundNotesPiercing = `**PIERCING** *(Always round down)* +**Damage:** x1 **Vitals:** x3 **Skull:** x4 +**Unliving:** x1/3 (other than the eye, skull, or vitals - otherwise per location) (B400) +**Homogenous:** x1/5 +**Diffuse:** Max 1HP (Exception: Area-effect, cone, and explosion attacks cause normal injury.) +(Additional Ref: B380)`; - const woundNotesPiercingPlus = `PIERCING+ (Always round down) -Damage: x1.5 -Arm, Leg, Foot, or Hand: x1 (B399) -Vitals Damage: x3 -Skull Damage: x4 ----- -B380 -Unliving: x0.5 (other than the eye, skull, or vitals - otherwise per location) (B400) -Homogenous: x1/3 -Diffuse: Max 1HP (Exception: Area-effect, cone, and explosion attacks cause normal injury.)`; + const woundNotesPiercingPlus = `**PIERCING+** *(Always round down)* +**Damage:** x1.5 **Limbs**: x1 **Vitals:** x3 **Skull:** x4 +**Unliving:** x0.5 (other than the eye, skull, or vitals - otherwise per location) (B400) +**Homogenous:** x1/3 +**Diffuse:** Max 1HP (Exception: Area-effect, cone, and explosion attacks cause normal injury.) +(Additional Ref: B380)`; - const woundNotesPiercingPlusPlus = `PIERCING++ (Always round down) -Damage: x2 -Arm, Leg, Foot, or Hand: x1 (B399) -Vitals Damage: x3 -Skull Damage: x4 ----- -B380 -Unliving: x1 (other than the eye, skull, or vitals - otherwise per location) (B400) -Homogenous: x0.5 -Diffuse: Max 1HP (Exception: Area-effect, cone, and explosion attacks cause normal injury.)`; + const woundNotesPiercingPlusPlus = `**PIERCING++** *(Always round down)* +**Damage:** x2 **Limbs:** x1 **Vitals:** x3 **Skull:** x4 +**Unliving:** x1 (other than the eye, skull, or vitals - otherwise per location) (B400) +**Homogenous:** x0.5 +**Diffuse:** Max 1HP (Exception: Area-effect, cone, and explosion attacks cause normal injury.) +(Additional Ref: B380)`; - const woundNotesAffliction = `AFFLICTION (Always round down) + const woundNotesAffliction = `**AFFLICTION** *(Always round down)* Special damage and affects based on affliction description ----- -B380 -Unliving: Hit location has its usual effect -Homogenous: x1`; +**Unliving:** Hit location has its usual effect +**Homogenous:** x1 +**Diffuse:** Max 2HP (Exception: Area-effect, cone, and explosion attacks cause normal injury.)`; - const woundNotesBurn = `BURN (Always round down) -Damage: x1 -Skull Damage x4 ----- -B380 -Unliving: Hit location has its usual effect -Homogenous: x1 -Diffuse: Max 2HP (Exception: Area-effect, cone, and explosion attacks cause normal injury.)`; + const woundNotesBurn = `**BURN** *(Always round down)* +**Damage:** x1 **Skull:** x4 +**Unliving:** Hit location has its usual effect +**Homogenous:** x1 +**Diffuse:** Max 2HP (Exception: Area-effect, cone, and explosion attacks cause normal injury.) +(Additional Ref: B380)`; - const woundNotesCorrosion = `CORRROSION (Always round down) -Damage: x1 -Face Damage x1.5, blind eye if major wound, both eyes if full HP -Neck Damage x1.5 -Skull Damage x4 --1 DR per 5 points damage ----- -B380 -Unliving: Hit location has its usual effect -Homogenous: x1 -Diffuse: Max 2HP (Exception: Area-effect, cone, and explosion attacks cause normal injury.)`; + const woundNotesCorrosion = `**CORROSION** *(Always round down)* +**Damage:** x1 **Neck:** x1.5 **Skull:** x4 **Face** x1.5 +**Face** blind eye if major wound, both eyes if full HP +**Armor:** -1 DR per 5 points damage +**Unliving:** Hit location has its usual effect +**Homogenous:** x1 +**Diffuse:** Max 2HP (Exception: Area-effect, cone, and explosion attacks cause normal injury.) +(Additional Ref: B380)`; - const woundNotesFatigue = `FATIGUE (Always round down) -Damage: x1 ----- -B380 -Unliving: Hit location has its usual effect -Homogenous: x1 -Diffuse: Normal Fatigue Damage, but apply HP modifier if applicable. Max 2HP (Exception: Area-effect, cone, and explosion attacks cause normal injury.)`; + const woundNotesFatigue = `**FATIGUE** *(Always round down)* +**Damage:** x1 +**Unliving:** Hit location has its usual effect +**Homogenous:** x1 +**Diffuse:** Normal Fatigue Damage, but apply HP modifier if applicable. Max 2HP (Exception: Area-effect, cone, and explosion attacks cause normal injury.) +(Additional Ref: B380)`; - const woundNotesToxic = `TOXIC (Always round down) -Damage x1 ----- -B380 -Unliving: Hit location has its usual effect -Homogenous: x1 -Diffuse: Max 2HP (Exception: Area-effect, cone, and explosion attacks cause normal injury.)`; + const woundNotesToxic = `**TOXIC** *(Always round down)* +**Damage:** x1 +**Unliving:** Hit location has its usual effect +**Homogenous:** x1 +**Diffuse:** Max 2HP (Exception: Area-effect, cone, and explosion attacks cause normal injury.)(Additional Ref: B380)`; - const woundNotesSpecial = `SPECIAL (Always round down) + const woundNotesSpecial = `**SPECIAL** *(Always round down)* See notes for weapon. ----- -B380 -Unliving: Hit location has its usual effect -Homogenous: x1 -Diffuse: Max 2HP (Exception: Area-effect, cone, and explosion attacks cause normal injury.)`; +**Unliving:** Hit location has its usual effect +**Homogenous:** x1 +**Diffuse:** Max 2HP (Exception: Area-effect, cone, and explosion attacks cause normal injury.) +(Additional Ref: B380)`; - const woundNotesKnockback = `Knockback Only. (B378) (Always round down) ----- -B380 -Unliving: Hit location has its usual effect -Homogenous: x1 -Diffuse: Max 2HP (Exception: Area-effect, cone, and explosion attacks cause normal injury.)`; + const woundNotesKnockback = `**Knockback Only** *(Always round down)* +B378 +**Unliving:** Hit location has its usual effect +**Homogenous:** x1 +**Diffuse:** Max 2HP Knockback (Exception: Area-effect, cone, and explosion attacks cause normal injury.) +(Additional Ref: B380)`; const notes = [ { code: "dodge_success_notes", value: dodgeSuccessNotes }, @@ -26836,6 +27085,70 @@ Diffuse: Max 2HP (Exception: Area-effect, cone, and explosion attacks cause norm } + function updateCombatReflexesMod() { + + getAttrs(["combat_reflexes", "reflex_mods_added", "fear_check_mod", "dodge_mod"], values => { + + const hasReflexModsBeenApplied = values.reflex_mods_added === "1" ? true : false; + + /* + if (hasReflexModsBeenApplied) { + //we're done, let's get out of here. + return; + } + */ + + console.log('***** UPDATE COMBAT REFLEX MODIFIERS *****'); + + let currentFearCheckMod = Number(values.fear_check_mod) || 0; + + let newFearCheckMod = currentFearCheckMod; + + let currentDodgeMod = Number(values.dodge_mod) || 0; + + let newDodgeMod = currentDodgeMod; + + let hasCombatReflexes = values.combat_reflexes === "1" ? true : false; + + let combatReflexesFearCheckMod = 0; + + let combatReflexesDodgeMod = 0; + + if (hasCombatReflexes) { + + // let's set the new attributes + combatReflexesFearCheckMod = 2; + + combatReflexesDodgeMod = 1; + + } + + if (hasCombatReflexes && currentFearCheckMod >= 2) { + + // let's remove that +2 fright check bonus, it is now stored in the new field + newFearCheckMod = currentFearCheckMod - 2; + + } + + if (hasCombatReflexes && currentDodgeMod >= 1) { + + // let's remove the +1 dodge, it is now stored in the new field + newDodgeMod = currentDodgeMod - 1; + + } + + setAttrs({ + fear_check_mod: newFearCheckMod, + dodge_mod: newDodgeMod, + combat_reflexes_fear_check_mod: combatReflexesFearCheckMod, + combat_reflexes_dodge_mod: combatReflexesDodgeMod, + reflex_mods_added: 1 + }); + + }); + + } + /* ROLL MODIFIERS BOX */ // close roll modifiers, no updates @@ -34215,48 +34528,6 @@ Diffuse: Max 2HP (Exception: Area-effect, cone, and explosion attacks cause norm } - // update damage notes for thrown object - on('change:slam_damage_type', function (event) { - - updateThrownObject(); - - }); - - /* - * Update the thrown object weight damage notes - */ - function updateThrownObject() { - - getAttrs(['slam_damage_type', - 'damage_type_note_cut', - 'damage_type_note_imp', - 'damage_type_note_cr', - 'damage_type_note_pi_minus', - 'damage_type_note_pi', - 'damage_type_note_pi_plus', - 'damage_type_note_pi_plus_plus', - 'damage_type_note_aff', - 'damage_type_note_burn', - 'damage_type_note_cor', - 'damage_type_note_fat', - 'damage_type_note_tox', - 'damage_type_note_spec', - 'damage_type_note_knockback' - ], function (values) { - - let typeNote = getDamageTypeNote(values.slam_damage_type, values); - - let minDamageNote = getMinimumDamageNote(values.slam_damage_type); - - setAttrs({ - "slam_damage_type_note": typeNote, - "slam_minimum_damage_note": minDamageNote, - }); - - }); - - } - // check for slam modifier skill change on("change:slam_link_type change:slam_skill_row_id", event => { @@ -34487,11 +34758,11 @@ Diffuse: Max 2HP (Exception: Area-effect, cone, and explosion attacks cause norm } // handle slam damage - on("change:slam_velocity change:slam_hit_points change:slam_shield_db", function (event) { + on("change:slam_velocity change:slam_hit_points change:slam_shield_db change:slam_damage_divisor", function (event) { let strDmg = ""; - getAttrs(["slam_velocity", "slam_hit_points", "slam_shield_db"], function (values) { + getAttrs(["slam_velocity", "slam_hit_points", "slam_shield_db", "slam_damage_divisor"], function (values) { const hitPoints = Number(values.slam_hit_points); @@ -34500,8 +34771,10 @@ Diffuse: Max 2HP (Exception: Area-effect, cone, and explosion attacks cause norm const customDamageModifier = shieldDamageBonus; const isHardObject = false; + + const damageDivisor = Number(values.slam_damage_divisor) ?? 1; - strDmg = getCollisionDamage(values.slam_velocity, hitPoints, customDamageModifier); + strDmg = getCollisionDamage(values.slam_velocity, hitPoints, customDamageModifier, damageDivisor); setAttrs({ slam_damage: strDmg @@ -34882,8 +35155,7 @@ Diffuse: Max 2HP (Exception: Area-effect, cone, and explosion attacks cause norm // finally re-total attribute totals. await totalAttributeCharacterPointsAsync(); - - + setAttrs({ import_json_state: "normal", import_json_message: "Import has completed! Please wait a minute or two for Roll20 to finish processing the data.", diff --git a/GURPS/translation.json b/GURPS/translation.json index 785575337a..bd3a83b14f 100644 --- a/GURPS/translation.json +++ b/GURPS/translation.json @@ -439,7 +439,7 @@ "attribute-will": "Will", "attribute-will-tooltip": "Willpower
      Based on Intelligence
      5pts/level
      Unmodified: ", "attribute-fright": "Fright", - "attribute-fright-tooltip": "Fright Check (B360)
      Based on Willpower
      2pts/level
      Unmodified:
      See extensive list of Modifiers B360 & GURPS Horror p139-142.
      If manually creating and/or maintaining this sheet, Combat Reflexes adds +2 to Fright (Enter as a MOD with a value of 2)", + "attribute-fright-tooltip": "Fright Check (B360)
      Based on Willpower
      2pts/level
      Unmodified:
      Combat Reflexes Modifier:
      Stress and Derangement Modifier:

      See extensive list of Modifiers B360 & GURPS Horror p139-142.
      If manually creating and/or maintaining this sheet, Combat Reflexes adds +2 to Fright (Enter as a MOD with a value of 2)", "abbreviation-threshold": "Thresh", "attribute-fright-check-threshold-tooltip": "Fright Check Threshold - Uses Rule of 14 (B360). By default this value is 13.
      This means that a roll of 14 or more is automatically a failure.
      This Threshold can be modifier by the Perks of Brave (Dungeon Fantasy 11, p11) or Rule of 15
      (Power Ups 2, p13).
      Will and/or Fright plus bonuses (like Fearlessness or Combat Reflexes) must total 14+ for this
      to be useful, of course!
      Note: A Fright Check can be used for Awe and Confusion. (Powers p84 under Terror) and the Awe and
      Confusion Check Table for failures. (Powers p85).", "fright-check-label": "Fright Check", @@ -458,7 +458,7 @@ "abbreviation-enhanced": "Enhncd", "attribute-enhanced-ground-move-tooltip": "Enhanced ground move.
      10pts per half level. Can use up|down arrow keys
      Level: ", "attribute-dodge": "Dodge", - "attribute-dodge-tooltip": "Dodge - Based on Basic Speed - Unmodified:
      Note: The Dodge score, under Encumbrance and Current, automatically adjusts for Enumbrance and for HP and/or FP loss below 1/3. (B419, B426)", + "attribute-dodge-tooltip": "Dodge - Based on Basic Speed - Unmodified:
      Combat Reflexes Modifier:
      Note: The Dodge score, under Encumbrance and Current, automatically adjusts for Enumbrance and for HP and/or FP loss below 1/3. (B419, B426)", "abbreviation-lifting-strength": "Lift ST", "attribute-lifting-strength-tooltip": "Lifting Strength (B65)
      Based on Strength pts/level
      Unmodified: ", "attribute-lift": "Lift", @@ -621,7 +621,7 @@ "point-summary-for-languages-tooltip": "Languages Point Summary", "abbreviation-advantages-label": "Adv.", "gca-point-summary-for-advantages-tooltip": "Point Summary for the following traits with positive values:
      Languages, Tech Level, Cultural Familiarities,
      Advantages, and Racial traits.", - "gca5-point-summary-for-advantages-tooltip": "Point Summary for the following traits with positive values:
      Tech Level, Cultural Familiarities,
      Advantages, and Racial traits.", + "gca5-point-summary-for-advantages-tooltip": "Point Summary for the following traits with positive values:
      Tech Level, Advantages, and Racial traits.", "gcs-point-summary-for-advantages-tooltip": "Point Summary for the following traits with positive values:
      Languages, Tech Level, Cultural Familiarities,
      Advantages, and Perks.", "detailed-point-summary-for-advantages-tooltip": "Point Summary for the following traits with positive values:
      Languages, Tech Level, Cultural Familiarities,
      and Advantages.", "perks-label": "Perks", @@ -652,6 +652,7 @@ "technology-level-tooltip": "Tech Level Modifiers (B168), Tech Levels (B511-514)", "campaign-technology-level-label": "Campaign Tech Level", "your-technology-level-label": "Your Tech Level", + "abbreviation-cultural-familiarity": "Culture", "cultural-familiarities-label": "Cultural Familiarities", "cultural-familiarities-tooltip": "When dealing with an unfamiliar culture, you may suffer -3 to a skill roll that has a cultural component, such as Carousing, Detect Lies. (B23).", "cultural-point-cost": "Native culture cost is 0. Otherwise, cost is 1 or 2 (Consult with GM). (B23)", @@ -824,7 +825,7 @@ "armor-layor4-tooltip": "Layer 4 (Outer most) is also good for force shields, magic DR, etc.", "summary-label": "Summary", "roll-modifier-summary-label": "Modifier Summary", - "armor-summary-tooltip": "This sums up each layer, from layer 1 (inner) to layer 4 (outer).
      * = flexible armor.
      Alert: Only one layer per row may have split armor.", + "armor-summary-tooltip": "This sums up each layer, from layer 1 (inner) to layer 4 (outer).
      * = flexible armor.
      Alert: Only one layer per row may have split armor.
      Warning: If you enter your own content, it will be overwritten if you change values for any of the layers.", "abbreviation-defense-bonus-label": "DB", "defense-bonus-tooltip": "Apply the defense bonus of a shield, cloak, spell (B252), or Meta-trait (Supers34). See B374
      Shield/Cloak: Used against attacks from front or from your shield side. Can't be used against firearms unless you're using the Damage to Shields option.
      Shield Spell: Protects from frontal attacks and is cumulative with a normal shield.", "abbreviation-damage-label": "DMG", @@ -1030,6 +1031,7 @@ "falling-label": "Falling", "hard-label": "Hard", "hard-object-tooltip": "If hitting a hard object (clay, concrete, soil, sand, etc.), check the box to double the effective Hit Points of the falling object or the object that caused the collision. B431", + "falling-damage-type-tooltip": "Normal objects are crushing. If bullet-shaped, sharp, or spiked select appropriate damage type, but damage is halved. B430", "collision-label": "Collision", "demolition-label": "Demolition", "select-label": "Select", @@ -1182,7 +1184,8 @@ "sheet-style-purple-option": "Purple", "sheet-style-fabric-option": "Fabric", "sheet-style-classic-white-option": "Classic White", - "falling-collision-damage-notes-label": "Falling & Collision Damage Notes B430-431", + "falling-damage-notes-label": "Falling Damage Notes B430-431", + "collision-damage-notes-label": "Collision Damage Notes B430-431", "demolition-damage-notes-label": "Demolition Damage Notes", "fragmentation-skill-notes-label": "Fragmentation Skill Notes", "fragmentation-damage-notes-label": "Fragmentation Damage Notes", @@ -1252,5 +1255,11 @@ "language-talent-label": "Language Talent", "language-talent-tooltip": "If checked, you can learn languages at the next-highest level, if you spend 2 points on a langauge, instead of broken, you know the language at Accented level. This changes the available options in the drop-down and related costs. See B65.", "tips-label": "Tips", - "import-tips-description": "

      After importing, compare your Roll20 sheet to GCA5 character sheet.

      Roll20 doesn't support parent/child relationship, repeating tables will be imported alphabetically.

      For GCA Roll20 Exporter Tool Version 1.0.1.9 or later, Rital Magic Spells will be added to the Grimoire with difficult set to T/H and points set to 0. The spell will also be added to the Techniques table with the actual character point cost.

      " + "import-tips-description": "

      After importing, compare your Roll20 sheet to GCA5 character sheet.

      Roll20 doesn't support parent/child relationship, repeating tables will be imported alphabetically.

      For GCA Roll20 Exporter Tool Version 1.0.1.9 or later, Rital Magic Spells will be added to the Grimoire with difficult set to T/H and points set to 0. The spell will also be added to the Techniques table with the actual character point cost.

      GCA5 Export to Roll20. Update 1.0.1.10. Fixes bug so item inventory uses base cost and weight instead of total cost and weight.

      ", + "attribute-stress": "Stress", + "attribute-stress-tooltip": "Stress level from GURPS Fourth Edition Edition.pdf page 141-142.
      On failed fright check, add -1 to Stress, on Critical Failure add -3!
      GM could add Stress for other reasons besides failed fright checks.
      Stress can be recovered by one for every ten minutes spent in mental relaxation.
      GM may rule that certain indulgences can erase an extra point of Stress.
      Important: If you go over the maximum stress level, apply the Stress to Derangement!", + "abbreviation-derangement": "Derange", + "attribute-derangement-tooltip": "Derangement level represents long lasting mental harm described in GURPS Fourth Edition Edition.pdf page 141-142.
      When failing a Sanity-Blasting Fright Check, add -1 to Derangement, on Critical Failure add -3!
      At the end of the day with no new stress or derangement a Will roll will erase -1 point of derangement.
      +1 Will if treated by a therapist with Psychology (Clinical) or Physician (Psychiatric) at 12+.
      A therapist can also roll their skill once per day to erase an additional -1 in Derangement.
      Important: If you go over the maximum Derangement, the points should start going to new disadvantages!
      You can keep the total in the row below.", + "attribute-stress-derangement-penalty-tooltip": "The Fright Check Penalty, which is (Stress + Derangement)/2, rounded down against the player. H141
      This penalty is automatically applied to the Fright Check attribute.
      The penalty (modified by Fearlessness) could also affect self-control rolls, skills that demand a steady hand, and HT rolls to resist minor ailments, etc.", + "attribute-stress-derangement-disadvantage-points-tooltip": "The amount of disadvantage points accrued due to derangement.
      At a certain point, these points should be converted to permanent mental disadvantages!" } \ No newline at end of file diff --git a/GURPS/translations/af.json b/GURPS/translations/af.json index c19c4b7cd8..baf4ea3e04 100644 --- a/GURPS/translations/af.json +++ b/GURPS/translations/af.json @@ -1,5 +1,5 @@ { - "sheet-roll-modifier-option": "Roll Modifier Option", + "sheet-roll-modifier-option": "Roll Modifier Legacy", "sheet-roll-modifier-option-desc": "Select the modifier option to use when clicking a dice roll icon on the character sheet.", "sheet-chat-roll-display-option": "Chat Roll Display", "sheet-chat-roll-dislpay-option-desc": "Select how rolls are display in chat window. Private Skill Levels deprecated will default to private, since it doesn't work with rolltemplates.", @@ -39,7 +39,7 @@ "sheet-show-raw-defense-notes-desc": "If checked, show Rules as Written (RAW) for Active Defense success/fail notes.", "sheet-style-option": "Sheet Style", "sheet-style-desc": "Select a visual style for the character sheet.", - "roll-modifiers-heading": "Roll Modifiers", + "roll-modifiers-heading": "Roll Modifiers Toolbox", "total-roll-modifier-label": "Total Modifier", "shock-label": "Shock", "max-skill-9-label": "Max skill of 9", @@ -68,6 +68,8 @@ "aiming-bonus-tooltip": "Each turn after the initial aim, you get an additional bonus. See B364", "abbreviation-rate-of-fire-label": "RoF", "rate-of-fire-tooltip": "Rate of Fire
      The maximum number of shots that can be fired in
      one turn (by a regular person).
      The minimum number of shots is 1.

      !: minimum RoF is 1/4 of the maximum, rounded up.
      mxn: fires the first number of shots, which each then
      split into the second number (eg. shotguns)
      Jet: shoots a continuous stream of fluid. See page 106.", + "shots-fired-label": "Fired", + "shots-fired-tooltip": "Shots Fired
      The number of shots fired in a single round. This should not exceed the RoF for the weapon.", "scope-label": "Scope", "scope-bonus-tooltip": "Each turn after the initial aim, you get an additional bonus up to the scope's bonus.
      Fixed scopes, aim at least as many turns as the scope's bonus.
      See B412", "vehicle-targeting-label": "Vehicle Targeting", @@ -171,10 +173,10 @@ "ranged-move-attack-label": "Move/Attack: -2 or Bulk", "ranged-move-attack-tooltip": "Attack with a ranged weapon while moving, aiming is not possible and you lose previous aiming. -2 to hit or bulk penalty, whichever is worse. Movement: normal, but -2 to avoid obstacles. Active Defense: Dodge or Block. See B365-366", "bulk-label": "Bulk", - "ranged-all-out-attack-determined-label": "All-Out Attack Determined: +1", - "ranged-all-out-attack-determined-tooltip": "Determined: Make a single attack at +1 to hit! Movement: half-move, forward only. Defense: None. See B365", - "ranged-all-out-attack-suppression-fire-label": "All-Out Attack Suppression Fire", - "ranged-all-out-attack-suppression-fire-tooltip": "Take entire turn to spray an area with automatic fire RoF 5+, see Suppression Fire B409! Movement: half-move, forward only. Defense: None. See B365", + "ranged-all-out-attack-determined-label": "All-Out Determined: +1", + "ranged-all-out-attack-determined-tooltip": "All-Out Attack Determined: Make a single attack at +1 to hit! Movement: half-move, forward only. Defense: None. See B365", + "ranged-all-out-attack-suppression-fire-label": "All-Out Suppression Fire", + "ranged-all-out-attack-suppression-fire-tooltip": "All-Out Attack Suppression Fire: Take entire turn to spray an area with automatic fire RoF 5+, see Suppression Fire B409! Movement: half-move, forward only. Defense: None. See B365", "other-actions-title": "Other Actions", "braced-label": "Braced: +1", "braced-tooltip": "If you haven't moved and aimed a turn, you may get the braced bonus.
      Firearm/crossbow must rest on a sandbag, low wall, car, etc.
      One-handed firearm is braced if using two hands.
      Two-handed is braced if you're prone and using a bipod. See B364.", @@ -204,9 +206,9 @@ "failed-control-roll-tooltip": "Vehicle/mount failed control last turn. Penalty equal to margin of failure. See B548", "over-under-mount-label": "Over/Under Mount: -6", "over-under-mount-tooltip": "If you're an exposed rider hanging from side of mount/vehicle, penalty to hit is -6 to shoot over or under the mount.", - "vehicle-dodged-label": "Vehicle Dodged Last Turn: -2", + "vehicle-dodged-label": "Vehicle Dodged: -2", "vehicle-dodged-tooltip": "Vehicle/mount dodged last turn and you're not the operator.", - "air-vehicle-dodged-label": "Air Vehicle Dodged Last Turn: -4", + "air-vehicle-dodged-label": "Air Vehicle Dodged: -4", "normal-defense-label": "Normal Defense", "normal-defense-tooltip": "Using a normal active defense.", "all-out-defense-increased-label": "All-Out Defense: +2", @@ -221,7 +223,7 @@ "defense-kneeling-label": "Kneeling/Sitting: -2", "defense-kneeling-tooltip": "If you're kneeling or sitting, -2 to defense. See B549", "attackers-action-title": "Attacker's Action", - "attack-from-behind-label": "Attack From Behind Peripheral: -2", + "attack-from-behind-label": "From Behind Peripheral: -2", "attack-from-behind-tooltip": "Normally, if attacked from behind, you have no defense. However, if you have Peripheral Vision you can defend at -2. See B391", "runaround-attack-label": "Runaround Attack: -2", "runaround-attack-tooltip": "Your foe starts in front of you and runs behind you and attacks from behind. You can defend at -2. See B391", @@ -234,7 +236,7 @@ "general-defense-bonus-tooltip": "A general defense bonus, such as the Supers Meta-trait (see Supers B34), force field, etc.", "retreating-dodge-label": "Retreating Dodge: +3", "retreating-dodge-tooltip": "Move away from attacker, at least one yard or up to your step. See B377", - "retreating-block-parry-label": "Retreating Block/Parry: +1", + "retreating-block-parry-label": "Retreat Block/Parry: +1", "retreating-block-parry-tooltip": "Retreating block or parry. Move away from attacker, at least one yard or up to your step. See B377", "retreating-parry-label": "Retreating Parry: +3", "retreating-parry-tooltip": "If using Boxing, Judo, Karate, or any fencing skill, you can get a +3 retreating bonus.
      Move away from attacker, at least one yard or up to your step. See B377", @@ -245,8 +247,8 @@ "acrobatic-dodge-failed-tooltip": "If you failed your acrobatic/aerobatic roll, you're at -2 to dodge. See B375", "dodge-drop-label": "Dodge & Drop: +3", "dodge-drop-tooltip": "Only against ranged attacks, drop to the ground and become prone.
      Any cover you get does not count against the initial attack.
      NOTE: Flying or Swimming is possible but only if a step would take you below concealing terrain. See B377", - "feverish-defense-label": "Feverish Defense (1 FP): +2", - "feverish-defense-tooltip": "Spend 1 FP to increase active defense by 2.", + "feverish-defense-label": "Feverish Def (1 FP): +2", + "feverish-defense-tooltip": "Feverish Defense. Spend 1 FP to increase active defense by 2.", "offhand-parry-label": "Off-Hand Parry: -2", "offhand-parry-tooltip": "Off-Hand weapon parry is at -2. See B549", "number-of-parries-label": "# of Parries", @@ -257,7 +259,7 @@ "defense-improvised-weapon-tooltip": "NOTE: Dungeon Fantasy: if parrying with an improvised weapon, apply a penalty. See DF Exploits-37", "situation-title": "Situation", "defense-laser-sight-tooltip": "If you can see the laser sight, you get +1 to Dodge. See B548", - "against-deceptive-attack-label": "Against Deceptive Attack", + "against-deceptive-attack-label": "VS Deceptive Attack", "against-deceptive-attack-tooltip": "You're at -1 to defense for every -2 the attacker took to their to hit modifier. See B369", "feint-attack-label": "Feint Attack", "feint-attack-tooltip": "You're at a penalty equal to the attacker's margin of victory. See B365", @@ -266,9 +268,9 @@ "hidden-weapon-label": "Hidden Weapon: -2", "defense-hidden-weapon-tooltip": "NOTE: From Dungeon Fantasy. If attacked by a hidden weapon, you're at -2 to your first defense. See DF Exploits-58", "defenders-equipment-label": "Defender's Equipment", - "parrying-knife-label": "Parrying with Knife/Dagger: -1", + "parrying-knife-label": "Parry with Knife/Dagger: -1", "parrying-knife-tooltip": "If parrying with a knife or dagger is -1. See B548
      Suggestion: Add the modifier to your defense skill instead of using checkbox.", - "parrying-kusari-label": "Parrying with Kusari/Whip: -2", + "parrying-kusari-label": "Parry with Kusari/Whip: -2", "parrying-kusari-tooltip": "If parrying with a kusari or whip is -2. See B548
      Suggestion: Add the modifier to your defense skill instead of using checkbox.", "unarmed-parry-label": "Unarmed Parry: -3", "unarmed-parry-tooltip": "Unarmed parry vesus a weapon is -3, unless it's a thrust or you are using Judo or Karate parry. See B548", @@ -285,7 +287,7 @@ "block-nunchaku-tooltip": "If blocking against a nunchaku, you're at -1 to defend. See B405.", "parry-thrown-weapon-label": "Parry thrown weapon: -1", "parry-thrown-weapon-tooltip": "Parry -1 against thrown weapon. See B549", - "parry-thrown-small-weapon-label": "Parry thrown small weapon: -2", + "parry-thrown-small-weapon-label": "Parry thrown sm weapon: -2", "parry-thrown-small-weapon-tooltip": "If the weapon is 1 pound or less, parry is -2. See B549", "trident-dodge-label": "Trident: -1 Dodge", "trident-dodge-tooltip": "NOTE: From Dungeon Fantasy. -1 to dodge a trident. See DF Exploits-97", @@ -437,7 +439,7 @@ "attribute-will": "Will", "attribute-will-tooltip": "\nWillpower
      \nBased on Intelligence
      \n5pts/level
      \nUnmodified: \n\t\t\t\t\t\t\t", "attribute-fright": "Fright", - "attribute-fright-tooltip": "Fright Check (B360)
      Based on Willpower
      2pts/level
      Unmodified:
      See extensive list of Modifiers B360 & GURPS Horror p139-142.
      If manually creating and/or maintaining this sheet, Combat Reflexes adds +2 to Fright (Enter as a MOD with a value of 2)", + "attribute-fright-tooltip": "Fright Check (B360)
      Based on Willpower
      2pts/level
      Unmodified:
      Combat Reflexes Modifier:
      Stress and Derangement Modifier:

      See extensive list of Modifiers B360 & GURPS Horror p139-142.
      If manually creating and/or maintaining this sheet, Combat Reflexes adds +2 to Fright (Enter as a MOD with a value of 2)", "abbreviation-threshold": "Thresh", "attribute-fright-check-threshold-tooltip": "\nFright Check Threshold - Uses Rule of 14 (B360). By default this value is 13.
      \nThis means that a roll of 14 or more is automatically a failure.
      \nThis Threshold can be modifier by the Perks of Brave (Dungeon Fantasy 11, p11) or Rule of 15
      \n(Power Ups 2, p13).
      \nWill and/or Fright plus bonuses (like Fearlessness or Combat Reflexes) must total 14+ for this
      \nto be useful, of course!
      \nNote: A Fright Check can be used for Awe and Confusion. (Powers p84 under Terror) and the Awe and
      \nConfusion Check Table for failures. (Powers p85).\n\t\t\t\t\t\t\t", "fright-check-label": "Fright Check", @@ -456,7 +458,7 @@ "abbreviation-enhanced": "Enhncd", "attribute-enhanced-ground-move-tooltip": "Enhanced ground move.
      10pts per half level. Can use up|down arrow keys
      Level: ", "attribute-dodge": "Dodge", - "attribute-dodge-tooltip": "Dodge - Based on Basic Speed - Unmodified:
      Note: The Dodge score, under Encumbrance and Current, automatically adjusts for Enumbrance and for HP and/or FP loss below 1/3. (B419, B426)", + "attribute-dodge-tooltip": "Dodge - Based on Basic Speed - Unmodified:
      Combat Reflexes Modifier:
      Note: The Dodge score, under Encumbrance and Current, automatically adjusts for Enumbrance and for HP and/or FP loss below 1/3. (B419, B426)", "abbreviation-lifting-strength": "Lift ST", "attribute-lifting-strength-tooltip": "Lifting Strength (B65)
      Based on Strength pts/level
      Unmodified: ", "attribute-lift": "Lift", @@ -605,23 +607,31 @@ "spent-label": "Spent", "unspent-label": "Unspent", "gca-format-label": "GCA4 Format", - "gca-format-tooltip": "GURPS Character Assistant (GCA4) Format
      To change to GCS or Detailed go to options tab
      and change the radio button for Point Summary Layout", + "gca-format-tooltip": "GURPS Character Assistant 4 (GCA4) Format
      To change to GCA5, GCS or Detailed go to options tab
      and change the radio button for Point Summary Layout", + "gca5-format-label": "GCA5 Format", + "gca5-format-tooltip": "GURPS Character Assistant 5 (GCA5) Format
      To change to GCA4, GCS or Detailed go to options tab
      and change the radio button for Point Summary Layout", "gcs-format-label": "GCS Format", - "gcs-format-format-tooltip": "GURPS Character Sheet (GCS) format
      To change to GCA4 or Detailed go to options tab
      and change the radio button for Point Summary Layout", + "gcs-format-format-tooltip": "GURPS Character Sheet (GCS) format
      To change to GCA5, GCA4 or Detailed go to options tab
      and change the radio button for Point Summary Layout", "detailed-format-label": "Detailed Format", - "detailed-format-tooltip": "To change to GCA4 or GCS go to options tab
      and change the radio button for Point Summary Layout", + "detailed-format-tooltip": "To change to GCA5, GCA4 or GCS go to options tab
      and change the radio button for Point Summary Layout", "race-label": "Race", "race-point-summary-tooltip": "Point Summary for Racial Traits.", - "points-summary-for-attributes-tooltip": "\nPoint Summary for:
      \nST, DX, IQ, HT,
      \nHP, FP, Energy Reserve One, Two, and Three,
      \nPer, Vision, Hearing, Smell, Touch,
      \nWill, Fright, Unconsciousness, Death,
      \nSpeed, Move, Lift ST, Striking ST,
      \nFlying, Air Move, Enhanced Air Move, Super Jump\n\t\t\t\t\t\t\t", + "points-summary-for-attributes-tooltip": "Point Summary for the following attributes with positive values:
      ST, DX, IQ, HT,
      HP, FP, Energy Reserve One, Two, and Three,
      Per, Vision, Hearing, Smell, Touch,
      Will, Fright, Unconsciousness, Death,
      Speed, Move, Lift ST, Striking ST,
      Flying, Air Move, Enhanced Air Move, Super Jump", + "abbreviation-languages-label": "Lang.", + "point-summary-for-languages-tooltip": "Languages Point Summary", "abbreviation-advantages-label": "Adv.", - "gca-point-summary-for-advantages-tooltip": "\nPoint Summary for:
      \nLanguages, Tech Level, Cultural Familiarities,
      \nAdvantages, and Racial traits.\n\t\t\t\t\t\t\t", - "gcs-point-summary-for-advantages-tooltip": "\nPoint Summary for:
      \nLanguages, Tech Level, Cultural Familiarities,
      \nAdvantages, and Perks.\n\t\t\t\t\t\t\t", - "detailed-point-summary-for-advantages-tooltip": "\nPoint Summary for:
      \nLanguages, Tech Level, Cultural Familiarities,
      \nand Advantages.\n\t\t\t\t\t\t\t", + "gca-point-summary-for-advantages-tooltip": "Point Summary for the following traits with positive values:
      Languages, Tech Level, Cultural Familiarities,
      Advantages, and Racial traits.", + "gca5-point-summary-for-advantages-tooltip": "Point Summary for the following traits with positive values:
      Tech Level, Advantages, and Racial traits.", + "gcs-point-summary-for-advantages-tooltip": "Point Summary for the following traits with positive values:
      Languages, Tech Level, Cultural Familiarities,
      Advantages, and Perks.", + "detailed-point-summary-for-advantages-tooltip": "Point Summary for the following traits with positive values:
      Languages, Tech Level, Cultural Familiarities,
      and Advantages.", "perks-label": "Perks", "abbreviation-disadvantages-label": "Disadv.", - "point-summary-for-disadvantages-tooltip": "Point Summary for Disadvantages", + "point-summary-for-disadvantages-tooltip": "Point Summary for Disadvantages and racial templates with a negative value, including attributes with negative values, negative language value, and negative tech level value.", + "point-summary-for-disadvantages-no-language-tooltip": "Point Summary for Disadvantages and racial templates with a negative value, including attributes with negative values, and negative tech level value.
      Language points with a negative value are NOT included.", + "point-summary-for-disadvantages-no-racial-cost-tooltip": "Point Summary for Disadvantages, including attributes with negative values, negative language value, and negative tech level value.
      Racial templates with a negative value are NOT included.", "quirks-label": "Quirks", "skills-label": "Skills", + "skill-roll-modifier-tooltip": "You can use the Roll Modifiers Toolbar or the Roll Modifiers Toolbox to modifier the effective skill.", "abbreviation-techniques-label": "Tech.", "point-summary-techniques-tooltip": "Techniques", "abbreviation-techniques-revised-label": "Tech. (r)", @@ -642,6 +652,7 @@ "technology-level-tooltip": "Tech Level Modifiers (B168), Tech Levels (B511-514)", "campaign-technology-level-label": "Campaign Tech Level", "your-technology-level-label": "Your Tech Level", + "abbreviation-cultural-familiarity": "Culture", "cultural-familiarities-label": "Cultural Familiarities", "cultural-familiarities-tooltip": "When dealing with an unfamiliar culture, you may suffer -3 to a skill roll that has a cultural component, such as Carousing, Detect Lies. (B23).", "cultural-point-cost": "Native culture cost is 0. Otherwise, cost is 1 or 2 (Consult with GM). (B23)", @@ -709,15 +720,17 @@ "background-history-label": "Background History & Notes", "training-label": "Training", "training-tooltip": "\nTraining rules can be found at ‘Improvement
      \nThrough Study’ B292.
      \nAdvanced rules can be found in Social
      \nEngineering: Back to School.\n\t\t\t\t\t\t\t", - "activate-custom-roll-modifier-tooltip": "To turn on the custom modifiers and button to open the Roll Modifier dialog box goto the Sheet Options tab and check off the tools you would like to user under Skill Modifier Tools section.", "abbreviation-technology-level-label": "TL", "skill-level-label": "Level", "abbreviation-attribute-label": "Attr", + "skill-attribute-tooltip": "If the 10 was selected, it will be highlighted red. This could have happened during the import if the skill has an attribute not identified by the system. Check the attribute on your chosen Character Creation App to see if the attribute exists on Roll20.", "abbreviation-difficulty-label": "Diff", "skill-difficulty-tooltip": "Difficulty of Skill
      WC = Wildcard Skill. (B175)", "skill-modifier-tooltip": "\nModifier applied to skill level.
      \nCan be a positive or a negative number.
      \nExamples include a bonus from a Talent,
      \ndefault from another Skill or Technique,
      \na piece of equipment, or a Perk.\n\t\t\t\t\t\t\t", "modifier-label": "Modifier:$[[3]] ", - "modifier-dialog-tooltip": "Enter a modifier to apply to any rolls on the this table.
      Use the pencil/paper icon to select modifiers.
      NOTE: Changing the modifier or check status of Max skill of 9 will clear modifiers used by dialog box.", + "modifier-dialog-tooltip": "Enter a custom modifier and optional reason to apply to any rolls on the this table.
      Suggestion: Use this modifier instead of the popup window when clicking the roll button.
      You will see the modifier in the chat window. You could even turn off the Modifier Popup by going to
      Options -> Skill Modifier Options and select No Modifier Prompt.", + "final-modifier-label": "Final Modifier", + "final-modifier-dialog-tooltip": "The final modifier that will be applied to the effective skill level.", "select-skill-modifiers-button": "Select Skill Modifiers", "apply-encumbrance-tooltip": "Apply encumbrance penalty.", "link-to-label": "Link To", @@ -756,6 +769,7 @@ "abbreviation-maximum-label": "Max", "cost-label": "Cost", "techniques-revised-label": "Techniques (Revised)", + "techniques-roll-modifier-tooltip": "You can use the Roll Modifiers Toolbar or the Roll Modifiers Toolbox to modifier the effective skill.", "base-level-label": "Base", "base-skill-level-tooltip": "\nBase skill level of technique, usually
      \nbased on Parent Skill.
      \nsee Techniques B229\n\t\t\t\t\t\t\t", "abbreviation-default-label": "DFLT", @@ -810,7 +824,8 @@ "layer-4-label": "Layer 4", "armor-layor4-tooltip": "Layer 4 (Outer most) is also good for force shields, magic DR, etc.", "summary-label": "Summary", - "armor-summary-tooltip": "This sums up each layer, from layer 1 (inner) to layer 4 (outer).
      * = flexible armor.
      Alert: Only one layer per row may have split armor.", + "roll-modifier-summary-label": "Modifier Summary", + "armor-summary-tooltip": "This sums up each layer, from layer 1 (inner) to layer 4 (outer).
      * = flexible armor.
      Alert: Only one layer per row may have split armor.
      Warning: If you enter your own content, it will be overwritten if you change values for any of the layers.", "abbreviation-defense-bonus-label": "DB", "defense-bonus-tooltip": "Apply the defense bonus of a shield, cloak, spell (B252), or Meta-trait (Supers34). See B374
      Shield/Cloak: Used against attacks from front or from your shield side. Can't be used against firearms unless you're using the Damage to Shields option.
      Shield Spell: Protects from frontal attacks and is cumulative with a normal shield.", "abbreviation-damage-label": "DMG", @@ -829,6 +844,7 @@ "damage-resistance-tooltip": "\nLow-Tech #/# usually means All Attack Types / Except
      \nthis specific Type of attack.
      \nExample: Enter as 3/2cr* means DR3 vs all attacks
      \nexcept cr which uses DR2. * means it is Flexible
      \narmor (B379).
      \nHigh-Tech and Ultra-Tech #/# usually mean against
      \nthese Type Attacks / All other Attack Types.
      \nExample: Enter as 5imp, cr /2 means DR5 vs imp and
      \ncr type of attacks and DR2 against all other types
      \nof attacks.\n\t\t\t\t\t\t\t", "user-created-label": "User Created", "active-defenses-label": "Active Defenses", + "active-defense-roll-modifier-tooltip": "You can use the Roll Modifiers Tollbar or the Roll Modifiers Toolbox to modifier the effective skill.", "rules-as-written-label": "Rules As Written", "active-defense-type-tooltip": "\nChanging the Type will also update success/fail notes
      \nfor that active defense.
      \nParry, Block, and Block have default notes that can be
      \nchanged on the options page.
      \nNOTE Changing the Type will clear any previous notes
      \nyou entered.\n\t\t\t\t\t\t\t", "abbreviation-information-label": "Info", @@ -891,6 +907,7 @@ "select-token-tooltip": "If on, you must select your character token before clicking the Roll button. The token name will show in the roll results.
      Note This option is most useful when writing your own Roll20 API code.", "target-token-tooltip": "Click the button to turn on target a token before the skill roll.
      The token name will appear in the results.", "melee-attacks-label": "Melee Attacks", + "melee-roll-modifier-tooltip": "You can use the Roll Modifiers Toolbar or the Roll Modifiers Toolbox to modifier the effective skill.", "attacks-label": "Attacks", "targets-label": "Targets", "melee-attack-damage-tooltip": "For an Armor Divisor: A number in parenthesis after
      the damage - eg. (2) - is an armor divisor.
      Enter this number in the Damage Notes as AD(#) or as
      Armor Divisor(#).
      ex: indicates the attack causes an explosion.
      See B269. Enter in the Damage Notes
      Macros You can also use @{thrust} and @{swing} for Melee Damage value, which is based on the values entered on the General page. You can even add additional modifiers such as @{thrust}+3.", @@ -936,6 +953,7 @@ "ranged-fail-notes-tooltip": "Any standard notes entered here will appear in the Roll Template in chat.
      Hint: Enter inline rolls for additional results.
      Example: Does an additional [[1d6]] fire damage.", "ranged-critical-fail-notes-tooltip": "Any standard notes entered here will appear in the Roll Template in chat.
      Hint: Enter inline rolls for additional results.
      Example: Does an additional [[1d6]] fire damage.", "ranged-attacks-label": "Ranged Attacks", + "ranged-attack-tooltip": "Please use either the Range Calculator or the Roll Modifiers dialog tool to enter at least the range of the attack.", "ranged-damage-tooltip": "For an Armor Divisor: A number in parenthesis after
      the damage - eg. (2) - is an armor divisor.
      Enter this number in the Damage Notes as AD(#) or as
      Armor Divisor(#).
      ex: indicates the attack causes an explosion.
      [#d]: indicates the attack causes fragmentation.
      See B269. Enter in the Damage Notes.
      Macros You can also use @{thrust} and @{swing} for Ranged Damage value, which is based on the values entered on the General page. You can even add additional modifiers such as @{thrust}+3.", "abbreviation-range-label": "RNG", "range-tooltip": "Range. See B269.", @@ -1013,6 +1031,7 @@ "falling-label": "Falling", "hard-label": "Hard", "hard-object-tooltip": "If hitting a hard object (clay, concrete, soil, sand, etc.), check the box to double the effective Hit Points of the falling object or the object that caused the collision. B431", + "falling-damage-type-tooltip": "Normal objects are crushing. If bullet-shaped, sharp, or spiked select appropriate damage type, but damage is halved. B430", "collision-label": "Collision", "demolition-label": "Demolition", "select-label": "Select", @@ -1054,15 +1073,16 @@ "magery-power-investiture-bonus-label": "Magery/PI/Bonus Level:", "cencentration-penalty-label": "Concentration Penalty", "spell-label": "Spell", + "spell-roll-modifier-tooltip": "You can use the Roll Modifiers Toolbar or the Roll Modifiers Toolbox to modifier the effective skill.", "spell-skill-level-tooltip": "\n\t\t\t\t\t\t\t\tSkill level with spell\n\t\t\t\t\t\t\t", - "spell-difficulty-tooltip": "Difficulty", + "spell-difficulty-tooltip": "Difficulty Level.
      Note: T/H stands for Technique/Hard, which is used by ritual magic spells.
      Suggestion: If using T/H set the points to zero, use mod to get the correct spell level,
      then place the actual spell on the Techniques table.", "spell-skill-level-modifier-tooltip": "\n\t\t\t\t\t\t\t\tModifier applied to skill level.
      \n\t\t\t\t\t\t\t\tCan be a positive or a negative number.
      \n\t\t\t\t\t\t\t\tExamples include a bonus from a Talent,
      \n\t\t\t\t\t\t\t\tdefault from another Skill or Technique,
      \n\t\t\t\t\t\t\t\ta piece of equipment, or a Perk.\n\t\t\t\t\t\t\t", "points-tooltip": "Points", "spell-is-on-tooltip": "Enter a 1 or more to mark the spell as ON
      skill penalty for each spell that is ON.
      See B238 or M10.
      Click one at a time, wait until each penalty is applied before clicking the next one.", "abbreviation-concentration-label": "CT", "spell-concentration-tooltip": "Enter a 1 or more to mark the spell as under Concentration.
      skill penalty for each spell.
      See B238 or M10.
      Click one at a time, wait until each penalty is applied before clicking the next one.", "abbreviation-resisted-by-label": "RESIST", - "spell-resisted-by-tooltip": "\n\t\t\t\t\t\t\t\tResisted By\n\t\t\t\t\t\t\t", + "spell-resisted-by-tooltip": "On a regular success, your spell must defeat the subject's resistance to work, a critical success automatically wins. See B241/M13 and the Rule of 16, B349.", "duration-label": "Duration", "spell-duration-tooltip": "\n\t\t\t\t\t\t\t\tDuration of Spell\n\t\t\t\t\t\t\t", "spell-energy-cost-tooltip": "\n\t\t\t\t\t\t\t\tEnergy cost for casting the spell.\n\t\t\t\t\t\t\t", @@ -1122,8 +1142,10 @@ "show-revised-label": "Show Revised", "show-revised-tooltip": "Show the revised techniques table.", "point-summary-layout-label": "Point Summary Layout", + "abbreviation-gurps-character-assistant5-label": "GCA5", "abbreviation-gurps-character-assistant-label": "GCA4", - "gurps-character-assistant-tooltip": "GURPS Character Assistant.", + "gurps-character-assistant-tooltip": "GURPS Character Assistant 4.", + "gurps-character-assistant5-tooltip": "GURPS Character Assistant 5.", "abbreviation-gurps-character-sheet-label": "GCS", "gurps-character-sheet-tooltip": "GURPS Character Sheet.", "detailed-label": "Detailed", @@ -1162,7 +1184,8 @@ "sheet-style-purple-option": "Purple", "sheet-style-fabric-option": "Fabric", "sheet-style-classic-white-option": "Classic White", - "falling-collision-damage-notes-label": "Falling & Collision Damage Notes B430-431", + "falling-damage-notes-label": "Falling Damage Notes B430-431", + "collision-damage-notes-label": "Collision Damage Notes B430-431", "demolition-damage-notes-label": "Demolition Damage Notes", "fragmentation-skill-notes-label": "Fragmentation Skill Notes", "fragmentation-damage-notes-label": "Fragmentation Damage Notes", @@ -1199,6 +1222,7 @@ "target-label": "Target", "rolltemplate-warning-less-than-three-description": "WARNING: You may not attempt a success roll if your effective skill (Target) is less than 3. (See B345)", "rolltemplate-tool-modifiers-label": "Tool Modifiers", + "defense-modifiers-label": "Predefined Defense Modifiers", "maneuver-label": "Maneuver", "all-out-attack-label": "All-Out Attack", "alert-label": "Alert", @@ -1225,5 +1249,17 @@ "traits-default-critical-success-notes": "When you roll a critical success, the GM determines what happens to you. It is always something good! The lower the roll, the better **bonus** they give you. (B347)", "traits-default-critical-failure-notes": "When you roll a critical failure, the GM determines what happens to you. It is always something bad - the higher the roll, the worse the result. (B348)", "reference-abbreviation-label": "Reference", - "reference-label-tooltip": "Book abbreviation and page reference." + "reference-label-tooltip": "Book abbreviation and page reference.", + "modifier-abbreviation-label": "Mod", + "language-cost-modifier-tooltip": "Use this input box to modifier the number of Character Points for the selected language option.", + "language-talent-label": "Language Talent", + "language-talent-tooltip": "If checked, you can learn languages at the next-highest level, if you spend 2 points on a langauge, instead of broken, you know the language at Accented level. This changes the available options in the drop-down and related costs. See B65.", + "tips-label": "Tips", + "import-tips-description": "

      After importing, compare your Roll20 sheet to GCA5 character sheet.

      Roll20 doesn't support parent/child relationship, repeating tables will be imported alphabetically.

      For GCA Roll20 Exporter Tool Version 1.0.1.9 or later, Rital Magic Spells will be added to the Grimoire with difficult set to T/H and points set to 0. The spell will also be added to the Techniques table with the actual character point cost.

      GCA5 Export to Roll20. Update 1.0.1.10. Fixes bug so item inventory uses base cost and weight instead of total cost and weight.

      ", + "attribute-stress": "Stress", + "attribute-stress-tooltip": "Stress level from GURPS Fourth Edition Edition.pdf page 141-142.
      On failed fright check, add -1 to Stress, on Critical Failure add -3!
      GM could add Stress for other reasons besides failed fright checks.
      Stress can be recovered by one for every ten minutes spent in mental relaxation.
      GM may rule that certain indulgences can erase an extra point of Stress.
      Important: If you go over the maximum stress level, apply the Stress to Derangement!", + "abbreviation-derangement": "Derange", + "attribute-derangement-tooltip": "Derangement level represents long lasting mental harm described in GURPS Fourth Edition Edition.pdf page 141-142.
      When failing a Sanity-Blasting Fright Check, add -1 to Derangement, on Critical Failure add -3!
      At the end of the day with no new stress or derangement a Will roll will erase -1 point of derangement.
      +1 Will if treated by a therapist with Psychology (Clinical) or Physician (Psychiatric) at 12+.
      A therapist can also roll their skill once per day to erase an additional -1 in Derangement.
      Important: If you go over the maximum Derangement, the points should start going to new disadvantages!
      You can keep the total in the row below.", + "attribute-stress-derangement-penalty-tooltip": "The Fright Check Penalty, which is (Stress + Derangement)/2, rounded down against the player. H141
      This penalty is automatically applied to the Fright Check attribute.
      The penalty (modified by Fearlessness) could also affect self-control rolls, skills that demand a steady hand, and HT rolls to resist minor ailments, etc.", + "attribute-stress-derangement-disadvantage-points-tooltip": "The amount of disadvantage points accrued due to derangement.
      At a certain point, these points should be converted to permanent mental disadvantages!" } \ No newline at end of file diff --git a/GURPS/translations/ca.json b/GURPS/translations/ca.json index e41bb175f2..bd3a83b14f 100644 --- a/GURPS/translations/ca.json +++ b/GURPS/translations/ca.json @@ -1,5 +1,5 @@ { - "sheet-roll-modifier-option": "Roll Modifier Option", + "sheet-roll-modifier-option": "Roll Modifier Legacy", "sheet-roll-modifier-option-desc": "Select the modifier option to use when clicking a dice roll icon on the character sheet.", "sheet-chat-roll-display-option": "Chat Roll Display", "sheet-chat-roll-dislpay-option-desc": "Select how rolls are display in chat window. Private Skill Levels deprecated will default to private, since it doesn't work with rolltemplates.", @@ -39,7 +39,7 @@ "sheet-show-raw-defense-notes-desc": "If checked, show Rules as Written (RAW) for Active Defense success/fail notes.", "sheet-style-option": "Sheet Style", "sheet-style-desc": "Select a visual style for the character sheet.", - "roll-modifiers-heading": "Roll Modifiers", + "roll-modifiers-heading": "Roll Modifiers Toolbox", "total-roll-modifier-label": "Total Modifier", "shock-label": "Shock", "max-skill-9-label": "Max skill of 9", @@ -68,6 +68,8 @@ "aiming-bonus-tooltip": "Each turn after the initial aim, you get an additional bonus. See B364", "abbreviation-rate-of-fire-label": "RoF", "rate-of-fire-tooltip": "Rate of Fire
      The maximum number of shots that can be fired in
      one turn (by a regular person).
      The minimum number of shots is 1.

      !: minimum RoF is 1/4 of the maximum, rounded up.
      mxn: fires the first number of shots, which each then
      split into the second number (eg. shotguns)
      Jet: shoots a continuous stream of fluid. See page 106.", + "shots-fired-label": "Fired", + "shots-fired-tooltip": "Shots Fired
      The number of shots fired in a single round. This should not exceed the RoF for the weapon.", "scope-label": "Scope", "scope-bonus-tooltip": "Each turn after the initial aim, you get an additional bonus up to the scope's bonus.
      Fixed scopes, aim at least as many turns as the scope's bonus.
      See B412", "vehicle-targeting-label": "Vehicle Targeting", @@ -171,10 +173,10 @@ "ranged-move-attack-label": "Move/Attack: -2 or Bulk", "ranged-move-attack-tooltip": "Attack with a ranged weapon while moving, aiming is not possible and you lose previous aiming. -2 to hit or bulk penalty, whichever is worse. Movement: normal, but -2 to avoid obstacles. Active Defense: Dodge or Block. See B365-366", "bulk-label": "Bulk", - "ranged-all-out-attack-determined-label": "All-Out Attack Determined: +1", - "ranged-all-out-attack-determined-tooltip": "Determined: Make a single attack at +1 to hit! Movement: half-move, forward only. Defense: None. See B365", - "ranged-all-out-attack-suppression-fire-label": "All-Out Attack Suppression Fire", - "ranged-all-out-attack-suppression-fire-tooltip": "Take entire turn to spray an area with automatic fire RoF 5+, see Suppression Fire B409! Movement: half-move, forward only. Defense: None. See B365", + "ranged-all-out-attack-determined-label": "All-Out Determined: +1", + "ranged-all-out-attack-determined-tooltip": "All-Out Attack Determined: Make a single attack at +1 to hit! Movement: half-move, forward only. Defense: None. See B365", + "ranged-all-out-attack-suppression-fire-label": "All-Out Suppression Fire", + "ranged-all-out-attack-suppression-fire-tooltip": "All-Out Attack Suppression Fire: Take entire turn to spray an area with automatic fire RoF 5+, see Suppression Fire B409! Movement: half-move, forward only. Defense: None. See B365", "other-actions-title": "Other Actions", "braced-label": "Braced: +1", "braced-tooltip": "If you haven't moved and aimed a turn, you may get the braced bonus.
      Firearm/crossbow must rest on a sandbag, low wall, car, etc.
      One-handed firearm is braced if using two hands.
      Two-handed is braced if you're prone and using a bipod. See B364.", @@ -204,9 +206,9 @@ "failed-control-roll-tooltip": "Vehicle/mount failed control last turn. Penalty equal to margin of failure. See B548", "over-under-mount-label": "Over/Under Mount: -6", "over-under-mount-tooltip": "If you're an exposed rider hanging from side of mount/vehicle, penalty to hit is -6 to shoot over or under the mount.", - "vehicle-dodged-label": "Vehicle Dodged Last Turn: -2", + "vehicle-dodged-label": "Vehicle Dodged: -2", "vehicle-dodged-tooltip": "Vehicle/mount dodged last turn and you're not the operator.", - "air-vehicle-dodged-label": "Air Vehicle Dodged Last Turn: -4", + "air-vehicle-dodged-label": "Air Vehicle Dodged: -4", "normal-defense-label": "Normal Defense", "normal-defense-tooltip": "Using a normal active defense.", "all-out-defense-increased-label": "All-Out Defense: +2", @@ -221,7 +223,7 @@ "defense-kneeling-label": "Kneeling/Sitting: -2", "defense-kneeling-tooltip": "If you're kneeling or sitting, -2 to defense. See B549", "attackers-action-title": "Attacker's Action", - "attack-from-behind-label": "Attack From Behind Peripheral: -2", + "attack-from-behind-label": "From Behind Peripheral: -2", "attack-from-behind-tooltip": "Normally, if attacked from behind, you have no defense. However, if you have Peripheral Vision you can defend at -2. See B391", "runaround-attack-label": "Runaround Attack: -2", "runaround-attack-tooltip": "Your foe starts in front of you and runs behind you and attacks from behind. You can defend at -2. See B391", @@ -234,7 +236,7 @@ "general-defense-bonus-tooltip": "A general defense bonus, such as the Supers Meta-trait (see Supers B34), force field, etc.", "retreating-dodge-label": "Retreating Dodge: +3", "retreating-dodge-tooltip": "Move away from attacker, at least one yard or up to your step. See B377", - "retreating-block-parry-label": "Retreating Block/Parry: +1", + "retreating-block-parry-label": "Retreat Block/Parry: +1", "retreating-block-parry-tooltip": "Retreating block or parry. Move away from attacker, at least one yard or up to your step. See B377", "retreating-parry-label": "Retreating Parry: +3", "retreating-parry-tooltip": "If using Boxing, Judo, Karate, or any fencing skill, you can get a +3 retreating bonus.
      Move away from attacker, at least one yard or up to your step. See B377", @@ -245,8 +247,8 @@ "acrobatic-dodge-failed-tooltip": "If you failed your acrobatic/aerobatic roll, you're at -2 to dodge. See B375", "dodge-drop-label": "Dodge & Drop: +3", "dodge-drop-tooltip": "Only against ranged attacks, drop to the ground and become prone.
      Any cover you get does not count against the initial attack.
      NOTE: Flying or Swimming is possible but only if a step would take you below concealing terrain. See B377", - "feverish-defense-label": "Feverish Defense (1 FP): +2", - "feverish-defense-tooltip": "Spend 1 FP to increase active defense by 2.", + "feverish-defense-label": "Feverish Def (1 FP): +2", + "feverish-defense-tooltip": "Feverish Defense. Spend 1 FP to increase active defense by 2.", "offhand-parry-label": "Off-Hand Parry: -2", "offhand-parry-tooltip": "Off-Hand weapon parry is at -2. See B549", "number-of-parries-label": "# of Parries", @@ -257,7 +259,7 @@ "defense-improvised-weapon-tooltip": "NOTE: Dungeon Fantasy: if parrying with an improvised weapon, apply a penalty. See DF Exploits-37", "situation-title": "Situation", "defense-laser-sight-tooltip": "If you can see the laser sight, you get +1 to Dodge. See B548", - "against-deceptive-attack-label": "Against Deceptive Attack", + "against-deceptive-attack-label": "VS Deceptive Attack", "against-deceptive-attack-tooltip": "You're at -1 to defense for every -2 the attacker took to their to hit modifier. See B369", "feint-attack-label": "Feint Attack", "feint-attack-tooltip": "You're at a penalty equal to the attacker's margin of victory. See B365", @@ -266,9 +268,9 @@ "hidden-weapon-label": "Hidden Weapon: -2", "defense-hidden-weapon-tooltip": "NOTE: From Dungeon Fantasy. If attacked by a hidden weapon, you're at -2 to your first defense. See DF Exploits-58", "defenders-equipment-label": "Defender's Equipment", - "parrying-knife-label": "Parrying with Knife/Dagger: -1", + "parrying-knife-label": "Parry with Knife/Dagger: -1", "parrying-knife-tooltip": "If parrying with a knife or dagger is -1. See B548
      Suggestion: Add the modifier to your defense skill instead of using checkbox.", - "parrying-kusari-label": "Parrying with Kusari/Whip: -2", + "parrying-kusari-label": "Parry with Kusari/Whip: -2", "parrying-kusari-tooltip": "If parrying with a kusari or whip is -2. See B548
      Suggestion: Add the modifier to your defense skill instead of using checkbox.", "unarmed-parry-label": "Unarmed Parry: -3", "unarmed-parry-tooltip": "Unarmed parry vesus a weapon is -3, unless it's a thrust or you are using Judo or Karate parry. See B548", @@ -285,7 +287,7 @@ "block-nunchaku-tooltip": "If blocking against a nunchaku, you're at -1 to defend. See B405.", "parry-thrown-weapon-label": "Parry thrown weapon: -1", "parry-thrown-weapon-tooltip": "Parry -1 against thrown weapon. See B549", - "parry-thrown-small-weapon-label": "Parry thrown small weapon: -2", + "parry-thrown-small-weapon-label": "Parry thrown sm weapon: -2", "parry-thrown-small-weapon-tooltip": "If the weapon is 1 pound or less, parry is -2. See B549", "trident-dodge-label": "Trident: -1 Dodge", "trident-dodge-tooltip": "NOTE: From Dungeon Fantasy. -1 to dodge a trident. See DF Exploits-97", @@ -437,7 +439,7 @@ "attribute-will": "Will", "attribute-will-tooltip": "Willpower
      Based on Intelligence
      5pts/level
      Unmodified: ", "attribute-fright": "Fright", - "attribute-fright-tooltip": "Fright Check (B360)
      Based on Willpower
      2pts/level
      Unmodified:
      See extensive list of Modifiers B360 & GURPS Horror p139-142.
      If manually creating and/or maintaining this sheet, Combat Reflexes adds +2 to Fright (Enter as a MOD with a value of 2)", + "attribute-fright-tooltip": "Fright Check (B360)
      Based on Willpower
      2pts/level
      Unmodified:
      Combat Reflexes Modifier:
      Stress and Derangement Modifier:

      See extensive list of Modifiers B360 & GURPS Horror p139-142.
      If manually creating and/or maintaining this sheet, Combat Reflexes adds +2 to Fright (Enter as a MOD with a value of 2)", "abbreviation-threshold": "Thresh", "attribute-fright-check-threshold-tooltip": "Fright Check Threshold - Uses Rule of 14 (B360). By default this value is 13.
      This means that a roll of 14 or more is automatically a failure.
      This Threshold can be modifier by the Perks of Brave (Dungeon Fantasy 11, p11) or Rule of 15
      (Power Ups 2, p13).
      Will and/or Fright plus bonuses (like Fearlessness or Combat Reflexes) must total 14+ for this
      to be useful, of course!
      Note: A Fright Check can be used for Awe and Confusion. (Powers p84 under Terror) and the Awe and
      Confusion Check Table for failures. (Powers p85).", "fright-check-label": "Fright Check", @@ -456,7 +458,7 @@ "abbreviation-enhanced": "Enhncd", "attribute-enhanced-ground-move-tooltip": "Enhanced ground move.
      10pts per half level. Can use up|down arrow keys
      Level: ", "attribute-dodge": "Dodge", - "attribute-dodge-tooltip": "Dodge - Based on Basic Speed - Unmodified:
      Note: The Dodge score, under Encumbrance and Current, automatically adjusts for Enumbrance and for HP and/or FP loss below 1/3. (B419, B426)", + "attribute-dodge-tooltip": "Dodge - Based on Basic Speed - Unmodified:
      Combat Reflexes Modifier:
      Note: The Dodge score, under Encumbrance and Current, automatically adjusts for Enumbrance and for HP and/or FP loss below 1/3. (B419, B426)", "abbreviation-lifting-strength": "Lift ST", "attribute-lifting-strength-tooltip": "Lifting Strength (B65)
      Based on Strength pts/level
      Unmodified: ", "attribute-lift": "Lift", @@ -605,23 +607,31 @@ "spent-label": "Spent", "unspent-label": "Unspent", "gca-format-label": "GCA4 Format", - "gca-format-tooltip": "GURPS Character Assistant (GCA4) Format
      To change to GCS or Detailed go to options tab
      and change the radio button for Point Summary Layout", + "gca-format-tooltip": "GURPS Character Assistant 4 (GCA4) Format
      To change to GCA5, GCS or Detailed go to options tab
      and change the radio button for Point Summary Layout", + "gca5-format-label": "GCA5 Format", + "gca5-format-tooltip": "GURPS Character Assistant 5 (GCA5) Format
      To change to GCA4, GCS or Detailed go to options tab
      and change the radio button for Point Summary Layout", "gcs-format-label": "GCS Format", - "gcs-format-format-tooltip": "GURPS Character Sheet (GCS) format
      To change to GCA4 or Detailed go to options tab
      and change the radio button for Point Summary Layout", + "gcs-format-format-tooltip": "GURPS Character Sheet (GCS) format
      To change to GCA5, GCA4 or Detailed go to options tab
      and change the radio button for Point Summary Layout", "detailed-format-label": "Detailed Format", - "detailed-format-tooltip": "To change to GCA4 or GCS go to options tab
      and change the radio button for Point Summary Layout", + "detailed-format-tooltip": "To change to GCA5, GCA4 or GCS go to options tab
      and change the radio button for Point Summary Layout", "race-label": "Race", "race-point-summary-tooltip": "Point Summary for Racial Traits.", - "points-summary-for-attributes-tooltip": "Point Summary for:
      ST, DX, IQ, HT,
      HP, FP, Energy Reserve One, Two, and Three,
      Per, Vision, Hearing, Smell, Touch,
      Will, Fright, Unconsciousness, Death,
      Speed, Move, Lift ST, Striking ST,
      Flying, Air Move, Enhanced Air Move, Super Jump", + "points-summary-for-attributes-tooltip": "Point Summary for the following attributes with positive values:
      ST, DX, IQ, HT,
      HP, FP, Energy Reserve One, Two, and Three,
      Per, Vision, Hearing, Smell, Touch,
      Will, Fright, Unconsciousness, Death,
      Speed, Move, Lift ST, Striking ST,
      Flying, Air Move, Enhanced Air Move, Super Jump", + "abbreviation-languages-label": "Lang.", + "point-summary-for-languages-tooltip": "Languages Point Summary", "abbreviation-advantages-label": "Adv.", - "gca-point-summary-for-advantages-tooltip": "Point Summary for:
      Languages, Tech Level, Cultural Familiarities,
      Advantages, and Racial traits.", - "gcs-point-summary-for-advantages-tooltip": "Point Summary for:
      Languages, Tech Level, Cultural Familiarities,
      Advantages, and Perks.", - "detailed-point-summary-for-advantages-tooltip": "Point Summary for:
      Languages, Tech Level, Cultural Familiarities,
      and Advantages.", + "gca-point-summary-for-advantages-tooltip": "Point Summary for the following traits with positive values:
      Languages, Tech Level, Cultural Familiarities,
      Advantages, and Racial traits.", + "gca5-point-summary-for-advantages-tooltip": "Point Summary for the following traits with positive values:
      Tech Level, Advantages, and Racial traits.", + "gcs-point-summary-for-advantages-tooltip": "Point Summary for the following traits with positive values:
      Languages, Tech Level, Cultural Familiarities,
      Advantages, and Perks.", + "detailed-point-summary-for-advantages-tooltip": "Point Summary for the following traits with positive values:
      Languages, Tech Level, Cultural Familiarities,
      and Advantages.", "perks-label": "Perks", "abbreviation-disadvantages-label": "Disadv.", - "point-summary-for-disadvantages-tooltip": "Point Summary for Disadvantages", + "point-summary-for-disadvantages-tooltip": "Point Summary for Disadvantages and racial templates with a negative value, including attributes with negative values, negative language value, and negative tech level value.", + "point-summary-for-disadvantages-no-language-tooltip": "Point Summary for Disadvantages and racial templates with a negative value, including attributes with negative values, and negative tech level value.
      Language points with a negative value are NOT included.", + "point-summary-for-disadvantages-no-racial-cost-tooltip": "Point Summary for Disadvantages, including attributes with negative values, negative language value, and negative tech level value.
      Racial templates with a negative value are NOT included.", "quirks-label": "Quirks", "skills-label": "Skills", + "skill-roll-modifier-tooltip": "You can use the Roll Modifiers Toolbar or the Roll Modifiers Toolbox to modifier the effective skill.", "abbreviation-techniques-label": "Tech.", "point-summary-techniques-tooltip": "Techniques", "abbreviation-techniques-revised-label": "Tech. (r)", @@ -642,6 +652,7 @@ "technology-level-tooltip": "Tech Level Modifiers (B168), Tech Levels (B511-514)", "campaign-technology-level-label": "Campaign Tech Level", "your-technology-level-label": "Your Tech Level", + "abbreviation-cultural-familiarity": "Culture", "cultural-familiarities-label": "Cultural Familiarities", "cultural-familiarities-tooltip": "When dealing with an unfamiliar culture, you may suffer -3 to a skill roll that has a cultural component, such as Carousing, Detect Lies. (B23).", "cultural-point-cost": "Native culture cost is 0. Otherwise, cost is 1 or 2 (Consult with GM). (B23)", @@ -709,15 +720,17 @@ "background-history-label": "Background History & Notes", "training-label": "Training", "training-tooltip": "Training rules can be found at ‘Improvement
      Through Study’ B292.
      Advanced rules can be found in Social
      Engineering: Back to School.", - "activate-custom-roll-modifier-tooltip": "To turn on the custom modifiers and button to open the Roll Modifier dialog box goto the Sheet Options tab and check off the tools you would like to user under Skill Modifier Tools section.", "abbreviation-technology-level-label": "TL", "skill-level-label": "Level", "abbreviation-attribute-label": "Attr", + "skill-attribute-tooltip": "If the 10 was selected, it will be highlighted red. This could have happened during the import if the skill has an attribute not identified by the system. Check the attribute on your chosen Character Creation App to see if the attribute exists on Roll20.", "abbreviation-difficulty-label": "Diff", "skill-difficulty-tooltip": "Difficulty of Skill
      WC = Wildcard Skill. (B175)", "skill-modifier-tooltip": "Modifier applied to skill level.
      Can be a positive or a negative number.
      Examples include a bonus from a Talent,
      default from another Skill or Technique,
      a piece of equipment, or a Perk.", "modifier-label": "Modifier:", - "modifier-dialog-tooltip": "Enter a modifier to apply to any rolls on the this table.
      Use the pencil/paper icon to select modifiers.
      NOTE: Changing the modifier or check status of Max skill of 9 will clear modifiers used by dialog box.", + "modifier-dialog-tooltip": "Enter a custom modifier and optional reason to apply to any rolls on the this table.
      Suggestion: Use this modifier instead of the popup window when clicking the roll button.
      You will see the modifier in the chat window. You could even turn off the Modifier Popup by going to
      Options -> Skill Modifier Options and select No Modifier Prompt.", + "final-modifier-label": "Final Modifier", + "final-modifier-dialog-tooltip": "The final modifier that will be applied to the effective skill level.", "select-skill-modifiers-button": "Select Skill Modifiers", "apply-encumbrance-tooltip": "Apply encumbrance penalty.", "link-to-label": "Link To", @@ -756,6 +769,7 @@ "abbreviation-maximum-label": "Max", "cost-label": "Cost", "techniques-revised-label": "Techniques (Revised)", + "techniques-roll-modifier-tooltip": "You can use the Roll Modifiers Toolbar or the Roll Modifiers Toolbox to modifier the effective skill.", "base-level-label": "Base", "base-skill-level-tooltip": "Base skill level of technique, usually
      based on Parent Skill.
      see Techniques B229", "abbreviation-default-label": "DFLT", @@ -810,7 +824,8 @@ "layer-4-label": "Layer 4", "armor-layor4-tooltip": "Layer 4 (Outer most) is also good for force shields, magic DR, etc.", "summary-label": "Summary", - "armor-summary-tooltip": "This sums up each layer, from layer 1 (inner) to layer 4 (outer).
      * = flexible armor.
      Alert: Only one layer per row may have split armor.", + "roll-modifier-summary-label": "Modifier Summary", + "armor-summary-tooltip": "This sums up each layer, from layer 1 (inner) to layer 4 (outer).
      * = flexible armor.
      Alert: Only one layer per row may have split armor.
      Warning: If you enter your own content, it will be overwritten if you change values for any of the layers.", "abbreviation-defense-bonus-label": "DB", "defense-bonus-tooltip": "Apply the defense bonus of a shield, cloak, spell (B252), or Meta-trait (Supers34). See B374
      Shield/Cloak: Used against attacks from front or from your shield side. Can't be used against firearms unless you're using the Damage to Shields option.
      Shield Spell: Protects from frontal attacks and is cumulative with a normal shield.", "abbreviation-damage-label": "DMG", @@ -829,6 +844,7 @@ "damage-resistance-tooltip": "Low-Tech #/# usually means All Attack Types / Except
      this specific Type of attack.
      Example: Enter as 3/2cr* means DR3 vs all attacks
      except cr which uses DR2. * means it is Flexible
      armor (B379).
      High-Tech and Ultra-Tech #/# usually mean against
      these Type Attacks / All other Attack Types.
      Example: Enter as 5imp, cr /2 means DR5 vs imp and
      cr type of attacks and DR2 against all other types
      of attacks.", "user-created-label": "User Created", "active-defenses-label": "Active Defenses", + "active-defense-roll-modifier-tooltip": "You can use the Roll Modifiers Tollbar or the Roll Modifiers Toolbox to modifier the effective skill.", "rules-as-written-label": "Rules As Written", "active-defense-type-tooltip": "Changing the Type will also update success/fail notes
      for that active defense.
      Parry, Block, and Block have default notes that can be
      changed on the options page.
      NOTE Changing the Type will clear any previous notes
      you entered.", "abbreviation-information-label": "Info", @@ -891,6 +907,7 @@ "select-token-tooltip": "If on, you must select your character token before clicking the Roll button. The token name will show in the roll results.
      Note This option is most useful when writing your own Roll20 API code.", "target-token-tooltip": "Click the button to turn on target a token before the skill roll.
      The token name will appear in the results.", "melee-attacks-label": "Melee Attacks", + "melee-roll-modifier-tooltip": "You can use the Roll Modifiers Toolbar or the Roll Modifiers Toolbox to modifier the effective skill.", "attacks-label": "Attacks", "targets-label": "Targets", "melee-attack-damage-tooltip": "For an Armor Divisor: A number in parenthesis after
      the damage - eg. (2) - is an armor divisor.
      Enter this number in the Damage Notes as AD(#) or as
      Armor Divisor(#).
      ex: indicates the attack causes an explosion.
      See B269. Enter in the Damage Notes
      Macros You can also use @{thrust} and @{swing} for Melee Damage value, which is based on the values entered on the General page. You can even add additional modifiers such as @{thrust}+3.", @@ -936,6 +953,7 @@ "ranged-fail-notes-tooltip": "Any standard notes entered here will appear in the Roll Template in chat.
      Hint: Enter inline rolls for additional results.
      Example: Does an additional [[1d6]] fire damage.", "ranged-critical-fail-notes-tooltip": "Any standard notes entered here will appear in the Roll Template in chat.
      Hint: Enter inline rolls for additional results.
      Example: Does an additional [[1d6]] fire damage.", "ranged-attacks-label": "Ranged Attacks", + "ranged-attack-tooltip": "Please use either the Range Calculator or the Roll Modifiers dialog tool to enter at least the range of the attack.", "ranged-damage-tooltip": "For an Armor Divisor: A number in parenthesis after
      the damage - eg. (2) - is an armor divisor.
      Enter this number in the Damage Notes as AD(#) or as
      Armor Divisor(#).
      ex: indicates the attack causes an explosion.
      [#d]: indicates the attack causes fragmentation.
      See B269. Enter in the Damage Notes.
      Macros You can also use @{thrust} and @{swing} for Ranged Damage value, which is based on the values entered on the General page. You can even add additional modifiers such as @{thrust}+3.", "abbreviation-range-label": "RNG", "range-tooltip": "Range. See B269.", @@ -1013,6 +1031,7 @@ "falling-label": "Falling", "hard-label": "Hard", "hard-object-tooltip": "If hitting a hard object (clay, concrete, soil, sand, etc.), check the box to double the effective Hit Points of the falling object or the object that caused the collision. B431", + "falling-damage-type-tooltip": "Normal objects are crushing. If bullet-shaped, sharp, or spiked select appropriate damage type, but damage is halved. B430", "collision-label": "Collision", "demolition-label": "Demolition", "select-label": "Select", @@ -1054,15 +1073,16 @@ "magery-power-investiture-bonus-label": "Magery/PI/Bonus Level:", "cencentration-penalty-label": "Concentration Penalty", "spell-label": "Spell", + "spell-roll-modifier-tooltip": "You can use the Roll Modifiers Toolbar or the Roll Modifiers Toolbox to modifier the effective skill.", "spell-skill-level-tooltip": "Skill level with spell", - "spell-difficulty-tooltip": "Difficulty", + "spell-difficulty-tooltip": "Difficulty Level.
      Note: T/H stands for Technique/Hard, which is used by ritual magic spells.
      Suggestion: If using T/H set the points to zero, use mod to get the correct spell level,
      then place the actual spell on the Techniques table.", "spell-skill-level-modifier-tooltip": "Modifier applied to skill level.
      Can be a positive or a negative number.
      Examples include a bonus from a Talent,
      default from another Skill or Technique,
      a piece of equipment, or a Perk.", "points-tooltip": "Points", "spell-is-on-tooltip": "Enter a 1 or more to mark the spell as ON
      skill penalty for each spell that is ON.
      See B238 or M10.
      Click one at a time, wait until each penalty is applied before clicking the next one.", "abbreviation-concentration-label": "CT", "spell-concentration-tooltip": "Enter a 1 or more to mark the spell as under Concentration.
      skill penalty for each spell.
      See B238 or M10.
      Click one at a time, wait until each penalty is applied before clicking the next one.", "abbreviation-resisted-by-label": "RESIST", - "spell-resisted-by-tooltip": "Resisted By", + "spell-resisted-by-tooltip": "On a regular success, your spell must defeat the subject's resistance to work, a critical success automatically wins. See B241/M13 and the Rule of 16, B349.", "duration-label": "Duration", "spell-duration-tooltip": "Duration of Spell", "spell-energy-cost-tooltip": "Energy cost for casting the spell.", @@ -1122,8 +1142,10 @@ "show-revised-label": "Show Revised", "show-revised-tooltip": "Show the revised techniques table.", "point-summary-layout-label": "Point Summary Layout", + "abbreviation-gurps-character-assistant5-label": "GCA5", "abbreviation-gurps-character-assistant-label": "GCA4", - "gurps-character-assistant-tooltip": "GURPS Character Assistant.", + "gurps-character-assistant-tooltip": "GURPS Character Assistant 4.", + "gurps-character-assistant5-tooltip": "GURPS Character Assistant 5.", "abbreviation-gurps-character-sheet-label": "GCS", "gurps-character-sheet-tooltip": "GURPS Character Sheet.", "detailed-label": "Detailed", @@ -1162,7 +1184,8 @@ "sheet-style-purple-option": "Purple", "sheet-style-fabric-option": "Fabric", "sheet-style-classic-white-option": "Classic White", - "falling-collision-damage-notes-label": "Falling & Collision Damage Notes B430-431", + "falling-damage-notes-label": "Falling Damage Notes B430-431", + "collision-damage-notes-label": "Collision Damage Notes B430-431", "demolition-damage-notes-label": "Demolition Damage Notes", "fragmentation-skill-notes-label": "Fragmentation Skill Notes", "fragmentation-damage-notes-label": "Fragmentation Damage Notes", @@ -1199,6 +1222,7 @@ "target-label": "Target", "rolltemplate-warning-less-than-three-description": "WARNING: You may not attempt a success roll if your effective skill (Target) is less than 3. (See B345)", "rolltemplate-tool-modifiers-label": "Tool Modifiers", + "defense-modifiers-label": "Predefined Defense Modifiers", "maneuver-label": "Maneuver", "all-out-attack-label": "All-Out Attack", "alert-label": "Alert", @@ -1225,5 +1249,17 @@ "traits-default-critical-success-notes": "When you roll a critical success, the GM determines what happens to you. It is always something good! The lower the roll, the better **bonus** they give you. (B347)", "traits-default-critical-failure-notes": "When you roll a critical failure, the GM determines what happens to you. It is always something bad - the higher the roll, the worse the result. (B348)", "reference-abbreviation-label": "Reference", - "reference-label-tooltip": "Book abbreviation and page reference." + "reference-label-tooltip": "Book abbreviation and page reference.", + "modifier-abbreviation-label": "Mod", + "language-cost-modifier-tooltip": "Use this input box to modifier the number of Character Points for the selected language option.", + "language-talent-label": "Language Talent", + "language-talent-tooltip": "If checked, you can learn languages at the next-highest level, if you spend 2 points on a langauge, instead of broken, you know the language at Accented level. This changes the available options in the drop-down and related costs. See B65.", + "tips-label": "Tips", + "import-tips-description": "

      After importing, compare your Roll20 sheet to GCA5 character sheet.

      Roll20 doesn't support parent/child relationship, repeating tables will be imported alphabetically.

      For GCA Roll20 Exporter Tool Version 1.0.1.9 or later, Rital Magic Spells will be added to the Grimoire with difficult set to T/H and points set to 0. The spell will also be added to the Techniques table with the actual character point cost.

      GCA5 Export to Roll20. Update 1.0.1.10. Fixes bug so item inventory uses base cost and weight instead of total cost and weight.

      ", + "attribute-stress": "Stress", + "attribute-stress-tooltip": "Stress level from GURPS Fourth Edition Edition.pdf page 141-142.
      On failed fright check, add -1 to Stress, on Critical Failure add -3!
      GM could add Stress for other reasons besides failed fright checks.
      Stress can be recovered by one for every ten minutes spent in mental relaxation.
      GM may rule that certain indulgences can erase an extra point of Stress.
      Important: If you go over the maximum stress level, apply the Stress to Derangement!", + "abbreviation-derangement": "Derange", + "attribute-derangement-tooltip": "Derangement level represents long lasting mental harm described in GURPS Fourth Edition Edition.pdf page 141-142.
      When failing a Sanity-Blasting Fright Check, add -1 to Derangement, on Critical Failure add -3!
      At the end of the day with no new stress or derangement a Will roll will erase -1 point of derangement.
      +1 Will if treated by a therapist with Psychology (Clinical) or Physician (Psychiatric) at 12+.
      A therapist can also roll their skill once per day to erase an additional -1 in Derangement.
      Important: If you go over the maximum Derangement, the points should start going to new disadvantages!
      You can keep the total in the row below.", + "attribute-stress-derangement-penalty-tooltip": "The Fright Check Penalty, which is (Stress + Derangement)/2, rounded down against the player. H141
      This penalty is automatically applied to the Fright Check attribute.
      The penalty (modified by Fearlessness) could also affect self-control rolls, skills that demand a steady hand, and HT rolls to resist minor ailments, etc.", + "attribute-stress-derangement-disadvantage-points-tooltip": "The amount of disadvantage points accrued due to derangement.
      At a certain point, these points should be converted to permanent mental disadvantages!" } \ No newline at end of file diff --git a/GURPS/translations/cs.json b/GURPS/translations/cs.json index efcec165aa..698cbbdc10 100644 --- a/GURPS/translations/cs.json +++ b/GURPS/translations/cs.json @@ -1,5 +1,5 @@ { - "sheet-roll-modifier-option": "Roll Modifier Option", + "sheet-roll-modifier-option": "Roll Modifier Legacy", "sheet-roll-modifier-option-desc": "Select the modifier option to use when clicking a dice roll icon on the character sheet.", "sheet-chat-roll-display-option": "Chat Roll Display", "sheet-chat-roll-dislpay-option-desc": "Select how rolls are display in chat window. Private Skill Levels deprecated will default to private, since it doesn't work with rolltemplates.", @@ -39,7 +39,7 @@ "sheet-show-raw-defense-notes-desc": "If checked, show Rules as Written (RAW) for Active Defense success/fail notes.", "sheet-style-option": "Sheet Style", "sheet-style-desc": "Select a visual style for the character sheet.", - "roll-modifiers-heading": "Roll Modifiers", + "roll-modifiers-heading": "Roll Modifiers Toolbox", "total-roll-modifier-label": "Total Modifier", "shock-label": "Shock", "max-skill-9-label": "Max skill of 9", @@ -68,6 +68,8 @@ "aiming-bonus-tooltip": "Each turn after the initial aim, you get an additional bonus. See B364", "abbreviation-rate-of-fire-label": "RoF", "rate-of-fire-tooltip": "Rate of Fire
      The maximum number of shots that can be fired in
      one turn (by a regular person).
      The minimum number of shots is 1.

      !: minimum RoF is 1/4 of the maximum, rounded up.
      mxn: fires the first number of shots, which each then
      split into the second number (eg. shotguns)
      Jet: shoots a continuous stream of fluid. See page 106.", + "shots-fired-label": "Fired", + "shots-fired-tooltip": "Shots Fired
      The number of shots fired in a single round. This should not exceed the RoF for the weapon.", "scope-label": "Scope", "scope-bonus-tooltip": "Each turn after the initial aim, you get an additional bonus up to the scope's bonus.
      Fixed scopes, aim at least as many turns as the scope's bonus.
      See B412", "vehicle-targeting-label": "Vehicle Targeting", @@ -171,10 +173,10 @@ "ranged-move-attack-label": "Move/Attack: -2 or Bulk", "ranged-move-attack-tooltip": "Attack with a ranged weapon while moving, aiming is not possible and you lose previous aiming. -2 to hit or bulk penalty, whichever is worse. Movement: normal, but -2 to avoid obstacles. Active Defense: Dodge or Block. See B365-366", "bulk-label": "Bulk", - "ranged-all-out-attack-determined-label": "All-Out Attack Determined: +1", - "ranged-all-out-attack-determined-tooltip": "Determined: Make a single attack at +1 to hit! Movement: half-move, forward only. Defense: None. See B365", - "ranged-all-out-attack-suppression-fire-label": "All-Out Attack Suppression Fire", - "ranged-all-out-attack-suppression-fire-tooltip": "Take entire turn to spray an area with automatic fire RoF 5+, see Suppression Fire B409! Movement: half-move, forward only. Defense: None. See B365", + "ranged-all-out-attack-determined-label": "All-Out Determined: +1", + "ranged-all-out-attack-determined-tooltip": "All-Out Attack Determined: Make a single attack at +1 to hit! Movement: half-move, forward only. Defense: None. See B365", + "ranged-all-out-attack-suppression-fire-label": "All-Out Suppression Fire", + "ranged-all-out-attack-suppression-fire-tooltip": "All-Out Attack Suppression Fire: Take entire turn to spray an area with automatic fire RoF 5+, see Suppression Fire B409! Movement: half-move, forward only. Defense: None. See B365", "other-actions-title": "Other Actions", "braced-label": "Braced: +1", "braced-tooltip": "If you haven't moved and aimed a turn, you may get the braced bonus.
      Firearm/crossbow must rest on a sandbag, low wall, car, etc.
      One-handed firearm is braced if using two hands.
      Two-handed is braced if you're prone and using a bipod. See B364.", @@ -204,9 +206,9 @@ "failed-control-roll-tooltip": "Vehicle/mount failed control last turn. Penalty equal to margin of failure. See B548", "over-under-mount-label": "Over/Under Mount: -6", "over-under-mount-tooltip": "If you're an exposed rider hanging from side of mount/vehicle, penalty to hit is -6 to shoot over or under the mount.", - "vehicle-dodged-label": "Vehicle Dodged Last Turn: -2", + "vehicle-dodged-label": "Vehicle Dodged: -2", "vehicle-dodged-tooltip": "Vehicle/mount dodged last turn and you're not the operator.", - "air-vehicle-dodged-label": "Air Vehicle Dodged Last Turn: -4", + "air-vehicle-dodged-label": "Air Vehicle Dodged: -4", "normal-defense-label": "Normal Defense", "normal-defense-tooltip": "Using a normal active defense.", "all-out-defense-increased-label": "All-Out Defense: +2", @@ -221,7 +223,7 @@ "defense-kneeling-label": "Kneeling/Sitting: -2", "defense-kneeling-tooltip": "If you're kneeling or sitting, -2 to defense. See B549", "attackers-action-title": "Attacker's Action", - "attack-from-behind-label": "Attack From Behind Peripheral: -2", + "attack-from-behind-label": "From Behind Peripheral: -2", "attack-from-behind-tooltip": "Normally, if attacked from behind, you have no defense. However, if you have Peripheral Vision you can defend at -2. See B391", "runaround-attack-label": "Runaround Attack: -2", "runaround-attack-tooltip": "Your foe starts in front of you and runs behind you and attacks from behind. You can defend at -2. See B391", @@ -234,7 +236,7 @@ "general-defense-bonus-tooltip": "A general defense bonus, such as the Supers Meta-trait (see Supers B34), force field, etc.", "retreating-dodge-label": "Retreating Dodge: +3", "retreating-dodge-tooltip": "Move away from attacker, at least one yard or up to your step. See B377", - "retreating-block-parry-label": "Retreating Block/Parry: +1", + "retreating-block-parry-label": "Retreat Block/Parry: +1", "retreating-block-parry-tooltip": "Retreating block or parry. Move away from attacker, at least one yard or up to your step. See B377", "retreating-parry-label": "Retreating Parry: +3", "retreating-parry-tooltip": "If using Boxing, Judo, Karate, or any fencing skill, you can get a +3 retreating bonus.
      Move away from attacker, at least one yard or up to your step. See B377", @@ -245,8 +247,8 @@ "acrobatic-dodge-failed-tooltip": "If you failed your acrobatic/aerobatic roll, you're at -2 to dodge. See B375", "dodge-drop-label": "Dodge & Drop: +3", "dodge-drop-tooltip": "Only against ranged attacks, drop to the ground and become prone.
      Any cover you get does not count against the initial attack.
      NOTE: Flying or Swimming is possible but only if a step would take you below concealing terrain. See B377", - "feverish-defense-label": "Feverish Defense (1 FP): +2", - "feverish-defense-tooltip": "Spend 1 FP to increase active defense by 2.", + "feverish-defense-label": "Feverish Def (1 FP): +2", + "feverish-defense-tooltip": "Feverish Defense. Spend 1 FP to increase active defense by 2.", "offhand-parry-label": "Off-Hand Parry: -2", "offhand-parry-tooltip": "Off-Hand weapon parry is at -2. See B549", "number-of-parries-label": "# of Parries", @@ -257,7 +259,7 @@ "defense-improvised-weapon-tooltip": "NOTE: Dungeon Fantasy: if parrying with an improvised weapon, apply a penalty. See DF Exploits-37", "situation-title": "Situation", "defense-laser-sight-tooltip": "If you can see the laser sight, you get +1 to Dodge. See B548", - "against-deceptive-attack-label": "Against Deceptive Attack", + "against-deceptive-attack-label": "VS Deceptive Attack", "against-deceptive-attack-tooltip": "You're at -1 to defense for every -2 the attacker took to their to hit modifier. See B369", "feint-attack-label": "Feint Attack", "feint-attack-tooltip": "You're at a penalty equal to the attacker's margin of victory. See B365", @@ -266,9 +268,9 @@ "hidden-weapon-label": "Hidden Weapon: -2", "defense-hidden-weapon-tooltip": "NOTE: From Dungeon Fantasy. If attacked by a hidden weapon, you're at -2 to your first defense. See DF Exploits-58", "defenders-equipment-label": "Defender's Equipment", - "parrying-knife-label": "Parrying with Knife/Dagger: -1", + "parrying-knife-label": "Parry with Knife/Dagger: -1", "parrying-knife-tooltip": "If parrying with a knife or dagger is -1. See B548
      Suggestion: Add the modifier to your defense skill instead of using checkbox.", - "parrying-kusari-label": "Parrying with Kusari/Whip: -2", + "parrying-kusari-label": "Parry with Kusari/Whip: -2", "parrying-kusari-tooltip": "If parrying with a kusari or whip is -2. See B548
      Suggestion: Add the modifier to your defense skill instead of using checkbox.", "unarmed-parry-label": "Unarmed Parry: -3", "unarmed-parry-tooltip": "Unarmed parry vesus a weapon is -3, unless it's a thrust or you are using Judo or Karate parry. See B548", @@ -285,7 +287,7 @@ "block-nunchaku-tooltip": "If blocking against a nunchaku, you're at -1 to defend. See B405.", "parry-thrown-weapon-label": "Parry thrown weapon: -1", "parry-thrown-weapon-tooltip": "Parry -1 against thrown weapon. See B549", - "parry-thrown-small-weapon-label": "Parry thrown small weapon: -2", + "parry-thrown-small-weapon-label": "Parry thrown sm weapon: -2", "parry-thrown-small-weapon-tooltip": "If the weapon is 1 pound or less, parry is -2. See B549", "trident-dodge-label": "Trident: -1 Dodge", "trident-dodge-tooltip": "NOTE: From Dungeon Fantasy. -1 to dodge a trident. See DF Exploits-97", @@ -437,7 +439,7 @@ "attribute-will": "Will", "attribute-will-tooltip": "\nWillpower
      \nBased on Intelligence
      \n5pts/level
      \nUnmodified: \n\t\t\t\t\t\t\t", "attribute-fright": "Fright", - "attribute-fright-tooltip": "Fright Check (B360)
      Based on Willpower
      2pts/level
      Unmodified:
      See extensive list of Modifiers B360 & GURPS Horror p139-142.
      If manually creating and/or maintaining this sheet, Combat Reflexes adds +2 to Fright (Enter as a MOD with a value of 2)", + "attribute-fright-tooltip": "Fright Check (B360)
      Based on Willpower
      2pts/level
      Unmodified:
      Combat Reflexes Modifier:
      Stress and Derangement Modifier:

      See extensive list of Modifiers B360 & GURPS Horror p139-142.
      If manually creating and/or maintaining this sheet, Combat Reflexes adds +2 to Fright (Enter as a MOD with a value of 2)", "abbreviation-threshold": "Thresh", "attribute-fright-check-threshold-tooltip": "\nFright Check Threshold - Uses Rule of 14 (B360). By default this value is 13.
      \nThis means that a roll of 14 or more is automatically a failure.
      \nThis Threshold can be modifier by the Perks of Brave (Dungeon Fantasy 11, p11) or Rule of 15
      \n(Power Ups 2, p13).
      \nWill and/or Fright plus bonuses (like Fearlessness or Combat Reflexes) must total 14+ for this
      \nto be useful, of course!
      \nNote: A Fright Check can be used for Awe and Confusion. (Powers p84 under Terror) and the Awe and
      \nConfusion Check Table for failures. (Powers p85).\n\t\t\t\t\t\t\t", "fright-check-label": "Fright Check", @@ -456,7 +458,7 @@ "abbreviation-enhanced": "Enhncd", "attribute-enhanced-ground-move-tooltip": "Enhanced ground move.
      10pts per half level. Can use up|down arrow keys
      Level: ", "attribute-dodge": "Dodge", - "attribute-dodge-tooltip": "Dodge - Based on Basic Speed - Unmodified:
      Note: The Dodge score, under Encumbrance and Current, automatically adjusts for Enumbrance and for HP and/or FP loss below 1/3. (B419, B426)", + "attribute-dodge-tooltip": "Dodge - Based on Basic Speed - Unmodified:
      Combat Reflexes Modifier:
      Note: The Dodge score, under Encumbrance and Current, automatically adjusts for Enumbrance and for HP and/or FP loss below 1/3. (B419, B426)", "abbreviation-lifting-strength": "Lift ST", "attribute-lifting-strength-tooltip": "Lifting Strength (B65)
      Based on Strength pts/level
      Unmodified: ", "attribute-lift": "Lift", @@ -605,23 +607,31 @@ "spent-label": "Spent", "unspent-label": "Unspent", "gca-format-label": "GCA4 Format", - "gca-format-tooltip": "GURPS Character Assistant (GCA4) Format
      To change to GCS or Detailed go to options tab
      and change the radio button for Point Summary Layout", + "gca-format-tooltip": "GURPS Character Assistant 4 (GCA4) Format
      To change to GCA5, GCS or Detailed go to options tab
      and change the radio button for Point Summary Layout", + "gca5-format-label": "GCA5 Format", + "gca5-format-tooltip": "GURPS Character Assistant 5 (GCA5) Format
      To change to GCA4, GCS or Detailed go to options tab
      and change the radio button for Point Summary Layout", "gcs-format-label": "GCS Format", - "gcs-format-format-tooltip": "GURPS Character Sheet (GCS) format
      To change to GCA4 or Detailed go to options tab
      and change the radio button for Point Summary Layout", + "gcs-format-format-tooltip": "GURPS Character Sheet (GCS) format
      To change to GCA5, GCA4 or Detailed go to options tab
      and change the radio button for Point Summary Layout", "detailed-format-label": "Detailed Format", - "detailed-format-tooltip": "To change to GCA4 or GCS go to options tab
      and change the radio button for Point Summary Layout", + "detailed-format-tooltip": "To change to GCA5, GCA4 or GCS go to options tab
      and change the radio button for Point Summary Layout", "race-label": "Rasa", "race-point-summary-tooltip": "Point Summary for Racial Traits.", - "points-summary-for-attributes-tooltip": "\nPoint Summary for:
      \nST, DX, IQ, HT,
      \nHP, FP, Energy Reserve One, Two, and Three,
      \nPer, Vision, Hearing, Smell, Touch,
      \nWill, Fright, Unconsciousness, Death,
      \nSpeed, Move, Lift ST, Striking ST,
      \nFlying, Air Move, Enhanced Air Move, Super Jump\n\t\t\t\t\t\t\t", + "points-summary-for-attributes-tooltip": "Point Summary for the following attributes with positive values:
      ST, DX, IQ, HT,
      HP, FP, Energy Reserve One, Two, and Three,
      Per, Vision, Hearing, Smell, Touch,
      Will, Fright, Unconsciousness, Death,
      Speed, Move, Lift ST, Striking ST,
      Flying, Air Move, Enhanced Air Move, Super Jump", + "abbreviation-languages-label": "Lang.", + "point-summary-for-languages-tooltip": "Languages Point Summary", "abbreviation-advantages-label": "Adv.", - "gca-point-summary-for-advantages-tooltip": "\nPoint Summary for:
      \nLanguages, Tech Level, Cultural Familiarities,
      \nAdvantages, and Racial traits.\n\t\t\t\t\t\t\t", - "gcs-point-summary-for-advantages-tooltip": "\nPoint Summary for:
      \nLanguages, Tech Level, Cultural Familiarities,
      \nAdvantages, and Perks.\n\t\t\t\t\t\t\t", - "detailed-point-summary-for-advantages-tooltip": "\nPoint Summary for:
      \nLanguages, Tech Level, Cultural Familiarities,
      \nand Advantages.\n\t\t\t\t\t\t\t", + "gca-point-summary-for-advantages-tooltip": "Point Summary for the following traits with positive values:
      Languages, Tech Level, Cultural Familiarities,
      Advantages, and Racial traits.", + "gca5-point-summary-for-advantages-tooltip": "Point Summary for the following traits with positive values:
      Tech Level, Advantages, and Racial traits.", + "gcs-point-summary-for-advantages-tooltip": "Point Summary for the following traits with positive values:
      Languages, Tech Level, Cultural Familiarities,
      Advantages, and Perks.", + "detailed-point-summary-for-advantages-tooltip": "Point Summary for the following traits with positive values:
      Languages, Tech Level, Cultural Familiarities,
      and Advantages.", "perks-label": "Výhody", "abbreviation-disadvantages-label": "Disadv.", - "point-summary-for-disadvantages-tooltip": "Point Summary for Disadvantages", + "point-summary-for-disadvantages-tooltip": "Point Summary for Disadvantages and racial templates with a negative value, including attributes with negative values, negative language value, and negative tech level value.", + "point-summary-for-disadvantages-no-language-tooltip": "Point Summary for Disadvantages and racial templates with a negative value, including attributes with negative values, and negative tech level value.
      Language points with a negative value are NOT included.", + "point-summary-for-disadvantages-no-racial-cost-tooltip": "Point Summary for Disadvantages, including attributes with negative values, negative language value, and negative tech level value.
      Racial templates with a negative value are NOT included.", "quirks-label": "Quirks", "skills-label": "Dovednosti", + "skill-roll-modifier-tooltip": "You can use the Roll Modifiers Toolbar or the Roll Modifiers Toolbox to modifier the effective skill.", "abbreviation-techniques-label": "Tech.", "point-summary-techniques-tooltip": "Techniques", "abbreviation-techniques-revised-label": "Tech. (r)", @@ -642,6 +652,7 @@ "technology-level-tooltip": "Tech Level Modifiers (B168), Tech Levels (B511-514)", "campaign-technology-level-label": "Campaign Tech Level", "your-technology-level-label": "Your Tech Level", + "abbreviation-cultural-familiarity": "Culture", "cultural-familiarities-label": "Cultural Familiarities", "cultural-familiarities-tooltip": "When dealing with an unfamiliar culture, you may suffer -3 to a skill roll that has a cultural component, such as Carousing, Detect Lies. (B23).", "cultural-point-cost": "Native culture cost is 0. Otherwise, cost is 1 or 2 (Consult with GM). (B23)", @@ -709,15 +720,17 @@ "background-history-label": "Background History & Notes", "training-label": "Training", "training-tooltip": "\nTraining rules can be found at ‘Improvement
      \nThrough Study’ B292.
      \nAdvanced rules can be found in Social
      \nEngineering: Back to School.\n\t\t\t\t\t\t\t", - "activate-custom-roll-modifier-tooltip": "To turn on the custom modifiers and button to open the Roll Modifier dialog box goto the Sheet Options tab and check off the tools you would like to user under Skill Modifier Tools section.", "abbreviation-technology-level-label": "TL", "skill-level-label": "Úroveň", "abbreviation-attribute-label": "Attr", + "skill-attribute-tooltip": "If the 10 was selected, it will be highlighted red. This could have happened during the import if the skill has an attribute not identified by the system. Check the attribute on your chosen Character Creation App to see if the attribute exists on Roll20.", "abbreviation-difficulty-label": "Diff", "skill-difficulty-tooltip": "Difficulty of Skill
      WC = Wildcard Skill. (B175)", "skill-modifier-tooltip": "\nModifier applied to skill level.
      \nCan be a positive or a negative number.
      \nExamples include a bonus from a Talent,
      \ndefault from another Skill or Technique,
      \na piece of equipment, or a Perk.\n\t\t\t\t\t\t\t", "modifier-label": "Modifier:$[[3]] ", - "modifier-dialog-tooltip": "Enter a modifier to apply to any rolls on the this table.
      Use the pencil/paper icon to select modifiers.
      NOTE: Changing the modifier or check status of Max skill of 9 will clear modifiers used by dialog box.", + "modifier-dialog-tooltip": "Enter a custom modifier and optional reason to apply to any rolls on the this table.
      Suggestion: Use this modifier instead of the popup window when clicking the roll button.
      You will see the modifier in the chat window. You could even turn off the Modifier Popup by going to
      Options -> Skill Modifier Options and select No Modifier Prompt.", + "final-modifier-label": "Final Modifier", + "final-modifier-dialog-tooltip": "The final modifier that will be applied to the effective skill level.", "select-skill-modifiers-button": "Select Skill Modifiers", "apply-encumbrance-tooltip": "Apply encumbrance penalty.", "link-to-label": "Link To", @@ -756,6 +769,7 @@ "abbreviation-maximum-label": "Max", "cost-label": "Cost", "techniques-revised-label": "Techniques (Revised)", + "techniques-roll-modifier-tooltip": "You can use the Roll Modifiers Toolbar or the Roll Modifiers Toolbox to modifier the effective skill.", "base-level-label": "Základní", "base-skill-level-tooltip": "\nBase skill level of technique, usually
      \nbased on Parent Skill.
      \nsee Techniques B229\n\t\t\t\t\t\t\t", "abbreviation-default-label": "DFLT", @@ -810,7 +824,8 @@ "layer-4-label": "Layer 4", "armor-layor4-tooltip": "Layer 4 (Outer most) is also good for force shields, magic DR, etc.", "summary-label": "Summary", - "armor-summary-tooltip": "This sums up each layer, from layer 1 (inner) to layer 4 (outer).
      * = flexible armor.
      Alert: Only one layer per row may have split armor.", + "roll-modifier-summary-label": "Modifier Summary", + "armor-summary-tooltip": "This sums up each layer, from layer 1 (inner) to layer 4 (outer).
      * = flexible armor.
      Alert: Only one layer per row may have split armor.
      Warning: If you enter your own content, it will be overwritten if you change values for any of the layers.", "abbreviation-defense-bonus-label": "DB", "defense-bonus-tooltip": "Apply the defense bonus of a shield, cloak, spell (B252), or Meta-trait (Supers34). See B374
      Shield/Cloak: Used against attacks from front or from your shield side. Can't be used against firearms unless you're using the Damage to Shields option.
      Shield Spell: Protects from frontal attacks and is cumulative with a normal shield.", "abbreviation-damage-label": "DMG", @@ -829,6 +844,7 @@ "damage-resistance-tooltip": "\nLow-Tech #/# usually means All Attack Types / Except
      \nthis specific Type of attack.
      \nExample: Enter as 3/2cr* means DR3 vs all attacks
      \nexcept cr which uses DR2. * means it is Flexible
      \narmor (B379).
      \nHigh-Tech and Ultra-Tech #/# usually mean against
      \nthese Type Attacks / All other Attack Types.
      \nExample: Enter as 5imp, cr /2 means DR5 vs imp and
      \ncr type of attacks and DR2 against all other types
      \nof attacks.\n\t\t\t\t\t\t\t", "user-created-label": "User Created", "active-defenses-label": "Active Defenses", + "active-defense-roll-modifier-tooltip": "You can use the Roll Modifiers Tollbar or the Roll Modifiers Toolbox to modifier the effective skill.", "rules-as-written-label": "Rules As Written", "active-defense-type-tooltip": "\nChanging the Type will also update success/fail notes
      \nfor that active defense.
      \nParry, Block, and Block have default notes that can be
      \nchanged on the options page.
      \nNOTE Changing the Type will clear any previous notes
      \nyou entered.\n\t\t\t\t\t\t\t", "abbreviation-information-label": "Info", @@ -891,6 +907,7 @@ "select-token-tooltip": "If on, you must select your character token before clicking the Roll button. The token name will show in the roll results.
      Note This option is most useful when writing your own Roll20 API code.", "target-token-tooltip": "Click the button to turn on target a token before the skill roll.
      The token name will appear in the results.", "melee-attacks-label": "Melee Attacks", + "melee-roll-modifier-tooltip": "You can use the Roll Modifiers Toolbar or the Roll Modifiers Toolbox to modifier the effective skill.", "attacks-label": "Attacks", "targets-label": "Targets", "melee-attack-damage-tooltip": "For an Armor Divisor: A number in parenthesis after
      the damage - eg. (2) - is an armor divisor.
      Enter this number in the Damage Notes as AD(#) or as
      Armor Divisor(#).
      ex: indicates the attack causes an explosion.
      See B269. Enter in the Damage Notes
      Macros You can also use @{thrust} and @{swing} for Melee Damage value, which is based on the values entered on the General page. You can even add additional modifiers such as @{thrust}+3.", @@ -936,6 +953,7 @@ "ranged-fail-notes-tooltip": "Any standard notes entered here will appear in the Roll Template in chat.
      Hint: Enter inline rolls for additional results.
      Example: Does an additional [[1d6]] fire damage.", "ranged-critical-fail-notes-tooltip": "Any standard notes entered here will appear in the Roll Template in chat.
      Hint: Enter inline rolls for additional results.
      Example: Does an additional [[1d6]] fire damage.", "ranged-attacks-label": "Ranged Attacks", + "ranged-attack-tooltip": "Please use either the Range Calculator or the Roll Modifiers dialog tool to enter at least the range of the attack.", "ranged-damage-tooltip": "For an Armor Divisor: A number in parenthesis after
      the damage - eg. (2) - is an armor divisor.
      Enter this number in the Damage Notes as AD(#) or as
      Armor Divisor(#).
      ex: indicates the attack causes an explosion.
      [#d]: indicates the attack causes fragmentation.
      See B269. Enter in the Damage Notes.
      Macros You can also use @{thrust} and @{swing} for Ranged Damage value, which is based on the values entered on the General page. You can even add additional modifiers such as @{thrust}+3.", "abbreviation-range-label": "RNG", "range-tooltip": "Range. See B269.", @@ -1013,6 +1031,7 @@ "falling-label": "Falling", "hard-label": "Hard", "hard-object-tooltip": "If hitting a hard object (clay, concrete, soil, sand, etc.), check the box to double the effective Hit Points of the falling object or the object that caused the collision. B431", + "falling-damage-type-tooltip": "Normal objects are crushing. If bullet-shaped, sharp, or spiked select appropriate damage type, but damage is halved. B430", "collision-label": "Collision", "demolition-label": "Demolition", "select-label": "Select", @@ -1054,15 +1073,16 @@ "magery-power-investiture-bonus-label": "Magery/PI/Bonus Level:", "cencentration-penalty-label": "Concentration Penalty", "spell-label": "Spell", + "spell-roll-modifier-tooltip": "You can use the Roll Modifiers Toolbar or the Roll Modifiers Toolbox to modifier the effective skill.", "spell-skill-level-tooltip": "\n\t\t\t\t\t\t\t\tSkill level with spell\n\t\t\t\t\t\t\t", - "spell-difficulty-tooltip": "Difficulty", + "spell-difficulty-tooltip": "Difficulty Level.
      Note: T/H stands for Technique/Hard, which is used by ritual magic spells.
      Suggestion: If using T/H set the points to zero, use mod to get the correct spell level,
      then place the actual spell on the Techniques table.", "spell-skill-level-modifier-tooltip": "\n\t\t\t\t\t\t\t\tModifier applied to skill level.
      \n\t\t\t\t\t\t\t\tCan be a positive or a negative number.
      \n\t\t\t\t\t\t\t\tExamples include a bonus from a Talent,
      \n\t\t\t\t\t\t\t\tdefault from another Skill or Technique,
      \n\t\t\t\t\t\t\t\ta piece of equipment, or a Perk.\n\t\t\t\t\t\t\t", "points-tooltip": "Points", "spell-is-on-tooltip": "Enter a 1 or more to mark the spell as ON
      skill penalty for each spell that is ON.
      See B238 or M10.
      Click one at a time, wait until each penalty is applied before clicking the next one.", "abbreviation-concentration-label": "CT", "spell-concentration-tooltip": "Enter a 1 or more to mark the spell as under Concentration.
      skill penalty for each spell.
      See B238 or M10.
      Click one at a time, wait until each penalty is applied before clicking the next one.", "abbreviation-resisted-by-label": "RESIST", - "spell-resisted-by-tooltip": "\n\t\t\t\t\t\t\t\tResisted By\n\t\t\t\t\t\t\t", + "spell-resisted-by-tooltip": "On a regular success, your spell must defeat the subject's resistance to work, a critical success automatically wins. See B241/M13 and the Rule of 16, B349.", "duration-label": "Doba trvání", "spell-duration-tooltip": "\n\t\t\t\t\t\t\t\tDuration of Spell\n\t\t\t\t\t\t\t", "spell-energy-cost-tooltip": "\n\t\t\t\t\t\t\t\tEnergy cost for casting the spell.\n\t\t\t\t\t\t\t", @@ -1122,8 +1142,10 @@ "show-revised-label": "Show Revised", "show-revised-tooltip": "Show the revised techniques table.", "point-summary-layout-label": "Point Summary Layout", + "abbreviation-gurps-character-assistant5-label": "GCA5", "abbreviation-gurps-character-assistant-label": "GCA4", - "gurps-character-assistant-tooltip": "GURPS Character Assistant.", + "gurps-character-assistant-tooltip": "GURPS Character Assistant 4.", + "gurps-character-assistant5-tooltip": "GURPS Character Assistant 5.", "abbreviation-gurps-character-sheet-label": "GCS", "gurps-character-sheet-tooltip": "GURPS Character Sheet.", "detailed-label": "Detailed", @@ -1162,7 +1184,8 @@ "sheet-style-purple-option": "Purple", "sheet-style-fabric-option": "Fabric", "sheet-style-classic-white-option": "Classic White", - "falling-collision-damage-notes-label": "Falling & Collision Damage Notes B430-431", + "falling-damage-notes-label": "Falling Damage Notes B430-431", + "collision-damage-notes-label": "Collision Damage Notes B430-431", "demolition-damage-notes-label": "Demolition Damage Notes", "fragmentation-skill-notes-label": "Fragmentation Skill Notes", "fragmentation-damage-notes-label": "Fragmentation Damage Notes", @@ -1199,6 +1222,7 @@ "target-label": "Cíl", "rolltemplate-warning-less-than-three-description": "WARNING: You may not attempt a success roll if your effective skill (Target) is less than 3. (See B345)", "rolltemplate-tool-modifiers-label": "Tool Modifiers", + "defense-modifiers-label": "Predefined Defense Modifiers", "maneuver-label": "Maneuver", "all-out-attack-label": "All-Out Attack", "alert-label": "Alert", @@ -1225,5 +1249,17 @@ "traits-default-critical-success-notes": "When you roll a critical success, the GM determines what happens to you. It is always something good! The lower the roll, the better **bonus** they give you. (B347)", "traits-default-critical-failure-notes": "When you roll a critical failure, the GM determines what happens to you. It is always something bad - the higher the roll, the worse the result. (B348)", "reference-abbreviation-label": "Reference", - "reference-label-tooltip": "Book abbreviation and page reference." + "reference-label-tooltip": "Book abbreviation and page reference.", + "modifier-abbreviation-label": "Mod", + "language-cost-modifier-tooltip": "Use this input box to modifier the number of Character Points for the selected language option.", + "language-talent-label": "Language Talent", + "language-talent-tooltip": "If checked, you can learn languages at the next-highest level, if you spend 2 points on a langauge, instead of broken, you know the language at Accented level. This changes the available options in the drop-down and related costs. See B65.", + "tips-label": "Tips", + "import-tips-description": "

      After importing, compare your Roll20 sheet to GCA5 character sheet.

      Roll20 doesn't support parent/child relationship, repeating tables will be imported alphabetically.

      For GCA Roll20 Exporter Tool Version 1.0.1.9 or later, Rital Magic Spells will be added to the Grimoire with difficult set to T/H and points set to 0. The spell will also be added to the Techniques table with the actual character point cost.

      GCA5 Export to Roll20. Update 1.0.1.10. Fixes bug so item inventory uses base cost and weight instead of total cost and weight.

      ", + "attribute-stress": "Stress", + "attribute-stress-tooltip": "Stress level from GURPS Fourth Edition Edition.pdf page 141-142.
      On failed fright check, add -1 to Stress, on Critical Failure add -3!
      GM could add Stress for other reasons besides failed fright checks.
      Stress can be recovered by one for every ten minutes spent in mental relaxation.
      GM may rule that certain indulgences can erase an extra point of Stress.
      Important: If you go over the maximum stress level, apply the Stress to Derangement!", + "abbreviation-derangement": "Derange", + "attribute-derangement-tooltip": "Derangement level represents long lasting mental harm described in GURPS Fourth Edition Edition.pdf page 141-142.
      When failing a Sanity-Blasting Fright Check, add -1 to Derangement, on Critical Failure add -3!
      At the end of the day with no new stress or derangement a Will roll will erase -1 point of derangement.
      +1 Will if treated by a therapist with Psychology (Clinical) or Physician (Psychiatric) at 12+.
      A therapist can also roll their skill once per day to erase an additional -1 in Derangement.
      Important: If you go over the maximum Derangement, the points should start going to new disadvantages!
      You can keep the total in the row below.", + "attribute-stress-derangement-penalty-tooltip": "The Fright Check Penalty, which is (Stress + Derangement)/2, rounded down against the player. H141
      This penalty is automatically applied to the Fright Check attribute.
      The penalty (modified by Fearlessness) could also affect self-control rolls, skills that demand a steady hand, and HT rolls to resist minor ailments, etc.", + "attribute-stress-derangement-disadvantage-points-tooltip": "The amount of disadvantage points accrued due to derangement.
      At a certain point, these points should be converted to permanent mental disadvantages!" } \ No newline at end of file diff --git a/GURPS/translations/da.json b/GURPS/translations/da.json index a73d1effd8..eb68cdecfa 100644 --- a/GURPS/translations/da.json +++ b/GURPS/translations/da.json @@ -1,5 +1,5 @@ { - "sheet-roll-modifier-option": "Roll Modifier Option", + "sheet-roll-modifier-option": "Roll Modifier Legacy", "sheet-roll-modifier-option-desc": "Select the modifier option to use when clicking a dice roll icon on the character sheet.", "sheet-chat-roll-display-option": "Chat Roll Display", "sheet-chat-roll-dislpay-option-desc": "Select how rolls are display in chat window. Private Skill Levels deprecated will default to private, since it doesn't work with rolltemplates.", @@ -39,7 +39,7 @@ "sheet-show-raw-defense-notes-desc": "If checked, show Rules as Written (RAW) for Active Defense success/fail notes.", "sheet-style-option": "Sheet Style", "sheet-style-desc": "Select a visual style for the character sheet.", - "roll-modifiers-heading": "Roll Modifiers", + "roll-modifiers-heading": "Roll Modifiers Toolbox", "total-roll-modifier-label": "Total Modifier", "shock-label": "Shock", "max-skill-9-label": "Max skill of 9", @@ -68,6 +68,8 @@ "aiming-bonus-tooltip": "Each turn after the initial aim, you get an additional bonus. See B364", "abbreviation-rate-of-fire-label": "RoF", "rate-of-fire-tooltip": "Rate of Fire
      The maximum number of shots that can be fired in
      one turn (by a regular person).
      The minimum number of shots is 1.

      !: minimum RoF is 1/4 of the maximum, rounded up.
      mxn: fires the first number of shots, which each then
      split into the second number (eg. shotguns)
      Jet: shoots a continuous stream of fluid. See page 106.", + "shots-fired-label": "Fired", + "shots-fired-tooltip": "Shots Fired
      The number of shots fired in a single round. This should not exceed the RoF for the weapon.", "scope-label": "Scope", "scope-bonus-tooltip": "Each turn after the initial aim, you get an additional bonus up to the scope's bonus.
      Fixed scopes, aim at least as many turns as the scope's bonus.
      See B412", "vehicle-targeting-label": "Vehicle Targeting", @@ -171,10 +173,10 @@ "ranged-move-attack-label": "Move/Attack: -2 or Bulk", "ranged-move-attack-tooltip": "Attack with a ranged weapon while moving, aiming is not possible and you lose previous aiming. -2 to hit or bulk penalty, whichever is worse. Movement: normal, but -2 to avoid obstacles. Active Defense: Dodge or Block. See B365-366", "bulk-label": "Bulk", - "ranged-all-out-attack-determined-label": "All-Out Attack Determined: +1", - "ranged-all-out-attack-determined-tooltip": "Determined: Make a single attack at +1 to hit! Movement: half-move, forward only. Defense: None. See B365", - "ranged-all-out-attack-suppression-fire-label": "All-Out Attack Suppression Fire", - "ranged-all-out-attack-suppression-fire-tooltip": "Take entire turn to spray an area with automatic fire RoF 5+, see Suppression Fire B409! Movement: half-move, forward only. Defense: None. See B365", + "ranged-all-out-attack-determined-label": "All-Out Determined: +1", + "ranged-all-out-attack-determined-tooltip": "All-Out Attack Determined: Make a single attack at +1 to hit! Movement: half-move, forward only. Defense: None. See B365", + "ranged-all-out-attack-suppression-fire-label": "All-Out Suppression Fire", + "ranged-all-out-attack-suppression-fire-tooltip": "All-Out Attack Suppression Fire: Take entire turn to spray an area with automatic fire RoF 5+, see Suppression Fire B409! Movement: half-move, forward only. Defense: None. See B365", "other-actions-title": "Other Actions", "braced-label": "Braced: +1", "braced-tooltip": "If you haven't moved and aimed a turn, you may get the braced bonus.
      Firearm/crossbow must rest on a sandbag, low wall, car, etc.
      One-handed firearm is braced if using two hands.
      Two-handed is braced if you're prone and using a bipod. See B364.", @@ -204,9 +206,9 @@ "failed-control-roll-tooltip": "Vehicle/mount failed control last turn. Penalty equal to margin of failure. See B548", "over-under-mount-label": "Over/Under Mount: -6", "over-under-mount-tooltip": "If you're an exposed rider hanging from side of mount/vehicle, penalty to hit is -6 to shoot over or under the mount.", - "vehicle-dodged-label": "Vehicle Dodged Last Turn: -2", + "vehicle-dodged-label": "Vehicle Dodged: -2", "vehicle-dodged-tooltip": "Vehicle/mount dodged last turn and you're not the operator.", - "air-vehicle-dodged-label": "Air Vehicle Dodged Last Turn: -4", + "air-vehicle-dodged-label": "Air Vehicle Dodged: -4", "normal-defense-label": "Normal Defense", "normal-defense-tooltip": "Using a normal active defense.", "all-out-defense-increased-label": "All-Out Defense: +2", @@ -221,7 +223,7 @@ "defense-kneeling-label": "Kneeling/Sitting: -2", "defense-kneeling-tooltip": "If you're kneeling or sitting, -2 to defense. See B549", "attackers-action-title": "Attacker's Action", - "attack-from-behind-label": "Attack From Behind Peripheral: -2", + "attack-from-behind-label": "From Behind Peripheral: -2", "attack-from-behind-tooltip": "Normally, if attacked from behind, you have no defense. However, if you have Peripheral Vision you can defend at -2. See B391", "runaround-attack-label": "Runaround Attack: -2", "runaround-attack-tooltip": "Your foe starts in front of you and runs behind you and attacks from behind. You can defend at -2. See B391", @@ -234,7 +236,7 @@ "general-defense-bonus-tooltip": "A general defense bonus, such as the Supers Meta-trait (see Supers B34), force field, etc.", "retreating-dodge-label": "Retreating Dodge: +3", "retreating-dodge-tooltip": "Move away from attacker, at least one yard or up to your step. See B377", - "retreating-block-parry-label": "Retreating Block/Parry: +1", + "retreating-block-parry-label": "Retreat Block/Parry: +1", "retreating-block-parry-tooltip": "Retreating block or parry. Move away from attacker, at least one yard or up to your step. See B377", "retreating-parry-label": "Retreating Parry: +3", "retreating-parry-tooltip": "If using Boxing, Judo, Karate, or any fencing skill, you can get a +3 retreating bonus.
      Move away from attacker, at least one yard or up to your step. See B377", @@ -245,8 +247,8 @@ "acrobatic-dodge-failed-tooltip": "If you failed your acrobatic/aerobatic roll, you're at -2 to dodge. See B375", "dodge-drop-label": "Dodge & Drop: +3", "dodge-drop-tooltip": "Only against ranged attacks, drop to the ground and become prone.
      Any cover you get does not count against the initial attack.
      NOTE: Flying or Swimming is possible but only if a step would take you below concealing terrain. See B377", - "feverish-defense-label": "Feverish Defense (1 FP): +2", - "feverish-defense-tooltip": "Spend 1 FP to increase active defense by 2.", + "feverish-defense-label": "Feverish Def (1 FP): +2", + "feverish-defense-tooltip": "Feverish Defense. Spend 1 FP to increase active defense by 2.", "offhand-parry-label": "Off-Hand Parry: -2", "offhand-parry-tooltip": "Off-Hand weapon parry is at -2. See B549", "number-of-parries-label": "# of Parries", @@ -257,7 +259,7 @@ "defense-improvised-weapon-tooltip": "NOTE: Dungeon Fantasy: if parrying with an improvised weapon, apply a penalty. See DF Exploits-37", "situation-title": "Situation", "defense-laser-sight-tooltip": "If you can see the laser sight, you get +1 to Dodge. See B548", - "against-deceptive-attack-label": "Against Deceptive Attack", + "against-deceptive-attack-label": "VS Deceptive Attack", "against-deceptive-attack-tooltip": "You're at -1 to defense for every -2 the attacker took to their to hit modifier. See B369", "feint-attack-label": "Feint Attack", "feint-attack-tooltip": "You're at a penalty equal to the attacker's margin of victory. See B365", @@ -266,9 +268,9 @@ "hidden-weapon-label": "Hidden Weapon: -2", "defense-hidden-weapon-tooltip": "NOTE: From Dungeon Fantasy. If attacked by a hidden weapon, you're at -2 to your first defense. See DF Exploits-58", "defenders-equipment-label": "Defender's Equipment", - "parrying-knife-label": "Parrying with Knife/Dagger: -1", + "parrying-knife-label": "Parry with Knife/Dagger: -1", "parrying-knife-tooltip": "If parrying with a knife or dagger is -1. See B548
      Suggestion: Add the modifier to your defense skill instead of using checkbox.", - "parrying-kusari-label": "Parrying with Kusari/Whip: -2", + "parrying-kusari-label": "Parry with Kusari/Whip: -2", "parrying-kusari-tooltip": "If parrying with a kusari or whip is -2. See B548
      Suggestion: Add the modifier to your defense skill instead of using checkbox.", "unarmed-parry-label": "Unarmed Parry: -3", "unarmed-parry-tooltip": "Unarmed parry vesus a weapon is -3, unless it's a thrust or you are using Judo or Karate parry. See B548", @@ -285,7 +287,7 @@ "block-nunchaku-tooltip": "If blocking against a nunchaku, you're at -1 to defend. See B405.", "parry-thrown-weapon-label": "Parry thrown weapon: -1", "parry-thrown-weapon-tooltip": "Parry -1 against thrown weapon. See B549", - "parry-thrown-small-weapon-label": "Parry thrown small weapon: -2", + "parry-thrown-small-weapon-label": "Parry thrown sm weapon: -2", "parry-thrown-small-weapon-tooltip": "If the weapon is 1 pound or less, parry is -2. See B549", "trident-dodge-label": "Trident: -1 Dodge", "trident-dodge-tooltip": "NOTE: From Dungeon Fantasy. -1 to dodge a trident. See DF Exploits-97", @@ -437,7 +439,7 @@ "attribute-will": "Will", "attribute-will-tooltip": "\nWillpower
      \nBased on Intelligence
      \n5pts/level
      \nUnmodified: \n\t\t\t\t\t\t\t", "attribute-fright": "Fright", - "attribute-fright-tooltip": "Fright Check (B360)
      Based on Willpower
      2pts/level
      Unmodified:
      See extensive list of Modifiers B360 & GURPS Horror p139-142.
      If manually creating and/or maintaining this sheet, Combat Reflexes adds +2 to Fright (Enter as a MOD with a value of 2)", + "attribute-fright-tooltip": "Fright Check (B360)
      Based on Willpower
      2pts/level
      Unmodified:
      Combat Reflexes Modifier:
      Stress and Derangement Modifier:

      See extensive list of Modifiers B360 & GURPS Horror p139-142.
      If manually creating and/or maintaining this sheet, Combat Reflexes adds +2 to Fright (Enter as a MOD with a value of 2)", "abbreviation-threshold": "Thresh", "attribute-fright-check-threshold-tooltip": "\nFright Check Threshold - Uses Rule of 14 (B360). By default this value is 13.
      \nThis means that a roll of 14 or more is automatically a failure.
      \nThis Threshold can be modifier by the Perks of Brave (Dungeon Fantasy 11, p11) or Rule of 15
      \n(Power Ups 2, p13).
      \nWill and/or Fright plus bonuses (like Fearlessness or Combat Reflexes) must total 14+ for this
      \nto be useful, of course!
      \nNote: A Fright Check can be used for Awe and Confusion. (Powers p84 under Terror) and the Awe and
      \nConfusion Check Table for failures. (Powers p85).\n\t\t\t\t\t\t\t", "fright-check-label": "Fright Check", @@ -456,7 +458,7 @@ "abbreviation-enhanced": "Enhncd", "attribute-enhanced-ground-move-tooltip": "Enhanced ground move.
      10pts per half level. Can use up|down arrow keys
      Level: ", "attribute-dodge": "Dodge", - "attribute-dodge-tooltip": "Dodge - Based on Basic Speed - Unmodified:
      Note: The Dodge score, under Encumbrance and Current, automatically adjusts for Enumbrance and for HP and/or FP loss below 1/3. (B419, B426)", + "attribute-dodge-tooltip": "Dodge - Based on Basic Speed - Unmodified:
      Combat Reflexes Modifier:
      Note: The Dodge score, under Encumbrance and Current, automatically adjusts for Enumbrance and for HP and/or FP loss below 1/3. (B419, B426)", "abbreviation-lifting-strength": "Lift ST", "attribute-lifting-strength-tooltip": "Lifting Strength (B65)
      Based on Strength pts/level
      Unmodified: ", "attribute-lift": "Lift", @@ -605,23 +607,31 @@ "spent-label": "Spent", "unspent-label": "Unspent", "gca-format-label": "GCA4 Format", - "gca-format-tooltip": "GURPS Character Assistant (GCA4) Format
      To change to GCS or Detailed go to options tab
      and change the radio button for Point Summary Layout", + "gca-format-tooltip": "GURPS Character Assistant 4 (GCA4) Format
      To change to GCA5, GCS or Detailed go to options tab
      and change the radio button for Point Summary Layout", + "gca5-format-label": "GCA5 Format", + "gca5-format-tooltip": "GURPS Character Assistant 5 (GCA5) Format
      To change to GCA4, GCS or Detailed go to options tab
      and change the radio button for Point Summary Layout", "gcs-format-label": "GCS Format", - "gcs-format-format-tooltip": "GURPS Character Sheet (GCS) format
      To change to GCA4 or Detailed go to options tab
      and change the radio button for Point Summary Layout", + "gcs-format-format-tooltip": "GURPS Character Sheet (GCS) format
      To change to GCA5, GCA4 or Detailed go to options tab
      and change the radio button for Point Summary Layout", "detailed-format-label": "Detailed Format", - "detailed-format-tooltip": "To change to GCA4 or GCS go to options tab
      and change the radio button for Point Summary Layout", + "detailed-format-tooltip": "To change to GCA5, GCA4 or GCS go to options tab
      and change the radio button for Point Summary Layout", "race-label": "Race", "race-point-summary-tooltip": "Point Summary for Racial Traits.", - "points-summary-for-attributes-tooltip": "\nPoint Summary for:
      \nST, DX, IQ, HT,
      \nHP, FP, Energy Reserve One, Two, and Three,
      \nPer, Vision, Hearing, Smell, Touch,
      \nWill, Fright, Unconsciousness, Death,
      \nSpeed, Move, Lift ST, Striking ST,
      \nFlying, Air Move, Enhanced Air Move, Super Jump\n\t\t\t\t\t\t\t", + "points-summary-for-attributes-tooltip": "Point Summary for the following attributes with positive values:
      ST, DX, IQ, HT,
      HP, FP, Energy Reserve One, Two, and Three,
      Per, Vision, Hearing, Smell, Touch,
      Will, Fright, Unconsciousness, Death,
      Speed, Move, Lift ST, Striking ST,
      Flying, Air Move, Enhanced Air Move, Super Jump", + "abbreviation-languages-label": "Lang.", + "point-summary-for-languages-tooltip": "Languages Point Summary", "abbreviation-advantages-label": "Adv.", - "gca-point-summary-for-advantages-tooltip": "\nPoint Summary for:
      \nLanguages, Tech Level, Cultural Familiarities,
      \nAdvantages, and Racial traits.\n\t\t\t\t\t\t\t", - "gcs-point-summary-for-advantages-tooltip": "\nPoint Summary for:
      \nLanguages, Tech Level, Cultural Familiarities,
      \nAdvantages, and Perks.\n\t\t\t\t\t\t\t", - "detailed-point-summary-for-advantages-tooltip": "\nPoint Summary for:
      \nLanguages, Tech Level, Cultural Familiarities,
      \nand Advantages.\n\t\t\t\t\t\t\t", + "gca-point-summary-for-advantages-tooltip": "Point Summary for the following traits with positive values:
      Languages, Tech Level, Cultural Familiarities,
      Advantages, and Racial traits.", + "gca5-point-summary-for-advantages-tooltip": "Point Summary for the following traits with positive values:
      Tech Level, Advantages, and Racial traits.", + "gcs-point-summary-for-advantages-tooltip": "Point Summary for the following traits with positive values:
      Languages, Tech Level, Cultural Familiarities,
      Advantages, and Perks.", + "detailed-point-summary-for-advantages-tooltip": "Point Summary for the following traits with positive values:
      Languages, Tech Level, Cultural Familiarities,
      and Advantages.", "perks-label": "Perks", "abbreviation-disadvantages-label": "Disadv.", - "point-summary-for-disadvantages-tooltip": "Point Summary for Disadvantages", + "point-summary-for-disadvantages-tooltip": "Point Summary for Disadvantages and racial templates with a negative value, including attributes with negative values, negative language value, and negative tech level value.", + "point-summary-for-disadvantages-no-language-tooltip": "Point Summary for Disadvantages and racial templates with a negative value, including attributes with negative values, and negative tech level value.
      Language points with a negative value are NOT included.", + "point-summary-for-disadvantages-no-racial-cost-tooltip": "Point Summary for Disadvantages, including attributes with negative values, negative language value, and negative tech level value.
      Racial templates with a negative value are NOT included.", "quirks-label": "Quirks", "skills-label": "Skills", + "skill-roll-modifier-tooltip": "You can use the Roll Modifiers Toolbar or the Roll Modifiers Toolbox to modifier the effective skill.", "abbreviation-techniques-label": "Tech.", "point-summary-techniques-tooltip": "Techniques", "abbreviation-techniques-revised-label": "Tech. (r)", @@ -642,6 +652,7 @@ "technology-level-tooltip": "Tech Level Modifiers (B168), Tech Levels (B511-514)", "campaign-technology-level-label": "Campaign Tech Level", "your-technology-level-label": "Your Tech Level", + "abbreviation-cultural-familiarity": "Culture", "cultural-familiarities-label": "Cultural Familiarities", "cultural-familiarities-tooltip": "When dealing with an unfamiliar culture, you may suffer -3 to a skill roll that has a cultural component, such as Carousing, Detect Lies. (B23).", "cultural-point-cost": "Native culture cost is 0. Otherwise, cost is 1 or 2 (Consult with GM). (B23)", @@ -709,15 +720,17 @@ "background-history-label": "Background History & Notes", "training-label": "Training", "training-tooltip": "\nTraining rules can be found at ‘Improvement
      \nThrough Study’ B292.
      \nAdvanced rules can be found in Social
      \nEngineering: Back to School.\n\t\t\t\t\t\t\t", - "activate-custom-roll-modifier-tooltip": "To turn on the custom modifiers and button to open the Roll Modifier dialog box goto the Sheet Options tab and check off the tools you would like to user under Skill Modifier Tools section.", "abbreviation-technology-level-label": "TL", "skill-level-label": "Niveau", "abbreviation-attribute-label": "Attr", + "skill-attribute-tooltip": "If the 10 was selected, it will be highlighted red. This could have happened during the import if the skill has an attribute not identified by the system. Check the attribute on your chosen Character Creation App to see if the attribute exists on Roll20.", "abbreviation-difficulty-label": "Diff", "skill-difficulty-tooltip": "Difficulty of Skill
      WC = Wildcard Skill. (B175)", "skill-modifier-tooltip": "\nModifier applied to skill level.
      \nCan be a positive or a negative number.
      \nExamples include a bonus from a Talent,
      \ndefault from another Skill or Technique,
      \na piece of equipment, or a Perk.\n\t\t\t\t\t\t\t", "modifier-label": "Modifier:$[[3]] ", - "modifier-dialog-tooltip": "Enter a modifier to apply to any rolls on the this table.
      Use the pencil/paper icon to select modifiers.
      NOTE: Changing the modifier or check status of Max skill of 9 will clear modifiers used by dialog box.", + "modifier-dialog-tooltip": "Enter a custom modifier and optional reason to apply to any rolls on the this table.
      Suggestion: Use this modifier instead of the popup window when clicking the roll button.
      You will see the modifier in the chat window. You could even turn off the Modifier Popup by going to
      Options -> Skill Modifier Options and select No Modifier Prompt.", + "final-modifier-label": "Final Modifier", + "final-modifier-dialog-tooltip": "The final modifier that will be applied to the effective skill level.", "select-skill-modifiers-button": "Select Skill Modifiers", "apply-encumbrance-tooltip": "Apply encumbrance penalty.", "link-to-label": "Link To", @@ -756,6 +769,7 @@ "abbreviation-maximum-label": "Max", "cost-label": "Cost", "techniques-revised-label": "Techniques (Revised)", + "techniques-roll-modifier-tooltip": "You can use the Roll Modifiers Toolbar or the Roll Modifiers Toolbox to modifier the effective skill.", "base-level-label": "Basis", "base-skill-level-tooltip": "\nBase skill level of technique, usually
      \nbased on Parent Skill.
      \nsee Techniques B229\n\t\t\t\t\t\t\t", "abbreviation-default-label": "DFLT", @@ -810,7 +824,8 @@ "layer-4-label": "Layer 4", "armor-layor4-tooltip": "Layer 4 (Outer most) is also good for force shields, magic DR, etc.", "summary-label": "Summary", - "armor-summary-tooltip": "This sums up each layer, from layer 1 (inner) to layer 4 (outer).
      * = flexible armor.
      Alert: Only one layer per row may have split armor.", + "roll-modifier-summary-label": "Modifier Summary", + "armor-summary-tooltip": "This sums up each layer, from layer 1 (inner) to layer 4 (outer).
      * = flexible armor.
      Alert: Only one layer per row may have split armor.
      Warning: If you enter your own content, it will be overwritten if you change values for any of the layers.", "abbreviation-defense-bonus-label": "DB", "defense-bonus-tooltip": "Apply the defense bonus of a shield, cloak, spell (B252), or Meta-trait (Supers34). See B374
      Shield/Cloak: Used against attacks from front or from your shield side. Can't be used against firearms unless you're using the Damage to Shields option.
      Shield Spell: Protects from frontal attacks and is cumulative with a normal shield.", "abbreviation-damage-label": "DMG", @@ -829,6 +844,7 @@ "damage-resistance-tooltip": "\nLow-Tech #/# usually means All Attack Types / Except
      \nthis specific Type of attack.
      \nExample: Enter as 3/2cr* means DR3 vs all attacks
      \nexcept cr which uses DR2. * means it is Flexible
      \narmor (B379).
      \nHigh-Tech and Ultra-Tech #/# usually mean against
      \nthese Type Attacks / All other Attack Types.
      \nExample: Enter as 5imp, cr /2 means DR5 vs imp and
      \ncr type of attacks and DR2 against all other types
      \nof attacks.\n\t\t\t\t\t\t\t", "user-created-label": "User Created", "active-defenses-label": "Active Defenses", + "active-defense-roll-modifier-tooltip": "You can use the Roll Modifiers Tollbar or the Roll Modifiers Toolbox to modifier the effective skill.", "rules-as-written-label": "Rules As Written", "active-defense-type-tooltip": "\nChanging the Type will also update success/fail notes
      \nfor that active defense.
      \nParry, Block, and Block have default notes that can be
      \nchanged on the options page.
      \nNOTE Changing the Type will clear any previous notes
      \nyou entered.\n\t\t\t\t\t\t\t", "abbreviation-information-label": "Info", @@ -891,6 +907,7 @@ "select-token-tooltip": "If on, you must select your character token before clicking the Roll button. The token name will show in the roll results.
      Note This option is most useful when writing your own Roll20 API code.", "target-token-tooltip": "Click the button to turn on target a token before the skill roll.
      The token name will appear in the results.", "melee-attacks-label": "Melee Attacks", + "melee-roll-modifier-tooltip": "You can use the Roll Modifiers Toolbar or the Roll Modifiers Toolbox to modifier the effective skill.", "attacks-label": "Attacks", "targets-label": "Targets", "melee-attack-damage-tooltip": "For an Armor Divisor: A number in parenthesis after
      the damage - eg. (2) - is an armor divisor.
      Enter this number in the Damage Notes as AD(#) or as
      Armor Divisor(#).
      ex: indicates the attack causes an explosion.
      See B269. Enter in the Damage Notes
      Macros You can also use @{thrust} and @{swing} for Melee Damage value, which is based on the values entered on the General page. You can even add additional modifiers such as @{thrust}+3.", @@ -936,6 +953,7 @@ "ranged-fail-notes-tooltip": "Any standard notes entered here will appear in the Roll Template in chat.
      Hint: Enter inline rolls for additional results.
      Example: Does an additional [[1d6]] fire damage.", "ranged-critical-fail-notes-tooltip": "Any standard notes entered here will appear in the Roll Template in chat.
      Hint: Enter inline rolls for additional results.
      Example: Does an additional [[1d6]] fire damage.", "ranged-attacks-label": "Ranged Attacks", + "ranged-attack-tooltip": "Please use either the Range Calculator or the Roll Modifiers dialog tool to enter at least the range of the attack.", "ranged-damage-tooltip": "For an Armor Divisor: A number in parenthesis after
      the damage - eg. (2) - is an armor divisor.
      Enter this number in the Damage Notes as AD(#) or as
      Armor Divisor(#).
      ex: indicates the attack causes an explosion.
      [#d]: indicates the attack causes fragmentation.
      See B269. Enter in the Damage Notes.
      Macros You can also use @{thrust} and @{swing} for Ranged Damage value, which is based on the values entered on the General page. You can even add additional modifiers such as @{thrust}+3.", "abbreviation-range-label": "RNG", "range-tooltip": "Range. See B269.", @@ -1013,6 +1031,7 @@ "falling-label": "Falling", "hard-label": "Hard", "hard-object-tooltip": "If hitting a hard object (clay, concrete, soil, sand, etc.), check the box to double the effective Hit Points of the falling object or the object that caused the collision. B431", + "falling-damage-type-tooltip": "Normal objects are crushing. If bullet-shaped, sharp, or spiked select appropriate damage type, but damage is halved. B430", "collision-label": "Collision", "demolition-label": "Demolition", "select-label": "Select", @@ -1054,15 +1073,16 @@ "magery-power-investiture-bonus-label": "Magery/PI/Bonus Level:", "cencentration-penalty-label": "Concentration Penalty", "spell-label": "Spell", + "spell-roll-modifier-tooltip": "You can use the Roll Modifiers Toolbar or the Roll Modifiers Toolbox to modifier the effective skill.", "spell-skill-level-tooltip": "\n\t\t\t\t\t\t\t\tSkill level with spell\n\t\t\t\t\t\t\t", - "spell-difficulty-tooltip": "Difficulty", + "spell-difficulty-tooltip": "Difficulty Level.
      Note: T/H stands for Technique/Hard, which is used by ritual magic spells.
      Suggestion: If using T/H set the points to zero, use mod to get the correct spell level,
      then place the actual spell on the Techniques table.", "spell-skill-level-modifier-tooltip": "\n\t\t\t\t\t\t\t\tModifier applied to skill level.
      \n\t\t\t\t\t\t\t\tCan be a positive or a negative number.
      \n\t\t\t\t\t\t\t\tExamples include a bonus from a Talent,
      \n\t\t\t\t\t\t\t\tdefault from another Skill or Technique,
      \n\t\t\t\t\t\t\t\ta piece of equipment, or a Perk.\n\t\t\t\t\t\t\t", "points-tooltip": "Points", "spell-is-on-tooltip": "Enter a 1 or more to mark the spell as ON
      skill penalty for each spell that is ON.
      See B238 or M10.
      Click one at a time, wait until each penalty is applied before clicking the next one.", "abbreviation-concentration-label": "CT", "spell-concentration-tooltip": "Enter a 1 or more to mark the spell as under Concentration.
      skill penalty for each spell.
      See B238 or M10.
      Click one at a time, wait until each penalty is applied before clicking the next one.", "abbreviation-resisted-by-label": "RESIST", - "spell-resisted-by-tooltip": "\n\t\t\t\t\t\t\t\tResisted By\n\t\t\t\t\t\t\t", + "spell-resisted-by-tooltip": "On a regular success, your spell must defeat the subject's resistance to work, a critical success automatically wins. See B241/M13 and the Rule of 16, B349.", "duration-label": "Duration", "spell-duration-tooltip": "\n\t\t\t\t\t\t\t\tDuration of Spell\n\t\t\t\t\t\t\t", "spell-energy-cost-tooltip": "\n\t\t\t\t\t\t\t\tEnergy cost for casting the spell.\n\t\t\t\t\t\t\t", @@ -1122,8 +1142,10 @@ "show-revised-label": "Show Revised", "show-revised-tooltip": "Show the revised techniques table.", "point-summary-layout-label": "Point Summary Layout", + "abbreviation-gurps-character-assistant5-label": "GCA5", "abbreviation-gurps-character-assistant-label": "GCA4", - "gurps-character-assistant-tooltip": "GURPS Character Assistant.", + "gurps-character-assistant-tooltip": "GURPS Character Assistant 4.", + "gurps-character-assistant5-tooltip": "GURPS Character Assistant 5.", "abbreviation-gurps-character-sheet-label": "GCS", "gurps-character-sheet-tooltip": "GURPS Character Sheet.", "detailed-label": "Detailed", @@ -1162,7 +1184,8 @@ "sheet-style-purple-option": "Purple", "sheet-style-fabric-option": "Fabric", "sheet-style-classic-white-option": "Classic White", - "falling-collision-damage-notes-label": "Falling & Collision Damage Notes B430-431", + "falling-damage-notes-label": "Falling Damage Notes B430-431", + "collision-damage-notes-label": "Collision Damage Notes B430-431", "demolition-damage-notes-label": "Demolition Damage Notes", "fragmentation-skill-notes-label": "Fragmentation Skill Notes", "fragmentation-damage-notes-label": "Fragmentation Damage Notes", @@ -1199,6 +1222,7 @@ "target-label": "Target", "rolltemplate-warning-less-than-three-description": "WARNING: You may not attempt a success roll if your effective skill (Target) is less than 3. (See B345)", "rolltemplate-tool-modifiers-label": "Tool Modifiers", + "defense-modifiers-label": "Predefined Defense Modifiers", "maneuver-label": "Maneuver", "all-out-attack-label": "All-Out Attack", "alert-label": "Alert", @@ -1225,5 +1249,17 @@ "traits-default-critical-success-notes": "When you roll a critical success, the GM determines what happens to you. It is always something good! The lower the roll, the better **bonus** they give you. (B347)", "traits-default-critical-failure-notes": "When you roll a critical failure, the GM determines what happens to you. It is always something bad - the higher the roll, the worse the result. (B348)", "reference-abbreviation-label": "Reference", - "reference-label-tooltip": "Book abbreviation and page reference." + "reference-label-tooltip": "Book abbreviation and page reference.", + "modifier-abbreviation-label": "Mod", + "language-cost-modifier-tooltip": "Use this input box to modifier the number of Character Points for the selected language option.", + "language-talent-label": "Language Talent", + "language-talent-tooltip": "If checked, you can learn languages at the next-highest level, if you spend 2 points on a langauge, instead of broken, you know the language at Accented level. This changes the available options in the drop-down and related costs. See B65.", + "tips-label": "Tips", + "import-tips-description": "

      After importing, compare your Roll20 sheet to GCA5 character sheet.

      Roll20 doesn't support parent/child relationship, repeating tables will be imported alphabetically.

      For GCA Roll20 Exporter Tool Version 1.0.1.9 or later, Rital Magic Spells will be added to the Grimoire with difficult set to T/H and points set to 0. The spell will also be added to the Techniques table with the actual character point cost.

      GCA5 Export to Roll20. Update 1.0.1.10. Fixes bug so item inventory uses base cost and weight instead of total cost and weight.

      ", + "attribute-stress": "Stress", + "attribute-stress-tooltip": "Stress level from GURPS Fourth Edition Edition.pdf page 141-142.
      On failed fright check, add -1 to Stress, on Critical Failure add -3!
      GM could add Stress for other reasons besides failed fright checks.
      Stress can be recovered by one for every ten minutes spent in mental relaxation.
      GM may rule that certain indulgences can erase an extra point of Stress.
      Important: If you go over the maximum stress level, apply the Stress to Derangement!", + "abbreviation-derangement": "Derange", + "attribute-derangement-tooltip": "Derangement level represents long lasting mental harm described in GURPS Fourth Edition Edition.pdf page 141-142.
      When failing a Sanity-Blasting Fright Check, add -1 to Derangement, on Critical Failure add -3!
      At the end of the day with no new stress or derangement a Will roll will erase -1 point of derangement.
      +1 Will if treated by a therapist with Psychology (Clinical) or Physician (Psychiatric) at 12+.
      A therapist can also roll their skill once per day to erase an additional -1 in Derangement.
      Important: If you go over the maximum Derangement, the points should start going to new disadvantages!
      You can keep the total in the row below.", + "attribute-stress-derangement-penalty-tooltip": "The Fright Check Penalty, which is (Stress + Derangement)/2, rounded down against the player. H141
      This penalty is automatically applied to the Fright Check attribute.
      The penalty (modified by Fearlessness) could also affect self-control rolls, skills that demand a steady hand, and HT rolls to resist minor ailments, etc.", + "attribute-stress-derangement-disadvantage-points-tooltip": "The amount of disadvantage points accrued due to derangement.
      At a certain point, these points should be converted to permanent mental disadvantages!" } \ No newline at end of file diff --git a/GURPS/translations/de.json b/GURPS/translations/de.json index 0769251ace..cf7a7c263b 100644 --- a/GURPS/translations/de.json +++ b/GURPS/translations/de.json @@ -1,5 +1,5 @@ { - "sheet-roll-modifier-option": "Roll Modifier Option", + "sheet-roll-modifier-option": "Roll Modifier Legacy", "sheet-roll-modifier-option-desc": "Select the modifier option to use when clicking a dice roll icon on the character sheet.", "sheet-chat-roll-display-option": "Chat Roll Display", "sheet-chat-roll-dislpay-option-desc": "Select how rolls are display in chat window. Private Skill Levels deprecated will default to private, since it doesn't work with rolltemplates.", @@ -39,7 +39,7 @@ "sheet-show-raw-defense-notes-desc": "If checked, show Rules as Written (RAW) for Active Defense success/fail notes.", "sheet-style-option": "Bogenstil", "sheet-style-desc": "Wähle einen visuellen Stil für den Charakterbogen aus.", - "roll-modifiers-heading": "Roll Modifiers", + "roll-modifiers-heading": "Roll Modifiers Toolbox", "total-roll-modifier-label": "Total Modifier", "shock-label": "Shock", "max-skill-9-label": "Max skill of 9", @@ -68,6 +68,8 @@ "aiming-bonus-tooltip": "Each turn after the initial aim, you get an additional bonus. See B364", "abbreviation-rate-of-fire-label": "FR", "rate-of-fire-tooltip": "Rate of Fire
      The maximum number of shots that can be fired in
      one turn (by a regular person).
      The minimum number of shots is 1.

      !: minimum RoF is 1/4 of the maximum, rounded up.
      mxn: fires the first number of shots, which each then
      split into the second number (eg. shotguns)
      Jet: shoots a continuous stream of fluid. See page 106.", + "shots-fired-label": "Fired", + "shots-fired-tooltip": "Shots Fired
      The number of shots fired in a single round. This should not exceed the RoF for the weapon.", "scope-label": "Scope", "scope-bonus-tooltip": "Each turn after the initial aim, you get an additional bonus up to the scope's bonus.
      Fixed scopes, aim at least as many turns as the scope's bonus.
      See B412", "vehicle-targeting-label": "Vehicle Targeting", @@ -171,10 +173,10 @@ "ranged-move-attack-label": "Move/Attack: -2 or Bulk", "ranged-move-attack-tooltip": "Attack with a ranged weapon while moving, aiming is not possible and you lose previous aiming. -2 to hit or bulk penalty, whichever is worse. Movement: normal, but -2 to avoid obstacles. Active Defense: Dodge or Block. See B365-366", "bulk-label": "Bulk", - "ranged-all-out-attack-determined-label": "All-Out Attack Determined: +1", - "ranged-all-out-attack-determined-tooltip": "Determined: Make a single attack at +1 to hit! Movement: half-move, forward only. Defense: None. See B365", - "ranged-all-out-attack-suppression-fire-label": "All-Out Attack Suppression Fire", - "ranged-all-out-attack-suppression-fire-tooltip": "Take entire turn to spray an area with automatic fire RoF 5+, see Suppression Fire B409! Movement: half-move, forward only. Defense: None. See B365", + "ranged-all-out-attack-determined-label": "All-Out Determined: +1", + "ranged-all-out-attack-determined-tooltip": "All-Out Attack Determined: Make a single attack at +1 to hit! Movement: half-move, forward only. Defense: None. See B365", + "ranged-all-out-attack-suppression-fire-label": "All-Out Suppression Fire", + "ranged-all-out-attack-suppression-fire-tooltip": "All-Out Attack Suppression Fire: Take entire turn to spray an area with automatic fire RoF 5+, see Suppression Fire B409! Movement: half-move, forward only. Defense: None. See B365", "other-actions-title": "Other Actions", "braced-label": "Braced: +1", "braced-tooltip": "If you haven't moved and aimed a turn, you may get the braced bonus.
      Firearm/crossbow must rest on a sandbag, low wall, car, etc.
      One-handed firearm is braced if using two hands.
      Two-handed is braced if you're prone and using a bipod. See B364.", @@ -204,9 +206,9 @@ "failed-control-roll-tooltip": "Vehicle/mount failed control last turn. Penalty equal to margin of failure. See B548", "over-under-mount-label": "Over/Under Mount: -6", "over-under-mount-tooltip": "If you're an exposed rider hanging from side of mount/vehicle, penalty to hit is -6 to shoot over or under the mount.", - "vehicle-dodged-label": "Vehicle Dodged Last Turn: -2", + "vehicle-dodged-label": "Vehicle Dodged: -2", "vehicle-dodged-tooltip": "Vehicle/mount dodged last turn and you're not the operator.", - "air-vehicle-dodged-label": "Air Vehicle Dodged Last Turn: -4", + "air-vehicle-dodged-label": "Air Vehicle Dodged: -4", "normal-defense-label": "Normal Defense", "normal-defense-tooltip": "Using a normal active defense.", "all-out-defense-increased-label": "All-Out Defense: +2", @@ -221,7 +223,7 @@ "defense-kneeling-label": "Kneeling/Sitting: -2", "defense-kneeling-tooltip": "If you're kneeling or sitting, -2 to defense. See B549", "attackers-action-title": "Attacker's Action", - "attack-from-behind-label": "Attack From Behind Peripheral: -2", + "attack-from-behind-label": "From Behind Peripheral: -2", "attack-from-behind-tooltip": "Normally, if attacked from behind, you have no defense. However, if you have Peripheral Vision you can defend at -2. See B391", "runaround-attack-label": "Runaround Attack: -2", "runaround-attack-tooltip": "Your foe starts in front of you and runs behind you and attacks from behind. You can defend at -2. See B391", @@ -234,7 +236,7 @@ "general-defense-bonus-tooltip": "A general defense bonus, such as the Supers Meta-trait (see Supers B34), force field, etc.", "retreating-dodge-label": "Retreating Dodge: +3", "retreating-dodge-tooltip": "Move away from attacker, at least one yard or up to your step. See B377", - "retreating-block-parry-label": "Retreating Block/Parry: +1", + "retreating-block-parry-label": "Retreat Block/Parry: +1", "retreating-block-parry-tooltip": "Retreating block or parry. Move away from attacker, at least one yard or up to your step. See B377", "retreating-parry-label": "Retreating Parry: +3", "retreating-parry-tooltip": "If using Boxing, Judo, Karate, or any fencing skill, you can get a +3 retreating bonus.
      Move away from attacker, at least one yard or up to your step. See B377", @@ -245,8 +247,8 @@ "acrobatic-dodge-failed-tooltip": "If you failed your acrobatic/aerobatic roll, you're at -2 to dodge. See B375", "dodge-drop-label": "Dodge & Drop: +3", "dodge-drop-tooltip": "Only against ranged attacks, drop to the ground and become prone.
      Any cover you get does not count against the initial attack.
      NOTE: Flying or Swimming is possible but only if a step would take you below concealing terrain. See B377", - "feverish-defense-label": "Feverish Defense (1 FP): +2", - "feverish-defense-tooltip": "Spend 1 FP to increase active defense by 2.", + "feverish-defense-label": "Feverish Def (1 FP): +2", + "feverish-defense-tooltip": "Feverish Defense. Spend 1 FP to increase active defense by 2.", "offhand-parry-label": "Off-Hand Parry: -2", "offhand-parry-tooltip": "Off-Hand weapon parry is at -2. See B549", "number-of-parries-label": "# of Parries", @@ -257,7 +259,7 @@ "defense-improvised-weapon-tooltip": "NOTE: Dungeon Fantasy: if parrying with an improvised weapon, apply a penalty. See DF Exploits-37", "situation-title": "Situation", "defense-laser-sight-tooltip": "If you can see the laser sight, you get +1 to Dodge. See B548", - "against-deceptive-attack-label": "Against Deceptive Attack", + "against-deceptive-attack-label": "VS Deceptive Attack", "against-deceptive-attack-tooltip": "You're at -1 to defense for every -2 the attacker took to their to hit modifier. See B369", "feint-attack-label": "Feint Attack", "feint-attack-tooltip": "You're at a penalty equal to the attacker's margin of victory. See B365", @@ -266,9 +268,9 @@ "hidden-weapon-label": "Hidden Weapon: -2", "defense-hidden-weapon-tooltip": "NOTE: From Dungeon Fantasy. If attacked by a hidden weapon, you're at -2 to your first defense. See DF Exploits-58", "defenders-equipment-label": "Defender's Equipment", - "parrying-knife-label": "Parrying with Knife/Dagger: -1", + "parrying-knife-label": "Parry with Knife/Dagger: -1", "parrying-knife-tooltip": "If parrying with a knife or dagger is -1. See B548
      Suggestion: Add the modifier to your defense skill instead of using checkbox.", - "parrying-kusari-label": "Parrying with Kusari/Whip: -2", + "parrying-kusari-label": "Parry with Kusari/Whip: -2", "parrying-kusari-tooltip": "If parrying with a kusari or whip is -2. See B548
      Suggestion: Add the modifier to your defense skill instead of using checkbox.", "unarmed-parry-label": "Unarmed Parry: -3", "unarmed-parry-tooltip": "Unarmed parry vesus a weapon is -3, unless it's a thrust or you are using Judo or Karate parry. See B548", @@ -285,7 +287,7 @@ "block-nunchaku-tooltip": "If blocking against a nunchaku, you're at -1 to defend. See B405.", "parry-thrown-weapon-label": "Parry thrown weapon: -1", "parry-thrown-weapon-tooltip": "Parry -1 against thrown weapon. See B549", - "parry-thrown-small-weapon-label": "Parry thrown small weapon: -2", + "parry-thrown-small-weapon-label": "Parry thrown sm weapon: -2", "parry-thrown-small-weapon-tooltip": "If the weapon is 1 pound or less, parry is -2. See B549", "trident-dodge-label": "Trident: -1 Dodge", "trident-dodge-tooltip": "NOTE: From Dungeon Fantasy. -1 to dodge a trident. See DF Exploits-97", @@ -437,7 +439,7 @@ "attribute-will": "Willen", "attribute-will-tooltip": "\nWillpower
      \nBased on Intelligence
      \n5pts/level
      \nUnmodified: \n\t\t\t\t\t\t\t", "attribute-fright": "Fright", - "attribute-fright-tooltip": "Fright Check (B360)
      Based on Willpower
      2pts/level
      Unmodified:
      See extensive list of Modifiers B360 & GURPS Horror p139-142.
      If manually creating and/or maintaining this sheet, Combat Reflexes adds +2 to Fright (Enter as a MOD with a value of 2)", + "attribute-fright-tooltip": "Fright Check (B360)
      Based on Willpower
      2pts/level
      Unmodified:
      Combat Reflexes Modifier:
      Stress and Derangement Modifier:

      See extensive list of Modifiers B360 & GURPS Horror p139-142.
      If manually creating and/or maintaining this sheet, Combat Reflexes adds +2 to Fright (Enter as a MOD with a value of 2)", "abbreviation-threshold": "Thresh", "attribute-fright-check-threshold-tooltip": "\nFright Check Threshold - Uses Rule of 14 (B360). By default this value is 13.
      \nThis means that a roll of 14 or more is automatically a failure.
      \nThis Threshold can be modifier by the Perks of Brave (Dungeon Fantasy 11, p11) or Rule of 15
      \n(Power Ups 2, p13).
      \nWill and/or Fright plus bonuses (like Fearlessness or Combat Reflexes) must total 14+ for this
      \nto be useful, of course!
      \nNote: A Fright Check can be used for Awe and Confusion. (Powers p84 under Terror) and the Awe and
      \nConfusion Check Table for failures. (Powers p85).\n\t\t\t\t\t\t\t", "fright-check-label": "Fright Check", @@ -456,7 +458,7 @@ "abbreviation-enhanced": "Enhncd", "attribute-enhanced-ground-move-tooltip": "Enhanced ground move.
      10pts per half level. Can use up|down arrow keys
      Level: ", "attribute-dodge": "Ausweichen", - "attribute-dodge-tooltip": "Dodge - Based on Basic Speed - Unmodified:
      Note: The Dodge score, under Encumbrance and Current, automatically adjusts for Enumbrance and for HP and/or FP loss below 1/3. (B419, B426)", + "attribute-dodge-tooltip": "Dodge - Based on Basic Speed - Unmodified:
      Combat Reflexes Modifier:
      Note: The Dodge score, under Encumbrance and Current, automatically adjusts for Enumbrance and for HP and/or FP loss below 1/3. (B419, B426)", "abbreviation-lifting-strength": "Lift ST", "attribute-lifting-strength-tooltip": "Lifting Strength (B65)
      Based on Strength pts/level
      Unmodified: ", "attribute-lift": "Lift", @@ -605,23 +607,31 @@ "spent-label": "Ausgegeben", "unspent-label": "Verfügbar", "gca-format-label": "GCA4 Format", - "gca-format-tooltip": "GURPS Character Assistant (GCA4) Format
      To change to GCS or Detailed go to options tab
      and change the radio button for Point Summary Layout", + "gca-format-tooltip": "GURPS Character Assistant 4 (GCA4) Format
      To change to GCA5, GCS or Detailed go to options tab
      and change the radio button for Point Summary Layout", + "gca5-format-label": "GCA5 Format", + "gca5-format-tooltip": "GURPS Character Assistant 5 (GCA5) Format
      To change to GCA4, GCS or Detailed go to options tab
      and change the radio button for Point Summary Layout", "gcs-format-label": "GCS Format", - "gcs-format-format-tooltip": "GURPS Character Sheet (GCS) format
      To change to GCA4 or Detailed go to options tab
      and change the radio button for Point Summary Layout", + "gcs-format-format-tooltip": "GURPS Character Sheet (GCS) format
      To change to GCA5, GCA4 or Detailed go to options tab
      and change the radio button for Point Summary Layout", "detailed-format-label": "Detailed Format", - "detailed-format-tooltip": "To change to GCA4 or GCS go to options tab
      and change the radio button for Point Summary Layout", + "detailed-format-tooltip": "To change to GCA5, GCA4 or GCS go to options tab
      and change the radio button for Point Summary Layout", "race-label": "Rasse", "race-point-summary-tooltip": "CP-Summe der Rassenmerkmale.", - "points-summary-for-attributes-tooltip": "\nPoint Summary for:
      \nST, DX, IQ, HT,
      \nHP, FP, Energy Reserve One, Two, and Three,
      \nPer, Vision, Hearing, Smell, Touch,
      \nWill, Fright, Unconsciousness, Death,
      \nSpeed, Move, Lift ST, Striking ST,
      \nFlying, Air Move, Enhanced Air Move, Super Jump\n\t\t\t\t\t\t\t", + "points-summary-for-attributes-tooltip": "Point Summary for the following attributes with positive values:
      ST, DX, IQ, HT,
      HP, FP, Energy Reserve One, Two, and Three,
      Per, Vision, Hearing, Smell, Touch,
      Will, Fright, Unconsciousness, Death,
      Speed, Move, Lift ST, Striking ST,
      Flying, Air Move, Enhanced Air Move, Super Jump", + "abbreviation-languages-label": "Lang.", + "point-summary-for-languages-tooltip": "Languages Point Summary", "abbreviation-advantages-label": "Vort.", - "gca-point-summary-for-advantages-tooltip": "CP-Summe für:
      Sprachen, Techlevel, kulturelle Gemeinsamkeiten,
      Vorteile und Rassenmerkmale.", - "gcs-point-summary-for-advantages-tooltip": "CP-Summe für:
      Sprachen, Techlevel, kulturelle Gemeinsamkeiten,
      Vorteile und Marotten", - "detailed-point-summary-for-advantages-tooltip": "CP-Summe für:
      Sprachen, Techlevel, kulturelle Gemeinsamkeiten
      und Vorteile.", + "gca-point-summary-for-advantages-tooltip": "Point Summary for the following traits with positive values:
      Languages, Tech Level, Cultural Familiarities,
      Advantages, and Racial traits.", + "gca5-point-summary-for-advantages-tooltip": "Point Summary for the following traits with positive values:
      Tech Level, Advantages, and Racial traits.", + "gcs-point-summary-for-advantages-tooltip": "Point Summary for the following traits with positive values:
      Languages, Tech Level, Cultural Familiarities,
      Advantages, and Perks.", + "detailed-point-summary-for-advantages-tooltip": "Point Summary for the following traits with positive values:
      Languages, Tech Level, Cultural Familiarities,
      and Advantages.", "perks-label": "Vorteile", "abbreviation-disadvantages-label": "Nacht.", - "point-summary-for-disadvantages-tooltip": "CP-Summe der Nachteile", + "point-summary-for-disadvantages-tooltip": "Point Summary for Disadvantages and racial templates with a negative value, including attributes with negative values, negative language value, and negative tech level value.", + "point-summary-for-disadvantages-no-language-tooltip": "Point Summary for Disadvantages and racial templates with a negative value, including attributes with negative values, and negative tech level value.
      Language points with a negative value are NOT included.", + "point-summary-for-disadvantages-no-racial-cost-tooltip": "Point Summary for Disadvantages, including attributes with negative values, negative language value, and negative tech level value.
      Racial templates with a negative value are NOT included.", "quirks-label": "Marotten", "skills-label": "Fertigkeiten", + "skill-roll-modifier-tooltip": "You can use the Roll Modifiers Toolbar or the Roll Modifiers Toolbox to modifier the effective skill.", "abbreviation-techniques-label": "Tech.", "point-summary-techniques-tooltip": "Techniques", "abbreviation-techniques-revised-label": "Tech. (r)", @@ -642,6 +652,7 @@ "technology-level-tooltip": "Techlevel-Modifikatoren (B168), Techlevel (B511-514)", "campaign-technology-level-label": "Kampagnen-Techlevel", "your-technology-level-label": "Dein Techlevel", + "abbreviation-cultural-familiarity": "Culture", "cultural-familiarities-label": "Cultural Familiarities", "cultural-familiarities-tooltip": "When dealing with an unfamiliar culture, you may suffer -3 to a skill roll that has a cultural component, such as Carousing, Detect Lies. (B23).", "cultural-point-cost": "Native culture cost is 0. Otherwise, cost is 1 or 2 (Consult with GM). (B23)", @@ -709,15 +720,17 @@ "background-history-label": "Hintergrundgeschichte & Anmerkungen", "training-label": "Training", "training-tooltip": "\nTraining rules can be found at ‘Improvement
      \nThrough Study’ B292.
      \nAdvanced rules can be found in Social
      \nEngineering: Back to School.\n\t\t\t\t\t\t\t", - "activate-custom-roll-modifier-tooltip": "To turn on the custom modifiers and button to open the Roll Modifier dialog box goto the Sheet Options tab and check off the tools you would like to user under Skill Modifier Tools section.", "abbreviation-technology-level-label": "TL", "skill-level-label": "Stufe", "abbreviation-attribute-label": "Attr", + "skill-attribute-tooltip": "If the 10 was selected, it will be highlighted red. This could have happened during the import if the skill has an attribute not identified by the system. Check the attribute on your chosen Character Creation App to see if the attribute exists on Roll20.", "abbreviation-difficulty-label": "Diff", "skill-difficulty-tooltip": "Difficulty of Skill
      WC = Wildcard Skill. (B175)", "skill-modifier-tooltip": "\nModifier applied to skill level.
      \nCan be a positive or a negative number.
      \nExamples include a bonus from a Talent,
      \ndefault from another Skill or Technique,
      \na piece of equipment, or a Perk.\n\t\t\t\t\t\t\t", "modifier-label": "Modifier:$[[3]] ", - "modifier-dialog-tooltip": "Enter a modifier to apply to any rolls on the this table.
      Use the pencil/paper icon to select modifiers.
      NOTE: Changing the modifier or check status of Max skill of 9 will clear modifiers used by dialog box.", + "modifier-dialog-tooltip": "Enter a custom modifier and optional reason to apply to any rolls on the this table.
      Suggestion: Use this modifier instead of the popup window when clicking the roll button.
      You will see the modifier in the chat window. You could even turn off the Modifier Popup by going to
      Options -> Skill Modifier Options and select No Modifier Prompt.", + "final-modifier-label": "Final Modifier", + "final-modifier-dialog-tooltip": "The final modifier that will be applied to the effective skill level.", "select-skill-modifiers-button": "Select Skill Modifiers", "apply-encumbrance-tooltip": "Apply encumbrance penalty.", "link-to-label": "Link To", @@ -756,6 +769,7 @@ "abbreviation-maximum-label": "Max", "cost-label": "Cost", "techniques-revised-label": "Techniques (Revised)", + "techniques-roll-modifier-tooltip": "You can use the Roll Modifiers Toolbar or the Roll Modifiers Toolbox to modifier the effective skill.", "base-level-label": "Basis", "base-skill-level-tooltip": "\nBase skill level of technique, usually
      \nbased on Parent Skill.
      \nsee Techniques B229\n\t\t\t\t\t\t\t", "abbreviation-default-label": "DFLT", @@ -810,7 +824,8 @@ "layer-4-label": "Layer 4", "armor-layor4-tooltip": "Layer 4 (Outer most) is also good for force shields, magic DR, etc.", "summary-label": "Zusammenfassung", - "armor-summary-tooltip": "This sums up each layer, from layer 1 (inner) to layer 4 (outer).
      * = flexible armor.
      Alert: Only one layer per row may have split armor.", + "roll-modifier-summary-label": "Modifier Summary", + "armor-summary-tooltip": "This sums up each layer, from layer 1 (inner) to layer 4 (outer).
      * = flexible armor.
      Alert: Only one layer per row may have split armor.
      Warning: If you enter your own content, it will be overwritten if you change values for any of the layers.", "abbreviation-defense-bonus-label": "DB", "defense-bonus-tooltip": "Apply the defense bonus of a shield, cloak, spell (B252), or Meta-trait (Supers34). See B374
      Shield/Cloak: Used against attacks from front or from your shield side. Can't be used against firearms unless you're using the Damage to Shields option.
      Shield Spell: Protects from frontal attacks and is cumulative with a normal shield.", "abbreviation-damage-label": "SCH.", @@ -829,6 +844,7 @@ "damage-resistance-tooltip": "\nLow-Tech #/# usually means All Attack Types / Except
      \nthis specific Type of attack.
      \nExample: Enter as 3/2cr* means DR3 vs all attacks
      \nexcept cr which uses DR2. * means it is Flexible
      \narmor (B379).
      \nHigh-Tech and Ultra-Tech #/# usually mean against
      \nthese Type Attacks / All other Attack Types.
      \nExample: Enter as 5imp, cr /2 means DR5 vs imp and
      \ncr type of attacks and DR2 against all other types
      \nof attacks.\n\t\t\t\t\t\t\t", "user-created-label": "User Created", "active-defenses-label": "Active Defenses", + "active-defense-roll-modifier-tooltip": "You can use the Roll Modifiers Tollbar or the Roll Modifiers Toolbox to modifier the effective skill.", "rules-as-written-label": "Rules As Written", "active-defense-type-tooltip": "\nChanging the Type will also update success/fail notes
      \nfor that active defense.
      \nParry, Block, and Block have default notes that can be
      \nchanged on the options page.
      \nNOTE Changing the Type will clear any previous notes
      \nyou entered.\n\t\t\t\t\t\t\t", "abbreviation-information-label": "Info", @@ -891,6 +907,7 @@ "select-token-tooltip": "If on, you must select your character token before clicking the Roll button. The token name will show in the roll results.
      Note This option is most useful when writing your own Roll20 API code.", "target-token-tooltip": "Click the button to turn on target a token before the skill roll.
      The token name will appear in the results.", "melee-attacks-label": "Melee Attacks", + "melee-roll-modifier-tooltip": "You can use the Roll Modifiers Toolbar or the Roll Modifiers Toolbox to modifier the effective skill.", "attacks-label": "Attacks", "targets-label": "Targets", "melee-attack-damage-tooltip": "For an Armor Divisor: A number in parenthesis after
      the damage - eg. (2) - is an armor divisor.
      Enter this number in the Damage Notes as AD(#) or as
      Armor Divisor(#).
      ex: indicates the attack causes an explosion.
      See B269. Enter in the Damage Notes
      Macros You can also use @{thrust} and @{swing} for Melee Damage value, which is based on the values entered on the General page. You can even add additional modifiers such as @{thrust}+3.", @@ -936,6 +953,7 @@ "ranged-fail-notes-tooltip": "Any standard notes entered here will appear in the Roll Template in chat.
      Hint: Enter inline rolls for additional results.
      Example: Does an additional [[1d6]] fire damage.", "ranged-critical-fail-notes-tooltip": "Any standard notes entered here will appear in the Roll Template in chat.
      Hint: Enter inline rolls for additional results.
      Example: Does an additional [[1d6]] fire damage.", "ranged-attacks-label": "Ranged Attacks", + "ranged-attack-tooltip": "Please use either the Range Calculator or the Roll Modifiers dialog tool to enter at least the range of the attack.", "ranged-damage-tooltip": "For an Armor Divisor: A number in parenthesis after
      the damage - eg. (2) - is an armor divisor.
      Enter this number in the Damage Notes as AD(#) or as
      Armor Divisor(#).
      ex: indicates the attack causes an explosion.
      [#d]: indicates the attack causes fragmentation.
      See B269. Enter in the Damage Notes.
      Macros You can also use @{thrust} and @{swing} for Ranged Damage value, which is based on the values entered on the General page. You can even add additional modifiers such as @{thrust}+3.", "abbreviation-range-label": "Rw.", "range-tooltip": "Range. See B269.", @@ -1013,6 +1031,7 @@ "falling-label": "Falling", "hard-label": "Hard", "hard-object-tooltip": "If hitting a hard object (clay, concrete, soil, sand, etc.), check the box to double the effective Hit Points of the falling object or the object that caused the collision. B431", + "falling-damage-type-tooltip": "Normal objects are crushing. If bullet-shaped, sharp, or spiked select appropriate damage type, but damage is halved. B430", "collision-label": "Collision", "demolition-label": "Demolition", "select-label": "Wähle", @@ -1054,15 +1073,16 @@ "magery-power-investiture-bonus-label": "Magery/PI/Bonus Level:", "cencentration-penalty-label": "Concentration Penalty", "spell-label": "Zauber", + "spell-roll-modifier-tooltip": "You can use the Roll Modifiers Toolbar or the Roll Modifiers Toolbox to modifier the effective skill.", "spell-skill-level-tooltip": "\n\t\t\t\t\t\t\t\tSkill level with spell\n\t\t\t\t\t\t\t", - "spell-difficulty-tooltip": "Difficulty", + "spell-difficulty-tooltip": "Difficulty Level.
      Note: T/H stands for Technique/Hard, which is used by ritual magic spells.
      Suggestion: If using T/H set the points to zero, use mod to get the correct spell level,
      then place the actual spell on the Techniques table.", "spell-skill-level-modifier-tooltip": "\n\t\t\t\t\t\t\t\tModifier applied to skill level.
      \n\t\t\t\t\t\t\t\tCan be a positive or a negative number.
      \n\t\t\t\t\t\t\t\tExamples include a bonus from a Talent,
      \n\t\t\t\t\t\t\t\tdefault from another Skill or Technique,
      \n\t\t\t\t\t\t\t\ta piece of equipment, or a Perk.\n\t\t\t\t\t\t\t", "points-tooltip": "Punkte", "spell-is-on-tooltip": "Enter a 1 or more to mark the spell as ON
      skill penalty for each spell that is ON.
      See B238 or M10.
      Click one at a time, wait until each penalty is applied before clicking the next one.", "abbreviation-concentration-label": "CT", "spell-concentration-tooltip": "Enter a 1 or more to mark the spell as under Concentration.
      skill penalty for each spell.
      See B238 or M10.
      Click one at a time, wait until each penalty is applied before clicking the next one.", "abbreviation-resisted-by-label": "RESIST", - "spell-resisted-by-tooltip": "\n\t\t\t\t\t\t\t\tResisted By\n\t\t\t\t\t\t\t", + "spell-resisted-by-tooltip": "On a regular success, your spell must defeat the subject's resistance to work, a critical success automatically wins. See B241/M13 and the Rule of 16, B349.", "duration-label": "Dauer", "spell-duration-tooltip": "Dauer des Zaubers", "spell-energy-cost-tooltip": "\n\t\t\t\t\t\t\t\tEnergy cost for casting the spell.\n\t\t\t\t\t\t\t", @@ -1122,8 +1142,10 @@ "show-revised-label": "Show Revised", "show-revised-tooltip": "Show the revised techniques table.", "point-summary-layout-label": "CP-Summen-Layout", + "abbreviation-gurps-character-assistant5-label": "GCA5", "abbreviation-gurps-character-assistant-label": "GCA4", - "gurps-character-assistant-tooltip": "GURPS Character Assistant.", + "gurps-character-assistant-tooltip": "GURPS Character Assistant 4.", + "gurps-character-assistant5-tooltip": "GURPS Character Assistant 5.", "abbreviation-gurps-character-sheet-label": "GCS", "gurps-character-sheet-tooltip": "GURPS-Charakterbogen.", "detailed-label": "Detailed", @@ -1162,7 +1184,8 @@ "sheet-style-purple-option": "Purple", "sheet-style-fabric-option": "Fabric", "sheet-style-classic-white-option": "Classic White", - "falling-collision-damage-notes-label": "Falling & Collision Damage Notes B430-431", + "falling-damage-notes-label": "Falling Damage Notes B430-431", + "collision-damage-notes-label": "Collision Damage Notes B430-431", "demolition-damage-notes-label": "Demolition Damage Notes", "fragmentation-skill-notes-label": "Fragmentation Skill Notes", "fragmentation-damage-notes-label": "Fragmentation Damage Notes", @@ -1199,6 +1222,7 @@ "target-label": "Ziel", "rolltemplate-warning-less-than-three-description": "WARNING: You may not attempt a success roll if your effective skill (Target) is less than 3. (See B345)", "rolltemplate-tool-modifiers-label": "Tool Modifiers", + "defense-modifiers-label": "Predefined Defense Modifiers", "maneuver-label": "Maneuver", "all-out-attack-label": "All-Out Attack", "alert-label": "Alert", @@ -1225,5 +1249,17 @@ "traits-default-critical-success-notes": "When you roll a critical success, the GM determines what happens to you. It is always something good! The lower the roll, the better **bonus** they give you. (B347)", "traits-default-critical-failure-notes": "When you roll a critical failure, the GM determines what happens to you. It is always something bad - the higher the roll, the worse the result. (B348)", "reference-abbreviation-label": "Reference", - "reference-label-tooltip": "Book abbreviation and page reference." + "reference-label-tooltip": "Book abbreviation and page reference.", + "modifier-abbreviation-label": "Mod", + "language-cost-modifier-tooltip": "Use this input box to modifier the number of Character Points for the selected language option.", + "language-talent-label": "Language Talent", + "language-talent-tooltip": "If checked, you can learn languages at the next-highest level, if you spend 2 points on a langauge, instead of broken, you know the language at Accented level. This changes the available options in the drop-down and related costs. See B65.", + "tips-label": "Tips", + "import-tips-description": "

      After importing, compare your Roll20 sheet to GCA5 character sheet.

      Roll20 doesn't support parent/child relationship, repeating tables will be imported alphabetically.

      For GCA Roll20 Exporter Tool Version 1.0.1.9 or later, Rital Magic Spells will be added to the Grimoire with difficult set to T/H and points set to 0. The spell will also be added to the Techniques table with the actual character point cost.

      GCA5 Export to Roll20. Update 1.0.1.10. Fixes bug so item inventory uses base cost and weight instead of total cost and weight.

      ", + "attribute-stress": "Stress", + "attribute-stress-tooltip": "Stress level from GURPS Fourth Edition Edition.pdf page 141-142.
      On failed fright check, add -1 to Stress, on Critical Failure add -3!
      GM could add Stress for other reasons besides failed fright checks.
      Stress can be recovered by one for every ten minutes spent in mental relaxation.
      GM may rule that certain indulgences can erase an extra point of Stress.
      Important: If you go over the maximum stress level, apply the Stress to Derangement!", + "abbreviation-derangement": "Derange", + "attribute-derangement-tooltip": "Derangement level represents long lasting mental harm described in GURPS Fourth Edition Edition.pdf page 141-142.
      When failing a Sanity-Blasting Fright Check, add -1 to Derangement, on Critical Failure add -3!
      At the end of the day with no new stress or derangement a Will roll will erase -1 point of derangement.
      +1 Will if treated by a therapist with Psychology (Clinical) or Physician (Psychiatric) at 12+.
      A therapist can also roll their skill once per day to erase an additional -1 in Derangement.
      Important: If you go over the maximum Derangement, the points should start going to new disadvantages!
      You can keep the total in the row below.", + "attribute-stress-derangement-penalty-tooltip": "The Fright Check Penalty, which is (Stress + Derangement)/2, rounded down against the player. H141
      This penalty is automatically applied to the Fright Check attribute.
      The penalty (modified by Fearlessness) could also affect self-control rolls, skills that demand a steady hand, and HT rolls to resist minor ailments, etc.", + "attribute-stress-derangement-disadvantage-points-tooltip": "The amount of disadvantage points accrued due to derangement.
      At a certain point, these points should be converted to permanent mental disadvantages!" } \ No newline at end of file diff --git a/GURPS/translations/el.json b/GURPS/translations/el.json index ad8040f67d..fae55f923f 100644 --- a/GURPS/translations/el.json +++ b/GURPS/translations/el.json @@ -1,5 +1,5 @@ { - "sheet-roll-modifier-option": "Roll Modifier Option", + "sheet-roll-modifier-option": "Roll Modifier Legacy", "sheet-roll-modifier-option-desc": "Select the modifier option to use when clicking a dice roll icon on the character sheet.", "sheet-chat-roll-display-option": "Chat Roll Display", "sheet-chat-roll-dislpay-option-desc": "Select how rolls are display in chat window. Private Skill Levels deprecated will default to private, since it doesn't work with rolltemplates.", @@ -39,7 +39,7 @@ "sheet-show-raw-defense-notes-desc": "If checked, show Rules as Written (RAW) for Active Defense success/fail notes.", "sheet-style-option": "Sheet Style", "sheet-style-desc": "Select a visual style for the character sheet.", - "roll-modifiers-heading": "Roll Modifiers", + "roll-modifiers-heading": "Roll Modifiers Toolbox", "total-roll-modifier-label": "Total Modifier", "shock-label": "Shock", "max-skill-9-label": "Max skill of 9", @@ -68,6 +68,8 @@ "aiming-bonus-tooltip": "Each turn after the initial aim, you get an additional bonus. See B364", "abbreviation-rate-of-fire-label": "RoF", "rate-of-fire-tooltip": "Rate of Fire
      The maximum number of shots that can be fired in
      one turn (by a regular person).
      The minimum number of shots is 1.

      !: minimum RoF is 1/4 of the maximum, rounded up.
      mxn: fires the first number of shots, which each then
      split into the second number (eg. shotguns)
      Jet: shoots a continuous stream of fluid. See page 106.", + "shots-fired-label": "Fired", + "shots-fired-tooltip": "Shots Fired
      The number of shots fired in a single round. This should not exceed the RoF for the weapon.", "scope-label": "Scope", "scope-bonus-tooltip": "Each turn after the initial aim, you get an additional bonus up to the scope's bonus.
      Fixed scopes, aim at least as many turns as the scope's bonus.
      See B412", "vehicle-targeting-label": "Vehicle Targeting", @@ -171,10 +173,10 @@ "ranged-move-attack-label": "Move/Attack: -2 or Bulk", "ranged-move-attack-tooltip": "Attack with a ranged weapon while moving, aiming is not possible and you lose previous aiming. -2 to hit or bulk penalty, whichever is worse. Movement: normal, but -2 to avoid obstacles. Active Defense: Dodge or Block. See B365-366", "bulk-label": "Bulk", - "ranged-all-out-attack-determined-label": "All-Out Attack Determined: +1", - "ranged-all-out-attack-determined-tooltip": "Determined: Make a single attack at +1 to hit! Movement: half-move, forward only. Defense: None. See B365", - "ranged-all-out-attack-suppression-fire-label": "All-Out Attack Suppression Fire", - "ranged-all-out-attack-suppression-fire-tooltip": "Take entire turn to spray an area with automatic fire RoF 5+, see Suppression Fire B409! Movement: half-move, forward only. Defense: None. See B365", + "ranged-all-out-attack-determined-label": "All-Out Determined: +1", + "ranged-all-out-attack-determined-tooltip": "All-Out Attack Determined: Make a single attack at +1 to hit! Movement: half-move, forward only. Defense: None. See B365", + "ranged-all-out-attack-suppression-fire-label": "All-Out Suppression Fire", + "ranged-all-out-attack-suppression-fire-tooltip": "All-Out Attack Suppression Fire: Take entire turn to spray an area with automatic fire RoF 5+, see Suppression Fire B409! Movement: half-move, forward only. Defense: None. See B365", "other-actions-title": "Other Actions", "braced-label": "Braced: +1", "braced-tooltip": "If you haven't moved and aimed a turn, you may get the braced bonus.
      Firearm/crossbow must rest on a sandbag, low wall, car, etc.
      One-handed firearm is braced if using two hands.
      Two-handed is braced if you're prone and using a bipod. See B364.", @@ -204,9 +206,9 @@ "failed-control-roll-tooltip": "Vehicle/mount failed control last turn. Penalty equal to margin of failure. See B548", "over-under-mount-label": "Over/Under Mount: -6", "over-under-mount-tooltip": "If you're an exposed rider hanging from side of mount/vehicle, penalty to hit is -6 to shoot over or under the mount.", - "vehicle-dodged-label": "Vehicle Dodged Last Turn: -2", + "vehicle-dodged-label": "Vehicle Dodged: -2", "vehicle-dodged-tooltip": "Vehicle/mount dodged last turn and you're not the operator.", - "air-vehicle-dodged-label": "Air Vehicle Dodged Last Turn: -4", + "air-vehicle-dodged-label": "Air Vehicle Dodged: -4", "normal-defense-label": "Normal Defense", "normal-defense-tooltip": "Using a normal active defense.", "all-out-defense-increased-label": "All-Out Defense: +2", @@ -221,7 +223,7 @@ "defense-kneeling-label": "Kneeling/Sitting: -2", "defense-kneeling-tooltip": "If you're kneeling or sitting, -2 to defense. See B549", "attackers-action-title": "Attacker's Action", - "attack-from-behind-label": "Attack From Behind Peripheral: -2", + "attack-from-behind-label": "From Behind Peripheral: -2", "attack-from-behind-tooltip": "Normally, if attacked from behind, you have no defense. However, if you have Peripheral Vision you can defend at -2. See B391", "runaround-attack-label": "Runaround Attack: -2", "runaround-attack-tooltip": "Your foe starts in front of you and runs behind you and attacks from behind. You can defend at -2. See B391", @@ -234,7 +236,7 @@ "general-defense-bonus-tooltip": "A general defense bonus, such as the Supers Meta-trait (see Supers B34), force field, etc.", "retreating-dodge-label": "Retreating Dodge: +3", "retreating-dodge-tooltip": "Move away from attacker, at least one yard or up to your step. See B377", - "retreating-block-parry-label": "Retreating Block/Parry: +1", + "retreating-block-parry-label": "Retreat Block/Parry: +1", "retreating-block-parry-tooltip": "Retreating block or parry. Move away from attacker, at least one yard or up to your step. See B377", "retreating-parry-label": "Retreating Parry: +3", "retreating-parry-tooltip": "If using Boxing, Judo, Karate, or any fencing skill, you can get a +3 retreating bonus.
      Move away from attacker, at least one yard or up to your step. See B377", @@ -245,8 +247,8 @@ "acrobatic-dodge-failed-tooltip": "If you failed your acrobatic/aerobatic roll, you're at -2 to dodge. See B375", "dodge-drop-label": "Dodge & Drop: +3", "dodge-drop-tooltip": "Only against ranged attacks, drop to the ground and become prone.
      Any cover you get does not count against the initial attack.
      NOTE: Flying or Swimming is possible but only if a step would take you below concealing terrain. See B377", - "feverish-defense-label": "Feverish Defense (1 FP): +2", - "feverish-defense-tooltip": "Spend 1 FP to increase active defense by 2.", + "feverish-defense-label": "Feverish Def (1 FP): +2", + "feverish-defense-tooltip": "Feverish Defense. Spend 1 FP to increase active defense by 2.", "offhand-parry-label": "Off-Hand Parry: -2", "offhand-parry-tooltip": "Off-Hand weapon parry is at -2. See B549", "number-of-parries-label": "# of Parries", @@ -257,7 +259,7 @@ "defense-improvised-weapon-tooltip": "NOTE: Dungeon Fantasy: if parrying with an improvised weapon, apply a penalty. See DF Exploits-37", "situation-title": "Situation", "defense-laser-sight-tooltip": "If you can see the laser sight, you get +1 to Dodge. See B548", - "against-deceptive-attack-label": "Against Deceptive Attack", + "against-deceptive-attack-label": "VS Deceptive Attack", "against-deceptive-attack-tooltip": "You're at -1 to defense for every -2 the attacker took to their to hit modifier. See B369", "feint-attack-label": "Feint Attack", "feint-attack-tooltip": "You're at a penalty equal to the attacker's margin of victory. See B365", @@ -266,9 +268,9 @@ "hidden-weapon-label": "Hidden Weapon: -2", "defense-hidden-weapon-tooltip": "NOTE: From Dungeon Fantasy. If attacked by a hidden weapon, you're at -2 to your first defense. See DF Exploits-58", "defenders-equipment-label": "Defender's Equipment", - "parrying-knife-label": "Parrying with Knife/Dagger: -1", + "parrying-knife-label": "Parry with Knife/Dagger: -1", "parrying-knife-tooltip": "If parrying with a knife or dagger is -1. See B548
      Suggestion: Add the modifier to your defense skill instead of using checkbox.", - "parrying-kusari-label": "Parrying with Kusari/Whip: -2", + "parrying-kusari-label": "Parry with Kusari/Whip: -2", "parrying-kusari-tooltip": "If parrying with a kusari or whip is -2. See B548
      Suggestion: Add the modifier to your defense skill instead of using checkbox.", "unarmed-parry-label": "Unarmed Parry: -3", "unarmed-parry-tooltip": "Unarmed parry vesus a weapon is -3, unless it's a thrust or you are using Judo or Karate parry. See B548", @@ -285,7 +287,7 @@ "block-nunchaku-tooltip": "If blocking against a nunchaku, you're at -1 to defend. See B405.", "parry-thrown-weapon-label": "Parry thrown weapon: -1", "parry-thrown-weapon-tooltip": "Parry -1 against thrown weapon. See B549", - "parry-thrown-small-weapon-label": "Parry thrown small weapon: -2", + "parry-thrown-small-weapon-label": "Parry thrown sm weapon: -2", "parry-thrown-small-weapon-tooltip": "If the weapon is 1 pound or less, parry is -2. See B549", "trident-dodge-label": "Trident: -1 Dodge", "trident-dodge-tooltip": "NOTE: From Dungeon Fantasy. -1 to dodge a trident. See DF Exploits-97", @@ -437,7 +439,7 @@ "attribute-will": "Will", "attribute-will-tooltip": "\nWillpower
      \nBased on Intelligence
      \n5pts/level
      \nUnmodified: \n\t\t\t\t\t\t\t", "attribute-fright": "Fright", - "attribute-fright-tooltip": "Fright Check (B360)
      Based on Willpower
      2pts/level
      Unmodified:
      See extensive list of Modifiers B360 & GURPS Horror p139-142.
      If manually creating and/or maintaining this sheet, Combat Reflexes adds +2 to Fright (Enter as a MOD with a value of 2)", + "attribute-fright-tooltip": "Fright Check (B360)
      Based on Willpower
      2pts/level
      Unmodified:
      Combat Reflexes Modifier:
      Stress and Derangement Modifier:

      See extensive list of Modifiers B360 & GURPS Horror p139-142.
      If manually creating and/or maintaining this sheet, Combat Reflexes adds +2 to Fright (Enter as a MOD with a value of 2)", "abbreviation-threshold": "Thresh", "attribute-fright-check-threshold-tooltip": "\nFright Check Threshold - Uses Rule of 14 (B360). By default this value is 13.
      \nThis means that a roll of 14 or more is automatically a failure.
      \nThis Threshold can be modifier by the Perks of Brave (Dungeon Fantasy 11, p11) or Rule of 15
      \n(Power Ups 2, p13).
      \nWill and/or Fright plus bonuses (like Fearlessness or Combat Reflexes) must total 14+ for this
      \nto be useful, of course!
      \nNote: A Fright Check can be used for Awe and Confusion. (Powers p84 under Terror) and the Awe and
      \nConfusion Check Table for failures. (Powers p85).\n\t\t\t\t\t\t\t", "fright-check-label": "Fright Check", @@ -456,7 +458,7 @@ "abbreviation-enhanced": "Enhncd", "attribute-enhanced-ground-move-tooltip": "Enhanced ground move.
      10pts per half level. Can use up|down arrow keys
      Level: ", "attribute-dodge": "Dodge", - "attribute-dodge-tooltip": "Dodge - Based on Basic Speed - Unmodified:
      Note: The Dodge score, under Encumbrance and Current, automatically adjusts for Enumbrance and for HP and/or FP loss below 1/3. (B419, B426)", + "attribute-dodge-tooltip": "Dodge - Based on Basic Speed - Unmodified:
      Combat Reflexes Modifier:
      Note: The Dodge score, under Encumbrance and Current, automatically adjusts for Enumbrance and for HP and/or FP loss below 1/3. (B419, B426)", "abbreviation-lifting-strength": "Lift ST", "attribute-lifting-strength-tooltip": "Lifting Strength (B65)
      Based on Strength pts/level
      Unmodified: ", "attribute-lift": "Lift", @@ -605,23 +607,31 @@ "spent-label": "Spent", "unspent-label": "Unspent", "gca-format-label": "GCA4 Format", - "gca-format-tooltip": "GURPS Character Assistant (GCA4) Format
      To change to GCS or Detailed go to options tab
      and change the radio button for Point Summary Layout", + "gca-format-tooltip": "GURPS Character Assistant 4 (GCA4) Format
      To change to GCA5, GCS or Detailed go to options tab
      and change the radio button for Point Summary Layout", + "gca5-format-label": "GCA5 Format", + "gca5-format-tooltip": "GURPS Character Assistant 5 (GCA5) Format
      To change to GCA4, GCS or Detailed go to options tab
      and change the radio button for Point Summary Layout", "gcs-format-label": "GCS Format", - "gcs-format-format-tooltip": "GURPS Character Sheet (GCS) format
      To change to GCA4 or Detailed go to options tab
      and change the radio button for Point Summary Layout", + "gcs-format-format-tooltip": "GURPS Character Sheet (GCS) format
      To change to GCA5, GCA4 or Detailed go to options tab
      and change the radio button for Point Summary Layout", "detailed-format-label": "Detailed Format", - "detailed-format-tooltip": "To change to GCA4 or GCS go to options tab
      and change the radio button for Point Summary Layout", + "detailed-format-tooltip": "To change to GCA5, GCA4 or GCS go to options tab
      and change the radio button for Point Summary Layout", "race-label": "Race", "race-point-summary-tooltip": "Point Summary for Racial Traits.", - "points-summary-for-attributes-tooltip": "\nPoint Summary for:
      \nST, DX, IQ, HT,
      \nHP, FP, Energy Reserve One, Two, and Three,
      \nPer, Vision, Hearing, Smell, Touch,
      \nWill, Fright, Unconsciousness, Death,
      \nSpeed, Move, Lift ST, Striking ST,
      \nFlying, Air Move, Enhanced Air Move, Super Jump\n\t\t\t\t\t\t\t", + "points-summary-for-attributes-tooltip": "Point Summary for the following attributes with positive values:
      ST, DX, IQ, HT,
      HP, FP, Energy Reserve One, Two, and Three,
      Per, Vision, Hearing, Smell, Touch,
      Will, Fright, Unconsciousness, Death,
      Speed, Move, Lift ST, Striking ST,
      Flying, Air Move, Enhanced Air Move, Super Jump", + "abbreviation-languages-label": "Lang.", + "point-summary-for-languages-tooltip": "Languages Point Summary", "abbreviation-advantages-label": "Adv.", - "gca-point-summary-for-advantages-tooltip": "\nPoint Summary for:
      \nLanguages, Tech Level, Cultural Familiarities,
      \nAdvantages, and Racial traits.\n\t\t\t\t\t\t\t", - "gcs-point-summary-for-advantages-tooltip": "\nPoint Summary for:
      \nLanguages, Tech Level, Cultural Familiarities,
      \nAdvantages, and Perks.\n\t\t\t\t\t\t\t", - "detailed-point-summary-for-advantages-tooltip": "\nPoint Summary for:
      \nLanguages, Tech Level, Cultural Familiarities,
      \nand Advantages.\n\t\t\t\t\t\t\t", + "gca-point-summary-for-advantages-tooltip": "Point Summary for the following traits with positive values:
      Languages, Tech Level, Cultural Familiarities,
      Advantages, and Racial traits.", + "gca5-point-summary-for-advantages-tooltip": "Point Summary for the following traits with positive values:
      Tech Level, Advantages, and Racial traits.", + "gcs-point-summary-for-advantages-tooltip": "Point Summary for the following traits with positive values:
      Languages, Tech Level, Cultural Familiarities,
      Advantages, and Perks.", + "detailed-point-summary-for-advantages-tooltip": "Point Summary for the following traits with positive values:
      Languages, Tech Level, Cultural Familiarities,
      and Advantages.", "perks-label": "Προνόμια", "abbreviation-disadvantages-label": "Disadv.", - "point-summary-for-disadvantages-tooltip": "Point Summary for Disadvantages", + "point-summary-for-disadvantages-tooltip": "Point Summary for Disadvantages and racial templates with a negative value, including attributes with negative values, negative language value, and negative tech level value.", + "point-summary-for-disadvantages-no-language-tooltip": "Point Summary for Disadvantages and racial templates with a negative value, including attributes with negative values, and negative tech level value.
      Language points with a negative value are NOT included.", + "point-summary-for-disadvantages-no-racial-cost-tooltip": "Point Summary for Disadvantages, including attributes with negative values, negative language value, and negative tech level value.
      Racial templates with a negative value are NOT included.", "quirks-label": "Quirks", "skills-label": "Skills", + "skill-roll-modifier-tooltip": "You can use the Roll Modifiers Toolbar or the Roll Modifiers Toolbox to modifier the effective skill.", "abbreviation-techniques-label": "Tech.", "point-summary-techniques-tooltip": "Techniques", "abbreviation-techniques-revised-label": "Tech. (r)", @@ -642,6 +652,7 @@ "technology-level-tooltip": "Tech Level Modifiers (B168), Tech Levels (B511-514)", "campaign-technology-level-label": "Campaign Tech Level", "your-technology-level-label": "Your Tech Level", + "abbreviation-cultural-familiarity": "Culture", "cultural-familiarities-label": "Cultural Familiarities", "cultural-familiarities-tooltip": "When dealing with an unfamiliar culture, you may suffer -3 to a skill roll that has a cultural component, such as Carousing, Detect Lies. (B23).", "cultural-point-cost": "Native culture cost is 0. Otherwise, cost is 1 or 2 (Consult with GM). (B23)", @@ -709,15 +720,17 @@ "background-history-label": "Background History & Notes", "training-label": "Training", "training-tooltip": "\nTraining rules can be found at ‘Improvement
      \nThrough Study’ B292.
      \nAdvanced rules can be found in Social
      \nEngineering: Back to School.\n\t\t\t\t\t\t\t", - "activate-custom-roll-modifier-tooltip": "To turn on the custom modifiers and button to open the Roll Modifier dialog box goto the Sheet Options tab and check off the tools you would like to user under Skill Modifier Tools section.", "abbreviation-technology-level-label": "TL", "skill-level-label": "Επίπεδο", "abbreviation-attribute-label": "Attr", + "skill-attribute-tooltip": "If the 10 was selected, it will be highlighted red. This could have happened during the import if the skill has an attribute not identified by the system. Check the attribute on your chosen Character Creation App to see if the attribute exists on Roll20.", "abbreviation-difficulty-label": "Diff", "skill-difficulty-tooltip": "Difficulty of Skill
      WC = Wildcard Skill. (B175)", "skill-modifier-tooltip": "\nModifier applied to skill level.
      \nCan be a positive or a negative number.
      \nExamples include a bonus from a Talent,
      \ndefault from another Skill or Technique,
      \na piece of equipment, or a Perk.\n\t\t\t\t\t\t\t", "modifier-label": "Modifier:$[[3]] ", - "modifier-dialog-tooltip": "Enter a modifier to apply to any rolls on the this table.
      Use the pencil/paper icon to select modifiers.
      NOTE: Changing the modifier or check status of Max skill of 9 will clear modifiers used by dialog box.", + "modifier-dialog-tooltip": "Enter a custom modifier and optional reason to apply to any rolls on the this table.
      Suggestion: Use this modifier instead of the popup window when clicking the roll button.
      You will see the modifier in the chat window. You could even turn off the Modifier Popup by going to
      Options -> Skill Modifier Options and select No Modifier Prompt.", + "final-modifier-label": "Final Modifier", + "final-modifier-dialog-tooltip": "The final modifier that will be applied to the effective skill level.", "select-skill-modifiers-button": "Select Skill Modifiers", "apply-encumbrance-tooltip": "Apply encumbrance penalty.", "link-to-label": "Link To", @@ -756,6 +769,7 @@ "abbreviation-maximum-label": "Max", "cost-label": "Cost", "techniques-revised-label": "Techniques (Revised)", + "techniques-roll-modifier-tooltip": "You can use the Roll Modifiers Toolbar or the Roll Modifiers Toolbox to modifier the effective skill.", "base-level-label": "Βασικό", "base-skill-level-tooltip": "\nBase skill level of technique, usually
      \nbased on Parent Skill.
      \nsee Techniques B229\n\t\t\t\t\t\t\t", "abbreviation-default-label": "DFLT", @@ -810,7 +824,8 @@ "layer-4-label": "Layer 4", "armor-layor4-tooltip": "Layer 4 (Outer most) is also good for force shields, magic DR, etc.", "summary-label": "Summary", - "armor-summary-tooltip": "This sums up each layer, from layer 1 (inner) to layer 4 (outer).
      * = flexible armor.
      Alert: Only one layer per row may have split armor.", + "roll-modifier-summary-label": "Modifier Summary", + "armor-summary-tooltip": "This sums up each layer, from layer 1 (inner) to layer 4 (outer).
      * = flexible armor.
      Alert: Only one layer per row may have split armor.
      Warning: If you enter your own content, it will be overwritten if you change values for any of the layers.", "abbreviation-defense-bonus-label": "DB", "defense-bonus-tooltip": "Apply the defense bonus of a shield, cloak, spell (B252), or Meta-trait (Supers34). See B374
      Shield/Cloak: Used against attacks from front or from your shield side. Can't be used against firearms unless you're using the Damage to Shields option.
      Shield Spell: Protects from frontal attacks and is cumulative with a normal shield.", "abbreviation-damage-label": "DMG", @@ -829,6 +844,7 @@ "damage-resistance-tooltip": "\nLow-Tech #/# usually means All Attack Types / Except
      \nthis specific Type of attack.
      \nExample: Enter as 3/2cr* means DR3 vs all attacks
      \nexcept cr which uses DR2. * means it is Flexible
      \narmor (B379).
      \nHigh-Tech and Ultra-Tech #/# usually mean against
      \nthese Type Attacks / All other Attack Types.
      \nExample: Enter as 5imp, cr /2 means DR5 vs imp and
      \ncr type of attacks and DR2 against all other types
      \nof attacks.\n\t\t\t\t\t\t\t", "user-created-label": "User Created", "active-defenses-label": "Active Defenses", + "active-defense-roll-modifier-tooltip": "You can use the Roll Modifiers Tollbar or the Roll Modifiers Toolbox to modifier the effective skill.", "rules-as-written-label": "Rules As Written", "active-defense-type-tooltip": "\nChanging the Type will also update success/fail notes
      \nfor that active defense.
      \nParry, Block, and Block have default notes that can be
      \nchanged on the options page.
      \nNOTE Changing the Type will clear any previous notes
      \nyou entered.\n\t\t\t\t\t\t\t", "abbreviation-information-label": "Info", @@ -891,6 +907,7 @@ "select-token-tooltip": "If on, you must select your character token before clicking the Roll button. The token name will show in the roll results.
      Note This option is most useful when writing your own Roll20 API code.", "target-token-tooltip": "Click the button to turn on target a token before the skill roll.
      The token name will appear in the results.", "melee-attacks-label": "Melee Attacks", + "melee-roll-modifier-tooltip": "You can use the Roll Modifiers Toolbar or the Roll Modifiers Toolbox to modifier the effective skill.", "attacks-label": "Attacks", "targets-label": "Targets", "melee-attack-damage-tooltip": "For an Armor Divisor: A number in parenthesis after
      the damage - eg. (2) - is an armor divisor.
      Enter this number in the Damage Notes as AD(#) or as
      Armor Divisor(#).
      ex: indicates the attack causes an explosion.
      See B269. Enter in the Damage Notes
      Macros You can also use @{thrust} and @{swing} for Melee Damage value, which is based on the values entered on the General page. You can even add additional modifiers such as @{thrust}+3.", @@ -936,6 +953,7 @@ "ranged-fail-notes-tooltip": "Any standard notes entered here will appear in the Roll Template in chat.
      Hint: Enter inline rolls for additional results.
      Example: Does an additional [[1d6]] fire damage.", "ranged-critical-fail-notes-tooltip": "Any standard notes entered here will appear in the Roll Template in chat.
      Hint: Enter inline rolls for additional results.
      Example: Does an additional [[1d6]] fire damage.", "ranged-attacks-label": "Ranged Attacks", + "ranged-attack-tooltip": "Please use either the Range Calculator or the Roll Modifiers dialog tool to enter at least the range of the attack.", "ranged-damage-tooltip": "For an Armor Divisor: A number in parenthesis after
      the damage - eg. (2) - is an armor divisor.
      Enter this number in the Damage Notes as AD(#) or as
      Armor Divisor(#).
      ex: indicates the attack causes an explosion.
      [#d]: indicates the attack causes fragmentation.
      See B269. Enter in the Damage Notes.
      Macros You can also use @{thrust} and @{swing} for Ranged Damage value, which is based on the values entered on the General page. You can even add additional modifiers such as @{thrust}+3.", "abbreviation-range-label": "RNG", "range-tooltip": "Range. See B269.", @@ -1013,6 +1031,7 @@ "falling-label": "Falling", "hard-label": "Hard", "hard-object-tooltip": "If hitting a hard object (clay, concrete, soil, sand, etc.), check the box to double the effective Hit Points of the falling object or the object that caused the collision. B431", + "falling-damage-type-tooltip": "Normal objects are crushing. If bullet-shaped, sharp, or spiked select appropriate damage type, but damage is halved. B430", "collision-label": "Collision", "demolition-label": "Demolition", "select-label": "Select", @@ -1054,15 +1073,16 @@ "magery-power-investiture-bonus-label": "Magery/PI/Bonus Level:", "cencentration-penalty-label": "Concentration Penalty", "spell-label": "Spell", + "spell-roll-modifier-tooltip": "You can use the Roll Modifiers Toolbar or the Roll Modifiers Toolbox to modifier the effective skill.", "spell-skill-level-tooltip": "\n\t\t\t\t\t\t\t\tSkill level with spell\n\t\t\t\t\t\t\t", - "spell-difficulty-tooltip": "Difficulty", + "spell-difficulty-tooltip": "Difficulty Level.
      Note: T/H stands for Technique/Hard, which is used by ritual magic spells.
      Suggestion: If using T/H set the points to zero, use mod to get the correct spell level,
      then place the actual spell on the Techniques table.", "spell-skill-level-modifier-tooltip": "\n\t\t\t\t\t\t\t\tModifier applied to skill level.
      \n\t\t\t\t\t\t\t\tCan be a positive or a negative number.
      \n\t\t\t\t\t\t\t\tExamples include a bonus from a Talent,
      \n\t\t\t\t\t\t\t\tdefault from another Skill or Technique,
      \n\t\t\t\t\t\t\t\ta piece of equipment, or a Perk.\n\t\t\t\t\t\t\t", "points-tooltip": "Points", "spell-is-on-tooltip": "Enter a 1 or more to mark the spell as ON
      skill penalty for each spell that is ON.
      See B238 or M10.
      Click one at a time, wait until each penalty is applied before clicking the next one.", "abbreviation-concentration-label": "CT", "spell-concentration-tooltip": "Enter a 1 or more to mark the spell as under Concentration.
      skill penalty for each spell.
      See B238 or M10.
      Click one at a time, wait until each penalty is applied before clicking the next one.", "abbreviation-resisted-by-label": "RESIST", - "spell-resisted-by-tooltip": "\n\t\t\t\t\t\t\t\tResisted By\n\t\t\t\t\t\t\t", + "spell-resisted-by-tooltip": "On a regular success, your spell must defeat the subject's resistance to work, a critical success automatically wins. See B241/M13 and the Rule of 16, B349.", "duration-label": "Duration", "spell-duration-tooltip": "\n\t\t\t\t\t\t\t\tDuration of Spell\n\t\t\t\t\t\t\t", "spell-energy-cost-tooltip": "\n\t\t\t\t\t\t\t\tEnergy cost for casting the spell.\n\t\t\t\t\t\t\t", @@ -1122,8 +1142,10 @@ "show-revised-label": "Show Revised", "show-revised-tooltip": "Show the revised techniques table.", "point-summary-layout-label": "Point Summary Layout", + "abbreviation-gurps-character-assistant5-label": "GCA5", "abbreviation-gurps-character-assistant-label": "GCA4", - "gurps-character-assistant-tooltip": "GURPS Character Assistant.", + "gurps-character-assistant-tooltip": "GURPS Character Assistant 4.", + "gurps-character-assistant5-tooltip": "GURPS Character Assistant 5.", "abbreviation-gurps-character-sheet-label": "GCS", "gurps-character-sheet-tooltip": "GURPS Character Sheet.", "detailed-label": "Detailed", @@ -1162,7 +1184,8 @@ "sheet-style-purple-option": "Purple", "sheet-style-fabric-option": "Fabric", "sheet-style-classic-white-option": "Classic White", - "falling-collision-damage-notes-label": "Falling & Collision Damage Notes B430-431", + "falling-damage-notes-label": "Falling Damage Notes B430-431", + "collision-damage-notes-label": "Collision Damage Notes B430-431", "demolition-damage-notes-label": "Demolition Damage Notes", "fragmentation-skill-notes-label": "Fragmentation Skill Notes", "fragmentation-damage-notes-label": "Fragmentation Damage Notes", @@ -1199,6 +1222,7 @@ "target-label": "Target", "rolltemplate-warning-less-than-three-description": "WARNING: You may not attempt a success roll if your effective skill (Target) is less than 3. (See B345)", "rolltemplate-tool-modifiers-label": "Tool Modifiers", + "defense-modifiers-label": "Predefined Defense Modifiers", "maneuver-label": "Maneuver", "all-out-attack-label": "All-Out Attack", "alert-label": "Alert", @@ -1225,5 +1249,17 @@ "traits-default-critical-success-notes": "When you roll a critical success, the GM determines what happens to you. It is always something good! The lower the roll, the better **bonus** they give you. (B347)", "traits-default-critical-failure-notes": "When you roll a critical failure, the GM determines what happens to you. It is always something bad - the higher the roll, the worse the result. (B348)", "reference-abbreviation-label": "Reference", - "reference-label-tooltip": "Book abbreviation and page reference." + "reference-label-tooltip": "Book abbreviation and page reference.", + "modifier-abbreviation-label": "Mod", + "language-cost-modifier-tooltip": "Use this input box to modifier the number of Character Points for the selected language option.", + "language-talent-label": "Language Talent", + "language-talent-tooltip": "If checked, you can learn languages at the next-highest level, if you spend 2 points on a langauge, instead of broken, you know the language at Accented level. This changes the available options in the drop-down and related costs. See B65.", + "tips-label": "Tips", + "import-tips-description": "

      After importing, compare your Roll20 sheet to GCA5 character sheet.

      Roll20 doesn't support parent/child relationship, repeating tables will be imported alphabetically.

      For GCA Roll20 Exporter Tool Version 1.0.1.9 or later, Rital Magic Spells will be added to the Grimoire with difficult set to T/H and points set to 0. The spell will also be added to the Techniques table with the actual character point cost.

      GCA5 Export to Roll20. Update 1.0.1.10. Fixes bug so item inventory uses base cost and weight instead of total cost and weight.

      ", + "attribute-stress": "Stress", + "attribute-stress-tooltip": "Stress level from GURPS Fourth Edition Edition.pdf page 141-142.
      On failed fright check, add -1 to Stress, on Critical Failure add -3!
      GM could add Stress for other reasons besides failed fright checks.
      Stress can be recovered by one for every ten minutes spent in mental relaxation.
      GM may rule that certain indulgences can erase an extra point of Stress.
      Important: If you go over the maximum stress level, apply the Stress to Derangement!", + "abbreviation-derangement": "Derange", + "attribute-derangement-tooltip": "Derangement level represents long lasting mental harm described in GURPS Fourth Edition Edition.pdf page 141-142.
      When failing a Sanity-Blasting Fright Check, add -1 to Derangement, on Critical Failure add -3!
      At the end of the day with no new stress or derangement a Will roll will erase -1 point of derangement.
      +1 Will if treated by a therapist with Psychology (Clinical) or Physician (Psychiatric) at 12+.
      A therapist can also roll their skill once per day to erase an additional -1 in Derangement.
      Important: If you go over the maximum Derangement, the points should start going to new disadvantages!
      You can keep the total in the row below.", + "attribute-stress-derangement-penalty-tooltip": "The Fright Check Penalty, which is (Stress + Derangement)/2, rounded down against the player. H141
      This penalty is automatically applied to the Fright Check attribute.
      The penalty (modified by Fearlessness) could also affect self-control rolls, skills that demand a steady hand, and HT rolls to resist minor ailments, etc.", + "attribute-stress-derangement-disadvantage-points-tooltip": "The amount of disadvantage points accrued due to derangement.
      At a certain point, these points should be converted to permanent mental disadvantages!" } \ No newline at end of file diff --git a/GURPS/translations/en.json b/GURPS/translations/en.json index cfce4d4e7f..5554562355 100644 --- a/GURPS/translations/en.json +++ b/GURPS/translations/en.json @@ -1,5 +1,5 @@ { - "sheet-roll-modifier-option": "Roll Modifier Option", + "sheet-roll-modifier-option": "Roll Modifier Legacy", "sheet-roll-modifier-option-desc": "Select the modifier option to use when clicking a dice roll icon on the character sheet.", "sheet-chat-roll-display-option": "Chat Roll Display", "sheet-chat-roll-dislpay-option-desc": "Select how rolls are display in chat window. Private Skill Levels deprecated will default to private, since it doesn't work with rolltemplates.", @@ -39,7 +39,7 @@ "sheet-show-raw-defense-notes-desc": "If checked, show Rules as Written (RAW) for Active Defense success/fail notes.", "sheet-style-option": "Sheet Style", "sheet-style-desc": "Select a visual style for the character sheet.", - "roll-modifiers-heading": "Roll Modifiers", + "roll-modifiers-heading": "Roll Modifiers Toolbox", "total-roll-modifier-label": "Total Modifier", "shock-label": "Shock", "max-skill-9-label": "Max skill of 9", @@ -68,6 +68,8 @@ "aiming-bonus-tooltip": "Each turn after the initial aim, you get an additional bonus. See B364", "abbreviation-rate-of-fire-label": "RoF", "rate-of-fire-tooltip": "Rate of Fire
      The maximum number of shots that can be fired in
      one turn (by a regular person).
      The minimum number of shots is 1.

      !: minimum RoF is 1/4 of the maximum, rounded up.
      mxn: fires the first number of shots, which each then
      split into the second number (eg. shotguns)
      Jet: shoots a continuous stream of fluid. See page 106.", + "shots-fired-label": "Fired", + "shots-fired-tooltip": "Shots Fired
      The number of shots fired in a single round. This should not exceed the RoF for the weapon.", "scope-label": "Scope", "scope-bonus-tooltip": "Each turn after the initial aim, you get an additional bonus up to the scope's bonus.
      Fixed scopes, aim at least as many turns as the scope's bonus.
      See B412", "vehicle-targeting-label": "Vehicle Targeting", @@ -171,10 +173,10 @@ "ranged-move-attack-label": "Move/Attack: -2 or Bulk", "ranged-move-attack-tooltip": "Attack with a ranged weapon while moving, aiming is not possible and you lose previous aiming. -2 to hit or bulk penalty, whichever is worse. Movement: normal, but -2 to avoid obstacles. Active Defense: Dodge or Block. See B365-366", "bulk-label": "Bulk", - "ranged-all-out-attack-determined-label": "All-Out Attack Determined: +1", - "ranged-all-out-attack-determined-tooltip": "Determined: Make a single attack at +1 to hit! Movement: half-move, forward only. Defense: None. See B365", - "ranged-all-out-attack-suppression-fire-label": "All-Out Attack Suppression Fire", - "ranged-all-out-attack-suppression-fire-tooltip": "Take entire turn to spray an area with automatic fire RoF 5+, see Suppression Fire B409! Movement: half-move, forward only. Defense: None. See B365", + "ranged-all-out-attack-determined-label": "All-Out Determined: +1", + "ranged-all-out-attack-determined-tooltip": "All-Out Attack Determined: Make a single attack at +1 to hit! Movement: half-move, forward only. Defense: None. See B365", + "ranged-all-out-attack-suppression-fire-label": "All-Out Suppression Fire", + "ranged-all-out-attack-suppression-fire-tooltip": "All-Out Attack Suppression Fire: Take entire turn to spray an area with automatic fire RoF 5+, see Suppression Fire B409! Movement: half-move, forward only. Defense: None. See B365", "other-actions-title": "Other Actions", "braced-label": "Braced: +1", "braced-tooltip": "If you haven't moved and aimed a turn, you may get the braced bonus.
      Firearm/crossbow must rest on a sandbag, low wall, car, etc.
      One-handed firearm is braced if using two hands.
      Two-handed is braced if you're prone and using a bipod. See B364.", @@ -204,9 +206,9 @@ "failed-control-roll-tooltip": "Vehicle/mount failed control last turn. Penalty equal to margin of failure. See B548", "over-under-mount-label": "Over/Under Mount: -6", "over-under-mount-tooltip": "If you're an exposed rider hanging from side of mount/vehicle, penalty to hit is -6 to shoot over or under the mount.", - "vehicle-dodged-label": "Vehicle Dodged Last Turn: -2", + "vehicle-dodged-label": "Vehicle Dodged: -2", "vehicle-dodged-tooltip": "Vehicle/mount dodged last turn and you're not the operator.", - "air-vehicle-dodged-label": "Air Vehicle Dodged Last Turn: -4", + "air-vehicle-dodged-label": "Air Vehicle Dodged: -4", "normal-defense-label": "Normal Defense", "normal-defense-tooltip": "Using a normal active defense.", "all-out-defense-increased-label": "All-Out Defense: +2", @@ -221,7 +223,7 @@ "defense-kneeling-label": "Kneeling/Sitting: -2", "defense-kneeling-tooltip": "If you're kneeling or sitting, -2 to defense. See B549", "attackers-action-title": "Attacker's Action", - "attack-from-behind-label": "Attack From Behind Peripheral: -2", + "attack-from-behind-label": "From Behind Peripheral: -2", "attack-from-behind-tooltip": "Normally, if attacked from behind, you have no defense. However, if you have Peripheral Vision you can defend at -2. See B391", "runaround-attack-label": "Runaround Attack: -2", "runaround-attack-tooltip": "Your foe starts in front of you and runs behind you and attacks from behind. You can defend at -2. See B391", @@ -234,7 +236,7 @@ "general-defense-bonus-tooltip": "A general defense bonus, such as the Supers Meta-trait (see Supers B34), force field, etc.", "retreating-dodge-label": "Retreating Dodge: +3", "retreating-dodge-tooltip": "Move away from attacker, at least one yard or up to your step. See B377", - "retreating-block-parry-label": "Retreating Block/Parry: +1", + "retreating-block-parry-label": "Retreat Block/Parry: +1", "retreating-block-parry-tooltip": "Retreating block or parry. Move away from attacker, at least one yard or up to your step. See B377", "retreating-parry-label": "Retreating Parry: +3", "retreating-parry-tooltip": "If using Boxing, Judo, Karate, or any fencing skill, you can get a +3 retreating bonus.
      Move away from attacker, at least one yard or up to your step. See B377", @@ -245,8 +247,8 @@ "acrobatic-dodge-failed-tooltip": "If you failed your acrobatic/aerobatic roll, you're at -2 to dodge. See B375", "dodge-drop-label": "Dodge & Drop: +3", "dodge-drop-tooltip": "Only against ranged attacks, drop to the ground and become prone.
      Any cover you get does not count against the initial attack.
      NOTE: Flying or Swimming is possible but only if a step would take you below concealing terrain. See B377", - "feverish-defense-label": "Feverish Defense (1 FP): +2", - "feverish-defense-tooltip": "Spend 1 FP to increase active defense by 2.", + "feverish-defense-label": "Feverish Def (1 FP): +2", + "feverish-defense-tooltip": "Feverish Defense. Spend 1 FP to increase active defense by 2.", "offhand-parry-label": "Off-Hand Parry: -2", "offhand-parry-tooltip": "Off-Hand weapon parry is at -2. See B549", "number-of-parries-label": "# of Parries", @@ -257,7 +259,7 @@ "defense-improvised-weapon-tooltip": "NOTE: Dungeon Fantasy: if parrying with an improvised weapon, apply a penalty. See DF Exploits-37", "situation-title": "Situation", "defense-laser-sight-tooltip": "If you can see the laser sight, you get +1 to Dodge. See B548", - "against-deceptive-attack-label": "Against Deceptive Attack", + "against-deceptive-attack-label": "VS Deceptive Attack", "against-deceptive-attack-tooltip": "You're at -1 to defense for every -2 the attacker took to their to hit modifier. See B369", "feint-attack-label": "Feint Attack", "feint-attack-tooltip": "You're at a penalty equal to the attacker's margin of victory. See B365", @@ -266,9 +268,9 @@ "hidden-weapon-label": "Hidden Weapon: -2", "defense-hidden-weapon-tooltip": "NOTE: From Dungeon Fantasy. If attacked by a hidden weapon, you're at -2 to your first defense. See DF Exploits-58", "defenders-equipment-label": "Defender's Equipment", - "parrying-knife-label": "Parrying with Knife/Dagger: -1", + "parrying-knife-label": "Parry with Knife/Dagger: -1", "parrying-knife-tooltip": "If parrying with a knife or dagger is -1. See B548
      Suggestion: Add the modifier to your defense skill instead of using checkbox.", - "parrying-kusari-label": "Parrying with Kusari/Whip: -2", + "parrying-kusari-label": "Parry with Kusari/Whip: -2", "parrying-kusari-tooltip": "If parrying with a kusari or whip is -2. See B548
      Suggestion: Add the modifier to your defense skill instead of using checkbox.", "unarmed-parry-label": "Unarmed Parry: -3", "unarmed-parry-tooltip": "Unarmed parry vesus a weapon is -3, unless it's a thrust or you are using Judo or Karate parry. See B548", @@ -285,7 +287,7 @@ "block-nunchaku-tooltip": "If blocking against a nunchaku, you're at -1 to defend. See B405.", "parry-thrown-weapon-label": "Parry thrown weapon: -1", "parry-thrown-weapon-tooltip": "Parry -1 against thrown weapon. See B549", - "parry-thrown-small-weapon-label": "Parry thrown small weapon: -2", + "parry-thrown-small-weapon-label": "Parry thrown sm weapon: -2", "parry-thrown-small-weapon-tooltip": "If the weapon is 1 pound or less, parry is -2. See B549", "trident-dodge-label": "Trident: -1 Dodge", "trident-dodge-tooltip": "NOTE: From Dungeon Fantasy. -1 to dodge a trident. See DF Exploits-97", @@ -437,7 +439,7 @@ "attribute-will": "Will", "attribute-will-tooltip": "\nWillpower
      \nBased on Intelligence
      \n5pts/level
      \nUnmodified: \n\t\t\t\t\t\t\t", "attribute-fright": "Fright", - "attribute-fright-tooltip": "Fright Check (B360)
      Based on Willpower
      2pts/level
      Unmodified:
      See extensive list of Modifiers B360 & GURPS Horror p139-142.
      If manually creating and/or maintaining this sheet, Combat Reflexes adds +2 to Fright (Enter as a MOD with a value of 2)", + "attribute-fright-tooltip": "Fright Check (B360)
      Based on Willpower
      2pts/level
      Unmodified:
      Combat Reflexes Modifier:
      Stress and Derangement Modifier:

      See extensive list of Modifiers B360 & GURPS Horror p139-142.
      If manually creating and/or maintaining this sheet, Combat Reflexes adds +2 to Fright (Enter as a MOD with a value of 2)", "abbreviation-threshold": "Thresh", "attribute-fright-check-threshold-tooltip": "\nFright Check Threshold - Uses Rule of 14 (B360). By default this value is 13.
      \nThis means that a roll of 14 or more is automatically a failure.
      \nThis Threshold can be modifier by the Perks of Brave (Dungeon Fantasy 11, p11) or Rule of 15
      \n(Power Ups 2, p13).
      \nWill and/or Fright plus bonuses (like Fearlessness or Combat Reflexes) must total 14+ for this
      \nto be useful, of course!
      \nNote: A Fright Check can be used for Awe and Confusion. (Powers p84 under Terror) and the Awe and
      \nConfusion Check Table for failures. (Powers p85).\n\t\t\t\t\t\t\t", "fright-check-label": "Fright Check", @@ -456,7 +458,7 @@ "abbreviation-enhanced": "Enhncd", "attribute-enhanced-ground-move-tooltip": "Enhanced ground move.
      10pts per half level. Can use up|down arrow keys
      Level: ", "attribute-dodge": "Dodge", - "attribute-dodge-tooltip": "Dodge - Based on Basic Speed - Unmodified:
      Note: The Dodge score, under Encumbrance and Current, automatically adjusts for Enumbrance and for HP and/or FP loss below 1/3. (B419, B426)", + "attribute-dodge-tooltip": "Dodge - Based on Basic Speed - Unmodified:
      Combat Reflexes Modifier:
      Note: The Dodge score, under Encumbrance and Current, automatically adjusts for Enumbrance and for HP and/or FP loss below 1/3. (B419, B426)", "abbreviation-lifting-strength": "Lift ST", "attribute-lifting-strength-tooltip": "Lifting Strength (B65)
      Based on Strength pts/level
      Unmodified: ", "attribute-lift": "Lift", @@ -605,23 +607,31 @@ "spent-label": "Spent", "unspent-label": "Unspent", "gca-format-label": "GCA4 Format", - "gca-format-tooltip": "GURPS Character Assistant (GCA4) Format
      To change to GCS or Detailed go to options tab
      and change the radio button for Point Summary Layout", + "gca-format-tooltip": "GURPS Character Assistant 4 (GCA4) Format
      To change to GCA5, GCS or Detailed go to options tab
      and change the radio button for Point Summary Layout", + "gca5-format-label": "GCA5 Format", + "gca5-format-tooltip": "GURPS Character Assistant 5 (GCA5) Format
      To change to GCA4, GCS or Detailed go to options tab
      and change the radio button for Point Summary Layout", "gcs-format-label": "GCS Format", - "gcs-format-format-tooltip": "GURPS Character Sheet (GCS) format
      To change to GCA4 or Detailed go to options tab
      and change the radio button for Point Summary Layout", + "gcs-format-format-tooltip": "GURPS Character Sheet (GCS) format
      To change to GCA5, GCA4 or Detailed go to options tab
      and change the radio button for Point Summary Layout", "detailed-format-label": "Detailed Format", - "detailed-format-tooltip": "To change to GCA4 or GCS go to options tab
      and change the radio button for Point Summary Layout", + "detailed-format-tooltip": "To change to GCA5, GCA4 or GCS go to options tab
      and change the radio button for Point Summary Layout", "race-label": "Race", "race-point-summary-tooltip": "Point Summary for Racial Traits.", - "points-summary-for-attributes-tooltip": "\nPoint Summary for:
      \nST, DX, IQ, HT,
      \nHP, FP, Energy Reserve One, Two, and Three,
      \nPer, Vision, Hearing, Smell, Touch,
      \nWill, Fright, Unconsciousness, Death,
      \nSpeed, Move, Lift ST, Striking ST,
      \nFlying, Air Move, Enhanced Air Move, Super Jump\n\t\t\t\t\t\t\t", + "points-summary-for-attributes-tooltip": "Point Summary for the following attributes with positive values:
      ST, DX, IQ, HT,
      HP, FP, Energy Reserve One, Two, and Three,
      Per, Vision, Hearing, Smell, Touch,
      Will, Fright, Unconsciousness, Death,
      Speed, Move, Lift ST, Striking ST,
      Flying, Air Move, Enhanced Air Move, Super Jump", + "abbreviation-languages-label": "Lang.", + "point-summary-for-languages-tooltip": "Languages Point Summary", "abbreviation-advantages-label": "Adv.", - "gca-point-summary-for-advantages-tooltip": "\nPoint Summary for:
      \nLanguages, Tech Level, Cultural Familiarities,
      \nAdvantages, and Racial traits.\n\t\t\t\t\t\t\t", - "gcs-point-summary-for-advantages-tooltip": "\nPoint Summary for:
      \nLanguages, Tech Level, Cultural Familiarities,
      \nAdvantages, and Perks.\n\t\t\t\t\t\t\t", - "detailed-point-summary-for-advantages-tooltip": "\nPoint Summary for:
      \nLanguages, Tech Level, Cultural Familiarities,
      \nand Advantages.\n\t\t\t\t\t\t\t", + "gca-point-summary-for-advantages-tooltip": "Point Summary for the following traits with positive values:
      Languages, Tech Level, Cultural Familiarities,
      Advantages, and Racial traits.", + "gca5-point-summary-for-advantages-tooltip": "Point Summary for the following traits with positive values:
      Tech Level, Advantages, and Racial traits.", + "gcs-point-summary-for-advantages-tooltip": "Point Summary for the following traits with positive values:
      Languages, Tech Level, Cultural Familiarities,
      Advantages, and Perks.", + "detailed-point-summary-for-advantages-tooltip": "Point Summary for the following traits with positive values:
      Languages, Tech Level, Cultural Familiarities,
      and Advantages.", "perks-label": "Perks", "abbreviation-disadvantages-label": "Disadv.", - "point-summary-for-disadvantages-tooltip": "Point Summary for Disadvantages", + "point-summary-for-disadvantages-tooltip": "Point Summary for Disadvantages and racial templates with a negative value, including attributes with negative values, negative language value, and negative tech level value.", + "point-summary-for-disadvantages-no-language-tooltip": "Point Summary for Disadvantages and racial templates with a negative value, including attributes with negative values, and negative tech level value.
      Language points with a negative value are NOT included.", + "point-summary-for-disadvantages-no-racial-cost-tooltip": "Point Summary for Disadvantages, including attributes with negative values, negative language value, and negative tech level value.
      Racial templates with a negative value are NOT included.", "quirks-label": "Quirks", "skills-label": "Skills", + "skill-roll-modifier-tooltip": "You can use the Roll Modifiers Toolbar or the Roll Modifiers Toolbox to modifier the effective skill.", "abbreviation-techniques-label": "Tech.", "point-summary-techniques-tooltip": "Techniques", "abbreviation-techniques-revised-label": "Tech. (r)", @@ -642,6 +652,7 @@ "technology-level-tooltip": "Tech Level Modifiers (B168), Tech Levels (B511-514)", "campaign-technology-level-label": "Campaign Tech Level", "your-technology-level-label": "Your Tech Level", + "abbreviation-cultural-familiarity": "Culture", "cultural-familiarities-label": "Cultural Familiarities", "cultural-familiarities-tooltip": "When dealing with an unfamiliar culture, you may suffer -3 to a skill roll that has a cultural component, such as Carousing, Detect Lies. (B23).", "cultural-point-cost": "Native culture cost is 0. Otherwise, cost is 1 or 2 (Consult with GM). (B23)", @@ -709,15 +720,17 @@ "background-history-label": "Background History & Notes", "training-label": "Training", "training-tooltip": "\nTraining rules can be found at ‘Improvement
      \nThrough Study’ B292.
      \nAdvanced rules can be found in Social
      \nEngineering: Back to School.\n\t\t\t\t\t\t\t", - "activate-custom-roll-modifier-tooltip": "To turn on the custom modifiers and button to open the Roll Modifier dialog box goto the Sheet Options tab and check off the tools you would like to user under Skill Modifier Tools section.", "abbreviation-technology-level-label": "TL", "skill-level-label": "Level", "abbreviation-attribute-label": "Attr", + "skill-attribute-tooltip": "If the 10 was selected, it will be highlighted red. This could have happened during the import if the skill has an attribute not identified by the system. Check the attribute on your chosen Character Creation App to see if the attribute exists on Roll20.", "abbreviation-difficulty-label": "Diff", "skill-difficulty-tooltip": "Difficulty of Skill
      WC = Wildcard Skill. (B175)", "skill-modifier-tooltip": "\nModifier applied to skill level.
      \nCan be a positive or a negative number.
      \nExamples include a bonus from a Talent,
      \ndefault from another Skill or Technique,
      \na piece of equipment, or a Perk.\n\t\t\t\t\t\t\t", "modifier-label": "Modifier:", - "modifier-dialog-tooltip": "Enter a modifier to apply to any rolls on the this table.
      Use the pencil/paper icon to select modifiers.
      NOTE: Changing the modifier or check status of Max skill of 9 will clear modifiers used by dialog box.", + "modifier-dialog-tooltip": "Enter a custom modifier and optional reason to apply to any rolls on the this table.
      Suggestion: Use this modifier instead of the popup window when clicking the roll button.
      You will see the modifier in the chat window. You could even turn off the Modifier Popup by going to
      Options -> Skill Modifier Options and select No Modifier Prompt.", + "final-modifier-label": "Final Modifier", + "final-modifier-dialog-tooltip": "The final modifier that will be applied to the effective skill level.", "select-skill-modifiers-button": "Select Skill Modifiers", "apply-encumbrance-tooltip": "Apply encumbrance penalty.", "link-to-label": "Link To", @@ -756,6 +769,7 @@ "abbreviation-maximum-label": "Max", "cost-label": "Cost", "techniques-revised-label": "Techniques (Revised)", + "techniques-roll-modifier-tooltip": "You can use the Roll Modifiers Toolbar or the Roll Modifiers Toolbox to modifier the effective skill.", "base-level-label": "Base", "base-skill-level-tooltip": "\nBase skill level of technique, usually
      \nbased on Parent Skill.
      \nsee Techniques B229\n\t\t\t\t\t\t\t", "abbreviation-default-label": "DFLT", @@ -810,7 +824,8 @@ "layer-4-label": "Layer 4", "armor-layor4-tooltip": "Layer 4 (Outer most) is also good for force shields, magic DR, etc.", "summary-label": "Summary", - "armor-summary-tooltip": "This sums up each layer, from layer 1 (inner) to layer 4 (outer).
      * = flexible armor.
      Alert: Only one layer per row may have split armor.", + "roll-modifier-summary-label": "Modifier Summary", + "armor-summary-tooltip": "This sums up each layer, from layer 1 (inner) to layer 4 (outer).
      * = flexible armor.
      Alert: Only one layer per row may have split armor.
      Warning: If you enter your own content, it will be overwritten if you change values for any of the layers.", "abbreviation-defense-bonus-label": "DB", "defense-bonus-tooltip": "Apply the defense bonus of a shield, cloak, spell (B252), or Meta-trait (Supers34). See B374
      Shield/Cloak: Used against attacks from front or from your shield side. Can't be used against firearms unless you're using the Damage to Shields option.
      Shield Spell: Protects from frontal attacks and is cumulative with a normal shield.", "abbreviation-damage-label": "DMG", @@ -829,6 +844,7 @@ "damage-resistance-tooltip": "\nLow-Tech #/# usually means All Attack Types / Except
      \nthis specific Type of attack.
      \nExample: Enter as 3/2cr* means DR3 vs all attacks
      \nexcept cr which uses DR2. * means it is Flexible
      \narmor (B379).
      \nHigh-Tech and Ultra-Tech #/# usually mean against
      \nthese Type Attacks / All other Attack Types.
      \nExample: Enter as 5imp, cr /2 means DR5 vs imp and
      \ncr type of attacks and DR2 against all other types
      \nof attacks.\n\t\t\t\t\t\t\t", "user-created-label": "User Created", "active-defenses-label": "Active Defenses", + "active-defense-roll-modifier-tooltip": "You can use the Roll Modifiers Tollbar or the Roll Modifiers Toolbox to modifier the effective skill.", "rules-as-written-label": "Rules As Written", "active-defense-type-tooltip": "\nChanging the Type will also update success/fail notes
      \nfor that active defense.
      \nParry, Block, and Block have default notes that can be
      \nchanged on the options page.
      \nNOTE Changing the Type will clear any previous notes
      \nyou entered.\n\t\t\t\t\t\t\t", "abbreviation-information-label": "Info", @@ -891,6 +907,7 @@ "select-token-tooltip": "If on, you must select your character token before clicking the Roll button. The token name will show in the roll results.
      Note This option is most useful when writing your own Roll20 API code.", "target-token-tooltip": "Click the button to turn on target a token before the skill roll.
      The token name will appear in the results.", "melee-attacks-label": "Melee Attacks", + "melee-roll-modifier-tooltip": "You can use the Roll Modifiers Toolbar or the Roll Modifiers Toolbox to modifier the effective skill.", "attacks-label": "Attacks", "targets-label": "Targets", "melee-attack-damage-tooltip": "For an Armor Divisor: A number in parenthesis after
      the damage - eg. (2) - is an armor divisor.
      Enter this number in the Damage Notes as AD(#) or as
      Armor Divisor(#).
      ex: indicates the attack causes an explosion.
      See B269. Enter in the Damage Notes
      Macros You can also use @{thrust} and @{swing} for Melee Damage value, which is based on the values entered on the General page. You can even add additional modifiers such as @{thrust}+3.", @@ -936,6 +953,7 @@ "ranged-fail-notes-tooltip": "Any standard notes entered here will appear in the Roll Template in chat.
      Hint: Enter inline rolls for additional results.
      Example: Does an additional [[1d6]] fire damage.", "ranged-critical-fail-notes-tooltip": "Any standard notes entered here will appear in the Roll Template in chat.
      Hint: Enter inline rolls for additional results.
      Example: Does an additional [[1d6]] fire damage.", "ranged-attacks-label": "Ranged Attacks", + "ranged-attack-tooltip": "Please use either the Range Calculator or the Roll Modifiers dialog tool to enter at least the range of the attack.", "ranged-damage-tooltip": "For an Armor Divisor: A number in parenthesis after
      the damage - eg. (2) - is an armor divisor.
      Enter this number in the Damage Notes as AD(#) or as
      Armor Divisor(#).
      ex: indicates the attack causes an explosion.
      [#d]: indicates the attack causes fragmentation.
      See B269. Enter in the Damage Notes.
      Macros You can also use @{thrust} and @{swing} for Ranged Damage value, which is based on the values entered on the General page. You can even add additional modifiers such as @{thrust}+3.", "abbreviation-range-label": "RNG", "range-tooltip": "Range. See B269.", @@ -1013,6 +1031,7 @@ "falling-label": "Falling", "hard-label": "Hard", "hard-object-tooltip": "If hitting a hard object (clay, concrete, soil, sand, etc.), check the box to double the effective Hit Points of the falling object or the object that caused the collision. B431", + "falling-damage-type-tooltip": "Normal objects are crushing. If bullet-shaped, sharp, or spiked select appropriate damage type, but damage is halved. B430", "collision-label": "Collision", "demolition-label": "Demolition", "select-label": "Select", @@ -1054,15 +1073,16 @@ "magery-power-investiture-bonus-label": "Magery/PI/Bonus Level:", "cencentration-penalty-label": "Concentration Penalty", "spell-label": "Spell", + "spell-roll-modifier-tooltip": "You can use the Roll Modifiers Toolbar or the Roll Modifiers Toolbox to modifier the effective skill.", "spell-skill-level-tooltip": "\n\t\t\t\t\t\t\t\tSkill level with spell\n\t\t\t\t\t\t\t", - "spell-difficulty-tooltip": "Difficulty", + "spell-difficulty-tooltip": "Difficulty Level.
      Note: T/H stands for Technique/Hard, which is used by ritual magic spells.
      Suggestion: If using T/H set the points to zero, use mod to get the correct spell level,
      then place the actual spell on the Techniques table.", "spell-skill-level-modifier-tooltip": "\n\t\t\t\t\t\t\t\tModifier applied to skill level.
      \n\t\t\t\t\t\t\t\tCan be a positive or a negative number.
      \n\t\t\t\t\t\t\t\tExamples include a bonus from a Talent,
      \n\t\t\t\t\t\t\t\tdefault from another Skill or Technique,
      \n\t\t\t\t\t\t\t\ta piece of equipment, or a Perk.\n\t\t\t\t\t\t\t", "points-tooltip": "Points", "spell-is-on-tooltip": "Enter a 1 or more to mark the spell as ON
      skill penalty for each spell that is ON.
      See B238 or M10.
      Click one at a time, wait until each penalty is applied before clicking the next one.", "abbreviation-concentration-label": "CT", "spell-concentration-tooltip": "Enter a 1 or more to mark the spell as under Concentration.
      skill penalty for each spell.
      See B238 or M10.
      Click one at a time, wait until each penalty is applied before clicking the next one.", "abbreviation-resisted-by-label": "RESIST", - "spell-resisted-by-tooltip": "\n\t\t\t\t\t\t\t\tResisted By\n\t\t\t\t\t\t\t", + "spell-resisted-by-tooltip": "On a regular success, your spell must defeat the subject's resistance to work, a critical success automatically wins. See B241/M13 and the Rule of 16, B349.", "duration-label": "Duration", "spell-duration-tooltip": "\n\t\t\t\t\t\t\t\tDuration of Spell\n\t\t\t\t\t\t\t", "spell-energy-cost-tooltip": "\n\t\t\t\t\t\t\t\tEnergy cost for casting the spell.\n\t\t\t\t\t\t\t", @@ -1122,8 +1142,10 @@ "show-revised-label": "Show Revised", "show-revised-tooltip": "Show the revised techniques table.", "point-summary-layout-label": "Point Summary Layout", + "abbreviation-gurps-character-assistant5-label": "GCA5", "abbreviation-gurps-character-assistant-label": "GCA4", - "gurps-character-assistant-tooltip": "GURPS Character Assistant.", + "gurps-character-assistant-tooltip": "GURPS Character Assistant 4.", + "gurps-character-assistant5-tooltip": "GURPS Character Assistant 5.", "abbreviation-gurps-character-sheet-label": "GCS", "gurps-character-sheet-tooltip": "GURPS Character Sheet.", "detailed-label": "Detailed", @@ -1162,7 +1184,8 @@ "sheet-style-purple-option": "Purple", "sheet-style-fabric-option": "Fabric", "sheet-style-classic-white-option": "Classic White", - "falling-collision-damage-notes-label": "Falling & Collision Damage Notes B430-431", + "falling-damage-notes-label": "Falling Damage Notes B430-431", + "collision-damage-notes-label": "Collision Damage Notes B430-431", "demolition-damage-notes-label": "Demolition Damage Notes", "fragmentation-skill-notes-label": "Fragmentation Skill Notes", "fragmentation-damage-notes-label": "Fragmentation Damage Notes", @@ -1199,6 +1222,7 @@ "target-label": "Target", "rolltemplate-warning-less-than-three-description": "WARNING: You may not attempt a success roll if your effective skill (Target) is less than 3. (See B345)", "rolltemplate-tool-modifiers-label": "Tool Modifiers", + "defense-modifiers-label": "Predefined Defense Modifiers", "maneuver-label": "Maneuver", "all-out-attack-label": "All-Out Attack", "alert-label": "Alert", @@ -1225,5 +1249,17 @@ "traits-default-critical-success-notes": "When you roll a critical success, the GM determines what happens to you. It is always something good! The lower the roll, the better **bonus** they give you. (B347)", "traits-default-critical-failure-notes": "When you roll a critical failure, the GM determines what happens to you. It is always something bad - the higher the roll, the worse the result. (B348)", "reference-abbreviation-label": "Reference", - "reference-label-tooltip": "Book abbreviation and page reference." + "reference-label-tooltip": "Book abbreviation and page reference.", + "modifier-abbreviation-label": "Mod", + "language-cost-modifier-tooltip": "Use this input box to modifier the number of Character Points for the selected language option.", + "language-talent-label": "Language Talent", + "language-talent-tooltip": "If checked, you can learn languages at the next-highest level, if you spend 2 points on a langauge, instead of broken, you know the language at Accented level. This changes the available options in the drop-down and related costs. See B65.", + "tips-label": "Tips", + "import-tips-description": "

      After importing, compare your Roll20 sheet to GCA5 character sheet.

      Roll20 doesn't support parent/child relationship, repeating tables will be imported alphabetically.

      For GCA Roll20 Exporter Tool Version 1.0.1.9 or later, Rital Magic Spells will be added to the Grimoire with difficult set to T/H and points set to 0. The spell will also be added to the Techniques table with the actual character point cost.

      GCA5 Export to Roll20. Update 1.0.1.10. Fixes bug so item inventory uses base cost and weight instead of total cost and weight.

      ", + "attribute-stress": "Stress", + "attribute-stress-tooltip": "Stress level from GURPS Fourth Edition Edition.pdf page 141-142.
      On failed fright check, add -1 to Stress, on Critical Failure add -3!
      GM could add Stress for other reasons besides failed fright checks.
      Stress can be recovered by one for every ten minutes spent in mental relaxation.
      GM may rule that certain indulgences can erase an extra point of Stress.
      Important: If you go over the maximum stress level, apply the Stress to Derangement!", + "abbreviation-derangement": "Derange", + "attribute-derangement-tooltip": "Derangement level represents long lasting mental harm described in GURPS Fourth Edition Edition.pdf page 141-142.
      When failing a Sanity-Blasting Fright Check, add -1 to Derangement, on Critical Failure add -3!
      At the end of the day with no new stress or derangement a Will roll will erase -1 point of derangement.
      +1 Will if treated by a therapist with Psychology (Clinical) or Physician (Psychiatric) at 12+.
      A therapist can also roll their skill once per day to erase an additional -1 in Derangement.
      Important: If you go over the maximum Derangement, the points should start going to new disadvantages!
      You can keep the total in the row below.", + "attribute-stress-derangement-penalty-tooltip": "The Fright Check Penalty, which is (Stress + Derangement)/2, rounded down against the player. H141
      This penalty is automatically applied to the Fright Check attribute.
      The penalty (modified by Fearlessness) could also affect self-control rolls, skills that demand a steady hand, and HT rolls to resist minor ailments, etc.", + "attribute-stress-derangement-disadvantage-points-tooltip": "The amount of disadvantage points accrued due to derangement.
      At a certain point, these points should be converted to permanent mental disadvantages!" } \ No newline at end of file diff --git a/GURPS/translations/es.json b/GURPS/translations/es.json index 8d24d52774..e357064090 100644 --- a/GURPS/translations/es.json +++ b/GURPS/translations/es.json @@ -1,5 +1,5 @@ { - "sheet-roll-modifier-option": "Roll Modifier Option", + "sheet-roll-modifier-option": "Roll Modifier Legacy", "sheet-roll-modifier-option-desc": "Select the modifier option to use when clicking a dice roll icon on the character sheet.", "sheet-chat-roll-display-option": "Chat Roll Display", "sheet-chat-roll-dislpay-option-desc": "Select how rolls are display in chat window. Private Skill Levels deprecated will default to private, since it doesn't work with rolltemplates.", @@ -39,7 +39,7 @@ "sheet-show-raw-defense-notes-desc": "If checked, show Rules as Written (RAW) for Active Defense success/fail notes.", "sheet-style-option": "Sheet Style", "sheet-style-desc": "Select a visual style for the character sheet.", - "roll-modifiers-heading": "Roll Modifiers", + "roll-modifiers-heading": "Roll Modifiers Toolbox", "total-roll-modifier-label": "Total Modifier", "shock-label": "Shock", "max-skill-9-label": "Max skill of 9", @@ -68,6 +68,8 @@ "aiming-bonus-tooltip": "Each turn after the initial aim, you get an additional bonus. See B364", "abbreviation-rate-of-fire-label": "RoF", "rate-of-fire-tooltip": "Rate of Fire
      The maximum number of shots that can be fired in
      one turn (by a regular person).
      The minimum number of shots is 1.

      !: minimum RoF is 1/4 of the maximum, rounded up.
      mxn: fires the first number of shots, which each then
      split into the second number (eg. shotguns)
      Jet: shoots a continuous stream of fluid. See page 106.", + "shots-fired-label": "Fired", + "shots-fired-tooltip": "Shots Fired
      The number of shots fired in a single round. This should not exceed the RoF for the weapon.", "scope-label": "Mirilla", "scope-bonus-tooltip": "Each turn after the initial aim, you get an additional bonus up to the scope's bonus.
      Fixed scopes, aim at least as many turns as the scope's bonus.
      See B412", "vehicle-targeting-label": "Vehicle Targeting", @@ -171,10 +173,10 @@ "ranged-move-attack-label": "Move/Attack: -2 or Bulk", "ranged-move-attack-tooltip": "Attack with a ranged weapon while moving, aiming is not possible and you lose previous aiming. -2 to hit or bulk penalty, whichever is worse. Movement: normal, but -2 to avoid obstacles. Active Defense: Dodge or Block. See B365-366", "bulk-label": "Bulk", - "ranged-all-out-attack-determined-label": "All-Out Attack Determined: +1", - "ranged-all-out-attack-determined-tooltip": "Determined: Make a single attack at +1 to hit! Movement: half-move, forward only. Defense: None. See B365", - "ranged-all-out-attack-suppression-fire-label": "All-Out Attack Suppression Fire", - "ranged-all-out-attack-suppression-fire-tooltip": "Take entire turn to spray an area with automatic fire RoF 5+, see Suppression Fire B409! Movement: half-move, forward only. Defense: None. See B365", + "ranged-all-out-attack-determined-label": "All-Out Determined: +1", + "ranged-all-out-attack-determined-tooltip": "All-Out Attack Determined: Make a single attack at +1 to hit! Movement: half-move, forward only. Defense: None. See B365", + "ranged-all-out-attack-suppression-fire-label": "All-Out Suppression Fire", + "ranged-all-out-attack-suppression-fire-tooltip": "All-Out Attack Suppression Fire: Take entire turn to spray an area with automatic fire RoF 5+, see Suppression Fire B409! Movement: half-move, forward only. Defense: None. See B365", "other-actions-title": "Other Actions", "braced-label": "Braced: +1", "braced-tooltip": "If you haven't moved and aimed a turn, you may get the braced bonus.
      Firearm/crossbow must rest on a sandbag, low wall, car, etc.
      One-handed firearm is braced if using two hands.
      Two-handed is braced if you're prone and using a bipod. See B364.", @@ -204,9 +206,9 @@ "failed-control-roll-tooltip": "Vehicle/mount failed control last turn. Penalty equal to margin of failure. See B548", "over-under-mount-label": "Over/Under Mount: -6", "over-under-mount-tooltip": "If you're an exposed rider hanging from side of mount/vehicle, penalty to hit is -6 to shoot over or under the mount.", - "vehicle-dodged-label": "Vehicle Dodged Last Turn: -2", + "vehicle-dodged-label": "Vehicle Dodged: -2", "vehicle-dodged-tooltip": "Vehicle/mount dodged last turn and you're not the operator.", - "air-vehicle-dodged-label": "Air Vehicle Dodged Last Turn: -4", + "air-vehicle-dodged-label": "Air Vehicle Dodged: -4", "normal-defense-label": "Normal Defense", "normal-defense-tooltip": "Using a normal active defense.", "all-out-defense-increased-label": "All-Out Defense: +2", @@ -221,7 +223,7 @@ "defense-kneeling-label": "Kneeling/Sitting: -2", "defense-kneeling-tooltip": "If you're kneeling or sitting, -2 to defense. See B549", "attackers-action-title": "Attacker's Action", - "attack-from-behind-label": "Attack From Behind Peripheral: -2", + "attack-from-behind-label": "From Behind Peripheral: -2", "attack-from-behind-tooltip": "Normally, if attacked from behind, you have no defense. However, if you have Peripheral Vision you can defend at -2. See B391", "runaround-attack-label": "Runaround Attack: -2", "runaround-attack-tooltip": "Your foe starts in front of you and runs behind you and attacks from behind. You can defend at -2. See B391", @@ -234,7 +236,7 @@ "general-defense-bonus-tooltip": "A general defense bonus, such as the Supers Meta-trait (see Supers B34), force field, etc.", "retreating-dodge-label": "Retreating Dodge: +3", "retreating-dodge-tooltip": "Move away from attacker, at least one yard or up to your step. See B377", - "retreating-block-parry-label": "Retreating Block/Parry: +1", + "retreating-block-parry-label": "Retreat Block/Parry: +1", "retreating-block-parry-tooltip": "Retreating block or parry. Move away from attacker, at least one yard or up to your step. See B377", "retreating-parry-label": "Retreating Parry: +3", "retreating-parry-tooltip": "If using Boxing, Judo, Karate, or any fencing skill, you can get a +3 retreating bonus.
      Move away from attacker, at least one yard or up to your step. See B377", @@ -245,8 +247,8 @@ "acrobatic-dodge-failed-tooltip": "If you failed your acrobatic/aerobatic roll, you're at -2 to dodge. See B375", "dodge-drop-label": "Dodge & Drop: +3", "dodge-drop-tooltip": "Only against ranged attacks, drop to the ground and become prone.
      Any cover you get does not count against the initial attack.
      NOTE: Flying or Swimming is possible but only if a step would take you below concealing terrain. See B377", - "feverish-defense-label": "Feverish Defense (1 FP): +2", - "feverish-defense-tooltip": "Spend 1 FP to increase active defense by 2.", + "feverish-defense-label": "Feverish Def (1 FP): +2", + "feverish-defense-tooltip": "Feverish Defense. Spend 1 FP to increase active defense by 2.", "offhand-parry-label": "Off-Hand Parry: -2", "offhand-parry-tooltip": "Off-Hand weapon parry is at -2. See B549", "number-of-parries-label": "# of Parries", @@ -257,7 +259,7 @@ "defense-improvised-weapon-tooltip": "NOTE: Dungeon Fantasy: if parrying with an improvised weapon, apply a penalty. See DF Exploits-37", "situation-title": "Situation", "defense-laser-sight-tooltip": "If you can see the laser sight, you get +1 to Dodge. See B548", - "against-deceptive-attack-label": "Against Deceptive Attack", + "against-deceptive-attack-label": "VS Deceptive Attack", "against-deceptive-attack-tooltip": "You're at -1 to defense for every -2 the attacker took to their to hit modifier. See B369", "feint-attack-label": "Feint Attack", "feint-attack-tooltip": "You're at a penalty equal to the attacker's margin of victory. See B365", @@ -266,9 +268,9 @@ "hidden-weapon-label": "Hidden Weapon: -2", "defense-hidden-weapon-tooltip": "NOTE: From Dungeon Fantasy. If attacked by a hidden weapon, you're at -2 to your first defense. See DF Exploits-58", "defenders-equipment-label": "Defender's Equipment", - "parrying-knife-label": "Parrying with Knife/Dagger: -1", + "parrying-knife-label": "Parry with Knife/Dagger: -1", "parrying-knife-tooltip": "If parrying with a knife or dagger is -1. See B548
      Suggestion: Add the modifier to your defense skill instead of using checkbox.", - "parrying-kusari-label": "Parrying with Kusari/Whip: -2", + "parrying-kusari-label": "Parry with Kusari/Whip: -2", "parrying-kusari-tooltip": "If parrying with a kusari or whip is -2. See B548
      Suggestion: Add the modifier to your defense skill instead of using checkbox.", "unarmed-parry-label": "Unarmed Parry: -3", "unarmed-parry-tooltip": "Unarmed parry vesus a weapon is -3, unless it's a thrust or you are using Judo or Karate parry. See B548", @@ -285,7 +287,7 @@ "block-nunchaku-tooltip": "If blocking against a nunchaku, you're at -1 to defend. See B405.", "parry-thrown-weapon-label": "Parry thrown weapon: -1", "parry-thrown-weapon-tooltip": "Parry -1 against thrown weapon. See B549", - "parry-thrown-small-weapon-label": "Parry thrown small weapon: -2", + "parry-thrown-small-weapon-label": "Parry thrown sm weapon: -2", "parry-thrown-small-weapon-tooltip": "If the weapon is 1 pound or less, parry is -2. See B549", "trident-dodge-label": "Trident: -1 Dodge", "trident-dodge-tooltip": "NOTE: From Dungeon Fantasy. -1 to dodge a trident. See DF Exploits-97", @@ -437,7 +439,7 @@ "attribute-will": "Will", "attribute-will-tooltip": "\nWillpower
      \nBased on Intelligence
      \n5pts/level
      \nUnmodified: \n\t\t\t\t\t\t\t", "attribute-fright": "Fright", - "attribute-fright-tooltip": "Fright Check (B360)
      Based on Willpower
      2pts/level
      Unmodified:
      See extensive list of Modifiers B360 & GURPS Horror p139-142.
      If manually creating and/or maintaining this sheet, Combat Reflexes adds +2 to Fright (Enter as a MOD with a value of 2)", + "attribute-fright-tooltip": "Fright Check (B360)
      Based on Willpower
      2pts/level
      Unmodified:
      Combat Reflexes Modifier:
      Stress and Derangement Modifier:

      See extensive list of Modifiers B360 & GURPS Horror p139-142.
      If manually creating and/or maintaining this sheet, Combat Reflexes adds +2 to Fright (Enter as a MOD with a value of 2)", "abbreviation-threshold": "Thresh", "attribute-fright-check-threshold-tooltip": "\nFright Check Threshold - Uses Rule of 14 (B360). By default this value is 13.
      \nThis means that a roll of 14 or more is automatically a failure.
      \nThis Threshold can be modifier by the Perks of Brave (Dungeon Fantasy 11, p11) or Rule of 15
      \n(Power Ups 2, p13).
      \nWill and/or Fright plus bonuses (like Fearlessness or Combat Reflexes) must total 14+ for this
      \nto be useful, of course!
      \nNote: A Fright Check can be used for Awe and Confusion. (Powers p84 under Terror) and the Awe and
      \nConfusion Check Table for failures. (Powers p85).\n\t\t\t\t\t\t\t", "fright-check-label": "Fright Check", @@ -456,7 +458,7 @@ "abbreviation-enhanced": "Enhncd", "attribute-enhanced-ground-move-tooltip": "Enhanced ground move.
      10pts per half level. Can use up|down arrow keys
      Level: ", "attribute-dodge": "Esquiva", - "attribute-dodge-tooltip": "Dodge - Based on Basic Speed - Unmodified:
      Note: The Dodge score, under Encumbrance and Current, automatically adjusts for Enumbrance and for HP and/or FP loss below 1/3. (B419, B426)", + "attribute-dodge-tooltip": "Dodge - Based on Basic Speed - Unmodified:
      Combat Reflexes Modifier:
      Note: The Dodge score, under Encumbrance and Current, automatically adjusts for Enumbrance and for HP and/or FP loss below 1/3. (B419, B426)", "abbreviation-lifting-strength": "Lift ST", "attribute-lifting-strength-tooltip": "Lifting Strength (B65)
      Based on Strength pts/level
      Unmodified: ", "attribute-lift": "Despunte", @@ -605,23 +607,31 @@ "spent-label": "Gastados", "unspent-label": "Sin gastar", "gca-format-label": "GCA4 Format", - "gca-format-tooltip": "GURPS Character Assistant (GCA4) Format
      To change to GCS or Detailed go to options tab
      and change the radio button for Point Summary Layout", + "gca-format-tooltip": "GURPS Character Assistant 4 (GCA4) Format
      To change to GCA5, GCS or Detailed go to options tab
      and change the radio button for Point Summary Layout", + "gca5-format-label": "GCA5 Format", + "gca5-format-tooltip": "GURPS Character Assistant 5 (GCA5) Format
      To change to GCA4, GCS or Detailed go to options tab
      and change the radio button for Point Summary Layout", "gcs-format-label": "GCS Format", - "gcs-format-format-tooltip": "GURPS Character Sheet (GCS) format
      To change to GCA4 or Detailed go to options tab
      and change the radio button for Point Summary Layout", + "gcs-format-format-tooltip": "GURPS Character Sheet (GCS) format
      To change to GCA5, GCA4 or Detailed go to options tab
      and change the radio button for Point Summary Layout", "detailed-format-label": "Detailed Format", - "detailed-format-tooltip": "To change to GCA4 or GCS go to options tab
      and change the radio button for Point Summary Layout", + "detailed-format-tooltip": "To change to GCA5, GCA4 or GCS go to options tab
      and change the radio button for Point Summary Layout", "race-label": "Race", "race-point-summary-tooltip": "Point Summary for Racial Traits.", - "points-summary-for-attributes-tooltip": "\nPoint Summary for:
      \nST, DX, IQ, HT,
      \nHP, FP, Energy Reserve One, Two, and Three,
      \nPer, Vision, Hearing, Smell, Touch,
      \nWill, Fright, Unconsciousness, Death,
      \nSpeed, Move, Lift ST, Striking ST,
      \nFlying, Air Move, Enhanced Air Move, Super Jump\n\t\t\t\t\t\t\t", + "points-summary-for-attributes-tooltip": "Point Summary for the following attributes with positive values:
      ST, DX, IQ, HT,
      HP, FP, Energy Reserve One, Two, and Three,
      Per, Vision, Hearing, Smell, Touch,
      Will, Fright, Unconsciousness, Death,
      Speed, Move, Lift ST, Striking ST,
      Flying, Air Move, Enhanced Air Move, Super Jump", + "abbreviation-languages-label": "Lang.", + "point-summary-for-languages-tooltip": "Languages Point Summary", "abbreviation-advantages-label": "Av.", - "gca-point-summary-for-advantages-tooltip": "\nPoint Summary for:
      \nLanguages, Tech Level, Cultural Familiarities,
      \nAdvantages, and Racial traits.\n\t\t\t\t\t\t\t", - "gcs-point-summary-for-advantages-tooltip": "\nPoint Summary for:
      \nLanguages, Tech Level, Cultural Familiarities,
      \nAdvantages, and Perks.\n\t\t\t\t\t\t\t", - "detailed-point-summary-for-advantages-tooltip": "\nPoint Summary for:
      \nLanguages, Tech Level, Cultural Familiarities,
      \nand Advantages.\n\t\t\t\t\t\t\t", + "gca-point-summary-for-advantages-tooltip": "Point Summary for the following traits with positive values:
      Languages, Tech Level, Cultural Familiarities,
      Advantages, and Racial traits.", + "gca5-point-summary-for-advantages-tooltip": "Point Summary for the following traits with positive values:
      Tech Level, Advantages, and Racial traits.", + "gcs-point-summary-for-advantages-tooltip": "Point Summary for the following traits with positive values:
      Languages, Tech Level, Cultural Familiarities,
      Advantages, and Perks.", + "detailed-point-summary-for-advantages-tooltip": "Point Summary for the following traits with positive values:
      Languages, Tech Level, Cultural Familiarities,
      and Advantages.", "perks-label": "Beneficios", "abbreviation-disadvantages-label": "Disadv.", - "point-summary-for-disadvantages-tooltip": "Point Summary for Disadvantages", + "point-summary-for-disadvantages-tooltip": "Point Summary for Disadvantages and racial templates with a negative value, including attributes with negative values, negative language value, and negative tech level value.", + "point-summary-for-disadvantages-no-language-tooltip": "Point Summary for Disadvantages and racial templates with a negative value, including attributes with negative values, and negative tech level value.
      Language points with a negative value are NOT included.", + "point-summary-for-disadvantages-no-racial-cost-tooltip": "Point Summary for Disadvantages, including attributes with negative values, negative language value, and negative tech level value.
      Racial templates with a negative value are NOT included.", "quirks-label": "Quirks", "skills-label": "Skills", + "skill-roll-modifier-tooltip": "You can use the Roll Modifiers Toolbar or the Roll Modifiers Toolbox to modifier the effective skill.", "abbreviation-techniques-label": "Tech.", "point-summary-techniques-tooltip": "Techniques", "abbreviation-techniques-revised-label": "Tech. (r)", @@ -642,6 +652,7 @@ "technology-level-tooltip": "Tech Level Modifiers (B168), Tech Levels (B511-514)", "campaign-technology-level-label": "Campaign Tech Level", "your-technology-level-label": "Your Tech Level", + "abbreviation-cultural-familiarity": "Culture", "cultural-familiarities-label": "Cultural Familiarities", "cultural-familiarities-tooltip": "When dealing with an unfamiliar culture, you may suffer -3 to a skill roll that has a cultural component, such as Carousing, Detect Lies. (B23).", "cultural-point-cost": "Native culture cost is 0. Otherwise, cost is 1 or 2 (Consult with GM). (B23)", @@ -709,15 +720,17 @@ "background-history-label": "Background History & Notes", "training-label": "Training", "training-tooltip": "\nTraining rules can be found at ‘Improvement
      \nThrough Study’ B292.
      \nAdvanced rules can be found in Social
      \nEngineering: Back to School.\n\t\t\t\t\t\t\t", - "activate-custom-roll-modifier-tooltip": "To turn on the custom modifiers and button to open the Roll Modifier dialog box goto the Sheet Options tab and check off the tools you would like to user under Skill Modifier Tools section.", "abbreviation-technology-level-label": "TL", "skill-level-label": "Nivel", "abbreviation-attribute-label": "ATR", + "skill-attribute-tooltip": "If the 10 was selected, it will be highlighted red. This could have happened during the import if the skill has an attribute not identified by the system. Check the attribute on your chosen Character Creation App to see if the attribute exists on Roll20.", "abbreviation-difficulty-label": "Diff", "skill-difficulty-tooltip": "Difficulty of Skill
      WC = Wildcard Skill. (B175)", "skill-modifier-tooltip": "\nModifier applied to skill level.
      \nCan be a positive or a negative number.
      \nExamples include a bonus from a Talent,
      \ndefault from another Skill or Technique,
      \na piece of equipment, or a Perk.\n\t\t\t\t\t\t\t", "modifier-label": "Modifier:$[[3]] ", - "modifier-dialog-tooltip": "Enter a modifier to apply to any rolls on the this table.
      Use the pencil/paper icon to select modifiers.
      NOTE: Changing the modifier or check status of Max skill of 9 will clear modifiers used by dialog box.", + "modifier-dialog-tooltip": "Enter a custom modifier and optional reason to apply to any rolls on the this table.
      Suggestion: Use this modifier instead of the popup window when clicking the roll button.
      You will see the modifier in the chat window. You could even turn off the Modifier Popup by going to
      Options -> Skill Modifier Options and select No Modifier Prompt.", + "final-modifier-label": "Final Modifier", + "final-modifier-dialog-tooltip": "The final modifier that will be applied to the effective skill level.", "select-skill-modifiers-button": "Select Skill Modifiers", "apply-encumbrance-tooltip": "Apply encumbrance penalty.", "link-to-label": "Link To", @@ -756,6 +769,7 @@ "abbreviation-maximum-label": "Max", "cost-label": "Coste", "techniques-revised-label": "Techniques (Revised)", + "techniques-roll-modifier-tooltip": "You can use the Roll Modifiers Toolbar or the Roll Modifiers Toolbox to modifier the effective skill.", "base-level-label": "Base", "base-skill-level-tooltip": "\nBase skill level of technique, usually
      \nbased on Parent Skill.
      \nsee Techniques B229\n\t\t\t\t\t\t\t", "abbreviation-default-label": "DFLT", @@ -810,7 +824,8 @@ "layer-4-label": "Layer 4", "armor-layor4-tooltip": "Layer 4 (Outer most) is also good for force shields, magic DR, etc.", "summary-label": "Summary", - "armor-summary-tooltip": "This sums up each layer, from layer 1 (inner) to layer 4 (outer).
      * = flexible armor.
      Alert: Only one layer per row may have split armor.", + "roll-modifier-summary-label": "Modifier Summary", + "armor-summary-tooltip": "This sums up each layer, from layer 1 (inner) to layer 4 (outer).
      * = flexible armor.
      Alert: Only one layer per row may have split armor.
      Warning: If you enter your own content, it will be overwritten if you change values for any of the layers.", "abbreviation-defense-bonus-label": "DB", "defense-bonus-tooltip": "Apply the defense bonus of a shield, cloak, spell (B252), or Meta-trait (Supers34). See B374
      Shield/Cloak: Used against attacks from front or from your shield side. Can't be used against firearms unless you're using the Damage to Shields option.
      Shield Spell: Protects from frontal attacks and is cumulative with a normal shield.", "abbreviation-damage-label": "DMG", @@ -829,6 +844,7 @@ "damage-resistance-tooltip": "\nLow-Tech #/# usually means All Attack Types / Except
      \nthis specific Type of attack.
      \nExample: Enter as 3/2cr* means DR3 vs all attacks
      \nexcept cr which uses DR2. * means it is Flexible
      \narmor (B379).
      \nHigh-Tech and Ultra-Tech #/# usually mean against
      \nthese Type Attacks / All other Attack Types.
      \nExample: Enter as 5imp, cr /2 means DR5 vs imp and
      \ncr type of attacks and DR2 against all other types
      \nof attacks.\n\t\t\t\t\t\t\t", "user-created-label": "User Created", "active-defenses-label": "Active Defenses", + "active-defense-roll-modifier-tooltip": "You can use the Roll Modifiers Tollbar or the Roll Modifiers Toolbox to modifier the effective skill.", "rules-as-written-label": "Rules As Written", "active-defense-type-tooltip": "\nChanging the Type will also update success/fail notes
      \nfor that active defense.
      \nParry, Block, and Block have default notes that can be
      \nchanged on the options page.
      \nNOTE Changing the Type will clear any previous notes
      \nyou entered.\n\t\t\t\t\t\t\t", "abbreviation-information-label": "Info", @@ -891,6 +907,7 @@ "select-token-tooltip": "If on, you must select your character token before clicking the Roll button. The token name will show in the roll results.
      Note This option is most useful when writing your own Roll20 API code.", "target-token-tooltip": "Click the button to turn on target a token before the skill roll.
      The token name will appear in the results.", "melee-attacks-label": "Melee Attacks", + "melee-roll-modifier-tooltip": "You can use the Roll Modifiers Toolbar or the Roll Modifiers Toolbox to modifier the effective skill.", "attacks-label": "Attacks", "targets-label": "Targets", "melee-attack-damage-tooltip": "For an Armor Divisor: A number in parenthesis after
      the damage - eg. (2) - is an armor divisor.
      Enter this number in the Damage Notes as AD(#) or as
      Armor Divisor(#).
      ex: indicates the attack causes an explosion.
      See B269. Enter in the Damage Notes
      Macros You can also use @{thrust} and @{swing} for Melee Damage value, which is based on the values entered on the General page. You can even add additional modifiers such as @{thrust}+3.", @@ -936,6 +953,7 @@ "ranged-fail-notes-tooltip": "Any standard notes entered here will appear in the Roll Template in chat.
      Hint: Enter inline rolls for additional results.
      Example: Does an additional [[1d6]] fire damage.", "ranged-critical-fail-notes-tooltip": "Any standard notes entered here will appear in the Roll Template in chat.
      Hint: Enter inline rolls for additional results.
      Example: Does an additional [[1d6]] fire damage.", "ranged-attacks-label": "Ranged Attacks", + "ranged-attack-tooltip": "Please use either the Range Calculator or the Roll Modifiers dialog tool to enter at least the range of the attack.", "ranged-damage-tooltip": "For an Armor Divisor: A number in parenthesis after
      the damage - eg. (2) - is an armor divisor.
      Enter this number in the Damage Notes as AD(#) or as
      Armor Divisor(#).
      ex: indicates the attack causes an explosion.
      [#d]: indicates the attack causes fragmentation.
      See B269. Enter in the Damage Notes.
      Macros You can also use @{thrust} and @{swing} for Ranged Damage value, which is based on the values entered on the General page. You can even add additional modifiers such as @{thrust}+3.", "abbreviation-range-label": "RNG", "range-tooltip": "Range. See B269.", @@ -1013,6 +1031,7 @@ "falling-label": "Falling", "hard-label": "Hard", "hard-object-tooltip": "If hitting a hard object (clay, concrete, soil, sand, etc.), check the box to double the effective Hit Points of the falling object or the object that caused the collision. B431", + "falling-damage-type-tooltip": "Normal objects are crushing. If bullet-shaped, sharp, or spiked select appropriate damage type, but damage is halved. B430", "collision-label": "Collision", "demolition-label": "Demolition", "select-label": "Selección", @@ -1054,15 +1073,16 @@ "magery-power-investiture-bonus-label": "Magery/PI/Bonus Level:", "cencentration-penalty-label": "Concentration Penalty", "spell-label": "Spell", + "spell-roll-modifier-tooltip": "You can use the Roll Modifiers Toolbar or the Roll Modifiers Toolbox to modifier the effective skill.", "spell-skill-level-tooltip": "\n\t\t\t\t\t\t\t\tSkill level with spell\n\t\t\t\t\t\t\t", - "spell-difficulty-tooltip": "Dificultad", + "spell-difficulty-tooltip": "Difficulty Level.
      Note: T/H stands for Technique/Hard, which is used by ritual magic spells.
      Suggestion: If using T/H set the points to zero, use mod to get the correct spell level,
      then place the actual spell on the Techniques table.", "spell-skill-level-modifier-tooltip": "\n\t\t\t\t\t\t\t\tModifier applied to skill level.
      \n\t\t\t\t\t\t\t\tCan be a positive or a negative number.
      \n\t\t\t\t\t\t\t\tExamples include a bonus from a Talent,
      \n\t\t\t\t\t\t\t\tdefault from another Skill or Technique,
      \n\t\t\t\t\t\t\t\ta piece of equipment, or a Perk.\n\t\t\t\t\t\t\t", "points-tooltip": "Points", "spell-is-on-tooltip": "Enter a 1 or more to mark the spell as ON
      skill penalty for each spell that is ON.
      See B238 or M10.
      Click one at a time, wait until each penalty is applied before clicking the next one.", "abbreviation-concentration-label": "CT", "spell-concentration-tooltip": "Enter a 1 or more to mark the spell as under Concentration.
      skill penalty for each spell.
      See B238 or M10.
      Click one at a time, wait until each penalty is applied before clicking the next one.", "abbreviation-resisted-by-label": "RESIST", - "spell-resisted-by-tooltip": "\n\t\t\t\t\t\t\t\tResisted By\n\t\t\t\t\t\t\t", + "spell-resisted-by-tooltip": "On a regular success, your spell must defeat the subject's resistance to work, a critical success automatically wins. See B241/M13 and the Rule of 16, B349.", "duration-label": "Duration", "spell-duration-tooltip": "\n\t\t\t\t\t\t\t\tDuration of Spell\n\t\t\t\t\t\t\t", "spell-energy-cost-tooltip": "\n\t\t\t\t\t\t\t\tEnergy cost for casting the spell.\n\t\t\t\t\t\t\t", @@ -1122,8 +1142,10 @@ "show-revised-label": "Show Revised", "show-revised-tooltip": "Show the revised techniques table.", "point-summary-layout-label": "Point Summary Layout", + "abbreviation-gurps-character-assistant5-label": "GCA5", "abbreviation-gurps-character-assistant-label": "GCA4", - "gurps-character-assistant-tooltip": "GURPS Character Assistant.", + "gurps-character-assistant-tooltip": "GURPS Character Assistant 4.", + "gurps-character-assistant5-tooltip": "GURPS Character Assistant 5.", "abbreviation-gurps-character-sheet-label": "GCS", "gurps-character-sheet-tooltip": "GURPS Character Sheet.", "detailed-label": "Detailed", @@ -1162,7 +1184,8 @@ "sheet-style-purple-option": "Purple", "sheet-style-fabric-option": "Fabric", "sheet-style-classic-white-option": "Classic White", - "falling-collision-damage-notes-label": "Falling & Collision Damage Notes B430-431", + "falling-damage-notes-label": "Falling Damage Notes B430-431", + "collision-damage-notes-label": "Collision Damage Notes B430-431", "demolition-damage-notes-label": "Demolition Damage Notes", "fragmentation-skill-notes-label": "Fragmentation Skill Notes", "fragmentation-damage-notes-label": "Fragmentation Damage Notes", @@ -1199,6 +1222,7 @@ "target-label": "Target", "rolltemplate-warning-less-than-three-description": "WARNING: You may not attempt a success roll if your effective skill (Target) is less than 3. (See B345)", "rolltemplate-tool-modifiers-label": "Tool Modifiers", + "defense-modifiers-label": "Predefined Defense Modifiers", "maneuver-label": "Maneuver", "all-out-attack-label": "All-Out Attack", "alert-label": "Alert", @@ -1225,5 +1249,17 @@ "traits-default-critical-success-notes": "When you roll a critical success, the GM determines what happens to you. It is always something good! The lower the roll, the better **bonus** they give you. (B347)", "traits-default-critical-failure-notes": "When you roll a critical failure, the GM determines what happens to you. It is always something bad - the higher the roll, the worse the result. (B348)", "reference-abbreviation-label": "Reference", - "reference-label-tooltip": "Book abbreviation and page reference." + "reference-label-tooltip": "Book abbreviation and page reference.", + "modifier-abbreviation-label": "Mod", + "language-cost-modifier-tooltip": "Use this input box to modifier the number of Character Points for the selected language option.", + "language-talent-label": "Language Talent", + "language-talent-tooltip": "If checked, you can learn languages at the next-highest level, if you spend 2 points on a langauge, instead of broken, you know the language at Accented level. This changes the available options in the drop-down and related costs. See B65.", + "tips-label": "Tips", + "import-tips-description": "

      After importing, compare your Roll20 sheet to GCA5 character sheet.

      Roll20 doesn't support parent/child relationship, repeating tables will be imported alphabetically.

      For GCA Roll20 Exporter Tool Version 1.0.1.9 or later, Rital Magic Spells will be added to the Grimoire with difficult set to T/H and points set to 0. The spell will also be added to the Techniques table with the actual character point cost.

      GCA5 Export to Roll20. Update 1.0.1.10. Fixes bug so item inventory uses base cost and weight instead of total cost and weight.

      ", + "attribute-stress": "Stress", + "attribute-stress-tooltip": "Stress level from GURPS Fourth Edition Edition.pdf page 141-142.
      On failed fright check, add -1 to Stress, on Critical Failure add -3!
      GM could add Stress for other reasons besides failed fright checks.
      Stress can be recovered by one for every ten minutes spent in mental relaxation.
      GM may rule that certain indulgences can erase an extra point of Stress.
      Important: If you go over the maximum stress level, apply the Stress to Derangement!", + "abbreviation-derangement": "Derange", + "attribute-derangement-tooltip": "Derangement level represents long lasting mental harm described in GURPS Fourth Edition Edition.pdf page 141-142.
      When failing a Sanity-Blasting Fright Check, add -1 to Derangement, on Critical Failure add -3!
      At the end of the day with no new stress or derangement a Will roll will erase -1 point of derangement.
      +1 Will if treated by a therapist with Psychology (Clinical) or Physician (Psychiatric) at 12+.
      A therapist can also roll their skill once per day to erase an additional -1 in Derangement.
      Important: If you go over the maximum Derangement, the points should start going to new disadvantages!
      You can keep the total in the row below.", + "attribute-stress-derangement-penalty-tooltip": "The Fright Check Penalty, which is (Stress + Derangement)/2, rounded down against the player. H141
      This penalty is automatically applied to the Fright Check attribute.
      The penalty (modified by Fearlessness) could also affect self-control rolls, skills that demand a steady hand, and HT rolls to resist minor ailments, etc.", + "attribute-stress-derangement-disadvantage-points-tooltip": "The amount of disadvantage points accrued due to derangement.
      At a certain point, these points should be converted to permanent mental disadvantages!" } \ No newline at end of file diff --git a/GURPS/translations/fi.json b/GURPS/translations/fi.json index e41bb175f2..bd3a83b14f 100644 --- a/GURPS/translations/fi.json +++ b/GURPS/translations/fi.json @@ -1,5 +1,5 @@ { - "sheet-roll-modifier-option": "Roll Modifier Option", + "sheet-roll-modifier-option": "Roll Modifier Legacy", "sheet-roll-modifier-option-desc": "Select the modifier option to use when clicking a dice roll icon on the character sheet.", "sheet-chat-roll-display-option": "Chat Roll Display", "sheet-chat-roll-dislpay-option-desc": "Select how rolls are display in chat window. Private Skill Levels deprecated will default to private, since it doesn't work with rolltemplates.", @@ -39,7 +39,7 @@ "sheet-show-raw-defense-notes-desc": "If checked, show Rules as Written (RAW) for Active Defense success/fail notes.", "sheet-style-option": "Sheet Style", "sheet-style-desc": "Select a visual style for the character sheet.", - "roll-modifiers-heading": "Roll Modifiers", + "roll-modifiers-heading": "Roll Modifiers Toolbox", "total-roll-modifier-label": "Total Modifier", "shock-label": "Shock", "max-skill-9-label": "Max skill of 9", @@ -68,6 +68,8 @@ "aiming-bonus-tooltip": "Each turn after the initial aim, you get an additional bonus. See B364", "abbreviation-rate-of-fire-label": "RoF", "rate-of-fire-tooltip": "Rate of Fire
      The maximum number of shots that can be fired in
      one turn (by a regular person).
      The minimum number of shots is 1.

      !: minimum RoF is 1/4 of the maximum, rounded up.
      mxn: fires the first number of shots, which each then
      split into the second number (eg. shotguns)
      Jet: shoots a continuous stream of fluid. See page 106.", + "shots-fired-label": "Fired", + "shots-fired-tooltip": "Shots Fired
      The number of shots fired in a single round. This should not exceed the RoF for the weapon.", "scope-label": "Scope", "scope-bonus-tooltip": "Each turn after the initial aim, you get an additional bonus up to the scope's bonus.
      Fixed scopes, aim at least as many turns as the scope's bonus.
      See B412", "vehicle-targeting-label": "Vehicle Targeting", @@ -171,10 +173,10 @@ "ranged-move-attack-label": "Move/Attack: -2 or Bulk", "ranged-move-attack-tooltip": "Attack with a ranged weapon while moving, aiming is not possible and you lose previous aiming. -2 to hit or bulk penalty, whichever is worse. Movement: normal, but -2 to avoid obstacles. Active Defense: Dodge or Block. See B365-366", "bulk-label": "Bulk", - "ranged-all-out-attack-determined-label": "All-Out Attack Determined: +1", - "ranged-all-out-attack-determined-tooltip": "Determined: Make a single attack at +1 to hit! Movement: half-move, forward only. Defense: None. See B365", - "ranged-all-out-attack-suppression-fire-label": "All-Out Attack Suppression Fire", - "ranged-all-out-attack-suppression-fire-tooltip": "Take entire turn to spray an area with automatic fire RoF 5+, see Suppression Fire B409! Movement: half-move, forward only. Defense: None. See B365", + "ranged-all-out-attack-determined-label": "All-Out Determined: +1", + "ranged-all-out-attack-determined-tooltip": "All-Out Attack Determined: Make a single attack at +1 to hit! Movement: half-move, forward only. Defense: None. See B365", + "ranged-all-out-attack-suppression-fire-label": "All-Out Suppression Fire", + "ranged-all-out-attack-suppression-fire-tooltip": "All-Out Attack Suppression Fire: Take entire turn to spray an area with automatic fire RoF 5+, see Suppression Fire B409! Movement: half-move, forward only. Defense: None. See B365", "other-actions-title": "Other Actions", "braced-label": "Braced: +1", "braced-tooltip": "If you haven't moved and aimed a turn, you may get the braced bonus.
      Firearm/crossbow must rest on a sandbag, low wall, car, etc.
      One-handed firearm is braced if using two hands.
      Two-handed is braced if you're prone and using a bipod. See B364.", @@ -204,9 +206,9 @@ "failed-control-roll-tooltip": "Vehicle/mount failed control last turn. Penalty equal to margin of failure. See B548", "over-under-mount-label": "Over/Under Mount: -6", "over-under-mount-tooltip": "If you're an exposed rider hanging from side of mount/vehicle, penalty to hit is -6 to shoot over or under the mount.", - "vehicle-dodged-label": "Vehicle Dodged Last Turn: -2", + "vehicle-dodged-label": "Vehicle Dodged: -2", "vehicle-dodged-tooltip": "Vehicle/mount dodged last turn and you're not the operator.", - "air-vehicle-dodged-label": "Air Vehicle Dodged Last Turn: -4", + "air-vehicle-dodged-label": "Air Vehicle Dodged: -4", "normal-defense-label": "Normal Defense", "normal-defense-tooltip": "Using a normal active defense.", "all-out-defense-increased-label": "All-Out Defense: +2", @@ -221,7 +223,7 @@ "defense-kneeling-label": "Kneeling/Sitting: -2", "defense-kneeling-tooltip": "If you're kneeling or sitting, -2 to defense. See B549", "attackers-action-title": "Attacker's Action", - "attack-from-behind-label": "Attack From Behind Peripheral: -2", + "attack-from-behind-label": "From Behind Peripheral: -2", "attack-from-behind-tooltip": "Normally, if attacked from behind, you have no defense. However, if you have Peripheral Vision you can defend at -2. See B391", "runaround-attack-label": "Runaround Attack: -2", "runaround-attack-tooltip": "Your foe starts in front of you and runs behind you and attacks from behind. You can defend at -2. See B391", @@ -234,7 +236,7 @@ "general-defense-bonus-tooltip": "A general defense bonus, such as the Supers Meta-trait (see Supers B34), force field, etc.", "retreating-dodge-label": "Retreating Dodge: +3", "retreating-dodge-tooltip": "Move away from attacker, at least one yard or up to your step. See B377", - "retreating-block-parry-label": "Retreating Block/Parry: +1", + "retreating-block-parry-label": "Retreat Block/Parry: +1", "retreating-block-parry-tooltip": "Retreating block or parry. Move away from attacker, at least one yard or up to your step. See B377", "retreating-parry-label": "Retreating Parry: +3", "retreating-parry-tooltip": "If using Boxing, Judo, Karate, or any fencing skill, you can get a +3 retreating bonus.
      Move away from attacker, at least one yard or up to your step. See B377", @@ -245,8 +247,8 @@ "acrobatic-dodge-failed-tooltip": "If you failed your acrobatic/aerobatic roll, you're at -2 to dodge. See B375", "dodge-drop-label": "Dodge & Drop: +3", "dodge-drop-tooltip": "Only against ranged attacks, drop to the ground and become prone.
      Any cover you get does not count against the initial attack.
      NOTE: Flying or Swimming is possible but only if a step would take you below concealing terrain. See B377", - "feverish-defense-label": "Feverish Defense (1 FP): +2", - "feverish-defense-tooltip": "Spend 1 FP to increase active defense by 2.", + "feverish-defense-label": "Feverish Def (1 FP): +2", + "feverish-defense-tooltip": "Feverish Defense. Spend 1 FP to increase active defense by 2.", "offhand-parry-label": "Off-Hand Parry: -2", "offhand-parry-tooltip": "Off-Hand weapon parry is at -2. See B549", "number-of-parries-label": "# of Parries", @@ -257,7 +259,7 @@ "defense-improvised-weapon-tooltip": "NOTE: Dungeon Fantasy: if parrying with an improvised weapon, apply a penalty. See DF Exploits-37", "situation-title": "Situation", "defense-laser-sight-tooltip": "If you can see the laser sight, you get +1 to Dodge. See B548", - "against-deceptive-attack-label": "Against Deceptive Attack", + "against-deceptive-attack-label": "VS Deceptive Attack", "against-deceptive-attack-tooltip": "You're at -1 to defense for every -2 the attacker took to their to hit modifier. See B369", "feint-attack-label": "Feint Attack", "feint-attack-tooltip": "You're at a penalty equal to the attacker's margin of victory. See B365", @@ -266,9 +268,9 @@ "hidden-weapon-label": "Hidden Weapon: -2", "defense-hidden-weapon-tooltip": "NOTE: From Dungeon Fantasy. If attacked by a hidden weapon, you're at -2 to your first defense. See DF Exploits-58", "defenders-equipment-label": "Defender's Equipment", - "parrying-knife-label": "Parrying with Knife/Dagger: -1", + "parrying-knife-label": "Parry with Knife/Dagger: -1", "parrying-knife-tooltip": "If parrying with a knife or dagger is -1. See B548
      Suggestion: Add the modifier to your defense skill instead of using checkbox.", - "parrying-kusari-label": "Parrying with Kusari/Whip: -2", + "parrying-kusari-label": "Parry with Kusari/Whip: -2", "parrying-kusari-tooltip": "If parrying with a kusari or whip is -2. See B548
      Suggestion: Add the modifier to your defense skill instead of using checkbox.", "unarmed-parry-label": "Unarmed Parry: -3", "unarmed-parry-tooltip": "Unarmed parry vesus a weapon is -3, unless it's a thrust or you are using Judo or Karate parry. See B548", @@ -285,7 +287,7 @@ "block-nunchaku-tooltip": "If blocking against a nunchaku, you're at -1 to defend. See B405.", "parry-thrown-weapon-label": "Parry thrown weapon: -1", "parry-thrown-weapon-tooltip": "Parry -1 against thrown weapon. See B549", - "parry-thrown-small-weapon-label": "Parry thrown small weapon: -2", + "parry-thrown-small-weapon-label": "Parry thrown sm weapon: -2", "parry-thrown-small-weapon-tooltip": "If the weapon is 1 pound or less, parry is -2. See B549", "trident-dodge-label": "Trident: -1 Dodge", "trident-dodge-tooltip": "NOTE: From Dungeon Fantasy. -1 to dodge a trident. See DF Exploits-97", @@ -437,7 +439,7 @@ "attribute-will": "Will", "attribute-will-tooltip": "Willpower
      Based on Intelligence
      5pts/level
      Unmodified: ", "attribute-fright": "Fright", - "attribute-fright-tooltip": "Fright Check (B360)
      Based on Willpower
      2pts/level
      Unmodified:
      See extensive list of Modifiers B360 & GURPS Horror p139-142.
      If manually creating and/or maintaining this sheet, Combat Reflexes adds +2 to Fright (Enter as a MOD with a value of 2)", + "attribute-fright-tooltip": "Fright Check (B360)
      Based on Willpower
      2pts/level
      Unmodified:
      Combat Reflexes Modifier:
      Stress and Derangement Modifier:

      See extensive list of Modifiers B360 & GURPS Horror p139-142.
      If manually creating and/or maintaining this sheet, Combat Reflexes adds +2 to Fright (Enter as a MOD with a value of 2)", "abbreviation-threshold": "Thresh", "attribute-fright-check-threshold-tooltip": "Fright Check Threshold - Uses Rule of 14 (B360). By default this value is 13.
      This means that a roll of 14 or more is automatically a failure.
      This Threshold can be modifier by the Perks of Brave (Dungeon Fantasy 11, p11) or Rule of 15
      (Power Ups 2, p13).
      Will and/or Fright plus bonuses (like Fearlessness or Combat Reflexes) must total 14+ for this
      to be useful, of course!
      Note: A Fright Check can be used for Awe and Confusion. (Powers p84 under Terror) and the Awe and
      Confusion Check Table for failures. (Powers p85).", "fright-check-label": "Fright Check", @@ -456,7 +458,7 @@ "abbreviation-enhanced": "Enhncd", "attribute-enhanced-ground-move-tooltip": "Enhanced ground move.
      10pts per half level. Can use up|down arrow keys
      Level: ", "attribute-dodge": "Dodge", - "attribute-dodge-tooltip": "Dodge - Based on Basic Speed - Unmodified:
      Note: The Dodge score, under Encumbrance and Current, automatically adjusts for Enumbrance and for HP and/or FP loss below 1/3. (B419, B426)", + "attribute-dodge-tooltip": "Dodge - Based on Basic Speed - Unmodified:
      Combat Reflexes Modifier:
      Note: The Dodge score, under Encumbrance and Current, automatically adjusts for Enumbrance and for HP and/or FP loss below 1/3. (B419, B426)", "abbreviation-lifting-strength": "Lift ST", "attribute-lifting-strength-tooltip": "Lifting Strength (B65)
      Based on Strength pts/level
      Unmodified: ", "attribute-lift": "Lift", @@ -605,23 +607,31 @@ "spent-label": "Spent", "unspent-label": "Unspent", "gca-format-label": "GCA4 Format", - "gca-format-tooltip": "GURPS Character Assistant (GCA4) Format
      To change to GCS or Detailed go to options tab
      and change the radio button for Point Summary Layout", + "gca-format-tooltip": "GURPS Character Assistant 4 (GCA4) Format
      To change to GCA5, GCS or Detailed go to options tab
      and change the radio button for Point Summary Layout", + "gca5-format-label": "GCA5 Format", + "gca5-format-tooltip": "GURPS Character Assistant 5 (GCA5) Format
      To change to GCA4, GCS or Detailed go to options tab
      and change the radio button for Point Summary Layout", "gcs-format-label": "GCS Format", - "gcs-format-format-tooltip": "GURPS Character Sheet (GCS) format
      To change to GCA4 or Detailed go to options tab
      and change the radio button for Point Summary Layout", + "gcs-format-format-tooltip": "GURPS Character Sheet (GCS) format
      To change to GCA5, GCA4 or Detailed go to options tab
      and change the radio button for Point Summary Layout", "detailed-format-label": "Detailed Format", - "detailed-format-tooltip": "To change to GCA4 or GCS go to options tab
      and change the radio button for Point Summary Layout", + "detailed-format-tooltip": "To change to GCA5, GCA4 or GCS go to options tab
      and change the radio button for Point Summary Layout", "race-label": "Race", "race-point-summary-tooltip": "Point Summary for Racial Traits.", - "points-summary-for-attributes-tooltip": "Point Summary for:
      ST, DX, IQ, HT,
      HP, FP, Energy Reserve One, Two, and Three,
      Per, Vision, Hearing, Smell, Touch,
      Will, Fright, Unconsciousness, Death,
      Speed, Move, Lift ST, Striking ST,
      Flying, Air Move, Enhanced Air Move, Super Jump", + "points-summary-for-attributes-tooltip": "Point Summary for the following attributes with positive values:
      ST, DX, IQ, HT,
      HP, FP, Energy Reserve One, Two, and Three,
      Per, Vision, Hearing, Smell, Touch,
      Will, Fright, Unconsciousness, Death,
      Speed, Move, Lift ST, Striking ST,
      Flying, Air Move, Enhanced Air Move, Super Jump", + "abbreviation-languages-label": "Lang.", + "point-summary-for-languages-tooltip": "Languages Point Summary", "abbreviation-advantages-label": "Adv.", - "gca-point-summary-for-advantages-tooltip": "Point Summary for:
      Languages, Tech Level, Cultural Familiarities,
      Advantages, and Racial traits.", - "gcs-point-summary-for-advantages-tooltip": "Point Summary for:
      Languages, Tech Level, Cultural Familiarities,
      Advantages, and Perks.", - "detailed-point-summary-for-advantages-tooltip": "Point Summary for:
      Languages, Tech Level, Cultural Familiarities,
      and Advantages.", + "gca-point-summary-for-advantages-tooltip": "Point Summary for the following traits with positive values:
      Languages, Tech Level, Cultural Familiarities,
      Advantages, and Racial traits.", + "gca5-point-summary-for-advantages-tooltip": "Point Summary for the following traits with positive values:
      Tech Level, Advantages, and Racial traits.", + "gcs-point-summary-for-advantages-tooltip": "Point Summary for the following traits with positive values:
      Languages, Tech Level, Cultural Familiarities,
      Advantages, and Perks.", + "detailed-point-summary-for-advantages-tooltip": "Point Summary for the following traits with positive values:
      Languages, Tech Level, Cultural Familiarities,
      and Advantages.", "perks-label": "Perks", "abbreviation-disadvantages-label": "Disadv.", - "point-summary-for-disadvantages-tooltip": "Point Summary for Disadvantages", + "point-summary-for-disadvantages-tooltip": "Point Summary for Disadvantages and racial templates with a negative value, including attributes with negative values, negative language value, and negative tech level value.", + "point-summary-for-disadvantages-no-language-tooltip": "Point Summary for Disadvantages and racial templates with a negative value, including attributes with negative values, and negative tech level value.
      Language points with a negative value are NOT included.", + "point-summary-for-disadvantages-no-racial-cost-tooltip": "Point Summary for Disadvantages, including attributes with negative values, negative language value, and negative tech level value.
      Racial templates with a negative value are NOT included.", "quirks-label": "Quirks", "skills-label": "Skills", + "skill-roll-modifier-tooltip": "You can use the Roll Modifiers Toolbar or the Roll Modifiers Toolbox to modifier the effective skill.", "abbreviation-techniques-label": "Tech.", "point-summary-techniques-tooltip": "Techniques", "abbreviation-techniques-revised-label": "Tech. (r)", @@ -642,6 +652,7 @@ "technology-level-tooltip": "Tech Level Modifiers (B168), Tech Levels (B511-514)", "campaign-technology-level-label": "Campaign Tech Level", "your-technology-level-label": "Your Tech Level", + "abbreviation-cultural-familiarity": "Culture", "cultural-familiarities-label": "Cultural Familiarities", "cultural-familiarities-tooltip": "When dealing with an unfamiliar culture, you may suffer -3 to a skill roll that has a cultural component, such as Carousing, Detect Lies. (B23).", "cultural-point-cost": "Native culture cost is 0. Otherwise, cost is 1 or 2 (Consult with GM). (B23)", @@ -709,15 +720,17 @@ "background-history-label": "Background History & Notes", "training-label": "Training", "training-tooltip": "Training rules can be found at ‘Improvement
      Through Study’ B292.
      Advanced rules can be found in Social
      Engineering: Back to School.", - "activate-custom-roll-modifier-tooltip": "To turn on the custom modifiers and button to open the Roll Modifier dialog box goto the Sheet Options tab and check off the tools you would like to user under Skill Modifier Tools section.", "abbreviation-technology-level-label": "TL", "skill-level-label": "Level", "abbreviation-attribute-label": "Attr", + "skill-attribute-tooltip": "If the 10 was selected, it will be highlighted red. This could have happened during the import if the skill has an attribute not identified by the system. Check the attribute on your chosen Character Creation App to see if the attribute exists on Roll20.", "abbreviation-difficulty-label": "Diff", "skill-difficulty-tooltip": "Difficulty of Skill
      WC = Wildcard Skill. (B175)", "skill-modifier-tooltip": "Modifier applied to skill level.
      Can be a positive or a negative number.
      Examples include a bonus from a Talent,
      default from another Skill or Technique,
      a piece of equipment, or a Perk.", "modifier-label": "Modifier:", - "modifier-dialog-tooltip": "Enter a modifier to apply to any rolls on the this table.
      Use the pencil/paper icon to select modifiers.
      NOTE: Changing the modifier or check status of Max skill of 9 will clear modifiers used by dialog box.", + "modifier-dialog-tooltip": "Enter a custom modifier and optional reason to apply to any rolls on the this table.
      Suggestion: Use this modifier instead of the popup window when clicking the roll button.
      You will see the modifier in the chat window. You could even turn off the Modifier Popup by going to
      Options -> Skill Modifier Options and select No Modifier Prompt.", + "final-modifier-label": "Final Modifier", + "final-modifier-dialog-tooltip": "The final modifier that will be applied to the effective skill level.", "select-skill-modifiers-button": "Select Skill Modifiers", "apply-encumbrance-tooltip": "Apply encumbrance penalty.", "link-to-label": "Link To", @@ -756,6 +769,7 @@ "abbreviation-maximum-label": "Max", "cost-label": "Cost", "techniques-revised-label": "Techniques (Revised)", + "techniques-roll-modifier-tooltip": "You can use the Roll Modifiers Toolbar or the Roll Modifiers Toolbox to modifier the effective skill.", "base-level-label": "Base", "base-skill-level-tooltip": "Base skill level of technique, usually
      based on Parent Skill.
      see Techniques B229", "abbreviation-default-label": "DFLT", @@ -810,7 +824,8 @@ "layer-4-label": "Layer 4", "armor-layor4-tooltip": "Layer 4 (Outer most) is also good for force shields, magic DR, etc.", "summary-label": "Summary", - "armor-summary-tooltip": "This sums up each layer, from layer 1 (inner) to layer 4 (outer).
      * = flexible armor.
      Alert: Only one layer per row may have split armor.", + "roll-modifier-summary-label": "Modifier Summary", + "armor-summary-tooltip": "This sums up each layer, from layer 1 (inner) to layer 4 (outer).
      * = flexible armor.
      Alert: Only one layer per row may have split armor.
      Warning: If you enter your own content, it will be overwritten if you change values for any of the layers.", "abbreviation-defense-bonus-label": "DB", "defense-bonus-tooltip": "Apply the defense bonus of a shield, cloak, spell (B252), or Meta-trait (Supers34). See B374
      Shield/Cloak: Used against attacks from front or from your shield side. Can't be used against firearms unless you're using the Damage to Shields option.
      Shield Spell: Protects from frontal attacks and is cumulative with a normal shield.", "abbreviation-damage-label": "DMG", @@ -829,6 +844,7 @@ "damage-resistance-tooltip": "Low-Tech #/# usually means All Attack Types / Except
      this specific Type of attack.
      Example: Enter as 3/2cr* means DR3 vs all attacks
      except cr which uses DR2. * means it is Flexible
      armor (B379).
      High-Tech and Ultra-Tech #/# usually mean against
      these Type Attacks / All other Attack Types.
      Example: Enter as 5imp, cr /2 means DR5 vs imp and
      cr type of attacks and DR2 against all other types
      of attacks.", "user-created-label": "User Created", "active-defenses-label": "Active Defenses", + "active-defense-roll-modifier-tooltip": "You can use the Roll Modifiers Tollbar or the Roll Modifiers Toolbox to modifier the effective skill.", "rules-as-written-label": "Rules As Written", "active-defense-type-tooltip": "Changing the Type will also update success/fail notes
      for that active defense.
      Parry, Block, and Block have default notes that can be
      changed on the options page.
      NOTE Changing the Type will clear any previous notes
      you entered.", "abbreviation-information-label": "Info", @@ -891,6 +907,7 @@ "select-token-tooltip": "If on, you must select your character token before clicking the Roll button. The token name will show in the roll results.
      Note This option is most useful when writing your own Roll20 API code.", "target-token-tooltip": "Click the button to turn on target a token before the skill roll.
      The token name will appear in the results.", "melee-attacks-label": "Melee Attacks", + "melee-roll-modifier-tooltip": "You can use the Roll Modifiers Toolbar or the Roll Modifiers Toolbox to modifier the effective skill.", "attacks-label": "Attacks", "targets-label": "Targets", "melee-attack-damage-tooltip": "For an Armor Divisor: A number in parenthesis after
      the damage - eg. (2) - is an armor divisor.
      Enter this number in the Damage Notes as AD(#) or as
      Armor Divisor(#).
      ex: indicates the attack causes an explosion.
      See B269. Enter in the Damage Notes
      Macros You can also use @{thrust} and @{swing} for Melee Damage value, which is based on the values entered on the General page. You can even add additional modifiers such as @{thrust}+3.", @@ -936,6 +953,7 @@ "ranged-fail-notes-tooltip": "Any standard notes entered here will appear in the Roll Template in chat.
      Hint: Enter inline rolls for additional results.
      Example: Does an additional [[1d6]] fire damage.", "ranged-critical-fail-notes-tooltip": "Any standard notes entered here will appear in the Roll Template in chat.
      Hint: Enter inline rolls for additional results.
      Example: Does an additional [[1d6]] fire damage.", "ranged-attacks-label": "Ranged Attacks", + "ranged-attack-tooltip": "Please use either the Range Calculator or the Roll Modifiers dialog tool to enter at least the range of the attack.", "ranged-damage-tooltip": "For an Armor Divisor: A number in parenthesis after
      the damage - eg. (2) - is an armor divisor.
      Enter this number in the Damage Notes as AD(#) or as
      Armor Divisor(#).
      ex: indicates the attack causes an explosion.
      [#d]: indicates the attack causes fragmentation.
      See B269. Enter in the Damage Notes.
      Macros You can also use @{thrust} and @{swing} for Ranged Damage value, which is based on the values entered on the General page. You can even add additional modifiers such as @{thrust}+3.", "abbreviation-range-label": "RNG", "range-tooltip": "Range. See B269.", @@ -1013,6 +1031,7 @@ "falling-label": "Falling", "hard-label": "Hard", "hard-object-tooltip": "If hitting a hard object (clay, concrete, soil, sand, etc.), check the box to double the effective Hit Points of the falling object or the object that caused the collision. B431", + "falling-damage-type-tooltip": "Normal objects are crushing. If bullet-shaped, sharp, or spiked select appropriate damage type, but damage is halved. B430", "collision-label": "Collision", "demolition-label": "Demolition", "select-label": "Select", @@ -1054,15 +1073,16 @@ "magery-power-investiture-bonus-label": "Magery/PI/Bonus Level:", "cencentration-penalty-label": "Concentration Penalty", "spell-label": "Spell", + "spell-roll-modifier-tooltip": "You can use the Roll Modifiers Toolbar or the Roll Modifiers Toolbox to modifier the effective skill.", "spell-skill-level-tooltip": "Skill level with spell", - "spell-difficulty-tooltip": "Difficulty", + "spell-difficulty-tooltip": "Difficulty Level.
      Note: T/H stands for Technique/Hard, which is used by ritual magic spells.
      Suggestion: If using T/H set the points to zero, use mod to get the correct spell level,
      then place the actual spell on the Techniques table.", "spell-skill-level-modifier-tooltip": "Modifier applied to skill level.
      Can be a positive or a negative number.
      Examples include a bonus from a Talent,
      default from another Skill or Technique,
      a piece of equipment, or a Perk.", "points-tooltip": "Points", "spell-is-on-tooltip": "Enter a 1 or more to mark the spell as ON
      skill penalty for each spell that is ON.
      See B238 or M10.
      Click one at a time, wait until each penalty is applied before clicking the next one.", "abbreviation-concentration-label": "CT", "spell-concentration-tooltip": "Enter a 1 or more to mark the spell as under Concentration.
      skill penalty for each spell.
      See B238 or M10.
      Click one at a time, wait until each penalty is applied before clicking the next one.", "abbreviation-resisted-by-label": "RESIST", - "spell-resisted-by-tooltip": "Resisted By", + "spell-resisted-by-tooltip": "On a regular success, your spell must defeat the subject's resistance to work, a critical success automatically wins. See B241/M13 and the Rule of 16, B349.", "duration-label": "Duration", "spell-duration-tooltip": "Duration of Spell", "spell-energy-cost-tooltip": "Energy cost for casting the spell.", @@ -1122,8 +1142,10 @@ "show-revised-label": "Show Revised", "show-revised-tooltip": "Show the revised techniques table.", "point-summary-layout-label": "Point Summary Layout", + "abbreviation-gurps-character-assistant5-label": "GCA5", "abbreviation-gurps-character-assistant-label": "GCA4", - "gurps-character-assistant-tooltip": "GURPS Character Assistant.", + "gurps-character-assistant-tooltip": "GURPS Character Assistant 4.", + "gurps-character-assistant5-tooltip": "GURPS Character Assistant 5.", "abbreviation-gurps-character-sheet-label": "GCS", "gurps-character-sheet-tooltip": "GURPS Character Sheet.", "detailed-label": "Detailed", @@ -1162,7 +1184,8 @@ "sheet-style-purple-option": "Purple", "sheet-style-fabric-option": "Fabric", "sheet-style-classic-white-option": "Classic White", - "falling-collision-damage-notes-label": "Falling & Collision Damage Notes B430-431", + "falling-damage-notes-label": "Falling Damage Notes B430-431", + "collision-damage-notes-label": "Collision Damage Notes B430-431", "demolition-damage-notes-label": "Demolition Damage Notes", "fragmentation-skill-notes-label": "Fragmentation Skill Notes", "fragmentation-damage-notes-label": "Fragmentation Damage Notes", @@ -1199,6 +1222,7 @@ "target-label": "Target", "rolltemplate-warning-less-than-three-description": "WARNING: You may not attempt a success roll if your effective skill (Target) is less than 3. (See B345)", "rolltemplate-tool-modifiers-label": "Tool Modifiers", + "defense-modifiers-label": "Predefined Defense Modifiers", "maneuver-label": "Maneuver", "all-out-attack-label": "All-Out Attack", "alert-label": "Alert", @@ -1225,5 +1249,17 @@ "traits-default-critical-success-notes": "When you roll a critical success, the GM determines what happens to you. It is always something good! The lower the roll, the better **bonus** they give you. (B347)", "traits-default-critical-failure-notes": "When you roll a critical failure, the GM determines what happens to you. It is always something bad - the higher the roll, the worse the result. (B348)", "reference-abbreviation-label": "Reference", - "reference-label-tooltip": "Book abbreviation and page reference." + "reference-label-tooltip": "Book abbreviation and page reference.", + "modifier-abbreviation-label": "Mod", + "language-cost-modifier-tooltip": "Use this input box to modifier the number of Character Points for the selected language option.", + "language-talent-label": "Language Talent", + "language-talent-tooltip": "If checked, you can learn languages at the next-highest level, if you spend 2 points on a langauge, instead of broken, you know the language at Accented level. This changes the available options in the drop-down and related costs. See B65.", + "tips-label": "Tips", + "import-tips-description": "

      After importing, compare your Roll20 sheet to GCA5 character sheet.

      Roll20 doesn't support parent/child relationship, repeating tables will be imported alphabetically.

      For GCA Roll20 Exporter Tool Version 1.0.1.9 or later, Rital Magic Spells will be added to the Grimoire with difficult set to T/H and points set to 0. The spell will also be added to the Techniques table with the actual character point cost.

      GCA5 Export to Roll20. Update 1.0.1.10. Fixes bug so item inventory uses base cost and weight instead of total cost and weight.

      ", + "attribute-stress": "Stress", + "attribute-stress-tooltip": "Stress level from GURPS Fourth Edition Edition.pdf page 141-142.
      On failed fright check, add -1 to Stress, on Critical Failure add -3!
      GM could add Stress for other reasons besides failed fright checks.
      Stress can be recovered by one for every ten minutes spent in mental relaxation.
      GM may rule that certain indulgences can erase an extra point of Stress.
      Important: If you go over the maximum stress level, apply the Stress to Derangement!", + "abbreviation-derangement": "Derange", + "attribute-derangement-tooltip": "Derangement level represents long lasting mental harm described in GURPS Fourth Edition Edition.pdf page 141-142.
      When failing a Sanity-Blasting Fright Check, add -1 to Derangement, on Critical Failure add -3!
      At the end of the day with no new stress or derangement a Will roll will erase -1 point of derangement.
      +1 Will if treated by a therapist with Psychology (Clinical) or Physician (Psychiatric) at 12+.
      A therapist can also roll their skill once per day to erase an additional -1 in Derangement.
      Important: If you go over the maximum Derangement, the points should start going to new disadvantages!
      You can keep the total in the row below.", + "attribute-stress-derangement-penalty-tooltip": "The Fright Check Penalty, which is (Stress + Derangement)/2, rounded down against the player. H141
      This penalty is automatically applied to the Fright Check attribute.
      The penalty (modified by Fearlessness) could also affect self-control rolls, skills that demand a steady hand, and HT rolls to resist minor ailments, etc.", + "attribute-stress-derangement-disadvantage-points-tooltip": "The amount of disadvantage points accrued due to derangement.
      At a certain point, these points should be converted to permanent mental disadvantages!" } \ No newline at end of file diff --git a/GURPS/translations/fr.json b/GURPS/translations/fr.json index 12d259afe0..7a7983b6e2 100644 --- a/GURPS/translations/fr.json +++ b/GURPS/translations/fr.json @@ -1,5 +1,5 @@ { - "sheet-roll-modifier-option": "Option Modificateur de Jet", + "sheet-roll-modifier-option": "Roll Modifier Legacy", "sheet-roll-modifier-option-desc": "Select the modifier option to use when clicking a dice roll icon on the character sheet.", "sheet-chat-roll-display-option": "Chat Roll Display", "sheet-chat-roll-dislpay-option-desc": "Select how rolls are display in chat window. Private Skill Levels deprecated will default to private, since it doesn't work with rolltemplates.", @@ -39,7 +39,7 @@ "sheet-show-raw-defense-notes-desc": "If checked, show Rules as Written (RAW) for Active Defense success/fail notes.", "sheet-style-option": "Sheet Style", "sheet-style-desc": "Select a visual style for the character sheet.", - "roll-modifiers-heading": "Modificateurs de Jet", + "roll-modifiers-heading": "Roll Modifiers Toolbox", "total-roll-modifier-label": "Modificateur Total", "shock-label": "Choc", "max-skill-9-label": "Compétence maximale 9", @@ -68,6 +68,8 @@ "aiming-bonus-tooltip": "Each turn after the initial aim, you get an additional bonus. See B364", "abbreviation-rate-of-fire-label": "RoF", "rate-of-fire-tooltip": "Rate of Fire
      The maximum number of shots that can be fired in
      one turn (by a regular person).
      The minimum number of shots is 1.

      !: minimum RoF is 1/4 of the maximum, rounded up.
      mxn: fires the first number of shots, which each then
      split into the second number (eg. shotguns)
      Jet: shoots a continuous stream of fluid. See page 106.", + "shots-fired-label": "Fired", + "shots-fired-tooltip": "Shots Fired
      The number of shots fired in a single round. This should not exceed the RoF for the weapon.", "scope-label": "Scope", "scope-bonus-tooltip": "Each turn after the initial aim, you get an additional bonus up to the scope's bonus.
      Fixed scopes, aim at least as many turns as the scope's bonus.
      See B412", "vehicle-targeting-label": "Ciblage de Véhicule", @@ -171,10 +173,10 @@ "ranged-move-attack-label": "Move/Attack: -2 or Bulk", "ranged-move-attack-tooltip": "Attack with a ranged weapon while moving, aiming is not possible and you lose previous aiming. -2 to hit or bulk penalty, whichever is worse. Movement: normal, but -2 to avoid obstacles. Active Defense: Dodge or Block. See B365-366", "bulk-label": "Encombré", - "ranged-all-out-attack-determined-label": "All-Out Attack Determined: +1", - "ranged-all-out-attack-determined-tooltip": "Déterminé : Fait une seule attaque à +1 pour toucher ! Mouvement : demi-mouvement, en avant seulement. Défense : Aucune. Voir B365", - "ranged-all-out-attack-suppression-fire-label": "Attaque Totale Tir de Suppression", - "ranged-all-out-attack-suppression-fire-tooltip": "Prend un tour complet pour balayer une zone avec un tir d'automatique RoF 5+, voir Tir de Suppression B409  ! Mouvement : demi-mouvement, en avant seulement. Défense : Aucune. Voir B365", + "ranged-all-out-attack-determined-label": "All-Out Determined: +1", + "ranged-all-out-attack-determined-tooltip": "All-Out Attack Determined: Make a single attack at +1 to hit! Movement: half-move, forward only. Defense: None. See B365", + "ranged-all-out-attack-suppression-fire-label": "All-Out Suppression Fire", + "ranged-all-out-attack-suppression-fire-tooltip": "All-Out Attack Suppression Fire: Take entire turn to spray an area with automatic fire RoF 5+, see Suppression Fire B409! Movement: half-move, forward only. Defense: None. See B365", "other-actions-title": "Other Actions", "braced-label": "Braced: +1", "braced-tooltip": "If you haven't moved and aimed a turn, you may get the braced bonus.
      Firearm/crossbow must rest on a sandbag, low wall, car, etc.
      One-handed firearm is braced if using two hands.
      Two-handed is braced if you're prone and using a bipod. See B364.", @@ -204,9 +206,9 @@ "failed-control-roll-tooltip": "Vehicle/mount failed control last turn. Penalty equal to margin of failure. See B548", "over-under-mount-label": "Over/Under Mount: -6", "over-under-mount-tooltip": "If you're an exposed rider hanging from side of mount/vehicle, penalty to hit is -6 to shoot over or under the mount.", - "vehicle-dodged-label": "Vehicle Dodged Last Turn: -2", + "vehicle-dodged-label": "Vehicle Dodged: -2", "vehicle-dodged-tooltip": "Vehicle/mount dodged last turn and you're not the operator.", - "air-vehicle-dodged-label": "Air Vehicle Dodged Last Turn: -4", + "air-vehicle-dodged-label": "Air Vehicle Dodged: -4", "normal-defense-label": "Normal Defense", "normal-defense-tooltip": "Using a normal active defense.", "all-out-defense-increased-label": "Défense Totale : +2", @@ -221,7 +223,7 @@ "defense-kneeling-label": "Kneeling/Sitting: -2", "defense-kneeling-tooltip": "If you're kneeling or sitting, -2 to defense. See B549", "attackers-action-title": "Attacker's Action", - "attack-from-behind-label": "Attack From Behind Peripheral: -2", + "attack-from-behind-label": "From Behind Peripheral: -2", "attack-from-behind-tooltip": "Normally, if attacked from behind, you have no defense. However, if you have Peripheral Vision you can defend at -2. See B391", "runaround-attack-label": "Runaround Attack: -2", "runaround-attack-tooltip": "Your foe starts in front of you and runs behind you and attacks from behind. You can defend at -2. See B391", @@ -234,7 +236,7 @@ "general-defense-bonus-tooltip": "A general defense bonus, such as the Supers Meta-trait (see Supers B34), force field, etc.", "retreating-dodge-label": "Retreating Dodge: +3", "retreating-dodge-tooltip": "Move away from attacker, at least one yard or up to your step. See B377", - "retreating-block-parry-label": "Retreating Block/Parry: +1", + "retreating-block-parry-label": "Retreat Block/Parry: +1", "retreating-block-parry-tooltip": "Retreating block or parry. Move away from attacker, at least one yard or up to your step. See B377", "retreating-parry-label": "Retreating Parry: +3", "retreating-parry-tooltip": "If using Boxing, Judo, Karate, or any fencing skill, you can get a +3 retreating bonus.
      Move away from attacker, at least one yard or up to your step. See B377", @@ -245,8 +247,8 @@ "acrobatic-dodge-failed-tooltip": "If you failed your acrobatic/aerobatic roll, you're at -2 to dodge. See B375", "dodge-drop-label": "Dodge & Drop: +3", "dodge-drop-tooltip": "Only against ranged attacks, drop to the ground and become prone.
      Any cover you get does not count against the initial attack.
      NOTE: Flying or Swimming is possible but only if a step would take you below concealing terrain. See B377", - "feverish-defense-label": "Feverish Defense (1 FP): +2", - "feverish-defense-tooltip": "Spend 1 FP to increase active defense by 2.", + "feverish-defense-label": "Feverish Def (1 FP): +2", + "feverish-defense-tooltip": "Feverish Defense. Spend 1 FP to increase active defense by 2.", "offhand-parry-label": "Off-Hand Parry: -2", "offhand-parry-tooltip": "Off-Hand weapon parry is at -2. See B549", "number-of-parries-label": "# of Parries", @@ -257,7 +259,7 @@ "defense-improvised-weapon-tooltip": "NOTE: Dungeon Fantasy: if parrying with an improvised weapon, apply a penalty. See DF Exploits-37", "situation-title": "Situation", "defense-laser-sight-tooltip": "If you can see the laser sight, you get +1 to Dodge. See B548", - "against-deceptive-attack-label": "Against Deceptive Attack", + "against-deceptive-attack-label": "VS Deceptive Attack", "against-deceptive-attack-tooltip": "You're at -1 to defense for every -2 the attacker took to their to hit modifier. See B369", "feint-attack-label": "Feint Attack", "feint-attack-tooltip": "You're at a penalty equal to the attacker's margin of victory. See B365", @@ -266,9 +268,9 @@ "hidden-weapon-label": "Hidden Weapon: -2", "defense-hidden-weapon-tooltip": "NOTE: From Dungeon Fantasy. If attacked by a hidden weapon, you're at -2 to your first defense. See DF Exploits-58", "defenders-equipment-label": "Defender's Equipment", - "parrying-knife-label": "Parrying with Knife/Dagger: -1", + "parrying-knife-label": "Parry with Knife/Dagger: -1", "parrying-knife-tooltip": "If parrying with a knife or dagger is -1. See B548
      Suggestion: Add the modifier to your defense skill instead of using checkbox.", - "parrying-kusari-label": "Parrying with Kusari/Whip: -2", + "parrying-kusari-label": "Parry with Kusari/Whip: -2", "parrying-kusari-tooltip": "If parrying with a kusari or whip is -2. See B548
      Suggestion: Add the modifier to your defense skill instead of using checkbox.", "unarmed-parry-label": "Unarmed Parry: -3", "unarmed-parry-tooltip": "Unarmed parry vesus a weapon is -3, unless it's a thrust or you are using Judo or Karate parry. See B548", @@ -285,7 +287,7 @@ "block-nunchaku-tooltip": "If blocking against a nunchaku, you're at -1 to defend. See B405.", "parry-thrown-weapon-label": "Parry thrown weapon: -1", "parry-thrown-weapon-tooltip": "Parry -1 against thrown weapon. See B549", - "parry-thrown-small-weapon-label": "Parry thrown small weapon: -2", + "parry-thrown-small-weapon-label": "Parry thrown sm weapon: -2", "parry-thrown-small-weapon-tooltip": "If the weapon is 1 pound or less, parry is -2. See B549", "trident-dodge-label": "Trident: -1 Dodge", "trident-dodge-tooltip": "NOTE: From Dungeon Fantasy. -1 to dodge a trident. See DF Exploits-97", @@ -437,7 +439,7 @@ "attribute-will": "Volonté", "attribute-will-tooltip": "\nWillpower
      \nBased on Intelligence
      \n5pts/level
      \nUnmodified: \n\t\t\t\t\t\t\t", "attribute-fright": "Fright", - "attribute-fright-tooltip": "Fright Check (B360)
      Based on Willpower
      2pts/level
      Unmodified:
      See extensive list of Modifiers B360 & GURPS Horror p139-142.
      If manually creating and/or maintaining this sheet, Combat Reflexes adds +2 to Fright (Enter as a MOD with a value of 2)", + "attribute-fright-tooltip": "Fright Check (B360)
      Based on Willpower
      2pts/level
      Unmodified:
      Combat Reflexes Modifier:
      Stress and Derangement Modifier:

      See extensive list of Modifiers B360 & GURPS Horror p139-142.
      If manually creating and/or maintaining this sheet, Combat Reflexes adds +2 to Fright (Enter as a MOD with a value of 2)", "abbreviation-threshold": "Thresh", "attribute-fright-check-threshold-tooltip": "\nFright Check Threshold - Uses Rule of 14 (B360). By default this value is 13.
      \nThis means that a roll of 14 or more is automatically a failure.
      \nThis Threshold can be modifier by the Perks of Brave (Dungeon Fantasy 11, p11) or Rule of 15
      \n(Power Ups 2, p13).
      \nWill and/or Fright plus bonuses (like Fearlessness or Combat Reflexes) must total 14+ for this
      \nto be useful, of course!
      \nNote: A Fright Check can be used for Awe and Confusion. (Powers p84 under Terror) and the Awe and
      \nConfusion Check Table for failures. (Powers p85).\n\t\t\t\t\t\t\t", "fright-check-label": "Fright Check", @@ -456,7 +458,7 @@ "abbreviation-enhanced": "Enhncd", "attribute-enhanced-ground-move-tooltip": "Enhanced ground move.
      10pts per half level. Can use up|down arrow keys
      Level: ", "attribute-dodge": "Esquive", - "attribute-dodge-tooltip": "Dodge - Based on Basic Speed - Unmodified:
      Note: The Dodge score, under Encumbrance and Current, automatically adjusts for Enumbrance and for HP and/or FP loss below 1/3. (B419, B426)", + "attribute-dodge-tooltip": "Dodge - Based on Basic Speed - Unmodified:
      Combat Reflexes Modifier:
      Note: The Dodge score, under Encumbrance and Current, automatically adjusts for Enumbrance and for HP and/or FP loss below 1/3. (B419, B426)", "abbreviation-lifting-strength": "Lift ST", "attribute-lifting-strength-tooltip": "Lifting Strength (B65)
      Based on Strength pts/level
      Unmodified: ", "attribute-lift": "Lift", @@ -605,23 +607,31 @@ "spent-label": "Dépensée", "unspent-label": "Non utilisée", "gca-format-label": "GCA4 Format", - "gca-format-tooltip": "GURPS Character Assistant (GCA4) Format
      To change to GCS or Detailed go to options tab
      and change the radio button for Point Summary Layout", + "gca-format-tooltip": "GURPS Character Assistant 4 (GCA4) Format
      To change to GCA5, GCS or Detailed go to options tab
      and change the radio button for Point Summary Layout", + "gca5-format-label": "GCA5 Format", + "gca5-format-tooltip": "GURPS Character Assistant 5 (GCA5) Format
      To change to GCA4, GCS or Detailed go to options tab
      and change the radio button for Point Summary Layout", "gcs-format-label": "GCS Format", - "gcs-format-format-tooltip": "GURPS Character Sheet (GCS) format
      To change to GCA4 or Detailed go to options tab
      and change the radio button for Point Summary Layout", + "gcs-format-format-tooltip": "GURPS Character Sheet (GCS) format
      To change to GCA5, GCA4 or Detailed go to options tab
      and change the radio button for Point Summary Layout", "detailed-format-label": "Detailed Format", - "detailed-format-tooltip": "To change to GCA4 or GCS go to options tab
      and change the radio button for Point Summary Layout", + "detailed-format-tooltip": "To change to GCA5, GCA4 or GCS go to options tab
      and change the radio button for Point Summary Layout", "race-label": "Race", "race-point-summary-tooltip": "Point Summary for Racial Traits.", - "points-summary-for-attributes-tooltip": "\nPoint Summary for:
      \nST, DX, IQ, HT,
      \nHP, FP, Energy Reserve One, Two, and Three,
      \nPer, Vision, Hearing, Smell, Touch,
      \nWill, Fright, Unconsciousness, Death,
      \nSpeed, Move, Lift ST, Striking ST,
      \nFlying, Air Move, Enhanced Air Move, Super Jump\n\t\t\t\t\t\t\t", + "points-summary-for-attributes-tooltip": "Point Summary for the following attributes with positive values:
      ST, DX, IQ, HT,
      HP, FP, Energy Reserve One, Two, and Three,
      Per, Vision, Hearing, Smell, Touch,
      Will, Fright, Unconsciousness, Death,
      Speed, Move, Lift ST, Striking ST,
      Flying, Air Move, Enhanced Air Move, Super Jump", + "abbreviation-languages-label": "Lang.", + "point-summary-for-languages-tooltip": "Languages Point Summary", "abbreviation-advantages-label": "Aug", - "gca-point-summary-for-advantages-tooltip": "\nPoint Summary for:
      \nLanguages, Tech Level, Cultural Familiarities,
      \nAdvantages, and Racial traits.\n\t\t\t\t\t\t\t", - "gcs-point-summary-for-advantages-tooltip": "\nPoint Summary for:
      \nLanguages, Tech Level, Cultural Familiarities,
      \nAdvantages, and Perks.\n\t\t\t\t\t\t\t", - "detailed-point-summary-for-advantages-tooltip": "\nPoint Summary for:
      \nLanguages, Tech Level, Cultural Familiarities,
      \nand Advantages.\n\t\t\t\t\t\t\t", + "gca-point-summary-for-advantages-tooltip": "Point Summary for the following traits with positive values:
      Languages, Tech Level, Cultural Familiarities,
      Advantages, and Racial traits.", + "gca5-point-summary-for-advantages-tooltip": "Point Summary for the following traits with positive values:
      Tech Level, Advantages, and Racial traits.", + "gcs-point-summary-for-advantages-tooltip": "Point Summary for the following traits with positive values:
      Languages, Tech Level, Cultural Familiarities,
      Advantages, and Perks.", + "detailed-point-summary-for-advantages-tooltip": "Point Summary for the following traits with positive values:
      Languages, Tech Level, Cultural Familiarities,
      and Advantages.", "perks-label": "Avantages", "abbreviation-disadvantages-label": "Disadv.", - "point-summary-for-disadvantages-tooltip": "Point Summary for Disadvantages", + "point-summary-for-disadvantages-tooltip": "Point Summary for Disadvantages and racial templates with a negative value, including attributes with negative values, negative language value, and negative tech level value.", + "point-summary-for-disadvantages-no-language-tooltip": "Point Summary for Disadvantages and racial templates with a negative value, including attributes with negative values, and negative tech level value.
      Language points with a negative value are NOT included.", + "point-summary-for-disadvantages-no-racial-cost-tooltip": "Point Summary for Disadvantages, including attributes with negative values, negative language value, and negative tech level value.
      Racial templates with a negative value are NOT included.", "quirks-label": "Quirks", "skills-label": "Compétences", + "skill-roll-modifier-tooltip": "You can use the Roll Modifiers Toolbar or the Roll Modifiers Toolbox to modifier the effective skill.", "abbreviation-techniques-label": "Tech.", "point-summary-techniques-tooltip": "Techniques", "abbreviation-techniques-revised-label": "Tech. (r)", @@ -642,6 +652,7 @@ "technology-level-tooltip": "Tech Level Modifiers (B168), Tech Levels (B511-514)", "campaign-technology-level-label": "Campaign Tech Level", "your-technology-level-label": "Your Tech Level", + "abbreviation-cultural-familiarity": "Culture", "cultural-familiarities-label": "Cultural Familiarities", "cultural-familiarities-tooltip": "When dealing with an unfamiliar culture, you may suffer -3 to a skill roll that has a cultural component, such as Carousing, Detect Lies. (B23).", "cultural-point-cost": "Native culture cost is 0. Otherwise, cost is 1 or 2 (Consult with GM). (B23)", @@ -709,15 +720,17 @@ "background-history-label": "Background History & Notes", "training-label": "Dressage", "training-tooltip": "\nTraining rules can be found at ‘Improvement
      \nThrough Study’ B292.
      \nAdvanced rules can be found in Social
      \nEngineering: Back to School.\n\t\t\t\t\t\t\t", - "activate-custom-roll-modifier-tooltip": "To turn on the custom modifiers and button to open the Roll Modifier dialog box goto the Sheet Options tab and check off the tools you would like to user under Skill Modifier Tools section.", "abbreviation-technology-level-label": "NT", "skill-level-label": "Niveau", "abbreviation-attribute-label": "Attr", + "skill-attribute-tooltip": "If the 10 was selected, it will be highlighted red. This could have happened during the import if the skill has an attribute not identified by the system. Check the attribute on your chosen Character Creation App to see if the attribute exists on Roll20.", "abbreviation-difficulty-label": "Diff", "skill-difficulty-tooltip": "Difficulty of Skill
      WC = Wildcard Skill. (B175)", "skill-modifier-tooltip": "\nModifier applied to skill level.
      \nCan be a positive or a negative number.
      \nExamples include a bonus from a Talent,
      \ndefault from another Skill or Technique,
      \na piece of equipment, or a Perk.\n\t\t\t\t\t\t\t", "modifier-label": "Modificateur :$[[3]] ", - "modifier-dialog-tooltip": "Enter a modifier to apply to any rolls on the this table.
      Use the pencil/paper icon to select modifiers.
      NOTE: Changing the modifier or check status of Max skill of 9 will clear modifiers used by dialog box.", + "modifier-dialog-tooltip": "Enter a custom modifier and optional reason to apply to any rolls on the this table.
      Suggestion: Use this modifier instead of the popup window when clicking the roll button.
      You will see the modifier in the chat window. You could even turn off the Modifier Popup by going to
      Options -> Skill Modifier Options and select No Modifier Prompt.", + "final-modifier-label": "Final Modifier", + "final-modifier-dialog-tooltip": "The final modifier that will be applied to the effective skill level.", "select-skill-modifiers-button": "Select Skill Modifiers", "apply-encumbrance-tooltip": "Apply encumbrance penalty.", "link-to-label": "Link To", @@ -756,6 +769,7 @@ "abbreviation-maximum-label": "Max", "cost-label": "Coût", "techniques-revised-label": "Techniques (Revised)", + "techniques-roll-modifier-tooltip": "You can use the Roll Modifiers Toolbar or the Roll Modifiers Toolbox to modifier the effective skill.", "base-level-label": "Base", "base-skill-level-tooltip": "\nBase skill level of technique, usually
      \nbased on Parent Skill.
      \nsee Techniques B229\n\t\t\t\t\t\t\t", "abbreviation-default-label": "DFLT", @@ -810,7 +824,8 @@ "layer-4-label": "Layer 4", "armor-layor4-tooltip": "Layer 4 (Outer most) is also good for force shields, magic DR, etc.", "summary-label": "Résumé", - "armor-summary-tooltip": "This sums up each layer, from layer 1 (inner) to layer 4 (outer).
      * = flexible armor.
      Alert: Only one layer per row may have split armor.", + "roll-modifier-summary-label": "Modifier Summary", + "armor-summary-tooltip": "This sums up each layer, from layer 1 (inner) to layer 4 (outer).
      * = flexible armor.
      Alert: Only one layer per row may have split armor.
      Warning: If you enter your own content, it will be overwritten if you change values for any of the layers.", "abbreviation-defense-bonus-label": "DB", "defense-bonus-tooltip": "Apply the defense bonus of a shield, cloak, spell (B252), or Meta-trait (Supers34). See B374
      Shield/Cloak: Used against attacks from front or from your shield side. Can't be used against firearms unless you're using the Damage to Shields option.
      Shield Spell: Protects from frontal attacks and is cumulative with a normal shield.", "abbreviation-damage-label": "dêg.", @@ -829,6 +844,7 @@ "damage-resistance-tooltip": "\nLow-Tech #/# usually means All Attack Types / Except
      \nthis specific Type of attack.
      \nExample: Enter as 3/2cr* means DR3 vs all attacks
      \nexcept cr which uses DR2. * means it is Flexible
      \narmor (B379).
      \nHigh-Tech and Ultra-Tech #/# usually mean against
      \nthese Type Attacks / All other Attack Types.
      \nExample: Enter as 5imp, cr /2 means DR5 vs imp and
      \ncr type of attacks and DR2 against all other types
      \nof attacks.\n\t\t\t\t\t\t\t", "user-created-label": "User Created", "active-defenses-label": "Active Defenses", + "active-defense-roll-modifier-tooltip": "You can use the Roll Modifiers Tollbar or the Roll Modifiers Toolbox to modifier the effective skill.", "rules-as-written-label": "Rules As Written", "active-defense-type-tooltip": "\nChanging the Type will also update success/fail notes
      \nfor that active defense.
      \nParry, Block, and Block have default notes that can be
      \nchanged on the options page.
      \nNOTE Changing the Type will clear any previous notes
      \nyou entered.\n\t\t\t\t\t\t\t", "abbreviation-information-label": "Info", @@ -891,6 +907,7 @@ "select-token-tooltip": "If on, you must select your character token before clicking the Roll button. The token name will show in the roll results.
      Note This option is most useful when writing your own Roll20 API code.", "target-token-tooltip": "Click the button to turn on target a token before the skill roll.
      The token name will appear in the results.", "melee-attacks-label": "Melee Attacks", + "melee-roll-modifier-tooltip": "You can use the Roll Modifiers Toolbar or the Roll Modifiers Toolbox to modifier the effective skill.", "attacks-label": "Attacks", "targets-label": "Targets", "melee-attack-damage-tooltip": "For an Armor Divisor: A number in parenthesis after
      the damage - eg. (2) - is an armor divisor.
      Enter this number in the Damage Notes as AD(#) or as
      Armor Divisor(#).
      ex: indicates the attack causes an explosion.
      See B269. Enter in the Damage Notes
      Macros You can also use @{thrust} and @{swing} for Melee Damage value, which is based on the values entered on the General page. You can even add additional modifiers such as @{thrust}+3.", @@ -936,6 +953,7 @@ "ranged-fail-notes-tooltip": "Any standard notes entered here will appear in the Roll Template in chat.
      Hint: Enter inline rolls for additional results.
      Example: Does an additional [[1d6]] fire damage.", "ranged-critical-fail-notes-tooltip": "Any standard notes entered here will appear in the Roll Template in chat.
      Hint: Enter inline rolls for additional results.
      Example: Does an additional [[1d6]] fire damage.", "ranged-attacks-label": "Ranged Attacks", + "ranged-attack-tooltip": "Please use either the Range Calculator or the Roll Modifiers dialog tool to enter at least the range of the attack.", "ranged-damage-tooltip": "For an Armor Divisor: A number in parenthesis after
      the damage - eg. (2) - is an armor divisor.
      Enter this number in the Damage Notes as AD(#) or as
      Armor Divisor(#).
      ex: indicates the attack causes an explosion.
      [#d]: indicates the attack causes fragmentation.
      See B269. Enter in the Damage Notes.
      Macros You can also use @{thrust} and @{swing} for Ranged Damage value, which is based on the values entered on the General page. You can even add additional modifiers such as @{thrust}+3.", "abbreviation-range-label": "PORT", "range-tooltip": "Range. See B269.", @@ -1013,6 +1031,7 @@ "falling-label": "Falling", "hard-label": "Hard", "hard-object-tooltip": "If hitting a hard object (clay, concrete, soil, sand, etc.), check the box to double the effective Hit Points of the falling object or the object that caused the collision. B431", + "falling-damage-type-tooltip": "Normal objects are crushing. If bullet-shaped, sharp, or spiked select appropriate damage type, but damage is halved. B430", "collision-label": "Collision", "demolition-label": "Demolition", "select-label": "Sélectionnez", @@ -1054,15 +1073,16 @@ "magery-power-investiture-bonus-label": "Magery/PI/Bonus Level:", "cencentration-penalty-label": "Concentration Penalty", "spell-label": "Sort", + "spell-roll-modifier-tooltip": "You can use the Roll Modifiers Toolbar or the Roll Modifiers Toolbox to modifier the effective skill.", "spell-skill-level-tooltip": "\n\t\t\t\t\t\t\t\tSkill level with spell\n\t\t\t\t\t\t\t", - "spell-difficulty-tooltip": "Difficultés", + "spell-difficulty-tooltip": "Difficulty Level.
      Note: T/H stands for Technique/Hard, which is used by ritual magic spells.
      Suggestion: If using T/H set the points to zero, use mod to get the correct spell level,
      then place the actual spell on the Techniques table.", "spell-skill-level-modifier-tooltip": "\n\t\t\t\t\t\t\t\tModifier applied to skill level.
      \n\t\t\t\t\t\t\t\tCan be a positive or a negative number.
      \n\t\t\t\t\t\t\t\tExamples include a bonus from a Talent,
      \n\t\t\t\t\t\t\t\tdefault from another Skill or Technique,
      \n\t\t\t\t\t\t\t\ta piece of equipment, or a Perk.\n\t\t\t\t\t\t\t", "points-tooltip": "Points", "spell-is-on-tooltip": "Enter a 1 or more to mark the spell as ON
      skill penalty for each spell that is ON.
      See B238 or M10.
      Click one at a time, wait until each penalty is applied before clicking the next one.", "abbreviation-concentration-label": "CT", "spell-concentration-tooltip": "Enter a 1 or more to mark the spell as under Concentration.
      skill penalty for each spell.
      See B238 or M10.
      Click one at a time, wait until each penalty is applied before clicking the next one.", "abbreviation-resisted-by-label": "RESIST", - "spell-resisted-by-tooltip": "\n\t\t\t\t\t\t\t\tResisted By\n\t\t\t\t\t\t\t", + "spell-resisted-by-tooltip": "On a regular success, your spell must defeat the subject's resistance to work, a critical success automatically wins. See B241/M13 and the Rule of 16, B349.", "duration-label": "Durée", "spell-duration-tooltip": "\n\t\t\t\t\t\t\t\tDuration of Spell\n\t\t\t\t\t\t\t", "spell-energy-cost-tooltip": "\n\t\t\t\t\t\t\t\tEnergy cost for casting the spell.\n\t\t\t\t\t\t\t", @@ -1122,8 +1142,10 @@ "show-revised-label": "Show Revised", "show-revised-tooltip": "Show the revised techniques table.", "point-summary-layout-label": "Point Summary Layout", + "abbreviation-gurps-character-assistant5-label": "GCA5", "abbreviation-gurps-character-assistant-label": "GCA4", - "gurps-character-assistant-tooltip": "GURPS Character Assistant.", + "gurps-character-assistant-tooltip": "GURPS Character Assistant 4.", + "gurps-character-assistant5-tooltip": "GURPS Character Assistant 5.", "abbreviation-gurps-character-sheet-label": "GCS", "gurps-character-sheet-tooltip": "GURPS Character Sheet.", "detailed-label": "Detailed", @@ -1162,7 +1184,8 @@ "sheet-style-purple-option": "Purple", "sheet-style-fabric-option": "Fabric", "sheet-style-classic-white-option": "Classic White", - "falling-collision-damage-notes-label": "Falling & Collision Damage Notes B430-431", + "falling-damage-notes-label": "Falling Damage Notes B430-431", + "collision-damage-notes-label": "Collision Damage Notes B430-431", "demolition-damage-notes-label": "Demolition Damage Notes", "fragmentation-skill-notes-label": "Fragmentation Skill Notes", "fragmentation-damage-notes-label": "Fragmentation Damage Notes", @@ -1199,6 +1222,7 @@ "target-label": "Cible", "rolltemplate-warning-less-than-three-description": "WARNING: You may not attempt a success roll if your effective skill (Target) is less than 3. (See B345)", "rolltemplate-tool-modifiers-label": "Tool Modifiers", + "defense-modifiers-label": "Predefined Defense Modifiers", "maneuver-label": "Maneuver", "all-out-attack-label": "Attaque Totale", "alert-label": "Alert", @@ -1225,5 +1249,17 @@ "traits-default-critical-success-notes": "When you roll a critical success, the GM determines what happens to you. It is always something good! The lower the roll, the better **bonus** they give you. (B347)", "traits-default-critical-failure-notes": "When you roll a critical failure, the GM determines what happens to you. It is always something bad - the higher the roll, the worse the result. (B348)", "reference-abbreviation-label": "Reference", - "reference-label-tooltip": "Book abbreviation and page reference." + "reference-label-tooltip": "Book abbreviation and page reference.", + "modifier-abbreviation-label": "Mod", + "language-cost-modifier-tooltip": "Use this input box to modifier the number of Character Points for the selected language option.", + "language-talent-label": "Language Talent", + "language-talent-tooltip": "If checked, you can learn languages at the next-highest level, if you spend 2 points on a langauge, instead of broken, you know the language at Accented level. This changes the available options in the drop-down and related costs. See B65.", + "tips-label": "Tips", + "import-tips-description": "

      After importing, compare your Roll20 sheet to GCA5 character sheet.

      Roll20 doesn't support parent/child relationship, repeating tables will be imported alphabetically.

      For GCA Roll20 Exporter Tool Version 1.0.1.9 or later, Rital Magic Spells will be added to the Grimoire with difficult set to T/H and points set to 0. The spell will also be added to the Techniques table with the actual character point cost.

      GCA5 Export to Roll20. Update 1.0.1.10. Fixes bug so item inventory uses base cost and weight instead of total cost and weight.

      ", + "attribute-stress": "Stress", + "attribute-stress-tooltip": "Stress level from GURPS Fourth Edition Edition.pdf page 141-142.
      On failed fright check, add -1 to Stress, on Critical Failure add -3!
      GM could add Stress for other reasons besides failed fright checks.
      Stress can be recovered by one for every ten minutes spent in mental relaxation.
      GM may rule that certain indulgences can erase an extra point of Stress.
      Important: If you go over the maximum stress level, apply the Stress to Derangement!", + "abbreviation-derangement": "Derange", + "attribute-derangement-tooltip": "Derangement level represents long lasting mental harm described in GURPS Fourth Edition Edition.pdf page 141-142.
      When failing a Sanity-Blasting Fright Check, add -1 to Derangement, on Critical Failure add -3!
      At the end of the day with no new stress or derangement a Will roll will erase -1 point of derangement.
      +1 Will if treated by a therapist with Psychology (Clinical) or Physician (Psychiatric) at 12+.
      A therapist can also roll their skill once per day to erase an additional -1 in Derangement.
      Important: If you go over the maximum Derangement, the points should start going to new disadvantages!
      You can keep the total in the row below.", + "attribute-stress-derangement-penalty-tooltip": "The Fright Check Penalty, which is (Stress + Derangement)/2, rounded down against the player. H141
      This penalty is automatically applied to the Fright Check attribute.
      The penalty (modified by Fearlessness) could also affect self-control rolls, skills that demand a steady hand, and HT rolls to resist minor ailments, etc.", + "attribute-stress-derangement-disadvantage-points-tooltip": "The amount of disadvantage points accrued due to derangement.
      At a certain point, these points should be converted to permanent mental disadvantages!" } \ No newline at end of file diff --git a/GURPS/translations/he.json b/GURPS/translations/he.json index 10686eb1cd..41689c3b78 100644 --- a/GURPS/translations/he.json +++ b/GURPS/translations/he.json @@ -1,5 +1,5 @@ { - "sheet-roll-modifier-option": "Roll Modifier Option", + "sheet-roll-modifier-option": "Roll Modifier Legacy", "sheet-roll-modifier-option-desc": "Select the modifier option to use when clicking a dice roll icon on the character sheet.", "sheet-chat-roll-display-option": "Chat Roll Display", "sheet-chat-roll-dislpay-option-desc": "Select how rolls are display in chat window. Private Skill Levels deprecated will default to private, since it doesn't work with rolltemplates.", @@ -39,7 +39,7 @@ "sheet-show-raw-defense-notes-desc": "If checked, show Rules as Written (RAW) for Active Defense success/fail notes.", "sheet-style-option": "Sheet Style", "sheet-style-desc": "Select a visual style for the character sheet.", - "roll-modifiers-heading": "Roll Modifiers", + "roll-modifiers-heading": "Roll Modifiers Toolbox", "total-roll-modifier-label": "Total Modifier", "shock-label": "Shock", "max-skill-9-label": "Max skill of 9", @@ -68,6 +68,8 @@ "aiming-bonus-tooltip": "Each turn after the initial aim, you get an additional bonus. See B364", "abbreviation-rate-of-fire-label": "RoF", "rate-of-fire-tooltip": "Rate of Fire
      The maximum number of shots that can be fired in
      one turn (by a regular person).
      The minimum number of shots is 1.

      !: minimum RoF is 1/4 of the maximum, rounded up.
      mxn: fires the first number of shots, which each then
      split into the second number (eg. shotguns)
      Jet: shoots a continuous stream of fluid. See page 106.", + "shots-fired-label": "Fired", + "shots-fired-tooltip": "Shots Fired
      The number of shots fired in a single round. This should not exceed the RoF for the weapon.", "scope-label": "Scope", "scope-bonus-tooltip": "Each turn after the initial aim, you get an additional bonus up to the scope's bonus.
      Fixed scopes, aim at least as many turns as the scope's bonus.
      See B412", "vehicle-targeting-label": "Vehicle Targeting", @@ -171,10 +173,10 @@ "ranged-move-attack-label": "Move/Attack: -2 or Bulk", "ranged-move-attack-tooltip": "Attack with a ranged weapon while moving, aiming is not possible and you lose previous aiming. -2 to hit or bulk penalty, whichever is worse. Movement: normal, but -2 to avoid obstacles. Active Defense: Dodge or Block. See B365-366", "bulk-label": "Bulk", - "ranged-all-out-attack-determined-label": "All-Out Attack Determined: +1", - "ranged-all-out-attack-determined-tooltip": "Determined: Make a single attack at +1 to hit! Movement: half-move, forward only. Defense: None. See B365", - "ranged-all-out-attack-suppression-fire-label": "All-Out Attack Suppression Fire", - "ranged-all-out-attack-suppression-fire-tooltip": "Take entire turn to spray an area with automatic fire RoF 5+, see Suppression Fire B409! Movement: half-move, forward only. Defense: None. See B365", + "ranged-all-out-attack-determined-label": "All-Out Determined: +1", + "ranged-all-out-attack-determined-tooltip": "All-Out Attack Determined: Make a single attack at +1 to hit! Movement: half-move, forward only. Defense: None. See B365", + "ranged-all-out-attack-suppression-fire-label": "All-Out Suppression Fire", + "ranged-all-out-attack-suppression-fire-tooltip": "All-Out Attack Suppression Fire: Take entire turn to spray an area with automatic fire RoF 5+, see Suppression Fire B409! Movement: half-move, forward only. Defense: None. See B365", "other-actions-title": "Other Actions", "braced-label": "Braced: +1", "braced-tooltip": "If you haven't moved and aimed a turn, you may get the braced bonus.
      Firearm/crossbow must rest on a sandbag, low wall, car, etc.
      One-handed firearm is braced if using two hands.
      Two-handed is braced if you're prone and using a bipod. See B364.", @@ -204,9 +206,9 @@ "failed-control-roll-tooltip": "Vehicle/mount failed control last turn. Penalty equal to margin of failure. See B548", "over-under-mount-label": "Over/Under Mount: -6", "over-under-mount-tooltip": "If you're an exposed rider hanging from side of mount/vehicle, penalty to hit is -6 to shoot over or under the mount.", - "vehicle-dodged-label": "Vehicle Dodged Last Turn: -2", + "vehicle-dodged-label": "Vehicle Dodged: -2", "vehicle-dodged-tooltip": "Vehicle/mount dodged last turn and you're not the operator.", - "air-vehicle-dodged-label": "Air Vehicle Dodged Last Turn: -4", + "air-vehicle-dodged-label": "Air Vehicle Dodged: -4", "normal-defense-label": "Normal Defense", "normal-defense-tooltip": "Using a normal active defense.", "all-out-defense-increased-label": "All-Out Defense: +2", @@ -221,7 +223,7 @@ "defense-kneeling-label": "Kneeling/Sitting: -2", "defense-kneeling-tooltip": "If you're kneeling or sitting, -2 to defense. See B549", "attackers-action-title": "Attacker's Action", - "attack-from-behind-label": "Attack From Behind Peripheral: -2", + "attack-from-behind-label": "From Behind Peripheral: -2", "attack-from-behind-tooltip": "Normally, if attacked from behind, you have no defense. However, if you have Peripheral Vision you can defend at -2. See B391", "runaround-attack-label": "Runaround Attack: -2", "runaround-attack-tooltip": "Your foe starts in front of you and runs behind you and attacks from behind. You can defend at -2. See B391", @@ -234,7 +236,7 @@ "general-defense-bonus-tooltip": "A general defense bonus, such as the Supers Meta-trait (see Supers B34), force field, etc.", "retreating-dodge-label": "Retreating Dodge: +3", "retreating-dodge-tooltip": "Move away from attacker, at least one yard or up to your step. See B377", - "retreating-block-parry-label": "Retreating Block/Parry: +1", + "retreating-block-parry-label": "Retreat Block/Parry: +1", "retreating-block-parry-tooltip": "Retreating block or parry. Move away from attacker, at least one yard or up to your step. See B377", "retreating-parry-label": "Retreating Parry: +3", "retreating-parry-tooltip": "If using Boxing, Judo, Karate, or any fencing skill, you can get a +3 retreating bonus.
      Move away from attacker, at least one yard or up to your step. See B377", @@ -245,8 +247,8 @@ "acrobatic-dodge-failed-tooltip": "If you failed your acrobatic/aerobatic roll, you're at -2 to dodge. See B375", "dodge-drop-label": "Dodge & Drop: +3", "dodge-drop-tooltip": "Only against ranged attacks, drop to the ground and become prone.
      Any cover you get does not count against the initial attack.
      NOTE: Flying or Swimming is possible but only if a step would take you below concealing terrain. See B377", - "feverish-defense-label": "Feverish Defense (1 FP): +2", - "feverish-defense-tooltip": "Spend 1 FP to increase active defense by 2.", + "feverish-defense-label": "Feverish Def (1 FP): +2", + "feverish-defense-tooltip": "Feverish Defense. Spend 1 FP to increase active defense by 2.", "offhand-parry-label": "Off-Hand Parry: -2", "offhand-parry-tooltip": "Off-Hand weapon parry is at -2. See B549", "number-of-parries-label": "# of Parries", @@ -257,7 +259,7 @@ "defense-improvised-weapon-tooltip": "NOTE: Dungeon Fantasy: if parrying with an improvised weapon, apply a penalty. See DF Exploits-37", "situation-title": "Situation", "defense-laser-sight-tooltip": "If you can see the laser sight, you get +1 to Dodge. See B548", - "against-deceptive-attack-label": "Against Deceptive Attack", + "against-deceptive-attack-label": "VS Deceptive Attack", "against-deceptive-attack-tooltip": "You're at -1 to defense for every -2 the attacker took to their to hit modifier. See B369", "feint-attack-label": "Feint Attack", "feint-attack-tooltip": "You're at a penalty equal to the attacker's margin of victory. See B365", @@ -266,9 +268,9 @@ "hidden-weapon-label": "Hidden Weapon: -2", "defense-hidden-weapon-tooltip": "NOTE: From Dungeon Fantasy. If attacked by a hidden weapon, you're at -2 to your first defense. See DF Exploits-58", "defenders-equipment-label": "Defender's Equipment", - "parrying-knife-label": "Parrying with Knife/Dagger: -1", + "parrying-knife-label": "Parry with Knife/Dagger: -1", "parrying-knife-tooltip": "If parrying with a knife or dagger is -1. See B548
      Suggestion: Add the modifier to your defense skill instead of using checkbox.", - "parrying-kusari-label": "Parrying with Kusari/Whip: -2", + "parrying-kusari-label": "Parry with Kusari/Whip: -2", "parrying-kusari-tooltip": "If parrying with a kusari or whip is -2. See B548
      Suggestion: Add the modifier to your defense skill instead of using checkbox.", "unarmed-parry-label": "Unarmed Parry: -3", "unarmed-parry-tooltip": "Unarmed parry vesus a weapon is -3, unless it's a thrust or you are using Judo or Karate parry. See B548", @@ -285,7 +287,7 @@ "block-nunchaku-tooltip": "If blocking against a nunchaku, you're at -1 to defend. See B405.", "parry-thrown-weapon-label": "Parry thrown weapon: -1", "parry-thrown-weapon-tooltip": "Parry -1 against thrown weapon. See B549", - "parry-thrown-small-weapon-label": "Parry thrown small weapon: -2", + "parry-thrown-small-weapon-label": "Parry thrown sm weapon: -2", "parry-thrown-small-weapon-tooltip": "If the weapon is 1 pound or less, parry is -2. See B549", "trident-dodge-label": "Trident: -1 Dodge", "trident-dodge-tooltip": "NOTE: From Dungeon Fantasy. -1 to dodge a trident. See DF Exploits-97", @@ -437,7 +439,7 @@ "attribute-will": "Will", "attribute-will-tooltip": "\nWillpower
      \nBased on Intelligence
      \n5pts/level
      \nUnmodified: \n\t\t\t\t\t\t\t", "attribute-fright": "Fright", - "attribute-fright-tooltip": "Fright Check (B360)
      Based on Willpower
      2pts/level
      Unmodified:
      See extensive list of Modifiers B360 & GURPS Horror p139-142.
      If manually creating and/or maintaining this sheet, Combat Reflexes adds +2 to Fright (Enter as a MOD with a value of 2)", + "attribute-fright-tooltip": "Fright Check (B360)
      Based on Willpower
      2pts/level
      Unmodified:
      Combat Reflexes Modifier:
      Stress and Derangement Modifier:

      See extensive list of Modifiers B360 & GURPS Horror p139-142.
      If manually creating and/or maintaining this sheet, Combat Reflexes adds +2 to Fright (Enter as a MOD with a value of 2)", "abbreviation-threshold": "Thresh", "attribute-fright-check-threshold-tooltip": "\nFright Check Threshold - Uses Rule of 14 (B360). By default this value is 13.
      \nThis means that a roll of 14 or more is automatically a failure.
      \nThis Threshold can be modifier by the Perks of Brave (Dungeon Fantasy 11, p11) or Rule of 15
      \n(Power Ups 2, p13).
      \nWill and/or Fright plus bonuses (like Fearlessness or Combat Reflexes) must total 14+ for this
      \nto be useful, of course!
      \nNote: A Fright Check can be used for Awe and Confusion. (Powers p84 under Terror) and the Awe and
      \nConfusion Check Table for failures. (Powers p85).\n\t\t\t\t\t\t\t", "fright-check-label": "Fright Check", @@ -456,7 +458,7 @@ "abbreviation-enhanced": "Enhncd", "attribute-enhanced-ground-move-tooltip": "Enhanced ground move.
      10pts per half level. Can use up|down arrow keys
      Level: ", "attribute-dodge": "Dodge", - "attribute-dodge-tooltip": "Dodge - Based on Basic Speed - Unmodified:
      Note: The Dodge score, under Encumbrance and Current, automatically adjusts for Enumbrance and for HP and/or FP loss below 1/3. (B419, B426)", + "attribute-dodge-tooltip": "Dodge - Based on Basic Speed - Unmodified:
      Combat Reflexes Modifier:
      Note: The Dodge score, under Encumbrance and Current, automatically adjusts for Enumbrance and for HP and/or FP loss below 1/3. (B419, B426)", "abbreviation-lifting-strength": "Lift ST", "attribute-lifting-strength-tooltip": "Lifting Strength (B65)
      Based on Strength pts/level
      Unmodified: ", "attribute-lift": "Lift", @@ -605,23 +607,31 @@ "spent-label": "Spent", "unspent-label": "Unspent", "gca-format-label": "GCA4 Format", - "gca-format-tooltip": "GURPS Character Assistant (GCA4) Format
      To change to GCS or Detailed go to options tab
      and change the radio button for Point Summary Layout", + "gca-format-tooltip": "GURPS Character Assistant 4 (GCA4) Format
      To change to GCA5, GCS or Detailed go to options tab
      and change the radio button for Point Summary Layout", + "gca5-format-label": "GCA5 Format", + "gca5-format-tooltip": "GURPS Character Assistant 5 (GCA5) Format
      To change to GCA4, GCS or Detailed go to options tab
      and change the radio button for Point Summary Layout", "gcs-format-label": "GCS Format", - "gcs-format-format-tooltip": "GURPS Character Sheet (GCS) format
      To change to GCA4 or Detailed go to options tab
      and change the radio button for Point Summary Layout", + "gcs-format-format-tooltip": "GURPS Character Sheet (GCS) format
      To change to GCA5, GCA4 or Detailed go to options tab
      and change the radio button for Point Summary Layout", "detailed-format-label": "Detailed Format", - "detailed-format-tooltip": "To change to GCA4 or GCS go to options tab
      and change the radio button for Point Summary Layout", + "detailed-format-tooltip": "To change to GCA5, GCA4 or GCS go to options tab
      and change the radio button for Point Summary Layout", "race-label": "Race", "race-point-summary-tooltip": "Point Summary for Racial Traits.", - "points-summary-for-attributes-tooltip": "\nPoint Summary for:
      \nST, DX, IQ, HT,
      \nHP, FP, Energy Reserve One, Two, and Three,
      \nPer, Vision, Hearing, Smell, Touch,
      \nWill, Fright, Unconsciousness, Death,
      \nSpeed, Move, Lift ST, Striking ST,
      \nFlying, Air Move, Enhanced Air Move, Super Jump\n\t\t\t\t\t\t\t", + "points-summary-for-attributes-tooltip": "Point Summary for the following attributes with positive values:
      ST, DX, IQ, HT,
      HP, FP, Energy Reserve One, Two, and Three,
      Per, Vision, Hearing, Smell, Touch,
      Will, Fright, Unconsciousness, Death,
      Speed, Move, Lift ST, Striking ST,
      Flying, Air Move, Enhanced Air Move, Super Jump", + "abbreviation-languages-label": "Lang.", + "point-summary-for-languages-tooltip": "Languages Point Summary", "abbreviation-advantages-label": "Adv.", - "gca-point-summary-for-advantages-tooltip": "\nPoint Summary for:
      \nLanguages, Tech Level, Cultural Familiarities,
      \nAdvantages, and Racial traits.\n\t\t\t\t\t\t\t", - "gcs-point-summary-for-advantages-tooltip": "\nPoint Summary for:
      \nLanguages, Tech Level, Cultural Familiarities,
      \nAdvantages, and Perks.\n\t\t\t\t\t\t\t", - "detailed-point-summary-for-advantages-tooltip": "\nPoint Summary for:
      \nLanguages, Tech Level, Cultural Familiarities,
      \nand Advantages.\n\t\t\t\t\t\t\t", + "gca-point-summary-for-advantages-tooltip": "Point Summary for the following traits with positive values:
      Languages, Tech Level, Cultural Familiarities,
      Advantages, and Racial traits.", + "gca5-point-summary-for-advantages-tooltip": "Point Summary for the following traits with positive values:
      Tech Level, Advantages, and Racial traits.", + "gcs-point-summary-for-advantages-tooltip": "Point Summary for the following traits with positive values:
      Languages, Tech Level, Cultural Familiarities,
      Advantages, and Perks.", + "detailed-point-summary-for-advantages-tooltip": "Point Summary for the following traits with positive values:
      Languages, Tech Level, Cultural Familiarities,
      and Advantages.", "perks-label": "Perks", "abbreviation-disadvantages-label": "Disadv.", - "point-summary-for-disadvantages-tooltip": "Point Summary for Disadvantages", + "point-summary-for-disadvantages-tooltip": "Point Summary for Disadvantages and racial templates with a negative value, including attributes with negative values, negative language value, and negative tech level value.", + "point-summary-for-disadvantages-no-language-tooltip": "Point Summary for Disadvantages and racial templates with a negative value, including attributes with negative values, and negative tech level value.
      Language points with a negative value are NOT included.", + "point-summary-for-disadvantages-no-racial-cost-tooltip": "Point Summary for Disadvantages, including attributes with negative values, negative language value, and negative tech level value.
      Racial templates with a negative value are NOT included.", "quirks-label": "Quirks", "skills-label": "Skills", + "skill-roll-modifier-tooltip": "You can use the Roll Modifiers Toolbar or the Roll Modifiers Toolbox to modifier the effective skill.", "abbreviation-techniques-label": "Tech.", "point-summary-techniques-tooltip": "Techniques", "abbreviation-techniques-revised-label": "Tech. (r)", @@ -642,6 +652,7 @@ "technology-level-tooltip": "Tech Level Modifiers (B168), Tech Levels (B511-514)", "campaign-technology-level-label": "Campaign Tech Level", "your-technology-level-label": "Your Tech Level", + "abbreviation-cultural-familiarity": "Culture", "cultural-familiarities-label": "Cultural Familiarities", "cultural-familiarities-tooltip": "When dealing with an unfamiliar culture, you may suffer -3 to a skill roll that has a cultural component, such as Carousing, Detect Lies. (B23).", "cultural-point-cost": "Native culture cost is 0. Otherwise, cost is 1 or 2 (Consult with GM). (B23)", @@ -709,15 +720,17 @@ "background-history-label": "Background History & Notes", "training-label": "Training", "training-tooltip": "\nTraining rules can be found at ‘Improvement
      \nThrough Study’ B292.
      \nAdvanced rules can be found in Social
      \nEngineering: Back to School.\n\t\t\t\t\t\t\t", - "activate-custom-roll-modifier-tooltip": "To turn on the custom modifiers and button to open the Roll Modifier dialog box goto the Sheet Options tab and check off the tools you would like to user under Skill Modifier Tools section.", "abbreviation-technology-level-label": "TL", "skill-level-label": "Level", "abbreviation-attribute-label": "Attr", + "skill-attribute-tooltip": "If the 10 was selected, it will be highlighted red. This could have happened during the import if the skill has an attribute not identified by the system. Check the attribute on your chosen Character Creation App to see if the attribute exists on Roll20.", "abbreviation-difficulty-label": "Diff", "skill-difficulty-tooltip": "Difficulty of Skill
      WC = Wildcard Skill. (B175)", "skill-modifier-tooltip": "\nModifier applied to skill level.
      \nCan be a positive or a negative number.
      \nExamples include a bonus from a Talent,
      \ndefault from another Skill or Technique,
      \na piece of equipment, or a Perk.\n\t\t\t\t\t\t\t", "modifier-label": "Modifier:$[[3]] ", - "modifier-dialog-tooltip": "Enter a modifier to apply to any rolls on the this table.
      Use the pencil/paper icon to select modifiers.
      NOTE: Changing the modifier or check status of Max skill of 9 will clear modifiers used by dialog box.", + "modifier-dialog-tooltip": "Enter a custom modifier and optional reason to apply to any rolls on the this table.
      Suggestion: Use this modifier instead of the popup window when clicking the roll button.
      You will see the modifier in the chat window. You could even turn off the Modifier Popup by going to
      Options -> Skill Modifier Options and select No Modifier Prompt.", + "final-modifier-label": "Final Modifier", + "final-modifier-dialog-tooltip": "The final modifier that will be applied to the effective skill level.", "select-skill-modifiers-button": "Select Skill Modifiers", "apply-encumbrance-tooltip": "Apply encumbrance penalty.", "link-to-label": "Link To", @@ -756,6 +769,7 @@ "abbreviation-maximum-label": "Max", "cost-label": "Cost", "techniques-revised-label": "Techniques (Revised)", + "techniques-roll-modifier-tooltip": "You can use the Roll Modifiers Toolbar or the Roll Modifiers Toolbox to modifier the effective skill.", "base-level-label": "Base", "base-skill-level-tooltip": "\nBase skill level of technique, usually
      \nbased on Parent Skill.
      \nsee Techniques B229\n\t\t\t\t\t\t\t", "abbreviation-default-label": "DFLT", @@ -810,7 +824,8 @@ "layer-4-label": "Layer 4", "armor-layor4-tooltip": "Layer 4 (Outer most) is also good for force shields, magic DR, etc.", "summary-label": "Summary", - "armor-summary-tooltip": "This sums up each layer, from layer 1 (inner) to layer 4 (outer).
      * = flexible armor.
      Alert: Only one layer per row may have split armor.", + "roll-modifier-summary-label": "Modifier Summary", + "armor-summary-tooltip": "This sums up each layer, from layer 1 (inner) to layer 4 (outer).
      * = flexible armor.
      Alert: Only one layer per row may have split armor.
      Warning: If you enter your own content, it will be overwritten if you change values for any of the layers.", "abbreviation-defense-bonus-label": "DB", "defense-bonus-tooltip": "Apply the defense bonus of a shield, cloak, spell (B252), or Meta-trait (Supers34). See B374
      Shield/Cloak: Used against attacks from front or from your shield side. Can't be used against firearms unless you're using the Damage to Shields option.
      Shield Spell: Protects from frontal attacks and is cumulative with a normal shield.", "abbreviation-damage-label": "DMG", @@ -829,6 +844,7 @@ "damage-resistance-tooltip": "\nLow-Tech #/# usually means All Attack Types / Except
      \nthis specific Type of attack.
      \nExample: Enter as 3/2cr* means DR3 vs all attacks
      \nexcept cr which uses DR2. * means it is Flexible
      \narmor (B379).
      \nHigh-Tech and Ultra-Tech #/# usually mean against
      \nthese Type Attacks / All other Attack Types.
      \nExample: Enter as 5imp, cr /2 means DR5 vs imp and
      \ncr type of attacks and DR2 against all other types
      \nof attacks.\n\t\t\t\t\t\t\t", "user-created-label": "User Created", "active-defenses-label": "Active Defenses", + "active-defense-roll-modifier-tooltip": "You can use the Roll Modifiers Tollbar or the Roll Modifiers Toolbox to modifier the effective skill.", "rules-as-written-label": "Rules As Written", "active-defense-type-tooltip": "\nChanging the Type will also update success/fail notes
      \nfor that active defense.
      \nParry, Block, and Block have default notes that can be
      \nchanged on the options page.
      \nNOTE Changing the Type will clear any previous notes
      \nyou entered.\n\t\t\t\t\t\t\t", "abbreviation-information-label": "Info", @@ -891,6 +907,7 @@ "select-token-tooltip": "If on, you must select your character token before clicking the Roll button. The token name will show in the roll results.
      Note This option is most useful when writing your own Roll20 API code.", "target-token-tooltip": "Click the button to turn on target a token before the skill roll.
      The token name will appear in the results.", "melee-attacks-label": "Melee Attacks", + "melee-roll-modifier-tooltip": "You can use the Roll Modifiers Toolbar or the Roll Modifiers Toolbox to modifier the effective skill.", "attacks-label": "Attacks", "targets-label": "Targets", "melee-attack-damage-tooltip": "For an Armor Divisor: A number in parenthesis after
      the damage - eg. (2) - is an armor divisor.
      Enter this number in the Damage Notes as AD(#) or as
      Armor Divisor(#).
      ex: indicates the attack causes an explosion.
      See B269. Enter in the Damage Notes
      Macros You can also use @{thrust} and @{swing} for Melee Damage value, which is based on the values entered on the General page. You can even add additional modifiers such as @{thrust}+3.", @@ -936,6 +953,7 @@ "ranged-fail-notes-tooltip": "Any standard notes entered here will appear in the Roll Template in chat.
      Hint: Enter inline rolls for additional results.
      Example: Does an additional [[1d6]] fire damage.", "ranged-critical-fail-notes-tooltip": "Any standard notes entered here will appear in the Roll Template in chat.
      Hint: Enter inline rolls for additional results.
      Example: Does an additional [[1d6]] fire damage.", "ranged-attacks-label": "Ranged Attacks", + "ranged-attack-tooltip": "Please use either the Range Calculator or the Roll Modifiers dialog tool to enter at least the range of the attack.", "ranged-damage-tooltip": "For an Armor Divisor: A number in parenthesis after
      the damage - eg. (2) - is an armor divisor.
      Enter this number in the Damage Notes as AD(#) or as
      Armor Divisor(#).
      ex: indicates the attack causes an explosion.
      [#d]: indicates the attack causes fragmentation.
      See B269. Enter in the Damage Notes.
      Macros You can also use @{thrust} and @{swing} for Ranged Damage value, which is based on the values entered on the General page. You can even add additional modifiers such as @{thrust}+3.", "abbreviation-range-label": "RNG", "range-tooltip": "Range. See B269.", @@ -1013,6 +1031,7 @@ "falling-label": "Falling", "hard-label": "Hard", "hard-object-tooltip": "If hitting a hard object (clay, concrete, soil, sand, etc.), check the box to double the effective Hit Points of the falling object or the object that caused the collision. B431", + "falling-damage-type-tooltip": "Normal objects are crushing. If bullet-shaped, sharp, or spiked select appropriate damage type, but damage is halved. B430", "collision-label": "Collision", "demolition-label": "Demolition", "select-label": "Select", @@ -1054,15 +1073,16 @@ "magery-power-investiture-bonus-label": "Magery/PI/Bonus Level:", "cencentration-penalty-label": "Concentration Penalty", "spell-label": "Spell", + "spell-roll-modifier-tooltip": "You can use the Roll Modifiers Toolbar or the Roll Modifiers Toolbox to modifier the effective skill.", "spell-skill-level-tooltip": "\n\t\t\t\t\t\t\t\tSkill level with spell\n\t\t\t\t\t\t\t", - "spell-difficulty-tooltip": "Difficulty", + "spell-difficulty-tooltip": "Difficulty Level.
      Note: T/H stands for Technique/Hard, which is used by ritual magic spells.
      Suggestion: If using T/H set the points to zero, use mod to get the correct spell level,
      then place the actual spell on the Techniques table.", "spell-skill-level-modifier-tooltip": "\n\t\t\t\t\t\t\t\tModifier applied to skill level.
      \n\t\t\t\t\t\t\t\tCan be a positive or a negative number.
      \n\t\t\t\t\t\t\t\tExamples include a bonus from a Talent,
      \n\t\t\t\t\t\t\t\tdefault from another Skill or Technique,
      \n\t\t\t\t\t\t\t\ta piece of equipment, or a Perk.\n\t\t\t\t\t\t\t", "points-tooltip": "Points", "spell-is-on-tooltip": "Enter a 1 or more to mark the spell as ON
      skill penalty for each spell that is ON.
      See B238 or M10.
      Click one at a time, wait until each penalty is applied before clicking the next one.", "abbreviation-concentration-label": "CT", "spell-concentration-tooltip": "Enter a 1 or more to mark the spell as under Concentration.
      skill penalty for each spell.
      See B238 or M10.
      Click one at a time, wait until each penalty is applied before clicking the next one.", "abbreviation-resisted-by-label": "RESIST", - "spell-resisted-by-tooltip": "\n\t\t\t\t\t\t\t\tResisted By\n\t\t\t\t\t\t\t", + "spell-resisted-by-tooltip": "On a regular success, your spell must defeat the subject's resistance to work, a critical success automatically wins. See B241/M13 and the Rule of 16, B349.", "duration-label": "Duration", "spell-duration-tooltip": "\n\t\t\t\t\t\t\t\tDuration of Spell\n\t\t\t\t\t\t\t", "spell-energy-cost-tooltip": "\n\t\t\t\t\t\t\t\tEnergy cost for casting the spell.\n\t\t\t\t\t\t\t", @@ -1122,8 +1142,10 @@ "show-revised-label": "Show Revised", "show-revised-tooltip": "Show the revised techniques table.", "point-summary-layout-label": "Point Summary Layout", + "abbreviation-gurps-character-assistant5-label": "GCA5", "abbreviation-gurps-character-assistant-label": "GCA4", - "gurps-character-assistant-tooltip": "GURPS Character Assistant.", + "gurps-character-assistant-tooltip": "GURPS Character Assistant 4.", + "gurps-character-assistant5-tooltip": "GURPS Character Assistant 5.", "abbreviation-gurps-character-sheet-label": "GCS", "gurps-character-sheet-tooltip": "GURPS Character Sheet.", "detailed-label": "Detailed", @@ -1162,7 +1184,8 @@ "sheet-style-purple-option": "Purple", "sheet-style-fabric-option": "Fabric", "sheet-style-classic-white-option": "Classic White", - "falling-collision-damage-notes-label": "Falling & Collision Damage Notes B430-431", + "falling-damage-notes-label": "Falling Damage Notes B430-431", + "collision-damage-notes-label": "Collision Damage Notes B430-431", "demolition-damage-notes-label": "Demolition Damage Notes", "fragmentation-skill-notes-label": "Fragmentation Skill Notes", "fragmentation-damage-notes-label": "Fragmentation Damage Notes", @@ -1199,6 +1222,7 @@ "target-label": "Target", "rolltemplate-warning-less-than-three-description": "WARNING: You may not attempt a success roll if your effective skill (Target) is less than 3. (See B345)", "rolltemplate-tool-modifiers-label": "Tool Modifiers", + "defense-modifiers-label": "Predefined Defense Modifiers", "maneuver-label": "Maneuver", "all-out-attack-label": "All-Out Attack", "alert-label": "Alert", @@ -1225,5 +1249,17 @@ "traits-default-critical-success-notes": "When you roll a critical success, the GM determines what happens to you. It is always something good! The lower the roll, the better **bonus** they give you. (B347)", "traits-default-critical-failure-notes": "When you roll a critical failure, the GM determines what happens to you. It is always something bad - the higher the roll, the worse the result. (B348)", "reference-abbreviation-label": "Reference", - "reference-label-tooltip": "Book abbreviation and page reference." + "reference-label-tooltip": "Book abbreviation and page reference.", + "modifier-abbreviation-label": "Mod", + "language-cost-modifier-tooltip": "Use this input box to modifier the number of Character Points for the selected language option.", + "language-talent-label": "Language Talent", + "language-talent-tooltip": "If checked, you can learn languages at the next-highest level, if you spend 2 points on a langauge, instead of broken, you know the language at Accented level. This changes the available options in the drop-down and related costs. See B65.", + "tips-label": "Tips", + "import-tips-description": "

      After importing, compare your Roll20 sheet to GCA5 character sheet.

      Roll20 doesn't support parent/child relationship, repeating tables will be imported alphabetically.

      For GCA Roll20 Exporter Tool Version 1.0.1.9 or later, Rital Magic Spells will be added to the Grimoire with difficult set to T/H and points set to 0. The spell will also be added to the Techniques table with the actual character point cost.

      GCA5 Export to Roll20. Update 1.0.1.10. Fixes bug so item inventory uses base cost and weight instead of total cost and weight.

      ", + "attribute-stress": "Stress", + "attribute-stress-tooltip": "Stress level from GURPS Fourth Edition Edition.pdf page 141-142.
      On failed fright check, add -1 to Stress, on Critical Failure add -3!
      GM could add Stress for other reasons besides failed fright checks.
      Stress can be recovered by one for every ten minutes spent in mental relaxation.
      GM may rule that certain indulgences can erase an extra point of Stress.
      Important: If you go over the maximum stress level, apply the Stress to Derangement!", + "abbreviation-derangement": "Derange", + "attribute-derangement-tooltip": "Derangement level represents long lasting mental harm described in GURPS Fourth Edition Edition.pdf page 141-142.
      When failing a Sanity-Blasting Fright Check, add -1 to Derangement, on Critical Failure add -3!
      At the end of the day with no new stress or derangement a Will roll will erase -1 point of derangement.
      +1 Will if treated by a therapist with Psychology (Clinical) or Physician (Psychiatric) at 12+.
      A therapist can also roll their skill once per day to erase an additional -1 in Derangement.
      Important: If you go over the maximum Derangement, the points should start going to new disadvantages!
      You can keep the total in the row below.", + "attribute-stress-derangement-penalty-tooltip": "The Fright Check Penalty, which is (Stress + Derangement)/2, rounded down against the player. H141
      This penalty is automatically applied to the Fright Check attribute.
      The penalty (modified by Fearlessness) could also affect self-control rolls, skills that demand a steady hand, and HT rolls to resist minor ailments, etc.", + "attribute-stress-derangement-disadvantage-points-tooltip": "The amount of disadvantage points accrued due to derangement.
      At a certain point, these points should be converted to permanent mental disadvantages!" } \ No newline at end of file diff --git a/GURPS/translations/hu.json b/GURPS/translations/hu.json index e41bb175f2..bd3a83b14f 100644 --- a/GURPS/translations/hu.json +++ b/GURPS/translations/hu.json @@ -1,5 +1,5 @@ { - "sheet-roll-modifier-option": "Roll Modifier Option", + "sheet-roll-modifier-option": "Roll Modifier Legacy", "sheet-roll-modifier-option-desc": "Select the modifier option to use when clicking a dice roll icon on the character sheet.", "sheet-chat-roll-display-option": "Chat Roll Display", "sheet-chat-roll-dislpay-option-desc": "Select how rolls are display in chat window. Private Skill Levels deprecated will default to private, since it doesn't work with rolltemplates.", @@ -39,7 +39,7 @@ "sheet-show-raw-defense-notes-desc": "If checked, show Rules as Written (RAW) for Active Defense success/fail notes.", "sheet-style-option": "Sheet Style", "sheet-style-desc": "Select a visual style for the character sheet.", - "roll-modifiers-heading": "Roll Modifiers", + "roll-modifiers-heading": "Roll Modifiers Toolbox", "total-roll-modifier-label": "Total Modifier", "shock-label": "Shock", "max-skill-9-label": "Max skill of 9", @@ -68,6 +68,8 @@ "aiming-bonus-tooltip": "Each turn after the initial aim, you get an additional bonus. See B364", "abbreviation-rate-of-fire-label": "RoF", "rate-of-fire-tooltip": "Rate of Fire
      The maximum number of shots that can be fired in
      one turn (by a regular person).
      The minimum number of shots is 1.

      !: minimum RoF is 1/4 of the maximum, rounded up.
      mxn: fires the first number of shots, which each then
      split into the second number (eg. shotguns)
      Jet: shoots a continuous stream of fluid. See page 106.", + "shots-fired-label": "Fired", + "shots-fired-tooltip": "Shots Fired
      The number of shots fired in a single round. This should not exceed the RoF for the weapon.", "scope-label": "Scope", "scope-bonus-tooltip": "Each turn after the initial aim, you get an additional bonus up to the scope's bonus.
      Fixed scopes, aim at least as many turns as the scope's bonus.
      See B412", "vehicle-targeting-label": "Vehicle Targeting", @@ -171,10 +173,10 @@ "ranged-move-attack-label": "Move/Attack: -2 or Bulk", "ranged-move-attack-tooltip": "Attack with a ranged weapon while moving, aiming is not possible and you lose previous aiming. -2 to hit or bulk penalty, whichever is worse. Movement: normal, but -2 to avoid obstacles. Active Defense: Dodge or Block. See B365-366", "bulk-label": "Bulk", - "ranged-all-out-attack-determined-label": "All-Out Attack Determined: +1", - "ranged-all-out-attack-determined-tooltip": "Determined: Make a single attack at +1 to hit! Movement: half-move, forward only. Defense: None. See B365", - "ranged-all-out-attack-suppression-fire-label": "All-Out Attack Suppression Fire", - "ranged-all-out-attack-suppression-fire-tooltip": "Take entire turn to spray an area with automatic fire RoF 5+, see Suppression Fire B409! Movement: half-move, forward only. Defense: None. See B365", + "ranged-all-out-attack-determined-label": "All-Out Determined: +1", + "ranged-all-out-attack-determined-tooltip": "All-Out Attack Determined: Make a single attack at +1 to hit! Movement: half-move, forward only. Defense: None. See B365", + "ranged-all-out-attack-suppression-fire-label": "All-Out Suppression Fire", + "ranged-all-out-attack-suppression-fire-tooltip": "All-Out Attack Suppression Fire: Take entire turn to spray an area with automatic fire RoF 5+, see Suppression Fire B409! Movement: half-move, forward only. Defense: None. See B365", "other-actions-title": "Other Actions", "braced-label": "Braced: +1", "braced-tooltip": "If you haven't moved and aimed a turn, you may get the braced bonus.
      Firearm/crossbow must rest on a sandbag, low wall, car, etc.
      One-handed firearm is braced if using two hands.
      Two-handed is braced if you're prone and using a bipod. See B364.", @@ -204,9 +206,9 @@ "failed-control-roll-tooltip": "Vehicle/mount failed control last turn. Penalty equal to margin of failure. See B548", "over-under-mount-label": "Over/Under Mount: -6", "over-under-mount-tooltip": "If you're an exposed rider hanging from side of mount/vehicle, penalty to hit is -6 to shoot over or under the mount.", - "vehicle-dodged-label": "Vehicle Dodged Last Turn: -2", + "vehicle-dodged-label": "Vehicle Dodged: -2", "vehicle-dodged-tooltip": "Vehicle/mount dodged last turn and you're not the operator.", - "air-vehicle-dodged-label": "Air Vehicle Dodged Last Turn: -4", + "air-vehicle-dodged-label": "Air Vehicle Dodged: -4", "normal-defense-label": "Normal Defense", "normal-defense-tooltip": "Using a normal active defense.", "all-out-defense-increased-label": "All-Out Defense: +2", @@ -221,7 +223,7 @@ "defense-kneeling-label": "Kneeling/Sitting: -2", "defense-kneeling-tooltip": "If you're kneeling or sitting, -2 to defense. See B549", "attackers-action-title": "Attacker's Action", - "attack-from-behind-label": "Attack From Behind Peripheral: -2", + "attack-from-behind-label": "From Behind Peripheral: -2", "attack-from-behind-tooltip": "Normally, if attacked from behind, you have no defense. However, if you have Peripheral Vision you can defend at -2. See B391", "runaround-attack-label": "Runaround Attack: -2", "runaround-attack-tooltip": "Your foe starts in front of you and runs behind you and attacks from behind. You can defend at -2. See B391", @@ -234,7 +236,7 @@ "general-defense-bonus-tooltip": "A general defense bonus, such as the Supers Meta-trait (see Supers B34), force field, etc.", "retreating-dodge-label": "Retreating Dodge: +3", "retreating-dodge-tooltip": "Move away from attacker, at least one yard or up to your step. See B377", - "retreating-block-parry-label": "Retreating Block/Parry: +1", + "retreating-block-parry-label": "Retreat Block/Parry: +1", "retreating-block-parry-tooltip": "Retreating block or parry. Move away from attacker, at least one yard or up to your step. See B377", "retreating-parry-label": "Retreating Parry: +3", "retreating-parry-tooltip": "If using Boxing, Judo, Karate, or any fencing skill, you can get a +3 retreating bonus.
      Move away from attacker, at least one yard or up to your step. See B377", @@ -245,8 +247,8 @@ "acrobatic-dodge-failed-tooltip": "If you failed your acrobatic/aerobatic roll, you're at -2 to dodge. See B375", "dodge-drop-label": "Dodge & Drop: +3", "dodge-drop-tooltip": "Only against ranged attacks, drop to the ground and become prone.
      Any cover you get does not count against the initial attack.
      NOTE: Flying or Swimming is possible but only if a step would take you below concealing terrain. See B377", - "feverish-defense-label": "Feverish Defense (1 FP): +2", - "feverish-defense-tooltip": "Spend 1 FP to increase active defense by 2.", + "feverish-defense-label": "Feverish Def (1 FP): +2", + "feverish-defense-tooltip": "Feverish Defense. Spend 1 FP to increase active defense by 2.", "offhand-parry-label": "Off-Hand Parry: -2", "offhand-parry-tooltip": "Off-Hand weapon parry is at -2. See B549", "number-of-parries-label": "# of Parries", @@ -257,7 +259,7 @@ "defense-improvised-weapon-tooltip": "NOTE: Dungeon Fantasy: if parrying with an improvised weapon, apply a penalty. See DF Exploits-37", "situation-title": "Situation", "defense-laser-sight-tooltip": "If you can see the laser sight, you get +1 to Dodge. See B548", - "against-deceptive-attack-label": "Against Deceptive Attack", + "against-deceptive-attack-label": "VS Deceptive Attack", "against-deceptive-attack-tooltip": "You're at -1 to defense for every -2 the attacker took to their to hit modifier. See B369", "feint-attack-label": "Feint Attack", "feint-attack-tooltip": "You're at a penalty equal to the attacker's margin of victory. See B365", @@ -266,9 +268,9 @@ "hidden-weapon-label": "Hidden Weapon: -2", "defense-hidden-weapon-tooltip": "NOTE: From Dungeon Fantasy. If attacked by a hidden weapon, you're at -2 to your first defense. See DF Exploits-58", "defenders-equipment-label": "Defender's Equipment", - "parrying-knife-label": "Parrying with Knife/Dagger: -1", + "parrying-knife-label": "Parry with Knife/Dagger: -1", "parrying-knife-tooltip": "If parrying with a knife or dagger is -1. See B548
      Suggestion: Add the modifier to your defense skill instead of using checkbox.", - "parrying-kusari-label": "Parrying with Kusari/Whip: -2", + "parrying-kusari-label": "Parry with Kusari/Whip: -2", "parrying-kusari-tooltip": "If parrying with a kusari or whip is -2. See B548
      Suggestion: Add the modifier to your defense skill instead of using checkbox.", "unarmed-parry-label": "Unarmed Parry: -3", "unarmed-parry-tooltip": "Unarmed parry vesus a weapon is -3, unless it's a thrust or you are using Judo or Karate parry. See B548", @@ -285,7 +287,7 @@ "block-nunchaku-tooltip": "If blocking against a nunchaku, you're at -1 to defend. See B405.", "parry-thrown-weapon-label": "Parry thrown weapon: -1", "parry-thrown-weapon-tooltip": "Parry -1 against thrown weapon. See B549", - "parry-thrown-small-weapon-label": "Parry thrown small weapon: -2", + "parry-thrown-small-weapon-label": "Parry thrown sm weapon: -2", "parry-thrown-small-weapon-tooltip": "If the weapon is 1 pound or less, parry is -2. See B549", "trident-dodge-label": "Trident: -1 Dodge", "trident-dodge-tooltip": "NOTE: From Dungeon Fantasy. -1 to dodge a trident. See DF Exploits-97", @@ -437,7 +439,7 @@ "attribute-will": "Will", "attribute-will-tooltip": "Willpower
      Based on Intelligence
      5pts/level
      Unmodified: ", "attribute-fright": "Fright", - "attribute-fright-tooltip": "Fright Check (B360)
      Based on Willpower
      2pts/level
      Unmodified:
      See extensive list of Modifiers B360 & GURPS Horror p139-142.
      If manually creating and/or maintaining this sheet, Combat Reflexes adds +2 to Fright (Enter as a MOD with a value of 2)", + "attribute-fright-tooltip": "Fright Check (B360)
      Based on Willpower
      2pts/level
      Unmodified:
      Combat Reflexes Modifier:
      Stress and Derangement Modifier:

      See extensive list of Modifiers B360 & GURPS Horror p139-142.
      If manually creating and/or maintaining this sheet, Combat Reflexes adds +2 to Fright (Enter as a MOD with a value of 2)", "abbreviation-threshold": "Thresh", "attribute-fright-check-threshold-tooltip": "Fright Check Threshold - Uses Rule of 14 (B360). By default this value is 13.
      This means that a roll of 14 or more is automatically a failure.
      This Threshold can be modifier by the Perks of Brave (Dungeon Fantasy 11, p11) or Rule of 15
      (Power Ups 2, p13).
      Will and/or Fright plus bonuses (like Fearlessness or Combat Reflexes) must total 14+ for this
      to be useful, of course!
      Note: A Fright Check can be used for Awe and Confusion. (Powers p84 under Terror) and the Awe and
      Confusion Check Table for failures. (Powers p85).", "fright-check-label": "Fright Check", @@ -456,7 +458,7 @@ "abbreviation-enhanced": "Enhncd", "attribute-enhanced-ground-move-tooltip": "Enhanced ground move.
      10pts per half level. Can use up|down arrow keys
      Level: ", "attribute-dodge": "Dodge", - "attribute-dodge-tooltip": "Dodge - Based on Basic Speed - Unmodified:
      Note: The Dodge score, under Encumbrance and Current, automatically adjusts for Enumbrance and for HP and/or FP loss below 1/3. (B419, B426)", + "attribute-dodge-tooltip": "Dodge - Based on Basic Speed - Unmodified:
      Combat Reflexes Modifier:
      Note: The Dodge score, under Encumbrance and Current, automatically adjusts for Enumbrance and for HP and/or FP loss below 1/3. (B419, B426)", "abbreviation-lifting-strength": "Lift ST", "attribute-lifting-strength-tooltip": "Lifting Strength (B65)
      Based on Strength pts/level
      Unmodified: ", "attribute-lift": "Lift", @@ -605,23 +607,31 @@ "spent-label": "Spent", "unspent-label": "Unspent", "gca-format-label": "GCA4 Format", - "gca-format-tooltip": "GURPS Character Assistant (GCA4) Format
      To change to GCS or Detailed go to options tab
      and change the radio button for Point Summary Layout", + "gca-format-tooltip": "GURPS Character Assistant 4 (GCA4) Format
      To change to GCA5, GCS or Detailed go to options tab
      and change the radio button for Point Summary Layout", + "gca5-format-label": "GCA5 Format", + "gca5-format-tooltip": "GURPS Character Assistant 5 (GCA5) Format
      To change to GCA4, GCS or Detailed go to options tab
      and change the radio button for Point Summary Layout", "gcs-format-label": "GCS Format", - "gcs-format-format-tooltip": "GURPS Character Sheet (GCS) format
      To change to GCA4 or Detailed go to options tab
      and change the radio button for Point Summary Layout", + "gcs-format-format-tooltip": "GURPS Character Sheet (GCS) format
      To change to GCA5, GCA4 or Detailed go to options tab
      and change the radio button for Point Summary Layout", "detailed-format-label": "Detailed Format", - "detailed-format-tooltip": "To change to GCA4 or GCS go to options tab
      and change the radio button for Point Summary Layout", + "detailed-format-tooltip": "To change to GCA5, GCA4 or GCS go to options tab
      and change the radio button for Point Summary Layout", "race-label": "Race", "race-point-summary-tooltip": "Point Summary for Racial Traits.", - "points-summary-for-attributes-tooltip": "Point Summary for:
      ST, DX, IQ, HT,
      HP, FP, Energy Reserve One, Two, and Three,
      Per, Vision, Hearing, Smell, Touch,
      Will, Fright, Unconsciousness, Death,
      Speed, Move, Lift ST, Striking ST,
      Flying, Air Move, Enhanced Air Move, Super Jump", + "points-summary-for-attributes-tooltip": "Point Summary for the following attributes with positive values:
      ST, DX, IQ, HT,
      HP, FP, Energy Reserve One, Two, and Three,
      Per, Vision, Hearing, Smell, Touch,
      Will, Fright, Unconsciousness, Death,
      Speed, Move, Lift ST, Striking ST,
      Flying, Air Move, Enhanced Air Move, Super Jump", + "abbreviation-languages-label": "Lang.", + "point-summary-for-languages-tooltip": "Languages Point Summary", "abbreviation-advantages-label": "Adv.", - "gca-point-summary-for-advantages-tooltip": "Point Summary for:
      Languages, Tech Level, Cultural Familiarities,
      Advantages, and Racial traits.", - "gcs-point-summary-for-advantages-tooltip": "Point Summary for:
      Languages, Tech Level, Cultural Familiarities,
      Advantages, and Perks.", - "detailed-point-summary-for-advantages-tooltip": "Point Summary for:
      Languages, Tech Level, Cultural Familiarities,
      and Advantages.", + "gca-point-summary-for-advantages-tooltip": "Point Summary for the following traits with positive values:
      Languages, Tech Level, Cultural Familiarities,
      Advantages, and Racial traits.", + "gca5-point-summary-for-advantages-tooltip": "Point Summary for the following traits with positive values:
      Tech Level, Advantages, and Racial traits.", + "gcs-point-summary-for-advantages-tooltip": "Point Summary for the following traits with positive values:
      Languages, Tech Level, Cultural Familiarities,
      Advantages, and Perks.", + "detailed-point-summary-for-advantages-tooltip": "Point Summary for the following traits with positive values:
      Languages, Tech Level, Cultural Familiarities,
      and Advantages.", "perks-label": "Perks", "abbreviation-disadvantages-label": "Disadv.", - "point-summary-for-disadvantages-tooltip": "Point Summary for Disadvantages", + "point-summary-for-disadvantages-tooltip": "Point Summary for Disadvantages and racial templates with a negative value, including attributes with negative values, negative language value, and negative tech level value.", + "point-summary-for-disadvantages-no-language-tooltip": "Point Summary for Disadvantages and racial templates with a negative value, including attributes with negative values, and negative tech level value.
      Language points with a negative value are NOT included.", + "point-summary-for-disadvantages-no-racial-cost-tooltip": "Point Summary for Disadvantages, including attributes with negative values, negative language value, and negative tech level value.
      Racial templates with a negative value are NOT included.", "quirks-label": "Quirks", "skills-label": "Skills", + "skill-roll-modifier-tooltip": "You can use the Roll Modifiers Toolbar or the Roll Modifiers Toolbox to modifier the effective skill.", "abbreviation-techniques-label": "Tech.", "point-summary-techniques-tooltip": "Techniques", "abbreviation-techniques-revised-label": "Tech. (r)", @@ -642,6 +652,7 @@ "technology-level-tooltip": "Tech Level Modifiers (B168), Tech Levels (B511-514)", "campaign-technology-level-label": "Campaign Tech Level", "your-technology-level-label": "Your Tech Level", + "abbreviation-cultural-familiarity": "Culture", "cultural-familiarities-label": "Cultural Familiarities", "cultural-familiarities-tooltip": "When dealing with an unfamiliar culture, you may suffer -3 to a skill roll that has a cultural component, such as Carousing, Detect Lies. (B23).", "cultural-point-cost": "Native culture cost is 0. Otherwise, cost is 1 or 2 (Consult with GM). (B23)", @@ -709,15 +720,17 @@ "background-history-label": "Background History & Notes", "training-label": "Training", "training-tooltip": "Training rules can be found at ‘Improvement
      Through Study’ B292.
      Advanced rules can be found in Social
      Engineering: Back to School.", - "activate-custom-roll-modifier-tooltip": "To turn on the custom modifiers and button to open the Roll Modifier dialog box goto the Sheet Options tab and check off the tools you would like to user under Skill Modifier Tools section.", "abbreviation-technology-level-label": "TL", "skill-level-label": "Level", "abbreviation-attribute-label": "Attr", + "skill-attribute-tooltip": "If the 10 was selected, it will be highlighted red. This could have happened during the import if the skill has an attribute not identified by the system. Check the attribute on your chosen Character Creation App to see if the attribute exists on Roll20.", "abbreviation-difficulty-label": "Diff", "skill-difficulty-tooltip": "Difficulty of Skill
      WC = Wildcard Skill. (B175)", "skill-modifier-tooltip": "Modifier applied to skill level.
      Can be a positive or a negative number.
      Examples include a bonus from a Talent,
      default from another Skill or Technique,
      a piece of equipment, or a Perk.", "modifier-label": "Modifier:", - "modifier-dialog-tooltip": "Enter a modifier to apply to any rolls on the this table.
      Use the pencil/paper icon to select modifiers.
      NOTE: Changing the modifier or check status of Max skill of 9 will clear modifiers used by dialog box.", + "modifier-dialog-tooltip": "Enter a custom modifier and optional reason to apply to any rolls on the this table.
      Suggestion: Use this modifier instead of the popup window when clicking the roll button.
      You will see the modifier in the chat window. You could even turn off the Modifier Popup by going to
      Options -> Skill Modifier Options and select No Modifier Prompt.", + "final-modifier-label": "Final Modifier", + "final-modifier-dialog-tooltip": "The final modifier that will be applied to the effective skill level.", "select-skill-modifiers-button": "Select Skill Modifiers", "apply-encumbrance-tooltip": "Apply encumbrance penalty.", "link-to-label": "Link To", @@ -756,6 +769,7 @@ "abbreviation-maximum-label": "Max", "cost-label": "Cost", "techniques-revised-label": "Techniques (Revised)", + "techniques-roll-modifier-tooltip": "You can use the Roll Modifiers Toolbar or the Roll Modifiers Toolbox to modifier the effective skill.", "base-level-label": "Base", "base-skill-level-tooltip": "Base skill level of technique, usually
      based on Parent Skill.
      see Techniques B229", "abbreviation-default-label": "DFLT", @@ -810,7 +824,8 @@ "layer-4-label": "Layer 4", "armor-layor4-tooltip": "Layer 4 (Outer most) is also good for force shields, magic DR, etc.", "summary-label": "Summary", - "armor-summary-tooltip": "This sums up each layer, from layer 1 (inner) to layer 4 (outer).
      * = flexible armor.
      Alert: Only one layer per row may have split armor.", + "roll-modifier-summary-label": "Modifier Summary", + "armor-summary-tooltip": "This sums up each layer, from layer 1 (inner) to layer 4 (outer).
      * = flexible armor.
      Alert: Only one layer per row may have split armor.
      Warning: If you enter your own content, it will be overwritten if you change values for any of the layers.", "abbreviation-defense-bonus-label": "DB", "defense-bonus-tooltip": "Apply the defense bonus of a shield, cloak, spell (B252), or Meta-trait (Supers34). See B374
      Shield/Cloak: Used against attacks from front or from your shield side. Can't be used against firearms unless you're using the Damage to Shields option.
      Shield Spell: Protects from frontal attacks and is cumulative with a normal shield.", "abbreviation-damage-label": "DMG", @@ -829,6 +844,7 @@ "damage-resistance-tooltip": "Low-Tech #/# usually means All Attack Types / Except
      this specific Type of attack.
      Example: Enter as 3/2cr* means DR3 vs all attacks
      except cr which uses DR2. * means it is Flexible
      armor (B379).
      High-Tech and Ultra-Tech #/# usually mean against
      these Type Attacks / All other Attack Types.
      Example: Enter as 5imp, cr /2 means DR5 vs imp and
      cr type of attacks and DR2 against all other types
      of attacks.", "user-created-label": "User Created", "active-defenses-label": "Active Defenses", + "active-defense-roll-modifier-tooltip": "You can use the Roll Modifiers Tollbar or the Roll Modifiers Toolbox to modifier the effective skill.", "rules-as-written-label": "Rules As Written", "active-defense-type-tooltip": "Changing the Type will also update success/fail notes
      for that active defense.
      Parry, Block, and Block have default notes that can be
      changed on the options page.
      NOTE Changing the Type will clear any previous notes
      you entered.", "abbreviation-information-label": "Info", @@ -891,6 +907,7 @@ "select-token-tooltip": "If on, you must select your character token before clicking the Roll button. The token name will show in the roll results.
      Note This option is most useful when writing your own Roll20 API code.", "target-token-tooltip": "Click the button to turn on target a token before the skill roll.
      The token name will appear in the results.", "melee-attacks-label": "Melee Attacks", + "melee-roll-modifier-tooltip": "You can use the Roll Modifiers Toolbar or the Roll Modifiers Toolbox to modifier the effective skill.", "attacks-label": "Attacks", "targets-label": "Targets", "melee-attack-damage-tooltip": "For an Armor Divisor: A number in parenthesis after
      the damage - eg. (2) - is an armor divisor.
      Enter this number in the Damage Notes as AD(#) or as
      Armor Divisor(#).
      ex: indicates the attack causes an explosion.
      See B269. Enter in the Damage Notes
      Macros You can also use @{thrust} and @{swing} for Melee Damage value, which is based on the values entered on the General page. You can even add additional modifiers such as @{thrust}+3.", @@ -936,6 +953,7 @@ "ranged-fail-notes-tooltip": "Any standard notes entered here will appear in the Roll Template in chat.
      Hint: Enter inline rolls for additional results.
      Example: Does an additional [[1d6]] fire damage.", "ranged-critical-fail-notes-tooltip": "Any standard notes entered here will appear in the Roll Template in chat.
      Hint: Enter inline rolls for additional results.
      Example: Does an additional [[1d6]] fire damage.", "ranged-attacks-label": "Ranged Attacks", + "ranged-attack-tooltip": "Please use either the Range Calculator or the Roll Modifiers dialog tool to enter at least the range of the attack.", "ranged-damage-tooltip": "For an Armor Divisor: A number in parenthesis after
      the damage - eg. (2) - is an armor divisor.
      Enter this number in the Damage Notes as AD(#) or as
      Armor Divisor(#).
      ex: indicates the attack causes an explosion.
      [#d]: indicates the attack causes fragmentation.
      See B269. Enter in the Damage Notes.
      Macros You can also use @{thrust} and @{swing} for Ranged Damage value, which is based on the values entered on the General page. You can even add additional modifiers such as @{thrust}+3.", "abbreviation-range-label": "RNG", "range-tooltip": "Range. See B269.", @@ -1013,6 +1031,7 @@ "falling-label": "Falling", "hard-label": "Hard", "hard-object-tooltip": "If hitting a hard object (clay, concrete, soil, sand, etc.), check the box to double the effective Hit Points of the falling object or the object that caused the collision. B431", + "falling-damage-type-tooltip": "Normal objects are crushing. If bullet-shaped, sharp, or spiked select appropriate damage type, but damage is halved. B430", "collision-label": "Collision", "demolition-label": "Demolition", "select-label": "Select", @@ -1054,15 +1073,16 @@ "magery-power-investiture-bonus-label": "Magery/PI/Bonus Level:", "cencentration-penalty-label": "Concentration Penalty", "spell-label": "Spell", + "spell-roll-modifier-tooltip": "You can use the Roll Modifiers Toolbar or the Roll Modifiers Toolbox to modifier the effective skill.", "spell-skill-level-tooltip": "Skill level with spell", - "spell-difficulty-tooltip": "Difficulty", + "spell-difficulty-tooltip": "Difficulty Level.
      Note: T/H stands for Technique/Hard, which is used by ritual magic spells.
      Suggestion: If using T/H set the points to zero, use mod to get the correct spell level,
      then place the actual spell on the Techniques table.", "spell-skill-level-modifier-tooltip": "Modifier applied to skill level.
      Can be a positive or a negative number.
      Examples include a bonus from a Talent,
      default from another Skill or Technique,
      a piece of equipment, or a Perk.", "points-tooltip": "Points", "spell-is-on-tooltip": "Enter a 1 or more to mark the spell as ON
      skill penalty for each spell that is ON.
      See B238 or M10.
      Click one at a time, wait until each penalty is applied before clicking the next one.", "abbreviation-concentration-label": "CT", "spell-concentration-tooltip": "Enter a 1 or more to mark the spell as under Concentration.
      skill penalty for each spell.
      See B238 or M10.
      Click one at a time, wait until each penalty is applied before clicking the next one.", "abbreviation-resisted-by-label": "RESIST", - "spell-resisted-by-tooltip": "Resisted By", + "spell-resisted-by-tooltip": "On a regular success, your spell must defeat the subject's resistance to work, a critical success automatically wins. See B241/M13 and the Rule of 16, B349.", "duration-label": "Duration", "spell-duration-tooltip": "Duration of Spell", "spell-energy-cost-tooltip": "Energy cost for casting the spell.", @@ -1122,8 +1142,10 @@ "show-revised-label": "Show Revised", "show-revised-tooltip": "Show the revised techniques table.", "point-summary-layout-label": "Point Summary Layout", + "abbreviation-gurps-character-assistant5-label": "GCA5", "abbreviation-gurps-character-assistant-label": "GCA4", - "gurps-character-assistant-tooltip": "GURPS Character Assistant.", + "gurps-character-assistant-tooltip": "GURPS Character Assistant 4.", + "gurps-character-assistant5-tooltip": "GURPS Character Assistant 5.", "abbreviation-gurps-character-sheet-label": "GCS", "gurps-character-sheet-tooltip": "GURPS Character Sheet.", "detailed-label": "Detailed", @@ -1162,7 +1184,8 @@ "sheet-style-purple-option": "Purple", "sheet-style-fabric-option": "Fabric", "sheet-style-classic-white-option": "Classic White", - "falling-collision-damage-notes-label": "Falling & Collision Damage Notes B430-431", + "falling-damage-notes-label": "Falling Damage Notes B430-431", + "collision-damage-notes-label": "Collision Damage Notes B430-431", "demolition-damage-notes-label": "Demolition Damage Notes", "fragmentation-skill-notes-label": "Fragmentation Skill Notes", "fragmentation-damage-notes-label": "Fragmentation Damage Notes", @@ -1199,6 +1222,7 @@ "target-label": "Target", "rolltemplate-warning-less-than-three-description": "WARNING: You may not attempt a success roll if your effective skill (Target) is less than 3. (See B345)", "rolltemplate-tool-modifiers-label": "Tool Modifiers", + "defense-modifiers-label": "Predefined Defense Modifiers", "maneuver-label": "Maneuver", "all-out-attack-label": "All-Out Attack", "alert-label": "Alert", @@ -1225,5 +1249,17 @@ "traits-default-critical-success-notes": "When you roll a critical success, the GM determines what happens to you. It is always something good! The lower the roll, the better **bonus** they give you. (B347)", "traits-default-critical-failure-notes": "When you roll a critical failure, the GM determines what happens to you. It is always something bad - the higher the roll, the worse the result. (B348)", "reference-abbreviation-label": "Reference", - "reference-label-tooltip": "Book abbreviation and page reference." + "reference-label-tooltip": "Book abbreviation and page reference.", + "modifier-abbreviation-label": "Mod", + "language-cost-modifier-tooltip": "Use this input box to modifier the number of Character Points for the selected language option.", + "language-talent-label": "Language Talent", + "language-talent-tooltip": "If checked, you can learn languages at the next-highest level, if you spend 2 points on a langauge, instead of broken, you know the language at Accented level. This changes the available options in the drop-down and related costs. See B65.", + "tips-label": "Tips", + "import-tips-description": "

      After importing, compare your Roll20 sheet to GCA5 character sheet.

      Roll20 doesn't support parent/child relationship, repeating tables will be imported alphabetically.

      For GCA Roll20 Exporter Tool Version 1.0.1.9 or later, Rital Magic Spells will be added to the Grimoire with difficult set to T/H and points set to 0. The spell will also be added to the Techniques table with the actual character point cost.

      GCA5 Export to Roll20. Update 1.0.1.10. Fixes bug so item inventory uses base cost and weight instead of total cost and weight.

      ", + "attribute-stress": "Stress", + "attribute-stress-tooltip": "Stress level from GURPS Fourth Edition Edition.pdf page 141-142.
      On failed fright check, add -1 to Stress, on Critical Failure add -3!
      GM could add Stress for other reasons besides failed fright checks.
      Stress can be recovered by one for every ten minutes spent in mental relaxation.
      GM may rule that certain indulgences can erase an extra point of Stress.
      Important: If you go over the maximum stress level, apply the Stress to Derangement!", + "abbreviation-derangement": "Derange", + "attribute-derangement-tooltip": "Derangement level represents long lasting mental harm described in GURPS Fourth Edition Edition.pdf page 141-142.
      When failing a Sanity-Blasting Fright Check, add -1 to Derangement, on Critical Failure add -3!
      At the end of the day with no new stress or derangement a Will roll will erase -1 point of derangement.
      +1 Will if treated by a therapist with Psychology (Clinical) or Physician (Psychiatric) at 12+.
      A therapist can also roll their skill once per day to erase an additional -1 in Derangement.
      Important: If you go over the maximum Derangement, the points should start going to new disadvantages!
      You can keep the total in the row below.", + "attribute-stress-derangement-penalty-tooltip": "The Fright Check Penalty, which is (Stress + Derangement)/2, rounded down against the player. H141
      This penalty is automatically applied to the Fright Check attribute.
      The penalty (modified by Fearlessness) could also affect self-control rolls, skills that demand a steady hand, and HT rolls to resist minor ailments, etc.", + "attribute-stress-derangement-disadvantage-points-tooltip": "The amount of disadvantage points accrued due to derangement.
      At a certain point, these points should be converted to permanent mental disadvantages!" } \ No newline at end of file diff --git a/GURPS/translations/it.json b/GURPS/translations/it.json index 482d155fe5..54cbb4aadd 100644 --- a/GURPS/translations/it.json +++ b/GURPS/translations/it.json @@ -1,5 +1,5 @@ { - "sheet-roll-modifier-option": "Roll Modifier Option", + "sheet-roll-modifier-option": "Roll Modifier Legacy", "sheet-roll-modifier-option-desc": "Select the modifier option to use when clicking a dice roll icon on the character sheet.", "sheet-chat-roll-display-option": "Chat Roll Display", "sheet-chat-roll-dislpay-option-desc": "Select how rolls are display in chat window. Private Skill Levels deprecated will default to private, since it doesn't work with rolltemplates.", @@ -39,7 +39,7 @@ "sheet-show-raw-defense-notes-desc": "If checked, show Rules as Written (RAW) for Active Defense success/fail notes.", "sheet-style-option": "Sheet Style", "sheet-style-desc": "Select a visual style for the character sheet.", - "roll-modifiers-heading": "Roll Modifiers", + "roll-modifiers-heading": "Roll Modifiers Toolbox", "total-roll-modifier-label": "Total Modifier", "shock-label": "Shock", "max-skill-9-label": "Max skill of 9", @@ -68,6 +68,8 @@ "aiming-bonus-tooltip": "Each turn after the initial aim, you get an additional bonus. See B364", "abbreviation-rate-of-fire-label": "RoF", "rate-of-fire-tooltip": "Rate of Fire
      The maximum number of shots that can be fired in
      one turn (by a regular person).
      The minimum number of shots is 1.

      !: minimum RoF is 1/4 of the maximum, rounded up.
      mxn: fires the first number of shots, which each then
      split into the second number (eg. shotguns)
      Jet: shoots a continuous stream of fluid. See page 106.", + "shots-fired-label": "Fired", + "shots-fired-tooltip": "Shots Fired
      The number of shots fired in a single round. This should not exceed the RoF for the weapon.", "scope-label": "Portata", "scope-bonus-tooltip": "Each turn after the initial aim, you get an additional bonus up to the scope's bonus.
      Fixed scopes, aim at least as many turns as the scope's bonus.
      See B412", "vehicle-targeting-label": "Vehicle Targeting", @@ -171,10 +173,10 @@ "ranged-move-attack-label": "Move/Attack: -2 or Bulk", "ranged-move-attack-tooltip": "Attack with a ranged weapon while moving, aiming is not possible and you lose previous aiming. -2 to hit or bulk penalty, whichever is worse. Movement: normal, but -2 to avoid obstacles. Active Defense: Dodge or Block. See B365-366", "bulk-label": "Bulk", - "ranged-all-out-attack-determined-label": "All-Out Attack Determined: +1", - "ranged-all-out-attack-determined-tooltip": "Determined: Make a single attack at +1 to hit! Movement: half-move, forward only. Defense: None. See B365", - "ranged-all-out-attack-suppression-fire-label": "All-Out Attack Suppression Fire", - "ranged-all-out-attack-suppression-fire-tooltip": "Take entire turn to spray an area with automatic fire RoF 5+, see Suppression Fire B409! Movement: half-move, forward only. Defense: None. See B365", + "ranged-all-out-attack-determined-label": "All-Out Determined: +1", + "ranged-all-out-attack-determined-tooltip": "All-Out Attack Determined: Make a single attack at +1 to hit! Movement: half-move, forward only. Defense: None. See B365", + "ranged-all-out-attack-suppression-fire-label": "All-Out Suppression Fire", + "ranged-all-out-attack-suppression-fire-tooltip": "All-Out Attack Suppression Fire: Take entire turn to spray an area with automatic fire RoF 5+, see Suppression Fire B409! Movement: half-move, forward only. Defense: None. See B365", "other-actions-title": "Other Actions", "braced-label": "Braced: +1", "braced-tooltip": "If you haven't moved and aimed a turn, you may get the braced bonus.
      Firearm/crossbow must rest on a sandbag, low wall, car, etc.
      One-handed firearm is braced if using two hands.
      Two-handed is braced if you're prone and using a bipod. See B364.", @@ -204,9 +206,9 @@ "failed-control-roll-tooltip": "Vehicle/mount failed control last turn. Penalty equal to margin of failure. See B548", "over-under-mount-label": "Over/Under Mount: -6", "over-under-mount-tooltip": "If you're an exposed rider hanging from side of mount/vehicle, penalty to hit is -6 to shoot over or under the mount.", - "vehicle-dodged-label": "Vehicle Dodged Last Turn: -2", + "vehicle-dodged-label": "Vehicle Dodged: -2", "vehicle-dodged-tooltip": "Vehicle/mount dodged last turn and you're not the operator.", - "air-vehicle-dodged-label": "Air Vehicle Dodged Last Turn: -4", + "air-vehicle-dodged-label": "Air Vehicle Dodged: -4", "normal-defense-label": "Normal Defense", "normal-defense-tooltip": "Using a normal active defense.", "all-out-defense-increased-label": "All-Out Defense: +2", @@ -221,7 +223,7 @@ "defense-kneeling-label": "Kneeling/Sitting: -2", "defense-kneeling-tooltip": "If you're kneeling or sitting, -2 to defense. See B549", "attackers-action-title": "Attacker's Action", - "attack-from-behind-label": "Attack From Behind Peripheral: -2", + "attack-from-behind-label": "From Behind Peripheral: -2", "attack-from-behind-tooltip": "Normally, if attacked from behind, you have no defense. However, if you have Peripheral Vision you can defend at -2. See B391", "runaround-attack-label": "Runaround Attack: -2", "runaround-attack-tooltip": "Your foe starts in front of you and runs behind you and attacks from behind. You can defend at -2. See B391", @@ -234,7 +236,7 @@ "general-defense-bonus-tooltip": "A general defense bonus, such as the Supers Meta-trait (see Supers B34), force field, etc.", "retreating-dodge-label": "Retreating Dodge: +3", "retreating-dodge-tooltip": "Move away from attacker, at least one yard or up to your step. See B377", - "retreating-block-parry-label": "Retreating Block/Parry: +1", + "retreating-block-parry-label": "Retreat Block/Parry: +1", "retreating-block-parry-tooltip": "Retreating block or parry. Move away from attacker, at least one yard or up to your step. See B377", "retreating-parry-label": "Retreating Parry: +3", "retreating-parry-tooltip": "If using Boxing, Judo, Karate, or any fencing skill, you can get a +3 retreating bonus.
      Move away from attacker, at least one yard or up to your step. See B377", @@ -245,8 +247,8 @@ "acrobatic-dodge-failed-tooltip": "If you failed your acrobatic/aerobatic roll, you're at -2 to dodge. See B375", "dodge-drop-label": "Dodge & Drop: +3", "dodge-drop-tooltip": "Only against ranged attacks, drop to the ground and become prone.
      Any cover you get does not count against the initial attack.
      NOTE: Flying or Swimming is possible but only if a step would take you below concealing terrain. See B377", - "feverish-defense-label": "Feverish Defense (1 FP): +2", - "feverish-defense-tooltip": "Spend 1 FP to increase active defense by 2.", + "feverish-defense-label": "Feverish Def (1 FP): +2", + "feverish-defense-tooltip": "Feverish Defense. Spend 1 FP to increase active defense by 2.", "offhand-parry-label": "Off-Hand Parry: -2", "offhand-parry-tooltip": "Off-Hand weapon parry is at -2. See B549", "number-of-parries-label": "# of Parries", @@ -257,7 +259,7 @@ "defense-improvised-weapon-tooltip": "NOTE: Dungeon Fantasy: if parrying with an improvised weapon, apply a penalty. See DF Exploits-37", "situation-title": "Situation", "defense-laser-sight-tooltip": "If you can see the laser sight, you get +1 to Dodge. See B548", - "against-deceptive-attack-label": "Against Deceptive Attack", + "against-deceptive-attack-label": "VS Deceptive Attack", "against-deceptive-attack-tooltip": "You're at -1 to defense for every -2 the attacker took to their to hit modifier. See B369", "feint-attack-label": "Feint Attack", "feint-attack-tooltip": "You're at a penalty equal to the attacker's margin of victory. See B365", @@ -266,9 +268,9 @@ "hidden-weapon-label": "Hidden Weapon: -2", "defense-hidden-weapon-tooltip": "NOTE: From Dungeon Fantasy. If attacked by a hidden weapon, you're at -2 to your first defense. See DF Exploits-58", "defenders-equipment-label": "Defender's Equipment", - "parrying-knife-label": "Parrying with Knife/Dagger: -1", + "parrying-knife-label": "Parry with Knife/Dagger: -1", "parrying-knife-tooltip": "If parrying with a knife or dagger is -1. See B548
      Suggestion: Add the modifier to your defense skill instead of using checkbox.", - "parrying-kusari-label": "Parrying with Kusari/Whip: -2", + "parrying-kusari-label": "Parry with Kusari/Whip: -2", "parrying-kusari-tooltip": "If parrying with a kusari or whip is -2. See B548
      Suggestion: Add the modifier to your defense skill instead of using checkbox.", "unarmed-parry-label": "Unarmed Parry: -3", "unarmed-parry-tooltip": "Unarmed parry vesus a weapon is -3, unless it's a thrust or you are using Judo or Karate parry. See B548", @@ -285,7 +287,7 @@ "block-nunchaku-tooltip": "If blocking against a nunchaku, you're at -1 to defend. See B405.", "parry-thrown-weapon-label": "Parry thrown weapon: -1", "parry-thrown-weapon-tooltip": "Parry -1 against thrown weapon. See B549", - "parry-thrown-small-weapon-label": "Parry thrown small weapon: -2", + "parry-thrown-small-weapon-label": "Parry thrown sm weapon: -2", "parry-thrown-small-weapon-tooltip": "If the weapon is 1 pound or less, parry is -2. See B549", "trident-dodge-label": "Trident: -1 Dodge", "trident-dodge-tooltip": "NOTE: From Dungeon Fantasy. -1 to dodge a trident. See DF Exploits-97", @@ -437,7 +439,7 @@ "attribute-will": "Will", "attribute-will-tooltip": "\nWillpower
      \nBased on Intelligence
      \n5pts/level
      \nUnmodified: \n\t\t\t\t\t\t\t", "attribute-fright": "Fright", - "attribute-fright-tooltip": "Fright Check (B360)
      Based on Willpower
      2pts/level
      Unmodified:
      See extensive list of Modifiers B360 & GURPS Horror p139-142.
      If manually creating and/or maintaining this sheet, Combat Reflexes adds +2 to Fright (Enter as a MOD with a value of 2)", + "attribute-fright-tooltip": "Fright Check (B360)
      Based on Willpower
      2pts/level
      Unmodified:
      Combat Reflexes Modifier:
      Stress and Derangement Modifier:

      See extensive list of Modifiers B360 & GURPS Horror p139-142.
      If manually creating and/or maintaining this sheet, Combat Reflexes adds +2 to Fright (Enter as a MOD with a value of 2)", "abbreviation-threshold": "Thresh", "attribute-fright-check-threshold-tooltip": "\nFright Check Threshold - Uses Rule of 14 (B360). By default this value is 13.
      \nThis means that a roll of 14 or more is automatically a failure.
      \nThis Threshold can be modifier by the Perks of Brave (Dungeon Fantasy 11, p11) or Rule of 15
      \n(Power Ups 2, p13).
      \nWill and/or Fright plus bonuses (like Fearlessness or Combat Reflexes) must total 14+ for this
      \nto be useful, of course!
      \nNote: A Fright Check can be used for Awe and Confusion. (Powers p84 under Terror) and the Awe and
      \nConfusion Check Table for failures. (Powers p85).\n\t\t\t\t\t\t\t", "fright-check-label": "Fright Check", @@ -456,7 +458,7 @@ "abbreviation-enhanced": "Enhncd", "attribute-enhanced-ground-move-tooltip": "Enhanced ground move.
      10pts per half level. Can use up|down arrow keys
      Level: ", "attribute-dodge": "Schivare", - "attribute-dodge-tooltip": "Dodge - Based on Basic Speed - Unmodified:
      Note: The Dodge score, under Encumbrance and Current, automatically adjusts for Enumbrance and for HP and/or FP loss below 1/3. (B419, B426)", + "attribute-dodge-tooltip": "Dodge - Based on Basic Speed - Unmodified:
      Combat Reflexes Modifier:
      Note: The Dodge score, under Encumbrance and Current, automatically adjusts for Enumbrance and for HP and/or FP loss below 1/3. (B419, B426)", "abbreviation-lifting-strength": "Lift ST", "attribute-lifting-strength-tooltip": "Lifting Strength (B65)
      Based on Strength pts/level
      Unmodified: ", "attribute-lift": "Lift", @@ -605,23 +607,31 @@ "spent-label": "Spent", "unspent-label": "Da spendere", "gca-format-label": "GCA4 Format", - "gca-format-tooltip": "GURPS Character Assistant (GCA4) Format
      To change to GCS or Detailed go to options tab
      and change the radio button for Point Summary Layout", + "gca-format-tooltip": "GURPS Character Assistant 4 (GCA4) Format
      To change to GCA5, GCS or Detailed go to options tab
      and change the radio button for Point Summary Layout", + "gca5-format-label": "GCA5 Format", + "gca5-format-tooltip": "GURPS Character Assistant 5 (GCA5) Format
      To change to GCA4, GCS or Detailed go to options tab
      and change the radio button for Point Summary Layout", "gcs-format-label": "GCS Format", - "gcs-format-format-tooltip": "GURPS Character Sheet (GCS) format
      To change to GCA4 or Detailed go to options tab
      and change the radio button for Point Summary Layout", + "gcs-format-format-tooltip": "GURPS Character Sheet (GCS) format
      To change to GCA5, GCA4 or Detailed go to options tab
      and change the radio button for Point Summary Layout", "detailed-format-label": "Detailed Format", - "detailed-format-tooltip": "To change to GCA4 or GCS go to options tab
      and change the radio button for Point Summary Layout", + "detailed-format-tooltip": "To change to GCA5, GCA4 or GCS go to options tab
      and change the radio button for Point Summary Layout", "race-label": "Razza", "race-point-summary-tooltip": "Point Summary for Racial Traits.", - "points-summary-for-attributes-tooltip": "\nPoint Summary for:
      \nST, DX, IQ, HT,
      \nHP, FP, Energy Reserve One, Two, and Three,
      \nPer, Vision, Hearing, Smell, Touch,
      \nWill, Fright, Unconsciousness, Death,
      \nSpeed, Move, Lift ST, Striking ST,
      \nFlying, Air Move, Enhanced Air Move, Super Jump\n\t\t\t\t\t\t\t", + "points-summary-for-attributes-tooltip": "Point Summary for the following attributes with positive values:
      ST, DX, IQ, HT,
      HP, FP, Energy Reserve One, Two, and Three,
      Per, Vision, Hearing, Smell, Touch,
      Will, Fright, Unconsciousness, Death,
      Speed, Move, Lift ST, Striking ST,
      Flying, Air Move, Enhanced Air Move, Super Jump", + "abbreviation-languages-label": "Lang.", + "point-summary-for-languages-tooltip": "Languages Point Summary", "abbreviation-advantages-label": "Adv.", - "gca-point-summary-for-advantages-tooltip": "\nPoint Summary for:
      \nLanguages, Tech Level, Cultural Familiarities,
      \nAdvantages, and Racial traits.\n\t\t\t\t\t\t\t", - "gcs-point-summary-for-advantages-tooltip": "\nPoint Summary for:
      \nLanguages, Tech Level, Cultural Familiarities,
      \nAdvantages, and Perks.\n\t\t\t\t\t\t\t", - "detailed-point-summary-for-advantages-tooltip": "\nPoint Summary for:
      \nLanguages, Tech Level, Cultural Familiarities,
      \nand Advantages.\n\t\t\t\t\t\t\t", + "gca-point-summary-for-advantages-tooltip": "Point Summary for the following traits with positive values:
      Languages, Tech Level, Cultural Familiarities,
      Advantages, and Racial traits.", + "gca5-point-summary-for-advantages-tooltip": "Point Summary for the following traits with positive values:
      Tech Level, Advantages, and Racial traits.", + "gcs-point-summary-for-advantages-tooltip": "Point Summary for the following traits with positive values:
      Languages, Tech Level, Cultural Familiarities,
      Advantages, and Perks.", + "detailed-point-summary-for-advantages-tooltip": "Point Summary for the following traits with positive values:
      Languages, Tech Level, Cultural Familiarities,
      and Advantages.", "perks-label": "Vantaggi", "abbreviation-disadvantages-label": "Disadv.", - "point-summary-for-disadvantages-tooltip": "Point Summary for Disadvantages", + "point-summary-for-disadvantages-tooltip": "Point Summary for Disadvantages and racial templates with a negative value, including attributes with negative values, negative language value, and negative tech level value.", + "point-summary-for-disadvantages-no-language-tooltip": "Point Summary for Disadvantages and racial templates with a negative value, including attributes with negative values, and negative tech level value.
      Language points with a negative value are NOT included.", + "point-summary-for-disadvantages-no-racial-cost-tooltip": "Point Summary for Disadvantages, including attributes with negative values, negative language value, and negative tech level value.
      Racial templates with a negative value are NOT included.", "quirks-label": "Quirks", "skills-label": "Abilità", + "skill-roll-modifier-tooltip": "You can use the Roll Modifiers Toolbar or the Roll Modifiers Toolbox to modifier the effective skill.", "abbreviation-techniques-label": "Tech.", "point-summary-techniques-tooltip": "Techniques", "abbreviation-techniques-revised-label": "Tech. (r)", @@ -642,6 +652,7 @@ "technology-level-tooltip": "Tech Level Modifiers (B168), Tech Levels (B511-514)", "campaign-technology-level-label": "Campaign Tech Level", "your-technology-level-label": "Your Tech Level", + "abbreviation-cultural-familiarity": "Culture", "cultural-familiarities-label": "Cultural Familiarities", "cultural-familiarities-tooltip": "When dealing with an unfamiliar culture, you may suffer -3 to a skill roll that has a cultural component, such as Carousing, Detect Lies. (B23).", "cultural-point-cost": "Native culture cost is 0. Otherwise, cost is 1 or 2 (Consult with GM). (B23)", @@ -709,15 +720,17 @@ "background-history-label": "Background History & Notes", "training-label": "Training", "training-tooltip": "\nTraining rules can be found at ‘Improvement
      \nThrough Study’ B292.
      \nAdvanced rules can be found in Social
      \nEngineering: Back to School.\n\t\t\t\t\t\t\t", - "activate-custom-roll-modifier-tooltip": "To turn on the custom modifiers and button to open the Roll Modifier dialog box goto the Sheet Options tab and check off the tools you would like to user under Skill Modifier Tools section.", "abbreviation-technology-level-label": "TL", "skill-level-label": "Livello", "abbreviation-attribute-label": "FAS", + "skill-attribute-tooltip": "If the 10 was selected, it will be highlighted red. This could have happened during the import if the skill has an attribute not identified by the system. Check the attribute on your chosen Character Creation App to see if the attribute exists on Roll20.", "abbreviation-difficulty-label": "Diff", "skill-difficulty-tooltip": "Difficulty of Skill
      WC = Wildcard Skill. (B175)", "skill-modifier-tooltip": "\nModifier applied to skill level.
      \nCan be a positive or a negative number.
      \nExamples include a bonus from a Talent,
      \ndefault from another Skill or Technique,
      \na piece of equipment, or a Perk.\n\t\t\t\t\t\t\t", "modifier-label": "Modifier:$[[3]] ", - "modifier-dialog-tooltip": "Enter a modifier to apply to any rolls on the this table.
      Use the pencil/paper icon to select modifiers.
      NOTE: Changing the modifier or check status of Max skill of 9 will clear modifiers used by dialog box.", + "modifier-dialog-tooltip": "Enter a custom modifier and optional reason to apply to any rolls on the this table.
      Suggestion: Use this modifier instead of the popup window when clicking the roll button.
      You will see the modifier in the chat window. You could even turn off the Modifier Popup by going to
      Options -> Skill Modifier Options and select No Modifier Prompt.", + "final-modifier-label": "Final Modifier", + "final-modifier-dialog-tooltip": "The final modifier that will be applied to the effective skill level.", "select-skill-modifiers-button": "Select Skill Modifiers", "apply-encumbrance-tooltip": "Apply encumbrance penalty.", "link-to-label": "Link To", @@ -756,6 +769,7 @@ "abbreviation-maximum-label": "Max", "cost-label": "Cost", "techniques-revised-label": "Techniques (Revised)", + "techniques-roll-modifier-tooltip": "You can use the Roll Modifiers Toolbar or the Roll Modifiers Toolbox to modifier the effective skill.", "base-level-label": "Base", "base-skill-level-tooltip": "\nBase skill level of technique, usually
      \nbased on Parent Skill.
      \nsee Techniques B229\n\t\t\t\t\t\t\t", "abbreviation-default-label": "DFLT", @@ -810,7 +824,8 @@ "layer-4-label": "Layer 4", "armor-layor4-tooltip": "Layer 4 (Outer most) is also good for force shields, magic DR, etc.", "summary-label": "Summary", - "armor-summary-tooltip": "This sums up each layer, from layer 1 (inner) to layer 4 (outer).
      * = flexible armor.
      Alert: Only one layer per row may have split armor.", + "roll-modifier-summary-label": "Modifier Summary", + "armor-summary-tooltip": "This sums up each layer, from layer 1 (inner) to layer 4 (outer).
      * = flexible armor.
      Alert: Only one layer per row may have split armor.
      Warning: If you enter your own content, it will be overwritten if you change values for any of the layers.", "abbreviation-defense-bonus-label": "DB", "defense-bonus-tooltip": "Apply the defense bonus of a shield, cloak, spell (B252), or Meta-trait (Supers34). See B374
      Shield/Cloak: Used against attacks from front or from your shield side. Can't be used against firearms unless you're using the Damage to Shields option.
      Shield Spell: Protects from frontal attacks and is cumulative with a normal shield.", "abbreviation-damage-label": "DMG", @@ -829,6 +844,7 @@ "damage-resistance-tooltip": "\nLow-Tech #/# usually means All Attack Types / Except
      \nthis specific Type of attack.
      \nExample: Enter as 3/2cr* means DR3 vs all attacks
      \nexcept cr which uses DR2. * means it is Flexible
      \narmor (B379).
      \nHigh-Tech and Ultra-Tech #/# usually mean against
      \nthese Type Attacks / All other Attack Types.
      \nExample: Enter as 5imp, cr /2 means DR5 vs imp and
      \ncr type of attacks and DR2 against all other types
      \nof attacks.\n\t\t\t\t\t\t\t", "user-created-label": "User Created", "active-defenses-label": "Active Defenses", + "active-defense-roll-modifier-tooltip": "You can use the Roll Modifiers Tollbar or the Roll Modifiers Toolbox to modifier the effective skill.", "rules-as-written-label": "Rules As Written", "active-defense-type-tooltip": "\nChanging the Type will also update success/fail notes
      \nfor that active defense.
      \nParry, Block, and Block have default notes that can be
      \nchanged on the options page.
      \nNOTE Changing the Type will clear any previous notes
      \nyou entered.\n\t\t\t\t\t\t\t", "abbreviation-information-label": "Info", @@ -891,6 +907,7 @@ "select-token-tooltip": "If on, you must select your character token before clicking the Roll button. The token name will show in the roll results.
      Note This option is most useful when writing your own Roll20 API code.", "target-token-tooltip": "Click the button to turn on target a token before the skill roll.
      The token name will appear in the results.", "melee-attacks-label": "Melee Attacks", + "melee-roll-modifier-tooltip": "You can use the Roll Modifiers Toolbar or the Roll Modifiers Toolbox to modifier the effective skill.", "attacks-label": "Attacks", "targets-label": "Targets", "melee-attack-damage-tooltip": "For an Armor Divisor: A number in parenthesis after
      the damage - eg. (2) - is an armor divisor.
      Enter this number in the Damage Notes as AD(#) or as
      Armor Divisor(#).
      ex: indicates the attack causes an explosion.
      See B269. Enter in the Damage Notes
      Macros You can also use @{thrust} and @{swing} for Melee Damage value, which is based on the values entered on the General page. You can even add additional modifiers such as @{thrust}+3.", @@ -936,6 +953,7 @@ "ranged-fail-notes-tooltip": "Any standard notes entered here will appear in the Roll Template in chat.
      Hint: Enter inline rolls for additional results.
      Example: Does an additional [[1d6]] fire damage.", "ranged-critical-fail-notes-tooltip": "Any standard notes entered here will appear in the Roll Template in chat.
      Hint: Enter inline rolls for additional results.
      Example: Does an additional [[1d6]] fire damage.", "ranged-attacks-label": "Ranged Attacks", + "ranged-attack-tooltip": "Please use either the Range Calculator or the Roll Modifiers dialog tool to enter at least the range of the attack.", "ranged-damage-tooltip": "For an Armor Divisor: A number in parenthesis after
      the damage - eg. (2) - is an armor divisor.
      Enter this number in the Damage Notes as AD(#) or as
      Armor Divisor(#).
      ex: indicates the attack causes an explosion.
      [#d]: indicates the attack causes fragmentation.
      See B269. Enter in the Damage Notes.
      Macros You can also use @{thrust} and @{swing} for Ranged Damage value, which is based on the values entered on the General page. You can even add additional modifiers such as @{thrust}+3.", "abbreviation-range-label": "RNG", "range-tooltip": "Range. See B269.", @@ -1013,6 +1031,7 @@ "falling-label": "Falling", "hard-label": "Hard", "hard-object-tooltip": "If hitting a hard object (clay, concrete, soil, sand, etc.), check the box to double the effective Hit Points of the falling object or the object that caused the collision. B431", + "falling-damage-type-tooltip": "Normal objects are crushing. If bullet-shaped, sharp, or spiked select appropriate damage type, but damage is halved. B430", "collision-label": "Collision", "demolition-label": "Demolition", "select-label": "Select", @@ -1054,15 +1073,16 @@ "magery-power-investiture-bonus-label": "Magery/PI/Bonus Level:", "cencentration-penalty-label": "Concentration Penalty", "spell-label": "Incant.", + "spell-roll-modifier-tooltip": "You can use the Roll Modifiers Toolbar or the Roll Modifiers Toolbox to modifier the effective skill.", "spell-skill-level-tooltip": "\n\t\t\t\t\t\t\t\tSkill level with spell\n\t\t\t\t\t\t\t", - "spell-difficulty-tooltip": "Difficulty", + "spell-difficulty-tooltip": "Difficulty Level.
      Note: T/H stands for Technique/Hard, which is used by ritual magic spells.
      Suggestion: If using T/H set the points to zero, use mod to get the correct spell level,
      then place the actual spell on the Techniques table.", "spell-skill-level-modifier-tooltip": "\n\t\t\t\t\t\t\t\tModifier applied to skill level.
      \n\t\t\t\t\t\t\t\tCan be a positive or a negative number.
      \n\t\t\t\t\t\t\t\tExamples include a bonus from a Talent,
      \n\t\t\t\t\t\t\t\tdefault from another Skill or Technique,
      \n\t\t\t\t\t\t\t\ta piece of equipment, or a Perk.\n\t\t\t\t\t\t\t", "points-tooltip": "Points", "spell-is-on-tooltip": "Enter a 1 or more to mark the spell as ON
      skill penalty for each spell that is ON.
      See B238 or M10.
      Click one at a time, wait until each penalty is applied before clicking the next one.", "abbreviation-concentration-label": "CT", "spell-concentration-tooltip": "Enter a 1 or more to mark the spell as under Concentration.
      skill penalty for each spell.
      See B238 or M10.
      Click one at a time, wait until each penalty is applied before clicking the next one.", "abbreviation-resisted-by-label": "RESIST", - "spell-resisted-by-tooltip": "\n\t\t\t\t\t\t\t\tResisted By\n\t\t\t\t\t\t\t", + "spell-resisted-by-tooltip": "On a regular success, your spell must defeat the subject's resistance to work, a critical success automatically wins. See B241/M13 and the Rule of 16, B349.", "duration-label": "Durata", "spell-duration-tooltip": "\n\t\t\t\t\t\t\t\tDuration of Spell\n\t\t\t\t\t\t\t", "spell-energy-cost-tooltip": "\n\t\t\t\t\t\t\t\tEnergy cost for casting the spell.\n\t\t\t\t\t\t\t", @@ -1122,8 +1142,10 @@ "show-revised-label": "Show Revised", "show-revised-tooltip": "Show the revised techniques table.", "point-summary-layout-label": "Point Summary Layout", + "abbreviation-gurps-character-assistant5-label": "GCA5", "abbreviation-gurps-character-assistant-label": "GCA4", - "gurps-character-assistant-tooltip": "GURPS Character Assistant.", + "gurps-character-assistant-tooltip": "GURPS Character Assistant 4.", + "gurps-character-assistant5-tooltip": "GURPS Character Assistant 5.", "abbreviation-gurps-character-sheet-label": "GCS", "gurps-character-sheet-tooltip": "GURPS Character Sheet.", "detailed-label": "Detailed", @@ -1162,7 +1184,8 @@ "sheet-style-purple-option": "Purple", "sheet-style-fabric-option": "Fabric", "sheet-style-classic-white-option": "Classic White", - "falling-collision-damage-notes-label": "Falling & Collision Damage Notes B430-431", + "falling-damage-notes-label": "Falling Damage Notes B430-431", + "collision-damage-notes-label": "Collision Damage Notes B430-431", "demolition-damage-notes-label": "Demolition Damage Notes", "fragmentation-skill-notes-label": "Fragmentation Skill Notes", "fragmentation-damage-notes-label": "Fragmentation Damage Notes", @@ -1199,6 +1222,7 @@ "target-label": "Bersaglio", "rolltemplate-warning-less-than-three-description": "WARNING: You may not attempt a success roll if your effective skill (Target) is less than 3. (See B345)", "rolltemplate-tool-modifiers-label": "Tool Modifiers", + "defense-modifiers-label": "Predefined Defense Modifiers", "maneuver-label": "Maneuver", "all-out-attack-label": "All-Out Attack", "alert-label": "Alert", @@ -1225,5 +1249,17 @@ "traits-default-critical-success-notes": "When you roll a critical success, the GM determines what happens to you. It is always something good! The lower the roll, the better **bonus** they give you. (B347)", "traits-default-critical-failure-notes": "When you roll a critical failure, the GM determines what happens to you. It is always something bad - the higher the roll, the worse the result. (B348)", "reference-abbreviation-label": "Reference", - "reference-label-tooltip": "Book abbreviation and page reference." + "reference-label-tooltip": "Book abbreviation and page reference.", + "modifier-abbreviation-label": "Mod", + "language-cost-modifier-tooltip": "Use this input box to modifier the number of Character Points for the selected language option.", + "language-talent-label": "Language Talent", + "language-talent-tooltip": "If checked, you can learn languages at the next-highest level, if you spend 2 points on a langauge, instead of broken, you know the language at Accented level. This changes the available options in the drop-down and related costs. See B65.", + "tips-label": "Tips", + "import-tips-description": "

      After importing, compare your Roll20 sheet to GCA5 character sheet.

      Roll20 doesn't support parent/child relationship, repeating tables will be imported alphabetically.

      For GCA Roll20 Exporter Tool Version 1.0.1.9 or later, Rital Magic Spells will be added to the Grimoire with difficult set to T/H and points set to 0. The spell will also be added to the Techniques table with the actual character point cost.

      GCA5 Export to Roll20. Update 1.0.1.10. Fixes bug so item inventory uses base cost and weight instead of total cost and weight.

      ", + "attribute-stress": "Stress", + "attribute-stress-tooltip": "Stress level from GURPS Fourth Edition Edition.pdf page 141-142.
      On failed fright check, add -1 to Stress, on Critical Failure add -3!
      GM could add Stress for other reasons besides failed fright checks.
      Stress can be recovered by one for every ten minutes spent in mental relaxation.
      GM may rule that certain indulgences can erase an extra point of Stress.
      Important: If you go over the maximum stress level, apply the Stress to Derangement!", + "abbreviation-derangement": "Derange", + "attribute-derangement-tooltip": "Derangement level represents long lasting mental harm described in GURPS Fourth Edition Edition.pdf page 141-142.
      When failing a Sanity-Blasting Fright Check, add -1 to Derangement, on Critical Failure add -3!
      At the end of the day with no new stress or derangement a Will roll will erase -1 point of derangement.
      +1 Will if treated by a therapist with Psychology (Clinical) or Physician (Psychiatric) at 12+.
      A therapist can also roll their skill once per day to erase an additional -1 in Derangement.
      Important: If you go over the maximum Derangement, the points should start going to new disadvantages!
      You can keep the total in the row below.", + "attribute-stress-derangement-penalty-tooltip": "The Fright Check Penalty, which is (Stress + Derangement)/2, rounded down against the player. H141
      This penalty is automatically applied to the Fright Check attribute.
      The penalty (modified by Fearlessness) could also affect self-control rolls, skills that demand a steady hand, and HT rolls to resist minor ailments, etc.", + "attribute-stress-derangement-disadvantage-points-tooltip": "The amount of disadvantage points accrued due to derangement.
      At a certain point, these points should be converted to permanent mental disadvantages!" } \ No newline at end of file diff --git a/GURPS/translations/ja.json b/GURPS/translations/ja.json index 702ea42e97..d6881276db 100644 --- a/GURPS/translations/ja.json +++ b/GURPS/translations/ja.json @@ -1,5 +1,5 @@ { - "sheet-roll-modifier-option": "Roll Modifier Option", + "sheet-roll-modifier-option": "Roll Modifier Legacy", "sheet-roll-modifier-option-desc": "Select the modifier option to use when clicking a dice roll icon on the character sheet.", "sheet-chat-roll-display-option": "Chat Roll Display", "sheet-chat-roll-dislpay-option-desc": "Select how rolls are display in chat window. Private Skill Levels deprecated will default to private, since it doesn't work with rolltemplates.", @@ -39,7 +39,7 @@ "sheet-show-raw-defense-notes-desc": "If checked, show Rules as Written (RAW) for Active Defense success/fail notes.", "sheet-style-option": "Sheet Style", "sheet-style-desc": "Select a visual style for the character sheet.", - "roll-modifiers-heading": "Roll Modifiers", + "roll-modifiers-heading": "Roll Modifiers Toolbox", "total-roll-modifier-label": "Total Modifier", "shock-label": "Shock", "max-skill-9-label": "Max skill of 9", @@ -68,6 +68,8 @@ "aiming-bonus-tooltip": "Each turn after the initial aim, you get an additional bonus. See B364", "abbreviation-rate-of-fire-label": "RoF", "rate-of-fire-tooltip": "Rate of Fire
      The maximum number of shots that can be fired in
      one turn (by a regular person).
      The minimum number of shots is 1.

      !: minimum RoF is 1/4 of the maximum, rounded up.
      mxn: fires the first number of shots, which each then
      split into the second number (eg. shotguns)
      Jet: shoots a continuous stream of fluid. See page 106.", + "shots-fired-label": "Fired", + "shots-fired-tooltip": "Shots Fired
      The number of shots fired in a single round. This should not exceed the RoF for the weapon.", "scope-label": "Scope", "scope-bonus-tooltip": "Each turn after the initial aim, you get an additional bonus up to the scope's bonus.
      Fixed scopes, aim at least as many turns as the scope's bonus.
      See B412", "vehicle-targeting-label": "Vehicle Targeting", @@ -171,10 +173,10 @@ "ranged-move-attack-label": "Move/Attack: -2 or Bulk", "ranged-move-attack-tooltip": "Attack with a ranged weapon while moving, aiming is not possible and you lose previous aiming. -2 to hit or bulk penalty, whichever is worse. Movement: normal, but -2 to avoid obstacles. Active Defense: Dodge or Block. See B365-366", "bulk-label": "Bulk", - "ranged-all-out-attack-determined-label": "All-Out Attack Determined: +1", - "ranged-all-out-attack-determined-tooltip": "Determined: Make a single attack at +1 to hit! Movement: half-move, forward only. Defense: None. See B365", - "ranged-all-out-attack-suppression-fire-label": "All-Out Attack Suppression Fire", - "ranged-all-out-attack-suppression-fire-tooltip": "Take entire turn to spray an area with automatic fire RoF 5+, see Suppression Fire B409! Movement: half-move, forward only. Defense: None. See B365", + "ranged-all-out-attack-determined-label": "All-Out Determined: +1", + "ranged-all-out-attack-determined-tooltip": "All-Out Attack Determined: Make a single attack at +1 to hit! Movement: half-move, forward only. Defense: None. See B365", + "ranged-all-out-attack-suppression-fire-label": "All-Out Suppression Fire", + "ranged-all-out-attack-suppression-fire-tooltip": "All-Out Attack Suppression Fire: Take entire turn to spray an area with automatic fire RoF 5+, see Suppression Fire B409! Movement: half-move, forward only. Defense: None. See B365", "other-actions-title": "Other Actions", "braced-label": "Braced: +1", "braced-tooltip": "If you haven't moved and aimed a turn, you may get the braced bonus.
      Firearm/crossbow must rest on a sandbag, low wall, car, etc.
      One-handed firearm is braced if using two hands.
      Two-handed is braced if you're prone and using a bipod. See B364.", @@ -204,9 +206,9 @@ "failed-control-roll-tooltip": "Vehicle/mount failed control last turn. Penalty equal to margin of failure. See B548", "over-under-mount-label": "Over/Under Mount: -6", "over-under-mount-tooltip": "If you're an exposed rider hanging from side of mount/vehicle, penalty to hit is -6 to shoot over or under the mount.", - "vehicle-dodged-label": "Vehicle Dodged Last Turn: -2", + "vehicle-dodged-label": "Vehicle Dodged: -2", "vehicle-dodged-tooltip": "Vehicle/mount dodged last turn and you're not the operator.", - "air-vehicle-dodged-label": "Air Vehicle Dodged Last Turn: -4", + "air-vehicle-dodged-label": "Air Vehicle Dodged: -4", "normal-defense-label": "Normal Defense", "normal-defense-tooltip": "Using a normal active defense.", "all-out-defense-increased-label": "All-Out Defense: +2", @@ -221,7 +223,7 @@ "defense-kneeling-label": "Kneeling/Sitting: -2", "defense-kneeling-tooltip": "If you're kneeling or sitting, -2 to defense. See B549", "attackers-action-title": "Attacker's Action", - "attack-from-behind-label": "Attack From Behind Peripheral: -2", + "attack-from-behind-label": "From Behind Peripheral: -2", "attack-from-behind-tooltip": "Normally, if attacked from behind, you have no defense. However, if you have Peripheral Vision you can defend at -2. See B391", "runaround-attack-label": "Runaround Attack: -2", "runaround-attack-tooltip": "Your foe starts in front of you and runs behind you and attacks from behind. You can defend at -2. See B391", @@ -234,7 +236,7 @@ "general-defense-bonus-tooltip": "A general defense bonus, such as the Supers Meta-trait (see Supers B34), force field, etc.", "retreating-dodge-label": "Retreating Dodge: +3", "retreating-dodge-tooltip": "Move away from attacker, at least one yard or up to your step. See B377", - "retreating-block-parry-label": "Retreating Block/Parry: +1", + "retreating-block-parry-label": "Retreat Block/Parry: +1", "retreating-block-parry-tooltip": "Retreating block or parry. Move away from attacker, at least one yard or up to your step. See B377", "retreating-parry-label": "Retreating Parry: +3", "retreating-parry-tooltip": "If using Boxing, Judo, Karate, or any fencing skill, you can get a +3 retreating bonus.
      Move away from attacker, at least one yard or up to your step. See B377", @@ -245,8 +247,8 @@ "acrobatic-dodge-failed-tooltip": "If you failed your acrobatic/aerobatic roll, you're at -2 to dodge. See B375", "dodge-drop-label": "Dodge & Drop: +3", "dodge-drop-tooltip": "Only against ranged attacks, drop to the ground and become prone.
      Any cover you get does not count against the initial attack.
      NOTE: Flying or Swimming is possible but only if a step would take you below concealing terrain. See B377", - "feverish-defense-label": "Feverish Defense (1 FP): +2", - "feverish-defense-tooltip": "Spend 1 FP to increase active defense by 2.", + "feverish-defense-label": "Feverish Def (1 FP): +2", + "feverish-defense-tooltip": "Feverish Defense. Spend 1 FP to increase active defense by 2.", "offhand-parry-label": "Off-Hand Parry: -2", "offhand-parry-tooltip": "Off-Hand weapon parry is at -2. See B549", "number-of-parries-label": "# of Parries", @@ -257,7 +259,7 @@ "defense-improvised-weapon-tooltip": "NOTE: Dungeon Fantasy: if parrying with an improvised weapon, apply a penalty. See DF Exploits-37", "situation-title": "Situation", "defense-laser-sight-tooltip": "If you can see the laser sight, you get +1 to Dodge. See B548", - "against-deceptive-attack-label": "Against Deceptive Attack", + "against-deceptive-attack-label": "VS Deceptive Attack", "against-deceptive-attack-tooltip": "You're at -1 to defense for every -2 the attacker took to their to hit modifier. See B369", "feint-attack-label": "Feint Attack", "feint-attack-tooltip": "You're at a penalty equal to the attacker's margin of victory. See B365", @@ -266,9 +268,9 @@ "hidden-weapon-label": "Hidden Weapon: -2", "defense-hidden-weapon-tooltip": "NOTE: From Dungeon Fantasy. If attacked by a hidden weapon, you're at -2 to your first defense. See DF Exploits-58", "defenders-equipment-label": "Defender's Equipment", - "parrying-knife-label": "Parrying with Knife/Dagger: -1", + "parrying-knife-label": "Parry with Knife/Dagger: -1", "parrying-knife-tooltip": "If parrying with a knife or dagger is -1. See B548
      Suggestion: Add the modifier to your defense skill instead of using checkbox.", - "parrying-kusari-label": "Parrying with Kusari/Whip: -2", + "parrying-kusari-label": "Parry with Kusari/Whip: -2", "parrying-kusari-tooltip": "If parrying with a kusari or whip is -2. See B548
      Suggestion: Add the modifier to your defense skill instead of using checkbox.", "unarmed-parry-label": "Unarmed Parry: -3", "unarmed-parry-tooltip": "Unarmed parry vesus a weapon is -3, unless it's a thrust or you are using Judo or Karate parry. See B548", @@ -285,7 +287,7 @@ "block-nunchaku-tooltip": "If blocking against a nunchaku, you're at -1 to defend. See B405.", "parry-thrown-weapon-label": "Parry thrown weapon: -1", "parry-thrown-weapon-tooltip": "Parry -1 against thrown weapon. See B549", - "parry-thrown-small-weapon-label": "Parry thrown small weapon: -2", + "parry-thrown-small-weapon-label": "Parry thrown sm weapon: -2", "parry-thrown-small-weapon-tooltip": "If the weapon is 1 pound or less, parry is -2. See B549", "trident-dodge-label": "Trident: -1 Dodge", "trident-dodge-tooltip": "NOTE: From Dungeon Fantasy. -1 to dodge a trident. See DF Exploits-97", @@ -437,7 +439,7 @@ "attribute-will": "Will", "attribute-will-tooltip": "\nWillpower
      \nBased on Intelligence
      \n5pts/level
      \nUnmodified: \n\t\t\t\t\t\t\t", "attribute-fright": "Fright", - "attribute-fright-tooltip": "Fright Check (B360)
      Based on Willpower
      2pts/level
      Unmodified:
      See extensive list of Modifiers B360 & GURPS Horror p139-142.
      If manually creating and/or maintaining this sheet, Combat Reflexes adds +2 to Fright (Enter as a MOD with a value of 2)", + "attribute-fright-tooltip": "Fright Check (B360)
      Based on Willpower
      2pts/level
      Unmodified:
      Combat Reflexes Modifier:
      Stress and Derangement Modifier:

      See extensive list of Modifiers B360 & GURPS Horror p139-142.
      If manually creating and/or maintaining this sheet, Combat Reflexes adds +2 to Fright (Enter as a MOD with a value of 2)", "abbreviation-threshold": "Thresh", "attribute-fright-check-threshold-tooltip": "\nFright Check Threshold - Uses Rule of 14 (B360). By default this value is 13.
      \nThis means that a roll of 14 or more is automatically a failure.
      \nThis Threshold can be modifier by the Perks of Brave (Dungeon Fantasy 11, p11) or Rule of 15
      \n(Power Ups 2, p13).
      \nWill and/or Fright plus bonuses (like Fearlessness or Combat Reflexes) must total 14+ for this
      \nto be useful, of course!
      \nNote: A Fright Check can be used for Awe and Confusion. (Powers p84 under Terror) and the Awe and
      \nConfusion Check Table for failures. (Powers p85).\n\t\t\t\t\t\t\t", "fright-check-label": "Fright Check", @@ -456,7 +458,7 @@ "abbreviation-enhanced": "Enhncd", "attribute-enhanced-ground-move-tooltip": "Enhanced ground move.
      10pts per half level. Can use up|down arrow keys
      Level: ", "attribute-dodge": "Dodge", - "attribute-dodge-tooltip": "Dodge - Based on Basic Speed - Unmodified:
      Note: The Dodge score, under Encumbrance and Current, automatically adjusts for Enumbrance and for HP and/or FP loss below 1/3. (B419, B426)", + "attribute-dodge-tooltip": "Dodge - Based on Basic Speed - Unmodified:
      Combat Reflexes Modifier:
      Note: The Dodge score, under Encumbrance and Current, automatically adjusts for Enumbrance and for HP and/or FP loss below 1/3. (B419, B426)", "abbreviation-lifting-strength": "Lift ST", "attribute-lifting-strength-tooltip": "Lifting Strength (B65)
      Based on Strength pts/level
      Unmodified: ", "attribute-lift": "Lift", @@ -605,23 +607,31 @@ "spent-label": "Spent", "unspent-label": "Unspent", "gca-format-label": "GCA4 Format", - "gca-format-tooltip": "GURPS Character Assistant (GCA4) Format
      To change to GCS or Detailed go to options tab
      and change the radio button for Point Summary Layout", + "gca-format-tooltip": "GURPS Character Assistant 4 (GCA4) Format
      To change to GCA5, GCS or Detailed go to options tab
      and change the radio button for Point Summary Layout", + "gca5-format-label": "GCA5 Format", + "gca5-format-tooltip": "GURPS Character Assistant 5 (GCA5) Format
      To change to GCA4, GCS or Detailed go to options tab
      and change the radio button for Point Summary Layout", "gcs-format-label": "GCS Format", - "gcs-format-format-tooltip": "GURPS Character Sheet (GCS) format
      To change to GCA4 or Detailed go to options tab
      and change the radio button for Point Summary Layout", + "gcs-format-format-tooltip": "GURPS Character Sheet (GCS) format
      To change to GCA5, GCA4 or Detailed go to options tab
      and change the radio button for Point Summary Layout", "detailed-format-label": "Detailed Format", - "detailed-format-tooltip": "To change to GCA4 or GCS go to options tab
      and change the radio button for Point Summary Layout", + "detailed-format-tooltip": "To change to GCA5, GCA4 or GCS go to options tab
      and change the radio button for Point Summary Layout", "race-label": "種族", "race-point-summary-tooltip": "Point Summary for Racial Traits.", - "points-summary-for-attributes-tooltip": "\nPoint Summary for:
      \nST, DX, IQ, HT,
      \nHP, FP, Energy Reserve One, Two, and Three,
      \nPer, Vision, Hearing, Smell, Touch,
      \nWill, Fright, Unconsciousness, Death,
      \nSpeed, Move, Lift ST, Striking ST,
      \nFlying, Air Move, Enhanced Air Move, Super Jump\n\t\t\t\t\t\t\t", + "points-summary-for-attributes-tooltip": "Point Summary for the following attributes with positive values:
      ST, DX, IQ, HT,
      HP, FP, Energy Reserve One, Two, and Three,
      Per, Vision, Hearing, Smell, Touch,
      Will, Fright, Unconsciousness, Death,
      Speed, Move, Lift ST, Striking ST,
      Flying, Air Move, Enhanced Air Move, Super Jump", + "abbreviation-languages-label": "Lang.", + "point-summary-for-languages-tooltip": "Languages Point Summary", "abbreviation-advantages-label": "Adv.", - "gca-point-summary-for-advantages-tooltip": "\nPoint Summary for:
      \nLanguages, Tech Level, Cultural Familiarities,
      \nAdvantages, and Racial traits.\n\t\t\t\t\t\t\t", - "gcs-point-summary-for-advantages-tooltip": "\nPoint Summary for:
      \nLanguages, Tech Level, Cultural Familiarities,
      \nAdvantages, and Perks.\n\t\t\t\t\t\t\t", - "detailed-point-summary-for-advantages-tooltip": "\nPoint Summary for:
      \nLanguages, Tech Level, Cultural Familiarities,
      \nand Advantages.\n\t\t\t\t\t\t\t", + "gca-point-summary-for-advantages-tooltip": "Point Summary for the following traits with positive values:
      Languages, Tech Level, Cultural Familiarities,
      Advantages, and Racial traits.", + "gca5-point-summary-for-advantages-tooltip": "Point Summary for the following traits with positive values:
      Tech Level, Advantages, and Racial traits.", + "gcs-point-summary-for-advantages-tooltip": "Point Summary for the following traits with positive values:
      Languages, Tech Level, Cultural Familiarities,
      Advantages, and Perks.", + "detailed-point-summary-for-advantages-tooltip": "Point Summary for the following traits with positive values:
      Languages, Tech Level, Cultural Familiarities,
      and Advantages.", "perks-label": "特典", "abbreviation-disadvantages-label": "Disadv.", - "point-summary-for-disadvantages-tooltip": "Point Summary for Disadvantages", + "point-summary-for-disadvantages-tooltip": "Point Summary for Disadvantages and racial templates with a negative value, including attributes with negative values, negative language value, and negative tech level value.", + "point-summary-for-disadvantages-no-language-tooltip": "Point Summary for Disadvantages and racial templates with a negative value, including attributes with negative values, and negative tech level value.
      Language points with a negative value are NOT included.", + "point-summary-for-disadvantages-no-racial-cost-tooltip": "Point Summary for Disadvantages, including attributes with negative values, negative language value, and negative tech level value.
      Racial templates with a negative value are NOT included.", "quirks-label": "Quirks", "skills-label": "技能", + "skill-roll-modifier-tooltip": "You can use the Roll Modifiers Toolbar or the Roll Modifiers Toolbox to modifier the effective skill.", "abbreviation-techniques-label": "Tech.", "point-summary-techniques-tooltip": "Techniques", "abbreviation-techniques-revised-label": "Tech. (r)", @@ -642,6 +652,7 @@ "technology-level-tooltip": "Tech Level Modifiers (B168), Tech Levels (B511-514)", "campaign-technology-level-label": "Campaign Tech Level", "your-technology-level-label": "Your Tech Level", + "abbreviation-cultural-familiarity": "Culture", "cultural-familiarities-label": "Cultural Familiarities", "cultural-familiarities-tooltip": "When dealing with an unfamiliar culture, you may suffer -3 to a skill roll that has a cultural component, such as Carousing, Detect Lies. (B23).", "cultural-point-cost": "Native culture cost is 0. Otherwise, cost is 1 or 2 (Consult with GM). (B23)", @@ -709,15 +720,17 @@ "background-history-label": "Background History & Notes", "training-label": "Training", "training-tooltip": "\nTraining rules can be found at ‘Improvement
      \nThrough Study’ B292.
      \nAdvanced rules can be found in Social
      \nEngineering: Back to School.\n\t\t\t\t\t\t\t", - "activate-custom-roll-modifier-tooltip": "To turn on the custom modifiers and button to open the Roll Modifier dialog box goto the Sheet Options tab and check off the tools you would like to user under Skill Modifier Tools section.", "abbreviation-technology-level-label": "TL", "skill-level-label": "ユーザレベル", "abbreviation-attribute-label": "Attr", + "skill-attribute-tooltip": "If the 10 was selected, it will be highlighted red. This could have happened during the import if the skill has an attribute not identified by the system. Check the attribute on your chosen Character Creation App to see if the attribute exists on Roll20.", "abbreviation-difficulty-label": "Diff", "skill-difficulty-tooltip": "Difficulty of Skill
      WC = Wildcard Skill. (B175)", "skill-modifier-tooltip": "\nModifier applied to skill level.
      \nCan be a positive or a negative number.
      \nExamples include a bonus from a Talent,
      \ndefault from another Skill or Technique,
      \na piece of equipment, or a Perk.\n\t\t\t\t\t\t\t", "modifier-label": "Modifier:$[[3]] ", - "modifier-dialog-tooltip": "Enter a modifier to apply to any rolls on the this table.
      Use the pencil/paper icon to select modifiers.
      NOTE: Changing the modifier or check status of Max skill of 9 will clear modifiers used by dialog box.", + "modifier-dialog-tooltip": "Enter a custom modifier and optional reason to apply to any rolls on the this table.
      Suggestion: Use this modifier instead of the popup window when clicking the roll button.
      You will see the modifier in the chat window. You could even turn off the Modifier Popup by going to
      Options -> Skill Modifier Options and select No Modifier Prompt.", + "final-modifier-label": "Final Modifier", + "final-modifier-dialog-tooltip": "The final modifier that will be applied to the effective skill level.", "select-skill-modifiers-button": "Select Skill Modifiers", "apply-encumbrance-tooltip": "Apply encumbrance penalty.", "link-to-label": "Link To", @@ -756,6 +769,7 @@ "abbreviation-maximum-label": "最大", "cost-label": "Cost", "techniques-revised-label": "Techniques (Revised)", + "techniques-roll-modifier-tooltip": "You can use the Roll Modifiers Toolbar or the Roll Modifiers Toolbox to modifier the effective skill.", "base-level-label": "基本", "base-skill-level-tooltip": "\nBase skill level of technique, usually
      \nbased on Parent Skill.
      \nsee Techniques B229\n\t\t\t\t\t\t\t", "abbreviation-default-label": "DFLT", @@ -810,7 +824,8 @@ "layer-4-label": "Layer 4", "armor-layor4-tooltip": "Layer 4 (Outer most) is also good for force shields, magic DR, etc.", "summary-label": "Summary", - "armor-summary-tooltip": "This sums up each layer, from layer 1 (inner) to layer 4 (outer).
      * = flexible armor.
      Alert: Only one layer per row may have split armor.", + "roll-modifier-summary-label": "Modifier Summary", + "armor-summary-tooltip": "This sums up each layer, from layer 1 (inner) to layer 4 (outer).
      * = flexible armor.
      Alert: Only one layer per row may have split armor.
      Warning: If you enter your own content, it will be overwritten if you change values for any of the layers.", "abbreviation-defense-bonus-label": "DB", "defense-bonus-tooltip": "Apply the defense bonus of a shield, cloak, spell (B252), or Meta-trait (Supers34). See B374
      Shield/Cloak: Used against attacks from front or from your shield side. Can't be used against firearms unless you're using the Damage to Shields option.
      Shield Spell: Protects from frontal attacks and is cumulative with a normal shield.", "abbreviation-damage-label": "DMG", @@ -829,6 +844,7 @@ "damage-resistance-tooltip": "\nLow-Tech #/# usually means All Attack Types / Except
      \nthis specific Type of attack.
      \nExample: Enter as 3/2cr* means DR3 vs all attacks
      \nexcept cr which uses DR2. * means it is Flexible
      \narmor (B379).
      \nHigh-Tech and Ultra-Tech #/# usually mean against
      \nthese Type Attacks / All other Attack Types.
      \nExample: Enter as 5imp, cr /2 means DR5 vs imp and
      \ncr type of attacks and DR2 against all other types
      \nof attacks.\n\t\t\t\t\t\t\t", "user-created-label": "User Created", "active-defenses-label": "Active Defenses", + "active-defense-roll-modifier-tooltip": "You can use the Roll Modifiers Tollbar or the Roll Modifiers Toolbox to modifier the effective skill.", "rules-as-written-label": "Rules As Written", "active-defense-type-tooltip": "\nChanging the Type will also update success/fail notes
      \nfor that active defense.
      \nParry, Block, and Block have default notes that can be
      \nchanged on the options page.
      \nNOTE Changing the Type will clear any previous notes
      \nyou entered.\n\t\t\t\t\t\t\t", "abbreviation-information-label": "Info", @@ -891,6 +907,7 @@ "select-token-tooltip": "If on, you must select your character token before clicking the Roll button. The token name will show in the roll results.
      Note This option is most useful when writing your own Roll20 API code.", "target-token-tooltip": "Click the button to turn on target a token before the skill roll.
      The token name will appear in the results.", "melee-attacks-label": "Melee Attacks", + "melee-roll-modifier-tooltip": "You can use the Roll Modifiers Toolbar or the Roll Modifiers Toolbox to modifier the effective skill.", "attacks-label": "Attacks", "targets-label": "Targets", "melee-attack-damage-tooltip": "For an Armor Divisor: A number in parenthesis after
      the damage - eg. (2) - is an armor divisor.
      Enter this number in the Damage Notes as AD(#) or as
      Armor Divisor(#).
      ex: indicates the attack causes an explosion.
      See B269. Enter in the Damage Notes
      Macros You can also use @{thrust} and @{swing} for Melee Damage value, which is based on the values entered on the General page. You can even add additional modifiers such as @{thrust}+3.", @@ -936,6 +953,7 @@ "ranged-fail-notes-tooltip": "Any standard notes entered here will appear in the Roll Template in chat.
      Hint: Enter inline rolls for additional results.
      Example: Does an additional [[1d6]] fire damage.", "ranged-critical-fail-notes-tooltip": "Any standard notes entered here will appear in the Roll Template in chat.
      Hint: Enter inline rolls for additional results.
      Example: Does an additional [[1d6]] fire damage.", "ranged-attacks-label": "Ranged Attacks", + "ranged-attack-tooltip": "Please use either the Range Calculator or the Roll Modifiers dialog tool to enter at least the range of the attack.", "ranged-damage-tooltip": "For an Armor Divisor: A number in parenthesis after
      the damage - eg. (2) - is an armor divisor.
      Enter this number in the Damage Notes as AD(#) or as
      Armor Divisor(#).
      ex: indicates the attack causes an explosion.
      [#d]: indicates the attack causes fragmentation.
      See B269. Enter in the Damage Notes.
      Macros You can also use @{thrust} and @{swing} for Ranged Damage value, which is based on the values entered on the General page. You can even add additional modifiers such as @{thrust}+3.", "abbreviation-range-label": "RNG", "range-tooltip": "Range. See B269.", @@ -1013,6 +1031,7 @@ "falling-label": "Falling", "hard-label": "Hard", "hard-object-tooltip": "If hitting a hard object (clay, concrete, soil, sand, etc.), check the box to double the effective Hit Points of the falling object or the object that caused the collision. B431", + "falling-damage-type-tooltip": "Normal objects are crushing. If bullet-shaped, sharp, or spiked select appropriate damage type, but damage is halved. B430", "collision-label": "Collision", "demolition-label": "Demolition", "select-label": "Select", @@ -1054,15 +1073,16 @@ "magery-power-investiture-bonus-label": "Magery/PI/Bonus Level:", "cencentration-penalty-label": "Concentration Penalty", "spell-label": "呪文", + "spell-roll-modifier-tooltip": "You can use the Roll Modifiers Toolbar or the Roll Modifiers Toolbox to modifier the effective skill.", "spell-skill-level-tooltip": "\n\t\t\t\t\t\t\t\tSkill level with spell\n\t\t\t\t\t\t\t", - "spell-difficulty-tooltip": "Difficulty", + "spell-difficulty-tooltip": "Difficulty Level.
      Note: T/H stands for Technique/Hard, which is used by ritual magic spells.
      Suggestion: If using T/H set the points to zero, use mod to get the correct spell level,
      then place the actual spell on the Techniques table.", "spell-skill-level-modifier-tooltip": "\n\t\t\t\t\t\t\t\tModifier applied to skill level.
      \n\t\t\t\t\t\t\t\tCan be a positive or a negative number.
      \n\t\t\t\t\t\t\t\tExamples include a bonus from a Talent,
      \n\t\t\t\t\t\t\t\tdefault from another Skill or Technique,
      \n\t\t\t\t\t\t\t\ta piece of equipment, or a Perk.\n\t\t\t\t\t\t\t", "points-tooltip": "点", "spell-is-on-tooltip": "Enter a 1 or more to mark the spell as ON
      skill penalty for each spell that is ON.
      See B238 or M10.
      Click one at a time, wait until each penalty is applied before clicking the next one.", "abbreviation-concentration-label": "CT", "spell-concentration-tooltip": "Enter a 1 or more to mark the spell as under Concentration.
      skill penalty for each spell.
      See B238 or M10.
      Click one at a time, wait until each penalty is applied before clicking the next one.", "abbreviation-resisted-by-label": "RESIST", - "spell-resisted-by-tooltip": "\n\t\t\t\t\t\t\t\tResisted By\n\t\t\t\t\t\t\t", + "spell-resisted-by-tooltip": "On a regular success, your spell must defeat the subject's resistance to work, a critical success automatically wins. See B241/M13 and the Rule of 16, B349.", "duration-label": "継続時間", "spell-duration-tooltip": "\n\t\t\t\t\t\t\t\tDuration of Spell\n\t\t\t\t\t\t\t", "spell-energy-cost-tooltip": "\n\t\t\t\t\t\t\t\tEnergy cost for casting the spell.\n\t\t\t\t\t\t\t", @@ -1122,8 +1142,10 @@ "show-revised-label": "Show Revised", "show-revised-tooltip": "Show the revised techniques table.", "point-summary-layout-label": "Point Summary Layout", + "abbreviation-gurps-character-assistant5-label": "GCA5", "abbreviation-gurps-character-assistant-label": "GCA4", - "gurps-character-assistant-tooltip": "GURPS Character Assistant.", + "gurps-character-assistant-tooltip": "GURPS Character Assistant 4.", + "gurps-character-assistant5-tooltip": "GURPS Character Assistant 5.", "abbreviation-gurps-character-sheet-label": "GCS", "gurps-character-sheet-tooltip": "GURPS Character Sheet.", "detailed-label": "Detailed", @@ -1162,7 +1184,8 @@ "sheet-style-purple-option": "Purple", "sheet-style-fabric-option": "Fabric", "sheet-style-classic-white-option": "Classic White", - "falling-collision-damage-notes-label": "Falling & Collision Damage Notes B430-431", + "falling-damage-notes-label": "Falling Damage Notes B430-431", + "collision-damage-notes-label": "Collision Damage Notes B430-431", "demolition-damage-notes-label": "Demolition Damage Notes", "fragmentation-skill-notes-label": "Fragmentation Skill Notes", "fragmentation-damage-notes-label": "Fragmentation Damage Notes", @@ -1199,6 +1222,7 @@ "target-label": "ターゲット", "rolltemplate-warning-less-than-three-description": "WARNING: You may not attempt a success roll if your effective skill (Target) is less than 3. (See B345)", "rolltemplate-tool-modifiers-label": "Tool Modifiers", + "defense-modifiers-label": "Predefined Defense Modifiers", "maneuver-label": "Maneuver", "all-out-attack-label": "All-Out Attack", "alert-label": "Alert", @@ -1225,5 +1249,17 @@ "traits-default-critical-success-notes": "When you roll a critical success, the GM determines what happens to you. It is always something good! The lower the roll, the better **bonus** they give you. (B347)", "traits-default-critical-failure-notes": "When you roll a critical failure, the GM determines what happens to you. It is always something bad - the higher the roll, the worse the result. (B348)", "reference-abbreviation-label": "Reference", - "reference-label-tooltip": "Book abbreviation and page reference." + "reference-label-tooltip": "Book abbreviation and page reference.", + "modifier-abbreviation-label": "Mod", + "language-cost-modifier-tooltip": "Use this input box to modifier the number of Character Points for the selected language option.", + "language-talent-label": "Language Talent", + "language-talent-tooltip": "If checked, you can learn languages at the next-highest level, if you spend 2 points on a langauge, instead of broken, you know the language at Accented level. This changes the available options in the drop-down and related costs. See B65.", + "tips-label": "Tips", + "import-tips-description": "

      After importing, compare your Roll20 sheet to GCA5 character sheet.

      Roll20 doesn't support parent/child relationship, repeating tables will be imported alphabetically.

      For GCA Roll20 Exporter Tool Version 1.0.1.9 or later, Rital Magic Spells will be added to the Grimoire with difficult set to T/H and points set to 0. The spell will also be added to the Techniques table with the actual character point cost.

      GCA5 Export to Roll20. Update 1.0.1.10. Fixes bug so item inventory uses base cost and weight instead of total cost and weight.

      ", + "attribute-stress": "Stress", + "attribute-stress-tooltip": "Stress level from GURPS Fourth Edition Edition.pdf page 141-142.
      On failed fright check, add -1 to Stress, on Critical Failure add -3!
      GM could add Stress for other reasons besides failed fright checks.
      Stress can be recovered by one for every ten minutes spent in mental relaxation.
      GM may rule that certain indulgences can erase an extra point of Stress.
      Important: If you go over the maximum stress level, apply the Stress to Derangement!", + "abbreviation-derangement": "Derange", + "attribute-derangement-tooltip": "Derangement level represents long lasting mental harm described in GURPS Fourth Edition Edition.pdf page 141-142.
      When failing a Sanity-Blasting Fright Check, add -1 to Derangement, on Critical Failure add -3!
      At the end of the day with no new stress or derangement a Will roll will erase -1 point of derangement.
      +1 Will if treated by a therapist with Psychology (Clinical) or Physician (Psychiatric) at 12+.
      A therapist can also roll their skill once per day to erase an additional -1 in Derangement.
      Important: If you go over the maximum Derangement, the points should start going to new disadvantages!
      You can keep the total in the row below.", + "attribute-stress-derangement-penalty-tooltip": "The Fright Check Penalty, which is (Stress + Derangement)/2, rounded down against the player. H141
      This penalty is automatically applied to the Fright Check attribute.
      The penalty (modified by Fearlessness) could also affect self-control rolls, skills that demand a steady hand, and HT rolls to resist minor ailments, etc.", + "attribute-stress-derangement-disadvantage-points-tooltip": "The amount of disadvantage points accrued due to derangement.
      At a certain point, these points should be converted to permanent mental disadvantages!" } \ No newline at end of file diff --git a/GURPS/translations/ko.json b/GURPS/translations/ko.json index 450003598a..08424d7609 100644 --- a/GURPS/translations/ko.json +++ b/GURPS/translations/ko.json @@ -1,5 +1,5 @@ { - "sheet-roll-modifier-option": "Roll Modifier Option", + "sheet-roll-modifier-option": "Roll Modifier Legacy", "sheet-roll-modifier-option-desc": "캐릭터 시트에서 주사위 아이콘을 눌렀을 때 사용할 수정치 옵션을 고릅니다.", "sheet-chat-roll-display-option": "Chat Roll Display", "sheet-chat-roll-dislpay-option-desc": "굴림 결과가 채팅창에 어떻게 보일지 선택합니다. 롤템플릿이 작동하지 않기 때문에 개인 기능 실력 해제는 개인에게만 보이는 것이 기본으로 설정되어있습니다.", @@ -39,7 +39,7 @@ "sheet-show-raw-defense-notes-desc": "If checked, show Rules as Written (RAW) for Active Defense success/fail notes.", "sheet-style-option": "시트 스타일", "sheet-style-desc": "캐릭터 시트 스타일을 선택합니다.", - "roll-modifiers-heading": "판정 수정치", + "roll-modifiers-heading": "Roll Modifiers Toolbox", "total-roll-modifier-label": "총 수정치", "shock-label": "쇼크", "max-skill-9-label": "Max skill of 9", @@ -68,6 +68,8 @@ "aiming-bonus-tooltip": "Each turn after the initial aim, you get an additional bonus. See B364", "abbreviation-rate-of-fire-label": "연사율", "rate-of-fire-tooltip": "Rate of Fire
      The maximum number of shots that can be fired in
      one turn (by a regular person).
      The minimum number of shots is 1.

      !: minimum RoF is 1/4 of the maximum, rounded up.
      mxn: fires the first number of shots, which each then
      split into the second number (eg. shotguns)
      Jet: shoots a continuous stream of fluid. See page 106.", + "shots-fired-label": "Fired", + "shots-fired-tooltip": "Shots Fired
      The number of shots fired in a single round. This should not exceed the RoF for the weapon.", "scope-label": "조준경", "scope-bonus-tooltip": "Each turn after the initial aim, you get an additional bonus up to the scope's bonus.
      Fixed scopes, aim at least as many turns as the scope's bonus.
      See B412", "vehicle-targeting-label": "차량 조준기", @@ -171,10 +173,10 @@ "ranged-move-attack-label": "Move/Attack: -2 or Bulk", "ranged-move-attack-tooltip": "이동 중 장거리 무기 공격을 하면, 조준이 불가능하고 기존의 조준 보너스를 모두 잃습니다. 명중 굴림에 -2 또는 덩치 패널티 중 더 낮은 쪽을 사용합니다. 이동: 제한 없음, 장애물 피하기에 -2. 능동방어: 피하기 또는 막기. 기본 p.365-366 참조", "bulk-label": "덩치", - "ranged-all-out-attack-determined-label": "All-Out Attack Determined: +1", - "ranged-all-out-attack-determined-tooltip": "Determined: Make a single attack at +1 to hit! Movement: half-move, forward only. Defense: None. See B365", - "ranged-all-out-attack-suppression-fire-label": "All-Out Attack Suppression Fire", - "ranged-all-out-attack-suppression-fire-tooltip": "Take entire turn to spray an area with automatic fire RoF 5+, see Suppression Fire B409! Movement: half-move, forward only. Defense: None. See B365", + "ranged-all-out-attack-determined-label": "All-Out Determined: +1", + "ranged-all-out-attack-determined-tooltip": "All-Out Attack Determined: Make a single attack at +1 to hit! Movement: half-move, forward only. Defense: None. See B365", + "ranged-all-out-attack-suppression-fire-label": "All-Out Suppression Fire", + "ranged-all-out-attack-suppression-fire-tooltip": "All-Out Attack Suppression Fire: Take entire turn to spray an area with automatic fire RoF 5+, see Suppression Fire B409! Movement: half-move, forward only. Defense: None. See B365", "other-actions-title": "다른 액션", "braced-label": "받침: +1", "braced-tooltip": "If you haven't moved and aimed a turn, you may get the braced bonus.
      Firearm/crossbow must rest on a sandbag, low wall, car, etc.
      One-handed firearm is braced if using two hands.
      Two-handed is braced if you're prone and using a bipod. See B364.", @@ -204,9 +206,9 @@ "failed-control-roll-tooltip": "지난 턴 차량/동물 조종 판정이 실패했습니다. 실패 차이만큼의 페널티를 받습니다. 기본 p.548 참조", "over-under-mount-label": "위/아래 사격: -6", "over-under-mount-tooltip": "몸을 노출시키고 차량이나 동물의 옆에 매달려 그 위나 아래로 사격하는 경우 명중 굴림에 -6의 페널티를 받습니다.", - "vehicle-dodged-label": "Vehicle Dodged Last Turn: -2", + "vehicle-dodged-label": "Vehicle Dodged: -2", "vehicle-dodged-tooltip": "Vehicle/mount dodged last turn and you're not the operator.", - "air-vehicle-dodged-label": "Air Vehicle Dodged Last Turn: -4", + "air-vehicle-dodged-label": "Air Vehicle Dodged: -4", "normal-defense-label": "일반 방어", "normal-defense-tooltip": "일반적인 능동방어입니다.", "all-out-defense-increased-label": "전력방어: +2", @@ -221,7 +223,7 @@ "defense-kneeling-label": "무릎 꿇음/앉음: -2", "defense-kneeling-tooltip": "무릎을 꿇거나 앉은 상태라면 방어에 -2 페널티를 받습니다. 기본 p.549 참조", "attackers-action-title": "Attacker's Action", - "attack-from-behind-label": "Attack From Behind Peripheral: -2", + "attack-from-behind-label": "From Behind Peripheral: -2", "attack-from-behind-tooltip": "Normally, if attacked from behind, you have no defense. However, if you have Peripheral Vision you can defend at -2. See B391", "runaround-attack-label": "Runaround Attack: -2", "runaround-attack-tooltip": "Your foe starts in front of you and runs behind you and attacks from behind. You can defend at -2. See B391", @@ -234,7 +236,7 @@ "general-defense-bonus-tooltip": "A general defense bonus, such as the Supers Meta-trait (see Supers B34), force field, etc.", "retreating-dodge-label": "Retreating Dodge: +3", "retreating-dodge-tooltip": "Move away from attacker, at least one yard or up to your step. See B377", - "retreating-block-parry-label": "Retreating Block/Parry: +1", + "retreating-block-parry-label": "Retreat Block/Parry: +1", "retreating-block-parry-tooltip": "공격자에게서 1m내지 한걸음 만큼 물러나며 막기나 받아내기를 합니다. 기본 p.377 참조", "retreating-parry-label": "후퇴 받아내기: +3", "retreating-parry-tooltip": "If using Boxing, Judo, Karate, or any fencing skill, you can get a +3 retreating bonus.
      Move away from attacker, at least one yard or up to your step. See B377", @@ -245,8 +247,8 @@ "acrobatic-dodge-failed-tooltip": "If you failed your acrobatic/aerobatic roll, you're at -2 to dodge. See B375", "dodge-drop-label": "Dodge & Drop: +3", "dodge-drop-tooltip": "Only against ranged attacks, drop to the ground and become prone.
      Any cover you get does not count against the initial attack.
      NOTE: Flying or Swimming is possible but only if a step would take you below concealing terrain. See B377", - "feverish-defense-label": "Feverish Defense (1 FP): +2", - "feverish-defense-tooltip": "Spend 1 FP to increase active defense by 2.", + "feverish-defense-label": "Feverish Def (1 FP): +2", + "feverish-defense-tooltip": "Feverish Defense. Spend 1 FP to increase active defense by 2.", "offhand-parry-label": "Off-Hand Parry: -2", "offhand-parry-tooltip": "Off-Hand weapon parry is at -2. See B549", "number-of-parries-label": "# of Parries", @@ -257,7 +259,7 @@ "defense-improvised-weapon-tooltip": "NOTE: Dungeon Fantasy: if parrying with an improvised weapon, apply a penalty. See DF Exploits-37", "situation-title": "상황", "defense-laser-sight-tooltip": "If you can see the laser sight, you get +1 to Dodge. See B548", - "against-deceptive-attack-label": "Against Deceptive Attack", + "against-deceptive-attack-label": "VS Deceptive Attack", "against-deceptive-attack-tooltip": "You're at -1 to defense for every -2 the attacker took to their to hit modifier. See B369", "feint-attack-label": "Feint Attack", "feint-attack-tooltip": "You're at a penalty equal to the attacker's margin of victory. See B365", @@ -266,9 +268,9 @@ "hidden-weapon-label": "Hidden Weapon: -2", "defense-hidden-weapon-tooltip": "NOTE: From Dungeon Fantasy. If attacked by a hidden weapon, you're at -2 to your first defense. See DF Exploits-58", "defenders-equipment-label": "Defender's Equipment", - "parrying-knife-label": "Parrying with Knife/Dagger: -1", + "parrying-knife-label": "Parry with Knife/Dagger: -1", "parrying-knife-tooltip": "If parrying with a knife or dagger is -1. See B548
      Suggestion: Add the modifier to your defense skill instead of using checkbox.", - "parrying-kusari-label": "Parrying with Kusari/Whip: -2", + "parrying-kusari-label": "Parry with Kusari/Whip: -2", "parrying-kusari-tooltip": "If parrying with a kusari or whip is -2. See B548
      Suggestion: Add the modifier to your defense skill instead of using checkbox.", "unarmed-parry-label": "Unarmed Parry: -3", "unarmed-parry-tooltip": "Unarmed parry vesus a weapon is -3, unless it's a thrust or you are using Judo or Karate parry. See B548", @@ -285,7 +287,7 @@ "block-nunchaku-tooltip": "If blocking against a nunchaku, you're at -1 to defend. See B405.", "parry-thrown-weapon-label": "Parry thrown weapon: -1", "parry-thrown-weapon-tooltip": "Parry -1 against thrown weapon. See B549", - "parry-thrown-small-weapon-label": "Parry thrown small weapon: -2", + "parry-thrown-small-weapon-label": "Parry thrown sm weapon: -2", "parry-thrown-small-weapon-tooltip": "If the weapon is 1 pound or less, parry is -2. See B549", "trident-dodge-label": "Trident: -1 Dodge", "trident-dodge-tooltip": "NOTE: From Dungeon Fantasy. -1 to dodge a trident. See DF Exploits-97", @@ -437,7 +439,7 @@ "attribute-will": "의지력", "attribute-will-tooltip": "\nWillpower
      \nBased on Intelligence
      \n5pts/level
      \nUnmodified: \n\t\t\t\t\t\t\t", "attribute-fright": "공포", - "attribute-fright-tooltip": "Fright Check (B360)
      Based on Willpower
      2pts/level
      Unmodified:
      See extensive list of Modifiers B360 & GURPS Horror p139-142.
      If manually creating and/or maintaining this sheet, Combat Reflexes adds +2 to Fright (Enter as a MOD with a value of 2)", + "attribute-fright-tooltip": "Fright Check (B360)
      Based on Willpower
      2pts/level
      Unmodified:
      Combat Reflexes Modifier:
      Stress and Derangement Modifier:

      See extensive list of Modifiers B360 & GURPS Horror p139-142.
      If manually creating and/or maintaining this sheet, Combat Reflexes adds +2 to Fright (Enter as a MOD with a value of 2)", "abbreviation-threshold": "한계치", "attribute-fright-check-threshold-tooltip": "\nFright Check Threshold - Uses Rule of 14 (B360). By default this value is 13.
      \nThis means that a roll of 14 or more is automatically a failure.
      \nThis Threshold can be modifier by the Perks of Brave (Dungeon Fantasy 11, p11) or Rule of 15
      \n(Power Ups 2, p13).
      \nWill and/or Fright plus bonuses (like Fearlessness or Combat Reflexes) must total 14+ for this
      \nto be useful, of course!
      \nNote: A Fright Check can be used for Awe and Confusion. (Powers p84 under Terror) and the Awe and
      \nConfusion Check Table for failures. (Powers p85).\n\t\t\t\t\t\t\t", "fright-check-label": "공포 판정", @@ -456,7 +458,7 @@ "abbreviation-enhanced": "고속", "attribute-enhanced-ground-move-tooltip": "Enhanced ground move.
      10pts per half level. Can use up|down arrow keys
      Level: ", "attribute-dodge": "피하기", - "attribute-dodge-tooltip": "Dodge - Based on Basic Speed - Unmodified:
      Note: The Dodge score, under Encumbrance and Current, automatically adjusts for Enumbrance and for HP and/or FP loss below 1/3. (B419, B426)", + "attribute-dodge-tooltip": "Dodge - Based on Basic Speed - Unmodified:
      Combat Reflexes Modifier:
      Note: The Dodge score, under Encumbrance and Current, automatically adjusts for Enumbrance and for HP and/or FP loss below 1/3. (B419, B426)", "abbreviation-lifting-strength": "기중 ST", "attribute-lifting-strength-tooltip": "Lifting Strength (B65)
      Based on Strength pts/level
      Unmodified: ", "attribute-lift": "기중력", @@ -605,23 +607,31 @@ "spent-label": "사용", "unspent-label": "미사용", "gca-format-label": "GCA4 Format", - "gca-format-tooltip": "GURPS Character Assistant (GCA4) Format
      To change to GCS or Detailed go to options tab
      and change the radio button for Point Summary Layout", + "gca-format-tooltip": "GURPS Character Assistant 4 (GCA4) Format
      To change to GCA5, GCS or Detailed go to options tab
      and change the radio button for Point Summary Layout", + "gca5-format-label": "GCA5 Format", + "gca5-format-tooltip": "GURPS Character Assistant 5 (GCA5) Format
      To change to GCA4, GCS or Detailed go to options tab
      and change the radio button for Point Summary Layout", "gcs-format-label": "GCS 포맷", - "gcs-format-format-tooltip": "GURPS Character Sheet (GCS) format
      To change to GCA4 or Detailed go to options tab
      and change the radio button for Point Summary Layout", + "gcs-format-format-tooltip": "GURPS Character Sheet (GCS) format
      To change to GCA5, GCA4 or Detailed go to options tab
      and change the radio button for Point Summary Layout", "detailed-format-label": "상세 포맷", - "detailed-format-tooltip": "To change to GCA4 or GCS go to options tab
      and change the radio button for Point Summary Layout", + "detailed-format-tooltip": "To change to GCA5, GCA4 or GCS go to options tab
      and change the radio button for Point Summary Layout", "race-label": "종족", "race-point-summary-tooltip": "종족 장단점의 포인트 총합입니다.", - "points-summary-for-attributes-tooltip": "\nCP 총합 계산:
      \nST, DX, IQ, HT,
      \nHP, FP, Energy Reserve One, Two, and Three,
      \n지각력, 시각, 청각, 후각, 촉각,
      \n의지력, 공포, 의식, 죽음,
      \n속력, 이동력, 기중 ST, 타격 ST,
      \n비행, 공중 이동력, 고속 공중 이동, 초도약", + "points-summary-for-attributes-tooltip": "Point Summary for the following attributes with positive values:
      ST, DX, IQ, HT,
      HP, FP, Energy Reserve One, Two, and Three,
      Per, Vision, Hearing, Smell, Touch,
      Will, Fright, Unconsciousness, Death,
      Speed, Move, Lift ST, Striking ST,
      Flying, Air Move, Enhanced Air Move, Super Jump", + "abbreviation-languages-label": "Lang.", + "point-summary-for-languages-tooltip": "Languages Point Summary", "abbreviation-advantages-label": "장점", - "gca-point-summary-for-advantages-tooltip": "\nCP 총합 계산:
      \n언어, TL, 문화 친숙,
      \n장점, 종족 특성.\t\t\t", - "gcs-point-summary-for-advantages-tooltip": "\nCP 총합 계산:
      \n언어, TL, 문화 친숙,
      \n장점, 미점.\t\t\t\t", - "detailed-point-summary-for-advantages-tooltip": "\nCP 총합 계산:
      \n언어, TL, 문화 친숙,
      \n장점.\t\t\t\n\t\t\t\t\t\t\t", + "gca-point-summary-for-advantages-tooltip": "Point Summary for the following traits with positive values:
      Languages, Tech Level, Cultural Familiarities,
      Advantages, and Racial traits.", + "gca5-point-summary-for-advantages-tooltip": "Point Summary for the following traits with positive values:
      Tech Level, Advantages, and Racial traits.", + "gcs-point-summary-for-advantages-tooltip": "Point Summary for the following traits with positive values:
      Languages, Tech Level, Cultural Familiarities,
      Advantages, and Perks.", + "detailed-point-summary-for-advantages-tooltip": "Point Summary for the following traits with positive values:
      Languages, Tech Level, Cultural Familiarities,
      and Advantages.", "perks-label": "미점", "abbreviation-disadvantages-label": "단점", - "point-summary-for-disadvantages-tooltip": "단점 CP 총합", + "point-summary-for-disadvantages-tooltip": "Point Summary for Disadvantages and racial templates with a negative value, including attributes with negative values, negative language value, and negative tech level value.", + "point-summary-for-disadvantages-no-language-tooltip": "Point Summary for Disadvantages and racial templates with a negative value, including attributes with negative values, and negative tech level value.
      Language points with a negative value are NOT included.", + "point-summary-for-disadvantages-no-racial-cost-tooltip": "Point Summary for Disadvantages, including attributes with negative values, negative language value, and negative tech level value.
      Racial templates with a negative value are NOT included.", "quirks-label": "버릇", "skills-label": "기능", + "skill-roll-modifier-tooltip": "You can use the Roll Modifiers Toolbar or the Roll Modifiers Toolbox to modifier the effective skill.", "abbreviation-techniques-label": "테크닉", "point-summary-techniques-tooltip": "테크닉", "abbreviation-techniques-revised-label": "테크닉(개정)", @@ -642,6 +652,7 @@ "technology-level-tooltip": "Tech Level Modifiers (B168), Tech Levels (B511-514)", "campaign-technology-level-label": "Campaign Tech Level", "your-technology-level-label": "Your Tech Level", + "abbreviation-cultural-familiarity": "Culture", "cultural-familiarities-label": "문화 친숙", "cultural-familiarities-tooltip": "When dealing with an unfamiliar culture, you may suffer -3 to a skill roll that has a cultural component, such as Carousing, Detect Lies. (B23).", "cultural-point-cost": "Native culture cost is 0. Otherwise, cost is 1 or 2 (Consult with GM). (B23)", @@ -709,15 +720,17 @@ "background-history-label": "배경 이야기 & 기타", "training-label": "훈련", "training-tooltip": "\n훈련 규칙은 ‘학습을 통한 발전’ P292.
      \n에서 찾을 수 있습니다
      \n더 자세한 규칙은 Social Enginering
      \n: Back to School. 에서 찾을 수 있습니다.\n\t\t\t\t\t\t\t", - "activate-custom-roll-modifier-tooltip": "To turn on the custom modifiers and button to open the Roll Modifier dialog box goto the Sheet Options tab and check off the tools you would like to user under Skill Modifier Tools section.", "abbreviation-technology-level-label": "TL", "skill-level-label": "실력", "abbreviation-attribute-label": "특성치", + "skill-attribute-tooltip": "If the 10 was selected, it will be highlighted red. This could have happened during the import if the skill has an attribute not identified by the system. Check the attribute on your chosen Character Creation App to see if the attribute exists on Roll20.", "abbreviation-difficulty-label": "난이도", "skill-difficulty-tooltip": "Difficulty of Skill
      WC = Wildcard Skill. (B175)", "skill-modifier-tooltip": "\n수정치는 기능 실력에 적용됩니다.
      \n양수와 음수 모두 입력할 수 있습니다.
      \n재능 수정치, 다른 기능이나 테크닉,
      \n장비, 미점에 따른 디폴트를 포함합니다.\n\t\t\t\t\t\t\t", "modifier-label": "수정치:$[[3]] ", - "modifier-dialog-tooltip": "Enter a modifier to apply to any rolls on the this table.
      Use the pencil/paper icon to select modifiers.
      NOTE: Changing the modifier or check status of Max skill of 9 will clear modifiers used by dialog box.", + "modifier-dialog-tooltip": "Enter a custom modifier and optional reason to apply to any rolls on the this table.
      Suggestion: Use this modifier instead of the popup window when clicking the roll button.
      You will see the modifier in the chat window. You could even turn off the Modifier Popup by going to
      Options -> Skill Modifier Options and select No Modifier Prompt.", + "final-modifier-label": "Final Modifier", + "final-modifier-dialog-tooltip": "The final modifier that will be applied to the effective skill level.", "select-skill-modifiers-button": "기능 수정치 선택", "apply-encumbrance-tooltip": "하중 페널티를 적용합니다.", "link-to-label": "Link To", @@ -756,6 +769,7 @@ "abbreviation-maximum-label": "최대", "cost-label": "에너지", "techniques-revised-label": "테크닉(개정본)", + "techniques-roll-modifier-tooltip": "You can use the Roll Modifiers Toolbar or the Roll Modifiers Toolbox to modifier the effective skill.", "base-level-label": "주기능", "base-skill-level-tooltip": "\n테크닉의 기본 실력입니다.
      \n보통은 주 기능 실력에 기반합니다.
      \n기본 p.229 테크닉 참조\n\t\t\t\t\t\t\t", "abbreviation-default-label": "디폴트", @@ -810,7 +824,8 @@ "layer-4-label": "Layer 4", "armor-layor4-tooltip": "Layer 4 (Outer most) is also good for force shields, magic DR, etc.", "summary-label": "총합", - "armor-summary-tooltip": "This sums up each layer, from layer 1 (inner) to layer 4 (outer).
      * = flexible armor.
      Alert: Only one layer per row may have split armor.", + "roll-modifier-summary-label": "Modifier Summary", + "armor-summary-tooltip": "This sums up each layer, from layer 1 (inner) to layer 4 (outer).
      * = flexible armor.
      Alert: Only one layer per row may have split armor.
      Warning: If you enter your own content, it will be overwritten if you change values for any of the layers.", "abbreviation-defense-bonus-label": "DB", "defense-bonus-tooltip": "Apply the defense bonus of a shield, cloak, spell (B252), or Meta-trait (Supers34). See B374
      Shield/Cloak: Used against attacks from front or from your shield side. Can't be used against firearms unless you're using the Damage to Shields option.
      Shield Spell: Protects from frontal attacks and is cumulative with a normal shield.", "abbreviation-damage-label": "파괴력", @@ -829,6 +844,7 @@ "damage-resistance-tooltip": "\n로우 테크에서 #/#는
      \n대개 모든 공격 유형 / 특정 공격 유형으로 표기됩니다.
      \n예시: 3/2 때리기*는 모든 공격에는 DR 3을 적용하고
      \n때리기 유형에는 DR 2를 적용합니다. 별표는 옷의 유연성을 나타냅니다.
      \n(기본 p.379).
      \n하이 테크와 울트라 테크에서 #/#는
      \n특정 공격 유형/다른 모든 공격 유형으로 표기됩니다.
      \n예시: 5뚫기, 때리기/2는 뚫기와 때리기 유형 피해에 5 DR을 적용하고
      \n그 외 공격에는 DR 2를 적용합니다.\t\t\t\t\t\t\t", "user-created-label": "플레이어 고유", "active-defenses-label": "능동방어", + "active-defense-roll-modifier-tooltip": "You can use the Roll Modifiers Tollbar or the Roll Modifiers Toolbox to modifier the effective skill.", "rules-as-written-label": "Rules As Written", "active-defense-type-tooltip": "\n유형을 변경하면 능동방어의 성공/실패 노트에도
      \n똑같이 적용됩니다.
      \n받아내기, 피하기, 막기에는 기본 노트가 있으며
      \n이는 옵션 페이지에서 변경할 수 있습니다.
      \n참고 유형을 변경하면 기존에 입력했던 노트가
      \n전부 지워집니다.\n\t\t\t\t\t\t\t", "abbreviation-information-label": "정보", @@ -891,6 +907,7 @@ "select-token-tooltip": "If on, you must select your character token before clicking the Roll button. The token name will show in the roll results.
      Note This option is most useful when writing your own Roll20 API code.", "target-token-tooltip": "Click the button to turn on target a token before the skill roll.
      The token name will appear in the results.", "melee-attacks-label": "근거리 공격", + "melee-roll-modifier-tooltip": "You can use the Roll Modifiers Toolbar or the Roll Modifiers Toolbox to modifier the effective skill.", "attacks-label": "Attacks", "targets-label": "Targets", "melee-attack-damage-tooltip": "For an Armor Divisor: A number in parenthesis after
      the damage - eg. (2) - is an armor divisor.
      Enter this number in the Damage Notes as AD(#) or as
      Armor Divisor(#).
      ex: indicates the attack causes an explosion.
      See B269. Enter in the Damage Notes
      Macros You can also use @{thrust} and @{swing} for Melee Damage value, which is based on the values entered on the General page. You can even add additional modifiers such as @{thrust}+3.", @@ -936,6 +953,7 @@ "ranged-fail-notes-tooltip": "Any standard notes entered here will appear in the Roll Template in chat.
      Hint: Enter inline rolls for additional results.
      Example: Does an additional [[1d6]] fire damage.", "ranged-critical-fail-notes-tooltip": "Any standard notes entered here will appear in the Roll Template in chat.
      Hint: Enter inline rolls for additional results.
      Example: Does an additional [[1d6]] fire damage.", "ranged-attacks-label": "Ranged Attacks", + "ranged-attack-tooltip": "Please use either the Range Calculator or the Roll Modifiers dialog tool to enter at least the range of the attack.", "ranged-damage-tooltip": "For an Armor Divisor: A number in parenthesis after
      the damage - eg. (2) - is an armor divisor.
      Enter this number in the Damage Notes as AD(#) or as
      Armor Divisor(#).
      ex: indicates the attack causes an explosion.
      [#d]: indicates the attack causes fragmentation.
      See B269. Enter in the Damage Notes.
      Macros You can also use @{thrust} and @{swing} for Ranged Damage value, which is based on the values entered on the General page. You can even add additional modifiers such as @{thrust}+3.", "abbreviation-range-label": "사거리", "range-tooltip": "사거리입니다. 기본 p.269 참조.", @@ -1013,6 +1031,7 @@ "falling-label": "추락", "hard-label": "Hard", "hard-object-tooltip": "If hitting a hard object (clay, concrete, soil, sand, etc.), check the box to double the effective Hit Points of the falling object or the object that caused the collision. B431", + "falling-damage-type-tooltip": "Normal objects are crushing. If bullet-shaped, sharp, or spiked select appropriate damage type, but damage is halved. B430", "collision-label": "충돌", "demolition-label": "폭발", "select-label": "선택", @@ -1054,15 +1073,16 @@ "magery-power-investiture-bonus-label": "마법 재능/초상능력 보너스 단계:", "cencentration-penalty-label": "집중 페널티", "spell-label": "주문", + "spell-roll-modifier-tooltip": "You can use the Roll Modifiers Toolbar or the Roll Modifiers Toolbox to modifier the effective skill.", "spell-skill-level-tooltip": "주문 기능 실력", - "spell-difficulty-tooltip": "난이도", + "spell-difficulty-tooltip": "Difficulty Level.
      Note: T/H stands for Technique/Hard, which is used by ritual magic spells.
      Suggestion: If using T/H set the points to zero, use mod to get the correct spell level,
      then place the actual spell on the Techniques table.", "spell-skill-level-modifier-tooltip": "기능 실력에 적용되는 수정치입니다.
      음수나 양수를 기입할 수 있습니다.
      재능, 다른 기능이나 테크닉의 디폴트, 장비,
      미점에서 오는 수정치를 모두 포함합니다.
      ", "points-tooltip": "CP", "spell-is-on-tooltip": "Enter a 1 or more to mark the spell as ON
      skill penalty for each spell that is ON.
      See B238 or M10.
      Click one at a time, wait until each penalty is applied before clicking the next one.", "abbreviation-concentration-label": "집중", "spell-concentration-tooltip": "Enter a 1 or more to mark the spell as under Concentration.
      skill penalty for each spell.
      See B238 or M10.
      Click one at a time, wait until each penalty is applied before clicking the next one.", "abbreviation-resisted-by-label": "저항", - "spell-resisted-by-tooltip": "저항", + "spell-resisted-by-tooltip": "On a regular success, your spell must defeat the subject's resistance to work, a critical success automatically wins. See B241/M13 and the Rule of 16, B349.", "duration-label": "지속 시간", "spell-duration-tooltip": "\n\t\t\t\t\t\t\t\t주문의 지속 시간\n\t\t\t\t\t\t\t", "spell-energy-cost-tooltip": "\n\t\t\t\t\t\t\t\t주문 시전에 필요한 에너지 비용.\n\t\t\t\t\t\t\t", @@ -1122,8 +1142,10 @@ "show-revised-label": "Show Revised", "show-revised-tooltip": "Show the revised techniques table.", "point-summary-layout-label": "포인트 총합 레이아웃", + "abbreviation-gurps-character-assistant5-label": "GCA5", "abbreviation-gurps-character-assistant-label": "GCA4", - "gurps-character-assistant-tooltip": "GURPS Character Assistant", + "gurps-character-assistant-tooltip": "GURPS Character Assistant 4.", + "gurps-character-assistant5-tooltip": "GURPS Character Assistant 5.", "abbreviation-gurps-character-sheet-label": "GCS", "gurps-character-sheet-tooltip": "GURPS Character Sheet.", "detailed-label": "상세", @@ -1162,7 +1184,8 @@ "sheet-style-purple-option": "Purple", "sheet-style-fabric-option": "Fabric", "sheet-style-classic-white-option": "Classic White", - "falling-collision-damage-notes-label": "Falling & Collision Damage Notes B430-431", + "falling-damage-notes-label": "Falling Damage Notes B430-431", + "collision-damage-notes-label": "Collision Damage Notes B430-431", "demolition-damage-notes-label": "폭발 피해 노트", "fragmentation-skill-notes-label": "파편 실력 노트", "fragmentation-damage-notes-label": "파편 피해 노트", @@ -1199,6 +1222,7 @@ "target-label": "목표 실력", "rolltemplate-warning-less-than-three-description": "WARNING: You may not attempt a success roll if your effective skill (Target) is less than 3. (See B345)", "rolltemplate-tool-modifiers-label": "Tool Modifiers", + "defense-modifiers-label": "Predefined Defense Modifiers", "maneuver-label": "Maneuver", "all-out-attack-label": "All-Out Attack", "alert-label": "Alert", @@ -1225,5 +1249,17 @@ "traits-default-critical-success-notes": "When you roll a critical success, the GM determines what happens to you. It is always something good! The lower the roll, the better **bonus** they give you. (B347)", "traits-default-critical-failure-notes": "When you roll a critical failure, the GM determines what happens to you. It is always something bad - the higher the roll, the worse the result. (B348)", "reference-abbreviation-label": "Reference", - "reference-label-tooltip": "Book abbreviation and page reference." + "reference-label-tooltip": "Book abbreviation and page reference.", + "modifier-abbreviation-label": "Mod", + "language-cost-modifier-tooltip": "Use this input box to modifier the number of Character Points for the selected language option.", + "language-talent-label": "Language Talent", + "language-talent-tooltip": "If checked, you can learn languages at the next-highest level, if you spend 2 points on a langauge, instead of broken, you know the language at Accented level. This changes the available options in the drop-down and related costs. See B65.", + "tips-label": "Tips", + "import-tips-description": "

      After importing, compare your Roll20 sheet to GCA5 character sheet.

      Roll20 doesn't support parent/child relationship, repeating tables will be imported alphabetically.

      For GCA Roll20 Exporter Tool Version 1.0.1.9 or later, Rital Magic Spells will be added to the Grimoire with difficult set to T/H and points set to 0. The spell will also be added to the Techniques table with the actual character point cost.

      GCA5 Export to Roll20. Update 1.0.1.10. Fixes bug so item inventory uses base cost and weight instead of total cost and weight.

      ", + "attribute-stress": "Stress", + "attribute-stress-tooltip": "Stress level from GURPS Fourth Edition Edition.pdf page 141-142.
      On failed fright check, add -1 to Stress, on Critical Failure add -3!
      GM could add Stress for other reasons besides failed fright checks.
      Stress can be recovered by one for every ten minutes spent in mental relaxation.
      GM may rule that certain indulgences can erase an extra point of Stress.
      Important: If you go over the maximum stress level, apply the Stress to Derangement!", + "abbreviation-derangement": "Derange", + "attribute-derangement-tooltip": "Derangement level represents long lasting mental harm described in GURPS Fourth Edition Edition.pdf page 141-142.
      When failing a Sanity-Blasting Fright Check, add -1 to Derangement, on Critical Failure add -3!
      At the end of the day with no new stress or derangement a Will roll will erase -1 point of derangement.
      +1 Will if treated by a therapist with Psychology (Clinical) or Physician (Psychiatric) at 12+.
      A therapist can also roll their skill once per day to erase an additional -1 in Derangement.
      Important: If you go over the maximum Derangement, the points should start going to new disadvantages!
      You can keep the total in the row below.", + "attribute-stress-derangement-penalty-tooltip": "The Fright Check Penalty, which is (Stress + Derangement)/2, rounded down against the player. H141
      This penalty is automatically applied to the Fright Check attribute.
      The penalty (modified by Fearlessness) could also affect self-control rolls, skills that demand a steady hand, and HT rolls to resist minor ailments, etc.", + "attribute-stress-derangement-disadvantage-points-tooltip": "The amount of disadvantage points accrued due to derangement.
      At a certain point, these points should be converted to permanent mental disadvantages!" } \ No newline at end of file diff --git a/GURPS/translations/nl.json b/GURPS/translations/nl.json index 129fb0cc21..ab221995bc 100644 --- a/GURPS/translations/nl.json +++ b/GURPS/translations/nl.json @@ -1,5 +1,5 @@ { - "sheet-roll-modifier-option": "Roll Modifier Option", + "sheet-roll-modifier-option": "Roll Modifier Legacy", "sheet-roll-modifier-option-desc": "Select the modifier option to use when clicking a dice roll icon on the character sheet.", "sheet-chat-roll-display-option": "Chat Roll Display", "sheet-chat-roll-dislpay-option-desc": "Select how rolls are display in chat window. Private Skill Levels deprecated will default to private, since it doesn't work with rolltemplates.", @@ -39,7 +39,7 @@ "sheet-show-raw-defense-notes-desc": "If checked, show Rules as Written (RAW) for Active Defense success/fail notes.", "sheet-style-option": "Sheet Style", "sheet-style-desc": "Select a visual style for the character sheet.", - "roll-modifiers-heading": "Roll Modifiers", + "roll-modifiers-heading": "Roll Modifiers Toolbox", "total-roll-modifier-label": "Total Modifier", "shock-label": "Shock", "max-skill-9-label": "Max skill of 9", @@ -68,6 +68,8 @@ "aiming-bonus-tooltip": "Each turn after the initial aim, you get an additional bonus. See B364", "abbreviation-rate-of-fire-label": "RoF", "rate-of-fire-tooltip": "Rate of Fire
      The maximum number of shots that can be fired in
      one turn (by a regular person).
      The minimum number of shots is 1.

      !: minimum RoF is 1/4 of the maximum, rounded up.
      mxn: fires the first number of shots, which each then
      split into the second number (eg. shotguns)
      Jet: shoots a continuous stream of fluid. See page 106.", + "shots-fired-label": "Fired", + "shots-fired-tooltip": "Shots Fired
      The number of shots fired in a single round. This should not exceed the RoF for the weapon.", "scope-label": "Scope", "scope-bonus-tooltip": "Each turn after the initial aim, you get an additional bonus up to the scope's bonus.
      Fixed scopes, aim at least as many turns as the scope's bonus.
      See B412", "vehicle-targeting-label": "Vehicle Targeting", @@ -171,10 +173,10 @@ "ranged-move-attack-label": "Move/Attack: -2 or Bulk", "ranged-move-attack-tooltip": "Attack with a ranged weapon while moving, aiming is not possible and you lose previous aiming. -2 to hit or bulk penalty, whichever is worse. Movement: normal, but -2 to avoid obstacles. Active Defense: Dodge or Block. See B365-366", "bulk-label": "Bulk", - "ranged-all-out-attack-determined-label": "All-Out Attack Determined: +1", - "ranged-all-out-attack-determined-tooltip": "Determined: Make a single attack at +1 to hit! Movement: half-move, forward only. Defense: None. See B365", - "ranged-all-out-attack-suppression-fire-label": "All-Out Attack Suppression Fire", - "ranged-all-out-attack-suppression-fire-tooltip": "Take entire turn to spray an area with automatic fire RoF 5+, see Suppression Fire B409! Movement: half-move, forward only. Defense: None. See B365", + "ranged-all-out-attack-determined-label": "All-Out Determined: +1", + "ranged-all-out-attack-determined-tooltip": "All-Out Attack Determined: Make a single attack at +1 to hit! Movement: half-move, forward only. Defense: None. See B365", + "ranged-all-out-attack-suppression-fire-label": "All-Out Suppression Fire", + "ranged-all-out-attack-suppression-fire-tooltip": "All-Out Attack Suppression Fire: Take entire turn to spray an area with automatic fire RoF 5+, see Suppression Fire B409! Movement: half-move, forward only. Defense: None. See B365", "other-actions-title": "Other Actions", "braced-label": "Braced: +1", "braced-tooltip": "If you haven't moved and aimed a turn, you may get the braced bonus.
      Firearm/crossbow must rest on a sandbag, low wall, car, etc.
      One-handed firearm is braced if using two hands.
      Two-handed is braced if you're prone and using a bipod. See B364.", @@ -204,9 +206,9 @@ "failed-control-roll-tooltip": "Vehicle/mount failed control last turn. Penalty equal to margin of failure. See B548", "over-under-mount-label": "Over/Under Mount: -6", "over-under-mount-tooltip": "If you're an exposed rider hanging from side of mount/vehicle, penalty to hit is -6 to shoot over or under the mount.", - "vehicle-dodged-label": "Vehicle Dodged Last Turn: -2", + "vehicle-dodged-label": "Vehicle Dodged: -2", "vehicle-dodged-tooltip": "Vehicle/mount dodged last turn and you're not the operator.", - "air-vehicle-dodged-label": "Air Vehicle Dodged Last Turn: -4", + "air-vehicle-dodged-label": "Air Vehicle Dodged: -4", "normal-defense-label": "Normal Defense", "normal-defense-tooltip": "Using a normal active defense.", "all-out-defense-increased-label": "All-Out Defense: +2", @@ -221,7 +223,7 @@ "defense-kneeling-label": "Kneeling/Sitting: -2", "defense-kneeling-tooltip": "If you're kneeling or sitting, -2 to defense. See B549", "attackers-action-title": "Attacker's Action", - "attack-from-behind-label": "Attack From Behind Peripheral: -2", + "attack-from-behind-label": "From Behind Peripheral: -2", "attack-from-behind-tooltip": "Normally, if attacked from behind, you have no defense. However, if you have Peripheral Vision you can defend at -2. See B391", "runaround-attack-label": "Runaround Attack: -2", "runaround-attack-tooltip": "Your foe starts in front of you and runs behind you and attacks from behind. You can defend at -2. See B391", @@ -234,7 +236,7 @@ "general-defense-bonus-tooltip": "A general defense bonus, such as the Supers Meta-trait (see Supers B34), force field, etc.", "retreating-dodge-label": "Retreating Dodge: +3", "retreating-dodge-tooltip": "Move away from attacker, at least one yard or up to your step. See B377", - "retreating-block-parry-label": "Retreating Block/Parry: +1", + "retreating-block-parry-label": "Retreat Block/Parry: +1", "retreating-block-parry-tooltip": "Retreating block or parry. Move away from attacker, at least one yard or up to your step. See B377", "retreating-parry-label": "Retreating Parry: +3", "retreating-parry-tooltip": "If using Boxing, Judo, Karate, or any fencing skill, you can get a +3 retreating bonus.
      Move away from attacker, at least one yard or up to your step. See B377", @@ -245,8 +247,8 @@ "acrobatic-dodge-failed-tooltip": "If you failed your acrobatic/aerobatic roll, you're at -2 to dodge. See B375", "dodge-drop-label": "Dodge & Drop: +3", "dodge-drop-tooltip": "Only against ranged attacks, drop to the ground and become prone.
      Any cover you get does not count against the initial attack.
      NOTE: Flying or Swimming is possible but only if a step would take you below concealing terrain. See B377", - "feverish-defense-label": "Feverish Defense (1 FP): +2", - "feverish-defense-tooltip": "Spend 1 FP to increase active defense by 2.", + "feverish-defense-label": "Feverish Def (1 FP): +2", + "feverish-defense-tooltip": "Feverish Defense. Spend 1 FP to increase active defense by 2.", "offhand-parry-label": "Off-Hand Parry: -2", "offhand-parry-tooltip": "Off-Hand weapon parry is at -2. See B549", "number-of-parries-label": "# of Parries", @@ -257,7 +259,7 @@ "defense-improvised-weapon-tooltip": "NOTE: Dungeon Fantasy: if parrying with an improvised weapon, apply a penalty. See DF Exploits-37", "situation-title": "Situation", "defense-laser-sight-tooltip": "If you can see the laser sight, you get +1 to Dodge. See B548", - "against-deceptive-attack-label": "Against Deceptive Attack", + "against-deceptive-attack-label": "VS Deceptive Attack", "against-deceptive-attack-tooltip": "You're at -1 to defense for every -2 the attacker took to their to hit modifier. See B369", "feint-attack-label": "Feint Attack", "feint-attack-tooltip": "You're at a penalty equal to the attacker's margin of victory. See B365", @@ -266,9 +268,9 @@ "hidden-weapon-label": "Hidden Weapon: -2", "defense-hidden-weapon-tooltip": "NOTE: From Dungeon Fantasy. If attacked by a hidden weapon, you're at -2 to your first defense. See DF Exploits-58", "defenders-equipment-label": "Defender's Equipment", - "parrying-knife-label": "Parrying with Knife/Dagger: -1", + "parrying-knife-label": "Parry with Knife/Dagger: -1", "parrying-knife-tooltip": "If parrying with a knife or dagger is -1. See B548
      Suggestion: Add the modifier to your defense skill instead of using checkbox.", - "parrying-kusari-label": "Parrying with Kusari/Whip: -2", + "parrying-kusari-label": "Parry with Kusari/Whip: -2", "parrying-kusari-tooltip": "If parrying with a kusari or whip is -2. See B548
      Suggestion: Add the modifier to your defense skill instead of using checkbox.", "unarmed-parry-label": "Unarmed Parry: -3", "unarmed-parry-tooltip": "Unarmed parry vesus a weapon is -3, unless it's a thrust or you are using Judo or Karate parry. See B548", @@ -285,7 +287,7 @@ "block-nunchaku-tooltip": "If blocking against a nunchaku, you're at -1 to defend. See B405.", "parry-thrown-weapon-label": "Parry thrown weapon: -1", "parry-thrown-weapon-tooltip": "Parry -1 against thrown weapon. See B549", - "parry-thrown-small-weapon-label": "Parry thrown small weapon: -2", + "parry-thrown-small-weapon-label": "Parry thrown sm weapon: -2", "parry-thrown-small-weapon-tooltip": "If the weapon is 1 pound or less, parry is -2. See B549", "trident-dodge-label": "Trident: -1 Dodge", "trident-dodge-tooltip": "NOTE: From Dungeon Fantasy. -1 to dodge a trident. See DF Exploits-97", @@ -437,7 +439,7 @@ "attribute-will": "Will", "attribute-will-tooltip": "\nWillpower
      \nBased on Intelligence
      \n5pts/level
      \nUnmodified: \n\t\t\t\t\t\t\t", "attribute-fright": "Fright", - "attribute-fright-tooltip": "Fright Check (B360)
      Based on Willpower
      2pts/level
      Unmodified:
      See extensive list of Modifiers B360 & GURPS Horror p139-142.
      If manually creating and/or maintaining this sheet, Combat Reflexes adds +2 to Fright (Enter as a MOD with a value of 2)", + "attribute-fright-tooltip": "Fright Check (B360)
      Based on Willpower
      2pts/level
      Unmodified:
      Combat Reflexes Modifier:
      Stress and Derangement Modifier:

      See extensive list of Modifiers B360 & GURPS Horror p139-142.
      If manually creating and/or maintaining this sheet, Combat Reflexes adds +2 to Fright (Enter as a MOD with a value of 2)", "abbreviation-threshold": "Thresh", "attribute-fright-check-threshold-tooltip": "\nFright Check Threshold - Uses Rule of 14 (B360). By default this value is 13.
      \nThis means that a roll of 14 or more is automatically a failure.
      \nThis Threshold can be modifier by the Perks of Brave (Dungeon Fantasy 11, p11) or Rule of 15
      \n(Power Ups 2, p13).
      \nWill and/or Fright plus bonuses (like Fearlessness or Combat Reflexes) must total 14+ for this
      \nto be useful, of course!
      \nNote: A Fright Check can be used for Awe and Confusion. (Powers p84 under Terror) and the Awe and
      \nConfusion Check Table for failures. (Powers p85).\n\t\t\t\t\t\t\t", "fright-check-label": "Fright Check", @@ -456,7 +458,7 @@ "abbreviation-enhanced": "Enhncd", "attribute-enhanced-ground-move-tooltip": "Enhanced ground move.
      10pts per half level. Can use up|down arrow keys
      Level: ", "attribute-dodge": "Dodge", - "attribute-dodge-tooltip": "Dodge - Based on Basic Speed - Unmodified:
      Note: The Dodge score, under Encumbrance and Current, automatically adjusts for Enumbrance and for HP and/or FP loss below 1/3. (B419, B426)", + "attribute-dodge-tooltip": "Dodge - Based on Basic Speed - Unmodified:
      Combat Reflexes Modifier:
      Note: The Dodge score, under Encumbrance and Current, automatically adjusts for Enumbrance and for HP and/or FP loss below 1/3. (B419, B426)", "abbreviation-lifting-strength": "Lift ST", "attribute-lifting-strength-tooltip": "Lifting Strength (B65)
      Based on Strength pts/level
      Unmodified: ", "attribute-lift": "Lift", @@ -605,23 +607,31 @@ "spent-label": "Spent", "unspent-label": "Unspent", "gca-format-label": "GCA4 Format", - "gca-format-tooltip": "GURPS Character Assistant (GCA4) Format
      To change to GCS or Detailed go to options tab
      and change the radio button for Point Summary Layout", + "gca-format-tooltip": "GURPS Character Assistant 4 (GCA4) Format
      To change to GCA5, GCS or Detailed go to options tab
      and change the radio button for Point Summary Layout", + "gca5-format-label": "GCA5 Format", + "gca5-format-tooltip": "GURPS Character Assistant 5 (GCA5) Format
      To change to GCA4, GCS or Detailed go to options tab
      and change the radio button for Point Summary Layout", "gcs-format-label": "GCS Format", - "gcs-format-format-tooltip": "GURPS Character Sheet (GCS) format
      To change to GCA4 or Detailed go to options tab
      and change the radio button for Point Summary Layout", + "gcs-format-format-tooltip": "GURPS Character Sheet (GCS) format
      To change to GCA5, GCA4 or Detailed go to options tab
      and change the radio button for Point Summary Layout", "detailed-format-label": "Detailed Format", - "detailed-format-tooltip": "To change to GCA4 or GCS go to options tab
      and change the radio button for Point Summary Layout", + "detailed-format-tooltip": "To change to GCA5, GCA4 or GCS go to options tab
      and change the radio button for Point Summary Layout", "race-label": "Race", "race-point-summary-tooltip": "Point Summary for Racial Traits.", - "points-summary-for-attributes-tooltip": "\nPoint Summary for:
      \nST, DX, IQ, HT,
      \nHP, FP, Energy Reserve One, Two, and Three,
      \nPer, Vision, Hearing, Smell, Touch,
      \nWill, Fright, Unconsciousness, Death,
      \nSpeed, Move, Lift ST, Striking ST,
      \nFlying, Air Move, Enhanced Air Move, Super Jump\n\t\t\t\t\t\t\t", + "points-summary-for-attributes-tooltip": "Point Summary for the following attributes with positive values:
      ST, DX, IQ, HT,
      HP, FP, Energy Reserve One, Two, and Three,
      Per, Vision, Hearing, Smell, Touch,
      Will, Fright, Unconsciousness, Death,
      Speed, Move, Lift ST, Striking ST,
      Flying, Air Move, Enhanced Air Move, Super Jump", + "abbreviation-languages-label": "Lang.", + "point-summary-for-languages-tooltip": "Languages Point Summary", "abbreviation-advantages-label": "Adv.", - "gca-point-summary-for-advantages-tooltip": "\nPoint Summary for:
      \nLanguages, Tech Level, Cultural Familiarities,
      \nAdvantages, and Racial traits.\n\t\t\t\t\t\t\t", - "gcs-point-summary-for-advantages-tooltip": "\nPoint Summary for:
      \nLanguages, Tech Level, Cultural Familiarities,
      \nAdvantages, and Perks.\n\t\t\t\t\t\t\t", - "detailed-point-summary-for-advantages-tooltip": "\nPoint Summary for:
      \nLanguages, Tech Level, Cultural Familiarities,
      \nand Advantages.\n\t\t\t\t\t\t\t", + "gca-point-summary-for-advantages-tooltip": "Point Summary for the following traits with positive values:
      Languages, Tech Level, Cultural Familiarities,
      Advantages, and Racial traits.", + "gca5-point-summary-for-advantages-tooltip": "Point Summary for the following traits with positive values:
      Tech Level, Advantages, and Racial traits.", + "gcs-point-summary-for-advantages-tooltip": "Point Summary for the following traits with positive values:
      Languages, Tech Level, Cultural Familiarities,
      Advantages, and Perks.", + "detailed-point-summary-for-advantages-tooltip": "Point Summary for the following traits with positive values:
      Languages, Tech Level, Cultural Familiarities,
      and Advantages.", "perks-label": "Perks", "abbreviation-disadvantages-label": "Disadv.", - "point-summary-for-disadvantages-tooltip": "Point Summary for Disadvantages", + "point-summary-for-disadvantages-tooltip": "Point Summary for Disadvantages and racial templates with a negative value, including attributes with negative values, negative language value, and negative tech level value.", + "point-summary-for-disadvantages-no-language-tooltip": "Point Summary for Disadvantages and racial templates with a negative value, including attributes with negative values, and negative tech level value.
      Language points with a negative value are NOT included.", + "point-summary-for-disadvantages-no-racial-cost-tooltip": "Point Summary for Disadvantages, including attributes with negative values, negative language value, and negative tech level value.
      Racial templates with a negative value are NOT included.", "quirks-label": "Quirks", "skills-label": "Skills", + "skill-roll-modifier-tooltip": "You can use the Roll Modifiers Toolbar or the Roll Modifiers Toolbox to modifier the effective skill.", "abbreviation-techniques-label": "Tech.", "point-summary-techniques-tooltip": "Techniques", "abbreviation-techniques-revised-label": "Tech. (r)", @@ -642,6 +652,7 @@ "technology-level-tooltip": "Tech Level Modifiers (B168), Tech Levels (B511-514)", "campaign-technology-level-label": "Campaign Tech Level", "your-technology-level-label": "Your Tech Level", + "abbreviation-cultural-familiarity": "Culture", "cultural-familiarities-label": "Cultural Familiarities", "cultural-familiarities-tooltip": "When dealing with an unfamiliar culture, you may suffer -3 to a skill roll that has a cultural component, such as Carousing, Detect Lies. (B23).", "cultural-point-cost": "Native culture cost is 0. Otherwise, cost is 1 or 2 (Consult with GM). (B23)", @@ -709,15 +720,17 @@ "background-history-label": "Background History & Notes", "training-label": "Training", "training-tooltip": "\nTraining rules can be found at ‘Improvement
      \nThrough Study’ B292.
      \nAdvanced rules can be found in Social
      \nEngineering: Back to School.\n\t\t\t\t\t\t\t", - "activate-custom-roll-modifier-tooltip": "To turn on the custom modifiers and button to open the Roll Modifier dialog box goto the Sheet Options tab and check off the tools you would like to user under Skill Modifier Tools section.", "abbreviation-technology-level-label": "TL", "skill-level-label": "Level", "abbreviation-attribute-label": "Attr", + "skill-attribute-tooltip": "If the 10 was selected, it will be highlighted red. This could have happened during the import if the skill has an attribute not identified by the system. Check the attribute on your chosen Character Creation App to see if the attribute exists on Roll20.", "abbreviation-difficulty-label": "Diff", "skill-difficulty-tooltip": "Difficulty of Skill
      WC = Wildcard Skill. (B175)", "skill-modifier-tooltip": "\nModifier applied to skill level.
      \nCan be a positive or a negative number.
      \nExamples include a bonus from a Talent,
      \ndefault from another Skill or Technique,
      \na piece of equipment, or a Perk.\n\t\t\t\t\t\t\t", "modifier-label": "Modifier:$[[3]] ", - "modifier-dialog-tooltip": "Enter a modifier to apply to any rolls on the this table.
      Use the pencil/paper icon to select modifiers.
      NOTE: Changing the modifier or check status of Max skill of 9 will clear modifiers used by dialog box.", + "modifier-dialog-tooltip": "Enter a custom modifier and optional reason to apply to any rolls on the this table.
      Suggestion: Use this modifier instead of the popup window when clicking the roll button.
      You will see the modifier in the chat window. You could even turn off the Modifier Popup by going to
      Options -> Skill Modifier Options and select No Modifier Prompt.", + "final-modifier-label": "Final Modifier", + "final-modifier-dialog-tooltip": "The final modifier that will be applied to the effective skill level.", "select-skill-modifiers-button": "Select Skill Modifiers", "apply-encumbrance-tooltip": "Apply encumbrance penalty.", "link-to-label": "Link To", @@ -756,6 +769,7 @@ "abbreviation-maximum-label": "Max", "cost-label": "Cost", "techniques-revised-label": "Techniques (Revised)", + "techniques-roll-modifier-tooltip": "You can use the Roll Modifiers Toolbar or the Roll Modifiers Toolbox to modifier the effective skill.", "base-level-label": "Basis", "base-skill-level-tooltip": "\nBase skill level of technique, usually
      \nbased on Parent Skill.
      \nsee Techniques B229\n\t\t\t\t\t\t\t", "abbreviation-default-label": "DFLT", @@ -810,7 +824,8 @@ "layer-4-label": "Layer 4", "armor-layor4-tooltip": "Layer 4 (Outer most) is also good for force shields, magic DR, etc.", "summary-label": "Summary", - "armor-summary-tooltip": "This sums up each layer, from layer 1 (inner) to layer 4 (outer).
      * = flexible armor.
      Alert: Only one layer per row may have split armor.", + "roll-modifier-summary-label": "Modifier Summary", + "armor-summary-tooltip": "This sums up each layer, from layer 1 (inner) to layer 4 (outer).
      * = flexible armor.
      Alert: Only one layer per row may have split armor.
      Warning: If you enter your own content, it will be overwritten if you change values for any of the layers.", "abbreviation-defense-bonus-label": "DB", "defense-bonus-tooltip": "Apply the defense bonus of a shield, cloak, spell (B252), or Meta-trait (Supers34). See B374
      Shield/Cloak: Used against attacks from front or from your shield side. Can't be used against firearms unless you're using the Damage to Shields option.
      Shield Spell: Protects from frontal attacks and is cumulative with a normal shield.", "abbreviation-damage-label": "DMG", @@ -829,6 +844,7 @@ "damage-resistance-tooltip": "\nLow-Tech #/# usually means All Attack Types / Except
      \nthis specific Type of attack.
      \nExample: Enter as 3/2cr* means DR3 vs all attacks
      \nexcept cr which uses DR2. * means it is Flexible
      \narmor (B379).
      \nHigh-Tech and Ultra-Tech #/# usually mean against
      \nthese Type Attacks / All other Attack Types.
      \nExample: Enter as 5imp, cr /2 means DR5 vs imp and
      \ncr type of attacks and DR2 against all other types
      \nof attacks.\n\t\t\t\t\t\t\t", "user-created-label": "User Created", "active-defenses-label": "Active Defenses", + "active-defense-roll-modifier-tooltip": "You can use the Roll Modifiers Tollbar or the Roll Modifiers Toolbox to modifier the effective skill.", "rules-as-written-label": "Rules As Written", "active-defense-type-tooltip": "\nChanging the Type will also update success/fail notes
      \nfor that active defense.
      \nParry, Block, and Block have default notes that can be
      \nchanged on the options page.
      \nNOTE Changing the Type will clear any previous notes
      \nyou entered.\n\t\t\t\t\t\t\t", "abbreviation-information-label": "Info", @@ -891,6 +907,7 @@ "select-token-tooltip": "If on, you must select your character token before clicking the Roll button. The token name will show in the roll results.
      Note This option is most useful when writing your own Roll20 API code.", "target-token-tooltip": "Click the button to turn on target a token before the skill roll.
      The token name will appear in the results.", "melee-attacks-label": "Melee Attacks", + "melee-roll-modifier-tooltip": "You can use the Roll Modifiers Toolbar or the Roll Modifiers Toolbox to modifier the effective skill.", "attacks-label": "Attacks", "targets-label": "Targets", "melee-attack-damage-tooltip": "For an Armor Divisor: A number in parenthesis after
      the damage - eg. (2) - is an armor divisor.
      Enter this number in the Damage Notes as AD(#) or as
      Armor Divisor(#).
      ex: indicates the attack causes an explosion.
      See B269. Enter in the Damage Notes
      Macros You can also use @{thrust} and @{swing} for Melee Damage value, which is based on the values entered on the General page. You can even add additional modifiers such as @{thrust}+3.", @@ -936,6 +953,7 @@ "ranged-fail-notes-tooltip": "Any standard notes entered here will appear in the Roll Template in chat.
      Hint: Enter inline rolls for additional results.
      Example: Does an additional [[1d6]] fire damage.", "ranged-critical-fail-notes-tooltip": "Any standard notes entered here will appear in the Roll Template in chat.
      Hint: Enter inline rolls for additional results.
      Example: Does an additional [[1d6]] fire damage.", "ranged-attacks-label": "Ranged Attacks", + "ranged-attack-tooltip": "Please use either the Range Calculator or the Roll Modifiers dialog tool to enter at least the range of the attack.", "ranged-damage-tooltip": "For an Armor Divisor: A number in parenthesis after
      the damage - eg. (2) - is an armor divisor.
      Enter this number in the Damage Notes as AD(#) or as
      Armor Divisor(#).
      ex: indicates the attack causes an explosion.
      [#d]: indicates the attack causes fragmentation.
      See B269. Enter in the Damage Notes.
      Macros You can also use @{thrust} and @{swing} for Ranged Damage value, which is based on the values entered on the General page. You can even add additional modifiers such as @{thrust}+3.", "abbreviation-range-label": "RNG", "range-tooltip": "Range. See B269.", @@ -1013,6 +1031,7 @@ "falling-label": "Falling", "hard-label": "Hard", "hard-object-tooltip": "If hitting a hard object (clay, concrete, soil, sand, etc.), check the box to double the effective Hit Points of the falling object or the object that caused the collision. B431", + "falling-damage-type-tooltip": "Normal objects are crushing. If bullet-shaped, sharp, or spiked select appropriate damage type, but damage is halved. B430", "collision-label": "Collision", "demolition-label": "Demolition", "select-label": "Select", @@ -1054,15 +1073,16 @@ "magery-power-investiture-bonus-label": "Magery/PI/Bonus Level:", "cencentration-penalty-label": "Concentration Penalty", "spell-label": "Spell", + "spell-roll-modifier-tooltip": "You can use the Roll Modifiers Toolbar or the Roll Modifiers Toolbox to modifier the effective skill.", "spell-skill-level-tooltip": "\n\t\t\t\t\t\t\t\tSkill level with spell\n\t\t\t\t\t\t\t", - "spell-difficulty-tooltip": "Difficulty", + "spell-difficulty-tooltip": "Difficulty Level.
      Note: T/H stands for Technique/Hard, which is used by ritual magic spells.
      Suggestion: If using T/H set the points to zero, use mod to get the correct spell level,
      then place the actual spell on the Techniques table.", "spell-skill-level-modifier-tooltip": "\n\t\t\t\t\t\t\t\tModifier applied to skill level.
      \n\t\t\t\t\t\t\t\tCan be a positive or a negative number.
      \n\t\t\t\t\t\t\t\tExamples include a bonus from a Talent,
      \n\t\t\t\t\t\t\t\tdefault from another Skill or Technique,
      \n\t\t\t\t\t\t\t\ta piece of equipment, or a Perk.\n\t\t\t\t\t\t\t", "points-tooltip": "Points", "spell-is-on-tooltip": "Enter a 1 or more to mark the spell as ON
      skill penalty for each spell that is ON.
      See B238 or M10.
      Click one at a time, wait until each penalty is applied before clicking the next one.", "abbreviation-concentration-label": "CT", "spell-concentration-tooltip": "Enter a 1 or more to mark the spell as under Concentration.
      skill penalty for each spell.
      See B238 or M10.
      Click one at a time, wait until each penalty is applied before clicking the next one.", "abbreviation-resisted-by-label": "RESIST", - "spell-resisted-by-tooltip": "\n\t\t\t\t\t\t\t\tResisted By\n\t\t\t\t\t\t\t", + "spell-resisted-by-tooltip": "On a regular success, your spell must defeat the subject's resistance to work, a critical success automatically wins. See B241/M13 and the Rule of 16, B349.", "duration-label": "Duration", "spell-duration-tooltip": "\n\t\t\t\t\t\t\t\tDuration of Spell\n\t\t\t\t\t\t\t", "spell-energy-cost-tooltip": "\n\t\t\t\t\t\t\t\tEnergy cost for casting the spell.\n\t\t\t\t\t\t\t", @@ -1122,8 +1142,10 @@ "show-revised-label": "Show Revised", "show-revised-tooltip": "Show the revised techniques table.", "point-summary-layout-label": "Point Summary Layout", + "abbreviation-gurps-character-assistant5-label": "GCA5", "abbreviation-gurps-character-assistant-label": "GCA4", - "gurps-character-assistant-tooltip": "GURPS Character Assistant.", + "gurps-character-assistant-tooltip": "GURPS Character Assistant 4.", + "gurps-character-assistant5-tooltip": "GURPS Character Assistant 5.", "abbreviation-gurps-character-sheet-label": "GCS", "gurps-character-sheet-tooltip": "GURPS Character Sheet.", "detailed-label": "Detailed", @@ -1162,7 +1184,8 @@ "sheet-style-purple-option": "Purple", "sheet-style-fabric-option": "Fabric", "sheet-style-classic-white-option": "Classic White", - "falling-collision-damage-notes-label": "Falling & Collision Damage Notes B430-431", + "falling-damage-notes-label": "Falling Damage Notes B430-431", + "collision-damage-notes-label": "Collision Damage Notes B430-431", "demolition-damage-notes-label": "Demolition Damage Notes", "fragmentation-skill-notes-label": "Fragmentation Skill Notes", "fragmentation-damage-notes-label": "Fragmentation Damage Notes", @@ -1199,6 +1222,7 @@ "target-label": "Target", "rolltemplate-warning-less-than-three-description": "WARNING: You may not attempt a success roll if your effective skill (Target) is less than 3. (See B345)", "rolltemplate-tool-modifiers-label": "Tool Modifiers", + "defense-modifiers-label": "Predefined Defense Modifiers", "maneuver-label": "Maneuver", "all-out-attack-label": "All-Out Attack", "alert-label": "Alert", @@ -1225,5 +1249,17 @@ "traits-default-critical-success-notes": "When you roll a critical success, the GM determines what happens to you. It is always something good! The lower the roll, the better **bonus** they give you. (B347)", "traits-default-critical-failure-notes": "When you roll a critical failure, the GM determines what happens to you. It is always something bad - the higher the roll, the worse the result. (B348)", "reference-abbreviation-label": "Reference", - "reference-label-tooltip": "Book abbreviation and page reference." + "reference-label-tooltip": "Book abbreviation and page reference.", + "modifier-abbreviation-label": "Mod", + "language-cost-modifier-tooltip": "Use this input box to modifier the number of Character Points for the selected language option.", + "language-talent-label": "Language Talent", + "language-talent-tooltip": "If checked, you can learn languages at the next-highest level, if you spend 2 points on a langauge, instead of broken, you know the language at Accented level. This changes the available options in the drop-down and related costs. See B65.", + "tips-label": "Tips", + "import-tips-description": "

      After importing, compare your Roll20 sheet to GCA5 character sheet.

      Roll20 doesn't support parent/child relationship, repeating tables will be imported alphabetically.

      For GCA Roll20 Exporter Tool Version 1.0.1.9 or later, Rital Magic Spells will be added to the Grimoire with difficult set to T/H and points set to 0. The spell will also be added to the Techniques table with the actual character point cost.

      GCA5 Export to Roll20. Update 1.0.1.10. Fixes bug so item inventory uses base cost and weight instead of total cost and weight.

      ", + "attribute-stress": "Stress", + "attribute-stress-tooltip": "Stress level from GURPS Fourth Edition Edition.pdf page 141-142.
      On failed fright check, add -1 to Stress, on Critical Failure add -3!
      GM could add Stress for other reasons besides failed fright checks.
      Stress can be recovered by one for every ten minutes spent in mental relaxation.
      GM may rule that certain indulgences can erase an extra point of Stress.
      Important: If you go over the maximum stress level, apply the Stress to Derangement!", + "abbreviation-derangement": "Derange", + "attribute-derangement-tooltip": "Derangement level represents long lasting mental harm described in GURPS Fourth Edition Edition.pdf page 141-142.
      When failing a Sanity-Blasting Fright Check, add -1 to Derangement, on Critical Failure add -3!
      At the end of the day with no new stress or derangement a Will roll will erase -1 point of derangement.
      +1 Will if treated by a therapist with Psychology (Clinical) or Physician (Psychiatric) at 12+.
      A therapist can also roll their skill once per day to erase an additional -1 in Derangement.
      Important: If you go over the maximum Derangement, the points should start going to new disadvantages!
      You can keep the total in the row below.", + "attribute-stress-derangement-penalty-tooltip": "The Fright Check Penalty, which is (Stress + Derangement)/2, rounded down against the player. H141
      This penalty is automatically applied to the Fright Check attribute.
      The penalty (modified by Fearlessness) could also affect self-control rolls, skills that demand a steady hand, and HT rolls to resist minor ailments, etc.", + "attribute-stress-derangement-disadvantage-points-tooltip": "The amount of disadvantage points accrued due to derangement.
      At a certain point, these points should be converted to permanent mental disadvantages!" } \ No newline at end of file diff --git a/GURPS/translations/pb.json b/GURPS/translations/pb.json index e41bb175f2..bd3a83b14f 100644 --- a/GURPS/translations/pb.json +++ b/GURPS/translations/pb.json @@ -1,5 +1,5 @@ { - "sheet-roll-modifier-option": "Roll Modifier Option", + "sheet-roll-modifier-option": "Roll Modifier Legacy", "sheet-roll-modifier-option-desc": "Select the modifier option to use when clicking a dice roll icon on the character sheet.", "sheet-chat-roll-display-option": "Chat Roll Display", "sheet-chat-roll-dislpay-option-desc": "Select how rolls are display in chat window. Private Skill Levels deprecated will default to private, since it doesn't work with rolltemplates.", @@ -39,7 +39,7 @@ "sheet-show-raw-defense-notes-desc": "If checked, show Rules as Written (RAW) for Active Defense success/fail notes.", "sheet-style-option": "Sheet Style", "sheet-style-desc": "Select a visual style for the character sheet.", - "roll-modifiers-heading": "Roll Modifiers", + "roll-modifiers-heading": "Roll Modifiers Toolbox", "total-roll-modifier-label": "Total Modifier", "shock-label": "Shock", "max-skill-9-label": "Max skill of 9", @@ -68,6 +68,8 @@ "aiming-bonus-tooltip": "Each turn after the initial aim, you get an additional bonus. See B364", "abbreviation-rate-of-fire-label": "RoF", "rate-of-fire-tooltip": "Rate of Fire
      The maximum number of shots that can be fired in
      one turn (by a regular person).
      The minimum number of shots is 1.

      !: minimum RoF is 1/4 of the maximum, rounded up.
      mxn: fires the first number of shots, which each then
      split into the second number (eg. shotguns)
      Jet: shoots a continuous stream of fluid. See page 106.", + "shots-fired-label": "Fired", + "shots-fired-tooltip": "Shots Fired
      The number of shots fired in a single round. This should not exceed the RoF for the weapon.", "scope-label": "Scope", "scope-bonus-tooltip": "Each turn after the initial aim, you get an additional bonus up to the scope's bonus.
      Fixed scopes, aim at least as many turns as the scope's bonus.
      See B412", "vehicle-targeting-label": "Vehicle Targeting", @@ -171,10 +173,10 @@ "ranged-move-attack-label": "Move/Attack: -2 or Bulk", "ranged-move-attack-tooltip": "Attack with a ranged weapon while moving, aiming is not possible and you lose previous aiming. -2 to hit or bulk penalty, whichever is worse. Movement: normal, but -2 to avoid obstacles. Active Defense: Dodge or Block. See B365-366", "bulk-label": "Bulk", - "ranged-all-out-attack-determined-label": "All-Out Attack Determined: +1", - "ranged-all-out-attack-determined-tooltip": "Determined: Make a single attack at +1 to hit! Movement: half-move, forward only. Defense: None. See B365", - "ranged-all-out-attack-suppression-fire-label": "All-Out Attack Suppression Fire", - "ranged-all-out-attack-suppression-fire-tooltip": "Take entire turn to spray an area with automatic fire RoF 5+, see Suppression Fire B409! Movement: half-move, forward only. Defense: None. See B365", + "ranged-all-out-attack-determined-label": "All-Out Determined: +1", + "ranged-all-out-attack-determined-tooltip": "All-Out Attack Determined: Make a single attack at +1 to hit! Movement: half-move, forward only. Defense: None. See B365", + "ranged-all-out-attack-suppression-fire-label": "All-Out Suppression Fire", + "ranged-all-out-attack-suppression-fire-tooltip": "All-Out Attack Suppression Fire: Take entire turn to spray an area with automatic fire RoF 5+, see Suppression Fire B409! Movement: half-move, forward only. Defense: None. See B365", "other-actions-title": "Other Actions", "braced-label": "Braced: +1", "braced-tooltip": "If you haven't moved and aimed a turn, you may get the braced bonus.
      Firearm/crossbow must rest on a sandbag, low wall, car, etc.
      One-handed firearm is braced if using two hands.
      Two-handed is braced if you're prone and using a bipod. See B364.", @@ -204,9 +206,9 @@ "failed-control-roll-tooltip": "Vehicle/mount failed control last turn. Penalty equal to margin of failure. See B548", "over-under-mount-label": "Over/Under Mount: -6", "over-under-mount-tooltip": "If you're an exposed rider hanging from side of mount/vehicle, penalty to hit is -6 to shoot over or under the mount.", - "vehicle-dodged-label": "Vehicle Dodged Last Turn: -2", + "vehicle-dodged-label": "Vehicle Dodged: -2", "vehicle-dodged-tooltip": "Vehicle/mount dodged last turn and you're not the operator.", - "air-vehicle-dodged-label": "Air Vehicle Dodged Last Turn: -4", + "air-vehicle-dodged-label": "Air Vehicle Dodged: -4", "normal-defense-label": "Normal Defense", "normal-defense-tooltip": "Using a normal active defense.", "all-out-defense-increased-label": "All-Out Defense: +2", @@ -221,7 +223,7 @@ "defense-kneeling-label": "Kneeling/Sitting: -2", "defense-kneeling-tooltip": "If you're kneeling or sitting, -2 to defense. See B549", "attackers-action-title": "Attacker's Action", - "attack-from-behind-label": "Attack From Behind Peripheral: -2", + "attack-from-behind-label": "From Behind Peripheral: -2", "attack-from-behind-tooltip": "Normally, if attacked from behind, you have no defense. However, if you have Peripheral Vision you can defend at -2. See B391", "runaround-attack-label": "Runaround Attack: -2", "runaround-attack-tooltip": "Your foe starts in front of you and runs behind you and attacks from behind. You can defend at -2. See B391", @@ -234,7 +236,7 @@ "general-defense-bonus-tooltip": "A general defense bonus, such as the Supers Meta-trait (see Supers B34), force field, etc.", "retreating-dodge-label": "Retreating Dodge: +3", "retreating-dodge-tooltip": "Move away from attacker, at least one yard or up to your step. See B377", - "retreating-block-parry-label": "Retreating Block/Parry: +1", + "retreating-block-parry-label": "Retreat Block/Parry: +1", "retreating-block-parry-tooltip": "Retreating block or parry. Move away from attacker, at least one yard or up to your step. See B377", "retreating-parry-label": "Retreating Parry: +3", "retreating-parry-tooltip": "If using Boxing, Judo, Karate, or any fencing skill, you can get a +3 retreating bonus.
      Move away from attacker, at least one yard or up to your step. See B377", @@ -245,8 +247,8 @@ "acrobatic-dodge-failed-tooltip": "If you failed your acrobatic/aerobatic roll, you're at -2 to dodge. See B375", "dodge-drop-label": "Dodge & Drop: +3", "dodge-drop-tooltip": "Only against ranged attacks, drop to the ground and become prone.
      Any cover you get does not count against the initial attack.
      NOTE: Flying or Swimming is possible but only if a step would take you below concealing terrain. See B377", - "feverish-defense-label": "Feverish Defense (1 FP): +2", - "feverish-defense-tooltip": "Spend 1 FP to increase active defense by 2.", + "feverish-defense-label": "Feverish Def (1 FP): +2", + "feverish-defense-tooltip": "Feverish Defense. Spend 1 FP to increase active defense by 2.", "offhand-parry-label": "Off-Hand Parry: -2", "offhand-parry-tooltip": "Off-Hand weapon parry is at -2. See B549", "number-of-parries-label": "# of Parries", @@ -257,7 +259,7 @@ "defense-improvised-weapon-tooltip": "NOTE: Dungeon Fantasy: if parrying with an improvised weapon, apply a penalty. See DF Exploits-37", "situation-title": "Situation", "defense-laser-sight-tooltip": "If you can see the laser sight, you get +1 to Dodge. See B548", - "against-deceptive-attack-label": "Against Deceptive Attack", + "against-deceptive-attack-label": "VS Deceptive Attack", "against-deceptive-attack-tooltip": "You're at -1 to defense for every -2 the attacker took to their to hit modifier. See B369", "feint-attack-label": "Feint Attack", "feint-attack-tooltip": "You're at a penalty equal to the attacker's margin of victory. See B365", @@ -266,9 +268,9 @@ "hidden-weapon-label": "Hidden Weapon: -2", "defense-hidden-weapon-tooltip": "NOTE: From Dungeon Fantasy. If attacked by a hidden weapon, you're at -2 to your first defense. See DF Exploits-58", "defenders-equipment-label": "Defender's Equipment", - "parrying-knife-label": "Parrying with Knife/Dagger: -1", + "parrying-knife-label": "Parry with Knife/Dagger: -1", "parrying-knife-tooltip": "If parrying with a knife or dagger is -1. See B548
      Suggestion: Add the modifier to your defense skill instead of using checkbox.", - "parrying-kusari-label": "Parrying with Kusari/Whip: -2", + "parrying-kusari-label": "Parry with Kusari/Whip: -2", "parrying-kusari-tooltip": "If parrying with a kusari or whip is -2. See B548
      Suggestion: Add the modifier to your defense skill instead of using checkbox.", "unarmed-parry-label": "Unarmed Parry: -3", "unarmed-parry-tooltip": "Unarmed parry vesus a weapon is -3, unless it's a thrust or you are using Judo or Karate parry. See B548", @@ -285,7 +287,7 @@ "block-nunchaku-tooltip": "If blocking against a nunchaku, you're at -1 to defend. See B405.", "parry-thrown-weapon-label": "Parry thrown weapon: -1", "parry-thrown-weapon-tooltip": "Parry -1 against thrown weapon. See B549", - "parry-thrown-small-weapon-label": "Parry thrown small weapon: -2", + "parry-thrown-small-weapon-label": "Parry thrown sm weapon: -2", "parry-thrown-small-weapon-tooltip": "If the weapon is 1 pound or less, parry is -2. See B549", "trident-dodge-label": "Trident: -1 Dodge", "trident-dodge-tooltip": "NOTE: From Dungeon Fantasy. -1 to dodge a trident. See DF Exploits-97", @@ -437,7 +439,7 @@ "attribute-will": "Will", "attribute-will-tooltip": "Willpower
      Based on Intelligence
      5pts/level
      Unmodified: ", "attribute-fright": "Fright", - "attribute-fright-tooltip": "Fright Check (B360)
      Based on Willpower
      2pts/level
      Unmodified:
      See extensive list of Modifiers B360 & GURPS Horror p139-142.
      If manually creating and/or maintaining this sheet, Combat Reflexes adds +2 to Fright (Enter as a MOD with a value of 2)", + "attribute-fright-tooltip": "Fright Check (B360)
      Based on Willpower
      2pts/level
      Unmodified:
      Combat Reflexes Modifier:
      Stress and Derangement Modifier:

      See extensive list of Modifiers B360 & GURPS Horror p139-142.
      If manually creating and/or maintaining this sheet, Combat Reflexes adds +2 to Fright (Enter as a MOD with a value of 2)", "abbreviation-threshold": "Thresh", "attribute-fright-check-threshold-tooltip": "Fright Check Threshold - Uses Rule of 14 (B360). By default this value is 13.
      This means that a roll of 14 or more is automatically a failure.
      This Threshold can be modifier by the Perks of Brave (Dungeon Fantasy 11, p11) or Rule of 15
      (Power Ups 2, p13).
      Will and/or Fright plus bonuses (like Fearlessness or Combat Reflexes) must total 14+ for this
      to be useful, of course!
      Note: A Fright Check can be used for Awe and Confusion. (Powers p84 under Terror) and the Awe and
      Confusion Check Table for failures. (Powers p85).", "fright-check-label": "Fright Check", @@ -456,7 +458,7 @@ "abbreviation-enhanced": "Enhncd", "attribute-enhanced-ground-move-tooltip": "Enhanced ground move.
      10pts per half level. Can use up|down arrow keys
      Level: ", "attribute-dodge": "Dodge", - "attribute-dodge-tooltip": "Dodge - Based on Basic Speed - Unmodified:
      Note: The Dodge score, under Encumbrance and Current, automatically adjusts for Enumbrance and for HP and/or FP loss below 1/3. (B419, B426)", + "attribute-dodge-tooltip": "Dodge - Based on Basic Speed - Unmodified:
      Combat Reflexes Modifier:
      Note: The Dodge score, under Encumbrance and Current, automatically adjusts for Enumbrance and for HP and/or FP loss below 1/3. (B419, B426)", "abbreviation-lifting-strength": "Lift ST", "attribute-lifting-strength-tooltip": "Lifting Strength (B65)
      Based on Strength pts/level
      Unmodified: ", "attribute-lift": "Lift", @@ -605,23 +607,31 @@ "spent-label": "Spent", "unspent-label": "Unspent", "gca-format-label": "GCA4 Format", - "gca-format-tooltip": "GURPS Character Assistant (GCA4) Format
      To change to GCS or Detailed go to options tab
      and change the radio button for Point Summary Layout", + "gca-format-tooltip": "GURPS Character Assistant 4 (GCA4) Format
      To change to GCA5, GCS or Detailed go to options tab
      and change the radio button for Point Summary Layout", + "gca5-format-label": "GCA5 Format", + "gca5-format-tooltip": "GURPS Character Assistant 5 (GCA5) Format
      To change to GCA4, GCS or Detailed go to options tab
      and change the radio button for Point Summary Layout", "gcs-format-label": "GCS Format", - "gcs-format-format-tooltip": "GURPS Character Sheet (GCS) format
      To change to GCA4 or Detailed go to options tab
      and change the radio button for Point Summary Layout", + "gcs-format-format-tooltip": "GURPS Character Sheet (GCS) format
      To change to GCA5, GCA4 or Detailed go to options tab
      and change the radio button for Point Summary Layout", "detailed-format-label": "Detailed Format", - "detailed-format-tooltip": "To change to GCA4 or GCS go to options tab
      and change the radio button for Point Summary Layout", + "detailed-format-tooltip": "To change to GCA5, GCA4 or GCS go to options tab
      and change the radio button for Point Summary Layout", "race-label": "Race", "race-point-summary-tooltip": "Point Summary for Racial Traits.", - "points-summary-for-attributes-tooltip": "Point Summary for:
      ST, DX, IQ, HT,
      HP, FP, Energy Reserve One, Two, and Three,
      Per, Vision, Hearing, Smell, Touch,
      Will, Fright, Unconsciousness, Death,
      Speed, Move, Lift ST, Striking ST,
      Flying, Air Move, Enhanced Air Move, Super Jump", + "points-summary-for-attributes-tooltip": "Point Summary for the following attributes with positive values:
      ST, DX, IQ, HT,
      HP, FP, Energy Reserve One, Two, and Three,
      Per, Vision, Hearing, Smell, Touch,
      Will, Fright, Unconsciousness, Death,
      Speed, Move, Lift ST, Striking ST,
      Flying, Air Move, Enhanced Air Move, Super Jump", + "abbreviation-languages-label": "Lang.", + "point-summary-for-languages-tooltip": "Languages Point Summary", "abbreviation-advantages-label": "Adv.", - "gca-point-summary-for-advantages-tooltip": "Point Summary for:
      Languages, Tech Level, Cultural Familiarities,
      Advantages, and Racial traits.", - "gcs-point-summary-for-advantages-tooltip": "Point Summary for:
      Languages, Tech Level, Cultural Familiarities,
      Advantages, and Perks.", - "detailed-point-summary-for-advantages-tooltip": "Point Summary for:
      Languages, Tech Level, Cultural Familiarities,
      and Advantages.", + "gca-point-summary-for-advantages-tooltip": "Point Summary for the following traits with positive values:
      Languages, Tech Level, Cultural Familiarities,
      Advantages, and Racial traits.", + "gca5-point-summary-for-advantages-tooltip": "Point Summary for the following traits with positive values:
      Tech Level, Advantages, and Racial traits.", + "gcs-point-summary-for-advantages-tooltip": "Point Summary for the following traits with positive values:
      Languages, Tech Level, Cultural Familiarities,
      Advantages, and Perks.", + "detailed-point-summary-for-advantages-tooltip": "Point Summary for the following traits with positive values:
      Languages, Tech Level, Cultural Familiarities,
      and Advantages.", "perks-label": "Perks", "abbreviation-disadvantages-label": "Disadv.", - "point-summary-for-disadvantages-tooltip": "Point Summary for Disadvantages", + "point-summary-for-disadvantages-tooltip": "Point Summary for Disadvantages and racial templates with a negative value, including attributes with negative values, negative language value, and negative tech level value.", + "point-summary-for-disadvantages-no-language-tooltip": "Point Summary for Disadvantages and racial templates with a negative value, including attributes with negative values, and negative tech level value.
      Language points with a negative value are NOT included.", + "point-summary-for-disadvantages-no-racial-cost-tooltip": "Point Summary for Disadvantages, including attributes with negative values, negative language value, and negative tech level value.
      Racial templates with a negative value are NOT included.", "quirks-label": "Quirks", "skills-label": "Skills", + "skill-roll-modifier-tooltip": "You can use the Roll Modifiers Toolbar or the Roll Modifiers Toolbox to modifier the effective skill.", "abbreviation-techniques-label": "Tech.", "point-summary-techniques-tooltip": "Techniques", "abbreviation-techniques-revised-label": "Tech. (r)", @@ -642,6 +652,7 @@ "technology-level-tooltip": "Tech Level Modifiers (B168), Tech Levels (B511-514)", "campaign-technology-level-label": "Campaign Tech Level", "your-technology-level-label": "Your Tech Level", + "abbreviation-cultural-familiarity": "Culture", "cultural-familiarities-label": "Cultural Familiarities", "cultural-familiarities-tooltip": "When dealing with an unfamiliar culture, you may suffer -3 to a skill roll that has a cultural component, such as Carousing, Detect Lies. (B23).", "cultural-point-cost": "Native culture cost is 0. Otherwise, cost is 1 or 2 (Consult with GM). (B23)", @@ -709,15 +720,17 @@ "background-history-label": "Background History & Notes", "training-label": "Training", "training-tooltip": "Training rules can be found at ‘Improvement
      Through Study’ B292.
      Advanced rules can be found in Social
      Engineering: Back to School.", - "activate-custom-roll-modifier-tooltip": "To turn on the custom modifiers and button to open the Roll Modifier dialog box goto the Sheet Options tab and check off the tools you would like to user under Skill Modifier Tools section.", "abbreviation-technology-level-label": "TL", "skill-level-label": "Level", "abbreviation-attribute-label": "Attr", + "skill-attribute-tooltip": "If the 10 was selected, it will be highlighted red. This could have happened during the import if the skill has an attribute not identified by the system. Check the attribute on your chosen Character Creation App to see if the attribute exists on Roll20.", "abbreviation-difficulty-label": "Diff", "skill-difficulty-tooltip": "Difficulty of Skill
      WC = Wildcard Skill. (B175)", "skill-modifier-tooltip": "Modifier applied to skill level.
      Can be a positive or a negative number.
      Examples include a bonus from a Talent,
      default from another Skill or Technique,
      a piece of equipment, or a Perk.", "modifier-label": "Modifier:", - "modifier-dialog-tooltip": "Enter a modifier to apply to any rolls on the this table.
      Use the pencil/paper icon to select modifiers.
      NOTE: Changing the modifier or check status of Max skill of 9 will clear modifiers used by dialog box.", + "modifier-dialog-tooltip": "Enter a custom modifier and optional reason to apply to any rolls on the this table.
      Suggestion: Use this modifier instead of the popup window when clicking the roll button.
      You will see the modifier in the chat window. You could even turn off the Modifier Popup by going to
      Options -> Skill Modifier Options and select No Modifier Prompt.", + "final-modifier-label": "Final Modifier", + "final-modifier-dialog-tooltip": "The final modifier that will be applied to the effective skill level.", "select-skill-modifiers-button": "Select Skill Modifiers", "apply-encumbrance-tooltip": "Apply encumbrance penalty.", "link-to-label": "Link To", @@ -756,6 +769,7 @@ "abbreviation-maximum-label": "Max", "cost-label": "Cost", "techniques-revised-label": "Techniques (Revised)", + "techniques-roll-modifier-tooltip": "You can use the Roll Modifiers Toolbar or the Roll Modifiers Toolbox to modifier the effective skill.", "base-level-label": "Base", "base-skill-level-tooltip": "Base skill level of technique, usually
      based on Parent Skill.
      see Techniques B229", "abbreviation-default-label": "DFLT", @@ -810,7 +824,8 @@ "layer-4-label": "Layer 4", "armor-layor4-tooltip": "Layer 4 (Outer most) is also good for force shields, magic DR, etc.", "summary-label": "Summary", - "armor-summary-tooltip": "This sums up each layer, from layer 1 (inner) to layer 4 (outer).
      * = flexible armor.
      Alert: Only one layer per row may have split armor.", + "roll-modifier-summary-label": "Modifier Summary", + "armor-summary-tooltip": "This sums up each layer, from layer 1 (inner) to layer 4 (outer).
      * = flexible armor.
      Alert: Only one layer per row may have split armor.
      Warning: If you enter your own content, it will be overwritten if you change values for any of the layers.", "abbreviation-defense-bonus-label": "DB", "defense-bonus-tooltip": "Apply the defense bonus of a shield, cloak, spell (B252), or Meta-trait (Supers34). See B374
      Shield/Cloak: Used against attacks from front or from your shield side. Can't be used against firearms unless you're using the Damage to Shields option.
      Shield Spell: Protects from frontal attacks and is cumulative with a normal shield.", "abbreviation-damage-label": "DMG", @@ -829,6 +844,7 @@ "damage-resistance-tooltip": "Low-Tech #/# usually means All Attack Types / Except
      this specific Type of attack.
      Example: Enter as 3/2cr* means DR3 vs all attacks
      except cr which uses DR2. * means it is Flexible
      armor (B379).
      High-Tech and Ultra-Tech #/# usually mean against
      these Type Attacks / All other Attack Types.
      Example: Enter as 5imp, cr /2 means DR5 vs imp and
      cr type of attacks and DR2 against all other types
      of attacks.", "user-created-label": "User Created", "active-defenses-label": "Active Defenses", + "active-defense-roll-modifier-tooltip": "You can use the Roll Modifiers Tollbar or the Roll Modifiers Toolbox to modifier the effective skill.", "rules-as-written-label": "Rules As Written", "active-defense-type-tooltip": "Changing the Type will also update success/fail notes
      for that active defense.
      Parry, Block, and Block have default notes that can be
      changed on the options page.
      NOTE Changing the Type will clear any previous notes
      you entered.", "abbreviation-information-label": "Info", @@ -891,6 +907,7 @@ "select-token-tooltip": "If on, you must select your character token before clicking the Roll button. The token name will show in the roll results.
      Note This option is most useful when writing your own Roll20 API code.", "target-token-tooltip": "Click the button to turn on target a token before the skill roll.
      The token name will appear in the results.", "melee-attacks-label": "Melee Attacks", + "melee-roll-modifier-tooltip": "You can use the Roll Modifiers Toolbar or the Roll Modifiers Toolbox to modifier the effective skill.", "attacks-label": "Attacks", "targets-label": "Targets", "melee-attack-damage-tooltip": "For an Armor Divisor: A number in parenthesis after
      the damage - eg. (2) - is an armor divisor.
      Enter this number in the Damage Notes as AD(#) or as
      Armor Divisor(#).
      ex: indicates the attack causes an explosion.
      See B269. Enter in the Damage Notes
      Macros You can also use @{thrust} and @{swing} for Melee Damage value, which is based on the values entered on the General page. You can even add additional modifiers such as @{thrust}+3.", @@ -936,6 +953,7 @@ "ranged-fail-notes-tooltip": "Any standard notes entered here will appear in the Roll Template in chat.
      Hint: Enter inline rolls for additional results.
      Example: Does an additional [[1d6]] fire damage.", "ranged-critical-fail-notes-tooltip": "Any standard notes entered here will appear in the Roll Template in chat.
      Hint: Enter inline rolls for additional results.
      Example: Does an additional [[1d6]] fire damage.", "ranged-attacks-label": "Ranged Attacks", + "ranged-attack-tooltip": "Please use either the Range Calculator or the Roll Modifiers dialog tool to enter at least the range of the attack.", "ranged-damage-tooltip": "For an Armor Divisor: A number in parenthesis after
      the damage - eg. (2) - is an armor divisor.
      Enter this number in the Damage Notes as AD(#) or as
      Armor Divisor(#).
      ex: indicates the attack causes an explosion.
      [#d]: indicates the attack causes fragmentation.
      See B269. Enter in the Damage Notes.
      Macros You can also use @{thrust} and @{swing} for Ranged Damage value, which is based on the values entered on the General page. You can even add additional modifiers such as @{thrust}+3.", "abbreviation-range-label": "RNG", "range-tooltip": "Range. See B269.", @@ -1013,6 +1031,7 @@ "falling-label": "Falling", "hard-label": "Hard", "hard-object-tooltip": "If hitting a hard object (clay, concrete, soil, sand, etc.), check the box to double the effective Hit Points of the falling object or the object that caused the collision. B431", + "falling-damage-type-tooltip": "Normal objects are crushing. If bullet-shaped, sharp, or spiked select appropriate damage type, but damage is halved. B430", "collision-label": "Collision", "demolition-label": "Demolition", "select-label": "Select", @@ -1054,15 +1073,16 @@ "magery-power-investiture-bonus-label": "Magery/PI/Bonus Level:", "cencentration-penalty-label": "Concentration Penalty", "spell-label": "Spell", + "spell-roll-modifier-tooltip": "You can use the Roll Modifiers Toolbar or the Roll Modifiers Toolbox to modifier the effective skill.", "spell-skill-level-tooltip": "Skill level with spell", - "spell-difficulty-tooltip": "Difficulty", + "spell-difficulty-tooltip": "Difficulty Level.
      Note: T/H stands for Technique/Hard, which is used by ritual magic spells.
      Suggestion: If using T/H set the points to zero, use mod to get the correct spell level,
      then place the actual spell on the Techniques table.", "spell-skill-level-modifier-tooltip": "Modifier applied to skill level.
      Can be a positive or a negative number.
      Examples include a bonus from a Talent,
      default from another Skill or Technique,
      a piece of equipment, or a Perk.", "points-tooltip": "Points", "spell-is-on-tooltip": "Enter a 1 or more to mark the spell as ON
      skill penalty for each spell that is ON.
      See B238 or M10.
      Click one at a time, wait until each penalty is applied before clicking the next one.", "abbreviation-concentration-label": "CT", "spell-concentration-tooltip": "Enter a 1 or more to mark the spell as under Concentration.
      skill penalty for each spell.
      See B238 or M10.
      Click one at a time, wait until each penalty is applied before clicking the next one.", "abbreviation-resisted-by-label": "RESIST", - "spell-resisted-by-tooltip": "Resisted By", + "spell-resisted-by-tooltip": "On a regular success, your spell must defeat the subject's resistance to work, a critical success automatically wins. See B241/M13 and the Rule of 16, B349.", "duration-label": "Duration", "spell-duration-tooltip": "Duration of Spell", "spell-energy-cost-tooltip": "Energy cost for casting the spell.", @@ -1122,8 +1142,10 @@ "show-revised-label": "Show Revised", "show-revised-tooltip": "Show the revised techniques table.", "point-summary-layout-label": "Point Summary Layout", + "abbreviation-gurps-character-assistant5-label": "GCA5", "abbreviation-gurps-character-assistant-label": "GCA4", - "gurps-character-assistant-tooltip": "GURPS Character Assistant.", + "gurps-character-assistant-tooltip": "GURPS Character Assistant 4.", + "gurps-character-assistant5-tooltip": "GURPS Character Assistant 5.", "abbreviation-gurps-character-sheet-label": "GCS", "gurps-character-sheet-tooltip": "GURPS Character Sheet.", "detailed-label": "Detailed", @@ -1162,7 +1184,8 @@ "sheet-style-purple-option": "Purple", "sheet-style-fabric-option": "Fabric", "sheet-style-classic-white-option": "Classic White", - "falling-collision-damage-notes-label": "Falling & Collision Damage Notes B430-431", + "falling-damage-notes-label": "Falling Damage Notes B430-431", + "collision-damage-notes-label": "Collision Damage Notes B430-431", "demolition-damage-notes-label": "Demolition Damage Notes", "fragmentation-skill-notes-label": "Fragmentation Skill Notes", "fragmentation-damage-notes-label": "Fragmentation Damage Notes", @@ -1199,6 +1222,7 @@ "target-label": "Target", "rolltemplate-warning-less-than-three-description": "WARNING: You may not attempt a success roll if your effective skill (Target) is less than 3. (See B345)", "rolltemplate-tool-modifiers-label": "Tool Modifiers", + "defense-modifiers-label": "Predefined Defense Modifiers", "maneuver-label": "Maneuver", "all-out-attack-label": "All-Out Attack", "alert-label": "Alert", @@ -1225,5 +1249,17 @@ "traits-default-critical-success-notes": "When you roll a critical success, the GM determines what happens to you. It is always something good! The lower the roll, the better **bonus** they give you. (B347)", "traits-default-critical-failure-notes": "When you roll a critical failure, the GM determines what happens to you. It is always something bad - the higher the roll, the worse the result. (B348)", "reference-abbreviation-label": "Reference", - "reference-label-tooltip": "Book abbreviation and page reference." + "reference-label-tooltip": "Book abbreviation and page reference.", + "modifier-abbreviation-label": "Mod", + "language-cost-modifier-tooltip": "Use this input box to modifier the number of Character Points for the selected language option.", + "language-talent-label": "Language Talent", + "language-talent-tooltip": "If checked, you can learn languages at the next-highest level, if you spend 2 points on a langauge, instead of broken, you know the language at Accented level. This changes the available options in the drop-down and related costs. See B65.", + "tips-label": "Tips", + "import-tips-description": "

      After importing, compare your Roll20 sheet to GCA5 character sheet.

      Roll20 doesn't support parent/child relationship, repeating tables will be imported alphabetically.

      For GCA Roll20 Exporter Tool Version 1.0.1.9 or later, Rital Magic Spells will be added to the Grimoire with difficult set to T/H and points set to 0. The spell will also be added to the Techniques table with the actual character point cost.

      GCA5 Export to Roll20. Update 1.0.1.10. Fixes bug so item inventory uses base cost and weight instead of total cost and weight.

      ", + "attribute-stress": "Stress", + "attribute-stress-tooltip": "Stress level from GURPS Fourth Edition Edition.pdf page 141-142.
      On failed fright check, add -1 to Stress, on Critical Failure add -3!
      GM could add Stress for other reasons besides failed fright checks.
      Stress can be recovered by one for every ten minutes spent in mental relaxation.
      GM may rule that certain indulgences can erase an extra point of Stress.
      Important: If you go over the maximum stress level, apply the Stress to Derangement!", + "abbreviation-derangement": "Derange", + "attribute-derangement-tooltip": "Derangement level represents long lasting mental harm described in GURPS Fourth Edition Edition.pdf page 141-142.
      When failing a Sanity-Blasting Fright Check, add -1 to Derangement, on Critical Failure add -3!
      At the end of the day with no new stress or derangement a Will roll will erase -1 point of derangement.
      +1 Will if treated by a therapist with Psychology (Clinical) or Physician (Psychiatric) at 12+.
      A therapist can also roll their skill once per day to erase an additional -1 in Derangement.
      Important: If you go over the maximum Derangement, the points should start going to new disadvantages!
      You can keep the total in the row below.", + "attribute-stress-derangement-penalty-tooltip": "The Fright Check Penalty, which is (Stress + Derangement)/2, rounded down against the player. H141
      This penalty is automatically applied to the Fright Check attribute.
      The penalty (modified by Fearlessness) could also affect self-control rolls, skills that demand a steady hand, and HT rolls to resist minor ailments, etc.", + "attribute-stress-derangement-disadvantage-points-tooltip": "The amount of disadvantage points accrued due to derangement.
      At a certain point, these points should be converted to permanent mental disadvantages!" } \ No newline at end of file diff --git a/GURPS/translations/pl.json b/GURPS/translations/pl.json index 4c2693c862..f8685634ab 100644 --- a/GURPS/translations/pl.json +++ b/GURPS/translations/pl.json @@ -1,5 +1,5 @@ { - "sheet-roll-modifier-option": "Opcja modyfikatora rzutu", + "sheet-roll-modifier-option": "Roll Modifier Legacy", "sheet-roll-modifier-option-desc": "Select the modifier option to use when clicking a dice roll icon on the character sheet.", "sheet-chat-roll-display-option": "Chat Roll Display", "sheet-chat-roll-dislpay-option-desc": "Select how rolls are display in chat window. Private Skill Levels deprecated will default to private, since it doesn't work with rolltemplates.", @@ -39,7 +39,7 @@ "sheet-show-raw-defense-notes-desc": "If checked, show Rules as Written (RAW) for Active Defense success/fail notes.", "sheet-style-option": "Sheet Style", "sheet-style-desc": "Select a visual style for the character sheet.", - "roll-modifiers-heading": "Roll Modifiers", + "roll-modifiers-heading": "Roll Modifiers Toolbox", "total-roll-modifier-label": "Total Modifier", "shock-label": "Shock", "max-skill-9-label": "Max skill of 9", @@ -68,6 +68,8 @@ "aiming-bonus-tooltip": "Each turn after the initial aim, you get an additional bonus. See B364", "abbreviation-rate-of-fire-label": "RoF", "rate-of-fire-tooltip": "Rate of Fire
      The maximum number of shots that can be fired in
      one turn (by a regular person).
      The minimum number of shots is 1.

      !: minimum RoF is 1/4 of the maximum, rounded up.
      mxn: fires the first number of shots, which each then
      split into the second number (eg. shotguns)
      Jet: shoots a continuous stream of fluid. See page 106.", + "shots-fired-label": "Fired", + "shots-fired-tooltip": "Shots Fired
      The number of shots fired in a single round. This should not exceed the RoF for the weapon.", "scope-label": "Scope", "scope-bonus-tooltip": "Each turn after the initial aim, you get an additional bonus up to the scope's bonus.
      Fixed scopes, aim at least as many turns as the scope's bonus.
      See B412", "vehicle-targeting-label": "Vehicle Targeting", @@ -171,10 +173,10 @@ "ranged-move-attack-label": "Move/Attack: -2 or Bulk", "ranged-move-attack-tooltip": "Attack with a ranged weapon while moving, aiming is not possible and you lose previous aiming. -2 to hit or bulk penalty, whichever is worse. Movement: normal, but -2 to avoid obstacles. Active Defense: Dodge or Block. See B365-366", "bulk-label": "Bulk", - "ranged-all-out-attack-determined-label": "All-Out Attack Determined: +1", - "ranged-all-out-attack-determined-tooltip": "Determined: Make a single attack at +1 to hit! Movement: half-move, forward only. Defense: None. See B365", - "ranged-all-out-attack-suppression-fire-label": "All-Out Attack Suppression Fire", - "ranged-all-out-attack-suppression-fire-tooltip": "Take entire turn to spray an area with automatic fire RoF 5+, see Suppression Fire B409! Movement: half-move, forward only. Defense: None. See B365", + "ranged-all-out-attack-determined-label": "All-Out Determined: +1", + "ranged-all-out-attack-determined-tooltip": "All-Out Attack Determined: Make a single attack at +1 to hit! Movement: half-move, forward only. Defense: None. See B365", + "ranged-all-out-attack-suppression-fire-label": "All-Out Suppression Fire", + "ranged-all-out-attack-suppression-fire-tooltip": "All-Out Attack Suppression Fire: Take entire turn to spray an area with automatic fire RoF 5+, see Suppression Fire B409! Movement: half-move, forward only. Defense: None. See B365", "other-actions-title": "Other Actions", "braced-label": "Braced: +1", "braced-tooltip": "If you haven't moved and aimed a turn, you may get the braced bonus.
      Firearm/crossbow must rest on a sandbag, low wall, car, etc.
      One-handed firearm is braced if using two hands.
      Two-handed is braced if you're prone and using a bipod. See B364.", @@ -204,9 +206,9 @@ "failed-control-roll-tooltip": "Vehicle/mount failed control last turn. Penalty equal to margin of failure. See B548", "over-under-mount-label": "Over/Under Mount: -6", "over-under-mount-tooltip": "If you're an exposed rider hanging from side of mount/vehicle, penalty to hit is -6 to shoot over or under the mount.", - "vehicle-dodged-label": "Vehicle Dodged Last Turn: -2", + "vehicle-dodged-label": "Vehicle Dodged: -2", "vehicle-dodged-tooltip": "Vehicle/mount dodged last turn and you're not the operator.", - "air-vehicle-dodged-label": "Air Vehicle Dodged Last Turn: -4", + "air-vehicle-dodged-label": "Air Vehicle Dodged: -4", "normal-defense-label": "Normal Defense", "normal-defense-tooltip": "Using a normal active defense.", "all-out-defense-increased-label": "All-Out Defense: +2", @@ -221,7 +223,7 @@ "defense-kneeling-label": "Kneeling/Sitting: -2", "defense-kneeling-tooltip": "If you're kneeling or sitting, -2 to defense. See B549", "attackers-action-title": "Attacker's Action", - "attack-from-behind-label": "Attack From Behind Peripheral: -2", + "attack-from-behind-label": "From Behind Peripheral: -2", "attack-from-behind-tooltip": "Normally, if attacked from behind, you have no defense. However, if you have Peripheral Vision you can defend at -2. See B391", "runaround-attack-label": "Runaround Attack: -2", "runaround-attack-tooltip": "Your foe starts in front of you and runs behind you and attacks from behind. You can defend at -2. See B391", @@ -234,7 +236,7 @@ "general-defense-bonus-tooltip": "A general defense bonus, such as the Supers Meta-trait (see Supers B34), force field, etc.", "retreating-dodge-label": "Retreating Dodge: +3", "retreating-dodge-tooltip": "Move away from attacker, at least one yard or up to your step. See B377", - "retreating-block-parry-label": "Retreating Block/Parry: +1", + "retreating-block-parry-label": "Retreat Block/Parry: +1", "retreating-block-parry-tooltip": "Retreating block or parry. Move away from attacker, at least one yard or up to your step. See B377", "retreating-parry-label": "Retreating Parry: +3", "retreating-parry-tooltip": "If using Boxing, Judo, Karate, or any fencing skill, you can get a +3 retreating bonus.
      Move away from attacker, at least one yard or up to your step. See B377", @@ -245,8 +247,8 @@ "acrobatic-dodge-failed-tooltip": "If you failed your acrobatic/aerobatic roll, you're at -2 to dodge. See B375", "dodge-drop-label": "Dodge & Drop: +3", "dodge-drop-tooltip": "Only against ranged attacks, drop to the ground and become prone.
      Any cover you get does not count against the initial attack.
      NOTE: Flying or Swimming is possible but only if a step would take you below concealing terrain. See B377", - "feverish-defense-label": "Feverish Defense (1 FP): +2", - "feverish-defense-tooltip": "Spend 1 FP to increase active defense by 2.", + "feverish-defense-label": "Feverish Def (1 FP): +2", + "feverish-defense-tooltip": "Feverish Defense. Spend 1 FP to increase active defense by 2.", "offhand-parry-label": "Off-Hand Parry: -2", "offhand-parry-tooltip": "Off-Hand weapon parry is at -2. See B549", "number-of-parries-label": "# of Parries", @@ -257,7 +259,7 @@ "defense-improvised-weapon-tooltip": "NOTE: Dungeon Fantasy: if parrying with an improvised weapon, apply a penalty. See DF Exploits-37", "situation-title": "Situation", "defense-laser-sight-tooltip": "If you can see the laser sight, you get +1 to Dodge. See B548", - "against-deceptive-attack-label": "Against Deceptive Attack", + "against-deceptive-attack-label": "VS Deceptive Attack", "against-deceptive-attack-tooltip": "You're at -1 to defense for every -2 the attacker took to their to hit modifier. See B369", "feint-attack-label": "Feint Attack", "feint-attack-tooltip": "You're at a penalty equal to the attacker's margin of victory. See B365", @@ -266,9 +268,9 @@ "hidden-weapon-label": "Hidden Weapon: -2", "defense-hidden-weapon-tooltip": "NOTE: From Dungeon Fantasy. If attacked by a hidden weapon, you're at -2 to your first defense. See DF Exploits-58", "defenders-equipment-label": "Defender's Equipment", - "parrying-knife-label": "Parrying with Knife/Dagger: -1", + "parrying-knife-label": "Parry with Knife/Dagger: -1", "parrying-knife-tooltip": "If parrying with a knife or dagger is -1. See B548
      Suggestion: Add the modifier to your defense skill instead of using checkbox.", - "parrying-kusari-label": "Parrying with Kusari/Whip: -2", + "parrying-kusari-label": "Parry with Kusari/Whip: -2", "parrying-kusari-tooltip": "If parrying with a kusari or whip is -2. See B548
      Suggestion: Add the modifier to your defense skill instead of using checkbox.", "unarmed-parry-label": "Unarmed Parry: -3", "unarmed-parry-tooltip": "Unarmed parry vesus a weapon is -3, unless it's a thrust or you are using Judo or Karate parry. See B548", @@ -285,7 +287,7 @@ "block-nunchaku-tooltip": "If blocking against a nunchaku, you're at -1 to defend. See B405.", "parry-thrown-weapon-label": "Parry thrown weapon: -1", "parry-thrown-weapon-tooltip": "Parry -1 against thrown weapon. See B549", - "parry-thrown-small-weapon-label": "Parry thrown small weapon: -2", + "parry-thrown-small-weapon-label": "Parry thrown sm weapon: -2", "parry-thrown-small-weapon-tooltip": "If the weapon is 1 pound or less, parry is -2. See B549", "trident-dodge-label": "Trident: -1 Dodge", "trident-dodge-tooltip": "NOTE: From Dungeon Fantasy. -1 to dodge a trident. See DF Exploits-97", @@ -437,7 +439,7 @@ "attribute-will": "Will", "attribute-will-tooltip": "\nWillpower
      \nBased on Intelligence
      \n5pts/level
      \nUnmodified: \n\t\t\t\t\t\t\t", "attribute-fright": "Fright", - "attribute-fright-tooltip": "Fright Check (B360)
      Based on Willpower
      2pts/level
      Unmodified:
      See extensive list of Modifiers B360 & GURPS Horror p139-142.
      If manually creating and/or maintaining this sheet, Combat Reflexes adds +2 to Fright (Enter as a MOD with a value of 2)", + "attribute-fright-tooltip": "Fright Check (B360)
      Based on Willpower
      2pts/level
      Unmodified:
      Combat Reflexes Modifier:
      Stress and Derangement Modifier:

      See extensive list of Modifiers B360 & GURPS Horror p139-142.
      If manually creating and/or maintaining this sheet, Combat Reflexes adds +2 to Fright (Enter as a MOD with a value of 2)", "abbreviation-threshold": "Thresh", "attribute-fright-check-threshold-tooltip": "\nFright Check Threshold - Uses Rule of 14 (B360). By default this value is 13.
      \nThis means that a roll of 14 or more is automatically a failure.
      \nThis Threshold can be modifier by the Perks of Brave (Dungeon Fantasy 11, p11) or Rule of 15
      \n(Power Ups 2, p13).
      \nWill and/or Fright plus bonuses (like Fearlessness or Combat Reflexes) must total 14+ for this
      \nto be useful, of course!
      \nNote: A Fright Check can be used for Awe and Confusion. (Powers p84 under Terror) and the Awe and
      \nConfusion Check Table for failures. (Powers p85).\n\t\t\t\t\t\t\t", "fright-check-label": "Fright Check", @@ -456,7 +458,7 @@ "abbreviation-enhanced": "Enhncd", "attribute-enhanced-ground-move-tooltip": "Enhanced ground move.
      10pts per half level. Can use up|down arrow keys
      Level: ", "attribute-dodge": "Dodge", - "attribute-dodge-tooltip": "Dodge - Based on Basic Speed - Unmodified:
      Note: The Dodge score, under Encumbrance and Current, automatically adjusts for Enumbrance and for HP and/or FP loss below 1/3. (B419, B426)", + "attribute-dodge-tooltip": "Dodge - Based on Basic Speed - Unmodified:
      Combat Reflexes Modifier:
      Note: The Dodge score, under Encumbrance and Current, automatically adjusts for Enumbrance and for HP and/or FP loss below 1/3. (B419, B426)", "abbreviation-lifting-strength": "Lift ST", "attribute-lifting-strength-tooltip": "Lifting Strength (B65)
      Based on Strength pts/level
      Unmodified: ", "attribute-lift": "Lift", @@ -605,23 +607,31 @@ "spent-label": "Wydane", "unspent-label": "Unspent", "gca-format-label": "GCA4 Format", - "gca-format-tooltip": "GURPS Character Assistant (GCA4) Format
      To change to GCS or Detailed go to options tab
      and change the radio button for Point Summary Layout", + "gca-format-tooltip": "GURPS Character Assistant 4 (GCA4) Format
      To change to GCA5, GCS or Detailed go to options tab
      and change the radio button for Point Summary Layout", + "gca5-format-label": "GCA5 Format", + "gca5-format-tooltip": "GURPS Character Assistant 5 (GCA5) Format
      To change to GCA4, GCS or Detailed go to options tab
      and change the radio button for Point Summary Layout", "gcs-format-label": "GCS Format", - "gcs-format-format-tooltip": "GURPS Character Sheet (GCS) format
      To change to GCA4 or Detailed go to options tab
      and change the radio button for Point Summary Layout", + "gcs-format-format-tooltip": "GURPS Character Sheet (GCS) format
      To change to GCA5, GCA4 or Detailed go to options tab
      and change the radio button for Point Summary Layout", "detailed-format-label": "Detailed Format", - "detailed-format-tooltip": "To change to GCA4 or GCS go to options tab
      and change the radio button for Point Summary Layout", + "detailed-format-tooltip": "To change to GCA5, GCA4 or GCS go to options tab
      and change the radio button for Point Summary Layout", "race-label": "Race", "race-point-summary-tooltip": "Point Summary for Racial Traits.", - "points-summary-for-attributes-tooltip": "\nPoint Summary for:
      \nST, DX, IQ, HT,
      \nHP, FP, Energy Reserve One, Two, and Three,
      \nPer, Vision, Hearing, Smell, Touch,
      \nWill, Fright, Unconsciousness, Death,
      \nSpeed, Move, Lift ST, Striking ST,
      \nFlying, Air Move, Enhanced Air Move, Super Jump\n\t\t\t\t\t\t\t", + "points-summary-for-attributes-tooltip": "Point Summary for the following attributes with positive values:
      ST, DX, IQ, HT,
      HP, FP, Energy Reserve One, Two, and Three,
      Per, Vision, Hearing, Smell, Touch,
      Will, Fright, Unconsciousness, Death,
      Speed, Move, Lift ST, Striking ST,
      Flying, Air Move, Enhanced Air Move, Super Jump", + "abbreviation-languages-label": "Lang.", + "point-summary-for-languages-tooltip": "Languages Point Summary", "abbreviation-advantages-label": "Rozw.", - "gca-point-summary-for-advantages-tooltip": "\nPoint Summary for:
      \nLanguages, Tech Level, Cultural Familiarities,
      \nAdvantages, and Racial traits.\n\t\t\t\t\t\t\t", - "gcs-point-summary-for-advantages-tooltip": "\nPoint Summary for:
      \nLanguages, Tech Level, Cultural Familiarities,
      \nAdvantages, and Perks.\n\t\t\t\t\t\t\t", - "detailed-point-summary-for-advantages-tooltip": "\nPoint Summary for:
      \nLanguages, Tech Level, Cultural Familiarities,
      \nand Advantages.\n\t\t\t\t\t\t\t", + "gca-point-summary-for-advantages-tooltip": "Point Summary for the following traits with positive values:
      Languages, Tech Level, Cultural Familiarities,
      Advantages, and Racial traits.", + "gca5-point-summary-for-advantages-tooltip": "Point Summary for the following traits with positive values:
      Tech Level, Advantages, and Racial traits.", + "gcs-point-summary-for-advantages-tooltip": "Point Summary for the following traits with positive values:
      Languages, Tech Level, Cultural Familiarities,
      Advantages, and Perks.", + "detailed-point-summary-for-advantages-tooltip": "Point Summary for the following traits with positive values:
      Languages, Tech Level, Cultural Familiarities,
      and Advantages.", "perks-label": "Profity", "abbreviation-disadvantages-label": "Disadv.", - "point-summary-for-disadvantages-tooltip": "Point Summary for Disadvantages", + "point-summary-for-disadvantages-tooltip": "Point Summary for Disadvantages and racial templates with a negative value, including attributes with negative values, negative language value, and negative tech level value.", + "point-summary-for-disadvantages-no-language-tooltip": "Point Summary for Disadvantages and racial templates with a negative value, including attributes with negative values, and negative tech level value.
      Language points with a negative value are NOT included.", + "point-summary-for-disadvantages-no-racial-cost-tooltip": "Point Summary for Disadvantages, including attributes with negative values, negative language value, and negative tech level value.
      Racial templates with a negative value are NOT included.", "quirks-label": "Quirks", "skills-label": "Skills", + "skill-roll-modifier-tooltip": "You can use the Roll Modifiers Toolbar or the Roll Modifiers Toolbox to modifier the effective skill.", "abbreviation-techniques-label": "Tech.", "point-summary-techniques-tooltip": "Techniques", "abbreviation-techniques-revised-label": "Tech. (r)", @@ -642,6 +652,7 @@ "technology-level-tooltip": "Tech Level Modifiers (B168), Tech Levels (B511-514)", "campaign-technology-level-label": "Campaign Tech Level", "your-technology-level-label": "Your Tech Level", + "abbreviation-cultural-familiarity": "Culture", "cultural-familiarities-label": "Cultural Familiarities", "cultural-familiarities-tooltip": "When dealing with an unfamiliar culture, you may suffer -3 to a skill roll that has a cultural component, such as Carousing, Detect Lies. (B23).", "cultural-point-cost": "Native culture cost is 0. Otherwise, cost is 1 or 2 (Consult with GM). (B23)", @@ -709,15 +720,17 @@ "background-history-label": "Background History & Notes", "training-label": "Training", "training-tooltip": "\nTraining rules can be found at ‘Improvement
      \nThrough Study’ B292.
      \nAdvanced rules can be found in Social
      \nEngineering: Back to School.\n\t\t\t\t\t\t\t", - "activate-custom-roll-modifier-tooltip": "To turn on the custom modifiers and button to open the Roll Modifier dialog box goto the Sheet Options tab and check off the tools you would like to user under Skill Modifier Tools section.", "abbreviation-technology-level-label": "TL", "skill-level-label": "Poziom", "abbreviation-attribute-label": "Attr", + "skill-attribute-tooltip": "If the 10 was selected, it will be highlighted red. This could have happened during the import if the skill has an attribute not identified by the system. Check the attribute on your chosen Character Creation App to see if the attribute exists on Roll20.", "abbreviation-difficulty-label": "Diff", "skill-difficulty-tooltip": "Difficulty of Skill
      WC = Wildcard Skill. (B175)", "skill-modifier-tooltip": "\nModifier applied to skill level.
      \nCan be a positive or a negative number.
      \nExamples include a bonus from a Talent,
      \ndefault from another Skill or Technique,
      \na piece of equipment, or a Perk.\n\t\t\t\t\t\t\t", "modifier-label": "Modifier:$[[3]] ", - "modifier-dialog-tooltip": "Enter a modifier to apply to any rolls on the this table.
      Use the pencil/paper icon to select modifiers.
      NOTE: Changing the modifier or check status of Max skill of 9 will clear modifiers used by dialog box.", + "modifier-dialog-tooltip": "Enter a custom modifier and optional reason to apply to any rolls on the this table.
      Suggestion: Use this modifier instead of the popup window when clicking the roll button.
      You will see the modifier in the chat window. You could even turn off the Modifier Popup by going to
      Options -> Skill Modifier Options and select No Modifier Prompt.", + "final-modifier-label": "Final Modifier", + "final-modifier-dialog-tooltip": "The final modifier that will be applied to the effective skill level.", "select-skill-modifiers-button": "Select Skill Modifiers", "apply-encumbrance-tooltip": "Apply encumbrance penalty.", "link-to-label": "Link To", @@ -756,6 +769,7 @@ "abbreviation-maximum-label": "Max", "cost-label": "Cost", "techniques-revised-label": "Techniques (Revised)", + "techniques-roll-modifier-tooltip": "You can use the Roll Modifiers Toolbar or the Roll Modifiers Toolbox to modifier the effective skill.", "base-level-label": "Bazowy", "base-skill-level-tooltip": "\nBase skill level of technique, usually
      \nbased on Parent Skill.
      \nsee Techniques B229\n\t\t\t\t\t\t\t", "abbreviation-default-label": "DFLT", @@ -810,7 +824,8 @@ "layer-4-label": "Layer 4", "armor-layor4-tooltip": "Layer 4 (Outer most) is also good for force shields, magic DR, etc.", "summary-label": "Summary", - "armor-summary-tooltip": "This sums up each layer, from layer 1 (inner) to layer 4 (outer).
      * = flexible armor.
      Alert: Only one layer per row may have split armor.", + "roll-modifier-summary-label": "Modifier Summary", + "armor-summary-tooltip": "This sums up each layer, from layer 1 (inner) to layer 4 (outer).
      * = flexible armor.
      Alert: Only one layer per row may have split armor.
      Warning: If you enter your own content, it will be overwritten if you change values for any of the layers.", "abbreviation-defense-bonus-label": "DB", "defense-bonus-tooltip": "Apply the defense bonus of a shield, cloak, spell (B252), or Meta-trait (Supers34). See B374
      Shield/Cloak: Used against attacks from front or from your shield side. Can't be used against firearms unless you're using the Damage to Shields option.
      Shield Spell: Protects from frontal attacks and is cumulative with a normal shield.", "abbreviation-damage-label": "DMG", @@ -829,6 +844,7 @@ "damage-resistance-tooltip": "\nLow-Tech #/# usually means All Attack Types / Except
      \nthis specific Type of attack.
      \nExample: Enter as 3/2cr* means DR3 vs all attacks
      \nexcept cr which uses DR2. * means it is Flexible
      \narmor (B379).
      \nHigh-Tech and Ultra-Tech #/# usually mean against
      \nthese Type Attacks / All other Attack Types.
      \nExample: Enter as 5imp, cr /2 means DR5 vs imp and
      \ncr type of attacks and DR2 against all other types
      \nof attacks.\n\t\t\t\t\t\t\t", "user-created-label": "User Created", "active-defenses-label": "Active Defenses", + "active-defense-roll-modifier-tooltip": "You can use the Roll Modifiers Tollbar or the Roll Modifiers Toolbox to modifier the effective skill.", "rules-as-written-label": "Rules As Written", "active-defense-type-tooltip": "\nChanging the Type will also update success/fail notes
      \nfor that active defense.
      \nParry, Block, and Block have default notes that can be
      \nchanged on the options page.
      \nNOTE Changing the Type will clear any previous notes
      \nyou entered.\n\t\t\t\t\t\t\t", "abbreviation-information-label": "Info", @@ -891,6 +907,7 @@ "select-token-tooltip": "If on, you must select your character token before clicking the Roll button. The token name will show in the roll results.
      Note This option is most useful when writing your own Roll20 API code.", "target-token-tooltip": "Click the button to turn on target a token before the skill roll.
      The token name will appear in the results.", "melee-attacks-label": "Melee Attacks", + "melee-roll-modifier-tooltip": "You can use the Roll Modifiers Toolbar or the Roll Modifiers Toolbox to modifier the effective skill.", "attacks-label": "Attacks", "targets-label": "Targets", "melee-attack-damage-tooltip": "For an Armor Divisor: A number in parenthesis after
      the damage - eg. (2) - is an armor divisor.
      Enter this number in the Damage Notes as AD(#) or as
      Armor Divisor(#).
      ex: indicates the attack causes an explosion.
      See B269. Enter in the Damage Notes
      Macros You can also use @{thrust} and @{swing} for Melee Damage value, which is based on the values entered on the General page. You can even add additional modifiers such as @{thrust}+3.", @@ -936,6 +953,7 @@ "ranged-fail-notes-tooltip": "Any standard notes entered here will appear in the Roll Template in chat.
      Hint: Enter inline rolls for additional results.
      Example: Does an additional [[1d6]] fire damage.", "ranged-critical-fail-notes-tooltip": "Any standard notes entered here will appear in the Roll Template in chat.
      Hint: Enter inline rolls for additional results.
      Example: Does an additional [[1d6]] fire damage.", "ranged-attacks-label": "Ranged Attacks", + "ranged-attack-tooltip": "Please use either the Range Calculator or the Roll Modifiers dialog tool to enter at least the range of the attack.", "ranged-damage-tooltip": "For an Armor Divisor: A number in parenthesis after
      the damage - eg. (2) - is an armor divisor.
      Enter this number in the Damage Notes as AD(#) or as
      Armor Divisor(#).
      ex: indicates the attack causes an explosion.
      [#d]: indicates the attack causes fragmentation.
      See B269. Enter in the Damage Notes.
      Macros You can also use @{thrust} and @{swing} for Ranged Damage value, which is based on the values entered on the General page. You can even add additional modifiers such as @{thrust}+3.", "abbreviation-range-label": "RNG", "range-tooltip": "Range. See B269.", @@ -1013,6 +1031,7 @@ "falling-label": "Falling", "hard-label": "Hard", "hard-object-tooltip": "If hitting a hard object (clay, concrete, soil, sand, etc.), check the box to double the effective Hit Points of the falling object or the object that caused the collision. B431", + "falling-damage-type-tooltip": "Normal objects are crushing. If bullet-shaped, sharp, or spiked select appropriate damage type, but damage is halved. B430", "collision-label": "Collision", "demolition-label": "Demolition", "select-label": "Select", @@ -1054,15 +1073,16 @@ "magery-power-investiture-bonus-label": "Magery/PI/Bonus Level:", "cencentration-penalty-label": "Concentration Penalty", "spell-label": "Spell", + "spell-roll-modifier-tooltip": "You can use the Roll Modifiers Toolbar or the Roll Modifiers Toolbox to modifier the effective skill.", "spell-skill-level-tooltip": "\n\t\t\t\t\t\t\t\tSkill level with spell\n\t\t\t\t\t\t\t", - "spell-difficulty-tooltip": "Difficulty", + "spell-difficulty-tooltip": "Difficulty Level.
      Note: T/H stands for Technique/Hard, which is used by ritual magic spells.
      Suggestion: If using T/H set the points to zero, use mod to get the correct spell level,
      then place the actual spell on the Techniques table.", "spell-skill-level-modifier-tooltip": "\n\t\t\t\t\t\t\t\tModifier applied to skill level.
      \n\t\t\t\t\t\t\t\tCan be a positive or a negative number.
      \n\t\t\t\t\t\t\t\tExamples include a bonus from a Talent,
      \n\t\t\t\t\t\t\t\tdefault from another Skill or Technique,
      \n\t\t\t\t\t\t\t\ta piece of equipment, or a Perk.\n\t\t\t\t\t\t\t", "points-tooltip": "Points", "spell-is-on-tooltip": "Enter a 1 or more to mark the spell as ON
      skill penalty for each spell that is ON.
      See B238 or M10.
      Click one at a time, wait until each penalty is applied before clicking the next one.", "abbreviation-concentration-label": "CT", "spell-concentration-tooltip": "Enter a 1 or more to mark the spell as under Concentration.
      skill penalty for each spell.
      See B238 or M10.
      Click one at a time, wait until each penalty is applied before clicking the next one.", "abbreviation-resisted-by-label": "RESIST", - "spell-resisted-by-tooltip": "\n\t\t\t\t\t\t\t\tResisted By\n\t\t\t\t\t\t\t", + "spell-resisted-by-tooltip": "On a regular success, your spell must defeat the subject's resistance to work, a critical success automatically wins. See B241/M13 and the Rule of 16, B349.", "duration-label": "Duration", "spell-duration-tooltip": "\n\t\t\t\t\t\t\t\tDuration of Spell\n\t\t\t\t\t\t\t", "spell-energy-cost-tooltip": "\n\t\t\t\t\t\t\t\tEnergy cost for casting the spell.\n\t\t\t\t\t\t\t", @@ -1122,8 +1142,10 @@ "show-revised-label": "Show Revised", "show-revised-tooltip": "Show the revised techniques table.", "point-summary-layout-label": "Point Summary Layout", + "abbreviation-gurps-character-assistant5-label": "GCA5", "abbreviation-gurps-character-assistant-label": "GCA4", - "gurps-character-assistant-tooltip": "GURPS Character Assistant.", + "gurps-character-assistant-tooltip": "GURPS Character Assistant 4.", + "gurps-character-assistant5-tooltip": "GURPS Character Assistant 5.", "abbreviation-gurps-character-sheet-label": "GCS", "gurps-character-sheet-tooltip": "GURPS Character Sheet.", "detailed-label": "Detailed", @@ -1162,7 +1184,8 @@ "sheet-style-purple-option": "Purple", "sheet-style-fabric-option": "Fabric", "sheet-style-classic-white-option": "Classic White", - "falling-collision-damage-notes-label": "Falling & Collision Damage Notes B430-431", + "falling-damage-notes-label": "Falling Damage Notes B430-431", + "collision-damage-notes-label": "Collision Damage Notes B430-431", "demolition-damage-notes-label": "Demolition Damage Notes", "fragmentation-skill-notes-label": "Fragmentation Skill Notes", "fragmentation-damage-notes-label": "Fragmentation Damage Notes", @@ -1199,6 +1222,7 @@ "target-label": "Target", "rolltemplate-warning-less-than-three-description": "WARNING: You may not attempt a success roll if your effective skill (Target) is less than 3. (See B345)", "rolltemplate-tool-modifiers-label": "Tool Modifiers", + "defense-modifiers-label": "Predefined Defense Modifiers", "maneuver-label": "Maneuver", "all-out-attack-label": "All-Out Attack", "alert-label": "Alert", @@ -1225,5 +1249,17 @@ "traits-default-critical-success-notes": "When you roll a critical success, the GM determines what happens to you. It is always something good! The lower the roll, the better **bonus** they give you. (B347)", "traits-default-critical-failure-notes": "When you roll a critical failure, the GM determines what happens to you. It is always something bad - the higher the roll, the worse the result. (B348)", "reference-abbreviation-label": "Reference", - "reference-label-tooltip": "Book abbreviation and page reference." + "reference-label-tooltip": "Book abbreviation and page reference.", + "modifier-abbreviation-label": "Mod", + "language-cost-modifier-tooltip": "Use this input box to modifier the number of Character Points for the selected language option.", + "language-talent-label": "Language Talent", + "language-talent-tooltip": "If checked, you can learn languages at the next-highest level, if you spend 2 points on a langauge, instead of broken, you know the language at Accented level. This changes the available options in the drop-down and related costs. See B65.", + "tips-label": "Tips", + "import-tips-description": "

      After importing, compare your Roll20 sheet to GCA5 character sheet.

      Roll20 doesn't support parent/child relationship, repeating tables will be imported alphabetically.

      For GCA Roll20 Exporter Tool Version 1.0.1.9 or later, Rital Magic Spells will be added to the Grimoire with difficult set to T/H and points set to 0. The spell will also be added to the Techniques table with the actual character point cost.

      GCA5 Export to Roll20. Update 1.0.1.10. Fixes bug so item inventory uses base cost and weight instead of total cost and weight.

      ", + "attribute-stress": "Stress", + "attribute-stress-tooltip": "Stress level from GURPS Fourth Edition Edition.pdf page 141-142.
      On failed fright check, add -1 to Stress, on Critical Failure add -3!
      GM could add Stress for other reasons besides failed fright checks.
      Stress can be recovered by one for every ten minutes spent in mental relaxation.
      GM may rule that certain indulgences can erase an extra point of Stress.
      Important: If you go over the maximum stress level, apply the Stress to Derangement!", + "abbreviation-derangement": "Derange", + "attribute-derangement-tooltip": "Derangement level represents long lasting mental harm described in GURPS Fourth Edition Edition.pdf page 141-142.
      When failing a Sanity-Blasting Fright Check, add -1 to Derangement, on Critical Failure add -3!
      At the end of the day with no new stress or derangement a Will roll will erase -1 point of derangement.
      +1 Will if treated by a therapist with Psychology (Clinical) or Physician (Psychiatric) at 12+.
      A therapist can also roll their skill once per day to erase an additional -1 in Derangement.
      Important: If you go over the maximum Derangement, the points should start going to new disadvantages!
      You can keep the total in the row below.", + "attribute-stress-derangement-penalty-tooltip": "The Fright Check Penalty, which is (Stress + Derangement)/2, rounded down against the player. H141
      This penalty is automatically applied to the Fright Check attribute.
      The penalty (modified by Fearlessness) could also affect self-control rolls, skills that demand a steady hand, and HT rolls to resist minor ailments, etc.", + "attribute-stress-derangement-disadvantage-points-tooltip": "The amount of disadvantage points accrued due to derangement.
      At a certain point, these points should be converted to permanent mental disadvantages!" } \ No newline at end of file diff --git a/GURPS/translations/pt.json b/GURPS/translations/pt.json index a19ee1bf79..1471d81493 100644 --- a/GURPS/translations/pt.json +++ b/GURPS/translations/pt.json @@ -1,5 +1,5 @@ { - "sheet-roll-modifier-option": "Opção de Modificador de Teste", + "sheet-roll-modifier-option": "Roll Modifier Legacy", "sheet-roll-modifier-option-desc": "Selecione um modificador a ser usada ao clicar em um ícone de rolagem de dados na ficha de personagem.", "sheet-chat-roll-display-option": "Exibição de Teste no Chat", "sheet-chat-roll-dislpay-option-desc": "Selecione como os testes são exibidos na janela de chat.Níveis de Habilidade Privado obsoletos serão padronizados como privados, uma vez que não funcionam com os templates de rolagem.", @@ -39,7 +39,7 @@ "sheet-show-raw-defense-notes-desc": "Se marcado, mostra Regras Conforme Escritas (RAW) para notas de sucesso/falha na Defesa Ativa.", "sheet-style-option": "Estilo da Ficha", "sheet-style-desc": "Selecione um estilo visual para a ficha de personagem.", - "roll-modifiers-heading": "Modificadores de Teste", + "roll-modifiers-heading": "Roll Modifiers Toolbox", "total-roll-modifier-label": "Modificador Total", "shock-label": "Choque", "max-skill-9-label": "NH máxima de 9", @@ -68,6 +68,8 @@ "aiming-bonus-tooltip": "Se Apontar por mais de um turno, você recebe um bônus adicional. Veja B364.", "abbreviation-rate-of-fire-label": "CdT", "rate-of-fire-tooltip": "Cadência de Tiro
      A Cadência de Tiro de uma arma é o número máximo de disparos que um atirador comum consegue fazer em um turno.
      Armas podem disparar menos tiros (até um mínimo de 1).

      !: A CdT mínima é de 1/4 da CdT listada, arredondada para cima.
      mxn: Significa que a arma é capaz de disparar um número de tiros por ataque igual ao primeiro número (m) e que cada tiro libera um número de projéteis menores igual ao segundo número (n). Exemplo: Espingardas.
      Jato: Significa que a arma dispara um feixe contínuo de algum fluido ou de energia. Veja 107.", + "shots-fired-label": "Fired", + "shots-fired-tooltip": "Shots Fired
      The number of shots fired in a single round. This should not exceed the RoF for the weapon.", "scope-label": "Mira", "scope-bonus-tooltip": "Mira Telescópica
      Concede um bônus na jogada de ataque se realizar uma manobra Apontar.
      Com uma mira telescópica de potência fixa, é preciso apontar no mínimo um número de segundos igual ao bônus da mira telescópica.
      Veja B412.", "vehicle-targeting-label": "Veículo", @@ -171,10 +173,10 @@ "ranged-move-attack-label": "Avançar/Atacar: -2 ou Magnitude", "ranged-move-attack-tooltip": "Ataque com uma arma à distância enquanto se desloca, se estava Apontando, você perde todos os bônus. A penalidade é de -2 ou igual Magnitude da arma, o que for pior.
      Movimento: Normal, mas sofre uma penalidade de -2 para não cair, não tropeçar em obstáculos, etc.
      Defesa Ativa: Esquiva ou Bloqueio.
      Veja B365-366.", "bulk-label": "Mag.", - "ranged-all-out-attack-determined-label": "Determinado: +1", - "ranged-all-out-attack-determined-tooltip": "Ataque Total Determinado: Faz um único ataque com um bônus de +1.
      Movimento: Até metade do seu Deslocamento, mas só para a frente.
      Defesa: Nenhuma.
      Veja B365.", - "ranged-all-out-attack-suppression-fire-label": "Fogo de Retenção", - "ranged-all-out-attack-suppression-fire-tooltip": "Ataque Total Fogo de Retenção. Use o turno inteiro para fazer disparos sucessivos com uma arma automática com CdT 5+ cobrindo uma área, veja Fogo de Retenção B409-410.
      Movimento: Até metade do seu Deslocamento, mas só para a frente.
      Defesa: Nenhuma.
      Veja B365.", + "ranged-all-out-attack-determined-label": "All-Out Determined: +1", + "ranged-all-out-attack-determined-tooltip": "All-Out Attack Determined: Make a single attack at +1 to hit! Movement: half-move, forward only. Defense: None. See B365", + "ranged-all-out-attack-suppression-fire-label": "All-Out Suppression Fire", + "ranged-all-out-attack-suppression-fire-tooltip": "All-Out Attack Suppression Fire: Take entire turn to spray an area with automatic fire RoF 5+, see Suppression Fire B409! Movement: half-move, forward only. Defense: None. See B365", "other-actions-title": "Outras Ações", "braced-label": "Firmar: +1", "braced-tooltip": "Se firmar uma arma de fogo ou besta o personagem recebe um bônus adicional de +1 na Prec.
      Uma arma de fogo ou besta ficam firmados se apoiados em um saco de areia, mureta baixa, carro, etc.
      Uma arma de fogo de uma é considerada firmada se usada com as duas mãos.
      Uma arma de fogo de duas mãos é considerada firmada se o personagem estiver de bruços e usando um tripé ou outro suporte.
      Veja B364.", @@ -204,9 +206,9 @@ "failed-control-roll-tooltip": "Veiculo/montaria fracassou no último teste de controle. A penalidade é igual a margem de fracasso. Veja B548.", "over-under-mount-label": "Por cima/baixo da montaria: -6", "over-under-mount-tooltip": "Se você está pendurado para fora do veiculo/montaria e disparando por cima ou por baixo dele, a penalidade é -6.", - "vehicle-dodged-label": "Esquivou: -2", + "vehicle-dodged-label": "Vehicle Dodged: -2", "vehicle-dodged-tooltip": "Veiculo/Montaria se esquivou no último turno e você não é o operador. Veja B548.", - "air-vehicle-dodged-label": "Esquivou Voando: -4", + "air-vehicle-dodged-label": "Air Vehicle Dodged: -4", "normal-defense-label": "Defesa Normal", "normal-defense-tooltip": "Usando uma defesa ativa normal.", "all-out-defense-increased-label": "Defesa Aumentada: +2", @@ -221,7 +223,7 @@ "defense-kneeling-label": "Ajoelhado/Sentado: -2", "defense-kneeling-tooltip": "Se você está ajoelhado ou sentado, sofrerá uma penalidade de -2 nas defesas ativas. Veja B549.", "attackers-action-title": "Ação do Atacante", - "attack-from-behind-label": "Costa Periférica: -2", + "attack-from-behind-label": "From Behind Peripheral: -2", "attack-from-behind-tooltip": "Contra um ataque pelas costas, o personagem não tem nenhuma defesa a menos que tenha Visão Periférica, que o permite se defender com uma penalidade de -2. Veja B390-391.", "runaround-attack-label": "Ataque Esquivo: -2", "runaround-attack-tooltip": "Ataques Esquivos! Seu oponente começa o turno em sua frente e corre para trás de você para atacá-lo pelas costas. Você sofre uma penalidade de -2 nas defesas ativas. Veja B391.", @@ -234,7 +236,7 @@ "general-defense-bonus-tooltip": "Bônus de Defesa geral, como Metacaracterísticas (Veja Supers, pág. 34), Campo de Força, etc.", "retreating-dodge-label": "Esquiva e Retirada: +3", "retreating-dodge-tooltip": "Na opção de defesa ativa Retirada com Esquiva, o personagem se afastar do atacante como se fosse um passo normal, mover-se pelo menos 1 metro, mas não mais que 1/10 do seu Deslocamento. Veja B377.", - "retreating-block-parry-label": "Bloqueio/Aparar e Retirada: +1", + "retreating-block-parry-label": "Retreat Block/Parry: +1", "retreating-block-parry-tooltip": "Na opção de defesa ativa Retirada com Bloqueio ou Aparar, o personagem se afastar do atacante como se fosse um passo normal, mover-se pelo menos 1 metro, mas não mais que 1/10 do seu Deslocamento. Veja B377.", "retreating-parry-label": "Aparar e Retirada: +3", "retreating-parry-tooltip": "Na opção de defesa ativa Retirada com Aparar, o personagem se afastar do atacante como se fosse um passo normal, mover-se pelo menos 1 metro, mas não mais que 1/10 do seu Deslocamento. Usando Boxe, Caratê, Judô ou qualquer pericia de esgrima, você receberá um bônus de +3 durante uma retirada. Veja B377.", @@ -245,8 +247,8 @@ "acrobatic-dodge-failed-tooltip": "Se você fracassar no teste de Acrobacia/Acrobacia Aérea antes do teste de esquiva, você sofrerá uma penalidade de -2 no teste de esquiva. Veja B375.", "dodge-drop-label": "Esquiva e Queda: +3", "dodge-drop-tooltip": "Você se joga no chão durante uma esquiva contra um ataque à distância, você termina a ação deitado.
      Qualquer cobertura atrás da qual você cair depois não conta contra o ataque inicial.
      NOTA:Em voo ou natação só é possível usar esquiva e queda se o passo levar o personagem para trás de um terreno que o encubra.
      Veja B377.", - "feverish-defense-label": "Defesa Exaltada: +2", - "feverish-defense-tooltip": "Defesa exaltada gastando 1 PF para receber um bônus de +2 em um único teste de defesa. Veja B357.", + "feverish-defense-label": "Feverish Def (1 FP): +2", + "feverish-defense-tooltip": "Feverish Defense. Spend 1 FP to increase active defense by 2.", "offhand-parry-label": "Aparar com Mão Inábil: -2", "offhand-parry-tooltip": "Ao aparar com mão inábil você sofre uma penalidade de -2. Veja B549.", "number-of-parries-label": "# Aparar", @@ -257,7 +259,7 @@ "defense-improvised-weapon-tooltip": "NOTA: De Dungeon Fantasy.
      Se estiver aparando com uma arma improvisada, aplique uma penalidade. Veja DF Exploits, pág. 37.", "situation-title": "Situação", "defense-laser-sight-tooltip": "Se o ponto for visível, você recebe um bônus de +1 na Esquiva. Veja B549.", - "against-deceptive-attack-label": "Ataque Enganoso", + "against-deceptive-attack-label": "VS Deceptive Attack", "against-deceptive-attack-tooltip": "Para cada penalidade de -2 que o oponente aplicou no seu próprio NH, você sofre uma penalidade de -1 em suas defesas ativas. Veja B369-370.", "feint-attack-label": "Fintado", "feint-attack-tooltip": "Se o oponente usou a manobra Fintar, a margem de sucesso dele é subtraída da sua defesa. Veja B365.", @@ -266,9 +268,9 @@ "hidden-weapon-label": "Arma Oculta: -2", "defense-hidden-weapon-tooltip": "NOTA: De Dungeon Fantasy.
      Se atacado por uma arma oculta, você recebe -2 em sua primeira defesa. Veja DF Exploits, pág. 58.", "defenders-equipment-label": "Equipamento do Defensor", - "parrying-knife-label": "Aparar com Faca: -1", + "parrying-knife-label": "Parry with Knife/Dagger: -1", "parrying-knife-tooltip": "Aparar com adaga ou faca é -1. Veja B549.
      Sugestão:Adicione o modificador na sua defesa em vez de usar esta caixa de seleção.", - "parrying-kusari-label": "Aparar com Kusari/Chicote: -2", + "parrying-kusari-label": "Parry with Kusari/Whip: -2", "parrying-kusari-tooltip": "Aparar com kusari ou chicote é -2. Veja B549.
      Sugestão:Adicione o modificador na sua defesa em vez de usar esta caixa de seleção.", "unarmed-parry-label": "Aparar Desarmado: -3", "unarmed-parry-tooltip": "Ao aparar desarmado contra uma arma você sofre uma penalidade de -3, a menos que seja contra golpes de ponta ou esteja usando Caratê ou Judô. Veja B549.", @@ -285,7 +287,7 @@ "block-nunchaku-tooltip": "Qualquer tentativa de bloquear um nunchaku sofre uma penalidade de -1. Veja B274 e B406.", "parry-thrown-weapon-label": "Aparar Arremesso: -1", "parry-thrown-weapon-tooltip": "Você sofre uma penalidade de -1 para aparar armas de arremesso. Veja B376.", - "parry-thrown-small-weapon-label": "Aparar Arremesso Pequena: -2", + "parry-thrown-small-weapon-label": "Parry thrown sm weapon: -2", "parry-thrown-small-weapon-tooltip": "Você sofre uma penalidade de -2 para aparar armas de arremesso pequenas (0,5 kg ou menos). Veja B376.", "trident-dodge-label": "Tridente: -1 Esquiva", "trident-dodge-tooltip": "NOTA: De Dungeon Fantasy.
      Você sofre uma penalidade de -1 para se esquivar de um tridente. Veja DF Exploits, pág. 97.", @@ -437,7 +439,7 @@ "attribute-will": "Vont", "attribute-will-tooltip": "Vontade: Baseado no valor da Inteligência
      ±5 pontos/nível
      Não modificado: ", "attribute-fright": "Pânico", - "attribute-fright-tooltip": "Fright Check (B360)
      Based on Willpower
      2pts/level
      Unmodified:
      See extensive list of Modifiers B360 & GURPS Horror p139-142.
      If manually creating and/or maintaining this sheet, Combat Reflexes adds +2 to Fright (Enter as a MOD with a value of 2)", + "attribute-fright-tooltip": "Fright Check (B360)
      Based on Willpower
      2pts/level
      Unmodified:
      Combat Reflexes Modifier:
      Stress and Derangement Modifier:

      See extensive list of Modifiers B360 & GURPS Horror p139-142.
      If manually creating and/or maintaining this sheet, Combat Reflexes adds +2 to Fright (Enter as a MOD with a value of 2)", "abbreviation-threshold": "Limiar", "attribute-fright-check-threshold-tooltip": "Limite da Verificação de Pânico - Usar A Regra do 14, Veja B360.
      Se o valor final da Vontade exceder 13, reduza-o para 13 para fins de Verificação de Pânico.
      Isso significa que um resultado de 14 ou mais é automaticamente um fracasso.
      Este limite pode ser modificado pela Qualidade Corajoso (DF 11, pág. 11) ou pela Regra do 15 (Power Ups 2, pág. 13).
      ", "fright-check-label": "Verificação", @@ -456,7 +458,7 @@ "abbreviation-enhanced": "Ampli.", "attribute-enhanced-ground-move-tooltip": "Deslocamento Ampliado (Solo).
      10 pontos por meio nível.
      Você pode usar as teclas de seta para baixo ou para cima.
      Nível: ", "attribute-dodge": "Esquiva", - "attribute-dodge-tooltip": "Dodge - Based on Basic Speed - Unmodified:
      Note: The Dodge score, under Encumbrance and Current, automatically adjusts for Enumbrance and for HP and/or FP loss below 1/3. (B419, B426)", + "attribute-dodge-tooltip": "Dodge - Based on Basic Speed - Unmodified:
      Combat Reflexes Modifier:
      Note: The Dodge score, under Encumbrance and Current, automatically adjusts for Enumbrance and for HP and/or FP loss below 1/3. (B419, B426)", "abbreviation-lifting-strength": "ST Lev.", "attribute-lifting-strength-tooltip": "Lifting Strength (B65)
      Based on Strength pts/level
      Unmodified: ", "attribute-lift": "BC", @@ -605,23 +607,31 @@ "spent-label": "Gasto", "unspent-label": "P/ Gastar", "gca-format-label": "GCA4 Format", - "gca-format-tooltip": "GURPS Character Assistant (GCA4) Format
      To change to GCS or Detailed go to options tab
      and change the radio button for Point Summary Layout", + "gca-format-tooltip": "GURPS Character Assistant 4 (GCA4) Format
      To change to GCA5, GCS or Detailed go to options tab
      and change the radio button for Point Summary Layout", + "gca5-format-label": "GCA5 Format", + "gca5-format-tooltip": "GURPS Character Assistant 5 (GCA5) Format
      To change to GCA4, GCS or Detailed go to options tab
      and change the radio button for Point Summary Layout", "gcs-format-label": "Formato GCS", - "gcs-format-format-tooltip": "GURPS Character Sheet (GCS) format
      To change to GCA4 or Detailed go to options tab
      and change the radio button for Point Summary Layout", + "gcs-format-format-tooltip": "GURPS Character Sheet (GCS) format
      To change to GCA5, GCA4 or Detailed go to options tab
      and change the radio button for Point Summary Layout", "detailed-format-label": "Detalhado", - "detailed-format-tooltip": "To change to GCA4 or GCS go to options tab
      and change the radio button for Point Summary Layout", + "detailed-format-tooltip": "To change to GCA5, GCA4 or GCS go to options tab
      and change the radio button for Point Summary Layout", "race-label": "Raça", "race-point-summary-tooltip": "Total de Pontos das Características Raciais.", - "points-summary-for-attributes-tooltip": "Total de Pontos para:
      ST, DX, IQ, HT,
      PV, PF, Reserva de Energia Um, Dois e Três,
      Per, Visão, Audição, Olfato, Tato,
      Vont, Pânico, Inconsciência, Morte
      Vel., Desl., ST Lev., ST Gol.,
      Deslocamento Ampliado (Solo),
      Voo, Aéreo, Deslocamento Ampliado (Ar),
      Anfíbio, Aquático, Deslocamento Ampliado (Água),
      Super Salto.", + "points-summary-for-attributes-tooltip": "Point Summary for the following attributes with positive values:
      ST, DX, IQ, HT,
      HP, FP, Energy Reserve One, Two, and Three,
      Per, Vision, Hearing, Smell, Touch,
      Will, Fright, Unconsciousness, Death,
      Speed, Move, Lift ST, Striking ST,
      Flying, Air Move, Enhanced Air Move, Super Jump", + "abbreviation-languages-label": "Lang.", + "point-summary-for-languages-tooltip": "Languages Point Summary", "abbreviation-advantages-label": "Vantagens", - "gca-point-summary-for-advantages-tooltip": "Total de Pontos para:
      Idiomas, Nível Tecnológico, Familiaridade Cultural, Vantagens e Características Raciais.", - "gcs-point-summary-for-advantages-tooltip": "Total de Pontos para:
      Idiomas, Nível Tecnológico, Familiaridade Cultural, Vantagens e Qualidades.", - "detailed-point-summary-for-advantages-tooltip": "Total de Pontos para:
      Idiomas, Nível Tecnológico, Familiaridade Cultural e Vantagens.", + "gca-point-summary-for-advantages-tooltip": "Point Summary for the following traits with positive values:
      Languages, Tech Level, Cultural Familiarities,
      Advantages, and Racial traits.", + "gca5-point-summary-for-advantages-tooltip": "Point Summary for the following traits with positive values:
      Tech Level, Advantages, and Racial traits.", + "gcs-point-summary-for-advantages-tooltip": "Point Summary for the following traits with positive values:
      Languages, Tech Level, Cultural Familiarities,
      Advantages, and Perks.", + "detailed-point-summary-for-advantages-tooltip": "Point Summary for the following traits with positive values:
      Languages, Tech Level, Cultural Familiarities,
      and Advantages.", "perks-label": "Qualidades", "abbreviation-disadvantages-label": "Desvant.", - "point-summary-for-disadvantages-tooltip": "Total de Pontos das Desvantagens.", + "point-summary-for-disadvantages-tooltip": "Point Summary for Disadvantages and racial templates with a negative value, including attributes with negative values, negative language value, and negative tech level value.", + "point-summary-for-disadvantages-no-language-tooltip": "Point Summary for Disadvantages and racial templates with a negative value, including attributes with negative values, and negative tech level value.
      Language points with a negative value are NOT included.", + "point-summary-for-disadvantages-no-racial-cost-tooltip": "Point Summary for Disadvantages, including attributes with negative values, negative language value, and negative tech level value.
      Racial templates with a negative value are NOT included.", "quirks-label": "Peculiaridades", "skills-label": "Perícias", + "skill-roll-modifier-tooltip": "You can use the Roll Modifiers Toolbar or the Roll Modifiers Toolbox to modifier the effective skill.", "abbreviation-techniques-label": "Técnicas", "point-summary-techniques-tooltip": "Técnicas", "abbreviation-techniques-revised-label": "Téc. Revi.", @@ -642,6 +652,7 @@ "technology-level-tooltip": "Tech Level Modifiers (B168), Tech Levels (B511-514)", "campaign-technology-level-label": "Campaign Tech Level", "your-technology-level-label": "Your Tech Level", + "abbreviation-cultural-familiarity": "Culture", "cultural-familiarities-label": "Familiaridades Culturais", "cultural-familiarities-tooltip": "When dealing with an unfamiliar culture, you may suffer -3 to a skill roll that has a cultural component, such as Carousing, Detect Lies. (B23).", "cultural-point-cost": "Native culture cost is 0. Otherwise, cost is 1 or 2 (Consult with GM). (B23)", @@ -709,15 +720,17 @@ "background-history-label": "História de Fundo & Notas", "training-label": "Treinamento", "training-tooltip": "\nTraining rules can be found at ‘Improvement
      \nThrough Study’ B292.
      \nAdvanced rules can be found in Social
      \nEngineering: Back to School.\n\t\t\t\t\t\t\t", - "activate-custom-roll-modifier-tooltip": "Você pode ativar os Modificadores de Teste indo na aba Opções da Ficha e, em seguida, para Ferramentas de Modificadores de Teste. Marque as ferramentas que serão usadas.", "abbreviation-technology-level-label": "NT", "skill-level-label": "Nível", "abbreviation-attribute-label": "Atr", + "skill-attribute-tooltip": "If the 10 was selected, it will be highlighted red. This could have happened during the import if the skill has an attribute not identified by the system. Check the attribute on your chosen Character Creation App to see if the attribute exists on Roll20.", "abbreviation-difficulty-label": "Dif", "skill-difficulty-tooltip": "Difficulty of Skill
      WC = Wildcard Skill. (B175)", "skill-modifier-tooltip": "Modificador aplicado ao Nível de Habilidade.
      Pode ser um número positivo ou negativo.
      Os exemplos incluem bônus de um Talento, valor pré-definido baseado em outra perícia ou técnica, uma equipamento ou uma Qualidade.", "modifier-label": "Modificador:", - "modifier-dialog-tooltip": "Digite um modificador para aplicar a todos os teste desta tabela.
      Clique no ícone de lápis/papel para abrir a caixa de diálogo \"Modificadores de Teste\".", + "modifier-dialog-tooltip": "Enter a custom modifier and optional reason to apply to any rolls on the this table.
      Suggestion: Use this modifier instead of the popup window when clicking the roll button.
      You will see the modifier in the chat window. You could even turn off the Modifier Popup by going to
      Options -> Skill Modifier Options and select No Modifier Prompt.", + "final-modifier-label": "Final Modifier", + "final-modifier-dialog-tooltip": "The final modifier that will be applied to the effective skill level.", "select-skill-modifiers-button": "Abrir a caixa de diálogo \"Modificadores de Teste\".", "apply-encumbrance-tooltip": "Aplicar penalidade devido à carga.", "link-to-label": "Link To", @@ -756,6 +769,7 @@ "abbreviation-maximum-label": "Máx", "cost-label": "Custo", "techniques-revised-label": "Técnicas (Revisada)", + "techniques-roll-modifier-tooltip": "You can use the Roll Modifiers Toolbar or the Roll Modifiers Toolbox to modifier the effective skill.", "base-level-label": "Base", "base-skill-level-tooltip": "Nível básico de habilidade da técnica, geralmente baseado na perícia de origem.
      Veja Técnicas, B229.", "abbreviation-default-label": "Pré", @@ -810,7 +824,8 @@ "layer-4-label": "Camada 4", "armor-layor4-tooltip": "Camada 4 (Mais externa) também é bom para escudos de força, RD mágico, etc.", "summary-label": "Resumo", - "armor-summary-tooltip": "Isso resume cada camada, da camada 1 (interna) à camada 4 (externa).
      *: A armadura é flexível.
      Alerta: Apenas uma camada por linha pode ter armadura dividida.", + "roll-modifier-summary-label": "Modifier Summary", + "armor-summary-tooltip": "This sums up each layer, from layer 1 (inner) to layer 4 (outer).
      * = flexible armor.
      Alert: Only one layer per row may have split armor.
      Warning: If you enter your own content, it will be overwritten if you change values for any of the layers.", "abbreviation-defense-bonus-label": "BD", "defense-bonus-tooltip": "Adicione o Bônus de Defesa (BD) do escudo, capa, mágica Escudo (B251) ou Metacaracterísticas (Supers, pág. 34). Veja B374.
      Escudo/Capa: O BD é adicionado contra ataques que venha pela frente ou pelo lado do escudo. Não pode ser usado contra armas de fogo, a menos que esteja usando as regras opcionais de Dano a Escudos.
      Mágica Escudo: Proteger de ataques frontais e é cumulativo com o bônus de um escudo de verdade.", "abbreviation-damage-label": "Dano", @@ -829,6 +844,7 @@ "damage-resistance-tooltip": "Low-Tech #/# geralmente significa Todos os tipos de ataque/Exceto este tipo específico de ataque.
      Exemplo: 3/2cts* significa RD 3 contra todos os ataques, exceto Contusão (cts) que usa RD 2. O símbolo * significa que a armadura é flexível. Veja B282.

      High-Tech e Ultra-Tech #/# geralmente significa Contra estes tipos de ataque/Todos os outros tipos de ataque.
      Exemplo: 5per,cts/2 significa RD 5 contra ataques do tipo Perfuração (per) e Contusão (cts) e RD 2 contra todos os outros tipos de ataques.", "user-created-label": "Outros", "active-defenses-label": "Defesas Ativas", + "active-defense-roll-modifier-tooltip": "You can use the Roll Modifiers Tollbar or the Roll Modifiers Toolbox to modifier the effective skill.", "rules-as-written-label": "Rules As Written", "active-defense-type-tooltip": "Alterar o tipo também atualizará as notas de sucesso/falha para essa defesa ativa.
      Aparar, Bloqueio e Esquiva tem notas padrão que podem ser ativadas na aba Opções da Ficha.
      NOTA: Alterar o tipo irá limpar quaisquer notas anteriores que você inseriu.", "abbreviation-information-label": "Info", @@ -891,6 +907,7 @@ "select-token-tooltip": "If on, you must select your character token before clicking the Roll button. The token name will show in the roll results.
      Note This option is most useful when writing your own Roll20 API code.", "target-token-tooltip": "Clique no botão para ativar um token alvo antes de um teste de habilidade.
      O nome do token aparecerá nos resultados.
      NOTA: Recursos mais avançados exigirão usando a API do Roll20.", "melee-attacks-label": "Ataques Corpo a Corpo", + "melee-roll-modifier-tooltip": "You can use the Roll Modifiers Toolbar or the Roll Modifiers Toolbox to modifier the effective skill.", "attacks-label": "Attacks", "targets-label": "Targets", "melee-attack-damage-tooltip": "For an Armor Divisor: A number in parenthesis after
      the damage - eg. (2) - is an armor divisor.
      Enter this number in the Damage Notes as AD(#) or as
      Armor Divisor(#).
      ex: indicates the attack causes an explosion.
      See B269. Enter in the Damage Notes
      Macros You can also use @{thrust} and @{swing} for Melee Damage value, which is based on the values entered on the General page. You can even add additional modifiers such as @{thrust}+3.", @@ -936,6 +953,7 @@ "ranged-fail-notes-tooltip": "Any standard notes entered here will appear in the Roll Template in chat.
      Hint: Enter inline rolls for additional results.
      Example: Does an additional [[1d6]] fire damage.", "ranged-critical-fail-notes-tooltip": "Any standard notes entered here will appear in the Roll Template in chat.
      Hint: Enter inline rolls for additional results.
      Example: Does an additional [[1d6]] fire damage.", "ranged-attacks-label": "Ataques à Distância", + "ranged-attack-tooltip": "Please use either the Range Calculator or the Roll Modifiers dialog tool to enter at least the range of the attack.", "ranged-damage-tooltip": "For an Armor Divisor: A number in parenthesis after
      the damage - eg. (2) - is an armor divisor.
      Enter this number in the Damage Notes as AD(#) or as
      Armor Divisor(#).
      ex: indicates the attack causes an explosion.
      [#d]: indicates the attack causes fragmentation.
      See B269. Enter in the Damage Notes.
      Macros You can also use @{thrust} and @{swing} for Ranged Damage value, which is based on the values entered on the General page. You can even add additional modifiers such as @{thrust}+3.", "abbreviation-range-label": "Dist.", "range-tooltip": "Distância. Veja B269.", @@ -1013,6 +1031,7 @@ "falling-label": "Queda", "hard-label": "Hard", "hard-object-tooltip": "If hitting a hard object (clay, concrete, soil, sand, etc.), check the box to double the effective Hit Points of the falling object or the object that caused the collision. B431", + "falling-damage-type-tooltip": "Normal objects are crushing. If bullet-shaped, sharp, or spiked select appropriate damage type, but damage is halved. B430", "collision-label": "Colisão", "demolition-label": "Demolição", "select-label": "Selecione", @@ -1054,15 +1073,16 @@ "magery-power-investiture-bonus-label": "Bônus:", "cencentration-penalty-label": "Concentração", "spell-label": "Mágica", + "spell-roll-modifier-tooltip": "You can use the Roll Modifiers Toolbar or the Roll Modifiers Toolbox to modifier the effective skill.", "spell-skill-level-tooltip": "Nível de Habilidade com a mágica.", - "spell-difficulty-tooltip": "Dificuldade", + "spell-difficulty-tooltip": "Difficulty Level.
      Note: T/H stands for Technique/Hard, which is used by ritual magic spells.
      Suggestion: If using T/H set the points to zero, use mod to get the correct spell level,
      then place the actual spell on the Techniques table.", "spell-skill-level-modifier-tooltip": "Modificador aplicado ao nível de habilidade.
      Pode ser um número positivo ou negativo.
      Os exemplos incluem bônus de um Talento, valor pré-definido baseado em outra perícia ou técnica, uma equipamento ou uma Qualidade.", "points-tooltip": "Pontos", "spell-is-on-tooltip": "Insira a quantidade de mágicas Em Andamento.
      para cada mágica que o operador tem Em Andamento.
      Veja B238 ou M10.
      Clique em um de cada vez, aguarde até que cada penalidade seja aplicada antes de clicar na próxima.", "abbreviation-concentration-label": "CT", "spell-concentration-tooltip": "Enter a 1 or more to mark the spell as under Concentration.
      skill penalty for each spell.
      See B238 or M10.
      Click one at a time, wait until each penalty is applied before clicking the next one.", "abbreviation-resisted-by-label": "Resistir", - "spell-resisted-by-tooltip": "Resistível Com", + "spell-resisted-by-tooltip": "On a regular success, your spell must defeat the subject's resistance to work, a critical success automatically wins. See B241/M13 and the Rule of 16, B349.", "duration-label": "Duração", "spell-duration-tooltip": "O tempo de duração do efeito da mágica.", "spell-energy-cost-tooltip": "A energia (PF ou PV) gasta para fazer a mágica.", @@ -1122,8 +1142,10 @@ "show-revised-label": "Mostrar Tabela Revisada", "show-revised-tooltip": "Mostrar a tabela de técnicas revisada.", "point-summary-layout-label": "Layout do Total de Pontos", + "abbreviation-gurps-character-assistant5-label": "GCA5", "abbreviation-gurps-character-assistant-label": "GCA4", - "gurps-character-assistant-tooltip": "GURPS Character Assistant.", + "gurps-character-assistant-tooltip": "GURPS Character Assistant 4.", + "gurps-character-assistant5-tooltip": "GURPS Character Assistant 5.", "abbreviation-gurps-character-sheet-label": "GCS", "gurps-character-sheet-tooltip": "GURPS Character Sheet.", "detailed-label": "Detalhado", @@ -1162,7 +1184,8 @@ "sheet-style-purple-option": "Roxo", "sheet-style-fabric-option": "Tecido", "sheet-style-classic-white-option": "Branco Clássico", - "falling-collision-damage-notes-label": "Falling & Collision Damage Notes B430-431", + "falling-damage-notes-label": "Falling Damage Notes B430-431", + "collision-damage-notes-label": "Collision Damage Notes B430-431", "demolition-damage-notes-label": "Notas de Dano por Demolição", "fragmentation-skill-notes-label": "Notas de Fragmentação", "fragmentation-damage-notes-label": "Notas de Dano de Fragmentação", @@ -1199,6 +1222,7 @@ "target-label": "Alvo", "rolltemplate-warning-less-than-three-description": "AVISO: Você não pode fazer um teste de habilidade se seu NH efetivo (Alvo) for menor que 3. Veja B345.", "rolltemplate-tool-modifiers-label": "Ferramenta de Modificadores", + "defense-modifiers-label": "Predefined Defense Modifiers", "maneuver-label": "Manobra", "all-out-attack-label": "Ataque Total", "alert-label": "Alerta", @@ -1225,5 +1249,17 @@ "traits-default-critical-success-notes": "When you roll a critical success, the GM determines what happens to you. It is always something good! The lower the roll, the better **bonus** they give you. (B347)", "traits-default-critical-failure-notes": "When you roll a critical failure, the GM determines what happens to you. It is always something bad - the higher the roll, the worse the result. (B348)", "reference-abbreviation-label": "Reference", - "reference-label-tooltip": "Book abbreviation and page reference." + "reference-label-tooltip": "Book abbreviation and page reference.", + "modifier-abbreviation-label": "Mod", + "language-cost-modifier-tooltip": "Use this input box to modifier the number of Character Points for the selected language option.", + "language-talent-label": "Language Talent", + "language-talent-tooltip": "If checked, you can learn languages at the next-highest level, if you spend 2 points on a langauge, instead of broken, you know the language at Accented level. This changes the available options in the drop-down and related costs. See B65.", + "tips-label": "Tips", + "import-tips-description": "

      After importing, compare your Roll20 sheet to GCA5 character sheet.

      Roll20 doesn't support parent/child relationship, repeating tables will be imported alphabetically.

      For GCA Roll20 Exporter Tool Version 1.0.1.9 or later, Rital Magic Spells will be added to the Grimoire with difficult set to T/H and points set to 0. The spell will also be added to the Techniques table with the actual character point cost.

      GCA5 Export to Roll20. Update 1.0.1.10. Fixes bug so item inventory uses base cost and weight instead of total cost and weight.

      ", + "attribute-stress": "Stress", + "attribute-stress-tooltip": "Stress level from GURPS Fourth Edition Edition.pdf page 141-142.
      On failed fright check, add -1 to Stress, on Critical Failure add -3!
      GM could add Stress for other reasons besides failed fright checks.
      Stress can be recovered by one for every ten minutes spent in mental relaxation.
      GM may rule that certain indulgences can erase an extra point of Stress.
      Important: If you go over the maximum stress level, apply the Stress to Derangement!", + "abbreviation-derangement": "Derange", + "attribute-derangement-tooltip": "Derangement level represents long lasting mental harm described in GURPS Fourth Edition Edition.pdf page 141-142.
      When failing a Sanity-Blasting Fright Check, add -1 to Derangement, on Critical Failure add -3!
      At the end of the day with no new stress or derangement a Will roll will erase -1 point of derangement.
      +1 Will if treated by a therapist with Psychology (Clinical) or Physician (Psychiatric) at 12+.
      A therapist can also roll their skill once per day to erase an additional -1 in Derangement.
      Important: If you go over the maximum Derangement, the points should start going to new disadvantages!
      You can keep the total in the row below.", + "attribute-stress-derangement-penalty-tooltip": "The Fright Check Penalty, which is (Stress + Derangement)/2, rounded down against the player. H141
      This penalty is automatically applied to the Fright Check attribute.
      The penalty (modified by Fearlessness) could also affect self-control rolls, skills that demand a steady hand, and HT rolls to resist minor ailments, etc.", + "attribute-stress-derangement-disadvantage-points-tooltip": "The amount of disadvantage points accrued due to derangement.
      At a certain point, these points should be converted to permanent mental disadvantages!" } \ No newline at end of file diff --git a/GURPS/translations/ru.json b/GURPS/translations/ru.json index 464d5c9001..659c7af5dd 100644 --- a/GURPS/translations/ru.json +++ b/GURPS/translations/ru.json @@ -1,5 +1,5 @@ { - "sheet-roll-modifier-option": "Roll Modifier Option", + "sheet-roll-modifier-option": "Roll Modifier Legacy", "sheet-roll-modifier-option-desc": "Select the modifier option to use when clicking a dice roll icon on the character sheet.", "sheet-chat-roll-display-option": "Chat Roll Display", "sheet-chat-roll-dislpay-option-desc": "Select how rolls are display in chat window. Private Skill Levels deprecated will default to private, since it doesn't work with rolltemplates.", @@ -39,7 +39,7 @@ "sheet-show-raw-defense-notes-desc": "If checked, show Rules as Written (RAW) for Active Defense success/fail notes.", "sheet-style-option": "Sheet Style", "sheet-style-desc": "Select a visual style for the character sheet.", - "roll-modifiers-heading": "Roll Modifiers", + "roll-modifiers-heading": "Roll Modifiers Toolbox", "total-roll-modifier-label": "Total Modifier", "shock-label": "Shock", "max-skill-9-label": "Max skill of 9", @@ -68,6 +68,8 @@ "aiming-bonus-tooltip": "Each turn after the initial aim, you get an additional bonus. See B364", "abbreviation-rate-of-fire-label": "RoF", "rate-of-fire-tooltip": "Rate of Fire
      The maximum number of shots that can be fired in
      one turn (by a regular person).
      The minimum number of shots is 1.

      !: minimum RoF is 1/4 of the maximum, rounded up.
      mxn: fires the first number of shots, which each then
      split into the second number (eg. shotguns)
      Jet: shoots a continuous stream of fluid. See page 106.", + "shots-fired-label": "Fired", + "shots-fired-tooltip": "Shots Fired
      The number of shots fired in a single round. This should not exceed the RoF for the weapon.", "scope-label": "Scope", "scope-bonus-tooltip": "Each turn after the initial aim, you get an additional bonus up to the scope's bonus.
      Fixed scopes, aim at least as many turns as the scope's bonus.
      See B412", "vehicle-targeting-label": "Vehicle Targeting", @@ -171,10 +173,10 @@ "ranged-move-attack-label": "Move/Attack: -2 or Bulk", "ranged-move-attack-tooltip": "Attack with a ranged weapon while moving, aiming is not possible and you lose previous aiming. -2 to hit or bulk penalty, whichever is worse. Movement: normal, but -2 to avoid obstacles. Active Defense: Dodge or Block. See B365-366", "bulk-label": "Bulk", - "ranged-all-out-attack-determined-label": "All-Out Attack Determined: +1", - "ranged-all-out-attack-determined-tooltip": "Determined: Make a single attack at +1 to hit! Movement: half-move, forward only. Defense: None. See B365", - "ranged-all-out-attack-suppression-fire-label": "All-Out Attack Suppression Fire", - "ranged-all-out-attack-suppression-fire-tooltip": "Take entire turn to spray an area with automatic fire RoF 5+, see Suppression Fire B409! Movement: half-move, forward only. Defense: None. See B365", + "ranged-all-out-attack-determined-label": "All-Out Determined: +1", + "ranged-all-out-attack-determined-tooltip": "All-Out Attack Determined: Make a single attack at +1 to hit! Movement: half-move, forward only. Defense: None. See B365", + "ranged-all-out-attack-suppression-fire-label": "All-Out Suppression Fire", + "ranged-all-out-attack-suppression-fire-tooltip": "All-Out Attack Suppression Fire: Take entire turn to spray an area with automatic fire RoF 5+, see Suppression Fire B409! Movement: half-move, forward only. Defense: None. See B365", "other-actions-title": "Other Actions", "braced-label": "Braced: +1", "braced-tooltip": "If you haven't moved and aimed a turn, you may get the braced bonus.
      Firearm/crossbow must rest on a sandbag, low wall, car, etc.
      One-handed firearm is braced if using two hands.
      Two-handed is braced if you're prone and using a bipod. See B364.", @@ -204,9 +206,9 @@ "failed-control-roll-tooltip": "Vehicle/mount failed control last turn. Penalty equal to margin of failure. See B548", "over-under-mount-label": "Over/Under Mount: -6", "over-under-mount-tooltip": "If you're an exposed rider hanging from side of mount/vehicle, penalty to hit is -6 to shoot over or under the mount.", - "vehicle-dodged-label": "Vehicle Dodged Last Turn: -2", + "vehicle-dodged-label": "Vehicle Dodged: -2", "vehicle-dodged-tooltip": "Vehicle/mount dodged last turn and you're not the operator.", - "air-vehicle-dodged-label": "Air Vehicle Dodged Last Turn: -4", + "air-vehicle-dodged-label": "Air Vehicle Dodged: -4", "normal-defense-label": "Normal Defense", "normal-defense-tooltip": "Using a normal active defense.", "all-out-defense-increased-label": "All-Out Defense: +2", @@ -221,7 +223,7 @@ "defense-kneeling-label": "Kneeling/Sitting: -2", "defense-kneeling-tooltip": "If you're kneeling or sitting, -2 to defense. See B549", "attackers-action-title": "Attacker's Action", - "attack-from-behind-label": "Attack From Behind Peripheral: -2", + "attack-from-behind-label": "From Behind Peripheral: -2", "attack-from-behind-tooltip": "Normally, if attacked from behind, you have no defense. However, if you have Peripheral Vision you can defend at -2. See B391", "runaround-attack-label": "Runaround Attack: -2", "runaround-attack-tooltip": "Your foe starts in front of you and runs behind you and attacks from behind. You can defend at -2. See B391", @@ -234,7 +236,7 @@ "general-defense-bonus-tooltip": "A general defense bonus, such as the Supers Meta-trait (see Supers B34), force field, etc.", "retreating-dodge-label": "Retreating Dodge: +3", "retreating-dodge-tooltip": "Move away from attacker, at least one yard or up to your step. See B377", - "retreating-block-parry-label": "Retreating Block/Parry: +1", + "retreating-block-parry-label": "Retreat Block/Parry: +1", "retreating-block-parry-tooltip": "Retreating block or parry. Move away from attacker, at least one yard or up to your step. See B377", "retreating-parry-label": "Retreating Parry: +3", "retreating-parry-tooltip": "If using Boxing, Judo, Karate, or any fencing skill, you can get a +3 retreating bonus.
      Move away from attacker, at least one yard or up to your step. See B377", @@ -245,8 +247,8 @@ "acrobatic-dodge-failed-tooltip": "If you failed your acrobatic/aerobatic roll, you're at -2 to dodge. See B375", "dodge-drop-label": "Dodge & Drop: +3", "dodge-drop-tooltip": "Only against ranged attacks, drop to the ground and become prone.
      Any cover you get does not count against the initial attack.
      NOTE: Flying or Swimming is possible but only if a step would take you below concealing terrain. See B377", - "feverish-defense-label": "Feverish Defense (1 FP): +2", - "feverish-defense-tooltip": "Spend 1 FP to increase active defense by 2.", + "feverish-defense-label": "Feverish Def (1 FP): +2", + "feverish-defense-tooltip": "Feverish Defense. Spend 1 FP to increase active defense by 2.", "offhand-parry-label": "Off-Hand Parry: -2", "offhand-parry-tooltip": "Off-Hand weapon parry is at -2. See B549", "number-of-parries-label": "# of Parries", @@ -257,7 +259,7 @@ "defense-improvised-weapon-tooltip": "NOTE: Dungeon Fantasy: if parrying with an improvised weapon, apply a penalty. See DF Exploits-37", "situation-title": "Situation", "defense-laser-sight-tooltip": "If you can see the laser sight, you get +1 to Dodge. See B548", - "against-deceptive-attack-label": "Against Deceptive Attack", + "against-deceptive-attack-label": "VS Deceptive Attack", "against-deceptive-attack-tooltip": "You're at -1 to defense for every -2 the attacker took to their to hit modifier. See B369", "feint-attack-label": "Feint Attack", "feint-attack-tooltip": "You're at a penalty equal to the attacker's margin of victory. See B365", @@ -266,9 +268,9 @@ "hidden-weapon-label": "Hidden Weapon: -2", "defense-hidden-weapon-tooltip": "NOTE: From Dungeon Fantasy. If attacked by a hidden weapon, you're at -2 to your first defense. See DF Exploits-58", "defenders-equipment-label": "Defender's Equipment", - "parrying-knife-label": "Parrying with Knife/Dagger: -1", + "parrying-knife-label": "Parry with Knife/Dagger: -1", "parrying-knife-tooltip": "If parrying with a knife or dagger is -1. See B548
      Suggestion: Add the modifier to your defense skill instead of using checkbox.", - "parrying-kusari-label": "Parrying with Kusari/Whip: -2", + "parrying-kusari-label": "Parry with Kusari/Whip: -2", "parrying-kusari-tooltip": "If parrying with a kusari or whip is -2. See B548
      Suggestion: Add the modifier to your defense skill instead of using checkbox.", "unarmed-parry-label": "Unarmed Parry: -3", "unarmed-parry-tooltip": "Unarmed parry vesus a weapon is -3, unless it's a thrust or you are using Judo or Karate parry. See B548", @@ -285,7 +287,7 @@ "block-nunchaku-tooltip": "If blocking against a nunchaku, you're at -1 to defend. See B405.", "parry-thrown-weapon-label": "Parry thrown weapon: -1", "parry-thrown-weapon-tooltip": "Parry -1 against thrown weapon. See B549", - "parry-thrown-small-weapon-label": "Parry thrown small weapon: -2", + "parry-thrown-small-weapon-label": "Parry thrown sm weapon: -2", "parry-thrown-small-weapon-tooltip": "If the weapon is 1 pound or less, parry is -2. See B549", "trident-dodge-label": "Trident: -1 Dodge", "trident-dodge-tooltip": "NOTE: From Dungeon Fantasy. -1 to dodge a trident. See DF Exploits-97", @@ -437,7 +439,7 @@ "attribute-will": "Воля", "attribute-will-tooltip": "\nWillpower
      \nBased on Intelligence
      \n5pts/level
      \nUnmodified: \n\t\t\t\t\t\t\t", "attribute-fright": "Fright", - "attribute-fright-tooltip": "Fright Check (B360)
      Based on Willpower
      2pts/level
      Unmodified:
      See extensive list of Modifiers B360 & GURPS Horror p139-142.
      If manually creating and/or maintaining this sheet, Combat Reflexes adds +2 to Fright (Enter as a MOD with a value of 2)", + "attribute-fright-tooltip": "Fright Check (B360)
      Based on Willpower
      2pts/level
      Unmodified:
      Combat Reflexes Modifier:
      Stress and Derangement Modifier:

      See extensive list of Modifiers B360 & GURPS Horror p139-142.
      If manually creating and/or maintaining this sheet, Combat Reflexes adds +2 to Fright (Enter as a MOD with a value of 2)", "abbreviation-threshold": "Thresh", "attribute-fright-check-threshold-tooltip": "\nFright Check Threshold - Uses Rule of 14 (B360). By default this value is 13.
      \nThis means that a roll of 14 or more is automatically a failure.
      \nThis Threshold can be modifier by the Perks of Brave (Dungeon Fantasy 11, p11) or Rule of 15
      \n(Power Ups 2, p13).
      \nWill and/or Fright plus bonuses (like Fearlessness or Combat Reflexes) must total 14+ for this
      \nto be useful, of course!
      \nNote: A Fright Check can be used for Awe and Confusion. (Powers p84 under Terror) and the Awe and
      \nConfusion Check Table for failures. (Powers p85).\n\t\t\t\t\t\t\t", "fright-check-label": "Fright Check", @@ -456,7 +458,7 @@ "abbreviation-enhanced": "Enhncd", "attribute-enhanced-ground-move-tooltip": "Enhanced ground move.
      10pts per half level. Can use up|down arrow keys
      Level: ", "attribute-dodge": "Dodge", - "attribute-dodge-tooltip": "Dodge - Based on Basic Speed - Unmodified:
      Note: The Dodge score, under Encumbrance and Current, automatically adjusts for Enumbrance and for HP and/or FP loss below 1/3. (B419, B426)", + "attribute-dodge-tooltip": "Dodge - Based on Basic Speed - Unmodified:
      Combat Reflexes Modifier:
      Note: The Dodge score, under Encumbrance and Current, automatically adjusts for Enumbrance and for HP and/or FP loss below 1/3. (B419, B426)", "abbreviation-lifting-strength": "Lift ST", "attribute-lifting-strength-tooltip": "Lifting Strength (B65)
      Based on Strength pts/level
      Unmodified: ", "attribute-lift": "Lift", @@ -605,23 +607,31 @@ "spent-label": "Spent", "unspent-label": "Unspent", "gca-format-label": "GCA4 Format", - "gca-format-tooltip": "GURPS Character Assistant (GCA4) Format
      To change to GCS or Detailed go to options tab
      and change the radio button for Point Summary Layout", + "gca-format-tooltip": "GURPS Character Assistant 4 (GCA4) Format
      To change to GCA5, GCS or Detailed go to options tab
      and change the radio button for Point Summary Layout", + "gca5-format-label": "GCA5 Format", + "gca5-format-tooltip": "GURPS Character Assistant 5 (GCA5) Format
      To change to GCA4, GCS or Detailed go to options tab
      and change the radio button for Point Summary Layout", "gcs-format-label": "GCS Format", - "gcs-format-format-tooltip": "GURPS Character Sheet (GCS) format
      To change to GCA4 or Detailed go to options tab
      and change the radio button for Point Summary Layout", + "gcs-format-format-tooltip": "GURPS Character Sheet (GCS) format
      To change to GCA5, GCA4 or Detailed go to options tab
      and change the radio button for Point Summary Layout", "detailed-format-label": "Detailed Format", - "detailed-format-tooltip": "To change to GCA4 or GCS go to options tab
      and change the radio button for Point Summary Layout", + "detailed-format-tooltip": "To change to GCA5, GCA4 or GCS go to options tab
      and change the radio button for Point Summary Layout", "race-label": "Раса", "race-point-summary-tooltip": "Point Summary for Racial Traits.", - "points-summary-for-attributes-tooltip": "\nPoint Summary for:
      \nST, DX, IQ, HT,
      \nHP, FP, Energy Reserve One, Two, and Three,
      \nPer, Vision, Hearing, Smell, Touch,
      \nWill, Fright, Unconsciousness, Death,
      \nSpeed, Move, Lift ST, Striking ST,
      \nFlying, Air Move, Enhanced Air Move, Super Jump\n\t\t\t\t\t\t\t", + "points-summary-for-attributes-tooltip": "Point Summary for the following attributes with positive values:
      ST, DX, IQ, HT,
      HP, FP, Energy Reserve One, Two, and Three,
      Per, Vision, Hearing, Smell, Touch,
      Will, Fright, Unconsciousness, Death,
      Speed, Move, Lift ST, Striking ST,
      Flying, Air Move, Enhanced Air Move, Super Jump", + "abbreviation-languages-label": "Lang.", + "point-summary-for-languages-tooltip": "Languages Point Summary", "abbreviation-advantages-label": "Adv.", - "gca-point-summary-for-advantages-tooltip": "\nPoint Summary for:
      \nLanguages, Tech Level, Cultural Familiarities,
      \nAdvantages, and Racial traits.\n\t\t\t\t\t\t\t", - "gcs-point-summary-for-advantages-tooltip": "\nPoint Summary for:
      \nLanguages, Tech Level, Cultural Familiarities,
      \nAdvantages, and Perks.\n\t\t\t\t\t\t\t", - "detailed-point-summary-for-advantages-tooltip": "\nPoint Summary for:
      \nLanguages, Tech Level, Cultural Familiarities,
      \nand Advantages.\n\t\t\t\t\t\t\t", + "gca-point-summary-for-advantages-tooltip": "Point Summary for the following traits with positive values:
      Languages, Tech Level, Cultural Familiarities,
      Advantages, and Racial traits.", + "gca5-point-summary-for-advantages-tooltip": "Point Summary for the following traits with positive values:
      Tech Level, Advantages, and Racial traits.", + "gcs-point-summary-for-advantages-tooltip": "Point Summary for the following traits with positive values:
      Languages, Tech Level, Cultural Familiarities,
      Advantages, and Perks.", + "detailed-point-summary-for-advantages-tooltip": "Point Summary for the following traits with positive values:
      Languages, Tech Level, Cultural Familiarities,
      and Advantages.", "perks-label": "Преимущества", "abbreviation-disadvantages-label": "Disadv.", - "point-summary-for-disadvantages-tooltip": "Point Summary for Disadvantages", + "point-summary-for-disadvantages-tooltip": "Point Summary for Disadvantages and racial templates with a negative value, including attributes with negative values, negative language value, and negative tech level value.", + "point-summary-for-disadvantages-no-language-tooltip": "Point Summary for Disadvantages and racial templates with a negative value, including attributes with negative values, and negative tech level value.
      Language points with a negative value are NOT included.", + "point-summary-for-disadvantages-no-racial-cost-tooltip": "Point Summary for Disadvantages, including attributes with negative values, negative language value, and negative tech level value.
      Racial templates with a negative value are NOT included.", "quirks-label": "Quirks", "skills-label": "Скиллы", + "skill-roll-modifier-tooltip": "You can use the Roll Modifiers Toolbar or the Roll Modifiers Toolbox to modifier the effective skill.", "abbreviation-techniques-label": "Tech.", "point-summary-techniques-tooltip": "Techniques", "abbreviation-techniques-revised-label": "Tech. (r)", @@ -642,6 +652,7 @@ "technology-level-tooltip": "Tech Level Modifiers (B168), Tech Levels (B511-514)", "campaign-technology-level-label": "Campaign Tech Level", "your-technology-level-label": "Your Tech Level", + "abbreviation-cultural-familiarity": "Culture", "cultural-familiarities-label": "Cultural Familiarities", "cultural-familiarities-tooltip": "When dealing with an unfamiliar culture, you may suffer -3 to a skill roll that has a cultural component, such as Carousing, Detect Lies. (B23).", "cultural-point-cost": "Native culture cost is 0. Otherwise, cost is 1 or 2 (Consult with GM). (B23)", @@ -709,15 +720,17 @@ "background-history-label": "Background History & Notes", "training-label": "Training", "training-tooltip": "\nTraining rules can be found at ‘Improvement
      \nThrough Study’ B292.
      \nAdvanced rules can be found in Social
      \nEngineering: Back to School.\n\t\t\t\t\t\t\t", - "activate-custom-roll-modifier-tooltip": "To turn on the custom modifiers and button to open the Roll Modifier dialog box goto the Sheet Options tab and check off the tools you would like to user under Skill Modifier Tools section.", "abbreviation-technology-level-label": "TL", "skill-level-label": "Уровень", "abbreviation-attribute-label": "Хар.", + "skill-attribute-tooltip": "If the 10 was selected, it will be highlighted red. This could have happened during the import if the skill has an attribute not identified by the system. Check the attribute on your chosen Character Creation App to see if the attribute exists on Roll20.", "abbreviation-difficulty-label": "Diff", "skill-difficulty-tooltip": "Difficulty of Skill
      WC = Wildcard Skill. (B175)", "skill-modifier-tooltip": "\nModifier applied to skill level.
      \nCan be a positive or a negative number.
      \nExamples include a bonus from a Talent,
      \ndefault from another Skill or Technique,
      \na piece of equipment, or a Perk.\n\t\t\t\t\t\t\t", "modifier-label": "Modifier:$[[3]] ", - "modifier-dialog-tooltip": "Enter a modifier to apply to any rolls on the this table.
      Use the pencil/paper icon to select modifiers.
      NOTE: Changing the modifier or check status of Max skill of 9 will clear modifiers used by dialog box.", + "modifier-dialog-tooltip": "Enter a custom modifier and optional reason to apply to any rolls on the this table.
      Suggestion: Use this modifier instead of the popup window when clicking the roll button.
      You will see the modifier in the chat window. You could even turn off the Modifier Popup by going to
      Options -> Skill Modifier Options and select No Modifier Prompt.", + "final-modifier-label": "Final Modifier", + "final-modifier-dialog-tooltip": "The final modifier that will be applied to the effective skill level.", "select-skill-modifiers-button": "Select Skill Modifiers", "apply-encumbrance-tooltip": "Apply encumbrance penalty.", "link-to-label": "Link To", @@ -756,6 +769,7 @@ "abbreviation-maximum-label": "Макс", "cost-label": "Cost", "techniques-revised-label": "Techniques (Revised)", + "techniques-roll-modifier-tooltip": "You can use the Roll Modifiers Toolbar or the Roll Modifiers Toolbox to modifier the effective skill.", "base-level-label": "Базовый", "base-skill-level-tooltip": "\nBase skill level of technique, usually
      \nbased on Parent Skill.
      \nsee Techniques B229\n\t\t\t\t\t\t\t", "abbreviation-default-label": "DFLT", @@ -810,7 +824,8 @@ "layer-4-label": "Layer 4", "armor-layor4-tooltip": "Layer 4 (Outer most) is also good for force shields, magic DR, etc.", "summary-label": "Summary", - "armor-summary-tooltip": "This sums up each layer, from layer 1 (inner) to layer 4 (outer).
      * = flexible armor.
      Alert: Only one layer per row may have split armor.", + "roll-modifier-summary-label": "Modifier Summary", + "armor-summary-tooltip": "This sums up each layer, from layer 1 (inner) to layer 4 (outer).
      * = flexible armor.
      Alert: Only one layer per row may have split armor.
      Warning: If you enter your own content, it will be overwritten if you change values for any of the layers.", "abbreviation-defense-bonus-label": "DB", "defense-bonus-tooltip": "Apply the defense bonus of a shield, cloak, spell (B252), or Meta-trait (Supers34). See B374
      Shield/Cloak: Used against attacks from front or from your shield side. Can't be used against firearms unless you're using the Damage to Shields option.
      Shield Spell: Protects from frontal attacks and is cumulative with a normal shield.", "abbreviation-damage-label": "DMG", @@ -829,6 +844,7 @@ "damage-resistance-tooltip": "\nLow-Tech #/# usually means All Attack Types / Except
      \nthis specific Type of attack.
      \nExample: Enter as 3/2cr* means DR3 vs all attacks
      \nexcept cr which uses DR2. * means it is Flexible
      \narmor (B379).
      \nHigh-Tech and Ultra-Tech #/# usually mean against
      \nthese Type Attacks / All other Attack Types.
      \nExample: Enter as 5imp, cr /2 means DR5 vs imp and
      \ncr type of attacks and DR2 against all other types
      \nof attacks.\n\t\t\t\t\t\t\t", "user-created-label": "User Created", "active-defenses-label": "Active Defenses", + "active-defense-roll-modifier-tooltip": "You can use the Roll Modifiers Tollbar or the Roll Modifiers Toolbox to modifier the effective skill.", "rules-as-written-label": "Rules As Written", "active-defense-type-tooltip": "\nChanging the Type will also update success/fail notes
      \nfor that active defense.
      \nParry, Block, and Block have default notes that can be
      \nchanged on the options page.
      \nNOTE Changing the Type will clear any previous notes
      \nyou entered.\n\t\t\t\t\t\t\t", "abbreviation-information-label": "Info", @@ -891,6 +907,7 @@ "select-token-tooltip": "If on, you must select your character token before clicking the Roll button. The token name will show in the roll results.
      Note This option is most useful when writing your own Roll20 API code.", "target-token-tooltip": "Click the button to turn on target a token before the skill roll.
      The token name will appear in the results.", "melee-attacks-label": "Melee Attacks", + "melee-roll-modifier-tooltip": "You can use the Roll Modifiers Toolbar or the Roll Modifiers Toolbox to modifier the effective skill.", "attacks-label": "Attacks", "targets-label": "Targets", "melee-attack-damage-tooltip": "For an Armor Divisor: A number in parenthesis after
      the damage - eg. (2) - is an armor divisor.
      Enter this number in the Damage Notes as AD(#) or as
      Armor Divisor(#).
      ex: indicates the attack causes an explosion.
      See B269. Enter in the Damage Notes
      Macros You can also use @{thrust} and @{swing} for Melee Damage value, which is based on the values entered on the General page. You can even add additional modifiers such as @{thrust}+3.", @@ -936,6 +953,7 @@ "ranged-fail-notes-tooltip": "Any standard notes entered here will appear in the Roll Template in chat.
      Hint: Enter inline rolls for additional results.
      Example: Does an additional [[1d6]] fire damage.", "ranged-critical-fail-notes-tooltip": "Any standard notes entered here will appear in the Roll Template in chat.
      Hint: Enter inline rolls for additional results.
      Example: Does an additional [[1d6]] fire damage.", "ranged-attacks-label": "Ranged Attacks", + "ranged-attack-tooltip": "Please use either the Range Calculator or the Roll Modifiers dialog tool to enter at least the range of the attack.", "ranged-damage-tooltip": "For an Armor Divisor: A number in parenthesis after
      the damage - eg. (2) - is an armor divisor.
      Enter this number in the Damage Notes as AD(#) or as
      Armor Divisor(#).
      ex: indicates the attack causes an explosion.
      [#d]: indicates the attack causes fragmentation.
      See B269. Enter in the Damage Notes.
      Macros You can also use @{thrust} and @{swing} for Ranged Damage value, which is based on the values entered on the General page. You can even add additional modifiers such as @{thrust}+3.", "abbreviation-range-label": "RNG", "range-tooltip": "Range. See B269.", @@ -1013,6 +1031,7 @@ "falling-label": "Falling", "hard-label": "Hard", "hard-object-tooltip": "If hitting a hard object (clay, concrete, soil, sand, etc.), check the box to double the effective Hit Points of the falling object or the object that caused the collision. B431", + "falling-damage-type-tooltip": "Normal objects are crushing. If bullet-shaped, sharp, or spiked select appropriate damage type, but damage is halved. B430", "collision-label": "Collision", "demolition-label": "Demolition", "select-label": "Select", @@ -1054,15 +1073,16 @@ "magery-power-investiture-bonus-label": "Magery/PI/Bonus Level:", "cencentration-penalty-label": "Concentration Penalty", "spell-label": "Заклинание", + "spell-roll-modifier-tooltip": "You can use the Roll Modifiers Toolbar or the Roll Modifiers Toolbox to modifier the effective skill.", "spell-skill-level-tooltip": "\n\t\t\t\t\t\t\t\tSkill level with spell\n\t\t\t\t\t\t\t", - "spell-difficulty-tooltip": "Difficulty", + "spell-difficulty-tooltip": "Difficulty Level.
      Note: T/H stands for Technique/Hard, which is used by ritual magic spells.
      Suggestion: If using T/H set the points to zero, use mod to get the correct spell level,
      then place the actual spell on the Techniques table.", "spell-skill-level-modifier-tooltip": "\n\t\t\t\t\t\t\t\tModifier applied to skill level.
      \n\t\t\t\t\t\t\t\tCan be a positive or a negative number.
      \n\t\t\t\t\t\t\t\tExamples include a bonus from a Talent,
      \n\t\t\t\t\t\t\t\tdefault from another Skill or Technique,
      \n\t\t\t\t\t\t\t\ta piece of equipment, or a Perk.\n\t\t\t\t\t\t\t", "points-tooltip": "Очки", "spell-is-on-tooltip": "Enter a 1 or more to mark the spell as ON
      skill penalty for each spell that is ON.
      See B238 or M10.
      Click one at a time, wait until each penalty is applied before clicking the next one.", "abbreviation-concentration-label": "CT", "spell-concentration-tooltip": "Enter a 1 or more to mark the spell as under Concentration.
      skill penalty for each spell.
      See B238 or M10.
      Click one at a time, wait until each penalty is applied before clicking the next one.", "abbreviation-resisted-by-label": "RESIST", - "spell-resisted-by-tooltip": "\n\t\t\t\t\t\t\t\tResisted By\n\t\t\t\t\t\t\t", + "spell-resisted-by-tooltip": "On a regular success, your spell must defeat the subject's resistance to work, a critical success automatically wins. See B241/M13 and the Rule of 16, B349.", "duration-label": "Длительность", "spell-duration-tooltip": "\n\t\t\t\t\t\t\t\tDuration of Spell\n\t\t\t\t\t\t\t", "spell-energy-cost-tooltip": "\n\t\t\t\t\t\t\t\tEnergy cost for casting the spell.\n\t\t\t\t\t\t\t", @@ -1122,8 +1142,10 @@ "show-revised-label": "Show Revised", "show-revised-tooltip": "Show the revised techniques table.", "point-summary-layout-label": "Point Summary Layout", + "abbreviation-gurps-character-assistant5-label": "GCA5", "abbreviation-gurps-character-assistant-label": "GCA4", - "gurps-character-assistant-tooltip": "GURPS Character Assistant.", + "gurps-character-assistant-tooltip": "GURPS Character Assistant 4.", + "gurps-character-assistant5-tooltip": "GURPS Character Assistant 5.", "abbreviation-gurps-character-sheet-label": "GCS", "gurps-character-sheet-tooltip": "GURPS Character Sheet.", "detailed-label": "Detailed", @@ -1162,7 +1184,8 @@ "sheet-style-purple-option": "Purple", "sheet-style-fabric-option": "Fabric", "sheet-style-classic-white-option": "Classic White", - "falling-collision-damage-notes-label": "Falling & Collision Damage Notes B430-431", + "falling-damage-notes-label": "Falling Damage Notes B430-431", + "collision-damage-notes-label": "Collision Damage Notes B430-431", "demolition-damage-notes-label": "Demolition Damage Notes", "fragmentation-skill-notes-label": "Fragmentation Skill Notes", "fragmentation-damage-notes-label": "Fragmentation Damage Notes", @@ -1199,6 +1222,7 @@ "target-label": "Цель", "rolltemplate-warning-less-than-three-description": "WARNING: You may not attempt a success roll if your effective skill (Target) is less than 3. (See B345)", "rolltemplate-tool-modifiers-label": "Tool Modifiers", + "defense-modifiers-label": "Predefined Defense Modifiers", "maneuver-label": "Maneuver", "all-out-attack-label": "All-Out Attack", "alert-label": "Alert", @@ -1225,5 +1249,17 @@ "traits-default-critical-success-notes": "When you roll a critical success, the GM determines what happens to you. It is always something good! The lower the roll, the better **bonus** they give you. (B347)", "traits-default-critical-failure-notes": "When you roll a critical failure, the GM determines what happens to you. It is always something bad - the higher the roll, the worse the result. (B348)", "reference-abbreviation-label": "Reference", - "reference-label-tooltip": "Book abbreviation and page reference." + "reference-label-tooltip": "Book abbreviation and page reference.", + "modifier-abbreviation-label": "Mod", + "language-cost-modifier-tooltip": "Use this input box to modifier the number of Character Points for the selected language option.", + "language-talent-label": "Language Talent", + "language-talent-tooltip": "If checked, you can learn languages at the next-highest level, if you spend 2 points on a langauge, instead of broken, you know the language at Accented level. This changes the available options in the drop-down and related costs. See B65.", + "tips-label": "Tips", + "import-tips-description": "

      After importing, compare your Roll20 sheet to GCA5 character sheet.

      Roll20 doesn't support parent/child relationship, repeating tables will be imported alphabetically.

      For GCA Roll20 Exporter Tool Version 1.0.1.9 or later, Rital Magic Spells will be added to the Grimoire with difficult set to T/H and points set to 0. The spell will also be added to the Techniques table with the actual character point cost.

      GCA5 Export to Roll20. Update 1.0.1.10. Fixes bug so item inventory uses base cost and weight instead of total cost and weight.

      ", + "attribute-stress": "Stress", + "attribute-stress-tooltip": "Stress level from GURPS Fourth Edition Edition.pdf page 141-142.
      On failed fright check, add -1 to Stress, on Critical Failure add -3!
      GM could add Stress for other reasons besides failed fright checks.
      Stress can be recovered by one for every ten minutes spent in mental relaxation.
      GM may rule that certain indulgences can erase an extra point of Stress.
      Important: If you go over the maximum stress level, apply the Stress to Derangement!", + "abbreviation-derangement": "Derange", + "attribute-derangement-tooltip": "Derangement level represents long lasting mental harm described in GURPS Fourth Edition Edition.pdf page 141-142.
      When failing a Sanity-Blasting Fright Check, add -1 to Derangement, on Critical Failure add -3!
      At the end of the day with no new stress or derangement a Will roll will erase -1 point of derangement.
      +1 Will if treated by a therapist with Psychology (Clinical) or Physician (Psychiatric) at 12+.
      A therapist can also roll their skill once per day to erase an additional -1 in Derangement.
      Important: If you go over the maximum Derangement, the points should start going to new disadvantages!
      You can keep the total in the row below.", + "attribute-stress-derangement-penalty-tooltip": "The Fright Check Penalty, which is (Stress + Derangement)/2, rounded down against the player. H141
      This penalty is automatically applied to the Fright Check attribute.
      The penalty (modified by Fearlessness) could also affect self-control rolls, skills that demand a steady hand, and HT rolls to resist minor ailments, etc.", + "attribute-stress-derangement-disadvantage-points-tooltip": "The amount of disadvantage points accrued due to derangement.
      At a certain point, these points should be converted to permanent mental disadvantages!" } \ No newline at end of file diff --git a/GURPS/translations/sl.json b/GURPS/translations/sl.json index e41bb175f2..bd3a83b14f 100644 --- a/GURPS/translations/sl.json +++ b/GURPS/translations/sl.json @@ -1,5 +1,5 @@ { - "sheet-roll-modifier-option": "Roll Modifier Option", + "sheet-roll-modifier-option": "Roll Modifier Legacy", "sheet-roll-modifier-option-desc": "Select the modifier option to use when clicking a dice roll icon on the character sheet.", "sheet-chat-roll-display-option": "Chat Roll Display", "sheet-chat-roll-dislpay-option-desc": "Select how rolls are display in chat window. Private Skill Levels deprecated will default to private, since it doesn't work with rolltemplates.", @@ -39,7 +39,7 @@ "sheet-show-raw-defense-notes-desc": "If checked, show Rules as Written (RAW) for Active Defense success/fail notes.", "sheet-style-option": "Sheet Style", "sheet-style-desc": "Select a visual style for the character sheet.", - "roll-modifiers-heading": "Roll Modifiers", + "roll-modifiers-heading": "Roll Modifiers Toolbox", "total-roll-modifier-label": "Total Modifier", "shock-label": "Shock", "max-skill-9-label": "Max skill of 9", @@ -68,6 +68,8 @@ "aiming-bonus-tooltip": "Each turn after the initial aim, you get an additional bonus. See B364", "abbreviation-rate-of-fire-label": "RoF", "rate-of-fire-tooltip": "Rate of Fire
      The maximum number of shots that can be fired in
      one turn (by a regular person).
      The minimum number of shots is 1.

      !: minimum RoF is 1/4 of the maximum, rounded up.
      mxn: fires the first number of shots, which each then
      split into the second number (eg. shotguns)
      Jet: shoots a continuous stream of fluid. See page 106.", + "shots-fired-label": "Fired", + "shots-fired-tooltip": "Shots Fired
      The number of shots fired in a single round. This should not exceed the RoF for the weapon.", "scope-label": "Scope", "scope-bonus-tooltip": "Each turn after the initial aim, you get an additional bonus up to the scope's bonus.
      Fixed scopes, aim at least as many turns as the scope's bonus.
      See B412", "vehicle-targeting-label": "Vehicle Targeting", @@ -171,10 +173,10 @@ "ranged-move-attack-label": "Move/Attack: -2 or Bulk", "ranged-move-attack-tooltip": "Attack with a ranged weapon while moving, aiming is not possible and you lose previous aiming. -2 to hit or bulk penalty, whichever is worse. Movement: normal, but -2 to avoid obstacles. Active Defense: Dodge or Block. See B365-366", "bulk-label": "Bulk", - "ranged-all-out-attack-determined-label": "All-Out Attack Determined: +1", - "ranged-all-out-attack-determined-tooltip": "Determined: Make a single attack at +1 to hit! Movement: half-move, forward only. Defense: None. See B365", - "ranged-all-out-attack-suppression-fire-label": "All-Out Attack Suppression Fire", - "ranged-all-out-attack-suppression-fire-tooltip": "Take entire turn to spray an area with automatic fire RoF 5+, see Suppression Fire B409! Movement: half-move, forward only. Defense: None. See B365", + "ranged-all-out-attack-determined-label": "All-Out Determined: +1", + "ranged-all-out-attack-determined-tooltip": "All-Out Attack Determined: Make a single attack at +1 to hit! Movement: half-move, forward only. Defense: None. See B365", + "ranged-all-out-attack-suppression-fire-label": "All-Out Suppression Fire", + "ranged-all-out-attack-suppression-fire-tooltip": "All-Out Attack Suppression Fire: Take entire turn to spray an area with automatic fire RoF 5+, see Suppression Fire B409! Movement: half-move, forward only. Defense: None. See B365", "other-actions-title": "Other Actions", "braced-label": "Braced: +1", "braced-tooltip": "If you haven't moved and aimed a turn, you may get the braced bonus.
      Firearm/crossbow must rest on a sandbag, low wall, car, etc.
      One-handed firearm is braced if using two hands.
      Two-handed is braced if you're prone and using a bipod. See B364.", @@ -204,9 +206,9 @@ "failed-control-roll-tooltip": "Vehicle/mount failed control last turn. Penalty equal to margin of failure. See B548", "over-under-mount-label": "Over/Under Mount: -6", "over-under-mount-tooltip": "If you're an exposed rider hanging from side of mount/vehicle, penalty to hit is -6 to shoot over or under the mount.", - "vehicle-dodged-label": "Vehicle Dodged Last Turn: -2", + "vehicle-dodged-label": "Vehicle Dodged: -2", "vehicle-dodged-tooltip": "Vehicle/mount dodged last turn and you're not the operator.", - "air-vehicle-dodged-label": "Air Vehicle Dodged Last Turn: -4", + "air-vehicle-dodged-label": "Air Vehicle Dodged: -4", "normal-defense-label": "Normal Defense", "normal-defense-tooltip": "Using a normal active defense.", "all-out-defense-increased-label": "All-Out Defense: +2", @@ -221,7 +223,7 @@ "defense-kneeling-label": "Kneeling/Sitting: -2", "defense-kneeling-tooltip": "If you're kneeling or sitting, -2 to defense. See B549", "attackers-action-title": "Attacker's Action", - "attack-from-behind-label": "Attack From Behind Peripheral: -2", + "attack-from-behind-label": "From Behind Peripheral: -2", "attack-from-behind-tooltip": "Normally, if attacked from behind, you have no defense. However, if you have Peripheral Vision you can defend at -2. See B391", "runaround-attack-label": "Runaround Attack: -2", "runaround-attack-tooltip": "Your foe starts in front of you and runs behind you and attacks from behind. You can defend at -2. See B391", @@ -234,7 +236,7 @@ "general-defense-bonus-tooltip": "A general defense bonus, such as the Supers Meta-trait (see Supers B34), force field, etc.", "retreating-dodge-label": "Retreating Dodge: +3", "retreating-dodge-tooltip": "Move away from attacker, at least one yard or up to your step. See B377", - "retreating-block-parry-label": "Retreating Block/Parry: +1", + "retreating-block-parry-label": "Retreat Block/Parry: +1", "retreating-block-parry-tooltip": "Retreating block or parry. Move away from attacker, at least one yard or up to your step. See B377", "retreating-parry-label": "Retreating Parry: +3", "retreating-parry-tooltip": "If using Boxing, Judo, Karate, or any fencing skill, you can get a +3 retreating bonus.
      Move away from attacker, at least one yard or up to your step. See B377", @@ -245,8 +247,8 @@ "acrobatic-dodge-failed-tooltip": "If you failed your acrobatic/aerobatic roll, you're at -2 to dodge. See B375", "dodge-drop-label": "Dodge & Drop: +3", "dodge-drop-tooltip": "Only against ranged attacks, drop to the ground and become prone.
      Any cover you get does not count against the initial attack.
      NOTE: Flying or Swimming is possible but only if a step would take you below concealing terrain. See B377", - "feverish-defense-label": "Feverish Defense (1 FP): +2", - "feverish-defense-tooltip": "Spend 1 FP to increase active defense by 2.", + "feverish-defense-label": "Feverish Def (1 FP): +2", + "feverish-defense-tooltip": "Feverish Defense. Spend 1 FP to increase active defense by 2.", "offhand-parry-label": "Off-Hand Parry: -2", "offhand-parry-tooltip": "Off-Hand weapon parry is at -2. See B549", "number-of-parries-label": "# of Parries", @@ -257,7 +259,7 @@ "defense-improvised-weapon-tooltip": "NOTE: Dungeon Fantasy: if parrying with an improvised weapon, apply a penalty. See DF Exploits-37", "situation-title": "Situation", "defense-laser-sight-tooltip": "If you can see the laser sight, you get +1 to Dodge. See B548", - "against-deceptive-attack-label": "Against Deceptive Attack", + "against-deceptive-attack-label": "VS Deceptive Attack", "against-deceptive-attack-tooltip": "You're at -1 to defense for every -2 the attacker took to their to hit modifier. See B369", "feint-attack-label": "Feint Attack", "feint-attack-tooltip": "You're at a penalty equal to the attacker's margin of victory. See B365", @@ -266,9 +268,9 @@ "hidden-weapon-label": "Hidden Weapon: -2", "defense-hidden-weapon-tooltip": "NOTE: From Dungeon Fantasy. If attacked by a hidden weapon, you're at -2 to your first defense. See DF Exploits-58", "defenders-equipment-label": "Defender's Equipment", - "parrying-knife-label": "Parrying with Knife/Dagger: -1", + "parrying-knife-label": "Parry with Knife/Dagger: -1", "parrying-knife-tooltip": "If parrying with a knife or dagger is -1. See B548
      Suggestion: Add the modifier to your defense skill instead of using checkbox.", - "parrying-kusari-label": "Parrying with Kusari/Whip: -2", + "parrying-kusari-label": "Parry with Kusari/Whip: -2", "parrying-kusari-tooltip": "If parrying with a kusari or whip is -2. See B548
      Suggestion: Add the modifier to your defense skill instead of using checkbox.", "unarmed-parry-label": "Unarmed Parry: -3", "unarmed-parry-tooltip": "Unarmed parry vesus a weapon is -3, unless it's a thrust or you are using Judo or Karate parry. See B548", @@ -285,7 +287,7 @@ "block-nunchaku-tooltip": "If blocking against a nunchaku, you're at -1 to defend. See B405.", "parry-thrown-weapon-label": "Parry thrown weapon: -1", "parry-thrown-weapon-tooltip": "Parry -1 against thrown weapon. See B549", - "parry-thrown-small-weapon-label": "Parry thrown small weapon: -2", + "parry-thrown-small-weapon-label": "Parry thrown sm weapon: -2", "parry-thrown-small-weapon-tooltip": "If the weapon is 1 pound or less, parry is -2. See B549", "trident-dodge-label": "Trident: -1 Dodge", "trident-dodge-tooltip": "NOTE: From Dungeon Fantasy. -1 to dodge a trident. See DF Exploits-97", @@ -437,7 +439,7 @@ "attribute-will": "Will", "attribute-will-tooltip": "Willpower
      Based on Intelligence
      5pts/level
      Unmodified: ", "attribute-fright": "Fright", - "attribute-fright-tooltip": "Fright Check (B360)
      Based on Willpower
      2pts/level
      Unmodified:
      See extensive list of Modifiers B360 & GURPS Horror p139-142.
      If manually creating and/or maintaining this sheet, Combat Reflexes adds +2 to Fright (Enter as a MOD with a value of 2)", + "attribute-fright-tooltip": "Fright Check (B360)
      Based on Willpower
      2pts/level
      Unmodified:
      Combat Reflexes Modifier:
      Stress and Derangement Modifier:

      See extensive list of Modifiers B360 & GURPS Horror p139-142.
      If manually creating and/or maintaining this sheet, Combat Reflexes adds +2 to Fright (Enter as a MOD with a value of 2)", "abbreviation-threshold": "Thresh", "attribute-fright-check-threshold-tooltip": "Fright Check Threshold - Uses Rule of 14 (B360). By default this value is 13.
      This means that a roll of 14 or more is automatically a failure.
      This Threshold can be modifier by the Perks of Brave (Dungeon Fantasy 11, p11) or Rule of 15
      (Power Ups 2, p13).
      Will and/or Fright plus bonuses (like Fearlessness or Combat Reflexes) must total 14+ for this
      to be useful, of course!
      Note: A Fright Check can be used for Awe and Confusion. (Powers p84 under Terror) and the Awe and
      Confusion Check Table for failures. (Powers p85).", "fright-check-label": "Fright Check", @@ -456,7 +458,7 @@ "abbreviation-enhanced": "Enhncd", "attribute-enhanced-ground-move-tooltip": "Enhanced ground move.
      10pts per half level. Can use up|down arrow keys
      Level: ", "attribute-dodge": "Dodge", - "attribute-dodge-tooltip": "Dodge - Based on Basic Speed - Unmodified:
      Note: The Dodge score, under Encumbrance and Current, automatically adjusts for Enumbrance and for HP and/or FP loss below 1/3. (B419, B426)", + "attribute-dodge-tooltip": "Dodge - Based on Basic Speed - Unmodified:
      Combat Reflexes Modifier:
      Note: The Dodge score, under Encumbrance and Current, automatically adjusts for Enumbrance and for HP and/or FP loss below 1/3. (B419, B426)", "abbreviation-lifting-strength": "Lift ST", "attribute-lifting-strength-tooltip": "Lifting Strength (B65)
      Based on Strength pts/level
      Unmodified: ", "attribute-lift": "Lift", @@ -605,23 +607,31 @@ "spent-label": "Spent", "unspent-label": "Unspent", "gca-format-label": "GCA4 Format", - "gca-format-tooltip": "GURPS Character Assistant (GCA4) Format
      To change to GCS or Detailed go to options tab
      and change the radio button for Point Summary Layout", + "gca-format-tooltip": "GURPS Character Assistant 4 (GCA4) Format
      To change to GCA5, GCS or Detailed go to options tab
      and change the radio button for Point Summary Layout", + "gca5-format-label": "GCA5 Format", + "gca5-format-tooltip": "GURPS Character Assistant 5 (GCA5) Format
      To change to GCA4, GCS or Detailed go to options tab
      and change the radio button for Point Summary Layout", "gcs-format-label": "GCS Format", - "gcs-format-format-tooltip": "GURPS Character Sheet (GCS) format
      To change to GCA4 or Detailed go to options tab
      and change the radio button for Point Summary Layout", + "gcs-format-format-tooltip": "GURPS Character Sheet (GCS) format
      To change to GCA5, GCA4 or Detailed go to options tab
      and change the radio button for Point Summary Layout", "detailed-format-label": "Detailed Format", - "detailed-format-tooltip": "To change to GCA4 or GCS go to options tab
      and change the radio button for Point Summary Layout", + "detailed-format-tooltip": "To change to GCA5, GCA4 or GCS go to options tab
      and change the radio button for Point Summary Layout", "race-label": "Race", "race-point-summary-tooltip": "Point Summary for Racial Traits.", - "points-summary-for-attributes-tooltip": "Point Summary for:
      ST, DX, IQ, HT,
      HP, FP, Energy Reserve One, Two, and Three,
      Per, Vision, Hearing, Smell, Touch,
      Will, Fright, Unconsciousness, Death,
      Speed, Move, Lift ST, Striking ST,
      Flying, Air Move, Enhanced Air Move, Super Jump", + "points-summary-for-attributes-tooltip": "Point Summary for the following attributes with positive values:
      ST, DX, IQ, HT,
      HP, FP, Energy Reserve One, Two, and Three,
      Per, Vision, Hearing, Smell, Touch,
      Will, Fright, Unconsciousness, Death,
      Speed, Move, Lift ST, Striking ST,
      Flying, Air Move, Enhanced Air Move, Super Jump", + "abbreviation-languages-label": "Lang.", + "point-summary-for-languages-tooltip": "Languages Point Summary", "abbreviation-advantages-label": "Adv.", - "gca-point-summary-for-advantages-tooltip": "Point Summary for:
      Languages, Tech Level, Cultural Familiarities,
      Advantages, and Racial traits.", - "gcs-point-summary-for-advantages-tooltip": "Point Summary for:
      Languages, Tech Level, Cultural Familiarities,
      Advantages, and Perks.", - "detailed-point-summary-for-advantages-tooltip": "Point Summary for:
      Languages, Tech Level, Cultural Familiarities,
      and Advantages.", + "gca-point-summary-for-advantages-tooltip": "Point Summary for the following traits with positive values:
      Languages, Tech Level, Cultural Familiarities,
      Advantages, and Racial traits.", + "gca5-point-summary-for-advantages-tooltip": "Point Summary for the following traits with positive values:
      Tech Level, Advantages, and Racial traits.", + "gcs-point-summary-for-advantages-tooltip": "Point Summary for the following traits with positive values:
      Languages, Tech Level, Cultural Familiarities,
      Advantages, and Perks.", + "detailed-point-summary-for-advantages-tooltip": "Point Summary for the following traits with positive values:
      Languages, Tech Level, Cultural Familiarities,
      and Advantages.", "perks-label": "Perks", "abbreviation-disadvantages-label": "Disadv.", - "point-summary-for-disadvantages-tooltip": "Point Summary for Disadvantages", + "point-summary-for-disadvantages-tooltip": "Point Summary for Disadvantages and racial templates with a negative value, including attributes with negative values, negative language value, and negative tech level value.", + "point-summary-for-disadvantages-no-language-tooltip": "Point Summary for Disadvantages and racial templates with a negative value, including attributes with negative values, and negative tech level value.
      Language points with a negative value are NOT included.", + "point-summary-for-disadvantages-no-racial-cost-tooltip": "Point Summary for Disadvantages, including attributes with negative values, negative language value, and negative tech level value.
      Racial templates with a negative value are NOT included.", "quirks-label": "Quirks", "skills-label": "Skills", + "skill-roll-modifier-tooltip": "You can use the Roll Modifiers Toolbar or the Roll Modifiers Toolbox to modifier the effective skill.", "abbreviation-techniques-label": "Tech.", "point-summary-techniques-tooltip": "Techniques", "abbreviation-techniques-revised-label": "Tech. (r)", @@ -642,6 +652,7 @@ "technology-level-tooltip": "Tech Level Modifiers (B168), Tech Levels (B511-514)", "campaign-technology-level-label": "Campaign Tech Level", "your-technology-level-label": "Your Tech Level", + "abbreviation-cultural-familiarity": "Culture", "cultural-familiarities-label": "Cultural Familiarities", "cultural-familiarities-tooltip": "When dealing with an unfamiliar culture, you may suffer -3 to a skill roll that has a cultural component, such as Carousing, Detect Lies. (B23).", "cultural-point-cost": "Native culture cost is 0. Otherwise, cost is 1 or 2 (Consult with GM). (B23)", @@ -709,15 +720,17 @@ "background-history-label": "Background History & Notes", "training-label": "Training", "training-tooltip": "Training rules can be found at ‘Improvement
      Through Study’ B292.
      Advanced rules can be found in Social
      Engineering: Back to School.", - "activate-custom-roll-modifier-tooltip": "To turn on the custom modifiers and button to open the Roll Modifier dialog box goto the Sheet Options tab and check off the tools you would like to user under Skill Modifier Tools section.", "abbreviation-technology-level-label": "TL", "skill-level-label": "Level", "abbreviation-attribute-label": "Attr", + "skill-attribute-tooltip": "If the 10 was selected, it will be highlighted red. This could have happened during the import if the skill has an attribute not identified by the system. Check the attribute on your chosen Character Creation App to see if the attribute exists on Roll20.", "abbreviation-difficulty-label": "Diff", "skill-difficulty-tooltip": "Difficulty of Skill
      WC = Wildcard Skill. (B175)", "skill-modifier-tooltip": "Modifier applied to skill level.
      Can be a positive or a negative number.
      Examples include a bonus from a Talent,
      default from another Skill or Technique,
      a piece of equipment, or a Perk.", "modifier-label": "Modifier:", - "modifier-dialog-tooltip": "Enter a modifier to apply to any rolls on the this table.
      Use the pencil/paper icon to select modifiers.
      NOTE: Changing the modifier or check status of Max skill of 9 will clear modifiers used by dialog box.", + "modifier-dialog-tooltip": "Enter a custom modifier and optional reason to apply to any rolls on the this table.
      Suggestion: Use this modifier instead of the popup window when clicking the roll button.
      You will see the modifier in the chat window. You could even turn off the Modifier Popup by going to
      Options -> Skill Modifier Options and select No Modifier Prompt.", + "final-modifier-label": "Final Modifier", + "final-modifier-dialog-tooltip": "The final modifier that will be applied to the effective skill level.", "select-skill-modifiers-button": "Select Skill Modifiers", "apply-encumbrance-tooltip": "Apply encumbrance penalty.", "link-to-label": "Link To", @@ -756,6 +769,7 @@ "abbreviation-maximum-label": "Max", "cost-label": "Cost", "techniques-revised-label": "Techniques (Revised)", + "techniques-roll-modifier-tooltip": "You can use the Roll Modifiers Toolbar or the Roll Modifiers Toolbox to modifier the effective skill.", "base-level-label": "Base", "base-skill-level-tooltip": "Base skill level of technique, usually
      based on Parent Skill.
      see Techniques B229", "abbreviation-default-label": "DFLT", @@ -810,7 +824,8 @@ "layer-4-label": "Layer 4", "armor-layor4-tooltip": "Layer 4 (Outer most) is also good for force shields, magic DR, etc.", "summary-label": "Summary", - "armor-summary-tooltip": "This sums up each layer, from layer 1 (inner) to layer 4 (outer).
      * = flexible armor.
      Alert: Only one layer per row may have split armor.", + "roll-modifier-summary-label": "Modifier Summary", + "armor-summary-tooltip": "This sums up each layer, from layer 1 (inner) to layer 4 (outer).
      * = flexible armor.
      Alert: Only one layer per row may have split armor.
      Warning: If you enter your own content, it will be overwritten if you change values for any of the layers.", "abbreviation-defense-bonus-label": "DB", "defense-bonus-tooltip": "Apply the defense bonus of a shield, cloak, spell (B252), or Meta-trait (Supers34). See B374
      Shield/Cloak: Used against attacks from front or from your shield side. Can't be used against firearms unless you're using the Damage to Shields option.
      Shield Spell: Protects from frontal attacks and is cumulative with a normal shield.", "abbreviation-damage-label": "DMG", @@ -829,6 +844,7 @@ "damage-resistance-tooltip": "Low-Tech #/# usually means All Attack Types / Except
      this specific Type of attack.
      Example: Enter as 3/2cr* means DR3 vs all attacks
      except cr which uses DR2. * means it is Flexible
      armor (B379).
      High-Tech and Ultra-Tech #/# usually mean against
      these Type Attacks / All other Attack Types.
      Example: Enter as 5imp, cr /2 means DR5 vs imp and
      cr type of attacks and DR2 against all other types
      of attacks.", "user-created-label": "User Created", "active-defenses-label": "Active Defenses", + "active-defense-roll-modifier-tooltip": "You can use the Roll Modifiers Tollbar or the Roll Modifiers Toolbox to modifier the effective skill.", "rules-as-written-label": "Rules As Written", "active-defense-type-tooltip": "Changing the Type will also update success/fail notes
      for that active defense.
      Parry, Block, and Block have default notes that can be
      changed on the options page.
      NOTE Changing the Type will clear any previous notes
      you entered.", "abbreviation-information-label": "Info", @@ -891,6 +907,7 @@ "select-token-tooltip": "If on, you must select your character token before clicking the Roll button. The token name will show in the roll results.
      Note This option is most useful when writing your own Roll20 API code.", "target-token-tooltip": "Click the button to turn on target a token before the skill roll.
      The token name will appear in the results.", "melee-attacks-label": "Melee Attacks", + "melee-roll-modifier-tooltip": "You can use the Roll Modifiers Toolbar or the Roll Modifiers Toolbox to modifier the effective skill.", "attacks-label": "Attacks", "targets-label": "Targets", "melee-attack-damage-tooltip": "For an Armor Divisor: A number in parenthesis after
      the damage - eg. (2) - is an armor divisor.
      Enter this number in the Damage Notes as AD(#) or as
      Armor Divisor(#).
      ex: indicates the attack causes an explosion.
      See B269. Enter in the Damage Notes
      Macros You can also use @{thrust} and @{swing} for Melee Damage value, which is based on the values entered on the General page. You can even add additional modifiers such as @{thrust}+3.", @@ -936,6 +953,7 @@ "ranged-fail-notes-tooltip": "Any standard notes entered here will appear in the Roll Template in chat.
      Hint: Enter inline rolls for additional results.
      Example: Does an additional [[1d6]] fire damage.", "ranged-critical-fail-notes-tooltip": "Any standard notes entered here will appear in the Roll Template in chat.
      Hint: Enter inline rolls for additional results.
      Example: Does an additional [[1d6]] fire damage.", "ranged-attacks-label": "Ranged Attacks", + "ranged-attack-tooltip": "Please use either the Range Calculator or the Roll Modifiers dialog tool to enter at least the range of the attack.", "ranged-damage-tooltip": "For an Armor Divisor: A number in parenthesis after
      the damage - eg. (2) - is an armor divisor.
      Enter this number in the Damage Notes as AD(#) or as
      Armor Divisor(#).
      ex: indicates the attack causes an explosion.
      [#d]: indicates the attack causes fragmentation.
      See B269. Enter in the Damage Notes.
      Macros You can also use @{thrust} and @{swing} for Ranged Damage value, which is based on the values entered on the General page. You can even add additional modifiers such as @{thrust}+3.", "abbreviation-range-label": "RNG", "range-tooltip": "Range. See B269.", @@ -1013,6 +1031,7 @@ "falling-label": "Falling", "hard-label": "Hard", "hard-object-tooltip": "If hitting a hard object (clay, concrete, soil, sand, etc.), check the box to double the effective Hit Points of the falling object or the object that caused the collision. B431", + "falling-damage-type-tooltip": "Normal objects are crushing. If bullet-shaped, sharp, or spiked select appropriate damage type, but damage is halved. B430", "collision-label": "Collision", "demolition-label": "Demolition", "select-label": "Select", @@ -1054,15 +1073,16 @@ "magery-power-investiture-bonus-label": "Magery/PI/Bonus Level:", "cencentration-penalty-label": "Concentration Penalty", "spell-label": "Spell", + "spell-roll-modifier-tooltip": "You can use the Roll Modifiers Toolbar or the Roll Modifiers Toolbox to modifier the effective skill.", "spell-skill-level-tooltip": "Skill level with spell", - "spell-difficulty-tooltip": "Difficulty", + "spell-difficulty-tooltip": "Difficulty Level.
      Note: T/H stands for Technique/Hard, which is used by ritual magic spells.
      Suggestion: If using T/H set the points to zero, use mod to get the correct spell level,
      then place the actual spell on the Techniques table.", "spell-skill-level-modifier-tooltip": "Modifier applied to skill level.
      Can be a positive or a negative number.
      Examples include a bonus from a Talent,
      default from another Skill or Technique,
      a piece of equipment, or a Perk.", "points-tooltip": "Points", "spell-is-on-tooltip": "Enter a 1 or more to mark the spell as ON
      skill penalty for each spell that is ON.
      See B238 or M10.
      Click one at a time, wait until each penalty is applied before clicking the next one.", "abbreviation-concentration-label": "CT", "spell-concentration-tooltip": "Enter a 1 or more to mark the spell as under Concentration.
      skill penalty for each spell.
      See B238 or M10.
      Click one at a time, wait until each penalty is applied before clicking the next one.", "abbreviation-resisted-by-label": "RESIST", - "spell-resisted-by-tooltip": "Resisted By", + "spell-resisted-by-tooltip": "On a regular success, your spell must defeat the subject's resistance to work, a critical success automatically wins. See B241/M13 and the Rule of 16, B349.", "duration-label": "Duration", "spell-duration-tooltip": "Duration of Spell", "spell-energy-cost-tooltip": "Energy cost for casting the spell.", @@ -1122,8 +1142,10 @@ "show-revised-label": "Show Revised", "show-revised-tooltip": "Show the revised techniques table.", "point-summary-layout-label": "Point Summary Layout", + "abbreviation-gurps-character-assistant5-label": "GCA5", "abbreviation-gurps-character-assistant-label": "GCA4", - "gurps-character-assistant-tooltip": "GURPS Character Assistant.", + "gurps-character-assistant-tooltip": "GURPS Character Assistant 4.", + "gurps-character-assistant5-tooltip": "GURPS Character Assistant 5.", "abbreviation-gurps-character-sheet-label": "GCS", "gurps-character-sheet-tooltip": "GURPS Character Sheet.", "detailed-label": "Detailed", @@ -1162,7 +1184,8 @@ "sheet-style-purple-option": "Purple", "sheet-style-fabric-option": "Fabric", "sheet-style-classic-white-option": "Classic White", - "falling-collision-damage-notes-label": "Falling & Collision Damage Notes B430-431", + "falling-damage-notes-label": "Falling Damage Notes B430-431", + "collision-damage-notes-label": "Collision Damage Notes B430-431", "demolition-damage-notes-label": "Demolition Damage Notes", "fragmentation-skill-notes-label": "Fragmentation Skill Notes", "fragmentation-damage-notes-label": "Fragmentation Damage Notes", @@ -1199,6 +1222,7 @@ "target-label": "Target", "rolltemplate-warning-less-than-three-description": "WARNING: You may not attempt a success roll if your effective skill (Target) is less than 3. (See B345)", "rolltemplate-tool-modifiers-label": "Tool Modifiers", + "defense-modifiers-label": "Predefined Defense Modifiers", "maneuver-label": "Maneuver", "all-out-attack-label": "All-Out Attack", "alert-label": "Alert", @@ -1225,5 +1249,17 @@ "traits-default-critical-success-notes": "When you roll a critical success, the GM determines what happens to you. It is always something good! The lower the roll, the better **bonus** they give you. (B347)", "traits-default-critical-failure-notes": "When you roll a critical failure, the GM determines what happens to you. It is always something bad - the higher the roll, the worse the result. (B348)", "reference-abbreviation-label": "Reference", - "reference-label-tooltip": "Book abbreviation and page reference." + "reference-label-tooltip": "Book abbreviation and page reference.", + "modifier-abbreviation-label": "Mod", + "language-cost-modifier-tooltip": "Use this input box to modifier the number of Character Points for the selected language option.", + "language-talent-label": "Language Talent", + "language-talent-tooltip": "If checked, you can learn languages at the next-highest level, if you spend 2 points on a langauge, instead of broken, you know the language at Accented level. This changes the available options in the drop-down and related costs. See B65.", + "tips-label": "Tips", + "import-tips-description": "

      After importing, compare your Roll20 sheet to GCA5 character sheet.

      Roll20 doesn't support parent/child relationship, repeating tables will be imported alphabetically.

      For GCA Roll20 Exporter Tool Version 1.0.1.9 or later, Rital Magic Spells will be added to the Grimoire with difficult set to T/H and points set to 0. The spell will also be added to the Techniques table with the actual character point cost.

      GCA5 Export to Roll20. Update 1.0.1.10. Fixes bug so item inventory uses base cost and weight instead of total cost and weight.

      ", + "attribute-stress": "Stress", + "attribute-stress-tooltip": "Stress level from GURPS Fourth Edition Edition.pdf page 141-142.
      On failed fright check, add -1 to Stress, on Critical Failure add -3!
      GM could add Stress for other reasons besides failed fright checks.
      Stress can be recovered by one for every ten minutes spent in mental relaxation.
      GM may rule that certain indulgences can erase an extra point of Stress.
      Important: If you go over the maximum stress level, apply the Stress to Derangement!", + "abbreviation-derangement": "Derange", + "attribute-derangement-tooltip": "Derangement level represents long lasting mental harm described in GURPS Fourth Edition Edition.pdf page 141-142.
      When failing a Sanity-Blasting Fright Check, add -1 to Derangement, on Critical Failure add -3!
      At the end of the day with no new stress or derangement a Will roll will erase -1 point of derangement.
      +1 Will if treated by a therapist with Psychology (Clinical) or Physician (Psychiatric) at 12+.
      A therapist can also roll their skill once per day to erase an additional -1 in Derangement.
      Important: If you go over the maximum Derangement, the points should start going to new disadvantages!
      You can keep the total in the row below.", + "attribute-stress-derangement-penalty-tooltip": "The Fright Check Penalty, which is (Stress + Derangement)/2, rounded down against the player. H141
      This penalty is automatically applied to the Fright Check attribute.
      The penalty (modified by Fearlessness) could also affect self-control rolls, skills that demand a steady hand, and HT rolls to resist minor ailments, etc.", + "attribute-stress-derangement-disadvantage-points-tooltip": "The amount of disadvantage points accrued due to derangement.
      At a certain point, these points should be converted to permanent mental disadvantages!" } \ No newline at end of file diff --git a/GURPS/translations/sv.json b/GURPS/translations/sv.json index ddd17bf389..307ca5c0e7 100644 --- a/GURPS/translations/sv.json +++ b/GURPS/translations/sv.json @@ -1,5 +1,5 @@ { - "sheet-roll-modifier-option": "Roll Modifier Option", + "sheet-roll-modifier-option": "Roll Modifier Legacy", "sheet-roll-modifier-option-desc": "Select the modifier option to use when clicking a dice roll icon on the character sheet.", "sheet-chat-roll-display-option": "Chat Roll Display", "sheet-chat-roll-dislpay-option-desc": "Select how rolls are display in chat window. Private Skill Levels deprecated will default to private, since it doesn't work with rolltemplates.", @@ -39,7 +39,7 @@ "sheet-show-raw-defense-notes-desc": "If checked, show Rules as Written (RAW) for Active Defense success/fail notes.", "sheet-style-option": "Sheet Style", "sheet-style-desc": "Select a visual style for the character sheet.", - "roll-modifiers-heading": "Roll Modifiers", + "roll-modifiers-heading": "Roll Modifiers Toolbox", "total-roll-modifier-label": "Total Modifier", "shock-label": "Shock", "max-skill-9-label": "Max skill of 9", @@ -68,6 +68,8 @@ "aiming-bonus-tooltip": "Each turn after the initial aim, you get an additional bonus. See B364", "abbreviation-rate-of-fire-label": "RoF", "rate-of-fire-tooltip": "Rate of Fire
      The maximum number of shots that can be fired in
      one turn (by a regular person).
      The minimum number of shots is 1.

      !: minimum RoF is 1/4 of the maximum, rounded up.
      mxn: fires the first number of shots, which each then
      split into the second number (eg. shotguns)
      Jet: shoots a continuous stream of fluid. See page 106.", + "shots-fired-label": "Fired", + "shots-fired-tooltip": "Shots Fired
      The number of shots fired in a single round. This should not exceed the RoF for the weapon.", "scope-label": "Scope", "scope-bonus-tooltip": "Each turn after the initial aim, you get an additional bonus up to the scope's bonus.
      Fixed scopes, aim at least as many turns as the scope's bonus.
      See B412", "vehicle-targeting-label": "Vehicle Targeting", @@ -171,10 +173,10 @@ "ranged-move-attack-label": "Move/Attack: -2 or Bulk", "ranged-move-attack-tooltip": "Attack with a ranged weapon while moving, aiming is not possible and you lose previous aiming. -2 to hit or bulk penalty, whichever is worse. Movement: normal, but -2 to avoid obstacles. Active Defense: Dodge or Block. See B365-366", "bulk-label": "Bulk", - "ranged-all-out-attack-determined-label": "All-Out Attack Determined: +1", - "ranged-all-out-attack-determined-tooltip": "Determined: Make a single attack at +1 to hit! Movement: half-move, forward only. Defense: None. See B365", - "ranged-all-out-attack-suppression-fire-label": "All-Out Attack Suppression Fire", - "ranged-all-out-attack-suppression-fire-tooltip": "Take entire turn to spray an area with automatic fire RoF 5+, see Suppression Fire B409! Movement: half-move, forward only. Defense: None. See B365", + "ranged-all-out-attack-determined-label": "All-Out Determined: +1", + "ranged-all-out-attack-determined-tooltip": "All-Out Attack Determined: Make a single attack at +1 to hit! Movement: half-move, forward only. Defense: None. See B365", + "ranged-all-out-attack-suppression-fire-label": "All-Out Suppression Fire", + "ranged-all-out-attack-suppression-fire-tooltip": "All-Out Attack Suppression Fire: Take entire turn to spray an area with automatic fire RoF 5+, see Suppression Fire B409! Movement: half-move, forward only. Defense: None. See B365", "other-actions-title": "Other Actions", "braced-label": "Braced: +1", "braced-tooltip": "If you haven't moved and aimed a turn, you may get the braced bonus.
      Firearm/crossbow must rest on a sandbag, low wall, car, etc.
      One-handed firearm is braced if using two hands.
      Two-handed is braced if you're prone and using a bipod. See B364.", @@ -204,9 +206,9 @@ "failed-control-roll-tooltip": "Vehicle/mount failed control last turn. Penalty equal to margin of failure. See B548", "over-under-mount-label": "Over/Under Mount: -6", "over-under-mount-tooltip": "If you're an exposed rider hanging from side of mount/vehicle, penalty to hit is -6 to shoot over or under the mount.", - "vehicle-dodged-label": "Vehicle Dodged Last Turn: -2", + "vehicle-dodged-label": "Vehicle Dodged: -2", "vehicle-dodged-tooltip": "Vehicle/mount dodged last turn and you're not the operator.", - "air-vehicle-dodged-label": "Air Vehicle Dodged Last Turn: -4", + "air-vehicle-dodged-label": "Air Vehicle Dodged: -4", "normal-defense-label": "Normal Defense", "normal-defense-tooltip": "Using a normal active defense.", "all-out-defense-increased-label": "All-Out Defense: +2", @@ -221,7 +223,7 @@ "defense-kneeling-label": "Kneeling/Sitting: -2", "defense-kneeling-tooltip": "If you're kneeling or sitting, -2 to defense. See B549", "attackers-action-title": "Attacker's Action", - "attack-from-behind-label": "Attack From Behind Peripheral: -2", + "attack-from-behind-label": "From Behind Peripheral: -2", "attack-from-behind-tooltip": "Normally, if attacked from behind, you have no defense. However, if you have Peripheral Vision you can defend at -2. See B391", "runaround-attack-label": "Runaround Attack: -2", "runaround-attack-tooltip": "Your foe starts in front of you and runs behind you and attacks from behind. You can defend at -2. See B391", @@ -234,7 +236,7 @@ "general-defense-bonus-tooltip": "A general defense bonus, such as the Supers Meta-trait (see Supers B34), force field, etc.", "retreating-dodge-label": "Retreating Dodge: +3", "retreating-dodge-tooltip": "Move away from attacker, at least one yard or up to your step. See B377", - "retreating-block-parry-label": "Retreating Block/Parry: +1", + "retreating-block-parry-label": "Retreat Block/Parry: +1", "retreating-block-parry-tooltip": "Retreating block or parry. Move away from attacker, at least one yard or up to your step. See B377", "retreating-parry-label": "Retreating Parry: +3", "retreating-parry-tooltip": "If using Boxing, Judo, Karate, or any fencing skill, you can get a +3 retreating bonus.
      Move away from attacker, at least one yard or up to your step. See B377", @@ -245,8 +247,8 @@ "acrobatic-dodge-failed-tooltip": "If you failed your acrobatic/aerobatic roll, you're at -2 to dodge. See B375", "dodge-drop-label": "Dodge & Drop: +3", "dodge-drop-tooltip": "Only against ranged attacks, drop to the ground and become prone.
      Any cover you get does not count against the initial attack.
      NOTE: Flying or Swimming is possible but only if a step would take you below concealing terrain. See B377", - "feverish-defense-label": "Feverish Defense (1 FP): +2", - "feverish-defense-tooltip": "Spend 1 FP to increase active defense by 2.", + "feverish-defense-label": "Feverish Def (1 FP): +2", + "feverish-defense-tooltip": "Feverish Defense. Spend 1 FP to increase active defense by 2.", "offhand-parry-label": "Off-Hand Parry: -2", "offhand-parry-tooltip": "Off-Hand weapon parry is at -2. See B549", "number-of-parries-label": "# of Parries", @@ -257,7 +259,7 @@ "defense-improvised-weapon-tooltip": "NOTE: Dungeon Fantasy: if parrying with an improvised weapon, apply a penalty. See DF Exploits-37", "situation-title": "Situation", "defense-laser-sight-tooltip": "If you can see the laser sight, you get +1 to Dodge. See B548", - "against-deceptive-attack-label": "Against Deceptive Attack", + "against-deceptive-attack-label": "VS Deceptive Attack", "against-deceptive-attack-tooltip": "You're at -1 to defense for every -2 the attacker took to their to hit modifier. See B369", "feint-attack-label": "Feint Attack", "feint-attack-tooltip": "You're at a penalty equal to the attacker's margin of victory. See B365", @@ -266,9 +268,9 @@ "hidden-weapon-label": "Hidden Weapon: -2", "defense-hidden-weapon-tooltip": "NOTE: From Dungeon Fantasy. If attacked by a hidden weapon, you're at -2 to your first defense. See DF Exploits-58", "defenders-equipment-label": "Defender's Equipment", - "parrying-knife-label": "Parrying with Knife/Dagger: -1", + "parrying-knife-label": "Parry with Knife/Dagger: -1", "parrying-knife-tooltip": "If parrying with a knife or dagger is -1. See B548
      Suggestion: Add the modifier to your defense skill instead of using checkbox.", - "parrying-kusari-label": "Parrying with Kusari/Whip: -2", + "parrying-kusari-label": "Parry with Kusari/Whip: -2", "parrying-kusari-tooltip": "If parrying with a kusari or whip is -2. See B548
      Suggestion: Add the modifier to your defense skill instead of using checkbox.", "unarmed-parry-label": "Unarmed Parry: -3", "unarmed-parry-tooltip": "Unarmed parry vesus a weapon is -3, unless it's a thrust or you are using Judo or Karate parry. See B548", @@ -285,7 +287,7 @@ "block-nunchaku-tooltip": "If blocking against a nunchaku, you're at -1 to defend. See B405.", "parry-thrown-weapon-label": "Parry thrown weapon: -1", "parry-thrown-weapon-tooltip": "Parry -1 against thrown weapon. See B549", - "parry-thrown-small-weapon-label": "Parry thrown small weapon: -2", + "parry-thrown-small-weapon-label": "Parry thrown sm weapon: -2", "parry-thrown-small-weapon-tooltip": "If the weapon is 1 pound or less, parry is -2. See B549", "trident-dodge-label": "Trident: -1 Dodge", "trident-dodge-tooltip": "NOTE: From Dungeon Fantasy. -1 to dodge a trident. See DF Exploits-97", @@ -437,7 +439,7 @@ "attribute-will": "Will", "attribute-will-tooltip": "\nWillpower
      \nBased on Intelligence
      \n5pts/level
      \nUnmodified: \n\t\t\t\t\t\t\t", "attribute-fright": "Fright", - "attribute-fright-tooltip": "Fright Check (B360)
      Based on Willpower
      2pts/level
      Unmodified:
      See extensive list of Modifiers B360 & GURPS Horror p139-142.
      If manually creating and/or maintaining this sheet, Combat Reflexes adds +2 to Fright (Enter as a MOD with a value of 2)", + "attribute-fright-tooltip": "Fright Check (B360)
      Based on Willpower
      2pts/level
      Unmodified:
      Combat Reflexes Modifier:
      Stress and Derangement Modifier:

      See extensive list of Modifiers B360 & GURPS Horror p139-142.
      If manually creating and/or maintaining this sheet, Combat Reflexes adds +2 to Fright (Enter as a MOD with a value of 2)", "abbreviation-threshold": "Thresh", "attribute-fright-check-threshold-tooltip": "\nFright Check Threshold - Uses Rule of 14 (B360). By default this value is 13.
      \nThis means that a roll of 14 or more is automatically a failure.
      \nThis Threshold can be modifier by the Perks of Brave (Dungeon Fantasy 11, p11) or Rule of 15
      \n(Power Ups 2, p13).
      \nWill and/or Fright plus bonuses (like Fearlessness or Combat Reflexes) must total 14+ for this
      \nto be useful, of course!
      \nNote: A Fright Check can be used for Awe and Confusion. (Powers p84 under Terror) and the Awe and
      \nConfusion Check Table for failures. (Powers p85).\n\t\t\t\t\t\t\t", "fright-check-label": "Fright Check", @@ -456,7 +458,7 @@ "abbreviation-enhanced": "Enhncd", "attribute-enhanced-ground-move-tooltip": "Enhanced ground move.
      10pts per half level. Can use up|down arrow keys
      Level: ", "attribute-dodge": "Dodge", - "attribute-dodge-tooltip": "Dodge - Based on Basic Speed - Unmodified:
      Note: The Dodge score, under Encumbrance and Current, automatically adjusts for Enumbrance and for HP and/or FP loss below 1/3. (B419, B426)", + "attribute-dodge-tooltip": "Dodge - Based on Basic Speed - Unmodified:
      Combat Reflexes Modifier:
      Note: The Dodge score, under Encumbrance and Current, automatically adjusts for Enumbrance and for HP and/or FP loss below 1/3. (B419, B426)", "abbreviation-lifting-strength": "Lift ST", "attribute-lifting-strength-tooltip": "Lifting Strength (B65)
      Based on Strength pts/level
      Unmodified: ", "attribute-lift": "Lift", @@ -605,23 +607,31 @@ "spent-label": "Spent", "unspent-label": "Oanvänd", "gca-format-label": "GCA4 Format", - "gca-format-tooltip": "GURPS Character Assistant (GCA4) Format
      To change to GCS or Detailed go to options tab
      and change the radio button for Point Summary Layout", + "gca-format-tooltip": "GURPS Character Assistant 4 (GCA4) Format
      To change to GCA5, GCS or Detailed go to options tab
      and change the radio button for Point Summary Layout", + "gca5-format-label": "GCA5 Format", + "gca5-format-tooltip": "GURPS Character Assistant 5 (GCA5) Format
      To change to GCA4, GCS or Detailed go to options tab
      and change the radio button for Point Summary Layout", "gcs-format-label": "GCS Format", - "gcs-format-format-tooltip": "GURPS Character Sheet (GCS) format
      To change to GCA4 or Detailed go to options tab
      and change the radio button for Point Summary Layout", + "gcs-format-format-tooltip": "GURPS Character Sheet (GCS) format
      To change to GCA5, GCA4 or Detailed go to options tab
      and change the radio button for Point Summary Layout", "detailed-format-label": "Detailed Format", - "detailed-format-tooltip": "To change to GCA4 or GCS go to options tab
      and change the radio button for Point Summary Layout", + "detailed-format-tooltip": "To change to GCA5, GCA4 or GCS go to options tab
      and change the radio button for Point Summary Layout", "race-label": "Race", "race-point-summary-tooltip": "Point Summary for Racial Traits.", - "points-summary-for-attributes-tooltip": "\nPoint Summary for:
      \nST, DX, IQ, HT,
      \nHP, FP, Energy Reserve One, Two, and Three,
      \nPer, Vision, Hearing, Smell, Touch,
      \nWill, Fright, Unconsciousness, Death,
      \nSpeed, Move, Lift ST, Striking ST,
      \nFlying, Air Move, Enhanced Air Move, Super Jump\n\t\t\t\t\t\t\t", + "points-summary-for-attributes-tooltip": "Point Summary for the following attributes with positive values:
      ST, DX, IQ, HT,
      HP, FP, Energy Reserve One, Two, and Three,
      Per, Vision, Hearing, Smell, Touch,
      Will, Fright, Unconsciousness, Death,
      Speed, Move, Lift ST, Striking ST,
      Flying, Air Move, Enhanced Air Move, Super Jump", + "abbreviation-languages-label": "Lang.", + "point-summary-for-languages-tooltip": "Languages Point Summary", "abbreviation-advantages-label": "Adv.", - "gca-point-summary-for-advantages-tooltip": "\nPoint Summary for:
      \nLanguages, Tech Level, Cultural Familiarities,
      \nAdvantages, and Racial traits.\n\t\t\t\t\t\t\t", - "gcs-point-summary-for-advantages-tooltip": "\nPoint Summary for:
      \nLanguages, Tech Level, Cultural Familiarities,
      \nAdvantages, and Perks.\n\t\t\t\t\t\t\t", - "detailed-point-summary-for-advantages-tooltip": "\nPoint Summary for:
      \nLanguages, Tech Level, Cultural Familiarities,
      \nand Advantages.\n\t\t\t\t\t\t\t", + "gca-point-summary-for-advantages-tooltip": "Point Summary for the following traits with positive values:
      Languages, Tech Level, Cultural Familiarities,
      Advantages, and Racial traits.", + "gca5-point-summary-for-advantages-tooltip": "Point Summary for the following traits with positive values:
      Tech Level, Advantages, and Racial traits.", + "gcs-point-summary-for-advantages-tooltip": "Point Summary for the following traits with positive values:
      Languages, Tech Level, Cultural Familiarities,
      Advantages, and Perks.", + "detailed-point-summary-for-advantages-tooltip": "Point Summary for the following traits with positive values:
      Languages, Tech Level, Cultural Familiarities,
      and Advantages.", "perks-label": "Fördelar", "abbreviation-disadvantages-label": "Disadv.", - "point-summary-for-disadvantages-tooltip": "Point Summary for Disadvantages", + "point-summary-for-disadvantages-tooltip": "Point Summary for Disadvantages and racial templates with a negative value, including attributes with negative values, negative language value, and negative tech level value.", + "point-summary-for-disadvantages-no-language-tooltip": "Point Summary for Disadvantages and racial templates with a negative value, including attributes with negative values, and negative tech level value.
      Language points with a negative value are NOT included.", + "point-summary-for-disadvantages-no-racial-cost-tooltip": "Point Summary for Disadvantages, including attributes with negative values, negative language value, and negative tech level value.
      Racial templates with a negative value are NOT included.", "quirks-label": "Quirks", "skills-label": "Skills", + "skill-roll-modifier-tooltip": "You can use the Roll Modifiers Toolbar or the Roll Modifiers Toolbox to modifier the effective skill.", "abbreviation-techniques-label": "Tech.", "point-summary-techniques-tooltip": "Techniques", "abbreviation-techniques-revised-label": "Tech. (r)", @@ -642,6 +652,7 @@ "technology-level-tooltip": "Tech Level Modifiers (B168), Tech Levels (B511-514)", "campaign-technology-level-label": "Campaign Tech Level", "your-technology-level-label": "Your Tech Level", + "abbreviation-cultural-familiarity": "Culture", "cultural-familiarities-label": "Cultural Familiarities", "cultural-familiarities-tooltip": "When dealing with an unfamiliar culture, you may suffer -3 to a skill roll that has a cultural component, such as Carousing, Detect Lies. (B23).", "cultural-point-cost": "Native culture cost is 0. Otherwise, cost is 1 or 2 (Consult with GM). (B23)", @@ -709,15 +720,17 @@ "background-history-label": "Background History & Notes", "training-label": "Training", "training-tooltip": "\nTraining rules can be found at ‘Improvement
      \nThrough Study’ B292.
      \nAdvanced rules can be found in Social
      \nEngineering: Back to School.\n\t\t\t\t\t\t\t", - "activate-custom-roll-modifier-tooltip": "To turn on the custom modifiers and button to open the Roll Modifier dialog box goto the Sheet Options tab and check off the tools you would like to user under Skill Modifier Tools section.", "abbreviation-technology-level-label": "TL", "skill-level-label": "Nivå", "abbreviation-attribute-label": "Attr", + "skill-attribute-tooltip": "If the 10 was selected, it will be highlighted red. This could have happened during the import if the skill has an attribute not identified by the system. Check the attribute on your chosen Character Creation App to see if the attribute exists on Roll20.", "abbreviation-difficulty-label": "Diff", "skill-difficulty-tooltip": "Difficulty of Skill
      WC = Wildcard Skill. (B175)", "skill-modifier-tooltip": "\nModifier applied to skill level.
      \nCan be a positive or a negative number.
      \nExamples include a bonus from a Talent,
      \ndefault from another Skill or Technique,
      \na piece of equipment, or a Perk.\n\t\t\t\t\t\t\t", "modifier-label": "Modifier:$[[3]] ", - "modifier-dialog-tooltip": "Enter a modifier to apply to any rolls on the this table.
      Use the pencil/paper icon to select modifiers.
      NOTE: Changing the modifier or check status of Max skill of 9 will clear modifiers used by dialog box.", + "modifier-dialog-tooltip": "Enter a custom modifier and optional reason to apply to any rolls on the this table.
      Suggestion: Use this modifier instead of the popup window when clicking the roll button.
      You will see the modifier in the chat window. You could even turn off the Modifier Popup by going to
      Options -> Skill Modifier Options and select No Modifier Prompt.", + "final-modifier-label": "Final Modifier", + "final-modifier-dialog-tooltip": "The final modifier that will be applied to the effective skill level.", "select-skill-modifiers-button": "Select Skill Modifiers", "apply-encumbrance-tooltip": "Apply encumbrance penalty.", "link-to-label": "Link To", @@ -756,6 +769,7 @@ "abbreviation-maximum-label": "Max", "cost-label": "Cost", "techniques-revised-label": "Techniques (Revised)", + "techniques-roll-modifier-tooltip": "You can use the Roll Modifiers Toolbar or the Roll Modifiers Toolbox to modifier the effective skill.", "base-level-label": "Grund", "base-skill-level-tooltip": "\nBase skill level of technique, usually
      \nbased on Parent Skill.
      \nsee Techniques B229\n\t\t\t\t\t\t\t", "abbreviation-default-label": "DFLT", @@ -810,7 +824,8 @@ "layer-4-label": "Layer 4", "armor-layor4-tooltip": "Layer 4 (Outer most) is also good for force shields, magic DR, etc.", "summary-label": "Summary", - "armor-summary-tooltip": "This sums up each layer, from layer 1 (inner) to layer 4 (outer).
      * = flexible armor.
      Alert: Only one layer per row may have split armor.", + "roll-modifier-summary-label": "Modifier Summary", + "armor-summary-tooltip": "This sums up each layer, from layer 1 (inner) to layer 4 (outer).
      * = flexible armor.
      Alert: Only one layer per row may have split armor.
      Warning: If you enter your own content, it will be overwritten if you change values for any of the layers.", "abbreviation-defense-bonus-label": "DB", "defense-bonus-tooltip": "Apply the defense bonus of a shield, cloak, spell (B252), or Meta-trait (Supers34). See B374
      Shield/Cloak: Used against attacks from front or from your shield side. Can't be used against firearms unless you're using the Damage to Shields option.
      Shield Spell: Protects from frontal attacks and is cumulative with a normal shield.", "abbreviation-damage-label": "DMG", @@ -829,6 +844,7 @@ "damage-resistance-tooltip": "\nLow-Tech #/# usually means All Attack Types / Except
      \nthis specific Type of attack.
      \nExample: Enter as 3/2cr* means DR3 vs all attacks
      \nexcept cr which uses DR2. * means it is Flexible
      \narmor (B379).
      \nHigh-Tech and Ultra-Tech #/# usually mean against
      \nthese Type Attacks / All other Attack Types.
      \nExample: Enter as 5imp, cr /2 means DR5 vs imp and
      \ncr type of attacks and DR2 against all other types
      \nof attacks.\n\t\t\t\t\t\t\t", "user-created-label": "User Created", "active-defenses-label": "Active Defenses", + "active-defense-roll-modifier-tooltip": "You can use the Roll Modifiers Tollbar or the Roll Modifiers Toolbox to modifier the effective skill.", "rules-as-written-label": "Rules As Written", "active-defense-type-tooltip": "\nChanging the Type will also update success/fail notes
      \nfor that active defense.
      \nParry, Block, and Block have default notes that can be
      \nchanged on the options page.
      \nNOTE Changing the Type will clear any previous notes
      \nyou entered.\n\t\t\t\t\t\t\t", "abbreviation-information-label": "Info", @@ -891,6 +907,7 @@ "select-token-tooltip": "If on, you must select your character token before clicking the Roll button. The token name will show in the roll results.
      Note This option is most useful when writing your own Roll20 API code.", "target-token-tooltip": "Click the button to turn on target a token before the skill roll.
      The token name will appear in the results.", "melee-attacks-label": "Melee Attacks", + "melee-roll-modifier-tooltip": "You can use the Roll Modifiers Toolbar or the Roll Modifiers Toolbox to modifier the effective skill.", "attacks-label": "Attacks", "targets-label": "Targets", "melee-attack-damage-tooltip": "For an Armor Divisor: A number in parenthesis after
      the damage - eg. (2) - is an armor divisor.
      Enter this number in the Damage Notes as AD(#) or as
      Armor Divisor(#).
      ex: indicates the attack causes an explosion.
      See B269. Enter in the Damage Notes
      Macros You can also use @{thrust} and @{swing} for Melee Damage value, which is based on the values entered on the General page. You can even add additional modifiers such as @{thrust}+3.", @@ -936,6 +953,7 @@ "ranged-fail-notes-tooltip": "Any standard notes entered here will appear in the Roll Template in chat.
      Hint: Enter inline rolls for additional results.
      Example: Does an additional [[1d6]] fire damage.", "ranged-critical-fail-notes-tooltip": "Any standard notes entered here will appear in the Roll Template in chat.
      Hint: Enter inline rolls for additional results.
      Example: Does an additional [[1d6]] fire damage.", "ranged-attacks-label": "Ranged Attacks", + "ranged-attack-tooltip": "Please use either the Range Calculator or the Roll Modifiers dialog tool to enter at least the range of the attack.", "ranged-damage-tooltip": "For an Armor Divisor: A number in parenthesis after
      the damage - eg. (2) - is an armor divisor.
      Enter this number in the Damage Notes as AD(#) or as
      Armor Divisor(#).
      ex: indicates the attack causes an explosion.
      [#d]: indicates the attack causes fragmentation.
      See B269. Enter in the Damage Notes.
      Macros You can also use @{thrust} and @{swing} for Ranged Damage value, which is based on the values entered on the General page. You can even add additional modifiers such as @{thrust}+3.", "abbreviation-range-label": "RNG", "range-tooltip": "Range. See B269.", @@ -1013,6 +1031,7 @@ "falling-label": "Falling", "hard-label": "Hard", "hard-object-tooltip": "If hitting a hard object (clay, concrete, soil, sand, etc.), check the box to double the effective Hit Points of the falling object or the object that caused the collision. B431", + "falling-damage-type-tooltip": "Normal objects are crushing. If bullet-shaped, sharp, or spiked select appropriate damage type, but damage is halved. B430", "collision-label": "Collision", "demolition-label": "Demolition", "select-label": "Välj", @@ -1054,15 +1073,16 @@ "magery-power-investiture-bonus-label": "Magery/PI/Bonus Level:", "cencentration-penalty-label": "Concentration Penalty", "spell-label": "Spell", + "spell-roll-modifier-tooltip": "You can use the Roll Modifiers Toolbar or the Roll Modifiers Toolbox to modifier the effective skill.", "spell-skill-level-tooltip": "\n\t\t\t\t\t\t\t\tSkill level with spell\n\t\t\t\t\t\t\t", - "spell-difficulty-tooltip": "Difficulty", + "spell-difficulty-tooltip": "Difficulty Level.
      Note: T/H stands for Technique/Hard, which is used by ritual magic spells.
      Suggestion: If using T/H set the points to zero, use mod to get the correct spell level,
      then place the actual spell on the Techniques table.", "spell-skill-level-modifier-tooltip": "\n\t\t\t\t\t\t\t\tModifier applied to skill level.
      \n\t\t\t\t\t\t\t\tCan be a positive or a negative number.
      \n\t\t\t\t\t\t\t\tExamples include a bonus from a Talent,
      \n\t\t\t\t\t\t\t\tdefault from another Skill or Technique,
      \n\t\t\t\t\t\t\t\ta piece of equipment, or a Perk.\n\t\t\t\t\t\t\t", "points-tooltip": "Points", "spell-is-on-tooltip": "Enter a 1 or more to mark the spell as ON
      skill penalty for each spell that is ON.
      See B238 or M10.
      Click one at a time, wait until each penalty is applied before clicking the next one.", "abbreviation-concentration-label": "CT", "spell-concentration-tooltip": "Enter a 1 or more to mark the spell as under Concentration.
      skill penalty for each spell.
      See B238 or M10.
      Click one at a time, wait until each penalty is applied before clicking the next one.", "abbreviation-resisted-by-label": "RESIST", - "spell-resisted-by-tooltip": "\n\t\t\t\t\t\t\t\tResisted By\n\t\t\t\t\t\t\t", + "spell-resisted-by-tooltip": "On a regular success, your spell must defeat the subject's resistance to work, a critical success automatically wins. See B241/M13 and the Rule of 16, B349.", "duration-label": "Duration", "spell-duration-tooltip": "\n\t\t\t\t\t\t\t\tDuration of Spell\n\t\t\t\t\t\t\t", "spell-energy-cost-tooltip": "\n\t\t\t\t\t\t\t\tEnergy cost for casting the spell.\n\t\t\t\t\t\t\t", @@ -1122,8 +1142,10 @@ "show-revised-label": "Show Revised", "show-revised-tooltip": "Show the revised techniques table.", "point-summary-layout-label": "Point Summary Layout", + "abbreviation-gurps-character-assistant5-label": "GCA5", "abbreviation-gurps-character-assistant-label": "GCA4", - "gurps-character-assistant-tooltip": "GURPS Character Assistant.", + "gurps-character-assistant-tooltip": "GURPS Character Assistant 4.", + "gurps-character-assistant5-tooltip": "GURPS Character Assistant 5.", "abbreviation-gurps-character-sheet-label": "GCS", "gurps-character-sheet-tooltip": "GURPS Character Sheet.", "detailed-label": "Detailed", @@ -1162,7 +1184,8 @@ "sheet-style-purple-option": "Purple", "sheet-style-fabric-option": "Fabric", "sheet-style-classic-white-option": "Classic White", - "falling-collision-damage-notes-label": "Falling & Collision Damage Notes B430-431", + "falling-damage-notes-label": "Falling Damage Notes B430-431", + "collision-damage-notes-label": "Collision Damage Notes B430-431", "demolition-damage-notes-label": "Demolition Damage Notes", "fragmentation-skill-notes-label": "Fragmentation Skill Notes", "fragmentation-damage-notes-label": "Fragmentation Damage Notes", @@ -1199,6 +1222,7 @@ "target-label": "Target", "rolltemplate-warning-less-than-three-description": "WARNING: You may not attempt a success roll if your effective skill (Target) is less than 3. (See B345)", "rolltemplate-tool-modifiers-label": "Tool Modifiers", + "defense-modifiers-label": "Predefined Defense Modifiers", "maneuver-label": "Maneuver", "all-out-attack-label": "All-Out Attack", "alert-label": "Alert", @@ -1225,5 +1249,17 @@ "traits-default-critical-success-notes": "When you roll a critical success, the GM determines what happens to you. It is always something good! The lower the roll, the better **bonus** they give you. (B347)", "traits-default-critical-failure-notes": "When you roll a critical failure, the GM determines what happens to you. It is always something bad - the higher the roll, the worse the result. (B348)", "reference-abbreviation-label": "Reference", - "reference-label-tooltip": "Book abbreviation and page reference." + "reference-label-tooltip": "Book abbreviation and page reference.", + "modifier-abbreviation-label": "Mod", + "language-cost-modifier-tooltip": "Use this input box to modifier the number of Character Points for the selected language option.", + "language-talent-label": "Language Talent", + "language-talent-tooltip": "If checked, you can learn languages at the next-highest level, if you spend 2 points on a langauge, instead of broken, you know the language at Accented level. This changes the available options in the drop-down and related costs. See B65.", + "tips-label": "Tips", + "import-tips-description": "

      After importing, compare your Roll20 sheet to GCA5 character sheet.

      Roll20 doesn't support parent/child relationship, repeating tables will be imported alphabetically.

      For GCA Roll20 Exporter Tool Version 1.0.1.9 or later, Rital Magic Spells will be added to the Grimoire with difficult set to T/H and points set to 0. The spell will also be added to the Techniques table with the actual character point cost.

      GCA5 Export to Roll20. Update 1.0.1.10. Fixes bug so item inventory uses base cost and weight instead of total cost and weight.

      ", + "attribute-stress": "Stress", + "attribute-stress-tooltip": "Stress level from GURPS Fourth Edition Edition.pdf page 141-142.
      On failed fright check, add -1 to Stress, on Critical Failure add -3!
      GM could add Stress for other reasons besides failed fright checks.
      Stress can be recovered by one for every ten minutes spent in mental relaxation.
      GM may rule that certain indulgences can erase an extra point of Stress.
      Important: If you go over the maximum stress level, apply the Stress to Derangement!", + "abbreviation-derangement": "Derange", + "attribute-derangement-tooltip": "Derangement level represents long lasting mental harm described in GURPS Fourth Edition Edition.pdf page 141-142.
      When failing a Sanity-Blasting Fright Check, add -1 to Derangement, on Critical Failure add -3!
      At the end of the day with no new stress or derangement a Will roll will erase -1 point of derangement.
      +1 Will if treated by a therapist with Psychology (Clinical) or Physician (Psychiatric) at 12+.
      A therapist can also roll their skill once per day to erase an additional -1 in Derangement.
      Important: If you go over the maximum Derangement, the points should start going to new disadvantages!
      You can keep the total in the row below.", + "attribute-stress-derangement-penalty-tooltip": "The Fright Check Penalty, which is (Stress + Derangement)/2, rounded down against the player. H141
      This penalty is automatically applied to the Fright Check attribute.
      The penalty (modified by Fearlessness) could also affect self-control rolls, skills that demand a steady hand, and HT rolls to resist minor ailments, etc.", + "attribute-stress-derangement-disadvantage-points-tooltip": "The amount of disadvantage points accrued due to derangement.
      At a certain point, these points should be converted to permanent mental disadvantages!" } \ No newline at end of file diff --git a/GURPS/translations/tr.json b/GURPS/translations/tr.json index 0d13b876f4..4c378c4276 100644 --- a/GURPS/translations/tr.json +++ b/GURPS/translations/tr.json @@ -1,5 +1,5 @@ { - "sheet-roll-modifier-option": "Roll Modifier Option", + "sheet-roll-modifier-option": "Roll Modifier Legacy", "sheet-roll-modifier-option-desc": "Select the modifier option to use when clicking a dice roll icon on the character sheet.", "sheet-chat-roll-display-option": "Chat Roll Display", "sheet-chat-roll-dislpay-option-desc": "Select how rolls are display in chat window. Private Skill Levels deprecated will default to private, since it doesn't work with rolltemplates.", @@ -39,7 +39,7 @@ "sheet-show-raw-defense-notes-desc": "If checked, show Rules as Written (RAW) for Active Defense success/fail notes.", "sheet-style-option": "Sheet Style", "sheet-style-desc": "Select a visual style for the character sheet.", - "roll-modifiers-heading": "Roll Modifiers", + "roll-modifiers-heading": "Roll Modifiers Toolbox", "total-roll-modifier-label": "Total Modifier", "shock-label": "Shock", "max-skill-9-label": "Max skill of 9", @@ -68,6 +68,8 @@ "aiming-bonus-tooltip": "Each turn after the initial aim, you get an additional bonus. See B364", "abbreviation-rate-of-fire-label": "RoF", "rate-of-fire-tooltip": "Rate of Fire
      The maximum number of shots that can be fired in
      one turn (by a regular person).
      The minimum number of shots is 1.

      !: minimum RoF is 1/4 of the maximum, rounded up.
      mxn: fires the first number of shots, which each then
      split into the second number (eg. shotguns)
      Jet: shoots a continuous stream of fluid. See page 106.", + "shots-fired-label": "Fired", + "shots-fired-tooltip": "Shots Fired
      The number of shots fired in a single round. This should not exceed the RoF for the weapon.", "scope-label": "Scope", "scope-bonus-tooltip": "Each turn after the initial aim, you get an additional bonus up to the scope's bonus.
      Fixed scopes, aim at least as many turns as the scope's bonus.
      See B412", "vehicle-targeting-label": "Vehicle Targeting", @@ -171,10 +173,10 @@ "ranged-move-attack-label": "Move/Attack: -2 or Bulk", "ranged-move-attack-tooltip": "Attack with a ranged weapon while moving, aiming is not possible and you lose previous aiming. -2 to hit or bulk penalty, whichever is worse. Movement: normal, but -2 to avoid obstacles. Active Defense: Dodge or Block. See B365-366", "bulk-label": "Bulk", - "ranged-all-out-attack-determined-label": "All-Out Attack Determined: +1", - "ranged-all-out-attack-determined-tooltip": "Determined: Make a single attack at +1 to hit! Movement: half-move, forward only. Defense: None. See B365", - "ranged-all-out-attack-suppression-fire-label": "All-Out Attack Suppression Fire", - "ranged-all-out-attack-suppression-fire-tooltip": "Take entire turn to spray an area with automatic fire RoF 5+, see Suppression Fire B409! Movement: half-move, forward only. Defense: None. See B365", + "ranged-all-out-attack-determined-label": "All-Out Determined: +1", + "ranged-all-out-attack-determined-tooltip": "All-Out Attack Determined: Make a single attack at +1 to hit! Movement: half-move, forward only. Defense: None. See B365", + "ranged-all-out-attack-suppression-fire-label": "All-Out Suppression Fire", + "ranged-all-out-attack-suppression-fire-tooltip": "All-Out Attack Suppression Fire: Take entire turn to spray an area with automatic fire RoF 5+, see Suppression Fire B409! Movement: half-move, forward only. Defense: None. See B365", "other-actions-title": "Other Actions", "braced-label": "Braced: +1", "braced-tooltip": "If you haven't moved and aimed a turn, you may get the braced bonus.
      Firearm/crossbow must rest on a sandbag, low wall, car, etc.
      One-handed firearm is braced if using two hands.
      Two-handed is braced if you're prone and using a bipod. See B364.", @@ -204,9 +206,9 @@ "failed-control-roll-tooltip": "Vehicle/mount failed control last turn. Penalty equal to margin of failure. See B548", "over-under-mount-label": "Over/Under Mount: -6", "over-under-mount-tooltip": "If you're an exposed rider hanging from side of mount/vehicle, penalty to hit is -6 to shoot over or under the mount.", - "vehicle-dodged-label": "Vehicle Dodged Last Turn: -2", + "vehicle-dodged-label": "Vehicle Dodged: -2", "vehicle-dodged-tooltip": "Vehicle/mount dodged last turn and you're not the operator.", - "air-vehicle-dodged-label": "Air Vehicle Dodged Last Turn: -4", + "air-vehicle-dodged-label": "Air Vehicle Dodged: -4", "normal-defense-label": "Normal Defense", "normal-defense-tooltip": "Using a normal active defense.", "all-out-defense-increased-label": "All-Out Defense: +2", @@ -221,7 +223,7 @@ "defense-kneeling-label": "Kneeling/Sitting: -2", "defense-kneeling-tooltip": "If you're kneeling or sitting, -2 to defense. See B549", "attackers-action-title": "Attacker's Action", - "attack-from-behind-label": "Attack From Behind Peripheral: -2", + "attack-from-behind-label": "From Behind Peripheral: -2", "attack-from-behind-tooltip": "Normally, if attacked from behind, you have no defense. However, if you have Peripheral Vision you can defend at -2. See B391", "runaround-attack-label": "Runaround Attack: -2", "runaround-attack-tooltip": "Your foe starts in front of you and runs behind you and attacks from behind. You can defend at -2. See B391", @@ -234,7 +236,7 @@ "general-defense-bonus-tooltip": "A general defense bonus, such as the Supers Meta-trait (see Supers B34), force field, etc.", "retreating-dodge-label": "Retreating Dodge: +3", "retreating-dodge-tooltip": "Move away from attacker, at least one yard or up to your step. See B377", - "retreating-block-parry-label": "Retreating Block/Parry: +1", + "retreating-block-parry-label": "Retreat Block/Parry: +1", "retreating-block-parry-tooltip": "Retreating block or parry. Move away from attacker, at least one yard or up to your step. See B377", "retreating-parry-label": "Retreating Parry: +3", "retreating-parry-tooltip": "If using Boxing, Judo, Karate, or any fencing skill, you can get a +3 retreating bonus.
      Move away from attacker, at least one yard or up to your step. See B377", @@ -245,8 +247,8 @@ "acrobatic-dodge-failed-tooltip": "If you failed your acrobatic/aerobatic roll, you're at -2 to dodge. See B375", "dodge-drop-label": "Dodge & Drop: +3", "dodge-drop-tooltip": "Only against ranged attacks, drop to the ground and become prone.
      Any cover you get does not count against the initial attack.
      NOTE: Flying or Swimming is possible but only if a step would take you below concealing terrain. See B377", - "feverish-defense-label": "Feverish Defense (1 FP): +2", - "feverish-defense-tooltip": "Spend 1 FP to increase active defense by 2.", + "feverish-defense-label": "Feverish Def (1 FP): +2", + "feverish-defense-tooltip": "Feverish Defense. Spend 1 FP to increase active defense by 2.", "offhand-parry-label": "Off-Hand Parry: -2", "offhand-parry-tooltip": "Off-Hand weapon parry is at -2. See B549", "number-of-parries-label": "# of Parries", @@ -257,7 +259,7 @@ "defense-improvised-weapon-tooltip": "NOTE: Dungeon Fantasy: if parrying with an improvised weapon, apply a penalty. See DF Exploits-37", "situation-title": "Situation", "defense-laser-sight-tooltip": "If you can see the laser sight, you get +1 to Dodge. See B548", - "against-deceptive-attack-label": "Against Deceptive Attack", + "against-deceptive-attack-label": "VS Deceptive Attack", "against-deceptive-attack-tooltip": "You're at -1 to defense for every -2 the attacker took to their to hit modifier. See B369", "feint-attack-label": "Feint Attack", "feint-attack-tooltip": "You're at a penalty equal to the attacker's margin of victory. See B365", @@ -266,9 +268,9 @@ "hidden-weapon-label": "Hidden Weapon: -2", "defense-hidden-weapon-tooltip": "NOTE: From Dungeon Fantasy. If attacked by a hidden weapon, you're at -2 to your first defense. See DF Exploits-58", "defenders-equipment-label": "Defender's Equipment", - "parrying-knife-label": "Parrying with Knife/Dagger: -1", + "parrying-knife-label": "Parry with Knife/Dagger: -1", "parrying-knife-tooltip": "If parrying with a knife or dagger is -1. See B548
      Suggestion: Add the modifier to your defense skill instead of using checkbox.", - "parrying-kusari-label": "Parrying with Kusari/Whip: -2", + "parrying-kusari-label": "Parry with Kusari/Whip: -2", "parrying-kusari-tooltip": "If parrying with a kusari or whip is -2. See B548
      Suggestion: Add the modifier to your defense skill instead of using checkbox.", "unarmed-parry-label": "Unarmed Parry: -3", "unarmed-parry-tooltip": "Unarmed parry vesus a weapon is -3, unless it's a thrust or you are using Judo or Karate parry. See B548", @@ -285,7 +287,7 @@ "block-nunchaku-tooltip": "If blocking against a nunchaku, you're at -1 to defend. See B405.", "parry-thrown-weapon-label": "Parry thrown weapon: -1", "parry-thrown-weapon-tooltip": "Parry -1 against thrown weapon. See B549", - "parry-thrown-small-weapon-label": "Parry thrown small weapon: -2", + "parry-thrown-small-weapon-label": "Parry thrown sm weapon: -2", "parry-thrown-small-weapon-tooltip": "If the weapon is 1 pound or less, parry is -2. See B549", "trident-dodge-label": "Trident: -1 Dodge", "trident-dodge-tooltip": "NOTE: From Dungeon Fantasy. -1 to dodge a trident. See DF Exploits-97", @@ -437,7 +439,7 @@ "attribute-will": "Will", "attribute-will-tooltip": "\nWillpower
      \nBased on Intelligence
      \n5pts/level
      \nUnmodified: \n\t\t\t\t\t\t\t", "attribute-fright": "Fright", - "attribute-fright-tooltip": "Fright Check (B360)
      Based on Willpower
      2pts/level
      Unmodified:
      See extensive list of Modifiers B360 & GURPS Horror p139-142.
      If manually creating and/or maintaining this sheet, Combat Reflexes adds +2 to Fright (Enter as a MOD with a value of 2)", + "attribute-fright-tooltip": "Fright Check (B360)
      Based on Willpower
      2pts/level
      Unmodified:
      Combat Reflexes Modifier:
      Stress and Derangement Modifier:

      See extensive list of Modifiers B360 & GURPS Horror p139-142.
      If manually creating and/or maintaining this sheet, Combat Reflexes adds +2 to Fright (Enter as a MOD with a value of 2)", "abbreviation-threshold": "Thresh", "attribute-fright-check-threshold-tooltip": "\nFright Check Threshold - Uses Rule of 14 (B360). By default this value is 13.
      \nThis means that a roll of 14 or more is automatically a failure.
      \nThis Threshold can be modifier by the Perks of Brave (Dungeon Fantasy 11, p11) or Rule of 15
      \n(Power Ups 2, p13).
      \nWill and/or Fright plus bonuses (like Fearlessness or Combat Reflexes) must total 14+ for this
      \nto be useful, of course!
      \nNote: A Fright Check can be used for Awe and Confusion. (Powers p84 under Terror) and the Awe and
      \nConfusion Check Table for failures. (Powers p85).\n\t\t\t\t\t\t\t", "fright-check-label": "Fright Check", @@ -456,7 +458,7 @@ "abbreviation-enhanced": "Enhncd", "attribute-enhanced-ground-move-tooltip": "Enhanced ground move.
      10pts per half level. Can use up|down arrow keys
      Level: ", "attribute-dodge": "Dodge", - "attribute-dodge-tooltip": "Dodge - Based on Basic Speed - Unmodified:
      Note: The Dodge score, under Encumbrance and Current, automatically adjusts for Enumbrance and for HP and/or FP loss below 1/3. (B419, B426)", + "attribute-dodge-tooltip": "Dodge - Based on Basic Speed - Unmodified:
      Combat Reflexes Modifier:
      Note: The Dodge score, under Encumbrance and Current, automatically adjusts for Enumbrance and for HP and/or FP loss below 1/3. (B419, B426)", "abbreviation-lifting-strength": "Lift ST", "attribute-lifting-strength-tooltip": "Lifting Strength (B65)
      Based on Strength pts/level
      Unmodified: ", "attribute-lift": "Lift", @@ -605,23 +607,31 @@ "spent-label": "Spent", "unspent-label": "Unspent", "gca-format-label": "GCA4 Format", - "gca-format-tooltip": "GURPS Character Assistant (GCA4) Format
      To change to GCS or Detailed go to options tab
      and change the radio button for Point Summary Layout", + "gca-format-tooltip": "GURPS Character Assistant 4 (GCA4) Format
      To change to GCA5, GCS or Detailed go to options tab
      and change the radio button for Point Summary Layout", + "gca5-format-label": "GCA5 Format", + "gca5-format-tooltip": "GURPS Character Assistant 5 (GCA5) Format
      To change to GCA4, GCS or Detailed go to options tab
      and change the radio button for Point Summary Layout", "gcs-format-label": "GCS Format", - "gcs-format-format-tooltip": "GURPS Character Sheet (GCS) format
      To change to GCA4 or Detailed go to options tab
      and change the radio button for Point Summary Layout", + "gcs-format-format-tooltip": "GURPS Character Sheet (GCS) format
      To change to GCA5, GCA4 or Detailed go to options tab
      and change the radio button for Point Summary Layout", "detailed-format-label": "Detailed Format", - "detailed-format-tooltip": "To change to GCA4 or GCS go to options tab
      and change the radio button for Point Summary Layout", + "detailed-format-tooltip": "To change to GCA5, GCA4 or GCS go to options tab
      and change the radio button for Point Summary Layout", "race-label": "Race", "race-point-summary-tooltip": "Point Summary for Racial Traits.", - "points-summary-for-attributes-tooltip": "\nPoint Summary for:
      \nST, DX, IQ, HT,
      \nHP, FP, Energy Reserve One, Two, and Three,
      \nPer, Vision, Hearing, Smell, Touch,
      \nWill, Fright, Unconsciousness, Death,
      \nSpeed, Move, Lift ST, Striking ST,
      \nFlying, Air Move, Enhanced Air Move, Super Jump\n\t\t\t\t\t\t\t", + "points-summary-for-attributes-tooltip": "Point Summary for the following attributes with positive values:
      ST, DX, IQ, HT,
      HP, FP, Energy Reserve One, Two, and Three,
      Per, Vision, Hearing, Smell, Touch,
      Will, Fright, Unconsciousness, Death,
      Speed, Move, Lift ST, Striking ST,
      Flying, Air Move, Enhanced Air Move, Super Jump", + "abbreviation-languages-label": "Lang.", + "point-summary-for-languages-tooltip": "Languages Point Summary", "abbreviation-advantages-label": "Adv.", - "gca-point-summary-for-advantages-tooltip": "\nPoint Summary for:
      \nLanguages, Tech Level, Cultural Familiarities,
      \nAdvantages, and Racial traits.\n\t\t\t\t\t\t\t", - "gcs-point-summary-for-advantages-tooltip": "\nPoint Summary for:
      \nLanguages, Tech Level, Cultural Familiarities,
      \nAdvantages, and Perks.\n\t\t\t\t\t\t\t", - "detailed-point-summary-for-advantages-tooltip": "\nPoint Summary for:
      \nLanguages, Tech Level, Cultural Familiarities,
      \nand Advantages.\n\t\t\t\t\t\t\t", + "gca-point-summary-for-advantages-tooltip": "Point Summary for the following traits with positive values:
      Languages, Tech Level, Cultural Familiarities,
      Advantages, and Racial traits.", + "gca5-point-summary-for-advantages-tooltip": "Point Summary for the following traits with positive values:
      Tech Level, Advantages, and Racial traits.", + "gcs-point-summary-for-advantages-tooltip": "Point Summary for the following traits with positive values:
      Languages, Tech Level, Cultural Familiarities,
      Advantages, and Perks.", + "detailed-point-summary-for-advantages-tooltip": "Point Summary for the following traits with positive values:
      Languages, Tech Level, Cultural Familiarities,
      and Advantages.", "perks-label": "Perks", "abbreviation-disadvantages-label": "Disadv.", - "point-summary-for-disadvantages-tooltip": "Point Summary for Disadvantages", + "point-summary-for-disadvantages-tooltip": "Point Summary for Disadvantages and racial templates with a negative value, including attributes with negative values, negative language value, and negative tech level value.", + "point-summary-for-disadvantages-no-language-tooltip": "Point Summary for Disadvantages and racial templates with a negative value, including attributes with negative values, and negative tech level value.
      Language points with a negative value are NOT included.", + "point-summary-for-disadvantages-no-racial-cost-tooltip": "Point Summary for Disadvantages, including attributes with negative values, negative language value, and negative tech level value.
      Racial templates with a negative value are NOT included.", "quirks-label": "Quirks", "skills-label": "Skills", + "skill-roll-modifier-tooltip": "You can use the Roll Modifiers Toolbar or the Roll Modifiers Toolbox to modifier the effective skill.", "abbreviation-techniques-label": "Tech.", "point-summary-techniques-tooltip": "Techniques", "abbreviation-techniques-revised-label": "Tech. (r)", @@ -642,6 +652,7 @@ "technology-level-tooltip": "Tech Level Modifiers (B168), Tech Levels (B511-514)", "campaign-technology-level-label": "Campaign Tech Level", "your-technology-level-label": "Your Tech Level", + "abbreviation-cultural-familiarity": "Culture", "cultural-familiarities-label": "Cultural Familiarities", "cultural-familiarities-tooltip": "When dealing with an unfamiliar culture, you may suffer -3 to a skill roll that has a cultural component, such as Carousing, Detect Lies. (B23).", "cultural-point-cost": "Native culture cost is 0. Otherwise, cost is 1 or 2 (Consult with GM). (B23)", @@ -709,15 +720,17 @@ "background-history-label": "Background History & Notes", "training-label": "Training", "training-tooltip": "\nTraining rules can be found at ‘Improvement
      \nThrough Study’ B292.
      \nAdvanced rules can be found in Social
      \nEngineering: Back to School.\n\t\t\t\t\t\t\t", - "activate-custom-roll-modifier-tooltip": "To turn on the custom modifiers and button to open the Roll Modifier dialog box goto the Sheet Options tab and check off the tools you would like to user under Skill Modifier Tools section.", "abbreviation-technology-level-label": "TL", "skill-level-label": "Level", "abbreviation-attribute-label": "Attr", + "skill-attribute-tooltip": "If the 10 was selected, it will be highlighted red. This could have happened during the import if the skill has an attribute not identified by the system. Check the attribute on your chosen Character Creation App to see if the attribute exists on Roll20.", "abbreviation-difficulty-label": "Diff", "skill-difficulty-tooltip": "Difficulty of Skill
      WC = Wildcard Skill. (B175)", "skill-modifier-tooltip": "\nModifier applied to skill level.
      \nCan be a positive or a negative number.
      \nExamples include a bonus from a Talent,
      \ndefault from another Skill or Technique,
      \na piece of equipment, or a Perk.\n\t\t\t\t\t\t\t", "modifier-label": "Modifier:$[[3]] ", - "modifier-dialog-tooltip": "Enter a modifier to apply to any rolls on the this table.
      Use the pencil/paper icon to select modifiers.
      NOTE: Changing the modifier or check status of Max skill of 9 will clear modifiers used by dialog box.", + "modifier-dialog-tooltip": "Enter a custom modifier and optional reason to apply to any rolls on the this table.
      Suggestion: Use this modifier instead of the popup window when clicking the roll button.
      You will see the modifier in the chat window. You could even turn off the Modifier Popup by going to
      Options -> Skill Modifier Options and select No Modifier Prompt.", + "final-modifier-label": "Final Modifier", + "final-modifier-dialog-tooltip": "The final modifier that will be applied to the effective skill level.", "select-skill-modifiers-button": "Select Skill Modifiers", "apply-encumbrance-tooltip": "Apply encumbrance penalty.", "link-to-label": "Link To", @@ -756,6 +769,7 @@ "abbreviation-maximum-label": "Max", "cost-label": "Cost", "techniques-revised-label": "Techniques (Revised)", + "techniques-roll-modifier-tooltip": "You can use the Roll Modifiers Toolbar or the Roll Modifiers Toolbox to modifier the effective skill.", "base-level-label": "Temel", "base-skill-level-tooltip": "\nBase skill level of technique, usually
      \nbased on Parent Skill.
      \nsee Techniques B229\n\t\t\t\t\t\t\t", "abbreviation-default-label": "DFLT", @@ -810,7 +824,8 @@ "layer-4-label": "Layer 4", "armor-layor4-tooltip": "Layer 4 (Outer most) is also good for force shields, magic DR, etc.", "summary-label": "Summary", - "armor-summary-tooltip": "This sums up each layer, from layer 1 (inner) to layer 4 (outer).
      * = flexible armor.
      Alert: Only one layer per row may have split armor.", + "roll-modifier-summary-label": "Modifier Summary", + "armor-summary-tooltip": "This sums up each layer, from layer 1 (inner) to layer 4 (outer).
      * = flexible armor.
      Alert: Only one layer per row may have split armor.
      Warning: If you enter your own content, it will be overwritten if you change values for any of the layers.", "abbreviation-defense-bonus-label": "DB", "defense-bonus-tooltip": "Apply the defense bonus of a shield, cloak, spell (B252), or Meta-trait (Supers34). See B374
      Shield/Cloak: Used against attacks from front or from your shield side. Can't be used against firearms unless you're using the Damage to Shields option.
      Shield Spell: Protects from frontal attacks and is cumulative with a normal shield.", "abbreviation-damage-label": "DMG", @@ -829,6 +844,7 @@ "damage-resistance-tooltip": "\nLow-Tech #/# usually means All Attack Types / Except
      \nthis specific Type of attack.
      \nExample: Enter as 3/2cr* means DR3 vs all attacks
      \nexcept cr which uses DR2. * means it is Flexible
      \narmor (B379).
      \nHigh-Tech and Ultra-Tech #/# usually mean against
      \nthese Type Attacks / All other Attack Types.
      \nExample: Enter as 5imp, cr /2 means DR5 vs imp and
      \ncr type of attacks and DR2 against all other types
      \nof attacks.\n\t\t\t\t\t\t\t", "user-created-label": "User Created", "active-defenses-label": "Active Defenses", + "active-defense-roll-modifier-tooltip": "You can use the Roll Modifiers Tollbar or the Roll Modifiers Toolbox to modifier the effective skill.", "rules-as-written-label": "Rules As Written", "active-defense-type-tooltip": "\nChanging the Type will also update success/fail notes
      \nfor that active defense.
      \nParry, Block, and Block have default notes that can be
      \nchanged on the options page.
      \nNOTE Changing the Type will clear any previous notes
      \nyou entered.\n\t\t\t\t\t\t\t", "abbreviation-information-label": "Info", @@ -891,6 +907,7 @@ "select-token-tooltip": "If on, you must select your character token before clicking the Roll button. The token name will show in the roll results.
      Note This option is most useful when writing your own Roll20 API code.", "target-token-tooltip": "Click the button to turn on target a token before the skill roll.
      The token name will appear in the results.", "melee-attacks-label": "Melee Attacks", + "melee-roll-modifier-tooltip": "You can use the Roll Modifiers Toolbar or the Roll Modifiers Toolbox to modifier the effective skill.", "attacks-label": "Attacks", "targets-label": "Targets", "melee-attack-damage-tooltip": "For an Armor Divisor: A number in parenthesis after
      the damage - eg. (2) - is an armor divisor.
      Enter this number in the Damage Notes as AD(#) or as
      Armor Divisor(#).
      ex: indicates the attack causes an explosion.
      See B269. Enter in the Damage Notes
      Macros You can also use @{thrust} and @{swing} for Melee Damage value, which is based on the values entered on the General page. You can even add additional modifiers such as @{thrust}+3.", @@ -936,6 +953,7 @@ "ranged-fail-notes-tooltip": "Any standard notes entered here will appear in the Roll Template in chat.
      Hint: Enter inline rolls for additional results.
      Example: Does an additional [[1d6]] fire damage.", "ranged-critical-fail-notes-tooltip": "Any standard notes entered here will appear in the Roll Template in chat.
      Hint: Enter inline rolls for additional results.
      Example: Does an additional [[1d6]] fire damage.", "ranged-attacks-label": "Ranged Attacks", + "ranged-attack-tooltip": "Please use either the Range Calculator or the Roll Modifiers dialog tool to enter at least the range of the attack.", "ranged-damage-tooltip": "For an Armor Divisor: A number in parenthesis after
      the damage - eg. (2) - is an armor divisor.
      Enter this number in the Damage Notes as AD(#) or as
      Armor Divisor(#).
      ex: indicates the attack causes an explosion.
      [#d]: indicates the attack causes fragmentation.
      See B269. Enter in the Damage Notes.
      Macros You can also use @{thrust} and @{swing} for Ranged Damage value, which is based on the values entered on the General page. You can even add additional modifiers such as @{thrust}+3.", "abbreviation-range-label": "RNG", "range-tooltip": "Range. See B269.", @@ -1013,6 +1031,7 @@ "falling-label": "Falling", "hard-label": "Hard", "hard-object-tooltip": "If hitting a hard object (clay, concrete, soil, sand, etc.), check the box to double the effective Hit Points of the falling object or the object that caused the collision. B431", + "falling-damage-type-tooltip": "Normal objects are crushing. If bullet-shaped, sharp, or spiked select appropriate damage type, but damage is halved. B430", "collision-label": "Collision", "demolition-label": "Demolition", "select-label": "Select", @@ -1054,15 +1073,16 @@ "magery-power-investiture-bonus-label": "Magery/PI/Bonus Level:", "cencentration-penalty-label": "Concentration Penalty", "spell-label": "Spell", + "spell-roll-modifier-tooltip": "You can use the Roll Modifiers Toolbar or the Roll Modifiers Toolbox to modifier the effective skill.", "spell-skill-level-tooltip": "\n\t\t\t\t\t\t\t\tSkill level with spell\n\t\t\t\t\t\t\t", - "spell-difficulty-tooltip": "Difficulty", + "spell-difficulty-tooltip": "Difficulty Level.
      Note: T/H stands for Technique/Hard, which is used by ritual magic spells.
      Suggestion: If using T/H set the points to zero, use mod to get the correct spell level,
      then place the actual spell on the Techniques table.", "spell-skill-level-modifier-tooltip": "\n\t\t\t\t\t\t\t\tModifier applied to skill level.
      \n\t\t\t\t\t\t\t\tCan be a positive or a negative number.
      \n\t\t\t\t\t\t\t\tExamples include a bonus from a Talent,
      \n\t\t\t\t\t\t\t\tdefault from another Skill or Technique,
      \n\t\t\t\t\t\t\t\ta piece of equipment, or a Perk.\n\t\t\t\t\t\t\t", "points-tooltip": "Points", "spell-is-on-tooltip": "Enter a 1 or more to mark the spell as ON
      skill penalty for each spell that is ON.
      See B238 or M10.
      Click one at a time, wait until each penalty is applied before clicking the next one.", "abbreviation-concentration-label": "CT", "spell-concentration-tooltip": "Enter a 1 or more to mark the spell as under Concentration.
      skill penalty for each spell.
      See B238 or M10.
      Click one at a time, wait until each penalty is applied before clicking the next one.", "abbreviation-resisted-by-label": "RESIST", - "spell-resisted-by-tooltip": "\n\t\t\t\t\t\t\t\tResisted By\n\t\t\t\t\t\t\t", + "spell-resisted-by-tooltip": "On a regular success, your spell must defeat the subject's resistance to work, a critical success automatically wins. See B241/M13 and the Rule of 16, B349.", "duration-label": "Duration", "spell-duration-tooltip": "\n\t\t\t\t\t\t\t\tDuration of Spell\n\t\t\t\t\t\t\t", "spell-energy-cost-tooltip": "\n\t\t\t\t\t\t\t\tEnergy cost for casting the spell.\n\t\t\t\t\t\t\t", @@ -1122,8 +1142,10 @@ "show-revised-label": "Show Revised", "show-revised-tooltip": "Show the revised techniques table.", "point-summary-layout-label": "Point Summary Layout", + "abbreviation-gurps-character-assistant5-label": "GCA5", "abbreviation-gurps-character-assistant-label": "GCA4", - "gurps-character-assistant-tooltip": "GURPS Character Assistant.", + "gurps-character-assistant-tooltip": "GURPS Character Assistant 4.", + "gurps-character-assistant5-tooltip": "GURPS Character Assistant 5.", "abbreviation-gurps-character-sheet-label": "GCS", "gurps-character-sheet-tooltip": "GURPS Character Sheet.", "detailed-label": "Detailed", @@ -1162,7 +1184,8 @@ "sheet-style-purple-option": "Purple", "sheet-style-fabric-option": "Fabric", "sheet-style-classic-white-option": "Classic White", - "falling-collision-damage-notes-label": "Falling & Collision Damage Notes B430-431", + "falling-damage-notes-label": "Falling Damage Notes B430-431", + "collision-damage-notes-label": "Collision Damage Notes B430-431", "demolition-damage-notes-label": "Demolition Damage Notes", "fragmentation-skill-notes-label": "Fragmentation Skill Notes", "fragmentation-damage-notes-label": "Fragmentation Damage Notes", @@ -1199,6 +1222,7 @@ "target-label": "Target", "rolltemplate-warning-less-than-three-description": "WARNING: You may not attempt a success roll if your effective skill (Target) is less than 3. (See B345)", "rolltemplate-tool-modifiers-label": "Tool Modifiers", + "defense-modifiers-label": "Predefined Defense Modifiers", "maneuver-label": "Maneuver", "all-out-attack-label": "All-Out Attack", "alert-label": "Alert", @@ -1225,5 +1249,17 @@ "traits-default-critical-success-notes": "When you roll a critical success, the GM determines what happens to you. It is always something good! The lower the roll, the better **bonus** they give you. (B347)", "traits-default-critical-failure-notes": "When you roll a critical failure, the GM determines what happens to you. It is always something bad - the higher the roll, the worse the result. (B348)", "reference-abbreviation-label": "Reference", - "reference-label-tooltip": "Book abbreviation and page reference." + "reference-label-tooltip": "Book abbreviation and page reference.", + "modifier-abbreviation-label": "Mod", + "language-cost-modifier-tooltip": "Use this input box to modifier the number of Character Points for the selected language option.", + "language-talent-label": "Language Talent", + "language-talent-tooltip": "If checked, you can learn languages at the next-highest level, if you spend 2 points on a langauge, instead of broken, you know the language at Accented level. This changes the available options in the drop-down and related costs. See B65.", + "tips-label": "Tips", + "import-tips-description": "

      After importing, compare your Roll20 sheet to GCA5 character sheet.

      Roll20 doesn't support parent/child relationship, repeating tables will be imported alphabetically.

      For GCA Roll20 Exporter Tool Version 1.0.1.9 or later, Rital Magic Spells will be added to the Grimoire with difficult set to T/H and points set to 0. The spell will also be added to the Techniques table with the actual character point cost.

      GCA5 Export to Roll20. Update 1.0.1.10. Fixes bug so item inventory uses base cost and weight instead of total cost and weight.

      ", + "attribute-stress": "Stress", + "attribute-stress-tooltip": "Stress level from GURPS Fourth Edition Edition.pdf page 141-142.
      On failed fright check, add -1 to Stress, on Critical Failure add -3!
      GM could add Stress for other reasons besides failed fright checks.
      Stress can be recovered by one for every ten minutes spent in mental relaxation.
      GM may rule that certain indulgences can erase an extra point of Stress.
      Important: If you go over the maximum stress level, apply the Stress to Derangement!", + "abbreviation-derangement": "Derange", + "attribute-derangement-tooltip": "Derangement level represents long lasting mental harm described in GURPS Fourth Edition Edition.pdf page 141-142.
      When failing a Sanity-Blasting Fright Check, add -1 to Derangement, on Critical Failure add -3!
      At the end of the day with no new stress or derangement a Will roll will erase -1 point of derangement.
      +1 Will if treated by a therapist with Psychology (Clinical) or Physician (Psychiatric) at 12+.
      A therapist can also roll their skill once per day to erase an additional -1 in Derangement.
      Important: If you go over the maximum Derangement, the points should start going to new disadvantages!
      You can keep the total in the row below.", + "attribute-stress-derangement-penalty-tooltip": "The Fright Check Penalty, which is (Stress + Derangement)/2, rounded down against the player. H141
      This penalty is automatically applied to the Fright Check attribute.
      The penalty (modified by Fearlessness) could also affect self-control rolls, skills that demand a steady hand, and HT rolls to resist minor ailments, etc.", + "attribute-stress-derangement-disadvantage-points-tooltip": "The amount of disadvantage points accrued due to derangement.
      At a certain point, these points should be converted to permanent mental disadvantages!" } \ No newline at end of file diff --git a/GURPS/translations/uk.json b/GURPS/translations/uk.json index 12cc6bb676..5da782ce41 100644 --- a/GURPS/translations/uk.json +++ b/GURPS/translations/uk.json @@ -1,5 +1,5 @@ { - "sheet-roll-modifier-option": "Roll Modifier Option", + "sheet-roll-modifier-option": "Roll Modifier Legacy", "sheet-roll-modifier-option-desc": "Select the modifier option to use when clicking a dice roll icon on the character sheet.", "sheet-chat-roll-display-option": "Chat Roll Display", "sheet-chat-roll-dislpay-option-desc": "Select how rolls are display in chat window. Private Skill Levels deprecated will default to private, since it doesn't work with rolltemplates.", @@ -39,7 +39,7 @@ "sheet-show-raw-defense-notes-desc": "If checked, show Rules as Written (RAW) for Active Defense success/fail notes.", "sheet-style-option": "Sheet Style", "sheet-style-desc": "Select a visual style for the character sheet.", - "roll-modifiers-heading": "Roll Modifiers", + "roll-modifiers-heading": "Roll Modifiers Toolbox", "total-roll-modifier-label": "Total Modifier", "shock-label": "Shock", "max-skill-9-label": "Max skill of 9", @@ -68,6 +68,8 @@ "aiming-bonus-tooltip": "Each turn after the initial aim, you get an additional bonus. See B364", "abbreviation-rate-of-fire-label": "RoF", "rate-of-fire-tooltip": "Rate of Fire
      The maximum number of shots that can be fired in
      one turn (by a regular person).
      The minimum number of shots is 1.

      !: minimum RoF is 1/4 of the maximum, rounded up.
      mxn: fires the first number of shots, which each then
      split into the second number (eg. shotguns)
      Jet: shoots a continuous stream of fluid. See page 106.", + "shots-fired-label": "Fired", + "shots-fired-tooltip": "Shots Fired
      The number of shots fired in a single round. This should not exceed the RoF for the weapon.", "scope-label": "Scope", "scope-bonus-tooltip": "Each turn after the initial aim, you get an additional bonus up to the scope's bonus.
      Fixed scopes, aim at least as many turns as the scope's bonus.
      See B412", "vehicle-targeting-label": "Vehicle Targeting", @@ -171,10 +173,10 @@ "ranged-move-attack-label": "Move/Attack: -2 or Bulk", "ranged-move-attack-tooltip": "Attack with a ranged weapon while moving, aiming is not possible and you lose previous aiming. -2 to hit or bulk penalty, whichever is worse. Movement: normal, but -2 to avoid obstacles. Active Defense: Dodge or Block. See B365-366", "bulk-label": "Bulk", - "ranged-all-out-attack-determined-label": "All-Out Attack Determined: +1", - "ranged-all-out-attack-determined-tooltip": "Determined: Make a single attack at +1 to hit! Movement: half-move, forward only. Defense: None. See B365", - "ranged-all-out-attack-suppression-fire-label": "All-Out Attack Suppression Fire", - "ranged-all-out-attack-suppression-fire-tooltip": "Take entire turn to spray an area with automatic fire RoF 5+, see Suppression Fire B409! Movement: half-move, forward only. Defense: None. See B365", + "ranged-all-out-attack-determined-label": "All-Out Determined: +1", + "ranged-all-out-attack-determined-tooltip": "All-Out Attack Determined: Make a single attack at +1 to hit! Movement: half-move, forward only. Defense: None. See B365", + "ranged-all-out-attack-suppression-fire-label": "All-Out Suppression Fire", + "ranged-all-out-attack-suppression-fire-tooltip": "All-Out Attack Suppression Fire: Take entire turn to spray an area with automatic fire RoF 5+, see Suppression Fire B409! Movement: half-move, forward only. Defense: None. See B365", "other-actions-title": "Other Actions", "braced-label": "Braced: +1", "braced-tooltip": "If you haven't moved and aimed a turn, you may get the braced bonus.
      Firearm/crossbow must rest on a sandbag, low wall, car, etc.
      One-handed firearm is braced if using two hands.
      Two-handed is braced if you're prone and using a bipod. See B364.", @@ -204,9 +206,9 @@ "failed-control-roll-tooltip": "Vehicle/mount failed control last turn. Penalty equal to margin of failure. See B548", "over-under-mount-label": "Over/Under Mount: -6", "over-under-mount-tooltip": "If you're an exposed rider hanging from side of mount/vehicle, penalty to hit is -6 to shoot over or under the mount.", - "vehicle-dodged-label": "Vehicle Dodged Last Turn: -2", + "vehicle-dodged-label": "Vehicle Dodged: -2", "vehicle-dodged-tooltip": "Vehicle/mount dodged last turn and you're not the operator.", - "air-vehicle-dodged-label": "Air Vehicle Dodged Last Turn: -4", + "air-vehicle-dodged-label": "Air Vehicle Dodged: -4", "normal-defense-label": "Normal Defense", "normal-defense-tooltip": "Using a normal active defense.", "all-out-defense-increased-label": "All-Out Defense: +2", @@ -221,7 +223,7 @@ "defense-kneeling-label": "Kneeling/Sitting: -2", "defense-kneeling-tooltip": "If you're kneeling or sitting, -2 to defense. See B549", "attackers-action-title": "Attacker's Action", - "attack-from-behind-label": "Attack From Behind Peripheral: -2", + "attack-from-behind-label": "From Behind Peripheral: -2", "attack-from-behind-tooltip": "Normally, if attacked from behind, you have no defense. However, if you have Peripheral Vision you can defend at -2. See B391", "runaround-attack-label": "Runaround Attack: -2", "runaround-attack-tooltip": "Your foe starts in front of you and runs behind you and attacks from behind. You can defend at -2. See B391", @@ -234,7 +236,7 @@ "general-defense-bonus-tooltip": "A general defense bonus, such as the Supers Meta-trait (see Supers B34), force field, etc.", "retreating-dodge-label": "Retreating Dodge: +3", "retreating-dodge-tooltip": "Move away from attacker, at least one yard or up to your step. See B377", - "retreating-block-parry-label": "Retreating Block/Parry: +1", + "retreating-block-parry-label": "Retreat Block/Parry: +1", "retreating-block-parry-tooltip": "Retreating block or parry. Move away from attacker, at least one yard or up to your step. See B377", "retreating-parry-label": "Retreating Parry: +3", "retreating-parry-tooltip": "If using Boxing, Judo, Karate, or any fencing skill, you can get a +3 retreating bonus.
      Move away from attacker, at least one yard or up to your step. See B377", @@ -245,8 +247,8 @@ "acrobatic-dodge-failed-tooltip": "If you failed your acrobatic/aerobatic roll, you're at -2 to dodge. See B375", "dodge-drop-label": "Dodge & Drop: +3", "dodge-drop-tooltip": "Only against ranged attacks, drop to the ground and become prone.
      Any cover you get does not count against the initial attack.
      NOTE: Flying or Swimming is possible but only if a step would take you below concealing terrain. See B377", - "feverish-defense-label": "Feverish Defense (1 FP): +2", - "feverish-defense-tooltip": "Spend 1 FP to increase active defense by 2.", + "feverish-defense-label": "Feverish Def (1 FP): +2", + "feverish-defense-tooltip": "Feverish Defense. Spend 1 FP to increase active defense by 2.", "offhand-parry-label": "Off-Hand Parry: -2", "offhand-parry-tooltip": "Off-Hand weapon parry is at -2. See B549", "number-of-parries-label": "# of Parries", @@ -257,7 +259,7 @@ "defense-improvised-weapon-tooltip": "NOTE: Dungeon Fantasy: if parrying with an improvised weapon, apply a penalty. See DF Exploits-37", "situation-title": "Situation", "defense-laser-sight-tooltip": "If you can see the laser sight, you get +1 to Dodge. See B548", - "against-deceptive-attack-label": "Against Deceptive Attack", + "against-deceptive-attack-label": "VS Deceptive Attack", "against-deceptive-attack-tooltip": "You're at -1 to defense for every -2 the attacker took to their to hit modifier. See B369", "feint-attack-label": "Feint Attack", "feint-attack-tooltip": "You're at a penalty equal to the attacker's margin of victory. See B365", @@ -266,9 +268,9 @@ "hidden-weapon-label": "Hidden Weapon: -2", "defense-hidden-weapon-tooltip": "NOTE: From Dungeon Fantasy. If attacked by a hidden weapon, you're at -2 to your first defense. See DF Exploits-58", "defenders-equipment-label": "Defender's Equipment", - "parrying-knife-label": "Parrying with Knife/Dagger: -1", + "parrying-knife-label": "Parry with Knife/Dagger: -1", "parrying-knife-tooltip": "If parrying with a knife or dagger is -1. See B548
      Suggestion: Add the modifier to your defense skill instead of using checkbox.", - "parrying-kusari-label": "Parrying with Kusari/Whip: -2", + "parrying-kusari-label": "Parry with Kusari/Whip: -2", "parrying-kusari-tooltip": "If parrying with a kusari or whip is -2. See B548
      Suggestion: Add the modifier to your defense skill instead of using checkbox.", "unarmed-parry-label": "Unarmed Parry: -3", "unarmed-parry-tooltip": "Unarmed parry vesus a weapon is -3, unless it's a thrust or you are using Judo or Karate parry. See B548", @@ -285,7 +287,7 @@ "block-nunchaku-tooltip": "If blocking against a nunchaku, you're at -1 to defend. See B405.", "parry-thrown-weapon-label": "Parry thrown weapon: -1", "parry-thrown-weapon-tooltip": "Parry -1 against thrown weapon. See B549", - "parry-thrown-small-weapon-label": "Parry thrown small weapon: -2", + "parry-thrown-small-weapon-label": "Parry thrown sm weapon: -2", "parry-thrown-small-weapon-tooltip": "If the weapon is 1 pound or less, parry is -2. See B549", "trident-dodge-label": "Trident: -1 Dodge", "trident-dodge-tooltip": "NOTE: From Dungeon Fantasy. -1 to dodge a trident. See DF Exploits-97", @@ -437,7 +439,7 @@ "attribute-will": "Will", "attribute-will-tooltip": "\nWillpower
      \nBased on Intelligence
      \n5pts/level
      \nUnmodified: \n\t\t\t\t\t\t\t", "attribute-fright": "Fright", - "attribute-fright-tooltip": "Fright Check (B360)
      Based on Willpower
      2pts/level
      Unmodified:
      See extensive list of Modifiers B360 & GURPS Horror p139-142.
      If manually creating and/or maintaining this sheet, Combat Reflexes adds +2 to Fright (Enter as a MOD with a value of 2)", + "attribute-fright-tooltip": "Fright Check (B360)
      Based on Willpower
      2pts/level
      Unmodified:
      Combat Reflexes Modifier:
      Stress and Derangement Modifier:

      See extensive list of Modifiers B360 & GURPS Horror p139-142.
      If manually creating and/or maintaining this sheet, Combat Reflexes adds +2 to Fright (Enter as a MOD with a value of 2)", "abbreviation-threshold": "Thresh", "attribute-fright-check-threshold-tooltip": "\nFright Check Threshold - Uses Rule of 14 (B360). By default this value is 13.
      \nThis means that a roll of 14 or more is automatically a failure.
      \nThis Threshold can be modifier by the Perks of Brave (Dungeon Fantasy 11, p11) or Rule of 15
      \n(Power Ups 2, p13).
      \nWill and/or Fright plus bonuses (like Fearlessness or Combat Reflexes) must total 14+ for this
      \nto be useful, of course!
      \nNote: A Fright Check can be used for Awe and Confusion. (Powers p84 under Terror) and the Awe and
      \nConfusion Check Table for failures. (Powers p85).\n\t\t\t\t\t\t\t", "fright-check-label": "Fright Check", @@ -456,7 +458,7 @@ "abbreviation-enhanced": "Enhncd", "attribute-enhanced-ground-move-tooltip": "Enhanced ground move.
      10pts per half level. Can use up|down arrow keys
      Level: ", "attribute-dodge": "Dodge", - "attribute-dodge-tooltip": "Dodge - Based on Basic Speed - Unmodified:
      Note: The Dodge score, under Encumbrance and Current, automatically adjusts for Enumbrance and for HP and/or FP loss below 1/3. (B419, B426)", + "attribute-dodge-tooltip": "Dodge - Based on Basic Speed - Unmodified:
      Combat Reflexes Modifier:
      Note: The Dodge score, under Encumbrance and Current, automatically adjusts for Enumbrance and for HP and/or FP loss below 1/3. (B419, B426)", "abbreviation-lifting-strength": "Lift ST", "attribute-lifting-strength-tooltip": "Lifting Strength (B65)
      Based on Strength pts/level
      Unmodified: ", "attribute-lift": "Lift", @@ -605,23 +607,31 @@ "spent-label": "Spent", "unspent-label": "Unspent", "gca-format-label": "GCA4 Format", - "gca-format-tooltip": "GURPS Character Assistant (GCA4) Format
      To change to GCS or Detailed go to options tab
      and change the radio button for Point Summary Layout", + "gca-format-tooltip": "GURPS Character Assistant 4 (GCA4) Format
      To change to GCA5, GCS or Detailed go to options tab
      and change the radio button for Point Summary Layout", + "gca5-format-label": "GCA5 Format", + "gca5-format-tooltip": "GURPS Character Assistant 5 (GCA5) Format
      To change to GCA4, GCS or Detailed go to options tab
      and change the radio button for Point Summary Layout", "gcs-format-label": "GCS Format", - "gcs-format-format-tooltip": "GURPS Character Sheet (GCS) format
      To change to GCA4 or Detailed go to options tab
      and change the radio button for Point Summary Layout", + "gcs-format-format-tooltip": "GURPS Character Sheet (GCS) format
      To change to GCA5, GCA4 or Detailed go to options tab
      and change the radio button for Point Summary Layout", "detailed-format-label": "Detailed Format", - "detailed-format-tooltip": "To change to GCA4 or GCS go to options tab
      and change the radio button for Point Summary Layout", + "detailed-format-tooltip": "To change to GCA5, GCA4 or GCS go to options tab
      and change the radio button for Point Summary Layout", "race-label": "Race", "race-point-summary-tooltip": "Point Summary for Racial Traits.", - "points-summary-for-attributes-tooltip": "\nPoint Summary for:
      \nST, DX, IQ, HT,
      \nHP, FP, Energy Reserve One, Two, and Three,
      \nPer, Vision, Hearing, Smell, Touch,
      \nWill, Fright, Unconsciousness, Death,
      \nSpeed, Move, Lift ST, Striking ST,
      \nFlying, Air Move, Enhanced Air Move, Super Jump\n\t\t\t\t\t\t\t", + "points-summary-for-attributes-tooltip": "Point Summary for the following attributes with positive values:
      ST, DX, IQ, HT,
      HP, FP, Energy Reserve One, Two, and Three,
      Per, Vision, Hearing, Smell, Touch,
      Will, Fright, Unconsciousness, Death,
      Speed, Move, Lift ST, Striking ST,
      Flying, Air Move, Enhanced Air Move, Super Jump", + "abbreviation-languages-label": "Lang.", + "point-summary-for-languages-tooltip": "Languages Point Summary", "abbreviation-advantages-label": "Adv.", - "gca-point-summary-for-advantages-tooltip": "\nPoint Summary for:
      \nLanguages, Tech Level, Cultural Familiarities,
      \nAdvantages, and Racial traits.\n\t\t\t\t\t\t\t", - "gcs-point-summary-for-advantages-tooltip": "\nPoint Summary for:
      \nLanguages, Tech Level, Cultural Familiarities,
      \nAdvantages, and Perks.\n\t\t\t\t\t\t\t", - "detailed-point-summary-for-advantages-tooltip": "\nPoint Summary for:
      \nLanguages, Tech Level, Cultural Familiarities,
      \nand Advantages.\n\t\t\t\t\t\t\t", + "gca-point-summary-for-advantages-tooltip": "Point Summary for the following traits with positive values:
      Languages, Tech Level, Cultural Familiarities,
      Advantages, and Racial traits.", + "gca5-point-summary-for-advantages-tooltip": "Point Summary for the following traits with positive values:
      Tech Level, Advantages, and Racial traits.", + "gcs-point-summary-for-advantages-tooltip": "Point Summary for the following traits with positive values:
      Languages, Tech Level, Cultural Familiarities,
      Advantages, and Perks.", + "detailed-point-summary-for-advantages-tooltip": "Point Summary for the following traits with positive values:
      Languages, Tech Level, Cultural Familiarities,
      and Advantages.", "perks-label": "Perks", "abbreviation-disadvantages-label": "Disadv.", - "point-summary-for-disadvantages-tooltip": "Point Summary for Disadvantages", + "point-summary-for-disadvantages-tooltip": "Point Summary for Disadvantages and racial templates with a negative value, including attributes with negative values, negative language value, and negative tech level value.", + "point-summary-for-disadvantages-no-language-tooltip": "Point Summary for Disadvantages and racial templates with a negative value, including attributes with negative values, and negative tech level value.
      Language points with a negative value are NOT included.", + "point-summary-for-disadvantages-no-racial-cost-tooltip": "Point Summary for Disadvantages, including attributes with negative values, negative language value, and negative tech level value.
      Racial templates with a negative value are NOT included.", "quirks-label": "Quirks", "skills-label": "Skills", + "skill-roll-modifier-tooltip": "You can use the Roll Modifiers Toolbar or the Roll Modifiers Toolbox to modifier the effective skill.", "abbreviation-techniques-label": "Tech.", "point-summary-techniques-tooltip": "Techniques", "abbreviation-techniques-revised-label": "Tech. (r)", @@ -642,6 +652,7 @@ "technology-level-tooltip": "Tech Level Modifiers (B168), Tech Levels (B511-514)", "campaign-technology-level-label": "Campaign Tech Level", "your-technology-level-label": "Your Tech Level", + "abbreviation-cultural-familiarity": "Culture", "cultural-familiarities-label": "Cultural Familiarities", "cultural-familiarities-tooltip": "When dealing with an unfamiliar culture, you may suffer -3 to a skill roll that has a cultural component, such as Carousing, Detect Lies. (B23).", "cultural-point-cost": "Native culture cost is 0. Otherwise, cost is 1 or 2 (Consult with GM). (B23)", @@ -709,15 +720,17 @@ "background-history-label": "Background History & Notes", "training-label": "Training", "training-tooltip": "\nTraining rules can be found at ‘Improvement
      \nThrough Study’ B292.
      \nAdvanced rules can be found in Social
      \nEngineering: Back to School.\n\t\t\t\t\t\t\t", - "activate-custom-roll-modifier-tooltip": "To turn on the custom modifiers and button to open the Roll Modifier dialog box goto the Sheet Options tab and check off the tools you would like to user under Skill Modifier Tools section.", "abbreviation-technology-level-label": "TL", "skill-level-label": "Level", "abbreviation-attribute-label": "Attr", + "skill-attribute-tooltip": "If the 10 was selected, it will be highlighted red. This could have happened during the import if the skill has an attribute not identified by the system. Check the attribute on your chosen Character Creation App to see if the attribute exists on Roll20.", "abbreviation-difficulty-label": "Diff", "skill-difficulty-tooltip": "Difficulty of Skill
      WC = Wildcard Skill. (B175)", "skill-modifier-tooltip": "\nModifier applied to skill level.
      \nCan be a positive or a negative number.
      \nExamples include a bonus from a Talent,
      \ndefault from another Skill or Technique,
      \na piece of equipment, or a Perk.\n\t\t\t\t\t\t\t", "modifier-label": "Modifier:", - "modifier-dialog-tooltip": "Enter a modifier to apply to any rolls on the this table.
      Use the pencil/paper icon to select modifiers.
      NOTE: Changing the modifier or check status of Max skill of 9 will clear modifiers used by dialog box.", + "modifier-dialog-tooltip": "Enter a custom modifier and optional reason to apply to any rolls on the this table.
      Suggestion: Use this modifier instead of the popup window when clicking the roll button.
      You will see the modifier in the chat window. You could even turn off the Modifier Popup by going to
      Options -> Skill Modifier Options and select No Modifier Prompt.", + "final-modifier-label": "Final Modifier", + "final-modifier-dialog-tooltip": "The final modifier that will be applied to the effective skill level.", "select-skill-modifiers-button": "Select Skill Modifiers", "apply-encumbrance-tooltip": "Apply encumbrance penalty.", "link-to-label": "Link To", @@ -756,6 +769,7 @@ "abbreviation-maximum-label": "Max", "cost-label": "Cost", "techniques-revised-label": "Techniques (Revised)", + "techniques-roll-modifier-tooltip": "You can use the Roll Modifiers Toolbar or the Roll Modifiers Toolbox to modifier the effective skill.", "base-level-label": "Base", "base-skill-level-tooltip": "\nBase skill level of technique, usually
      \nbased on Parent Skill.
      \nsee Techniques B229\n\t\t\t\t\t\t\t", "abbreviation-default-label": "DFLT", @@ -810,7 +824,8 @@ "layer-4-label": "Layer 4", "armor-layor4-tooltip": "Layer 4 (Outer most) is also good for force shields, magic DR, etc.", "summary-label": "Summary", - "armor-summary-tooltip": "This sums up each layer, from layer 1 (inner) to layer 4 (outer).
      * = flexible armor.
      Alert: Only one layer per row may have split armor.", + "roll-modifier-summary-label": "Modifier Summary", + "armor-summary-tooltip": "This sums up each layer, from layer 1 (inner) to layer 4 (outer).
      * = flexible armor.
      Alert: Only one layer per row may have split armor.
      Warning: If you enter your own content, it will be overwritten if you change values for any of the layers.", "abbreviation-defense-bonus-label": "DB", "defense-bonus-tooltip": "Apply the defense bonus of a shield, cloak, spell (B252), or Meta-trait (Supers34). See B374
      Shield/Cloak: Used against attacks from front or from your shield side. Can't be used against firearms unless you're using the Damage to Shields option.
      Shield Spell: Protects from frontal attacks and is cumulative with a normal shield.", "abbreviation-damage-label": "DMG", @@ -829,6 +844,7 @@ "damage-resistance-tooltip": "\nLow-Tech #/# usually means All Attack Types / Except
      \nthis specific Type of attack.
      \nExample: Enter as 3/2cr* means DR3 vs all attacks
      \nexcept cr which uses DR2. * means it is Flexible
      \narmor (B379).
      \nHigh-Tech and Ultra-Tech #/# usually mean against
      \nthese Type Attacks / All other Attack Types.
      \nExample: Enter as 5imp, cr /2 means DR5 vs imp and
      \ncr type of attacks and DR2 against all other types
      \nof attacks.\n\t\t\t\t\t\t\t", "user-created-label": "User Created", "active-defenses-label": "Active Defenses", + "active-defense-roll-modifier-tooltip": "You can use the Roll Modifiers Tollbar or the Roll Modifiers Toolbox to modifier the effective skill.", "rules-as-written-label": "Rules As Written", "active-defense-type-tooltip": "\nChanging the Type will also update success/fail notes
      \nfor that active defense.
      \nParry, Block, and Block have default notes that can be
      \nchanged on the options page.
      \nNOTE Changing the Type will clear any previous notes
      \nyou entered.\n\t\t\t\t\t\t\t", "abbreviation-information-label": "Info", @@ -891,6 +907,7 @@ "select-token-tooltip": "If on, you must select your character token before clicking the Roll button. The token name will show in the roll results.
      Note This option is most useful when writing your own Roll20 API code.", "target-token-tooltip": "Click the button to turn on target a token before the skill roll.
      The token name will appear in the results.", "melee-attacks-label": "Melee Attacks", + "melee-roll-modifier-tooltip": "You can use the Roll Modifiers Toolbar or the Roll Modifiers Toolbox to modifier the effective skill.", "attacks-label": "Attacks", "targets-label": "Targets", "melee-attack-damage-tooltip": "For an Armor Divisor: A number in parenthesis after
      the damage - eg. (2) - is an armor divisor.
      Enter this number in the Damage Notes as AD(#) or as
      Armor Divisor(#).
      ex: indicates the attack causes an explosion.
      See B269. Enter in the Damage Notes
      Macros You can also use @{thrust} and @{swing} for Melee Damage value, which is based on the values entered on the General page. You can even add additional modifiers such as @{thrust}+3.", @@ -936,6 +953,7 @@ "ranged-fail-notes-tooltip": "Any standard notes entered here will appear in the Roll Template in chat.
      Hint: Enter inline rolls for additional results.
      Example: Does an additional [[1d6]] fire damage.", "ranged-critical-fail-notes-tooltip": "Any standard notes entered here will appear in the Roll Template in chat.
      Hint: Enter inline rolls for additional results.
      Example: Does an additional [[1d6]] fire damage.", "ranged-attacks-label": "Ranged Attacks", + "ranged-attack-tooltip": "Please use either the Range Calculator or the Roll Modifiers dialog tool to enter at least the range of the attack.", "ranged-damage-tooltip": "For an Armor Divisor: A number in parenthesis after
      the damage - eg. (2) - is an armor divisor.
      Enter this number in the Damage Notes as AD(#) or as
      Armor Divisor(#).
      ex: indicates the attack causes an explosion.
      [#d]: indicates the attack causes fragmentation.
      See B269. Enter in the Damage Notes.
      Macros You can also use @{thrust} and @{swing} for Ranged Damage value, which is based on the values entered on the General page. You can even add additional modifiers such as @{thrust}+3.", "abbreviation-range-label": "RNG", "range-tooltip": "Range. See B269.", @@ -1013,6 +1031,7 @@ "falling-label": "Falling", "hard-label": "Hard", "hard-object-tooltip": "If hitting a hard object (clay, concrete, soil, sand, etc.), check the box to double the effective Hit Points of the falling object or the object that caused the collision. B431", + "falling-damage-type-tooltip": "Normal objects are crushing. If bullet-shaped, sharp, or spiked select appropriate damage type, but damage is halved. B430", "collision-label": "Collision", "demolition-label": "Demolition", "select-label": "Select", @@ -1054,15 +1073,16 @@ "magery-power-investiture-bonus-label": "Magery/PI/Bonus Level:", "cencentration-penalty-label": "Concentration Penalty", "spell-label": "Spell", + "spell-roll-modifier-tooltip": "You can use the Roll Modifiers Toolbar or the Roll Modifiers Toolbox to modifier the effective skill.", "spell-skill-level-tooltip": "\n\t\t\t\t\t\t\t\tSkill level with spell\n\t\t\t\t\t\t\t", - "spell-difficulty-tooltip": "Difficulty", + "spell-difficulty-tooltip": "Difficulty Level.
      Note: T/H stands for Technique/Hard, which is used by ritual magic spells.
      Suggestion: If using T/H set the points to zero, use mod to get the correct spell level,
      then place the actual spell on the Techniques table.", "spell-skill-level-modifier-tooltip": "\n\t\t\t\t\t\t\t\tModifier applied to skill level.
      \n\t\t\t\t\t\t\t\tCan be a positive or a negative number.
      \n\t\t\t\t\t\t\t\tExamples include a bonus from a Talent,
      \n\t\t\t\t\t\t\t\tdefault from another Skill or Technique,
      \n\t\t\t\t\t\t\t\ta piece of equipment, or a Perk.\n\t\t\t\t\t\t\t", "points-tooltip": "Points", "spell-is-on-tooltip": "Enter a 1 or more to mark the spell as ON
      skill penalty for each spell that is ON.
      See B238 or M10.
      Click one at a time, wait until each penalty is applied before clicking the next one.", "abbreviation-concentration-label": "CT", "spell-concentration-tooltip": "Enter a 1 or more to mark the spell as under Concentration.
      skill penalty for each spell.
      See B238 or M10.
      Click one at a time, wait until each penalty is applied before clicking the next one.", "abbreviation-resisted-by-label": "RESIST", - "spell-resisted-by-tooltip": "\n\t\t\t\t\t\t\t\tResisted By\n\t\t\t\t\t\t\t", + "spell-resisted-by-tooltip": "On a regular success, your spell must defeat the subject's resistance to work, a critical success automatically wins. See B241/M13 and the Rule of 16, B349.", "duration-label": "Duration", "spell-duration-tooltip": "\n\t\t\t\t\t\t\t\tDuration of Spell\n\t\t\t\t\t\t\t", "spell-energy-cost-tooltip": "\n\t\t\t\t\t\t\t\tEnergy cost for casting the spell.\n\t\t\t\t\t\t\t", @@ -1122,8 +1142,10 @@ "show-revised-label": "Show Revised", "show-revised-tooltip": "Show the revised techniques table.", "point-summary-layout-label": "Point Summary Layout", + "abbreviation-gurps-character-assistant5-label": "GCA5", "abbreviation-gurps-character-assistant-label": "GCA4", - "gurps-character-assistant-tooltip": "GURPS Character Assistant.", + "gurps-character-assistant-tooltip": "GURPS Character Assistant 4.", + "gurps-character-assistant5-tooltip": "GURPS Character Assistant 5.", "abbreviation-gurps-character-sheet-label": "GCS", "gurps-character-sheet-tooltip": "GURPS Character Sheet.", "detailed-label": "Detailed", @@ -1162,7 +1184,8 @@ "sheet-style-purple-option": "Purple", "sheet-style-fabric-option": "Fabric", "sheet-style-classic-white-option": "Classic White", - "falling-collision-damage-notes-label": "Falling & Collision Damage Notes B430-431", + "falling-damage-notes-label": "Falling Damage Notes B430-431", + "collision-damage-notes-label": "Collision Damage Notes B430-431", "demolition-damage-notes-label": "Demolition Damage Notes", "fragmentation-skill-notes-label": "Fragmentation Skill Notes", "fragmentation-damage-notes-label": "Fragmentation Damage Notes", @@ -1199,6 +1222,7 @@ "target-label": "Target", "rolltemplate-warning-less-than-three-description": "WARNING: You may not attempt a success roll if your effective skill (Target) is less than 3. (See B345)", "rolltemplate-tool-modifiers-label": "Tool Modifiers", + "defense-modifiers-label": "Predefined Defense Modifiers", "maneuver-label": "Maneuver", "all-out-attack-label": "All-Out Attack", "alert-label": "Alert", @@ -1225,5 +1249,17 @@ "traits-default-critical-success-notes": "When you roll a critical success, the GM determines what happens to you. It is always something good! The lower the roll, the better **bonus** they give you. (B347)", "traits-default-critical-failure-notes": "When you roll a critical failure, the GM determines what happens to you. It is always something bad - the higher the roll, the worse the result. (B348)", "reference-abbreviation-label": "Reference", - "reference-label-tooltip": "Book abbreviation and page reference." + "reference-label-tooltip": "Book abbreviation and page reference.", + "modifier-abbreviation-label": "Mod", + "language-cost-modifier-tooltip": "Use this input box to modifier the number of Character Points for the selected language option.", + "language-talent-label": "Language Talent", + "language-talent-tooltip": "If checked, you can learn languages at the next-highest level, if you spend 2 points on a langauge, instead of broken, you know the language at Accented level. This changes the available options in the drop-down and related costs. See B65.", + "tips-label": "Tips", + "import-tips-description": "

      After importing, compare your Roll20 sheet to GCA5 character sheet.

      Roll20 doesn't support parent/child relationship, repeating tables will be imported alphabetically.

      For GCA Roll20 Exporter Tool Version 1.0.1.9 or later, Rital Magic Spells will be added to the Grimoire with difficult set to T/H and points set to 0. The spell will also be added to the Techniques table with the actual character point cost.

      GCA5 Export to Roll20. Update 1.0.1.10. Fixes bug so item inventory uses base cost and weight instead of total cost and weight.

      ", + "attribute-stress": "Stress", + "attribute-stress-tooltip": "Stress level from GURPS Fourth Edition Edition.pdf page 141-142.
      On failed fright check, add -1 to Stress, on Critical Failure add -3!
      GM could add Stress for other reasons besides failed fright checks.
      Stress can be recovered by one for every ten minutes spent in mental relaxation.
      GM may rule that certain indulgences can erase an extra point of Stress.
      Important: If you go over the maximum stress level, apply the Stress to Derangement!", + "abbreviation-derangement": "Derange", + "attribute-derangement-tooltip": "Derangement level represents long lasting mental harm described in GURPS Fourth Edition Edition.pdf page 141-142.
      When failing a Sanity-Blasting Fright Check, add -1 to Derangement, on Critical Failure add -3!
      At the end of the day with no new stress or derangement a Will roll will erase -1 point of derangement.
      +1 Will if treated by a therapist with Psychology (Clinical) or Physician (Psychiatric) at 12+.
      A therapist can also roll their skill once per day to erase an additional -1 in Derangement.
      Important: If you go over the maximum Derangement, the points should start going to new disadvantages!
      You can keep the total in the row below.", + "attribute-stress-derangement-penalty-tooltip": "The Fright Check Penalty, which is (Stress + Derangement)/2, rounded down against the player. H141
      This penalty is automatically applied to the Fright Check attribute.
      The penalty (modified by Fearlessness) could also affect self-control rolls, skills that demand a steady hand, and HT rolls to resist minor ailments, etc.", + "attribute-stress-derangement-disadvantage-points-tooltip": "The amount of disadvantage points accrued due to derangement.
      At a certain point, these points should be converted to permanent mental disadvantages!" } \ No newline at end of file diff --git a/GURPS/translations/zh.json b/GURPS/translations/zh.json index c522dde099..296c526fc1 100644 --- a/GURPS/translations/zh.json +++ b/GURPS/translations/zh.json @@ -1,5 +1,5 @@ { - "sheet-roll-modifier-option": "Roll Modifier Option", + "sheet-roll-modifier-option": "Roll Modifier Legacy", "sheet-roll-modifier-option-desc": "Select the modifier option to use when clicking a dice roll icon on the character sheet.", "sheet-chat-roll-display-option": "Chat Roll Display", "sheet-chat-roll-dislpay-option-desc": "Select how rolls are display in chat window. Private Skill Levels deprecated will default to private, since it doesn't work with rolltemplates.", @@ -39,7 +39,7 @@ "sheet-show-raw-defense-notes-desc": "If checked, show Rules as Written (RAW) for Active Defense success/fail notes.", "sheet-style-option": "Sheet Style", "sheet-style-desc": "Select a visual style for the character sheet.", - "roll-modifiers-heading": "Roll Modifiers", + "roll-modifiers-heading": "Roll Modifiers Toolbox", "total-roll-modifier-label": "Total Modifier", "shock-label": "Shock", "max-skill-9-label": "Max skill of 9", @@ -68,6 +68,8 @@ "aiming-bonus-tooltip": "Each turn after the initial aim, you get an additional bonus. See B364", "abbreviation-rate-of-fire-label": "RoF", "rate-of-fire-tooltip": "Rate of Fire
      The maximum number of shots that can be fired in
      one turn (by a regular person).
      The minimum number of shots is 1.

      !: minimum RoF is 1/4 of the maximum, rounded up.
      mxn: fires the first number of shots, which each then
      split into the second number (eg. shotguns)
      Jet: shoots a continuous stream of fluid. See page 106.", + "shots-fired-label": "Fired", + "shots-fired-tooltip": "Shots Fired
      The number of shots fired in a single round. This should not exceed the RoF for the weapon.", "scope-label": "Scope", "scope-bonus-tooltip": "Each turn after the initial aim, you get an additional bonus up to the scope's bonus.
      Fixed scopes, aim at least as many turns as the scope's bonus.
      See B412", "vehicle-targeting-label": "Vehicle Targeting", @@ -171,10 +173,10 @@ "ranged-move-attack-label": "Move/Attack: -2 or Bulk", "ranged-move-attack-tooltip": "Attack with a ranged weapon while moving, aiming is not possible and you lose previous aiming. -2 to hit or bulk penalty, whichever is worse. Movement: normal, but -2 to avoid obstacles. Active Defense: Dodge or Block. See B365-366", "bulk-label": "Bulk", - "ranged-all-out-attack-determined-label": "All-Out Attack Determined: +1", - "ranged-all-out-attack-determined-tooltip": "Determined: Make a single attack at +1 to hit! Movement: half-move, forward only. Defense: None. See B365", - "ranged-all-out-attack-suppression-fire-label": "All-Out Attack Suppression Fire", - "ranged-all-out-attack-suppression-fire-tooltip": "Take entire turn to spray an area with automatic fire RoF 5+, see Suppression Fire B409! Movement: half-move, forward only. Defense: None. See B365", + "ranged-all-out-attack-determined-label": "All-Out Determined: +1", + "ranged-all-out-attack-determined-tooltip": "All-Out Attack Determined: Make a single attack at +1 to hit! Movement: half-move, forward only. Defense: None. See B365", + "ranged-all-out-attack-suppression-fire-label": "All-Out Suppression Fire", + "ranged-all-out-attack-suppression-fire-tooltip": "All-Out Attack Suppression Fire: Take entire turn to spray an area with automatic fire RoF 5+, see Suppression Fire B409! Movement: half-move, forward only. Defense: None. See B365", "other-actions-title": "Other Actions", "braced-label": "Braced: +1", "braced-tooltip": "If you haven't moved and aimed a turn, you may get the braced bonus.
      Firearm/crossbow must rest on a sandbag, low wall, car, etc.
      One-handed firearm is braced if using two hands.
      Two-handed is braced if you're prone and using a bipod. See B364.", @@ -204,9 +206,9 @@ "failed-control-roll-tooltip": "Vehicle/mount failed control last turn. Penalty equal to margin of failure. See B548", "over-under-mount-label": "Over/Under Mount: -6", "over-under-mount-tooltip": "If you're an exposed rider hanging from side of mount/vehicle, penalty to hit is -6 to shoot over or under the mount.", - "vehicle-dodged-label": "Vehicle Dodged Last Turn: -2", + "vehicle-dodged-label": "Vehicle Dodged: -2", "vehicle-dodged-tooltip": "Vehicle/mount dodged last turn and you're not the operator.", - "air-vehicle-dodged-label": "Air Vehicle Dodged Last Turn: -4", + "air-vehicle-dodged-label": "Air Vehicle Dodged: -4", "normal-defense-label": "Normal Defense", "normal-defense-tooltip": "Using a normal active defense.", "all-out-defense-increased-label": "All-Out Defense: +2", @@ -221,7 +223,7 @@ "defense-kneeling-label": "Kneeling/Sitting: -2", "defense-kneeling-tooltip": "If you're kneeling or sitting, -2 to defense. See B549", "attackers-action-title": "Attacker's Action", - "attack-from-behind-label": "Attack From Behind Peripheral: -2", + "attack-from-behind-label": "From Behind Peripheral: -2", "attack-from-behind-tooltip": "Normally, if attacked from behind, you have no defense. However, if you have Peripheral Vision you can defend at -2. See B391", "runaround-attack-label": "Runaround Attack: -2", "runaround-attack-tooltip": "Your foe starts in front of you and runs behind you and attacks from behind. You can defend at -2. See B391", @@ -234,7 +236,7 @@ "general-defense-bonus-tooltip": "A general defense bonus, such as the Supers Meta-trait (see Supers B34), force field, etc.", "retreating-dodge-label": "Retreating Dodge: +3", "retreating-dodge-tooltip": "Move away from attacker, at least one yard or up to your step. See B377", - "retreating-block-parry-label": "Retreating Block/Parry: +1", + "retreating-block-parry-label": "Retreat Block/Parry: +1", "retreating-block-parry-tooltip": "Retreating block or parry. Move away from attacker, at least one yard or up to your step. See B377", "retreating-parry-label": "Retreating Parry: +3", "retreating-parry-tooltip": "If using Boxing, Judo, Karate, or any fencing skill, you can get a +3 retreating bonus.
      Move away from attacker, at least one yard or up to your step. See B377", @@ -245,8 +247,8 @@ "acrobatic-dodge-failed-tooltip": "If you failed your acrobatic/aerobatic roll, you're at -2 to dodge. See B375", "dodge-drop-label": "Dodge & Drop: +3", "dodge-drop-tooltip": "Only against ranged attacks, drop to the ground and become prone.
      Any cover you get does not count against the initial attack.
      NOTE: Flying or Swimming is possible but only if a step would take you below concealing terrain. See B377", - "feverish-defense-label": "Feverish Defense (1 FP): +2", - "feverish-defense-tooltip": "Spend 1 FP to increase active defense by 2.", + "feverish-defense-label": "Feverish Def (1 FP): +2", + "feverish-defense-tooltip": "Feverish Defense. Spend 1 FP to increase active defense by 2.", "offhand-parry-label": "Off-Hand Parry: -2", "offhand-parry-tooltip": "Off-Hand weapon parry is at -2. See B549", "number-of-parries-label": "# of Parries", @@ -257,7 +259,7 @@ "defense-improvised-weapon-tooltip": "NOTE: Dungeon Fantasy: if parrying with an improvised weapon, apply a penalty. See DF Exploits-37", "situation-title": "Situation", "defense-laser-sight-tooltip": "If you can see the laser sight, you get +1 to Dodge. See B548", - "against-deceptive-attack-label": "Against Deceptive Attack", + "against-deceptive-attack-label": "VS Deceptive Attack", "against-deceptive-attack-tooltip": "You're at -1 to defense for every -2 the attacker took to their to hit modifier. See B369", "feint-attack-label": "Feint Attack", "feint-attack-tooltip": "You're at a penalty equal to the attacker's margin of victory. See B365", @@ -266,9 +268,9 @@ "hidden-weapon-label": "Hidden Weapon: -2", "defense-hidden-weapon-tooltip": "NOTE: From Dungeon Fantasy. If attacked by a hidden weapon, you're at -2 to your first defense. See DF Exploits-58", "defenders-equipment-label": "Defender's Equipment", - "parrying-knife-label": "Parrying with Knife/Dagger: -1", + "parrying-knife-label": "Parry with Knife/Dagger: -1", "parrying-knife-tooltip": "If parrying with a knife or dagger is -1. See B548
      Suggestion: Add the modifier to your defense skill instead of using checkbox.", - "parrying-kusari-label": "Parrying with Kusari/Whip: -2", + "parrying-kusari-label": "Parry with Kusari/Whip: -2", "parrying-kusari-tooltip": "If parrying with a kusari or whip is -2. See B548
      Suggestion: Add the modifier to your defense skill instead of using checkbox.", "unarmed-parry-label": "Unarmed Parry: -3", "unarmed-parry-tooltip": "Unarmed parry vesus a weapon is -3, unless it's a thrust or you are using Judo or Karate parry. See B548", @@ -285,7 +287,7 @@ "block-nunchaku-tooltip": "If blocking against a nunchaku, you're at -1 to defend. See B405.", "parry-thrown-weapon-label": "Parry thrown weapon: -1", "parry-thrown-weapon-tooltip": "Parry -1 against thrown weapon. See B549", - "parry-thrown-small-weapon-label": "Parry thrown small weapon: -2", + "parry-thrown-small-weapon-label": "Parry thrown sm weapon: -2", "parry-thrown-small-weapon-tooltip": "If the weapon is 1 pound or less, parry is -2. See B549", "trident-dodge-label": "Trident: -1 Dodge", "trident-dodge-tooltip": "NOTE: From Dungeon Fantasy. -1 to dodge a trident. See DF Exploits-97", @@ -437,7 +439,7 @@ "attribute-will": "意志", "attribute-will-tooltip": "\nWillpower
      \nBased on Intelligence
      \n5pts/level
      \nUnmodified: \n\t\t\t\t\t\t\t", "attribute-fright": "Fright", - "attribute-fright-tooltip": "Fright Check (B360)
      Based on Willpower
      2pts/level
      Unmodified:
      See extensive list of Modifiers B360 & GURPS Horror p139-142.
      If manually creating and/or maintaining this sheet, Combat Reflexes adds +2 to Fright (Enter as a MOD with a value of 2)", + "attribute-fright-tooltip": "Fright Check (B360)
      Based on Willpower
      2pts/level
      Unmodified:
      Combat Reflexes Modifier:
      Stress and Derangement Modifier:

      See extensive list of Modifiers B360 & GURPS Horror p139-142.
      If manually creating and/or maintaining this sheet, Combat Reflexes adds +2 to Fright (Enter as a MOD with a value of 2)", "abbreviation-threshold": "Thresh", "attribute-fright-check-threshold-tooltip": "\nFright Check Threshold - Uses Rule of 14 (B360). By default this value is 13.
      \nThis means that a roll of 14 or more is automatically a failure.
      \nThis Threshold can be modifier by the Perks of Brave (Dungeon Fantasy 11, p11) or Rule of 15
      \n(Power Ups 2, p13).
      \nWill and/or Fright plus bonuses (like Fearlessness or Combat Reflexes) must total 14+ for this
      \nto be useful, of course!
      \nNote: A Fright Check can be used for Awe and Confusion. (Powers p84 under Terror) and the Awe and
      \nConfusion Check Table for failures. (Powers p85).\n\t\t\t\t\t\t\t", "fright-check-label": "Fright Check", @@ -456,7 +458,7 @@ "abbreviation-enhanced": "Enhncd", "attribute-enhanced-ground-move-tooltip": "Enhanced ground move.
      10pts per half level. Can use up|down arrow keys
      Level: ", "attribute-dodge": "閃避", - "attribute-dodge-tooltip": "Dodge - Based on Basic Speed - Unmodified:
      Note: The Dodge score, under Encumbrance and Current, automatically adjusts for Enumbrance and for HP and/or FP loss below 1/3. (B419, B426)", + "attribute-dodge-tooltip": "Dodge - Based on Basic Speed - Unmodified:
      Combat Reflexes Modifier:
      Note: The Dodge score, under Encumbrance and Current, automatically adjusts for Enumbrance and for HP and/or FP loss below 1/3. (B419, B426)", "abbreviation-lifting-strength": "Lift ST", "attribute-lifting-strength-tooltip": "Lifting Strength (B65)
      Based on Strength pts/level
      Unmodified: ", "attribute-lift": "Lift", @@ -605,23 +607,31 @@ "spent-label": "Spent", "unspent-label": "Unspent", "gca-format-label": "GCA4 Format", - "gca-format-tooltip": "GURPS Character Assistant (GCA4) Format
      To change to GCS or Detailed go to options tab
      and change the radio button for Point Summary Layout", + "gca-format-tooltip": "GURPS Character Assistant 4 (GCA4) Format
      To change to GCA5, GCS or Detailed go to options tab
      and change the radio button for Point Summary Layout", + "gca5-format-label": "GCA5 Format", + "gca5-format-tooltip": "GURPS Character Assistant 5 (GCA5) Format
      To change to GCA4, GCS or Detailed go to options tab
      and change the radio button for Point Summary Layout", "gcs-format-label": "GCS Format", - "gcs-format-format-tooltip": "GURPS Character Sheet (GCS) format
      To change to GCA4 or Detailed go to options tab
      and change the radio button for Point Summary Layout", + "gcs-format-format-tooltip": "GURPS Character Sheet (GCS) format
      To change to GCA5, GCA4 or Detailed go to options tab
      and change the radio button for Point Summary Layout", "detailed-format-label": "Detailed Format", - "detailed-format-tooltip": "To change to GCA4 or GCS go to options tab
      and change the radio button for Point Summary Layout", + "detailed-format-tooltip": "To change to GCA5, GCA4 or GCS go to options tab
      and change the radio button for Point Summary Layout", "race-label": "種族", "race-point-summary-tooltip": "Point Summary for Racial Traits.", - "points-summary-for-attributes-tooltip": "\nPoint Summary for:
      \nST, DX, IQ, HT,
      \nHP, FP, Energy Reserve One, Two, and Three,
      \nPer, Vision, Hearing, Smell, Touch,
      \nWill, Fright, Unconsciousness, Death,
      \nSpeed, Move, Lift ST, Striking ST,
      \nFlying, Air Move, Enhanced Air Move, Super Jump\n\t\t\t\t\t\t\t", + "points-summary-for-attributes-tooltip": "Point Summary for the following attributes with positive values:
      ST, DX, IQ, HT,
      HP, FP, Energy Reserve One, Two, and Three,
      Per, Vision, Hearing, Smell, Touch,
      Will, Fright, Unconsciousness, Death,
      Speed, Move, Lift ST, Striking ST,
      Flying, Air Move, Enhanced Air Move, Super Jump", + "abbreviation-languages-label": "Lang.", + "point-summary-for-languages-tooltip": "Languages Point Summary", "abbreviation-advantages-label": "Adv.", - "gca-point-summary-for-advantages-tooltip": "\nPoint Summary for:
      \nLanguages, Tech Level, Cultural Familiarities,
      \nAdvantages, and Racial traits.\n\t\t\t\t\t\t\t", - "gcs-point-summary-for-advantages-tooltip": "\nPoint Summary for:
      \nLanguages, Tech Level, Cultural Familiarities,
      \nAdvantages, and Perks.\n\t\t\t\t\t\t\t", - "detailed-point-summary-for-advantages-tooltip": "\nPoint Summary for:
      \nLanguages, Tech Level, Cultural Familiarities,
      \nand Advantages.\n\t\t\t\t\t\t\t", + "gca-point-summary-for-advantages-tooltip": "Point Summary for the following traits with positive values:
      Languages, Tech Level, Cultural Familiarities,
      Advantages, and Racial traits.", + "gca5-point-summary-for-advantages-tooltip": "Point Summary for the following traits with positive values:
      Tech Level, Advantages, and Racial traits.", + "gcs-point-summary-for-advantages-tooltip": "Point Summary for the following traits with positive values:
      Languages, Tech Level, Cultural Familiarities,
      Advantages, and Perks.", + "detailed-point-summary-for-advantages-tooltip": "Point Summary for the following traits with positive values:
      Languages, Tech Level, Cultural Familiarities,
      and Advantages.", "perks-label": "福利", "abbreviation-disadvantages-label": "Disadv.", - "point-summary-for-disadvantages-tooltip": "Point Summary for Disadvantages", + "point-summary-for-disadvantages-tooltip": "Point Summary for Disadvantages and racial templates with a negative value, including attributes with negative values, negative language value, and negative tech level value.", + "point-summary-for-disadvantages-no-language-tooltip": "Point Summary for Disadvantages and racial templates with a negative value, including attributes with negative values, and negative tech level value.
      Language points with a negative value are NOT included.", + "point-summary-for-disadvantages-no-racial-cost-tooltip": "Point Summary for Disadvantages, including attributes with negative values, negative language value, and negative tech level value.
      Racial templates with a negative value are NOT included.", "quirks-label": "Quirks", "skills-label": "技能", + "skill-roll-modifier-tooltip": "You can use the Roll Modifiers Toolbar or the Roll Modifiers Toolbox to modifier the effective skill.", "abbreviation-techniques-label": "Tech.", "point-summary-techniques-tooltip": "Techniques", "abbreviation-techniques-revised-label": "Tech. (r)", @@ -642,6 +652,7 @@ "technology-level-tooltip": "Tech Level Modifiers (B168), Tech Levels (B511-514)", "campaign-technology-level-label": "Campaign Tech Level", "your-technology-level-label": "Your Tech Level", + "abbreviation-cultural-familiarity": "Culture", "cultural-familiarities-label": "Cultural Familiarities", "cultural-familiarities-tooltip": "When dealing with an unfamiliar culture, you may suffer -3 to a skill roll that has a cultural component, such as Carousing, Detect Lies. (B23).", "cultural-point-cost": "Native culture cost is 0. Otherwise, cost is 1 or 2 (Consult with GM). (B23)", @@ -709,15 +720,17 @@ "background-history-label": "Background History & Notes", "training-label": "Training", "training-tooltip": "\nTraining rules can be found at ‘Improvement
      \nThrough Study’ B292.
      \nAdvanced rules can be found in Social
      \nEngineering: Back to School.\n\t\t\t\t\t\t\t", - "activate-custom-roll-modifier-tooltip": "To turn on the custom modifiers and button to open the Roll Modifier dialog box goto the Sheet Options tab and check off the tools you would like to user under Skill Modifier Tools section.", "abbreviation-technology-level-label": "TL", "skill-level-label": "會員等級", "abbreviation-attribute-label": "Attr", + "skill-attribute-tooltip": "If the 10 was selected, it will be highlighted red. This could have happened during the import if the skill has an attribute not identified by the system. Check the attribute on your chosen Character Creation App to see if the attribute exists on Roll20.", "abbreviation-difficulty-label": "Diff", "skill-difficulty-tooltip": "Difficulty of Skill
      WC = Wildcard Skill. (B175)", "skill-modifier-tooltip": "\nModifier applied to skill level.
      \nCan be a positive or a negative number.
      \nExamples include a bonus from a Talent,
      \ndefault from another Skill or Technique,
      \na piece of equipment, or a Perk.\n\t\t\t\t\t\t\t", "modifier-label": "Modifier:$[[3]] ", - "modifier-dialog-tooltip": "Enter a modifier to apply to any rolls on the this table.
      Use the pencil/paper icon to select modifiers.
      NOTE: Changing the modifier or check status of Max skill of 9 will clear modifiers used by dialog box.", + "modifier-dialog-tooltip": "Enter a custom modifier and optional reason to apply to any rolls on the this table.
      Suggestion: Use this modifier instead of the popup window when clicking the roll button.
      You will see the modifier in the chat window. You could even turn off the Modifier Popup by going to
      Options -> Skill Modifier Options and select No Modifier Prompt.", + "final-modifier-label": "Final Modifier", + "final-modifier-dialog-tooltip": "The final modifier that will be applied to the effective skill level.", "select-skill-modifiers-button": "Select Skill Modifiers", "apply-encumbrance-tooltip": "Apply encumbrance penalty.", "link-to-label": "Link To", @@ -756,6 +769,7 @@ "abbreviation-maximum-label": "上限", "cost-label": "Cost", "techniques-revised-label": "Techniques (Revised)", + "techniques-roll-modifier-tooltip": "You can use the Roll Modifiers Toolbar or the Roll Modifiers Toolbox to modifier the effective skill.", "base-level-label": "基本", "base-skill-level-tooltip": "\nBase skill level of technique, usually
      \nbased on Parent Skill.
      \nsee Techniques B229\n\t\t\t\t\t\t\t", "abbreviation-default-label": "DFLT", @@ -810,7 +824,8 @@ "layer-4-label": "Layer 4", "armor-layor4-tooltip": "Layer 4 (Outer most) is also good for force shields, magic DR, etc.", "summary-label": "Summary", - "armor-summary-tooltip": "This sums up each layer, from layer 1 (inner) to layer 4 (outer).
      * = flexible armor.
      Alert: Only one layer per row may have split armor.", + "roll-modifier-summary-label": "Modifier Summary", + "armor-summary-tooltip": "This sums up each layer, from layer 1 (inner) to layer 4 (outer).
      * = flexible armor.
      Alert: Only one layer per row may have split armor.
      Warning: If you enter your own content, it will be overwritten if you change values for any of the layers.", "abbreviation-defense-bonus-label": "DB", "defense-bonus-tooltip": "Apply the defense bonus of a shield, cloak, spell (B252), or Meta-trait (Supers34). See B374
      Shield/Cloak: Used against attacks from front or from your shield side. Can't be used against firearms unless you're using the Damage to Shields option.
      Shield Spell: Protects from frontal attacks and is cumulative with a normal shield.", "abbreviation-damage-label": "DMG", @@ -829,6 +844,7 @@ "damage-resistance-tooltip": "\nLow-Tech #/# usually means All Attack Types / Except
      \nthis specific Type of attack.
      \nExample: Enter as 3/2cr* means DR3 vs all attacks
      \nexcept cr which uses DR2. * means it is Flexible
      \narmor (B379).
      \nHigh-Tech and Ultra-Tech #/# usually mean against
      \nthese Type Attacks / All other Attack Types.
      \nExample: Enter as 5imp, cr /2 means DR5 vs imp and
      \ncr type of attacks and DR2 against all other types
      \nof attacks.\n\t\t\t\t\t\t\t", "user-created-label": "User Created", "active-defenses-label": "Active Defenses", + "active-defense-roll-modifier-tooltip": "You can use the Roll Modifiers Tollbar or the Roll Modifiers Toolbox to modifier the effective skill.", "rules-as-written-label": "Rules As Written", "active-defense-type-tooltip": "\nChanging the Type will also update success/fail notes
      \nfor that active defense.
      \nParry, Block, and Block have default notes that can be
      \nchanged on the options page.
      \nNOTE Changing the Type will clear any previous notes
      \nyou entered.\n\t\t\t\t\t\t\t", "abbreviation-information-label": "Info", @@ -891,6 +907,7 @@ "select-token-tooltip": "If on, you must select your character token before clicking the Roll button. The token name will show in the roll results.
      Note This option is most useful when writing your own Roll20 API code.", "target-token-tooltip": "Click the button to turn on target a token before the skill roll.
      The token name will appear in the results.", "melee-attacks-label": "Melee Attacks", + "melee-roll-modifier-tooltip": "You can use the Roll Modifiers Toolbar or the Roll Modifiers Toolbox to modifier the effective skill.", "attacks-label": "Attacks", "targets-label": "Targets", "melee-attack-damage-tooltip": "For an Armor Divisor: A number in parenthesis after
      the damage - eg. (2) - is an armor divisor.
      Enter this number in the Damage Notes as AD(#) or as
      Armor Divisor(#).
      ex: indicates the attack causes an explosion.
      See B269. Enter in the Damage Notes
      Macros You can also use @{thrust} and @{swing} for Melee Damage value, which is based on the values entered on the General page. You can even add additional modifiers such as @{thrust}+3.", @@ -936,6 +953,7 @@ "ranged-fail-notes-tooltip": "Any standard notes entered here will appear in the Roll Template in chat.
      Hint: Enter inline rolls for additional results.
      Example: Does an additional [[1d6]] fire damage.", "ranged-critical-fail-notes-tooltip": "Any standard notes entered here will appear in the Roll Template in chat.
      Hint: Enter inline rolls for additional results.
      Example: Does an additional [[1d6]] fire damage.", "ranged-attacks-label": "Ranged Attacks", + "ranged-attack-tooltip": "Please use either the Range Calculator or the Roll Modifiers dialog tool to enter at least the range of the attack.", "ranged-damage-tooltip": "For an Armor Divisor: A number in parenthesis after
      the damage - eg. (2) - is an armor divisor.
      Enter this number in the Damage Notes as AD(#) or as
      Armor Divisor(#).
      ex: indicates the attack causes an explosion.
      [#d]: indicates the attack causes fragmentation.
      See B269. Enter in the Damage Notes.
      Macros You can also use @{thrust} and @{swing} for Ranged Damage value, which is based on the values entered on the General page. You can even add additional modifiers such as @{thrust}+3.", "abbreviation-range-label": "射程", "range-tooltip": "Range. See B269.", @@ -1013,6 +1031,7 @@ "falling-label": "Falling", "hard-label": "Hard", "hard-object-tooltip": "If hitting a hard object (clay, concrete, soil, sand, etc.), check the box to double the effective Hit Points of the falling object or the object that caused the collision. B431", + "falling-damage-type-tooltip": "Normal objects are crushing. If bullet-shaped, sharp, or spiked select appropriate damage type, but damage is halved. B430", "collision-label": "Collision", "demolition-label": "Demolition", "select-label": "Select", @@ -1054,15 +1073,16 @@ "magery-power-investiture-bonus-label": "Magery/PI/Bonus Level:", "cencentration-penalty-label": "Concentration Penalty", "spell-label": "法術", + "spell-roll-modifier-tooltip": "You can use the Roll Modifiers Toolbar or the Roll Modifiers Toolbox to modifier the effective skill.", "spell-skill-level-tooltip": "\n\t\t\t\t\t\t\t\tSkill level with spell\n\t\t\t\t\t\t\t", - "spell-difficulty-tooltip": "Difficulty", + "spell-difficulty-tooltip": "Difficulty Level.
      Note: T/H stands for Technique/Hard, which is used by ritual magic spells.
      Suggestion: If using T/H set the points to zero, use mod to get the correct spell level,
      then place the actual spell on the Techniques table.", "spell-skill-level-modifier-tooltip": "\n\t\t\t\t\t\t\t\tModifier applied to skill level.
      \n\t\t\t\t\t\t\t\tCan be a positive or a negative number.
      \n\t\t\t\t\t\t\t\tExamples include a bonus from a Talent,
      \n\t\t\t\t\t\t\t\tdefault from another Skill or Technique,
      \n\t\t\t\t\t\t\t\ta piece of equipment, or a Perk.\n\t\t\t\t\t\t\t", "points-tooltip": "點", "spell-is-on-tooltip": "Enter a 1 or more to mark the spell as ON
      skill penalty for each spell that is ON.
      See B238 or M10.
      Click one at a time, wait until each penalty is applied before clicking the next one.", "abbreviation-concentration-label": "CT", "spell-concentration-tooltip": "Enter a 1 or more to mark the spell as under Concentration.
      skill penalty for each spell.
      See B238 or M10.
      Click one at a time, wait until each penalty is applied before clicking the next one.", "abbreviation-resisted-by-label": "RESIST", - "spell-resisted-by-tooltip": "\n\t\t\t\t\t\t\t\tResisted By\n\t\t\t\t\t\t\t", + "spell-resisted-by-tooltip": "On a regular success, your spell must defeat the subject's resistance to work, a critical success automatically wins. See B241/M13 and the Rule of 16, B349.", "duration-label": "持續時間", "spell-duration-tooltip": "\n\t\t\t\t\t\t\t\tDuration of Spell\n\t\t\t\t\t\t\t", "spell-energy-cost-tooltip": "\n\t\t\t\t\t\t\t\tEnergy cost for casting the spell.\n\t\t\t\t\t\t\t", @@ -1122,8 +1142,10 @@ "show-revised-label": "Show Revised", "show-revised-tooltip": "Show the revised techniques table.", "point-summary-layout-label": "Point Summary Layout", + "abbreviation-gurps-character-assistant5-label": "GCA5", "abbreviation-gurps-character-assistant-label": "GCA4", - "gurps-character-assistant-tooltip": "GURPS Character Assistant.", + "gurps-character-assistant-tooltip": "GURPS Character Assistant 4.", + "gurps-character-assistant5-tooltip": "GURPS Character Assistant 5.", "abbreviation-gurps-character-sheet-label": "GCS", "gurps-character-sheet-tooltip": "GURPS Character Sheet.", "detailed-label": "Detailed", @@ -1162,7 +1184,8 @@ "sheet-style-purple-option": "Purple", "sheet-style-fabric-option": "Fabric", "sheet-style-classic-white-option": "Classic White", - "falling-collision-damage-notes-label": "Falling & Collision Damage Notes B430-431", + "falling-damage-notes-label": "Falling Damage Notes B430-431", + "collision-damage-notes-label": "Collision Damage Notes B430-431", "demolition-damage-notes-label": "Demolition Damage Notes", "fragmentation-skill-notes-label": "Fragmentation Skill Notes", "fragmentation-damage-notes-label": "Fragmentation Damage Notes", @@ -1199,6 +1222,7 @@ "target-label": "目標", "rolltemplate-warning-less-than-three-description": "WARNING: You may not attempt a success roll if your effective skill (Target) is less than 3. (See B345)", "rolltemplate-tool-modifiers-label": "Tool Modifiers", + "defense-modifiers-label": "Predefined Defense Modifiers", "maneuver-label": "Maneuver", "all-out-attack-label": "All-Out Attack", "alert-label": "Alert", @@ -1225,5 +1249,17 @@ "traits-default-critical-success-notes": "When you roll a critical success, the GM determines what happens to you. It is always something good! The lower the roll, the better **bonus** they give you. (B347)", "traits-default-critical-failure-notes": "When you roll a critical failure, the GM determines what happens to you. It is always something bad - the higher the roll, the worse the result. (B348)", "reference-abbreviation-label": "Reference", - "reference-label-tooltip": "Book abbreviation and page reference." + "reference-label-tooltip": "Book abbreviation and page reference.", + "modifier-abbreviation-label": "Mod", + "language-cost-modifier-tooltip": "Use this input box to modifier the number of Character Points for the selected language option.", + "language-talent-label": "Language Talent", + "language-talent-tooltip": "If checked, you can learn languages at the next-highest level, if you spend 2 points on a langauge, instead of broken, you know the language at Accented level. This changes the available options in the drop-down and related costs. See B65.", + "tips-label": "Tips", + "import-tips-description": "

      After importing, compare your Roll20 sheet to GCA5 character sheet.

      Roll20 doesn't support parent/child relationship, repeating tables will be imported alphabetically.

      For GCA Roll20 Exporter Tool Version 1.0.1.9 or later, Rital Magic Spells will be added to the Grimoire with difficult set to T/H and points set to 0. The spell will also be added to the Techniques table with the actual character point cost.

      GCA5 Export to Roll20. Update 1.0.1.10. Fixes bug so item inventory uses base cost and weight instead of total cost and weight.

      ", + "attribute-stress": "Stress", + "attribute-stress-tooltip": "Stress level from GURPS Fourth Edition Edition.pdf page 141-142.
      On failed fright check, add -1 to Stress, on Critical Failure add -3!
      GM could add Stress for other reasons besides failed fright checks.
      Stress can be recovered by one for every ten minutes spent in mental relaxation.
      GM may rule that certain indulgences can erase an extra point of Stress.
      Important: If you go over the maximum stress level, apply the Stress to Derangement!", + "abbreviation-derangement": "Derange", + "attribute-derangement-tooltip": "Derangement level represents long lasting mental harm described in GURPS Fourth Edition Edition.pdf page 141-142.
      When failing a Sanity-Blasting Fright Check, add -1 to Derangement, on Critical Failure add -3!
      At the end of the day with no new stress or derangement a Will roll will erase -1 point of derangement.
      +1 Will if treated by a therapist with Psychology (Clinical) or Physician (Psychiatric) at 12+.
      A therapist can also roll their skill once per day to erase an additional -1 in Derangement.
      Important: If you go over the maximum Derangement, the points should start going to new disadvantages!
      You can keep the total in the row below.", + "attribute-stress-derangement-penalty-tooltip": "The Fright Check Penalty, which is (Stress + Derangement)/2, rounded down against the player. H141
      This penalty is automatically applied to the Fright Check attribute.
      The penalty (modified by Fearlessness) could also affect self-control rolls, skills that demand a steady hand, and HT rolls to resist minor ailments, etc.", + "attribute-stress-derangement-disadvantage-points-tooltip": "The amount of disadvantage points accrued due to derangement.
      At a certain point, these points should be converted to permanent mental disadvantages!" } \ No newline at end of file diff --git a/GammaWorld3e/package-lock.json b/GammaWorld3e/package-lock.json index b0a1b23e2c..9474a2baf1 100644 --- a/GammaWorld3e/package-lock.json +++ b/GammaWorld3e/package-lock.json @@ -1217,9 +1217,9 @@ } }, "http-cache-semantics": { - "version": "4.1.0", - "resolved": "https://registry.npmjs.org/http-cache-semantics/-/http-cache-semantics-4.1.0.tgz", - "integrity": "sha512-carPklcUh7ROWRK7Cv27RPtdhYhUsela/ue5/jKzjegVvXDqM2ILE9Q2BGn9JZJh1g87cp56su/FgQSzcWS8cQ==", + "version": "4.1.1", + "resolved": "https://registry.npmjs.org/http-cache-semantics/-/http-cache-semantics-4.1.1.tgz", + "integrity": "sha512-er295DKPVsV82j5kw1Gjt+ADA/XYHsajl82cGNQG2eyoPkvgUhX+nDIyelzhIWbbsXP39EHcI6l5tYs2FYqYXQ==", "dev": true }, "http-proxy-agent": { diff --git a/Gumshoe by Roll20/translations/pt.json b/Gumshoe by Roll20/translations/pt.json index 406a7b6cbb..a79827fa01 100644 --- a/Gumshoe by Roll20/translations/pt.json +++ b/Gumshoe by Roll20/translations/pt.json @@ -1,6 +1,6 @@ { - "system:-o": "System: ", - "trail-of-cthulhu-o": "Trail of Cthulhu", + "system:-o": "Sistema:", + "trail-of-cthulhu-o": "Rastro de Cthulhu", "nights-black-agents-o": "Night's Black Agents", "npc:-o": "NPC: ", "vampire:-o": "Vampire: ", @@ -51,7 +51,7 @@ "reset-general": "Reset General", "free-points": "Free Points", "academic-toc": "Academic", - "academic-abilities-nba": "ACADEMIC ABILITIES", + "academic-abilities-nba": "HABILIDADES ACADÊMICAS", "accounting-a": "Accounting", "anthropology-a": "Anthropology", "archaeology-a": "Archaeology", diff --git a/Heroquest_Glorantha/Heroquest_Glorantha.css b/Heroquest_Glorantha/Heroquest_Glorantha.css index fd2740b3db..f6609838c1 100644 --- a/Heroquest_Glorantha/Heroquest_Glorantha.css +++ b/Heroquest_Glorantha/Heroquest_Glorantha.css @@ -174,13 +174,15 @@ .sheet-rolltemplate-abilityRoll .inlinerollresult { - background-color: transparent; + background-color: transparent!important; color: #000000; border: none; font-size:xx-large; + border: transparent!important; } + .sheet-distingchar{ width: 118px; display:inline-block; @@ -231,4 +233,4 @@ .repcontrol .repcontrol_add:hover::before { background-color: #EFEFEF; -} +} \ No newline at end of file diff --git a/Heroquest_Glorantha/Heroquest_Glorantha.html b/Heroquest_Glorantha/Heroquest_Glorantha.html index 8fec8f7c70..6d3ddd05e6 100644 --- a/Heroquest_Glorantha/Heroquest_Glorantha.html +++ b/Heroquest_Glorantha/Heroquest_Glorantha.html @@ -90,7 +90,7 @@

      - + @@ -189,7 +189,7 @@
    - +
    @@ -284,7 +284,7 @@
    - +
    @@ -751,6 +751,27 @@ }); + on("change:distingchar_score change:dstingchar_masteries1", function() { + getAttrs(["distingchar_score","dstingchar_masteries1"], function(values) { + + + var1 = parseInt(values.dstingchar_masteries1); + var2 = parseInt(values.distingchar_score); + val= (var1*20)+var2; + + console.log("calculatye total score"); + console.log(""+var1); + console.log(""+var2); + console.log(""+val); + + setAttrs({totaldistingscore1:val}); + + + + }); + }); + + on("change:rune_selected1", function() { getAttrs(["rune_selected1"], function(values) { @@ -814,7 +835,7 @@
    -
    +
    {{#rollWasFumble() roll}}
    Fumble
    {{/rollWasFumble() roll}} @@ -843,4 +864,3 @@
    - diff --git a/Heroquest_Glorantha/sheet.json b/Heroquest_Glorantha/sheet.json index d0165444f3..db2a3cb6ab 100644 --- a/Heroquest_Glorantha/sheet.json +++ b/Heroquest_Glorantha/sheet.json @@ -5,5 +5,5 @@ "roll20userid": "720651", "preview": "Heroquest_Glorantha.png", "instructions": "Character Sheet Chaosium's Heroquest Glorantha
    If you wish to use the runes you will need to install the Glorantha Rune font from here https://wellofdaliath.chaosium.com/home/gloranthan-documents/glorantha-2/glorantha-core-rune-font/. The browser will also have to set to Allow unsfafe scripts for the page.To remove the fonts click the settings cog and deselect the checkbox", - "legacy": true -} + "legacy": false +} \ No newline at end of file diff --git a/Hexxen-1733-Ulisses-Spiele(Official)/translations/af.json b/Hexxen-1733-Ulisses-Spiele(Official)/translations/af.json index 5ab17c9786..7d83582f35 100644 --- a/Hexxen-1733-Ulisses-Spiele(Official)/translations/af.json +++ b/Hexxen-1733-Ulisses-Spiele(Official)/translations/af.json @@ -49,6 +49,8 @@ "skill_insensibility": "Unempfindlichkeit", "skill_fieldsofknowledge": "Wissensgebiete", "skill_witchcraft": "Hexenkunst", + "skill_mysticism": "Mystik", + "skill_navigation": "Schiffsnavigation", "weapon_dagger": "Dolche & Messer", "weapon_dagger_note": "Giftverwendung / Parade -2, außer Fausthiebe und Dolche & Messer", "weapon_fencing": "Fechtwaffen", @@ -91,9 +93,13 @@ "role_witchmystic": "Hexenmystiker", "role_constructor": "Konstrukteur", "role_scout": "Kundschafter", + "role_mystic": "Mystiker", "role_melee": "Nahkämpfer", "role_priest": "Priester", + "role_horseman": "Reiter", + "role_mariner": "Seefahrer", "role_strategist": "Stratege", + "role_voodoomystic": "Voodoo-Mystiker", "parry": "Parade", "ini": "Initiative", "hitpoints": "Lebenspunkte", diff --git a/Hexxen-1733-Ulisses-Spiele(Official)/translations/ca.json b/Hexxen-1733-Ulisses-Spiele(Official)/translations/ca.json index 5ab17c9786..7d83582f35 100644 --- a/Hexxen-1733-Ulisses-Spiele(Official)/translations/ca.json +++ b/Hexxen-1733-Ulisses-Spiele(Official)/translations/ca.json @@ -49,6 +49,8 @@ "skill_insensibility": "Unempfindlichkeit", "skill_fieldsofknowledge": "Wissensgebiete", "skill_witchcraft": "Hexenkunst", + "skill_mysticism": "Mystik", + "skill_navigation": "Schiffsnavigation", "weapon_dagger": "Dolche & Messer", "weapon_dagger_note": "Giftverwendung / Parade -2, außer Fausthiebe und Dolche & Messer", "weapon_fencing": "Fechtwaffen", @@ -91,9 +93,13 @@ "role_witchmystic": "Hexenmystiker", "role_constructor": "Konstrukteur", "role_scout": "Kundschafter", + "role_mystic": "Mystiker", "role_melee": "Nahkämpfer", "role_priest": "Priester", + "role_horseman": "Reiter", + "role_mariner": "Seefahrer", "role_strategist": "Stratege", + "role_voodoomystic": "Voodoo-Mystiker", "parry": "Parade", "ini": "Initiative", "hitpoints": "Lebenspunkte", diff --git a/Hexxen-1733-Ulisses-Spiele(Official)/translations/cs.json b/Hexxen-1733-Ulisses-Spiele(Official)/translations/cs.json index 5ab17c9786..7d83582f35 100644 --- a/Hexxen-1733-Ulisses-Spiele(Official)/translations/cs.json +++ b/Hexxen-1733-Ulisses-Spiele(Official)/translations/cs.json @@ -49,6 +49,8 @@ "skill_insensibility": "Unempfindlichkeit", "skill_fieldsofknowledge": "Wissensgebiete", "skill_witchcraft": "Hexenkunst", + "skill_mysticism": "Mystik", + "skill_navigation": "Schiffsnavigation", "weapon_dagger": "Dolche & Messer", "weapon_dagger_note": "Giftverwendung / Parade -2, außer Fausthiebe und Dolche & Messer", "weapon_fencing": "Fechtwaffen", @@ -91,9 +93,13 @@ "role_witchmystic": "Hexenmystiker", "role_constructor": "Konstrukteur", "role_scout": "Kundschafter", + "role_mystic": "Mystiker", "role_melee": "Nahkämpfer", "role_priest": "Priester", + "role_horseman": "Reiter", + "role_mariner": "Seefahrer", "role_strategist": "Stratege", + "role_voodoomystic": "Voodoo-Mystiker", "parry": "Parade", "ini": "Initiative", "hitpoints": "Lebenspunkte", diff --git a/Hexxen-1733-Ulisses-Spiele(Official)/translations/da.json b/Hexxen-1733-Ulisses-Spiele(Official)/translations/da.json index 5ab17c9786..7d83582f35 100644 --- a/Hexxen-1733-Ulisses-Spiele(Official)/translations/da.json +++ b/Hexxen-1733-Ulisses-Spiele(Official)/translations/da.json @@ -49,6 +49,8 @@ "skill_insensibility": "Unempfindlichkeit", "skill_fieldsofknowledge": "Wissensgebiete", "skill_witchcraft": "Hexenkunst", + "skill_mysticism": "Mystik", + "skill_navigation": "Schiffsnavigation", "weapon_dagger": "Dolche & Messer", "weapon_dagger_note": "Giftverwendung / Parade -2, außer Fausthiebe und Dolche & Messer", "weapon_fencing": "Fechtwaffen", @@ -91,9 +93,13 @@ "role_witchmystic": "Hexenmystiker", "role_constructor": "Konstrukteur", "role_scout": "Kundschafter", + "role_mystic": "Mystiker", "role_melee": "Nahkämpfer", "role_priest": "Priester", + "role_horseman": "Reiter", + "role_mariner": "Seefahrer", "role_strategist": "Stratege", + "role_voodoomystic": "Voodoo-Mystiker", "parry": "Parade", "ini": "Initiative", "hitpoints": "Lebenspunkte", diff --git a/Hexxen-1733-Ulisses-Spiele(Official)/translations/de.json b/Hexxen-1733-Ulisses-Spiele(Official)/translations/de.json index 5ab17c9786..7d83582f35 100644 --- a/Hexxen-1733-Ulisses-Spiele(Official)/translations/de.json +++ b/Hexxen-1733-Ulisses-Spiele(Official)/translations/de.json @@ -49,6 +49,8 @@ "skill_insensibility": "Unempfindlichkeit", "skill_fieldsofknowledge": "Wissensgebiete", "skill_witchcraft": "Hexenkunst", + "skill_mysticism": "Mystik", + "skill_navigation": "Schiffsnavigation", "weapon_dagger": "Dolche & Messer", "weapon_dagger_note": "Giftverwendung / Parade -2, außer Fausthiebe und Dolche & Messer", "weapon_fencing": "Fechtwaffen", @@ -91,9 +93,13 @@ "role_witchmystic": "Hexenmystiker", "role_constructor": "Konstrukteur", "role_scout": "Kundschafter", + "role_mystic": "Mystiker", "role_melee": "Nahkämpfer", "role_priest": "Priester", + "role_horseman": "Reiter", + "role_mariner": "Seefahrer", "role_strategist": "Stratege", + "role_voodoomystic": "Voodoo-Mystiker", "parry": "Parade", "ini": "Initiative", "hitpoints": "Lebenspunkte", diff --git a/Hexxen-1733-Ulisses-Spiele(Official)/translations/el.json b/Hexxen-1733-Ulisses-Spiele(Official)/translations/el.json index 5ab17c9786..7d83582f35 100644 --- a/Hexxen-1733-Ulisses-Spiele(Official)/translations/el.json +++ b/Hexxen-1733-Ulisses-Spiele(Official)/translations/el.json @@ -49,6 +49,8 @@ "skill_insensibility": "Unempfindlichkeit", "skill_fieldsofknowledge": "Wissensgebiete", "skill_witchcraft": "Hexenkunst", + "skill_mysticism": "Mystik", + "skill_navigation": "Schiffsnavigation", "weapon_dagger": "Dolche & Messer", "weapon_dagger_note": "Giftverwendung / Parade -2, außer Fausthiebe und Dolche & Messer", "weapon_fencing": "Fechtwaffen", @@ -91,9 +93,13 @@ "role_witchmystic": "Hexenmystiker", "role_constructor": "Konstrukteur", "role_scout": "Kundschafter", + "role_mystic": "Mystiker", "role_melee": "Nahkämpfer", "role_priest": "Priester", + "role_horseman": "Reiter", + "role_mariner": "Seefahrer", "role_strategist": "Stratege", + "role_voodoomystic": "Voodoo-Mystiker", "parry": "Parade", "ini": "Initiative", "hitpoints": "Lebenspunkte", diff --git a/Hexxen-1733-Ulisses-Spiele(Official)/translations/en.json b/Hexxen-1733-Ulisses-Spiele(Official)/translations/en.json index 5ab17c9786..7d83582f35 100644 --- a/Hexxen-1733-Ulisses-Spiele(Official)/translations/en.json +++ b/Hexxen-1733-Ulisses-Spiele(Official)/translations/en.json @@ -49,6 +49,8 @@ "skill_insensibility": "Unempfindlichkeit", "skill_fieldsofknowledge": "Wissensgebiete", "skill_witchcraft": "Hexenkunst", + "skill_mysticism": "Mystik", + "skill_navigation": "Schiffsnavigation", "weapon_dagger": "Dolche & Messer", "weapon_dagger_note": "Giftverwendung / Parade -2, außer Fausthiebe und Dolche & Messer", "weapon_fencing": "Fechtwaffen", @@ -91,9 +93,13 @@ "role_witchmystic": "Hexenmystiker", "role_constructor": "Konstrukteur", "role_scout": "Kundschafter", + "role_mystic": "Mystiker", "role_melee": "Nahkämpfer", "role_priest": "Priester", + "role_horseman": "Reiter", + "role_mariner": "Seefahrer", "role_strategist": "Stratege", + "role_voodoomystic": "Voodoo-Mystiker", "parry": "Parade", "ini": "Initiative", "hitpoints": "Lebenspunkte", diff --git a/Hexxen-1733-Ulisses-Spiele(Official)/translations/es.json b/Hexxen-1733-Ulisses-Spiele(Official)/translations/es.json index 5ab17c9786..7d83582f35 100644 --- a/Hexxen-1733-Ulisses-Spiele(Official)/translations/es.json +++ b/Hexxen-1733-Ulisses-Spiele(Official)/translations/es.json @@ -49,6 +49,8 @@ "skill_insensibility": "Unempfindlichkeit", "skill_fieldsofknowledge": "Wissensgebiete", "skill_witchcraft": "Hexenkunst", + "skill_mysticism": "Mystik", + "skill_navigation": "Schiffsnavigation", "weapon_dagger": "Dolche & Messer", "weapon_dagger_note": "Giftverwendung / Parade -2, außer Fausthiebe und Dolche & Messer", "weapon_fencing": "Fechtwaffen", @@ -91,9 +93,13 @@ "role_witchmystic": "Hexenmystiker", "role_constructor": "Konstrukteur", "role_scout": "Kundschafter", + "role_mystic": "Mystiker", "role_melee": "Nahkämpfer", "role_priest": "Priester", + "role_horseman": "Reiter", + "role_mariner": "Seefahrer", "role_strategist": "Stratege", + "role_voodoomystic": "Voodoo-Mystiker", "parry": "Parade", "ini": "Initiative", "hitpoints": "Lebenspunkte", diff --git a/Hexxen-1733-Ulisses-Spiele(Official)/translations/fi.json b/Hexxen-1733-Ulisses-Spiele(Official)/translations/fi.json index 5ab17c9786..7d83582f35 100644 --- a/Hexxen-1733-Ulisses-Spiele(Official)/translations/fi.json +++ b/Hexxen-1733-Ulisses-Spiele(Official)/translations/fi.json @@ -49,6 +49,8 @@ "skill_insensibility": "Unempfindlichkeit", "skill_fieldsofknowledge": "Wissensgebiete", "skill_witchcraft": "Hexenkunst", + "skill_mysticism": "Mystik", + "skill_navigation": "Schiffsnavigation", "weapon_dagger": "Dolche & Messer", "weapon_dagger_note": "Giftverwendung / Parade -2, außer Fausthiebe und Dolche & Messer", "weapon_fencing": "Fechtwaffen", @@ -91,9 +93,13 @@ "role_witchmystic": "Hexenmystiker", "role_constructor": "Konstrukteur", "role_scout": "Kundschafter", + "role_mystic": "Mystiker", "role_melee": "Nahkämpfer", "role_priest": "Priester", + "role_horseman": "Reiter", + "role_mariner": "Seefahrer", "role_strategist": "Stratege", + "role_voodoomystic": "Voodoo-Mystiker", "parry": "Parade", "ini": "Initiative", "hitpoints": "Lebenspunkte", diff --git a/Hexxen-1733-Ulisses-Spiele(Official)/translations/fr.json b/Hexxen-1733-Ulisses-Spiele(Official)/translations/fr.json index d7fde8609b..4111bceb03 100644 --- a/Hexxen-1733-Ulisses-Spiele(Official)/translations/fr.json +++ b/Hexxen-1733-Ulisses-Spiele(Official)/translations/fr.json @@ -49,6 +49,8 @@ "skill_insensibility": "Unempfindlichkeit", "skill_fieldsofknowledge": "Wissensgebiete", "skill_witchcraft": "Hexenkunst", + "skill_mysticism": "Mystik", + "skill_navigation": "Schiffsnavigation", "weapon_dagger": "Dague & Couteau", "weapon_dagger_note": "Giftverwendung / Parade -2, außer Fausthiebe und Dolche & Messer", "weapon_fencing": "Armes d'escrime", @@ -91,9 +93,13 @@ "role_witchmystic": "Hexenmystiker", "role_constructor": "Konstrukteur", "role_scout": "Kundschafter", + "role_mystic": "Mystiker", "role_melee": "Combattant de mêlée", "role_priest": "Prêtre", + "role_horseman": "Reiter", + "role_mariner": "Seefahrer", "role_strategist": "Stratège", + "role_voodoomystic": "Voodoo-Mystiker", "parry": "Parade", "ini": "Inititative", "hitpoints": "Points de vie", diff --git a/Hexxen-1733-Ulisses-Spiele(Official)/translations/he.json b/Hexxen-1733-Ulisses-Spiele(Official)/translations/he.json index 5ab17c9786..7d83582f35 100644 --- a/Hexxen-1733-Ulisses-Spiele(Official)/translations/he.json +++ b/Hexxen-1733-Ulisses-Spiele(Official)/translations/he.json @@ -49,6 +49,8 @@ "skill_insensibility": "Unempfindlichkeit", "skill_fieldsofknowledge": "Wissensgebiete", "skill_witchcraft": "Hexenkunst", + "skill_mysticism": "Mystik", + "skill_navigation": "Schiffsnavigation", "weapon_dagger": "Dolche & Messer", "weapon_dagger_note": "Giftverwendung / Parade -2, außer Fausthiebe und Dolche & Messer", "weapon_fencing": "Fechtwaffen", @@ -91,9 +93,13 @@ "role_witchmystic": "Hexenmystiker", "role_constructor": "Konstrukteur", "role_scout": "Kundschafter", + "role_mystic": "Mystiker", "role_melee": "Nahkämpfer", "role_priest": "Priester", + "role_horseman": "Reiter", + "role_mariner": "Seefahrer", "role_strategist": "Stratege", + "role_voodoomystic": "Voodoo-Mystiker", "parry": "Parade", "ini": "Initiative", "hitpoints": "Lebenspunkte", diff --git a/Hexxen-1733-Ulisses-Spiele(Official)/translations/hu.json b/Hexxen-1733-Ulisses-Spiele(Official)/translations/hu.json index 5ab17c9786..7d83582f35 100644 --- a/Hexxen-1733-Ulisses-Spiele(Official)/translations/hu.json +++ b/Hexxen-1733-Ulisses-Spiele(Official)/translations/hu.json @@ -49,6 +49,8 @@ "skill_insensibility": "Unempfindlichkeit", "skill_fieldsofknowledge": "Wissensgebiete", "skill_witchcraft": "Hexenkunst", + "skill_mysticism": "Mystik", + "skill_navigation": "Schiffsnavigation", "weapon_dagger": "Dolche & Messer", "weapon_dagger_note": "Giftverwendung / Parade -2, außer Fausthiebe und Dolche & Messer", "weapon_fencing": "Fechtwaffen", @@ -91,9 +93,13 @@ "role_witchmystic": "Hexenmystiker", "role_constructor": "Konstrukteur", "role_scout": "Kundschafter", + "role_mystic": "Mystiker", "role_melee": "Nahkämpfer", "role_priest": "Priester", + "role_horseman": "Reiter", + "role_mariner": "Seefahrer", "role_strategist": "Stratege", + "role_voodoomystic": "Voodoo-Mystiker", "parry": "Parade", "ini": "Initiative", "hitpoints": "Lebenspunkte", diff --git a/Hexxen-1733-Ulisses-Spiele(Official)/translations/it.json b/Hexxen-1733-Ulisses-Spiele(Official)/translations/it.json index 5ab17c9786..7d83582f35 100644 --- a/Hexxen-1733-Ulisses-Spiele(Official)/translations/it.json +++ b/Hexxen-1733-Ulisses-Spiele(Official)/translations/it.json @@ -49,6 +49,8 @@ "skill_insensibility": "Unempfindlichkeit", "skill_fieldsofknowledge": "Wissensgebiete", "skill_witchcraft": "Hexenkunst", + "skill_mysticism": "Mystik", + "skill_navigation": "Schiffsnavigation", "weapon_dagger": "Dolche & Messer", "weapon_dagger_note": "Giftverwendung / Parade -2, außer Fausthiebe und Dolche & Messer", "weapon_fencing": "Fechtwaffen", @@ -91,9 +93,13 @@ "role_witchmystic": "Hexenmystiker", "role_constructor": "Konstrukteur", "role_scout": "Kundschafter", + "role_mystic": "Mystiker", "role_melee": "Nahkämpfer", "role_priest": "Priester", + "role_horseman": "Reiter", + "role_mariner": "Seefahrer", "role_strategist": "Stratege", + "role_voodoomystic": "Voodoo-Mystiker", "parry": "Parade", "ini": "Initiative", "hitpoints": "Lebenspunkte", diff --git a/Hexxen-1733-Ulisses-Spiele(Official)/translations/ja.json b/Hexxen-1733-Ulisses-Spiele(Official)/translations/ja.json index 5ab17c9786..7d83582f35 100644 --- a/Hexxen-1733-Ulisses-Spiele(Official)/translations/ja.json +++ b/Hexxen-1733-Ulisses-Spiele(Official)/translations/ja.json @@ -49,6 +49,8 @@ "skill_insensibility": "Unempfindlichkeit", "skill_fieldsofknowledge": "Wissensgebiete", "skill_witchcraft": "Hexenkunst", + "skill_mysticism": "Mystik", + "skill_navigation": "Schiffsnavigation", "weapon_dagger": "Dolche & Messer", "weapon_dagger_note": "Giftverwendung / Parade -2, außer Fausthiebe und Dolche & Messer", "weapon_fencing": "Fechtwaffen", @@ -91,9 +93,13 @@ "role_witchmystic": "Hexenmystiker", "role_constructor": "Konstrukteur", "role_scout": "Kundschafter", + "role_mystic": "Mystiker", "role_melee": "Nahkämpfer", "role_priest": "Priester", + "role_horseman": "Reiter", + "role_mariner": "Seefahrer", "role_strategist": "Stratege", + "role_voodoomystic": "Voodoo-Mystiker", "parry": "Parade", "ini": "Initiative", "hitpoints": "Lebenspunkte", diff --git a/Hexxen-1733-Ulisses-Spiele(Official)/translations/ko.json b/Hexxen-1733-Ulisses-Spiele(Official)/translations/ko.json index 5ab17c9786..7d83582f35 100644 --- a/Hexxen-1733-Ulisses-Spiele(Official)/translations/ko.json +++ b/Hexxen-1733-Ulisses-Spiele(Official)/translations/ko.json @@ -49,6 +49,8 @@ "skill_insensibility": "Unempfindlichkeit", "skill_fieldsofknowledge": "Wissensgebiete", "skill_witchcraft": "Hexenkunst", + "skill_mysticism": "Mystik", + "skill_navigation": "Schiffsnavigation", "weapon_dagger": "Dolche & Messer", "weapon_dagger_note": "Giftverwendung / Parade -2, außer Fausthiebe und Dolche & Messer", "weapon_fencing": "Fechtwaffen", @@ -91,9 +93,13 @@ "role_witchmystic": "Hexenmystiker", "role_constructor": "Konstrukteur", "role_scout": "Kundschafter", + "role_mystic": "Mystiker", "role_melee": "Nahkämpfer", "role_priest": "Priester", + "role_horseman": "Reiter", + "role_mariner": "Seefahrer", "role_strategist": "Stratege", + "role_voodoomystic": "Voodoo-Mystiker", "parry": "Parade", "ini": "Initiative", "hitpoints": "Lebenspunkte", diff --git a/Hexxen-1733-Ulisses-Spiele(Official)/translations/nl.json b/Hexxen-1733-Ulisses-Spiele(Official)/translations/nl.json index 5ab17c9786..7d83582f35 100644 --- a/Hexxen-1733-Ulisses-Spiele(Official)/translations/nl.json +++ b/Hexxen-1733-Ulisses-Spiele(Official)/translations/nl.json @@ -49,6 +49,8 @@ "skill_insensibility": "Unempfindlichkeit", "skill_fieldsofknowledge": "Wissensgebiete", "skill_witchcraft": "Hexenkunst", + "skill_mysticism": "Mystik", + "skill_navigation": "Schiffsnavigation", "weapon_dagger": "Dolche & Messer", "weapon_dagger_note": "Giftverwendung / Parade -2, außer Fausthiebe und Dolche & Messer", "weapon_fencing": "Fechtwaffen", @@ -91,9 +93,13 @@ "role_witchmystic": "Hexenmystiker", "role_constructor": "Konstrukteur", "role_scout": "Kundschafter", + "role_mystic": "Mystiker", "role_melee": "Nahkämpfer", "role_priest": "Priester", + "role_horseman": "Reiter", + "role_mariner": "Seefahrer", "role_strategist": "Stratege", + "role_voodoomystic": "Voodoo-Mystiker", "parry": "Parade", "ini": "Initiative", "hitpoints": "Lebenspunkte", diff --git a/Hexxen-1733-Ulisses-Spiele(Official)/translations/pb.json b/Hexxen-1733-Ulisses-Spiele(Official)/translations/pb.json index 5ab17c9786..7d83582f35 100644 --- a/Hexxen-1733-Ulisses-Spiele(Official)/translations/pb.json +++ b/Hexxen-1733-Ulisses-Spiele(Official)/translations/pb.json @@ -49,6 +49,8 @@ "skill_insensibility": "Unempfindlichkeit", "skill_fieldsofknowledge": "Wissensgebiete", "skill_witchcraft": "Hexenkunst", + "skill_mysticism": "Mystik", + "skill_navigation": "Schiffsnavigation", "weapon_dagger": "Dolche & Messer", "weapon_dagger_note": "Giftverwendung / Parade -2, außer Fausthiebe und Dolche & Messer", "weapon_fencing": "Fechtwaffen", @@ -91,9 +93,13 @@ "role_witchmystic": "Hexenmystiker", "role_constructor": "Konstrukteur", "role_scout": "Kundschafter", + "role_mystic": "Mystiker", "role_melee": "Nahkämpfer", "role_priest": "Priester", + "role_horseman": "Reiter", + "role_mariner": "Seefahrer", "role_strategist": "Stratege", + "role_voodoomystic": "Voodoo-Mystiker", "parry": "Parade", "ini": "Initiative", "hitpoints": "Lebenspunkte", diff --git a/Hexxen-1733-Ulisses-Spiele(Official)/translations/pl.json b/Hexxen-1733-Ulisses-Spiele(Official)/translations/pl.json index 5ab17c9786..7d83582f35 100644 --- a/Hexxen-1733-Ulisses-Spiele(Official)/translations/pl.json +++ b/Hexxen-1733-Ulisses-Spiele(Official)/translations/pl.json @@ -49,6 +49,8 @@ "skill_insensibility": "Unempfindlichkeit", "skill_fieldsofknowledge": "Wissensgebiete", "skill_witchcraft": "Hexenkunst", + "skill_mysticism": "Mystik", + "skill_navigation": "Schiffsnavigation", "weapon_dagger": "Dolche & Messer", "weapon_dagger_note": "Giftverwendung / Parade -2, außer Fausthiebe und Dolche & Messer", "weapon_fencing": "Fechtwaffen", @@ -91,9 +93,13 @@ "role_witchmystic": "Hexenmystiker", "role_constructor": "Konstrukteur", "role_scout": "Kundschafter", + "role_mystic": "Mystiker", "role_melee": "Nahkämpfer", "role_priest": "Priester", + "role_horseman": "Reiter", + "role_mariner": "Seefahrer", "role_strategist": "Stratege", + "role_voodoomystic": "Voodoo-Mystiker", "parry": "Parade", "ini": "Initiative", "hitpoints": "Lebenspunkte", diff --git a/Hexxen-1733-Ulisses-Spiele(Official)/translations/pt.json b/Hexxen-1733-Ulisses-Spiele(Official)/translations/pt.json index 5ab17c9786..7d83582f35 100644 --- a/Hexxen-1733-Ulisses-Spiele(Official)/translations/pt.json +++ b/Hexxen-1733-Ulisses-Spiele(Official)/translations/pt.json @@ -49,6 +49,8 @@ "skill_insensibility": "Unempfindlichkeit", "skill_fieldsofknowledge": "Wissensgebiete", "skill_witchcraft": "Hexenkunst", + "skill_mysticism": "Mystik", + "skill_navigation": "Schiffsnavigation", "weapon_dagger": "Dolche & Messer", "weapon_dagger_note": "Giftverwendung / Parade -2, außer Fausthiebe und Dolche & Messer", "weapon_fencing": "Fechtwaffen", @@ -91,9 +93,13 @@ "role_witchmystic": "Hexenmystiker", "role_constructor": "Konstrukteur", "role_scout": "Kundschafter", + "role_mystic": "Mystiker", "role_melee": "Nahkämpfer", "role_priest": "Priester", + "role_horseman": "Reiter", + "role_mariner": "Seefahrer", "role_strategist": "Stratege", + "role_voodoomystic": "Voodoo-Mystiker", "parry": "Parade", "ini": "Initiative", "hitpoints": "Lebenspunkte", diff --git a/Hexxen-1733-Ulisses-Spiele(Official)/translations/ru.json b/Hexxen-1733-Ulisses-Spiele(Official)/translations/ru.json index 5ab17c9786..7d83582f35 100644 --- a/Hexxen-1733-Ulisses-Spiele(Official)/translations/ru.json +++ b/Hexxen-1733-Ulisses-Spiele(Official)/translations/ru.json @@ -49,6 +49,8 @@ "skill_insensibility": "Unempfindlichkeit", "skill_fieldsofknowledge": "Wissensgebiete", "skill_witchcraft": "Hexenkunst", + "skill_mysticism": "Mystik", + "skill_navigation": "Schiffsnavigation", "weapon_dagger": "Dolche & Messer", "weapon_dagger_note": "Giftverwendung / Parade -2, außer Fausthiebe und Dolche & Messer", "weapon_fencing": "Fechtwaffen", @@ -91,9 +93,13 @@ "role_witchmystic": "Hexenmystiker", "role_constructor": "Konstrukteur", "role_scout": "Kundschafter", + "role_mystic": "Mystiker", "role_melee": "Nahkämpfer", "role_priest": "Priester", + "role_horseman": "Reiter", + "role_mariner": "Seefahrer", "role_strategist": "Stratege", + "role_voodoomystic": "Voodoo-Mystiker", "parry": "Parade", "ini": "Initiative", "hitpoints": "Lebenspunkte", diff --git a/Hexxen-1733-Ulisses-Spiele(Official)/translations/sl.json b/Hexxen-1733-Ulisses-Spiele(Official)/translations/sl.json index 5ab17c9786..7d83582f35 100644 --- a/Hexxen-1733-Ulisses-Spiele(Official)/translations/sl.json +++ b/Hexxen-1733-Ulisses-Spiele(Official)/translations/sl.json @@ -49,6 +49,8 @@ "skill_insensibility": "Unempfindlichkeit", "skill_fieldsofknowledge": "Wissensgebiete", "skill_witchcraft": "Hexenkunst", + "skill_mysticism": "Mystik", + "skill_navigation": "Schiffsnavigation", "weapon_dagger": "Dolche & Messer", "weapon_dagger_note": "Giftverwendung / Parade -2, außer Fausthiebe und Dolche & Messer", "weapon_fencing": "Fechtwaffen", @@ -91,9 +93,13 @@ "role_witchmystic": "Hexenmystiker", "role_constructor": "Konstrukteur", "role_scout": "Kundschafter", + "role_mystic": "Mystiker", "role_melee": "Nahkämpfer", "role_priest": "Priester", + "role_horseman": "Reiter", + "role_mariner": "Seefahrer", "role_strategist": "Stratege", + "role_voodoomystic": "Voodoo-Mystiker", "parry": "Parade", "ini": "Initiative", "hitpoints": "Lebenspunkte", diff --git a/Hexxen-1733-Ulisses-Spiele(Official)/translations/sv.json b/Hexxen-1733-Ulisses-Spiele(Official)/translations/sv.json index 5ab17c9786..7d83582f35 100644 --- a/Hexxen-1733-Ulisses-Spiele(Official)/translations/sv.json +++ b/Hexxen-1733-Ulisses-Spiele(Official)/translations/sv.json @@ -49,6 +49,8 @@ "skill_insensibility": "Unempfindlichkeit", "skill_fieldsofknowledge": "Wissensgebiete", "skill_witchcraft": "Hexenkunst", + "skill_mysticism": "Mystik", + "skill_navigation": "Schiffsnavigation", "weapon_dagger": "Dolche & Messer", "weapon_dagger_note": "Giftverwendung / Parade -2, außer Fausthiebe und Dolche & Messer", "weapon_fencing": "Fechtwaffen", @@ -91,9 +93,13 @@ "role_witchmystic": "Hexenmystiker", "role_constructor": "Konstrukteur", "role_scout": "Kundschafter", + "role_mystic": "Mystiker", "role_melee": "Nahkämpfer", "role_priest": "Priester", + "role_horseman": "Reiter", + "role_mariner": "Seefahrer", "role_strategist": "Stratege", + "role_voodoomystic": "Voodoo-Mystiker", "parry": "Parade", "ini": "Initiative", "hitpoints": "Lebenspunkte", diff --git a/Hexxen-1733-Ulisses-Spiele(Official)/translations/tr.json b/Hexxen-1733-Ulisses-Spiele(Official)/translations/tr.json index 5ab17c9786..7d83582f35 100644 --- a/Hexxen-1733-Ulisses-Spiele(Official)/translations/tr.json +++ b/Hexxen-1733-Ulisses-Spiele(Official)/translations/tr.json @@ -49,6 +49,8 @@ "skill_insensibility": "Unempfindlichkeit", "skill_fieldsofknowledge": "Wissensgebiete", "skill_witchcraft": "Hexenkunst", + "skill_mysticism": "Mystik", + "skill_navigation": "Schiffsnavigation", "weapon_dagger": "Dolche & Messer", "weapon_dagger_note": "Giftverwendung / Parade -2, außer Fausthiebe und Dolche & Messer", "weapon_fencing": "Fechtwaffen", @@ -91,9 +93,13 @@ "role_witchmystic": "Hexenmystiker", "role_constructor": "Konstrukteur", "role_scout": "Kundschafter", + "role_mystic": "Mystiker", "role_melee": "Nahkämpfer", "role_priest": "Priester", + "role_horseman": "Reiter", + "role_mariner": "Seefahrer", "role_strategist": "Stratege", + "role_voodoomystic": "Voodoo-Mystiker", "parry": "Parade", "ini": "Initiative", "hitpoints": "Lebenspunkte", diff --git a/Hexxen-1733-Ulisses-Spiele(Official)/translations/uk.json b/Hexxen-1733-Ulisses-Spiele(Official)/translations/uk.json index 5ab17c9786..7d83582f35 100644 --- a/Hexxen-1733-Ulisses-Spiele(Official)/translations/uk.json +++ b/Hexxen-1733-Ulisses-Spiele(Official)/translations/uk.json @@ -49,6 +49,8 @@ "skill_insensibility": "Unempfindlichkeit", "skill_fieldsofknowledge": "Wissensgebiete", "skill_witchcraft": "Hexenkunst", + "skill_mysticism": "Mystik", + "skill_navigation": "Schiffsnavigation", "weapon_dagger": "Dolche & Messer", "weapon_dagger_note": "Giftverwendung / Parade -2, außer Fausthiebe und Dolche & Messer", "weapon_fencing": "Fechtwaffen", @@ -91,9 +93,13 @@ "role_witchmystic": "Hexenmystiker", "role_constructor": "Konstrukteur", "role_scout": "Kundschafter", + "role_mystic": "Mystiker", "role_melee": "Nahkämpfer", "role_priest": "Priester", + "role_horseman": "Reiter", + "role_mariner": "Seefahrer", "role_strategist": "Stratege", + "role_voodoomystic": "Voodoo-Mystiker", "parry": "Parade", "ini": "Initiative", "hitpoints": "Lebenspunkte", diff --git a/Hexxen-1733-Ulisses-Spiele(Official)/translations/zh.json b/Hexxen-1733-Ulisses-Spiele(Official)/translations/zh.json index 5ab17c9786..7d83582f35 100644 --- a/Hexxen-1733-Ulisses-Spiele(Official)/translations/zh.json +++ b/Hexxen-1733-Ulisses-Spiele(Official)/translations/zh.json @@ -49,6 +49,8 @@ "skill_insensibility": "Unempfindlichkeit", "skill_fieldsofknowledge": "Wissensgebiete", "skill_witchcraft": "Hexenkunst", + "skill_mysticism": "Mystik", + "skill_navigation": "Schiffsnavigation", "weapon_dagger": "Dolche & Messer", "weapon_dagger_note": "Giftverwendung / Parade -2, außer Fausthiebe und Dolche & Messer", "weapon_fencing": "Fechtwaffen", @@ -91,9 +93,13 @@ "role_witchmystic": "Hexenmystiker", "role_constructor": "Konstrukteur", "role_scout": "Kundschafter", + "role_mystic": "Mystiker", "role_melee": "Nahkämpfer", "role_priest": "Priester", + "role_horseman": "Reiter", + "role_mariner": "Seefahrer", "role_strategist": "Stratege", + "role_voodoomystic": "Voodoo-Mystiker", "parry": "Parade", "ini": "Initiative", "hitpoints": "Lebenspunkte", diff --git a/IAS-Freude-schoener-Goetterfunken/fsg.css b/IAS-Freude-schoener-Goetterfunken/fsg.css index 009e032982..69c975efa6 100644 --- a/IAS-Freude-schoener-Goetterfunken/fsg.css +++ b/IAS-Freude-schoener-Goetterfunken/fsg.css @@ -171,8 +171,10 @@ img.sheet-reserve-image, img.sheet-status-image { } div.sheet-title, span.sheet-title { + display : inline-block; background-color : var(--title-bg); border : var(--title-border); + width : 100%; max-height : min-content; font-weight : bold; border-radius : 10px; diff --git a/IAS-Freude-schoener-Goetterfunken/fsg.html b/IAS-Freude-schoener-Goetterfunken/fsg.html index 947f049f7d..b9bf6db974 100644 --- a/IAS-Freude-schoener-Goetterfunken/fsg.html +++ b/IAS-Freude-schoener-Goetterfunken/fsg.html @@ -2,7 +2,7 @@ EDITED by Gorthian INSPIRED by Hitdice (https://www.youtube.com/c/Hitdice) Version 1.3 - Letzte Änderung 2022-02-07 + Letzte Änderung 2023-01-30 GitHub https://github.com/Gorthian/FSG_CharacterSheet_Roll20 Wiki https://github.com/Gorthian/FSG_CharacterSheet_Roll20/wiki @@ -160,7 +160,11 @@
    -
    +
    +
    + + +
    @@ -228,10 +232,13 @@ - - + - + + + + + diff --git a/IAS-Freude-schoener-Goetterfunken/translation.json b/IAS-Freude-schoener-Goetterfunken/translation.json index 4fef69a727..c2679535e0 100644 --- a/IAS-Freude-schoener-Goetterfunken/translation.json +++ b/IAS-Freude-schoener-Goetterfunken/translation.json @@ -59,15 +59,19 @@ "difficulty-15-u": "15 - Routine", "difficulty-20-u": "20 - Fordernd", "difficulty-25-u": "25 - Schwierig", - "difficulty-30-u": "30 - Kaum zu schaffen", - "difficulty-40-u": "40 - Übermenschlich", + "difficulty-35-u": "35 - Kaum zu schaffen", "difficulty-50-u": "50 - Unglaublich", - "difficulty-60-u": "60 - Legendär", + "difficulty-70-u": "70 - Übermenschlich", + "difficulty-95-u": "95 - Heldenhaft", + "difficulty-125-u": "125 - Legendär", + "difficulty-160-u": "160 - Gottgleich", + "difficulty-200-u": "200 - Mythisch", "challenge-level-0-u": "Nicht erlaubt", "challenge-level-1-u": "Nein, und", "challenge-level-2-u": "Nein", "challenge-level-3-u": "Nein, aber", "challenge-level-4-u": "Ja, aber", "challenge-level-5-u": "Ja", - "challenge-level-6-u": "Ja, und" + "challenge-level-6-u": "Ja, und", + "specials-u": "Besonderheiten" } \ No newline at end of file diff --git a/IAS-Freude-schoener-Goetterfunken/translations/af.json b/IAS-Freude-schoener-Goetterfunken/translations/af.json index c79e0d32a6..8d45ed9764 100644 --- a/IAS-Freude-schoener-Goetterfunken/translations/af.json +++ b/IAS-Freude-schoener-Goetterfunken/translations/af.json @@ -59,15 +59,19 @@ "difficulty-15-u": "15 - Routine", "difficulty-20-u": "20 - Fordernd", "difficulty-25-u": "25 - Schwierig", - "difficulty-30-u": "30 - Kaum zu schaffen", - "difficulty-40-u": "40 - Übermenschlich", + "difficulty-35-u": "35 - Kaum zu schaffen", "difficulty-50-u": "50 - Unglaublich", - "difficulty-60-u": "60 - Legendär", + "difficulty-70-u": "70 - Übermenschlich", + "difficulty-95-u": "95 - Heldenhaft", + "difficulty-125-u": "125 - Legendär", + "difficulty-160-u": "160 - Gottgleich", + "difficulty-200-u": "200 - Mythisch", "challenge-level-0-u": "Nicht erlaubt", "challenge-level-1-u": "Nein, und", "challenge-level-2-u": "Nein", "challenge-level-3-u": "Nein, aber", "challenge-level-4-u": "Ja, aber", "challenge-level-5-u": "Ja", - "challenge-level-6-u": "Ja, und" + "challenge-level-6-u": "Ja, und", + "specials-u": "Besonderheiten" } \ No newline at end of file diff --git a/IAS-Freude-schoener-Goetterfunken/translations/ca.json b/IAS-Freude-schoener-Goetterfunken/translations/ca.json index c79e0d32a6..8d45ed9764 100644 --- a/IAS-Freude-schoener-Goetterfunken/translations/ca.json +++ b/IAS-Freude-schoener-Goetterfunken/translations/ca.json @@ -59,15 +59,19 @@ "difficulty-15-u": "15 - Routine", "difficulty-20-u": "20 - Fordernd", "difficulty-25-u": "25 - Schwierig", - "difficulty-30-u": "30 - Kaum zu schaffen", - "difficulty-40-u": "40 - Übermenschlich", + "difficulty-35-u": "35 - Kaum zu schaffen", "difficulty-50-u": "50 - Unglaublich", - "difficulty-60-u": "60 - Legendär", + "difficulty-70-u": "70 - Übermenschlich", + "difficulty-95-u": "95 - Heldenhaft", + "difficulty-125-u": "125 - Legendär", + "difficulty-160-u": "160 - Gottgleich", + "difficulty-200-u": "200 - Mythisch", "challenge-level-0-u": "Nicht erlaubt", "challenge-level-1-u": "Nein, und", "challenge-level-2-u": "Nein", "challenge-level-3-u": "Nein, aber", "challenge-level-4-u": "Ja, aber", "challenge-level-5-u": "Ja", - "challenge-level-6-u": "Ja, und" + "challenge-level-6-u": "Ja, und", + "specials-u": "Besonderheiten" } \ No newline at end of file diff --git a/IAS-Freude-schoener-Goetterfunken/translations/cs.json b/IAS-Freude-schoener-Goetterfunken/translations/cs.json index c79e0d32a6..8d45ed9764 100644 --- a/IAS-Freude-schoener-Goetterfunken/translations/cs.json +++ b/IAS-Freude-schoener-Goetterfunken/translations/cs.json @@ -59,15 +59,19 @@ "difficulty-15-u": "15 - Routine", "difficulty-20-u": "20 - Fordernd", "difficulty-25-u": "25 - Schwierig", - "difficulty-30-u": "30 - Kaum zu schaffen", - "difficulty-40-u": "40 - Übermenschlich", + "difficulty-35-u": "35 - Kaum zu schaffen", "difficulty-50-u": "50 - Unglaublich", - "difficulty-60-u": "60 - Legendär", + "difficulty-70-u": "70 - Übermenschlich", + "difficulty-95-u": "95 - Heldenhaft", + "difficulty-125-u": "125 - Legendär", + "difficulty-160-u": "160 - Gottgleich", + "difficulty-200-u": "200 - Mythisch", "challenge-level-0-u": "Nicht erlaubt", "challenge-level-1-u": "Nein, und", "challenge-level-2-u": "Nein", "challenge-level-3-u": "Nein, aber", "challenge-level-4-u": "Ja, aber", "challenge-level-5-u": "Ja", - "challenge-level-6-u": "Ja, und" + "challenge-level-6-u": "Ja, und", + "specials-u": "Besonderheiten" } \ No newline at end of file diff --git a/IAS-Freude-schoener-Goetterfunken/translations/da.json b/IAS-Freude-schoener-Goetterfunken/translations/da.json index c79e0d32a6..8d45ed9764 100644 --- a/IAS-Freude-schoener-Goetterfunken/translations/da.json +++ b/IAS-Freude-schoener-Goetterfunken/translations/da.json @@ -59,15 +59,19 @@ "difficulty-15-u": "15 - Routine", "difficulty-20-u": "20 - Fordernd", "difficulty-25-u": "25 - Schwierig", - "difficulty-30-u": "30 - Kaum zu schaffen", - "difficulty-40-u": "40 - Übermenschlich", + "difficulty-35-u": "35 - Kaum zu schaffen", "difficulty-50-u": "50 - Unglaublich", - "difficulty-60-u": "60 - Legendär", + "difficulty-70-u": "70 - Übermenschlich", + "difficulty-95-u": "95 - Heldenhaft", + "difficulty-125-u": "125 - Legendär", + "difficulty-160-u": "160 - Gottgleich", + "difficulty-200-u": "200 - Mythisch", "challenge-level-0-u": "Nicht erlaubt", "challenge-level-1-u": "Nein, und", "challenge-level-2-u": "Nein", "challenge-level-3-u": "Nein, aber", "challenge-level-4-u": "Ja, aber", "challenge-level-5-u": "Ja", - "challenge-level-6-u": "Ja, und" + "challenge-level-6-u": "Ja, und", + "specials-u": "Besonderheiten" } \ No newline at end of file diff --git a/IAS-Freude-schoener-Goetterfunken/translations/de.json b/IAS-Freude-schoener-Goetterfunken/translations/de.json index c79e0d32a6..8d45ed9764 100644 --- a/IAS-Freude-schoener-Goetterfunken/translations/de.json +++ b/IAS-Freude-schoener-Goetterfunken/translations/de.json @@ -59,15 +59,19 @@ "difficulty-15-u": "15 - Routine", "difficulty-20-u": "20 - Fordernd", "difficulty-25-u": "25 - Schwierig", - "difficulty-30-u": "30 - Kaum zu schaffen", - "difficulty-40-u": "40 - Übermenschlich", + "difficulty-35-u": "35 - Kaum zu schaffen", "difficulty-50-u": "50 - Unglaublich", - "difficulty-60-u": "60 - Legendär", + "difficulty-70-u": "70 - Übermenschlich", + "difficulty-95-u": "95 - Heldenhaft", + "difficulty-125-u": "125 - Legendär", + "difficulty-160-u": "160 - Gottgleich", + "difficulty-200-u": "200 - Mythisch", "challenge-level-0-u": "Nicht erlaubt", "challenge-level-1-u": "Nein, und", "challenge-level-2-u": "Nein", "challenge-level-3-u": "Nein, aber", "challenge-level-4-u": "Ja, aber", "challenge-level-5-u": "Ja", - "challenge-level-6-u": "Ja, und" + "challenge-level-6-u": "Ja, und", + "specials-u": "Besonderheiten" } \ No newline at end of file diff --git a/IAS-Freude-schoener-Goetterfunken/translations/el.json b/IAS-Freude-schoener-Goetterfunken/translations/el.json index c79e0d32a6..8d45ed9764 100644 --- a/IAS-Freude-schoener-Goetterfunken/translations/el.json +++ b/IAS-Freude-schoener-Goetterfunken/translations/el.json @@ -59,15 +59,19 @@ "difficulty-15-u": "15 - Routine", "difficulty-20-u": "20 - Fordernd", "difficulty-25-u": "25 - Schwierig", - "difficulty-30-u": "30 - Kaum zu schaffen", - "difficulty-40-u": "40 - Übermenschlich", + "difficulty-35-u": "35 - Kaum zu schaffen", "difficulty-50-u": "50 - Unglaublich", - "difficulty-60-u": "60 - Legendär", + "difficulty-70-u": "70 - Übermenschlich", + "difficulty-95-u": "95 - Heldenhaft", + "difficulty-125-u": "125 - Legendär", + "difficulty-160-u": "160 - Gottgleich", + "difficulty-200-u": "200 - Mythisch", "challenge-level-0-u": "Nicht erlaubt", "challenge-level-1-u": "Nein, und", "challenge-level-2-u": "Nein", "challenge-level-3-u": "Nein, aber", "challenge-level-4-u": "Ja, aber", "challenge-level-5-u": "Ja", - "challenge-level-6-u": "Ja, und" + "challenge-level-6-u": "Ja, und", + "specials-u": "Besonderheiten" } \ No newline at end of file diff --git a/IAS-Freude-schoener-Goetterfunken/translations/en.json b/IAS-Freude-schoener-Goetterfunken/translations/en.json index c79e0d32a6..8d45ed9764 100644 --- a/IAS-Freude-schoener-Goetterfunken/translations/en.json +++ b/IAS-Freude-schoener-Goetterfunken/translations/en.json @@ -59,15 +59,19 @@ "difficulty-15-u": "15 - Routine", "difficulty-20-u": "20 - Fordernd", "difficulty-25-u": "25 - Schwierig", - "difficulty-30-u": "30 - Kaum zu schaffen", - "difficulty-40-u": "40 - Übermenschlich", + "difficulty-35-u": "35 - Kaum zu schaffen", "difficulty-50-u": "50 - Unglaublich", - "difficulty-60-u": "60 - Legendär", + "difficulty-70-u": "70 - Übermenschlich", + "difficulty-95-u": "95 - Heldenhaft", + "difficulty-125-u": "125 - Legendär", + "difficulty-160-u": "160 - Gottgleich", + "difficulty-200-u": "200 - Mythisch", "challenge-level-0-u": "Nicht erlaubt", "challenge-level-1-u": "Nein, und", "challenge-level-2-u": "Nein", "challenge-level-3-u": "Nein, aber", "challenge-level-4-u": "Ja, aber", "challenge-level-5-u": "Ja", - "challenge-level-6-u": "Ja, und" + "challenge-level-6-u": "Ja, und", + "specials-u": "Besonderheiten" } \ No newline at end of file diff --git a/IAS-Freude-schoener-Goetterfunken/translations/es.json b/IAS-Freude-schoener-Goetterfunken/translations/es.json index c79e0d32a6..8d45ed9764 100644 --- a/IAS-Freude-schoener-Goetterfunken/translations/es.json +++ b/IAS-Freude-schoener-Goetterfunken/translations/es.json @@ -59,15 +59,19 @@ "difficulty-15-u": "15 - Routine", "difficulty-20-u": "20 - Fordernd", "difficulty-25-u": "25 - Schwierig", - "difficulty-30-u": "30 - Kaum zu schaffen", - "difficulty-40-u": "40 - Übermenschlich", + "difficulty-35-u": "35 - Kaum zu schaffen", "difficulty-50-u": "50 - Unglaublich", - "difficulty-60-u": "60 - Legendär", + "difficulty-70-u": "70 - Übermenschlich", + "difficulty-95-u": "95 - Heldenhaft", + "difficulty-125-u": "125 - Legendär", + "difficulty-160-u": "160 - Gottgleich", + "difficulty-200-u": "200 - Mythisch", "challenge-level-0-u": "Nicht erlaubt", "challenge-level-1-u": "Nein, und", "challenge-level-2-u": "Nein", "challenge-level-3-u": "Nein, aber", "challenge-level-4-u": "Ja, aber", "challenge-level-5-u": "Ja", - "challenge-level-6-u": "Ja, und" + "challenge-level-6-u": "Ja, und", + "specials-u": "Besonderheiten" } \ No newline at end of file diff --git a/IAS-Freude-schoener-Goetterfunken/translations/fi.json b/IAS-Freude-schoener-Goetterfunken/translations/fi.json index c79e0d32a6..8d45ed9764 100644 --- a/IAS-Freude-schoener-Goetterfunken/translations/fi.json +++ b/IAS-Freude-schoener-Goetterfunken/translations/fi.json @@ -59,15 +59,19 @@ "difficulty-15-u": "15 - Routine", "difficulty-20-u": "20 - Fordernd", "difficulty-25-u": "25 - Schwierig", - "difficulty-30-u": "30 - Kaum zu schaffen", - "difficulty-40-u": "40 - Übermenschlich", + "difficulty-35-u": "35 - Kaum zu schaffen", "difficulty-50-u": "50 - Unglaublich", - "difficulty-60-u": "60 - Legendär", + "difficulty-70-u": "70 - Übermenschlich", + "difficulty-95-u": "95 - Heldenhaft", + "difficulty-125-u": "125 - Legendär", + "difficulty-160-u": "160 - Gottgleich", + "difficulty-200-u": "200 - Mythisch", "challenge-level-0-u": "Nicht erlaubt", "challenge-level-1-u": "Nein, und", "challenge-level-2-u": "Nein", "challenge-level-3-u": "Nein, aber", "challenge-level-4-u": "Ja, aber", "challenge-level-5-u": "Ja", - "challenge-level-6-u": "Ja, und" + "challenge-level-6-u": "Ja, und", + "specials-u": "Besonderheiten" } \ No newline at end of file diff --git a/IAS-Freude-schoener-Goetterfunken/translations/fr.json b/IAS-Freude-schoener-Goetterfunken/translations/fr.json index c79e0d32a6..8d45ed9764 100644 --- a/IAS-Freude-schoener-Goetterfunken/translations/fr.json +++ b/IAS-Freude-schoener-Goetterfunken/translations/fr.json @@ -59,15 +59,19 @@ "difficulty-15-u": "15 - Routine", "difficulty-20-u": "20 - Fordernd", "difficulty-25-u": "25 - Schwierig", - "difficulty-30-u": "30 - Kaum zu schaffen", - "difficulty-40-u": "40 - Übermenschlich", + "difficulty-35-u": "35 - Kaum zu schaffen", "difficulty-50-u": "50 - Unglaublich", - "difficulty-60-u": "60 - Legendär", + "difficulty-70-u": "70 - Übermenschlich", + "difficulty-95-u": "95 - Heldenhaft", + "difficulty-125-u": "125 - Legendär", + "difficulty-160-u": "160 - Gottgleich", + "difficulty-200-u": "200 - Mythisch", "challenge-level-0-u": "Nicht erlaubt", "challenge-level-1-u": "Nein, und", "challenge-level-2-u": "Nein", "challenge-level-3-u": "Nein, aber", "challenge-level-4-u": "Ja, aber", "challenge-level-5-u": "Ja", - "challenge-level-6-u": "Ja, und" + "challenge-level-6-u": "Ja, und", + "specials-u": "Besonderheiten" } \ No newline at end of file diff --git a/IAS-Freude-schoener-Goetterfunken/translations/he.json b/IAS-Freude-schoener-Goetterfunken/translations/he.json index c79e0d32a6..8d45ed9764 100644 --- a/IAS-Freude-schoener-Goetterfunken/translations/he.json +++ b/IAS-Freude-schoener-Goetterfunken/translations/he.json @@ -59,15 +59,19 @@ "difficulty-15-u": "15 - Routine", "difficulty-20-u": "20 - Fordernd", "difficulty-25-u": "25 - Schwierig", - "difficulty-30-u": "30 - Kaum zu schaffen", - "difficulty-40-u": "40 - Übermenschlich", + "difficulty-35-u": "35 - Kaum zu schaffen", "difficulty-50-u": "50 - Unglaublich", - "difficulty-60-u": "60 - Legendär", + "difficulty-70-u": "70 - Übermenschlich", + "difficulty-95-u": "95 - Heldenhaft", + "difficulty-125-u": "125 - Legendär", + "difficulty-160-u": "160 - Gottgleich", + "difficulty-200-u": "200 - Mythisch", "challenge-level-0-u": "Nicht erlaubt", "challenge-level-1-u": "Nein, und", "challenge-level-2-u": "Nein", "challenge-level-3-u": "Nein, aber", "challenge-level-4-u": "Ja, aber", "challenge-level-5-u": "Ja", - "challenge-level-6-u": "Ja, und" + "challenge-level-6-u": "Ja, und", + "specials-u": "Besonderheiten" } \ No newline at end of file diff --git a/IAS-Freude-schoener-Goetterfunken/translations/hu.json b/IAS-Freude-schoener-Goetterfunken/translations/hu.json index c79e0d32a6..8d45ed9764 100644 --- a/IAS-Freude-schoener-Goetterfunken/translations/hu.json +++ b/IAS-Freude-schoener-Goetterfunken/translations/hu.json @@ -59,15 +59,19 @@ "difficulty-15-u": "15 - Routine", "difficulty-20-u": "20 - Fordernd", "difficulty-25-u": "25 - Schwierig", - "difficulty-30-u": "30 - Kaum zu schaffen", - "difficulty-40-u": "40 - Übermenschlich", + "difficulty-35-u": "35 - Kaum zu schaffen", "difficulty-50-u": "50 - Unglaublich", - "difficulty-60-u": "60 - Legendär", + "difficulty-70-u": "70 - Übermenschlich", + "difficulty-95-u": "95 - Heldenhaft", + "difficulty-125-u": "125 - Legendär", + "difficulty-160-u": "160 - Gottgleich", + "difficulty-200-u": "200 - Mythisch", "challenge-level-0-u": "Nicht erlaubt", "challenge-level-1-u": "Nein, und", "challenge-level-2-u": "Nein", "challenge-level-3-u": "Nein, aber", "challenge-level-4-u": "Ja, aber", "challenge-level-5-u": "Ja", - "challenge-level-6-u": "Ja, und" + "challenge-level-6-u": "Ja, und", + "specials-u": "Besonderheiten" } \ No newline at end of file diff --git a/IAS-Freude-schoener-Goetterfunken/translations/it.json b/IAS-Freude-schoener-Goetterfunken/translations/it.json index c79e0d32a6..8d45ed9764 100644 --- a/IAS-Freude-schoener-Goetterfunken/translations/it.json +++ b/IAS-Freude-schoener-Goetterfunken/translations/it.json @@ -59,15 +59,19 @@ "difficulty-15-u": "15 - Routine", "difficulty-20-u": "20 - Fordernd", "difficulty-25-u": "25 - Schwierig", - "difficulty-30-u": "30 - Kaum zu schaffen", - "difficulty-40-u": "40 - Übermenschlich", + "difficulty-35-u": "35 - Kaum zu schaffen", "difficulty-50-u": "50 - Unglaublich", - "difficulty-60-u": "60 - Legendär", + "difficulty-70-u": "70 - Übermenschlich", + "difficulty-95-u": "95 - Heldenhaft", + "difficulty-125-u": "125 - Legendär", + "difficulty-160-u": "160 - Gottgleich", + "difficulty-200-u": "200 - Mythisch", "challenge-level-0-u": "Nicht erlaubt", "challenge-level-1-u": "Nein, und", "challenge-level-2-u": "Nein", "challenge-level-3-u": "Nein, aber", "challenge-level-4-u": "Ja, aber", "challenge-level-5-u": "Ja", - "challenge-level-6-u": "Ja, und" + "challenge-level-6-u": "Ja, und", + "specials-u": "Besonderheiten" } \ No newline at end of file diff --git a/IAS-Freude-schoener-Goetterfunken/translations/ja.json b/IAS-Freude-schoener-Goetterfunken/translations/ja.json index c79e0d32a6..8d45ed9764 100644 --- a/IAS-Freude-schoener-Goetterfunken/translations/ja.json +++ b/IAS-Freude-schoener-Goetterfunken/translations/ja.json @@ -59,15 +59,19 @@ "difficulty-15-u": "15 - Routine", "difficulty-20-u": "20 - Fordernd", "difficulty-25-u": "25 - Schwierig", - "difficulty-30-u": "30 - Kaum zu schaffen", - "difficulty-40-u": "40 - Übermenschlich", + "difficulty-35-u": "35 - Kaum zu schaffen", "difficulty-50-u": "50 - Unglaublich", - "difficulty-60-u": "60 - Legendär", + "difficulty-70-u": "70 - Übermenschlich", + "difficulty-95-u": "95 - Heldenhaft", + "difficulty-125-u": "125 - Legendär", + "difficulty-160-u": "160 - Gottgleich", + "difficulty-200-u": "200 - Mythisch", "challenge-level-0-u": "Nicht erlaubt", "challenge-level-1-u": "Nein, und", "challenge-level-2-u": "Nein", "challenge-level-3-u": "Nein, aber", "challenge-level-4-u": "Ja, aber", "challenge-level-5-u": "Ja", - "challenge-level-6-u": "Ja, und" + "challenge-level-6-u": "Ja, und", + "specials-u": "Besonderheiten" } \ No newline at end of file diff --git a/IAS-Freude-schoener-Goetterfunken/translations/ko.json b/IAS-Freude-schoener-Goetterfunken/translations/ko.json index c79e0d32a6..8d45ed9764 100644 --- a/IAS-Freude-schoener-Goetterfunken/translations/ko.json +++ b/IAS-Freude-schoener-Goetterfunken/translations/ko.json @@ -59,15 +59,19 @@ "difficulty-15-u": "15 - Routine", "difficulty-20-u": "20 - Fordernd", "difficulty-25-u": "25 - Schwierig", - "difficulty-30-u": "30 - Kaum zu schaffen", - "difficulty-40-u": "40 - Übermenschlich", + "difficulty-35-u": "35 - Kaum zu schaffen", "difficulty-50-u": "50 - Unglaublich", - "difficulty-60-u": "60 - Legendär", + "difficulty-70-u": "70 - Übermenschlich", + "difficulty-95-u": "95 - Heldenhaft", + "difficulty-125-u": "125 - Legendär", + "difficulty-160-u": "160 - Gottgleich", + "difficulty-200-u": "200 - Mythisch", "challenge-level-0-u": "Nicht erlaubt", "challenge-level-1-u": "Nein, und", "challenge-level-2-u": "Nein", "challenge-level-3-u": "Nein, aber", "challenge-level-4-u": "Ja, aber", "challenge-level-5-u": "Ja", - "challenge-level-6-u": "Ja, und" + "challenge-level-6-u": "Ja, und", + "specials-u": "Besonderheiten" } \ No newline at end of file diff --git a/IAS-Freude-schoener-Goetterfunken/translations/nl.json b/IAS-Freude-schoener-Goetterfunken/translations/nl.json index c79e0d32a6..8d45ed9764 100644 --- a/IAS-Freude-schoener-Goetterfunken/translations/nl.json +++ b/IAS-Freude-schoener-Goetterfunken/translations/nl.json @@ -59,15 +59,19 @@ "difficulty-15-u": "15 - Routine", "difficulty-20-u": "20 - Fordernd", "difficulty-25-u": "25 - Schwierig", - "difficulty-30-u": "30 - Kaum zu schaffen", - "difficulty-40-u": "40 - Übermenschlich", + "difficulty-35-u": "35 - Kaum zu schaffen", "difficulty-50-u": "50 - Unglaublich", - "difficulty-60-u": "60 - Legendär", + "difficulty-70-u": "70 - Übermenschlich", + "difficulty-95-u": "95 - Heldenhaft", + "difficulty-125-u": "125 - Legendär", + "difficulty-160-u": "160 - Gottgleich", + "difficulty-200-u": "200 - Mythisch", "challenge-level-0-u": "Nicht erlaubt", "challenge-level-1-u": "Nein, und", "challenge-level-2-u": "Nein", "challenge-level-3-u": "Nein, aber", "challenge-level-4-u": "Ja, aber", "challenge-level-5-u": "Ja", - "challenge-level-6-u": "Ja, und" + "challenge-level-6-u": "Ja, und", + "specials-u": "Besonderheiten" } \ No newline at end of file diff --git a/IAS-Freude-schoener-Goetterfunken/translations/pb.json b/IAS-Freude-schoener-Goetterfunken/translations/pb.json index c79e0d32a6..8d45ed9764 100644 --- a/IAS-Freude-schoener-Goetterfunken/translations/pb.json +++ b/IAS-Freude-schoener-Goetterfunken/translations/pb.json @@ -59,15 +59,19 @@ "difficulty-15-u": "15 - Routine", "difficulty-20-u": "20 - Fordernd", "difficulty-25-u": "25 - Schwierig", - "difficulty-30-u": "30 - Kaum zu schaffen", - "difficulty-40-u": "40 - Übermenschlich", + "difficulty-35-u": "35 - Kaum zu schaffen", "difficulty-50-u": "50 - Unglaublich", - "difficulty-60-u": "60 - Legendär", + "difficulty-70-u": "70 - Übermenschlich", + "difficulty-95-u": "95 - Heldenhaft", + "difficulty-125-u": "125 - Legendär", + "difficulty-160-u": "160 - Gottgleich", + "difficulty-200-u": "200 - Mythisch", "challenge-level-0-u": "Nicht erlaubt", "challenge-level-1-u": "Nein, und", "challenge-level-2-u": "Nein", "challenge-level-3-u": "Nein, aber", "challenge-level-4-u": "Ja, aber", "challenge-level-5-u": "Ja", - "challenge-level-6-u": "Ja, und" + "challenge-level-6-u": "Ja, und", + "specials-u": "Besonderheiten" } \ No newline at end of file diff --git a/IAS-Freude-schoener-Goetterfunken/translations/pl.json b/IAS-Freude-schoener-Goetterfunken/translations/pl.json index c79e0d32a6..8d45ed9764 100644 --- a/IAS-Freude-schoener-Goetterfunken/translations/pl.json +++ b/IAS-Freude-schoener-Goetterfunken/translations/pl.json @@ -59,15 +59,19 @@ "difficulty-15-u": "15 - Routine", "difficulty-20-u": "20 - Fordernd", "difficulty-25-u": "25 - Schwierig", - "difficulty-30-u": "30 - Kaum zu schaffen", - "difficulty-40-u": "40 - Übermenschlich", + "difficulty-35-u": "35 - Kaum zu schaffen", "difficulty-50-u": "50 - Unglaublich", - "difficulty-60-u": "60 - Legendär", + "difficulty-70-u": "70 - Übermenschlich", + "difficulty-95-u": "95 - Heldenhaft", + "difficulty-125-u": "125 - Legendär", + "difficulty-160-u": "160 - Gottgleich", + "difficulty-200-u": "200 - Mythisch", "challenge-level-0-u": "Nicht erlaubt", "challenge-level-1-u": "Nein, und", "challenge-level-2-u": "Nein", "challenge-level-3-u": "Nein, aber", "challenge-level-4-u": "Ja, aber", "challenge-level-5-u": "Ja", - "challenge-level-6-u": "Ja, und" + "challenge-level-6-u": "Ja, und", + "specials-u": "Besonderheiten" } \ No newline at end of file diff --git a/IAS-Freude-schoener-Goetterfunken/translations/pt.json b/IAS-Freude-schoener-Goetterfunken/translations/pt.json index c79e0d32a6..8d45ed9764 100644 --- a/IAS-Freude-schoener-Goetterfunken/translations/pt.json +++ b/IAS-Freude-schoener-Goetterfunken/translations/pt.json @@ -59,15 +59,19 @@ "difficulty-15-u": "15 - Routine", "difficulty-20-u": "20 - Fordernd", "difficulty-25-u": "25 - Schwierig", - "difficulty-30-u": "30 - Kaum zu schaffen", - "difficulty-40-u": "40 - Übermenschlich", + "difficulty-35-u": "35 - Kaum zu schaffen", "difficulty-50-u": "50 - Unglaublich", - "difficulty-60-u": "60 - Legendär", + "difficulty-70-u": "70 - Übermenschlich", + "difficulty-95-u": "95 - Heldenhaft", + "difficulty-125-u": "125 - Legendär", + "difficulty-160-u": "160 - Gottgleich", + "difficulty-200-u": "200 - Mythisch", "challenge-level-0-u": "Nicht erlaubt", "challenge-level-1-u": "Nein, und", "challenge-level-2-u": "Nein", "challenge-level-3-u": "Nein, aber", "challenge-level-4-u": "Ja, aber", "challenge-level-5-u": "Ja", - "challenge-level-6-u": "Ja, und" + "challenge-level-6-u": "Ja, und", + "specials-u": "Besonderheiten" } \ No newline at end of file diff --git a/IAS-Freude-schoener-Goetterfunken/translations/ru.json b/IAS-Freude-schoener-Goetterfunken/translations/ru.json index c79e0d32a6..8d45ed9764 100644 --- a/IAS-Freude-schoener-Goetterfunken/translations/ru.json +++ b/IAS-Freude-schoener-Goetterfunken/translations/ru.json @@ -59,15 +59,19 @@ "difficulty-15-u": "15 - Routine", "difficulty-20-u": "20 - Fordernd", "difficulty-25-u": "25 - Schwierig", - "difficulty-30-u": "30 - Kaum zu schaffen", - "difficulty-40-u": "40 - Übermenschlich", + "difficulty-35-u": "35 - Kaum zu schaffen", "difficulty-50-u": "50 - Unglaublich", - "difficulty-60-u": "60 - Legendär", + "difficulty-70-u": "70 - Übermenschlich", + "difficulty-95-u": "95 - Heldenhaft", + "difficulty-125-u": "125 - Legendär", + "difficulty-160-u": "160 - Gottgleich", + "difficulty-200-u": "200 - Mythisch", "challenge-level-0-u": "Nicht erlaubt", "challenge-level-1-u": "Nein, und", "challenge-level-2-u": "Nein", "challenge-level-3-u": "Nein, aber", "challenge-level-4-u": "Ja, aber", "challenge-level-5-u": "Ja", - "challenge-level-6-u": "Ja, und" + "challenge-level-6-u": "Ja, und", + "specials-u": "Besonderheiten" } \ No newline at end of file diff --git a/IAS-Freude-schoener-Goetterfunken/translations/sl.json b/IAS-Freude-schoener-Goetterfunken/translations/sl.json index c79e0d32a6..8d45ed9764 100644 --- a/IAS-Freude-schoener-Goetterfunken/translations/sl.json +++ b/IAS-Freude-schoener-Goetterfunken/translations/sl.json @@ -59,15 +59,19 @@ "difficulty-15-u": "15 - Routine", "difficulty-20-u": "20 - Fordernd", "difficulty-25-u": "25 - Schwierig", - "difficulty-30-u": "30 - Kaum zu schaffen", - "difficulty-40-u": "40 - Übermenschlich", + "difficulty-35-u": "35 - Kaum zu schaffen", "difficulty-50-u": "50 - Unglaublich", - "difficulty-60-u": "60 - Legendär", + "difficulty-70-u": "70 - Übermenschlich", + "difficulty-95-u": "95 - Heldenhaft", + "difficulty-125-u": "125 - Legendär", + "difficulty-160-u": "160 - Gottgleich", + "difficulty-200-u": "200 - Mythisch", "challenge-level-0-u": "Nicht erlaubt", "challenge-level-1-u": "Nein, und", "challenge-level-2-u": "Nein", "challenge-level-3-u": "Nein, aber", "challenge-level-4-u": "Ja, aber", "challenge-level-5-u": "Ja", - "challenge-level-6-u": "Ja, und" + "challenge-level-6-u": "Ja, und", + "specials-u": "Besonderheiten" } \ No newline at end of file diff --git a/IAS-Freude-schoener-Goetterfunken/translations/sv.json b/IAS-Freude-schoener-Goetterfunken/translations/sv.json index c79e0d32a6..8d45ed9764 100644 --- a/IAS-Freude-schoener-Goetterfunken/translations/sv.json +++ b/IAS-Freude-schoener-Goetterfunken/translations/sv.json @@ -59,15 +59,19 @@ "difficulty-15-u": "15 - Routine", "difficulty-20-u": "20 - Fordernd", "difficulty-25-u": "25 - Schwierig", - "difficulty-30-u": "30 - Kaum zu schaffen", - "difficulty-40-u": "40 - Übermenschlich", + "difficulty-35-u": "35 - Kaum zu schaffen", "difficulty-50-u": "50 - Unglaublich", - "difficulty-60-u": "60 - Legendär", + "difficulty-70-u": "70 - Übermenschlich", + "difficulty-95-u": "95 - Heldenhaft", + "difficulty-125-u": "125 - Legendär", + "difficulty-160-u": "160 - Gottgleich", + "difficulty-200-u": "200 - Mythisch", "challenge-level-0-u": "Nicht erlaubt", "challenge-level-1-u": "Nein, und", "challenge-level-2-u": "Nein", "challenge-level-3-u": "Nein, aber", "challenge-level-4-u": "Ja, aber", "challenge-level-5-u": "Ja", - "challenge-level-6-u": "Ja, und" + "challenge-level-6-u": "Ja, und", + "specials-u": "Besonderheiten" } \ No newline at end of file diff --git a/IAS-Freude-schoener-Goetterfunken/translations/tr.json b/IAS-Freude-schoener-Goetterfunken/translations/tr.json index c79e0d32a6..8d45ed9764 100644 --- a/IAS-Freude-schoener-Goetterfunken/translations/tr.json +++ b/IAS-Freude-schoener-Goetterfunken/translations/tr.json @@ -59,15 +59,19 @@ "difficulty-15-u": "15 - Routine", "difficulty-20-u": "20 - Fordernd", "difficulty-25-u": "25 - Schwierig", - "difficulty-30-u": "30 - Kaum zu schaffen", - "difficulty-40-u": "40 - Übermenschlich", + "difficulty-35-u": "35 - Kaum zu schaffen", "difficulty-50-u": "50 - Unglaublich", - "difficulty-60-u": "60 - Legendär", + "difficulty-70-u": "70 - Übermenschlich", + "difficulty-95-u": "95 - Heldenhaft", + "difficulty-125-u": "125 - Legendär", + "difficulty-160-u": "160 - Gottgleich", + "difficulty-200-u": "200 - Mythisch", "challenge-level-0-u": "Nicht erlaubt", "challenge-level-1-u": "Nein, und", "challenge-level-2-u": "Nein", "challenge-level-3-u": "Nein, aber", "challenge-level-4-u": "Ja, aber", "challenge-level-5-u": "Ja", - "challenge-level-6-u": "Ja, und" + "challenge-level-6-u": "Ja, und", + "specials-u": "Besonderheiten" } \ No newline at end of file diff --git a/IAS-Freude-schoener-Goetterfunken/translations/uk.json b/IAS-Freude-schoener-Goetterfunken/translations/uk.json index c79e0d32a6..8d45ed9764 100644 --- a/IAS-Freude-schoener-Goetterfunken/translations/uk.json +++ b/IAS-Freude-schoener-Goetterfunken/translations/uk.json @@ -59,15 +59,19 @@ "difficulty-15-u": "15 - Routine", "difficulty-20-u": "20 - Fordernd", "difficulty-25-u": "25 - Schwierig", - "difficulty-30-u": "30 - Kaum zu schaffen", - "difficulty-40-u": "40 - Übermenschlich", + "difficulty-35-u": "35 - Kaum zu schaffen", "difficulty-50-u": "50 - Unglaublich", - "difficulty-60-u": "60 - Legendär", + "difficulty-70-u": "70 - Übermenschlich", + "difficulty-95-u": "95 - Heldenhaft", + "difficulty-125-u": "125 - Legendär", + "difficulty-160-u": "160 - Gottgleich", + "difficulty-200-u": "200 - Mythisch", "challenge-level-0-u": "Nicht erlaubt", "challenge-level-1-u": "Nein, und", "challenge-level-2-u": "Nein", "challenge-level-3-u": "Nein, aber", "challenge-level-4-u": "Ja, aber", "challenge-level-5-u": "Ja", - "challenge-level-6-u": "Ja, und" + "challenge-level-6-u": "Ja, und", + "specials-u": "Besonderheiten" } \ No newline at end of file diff --git a/IAS-Freude-schoener-Goetterfunken/translations/zh.json b/IAS-Freude-schoener-Goetterfunken/translations/zh.json index c79e0d32a6..8d45ed9764 100644 --- a/IAS-Freude-schoener-Goetterfunken/translations/zh.json +++ b/IAS-Freude-schoener-Goetterfunken/translations/zh.json @@ -59,15 +59,19 @@ "difficulty-15-u": "15 - Routine", "difficulty-20-u": "20 - Fordernd", "difficulty-25-u": "25 - Schwierig", - "difficulty-30-u": "30 - Kaum zu schaffen", - "difficulty-40-u": "40 - Übermenschlich", + "difficulty-35-u": "35 - Kaum zu schaffen", "difficulty-50-u": "50 - Unglaublich", - "difficulty-60-u": "60 - Legendär", + "difficulty-70-u": "70 - Übermenschlich", + "difficulty-95-u": "95 - Heldenhaft", + "difficulty-125-u": "125 - Legendär", + "difficulty-160-u": "160 - Gottgleich", + "difficulty-200-u": "200 - Mythisch", "challenge-level-0-u": "Nicht erlaubt", "challenge-level-1-u": "Nein, und", "challenge-level-2-u": "Nein", "challenge-level-3-u": "Nein, aber", "challenge-level-4-u": "Ja, aber", "challenge-level-5-u": "Ja", - "challenge-level-6-u": "Ja, und" + "challenge-level-6-u": "Ja, und", + "specials-u": "Besonderheiten" } \ No newline at end of file diff --git a/ICON RPG [MassifPress]/articles/_details.pug b/ICON RPG [MassifPress]/articles/_details.pug new file mode 100644 index 0000000000..a0f4cf8a95 --- /dev/null +++ b/ICON RPG [MassifPress]/articles/_details.pug @@ -0,0 +1,60 @@ +- + const details1 = [ + 'character_name', + 'kin', + 'job' + ]; +- + const details2 = [ + 'gender', + 'culture', + 'bond' + ]; +- + +article#details.details.character-header.paper-background + .character-details + each name in details1 + .auto + +input-label({ + label:`${name}`, + inputObj:{name, class:'info-label underlined', type:'text', spellcheck:'false'}, + spanObj:{role:'heading', 'aria-level':5} + }) + if name === 'job' + .color-selector + +hidden({name:'class', class:'color-control', value:'general'}) + +select({name:'class', class:'color-selector color-receiver'}) + +option({value:'general', 'data-i18n':'class', selected:true}) + +option({value:'stalwart', 'data-i18n':'stalwart'}) + +option({value:'vagabond', 'data-i18n':'vagabond'}) + +option({value:'mendicant', 'data-i18n':'mendicant'}) + +option({value:'wright', 'data-i18n':'wright'}) + +option({value:'npc', 'data-i18n':'npc'}) + .auto + +input-label({ + label:'level', + inputObj:{name:'level', class:'numb-label underlined', type:'number'}, + spanObj:{role:'heading', 'aria-level':5, class:'uppercase'} + }) + each name in details2 + .auto + +input-label({ + label:`${name}`, + inputObj:{name, class:'info-label underlined', type:'text'}, + spanObj:{role:'heading', 'aria-level':5} + }) + .chapter-select + +label({class:'input-label', style:'height:26px;'}) + +span({class:'uppercase input-label__text', 'data-i18n':'chapter', role:'heading', 'aria-level':5}) + +select({name:'chapter', class:'input-label__input numb-label underlined chapter-select'}) + option(value="0")|— + option(value="1")|Ⅰ + option(value="2")|Ⅱ + option(value="3")|Ⅲ + option(value="4")|Ⅳ + //- option(value="5")|Ⅴ + .desc-label.center + +text({name:'short desc', class:'underlined', 'data-i18n-placeholder':'brief character description', style:'width:99%;'}) + .icon-logo + span.icon-logo.header__image diff --git a/ICON RPG [MassifPress]/articles/_journal.pug b/ICON RPG [MassifPress]/articles/_journal.pug new file mode 100644 index 0000000000..db05da655f --- /dev/null +++ b/ICON RPG [MassifPress]/articles/_journal.pug @@ -0,0 +1,17 @@ +article#journal.journal.paper-background.nav-display + section#auto-fit + include shared/sections/_xp.pug + include shared/sections/_dust.pug + section#auto-fit + .span-2 + include shared/sections/_ideals.pug + include journal/sections/_ambitions.pug + //- .span-2 + //- include journal/sections/_advancement.pug + //- include shared/sections/_dust.pug + include journal/sections/_camp.pug + include journal/sections/_kin_culture.pug + include journal/sections/_notes.pug + include journal/sections/_possessions.pug + .span-2 + include shared/sections/_reminders.pug \ No newline at end of file diff --git a/ICON RPG [MassifPress]/articles/_narrative.pug b/ICON RPG [MassifPress]/articles/_narrative.pug new file mode 100644 index 0000000000..63eb281671 --- /dev/null +++ b/ICON RPG [MassifPress]/articles/_narrative.pug @@ -0,0 +1,12 @@ +article#narrative.narrative.paper-background.nav-display + section#auto-fit + include narrative/sections/_resources.pug + .span-all.center + p(class='mono')|Known Bug: Please double click the diamonds to select your current Effort / Strain. + section#auto-fill + include narrative/sections/_actions.pug + include narrative/sections/_bond.pug + include narrative/sections/_powers.pug + include shared/sections/_ideals.pug + include narrative/sections/_burdens.pug + include shared/sections/_dust.pug \ No newline at end of file diff --git a/ICON RPG [MassifPress]/articles/_roster.pug b/ICON RPG [MassifPress]/articles/_roster.pug new file mode 100644 index 0000000000..223fa5213e --- /dev/null +++ b/ICON RPG [MassifPress]/articles/_roster.pug @@ -0,0 +1,6 @@ +article#roster.roster.paper-background.nav-display + section#auto-fill + include roster/sections/_npcs.pug + include roster/sections/_add_abilities.pug + include roster/sections/_clocks.pug + include shared/sections/_reminders.pug \ No newline at end of file diff --git a/ICON RPG [MassifPress]/articles/_settings.pug b/ICON RPG [MassifPress]/articles/_settings.pug new file mode 100644 index 0000000000..b67f9f1950 --- /dev/null +++ b/ICON RPG [MassifPress]/articles/_settings.pug @@ -0,0 +1,2 @@ +article#settings.settings.paper-background.nav-display + include settings/sections/_sheetsettings.pug \ No newline at end of file diff --git a/ICON RPG [MassifPress]/articles/_tactics.pug b/ICON RPG [MassifPress]/articles/_tactics.pug new file mode 100644 index 0000000000..f33e2ccb05 --- /dev/null +++ b/ICON RPG [MassifPress]/articles/_tactics.pug @@ -0,0 +1,11 @@ +article#tactics.tactics.paper-background.nav-display + section#auto-fit.stats.no-gap + include tactics/sections/_health.pug + include tactics/sections/_stats.pug + include tactics/sections/_attacks.pug + section#auto-fit.span-all + include tactics/_job_class.pug + section#auto-fill + include tactics/sections/_traits.pug + include tactics/sections/_relics.pug + include tactics/sections/_abilities.pug \ No newline at end of file diff --git a/ICON RPG [MassifPress]/articles/journal/sections/_advancement.pug b/ICON RPG [MassifPress]/articles/journal/sections/_advancement.pug new file mode 100644 index 0000000000..9fba42714d --- /dev/null +++ b/ICON RPG [MassifPress]/articles/journal/sections/_advancement.pug @@ -0,0 +1,15 @@ +section#advancement.advancement.span-2 + h1(data-i18n='advancement') + .hide-note + h3(data-i18n='xp') + +checkbox({class:'collapse', value:'0', name:'collapse-xp'}) + .notes.expanded + p(class='indent bullet', 'data-i18n'="level up reminder line 0") + p(class='indent bullet', 'data-i18n'="level up reminder line 1") + .flex-box.row.center.hide-note + p('data-i18n'="current") + +input({name:'xp', type:'number', value:'0'}) + p('data-i18n'="interval") + +input({name:'xp_interval', type:'number', value:'5'}) + p('data-i18n'="max") + +input({name:'xp_max', type:'number', value:'15'}) \ No newline at end of file diff --git a/ICON RPG [MassifPress]/articles/journal/sections/_ambitions.pug b/ICON RPG [MassifPress]/articles/journal/sections/_ambitions.pug new file mode 100644 index 0000000000..1d6ca16eee --- /dev/null +++ b/ICON RPG [MassifPress]/articles/journal/sections/_ambitions.pug @@ -0,0 +1,62 @@ +- + const type = [ + 'personal', + 'group' + ]; +- +section#ambitions.ambitions.span-2.long-2 + each name in type + if name === 'personal' + h1(data-i18n='ambitions') + else + +input-label({label:'group name', + inputObj:{name:'group name', class:'underlined h3-style-input center', type:'text', 'data-i18n-placeholder':'NA'}, + spanObj:{role:'heading', 'aria-level':3, class:'normal'} + }) + +fieldset({name:`ambition-${name}`}) + .flex-box.row.justify-end + .flex-box.col.no-gap + +select-label({ + label:'size', + inputObj:{name:'clock-size'}, + divObj:{class:'dropdown stat', style:'width:100px; margin:0px;'}, + spanObj:{class:'capitalize smallcaps', style:'width:50px;'} + }) + each val in [4,6,8,10,12] + option(value=`${val}`) #{val} + .clock.small-clock + +hidden({name:'clock-size', class:'clock-switch', value:'4'}) + each val in [4,6,8,10,12] + +div({class:`clock_${val}`}) + +div({name:'clock', class:'clock-section'}) + if val === 4 + each num in [0,6,12,18] + +radio({name:`ac-${val}`, class:`clock-radio clock-${num}`, value:`${num}`}) + else if val === 6 + each num in [0,4,8,12,16,20] + +radio({name:`ac-${val}`, class:`clock-radio clock-${num}`, value:`${num}`}) + else if val === 8 + each num in [0,3,6,9,12,15,18,21] + +radio({name:`ac-${val}`, class:`clock-radio clock-${num}`, value:`${num}`}) + else if val === 10 + each num in [0,2,5,7,10,12,14,17,19,22] + +radio({name:`ac-${val}`, class:`clock-radio clock-${num}`, value:`${num}`}) + else + each num in [0,1,4,6,8,11,12,13,16,18,20,23] + +radio({name:`ac-${val}`, class:`clock-radio clock-${num}`, value:`${num}`}) + div.clock-face + .flex-box.row.center + +textarea({name:'notes', class:'textarea-6 ambition fixed', 'data-i18n-placeholder':`${name} ambition desc`}) + if name === 'personal' + +button({name:'quote', type:'roll', class:'roll-quote', value:"&{template:icon} {{name=personal ambition}} {{character_name=@{character_name}}} {{character_id=@{character_id}}} {{text=@{notes}}}"}) + else + +button({name:'quote', type:'roll', class:'roll-quote', value:"&{template:icon} {{name=group ambition}} {{character_name=@{group_name}}} {{text=@{notes}}}"}) + .hide-note + p(class='bold capitalize', 'data-i18n'='ambition action roll') + +checkbox({class:'collapse', value:'0', name:'collapse-ambition'}) + .notes.expanded + p(class='indent bullet', 'data-i18n'="ambition reminder line 1") + p(class='indent bullet', 'data-i18n'="ambition reminder line 2") + p(class='indent bullet', 'data-i18n'="ambition reminder line 3") + p(class='indent bullet', 'data-i18n'="ambition reminder line 4") + p('data-i18n'="ambition reminder line 0") \ No newline at end of file diff --git a/ICON RPG [MassifPress]/articles/journal/sections/_camp.pug b/ICON RPG [MassifPress]/articles/journal/sections/_camp.pug new file mode 100644 index 0000000000..bd32bf425c --- /dev/null +++ b/ICON RPG [MassifPress]/articles/journal/sections/_camp.pug @@ -0,0 +1,15 @@ +section#camp.camp.span-2.long-2 + +input({name:'camp name', class:'h1-style-input', value:'camp', readonly: true}) + +textarea({name:'camp description', class:'serif emph textarea-5', spellcheck:'false', 'data-i18n-placeholder':'describe your camp'}) + h3(data-i18n='fixtures') + +fieldset({name:'fixtures'}) + +text({name:'name', class:'h3-style-input underlined big', 'data-i18n-placeholder':'fixture'}) + +textarea({name:'description', class:'serif emph small textarea-3', spellcheck:'false', 'data-i18n-placeholder':'fixture description'}) + +textarea({name:'effects', class:'small textarea-4', 'data-i18n-placeholder':'fixture effects'}) + +collapse + .grid___3col.half-gap.center.notes.expanded + +text({name:'cost', class:'ability-info underlined capitalize center', 'data-i18n-placeholder':'purchase cost'}) + +text({name:'upgrade', class:'ability-info underlined capitalize center', 'data-i18n-placeholder':'upgrade cost'}) + +text({name:'invested', class:'ability-info underlined capitalize center dust', 'data-i18n-placeholder':'total invested'}) + +textarea({name:'upgrades', class:'small textarea-6', 'data-i18n-placeholder':'upgrade effects'}) + \ No newline at end of file diff --git a/ICON RPG [MassifPress]/articles/journal/sections/_kin_culture.pug b/ICON RPG [MassifPress]/articles/journal/sections/_kin_culture.pug new file mode 100644 index 0000000000..9e9558c0ff --- /dev/null +++ b/ICON RPG [MassifPress]/articles/journal/sections/_kin_culture.pug @@ -0,0 +1,5 @@ +section#kin-culture.kin-culture.span-2 + +input({name:'kin', class:'h1-style-input', 'data-i18n-placeholder':'kin', readonly: true}) + +textarea({name:'kin notes', class:'textarea-5', 'data-i18n-placeholder':'write about your kin', spellcheck:'false'}) + +input({name:'culture', class:'h1-style-input', 'data-i18n-placeholder':'culture', readonly: true}) + +textarea({name:'culture notes', class:'textarea-5', 'data-i18n-placeholder':'write about your culture', spellcheck:'false'}) \ No newline at end of file diff --git a/ICON RPG [MassifPress]/articles/journal/sections/_notes.pug b/ICON RPG [MassifPress]/articles/journal/sections/_notes.pug new file mode 100644 index 0000000000..9c62091106 --- /dev/null +++ b/ICON RPG [MassifPress]/articles/journal/sections/_notes.pug @@ -0,0 +1,9 @@ +section#notes.notes.span-2 + h1(data-i18n='notes') + .flex-box + +textarea({name:'notes', class:'textarea-3', 'data-i18n-placeholder':'write anything you want here'}) + +button({name:'quote', type:'roll', class:'roll-quote', value:"&{template:icon} {{name=additional notes}} {{character_name=@{character_name}}} {{character_id=@{character_id}}} {{text=@{notes}}}"}) + +fieldset({name:'additional-notes'}) + .flex-box + +textarea({name:'notes', class:'textarea-4', 'data-i18n-placeholder':'write any additional notes here'}) + +button({name:'quote', type:'roll', class:'roll-quote', value:"&{template:icon} {{name=additional notes}} {{character_name=@{character_name}}} {{character_id=@{character_id}}} {{text=@{notes}}}"}) \ No newline at end of file diff --git a/ICON RPG [MassifPress]/articles/journal/sections/_possessions.pug b/ICON RPG [MassifPress]/articles/journal/sections/_possessions.pug new file mode 100644 index 0000000000..403edb4312 --- /dev/null +++ b/ICON RPG [MassifPress]/articles/journal/sections/_possessions.pug @@ -0,0 +1,11 @@ +section#possessions.possessions.span-2 + h1(data-i18n='possessions') + +fieldset({name:'possessions'}) + +textarea({name:'items', class:'textarea-4', 'data-i18n-placeholder':'possessions textarea'}) + h3(data-i18n='resources') + .repcol + +fieldset({name:'resource'}) + .wealth.grid__3col.boxed.center + +number({name:'no', class:'h3-style-input'}) + p(class='colon') + +text({name:'info', class:'wealth', 'data-i18n-placeholder':'additional resource'}) \ No newline at end of file diff --git a/ICON RPG [MassifPress]/articles/narrative/sections/_actions.pug b/ICON RPG [MassifPress]/articles/narrative/sections/_actions.pug new file mode 100644 index 0000000000..29aa7c4129 --- /dev/null +++ b/ICON RPG [MassifPress]/articles/narrative/sections/_actions.pug @@ -0,0 +1,64 @@ +- + const actions = [ + 'charm', + 'command', + 'endure', + 'excel', + 'sense', + 'smash', + 'sneak', + 'study', + 'tinker', + 'traverse' + ]; +- varObjects.actionNames = actions; + +section#actions.actions + h1(data-i18n='actions') + each name in actions + .flex-box.space-around + +button({name:`roll ${name}`, type:'roll', class:'roll-d6', + value:`&{template:icon} {{name=${name}}} {{character_name=@{character_name}}} {{character_id=@{character_id}}} {{roll_name=Action Roll}} {{hidden-calc=[[(@{${name}_dice}@{curses})]]}} {{action-roll0=[[(@{${name}_dice}@{curses})d6kh1sd]]}} {{action-roll1=[[2d6kl1sd]]}}` + }) + +input({name, value:`${name}`, class:'action-label uppercase bigger', 'aria-level':3, data_i18n:`${name}`, type:'label', readonly:true}) + +number({name:`${name} dice`, disabled:'true', class:'autocalc', value:`(@{${name}_dots}+@{${name}_knack}-@{${name}_burden})`, 'aria-level':5}) + .action-dots.center + each num in [0,1,2,3,4] + if num === 0 + +input({name:`${name} dots`, type:'radio', class:'fill-left dots radio-zero', value:`${num}`, checked:'true'}) + span + else + +input({name:`${name} dots`, type:'radio', class:'fill-left dots', value:`${num}`}) + span + .action-checkboxes + +checkbox({name:`${name} knack`, value:'1', class:'checkbox magenta up'}) + .action-checkboxes + +checkbox({name:`${name} burden`, value:'1', class:'checkbox black down'}) + +fieldset({name:'action'}) + .flex-box.space-around + +button({name:`roll`, type:'roll', class:'roll-d6', + value:'&{template:icon} {{name=@{name}}} {{character_name=@{character_name}}} {{character_id=@{character_id}}} {{roll_name=Action Roll}} {{hidden-calc=[[(@{dice}@{curses})]]}} {{action-roll0=[[(@{dice}@{curses})d6kh1sd]]}} {{action-roll1=[[2d6kl1sd]]}}' + }) + +text({name:'name', class:'action-label uppercase bigger', 'aria-level':3, 'data-i18n-placeholder':'custom'}) + +number({name:'dice', disabled:'true', class:'autocalc', value:'(@{dots}+@{knack}-@{burden})', 'aria-level':5}) + .action-dots.center + each num in [0,1,2,3,4] + if num === 0 + +input({name:'dots', type:'radio', class:'fill-left dots radio-zero', value:`${num}`, checked:'true'}) + span + else + +input({name:'dots', type:'radio', class:'fill-left dots', value:`${num}`}) + span + .action-checkboxes + +checkbox({name:'knack', value:'1', class:'checkbox magenta up'}) + .action-checkboxes + +checkbox({name:'burden', value:'1', class:'checkbox black down'}) + .hide-note + p(class='bold capitalize', 'data-i18n'='fortune action roll') + +checkbox({class:'collapse', value:'0', name:'collapse-ambition'}) + .notes.expanded + p('data-i18n'="fortune reminder line 0") + p(class='indent bullet', 'data-i18n'="fortune reminder line 1") + p(class='indent bullet', 'data-i18n'="fortune reminder line 2") + p(class='indent bullet', 'data-i18n'="fortune reminder line 3") + p(class='indent bullet', 'data-i18n'="fortune reminder line 4") \ No newline at end of file diff --git a/ICON RPG [MassifPress]/articles/narrative/sections/_bond.pug b/ICON RPG [MassifPress]/articles/narrative/sections/_bond.pug new file mode 100644 index 0000000000..48690932a3 --- /dev/null +++ b/ICON RPG [MassifPress]/articles/narrative/sections/_bond.pug @@ -0,0 +1,19 @@ +section#bond.bond + +input({name:'bond', class:'h1-style-input', 'data-i18n-placeholder':'bond', readonly: true}) + +textarea({name:'bond flavor text', class:'serif emph textarea-6', 'data-i18n-placeholder':'bond flavor text or description', spellcheck:'false'}) + +headedTextarea({ + textObj:{name:'special ability text', class:'textarea-5', 'data-i18n-placeholder':'your special bond ability'}, + header:'special ability' + }) + +headedTextarea({ + textObj:{name:'second wind text', class:'textarea-3', 'data-i18n-placeholder':'regain effort when'}, + header:'second wind' + }) + .hide-note + p(class='bold capitalize', 'data-i18n'='additional notes') + +checkbox({class:'collapse', value:'0', name:'collapse-bond'}) + .notes.expanded + .flex-box + +textarea({name:'notes', class:'textarea-3', 'data-i18n-placeholder':'write anything you want here'}) + +button({name:'quote', type:'roll', class:'roll-quote', value:"&{template:icon} {{name=additional notes}} {{character_name=@{character_name}}} {{character_id=@{character_id}}} {{text=@{notes}}}"}) + p('data-i18n'="you can find more notes in the journal tab") diff --git a/ICON RPG [MassifPress]/articles/narrative/sections/_burdens.pug b/ICON RPG [MassifPress]/articles/narrative/sections/_burdens.pug new file mode 100644 index 0000000000..4c45afb122 --- /dev/null +++ b/ICON RPG [MassifPress]/articles/narrative/sections/_burdens.pug @@ -0,0 +1,48 @@ +section#burdens.burdens + h1(data-i18n='burdens') + .repcol.fit30.half-gap + +fieldset({name:'burdens'}) + .flex-box.col.center + +text({name:'name', class:'burden underlined capitalize short-text', 'data-i18n-placeholder':'burden'}) + +select-label({ + label:'size', + inputObj:{name:'clock-size'}, + divObj:{class:'dropdown stat', style:'width:100px'}, + spanObj:{class:'capitalize smallcaps', style:'width:50px'} + }) + each val in [4,6,8,10,12] + option(value=`${val}`) #{val} + .clock + +hidden({name:'clock-size', class:'clock-switch', value:'4'}) + each val in [4,6,8,10,12] + +div({class:`clock_${val}`}) + +div({name:'clock', class:'clock-section'}) + if val === 4 + each num in [0,6,12,18] + +radio({name:`bc-${val}`, class:`clock-radio clock-${num}`, value:`${num}`}) + else if val === 6 + each num in [0,4,8,12,16,20] + +radio({name:`bc-${val}`, class:`clock-radio clock-${num}`, value:`${num}`}) + else if val === 8 + each num in [0,3,6,9,12,15,18,21] + +radio({name:`bc-${val}`, class:`clock-radio clock-${num}`, value:`${num}`}) + else if val === 10 + each num in [0,2,5,7,10,12,14,17,19,22] + +radio({name:`bc-${val}`, class:`clock-radio clock-${num}`, value:`${num}`}) + else + each num in [0,1,4,6,8,11,12,13,16,18,20,23] + +radio({name:`bc-${val}`, class:`clock-radio clock-${num}`, value:`${num}`}) + div.clock-face + each num in [1,2] + .flex-box.center + p(class='bold mono burden-penalty', 'data-i18n'='-1d') + +text({name:`penalty ${num}`, class:'burden-penalty underlined smallcaps'}) + .hide-note + p(class='bold capitalize', 'data-i18n'='burdens reminder title') + +checkbox({class:'collapse', value:'0', name:'collapse-burdens'}) + .notes.expanded + p('data-i18n'="burdens reminder line 0") + p(class='indent bullet', 'data-i18n'="burdens reminder line 1") + p(class='indent bullet', 'data-i18n'="burdens reminder line 2") + p(class='indent bullet', 'data-i18n'="burdens reminder line 3") + p('data-i18n'="burdens reminder line 4") diff --git a/ICON RPG [MassifPress]/articles/narrative/sections/_powers.pug b/ICON RPG [MassifPress]/articles/narrative/sections/_powers.pug new file mode 100644 index 0000000000..89eb3278e8 --- /dev/null +++ b/ICON RPG [MassifPress]/articles/narrative/sections/_powers.pug @@ -0,0 +1,31 @@ +- + const list = [ + 'power', + 'gambit' + ]; +- + +section#powers.powers.long-2 + each name in list + if name === 'power' + h1(data-i18n=`${name}s`) + else if name === 'gambit' + h3(data-i18n=`${name}s`) + +fieldset({name}) + .flex-box.underlined + +text({name:'name', class:'h3-style-input power', 'data-i18n-placeholder':'power'}) + +number({name:'uses', class:`${name}`, placeholder:'⬧'}) + +select({name:'type', class:`${name} type`}) + +option({value:'', 'data-i18n':'NA', selected}) + +option({value:'/ scene', 'data-i18n':'per scene'}) + +option({value:'/ session', 'data-i18n':'per session'}) + +option({value:'passive', 'data-i18n':'passive'}) + +option({value:'effort', 'data-i18n':'effort'}) + +option({value:'strain', 'data-i18n':'strain'}) + +button({name:'quote', type:'roll', class:'roll-quote', value:"&{template:icon} {{name=@{name}}} {{character_name=@{character_name}}} {{character_id=@{character_id}}} {{summary=@{uses} @{type}}} {{effect=@{effect}}}"}) + if name === 'power' + .flex-box + +textarea({name:'effect', class:'textarea-4', 'data-i18n-placeholder':'power placeholder'}) + else if name === 'gambit' + .flex-box + +textarea({name:'effect', class:'textarea-4', 'data-i18n-placeholder':'gambit placeholder'}) \ No newline at end of file diff --git a/ICON RPG [MassifPress]/articles/narrative/sections/_resources.pug b/ICON RPG [MassifPress]/articles/narrative/sections/_resources.pug new file mode 100644 index 0000000000..8753479edc --- /dev/null +++ b/ICON RPG [MassifPress]/articles/narrative/sections/_resources.pug @@ -0,0 +1,101 @@ +- + const resource = [ + 'effort', + 'strain' + ]; +- varObjects.resourceNames = resource; + +each name in resource + +section({class:`${name} half-gap boxed well-padded`, id:'resource'}) + .flex-box.center + +input-label({label:`${name}`, + inputObj:{name, class:'bigger', type:'number', value:'0', readonly:true, style:'width:20%;'}, + spanObj:{role:'heading', class:'bigger', 'aria-level':3} + }) + .flex-box.resource + if name === 'effort' + +hidden({name:`${name}_max`, class:'resource-switch', value:'3'}) + else + +hidden({name:`${name}_max`, class:'resource-switch', value:'5'}) + if name === 'effort' + .resource_2.center + each num in [0,1,2] + if num === 0 + +input({name, type:'radio', class:'fill-left diamonds radio-zero', value:`${num}`}) + span + else + +input({name, type:'radio', class:'fill-left diamonds', value:`${num}`}) + span + .resource_3.center + each num in [0,1,2,3] + if num === 0 + +input({name, type:'radio', class:'fill-left diamonds radio-zero', value:`${num}`}) + span + else + +input({name, type:'radio', class:'fill-left diamonds', value:`${num}`}) + span + .resource_4.center + each num in [0,1,2,3,4] + if num === 0 + +input({name, type:'radio', class:'fill-left diamonds radio-zero', value:`${num}`}) + span + else + +input({name, type:'radio', class:'fill-left diamonds', value:`${num}`}) + span + .resource_5.center + each num in [0,1,2,3,4,5] + if num === 0 + +input({name, type:'radio', class:'fill-left diamonds radio-zero', value:`${num}`}) + span + else + +input({name, type:'radio', class:'fill-left diamonds', value:`${num}`}) + span + .resource_6.center + each num in [0,1,2,3,4,5,6] + if num === 0 + +input({name, type:'radio', class:'fill-left diamonds radio-zero', value:`${num}`}) + span + else + +input({name, type:'radio', class:'fill-left diamonds resource-small', value:`${num}`}) + span + if name === 'strain' + .resource_7.center + each num in [0,1,2,3,4,5,6,7] + if num === 0 + +input({name, type:'radio', class:'fill-left diamonds resource-small radio-zero', value:`${num}`}) + span + else + +input({name, type:'radio', class:'fill-left diamonds resource-smaller', value:`${num}`}) + span + .resource_8.center + each num in [0,1,2,3,4,5,6,7,8] + if num === 0 + +input({name, type:'radio', class:'fill-left diamonds resource-smaller radio-zero', value:`${num}`}) + span + else + +input({name, type:'radio', class:'fill-left diamonds resource-smallerer', value:`${num}`}) + span + .flex-box.center + +label({name:`${name} size`, class:'input-label capitalize status', 'data-i18n':`max ${name}`, 'aria-label':5}) + +select({name:`${name}_max`, class:'dropdown stat resource underlined', style:'width:40%;'}) + if name === 'effort' + each val in [2,3,4,5,6] + if val === 3 + option(value=`${val}`, selected=true) #{val} + else + option(value=`${val}`) #{val} + else + each val in [3,4,5,6,7,8] + if val === 5 + option(value=`${val}`, selected=true) #{val} + else + option(value=`${val}`) #{val} + .flex-box.center + if name === 'effort' + .flex-box + +label({name:'exhausted-label', class:'input-label uppercase status', 'data-i18n':'exhausted', 'aria-label':5}) + +checkbox({name:'exhausted', class:'checkbox orange cross', value:'1'}) + else + .flex-box + +label({name:'broken-label', class:'input-label uppercase status', 'data-i18n':'broken', 'aria-label':5}) + +checkbox({name:'broken', class:'checkbox black cross', value:'1'}) \ No newline at end of file diff --git a/ICON RPG [MassifPress]/articles/roster/sections/_add_abilities.pug b/ICON RPG [MassifPress]/articles/roster/sections/_add_abilities.pug new file mode 100644 index 0000000000..1967dca899 --- /dev/null +++ b/ICON RPG [MassifPress]/articles/roster/sections/_add_abilities.pug @@ -0,0 +1,26 @@ +section#add-abilities.add-abilities.long-2 + h1(data-i18n='additional abilities') + +fieldset({name:'add-abilities'}) + .grid__3col.no-gap + +hidden({name:'class', class:'color-control', value:'inactive'}) + +div({class:'flex-box color-receiver center', style:'height:39px!important;'}) + span(style='width:39px!important; height:39px!important;').center + +button({name:'use', class:'roll-d20 center col', + value:"&{template:icon} {{name=@{name}}} {{character_name=@{class} Ability}} {{summary=@{info-b}}} {{info=@{info-a} ⬧ @{info-c}}} {{effect=@{effects}}}" + }) + +hidden({name:'class', class:'color-control', value:'inactive'}) + +text({name:'name', class:'h3-style-input color-receiver center job-h1-receiver', 'data-i18n-placeholder':'ability'}) + .color-selector + +hidden({name:'class', class:'color-control', value:'inactive'}) + +select({name:'class', class:'color-selector color-receiver', style:'height:39px; width:100%;'}) + +option({value:'unique', 'data-i18n':'unique'}) + +option({value:'heavy', 'data-i18n':'heavy'}) + +option({value:'skirmisher', 'data-i18n':'skirmisher'}) + +option({value:'leader', 'data-i18n':'leader'}) + +option({value:'artillery', 'data-i18n':'artillery'}) + +option({value:'mob', 'data-i18n':'mob', selected:true}) + .grid___3col.half-gap.center + +text({name:'info-a', class:'ability-info underlined capitalize right'}) + +text({name:'info-b', class:'ability-info underlined capitalize center', placeholder:'⬧'}) + +text({name:'info-c', class:'ability-info underlined capitalize left'}) + +textarea({name:'effects', class:'small textarea-5', 'data-i18n-placeholder':'ability effects'}) diff --git a/ICON RPG [MassifPress]/articles/roster/sections/_clocks.pug b/ICON RPG [MassifPress]/articles/roster/sections/_clocks.pug new file mode 100644 index 0000000000..be7681edf3 --- /dev/null +++ b/ICON RPG [MassifPress]/articles/roster/sections/_clocks.pug @@ -0,0 +1,40 @@ +section#clocks.clocks + h1(data-i18n='clocks') + +fieldset({name:'general-clock'}) + .grid__2col + .flex-box.col.no-gap + +select-label({ + label:'size', + inputObj:{name:'size'}, + divObj:{class:'dropdown stat', style:'width:100px; margin:0px;'}, + spanObj:{class:'capitalize smallcaps', style:'width:50px;'} + }) + each val in [4,6,8,10,12] + option(value=`${val}`) #{val} + .clock + +hidden({name:'size', class:'clock-switch', value:'4'}) + each val in [4,6,8,10,12] + +div({class:`clock_${val}`}) + +div({name:'clock', class:'clock-section'}) + if val === 4 + each num in [0,6,12,18] + +radio({name:`gc-${val}`, class:`clock-radio clock-${num}`, value:`${num}`}) + else if val === 6 + each num in [0,4,8,12,16,20] + +radio({name:`gc-${val}`, class:`clock-radio clock-${num}`, value:`${num}`}) + else if val === 8 + each num in [0,3,6,9,12,15,18,21] + +radio({name:`gc-${val}`, class:`clock-radio clock-${num}`, value:`${num}`}) + else if val === 10 + each num in [0,2,5,7,10,12,14,17,19,22] + +radio({name:`gc-${val}`, class:`clock-radio clock-${num}`, value:`${num}`}) + else + each num in [0,1,4,6,8,11,12,13,16,18,20,23] + +radio({name:`gc-${val}`, class:`clock-radio clock-${num}`, value:`${num}`}) + div.clock-face + .flex-box.col.no-gap + .flex-box.row.center.span-all + +text({name:'name', class:'h3-style-input center', 'data-i18n-placeholder':'clock name', 'aria-level':3}) + +button({name:'quote', type:'roll', class:'roll-quote relative', value:"&{template:icon} {{name=@{name} clock}} {{character_name=Size @{size}}} {{text=@{notes}}}", style:'left:-4px;'}) + .flex-box.row.center + +textarea({name:'notes', class:'textarea-6 ambition fixed', 'data-i18n-placeholder':'write any notes about this clock', style:'width:100%;'}) \ No newline at end of file diff --git a/ICON RPG [MassifPress]/articles/roster/sections/_npcs.pug b/ICON RPG [MassifPress]/articles/roster/sections/_npcs.pug new file mode 100644 index 0000000000..f0421a7e4f --- /dev/null +++ b/ICON RPG [MassifPress]/articles/roster/sections/_npcs.pug @@ -0,0 +1,96 @@ +- + const stats1 = [ + 'hp', + 'hp_max', + 'def', + 'vit' + ]; +- + const stats2 = [ + 'spd', + 'dash', + 'dmg', + 'fray' + ]; +- + +section#npcs.npcs.span-all.top-margin + h1(data-i18n='foes_allies') + .repcol.npc + +fieldset({name:'npc'}) + .grid__3col.no-gap + +hidden({name:'class', class:'color-control', value:'mob'}) + +select({name:'chapter', class:'serif color-receiver center job-h1-receiver'}) + option(value="0")|— + option(value="1")|Ⅰ + option(value="2")|Ⅱ + option(value="3")|Ⅲ + option(value="4")|Ⅳ + +hidden({name:'class', class:'color-control', value:'mob'}) + +text({name:'name', class:'h3-style-input color-receiver center job-h1-receiver', 'data-i18n-placeholder':'npc_summon_foe'}) + .color-selector + +hidden({name:'class', class:'color-control', value:'mob'}) + +select({name:'class', class:'color-selector color-receiver', style:'height:39px; width:100%;'}) + +option({value:'unique', 'data-i18n':'unique'}) + +option({value:'heavy', 'data-i18n':'heavy'}) + +option({value:'skirmisher', 'data-i18n':'skirmisher'}) + +option({value:'leader', 'data-i18n':'leader'}) + +option({value:'artillery', 'data-i18n':'artillery'}) + +option({value:'mob', 'data-i18n':'mob', selected:true}) + .character-details.boxed.well-padded + +div({class:'grid__2col half-gap span-1', style:'position:relative; top:-8px;'}) + section#stats.npc.half-gap + each name in stats1 + +input-label({ + label:`${name}`, + inputObj:{name, class:'info-label underlined', type:'number', style:'min-width:80px;'}, + spanObj:{role:'heading', 'aria-level':5, class:'smallcaps'}, + divObj:{style:'width:50%;'} + }) + section#stats.npc.half-gap + each name in stats2 + if name === 'dmg' + .chapter-select + +label({class:'input-label', style:'height:26px;'}) + +span({class:'smallcaps input-label__text', 'data-i18n':`${name}`, role:'heading', 'aria-level':5}) + +select({name:'damage', class:'input-label__input underlined chapter-select damage-die'}) + +option({value:'2'})|d2 + +option({value:'4', selected:true})|d4 + +option({value:'6'})|d6 + +option({value:'8'})|d8 + +option({value:'10'})|d10 + +option({value:'12'})|d12 + else + +input-label({ + label:`${name}`, + inputObj:{name, class:'info-label underlined', type:'number', style:'min-width:80px;', value:'1'}, + spanObj:{role:'heading', 'aria-level':5, class:'smallcaps'}, + divObj:{style:'width:50%;'} + }) + +textarea({name:'description', class:'serif emph textarea-3', 'data-i18n-placeholder':'creature description or powers', spellcheck:'false'}) + .grid___3col.half-gap.center + +text({name:'info-a', class:'ability-info underlined capitalize right'}) + +text({name:'info-b', class:'ability-info underlined capitalize center', placeholder:'⬧'}) + +text({name:'info-c', class:'ability-info underlined capitalize left'}) + +textarea({name:'abilities', class:'textarea-4', 'data-i18n-placeholder':'ability text'}) + .grid__4col.half-gap + .grid__2col + p(class="capitalize mono bold relative", 'data-i18n'="whisper", style="left: 15px; bottom: -5px;") + +checkbox({name:'whisper', class:'checkbox whisper orange tick', value:'/w gm'}) + +button({name:'quote', class:'relative smallcaps die', style:'bottom:3px;', type:'roll', role:'heading', 'aria-level':4,'data-i18n':'quote', + value:'@{whisper} &{template:icon} {{name=@{name}}} {{character_name=@{class} (Ch. @{chapter})}} {{description=@{description}}} {{summary=@{info-b}}} {{info=@{info-a} ⬧ @{info-c}}} {{effect=@{abilities}}} {{talent=@{additional}}}' + }) + +button({name:'save', class:'relative smallcaps die', style:'bottom:3px;', type:'roll', role:'heading', 'aria-level':4,'data-i18n':'save', + value:'@{whisper} &{template:icon} {{name=@{name}}} {{character_name=@{class} (Ch. @{chapter})}} {{roll_name=Save}} {{roll=[[1d20@{boons}]]}} {{target=@{save_target}}}' + }) + +button({name:'attack', class:'relative smallcaps die', style:'bottom:3px;', type:'roll', role:'heading', 'aria-level':4,'data-i18n':'attack', + value:'@{whisper} &{template:icon} {{name=@{name}}} {{character_name=@{class} (Ch. @{chapter})}} {{roll_name=Attack}} {{roll=[[1d20@{boons}]]}} {{range=[[?{Range|1}]]}} {{damage=[[?{Light / Heavy|Light,1d@{damage}+@{fray}|Heavy,@{ratio_heavy}d@{damage}+@{fray}}]]}} {{bonus_damage=[[0]]}} {{crit_damage=[[1d@{damage}]]}} {{miss_damage=[[@{fray}]]}}' + }) + +collapse + .grid__2col.half-gap.notes.expanded + .flex-box.boxed.well-padded.center.span-2 + +textarea({name:'additional', class:'textarea-4', 'data-i18n-placeholder':'additional notes or abilities'}) + .grid__2col.center + +number({name:'number', class:'h3-style-input underlined'}) + p(class='colon') + +text({name:'resource', class:'h3-style-input underlined short-text', style:'min-width:40px;'}) \ No newline at end of file diff --git a/ICON RPG [MassifPress]/articles/settings/sections/_sheetsettings.pug b/ICON RPG [MassifPress]/articles/settings/sections/_sheetsettings.pug new file mode 100644 index 0000000000..319f76670f --- /dev/null +++ b/ICON RPG [MassifPress]/articles/settings/sections/_sheetsettings.pug @@ -0,0 +1,48 @@ +section#sheet-settings.sheet-settings.top-margin + h1(data-i18n='sheet settings') + +input-label({label:'camp name', + inputObj:{name:'camp name', class:'underlined capitalize', type:'text', value:'camp', 'data-i18n-placeholder':'camp'}, + spanObj:{role:'heading', class:'capitalize', 'aria-level':5} + }) + +input-label({label:'tactics boons_curses prompt', + inputObj:{name:'boons', class:'underlined', type:'text', value:'?{Boons / Curses|NA,+0|+2D,+2d6kh1|+1D,+1d6|−1D,-1d6|−2D,-2d6kh1}', 'data-i18n-placeholder':'?{Boons / Curses|NA,+0|+2D,+2d6kh1|+1D,+1d6|−1D,-1d6|−2D,-2d6kh1}'}, + spanObj:{role:'heading', class:'capitalize', 'aria-level':5} + }) + p(class='mono macro', style='top:0px;')|@{boons} + +hidden({name:'curses', type:'text', value:'?{Boons / Curses|NA,+0|+2D,+2|+1D,+1|−1D,-1|−2D,-2}'}) + section#auto-fit.wide-gap + .flex-box.span-2 + +input-label({label:'maxhp%', + inputObj:{name:'ratio_max_hp', class:'underlined', type:'number', value:'4', trigger:{affects:['hp_max','vigor_max','bloodied']}}, + spanObj:{role:'heading', class:'capitalize', 'aria-level':5} + }) + p(class='mono macro')|@{ratio_max_hp} + .flex-box.span-2 + +input-label({label:'heavy%', + inputObj:{name:'ratio_heavy', class:'underlined', type:'number', value:'2'}, + spanObj:{role:'heading', class:'capitalize', 'aria-level':5} + }) + p(class='mono macro')|@{ratio_heavy} + .flex-box.span-2 + +input-label({label:'bloodied%', + inputObj:{name:'ratio_bloodied', class:'underlined', type:'number', value:'0.5', trigger:{affects:['bloodied']}}, + spanObj:{role:'heading', class:'capitalize', 'aria-level':5} + }) + p(class='mono macro')|@{ratio_bloodied} + .flex-box.span-2 + +input-label({label:'dash%', + inputObj:{name:'ratio_dash', class:'underlined', type:'number', value:'0.5', trigger:{affects:['dash']}}, + spanObj:{role:'heading', class:'capitalize', 'aria-level':5} + }) + p(class='mono macro')|@{ratio_dash} +hr +section#sheet-links.sheet-links.top-margin + .grid__3col + +button({name:'github', class:'relative serif uppercase die', style:'bottom:3px;', type:'roll', role:'heading', 'aria-level':5,'data-i18n':'report an issue', + value:'&{template:icon} {{name=github}} {{character_name=Sheet by Seraaron}} {{roll_name=Report an issue}} {{roll=[Click here!](https://github.com/Roll20/roll20-character-sheets/blob/master/Burning%20Wheel/readme.md)}}' + }) + .flex-box + p(class='mono bold center')|Sheet v0.4 for ICON v1.45 + +button({name:'tipee', class:'relative serif uppercase die', style:'bottom:3px;', type:'roll', role:'heading', 'aria-level':5,'data-i18n':'send a tip', + value:'&{template:icon} {{name=tipeee}} {{character_name=Sheet by Seraaron}} {{roll_name=Send me a tip}} {{roll=[Click here!](https://en.tipeee.com/seraaron/)}}' + }) \ No newline at end of file diff --git a/ICON RPG [MassifPress]/articles/shared/sections/_dust.pug b/ICON RPG [MassifPress]/articles/shared/sections/_dust.pug new file mode 100644 index 0000000000..4732f2361f --- /dev/null +++ b/ICON RPG [MassifPress]/articles/shared/sections/_dust.pug @@ -0,0 +1,6 @@ +.flex-box.center.well-padded.boxed + +input-label({ + label:'dust', + inputObj:{name:'dust', class:'info-label center dust', type:'number', value:'0'}, + spanObj:{role:'heading', class:'dust', 'aria-level':3} + }) \ No newline at end of file diff --git a/ICON RPG [MassifPress]/articles/shared/sections/_ideals.pug b/ICON RPG [MassifPress]/articles/shared/sections/_ideals.pug new file mode 100644 index 0000000000..1ad6012349 --- /dev/null +++ b/ICON RPG [MassifPress]/articles/shared/sections/_ideals.pug @@ -0,0 +1,15 @@ +section#ideals.ideals + h1(data-i18n='ideals') + +fieldset({name:'ideal'}) + .flex-box + +checkbox({name:'check', class:'checkbox magenta tick', value:'1'}) + +textarea({name:'notes', class:'textarea-3', 'data-i18n-placeholder':'write your ideal here'}) + +button({name:'quote', type:'roll', class:'roll-quote', value:"&{template:icon} {{name=ideal}} {{character_name=@{character_name}}} {{character_id=@{character_id}}} {{text=@{notes}}}"}) + .hide-note + p(class='bold', 'data-i18n'='xp reminder title') + +checkbox({class:'collapse', value:'0', name:'collapse-ideals'}) + .notes.expanded + p(class='indent bullet', 'data-i18n'="xp reminder line 0") + p(class='indent bullet', 'data-i18n'="xp reminder line 1") + p(class='indent bullet', 'data-i18n'="xp reminder line 2") + p(class='indent bullet', 'data-i18n'="xp reminder line 3") \ No newline at end of file diff --git a/ICON RPG [MassifPress]/articles/shared/sections/_reminders.pug b/ICON RPG [MassifPress]/articles/shared/sections/_reminders.pug new file mode 100644 index 0000000000..5706af0fae --- /dev/null +++ b/ICON RPG [MassifPress]/articles/shared/sections/_reminders.pug @@ -0,0 +1,11 @@ +section#reminders.reminders + .hide-note + h1(data-i18n='reminders') + +collapse + .notes.expanded + h3(data-i18n='interludes') + p(class='indent bullet', 'data-i18n'="interlude reminder line 1") + p(class='indent bullet', 'data-i18n'="interlude reminder line 2") + p(class='indent bullet', 'data-i18n'="interlude reminder line 3") + p(class='indent bullet', 'data-i18n'="interlude reminder line 4") + p(class='center smaller', 'data-i18n'="rules reminders info line 0") \ No newline at end of file diff --git a/ICON RPG [MassifPress]/articles/shared/sections/_xp.pug b/ICON RPG [MassifPress]/articles/shared/sections/_xp.pug new file mode 100644 index 0000000000..f8a43cb24b --- /dev/null +++ b/ICON RPG [MassifPress]/articles/shared/sections/_xp.pug @@ -0,0 +1,13 @@ +.flex-box.center.well-padded.boxed + +input-label({ + label:'xp', + inputObj:{name:'xp', class:'info-label center xp bigger', type:'number', value:'0', style:'width:100%;'}, + spanObj:{role:'heading', class:'xp', 'aria-level':3} + }) + +number({name:'xp_max', class:'underlined number', value:'15', trigger:{affects:['xp_interval']}}) + //- each val in [9,12,15,18,21,24] + //- if val === 15 + //- option(value=`${val}`, selected=true) #{val} + //- else + //- option(value=`${val}`) #{val} + +number({name:'xp interval', readonly:true, class:'', value:'5', trigger:{calculation:'calcInterval'}}) \ No newline at end of file diff --git a/ICON RPG [MassifPress]/articles/tactics/_job_class.pug b/ICON RPG [MassifPress]/articles/tactics/_job_class.pug new file mode 100644 index 0000000000..7b731fbfb3 --- /dev/null +++ b/ICON RPG [MassifPress]/articles/tactics/_job_class.pug @@ -0,0 +1,39 @@ +section#jobclass.job + +hidden({name:'class', class:'color-control', value:'general'}) + +input({name:'job', class:'h1-style-input color-receiver', 'data-i18n-placeholder':'job', readonly: true}) + +textarea({name:'job flavor text', class:'serif emph textarea-5', 'data-i18n-placeholder':'primary job flavor text', spellcheck:'false'}) + h3(data-i18n='secondary jobs') + //- repcol makes the contents of the repcontainer flow automatically to save on vertical space + .repcol + +fieldset({name:'jobs'}) + .grid__2col.no-gap + +hidden({name:'class', class:'color-control', value:'inactive'}) + +text({name:'name', class:'h3-style-input color-receiver center job-h1-receiver', 'data-i18n-placeholder':'job'}) + .color-selector + +hidden({name:'class', class:'color-control', value:'inactive'}) + +select({name:'class', class:'color-selector color-receiver', style:'height:39px; width:100%;'}) + +option({value:'general', 'data-i18n':'general'}) + +option({value:'stalwart', 'data-i18n':'stalwart'}) + +option({value:'vagabond', 'data-i18n':'vagabond'}) + +option({value:'mendicant', 'data-i18n':'mendicant'}) + +option({value:'wright', 'data-i18n':'wright'}) + +option({value:'inactive', 'data-i18n':'inactive', selected:true}) + +textarea({name:'gambit', class:'textarea-3', 'data-i18n-placeholder':'job gambit desc'}) +section#jobclass.class + +hidden({name:'class', class:'color-control', value:'general'}) + +input({name:'class', class:'h1-style-input color-receiver', 'data-i18n-placeholder':'class', readonly: true}) + +textarea({name:'class notes', class:'textarea-5', 'data-i18n-placeholder':'class notes desc'}) + +input-label({label:'special mechanic', + inputObj:{name:'special mechanic', class:'underlined h3-style-input', type:'text'}, + spanObj:{role:'heading', 'aria-level':3, class:'normal'} + }) + +textarea({name:'special mechanic desc', class:'textarea-4', 'data-i18n-placeholder':'special mechanic desc'}) + .hide-note + h5('data-i18n'='class resource') + +checkbox({class:'collapse', value:'1', name:'collapse-ambition'}) + .notes.expanded.repcol.fit50 + +fieldset({name:'class-resource'}) + .wealth.grid__3col.boxed.well-padded.center + +number({name:'number', class:'h3-style-input', placeholder:'0'}) + p(class='colon') + +text({name:'name', class:'wealth uppercase', 'data-i18n-placeholder':'resource'}) \ No newline at end of file diff --git a/ICON RPG [MassifPress]/articles/tactics/sections/_abilities.pug b/ICON RPG [MassifPress]/articles/tactics/sections/_abilities.pug new file mode 100644 index 0000000000..01fd4fa643 --- /dev/null +++ b/ICON RPG [MassifPress]/articles/tactics/sections/_abilities.pug @@ -0,0 +1,103 @@ +section#abilities.abilities.long-2 + h1(data-i18n='abilities') + +fieldset({name:'abilities'}) + .grid__3col.no-gap + +hidden({name:'class', class:'color-control', value:'inactive'}) + +div({class:'flex-box color-receiver center', style:'height:39px!important;'}) + span(style='width:39px!important; height:39px!important;').center + +button({name:'use', class:'roll-d20 center col', + value:"&{template:icon} {{name=@{name}}} {{character_name=@{character_name}}} {{character_id=@{character_id}}} {{summary=@{info-b}}} {{info=@{info-a} ⬧ @{info-c}}} {{description=@{flavor}}} {{effect=@{effects}}} {{talent=@{talent_effect}}} {{mastery_name=@{mastery_name}}} {{mastery=@{mastery_effect}}}" + }) + +hidden({name:'class', class:'color-control', value:'inactive'}) + +text({name:'name', class:'h3-style-input color-receiver center job-h1-receiver', 'data-i18n-placeholder':'ability'}) + .color-selector + +hidden({name:'class', class:'color-control', value:'inactive'}) + +select({name:'class', class:'color-selector color-receiver', style:'height:39px; width:100%;'}) + +option({value:'general', 'data-i18n':'general'}) + +option({value:'stalwart', 'data-i18n':'stalwart'}) + +option({value:'vagabond', 'data-i18n':'vagabond'}) + +option({value:'mendicant', 'data-i18n':'mendicant'}) + +option({value:'wright', 'data-i18n':'wright'}) + +option({value:'inactive', 'data-i18n':'inactive', selected:true}) + .grid___3col.half-gap.center + +text({name:'info-a', class:'ability-info underlined capitalize right'}) + +text({name:'info-b', class:'ability-info underlined capitalize center', placeholder:'⬧'}) + +text({name:'info-c', class:'ability-info underlined capitalize left'}) + +textarea({name:'flavor', class:'serif emph small textarea-1', 'data-i18n-placeholder':'ability flavor', spellcheck:'false'}) + +textarea({name:'effects', class:'small textarea-4', 'data-i18n-placeholder':'ability effects'}) + +collapse + .grid__4col.half-gap.notes.expanded + span(style='width:45px;') + +checkbox({name:'talent 1', class:'checkbox talent I', value:'1'}) + +checkbox({name:'talent 2', class:'checkbox talent II', value:'2'}) + h5(data-i18n='talent', class='smallcaps', style='position:relative;left:-50%;') + +checkbox({name:'mastery', class:'checkbox magenta star', value:'1'}) + +text({name:'mastery name', class:'h3-style-input small short-text center', 'data-i18n-placeholder':'mastery name'}) + .flex-box.boxed.center.span-2 + +textarea({name:'talent effect', class:'small textarea-1', 'data-i18n-placeholder':'talent effect'}) + .flex-box.boxed.center.span-2 + +textarea({name:'mastery effect', class:'small textarea-1', 'data-i18n-placeholder':'mastery effect'}) + .hide-note + .flex-box + h5(data-i18n='basic abilities') + +collapse + .notes.expanded + p(class='indent bullet', 'data-i18n'="basic abilities reminder line 0") + p(class='indent bullet', 'data-i18n'="basic abilities reminder line 1") + p(class='indent bullet', 'data-i18n'="basic abilities reminder line 2") + p(class='indent bullet', 'data-i18n'="basic abilities reminder line 3") + p(class='indent bullet', 'data-i18n'="basic abilities reminder line 4") + .flexbox.center + +div({style:'position:relative; left:40%;'}) + +button({name:'attack melee light', class:'center smallcaps die', type:'roll', role:'heading', 'aria-level':4,'data-i18n':'whack', + value:"&{template:icon} {{name=Whack!}} {{character_name=@{character_name}}} {{character_id=@{character_id}}} {{range=[[3]]}} {{damage=[[1]]}}" + }) +section#limits.limits + h1(data-i18n='limit break') + +fieldset({name:'limits'}) + .grid__3col.no-gap + +hidden({name:'class', class:'color-control', value:'inactive'}) + +div({class:'flex-box color-receiver center', style:'height:39px!important;'}) + span(style='width:39px!important; height:39px!important;').center + +button({name:'use', class:'roll-d20 center col', type:'roll', + value:"&{template:icon} {{name=@{name}}} {{character_name=@{character_name}}} {{character_id=@{character_id}}} {{summary=@{info-b}}} {{info=@{info-a} ⬧ @{info-c}}} {{description=@{flavor}}} {{effect=@{effects}}} {{mastery_name=@{mastery_name}}} {{mastery=@{mastery_effect}}}" + }) + +hidden({name:'class', class:'color-control', value:'inactive'}) + +text({name:'name', class:'h3-style-input color-receiver center job-h1-receiver', 'data-i18n-placeholder':'limit'}) + .color-selector + +hidden({name:'class', class:'color-control', value:'inactive'}) + +select({name:'class', class:'color-selector color-receiver', style:'height:39px; width:100%;'}) + +option({value:'general', 'data-i18n':'general'}) + +option({value:'stalwart', 'data-i18n':'stalwart'}) + +option({value:'vagabond', 'data-i18n':'vagabond'}) + +option({value:'mendicant', 'data-i18n':'mendicant'}) + +option({value:'wright', 'data-i18n':'wright'}) + +option({value:'inactive', 'data-i18n':'inactive', selected:true}) + .grid___3col.half-gap.center + +text({name:'info-a', class:'ability-info underlined capitalize right'}) + +text({name:'info-b', class:'ability-info underlined capitalize center', placeholder:'⬧'}) + +text({name:'info-c', class:'ability-info underlined capitalize left'}) + +textarea({name:'flavor', class:'serif emph small textarea-1', 'data-i18n-placeholder':'ability flavor', spellcheck:'false'}) + +textarea({name:'effects', class:'small textarea-4', 'data-i18n-placeholder':'ability effects'}) + +collapse + .grid__2col.half-gap.notes.expanded + +checkbox({name:'mastery', class:'checkbox magenta star', value:'1'}) + +text({name:'mastery name', class:'h3-style-input small short-text center', 'data-i18n-placeholder':'mastery name', style:'width:130%; position:relative; left:-30%;'}) + .flex-box.boxed.center.span-2 + +textarea({name:'mastery effect', class:'small textarea-1', 'data-i18n-placeholder':'mastery effect'}) + .resolve.hide-note + .flex-box + +input-label({label:'personal resolve', + inputObj:{name:'resolve personal', type:'number', class:'underlined'}, + spanObj:{role:'heading', 'aria-level':5, class:'normal'} + }) + +input-label({label:'party resolve', + inputObj:{name:'resolve party', type:'number', class:'underlined'}, + spanObj:{role:'heading', 'aria-level':5, class:'normal'} + }) + +checkbox({class:'collapse', value:'0', name:'collapse-limits'}) + .notes.expanded + p(class='bold', 'data-i18n'="limit break reminder line 0") + p(class='indent bullet', 'data-i18n'="limit break reminder line 1") + p(class='indent bullet', 'data-i18n'="limit break reminder line 2") + p(class='indent bullet', 'data-i18n'="limit break reminder line 3") \ No newline at end of file diff --git a/ICON RPG [MassifPress]/articles/tactics/sections/_attacks.pug b/ICON RPG [MassifPress]/articles/tactics/sections/_attacks.pug new file mode 100644 index 0000000000..1428d76f7c --- /dev/null +++ b/ICON RPG [MassifPress]/articles/tactics/sections/_attacks.pug @@ -0,0 +1,33 @@ +#stats.half-gap.boxed.well-padded + h3(data-i18n='attacks', class='span-all') + .center + .flex-box.center + +input({name:'weapon melee', class:'center uppercase h3-style-input', value:'melee', type:'text', 'data-i18n-placeholder':'melee weapon', 'aria-level':5, style:'width:100%;'}) + .flex-box.center + +input({name:'melee_range', type:'number', value:'1', class:'number underlined'}) + +button({name:'attack melee light', class:'roll-d20 light', type:'roll', role:'heading', + value:"&{template:icon} {{name=Light @{weapon_melee} Attack}} {{character_name=@{character_name}}} {{character_id=@{character_id}}} {{roll_name=Attack Roll}} {{roll=[[1d20@{boons}[BOONS]]]}} {{range=[[@{melee_range}]]}} {{damage=[[1d@{damage-die}+@{fray}]]}} {{bonus_damage=[[?{Bonus Damage|0}d@{damage-die}kh1sd]]}} {{crit_damage=[[1d@{damage-die}]]}} {{miss_damage=[[@{fray}]]}}" + }) + +button({name:'attack melee heavy', class:'roll-d20 heavy', type:'roll', role:'heading', + value:"&{template:icon} {{name=Heavy @{weapon_melee} Attack}} {{character_name=@{character_name}}} {{character_id=@{character_id}}} {{roll_name=Attack Roll}} {{roll=[[1d20@{boons}[BOONS]]]}} {{range=[[@{melee_range}]]}} {{damage=[[@{ratio_heavy}d@{damage-die}+@{fray}]]}} {{bonus_damage=[[?{Bonus Damage|0}d@{damage-die}kh1sd]]}} {{crit_damage=[[1d@{damage-die}]]}} {{miss_damage=[[@{fray}]]}}" + }) + .center + .flex-box.center + +input({name:'weapon ranged', class:'center uppercase h3-style-input', value:'ranged', type:'text', 'data-i18n-placeholder':'ranged weapon', 'aria-level':5, style:'width:100%;'}) + .flex-box.center + +input({name:'ranged_range', type:'number', value:'2', class:'number underlined'}) + +button({name:'attack ranged light', class:'roll-d20 light', type:'roll', role:'heading', + value:"&{template:icon} {{name=Light @{weapon_ranged} Attack}} {{character_name=@{character_name}}} {{character_id=@{character_id}}} {{roll_name=Attack Roll}} {{roll=[[1d20@{boons}[BOONS]]]}} {{range=[[@{ranged_range}]]}} {{damage=[[1d@{damage-die}+@{fray}]]}} {{bonus_damage=[[?{Bonus Damage|0}d@{damage-die}kh1sd]]}} {{crit_damage=[[1d@{damage-die}]]}} {{miss_damage=[[@{fray}]]}}" + }) + +button({name:'attack ranged heavy', class:'roll-d20 heavy', type:'roll', role:'heading', + value:"&{template:icon} {{name=Heavy @{weapon_ranged} Attack}} {{character_name=@{character_name}}} {{character_id=@{character_id}}} {{roll_name=Attack Roll}} {{roll=[[1d20@{boons}[BOONS]]]}} {{range=[[@{ranged_range}]]}} {{damage=[[@{ratio_heavy}d@{damage-die}+@{fray}]]}} {{bonus_damage=[[?{Bonus Damage|0}d@{damage-die}kh1sd]]}} {{crit_damage=[[1d@{damage-die}]]}} {{miss_damage=[[@{fray}]]}}" + }) + .flex-box.center + h3(data-i18n='save', class='relative', style='top:-10px;') + .center + .flex-box.center + +button({name:'save', class:'roll-d20', type:'roll', role:'heading', + value:'&{template:icon} {{name=save}} {{character_name=@{character_name}}} {{character_id=@{character_id}}} {{roll=[[1d20@{boons}[BOONS]]]}} {{target=@{save_target}}}' + }) + p(class='bold', 'data-i18n'="vs", 'aria-level'="5") + +input({name:'save_target', type:'number', value:'10', class:'number underlined'}) diff --git a/ICON RPG [MassifPress]/articles/tactics/sections/_health.pug b/ICON RPG [MassifPress]/articles/tactics/sections/_health.pug new file mode 100644 index 0000000000..2ed7aca0c1 --- /dev/null +++ b/ICON RPG [MassifPress]/articles/tactics/sections/_health.pug @@ -0,0 +1,23 @@ +#stats.half-gap.boxed.well-padded + .center.span-all + h3(data-i18n='hp') + .flex-box.center + +hidden({name:'bloodied', class:'bloodied-control', trigger:{calculation:'calcBloodied'}, type:'number'}) + +input({name:'hp', class:'underlined bloodied-receiver bigger', trigger:{affects:['bloodied']}, type:'number'}) + +number({name:'hp_max', class:'bigger', value:'24', readonly:true, trigger:{calculation:['calcHP']}}) + .center.span-all + .flex-box.center + +input-label({label:'wounds', + inputObj:{name:'wounds', class:'center bigger', type:'number', value:'0', readonly:true, trigger:{affects:['hp_max','vigor_max']}}, + spanObj:{role:'heading', class:'smallcaps bigger', 'aria-level':5}, + divObj:{class:'center'} + }) + .flex-box.center + each num in [0,1,2,3,4] + if num === 0 + +input({name:'wounds', type:'radio', class:'fill-left dots gore radio-zero', value:`${num}`, checked:'true'}) + span + else + +input({name:'wounds', type:'radio', class:'fill-left dots gore', value:`${num}`}) + span + p(class='center bold', 'data-i18n'="rules reminder wounds") \ No newline at end of file diff --git a/ICON RPG [MassifPress]/articles/tactics/sections/_relics.pug b/ICON RPG [MassifPress]/articles/tactics/sections/_relics.pug new file mode 100644 index 0000000000..976f233041 --- /dev/null +++ b/ICON RPG [MassifPress]/articles/tactics/sections/_relics.pug @@ -0,0 +1,57 @@ +section#relics.relics.long-2 + h1(data-i18n='relics') + +fieldset({name:'relics'}) + .grid__3col.no-gap + +hidden({name:'class', class:'color-control', value:'unequipped'}) + +select({name:'level', class:'serif color-receiver center job-h1-receiver'}) + option(value="0")|— + option(value="1")|Ⅰ + option(value="2")|Ⅱ + option(value="3")|Ⅲ + option(value="4")|Ⅳ + +hidden({name:'class', class:'color-control', value:'unequipped'}) + +text({name:'name', class:'h3-style-input color-receiver center job-h1-receiver', 'data-i18n-placeholder':'relic'}) + .color-selector + +hidden({name:'class', class:'color-control', value:'unequipped'}) + +select({name:'class', class:'color-selector color-receiver', style:'height:39px; width:100%;'}) + +option({value:'custom', 'data-i18n':'custom'}) + +option({value:'heavy', 'data-i18n':'heavy'}) + +option({value:'skirmisher', 'data-i18n':'skirmisher'}) + +option({value:'leader', 'data-i18n':'leader'}) + +option({value:'artillery', 'data-i18n':'artillery'}) + +option({value:'unequipped', 'data-i18n':'unequipped', selected:true}) + +textarea({name:'flavor', class:'serif emph small textarea-1', 'data-i18n-placeholder':'relic flavor', spellcheck:'false'}) + +textarea({name:'effects', class:'small textarea-4', 'data-i18n-placeholder':'relic effects'}) + +collapse + .grid__3col.half-gap.notes.expanded + .flex-box.boxed.well-padded.center + +label({name:'aspected', class:'info-label mono capitalize', 'data-i18n':'aspected', 'aria-label':5}) + +checkbox({name:'aspected', class:'checkbox magenta tick relative', value:'1', style:'top:-5px;'}) + .flex-box.boxed.well-padded.center + +input-label({ + label:'infused dust', + inputObj:{name:'infused dust', class:'ability-info dust underlined', type:'number'}, + spanObj:{role:'heading', 'aria-level':5} + }) + .well-padded.center + +button({name:'quote', type:'roll', class:'roll-quote', value:"&{template:icon} {{name=@{name}}} {{character_name=@{character_name}}} {{character_id=@{character_id}}} {{summary=Level @{level} @{class} Relic}} {{description=@{flavor}}} {{effect=@{effects}}}"}) + h3(data-i18n='trophies') + +fieldset({name:'trophies'}) + .flex-box.underlined + +text({name:'name', class:'h3-style-input power', 'data-i18n-placeholder':'trophy'}) + +number({name:'uses', placeholder:'⬧'}) + +select({name:'type', class:'center type'}) + +option({value:'NA', 'data-i18n':'NA', selected:true}) + +option({value:'uses', 'data-i18n':'uses'}) + +option({value:'combats', 'data-i18n':'combats'}) + +option({value:'expeditions', 'data-i18n':'expeditions'}) + +option({value:'unlimited', 'data-i18n':'unlimited'}) + +option({value:'passive', 'data-i18n':'passive'}) + +button({name:'quote', type:'roll', class:'roll-quote', value:"&{template:icon} {{name=@{name}}} {{character_name=@{character_name}}} {{character_id=@{character_id}}} {{summary=@{uses} @{type}}} {{effect=@{effect}}}"}) + +textarea({name:'effect', class:'textarea-3', 'data-i18n-placeholder':'trophy effect'}) + .flex-box.center.well-padded.boxed + +input-label({ + label:'dust', + inputObj:{name:'dust', class:'info-label center dust', type:'number', value:'0'}, + spanObj:{role:'heading', class:'dust', 'aria-level':3} + }) diff --git a/ICON RPG [MassifPress]/articles/tactics/sections/_stats.pug b/ICON RPG [MassifPress]/articles/tactics/sections/_stats.pug new file mode 100644 index 0000000000..6a8f580a58 --- /dev/null +++ b/ICON RPG [MassifPress]/articles/tactics/sections/_stats.pug @@ -0,0 +1,50 @@ +#stats.half-gap.boxed.well-padded + span(class='center') + +input-label({label:'vitality', + inputObj:{name:'vitality', class:'underlined bigger', type:'number', value:'6', trigger:{affects:['hp_max','vigor_max','bloodied']}}, + spanObj:{role:'heading', 'aria-level':3, 'data-i18n':'vit'}, + divObj:{class:'center'} + }) + +input-label({label:'vigor', + inputObj:{name:'vigor', class:'underlined', type:'number', value:'0', trigger:{calculation:'calcHP'}}, + spanObj:{role:'heading', 'aria-level':5}, + divObj:{class:'center'} + }) + +hidden({name:'vigor_max', value:'24', readonly:true, trigger:{calculation:'calcHP'}, type:'number'}) + span(class='center') + +input-label({label:'defense', + inputObj:{name:'defense', class:'underlined bigger', type:'number', value:'5'}, + spanObj:{role:'heading', 'aria-level':3, 'data-i18n':'def'}, + divObj:{class:'center'} + }) + +input-label({label:'armor', + inputObj:{name:'armor', class:'underlined', type:'number', value:'0'}, + spanObj:{role:'heading', 'aria-level':5}, + divObj:{class:'center'} + }) + span(class='center') + +input-label({label:'speed', + inputObj:{name:'speed', class:'underlined bigger', type:'number', value:'4', trigger:{affects:['dash']}}, + spanObj:{role:'heading', 'aria-level':3, 'data-i18n':'spd'}, + divObj:{class:'center'} + }) + +input-label({label:'dash', + inputObj:{name:'dash', type:'number', readonly:true, value:'2', trigger:{calculation:'calcDash'}}, + spanObj:{role:'heading', 'aria-level':5}, + divObj:{class:'center'} + }) + span(class='center') + +label({class:'input-label center'}) + +span({class:'input-label__text center', 'data-i18n':'dmg', role:'heading', 'aria-level':3}) + +select({name:'damage-die', class:'input-label__input damage-die underlined big', style:'text-overflow:initial; max-width:50px;'}) + +option({value:'2'})|d2 + +option({value:'4'})|d4 + +option({value:'6', selected:true})|d6 + +option({value:'8'})|d8 + +option({value:'10'})|d10 + +option({value:'12'})|d12 + +input-label({label:'fray', + inputObj:{name:'fray', class:'underlined', type:'number', value:'2'}, + spanObj:{role:'heading', 'aria-level':5}, + divObj:{class:'center'} + }) \ No newline at end of file diff --git a/ICON RPG [MassifPress]/articles/tactics/sections/_traits.pug b/ICON RPG [MassifPress]/articles/tactics/sections/_traits.pug new file mode 100644 index 0000000000..ff6f79657d --- /dev/null +++ b/ICON RPG [MassifPress]/articles/tactics/sections/_traits.pug @@ -0,0 +1,6 @@ +section#traits.traits + h1(data-i18n='traits') + .repcol.fit50 + +fieldset({name:'traits'}) + +text({name:'name', class:'h3-style-input underlined', 'data-i18n-placeholder':'trait'}) + +textarea({name:'description', class:'textarea-3', 'data-i18n-placeholder':'trait description'}) \ No newline at end of file diff --git a/ICON RPG [MassifPress]/images/icon.logo.png b/ICON RPG [MassifPress]/images/icon.logo.png new file mode 100644 index 0000000000..83ca6011bc Binary files /dev/null and b/ICON RPG [MassifPress]/images/icon.logo.png differ diff --git a/ICON RPG [MassifPress]/images/icon.logo.white.png b/ICON RPG [MassifPress]/images/icon.logo.white.png new file mode 100644 index 0000000000..f3bc8f1179 Binary files /dev/null and b/ICON RPG [MassifPress]/images/icon.logo.white.png differ diff --git a/ICON RPG [MassifPress]/images/icon.texture.jpg b/ICON RPG [MassifPress]/images/icon.texture.jpg new file mode 100644 index 0000000000..0936abadfb Binary files /dev/null and b/ICON RPG [MassifPress]/images/icon.texture.jpg differ diff --git a/ICON RPG [MassifPress]/images/texture.dark.jpg b/ICON RPG [MassifPress]/images/texture.dark.jpg new file mode 100644 index 0000000000..9c5ed868ec Binary files /dev/null and b/ICON RPG [MassifPress]/images/texture.dark.jpg differ diff --git a/ICON RPG [MassifPress]/images/texture.dark.jpg~ b/ICON RPG [MassifPress]/images/texture.dark.jpg~ new file mode 100644 index 0000000000..6ce971528c Binary files /dev/null and b/ICON RPG [MassifPress]/images/texture.dark.jpg~ differ diff --git a/ICON RPG [MassifPress]/javascript/calculators.js b/ICON RPG [MassifPress]/javascript/calculators.js new file mode 100644 index 0000000000..bc02804fe8 --- /dev/null +++ b/ICON RPG [MassifPress]/javascript/calculators.js @@ -0,0 +1,108 @@ +/*jshint esversion: 11, laxcomma:true, eqeqeq:true*/ +/*jshint -W014,-W084,-W030,-W033*/ +/** + * A function to calculate the value of the base attribute mods in the system (might, finesse, resolve, insight, bearing, and weal). + * + * Also, Note that the K-scaffold passes three properties of the args object to calculation, triggered, and initial functions. We're using `trigger`, and `attributes` here, but an object containing arrays of all the row IDs of each section is also passed under the term `sections`. + * + * I've only listed the parameters of the trigger object that are relevant to this function. You can see the full parameter list in the [readme](https://github.com/Kurohyou/Roll20-Snippets/tree/main/K_Scaffold) + * @param {object} args - An object containing the trigger and attributes + * @param {object} args.trigger - The details of which attribute is being calculated. + * @param {string} args.trigger.name - The full name of the attribute, including any repeating section information (won't be applicable for this function) + * @param {object} args.attributes - The object containing the attribute values. Note that this is actually proxy for the actual attribute object that ensures values are returned correctly. + * @returns {number} - Returns the new attribute mod, which the K-scaffold's infrastructure will apply to the sheet. + */ + const calcAttributeMod = function({trigger,attributes}){ + let attribute = trigger.name.replace(/_mod/,'');//extract the base attribute name from the name of the triggering attribute + let returnValue; + switch(true){//We're looking for the first expression that returns true; + case (attributes[attribute] < 4): + returnValue = -2; + break; + case (attributes[attribute] < 7): + returnValue = -1; + break; + case (attributes[attribute] < 15): + returnValue = 0; + break; + case (attributes[attribute] < 18): + returnValue = 1; + break; + case (attributes[attribute] >= 18): + returnValue = 2; + break; + default: + returnValue = 0; + break; + } + return returnValue; + }; + k.registerFuncs({calcAttributeMod});//We need to register the function with the k-scaffold so that the k-scaffold's listeners can call it when needed. + + const boundNumber = (value, min, max) => { + [ value, min, max ] = [ value, min, max].map(input => parseFloat(input)); + if (!isNaN(value)) { + value = (!isNaN(min)) ? Math.max(value, min) : value; + value = (!isNaN(max)) ? Math.min(value, max) : value; + } + return value; + } + + on('change:vigor change:vigor_max change:wounds change:vitality', () => { + getAttrs([ 'vigor', 'vigor_max' ], (attributeValues) => { + const boundValue = boundNumber(attributeValues.vigor, 0, attributeValues.vigor_max); + if (boundValue === attributeValues.vigor) { + setAttrs({ vigor: boundValue }); + } + }); + }); + + on('change:hp change:hp_max change:wounds change:vitality', () => { + getAttrs([ 'hp', 'hp_max' ], (attributeValues) => { + const boundValue = boundNumber(attributeValues.hp, 0, attributeValues.hp_max); + if (boundValue === attributeValues.hp) { + setAttrs({ hp: boundValue }); + } + }); + }); + + const calcHP = function({attributes}){ + return attributes.vitality * (attributes.ratio_max_hp - attributes.wounds); + }; + k.registerFuncs({calcHP}); + + const calcBloodied = function({attributes}){ + let returnValue; + let hp_max = attributes.vitality * attributes.ratio_max_hp; + let bloodied_hp = Math.ceil(hp_max * attributes.ratio_bloodied); + switch(true){ //We're looking for the first expression that returns true; + case (attributes.hp <= bloodied_hp): + returnValue = 1; + break; + default: + returnValue = 0; + break; + } + return returnValue; + } + k.registerFuncs({calcBloodied}); + + const calcDash = function({attributes}){ + return Math.ceil(attributes.speed * attributes.ratio_dash); + }; + k.registerFuncs({calcDash}); + + const calcInterval = function({attributes}){ + return Math.ceil(attributes.xp_max / 3); + }; + k.registerFuncs({calcInterval}); + + // const calcPlusOne = function({attributes}){ + // return attributes.number + 1; + // } + // k.registerFuncs({calcPlusOne}); + + // const calcMultiply = function({attributes}){ + // return attributes.mult1 * attributes.mult2; + // } + // k.registerFuncs({calcMultiply}); \ No newline at end of file diff --git a/ICON RPG [MassifPress]/javascript/demoworkers.js b/ICON RPG [MassifPress]/javascript/demoworkers.js new file mode 100644 index 0000000000..b8690c50e0 --- /dev/null +++ b/ICON RPG [MassifPress]/javascript/demoworkers.js @@ -0,0 +1,26 @@ +/*jshint esversion: 11, laxcomma:true, eqeqeq:true*/ +/*jshint -W014,-W084,-W030,-W033*/ +const calcStrengthMod = function({attributes}){ + return Math.floor( (attributes.strength - 10) / 2); +}; +k.registerFuncs({calcStrengthMod}); + +const calcAthletics = function({attributes}){ + return attributes.strength_mod + attributes.athletics_base; +}; +k.registerFuncs({calcAthletics}); + +const calcAttackMod = function({trigger,attributes}){ + let [section,rowID,field] = k.parseTriggerName(trigger.name); + return attributes.strength_mod + attributes[`${section}_${rowID}_bonus`]; +}; +k.registerFuncs({calcAttackMod}); + +const calcWeaponWeight = function({trigger,attributes,sections}){ + return sections.repeating_attack.reduce((total,rowID)=>{ + return total + + attributes[`repeating_attack_${rowID}_weight`] * + attributes[`repeating_attack_${rowID}_quantity`]; + },0); +}; +k.registerFuncs({calcWeaponWeight}); \ No newline at end of file diff --git a/ICON RPG [MassifPress]/javascript/rollfunctions.js b/ICON RPG [MassifPress]/javascript/rollfunctions.js new file mode 100644 index 0000000000..51616a779a --- /dev/null +++ b/ICON RPG [MassifPress]/javascript/rollfunctions.js @@ -0,0 +1,199 @@ +/*jshint esversion: 11, laxcomma:true, eqeqeq:true*/ +/*jshint -W014,-W084,-W030,-W033*/ +/** + * Function that extracts the information of which roll was clicked from the name of the button. + * @param {string} string - The triggerName to be parsed + * @returns {array} - Returns an array containing the repeating section name, the row id, and the field that is referenced. + */ +const extractRollInfo = function(string){ + //Get the information on which button was clicked. + const [section,id,button] = k.parseTriggerName(string); + //Convert the button name into the name of the relevant attribute (e.g. saving-throw => saving_throw). Also removes the `-action` suffix of the action button to get the raw field name. + const field = button.replace(/\-?action/,'').replace(/\-/g,'_'); + return [section,id,field]; +}; + +/** + * Function to translate our advantage query + * @returns {string} + */ +const translateAdvantageQuery = function(){ + //Iterate throught the advantage options and create the translated strings. + const options = [['advantage','2d20kh1'],['normal','1d20'],['disadvantage','2d20kl1']] + .map((arr)=>{ + const translated = k.capitalize(getTranslationByKey(arr[0])); + return `${translated},${arr[1]}`; + }) + .join('|'); + return `?{${k.capitalize(getTranslationByKey('roll with'))}|${options}}`; +}; + +/** + * Our function that will actually initiate the roll. + * @param {object} attributes - Our object containing the attributes needed for the roll + * @param {object} rollObj - The object containing the fields to send with the roll + * @returns {void} + */ +const initiateRoll = async function(attributes,rollObj){ + if(rollObj.roll){ + rollObj.roll = rollObj.roll.replace(/@\{roll_state\}/,(match)=>{ + //If roll state is set to ask the user what to do, we need to assemble a translated version of the query. + if(/\?\{/.test(attributes.roll_state)){ + return translateAdvantageQuery(); + }else{ + //Otherwise just use the roll_state + return attributes.roll_state; + } + }); + } + //Assemble our completed roll string. + const message = Object.entries(rollObj) + .reduce((text,[field,content]) => { + return text += `{{${field}=${content}}}`; + },`@{template_start}`); + //Send the completed roll string to the chat parser. + const roll = await startRoll(message); + //An object to aggregate the changes that need to be made to what is displayed in the roll output. + const computeObj = {}; + //If the roll contained a result, target, and roll field with an inline roll in them, then we want to compare the roll and target values to determine if the result was a success or failure. + k.debug({roll}); + if(roll.results.result && roll.results.target && roll.results.roll){ + computeObj.result = roll.results.roll.result >= roll.results.target ? 1 : 0; + } + //Now we finish our roll, which tells Roll20 to actually display it in chat. + finishRoll(roll.rollId,computeObj); +}; + +/** + * Our generic rolling function. This will be used for our simple attribute and saving throw rolls that need very little logic. + * @param {object} event - The Roll20 event object. + * @returns {void} + */ +const rollGeneric = function(event){ + const[section,id,field] = extractRollInfo(event.triggerName); + const attributeRef = attributeNames.indexOf(field) > -1 ? + `${field}_mod` : + undefined; + k.getAttrs({ + props:rollGet, + callback: (attributes)=>{ + //object that will aggregate all the roll template fields we will need to send to chat. + const rollObj = { + name:`^{${field.replace(/_/g,' ')}}`, + roll:attributeRef ? + `[[@{roll_state} + 0@{${attributeRef}}]]` : + `[[@{roll_state}]]`, + target:`[[0@{saving_throw}]]`, + result:`[[0[computed value]]]` + }; + //Send the roll. + initiateRoll(attributes,rollObj); + } + }); +}; +k.registerFuncs({rollGeneric}); + +const rollSave = function(event){ + const[section,id,field] = extractRollInfo(event.triggerName); + k.getAttrs({ + props:rollGet, + callback: (attributes)=>{ + //object that will aggregate all the roll template fields we will need to send to chat. + const rollObj = { + name:`^{${field.replace(/_/g,' ')}}`, + roll:`[[1d20]]`, + target:`[[0@{vitality}]]`, + result:`[[0[computed value]]]` + }; + //Send the roll. + initiateRoll(attributes,rollObj); + } + }); +}; +k.registerFuncs({rollSave}); + +/** + * Our attack roll function. This won't need much logic, but has a slightly different button/attribute relationship that we need to account for. + * @param {object} event - The Roll20 event object. + * @returns {void} + */ +const rollAttack = function(event){ + const[section,id,field] = extractRollInfo(event.triggerName); + const row = `${section}_${id}`; + k.getAttrs({ + props:[...rollGet,`${row}_type`,`${row}_damage`], + callback:(attributes)=>{ + const type = attributes[`${row}_type`]; + const rollObj = { + name:`@{${row}_name}`, + roll_name:'^{attack}', + roll:`[[@{roll_state} + 0@{attack_modifier}[${getTranslationByKey('attack modifier')}] + 0@{${row}_attack_bonus}[${getTranslationByKey('bonus')}] + 0@{${type}_mod}[${getTranslationByKey(type)}]]]`, + range:`@{${row}_range}`, + traits:`@{${row}_traits}`, + aspects:`@{${row}_aspects}`, + description:`@{${row}_description}` + } + if(attributes[`${row}_damage`]){ + rollObj.damage = `[[@{${row}_damage}]]`; + } + initiateRoll(attributes,rollObj); + } + }); +}; +k.registerFuncs({rollAttack}); + +// - Action CRP written by Scott C. + +const assembleRollField = async (attrName,attributes,sections) => { + const dice = attributes[`${attrName}_dice`]; + // Ask the user for their boons/curses and convert the response to a number + const boonCurse = +(await k.extractQueryResult('Boons / Curses|NA,0|+2D,2|+1D,1|−1D,-1|−2D,-2')); + let totalDice = Math.max(0,dice + boonCurse); + let rollString = totalDice <= 0 ? + `[[2d6kl1]]` : + `[[${totalDice}d6kh1]]`; + return rollString; +} + +// Converts the rollObj into a roll string. +const assembleRollString = (rollObj,rollStart = '&{template:icon}') => { + return Object.entries(rollObj) + .reduce((str,[field,value]) => { + return str + ` {{${field}=${value}}}`; + },rollStart); +} + +/** + * Function to do icon rolls + * @param {object} trigger - The trigger that caused the function to be called + * @param {object} attributes - The attribute values of the character + * @param {object[]} sections - All the repeating section IDs + * @param {object} casc - Expanded cascade object + */ +const iconRoll = async function({trigger,attributes,sections,casc}){ + // the async tag above tells javascript that this code will pause at some point (when we use the await keyword). + // extract the section, rowID, and button from the trigger's name. + const [section,rowID,button] = k.parseTriggerName(trigger.name); + // Convert your button's name to a k-scaffold attribute name + const attrName = button.replace(/-action$/,'').replace(/-/g,'_'); + // I specify my rolls with an object and then use an assembly function to convert them to roll strings. It makes this much easier to debug. + const rollObj = { + roll:await assembleRollField(attrName,attributes,sections), + num6s:'[[0[computed value]]]' + }; + + const rollString = assembleRollString(rollObj); + const roll = await startRoll(rollString); + // Object to aggregate our modifications to the roll results + const computeObj = {}; + // Count the number of 6s rolled by the dice + computeObj.num6s = roll.results.roll.dice.reduce((total,die) => { + if(die === 6){ + total++; + } + return total; + },0); + // Tell roll20 to release the roll to the chat with our changes. + finishRoll(roll.rollId,computeObj); +}; +k.registerFuncs({iconRoll}); \ No newline at end of file diff --git a/ICON RPG [MassifPress]/javascript/triggeredfuncs.js b/ICON RPG [MassifPress]/javascript/triggeredfuncs.js new file mode 100644 index 0000000000..05cc51a637 --- /dev/null +++ b/ICON RPG [MassifPress]/javascript/triggeredfuncs.js @@ -0,0 +1,49 @@ +/*jshint esversion: 11, laxcomma:true, eqeqeq:true*/ +/*jshint -W014,-W084,-W030,-W033*/ +/** + * A function that toggles the `.active` class on elements based on which tab of the sheet is currently selected. Note that the display changes caused by this are client side only and are not sync'd across users except when the sheet is opened by a user. + * @param {object} trigger - The trigger object as stored in the k-scaffold's cascades object. + * @param {object} attributes - The attributes object as returned from `getAllAttrs` and used in the default K-scaffold event cascade. + * @returns {void} + */ +// const navigateSheet = function({trigger,attributes}){ +// let name = trigger ? +// trigger.name : +// attributes.sheet_state;//The trigger property is not passed when this function is called on sheet:opened. So, we need to get the current sheet state out of memory in that case. +// let [,,page] = k.parseTriggerName(name);//Parse out the name of the navigation button that was clicked. +// page = page.replace(/^nav-|-action$/g,'');//Remove the navigation and action button specific pieces of the button name to leave us with just the name of the button, which ideally is the same as a CSS class that we want to apply `.active` to. +// navButtons.forEach((button)=>{//iterate through all the navigation buttons. navButtons is exported to our JS by the K-scaffold. +// let element = button.replace(/-action/,'');//sanitize the button name down until we get just the target class name. +// $20(`.${element}`).removeClass('active');//Remove the active class from all elements with the indicated class (e.g. .character) +// }); +// $20(`.${page}`).addClass('active');//Add .active back to the elements that we are actually navigating to. We do this outside of the loop so that we can properly handle elements that may have more than one navigation class applied to them, although we don't have any of these in this sheet setup. +// attributes.sheet_state = page;//Store the new page selection in our sheet_state attribute so that it will be remembered when the sheet is opened again. +// }; +// k.registerFuncs({navigateSheet},{type:['opener']});//Register the function. Note that we are using a new argument with registerFuncs. The second object here is the options object where we can define what type of function this is. See the K-scaffold documentation for more information on the available types. + +/** + * Function to control what sections of the sheet are accessible based on the type of sheet that is selected (npc vs. character). This is done by application of the `inactive` class to the element. + * @param {object} attributes - The attributes object as passed from `getAllAttrs` and used in the default K-scaffold event cascade. + * @returns {void} + */ +const displayArticles = function({attributes}){ + sheetTypes.forEach((type)=>{ + const action = attributes.sheet_type === type ? + 'remove' ://If the type is the same as the selected sheet type, then we want to remove the inactive class. + 'add';//Otherwise, we want to add it. + k.debug({action}); + $20(`.${type}`)[`${action}Class`]('inactive');//Actually do the class manipulation. + }); +}; +k.registerFuncs({displayArticles},{type:['opener']});//This function is registered as an opener so that it will be fired every time the sheet is opened. This will ensure that the sheet is displayed always matches the selections. It will also be called in reaction to changes to the `sheet_type` attribute. + + +// tab script +const buttonlist = ["narrative","tactics","journal","roster","settings"]; +buttonlist.forEach(button => { + on(`clicked:${button}`, function() { + setAttrs({ + sheet_state: button + }); + }); +}); \ No newline at end of file diff --git a/ICON RPG [MassifPress]/javascript/updaters.js b/ICON RPG [MassifPress]/javascript/updaters.js new file mode 100644 index 0000000000..18e43a38b4 --- /dev/null +++ b/ICON RPG [MassifPress]/javascript/updaters.js @@ -0,0 +1,3 @@ +/*jshint esversion: 11, laxcomma:true, eqeqeq:true*/ +/*jshint -W014,-W084,-W030,-W033*/ +// Functions to update diff --git a/ICON RPG [MassifPress]/javascript/variables.js b/ICON RPG [MassifPress]/javascript/variables.js new file mode 100644 index 0000000000..95fe04e6b4 --- /dev/null +++ b/ICON RPG [MassifPress]/javascript/variables.js @@ -0,0 +1,6 @@ +/*jshint esversion: 11, laxcomma:true, eqeqeq:true*/ +/*jshint -W014,-W084,-W030,-W033*/ +//Sheet Variables +//const actionAttributes = ['body','mind','spirit','initiative','repeating_skill_$x_roll','repeating_weapon_$x_roll','situational_awareness','remnant_initiative','assault_roll','strike_roll','motion_roll','repeating_remnant-weapon_$x_roll','repeating_drone_$x_assault','repeating_drone_$x_strike']; +k.sheetName = 'icon'; +k.version = 0.4; \ No newline at end of file diff --git a/ICON RPG [MassifPress]/mixins/_sheetmixins.pug b/ICON RPG [MassifPress]/mixins/_sheetmixins.pug new file mode 100644 index 0000000000..eced52c11e --- /dev/null +++ b/ICON RPG [MassifPress]/mixins/_sheetmixins.pug @@ -0,0 +1,4 @@ +//- File for system specific mixins +mixin collapse(name='collapse') + +checkbox({name,value:1,class:'collapse'}) +//- End Mixin \ No newline at end of file diff --git a/ICON RPG [MassifPress]/mixins/scss/_articlesandsections.scss b/ICON RPG [MassifPress]/mixins/scss/_articlesandsections.scss new file mode 100644 index 0000000000..3d3d2e2fc4 --- /dev/null +++ b/ICON RPG [MassifPress]/mixins/scss/_articlesandsections.scss @@ -0,0 +1,73 @@ +@use '_mixinsandplaceholders'; + +#auto-fill { + display: grid; + gap: var(--grid-gap); + grid-template-columns: repeat(auto-fill, minmax(400px, 1fr)); + // This one line is our secret sauce for making our sheet responsive to just about any screen width that our sheet might encounter from tiny phone screens up to stretching across several superwide monitors. + // For more information about auto-fit and auto-fill, I recommend the CSS-tricks summary: https://css-tricks.com/auto-sizing-columns-css-grid-auto-fill-vs-auto-fit/. +} + +#auto-fit, div.repcol > div.repcontainer { + display: grid; + gap: var(--half-gap); + grid-template-columns: repeat(auto-fit, minmax(150px, 1fr)); + &.stats { + grid-template-columns: repeat(auto-fit, minmax(150px, 1fr)); + } +} + +div.repcol.fit50 > div.repcontainer { + grid-template-columns: repeat(auto-fit, minmax(45%, 1fr)); +} + +div.repcol.fit30 > div.repcontainer { + grid-template-columns: repeat(auto-fit, minmax(30%, 1fr)); +} + +div.repcol.npc > div.repcontainer { + grid-template-columns: repeat(auto-fit, minmax(400px, 1fr)); +} + +section { + font-weight: normal; +} + +.wide-gap { + column-gap: var(--big-gap) !important; +} + +.character-header { + min-width: 30rem; +} + +.long-2 { + grid-row: span 2; +} + +#resource { + display: grid; + grid-template-columns: repeat(auto-fit, minmax(150px, 1fr)); +} + +#stats { + display: grid; + grid-template-columns: repeat(auto-fit, minmax(110px, 1fr)); + &.npc { + grid-template-columns: repeat(auto-fit, minmax(80px, 1fr)); + } +} + +// #settings { +// display: grid; +// grid-template-columns: auto; +// } + +div.burdens { + min-width: 120px; + column-gap: 2px; +} + +.top-margin { + margin-top: 0.5rem; +} \ No newline at end of file diff --git a/ICON RPG [MassifPress]/mixins/scss/_clocks.scss b/ICON RPG [MassifPress]/mixins/scss/_clocks.scss new file mode 100644 index 0000000000..085689a95c --- /dev/null +++ b/ICON RPG [MassifPress]/mixins/scss/_clocks.scss @@ -0,0 +1,258 @@ +@use '_mixinsandplaceholders'; + +$purple: rgb(156, 70, 255); + +@each $value in 4,6,8,10,12 { + .clock div.clock_#{$value} { + display: none; + } + .clock .clock-switch[value="#{$value}"] ~ div.clock_#{$value} { + display: block; + } +} + +.clock { + width: 120px; + text-align: center; + align-items: center; + + &.small-clock { + -ms-transform: scale(0.9); /* IE 9 */ + -webkit-transform: scale(0.9); /* Chrome, Safari, Opera */ + transform: scale(0.9); + } +} + +.clock-section { + display: inline-grid; + gap: 3px; + padding: 1px; + grid-template-areas: + 'vv ww xx aa bb cc dd' + 'uu ck ck ck ck ck ee' + 'tt ck ck ck ck ck ff' + 'ss ck ck ck ck ck gg' + 'rr ck ck ck ck ck hh' + 'qq ck ck ck ck ck ii' + 'pp oo nn mm ll kk jj'; +} + +.clock-radio { + z-index: 10; + opacity: 1; + cursor: pointer; + position: relative; + accent-color: $purple; + + -ms-transform: scale(1.2); /* IE 9 */ + -webkit-transform: scale(1.2); /* Chrome, Safari, Opera */ + transform: scale(1.2); +} + +.clock-radio:hover::after { + opacity: 1; +} + +/* grip offsets so that the radio buttons appear in a circle */ + +.clock-0 { grid-area: aa; top: 10px; } +.clock-1 { grid-area: bb; top: 15px; left: 3px; } +.clock-2 { grid-area: cc; top: 18px; right: 10px; } +.clock-3 { grid-area: dd; top: 22px; right: 22px; } +.clock-4 { grid-area: ee; top: 13px; right: 15px; } +.clock-5 { grid-area: ff; top: 5px; right: 11px; } +.clock-6 { grid-area: gg; right: 10px; } +.clock-7 { grid-area: hh; bottom: 5px; right: 11px; } +.clock-8 { grid-area: ii; bottom: 13px; right: 15px; } +.clock-9 { grid-area: jj; bottom: 22px; right: 22px; } +.clock-10 { grid-area: kk; bottom: 18px; right: 10px; } +.clock-11 { grid-area: ll; bottom: 15px; left: 3px; } +.clock-12 { grid-area: mm; bottom: 10px; } +.clock-13 { grid-area: nn; bottom: 15px; right: 3px; } +.clock-14 { grid-area: oo; bottom: 18px; left: 10px; } +.clock-15 { grid-area: pp; bottom: 22px; left: 22px; } +.clock-16 { grid-area: qq; bottom: 13px; left: 15px; } +.clock-17 { grid-area: rr; bottom: 5px; left: 11px; } +.clock-18 { grid-area: ss; left: 10px; } +.clock-19 { grid-area: tt; top: 5px; left: 11px; } +.clock-20 { grid-area: uu; top: 13px; left: 15px; } +.clock-21 { grid-area: vv; top: 22px; left: 22px; } +.clock-22 { grid-area: ww; top: 18px; left: 10px; } +.clock-23 { grid-area: xx; top: 15px; right: 3px; } + +/* clock face */ + +.clock-face { + grid-area: ck; + width: 78px; + height: 78px; + display: inline-block; + border-radius: 50%; + background: $purple; + border: 3px solid rgb(143, 143, 157); + text-align: center; + vertical-align: middle; +} + +.clock-face::after { + font-family: "Pictos"; + content: "&"; + color: white; + position: relative; + font-size: 15px; + top: 28px; +} + +/* all the different combinations of angles for even clock segments */ + +.clock-radio.clock-0:checked ~ .clock-face { + background: black; +} + +.clock-radio.clock-1:checked ~ .clock-face { + background-image: linear-gradient(120deg, transparent 50%, black 50%), + linear-gradient(90deg, black 50%, transparent 50%); + /* 120 - 90 = 30*/ +} + +.clock-radio.clock-2:checked ~ .clock-face { + background-image: linear-gradient(126deg, transparent 50%, black 50%), + linear-gradient(90deg, black 50%, transparent 50%); + /* 126 - 90 = 36*/ +} + +.clock-radio.clock-3:checked ~ .clock-face { + background-image: linear-gradient(135deg, transparent 50%, black 50%), + linear-gradient(90deg, black 50%, transparent 50%); + /* 135 - 90 = 45*/ +} + +.clock-radio.clock-4:checked ~ .clock-face { + background-image: linear-gradient(150deg, transparent 50%, black 50%), + linear-gradient(90deg, black 50%, transparent 50%); + /* 150 - 90 = 60*/ +} + +.clock-radio.clock-5:checked ~ .clock-face { + background-image: linear-gradient(162deg, transparent 50%, black 50%), + linear-gradient(90deg, black 50%, transparent 50%); + /* 162 - 90 = 72*/ +} + +.clock-radio.clock-6:checked ~ .clock-face { + background-image: linear-gradient(180deg, transparent 50%, black 50%), + linear-gradient(90deg, black 50%, transparent 50%); + /* 180 - 90 = 90*/ +} + +.clock-radio.clock-7:checked ~ .clock-face { + background-image: linear-gradient(198deg, transparent 50%, black 50%), + linear-gradient(90deg, black 50%, transparent 50%); + /* 198 - 90 = 108*/ +} + +.clock-radio.clock-7:checked ~ .clock-face { + background-image: linear-gradient(198deg, transparent 50%, black 50%), + linear-gradient(90deg, black 50%, transparent 50%); + /* 198 - 90 = 108*/ +} + +.clock-radio.clock-8:checked ~ .clock-face { + background-image: linear-gradient(210deg, transparent 50%, black 50%), + linear-gradient(90deg, black 50%, transparent 50%); + /* 210 - 90 = 120*/ +} + +.clock-radio.clock-9:checked ~ .clock-face { + background-image: linear-gradient(225deg, transparent 50%, black 50%), + linear-gradient(90deg, black 50%, transparent 50%); + /* 225 - 90 = 135*/ +} + +.clock-radio.clock-10:checked ~ .clock-face { + background-image: linear-gradient(234deg, transparent 50%, black 50%), + linear-gradient(90deg, black 50%, transparent 50%); + /* 234 - 90 = 144*/ +} + +.clock-radio.clock-11:checked ~ .clock-face { + background-image: linear-gradient(240deg, transparent 50%, black 50%), + linear-gradient(90deg, black 50%, transparent 50%); + /* 240 - 90 = 150*/ +} + +.clock-radio.clock-12:checked ~ .clock-face { + background-image: linear-gradient(270deg, transparent 50%, black 50%), + linear-gradient(90deg, black 50%, transparent 50%); + /* 270 - 90 = 180 */ +} + +.clock-radio.clock-13:checked ~ .clock-face { + background-image: linear-gradient(120deg, transparent 50%, $purple 50%), + linear-gradient(90deg, black 50%, transparent 50%); + /* 120 + 90 = 210*/ +} + +.clock-radio.clock-14:checked ~ .clock-face { + background-image: linear-gradient(126deg, transparent 50%, $purple 50%), + linear-gradient(90deg, black 50%, transparent 50%); + /* 126 + 90 = 216*/ +} + +.clock-radio.clock-15:checked ~ .clock-face { + background-image: linear-gradient(135deg, transparent 50%, $purple 50%), + linear-gradient(90deg, black 50%, transparent 50%); + /* 135 + 90 = 225*/ +} + +.clock-radio.clock-16:checked ~ .clock-face { + background-image: linear-gradient(150deg, transparent 50%, $purple 50%), + linear-gradient(90deg, black 50%, transparent 50%); + /* 150 + 90 = 240*/ +} + +.clock-radio.clock-17:checked ~ .clock-face { + background-image: linear-gradient(166deg, transparent 50%, $purple 50%), + linear-gradient(90deg, black 50%, transparent 50%); + /* 166 + 90 = 256*/ +} + +.clock-radio.clock-18:checked ~ .clock-face { + background-image: linear-gradient(180deg, transparent 50%, $purple 50%), + linear-gradient(90deg, black 50%, transparent 50%); + /* 180 + 90 = 270*/ +} + +.clock-radio.clock-19:checked ~ .clock-face { + background-image: linear-gradient(198deg, transparent 50%, $purple 50%), + linear-gradient(90deg, black 50%, transparent 50%); + /* 198 + 90 = 288*/ +} + +.clock-radio.clock-20:checked ~ .clock-face { + background-image: linear-gradient(210deg, transparent 50%, $purple 50%), + linear-gradient(90deg, black 50%, transparent 50%); + /* 210 + 90 = 300*/ +} + +.clock-radio.clock-21:checked ~ .clock-face { + background-image: linear-gradient(225deg, transparent 50%, $purple 50%), + linear-gradient(90deg, black 50%, transparent 50%); + /* 225 + 90 = 315*/ +} + +.clock-radio.clock-22:checked ~ .clock-face { + background-image: linear-gradient(234deg, transparent 50%, $purple 50%), + linear-gradient(90deg, black 50%, transparent 50%); + /* 234 + 90 = 324*/ +} + +.clock-radio.clock-23:checked ~ .clock-face { + background-image: linear-gradient(240deg, transparent 50%, $purple 50%), + linear-gradient(90deg, black 50%, transparent 50%); + /* 240 + 90 = 330*/ +} + +.clock-radio.clock-360:checked ~ .clock-face { + background-color: $purple; +} \ No newline at end of file diff --git a/ICON RPG [MassifPress]/mixins/scss/_generalsetup.scss b/ICON RPG [MassifPress]/mixins/scss/_generalsetup.scss new file mode 100644 index 0000000000..56056acf5b --- /dev/null +++ b/ICON RPG [MassifPress]/mixins/scss/_generalsetup.scss @@ -0,0 +1,212 @@ +//This file will store all of our generic styling for the sheet. Styling for specific sections will be done in individual scss files to make the code easier to read. +@use '_mixinsandplaceholders'; + +// Clears the default Roll20 styling from all elements so that we can style them as we want more easily. +// We are using 3 classes here because we have to use at least that level of specificity to overcome many of the default Roll20 styles. +html{ + font-size:16px; +} +.ui-dialog { + @extend %universalVariables; + --paper-background:url("https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/ICON%20RPG%20%5BMassifPress%5D/images/icon.texture.jpg"); // light mode paper background + --icon-logo:url("https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/ICON%20RPG%20%5BMassifPress%5D/images/icon.logo.png"); // light mode logo + box-sizing:border-box; + .tab-content .charsheet{ + @extend %defaultStyles; + } +} + +//- Spaceholder darkmode colors. We'll want to adjust these to a better dark mode pallette before release. +.sheet-darkmode .ui-dialog, +.sheet-rolltemplate-darkmode{ + --borderColor: var(--grey); //Our dark mode border color + --fontColor: var(--off-white); //Our dark mode font color + --invertedFontColor: var(--black); //Our dark mode inverted font color + --placeholderFontColor: var(--grey-lt); //Our dark mode placeholder font color + --backColor: var(--half-black); //Our dark mode background color + --invertedBackColor: var(--half-white); //Our dark mode inverted background color + --subHeadBackColor: var(--grey-lt); //Our dark mode sub header background color + --unselectedColor: var(--grey-dk); //Our dark mode font color for items that are currently inactive + --selectedColor: var(--orange); //Our dark mode font color for items that are currently active + --disableBackground: var(--grey-dk); + --buttonColor: var(--magenta); + --hoverColor: var(--orange); + --clickColor: var(--magenta-lt); + --r20white: rgb(31, 31, 31); + --r20black: white; + + //--shadowColor: + --disableShadow:0px 0 7px 0px #161616 inset; + + //Images + --paper-background:url("https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/ICON%20RPG%20%5BMassifPress%5D/images/texture.dark.jpg"); // dark mode paper background + --icon-logo:url("https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/ICON%20RPG%20%5BMassifPress%5D/images/icon.logo.white.png"); // dark mode logo + + .sheetform{ + background-color:inherit; + } + img{ + filter: brightness(.8) contrast(1.2); + } + + // darker class colors + --red: var(--red-dk); + --yellow: var(--yellow-dk); + --green: var(--green-dk); + --blue: var(--blue-dk); +} + +//the declarations for styles specifically applying to our main element. +#main{ + /* + First of all we apply our default styles. + Note that because we are using the placeholder, these styles would be first up in the cascade even if we put the extend declaration last. + This is done first so that when we read the code, we can easily see that it is applied, and anything after it will overwrite those default styles. + */ + display:grid; + font-family: var(--basicFont); + .paper-background{ + background: var(--paper-background) repeat top left; + // border:var(--half-gap) solid transparent; + // border-image:{ + // source:var(--paper-background); + // slice:40 fill; + // width:var(--grid-gap); + // outset:var(--half-gap); + // repeat:repeat; + // }; + // filter:drop-shadow(var(--shadowColor1) 0px 3px 6px) drop-shadow(var(--shadowColor2) 0px 3px 6px); + }; + .editmode .itemcontrol{ + z-index:100; + } + .roller{ + display:flex; + gap:var(--tiny-gap); + align-items:center; + &:before{ + text-transform:none; + content:'T' + } + } + .roller--scroll:before{ + content:'w'; + font-family:pictos; + } + .glyph-only{ + @extend %h4; + text-transform:none !important; + } + .hover-container{ + --delayTime:500ms; + place-self:start; + display:grid; + grid-template-columns:auto; + grid-template-areas: 'content'; + gap:var(--tiny-gap); + transition:{ + duration:var(--revealTime); + delay:var(--delayTime); + property:width,height,border-color,background-color; + timing-function:ease; + }; + box-sizing:border-box; + border:{ + width:1px 3px; + radius:5px; + style:solid; + color:transparent; + } + width:100%; + height:100%; + z-index:10; + &:is(:hover,:focus-within){ + border-color:var(--borderColor); + background-color:var(--backColor); + .hover-container__hover-visible{ + opacity:1; + z-index:0; + } + } + } + .hover-container--two-column{ + &:is(:hover,:focus-within){ + width:calc(200% + var(--tiny-gap)); + } + } + .hover-container--two-row{ + &:is(:hover,:focus-within){ + height:calc(100% + var(--grid-gap)); + } + } + .hover-container__content{ + justify-self:start; + grid-area:content; + } + .hover-container__hover-visible{ + grid-area:content; + transition:{ + property:opacity,z-index,left,top; + duration:var(--revealTime); + timing-function:ease; + delay:var(--delayTime); + } + opacity:0; + z-index:-10; + } + [readonly]{ + background:transparent; + border:0px solid transparent; + // box-shadow:var(--disableShadow); + cursor: default; + } + + /*nav button styling*/ + .sheet-nav__tab{ + color:white; + font-style:normal; + border:1px solid transparent; + margin:0 0 -1px; + background-color:rgb(136, 57, 162); + border-radius:4px 4px 0 0; + box-shadow:none; + font-size:13px; + background-image:none; + padding:9px 12px; + height:16px; + text-transform: uppercase; + font-family: var(--serifFont); + &:not(.active):hover{ + background-color:rgb(201, 85, 239); + } + &:not(.active):active{ + background-color:rgb(242, 130, 255); + } + &.active, &:focus{ + background-color:rgb(156, 70, 255); + } + &.inactive{ + display:none !important; + } + } + + input[type="number"]:read-only { + opacity: 0.8; + } +} +// debugging borders +// div { +// border: 1px solid red !important; +// } +// span { +// border: 1px dashed grey !important; +// } +// input, select { +// border: 1px solid blue !important; +// } +// section { +// border: 1px dotted green !important; +// } +// article { +// border: 1px dashed magenta !important; +// } \ No newline at end of file diff --git a/ICON RPG [MassifPress]/mixins/scss/_headers.scss b/ICON RPG [MassifPress]/mixins/scss/_headers.scss new file mode 100644 index 0000000000..8fe2a32079 --- /dev/null +++ b/ICON RPG [MassifPress]/mixins/scss/_headers.scss @@ -0,0 +1,85 @@ +//This file will define how our header sections are laid out. +@use '_mixinsandplaceholders'; + +.character-header{ + display:grid; + grid-template-areas: + 'deet deet logo' + 'desc desc desc'; + gap:var(--half-gap); + + .character-details{ + display:inline-grid; + grid-template-areas: + 'info info info numb' + 'info info info numb'; + gap:var(--half-gap); + ~:not(:is(.span-2,.span-all)){ + justify-self:end; + } + grid-area: deet; + + .input-label { + .input-label__text { + font-weight: bold; + font-variant-caps: small-caps; + } + .desc-label { + width: 100px; + } + } + } +} + +.info-label { + grid-area: info; +} +.numb-label { + grid-area: numb; +} +.icon-logo { + position: relative; + right: 130%; + top: 10%; + grid-area: logo; + + -ms-transform: scale(1.1); /* IE 9 */ + -webkit-transform: scale(1.1); /* Chrome, Safari, Opera */ + transform: scale(1.1); + + span.icon-logo { + content: var(--icon-logo); + width: 100%; + height: 100%; + } +} +.desc-label { + grid-area: desc; + width: 100%; +} + +.character-details label.input-label span.input-label__text { + position: relative; + top: 24px; + left: 12px; + width: 0px; + z-index: 1; +} +.character-details label.input-label input.input-label__input { + position: relative; + min-width: 80px; +} + +.character-details div.color-selector { + position: relative; + right: -50%; + top: -15%; + height: 26px; + &> select.color-receiver { + width: 50%; + height: 26px; + font-variant-caps: small-caps; + font-family: var(--serifFont); + z-index: 0; + } +} \ No newline at end of file diff --git a/ICON RPG [MassifPress]/mixins/scss/_labelsandbuttons.scss b/ICON RPG [MassifPress]/mixins/scss/_labelsandbuttons.scss new file mode 100644 index 0000000000..3099a1497e --- /dev/null +++ b/ICON RPG [MassifPress]/mixins/scss/_labelsandbuttons.scss @@ -0,0 +1,144 @@ +@use '_mixinsandplaceholders'; + +.input-label.center { + align-items: center; + text-align: center; + justify-content: center; +} + +input[type="label"] { + .action-label { + background-color: transparent; + } +} + +label.status { + position: relative; + bottom: -4px; +} + +// removes the roll20 logo from all buttons +.ui-dialog .charsheet button[type=roll]::before { + content: ""; + font-size: 1rem; + color: inherit; +} + +button[type=roll] { + border: none; + box-shadow: none; + background: none; + background-color: transparent !important; + display: inline-block; + padding: 1px; + margin: 1px; + height: 20px; + width: 20px; + + color: var(--fontColor); + + &:hover { + color: var(--hoverColor) !important; + } + + &:active { + color: var(--clickColor) !important; + border: none !important; + -webkit-box-shadow: none !important; + box-shadow: none !important; + } + + &.col { + color: var(--white); + position: relative; + top: 8px; + left: -15px; + } + &.col:hover { + color: var(--white) !important; + } + &.col:active { + color: var(--black) !important; + } + + &.roll-quote::before { + font-family: "Pictos" !important; + content:"w" !important; + font-size: 1.5rem !important; + position: relative; + left: 0px; + z-index: 5; + } + + &.roll-quote::after { + font-family: "Pictos" !important; + content:"." !important; + font-size: 0.8rem !important; + position: relative; + left: -22px; + bottom: 5px; + color: var(--invertedFontColor); + z-index: 6; + } + + &.roll-d6::before { + font-family: "dicefontd6" !important; + content:"l" !important; + font-size: 1.5rem !important; + position: relative; + bottom: -3px; + } + + &.roll-d6:hover::before { + content: "L" !important; + } + + &.roll-d20::before { + font-family: "dicefontd20" !important; + content:"t" !important; + font-size: 2rem !important; + position: relative; + left: -3px; + bottom: 0px; + } + + &.roll-d20:hover::before { + content: "T" !important; + } + + &.die::after { + font-family: "dicefontd20" !important; + content:"0" !important; + font-size: 0.8rem; + position: relative; + left:-1px; + top:-9px; + opacity: 0.5; + } + + &.light::after { + // font-family: "dicefontd20" !important; + content:"L" !important; + font-size: 1.1rem; + font-weight: bold !important; + position: relative; + left:-26px; + top:-9px; + // opacity: 0.5; + color: var(--fontColor); + + } + + &.heavy::after { + // font-family: "dicefontd20" !important; + content:"H" !important; + font-size: 1.1rem; + font-weight: bold !important; + position: relative; + left:-28px; + top:-9px; + // opacity: 0.5; + color: var(--fontColor); + + } +} \ No newline at end of file diff --git a/ICON RPG [MassifPress]/mixins/scss/_mixinsandplaceholders.scss b/ICON RPG [MassifPress]/mixins/scss/_mixinsandplaceholders.scss new file mode 100644 index 0000000000..31ffa385fb --- /dev/null +++ b/ICON RPG [MassifPress]/mixins/scss/_mixinsandplaceholders.scss @@ -0,0 +1,1123 @@ +//- This file will store all mixins and placeholders that have generic use + +//- Color palette variables +%color-palette { + --white: rgb(245, 245, 245); + --off-white: rgb(236, 232, 227); + --grey-lt: rgb(201, 201, 201); + --grey: rgb(145, 145, 145); + --off-grey: rgb(136, 153, 155); + --grey-dk: rgb(102, 102, 102); + --off-black: rgb(31, 27, 25); + --black: rgb(20, 20, 20); + --half-white: rgba(245, 245, 245, 0.5); + --half-black: rgba(20, 20, 20, 0.5); + --half-grey: rgba(145, 145, 145, 0.5); + --purple: rgb(156, 70, 255); + --magenta-lt: rgb(242, 130, 255); + --magenta: rgb(201, 85, 239); + --magenta-dk: rgb(136, 57, 162); + --red-lt: rgb(243, 126, 115); + --red: rgb(237, 34, 11); + --red-dk: rgb(172, 24, 8); + --yellow-lt: rgb(255, 217, 49); + --yellow: rgb(253, 194, 0); + --yellow-dk: rgb(221, 169, 0); + --green-lt: rgb(136, 249, 78); + --green: rgb(96, 216, 54); + --green-dk: rgb(63, 167, 26); + --blue-lt: rgb(76, 220, 253); + --blue: rgb(0, 161, 255); + --blue-dk: rgb(6, 131, 204); + --orange: rgb(230, 140, 44); +} + +@import url("https://fonts.googleapis.com/css?family=Atkinson+Hyperlegible:ital,wght@0,400;0,700;1,400;1,700|Jost:ital,wght@0,400;0,700;1,400;1,700|PT+Mono|PT+Sans+Caption:wght@400;700|PT+Serif+Caption&display=swap"); + +//- Our main fonts that can be used on the sheet +%font-vars { + --basicFont: "Atkinson Hyperlegible", "Open Sans", "Calibri", sans-serif; + --titleFont: "Jost", "Maven Pro", "Montserrat", "Arial Black", sans-serif; + --monoFont: "PT Mono", "Liberation Mono", "Courier New", "Courier", monospace; + --sansFont: "PT Sans Caption", "Liberation Sans", "Arial", "Helvetica", "Tahoma", sans-serif; + --serifFont: "PT Serif Caption", "Liberation Serif", "Times New Roman", "Mac OS Roman", serif; +} + +.serif { + font-family: var(--serifFont) !important; +} + +.mono { + font-family: var(--monoFont) !important; +} + +.title { + font-family: var(--titleFont) !important; +} + +.bigger { + font-size: 1.2rem !important; +} + +.big { + font-size: 1.1rem !important; +} + +.normal { + font-size: 1.0rem !important; +} + +.small { + font-size: 0.9rem !important; +} + +.smaller { + font-size: 0.8rem !important; +} + +.relative { + position: relative; +} + +//- And styling for items that need the roll20 'pictos' fonts +%pictos { + font-family: 'pictos' !important; + text-transform: initial !important; +} + +%pictos3 { + font-family: 'pictos three' !important; + text-transform: initial !important; +} + +%pictosCustom { + font-family: 'pictos custom' !important; + text-transform: initial !important; +} + +//- A placeholder for creating a stackable grid of elements. Particularly for making stacked input labels. +%stackedGrid { + &.stacked { + flex-direction: column-reverse; + + &.center>* { + text-align: center; + } + + &:not(.center)>* { + text-align: left; + } + + >[name] { + width: 100%; + } + } +} + +//- Some styling to highlight which input is currently being interacted with. +%inputHighlight { + border: 1px solid var(--borderColor); + border-radius: 5px; + box-sizing: border-box; + background-color: var(--backColor); +} + +//- Placeholder that allows us to easily set a square aspect ratio +%ratio1_1 { + aspect-ratio: 1/1; +} + +//- Placeholder for applying grid display +%grid { + display: grid; +} + +//- Placeholder for applying inline-grid display +%inline-grid { + display: inline-grid; +} + +//- Placeholder for creating circular shapes easily. Combined with %ratio1_1, makes a perfect circle. +%circle { + border-radius: 50%; +} + +//- Creates our basic border for inputs +%base-border { + border-width: 1px 1px; + border-style: solid; + border-radius: 5px; + border-color: transparent; + box-sizing: border-box; +} + +//- Our basic button styling +%base-button { + background-color: var(--buttonColor); + border-radius: 5px; + box-shadow: 0 2px 4px black; + border-width: 0; + backdrop-filter: blur(1px); + overflow: hidden; +} +// // transition:{ +// // property:box-shadow,backdrop-filter,background-color; +// // duration:200ms; +// // timing-function:ease-out; +// // }; + +// &:is(:hover, :focus) { +// background-color: var(--hoverColor); +// box-shadow: 0 4px 6px black; +// backdrop-filter: blur(2px); +// } + +// &:active { +// background-color: var(--clickColor); +// box-shadow: 0 1px 2px black; +// backdrop-filter: blur(0px); +// } +// } + +// //- Styling for our dice buttons +// %die-button { +// @extend %base-button; +// line-height: 14px; +// /*height to vertically center a $double dicefontd10*/ +// font-size: 2rem; +// font-weight: normal; +// font-style: normal; +// padding: 5px 3px 7px; +// } + +//- styling for buttons that have standard text in them +%text-button { + padding: 5px 7px; + @extend %base-button; +} + +//- Styling for our adaptive text fields +%adaptiveText { + @extend %grid; + grid-template-columns: auto; + grid-template-rows: auto; + grid-template-areas: "basic"; + + >* { + grid-area: basic; + } + + >span { + opacity: 0; + z-index: -10; + white-space: pre-wrap; + @extend %base-border; + text-transform: initial; + } + + textarea { + resize: none; + } +} + +//- placeholder that can be used to apply uppercase letters to an element +%uppercase { + text-transform: uppercase; +} + +%smallcaps { + font-variant-caps: small-caps; +} + +//- Styling for our roll buttons +%roller { + display: inline-flex; + align-items: center; + align-self: start; + gap: var(--half-gap); + + &:before { + content: 'l'; + font-family: "dicefontd6"; + } +} + +//- Styling to hide elements +%hidden { + display: none !important; //!important is usually a thing to avoid, but if we're applying this, we want it to be gone no matter what. +} + +//- styling for italic words +%emph { + font-style: italic; +} + +%bold { + font-weight: 700; +} + +//- Our basic setup for text on the sheet. +%baseText { + line-height: normal; +} + +//- Basic styling for headers. +%baseHeader { + @extend %baseText; + color: var(--fontColor); + display: block; + white-space: nowrap; + margin-top: 0px; + margin-bottom: 0px; + font-weight: 700; +} + +//- Headers that should pop! +%importantHeader { + text-transform: uppercase; + font-weight: 700; +} + +//- Headers that should be important, but not eye-catching +%midHeader { + text-transform: uppercase; + &:not(input) { + text-transform: capitalize; + } +} + +.header__image { + min-width: 191.5px; + min-height: 88.2px; +} + +//- The next several placeholders are for styling our various levels of headers (1-5). +%h1-style { + @extend %baseHeader; + @extend %importantHeader; + font-size: 2rem !important; + font-family: var(--titleFont); + text-transform: uppercase; + background-color: var(--magenta); + color: var(--invertedFontColor) !important; + + &:not(input) { + text-align: center; + } +} + +%h1 { + @extend %h1-style; + + * { + @extend %h1-style; + } +} + +%h2-style { + @extend %baseHeader; + @extend %importantHeader; + font-size: 1.75rem; + font-family: var(--serifFont); + grid-area: header; + + &:not(input) { + text-align: center; + } +} + +%h2 { + @extend %h2-style; + + * { + @extend %h2-style; + } +} + +%h3-style { + @extend %baseHeader; + @extend %importantHeader; + font-size: 1.5rem; + font-family: var(--titleFont); + + &:not(input) { + text-align: center; + } +} + +%h3 { + @extend %h3-style; + + * { + @extend %h3-style; + } +} + +%h4-style { + @extend %baseHeader; + @extend %midHeader; + font-size: 1.25rem; + font-family: var(--serifFont); + + &:not(input) { + text-align: center; + } +} + +%h4 { + @extend %h4-style; + + * { + @extend %h4-style; + } +} + +%h5-style { + @extend %baseHeader; + @extend %midHeader; + font-size: 1.1rem; + font-style: normal; + font-family: var(--titleFont); + + &:not(input) { + text-align: center; + } +} + +%h5 { + @extend %h5-style; + + * { + @extend %h5-style; + } +} + +%h6-style { + @extend %baseHeader; + @extend %midHeader; + font-size: 1rem; + font-style: normal; + font-family: var(--serifFont); + + &:not(input) { + text-align: center; + } +} + +%h6 { + @extend %h6-style; + + * { + @extend %h6-style; + } +} + +//- Placeholder for applying our checked styling to something +%checked { + background-color: var(--selectedColor); +} + +//- Styling for elements that should have a box around them +%boxed { + border: 1px solid var(--borderColor); + border-radius: 0; + box-sizing: border-box; +} + +.well-padded { + padding: 0.5rem !important; + margin: 0.5rem !important; +} + +//- Default styles. This Placeholder gets a little complicated. We're going to define several CSS variables in the first lines that will allow us to easily use the same layout principles across the sheet. Additionally, this placeholder is going to apply several styles to various elements. The reason we do this as a placeholder instead of directly in a class' CSS declaration is so that we can easily apply the same styling to our sheet as a whole and to the rolltemplate (note that many of these class specifications have versions prefixed and unprefixed with `.sheet-` +%universalVariables { + @extend %font-vars; + @extend %color-palette; + --shadowColor1:rgba(0, 0, 0, 0.16); + --shadowColor2:rgba(0, 0, 0, 0.24); + --grid-gap: 1rem; //Variable to define our basic gap between layout elements. Followed by several gaps that are mathematically related to it. + --half-gap: calc(var(--grid-gap) / 2); + --tiny-gap: calc(var(--half-gap) / 2); + --big-gap: calc(var(--grid-gap) * 2); + + --revealTime: 500ms; //Our basic reveal time for transitions + --delayTime: 200ms; //Our basic delay time before a transition occurs + --inputSwap: opacity var(--revealTime) ease var(--delayTime); //Transition properties for swapping the visibility of two elements + --focusTiming: 500ms ease; //our basic timing for the transition used when an element is focused or hovered on + --focusTrans: all var(--focusTiming); //The full transition properties for focusing/hovering on an element + --spanSectionColumn: 1/-1; //How a section should span when it is meant to span large numbers of columns (default span all) + --displayBorderWidth: 2px; //Our default border width + + --borderColor: var(--off-black); //Our basic border color + --fontColor: var(--black); //Our basic font color + --invertedFontColor: var(--white); //Our basic inverted font color + --placeholderFontColor: var(--grey-dk); //Our basic placeholder font color + --backColor: var(--half-white); //Our basic background color + --invertedBackColor: var(--half-black); //Our basic inverted background color + --subHeadBackColor: var(--grey); //Our sub header background color + --unselectedColor: var(--grey-lt); //Our default font color for items that are currently inactive + --selectedColor: var(--orange); //Our default font color for items that are currently active + --disableBackground: var(--grey-lt); + --buttonColor: var(--magenta); + --hoverColor: var(--orange); + --clickColor: var(--magenta-lt); + --r20white: white; + --r20black: rgb(31, 31, 31); +} + +%defaultStyles { + $gap: var(--grid-gap); + gap: $gap; + + button { + cursor: pointer; + } + + .uppercase, + .sheet-uppercase{ + @extend %uppercase; + } + + .capitalize, + .sheet-capitalize{ + text-transform:capitalize !important; + } + + .smallcaps { + @extend %smallcaps; + } + + .flex-box, + .sheet-flex-box { + display: flex; + &.col { + flex-direction: column; + align-items: center; + } + &.row { + flex-direction: row; + width: 95%; + position: relative; + left: 10px; + } + } + + .space-around, + .sheet-space-around { + justify-content: space-around; + } + .space-between, + .sheet-space-between { + justify-content: space-between; + } + .center, + .sheet-center { + justify-content: center; + align-items: center; + text-align: center; + } + .right { + text-align: right; + } + .left { + text-align: left; + } + .justify-left, + .justify-start{ + justify-self: start; + } + .justify-right, + .justify-end{ + justify-self: end; + } + .align-start{ + align-self: start; + } + .align-end{ + align-self: end; + } + + .grid__8col, .grid__4col, .grid__3col, .grid__2col { + display: grid; + width: auto; + gap: var(--half-gap); + &.grid__8col { + grid-template-columns: auto auto auto auto auto auto auto auto; + } + &.grid__4col { + grid-template-columns: auto auto auto auto; + } + &.grid__3col { + grid-template-columns: auto auto auto; + } + &.grid__2col { + grid-template-columns: auto auto; + } + } + + .no-gap { + gap: 0px !important; + } + + .half-gap { + gap: var(--half-gap); + } + + textarea { + font-family: var(--basicFont); + font-weight: normal !important; + resize: vertical; + line-height: 1.25em; + min-height: 2.5rem; + white-space: pre-wrap; + text-overflow: ellipsis; + + &.fixed { + resize: none; + overflow: auto; + } + + &.textarea-1 { height: 1.25em; } + &.textarea-2 { height: 2.5em; } + &.textarea-3 { height: 3.75em; } + &.textarea-4 { height: 4em; } + &.textarea-5 { height: 6.25em; } + &.textarea-6 { height: 7.5em; } + &.textarea-8 { height: 10em; } + + &.no-style { + border: none; + background-color: transparent; + } + + &.ambition { + width: 90% !important; + font-size: 1.1rem; + // font-weight: bold !important; + } + } + + .span-3 { + grid-column: span 3; + } + + .span-2, + .sheet-span-2 { + grid-column: span 2; + } + + .span-all, + .sheet-span-all { + grid-column: 1/-1; + } + + select, + .pseudo-select span, + .sheet-pseudo-select span, + textarea, + input:not(:is([type='radio'], [type='checkbox'])), + .uneditable-input { + padding: 2px; + font-size: 1rem; + cursor: pointer; + } + + input:is([type="text"], [type="number"]), + textarea { + cursor: auto; + } + + select, + .pseudo-select span, + .sheet-pseudo-select span, + input:not(:where([type='checkbox'], [type='radio'])), + .uneditable-input, + textarea { + @extend %base-border; + } + + select, + .sheet-pseudo-select span, + .pseudo-select span { + -webkit-apperance: none; + appearance: none; + text-transform: capitalize; + overflow: hidden !important; + white-space: nowrap; + text-overflow: ellipsis; + text-align: center; + } + + input { + width: auto; + + &:placeholder { + color: var(--placeholderFontColor); + } + + &.plus-control:not([value*="-"])+span:before { + content: '+'; + } + } + + span, + input, + textarea { + font-size: 1rem; + @extend %baseText; + } + + span[name], + input, + textarea, + select { + font-family: var(--basicFont); + --fontWght: 700; + font-weight: var(--fontWght); + font-variation-settings: "wght"var(--fontWght); + background-color: var(--backColor); + color: var(--fontColor); + } + + .sheet-hidden, + .hidden, + *[hidden] { + @extend %hidden; + } + + .emph, .sheet-emph, + .sheet-italics, + .italics { + @extend %emph; + } + + .bold, .sheet-bold { + @extend %bold; + } + + h1, .h1-style-input, + *[aria-level='1'] { + @extend %h1; + &::placeholder { + text-shadow: 0 0 2px white, 0 0 2px white; + } + } + + .h1-style-input { + text-align: center; + border-radius: 0; + border: none; + height: 46px; + min-width: 200px; + &:not(.color-receiver) { + background-color: var(--magenta) !important; + } + } + + h2, + *[aria-level='2'] { + @extend %h2; + } + + h3, .h3-style-input, + *[aria-level='3'] { + @extend %h3; + text-overflow: ellipsis; + } + + h4, + *[aria-level='4'] { + @extend %h4; + } + + h5, + *[aria-level='5'] { + @extend %h5; + } + + h6, + *[aria-level='6'] { + @extend %h6; + } + + input{ + &:where([type='checkbox'],[type='radio']){ + align-self: center; + border: 1px solid var(--borderColor); + cursor: pointer; + width: 1rem; + display:inline-block; + @extend %ratio1_1; + &:checked{ + @extend %checked; + } + } + &[type='radio']{ + appearance: radio; + } + &[type='number']{ + width: 3rem; + -moz-appearance: textfield !important; + text-align: center; + &::-webkit-inner-spin-button, + &::-webkit-outer-spin-button{ + -webkit-appearance: none; + margin: 0; + } + } + } + + .sheet-number, + .number{ + width:2rem; + box-sizing:border-box; + } + + section,header,footer{ + align-self:start; + display:grid; + gap:var(--half-gap); + } + // .nav-display{ + // &:not(.active){ + // display:none !important; + // } + // } + // .inactive{ + // display:none !important; + // } + + .sheet-pictos, + .pictos { + @extend %pictos; + } + + .pictos3, + .sheet-pictos3 { + @extend %pictos3; + } + + .pictoscustom, + .sheet-pictoscustom { + @extend %pictosCustom; + } + + .pseudo-button{ + cursor: pointer; + &:hover, + &:focus-within{ + > .pseudo-button__span{ + background-color:var(--selectedColor); + color:var(--backColor); + } + } + } + .pseudo-button__span{ + border-radius: 5px; + border: 1px solid var(--borderColor); + text-align: center; + padding: 0 5px; + transition:{ + property:background-color,color; + duration:var(--revealTime); + } + } + .pseudo-button__input{ + display:none; + &:checked + span{ + background-color:var(--selectedColor); + color:var(--backColor); + } + } + + .input-label { + display: inline-flex; + gap: var(--half-gap); + align-items: center; + @extend %stackedGrid; + + &:not(.stacked) { + >[name]:not([type="number"], [type="checkbox"], [type='radio']) { + width: 0; + flex: 1 1 0; + } + + >:not([name]) { + flex: 0 0 auto; + } + + &.large>[name] { + @extend h2; + } + } + } + + .input-label--dual { + grid-template-columns: 1fr auto 1fr; + grid-template-areas: 'over over over''under under under'; + + >span:last-of-type { + grid-column: 1 / -1; + } + + >input { + width: 100%; + } + + >.slash { + line-height: 0rem; + font-weight: normal; + } + } + + .headed-textarea { + @extend %grid; + grid-template-rows: auto 1fr; + grid-template-columns: auto; + + h5 { + justify-self: start; + } + } + + .boxed, + .sheet-boxed { + @extend %boxed; + + &.thick-left { + border-left-width: 5px; + } + + &.thick-bottom { + border-bottom-width: 5px; + } + + &.thick-right { + border-right-width: 5px; + } + + &.thick-top { + border-top-width: 5px; + } + } + + .underlined, + .sheet-underlined { + border-radius: 0; + border-bottom: 1px solid var(--borderColor); + transition: var(--focusTrans); + } + + :is(.underlined, .boxed) { + &:not([readonly]):is(:hover, :focus, :focus-within) { + @extend %inputHighlight; + } + + &:not([readonly]):is(:focus, :focus-within) { + background-color: var(--invertedFontColor); + transition: var(--focusTrans); + } + } + + .ratio1-1, + .sheet-ratio1-1 { + @extend %ratio1_1; + } + + .short-text, + .sheet-short-text { + text-overflow: ellipsis; + white-space: nowrap; + overflow: hidden; + } + + .roll-container { + @extend %grid; + align-self: center; + opacity: 0; + grid-row: 1 / 2; + } + + .hide-note { + position: relative; + cursor: help; + } + .repitem, .hide-note { + >input:not(:where([type='checkbox'],[type='number'],[type='radio'])) { + width: 100%; + } + + .headed-textarea { + grid-column: 1/-1; + } + + .collapse { + -webkit-appearance: none; + opacity: 0; + position: absolute; + right: 2px; + top: 2px; + border: none; + color: var(--selectedColor); + text-transform: none; + + height: 18px; + width: 18px; + + -ms-transform: scale(1.2); /* IE 9 */ + -webkit-transform: scale(1.2); /* Chrome, Safari, Opera */ + transform: scale(1.2); + + -webkit-font-smoothing: antialiased; + -moz-border-radius: 50%; + -webkit-border-radius: 50%; + border-radius: 50%; + + &:after { + content: 'i'; + font-family: "Pictos"; + position: relative; + left: 2px; + bottom: 2px; + text-shadow: 1px 1px 3px white; + } + + &:checked { + background-color: transparent; + color: var(--unselectedColor); + + ~.expanded { + display: none; + } + + ~.expanded--empty:is(:not([value]), [value=''])+* { + display: none + } + } + + &:hover { + color: var(--selectedColor); + } + } + + &:hover { + + .collapse, + .roll-container { + opacity: 1; + } + } + } + + .repcontainer.editmode { + .collapse { + display: none; + } + } + + .repcontainer { + display: grid; + gap: var(--half-gap); + } + + .repeating-container { + &:is(:hover, :focus-within, :focus) .repcontrol-button { + opacity: 1; + } + } + + .repcontrol-button { + @extend %text-button; + grid-area: header; + align-self: center; + text-transform: none; + opacity: 0; + transition: opacity var(--revealTime); + + ~.repcontrol { + display: none; + } + } + + .repcontrol-button--add, + .repcontrol-button__add { + justify-self: start; + background-color: var(--invertedBackColor) !important; + &:before { + font-family: pictos; + content: '&'; + } + } + + .repcontrol-button--edit, + .repcontrol-button__edit { + justify-self: end; + background-color: var(--invertedBackColor) !important; + &:before { + font-family: pictos; + content: 'p'; + } + } + + .sheet-box, + .box { + border-radius: 0; + width: 10px; + height: 10px; + } + + .dot { + width: auto; + height: auto; + } + + p { + font-size: 1.0rem; + width: 96%; + color: var(--invertedBackColor); + &.bullet::before { + font-family: pictos; + content: ']'; + position: relative; + right: 5px; + } + &.indent { + position: relative; + left: 20px; + } + &.colon { + font-family: var(--titleFont); + font-size: 1.1rem; + font-weight: bold; + position: relative; + top: 3px; + &::after{content: '\003A';} /* CSS colon : entity \003A : html : */ + } + &.macro { + position: relative; + bottom: -8px; + left: 5px; + } + } + + + .auto-expand { + overflow: hidden; /* hides overflow that is caused by the span */ + position: relative; /* Allows the input's absolute positioning to be relative to this parent div */ + min-width: 100px; /* Whatever feels good to you, prevents a new span from collapsing to 0. */ + max-height: 200px; + width: fit-content; + // height: fit-content; /* Will fit the width to the contents without going outside itself or collapsing smaller than its content, though we will be using min-width in the case where there's no content. */ + height: 25% !important; /* Prevent the span from defining the height of the input container which can't be multiline */ + } + .auto-expand span { + visibility: hidden; + height: 0px; + position: relative; + } + .auto-expand input { + position: absolute; /* removes the input from the DOM flow, allowing the span to exist in the same space */ + width: 100%; /* Inputs match the width of the parent element as defined by the spans */ + font-size: 1em; + } +} \ No newline at end of file diff --git a/ICON RPG [MassifPress]/mixins/scss/_nav.scss b/ICON RPG [MassifPress]/mixins/scss/_nav.scss new file mode 100644 index 0000000000..14f58dfcd1 --- /dev/null +++ b/ICON RPG [MassifPress]/mixins/scss/_nav.scss @@ -0,0 +1,59 @@ +@use '_mixinsandplaceholders'; + +ul.nav-tabs.nav{ + position:sticky; + top:0; + background-color: var(--r20white); + z-index:9999; + margin-bottom:0px; +} +#main-nav{ + display: flex; + flex-wrap: wrap; + align-items: center; + gap: var(--tiny-gap); + position:sticky; + top:40px; + background-color: var(--r20white); + padding: var(--tiny-gap) 0 0; + margin-bottom: var(--big-gap); + border-bottom: 1px solid #dddddd; + z-index: 999; + box-shadow: 30px 0 var(--backColor),-30px 0 var(--backColor); + color: var(--fontColor); +} +// #settings{ +// display:flex; +// flex-wrap:wrap; +// gap:var(--half-gap); +// h2{ +// width:100%; +// } +// .input-label *{ +// width:auto; +// } +// } +// .nav-display{ +// &:not(.active){ +// display:none !important; +// } +// } + + +.narrative, +.tactics, +.journal, +.roster, +.settings { + display: none; +} + +/* show the selected tab */ + +.tabs__toggle[value="narrative"] ~ article.narrative, +.tabs__toggle[value="tactics"] ~ article.tactics, +.tabs__toggle[value="journal"] ~ article.journal, +.tabs__toggle[value="roster"] ~ article.roster, +.tabs__toggle[value="settings"] ~ article.settings { + display: grid; +} diff --git a/ICON RPG [MassifPress]/mixins/scss/_radiosandcheckboxes.scss b/ICON RPG [MassifPress]/mixins/scss/_radiosandcheckboxes.scss new file mode 100644 index 0000000000..7808cc227e --- /dev/null +++ b/ICON RPG [MassifPress]/mixins/scss/_radiosandcheckboxes.scss @@ -0,0 +1,521 @@ +@use '_mixinsandplaceholders'; + +.action-dots { + width: 40%; + display: flex; + justify-content: center; + align-items: center; +} +/* Hide actual radio */ +input[type="radio"].fill-left { + opacity: 0; + width: 20px; + height: 20px; + position: relative; + top: -2px; + left: 9px; + margin: -10px; + cursor: pointer; + z-index: 1; + + /* Fake radio */ + &.dots + span::before { + margin-right: 4px; + border: solid 2px var(--borderColor); + line-height: 18px; + display: inline-block; + content: ""; + background-color: var(--purple); + width: 18px; + height: 18px; + font-size: 24px; + + -webkit-font-smoothing: antialiased; + -moz-border-radius: 50%; + -webkit-border-radius: 50%; + border-radius: 50%; + } + + /* Remove dot from all radios _after_ selected one */ + &.dots:checked ~ input[type="radio"] + span::before { + background-color: transparent; + border-color: var(--invertedBackColor); + } + + &.dots:not(:checked):hover ~ input[type="radio"] + span::before { + opacity: 0.25; + } + + &.diamonds + span::before { + margin-right: 6px; + border: solid 2px var(--borderColor); + line-height: 16px; + display: inline-block; + content: ""; + background-color: var(--orange); + width: 16px; + height: 16px; + font-size: 24px; + + -webkit-font-smoothing: antialiased; + -moz-border-radius: 10%; + -webkit-border-radius: 10%; + border-radius: 10%; + + transform: rotate(45deg); + } + + &.diamonds:checked ~ input[type="radio"] + span::before { + background-color: transparent; + border-color: var(--invertedBackColor); + } + + &.diamonds:not(:checked):hover ~ input[type="radio"] + span::before { + opacity: 0.25; + } + + &.radio-zero:hover + span::before { + background-color: transparent; + font-family: "Pictos"; + content: "*"; + color: var(--fontColor); + position: relative; + top: -2px; + } + + &.diamonds.radio-zero:hover + span::before { + transform: rotate(0deg); + } + + &.gore + span::before { + background-color: var(--red-dk); + } + + &.gore:not(.radio-zero):checked + span::after { + font-family: "Pictos"; + content: "Y"; + width: 0px; + position: relative; + color: var(--fontColor); + top: -7px; + left: -4px; + margin: 0px; + } + + &.gore:not(:checked):hover ~ input[type="radio"] + span::before { + border-color: var(--red-lt); + } + + &.gore:not(:checked):hover ~ input[type="radio"] + span::after { + color: var(--red-lt); + opacity: 0.4; + } + + &.resource-small + span::before { + width: 13px !important; + height: 13px !important; + font-size: 20px; + } + + &.resource-smaller + span::before { + width: 11px !important; + height: 11px !important; + font-size: 16px; + } + + &.resource-smallerer + span::before { + width: 9px !important; + height: 9px !important; + font-size: 13px; + } +} + +.action-checkboxes { + display: flex; + justify-content: center; + align-items: center; +} + +input[type="checkbox"].checkbox { + -moz-appearance:none; + -webkit-appearance:none; + -o-appearance:none; + + -webkit-font-smoothing: antialiased; + -moz-border-radius: 10%; + -webkit-border-radius: 10%; + border-radius: 10%; + + margin: 2px; + width: 20px !important; + height: 20px !important; + border: 2px solid var(--invertedBackColor) !important; + background-color: transparent; + + &:checked { + border: 2px solid var(--borderColor) !important; + color: var(--invertedFontColor); + } + + &.up:checked::after { + font-family: "Pictos"; + content: "{"; + position: relative; + left: 2px; + top: -2px; + } + + &.down:checked::after { + font-family: "Pictos"; + content: "}"; + position: relative; + left: 2px; + top: -3px; + } + + &.tick:checked::after { + font-family: "Pictos"; + content: "3"; + position: relative; + left: 1px; + top: -2px; + } + + &.cross:checked::after { + font-family: "Pictos"; + content: "*"; + position: relative; + left: 1.5px; + top: -2.5px; + } + + &.star { + -moz-border-radius: 50%; + -webkit-border-radius: 50%; + border-radius: 50%; + } + + &.star:checked::after { + font-family: "Pictos"; + content: "S"; + font-size: 1.1rem; + position: relative; + text-align: center; + vertical-align: middle; + top: -5px; + } + + &.talent { + width: 20px !important; + margin: 0px !important; + font-family: var(--serifFont); + } + + &.I:checked::after { + content:"I"; + position: relative; + text-align: center; + vertical-align: middle; + top: -5px; + left: 4px + } + + &.II:checked::after { + content:"II"; + position: relative; + text-align: center; + vertical-align: middle; + top: -5px; + left: 1px + } + + &.magenta:checked { + background-color: var(--magenta) !important; + } + + &.magenta:hover { + background-color: var(--magenta) !important; + opacity: 0.5; + } + + &.orange:checked { + background-color: var(--orange) !important; + } + + &.orange:hover { + background-color: var(--orange) !important; + opacity: 0.5; + } + + &.black:checked { + background-color: var(--r20black) !important; + } + + &.black:hover { + background-color: var(--invertedBackColor) !important; + } +} + +// .action-dots { +// width: 50%; +// display: inline-grid; +// grid-template-columns: auto auto auto auto auto auto auto auto auto auto; +// } + +// input[type="radio"].fill-left { +// // -webkit-appearance: none; +// // opacity: 0; +// position: relative; +// left: 1rem; +// cursor: pointer; +// z-index: 1; +// font-weight: normal !important; +// // margin: 3px; +// // padding: 0.1em; + +// &+ span::before { +// border: solid 2px var(--off-black) !important; +// line-height: 1.1rem; +// text-align: middle; +// display: inline-block; +// vertical-align: middle; + +// -moz-box-shadow: 0 0 0px var(--black); +// -webkit-box-shadow: 0 0 0px var(--black); +// box-shadow: 0 0 0px var(--black); + +// content: ""; +// color: var(--white); +// font-size: 20px; +// background: transparent; +// background-color: var(--purple); +// width: 1.1rem; +// height: 1.1rem; +// z-index: 11; + +// -webkit-font-smoothing: antialiased; +// -moz-border-radius: 50%; +// -webkit-border-radius: 50%; +// border-radius: 50%; +// padding: 0.1rem; +// } + +// &:hover ~ input[type="radio"] + span::before { +// content: ""; +// background-color: var(--magenta); +// opacity: 0.5; +// } + +// &:checked::before ~ input[type="radio"] + span::before { +// content: ""; +// background: transparent; +// background-color: none; +// } +// } + +// input[type="radio"].cb-rad-sml + span::before { +// line-height: 14px !important; +// width: 14px !important; +// height: 14px !important; +// font-size: 16px !important; +// } + +// input[type="radio"].cb-rad-smlr + span::before { +// line-height: 12px !important; +// width: 12px !important; +// height: 12px !important; +// font-size: 15px !important; +// } + +input.radio-zero { + position: relative; +} + +input.radio-zero:checked + span::before { + opacity: 0; +} + +input.radio-zero:hover + span::before { + opacity: 0.25; + font-size: 25px; + font-family: "Pictos"; + content: "*"; + background: none; + background-color: none !important; + border-color: transparent !important; + color: var(--black); + top: 2px; + left: 2px; +} + +input.radio-zero + span::before { + opacity: 0; +} + + // display: flex; + // align-self: center; + // // opacity: 0; + // // -webkit-appearance: none; + // // position: absolute; + // cursor: pointer; + // width: 2rem; + // height: 2rem; + + // &.dots + span::before { + // position: relative; + // border: solid 2px var(--borderColor); + // line-height: 1rem; + // text-align: middle; + // display: inline-block; + // vertical-align: middle; + + // -moz-box-shadow: 0 0 0px var(--borderColor); + // -webkit-box-shadow: 0 0 0px var(--borderColor); + // box-shadow: 0 0 0px var(--borderColor); + + // // font-family: "Pictos"; + // content: ""; + // color: var(--invertedFontColor); + // font-size: 1px; + // background: transparent; + // background-color: var(--purple); + // width: 1rem; + // height: 1rem; + // z-index: 11; + + // -webkit-font-smoothing: antialiased; + // -moz-border-radius: 50%; + // -webkit-border-radius: 50%; + // border-radius: 50%; + // padding: 3px; + // } + + // &.dots + span:hover { + // background: transparent; + // background-color: var(--magenta); + // } + + // &.dots:checked ~ input[type="radio"] + span::before { + // content: ""; + // background: transparent; + // background-color: none; + // } + + // &.radio-clearer:hover + span::before { + // font-family: "pictos"; + // opacity: 0.25; + // font-size: 1rem; + // content: "*"; + // background: none; + // background-color: none; + // border-color: transparent; + // color: var(--fontColor); + // } + + + +@each $value in 2,3,4,5,6,7,8 { + .resource div.resource_#{$value} { + display: none; + } + .resource .resource-switch[value="#{$value}"] ~ div.resource_#{$value} { + display: block; + } +} + + +// .resource-radio { +// // -webkit-appearance: none; +// // opacity: 0; +// position: absolute; +// width: 18px; +// height: 18px; +// cursor: pointer; +// z-index: 10; +// font-weight: normal !important; +// margin: 3px; +// padding: 0.5em; + +// CHECKBOX RADIO +// &span::before { +// border: solid 2px var(--off-black); +// line-height: 18px; +// text-align: middle; +// display: inline-block; +// vertical-align: middle; + +// -moz-box-shadow: 0 0 0px var(--black); +// -webkit-box-shadow: 0 0 0px var(--black); +// box-shadow: 0 0 0px var(--black); + +// font-family: "Pictos"; +// content: "3"; +// color: var(--white); +// font-size: 20px; +// background: transparent; +// background-color: var(--purple); +// width: 18px; +// height: 18px; +// z-index: 11; + +// -webkit-font-smoothing: antialiased; +// -moz-border-radius: 10%; +// -webkit-border-radius: 10%; +// border-radius: 10%; +// padding: 3px; +// } + +// &:hover ~ input[type="radio"] + span::before { +// content: ""; +// background-color: var(--purple-half); + +// font-family: "Pictos"; +// content: "*"; +// color: var(--white); +// } + +// &:checked::before ~ input[type="radio"] + span::before { +// content: ""; +// background: transparent; +// background-color: none; +// } +// } + +// // input[type="radio"].cb-rad-sml + span::before { +// // line-height: 14px !important; +// // width: 14px !important; +// // height: 14px !important; +// // font-size: 16px !important; +// // } + +// // input[type="radio"].cb-rad-smlr + span::before { +// // line-height: 12px !important; +// // width: 12px !important; +// // height: 12px !important; +// // font-size: 15px !important; +// // } + +// input.checkbox-radio-zero { +// position: relative; +// } + +// input.checkbox-radio-zero:checked + span::before { +// opacity: 0; +// } + +// input.checkbox-radio-zero:hover + span::before { +// opacity: 0.25; +// font-size: 25px; +// font-family: "Pictos"; +// content: "*"; +// background: none; +// background-color: none; +// border-color: transparent; +// color: var(--black); +// top: 2px; +// left: 2px; +// } + +// input.checkbox-radio-zero + span::before { +// opacity: 0; +// } \ No newline at end of file diff --git a/ICON RPG [MassifPress]/mixins/scss/_rolltemplate.scss b/ICON RPG [MassifPress]/mixins/scss/_rolltemplate.scss new file mode 100644 index 0000000000..bd3556fd9c --- /dev/null +++ b/ICON RPG [MassifPress]/mixins/scss/_rolltemplate.scss @@ -0,0 +1,185 @@ +//- One of the effects of Roll20's aggressive sanitization is that we can't define a default font-size +//- in the html element for roll templates like we did for the character sheet. +//- This means, that unless we want to base all our sizes off of the default Roll20 font size of 10px, +//- we'll want to define a font-size in our roll template, and then use the em unit to size our text. +//- Roll templates can have hyperlinks in them, which means we need to style  tags. +//- Additionally, ability and API command buttons are also hyperlinks themselves, +//- so we'll want to style these specifically as well. +//- Any 'inlinerollresults' should be styled as well +@use '_mixinsandplaceholders'; + +.by, .message, +.sheet-by, .sheet-message, +.em, .strong { + color:var(--fontColor); +} + +.sheet-rolltemplate-icon { + @extend %universalVariables; + @extend %defaultStyles; + --templateFontSize: 16px; + --critColor: var(--magenta); + --fumbleColor: var(--orange); + --importantColor: var(--purple); + --headerBackColor: var(--grey-lt); +} + +.sheet-rolltemplate-darkmode { + --critColor: var(--green-lt); + --fumbleColor: var(--red-lt); + --importantColor: var(--blue-lt); + --headerBackColor: var(--grey-dk); +} + +.sheet-rolltemplate-icon { + text-justify: inter-word; + padding-bottom:var(--grid-gap); + //If the template is output with the chat avatar being displayed, give the chat avatar some more room so that we don't overlap it. + &:not(:first-child){ + margin-top:15px; + } + .sheet-header{ + display:grid; + border: 1px solid var(--borderColor); + background-color: var(--headerBackColor); + padding: var(--half-gap); + margin-inline: calc(var(--half-gap) * -1); + h3{ + justify-self:start; + } + h4{ + justify-self:end; + } + } + // CSS to show/hide our success/failure message + .sheet-result-controller{ + &.sheet-result-true ~ .sheet-result-display-false, + &.sheet-result-false ~ .sheet-result-display-true{ + display:none + } + } + .sheet-result-display-false{ + color:var(--fumbleColor); + } + .sheet-result-display-true{ + color:var(--critColor); + } + //Our content wrapper + .sheet-template{ + //We can't set the default font size in the html element in rolltemplates like we did in the sheet. This means that the rem unit uses the default Roll20 font-size of 10px. Because of this we're going to set the font-size on the overall container, and then use the em unit for out font sizes in the roll template. + font-size:var(--templateFontSize); + + display:grid; + gap:var(--half-gap); + + //applying the same paper background that we used for our sections + border:var(--half-gap) solid transparent; + //a fall back background-color for if our image doesn't load. + background-color: var(--backColor); + filter:drop-shadow(var(--shadowColor1) 0px 3px 6px) drop-shadow(var(--shadowColor2) 0px 3px 6px); + padding:var(--half-gap); + span, + span *, + h5, + h5 *{ + font-size:1em; + } + h5{ + font-weight:bold; + text-align:left; + } + h3, + h3 *{ + font-size:1.25em; + } + h4, + h4 *{ + font-size:1em; + } + //Our basic rows of the template are going to be laid out with flex-box so that if the content of the field is short, it will be displayed on a single line. If the content is long, the row will display as a header over the content. + .sheet-template-row{ + display:flex; + flex-wrap:wrap; + gap:var(--half-gap); + justify-content: space-between; + align-items:center; + line-height: 27px; + } + //Our areas that we expect longer content to exist in will have a border on the top to help visually separate them. + .sheet-template-row--text{ + border-top:2px solid var(--fontColor); + } + .sheet-template-row--summary{ + justify-content:center; + } + //The content of our fields will be height restricted so that a chat output has less of a chance of taking up too much space in the chat. Note that this limits the ability of the template to take up space, it does not wholly prevent it from becoming unwieldably large. + .sheet-description{ + max-height:20rem; + overflow-y:auto; + white-space: pre-wrap; + color:var(--fontColor); + } + + //Styling for links in our roll template. This will override the in your face styling of the default Roll20 ability and API command buttons. + a{ + position: relative; + left: -10px; + padding:2px; + //For links that are not ability/API command buttons, we want to decorate them as a standard link. + &:not([href^="!"]), + &:not([href^="~"]){ + color:var(--fontColor); + border:none; + text-decoration: underline; + } + //For our ability/API command buttons, we want to make them visually distinct, but keep them displaying inline with the rest of the text around them. + &[href^="!"], + &[href^="~"]{ + // @extend %buttonInteraction; + border-radius:5px; + color:var(--backColor); + background-color:var(--fontColor); + text-decoration:none; + padding-inline:var(--tiny-gap); + } + } + + //Styling our inline roll result + .inlinerollresult{ + //We want our inline rolls to visually pop so that they are easily identifiable + font-size:1.25em; + position: relative; + color:var(--fontColor); + + //We'll be looking at computed values in the javascript, but if we send a placeholder value to chat, we don't want to display the hover tooltip for it because it will not give any useful information. + &[title*="[computed value]"], + &[original-title*="[computed value]"]{ + pointer-events: none; + } + //The default Roll20 inline roll styling does not flow as well inside text. We want to get rid of the border, background and padding. + &, + &.fullcrit, + &.fullfail, + &.importantroll{ + border: none; + background-color: transparent; + padding:0; + } + + //And then apply roll state specific styling, in this case, just coloring the rolls. + &.fullcrit{ + color: var(--critColor); + } + &.fullfail{ + color: var(--fumbleColor); + } + &.importantroll{ + color: var(--importantColor); + } + } + + .sheet-result > .inlinerollresult { + left:-8px; + } + } +} \ No newline at end of file diff --git a/ICON RPG [MassifPress]/mixins/scss/_statsanddropdowns.scss b/ICON RPG [MassifPress]/mixins/scss/_statsanddropdowns.scss new file mode 100644 index 0000000000..494698598b --- /dev/null +++ b/ICON RPG [MassifPress]/mixins/scss/_statsanddropdowns.scss @@ -0,0 +1,169 @@ +@use 'mixins/scss/_mixinsandplaceholders'; + +.input-label { + width: auto; +} + +label.input-label .numb-label { + width: 80px; +} + +input.action-label { + width: 50% !important; +} + +input.burden { + width: 98% !important; + text-align: center; + align-items: center; +} + +div.chapter-select { + width: 90px !important; + // position: relative; + // top: 2px; +} + +select.chapter-select { + background-color: var(--backColor); + font-family: var(--serifFont); + position: relative; + top: 3px; + height: 26px; +} + +input.burden-penalty { + position: relative; + left: -22%; + min-width: 66px !important; + text-align: left; + align-items: left; +} + +p.burden-penalty { + position:relative; + left: -5%; + top: 8px; +} + +input[type="text"].power { + width: 120% !important; + min-width: 120px; +} + +span.dust { + color: var(--orange) !important; + padding: 5px !important; +} + +input.dust { + height: 40px !important; + width: 100% !important; + font-size: 1.4rem !important; + color: var(--fontColor) !important; + text-shadow: 0 0 2px var(--orange); + &.ability-info { + height: 26px !important; + font-size: 1rem !important; + } +} + +span.xp { + color: var(--purple) !important; + padding: 5px !important; +} + +input.xp { + height: 40px !important; + width: 100% !important; + font-size: 1.4rem !important; + color: var(--fontColor) !important; + text-shadow: 0 0 2px var(--purple); +} + +.color-receiver { + background-color: var(--magenta); + // fallback color, for if the hidden 'color-control' input is not placed before the selector +} + +select.color-receiver { + color: var(--white) !important; + border-radius: 0px !important; +} + +.color-control[value=general], .color-control[value=unique], .color-control[value=custom] { + &~ .color-receiver { + background-color: var(--purple) !important; + } +} +.color-control[value=stalwart], .color-control[value=heavy] { + &~ .color-receiver { + background-color: var(--red) !important; + } +} +.color-control[value=vagabond], .color-control[value=skirmisher] { + &~ .color-receiver { + background-color: var(--yellow) !important; + } +} +.color-control[value=mendicant], .color-control[value=leader] { + &~ .color-receiver { + background-color: var(--green) !important; + } +} +.color-control[value=wright], .color-control[value=artillery] { + &~ .color-receiver { + background-color: var(--blue) !important; + } +} +.color-control[value=npc], .color-control[value=mob], .color-control[value=inactive], .color-control[value=unequipped] { + &~ .color-receiver { + background-color: var(--grey) !important; + } +} + +input.bloodied-receiver { + color: var(--green-dk); +} + +.bloodied-control[value='1'] ~ input.bloodied-receiver { + color: var(--red-dk); + text-shadow: 0 0 1px var(--red), 0 0 1px var(--red); + &.bloodied-receiver[value='0'] { + background-color: var(--grey-dk) !important; + } +} + +select.damage-die, select.type { + width: 50%; +} + +.job-h1-receiver { + height:39px !important; + width:100% !important; + border-radius:0% !important; + color:white !important; + &::placeholder { + text-shadow: 0 0 2px white, 0 0 2px white; + } +} + +div.wealth { + height: auto; + & > input.wealth { + height: 30px; + // min-width: 200px !important; + width: 100% !important; + text-overflow: ellipsis; + } +} + +input.ability-info { + width: 32% !important; + text-overflow: ellipsis; +} + +select.type { + margin-bottom: 0px; + font-size: 1.1rem; +} \ No newline at end of file diff --git a/ICON RPG [MassifPress]/prepros.config b/ICON RPG [MassifPress]/prepros.config new file mode 100644 index 0000000000..1672cdf3f5 --- /dev/null +++ b/ICON RPG [MassifPress]/prepros.config @@ -0,0 +1,942 @@ +{ + "version": "7", + "about": "This is a Prepros (https://prepros.io) configuration file. You can commit this file to a git repo to backup and sync project configurations.", + "config": { + "proxy": { + "enable": false, + "target": "", + "useLocalAssets": false + }, + "reload": { + "enable": true, + "delay": 0, + "animate": true, + "afterUpload": false + }, + "sync": { + "enable": false, + "mouse": true, + "keyboard": true, + "form": true, + "scroll": true + }, + "watcher": { + "enable": true, + "maxFiles": 2000, + "usePolling": false, + "pollingInterval": 500, + "extensions": [ + ".html", + ".htm", + ".php" + ], + "ignore": { + "patterns": [ + ".*", + "wp-admin", + "wp-includes", + "node_modules", + "Prepros Export", + "bower_components" + ], + "exceptions": [] + } + }, + "exporter": { + "ignore": { + "patterns": [ + ".*", + "desktop.ini", + "prepros.cfg", + "node_modules", + "Prepros Export", + "prepros.config", + "prepros-6.config", + "*-original.jpg", + "*-original.jpeg", + "*-original.png", + "*-original.svg", + "*.scss", + "*.sass", + "*.less", + "*.pug", + "*.jade", 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} + }, + "svg": { + "extensions": [ + ".svg" + ], + "tasks": [ + { + "task": "svg", + "enable": true + } + ], + "output": { + "extension": ".svg", + "type": "SOURCE_RELATIVE", + "relativePath": "" + } + } + }, + "files": [ + { + "file": "system.css", + "config": { + "autoCompile": true + } + } + ] + } +} diff --git a/ICON RPG [MassifPress]/preview.jpg b/ICON RPG [MassifPress]/preview.jpg new file mode 100644 index 0000000000..5d906c8147 Binary files /dev/null and b/ICON RPG [MassifPress]/preview.jpg differ diff --git a/ICON RPG [MassifPress]/readme.md b/ICON RPG [MassifPress]/readme.md new file mode 100644 index 0000000000..586cdfd75c --- /dev/null +++ b/ICON RPG [MassifPress]/readme.md @@ -0,0 +1,65 @@ +# ICON RPG Character Sheet for Roll20 + +Welcome to the full documentation for this unoffocial ICON character sheet. + +This sheet is designed for use with the [ICON](https://massif-press.itch.io/icon) system by Massif Press. This is an unofficial sheet made with the aid of Scott C's [K-scaffold](https://kurohyou.github.io/Roll20-Snippets/index.html?v=1.1). Almost all of the core functionality of the game, as of version 1.45, is accessible via this sheet. +Rules reminders are built in and can be hidden or show by clicking orange 'i' in the top right of each section. +The sheet is also flexible enough to hopefully allow for homebrew rules and custom features. +I hope you enjoy! + +![preview](https://raw.githubusercontent.com/Seraaron/roll20-character-sheets/master/ICON%20RPG%20%5BMassifPress%5D/preview.jpg) + +[report a bug](https://github.com/Seraaron/roll20-character-sheets/issues) + +### Fonts +Note that this sheet makes use of GOOGLE fonts via +``` +@import url("https://fonts.googleapis.com/css?family=Atkinson+Hyperlegible:ital,wght@0,400;0,700;1,400;1,700|Jost:ital,wght@0,400;0,700;1,400;1,700|PT+Mono|PT+Sans+Caption:wght@400;700|PT+Serif+Caption&display=swap"); +``` +These should be imported automatically by your browser, but in the event that they aren't you can download and install them yourself here: +- [Jost](https://fonts.google.com/specimen/Jost) +- [Atkinson Hyperlegible](https://fonts.google.com/specimen/Atkinson+Hyperlegible) +- [PT Mono](https://fonts.google.com/specimen/PT+Mono), [PT Sans Caption](https://fonts.google.com/specimen/PT+Sans+Caption), & [PT Serif Caption](https://fonts.google.com/specimen/PT+Serif+Caption) + +## Changelog + +#### v0.4.3 (23-01-21) +- Made class resources into a repeating segment +- Added light and heavy attacks separately +- Added bonus damage prompt and fixed critical damage not displaying separately +- Moved save target to tactics tab +- Added a 'whack' button + +### v0.4 LIVE (23-01-14) +- Wrote this readme, and the json file, made a [tipee](https://en.tipeee.com/seraaron/), and generally got the sheet ready for live use on roll20 +- Added lots of new CSS stylization to make it all look pretty +- Fixed fill left bug by reverting to older style involving spans +- Added action roll macro +- Stylized the roll templates +- Added all json translations in english +- Changed appearance of roll buttons +- Added action rolls using conditionals in roll template + +### v0.3 BETA (23-01-14) +- Added preliminary darkmode functionality +- Added preliminary roll template / macro functionality +- Partially fixed tab impersistence +- Fixed burden column scale +- Added 'roster' tab for foes & allies +- Added camp fixtures +- Fixed collapse checkbox global +- Fixed custom action names resetting +- Added ability info boxes + +### v0.2 ALPHA (22-12-14) +- Filled in the tactics, roster, and journal sections +- Fixed burden column scale (bug) and made them a rep. segment +- Begun work on sheetworkers +- Too many other changes to mention +- (suffice to say the sheet is basically whole at this point, if unfinished) + +### v0.1 PRE (22-12-05) +- Initial commit +- Mostly functional narrative and journal tabs (sans roll macros and sheetworkers) +- Tactics, Roster, and Settings tabs have headers as scaffolding but no major functionality +- Very likely to change destructively soon, this is just a 'save point' commit \ No newline at end of file diff --git a/ICON RPG [MassifPress]/rolltemplates/_icontemplate.pug b/ICON RPG [MassifPress]/rolltemplates/_icontemplate.pug new file mode 100644 index 0000000000..4fb33c6c7e --- /dev/null +++ b/ICON RPG [MassifPress]/rolltemplates/_icontemplate.pug @@ -0,0 +1,100 @@ +//- Note that rolletemplate classes still need the 'sheet-' prefix, even with CSE + ++templateWrapper(templateName) + .header + +templateConditionalDisplay('name') + h3 {{name}} + +characterLink + +templateConditionalDisplay('roll') + .template-row + .template-col + +templateConditionalDisplay('roll_name') + h5 {{roll_name}} + +templateConditionalDisplay('roll_name','invert') + h5(data-i18n='roll') + .template-col.sheet-center.sheet-result + |{{roll}} + +templateConditionalDisplay('target') + span(data-i18n='vs') + |**{{target}}** + +templateConditionalDisplay('hidden-calc') + .template-row + .template-col + h5(data-i18n='action roll') + //- This is checking wheter you have zero dice or not, and changes accordingly + .template-col.sheet-center.sheet-result + |{{#rollGreater() hidden-calc 0}}{{action-roll0}}{{/rollGreater() hidden-calc 0}} + |{{#rollLess() hidden-calc 1}}{{action-roll1}}{{/rollLess() hidden-calc 1}} + +templateConditionalDisplay('range') + .template-row + .template-col + h5(data-i18n='range').capitalize + .template-col.sheet-center.sheet-result + |{{range}} + +templateConditionalDisplay('damage') + .template-row + .template-col + h5(data-i18n='damage').capitalize + .template-col.sheet-center.sheet-result + |{{damage}} + .template-row--summary + |{{#rollGreater() bonus_damage 0}} + +templateConditionalDisplay('bonus_damage') + .template-row + .template-col.sheet-center + h5(data-i18n='bonus dmg') + .template-col.sheet-center.sheet-result + |{{bonus_damage}} + |{{/rollGreater() bonus_damage 0}} + |{{#rollGreater() roll 19}} + +templateConditionalDisplay('crit_damage') + .template-row + .template-col.sheet-center + h5(data-i18n='crit dmg') + .template-col.sheet-center.sheet-result + |{{crit_damage}} + |{{/rollGreater() roll 19}} + +templateConditionalDisplay('miss_damage') + .template-row + .template-col.sheet-center + h5(data-i18n='miss dmg') + .template-col.sheet-center.sheet-result + |{{miss_damage}} + +templateConditionalDisplay('text') + .template-row.template-row--text + span.description {{text}} + +templateConditionalDisplay('summary') + .template-row.template-row--summary + .template-col.sheet-center + h5|{{summary}} + +templateConditionalDisplay('info') + .template-row.template-row--summary + .template-col.sheet-center + h5|{{info}} + +templateConditionalDisplay('description') + .template-row.template-row--text + span.description + |*{{description}}* + +templateConditionalDisplay('effect') + .template-row.template-row--text + span.description + |**{{effect}}** + +templateConditionalDisplay('talent') + .template-row + .template-col + h4(data-i18n='talent') + |{{talent}} + +templateConditionalDisplay('mastery') + .template-row + .template-col + +templateConditionalDisplay('mastery_name') + h4 {{mastery_name}} + |{{mastery}} + +templateConditionalDisplay('mastery_name','invert') + h4(data-i18n='mastery') + |{{mastery}} + //- This template will be user extensible. User defined field/value combos will be displayed using the same format as other rows + +allProps({values:'character_name character_id name roll_name roll target action-roll0 action-roll1 hidden-calc damage range bonus_damage crit_damage miss_damage effect description text talent mastery_name mastery sheet-result progress max summary info'}) + .template-row.template-row--text + h5 {{key}} + span.description {{value}} \ No newline at end of file diff --git a/ICON RPG [MassifPress]/scaffold/_htmlelements.pug b/ICON RPG [MassifPress]/scaffold/_htmlelements.pug new file mode 100644 index 0000000000..3e93f08096 --- /dev/null +++ b/ICON RPG [MassifPress]/scaffold/_htmlelements.pug @@ -0,0 +1,1009 @@ +- + const varObjects = { + repeatingSectionDetails:[], + actionAttributes:[], + cascades:{ + attr_character_name:{ + name:'character_name', + type:'text', + defaultValue:'', + affects:[], + triggeredFuncs:['setActionCalls'], + listenerFunc:'accessSheet', + listener:'change:character_name'} + } + }; +- let selectName = null; +- let selectTitle = null; +- let repeatingPrefix = ''; +//- Element shortcut mixins + +//- @pugdoc + name: input + description: A generic mixin to create an input. The mixin will replace spaces in the attribute name with underscores and will add a title property if one isn't supplied that will inform the user what the attribute call for the attribute is. + arguments: + - {object} inputObj - An object describing the properties of the input just like they would be in a PUG or HTML element declaration, but in JS Object syntax. May also include a trigger property + attributes: + example: | + include _htmlelements.pug + +input({name:'my attribute',type:'text',class:'some-class',trigger:{affects:['other_attribute']}}) +mixin input(obj) + - obj.class = obj.class ? replaceProblems(obj.class) : undefined; + - obj.name = replaceSpaces(obj.name); + - obj.title = obj.title || attrTitle(obj.name); + - obj.name = `attr_${obj.name}`; + - const elementObj = makeElementObj(obj); + - addFieldToFieldsetObj(obj); + - storeTrigger(obj); + input&attributes(elementObj)&attributes(attributes) +//-End Mixin +//- @pugdoc + name: text + description: An alias for {@link input} that specifies the input type as text. See {@link input} for arguments. + arguments: + attributes: + example: | + include _htmlelements.pug + +text({name:'my attribute',class:'some-class',trigger:{affects:['other_attribute']}}) +mixin text(obj) + - obj.type = 'text'; + +input(obj) +//-End Mixin +//- @pugdoc + name: checkbox + description: An alias for {@link input} that specifies the input type as checkbox. See {@link input} for arguments. + arguments: + attributes: + example: | + include _htmlelements.pug +mixin checkbox(obj) + - obj.type = 'checkbox'; + +input(obj)&attributes(attributes) +//-End Mixin +//- @pugdoc + name: collapse + description: Alias for {@link checkbox} that creates a checkbox for us in collapse/expanding a section. Sets the checkbox to unchecked with a checked value of `1` and a class of `collapse`. Additional classes/ids can be applied by applying them inline to the mixin call. + arguments: + - {string} [name=collapse] - The name to use for the collapse element. Defaults to `collapse` + attributes: + example: | + include _htmlelements.pug + +collapse() +mixin collapse(name='collapse') + +checkbox({name,value:1,class:'collapse'})&attributes(attributes) +//- @pugdoc + name: radio + description: Alias for {@link input} that specifies `radio` as the input type. See {@link input} for arguments. + arguments: + attributes: + example: | + include _htmlelements.pug +mixin radio(obj) + - obj.type = 'radio'; + +input(obj) +//-End Mixin +//- @pugdoc + name: number + description: Alias for {@link input} that makes a number input. See {@link input} for arguments. + arguments: + attributes: + example: | + include _htmlelements.pug + +number({name:'my number',class:'some-class',trigger:{affects:['other_attribute']}}) +mixin number(obj) + - obj.type = 'number'; + +input(obj) +//-End Mixin +//- @pugdoc + name: range + description: Alias for {@link input} that makes a range input. See {@link input} for arguments. + arguments: + attributes: + example: | + include _htmlelements.pug + +range({name:'my range',class:'some-class'}) +mixin range(obj) + - obj.type = 'range'; + +input(obj) +//-End Mixin +//- @pugdoc + name: hidden + description: Alias for {@link input} that makes a hidden input. See {@link input} for arguments. + arguments: + attributes: + example: | + include _htmlelements.pug + +hidden({name:'my hidden attribute',class:'some-class',trigger:{triggeredFuncs:['someFunction']}}) +mixin hidden(obj) + - obj.type = 'hidden'; + +input(obj) +//-End Mixin +mixin radioGroup(objArray) + each obj in objArray + - obj.class = obj.class ? replaceProblems(obj.class) : undefined; + - obj.type='radio'; + +input(obj) +//-End Mixin +//- @pugdoc + name: fillLeft + description: A mixin that creates an html construction ready to be styled for use as a [fill-to-left section](https://wiki.roll20.net/CSS_Wizardry#Fill_Radio_Buttons_to_the_Left). + arguments: + - {object} radioObj - The object containing the details of the radio input to create. Similar to the {@link radio}, but the value property passed is used as the default checked value. + - {object} [divObj] - Optional object containing any details of the div to be applied such as class, id, or other properties. Class and ID can also be supplied by attaching them to the mixin invocation just like with a regular div. + - {array} valueArray - Array containing the values to be used for the fill to left construction. These should be in the order that they should be displayed left to right. + - {boolean} [noClear] - Optional argument that tells the mixin whether or not to apply the `fill-left__radio--clearer` class to the first radio button value. If falsy (or not passed), the class is applied. If truthy, the class is not applied. + example: | + include _htmlelements.pug + +fillLeft({ + radioObj:{name:'my radio'}, + divObj:{class:'some-custom-class'}, + valueArray:[1,2,3,4,5] + }) +mixin fillLeft({radioObj,divObj,valueArray,noClear}) + - divObj = divObj || {}; + .fill-left&attributes(divObj)&attributes(attributes) + each value,index in valueArray + - const usedObj = {...radioObj,value}; + - + usedObj.class = usedObj.class ? + `${usedObj.class} fill-left__radio` : + `fill-left__radio`; + if value === radioObj.value + - usedObj.checked = ''; + if !noClear && index === 0 + - usedObj.class = `${usedObj.class} radio-clearer`; + + +radio(usedObj) +//- End Mixin +//- @pugdoc + name: textarea + description: A mixin to create K-scaffold compatible textareas. + arguments: + - {object} textObj - See {@link input} for information on valid properties of the textObj. + attributes: + example: | + include _htmlelements.pug + +textarea({name:'my textarea',class:'some-class',trigger:{affects:['an_attribute']}}) +mixin textarea(obj) + - obj.class = obj.class ? replaceProblems(obj.class) : undefined; + - obj.name = replaceSpaces(obj.name); + - obj.title = obj.title || attrTitle(obj.name); + - obj.name = `attr_${obj.name}`; + - addFieldToFieldsetObj(obj); + - storeTrigger(obj); + - const elementObj = makeElementObj(obj); + textarea&attributes(elementObj) +//-End Mixin +//- @pugdoc + name: option + description: A mixin to create an option for use in a select. This mixin must be used within the block of a {@link select} mixin. The K-scaffold will associate the option's values and trigger with the select parent. See the {@link select} for example usage. + arguments: + - {object} optionObj - The object describing the option element + - {block} block - The contents of the option element + attributes: +mixin option(obj) + - obj.class = obj.class ? replaceProblems(obj.class) : undefined; + - const triggerObj = {...obj,name:selectName,title:selectTitle,type:'select'}; + - const elementObj = makeElementObj(obj); + - storeTrigger(triggerObj); + option&attributes(elementObj) + block +//-End Mixin +//- @pugdoc + name: select + description: A mixin to create a select element. Uses K-scaffold global variables to control how {@link option} mixins within the select's block behave. + arguments: + - {object} inputObj - The object describing the select + - {block} block - The content within the select + attributes: + example: | + include _htmlelements.pug + +select({name:'my select'}) + +option({value:'a value','data-i18n':'a translation key',trigger:{affects:['some_attribute']}}) + +option({value:'value 2','data-i18n':'translation 2'}) + +option({value:'value 3'}) + |Some Text we include via the option's block +mixin select(obj) + - obj.class = obj.class ? replaceProblems(obj.class) : undefined; + - obj.name = replaceSpaces(obj.name); + - obj.title = obj.title || attrTitle(obj.name); + - obj.name = `attr_${obj.name}`; + - selectName = obj.name; + - selectTitle = obj.title; + - addFieldToFieldsetObj(obj); + select&attributes(obj) + if block + block + else + +option({value:'empty select, PEBKAC',selected:true}) +//-End Mixin +//- @pugdoc + name: img + description: A mixin to create a sheet image element. Particularly useful when using the image attribute syntax. + arguments: + attributes: + example: | + include _htmlelements.pug + +img({name:'my image',class:'some-class'}) +mixin img(obj) + - obj.class = obj.class ? replaceProblems(obj.class) : undefined; + - obj['data-i18n-alt'] = obj['data-i18n-alt'] || obj.name; + - obj.name = replaceSpaces(obj.name); + - obj.title = obj.title || attrTitle(obj.name); + - obj.name = `attr_${obj.name}`; + img&attributes(obj) +//-End Mixin +//- @pugdoc + name: span + description: Creates a span element and formats the name of the span for compatibility with the Roll20 attribute system. + arguments: + - {object} attrObj - The object describing the span itself. + - {block} block - What is contained within the span + attributes: + example: | + include _htmlelements.pug + +span({name:'attribute backed span',trigger:{calculation:'calculateAttribute'}}) +mixin span(obj) + - obj.class = obj.class ? replaceProblems(obj.class) : undefined; + if obj.name + - obj.name = replaceSpaces(obj.name); + - obj.title = obj.title || attrTitle(obj.name); + - obj.name = `attr_${obj.name}`; + - addFieldToFieldsetObj(obj); + - const elementObj = makeElementObj(obj); + span&attributes(elementObj) + block + if obj.name + - obj.type = 'span'; + - storeTrigger(obj); +//-End Mixin +//- @pugdoc + name: div + description: Creates a div element and will properly format the name attribute of the div if it is provided + arguments: + - {object} divObj - The object describing the div + - {block} block - The contents of the div + attributes: + example: | + include _htmlelements.pug + +div({name:'background image'}) +mixin div(obj) + - obj.class = obj.class ? replaceProblems(obj.class) : undefined; + if obj.name + - obj.name = replaceSpaces(obj.name); + - obj.title = obj.title || attrTitle(obj.name); + - obj.name = `attr_${obj.name}`; + div&attributes(obj) + block +//-End Mixin +mixin h1(obj) + - obj.class = obj.class ? replaceProblems(obj.class) : undefined; + h1&attributes(obj) + block +//-End Mixin +mixin h2(obj) + - obj.class = obj.class ? replaceProblems(obj.class) : undefined; + h2&attributes(obj) + block +//-End Mixin +mixin h3(obj) + - obj.class = obj.class ? replaceProblems(obj.class) : undefined; + h3&attributes(obj) + block +//-End Mixin +mixin h4(obj) + - obj.class = obj.class ? replaceProblems(obj.class) : undefined; + h4&attributes(obj) + block +//-End Mixin +mixin h5(obj) + - obj.class = obj.class ? replaceProblems(obj.class) : undefined; + h5&attributes(obj) + block +//-End Mixin +mixin h6(obj) + - obj.class = obj.class ? replaceProblems(obj.class) : undefined; + h6&attributes(obj) + block +//-End Mixin +mixin p(obj) + - obj.class = obj.class ? replaceProblems(obj.class) : undefined; + p&attributes(obj) + block +//-End Mixin +//- @pugdoc + name: button + description: Creates a button element. Valid types are `roll` or `action`. If a type is not specified in the object argument, a roll button is created. If an action button is created, spaces in the name are replaced with dashes instead of underscores. + arguments: + - {object} buttonObj - The object describing the button + - {block} block - The contents of the button element + attributes: + example: | + include _htmlelements.pug + //A basic roll button + +button({name:'my button',value:'/r 3d10'}) + //An action button + +button({name:'my button',type:'action','data-i18n':'action button',trigger:{triggeredFuncs:['doSomethingOnClick']}}) +mixin button(obj, _attributes) + - obj.class = obj.class ? replaceProblems(obj.class) : undefined; + - obj.name = replaceSpaces(obj.name); + - obj.title = obj.title || buttonTitle(obj.name); + if obj.type === 'action' + - obj.name = `act_${obj.name}`; + else + - obj.type = 'roll'; + - obj.name = `roll_${obj.name}`; + - const elementObj = makeElementObj(obj); + if obj.type !== 'roll' + - storeTrigger(obj); + button&attributes(elementObj)&attributes(attributes) + block +//-End Mixin +//- @pugdoc + name: action + description: Alias for {@link button} that creates a button element with a type of `action`. Spaces in the name are replaced with dashes instead of underscores. + arguments: + attributes: + example: | + include _htmlelements.pug + +action({name:'my button','data-i18n':'action button',trigger:{triggeredFuncs:['doSomethingOnClick']}}) +mixin action(obj, _attributes) + - obj.class = obj.class ? replaceProblems(obj.class) : undefined; + - obj.type = 'action'; + - obj.name = obj.name.replace(/\s+/g,'-'); + +button(obj)&attributes(attributes) + block +//- End Mixin +//- @pugdoc + name: navButton + description: Alias for {@link button} that creates a button element with a type of `action` for use in nav buttons. Spaces in the name are replaced with dashes instead of underscores. The name is prefixed with `nav_`. A {@link trigger} object should be passed + arguments: + attributes: + example: | + include _htmlelements.pug + +navButton({name:'my button','data-i18n':'action button'}) +mixin navButton(obj) + - addIfUnique(obj.name,'navButtons'); + - obj.name = `nav ${obj.name}`; + +action(obj)&attributes(attributes) + block +//- End Mixin +mixin rollerExtras(obj) + - obj.class = obj.class ? `${replaceProblems(obj.class)} roller` : 'roller'; + - let attrName = replaceSpaces(actionInputName(obj.name)); + - let actionName = actionButtonName(attrName); + - obj.value = `@{${attrName}}`; + - actionObj = {name:actionName,hidden:''}; + - actionObj.trigger = obj.trigger || {listenerFunc:'initiateRoll'}; + block + - addIfUnique(`${repeatingPrefix}${attrName}`,'actionAttributes'); + +action(actionObj) + +hidden({name:attrName}) +//- End Mixin +//- @pugdoc + name: roller + description: Creates a multi element construction made of a hidden input, a roll button, and a hidden action button. On sheet load, or character sheet name change, the hidden input is updated with an ability call to the action button. The roll button refers to the hidden input as its value. This allows for an action button to be used to call custom roll parsing (or other sheet functionality) while retaining the ability to drag the button to the macro bar. Uses the same arguments as {@link button}. A trigger should be passed, and will be associated with the action button's name. + arguments: + attributes: + example: | + include _htmlelements.pug + +roller({name:'my button','data-i18n':'action button',trigger:{triggeredFuncs:['doSomethingOnClick']}}) +mixin roller(obj) + +rollerExtras(obj) + - let rollObj = {...obj}; + - delete rollObj.trigger; + +button(obj) + block +mixin section(obj) + - obj.class = obj.class ? replaceProblems(obj.class) : undefined; + section&attributes(obj) + block +//-End Mixin +mixin main(obj) + - obj.class = obj.class ? replaceProblems(obj.class) : undefined; + main&attributes(obj) + block +//-End Mixin +mixin header(obj) + - obj.class = obj.class ? replaceProblems(obj.class) : undefined; + header&attributes(obj) + block +//-End Mixin +mixin footer(obj) + - obj.class = obj.class ? replaceProblems(obj.class) : undefined; + footer&attributes(obj) + block +//-End Mixin +mixin details(obj) + - obj.class = obj.class ? replaceProblems(obj.class) : undefined; + details&attributes(obj) + block +//-End Mixin +mixin summary(obj) + - obj.class = obj.class ? replaceProblems(obj.class) : undefined; + summary&attributes(obj) + block +//-End Mixin +mixin label(obj) + - obj.class = obj.class ? replaceProblems(obj.class) : undefined; + label&attributes(obj) + block +//-End Mixin +//- @pugdoc + name: fieldset + description: A mixin that creates a fieldset for the creation of a repeating section. The mixin prefixes the name with `repeating_` and replaces problem characters (e.g. spaces are replaced with dashes). Additionally, the auto-generated title properties from the K-scaffold\'s mixins will include the proper repeating section information. + arguments: + - {string} name - The name of the repeating section. Will be prefixed with `repeating_` and spaces will be replaced with dashes (`-`). + - {object} [trigger] - Trigger that defines how to handle the removal of a row from the fieldset. `Optional` + - {string} addClass - Any additional classes that should be used for the repeating section. Note that these are not added to the fieldset itself as adding additional classes to the fieldset itself interferes with calling action buttons from chat, but are added to a span that precedes the fieldset. This allows styling of the repcontainer via a css declaration like `.bonus-class + fieldset + .repcontainer`. + attributes: + example: | + include _htmlelements.pug + //A basic fieldset declaration with a trigger + +fieldset({ + name:'fieldset', + trigger:{triggeredFuncs:['doWhenRemoved']} + }) + +text({name:'name'}) + + //A Fieldset with an added class + +fieldset({ + name:'fieldset', + trigger:{triggeredFuncs:['doWhenRemoved']}, + addClass:'some-class' + }) + +text({name:'name'}) +mixin fieldset({name,trigger,addClass}) + - name = name.replace(/\s+/g,'-'); + - let section = `repeating_${name}`; + - repeatingPrefix = `${section}_$X_`; + - createFieldsetObj(section) + if trigger + - storeTrigger({name:section,type:'fieldset',trigger}) + if addClass + span(hidden="" class=addClass) + fieldset(class=`${section}`) + block + - repeatingPrefix = ''; +//-End Mixin +//- @pugdoc + name: customControlFieldset + description: Alias for {@link fieldset} that creates to custom action buttons to add/remove rows to the repeating section. Useful when you need to trigger a sheetworker when a row is added. This also prevents the occassional error of a new row disappearing immediately after the user has clicked the button to create one. Proper use of this will require css to hide the default buttons that fieldsets create automatically. Note that currently this assumes the existence of an addItem and editSection sheetworker function. + arguments: + - {string} name - The name of the repeating section. Will be prefixed with `repeating_` and spaces will be replaced with dashes (`-`). + - {object} [trigger] - Trigger that defines how to handle the removal of a row from the fieldset. `Optional` + - {string} addClass - Any additional classes that should be used for the repeating section. Note that these are not added to the fieldset itself as adding additional classes to the fieldset itself interferes with calling action buttons from chat, but are added to a span that precedes the fieldset. This allows styling of the repcontainer via a css declaration like `.bonus-class + fieldset + .repcontainer`. + attributes: + example: | + include _htmlelements.pug + //A basic customControlfieldset declaration with a trigger + +customControlfieldset({ + name:'fieldset', + trigger:{triggeredFuncs:['doWhenRemoved']} + }) + + //A customControlfieldset with an added class + +customControlfieldset({ + name:'fieldset', + trigger:{triggeredFuncs:['doWhenRemoved']}, + addClass:'some-class' + }) +mixin customControlFieldset({name,trigger,addClass}) + +action({name:`add ${name}`,class:'repcontrol-button repcontrol-button--add',trigger:{listenerFunc:'addItem'}}) + +action({name:`edit ${name}`,class:'repcontrol-button repcontrol-button--edit',trigger:{listenerFunc:'editSection'}}) + +fieldset({name,trigger,addClass}) + block +//- End Mixin +//- @pugdoc + name: repeating_section + description: A mixin that creates a section element with an h2, a space for column headers, and a {@link customcontrolfieldset} which can be styled to fit those column headers. The h2 labels the section via `aria-labelledby`. + arguments: + - {string} name - The name of the section as per {@link fieldset}. This name will also be added to the section's class list as `repeating-container--NAME`. If no id argument is passed, this is also used as the id of the section. + - {string} header - The translation key for the h2 element in the section + - {array} columnArr - Array of translation keys to use as column headers. These are added as h5's. + - {string} id - An id to use for the section element. + attributes: + example: | + include _htmlelements.pug + +repeating_section('attacks','weapons',['name','bonus','damage','property'],'atk') + +text({name:'name'}) + +number({name:'bonus'}) + +text({name:'damage'}) + +text({name:'properties'}) +mixin repeating_section(name,header,columnArr,id) + section(class=`repeating-container--${name} repeating-container section` id=`${(id||name).replace(/\s+/g,'-')}`) + if header + h2(data-i18n=header) + if columnArr + .repeat-columns + each head in columnArr + h5(data-i18n=head) + +customControlFieldset(name) + block +//- End Mixin +//- @pugdoc + name: inlineFieldset + description: An alias for {@link fieldset} that creates a fieldset with an added class that can be easily hooked into via CSS to style the fieldset for inline display. + arguments: + - {string} name - The name of the repeating section. Will be prefixed with `repeating_` and spaces will be replaced with dashes (`-`). + - {object} [trigger] - Trigger that defines how to handle the removal of a row from the fieldset. `Optional` + - {string} addClass - Any additional classes that should be used for the repeating section. Note that these are not added to the fieldset itself as adding additional classes to the fieldset itself interferes with calling action buttons from chat, but are added to a span that precedes the fieldset. This allows styling of the repcontainer via a css declaration like `.bonus-class + fieldset + .repcontainer`. + attributes: + example: | + include _htmlelements.pug + +inlineFieldset({ + name:'fieldset', + trigger:{triggeredFuncs:['doWhenRemoved']}, + addClass:'some-class' + }) +mixin inlineFieldset({name,trigger,addClass}) + - addClass = addClass ? `${addClass} inline-fieldset` : 'inline-fieldset'; + - varObjects.inlineFieldsets = varObjects.inlineFieldsets || []; + - varObjects.inlineFieldsets.push(name); + +fieldset({name,trigger,addClass}) + +radio({name:'display state',class:'display-control',value:'short-display',hidden:''}) + .inline-fieldset__summary.display-target + label.pointer + +checkbox({name:'collapse',value:1,hidden:'',trigger:{triggeredFuncs:['collapseSection']}}) + +span({name:'name',class:'inline-fieldset__summary__text'}) + +radio({name:'display state',class:'display-control',value:'display',checked:'',hidden:''}) + .inline-fieldset__detail.display-target + +collapse + block + +action({name:`add ${name}`,class:'repcontrol-button repcontrol-button--add repcontrol-button--inline',trigger:{listenerFunc:'sectionInteract'}}) + +action({name:`edit ${name}`,class:'repcontrol-button repcontrol-button--edit repcontrol-button--inline',trigger:{listenerFunc:'sectionInteract'}}) +//- End Mixin +//- @pugdoc + name: button-label + description: A mixin to create a combined button and input that are within the same container. Similar to {@link input-label}, but does not use a label. + arguments: + - {object} inputObj - An object describing the input to be paired with the button. This is the same object that you would pass to {@link input}. + - {object} buttonObj - An object describing the button to be paired with the input. This is the same object that you would pass to {@link button}. + - {object} divObj - An object describing the container div. Similar to the first two objects, but will most likely only have a `class` property if it is passed at all. + attributes: + example: | + include _htmlelements.pug + +button-label({ + inputObj:{name:'strength',type:'number',class:'underlined',value:10,trigger:{affects:['athletics']}}, + buttonObj:{name:'strength_roll',type:'roll',value:'/r 1d20+@{strength}'}, + divObj:{class:'strength'} + }) +mixin button-label({inputObj,buttonObj,divObj}) + if divObj + - divObj.class = divObj.class ? replaceProblems(divObj.class) : undefined; + - inputObj.class = inputObj.class ? replaceProblems(inputObj.class) : undefined; + - buttonObj.class = buttonObj.class ? replaceProblems(buttonObj.class) : undefined; + - inputObj.name = inputObj.name.replace(/\s+/g,'_'); + - buttonObj.name = (buttonObj.name || inputObj.name).replace(/\s+/g,'_'); + .input-label.input-label--button&attributes(divObj) + - inputObj.class = inputObj.class ? `${inputObj.class} input-label__input` : 'input-label__input'; + if spanObj + - buttonObj.class = buttonObj.class ? `${buttonObj.class} input-label__text` : 'input-label__text'; + +button(buttonObj) + +input(inputObj) +//-End Mixin +//- @pugdoc + name: roller-label + description: Similar to the construction created by {@link button-label}, except that it creates a {@link roller} construction instead of just a straight button. + arguments: + - {object} inputObj - An object describing the input to be paired with the button. This is the same object that you would pass to {@link input}. + - {object} buttonObj - An object describing the button to be paired with the input. This is the same object that you would pass to {@link button}. + - {object} divObj - An object describing the container div. Similar to the first two objects, but will most likely only have a `class` property if it is passed at all. + attributes: + example: | + include _htmlelements.pug + +roller-label({ + inputObj:{name:'strength',type:'number',class:'underlined',value:10,trigger:{affects:['athletics']}}, + buttonObj:{name:'strength_roll',type:'roll',value:'/r 1d20+@{strength}'}, + divObj:{class:'strength'} + }) +mixin roller-label({inputObj,buttonObj,divObj}) + +rollerExtras(buttonObj) + +button-label({inputObj,buttonObj,divObj}) +//-End Mixin +//- @pugdoc + name: action-label + description: Similar to the construction created by {@link button-label}, except that it specifcally creates an [action button](https://wiki.roll20.net/Button#Action_Button) as per {@link action}. + arguments: + - {object} inputObj - An object describing the input to be paired with the button. This is the same object that you would pass to {@link input}. + - {object} buttonObj - An object describing the button to be paired with the input. This is the same object that you would pass to {@link button}. + - {object} divObj - An object describing the container div. Similar to the first two objects, but will most likely only have a `class` property if it is passed at all. + attributes: + example: | + include _htmlelements.pug + +roller-label({ + inputObj:{name:'strength',type:'number',class:'underlined',value:10,trigger:{affects:['athletics']}}, + buttonObj:{name:'strength_roll',type:'roll',value:'/r 1d20+@{strength}'}, + divObj:{class:'strength'} + }) +mixin action-label({inputObj,buttonObj,divObj}) + - buttonObj.type = 'action'; + +button-label(inputObj,buttonObj,divObj) +//-End Mixin +//- @pugdoc + name: select-label + description: Similar to the construction created by {@link input-label}, except that the input is replaced with a select. + arguments: + - {string} label - The translation key to use for the span. If not passed, then the spanObj must be passed with a translation key + - {object} inputObj - An object describing the select to be paired with the button. This is the same object that you would pass to {@link select}. + - {object} [divObj] - An object describing the container label. Similar to the inputObj, but will most likely only have a `class` property if it is passed at all. + - {object} [spanObj] - An object describing the span to be paired with the input. This is the same object that you would pass to {@link span}. + - {block} block - The mixin uses the pug block as the content of the select. + attributes: + example: | + include _htmlelements.pug + +select-label({ + label:'Whisper to GM', + inputObj:{name:'whisper'}, + divObj:{class:'div-class'}, + spanObj:{class:'span-class'} + }) + +option({value:'','data-i18n':'never',selected:''}) + +option({value:'/w gm ','data-i18n':'always'}) +mixin select-label({label,inputObj,divObj,spanObj}) + if divObj + - divObj.class = divObj.class ? replaceProblems(divObj.class) : undefined; + if inputObj + - inputObj.class = inputObj.class ? replaceProblems(inputObj.class) : undefined; + if spanObj + - spanObj.class = spanObj.class ? replaceProblems(spanObj.class) : undefined; + label.input-label&attributes(divObj) + - inputObj.name = inputObj.name.replace(/\s+/g,'_'); + - inputObj.class = inputObj.class ? `${inputObj.class} input-label__input` : 'input-label__input'; + if spanObj + - spanObj.class = spanObj.class ? `${spanObj.class} input-label__text` : 'input-label__text'; + span(data-i18n=label)&attributes(spanObj) + +select(inputObj) + block +//-End Mixin +//- @pugdoc + name: input-label + description: + arguments: + - {string} label - The translation key to use for the span. If not passed, then the spanObj must be passed with a translation key + - {object} inputObj - An object describing the input to be paired with the button. This is the same object that you would pass to {@link input}. + - {object} [divObj] - An object describing the container label. Similar to the inputObj, but will most likely only have a `class` property if it is passed at all. + - {object} [spanObj] - An object describing the span to be paired with the input. This is the same object that you would pass to {@link span}. + attributes: + example: | + include _htmlelements.pug + +input-label({ + label:'strength', + inputObj:{name:'strength',type:'number'}, + divObj:{class:'div-class'}, + spanObj:{class:'span-class'} + }) +mixin input-label({label,inputObj,divObj,spanObj}) + if divObj + - divObj.class = divObj.class ? replaceProblems(divObj.class) : undefined; + if inputObj + - inputObj.class = inputObj.class ? replaceProblems(inputObj.class) : undefined; + if spanObj + - spanObj.class = spanObj.class ? replaceProblems(spanObj.class) : undefined; + label.input-label&attributes(divObj) + - inputObj.name = inputObj.name.replace(/\s+/g,'_'); + - inputObj.class = inputObj.class ? `${inputObj.class} input-label__input` : 'input-label__input'; + if spanObj + - spanObj.class = spanObj.class ? `${spanObj.class} input-label__text` : 'input-label__text'; + span(data-i18n=label)&attributes(spanObj) + +input(inputObj) +//-End Mixin +mixin dual-input-label({label,inputArr,divObj,spanObj}) + if divObj + - divObj.class = divObj.class ? replaceProblems(divObj.class) : undefined; + if spanObj + - spanObj.class = spanObj.class ? replaceProblems(spanObj.class) : undefined; + .input-label.input-label--dual&attributes(divObj) + span(data-i18n=label)&attributes(spanObj) + each inputObj,i in inputArr + if inputObj + - inputObj.class = inputObj.class ? replaceProblems(inputObj.class) : undefined; + - inputObj.name = inputObj.name.replace(/\s+/g,'_'); + +input(inputObj) + if i<1 + span(class='slash h2')='/' +//-End Mixin +//- @pugdoc + name: headedTextarea + description: Creates a construction for pairing a header with a textarea. Currently is locked to creating an `h3`. This mixin also accepts classes and IDs appended directly to it (see the second example) + arguments: + - {object} textObj - The object describing the textarea as per {@link textarea} + - {string} header - The `data-i18n` translation key to use for the header + attributes: + example: | + include _htmlelements.pug + +headedTextarea({textObj:{name:'character description','data-i18n-placeholder':'The description of your character'},header:'description'}) + //With class appended to the mixin itself + +headedTextarea({textObj:{name:'character description','data-i18n-placeholder':'The description of your character'},header:'description'}).character-description +mixin headedTextarea({textObj,header}) + .headed-textarea&attributes(attributes) + - textObj.class = textObj.class ? `${textObj.class} headed-textarea__textarea` : 'headed-textarea__textarea'; + +h3({'data-i18n':header,class:'headed-textarea__header'}) + +textarea(textObj) +//-End Mixin +//- @pugdoc + name: adaptiveTextarea + description: Creates an html construction for creating a [content-scaled](https://wiki.roll20.net/CSS_Wizardry#Content-scaled_Inputs) textarea. You can apply classes and IDs to the container div by appending them to the mixin call (see the second example). + arguments: + - {object} textObj - The object describing the textarea as per the {@link textarea} mixin. + attributes: + example: | + include _htmlelements.pug + +adaptiveTextarea({name:'character description'}) + + //Appending the class directly to the mixin + +adaptiveTextarea({name:'character description'}).custom-class +mixin adaptiveTextarea(textObj) + .adaptive.adaptive--text&attributes(attributes) + - let spanObj = {name:textObj.name,class:'adaptive--text__span'}; + - textObj.class = textObj.class ? `${textObj.class} adaptive--text__textarea` : 'adaptive--text__textarea'; + +span(spanObj) + +textarea(textObj) +//- End Mixin +//- @pugdoc + name: adaptiveInput + description: Creates an html construction for creating a [content-scaled](https://wiki.roll20.net/CSS_Wizardry#Content-scaled_Inputs) input. You can apply classes and IDs to the container div by appending them to the mixin call (see the second example). + arguments: + - {object} inputObj - The object describing the input as per the {@link input} mixin. You can apply classes and IDs to the container div by appending them to the mixin call (see the second example). + attributes: + example: | + include _htmlelements.pug + +adaptiveInput({name:'character description',type:'text'}) + + //Appending class directly to the mixin + +adaptiveInput({name:'character description',type:'text'}).custom-class +mixin adaptiveInput(textObj) + .adaptive.adaptive--input&attributes(attributes) + - let spanObj = {name:textObj.name,class:'adaptive--input__span','max-width':maxWidth}; + - textObj.class = textObj.class ? `${textObj.class} adaptive--input__input` : 'adaptive--input__input'; + +span(spanObj) + +input(textObj) +//- End Mixin +//- @pugdoc + name: compendiumAttributes + description: Creates a set of compendium drop target attributes. Defaults to creating target attributes for the `Name` and `data` compendium attributes. + arguments: + - {string} [prefix] - A prefix to attach to the default attribute names. + - {array} [lookupAttributes = ['Name','data']] - An array of the lookup attributes to create targets for. The target attributes are named based on the compendium attribute they are for. + - {string} [triggerAccept = 'Name'] - The compendium attribute that should trigger the sheetworkers to handle the compendium drop. + - {object} [trigger] - The trigger object. + attributes: + example: | + include _htmlelements.pug + //Using just defaults + +compendiumAttributes({}) + + //Specifying a prefix + +compendiumAttributes({prefix:'prefix'}) + + //Specifying lookupAttributes and a prefix + +compendiumAttributes({lookupAttributes:['Name','data','Category'],prefix:'prefix'}) +mixin compendiumAttributes({prefix,lookupAttributes = ['Name','data'],triggerAccept = 'Name',trigger = {triggeredFuncs:["handleCompendiumDrop"]}}) + - prefix = prefix ? `${prefix} ` : ''; + each accept in lookupAttributes + - let inputObj = {name:`${prefix}drop ${accept.toLowerCase()}`,accept,value:''}; + if accept === triggerAccept + - inputObj.trigger = trigger; + +hidden(inputObj) +//- End Mixin + +include tabs/_tabs.pug + +//- Functions +//- @pugdoc + name: script + description: Creates a generic [Roll20 script block](https://wiki.roll20.net/Building_Character_Sheets#JavaScript_2) for use with the sheetworker system. + arguments: + attributes: + example: | + include _htmlelements.pug + +script +mixin script + script(type='text/worker') + block +//-End Mixin +//- @pugdoc + name: kscript + description: Similar to {@link script}, but includes the K-scaffold\'s javascript function library. + arguments: + attributes: + example: | + include _htmlelements.pug + +kscript +mixin kscript + +script + |const k = (function(){ + |const kFuncs = {}; + //- The below declarations import variables from the pug file and mixins into the sheetworker code + - const propArray = ['cascades','repeatingSectionDetails']; + each prop in propArray + | + |const !{prop} = !{JSON.stringify(varObjects[prop])}; + | + |kFuncs.!{prop} = !{prop}; + - delete varObjects[prop]; + | + | + include kvariables.js + include utility.js + include attribute_proxy.js + include accessSheet.js + include parse_cascade.js + include sheetworker_aliases.js + include listeners.js + include tabs/tabs.js + | + |return kFuncs; + |}()); + | + each content,prop in varObjects + | + if typeof content === 'object' + |const !{prop} = !{JSON.stringify(content)}; + else + |let !{prop} = !{content}; + | + | + block +//- End Mixin +//- @pugdoc + name: attrTitle + description: Converts an attribute name into an attribute call for that attribute. Converts `_max` attribute names to the proper attribute call syntax for `_max` attributes (see second example). If called from inside the block of a {@link fieldset} mixin, will also add the appropriate information for calling a repeating attribute. + arguments: + - {string} attrName - The attribute name to create an attribute call for. + attributes: + example: | + include _htmlelements.pug + //Basic attribute name + +input({name:'hidden name',type:'text',title:attrTitle('user accessible name')}) + + //Max attribute name + +input({name:'hidden max',type:'number',title:attrTitle('user accessible max')}) + + //fieldset attrTitle + +fieldset({name:'equipment'}) + +input({name:'name',type:'text',title:attrTitle('user accessible name')}) +- const attrTitle = (string) => `@{${repeatingPrefix}${replaceSpaces(string).replace(/_max$/,'|max')}}`; +//- @pugdoc + name: buttonTitle + description: Converts an ability name into an ability call for that attribute. If called from inside the block of a {@link fieldset} mixin, will also add the appropriate information for calling a repeating attribute. + arguments: + - {string} abilityName - The ability name to create a call for. + attributes: + example: | + include _htmlelements.pug + //Basic attribute name + +button({name:'hidden button',type:'text',title:buttonTitle('user accessible name')}) + + //fieldset attrTitle + +fieldset({name:'equipment'}) + +button({name:'button',type:'text',title:buttonTitle('user accessible name')}) +- const buttonTitle = (string) => `%{${repeatingPrefix}${replaceSpaces(string)}}`; +//- @pugdoc + name: replaceSpaces + description: Replaces spaces in a string with underscores (`_`). + arguments: + - {string} string - The string to work on + attributes: +- const replaceSpaces = (string) => string.replace(/\s+/g,'_'); +//- @pugdoc + name: replaceProblems + description: Escapes problem characters in a string for use as a regex. + arguments: + - {string} string - The string to work on + attributes: +- const replaceProblems = (string) => string.replace(/[\(\)\[\]\|\/\\]/g,'-'); +//- @pugdoc + name: capitalize + description: Capitalizes the first let of words in a string. + arguments: + - {string} string - The string to work on + attributes: +- + const capitalize = (string)=> string.replace(/(?:^|\s+|\/)[a-z]/ig,(letter)=>letter.toUpperCase()); + +- const actionButtonName = (name) => `${name.replace(/_|\s+/g,'-')}`; +- const actionInputName = (name) => `${name}_action`.replace(/roll_action/,'action'); +- const titleToName = (string) => string.replace(/[@%]\{|\}/g,''); +- + const addIfUnique = (item,arrName) => { + varObjects[arrName] = varObjects[arrName] || []; + if(varObjects[arrName].indexOf(item) === -1){ + varObjects[arrName].push(item); + } + }; +- + const storeTrigger = function(element){ + let trigger = element.trigger || {}; + const namePrefix = { + roll:'roll_', + action:'act_', + fieldset:'fieldset_' + }; + const typeDefs = { + select:'', + radio:0, + checkbox:0, + number:0, + text:'', + span:'' + }; + const eventTypes = { + roll:'clicked', + action:'clicked', + fieldset:'remove' + }; + let elementName = element.title ? + titleToName(element.title) : + element.name; + trigger.name = elementName.replace(/\|/g,'_'); + let cascName = `${namePrefix[element.type] || 'attr_'}${trigger.name}`; + let match = trigger.name.match(/(repeating_[^_]+)_[^_]+_(.+)/); + let [,section,field] = match || [,,trigger.name]; + let eventType = eventTypes[element.type] || 'change'; + if(!varObjects.cascades[cascName]){ + if(trigger.listener || trigger.triggeredFuncs || trigger.listenerFunc || trigger.initialFunc || trigger.affects){ + trigger.listener = trigger.listener || `${eventType}:${section ? `${section}:` : ''}${field}`; + trigger.listenerFunc = trigger.listenerFunc || 'accessSheet'; + } + trigger.type = element.type; + if(!namePrefix[element.type]){ + trigger.defaultValue = trigger.hasOwnProperty('defaultValue') ? + trigger.defaultValue : + (element.type === 'checkbox' && !element.hasOwnProperty('checked')) ? + 0 : + element.hasOwnProperty('value') ? + element.value : + typeDefs.hasOwnProperty(element.type) ? + typeDefs[element.type] : + ''; + trigger.triggeredFuncs = trigger.triggeredFuncs || []; + if(trigger.affects){ + trigger.affects = trigger.affects.map((affect)=>replaceSpaces(affect)); + }else{ + trigger.affects = []; + } + } + varObjects.cascades[cascName] = {...trigger}; + }else{ + if(!namePrefix[varObjects.cascades[cascName].type]){ + varObjects.cascades[cascName].triggeredFuncs = trigger.triggeredFuncs ? + [...new Set([...varObjects.cascades[cascName].triggeredFuncs,...trigger.triggeredFuncs])] : + varObjects.cascades[cascName].triggeredFuncs; + varObjects.cascades[cascName].affects = trigger.affects ? + [...new Set([...varObjects.cascades[cascName].affects,...trigger.affects])] : + varObjects.cascades[cascName].affects; + varObjects.cascades[cascName].calculation = varObjects.cascades[cascName].calculation || + trigger.calculation; + } + if(trigger.listenerFunc || trigger.triggeredFuncs || trigger.affects){ + varObjects.cascades[cascName].listener = varObjects.cascades[cascName].listener || trigger.listener || `${eventType}:${section ? `${section}:` : ''}${field}`; + varObjects.cascades[cascName].listenerFunc = varObjects.cascades[cascName].listenerFunc || trigger.listenerFunc || 'accessSheet'; + } + } + }; +- + const getSectionDetails = function(section){ + return varObjects.repeatingSectionDetails.find((obj)=>obj.section === section); + }; +- + const createFieldsetObj = function(section){ + !getSectionDetails(section) ? + varObjects.repeatingSectionDetails.push({section,fields:[]}) : + null; + }; +- + const addFieldToFieldsetObj = function(obj){ + let section = repeatingPrefix.replace(/_[^_]+_$/,''); + let sectionDetails = getSectionDetails(section); + let name = obj.name.replace(/^attr_/,''); + if(sectionDetails && sectionDetails.fields.indexOf(name) < 0){ + sectionDetails.fields.push(name); + } + }; +- + const makeElementObj = function(obj){ + const newObj = {...obj}; + delete newObj.trigger; + return newObj; + }; \ No newline at end of file diff --git a/ICON RPG [MassifPress]/scaffold/_k.scss b/ICON RPG [MassifPress]/scaffold/_k.scss new file mode 100644 index 0000000000..f4cdfde69b --- /dev/null +++ b/ICON RPG [MassifPress]/scaffold/_k.scss @@ -0,0 +1 @@ +@use 'tabs/_tabs.scss'; \ No newline at end of file diff --git a/ICON RPG [MassifPress]/scaffold/_kpug.pug b/ICON RPG [MassifPress]/scaffold/_kpug.pug new file mode 100644 index 0000000000..c56258d585 --- /dev/null +++ b/ICON RPG [MassifPress]/scaffold/_kpug.pug @@ -0,0 +1,2 @@ +include _htmlelements.pug +include _rolltemplate_mixins.pug \ No newline at end of file diff --git a/ICON RPG [MassifPress]/scaffold/_rolltemplate_mixins.pug b/ICON RPG [MassifPress]/scaffold/_rolltemplate_mixins.pug new file mode 100644 index 0000000000..35cdffa3bb --- /dev/null +++ b/ICON RPG [MassifPress]/scaffold/_rolltemplate_mixins.pug @@ -0,0 +1,69 @@ +//-Roll Template Mixins to be included in Sheet files +mixin rolltemplate(name) + rolltemplate(class=`sheet-rolltemplate-${name}`) + block +//- End Mixin +mixin templateWrapper(name) + +rolltemplate(name) + div(class=`template ${name}`) + block +//- End Mixin +mixin multiPartTemplate(name) + rolltemplate(class=`sheet-rolltemplate-${name}`) + +templateHelperFunction({func:'rollBetween',values:'computed::finished 0 0',invert:true}) + span(class='finished') + div(class=`template ${name}{{#continuation}} continuation{{/continuation}}{{#first}} first{{/first}} finished`) + block +//- End Mixin +mixin characterLink + +templateConditionalDisplay('character_name') + +templateConditionalDisplay('character_id') + h4.character_name [{{character_name}}](http://journal.roll20.net/character/{{character_id}}) + +templateConditionalDisplay('character_id',true) + h4.character_name {{character_name}} +//-End mixin +mixin templateConditionalDisplay(fieldBool,invert) + !=`{{${invert ? '^' : '#'}${fieldBool}}}` + block + !=`{{/${fieldBool}}}` +//- End mixin +mixin templateHelperFunction(helperObj) + !=`{{${helperObj.invert ? '#^':'#'}${helperObj.func ? `${helperObj.func}() `:''}${helperObj.values ? `${helperObj.values}` : ''}}}` + block + !=`{{/${(helperObj.invert) ? '^' : ''}${helperObj.func ? `${helperObj.func}() `:''}${helperObj.values}}}` +//- End Mixin +mixin rollWasCrit(helperObj) + - helperObj.func = 'rollWasCrit'; + +templateHelperFunction(helperObj) + block +//- End Mixin +mixin rollWasFumble(helperObj) + - helperObj.func = 'rollWasFumble'; + +templateHelperFunction(helperObj) + block +//- End Mixin +mixin rollTotal(helperObj) + - helperObj.func = 'rollTotal'; + +templateHelperFunction(helperObj) + block +//- End Mixin +mixin rollGreater(helperObj) + - helperObj.func = 'rollGreater'; + +templateHelperFunction(helperObj) + block +//- End Mixin +mixin rollLess(helperObj) + - helperObj.func = 'rollLess'; + +templateHelperFunction(helperObj) + block +//- End Mixin +mixin rollBetween(helperObj) + - helperObj.func = 'rollBetween'; + +templateHelperFunction(helperObj) + block +//- End Mixin +mixin allProps(helperObj) + - helperObj.func = 'allprops'; + +templateHelperFunction(helperObj) + block +//- End Mixin \ No newline at end of file diff --git a/ICON RPG [MassifPress]/scaffold/_scaffold.scss b/ICON RPG [MassifPress]/scaffold/_scaffold.scss new file mode 100644 index 0000000000..f4cdfde69b --- /dev/null +++ b/ICON RPG [MassifPress]/scaffold/_scaffold.scss @@ -0,0 +1 @@ +@use 'tabs/_tabs.scss'; \ No newline at end of file diff --git a/ICON RPG [MassifPress]/scaffold/accessSheet.js b/ICON RPG [MassifPress]/scaffold/accessSheet.js new file mode 100644 index 0000000000..cbc216a159 --- /dev/null +++ b/ICON RPG [MassifPress]/scaffold/accessSheet.js @@ -0,0 +1,61 @@ +/*jshint esversion: 11, laxcomma:true, eqeqeq:true*/ +/*jshint -W014,-W084,-W030,-W033*/ +//Sheet Updaters and styling functions +const updateSheet = function(){ + log('updating sheet'); + getAllAttrs({props:['debug_mode',...baseGet],callback:(attributes,sections,casc)=>{ + kFuncs.debugMode = kFuncs.debugMode || !!attributes.debug_mode; + debug({sheet_version:attributes.sheet_version}); + if(!attributes.sheet_version){ + Object.entries(initialSetups).forEach(([funcName,handler])=>{ + if(typeof funcs[funcName] === 'function'){ + debug(`running ${funcName}`); + funcs[funcName]({attributes,sections,casc}); + }else{ + debug(`!!!Warning!!! no function named ${funcName} found. Initial sheet setup not performed.`); + } + }); + }else{ + Object.entries(updateHandlers).forEach(([ver,handler])=>{ + if(attributes.sheet_version < +ver){ + handler({attributes,sections,casc}); + } + }); + } + Object.entries(openHandlers).forEach(([funcName,func])=>{ + if(typeof funcs[funcName] === 'function'){ + debug(`running ${funcName}`); + funcs[funcName]({attributes,sections,casc}); + }else{ + debug(`!!!Warning!!! no function named ${funcName} found. Sheet open handling not performed.`); + } + }); + setActionCalls({attributes,sections}); + attributes.sheet_version = kFuncs.version; + log(`Sheet Update applied. Current Sheet Version ${kFuncs.version}`); + attributes.set(); + log('Sheet ready for use'); + }}); +}; + +const initialSetup = function(attributes,sections){ + debug('Initial sheet setup'); +}; + +/** + * This is the default listener function for attributes that the K-Scaffold uses. It utilizes the `triggerFuncs`, `listenerFunc`, `calculation`, and `affects` properties of the K-scaffold trigger object (see the Pug section of the scaffold for more details). + * @param {Roll20Event} event + * @returns {void} + * @example + * //Call from an attribute change + * on('change:an_attribute',k.accessSheet); + */ +const accessSheet = function(event){ + debug({funcs:Object.keys(funcs)}); + debug({event}); + getAllAttrs({callback:(attributes,sections,casc)=>{ + let trigger = attributes.getCascObj(event,casc); + attributes.processChange({event,trigger,attributes,sections,casc}); + }}); +}; +funcs.accessSheet = accessSheet; \ No newline at end of file diff --git a/ICON RPG [MassifPress]/scaffold/attribute_proxy.js b/ICON RPG [MassifPress]/scaffold/attribute_proxy.js new file mode 100644 index 0000000000..ea3bbdcfd3 --- /dev/null +++ b/ICON RPG [MassifPress]/scaffold/attribute_proxy.js @@ -0,0 +1,247 @@ +/*jshint esversion: 11, laxcomma:true, eqeqeq:true*/ +/*jshint -W014,-W084,-W030,-W033*/ +//# Attribute Obj Proxy handler +const createAttrProxy = function(attrs){ + //creates a proxy for the attributes object so that values can be worked with more easily. + const getCascObj = function(event,casc){ + const eventName = event.triggerName || event.sourceAttribute; + let typePrefix = eventName.startsWith('clicked:') ? + 'act_' : + event.removedInfo ? + 'fieldset_' : + 'attr_'; + let cascName = `${typePrefix}${eventName.replace(/(?:removed|clicked):/,'')}`; + let cascObj = casc[cascName]; + if(typePrefix === 'attr_'){ + cascObj.previousValue = event.previousValue; + } + return cascObj; + }; + + const triggerFunctions = function(obj,attributes,sections){ + if(obj.triggeredFuncs && obj.triggeredFuncs.length){ + debug(`triggering functions for ${obj.name}`); + obj.triggeredFuncs && obj.triggeredFuncs.forEach(func=>funcs[func] ? + funcs[func]({trigger:obj,attributes,sections}) : + debug(`!!!Warning!!! no function named ${func} found. Triggered function not called for ${obj.name}`,true)); + } + }; + + const initialFunction = function(obj,attributes,sections){ + if(obj.initialFunc){ + debug(`initial functions for ${obj.name}`); + funcs[obj.initialFunc] ? + funcs[obj.initialFunc]({trigger:obj,attributes,sections}) : + debug(`!!!Warning!!! no function named ${obj.initialFunc} found. Initial function not called for ${obj.name}`,true); + } + }; + const alwaysFunctions = function(trigger,attributes,sections,casc){ + Object.values(allHandlers).forEach((handler)=>{ + handler({trigger,attributes,sections,casc}); + }); + }; + const processChange = function({event,trigger,attributes,sections,casc}){ + if(event && !trigger){ + debug(`${event.sourceAttribute} change detected. No trigger found`); + return; + } + if(!attributes || !sections || !casc){ + debug(`!!! Insufficient arguments || attributes > ${!!attributes} | sections > ${!!sections} | casc > ${!!casc} !!!`); + return; + } + debug({trigger}); + if(event){ + debug('checking for initial & always functions'); + alwaysFunctions(trigger,attributes,sections,casc);//Functions that should be run for all events. + initialFunction(trigger,attributes,sections,casc);//functions that should only be run if the attribute was the thing changed by the user + } + if(trigger){ + debug(`processing ${trigger.name}`); + triggerFunctions(trigger,attributes,sections,casc); + if(!event && trigger.calculation && funcs[trigger.calculation]){ + attributes[trigger.name] = funcs[trigger.calculation]({trigger,attributes,sections,casc}); + }else if(trigger.calculation && !funcs[trigger.calculation]){ + debug(`K-Scaffold Error: No function named ${trigger.calculation} found`); + } + if(Array.isArray(trigger.affects)){ + attributes.queue.push(...trigger.affects); + } + } + attributes.set({attributes,sections,casc}); + }; + const attrTarget = { + updates:{}, + attributes:{...attrs}, + repOrders:{}, + queue: [], + casc:{}, + alwaysFunctions, + processChange, + triggerFunctions, + initialFunction, + getCascObj + }; + const attrHandler = { + get:function(obj,prop){//gets the most value of the attribute. + //If it is a repeating order, returns the array, otherwise returns the update value or the original value + if(prop === 'set'){ + return function(){ + let {attributes,sections,casc,callback,vocal} = arguments[0] ? arguments[0] : {}; + if(attributes && attributes.queue.length && sections && casc){ + let triggerName = attributes.queue.shift(); + let trigger = getCascObj({sourceAttribute:triggerName},casc); + attributes.processChange({trigger,attributes,sections,casc}); + }else{ + debug({updates:obj.updates}); + let trueCallback = Object.keys(obj.repOrders).length ? + function(){ + Object.entries(obj.repOrders).forEach(([section,order])=>{ + _setSectionOrder(section,order,) + }); + callback && callback(); + }: + callback; + Object.keys(obj.updates).forEach((key)=>obj.attributes[key] = obj.updates[key]); + const update = obj.updates; + obj.updates = {}; + set(update,vocal,trueCallback); + } + } + }else if(Object.keys(obj).some(key=>key===prop)){ + return Reflect.get(...arguments) + }else{ + let retValue; + switch(true){ + case obj.repOrders.hasOwnProperty(prop): + retValue = obj.repOrders[prop]; + break; + case obj.updates.hasOwnProperty(prop): + retValue = obj.updates[prop]; + break; + default: + retValue = obj.attributes[prop]; + break; + } + let cascRef = `attr_${prop.replace(/(repeating_[^_]+_)[^_]+/,'$1\$X')}`; + let numRetVal = +retValue; + if(!Number.isNaN(numRetVal) && retValue !== ''){ + retValue = numRetVal; + }else if(cascades[cascRef] && (typeof cascades[cascRef].defaultValue === 'number' || cascades[cascRef].type === 'number')){ + retValue = cascades[cascRef].defaultValue; + } + return retValue; + } + }, + set:function(obj,prop,value){ + //Sets the value. Also verifies that the value is a valid attribute value + //e.g. not undefined, null, or NaN + if(value || value===0 || value===''){ + if(/reporder|^repeating_[^_]+$/.test(prop)){ + let section = prop.replace(/_reporder_/,''); + obj.repOrders[section] = value; + }else if(`${obj.attributes}` !== `${value}` || + (obj.updates[prop] && `${obj.updates}` !== `${value}`) + ){ + obj.updates[prop] = value; + } + }else{ + debug(`!!!Warning: Attempted to set ${prop} to an invalid value:${value}; value not stored!!!`); + } + return true; + }, + deleteProperty(obj,prop){ + //removes the property from the original attributes, updates, and the reporders + Object.keys(obj).forEach((key)=>{ + delete obj[key][prop.toLowerCase()]; + }); + } + }; + return new Proxy(attrTarget,attrHandler); +}; + + +/** + * Function that registers a function for being called via the funcs object. Returns true if the function was successfully registered, and false if it could not be registered for any reason. + * @param {object} funcObj - Object with keys that are names to register functions under and values that are functions. + * @param {object} optionsObj - Object that contains options to use for this registration. + * @param {string[]} optionsObj.type - Array that contains the types of specialized functions that apply to the functions being registered. Valid types are `"opener"`, `"updater"`, and `"default"`. `"default"` is always used, and never needs to be passed. + * @returns {boolean} - True if the registration succeeded, false if it failed. + * @example + * //Basic Registration + * const myFunc = function({trigger,attributes,sections,casc}){}; + * k.registerFuncs({myFunc}); + * + * //Register a function to run on sheet open + * const openFunc = function({trigger,attributes,sections,casc}){}; + * k.registerFuncs({openFunc},{type:['opener']}) + * + * //Register a function to run on all events + * const allFunc = function({trigger,attributes,sections,casc}){}; + * k.registerFuncs({allFunc},{type:['all']}) + */ +const registerFuncs = function(funcObj,optionsObj = {}){ + if(typeof funcObj !== 'object' || typeof optionsObj !== 'object'){ + debug(`!!!! K-scaffold error: Improper arguments to register functions !!!!`); + return false; + } + const typeArr = optionsObj.type ? ['default',...optionsObj.type] : ['default']; + const typeSwitch = { + 'opener':openHandlers, + 'updater':updateHandlers, + 'new':initialSetups, + 'all':allHandlers, + 'default':funcs + }; + let setState; + Object.entries(funcObj).map(([prop,value])=>{ + typeArr.forEach((type)=>{ + if(typeSwitch[type][prop]){ + debug(`!!! Duplicate function name for ${prop} as ${type}!!!`); + setState = false; + }else if(typeof value === 'function'){ + typeSwitch[type][prop] = value; + setState = setState !== false ? true : false; + }else{ + debug(`!!! K-scaffold error: Function registration requires a function. Invalid value to register as ${type} !!!`); + setState = false; + } + }); + }); + return setState; +}; +kFuncs.registerFuncs = registerFuncs; + +const setActionCalls = function({attributes,sections}){ + actionAttributes.forEach((base)=>{ + let [section,,field] = k.parseTriggerName(base); + let fieldAction = field.replace(/_/g,'-'); + if(section){ + sections[section].forEach((id)=>{ + attributes[`${section}_${id}_${field}`] = `%{${attributes.character_name}|${section}_${id}_${fieldAction}}`; + }); + }else{ + attributes[`${field}`] = `%{${attributes.character_name}|${fieldAction}}`; + } + }); +}; +funcs.setActionCalls = setActionCalls; + +/** + * Function to call a function previously registered to the funcs object. May not be used that much. Either returns the function or null if no function exists. + * @param {string} funcName - The name of the function to invoke. + * @param {...any} args - The arguments to call the function with. + * @returns {any} + * @example + * //Call myFunc with two arguments + * k.callFunc('myFunc','an argument','another argument'); + */ +const callFunc = function(funcName,...args){ + if(funcs[funcName]){ + debug(`calling ${funcName}`); + return funcs[funcName](...args); + }else{ + debug(`Invalid function name: ${funcName}`); + return null; + } +}; +kFuncs.callFunc = callFunc; \ No newline at end of file diff --git a/ICON RPG [MassifPress]/scaffold/kvariables.js b/ICON RPG [MassifPress]/scaffold/kvariables.js new file mode 100644 index 0000000000..40faa8cfdd --- /dev/null +++ b/ICON RPG [MassifPress]/scaffold/kvariables.js @@ -0,0 +1,31 @@ +/** + * This stores the name of your sheet for use in the logging functions {@link log} and {@link debug}. Accessible by `k.sheetName` + * @var + * @type {string} + */ +let sheetName = 'kScaffold Powered Sheet'; +kFuncs.sheetName = sheetName; +/** + * This stores the version of your sheet for use in the logging functions{@link log} and {@link debug}. It is also stored in the sheet_version attribute on your character sheet. Accessible via `k.version` + * @var + * @type {number} + */ +let version = 0; +kFuncs.version = version; +/** + * A boolean flag that tells the script whether to enable or disable {@link debug} calls. If the version of the sheet is `0`, or an attribute named `debug_mode` is found on opening this is set to true for your entire session. Otherwise, it remains false. + * @var + * @type {boolean} + */ +let debugMode = false; +kFuncs.debugMode = debugMode; +const funcs = {}; +kFuncs.funcs = funcs; +const updateHandlers = {}; +const openHandlers = {}; +const initialSetups = {}; +const allHandlers = {}; +const addFuncs = {}; + +const kscaffoldJSVersion = '0.0.4'; +const kscaffoldPUGVersion = '0.0.4'; diff --git a/ICON RPG [MassifPress]/scaffold/listeners.js b/ICON RPG [MassifPress]/scaffold/listeners.js new file mode 100644 index 0000000000..857d80a4f4 --- /dev/null +++ b/ICON RPG [MassifPress]/scaffold/listeners.js @@ -0,0 +1,59 @@ +/*jshint esversion: 11, laxcomma:true, eqeqeq:true*/ +/*jshint -W014,-W084,-W030,-W033*/ +const listeners = {}; +const baseGet = Object.entries(cascades).reduce((memo,[attrName,detailObj])=>{ + if(!/repeating/.test(attrName) && detailObj.type !== 'action'){ + memo.push(detailObj.name); + } + if(detailObj.listener){ + listeners[detailObj.listener] = detailObj.listenerFunc; + } + return memo; +},[]); +kFuncs.baseGet = baseGet; +const registerEventHandlers = function(){ + on('sheet:opened',updateSheet); + debug({funcKeys:Object.keys(funcs),funcs}); + //Roll20 change and click listeners + Object.entries(listeners).forEach(([event,funcName])=>{ + if(funcs[funcName]){ + on(event,funcs[funcName]); + }else{ + debug(`!!!Warning!!! no function named ${funcName} found. No listener created for ${event}`,true); + } + }); + log(`kScaffold Loaded`); +}; +setTimeout(registerEventHandlers,0);//Delay the execution of event registration to ensure all event properties are present. + +const addItem = function(event){ + let [,,section] = parseClickTrigger(event.triggerName); + section = section.replace(/add-/,''); + getAllAttrs({ + callback:(attributes,sections,casc) => { + let row = _generateRowID(section,sections); + debug({row}); + attributes[`${row}_name`] = ''; + setActionCalls({attributes,sections}); + const trigger = cascades[`fieldset_repeating_${section}`]; + if(trigger && trigger.addFuncs){ + trigger.addFuncs.forEach((funcName) => { + if(funcs[funcName]){ + funcs[funcName]({attributes,sections,casc,trigger}); + } + }); + } + attributes.set({attributes,sections,casc}); + } + }); +}; +funcs.addItem = addItem; + +const editSection = function(event){ + let [,,section] = parseClickTrigger(event.triggerName); + section = section.replace(/edit-/,''); + let target = `fieldset.repeating_${section} + .repcontainer`; + $20(target).toggleClass('ui-sortable'); + $20(target).toggleClass('editmode'); +}; +registerFuncs({editSection}); \ No newline at end of file diff --git a/ICON RPG [MassifPress]/scaffold/parse_cascade.js b/ICON RPG [MassifPress]/scaffold/parse_cascade.js new file mode 100644 index 0000000000..463acb711e --- /dev/null +++ b/ICON RPG [MassifPress]/scaffold/parse_cascade.js @@ -0,0 +1,62 @@ +/*jshint esversion: 11, laxcomma:true, eqeqeq:true*/ +/*jshint -W014,-W084,-W030,-W033*/ +/* +Cascade Expansion functions +*/ +//Expands the repeating section templates in cascades to reflect the rows actually available +const expandCascade = function(cascade,sections,attributes){ + return _.keys(cascade).reduce((memo,key)=>{//iterate through cascades and replace references to repeating attributes with correct row ids. + if(/^(?:act|attr)_repeating_/.test(key)){//If the attribute is a repeating attribute, do special logic + expandRepeating(memo,key,cascade,sections,attributes); + }else if(key){//for non repeating attributes do this logic + expandNormal(memo,key,cascade,sections); + } + return memo; + },{}); +}; + +const expandRepeating = function(memo,key,cascade,sections,attributes){ + key.replace(/((?:attr|act)_)(repeating_[^_]+)_[^_]+?_(.+)/,(match,type,section,field)=>{ + (sections[section]||[]).forEach((id)=>{ + memo[`${type}${section}_${id}_${field}`]=_.clone(cascade[key]);//clone the details so that each row's attributes have correct ids + memo[`${type}${section}_${id}_${field}`].name = `${section}_${id}_${field}`; + if(key.startsWith('attr_')){ + memo[`${type}${section}_${id}_${field}`].affects = memo[`${type}${section}_${id}_${field}`].affects.reduce((m,affected)=>{ + if(section === affected){//otherwise if the affected attribute is in the same section, simply set the affected attribute to have the same row id. + m.push(applyID(affected,id)); + }else if(/repeating/.test(affected)){//If the affected attribute isn't in the same repeating section but is still a repeating attribute, add all the rows of that section + addAllRows(affected,m,sections); + }else{//otherwise the affected attribute is a non repeating attribute. Simply add it to the computed affected array + m.push(affected); + } + return m; + },[]); + } + }); + }); +}; + +const applyID = function(affected,id){ + return affected.replace(/(repeating_[^_]+_)[^_]+(.+)/,`$1${id}$2`); +}; + +const expandNormal = function(memo,key,cascade,sections){ + memo[key] = _.clone(cascade[key]); + if(key.startsWith('attr_')){ + memo[key].affects = memo[key].affects || []; + memo[key].affects = memo[key].affects.reduce((m,a)=>{ + if(/^repeating/.test(a)){ + addAllRows(a,m,sections); + }else{ + m.push(a); + } + return m; + },[]); + } +}; + +const addAllRows = function(affected,memo,sections){ + affected.replace(/(repeating_[^_]+?)_[^_]+?_(.+)/,(match,section,field)=>{ + sections[section].forEach(id=>memo.push(`${section}_${id}_${field}`)); + }); +}; \ No newline at end of file diff --git a/ICON RPG [MassifPress]/scaffold/scaffold_type_definitions/attributesProxy.js b/ICON RPG [MassifPress]/scaffold/scaffold_type_definitions/attributesProxy.js new file mode 100644 index 0000000000..a306cc894b --- /dev/null +++ b/ICON RPG [MassifPress]/scaffold/scaffold_type_definitions/attributesProxy.js @@ -0,0 +1,41 @@ +/** + * @typedef {object} attributesProxy + * @property {string|number} [name_of_attribute] - Your attribute values are stored in the attribute proxy under their attribute names. You can reference the current value of the attribute by calling it directly from the proxy (e.g. `attributes.my_attribute`). This will return either the original value if no changes have been made, or the updated value if changes have previously been applied. Storing an updated value is done by simple assignment (e.g. `attributes.my_attributes = 5`). + * @property {function} set - Applies any updates to the sheet. Also applies any repeating section reorders. This uses ES6 destructuring function argument assignment so all arguments should be passed in as properties of a single object with the indicated keys (e.g. `attributes.set({vocal:true,callback:() => log('attributes were set')})`) + * @property {boolean=} set.vocal - set will not be silent. Inverts the standard behavior of setAttrs options object + * @property {function=} set.callback - A callback to be invoked once the setAttrs is completed + * @property {attributesProxy=} set.attributes - The instance of the attributeProxy to use for further set operations + * @property {object} set.sections - An object containing the idArrays for each repeating section + * @property {object} set.casc - as [the casc property]{@link attributesProxy#casc} + * @property {object} attributes - The original attribute values from the getAttrs call + * @property {object} updates - Any changes that are made by the script are stored here + * @property {object} repOrders - any changes to repeating section orders stored here + * @property {string[]} queue - queue of attributes affected to iterate through. Only used if the whole proxy is passed to attributes.set() + * @property {object} casc - The details of how to handle all attributes as created from the {@link k.cascades} object by [k.getAllAttrs()]{@link k.getAllAttrs}. + * @property {function} processChange - function to iterate through attribute changes for default handling + * @property {function} triggerFunctions - Calls functions that are triggered whenever an attribute is changed or affected + * @property {function} initialFunction - Calls functions that are only triggered when an attribute is the triggering event + * @property {function} getCascObj - Gets the appropriate cascade object for a given attribute or action button + */ + +/** + * The attributes object that is generated via [createAttrProxy()]{@link createAttrProxy}, and used in [k.getAttrs()]{@link k.getAttrs} & [k.getAllAttrs()]{@link k.getAllAttrs}. This is a proxy for the basic attributes object passed to the callback in the sheetworker [getAttrs()](https://wiki.roll20.net/Sheet_Worker_Scripts#getAttrs.28attributeNameArray.2C_callback.29). + * @const {object} + * @property {string|number} [name_of_attribute] - Your attribute values are stored in the attribute proxy under their attribute names. You can reference the current value of the attribute by calling it directly from the proxy (e.g. `attributes.my_attribute`). This will return either the original value if no changes have been made, or the updated value if changes have previously been applied. Storing an updated value is done by simple assignment (e.g. `attributes.my_attributes = 5`). + * @property {function} set - Applies any updates to the sheet. Also applies any repeating section reorders. This uses ES6 destructuring function argument assignment so all arguments should be passed in as properties of a single object with the indicated keys (e.g. `attributes.set({vocal:true,callback:() => log('attributes were set')})`) + * @property {boolean=} set.vocal - set will not be silent. Inverts the standard behavior of setAttrs options object + * @property {function=} set.callback - A callback to be invoked once the setAttrs is completed + * @property {attributesProxy=} set.attributes - The instance of the attributeProxy to use for further set operations + * @property {object} set.sections - An object containing the idArrays for each repeating section + * @property {object} set.casc - as [the casc property]{@link attributesProxy#casc} + * @property {object} attributes - The original attribute values from the getAttrs call + * @property {object} updates - Any changes that are made by the script are stored here + * @property {object} repOrders - any changes to repeating section orders stored here + * @property {string[]} queue - queue of attributes affected to iterate through. Only used if the whole proxy is passed to attributes.set() + * @property {object} casc - The details of how to handle all attributes + * @property {function} processChange - function to iterate through attribute changes for default handling + * @property {function} triggerFunctions - Calls functions that are triggered whenever an attribute is changed or affected + * @property {function} initialFunction - Calls functions that are only triggered when an attribute is the triggering event + * @property {function} getCascObj - Gets the appropriate cascade object for a given attribute or action button + */ +const attributesProxy = {}; \ No newline at end of file diff --git a/ICON RPG [MassifPress]/scaffold/scaffold_type_definitions/constant_definitions.js b/ICON RPG [MassifPress]/scaffold/scaffold_type_definitions/constant_definitions.js new file mode 100644 index 0000000000..e0fdb33f7c --- /dev/null +++ b/ICON RPG [MassifPress]/scaffold/scaffold_type_definitions/constant_definitions.js @@ -0,0 +1,30 @@ +/** + * @typedef Roll20Event + * @type {object} + * @property {string} sourceAttribute - The attribute name of the change; undefined for button events. + * @property {string} triggerName - The name of the trigger including the trigger type. E.g. `change:attribute_name` or `clicked:button-name` + * @property {string} sourceType - Who made the change; player (or API) or sheetworker + * @property {string|number} previousValue - The value of the attribute before the change was made + * @property {string|number} newValue - What the attribute value was changed to + * @property {object} removedInfo - The contents of the removed repeating row + */ + +/** + * An object containing arrays of section ids indexed by section (e.g. `{repeating_inventory:['id1','id2']}`). Is auto generated by the PUG side of the kscaffold. + * @typedef {object} sectionObj + * @property {...sectionIDS[]} sectionname + */ + +/** + * @typedef {object} expandedCascade + * @property {...object} itemName - Object with details of how to handle the attribute or button. Attribute names are used as the key with a prefix of `attr_` and button names are used as the key with a prefix of `act_`. Repeating attributes/buttons should use $x or $X in place of an explicit ID. This will be expanded by the scaffold in response to an event. + * @property {string} itemName.name - The name of the attribute without the `act_` or `attr_` prefix. + * @property {string} itemName.type - The type of the attribute. Autopopulated from the `type` property from the attribute definition in the PUG. + * @property {string=} [itemName.listener] - the listener text to be used in a [roll20 event listener](https://wiki.roll20.net/Sheet_Worker_Scripts#Event_listener). + * @property {string|number} [defaultValue] - The default value of the attribute. Not used for buttons. Autopopulated from the `value` property of the PUG definition of the attribute. + * @property {string=} [itemName.listenerFunc] - Name of function to call from the [roll20 event listener](https://wiki.roll20.net/Sheet_Worker_Scripts#Event_listener). Is used as a string to call the function from the {@link funcs} object. + * @property {string} [itemName.initialFunc] - Name of function to call only when the attribute is the change event that triggered the listener. + * @property {string} [itemName.calculation] - Name of function to call to calculate the value of this attribute. + * @property {string[]} [itemName.triggeredFuncs] - Array of function names that should be called any time this attribute is changed or affected. + * @property {...*} [itemName.yourPropertyName] - Additional properties can be added to this setup via the K-Scaffold's PUG interface. + */ \ No newline at end of file diff --git a/ICON RPG [MassifPress]/scaffold/sheetworker_aliases.js b/ICON RPG [MassifPress]/scaffold/sheetworker_aliases.js new file mode 100644 index 0000000000..2531af7c31 --- /dev/null +++ b/ICON RPG [MassifPress]/scaffold/sheetworker_aliases.js @@ -0,0 +1,206 @@ +/*jshint esversion: 11, laxcomma:true, eqeqeq:true*/ +/*jshint -W014,-W084,-W030,-W033*/ +/** + * Alias for [setSectionOrder()](https://wiki.roll20.net/Sheet_Worker_Scripts#setSectionOrder.28.3CRepeating_Section_Name.3E.2C_.3CSection_Array.3E.2C_.3CCallback.3E.29) that allows you to use the section name in either `repeating_section` or `section` formats. Note that the Roll20 sheetworker [setSectionOrder](https://wiki.roll20.net/Sheet_Worker_Scripts#setSectionOrder.28.3CRepeating_Section_Name.3E.2C_.3CSection_Array.3E.2C_.3CCallback.3E.29) currently causes some display issues on sheets. + * @param {string} section + * @param {string[]} order + * @returns {void} + * @example + * //Set the order of a repeating_weapon section + * k.setSectionOrder('repeating_equipment',['id1','id2','id3']); + * //Can also specify the section name without the repeating_ prefix + * k.setSectionOrder('equipment',['id1','id2','id3']); + */ +const _setSectionOrder = function(section,order){ + let trueSection = section.replace(/repeating_/,''); + setSectionOrder(trueSection,order); +}; +kFuncs.setSectionOrder = _setSectionOrder; + +/** + * Alias for [removeRepeatingRow](https://wiki.roll20.net/Sheet_Worker_Scripts#removeRepeatingRow.28_RowID_.29) that also removes the row from the current object of attribute values and array of section IDs to ensure that erroneous updates are not issued. + * @param {string} row - The row id to be removed + * @param {attributesProxy} attributes - The attribute values currently in memory + * @param {object} sections - Object that contains arrays of all the IDs in sections on the sheet indexed by repeating name. + * @returns {void} + * @example + * //Remove a repeating Row + * k.getAllAttrs({ + * callback:(attributes,sections)=>{ + * const rowID = sections.repeating_equipment[0]; + * k.removeRepeatingRow(`repeating_equipment_${rowID}`,attributes,sections); + * console.log(sections.repeating_equipment); // => rowID no longer exists in the array. + * console.log(attributes[`repeating_equipment_${rowID}_name`]); // => undefined + * } + * }) + */ +const _removeRepeatingRow = function(row,attributes,sections){ + debug(`removing ${row}`); + Object.keys(attributes.attributes).forEach((key)=>{ + if(key.startsWith(row)){ + delete attributes[key]; + } + }); + let [,section,rowID] = row.match(/(repeating_[^_]+)_(.+)/,''); + sections[section] = sections[section].filter((id)=>id!==rowID); + removeRepeatingRow(row); +}; +kFuncs.removeRepeatingRow = _removeRepeatingRow; + +/** + * Alias for [getAttrs()](https://wiki.roll20.net/Sheet_Worker_Scripts#getAttrs.28attributeNameArray.2C_callback.29) that converts the default object of attribute values into an {@link attributesProxy} and passes that back to the callback function. + * @param {Object} args + * @param {string[]} [args.props=baseGet] - Array of attribute names to get the value of. Defaults to {@link baseGet} if not passed. + * @param {function(attributesProxy)} args.callback - The function to call after the attribute values have been gotten. An {@link attributesProxy} is passed to the callback. + * @example + * //Gets the attributes named in props. + * k.getAttrs({ + * props:['attribute_1','attribute_2'], + * callback:(attributes)=>{ + * //Work with the attributes as you would in a normal getAttrs, or use the superpowers of the K-scaffold attributes object like so: + * attributes.attribute_1 = 'new value'; + * attributes.set(); + * } + * }) + */ +const _getAttrs = function({props=baseGet,callback}){ + getAttrs(props,(values)=>{ + const attributes = createAttrProxy(values); + callback(attributes); + }); +}; +kFuncs.getAttrs = _getAttrs; + +/** + * Alias for [getAttrs()](https://wiki.roll20.net/Sheet_Worker_Scripts#getAttrs.28attributeNameArray.2C_callback.29) and [getSectionIDs](https://wiki.roll20.net/Sheet_Worker_Scripts#getSectionIDs.28section_name.2Ccallback.29) that combines the actions of both sheetworker functions and converts the default object of attribute values into an {@link attributesProxy}. Also gets the details on how to handle all attributes from the master {@link cascades} object and. + * @param {Object} args + * @param {string[]} [args.props=baseGet] - Array of attribute names to get the value of. Defaults to {@link baseGet} if not passed. + * @param {repeatingSectionDetails} sectionDetails - Array of details about a section to get the IDs for and attributes that need to be gotten. + * @param {function(attributesProxy,sectionObj,expandedCascade):void} args.callback - The function to call after the attribute values have been gotten. An {@link attributesProxy} is passed to the callback along with a {@link sectionObj} and {@link expandedCascade}. + * @example + * //Get every K-scaffold linked attribute on the sheet + * k.getAllAttrs({ + * callback:(attributes,sections,casc)=>{ + * //Work with the attributes as you please. + * attributes.some_attribute = 'a value'; + * attributes.set();//Apply our change + * } + * }) + */ +const getAllAttrs = function({props=baseGet,sectionDetails=repeatingSectionDetails,callback}){ + getSections(sectionDetails,(repeats,sections)=>{ + getAttrs([...props,...repeats],(values)=>{ + const attributes = createAttrProxy(values); + orderSections(attributes,sections); + const casc = expandCascade(cascades,sections,attributes); + callback(attributes,sections,casc); + }) + }); +}; +kFuncs.getAllAttrs = getAllAttrs; + +/** + * Alias for [getSectionIDs()](https://wiki.roll20.net/Sheet_Worker_Scripts#getSectionIDs.28section_name.2Ccallback.29) that allows you to iterate through several functions at once. Also assembles an array of repeating attributes to get. + * @param {object[]} sectionDetails - Array of details about a section to get the IDs for and attributes that need to be gotten. + * @param {string} sectionDetails.section - The full name of the repeating section including the `repeating_` prefix. + * @param {string[]} sectionDetails.fields - Array of field names that need to be gotten from the repeating section + * @param {function(string[],sectionObj)} callback - The function to call once all IDs have been gotten and the array of repating attributes to get has been assembled. The callback is passed the array of repating attributes to get and a {@link sectionObj}. + * @example + * // Get some section details + * const sectionDetails = { + * {section:'repeating_equipment',fields:['name','weight','cost']}, + * {section:'repeating_weapon',fields:['name','attack','damage']} + * }; + * k.getSections(sectionDetails,(attributeNames,sections)=>{ + * console.log(attributeNames);// => Array containing all row specific attribute names + * console.log(sections);// => Object with arrays containing the row ids. Indexed by section name (e.g. repeating_eqiupment) + * }) + */ +const getSections = function(sectionDetails,callback){ + let queueClone = _.clone(sectionDetails); + const worker = (queue,repeatAttrs=[],sections={})=>{ + let detail = queue.shift(); + getSectionIDs(detail.section,(IDs)=>{ + sections[detail.section] = IDs; + IDs.forEach((id)=>{ + detail.fields.forEach((f)=>{ + repeatAttrs.push(`${detail.section}_${id}_${f}`); + }); + }); + repeatAttrs.push(`_reporder_${detail.section}`); + if(queue.length){ + worker(queue,repeatAttrs,sections); + }else{ + callback(repeatAttrs,sections); + } + }); + }; + if(!queueClone[0]){ + callback([],{}); + }else{ + worker(queueClone); + } +}; +kFuncs.getSections = getSections; + +// Sets the attributes while always calling with {silent:true} +// Can be awaited to get the values returned from _setAttrs +/** + * Alias for [setAttrs()](https://wiki.roll20.net/Sheet_Worker_Scripts#setAttrs.28values.2Coptions.2Ccallback.29) that sets silently by default. + * @param {object} obj - The object containting attributes to set + * @param {boolean} [vocal=false] - Whether to set silently (default value) or not. + * @param {function()} [callback] - The callback function to invoke after the setting has been completed. No arguments are passed to the callback function. + * @example + * //Set some attributes silently + * k.setAttrs({attribute_1:'new value'}) + * //Set some attributes and triggers listeners + * k.setAttrs({attribute_1:'new value',true}) + * //Set some attributes and call a callback function + * k.setAttrs({attribute_1:'new value'},null,()=>{ + * //Do something after the attribute is set + * }) + */ +const set = function(obj,vocal=false,callback){ + setAttrs(obj,{silent:!vocal},callback); +}; +kFuncs.setAttrs = set; + +const generateCustomID = function(string){ + if(!string.startsWith('-')){ + string = `-${string}`; + } + rowID = generateRowID(); + let re = new RegExp(`^.{${string.length}}`); + return `${string}${rowID.replace(re,'')}`; +}; + + +/** + * Alias for generateRowID that adds the new id to the {@link sectionObj}. Also allows for creation of custom IDs that conform to the section ID requirements. + * @param {sectionObj} sections + * @param {string} [customText] - Custom text to start the ID with. This text should not be longer than the standard repeating section ID format. + * @returns {string} - The created ID + * @example + * k.getAllAttrs({ + * callback:(attributes,sections,casc)=>{ + * //Create a new row ID + * const rowID = k.generateRowID('repeating_equipment',sections); + * console.log(rowID);// => -p8rg908ug0suzz + * //Create a custom row ID + * const customID = k.generateRowID('repeating_equipment',sections,'custom'); + * console.log(customID);// => -custom98uadj89kj + * } + * }); + */ +const _generateRowID = function(section,sections,customText){ + let rowID = customText ? + generateCustomID(customText) : + generateRowID(); + section = section.match(/^repeating_[^_]+$/) ? + section : + `repeating_${section}`; + sections[section] = sections[section] || []; + sections[section].push(rowID); + return `${section}_${rowID}`; +}; +kFuncs.generateRowID = _generateRowID; \ No newline at end of file diff --git a/ICON RPG [MassifPress]/scaffold/tabs/_tabs.pug b/ICON RPG [MassifPress]/scaffold/tabs/_tabs.pug new file mode 100644 index 0000000000..a542ee99f1 --- /dev/null +++ b/ICON RPG [MassifPress]/scaffold/tabs/_tabs.pug @@ -0,0 +1,112 @@ +//- @pugdoc + name: tabs + description: A generic mixin to create tabs using jQuery. It uses a nested {@link tab} mixin to define tabs. Any content outside those mixin in put in the containing div, before the tabs. Attributes passed to the mixin are passed to the outer containing div. + arguments: + - {string} [name=tabs] - The name of the tabs construct. Used in all elements so that you may vary the styling of different tabs + - {string} [defaultActiveTab] - The name of the tab that should be active by default. + - {boolean} [persistent = true] - Whether the tabs should be persistent and load their last state when the sheet is reloaded. True by default. + attributes: + example: | + include ../_htmlelements.pug + // Tabs that are persistent (default) and have the background tab as the default tab + +tabs({name:"sheet-tabs",defaultActiveTab:'background'})(class="outer") + span before the header + +tab({})(class="tab-vertical") + span(style="background: white;") Tab 1 content + +tab({name:"background"})(class="tab_horizontal") + span(style="background: white;") Tab background content + +tab({name:"history", button:{class:"custom-button"}})(class="tab_horizontal") + span(style="background: white;") Tab history content + +tab({name:"inventory", container:"span"})(class="tab_horizontal") + span(style="background: white;") Tab inventory content + + // Tabs that are NOT persistent and have no default tab (aka all tab content will be hidden by default) + +tabs({name:"sheet-tabs"-2,persistent:false})(class="outer") + span before the header + +tab({})(class="tab-vertical") + span(style="background: white;") Tab 1 content + +tab({name:"background"})(class="tab_horizontal") + span(style="background: white;") Tab background content + +tab({name:"history", button:{class:"custom-button"}})(class="tab_horizontal") + span(style="background: white;") Tab history content + +tab({name:"inventory", container:"span"})(class="tab_horizontal") + span(style="background: white;") Tab inventory content +mixin tabs({name="tabs",defaultActiveTab,persistent=true}) + //- Cleanup the name to use "-" instead of spaces, and no problematic chars + //- We use "-" as in action buttons, because this name will be used in CSS classes + - + defaultActiveTab = defaultActiveTab ? + actionButtonName(replaceProblems(defaultActiveTab)) : + undefined; + - sectionName = actionButtonName(replaceProblems(name)); + if persistent + - const inputObj = {name:`${sectionName.replace(/\-/g,'_')} tab`}; + if defaultActiveTab + - inputObj.value = `nav-tabs-${sectionName}--${defaultActiveTab}`; + +hidden(inputObj) + - varObjects.persistentTabs = varObjects.persistentTabs || []; + - varObjects.persistentTabs.push(replaceSpaces(`${sectionName} tab`)) + + //- Storage for all the tabs in this construct, plus a local mixin to pass + //- several pug blocks + - const tabs = []; + mixin tab({name,button={},container="div"}) + - tabName = actionButtonName(replaceProblems(name || `tab${tabs.length + 1}`)); + - if (tabs.filter(tab => tab.name === tabName).length) { throw new Error(`Tab "${tabName}" already exists in "${sectionName}".`); } + //- Cleanup the name of the navigation button + - button.name = `nav-tabs-${sectionName}--${tabName}`; + //- Cleanup the class, add our own internal classes + - button.class = button.class ? ` ${replaceProblems(button.class)}` : ""; + - button.class = `tabs__button tabs--${sectionName}__button tabs--${sectionName}__button--${tabName}${button.class}${!persistent && defaultActiveTab === tabName ? ' k-active-button' : ''}`; + - button['data-container-button'] = sectionName; + - button['data-button'] = tabName; + - const content = button.content; + - delete button.content; + + //- If not provided, hook the button to the default tab switcher listener + - button.trigger = button.trigger || {triggeredFuncs:["kSwitchTab"]}; + //- Cleanup the class of the tab content passed through the implicit attributes + //- and add our own internal classes + - attributes.class = attributes.class ? ` ${replaceProblems(attributes.class)}` : ''; + - attributes.class = `tabs__container tabs--${sectionName}__container tabs--${sectionName}__container--${tabName}${attributes.class}${!persistent && defaultActiveTab === tabName ? ' k-active-tab' : ''}`; + //- Store the tab definition + - tabs.push({name:tabName, container, button, attributes, block, content}); + + + //- Put everything in a global div with appropriate classes for CSS styling + //- and proper HTML organization + - attributes.class = attributes.class ? ` ${replaceProblems(attributes.class)}` : ''; + - attributes.class = `tabs tabs--${sectionName}${attributes.class}`; + div&attributes(attributes) + //- Execute the block passed to the +tabs mixin, if any + //- this fills the `tabs` array above when the +tab nested mixin + //- is called in the block + - block ? block() : undefined; + + //- Navigation header with action button to switch tabs + nav(class=`tabs__header tabs--${sectionName}__header`) + each tab, index in tabs + if !tab.content + - tab.button['data-i18n'] = `tabs-${sectionName}-${tab.name}`; + +action(tab.button)(data-container-tab=sectionName data-tab=tab.name) + if tab.content + != tab.content + + //- Global div storing all the tabs one after another + //- only one will be visible at the same time + div(class=`tabs__body tabs--${sectionName}__body`) + each tab, index in tabs + - const container = tab.container; + #{container}(data-container-tab=sectionName data-tab=tab.name)&attributes(tab.attributes) + - tab.block() + +//- duplicate for documentation purposes +//- @pugdoc + name: tab + description: Mixin to add a new tab. Only available inside a {@link tabs} mixin. Attributes passed to the mixin are passed to the div containing the content, not to the header button. + arguments: + - {string} [name] - The name of the tab. Defaults to `tab` followed by a index count starting at 1 (so tab1, then tab2, ...) + - {object} [button] - object passed to the +action mixin to build the action button for switching tabe. By default a trigger is defined, but you can override it. + - {string} [container] - tag to use to contain the whole tab. A div by default but can be overridden. +mixin tab({name,button={},container="div"}) + - throw new Error("The +tab() mixin can only be used within a +tabs() mixin"); \ No newline at end of file diff --git a/ICON RPG [MassifPress]/scaffold/tabs/_tabs.scss b/ICON RPG [MassifPress]/scaffold/tabs/_tabs.scss new file mode 100644 index 0000000000..35055bb43a --- /dev/null +++ b/ICON RPG [MassifPress]/scaffold/tabs/_tabs.scss @@ -0,0 +1,7 @@ +// .tabs { +// .tabs__body { +// .tabs__container:not(.k-active-tab) { +// display: none ! important; +// } +// } +// } \ No newline at end of file diff --git a/ICON RPG [MassifPress]/scaffold/tabs/tabs.js b/ICON RPG [MassifPress]/scaffold/tabs/tabs.js new file mode 100644 index 0000000000..93d158cf54 --- /dev/null +++ b/ICON RPG [MassifPress]/scaffold/tabs/tabs.js @@ -0,0 +1,35 @@ +/** + * The default tab navigation function of the K-scaffold. Courtesy of Riernar. It will add `k-active-tab` to the active tab-container and `k-active-button` to the active button. You can either write your own CSS to control display of these, or use the default CSS included in `scaffold/_k.scss`. Note that `k-active-button` has no default CSS as it is assumed that you will want to style the active button to match your system. + * @param {Object} trigger - The trigger object + */ +const kSwitchTab = function ({ trigger, attributes }) { + const [container, tab] = ( + trigger.name.match(/nav-tabs-(.+)--(.+)/) || + [] + ).slice(1); + $20(`[data-container-tab="${container}"]`).removeClass('k-active-tab'); + $20(`[data-container-tab="${container}"][data-tab="${tab}"]`).addClass('k-active-tab'); + $20(`[data-container-button="${container}"]`).removeClass('k-active-button'); + $20(`[data-container-button="${container}"][data-button="${tab}"]`).addClass('k-active-button'); + const tabInputName = `${container.replace(/\-/g,'_')}_tab`; + if(persistentTabs.indexOf(tabInputName) > -1){ + attributes[tabInputName] = trigger.name; + } +} + +registerFuncs({ kSwitchTab }); + +/** + * Sets persistent tabs to their last active state + * @param {object} trigger - The trigger that caused the function to be called + * @param {object} attributes - The attribute values of the character + * @param {object[]} sections - All the repeating section IDs + * @param {object} casc - Expanded cascade object + */ +const kTabOnOpen = function({trigger,attributes,sections,casc}){ + persistentTabs.forEach((tabInput) => { + const pseudoTrigger = {name:attributes[tabInput]}; + kSwitchTab({trigger:pseudoTrigger, attributes}); + }); +}; +registerFuncs({ kTabOnOpen },{type:['opener']}); \ No newline at end of file diff --git a/ICON RPG [MassifPress]/scaffold/utility.js b/ICON RPG [MassifPress]/scaffold/utility.js new file mode 100644 index 0000000000..0f191111ec --- /dev/null +++ b/ICON RPG [MassifPress]/scaffold/utility.js @@ -0,0 +1,237 @@ +/*jshint esversion: 11, laxcomma:true, eqeqeq:true*/ +/*jshint -W014,-W084,-W030,-W033*/ +/** + * Replaces problem characters to use a string as a regex + * @param {string} text - The text to replace characters in + * @returns {string} + * @example + * const textForRegex = k.sanitizeForRegex('.some thing[with characters]'); + * console.log(textForRegex);// => "\.some thing\[with characters\]" + */ +const sanitizeForRegex = function(text){ + return text.replace(/\.|\||\(|\)|\[|\]|\-|\+|\?|\/|\{|\}|\^|\$|\*/g,'\\$&'); +}; +kFuncs.sanitizeForRegex = sanitizeForRegex; + +/** + * Converts a value to a number, it\'s default value, or `0` if no default value passed. + * @param {string|number} val - Value to convert to a number + * @param {number} def - The default value, uses 0 if not passed + * @returns {number|undefined} + * @example + * const num = k.value('100'); + * console.log(num);// => 100 + */ +const value = function(val,def){ + return (+val||def||0); +}; +kFuncs.value = value; + +/** + * Extracts the section (e.g. `repeating_equipment`), rowID (e.g `-;lkj098J:LKj`), and field name (e.g. `bulk`) from a repeating attribute name. + * @param {string} string - The string to parse + * @returns {array} - Array of matches. Index 0: the section name, e.g. repeating_equipment | Index 1:the row ID | index 2: The name of the attribute + * @returns {string[]} + * @example + * //Extract info from a full repeating name + * const [section,rowID,attrName] = k.parseRepeatName('repeating_equipment_-8908asdflkjZlkj23_name'); + * console.log(section);// => "repeating_equipment" + * console.log(rowID);// => "-8908asdflkjZlkj23" + * console.log(attrName);// => "name" + * + * //Extract info from just a row name + * const [section,rowID,attrName] = k.parseRepeatName('repeating_equipment_-8908asdflkjZlkj23'); + * console.log(section);// => "repeating_equipment" + * console.log(rowID);// => "-8908asdflkjZlkj23" + * console.log(attrName);// => undefined + */ +const parseRepeatName = function(string){ + let match = string.match(/(repeating_[^_]+)_([^_]+)(?:_(.+))?/); + match.shift(); + return match; +}; +kFuncs.parseRepeatName = parseRepeatName; + +/** + * Parses out the components of a trigger name similar to [parseRepeatName](#parserepeatname). Aliases: parseClickTrigger. + * + * Aliases: `k.parseClickTrigger` + * @param {string} string The triggerName property of the + * @returns {array} - For a repeating button named `repeating_equipment_-LKJhpoi98;lj_roll`, the array will be `['repeating_equipment','-LKJhpoi98;lj','roll']`. For a non repeating button named `roll`, the array will be `[undefined,undefined,'roll']` + * @returns {string[]} + * @example + * //Parse a non repeating trigger + * const [section,rowID,attrName] = k.parseTriggerName('clicked:some-button'); + * console.log(section);// => undefined + * console.log(rowID);// => undefined + * console.log(attrName);// => "some-button" + * + * //Parse a repeating trigger + * const [section,rowID,attrName] = k.parseTriggerName('clicked:repeating_attack_-234lkjpd8fu8usadf_some-button'); + * console.log(section);// => "repeating_attack" + * console.log(rowID);// => "-234lkjpd8fu8usadf" + * console.log(attrName);// => "some-button" + * + * //Parse a repeating name + * const [section,rowID,attrName] = k.parseTriggerName('repeating_attack_-234lkjpd8fu8usadf_some-button'); + * console.log(section);// => "repeating_attack" + * console.log(rowID);// => "-234lkjpd8fu8usadf" + * console.log(attrName);// => "some-button" + */ +const parseTriggerName = function(string){ + let match = string.replace(/^clicked:/,'').match(/(?:(repeating_[^_]+)_([^_]+)_)?(.+)/); + match.shift(); + return match; +}; +kFuncs.parseTriggerName = parseTriggerName; +const parseClickTrigger = parseTriggerName; +kFuncs.parseClickTrigger = parseClickTrigger; + +/** + * Parses out the attribute name from the htmlattribute name. + * @param {string} string - The triggerName property of the [event](https://wiki.roll20.net/Sheet_Worker_Scripts#eventInfo_Object). + * @returns {string} + * @example + * //Parse a name + * const attrName = k.parseHtmlName('attr_attribute_1'); + * console.log(attrName);// => "attribute_1" + */ +const parseHTMLName = function(string){ + let match = string.match(/(?:attr|act|roll)_(.+)/); + match.shift(); + return match[0]; +}; +kFuncs.parseHTMLName = parseHTMLName; + +/** + * Capitalize each word in a string + * @param {string} string - The string to capitalize + * @returns {string} + * @example + * const capitalized = k.capitalize('a word'); + * console.log(capitalized);// => "A Word" + */ +const capitalize = function(string){ + return string.replace(/(?:^|\s+|\/)[a-z]/ig,(letter)=>letter.toUpperCase()); +}; +kFuncs.capitalize = capitalize; + +/** + * Extracts a roll query result for use in later functions. Must be awaited as per [startRoll documentation](https://wiki.roll20.net/Sheet_Worker_Scripts#Roll_Parsing.28NEW.29). Stolen from [Oosh\'s Adventures with Startroll thread](https://app.roll20.net/forum/post/10346883/adventures-with-startroll). + * @param {string} query - The query should be just the text as the `?{` and `}` at the start/end of the query are added by the function. + * @returns {Promise} - Resolves to the selected value from the roll query + * @example + * const rollFunction = async function(){ + * //Get the result of a choose from list query + * const queryResult = await extractQueryResult('Prompt Text Here|Option 1|Option 2'); + * console.log(queryResult);//=> "Option 1" or "Option 2" depending on what the user selects + * + * //Get free from input from the user + * const freeResult = await extractQueryResult('Prompt Text Here'); + * consoel.log(freeResult);// => Whatever the user entered + * } + */ +const extractQueryResult = async function(query){ + debug('entering extractQueryResult'); + let queryRoll = await startRoll(`!{{query=[[0[response=?{${query}}]]]}}`); + finishRoll(queryRoll.rollId); + return queryRoll.results.query.expression.replace(/^.+?response=|\]$/g,''); +}; +kFuncs.extractQueryResult = extractQueryResult; + +/** + * Simulates a query for ensuring that async/await works correctly in the sheetworker environment when doing conditional startRolls. E.g. if you have an if/else and only one of the conditions results in `startRoll` being called (and thus an `await`), the sheetworker environment would normally crash. Awaiting this in the condition that does not actually need to call `startRoll` will keep the environment in sync. + * @param {string|number} [value] - The value to return. Optional. + * @returns {Promise} - Resolves to the value passed to the function + * @example + * const rollFunction = async function(){ + * //Get the result of a choose from list query + * const queryResult = await pseudoQuery('a value'); + * console.log(queryResult);//=> "a value" + * } + */ +const pseudoQuery = async function(value){ + debug('entering pseudoQuery'); + let queryRoll = await startRoll(`!{{query=[[0[response=${value}]]]}}`); + finishRoll(queryRoll.rollId); + return queryRoll.results.query.expression.replace(/^.+?response=|\]$/g,''); +}; +kFuncs.pseudoQuery = pseudoQuery; + +/** + * An alias for console.log. + * @param {any} msg - The message can be a straight string, an object, or an array. If it is an object or array, the object will be broken down so that each key is used as a label to output followed by the value of that key. If the value of the key is an object or array, it will be output via `console.table`. + */ +const log = function(msg){ + if(typeof msg === 'string'){ + console.log(`%c${kFuncs.sheetName} log| ${msg}`,"background-color:#159ccf"); + }else if(typeof msg === 'object'){ + Object.keys(msg).forEach((m)=>{ + if(typeof msg[m] === 'string'){ + console.log(`%c${kFuncs.sheetName} log| ${m}: ${msg[m]}`,"background-color:#159ccf"); + }else{ + console.log(`%c${kFuncs.sheetName} log| ${typeof msg[m]} ${m}`,"background-color:#159ccf"); + console.table(msg[m]); + } + }); + } +}; +kFuncs.log = log; + +/** + * Alias for console.log that only triggers when debug mode is enabled or when the sheet\'s version is `0`. Useful for entering test logs that will not pollute the console on the live sheet. + * @param {any} msg - 'See {@link k.log} + * @param {boolean} force - Pass as a truthy value to force the debug output to be output to the console regardless of debug mode. + * @returns {void} + */ +const debug = function(msg,force){ + if(!kFuncs.debugMode && !force && kFuncs.version > 0) return; + if(typeof msg === 'string'){ + console.log(`%c${kFuncs.sheetName} DEBUG| ${msg}`,"background-color:tan;color:red;"); + }else if(typeof msg === 'object'){ + Object.keys(msg).forEach((m)=>{ + if(typeof msg[m] === 'string'){ + console.log(`%c${kFuncs.sheetName} DEBUG| ${m}: ${msg[m]}`,"background-color:tan;color:red;"); + }else{ + console.log(`%c${kFuncs.sheetName} DEBUG| ${typeof msg[m]} ${m}`,"background-color:tan;color:red;font-weight:bold;"); + console.table(msg[m]); + } + }); + } +}; +kFuncs.debug = debug; + +/** + * Orders the section id arrays for all sections in the `sections` object to match the repOrder attribute. + * @param {attributesProxy} attributes - The attributes object that must have a value for the reporder for each section. + * @param {[object]} sections - Object containing the IDs for the repeating sections, indexed by repeating section name. + */ +const orderSections = function(attributes,sections){ + Object.keys(sections).forEach((section)=>{ + attributes.attributes[`_reporder_${section}`] = commaArray(attributes[`_reporder_${section}`]); + orderSection(attributes.attributes[`_reporder_${section}`],sections[section]); + }); +}; +kFuncs.orderSections = orderSections; + +/** + * Orders a single ID array. + * @param {[string]} repOrder - Array of IDs in the order they are in on the sheet. + * @param {[string]} IDs - Array of IDs to be ordered. + */ +const orderSection = function(repOrder,IDs=[]){ + IDs.sort((a,b)=>{ + return repOrder.indexOf(a.toLowerCase()) - repOrder.indexOf(b.toLowerCase()); + }); +}; +kFuncs.orderSection = orderSection; + +/** + * Splits a comma delimited string into an array + * @param {string} string - The string to split. + * @returns {array} - The string segments of the comma delimited list. + */ +const commaArray = function(string=''){ + return string.toLowerCase().split(/\s*,\s*/); +}; +kFuncs.commaArray = commaArray; \ No newline at end of file diff --git a/ICON RPG [MassifPress]/sheet.json b/ICON RPG [MassifPress]/sheet.json new file mode 100644 index 0000000000..8bacfb4cab --- /dev/null +++ b/ICON RPG [MassifPress]/sheet.json @@ -0,0 +1,10 @@ +{ + "html": "system.html", + "css": "system.css", + "authors": "Seraaron, Scott Casey", + "roll20userid": "147454, 459831", + "preview": "preview.jpg", + "instructions": "This sheet is designed for use with the [ICON](https://massif-press.itch.io/icon) system by Massif Press. This is an unofficial sheet made with the aid of Scott C's [K-scaffold](https://kurohyou.github.io/Roll20-Snippets/index.html?v=1.1). Almost all of the core functionality of the game, as of version 1.45, is accessible via this sheet.\nRules reminders are built in and can be hidden or show by clicking orange 'i' in the top right of each section.\nThe sheet is also flexible enough to hopefully allow for homebrew rules and custom features.\nI hope you enjoy!\n\nRead the [full documentation](https://github.com/Seraaron/roll20-character-sheets/blob/master/ICON%20RPG%20%5BMassifPress%5D/readme.md) or [report a bug](https://github.com/Seraaron/roll20-character-sheets/issues)", + "tipee":"https://en.tipeee.com/seraaron/", + "legacy": false +} \ No newline at end of file diff --git a/ICON RPG [MassifPress]/system-dist.css b/ICON RPG [MassifPress]/system-dist.css new file mode 100644 index 0000000000..edd5867e9f --- /dev/null +++ b/ICON RPG [MassifPress]/system-dist.css @@ -0,0 +1 @@ +@import 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.roll-container{display:-ms-grid;display:grid}.sheet-rolltemplate-icon .pseudo-select span,.sheet-rolltemplate-icon .sheet-pseudo-select span,.sheet-rolltemplate-icon .uneditable-input,.sheet-rolltemplate-icon input:not(:where([type=checkbox],[type=radio])),.sheet-rolltemplate-icon select,.sheet-rolltemplate-icon textarea,.ui-dialog .tab-content .charsheet .pseudo-select span,.ui-dialog .tab-content .charsheet .sheet-pseudo-select span,.ui-dialog .tab-content .charsheet .uneditable-input,.ui-dialog .tab-content .charsheet input:not(:where([type=checkbox],[type=radio])),.ui-dialog .tab-content .charsheet select,.ui-dialog .tab-content .charsheet textarea{border-width:1px 1px;border-style:solid;border-radius:5px;border-color:transparent;-webkit-box-sizing:border-box;box-sizing:border-box}.sheet-rolltemplate-icon .repcontrol-button,.ui-dialog .tab-content .charsheet .repcontrol-button{background-color:var(--buttonColor);border-radius:5px;-webkit-box-shadow:0 2px 4px black;box-shadow:0 2px 4px black;border-width:0;-webkit-backdrop-filter:blur(1px);backdrop-filter:blur(1px);overflow:hidden}.sheet-rolltemplate-icon .repcontrol-button,.ui-dialog .tab-content .charsheet .repcontrol-button{padding:5px 7px}.sheet-rolltemplate-icon .sheet-uppercase,.sheet-rolltemplate-icon .uppercase,.ui-dialog .tab-content .charsheet .sheet-uppercase,.ui-dialog .tab-content .charsheet .uppercase{text-transform:uppercase}.sheet-rolltemplate-icon .smallcaps,.ui-dialog .tab-content .charsheet .smallcaps{font-variant-caps:small-caps}.sheet-rolltemplate-icon .hidden,.sheet-rolltemplate-icon .sheet-hidden,.sheet-rolltemplate-icon [hidden],.ui-dialog .tab-content .charsheet .hidden,.ui-dialog .tab-content .charsheet .sheet-hidden,.ui-dialog .tab-content .charsheet [hidden]{display:none!important}.sheet-rolltemplate-icon .emph,.sheet-rolltemplate-icon .italics,.sheet-rolltemplate-icon .sheet-emph,.sheet-rolltemplate-icon .sheet-italics,.ui-dialog .tab-content .charsheet .emph,.ui-dialog .tab-content .charsheet .italics,.ui-dialog .tab-content .charsheet .sheet-emph,.ui-dialog .tab-content .charsheet .sheet-italics{font-style:italic}.sheet-rolltemplate-icon .bold,.sheet-rolltemplate-icon .sheet-bold,.ui-dialog .tab-content .charsheet .bold,.ui-dialog .tab-content .charsheet .sheet-bold{font-weight:700}#main .glyph-only,#main .glyph-only *,.sheet-rolltemplate-icon .h1-style-input,.sheet-rolltemplate-icon .h1-style-input *,.sheet-rolltemplate-icon .h3-style-input,.sheet-rolltemplate-icon .h3-style-input *,.sheet-rolltemplate-icon .input-label:not(.stacked).large>[name],.sheet-rolltemplate-icon .input-label:not(.stacked).large>[name] *,.sheet-rolltemplate-icon [aria-level="1"],.sheet-rolltemplate-icon [aria-level="1"] *,.sheet-rolltemplate-icon [aria-level="2"],.sheet-rolltemplate-icon [aria-level="2"] *,.sheet-rolltemplate-icon [aria-level="3"],.sheet-rolltemplate-icon [aria-level="3"] *,.sheet-rolltemplate-icon [aria-level="4"],.sheet-rolltemplate-icon [aria-level="4"] *,.sheet-rolltemplate-icon [aria-level="5"],.sheet-rolltemplate-icon [aria-level="5"] *,.sheet-rolltemplate-icon [aria-level="6"],.sheet-rolltemplate-icon [aria-level="6"] *,.sheet-rolltemplate-icon h1,.sheet-rolltemplate-icon h1 *,.sheet-rolltemplate-icon h2,.sheet-rolltemplate-icon h2 *,.sheet-rolltemplate-icon h3,.sheet-rolltemplate-icon h3 *,.sheet-rolltemplate-icon h4,.sheet-rolltemplate-icon h4 *,.sheet-rolltemplate-icon h5,.sheet-rolltemplate-icon h5 *,.sheet-rolltemplate-icon h6,.sheet-rolltemplate-icon h6 *,.sheet-rolltemplate-icon input,.sheet-rolltemplate-icon span,.sheet-rolltemplate-icon textarea,.ui-dialog .tab-content .charsheet .h1-style-input,.ui-dialog .tab-content .charsheet .h1-style-input *,.ui-dialog .tab-content .charsheet .h3-style-input,.ui-dialog .tab-content .charsheet .h3-style-input *,.ui-dialog .tab-content .charsheet .input-label:not(.stacked).large>[name],.ui-dialog .tab-content .charsheet .input-label:not(.stacked).large>[name] *,.ui-dialog .tab-content .charsheet [aria-level="1"],.ui-dialog .tab-content .charsheet [aria-level="1"] *,.ui-dialog .tab-content .charsheet [aria-level="2"],.ui-dialog .tab-content .charsheet [aria-level="2"] *,.ui-dialog .tab-content .charsheet [aria-level="3"],.ui-dialog .tab-content .charsheet [aria-level="3"] *,.ui-dialog .tab-content .charsheet [aria-level="4"],.ui-dialog .tab-content .charsheet [aria-level="4"] *,.ui-dialog .tab-content .charsheet [aria-level="5"],.ui-dialog .tab-content .charsheet [aria-level="5"] *,.ui-dialog .tab-content .charsheet [aria-level="6"],.ui-dialog .tab-content .charsheet [aria-level="6"] *,.ui-dialog .tab-content .charsheet h1,.ui-dialog .tab-content .charsheet h1 *,.ui-dialog .tab-content .charsheet h2,.ui-dialog .tab-content .charsheet h2 *,.ui-dialog .tab-content .charsheet h3,.ui-dialog .tab-content .charsheet h3 *,.ui-dialog .tab-content .charsheet h4,.ui-dialog .tab-content .charsheet h4 *,.ui-dialog .tab-content .charsheet h5,.ui-dialog .tab-content .charsheet h5 *,.ui-dialog .tab-content .charsheet h6,.ui-dialog .tab-content .charsheet h6 *,.ui-dialog .tab-content .charsheet input,.ui-dialog .tab-content .charsheet span,.ui-dialog .tab-content .charsheet textarea{line-height:normal}#main .glyph-only,#main .glyph-only *,.sheet-rolltemplate-icon .h1-style-input,.sheet-rolltemplate-icon .h1-style-input *,.sheet-rolltemplate-icon .h3-style-input,.sheet-rolltemplate-icon .h3-style-input *,.sheet-rolltemplate-icon .input-label:not(.stacked).large>[name],.sheet-rolltemplate-icon .input-label:not(.stacked).large>[name] *,.sheet-rolltemplate-icon [aria-level="1"],.sheet-rolltemplate-icon [aria-level="1"] *,.sheet-rolltemplate-icon [aria-level="2"],.sheet-rolltemplate-icon [aria-level="2"] *,.sheet-rolltemplate-icon [aria-level="3"],.sheet-rolltemplate-icon [aria-level="3"] *,.sheet-rolltemplate-icon [aria-level="4"],.sheet-rolltemplate-icon [aria-level="4"] *,.sheet-rolltemplate-icon [aria-level="5"],.sheet-rolltemplate-icon [aria-level="5"] *,.sheet-rolltemplate-icon [aria-level="6"],.sheet-rolltemplate-icon [aria-level="6"] *,.sheet-rolltemplate-icon h1,.sheet-rolltemplate-icon h1 *,.sheet-rolltemplate-icon h2,.sheet-rolltemplate-icon h2 *,.sheet-rolltemplate-icon h3,.sheet-rolltemplate-icon h3 *,.sheet-rolltemplate-icon h4,.sheet-rolltemplate-icon h4 *,.sheet-rolltemplate-icon h5,.sheet-rolltemplate-icon h5 *,.sheet-rolltemplate-icon h6,.sheet-rolltemplate-icon h6 *,.ui-dialog .tab-content .charsheet .h1-style-input,.ui-dialog .tab-content .charsheet .h1-style-input *,.ui-dialog .tab-content .charsheet .h3-style-input,.ui-dialog .tab-content .charsheet .h3-style-input *,.ui-dialog .tab-content .charsheet .input-label:not(.stacked).large>[name],.ui-dialog .tab-content .charsheet .input-label:not(.stacked).large>[name] *,.ui-dialog .tab-content .charsheet [aria-level="1"],.ui-dialog .tab-content .charsheet [aria-level="1"] *,.ui-dialog .tab-content .charsheet [aria-level="2"],.ui-dialog .tab-content .charsheet [aria-level="2"] *,.ui-dialog .tab-content .charsheet [aria-level="3"],.ui-dialog .tab-content .charsheet [aria-level="3"] *,.ui-dialog .tab-content .charsheet [aria-level="4"],.ui-dialog .tab-content .charsheet [aria-level="4"] *,.ui-dialog .tab-content .charsheet [aria-level="5"],.ui-dialog .tab-content .charsheet [aria-level="5"] *,.ui-dialog .tab-content .charsheet [aria-level="6"],.ui-dialog .tab-content .charsheet [aria-level="6"] *,.ui-dialog .tab-content .charsheet h1,.ui-dialog .tab-content .charsheet h1 *,.ui-dialog .tab-content .charsheet h2,.ui-dialog .tab-content .charsheet h2 *,.ui-dialog .tab-content .charsheet h3,.ui-dialog .tab-content .charsheet h3 *,.ui-dialog .tab-content .charsheet h4,.ui-dialog .tab-content .charsheet h4 *,.ui-dialog .tab-content .charsheet h5,.ui-dialog .tab-content .charsheet h5 *,.ui-dialog .tab-content .charsheet h6,.ui-dialog .tab-content .charsheet h6 *{color:var(--fontColor);display:block;white-space:nowrap;margin-top:0px;margin-bottom:0px;font-weight:700}.sheet-rolltemplate-icon .h1-style-input,.sheet-rolltemplate-icon .h1-style-input *,.sheet-rolltemplate-icon .h3-style-input,.sheet-rolltemplate-icon .h3-style-input *,.sheet-rolltemplate-icon .input-label:not(.stacked).large>[name],.sheet-rolltemplate-icon .input-label:not(.stacked).large>[name] *,.sheet-rolltemplate-icon [aria-level="1"],.sheet-rolltemplate-icon [aria-level="1"] *,.sheet-rolltemplate-icon [aria-level="2"],.sheet-rolltemplate-icon [aria-level="2"] *,.sheet-rolltemplate-icon [aria-level="3"],.sheet-rolltemplate-icon [aria-level="3"] *,.sheet-rolltemplate-icon h1,.sheet-rolltemplate-icon h1 *,.sheet-rolltemplate-icon h2,.sheet-rolltemplate-icon h2 *,.sheet-rolltemplate-icon h3,.sheet-rolltemplate-icon h3 *,.ui-dialog .tab-content .charsheet .h1-style-input,.ui-dialog .tab-content .charsheet .h1-style-input *,.ui-dialog .tab-content .charsheet .h3-style-input,.ui-dialog .tab-content .charsheet .h3-style-input *,.ui-dialog .tab-content .charsheet .input-label:not(.stacked).large>[name],.ui-dialog .tab-content .charsheet .input-label:not(.stacked).large>[name] *,.ui-dialog .tab-content .charsheet [aria-level="1"],.ui-dialog .tab-content .charsheet [aria-level="1"] *,.ui-dialog .tab-content .charsheet [aria-level="2"],.ui-dialog .tab-content .charsheet [aria-level="2"] *,.ui-dialog .tab-content .charsheet [aria-level="3"],.ui-dialog .tab-content .charsheet [aria-level="3"] *,.ui-dialog .tab-content .charsheet h1,.ui-dialog .tab-content .charsheet h1 *,.ui-dialog .tab-content .charsheet h2,.ui-dialog .tab-content .charsheet h2 *,.ui-dialog .tab-content .charsheet h3,.ui-dialog .tab-content .charsheet h3 *{text-transform:uppercase;font-weight:700}#main .glyph-only,#main .glyph-only *,.sheet-rolltemplate-icon [aria-level="4"],.sheet-rolltemplate-icon [aria-level="4"] *,.sheet-rolltemplate-icon [aria-level="5"],.sheet-rolltemplate-icon [aria-level="5"] *,.sheet-rolltemplate-icon [aria-level="6"],.sheet-rolltemplate-icon [aria-level="6"] *,.sheet-rolltemplate-icon h4,.sheet-rolltemplate-icon h4 *,.sheet-rolltemplate-icon h5,.sheet-rolltemplate-icon h5 *,.sheet-rolltemplate-icon h6,.sheet-rolltemplate-icon h6 *,.ui-dialog .tab-content .charsheet [aria-level="4"],.ui-dialog .tab-content .charsheet [aria-level="4"] *,.ui-dialog .tab-content .charsheet [aria-level="5"],.ui-dialog .tab-content .charsheet [aria-level="5"] *,.ui-dialog .tab-content .charsheet [aria-level="6"],.ui-dialog .tab-content .charsheet [aria-level="6"] *,.ui-dialog .tab-content .charsheet h4,.ui-dialog .tab-content .charsheet h4 *,.ui-dialog .tab-content .charsheet h5,.ui-dialog .tab-content .charsheet h5 *,.ui-dialog .tab-content .charsheet h6,.ui-dialog .tab-content .charsheet h6 *{text-transform:uppercase}#main .glyph-only :not(input),#main .glyph-only:not(input),.sheet-rolltemplate-icon [aria-level="4"] :not(input),.sheet-rolltemplate-icon [aria-level="4"]:not(input),.sheet-rolltemplate-icon [aria-level="5"] :not(input),.sheet-rolltemplate-icon [aria-level="5"]:not(input),.sheet-rolltemplate-icon [aria-level="6"] :not(input),.sheet-rolltemplate-icon [aria-level="6"]:not(input),.sheet-rolltemplate-icon h4 :not(input),.sheet-rolltemplate-icon h4:not(input),.sheet-rolltemplate-icon h5 :not(input),.sheet-rolltemplate-icon h5:not(input),.sheet-rolltemplate-icon h6 :not(input),.sheet-rolltemplate-icon h6:not(input),.ui-dialog .tab-content .charsheet [aria-level="4"] :not(input),.ui-dialog .tab-content .charsheet [aria-level="4"]:not(input),.ui-dialog .tab-content .charsheet [aria-level="5"] :not(input),.ui-dialog .tab-content .charsheet [aria-level="5"]:not(input),.ui-dialog .tab-content .charsheet [aria-level="6"] :not(input),.ui-dialog .tab-content .charsheet [aria-level="6"]:not(input),.ui-dialog .tab-content .charsheet h4 :not(input),.ui-dialog .tab-content .charsheet h4:not(input),.ui-dialog .tab-content .charsheet h5 :not(input),.ui-dialog .tab-content .charsheet h5:not(input),.ui-dialog .tab-content .charsheet h6 :not(input),.ui-dialog .tab-content .charsheet h6:not(input){text-transform:capitalize}.header__image{min-width:191.5px;min-height:88.2px}.sheet-rolltemplate-icon .h1-style-input,.sheet-rolltemplate-icon .h1-style-input *,.sheet-rolltemplate-icon [aria-level="1"],.sheet-rolltemplate-icon [aria-level="1"] *,.sheet-rolltemplate-icon h1,.sheet-rolltemplate-icon h1 *,.ui-dialog .tab-content .charsheet .h1-style-input,.ui-dialog .tab-content .charsheet .h1-style-input *,.ui-dialog .tab-content .charsheet [aria-level="1"],.ui-dialog .tab-content .charsheet [aria-level="1"] *,.ui-dialog .tab-content .charsheet h1,.ui-dialog .tab-content .charsheet h1 *{font-size:2rem!important;font-family:var(--titleFont);text-transform:uppercase;background-color:var(--magenta);color:var(--invertedFontColor)!important}.sheet-rolltemplate-icon .h1-style-input :not(input),.sheet-rolltemplate-icon .h1-style-input:not(input),.sheet-rolltemplate-icon [aria-level="1"] :not(input),.sheet-rolltemplate-icon [aria-level="1"]:not(input),.sheet-rolltemplate-icon h1 :not(input),.sheet-rolltemplate-icon h1:not(input),.ui-dialog .tab-content .charsheet .h1-style-input :not(input),.ui-dialog .tab-content .charsheet .h1-style-input:not(input),.ui-dialog .tab-content .charsheet [aria-level="1"] :not(input),.ui-dialog .tab-content .charsheet [aria-level="1"]:not(input),.ui-dialog .tab-content .charsheet h1 :not(input),.ui-dialog .tab-content .charsheet h1:not(input){text-align:center}.sheet-rolltemplate-icon .input-label:not(.stacked).large>[name],.sheet-rolltemplate-icon .input-label:not(.stacked).large>[name] *,.sheet-rolltemplate-icon [aria-level="2"],.sheet-rolltemplate-icon [aria-level="2"] *,.sheet-rolltemplate-icon h2,.sheet-rolltemplate-icon h2 *,.ui-dialog .tab-content .charsheet .input-label:not(.stacked).large>[name],.ui-dialog .tab-content .charsheet .input-label:not(.stacked).large>[name] *,.ui-dialog .tab-content .charsheet [aria-level="2"],.ui-dialog .tab-content .charsheet [aria-level="2"] *,.ui-dialog .tab-content .charsheet h2,.ui-dialog .tab-content .charsheet h2 *{font-size:1.75rem;font-family:var(--serifFont);grid-area:header}.sheet-rolltemplate-icon .input-label:not(.stacked).large>[name] :not(input),.sheet-rolltemplate-icon .input-label:not(.stacked).large>[name]:not(input),.sheet-rolltemplate-icon [aria-level="2"] :not(input),.sheet-rolltemplate-icon [aria-level="2"]:not(input),.sheet-rolltemplate-icon h2 :not(input),.sheet-rolltemplate-icon h2:not(input),.ui-dialog .tab-content .charsheet .input-label:not(.stacked).large>[name] :not(input),.ui-dialog .tab-content .charsheet .input-label:not(.stacked).large>[name]:not(input),.ui-dialog .tab-content .charsheet [aria-level="2"] :not(input),.ui-dialog .tab-content .charsheet [aria-level="2"]:not(input),.ui-dialog .tab-content .charsheet h2 :not(input),.ui-dialog .tab-content .charsheet h2:not(input){text-align:center}.sheet-rolltemplate-icon .h3-style-input,.sheet-rolltemplate-icon .h3-style-input *,.sheet-rolltemplate-icon [aria-level="3"],.sheet-rolltemplate-icon [aria-level="3"] *,.sheet-rolltemplate-icon h3,.sheet-rolltemplate-icon h3 *,.ui-dialog .tab-content .charsheet .h3-style-input,.ui-dialog .tab-content .charsheet .h3-style-input *,.ui-dialog .tab-content .charsheet [aria-level="3"],.ui-dialog .tab-content .charsheet [aria-level="3"] *,.ui-dialog .tab-content .charsheet h3,.ui-dialog .tab-content .charsheet h3 *{font-size:1.5rem;font-family:var(--titleFont)}.sheet-rolltemplate-icon .h3-style-input :not(input),.sheet-rolltemplate-icon .h3-style-input:not(input),.sheet-rolltemplate-icon [aria-level="3"] :not(input),.sheet-rolltemplate-icon [aria-level="3"]:not(input),.sheet-rolltemplate-icon h3 :not(input),.sheet-rolltemplate-icon h3:not(input),.ui-dialog .tab-content .charsheet .h3-style-input :not(input),.ui-dialog .tab-content .charsheet .h3-style-input:not(input),.ui-dialog .tab-content .charsheet [aria-level="3"] :not(input),.ui-dialog .tab-content .charsheet [aria-level="3"]:not(input),.ui-dialog .tab-content .charsheet h3 :not(input),.ui-dialog .tab-content .charsheet h3:not(input){text-align:center}#main .glyph-only,#main .glyph-only *,.sheet-rolltemplate-icon [aria-level="4"],.sheet-rolltemplate-icon [aria-level="4"] *,.sheet-rolltemplate-icon h4,.sheet-rolltemplate-icon h4 *,.ui-dialog .tab-content .charsheet [aria-level="4"],.ui-dialog .tab-content .charsheet [aria-level="4"] *,.ui-dialog .tab-content .charsheet h4,.ui-dialog .tab-content .charsheet h4 *{font-size:1.25rem;font-family:var(--serifFont)}#main .glyph-only :not(input),#main .glyph-only:not(input),.sheet-rolltemplate-icon [aria-level="4"] :not(input),.sheet-rolltemplate-icon [aria-level="4"]:not(input),.sheet-rolltemplate-icon h4 :not(input),.sheet-rolltemplate-icon h4:not(input),.ui-dialog .tab-content .charsheet [aria-level="4"] :not(input),.ui-dialog .tab-content .charsheet [aria-level="4"]:not(input),.ui-dialog .tab-content .charsheet h4 :not(input),.ui-dialog .tab-content .charsheet h4:not(input){text-align:center}.sheet-rolltemplate-icon [aria-level="5"],.sheet-rolltemplate-icon [aria-level="5"] *,.sheet-rolltemplate-icon h5,.sheet-rolltemplate-icon h5 *,.ui-dialog .tab-content .charsheet [aria-level="5"],.ui-dialog .tab-content .charsheet [aria-level="5"] *,.ui-dialog .tab-content .charsheet h5,.ui-dialog .tab-content .charsheet h5 *{font-size:1.1rem;font-style:normal;font-family:var(--titleFont)}.sheet-rolltemplate-icon [aria-level="5"] :not(input),.sheet-rolltemplate-icon [aria-level="5"]:not(input),.sheet-rolltemplate-icon h5 :not(input),.sheet-rolltemplate-icon h5:not(input),.ui-dialog .tab-content .charsheet [aria-level="5"] :not(input),.ui-dialog .tab-content .charsheet [aria-level="5"]:not(input),.ui-dialog .tab-content .charsheet h5 :not(input),.ui-dialog .tab-content .charsheet h5:not(input){text-align:center}.sheet-rolltemplate-icon [aria-level="6"],.sheet-rolltemplate-icon [aria-level="6"] *,.sheet-rolltemplate-icon h6,.sheet-rolltemplate-icon h6 *,.ui-dialog .tab-content .charsheet [aria-level="6"],.ui-dialog .tab-content .charsheet [aria-level="6"] *,.ui-dialog .tab-content .charsheet h6,.ui-dialog .tab-content .charsheet h6 *{font-size:1rem;font-style:normal;font-family:var(--serifFont)}.sheet-rolltemplate-icon [aria-level="6"] :not(input),.sheet-rolltemplate-icon [aria-level="6"]:not(input),.sheet-rolltemplate-icon h6 :not(input),.sheet-rolltemplate-icon h6:not(input),.ui-dialog .tab-content .charsheet [aria-level="6"] :not(input),.ui-dialog .tab-content .charsheet [aria-level="6"]:not(input),.ui-dialog .tab-content .charsheet h6 :not(input),.ui-dialog .tab-content .charsheet h6:not(input){text-align:center}.sheet-rolltemplate-icon input:where([type=checkbox],[type=radio]):checked,.ui-dialog .tab-content .charsheet 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50%)}.clock-radio.clock-360:checked~.clock-face{background-color:rgb(156,70,255)}.action-dots{width:40%;display:-webkit-box;display:-ms-flexbox;display:flex;-webkit-box-pack:center;-ms-flex-pack:center;justify-content:center;-webkit-box-align:center;-ms-flex-align:center;align-items:center}input[type=radio].fill-left{opacity:0;width:20px;height:20px;position:relative;top:-2px;left:9px;margin:-10px;cursor:pointer;z-index:1}input[type=radio].fill-left.dots+span:before{margin-right:4px;border:solid 2px var(--borderColor);line-height:18px;display:inline-block;content:"";background-color:var(--purple);width:18px;height:18px;font-size:24px;-webkit-font-smoothing:antialiased;border-radius:50%}input[type=radio].fill-left.dots:checked~input[type=radio]+span:before{background-color:transparent;border-color:var(--invertedBackColor)}input[type=radio].fill-left.dots:not(:checked):hover~input[type=radio]+span:before{opacity:0.25}input[type=radio].fill-left.diamonds+span:before{margin-right:6px;border:solid 2px var(--borderColor);line-height:16px;display:inline-block;content:"";background-color:var(--orange);width:16px;height:16px;font-size:24px;-webkit-font-smoothing:antialiased;border-radius:10%;-webkit-transform:rotate(45deg);transform:rotate(45deg)}input[type=radio].fill-left.diamonds:checked~input[type=radio]+span:before{background-color:transparent;border-color:var(--invertedBackColor)}input[type=radio].fill-left.diamonds:not(:checked):hover~input[type=radio]+span:before{opacity:0.25}input[type=radio].fill-left.radio-zero:hover+span:before{background-color:transparent;font-family:"Pictos";content:"*";color:var(--fontColor);position:relative;top:-2px}input[type=radio].fill-left.diamonds.radio-zero:hover+span:before{-webkit-transform:rotate(0deg);transform:rotate(0deg)}input[type=radio].fill-left.gore+span:before{background-color:var(--red-dk)}input[type=radio].fill-left.gore:not(.radio-zero):checked+span:after{font-family:"Pictos";content:"Y";width:0px;position:relative;color:var(--fontColor);top:-7px;left:-4px;margin:0px}input[type=radio].fill-left.gore:not(:checked):hover~input[type=radio]+span:before{border-color:var(--red-lt)}input[type=radio].fill-left.gore:not(:checked):hover~input[type=radio]+span:after{color:var(--red-lt);opacity:0.4}input[type=radio].fill-left.resource-small+span:before{width:13px!important;height:13px!important;font-size:20px}input[type=radio].fill-left.resource-smaller+span:before{width:11px!important;height:11px!important;font-size:16px}input[type=radio].fill-left.resource-smallerer+span:before{width:9px!important;height:9px!important;font-size:13px}.action-checkboxes{display:-webkit-box;display:-ms-flexbox;display:flex;-webkit-box-pack:center;-ms-flex-pack:center;justify-content:center;-webkit-box-align:center;-ms-flex-align:center;align-items:center}input[type=checkbox].checkbox{-moz-appearance:none;-webkit-appearance:none;-o-appearance:none;-webkit-font-smoothing:antialiased;border-radius:10%;margin:2px;width:20px!important;height:20px!important;border:2px solid var(--invertedBackColor)!important;background-color:transparent}input[type=checkbox].checkbox:checked{border:2px solid var(--borderColor)!important;color:var(--invertedFontColor)}input[type=checkbox].checkbox.up:checked:after{font-family:"Pictos";content:"{";position:relative;left:2px;top:-2px}input[type=checkbox].checkbox.down:checked:after{font-family:"Pictos";content:"}";position:relative;left:2px;top:-3px}input[type=checkbox].checkbox.tick:checked:after{font-family:"Pictos";content:"3";position:relative;left:1px;top:-2px}input[type=checkbox].checkbox.cross:checked:after{font-family:"Pictos";content:"*";position:relative;left:1.5px;top:-2.5px}input[type=checkbox].checkbox.star{border-radius:50%}input[type=checkbox].checkbox.star:checked:after{font-family:"Pictos";content:"S";font-size:1.1rem;position:relative;text-align:center;vertical-align:middle;top:-5px}input[type=checkbox].checkbox.talent{width:20px!important;margin:0px!important;font-family:var(--serifFont)}input[type=checkbox].checkbox.I:checked:after{content:"I";position:relative;text-align:center;vertical-align:middle;top:-5px;left:4px}input[type=checkbox].checkbox.II:checked:after{content:"II";position:relative;text-align:center;vertical-align:middle;top:-5px;left:1px}input[type=checkbox].checkbox.magenta:checked{background-color:var(--magenta)!important}input[type=checkbox].checkbox.magenta:hover{background-color:var(--magenta)!important;opacity:0.5}input[type=checkbox].checkbox.orange:checked{background-color:var(--orange)!important}input[type=checkbox].checkbox.orange:hover{background-color:var(--orange)!important;opacity:0.5}input[type=checkbox].checkbox.black:checked{background-color:var(--r20black)!important}input[type=checkbox].checkbox.black:hover{background-color:var(--invertedBackColor)!important}input.radio-zero{position:relative}input.radio-zero:checked+span:before{opacity:0}input.radio-zero:hover+span:before{opacity:0.25;font-size:25px;font-family:"Pictos";content:"*";background:none;background-color:none!important;border-color:transparent!important;color:var(--black);top:2px;left:2px}input.radio-zero+span:before{opacity:0}.resource div.resource_2{display:none}.resource .resource-switch[value="2"]~div.resource_2{display:block}.resource div.resource_3{display:none}.resource .resource-switch[value="3"]~div.resource_3{display:block}.resource div.resource_4{display:none}.resource .resource-switch[value="4"]~div.resource_4{display:block}.resource div.resource_5{display:none}.resource .resource-switch[value="5"]~div.resource_5{display:block}.resource div.resource_6{display:none}.resource .resource-switch[value="6"]~div.resource_6{display:block}.resource div.resource_7{display:none}.resource .resource-switch[value="7"]~div.resource_7{display:block}.resource div.resource_8{display:none}.resource .resource-switch[value="8"]~div.resource_8{display:block}.input-label{width:auto}label.input-label .numb-label{width:80px}input.action-label{width:50%!important}input.burden{width:98%!important;text-align:center;-webkit-box-align:center;-ms-flex-align:center;align-items:center}div.chapter-select{width:90px!important}select.chapter-select{background-color:var(--backColor);font-family:var(--serifFont);position:relative;top:3px;height:26px}input.burden-penalty{position:relative;left:-22%;min-width:66px!important;text-align:left;-webkit-box-align:left;-ms-flex-align:left;align-items:left}p.burden-penalty{position:relative;left:-5%;top:8px}input[type=text].power{width:120%!important;min-width:120px}span.dust{color:var(--orange)!important;padding:5px!important}input.dust{height:40px!important;width:100%!important;font-size:1.4rem!important;color:var(--fontColor)!important;text-shadow:0 0 2px var(--orange)}input.dust.ability-info{height:26px!important;font-size:1rem!important}span.xp{color:var(--purple)!important;padding:5px!important}input.xp{height:40px!important;width:100%!important;font-size:1.4rem!important;color:var(--fontColor)!important;text-shadow:0 0 2px var(--purple)}.color-receiver{background-color:var(--magenta)}select.color-receiver{color:var(--white)!important;border-radius:0px!important}.color-control[value=custom]~.color-receiver,.color-control[value=general]~.color-receiver,.color-control[value=unique]~.color-receiver{background-color:var(--purple)!important}.color-control[value=heavy]~.color-receiver,.color-control[value=stalwart]~.color-receiver{background-color:var(--red)!important}.color-control[value=skirmisher]~.color-receiver,.color-control[value=vagabond]~.color-receiver{background-color:var(--yellow)!important}.color-control[value=leader]~.color-receiver,.color-control[value=mendicant]~.color-receiver{background-color:var(--green)!important}.color-control[value=artillery]~.color-receiver,.color-control[value=wright]~.color-receiver{background-color:var(--blue)!important}.color-control[value=inactive]~.color-receiver,.color-control[value=mob]~.color-receiver,.color-control[value=npc]~.color-receiver,.color-control[value=unequipped]~.color-receiver{background-color:var(--grey)!important}input.bloodied-receiver{color:var(--green-dk)}.bloodied-control[value="1"]~input.bloodied-receiver{color:var(--red-dk);text-shadow:0 0 1px var(--red),0 0 1px var(--red)}.bloodied-control[value="1"]~input.bloodied-receiver.bloodied-receiver[value="0"]{background-color:var(--grey-dk)!important}select.damage-die,select.type{width:50%}.job-h1-receiver{height:39px!important;width:100%!important;border-radius:0%!important;color:white!important}.job-h1-receiver::-webkit-input-placeholder{text-shadow:0 0 2px white,0 0 2px white}.job-h1-receiver::-moz-placeholder{text-shadow:0 0 2px white,0 0 2px white}.job-h1-receiver:-ms-input-placeholder{text-shadow:0 0 2px white,0 0 2px white}.job-h1-receiver::-ms-input-placeholder{text-shadow:0 0 2px white,0 0 2px white}.job-h1-receiver::placeholder{text-shadow:0 0 2px white,0 0 2px white}div.wealth{height:auto}div.wealth>input.wealth{height:30px;width:100%!important;text-overflow:ellipsis}input.ability-info{width:32%!important;text-overflow:ellipsis}select.type{margin-bottom:0px;font-size:1.1rem}.by,.em,.message,.sheet-by,.sheet-message,.strong{color:var(--fontColor)}.sheet-rolltemplate-icon{--templateFontSize:16px;--critColor:var(--magenta);--fumbleColor:var(--orange);--importantColor:var(--purple);--headerBackColor:var(--grey-lt)}.sheet-rolltemplate-darkmode{--critColor:var(--green-lt);--fumbleColor:var(--red-lt);--importantColor:var(--blue-lt);--headerBackColor:var(--grey-dk)}.sheet-rolltemplate-icon{text-justify:inter-word;padding-bottom:var(--grid-gap)}.sheet-rolltemplate-icon:not(:first-child){margin-top:15px}.sheet-rolltemplate-icon .sheet-header{display:-ms-grid;display:grid;border:1px solid var(--borderColor);background-color:var(--headerBackColor);padding:var(--half-gap);margin-inline:calc(var(--half-gap) * -1)}.sheet-rolltemplate-icon .sheet-header h3{-ms-grid-column-align:start;justify-self:start}.sheet-rolltemplate-icon .sheet-header h4{-ms-grid-column-align:end;justify-self:end}.sheet-rolltemplate-icon .sheet-result-controller.sheet-result-false~.sheet-result-display-true,.sheet-rolltemplate-icon .sheet-result-controller.sheet-result-true~.sheet-result-display-false{display:none}.sheet-rolltemplate-icon .sheet-result-display-false{color:var(--fumbleColor)}.sheet-rolltemplate-icon .sheet-result-display-true{color:var(--critColor)}.sheet-rolltemplate-icon .sheet-template{font-size:var(--templateFontSize);display:-ms-grid;display:grid;gap:var(--half-gap);border:var(--half-gap) solid transparent;background-color:var(--backColor);-webkit-filter:drop-shadow(var(--shadowColor1) 0px 3px 6px) drop-shadow(var(--shadowColor2) 0px 3px 6px);filter:drop-shadow(var(--shadowColor1) 0px 3px 6px) drop-shadow(var(--shadowColor2) 0px 3px 6px);padding:var(--half-gap)}.sheet-rolltemplate-icon .sheet-template h5,.sheet-rolltemplate-icon .sheet-template h5 *,.sheet-rolltemplate-icon .sheet-template span,.sheet-rolltemplate-icon .sheet-template span *{font-size:1em}.sheet-rolltemplate-icon .sheet-template h5{font-weight:bold;text-align:left}.sheet-rolltemplate-icon .sheet-template h3,.sheet-rolltemplate-icon .sheet-template h3 *{font-size:1.25em}.sheet-rolltemplate-icon .sheet-template h4,.sheet-rolltemplate-icon .sheet-template h4 *{font-size:1em}.sheet-rolltemplate-icon .sheet-template .sheet-template-row{display:-webkit-box;display:-ms-flexbox;display:flex;-ms-flex-wrap:wrap;flex-wrap:wrap;gap:var(--half-gap);-webkit-box-pack:justify;-ms-flex-pack:justify;justify-content:space-between;-webkit-box-align:center;-ms-flex-align:center;align-items:center;line-height:27px}.sheet-rolltemplate-icon .sheet-template .sheet-template-row--text{border-top:2px solid var(--fontColor)}.sheet-rolltemplate-icon .sheet-template .sheet-template-row--summary{-webkit-box-pack:center;-ms-flex-pack:center;justify-content:center}.sheet-rolltemplate-icon .sheet-template .sheet-description{max-height:20rem;overflow-y:auto;white-space:pre-wrap;color:var(--fontColor)}.sheet-rolltemplate-icon .sheet-template a{position:relative;left:-10px;padding:2px}.sheet-rolltemplate-icon .sheet-template a:not([href^="!"]),.sheet-rolltemplate-icon .sheet-template a:not([href^="~"]){color:var(--fontColor);border:none;text-decoration:underline}.sheet-rolltemplate-icon .sheet-template a[href^="!"],.sheet-rolltemplate-icon .sheet-template a[href^="~"]{border-radius:5px;color:var(--backColor);background-color:var(--fontColor);text-decoration:none;padding-inline:var(--tiny-gap)}.sheet-rolltemplate-icon .sheet-template .inlinerollresult{font-size:1.25em;position:relative;color:var(--fontColor)}.sheet-rolltemplate-icon .sheet-template .inlinerollresult[original-title*="[computed value]"],.sheet-rolltemplate-icon .sheet-template .inlinerollresult[title*="[computed value]"]{pointer-events:none}.sheet-rolltemplate-icon .sheet-template .inlinerollresult,.sheet-rolltemplate-icon .sheet-template .inlinerollresult.fullcrit,.sheet-rolltemplate-icon .sheet-template .inlinerollresult.fullfail,.sheet-rolltemplate-icon .sheet-template .inlinerollresult.importantroll{border:none;background-color:transparent;padding:0}.sheet-rolltemplate-icon .sheet-template .inlinerollresult.fullcrit{color:var(--critColor)}.sheet-rolltemplate-icon .sheet-template .inlinerollresult.fullfail{color:var(--fumbleColor)}.sheet-rolltemplate-icon .sheet-template .inlinerollresult.importantroll{color:var(--importantColor)}.sheet-rolltemplate-icon .sheet-template .sheet-result>.inlinerollresult{left:-8px} \ No newline at end of file diff --git a/ICON RPG [MassifPress]/system.css b/ICON RPG [MassifPress]/system.css new file mode 100644 index 0000000000..fa14e667c1 --- /dev/null +++ b/ICON RPG [MassifPress]/system.css @@ -0,0 +1,2651 @@ +@import url("https://fonts.googleapis.com/css?family=Atkinson+Hyperlegible:ital,wght@0,400;0,700;1,400;1,700|Jost:ital,wght@0,400;0,700;1,400;1,700|PT+Mono|PT+Sans+Caption:wght@400;700|PT+Serif+Caption&display=swap"); +.sheet-rolltemplate-icon, .ui-dialog { + --white: rgb(245, 245, 245); + --off-white: rgb(236, 232, 227); + --grey-lt: rgb(201, 201, 201); + --grey: rgb(145, 145, 145); + --off-grey: rgb(136, 153, 155); + --grey-dk: rgb(102, 102, 102); + --off-black: rgb(31, 27, 25); + --black: rgb(20, 20, 20); + --half-white: rgba(245, 245, 245, 0.5); + --half-black: rgba(20, 20, 20, 0.5); + --half-grey: rgba(145, 145, 145, 0.5); + --purple: rgb(156, 70, 255); + --magenta-lt: rgb(242, 130, 255); + --magenta: rgb(201, 85, 239); + --magenta-dk: rgb(136, 57, 162); + --red-lt: rgb(243, 126, 115); + --red: rgb(237, 34, 11); + --red-dk: rgb(172, 24, 8); + --yellow-lt: rgb(255, 217, 49); + --yellow: rgb(253, 194, 0); + --yellow-dk: rgb(221, 169, 0); + --green-lt: rgb(136, 249, 78); + --green: rgb(96, 216, 54); + --green-dk: rgb(63, 167, 26); + --blue-lt: rgb(76, 220, 253); + --blue: rgb(0, 161, 255); + --blue-dk: rgb(6, 131, 204); + --orange: rgb(230, 140, 44); +} + +.sheet-rolltemplate-icon, .ui-dialog { + --basicFont: "Atkinson Hyperlegible", "Open Sans", "Calibri", sans-serif; + --titleFont: "Jost", "Maven Pro", "Montserrat", "Arial Black", sans-serif; + --monoFont: "PT Mono", "Liberation Mono", "Courier New", "Courier", monospace; + --sansFont: "PT Sans Caption", "Liberation Sans", "Arial", "Helvetica", "Tahoma", sans-serif; + --serifFont: "PT Serif Caption", "Liberation Serif", "Times New Roman", "Mac OS Roman", serif; +} + +.serif { + font-family: var(--serifFont) !important; +} + +.mono { + font-family: var(--monoFont) !important; +} + +.title { + font-family: var(--titleFont) !important; +} + +.bigger { + font-size: 1.2rem !important; +} + +.big { + font-size: 1.1rem !important; +} + +.normal { + font-size: 1rem !important; +} + +.small { + font-size: 0.9rem !important; +} + +.smaller { + font-size: 0.8rem !important; +} + +.relative { + position: relative; +} + +.sheet-rolltemplate-icon .sheet-pictos, .ui-dialog .tab-content .charsheet .sheet-pictos, +.sheet-rolltemplate-icon .pictos, +.ui-dialog .tab-content .charsheet .pictos { + font-family: "pictos" !important; + text-transform: initial !important; +} + +.sheet-rolltemplate-icon .pictos3, .ui-dialog .tab-content .charsheet .pictos3, +.sheet-rolltemplate-icon .sheet-pictos3, +.ui-dialog .tab-content .charsheet .sheet-pictos3 { + font-family: "pictos three" !important; + text-transform: initial !important; +} + +.sheet-rolltemplate-icon .pictoscustom, .ui-dialog .tab-content .charsheet .pictoscustom, +.sheet-rolltemplate-icon .sheet-pictoscustom, +.ui-dialog .tab-content .charsheet .sheet-pictoscustom { + font-family: "pictos custom" !important; + text-transform: initial !important; +} + +.sheet-rolltemplate-icon .stacked.input-label, .ui-dialog .tab-content .charsheet .stacked.input-label { + -webkit-box-orient: vertical; + -webkit-box-direction: reverse; + -ms-flex-direction: column-reverse; + flex-direction: column-reverse; +} +.sheet-rolltemplate-icon .stacked.center.input-label > *, .ui-dialog .tab-content .charsheet .stacked.center.input-label > * { + text-align: center; +} +.sheet-rolltemplate-icon .stacked.input-label:not(.center) > *, .ui-dialog .tab-content .charsheet .stacked.input-label:not(.center) > * { + text-align: left; +} +.sheet-rolltemplate-icon .stacked.input-label > [name], .ui-dialog .tab-content .charsheet .stacked.input-label > [name] { + width: 100%; +} + +.sheet-rolltemplate-icon :is(.underlined, .boxed):not([readonly]):is(:hover, :focus, :focus-within), .ui-dialog .tab-content .charsheet :is(.underlined, .boxed):not([readonly]):is(:hover, :focus, :focus-within) { + border: 1px solid var(--borderColor); + border-radius: 5px; + -webkit-box-sizing: border-box; + box-sizing: border-box; + background-color: var(--backColor); +} + +.sheet-rolltemplate-icon .ratio1-1, .ui-dialog .tab-content .charsheet .ratio1-1, +.sheet-rolltemplate-icon .sheet-ratio1-1, +.ui-dialog .tab-content .charsheet .sheet-ratio1-1, .sheet-rolltemplate-icon input:where([type=checkbox], [type=radio]), .ui-dialog .tab-content .charsheet input:where([type=checkbox], [type=radio]) { + aspect-ratio: 1/1; +} + +.sheet-rolltemplate-icon .roll-container, .ui-dialog .tab-content .charsheet .roll-container, .sheet-rolltemplate-icon .headed-textarea, .ui-dialog .tab-content .charsheet .headed-textarea { + display: -ms-grid; + display: grid; +} + +.sheet-rolltemplate-icon select, .ui-dialog .tab-content .charsheet select, +.sheet-rolltemplate-icon .pseudo-select span, +.ui-dialog .tab-content .charsheet .pseudo-select span, +.sheet-rolltemplate-icon .sheet-pseudo-select span, +.ui-dialog .tab-content .charsheet .sheet-pseudo-select span, +.sheet-rolltemplate-icon input:not(:where([type=checkbox], [type=radio])), +.ui-dialog .tab-content .charsheet input:not(:where([type=checkbox], [type=radio])), +.sheet-rolltemplate-icon .uneditable-input, +.ui-dialog .tab-content .charsheet .uneditable-input, +.sheet-rolltemplate-icon textarea, +.ui-dialog .tab-content .charsheet textarea { + border-width: 1px 1px; + border-style: solid; + border-radius: 5px; + border-color: transparent; + -webkit-box-sizing: border-box; + box-sizing: border-box; +} + +.sheet-rolltemplate-icon .repcontrol-button, .ui-dialog .tab-content .charsheet .repcontrol-button { + background-color: var(--buttonColor); + border-radius: 5px; + -webkit-box-shadow: 0 2px 4px black; + box-shadow: 0 2px 4px black; + border-width: 0; + -webkit-backdrop-filter: blur(1px); + backdrop-filter: blur(1px); + overflow: hidden; +} + +.sheet-rolltemplate-icon .repcontrol-button, .ui-dialog .tab-content .charsheet .repcontrol-button { + padding: 5px 7px; +} + +.sheet-rolltemplate-icon .uppercase, .ui-dialog .tab-content .charsheet .uppercase, +.sheet-rolltemplate-icon .sheet-uppercase, +.ui-dialog .tab-content .charsheet .sheet-uppercase { + text-transform: uppercase; +} + +.sheet-rolltemplate-icon .smallcaps, .ui-dialog .tab-content .charsheet .smallcaps { + font-variant-caps: small-caps; +} + +.sheet-rolltemplate-icon .sheet-hidden, .ui-dialog .tab-content .charsheet .sheet-hidden, +.sheet-rolltemplate-icon .hidden, +.ui-dialog .tab-content .charsheet .hidden, +.sheet-rolltemplate-icon *[hidden], +.ui-dialog .tab-content .charsheet *[hidden] { + display: none !important; +} + +.sheet-rolltemplate-icon .emph, .ui-dialog .tab-content .charsheet .emph, .sheet-rolltemplate-icon .sheet-emph, .ui-dialog .tab-content .charsheet .sheet-emph, +.sheet-rolltemplate-icon .sheet-italics, +.ui-dialog .tab-content .charsheet .sheet-italics, +.sheet-rolltemplate-icon .italics, +.ui-dialog .tab-content .charsheet .italics { + font-style: italic; +} + +.sheet-rolltemplate-icon .bold, .ui-dialog .tab-content .charsheet .bold, .sheet-rolltemplate-icon .sheet-bold, .ui-dialog .tab-content .charsheet .sheet-bold { + font-weight: 700; +} + +.sheet-rolltemplate-icon span, .ui-dialog .tab-content .charsheet span, +.sheet-rolltemplate-icon input, +.ui-dialog .tab-content .charsheet input, +.sheet-rolltemplate-icon textarea, +.ui-dialog .tab-content .charsheet textarea, .sheet-rolltemplate-icon h6 *, .ui-dialog .tab-content .charsheet h6 *, +.sheet-rolltemplate-icon *[aria-level="6"] *, +.ui-dialog .tab-content .charsheet *[aria-level="6"] *, .sheet-rolltemplate-icon h6, .ui-dialog .tab-content .charsheet h6, +.sheet-rolltemplate-icon *[aria-level="6"], +.ui-dialog .tab-content .charsheet *[aria-level="6"], .sheet-rolltemplate-icon h5 *, .ui-dialog .tab-content .charsheet h5 *, +.sheet-rolltemplate-icon *[aria-level="5"] *, +.ui-dialog .tab-content .charsheet *[aria-level="5"] *, .sheet-rolltemplate-icon h5, .ui-dialog .tab-content .charsheet h5, +.sheet-rolltemplate-icon *[aria-level="5"], +.ui-dialog .tab-content .charsheet *[aria-level="5"], #main .glyph-only *, .sheet-rolltemplate-icon h4 *, .ui-dialog .tab-content .charsheet h4 *, +.sheet-rolltemplate-icon *[aria-level="4"] *, +.ui-dialog .tab-content .charsheet *[aria-level="4"] *, #main .glyph-only, .sheet-rolltemplate-icon h4, .ui-dialog .tab-content .charsheet h4, +.sheet-rolltemplate-icon *[aria-level="4"], +.ui-dialog .tab-content .charsheet *[aria-level="4"], .sheet-rolltemplate-icon h3 *, .ui-dialog .tab-content .charsheet h3 *, .sheet-rolltemplate-icon .h3-style-input *, .ui-dialog .tab-content .charsheet .h3-style-input *, +.sheet-rolltemplate-icon *[aria-level="3"] *, +.ui-dialog .tab-content .charsheet *[aria-level="3"] *, .sheet-rolltemplate-icon h3, .ui-dialog .tab-content .charsheet h3, .sheet-rolltemplate-icon .h3-style-input, .ui-dialog .tab-content .charsheet .h3-style-input, +.sheet-rolltemplate-icon *[aria-level="3"], +.ui-dialog .tab-content .charsheet *[aria-level="3"], .sheet-rolltemplate-icon h2 *, .ui-dialog .tab-content .charsheet h2 *, .sheet-rolltemplate-icon .input-label:not(.stacked).large > [name] *, .ui-dialog .tab-content .charsheet .input-label:not(.stacked).large > [name] *, +.sheet-rolltemplate-icon *[aria-level="2"] *, +.ui-dialog .tab-content .charsheet *[aria-level="2"] *, .sheet-rolltemplate-icon h2, .ui-dialog .tab-content .charsheet h2, .sheet-rolltemplate-icon .input-label:not(.stacked).large > [name], .ui-dialog .tab-content .charsheet .input-label:not(.stacked).large > [name], +.sheet-rolltemplate-icon *[aria-level="2"], +.ui-dialog .tab-content .charsheet *[aria-level="2"], .sheet-rolltemplate-icon h1 *, .ui-dialog .tab-content .charsheet h1 *, .sheet-rolltemplate-icon .h1-style-input *, .ui-dialog .tab-content .charsheet .h1-style-input *, +.sheet-rolltemplate-icon *[aria-level="1"] *, +.ui-dialog .tab-content .charsheet *[aria-level="1"] *, .sheet-rolltemplate-icon h1, .ui-dialog .tab-content .charsheet h1, .sheet-rolltemplate-icon .h1-style-input, .ui-dialog .tab-content .charsheet .h1-style-input, +.sheet-rolltemplate-icon *[aria-level="1"], +.ui-dialog .tab-content .charsheet *[aria-level="1"] { + line-height: normal; +} + +.sheet-rolltemplate-icon h6 *, .ui-dialog .tab-content .charsheet h6 *, +.sheet-rolltemplate-icon *[aria-level="6"] *, +.ui-dialog .tab-content .charsheet *[aria-level="6"] *, .sheet-rolltemplate-icon h6, .ui-dialog .tab-content .charsheet h6, +.sheet-rolltemplate-icon *[aria-level="6"], +.ui-dialog .tab-content .charsheet *[aria-level="6"], .sheet-rolltemplate-icon h5 *, .ui-dialog .tab-content .charsheet h5 *, +.sheet-rolltemplate-icon *[aria-level="5"] *, +.ui-dialog .tab-content .charsheet *[aria-level="5"] *, .sheet-rolltemplate-icon h5, .ui-dialog .tab-content .charsheet h5, +.sheet-rolltemplate-icon *[aria-level="5"], +.ui-dialog .tab-content .charsheet *[aria-level="5"], #main .glyph-only *, .sheet-rolltemplate-icon h4 *, .ui-dialog .tab-content .charsheet h4 *, +.sheet-rolltemplate-icon *[aria-level="4"] *, +.ui-dialog .tab-content .charsheet *[aria-level="4"] *, #main .glyph-only, .sheet-rolltemplate-icon h4, .ui-dialog .tab-content .charsheet h4, +.sheet-rolltemplate-icon *[aria-level="4"], +.ui-dialog .tab-content .charsheet *[aria-level="4"], .sheet-rolltemplate-icon h3 *, .ui-dialog .tab-content .charsheet h3 *, .sheet-rolltemplate-icon .h3-style-input *, .ui-dialog .tab-content .charsheet .h3-style-input *, +.sheet-rolltemplate-icon *[aria-level="3"] *, +.ui-dialog .tab-content .charsheet *[aria-level="3"] *, .sheet-rolltemplate-icon h3, .ui-dialog .tab-content .charsheet h3, .sheet-rolltemplate-icon .h3-style-input, .ui-dialog .tab-content .charsheet .h3-style-input, +.sheet-rolltemplate-icon *[aria-level="3"], +.ui-dialog .tab-content .charsheet *[aria-level="3"], .sheet-rolltemplate-icon h2 *, .ui-dialog .tab-content .charsheet h2 *, .sheet-rolltemplate-icon .input-label:not(.stacked).large > [name] *, .ui-dialog .tab-content .charsheet .input-label:not(.stacked).large > [name] *, +.sheet-rolltemplate-icon *[aria-level="2"] *, +.ui-dialog .tab-content .charsheet *[aria-level="2"] *, .sheet-rolltemplate-icon h2, .ui-dialog .tab-content .charsheet h2, .sheet-rolltemplate-icon .input-label:not(.stacked).large > [name], .ui-dialog .tab-content .charsheet .input-label:not(.stacked).large > [name], +.sheet-rolltemplate-icon *[aria-level="2"], +.ui-dialog .tab-content .charsheet *[aria-level="2"], .sheet-rolltemplate-icon h1 *, .ui-dialog .tab-content .charsheet h1 *, .sheet-rolltemplate-icon .h1-style-input *, .ui-dialog .tab-content .charsheet .h1-style-input *, +.sheet-rolltemplate-icon *[aria-level="1"] *, +.ui-dialog .tab-content .charsheet *[aria-level="1"] *, .sheet-rolltemplate-icon h1, .ui-dialog .tab-content .charsheet h1, .sheet-rolltemplate-icon .h1-style-input, .ui-dialog .tab-content .charsheet .h1-style-input, +.sheet-rolltemplate-icon *[aria-level="1"], +.ui-dialog .tab-content .charsheet *[aria-level="1"] { + color: var(--fontColor); + display: block; + white-space: nowrap; + margin-top: 0px; + margin-bottom: 0px; + font-weight: 700; +} + +.sheet-rolltemplate-icon h3 *, .ui-dialog .tab-content .charsheet h3 *, .sheet-rolltemplate-icon .h3-style-input *, .ui-dialog .tab-content .charsheet .h3-style-input *, +.sheet-rolltemplate-icon *[aria-level="3"] *, +.ui-dialog .tab-content .charsheet *[aria-level="3"] *, .sheet-rolltemplate-icon h3, .ui-dialog .tab-content .charsheet h3, .sheet-rolltemplate-icon .h3-style-input, .ui-dialog .tab-content .charsheet .h3-style-input, +.sheet-rolltemplate-icon *[aria-level="3"], +.ui-dialog .tab-content .charsheet *[aria-level="3"], .sheet-rolltemplate-icon h2 *, .ui-dialog .tab-content .charsheet h2 *, .sheet-rolltemplate-icon .input-label:not(.stacked).large > [name] *, .ui-dialog .tab-content .charsheet .input-label:not(.stacked).large > [name] *, +.sheet-rolltemplate-icon *[aria-level="2"] *, +.ui-dialog .tab-content .charsheet *[aria-level="2"] *, .sheet-rolltemplate-icon h2, .ui-dialog .tab-content .charsheet h2, .sheet-rolltemplate-icon .input-label:not(.stacked).large > [name], .ui-dialog .tab-content .charsheet .input-label:not(.stacked).large > [name], +.sheet-rolltemplate-icon *[aria-level="2"], +.ui-dialog .tab-content .charsheet *[aria-level="2"], .sheet-rolltemplate-icon h1 *, .ui-dialog .tab-content .charsheet h1 *, .sheet-rolltemplate-icon .h1-style-input *, .ui-dialog .tab-content .charsheet .h1-style-input *, +.sheet-rolltemplate-icon *[aria-level="1"] *, +.ui-dialog .tab-content .charsheet *[aria-level="1"] *, .sheet-rolltemplate-icon h1, .ui-dialog .tab-content .charsheet h1, .sheet-rolltemplate-icon .h1-style-input, .ui-dialog .tab-content .charsheet .h1-style-input, +.sheet-rolltemplate-icon *[aria-level="1"], +.ui-dialog .tab-content .charsheet *[aria-level="1"] { + text-transform: uppercase; + font-weight: 700; +} + +.sheet-rolltemplate-icon h6 *, .ui-dialog .tab-content .charsheet h6 *, +.sheet-rolltemplate-icon *[aria-level="6"] *, +.ui-dialog .tab-content .charsheet *[aria-level="6"] *, .sheet-rolltemplate-icon h6, .ui-dialog .tab-content .charsheet h6, +.sheet-rolltemplate-icon *[aria-level="6"], +.ui-dialog .tab-content .charsheet *[aria-level="6"], .sheet-rolltemplate-icon h5 *, .ui-dialog .tab-content .charsheet h5 *, +.sheet-rolltemplate-icon *[aria-level="5"] *, +.ui-dialog .tab-content .charsheet *[aria-level="5"] *, .sheet-rolltemplate-icon h5, .ui-dialog .tab-content .charsheet h5, +.sheet-rolltemplate-icon *[aria-level="5"], +.ui-dialog .tab-content .charsheet *[aria-level="5"], #main .glyph-only *, .sheet-rolltemplate-icon h4 *, .ui-dialog .tab-content .charsheet h4 *, +.sheet-rolltemplate-icon *[aria-level="4"] *, +.ui-dialog .tab-content .charsheet *[aria-level="4"] *, #main .glyph-only, .sheet-rolltemplate-icon h4, .ui-dialog .tab-content .charsheet h4, +.sheet-rolltemplate-icon *[aria-level="4"], +.ui-dialog .tab-content .charsheet *[aria-level="4"] { + text-transform: uppercase; +} +.sheet-rolltemplate-icon h6 :not(input), .ui-dialog .tab-content .charsheet h6 :not(input), +.sheet-rolltemplate-icon *[aria-level="6"] :not(input), +.ui-dialog .tab-content .charsheet *[aria-level="6"] :not(input), .sheet-rolltemplate-icon h6:not(input), .ui-dialog .tab-content .charsheet h6:not(input), +.sheet-rolltemplate-icon [aria-level="6"]:not(input), +.ui-dialog .tab-content .charsheet [aria-level="6"]:not(input), .sheet-rolltemplate-icon h5 :not(input), .ui-dialog .tab-content .charsheet h5 :not(input), +.sheet-rolltemplate-icon *[aria-level="5"] :not(input), +.ui-dialog .tab-content .charsheet *[aria-level="5"] :not(input), .sheet-rolltemplate-icon h5:not(input), .ui-dialog .tab-content .charsheet h5:not(input), +.sheet-rolltemplate-icon [aria-level="5"]:not(input), +.ui-dialog .tab-content .charsheet [aria-level="5"]:not(input), #main .glyph-only :not(input), .sheet-rolltemplate-icon h4 :not(input), .ui-dialog .tab-content .charsheet h4 :not(input), +.sheet-rolltemplate-icon *[aria-level="4"] :not(input), +.ui-dialog .tab-content .charsheet *[aria-level="4"] :not(input), #main .glyph-only:not(input), .sheet-rolltemplate-icon h4:not(input), .ui-dialog .tab-content .charsheet h4:not(input), +.sheet-rolltemplate-icon [aria-level="4"]:not(input), +.ui-dialog .tab-content .charsheet [aria-level="4"]:not(input) { + text-transform: capitalize; +} + +.header__image { + min-width: 191.5px; + min-height: 88.2px; +} + +.sheet-rolltemplate-icon h1 *, .ui-dialog .tab-content .charsheet h1 *, .sheet-rolltemplate-icon .h1-style-input *, .ui-dialog .tab-content .charsheet .h1-style-input *, +.sheet-rolltemplate-icon *[aria-level="1"] *, +.ui-dialog .tab-content .charsheet *[aria-level="1"] *, .sheet-rolltemplate-icon h1, .ui-dialog .tab-content .charsheet h1, .sheet-rolltemplate-icon .h1-style-input, .ui-dialog .tab-content .charsheet .h1-style-input, +.sheet-rolltemplate-icon *[aria-level="1"], +.ui-dialog .tab-content .charsheet *[aria-level="1"] { + font-size: 2rem !important; + font-family: var(--titleFont); + text-transform: uppercase; + background-color: var(--magenta); + color: var(--invertedFontColor) !important; +} +.sheet-rolltemplate-icon h1 :not(input), .ui-dialog .tab-content .charsheet h1 :not(input), .sheet-rolltemplate-icon .h1-style-input :not(input), .ui-dialog .tab-content .charsheet .h1-style-input :not(input), +.sheet-rolltemplate-icon *[aria-level="1"] :not(input), +.ui-dialog .tab-content .charsheet *[aria-level="1"] :not(input), .sheet-rolltemplate-icon h1:not(input), .ui-dialog .tab-content .charsheet h1:not(input), .sheet-rolltemplate-icon .h1-style-input:not(input), .ui-dialog .tab-content .charsheet .h1-style-input:not(input), +.sheet-rolltemplate-icon [aria-level="1"]:not(input), +.ui-dialog .tab-content .charsheet [aria-level="1"]:not(input) { + text-align: center; +} + +.sheet-rolltemplate-icon h2 *, .ui-dialog .tab-content .charsheet h2 *, .sheet-rolltemplate-icon .input-label:not(.stacked).large > [name] *, .ui-dialog .tab-content .charsheet .input-label:not(.stacked).large > [name] *, +.sheet-rolltemplate-icon *[aria-level="2"] *, +.ui-dialog .tab-content .charsheet *[aria-level="2"] *, .sheet-rolltemplate-icon h2, .ui-dialog .tab-content .charsheet h2, .sheet-rolltemplate-icon .input-label:not(.stacked).large > [name], .ui-dialog .tab-content .charsheet .input-label:not(.stacked).large > [name], +.sheet-rolltemplate-icon *[aria-level="2"], +.ui-dialog .tab-content .charsheet *[aria-level="2"] { + font-size: 1.75rem; + font-family: var(--serifFont); + grid-area: header; +} +.sheet-rolltemplate-icon h2 :not(input), .ui-dialog .tab-content .charsheet h2 :not(input), .sheet-rolltemplate-icon .input-label:not(.stacked).large > [name] :not(input), .ui-dialog .tab-content .charsheet .input-label:not(.stacked).large > [name] :not(input), +.sheet-rolltemplate-icon *[aria-level="2"] :not(input), +.ui-dialog .tab-content .charsheet *[aria-level="2"] :not(input), .sheet-rolltemplate-icon h2:not(input), .ui-dialog .tab-content .charsheet h2:not(input), .sheet-rolltemplate-icon .input-label:not(.stacked).large > [name]:not(input), .ui-dialog .tab-content .charsheet .input-label:not(.stacked).large > [name]:not(input), +.sheet-rolltemplate-icon [aria-level="2"]:not(input), +.ui-dialog .tab-content .charsheet [aria-level="2"]:not(input) { + text-align: center; +} + +.sheet-rolltemplate-icon h3 *, .ui-dialog .tab-content .charsheet h3 *, .sheet-rolltemplate-icon .h3-style-input *, .ui-dialog .tab-content .charsheet .h3-style-input *, +.sheet-rolltemplate-icon *[aria-level="3"] *, +.ui-dialog .tab-content .charsheet *[aria-level="3"] *, .sheet-rolltemplate-icon h3, .ui-dialog .tab-content .charsheet h3, .sheet-rolltemplate-icon .h3-style-input, .ui-dialog .tab-content .charsheet .h3-style-input, +.sheet-rolltemplate-icon *[aria-level="3"], +.ui-dialog .tab-content .charsheet *[aria-level="3"] { + font-size: 1.5rem; + font-family: var(--titleFont); +} +.sheet-rolltemplate-icon h3 :not(input), .ui-dialog .tab-content .charsheet h3 :not(input), .sheet-rolltemplate-icon .h3-style-input :not(input), .ui-dialog .tab-content .charsheet .h3-style-input :not(input), +.sheet-rolltemplate-icon *[aria-level="3"] :not(input), +.ui-dialog .tab-content .charsheet *[aria-level="3"] :not(input), .sheet-rolltemplate-icon h3:not(input), .ui-dialog .tab-content .charsheet h3:not(input), .sheet-rolltemplate-icon .h3-style-input:not(input), .ui-dialog .tab-content .charsheet .h3-style-input:not(input), +.sheet-rolltemplate-icon [aria-level="3"]:not(input), +.ui-dialog .tab-content .charsheet [aria-level="3"]:not(input) { + text-align: center; +} + +#main .glyph-only *, .sheet-rolltemplate-icon h4 *, .ui-dialog .tab-content .charsheet h4 *, +.sheet-rolltemplate-icon *[aria-level="4"] *, +.ui-dialog .tab-content .charsheet *[aria-level="4"] *, #main .glyph-only, .sheet-rolltemplate-icon h4, .ui-dialog .tab-content .charsheet h4, +.sheet-rolltemplate-icon *[aria-level="4"], +.ui-dialog .tab-content .charsheet *[aria-level="4"] { + font-size: 1.25rem; + font-family: var(--serifFont); +} +#main .glyph-only :not(input), .sheet-rolltemplate-icon h4 :not(input), .ui-dialog .tab-content .charsheet h4 :not(input), +.sheet-rolltemplate-icon *[aria-level="4"] :not(input), +.ui-dialog .tab-content .charsheet *[aria-level="4"] :not(input), #main .glyph-only:not(input), .sheet-rolltemplate-icon h4:not(input), .ui-dialog .tab-content .charsheet h4:not(input), +.sheet-rolltemplate-icon [aria-level="4"]:not(input), +.ui-dialog .tab-content .charsheet [aria-level="4"]:not(input) { + text-align: center; +} + +.sheet-rolltemplate-icon h5 *, .ui-dialog .tab-content .charsheet h5 *, +.sheet-rolltemplate-icon *[aria-level="5"] *, +.ui-dialog .tab-content .charsheet *[aria-level="5"] *, .sheet-rolltemplate-icon h5, .ui-dialog .tab-content .charsheet h5, +.sheet-rolltemplate-icon *[aria-level="5"], +.ui-dialog .tab-content .charsheet *[aria-level="5"] { + font-size: 1.1rem; + font-style: normal; + font-family: var(--titleFont); +} +.sheet-rolltemplate-icon h5 :not(input), .ui-dialog .tab-content .charsheet h5 :not(input), +.sheet-rolltemplate-icon *[aria-level="5"] :not(input), +.ui-dialog .tab-content .charsheet *[aria-level="5"] :not(input), .sheet-rolltemplate-icon h5:not(input), .ui-dialog .tab-content .charsheet h5:not(input), +.sheet-rolltemplate-icon [aria-level="5"]:not(input), +.ui-dialog .tab-content .charsheet [aria-level="5"]:not(input) { + text-align: center; +} + +.sheet-rolltemplate-icon h6 *, .ui-dialog .tab-content .charsheet h6 *, +.sheet-rolltemplate-icon *[aria-level="6"] *, +.ui-dialog .tab-content .charsheet *[aria-level="6"] *, .sheet-rolltemplate-icon h6, .ui-dialog .tab-content .charsheet h6, +.sheet-rolltemplate-icon *[aria-level="6"], +.ui-dialog .tab-content .charsheet *[aria-level="6"] { + font-size: 1rem; + font-style: normal; + font-family: var(--serifFont); +} +.sheet-rolltemplate-icon h6 :not(input), .ui-dialog .tab-content .charsheet h6 :not(input), +.sheet-rolltemplate-icon *[aria-level="6"] :not(input), +.ui-dialog .tab-content .charsheet *[aria-level="6"] :not(input), .sheet-rolltemplate-icon h6:not(input), .ui-dialog .tab-content .charsheet h6:not(input), +.sheet-rolltemplate-icon [aria-level="6"]:not(input), +.ui-dialog .tab-content .charsheet [aria-level="6"]:not(input) { + text-align: center; +} + +.sheet-rolltemplate-icon input:where([type=checkbox], [type=radio]):checked, .ui-dialog .tab-content .charsheet input:where([type=checkbox], [type=radio]):checked { + background-color: var(--selectedColor); +} + +.sheet-rolltemplate-icon .boxed, .ui-dialog .tab-content .charsheet .boxed, +.sheet-rolltemplate-icon .sheet-boxed, +.ui-dialog .tab-content .charsheet .sheet-boxed { + border: 1px solid var(--borderColor); + border-radius: 0; + -webkit-box-sizing: border-box; + box-sizing: border-box; +} + +.well-padded { + padding: 0.5rem !important; + margin: 0.5rem !important; +} + +.sheet-rolltemplate-icon, .ui-dialog { + --shadowColor1:rgba(0, 0, 0, 0.16); + --shadowColor2:rgba(0, 0, 0, 0.24); + --grid-gap: 1rem; + --half-gap: calc(var(--grid-gap) / 2); + --tiny-gap: calc(var(--half-gap) / 2); + --big-gap: calc(var(--grid-gap) * 2); + --revealTime: 500ms; + --delayTime: 200ms; + --inputSwap: opacity var(--revealTime) ease var(--delayTime); + --focusTiming: 500ms ease; + --focusTrans: all var(--focusTiming); + --spanSectionColumn: 1/-1; + --displayBorderWidth: 2px; + --borderColor: var(--off-black); + --fontColor: var(--black); + --invertedFontColor: var(--white); + --placeholderFontColor: var(--grey-dk); + --backColor: var(--half-white); + --invertedBackColor: var(--half-black); + --subHeadBackColor: var(--grey); + --unselectedColor: var(--grey-lt); + --selectedColor: var(--orange); + --disableBackground: var(--grey-lt); + --buttonColor: var(--magenta); + --hoverColor: var(--orange); + --clickColor: var(--magenta-lt); + --r20white: white; + --r20black: rgb(31, 31, 31); +} + +.sheet-rolltemplate-icon, .ui-dialog .tab-content .charsheet { + gap: var(--grid-gap); +} +.sheet-rolltemplate-icon button, .ui-dialog .tab-content .charsheet button { + cursor: pointer; +} +.sheet-rolltemplate-icon .capitalize, .ui-dialog .tab-content .charsheet .capitalize, +.sheet-rolltemplate-icon .sheet-capitalize, +.ui-dialog .tab-content .charsheet .sheet-capitalize { + text-transform: capitalize !important; +} +.sheet-rolltemplate-icon .flex-box, .ui-dialog .tab-content .charsheet .flex-box, +.sheet-rolltemplate-icon .sheet-flex-box, +.ui-dialog .tab-content .charsheet .sheet-flex-box { + display: -webkit-box; + display: -ms-flexbox; + display: flex; +} +.sheet-rolltemplate-icon .flex-box.col, .ui-dialog .tab-content .charsheet .flex-box.col, +.sheet-rolltemplate-icon .sheet-flex-box.col, +.ui-dialog .tab-content .charsheet .sheet-flex-box.col { + -webkit-box-orient: vertical; + -webkit-box-direction: normal; + -ms-flex-direction: column; + flex-direction: column; + -webkit-box-align: center; + -ms-flex-align: center; + align-items: center; +} +.sheet-rolltemplate-icon .flex-box.row, .ui-dialog .tab-content .charsheet .flex-box.row, +.sheet-rolltemplate-icon .sheet-flex-box.row, +.ui-dialog .tab-content .charsheet .sheet-flex-box.row { + -webkit-box-orient: horizontal; + -webkit-box-direction: normal; + -ms-flex-direction: row; + flex-direction: row; + width: 95%; + position: relative; + left: 10px; +} +.sheet-rolltemplate-icon .space-around, .ui-dialog .tab-content .charsheet .space-around, +.sheet-rolltemplate-icon .sheet-space-around, +.ui-dialog .tab-content .charsheet .sheet-space-around { + -ms-flex-pack: distribute; + justify-content: space-around; +} +.sheet-rolltemplate-icon .space-between, .ui-dialog .tab-content .charsheet .space-between, +.sheet-rolltemplate-icon .sheet-space-between, +.ui-dialog .tab-content .charsheet .sheet-space-between { + -webkit-box-pack: justify; + -ms-flex-pack: justify; + justify-content: space-between; +} +.sheet-rolltemplate-icon .center, .ui-dialog .tab-content .charsheet .center, +.sheet-rolltemplate-icon .sheet-center, +.ui-dialog .tab-content .charsheet .sheet-center { + -webkit-box-pack: center; + -ms-flex-pack: center; + justify-content: center; + -webkit-box-align: center; + -ms-flex-align: center; + align-items: center; + text-align: center; +} +.sheet-rolltemplate-icon .right, .ui-dialog .tab-content .charsheet .right { + text-align: right; +} +.sheet-rolltemplate-icon .left, .ui-dialog .tab-content .charsheet .left { + text-align: left; +} +.sheet-rolltemplate-icon .justify-left, .ui-dialog .tab-content .charsheet .justify-left, +.sheet-rolltemplate-icon .justify-start, +.ui-dialog .tab-content .charsheet .justify-start { + -ms-grid-column-align: start; + justify-self: start; +} +.sheet-rolltemplate-icon .justify-right, .ui-dialog .tab-content .charsheet .justify-right, +.sheet-rolltemplate-icon .justify-end, +.ui-dialog .tab-content .charsheet .justify-end { + -ms-grid-column-align: end; + justify-self: end; +} +.sheet-rolltemplate-icon .align-start, .ui-dialog .tab-content .charsheet .align-start { + -ms-flex-item-align: start; + -ms-grid-row-align: start; + align-self: start; +} +.sheet-rolltemplate-icon .align-end, .ui-dialog .tab-content .charsheet .align-end { + -ms-flex-item-align: end; + -ms-grid-row-align: end; + align-self: end; +} +.sheet-rolltemplate-icon .grid__8col, .ui-dialog .tab-content .charsheet .grid__8col, .sheet-rolltemplate-icon .grid__4col, .ui-dialog .tab-content .charsheet .grid__4col, .sheet-rolltemplate-icon .grid__3col, .ui-dialog .tab-content .charsheet .grid__3col, .sheet-rolltemplate-icon .grid__2col, .ui-dialog .tab-content .charsheet .grid__2col { + display: -ms-grid; + display: grid; + width: auto; + gap: var(--half-gap); +} +.sheet-rolltemplate-icon .grid__8col.grid__8col, .ui-dialog .tab-content .charsheet .grid__8col.grid__8col { + -ms-grid-columns: auto auto auto auto auto auto auto auto; + grid-template-columns: auto auto auto auto auto auto auto auto; +} +.sheet-rolltemplate-icon .grid__4col.grid__4col, .ui-dialog .tab-content .charsheet .grid__4col.grid__4col { + -ms-grid-columns: auto auto auto auto; + grid-template-columns: auto auto auto auto; +} +.sheet-rolltemplate-icon .grid__3col.grid__3col, .ui-dialog .tab-content .charsheet .grid__3col.grid__3col { + -ms-grid-columns: auto auto auto; + grid-template-columns: auto auto auto; +} +.sheet-rolltemplate-icon .grid__2col.grid__2col, .ui-dialog .tab-content .charsheet .grid__2col.grid__2col { + -ms-grid-columns: auto auto; + grid-template-columns: auto auto; +} +.sheet-rolltemplate-icon .no-gap, .ui-dialog .tab-content .charsheet .no-gap { + gap: 0px !important; +} +.sheet-rolltemplate-icon .half-gap, .ui-dialog .tab-content .charsheet .half-gap { + gap: var(--half-gap); +} +.sheet-rolltemplate-icon textarea, .ui-dialog .tab-content .charsheet textarea { + font-family: var(--basicFont); + font-weight: normal !important; + resize: vertical; + line-height: 1.25em; + min-height: 2.5rem; + white-space: pre-wrap; + text-overflow: ellipsis; +} +.sheet-rolltemplate-icon textarea.fixed, .ui-dialog .tab-content .charsheet textarea.fixed { + resize: none; + overflow: auto; +} +.sheet-rolltemplate-icon textarea.textarea-1, .ui-dialog .tab-content .charsheet textarea.textarea-1 { + height: 1.25em; +} +.sheet-rolltemplate-icon textarea.textarea-2, .ui-dialog .tab-content .charsheet textarea.textarea-2 { + height: 2.5em; +} +.sheet-rolltemplate-icon textarea.textarea-3, .ui-dialog .tab-content .charsheet textarea.textarea-3 { + height: 3.75em; +} +.sheet-rolltemplate-icon textarea.textarea-4, .ui-dialog .tab-content .charsheet textarea.textarea-4 { + height: 4em; +} +.sheet-rolltemplate-icon textarea.textarea-5, .ui-dialog .tab-content .charsheet textarea.textarea-5 { + height: 6.25em; +} +.sheet-rolltemplate-icon textarea.textarea-6, .ui-dialog .tab-content .charsheet textarea.textarea-6 { + height: 7.5em; +} +.sheet-rolltemplate-icon textarea.textarea-8, .ui-dialog .tab-content .charsheet textarea.textarea-8 { + height: 10em; +} +.sheet-rolltemplate-icon textarea.no-style, .ui-dialog .tab-content .charsheet textarea.no-style { + border: none; + background-color: transparent; +} +.sheet-rolltemplate-icon textarea.ambition, .ui-dialog .tab-content .charsheet textarea.ambition { + width: 90% !important; + font-size: 1.1rem; +} +.sheet-rolltemplate-icon .span-3, .ui-dialog .tab-content .charsheet .span-3 { + -ms-grid-column-span: 3; + grid-column: span 3; +} +.sheet-rolltemplate-icon .span-2, .ui-dialog .tab-content .charsheet .span-2, +.sheet-rolltemplate-icon .sheet-span-2, +.ui-dialog .tab-content .charsheet .sheet-span-2 { + -ms-grid-column-span: 2; + grid-column: span 2; +} +.sheet-rolltemplate-icon .span-all, .ui-dialog .tab-content .charsheet .span-all, +.sheet-rolltemplate-icon .sheet-span-all, +.ui-dialog .tab-content .charsheet .sheet-span-all { + grid-column: 1/-1; +} +.sheet-rolltemplate-icon select, .ui-dialog .tab-content .charsheet select, +.sheet-rolltemplate-icon .pseudo-select span, +.ui-dialog .tab-content .charsheet .pseudo-select span, +.sheet-rolltemplate-icon .sheet-pseudo-select span, +.ui-dialog .tab-content .charsheet .sheet-pseudo-select span, +.sheet-rolltemplate-icon textarea, +.ui-dialog .tab-content .charsheet textarea, +.sheet-rolltemplate-icon input:not(:is([type=radio], [type=checkbox])), +.ui-dialog .tab-content .charsheet input:not(:is([type=radio], [type=checkbox])), +.sheet-rolltemplate-icon .uneditable-input, +.ui-dialog .tab-content .charsheet .uneditable-input { + padding: 2px; + font-size: 1rem; + cursor: pointer; +} +.sheet-rolltemplate-icon input:is([type=text], [type=number]), .ui-dialog .tab-content .charsheet input:is([type=text], [type=number]), +.sheet-rolltemplate-icon textarea, +.ui-dialog .tab-content .charsheet textarea { + cursor: auto; +} +.sheet-rolltemplate-icon select, .ui-dialog .tab-content .charsheet select, +.sheet-rolltemplate-icon .sheet-pseudo-select span, +.ui-dialog .tab-content .charsheet .sheet-pseudo-select span, +.sheet-rolltemplate-icon .pseudo-select span, +.ui-dialog .tab-content .charsheet .pseudo-select span { + -webkit-apperance: none; + -webkit-appearance: none; + -moz-appearance: none; + appearance: none; + text-transform: capitalize; + overflow: hidden !important; + white-space: nowrap; + text-overflow: ellipsis; + text-align: center; +} +.sheet-rolltemplate-icon input, .ui-dialog .tab-content .charsheet input { + width: auto; +} +.sheet-rolltemplate-icon input:placeholder, .ui-dialog .tab-content .charsheet input:placeholder { + color: var(--placeholderFontColor); +} +.sheet-rolltemplate-icon input.plus-control:not([value*="-"]) + span:before, .ui-dialog .tab-content .charsheet input.plus-control:not([value*="-"]) + span:before { + content: "+"; +} +.sheet-rolltemplate-icon span, .ui-dialog .tab-content .charsheet span, +.sheet-rolltemplate-icon input, +.ui-dialog .tab-content .charsheet input, +.sheet-rolltemplate-icon textarea, +.ui-dialog .tab-content .charsheet textarea { + font-size: 1rem; +} +.sheet-rolltemplate-icon span[name], .ui-dialog .tab-content .charsheet span[name], +.sheet-rolltemplate-icon input, +.ui-dialog .tab-content .charsheet input, +.sheet-rolltemplate-icon textarea, +.ui-dialog .tab-content .charsheet textarea, +.sheet-rolltemplate-icon select, +.ui-dialog .tab-content .charsheet select { + font-family: var(--basicFont); + --fontWght: 700; + font-weight: var(--fontWght); + font-variation-settings: "wght" var(--fontWght); + background-color: var(--backColor); + color: var(--fontColor); +} +.sheet-rolltemplate-icon h1::-webkit-input-placeholder, .ui-dialog .tab-content .charsheet h1::-webkit-input-placeholder, .sheet-rolltemplate-icon .h1-style-input::-webkit-input-placeholder, .ui-dialog .tab-content .charsheet .h1-style-input::-webkit-input-placeholder, .sheet-rolltemplate-icon *[aria-level="1"]::-webkit-input-placeholder, .ui-dialog .tab-content .charsheet *[aria-level="1"]::-webkit-input-placeholder { + text-shadow: 0 0 2px white, 0 0 2px white; +} +.sheet-rolltemplate-icon h1::-moz-placeholder, .ui-dialog .tab-content .charsheet h1::-moz-placeholder, .sheet-rolltemplate-icon .h1-style-input::-moz-placeholder, .ui-dialog .tab-content .charsheet .h1-style-input::-moz-placeholder, .sheet-rolltemplate-icon *[aria-level="1"]::-moz-placeholder, .ui-dialog .tab-content .charsheet *[aria-level="1"]::-moz-placeholder { + text-shadow: 0 0 2px white, 0 0 2px white; +} +.sheet-rolltemplate-icon h1:-ms-input-placeholder, .ui-dialog .tab-content .charsheet h1:-ms-input-placeholder, .sheet-rolltemplate-icon .h1-style-input:-ms-input-placeholder, .ui-dialog .tab-content .charsheet .h1-style-input:-ms-input-placeholder, .sheet-rolltemplate-icon *[aria-level="1"]:-ms-input-placeholder, .ui-dialog .tab-content .charsheet *[aria-level="1"]:-ms-input-placeholder { + text-shadow: 0 0 2px white, 0 0 2px white; +} +.sheet-rolltemplate-icon h1::-ms-input-placeholder, .ui-dialog .tab-content .charsheet h1::-ms-input-placeholder, .sheet-rolltemplate-icon .h1-style-input::-ms-input-placeholder, .ui-dialog .tab-content .charsheet .h1-style-input::-ms-input-placeholder, .sheet-rolltemplate-icon *[aria-level="1"]::-ms-input-placeholder, .ui-dialog .tab-content .charsheet *[aria-level="1"]::-ms-input-placeholder { + text-shadow: 0 0 2px white, 0 0 2px white; +} +.sheet-rolltemplate-icon h1::placeholder, .ui-dialog .tab-content .charsheet h1::placeholder, .sheet-rolltemplate-icon .h1-style-input::placeholder, .ui-dialog .tab-content .charsheet .h1-style-input::placeholder, +.sheet-rolltemplate-icon *[aria-level="1"]::placeholder, +.ui-dialog .tab-content .charsheet *[aria-level="1"]::placeholder { + text-shadow: 0 0 2px white, 0 0 2px white; +} +.sheet-rolltemplate-icon .h1-style-input, .ui-dialog .tab-content .charsheet .h1-style-input { + text-align: center; + border-radius: 0; + border: none; + height: 46px; + min-width: 200px; +} +.sheet-rolltemplate-icon .h1-style-input:not(.color-receiver), .ui-dialog .tab-content .charsheet .h1-style-input:not(.color-receiver) { + background-color: var(--magenta) !important; +} +.sheet-rolltemplate-icon h3, .ui-dialog .tab-content .charsheet h3, .sheet-rolltemplate-icon .h3-style-input, .ui-dialog .tab-content .charsheet .h3-style-input, +.sheet-rolltemplate-icon *[aria-level="3"], +.ui-dialog .tab-content .charsheet *[aria-level="3"] { + text-overflow: ellipsis; +} +.sheet-rolltemplate-icon input:where([type=checkbox], [type=radio]), .ui-dialog .tab-content .charsheet input:where([type=checkbox], [type=radio]) { + -ms-flex-item-align: center; + -ms-grid-row-align: center; + align-self: center; + border: 1px solid var(--borderColor); + cursor: pointer; + width: 1rem; + display: inline-block; +} +.sheet-rolltemplate-icon input[type=radio], .ui-dialog .tab-content .charsheet input[type=radio] { + -webkit-appearance: radio; + -moz-appearance: radio; + appearance: radio; +} +.sheet-rolltemplate-icon input[type=number], .ui-dialog .tab-content .charsheet input[type=number] { + width: 3rem; + -moz-appearance: textfield !important; + text-align: center; +} +.sheet-rolltemplate-icon input[type=number]::-webkit-inner-spin-button, .ui-dialog .tab-content .charsheet input[type=number]::-webkit-inner-spin-button, .sheet-rolltemplate-icon input[type=number]::-webkit-outer-spin-button, .ui-dialog .tab-content .charsheet input[type=number]::-webkit-outer-spin-button { + -webkit-appearance: none; + margin: 0; +} +.sheet-rolltemplate-icon .sheet-number, .ui-dialog .tab-content .charsheet .sheet-number, +.sheet-rolltemplate-icon .number, +.ui-dialog .tab-content .charsheet .number { + width: 2rem; + -webkit-box-sizing: border-box; + box-sizing: border-box; +} +.sheet-rolltemplate-icon section, .ui-dialog .tab-content .charsheet section, .sheet-rolltemplate-icon header, .ui-dialog .tab-content .charsheet header, .sheet-rolltemplate-icon footer, .ui-dialog .tab-content .charsheet footer { + -ms-grid-row-align: start; + align-self: start; + display: -ms-grid; + display: grid; + gap: var(--half-gap); +} +.sheet-rolltemplate-icon .pseudo-button, .ui-dialog .tab-content .charsheet .pseudo-button { + cursor: pointer; +} +.sheet-rolltemplate-icon .pseudo-button:hover > .pseudo-button__span, .ui-dialog .tab-content .charsheet .pseudo-button:hover > .pseudo-button__span, .sheet-rolltemplate-icon .pseudo-button:focus-within > .pseudo-button__span, .ui-dialog .tab-content .charsheet .pseudo-button:focus-within > .pseudo-button__span { + background-color: var(--selectedColor); + color: var(--backColor); +} +.sheet-rolltemplate-icon .pseudo-button__span, .ui-dialog .tab-content .charsheet .pseudo-button__span { + border-radius: 5px; + border: 1px solid var(--borderColor); + text-align: center; + padding: 0 5px; + -webkit-transition-property: background-color, color; + transition-property: background-color, color; + -webkit-transition-duration: var(--revealTime); + transition-duration: var(--revealTime); +} +.sheet-rolltemplate-icon .pseudo-button__input, .ui-dialog .tab-content .charsheet .pseudo-button__input { + display: none; +} +.sheet-rolltemplate-icon .pseudo-button__input:checked + span, .ui-dialog .tab-content .charsheet .pseudo-button__input:checked + span { + background-color: var(--selectedColor); + color: var(--backColor); +} +.sheet-rolltemplate-icon .input-label, .ui-dialog .tab-content .charsheet .input-label { + display: -webkit-inline-box; + display: -ms-inline-flexbox; + display: inline-flex; + gap: var(--half-gap); + -webkit-box-align: center; + -ms-flex-align: center; + align-items: center; +} +.sheet-rolltemplate-icon .input-label:not(.stacked) > [name]:not([type=number], [type=checkbox], [type=radio]), .ui-dialog .tab-content .charsheet .input-label:not(.stacked) > [name]:not([type=number], [type=checkbox], [type=radio]) { + width: 0; + -webkit-box-flex: 1; + -ms-flex: 1 1 0px; + flex: 1 1 0; +} +.sheet-rolltemplate-icon .input-label:not(.stacked) > :not([name]), .ui-dialog .tab-content .charsheet .input-label:not(.stacked) > :not([name]) { + -webkit-box-flex: 0; + -ms-flex: 0 0 auto; + flex: 0 0 auto; +} +.sheet-rolltemplate-icon .input-label--dual, .ui-dialog .tab-content .charsheet .input-label--dual { + -ms-grid-columns: 1fr auto 1fr; + grid-template-columns: 1fr auto 1fr; + grid-template-areas: "over over over" "under under under"; +} +.sheet-rolltemplate-icon .input-label--dual > span:last-of-type, .ui-dialog .tab-content .charsheet .input-label--dual > span:last-of-type { + grid-column: 1/-1; +} +.sheet-rolltemplate-icon .input-label--dual > input, .ui-dialog .tab-content .charsheet .input-label--dual > input { + width: 100%; +} +.sheet-rolltemplate-icon .input-label--dual > .slash, .ui-dialog .tab-content .charsheet .input-label--dual > .slash { + line-height: 0rem; + font-weight: normal; +} +.sheet-rolltemplate-icon .headed-textarea, .ui-dialog .tab-content .charsheet .headed-textarea { + -ms-grid-rows: auto 1fr; + grid-template-rows: auto 1fr; + -ms-grid-columns: auto; + grid-template-columns: auto; +} +.sheet-rolltemplate-icon .headed-textarea > *:nth-child(1), .ui-dialog .tab-content .charsheet .headed-textarea > *:nth-child(1) { + -ms-grid-row: 1; + -ms-grid-column: 1; +} +.sheet-rolltemplate-icon .headed-textarea > *:nth-child(2), .ui-dialog .tab-content .charsheet .headed-textarea > *:nth-child(2) { + -ms-grid-row: 2; + -ms-grid-column: 1; +} +.sheet-rolltemplate-icon .headed-textarea h5, .ui-dialog .tab-content .charsheet .headed-textarea h5 { + -ms-grid-column-align: start; + justify-self: start; +} +.sheet-rolltemplate-icon .boxed.thick-left, .ui-dialog .tab-content .charsheet .boxed.thick-left, +.sheet-rolltemplate-icon .sheet-boxed.thick-left, +.ui-dialog .tab-content .charsheet .sheet-boxed.thick-left { + border-left-width: 5px; +} +.sheet-rolltemplate-icon .boxed.thick-bottom, .ui-dialog .tab-content .charsheet .boxed.thick-bottom, +.sheet-rolltemplate-icon .sheet-boxed.thick-bottom, +.ui-dialog .tab-content .charsheet .sheet-boxed.thick-bottom { + border-bottom-width: 5px; +} +.sheet-rolltemplate-icon .boxed.thick-right, .ui-dialog .tab-content .charsheet .boxed.thick-right, +.sheet-rolltemplate-icon .sheet-boxed.thick-right, +.ui-dialog .tab-content .charsheet .sheet-boxed.thick-right { + border-right-width: 5px; +} +.sheet-rolltemplate-icon .boxed.thick-top, .ui-dialog .tab-content .charsheet .boxed.thick-top, +.sheet-rolltemplate-icon .sheet-boxed.thick-top, +.ui-dialog .tab-content .charsheet .sheet-boxed.thick-top { + border-top-width: 5px; +} +.sheet-rolltemplate-icon .underlined, .ui-dialog .tab-content .charsheet .underlined, +.sheet-rolltemplate-icon .sheet-underlined, +.ui-dialog .tab-content .charsheet .sheet-underlined { + border-radius: 0; + border-bottom: 1px solid var(--borderColor); + -webkit-transition: var(--focusTrans); + transition: var(--focusTrans); +} +.sheet-rolltemplate-icon :is(.underlined, .boxed):not([readonly]):is(:focus, :focus-within), .ui-dialog .tab-content .charsheet :is(.underlined, .boxed):not([readonly]):is(:focus, :focus-within) { + background-color: var(--invertedFontColor); + -webkit-transition: var(--focusTrans); + transition: var(--focusTrans); +} +.sheet-rolltemplate-icon .short-text, .ui-dialog .tab-content .charsheet .short-text, +.sheet-rolltemplate-icon .sheet-short-text, +.ui-dialog .tab-content .charsheet .sheet-short-text { + text-overflow: ellipsis; + white-space: nowrap; + overflow: hidden; +} +.sheet-rolltemplate-icon .roll-container, .ui-dialog .tab-content .charsheet .roll-container { + -ms-grid-row-align: center; + align-self: center; + opacity: 0; + -ms-grid-row: 1; + -ms-grid-row-span: 1; + grid-row: 1/2; +} +.sheet-rolltemplate-icon .hide-note, .ui-dialog .tab-content .charsheet .hide-note { + position: relative; + cursor: help; +} +.sheet-rolltemplate-icon .repitem > input:not(:where([type=checkbox], [type=number], [type=radio])), .ui-dialog .tab-content .charsheet .repitem > input:not(:where([type=checkbox], [type=number], [type=radio])), .sheet-rolltemplate-icon .hide-note > input:not(:where([type=checkbox], [type=number], [type=radio])), .ui-dialog .tab-content .charsheet .hide-note > input:not(:where([type=checkbox], [type=number], [type=radio])) { + width: 100%; +} +.sheet-rolltemplate-icon .repitem .headed-textarea, .ui-dialog .tab-content .charsheet .repitem .headed-textarea, .sheet-rolltemplate-icon .hide-note .headed-textarea, .ui-dialog .tab-content .charsheet .hide-note .headed-textarea { + grid-column: 1/-1; +} +.sheet-rolltemplate-icon .repitem .collapse, .ui-dialog .tab-content .charsheet .repitem .collapse, .sheet-rolltemplate-icon .hide-note .collapse, .ui-dialog .tab-content .charsheet .hide-note .collapse { + -webkit-appearance: none; + opacity: 0; + position: absolute; + right: 2px; + top: 2px; + border: none; + color: var(--selectedColor); + text-transform: none; + height: 18px; + width: 18px; /* IE 9 */ + -webkit-transform: scale(1.2); /* Chrome, Safari, Opera */ + transform: scale(1.2); + -webkit-font-smoothing: antialiased; + border-radius: 50%; +} +.sheet-rolltemplate-icon .repitem .collapse:after, .ui-dialog .tab-content .charsheet .repitem .collapse:after, .sheet-rolltemplate-icon .hide-note .collapse:after, .ui-dialog .tab-content .charsheet .hide-note .collapse:after { + content: "i"; + font-family: "Pictos"; + position: relative; + left: 2px; + bottom: 2px; + text-shadow: 1px 1px 3px white; +} +.sheet-rolltemplate-icon .repitem .collapse:checked, .ui-dialog .tab-content .charsheet .repitem .collapse:checked, .sheet-rolltemplate-icon .hide-note .collapse:checked, .ui-dialog .tab-content .charsheet .hide-note .collapse:checked { + background-color: transparent; + color: var(--unselectedColor); +} +.sheet-rolltemplate-icon .repitem .collapse:checked ~ .expanded, .ui-dialog .tab-content .charsheet .repitem .collapse:checked ~ .expanded, .sheet-rolltemplate-icon .hide-note .collapse:checked ~ .expanded, .ui-dialog .tab-content .charsheet .hide-note .collapse:checked ~ .expanded { + display: none; +} +.sheet-rolltemplate-icon .repitem .collapse:checked ~ .expanded--empty:is(:not([value]), [value=""]) + *, .ui-dialog .tab-content .charsheet .repitem .collapse:checked ~ .expanded--empty:is(:not([value]), [value=""]) + *, .sheet-rolltemplate-icon .hide-note .collapse:checked ~ .expanded--empty:is(:not([value]), [value=""]) + *, .ui-dialog .tab-content .charsheet .hide-note .collapse:checked ~ .expanded--empty:is(:not([value]), [value=""]) + * { + display: none; +} +.sheet-rolltemplate-icon .repitem .collapse:hover, .ui-dialog .tab-content .charsheet .repitem .collapse:hover, .sheet-rolltemplate-icon .hide-note .collapse:hover, .ui-dialog .tab-content .charsheet .hide-note .collapse:hover { + color: var(--selectedColor); +} +.sheet-rolltemplate-icon .repitem:hover .collapse, .ui-dialog .tab-content .charsheet .repitem:hover .collapse, +.sheet-rolltemplate-icon .repitem:hover .roll-container, +.ui-dialog .tab-content .charsheet .repitem:hover .roll-container, .sheet-rolltemplate-icon .hide-note:hover .collapse, .ui-dialog .tab-content .charsheet .hide-note:hover .collapse, +.sheet-rolltemplate-icon .hide-note:hover .roll-container, +.ui-dialog .tab-content .charsheet .hide-note:hover .roll-container { + opacity: 1; +} +.sheet-rolltemplate-icon .repcontainer.editmode .collapse, .ui-dialog .tab-content .charsheet .repcontainer.editmode .collapse { + display: none; +} +.sheet-rolltemplate-icon .repcontainer, .ui-dialog .tab-content .charsheet .repcontainer { + display: -ms-grid; + display: grid; + gap: var(--half-gap); +} +.sheet-rolltemplate-icon .repeating-container:is(:hover, :focus-within, :focus) .repcontrol-button, .ui-dialog .tab-content .charsheet .repeating-container:is(:hover, :focus-within, :focus) .repcontrol-button { + opacity: 1; +} +.sheet-rolltemplate-icon .repcontrol-button, .ui-dialog .tab-content .charsheet .repcontrol-button { + grid-area: header; + -ms-grid-row-align: center; + align-self: center; + text-transform: none; + opacity: 0; + -webkit-transition: opacity var(--revealTime); + transition: opacity var(--revealTime); +} +.sheet-rolltemplate-icon .repcontrol-button ~ .repcontrol, .ui-dialog .tab-content .charsheet .repcontrol-button ~ .repcontrol { + display: none; +} +.sheet-rolltemplate-icon .repcontrol-button--add, .ui-dialog .tab-content .charsheet .repcontrol-button--add, +.sheet-rolltemplate-icon .repcontrol-button__add, +.ui-dialog .tab-content .charsheet .repcontrol-button__add { + -ms-grid-column-align: start; + justify-self: start; + background-color: var(--invertedBackColor) !important; +} +.sheet-rolltemplate-icon .repcontrol-button--add:before, .ui-dialog .tab-content .charsheet .repcontrol-button--add:before, +.sheet-rolltemplate-icon .repcontrol-button__add:before, +.ui-dialog .tab-content .charsheet .repcontrol-button__add:before { + font-family: pictos; + content: "&"; +} +.sheet-rolltemplate-icon .repcontrol-button--edit, .ui-dialog .tab-content .charsheet .repcontrol-button--edit, +.sheet-rolltemplate-icon .repcontrol-button__edit, +.ui-dialog .tab-content .charsheet .repcontrol-button__edit { + -ms-grid-column-align: end; + justify-self: end; + background-color: var(--invertedBackColor) !important; +} +.sheet-rolltemplate-icon .repcontrol-button--edit:before, .ui-dialog .tab-content .charsheet .repcontrol-button--edit:before, +.sheet-rolltemplate-icon .repcontrol-button__edit:before, +.ui-dialog .tab-content .charsheet .repcontrol-button__edit:before { + font-family: pictos; + content: "p"; +} +.sheet-rolltemplate-icon .sheet-box, .ui-dialog .tab-content .charsheet .sheet-box, +.sheet-rolltemplate-icon .box, +.ui-dialog .tab-content .charsheet .box { + border-radius: 0; + width: 10px; + height: 10px; +} +.sheet-rolltemplate-icon .dot, .ui-dialog .tab-content .charsheet .dot { + width: auto; + height: auto; +} +.sheet-rolltemplate-icon p, .ui-dialog .tab-content .charsheet p { + font-size: 1rem; + width: 96%; + color: var(--invertedBackColor); +} +.sheet-rolltemplate-icon p.bullet::before, .ui-dialog .tab-content .charsheet p.bullet::before { + font-family: pictos; + content: "]"; + position: relative; + right: 5px; +} +.sheet-rolltemplate-icon p.indent, .ui-dialog .tab-content .charsheet p.indent { + position: relative; + left: 20px; +} +.sheet-rolltemplate-icon p.colon, .ui-dialog .tab-content .charsheet p.colon { + font-family: var(--titleFont); + font-size: 1.1rem; + font-weight: bold; + position: relative; + top: 3px; + /* CSS colon : entity \003A : html : */ +} +.sheet-rolltemplate-icon p.colon::after, .ui-dialog .tab-content .charsheet p.colon::after { + content: ":"; +} +.sheet-rolltemplate-icon p.macro, .ui-dialog .tab-content .charsheet p.macro { + position: relative; + bottom: -8px; + left: 5px; +} +.sheet-rolltemplate-icon .auto-expand, .ui-dialog .tab-content .charsheet .auto-expand { + overflow: hidden; /* hides overflow that is caused by the span */ + position: relative; /* Allows the input's absolute positioning to be relative to this parent div */ + min-width: 100px; /* Whatever feels good to you, prevents a new span from collapsing to 0. */ + max-height: 200px; + width: -webkit-fit-content; + width: -moz-fit-content; + width: fit-content; + height: 25% !important; /* Prevent the span from defining the height of the input container which can't be multiline */ +} +.sheet-rolltemplate-icon .auto-expand span, .ui-dialog .tab-content .charsheet .auto-expand span { + visibility: hidden; + height: 0px; + position: relative; +} +.sheet-rolltemplate-icon .auto-expand input, .ui-dialog .tab-content .charsheet .auto-expand input { + position: absolute; /* removes the input from the DOM flow, allowing the span to exist in the same space */ + width: 100%; /* Inputs match the width of the parent element as defined by the spans */ + font-size: 1em; +} + +html { + font-size: 16px; +} + +.ui-dialog { + --paper-background:url("https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/ICON%20RPG%20%5BMassifPress%5D/images/icon.texture.jpg"); + --icon-logo:url("https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/ICON%20RPG%20%5BMassifPress%5D/images/icon.logo.png"); + -webkit-box-sizing: border-box; + box-sizing: border-box; +} +.sheet-darkmode .ui-dialog, +.sheet-rolltemplate-darkmode { + --borderColor: var(--grey); + --fontColor: var(--off-white); + --invertedFontColor: var(--black); + --placeholderFontColor: var(--grey-lt); + --backColor: var(--half-black); + --invertedBackColor: var(--half-white); + --subHeadBackColor: var(--grey-lt); + --unselectedColor: var(--grey-dk); + --selectedColor: var(--orange); + --disableBackground: var(--grey-dk); + --buttonColor: var(--magenta); + --hoverColor: var(--orange); + --clickColor: var(--magenta-lt); + --r20white: rgb(31, 31, 31); + --r20black: white; + --disableShadow:0px 0 7px 0px #161616 inset; + --paper-background:url("https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/ICON%20RPG%20%5BMassifPress%5D/images/texture.dark.jpg"); + --icon-logo:url("https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/ICON%20RPG%20%5BMassifPress%5D/images/icon.logo.white.png"); + --red: var(--red-dk); + --yellow: var(--yellow-dk); + --green: var(--green-dk); + --blue: var(--blue-dk); +} +.sheet-darkmode .ui-dialog .sheetform, +.sheet-rolltemplate-darkmode .sheetform { + background-color: inherit; +} +.sheet-darkmode .ui-dialog img, +.sheet-rolltemplate-darkmode img { + -webkit-filter: brightness(0.8) contrast(1.2); + filter: brightness(0.8) contrast(1.2); +} + +#main { + /* + First of all we apply our default styles. + Note that because we are using the placeholder, these styles would be first up in the cascade even if we put the extend declaration last. + This is done first so that when we read the code, we can easily see that it is applied, and anything after it will overwrite those default styles. + */ + display: -ms-grid; + display: grid; + font-family: var(--basicFont); + /*nav button styling*/ +} +#main .paper-background { + background: var(--paper-background) repeat top left; +} +#main .editmode .itemcontrol { + z-index: 100; +} +#main .roller { + display: -webkit-box; + display: -ms-flexbox; + display: flex; + gap: var(--tiny-gap); + -webkit-box-align: center; + -ms-flex-align: center; + align-items: center; +} +#main .roller:before { + text-transform: none; + content: "T"; +} +#main .roller--scroll:before { + content: "w"; + font-family: pictos; +} +#main .glyph-only { + text-transform: none !important; +} +#main .hover-container { + --delayTime:500ms; + -ms-grid-row-align: start; + -ms-grid-column-align: start; + place-self: start; + display: -ms-grid; + display: grid; + -ms-grid-columns: auto; + grid-template-columns: auto; + grid-template-areas: "content"; + gap: var(--tiny-gap); + -webkit-transition-duration: var(--revealTime); + transition-duration: var(--revealTime); + -webkit-transition-delay: var(--delayTime); + transition-delay: var(--delayTime); + -webkit-transition-property: width, height, border-color, background-color; + transition-property: width, height, border-color, background-color; + -webkit-transition-timing-function: ease; + transition-timing-function: ease; + -webkit-box-sizing: border-box; + box-sizing: border-box; + border-width: 1px 3px; + border-radius: 5px; + border-style: solid; + border-color: transparent; + width: 100%; + height: 100%; + z-index: 10; +} +#main .hover-container:is(:hover, :focus-within) { + border-color: var(--borderColor); + background-color: var(--backColor); +} +#main .hover-container:is(:hover, :focus-within) .hover-container__hover-visible { + opacity: 1; + z-index: 0; +} +#main .hover-container--two-column:is(:hover, :focus-within) { + width: calc(200% + var(--tiny-gap)); +} +#main .hover-container--two-row:is(:hover, :focus-within) { + height: calc(100% + var(--grid-gap)); +} +#main .hover-container__content { + -ms-grid-row: 1; + -ms-grid-column: 1; + -ms-grid-column-align: start; + justify-self: start; + grid-area: content; +} +#main .hover-container__hover-visible { + -ms-grid-row: 1; + -ms-grid-column: 1; + grid-area: content; + -webkit-transition-property: opacity, z-index, left, top; + transition-property: opacity, z-index, left, top; + -webkit-transition-duration: var(--revealTime); + transition-duration: var(--revealTime); + -webkit-transition-timing-function: ease; + transition-timing-function: ease; + -webkit-transition-delay: var(--delayTime); + transition-delay: var(--delayTime); + opacity: 0; + z-index: -10; +} +#main [readonly] { + background: transparent; + border: 0px solid transparent; + cursor: default; +} +#main .sheet-nav__tab { + color: white; + font-style: normal; + border: 1px solid transparent; + margin: 0 0 -1px; + background-color: rgb(136, 57, 162); + border-radius: 4px 4px 0 0; + -webkit-box-shadow: none; + box-shadow: none; + font-size: 13px; + background-image: none; + padding: 9px 12px; + height: 16px; + text-transform: uppercase; + font-family: var(--serifFont); +} +#main .sheet-nav__tab:not(.active):hover { + background-color: rgb(201, 85, 239); +} +#main .sheet-nav__tab:not(.active):active { + background-color: rgb(242, 130, 255); +} +#main .sheet-nav__tab.active, #main .sheet-nav__tab:focus { + background-color: rgb(156, 70, 255); +} +#main .sheet-nav__tab.inactive { + display: none !important; +} +#main input[type=number]:-moz-read-only { + opacity: 0.8; +} +#main input[type=number]:read-only { + opacity: 0.8; +} + +ul.nav-tabs.nav { + position: sticky; + top: 0; + background-color: var(--r20white); + z-index: 9999; + margin-bottom: 0px; +} + +#main-nav { + display: -webkit-box; + display: -ms-flexbox; + display: flex; + -ms-flex-wrap: wrap; + flex-wrap: wrap; + -webkit-box-align: center; + -ms-flex-align: center; + align-items: center; + gap: var(--tiny-gap); + position: sticky; + top: 40px; + background-color: var(--r20white); + padding: var(--tiny-gap) 0 0; + margin-bottom: var(--big-gap); + border-bottom: 1px solid #dddddd; + z-index: 999; + -webkit-box-shadow: 30px 0 var(--backColor), -30px 0 var(--backColor); + box-shadow: 30px 0 var(--backColor), -30px 0 var(--backColor); + color: var(--fontColor); +} + +.narrative, +.tactics, +.journal, +.roster, +.settings { + display: none; +} + +/* show the selected tab */ +.tabs__toggle[value=narrative] ~ article.narrative, +.tabs__toggle[value=tactics] ~ article.tactics, +.tabs__toggle[value=journal] ~ article.journal, +.tabs__toggle[value=roster] ~ article.roster, +.tabs__toggle[value=settings] ~ article.settings { + display: -ms-grid; + display: grid; +} + +.character-header { + display: -ms-grid; + display: grid; + grid-template-areas: "deet deet logo" "desc desc desc"; + gap: var(--half-gap); +} +.character-header .character-details { + -ms-grid-row: 1; + -ms-grid-column: 1; + -ms-grid-column-span: 3; + display: -ms-inline-grid; + display: inline-grid; + grid-template-areas: "info info info numb" "info info info numb"; + gap: var(--half-gap); + grid-area: deet; +} +.character-header .character-details ~ :not(:is(.span-2, .span-all)) { + -ms-grid-column-align: end; + justify-self: end; +} +.character-header .character-details .input-label .input-label__text { + font-weight: bold; + font-variant-caps: small-caps; +} +.character-header .character-details .input-label .desc-label { + width: 100px; +} + +.info-label { + -ms-grid-row: 1; + -ms-grid-row-span: 3; + -ms-grid-column: 1; + -ms-grid-column-span: 5; + grid-area: info; +} + +.numb-label { + -ms-grid-row: 1; + -ms-grid-row-span: 3; + -ms-grid-column: 7; + grid-area: numb; +} + +.icon-logo { + -ms-grid-row: 1; + -ms-grid-column: 5; + position: relative; + right: 130%; + top: 10%; + grid-area: logo; /* IE 9 */ + -webkit-transform: scale(1.1); /* Chrome, Safari, Opera */ + transform: scale(1.1); +} +.icon-logo span.icon-logo { + content: var(--icon-logo); + width: 100%; + height: 100%; +} + +.desc-label { + -ms-grid-row: 3; + -ms-grid-column: 1; + -ms-grid-column-span: 5; + grid-area: desc; + width: 100%; +} + +.character-details label.input-label span.input-label__text { + position: relative; + top: 24px; + left: 12px; + width: 0px; + z-index: 1; +} + +.character-details label.input-label input.input-label__input { + position: relative; + min-width: 80px; +} + +.character-details div.color-selector { + position: relative; + right: -50%; + top: -15%; + height: 26px; +} +.character-details div.color-selector > select.color-receiver { + width: 50%; + height: 26px; + font-variant-caps: small-caps; + font-family: var(--serifFont); + z-index: 0; +} + +.input-label.center { + -webkit-box-align: center; + -ms-flex-align: center; + align-items: center; + text-align: center; + -webkit-box-pack: center; + -ms-flex-pack: center; + justify-content: center; +} + +input[type=label] .action-label { + background-color: transparent; +} + +label.status { + position: relative; + bottom: -4px; +} + +.ui-dialog .charsheet button[type=roll]::before { + content: ""; + font-size: 1rem; + color: inherit; +} + +button[type=roll] { + border: none; + -webkit-box-shadow: none; + box-shadow: none; + background: none; + background-color: transparent !important; + display: inline-block; + padding: 1px; + margin: 1px; + height: 20px; + width: 20px; + color: var(--fontColor); +} +button[type=roll]:hover { + color: var(--hoverColor) !important; +} +button[type=roll]:active { + color: var(--clickColor) !important; + border: none !important; + -webkit-box-shadow: none !important; + box-shadow: none !important; +} +button[type=roll].col { + color: var(--white); + position: relative; + top: 8px; + left: -15px; +} +button[type=roll].col:hover { + color: var(--white) !important; +} +button[type=roll].col:active { + color: var(--black) !important; +} +button[type=roll].roll-quote::before { + font-family: "Pictos" !important; + content: "w" !important; + font-size: 1.5rem !important; + position: relative; + left: 0px; + z-index: 5; +} +button[type=roll].roll-quote::after { + font-family: "Pictos" !important; + content: "." !important; + font-size: 0.8rem !important; + position: relative; + left: -22px; + bottom: 5px; + color: var(--invertedFontColor); + z-index: 6; +} +button[type=roll].roll-d6::before { + font-family: "dicefontd6" !important; + content: "l" !important; + font-size: 1.5rem !important; + position: relative; + bottom: -3px; +} +button[type=roll].roll-d6:hover::before { + content: "L" !important; +} +button[type=roll].roll-d20::before { + font-family: "dicefontd20" !important; + content: "t" !important; + font-size: 2rem !important; + position: relative; + left: -3px; + bottom: 0px; +} +button[type=roll].roll-d20:hover::before { + content: "T" !important; +} +button[type=roll].die::after { + font-family: "dicefontd20" !important; + content: "0" !important; + font-size: 0.8rem; + position: relative; + left: -1px; + top: -9px; + opacity: 0.5; +} +button[type=roll].light::after { + content: "L" !important; + font-size: 1.1rem; + font-weight: bold !important; + position: relative; + left: -26px; + top: -9px; + color: var(--fontColor); +} +button[type=roll].heavy::after { + content: "H" !important; + font-size: 1.1rem; + font-weight: bold !important; + position: relative; + left: -28px; + top: -9px; + color: var(--fontColor); +} + +#auto-fill { + display: -ms-grid; + display: grid; + gap: var(--grid-gap); + grid-template-columns: repeat(auto-fill, minmax(400px, 1fr)); +} + +#auto-fit, div.repcol > div.repcontainer { + display: -ms-grid; + display: grid; + gap: var(--half-gap); + grid-template-columns: repeat(auto-fit, minmax(150px, 1fr)); +} +#auto-fit.stats, div.repcol > div.repcontainer.stats { + grid-template-columns: repeat(auto-fit, minmax(150px, 1fr)); +} + +div.repcol.fit50 > div.repcontainer { + grid-template-columns: repeat(auto-fit, minmax(45%, 1fr)); +} + +div.repcol.fit30 > div.repcontainer { + grid-template-columns: repeat(auto-fit, minmax(30%, 1fr)); +} + +div.repcol.npc > div.repcontainer { + grid-template-columns: repeat(auto-fit, minmax(400px, 1fr)); +} + +section { + font-weight: normal; +} + +.wide-gap { + -webkit-column-gap: var(--big-gap) !important; + -moz-column-gap: var(--big-gap) !important; + column-gap: var(--big-gap) !important; +} + +.character-header { + min-width: 30rem; +} + +.long-2 { + -ms-grid-row-span: 2; + grid-row: span 2; +} + +#resource { + display: -ms-grid; + display: grid; + grid-template-columns: repeat(auto-fit, minmax(150px, 1fr)); +} + +#stats { + display: -ms-grid; + display: grid; + grid-template-columns: repeat(auto-fit, minmax(110px, 1fr)); +} +#stats.npc { + grid-template-columns: repeat(auto-fit, minmax(80px, 1fr)); +} + +div.burdens { + min-width: 120px; + -webkit-column-gap: 2px; + -moz-column-gap: 2px; + column-gap: 2px; +} + +.top-margin { + margin-top: 0.5rem; +} + +.clock div.clock_4 { + display: none; +} + +.clock .clock-switch[value="4"] ~ div.clock_4 { + display: block; +} + +.clock div.clock_6 { + display: none; +} + +.clock .clock-switch[value="6"] ~ div.clock_6 { + display: block; +} + +.clock div.clock_8 { + display: none; +} + +.clock .clock-switch[value="8"] ~ div.clock_8 { + display: block; +} + +.clock div.clock_10 { + display: none; +} + +.clock .clock-switch[value="10"] ~ div.clock_10 { + display: block; +} + +.clock div.clock_12 { + display: none; +} + +.clock .clock-switch[value="12"] ~ div.clock_12 { + display: block; +} + +.clock { + width: 120px; + text-align: center; + -webkit-box-align: center; + -ms-flex-align: center; + align-items: center; +} +.clock.small-clock { /* IE 9 */ + -webkit-transform: scale(0.9); /* Chrome, Safari, Opera */ + transform: scale(0.9); +} + +.clock-section { + display: -ms-inline-grid; + display: inline-grid; + gap: 3px; + padding: 1px; + grid-template-areas: "vv ww xx aa bb cc dd" "uu ck ck ck ck ck ee" "tt ck ck ck ck ck ff" "ss ck ck ck ck ck gg" "rr ck ck ck ck ck hh" "qq ck ck ck ck ck ii" "pp oo nn mm ll kk jj"; +} + +.clock-radio { + z-index: 10; + opacity: 1; + cursor: pointer; + position: relative; + accent-color: rgb(156, 70, 255); /* IE 9 */ + -webkit-transform: scale(1.2); /* Chrome, Safari, Opera */ + transform: scale(1.2); +} + +.clock-radio:hover::after { + opacity: 1; +} + +/* grip offsets so that the radio buttons appear in a circle */ +.clock-0 { + -ms-grid-row: 1; + -ms-grid-column: 7; + grid-area: aa; + top: 10px; +} + +.clock-1 { + -ms-grid-row: 1; + -ms-grid-column: 9; + grid-area: bb; + top: 15px; + left: 3px; +} + +.clock-2 { + -ms-grid-row: 1; + -ms-grid-column: 11; + grid-area: cc; + top: 18px; + right: 10px; +} + +.clock-3 { + -ms-grid-row: 1; + -ms-grid-column: 13; + grid-area: dd; + top: 22px; + right: 22px; +} + +.clock-4 { + -ms-grid-row: 3; + -ms-grid-column: 13; + grid-area: ee; + top: 13px; + right: 15px; +} + +.clock-5 { + -ms-grid-row: 5; + -ms-grid-column: 13; + grid-area: ff; + top: 5px; + right: 11px; +} + +.clock-6 { + -ms-grid-row: 7; + -ms-grid-column: 13; + grid-area: gg; + right: 10px; +} + +.clock-7 { + -ms-grid-row: 9; + -ms-grid-column: 13; + grid-area: hh; + bottom: 5px; + right: 11px; +} + +.clock-8 { + -ms-grid-row: 11; + -ms-grid-column: 13; + grid-area: ii; + bottom: 13px; + right: 15px; +} + +.clock-9 { + -ms-grid-row: 13; + -ms-grid-column: 13; + grid-area: jj; + bottom: 22px; + right: 22px; +} + +.clock-10 { + -ms-grid-row: 13; + -ms-grid-column: 11; + grid-area: kk; + bottom: 18px; + right: 10px; +} + +.clock-11 { + -ms-grid-row: 13; + -ms-grid-column: 9; + grid-area: ll; + bottom: 15px; + left: 3px; +} + +.clock-12 { + -ms-grid-row: 13; + -ms-grid-column: 7; + grid-area: mm; + bottom: 10px; +} + +.clock-13 { + -ms-grid-row: 13; + -ms-grid-column: 5; + grid-area: nn; + bottom: 15px; + right: 3px; +} + +.clock-14 { + -ms-grid-row: 13; + -ms-grid-column: 3; + grid-area: oo; + bottom: 18px; + left: 10px; +} + +.clock-15 { + -ms-grid-row: 13; + -ms-grid-column: 1; + grid-area: pp; + bottom: 22px; + left: 22px; +} + +.clock-16 { + -ms-grid-row: 11; + -ms-grid-column: 1; + grid-area: qq; + bottom: 13px; + left: 15px; +} + +.clock-17 { + -ms-grid-row: 9; + -ms-grid-column: 1; + grid-area: rr; + bottom: 5px; + left: 11px; +} + +.clock-18 { + -ms-grid-row: 7; + -ms-grid-column: 1; + grid-area: ss; + left: 10px; +} + +.clock-19 { + -ms-grid-row: 5; + -ms-grid-column: 1; + grid-area: tt; + top: 5px; + left: 11px; +} + +.clock-20 { + -ms-grid-row: 3; + -ms-grid-column: 1; + grid-area: uu; + top: 13px; + left: 15px; +} + +.clock-21 { + -ms-grid-row: 1; + -ms-grid-column: 1; + grid-area: vv; + top: 22px; + left: 22px; +} + +.clock-22 { + -ms-grid-row: 1; + -ms-grid-column: 3; + grid-area: ww; + top: 18px; + left: 10px; +} + +.clock-23 { + -ms-grid-row: 1; + -ms-grid-column: 5; + grid-area: xx; + top: 15px; + right: 3px; +} + +/* clock face */ +.clock-face { + -ms-grid-row: 3; + -ms-grid-row-span: 9; + -ms-grid-column: 3; + -ms-grid-column-span: 9; + grid-area: ck; + width: 78px; + height: 78px; + display: inline-block; + border-radius: 50%; + background: rgb(156, 70, 255); + border: 3px solid rgb(143, 143, 157); + text-align: center; + vertical-align: middle; +} + +.clock-face::after { + font-family: "Pictos"; + content: "&"; + color: white; + position: relative; + font-size: 15px; + top: 28px; +} + +/* all the different combinations of angles for even clock segments */ +.clock-radio.clock-0:checked ~ .clock-face { + background: black; +} + +.clock-radio.clock-1:checked ~ .clock-face { + background-image: linear-gradient(120deg, transparent 50%, black 50%), linear-gradient(90deg, black 50%, transparent 50%); + /* 120 - 90 = 30*/ +} + +.clock-radio.clock-2:checked ~ .clock-face { + background-image: linear-gradient(126deg, transparent 50%, black 50%), linear-gradient(90deg, black 50%, transparent 50%); + /* 126 - 90 = 36*/ +} + +.clock-radio.clock-3:checked ~ .clock-face { + background-image: linear-gradient(135deg, transparent 50%, black 50%), linear-gradient(90deg, black 50%, transparent 50%); + /* 135 - 90 = 45*/ +} + +.clock-radio.clock-4:checked ~ .clock-face { + background-image: linear-gradient(150deg, transparent 50%, black 50%), linear-gradient(90deg, black 50%, transparent 50%); + /* 150 - 90 = 60*/ +} + +.clock-radio.clock-5:checked ~ .clock-face { + background-image: linear-gradient(162deg, transparent 50%, black 50%), linear-gradient(90deg, black 50%, transparent 50%); + /* 162 - 90 = 72*/ +} + +.clock-radio.clock-6:checked ~ .clock-face { + background-image: -webkit-gradient(linear, left top, left bottom, color-stop(50%, transparent), color-stop(50%, black)), -webkit-gradient(linear, left top, right top, color-stop(50%, black), color-stop(50%, transparent)); + background-image: linear-gradient(180deg, transparent 50%, black 50%), linear-gradient(90deg, black 50%, transparent 50%); + /* 180 - 90 = 90*/ +} + +.clock-radio.clock-7:checked ~ .clock-face { + background-image: linear-gradient(198deg, transparent 50%, black 50%), linear-gradient(90deg, black 50%, transparent 50%); + /* 198 - 90 = 108*/ +} + +.clock-radio.clock-7:checked ~ .clock-face { + background-image: linear-gradient(198deg, transparent 50%, black 50%), linear-gradient(90deg, black 50%, transparent 50%); + /* 198 - 90 = 108*/ +} + +.clock-radio.clock-8:checked ~ .clock-face { + background-image: linear-gradient(210deg, transparent 50%, black 50%), linear-gradient(90deg, black 50%, transparent 50%); + /* 210 - 90 = 120*/ +} + +.clock-radio.clock-9:checked ~ .clock-face { + background-image: linear-gradient(225deg, transparent 50%, black 50%), linear-gradient(90deg, black 50%, transparent 50%); + /* 225 - 90 = 135*/ +} + +.clock-radio.clock-10:checked ~ .clock-face { + background-image: linear-gradient(234deg, transparent 50%, black 50%), linear-gradient(90deg, black 50%, transparent 50%); + /* 234 - 90 = 144*/ +} + +.clock-radio.clock-11:checked ~ .clock-face { + background-image: linear-gradient(240deg, transparent 50%, black 50%), linear-gradient(90deg, black 50%, transparent 50%); + /* 240 - 90 = 150*/ +} + +.clock-radio.clock-12:checked ~ .clock-face { + background-image: -webkit-gradient(linear, right top, left top, color-stop(50%, transparent), color-stop(50%, black)), -webkit-gradient(linear, left top, right top, color-stop(50%, black), color-stop(50%, transparent)); + background-image: linear-gradient(270deg, transparent 50%, black 50%), linear-gradient(90deg, black 50%, transparent 50%); + /* 270 - 90 = 180 */ +} + +.clock-radio.clock-13:checked ~ .clock-face { + background-image: linear-gradient(120deg, transparent 50%, rgb(156, 70, 255) 50%), linear-gradient(90deg, black 50%, transparent 50%); + /* 120 + 90 = 210*/ +} + +.clock-radio.clock-14:checked ~ .clock-face { + background-image: linear-gradient(126deg, transparent 50%, rgb(156, 70, 255) 50%), linear-gradient(90deg, black 50%, transparent 50%); + /* 126 + 90 = 216*/ +} + +.clock-radio.clock-15:checked ~ .clock-face { + background-image: linear-gradient(135deg, transparent 50%, rgb(156, 70, 255) 50%), linear-gradient(90deg, black 50%, transparent 50%); + /* 135 + 90 = 225*/ +} + +.clock-radio.clock-16:checked ~ .clock-face { + background-image: linear-gradient(150deg, transparent 50%, rgb(156, 70, 255) 50%), linear-gradient(90deg, black 50%, transparent 50%); + /* 150 + 90 = 240*/ +} + +.clock-radio.clock-17:checked ~ .clock-face { + background-image: linear-gradient(166deg, transparent 50%, rgb(156, 70, 255) 50%), linear-gradient(90deg, black 50%, transparent 50%); + /* 166 + 90 = 256*/ +} + +.clock-radio.clock-18:checked ~ .clock-face { + background-image: -webkit-gradient(linear, left top, left bottom, color-stop(50%, transparent), color-stop(50%, rgb(156, 70, 255))), -webkit-gradient(linear, left top, right top, color-stop(50%, black), color-stop(50%, transparent)); + background-image: linear-gradient(180deg, transparent 50%, rgb(156, 70, 255) 50%), linear-gradient(90deg, black 50%, transparent 50%); + /* 180 + 90 = 270*/ +} + +.clock-radio.clock-19:checked ~ .clock-face { + background-image: linear-gradient(198deg, transparent 50%, rgb(156, 70, 255) 50%), linear-gradient(90deg, black 50%, transparent 50%); + /* 198 + 90 = 288*/ +} + +.clock-radio.clock-20:checked ~ .clock-face { + background-image: linear-gradient(210deg, transparent 50%, rgb(156, 70, 255) 50%), linear-gradient(90deg, black 50%, transparent 50%); + /* 210 + 90 = 300*/ +} + +.clock-radio.clock-21:checked ~ .clock-face { + background-image: linear-gradient(225deg, transparent 50%, rgb(156, 70, 255) 50%), linear-gradient(90deg, black 50%, transparent 50%); + /* 225 + 90 = 315*/ +} + +.clock-radio.clock-22:checked ~ .clock-face { + background-image: linear-gradient(234deg, transparent 50%, rgb(156, 70, 255) 50%), linear-gradient(90deg, black 50%, transparent 50%); + /* 234 + 90 = 324*/ +} + +.clock-radio.clock-23:checked ~ .clock-face { + background-image: linear-gradient(240deg, transparent 50%, rgb(156, 70, 255) 50%), linear-gradient(90deg, black 50%, transparent 50%); + /* 240 + 90 = 330*/ +} + +.clock-radio.clock-360:checked ~ .clock-face { + background-color: rgb(156, 70, 255); +} + +.action-dots { + width: 40%; + display: -webkit-box; + display: -ms-flexbox; + display: flex; + -webkit-box-pack: center; + -ms-flex-pack: center; + justify-content: center; + -webkit-box-align: center; + -ms-flex-align: center; + align-items: center; +} + +/* Hide actual radio */ +input[type=radio].fill-left { + opacity: 0; + width: 20px; + height: 20px; + position: relative; + top: -2px; + left: 9px; + margin: -10px; + cursor: pointer; + z-index: 1; + /* Fake radio */ + /* Remove dot from all radios _after_ selected one */ +} +input[type=radio].fill-left.dots + span::before { + margin-right: 4px; + border: solid 2px var(--borderColor); + line-height: 18px; + display: inline-block; + content: ""; + background-color: var(--purple); + width: 18px; + height: 18px; + font-size: 24px; + -webkit-font-smoothing: antialiased; + border-radius: 50%; +} +input[type=radio].fill-left.dots:checked ~ input[type=radio] + span::before { + background-color: transparent; + border-color: var(--invertedBackColor); +} +input[type=radio].fill-left.dots:not(:checked):hover ~ input[type=radio] + span::before { + opacity: 0.25; +} +input[type=radio].fill-left.diamonds + span::before { + margin-right: 6px; + border: solid 2px var(--borderColor); + line-height: 16px; + display: inline-block; + content: ""; + background-color: var(--orange); + width: 16px; + height: 16px; + font-size: 24px; + -webkit-font-smoothing: antialiased; + border-radius: 10%; + -webkit-transform: rotate(45deg); + transform: rotate(45deg); +} +input[type=radio].fill-left.diamonds:checked ~ input[type=radio] + span::before { + background-color: transparent; + border-color: var(--invertedBackColor); +} +input[type=radio].fill-left.diamonds:not(:checked):hover ~ input[type=radio] + span::before { + opacity: 0.25; +} +input[type=radio].fill-left.radio-zero:hover + span::before { + background-color: transparent; + font-family: "Pictos"; + content: "*"; + color: var(--fontColor); + position: relative; + top: -2px; +} +input[type=radio].fill-left.diamonds.radio-zero:hover + span::before { + -webkit-transform: rotate(0deg); + transform: rotate(0deg); +} +input[type=radio].fill-left.gore + span::before { + background-color: var(--red-dk); +} +input[type=radio].fill-left.gore:not(.radio-zero):checked + span::after { + font-family: "Pictos"; + content: "Y"; + width: 0px; + position: relative; + color: var(--fontColor); + top: -7px; + left: -4px; + margin: 0px; +} +input[type=radio].fill-left.gore:not(:checked):hover ~ input[type=radio] + span::before { + border-color: var(--red-lt); +} +input[type=radio].fill-left.gore:not(:checked):hover ~ input[type=radio] + span::after { + color: var(--red-lt); + opacity: 0.4; +} +input[type=radio].fill-left.resource-small + span::before { + width: 13px !important; + height: 13px !important; + font-size: 20px; +} +input[type=radio].fill-left.resource-smaller + span::before { + width: 11px !important; + height: 11px !important; + font-size: 16px; +} +input[type=radio].fill-left.resource-smallerer + span::before { + width: 9px !important; + height: 9px !important; + font-size: 13px; +} + +.action-checkboxes { + display: -webkit-box; + display: -ms-flexbox; + display: flex; + -webkit-box-pack: center; + -ms-flex-pack: center; + justify-content: center; + -webkit-box-align: center; + -ms-flex-align: center; + align-items: center; +} + +input[type=checkbox].checkbox { + -moz-appearance: none; + -webkit-appearance: none; + -o-appearance: none; + -webkit-font-smoothing: antialiased; + border-radius: 10%; + margin: 2px; + width: 20px !important; + height: 20px !important; + border: 2px solid var(--invertedBackColor) !important; + background-color: transparent; +} +input[type=checkbox].checkbox:checked { + border: 2px solid var(--borderColor) !important; + color: var(--invertedFontColor); +} +input[type=checkbox].checkbox.up:checked::after { + font-family: "Pictos"; + content: "{"; + position: relative; + left: 2px; + top: -2px; +} +input[type=checkbox].checkbox.down:checked::after { + font-family: "Pictos"; + content: "}"; + position: relative; + left: 2px; + top: -3px; +} +input[type=checkbox].checkbox.tick:checked::after { + font-family: "Pictos"; + content: "3"; + position: relative; + left: 1px; + top: -2px; +} +input[type=checkbox].checkbox.cross:checked::after { + font-family: "Pictos"; + content: "*"; + position: relative; + left: 1.5px; + top: -2.5px; +} +input[type=checkbox].checkbox.star { + border-radius: 50%; +} +input[type=checkbox].checkbox.star:checked::after { + font-family: "Pictos"; + content: "S"; + font-size: 1.1rem; + position: relative; + text-align: center; + vertical-align: middle; + top: -5px; +} +input[type=checkbox].checkbox.talent { + width: 20px !important; + margin: 0px !important; + font-family: var(--serifFont); +} +input[type=checkbox].checkbox.I:checked::after { + content: "I"; + position: relative; + text-align: center; + vertical-align: middle; + top: -5px; + left: 4px; +} +input[type=checkbox].checkbox.II:checked::after { + content: "II"; + position: relative; + text-align: center; + vertical-align: middle; + top: -5px; + left: 1px; +} +input[type=checkbox].checkbox.magenta:checked { + background-color: var(--magenta) !important; +} +input[type=checkbox].checkbox.magenta:hover { + background-color: var(--magenta) !important; + opacity: 0.5; +} +input[type=checkbox].checkbox.orange:checked { + background-color: var(--orange) !important; +} +input[type=checkbox].checkbox.orange:hover { + background-color: var(--orange) !important; + opacity: 0.5; +} +input[type=checkbox].checkbox.black:checked { + background-color: var(--r20black) !important; +} +input[type=checkbox].checkbox.black:hover { + background-color: var(--invertedBackColor) !important; +} + +input.radio-zero { + position: relative; +} + +input.radio-zero:checked + span::before { + opacity: 0; +} + +input.radio-zero:hover + span::before { + opacity: 0.25; + font-size: 25px; + font-family: "Pictos"; + content: "*"; + background: none; + background-color: none !important; + border-color: transparent !important; + color: var(--black); + top: 2px; + left: 2px; +} + +input.radio-zero + span::before { + opacity: 0; +} + +.resource div.resource_2 { + display: none; +} + +.resource .resource-switch[value="2"] ~ div.resource_2 { + display: block; +} + +.resource div.resource_3 { + display: none; +} + +.resource .resource-switch[value="3"] ~ div.resource_3 { + display: block; +} + +.resource div.resource_4 { + display: none; +} + +.resource .resource-switch[value="4"] ~ div.resource_4 { + display: block; +} + +.resource div.resource_5 { + display: none; +} + +.resource .resource-switch[value="5"] ~ div.resource_5 { + display: block; +} + +.resource div.resource_6 { + display: none; +} + +.resource .resource-switch[value="6"] ~ div.resource_6 { + display: block; +} + +.resource div.resource_7 { + display: none; +} + +.resource .resource-switch[value="7"] ~ div.resource_7 { + display: block; +} + +.resource div.resource_8 { + display: none; +} + +.resource .resource-switch[value="8"] ~ div.resource_8 { + display: block; +} + +.input-label { + width: auto; +} + +label.input-label .numb-label { + width: 80px; +} + +input.action-label { + width: 50% !important; +} + +input.burden { + width: 98% !important; + text-align: center; + -webkit-box-align: center; + -ms-flex-align: center; + align-items: center; +} + +div.chapter-select { + width: 90px !important; +} + +select.chapter-select { + background-color: var(--backColor); + font-family: var(--serifFont); + position: relative; + top: 3px; + height: 26px; +} + +input.burden-penalty { + position: relative; + left: -22%; + min-width: 66px !important; + text-align: left; + -webkit-box-align: left; + -ms-flex-align: left; + align-items: left; +} + +p.burden-penalty { + position: relative; + left: -5%; + top: 8px; +} + +input[type=text].power { + width: 120% !important; + min-width: 120px; +} + +span.dust { + color: var(--orange) !important; + padding: 5px !important; +} + +input.dust { + height: 40px !important; + width: 100% !important; + font-size: 1.4rem !important; + color: var(--fontColor) !important; + text-shadow: 0 0 2px var(--orange); +} +input.dust.ability-info { + height: 26px !important; + font-size: 1rem !important; +} + +span.xp { + color: var(--purple) !important; + padding: 5px !important; +} + +input.xp { + height: 40px !important; + width: 100% !important; + font-size: 1.4rem !important; + color: var(--fontColor) !important; + text-shadow: 0 0 2px var(--purple); +} + +.color-receiver { + background-color: var(--magenta); +} + +select.color-receiver { + color: var(--white) !important; + border-radius: 0px !important; +} + +.color-control[value=general] ~ .color-receiver, .color-control[value=unique] ~ .color-receiver, .color-control[value=custom] ~ .color-receiver { + background-color: var(--purple) !important; +} + +.color-control[value=stalwart] ~ .color-receiver, .color-control[value=heavy] ~ .color-receiver { + background-color: var(--red) !important; +} + +.color-control[value=vagabond] ~ .color-receiver, .color-control[value=skirmisher] ~ .color-receiver { + background-color: var(--yellow) !important; +} + +.color-control[value=mendicant] ~ .color-receiver, .color-control[value=leader] ~ .color-receiver { + background-color: var(--green) !important; +} + +.color-control[value=wright] ~ .color-receiver, .color-control[value=artillery] ~ .color-receiver { + background-color: var(--blue) !important; +} + +.color-control[value=npc] ~ .color-receiver, .color-control[value=mob] ~ .color-receiver, .color-control[value=inactive] ~ .color-receiver, .color-control[value=unequipped] ~ .color-receiver { + background-color: var(--grey) !important; +} + +input.bloodied-receiver { + color: var(--green-dk); +} + +.bloodied-control[value="1"] ~ input.bloodied-receiver { + color: var(--red-dk); + text-shadow: 0 0 1px var(--red), 0 0 1px var(--red); +} +.bloodied-control[value="1"] ~ input.bloodied-receiver.bloodied-receiver[value="0"] { + background-color: var(--grey-dk) !important; +} + +select.damage-die, select.type { + width: 50%; +} + +.job-h1-receiver { + height: 39px !important; + width: 100% !important; + border-radius: 0% !important; + color: white !important; +} +.job-h1-receiver::-webkit-input-placeholder { + text-shadow: 0 0 2px white, 0 0 2px white; +} +.job-h1-receiver::-moz-placeholder { + text-shadow: 0 0 2px white, 0 0 2px white; +} +.job-h1-receiver:-ms-input-placeholder { + text-shadow: 0 0 2px white, 0 0 2px white; +} +.job-h1-receiver::-ms-input-placeholder { + text-shadow: 0 0 2px white, 0 0 2px white; +} +.job-h1-receiver::placeholder { + text-shadow: 0 0 2px white, 0 0 2px white; +} + +div.wealth { + height: auto; +} +div.wealth > input.wealth { + height: 30px; + width: 100% !important; + text-overflow: ellipsis; +} + +input.ability-info { + width: 32% !important; + text-overflow: ellipsis; +} + +select.type { + margin-bottom: 0px; + font-size: 1.1rem; +} + +.by, .message, +.sheet-by, .sheet-message, +.em, .strong { + color: var(--fontColor); +} + +.sheet-rolltemplate-icon { + --templateFontSize: 16px; + --critColor: var(--magenta); + --fumbleColor: var(--orange); + --importantColor: var(--purple); + --headerBackColor: var(--grey-lt); +} + +.sheet-rolltemplate-darkmode { + --critColor: var(--green-lt); + --fumbleColor: var(--red-lt); + --importantColor: var(--blue-lt); + --headerBackColor: var(--grey-dk); +} + +.sheet-rolltemplate-icon { + text-justify: inter-word; + padding-bottom: var(--grid-gap); +} +.sheet-rolltemplate-icon:not(:first-child) { + margin-top: 15px; +} +.sheet-rolltemplate-icon .sheet-header { + display: -ms-grid; + display: grid; + border: 1px solid var(--borderColor); + background-color: var(--headerBackColor); + padding: var(--half-gap); + margin-inline: calc(var(--half-gap) * -1); +} +.sheet-rolltemplate-icon .sheet-header h3 { + -ms-grid-column-align: start; + justify-self: start; +} +.sheet-rolltemplate-icon .sheet-header h4 { + -ms-grid-column-align: end; + justify-self: end; +} +.sheet-rolltemplate-icon .sheet-result-controller.sheet-result-true ~ .sheet-result-display-false, .sheet-rolltemplate-icon .sheet-result-controller.sheet-result-false ~ .sheet-result-display-true { + display: none; +} +.sheet-rolltemplate-icon .sheet-result-display-false { + color: var(--fumbleColor); +} +.sheet-rolltemplate-icon .sheet-result-display-true { + color: var(--critColor); +} +.sheet-rolltemplate-icon .sheet-template { + font-size: var(--templateFontSize); + display: -ms-grid; + display: grid; + gap: var(--half-gap); + border: var(--half-gap) solid transparent; + background-color: var(--backColor); + -webkit-filter: drop-shadow(var(--shadowColor1) 0px 3px 6px) drop-shadow(var(--shadowColor2) 0px 3px 6px); + filter: drop-shadow(var(--shadowColor1) 0px 3px 6px) drop-shadow(var(--shadowColor2) 0px 3px 6px); + padding: var(--half-gap); +} +.sheet-rolltemplate-icon .sheet-template span, +.sheet-rolltemplate-icon .sheet-template span *, +.sheet-rolltemplate-icon .sheet-template h5, +.sheet-rolltemplate-icon .sheet-template h5 * { + font-size: 1em; +} +.sheet-rolltemplate-icon .sheet-template h5 { + font-weight: bold; + text-align: left; +} +.sheet-rolltemplate-icon .sheet-template h3, +.sheet-rolltemplate-icon .sheet-template h3 * { + font-size: 1.25em; +} +.sheet-rolltemplate-icon .sheet-template h4, +.sheet-rolltemplate-icon .sheet-template h4 * { + font-size: 1em; +} +.sheet-rolltemplate-icon .sheet-template .sheet-template-row { + display: -webkit-box; + display: -ms-flexbox; + display: flex; + -ms-flex-wrap: wrap; + flex-wrap: wrap; + gap: var(--half-gap); + -webkit-box-pack: justify; + -ms-flex-pack: justify; + justify-content: space-between; + -webkit-box-align: center; + -ms-flex-align: center; + align-items: center; + line-height: 27px; +} +.sheet-rolltemplate-icon .sheet-template .sheet-template-row--text { + border-top: 2px solid var(--fontColor); +} +.sheet-rolltemplate-icon .sheet-template .sheet-template-row--summary { + -webkit-box-pack: center; + -ms-flex-pack: center; + justify-content: center; +} +.sheet-rolltemplate-icon .sheet-template .sheet-description { + max-height: 20rem; + overflow-y: auto; + white-space: pre-wrap; + color: var(--fontColor); +} +.sheet-rolltemplate-icon .sheet-template a { + position: relative; + left: -10px; + padding: 2px; +} +.sheet-rolltemplate-icon .sheet-template a:not([href^="!"]), .sheet-rolltemplate-icon .sheet-template a:not([href^="~"]) { + color: var(--fontColor); + border: none; + text-decoration: underline; +} +.sheet-rolltemplate-icon .sheet-template a[href^="!"], .sheet-rolltemplate-icon .sheet-template a[href^="~"] { + border-radius: 5px; + color: var(--backColor); + background-color: var(--fontColor); + text-decoration: none; + padding-inline: var(--tiny-gap); +} +.sheet-rolltemplate-icon .sheet-template .inlinerollresult { + font-size: 1.25em; + position: relative; + color: var(--fontColor); +} +.sheet-rolltemplate-icon .sheet-template .inlinerollresult[title*="[computed value]"], .sheet-rolltemplate-icon .sheet-template .inlinerollresult[original-title*="[computed value]"] { + pointer-events: none; +} +.sheet-rolltemplate-icon .sheet-template .inlinerollresult, .sheet-rolltemplate-icon .sheet-template .inlinerollresult.fullcrit, .sheet-rolltemplate-icon .sheet-template .inlinerollresult.fullfail, .sheet-rolltemplate-icon .sheet-template .inlinerollresult.importantroll { + border: none; + background-color: transparent; + padding: 0; +} +.sheet-rolltemplate-icon .sheet-template .inlinerollresult.fullcrit { + color: var(--critColor); +} +.sheet-rolltemplate-icon .sheet-template .inlinerollresult.fullfail { + color: var(--fumbleColor); +} +.sheet-rolltemplate-icon .sheet-template .inlinerollresult.importantroll { + color: var(--importantColor); +} +.sheet-rolltemplate-icon .sheet-template .sheet-result > .inlinerollresult { + left: -8px; +} \ No newline at end of file diff --git a/ICON RPG [MassifPress]/system.html b/ICON RPG [MassifPress]/system.html new file mode 100644 index 0000000000..440c00e09b --- /dev/null +++ b/ICON RPG [MassifPress]/system.html @@ -0,0 +1,3081 @@ + + + +
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    {{#name}} +

    {{name}}

    {{/name}}{{#character_name}}{{#character_id}} +

    [{{character_name}}](http://journal.roll20.net/character/{{character_id}})

    {{/character_id}}{{^character_id}} +

    {{character_name}}

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    {{#roll_name}} +
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    {{/roll_name}}{{^roll_name}} +
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    {{roll}}{{#target}}**{{target}}**{{/target}} +
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    {{range}}
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    {{/range}}{{#damage}} +
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    {{damage}}
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    {{#rollGreater() bonus_damage 0}}{{#bonus_damage}} +
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    {{/bonus_damage}}{{/rollGreater() bonus_damage 0}} + {{#rollGreater() roll 19}}{{#crit_damage}} +
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    {{crit_damage}}
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    {{/crit_damage}}{{/rollGreater() roll 19}}{{#miss_damage}} +
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    {{/miss_damage}} +
    {{/damage}}{{#text}} +
    {{text}}
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    {{summary}}
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    {{info}}
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    {{/info}}{{#description}} +
    *{{description}}*
    {{/description}}{{#effect}} +
    **{{effect}}**
    {{/effect}}{{#talent}} +
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    {{talent}} +
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    {{/talent}}{{#mastery}} +
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    {{#mastery_name}} +

    {{mastery_name}}

    {{mastery}}{{/mastery_name}}{{^mastery_name}} +

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    {{/mastery}}{{#allprops() character_name character_id name roll_name roll target action-roll0 action-roll1 hidden-calc damage range bonus_damage crit_damage miss_damage effect description text talent mastery_name mastery sheet-result progress max summary info}} +
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    {{key}}
    {{value}} +
    {{/allprops() character_name character_id name roll_name roll target action-roll0 action-roll1 hidden-calc damage range bonus_damage crit_damage miss_damage effect description text talent mastery_name mastery sheet-result progress max summary info}} +
    +
    + \ No newline at end of file diff --git a/ICON RPG [MassifPress]/system.pug b/ICON RPG [MassifPress]/system.pug new file mode 100644 index 0000000000..9c453f6477 --- /dev/null +++ b/ICON RPG [MassifPress]/system.pug @@ -0,0 +1,31 @@ +include scaffold/_kpug.pug +include mixins/_sheetmixins.pug +//- additional includes should be below this point +- let templateName = 'icon'; +- varObjects.sheetTypes = ['narrative','tactics','journal','roster']; + ++hidden({name:'template start', value:`&{template:${gameName}} {{character_name=@{character_name}}} {{character_id=@{character_id}}}`}) ++hidden({name:'collapsed', value:''}) +main#main + nav#main-nav.sheet-nav + each val in varObjects.sheetTypes + +button({name:val, type:'action', class:`sheet-nav__tab ${val}`, 'data-i18n':`${val} sheet`, 'data-i18n-title':`navigate to the ${val} tab`, role:'heading', 'aria-level':5}) + //- This is our button to access the settings page. it's written separately because it has some different requirements + +button({name:'settings', type:'action', class:'pictos sheet-nav__tab settings','data-i18n-title':'navigate to the settings tab', role:'heading', 'aria-level':5}) + |y + +hidden({name:'sheet state', class:'tabs__toggle', value:'settings'}) + include articles/_details.pug + include articles/_narrative.pug + include articles/_tactics.pug + include articles/_journal.pug + include articles/_roster.pug + include articles/_settings.pug +include rolltemplates/_icontemplate.pug ++kscript + //- All additional javascript files should start here + include Javascript/variables.js + include Javascript/calculators.js + include Javascript/updaters.js + include Javascript/triggeredfuncs.js + include javascript/rollfunctions.js + //- include Javascript/demoworkers.js \ No newline at end of file diff --git a/ICON RPG [MassifPress]/system.scss b/ICON RPG [MassifPress]/system.scss new file mode 100644 index 0000000000..5d99276cd5 --- /dev/null +++ b/ICON RPG [MassifPress]/system.scss @@ -0,0 +1,11 @@ +@use 'mixins/scss/_mixinsandplaceholders'; +@use 'mixins/scss/_generalsetup'; +@use 'mixins/scss/_nav'; +@use 'mixins/scss/_headers'; +@use 'mixins/scss/_labelsandbuttons'; +@use 'mixins/scss/_articlesandsections'; +@use 'mixins/scss/_clocks'; +@use 'mixins/scss/_radiosandcheckboxes'; +@use 'mixins/scss/_statsanddropdowns'; +@use 'mixins/scss/_rolltemplate'; +// @use 'mixins/scss/_textproperties'; \ No newline at end of file diff --git a/ICON RPG [MassifPress]/system_test.pug b/ICON RPG [MassifPress]/system_test.pug new file mode 100644 index 0000000000..e2c83d2cde --- /dev/null +++ b/ICON RPG [MassifPress]/system_test.pug @@ -0,0 +1,44 @@ +include scaffold/_kpug.pug +include mixins/_sheetmixins.pug +//- additional includes should be below this point +- let gameName = 'icon'; +- varObjects.sheetTypes = ['narrative','tactics','journal','roster']; +- varObjects.persistentTabs = ['narrative','tactics','journal','roster','settings']; + ++hidden({name:'template start', value:`&{template:${gameName}} {{character_name=@{character_name}}} {{character_id=@{character_id}}}`}) ++hidden({name:'sheet state', value:'settings'}) ++hidden({name:'collapsed', value:''}) +main#main + include articles/_details.pug + nav#main-nav.sheet-nav + each val in varObjects.sheetTypes + +navButton({name:val,class:`sheet-nav__tab ${val}`,'data-i18n':`${val} sheet`,'data-i18n-title':`${val} sheet button title`,role:'heading','aria-level':5,trigger:{triggeredFuncs:['navigateSheet']}}) + +navButton({name:'settings',class:'pictos active sheet-nav__tab settings','data-i18n-title':'open the settings page',role:'heading','aria-level':5,trigger:{triggeredFuncs:['navigateSheet']}}) + |y + //- nav#main-nav.sheet-nav + //- +tabs({name:'icon',defaultActiveTab:'settings'}) + //- each val in varObjects.sheetTypes + //- +navButton({ + //- name:val, + //- class:`sheet-nav__tab ${val}`, + //- 'data-i18n':`${val} sheet`, + //- 'data-i18n-title':`${val} sheet button title`, + //- role:'heading', + //- 'aria-level':5, + //- trigger:{triggeredFuncs:['navigateSheet']}}) + //- //- This is our button to access the settings page. it's written separately because it has some different requirements + //- +navButton({name:'settings', class:'pictos active sheet-nav__tab settings','data-i18n-title':'open the settings page', role:'heading', 'aria-level':5, trigger:{triggeredFuncs:['navigateSheet']}}) + //- |y + include articles/_settings.pug + include articles/_narrative.pug + include articles/_tactics.pug + include articles/_journal.pug + include articles/_roster.pug +include rolltemplates/_icontemplate.pug ++kscript + //- All additional javascript files should start here + include Javascript/variables.js + include Javascript/calculators.js + include Javascript/updaters.js + include Javascript/triggeredfuncs.js + //- include Javascript/demoworkers.js \ No newline at end of file diff --git a/ICON RPG [MassifPress]/translation.json b/ICON RPG [MassifPress]/translation.json new file mode 100644 index 0000000000..49ad766cca --- /dev/null +++ b/ICON RPG [MassifPress]/translation.json @@ -0,0 +1,228 @@ +{ + "narrative sheet":"narrative play", + "tactics sheet":"tactical combat", + "journal sheet":"journal", + "roster sheet":"roster", + "character_name":"name", + "gender":"pronouns", + "bond":"bond", + "job":"job", + "class":"class", + "stalwart":"stalwart", + "heavy":"heavy", + "mendicant":"mendicant", + "leader":"leader", + "vagabond":"vagabond", + "skirmisher":"skirmisher", + "wright":"wright", + "artillery":"artillery", + "general":"general", + "custom":"custom", + "unique":"unique", + "npc":"NPC", + "inactive":"INACTIVE", + "unequipped":"UNEQUIPPED", + "mob":"mob", + "kin":"kin", + "culture":"culture", + "level":"lv.", + "chapter":"ch.", + "actions":"actions", + "action roll":"action roll", + "size":"size:", + "max effort":"max effort:", + "max strain":"max strain:", + "effort:":"effort", + "exhausted":"exhausted:", + "strain:":"strain", + "broken":"broken:", + "whisper":"whisper:", + "NA":"—", + "INF":"∞", + "per scene":"/ scene", + "per session":"/ session", + "passive":"passive", + "unlimited":"unlimited", + "effort":"effort", + "strain":"strain", + "uses":"uses", + "combats":"combats", + "expeditions":"expeditions", + "brief character description":"Brief character description...", + "bond flavor text or description":"Bond flavor text / Full character description...", + "special ability":"special ability", + "your special bond ability":"Your special bond ability or other unique quality...", + "second wind":"second wind", + "regain effort when":"Regain Effort when...", + "additional notes":"additional notes:", + "write anything you want here":"Write anything you want here...", + "write any additional notes here":"Write any additional notes here... (Note: quoted text can be stylized to be **bold** or *italic*)", + "you can find more notes in the journal tab":"You can find more notes in the 'Journal' tab. You can style notes quoted to chat with **bold** and *italics*.", + "power placeholder":"Powers give you the ability to do something without rolling, or boost your existing actions or abilities...", + "gambit placeholder":"Gambits are Powers from other Bonds. You can only learn a gambit after earning FOUR Powers from your own Bond first...", + "powers":"powers", + "power":"power", + "gambits":"gambits", + "gambit":"gambit", + "hp":"HP", + "hp_max":"max HP", + "divider":"/", + "wounds":"wounds", + "vitality":"vitality", + "vit":"vit", + "vigor":"vigor", + "defense":"defense", + "def":"def", + "armor":"armor", + "speed":"speed", + "spd":"spd", + "dash":"dash", + "damage":"damage", + "dmg":"dmg", + "fray":"fray", + "saving throw":"save roll:", + "save":"save", + "quote":"quote", + "whack":"whack!", + "attack":"attack", + "range":"range", + "rng":"rng", + "ranged":"ranged", + "melee":"melee", + "light":"light", + "critical":"critical", + "crit dmg":"crit dmg.", + "bonus dmg":"bonus dmg.", + "bonus":"bonus", + "miss dmg":"miss dmg.", + "miss":"miss", + "melee weapon":"melee wpn", + "ranged weapon":"ranged wpn", + "attacks":"attacks", + "talents":"talents", + "traits":"traits", + "trait":"trait", + "relics":"relics", + "trophies":"trophies", + "abilities":"abilities", + "additional abilities":"additional abilities", + "limit break":"limit break", + "mastery name":"mastery", + "special mechanic":"special mechanic:", + "primary job flavor text":"Primary job flavor text...", + "job gambit desc":"Gambit reminder text...", + "class notes desc":"Write any notes about your class here...", + "special mechanic desc":"Describe your special mechanic here...", + "secondary jobs":"secondary jobs", + "trait description":"Describe your trait here...", + "write about your kin":"Write about your kin / species here...", + "write about your culture":"Write about your culture / religion here...", + "relic":"relic", + "trophy":"trophy", + "relic flavor":"Relic flavor text / Describe your relic here...", + "relic effects":"Write about your Relic's powers and effects...", + "trophy effect":"Write what your trophy does...", + "aspected":"aspected:", + "infused dust":"infused:", + "xp":"XP", + "dust":"dust", + "ideals":"ideals", + "level up reminder line 0":"Once a character's XP bar is full, clear it and mark a level up.", + "level up reminder line 1":"At every interval, unlock a new Ability or Talent.", + "write your ideal here":"Write an ideal, belief, or oath here...", + "xp reminder title":"Check at the end of a session:", + "xp reminder line 0":"+1 XP if you ticked one Ideal / +2 XP if you ticked two or more.", + "xp reminder line 1":"+1 XP if you overcame a Challenge / +2 XP for multiple Challenges.", + "xp reminder line 2":"+1-3 XP for completing a Personal Ambition / +1 XP per Group Ambition.", + "xp reminder line 3":"+1 XP if you invoked one of your Burdens at least once.", + "personal ambition desc":"Write about your personal goals, projects, or desires here...", + "group ambition desc":"Write about your group's goals, projects, or desires here...", + "ambition action roll":"ambition action roll:", + "ambition reminder line 0":"You may also spend 2 Dust to advance by one segment during downtime.", + "ambition reminder line 1":"1-3 = Ambition advances by ONE segment.", + "ambition reminder line 2":"4-5 = Ambition advances by TWO segments.", + "ambition reminder line 3":"6 = Ambition advances by THREE segments.", + "ambition reminder line 4":"6,6 = Ambition advances by FIVE segments!", + "fortune action roll":"fortune rolls:", + "fortune reminder line 0":"Trying to accomplish a task with low-stakes or unclear consequences, but a roll still feels necessary? Pick an ACTION based on what you're trying to do and roll as normal, but it has one of the following outcomes instead:", + "fortune reminder line 1":"1-3 = Poor result. Cursory glance. Misunderstanding.", + "fortune reminder line 2":"4-5 = Average result. Interesting. Common wisdom.", + "fortune reminder line 3":"6 = Good result. Shows expertise. Obscure details.", + "fortune reminder line 4":"6,6 = Excellent result! Rare insight! Secrets revealed!", + "ambitions":"ambitions", + "group name":"group name:", + "describe your camp":"Describe your camp / ship / fortress here...", + "fixtures":"fixtures", + "fixture":"fixture name", + "fixture description":"Describe your fixture here...", + "fixture effects":"Write what the fixture does...", + "upgrade effects":"Write about any upgrades you've made...", + "purchase cost":"purchase cost", + "upgrade cost":"upgrade cost", + "total invested":"total invested", + "burdens":"burdens", + "burden":"burden", + "notes":"notes", + "possessions":"possessions", + "class resource":"class resources:", + "resource":"resource", + "resources":"resources", + "reminders":"reminders", + "first burden":"first burden", + "second burden":"second burden", + "third burden":"third burden", + "foes_allies":"foes / allies", + "npc_summon_foe":"npc / summon / foe", + "creature description or powers":"Creature's description / powers...", + "ability text":"Creature's abilities and effects...", + "additional notes or abilities":"Any additional abilities, notes, or effects...", + "write any notes about this clock":"A general-purpose clock, use this to track anything you like. Write about it here...", + "clocks":"clocks", + "-1d":"-1", + "possessions textarea":"List anything else you're carrying here / Describe some other propetry you own...", + "rules reminder wounds":"−25% Max HP per Wound", + "burdens reminder title":"Healing burdens:", + "burdens reminder line 0":"Each Burden afflicts TWO Actions that have one or more dice. Use the black checkboxes to mark these actions.", + "burdens reminder line 1":"When you get a chance to heal, advance up to THREE clock segments by ONE step.", + "burdens reminder line 2":"You can forgo your own healing to help someone else advance a segment by ONE extra step.", + "burdens reminder line 3":"You may also spend 2 Dust to advance your healing by ONE segment.", + "burdens reminder line 4":"Lift the burden (and the respective penalties) when the last segment would be filled.", + "personal resolve":"personal resolve:", + "party resolve":"party resolve:", + "limit break reminder line 0":"Limit Breaks cost Resolve, and can only be used ONCE per combat encounter.", + "limit break reminder line 1":"Party Resolve increases by 1 at the start of EACH ROUND in combat, and depletes to 0 when combat ends.", + "limit break reminder line 2":"Personal Resolve is gained at a rate of 1 after EVERY combat, and resets to 0 when you camp.", + "limit break reminder line 3":"When you spend Resolve to use a Limit Break, you can use any combination of party or personal, but you MUST get your group's permission to use the party pool.", + "ability flavor":"Write flavor text, or 'On Hit' and 'Miss' effects here... You can calculate [[1d@{damage-die}+@{fray}]].", + "ability effects":"Write the ability's main or additional effects here... You can also make an inline attack roll with [[1d20@{boons}]].", + "talent effect":"Write the ability's talent effects here...", + "talent":"talent", + "mastery effect":"Write the ability's mastery effects here...", + "mastery":"mastery", + "basic abilities":"Basic Abilities:", + "basic abilities reminder line 0":"DASH (1 action): Dash half your Speed, rounded up.", + "basic abilities reminder line 1":"INTERACT (1 action): Interact with something on the map that takes more than a few moments.", + "basic abilities reminder line 2":"RESCUE (1 action): Help an adjacent defeated ally. They end the incapacitated state and heal to full HP, minus any wounds.", + "basic abilities reminder line 3":"BASIC ATTACK (1-2 actions): Make a basic light or heavy attack.", + "basic abilities reminder line 4":"WHACK! (1 action): Kick, punch, or throw a stone. Deals 1 damage to any character within 3 spaces, NO ROLL required.", + "interludes":"interludes", + "interlude reminder line 1":"Clear all Strain.", + "interlude reminder line 2":"Regain all Effort.", + "interlude reminder line 3":"Regain all HP", + "interlude reminder line 4":"Spend any XP.", + "rules reminders info line 0":"Click the ⓘ symbol to show / hide ALL rules reminders.", + "roll":"roll", + "vs":"vs. ", + "progress":"progress", + "sheet settings":"sheet settings", + "camp name":"camp name (displayed in journal):", + "tactics boons_curses prompt":"tactical 'boons / curses' prompt:", + "narrative boons_curses prompt":"narrative 'boons / curses' prompt:", + "save target":"generic save target:", + "maxhp%":"max HP mult:", + "bloodied%":"bloodied ratio:", + "dash%":"dash ratio:", + "heavy%":"heavy dmg dice:", + "report an issue":"report issue", + "send a tip":"send tip" +} \ No newline at end of file diff --git a/ICON RPG [MassifPress]/translations/af.json b/ICON RPG [MassifPress]/translations/af.json new file mode 100644 index 0000000000..04517e01e2 --- /dev/null +++ b/ICON RPG [MassifPress]/translations/af.json @@ -0,0 +1,228 @@ +{ + "narrative sheet": "narrative play", + "tactics sheet": "tactical combat", + "journal sheet": "journal", + "roster sheet": "roster", + "character_name": "name", + "gender": "pronouns", + "bond": "bond", + "job": "job", + "class": "class", + "stalwart": "stalwart", + "heavy": "heavy", + "mendicant": "mendicant", + "leader": "leader", + "vagabond": "vagabond", + "skirmisher": "skirmisher", + "wright": "wright", + "artillery": "artillery", + "general": "general", + "custom": "custom", + "unique": "unique", + "npc": "NPC", + "inactive": "INACTIVE", + "unequipped": "UNEQUIPPED", + "mob": "mob", + "kin": "kin", + "culture": "culture", + "level": "lv.", + "chapter": "ch.", + "actions": "actions", + "action roll": "action roll", + "size": "size:", + "max effort": "max effort:", + "max strain": "max strain:", + "effort:": "effort", + "exhausted": "exhausted:", + "strain:": "strain", + "broken": "broken:", + "whisper": "whisper:", + "NA": "—", + "INF": "∞", + "per scene": "/ scene", + "per session": "/ session", + "passive": "passive", + "unlimited": "unlimited", + "effort": "effort", + "strain": "strain", + "uses": "uses", + "combats": "combats", + "expeditions": "expeditions", + "brief character description": "Brief character description...", + "bond flavor text or description": "Bond flavor text / Full character description...", + "special ability": "special ability", + "your special bond ability": "Your special bond ability or other unique quality...", + "second wind": "second wind", + "regain effort when": "Regain Effort when...", + "additional notes": "additional notes:", + "write anything you want here": "Write anything you want here...", + "write any additional notes here": "Write any additional notes here... (Note: quoted text can be stylized to be **bold** or *italic*)", + "you can find more notes in the journal tab": "You can find more notes in the 'Journal' tab. You can style notes quoted to chat with **bold** and *italics*.", + "power placeholder": "Powers give you the ability to do something without rolling, or boost your existing actions or abilities...", + "gambit placeholder": "Gambits are Powers from other Bonds. You can only learn a gambit after earning FOUR Powers from your own Bond first...", + "powers": "powers", + "power": "power", + "gambits": "gambits", + "gambit": "gambit", + "hp": "HP", + "hp_max": "max HP", + "divider": "/", + "wounds": "wounds", + "vitality": "vitality", + "vit": "vit", + "vigor": "vigor", + "defense": "defense", + "def": "def", + "armor": "armor", + "speed": "speed", + "spd": "spd", + "dash": "dash", + "damage": "damage", + "dmg": "dmg", + "fray": "fray", + "saving throw": "save roll:", + "save": "save", + "quote": "quote", + "whack": "whack!", + "attack": "attack", + "range": "range", + "rng": "rng", + "ranged": "ranged", + "melee": "melee", + "light": "light", + "critical": "critical", + "crit dmg": "crit dmg.", + "bonus dmg": "bonus dmg.", + "bonus": "bonus", + "miss dmg": "miss dmg.", + "miss": "miss", + "melee weapon": "melee wpn", + "ranged weapon": "ranged wpn", + "attacks": "attacks", + "talents": "talents", + "traits": "traits", + "trait": "trait", + "relics": "relics", + "trophies": "trophies", + "abilities": "abilities", + "additional abilities": "additional abilities", + "limit break": "limit break", + "mastery name": "mastery", + "special mechanic": "special mechanic:", + "primary job flavor text": "Primary job flavor text...", + "job gambit desc": "Gambit reminder text...", + "class notes desc": "Write any notes about your class here...", + "special mechanic desc": "Describe your special mechanic here...", + "secondary jobs": "secondary jobs", + "trait description": "Describe your trait here...", + "write about your kin": "Write about your kin / species here...", + "write about your culture": "Write about your culture / religion here...", + "relic": "relic", + "trophy": "trophy", + "relic flavor": "Relic flavor text / Describe your relic here...", + "relic effects": "Write about your Relic's powers and effects...", + "trophy effect": "Write what your trophy does...", + "aspected": "aspected:", + "infused dust": "infused:", + "xp": "XP", + "dust": "dust", + "ideals": "ideals", + "level up reminder line 0": "Once a character's XP bar is full, clear it and mark a level up.", + "level up reminder line 1": "At every interval, unlock a new Ability or Talent.", + "write your ideal here": "Write an ideal, belief, or oath here...", + "xp reminder title": "Check at the end of a session:", + "xp reminder line 0": "+1 XP if you ticked one Ideal / +2 XP if you ticked two or more.", + "xp reminder line 1": "+1 XP if you overcame a Challenge / +2 XP for multiple Challenges.", + "xp reminder line 2": "+1-3 XP for completing a Personal Ambition / +1 XP per Group Ambition.", + "xp reminder line 3": "+1 XP if you invoked one of your Burdens at least once.", + "personal ambition desc": "Write about your personal goals, projects, or desires here...", + "group ambition desc": "Write about your group's goals, projects, or desires here...", + "ambition action roll": "ambition action roll:", + "ambition reminder line 0": "You may also spend 2 Dust to advance by one segment during downtime.", + "ambition reminder line 1": "1-3 = Ambition advances by ONE segment.", + "ambition reminder line 2": "4-5 = Ambition advances by TWO segments.", + "ambition reminder line 3": "6 = Ambition advances by THREE segments.", + "ambition reminder line 4": "6,6 = Ambition advances by FIVE segments!", + "fortune action roll": "fortune rolls:", + "fortune reminder line 0": "Trying to accomplish a task with low-stakes or unclear consequences, but a roll still feels necessary? Pick an ACTION based on what you're trying to do and roll as normal, but it has one of the following outcomes instead:", + "fortune reminder line 1": "1-3 = Poor result. Cursory glance. Misunderstanding.", + "fortune reminder line 2": "4-5 = Average result. Interesting. Common wisdom.", + "fortune reminder line 3": "6 = Good result. Shows expertise. Obscure details.", + "fortune reminder line 4": "6,6 = Excellent result! Rare insight! Secrets revealed!", + "ambitions": "ambitions", + "group name": "group name:", + "describe your camp": "Describe your camp / ship / fortress here...", + "fixtures": "fixtures", + "fixture": "fixture name", + "fixture description": "Describe your fixture here...", + "fixture effects": "Write what the fixture does...", + "upgrade effects": "Write about any upgrades you've made...", + "purchase cost": "purchase cost", + "upgrade cost": "upgrade cost", + "total invested": "total invested", + "burdens": "burdens", + "burden": "burden", + "notes": "notes", + "possessions": "possessions", + "class resource": "class resources:", + "resource": "resource", + "resources": "resources", + "reminders": "reminders", + "first burden": "first burden", + "second burden": "second burden", + "third burden": "third burden", + "foes_allies": "foes / allies", + "npc_summon_foe": "npc / summon / foe", + "creature description or powers": "Creature's description / powers...", + "ability text": "Creature's abilities and effects...", + "additional notes or abilities": "Any additional abilities, notes, or effects...", + "write any notes about this clock": "A general-purpose clock, use this to track anything you like. Write about it here...", + "clocks": "clocks", + "-1d": "-1", + "possessions textarea": "List anything else you're carrying here / Describe some other propetry you own...", + "rules reminder wounds": "−25% Max HP per Wound", + "burdens reminder title": "Healing burdens:", + "burdens reminder line 0": "Each Burden afflicts TWO Actions that have one or more dice. Use the black checkboxes to mark these actions.", + "burdens reminder line 1": "When you get a chance to heal, advance up to THREE clock segments by ONE step.", + "burdens reminder line 2": "You can forgo your own healing to help someone else advance a segment by ONE extra step.", + "burdens reminder line 3": "You may also spend 2 Dust to advance your healing by ONE segment.", + "burdens reminder line 4": "Lift the burden (and the respective penalties) when the last segment would be filled.", + "personal resolve": "personal resolve:", + "party resolve": "party resolve:", + "limit break reminder line 0": "Limit Breaks cost Resolve, and can only be used ONCE per combat encounter.", + "limit break reminder line 1": "Party Resolve increases by 1 at the start of EACH ROUND in combat, and depletes to 0 when combat ends.", + "limit break reminder line 2": "Personal Resolve is gained at a rate of 1 after EVERY combat, and resets to 0 when you camp.", + "limit break reminder line 3": "When you spend Resolve to use a Limit Break, you can use any combination of party or personal, but you MUST get your group's permission to use the party pool.", + "ability flavor": "Write flavor text, or 'On Hit' and 'Miss' effects here... You can calculate [[1d@{damage-die}+@{fray}]].", + "ability effects": "Write the ability's main or additional effects here... You can also make an inline attack roll with [[1d20@{boons}]].", + "talent effect": "Write the ability's talent effects here...", + "talent": "talent", + "mastery effect": "Write the ability's mastery effects here...", + "mastery": "mastery", + "basic abilities": "Basic Abilities:", + "basic abilities reminder line 0": "DASH (1 action): Dash half your Speed, rounded up.", + "basic abilities reminder line 1": "INTERACT (1 action): Interact with something on the map that takes more than a few moments.", + "basic abilities reminder line 2": "RESCUE (1 action): Help an adjacent defeated ally. They end the incapacitated state and heal to full HP, minus any wounds.", + "basic abilities reminder line 3": "BASIC ATTACK (1-2 actions): Make a basic light or heavy attack.", + "basic abilities reminder line 4": "WHACK! (1 action): Kick, punch, or throw a stone. Deals 1 damage to any character within 3 spaces, NO ROLL required.", + "interludes": "interludes", + "interlude reminder line 1": "Clear all Strain.", + "interlude reminder line 2": "Regain all Effort.", + "interlude reminder line 3": "Regain all HP", + "interlude reminder line 4": "Spend any XP.", + "rules reminders info line 0": "Click the ⓘ symbol to show / hide ALL rules reminders.", + "roll": "roll", + "vs": "vs. ", + "progress": "progress", + "sheet settings": "sheet settings", + "camp name": "camp name (displayed in journal):", + "tactics boons_curses prompt": "tactical 'boons / curses' prompt:", + "narrative boons_curses prompt": "narrative 'boons / curses' prompt:", + "save target": "generic save target:", + "maxhp%": "max HP mult:", + "bloodied%": "bloodied ratio:", + "dash%": "dash ratio:", + "heavy%": "heavy dmg dice:", + "report an issue": "report issue", + "send a tip": "send tip" +} \ No newline at end of file diff --git a/ICON RPG [MassifPress]/translations/ca.json b/ICON RPG [MassifPress]/translations/ca.json new file mode 100644 index 0000000000..04517e01e2 --- /dev/null +++ b/ICON RPG [MassifPress]/translations/ca.json @@ -0,0 +1,228 @@ +{ + "narrative sheet": "narrative play", + "tactics sheet": "tactical combat", + "journal sheet": "journal", + "roster sheet": "roster", + "character_name": "name", + "gender": "pronouns", + "bond": "bond", + "job": "job", + "class": "class", + "stalwart": "stalwart", + "heavy": "heavy", + "mendicant": "mendicant", + "leader": "leader", + "vagabond": "vagabond", + "skirmisher": "skirmisher", + "wright": "wright", + "artillery": "artillery", + "general": "general", + "custom": "custom", + "unique": "unique", + "npc": "NPC", + "inactive": "INACTIVE", + "unequipped": "UNEQUIPPED", + "mob": "mob", + "kin": "kin", + "culture": "culture", + "level": "lv.", + "chapter": "ch.", + "actions": "actions", + "action roll": "action roll", + "size": "size:", + "max effort": "max effort:", + "max strain": "max strain:", + "effort:": "effort", + "exhausted": "exhausted:", + "strain:": "strain", + "broken": "broken:", + "whisper": "whisper:", + "NA": "—", + "INF": "∞", + "per scene": "/ scene", + "per session": "/ session", + "passive": "passive", + "unlimited": "unlimited", + "effort": "effort", + "strain": "strain", + "uses": "uses", + "combats": "combats", + "expeditions": "expeditions", + "brief character description": "Brief character description...", + "bond flavor text or description": "Bond flavor text / Full character description...", + "special ability": "special ability", + "your special bond ability": "Your special bond ability or other unique quality...", + "second wind": "second wind", + "regain effort when": "Regain Effort when...", + "additional notes": "additional notes:", + "write anything you want here": "Write anything you want here...", + "write any additional notes here": "Write any additional notes here... (Note: quoted text can be stylized to be **bold** or *italic*)", + "you can find more notes in the journal tab": "You can find more notes in the 'Journal' tab. You can style notes quoted to chat with **bold** and *italics*.", + "power placeholder": "Powers give you the ability to do something without rolling, or boost your existing actions or abilities...", + "gambit placeholder": "Gambits are Powers from other Bonds. You can only learn a gambit after earning FOUR Powers from your own Bond first...", + "powers": "powers", + "power": "power", + "gambits": "gambits", + "gambit": "gambit", + "hp": "HP", + "hp_max": "max HP", + "divider": "/", + "wounds": "wounds", + "vitality": "vitality", + "vit": "vit", + "vigor": "vigor", + "defense": "defense", + "def": "def", + "armor": "armor", + "speed": "speed", + "spd": "spd", + "dash": "dash", + "damage": "damage", + "dmg": "dmg", + "fray": "fray", + "saving throw": "save roll:", + "save": "save", + "quote": "quote", + "whack": "whack!", + "attack": "attack", + "range": "range", + "rng": "rng", + "ranged": "ranged", + "melee": "melee", + "light": "light", + "critical": "critical", + "crit dmg": "crit dmg.", + "bonus dmg": "bonus dmg.", + "bonus": "bonus", + "miss dmg": "miss dmg.", + "miss": "miss", + "melee weapon": "melee wpn", + "ranged weapon": "ranged wpn", + "attacks": "attacks", + "talents": "talents", + "traits": "traits", + "trait": "trait", + "relics": "relics", + "trophies": "trophies", + "abilities": "abilities", + "additional abilities": "additional abilities", + "limit break": "limit break", + "mastery name": "mastery", + "special mechanic": "special mechanic:", + "primary job flavor text": "Primary job flavor text...", + "job gambit desc": "Gambit reminder text...", + "class notes desc": "Write any notes about your class here...", + "special mechanic desc": "Describe your special mechanic here...", + "secondary jobs": "secondary jobs", + "trait description": "Describe your trait here...", + "write about your kin": "Write about your kin / species here...", + "write about your culture": "Write about your culture / religion here...", + "relic": "relic", + "trophy": "trophy", + "relic flavor": "Relic flavor text / Describe your relic here...", + "relic effects": "Write about your Relic's powers and effects...", + "trophy effect": "Write what your trophy does...", + "aspected": "aspected:", + "infused dust": "infused:", + "xp": "XP", + "dust": "dust", + "ideals": "ideals", + "level up reminder line 0": "Once a character's XP bar is full, clear it and mark a level up.", + "level up reminder line 1": "At every interval, unlock a new Ability or Talent.", + "write your ideal here": "Write an ideal, belief, or oath here...", + "xp reminder title": "Check at the end of a session:", + "xp reminder line 0": "+1 XP if you ticked one Ideal / +2 XP if you ticked two or more.", + "xp reminder line 1": "+1 XP if you overcame a Challenge / +2 XP for multiple Challenges.", + "xp reminder line 2": "+1-3 XP for completing a Personal Ambition / +1 XP per Group Ambition.", + "xp reminder line 3": "+1 XP if you invoked one of your Burdens at least once.", + "personal ambition desc": "Write about your personal goals, projects, or desires here...", + "group ambition desc": "Write about your group's goals, projects, or desires here...", + "ambition action roll": "ambition action roll:", + "ambition reminder line 0": "You may also spend 2 Dust to advance by one segment during downtime.", + "ambition reminder line 1": "1-3 = Ambition advances by ONE segment.", + "ambition reminder line 2": "4-5 = Ambition advances by TWO segments.", + "ambition reminder line 3": "6 = Ambition advances by THREE segments.", + "ambition reminder line 4": "6,6 = Ambition advances by FIVE segments!", + "fortune action roll": "fortune rolls:", + "fortune reminder line 0": "Trying to accomplish a task with low-stakes or unclear consequences, but a roll still feels necessary? Pick an ACTION based on what you're trying to do and roll as normal, but it has one of the following outcomes instead:", + "fortune reminder line 1": "1-3 = Poor result. Cursory glance. Misunderstanding.", + "fortune reminder line 2": "4-5 = Average result. Interesting. Common wisdom.", + "fortune reminder line 3": "6 = Good result. Shows expertise. Obscure details.", + "fortune reminder line 4": "6,6 = Excellent result! Rare insight! Secrets revealed!", + "ambitions": "ambitions", + "group name": "group name:", + "describe your camp": "Describe your camp / ship / fortress here...", + "fixtures": "fixtures", + "fixture": "fixture name", + "fixture description": "Describe your fixture here...", + "fixture effects": "Write what the fixture does...", + "upgrade effects": "Write about any upgrades you've made...", + "purchase cost": "purchase cost", + "upgrade cost": "upgrade cost", + "total invested": "total invested", + "burdens": "burdens", + "burden": "burden", + "notes": "notes", + "possessions": "possessions", + "class resource": "class resources:", + "resource": "resource", + "resources": "resources", + "reminders": "reminders", + "first burden": "first burden", + "second burden": "second burden", + "third burden": "third burden", + "foes_allies": "foes / allies", + "npc_summon_foe": "npc / summon / foe", + "creature description or powers": "Creature's description / powers...", + "ability text": "Creature's abilities and effects...", + "additional notes or abilities": "Any additional abilities, notes, or effects...", + "write any notes about this clock": "A general-purpose clock, use this to track anything you like. Write about it here...", + "clocks": "clocks", + "-1d": "-1", + "possessions textarea": "List anything else you're carrying here / Describe some other propetry you own...", + "rules reminder wounds": "−25% Max HP per Wound", + "burdens reminder title": "Healing burdens:", + "burdens reminder line 0": "Each Burden afflicts TWO Actions that have one or more dice. Use the black checkboxes to mark these actions.", + "burdens reminder line 1": "When you get a chance to heal, advance up to THREE clock segments by ONE step.", + "burdens reminder line 2": "You can forgo your own healing to help someone else advance a segment by ONE extra step.", + "burdens reminder line 3": "You may also spend 2 Dust to advance your healing by ONE segment.", + "burdens reminder line 4": "Lift the burden (and the respective penalties) when the last segment would be filled.", + "personal resolve": "personal resolve:", + "party resolve": "party resolve:", + "limit break reminder line 0": "Limit Breaks cost Resolve, and can only be used ONCE per combat encounter.", + "limit break reminder line 1": "Party Resolve increases by 1 at the start of EACH ROUND in combat, and depletes to 0 when combat ends.", + "limit break reminder line 2": "Personal Resolve is gained at a rate of 1 after EVERY combat, and resets to 0 when you camp.", + "limit break reminder line 3": "When you spend Resolve to use a Limit Break, you can use any combination of party or personal, but you MUST get your group's permission to use the party pool.", + "ability flavor": "Write flavor text, or 'On Hit' and 'Miss' effects here... You can calculate [[1d@{damage-die}+@{fray}]].", + "ability effects": "Write the ability's main or additional effects here... You can also make an inline attack roll with [[1d20@{boons}]].", + "talent effect": "Write the ability's talent effects here...", + "talent": "talent", + "mastery effect": "Write the ability's mastery effects here...", + "mastery": "mastery", + "basic abilities": "Basic Abilities:", + "basic abilities reminder line 0": "DASH (1 action): Dash half your Speed, rounded up.", + "basic abilities reminder line 1": "INTERACT (1 action): Interact with something on the map that takes more than a few moments.", + "basic abilities reminder line 2": "RESCUE (1 action): Help an adjacent defeated ally. They end the incapacitated state and heal to full HP, minus any wounds.", + "basic abilities reminder line 3": "BASIC ATTACK (1-2 actions): Make a basic light or heavy attack.", + "basic abilities reminder line 4": "WHACK! (1 action): Kick, punch, or throw a stone. Deals 1 damage to any character within 3 spaces, NO ROLL required.", + "interludes": "interludes", + "interlude reminder line 1": "Clear all Strain.", + "interlude reminder line 2": "Regain all Effort.", + "interlude reminder line 3": "Regain all HP", + "interlude reminder line 4": "Spend any XP.", + "rules reminders info line 0": "Click the ⓘ symbol to show / hide ALL rules reminders.", + "roll": "roll", + "vs": "vs. ", + "progress": "progress", + "sheet settings": "sheet settings", + "camp name": "camp name (displayed in journal):", + "tactics boons_curses prompt": "tactical 'boons / curses' prompt:", + "narrative boons_curses prompt": "narrative 'boons / curses' prompt:", + "save target": "generic save target:", + "maxhp%": "max HP mult:", + "bloodied%": "bloodied ratio:", + "dash%": "dash ratio:", + "heavy%": "heavy dmg dice:", + "report an issue": "report issue", + "send a tip": "send tip" +} \ No newline at end of file diff --git a/ICON RPG [MassifPress]/translations/cs.json b/ICON RPG [MassifPress]/translations/cs.json new file mode 100644 index 0000000000..04517e01e2 --- /dev/null +++ b/ICON RPG [MassifPress]/translations/cs.json @@ -0,0 +1,228 @@ +{ + "narrative sheet": "narrative play", + "tactics sheet": "tactical combat", + "journal sheet": "journal", + "roster sheet": "roster", + "character_name": "name", + "gender": "pronouns", + "bond": "bond", + "job": "job", + "class": "class", + "stalwart": "stalwart", + "heavy": "heavy", + "mendicant": "mendicant", + "leader": "leader", + "vagabond": "vagabond", + "skirmisher": "skirmisher", + "wright": "wright", + "artillery": "artillery", + "general": "general", + "custom": "custom", + "unique": "unique", + "npc": "NPC", + "inactive": "INACTIVE", + "unequipped": "UNEQUIPPED", + "mob": "mob", + "kin": "kin", + "culture": "culture", + "level": "lv.", + "chapter": "ch.", + "actions": "actions", + "action roll": "action roll", + "size": "size:", + "max effort": "max effort:", + "max strain": "max strain:", + "effort:": "effort", + "exhausted": "exhausted:", + "strain:": "strain", + "broken": "broken:", + "whisper": "whisper:", + "NA": "—", + "INF": "∞", + "per scene": "/ scene", + "per session": "/ session", + "passive": "passive", + "unlimited": "unlimited", + "effort": "effort", + "strain": "strain", + "uses": "uses", + "combats": "combats", + "expeditions": "expeditions", + "brief character description": "Brief character description...", + "bond flavor text or description": "Bond flavor text / Full character description...", + "special ability": "special ability", + "your special bond ability": "Your special bond ability or other unique quality...", + "second wind": "second wind", + "regain effort when": "Regain Effort when...", + "additional notes": "additional notes:", + "write anything you want here": "Write anything you want here...", + "write any additional notes here": "Write any additional notes here... (Note: quoted text can be stylized to be **bold** or *italic*)", + "you can find more notes in the journal tab": "You can find more notes in the 'Journal' tab. You can style notes quoted to chat with **bold** and *italics*.", + "power placeholder": "Powers give you the ability to do something without rolling, or boost your existing actions or abilities...", + "gambit placeholder": "Gambits are Powers from other Bonds. You can only learn a gambit after earning FOUR Powers from your own Bond first...", + "powers": "powers", + "power": "power", + "gambits": "gambits", + "gambit": "gambit", + "hp": "HP", + "hp_max": "max HP", + "divider": "/", + "wounds": "wounds", + "vitality": "vitality", + "vit": "vit", + "vigor": "vigor", + "defense": "defense", + "def": "def", + "armor": "armor", + "speed": "speed", + "spd": "spd", + "dash": "dash", + "damage": "damage", + "dmg": "dmg", + "fray": "fray", + "saving throw": "save roll:", + "save": "save", + "quote": "quote", + "whack": "whack!", + "attack": "attack", + "range": "range", + "rng": "rng", + "ranged": "ranged", + "melee": "melee", + "light": "light", + "critical": "critical", + "crit dmg": "crit dmg.", + "bonus dmg": "bonus dmg.", + "bonus": "bonus", + "miss dmg": "miss dmg.", + "miss": "miss", + "melee weapon": "melee wpn", + "ranged weapon": "ranged wpn", + "attacks": "attacks", + "talents": "talents", + "traits": "traits", + "trait": "trait", + "relics": "relics", + "trophies": "trophies", + "abilities": "abilities", + "additional abilities": "additional abilities", + "limit break": "limit break", + "mastery name": "mastery", + "special mechanic": "special mechanic:", + "primary job flavor text": "Primary job flavor text...", + "job gambit desc": "Gambit reminder text...", + "class notes desc": "Write any notes about your class here...", + "special mechanic desc": "Describe your special mechanic here...", + "secondary jobs": "secondary jobs", + "trait description": "Describe your trait here...", + "write about your kin": "Write about your kin / species here...", + "write about your culture": "Write about your culture / religion here...", + "relic": "relic", + "trophy": "trophy", + "relic flavor": "Relic flavor text / Describe your relic here...", + "relic effects": "Write about your Relic's powers and effects...", + "trophy effect": "Write what your trophy does...", + "aspected": "aspected:", + "infused dust": "infused:", + "xp": "XP", + "dust": "dust", + "ideals": "ideals", + "level up reminder line 0": "Once a character's XP bar is full, clear it and mark a level up.", + "level up reminder line 1": "At every interval, unlock a new Ability or Talent.", + "write your ideal here": "Write an ideal, belief, or oath here...", + "xp reminder title": "Check at the end of a session:", + "xp reminder line 0": "+1 XP if you ticked one Ideal / +2 XP if you ticked two or more.", + "xp reminder line 1": "+1 XP if you overcame a Challenge / +2 XP for multiple Challenges.", + "xp reminder line 2": "+1-3 XP for completing a Personal Ambition / +1 XP per Group Ambition.", + "xp reminder line 3": "+1 XP if you invoked one of your Burdens at least once.", + "personal ambition desc": "Write about your personal goals, projects, or desires here...", + "group ambition desc": "Write about your group's goals, projects, or desires here...", + "ambition action roll": "ambition action roll:", + "ambition reminder line 0": "You may also spend 2 Dust to advance by one segment during downtime.", + "ambition reminder line 1": "1-3 = Ambition advances by ONE segment.", + "ambition reminder line 2": "4-5 = Ambition advances by TWO segments.", + "ambition reminder line 3": "6 = Ambition advances by THREE segments.", + "ambition reminder line 4": "6,6 = Ambition advances by FIVE segments!", + "fortune action roll": "fortune rolls:", + "fortune reminder line 0": "Trying to accomplish a task with low-stakes or unclear consequences, but a roll still feels necessary? Pick an ACTION based on what you're trying to do and roll as normal, but it has one of the following outcomes instead:", + "fortune reminder line 1": "1-3 = Poor result. Cursory glance. Misunderstanding.", + "fortune reminder line 2": "4-5 = Average result. Interesting. Common wisdom.", + "fortune reminder line 3": "6 = Good result. Shows expertise. Obscure details.", + "fortune reminder line 4": "6,6 = Excellent result! Rare insight! Secrets revealed!", + "ambitions": "ambitions", + "group name": "group name:", + "describe your camp": "Describe your camp / ship / fortress here...", + "fixtures": "fixtures", + "fixture": "fixture name", + "fixture description": "Describe your fixture here...", + "fixture effects": "Write what the fixture does...", + "upgrade effects": "Write about any upgrades you've made...", + "purchase cost": "purchase cost", + "upgrade cost": "upgrade cost", + "total invested": "total invested", + "burdens": "burdens", + "burden": "burden", + "notes": "notes", + "possessions": "possessions", + "class resource": "class resources:", + "resource": "resource", + "resources": "resources", + "reminders": "reminders", + "first burden": "first burden", + "second burden": "second burden", + "third burden": "third burden", + "foes_allies": "foes / allies", + "npc_summon_foe": "npc / summon / foe", + "creature description or powers": "Creature's description / powers...", + "ability text": "Creature's abilities and effects...", + "additional notes or abilities": "Any additional abilities, notes, or effects...", + "write any notes about this clock": "A general-purpose clock, use this to track anything you like. Write about it here...", + "clocks": "clocks", + "-1d": "-1", + "possessions textarea": "List anything else you're carrying here / Describe some other propetry you own...", + "rules reminder wounds": "−25% Max HP per Wound", + "burdens reminder title": "Healing burdens:", + "burdens reminder line 0": "Each Burden afflicts TWO Actions that have one or more dice. Use the black checkboxes to mark these actions.", + "burdens reminder line 1": "When you get a chance to heal, advance up to THREE clock segments by ONE step.", + "burdens reminder line 2": "You can forgo your own healing to help someone else advance a segment by ONE extra step.", + "burdens reminder line 3": "You may also spend 2 Dust to advance your healing by ONE segment.", + "burdens reminder line 4": "Lift the burden (and the respective penalties) when the last segment would be filled.", + "personal resolve": "personal resolve:", + "party resolve": "party resolve:", + "limit break reminder line 0": "Limit Breaks cost Resolve, and can only be used ONCE per combat encounter.", + "limit break reminder line 1": "Party Resolve increases by 1 at the start of EACH ROUND in combat, and depletes to 0 when combat ends.", + "limit break reminder line 2": "Personal Resolve is gained at a rate of 1 after EVERY combat, and resets to 0 when you camp.", + "limit break reminder line 3": "When you spend Resolve to use a Limit Break, you can use any combination of party or personal, but you MUST get your group's permission to use the party pool.", + "ability flavor": "Write flavor text, or 'On Hit' and 'Miss' effects here... You can calculate [[1d@{damage-die}+@{fray}]].", + "ability effects": "Write the ability's main or additional effects here... You can also make an inline attack roll with [[1d20@{boons}]].", + "talent effect": "Write the ability's talent effects here...", + "talent": "talent", + "mastery effect": "Write the ability's mastery effects here...", + "mastery": "mastery", + "basic abilities": "Basic Abilities:", + "basic abilities reminder line 0": "DASH (1 action): Dash half your Speed, rounded up.", + "basic abilities reminder line 1": "INTERACT (1 action): Interact with something on the map that takes more than a few moments.", + "basic abilities reminder line 2": "RESCUE (1 action): Help an adjacent defeated ally. They end the incapacitated state and heal to full HP, minus any wounds.", + "basic abilities reminder line 3": "BASIC ATTACK (1-2 actions): Make a basic light or heavy attack.", + "basic abilities reminder line 4": "WHACK! (1 action): Kick, punch, or throw a stone. Deals 1 damage to any character within 3 spaces, NO ROLL required.", + "interludes": "interludes", + "interlude reminder line 1": "Clear all Strain.", + "interlude reminder line 2": "Regain all Effort.", + "interlude reminder line 3": "Regain all HP", + "interlude reminder line 4": "Spend any XP.", + "rules reminders info line 0": "Click the ⓘ symbol to show / hide ALL rules reminders.", + "roll": "roll", + "vs": "vs. ", + "progress": "progress", + "sheet settings": "sheet settings", + "camp name": "camp name (displayed in journal):", + "tactics boons_curses prompt": "tactical 'boons / curses' prompt:", + "narrative boons_curses prompt": "narrative 'boons / curses' prompt:", + "save target": "generic save target:", + "maxhp%": "max HP mult:", + "bloodied%": "bloodied ratio:", + "dash%": "dash ratio:", + "heavy%": "heavy dmg dice:", + "report an issue": "report issue", + "send a tip": "send tip" +} \ No newline at end of file diff --git a/ICON RPG [MassifPress]/translations/da.json b/ICON RPG [MassifPress]/translations/da.json new file mode 100644 index 0000000000..04517e01e2 --- /dev/null +++ b/ICON RPG [MassifPress]/translations/da.json @@ -0,0 +1,228 @@ +{ + "narrative sheet": "narrative play", + "tactics sheet": "tactical combat", + "journal sheet": "journal", + "roster sheet": "roster", + "character_name": "name", + "gender": "pronouns", + "bond": "bond", + "job": "job", + "class": "class", + "stalwart": "stalwart", + "heavy": "heavy", + "mendicant": "mendicant", + "leader": "leader", + "vagabond": "vagabond", + "skirmisher": "skirmisher", + "wright": "wright", + "artillery": "artillery", + "general": "general", + "custom": "custom", + "unique": "unique", + "npc": "NPC", + "inactive": "INACTIVE", + "unequipped": "UNEQUIPPED", + "mob": "mob", + "kin": "kin", + "culture": "culture", + "level": "lv.", + "chapter": "ch.", + "actions": "actions", + "action roll": "action roll", + "size": "size:", + "max effort": "max effort:", + "max strain": "max strain:", + "effort:": "effort", + "exhausted": "exhausted:", + "strain:": "strain", + "broken": "broken:", + "whisper": "whisper:", + "NA": "—", + "INF": "∞", + "per scene": "/ scene", + "per session": "/ session", + "passive": "passive", + "unlimited": "unlimited", + "effort": "effort", + "strain": "strain", + "uses": "uses", + "combats": "combats", + "expeditions": "expeditions", + "brief character description": "Brief character description...", + "bond flavor text or description": "Bond flavor text / Full character description...", + "special ability": "special ability", + "your special bond ability": "Your special bond ability or other unique quality...", + "second wind": "second wind", + "regain effort when": "Regain Effort when...", + "additional notes": "additional notes:", + "write anything you want here": "Write anything you want here...", + "write any additional notes here": "Write any additional notes here... (Note: quoted text can be stylized to be **bold** or *italic*)", + "you can find more notes in the journal tab": "You can find more notes in the 'Journal' tab. You can style notes quoted to chat with **bold** and *italics*.", + "power placeholder": "Powers give you the ability to do something without rolling, or boost your existing actions or abilities...", + "gambit placeholder": "Gambits are Powers from other Bonds. You can only learn a gambit after earning FOUR Powers from your own Bond first...", + "powers": "powers", + "power": "power", + "gambits": "gambits", + "gambit": "gambit", + "hp": "HP", + "hp_max": "max HP", + "divider": "/", + "wounds": "wounds", + "vitality": "vitality", + "vit": "vit", + "vigor": "vigor", + "defense": "defense", + "def": "def", + "armor": "armor", + "speed": "speed", + "spd": "spd", + "dash": "dash", + "damage": "damage", + "dmg": "dmg", + "fray": "fray", + "saving throw": "save roll:", + "save": "save", + "quote": "quote", + "whack": "whack!", + "attack": "attack", + "range": "range", + "rng": "rng", + "ranged": "ranged", + "melee": "melee", + "light": "light", + "critical": "critical", + "crit dmg": "crit dmg.", + "bonus dmg": "bonus dmg.", + "bonus": "bonus", + "miss dmg": "miss dmg.", + "miss": "miss", + "melee weapon": "melee wpn", + "ranged weapon": "ranged wpn", + "attacks": "attacks", + "talents": "talents", + "traits": "traits", + "trait": "trait", + "relics": "relics", + "trophies": "trophies", + "abilities": "abilities", + "additional abilities": "additional abilities", + "limit break": "limit break", + "mastery name": "mastery", + "special mechanic": "special mechanic:", + "primary job flavor text": "Primary job flavor text...", + "job gambit desc": "Gambit reminder text...", + "class notes desc": "Write any notes about your class here...", + "special mechanic desc": "Describe your special mechanic here...", + "secondary jobs": "secondary jobs", + "trait description": "Describe your trait here...", + "write about your kin": "Write about your kin / species here...", + "write about your culture": "Write about your culture / religion here...", + "relic": "relic", + "trophy": "trophy", + "relic flavor": "Relic flavor text / Describe your relic here...", + "relic effects": "Write about your Relic's powers and effects...", + "trophy effect": "Write what your trophy does...", + "aspected": "aspected:", + "infused dust": "infused:", + "xp": "XP", + "dust": "dust", + "ideals": "ideals", + "level up reminder line 0": "Once a character's XP bar is full, clear it and mark a level up.", + "level up reminder line 1": "At every interval, unlock a new Ability or Talent.", + "write your ideal here": "Write an ideal, belief, or oath here...", + "xp reminder title": "Check at the end of a session:", + "xp reminder line 0": "+1 XP if you ticked one Ideal / +2 XP if you ticked two or more.", + "xp reminder line 1": "+1 XP if you overcame a Challenge / +2 XP for multiple Challenges.", + "xp reminder line 2": "+1-3 XP for completing a Personal Ambition / +1 XP per Group Ambition.", + "xp reminder line 3": "+1 XP if you invoked one of your Burdens at least once.", + "personal ambition desc": "Write about your personal goals, projects, or desires here...", + "group ambition desc": "Write about your group's goals, projects, or desires here...", + "ambition action roll": "ambition action roll:", + "ambition reminder line 0": "You may also spend 2 Dust to advance by one segment during downtime.", + "ambition reminder line 1": "1-3 = Ambition advances by ONE segment.", + "ambition reminder line 2": "4-5 = Ambition advances by TWO segments.", + "ambition reminder line 3": "6 = Ambition advances by THREE segments.", + "ambition reminder line 4": "6,6 = Ambition advances by FIVE segments!", + "fortune action roll": "fortune rolls:", + "fortune reminder line 0": "Trying to accomplish a task with low-stakes or unclear consequences, but a roll still feels necessary? Pick an ACTION based on what you're trying to do and roll as normal, but it has one of the following outcomes instead:", + "fortune reminder line 1": "1-3 = Poor result. Cursory glance. Misunderstanding.", + "fortune reminder line 2": "4-5 = Average result. Interesting. Common wisdom.", + "fortune reminder line 3": "6 = Good result. Shows expertise. Obscure details.", + "fortune reminder line 4": "6,6 = Excellent result! Rare insight! Secrets revealed!", + "ambitions": "ambitions", + "group name": "group name:", + "describe your camp": "Describe your camp / ship / fortress here...", + "fixtures": "fixtures", + "fixture": "fixture name", + "fixture description": "Describe your fixture here...", + "fixture effects": "Write what the fixture does...", + "upgrade effects": "Write about any upgrades you've made...", + "purchase cost": "purchase cost", + "upgrade cost": "upgrade cost", + "total invested": "total invested", + "burdens": "burdens", + "burden": "burden", + "notes": "notes", + "possessions": "possessions", + "class resource": "class resources:", + "resource": "resource", + "resources": "resources", + "reminders": "reminders", + "first burden": "first burden", + "second burden": "second burden", + "third burden": "third burden", + "foes_allies": "foes / allies", + "npc_summon_foe": "npc / summon / foe", + "creature description or powers": "Creature's description / powers...", + "ability text": "Creature's abilities and effects...", + "additional notes or abilities": "Any additional abilities, notes, or effects...", + "write any notes about this clock": "A general-purpose clock, use this to track anything you like. Write about it here...", + "clocks": "clocks", + "-1d": "-1", + "possessions textarea": "List anything else you're carrying here / Describe some other propetry you own...", + "rules reminder wounds": "−25% Max HP per Wound", + "burdens reminder title": "Healing burdens:", + "burdens reminder line 0": "Each Burden afflicts TWO Actions that have one or more dice. Use the black checkboxes to mark these actions.", + "burdens reminder line 1": "When you get a chance to heal, advance up to THREE clock segments by ONE step.", + "burdens reminder line 2": "You can forgo your own healing to help someone else advance a segment by ONE extra step.", + "burdens reminder line 3": "You may also spend 2 Dust to advance your healing by ONE segment.", + "burdens reminder line 4": "Lift the burden (and the respective penalties) when the last segment would be filled.", + "personal resolve": "personal resolve:", + "party resolve": "party resolve:", + "limit break reminder line 0": "Limit Breaks cost Resolve, and can only be used ONCE per combat encounter.", + "limit break reminder line 1": "Party Resolve increases by 1 at the start of EACH ROUND in combat, and depletes to 0 when combat ends.", + "limit break reminder line 2": "Personal Resolve is gained at a rate of 1 after EVERY combat, and resets to 0 when you camp.", + "limit break reminder line 3": "When you spend Resolve to use a Limit Break, you can use any combination of party or personal, but you MUST get your group's permission to use the party pool.", + "ability flavor": "Write flavor text, or 'On Hit' and 'Miss' effects here... You can calculate [[1d@{damage-die}+@{fray}]].", + "ability effects": "Write the ability's main or additional effects here... You can also make an inline attack roll with [[1d20@{boons}]].", + "talent effect": "Write the ability's talent effects here...", + "talent": "talent", + "mastery effect": "Write the ability's mastery effects here...", + "mastery": "mastery", + "basic abilities": "Basic Abilities:", + "basic abilities reminder line 0": "DASH (1 action): Dash half your Speed, rounded up.", + "basic abilities reminder line 1": "INTERACT (1 action): Interact with something on the map that takes more than a few moments.", + "basic abilities reminder line 2": "RESCUE (1 action): Help an adjacent defeated ally. They end the incapacitated state and heal to full HP, minus any wounds.", + "basic abilities reminder line 3": "BASIC ATTACK (1-2 actions): Make a basic light or heavy attack.", + "basic abilities reminder line 4": "WHACK! (1 action): Kick, punch, or throw a stone. Deals 1 damage to any character within 3 spaces, NO ROLL required.", + "interludes": "interludes", + "interlude reminder line 1": "Clear all Strain.", + "interlude reminder line 2": "Regain all Effort.", + "interlude reminder line 3": "Regain all HP", + "interlude reminder line 4": "Spend any XP.", + "rules reminders info line 0": "Click the ⓘ symbol to show / hide ALL rules reminders.", + "roll": "roll", + "vs": "vs. ", + "progress": "progress", + "sheet settings": "sheet settings", + "camp name": "camp name (displayed in journal):", + "tactics boons_curses prompt": "tactical 'boons / curses' prompt:", + "narrative boons_curses prompt": "narrative 'boons / curses' prompt:", + "save target": "generic save target:", + "maxhp%": "max HP mult:", + "bloodied%": "bloodied ratio:", + "dash%": "dash ratio:", + "heavy%": "heavy dmg dice:", + "report an issue": "report issue", + "send a tip": "send tip" +} \ No newline at end of file diff --git a/ICON RPG [MassifPress]/translations/de.json b/ICON RPG [MassifPress]/translations/de.json new file mode 100644 index 0000000000..04517e01e2 --- /dev/null +++ b/ICON RPG [MassifPress]/translations/de.json @@ -0,0 +1,228 @@ +{ + "narrative sheet": "narrative play", + "tactics sheet": "tactical combat", + "journal sheet": "journal", + "roster sheet": "roster", + "character_name": "name", + "gender": "pronouns", + "bond": "bond", + "job": "job", + "class": "class", + "stalwart": "stalwart", + "heavy": "heavy", + "mendicant": "mendicant", + "leader": "leader", + "vagabond": "vagabond", + "skirmisher": "skirmisher", + "wright": "wright", + "artillery": "artillery", + "general": "general", + "custom": "custom", + "unique": "unique", + "npc": "NPC", + "inactive": "INACTIVE", + "unequipped": "UNEQUIPPED", + "mob": "mob", + "kin": "kin", + "culture": "culture", + "level": "lv.", + "chapter": "ch.", + "actions": "actions", + "action roll": "action roll", + "size": "size:", + "max effort": "max effort:", + "max strain": "max strain:", + "effort:": "effort", + "exhausted": "exhausted:", + "strain:": "strain", + "broken": "broken:", + "whisper": "whisper:", + "NA": "—", + "INF": "∞", + "per scene": "/ scene", + "per session": "/ session", + "passive": "passive", + "unlimited": "unlimited", + "effort": "effort", + "strain": "strain", + "uses": "uses", + "combats": "combats", + "expeditions": "expeditions", + "brief character description": "Brief character description...", + "bond flavor text or description": "Bond flavor text / Full character description...", + "special ability": "special ability", + "your special bond ability": "Your special bond ability or other unique quality...", + "second wind": "second wind", + "regain effort when": "Regain Effort when...", + "additional notes": "additional notes:", + "write anything you want here": "Write anything you want here...", + "write any additional notes here": "Write any additional notes here... (Note: quoted text can be stylized to be **bold** or *italic*)", + "you can find more notes in the journal tab": "You can find more notes in the 'Journal' tab. You can style notes quoted to chat with **bold** and *italics*.", + "power placeholder": "Powers give you the ability to do something without rolling, or boost your existing actions or abilities...", + "gambit placeholder": "Gambits are Powers from other Bonds. You can only learn a gambit after earning FOUR Powers from your own Bond first...", + "powers": "powers", + "power": "power", + "gambits": "gambits", + "gambit": "gambit", + "hp": "HP", + "hp_max": "max HP", + "divider": "/", + "wounds": "wounds", + "vitality": "vitality", + "vit": "vit", + "vigor": "vigor", + "defense": "defense", + "def": "def", + "armor": "armor", + "speed": "speed", + "spd": "spd", + "dash": "dash", + "damage": "damage", + "dmg": "dmg", + "fray": "fray", + "saving throw": "save roll:", + "save": "save", + "quote": "quote", + "whack": "whack!", + "attack": "attack", + "range": "range", + "rng": "rng", + "ranged": "ranged", + "melee": "melee", + "light": "light", + "critical": "critical", + "crit dmg": "crit dmg.", + "bonus dmg": "bonus dmg.", + "bonus": "bonus", + "miss dmg": "miss dmg.", + "miss": "miss", + "melee weapon": "melee wpn", + "ranged weapon": "ranged wpn", + "attacks": "attacks", + "talents": "talents", + "traits": "traits", + "trait": "trait", + "relics": "relics", + "trophies": "trophies", + "abilities": "abilities", + "additional abilities": "additional abilities", + "limit break": "limit break", + "mastery name": "mastery", + "special mechanic": "special mechanic:", + "primary job flavor text": "Primary job flavor text...", + "job gambit desc": "Gambit reminder text...", + "class notes desc": "Write any notes about your class here...", + "special mechanic desc": "Describe your special mechanic here...", + "secondary jobs": "secondary jobs", + "trait description": "Describe your trait here...", + "write about your kin": "Write about your kin / species here...", + "write about your culture": "Write about your culture / religion here...", + "relic": "relic", + "trophy": "trophy", + "relic flavor": "Relic flavor text / Describe your relic here...", + "relic effects": "Write about your Relic's powers and effects...", + "trophy effect": "Write what your trophy does...", + "aspected": "aspected:", + "infused dust": "infused:", + "xp": "XP", + "dust": "dust", + "ideals": "ideals", + "level up reminder line 0": "Once a character's XP bar is full, clear it and mark a level up.", + "level up reminder line 1": "At every interval, unlock a new Ability or Talent.", + "write your ideal here": "Write an ideal, belief, or oath here...", + "xp reminder title": "Check at the end of a session:", + "xp reminder line 0": "+1 XP if you ticked one Ideal / +2 XP if you ticked two or more.", + "xp reminder line 1": "+1 XP if you overcame a Challenge / +2 XP for multiple Challenges.", + "xp reminder line 2": "+1-3 XP for completing a Personal Ambition / +1 XP per Group Ambition.", + "xp reminder line 3": "+1 XP if you invoked one of your Burdens at least once.", + "personal ambition desc": "Write about your personal goals, projects, or desires here...", + "group ambition desc": "Write about your group's goals, projects, or desires here...", + "ambition action roll": "ambition action roll:", + "ambition reminder line 0": "You may also spend 2 Dust to advance by one segment during downtime.", + "ambition reminder line 1": "1-3 = Ambition advances by ONE segment.", + "ambition reminder line 2": "4-5 = Ambition advances by TWO segments.", + "ambition reminder line 3": "6 = Ambition advances by THREE segments.", + "ambition reminder line 4": "6,6 = Ambition advances by FIVE segments!", + "fortune action roll": "fortune rolls:", + "fortune reminder line 0": "Trying to accomplish a task with low-stakes or unclear consequences, but a roll still feels necessary? Pick an ACTION based on what you're trying to do and roll as normal, but it has one of the following outcomes instead:", + "fortune reminder line 1": "1-3 = Poor result. Cursory glance. Misunderstanding.", + "fortune reminder line 2": "4-5 = Average result. Interesting. Common wisdom.", + "fortune reminder line 3": "6 = Good result. Shows expertise. Obscure details.", + "fortune reminder line 4": "6,6 = Excellent result! Rare insight! Secrets revealed!", + "ambitions": "ambitions", + "group name": "group name:", + "describe your camp": "Describe your camp / ship / fortress here...", + "fixtures": "fixtures", + "fixture": "fixture name", + "fixture description": "Describe your fixture here...", + "fixture effects": "Write what the fixture does...", + "upgrade effects": "Write about any upgrades you've made...", + "purchase cost": "purchase cost", + "upgrade cost": "upgrade cost", + "total invested": "total invested", + "burdens": "burdens", + "burden": "burden", + "notes": "notes", + "possessions": "possessions", + "class resource": "class resources:", + "resource": "resource", + "resources": "resources", + "reminders": "reminders", + "first burden": "first burden", + "second burden": "second burden", + "third burden": "third burden", + "foes_allies": "foes / allies", + "npc_summon_foe": "npc / summon / foe", + "creature description or powers": "Creature's description / powers...", + "ability text": "Creature's abilities and effects...", + "additional notes or abilities": "Any additional abilities, notes, or effects...", + "write any notes about this clock": "A general-purpose clock, use this to track anything you like. Write about it here...", + "clocks": "clocks", + "-1d": "-1", + "possessions textarea": "List anything else you're carrying here / Describe some other propetry you own...", + "rules reminder wounds": "−25% Max HP per Wound", + "burdens reminder title": "Healing burdens:", + "burdens reminder line 0": "Each Burden afflicts TWO Actions that have one or more dice. Use the black checkboxes to mark these actions.", + "burdens reminder line 1": "When you get a chance to heal, advance up to THREE clock segments by ONE step.", + "burdens reminder line 2": "You can forgo your own healing to help someone else advance a segment by ONE extra step.", + "burdens reminder line 3": "You may also spend 2 Dust to advance your healing by ONE segment.", + "burdens reminder line 4": "Lift the burden (and the respective penalties) when the last segment would be filled.", + "personal resolve": "personal resolve:", + "party resolve": "party resolve:", + "limit break reminder line 0": "Limit Breaks cost Resolve, and can only be used ONCE per combat encounter.", + "limit break reminder line 1": "Party Resolve increases by 1 at the start of EACH ROUND in combat, and depletes to 0 when combat ends.", + "limit break reminder line 2": "Personal Resolve is gained at a rate of 1 after EVERY combat, and resets to 0 when you camp.", + "limit break reminder line 3": "When you spend Resolve to use a Limit Break, you can use any combination of party or personal, but you MUST get your group's permission to use the party pool.", + "ability flavor": "Write flavor text, or 'On Hit' and 'Miss' effects here... You can calculate [[1d@{damage-die}+@{fray}]].", + "ability effects": "Write the ability's main or additional effects here... You can also make an inline attack roll with [[1d20@{boons}]].", + "talent effect": "Write the ability's talent effects here...", + "talent": "talent", + "mastery effect": "Write the ability's mastery effects here...", + "mastery": "mastery", + "basic abilities": "Basic Abilities:", + "basic abilities reminder line 0": "DASH (1 action): Dash half your Speed, rounded up.", + "basic abilities reminder line 1": "INTERACT (1 action): Interact with something on the map that takes more than a few moments.", + "basic abilities reminder line 2": "RESCUE (1 action): Help an adjacent defeated ally. They end the incapacitated state and heal to full HP, minus any wounds.", + "basic abilities reminder line 3": "BASIC ATTACK (1-2 actions): Make a basic light or heavy attack.", + "basic abilities reminder line 4": "WHACK! (1 action): Kick, punch, or throw a stone. Deals 1 damage to any character within 3 spaces, NO ROLL required.", + "interludes": "interludes", + "interlude reminder line 1": "Clear all Strain.", + "interlude reminder line 2": "Regain all Effort.", + "interlude reminder line 3": "Regain all HP", + "interlude reminder line 4": "Spend any XP.", + "rules reminders info line 0": "Click the ⓘ symbol to show / hide ALL rules reminders.", + "roll": "roll", + "vs": "vs. ", + "progress": "progress", + "sheet settings": "sheet settings", + "camp name": "camp name (displayed in journal):", + "tactics boons_curses prompt": "tactical 'boons / curses' prompt:", + "narrative boons_curses prompt": "narrative 'boons / curses' prompt:", + "save target": "generic save target:", + "maxhp%": "max HP mult:", + "bloodied%": "bloodied ratio:", + "dash%": "dash ratio:", + "heavy%": "heavy dmg dice:", + "report an issue": "report issue", + "send a tip": "send tip" +} \ No newline at end of file diff --git a/ICON RPG [MassifPress]/translations/el.json b/ICON RPG [MassifPress]/translations/el.json new file mode 100644 index 0000000000..04517e01e2 --- /dev/null +++ b/ICON RPG [MassifPress]/translations/el.json @@ -0,0 +1,228 @@ +{ + "narrative sheet": "narrative play", + "tactics sheet": "tactical combat", + "journal sheet": "journal", + "roster sheet": "roster", + "character_name": "name", + "gender": "pronouns", + "bond": "bond", + "job": "job", + "class": "class", + "stalwart": "stalwart", + "heavy": "heavy", + "mendicant": "mendicant", + "leader": "leader", + "vagabond": "vagabond", + "skirmisher": "skirmisher", + "wright": "wright", + "artillery": "artillery", + "general": "general", + "custom": "custom", + "unique": "unique", + "npc": "NPC", + "inactive": "INACTIVE", + "unequipped": "UNEQUIPPED", + "mob": "mob", + "kin": "kin", + "culture": "culture", + "level": "lv.", + "chapter": "ch.", + "actions": "actions", + "action roll": "action roll", + "size": "size:", + "max effort": "max effort:", + "max strain": "max strain:", + "effort:": "effort", + "exhausted": "exhausted:", + "strain:": "strain", + "broken": "broken:", + "whisper": "whisper:", + "NA": "—", + "INF": "∞", + "per scene": "/ scene", + "per session": "/ session", + "passive": "passive", + "unlimited": "unlimited", + "effort": "effort", + "strain": "strain", + "uses": "uses", + "combats": "combats", + "expeditions": "expeditions", + "brief character description": "Brief character description...", + "bond flavor text or description": "Bond flavor text / Full character description...", + "special ability": "special ability", + "your special bond ability": "Your special bond ability or other unique quality...", + "second wind": "second wind", + "regain effort when": "Regain Effort when...", + "additional notes": "additional notes:", + "write anything you want here": "Write anything you want here...", + "write any additional notes here": "Write any additional notes here... (Note: quoted text can be stylized to be **bold** or *italic*)", + "you can find more notes in the journal tab": "You can find more notes in the 'Journal' tab. You can style notes quoted to chat with **bold** and *italics*.", + "power placeholder": "Powers give you the ability to do something without rolling, or boost your existing actions or abilities...", + "gambit placeholder": "Gambits are Powers from other Bonds. You can only learn a gambit after earning FOUR Powers from your own Bond first...", + "powers": "powers", + "power": "power", + "gambits": "gambits", + "gambit": "gambit", + "hp": "HP", + "hp_max": "max HP", + "divider": "/", + "wounds": "wounds", + "vitality": "vitality", + "vit": "vit", + "vigor": "vigor", + "defense": "defense", + "def": "def", + "armor": "armor", + "speed": "speed", + "spd": "spd", + "dash": "dash", + "damage": "damage", + "dmg": "dmg", + "fray": "fray", + "saving throw": "save roll:", + "save": "save", + "quote": "quote", + "whack": "whack!", + "attack": "attack", + "range": "range", + "rng": "rng", + "ranged": "ranged", + "melee": "melee", + "light": "light", + "critical": "critical", + "crit dmg": "crit dmg.", + "bonus dmg": "bonus dmg.", + "bonus": "bonus", + "miss dmg": "miss dmg.", + "miss": "miss", + "melee weapon": "melee wpn", + "ranged weapon": "ranged wpn", + "attacks": "attacks", + "talents": "talents", + "traits": "traits", + "trait": "trait", + "relics": "relics", + "trophies": "trophies", + "abilities": "abilities", + "additional abilities": "additional abilities", + "limit break": "limit break", + "mastery name": "mastery", + "special mechanic": "special mechanic:", + "primary job flavor text": "Primary job flavor text...", + "job gambit desc": "Gambit reminder text...", + "class notes desc": "Write any notes about your class here...", + "special mechanic desc": "Describe your special mechanic here...", + "secondary jobs": "secondary jobs", + "trait description": "Describe your trait here...", + "write about your kin": "Write about your kin / species here...", + "write about your culture": "Write about your culture / religion here...", + "relic": "relic", + "trophy": "trophy", + "relic flavor": "Relic flavor text / Describe your relic here...", + "relic effects": "Write about your Relic's powers and effects...", + "trophy effect": "Write what your trophy does...", + "aspected": "aspected:", + "infused dust": "infused:", + "xp": "XP", + "dust": "dust", + "ideals": "ideals", + "level up reminder line 0": "Once a character's XP bar is full, clear it and mark a level up.", + "level up reminder line 1": "At every interval, unlock a new Ability or Talent.", + "write your ideal here": "Write an ideal, belief, or oath here...", + "xp reminder title": "Check at the end of a session:", + "xp reminder line 0": "+1 XP if you ticked one Ideal / +2 XP if you ticked two or more.", + "xp reminder line 1": "+1 XP if you overcame a Challenge / +2 XP for multiple Challenges.", + "xp reminder line 2": "+1-3 XP for completing a Personal Ambition / +1 XP per Group Ambition.", + "xp reminder line 3": "+1 XP if you invoked one of your Burdens at least once.", + "personal ambition desc": "Write about your personal goals, projects, or desires here...", + "group ambition desc": "Write about your group's goals, projects, or desires here...", + "ambition action roll": "ambition action roll:", + "ambition reminder line 0": "You may also spend 2 Dust to advance by one segment during downtime.", + "ambition reminder line 1": "1-3 = Ambition advances by ONE segment.", + "ambition reminder line 2": "4-5 = Ambition advances by TWO segments.", + "ambition reminder line 3": "6 = Ambition advances by THREE segments.", + "ambition reminder line 4": "6,6 = Ambition advances by FIVE segments!", + "fortune action roll": "fortune rolls:", + "fortune reminder line 0": "Trying to accomplish a task with low-stakes or unclear consequences, but a roll still feels necessary? Pick an ACTION based on what you're trying to do and roll as normal, but it has one of the following outcomes instead:", + "fortune reminder line 1": "1-3 = Poor result. Cursory glance. Misunderstanding.", + "fortune reminder line 2": "4-5 = Average result. Interesting. Common wisdom.", + "fortune reminder line 3": "6 = Good result. Shows expertise. Obscure details.", + "fortune reminder line 4": "6,6 = Excellent result! Rare insight! Secrets revealed!", + "ambitions": "ambitions", + "group name": "group name:", + "describe your camp": "Describe your camp / ship / fortress here...", + "fixtures": "fixtures", + "fixture": "fixture name", + "fixture description": "Describe your fixture here...", + "fixture effects": "Write what the fixture does...", + "upgrade effects": "Write about any upgrades you've made...", + "purchase cost": "purchase cost", + "upgrade cost": "upgrade cost", + "total invested": "total invested", + "burdens": "burdens", + "burden": "burden", + "notes": "notes", + "possessions": "possessions", + "class resource": "class resources:", + "resource": "resource", + "resources": "resources", + "reminders": "reminders", + "first burden": "first burden", + "second burden": "second burden", + "third burden": "third burden", + "foes_allies": "foes / allies", + "npc_summon_foe": "npc / summon / foe", + "creature description or powers": "Creature's description / powers...", + "ability text": "Creature's abilities and effects...", + "additional notes or abilities": "Any additional abilities, notes, or effects...", + "write any notes about this clock": "A general-purpose clock, use this to track anything you like. Write about it here...", + "clocks": "clocks", + "-1d": "-1", + "possessions textarea": "List anything else you're carrying here / Describe some other propetry you own...", + "rules reminder wounds": "−25% Max HP per Wound", + "burdens reminder title": "Healing burdens:", + "burdens reminder line 0": "Each Burden afflicts TWO Actions that have one or more dice. Use the black checkboxes to mark these actions.", + "burdens reminder line 1": "When you get a chance to heal, advance up to THREE clock segments by ONE step.", + "burdens reminder line 2": "You can forgo your own healing to help someone else advance a segment by ONE extra step.", + "burdens reminder line 3": "You may also spend 2 Dust to advance your healing by ONE segment.", + "burdens reminder line 4": "Lift the burden (and the respective penalties) when the last segment would be filled.", + "personal resolve": "personal resolve:", + "party resolve": "party resolve:", + "limit break reminder line 0": "Limit Breaks cost Resolve, and can only be used ONCE per combat encounter.", + "limit break reminder line 1": "Party Resolve increases by 1 at the start of EACH ROUND in combat, and depletes to 0 when combat ends.", + "limit break reminder line 2": "Personal Resolve is gained at a rate of 1 after EVERY combat, and resets to 0 when you camp.", + "limit break reminder line 3": "When you spend Resolve to use a Limit Break, you can use any combination of party or personal, but you MUST get your group's permission to use the party pool.", + "ability flavor": "Write flavor text, or 'On Hit' and 'Miss' effects here... You can calculate [[1d@{damage-die}+@{fray}]].", + "ability effects": "Write the ability's main or additional effects here... You can also make an inline attack roll with [[1d20@{boons}]].", + "talent effect": "Write the ability's talent effects here...", + "talent": "talent", + "mastery effect": "Write the ability's mastery effects here...", + "mastery": "mastery", + "basic abilities": "Basic Abilities:", + "basic abilities reminder line 0": "DASH (1 action): Dash half your Speed, rounded up.", + "basic abilities reminder line 1": "INTERACT (1 action): Interact with something on the map that takes more than a few moments.", + "basic abilities reminder line 2": "RESCUE (1 action): Help an adjacent defeated ally. They end the incapacitated state and heal to full HP, minus any wounds.", + "basic abilities reminder line 3": "BASIC ATTACK (1-2 actions): Make a basic light or heavy attack.", + "basic abilities reminder line 4": "WHACK! (1 action): Kick, punch, or throw a stone. Deals 1 damage to any character within 3 spaces, NO ROLL required.", + "interludes": "interludes", + "interlude reminder line 1": "Clear all Strain.", + "interlude reminder line 2": "Regain all Effort.", + "interlude reminder line 3": "Regain all HP", + "interlude reminder line 4": "Spend any XP.", + "rules reminders info line 0": "Click the ⓘ symbol to show / hide ALL rules reminders.", + "roll": "roll", + "vs": "vs. ", + "progress": "progress", + "sheet settings": "sheet settings", + "camp name": "camp name (displayed in journal):", + "tactics boons_curses prompt": "tactical 'boons / curses' prompt:", + "narrative boons_curses prompt": "narrative 'boons / curses' prompt:", + "save target": "generic save target:", + "maxhp%": "max HP mult:", + "bloodied%": "bloodied ratio:", + "dash%": "dash ratio:", + "heavy%": "heavy dmg dice:", + "report an issue": "report issue", + "send a tip": "send tip" +} \ No newline at end of file diff --git a/ICON RPG [MassifPress]/translations/en.json b/ICON RPG [MassifPress]/translations/en.json new file mode 100644 index 0000000000..04517e01e2 --- /dev/null +++ b/ICON RPG [MassifPress]/translations/en.json @@ -0,0 +1,228 @@ +{ + "narrative sheet": "narrative play", + "tactics sheet": "tactical combat", + "journal sheet": "journal", + "roster sheet": "roster", + "character_name": "name", + "gender": "pronouns", + "bond": "bond", + "job": "job", + "class": "class", + "stalwart": "stalwart", + "heavy": "heavy", + "mendicant": "mendicant", + "leader": "leader", + "vagabond": "vagabond", + "skirmisher": "skirmisher", + "wright": "wright", + "artillery": "artillery", + "general": "general", + "custom": "custom", + "unique": "unique", + "npc": "NPC", + "inactive": "INACTIVE", + "unequipped": "UNEQUIPPED", + "mob": "mob", + "kin": "kin", + "culture": "culture", + "level": "lv.", + "chapter": "ch.", + "actions": "actions", + "action roll": "action roll", + "size": "size:", + "max effort": "max effort:", + "max strain": "max strain:", + "effort:": "effort", + "exhausted": "exhausted:", + "strain:": "strain", + "broken": "broken:", + "whisper": "whisper:", + "NA": "—", + "INF": "∞", + "per scene": "/ scene", + "per session": "/ session", + "passive": "passive", + "unlimited": "unlimited", + "effort": "effort", + "strain": "strain", + "uses": "uses", + "combats": "combats", + "expeditions": "expeditions", + "brief character description": "Brief character description...", + "bond flavor text or description": "Bond flavor text / Full character description...", + "special ability": "special ability", + "your special bond ability": "Your special bond ability or other unique quality...", + "second wind": "second wind", + "regain effort when": "Regain Effort when...", + "additional notes": "additional notes:", + "write anything you want here": "Write anything you want here...", + "write any additional notes here": "Write any additional notes here... (Note: quoted text can be stylized to be **bold** or *italic*)", + "you can find more notes in the journal tab": "You can find more notes in the 'Journal' tab. You can style notes quoted to chat with **bold** and *italics*.", + "power placeholder": "Powers give you the ability to do something without rolling, or boost your existing actions or abilities...", + "gambit placeholder": "Gambits are Powers from other Bonds. You can only learn a gambit after earning FOUR Powers from your own Bond first...", + "powers": "powers", + "power": "power", + "gambits": "gambits", + "gambit": "gambit", + "hp": "HP", + "hp_max": "max HP", + "divider": "/", + "wounds": "wounds", + "vitality": "vitality", + "vit": "vit", + "vigor": "vigor", + "defense": "defense", + "def": "def", + "armor": "armor", + "speed": "speed", + "spd": "spd", + "dash": "dash", + "damage": "damage", + "dmg": "dmg", + "fray": "fray", + "saving throw": "save roll:", + "save": "save", + "quote": "quote", + "whack": "whack!", + "attack": "attack", + "range": "range", + "rng": "rng", + "ranged": "ranged", + "melee": "melee", + "light": "light", + "critical": "critical", + "crit dmg": "crit dmg.", + "bonus dmg": "bonus dmg.", + "bonus": "bonus", + "miss dmg": "miss dmg.", + "miss": "miss", + "melee weapon": "melee wpn", + "ranged weapon": "ranged wpn", + "attacks": "attacks", + "talents": "talents", + "traits": "traits", + "trait": "trait", + "relics": "relics", + "trophies": "trophies", + "abilities": "abilities", + "additional abilities": "additional abilities", + "limit break": "limit break", + "mastery name": "mastery", + "special mechanic": "special mechanic:", + "primary job flavor text": "Primary job flavor text...", + "job gambit desc": "Gambit reminder text...", + "class notes desc": "Write any notes about your class here...", + "special mechanic desc": "Describe your special mechanic here...", + "secondary jobs": "secondary jobs", + "trait description": "Describe your trait here...", + "write about your kin": "Write about your kin / species here...", + "write about your culture": "Write about your culture / religion here...", + "relic": "relic", + "trophy": "trophy", + "relic flavor": "Relic flavor text / Describe your relic here...", + "relic effects": "Write about your Relic's powers and effects...", + "trophy effect": "Write what your trophy does...", + "aspected": "aspected:", + "infused dust": "infused:", + "xp": "XP", + "dust": "dust", + "ideals": "ideals", + "level up reminder line 0": "Once a character's XP bar is full, clear it and mark a level up.", + "level up reminder line 1": "At every interval, unlock a new Ability or Talent.", + "write your ideal here": "Write an ideal, belief, or oath here...", + "xp reminder title": "Check at the end of a session:", + "xp reminder line 0": "+1 XP if you ticked one Ideal / +2 XP if you ticked two or more.", + "xp reminder line 1": "+1 XP if you overcame a Challenge / +2 XP for multiple Challenges.", + "xp reminder line 2": "+1-3 XP for completing a Personal Ambition / +1 XP per Group Ambition.", + "xp reminder line 3": "+1 XP if you invoked one of your Burdens at least once.", + "personal ambition desc": "Write about your personal goals, projects, or desires here...", + "group ambition desc": "Write about your group's goals, projects, or desires here...", + "ambition action roll": "ambition action roll:", + "ambition reminder line 0": "You may also spend 2 Dust to advance by one segment during downtime.", + "ambition reminder line 1": "1-3 = Ambition advances by ONE segment.", + "ambition reminder line 2": "4-5 = Ambition advances by TWO segments.", + "ambition reminder line 3": "6 = Ambition advances by THREE segments.", + "ambition reminder line 4": "6,6 = Ambition advances by FIVE segments!", + "fortune action roll": "fortune rolls:", + "fortune reminder line 0": "Trying to accomplish a task with low-stakes or unclear consequences, but a roll still feels necessary? Pick an ACTION based on what you're trying to do and roll as normal, but it has one of the following outcomes instead:", + "fortune reminder line 1": "1-3 = Poor result. Cursory glance. Misunderstanding.", + "fortune reminder line 2": "4-5 = Average result. Interesting. Common wisdom.", + "fortune reminder line 3": "6 = Good result. Shows expertise. Obscure details.", + "fortune reminder line 4": "6,6 = Excellent result! Rare insight! Secrets revealed!", + "ambitions": "ambitions", + "group name": "group name:", + "describe your camp": "Describe your camp / ship / fortress here...", + "fixtures": "fixtures", + "fixture": "fixture name", + "fixture description": "Describe your fixture here...", + "fixture effects": "Write what the fixture does...", + "upgrade effects": "Write about any upgrades you've made...", + "purchase cost": "purchase cost", + "upgrade cost": "upgrade cost", + "total invested": "total invested", + "burdens": "burdens", + "burden": "burden", + "notes": "notes", + "possessions": "possessions", + "class resource": "class resources:", + "resource": "resource", + "resources": "resources", + "reminders": "reminders", + "first burden": "first burden", + "second burden": "second burden", + "third burden": "third burden", + "foes_allies": "foes / allies", + "npc_summon_foe": "npc / summon / foe", + "creature description or powers": "Creature's description / powers...", + "ability text": "Creature's abilities and effects...", + "additional notes or abilities": "Any additional abilities, notes, or effects...", + "write any notes about this clock": "A general-purpose clock, use this to track anything you like. Write about it here...", + "clocks": "clocks", + "-1d": "-1", + "possessions textarea": "List anything else you're carrying here / Describe some other propetry you own...", + "rules reminder wounds": "−25% Max HP per Wound", + "burdens reminder title": "Healing burdens:", + "burdens reminder line 0": "Each Burden afflicts TWO Actions that have one or more dice. Use the black checkboxes to mark these actions.", + "burdens reminder line 1": "When you get a chance to heal, advance up to THREE clock segments by ONE step.", + "burdens reminder line 2": "You can forgo your own healing to help someone else advance a segment by ONE extra step.", + "burdens reminder line 3": "You may also spend 2 Dust to advance your healing by ONE segment.", + "burdens reminder line 4": "Lift the burden (and the respective penalties) when the last segment would be filled.", + "personal resolve": "personal resolve:", + "party resolve": "party resolve:", + "limit break reminder line 0": "Limit Breaks cost Resolve, and can only be used ONCE per combat encounter.", + "limit break reminder line 1": "Party Resolve increases by 1 at the start of EACH ROUND in combat, and depletes to 0 when combat ends.", + "limit break reminder line 2": "Personal Resolve is gained at a rate of 1 after EVERY combat, and resets to 0 when you camp.", + "limit break reminder line 3": "When you spend Resolve to use a Limit Break, you can use any combination of party or personal, but you MUST get your group's permission to use the party pool.", + "ability flavor": "Write flavor text, or 'On Hit' and 'Miss' effects here... You can calculate [[1d@{damage-die}+@{fray}]].", + "ability effects": "Write the ability's main or additional effects here... You can also make an inline attack roll with [[1d20@{boons}]].", + "talent effect": "Write the ability's talent effects here...", + "talent": "talent", + "mastery effect": "Write the ability's mastery effects here...", + "mastery": "mastery", + "basic abilities": "Basic Abilities:", + "basic abilities reminder line 0": "DASH (1 action): Dash half your Speed, rounded up.", + "basic abilities reminder line 1": "INTERACT (1 action): Interact with something on the map that takes more than a few moments.", + "basic abilities reminder line 2": "RESCUE (1 action): Help an adjacent defeated ally. They end the incapacitated state and heal to full HP, minus any wounds.", + "basic abilities reminder line 3": "BASIC ATTACK (1-2 actions): Make a basic light or heavy attack.", + "basic abilities reminder line 4": "WHACK! (1 action): Kick, punch, or throw a stone. Deals 1 damage to any character within 3 spaces, NO ROLL required.", + "interludes": "interludes", + "interlude reminder line 1": "Clear all Strain.", + "interlude reminder line 2": "Regain all Effort.", + "interlude reminder line 3": "Regain all HP", + "interlude reminder line 4": "Spend any XP.", + "rules reminders info line 0": "Click the ⓘ symbol to show / hide ALL rules reminders.", + "roll": "roll", + "vs": "vs. ", + "progress": "progress", + "sheet settings": "sheet settings", + "camp name": "camp name (displayed in journal):", + "tactics boons_curses prompt": "tactical 'boons / curses' prompt:", + "narrative boons_curses prompt": "narrative 'boons / curses' prompt:", + "save target": "generic save target:", + "maxhp%": "max HP mult:", + "bloodied%": "bloodied ratio:", + "dash%": "dash ratio:", + "heavy%": "heavy dmg dice:", + "report an issue": "report issue", + "send a tip": "send tip" +} \ No newline at end of file diff --git a/ICON RPG [MassifPress]/translations/es.json b/ICON RPG [MassifPress]/translations/es.json new file mode 100644 index 0000000000..04517e01e2 --- /dev/null +++ b/ICON RPG [MassifPress]/translations/es.json @@ -0,0 +1,228 @@ +{ + "narrative sheet": "narrative play", + "tactics sheet": "tactical combat", + "journal sheet": "journal", + "roster sheet": "roster", + "character_name": "name", + "gender": "pronouns", + "bond": "bond", + "job": "job", + "class": "class", + "stalwart": "stalwart", + "heavy": "heavy", + "mendicant": "mendicant", + "leader": "leader", + "vagabond": "vagabond", + "skirmisher": "skirmisher", + "wright": "wright", + "artillery": "artillery", + "general": "general", + "custom": "custom", + "unique": "unique", + "npc": "NPC", + "inactive": "INACTIVE", + "unequipped": "UNEQUIPPED", + "mob": "mob", + "kin": "kin", + "culture": "culture", + "level": "lv.", + "chapter": "ch.", + "actions": "actions", + "action roll": "action roll", + "size": "size:", + "max effort": "max effort:", + "max strain": "max strain:", + "effort:": "effort", + "exhausted": "exhausted:", + "strain:": "strain", + "broken": "broken:", + "whisper": "whisper:", + "NA": "—", + "INF": "∞", + "per scene": "/ scene", + "per session": "/ session", + "passive": "passive", + "unlimited": "unlimited", + "effort": "effort", + "strain": "strain", + "uses": "uses", + "combats": "combats", + "expeditions": "expeditions", + "brief character description": "Brief character description...", + "bond flavor text or description": "Bond flavor text / Full character description...", + "special ability": "special ability", + "your special bond ability": "Your special bond ability or other unique quality...", + "second wind": "second wind", + "regain effort when": "Regain Effort when...", + "additional notes": "additional notes:", + "write anything you want here": "Write anything you want here...", + "write any additional notes here": "Write any additional notes here... (Note: quoted text can be stylized to be **bold** or *italic*)", + "you can find more notes in the journal tab": "You can find more notes in the 'Journal' tab. You can style notes quoted to chat with **bold** and *italics*.", + "power placeholder": "Powers give you the ability to do something without rolling, or boost your existing actions or abilities...", + "gambit placeholder": "Gambits are Powers from other Bonds. You can only learn a gambit after earning FOUR Powers from your own Bond first...", + "powers": "powers", + "power": "power", + "gambits": "gambits", + "gambit": "gambit", + "hp": "HP", + "hp_max": "max HP", + "divider": "/", + "wounds": "wounds", + "vitality": "vitality", + "vit": "vit", + "vigor": "vigor", + "defense": "defense", + "def": "def", + "armor": "armor", + "speed": "speed", + "spd": "spd", + "dash": "dash", + "damage": "damage", + "dmg": "dmg", + "fray": "fray", + "saving throw": "save roll:", + "save": "save", + "quote": "quote", + "whack": "whack!", + "attack": "attack", + "range": "range", + "rng": "rng", + "ranged": "ranged", + "melee": "melee", + "light": "light", + "critical": "critical", + "crit dmg": "crit dmg.", + "bonus dmg": "bonus dmg.", + "bonus": "bonus", + "miss dmg": "miss dmg.", + "miss": "miss", + "melee weapon": "melee wpn", + "ranged weapon": "ranged wpn", + "attacks": "attacks", + "talents": "talents", + "traits": "traits", + "trait": "trait", + "relics": "relics", + "trophies": "trophies", + "abilities": "abilities", + "additional abilities": "additional abilities", + "limit break": "limit break", + "mastery name": "mastery", + "special mechanic": "special mechanic:", + "primary job flavor text": "Primary job flavor text...", + "job gambit desc": "Gambit reminder text...", + "class notes desc": "Write any notes about your class here...", + "special mechanic desc": "Describe your special mechanic here...", + "secondary jobs": "secondary jobs", + "trait description": "Describe your trait here...", + "write about your kin": "Write about your kin / species here...", + "write about your culture": "Write about your culture / religion here...", + "relic": "relic", + "trophy": "trophy", + "relic flavor": "Relic flavor text / Describe your relic here...", + "relic effects": "Write about your Relic's powers and effects...", + "trophy effect": "Write what your trophy does...", + "aspected": "aspected:", + "infused dust": "infused:", + "xp": "XP", + "dust": "dust", + "ideals": "ideals", + "level up reminder line 0": "Once a character's XP bar is full, clear it and mark a level up.", + "level up reminder line 1": "At every interval, unlock a new Ability or Talent.", + "write your ideal here": "Write an ideal, belief, or oath here...", + "xp reminder title": "Check at the end of a session:", + "xp reminder line 0": "+1 XP if you ticked one Ideal / +2 XP if you ticked two or more.", + "xp reminder line 1": "+1 XP if you overcame a Challenge / +2 XP for multiple Challenges.", + "xp reminder line 2": "+1-3 XP for completing a Personal Ambition / +1 XP per Group Ambition.", + "xp reminder line 3": "+1 XP if you invoked one of your Burdens at least once.", + "personal ambition desc": "Write about your personal goals, projects, or desires here...", + "group ambition desc": "Write about your group's goals, projects, or desires here...", + "ambition action roll": "ambition action roll:", + "ambition reminder line 0": "You may also spend 2 Dust to advance by one segment during downtime.", + "ambition reminder line 1": "1-3 = Ambition advances by ONE segment.", + "ambition reminder line 2": "4-5 = Ambition advances by TWO segments.", + "ambition reminder line 3": "6 = Ambition advances by THREE segments.", + "ambition reminder line 4": "6,6 = Ambition advances by FIVE segments!", + "fortune action roll": "fortune rolls:", + "fortune reminder line 0": "Trying to accomplish a task with low-stakes or unclear consequences, but a roll still feels necessary? Pick an ACTION based on what you're trying to do and roll as normal, but it has one of the following outcomes instead:", + "fortune reminder line 1": "1-3 = Poor result. Cursory glance. Misunderstanding.", + "fortune reminder line 2": "4-5 = Average result. Interesting. Common wisdom.", + "fortune reminder line 3": "6 = Good result. Shows expertise. Obscure details.", + "fortune reminder line 4": "6,6 = Excellent result! Rare insight! Secrets revealed!", + "ambitions": "ambitions", + "group name": "group name:", + "describe your camp": "Describe your camp / ship / fortress here...", + "fixtures": "fixtures", + "fixture": "fixture name", + "fixture description": "Describe your fixture here...", + "fixture effects": "Write what the fixture does...", + "upgrade effects": "Write about any upgrades you've made...", + "purchase cost": "purchase cost", + "upgrade cost": "upgrade cost", + "total invested": "total invested", + "burdens": "burdens", + "burden": "burden", + "notes": "notes", + "possessions": "possessions", + "class resource": "class resources:", + "resource": "resource", + "resources": "resources", + "reminders": "reminders", + "first burden": "first burden", + "second burden": "second burden", + "third burden": "third burden", + "foes_allies": "foes / allies", + "npc_summon_foe": "npc / summon / foe", + "creature description or powers": "Creature's description / powers...", + "ability text": "Creature's abilities and effects...", + "additional notes or abilities": "Any additional abilities, notes, or effects...", + "write any notes about this clock": "A general-purpose clock, use this to track anything you like. Write about it here...", + "clocks": "clocks", + "-1d": "-1", + "possessions textarea": "List anything else you're carrying here / Describe some other propetry you own...", + "rules reminder wounds": "−25% Max HP per Wound", + "burdens reminder title": "Healing burdens:", + "burdens reminder line 0": "Each Burden afflicts TWO Actions that have one or more dice. Use the black checkboxes to mark these actions.", + "burdens reminder line 1": "When you get a chance to heal, advance up to THREE clock segments by ONE step.", + "burdens reminder line 2": "You can forgo your own healing to help someone else advance a segment by ONE extra step.", + "burdens reminder line 3": "You may also spend 2 Dust to advance your healing by ONE segment.", + "burdens reminder line 4": "Lift the burden (and the respective penalties) when the last segment would be filled.", + "personal resolve": "personal resolve:", + "party resolve": "party resolve:", + "limit break reminder line 0": "Limit Breaks cost Resolve, and can only be used ONCE per combat encounter.", + "limit break reminder line 1": "Party Resolve increases by 1 at the start of EACH ROUND in combat, and depletes to 0 when combat ends.", + "limit break reminder line 2": "Personal Resolve is gained at a rate of 1 after EVERY combat, and resets to 0 when you camp.", + "limit break reminder line 3": "When you spend Resolve to use a Limit Break, you can use any combination of party or personal, but you MUST get your group's permission to use the party pool.", + "ability flavor": "Write flavor text, or 'On Hit' and 'Miss' effects here... You can calculate [[1d@{damage-die}+@{fray}]].", + "ability effects": "Write the ability's main or additional effects here... You can also make an inline attack roll with [[1d20@{boons}]].", + "talent effect": "Write the ability's talent effects here...", + "talent": "talent", + "mastery effect": "Write the ability's mastery effects here...", + "mastery": "mastery", + "basic abilities": "Basic Abilities:", + "basic abilities reminder line 0": "DASH (1 action): Dash half your Speed, rounded up.", + "basic abilities reminder line 1": "INTERACT (1 action): Interact with something on the map that takes more than a few moments.", + "basic abilities reminder line 2": "RESCUE (1 action): Help an adjacent defeated ally. They end the incapacitated state and heal to full HP, minus any wounds.", + "basic abilities reminder line 3": "BASIC ATTACK (1-2 actions): Make a basic light or heavy attack.", + "basic abilities reminder line 4": "WHACK! (1 action): Kick, punch, or throw a stone. Deals 1 damage to any character within 3 spaces, NO ROLL required.", + "interludes": "interludes", + "interlude reminder line 1": "Clear all Strain.", + "interlude reminder line 2": "Regain all Effort.", + "interlude reminder line 3": "Regain all HP", + "interlude reminder line 4": "Spend any XP.", + "rules reminders info line 0": "Click the ⓘ symbol to show / hide ALL rules reminders.", + "roll": "roll", + "vs": "vs. ", + "progress": "progress", + "sheet settings": "sheet settings", + "camp name": "camp name (displayed in journal):", + "tactics boons_curses prompt": "tactical 'boons / curses' prompt:", + "narrative boons_curses prompt": "narrative 'boons / curses' prompt:", + "save target": "generic save target:", + "maxhp%": "max HP mult:", + "bloodied%": "bloodied ratio:", + "dash%": "dash ratio:", + "heavy%": "heavy dmg dice:", + "report an issue": "report issue", + "send a tip": "send tip" +} \ No newline at end of file diff --git a/ICON RPG [MassifPress]/translations/fi.json b/ICON RPG [MassifPress]/translations/fi.json new file mode 100644 index 0000000000..04517e01e2 --- /dev/null +++ b/ICON RPG [MassifPress]/translations/fi.json @@ -0,0 +1,228 @@ +{ + "narrative sheet": "narrative play", + "tactics sheet": "tactical combat", + "journal sheet": "journal", + "roster sheet": "roster", + "character_name": "name", + "gender": "pronouns", + "bond": "bond", + "job": "job", + "class": "class", + "stalwart": "stalwart", + "heavy": "heavy", + "mendicant": "mendicant", + "leader": "leader", + "vagabond": "vagabond", + "skirmisher": "skirmisher", + "wright": "wright", + "artillery": "artillery", + "general": "general", + "custom": "custom", + "unique": "unique", + "npc": "NPC", + "inactive": "INACTIVE", + "unequipped": "UNEQUIPPED", + "mob": "mob", + "kin": "kin", + "culture": "culture", + "level": "lv.", + "chapter": "ch.", + "actions": "actions", + "action roll": "action roll", + "size": "size:", + "max effort": "max effort:", + "max strain": "max strain:", + "effort:": "effort", + "exhausted": "exhausted:", + "strain:": "strain", + "broken": "broken:", + "whisper": "whisper:", + "NA": "—", + "INF": "∞", + "per scene": "/ scene", + "per session": "/ session", + "passive": "passive", + "unlimited": "unlimited", + "effort": "effort", + "strain": "strain", + "uses": "uses", + "combats": "combats", + "expeditions": "expeditions", + "brief character description": "Brief character description...", + "bond flavor text or description": "Bond flavor text / Full character description...", + "special ability": "special ability", + "your special bond ability": "Your special bond ability or other unique quality...", + "second wind": "second wind", + "regain effort when": "Regain Effort when...", + "additional notes": "additional notes:", + "write anything you want here": "Write anything you want here...", + "write any additional notes here": "Write any additional notes here... (Note: quoted text can be stylized to be **bold** or *italic*)", + "you can find more notes in the journal tab": "You can find more notes in the 'Journal' tab. You can style notes quoted to chat with **bold** and *italics*.", + "power placeholder": "Powers give you the ability to do something without rolling, or boost your existing actions or abilities...", + "gambit placeholder": "Gambits are Powers from other Bonds. You can only learn a gambit after earning FOUR Powers from your own Bond first...", + "powers": "powers", + "power": "power", + "gambits": "gambits", + "gambit": "gambit", + "hp": "HP", + "hp_max": "max HP", + "divider": "/", + "wounds": "wounds", + "vitality": "vitality", + "vit": "vit", + "vigor": "vigor", + "defense": "defense", + "def": "def", + "armor": "armor", + "speed": "speed", + "spd": "spd", + "dash": "dash", + "damage": "damage", + "dmg": "dmg", + "fray": "fray", + "saving throw": "save roll:", + "save": "save", + "quote": "quote", + "whack": "whack!", + "attack": "attack", + "range": "range", + "rng": "rng", + "ranged": "ranged", + "melee": "melee", + "light": "light", + "critical": "critical", + "crit dmg": "crit dmg.", + "bonus dmg": "bonus dmg.", + "bonus": "bonus", + "miss dmg": "miss dmg.", + "miss": "miss", + "melee weapon": "melee wpn", + "ranged weapon": "ranged wpn", + "attacks": "attacks", + "talents": "talents", + "traits": "traits", + "trait": "trait", + "relics": "relics", + "trophies": "trophies", + "abilities": "abilities", + "additional abilities": "additional abilities", + "limit break": "limit break", + "mastery name": "mastery", + "special mechanic": "special mechanic:", + "primary job flavor text": "Primary job flavor text...", + "job gambit desc": "Gambit reminder text...", + "class notes desc": "Write any notes about your class here...", + "special mechanic desc": "Describe your special mechanic here...", + "secondary jobs": "secondary jobs", + "trait description": "Describe your trait here...", + "write about your kin": "Write about your kin / species here...", + "write about your culture": "Write about your culture / religion here...", + "relic": "relic", + "trophy": "trophy", + "relic flavor": "Relic flavor text / Describe your relic here...", + "relic effects": "Write about your Relic's powers and effects...", + "trophy effect": "Write what your trophy does...", + "aspected": "aspected:", + "infused dust": "infused:", + "xp": "XP", + "dust": "dust", + "ideals": "ideals", + "level up reminder line 0": "Once a character's XP bar is full, clear it and mark a level up.", + "level up reminder line 1": "At every interval, unlock a new Ability or Talent.", + "write your ideal here": "Write an ideal, belief, or oath here...", + "xp reminder title": "Check at the end of a session:", + "xp reminder line 0": "+1 XP if you ticked one Ideal / +2 XP if you ticked two or more.", + "xp reminder line 1": "+1 XP if you overcame a Challenge / +2 XP for multiple Challenges.", + "xp reminder line 2": "+1-3 XP for completing a Personal Ambition / +1 XP per Group Ambition.", + "xp reminder line 3": "+1 XP if you invoked one of your Burdens at least once.", + "personal ambition desc": "Write about your personal goals, projects, or desires here...", + "group ambition desc": "Write about your group's goals, projects, or desires here...", + "ambition action roll": "ambition action roll:", + "ambition reminder line 0": "You may also spend 2 Dust to advance by one segment during downtime.", + "ambition reminder line 1": "1-3 = Ambition advances by ONE segment.", + "ambition reminder line 2": "4-5 = Ambition advances by TWO segments.", + "ambition reminder line 3": "6 = Ambition advances by THREE segments.", + "ambition reminder line 4": "6,6 = Ambition advances by FIVE segments!", + "fortune action roll": "fortune rolls:", + "fortune reminder line 0": "Trying to accomplish a task with low-stakes or unclear consequences, but a roll still feels necessary? Pick an ACTION based on what you're trying to do and roll as normal, but it has one of the following outcomes instead:", + "fortune reminder line 1": "1-3 = Poor result. Cursory glance. Misunderstanding.", + "fortune reminder line 2": "4-5 = Average result. Interesting. Common wisdom.", + "fortune reminder line 3": "6 = Good result. Shows expertise. Obscure details.", + "fortune reminder line 4": "6,6 = Excellent result! Rare insight! Secrets revealed!", + "ambitions": "ambitions", + "group name": "group name:", + "describe your camp": "Describe your camp / ship / fortress here...", + "fixtures": "fixtures", + "fixture": "fixture name", + "fixture description": "Describe your fixture here...", + "fixture effects": "Write what the fixture does...", + "upgrade effects": "Write about any upgrades you've made...", + "purchase cost": "purchase cost", + "upgrade cost": "upgrade cost", + "total invested": "total invested", + "burdens": "burdens", + "burden": "burden", + "notes": "notes", + "possessions": "possessions", + "class resource": "class resources:", + "resource": "resource", + "resources": "resources", + "reminders": "reminders", + "first burden": "first burden", + "second burden": "second burden", + "third burden": "third burden", + "foes_allies": "foes / allies", + "npc_summon_foe": "npc / summon / foe", + "creature description or powers": "Creature's description / powers...", + "ability text": "Creature's abilities and effects...", + "additional notes or abilities": "Any additional abilities, notes, or effects...", + "write any notes about this clock": "A general-purpose clock, use this to track anything you like. Write about it here...", + "clocks": "clocks", + "-1d": "-1", + "possessions textarea": "List anything else you're carrying here / Describe some other propetry you own...", + "rules reminder wounds": "−25% Max HP per Wound", + "burdens reminder title": "Healing burdens:", + "burdens reminder line 0": "Each Burden afflicts TWO Actions that have one or more dice. Use the black checkboxes to mark these actions.", + "burdens reminder line 1": "When you get a chance to heal, advance up to THREE clock segments by ONE step.", + "burdens reminder line 2": "You can forgo your own healing to help someone else advance a segment by ONE extra step.", + "burdens reminder line 3": "You may also spend 2 Dust to advance your healing by ONE segment.", + "burdens reminder line 4": "Lift the burden (and the respective penalties) when the last segment would be filled.", + "personal resolve": "personal resolve:", + "party resolve": "party resolve:", + "limit break reminder line 0": "Limit Breaks cost Resolve, and can only be used ONCE per combat encounter.", + "limit break reminder line 1": "Party Resolve increases by 1 at the start of EACH ROUND in combat, and depletes to 0 when combat ends.", + "limit break reminder line 2": "Personal Resolve is gained at a rate of 1 after EVERY combat, and resets to 0 when you camp.", + "limit break reminder line 3": "When you spend Resolve to use a Limit Break, you can use any combination of party or personal, but you MUST get your group's permission to use the party pool.", + "ability flavor": "Write flavor text, or 'On Hit' and 'Miss' effects here... You can calculate [[1d@{damage-die}+@{fray}]].", + "ability effects": "Write the ability's main or additional effects here... You can also make an inline attack roll with [[1d20@{boons}]].", + "talent effect": "Write the ability's talent effects here...", + "talent": "talent", + "mastery effect": "Write the ability's mastery effects here...", + "mastery": "mastery", + "basic abilities": "Basic Abilities:", + "basic abilities reminder line 0": "DASH (1 action): Dash half your Speed, rounded up.", + "basic abilities reminder line 1": "INTERACT (1 action): Interact with something on the map that takes more than a few moments.", + "basic abilities reminder line 2": "RESCUE (1 action): Help an adjacent defeated ally. They end the incapacitated state and heal to full HP, minus any wounds.", + "basic abilities reminder line 3": "BASIC ATTACK (1-2 actions): Make a basic light or heavy attack.", + "basic abilities reminder line 4": "WHACK! (1 action): Kick, punch, or throw a stone. Deals 1 damage to any character within 3 spaces, NO ROLL required.", + "interludes": "interludes", + "interlude reminder line 1": "Clear all Strain.", + "interlude reminder line 2": "Regain all Effort.", + "interlude reminder line 3": "Regain all HP", + "interlude reminder line 4": "Spend any XP.", + "rules reminders info line 0": "Click the ⓘ symbol to show / hide ALL rules reminders.", + "roll": "roll", + "vs": "vs. ", + "progress": "progress", + "sheet settings": "sheet settings", + "camp name": "camp name (displayed in journal):", + "tactics boons_curses prompt": "tactical 'boons / curses' prompt:", + "narrative boons_curses prompt": "narrative 'boons / curses' prompt:", + "save target": "generic save target:", + "maxhp%": "max HP mult:", + "bloodied%": "bloodied ratio:", + "dash%": "dash ratio:", + "heavy%": "heavy dmg dice:", + "report an issue": "report issue", + "send a tip": "send tip" +} \ No newline at end of file diff --git a/ICON RPG [MassifPress]/translations/fr.json b/ICON RPG [MassifPress]/translations/fr.json new file mode 100644 index 0000000000..04517e01e2 --- /dev/null +++ b/ICON RPG [MassifPress]/translations/fr.json @@ -0,0 +1,228 @@ +{ + "narrative sheet": "narrative play", + "tactics sheet": "tactical combat", + "journal sheet": "journal", + "roster sheet": "roster", + "character_name": "name", + "gender": "pronouns", + "bond": "bond", + "job": "job", + "class": "class", + "stalwart": "stalwart", + "heavy": "heavy", + "mendicant": "mendicant", + "leader": "leader", + "vagabond": "vagabond", + "skirmisher": "skirmisher", + "wright": "wright", + "artillery": "artillery", + "general": "general", + "custom": "custom", + "unique": "unique", + "npc": "NPC", + "inactive": "INACTIVE", + "unequipped": "UNEQUIPPED", + "mob": "mob", + "kin": "kin", + "culture": "culture", + "level": "lv.", + "chapter": "ch.", + "actions": "actions", + "action roll": "action roll", + "size": "size:", + "max effort": "max effort:", + "max strain": "max strain:", + "effort:": "effort", + "exhausted": "exhausted:", + "strain:": "strain", + "broken": "broken:", + "whisper": "whisper:", + "NA": "—", + "INF": "∞", + "per scene": "/ scene", + "per session": "/ session", + "passive": "passive", + "unlimited": "unlimited", + "effort": "effort", + "strain": "strain", + "uses": "uses", + "combats": "combats", + "expeditions": "expeditions", + "brief character description": "Brief character description...", + "bond flavor text or description": "Bond flavor text / Full character description...", + "special ability": "special ability", + "your special bond ability": "Your special bond ability or other unique quality...", + "second wind": "second wind", + "regain effort when": "Regain Effort when...", + "additional notes": "additional notes:", + "write anything you want here": "Write anything you want here...", + "write any additional notes here": "Write any additional notes here... (Note: quoted text can be stylized to be **bold** or *italic*)", + "you can find more notes in the journal tab": "You can find more notes in the 'Journal' tab. You can style notes quoted to chat with **bold** and *italics*.", + "power placeholder": "Powers give you the ability to do something without rolling, or boost your existing actions or abilities...", + "gambit placeholder": "Gambits are Powers from other Bonds. You can only learn a gambit after earning FOUR Powers from your own Bond first...", + "powers": "powers", + "power": "power", + "gambits": "gambits", + "gambit": "gambit", + "hp": "HP", + "hp_max": "max HP", + "divider": "/", + "wounds": "wounds", + "vitality": "vitality", + "vit": "vit", + "vigor": "vigor", + "defense": "defense", + "def": "def", + "armor": "armor", + "speed": "speed", + "spd": "spd", + "dash": "dash", + "damage": "damage", + "dmg": "dmg", + "fray": "fray", + "saving throw": "save roll:", + "save": "save", + "quote": "quote", + "whack": "whack!", + "attack": "attack", + "range": "range", + "rng": "rng", + "ranged": "ranged", + "melee": "melee", + "light": "light", + "critical": "critical", + "crit dmg": "crit dmg.", + "bonus dmg": "bonus dmg.", + "bonus": "bonus", + "miss dmg": "miss dmg.", + "miss": "miss", + "melee weapon": "melee wpn", + "ranged weapon": "ranged wpn", + "attacks": "attacks", + "talents": "talents", + "traits": "traits", + "trait": "trait", + "relics": "relics", + "trophies": "trophies", + "abilities": "abilities", + "additional abilities": "additional abilities", + "limit break": "limit break", + "mastery name": "mastery", + "special mechanic": "special mechanic:", + "primary job flavor text": "Primary job flavor text...", + "job gambit desc": "Gambit reminder text...", + "class notes desc": "Write any notes about your class here...", + "special mechanic desc": "Describe your special mechanic here...", + "secondary jobs": "secondary jobs", + "trait description": "Describe your trait here...", + "write about your kin": "Write about your kin / species here...", + "write about your culture": "Write about your culture / religion here...", + "relic": "relic", + "trophy": "trophy", + "relic flavor": "Relic flavor text / Describe your relic here...", + "relic effects": "Write about your Relic's powers and effects...", + "trophy effect": "Write what your trophy does...", + "aspected": "aspected:", + "infused dust": "infused:", + "xp": "XP", + "dust": "dust", + "ideals": "ideals", + "level up reminder line 0": "Once a character's XP bar is full, clear it and mark a level up.", + "level up reminder line 1": "At every interval, unlock a new Ability or Talent.", + "write your ideal here": "Write an ideal, belief, or oath here...", + "xp reminder title": "Check at the end of a session:", + "xp reminder line 0": "+1 XP if you ticked one Ideal / +2 XP if you ticked two or more.", + "xp reminder line 1": "+1 XP if you overcame a Challenge / +2 XP for multiple Challenges.", + "xp reminder line 2": "+1-3 XP for completing a Personal Ambition / +1 XP per Group Ambition.", + "xp reminder line 3": "+1 XP if you invoked one of your Burdens at least once.", + "personal ambition desc": "Write about your personal goals, projects, or desires here...", + "group ambition desc": "Write about your group's goals, projects, or desires here...", + "ambition action roll": "ambition action roll:", + "ambition reminder line 0": "You may also spend 2 Dust to advance by one segment during downtime.", + "ambition reminder line 1": "1-3 = Ambition advances by ONE segment.", + "ambition reminder line 2": "4-5 = Ambition advances by TWO segments.", + "ambition reminder line 3": "6 = Ambition advances by THREE segments.", + "ambition reminder line 4": "6,6 = Ambition advances by FIVE segments!", + "fortune action roll": "fortune rolls:", + "fortune reminder line 0": "Trying to accomplish a task with low-stakes or unclear consequences, but a roll still feels necessary? Pick an ACTION based on what you're trying to do and roll as normal, but it has one of the following outcomes instead:", + "fortune reminder line 1": "1-3 = Poor result. Cursory glance. Misunderstanding.", + "fortune reminder line 2": "4-5 = Average result. Interesting. Common wisdom.", + "fortune reminder line 3": "6 = Good result. Shows expertise. Obscure details.", + "fortune reminder line 4": "6,6 = Excellent result! Rare insight! Secrets revealed!", + "ambitions": "ambitions", + "group name": "group name:", + "describe your camp": "Describe your camp / ship / fortress here...", + "fixtures": "fixtures", + "fixture": "fixture name", + "fixture description": "Describe your fixture here...", + "fixture effects": "Write what the fixture does...", + "upgrade effects": "Write about any upgrades you've made...", + "purchase cost": "purchase cost", + "upgrade cost": "upgrade cost", + "total invested": "total invested", + "burdens": "burdens", + "burden": "burden", + "notes": "notes", + "possessions": "possessions", + "class resource": "class resources:", + "resource": "resource", + "resources": "resources", + "reminders": "reminders", + "first burden": "first burden", + "second burden": "second burden", + "third burden": "third burden", + "foes_allies": "foes / allies", + "npc_summon_foe": "npc / summon / foe", + "creature description or powers": "Creature's description / powers...", + "ability text": "Creature's abilities and effects...", + "additional notes or abilities": "Any additional abilities, notes, or effects...", + "write any notes about this clock": "A general-purpose clock, use this to track anything you like. Write about it here...", + "clocks": "clocks", + "-1d": "-1", + "possessions textarea": "List anything else you're carrying here / Describe some other propetry you own...", + "rules reminder wounds": "−25% Max HP per Wound", + "burdens reminder title": "Healing burdens:", + "burdens reminder line 0": "Each Burden afflicts TWO Actions that have one or more dice. Use the black checkboxes to mark these actions.", + "burdens reminder line 1": "When you get a chance to heal, advance up to THREE clock segments by ONE step.", + "burdens reminder line 2": "You can forgo your own healing to help someone else advance a segment by ONE extra step.", + "burdens reminder line 3": "You may also spend 2 Dust to advance your healing by ONE segment.", + "burdens reminder line 4": "Lift the burden (and the respective penalties) when the last segment would be filled.", + "personal resolve": "personal resolve:", + "party resolve": "party resolve:", + "limit break reminder line 0": "Limit Breaks cost Resolve, and can only be used ONCE per combat encounter.", + "limit break reminder line 1": "Party Resolve increases by 1 at the start of EACH ROUND in combat, and depletes to 0 when combat ends.", + "limit break reminder line 2": "Personal Resolve is gained at a rate of 1 after EVERY combat, and resets to 0 when you camp.", + "limit break reminder line 3": "When you spend Resolve to use a Limit Break, you can use any combination of party or personal, but you MUST get your group's permission to use the party pool.", + "ability flavor": "Write flavor text, or 'On Hit' and 'Miss' effects here... You can calculate [[1d@{damage-die}+@{fray}]].", + "ability effects": "Write the ability's main or additional effects here... You can also make an inline attack roll with [[1d20@{boons}]].", + "talent effect": "Write the ability's talent effects here...", + "talent": "talent", + "mastery effect": "Write the ability's mastery effects here...", + "mastery": "mastery", + "basic abilities": "Basic Abilities:", + "basic abilities reminder line 0": "DASH (1 action): Dash half your Speed, rounded up.", + "basic abilities reminder line 1": "INTERACT (1 action): Interact with something on the map that takes more than a few moments.", + "basic abilities reminder line 2": "RESCUE (1 action): Help an adjacent defeated ally. They end the incapacitated state and heal to full HP, minus any wounds.", + "basic abilities reminder line 3": "BASIC ATTACK (1-2 actions): Make a basic light or heavy attack.", + "basic abilities reminder line 4": "WHACK! (1 action): Kick, punch, or throw a stone. Deals 1 damage to any character within 3 spaces, NO ROLL required.", + "interludes": "interludes", + "interlude reminder line 1": "Clear all Strain.", + "interlude reminder line 2": "Regain all Effort.", + "interlude reminder line 3": "Regain all HP", + "interlude reminder line 4": "Spend any XP.", + "rules reminders info line 0": "Click the ⓘ symbol to show / hide ALL rules reminders.", + "roll": "roll", + "vs": "vs. ", + "progress": "progress", + "sheet settings": "sheet settings", + "camp name": "camp name (displayed in journal):", + "tactics boons_curses prompt": "tactical 'boons / curses' prompt:", + "narrative boons_curses prompt": "narrative 'boons / curses' prompt:", + "save target": "generic save target:", + "maxhp%": "max HP mult:", + "bloodied%": "bloodied ratio:", + "dash%": "dash ratio:", + "heavy%": "heavy dmg dice:", + "report an issue": "report issue", + "send a tip": "send tip" +} \ No newline at end of file diff --git a/ICON RPG [MassifPress]/translations/he.json b/ICON RPG [MassifPress]/translations/he.json new file mode 100644 index 0000000000..04517e01e2 --- /dev/null +++ b/ICON RPG [MassifPress]/translations/he.json @@ -0,0 +1,228 @@ +{ + "narrative sheet": "narrative play", + "tactics sheet": "tactical combat", + "journal sheet": "journal", + "roster sheet": "roster", + "character_name": "name", + "gender": "pronouns", + "bond": "bond", + "job": "job", + "class": "class", + "stalwart": "stalwart", + "heavy": "heavy", + "mendicant": "mendicant", + "leader": "leader", + "vagabond": "vagabond", + "skirmisher": "skirmisher", + "wright": "wright", + "artillery": "artillery", + "general": "general", + "custom": "custom", + "unique": "unique", + "npc": "NPC", + "inactive": "INACTIVE", + "unequipped": "UNEQUIPPED", + "mob": "mob", + "kin": "kin", + "culture": "culture", + "level": "lv.", + "chapter": "ch.", + "actions": "actions", + "action roll": "action roll", + "size": "size:", + "max effort": "max effort:", + "max strain": "max strain:", + "effort:": "effort", + "exhausted": "exhausted:", + "strain:": "strain", + "broken": "broken:", + "whisper": "whisper:", + "NA": "—", + "INF": "∞", + "per scene": "/ scene", + "per session": "/ session", + "passive": "passive", + "unlimited": "unlimited", + "effort": "effort", + "strain": "strain", + "uses": "uses", + "combats": "combats", + "expeditions": "expeditions", + "brief character description": "Brief character description...", + "bond flavor text or description": "Bond flavor text / Full character description...", + "special ability": "special ability", + "your special bond ability": "Your special bond ability or other unique quality...", + "second wind": "second wind", + "regain effort when": "Regain Effort when...", + "additional notes": "additional notes:", + "write anything you want here": "Write anything you want here...", + "write any additional notes here": "Write any additional notes here... (Note: quoted text can be stylized to be **bold** or *italic*)", + "you can find more notes in the journal tab": "You can find more notes in the 'Journal' tab. You can style notes quoted to chat with **bold** and *italics*.", + "power placeholder": "Powers give you the ability to do something without rolling, or boost your existing actions or abilities...", + "gambit placeholder": "Gambits are Powers from other Bonds. You can only learn a gambit after earning FOUR Powers from your own Bond first...", + "powers": "powers", + "power": "power", + "gambits": "gambits", + "gambit": "gambit", + "hp": "HP", + "hp_max": "max HP", + "divider": "/", + "wounds": "wounds", + "vitality": "vitality", + "vit": "vit", + "vigor": "vigor", + "defense": "defense", + "def": "def", + "armor": "armor", + "speed": "speed", + "spd": "spd", + "dash": "dash", + "damage": "damage", + "dmg": "dmg", + "fray": "fray", + "saving throw": "save roll:", + "save": "save", + "quote": "quote", + "whack": "whack!", + "attack": "attack", + "range": "range", + "rng": "rng", + "ranged": "ranged", + "melee": "melee", + "light": "light", + "critical": "critical", + "crit dmg": "crit dmg.", + "bonus dmg": "bonus dmg.", + "bonus": "bonus", + "miss dmg": "miss dmg.", + "miss": "miss", + "melee weapon": "melee wpn", + "ranged weapon": "ranged wpn", + "attacks": "attacks", + "talents": "talents", + "traits": "traits", + "trait": "trait", + "relics": "relics", + "trophies": "trophies", + "abilities": "abilities", + "additional abilities": "additional abilities", + "limit break": "limit break", + "mastery name": "mastery", + "special mechanic": "special mechanic:", + "primary job flavor text": "Primary job flavor text...", + "job gambit desc": "Gambit reminder text...", + "class notes desc": "Write any notes about your class here...", + "special mechanic desc": "Describe your special mechanic here...", + "secondary jobs": "secondary jobs", + "trait description": "Describe your trait here...", + "write about your kin": "Write about your kin / species here...", + "write about your culture": "Write about your culture / religion here...", + "relic": "relic", + "trophy": "trophy", + "relic flavor": "Relic flavor text / Describe your relic here...", + "relic effects": "Write about your Relic's powers and effects...", + "trophy effect": "Write what your trophy does...", + "aspected": "aspected:", + "infused dust": "infused:", + "xp": "XP", + "dust": "dust", + "ideals": "ideals", + "level up reminder line 0": "Once a character's XP bar is full, clear it and mark a level up.", + "level up reminder line 1": "At every interval, unlock a new Ability or Talent.", + "write your ideal here": "Write an ideal, belief, or oath here...", + "xp reminder title": "Check at the end of a session:", + "xp reminder line 0": "+1 XP if you ticked one Ideal / +2 XP if you ticked two or more.", + "xp reminder line 1": "+1 XP if you overcame a Challenge / +2 XP for multiple Challenges.", + "xp reminder line 2": "+1-3 XP for completing a Personal Ambition / +1 XP per Group Ambition.", + "xp reminder line 3": "+1 XP if you invoked one of your Burdens at least once.", + "personal ambition desc": "Write about your personal goals, projects, or desires here...", + "group ambition desc": "Write about your group's goals, projects, or desires here...", + "ambition action roll": "ambition action roll:", + "ambition reminder line 0": "You may also spend 2 Dust to advance by one segment during downtime.", + "ambition reminder line 1": "1-3 = Ambition advances by ONE segment.", + "ambition reminder line 2": "4-5 = Ambition advances by TWO segments.", + "ambition reminder line 3": "6 = Ambition advances by THREE segments.", + "ambition reminder line 4": "6,6 = Ambition advances by FIVE segments!", + "fortune action roll": "fortune rolls:", + "fortune reminder line 0": "Trying to accomplish a task with low-stakes or unclear consequences, but a roll still feels necessary? Pick an ACTION based on what you're trying to do and roll as normal, but it has one of the following outcomes instead:", + "fortune reminder line 1": "1-3 = Poor result. Cursory glance. Misunderstanding.", + "fortune reminder line 2": "4-5 = Average result. Interesting. Common wisdom.", + "fortune reminder line 3": "6 = Good result. Shows expertise. Obscure details.", + "fortune reminder line 4": "6,6 = Excellent result! Rare insight! Secrets revealed!", + "ambitions": "ambitions", + "group name": "group name:", + "describe your camp": "Describe your camp / ship / fortress here...", + "fixtures": "fixtures", + "fixture": "fixture name", + "fixture description": "Describe your fixture here...", + "fixture effects": "Write what the fixture does...", + "upgrade effects": "Write about any upgrades you've made...", + "purchase cost": "purchase cost", + "upgrade cost": "upgrade cost", + "total invested": "total invested", + "burdens": "burdens", + "burden": "burden", + "notes": "notes", + "possessions": "possessions", + "class resource": "class resources:", + "resource": "resource", + "resources": "resources", + "reminders": "reminders", + "first burden": "first burden", + "second burden": "second burden", + "third burden": "third burden", + "foes_allies": "foes / allies", + "npc_summon_foe": "npc / summon / foe", + "creature description or powers": "Creature's description / powers...", + "ability text": "Creature's abilities and effects...", + "additional notes or abilities": "Any additional abilities, notes, or effects...", + "write any notes about this clock": "A general-purpose clock, use this to track anything you like. Write about it here...", + "clocks": "clocks", + "-1d": "-1", + "possessions textarea": "List anything else you're carrying here / Describe some other propetry you own...", + "rules reminder wounds": "−25% Max HP per Wound", + "burdens reminder title": "Healing burdens:", + "burdens reminder line 0": "Each Burden afflicts TWO Actions that have one or more dice. Use the black checkboxes to mark these actions.", + "burdens reminder line 1": "When you get a chance to heal, advance up to THREE clock segments by ONE step.", + "burdens reminder line 2": "You can forgo your own healing to help someone else advance a segment by ONE extra step.", + "burdens reminder line 3": "You may also spend 2 Dust to advance your healing by ONE segment.", + "burdens reminder line 4": "Lift the burden (and the respective penalties) when the last segment would be filled.", + "personal resolve": "personal resolve:", + "party resolve": "party resolve:", + "limit break reminder line 0": "Limit Breaks cost Resolve, and can only be used ONCE per combat encounter.", + "limit break reminder line 1": "Party Resolve increases by 1 at the start of EACH ROUND in combat, and depletes to 0 when combat ends.", + "limit break reminder line 2": "Personal Resolve is gained at a rate of 1 after EVERY combat, and resets to 0 when you camp.", + "limit break reminder line 3": "When you spend Resolve to use a Limit Break, you can use any combination of party or personal, but you MUST get your group's permission to use the party pool.", + "ability flavor": "Write flavor text, or 'On Hit' and 'Miss' effects here... You can calculate [[1d@{damage-die}+@{fray}]].", + "ability effects": "Write the ability's main or additional effects here... You can also make an inline attack roll with [[1d20@{boons}]].", + "talent effect": "Write the ability's talent effects here...", + "talent": "talent", + "mastery effect": "Write the ability's mastery effects here...", + "mastery": "mastery", + "basic abilities": "Basic Abilities:", + "basic abilities reminder line 0": "DASH (1 action): Dash half your Speed, rounded up.", + "basic abilities reminder line 1": "INTERACT (1 action): Interact with something on the map that takes more than a few moments.", + "basic abilities reminder line 2": "RESCUE (1 action): Help an adjacent defeated ally. They end the incapacitated state and heal to full HP, minus any wounds.", + "basic abilities reminder line 3": "BASIC ATTACK (1-2 actions): Make a basic light or heavy attack.", + "basic abilities reminder line 4": "WHACK! (1 action): Kick, punch, or throw a stone. Deals 1 damage to any character within 3 spaces, NO ROLL required.", + "interludes": "interludes", + "interlude reminder line 1": "Clear all Strain.", + "interlude reminder line 2": "Regain all Effort.", + "interlude reminder line 3": "Regain all HP", + "interlude reminder line 4": "Spend any XP.", + "rules reminders info line 0": "Click the ⓘ symbol to show / hide ALL rules reminders.", + "roll": "roll", + "vs": "vs. ", + "progress": "progress", + "sheet settings": "sheet settings", + "camp name": "camp name (displayed in journal):", + "tactics boons_curses prompt": "tactical 'boons / curses' prompt:", + "narrative boons_curses prompt": "narrative 'boons / curses' prompt:", + "save target": "generic save target:", + "maxhp%": "max HP mult:", + "bloodied%": "bloodied ratio:", + "dash%": "dash ratio:", + "heavy%": "heavy dmg dice:", + "report an issue": "report issue", + "send a tip": "send tip" +} \ No newline at end of file diff --git a/ICON RPG [MassifPress]/translations/hu.json b/ICON RPG [MassifPress]/translations/hu.json new file mode 100644 index 0000000000..04517e01e2 --- /dev/null +++ b/ICON RPG [MassifPress]/translations/hu.json @@ -0,0 +1,228 @@ +{ + "narrative sheet": "narrative play", + "tactics sheet": "tactical combat", + "journal sheet": "journal", + "roster sheet": "roster", + "character_name": "name", + "gender": "pronouns", + "bond": "bond", + "job": "job", + "class": "class", + "stalwart": "stalwart", + "heavy": "heavy", + "mendicant": "mendicant", + "leader": "leader", + "vagabond": "vagabond", + "skirmisher": "skirmisher", + "wright": "wright", + "artillery": "artillery", + "general": "general", + "custom": "custom", + "unique": "unique", + "npc": "NPC", + "inactive": "INACTIVE", + "unequipped": "UNEQUIPPED", + "mob": "mob", + "kin": "kin", + "culture": "culture", + "level": "lv.", + "chapter": "ch.", + "actions": "actions", + "action roll": "action roll", + "size": "size:", + "max effort": "max effort:", + "max strain": "max strain:", + "effort:": "effort", + "exhausted": "exhausted:", + "strain:": "strain", + "broken": "broken:", + "whisper": "whisper:", + "NA": "—", + "INF": "∞", + "per scene": "/ scene", + "per session": "/ session", + "passive": "passive", + "unlimited": "unlimited", + "effort": "effort", + "strain": "strain", + "uses": "uses", + "combats": "combats", + "expeditions": "expeditions", + "brief character description": "Brief character description...", + "bond flavor text or description": "Bond flavor text / Full character description...", + "special ability": "special ability", + "your special bond ability": "Your special bond ability or other unique quality...", + "second wind": "second wind", + "regain effort when": "Regain Effort when...", + "additional notes": "additional notes:", + "write anything you want here": "Write anything you want here...", + "write any additional notes here": "Write any additional notes here... (Note: quoted text can be stylized to be **bold** or *italic*)", + "you can find more notes in the journal tab": "You can find more notes in the 'Journal' tab. You can style notes quoted to chat with **bold** and *italics*.", + "power placeholder": "Powers give you the ability to do something without rolling, or boost your existing actions or abilities...", + "gambit placeholder": "Gambits are Powers from other Bonds. You can only learn a gambit after earning FOUR Powers from your own Bond first...", + "powers": "powers", + "power": "power", + "gambits": "gambits", + "gambit": "gambit", + "hp": "HP", + "hp_max": "max HP", + "divider": "/", + "wounds": "wounds", + "vitality": "vitality", + "vit": "vit", + "vigor": "vigor", + "defense": "defense", + "def": "def", + "armor": "armor", + "speed": "speed", + "spd": "spd", + "dash": "dash", + "damage": "damage", + "dmg": "dmg", + "fray": "fray", + "saving throw": "save roll:", + "save": "save", + "quote": "quote", + "whack": "whack!", + "attack": "attack", + "range": "range", + "rng": "rng", + "ranged": "ranged", + "melee": "melee", + "light": "light", + "critical": "critical", + "crit dmg": "crit dmg.", + "bonus dmg": "bonus dmg.", + "bonus": "bonus", + "miss dmg": "miss dmg.", + "miss": "miss", + "melee weapon": "melee wpn", + "ranged weapon": "ranged wpn", + "attacks": "attacks", + "talents": "talents", + "traits": "traits", + "trait": "trait", + "relics": "relics", + "trophies": "trophies", + "abilities": "abilities", + "additional abilities": "additional abilities", + "limit break": "limit break", + "mastery name": "mastery", + "special mechanic": "special mechanic:", + "primary job flavor text": "Primary job flavor text...", + "job gambit desc": "Gambit reminder text...", + "class notes desc": "Write any notes about your class here...", + "special mechanic desc": "Describe your special mechanic here...", + "secondary jobs": "secondary jobs", + "trait description": "Describe your trait here...", + "write about your kin": "Write about your kin / species here...", + "write about your culture": "Write about your culture / religion here...", + "relic": "relic", + "trophy": "trophy", + "relic flavor": "Relic flavor text / Describe your relic here...", + "relic effects": "Write about your Relic's powers and effects...", + "trophy effect": "Write what your trophy does...", + "aspected": "aspected:", + "infused dust": "infused:", + "xp": "XP", + "dust": "dust", + "ideals": "ideals", + "level up reminder line 0": "Once a character's XP bar is full, clear it and mark a level up.", + "level up reminder line 1": "At every interval, unlock a new Ability or Talent.", + "write your ideal here": "Write an ideal, belief, or oath here...", + "xp reminder title": "Check at the end of a session:", + "xp reminder line 0": "+1 XP if you ticked one Ideal / +2 XP if you ticked two or more.", + "xp reminder line 1": "+1 XP if you overcame a Challenge / +2 XP for multiple Challenges.", + "xp reminder line 2": "+1-3 XP for completing a Personal Ambition / +1 XP per Group Ambition.", + "xp reminder line 3": "+1 XP if you invoked one of your Burdens at least once.", + "personal ambition desc": "Write about your personal goals, projects, or desires here...", + "group ambition desc": "Write about your group's goals, projects, or desires here...", + "ambition action roll": "ambition action roll:", + "ambition reminder line 0": "You may also spend 2 Dust to advance by one segment during downtime.", + "ambition reminder line 1": "1-3 = Ambition advances by ONE segment.", + "ambition reminder line 2": "4-5 = Ambition advances by TWO segments.", + "ambition reminder line 3": "6 = Ambition advances by THREE segments.", + "ambition reminder line 4": "6,6 = Ambition advances by FIVE segments!", + "fortune action roll": "fortune rolls:", + "fortune reminder line 0": "Trying to accomplish a task with low-stakes or unclear consequences, but a roll still feels necessary? Pick an ACTION based on what you're trying to do and roll as normal, but it has one of the following outcomes instead:", + "fortune reminder line 1": "1-3 = Poor result. Cursory glance. Misunderstanding.", + "fortune reminder line 2": "4-5 = Average result. Interesting. Common wisdom.", + "fortune reminder line 3": "6 = Good result. Shows expertise. Obscure details.", + "fortune reminder line 4": "6,6 = Excellent result! Rare insight! Secrets revealed!", + "ambitions": "ambitions", + "group name": "group name:", + "describe your camp": "Describe your camp / ship / fortress here...", + "fixtures": "fixtures", + "fixture": "fixture name", + "fixture description": "Describe your fixture here...", + "fixture effects": "Write what the fixture does...", + "upgrade effects": "Write about any upgrades you've made...", + "purchase cost": "purchase cost", + "upgrade cost": "upgrade cost", + "total invested": "total invested", + "burdens": "burdens", + "burden": "burden", + "notes": "notes", + "possessions": "possessions", + "class resource": "class resources:", + "resource": "resource", + "resources": "resources", + "reminders": "reminders", + "first burden": "first burden", + "second burden": "second burden", + "third burden": "third burden", + "foes_allies": "foes / allies", + "npc_summon_foe": "npc / summon / foe", + "creature description or powers": "Creature's description / powers...", + "ability text": "Creature's abilities and effects...", + "additional notes or abilities": "Any additional abilities, notes, or effects...", + "write any notes about this clock": "A general-purpose clock, use this to track anything you like. Write about it here...", + "clocks": "clocks", + "-1d": "-1", + "possessions textarea": "List anything else you're carrying here / Describe some other propetry you own...", + "rules reminder wounds": "−25% Max HP per Wound", + "burdens reminder title": "Healing burdens:", + "burdens reminder line 0": "Each Burden afflicts TWO Actions that have one or more dice. Use the black checkboxes to mark these actions.", + "burdens reminder line 1": "When you get a chance to heal, advance up to THREE clock segments by ONE step.", + "burdens reminder line 2": "You can forgo your own healing to help someone else advance a segment by ONE extra step.", + "burdens reminder line 3": "You may also spend 2 Dust to advance your healing by ONE segment.", + "burdens reminder line 4": "Lift the burden (and the respective penalties) when the last segment would be filled.", + "personal resolve": "personal resolve:", + "party resolve": "party resolve:", + "limit break reminder line 0": "Limit Breaks cost Resolve, and can only be used ONCE per combat encounter.", + "limit break reminder line 1": "Party Resolve increases by 1 at the start of EACH ROUND in combat, and depletes to 0 when combat ends.", + "limit break reminder line 2": "Personal Resolve is gained at a rate of 1 after EVERY combat, and resets to 0 when you camp.", + "limit break reminder line 3": "When you spend Resolve to use a Limit Break, you can use any combination of party or personal, but you MUST get your group's permission to use the party pool.", + "ability flavor": "Write flavor text, or 'On Hit' and 'Miss' effects here... You can calculate [[1d@{damage-die}+@{fray}]].", + "ability effects": "Write the ability's main or additional effects here... You can also make an inline attack roll with [[1d20@{boons}]].", + "talent effect": "Write the ability's talent effects here...", + "talent": "talent", + "mastery effect": "Write the ability's mastery effects here...", + "mastery": "mastery", + "basic abilities": "Basic Abilities:", + "basic abilities reminder line 0": "DASH (1 action): Dash half your Speed, rounded up.", + "basic abilities reminder line 1": "INTERACT (1 action): Interact with something on the map that takes more than a few moments.", + "basic abilities reminder line 2": "RESCUE (1 action): Help an adjacent defeated ally. They end the incapacitated state and heal to full HP, minus any wounds.", + "basic abilities reminder line 3": "BASIC ATTACK (1-2 actions): Make a basic light or heavy attack.", + "basic abilities reminder line 4": "WHACK! (1 action): Kick, punch, or throw a stone. Deals 1 damage to any character within 3 spaces, NO ROLL required.", + "interludes": "interludes", + "interlude reminder line 1": "Clear all Strain.", + "interlude reminder line 2": "Regain all Effort.", + "interlude reminder line 3": "Regain all HP", + "interlude reminder line 4": "Spend any XP.", + "rules reminders info line 0": "Click the ⓘ symbol to show / hide ALL rules reminders.", + "roll": "roll", + "vs": "vs. ", + "progress": "progress", + "sheet settings": "sheet settings", + "camp name": "camp name (displayed in journal):", + "tactics boons_curses prompt": "tactical 'boons / curses' prompt:", + "narrative boons_curses prompt": "narrative 'boons / curses' prompt:", + "save target": "generic save target:", + "maxhp%": "max HP mult:", + "bloodied%": "bloodied ratio:", + "dash%": "dash ratio:", + "heavy%": "heavy dmg dice:", + "report an issue": "report issue", + "send a tip": "send tip" +} \ No newline at end of file diff --git a/ICON RPG [MassifPress]/translations/it.json b/ICON RPG [MassifPress]/translations/it.json new file mode 100644 index 0000000000..04517e01e2 --- /dev/null +++ b/ICON RPG [MassifPress]/translations/it.json @@ -0,0 +1,228 @@ +{ + "narrative sheet": "narrative play", + "tactics sheet": "tactical combat", + "journal sheet": "journal", + "roster sheet": "roster", + "character_name": "name", + "gender": "pronouns", + "bond": "bond", + "job": "job", + "class": "class", + "stalwart": "stalwart", + "heavy": "heavy", + "mendicant": "mendicant", + "leader": "leader", + "vagabond": "vagabond", + "skirmisher": "skirmisher", + "wright": "wright", + "artillery": "artillery", + "general": "general", + "custom": "custom", + "unique": "unique", + "npc": "NPC", + "inactive": "INACTIVE", + "unequipped": "UNEQUIPPED", + "mob": "mob", + "kin": "kin", + "culture": "culture", + "level": "lv.", + "chapter": "ch.", + "actions": "actions", + "action roll": "action roll", + "size": "size:", + "max effort": "max effort:", + "max strain": "max strain:", + "effort:": "effort", + "exhausted": "exhausted:", + "strain:": "strain", + "broken": "broken:", + "whisper": "whisper:", + "NA": "—", + "INF": "∞", + "per scene": "/ scene", + "per session": "/ session", + "passive": "passive", + "unlimited": "unlimited", + "effort": "effort", + "strain": "strain", + "uses": "uses", + "combats": "combats", + "expeditions": "expeditions", + "brief character description": "Brief character description...", + "bond flavor text or description": "Bond flavor text / Full character description...", + "special ability": "special ability", + "your special bond ability": "Your special bond ability or other unique quality...", + "second wind": "second wind", + "regain effort when": "Regain Effort when...", + "additional notes": "additional notes:", + "write anything you want here": "Write anything you want here...", + "write any additional notes here": "Write any additional notes here... (Note: quoted text can be stylized to be **bold** or *italic*)", + "you can find more notes in the journal tab": "You can find more notes in the 'Journal' tab. You can style notes quoted to chat with **bold** and *italics*.", + "power placeholder": "Powers give you the ability to do something without rolling, or boost your existing actions or abilities...", + "gambit placeholder": "Gambits are Powers from other Bonds. You can only learn a gambit after earning FOUR Powers from your own Bond first...", + "powers": "powers", + "power": "power", + "gambits": "gambits", + "gambit": "gambit", + "hp": "HP", + "hp_max": "max HP", + "divider": "/", + "wounds": "wounds", + "vitality": "vitality", + "vit": "vit", + "vigor": "vigor", + "defense": "defense", + "def": "def", + "armor": "armor", + "speed": "speed", + "spd": "spd", + "dash": "dash", + "damage": "damage", + "dmg": "dmg", + "fray": "fray", + "saving throw": "save roll:", + "save": "save", + "quote": "quote", + "whack": "whack!", + "attack": "attack", + "range": "range", + "rng": "rng", + "ranged": "ranged", + "melee": "melee", + "light": "light", + "critical": "critical", + "crit dmg": "crit dmg.", + "bonus dmg": "bonus dmg.", + "bonus": "bonus", + "miss dmg": "miss dmg.", + "miss": "miss", + "melee weapon": "melee wpn", + "ranged weapon": "ranged wpn", + "attacks": "attacks", + "talents": "talents", + "traits": "traits", + "trait": "trait", + "relics": "relics", + "trophies": "trophies", + "abilities": "abilities", + "additional abilities": "additional abilities", + "limit break": "limit break", + "mastery name": "mastery", + "special mechanic": "special mechanic:", + "primary job flavor text": "Primary job flavor text...", + "job gambit desc": "Gambit reminder text...", + "class notes desc": "Write any notes about your class here...", + "special mechanic desc": "Describe your special mechanic here...", + "secondary jobs": "secondary jobs", + "trait description": "Describe your trait here...", + "write about your kin": "Write about your kin / species here...", + "write about your culture": "Write about your culture / religion here...", + "relic": "relic", + "trophy": "trophy", + "relic flavor": "Relic flavor text / Describe your relic here...", + "relic effects": "Write about your Relic's powers and effects...", + "trophy effect": "Write what your trophy does...", + "aspected": "aspected:", + "infused dust": "infused:", + "xp": "XP", + "dust": "dust", + "ideals": "ideals", + "level up reminder line 0": "Once a character's XP bar is full, clear it and mark a level up.", + "level up reminder line 1": "At every interval, unlock a new Ability or Talent.", + "write your ideal here": "Write an ideal, belief, or oath here...", + "xp reminder title": "Check at the end of a session:", + "xp reminder line 0": "+1 XP if you ticked one Ideal / +2 XP if you ticked two or more.", + "xp reminder line 1": "+1 XP if you overcame a Challenge / +2 XP for multiple Challenges.", + "xp reminder line 2": "+1-3 XP for completing a Personal Ambition / +1 XP per Group Ambition.", + "xp reminder line 3": "+1 XP if you invoked one of your Burdens at least once.", + "personal ambition desc": "Write about your personal goals, projects, or desires here...", + "group ambition desc": "Write about your group's goals, projects, or desires here...", + "ambition action roll": "ambition action roll:", + "ambition reminder line 0": "You may also spend 2 Dust to advance by one segment during downtime.", + "ambition reminder line 1": "1-3 = Ambition advances by ONE segment.", + "ambition reminder line 2": "4-5 = Ambition advances by TWO segments.", + "ambition reminder line 3": "6 = Ambition advances by THREE segments.", + "ambition reminder line 4": "6,6 = Ambition advances by FIVE segments!", + "fortune action roll": "fortune rolls:", + "fortune reminder line 0": "Trying to accomplish a task with low-stakes or unclear consequences, but a roll still feels necessary? Pick an ACTION based on what you're trying to do and roll as normal, but it has one of the following outcomes instead:", + "fortune reminder line 1": "1-3 = Poor result. Cursory glance. Misunderstanding.", + "fortune reminder line 2": "4-5 = Average result. Interesting. Common wisdom.", + "fortune reminder line 3": "6 = Good result. Shows expertise. Obscure details.", + "fortune reminder line 4": "6,6 = Excellent result! Rare insight! Secrets revealed!", + "ambitions": "ambitions", + "group name": "group name:", + "describe your camp": "Describe your camp / ship / fortress here...", + "fixtures": "fixtures", + "fixture": "fixture name", + "fixture description": "Describe your fixture here...", + "fixture effects": "Write what the fixture does...", + "upgrade effects": "Write about any upgrades you've made...", + "purchase cost": "purchase cost", + "upgrade cost": "upgrade cost", + "total invested": "total invested", + "burdens": "burdens", + "burden": "burden", + "notes": "notes", + "possessions": "possessions", + "class resource": "class resources:", + "resource": "resource", + "resources": "resources", + "reminders": "reminders", + "first burden": "first burden", + "second burden": "second burden", + "third burden": "third burden", + "foes_allies": "foes / allies", + "npc_summon_foe": "npc / summon / foe", + "creature description or powers": "Creature's description / powers...", + "ability text": "Creature's abilities and effects...", + "additional notes or abilities": "Any additional abilities, notes, or effects...", + "write any notes about this clock": "A general-purpose clock, use this to track anything you like. Write about it here...", + "clocks": "clocks", + "-1d": "-1", + "possessions textarea": "List anything else you're carrying here / Describe some other propetry you own...", + "rules reminder wounds": "−25% Max HP per Wound", + "burdens reminder title": "Healing burdens:", + "burdens reminder line 0": "Each Burden afflicts TWO Actions that have one or more dice. Use the black checkboxes to mark these actions.", + "burdens reminder line 1": "When you get a chance to heal, advance up to THREE clock segments by ONE step.", + "burdens reminder line 2": "You can forgo your own healing to help someone else advance a segment by ONE extra step.", + "burdens reminder line 3": "You may also spend 2 Dust to advance your healing by ONE segment.", + "burdens reminder line 4": "Lift the burden (and the respective penalties) when the last segment would be filled.", + "personal resolve": "personal resolve:", + "party resolve": "party resolve:", + "limit break reminder line 0": "Limit Breaks cost Resolve, and can only be used ONCE per combat encounter.", + "limit break reminder line 1": "Party Resolve increases by 1 at the start of EACH ROUND in combat, and depletes to 0 when combat ends.", + "limit break reminder line 2": "Personal Resolve is gained at a rate of 1 after EVERY combat, and resets to 0 when you camp.", + "limit break reminder line 3": "When you spend Resolve to use a Limit Break, you can use any combination of party or personal, but you MUST get your group's permission to use the party pool.", + "ability flavor": "Write flavor text, or 'On Hit' and 'Miss' effects here... You can calculate [[1d@{damage-die}+@{fray}]].", + "ability effects": "Write the ability's main or additional effects here... You can also make an inline attack roll with [[1d20@{boons}]].", + "talent effect": "Write the ability's talent effects here...", + "talent": "talent", + "mastery effect": "Write the ability's mastery effects here...", + "mastery": "mastery", + "basic abilities": "Basic Abilities:", + "basic abilities reminder line 0": "DASH (1 action): Dash half your Speed, rounded up.", + "basic abilities reminder line 1": "INTERACT (1 action): Interact with something on the map that takes more than a few moments.", + "basic abilities reminder line 2": "RESCUE (1 action): Help an adjacent defeated ally. They end the incapacitated state and heal to full HP, minus any wounds.", + "basic abilities reminder line 3": "BASIC ATTACK (1-2 actions): Make a basic light or heavy attack.", + "basic abilities reminder line 4": "WHACK! (1 action): Kick, punch, or throw a stone. Deals 1 damage to any character within 3 spaces, NO ROLL required.", + "interludes": "interludes", + "interlude reminder line 1": "Clear all Strain.", + "interlude reminder line 2": "Regain all Effort.", + "interlude reminder line 3": "Regain all HP", + "interlude reminder line 4": "Spend any XP.", + "rules reminders info line 0": "Click the ⓘ symbol to show / hide ALL rules reminders.", + "roll": "roll", + "vs": "vs. ", + "progress": "progress", + "sheet settings": "sheet settings", + "camp name": "camp name (displayed in journal):", + "tactics boons_curses prompt": "tactical 'boons / curses' prompt:", + "narrative boons_curses prompt": "narrative 'boons / curses' prompt:", + "save target": "generic save target:", + "maxhp%": "max HP mult:", + "bloodied%": "bloodied ratio:", + "dash%": "dash ratio:", + "heavy%": "heavy dmg dice:", + "report an issue": "report issue", + "send a tip": "send tip" +} \ No newline at end of file diff --git a/ICON RPG [MassifPress]/translations/ja.json b/ICON RPG [MassifPress]/translations/ja.json new file mode 100644 index 0000000000..04517e01e2 --- /dev/null +++ b/ICON RPG [MassifPress]/translations/ja.json @@ -0,0 +1,228 @@ +{ + "narrative sheet": "narrative play", + "tactics sheet": "tactical combat", + "journal sheet": "journal", + "roster sheet": "roster", + "character_name": "name", + "gender": "pronouns", + "bond": "bond", + "job": "job", + "class": "class", + "stalwart": "stalwart", + "heavy": "heavy", + "mendicant": "mendicant", + "leader": "leader", + "vagabond": "vagabond", + "skirmisher": "skirmisher", + "wright": "wright", + "artillery": "artillery", + "general": "general", + "custom": "custom", + "unique": "unique", + "npc": "NPC", + "inactive": "INACTIVE", + "unequipped": "UNEQUIPPED", + "mob": "mob", + "kin": "kin", + "culture": "culture", + "level": "lv.", + "chapter": "ch.", + "actions": "actions", + "action roll": "action roll", + "size": "size:", + "max effort": "max effort:", + "max strain": "max strain:", + "effort:": "effort", + "exhausted": "exhausted:", + "strain:": "strain", + "broken": "broken:", + "whisper": "whisper:", + "NA": "—", + "INF": "∞", + "per scene": "/ scene", + "per session": "/ session", + "passive": "passive", + "unlimited": "unlimited", + "effort": "effort", + "strain": "strain", + "uses": "uses", + "combats": "combats", + "expeditions": "expeditions", + "brief character description": "Brief character description...", + "bond flavor text or description": "Bond flavor text / Full character description...", + "special ability": "special ability", + "your special bond ability": "Your special bond ability or other unique quality...", + "second wind": "second wind", + "regain effort when": "Regain Effort when...", + "additional notes": "additional notes:", + "write anything you want here": "Write anything you want here...", + "write any additional notes here": "Write any additional notes here... (Note: quoted text can be stylized to be **bold** or *italic*)", + "you can find more notes in the journal tab": "You can find more notes in the 'Journal' tab. You can style notes quoted to chat with **bold** and *italics*.", + "power placeholder": "Powers give you the ability to do something without rolling, or boost your existing actions or abilities...", + "gambit placeholder": "Gambits are Powers from other Bonds. You can only learn a gambit after earning FOUR Powers from your own Bond first...", + "powers": "powers", + "power": "power", + "gambits": "gambits", + "gambit": "gambit", + "hp": "HP", + "hp_max": "max HP", + "divider": "/", + "wounds": "wounds", + "vitality": "vitality", + "vit": "vit", + "vigor": "vigor", + "defense": "defense", + "def": "def", + "armor": "armor", + "speed": "speed", + "spd": "spd", + "dash": "dash", + "damage": "damage", + "dmg": "dmg", + "fray": "fray", + "saving throw": "save roll:", + "save": "save", + "quote": "quote", + "whack": "whack!", + "attack": "attack", + "range": "range", + "rng": "rng", + "ranged": "ranged", + "melee": "melee", + "light": "light", + "critical": "critical", + "crit dmg": "crit dmg.", + "bonus dmg": "bonus dmg.", + "bonus": "bonus", + "miss dmg": "miss dmg.", + "miss": "miss", + "melee weapon": "melee wpn", + "ranged weapon": "ranged wpn", + "attacks": "attacks", + "talents": "talents", + "traits": "traits", + "trait": "trait", + "relics": "relics", + "trophies": "trophies", + "abilities": "abilities", + "additional abilities": "additional abilities", + "limit break": "limit break", + "mastery name": "mastery", + "special mechanic": "special mechanic:", + "primary job flavor text": "Primary job flavor text...", + "job gambit desc": "Gambit reminder text...", + "class notes desc": "Write any notes about your class here...", + "special mechanic desc": "Describe your special mechanic here...", + "secondary jobs": "secondary jobs", + "trait description": "Describe your trait here...", + "write about your kin": "Write about your kin / species here...", + "write about your culture": "Write about your culture / religion here...", + "relic": "relic", + "trophy": "trophy", + "relic flavor": "Relic flavor text / Describe your relic here...", + "relic effects": "Write about your Relic's powers and effects...", + "trophy effect": "Write what your trophy does...", + "aspected": "aspected:", + "infused dust": "infused:", + "xp": "XP", + "dust": "dust", + "ideals": "ideals", + "level up reminder line 0": "Once a character's XP bar is full, clear it and mark a level up.", + "level up reminder line 1": "At every interval, unlock a new Ability or Talent.", + "write your ideal here": "Write an ideal, belief, or oath here...", + "xp reminder title": "Check at the end of a session:", + "xp reminder line 0": "+1 XP if you ticked one Ideal / +2 XP if you ticked two or more.", + "xp reminder line 1": "+1 XP if you overcame a Challenge / +2 XP for multiple Challenges.", + "xp reminder line 2": "+1-3 XP for completing a Personal Ambition / +1 XP per Group Ambition.", + "xp reminder line 3": "+1 XP if you invoked one of your Burdens at least once.", + "personal ambition desc": "Write about your personal goals, projects, or desires here...", + "group ambition desc": "Write about your group's goals, projects, or desires here...", + "ambition action roll": "ambition action roll:", + "ambition reminder line 0": "You may also spend 2 Dust to advance by one segment during downtime.", + "ambition reminder line 1": "1-3 = Ambition advances by ONE segment.", + "ambition reminder line 2": "4-5 = Ambition advances by TWO segments.", + "ambition reminder line 3": "6 = Ambition advances by THREE segments.", + "ambition reminder line 4": "6,6 = Ambition advances by FIVE segments!", + "fortune action roll": "fortune rolls:", + "fortune reminder line 0": "Trying to accomplish a task with low-stakes or unclear consequences, but a roll still feels necessary? Pick an ACTION based on what you're trying to do and roll as normal, but it has one of the following outcomes instead:", + "fortune reminder line 1": "1-3 = Poor result. Cursory glance. Misunderstanding.", + "fortune reminder line 2": "4-5 = Average result. Interesting. Common wisdom.", + "fortune reminder line 3": "6 = Good result. Shows expertise. Obscure details.", + "fortune reminder line 4": "6,6 = Excellent result! Rare insight! Secrets revealed!", + "ambitions": "ambitions", + "group name": "group name:", + "describe your camp": "Describe your camp / ship / fortress here...", + "fixtures": "fixtures", + "fixture": "fixture name", + "fixture description": "Describe your fixture here...", + "fixture effects": "Write what the fixture does...", + "upgrade effects": "Write about any upgrades you've made...", + "purchase cost": "purchase cost", + "upgrade cost": "upgrade cost", + "total invested": "total invested", + "burdens": "burdens", + "burden": "burden", + "notes": "notes", + "possessions": "possessions", + "class resource": "class resources:", + "resource": "resource", + "resources": "resources", + "reminders": "reminders", + "first burden": "first burden", + "second burden": "second burden", + "third burden": "third burden", + "foes_allies": "foes / allies", + "npc_summon_foe": "npc / summon / foe", + "creature description or powers": "Creature's description / powers...", + "ability text": "Creature's abilities and effects...", + "additional notes or abilities": "Any additional abilities, notes, or effects...", + "write any notes about this clock": "A general-purpose clock, use this to track anything you like. Write about it here...", + "clocks": "clocks", + "-1d": "-1", + "possessions textarea": "List anything else you're carrying here / Describe some other propetry you own...", + "rules reminder wounds": "−25% Max HP per Wound", + "burdens reminder title": "Healing burdens:", + "burdens reminder line 0": "Each Burden afflicts TWO Actions that have one or more dice. Use the black checkboxes to mark these actions.", + "burdens reminder line 1": "When you get a chance to heal, advance up to THREE clock segments by ONE step.", + "burdens reminder line 2": "You can forgo your own healing to help someone else advance a segment by ONE extra step.", + "burdens reminder line 3": "You may also spend 2 Dust to advance your healing by ONE segment.", + "burdens reminder line 4": "Lift the burden (and the respective penalties) when the last segment would be filled.", + "personal resolve": "personal resolve:", + "party resolve": "party resolve:", + "limit break reminder line 0": "Limit Breaks cost Resolve, and can only be used ONCE per combat encounter.", + "limit break reminder line 1": "Party Resolve increases by 1 at the start of EACH ROUND in combat, and depletes to 0 when combat ends.", + "limit break reminder line 2": "Personal Resolve is gained at a rate of 1 after EVERY combat, and resets to 0 when you camp.", + "limit break reminder line 3": "When you spend Resolve to use a Limit Break, you can use any combination of party or personal, but you MUST get your group's permission to use the party pool.", + "ability flavor": "Write flavor text, or 'On Hit' and 'Miss' effects here... You can calculate [[1d@{damage-die}+@{fray}]].", + "ability effects": "Write the ability's main or additional effects here... You can also make an inline attack roll with [[1d20@{boons}]].", + "talent effect": "Write the ability's talent effects here...", + "talent": "talent", + "mastery effect": "Write the ability's mastery effects here...", + "mastery": "mastery", + "basic abilities": "Basic Abilities:", + "basic abilities reminder line 0": "DASH (1 action): Dash half your Speed, rounded up.", + "basic abilities reminder line 1": "INTERACT (1 action): Interact with something on the map that takes more than a few moments.", + "basic abilities reminder line 2": "RESCUE (1 action): Help an adjacent defeated ally. They end the incapacitated state and heal to full HP, minus any wounds.", + "basic abilities reminder line 3": "BASIC ATTACK (1-2 actions): Make a basic light or heavy attack.", + "basic abilities reminder line 4": "WHACK! (1 action): Kick, punch, or throw a stone. Deals 1 damage to any character within 3 spaces, NO ROLL required.", + "interludes": "interludes", + "interlude reminder line 1": "Clear all Strain.", + "interlude reminder line 2": "Regain all Effort.", + "interlude reminder line 3": "Regain all HP", + "interlude reminder line 4": "Spend any XP.", + "rules reminders info line 0": "Click the ⓘ symbol to show / hide ALL rules reminders.", + "roll": "roll", + "vs": "vs. ", + "progress": "progress", + "sheet settings": "sheet settings", + "camp name": "camp name (displayed in journal):", + "tactics boons_curses prompt": "tactical 'boons / curses' prompt:", + "narrative boons_curses prompt": "narrative 'boons / curses' prompt:", + "save target": "generic save target:", + "maxhp%": "max HP mult:", + "bloodied%": "bloodied ratio:", + "dash%": "dash ratio:", + "heavy%": "heavy dmg dice:", + "report an issue": "report issue", + "send a tip": "send tip" +} \ No newline at end of file diff --git a/ICON RPG [MassifPress]/translations/ko.json b/ICON RPG [MassifPress]/translations/ko.json new file mode 100644 index 0000000000..04517e01e2 --- /dev/null +++ b/ICON RPG [MassifPress]/translations/ko.json @@ -0,0 +1,228 @@ +{ + "narrative sheet": "narrative play", + "tactics sheet": "tactical combat", + "journal sheet": "journal", + "roster sheet": "roster", + "character_name": "name", + "gender": "pronouns", + "bond": "bond", + "job": "job", + "class": "class", + "stalwart": "stalwart", + "heavy": "heavy", + "mendicant": "mendicant", + "leader": "leader", + "vagabond": "vagabond", + "skirmisher": "skirmisher", + "wright": "wright", + "artillery": "artillery", + "general": "general", + "custom": "custom", + "unique": "unique", + "npc": "NPC", + "inactive": "INACTIVE", + "unequipped": "UNEQUIPPED", + "mob": "mob", + "kin": "kin", + "culture": "culture", + "level": "lv.", + "chapter": "ch.", + "actions": "actions", + "action roll": "action roll", + "size": "size:", + "max effort": "max effort:", + "max strain": "max strain:", + "effort:": "effort", + "exhausted": "exhausted:", + "strain:": "strain", + "broken": "broken:", + "whisper": "whisper:", + "NA": "—", + "INF": "∞", + "per scene": "/ scene", + "per session": "/ session", + "passive": "passive", + "unlimited": "unlimited", + "effort": "effort", + "strain": "strain", + "uses": "uses", + "combats": "combats", + "expeditions": "expeditions", + "brief character description": "Brief character description...", + "bond flavor text or description": "Bond flavor text / Full character description...", + "special ability": "special ability", + "your special bond ability": "Your special bond ability or other unique quality...", + "second wind": "second wind", + "regain effort when": "Regain Effort when...", + "additional notes": "additional notes:", + "write anything you want here": "Write anything you want here...", + "write any additional notes here": "Write any additional notes here... (Note: quoted text can be stylized to be **bold** or *italic*)", + "you can find more notes in the journal tab": "You can find more notes in the 'Journal' tab. You can style notes quoted to chat with **bold** and *italics*.", + "power placeholder": "Powers give you the ability to do something without rolling, or boost your existing actions or abilities...", + "gambit placeholder": "Gambits are Powers from other Bonds. You can only learn a gambit after earning FOUR Powers from your own Bond first...", + "powers": "powers", + "power": "power", + "gambits": "gambits", + "gambit": "gambit", + "hp": "HP", + "hp_max": "max HP", + "divider": "/", + "wounds": "wounds", + "vitality": "vitality", + "vit": "vit", + "vigor": "vigor", + "defense": "defense", + "def": "def", + "armor": "armor", + "speed": "speed", + "spd": "spd", + "dash": "dash", + "damage": "damage", + "dmg": "dmg", + "fray": "fray", + "saving throw": "save roll:", + "save": "save", + "quote": "quote", + "whack": "whack!", + "attack": "attack", + "range": "range", + "rng": "rng", + "ranged": "ranged", + "melee": "melee", + "light": "light", + "critical": "critical", + "crit dmg": "crit dmg.", + "bonus dmg": "bonus dmg.", + "bonus": "bonus", + "miss dmg": "miss dmg.", + "miss": "miss", + "melee weapon": "melee wpn", + "ranged weapon": "ranged wpn", + "attacks": "attacks", + "talents": "talents", + "traits": "traits", + "trait": "trait", + "relics": "relics", + "trophies": "trophies", + "abilities": "abilities", + "additional abilities": "additional abilities", + "limit break": "limit break", + "mastery name": "mastery", + "special mechanic": "special mechanic:", + "primary job flavor text": "Primary job flavor text...", + "job gambit desc": "Gambit reminder text...", + "class notes desc": "Write any notes about your class here...", + "special mechanic desc": "Describe your special mechanic here...", + "secondary jobs": "secondary jobs", + "trait description": "Describe your trait here...", + "write about your kin": "Write about your kin / species here...", + "write about your culture": "Write about your culture / religion here...", + "relic": "relic", + "trophy": "trophy", + "relic flavor": "Relic flavor text / Describe your relic here...", + "relic effects": "Write about your Relic's powers and effects...", + "trophy effect": "Write what your trophy does...", + "aspected": "aspected:", + "infused dust": "infused:", + "xp": "XP", + "dust": "dust", + "ideals": "ideals", + "level up reminder line 0": "Once a character's XP bar is full, clear it and mark a level up.", + "level up reminder line 1": "At every interval, unlock a new Ability or Talent.", + "write your ideal here": "Write an ideal, belief, or oath here...", + "xp reminder title": "Check at the end of a session:", + "xp reminder line 0": "+1 XP if you ticked one Ideal / +2 XP if you ticked two or more.", + "xp reminder line 1": "+1 XP if you overcame a Challenge / +2 XP for multiple Challenges.", + "xp reminder line 2": "+1-3 XP for completing a Personal Ambition / +1 XP per Group Ambition.", + "xp reminder line 3": "+1 XP if you invoked one of your Burdens at least once.", + "personal ambition desc": "Write about your personal goals, projects, or desires here...", + "group ambition desc": "Write about your group's goals, projects, or desires here...", + "ambition action roll": "ambition action roll:", + "ambition reminder line 0": "You may also spend 2 Dust to advance by one segment during downtime.", + "ambition reminder line 1": "1-3 = Ambition advances by ONE segment.", + "ambition reminder line 2": "4-5 = Ambition advances by TWO segments.", + "ambition reminder line 3": "6 = Ambition advances by THREE segments.", + "ambition reminder line 4": "6,6 = Ambition advances by FIVE segments!", + "fortune action roll": "fortune rolls:", + "fortune reminder line 0": "Trying to accomplish a task with low-stakes or unclear consequences, but a roll still feels necessary? Pick an ACTION based on what you're trying to do and roll as normal, but it has one of the following outcomes instead:", + "fortune reminder line 1": "1-3 = Poor result. Cursory glance. Misunderstanding.", + "fortune reminder line 2": "4-5 = Average result. Interesting. Common wisdom.", + "fortune reminder line 3": "6 = Good result. Shows expertise. Obscure details.", + "fortune reminder line 4": "6,6 = Excellent result! Rare insight! Secrets revealed!", + "ambitions": "ambitions", + "group name": "group name:", + "describe your camp": "Describe your camp / ship / fortress here...", + "fixtures": "fixtures", + "fixture": "fixture name", + "fixture description": "Describe your fixture here...", + "fixture effects": "Write what the fixture does...", + "upgrade effects": "Write about any upgrades you've made...", + "purchase cost": "purchase cost", + "upgrade cost": "upgrade cost", + "total invested": "total invested", + "burdens": "burdens", + "burden": "burden", + "notes": "notes", + "possessions": "possessions", + "class resource": "class resources:", + "resource": "resource", + "resources": "resources", + "reminders": "reminders", + "first burden": "first burden", + "second burden": "second burden", + "third burden": "third burden", + "foes_allies": "foes / allies", + "npc_summon_foe": "npc / summon / foe", + "creature description or powers": "Creature's description / powers...", + "ability text": "Creature's abilities and effects...", + "additional notes or abilities": "Any additional abilities, notes, or effects...", + "write any notes about this clock": "A general-purpose clock, use this to track anything you like. Write about it here...", + "clocks": "clocks", + "-1d": "-1", + "possessions textarea": "List anything else you're carrying here / Describe some other propetry you own...", + "rules reminder wounds": "−25% Max HP per Wound", + "burdens reminder title": "Healing burdens:", + "burdens reminder line 0": "Each Burden afflicts TWO Actions that have one or more dice. Use the black checkboxes to mark these actions.", + "burdens reminder line 1": "When you get a chance to heal, advance up to THREE clock segments by ONE step.", + "burdens reminder line 2": "You can forgo your own healing to help someone else advance a segment by ONE extra step.", + "burdens reminder line 3": "You may also spend 2 Dust to advance your healing by ONE segment.", + "burdens reminder line 4": "Lift the burden (and the respective penalties) when the last segment would be filled.", + "personal resolve": "personal resolve:", + "party resolve": "party resolve:", + "limit break reminder line 0": "Limit Breaks cost Resolve, and can only be used ONCE per combat encounter.", + "limit break reminder line 1": "Party Resolve increases by 1 at the start of EACH ROUND in combat, and depletes to 0 when combat ends.", + "limit break reminder line 2": "Personal Resolve is gained at a rate of 1 after EVERY combat, and resets to 0 when you camp.", + "limit break reminder line 3": "When you spend Resolve to use a Limit Break, you can use any combination of party or personal, but you MUST get your group's permission to use the party pool.", + "ability flavor": "Write flavor text, or 'On Hit' and 'Miss' effects here... You can calculate [[1d@{damage-die}+@{fray}]].", + "ability effects": "Write the ability's main or additional effects here... You can also make an inline attack roll with [[1d20@{boons}]].", + "talent effect": "Write the ability's talent effects here...", + "talent": "talent", + "mastery effect": "Write the ability's mastery effects here...", + "mastery": "mastery", + "basic abilities": "Basic Abilities:", + "basic abilities reminder line 0": "DASH (1 action): Dash half your Speed, rounded up.", + "basic abilities reminder line 1": "INTERACT (1 action): Interact with something on the map that takes more than a few moments.", + "basic abilities reminder line 2": "RESCUE (1 action): Help an adjacent defeated ally. They end the incapacitated state and heal to full HP, minus any wounds.", + "basic abilities reminder line 3": "BASIC ATTACK (1-2 actions): Make a basic light or heavy attack.", + "basic abilities reminder line 4": "WHACK! (1 action): Kick, punch, or throw a stone. Deals 1 damage to any character within 3 spaces, NO ROLL required.", + "interludes": "interludes", + "interlude reminder line 1": "Clear all Strain.", + "interlude reminder line 2": "Regain all Effort.", + "interlude reminder line 3": "Regain all HP", + "interlude reminder line 4": "Spend any XP.", + "rules reminders info line 0": "Click the ⓘ symbol to show / hide ALL rules reminders.", + "roll": "roll", + "vs": "vs. ", + "progress": "progress", + "sheet settings": "sheet settings", + "camp name": "camp name (displayed in journal):", + "tactics boons_curses prompt": "tactical 'boons / curses' prompt:", + "narrative boons_curses prompt": "narrative 'boons / curses' prompt:", + "save target": "generic save target:", + "maxhp%": "max HP mult:", + "bloodied%": "bloodied ratio:", + "dash%": "dash ratio:", + "heavy%": "heavy dmg dice:", + "report an issue": "report issue", + "send a tip": "send tip" +} \ No newline at end of file diff --git a/ICON RPG [MassifPress]/translations/nl.json b/ICON RPG [MassifPress]/translations/nl.json new file mode 100644 index 0000000000..04517e01e2 --- /dev/null +++ b/ICON RPG [MassifPress]/translations/nl.json @@ -0,0 +1,228 @@ +{ + "narrative sheet": "narrative play", + "tactics sheet": "tactical combat", + "journal sheet": "journal", + "roster sheet": "roster", + "character_name": "name", + "gender": "pronouns", + "bond": "bond", + "job": "job", + "class": "class", + "stalwart": "stalwart", + "heavy": "heavy", + "mendicant": "mendicant", + "leader": "leader", + "vagabond": "vagabond", + "skirmisher": "skirmisher", + "wright": "wright", + "artillery": "artillery", + "general": "general", + "custom": "custom", + "unique": "unique", + "npc": "NPC", + "inactive": "INACTIVE", + "unequipped": "UNEQUIPPED", + "mob": "mob", + "kin": "kin", + "culture": "culture", + "level": "lv.", + "chapter": "ch.", + "actions": "actions", + "action roll": "action roll", + "size": "size:", + "max effort": "max effort:", + "max strain": "max strain:", + "effort:": "effort", + "exhausted": "exhausted:", + "strain:": "strain", + "broken": "broken:", + "whisper": "whisper:", + "NA": "—", + "INF": "∞", + "per scene": "/ scene", + "per session": "/ session", + "passive": "passive", + "unlimited": "unlimited", + "effort": "effort", + "strain": "strain", + "uses": "uses", + "combats": "combats", + "expeditions": "expeditions", + "brief character description": "Brief character description...", + "bond flavor text or description": "Bond flavor text / Full character description...", + "special ability": "special ability", + "your special bond ability": "Your special bond ability or other unique quality...", + "second wind": "second wind", + "regain effort when": "Regain Effort when...", + "additional notes": "additional notes:", + "write anything you want here": "Write anything you want here...", + "write any additional notes here": "Write any additional notes here... (Note: quoted text can be stylized to be **bold** or *italic*)", + "you can find more notes in the journal tab": "You can find more notes in the 'Journal' tab. You can style notes quoted to chat with **bold** and *italics*.", + "power placeholder": "Powers give you the ability to do something without rolling, or boost your existing actions or abilities...", + "gambit placeholder": "Gambits are Powers from other Bonds. You can only learn a gambit after earning FOUR Powers from your own Bond first...", + "powers": "powers", + "power": "power", + "gambits": "gambits", + "gambit": "gambit", + "hp": "HP", + "hp_max": "max HP", + "divider": "/", + "wounds": "wounds", + "vitality": "vitality", + "vit": "vit", + "vigor": "vigor", + "defense": "defense", + "def": "def", + "armor": "armor", + "speed": "speed", + "spd": "spd", + "dash": "dash", + "damage": "damage", + "dmg": "dmg", + "fray": "fray", + "saving throw": "save roll:", + "save": "save", + "quote": "quote", + "whack": "whack!", + "attack": "attack", + "range": "range", + "rng": "rng", + "ranged": "ranged", + "melee": "melee", + "light": "light", + "critical": "critical", + "crit dmg": "crit dmg.", + "bonus dmg": "bonus dmg.", + "bonus": "bonus", + "miss dmg": "miss dmg.", + "miss": "miss", + "melee weapon": "melee wpn", + "ranged weapon": "ranged wpn", + "attacks": "attacks", + "talents": "talents", + "traits": "traits", + "trait": "trait", + "relics": "relics", + "trophies": "trophies", + "abilities": "abilities", + "additional abilities": "additional abilities", + "limit break": "limit break", + "mastery name": "mastery", + "special mechanic": "special mechanic:", + "primary job flavor text": "Primary job flavor text...", + "job gambit desc": "Gambit reminder text...", + "class notes desc": "Write any notes about your class here...", + "special mechanic desc": "Describe your special mechanic here...", + "secondary jobs": "secondary jobs", + "trait description": "Describe your trait here...", + "write about your kin": "Write about your kin / species here...", + "write about your culture": "Write about your culture / religion here...", + "relic": "relic", + "trophy": "trophy", + "relic flavor": "Relic flavor text / Describe your relic here...", + "relic effects": "Write about your Relic's powers and effects...", + "trophy effect": "Write what your trophy does...", + "aspected": "aspected:", + "infused dust": "infused:", + "xp": "XP", + "dust": "dust", + "ideals": "ideals", + "level up reminder line 0": "Once a character's XP bar is full, clear it and mark a level up.", + "level up reminder line 1": "At every interval, unlock a new Ability or Talent.", + "write your ideal here": "Write an ideal, belief, or oath here...", + "xp reminder title": "Check at the end of a session:", + "xp reminder line 0": "+1 XP if you ticked one Ideal / +2 XP if you ticked two or more.", + "xp reminder line 1": "+1 XP if you overcame a Challenge / +2 XP for multiple Challenges.", + "xp reminder line 2": "+1-3 XP for completing a Personal Ambition / +1 XP per Group Ambition.", + "xp reminder line 3": "+1 XP if you invoked one of your Burdens at least once.", + "personal ambition desc": "Write about your personal goals, projects, or desires here...", + "group ambition desc": "Write about your group's goals, projects, or desires here...", + "ambition action roll": "ambition action roll:", + "ambition reminder line 0": "You may also spend 2 Dust to advance by one segment during downtime.", + "ambition reminder line 1": "1-3 = Ambition advances by ONE segment.", + "ambition reminder line 2": "4-5 = Ambition advances by TWO segments.", + "ambition reminder line 3": "6 = Ambition advances by THREE segments.", + "ambition reminder line 4": "6,6 = Ambition advances by FIVE segments!", + "fortune action roll": "fortune rolls:", + "fortune reminder line 0": "Trying to accomplish a task with low-stakes or unclear consequences, but a roll still feels necessary? Pick an ACTION based on what you're trying to do and roll as normal, but it has one of the following outcomes instead:", + "fortune reminder line 1": "1-3 = Poor result. Cursory glance. Misunderstanding.", + "fortune reminder line 2": "4-5 = Average result. Interesting. Common wisdom.", + "fortune reminder line 3": "6 = Good result. Shows expertise. Obscure details.", + "fortune reminder line 4": "6,6 = Excellent result! Rare insight! Secrets revealed!", + "ambitions": "ambitions", + "group name": "group name:", + "describe your camp": "Describe your camp / ship / fortress here...", + "fixtures": "fixtures", + "fixture": "fixture name", + "fixture description": "Describe your fixture here...", + "fixture effects": "Write what the fixture does...", + "upgrade effects": "Write about any upgrades you've made...", + "purchase cost": "purchase cost", + "upgrade cost": "upgrade cost", + "total invested": "total invested", + "burdens": "burdens", + "burden": "burden", + "notes": "notes", + "possessions": "possessions", + "class resource": "class resources:", + "resource": "resource", + "resources": "resources", + "reminders": "reminders", + "first burden": "first burden", + "second burden": "second burden", + "third burden": "third burden", + "foes_allies": "foes / allies", + "npc_summon_foe": "npc / summon / foe", + "creature description or powers": "Creature's description / powers...", + "ability text": "Creature's abilities and effects...", + "additional notes or abilities": "Any additional abilities, notes, or effects...", + "write any notes about this clock": "A general-purpose clock, use this to track anything you like. Write about it here...", + "clocks": "clocks", + "-1d": "-1", + "possessions textarea": "List anything else you're carrying here / Describe some other propetry you own...", + "rules reminder wounds": "−25% Max HP per Wound", + "burdens reminder title": "Healing burdens:", + "burdens reminder line 0": "Each Burden afflicts TWO Actions that have one or more dice. Use the black checkboxes to mark these actions.", + "burdens reminder line 1": "When you get a chance to heal, advance up to THREE clock segments by ONE step.", + "burdens reminder line 2": "You can forgo your own healing to help someone else advance a segment by ONE extra step.", + "burdens reminder line 3": "You may also spend 2 Dust to advance your healing by ONE segment.", + "burdens reminder line 4": "Lift the burden (and the respective penalties) when the last segment would be filled.", + "personal resolve": "personal resolve:", + "party resolve": "party resolve:", + "limit break reminder line 0": "Limit Breaks cost Resolve, and can only be used ONCE per combat encounter.", + "limit break reminder line 1": "Party Resolve increases by 1 at the start of EACH ROUND in combat, and depletes to 0 when combat ends.", + "limit break reminder line 2": "Personal Resolve is gained at a rate of 1 after EVERY combat, and resets to 0 when you camp.", + "limit break reminder line 3": "When you spend Resolve to use a Limit Break, you can use any combination of party or personal, but you MUST get your group's permission to use the party pool.", + "ability flavor": "Write flavor text, or 'On Hit' and 'Miss' effects here... You can calculate [[1d@{damage-die}+@{fray}]].", + "ability effects": "Write the ability's main or additional effects here... You can also make an inline attack roll with [[1d20@{boons}]].", + "talent effect": "Write the ability's talent effects here...", + "talent": "talent", + "mastery effect": "Write the ability's mastery effects here...", + "mastery": "mastery", + "basic abilities": "Basic Abilities:", + "basic abilities reminder line 0": "DASH (1 action): Dash half your Speed, rounded up.", + "basic abilities reminder line 1": "INTERACT (1 action): Interact with something on the map that takes more than a few moments.", + "basic abilities reminder line 2": "RESCUE (1 action): Help an adjacent defeated ally. They end the incapacitated state and heal to full HP, minus any wounds.", + "basic abilities reminder line 3": "BASIC ATTACK (1-2 actions): Make a basic light or heavy attack.", + "basic abilities reminder line 4": "WHACK! (1 action): Kick, punch, or throw a stone. Deals 1 damage to any character within 3 spaces, NO ROLL required.", + "interludes": "interludes", + "interlude reminder line 1": "Clear all Strain.", + "interlude reminder line 2": "Regain all Effort.", + "interlude reminder line 3": "Regain all HP", + "interlude reminder line 4": "Spend any XP.", + "rules reminders info line 0": "Click the ⓘ symbol to show / hide ALL rules reminders.", + "roll": "roll", + "vs": "vs. ", + "progress": "progress", + "sheet settings": "sheet settings", + "camp name": "camp name (displayed in journal):", + "tactics boons_curses prompt": "tactical 'boons / curses' prompt:", + "narrative boons_curses prompt": "narrative 'boons / curses' prompt:", + "save target": "generic save target:", + "maxhp%": "max HP mult:", + "bloodied%": "bloodied ratio:", + "dash%": "dash ratio:", + "heavy%": "heavy dmg dice:", + "report an issue": "report issue", + "send a tip": "send tip" +} \ No newline at end of file diff --git a/ICON RPG [MassifPress]/translations/pb.json b/ICON RPG [MassifPress]/translations/pb.json new file mode 100644 index 0000000000..04517e01e2 --- /dev/null +++ b/ICON RPG [MassifPress]/translations/pb.json @@ -0,0 +1,228 @@ +{ + "narrative sheet": "narrative play", + "tactics sheet": "tactical combat", + "journal sheet": "journal", + "roster sheet": "roster", + "character_name": "name", + "gender": "pronouns", + "bond": "bond", + "job": "job", + "class": "class", + "stalwart": "stalwart", + "heavy": "heavy", + "mendicant": "mendicant", + "leader": "leader", + "vagabond": "vagabond", + "skirmisher": "skirmisher", + "wright": "wright", + "artillery": "artillery", + "general": "general", + "custom": "custom", + "unique": "unique", + "npc": "NPC", + "inactive": "INACTIVE", + "unequipped": "UNEQUIPPED", + "mob": "mob", + "kin": "kin", + "culture": "culture", + "level": "lv.", + "chapter": "ch.", + "actions": "actions", + "action roll": "action roll", + "size": "size:", + "max effort": "max effort:", + "max strain": "max strain:", + "effort:": "effort", + "exhausted": "exhausted:", + "strain:": "strain", + "broken": "broken:", + "whisper": "whisper:", + "NA": "—", + "INF": "∞", + "per scene": "/ scene", + "per session": "/ session", + "passive": "passive", + "unlimited": "unlimited", + "effort": "effort", + "strain": "strain", + "uses": "uses", + "combats": "combats", + "expeditions": "expeditions", + "brief character description": "Brief character description...", + "bond flavor text or description": "Bond flavor text / Full character description...", + "special ability": "special ability", + "your special bond ability": "Your special bond ability or other unique quality...", + "second wind": "second wind", + "regain effort when": "Regain Effort when...", + "additional notes": "additional notes:", + "write anything you want here": "Write anything you want here...", + "write any additional notes here": "Write any additional notes here... (Note: quoted text can be stylized to be **bold** or *italic*)", + "you can find more notes in the journal tab": "You can find more notes in the 'Journal' tab. You can style notes quoted to chat with **bold** and *italics*.", + "power placeholder": "Powers give you the ability to do something without rolling, or boost your existing actions or abilities...", + "gambit placeholder": "Gambits are Powers from other Bonds. You can only learn a gambit after earning FOUR Powers from your own Bond first...", + "powers": "powers", + "power": "power", + "gambits": "gambits", + "gambit": "gambit", + "hp": "HP", + "hp_max": "max HP", + "divider": "/", + "wounds": "wounds", + "vitality": "vitality", + "vit": "vit", + "vigor": "vigor", + "defense": "defense", + "def": "def", + "armor": "armor", + "speed": "speed", + "spd": "spd", + "dash": "dash", + "damage": "damage", + "dmg": "dmg", + "fray": "fray", + "saving throw": "save roll:", + "save": "save", + "quote": "quote", + "whack": "whack!", + "attack": "attack", + "range": "range", + "rng": "rng", + "ranged": "ranged", + "melee": "melee", + "light": "light", + "critical": "critical", + "crit dmg": "crit dmg.", + "bonus dmg": "bonus dmg.", + "bonus": "bonus", + "miss dmg": "miss dmg.", + "miss": "miss", + "melee weapon": "melee wpn", + "ranged weapon": "ranged wpn", + "attacks": "attacks", + "talents": "talents", + "traits": "traits", + "trait": "trait", + "relics": "relics", + "trophies": "trophies", + "abilities": "abilities", + "additional abilities": "additional abilities", + "limit break": "limit break", + "mastery name": "mastery", + "special mechanic": "special mechanic:", + "primary job flavor text": "Primary job flavor text...", + "job gambit desc": "Gambit reminder text...", + "class notes desc": "Write any notes about your class here...", + "special mechanic desc": "Describe your special mechanic here...", + "secondary jobs": "secondary jobs", + "trait description": "Describe your trait here...", + "write about your kin": "Write about your kin / species here...", + "write about your culture": "Write about your culture / religion here...", + "relic": "relic", + "trophy": "trophy", + "relic flavor": "Relic flavor text / Describe your relic here...", + "relic effects": "Write about your Relic's powers and effects...", + "trophy effect": "Write what your trophy does...", + "aspected": "aspected:", + "infused dust": "infused:", + "xp": "XP", + "dust": "dust", + "ideals": "ideals", + "level up reminder line 0": "Once a character's XP bar is full, clear it and mark a level up.", + "level up reminder line 1": "At every interval, unlock a new Ability or Talent.", + "write your ideal here": "Write an ideal, belief, or oath here...", + "xp reminder title": "Check at the end of a session:", + "xp reminder line 0": "+1 XP if you ticked one Ideal / +2 XP if you ticked two or more.", + "xp reminder line 1": "+1 XP if you overcame a Challenge / +2 XP for multiple Challenges.", + "xp reminder line 2": "+1-3 XP for completing a Personal Ambition / +1 XP per Group Ambition.", + "xp reminder line 3": "+1 XP if you invoked one of your Burdens at least once.", + "personal ambition desc": "Write about your personal goals, projects, or desires here...", + "group ambition desc": "Write about your group's goals, projects, or desires here...", + "ambition action roll": "ambition action roll:", + "ambition reminder line 0": "You may also spend 2 Dust to advance by one segment during downtime.", + "ambition reminder line 1": "1-3 = Ambition advances by ONE segment.", + "ambition reminder line 2": "4-5 = Ambition advances by TWO segments.", + "ambition reminder line 3": "6 = Ambition advances by THREE segments.", + "ambition reminder line 4": "6,6 = Ambition advances by FIVE segments!", + "fortune action roll": "fortune rolls:", + "fortune reminder line 0": "Trying to accomplish a task with low-stakes or unclear consequences, but a roll still feels necessary? Pick an ACTION based on what you're trying to do and roll as normal, but it has one of the following outcomes instead:", + "fortune reminder line 1": "1-3 = Poor result. Cursory glance. Misunderstanding.", + "fortune reminder line 2": "4-5 = Average result. Interesting. Common wisdom.", + "fortune reminder line 3": "6 = Good result. Shows expertise. Obscure details.", + "fortune reminder line 4": "6,6 = Excellent result! Rare insight! Secrets revealed!", + "ambitions": "ambitions", + "group name": "group name:", + "describe your camp": "Describe your camp / ship / fortress here...", + "fixtures": "fixtures", + "fixture": "fixture name", + "fixture description": "Describe your fixture here...", + "fixture effects": "Write what the fixture does...", + "upgrade effects": "Write about any upgrades you've made...", + "purchase cost": "purchase cost", + "upgrade cost": "upgrade cost", + "total invested": "total invested", + "burdens": "burdens", + "burden": "burden", + "notes": "notes", + "possessions": "possessions", + "class resource": "class resources:", + "resource": "resource", + "resources": "resources", + "reminders": "reminders", + "first burden": "first burden", + "second burden": "second burden", + "third burden": "third burden", + "foes_allies": "foes / allies", + "npc_summon_foe": "npc / summon / foe", + "creature description or powers": "Creature's description / powers...", + "ability text": "Creature's abilities and effects...", + "additional notes or abilities": "Any additional abilities, notes, or effects...", + "write any notes about this clock": "A general-purpose clock, use this to track anything you like. Write about it here...", + "clocks": "clocks", + "-1d": "-1", + "possessions textarea": "List anything else you're carrying here / Describe some other propetry you own...", + "rules reminder wounds": "−25% Max HP per Wound", + "burdens reminder title": "Healing burdens:", + "burdens reminder line 0": "Each Burden afflicts TWO Actions that have one or more dice. Use the black checkboxes to mark these actions.", + "burdens reminder line 1": "When you get a chance to heal, advance up to THREE clock segments by ONE step.", + "burdens reminder line 2": "You can forgo your own healing to help someone else advance a segment by ONE extra step.", + "burdens reminder line 3": "You may also spend 2 Dust to advance your healing by ONE segment.", + "burdens reminder line 4": "Lift the burden (and the respective penalties) when the last segment would be filled.", + "personal resolve": "personal resolve:", + "party resolve": "party resolve:", + "limit break reminder line 0": "Limit Breaks cost Resolve, and can only be used ONCE per combat encounter.", + "limit break reminder line 1": "Party Resolve increases by 1 at the start of EACH ROUND in combat, and depletes to 0 when combat ends.", + "limit break reminder line 2": "Personal Resolve is gained at a rate of 1 after EVERY combat, and resets to 0 when you camp.", + "limit break reminder line 3": "When you spend Resolve to use a Limit Break, you can use any combination of party or personal, but you MUST get your group's permission to use the party pool.", + "ability flavor": "Write flavor text, or 'On Hit' and 'Miss' effects here... You can calculate [[1d@{damage-die}+@{fray}]].", + "ability effects": "Write the ability's main or additional effects here... You can also make an inline attack roll with [[1d20@{boons}]].", + "talent effect": "Write the ability's talent effects here...", + "talent": "talent", + "mastery effect": "Write the ability's mastery effects here...", + "mastery": "mastery", + "basic abilities": "Basic Abilities:", + "basic abilities reminder line 0": "DASH (1 action): Dash half your Speed, rounded up.", + "basic abilities reminder line 1": "INTERACT (1 action): Interact with something on the map that takes more than a few moments.", + "basic abilities reminder line 2": "RESCUE (1 action): Help an adjacent defeated ally. They end the incapacitated state and heal to full HP, minus any wounds.", + "basic abilities reminder line 3": "BASIC ATTACK (1-2 actions): Make a basic light or heavy attack.", + "basic abilities reminder line 4": "WHACK! (1 action): Kick, punch, or throw a stone. Deals 1 damage to any character within 3 spaces, NO ROLL required.", + "interludes": "interludes", + "interlude reminder line 1": "Clear all Strain.", + "interlude reminder line 2": "Regain all Effort.", + "interlude reminder line 3": "Regain all HP", + "interlude reminder line 4": "Spend any XP.", + "rules reminders info line 0": "Click the ⓘ symbol to show / hide ALL rules reminders.", + "roll": "roll", + "vs": "vs. ", + "progress": "progress", + "sheet settings": "sheet settings", + "camp name": "camp name (displayed in journal):", + "tactics boons_curses prompt": "tactical 'boons / curses' prompt:", + "narrative boons_curses prompt": "narrative 'boons / curses' prompt:", + "save target": "generic save target:", + "maxhp%": "max HP mult:", + "bloodied%": "bloodied ratio:", + "dash%": "dash ratio:", + "heavy%": "heavy dmg dice:", + "report an issue": "report issue", + "send a tip": "send tip" +} \ No newline at end of file diff --git a/ICON RPG [MassifPress]/translations/pl.json b/ICON RPG [MassifPress]/translations/pl.json new file mode 100644 index 0000000000..04517e01e2 --- /dev/null +++ b/ICON RPG [MassifPress]/translations/pl.json @@ -0,0 +1,228 @@ +{ + "narrative sheet": "narrative play", + "tactics sheet": "tactical combat", + "journal sheet": "journal", + "roster sheet": "roster", + "character_name": "name", + "gender": "pronouns", + "bond": "bond", + "job": "job", + "class": "class", + "stalwart": "stalwart", + "heavy": "heavy", + "mendicant": "mendicant", + "leader": "leader", + "vagabond": "vagabond", + "skirmisher": "skirmisher", + "wright": "wright", + "artillery": "artillery", + "general": "general", + "custom": "custom", + "unique": "unique", + "npc": "NPC", + "inactive": "INACTIVE", + "unequipped": "UNEQUIPPED", + "mob": "mob", + "kin": "kin", + "culture": "culture", + "level": "lv.", + "chapter": "ch.", + "actions": "actions", + "action roll": "action roll", + "size": "size:", + "max effort": "max effort:", + "max strain": "max strain:", + "effort:": "effort", + "exhausted": "exhausted:", + "strain:": "strain", + "broken": "broken:", + "whisper": "whisper:", + "NA": "—", + "INF": "∞", + "per scene": "/ scene", + "per session": "/ session", + "passive": "passive", + "unlimited": "unlimited", + "effort": "effort", + "strain": "strain", + "uses": "uses", + "combats": "combats", + "expeditions": "expeditions", + "brief character description": "Brief character description...", + "bond flavor text or description": "Bond flavor text / Full character description...", + "special ability": "special ability", + "your special bond ability": "Your special bond ability or other unique quality...", + "second wind": "second wind", + "regain effort when": "Regain Effort when...", + "additional notes": "additional notes:", + "write anything you want here": "Write anything you want here...", + "write any additional notes here": "Write any additional notes here... (Note: quoted text can be stylized to be **bold** or *italic*)", + "you can find more notes in the journal tab": "You can find more notes in the 'Journal' tab. You can style notes quoted to chat with **bold** and *italics*.", + "power placeholder": "Powers give you the ability to do something without rolling, or boost your existing actions or abilities...", + "gambit placeholder": "Gambits are Powers from other Bonds. You can only learn a gambit after earning FOUR Powers from your own Bond first...", + "powers": "powers", + "power": "power", + "gambits": "gambits", + "gambit": "gambit", + "hp": "HP", + "hp_max": "max HP", + "divider": "/", + "wounds": "wounds", + "vitality": "vitality", + "vit": "vit", + "vigor": "vigor", + "defense": "defense", + "def": "def", + "armor": "armor", + "speed": "speed", + "spd": "spd", + "dash": "dash", + "damage": "damage", + "dmg": "dmg", + "fray": "fray", + "saving throw": "save roll:", + "save": "save", + "quote": "quote", + "whack": "whack!", + "attack": "attack", + "range": "range", + "rng": "rng", + "ranged": "ranged", + "melee": "melee", + "light": "light", + "critical": "critical", + "crit dmg": "crit dmg.", + "bonus dmg": "bonus dmg.", + "bonus": "bonus", + "miss dmg": "miss dmg.", + "miss": "miss", + "melee weapon": "melee wpn", + "ranged weapon": "ranged wpn", + "attacks": "attacks", + "talents": "talents", + "traits": "traits", + "trait": "trait", + "relics": "relics", + "trophies": "trophies", + "abilities": "abilities", + "additional abilities": "additional abilities", + "limit break": "limit break", + "mastery name": "mastery", + "special mechanic": "special mechanic:", + "primary job flavor text": "Primary job flavor text...", + "job gambit desc": "Gambit reminder text...", + "class notes desc": "Write any notes about your class here...", + "special mechanic desc": "Describe your special mechanic here...", + "secondary jobs": "secondary jobs", + "trait description": "Describe your trait here...", + "write about your kin": "Write about your kin / species here...", + "write about your culture": "Write about your culture / religion here...", + "relic": "relic", + "trophy": "trophy", + "relic flavor": "Relic flavor text / Describe your relic here...", + "relic effects": "Write about your Relic's powers and effects...", + "trophy effect": "Write what your trophy does...", + "aspected": "aspected:", + "infused dust": "infused:", + "xp": "XP", + "dust": "dust", + "ideals": "ideals", + "level up reminder line 0": "Once a character's XP bar is full, clear it and mark a level up.", + "level up reminder line 1": "At every interval, unlock a new Ability or Talent.", + "write your ideal here": "Write an ideal, belief, or oath here...", + "xp reminder title": "Check at the end of a session:", + "xp reminder line 0": "+1 XP if you ticked one Ideal / +2 XP if you ticked two or more.", + "xp reminder line 1": "+1 XP if you overcame a Challenge / +2 XP for multiple Challenges.", + "xp reminder line 2": "+1-3 XP for completing a Personal Ambition / +1 XP per Group Ambition.", + "xp reminder line 3": "+1 XP if you invoked one of your Burdens at least once.", + "personal ambition desc": "Write about your personal goals, projects, or desires here...", + "group ambition desc": "Write about your group's goals, projects, or desires here...", + "ambition action roll": "ambition action roll:", + "ambition reminder line 0": "You may also spend 2 Dust to advance by one segment during downtime.", + "ambition reminder line 1": "1-3 = Ambition advances by ONE segment.", + "ambition reminder line 2": "4-5 = Ambition advances by TWO segments.", + "ambition reminder line 3": "6 = Ambition advances by THREE segments.", + "ambition reminder line 4": "6,6 = Ambition advances by FIVE segments!", + "fortune action roll": "fortune rolls:", + "fortune reminder line 0": "Trying to accomplish a task with low-stakes or unclear consequences, but a roll still feels necessary? Pick an ACTION based on what you're trying to do and roll as normal, but it has one of the following outcomes instead:", + "fortune reminder line 1": "1-3 = Poor result. Cursory glance. Misunderstanding.", + "fortune reminder line 2": "4-5 = Average result. Interesting. Common wisdom.", + "fortune reminder line 3": "6 = Good result. Shows expertise. Obscure details.", + "fortune reminder line 4": "6,6 = Excellent result! Rare insight! Secrets revealed!", + "ambitions": "ambitions", + "group name": "group name:", + "describe your camp": "Describe your camp / ship / fortress here...", + "fixtures": "fixtures", + "fixture": "fixture name", + "fixture description": "Describe your fixture here...", + "fixture effects": "Write what the fixture does...", + "upgrade effects": "Write about any upgrades you've made...", + "purchase cost": "purchase cost", + "upgrade cost": "upgrade cost", + "total invested": "total invested", + "burdens": "burdens", + "burden": "burden", + "notes": "notes", + "possessions": "possessions", + "class resource": "class resources:", + "resource": "resource", + "resources": "resources", + "reminders": "reminders", + "first burden": "first burden", + "second burden": "second burden", + "third burden": "third burden", + "foes_allies": "foes / allies", + "npc_summon_foe": "npc / summon / foe", + "creature description or powers": "Creature's description / powers...", + "ability text": "Creature's abilities and effects...", + "additional notes or abilities": "Any additional abilities, notes, or effects...", + "write any notes about this clock": "A general-purpose clock, use this to track anything you like. Write about it here...", + "clocks": "clocks", + "-1d": "-1", + "possessions textarea": "List anything else you're carrying here / Describe some other propetry you own...", + "rules reminder wounds": "−25% Max HP per Wound", + "burdens reminder title": "Healing burdens:", + "burdens reminder line 0": "Each Burden afflicts TWO Actions that have one or more dice. Use the black checkboxes to mark these actions.", + "burdens reminder line 1": "When you get a chance to heal, advance up to THREE clock segments by ONE step.", + "burdens reminder line 2": "You can forgo your own healing to help someone else advance a segment by ONE extra step.", + "burdens reminder line 3": "You may also spend 2 Dust to advance your healing by ONE segment.", + "burdens reminder line 4": "Lift the burden (and the respective penalties) when the last segment would be filled.", + "personal resolve": "personal resolve:", + "party resolve": "party resolve:", + "limit break reminder line 0": "Limit Breaks cost Resolve, and can only be used ONCE per combat encounter.", + "limit break reminder line 1": "Party Resolve increases by 1 at the start of EACH ROUND in combat, and depletes to 0 when combat ends.", + "limit break reminder line 2": "Personal Resolve is gained at a rate of 1 after EVERY combat, and resets to 0 when you camp.", + "limit break reminder line 3": "When you spend Resolve to use a Limit Break, you can use any combination of party or personal, but you MUST get your group's permission to use the party pool.", + "ability flavor": "Write flavor text, or 'On Hit' and 'Miss' effects here... You can calculate [[1d@{damage-die}+@{fray}]].", + "ability effects": "Write the ability's main or additional effects here... You can also make an inline attack roll with [[1d20@{boons}]].", + "talent effect": "Write the ability's talent effects here...", + "talent": "talent", + "mastery effect": "Write the ability's mastery effects here...", + "mastery": "mastery", + "basic abilities": "Basic Abilities:", + "basic abilities reminder line 0": "DASH (1 action): Dash half your Speed, rounded up.", + "basic abilities reminder line 1": "INTERACT (1 action): Interact with something on the map that takes more than a few moments.", + "basic abilities reminder line 2": "RESCUE (1 action): Help an adjacent defeated ally. They end the incapacitated state and heal to full HP, minus any wounds.", + "basic abilities reminder line 3": "BASIC ATTACK (1-2 actions): Make a basic light or heavy attack.", + "basic abilities reminder line 4": "WHACK! (1 action): Kick, punch, or throw a stone. Deals 1 damage to any character within 3 spaces, NO ROLL required.", + "interludes": "interludes", + "interlude reminder line 1": "Clear all Strain.", + "interlude reminder line 2": "Regain all Effort.", + "interlude reminder line 3": "Regain all HP", + "interlude reminder line 4": "Spend any XP.", + "rules reminders info line 0": "Click the ⓘ symbol to show / hide ALL rules reminders.", + "roll": "roll", + "vs": "vs. ", + "progress": "progress", + "sheet settings": "sheet settings", + "camp name": "camp name (displayed in journal):", + "tactics boons_curses prompt": "tactical 'boons / curses' prompt:", + "narrative boons_curses prompt": "narrative 'boons / curses' prompt:", + "save target": "generic save target:", + "maxhp%": "max HP mult:", + "bloodied%": "bloodied ratio:", + "dash%": "dash ratio:", + "heavy%": "heavy dmg dice:", + "report an issue": "report issue", + "send a tip": "send tip" +} \ No newline at end of file diff --git a/ICON RPG [MassifPress]/translations/pt.json b/ICON RPG [MassifPress]/translations/pt.json new file mode 100644 index 0000000000..04517e01e2 --- /dev/null +++ b/ICON RPG [MassifPress]/translations/pt.json @@ -0,0 +1,228 @@ +{ + "narrative sheet": "narrative play", + "tactics sheet": "tactical combat", + "journal sheet": "journal", + "roster sheet": "roster", + "character_name": "name", + "gender": "pronouns", + "bond": "bond", + "job": "job", + "class": "class", + "stalwart": "stalwart", + "heavy": "heavy", + "mendicant": "mendicant", + "leader": "leader", + "vagabond": "vagabond", + "skirmisher": "skirmisher", + "wright": "wright", + "artillery": "artillery", + "general": "general", + "custom": "custom", + "unique": "unique", + "npc": "NPC", + "inactive": "INACTIVE", + "unequipped": "UNEQUIPPED", + "mob": "mob", + "kin": "kin", + "culture": "culture", + "level": "lv.", + "chapter": "ch.", + "actions": "actions", + "action roll": "action roll", + "size": "size:", + "max effort": "max effort:", + "max strain": "max strain:", + "effort:": "effort", + "exhausted": "exhausted:", + "strain:": "strain", + "broken": "broken:", + "whisper": "whisper:", + "NA": "—", + "INF": "∞", + "per scene": "/ scene", + "per session": "/ session", + "passive": "passive", + "unlimited": "unlimited", + "effort": "effort", + "strain": "strain", + "uses": "uses", + "combats": "combats", + "expeditions": "expeditions", + "brief character description": "Brief character description...", + "bond flavor text or description": "Bond flavor text / Full character description...", + "special ability": "special ability", + "your special bond ability": "Your special bond ability or other unique quality...", + "second wind": "second wind", + "regain effort when": "Regain Effort when...", + "additional notes": "additional notes:", + "write anything you want here": "Write anything you want here...", + "write any additional notes here": "Write any additional notes here... (Note: quoted text can be stylized to be **bold** or *italic*)", + "you can find more notes in the journal tab": "You can find more notes in the 'Journal' tab. You can style notes quoted to chat with **bold** and *italics*.", + "power placeholder": "Powers give you the ability to do something without rolling, or boost your existing actions or abilities...", + "gambit placeholder": "Gambits are Powers from other Bonds. You can only learn a gambit after earning FOUR Powers from your own Bond first...", + "powers": "powers", + "power": "power", + "gambits": "gambits", + "gambit": "gambit", + "hp": "HP", + "hp_max": "max HP", + "divider": "/", + "wounds": "wounds", + "vitality": "vitality", + "vit": "vit", + "vigor": "vigor", + "defense": "defense", + "def": "def", + "armor": "armor", + "speed": "speed", + "spd": "spd", + "dash": "dash", + "damage": "damage", + "dmg": "dmg", + "fray": "fray", + "saving throw": "save roll:", + "save": "save", + "quote": "quote", + "whack": "whack!", + "attack": "attack", + "range": "range", + "rng": "rng", + "ranged": "ranged", + "melee": "melee", + "light": "light", + "critical": "critical", + "crit dmg": "crit dmg.", + "bonus dmg": "bonus dmg.", + "bonus": "bonus", + "miss dmg": "miss dmg.", + "miss": "miss", + "melee weapon": "melee wpn", + "ranged weapon": "ranged wpn", + "attacks": "attacks", + "talents": "talents", + "traits": "traits", + "trait": "trait", + "relics": "relics", + "trophies": "trophies", + "abilities": "abilities", + "additional abilities": "additional abilities", + "limit break": "limit break", + "mastery name": "mastery", + "special mechanic": "special mechanic:", + "primary job flavor text": "Primary job flavor text...", + "job gambit desc": "Gambit reminder text...", + "class notes desc": "Write any notes about your class here...", + "special mechanic desc": "Describe your special mechanic here...", + "secondary jobs": "secondary jobs", + "trait description": "Describe your trait here...", + "write about your kin": "Write about your kin / species here...", + "write about your culture": "Write about your culture / religion here...", + "relic": "relic", + "trophy": "trophy", + "relic flavor": "Relic flavor text / Describe your relic here...", + "relic effects": "Write about your Relic's powers and effects...", + "trophy effect": "Write what your trophy does...", + "aspected": "aspected:", + "infused dust": "infused:", + "xp": "XP", + "dust": "dust", + "ideals": "ideals", + "level up reminder line 0": "Once a character's XP bar is full, clear it and mark a level up.", + "level up reminder line 1": "At every interval, unlock a new Ability or Talent.", + "write your ideal here": "Write an ideal, belief, or oath here...", + "xp reminder title": "Check at the end of a session:", + "xp reminder line 0": "+1 XP if you ticked one Ideal / +2 XP if you ticked two or more.", + "xp reminder line 1": "+1 XP if you overcame a Challenge / +2 XP for multiple Challenges.", + "xp reminder line 2": "+1-3 XP for completing a Personal Ambition / +1 XP per Group Ambition.", + "xp reminder line 3": "+1 XP if you invoked one of your Burdens at least once.", + "personal ambition desc": "Write about your personal goals, projects, or desires here...", + "group ambition desc": "Write about your group's goals, projects, or desires here...", + "ambition action roll": "ambition action roll:", + "ambition reminder line 0": "You may also spend 2 Dust to advance by one segment during downtime.", + "ambition reminder line 1": "1-3 = Ambition advances by ONE segment.", + "ambition reminder line 2": "4-5 = Ambition advances by TWO segments.", + "ambition reminder line 3": "6 = Ambition advances by THREE segments.", + "ambition reminder line 4": "6,6 = Ambition advances by FIVE segments!", + "fortune action roll": "fortune rolls:", + "fortune reminder line 0": "Trying to accomplish a task with low-stakes or unclear consequences, but a roll still feels necessary? Pick an ACTION based on what you're trying to do and roll as normal, but it has one of the following outcomes instead:", + "fortune reminder line 1": "1-3 = Poor result. Cursory glance. Misunderstanding.", + "fortune reminder line 2": "4-5 = Average result. Interesting. Common wisdom.", + "fortune reminder line 3": "6 = Good result. Shows expertise. Obscure details.", + "fortune reminder line 4": "6,6 = Excellent result! Rare insight! Secrets revealed!", + "ambitions": "ambitions", + "group name": "group name:", + "describe your camp": "Describe your camp / ship / fortress here...", + "fixtures": "fixtures", + "fixture": "fixture name", + "fixture description": "Describe your fixture here...", + "fixture effects": "Write what the fixture does...", + "upgrade effects": "Write about any upgrades you've made...", + "purchase cost": "purchase cost", + "upgrade cost": "upgrade cost", + "total invested": "total invested", + "burdens": "burdens", + "burden": "burden", + "notes": "notes", + "possessions": "possessions", + "class resource": "class resources:", + "resource": "resource", + "resources": "resources", + "reminders": "reminders", + "first burden": "first burden", + "second burden": "second burden", + "third burden": "third burden", + "foes_allies": "foes / allies", + "npc_summon_foe": "npc / summon / foe", + "creature description or powers": "Creature's description / powers...", + "ability text": "Creature's abilities and effects...", + "additional notes or abilities": "Any additional abilities, notes, or effects...", + "write any notes about this clock": "A general-purpose clock, use this to track anything you like. Write about it here...", + "clocks": "clocks", + "-1d": "-1", + "possessions textarea": "List anything else you're carrying here / Describe some other propetry you own...", + "rules reminder wounds": "−25% Max HP per Wound", + "burdens reminder title": "Healing burdens:", + "burdens reminder line 0": "Each Burden afflicts TWO Actions that have one or more dice. Use the black checkboxes to mark these actions.", + "burdens reminder line 1": "When you get a chance to heal, advance up to THREE clock segments by ONE step.", + "burdens reminder line 2": "You can forgo your own healing to help someone else advance a segment by ONE extra step.", + "burdens reminder line 3": "You may also spend 2 Dust to advance your healing by ONE segment.", + "burdens reminder line 4": "Lift the burden (and the respective penalties) when the last segment would be filled.", + "personal resolve": "personal resolve:", + "party resolve": "party resolve:", + "limit break reminder line 0": "Limit Breaks cost Resolve, and can only be used ONCE per combat encounter.", + "limit break reminder line 1": "Party Resolve increases by 1 at the start of EACH ROUND in combat, and depletes to 0 when combat ends.", + "limit break reminder line 2": "Personal Resolve is gained at a rate of 1 after EVERY combat, and resets to 0 when you camp.", + "limit break reminder line 3": "When you spend Resolve to use a Limit Break, you can use any combination of party or personal, but you MUST get your group's permission to use the party pool.", + "ability flavor": "Write flavor text, or 'On Hit' and 'Miss' effects here... You can calculate [[1d@{damage-die}+@{fray}]].", + "ability effects": "Write the ability's main or additional effects here... You can also make an inline attack roll with [[1d20@{boons}]].", + "talent effect": "Write the ability's talent effects here...", + "talent": "talent", + "mastery effect": "Write the ability's mastery effects here...", + "mastery": "mastery", + "basic abilities": "Basic Abilities:", + "basic abilities reminder line 0": "DASH (1 action): Dash half your Speed, rounded up.", + "basic abilities reminder line 1": "INTERACT (1 action): Interact with something on the map that takes more than a few moments.", + "basic abilities reminder line 2": "RESCUE (1 action): Help an adjacent defeated ally. They end the incapacitated state and heal to full HP, minus any wounds.", + "basic abilities reminder line 3": "BASIC ATTACK (1-2 actions): Make a basic light or heavy attack.", + "basic abilities reminder line 4": "WHACK! (1 action): Kick, punch, or throw a stone. Deals 1 damage to any character within 3 spaces, NO ROLL required.", + "interludes": "interludes", + "interlude reminder line 1": "Clear all Strain.", + "interlude reminder line 2": "Regain all Effort.", + "interlude reminder line 3": "Regain all HP", + "interlude reminder line 4": "Spend any XP.", + "rules reminders info line 0": "Click the ⓘ symbol to show / hide ALL rules reminders.", + "roll": "roll", + "vs": "vs. ", + "progress": "progress", + "sheet settings": "sheet settings", + "camp name": "camp name (displayed in journal):", + "tactics boons_curses prompt": "tactical 'boons / curses' prompt:", + "narrative boons_curses prompt": "narrative 'boons / curses' prompt:", + "save target": "generic save target:", + "maxhp%": "max HP mult:", + "bloodied%": "bloodied ratio:", + "dash%": "dash ratio:", + "heavy%": "heavy dmg dice:", + "report an issue": "report issue", + "send a tip": "send tip" +} \ No newline at end of file diff --git a/ICON RPG [MassifPress]/translations/ru.json b/ICON RPG [MassifPress]/translations/ru.json new file mode 100644 index 0000000000..04517e01e2 --- /dev/null +++ b/ICON RPG [MassifPress]/translations/ru.json @@ -0,0 +1,228 @@ +{ + "narrative sheet": "narrative play", + "tactics sheet": "tactical combat", + "journal sheet": "journal", + "roster sheet": "roster", + "character_name": "name", + "gender": "pronouns", + "bond": "bond", + "job": "job", + "class": "class", + "stalwart": "stalwart", + "heavy": "heavy", + "mendicant": "mendicant", + "leader": "leader", + "vagabond": "vagabond", + "skirmisher": "skirmisher", + "wright": "wright", + "artillery": "artillery", + "general": "general", + "custom": "custom", + "unique": "unique", + "npc": "NPC", + "inactive": "INACTIVE", + "unequipped": "UNEQUIPPED", + "mob": "mob", + "kin": "kin", + "culture": "culture", + "level": "lv.", + "chapter": "ch.", + "actions": "actions", + "action roll": "action roll", + "size": "size:", + "max effort": "max effort:", + "max strain": "max strain:", + "effort:": "effort", + "exhausted": "exhausted:", + "strain:": "strain", + "broken": "broken:", + "whisper": "whisper:", + "NA": "—", + "INF": "∞", + "per scene": "/ scene", + "per session": "/ session", + "passive": "passive", + "unlimited": "unlimited", + "effort": "effort", + "strain": "strain", + "uses": "uses", + "combats": "combats", + "expeditions": "expeditions", + "brief character description": "Brief character description...", + "bond flavor text or description": "Bond flavor text / Full character description...", + "special ability": "special ability", + "your special bond ability": "Your special bond ability or other unique quality...", + "second wind": "second wind", + "regain effort when": "Regain Effort when...", + "additional notes": "additional notes:", + "write anything you want here": "Write anything you want here...", + "write any additional notes here": "Write any additional notes here... (Note: quoted text can be stylized to be **bold** or *italic*)", + "you can find more notes in the journal tab": "You can find more notes in the 'Journal' tab. You can style notes quoted to chat with **bold** and *italics*.", + "power placeholder": "Powers give you the ability to do something without rolling, or boost your existing actions or abilities...", + "gambit placeholder": "Gambits are Powers from other Bonds. You can only learn a gambit after earning FOUR Powers from your own Bond first...", + "powers": "powers", + "power": "power", + "gambits": "gambits", + "gambit": "gambit", + "hp": "HP", + "hp_max": "max HP", + "divider": "/", + "wounds": "wounds", + "vitality": "vitality", + "vit": "vit", + "vigor": "vigor", + "defense": "defense", + "def": "def", + "armor": "armor", + "speed": "speed", + "spd": "spd", + "dash": "dash", + "damage": "damage", + "dmg": "dmg", + "fray": "fray", + "saving throw": "save roll:", + "save": "save", + "quote": "quote", + "whack": "whack!", + "attack": "attack", + "range": "range", + "rng": "rng", + "ranged": "ranged", + "melee": "melee", + "light": "light", + "critical": "critical", + "crit dmg": "crit dmg.", + "bonus dmg": "bonus dmg.", + "bonus": "bonus", + "miss dmg": "miss dmg.", + "miss": "miss", + "melee weapon": "melee wpn", + "ranged weapon": "ranged wpn", + "attacks": "attacks", + "talents": "talents", + "traits": "traits", + "trait": "trait", + "relics": "relics", + "trophies": "trophies", + "abilities": "abilities", + "additional abilities": "additional abilities", + "limit break": "limit break", + "mastery name": "mastery", + "special mechanic": "special mechanic:", + "primary job flavor text": "Primary job flavor text...", + "job gambit desc": "Gambit reminder text...", + "class notes desc": "Write any notes about your class here...", + "special mechanic desc": "Describe your special mechanic here...", + "secondary jobs": "secondary jobs", + "trait description": "Describe your trait here...", + "write about your kin": "Write about your kin / species here...", + "write about your culture": "Write about your culture / religion here...", + "relic": "relic", + "trophy": "trophy", + "relic flavor": "Relic flavor text / Describe your relic here...", + "relic effects": "Write about your Relic's powers and effects...", + "trophy effect": "Write what your trophy does...", + "aspected": "aspected:", + "infused dust": "infused:", + "xp": "XP", + "dust": "dust", + "ideals": "ideals", + "level up reminder line 0": "Once a character's XP bar is full, clear it and mark a level up.", + "level up reminder line 1": "At every interval, unlock a new Ability or Talent.", + "write your ideal here": "Write an ideal, belief, or oath here...", + "xp reminder title": "Check at the end of a session:", + "xp reminder line 0": "+1 XP if you ticked one Ideal / +2 XP if you ticked two or more.", + "xp reminder line 1": "+1 XP if you overcame a Challenge / +2 XP for multiple Challenges.", + "xp reminder line 2": "+1-3 XP for completing a Personal Ambition / +1 XP per Group Ambition.", + "xp reminder line 3": "+1 XP if you invoked one of your Burdens at least once.", + "personal ambition desc": "Write about your personal goals, projects, or desires here...", + "group ambition desc": "Write about your group's goals, projects, or desires here...", + "ambition action roll": "ambition action roll:", + "ambition reminder line 0": "You may also spend 2 Dust to advance by one segment during downtime.", + "ambition reminder line 1": "1-3 = Ambition advances by ONE segment.", + "ambition reminder line 2": "4-5 = Ambition advances by TWO segments.", + "ambition reminder line 3": "6 = Ambition advances by THREE segments.", + "ambition reminder line 4": "6,6 = Ambition advances by FIVE segments!", + "fortune action roll": "fortune rolls:", + "fortune reminder line 0": "Trying to accomplish a task with low-stakes or unclear consequences, but a roll still feels necessary? Pick an ACTION based on what you're trying to do and roll as normal, but it has one of the following outcomes instead:", + "fortune reminder line 1": "1-3 = Poor result. Cursory glance. Misunderstanding.", + "fortune reminder line 2": "4-5 = Average result. Interesting. Common wisdom.", + "fortune reminder line 3": "6 = Good result. Shows expertise. Obscure details.", + "fortune reminder line 4": "6,6 = Excellent result! Rare insight! Secrets revealed!", + "ambitions": "ambitions", + "group name": "group name:", + "describe your camp": "Describe your camp / ship / fortress here...", + "fixtures": "fixtures", + "fixture": "fixture name", + "fixture description": "Describe your fixture here...", + "fixture effects": "Write what the fixture does...", + "upgrade effects": "Write about any upgrades you've made...", + "purchase cost": "purchase cost", + "upgrade cost": "upgrade cost", + "total invested": "total invested", + "burdens": "burdens", + "burden": "burden", + "notes": "notes", + "possessions": "possessions", + "class resource": "class resources:", + "resource": "resource", + "resources": "resources", + "reminders": "reminders", + "first burden": "first burden", + "second burden": "second burden", + "third burden": "third burden", + "foes_allies": "foes / allies", + "npc_summon_foe": "npc / summon / foe", + "creature description or powers": "Creature's description / powers...", + "ability text": "Creature's abilities and effects...", + "additional notes or abilities": "Any additional abilities, notes, or effects...", + "write any notes about this clock": "A general-purpose clock, use this to track anything you like. Write about it here...", + "clocks": "clocks", + "-1d": "-1", + "possessions textarea": "List anything else you're carrying here / Describe some other propetry you own...", + "rules reminder wounds": "−25% Max HP per Wound", + "burdens reminder title": "Healing burdens:", + "burdens reminder line 0": "Each Burden afflicts TWO Actions that have one or more dice. Use the black checkboxes to mark these actions.", + "burdens reminder line 1": "When you get a chance to heal, advance up to THREE clock segments by ONE step.", + "burdens reminder line 2": "You can forgo your own healing to help someone else advance a segment by ONE extra step.", + "burdens reminder line 3": "You may also spend 2 Dust to advance your healing by ONE segment.", + "burdens reminder line 4": "Lift the burden (and the respective penalties) when the last segment would be filled.", + "personal resolve": "personal resolve:", + "party resolve": "party resolve:", + "limit break reminder line 0": "Limit Breaks cost Resolve, and can only be used ONCE per combat encounter.", + "limit break reminder line 1": "Party Resolve increases by 1 at the start of EACH ROUND in combat, and depletes to 0 when combat ends.", + "limit break reminder line 2": "Personal Resolve is gained at a rate of 1 after EVERY combat, and resets to 0 when you camp.", + "limit break reminder line 3": "When you spend Resolve to use a Limit Break, you can use any combination of party or personal, but you MUST get your group's permission to use the party pool.", + "ability flavor": "Write flavor text, or 'On Hit' and 'Miss' effects here... You can calculate [[1d@{damage-die}+@{fray}]].", + "ability effects": "Write the ability's main or additional effects here... You can also make an inline attack roll with [[1d20@{boons}]].", + "talent effect": "Write the ability's talent effects here...", + "talent": "talent", + "mastery effect": "Write the ability's mastery effects here...", + "mastery": "mastery", + "basic abilities": "Basic Abilities:", + "basic abilities reminder line 0": "DASH (1 action): Dash half your Speed, rounded up.", + "basic abilities reminder line 1": "INTERACT (1 action): Interact with something on the map that takes more than a few moments.", + "basic abilities reminder line 2": "RESCUE (1 action): Help an adjacent defeated ally. They end the incapacitated state and heal to full HP, minus any wounds.", + "basic abilities reminder line 3": "BASIC ATTACK (1-2 actions): Make a basic light or heavy attack.", + "basic abilities reminder line 4": "WHACK! (1 action): Kick, punch, or throw a stone. Deals 1 damage to any character within 3 spaces, NO ROLL required.", + "interludes": "interludes", + "interlude reminder line 1": "Clear all Strain.", + "interlude reminder line 2": "Regain all Effort.", + "interlude reminder line 3": "Regain all HP", + "interlude reminder line 4": "Spend any XP.", + "rules reminders info line 0": "Click the ⓘ symbol to show / hide ALL rules reminders.", + "roll": "roll", + "vs": "vs. ", + "progress": "progress", + "sheet settings": "sheet settings", + "camp name": "camp name (displayed in journal):", + "tactics boons_curses prompt": "tactical 'boons / curses' prompt:", + "narrative boons_curses prompt": "narrative 'boons / curses' prompt:", + "save target": "generic save target:", + "maxhp%": "max HP mult:", + "bloodied%": "bloodied ratio:", + "dash%": "dash ratio:", + "heavy%": "heavy dmg dice:", + "report an issue": "report issue", + "send a tip": "send tip" +} \ No newline at end of file diff --git a/ICON RPG [MassifPress]/translations/sl.json b/ICON RPG [MassifPress]/translations/sl.json new file mode 100644 index 0000000000..04517e01e2 --- /dev/null +++ b/ICON RPG [MassifPress]/translations/sl.json @@ -0,0 +1,228 @@ +{ + "narrative sheet": "narrative play", + "tactics sheet": "tactical combat", + "journal sheet": "journal", + "roster sheet": "roster", + "character_name": "name", + "gender": "pronouns", + "bond": "bond", + "job": "job", + "class": "class", + "stalwart": "stalwart", + "heavy": "heavy", + "mendicant": "mendicant", + "leader": "leader", + "vagabond": "vagabond", + "skirmisher": "skirmisher", + "wright": "wright", + "artillery": "artillery", + "general": "general", + "custom": "custom", + "unique": "unique", + "npc": "NPC", + "inactive": "INACTIVE", + "unequipped": "UNEQUIPPED", + "mob": "mob", + "kin": "kin", + "culture": "culture", + "level": "lv.", + "chapter": "ch.", + "actions": "actions", + "action roll": "action roll", + "size": "size:", + "max effort": "max effort:", + "max strain": "max strain:", + "effort:": "effort", + "exhausted": "exhausted:", + "strain:": "strain", + "broken": "broken:", + "whisper": "whisper:", + "NA": "—", + "INF": "∞", + "per scene": "/ scene", + "per session": "/ session", + "passive": "passive", + "unlimited": "unlimited", + "effort": "effort", + "strain": "strain", + "uses": "uses", + "combats": "combats", + "expeditions": "expeditions", + "brief character description": "Brief character description...", + "bond flavor text or description": "Bond flavor text / Full character description...", + "special ability": "special ability", + "your special bond ability": "Your special bond ability or other unique quality...", + "second wind": "second wind", + "regain effort when": "Regain Effort when...", + "additional notes": "additional notes:", + "write anything you want here": "Write anything you want here...", + "write any additional notes here": "Write any additional notes here... (Note: quoted text can be stylized to be **bold** or *italic*)", + "you can find more notes in the journal tab": "You can find more notes in the 'Journal' tab. You can style notes quoted to chat with **bold** and *italics*.", + "power placeholder": "Powers give you the ability to do something without rolling, or boost your existing actions or abilities...", + "gambit placeholder": "Gambits are Powers from other Bonds. You can only learn a gambit after earning FOUR Powers from your own Bond first...", + "powers": "powers", + "power": "power", + "gambits": "gambits", + "gambit": "gambit", + "hp": "HP", + "hp_max": "max HP", + "divider": "/", + "wounds": "wounds", + "vitality": "vitality", + "vit": "vit", + "vigor": "vigor", + "defense": "defense", + "def": "def", + "armor": "armor", + "speed": "speed", + "spd": "spd", + "dash": "dash", + "damage": "damage", + "dmg": "dmg", + "fray": "fray", + "saving throw": "save roll:", + "save": "save", + "quote": "quote", + "whack": "whack!", + "attack": "attack", + "range": "range", + "rng": "rng", + "ranged": "ranged", + "melee": "melee", + "light": "light", + "critical": "critical", + "crit dmg": "crit dmg.", + "bonus dmg": "bonus dmg.", + "bonus": "bonus", + "miss dmg": "miss dmg.", + "miss": "miss", + "melee weapon": "melee wpn", + "ranged weapon": "ranged wpn", + "attacks": "attacks", + "talents": "talents", + "traits": "traits", + "trait": "trait", + "relics": "relics", + "trophies": "trophies", + "abilities": "abilities", + "additional abilities": "additional abilities", + "limit break": "limit break", + "mastery name": "mastery", + "special mechanic": "special mechanic:", + "primary job flavor text": "Primary job flavor text...", + "job gambit desc": "Gambit reminder text...", + "class notes desc": "Write any notes about your class here...", + "special mechanic desc": "Describe your special mechanic here...", + "secondary jobs": "secondary jobs", + "trait description": "Describe your trait here...", + "write about your kin": "Write about your kin / species here...", + "write about your culture": "Write about your culture / religion here...", + "relic": "relic", + "trophy": "trophy", + "relic flavor": "Relic flavor text / Describe your relic here...", + "relic effects": "Write about your Relic's powers and effects...", + "trophy effect": "Write what your trophy does...", + "aspected": "aspected:", + "infused dust": "infused:", + "xp": "XP", + "dust": "dust", + "ideals": "ideals", + "level up reminder line 0": "Once a character's XP bar is full, clear it and mark a level up.", + "level up reminder line 1": "At every interval, unlock a new Ability or Talent.", + "write your ideal here": "Write an ideal, belief, or oath here...", + "xp reminder title": "Check at the end of a session:", + "xp reminder line 0": "+1 XP if you ticked one Ideal / +2 XP if you ticked two or more.", + "xp reminder line 1": "+1 XP if you overcame a Challenge / +2 XP for multiple Challenges.", + "xp reminder line 2": "+1-3 XP for completing a Personal Ambition / +1 XP per Group Ambition.", + "xp reminder line 3": "+1 XP if you invoked one of your Burdens at least once.", + "personal ambition desc": "Write about your personal goals, projects, or desires here...", + "group ambition desc": "Write about your group's goals, projects, or desires here...", + "ambition action roll": "ambition action roll:", + "ambition reminder line 0": "You may also spend 2 Dust to advance by one segment during downtime.", + "ambition reminder line 1": "1-3 = Ambition advances by ONE segment.", + "ambition reminder line 2": "4-5 = Ambition advances by TWO segments.", + "ambition reminder line 3": "6 = Ambition advances by THREE segments.", + "ambition reminder line 4": "6,6 = Ambition advances by FIVE segments!", + "fortune action roll": "fortune rolls:", + "fortune reminder line 0": "Trying to accomplish a task with low-stakes or unclear consequences, but a roll still feels necessary? Pick an ACTION based on what you're trying to do and roll as normal, but it has one of the following outcomes instead:", + "fortune reminder line 1": "1-3 = Poor result. Cursory glance. Misunderstanding.", + "fortune reminder line 2": "4-5 = Average result. Interesting. Common wisdom.", + "fortune reminder line 3": "6 = Good result. Shows expertise. Obscure details.", + "fortune reminder line 4": "6,6 = Excellent result! Rare insight! Secrets revealed!", + "ambitions": "ambitions", + "group name": "group name:", + "describe your camp": "Describe your camp / ship / fortress here...", + "fixtures": "fixtures", + "fixture": "fixture name", + "fixture description": "Describe your fixture here...", + "fixture effects": "Write what the fixture does...", + "upgrade effects": "Write about any upgrades you've made...", + "purchase cost": "purchase cost", + "upgrade cost": "upgrade cost", + "total invested": "total invested", + "burdens": "burdens", + "burden": "burden", + "notes": "notes", + "possessions": "possessions", + "class resource": "class resources:", + "resource": "resource", + "resources": "resources", + "reminders": "reminders", + "first burden": "first burden", + "second burden": "second burden", + "third burden": "third burden", + "foes_allies": "foes / allies", + "npc_summon_foe": "npc / summon / foe", + "creature description or powers": "Creature's description / powers...", + "ability text": "Creature's abilities and effects...", + "additional notes or abilities": "Any additional abilities, notes, or effects...", + "write any notes about this clock": "A general-purpose clock, use this to track anything you like. Write about it here...", + "clocks": "clocks", + "-1d": "-1", + "possessions textarea": "List anything else you're carrying here / Describe some other propetry you own...", + "rules reminder wounds": "−25% Max HP per Wound", + "burdens reminder title": "Healing burdens:", + "burdens reminder line 0": "Each Burden afflicts TWO Actions that have one or more dice. Use the black checkboxes to mark these actions.", + "burdens reminder line 1": "When you get a chance to heal, advance up to THREE clock segments by ONE step.", + "burdens reminder line 2": "You can forgo your own healing to help someone else advance a segment by ONE extra step.", + "burdens reminder line 3": "You may also spend 2 Dust to advance your healing by ONE segment.", + "burdens reminder line 4": "Lift the burden (and the respective penalties) when the last segment would be filled.", + "personal resolve": "personal resolve:", + "party resolve": "party resolve:", + "limit break reminder line 0": "Limit Breaks cost Resolve, and can only be used ONCE per combat encounter.", + "limit break reminder line 1": "Party Resolve increases by 1 at the start of EACH ROUND in combat, and depletes to 0 when combat ends.", + "limit break reminder line 2": "Personal Resolve is gained at a rate of 1 after EVERY combat, and resets to 0 when you camp.", + "limit break reminder line 3": "When you spend Resolve to use a Limit Break, you can use any combination of party or personal, but you MUST get your group's permission to use the party pool.", + "ability flavor": "Write flavor text, or 'On Hit' and 'Miss' effects here... You can calculate [[1d@{damage-die}+@{fray}]].", + "ability effects": "Write the ability's main or additional effects here... You can also make an inline attack roll with [[1d20@{boons}]].", + "talent effect": "Write the ability's talent effects here...", + "talent": "talent", + "mastery effect": "Write the ability's mastery effects here...", + "mastery": "mastery", + "basic abilities": "Basic Abilities:", + "basic abilities reminder line 0": "DASH (1 action): Dash half your Speed, rounded up.", + "basic abilities reminder line 1": "INTERACT (1 action): Interact with something on the map that takes more than a few moments.", + "basic abilities reminder line 2": "RESCUE (1 action): Help an adjacent defeated ally. They end the incapacitated state and heal to full HP, minus any wounds.", + "basic abilities reminder line 3": "BASIC ATTACK (1-2 actions): Make a basic light or heavy attack.", + "basic abilities reminder line 4": "WHACK! (1 action): Kick, punch, or throw a stone. Deals 1 damage to any character within 3 spaces, NO ROLL required.", + "interludes": "interludes", + "interlude reminder line 1": "Clear all Strain.", + "interlude reminder line 2": "Regain all Effort.", + "interlude reminder line 3": "Regain all HP", + "interlude reminder line 4": "Spend any XP.", + "rules reminders info line 0": "Click the ⓘ symbol to show / hide ALL rules reminders.", + "roll": "roll", + "vs": "vs. ", + "progress": "progress", + "sheet settings": "sheet settings", + "camp name": "camp name (displayed in journal):", + "tactics boons_curses prompt": "tactical 'boons / curses' prompt:", + "narrative boons_curses prompt": "narrative 'boons / curses' prompt:", + "save target": "generic save target:", + "maxhp%": "max HP mult:", + "bloodied%": "bloodied ratio:", + "dash%": "dash ratio:", + "heavy%": "heavy dmg dice:", + "report an issue": "report issue", + "send a tip": "send tip" +} \ No newline at end of file diff --git a/ICON RPG [MassifPress]/translations/sv.json b/ICON RPG [MassifPress]/translations/sv.json new file mode 100644 index 0000000000..04517e01e2 --- /dev/null +++ b/ICON RPG [MassifPress]/translations/sv.json @@ -0,0 +1,228 @@ +{ + "narrative sheet": "narrative play", + "tactics sheet": "tactical combat", + "journal sheet": "journal", + "roster sheet": "roster", + "character_name": "name", + "gender": "pronouns", + "bond": "bond", + "job": "job", + "class": "class", + "stalwart": "stalwart", + "heavy": "heavy", + "mendicant": "mendicant", + "leader": "leader", + "vagabond": "vagabond", + "skirmisher": "skirmisher", + "wright": "wright", + "artillery": "artillery", + "general": "general", + "custom": "custom", + "unique": "unique", + "npc": "NPC", + "inactive": "INACTIVE", + "unequipped": "UNEQUIPPED", + "mob": "mob", + "kin": "kin", + "culture": "culture", + "level": "lv.", + "chapter": "ch.", + "actions": "actions", + "action roll": "action roll", + "size": "size:", + "max effort": "max effort:", + "max strain": "max strain:", + "effort:": "effort", + "exhausted": "exhausted:", + "strain:": "strain", + "broken": "broken:", + "whisper": "whisper:", + "NA": "—", + "INF": "∞", + "per scene": "/ scene", + "per session": "/ session", + "passive": "passive", + "unlimited": "unlimited", + "effort": "effort", + "strain": "strain", + "uses": "uses", + "combats": "combats", + "expeditions": "expeditions", + "brief character description": "Brief character description...", + "bond flavor text or description": "Bond flavor text / Full character description...", + "special ability": "special ability", + "your special bond ability": "Your special bond ability or other unique quality...", + "second wind": "second wind", + "regain effort when": "Regain Effort when...", + "additional notes": "additional notes:", + "write anything you want here": "Write anything you want here...", + "write any additional notes here": "Write any additional notes here... (Note: quoted text can be stylized to be **bold** or *italic*)", + "you can find more notes in the journal tab": "You can find more notes in the 'Journal' tab. You can style notes quoted to chat with **bold** and *italics*.", + "power placeholder": "Powers give you the ability to do something without rolling, or boost your existing actions or abilities...", + "gambit placeholder": "Gambits are Powers from other Bonds. You can only learn a gambit after earning FOUR Powers from your own Bond first...", + "powers": "powers", + "power": "power", + "gambits": "gambits", + "gambit": "gambit", + "hp": "HP", + "hp_max": "max HP", + "divider": "/", + "wounds": "wounds", + "vitality": "vitality", + "vit": "vit", + "vigor": "vigor", + "defense": "defense", + "def": "def", + "armor": "armor", + "speed": "speed", + "spd": "spd", + "dash": "dash", + "damage": "damage", + "dmg": "dmg", + "fray": "fray", + "saving throw": "save roll:", + "save": "save", + "quote": "quote", + "whack": "whack!", + "attack": "attack", + "range": "range", + "rng": "rng", + "ranged": "ranged", + "melee": "melee", + "light": "light", + "critical": "critical", + "crit dmg": "crit dmg.", + "bonus dmg": "bonus dmg.", + "bonus": "bonus", + "miss dmg": "miss dmg.", + "miss": "miss", + "melee weapon": "melee wpn", + "ranged weapon": "ranged wpn", + "attacks": "attacks", + "talents": "talents", + "traits": "traits", + "trait": "trait", + "relics": "relics", + "trophies": "trophies", + "abilities": "abilities", + "additional abilities": "additional abilities", + "limit break": "limit break", + "mastery name": "mastery", + "special mechanic": "special mechanic:", + "primary job flavor text": "Primary job flavor text...", + "job gambit desc": "Gambit reminder text...", + "class notes desc": "Write any notes about your class here...", + "special mechanic desc": "Describe your special mechanic here...", + "secondary jobs": "secondary jobs", + "trait description": "Describe your trait here...", + "write about your kin": "Write about your kin / species here...", + "write about your culture": "Write about your culture / religion here...", + "relic": "relic", + "trophy": "trophy", + "relic flavor": "Relic flavor text / Describe your relic here...", + "relic effects": "Write about your Relic's powers and effects...", + "trophy effect": "Write what your trophy does...", + "aspected": "aspected:", + "infused dust": "infused:", + "xp": "XP", + "dust": "dust", + "ideals": "ideals", + "level up reminder line 0": "Once a character's XP bar is full, clear it and mark a level up.", + "level up reminder line 1": "At every interval, unlock a new Ability or Talent.", + "write your ideal here": "Write an ideal, belief, or oath here...", + "xp reminder title": "Check at the end of a session:", + "xp reminder line 0": "+1 XP if you ticked one Ideal / +2 XP if you ticked two or more.", + "xp reminder line 1": "+1 XP if you overcame a Challenge / +2 XP for multiple Challenges.", + "xp reminder line 2": "+1-3 XP for completing a Personal Ambition / +1 XP per Group Ambition.", + "xp reminder line 3": "+1 XP if you invoked one of your Burdens at least once.", + "personal ambition desc": "Write about your personal goals, projects, or desires here...", + "group ambition desc": "Write about your group's goals, projects, or desires here...", + "ambition action roll": "ambition action roll:", + "ambition reminder line 0": "You may also spend 2 Dust to advance by one segment during downtime.", + "ambition reminder line 1": "1-3 = Ambition advances by ONE segment.", + "ambition reminder line 2": "4-5 = Ambition advances by TWO segments.", + "ambition reminder line 3": "6 = Ambition advances by THREE segments.", + "ambition reminder line 4": "6,6 = Ambition advances by FIVE segments!", + "fortune action roll": "fortune rolls:", + "fortune reminder line 0": "Trying to accomplish a task with low-stakes or unclear consequences, but a roll still feels necessary? Pick an ACTION based on what you're trying to do and roll as normal, but it has one of the following outcomes instead:", + "fortune reminder line 1": "1-3 = Poor result. Cursory glance. Misunderstanding.", + "fortune reminder line 2": "4-5 = Average result. Interesting. Common wisdom.", + "fortune reminder line 3": "6 = Good result. Shows expertise. Obscure details.", + "fortune reminder line 4": "6,6 = Excellent result! Rare insight! Secrets revealed!", + "ambitions": "ambitions", + "group name": "group name:", + "describe your camp": "Describe your camp / ship / fortress here...", + "fixtures": "fixtures", + "fixture": "fixture name", + "fixture description": "Describe your fixture here...", + "fixture effects": "Write what the fixture does...", + "upgrade effects": "Write about any upgrades you've made...", + "purchase cost": "purchase cost", + "upgrade cost": "upgrade cost", + "total invested": "total invested", + "burdens": "burdens", + "burden": "burden", + "notes": "notes", + "possessions": "possessions", + "class resource": "class resources:", + "resource": "resource", + "resources": "resources", + "reminders": "reminders", + "first burden": "first burden", + "second burden": "second burden", + "third burden": "third burden", + "foes_allies": "foes / allies", + "npc_summon_foe": "npc / summon / foe", + "creature description or powers": "Creature's description / powers...", + "ability text": "Creature's abilities and effects...", + "additional notes or abilities": "Any additional abilities, notes, or effects...", + "write any notes about this clock": "A general-purpose clock, use this to track anything you like. Write about it here...", + "clocks": "clocks", + "-1d": "-1", + "possessions textarea": "List anything else you're carrying here / Describe some other propetry you own...", + "rules reminder wounds": "−25% Max HP per Wound", + "burdens reminder title": "Healing burdens:", + "burdens reminder line 0": "Each Burden afflicts TWO Actions that have one or more dice. Use the black checkboxes to mark these actions.", + "burdens reminder line 1": "When you get a chance to heal, advance up to THREE clock segments by ONE step.", + "burdens reminder line 2": "You can forgo your own healing to help someone else advance a segment by ONE extra step.", + "burdens reminder line 3": "You may also spend 2 Dust to advance your healing by ONE segment.", + "burdens reminder line 4": "Lift the burden (and the respective penalties) when the last segment would be filled.", + "personal resolve": "personal resolve:", + "party resolve": "party resolve:", + "limit break reminder line 0": "Limit Breaks cost Resolve, and can only be used ONCE per combat encounter.", + "limit break reminder line 1": "Party Resolve increases by 1 at the start of EACH ROUND in combat, and depletes to 0 when combat ends.", + "limit break reminder line 2": "Personal Resolve is gained at a rate of 1 after EVERY combat, and resets to 0 when you camp.", + "limit break reminder line 3": "When you spend Resolve to use a Limit Break, you can use any combination of party or personal, but you MUST get your group's permission to use the party pool.", + "ability flavor": "Write flavor text, or 'On Hit' and 'Miss' effects here... You can calculate [[1d@{damage-die}+@{fray}]].", + "ability effects": "Write the ability's main or additional effects here... You can also make an inline attack roll with [[1d20@{boons}]].", + "talent effect": "Write the ability's talent effects here...", + "talent": "talent", + "mastery effect": "Write the ability's mastery effects here...", + "mastery": "mastery", + "basic abilities": "Basic Abilities:", + "basic abilities reminder line 0": "DASH (1 action): Dash half your Speed, rounded up.", + "basic abilities reminder line 1": "INTERACT (1 action): Interact with something on the map that takes more than a few moments.", + "basic abilities reminder line 2": "RESCUE (1 action): Help an adjacent defeated ally. They end the incapacitated state and heal to full HP, minus any wounds.", + "basic abilities reminder line 3": "BASIC ATTACK (1-2 actions): Make a basic light or heavy attack.", + "basic abilities reminder line 4": "WHACK! (1 action): Kick, punch, or throw a stone. Deals 1 damage to any character within 3 spaces, NO ROLL required.", + "interludes": "interludes", + "interlude reminder line 1": "Clear all Strain.", + "interlude reminder line 2": "Regain all Effort.", + "interlude reminder line 3": "Regain all HP", + "interlude reminder line 4": "Spend any XP.", + "rules reminders info line 0": "Click the ⓘ symbol to show / hide ALL rules reminders.", + "roll": "roll", + "vs": "vs. ", + "progress": "progress", + "sheet settings": "sheet settings", + "camp name": "camp name (displayed in journal):", + "tactics boons_curses prompt": "tactical 'boons / curses' prompt:", + "narrative boons_curses prompt": "narrative 'boons / curses' prompt:", + "save target": "generic save target:", + "maxhp%": "max HP mult:", + "bloodied%": "bloodied ratio:", + "dash%": "dash ratio:", + "heavy%": "heavy dmg dice:", + "report an issue": "report issue", + "send a tip": "send tip" +} \ No newline at end of file diff --git a/ICON RPG [MassifPress]/translations/tr.json b/ICON RPG [MassifPress]/translations/tr.json new file mode 100644 index 0000000000..04517e01e2 --- /dev/null +++ b/ICON RPG [MassifPress]/translations/tr.json @@ -0,0 +1,228 @@ +{ + "narrative sheet": "narrative play", + "tactics sheet": "tactical combat", + "journal sheet": "journal", + "roster sheet": "roster", + "character_name": "name", + "gender": "pronouns", + "bond": "bond", + "job": "job", + "class": "class", + "stalwart": "stalwart", + "heavy": "heavy", + "mendicant": "mendicant", + "leader": "leader", + "vagabond": "vagabond", + "skirmisher": "skirmisher", + "wright": "wright", + "artillery": "artillery", + "general": "general", + "custom": "custom", + "unique": "unique", + "npc": "NPC", + "inactive": "INACTIVE", + "unequipped": "UNEQUIPPED", + "mob": "mob", + "kin": "kin", + "culture": "culture", + "level": "lv.", + "chapter": "ch.", + "actions": "actions", + "action roll": "action roll", + "size": "size:", + "max effort": "max effort:", + "max strain": "max strain:", + "effort:": "effort", + "exhausted": "exhausted:", + "strain:": "strain", + "broken": "broken:", + "whisper": "whisper:", + "NA": "—", + "INF": "∞", + "per scene": "/ scene", + "per session": "/ session", + "passive": "passive", + "unlimited": "unlimited", + "effort": "effort", + "strain": "strain", + "uses": "uses", + "combats": "combats", + "expeditions": "expeditions", + "brief character description": "Brief character description...", + "bond flavor text or description": "Bond flavor text / Full character description...", + "special ability": "special ability", + "your special bond ability": "Your special bond ability or other unique quality...", + "second wind": "second wind", + "regain effort when": "Regain Effort when...", + "additional notes": "additional notes:", + "write anything you want here": "Write anything you want here...", + "write any additional notes here": "Write any additional notes here... (Note: quoted text can be stylized to be **bold** or *italic*)", + "you can find more notes in the journal tab": "You can find more notes in the 'Journal' tab. You can style notes quoted to chat with **bold** and *italics*.", + "power placeholder": "Powers give you the ability to do something without rolling, or boost your existing actions or abilities...", + "gambit placeholder": "Gambits are Powers from other Bonds. You can only learn a gambit after earning FOUR Powers from your own Bond first...", + "powers": "powers", + "power": "power", + "gambits": "gambits", + "gambit": "gambit", + "hp": "HP", + "hp_max": "max HP", + "divider": "/", + "wounds": "wounds", + "vitality": "vitality", + "vit": "vit", + "vigor": "vigor", + "defense": "defense", + "def": "def", + "armor": "armor", + "speed": "speed", + "spd": "spd", + "dash": "dash", + "damage": "damage", + "dmg": "dmg", + "fray": "fray", + "saving throw": "save roll:", + "save": "save", + "quote": "quote", + "whack": "whack!", + "attack": "attack", + "range": "range", + "rng": "rng", + "ranged": "ranged", + "melee": "melee", + "light": "light", + "critical": "critical", + "crit dmg": "crit dmg.", + "bonus dmg": "bonus dmg.", + "bonus": "bonus", + "miss dmg": "miss dmg.", + "miss": "miss", + "melee weapon": "melee wpn", + "ranged weapon": "ranged wpn", + "attacks": "attacks", + "talents": "talents", + "traits": "traits", + "trait": "trait", + "relics": "relics", + "trophies": "trophies", + "abilities": "abilities", + "additional abilities": "additional abilities", + "limit break": "limit break", + "mastery name": "mastery", + "special mechanic": "special mechanic:", + "primary job flavor text": "Primary job flavor text...", + "job gambit desc": "Gambit reminder text...", + "class notes desc": "Write any notes about your class here...", + "special mechanic desc": "Describe your special mechanic here...", + "secondary jobs": "secondary jobs", + "trait description": "Describe your trait here...", + "write about your kin": "Write about your kin / species here...", + "write about your culture": "Write about your culture / religion here...", + "relic": "relic", + "trophy": "trophy", + "relic flavor": "Relic flavor text / Describe your relic here...", + "relic effects": "Write about your Relic's powers and effects...", + "trophy effect": "Write what your trophy does...", + "aspected": "aspected:", + "infused dust": "infused:", + "xp": "XP", + "dust": "dust", + "ideals": "ideals", + "level up reminder line 0": "Once a character's XP bar is full, clear it and mark a level up.", + "level up reminder line 1": "At every interval, unlock a new Ability or Talent.", + "write your ideal here": "Write an ideal, belief, or oath here...", + "xp reminder title": "Check at the end of a session:", + "xp reminder line 0": "+1 XP if you ticked one Ideal / +2 XP if you ticked two or more.", + "xp reminder line 1": "+1 XP if you overcame a Challenge / +2 XP for multiple Challenges.", + "xp reminder line 2": "+1-3 XP for completing a Personal Ambition / +1 XP per Group Ambition.", + "xp reminder line 3": "+1 XP if you invoked one of your Burdens at least once.", + "personal ambition desc": "Write about your personal goals, projects, or desires here...", + "group ambition desc": "Write about your group's goals, projects, or desires here...", + "ambition action roll": "ambition action roll:", + "ambition reminder line 0": "You may also spend 2 Dust to advance by one segment during downtime.", + "ambition reminder line 1": "1-3 = Ambition advances by ONE segment.", + "ambition reminder line 2": "4-5 = Ambition advances by TWO segments.", + "ambition reminder line 3": "6 = Ambition advances by THREE segments.", + "ambition reminder line 4": "6,6 = Ambition advances by FIVE segments!", + "fortune action roll": "fortune rolls:", + "fortune reminder line 0": "Trying to accomplish a task with low-stakes or unclear consequences, but a roll still feels necessary? Pick an ACTION based on what you're trying to do and roll as normal, but it has one of the following outcomes instead:", + "fortune reminder line 1": "1-3 = Poor result. Cursory glance. Misunderstanding.", + "fortune reminder line 2": "4-5 = Average result. Interesting. Common wisdom.", + "fortune reminder line 3": "6 = Good result. Shows expertise. Obscure details.", + "fortune reminder line 4": "6,6 = Excellent result! Rare insight! Secrets revealed!", + "ambitions": "ambitions", + "group name": "group name:", + "describe your camp": "Describe your camp / ship / fortress here...", + "fixtures": "fixtures", + "fixture": "fixture name", + "fixture description": "Describe your fixture here...", + "fixture effects": "Write what the fixture does...", + "upgrade effects": "Write about any upgrades you've made...", + "purchase cost": "purchase cost", + "upgrade cost": "upgrade cost", + "total invested": "total invested", + "burdens": "burdens", + "burden": "burden", + "notes": "notes", + "possessions": "possessions", + "class resource": "class resources:", + "resource": "resource", + "resources": "resources", + "reminders": "reminders", + "first burden": "first burden", + "second burden": "second burden", + "third burden": "third burden", + "foes_allies": "foes / allies", + "npc_summon_foe": "npc / summon / foe", + "creature description or powers": "Creature's description / powers...", + "ability text": "Creature's abilities and effects...", + "additional notes or abilities": "Any additional abilities, notes, or effects...", + "write any notes about this clock": "A general-purpose clock, use this to track anything you like. Write about it here...", + "clocks": "clocks", + "-1d": "-1", + "possessions textarea": "List anything else you're carrying here / Describe some other propetry you own...", + "rules reminder wounds": "−25% Max HP per Wound", + "burdens reminder title": "Healing burdens:", + "burdens reminder line 0": "Each Burden afflicts TWO Actions that have one or more dice. Use the black checkboxes to mark these actions.", + "burdens reminder line 1": "When you get a chance to heal, advance up to THREE clock segments by ONE step.", + "burdens reminder line 2": "You can forgo your own healing to help someone else advance a segment by ONE extra step.", + "burdens reminder line 3": "You may also spend 2 Dust to advance your healing by ONE segment.", + "burdens reminder line 4": "Lift the burden (and the respective penalties) when the last segment would be filled.", + "personal resolve": "personal resolve:", + "party resolve": "party resolve:", + "limit break reminder line 0": "Limit Breaks cost Resolve, and can only be used ONCE per combat encounter.", + "limit break reminder line 1": "Party Resolve increases by 1 at the start of EACH ROUND in combat, and depletes to 0 when combat ends.", + "limit break reminder line 2": "Personal Resolve is gained at a rate of 1 after EVERY combat, and resets to 0 when you camp.", + "limit break reminder line 3": "When you spend Resolve to use a Limit Break, you can use any combination of party or personal, but you MUST get your group's permission to use the party pool.", + "ability flavor": "Write flavor text, or 'On Hit' and 'Miss' effects here... You can calculate [[1d@{damage-die}+@{fray}]].", + "ability effects": "Write the ability's main or additional effects here... You can also make an inline attack roll with [[1d20@{boons}]].", + "talent effect": "Write the ability's talent effects here...", + "talent": "talent", + "mastery effect": "Write the ability's mastery effects here...", + "mastery": "mastery", + "basic abilities": "Basic Abilities:", + "basic abilities reminder line 0": "DASH (1 action): Dash half your Speed, rounded up.", + "basic abilities reminder line 1": "INTERACT (1 action): Interact with something on the map that takes more than a few moments.", + "basic abilities reminder line 2": "RESCUE (1 action): Help an adjacent defeated ally. They end the incapacitated state and heal to full HP, minus any wounds.", + "basic abilities reminder line 3": "BASIC ATTACK (1-2 actions): Make a basic light or heavy attack.", + "basic abilities reminder line 4": "WHACK! (1 action): Kick, punch, or throw a stone. Deals 1 damage to any character within 3 spaces, NO ROLL required.", + "interludes": "interludes", + "interlude reminder line 1": "Clear all Strain.", + "interlude reminder line 2": "Regain all Effort.", + "interlude reminder line 3": "Regain all HP", + "interlude reminder line 4": "Spend any XP.", + "rules reminders info line 0": "Click the ⓘ symbol to show / hide ALL rules reminders.", + "roll": "roll", + "vs": "vs. ", + "progress": "progress", + "sheet settings": "sheet settings", + "camp name": "camp name (displayed in journal):", + "tactics boons_curses prompt": "tactical 'boons / curses' prompt:", + "narrative boons_curses prompt": "narrative 'boons / curses' prompt:", + "save target": "generic save target:", + "maxhp%": "max HP mult:", + "bloodied%": "bloodied ratio:", + "dash%": "dash ratio:", + "heavy%": "heavy dmg dice:", + "report an issue": "report issue", + "send a tip": "send tip" +} \ No newline at end of file diff --git a/ICON RPG [MassifPress]/translations/uk.json b/ICON RPG [MassifPress]/translations/uk.json new file mode 100644 index 0000000000..04517e01e2 --- /dev/null +++ b/ICON RPG [MassifPress]/translations/uk.json @@ -0,0 +1,228 @@ +{ + "narrative sheet": "narrative play", + "tactics sheet": "tactical combat", + "journal sheet": "journal", + "roster sheet": "roster", + "character_name": "name", + "gender": "pronouns", + "bond": "bond", + "job": "job", + "class": "class", + "stalwart": "stalwart", + "heavy": "heavy", + "mendicant": "mendicant", + "leader": "leader", + "vagabond": "vagabond", + "skirmisher": "skirmisher", + "wright": "wright", + "artillery": "artillery", + "general": "general", + "custom": "custom", + "unique": "unique", + "npc": "NPC", + "inactive": "INACTIVE", + "unequipped": "UNEQUIPPED", + "mob": "mob", + "kin": "kin", + "culture": "culture", + "level": "lv.", + "chapter": "ch.", + "actions": "actions", + "action roll": "action roll", + "size": "size:", + "max effort": "max effort:", + "max strain": "max strain:", + "effort:": "effort", + "exhausted": "exhausted:", + "strain:": "strain", + "broken": "broken:", + "whisper": "whisper:", + "NA": "—", + "INF": "∞", + "per scene": "/ scene", + "per session": "/ session", + "passive": "passive", + "unlimited": "unlimited", + "effort": "effort", + "strain": "strain", + "uses": "uses", + "combats": "combats", + "expeditions": "expeditions", + "brief character description": "Brief character description...", + "bond flavor text or description": "Bond flavor text / Full character description...", + "special ability": "special ability", + "your special bond ability": "Your special bond ability or other unique quality...", + "second wind": "second wind", + "regain effort when": "Regain Effort when...", + "additional notes": "additional notes:", + "write anything you want here": "Write anything you want here...", + "write any additional notes here": "Write any additional notes here... (Note: quoted text can be stylized to be **bold** or *italic*)", + "you can find more notes in the journal tab": "You can find more notes in the 'Journal' tab. You can style notes quoted to chat with **bold** and *italics*.", + "power placeholder": "Powers give you the ability to do something without rolling, or boost your existing actions or abilities...", + "gambit placeholder": "Gambits are Powers from other Bonds. You can only learn a gambit after earning FOUR Powers from your own Bond first...", + "powers": "powers", + "power": "power", + "gambits": "gambits", + "gambit": "gambit", + "hp": "HP", + "hp_max": "max HP", + "divider": "/", + "wounds": "wounds", + "vitality": "vitality", + "vit": "vit", + "vigor": "vigor", + "defense": "defense", + "def": "def", + "armor": "armor", + "speed": "speed", + "spd": "spd", + "dash": "dash", + "damage": "damage", + "dmg": "dmg", + "fray": "fray", + "saving throw": "save roll:", + "save": "save", + "quote": "quote", + "whack": "whack!", + "attack": "attack", + "range": "range", + "rng": "rng", + "ranged": "ranged", + "melee": "melee", + "light": "light", + "critical": "critical", + "crit dmg": "crit dmg.", + "bonus dmg": "bonus dmg.", + "bonus": "bonus", + "miss dmg": "miss dmg.", + "miss": "miss", + "melee weapon": "melee wpn", + "ranged weapon": "ranged wpn", + "attacks": "attacks", + "talents": "talents", + "traits": "traits", + "trait": "trait", + "relics": "relics", + "trophies": "trophies", + "abilities": "abilities", + "additional abilities": "additional abilities", + "limit break": "limit break", + "mastery name": "mastery", + "special mechanic": "special mechanic:", + "primary job flavor text": "Primary job flavor text...", + "job gambit desc": "Gambit reminder text...", + "class notes desc": "Write any notes about your class here...", + "special mechanic desc": "Describe your special mechanic here...", + "secondary jobs": "secondary jobs", + "trait description": "Describe your trait here...", + "write about your kin": "Write about your kin / species here...", + "write about your culture": "Write about your culture / religion here...", + "relic": "relic", + "trophy": "trophy", + "relic flavor": "Relic flavor text / Describe your relic here...", + "relic effects": "Write about your Relic's powers and effects...", + "trophy effect": "Write what your trophy does...", + "aspected": "aspected:", + "infused dust": "infused:", + "xp": "XP", + "dust": "dust", + "ideals": "ideals", + "level up reminder line 0": "Once a character's XP bar is full, clear it and mark a level up.", + "level up reminder line 1": "At every interval, unlock a new Ability or Talent.", + "write your ideal here": "Write an ideal, belief, or oath here...", + "xp reminder title": "Check at the end of a session:", + "xp reminder line 0": "+1 XP if you ticked one Ideal / +2 XP if you ticked two or more.", + "xp reminder line 1": "+1 XP if you overcame a Challenge / +2 XP for multiple Challenges.", + "xp reminder line 2": "+1-3 XP for completing a Personal Ambition / +1 XP per Group Ambition.", + "xp reminder line 3": "+1 XP if you invoked one of your Burdens at least once.", + "personal ambition desc": "Write about your personal goals, projects, or desires here...", + "group ambition desc": "Write about your group's goals, projects, or desires here...", + "ambition action roll": "ambition action roll:", + "ambition reminder line 0": "You may also spend 2 Dust to advance by one segment during downtime.", + "ambition reminder line 1": "1-3 = Ambition advances by ONE segment.", + "ambition reminder line 2": "4-5 = Ambition advances by TWO segments.", + "ambition reminder line 3": "6 = Ambition advances by THREE segments.", + "ambition reminder line 4": "6,6 = Ambition advances by FIVE segments!", + "fortune action roll": "fortune rolls:", + "fortune reminder line 0": "Trying to accomplish a task with low-stakes or unclear consequences, but a roll still feels necessary? Pick an ACTION based on what you're trying to do and roll as normal, but it has one of the following outcomes instead:", + "fortune reminder line 1": "1-3 = Poor result. Cursory glance. Misunderstanding.", + "fortune reminder line 2": "4-5 = Average result. Interesting. Common wisdom.", + "fortune reminder line 3": "6 = Good result. Shows expertise. Obscure details.", + "fortune reminder line 4": "6,6 = Excellent result! Rare insight! Secrets revealed!", + "ambitions": "ambitions", + "group name": "group name:", + "describe your camp": "Describe your camp / ship / fortress here...", + "fixtures": "fixtures", + "fixture": "fixture name", + "fixture description": "Describe your fixture here...", + "fixture effects": "Write what the fixture does...", + "upgrade effects": "Write about any upgrades you've made...", + "purchase cost": "purchase cost", + "upgrade cost": "upgrade cost", + "total invested": "total invested", + "burdens": "burdens", + "burden": "burden", + "notes": "notes", + "possessions": "possessions", + "class resource": "class resources:", + "resource": "resource", + "resources": "resources", + "reminders": "reminders", + "first burden": "first burden", + "second burden": "second burden", + "third burden": "third burden", + "foes_allies": "foes / allies", + "npc_summon_foe": "npc / summon / foe", + "creature description or powers": "Creature's description / powers...", + "ability text": "Creature's abilities and effects...", + "additional notes or abilities": "Any additional abilities, notes, or effects...", + "write any notes about this clock": "A general-purpose clock, use this to track anything you like. Write about it here...", + "clocks": "clocks", + "-1d": "-1", + "possessions textarea": "List anything else you're carrying here / Describe some other propetry you own...", + "rules reminder wounds": "−25% Max HP per Wound", + "burdens reminder title": "Healing burdens:", + "burdens reminder line 0": "Each Burden afflicts TWO Actions that have one or more dice. Use the black checkboxes to mark these actions.", + "burdens reminder line 1": "When you get a chance to heal, advance up to THREE clock segments by ONE step.", + "burdens reminder line 2": "You can forgo your own healing to help someone else advance a segment by ONE extra step.", + "burdens reminder line 3": "You may also spend 2 Dust to advance your healing by ONE segment.", + "burdens reminder line 4": "Lift the burden (and the respective penalties) when the last segment would be filled.", + "personal resolve": "personal resolve:", + "party resolve": "party resolve:", + "limit break reminder line 0": "Limit Breaks cost Resolve, and can only be used ONCE per combat encounter.", + "limit break reminder line 1": "Party Resolve increases by 1 at the start of EACH ROUND in combat, and depletes to 0 when combat ends.", + "limit break reminder line 2": "Personal Resolve is gained at a rate of 1 after EVERY combat, and resets to 0 when you camp.", + "limit break reminder line 3": "When you spend Resolve to use a Limit Break, you can use any combination of party or personal, but you MUST get your group's permission to use the party pool.", + "ability flavor": "Write flavor text, or 'On Hit' and 'Miss' effects here... You can calculate [[1d@{damage-die}+@{fray}]].", + "ability effects": "Write the ability's main or additional effects here... You can also make an inline attack roll with [[1d20@{boons}]].", + "talent effect": "Write the ability's talent effects here...", + "talent": "talent", + "mastery effect": "Write the ability's mastery effects here...", + "mastery": "mastery", + "basic abilities": "Basic Abilities:", + "basic abilities reminder line 0": "DASH (1 action): Dash half your Speed, rounded up.", + "basic abilities reminder line 1": "INTERACT (1 action): Interact with something on the map that takes more than a few moments.", + "basic abilities reminder line 2": "RESCUE (1 action): Help an adjacent defeated ally. They end the incapacitated state and heal to full HP, minus any wounds.", + "basic abilities reminder line 3": "BASIC ATTACK (1-2 actions): Make a basic light or heavy attack.", + "basic abilities reminder line 4": "WHACK! (1 action): Kick, punch, or throw a stone. Deals 1 damage to any character within 3 spaces, NO ROLL required.", + "interludes": "interludes", + "interlude reminder line 1": "Clear all Strain.", + "interlude reminder line 2": "Regain all Effort.", + "interlude reminder line 3": "Regain all HP", + "interlude reminder line 4": "Spend any XP.", + "rules reminders info line 0": "Click the ⓘ symbol to show / hide ALL rules reminders.", + "roll": "roll", + "vs": "vs. ", + "progress": "progress", + "sheet settings": "sheet settings", + "camp name": "camp name (displayed in journal):", + "tactics boons_curses prompt": "tactical 'boons / curses' prompt:", + "narrative boons_curses prompt": "narrative 'boons / curses' prompt:", + "save target": "generic save target:", + "maxhp%": "max HP mult:", + "bloodied%": "bloodied ratio:", + "dash%": "dash ratio:", + "heavy%": "heavy dmg dice:", + "report an issue": "report issue", + "send a tip": "send tip" +} \ No newline at end of file diff --git a/ICON RPG [MassifPress]/translations/zh.json b/ICON RPG [MassifPress]/translations/zh.json new file mode 100644 index 0000000000..04517e01e2 --- /dev/null +++ b/ICON RPG [MassifPress]/translations/zh.json @@ -0,0 +1,228 @@ +{ + "narrative sheet": "narrative play", + "tactics sheet": "tactical combat", + "journal sheet": "journal", + "roster sheet": "roster", + "character_name": "name", + "gender": "pronouns", + "bond": "bond", + "job": "job", + "class": "class", + "stalwart": "stalwart", + "heavy": "heavy", + "mendicant": "mendicant", + "leader": "leader", + "vagabond": "vagabond", + "skirmisher": "skirmisher", + "wright": "wright", + "artillery": "artillery", + "general": "general", + "custom": "custom", + "unique": "unique", + "npc": "NPC", + "inactive": "INACTIVE", + "unequipped": "UNEQUIPPED", + "mob": "mob", + "kin": "kin", + "culture": "culture", + "level": "lv.", + "chapter": "ch.", + "actions": "actions", + "action roll": "action roll", + "size": "size:", + "max effort": "max effort:", + "max strain": "max strain:", + "effort:": "effort", + "exhausted": "exhausted:", + "strain:": "strain", + "broken": "broken:", + "whisper": "whisper:", + "NA": "—", + "INF": "∞", + "per scene": "/ scene", + "per session": "/ session", + "passive": "passive", + "unlimited": "unlimited", + "effort": "effort", + "strain": "strain", + "uses": "uses", + "combats": "combats", + "expeditions": "expeditions", + "brief character description": "Brief character description...", + "bond flavor text or description": "Bond flavor text / Full character description...", + "special ability": "special ability", + "your special bond ability": "Your special bond ability or other unique quality...", + "second wind": "second wind", + "regain effort when": "Regain Effort when...", + "additional notes": "additional notes:", + "write anything you want here": "Write anything you want here...", + "write any additional notes here": "Write any additional notes here... (Note: quoted text can be stylized to be **bold** or *italic*)", + "you can find more notes in the journal tab": "You can find more notes in the 'Journal' tab. You can style notes quoted to chat with **bold** and *italics*.", + "power placeholder": "Powers give you the ability to do something without rolling, or boost your existing actions or abilities...", + "gambit placeholder": "Gambits are Powers from other Bonds. You can only learn a gambit after earning FOUR Powers from your own Bond first...", + "powers": "powers", + "power": "power", + "gambits": "gambits", + "gambit": "gambit", + "hp": "HP", + "hp_max": "max HP", + "divider": "/", + "wounds": "wounds", + "vitality": "vitality", + "vit": "vit", + "vigor": "vigor", + "defense": "defense", + "def": "def", + "armor": "armor", + "speed": "speed", + "spd": "spd", + "dash": "dash", + "damage": "damage", + "dmg": "dmg", + "fray": "fray", + "saving throw": "save roll:", + "save": "save", + "quote": "quote", + "whack": "whack!", + "attack": "attack", + "range": "range", + "rng": "rng", + "ranged": "ranged", + "melee": "melee", + "light": "light", + "critical": "critical", + "crit dmg": "crit dmg.", + "bonus dmg": "bonus dmg.", + "bonus": "bonus", + "miss dmg": "miss dmg.", + "miss": "miss", + "melee weapon": "melee wpn", + "ranged weapon": "ranged wpn", + "attacks": "attacks", + "talents": "talents", + "traits": "traits", + "trait": "trait", + "relics": "relics", + "trophies": "trophies", + "abilities": "abilities", + "additional abilities": "additional abilities", + "limit break": "limit break", + "mastery name": "mastery", + "special mechanic": "special mechanic:", + "primary job flavor text": "Primary job flavor text...", + "job gambit desc": "Gambit reminder text...", + "class notes desc": "Write any notes about your class here...", + "special mechanic desc": "Describe your special mechanic here...", + "secondary jobs": "secondary jobs", + "trait description": "Describe your trait here...", + "write about your kin": "Write about your kin / species here...", + "write about your culture": "Write about your culture / religion here...", + "relic": "relic", + "trophy": "trophy", + "relic flavor": "Relic flavor text / Describe your relic here...", + "relic effects": "Write about your Relic's powers and effects...", + "trophy effect": "Write what your trophy does...", + "aspected": "aspected:", + "infused dust": "infused:", + "xp": "XP", + "dust": "dust", + "ideals": "ideals", + "level up reminder line 0": "Once a character's XP bar is full, clear it and mark a level up.", + "level up reminder line 1": "At every interval, unlock a new Ability or Talent.", + "write your ideal here": "Write an ideal, belief, or oath here...", + "xp reminder title": "Check at the end of a session:", + "xp reminder line 0": "+1 XP if you ticked one Ideal / +2 XP if you ticked two or more.", + "xp reminder line 1": "+1 XP if you overcame a Challenge / +2 XP for multiple Challenges.", + "xp reminder line 2": "+1-3 XP for completing a Personal Ambition / +1 XP per Group Ambition.", + "xp reminder line 3": "+1 XP if you invoked one of your Burdens at least once.", + "personal ambition desc": "Write about your personal goals, projects, or desires here...", + "group ambition desc": "Write about your group's goals, projects, or desires here...", + "ambition action roll": "ambition action roll:", + "ambition reminder line 0": "You may also spend 2 Dust to advance by one segment during downtime.", + "ambition reminder line 1": "1-3 = Ambition advances by ONE segment.", + "ambition reminder line 2": "4-5 = Ambition advances by TWO segments.", + "ambition reminder line 3": "6 = Ambition advances by THREE segments.", + "ambition reminder line 4": "6,6 = Ambition advances by FIVE segments!", + "fortune action roll": "fortune rolls:", + "fortune reminder line 0": "Trying to accomplish a task with low-stakes or unclear consequences, but a roll still feels necessary? Pick an ACTION based on what you're trying to do and roll as normal, but it has one of the following outcomes instead:", + "fortune reminder line 1": "1-3 = Poor result. Cursory glance. Misunderstanding.", + "fortune reminder line 2": "4-5 = Average result. Interesting. Common wisdom.", + "fortune reminder line 3": "6 = Good result. Shows expertise. Obscure details.", + "fortune reminder line 4": "6,6 = Excellent result! Rare insight! Secrets revealed!", + "ambitions": "ambitions", + "group name": "group name:", + "describe your camp": "Describe your camp / ship / fortress here...", + "fixtures": "fixtures", + "fixture": "fixture name", + "fixture description": "Describe your fixture here...", + "fixture effects": "Write what the fixture does...", + "upgrade effects": "Write about any upgrades you've made...", + "purchase cost": "purchase cost", + "upgrade cost": "upgrade cost", + "total invested": "total invested", + "burdens": "burdens", + "burden": "burden", + "notes": "notes", + "possessions": "possessions", + "class resource": "class resources:", + "resource": "resource", + "resources": "resources", + "reminders": "reminders", + "first burden": "first burden", + "second burden": "second burden", + "third burden": "third burden", + "foes_allies": "foes / allies", + "npc_summon_foe": "npc / summon / foe", + "creature description or powers": "Creature's description / powers...", + "ability text": "Creature's abilities and effects...", + "additional notes or abilities": "Any additional abilities, notes, or effects...", + "write any notes about this clock": "A general-purpose clock, use this to track anything you like. Write about it here...", + "clocks": "clocks", + "-1d": "-1", + "possessions textarea": "List anything else you're carrying here / Describe some other propetry you own...", + "rules reminder wounds": "−25% Max HP per Wound", + "burdens reminder title": "Healing burdens:", + "burdens reminder line 0": "Each Burden afflicts TWO Actions that have one or more dice. Use the black checkboxes to mark these actions.", + "burdens reminder line 1": "When you get a chance to heal, advance up to THREE clock segments by ONE step.", + "burdens reminder line 2": "You can forgo your own healing to help someone else advance a segment by ONE extra step.", + "burdens reminder line 3": "You may also spend 2 Dust to advance your healing by ONE segment.", + "burdens reminder line 4": "Lift the burden (and the respective penalties) when the last segment would be filled.", + "personal resolve": "personal resolve:", + "party resolve": "party resolve:", + "limit break reminder line 0": "Limit Breaks cost Resolve, and can only be used ONCE per combat encounter.", + "limit break reminder line 1": "Party Resolve increases by 1 at the start of EACH ROUND in combat, and depletes to 0 when combat ends.", + "limit break reminder line 2": "Personal Resolve is gained at a rate of 1 after EVERY combat, and resets to 0 when you camp.", + "limit break reminder line 3": "When you spend Resolve to use a Limit Break, you can use any combination of party or personal, but you MUST get your group's permission to use the party pool.", + "ability flavor": "Write flavor text, or 'On Hit' and 'Miss' effects here... You can calculate [[1d@{damage-die}+@{fray}]].", + "ability effects": "Write the ability's main or additional effects here... You can also make an inline attack roll with [[1d20@{boons}]].", + "talent effect": "Write the ability's talent effects here...", + "talent": "talent", + "mastery effect": "Write the ability's mastery effects here...", + "mastery": "mastery", + "basic abilities": "Basic Abilities:", + "basic abilities reminder line 0": "DASH (1 action): Dash half your Speed, rounded up.", + "basic abilities reminder line 1": "INTERACT (1 action): Interact with something on the map that takes more than a few moments.", + "basic abilities reminder line 2": "RESCUE (1 action): Help an adjacent defeated ally. They end the incapacitated state and heal to full HP, minus any wounds.", + "basic abilities reminder line 3": "BASIC ATTACK (1-2 actions): Make a basic light or heavy attack.", + "basic abilities reminder line 4": "WHACK! (1 action): Kick, punch, or throw a stone. Deals 1 damage to any character within 3 spaces, NO ROLL required.", + "interludes": "interludes", + "interlude reminder line 1": "Clear all Strain.", + "interlude reminder line 2": "Regain all Effort.", + "interlude reminder line 3": "Regain all HP", + "interlude reminder line 4": "Spend any XP.", + "rules reminders info line 0": "Click the ⓘ symbol to show / hide ALL rules reminders.", + "roll": "roll", + "vs": "vs. ", + "progress": "progress", + "sheet settings": "sheet settings", + "camp name": "camp name (displayed in journal):", + "tactics boons_curses prompt": "tactical 'boons / curses' prompt:", + "narrative boons_curses prompt": "narrative 'boons / curses' prompt:", + "save target": "generic save target:", + "maxhp%": "max HP mult:", + "bloodied%": "bloodied ratio:", + "dash%": "dash ratio:", + "heavy%": "heavy dmg dice:", + "report an issue": "report issue", + "send a tip": "send tip" +} \ No newline at end of file diff --git a/Into the Odd/into-the-odd-style.css b/Into the Odd/into-the-odd-style.css index 0ab6dc6335..fe3bba2471 100644 --- a/Into the Odd/into-the-odd-style.css +++ b/Into the Odd/into-the-odd-style.css @@ -17,29 +17,29 @@ button[type="roll"] { /* Utilities classes */ -.sheet-flex-container { +.flex-container { display: flex; } -.sheet-auto-column { +.auto-column { flex-basis: 200px; flex-grow: 1; min-width: 200px; } -.sheet-horizontal-separator { +.horizontal-separator { min-width: 5px; width: 5px; } -.sheet-vertical-separator { +.vertical-separator { height: 5px; min-height: 5px; } /* Title of the sheet */ -.sheet-title { +.title { color: black; font-family: "Pirata One"; font-size: 30px; @@ -47,11 +47,11 @@ button[type="roll"] { /* Stats column containing hit points and abilities */ -.sheet-stats-column { +.stats-column { width: 200px; } -.sheet-stat-title { +.stat-title { background-color: black; color: white; font-family: "Nunito Sans"; @@ -62,28 +62,28 @@ button[type="roll"] { text-align: center; } -.sheet-ability-title { +.ability-title { width: 80px; } -.sheet-hit-points-title { +.hit-points-title { width: 128px; } -.sheet-stat-inputs { +.stat-inputs { background-color: white; border: 1px solid black; height: 24px; width: 70px; } -.sheet-stat-input { +.stat-input { border: none !important; text-align: center; width: 30px !important; } -.sheet-stat-input-separator { +.stat-input-separator { background: linear-gradient( to top left, rgba(0, 0, 0, 0) 0%, @@ -97,7 +97,7 @@ button[type="roll"] { /* Generic styling for lists */ -.sheet-list-title { +.list-title { background-color: black; color: white; display: flex; @@ -109,13 +109,13 @@ button[type="roll"] { width: 100% !important; } -.sheet-list-input { +.list-input { border: none; border-radius: 0px; height: 25px !important; } -.sheet-list-textarea { +.list-textarea { border: none; border-radius: 0px; height: 43px !important; @@ -124,7 +124,7 @@ button[type="roll"] { resize: none; } -.sheet-list-textarea-row { +.list-textarea-row { border-bottom: 1px solid black; border-left: 1px solid black; border-right: 1px solid black; @@ -132,32 +132,32 @@ button[type="roll"] { padding: 4px; } -.sheet-list-row { +.list-row { border-bottom: 1px solid black; border-left: 1px solid black; border-right: 1px solid black; font-size: 0px; } -.sheet-list-input { +.list-input { background-color: white; padding-bottom: 0px; padding-top: 0px; } -.sheet-list-input-center-aligned { +.list-input-center-aligned { text-align: center; } -.sheet-grid-100-percent { +.grid-100-percent { width: 100%; } -.sheet-grid-80-percent { +.grid-80-percent { width: 80%; } -.sheet-grid-20-percent { +.grid-20-percent { width: 20%; } diff --git a/Into the Odd/sheet.json b/Into the Odd/sheet.json index f4d86af8ad..f24631df25 100644 --- a/Into the Odd/sheet.json +++ b/Into the Odd/sheet.json @@ -5,5 +5,5 @@ "roll20userid": "3842271", "preview": "into-the-odd-preview.png", "instructions": "A simple character sheet for the Into the Odd system.", - "legacy": true -} \ No newline at end of file + "legacy": false +} diff --git a/Ironsworn-Starforged/src/app/Ironsworn-starforged.pug b/Ironsworn-Starforged/src/app/Ironsworn-starforged.pug index 4168e87114..bf7b9a2801 100644 --- a/Ironsworn-Starforged/src/app/Ironsworn-starforged.pug +++ b/Ironsworn-Starforged/src/app/Ironsworn-starforged.pug @@ -5,4 +5,4 @@ include ./pages/index include ./roll-templates/index //- Sheet Workers -include ./workers/ironsworn +include ./workers/Ironsworn diff --git a/Ironsworn-Starforged/translations/it.json b/Ironsworn-Starforged/translations/it.json index e8c10a522c..aa8e84b525 100644 --- a/Ironsworn-Starforged/translations/it.json +++ b/Ironsworn-Starforged/translations/it.json @@ -49,7 +49,7 @@ "asset-heavy-cannons-name": "Heavy Cannons", "asset-heavy-cannons-asset-type": "Module", "asset-heavy-cannons-ability-1": "

    When you aim your cannons and use them to Strike, choose one.

    • Strafing run: Add +1 and take +1 momentum on a hit.
    • Focus fire: Mark progress on a hit, but Lose Momentum (-1).
    ", - "asset-heavy-cannons-ability-2": "

    Once per fight, when you Clash by committing to an all-or-nothing exchange of fire, add +1, count a weak hit as a strong hit, and mark progress on a hit. On a miss, you must suffer a dire outcome.

    ", + "asset-heavy-cannons-ability-2": "

    Una volta per combattimento, quando Opporsi impegnandoti in uno scambio di fuoco tutto o niente, aggiungi +1, conta un colpo debole come un colpo forte e segna i progressi su un colpo. In caso di errore, devi subire un risultato terribile.

    ", "asset-heavy-cannons-ability-3": "

    When you Compel, Enter the Fray, or Gain Ground by bringing your cannons to bear and sending a promise of violence to your foe over communication channels, add +1 and take +1 momentum on a hit. On a strong hit with a match, take another +1 momentum.

    ", "asset-internal-refit-name": "Internal Refit", "asset-internal-refit-asset-type": "Module", @@ -588,7 +588,7 @@ "move-title-ask-the-oracle": "Ask the Oracle", "move-title-enter-the-fray": "Enter the Fray", "move-title-strike": "Strike", - "move-title-clash": "Clash", + "move-title-clash": "Opporsi", "move-title-turn-the-tide": "Turn the Tide", "move-title-end-the-fight": "End the Fight", "move-title-battle": "Battle", diff --git a/Ironsworn/translations/it.json b/Ironsworn/translations/it.json index 5750fa053d..a43853b35f 100644 --- a/Ironsworn/translations/it.json +++ b/Ironsworn/translations/it.json @@ -1,346 +1,346 @@ { - "character-name": "NAME", - "character-experience": "EXPERIENCE", - "character-experience-spent": "SPENT", - "resource-health": "HEALTH", - "resource-spirit": "SPIRIT", - "resource-supply": "SUPPLY", - "resource-momentum": "Momentum", - "resource-momentum-burn": "Burn", + "character-name": "NOME", + "character-experience": "ESPERIENZA", + "character-experience-spent": "SPESO", + "resource-health": "SALUTE", + "resource-spirit": "SPIRITO", + "resource-supply": "FORNITURA", + "resource-momentum": "Slancio", + "resource-momentum-burn": "Bruciare", "resource-momentum-max": "Max", - "resource-momentum-reset": "Reset", - "stat-edge": "Edge", - "stat-wits": "Wits", - "stat-heart": "Heart", - "stat-iron": "Iron", - "stat-shadow": "Shadow", - "stat-toggle-set": "Apply", - "stat-toggle-edit": "Edit", - "nav-summary": "Summary", - "nav-vows": "Vows", - "nav-bonds": "Bonds", - "nav-progress": "Progress", - "nav-assets": "Assets", - "nav-moves": "Moves", - "nav-oracles": "Oracles", - "nav-sites": "Sites", - "nav-settings": "Settings", - "page-info-close": "CLOSE", - "page-select": "SELECT THE SHEET TYPE", - "page-name-character": "CHARACTER", - "page-name-shared": "SHARED", - "page-summary-vows": " VOWS ", - "page-summary-debilities": " DEBILITIES ", - "page-summary-failures": " FAILURES ", - "page-summary-notes": " NOTES ", - "vow-name": "Vow", - "vow-menace": "MENACE", - "vow-threat": "Threat", - "vow-mark": "MARK", - "vow-fulfill": "FULFILL", - "progress-challenge": "CHALLENGE", - "progress-conclude": "Conclude", - "progress-conclude-roll-title": "Conclude Your Progress", - "progress-challenge-countdown": "Countdown", - "failures-learn": "LEARN", - "difficulty-troublesome": "troublesome", - "difficulty-dangerous": "dangerous", - "difficulty-formidable": "formidable", - "difficulty-extreme": "extreme", - "difficulty-epic": "epic", - "clear-btn": "CLEAR", - "move-roll-shortcut-pay-the-price": "Pay", - "move-roll-shortcut-ask-the-oracle": "Oracle", - "roll-btn": "Roll", - "roll-table": "Roll on the Table", - "roll-oracle": "Roll Oracle", - "roll-challenge-dice": "Challenge Dice", - "roll-action-score": "Action Score", - "roll-action-progress": "Progress", - "roll-previous-action-score": "Previous Action Score", - "roll-action-die-cancelled": "Action die cancelled for matching negative momentum.", - "roll-stat-and-modifier": "Stat + Modifier", - "roll-new-action-score": "New Action Score", - "outcome-opportunity": "OPPORTUNITY", - "outcome-strong-hit": "STRONG HIT", - "outcome-burn-strong-hit": "Burn Momentum: Strong Hit", - "outcome-weak-hit": "WEAK HIT", - "outcome-burn-weak-hit": "Burn Momentum: Weak Hit", - "outcome-miss": "MISS", - "outcome-complication": "COMPLICATION", - "debility-group-conditions": "Conditions", - "debility-group-banes": "Banes & Burdens", - "debility-group-assets": "Assets", - "debility-wounded": "Wounded", - "debility-shaken": "Shaken", - "debility-unprepared": "Unprepared", - "debility-encumbered": "Encumbered", - "debility-corrupted": "Corrupted", - "debility-maimed": "Maimed", - "debility-cursed": "Cursed", - "debility-tormented": "Tormented", - "debility-leech": "Leech", - "debility-oathbreaker": "Oathbreaker", - "debility-custom-one": "Custom 1", - "debility-custom-two": "Custom 2", - "settings-delve": "Delve", - "settings-delve-sites": "Sites", - "settings-delve-failures": "Failures", - "settings-delve-rarities": "Rarities", - "settings-delve-threat": "Threat", - "settings-moves": "Moves", - "settings-moves-show-assets": "Show Assets", - "bond-name": "Name", - "bond-details": "Details", - "bond-location": "Location", - "bond-descriptors": "Descriptors", - "move-close-preview": "Close preview", - "asset-companion-name": "Name:", - "asset-dropdown-default": "Select", - "asset-type-companion": "Companion", - "asset-type-path": "Path", - "asset-type-combat-talent": "Combat Talent", - "asset-type-ritual": "Ritual", - "asset-type-custom": "Custom", - "asset-title-archer": "Archer", + "resource-momentum-reset": "Resetta", + "stat-edge": "Atletica", + "stat-wits": "Ingegno", + "stat-heart": "Cuore", + "stat-iron": "Ferro", + "stat-shadow": "Ombra", + "stat-toggle-set": "Applica", + "stat-toggle-edit": "Modifica", + "nav-summary": "Riepilogo", + "nav-vows": "Giuramenti", + "nav-bonds": "Legami", + "nav-progress": "Progresso", + "nav-assets": "Risorse", + "nav-moves": "Mosse", + "nav-oracles": "Oracoli", + "nav-sites": "Luoghi", + "nav-settings": "Impostazioni", + "page-info-close": "CHIUDERE", + "page-select": "SELEZIONA IL TIPO DI SCHEDA", + "page-name-character": "PERSONAGGIO", + "page-name-shared": "CONDIVISA", + "page-summary-vows": " GIURAMENTI ", + "page-summary-debilities": " DEBILITÀ ", + "page-summary-failures": " FALLIMENTI ", + "page-summary-notes": " NOTE ", + "vow-name": "Giuramento", + "vow-menace": "PERICOLO", + "vow-threat": "Minaccia", + "vow-mark": "SPUNTA", + "vow-fulfill": "ADEMPIERE", + "progress-challenge": "SFIDA", + "progress-conclude": "Concludere", + "progress-conclude-roll-title": "Concludi i Tuoi Progressi", + "progress-challenge-countdown": "Conto alla rovescia", + "failures-learn": "APPRESO", + "difficulty-troublesome": "fastidioso", + "difficulty-dangerous": "pericoloso", + "difficulty-formidable": "formidabile", + "difficulty-extreme": "estremo", + "difficulty-epic": "epico", + "clear-btn": "PULIRE", + "move-roll-shortcut-pay-the-price": "Paga", + "move-roll-shortcut-ask-the-oracle": "Oracolo", + "roll-btn": "Tiro", + "roll-table": "Tiro sulla Tabella", + "roll-oracle": "Tira Oracolo", + "roll-challenge-dice": "Dadi Sfida", + "roll-action-score": "Punteggio Azione", + "roll-action-progress": "Progresso", + "roll-previous-action-score": "Punteggio azione precedente", + "roll-action-die-cancelled": "Dado d'azione annullato per aver abbinato lo slancio negativo.", + "roll-stat-and-modifier": "Statistiche + Modificatore", + "roll-new-action-score": "Nuovo punteggio di azione", + "outcome-opportunity": "OPPORTUNITÀ", + "outcome-strong-hit": "COLPO FORTE", + "outcome-burn-strong-hit": "Brucia Slancio: Colpo forte", + "outcome-weak-hit": "COLPO DEBOLE", + "outcome-burn-weak-hit": "Brucia Slancio: Colpo debole", + "outcome-miss": "FALLITO", + "outcome-complication": "COMPLICAZIONE", + "debility-group-conditions": "Condizioni", + "debility-group-banes": "Sventure e Fardelli", + "debility-group-assets": "Risorse", + "debility-wounded": "Ferito", + "debility-shaken": "Scosso", + "debility-unprepared": "Impreparato", + "debility-encumbered": "Sovraccarico", + "debility-corrupted": "Corrotto", + "debility-maimed": "Mutilato", + "debility-cursed": "Maledetto", + "debility-tormented": "Tormentato", + "debility-leech": "Sanguisuga", + "debility-oathbreaker": "Giuramento Violato", + "debility-custom-one": "Personalizzato 1", + "debility-custom-two": "Personalizzato 2", + "settings-delve": "Scavare", + "settings-delve-sites": "Luoghi", + "settings-delve-failures": "Fallimenti", + "settings-delve-rarities": "Rarità", + "settings-delve-threat": "Minaccia", + "settings-moves": "Mosse", + "settings-moves-show-assets": "Mostra Risorse", + "bond-name": "Nome", + "bond-details": "Dettagli", + "bond-location": "Zona", + "bond-descriptors": "Descrittori", + "move-close-preview": "Chiudi anteprima", + "asset-companion-name": "Nome:", + "asset-dropdown-default": "Scegli", + "asset-type-companion": "Compagno", + "asset-type-path": "Sentiero", + "asset-type-combat-talent": "Talento da Combattimento", + "asset-type-ritual": "Rituale", + "asset-type-custom": "Personalizzato", + "asset-title-archer": "Arciere", "asset-title-berserker": "Berserker", - "asset-title-brawler": "Brawler", - "asset-title-cutthroat": "Cutthroat", - "asset-title-duelist": "Duelist", - "asset-title-fletcher": "Fletcher", - "asset-title-ironclad": "Ironclad", - "asset-title-long-arm": "Long-arm", - "asset-title-shield-bearer": "Shield-bearer", - "asset-title-skirmisher": "Skirmisher", - "asset-title-slinger": "Slinger", - "asset-title-sunderer": "Sunderer", - "asset-title-swordmaster": "Swordmaster", - "asset-title-cave-lion": "Cave Lion", - "asset-title-giant-spider": "Giant Spider", - "asset-title-hawk": "Hawk", - "asset-title-horse": "Horse", - "asset-title-hound": "Hound", - "asset-title-kindred": "Kindred", - "asset-title-mammoth": "Mammoth", - "asset-title-owl": "Owl", - "asset-title-raven": "Raven", - "asset-title-young-wyvern": "Young Wyvern", - "asset-title-alchemist": "Alchemist", - "asset-title-animal-kin": "Animal-kin", - "asset-title-banner-sworn": "Banner-sworn", - "asset-title-battle-scarred": "Battle-scarred", - "asset-title-blade-bound": "Blade-bound", - "asset-title-bonded": "Bonded", - "asset-title-dancer": "Dancer", - "asset-title-devotant": "Devotant", - "asset-title-empowered": "Empowered", - "asset-title-fortune-hunter": "Fortune-hunter", - "asset-title-herbalist": "Herbalist", - "asset-title-honorbound": "Honorbound", - "asset-title-improviser": "Improviser", - "asset-title-infiltrator": "Infiltrator", - "asset-title-loyalist": "Loyalist", - "asset-title-masked": "Masked", - "asset-title-oathbreaker": "Oathbreaker", - "asset-title-outcast": "Outcast", - "asset-title-pretender": "Pretender", - "asset-title-revenant": "Revenant", - "asset-title-rider": "Rider", - "asset-title-ritualist": "Ritualist", - "asset-title-shadow-kin": "Shadow-kin", - "asset-title-sighted": "Sighted", - "asset-title-slayer": "Slayer", - "asset-title-spirit-bound": "Spirit-bound", - "asset-title-storyweaver": "Storyweaver", - "asset-title-trickster": "Trickster", - "asset-title-veteran": "Veteran", - "asset-title-waterborn": "Waterborn", - "asset-title-wayfinder": "Wayfinder", - "asset-title-weapon-master": "Weaponmaster", - "asset-title-wildblood": "Wildblood", - "asset-title-wright": "Wright", - "asset-title-augur": "Augur", - "asset-title-awakening": "Awakening", - "asset-title-bind": "Bind", - "asset-title-communion": "Communion", - "asset-title-divination": "Divination", - "asset-title-invoke": "Invoke", - "asset-title-keen": "Keen", - "asset-title-leech": "Leech", - "asset-title-lightbearer": "Lightbearer", - "asset-title-scry": "Scry", - "asset-title-shadow-walk": "Shadow-walk", - "asset-title-sway": "Sway", - "asset-title-talisman": "Talisman", - "asset-title-tether": "Tether", + "asset-title-brawler": "Lottatore", + "asset-title-cutthroat": "Tagliagole", + "asset-title-duelist": "Duellante", + "asset-title-fletcher": "Frecciaio", + "asset-title-ironclad": "Corazzato", + "asset-title-long-arm": "Braccio lungo", + "asset-title-shield-bearer": "Portatore di Scudo", + "asset-title-skirmisher": "Schermagliatore", + "asset-title-slinger": "Fromboliere", + "asset-title-sunderer": "Separatore", + "asset-title-swordmaster": "Maestro di Spada", + "asset-title-cave-lion": "Leone delle caverne", + "asset-title-giant-spider": "Ragno gigante", + "asset-title-hawk": "Falco", + "asset-title-horse": "Cavallo", + "asset-title-hound": "Segugio", + "asset-title-kindred": "Parente", + "asset-title-mammoth": "Mammut", + "asset-title-owl": "Gufo", + "asset-title-raven": "Corvo", + "asset-title-young-wyvern": "Giovane Viverna", + "asset-title-alchemist": "Alchimista", + "asset-title-animal-kin": "Parente Animale", + "asset-title-banner-sworn": "Giuramento sullo Stendardo ", + "asset-title-battle-scarred": "Segnato dalla battaglia", + "asset-title-blade-bound": "Legato alla lama", + "asset-title-bonded": "Legato", + "asset-title-dancer": "Danzatore", + "asset-title-devotant": "Devoto", + "asset-title-empowered": "Potenziato", + "asset-title-fortune-hunter": "Cacciatore di fortuna", + "asset-title-herbalist": "Erborista", + "asset-title-honorbound": "Brigata d'Onore", + "asset-title-improviser": "Improvvisatore", + "asset-title-infiltrator": "Infiltrato", + "asset-title-loyalist": "Lealista", + "asset-title-masked": "Mascherato", + "asset-title-oathbreaker": "Giuramento Violato", + "asset-title-outcast": "Emarginato", + "asset-title-pretender": "Pretendente", + "asset-title-revenant": "Redivivo", + "asset-title-rider": "Cavaliere", + "asset-title-ritualist": "Ritualista", + "asset-title-shadow-kin": "Parente dell'ombra", + "asset-title-sighted": "Veggente", + "asset-title-slayer": "Assassino", + "asset-title-spirit-bound": "Legato allo spirito", + "asset-title-storyweaver": "Tessitore di storie", + "asset-title-trickster": "Imbroglione", + "asset-title-veteran": "Veterano", + "asset-title-waterborn": "Nato dall'acqua", + "asset-title-wayfinder": "Cercavia", + "asset-title-weapon-master": "Maestro d'armi", + "asset-title-wildblood": "Sangue selvaggio", + "asset-title-wright": "Artigiano", + "asset-title-augur": "Predire", + "asset-title-awakening": "Risveglio", + "asset-title-bind": "Legame", + "asset-title-communion": "Comunione", + "asset-title-divination": "Divinazione", + "asset-title-invoke": "Invocare", + "asset-title-keen": "Acuto", + "asset-title-leech": "Sanguisuga", + "asset-title-lightbearer": "Portatore di luce", + "asset-title-scry": "Scrutare", + "asset-title-shadow-walk": "Camminare nell'ombra", + "asset-title-sway": "Sventolare", + "asset-title-talisman": "Talismano", + "asset-title-tether": "Legare", "asset-title-totem": "Totem", - "asset-title-visage": "Visage", - "asset-title-ward": "Ward", - "asset-title-thunder-bringer": "Thunder-bringer", - "asset-description-archer": "If you wield a bow...", - "asset-archer-ability-1": "When you Secure an Advantage by taking a moment to aim, choose your approach and add +1.>", - "asset-archer-ability-1-list-1": "Trust your instincts: Roll +wits, and take +2 momentum on a strong hit.", - "asset-archer-ability-1-list-2": "Line up your shot: Roll +edge, and take +1 momentum on a hit.", - "asset-archer-ability-2": "Once per fight, when you Strike or Clash, you may take extra shots and suffer -1 supply (decide before rolling). When you do, reroll any dice. On a hit, inflict +2 harm and take +1 momentum.", - "asset-archer-ability-3": "When you Resupply by hunting, add +1 and take +1 momentum on a hit.", - "asset-description-berserker": "If you are clad only in animal pelts...", - "asset-berserker-ability-1": "When you Secure an Advantage or Compel by embodying your wild nature, add +1 and take +1 momentum on a hit.", - "asset-berserker-ability-2": "When you Strike or Clash by unleashing your rage (decide before rolling), inflict +1 harm on a hit. Then, choose one.", - "asset-berserker-ability-2-list-1": "Push yourself: Endure Harm (1 harm).", - "asset-berserker-ability-2-list-2": "Lose yourself: Endure Stress (1 stress).", - "asset-berserker-ability-3": "When you Endure Harm in a fight, and your health is above 0, you may let the pain inflame your wildness (decide before rolling). If you then score a strong hit and choose to embrace the pain, take +momentum equal to your remaining health. A weak hit counts as a miss.", - "asset-description-brawler": "If you are unarmed or fighting with a non-deadly weapon...", - "asset-brawler-ability-1": "When you Secure an Advantage +iron by engaging in close-quarters brawling (such as punching, tripping, or grappling), add +1. If you score a hit, you may also inflict 1 harm.", - "asset-brawler-ability-2": "When you use an unarmed attack or simple weapon to Strike with deadly intent, add +2 and inflict 2 harm on a hit (instead of 1). On a weak hit or miss, suffer -1 momentum (in addition to any other outcome of the move).", - "asset-brawler-ability-3": "When you Face Danger or Clash against a brawling attack, add +1 and take +1 momentum on a hit.", - "asset-description-cutthroat": "If you wield a dagger or knife...", - "asset-cutthroat-ability-1": "When you are in position to Strike at an unsuspecting foe, choose one (before rolling).", - "asset-cutthroat-ability-1-list-1": "Add +2 and take +1 momentum on a hit.", - "asset-cutthroat-ability-1-list-2": "Inflict +2 harm on a hit.", - "asset-cutthroat-ability-2": "When you Compel someone at the point of your blade, or when you rely on your blade to Face Danger, add +1.", - "asset-cutthroat-ability-3": "Once per fight, when you Secure an Advantage +shadow by performing a feint or misdirection, reroll any dice and take +1 momentum on a hit.", - "asset-description-duelist": "If you wield a bladed weapon in each hand...", - "asset-duelist-ability-1": "When you Strike or Clash, you may add +2. If you do (decide before rolling), inflict +1 harm on a strong hit and count a weak hit as a miss.", - "asset-duelist-ability-2": "Once per fight, when you Secure an Advantage +edge by making a bold display of your combat prowess, you may reroll any dice.", - "asset-duelist-ability-3": "When you Draw the Circle, choose one (before rolling).", - "asset-duelist-ability-3-list-1": "Add +2.", - "asset-duelist-ability-3-list-2": "Take +2 momentum on a hit.", - "asset-fletcher-ability-1": "When you Secure an Advantage by crafting arrows of fine quality, add +1. Then, take +1 supply or +1 momentum on a hit.", - "asset-fletcher-ability-2": "When you Resupply by recovering or gathering arrows after a Battle, add +2.", - "asset-fletcher-ability-3": "When you craft a single arrow designated for a specific foe, envision the process and materials, and roll +wits. On a strong hit, take both. On a weak hit, choose one.", - "asset-fletcher-ability-3-list-1": "Seeker: When a shooter uses the arrow to Strike or Clash against this foe, reroll any dice (one time only).", - "asset-fletcher-ability-3-list-2": "Ravager: When a shooter uses the arrow to inflict harm against this foe, inflict +1d6 harm (one time only).", - "asset-description-ironclad": "If you wear armor...", - "asset-ironclad-ability-1": "When you equip or adjust your armor, choose one.", - "asset-ironclad-ability-1-list-1": "Lightly armored: When you Endure Harm in a fight, add +1 and take +1 momentum on a hit.", - "asset-ironclad-ability-1-list-2": "Geared for war: Mark encumbered. When you Endure Harm in a fight, add +2 and take +1 momentum on a hit.", - "asset-ironclad-ability-2": "When you Clash while you are geared for war, add +1.", - "asset-ironclad-ability-3": "When you Compel in a situation where strength of arms is a factor, add +2.", - "asset-ironclad-track-1": "Lightly Armored", - "asset-ironclad-track-2": "Geared for War", - "asset-description-long-arm": "If you wield a staff...", - "asset-long-arm-ability-1": "In your hands, a humble staff is a deadly weapon (2 harm). When you instead use it as a simple weapon (1 harm), you may Strike or Clash +edge (instead of iron). If you do, add +1 and take +1 momentum on a hit.", - "asset-long-arm-ability-2": "When you Secure an Advantage +edge using your staff to disarm, trip, shove, or stun your foe, add +1 and take +1 momentum on a hit.", - "asset-long-arm-ability-3": "When you Undertake a Journey and score a strong hit, or if you accompany an ally who scores a strong hit on that move, your staff provides support and comfort in your travels; take +1 momentum.", - "asset-description-shield-bearer": "If you wield a shield...", - "asset-shield-bearer-ability-1": "When you Face Danger using your shield as cover, add +1. When you Clash in close quarters, take +1 momentum on a strong hit.", - "asset-shield-bearer-ability-2": "When you paint your shield with a meaningful symbol, envision what you create. Then, if you Endure Stress as you face off against a fearsome foe, add +1 and take +1 momentum on a hit.", - "asset-shield-bearer-ability-3": "When forced to Endure Harm in a fight, you may instead sacrifice your shield and ignore all harm. If you do, the shield is destroyed. Once per fight, you also take initiative when you sacrifice your shield to avoid harm.", - "asset-description-skirmisher": "If you wield a spear...", - "asset-skirmisher-ability-1": "When you Face Danger by holding a foe at bay using your spear's reach, roll +iron or +edge. If you score a hit, you may...", - "asset-skirmisher-ability-1-list-1": "Iron: Strike(if you have initiative) or Clash now, and add +1.", - "asset-skirmisher-ability-1-list-2": "Edge: Take +1 momentum.", - "asset-skirmisher-ability-2": "When you Strike in close combat, you may attempt to drive your spear home (decide before rolling). If you do, add +1 and inflict +2 harm on a hit. If you score a hit and the fight continues, Face Danger +iron to recover your spear.", - "asset-skirmisher-ability-3": "When you Secure an Advantage by bracing your spear against a charging foe, add +1 and take +1 momentum on a hit.", - "asset-description-slinger": "If you wield a sling...", - "asset-slinger-ability-1": "When launched from a sling, a simple stone inflicts deadly harm (2 harm). When you Enter the Fray by barraging your foe with sling-bullets, inflict harm on a strong hit.", - "asset-slinger-ability-2": "When you Strike by launching stones at an advancing foe, you may choose one (before rolling).", - "asset-slinger-ability-2-list-1": "Hold them back: Retain initiative on a weak hit, but inflict only 1 harm.", - "asset-slinger-ability-2-list-2": "Hit them hard: Inflict +1 harm on a hit, but suffer -1 momentum.", - "asset-slinger-ability-3": "When you Secure an Advantage by preparing stones of a special quality or material, add +1. Then, take +1 momentum or +1 supply on a hit.", - "asset-description-sunderer": "If you wield an axe...", - "asset-sunderer-ability-1": "When you Strike or Clash in close quarters, you may suffer -1 momentum and inflict +1 harm on a hit (decide before rolling).", - "asset-sunderer-ability-2": "When you have your axe in hand, and use the promise of violence to Compel or Secure an Advantage, add +1 and take +1 momentum on a hit.", - "asset-sunderer-ability-3": "When you make a tribute to a fallen foe (formidable or greater) by carving a rune in the haft of your axe, roll +heart. On a strong hit, inflict +1d6 harm (one time only) when you Strike or Clash. On a weak hit, as above, but this death weighs on you; Endure Stress (2 stress).", - "asset-description-swordmaster": "If you wield a sword...", - "asset-swordmaster-ability-1": "When you Strike or Clash and burn momentum to improve your result, inflict +2 harm. If the fight continues, add +1 on your next move.", - "asset-swordmaster-ability-2": "When you Clash and score a strong hit, you may add +1 if you immediately follow with a Strike.", - "asset-swordmaster-ability-3": "When you Swear an Iron Vow by kneeling and grasping your sword's blade, add +1 and take +1 momentum on a hit. If you let the edge draw blood from your hands, Endure Harm (1 harm) in exchange for an additional +1 momentum on a hit.", - "asset-description-thunder-bringer": "If you wield a mighty hammer...", - "asset-thunder-bringer-ability-1": "When you Face Danger, Secure an Advantage, or Compel by hitting or breaking an inanimate object, add +1 and take +1 momentum on a hit.", - "asset-thunder-bringer-ability-2": "When you Strike a foe to knock them back, stun them, or put them off balance, inflict 1 harm (instead of 2) and take +2 momentum on a hit. On a strong hit, you also create an opening and add +1 on your next move.", - "asset-thunder-bringer-ability-3": "When you Turn the Tide, you may Strike with all the fury and power you can muster. If you do (decide before rolling), you may reroll any dice and inflict +2 harm on a strong hit, but count a weak hit as a miss.", - "asset-augur-ability-1": "When you summon a flock of crows and ask a single question, roll +wits. On a strong strong hit, you interpret their calls as a helpful omen. Envision the response (Ask the Oracle if unsure) and take +2 momentum. On a weak hit, the crows ignore your question and offer a clue to an unrelated problem or opportunity in this area. Envision what you learn (Ask the Oracle if unsure), and take +1 momentum.", - "asset-augur-ability-2": "As above, and the crows will also help guide you on the proper path. On a hit, add +1 on the next segment when you Undertake a Journey.", - "asset-augur-ability-3": "When you perform this ritual, add +1 and take +1 momentum on a hit.", - "asset-awakening-ability-1": "When you create a simulacrum, roll +heart. On a strong hit, your creation is given unnatural life. If it aids you as you make a move to assault or overcome an obstacle through strength, add +2. It has 3 health and suffers harm as appropriate, but is not a companion and may not be healed. At 0 health, it is dead. On a weak hit, as above, but if you roll a 1 on your action die when aided by your creation, you must Face Danger +heart to keep it from turning on you (as a formidable foe).", - "asset-awakening-ability-2": "Your simulacrum has 6 health.", - "asset-awakening-ability-3": "When you perform this ritual, add +1 and take +1 momentum on a hit.", - "asset-bind-ability-1": "When you wear an animal pelt and dance in moonlight, roll +wits. On a strong hit, you or an ally may wear the pelt and add +1 when making moves with the related stat (wolf-edge; bear-iron; deer-heart; fox-shadow; boar-wits). If the wearer rolls a 1 on their action die while making a move using the pelt, the magic is spent. On a weak hit, as above, but the wilds call as you dance; Endure Stress (2 stress).", - "asset-bind-ability-2": "As above, and you may instead perform this ritual wearing the pelt of a beast. If you do, name the related stat and add +2 (instead of +1).", - "asset-bind-ability-3": "When you perform this ritual, add +1 and take +1 momentum on a hit.", - "asset-communion-ability-1": "When you surround the remains of a recently deceased intelligent creature with lit candles, and summon its spirit, roll +heart. Add +1 if you share a bond. On a strong hit, the spirit appears and you may converse for a few minutes. Make moves as appropriate (add +1). On a weak hit, as above, but the spirit also delivers troubling news unrelated to your purpose. Envision what it tells you (Ask the Oracle if unsure) and Endure Stress (1 stress).", - "asset-communion-ability-2": "As above, and you may also commune with the long-dead.", - "asset-communion-ability-3": "When you perform this ritual, add +1 and take +1 momentum on a hit.", - "asset-divination-ability-1": "When you take a drop of blood from a willing subject (not yourself) and cast the rune-carved stones, roll +heart. On a strong hit, you may read the runes to Gather Information about the subject and people close to them, including insight you and the subject have no knowledge of. If you do, add +1. On a weak hit, as above, but the answers are revealed only with extra time and focus; suffer -2 momentum.", - "asset-divination-ability-2": "As above, and your divination can also reveal information about the subject's future.", - "asset-divination-ability-3": "When you perform this ritual, add +1 and take +1 momentum on a hit.", - "asset-invoke-ability-1": "When you consume the mystical essence of your surroundings, roll +wits. On a strong hit, add the value of your action die to your essence track (max 6). You may then Secure an Advantage or Face Danger +essence to create minor mystical effects or illusions. If you do, suffer -1 essence and take +1 momentum on a hit. On a weak hit, as above, but capturing these energies is harrowing; Endure Stress (2 stress).", - "asset-invoke-ability-2": "You may Compel +essence (and suffer -1 essence) through a show of power.", - "asset-invoke-ability-3": "When you perform this ritual, add +1 and take +1 essence on a hit.", - "asset-keen-ability-1": "When you hold a weapon and sing a keen for those it has killed, roll +heart. On a strong hit, the wielder inflicts +1 harm when they Strike or Clash. If they roll a 1 on their action die when making a move to inflict harm, the magic is spent. On a weak hit, as above, but the voices of those who were slain join in your song; Endure Stress (2 stress).", - "asset-keen-ability-2": "As above, and the wieldermayalso (one time only) add +1 and take +2 momentum on a hit when they Draw the Circle, Enter the Fray, or Battle.", - "asset-keen-ability-3": "When you perform this ritual, add +1 and take +1 momentum on a hit.", - "asset-leech-ability-1": "When you mark your hands or weapon with an intricate blood rune, roll +iron. On a strong hit, the rune thirsts for fresh blood. One time only, when you make a move to inflict harm, reroll any dice and inflict +2 harm on a hit. Then, for each point of harm inflicted, take +1 and allocate it as +health or +momentum. On a weak hit, as above, but this asset counts as a debility until the rune's thirst is quenched.", - "asset-leech-ability-2": "As above, and you may also touch an ally or companion and let them take +1 health or momentum for each unallocated point.", - "asset-leech-ability-3": "When you perform this ritual, add +1 and take +1 momentum on a hit.", - "asset-lightbearer-ability-1": "When you focus on a source of light and capture its essence, roll +wits. On a strong hit, set your light track to +6. On a weak hit, make it +3. Then, when you make a move to overcome or navigate darkness, you may add +2 and suffer -1 light.", - "asset-lightbearer-ability-2": "You may use your light to Strike or Clash against a dark-dwelling foe. Choose the amount of light to unleash, and roll +light (instead of +iron or +edge). Suffer -light equal to that amount. On a hit, your harm is 1+your unleashed light.", - "asset-lightbearer-ability-3": "When you perform this ritual, add +1 and take +1 momentum on a hit.", - "asset-scry-ability-1": "When you look into flames to study a remote person or location, roll +shadow. You or someone with you must have knowledge of the target. On a strong hit, you may Gather Information through observation using +shadow or +wits. On a weak hit, as above, but the flames are hungry; choose one to sacrifice.", - "asset-scry-ability-1-list-1": "Your blood: Endure Harm (2 harm).", - "asset-scry-ability-1-list-2": "Something precious: Endure Stress(2 stress).", - "asset-scry-ability-1-list-3": "Provisions: Suffer -2 supply.", - "asset-scry-ability-2": "As above, and you may instead study a past event.", - "asset-scry-ability-3": "When you perform this ritual, add +1 and take +1 momentum on a hit.", - "asset-shadow-walk-ability-1": "When you cloak yourself with the gossamer veil of the shadow realms, roll +shadow. On a strong hit, take +1 momentum. Then, reroll any dice (one time only) when you make a move by ambushing, hiding, or sneaking. On a weak hit, as above, but the shadows try to lead you astray. You must first Face Danger to find your way.", - "asset-shadow-walk-ability-2": "As above, and you may also travel along the hidden paths of the shadow realms to Undertake a Journey using +shadow (instead of +wits). If you do, Endure Stress (1 stress) and mark progress twice on a strong hit.", - "asset-shadow-walk-ability-3": "When you perform this ritual, add +1 and take +1 momentum on a hit.", - "asset-sway-ability-1": "When you speak a person's name three times to the wind, roll +wits. On a strong hit, the wind whispers of this person's need. Envision what you hear (Ask the Oracle if unsure). If you use this information or fulfill this need when you Compel them, you may reroll any dice (one time only). On a weak hit, as above, but this person's need creates a troubling dilemma or complication; Endure Stress (1 stress).", - "asset-sway-ability-2": "As above, and if you roll a strong hit when you Compel, you may also reroll any dice (one time only) when you Gather Information from this person.", - "asset-sway-ability-3": "When you perform this ritual, add +1 and take +1 momentum on a hit.", - "asset-talisman-ability-1": "When you fashion a charm, envision it and name the specific person or creature it protects against. Then roll +wits. On a strong hit, when the wearer opposes the target through a move, add +2. If a 1 is rolled on the action die while making a move using the charm, the magic is spent. On a weak hit, as above, but the wearer adds +1 when making a move (instead of +2).", - "asset-talisman-ability-2": "As above, and you may instead fashion a charm which aids the wearer against all supernatural threats, such as mystic rituals or horrors.", - "asset-talisman-ability-3": "When you perform this ritual, add +1 and take +1 momentum on a hit.", - "asset-tether-ability-1": "When you commune with the spirits of a place, roll +heart. If you share a bond with someone there, add +1. On a strong hit, you are tethered. When you Undertake a Journey to return, you may roll +spirit or +heart (instead of +wits), and take +1 momentum on a hit. When you Reach Your Destination, take +2 momentum on a strong hit. The tether is lost if you perform this ritual elsewhere, or when you Face Desolation. On a weak hit, as above, but the spirits reveal a disturbing aspect of the place; Endure Stress (2 stress).", - "asset-tether-ability-2": "As above, and you may also reroll any dice when you Sojourn in the tethered place.", - "asset-tether-ability-3": "When you perform this ritual, add +1 and take +1 momentum on a hit.", - "asset-totem-ability-1": "When you hold a totem of your animal or beast companion and focus on it, roll +heart. On a strong hit, you are bound together. Add +1 and take +1 momentum on a hit when you use a companion ability. If you roll a 1 on your action die when using a companion ability, the magic is spent. On a weak hit, as above, but creating this connection is unsettling; Endure Stress (1 stress).", - "asset-totem-ability-2": "As above, and you may also perceive the world through your companion's senses while you make moves aided by them (even when you are apart).", - "asset-totem-ability-3": "When you perform this ritual, add +1 and take +1 momentum on a hit.", - "asset-visage-ability-1": "When you paint yourself in blood and ash, roll +wits. On a strong hit, you may add +2 and take +1 momentum on a hit when you Secure an Advantage or Compel using fear or intimidation. If you roll a 1 on your action die when making a move aided by your visage, the magic is spent. On a weak hit, as above, but the blood must be your own; Endure Harm (2 harm).", - "asset-visage-ability-2": "As above, and you may also add +1 when you Strike, Clash, or Battle .", - "asset-visage-ability-3": "When you perform this ritual, add +1 and take +1 momentum on a hit.", - "asset-ward-ability-1": "When you walk a wide circle, sprinkling the ground with salt, roll +wits. On a strong hit, choose two. On a weak hit, choose one.", - "asset-ward-ability-1-list-1": "When a foe first crosses the boundary, take +1 momentum.", - "asset-ward-ability-1-list-2": "When you first inflict harm against a foe within the boundary, inflict +1 harm.", - "asset-ward-ability-1-list-3": "Your ward is ‘likely' (Ask the Oracle) to trap a foe within the boundary.", - "asset-ward-ability-2": "As above, and improve the effect of your ward (+2 momentum, +2 harm, and ‘almost certain').", - "asset-ward-ability-3": "When you perform this ritual, add +1 and take +1 momentum on a hit.", - "asset-description-cave-lion": "Your cat takes down its prey.", - "asset-cave-lion-ability-1": "Eager: When your cat chases down big game, you may Resupply with +edge (instead of +wits). If you do, take +1 supply or +1 momentum on a strong hit.", - "asset-cave-lion-ability-2": "Inescapable: When you Enter the Fray or Strike by sending your cat to attack, roll +edge. On a hit, take +2 momentum", - "asset-cave-lion-ability-3": "Protective: When you Make Camp, your cat is alert to trouble. If you or an ally choose to relax, take +1 spirit. If you focus, take +1 momentum.", - "asset-description-giant-spider": "Your spider uncovers secrets.", - "asset-giant-spider-ability-1": "Discreet: When you Secure an Advantage by sending your spider to scout a place, add +1 and take +1 momentum on a hit.", - "asset-giant-spider-ability-2": "Soul-Piercing: You may Face Danger +shadow by sending your spider to secretly study someone. On a hit, the spider returns to reveal the target's deepest fears through a reflection in its glassy eyes. Use this to Gather Information and reroll any dice.", - "asset-giant-spider-ability-3": "Ensnaring: When your spider sets a trap, add +1 as you Enter the Fray +shadow. On a strong hit, also inflict 2 harm.", - "asset-description-hawk": "Your hawk can aid you while it is aloft.", - "asset-hawk-ability-1": "Far-seeing: When you Undertake a Journey, or when you Resupply by hunting for small game, add +1.", - "asset-hawk-ability-2": "Fierce: When you Secure an Advantage +edge using your hawk to harass and distract your foes, add +1 and take +1 momentum on a hit.", - "asset-hawk-ability-3": "Vigilant: When you Face Danger +wits to detect an approaching threat, or when you Enter the Fray +wits against an ambush, add +2.", - "asset-description-horse": "You and your horse ride as one.", - "asset-horse-ability-1": "Swift: When you Face Danger +edge using your horse's speed and grace, or when you Undertake a Journey, add +1.", - "asset-horse-ability-2": "Fearless: When you Enter the Fray orSecure an Advantage +heart by charging into combat, add +1 and take +1 momentum on a hit.", - "asset-horse-ability-3": "Mighty: When you Strike or Clash at close range while mounted, add +1 and inflict +1 harm on a hit.", - "asset-description-hound": "Your hound is your steadfast companion.", - "asset-hound-ability-1": "Sharp: When you Gather Information using your hound's keen senses to track your quarry or investigate a scene, add +1 and take +1 momentum on a hit.", - "asset-hound-ability-2": "Ferocious: When you Strike or Clash alongside your hound and score a hit, inflict +1 harm or take +1 momentum.", - "asset-hound-ability-3": "Loyal: When you Endure Stress in the company of your hound, add +1.", - "asset-description-kindred": "Your friend stands by you.", - "asset-kindred-ability-1": "Skilled: When you make a move outside of combat aided by your companion's expertise, add +1.", - "asset-kindred-ability-1-write-in": "Expertise:", - "asset-kindred-ability-2": "Shield-Kin: When you Clash or Battle alongside your companion, or when you Face Danger against an attack by standing together, add +1.", - "asset-kindred-ability-3": "Bonded: Once you mark a bond with your companion, add +1 when you Face Desolation in their presence.", - "asset-description-mammoth": "Your mammoth walks a resolute path.", - "asset-mammoth-ability-1": "Lumbering: When your mammoth travels with you as you Undertake a Journey, you may add +2 but suffer -1 momentum (decide before rolling)", - "asset-mammoth-ability-2": "Beast of burden: When you make a move which requires you to roll +supply, you may instead roll +your mammoth's health.", - "asset-mammoth-ability-3": "Overpowering: When you Strike or Clash by riding your mammoth against a pack of foes, add +1 and inflict +1 harm on a hit.", - "asset-description-owl": "Your owl soars through the darkness.", - "asset-owl-ability-1": "Nocturnal: If you Resupply at night by sending your owl to hunt, take +2 momentum on a hit. When you Enter the Fray +wits against an ambush in darkness, add +1 and take +1 momentum on a hit.", - "asset-owl-ability-2": "Sage: When you leverage your owl's secret knowledge to perform a ritual, add +1 or take +1 momentum on a hit (decide before rolling).", - "asset-owl-ability-3": "Embodying: When you Face Death, take your owl's health as +momentum before you roll.", - "asset-description-raven": "Your raven heeds your call.", + "asset-title-visage": "Viso", + "asset-title-ward": "Interdizione", + "asset-title-thunder-bringer": "Portatore di tuoni", + "asset-description-archer": "Se brandisci un arco...", + "asset-archer-ability-1": "Quando Ottieni un vantaggio prendendoti un momento per mirare, scegli il tuo approccio e aggiungi +1.>", + "asset-archer-ability-1-list-1": "Fidati del tuo istinto: tira +ingegno e prendi +2 slancio su un colpo forte.", + "asset-archer-ability-1-list-2": "Allinea il tuo tiro: tira +atletica e prendi +1 slancio su un colpo.", + "asset-archer-ability-2": "Una volta per combattimento, quando Colpire o Opporsi, puoi effettuare colpi extra e subire -1 rifornimento (decidi prima di tirare). Quando lo fai, ritira i dadi. In caso di colpo, infliggi +2 danni e subisci +1 slancio.", + "asset-archer-ability-3": "Quando ottieni Rifornisci cacciando, aggiungi +1 e prendi +1 slancio su un colpo.", + "asset-description-berserker": "Se sei vestito solo di pelli di animali...", + "asset-berserker-ability-1": "Quando Ottieni un vantaggio o Costringere incarnando la tua natura selvaggia, aggiungi +1 e prendi +1 slancio su un colpo.", + "asset-berserker-ability-2": "Quando Colpire o Opporsi scatenando la tua rabbia (decidi prima di tirare), infliggi +1 danno con un colpo. Quindi, scegline uno.", + "asset-berserker-ability-2-list-1": "Spingiti: Subisci danno (1 danno).", + "asset-berserker-ability-2-list-2": "Perditi: Sopporta lo Stress (1 stress).", + "asset-berserker-ability-3": "Quando ottieni Sopportare Danno in un combattimento e la tua salute è superiore a 0, puoi lasciare che il dolore infiammi la tua follia (decidi prima di tirare). Se poi metti a segno un colpo forte e scegli di abbracciare il dolore, prendi +slancio pari alla tua salute rimanente. Un colpo debole conta come un fallimento.", + "asset-description-brawler": "Se sei disarmato o combatti con un'arma non letale...", + "asset-brawler-ability-1": "Quando Ottieni un vantaggio +ferro impegnandoti in risse ravvicinate (come pugni, inciampi o prese), aggiungi +1. Se metti a segno un colpo, puoi anche infliggere 1 danno.", + "asset-brawler-ability-2": "Quando usi un attacco senz'armi o un'arma semplice per Colpire con intento mortale, aggiungi +2 e infliggi 2 danni a un colpo (invece di 1). In caso di colpo debole o fallimento, subisci -1 slancio (in aggiunta a qualsiasi altro risultato del movimento).", + "asset-brawler-ability-3": "Quando ottieni Affrontare pericolo o Opporsi contro un attacco da rissa, aggiungi +1 e prendi +1 slancio per un colpo.", + "asset-description-cutthroat": "Se brandisci un pugnale o un coltello...", + "asset-cutthroat-ability-1": "Quando sei in posizione per Colpire contro un nemico ignaro, scegline uno (prima di tirare).", + "asset-cutthroat-ability-1-list-1": "Aggiungi +2 e prendi +1 slancio su un colpo.", + "asset-cutthroat-ability-1-list-2": "Infliggi +2 danni con un colpo.", + "asset-cutthroat-ability-2": "Quando Costringere qualcuno alla punta della tua lama, o quando fai affidamento sulla tua lama per Affrontare il Pericolo, aggiungi +1.", + "asset-cutthroat-ability-3": "Una volta per combattimento, quando ottieni Ottieni un vantaggio +ombra eseguendo una finta o una direzione sbagliata, tira nuovamente qualsiasi dado e prendi +1 slancio su un colpo.", + "asset-description-duelist": "Se brandisci un'arma da taglio in ogni mano...", + "asset-duelist-ability-1": "Quando Colpisci o Opporsi, puoi aggiungere +2. Se lo fai (decidi prima di tirare), infliggi +1 danno con un colpo forte e conta un colpo debole come mancato.", + "asset-duelist-ability-2": "Una volta per combattimento, quando Ti assicuri un Vantaggio +vantaggio mettendo in mostra la tua abilità in combattimento, puoi ritirare qualsiasi dado.", + "asset-duelist-ability-3": "Quando Disegni il Cerchio, scegline uno (prima di tirare).", + "asset-duelist-ability-3-list-1": "Aggiungi +2.", + "asset-duelist-ability-3-list-2": "Ottieni +2 slancio su un colpo.", + "asset-fletcher-ability-1": "Quando Ottieni un vantaggio fabbricando frecce di ottima qualità, aggiungi +1. Quindi, prendi +1 rifornimento o +1 slancio su un colpo.", + "asset-fletcher-ability-2": "Quando Rifornisci recuperando o raccogliendo frecce dopo una Battaglia, aggiungi +2.", + "asset-fletcher-ability-3": "Quando crei una singola freccia designata per un nemico specifico, immagina il processo e i materiali e tira + ingegno. Con un colpo forte , prendi entrambi. Con colpi deboli, scegline uno.", + "asset-fletcher-ability-3-list-1": "Cercatore: quando un tiratore usa la freccia per Colpire o Opporsi contro questo nemico, tira nuovamente i dadi (una sola volta).", + "asset-fletcher-ability-3-list-2": "Devastatore: quando un tiratore usa la freccia per infliggere danni a questo nemico, infliggi +1d6 danni (una sola volta).", + "asset-description-ironclad": "Se indossi un'armatura...", + "asset-ironclad-ability-1": "Quando equipaggi o modifichi la tua armatura, scegline una.", + "asset-ironclad-ability-1-list-1": "Corazza leggera: Quando subisci Sopportare danni in un combattimento, aggiungi +1 e prendi +1 slancio per un colpo.", + "asset-ironclad-ability-1-list-2": "Corazza leggera: Quando subisci Sopportare danni in un combattimento, aggiungi +2 e prendi +1 slancio per un colpo.", + "asset-ironclad-ability-2": "Quando ottieni Opporsi mentre sei pronto per la guerra, aggiungi +1.", + "asset-ironclad-ability-3": "Quando ottieni Costringi in una situazione in cui la forza delle braccia è un fattore, aggiungi +2.", + "asset-ironclad-track-1": "Armatura leggera", + "asset-ironclad-track-2": "Attrezzato per la guerra", + "asset-description-long-arm": "Se brandisci un bastone...", + "asset-long-arm-ability-1": "Nelle tue mani, un umile bastone è un'arma mortale (2 danni). Quando invece lo usi come arma semplice (1 danno), puoi Colpire o Opporsi +taglio (invece del ferro). Se lo fai, aggiungi +1 e prendi +1 slancio su un colpo.", + "asset-long-arm-ability-2": "Quando Ottieni un vantaggio +vantaggio usando il tuo bastone per disarmare, inciampare, spingere o stordire il tuo nemico, aggiungi +1 e prendi +1 slancio su un colpo.", + "asset-long-arm-ability-3": "Quando Intraprendi un viaggio e ottieni un colpo forte, o se accompagni un alleato che mette a segno un colpo forte in quella mossa, il tuo bastone fornisce supporto e conforto nei tuoi viaggi; prendi slancio +1.", + "asset-description-shield-bearer": "Se brandisci uno scudo...", + "asset-shield-bearer-ability-1": "Quando affrontare il pericolo usando il tuo scudo come copertura, aggiungi +1. Quando effettui Opporsi a distanza ravvicinata, prendi +1 slancio su un colpo forte.", + "asset-shield-bearer-ability-2": "Quando dipingi il tuo scudo con un simbolo significativo, immagina ciò che crei. Quindi, se si ottiene Sopportare lo Stress mentre si affronta un temibile nemico, si aggiunge +1 e si ottiene +1 slancio per colpo.", + "asset-shield-bearer-ability-3": "Quando sei costretto a Sopportare Danno in un combattimento, puoi invece sacrificare il tuo scudo e ignorare tutti i danni. Se lo fai, lo scudo viene distrutto. Una volta per combattimento, prendi anche l'iniziativa quando sacrifichi il tuo scudo per evitare danni.", + "asset-description-skirmisher": "Se brandisci una lancia...", + "asset-skirmisher-ability-1": "Quando Affronti il Pericolo tenendo a bada un nemico usando la portata della tua lancia, tira +ferro o +spigolo. Se colpisci, potresti...", + "asset-skirmisher-ability-1-list-1": "Ferro: Colpisci(se hai iniziativa) o Opporsi ora e aggiungi +1.", + "asset-skirmisher-ability-1-list-2": "Atletica: Prendi +1 slancio", + "asset-skirmisher-ability-2": "Quando ottieni Colpire in combattimento ravvicinato, puoi tentare di guidare la tua lancia verso casa (decidi prima di tirare). Se lo fai, aggiungi +1 e infliggi +2 danni a ogni colpo. Se metti a segno un colpo e il combattimento continua, Affrontare il Pericolo + ferro per recuperare la tua lancia.", + "asset-skirmisher-ability-3": "Quando Ottieni un vantaggio impugnando la tua lancia contro un nemico in carica, aggiungi +1 e prendi +1 slancio su un colpo.", + "asset-description-slinger": "Se brandisci una fionda...", + "asset-slinger-ability-1": "Quando viene lanciata da una fionda, una semplice pietra infligge danni mortali (2 danni). Quando Entra nella mischia sbarrando il tuo nemico con proiettili da fionda, infliggi danno con un colpo forte.", + "asset-slinger-ability-2": "Quando ottieni Colpire lanciando pietre contro un nemico che avanza, puoi sceglierne uno (prima di tirare).", + "asset-slinger-ability-2-list-1": "Trattienili: Mantieni l'iniziativa con un colpo debole , ma infliggi solo 1 danno.", + "asset-slinger-ability-2-list-2": "Colpiscili forte: infliggi +1 danno con un colpo, ma subisci -1 slancio.", + "asset-slinger-ability-3": "Quando Ottieni un Vantaggio preparando pietre di qualità o materiale speciale, aggiungi +1. Quindi, prendi +1 slancio o +1 rifornimento in caso di colpo.", + "asset-description-sunderer": "Se brandisci un ascia...", + "asset-sunderer-ability-1": "Quando ottieni Colpire o Opporsi da vicino, potresti subire -1 slancio e infliggere +1 danno con un colpo (decidi prima di tirare).", + "asset-sunderer-ability-2": "Quando hai la tua ascia in mano e usi la promessa di violenza per Costringere o Assicurati un vantaggio, aggiungi +1 e prendi +1 slancio su un colpo.", + "asset-sunderer-ability-3": "Quando rendi omaggio a un nemico caduto (formidabile o superiore) incidendo una runa nell'impugnatura della tua ascia, tira +cuore. Con un colpo forte, infliggi +1d6 danni (una sola volta) quando Colpire o Opporsi. Con colpo debole, come sopra, ma questa morte ti pesa; Sopportare lo Stress (2 stress).", + "asset-description-swordmaster": "Se brandisci una spada...", + "asset-swordmaster-ability-1": "Quando Colpire o Opporsi e bruci slancio per migliorare il tuo risultato, infliggi +2 danno. Se il combattimento continua, aggiungi +1 alla tua prossima mossa.", + "asset-swordmaster-ability-2": "Quando ottieni Opporsi e ottieni un colpo Forte, puoi aggiungere +1 se segui immediatamente con Colpire.", + "asset-swordmaster-ability-3": "Quando Giuri un Voto di Ferro inginocchiandoti e afferrando la lama della tua spada, aggiungi +1 e prendi +1 slancio per un colpo. Se lasci che il bordo prenda sangue dalle tue mani, Sopportare Danno (1 danno) in cambio di uno slancio aggiuntivo di +1 su un colpo.", + "asset-description-thunder-bringer": "Se brandisci un potente martello...", + "asset-thunder-bringer-ability-1": "Quando Affrontare il Pericolo, Ottieni un Vantaggioo Costringere colpendo o rompendo un oggetto inanimato, aggiungi +1 e prendi +1 slancio per un colpo.", + "asset-thunder-bringer-ability-2": "Quando Colpire un nemico per respingerlo indietro, stordirlo o fargli perdere l'equilibrio, infliggi 1 danno (invece di 2) e prendi +2 slancio per colpo. Con un colpo forte, crei anche un'apertura e aggiungi +1 alla tua prossima mossa.", + "asset-thunder-bringer-ability-3": "Quando Invertire la Rotta, puoi Colpire con tutta la furia e la potenza che puoi raccogliere. Se lo fai (decidi prima di tirare), puoi ripetere il tiro di qualsiasi dado e infliggere +2 danni con un colpo forte, ma contare un colpo debole come mancato.", + "asset-augur-ability-1": "Quando evochi uno stormo di corvi e fai una sola domanda, tira +ingegno. Su un colpo forte, interpreti le loro chiamate come un presagio utile. Immagina la risposta (Chiedi all'Oracolo se non sei sicuro) e prendi +2 slancio. Con colpi deboli, i corvi ignorano la tua domanda e offrono un indizio su un problema o un'opportunità non correlati in quest'area. Immagina cosa impari (Chiedi all'Oracolo se non sei sicuro) e prendi +1 slancio.", + "asset-augur-ability-2": "Come sopra, e anche i corvi ti aiuteranno a guidarti sulla strada giusta. In caso di successo, aggiungi +1 al segmento successivo quando Intraprendere un Viaggio.", + "asset-augur-ability-3": "Quando esegui questo rituale, aggiungi +1 e ottieni +1 slancio su un colpo.", + "asset-awakening-ability-1": "Quando crei un simulacro, tira +cuore. Con un colpo forte, la tua creazione riceve una vita innaturale. Se ti aiuta mentre ti muovi per assalire o superare un ostacolo con la forza, aggiungi +2. Ha 3 punti salute e subisce danni a seconda dei casi, ma non è un compagno e non può essere curato. A 0 salute, è morto. Con un colpo debole, come sopra, ma se tiri un 1 sul tuo dado azione quando sei aiutato dalla tua creazione, devi Affrontare il Pericolo +cuore per impedirgli di rivoltarti contro di te (come un formidabile nemico).", + "asset-awakening-ability-2": "Il tuo simulacro ha 6 salute.", + "asset-awakening-ability-3": "Quando esegui questo rituale, aggiungi +1 e ottieni +1 slancio su un colpo.", + "asset-bind-ability-1": "Quando indossi una pelle di animale e balli al chiaro di luna, tira + ingegno. Con un colpo forte, tu o un alleato potete indossare la pelle e aggiungere +1 quando fate mosse con la relativa statistica (atletica di lupo; ferro dell'orso; cuore di cervo; ombra di volpe; ingegno del cinghiale). Se chi lo indossa ottiene un 1 sul proprio dado azione mentre fa un movimento usando la pelle, la magia è consumata. Con colpi deboli, come sopra, ma la natura chiama mentre balli; Sopportare lo Stress (2 stress).", + "asset-bind-ability-2": "Come sopra, e puoi invece eseguire questo rituale indossando la pelle di una bestia. Se lo fai, assegna un nome alla statistica correlata e aggiungi +2 (invece di +1).", + "asset-bind-ability-3": "Quando esegui questo rituale, aggiungi +1 e ottieni +1 slancio su un colpo.", + "asset-communion-ability-1": "Quando circondi i resti di una creatura intelligente deceduta di recente con candele accese ed evochi il suo spirito, tira +cuore. Aggiungi +1 se condividi un legame. Con un colpo forte, lo spirito appare e puoi conversare per alcuni minuti. Fai le mosse appropriate (aggiungi +1). Con colpi deboli, come sopra, ma lo spirito fornisce anche notizie inquietanti non correlate al tuo scopo. Immagina cosa ti dice (Chiedi all'Oracolo se non sei sicuro) e Sopportare lo Stress (1 stress).", + "asset-communion-ability-2": "Come sopra, e puoi anche entrare in comunione con i morti da tempo.", + "asset-communion-ability-3": "Quando esegui questo rituale, aggiungi +1 e ottieni +1 slancio su un colpo.", + "asset-divination-ability-1": "Quando prendi una goccia di sangue da un soggetto consenziente (non te stesso) e lanci le pietre incise con le rune, tira +cuore. Con un colppo forte, puoi leggere le rune per Raccogliere Informazioni sull'argomento e sulle persone a loro vicine, comprese le intuizioni di cui tu e il soggetto non siete a conoscenza. Se lo fai, aggiungi +1. Su un colpo debole, come sopra, ma le risposte vengono rivelate solo con tempi supplementari e concentrazione; subire -2 slancio.", + "asset-divination-ability-2": "Come sopra, e la tua divinazione può anche rivelare informazioni sul futuro del soggetto.", + "asset-divination-ability-3": "Quando esegui questo rituale, aggiungi +1 e ottieni +1 slancio su un colpo.", + "asset-invoke-ability-1": "Quando consumi l'essenza mistica di ciò che ti circonda, tira +ingegno. Con un colpo forte, aggiungi il valore del tuo dado azione al tuo tracciato dell'essenza (massimo 6). Puoi quindi Ottenere un Vantaggio o Affrontare il pericolo +essenza per creare effetti mistici minori o illusioni. Se lo fai, subisci -1 essenza e prendi +1 slancio per ogni colpo. Con un colpo debole, come sopra, ma catturare queste energie è straziante; Sopportare lo Stress (2 stress).", + "asset-invoke-ability-2": "Puoi Costringere +essenza (e subire -1 essenza) attraverso una dimostrazione di potere.", + "asset-invoke-ability-3": "Quando esegui questo rituale, aggiungi +1 e prendi +1 essenza su un colpo.", + "asset-keen-ability-1": "Quando impugni un'arma e canti un acuto per coloro che ha ucciso, tira +cuore. Con un Colpo Forte, chi la impugna infligge +1 danno quando Colpire o Opporsi. Se ottengono un 1 sul loro dado azione quando effettuano una mossa per infliggere danno, la magia è consumata. Su un colpo debole, come sopra, ma le voci di coloro che furono uccisi si uniscono al tuo canto; Sopportare lo Stress (2 stress).", + "asset-keen-ability-2": "Come sopra, e il possessore può anche (solo una volta) aggiungere +1 e prendere +2 slancio su un colpo quando Disegnare il Cerchio, Entrare nella Mischia, o Battaglia.", + "asset-keen-ability-3": "Quando esegui questo rituale, aggiungi +1 e ottieni +1 slancio su un colpo.", + "asset-leech-ability-1": "Quando contrassegni le mani o l'arma con un'intricata runa del sangue, tira +ferro. Con un colpo forte, la runa ha sete di sangue fresco. Solo una volta, quando effettui una mossa per infliggere danni, tira nuovamente i dadi e infliggi +2 danni per colpo. Quindi, per ogni punto danno inflitto, prendi +1 e assegnalo come +salute o +slancio. Con colpo debole, come sopra, ma questa risorsa conta come una debolezza fino a quando la sete della runa non viene placata.", + "asset-leech-ability-2": "Come sopra, e puoi anche toccare un alleato o un compagno e fargli prendere +1 salute o slancio per ogni punto non assegnato.", + "asset-leech-ability-3": "Quando esegui questo rituale, aggiungi +1 e ottieni +1 slancio su un colpo.", + "asset-lightbearer-ability-1": "Quando ti concentri su una fonte di luce e ne catturi l'essenza, tira +ingegno. Con un colpo forte, imposta la traccia luminosa su +6. Con colpo debole, fai +3. Quindi, quando fai una mossa per superare o navigare nell'oscurità, puoi aggiungere +2 e subire -1 luce.", + "asset-lightbearer-ability-2": "Puoi usare la tua luce per Colpire o Opporsi contro un nemico che dimora nell'oscurità. Scegli la quantità di luce da scatenare e tira +luce (invece di +ferro o +atletica). Soffrire -luce pari a quella quantità. Se colpisci, il tuo danno è 1+la tua luce scatenata.", + "asset-lightbearer-ability-3": "Quando esegui questo rituale, aggiungi +1 e ottieni +1 slancio su un colpo.", + "asset-scry-ability-1": "Quando guardi le fiamme per studiare una persona o un luogo remoto, tira +ombra. Tu o qualcuno con te dovete conoscere il bersaglio. Con un colpo forte, puoi Raccogliere Informazioni attraverso l'osservazione usando +ombra o +ingegno. Con colpo debole, come sopra, ma le fiamme sono affamate; scegline uno da sacrificare.", + "asset-scry-ability-1-list-1": "Il tuo sangue: Sopportare il Danno (2 danni).", + "asset-scry-ability-1-list-2": "Qualcosa di prezioso: Sopportare lo Stress(2 stress).", + "asset-scry-ability-1-list-3": "Rifornimenti: Subire -2 provviste.", + "asset-scry-ability-2": "Come sopra, e puoi invece studiare un evento passato.", + "asset-scry-ability-3": "Quando esegui questo rituale, aggiungi +1 e ottieni +1 slancio su un colpo.", + "asset-shadow-walk-ability-1": "Quando ti copri con il sottile velo dei regni delle ombre, tira +ombra. Con un colpo forte, prendi +1 slancio. Quindi, tira nuovamente i dadi (una sola volta) quando effettui una mossa tendendo un'imboscata, nascondendoti o intrufolandoti. Con colpo debole , come sopra, ma le ombre cercano di portarti fuori strada. Devi prima affrontare Affrontare il Pericolo per trovare la tua strada.", + "asset-shadow-walk-ability-2": "Come sopra, e puoi anche viaggiare lungo i sentieri nascosti dei regni delle ombre per Intraprendere un Viaggio usando +ombra (invece di +ingegno). Se lo fai, Sopportare lo Stress (1 stress) e segna i progressi due volte su un colpo forte.", + "asset-shadow-walk-ability-3": "Quando esegui questo rituale, aggiungi +1 e ottieni +1 slancio su un colpo.", + "asset-sway-ability-1": "Quando pronunci il nome di una persona tre volte al vento, tira +ingegno. Con un colpo forte, il vento sussurra il bisogno di questa persona. Immagina ciò che senti (Chiedi all'Oracolo se non sei sicuro). Se usi queste informazioni o soddisfi questa esigenza quando lo Constringere , puoi ripetere il tiro di qualsiasi dado (solo una volta). Con colpo debole, come sopra, ma il bisogno di questa persona crea un preoccupante dilemma o complicazione; Sopportare lo Stress (1 stress).", + "asset-sway-ability-2": "Come sopra, e se ottieni colpo forte quando Costringere, puoi anche ritirare qualsiasi dado (una sola volta) quando Raccogliere Informazioni da questa persona.", + "asset-sway-ability-3": "Quando esegui questo rituale, aggiungi +1 e ottieni +1 slancio su un colpo.", + "asset-talisman-ability-1": "Quando crei un amuleto, immaginalo e dai un nome alla persona o creatura specifica da cui protegge. Quindi tira + ingegno. Con un colpo forte, quando chi lo indossa si oppone al bersaglio con una mossa, aggiungi +2. Se si ottiene un 1 sul dado azione mentre si fa una mossa usando il fascino, la magia è consumata. Con colpo debole, come sopra, ma chi lo indossa aggiunge +1 quando effettua una mossa (invece di +2).", + "asset-talisman-ability-2": "Come sopra, e puoi invece creare un amuleto che aiuti chi lo indossa contro tutte le minacce soprannaturali, come rituali mistici o orrori.", + "asset-talisman-ability-3": "Quando esegui questo rituale, aggiungi +1 e ottieni +1 slancio su un colpo.", + "asset-tether-ability-1": "Quando entri in comunione con gli spiriti di un luogo, tira +cuore. Se condividi un legame con qualcuno lì, aggiungi +1. Con un colpo forte, sei vincolato. Quando Intraprendere un Viaggio per tornare, puoi tirare +spirito o +cuore (invece di +ingegno) e prendere +1 slancio per un colpo. Quando Raggiungi la tua destinazione, prendi +2 slancio su un colpo forte. Il legame viene perso se esegui questo rituale altrove o quando Affrontare la Desolazione. Su colpi deboli, come sopra, ma gli spiriti rivelano un aspetto inquietante del luogo; Sopportare lo Stress (2 stress).", + "asset-tether-ability-2": "Come sopra, e puoi anche ritirare qualsiasi dado quando ottieni Soggiornare nel luogo legato.", + "asset-tether-ability-3": "Quando esegui questo rituale, aggiungi +1 e ottieni +1 slancio su un colpo.", + "asset-totem-ability-1": "Quando tieni in mano un totem del tuo compagno animale o bestia e ti concentri su di esso, tira +cuore. Con un colpo forte, sei legato insieme. Aggiungi +1 e prendi +1 slancio su un colpo quando usi un'abilità del compagno. Se ottieni un 1 sul tuo dado azione quando usi un'abilità del compagno, la magia viene spesa. Con un colpo debole, come sopra, ma creare questa connessione è inquietante; Sopportare lo Stress (1 stress).", + "asset-totem-ability-2": "Come sopra, e puoi anche percepire il mondo attraverso i sensi del tuo compagno mentre ti muovi aiutato da loro (anche quando sei distante).", + "asset-totem-ability-3": "Quando esegui questo rituale, aggiungi +1 e ottieni +1 slancio su un colpo.", + "asset-visage-ability-1": "Quando ti dipingi di sangue e cenere, tira +ingegno. Su un colpo forte , puoi aggiungere +2 e prendere +1 slancio su un colpo quando Assicurarsi un Vantaggio o Costringere usando la paura o l'intimidazione. Se ottieni un 1 sul tuo dado azione quando fai una mossa aiutata dal tuo volto, la magia è consumata. Con un colpo debole, come sopra, ma il sangue deve essere il tuo; Sopportare il Danno (2 danni).", + "asset-visage-ability-2": "Come sopra, e puoi anche aggiungere +1 quando Colpire, Opporsio Battaglia.", + "asset-visage-ability-3": "Quando esegui questo rituale, aggiungi +1 e ottieni +1 slancio su un colpo.", + "asset-ward-ability-1": "Quando percorri un ampio cerchio, cospargendo il terreno di sale, tira +ingegno. Con un colpo forte, scegline due. Con un colpo debole, scegline uno.", + "asset-ward-ability-1-list-1": "Quando un nemico attraversa per la prima volta il confine, prendi +1 slancio.", + "asset-ward-ability-1-list-2": "Quando infliggi danni per la prima volta a un nemico all'interno del confine, infliggi +1 danno.", + "asset-ward-ability-1-list-3": "La tua protezione è ‘probabile (Chiedi all'Oracolo) di intrappolare un nemico all'interno del confine.", + "asset-ward-ability-2": "Come sopra, e migliora l'effetto della tua protezione (+2 slancio, +2 danni e ‘quasi certo).", + "asset-ward-ability-3": "Quando esegui questo rituale, aggiungi +1 e ottieni +1 slancio su un colpo.", + "asset-description-cave-lion": "Il tuo gatto abbatte la sua preda.", + "asset-cave-lion-ability-1": "Desideroso: Quando il tuo gatto insegue selvaggina grossa, puoi Rifornire con +atletica (invece di +ingegno). Se lo fai, prendi +1 provviste o +1 slancio su un colpo forte.", + "asset-cave-lion-ability-2": "Ineludibile: Quando Entrare nella Mischia o Colpire mandando il tuo gatto ad attaccare, tira +atletica. Se colpisci, prendi +2 slancio", + "asset-cave-lion-ability-3": "Protettivo: Quando tu Accamparsi, il tuo gatto è attento ai guai. Se tu o un alleato scegliete di rilassarvi, prendete +1 spirito. Se ti concentri, prendi +1 slancio.", + "asset-description-giant-spider": "Il tuo ragno scopre segreti.", + "asset-giant-spider-ability-1": "Discreto: Quando tuAssicurarsi un Vantaggio inviando il tuo ragno a esplorare un luogo, aggiungi +1 e prendi +1 slancio su un colpo.", + "asset-giant-spider-ability-2": "Penetrare l'anima: Puoi Affrontare il Pericolo +ombra inviando il tuo ragno per studiare segretamente qualcuno. Se colpito, il ragno torna a rivelare le paure più profonde del bersaglio attraverso un riflesso nei suoi occhi vitrei. Usalo per Raccogliere Informazioni e ritirare qualsiasi dado.", + "asset-giant-spider-ability-3": "Intrappolare: Quando il tuo ragno prepara una trappola, aggiungi +1 mentre Entrare nella Mischia +ombra. Con un colpo forte infligge anche 2 danni.", + "asset-description-hawk": "Il tuo falco può aiutarti mentre è in volo.", + "asset-hawk-ability-1": "Preveggente: Quando Intraprendere un Viaggio, o quando Rifornire cacciando selvaggina piccola, aggiungi +1.", + "asset-hawk-ability-2": "Feroce: Quando Assicurarsi un Vantaggio +atletica usando il tuo falco per molestare e distrarre i tuoi nemici, aggiungi +1 e prendi +1 slancio su un colpo.", + "asset-hawk-ability-3": "Vigile: Quando Affrontare il Pericolo +ingegno per rilevare una minaccia in avvicinamento, o quando Entrare nella Mischia +ingegno contro un'imboscata, aggiungi +2.", + "asset-description-horse": "Tu e il tuo cavallo cavalcate insieme.", + "asset-horse-ability-1": "Veloce: Quando Affrontare il Pericolo +atletica usando la velocità e la grazia del tuo cavallo, o quando Intraprendere un Viaggio, aggiungi +1.", + "asset-horse-ability-2": "Impavido: Quando Entrare nella Mischia oAssicurasi un Vantaggio +cuore caricando in combattimento, aggiungi +1 e prendi +1 slancio su un colpo.", + "asset-horse-ability-3": "Potente: Quando Colpire o Opporsi a distanza ravvicinata mentre sei in sella, aggiungi +1 e infliggi +1 danno con un colpo.", + "asset-description-hound": "Il tuo segugio è il tuo fedele compagno.", + "asset-hound-ability-1": "Acuto: Quando Raccogliere Informazioni usi i sensi acuti del tuo segugio per seguire la tua preda o indagare su una scena, aggiungi +1 e prendi +1 slancio su un colpo.", + "asset-hound-ability-2": "Ferocia: Quando Colpire o Opporsi al fianco del tuo segugio e metti a segno un colpo, infliggi +1 danno o prendi +1 slancio.", + "asset-hound-ability-3": "Fedele: Quando tu Sopportare lo Stress in compagnia del tuo segugio, aggiungi +1.", + "asset-description-kindred": "Il tuo amico ti sta accanto.", + "asset-kindred-ability-1": "Abile: Quando effettui una mossa al di fuori del combattimento aiutato dall'esperienza del tuo compagno, aggiungi +1.", + "asset-kindred-ability-1-write-in": "Competenza:", + "asset-kindred-ability-2": "Scudo-congiunto : Quando Opporsi o Battaglia insieme al tuo compagno, o quando Affrontare il pericolo contro un attacco stando insieme, aggiungi +1.", + "asset-kindred-ability-3": "Legato: Una volta contrassegnato un legame con il tuo compagno, aggiungi +1 quando Affrontare la Desolazione in sua presenza.", + "asset-description-mammoth": "Il tuo mammut percorre un percorso risoluto.", + "asset-mammoth-ability-1": "Pesantemente: Quando il tuo mammut viaggia con te mentre Intraprendere un Viaggio, puoi aggiungere +2 ma subire -1 slancio (decidi prima di tirare)", + "asset-mammoth-ability-2": "Bestia da soma: Quando effettui una mossa che richiede di tirare +provviste, puoi invece tirare +la salute del tuo mammut.", + "asset-mammoth-ability-3": "Schiacciante: Quando Colpire o Opporsi cavalcando il tuo mammut contro un branco di nemici, aggiungi +1 e infliggi +1 danni a un colpo.", + "asset-description-owl": "Il tuo gufo vola nell'oscurità.", + "asset-owl-ability-1": "Notturno: Se Rifornire di notte mandando il tuo gufo a cacciare, prendi +2 slancio se colpisci. Quando Entrare nella Mischia +ingegno contro un'imboscata nell'oscurità, aggiungi +1 e prendi +1 slancio per un colpo.", + "asset-owl-ability-2": "Saggio: Quando sfrutti la conoscenza segreta del tuo gufo per eseguire un rituale, aggiungi +1 o prendi +1 slancio su un colpo (decidi prima di tirare).", + "asset-owl-ability-3": "Incorporare: Quando Affrontare la Morte, prendi la salute del tuo gufo come +slancio prima di tirare.", + "asset-description-raven": "Il tuo corvo ascolta la tua chiamata.", "asset-raven-ability-1": "Sly: When you Secure an Advantage or Face Danger +shadow using your raven to perform trickery (such as creating a distraction or stealing a small object) add +1 and take +1 momentum on a hit.", "asset-raven-ability-2": "Knowing: When you Face Death, add +2 and take +1 momentum on a hit.", "asset-raven-ability-3": "Diligent: When your raven carries messages for you, you may Secure an Advantage, Gather Information, orCompel from a distance.", @@ -361,13 +361,13 @@ "asset-banner-sworn-ability-3": "When you Enter the Fray bearing your banner, add +1 and take +1 momentum on a hit. When you burn momentum while carrying your banner in combat, take +1 momentum after you reset.", "asset-description-battle-scarred": "Once you become maimed...", "asset-battle-scarred-ability-1": "You focus your energies: Reduce your edge or iron by 1 and add +2 to wits or heart, or +1 to each (to a maximum of +4).", - "asset-battle-scarred-ability-2": "You overcome your limitations: Reduce your maximum health by 1. Maimed no longer counts as a debility, and does not reduce your maximum momentum or reset value. When you Endure Stress +heart, take +1 momentum on a strong hit.", + "asset-battle-scarred-ability-2": "Superi i tuoi limiti: riduci la tua salute massima di 1. Mutilato non conta più come debilitazione e non riduce il tuo slancio massimo o il valore di ripristino. Quando Sopportare lo Stress +cuore, prendi +1 slancio su un colpo forte.", "asset-battle-scarred-ability-3": "You have stared down death before: When you are at 0 health and Endure Harm, you may roll +wits or +heart (instead of +health or +iron). If you do, take +1 momentum on a hit.", "asset-write-in-blade-bound": "Name:", "asset-description-blade-bound": "Once you mark a bond with a kin-blade, a sentient weapon imbued with the spirit of your ancestor...", "asset-blade-bound-ability-1": "When you Enter the Fray or Draw the Circle while wielding your kin-blade, add +1 and take +1 momentum on a hit.", - "asset-blade-bound-ability-2": "When you Gather Information by listening to the whispers of your kinblade, add +1 and take +2 momentum on a hit. Then, Endure Stress (2 stress).", - "asset-blade-bound-ability-3": "When you Strike with your kin-blade to inflict savage harm (decide before rolling), add +1 and inflict +2 harm on a hit. Then, Endure Stress (2 stress).", + "asset-blade-bound-ability-2": "Quando Raccogliere informazioni ascoltando i sussurri della tua lama del lignaggio, aggiungi +1 e prendi +2 slancio su un colpo. Quindi, Sopportare lo Stress (2 stress).", + "asset-blade-bound-ability-3": "Quando Colpire con la tua lama del lignaggio per infliggere danni selvaggi (decidi prima di tirare), aggiungi +1 e infliggi +2 danni a un colpo. Quindi, Sopportare lo Stress (2 stress).", "asset-bonded-ability-1": "When you make a move which gives you an add for sharing a bond, add +1 more.", "asset-bonded-ability-2": "When you completely fill a box on your bonds progress track, envision what your relationships have taught you. Then, take 1 experience and +2 momentum.", "asset-bonded-ability-3": "When you make a move in a crucial moment and score a miss, you may cling to thoughts of your bond-kin for courage or encouragement. If you do, reroll any dice. On another miss, in addition to the outcome of the move, you must mark shaken or corrupted. If both debilities are already marked, Face Desolation .", @@ -377,14 +377,14 @@ "asset-write-in-devotant-1": "God's Name:", "asset-write-in-devotant-2": "Stat:", "asset-devotant-ability-1": "When you say your daily prayers, you may Secure an Advantage by asking your god to grant a blessing. If you do, roll +your god's stat. On a hit, take +2 momentum.", - "asset-devotant-ability-2": "When you Swear an Iron Vow to serve your god on a divine quest, you may roll +your god's stat and reroll any dice. When you Fulfill Your Vow and mark experience, take +1 experience.", - "asset-devotant-ability-3": "When you Sojourn, and spread the word of your god, you may roll +your god's stat. If you do, take +1 momentum on a hit.", - "asset-write-in-empowered": "Title/Lineage:", - "asset-empowered-ability-1": "When you Sojourn and score a weak hit or miss, you may claim the rights of hospitality warranted by your title or lineage. If you do, roll all dice again and add +1. On a miss, you are refused, and your presumption causes significant new trouble.", - "asset-empowered-ability-2": "When you exert your title or lineage to Compel, add +1 and take +1 momentum on a hit.", - "asset-empowered-ability-3": "When you forgo your title or lineage and Forge a Bond as an equal, or when you Swear an Iron Vow to serve someone of a lower station, add +1 and take +1 momentum or +1 spirit on a hit.", - "asset-fortune-hunter-ability-1": "When you Swear an Iron Vow to someone under the promise of payment, add +1 and give the quest a special mark. When you successfully Fulfill Your Vow to them, take +wealth equal to the rank of the quest. If you leverage wealth when making a move where resources are a factor, add +wealth and suffer -1 wealth.", - "asset-fortune-hunter-ability-2": "When in a community or trading, you may suffer -1 wealth and take +2 supply.", + "asset-devotant-ability-2": "Quando Prestare un Giuramento di Ferro per servire il tuo dio in una ricerca divina, puoi tirare +la statistica del tuo dio e ritirare qualsiasi dado. Quando Adempiere al tuo Giuramento e contrassegni esperienza, prendi +1 esperienza.", + "asset-devotant-ability-3": "Quando Soggiornare, e diffondi la parola del tuo dio, puoi tirare +la statistica del tuo dio. Se lo fai, prendi +1 slancio su un colpo.", + "asset-write-in-empowered": "Titolo/Lignaggio:", + "asset-empowered-ability-1": "Quando Soggiornare e ottieni un colpo debole o fallimento ,puoi reclamare i diritti di ospitalità garantiti dal tuo titolo o lignaggio. Se lo fai, tira di nuovo tutti i dadi e aggiungi +1. Con fallimento ,vieni rifiutato e la tua presunzione causa nuovi problemi significativi.", + "asset-empowered-ability-2": "Quando eserciti il tuo titolo o lignaggio a Costringere, aggiungi +1 e prendi +1 slancio su un colpo.", + "asset-empowered-ability-3": "Quando rinunci al tuo titolo o lignaggio e Forgiare un Legame come pari, o quando Prestare un Giuramento di Ferro per servire qualcuno di rango inferiore, aggiungi +1 e prendi +1 slancio o +1 spirito su un colpo.", + "asset-fortune-hunter-ability-1": "Quando Prestare un Giuramento di Ferro a qualcuno con la promessa di pagamento, aggiungi +1 e dai alla missione un segno speciale. Quando ottieni con successo Adempiere al tuo Giuramento nei loro confronti, ottieni +ricchezza pari al grado della missione. Se fai leva sulla ricchezza quando fai una mossa in cui le risorse sono un fattore, aggiungi + ricchezza e subisci -1 ricchezza.", + "asset-fortune-hunter-ability-2": "Quando sei in una comunità o commerci, puoi subire -1 ricchezza e prendere +2 provviste.", "asset-fortune-hunter-ability-3": "When you Resupply by scavenging or looting, and score a strong hit with a match, you may envision finding an object of value. If you do, take +1 supply (instead of +2) and +1 wealth.", "asset-herbalist-ability-1": "When you attempt to Heal using herbal remedies, and you have at least +1 supply, you may choose one (decide before rolling).", "asset-herbalist-ability-1-list-1": "Add +2.", @@ -401,7 +401,7 @@ "asset-infiltrator-ability-2": "When you Gather Information within an enemy area to discover their positions, plans, or methods, or when you Secure an Advantage within that area through observation, you may roll +shadow (instead of +wits). If you do, take +1 momentum on a hit.", "asset-infiltrator-ability-3": "When you Resupply within an enemy area by scavenging or looting, you may roll +shadow (instead of +wits). If you do, take +1 momentum or +1 supply on a hit.", "asset-loyalist-ability-1": "When you Aid Your Ally, add +1 and take +1 momentum on a hit. This is in addition to the benefits taken by your ally.", - "asset-loyalist-ability-2": "When an ally makes the Endure Stress move in your company, they add +1 and you take +1 momentum on a hit.", + "asset-loyalist-ability-2": "Quando un alleato effettua la mossa Sopportare lo Stress nella tua compagnia, aggiunge +1 e tu prendi +1 slancio in caso di colpo.", "asset-loyalist-ability-3": "When you stand with your ally as they make a progress move, envision how you support them. Then, roll one challenge die. On a 1-9, your ally may replace one of their challenge dice with yours. On a 10, envision how you inadvertently undermine their action; your ally must replace their lowest challenge die with yours.", "asset-description-masked": "Once you mark a bond with elves, and are gifted a mask of precious elderwood...", "asset-masked-ability-1": "Choose your mask's material. When you wear the mask and make a move which uses its stat, add +1. If you roll a 1 on your action die, suffer -1 to the associated track (in addition to any other outcome of the move).", @@ -424,7 +424,7 @@ "asset-description-revenant": "Once you Face Death and return to the world of the living...", "asset-revenant-ability-1": "When you are at 0 health, and Endure Harm orFace Death, add +1. If you then burn momentum to improve your result, envision what bond or vow binds you to this world, and take +2 momentum after you reset.", "asset-revenant-ability-2": "When you make a move to investigate, oppose, or interact with a horror, spirit, or other undead being, add +1.", - "asset-revenant-ability-3": "When you bring death to your foe to End the Fight, you may burn momentum to cancel one (not both) of the challenge dice if your momentum is greater than the value of that die. If you do, Endure Stress (2 stress).", + "asset-revenant-ability-3": "Quando porti la morte al tuo nemico a Terminare la Lotta, puoi bruciare slancio per annullare uno (non entrambi) dei dadi sfida se il tuo slancio è maggiore del valore di quel dado. Se lo fai, Sopportare lo Stress (2 stress).", "asset-description-rider": "If you are with your horse companion...", "asset-rider-ability-1": "When you Heal your horse, or when you Face Danger to calm or encourage it, add +1 and take +1 momentum on a hit.", "asset-rider-ability-2": "When you Undertake a Journey, you may push your horse harder and add +1 (after rolling). If you do, make the Companion Endure Harm move (1 harm).", @@ -445,7 +445,7 @@ "asset-slayer-ability-3": "When you slay a beast or horror (at least formidable), you may take a trophy and choose one.", "asset-slayer-ability-3-list-1": "Power a ritual: When you or an ally make a ritual move, reroll any dice (one time only).", "asset-slayer-ability-3-list-2": "Prove your worth: When you Sojourn, reroll any dice (one time only).", - "asset-spirit-bound-ability-1": "You are haunted by someone whose death you caused through your actions or failures. When you consult with their spirit to Secure an Advantage or Gather Information, add +1 and take +2 momentum on a hit. On a weak hit, also Endure Stress (1 stress).", + "asset-spirit-bound-ability-1": "Sei perseguitato da qualcuno a cui hai causato la morte attraverso le tue azioni o i tuoi fallimenti. Quando ti consulti con il loro spirito per Ottenere un Vantaggio o Raccogliere Informazioni, aggiungi +1 e prendi +2 slancio su un colpo. Con colpi deboli, anche Sopportare lo stress (1 stress).", "asset-spirit-bound-ability-2": "When you Face Death guided by the spirit, add +1. On a strong hit, envision what you learn and take 1 experience.", "asset-spirit-bound-ability-3": "One time only, when you successfully Fulfill Your Vow (formidable or greater) in service to the spirit, choose one.", "asset-spirit-bound-ability-3-list-1": "Let them go: Take 2 experience for each marked ability and discard this asset.", @@ -546,13 +546,13 @@ "move-content-check-your-gear-2": "On a strong hit, you have it. Take +1 momentum.", "move-content-check-your-gear-3": "On a weak hit, you have it, but your resources are diminished. Take +1 momentum and suffer -1 supply.", "move-content-check-your-gear-4": "On a miss, you don’t have it and the situation grows more perilous. Pay the Price.", - "move-title-clash": "Clash", - "move-content-clash-1": "When your foe has initiative and you fight with them in close quarters, roll +iron. When you exchange a volley at range, or shoot at an advancing foe, roll +edge.", - "move-content-clash-2": "On a strong hit, inflict your harm and choose one. You have the initiative.", - "move-list-clash-1": "You bolster your position: Take +1 momentum.", - "move-list-clash-2": "You find an opening: Inflict +1 harm.", - "move-content-clash-3": "On a weak hit, inflict your harm, but then Pay the Price. Your foe has initiative.", - "move-content-clash-4": "On a miss, you are outmatched and must Pay the Price. Your foe has initiative.", + "move-title-clash": "Opporsi", + "move-content-clash-1": "Quando il tuo nemico ha iniziativa e combatti con lui a distanza ravvicinata, tira +ferro. Quando scambi una raffica a distanza o spari a un nemico che avanza, tira +bordo.", + "move-content-clash-2": "Con un colpo forte , infliggi il tuo danno e scegline uno. Hai l'iniziativa.", + "move-list-clash-1": "Rinforzi la tua posizione: prendi +1 slancio.", + "move-list-clash-2": "Trovi un'apertura: infliggi +1 danno.", + "move-content-clash-3": "Con un colpo debole, infligge il tuo danno, ma poi paga il prezzo ,Il tuo nemico ha iniziativa.", + "move-content-clash-4": "Con un fallimento, sei sconfitto ma poi paga il prezzo .Il tuo nemico ha iniziativa.", "move-title-companion-endure-harm": "Companion Endure Harm", "move-content-companion-endure-harm-1": "When your companion faces physical damage, they suffer -health equal to the amount of harm inflicted. If your companion’s health is 0, exchange any leftover -health for -momentum.", "move-content-companion-endure-harm-2": "Then, roll +heart or +your companion’s health, whichever is higher.", @@ -601,7 +601,7 @@ "move-content-end-the-fight-3": "On a strong hit, this foe is no longer in the fight. They are killed, out of action, flee, or surrender as appropriate to the situation and your intent (Ask the Oracle if unsure).", "move-content-end-the-fight-4": "On a weak hit, as above, but you must also choose one.", "move-list-end-the-fight-1": "It’s worse than you thought: Endure Harm.", - "move-list-end-the-fight-2": "You are overcome: Endure Stress.", + "move-list-end-the-fight-2": "Sei sopraffatto: Sopportare lo Stress.", "move-list-end-the-fight-3": "Your victory is short-lived: A new danger or foe appears, or an existing danger worsens.", "move-list-end-the-fight-4": "You suffer collateral damage: Something of value is lost or broken, or someone important must pay the cost.", "move-list-end-the-fight-5": "You’ll pay for it: An objective falls out of reach.", @@ -615,14 +615,14 @@ "move-list-endure-harm-2": "Embrace the pain: Take +1 momentum.", "move-content-endure-harm-4": "On a weak hit, you press on.", "move-content-endure-harm-5": "On a miss, also suffer -1 momentum. If you are at 0 health, you must mark wounded or maimed (if currently unmarked) or roll on the oracle.", - "move-title-endure-stress": "Endure Stress", - "move-content-endure-stress-1": "When you face mental shock or despair, suffer -spirit equal to your foe’s rank or as appropriate to the situation. If your spirit is 0, suffer -momentum equal to any remaining -spirit.", - "move-content-endure-stress-2": "Then, roll +spirit or +heart, whichever is higher.", - "move-content-endure-stress-3": "On a strong hit, choose one.", - "move-list-endure-stress-1": "Shake it off: If your spirit is greater than 0, suffer -1 momentum in exchange for +1 spirit.", - "move-list-endure-stress-2": "Embrace the darkness: Take +1 momentum.", - "move-content-endure-stress-4": "On a weak hit, you press on.", - "move-content-endure-stress-5": "On a miss, also suffer -1 momentum. If you are at 0 spirit, you must mark shaken or corrupted (if currently unmarked) or roll on the table below.", + "move-title-endure-stress": "Sopportare lo stress", + "move-content-endure-stress-1": "Quando affronti lo shock mentale o la disperazione, subisci -spirito pari al rango del tuo nemico o come appropriato alla situazione. Se il tuo spirito è 0, subisci -slancio pari a qualsiasi -spirito rimanente.", + "move-content-endure-stress-2": "Quindi, tira +spirito o +cuore, qualunque sia il valore più alto.", + "move-content-endure-stress-3": "Con uncolpo forte, scegli uno.", + "move-list-endure-stress-1": "Scuotilo di dosso: se il tuo spirito è maggiore di 0, subisci -1 slancio in cambio di +1 spirito.", + "move-list-endure-stress-2": "Abbraccia l'oscurità: prendi +1 slancio.", + "move-content-endure-stress-4": "Con colpi deboli, continui.", + "move-content-endure-stress-5": "Con unfallimento, subisce anche -1 slancio. Se sei a 0 spirito, devi contrassegnare scosso o corrotto (se attualmente non contrassegnato) o tirare sulla tabella sottostante.", "move-title-enter-the-fray": "Enter the Fray", "move-content-enter-the-fray-1": "When you enter into combat, set the rank of each of your foes.", "move-list-enter-the-fray-1-1": "Troublesome foe: 3 progress per harm; inflicts 1 harm.", @@ -649,7 +649,7 @@ "move-content-escape-the-depths-2": "On a strong hit, you make your way safely out of the site. Take +1 momentum.", "move-content-escape-the-depths-3": "On a weak hit, you find your way out, but this place exacts its price. Choose one.", "move-list-escape-the-depths-2-1": "You are weary or wounded: Endure Harm.", - "move-list-escape-the-depths-2-2": "The experience leaves you shaken: Endure Stress.", + "move-list-escape-the-depths-2-2": "L'esperienza ti lascia scosso: Sopportare lo Stress.", "move-list-escape-the-depths-2-3": "You are delayed, and it costs you.", "move-list-escape-the-depths-2-4": "You leave behind something important.", "move-list-escape-the-depths-2-5": "You face a new complication as you emerge from the depths.", @@ -659,7 +659,7 @@ "move-content-face-a-setback-1": "When your momentum is at its minimum (-6), and you suffer additional -momentum, choose one.", "move-list-face-a-setback-1": "Exchange each additional -momentum for any combination of -health, -spirit, or -supply as appropriate to the circumstances.", "move-list-face-a-setback-2": "Envision an event or discovery (Ask the Oracle if unsure) which undermines your progress in a current quest, journey or fight. Then, for each additional -momentum, clear 1 unit of progress on that track per its rank (troublesome=clear 3 progress; dangerous=clear 2 progress; formidable=clear 1 progress; extreme=clear 2 ticks; epic=clear 1 tick).", - "move-title-face-danger": "Face Danger", + "move-title-face-danger": "Affrontare il pericolo", "move-content-face-danger-1": "When you attempt something risky or react to an imminent threat, envision your action and roll. If you act...", "move-list-face-danger-1-1": "With speed, agility, or precision: Roll +edge.", "move-list-face-danger-1-2": "With charm, loyalty, or courage: Roll +heart.", @@ -667,10 +667,10 @@ "move-list-face-danger-1-4": "With deception, stealth, or trickery: Roll +shadow.", "move-list-face-danger-1-5": "With expertise, insight, or observation: Roll +wits.", "move-content-face-danger-2": "On a strong hit, you are successful. Take +1 momentum.", - "move-content-face-danger-3": "On a weak hit, you succeed, but face a troublesome cost. Choose one.", + "move-content-face-danger-3": "Con un colpo debole, hai successo, ma devi affrontare un costo fastidioso. Scegline uno.", "move-list-face-danger-2-1": "You are delayed, lose advantage, or face a new danger: Suffer -1 momentum.", "move-list-face-danger-2-2": "You are tired or hurt: Endure Harm (1 harm).", - "move-list-face-danger-2-3": "You are dispirited or afraid: Endure Stress (1 stress).", + "move-list-face-danger-2-3": "Sei scoraggiato o impaurito: Sopportare lo Stress (1 stress).", "move-list-face-danger-2-4": "You sacrifice resources: Suffer -1 supply.", "move-content-face-danger-6": "On a miss, you fail, or your progress is undermined by a dramatic and costly turn of events. Pay the Price.", "move-title-face-death": "Face Death", @@ -700,7 +700,7 @@ "move-content-forge-a-bond-3": "On a weak hit, they ask something more of you first. Envision what it is (Ask the Oracle if unsure), do it (or Swear an Iron Vow), and mark the bond. If you refuse or fail, Pay the Price.", "move-content-forge-a-bond-4": "On a miss, they reject you. Pay the Price.", "move-title-forsake-your-vow": "Forsake Your Vow", - "move-content-forsake-your-vow-1": "When you renounce your quest, betray your promise, or the goal is lost to you, clear the vow and Endure Stress. You suffer -spirit equal to the rank of your quest (troublesome=1; dangerous=2; formidable=3; extreme=4; epic=5). If the vow was made to a person or community with whom you share a bond, Test Your Bond when you next meet.", + "move-content-forsake-your-vow-1": "Quando rinunci alla tua ricerca, tradisci la tua promessa o perdi l'obiettivo, cancella il voto e sopportare lo stress. Soffri -spirito pari al grado della tua ricerca (fastidioso=1; pericoloso=2; formidabile=3; estremo=4; epico=5). Se il voto è stato fatto a una persona o comunità con cui condividi un legame, Metti alla prova il tuo Legame al prossimo incontro.", "move-title-fulfill-your-vow": "Fulfill Your Vow", "move-content-fulfill-your-vow-1": "Progress Move", "move-content-fulfill-your-vow-2": "When you achieve what you believe to be the fulfillment of your vow, roll the challenge dice and compare to your progress. Momentum is ignored on this roll.", @@ -1138,7 +1138,7 @@ "combat_eventMethod-32": "Secure", "combat_eventMethod-33": "Cover", "combat_eventMethod-34": "Withdraw", - "combat_eventMethod-35": "Clash", + "combat_eventMethod-35": "Opporsi", "combat_eventMethod-36": "Amplify", "combat_eventMethod-37": "Batter", "combat_eventMethod-38": "Feint", @@ -1213,7 +1213,7 @@ "fatePayThePrice-7": "A new danger or foe is revealed.", "fatePayThePrice-8": "It causes a delay or puts you at a disadvantage.", "fatePayThePrice-9": "It is harmful.", - "fatePayThePrice-10": "It is stressful.", + "fatePayThePrice-10": "È stressante.", "fatePayThePrice-11": "A surprising development complicates your quest.", "fatePayThePrice-12": "It wastes resources.", "fatePayThePrice-13": "It forces you to act against your best intentions.", @@ -1597,7 +1597,7 @@ "monstrositySize-4": "Huge (whale-sized)", "monstrositySize-5": "Titanic (incomprehensible)", "plotAction-0": "Scheme", - "plotAction-1": "Clash", + "plotAction-1": "Opporsi", "plotAction-2": "Weaken", "plotAction-3": "Initiate", "plotAction-4": "Create", @@ -2086,10 +2086,10 @@ "sufferEndureHarm-2": "You are unconscious and out of action. If left alone, you come back to your senses in an hour or two. If you are vulnerable to a foe not inclined to show mercy, Face Death.", "sufferEndureHarm-3": "You are reeling and fighting to stay conscious. If you engage in any vigorous activity (such as running or fighting) before taking a breather for a few minutes, roll on this table again (before resolving the other move).", "sufferEndureHarm-4": "You are battered but still standing.", - "sufferEndureStress-0": "You are overwhelmed. Face Desolation.", - "sufferEndureStress-1": "You give up. Forsake Your Vow (if possible, one relevant to your current crisis).", - "sufferEndureStress-2": "You give in to a fear or compulsion, and act against your better instincts.", - "sufferEndureStress-3": "You persevere", + "sufferEndureStress-0": "Sei sopraffatto. Affrontare la Desolazione.", + "sufferEndureStress-1": "Ti arrendi. Abbandona il tuo voto (se possibile, rilevante per la tua crisi attuale).", + "sufferEndureStress-2": "Cedi a una paura o a una compulsione e agisci contro i tuoi istinti migliori.", + "sufferEndureStress-3": "Tu perseveri", "threatAdvanceAThreat-0": "The threat readies its next step, or a new danger looms. If you are in a position to prevent this development, you may attempt to do so. If you succeed, Reach a Milestone. Otherwise, mark menace.", "threatAdvanceAThreat-1": "The threat works subtly to advance toward its goal, or the danger escalates. Mark menace.", "threatAdvanceAThreat-2": "The threat makes a dramatic and immediate move, or a major event reveals new complications. Mark menace twice.", diff --git a/ItrasBy/translations/es.json b/ItrasBy/translations/es.json index 354d620c2f..fd3fa5aca1 100644 --- a/ItrasBy/translations/es.json +++ b/ItrasBy/translations/es.json @@ -1,15 +1,15 @@ { - "nom :": "Nom :", + "nom :": "Nombre", "concept :": "Concepto :", - "apparence :": "Apparence :", - "âge :": "Âge :", + "apparence :": "Apariencia", + "âge :": "Edad", "yeux :": "Yeux :", "cheveux :": "Cheveux :", "personnage": "Personnage", "historique": "Historique", "personnalités": "Personnalités", - "qualités dramatiques": "Qualités Dramatiques", + "qualités dramatiques": "Cualidades dramáticas", "aimants à intrigues": "Aimants à Intrigues", - "personnages secondaires": "Personnages Secondaires", - "notes": "Notes" + "personnages secondaires": "Personajes secundarios", + "notes": "Notas" } \ No newline at end of file diff --git a/L5R 5th Edition Unofficial/translations/it.json b/L5R 5th Edition Unofficial/translations/it.json index dda18aa9cc..ec5d518d20 100644 --- a/L5R 5th Edition Unofficial/translations/it.json +++ b/L5R 5th Edition Unofficial/translations/it.json @@ -1,281 +1,281 @@ { - "character-name-u": "Nome personaggio", - "player-name-u": "Nome giocatore", + "character-name-u": "Nome Personaggio", + "player-name-u": "Nome Giocatore", "clan-u": "Clan", - "family-u": "Family", - "school-u": "School", - "school-rank-u": "School Rank", - "roles-u": "Roles", - "honour-u": "Honour", - "glory-u": "Glory", + "family-u": "Famiglia", + "school-u": "Scuola", + "school-rank-u": "Grado nella Scuola", + "roles-u": "Ruoli", + "honour-u": "Onore", + "glory-u": "Gloria", "status-u": "Status", - "advantages-disadvantages-u": "Advantages and Disadvantages", + "advantages-disadvantages-u": "Vantaggi e Svantaggi", "skills-u": "Abilità", - "techniques-u": "Techniques", + "techniques-u": "Tecniche", "equipment-u": "Equipaggiamento", - "endurance-u": "Endurance", - "fatigue-u": "Fatigue", - "composure-u": "Composure", - "strife-u": "Strife", - "focus-u": "Focus", - "vigilance-u": "Vigilance", - "void-points-u": "Void Points", - "air-u": "Air", - "earth-u": "Earth", - "fire-u": "Fire", - "water-u": "Water", - "void-u": "Void", + "endurance-u": "Tenacia", + "fatigue-u": "Stanchezza", + "composure-u": "Compostezza", + "strife-u": "Turbamento", + "focus-u": "Concentrazione", + "vigilance-u": "Vigilanza", + "void-points-u": "Punti Vuoto", + "air-u": "Aria", + "earth-u": "Terra", + "fire-u": "Fuoco", + "water-u": "Acqua", + "void-u": "Vuoto", "current-u": "Attuale", - "max-u": "Max", + "max-u": "Massimo", "ninjo-u": "Ninjo", "giri-u": "Giri", - "distinctions-u": "Distinctions", - "adversities-u": "Adversities", - "passions-u": "Passions", - "anxieties-u": "Anxieties", - "personality-habits-quirks-u": "Personality, Habits & Quirks", - "stances-u": "Stances", - "stances-text-u": "(Stances can only be applied during conflicts)", + "distinctions-u": "Distinzioni", + "adversities-u": "Avversità", + "passions-u": "Passioni", + "anxieties-u": "Ansietà", + "personality-habits-quirks-u": "Personalità, Abitudini e Tratti Caratteriali", + "stances-u": "Forma", + "stances-text-u": "(Le forme si applicano solo durante i conflitti)", "air-stance-u": "AIR STANCE:", "earth-stance-u": "EARTH STANCE:", "fire-stance-u": "FIRE STANCE:", "water-stance-u": "WATER STANCE:", "void-stance-u": "VOID STANCE:", - "air-stance-text-u": "+1 to TN of Attack and Scheme checks targeting you (+2 at rank 4+).", - "earth-stance-text-u": "Others cannot spend opportunity to inflict critical strikes or conditions on you.", - "fire-stance-text-u": "If you succeed, +1 bonus success per strife-symbol.", - "water-stance-text-u": "Perform a second action on your turn that does not require a check or share a type with your first action.", - "void-stance-text-u": "You do not receive strife from strife-symbols on checks", + "air-stance-text-u": "+1 a TN di prove di Attacco o Complotto che bersagliano il personaggio (+2 a grado 4+).", + "earth-stance-text-u": "Altri individui non possono spendere opportunità per infliggere colpi critici o condizioni sul personaggio.", + "fire-stance-text-u": "Se il personaggio ha successo, +1 successo bonus per ogni risultato con simbolo turbamento.", + "water-stance-text-u": "Il personaggio effettua nel turno una seconda azione che non richieda prove o condivida il tipo con la prima azione.", + "void-stance-text-u": "Il personaggio non riceve turbamento dai simboli turbamento nelle prove.", "name-u": "Nome", - "rank-u": "Rank", + "rank-u": "Grado", "bonus-u": "Bonus", - "artisan-u": "Artisan", - "aesthetics-u": "Aesthetics", - "composition-u": "Composition", + "artisan-u": "Artigiane", + "aesthetics-u": "Estetica", + "composition-u": "Composizione", "design-u": "Progetto", - "smithing-u": "Smithing", - "refine-u": "Refine", + "smithing-u": "Forgia", + "refine-u": "Affinare", "restore-u": "Ripristina", - "invent-u": "Invent", - "adapt-u": "Adapt", - "attune-u": "Attune", - "social-u": "Social", - "command-u": "Command", - "courtesy-u": "Courtesy", + "invent-u": "Inventare", + "adapt-u": "Adattare", + "attune-u": "Armonizzare", + "social-u": "Sociali", + "command-u": "Comando", + "courtesy-u": "Cortesia", "games-u": "Partite", - "performance-u": "Performance", - "trick-u": "Trick", - "reason-u": "Reason", - "incite-u": "Incite", - "charm-u": "Charm", - "enlighten-u": "Enlighten", - "trade-u": "Trade", - "commerce-u": "Commerce", - "labor-u": "Labor", - "seafaring-u": "Seafaring", - "skulduggery-u": "Skulduggery", + "performance-u": "Esibizione", + "trick-u": "Ingannare", + "reason-u": "Ragionare", + "incite-u": "Incitare", + "charm-u": "Affascinare", + "enlighten-u": "Illuminare", + "trade-u": "Mestierali", + "commerce-u": "Commercio", + "labor-u": "Lavori Pesanti", + "seafaring-u": "Navigazione", + "skulduggery-u": "Criminalità", "survival-u": "Sopravvivenza", "con-u": "Cos", - "produce-u": "Produce", - "innovate-u": "Innovate", - "exchange-u": "Exchange", - "subsist-u": "Subsist", + "produce-u": "Produrre", + "innovate-u": "Innovare", + "exchange-u": "Scambiare", + "subsist-u": "Sussistere", "martial-u": "Marziale", - "fitness-u": "Fitness", - "ma-melee-u": "Martial Arts [Melee]", - "ma-ranged-u": "Martial Arts [Ranged]", - "ma-unarmed-u": "Martial Arts [Unarmed]", - "meditation-u": "Meditation", - "tactics-u": "Tactics", - "feint-u": "Feint", - "withstand-u": "Withstand", - "overwhelm-u": "Overwhelm", - "shift-u": "Shift", - "sacrifice-u": "Sacrifice", - "scholar-u": "Scholar", - "culture-u": "Culture", - "government-u": "Government", + "fitness-u": "Allenamento", + "ma-melee-u": "Arti Marziali [Mischia]", + "ma-ranged-u": "Arti Marziali [Distanza]", + "ma-unarmed-u": "Arti Marziali [Senza Armi]", + "meditation-u": "Meditazione", + "tactics-u": "Tattica", + "feint-u": "Fintare", + "withstand-u": "Contrastare", + "overwhelm-u": "Sopraffare", + "shift-u": "Deviare", + "sacrifice-u": "Sacrificare", + "scholar-u": "Intellettuali", + "culture-u": "Cultura", + "government-u": "Governo", "medicine-u": "Medicina", - "sentiment-u": "Sentiment", - "theology-u": "Theology", - "analyze-u": "Analyze", + "sentiment-u": "Sensibilità", + "theology-u": "Teologia", + "analyze-u": "Analizzare", "recall-u": "Recupera", - "theorize-u": "Theorize", + "theorize-u": "Teorizzare", "survey-u": "Sondare", - "sense-u": "Sense", - "explosive-success-u": "Explosive Success", - "opportunity-u": "Opportunity", + "sense-u": "Presentire", + "explosive-success-u": "Successo Esplosivo", + "opportunity-u": "Opportunità", "success-u": "Successo", - "total-xp-u": "Total XP", - "spent-xp-u": "Spent XP", - "saved-xp-u": "Saved XP", + "total-xp-u": "XP Totali", + "spent-xp-u": "XP Spesi", + "saved-xp-u": "XP Rimanenti", "advancement-u": "Avanzamento", "skill-u": "Abilità", "ring-u": "Anello", - "technique-u": "Technique", - "exp-cost-u": "Exp Cost", - "skill-cost-u": "2 x New Level", - "ring-cost-u": "3 x New Level", - "technique-cost-u": "3 (unless specified)", - "restrictions-u": "Restrictions", - "skill-restricitons-u": "Maximum value 5", - "ring-restricitons-u": "Max = Void + lowest ring", - "technique-restricitons-u": "Observe School and technique restriction", - "rank-1-u": "Rank 1", - "rank-2-u": "Rank 2", - "rank-3-u": "Rank 3", - "rank-4-u": "Rank 4", - "rank-5-u": "Rank 5", - "rank-6-u": "Rank 6", - "exp-spent-rank-1-u": "EXP Spent on Rank 1 Teachings", - "exp-spent-rank-2-u": "EXP Spent on Rank 2 Teachings", - "exp-spent-rank-3-u": "EXP Spent on Rank 3 Teachings", - "exp-spent-rank-4-u": "EXP Spent on Rank 4 Teachings", - "exp-spent-rank-5-u": "EXP Spent on Rank 5 Teachings", - "exp-spent-outside-school-u": "½ EXP Spent outside of School Teachings", - "total-exp-spent-rank-1-u": "Total EXP Spent at Rank 1 (20)", - "total-exp-spent-rank-2-u": "Total EXP Spent at Rank 2 (24)", - "total-exp-spent-rank-3-u": "Total EXP Spent at Rank 3 (32)", - "total-exp-spent-rank-4-u": "Total EXP Spent at Rank 4 (44)", - "total-exp-spent-rank-5-u": "Total EXP Spent at Rank 5 (60)", - "mastery-ability-u": "Mastery Ability", - "title-mastery-ability-u": "Title Mastery Ability", - "extracurricular-advances-u": "Extracurricular Advances", - "title-advances-u": "Title Advances", - "total-exp-spent-title-u": "Total EXP Spent on Title", - "exp-spent-u": "Exp Spent", - "techniques-actions-u": "Techniques (New Actions)", - "name:-u": "Name:", + "technique-u": "Tecnica", + "exp-cost-u": "Costo Esp", + "skill-cost-u": "2 x Nuovo livello", + "ring-cost-u": "3 x Nuovo livello", + "technique-cost-u": "3 (se non specificato)", + "restrictions-u": "Restrizioni", + "skill-restricitons-u": "Valore massimo 5", + "ring-restricitons-u": "Max =Vuoto + Anello più basso", + "technique-restricitons-u": "Rispettare la restrizione della scuola e della tecnica", + "rank-1-u": "Grado 1", + "rank-2-u": "Grado 2", + "rank-3-u": "Grado 3", + "rank-4-u": "Grado 4", + "rank-5-u": "Grado 5", + "rank-6-u": "Grado 6", + "exp-spent-rank-1-u": "Punti Esperienza spesi a Grado 1 ", + "exp-spent-rank-2-u": "Punti Esperienza spesi a Grado 2 ", + "exp-spent-rank-3-u": "Punti Esperienza spesi a Grado 3", + "exp-spent-rank-4-u": "Punti Esperienza spesi a Grado 4", + "exp-spent-rank-5-u": "Punti Esperienza spesi a Grado 5", + "exp-spent-outside-school-u": "½ Punti Esperienza spesi fuori Curriculum", + "total-exp-spent-rank-1-u": "Punti Esperienza totali spesi al Grado 1 (20)", + "total-exp-spent-rank-2-u": "Punti Esperienza totali spesi al Grado 2 (24)", + "total-exp-spent-rank-3-u": "Punti Esperienza totali spesi al Grado 3 (32)", + "total-exp-spent-rank-4-u": "Punti Esperienza totali spesi al Grado 4 (44)", + "total-exp-spent-rank-5-u": "Punti Esperienza totali spesi al Grado 5 (60)", + "mastery-ability-u": "Capacità da Maestro", + "title-mastery-ability-u": "Capacità da Maestro del Titolo", + "extracurricular-advances-u": "Avanzamenti fuori Curriculum", + "title-advances-u": "Avanzamento Titoli", + "total-exp-spent-title-u": "Totale Punti Esperienza spesi nel Titolo", + "exp-spent-u": "Exp Spesa", + "techniques-actions-u": "Tecniche (Nuove Azioni)", + "name:-u": "Nome:", "page-number-u": "Page #:", - "effects-u": "Effects", - "effects-box-u": "Effects of technique", - "new-opportunity-u": "New Opportunities", - "new-opportunity-box-u": "Add new opportunities", - "techniques-opportunities-u": "Techniques (New Actions)", + "effects-u": "Effetti", + "effects-box-u": "Effetti della tecnica", + "new-opportunity-u": "Nuove opportunità", + "new-opportunity-box-u": "Aggiungi nuove opportunità", + "techniques-opportunities-u": "Tecniche (Nuove Opportunità)", "activation-u": "Activation(Action/Check):", "check-u": "Check:", - "weapons-u": "Weapons", - "damage-deadliness-u": "Damage/Deadliness", + "weapons-u": "Armi", + "damage-deadliness-u": "Danno/Letalità", "range-u": "Portata", - "qualities-u": "Qualities", + "qualities-u": "Qualità", "armor-u": "Armatura", - "protection-type-resistance-u": "Protection Type (Resistance)", - "equipment-relationships-notes-u": "Equipment, Relationships & Notes", - "roll-ring-dice-u": "Roll Ring Dice", - "roll-skill-dice-u": "Roll Skill Dice", - "ring-dice-u": "Ring Dice", - "skill-dice-u": "Skill Dice", - "roll-explosive-dice-u": "To roll explosive die, click 'Roll Ring/Skill Dice' button on your sheet", - "keep-up-to-u": "Keep up to", + "protection-type-resistance-u": "Tipo di protezione (Resistenza)", + "equipment-relationships-notes-u": "Attrezzature, Relazioni e Note", + "roll-ring-dice-u": "Lancio Dadi Anello", + "roll-skill-dice-u": "Lancio Dadi Abilità", + "ring-dice-u": "Dado Anello", + "skill-dice-u": "Dado Abilità", + "roll-explosive-dice-u": "Per rilanciare un dado esplosivo, fai clic sul pulsante \"Tiro Dado anello/abilità\" sulla tua scheda", + "keep-up-to-u": "Tieni fino a", "activation:-u": "Activation: ", - "check:-u": "Check:", - "effects:-u": "Effects:", - "opportunities:-u": "Opportunities:", - "dice-u": "dice", - "print-technique-u": "Print technique in chat", - "part-1-u": "PART I: CORE IDENTITY (CLAN & FAMILY)", - "part-2-u": "PART II: ROLE & SCHOOL", - "part-3-u": "PART III: HONOR & GLORY", - "part-4-u": "PART IV: STRENGTHS & WEAKNESSES", - "part-5-u": "PART V: PERSONALITY & BEHAVIOR", - "part-6-u": "PART VI: ANCESTRY & FAMILY", - "part-7-u": "PART VII: DEATH", - "part-8-u": "PART VIII: GENERATE CHARACTER", - "question-1-u": "What clan does your character belong to? (p. 41)", - "question-2-u": "What family does your character belong to? (p. 49)", - "question-3-u": "What is your character’s school, and what roles does that school fall into? (p. 56)", - "question-4-u": "How does your character stand out within their school? (p. 88)", - "question-5-u": "Who is your lord and what is your character’s duty to them? (Select Giri) (p. 88)", - "question-6-u": "What does your character long for, and how might this impede their duty? (Select Ninjō) (p. 90)", - "question-7-u": "What is your character’s relationship with their clan? (p. 91)", - "question-8-u": "What does your character think of Bushidō? (p. 91)", - "question-9-u": "What is your character’s greatest accomplishment so far? (p. 92)", - "question-10-u": "What holds your character back the most in life? (p. 92)", - "question-11-u": "What activity most makes your character feel at peace? (p. 92)", - "question-12-u": "What concern, fear, or foible troubles your character the most? (p. 93)", - "question-13-u": "Who has your character learned the most from during their life? (p. 93)", - "question-14-u": "What do people notice first upon encountering your character? (p. 93)", - "question-15-u": "How does your character react to stressful situations? (p. 94)", - "question-16-u": "What are your character’s preexisting relationships with other clans, families, organizations, and traditions? (p. 94)", - "question-17-u": "How would your character’s parents describe them? (p. 95)", - "question-18-u": "Who was your character named to honour? (p. 95)", - "question-19-u": "What is your character’s personal name? (p. 95)", - "question-20-u": "How should your character die? (p. 95)", - "ring-increase-u": "Ring increase", - "choose-one-u": "Choose one", - "skill-increase-u": "Skill increase", - "starting-wealth-u": "Starting Wealth:", - "technique-types-available-u": "Technique types available", + "check:-u": "Prova:", + "effects:-u": "Effetti:", + "opportunities:-u": "Opportunità:", + "dice-u": "dadi", + "print-technique-u": "Visualizza la Tecnica in chat", + "part-1-u": "PARTE I: IDENTITÀ GENERALE (CLAN E FAMIGLIA)", + "part-2-u": "PARTE II: RUOLO E SCUOLA", + "part-3-u": "PARTE III: ONORE E GLORIA", + "part-4-u": "PARTE IV: PUNTI DI FORZA E PUNTI DEBOLI", + "part-5-u": "PARTE V: PERSONALITÀ E COMPORTAMENTO", + "part-6-u": "PARTE VI: ANTENATI E FAMIGLIA", + "part-7-u": "PARTE VII: MORTE", + "part-8-u": "PARTE VIII: GENERARE IL PERSONAGGIO", + "question-1-u": "1). A quale Clan appartiene il tuo personaggio?(p. 41)", + "question-2-u": "2). A quale famiglia appartiene il tuo personaggio? (p.49)", + "question-3-u": "3). Qual'è la scuola del Personaggio e in quali ruoli ricade quella scuola? (p.56) ", + "question-4-u": "4). Come si distingue il tuo personaggio all'interno della sua scuola? (p.88)", + "question-5-u": "5) Chi è il suo signore e quali doveri ha il Personaggio nei suoi confronti? (p.88)", + "question-6-u": "6). Cosa desidera ardentemente il Personaggio e come ciò potrebbe ostacolare il suo dovere? (Scegliere Ninjō) (p. 90)", + "question-7-u": "7). Qual'è il rapporto del personaggio con il suo Clan? (p.91)", + "question-8-u": "8). Cosa pensa il Personaggio di Bushidō? (p.91)", + "question-9-u": "9). Qual'è il traguardo più grande raggiunto dal Personaggio finora? (p.92)", + "question-10-u": "10). Cosa è di maggiore ostacolo al Personaggio nella vita? (p.92)", + "question-11-u": "11) Quale attività fa sentire in pace il personaggio? (p.92)", + "question-12-u": "12). Quale dubbio, paura o debolezza preoccupa di più il Personaggio? (p.93)", + "question-13-u": "13). Da chi ha imparato maggiormente il Personaggio nel corso della sua vita? (p.93)", + "question-14-u": "14) Che cosa notano prima le persone che incontrano il Personaggio? (p. 93)", + "question-15-u": "15). Come reagisce il Personaggio alle situazioni stressanti? (p. 94)", + "question-16-u": "16). Quali sono le precedenti relazioni del Personaggio con gli altri Clan, Famiglie, organizzazioni e tradizioni? (p.94)", + "question-17-u": "17). Come descriverebbero il Personaggio i suoi genitori? (p. 95)", + "question-18-u": "18 ). Chi si intende onorare tramite il nome che è stato scelto per il Personaggio? (p. 95)", + "question-19-u": "19). Qual è il nome proprio del personaggio? (p.95)", + "question-20-u": "20) Come dovrebbe morire il Personaggio? (p. 95)", + "ring-increase-u": "Aumento dell'Anello", + "choose-one-u": "Scegline uno", + "skill-increase-u": "Aumento delle Abilità", + "starting-wealth-u": "Ricchezza Iniziale:", + "technique-types-available-u": "Tipi di tecniche disponibili", "kata-u": "KATA", "kiho-u": "KIHŌ", - "invocations-u": "INVOCATIONS", - "rituals-u": "RITUALS", + "invocations-u": "INVOCAZIONI", + "rituals-u": "RITUALI", "shui-u": "SHŪJI", "maho-u": "MAHŌ", "ninjutsu-u": "NINJUTSU", - "starting-techniques-u": "Starting techniques", - "school-ability-u": "School ability", - "starting-outfit-u": "Starting outfit", - "capital-or-u": "OR", - "glory-increase-u": "Glory increase", - "honour-increase-u": "Honour increase", - "distinction-u": "Distinction", - "passion-u": "Passion", - "anxiety-u": "Anxiety", - "adversity-u": "Adversity", + "starting-techniques-u": "Tecniche di partenza", + "school-ability-u": "Abilità della Scuola", + "starting-outfit-u": "Abiti iniziali", + "capital-or-u": "O", + "glory-increase-u": "Aumento di Gloria", + "honour-increase-u": "Aumento dell'onore", + "distinction-u": "Distinzioni", + "passion-u": "Passioni", + "anxiety-u": "Ansietà", + "adversity-u": "Avversità", "disadvantage-u": "Svantaggio", "advantage-u": "Vantaggio", - "personal-accoutrement-u": "Personal accoutrement", - "item-rarity-lower-u": "Item (Rarity 7 or lower)", - "d10-result-u": "D10 result", - "20-qs-u": "20 Questions", - "twenty-questions-u": "Twenty Questions", - "20-qs-description-u": "You can use this to keep your notes of the twenty questions. The questions are found in the Core Rulebook with more detailed information (L5R RPG Core Rulebook, Chapter 2: Creating a Character p. 41–95)", - "20-qs-auto-generated-text-u": "At the end of this sheet there is a generate button that will fill in fields on the sheet. This will overwrite any earlier inputs, so use with care.", - "20-qs-generate-u": "Click to generate your character. Will overwrite earlier inputs in the sheet", - "generate-character-u": "Generate character", + "personal-accoutrement-u": "Equipaggiamento personale", + "item-rarity-lower-u": "Oggetto (rarità 7 o inferiore)", + "d10-result-u": "Risultato D10", + "20-qs-u": "20 Domande", + "twenty-questions-u": "Venti Domande", + "20-qs-description-u": "Puoi usarlo per tenere gli appunti delle venti domande. Le domande si trovano nel Regolamento di base con informazioni più dettagliate (Regolamento di base del gioco di ruolo L5R, Capitolo 2: Creazione di un personaggio pag. 41–95)", + "20-qs-auto-generated-text-u": "Alla fine di questo foglio c'è un pulsante di generazione che riempirà i campi del foglio. Questo sovrascriverà qualsiasi input precedente, quindi usalo con cautela.", + "20-qs-generate-u": "Clicca per generare il tuo personaggio. Sovrascriverà gli inserimenti precedenti nel foglio", + "generate-character-u": "Genera personaggio", "yes-u": "Sì", - "are-you-sure-u": "Are you sure?", + "are-you-sure-u": "Sei sicuro?", "damage-u": "Danno", - "deadliness-u": "Deadliness", - "grips-u": "Grips", - "damage:-u": "Damage:", - "deadliness:-u": "Deadliness:", - "range:-u": "Range:", - "grips:-u": "Grips:", - "qualities:-u": "Qualities:", - "approach-u": "Approach", + "deadliness-u": "Letalità", + "grips-u": "Impugnatura", + "damage:-u": "Danno:", + "deadliness:-u": "Letalità:", + "range:-u": "Raggio:", + "grips:-u": "Impugnatura:", + "qualities:-u": "Qualità:", + "approach-u": "Forma", "none-u": "Nessuno", - "this-is-how-you-should-die-u": "This is how you should die", + "this-is-how-you-should-die-u": "È così che dovresti morire", "koku-u": "Koku", "bu-u": "Bu", "zeni-u": "Zeni", - "wealth-u": "Wealth", - "wealth-conversion-koku-rice-u": "1 Koku = 1 year of rice", + "wealth-u": "Ricchezza", + "wealth-conversion-koku-rice-u": "1 Koku = 1 anno di riso", "wealth-conversion-koku-bu-u": "1 Koku = 5 Bu", "wealth-conversion-bu-zeni-u": "1 Bu = 10 Zeni", - "relationships-u": "Relationships", - "notes-u": "Notes", - "character-description-u": "Character description", - "demeanor-ambitious-u": "Ambitious - Fire +2, Water -2", - "demeanor-assertive-u": "Assertive - Earth +2, Air -2", - "demeanor-covetous-u": "Covetous - Earth +2, Water -2", - "demeanor-curious-u": "Curious - Void +2, Air -2", - "demeanor-detached-u": "Detached - Fire +1, Earth -1", - "demeanor-fanatical-u": "Fanatical - Earth +2, Air -1", - "demeanor-gruff-u": "Gruff - Air +2, Earth -2", - "demeanor-inquisitive-u": "Inquisitive - Earth +2, Air -2", - "demeanor-intimidating-u": "Intimidating - Fire +1, Air -1", - "demeanor-scheming-u": "Scheming - Fire +2, Water -1", - "demeanor-shrewd-u": "Shrewd - Air +2, Fire -2", - "demeanor-skittish-u": "Skittish - Fire +2, Earth -2", - "demeanor-territorial-u": "Territorial - Fire +2, Air -2", - "demeanor-custom-u": "Custom demeanor", - "choose-demeanor-u": "Choose demeanor", - "dice-rolling-u": "Dice rolling", - "action-parentheses-u": "(Action)", - "opportunity-parentheses-u": "(Opportunity)", - "activation-box-u": "Requirement for activation", - "type:-u": "Type:", - "print-u": "Print" + "relationships-u": "Relazioni", + "notes-u": "Note", + "character-description-u": "Descrizione del personaggio", + "demeanor-ambitious-u": "Ambizioso - Fuoco +2, Acqua -2", + "demeanor-assertive-u": "Risoluto - Terra +2, Aria -2", + "demeanor-covetous-u": "Avido - Terra +2, Acqua -2", + "demeanor-curious-u": "Curioso - Vuoto +2, Aria -2", + "demeanor-detached-u": "Distaccato - Fuoco +1, Terra -1", + "demeanor-fanatical-u": "Fanatico - Terra +2, Aria -1", + "demeanor-gruff-u": "Burbero - Acqua +2, Terra -2", + "demeanor-inquisitive-u": "Risoluto - Terra +2, Aria -2", + "demeanor-intimidating-u": "Intimidatorio - Fuoco +1, Aria -1", + "demeanor-scheming-u": "Intrigante - Fuoco +2, Acqua -1", + "demeanor-shrewd-u": "Astuto - Aria +2, Fuoco -2", + "demeanor-skittish-u": "Imprevedibile - Fuoco +2, Terra -2", + "demeanor-territorial-u": "Territoriale - Fuoco +2, Aria -2", + "demeanor-custom-u": "Atteggiamento personalizzato", + "choose-demeanor-u": "Scegli l'atteggiamento", + "dice-rolling-u": "Tiro di Dadi", + "action-parentheses-u": "(Azione)", + "opportunity-parentheses-u": "(Opportunità)", + "activation-box-u": "Requisito per l'attivazione", + "type:-u": "Tipo:", + "print-u": "Stampa" } \ No newline at end of file diff --git a/L5R Fantasy Flight Games/translations/it.json b/L5R Fantasy Flight Games/translations/it.json index 276a6f2446..b18c91395f 100644 --- a/L5R Fantasy Flight Games/translations/it.json +++ b/L5R Fantasy Flight Games/translations/it.json @@ -1,270 +1,270 @@ { - "character-name-u": "Character Name:", + "character-name-u": "Nome personaggio:", "clan-u": "Clan:", - "family-u": "Family", - "school-u": "School", - "rank-u": "Rank", - "player-u": "Player Name:", - "techtypes-u": "Technique Types Available:", - "narrative-u": "Narrative Mode", - "conflict-u": "Conflict Mode", + "family-u": "Famiglia", + "school-u": "Scuola", + "rank-u": "Grado", + "player-u": "Nome giocatore:", + "techtypes-u": "Tipi di tecnica disponibili:", + "narrative-u": "Modalità narrativa", + "conflict-u": "Modalità Conflitto", "advance-u": "Avanzamento", - "campaign-u": "Campaign Sheet", - "20questions-u": "20 Questions", - "npcs-u": "NPC Sheet", - "air-u": "Air", - "earth-u": "Earth", - "fire-u": "Fire", - "water-u": "Water", - "void-u": "Void", + "campaign-u": "Scheda Campagna", + "20questions-u": "20 domande", + "npcs-u": "Scheda PNG", + "air-u": "Aria", + "earth-u": "Terra", + "fire-u": "Fuoco", + "water-u": "Acqua", + "void-u": "Vuoto", "skill-name-u": "Nome Abilità", - "roll-u": "+Skill", - "keep-u": "+Ring", - "ring-u": "Ring:", - "skill-u": "Skill:", - "modifiers-u": "Modifiers:", - "modifiers-nocolon-u": "Modifiers", - "approach-u": "Approach", - "aesthetics-u": "Aesthetics", - "composition-u": "Composition", + "roll-u": "+Abilità", + "keep-u": "+Anello", + "ring-u": "Anello:", + "skill-u": "Abilità:", + "modifiers-u": "Modificatori:", + "modifiers-nocolon-u": "Modificatori", + "approach-u": "Forma", + "aesthetics-u": "Estetica", + "composition-u": "Composizione", "design-u": "Progetto", - "smithing-u": "Smithing", - "artisan-skills-u": "Artisan Skills", - "martial-skills-u": "Martial Skills", - "fitness-u": "Fitness", - "martial_arts_melee-u": "M.A. [Melee]", - "martial_arts_ranged-u": "M.A. [Ranged]", - "martial_arts_unarmed-u": "M.A. [Unarmed]", - "meditation-u": "Meditation", - "tactics-u": "Tactics", - "social-skills-u": "Social Skills", - "command-u": "Command", - "courtesy-u": "Courtesy", + "smithing-u": "Forgia", + "artisan-skills-u": "Abilità Artigiane", + "martial-skills-u": "Abilità Marziali", + "fitness-u": "Allenamento", + "martial_arts_melee-u": "Arti Marziali [Mischia]", + "martial_arts_ranged-u": "Arti Marziali [Distanza]", + "martial_arts_unarmed-u": "Arti Marziali [Senza Arma]", + "meditation-u": "Meditazione", + "tactics-u": "Tattica", + "social-skills-u": "Abilità Sociali", + "command-u": "Comando", + "courtesy-u": "Cortesia", "games-u": "Partite", - "performance-u": "Performance", - "scholar-skills-u": "Scholar Skills", - "culture-u": "Culture", - "government-u": "Government", - "sentiment-u": "Sentiment", - "theology-u": "Theology", + "performance-u": "Esibizione", + "scholar-skills-u": "Abilità Intellettuali", + "culture-u": "Cultura", + "government-u": "Governo", + "sentiment-u": "Sensibilità", + "theology-u": "Teologia", "medicine-u": "Medicina", - "trade-skills-u": "Trade Skills", + "trade-skills-u": "Abilità Mestierali", "survival-u": "Sopravvivenza", - "commerce-u": "Commerce", - "labor-u": "Labor", - "seafaring-u": "Seafaring", - "skulduggery-u": "Skulduggery", + "commerce-u": "Commercio", + "labor-u": "Lavori Pesanti", + "seafaring-u": "Navigazione", + "skulduggery-u": "Criminalità", "honor-u": "Onore", - "glory-u": "Glory", + "glory-u": "Gloria", "status-u": "Status", "ninjo-u": "Ninjō", - "ninjo-colon-u": "Ninjō:", + "ninjo-colon-u": "Ninjō", "giri-u": "Giri", "giri-colon-u": "Giri:", - "titles-u": "Titles", - "roller-u": "Roller", - "symbolkey-u": "Symbol Key", + "titles-u": "Titoli", + "roller-u": "Tirare", + "symbolkey-u": "Simbolo chiave", "success-u": "Successo", - "explosivesuccess-u": "Explosive Success", - "opportunity-u": "Opportunities", - "strife-u": "Strife", - "socialstatus-u": "Social Status", - "advantagesanddisadvantages-u": "Advantages and Disadvantages", - "distinctions-u": "DISTINCTIONS: Reroll up to two dice of your choice when a distinction helps you on a check.", + "explosivesuccess-u": "Successo Esplosivo", + "opportunity-u": "Opportunità", + "strife-u": "Turbamento", + "socialstatus-u": "Stato sociale", + "advantagesanddisadvantages-u": "Vantaggi e Svantaggi", + "distinctions-u": "DISTINZIONI: Rilancia fino a due dadi a tua scelta quando una distinzione ti aiuta in una prova.", "adversities-u": "ADVERSITIES: Reroll two dice showing success or explossive success results when a flaw hinders you on a check. Then, if you failed, regain 1 Void point.", - "passions-u": "PASSIONS: After performing a check related to your passion, remove 3 strife.", + "passions-u": "PASSIONI: Dopo aver effettuato una prova relativa alla tua passione, rimuovi 3 conflitti.", "anxieties-u": "ANXIETIES: After performing a check related to your anxiety, suffer 3 strife. If you suffer an Unmasking as a result, regain 1 Void point.", - "personalunmasking-u": "Personal Unmasking", + "personalunmasking-u": "Smascheramento personale", "othercharacters-u": "Other Characters, their status, and notes.", - "experience-u": "Experience", - "total-xp-u": "Total XP", - "saved-xp-u": "Saved XP", - "spent-xp-u": "Spent XP", + "experience-u": "Esperienza", + "total-xp-u": "PE Totali", + "saved-xp-u": "PE Rimanente", + "spent-xp-u": "PE Speso", "air-stance-u": "Air Stance (conflict only): Increase the TN of Attack and Scheme action checks targeting you by 1. If your school rank is 4 or higher, increase the TN by 2 instead.", "earth-stance-u": "Earth Stance (conflict only): Other characters cannot spend opportunity targeting you.", "fire-stance-u": "Fire Stance (conflict only): If you succeed, increase your degrees of success by 1 for each strife result.", "water-stance-u": "Water Stance (conflict only): During your turn, you may perform 1 additional action that does not require a check.", "void-stance-u": "Void Stance (conflict only): You do not gain Strife from strife results on checks.", - "advantages-u": "Advantages", - "disadvantages-u": "Disadvantages", - "school-ability-u": "School Ability", - "derivative-attributes-u": "Derivative Attributes", - "endurance-u": "Endurance", - "fatigue-u": "Fatigue", - "composure-u": "Composure", - "focus-u": "Focus", - "vigilance-u": "Vigilance", - "void-points-u": "Void Points", - "max-void-u": "Max Void", - "current-u": "Cur Void", + "advantages-u": "Vantaggi", + "disadvantages-u": "Svantaggi", + "school-ability-u": "Capacità della Scuola", + "derivative-attributes-u": "Attributi derivati", + "endurance-u": "Tenacia", + "fatigue-u": "Stanchezza", + "composure-u": "Compostezza", + "focus-u": "Concentrazione", + "vigilance-u": "Vigilanza", + "void-points-u": "Punti Vuoto", + "max-void-u": "Massimo Vuoto", + "current-u": "Attuale Vuoto", "conditions-u": "Condizioni", - "weapons-u": "Weapons", + "weapons-u": "Armi", "armor-u": "Armatura", "name-u": "Nome", "damage-u": "Danno", - "deadliness-u": "Deadliness", + "deadliness-u": "Letalità", "range-u": "Portata", - "protection-type-u": "Protection Type (Resistance)", - "physical-resistance-u": "Phy Resistance", - "supernatural-resistance-u": "Sup Resistance", - "qualities-u": "Qualities", - "notes-gear-u": "Notes and Gear Inventory", - "techniques-u": "Techniques", - "activation-u": "Activation", - "effects-u": "Effects", - "p-u": "p# ", - "narrative-mode-u": "Narrative Mode", - "rings-skills-u": "Rings, Skills, and Information", - "conflict-mode-u": "Conflict Mode", - "armaments-u": "Armaments", - "minion-u": "(Minion)", - "adversary-u": "(Adversary)", + "protection-type-u": "Tipo di protezione (Resistenza)", + "physical-resistance-u": "Resistenza fisica", + "supernatural-resistance-u": "Resistenza al sovrannaturale", + "qualities-u": "Qualità", + "notes-gear-u": "Note e inventario delle attrezzature", + "techniques-u": "Tecniche", + "activation-u": "Attivazione", + "effects-u": "Effetti", + "p-u": "Pag.", + "narrative-mode-u": "Modalità narrativa", + "rings-skills-u": "Anelli, Abilità e Informazioni", + "conflict-mode-u": "Modalità Conflitto", + "armaments-u": "Armamenti", + "minion-u": "(Servitori)", + "adversary-u": "(Avversario)", "details-u": "Dettagli", - "conflict-rank-u": "Conflict Rank:", - "combat-u": "Combat ", - "intrigue-u": "Intrigue ", - "skills-u": "Skills:", - "advantages-colon-u": "Advantages:", - "disadvantages-colon-u": "Disadvatages:", + "conflict-rank-u": "Grado di conflitto:", + "combat-u": "Combattimento ", + "intrigue-u": "Intrigo ", + "skills-u": "Abilità:", + "advantages-colon-u": "Vantaggi:", + "disadvantages-colon-u": "Svantaggi:", "demeanor-u": "Carattere:", - "typical-unmasking-u": "Typical Unmasking:", - "honor-colon-u": "Honor:", - "glory-colon-u": "Glory:", + "typical-unmasking-u": "Smascheramento Tipico:", + "honor-colon-u": "Onore:", + "glory-colon-u": "Gloria:", "status-colon-u": "Status:", - "abilities-colon-u": "Abilities: ", - "gear-equiped-u": "Gear (equipped):", - "gear-other-u": "Gear (other):", - "artisan-u": "Artisan ", - "martial-u": "Martial ", - "social-u": "Social ", - "scholar-u": "Scholar ", - "trade-u": "Trade ", + "abilities-colon-u": "Abilità: ", + "gear-equiped-u": "Equipaggiamento (equipaggiato):", + "gear-other-u": "Equipaggiamento (altro):", + "artisan-u": "Artigiane ", + "martial-u": "Marziali", + "social-u": "Sociali", + "scholar-u": "Intellettuali", + "trade-u": "Mestierali", "kata-u": "Kata:", "kiho-u": "Kihō:", - "invocations-u": "Invocations:", - "rituals-u": "Rituals:", + "invocations-u": "Invocazioni:", + "rituals-u": "Rituali:", "shuji-u": "Shūji:", - "20-questions-worksheet-u": "Twenty Questions Worksheet", - "20hello-u": "You can use this sheet to fill in your answers to the Game of Twenty Questions, and to take notes for later!", - "question1-u": "1). What clan does your character belong to?", - "question2-u": "2). What family does your character belong to?", - "question3-u": "3). What is your character’s school and role?", - "question4-u": "4). How does your character stand out within their school?", - "question5-u": "5). What is your character’s duty to their lord?", - "question6-u": "6). What does your character long for?", - "question7-u": "7). What is your character’s opinion of their clan?", - "question8-u": "8). What does your character think of Bushidō?", - "question9-u": "9). What is your character’s greatest accomplishment so far?", - "question10-u": "10). What holds your characters back the most in life?", - "question11-u": "11). What makes your character feel at peace?", - "question12-u": "12). What concern, fear, or foible troubles your character the most?", - "question13-u": "13). Who has your character learned the most from during their life?", - "question14-u": "14). What details do others find most striking about your character?", - "question15-u": "15). How does your character respond to stressful situations?", - "question16-u": "16. What are your character’s preexisting relationships with other clans, families, organizations, and traditions?", - "question17-u": "17). How would your character’s parents describe them?", - "question18-u": "18). Who was your character named to honor?", - "question19-u": "19). What is your character’s personal name?", - "question20-u": "20). How should your character die?", - "part-i-u": "Part I: Core Identity (Clan & Family)", - "part-ii-u": "Part II: Role & School", - "part-iii-u": "Part III: Honor & Glory", - "part-iv-u": "Part IV: Strengths & Weaknesses", - "part-v-u": "Part V: Personality & Behavior", - "part-vi-u": "Part VI: Ancestry & Family", - "part-vii-u": "Part VII: Death", - "ring-increase-u": "Ring Increase (1)", - "ring-increase2-u": "Ring Increase (2)", - "skill-increases0-u": "Skill Increase (0–1)", - "skill-increases1-u": "Skill Increases (1)", - "skill-increases2-u": "Skill Increases (2)", - "skill-increases3-u": "Skill Increases (3-5)", - "techniques-available-u": "Techniques Available", - "starting-equipment-u": "Starting Equipment", - "starting-techniques-u": "Starting Techniques (2–5)", - "glory-increase-u": "Glory Increase", - "honor-increase-u": "Honor Increase", - "distinction1-u": "Distinction (1)", - "adversity1-u": "Adversity (1)", - "anxiety1-u": "Anxiety (1)", - "passion1-u": "Passion (1)", - "advantage1-u": "Advantage (1)", - "disadvantage1-u": "Disadvantage (1)", - "or-u": "OR", - "notes-u": "Notes", - "samurai-heritage-u": "Samurai Heritage (Result)", - "name-colon-u": "Name:", - "damage-colon-u": "Damage: ", - "deadliness-colon-u": "Deadliness: ", - "approach-colon-u": "Approach:", - "effects-colon-u": "Effects:", - "immediate-effects-colon-u": "Immediate Effects:", - "kiho-effect-colon-u": "Kihō Effect:", + "20-questions-worksheet-u": "Scheda delle Venti Domande", + "20hello-u": "Puoi usare questo foglio per compilare le tue risposte al Gioco delle Venti domande e per prendere appunti per dopo!", + "question1-u": "1). A quale Clan appartiene il tuo personaggio?", + "question2-u": "2). A quale famiglia appartiene il tuo personaggio?", + "question3-u": "3). Qual'è la scuola del tuo personaggio e in quali ruoli ricade quella scuola?", + "question4-u": "4). Come si distingue il tuo personaggio all'interno della sua scuola?", + "question5-u": "5). Chi è il suo Signore e quali doveri ha il Personaggio nei suoi confronti?(scegliere Giri)?", + "question6-u": "6). Cosa desidera ardentemente il Personaggio e come ciò potrebbe ostacolare il suo dovere?(scegliere Ninjō)", + "question7-u": "7). Qual'è il rapporto del personaggio con il suo Clan?", + "question8-u": "8). Cosa pensa il tuo personaggio di Bushidō?", + "question9-u": "9). Qual'è il traguardo più grande raggiunto dal Personaggio finora?", + "question10-u": "10). Cosa è di maggiore ostacolo al Personaggio nella vita?", + "question11-u": "11). Quale attività fa sentire in pace il tuo Personaggio?", + "question12-u": "12). Quale dubbio, paura o debolezza preoccupa di più il tuo Personaggio?", + "question13-u": "13). Da chi ha imparato maggiormente il Personaggio nel corso della sua vita?", + "question14-u": "14). Che cosa notano prima le persone che incontrano il Personaggio?", + "question15-u": "15). Come reagisce il Personaggio alle situazioni stressanti?", + "question16-u": "16). Quali sono le precedenti relazioni del Personaggio con gli altri Clan, Famiglie, organizzazioni e tradizioni?", + "question17-u": "17). Come descriverebbero il Personaggio i suoi genitori?", + "question18-u": "18 ). Chi si intende onorare tramite il nome che è stato scelto per il Personaggio?", + "question19-u": "19). Qual è il nome proprio del personaggio?", + "question20-u": "20). Come dovrebbe morire il personaggio?", + "part-i-u": "Parte I: Identità Generale (Clan & Famiglia)", + "part-ii-u": "Parte II: Ruolo e Scuola", + "part-iii-u": "Parte III: Onore e Gloria", + "part-iv-u": "Parte IV: Punti di Forza e Punti Deboli", + "part-v-u": "Parte V: Personalità e Comportamento", + "part-vi-u": "Parte VI: Antenati & Famiglia", + "part-vii-u": "Parte VII: Morte", + "ring-increase-u": "Aumento dell'Anello (1)", + "ring-increase2-u": "Aumento dell'Anello (2)", + "skill-increases0-u": "Aumento delle Abilità ( 0-1)", + "skill-increases1-u": "Aumento delle Abilità ( 1)", + "skill-increases2-u": "Aumento delle Abilità (2)", + "skill-increases3-u": "Aumento delle Abilità (3-5)", + "techniques-available-u": "Tecniche disponibili", + "starting-equipment-u": "Equipaggiamento iniziale", + "starting-techniques-u": "Tecniche di partenza (2–5)", + "glory-increase-u": "Aumento di Gloria", + "honor-increase-u": "Aumento dell'onore", + "distinction1-u": "Distinzioni (1)", + "adversity1-u": "Avversità (1)", + "anxiety1-u": "Ansietà (1)", + "passion1-u": "Passioni (1)", + "advantage1-u": "Vantaggi (1)", + "disadvantage1-u": "Svantaggi (1)", + "or-u": "O", + "notes-u": "Note", + "samurai-heritage-u": "Retaggio del Samurai (Risultato)", + "name-colon-u": "Nome:", + "damage-colon-u": "Danno:", + "deadliness-colon-u": "Letalità: ", + "approach-colon-u": "Forma:", + "effects-colon-u": "Effetti:", + "immediate-effects-colon-u": "Effetti immediati:", + "kiho-effect-colon-u": "Kiho Effetti:", "silhouette-u": "Silhouette ", - "artisan-tooltip-u": "

    Artisan Approaches

    Refine (Air)

    Restore(Earth)

    Invent (Fire)

    Adapt (Water)

    Attune (Void)", - "martial-tooltip-u": "

    Martial Approaches

    Feint (Air)

    Withstand (Earth)

    Overwhelm (Fire)

    Shift (Water)

    Sacrifice (Void)", - "social-tooltip-u": "

    Social Approaches

    Trick (Air)

    Reason (Earth)

    Incite (Fire)

    Charm (Water)

    Enlighten (Void)", - "scholar-tooltip-u": "

    Scholar Approaches

    Analyze (Air)

    Recall (Earth)

    Theorize (Fire)

    Survey (Water)

    Sense (Void)", - "trade-tooltip-u": "

    Trade Approaches

    Con (Air)

    Produce (Earth)

    Innovate (Fire)

    Exchange (Water)

    Subsist (Void)", - "roll-emote-u": "@{name} rolls a skill! (Keep up to @{ringdie} dice, minimum of 5.)", - "army-u": "Armies", - "strength-u": "Strength:", - "discipline-u": "Discipline:", - "counter-up-u": "Up", - "counter-down-u": "Dwn", - "activation-colon-u": "Activation:", - "session-notes-u": "Session Notes", - "session#-u": "Session #", - "character-ninjo-u": "Character (Ninjō)", - "character-giri-u": "Character (Giri)", - "rank1-u": "Rank 1", - "xp-rank1-u": "XP spent at Rank 1 / Total:", - "rank2-u": "Rank 2", - "xp-rank2-u": "XP spent at Rank 2 / Total:", - "rank3-u": "Rank 3", - "xp-rank3-u": "XP spent at Rank 3 / Total:", - "rank4-u": "Rank 4", - "xp-rank4-u": "XP spent at Rank 4 / Total:", - "rank5-u": "Rank 5", - "xp-rank5-u": "XP spent at Rank 5 / Total:", - "xp-invested-u": "XP Invested", - "skill-group-u": "Skill Group", + "artisan-tooltip-u": "

    Approcci Artigiane

    Affinare (Aria)

    Ripristinare (Terra)

    Inventare (Fuoco)

    Adattare (Acqua)

    Armonizzare (Vuoto)", + "martial-tooltip-u": "

    Approcci Marziali

    Fintare (Aria)

    Contrastare (Terra)

    Sopraffare (Fuoco)

    Deviare (Acqua)

    Sacrificare (Vuoto)", + "social-tooltip-u": "

    Approcci Sociali

    Ingannare (Aria)

    Ragionare (Terra)

    Incitare (Fuoco)

    Affascinare (Acqua)

    Illuminare (Vuoto)", + "scholar-tooltip-u": "

    Approcci Intellettuali

    Analizzare (Aria)

    Ricordare (Terra)

    Teorizzare (Fuoco)

    Esaminare (Acqua)

    Presentire (Vuoto)", + "trade-tooltip-u": "

    Approcci Mestierali

    Raggirare (Aria)

    Produrre (Terra)

    Innovare (Fuoco)

    Scambiare (Acqua)

    Sussistere (Vuoto)", + "roll-emote-u": "@{name} tira un'abilità! (Tieni fino a @{ringdie} dado, minimo 5.)", + "army-u": "Eserciti", + "strength-u": "Forza:", + "discipline-u": "Disciplina:", + "counter-up-u": "Su", + "counter-down-u": "Giù", + "activation-colon-u": "Attivazione:", + "session-notes-u": "Note di sessione", + "session#-u": "Sessione #", + "character-ninjo-u": "Personaggio (Ninjō)", + "character-giri-u": "Personaggio (Giri)", + "rank1-u": "Grado 1", + "xp-rank1-u": "PE spesi al Grado 1 / Totale:", + "rank2-u": "Grado 2", + "xp-rank2-u": "PE spesi al Grado 2 / Totale:", + "rank3-u": "Grado 3", + "xp-rank3-u": "PE spesi al Grado 3 / Totale:", + "rank4-u": "Grado 4", + "xp-rank4-u": "PE spesi al Grado 4 / Totale:", + "rank5-u": "Grado 5", + "xp-rank5-u": "PE spesi al Grado 5 / Totale:", + "xp-invested-u": "PE Investiti", + "skill-group-u": "Gruppo Abilità", "skill-nocolon-u": "Abilità", - "technique-category-u": "Technique Category", - "technique-u": "Technique", - "rings-u": "Rings", - "completed-u": "Completed", - "school-mastery-u": "School Mastery Ability", - "unlocked-u": "Unlocked", - "purchase-u": "Purchase", - "cost-u": "Cost", - "school-rank-u": "School Rank?", - "title-name-u": "Title Name", - "xp-title-u": "XP spent in Title / Total:", - "title-mastery-u": "Title Mastery Ability", - "xp-and-advancement-u": "XP and Advancement", - "distinctive-equipment-u": "Piece of Distinctive Equipment", - "additional-item-u": "Additional Item", - "casualties-u": "Casualties:", - "panic-u": "Panic:", - "skill-emote1-u": "rolls", - "skill-emote2-u": "using the", - "skill-emote3-u": "approach! (Keep up to", - "skill-emote4-u": "rolls a skill! (Keep up to", - "skill-emote5-u": ", minimum of 1.)", - "skill-emote6-u": "attacks with their", - "skill-emote7-u": "kata using the", - "skill-emote8-u": "kihō using the", - "skill-emote9-u": "casts their", - "skill-emote10-u": "invocation using the", - "skill-emote11-u": "stance! (Keep up to", - "skill-emote12-u": "ritual using the", - "skill-emote13-u": "shūji using the", - "skill-emote14-u": "applies their", - "ninjo-giri-u": "Ninjō and Giri Notes", - "out-of-rank-u": "Out of Rank", - "defense-check-u": "Defense Check", - "fitness-defense-u": "Fitness (Defense)", + "technique-category-u": "Categoria Tecniche", + "technique-u": "Tecnica", + "rings-u": "Anelli", + "completed-u": "Completato", + "school-mastery-u": "Abilità Capacità da Maestro", + "unlocked-u": "Sbloccato", + "purchase-u": "Acquista", + "cost-u": "Costo", + "school-rank-u": "Grado nella Scuola?", + "title-name-u": "Nome del titolo", + "xp-title-u": "PE spesi al Titolo / Totale:", + "title-mastery-u": "Titolo Capacità da Maestro", + "xp-and-advancement-u": "PE e Avanzamento", + "distinctive-equipment-u": "Pezzo di equipaggiamento distintivo", + "additional-item-u": "Elemento aggiuntivo", + "casualties-u": "Vittime:", + "panic-u": "Panico:", + "skill-emote1-u": "Tiri", + "skill-emote2-u": "usando il", + "skill-emote3-u": "Forma! (Stai al passo con", + "skill-emote4-u": "Tira un'abilità! (Stai al passo con", + "skill-emote5-u": ", minimo di 1.)", + "skill-emote6-u": "attacca con loro", + "skill-emote7-u": "kata utilizzando il", + "skill-emote8-u": "kihō usando il", + "skill-emote9-u": "lancia loro", + "skill-emote10-u": "invocazione utilizza il", + "skill-emote11-u": "Forma! (Stai al passo con", + "skill-emote12-u": "rituale usa il", + "skill-emote13-u": "shūji usa il", + "skill-emote14-u": "applica loro", + "ninjo-giri-u": "Note di Ninjō e Giri", + "out-of-rank-u": "Fuori dal Grado", + "defense-check-u": "Prova della Difesa", + "fitness-defense-u": "Allenamento (Difesa)", "ninjutsu-u": "Ninjutsu", "maho-u": "Mahō" } diff --git a/L5R/translations/it.json b/L5R/translations/it.json index 72d66dc00c..c3b6ac0a46 100644 --- a/L5R/translations/it.json +++ b/L5R/translations/it.json @@ -1,64 +1,64 @@ { - "name-u": "Name:", + "name-u": "Nome:", "clan-u": "Clan:", - "crab-u": "Crab", - "crane-u": "Crane", + "crab-u": "Granchio", + "crane-u": "Gru", "dragon-u": "Drago", - "lion-u": "Lion", - "mantis-u": "Mantis", - "phoenix-u": "Phoenix", - "scorpion-u": "Scorpion", - "spider-u": "Spider", - "unicorn-u": "Unicorn", + "lion-u": "Leone", + "mantis-u": "Mantide", + "phoenix-u": "Fenice", + "scorpion-u": "Scorpione", + "spider-u": "Ragno", + "unicorn-u": "Unicorno", "ronin-u": "Ronin", "misc-u": "Varie", - "family-u": "Family", - "school-u": "School", - "rank-u": "Rank", - "experience-u": "Experience", + "family-u": "Famiglia", + "school-u": "Scuola", + "rank-u": "Grado", + "experience-u": "Esperienza", "insight-u": "Intuizione", - "courtier-bonus-u": "Courtier Bonus", - "0-to-insight-u": "0 to Insight", - "+3-to-insight-u": "+3 to Insight", - "+10-to-insight-u": "+10 to Insight", - "etiquette-bonus-u": "Etiquette Bonus", + "courtier-bonus-u": "Bonus cortigiano", + "0-to-insight-u": "0 a Intuizione", + "+3-to-insight-u": "+3 a Intuizione", + "+10-to-insight-u": "+10 a Intuizione", + "etiquette-bonus-u": "Bonus etichetta", "traits-u": "", "skills-u": "Abilità", - "weapons-u": "Weapons", + "weapons-u": "Armi", "spells-u": "Incantesimi", - "air-u": "Air", - "reflexes-u": "Reflexes", - "awareness-u": "Awareness", - "earth-u": "Earth", - "stamina-u": "Stamina", - "willpower-u": "Willpower", - "fire-u": "Fire", + "air-u": "Aria", + "reflexes-u": "Riflessi", + "awareness-u": "Consapevolezza", + "earth-u": "Terra", + "stamina-u": "Costituzione", + "willpower-u": "Volontà", + "fire-u": "Fuoco", "agility-u": "Agilità", "intelligence-u": "Intelligenza", - "water-u": "Water", + "water-u": "Acqua", "strength-u": "Forza", "perception-u": "Percezione", - "void-u": "Void", - "void-spent-u": "Void Spent", - "sex-u": "Sex:", - "age-u": "Age:", - "height-u": "Height:", - "weight-u": "Weight:", - "hair-u": "Hair:", - "eyes-u": "Eyes:", - "father-u": "Father:", - "mother-u": "Mother:", + "void-u": "Vuoto", + "void-spent-u": "Vuoto Speso", + "sex-u": "Sesso:", + "age-u": "Età:", + "height-u": "Altezza:", + "weight-u": "Peso:", + "hair-u": "Capelli:", + "eyes-u": "Occhi:", + "father-u": "Padre:", + "mother-u": "Madre:", "honor-u": "Onore", - "glory-u": "Glory", + "glory-u": "Gloria", "status-u": "Status", - "taint-u": "Taint", - "wounds-u": "Wounds", - "lethality-u": "Lethality", - "earth-x2-u": "Earth x2", - "earth-x3-u": "Earth x3", - "earth-x4-u": "Earth x4", - "earth-x5-u": "Earth x5", - "wound-level-u": "Wound Level", + "taint-u": "Minaccia", + "wounds-u": "Ferite", + "lethality-u": "Letalità", + "earth-x2-u": "Terra x2", + "earth-x3-u": "Terra x3", + "earth-x4-u": "Terra x4", + "earth-x5-u": "Terra x5", + "wound-level-u": "Livello della ferita", "total-u": "Totale", "healthy-u": "Healthy (+0)", "nicked-u": "Nicked (+3)", @@ -67,137 +67,137 @@ "injured-u": "Injured (+15)", "crippled-u": "Crippled (+20)", "down-u": "Down (+40)", - "out-u": "Out", + "out-u": "Fuori", "initiative-u": "Iniziativa", - "armor-TN-u": "Armor TN", + "armor-TN-u": "Armatura TN", "armor-u": "Armatura", - "unmodified-u": "Unmodified", + "unmodified-u": "Non modificato", "base-TN-u": "Base TN", "quality-u": "Qualità", - "modifiers-u": "Modifiers", - "armor-+-u": "Armor +", - "reduction-u": "Reduction", - "current-TN-u": "Current TN", - "notes-u": "Notes", - "school-techniques-u": "School Techniques", - "avantages-u": "Advantages", - "disadvantages-u": "Disadvantages", + "modifiers-u": "Modificatori", + "armor-+-u": "Armatura +", + "reduction-u": "Riduzione", + "current-TN-u": "TN attuale", + "notes-u": "Note", + "school-techniques-u": "Tecniche della scuola", + "avantages-u": "Vantaggi", + "disadvantages-u": "Svantaggi", "background-u": "Sfondo", - "high-skills-u": "High Skills", - "sentence-ute-u": "U = Untrained Roll | T = Trained Roll | E = Emphasis Roll", + "high-skills-u": "Abilità elevate", + "sentence-ute-u": "U = Tiro non allenato | T = Tiro allenato | E = Tiro di enfasi", "skill-name-u": "Nome Abilità", - "trait-u": "Trait", - "roll-u": "+Roll", - "keep-u": "+Keep", - "emphases-u": "Emphases", + "trait-u": "Tratto", + "roll-u": "+Tiro", + "keep-u": "+Tieni", + "emphases-u": "Enfasi", "U-u": "U", "T-u": "T", "E-u": "E", - "sub-type-u": "Sub-Type", - "acting-u": "Acting", - "artisant-u": "Artisan", - "calligraphy-u": "Calligraphy", - "courtier-u": "Courtier", + "sub-type-u": "Sottotipo", + "acting-u": "Recitazione", + "artisant-u": "Artigiane", + "calligraphy-u": "Calligrafia", + "courtier-u": "Cortigiano", "divination-u": "Divinazione", - "etiquette-u": "Etiquette", + "etiquette-u": "Etichetta", "games-u": "Partite", "investigation-u": "Investigare", - "lore-u": "Lore", + "lore-u": "Conoscenza", "medicine-u": "Medicina", - "meditation-u": "Meditation", + "meditation-u": "Meditazione", "perform-u": "Intrattenere", - "sincerity-u": "Sincerity", + "sincerity-u": "Sincerità", "spellcraft-u": "Sapienza Magica", - "tea-ceremony-u": "Tea Ceremony", - "bugei-skills-u": "Bugei Skills", - "+roll-u": "+Roll", - "+keep-u": "+Keep", + "tea-ceremony-u": "Cerimonia del tè", + "bugei-skills-u": "Abilità Bugei", + "+roll-u": "+Tiro", + "+keep-u": "+Tieni", "athletics-u": "Atletica", - "battle-u": "Battle", - "defense-u": "Defense", - "horsemanship-u": "Horsemanship", - "hunting-u": "Hunting", + "battle-u": "Battaglia", + "defense-u": "Difesa", + "horsemanship-u": "Equitazione", + "hunting-u": "Caccia", "iaijutsu-u": "Iaijutsu", "jiujutsu-u": "Jiujutsu", - "chain-weapons-u": "Chain Weapons", - "heavy-weapons-u": "Heavy Weapons", + "chain-weapons-u": "Armi a catena", + "heavy-weapons-u": "Armi Pesanti", "kenjutsu-u": "Kenjutsu", - "knives-u": "Knives", + "knives-u": "Coltelli", "kyujutsu-u": "Kyujutsu", "ninjutsu-u": "Ninjutsu", - "polearms-u": "Polearms", - "spears-u": "Spears", - "staves-u": "Staves", - "war-fan-u": "War Fan", - "merchant-skills-u": "Merchant Skills", + "polearms-u": "Armi ad asta", + "spears-u": "Lance ", + "staves-u": "Bastone", + "war-fan-u": "Ventaglio da Guerra", + "merchant-skills-u": "Abilità mercantili", "animal-handling-u": "Addestrare Animali", - "commerce-u": "Commerce", - "craft-u": "Craft", + "commerce-u": "Commercio", + "craft-u": "Manualità", "engineering-u": "Ingegneria", - "sailing-u": "Sailing", - "low-skills-u": "Low Skills", + "sailing-u": "Navigazione", + "low-skills-u": "Abilità Bassa", "forgery-u": "Falsificare", "intimidation-u": "Intimidazione", "sleight-of-hand-u": "Mano lesta", "stealth-u": "Furtività", - "temptation-u": "Temptation", - "melee-weapons-u": "Melee Weapons", - "weapon-u": "Weapon", + "temptation-u": "Tentazione", + "melee-weapons-u": "Armi da mischia", + "weapon-u": "Arma", "skill-u": "Abilità", - "attack-bonus-roll-u": "Attack Bonus Roll", - "attack-bonus-keep-u": "Attack Bonus Keep", - "weapon-damage-roll-u": "Weapon Damage Roll", - "weapon-damage-keep-u": "Weapon Damage Keep", + "attack-bonus-roll-u": "Tiro bonus di attacco", + "attack-bonus-keep-u": "Tieni bonus di attacco", + "weapon-damage-roll-u": "Tiro per i danni dell'arma", + "weapon-damage-keep-u": "Tieni danno arma", "damage-u": "Danno", - "bows-u": "Bows", - "bow-u": "Bow", - "bow-roll-bonus-u": "Bow Roll Bonus", - "bow-keep-bonus-u": "Bow Keep Bonus", - "arrow-damage-roll-u": "Arrow Damage Roll", - "arrow-damage-keep-u": "Arrow Damage Keep", - "shugenja-school-rank-u": "Shugenja School Rank:", - "element-u": "Element", - "spells-used-u": "Spells Used", - "max-spell-slots-u": "Max Spell Slots", - "affinity/deficiency-u": "Affinity/Deficiency", + "bows-u": "Archi", + "bow-u": "Arco", + "bow-roll-bonus-u": "Bonus tiro dell'arco", + "bow-keep-bonus-u": "Tieni bonus arco", + "arrow-damage-roll-u": "Tiro di danno della freccia", + "arrow-damage-keep-u": "Tieni danno freccia", + "shugenja-school-rank-u": "Rango Scuola Shugenja:", + "element-u": "Elemento", + "spells-used-u": "Incantesimi usati", + "max-spell-slots-u": "Numero massimo di slot per incantesimi", + "affinity/deficiency-u": "Affinità/Carenza", "none-u": "Nessuno", - "affinity-u": "Affinity", - "daffinity-u": "Double Affinity", - "deficiency-u": "Deficiency", + "affinity-u": "Affinità", + "daffinity-u": "Doppia affinità", + "deficiency-u": "Carenza", "bonus-u": "Bonus", - "ring-u": "Ring:", - "level-u": "Level:", - "range-u": "Range:", + "ring-u": "Anello:", + "level-u": "Livello:", + "range-u": "Raggio:", "aoe-u": "AoE:", "duration-u": "Duration", "raises-u": "Raises", - "cast-u": "Cast", - "sentence-spell-warning-u": "Make sure that both Rings have the same value. Otherwise, Affinities will not display properly.", - "school-u?": "School?", - "attack-bonus-added-u": "Flat Attack Bonus", - "weapon-damage-bonus-u": "Flat Damage Bonus", - "simple-u": "Simple Action?", - "bow-bonus-added-u": "Flat Bow Bonus", - "total-experience-u": "Total Experience", - "available-experience-u": "Available Experience", - "calculate-rank-u": "Calulate Rank", - "additional-ranks-u": "Additional Ranks", + "cast-u": "Lancio", + "sentence-spell-warning-u": "Assicurati che entrambi gli anelli abbiano lo stesso valore. In caso contrario, le affinità non verranno visualizzate correttamente.", + "school-u?": "Scuola?", + "attack-bonus-added-u": "Bonus di Attacco Base", + "weapon-damage-bonus-u": "Bonus di Danno Base", + "simple-u": "Azione semplice?", + "bow-bonus-added-u": "Bonus Arco Base", + "total-experience-u": "Esperienza Totale", + "available-experience-u": "Esperienza disponibile", + "calculate-rank-u": "Calcolo Grado", + "additional-ranks-u": "Gradi addizionali", "type-u": "Tipo", - "roll-keep-bonus-u": "Roll/Keep Bonus", - "additional-+-u": "Additional +", - "bonus-wounds-u": "+Wounds / Level", - "penalty-u": "Penalty", - "equipment-u": "Equipment and Money", - "allies-enemies-u": "Allies and Enemies", + "roll-keep-bonus-u": "Bonus tira/tieni", + "additional-+-u": "Addizionale +", + "bonus-wounds-u": "+ Ferite / Livello", + "penalty-u": "Penalità", + "equipment-u": "Attrezzatura e denaro", + "allies-enemies-u": "Alleati e Nemici", "description-u": "Description:", - "universal-u": "Universal", - "void-bonus-u": "Void/Bonus", - "spell-bonus-roll-u": "Bonus Roll:", - "spell-bonus-keep-u": "Bonus Keep:", - "spell-bonus-added-u": "Flat Bonus:", - "keyword-u": "Keyword:", - "information-u": "Information", - "damage-roll-u": "Damage Roll:", - "damage-keep-u": "Damage Keep:", - "vitals-u": "Vitals" + "universal-u": "Universale", + "void-bonus-u": "Vuoto/bonus", + "spell-bonus-roll-u": "Tiro bonus:", + "spell-bonus-keep-u": "Bonus Tieni:", + "spell-bonus-added-u": "Bonus Base:", + "keyword-u": "Parola chiave:", + "information-u": "Informazione", + "damage-roll-u": "Tiro Danni:", + "damage-keep-u": "Danno Tieni:", + "vitals-u": "Vitali" } diff --git a/Level Up - Advanced 5th Edition/CHANGELOG.md b/Level Up - Advanced 5th Edition/CHANGELOG.md index 3274cac52d..29b5ce05e1 100644 --- a/Level Up - Advanced 5th Edition/CHANGELOG.md +++ b/Level Up - Advanced 5th Edition/CHANGELOG.md @@ -1,5 +1,10 @@ Change Log ============================================== +**2023-02-07 ** v.20 Paul V + Fixed Stat rolls and NPC Stat rolls and saves + Added Features and traits list +**2023-01-24 ** v.19 Paul V + Fixed Initiative (Vehicles and Dex) **2022-12-12 ** v.18 Paul V Added Hit Dice Roller - maxes out the number of dice to roll as the current hit dice and reduces the HD by the number of dice rolled - also adds the result to current HP with a maximum of the HP max Added Generic Initiative Bonus diff --git a/Level Up - Advanced 5th Edition/levelup.html b/Level Up - Advanced 5th Edition/levelup.html index 287221a367..408d329cda 100644 --- a/Level Up - Advanced 5th Edition/levelup.html +++ b/Level Up - Advanced 5th Edition/levelup.html @@ -427,7 +427,9 @@

    @@ -64,27 +62,27 @@
    -

    Attributes

    +

    - +
    - +
    - +
    - +
    - +
    - +
    @@ -95,15 +93,15 @@

    -

    Talents

    +

    - +
    - - - + + +

    @@ -113,14 +111,14 @@
    -

    Magical Powers

    +

    -

    +

    - - - + + +
    @@ -128,15 +126,15 @@

    -

    Flaws

    +

    -

    +



    -

    Notes

    +


    @@ -146,25 +144,25 @@
    -

    Your Person

    +

    - Name +
    - Hometown +
    -

    Your Person's Details

    +


    -

    Problems Facing Your Person

    +

    - - Problem Rank: + +


    diff --git a/Magical-Kitties/sheet.json b/Magical-Kitties/sheet.json index 687f646943..444695ac96 100644 --- a/Magical-Kitties/sheet.json +++ b/Magical-Kitties/sheet.json @@ -5,5 +5,5 @@ "roll20userid": "5779412, 1223200", "preview": "magical-kitties-preview.png", "instructions": "Basic Character Sheet for 'Magical Kitties Save the Day', published by [Atlas Games](https://www.atlas-games.com/).\n* Works for both the original [Magical Kitties Save the Day](https://www.drivethrurpg.com/product/181721/Magical-Kitties-Save-the-Day) & the new Kickstarted edition.", - "legacy": true -} \ No newline at end of file + "legacy": false +} diff --git a/Magical-Kitties/translation.json b/Magical-Kitties/translation.json new file mode 100644 index 0000000000..0936d150b6 --- /dev/null +++ b/Magical-Kitties/translation.json @@ -0,0 +1,35 @@ +{ + "your-kitty-u": "Your Kitty", + "kitty-description-u": "Kitty Description", + "kitty-name-u": "Name", + "extra-dice-rolls-u": "Extra Dice Rolls", + "roll-button-label": "Roll", + "trackables-u": "Trackables", + "attributes-u": "Attributes", + "cute-u": "Cute", + "cunning-u": "Cunning", + "fierce-u": "Fierce", + "talents-u": "Talents", + "talent-name-placeholder": "Talent Name", + "roll-cute-button-label": "Roll Cute", + "roll-cunning-button-label": "Roll Cunning", + "roll-fierce-button-label": "Roll Fierce", + "magical-powers-u": "Magical Powers", + "magical-power-name-placeholder": "Magical Power Name", + "flaws-u": "Flaws", + "flaw-name-placeholder": "Flaw Name", + "notes-u": "Notes", + "your-person-u": "Your Person", + "person-name-u": "Name", + "hometown-u": "Hometown", + "your-persons-details-u": "Your Person's Details", + "problems-facing-your-person-u": "Problems Facing Your Person", + "problem-rank:-u": "Problem Rank:", + "problem-name-placeholder": "Problem Name", + "owies-u": "Owies", + "treats-u": "Treats", + "injuries-u": "Injuries", + "level-u": "Level", + "current-xp-u": "Current XP", + "maximums-u": "Maximums" +} diff --git a/Magical-Kitties/translations/af.json b/Magical-Kitties/translations/af.json new file mode 100644 index 0000000000..0936d150b6 --- /dev/null +++ b/Magical-Kitties/translations/af.json @@ -0,0 +1,35 @@ +{ + "your-kitty-u": "Your Kitty", + "kitty-description-u": "Kitty Description", + "kitty-name-u": "Name", + "extra-dice-rolls-u": "Extra Dice Rolls", + "roll-button-label": "Roll", + "trackables-u": "Trackables", + "attributes-u": "Attributes", + "cute-u": "Cute", + "cunning-u": "Cunning", + "fierce-u": "Fierce", + "talents-u": "Talents", + "talent-name-placeholder": "Talent Name", + "roll-cute-button-label": "Roll Cute", + "roll-cunning-button-label": "Roll Cunning", + "roll-fierce-button-label": "Roll Fierce", + "magical-powers-u": "Magical Powers", + "magical-power-name-placeholder": "Magical Power Name", + "flaws-u": "Flaws", + "flaw-name-placeholder": "Flaw Name", + "notes-u": "Notes", + "your-person-u": "Your Person", + "person-name-u": "Name", + "hometown-u": "Hometown", + "your-persons-details-u": "Your Person's Details", + "problems-facing-your-person-u": "Problems Facing Your Person", + "problem-rank:-u": "Problem Rank:", + "problem-name-placeholder": "Problem Name", + "owies-u": "Owies", + "treats-u": "Treats", + "injuries-u": "Injuries", + "level-u": "Level", + "current-xp-u": "Current XP", + "maximums-u": "Maximums" +} diff --git a/Magical-Kitties/translations/ca.json b/Magical-Kitties/translations/ca.json new file mode 100644 index 0000000000..0936d150b6 --- /dev/null +++ b/Magical-Kitties/translations/ca.json @@ -0,0 +1,35 @@ +{ + "your-kitty-u": "Your Kitty", + "kitty-description-u": "Kitty Description", + "kitty-name-u": "Name", + "extra-dice-rolls-u": "Extra Dice Rolls", + "roll-button-label": "Roll", + "trackables-u": "Trackables", + "attributes-u": "Attributes", + "cute-u": "Cute", + "cunning-u": "Cunning", + "fierce-u": "Fierce", + "talents-u": "Talents", + "talent-name-placeholder": "Talent Name", + "roll-cute-button-label": "Roll Cute", + "roll-cunning-button-label": "Roll Cunning", + "roll-fierce-button-label": "Roll Fierce", + "magical-powers-u": "Magical Powers", + "magical-power-name-placeholder": "Magical Power Name", + "flaws-u": "Flaws", + "flaw-name-placeholder": "Flaw Name", + "notes-u": "Notes", + "your-person-u": "Your Person", + "person-name-u": "Name", + "hometown-u": "Hometown", + "your-persons-details-u": "Your Person's Details", + "problems-facing-your-person-u": "Problems Facing Your Person", + "problem-rank:-u": "Problem Rank:", + "problem-name-placeholder": "Problem Name", + "owies-u": "Owies", + "treats-u": "Treats", + "injuries-u": "Injuries", + "level-u": "Level", + "current-xp-u": "Current XP", + "maximums-u": "Maximums" +} diff --git a/Magical-Kitties/translations/cs.json b/Magical-Kitties/translations/cs.json new file mode 100644 index 0000000000..0936d150b6 --- /dev/null +++ b/Magical-Kitties/translations/cs.json @@ -0,0 +1,35 @@ +{ + "your-kitty-u": "Your Kitty", + "kitty-description-u": "Kitty Description", + "kitty-name-u": "Name", + "extra-dice-rolls-u": "Extra Dice Rolls", + "roll-button-label": "Roll", + "trackables-u": "Trackables", + "attributes-u": "Attributes", + "cute-u": "Cute", + "cunning-u": "Cunning", + "fierce-u": "Fierce", + "talents-u": "Talents", + "talent-name-placeholder": "Talent Name", + "roll-cute-button-label": "Roll Cute", + "roll-cunning-button-label": "Roll Cunning", + "roll-fierce-button-label": "Roll Fierce", + "magical-powers-u": "Magical Powers", + "magical-power-name-placeholder": "Magical Power Name", + "flaws-u": "Flaws", + "flaw-name-placeholder": "Flaw Name", + "notes-u": "Notes", + "your-person-u": "Your Person", + "person-name-u": "Name", + "hometown-u": "Hometown", + "your-persons-details-u": "Your Person's Details", + "problems-facing-your-person-u": "Problems Facing Your Person", + "problem-rank:-u": "Problem Rank:", + "problem-name-placeholder": "Problem Name", + "owies-u": "Owies", + "treats-u": "Treats", + "injuries-u": "Injuries", + "level-u": "Level", + "current-xp-u": "Current XP", + "maximums-u": "Maximums" +} diff --git a/Magical-Kitties/translations/da.json b/Magical-Kitties/translations/da.json new file mode 100644 index 0000000000..0936d150b6 --- /dev/null +++ b/Magical-Kitties/translations/da.json @@ -0,0 +1,35 @@ +{ + "your-kitty-u": "Your Kitty", + "kitty-description-u": "Kitty Description", + "kitty-name-u": "Name", + "extra-dice-rolls-u": "Extra Dice Rolls", + "roll-button-label": "Roll", + "trackables-u": "Trackables", + "attributes-u": "Attributes", + "cute-u": "Cute", + "cunning-u": "Cunning", + "fierce-u": "Fierce", + "talents-u": "Talents", + "talent-name-placeholder": "Talent Name", + "roll-cute-button-label": "Roll Cute", + "roll-cunning-button-label": "Roll Cunning", + "roll-fierce-button-label": "Roll Fierce", + "magical-powers-u": "Magical Powers", + "magical-power-name-placeholder": "Magical Power Name", + "flaws-u": "Flaws", + "flaw-name-placeholder": "Flaw Name", + "notes-u": "Notes", + "your-person-u": "Your Person", + "person-name-u": "Name", + "hometown-u": "Hometown", + "your-persons-details-u": "Your Person's Details", + "problems-facing-your-person-u": "Problems Facing Your Person", + "problem-rank:-u": "Problem Rank:", + "problem-name-placeholder": "Problem Name", + "owies-u": "Owies", + "treats-u": "Treats", + "injuries-u": "Injuries", + "level-u": "Level", + "current-xp-u": "Current XP", + "maximums-u": "Maximums" +} diff --git a/Magical-Kitties/translations/de.json b/Magical-Kitties/translations/de.json new file mode 100644 index 0000000000..0936d150b6 --- /dev/null +++ b/Magical-Kitties/translations/de.json @@ -0,0 +1,35 @@ +{ + "your-kitty-u": "Your Kitty", + "kitty-description-u": "Kitty Description", + "kitty-name-u": "Name", + "extra-dice-rolls-u": "Extra Dice Rolls", + "roll-button-label": "Roll", + "trackables-u": "Trackables", + "attributes-u": "Attributes", + "cute-u": "Cute", + "cunning-u": "Cunning", + "fierce-u": "Fierce", + "talents-u": "Talents", + "talent-name-placeholder": "Talent Name", + "roll-cute-button-label": "Roll Cute", + "roll-cunning-button-label": "Roll Cunning", + "roll-fierce-button-label": "Roll Fierce", + "magical-powers-u": "Magical Powers", + "magical-power-name-placeholder": "Magical Power Name", + "flaws-u": "Flaws", + "flaw-name-placeholder": "Flaw Name", + "notes-u": "Notes", + "your-person-u": "Your Person", + "person-name-u": "Name", + "hometown-u": "Hometown", + "your-persons-details-u": "Your Person's Details", + "problems-facing-your-person-u": "Problems Facing Your Person", + "problem-rank:-u": "Problem Rank:", + "problem-name-placeholder": "Problem Name", + "owies-u": "Owies", + "treats-u": "Treats", + "injuries-u": "Injuries", + "level-u": "Level", + "current-xp-u": "Current XP", + "maximums-u": "Maximums" +} diff --git a/Magical-Kitties/translations/el.json b/Magical-Kitties/translations/el.json new file mode 100644 index 0000000000..0936d150b6 --- /dev/null +++ b/Magical-Kitties/translations/el.json @@ -0,0 +1,35 @@ +{ + "your-kitty-u": "Your Kitty", + "kitty-description-u": "Kitty Description", + "kitty-name-u": "Name", + "extra-dice-rolls-u": "Extra Dice Rolls", + "roll-button-label": "Roll", + "trackables-u": "Trackables", + "attributes-u": "Attributes", + "cute-u": "Cute", + "cunning-u": "Cunning", + "fierce-u": "Fierce", + "talents-u": "Talents", + "talent-name-placeholder": "Talent Name", + "roll-cute-button-label": "Roll Cute", + "roll-cunning-button-label": "Roll Cunning", + "roll-fierce-button-label": "Roll Fierce", + "magical-powers-u": "Magical Powers", + "magical-power-name-placeholder": "Magical Power Name", + "flaws-u": "Flaws", + "flaw-name-placeholder": "Flaw Name", + "notes-u": "Notes", + "your-person-u": "Your Person", + "person-name-u": "Name", + "hometown-u": "Hometown", + "your-persons-details-u": "Your Person's Details", + "problems-facing-your-person-u": "Problems Facing Your Person", + "problem-rank:-u": "Problem Rank:", + "problem-name-placeholder": "Problem Name", + "owies-u": "Owies", + "treats-u": "Treats", + "injuries-u": "Injuries", + "level-u": "Level", + "current-xp-u": "Current XP", + "maximums-u": "Maximums" +} diff --git a/Magical-Kitties/translations/en.json b/Magical-Kitties/translations/en.json new file mode 100644 index 0000000000..0936d150b6 --- /dev/null +++ b/Magical-Kitties/translations/en.json @@ -0,0 +1,35 @@ +{ + "your-kitty-u": "Your Kitty", + "kitty-description-u": "Kitty Description", + "kitty-name-u": "Name", + "extra-dice-rolls-u": "Extra Dice Rolls", + "roll-button-label": "Roll", + "trackables-u": "Trackables", + "attributes-u": "Attributes", + "cute-u": "Cute", + "cunning-u": "Cunning", + "fierce-u": "Fierce", + "talents-u": "Talents", + "talent-name-placeholder": "Talent Name", + "roll-cute-button-label": "Roll Cute", + "roll-cunning-button-label": "Roll Cunning", + "roll-fierce-button-label": "Roll Fierce", + "magical-powers-u": "Magical Powers", + "magical-power-name-placeholder": "Magical Power Name", + "flaws-u": "Flaws", + "flaw-name-placeholder": "Flaw Name", + "notes-u": "Notes", + "your-person-u": "Your Person", + "person-name-u": "Name", + "hometown-u": "Hometown", + "your-persons-details-u": "Your Person's Details", + "problems-facing-your-person-u": "Problems Facing Your Person", + "problem-rank:-u": "Problem Rank:", + "problem-name-placeholder": "Problem Name", + "owies-u": "Owies", + "treats-u": "Treats", + "injuries-u": "Injuries", + "level-u": "Level", + "current-xp-u": "Current XP", + "maximums-u": "Maximums" +} diff --git a/Magical-Kitties/translations/es.json b/Magical-Kitties/translations/es.json new file mode 100644 index 0000000000..0936d150b6 --- /dev/null +++ b/Magical-Kitties/translations/es.json @@ -0,0 +1,35 @@ +{ + "your-kitty-u": "Your Kitty", + "kitty-description-u": "Kitty Description", + "kitty-name-u": "Name", + "extra-dice-rolls-u": "Extra Dice Rolls", + "roll-button-label": "Roll", + "trackables-u": "Trackables", + "attributes-u": "Attributes", + "cute-u": "Cute", + "cunning-u": "Cunning", + "fierce-u": "Fierce", + "talents-u": "Talents", + "talent-name-placeholder": "Talent Name", + "roll-cute-button-label": "Roll Cute", + "roll-cunning-button-label": "Roll Cunning", + "roll-fierce-button-label": "Roll Fierce", + "magical-powers-u": "Magical Powers", + "magical-power-name-placeholder": "Magical Power Name", + "flaws-u": "Flaws", + "flaw-name-placeholder": "Flaw Name", + "notes-u": "Notes", + "your-person-u": "Your Person", + "person-name-u": "Name", + "hometown-u": "Hometown", + "your-persons-details-u": "Your Person's Details", + "problems-facing-your-person-u": "Problems Facing Your Person", + "problem-rank:-u": "Problem Rank:", + "problem-name-placeholder": "Problem Name", + "owies-u": "Owies", + "treats-u": "Treats", + "injuries-u": "Injuries", + "level-u": "Level", + "current-xp-u": "Current XP", + "maximums-u": "Maximums" +} diff --git a/Magical-Kitties/translations/fi.json b/Magical-Kitties/translations/fi.json new file mode 100644 index 0000000000..0936d150b6 --- /dev/null +++ b/Magical-Kitties/translations/fi.json @@ -0,0 +1,35 @@ +{ + "your-kitty-u": "Your Kitty", + "kitty-description-u": "Kitty Description", + "kitty-name-u": "Name", + "extra-dice-rolls-u": "Extra Dice Rolls", + "roll-button-label": "Roll", + "trackables-u": "Trackables", + "attributes-u": "Attributes", + "cute-u": "Cute", + "cunning-u": "Cunning", + "fierce-u": "Fierce", + "talents-u": "Talents", + "talent-name-placeholder": "Talent Name", + "roll-cute-button-label": "Roll Cute", + "roll-cunning-button-label": "Roll Cunning", + "roll-fierce-button-label": "Roll Fierce", + "magical-powers-u": "Magical Powers", + "magical-power-name-placeholder": "Magical Power Name", + "flaws-u": "Flaws", + "flaw-name-placeholder": "Flaw Name", + "notes-u": "Notes", + "your-person-u": "Your Person", + "person-name-u": "Name", + "hometown-u": "Hometown", + "your-persons-details-u": "Your Person's Details", + "problems-facing-your-person-u": "Problems Facing Your Person", + "problem-rank:-u": "Problem Rank:", + "problem-name-placeholder": "Problem Name", + "owies-u": "Owies", + "treats-u": "Treats", + "injuries-u": "Injuries", + "level-u": "Level", + "current-xp-u": "Current XP", + "maximums-u": "Maximums" +} diff --git a/Magical-Kitties/translations/fr.json b/Magical-Kitties/translations/fr.json new file mode 100644 index 0000000000..0936d150b6 --- /dev/null +++ b/Magical-Kitties/translations/fr.json @@ -0,0 +1,35 @@ +{ + "your-kitty-u": "Your Kitty", + "kitty-description-u": "Kitty Description", + "kitty-name-u": "Name", + "extra-dice-rolls-u": "Extra Dice Rolls", + "roll-button-label": "Roll", + "trackables-u": "Trackables", + "attributes-u": "Attributes", + "cute-u": "Cute", + "cunning-u": "Cunning", + "fierce-u": "Fierce", + "talents-u": "Talents", + "talent-name-placeholder": "Talent Name", + "roll-cute-button-label": "Roll Cute", + "roll-cunning-button-label": "Roll Cunning", + "roll-fierce-button-label": "Roll Fierce", + "magical-powers-u": "Magical Powers", + "magical-power-name-placeholder": "Magical Power Name", + "flaws-u": "Flaws", + "flaw-name-placeholder": "Flaw Name", + "notes-u": "Notes", + "your-person-u": "Your Person", + "person-name-u": "Name", + "hometown-u": "Hometown", + "your-persons-details-u": "Your Person's Details", + "problems-facing-your-person-u": "Problems Facing Your Person", + "problem-rank:-u": "Problem Rank:", + "problem-name-placeholder": "Problem Name", + "owies-u": "Owies", + "treats-u": "Treats", + "injuries-u": "Injuries", + "level-u": "Level", + "current-xp-u": "Current XP", + "maximums-u": "Maximums" +} diff --git a/Magical-Kitties/translations/he.json b/Magical-Kitties/translations/he.json new file mode 100644 index 0000000000..0936d150b6 --- /dev/null +++ b/Magical-Kitties/translations/he.json @@ -0,0 +1,35 @@ +{ + "your-kitty-u": "Your Kitty", + "kitty-description-u": "Kitty Description", + "kitty-name-u": "Name", + "extra-dice-rolls-u": "Extra Dice Rolls", + "roll-button-label": "Roll", + "trackables-u": "Trackables", + "attributes-u": "Attributes", + "cute-u": "Cute", + "cunning-u": "Cunning", + "fierce-u": "Fierce", + "talents-u": "Talents", + "talent-name-placeholder": "Talent Name", + "roll-cute-button-label": "Roll Cute", + "roll-cunning-button-label": "Roll Cunning", + "roll-fierce-button-label": "Roll Fierce", + "magical-powers-u": "Magical Powers", + "magical-power-name-placeholder": "Magical Power Name", + "flaws-u": "Flaws", + "flaw-name-placeholder": "Flaw Name", + "notes-u": "Notes", + "your-person-u": "Your Person", + "person-name-u": "Name", + "hometown-u": "Hometown", + "your-persons-details-u": "Your Person's Details", + "problems-facing-your-person-u": "Problems Facing Your Person", + "problem-rank:-u": "Problem Rank:", + "problem-name-placeholder": "Problem Name", + "owies-u": "Owies", + "treats-u": "Treats", + "injuries-u": "Injuries", + "level-u": "Level", + "current-xp-u": "Current XP", + "maximums-u": "Maximums" +} diff --git a/Magical-Kitties/translations/hu.json b/Magical-Kitties/translations/hu.json new file mode 100644 index 0000000000..0936d150b6 --- /dev/null +++ b/Magical-Kitties/translations/hu.json @@ -0,0 +1,35 @@ +{ + "your-kitty-u": "Your Kitty", + "kitty-description-u": "Kitty Description", + "kitty-name-u": "Name", + "extra-dice-rolls-u": "Extra Dice Rolls", + "roll-button-label": "Roll", + "trackables-u": "Trackables", + "attributes-u": "Attributes", + "cute-u": "Cute", + "cunning-u": "Cunning", + "fierce-u": "Fierce", + "talents-u": "Talents", + "talent-name-placeholder": "Talent Name", + "roll-cute-button-label": "Roll Cute", + "roll-cunning-button-label": "Roll Cunning", + "roll-fierce-button-label": "Roll Fierce", + "magical-powers-u": "Magical Powers", + "magical-power-name-placeholder": "Magical Power Name", + "flaws-u": "Flaws", + "flaw-name-placeholder": "Flaw Name", + "notes-u": "Notes", + "your-person-u": "Your Person", + "person-name-u": "Name", + "hometown-u": "Hometown", + "your-persons-details-u": "Your Person's Details", + "problems-facing-your-person-u": "Problems Facing Your Person", + "problem-rank:-u": "Problem Rank:", + "problem-name-placeholder": "Problem Name", + "owies-u": "Owies", + "treats-u": "Treats", + "injuries-u": "Injuries", + "level-u": "Level", + "current-xp-u": "Current XP", + "maximums-u": "Maximums" +} diff --git a/Magical-Kitties/translations/it.json b/Magical-Kitties/translations/it.json new file mode 100644 index 0000000000..0936d150b6 --- /dev/null +++ b/Magical-Kitties/translations/it.json @@ -0,0 +1,35 @@ +{ + "your-kitty-u": "Your Kitty", + "kitty-description-u": "Kitty Description", + "kitty-name-u": "Name", + "extra-dice-rolls-u": "Extra Dice Rolls", + "roll-button-label": "Roll", + "trackables-u": "Trackables", + "attributes-u": "Attributes", + "cute-u": "Cute", + "cunning-u": "Cunning", + "fierce-u": "Fierce", + "talents-u": "Talents", + "talent-name-placeholder": "Talent Name", + "roll-cute-button-label": "Roll Cute", + "roll-cunning-button-label": "Roll Cunning", + "roll-fierce-button-label": "Roll Fierce", + "magical-powers-u": "Magical Powers", + "magical-power-name-placeholder": "Magical Power Name", + "flaws-u": "Flaws", + "flaw-name-placeholder": "Flaw Name", + "notes-u": "Notes", + "your-person-u": "Your Person", + "person-name-u": "Name", + "hometown-u": "Hometown", + "your-persons-details-u": "Your Person's Details", + "problems-facing-your-person-u": "Problems Facing Your Person", + "problem-rank:-u": "Problem Rank:", + "problem-name-placeholder": "Problem Name", + "owies-u": "Owies", + "treats-u": "Treats", + "injuries-u": "Injuries", + "level-u": "Level", + "current-xp-u": "Current XP", + "maximums-u": "Maximums" +} diff --git a/Magical-Kitties/translations/ja.json b/Magical-Kitties/translations/ja.json new file mode 100644 index 0000000000..0936d150b6 --- /dev/null +++ b/Magical-Kitties/translations/ja.json @@ -0,0 +1,35 @@ +{ + "your-kitty-u": "Your Kitty", + "kitty-description-u": "Kitty Description", + "kitty-name-u": "Name", + "extra-dice-rolls-u": "Extra Dice Rolls", + "roll-button-label": "Roll", + "trackables-u": "Trackables", + "attributes-u": "Attributes", + "cute-u": "Cute", + "cunning-u": "Cunning", + "fierce-u": "Fierce", + "talents-u": "Talents", + "talent-name-placeholder": "Talent Name", + "roll-cute-button-label": "Roll Cute", + "roll-cunning-button-label": "Roll Cunning", + "roll-fierce-button-label": "Roll Fierce", + "magical-powers-u": "Magical Powers", + "magical-power-name-placeholder": "Magical Power Name", + "flaws-u": "Flaws", + "flaw-name-placeholder": "Flaw Name", + "notes-u": "Notes", + "your-person-u": "Your Person", + "person-name-u": "Name", + "hometown-u": "Hometown", + "your-persons-details-u": "Your Person's Details", + "problems-facing-your-person-u": "Problems Facing Your Person", + "problem-rank:-u": "Problem Rank:", + "problem-name-placeholder": "Problem Name", + "owies-u": "Owies", + "treats-u": "Treats", + "injuries-u": "Injuries", + "level-u": "Level", + "current-xp-u": "Current XP", + "maximums-u": "Maximums" +} diff --git a/Magical-Kitties/translations/ko.json b/Magical-Kitties/translations/ko.json new file mode 100644 index 0000000000..0936d150b6 --- /dev/null +++ b/Magical-Kitties/translations/ko.json @@ -0,0 +1,35 @@ +{ + "your-kitty-u": "Your Kitty", + "kitty-description-u": "Kitty Description", + "kitty-name-u": "Name", + "extra-dice-rolls-u": "Extra Dice Rolls", + "roll-button-label": "Roll", + "trackables-u": "Trackables", + "attributes-u": "Attributes", + "cute-u": "Cute", + "cunning-u": "Cunning", + "fierce-u": "Fierce", + "talents-u": "Talents", + "talent-name-placeholder": "Talent Name", + "roll-cute-button-label": "Roll Cute", + "roll-cunning-button-label": "Roll Cunning", + "roll-fierce-button-label": "Roll Fierce", + "magical-powers-u": "Magical Powers", + "magical-power-name-placeholder": "Magical Power Name", + "flaws-u": "Flaws", + "flaw-name-placeholder": "Flaw Name", + "notes-u": "Notes", + "your-person-u": "Your Person", + "person-name-u": "Name", + "hometown-u": "Hometown", + "your-persons-details-u": "Your Person's Details", + "problems-facing-your-person-u": "Problems Facing Your Person", + "problem-rank:-u": "Problem Rank:", + "problem-name-placeholder": "Problem Name", + "owies-u": "Owies", + "treats-u": "Treats", + "injuries-u": "Injuries", + "level-u": "Level", + "current-xp-u": "Current XP", + "maximums-u": "Maximums" +} diff --git a/Magical-Kitties/translations/nl.json b/Magical-Kitties/translations/nl.json new file mode 100644 index 0000000000..0936d150b6 --- /dev/null +++ b/Magical-Kitties/translations/nl.json @@ -0,0 +1,35 @@ +{ + "your-kitty-u": "Your Kitty", + "kitty-description-u": "Kitty Description", + "kitty-name-u": "Name", + "extra-dice-rolls-u": "Extra Dice Rolls", + "roll-button-label": "Roll", + "trackables-u": "Trackables", + "attributes-u": "Attributes", + "cute-u": "Cute", + "cunning-u": "Cunning", + "fierce-u": "Fierce", + "talents-u": "Talents", + "talent-name-placeholder": "Talent Name", + "roll-cute-button-label": "Roll Cute", + "roll-cunning-button-label": "Roll Cunning", + "roll-fierce-button-label": "Roll Fierce", + "magical-powers-u": "Magical Powers", + "magical-power-name-placeholder": "Magical Power Name", + "flaws-u": "Flaws", + "flaw-name-placeholder": "Flaw Name", + "notes-u": "Notes", + "your-person-u": "Your Person", + "person-name-u": "Name", + "hometown-u": "Hometown", + "your-persons-details-u": "Your Person's Details", + "problems-facing-your-person-u": "Problems Facing Your Person", + "problem-rank:-u": "Problem Rank:", + "problem-name-placeholder": "Problem Name", + "owies-u": "Owies", + "treats-u": "Treats", + "injuries-u": "Injuries", + "level-u": "Level", + "current-xp-u": "Current XP", + "maximums-u": "Maximums" +} diff --git a/Magical-Kitties/translations/pb.json b/Magical-Kitties/translations/pb.json new file mode 100644 index 0000000000..0936d150b6 --- /dev/null +++ b/Magical-Kitties/translations/pb.json @@ -0,0 +1,35 @@ +{ + "your-kitty-u": "Your Kitty", + "kitty-description-u": "Kitty Description", + "kitty-name-u": "Name", + "extra-dice-rolls-u": "Extra Dice Rolls", + "roll-button-label": "Roll", + "trackables-u": "Trackables", + "attributes-u": "Attributes", + "cute-u": "Cute", + "cunning-u": "Cunning", + "fierce-u": "Fierce", + "talents-u": "Talents", + "talent-name-placeholder": "Talent Name", + "roll-cute-button-label": "Roll Cute", + "roll-cunning-button-label": "Roll Cunning", + "roll-fierce-button-label": "Roll Fierce", + "magical-powers-u": "Magical Powers", + "magical-power-name-placeholder": "Magical Power Name", + "flaws-u": "Flaws", + "flaw-name-placeholder": "Flaw Name", + "notes-u": "Notes", + "your-person-u": "Your Person", + "person-name-u": "Name", + "hometown-u": "Hometown", + "your-persons-details-u": "Your Person's Details", + "problems-facing-your-person-u": "Problems Facing Your Person", + "problem-rank:-u": "Problem Rank:", + "problem-name-placeholder": "Problem Name", + "owies-u": "Owies", + "treats-u": "Treats", + "injuries-u": "Injuries", + "level-u": "Level", + "current-xp-u": "Current XP", + "maximums-u": "Maximums" +} diff --git a/Magical-Kitties/translations/pl.json b/Magical-Kitties/translations/pl.json new file mode 100644 index 0000000000..0936d150b6 --- /dev/null +++ b/Magical-Kitties/translations/pl.json @@ -0,0 +1,35 @@ +{ + "your-kitty-u": "Your Kitty", + "kitty-description-u": "Kitty Description", + "kitty-name-u": "Name", + "extra-dice-rolls-u": "Extra Dice Rolls", + "roll-button-label": "Roll", + "trackables-u": "Trackables", + "attributes-u": "Attributes", + "cute-u": "Cute", + "cunning-u": "Cunning", + "fierce-u": "Fierce", + "talents-u": "Talents", + "talent-name-placeholder": "Talent Name", + "roll-cute-button-label": "Roll Cute", + "roll-cunning-button-label": "Roll Cunning", + "roll-fierce-button-label": "Roll Fierce", + "magical-powers-u": "Magical Powers", + "magical-power-name-placeholder": "Magical Power Name", + "flaws-u": "Flaws", + "flaw-name-placeholder": "Flaw Name", + "notes-u": "Notes", + "your-person-u": "Your Person", + "person-name-u": "Name", + "hometown-u": "Hometown", + "your-persons-details-u": "Your Person's Details", + "problems-facing-your-person-u": "Problems Facing Your Person", + "problem-rank:-u": "Problem Rank:", + "problem-name-placeholder": "Problem Name", + "owies-u": "Owies", + "treats-u": "Treats", + "injuries-u": "Injuries", + "level-u": "Level", + "current-xp-u": "Current XP", + "maximums-u": "Maximums" +} diff --git a/Magical-Kitties/translations/pt.json b/Magical-Kitties/translations/pt.json new file mode 100644 index 0000000000..0936d150b6 --- /dev/null +++ b/Magical-Kitties/translations/pt.json @@ -0,0 +1,35 @@ +{ + "your-kitty-u": "Your Kitty", + "kitty-description-u": "Kitty Description", + "kitty-name-u": "Name", + "extra-dice-rolls-u": "Extra Dice Rolls", + "roll-button-label": "Roll", + "trackables-u": "Trackables", + "attributes-u": "Attributes", + "cute-u": "Cute", + "cunning-u": "Cunning", + "fierce-u": "Fierce", + "talents-u": "Talents", + "talent-name-placeholder": "Talent Name", + "roll-cute-button-label": "Roll Cute", + "roll-cunning-button-label": "Roll Cunning", + "roll-fierce-button-label": "Roll Fierce", + "magical-powers-u": "Magical Powers", + "magical-power-name-placeholder": "Magical Power Name", + "flaws-u": "Flaws", + "flaw-name-placeholder": "Flaw Name", + "notes-u": "Notes", + "your-person-u": "Your Person", + "person-name-u": "Name", + "hometown-u": "Hometown", + "your-persons-details-u": "Your Person's Details", + "problems-facing-your-person-u": "Problems Facing Your Person", + "problem-rank:-u": "Problem Rank:", + "problem-name-placeholder": "Problem Name", + "owies-u": "Owies", + "treats-u": "Treats", + "injuries-u": "Injuries", + "level-u": "Level", + "current-xp-u": "Current XP", + "maximums-u": "Maximums" +} diff --git a/Magical-Kitties/translations/ru.json b/Magical-Kitties/translations/ru.json new file mode 100644 index 0000000000..0936d150b6 --- /dev/null +++ b/Magical-Kitties/translations/ru.json @@ -0,0 +1,35 @@ +{ + "your-kitty-u": "Your Kitty", + "kitty-description-u": "Kitty Description", + "kitty-name-u": "Name", + "extra-dice-rolls-u": "Extra Dice Rolls", + "roll-button-label": "Roll", + "trackables-u": "Trackables", + "attributes-u": "Attributes", + "cute-u": "Cute", + "cunning-u": "Cunning", + "fierce-u": "Fierce", + "talents-u": "Talents", + "talent-name-placeholder": "Talent Name", + "roll-cute-button-label": "Roll Cute", + "roll-cunning-button-label": "Roll Cunning", + "roll-fierce-button-label": "Roll Fierce", + "magical-powers-u": "Magical Powers", + "magical-power-name-placeholder": "Magical Power Name", + "flaws-u": "Flaws", + "flaw-name-placeholder": "Flaw Name", + "notes-u": "Notes", + "your-person-u": "Your Person", + "person-name-u": "Name", + "hometown-u": "Hometown", + "your-persons-details-u": "Your Person's Details", + "problems-facing-your-person-u": "Problems Facing Your Person", + "problem-rank:-u": "Problem Rank:", + "problem-name-placeholder": "Problem Name", + "owies-u": "Owies", + "treats-u": "Treats", + "injuries-u": "Injuries", + "level-u": "Level", + "current-xp-u": "Current XP", + "maximums-u": "Maximums" +} diff --git a/Magical-Kitties/translations/sl.json b/Magical-Kitties/translations/sl.json new file mode 100644 index 0000000000..0936d150b6 --- /dev/null +++ b/Magical-Kitties/translations/sl.json @@ -0,0 +1,35 @@ +{ + "your-kitty-u": "Your Kitty", + "kitty-description-u": "Kitty Description", + "kitty-name-u": "Name", + "extra-dice-rolls-u": "Extra Dice Rolls", + "roll-button-label": "Roll", + "trackables-u": "Trackables", + "attributes-u": "Attributes", + "cute-u": "Cute", + "cunning-u": "Cunning", + "fierce-u": "Fierce", + "talents-u": "Talents", + "talent-name-placeholder": "Talent Name", + "roll-cute-button-label": "Roll Cute", + "roll-cunning-button-label": "Roll Cunning", + "roll-fierce-button-label": "Roll Fierce", + "magical-powers-u": "Magical Powers", + "magical-power-name-placeholder": "Magical Power Name", + "flaws-u": "Flaws", + "flaw-name-placeholder": "Flaw Name", + "notes-u": "Notes", + "your-person-u": "Your Person", + "person-name-u": "Name", + "hometown-u": "Hometown", + "your-persons-details-u": "Your Person's Details", + "problems-facing-your-person-u": "Problems Facing Your Person", + "problem-rank:-u": "Problem Rank:", + "problem-name-placeholder": "Problem Name", + "owies-u": "Owies", + "treats-u": "Treats", + "injuries-u": "Injuries", + "level-u": "Level", + "current-xp-u": "Current XP", + "maximums-u": "Maximums" +} diff --git a/Magical-Kitties/translations/sv.json b/Magical-Kitties/translations/sv.json new file mode 100644 index 0000000000..0936d150b6 --- /dev/null +++ b/Magical-Kitties/translations/sv.json @@ -0,0 +1,35 @@ +{ + "your-kitty-u": "Your Kitty", + "kitty-description-u": "Kitty Description", + "kitty-name-u": "Name", + "extra-dice-rolls-u": "Extra Dice Rolls", + "roll-button-label": "Roll", + "trackables-u": "Trackables", + "attributes-u": "Attributes", + "cute-u": "Cute", + "cunning-u": "Cunning", + "fierce-u": "Fierce", + "talents-u": "Talents", + "talent-name-placeholder": "Talent Name", + "roll-cute-button-label": "Roll Cute", + "roll-cunning-button-label": "Roll Cunning", + "roll-fierce-button-label": "Roll Fierce", + "magical-powers-u": "Magical Powers", + "magical-power-name-placeholder": "Magical Power Name", + "flaws-u": "Flaws", + "flaw-name-placeholder": "Flaw Name", + "notes-u": "Notes", + "your-person-u": "Your Person", + "person-name-u": "Name", + "hometown-u": "Hometown", + "your-persons-details-u": "Your Person's Details", + "problems-facing-your-person-u": "Problems Facing Your Person", + "problem-rank:-u": "Problem Rank:", + "problem-name-placeholder": "Problem Name", + "owies-u": "Owies", + "treats-u": "Treats", + "injuries-u": "Injuries", + "level-u": "Level", + "current-xp-u": "Current XP", + "maximums-u": "Maximums" +} diff --git a/Magical-Kitties/translations/tr.json b/Magical-Kitties/translations/tr.json new file mode 100644 index 0000000000..0936d150b6 --- /dev/null +++ b/Magical-Kitties/translations/tr.json @@ -0,0 +1,35 @@ +{ + "your-kitty-u": "Your Kitty", + "kitty-description-u": "Kitty Description", + "kitty-name-u": "Name", + "extra-dice-rolls-u": "Extra Dice Rolls", + "roll-button-label": "Roll", + "trackables-u": "Trackables", + "attributes-u": "Attributes", + "cute-u": "Cute", + "cunning-u": "Cunning", + "fierce-u": "Fierce", + "talents-u": "Talents", + "talent-name-placeholder": "Talent Name", + "roll-cute-button-label": "Roll Cute", + "roll-cunning-button-label": "Roll Cunning", + "roll-fierce-button-label": "Roll Fierce", + "magical-powers-u": "Magical Powers", + "magical-power-name-placeholder": "Magical Power Name", + "flaws-u": "Flaws", + "flaw-name-placeholder": "Flaw Name", + "notes-u": "Notes", + "your-person-u": "Your Person", + "person-name-u": "Name", + "hometown-u": "Hometown", + "your-persons-details-u": "Your Person's Details", + "problems-facing-your-person-u": "Problems Facing Your Person", + "problem-rank:-u": "Problem Rank:", + "problem-name-placeholder": "Problem Name", + "owies-u": "Owies", + "treats-u": "Treats", + "injuries-u": "Injuries", + "level-u": "Level", + "current-xp-u": "Current XP", + "maximums-u": "Maximums" +} diff --git a/Magical-Kitties/translations/uk.json b/Magical-Kitties/translations/uk.json new file mode 100644 index 0000000000..0936d150b6 --- /dev/null +++ b/Magical-Kitties/translations/uk.json @@ -0,0 +1,35 @@ +{ + "your-kitty-u": "Your Kitty", + "kitty-description-u": "Kitty Description", + "kitty-name-u": "Name", + "extra-dice-rolls-u": "Extra Dice Rolls", + "roll-button-label": "Roll", + "trackables-u": "Trackables", + "attributes-u": "Attributes", + "cute-u": "Cute", + "cunning-u": "Cunning", + "fierce-u": "Fierce", + "talents-u": "Talents", + "talent-name-placeholder": "Talent Name", + "roll-cute-button-label": "Roll Cute", + "roll-cunning-button-label": "Roll Cunning", + "roll-fierce-button-label": "Roll Fierce", + "magical-powers-u": "Magical Powers", + "magical-power-name-placeholder": "Magical Power Name", + "flaws-u": "Flaws", + "flaw-name-placeholder": "Flaw Name", + "notes-u": "Notes", + "your-person-u": "Your Person", + "person-name-u": "Name", + "hometown-u": "Hometown", + "your-persons-details-u": "Your Person's Details", + "problems-facing-your-person-u": "Problems Facing Your Person", + "problem-rank:-u": "Problem Rank:", + "problem-name-placeholder": "Problem Name", + "owies-u": "Owies", + "treats-u": "Treats", + "injuries-u": "Injuries", + "level-u": "Level", + "current-xp-u": "Current XP", + "maximums-u": "Maximums" +} diff --git a/Magical-Kitties/translations/zh.json b/Magical-Kitties/translations/zh.json new file mode 100644 index 0000000000..0936d150b6 --- /dev/null +++ b/Magical-Kitties/translations/zh.json @@ -0,0 +1,35 @@ +{ + "your-kitty-u": "Your Kitty", + "kitty-description-u": "Kitty Description", + "kitty-name-u": "Name", + "extra-dice-rolls-u": "Extra Dice Rolls", + "roll-button-label": "Roll", + "trackables-u": "Trackables", + "attributes-u": "Attributes", + "cute-u": "Cute", + "cunning-u": "Cunning", + "fierce-u": "Fierce", + "talents-u": "Talents", + "talent-name-placeholder": "Talent Name", + "roll-cute-button-label": "Roll Cute", + "roll-cunning-button-label": "Roll Cunning", + "roll-fierce-button-label": "Roll Fierce", + "magical-powers-u": "Magical Powers", + "magical-power-name-placeholder": "Magical Power Name", + "flaws-u": "Flaws", + "flaw-name-placeholder": "Flaw Name", + "notes-u": "Notes", + "your-person-u": "Your Person", + "person-name-u": "Name", + "hometown-u": "Hometown", + "your-persons-details-u": "Your Person's Details", + "problems-facing-your-person-u": "Problems Facing Your Person", + "problem-rank:-u": "Problem Rank:", + "problem-name-placeholder": "Problem Name", + "owies-u": "Owies", + "treats-u": "Treats", + "injuries-u": "Injuries", + "level-u": "Level", + "current-xp-u": "Current XP", + "maximums-u": "Maximums" +} diff --git a/MassEffect_5e/MassEffect_5e.css b/MassEffect_5e/MassEffect_5e.css index 015855f60c..606aeb9bfe 100644 --- a/MassEffect_5e/MassEffect_5e.css +++ b/MassEffect_5e/MassEffect_5e.css @@ -547,6 +547,7 @@ button[type=roll] * { .sheet-ac-init-speed-container input, .sheet-hp input, .sheet-exhaustion input, +.sheet-indoctrination input, .sheet-hdice-dsaves-container input[type=text], .sheet-hdice-dsaves-container input[type=number], .sheet-attacks input, @@ -634,6 +635,7 @@ button[type=roll] * { .sheet-ac-init-speed-container span.sheet-label, .sheet-hp span, .sheet-exhaustion span.sheet-label, +.sheet-indoctrination span.sheet-label, .sheet-hdice-dsaves-container span, .sheet-attacks span, .sheet-globalattack span, @@ -681,6 +683,15 @@ button[type=roll] * { display: block; } +.sheet-indoctrination div span.sheet-ex-description +{ + font-size: 9px; + line-height: 9px; + text-align: left; + width: 116px; + display: block; +} + .sheet-exhaustion span.sheet-label { width: 100%; @@ -688,17 +699,35 @@ button[type=roll] * { text-align: center; } +.sheet-indoctrination span.sheet-label +{ + width: 100%; + display: inline-block; + text-align: center; +} + .sheet-exhaustion div.sheet-ex-descriptions { display: inline-block; padding-top: 5px; } +.sheet-indoctrination div.sheet-ex-descriptions +{ + display: inline-block; + padding-top: 5px; +} + .sheet-exhaustion-toggle[value="0"] ~ .sheet-exhaustion, { display: none; } +.sheet-indoctrination-toggle[value="0"] ~ .sheet-indoctrination, +{ + display: none; +} + .sheet-exhaustion input[type="number"] { width: 116px; @@ -706,6 +735,13 @@ button[type=roll] * { vertical-align: top; } +.sheet-indoctrination input[type="number"] +{ + width: 116px; + display:inline-block; + vertical-align: top; +} + .sheet-skill button span, .sheet-options .sheet-body .sheet-skill span span, .sheet-rolltemplate-spell .sheet-grey @@ -737,6 +773,7 @@ button[type=roll] * { .sheet-ac-init-speed-container, .sheet-hp, .sheet-exhaustion, +.sheet-indoctrination, .sheet-hdice-dsaves-container, .sheet-attacks, .sheet-equipment @@ -764,6 +801,7 @@ button[type=roll] * { .sheet-hp, .sheet-exhaustion, +.sheet-indoctrination, .sheet-subcontainer, .sheet-attacks, .sheet-equipment @@ -782,6 +820,11 @@ button[type=roll] * { font-size: 20px; } +.sheet-indoctrination input +{ + font-size: 20px; +} + .sheet-hp input[type="number"], { width: 100%; diff --git a/MassEffect_5e/MassEffect_5e.html b/MassEffect_5e/MassEffect_5e.html index 8b11263d36..b727ad242a 100644 --- a/MassEffect_5e/MassEffect_5e.html +++ b/MassEffect_5e/MassEffect_5e.html @@ -232,9 +232,9 @@
    - SPELLCASTING NPC + POWERCASTING NPC
    - SPELLCASTING ABILITY + POWERCASTING ABILITY
    - SPELL SAVE DC MOD: + POWER SAVE DC MOD:
    @@ -782,7 +782,7 @@
    - Spells + Powers
    THIS SECTION IS DEPRECATED. PLEASE TRANSFER ANY SPELLS LISTED HERE INTO THE NEW SPELLS BY LEVEL SECTION, AVAILABLE AFTER SELECTING THE 'SPELLCASTING NPC' OPTION FROM THE NPC OPTIONS ABOVE.
    @@ -832,14 +832,14 @@
    OUTPUT:
    - SPELL ATTACK: + POWER ATTACK:
    - INCLUDE SPELL DESCRIPTION IN ATTACK: + INCLUDE POWER DESCRIPTION IN ATTACK:
    @@ -941,7 +942,7 @@ CORE BIO - SPELLS + POWERS y
    @@ -960,9 +961,13 @@ + + + + @@ -1445,7 +1450,7 @@
    Shield Max - +
    Shield Regen @@ -1453,7 +1458,7 @@
    SHIELDS -
    +
    @@ -1501,8 +1506,8 @@
    - -
    + +
    @@ -1552,7 +1557,7 @@ - + + @@ -1583,7 +1588,7 @@ - + + @@ -1607,7 +1612,7 @@ - + + @@ -1632,7 +1637,7 @@ VS DC: -
    +
    @@ -1759,14 +1764,14 @@
    * - ITEM NAME - + ITEM NAME +
    - + i
    @@ -1835,12 +1840,12 @@
    - PARAGON + PARAGON
    - RENEGADE + RENEGADE
    @@ -2053,21 +2058,21 @@ - SPELLCASTING ABILITY + POWERCASTING ABILITY
    - SPELL SAVE DC + POWER SAVE DC
    - SPELL ATTACK BONUS + POWER ATTACK BONUS
    -
    +
    - SENTINEL SPELL LEVEL + SENTINEL POWER LEVEL
    @@ -2129,10 +2134,10 @@
    - SPELLCASTING ABILITY + POWERCASTING ABILITY - +
    - SPELL ATTACK: + POWER ATTACK:
    - INCLUDE SPELL DESCRIPTION IN ATTACK: + INCLUDE POWER DESCRIPTION IN ATTACK:
    - SPELLCASTING ABILITY + POWERCASTING ABILITY - +
    - SPELL ATTACK: + POWER ATTACK:
    - INCLUDE SPELL DESCRIPTION IN ATTACK: + INCLUDE POWER DESCRIPTION IN ATTACK:
    - SPELLCASTING ABILITY + POWERCASTING ABILITY - +
    - SPELL ATTACK: + POWER ATTACK:
    - INCLUDE SPELL DESCRIPTION IN ATTACK: + INCLUDE POWER DESCRIPTION IN ATTACK:
    - SPELLCASTING ABILITY + POWERCASTING ABILITY - +
    - SPELL ATTACK: + POWER ATTACK:
    - INCLUDE SPELL DESCRIPTION IN ATTACK: + INCLUDE POWER DESCRIPTION IN ATTACK:
    - SPELLCASTING ABILITY + POWERCASTING ABILITY +
    OUTPUT:
    - SPELL ATTACK: + POWER ATTACK:
    - INCLUDE SPELL DESCRIPTION IN ATTACK: + INCLUDE POWER DESCRIPTION IN ATTACK: @@ -3038,19 +3047,19 @@
    - GLOBAL MAGIC ATTACK MODIFIER: + GLOBAL POWER ATTACK MODIFIER:
    - MAGIC CASTER LEVEL: + POWER CASTER LEVEL:
    - SPELL SAVE DC MOD: + POWER SAVE DC MOD:
    - SPELL ICONS: + POWER ICONS: 2ND CLASS: LEVEL: @@ -3086,12 +3099,16 @@ 3RD CLASS: LEVEL: @@ -3102,12 +3119,16 @@ 4TH CLASS: LEVEL: @@ -3138,7 +3159,7 @@
    - SPELLCASTING ABILITY: + POWERCASTING ABILITY:
    - SPELL SLOTS: + POWER SLOTS: - +
    @@ -8404,11 +8425,11 @@ }; var checkHitDie = function(class_string) { - var d10class = ["Sentinel","Soldier"]; - var d8class = ["Engineer","Infiltrator"]; - var d6class = ["Adept"]; + var d10class = ["Sentinel","Soldier","Tracker"]; + var d8class = ["Engineer","Infiltrator","Explorer"]; + var d6class = ["Adept","Musician"]; class_string = class_string.toLowerCase(); - if(class_string === "Vanguard") {return "12"} + if(class_string === ["Vanguard","Experiment"]) {return "12"} else if (d10class.indexOf(class_string) != -1) {return "10"} else if (d8class.indexOf(class_string) != -1) {return "8"} else if (d6class.indexOf(class_string) != -1) {return "6"} diff --git a/MassEffect_5e/translation.json b/MassEffect_5e/translation.json index 8170e41455..690d56f5b0 100644 --- a/MassEffect_5e/translation.json +++ b/MassEffect_5e/translation.json @@ -57,8 +57,8 @@ "npc-langs-place": "Binary", "challenge-u": "CHALLENGE", "xp-u": "XP", - "spellcast-npc-u": "SPELLCASTING NPC", - "spell-ability-u": "SPELLCASTING ABILITY", + "spellcast-npc-u": "POWERCASTING NPC", + "spell-ability-u": "POWERCASTING ABILITY", "none-u": "NONE", "strength-u": "STRENGTH", "strength-save-u": "STRENGTH SAVE", @@ -72,9 +72,9 @@ "wisdom-save-u": "WISDOM SAVE", "charisma-u": "CHARISMA", "charisma-save-u": "CHARISMA SAVE", - "spell-dc-u": "SPELL DC", - "spell-atk-bonus-u": "SPELL ATTACK BONUS", - "sentinel-spell-level-u":"SENTINEL SPELL LEVEL", + "spell-dc-u": "POWER SAVE DC", + "spell-atk-bonus-u": "POWER ATTACK BONUS", + "sentinel-spell-level-u":"SENTINEL POWER LEVEL", "tech-points-u":"TECH POINTS */MAX", "tech-points-spend-u":"TECH POINTS MAX SPEND", "has-reaction-u": "HAS REACTIONS", @@ -160,7 +160,7 @@ "reactions": "Reactions", "npc-repeating-name-place": "Parry.", "npc-repeating-desc-place": "The creature adds 2 to its AC against...", - "spells": "Spells", + "spells": "Powers", "prep-u": "PREP", "school:-u": "SCHOOL:", "biotic":"Biotic", @@ -179,8 +179,8 @@ "duration:": "Duration:", "difficulty-class-abv": "DC", "output:-u": "OUTPUT:", - "spellcard-u": "SPELLCARD", - "spell-atk:-u": "SPELL ATTACK:", + "spellcard-u": "POWERCARD", + "spell-atk:-u": "POWER ATTACK:", "none": "None", "dmg:-u": "DAMAGE:", "dmg2:-u": "DAMAGE2:", @@ -199,7 +199,7 @@ "disadv-u": "DISADVANTAGE", "core-u": "CORE", "bio-u": "BIO", - "spells-u": "SPELLS", + "spells-u": "POWERS", "feats-u": "FEATS", "review-u": "REVIEW", "char-name-u": "CHARACTER NAME", @@ -306,7 +306,7 @@ "damage2:-u": "DAMAGE2:", "saving-throw:-u": "SAVING THROW:", "vs-dc:-u": "VS DC:", - "spell-u": "SPELL", + "spell-u": "POWER", "flat-u": "FLAT", "save": "Save", "save-effect:-u": "SAVE EFFECT:", @@ -314,7 +314,7 @@ "ammunition:-u": "AMMUNITION:", "description:-u": "DESCRIPTION:", "description-place": "Double Tap | Light", - "atk-spellcasting-u": "ATTACKS & SPELLCASTING", + "atk-spellcasting-u": "ATTACKS & POWERCASTING", "credits-u": "$", "warning-armor-sets-u": "WARNING - AC IS NOT INCORRECT. UNEQUIP EXTRA ARMOR OR SHIELD FROM ITEM DETAILS.", "item-name-u": "ITEM NAME", @@ -350,7 +350,7 @@ "add-feats-traits-u": "ADDITIONAL FEATURES & TRAITS", "feat-u": "FEAT", "treasure-u": "TREASURE", - "spell-save-dc-u": "SPELL SAVE DC", + "spell-save-dc-u": "POWER SAVE DC", "cantrips-u": "CANTRIPS", "casting-time:-u": "CASTING TIME:", "casting-time:": "Casting Time:", @@ -412,7 +412,7 @@ "portions-sheet-utilize": "Portions of this sheet utilize content from the System Reference Document 5.0 under the OGL License. View OGL License and Copyright Notice. https://wiki.roll20.net/SRD_5.0_OGL_License", "api-required-title": "Try it now with easy one click API installation available with your Pro subscription.", "api-required-u": "(API REQUIRED)", - "spell_dc_mod:-u": "SPELL SAVE DC MOD:", + "spell_dc_mod:-u": "POWER SAVE DC MOD:", "custom_ac:-u": "CUSTOM AC:", "npc-info": "The NPC option sets new characters to default to the NPC card style sheet. Useful if the player characters have already been created and all new character sheets added to the game will likely representing non player characters.", "npc-pc": "NPC/PC", @@ -467,9 +467,9 @@ "slots_total-u": "SLOTS TOTAL", "slots_remaining-u": "SLOTS REMAINING", "level-calculations:-u": "AUTO LEVEL CALCULATIONS:", - "spell_slot_modifiers-u": "SPELL SLOT MODIFIERS", + "spell_slot_modifiers-u": "POWER SLOT MODIFIERS", "lvl-u": "LEVEL", - "include_spell_desc:-u": "INCLUDE SPELL DESCRIPTION IN ATTACK:", + "include_spell_desc:-u": "INCLUDE POWER DESCRIPTION IN ATTACK:", "token_size-u": "TOKEN SIZE", "add-dex-tiebreaker-u": "ADD DEX TIEBREAKER TO INITIATIVE", "initiative-style:-u": "INITIATIVE STYLE:", @@ -487,7 +487,7 @@ "partial": "Partial", "show_all": "Show All", "cr_only": "C&R Only", - "spell-icons:-u": "SPELL ICONS:", + "spell-icons:-u": "POWER ICONS:", "custom-pb:-u": "CUSTOM PROFICIENCY BONUS:", "show-global-attack-field-u": "SHOW GLOBAL ATTACK MODIFIER FIELD", "show-global-damage-field-u": "SHOW GLOBAL DAMAGE MODIFIER FIELD", @@ -523,6 +523,10 @@ "sentinel":"Sentinel", "soldier":"Soldier", "vanguard":"Vanguard", + "experiment":"Experiment", + "explorer":"Explorer", + "musician":"Musician", + "tracker":"Tracker", "innate:-u": "INNATE:", "mod:-u": "MOD:", "hpmods:-u": "HP MODIFIERS:", @@ -535,7 +539,7 @@ "charmancer-choose-race": "Choose a Race:", "charmancer-custom-race-name": "Custom Race Name:", "suggested-abilities": "Suggested Abilities: ", - "class-spellcasting": "Class Spellcasting Ability: ", + "class-spellcasting": "Class powercasting Ability: ", "ability-score-increase": "Ability Score Increase:", "lawful-good": "Lawful Good", "neutral-good": "Neutral Good", diff --git a/MassEffect_5e/translations/af.json b/MassEffect_5e/translations/af.json index 1632f7557a..63c8afd25a 100644 --- a/MassEffect_5e/translations/af.json +++ b/MassEffect_5e/translations/af.json @@ -57,8 +57,8 @@ "npc-langs-place": "Binary", "challenge-u": "CHALLENGE", "xp-u": "XP", - "spellcast-npc-u": "SPELLCASTING NPC", - "spell-ability-u": "SPELLCASTING ABILITY", + "spellcast-npc-u": "POWERCASTING NPC", + "spell-ability-u": "POWERCASTING ABILITY", "none-u": "NONE", "strength-u": "STRENGTH", "strength-save-u": "STRENGTH SAVE", @@ -72,9 +72,9 @@ "wisdom-save-u": "WISDOM SAVE", "charisma-u": "CHARISMA", "charisma-save-u": "CHARISMA SAVE", - "spell-dc-u": "SPELL DC", - "spell-atk-bonus-u": "SPELL ATTACK BONUS", - "sentinel-spell-level-u": "SENTINEL SPELL LEVEL", + "spell-dc-u": "POWER SAVE DC", + "spell-atk-bonus-u": "POWER ATTACK BONUS", + "sentinel-spell-level-u": "SENTINEL POWER LEVEL", "tech-points-u": "TECH POINTS */MAX", "tech-points-spend-u": "TECH POINTS MAX SPEND", "has-reaction-u": "HAS REACTIONS", @@ -160,7 +160,7 @@ "reactions": "Reactions", "npc-repeating-name-place": "Parry.", "npc-repeating-desc-place": "The creature adds 2 to its AC against...", - "spells": "Spells", + "spells": "Powers", "prep-u": "PREP", "school:-u": "SCHOOL:", "biotic": "Biotic", @@ -179,8 +179,8 @@ "duration:": "Duration:", "difficulty-class-abv": "DC", "output:-u": "OUTPUT:", - "spellcard-u": "SPELLCARD", - "spell-atk:-u": "SPELL ATTACK:", + "spellcard-u": "POWERCARD", + "spell-atk:-u": "POWER ATTACK:", "none": "None", "dmg:-u": "DAMAGE:", "dmg2:-u": "DAMAGE2:", @@ -199,7 +199,7 @@ "disadv-u": "DISADVANTAGE", "core-u": "CORE", "bio-u": "BIO", - "spells-u": "SPELLS", + "spells-u": "POWERS", "feats-u": "FEATS", "review-u": "REVIEW", "char-name-u": "CHARACTER NAME", @@ -306,7 +306,7 @@ "damage2:-u": "DAMAGE2:", "saving-throw:-u": "SAVING THROW:", "vs-dc:-u": "VS DC:", - "spell-u": "SPELL", + "spell-u": "POWER", "flat-u": "FLAT", "save": "Save", "save-effect:-u": "SAVE EFFECT:", @@ -314,7 +314,7 @@ "ammunition:-u": "AMMUNITION:", "description:-u": "DESCRIPTION:", "description-place": "Double Tap | Light", - "atk-spellcasting-u": "ATTACKS & SPELLCASTING", + "atk-spellcasting-u": "ATTACKS & POWERCASTING", "credits-u": "$", "warning-armor-sets-u": "WARNING - AC IS NOT INCORRECT. UNEQUIP EXTRA ARMOR OR SHIELD FROM ITEM DETAILS.", "item-name-u": "ITEM NAME", @@ -350,7 +350,7 @@ "add-feats-traits-u": "ADDITIONAL FEATURES & TRAITS", "feat-u": "FEAT", "treasure-u": "TREASURE", - "spell-save-dc-u": "SPELL SAVE DC", + "spell-save-dc-u": "POWER SAVE DC", "cantrips-u": "CANTRIPS", "casting-time:-u": "CASTING TIME:", "casting-time:": "Casting Time:", @@ -412,7 +412,7 @@ "portions-sheet-utilize": "Portions of this sheet utilize content from the System Reference Document 5.0 under the OGL License. View OGL License and Copyright Notice. https://wiki.roll20.net/SRD_5.0_OGL_License", "api-required-title": "Try it now with easy one click API installation available with your Pro subscription.", "api-required-u": "(API REQUIRED)", - "spell_dc_mod:-u": "SPELL SAVE DC MOD:", + "spell_dc_mod:-u": "POWER SAVE DC MOD:", "custom_ac:-u": "CUSTOM AC:", "npc-info": "The NPC option sets new characters to default to the NPC card style sheet. Useful if the player characters have already been created and all new character sheets added to the game will likely representing non player characters.", "npc-pc": "NPC/PC", @@ -467,9 +467,9 @@ "slots_total-u": "SLOTS TOTAL", "slots_remaining-u": "SLOTS REMAINING", "level-calculations:-u": "AUTO LEVEL CALCULATIONS:", - "spell_slot_modifiers-u": "SPELL SLOT MODIFIERS", + "spell_slot_modifiers-u": "POWER SLOT MODIFIERS", "lvl-u": "LEVEL", - "include_spell_desc:-u": "INCLUDE SPELL DESCRIPTION IN ATTACK:", + "include_spell_desc:-u": "INCLUDE POWER DESCRIPTION IN ATTACK:", "token_size-u": "TOKEN SIZE", "add-dex-tiebreaker-u": "ADD DEX TIEBREAKER TO INITIATIVE", "initiative-style:-u": "INITIATIVE STYLE:", @@ -487,7 +487,7 @@ "partial": "Partial", "show_all": "Wys Alles", "cr_only": "C&R Only", - "spell-icons:-u": "SPELL ICONS:", + "spell-icons:-u": "POWER ICONS:", "custom-pb:-u": "CUSTOM PROFICIENCY BONUS:", "show-global-attack-field-u": "SHOW GLOBAL ATTACK MODIFIER FIELD", "show-global-damage-field-u": "SHOW GLOBAL DAMAGE MODIFIER FIELD", @@ -523,6 +523,10 @@ "sentinel": "Sentinel", "soldier": "Soldier", "vanguard": "Vanguard", + "experiment": "Experiment", + "explorer": "Explorer", + "musician": "Musician", + "tracker": "Tracker", "innate:-u": "INNATE:", "mod:-u": "MOD:", "hpmods:-u": "HP MODIFIERS:", @@ -535,7 +539,7 @@ "charmancer-choose-race": "Choose a Race:", "charmancer-custom-race-name": "Custom Race Name:", "suggested-abilities": "Suggested Abilities: ", - "class-spellcasting": "Class Spellcasting Ability: ", + "class-spellcasting": "Class powercasting Ability: ", "ability-score-increase": "Ability Score Increase:", "lawful-good": "Lawful Good", "neutral-good": "Neutral Good", diff --git a/MassEffect_5e/translations/ca.json b/MassEffect_5e/translations/ca.json index 5a7ab4cd33..773b214bf3 100644 --- a/MassEffect_5e/translations/ca.json +++ b/MassEffect_5e/translations/ca.json @@ -57,8 +57,8 @@ "npc-langs-place": "Binary", "challenge-u": "CHALLENGE", "xp-u": "XP", - "spellcast-npc-u": "SPELLCASTING NPC", - "spell-ability-u": "SPELLCASTING ABILITY", + "spellcast-npc-u": "POWERCASTING NPC", + "spell-ability-u": "POWERCASTING ABILITY", "none-u": "NONE", "strength-u": "STRENGTH", "strength-save-u": "STRENGTH SAVE", @@ -72,9 +72,9 @@ "wisdom-save-u": "WISDOM SAVE", "charisma-u": "CHARISMA", "charisma-save-u": "CHARISMA SAVE", - "spell-dc-u": "SPELL DC", - "spell-atk-bonus-u": "SPELL ATTACK BONUS", - "sentinel-spell-level-u": "SENTINEL SPELL LEVEL", + "spell-dc-u": "POWER SAVE DC", + "spell-atk-bonus-u": "POWER ATTACK BONUS", + "sentinel-spell-level-u": "SENTINEL POWER LEVEL", "tech-points-u": "TECH POINTS */MAX", "tech-points-spend-u": "TECH POINTS MAX SPEND", "has-reaction-u": "HAS REACTIONS", @@ -160,7 +160,7 @@ "reactions": "Reactions", "npc-repeating-name-place": "Parry.", "npc-repeating-desc-place": "The creature adds 2 to its AC against...", - "spells": "Spells", + "spells": "Powers", "prep-u": "PREP", "school:-u": "SCHOOL:", "biotic": "Biotic", @@ -179,8 +179,8 @@ "duration:": "Duration:", "difficulty-class-abv": "DC", "output:-u": "OUTPUT:", - "spellcard-u": "SPELLCARD", - "spell-atk:-u": "SPELL ATTACK:", + "spellcard-u": "POWERCARD", + "spell-atk:-u": "POWER ATTACK:", "none": "None", "dmg:-u": "DAMAGE:", "dmg2:-u": "DAMAGE2:", @@ -199,7 +199,7 @@ "disadv-u": "DISADVANTAGE", "core-u": "CORE", "bio-u": "BIO", - "spells-u": "SPELLS", + "spells-u": "POWERS", "feats-u": "FEATS", "review-u": "REVIEW", "char-name-u": "CHARACTER NAME", @@ -306,7 +306,7 @@ "damage2:-u": "DAMAGE2:", "saving-throw:-u": "SAVING THROW:", "vs-dc:-u": "VS DC:", - "spell-u": "SPELL", + "spell-u": "POWER", "flat-u": "FLAT", "save": "Save", "save-effect:-u": "SAVE EFFECT:", @@ -314,7 +314,7 @@ "ammunition:-u": "AMMUNITION:", "description:-u": "DESCRIPTION:", "description-place": "Double Tap | Light", - "atk-spellcasting-u": "ATTACKS & SPELLCASTING", + "atk-spellcasting-u": "ATTACKS & POWERCASTING", "credits-u": "$", "warning-armor-sets-u": "WARNING - AC IS NOT INCORRECT. UNEQUIP EXTRA ARMOR OR SHIELD FROM ITEM DETAILS.", "item-name-u": "ITEM NAME", @@ -350,7 +350,7 @@ "add-feats-traits-u": "ADDITIONAL FEATURES & TRAITS", "feat-u": "FEAT", "treasure-u": "TREASURE", - "spell-save-dc-u": "SPELL SAVE DC", + "spell-save-dc-u": "POWER SAVE DC", "cantrips-u": "CANTRIPS", "casting-time:-u": "CASTING TIME:", "casting-time:": "Casting Time:", @@ -412,7 +412,7 @@ "portions-sheet-utilize": "Portions of this sheet utilize content from the System Reference Document 5.0 under the OGL License. View OGL License and Copyright Notice. https://wiki.roll20.net/SRD_5.0_OGL_License", "api-required-title": "Try it now with easy one click API installation available with your Pro subscription.", "api-required-u": "(API REQUIRED)", - "spell_dc_mod:-u": "SPELL SAVE DC MOD:", + "spell_dc_mod:-u": "POWER SAVE DC MOD:", "custom_ac:-u": "CUSTOM AC:", "npc-info": "The NPC option sets new characters to default to the NPC card style sheet. Useful if the player characters have already been created and all new character sheets added to the game will likely representing non player characters.", "npc-pc": "NPC/PC", @@ -467,9 +467,9 @@ "slots_total-u": "SLOTS TOTAL", "slots_remaining-u": "SLOTS REMAINING", "level-calculations:-u": "AUTO LEVEL CALCULATIONS:", - "spell_slot_modifiers-u": "SPELL SLOT MODIFIERS", + "spell_slot_modifiers-u": "POWER SLOT MODIFIERS", "lvl-u": "LEVEL", - "include_spell_desc:-u": "INCLUDE SPELL DESCRIPTION IN ATTACK:", + "include_spell_desc:-u": "INCLUDE POWER DESCRIPTION IN ATTACK:", "token_size-u": "TOKEN SIZE", "add-dex-tiebreaker-u": "ADD DEX TIEBREAKER TO INITIATIVE", "initiative-style:-u": "INITIATIVE STYLE:", @@ -487,7 +487,7 @@ "partial": "Partial", "show_all": "Show All", "cr_only": "C&R Only", - "spell-icons:-u": "SPELL ICONS:", + "spell-icons:-u": "POWER ICONS:", "custom-pb:-u": "CUSTOM PROFICIENCY BONUS:", "show-global-attack-field-u": "SHOW GLOBAL ATTACK MODIFIER FIELD", "show-global-damage-field-u": "SHOW GLOBAL DAMAGE MODIFIER FIELD", @@ -523,6 +523,10 @@ "sentinel": "Sentinel", "soldier": "Soldier", "vanguard": "Vanguard", + "experiment": "Experiment", + "explorer": "Explorer", + "musician": "Musician", + "tracker": "Tracker", "innate:-u": "INNATE:", "mod:-u": "MOD:", "hpmods:-u": "HP MODIFIERS:", @@ -535,7 +539,7 @@ "charmancer-choose-race": "Choose a Race:", "charmancer-custom-race-name": "Custom Race Name:", "suggested-abilities": "Suggested Abilities: ", - "class-spellcasting": "Class Spellcasting Ability: ", + "class-spellcasting": "Class powercasting Ability: ", "ability-score-increase": "Ability Score Increase:", "lawful-good": "Lawful Good", "neutral-good": "Neutral Good", diff --git a/MassEffect_5e/translations/cs.json b/MassEffect_5e/translations/cs.json index 05a898bfaa..40b2acf909 100644 --- a/MassEffect_5e/translations/cs.json +++ b/MassEffect_5e/translations/cs.json @@ -57,8 +57,8 @@ "npc-langs-place": "Binary", "challenge-u": "CHALLENGE", "xp-u": "XP", - "spellcast-npc-u": "SPELLCASTING NPC", - "spell-ability-u": "SPELLCASTING ABILITY", + "spellcast-npc-u": "POWERCASTING NPC", + "spell-ability-u": "POWERCASTING ABILITY", "none-u": "NONE", "strength-u": "STRENGTH", "strength-save-u": "STRENGTH SAVE", @@ -72,9 +72,9 @@ "wisdom-save-u": "WISDOM SAVE", "charisma-u": "CHARISMA", "charisma-save-u": "CHARISMA SAVE", - "spell-dc-u": "SPELL DC", - "spell-atk-bonus-u": "SPELL ATTACK BONUS", - "sentinel-spell-level-u": "SENTINEL SPELL LEVEL", + "spell-dc-u": "POWER SAVE DC", + "spell-atk-bonus-u": "POWER ATTACK BONUS", + "sentinel-spell-level-u": "SENTINEL POWER LEVEL", "tech-points-u": "TECH POINTS */MAX", "tech-points-spend-u": "TECH POINTS MAX SPEND", "has-reaction-u": "HAS REACTIONS", @@ -160,7 +160,7 @@ "reactions": "Reactions", "npc-repeating-name-place": "Parry.", "npc-repeating-desc-place": "The creature adds 2 to its AC against...", - "spells": "Kouzla", + "spells": "Powers", "prep-u": "PREP", "school:-u": "SCHOOL:", "biotic": "Biotic", @@ -179,8 +179,8 @@ "duration:": "Duration:", "difficulty-class-abv": "SO", "output:-u": "OUTPUT:", - "spellcard-u": "SPELLCARD", - "spell-atk:-u": "SPELL ATTACK:", + "spellcard-u": "POWERCARD", + "spell-atk:-u": "POWER ATTACK:", "none": "Žádné", "dmg:-u": "DAMAGE:", "dmg2:-u": "DAMAGE2:", @@ -199,7 +199,7 @@ "disadv-u": "DISADVANTAGE", "core-u": "CORE", "bio-u": "BIO", - "spells-u": "SPELLS", + "spells-u": "POWERS", "feats-u": "FEATS", "review-u": "REVIEW", "char-name-u": "CHARACTER NAME", @@ -306,7 +306,7 @@ "damage2:-u": "DAMAGE2:", "saving-throw:-u": "SAVING THROW:", "vs-dc:-u": "VS DC:", - "spell-u": "SPELL", + "spell-u": "POWER", "flat-u": "FLAT", "save": "Save", "save-effect:-u": "SAVE EFFECT:", @@ -314,7 +314,7 @@ "ammunition:-u": "AMMUNITION:", "description:-u": "DESCRIPTION:", "description-place": "Double Tap | Light", - "atk-spellcasting-u": "ATTACKS & SPELLCASTING", + "atk-spellcasting-u": "ATTACKS & POWERCASTING", "credits-u": "$", "warning-armor-sets-u": "WARNING - AC IS NOT INCORRECT. UNEQUIP EXTRA ARMOR OR SHIELD FROM ITEM DETAILS.", "item-name-u": "ITEM NAME", @@ -350,7 +350,7 @@ "add-feats-traits-u": "ADDITIONAL FEATURES & TRAITS", "feat-u": "FEAT", "treasure-u": "TREASURE", - "spell-save-dc-u": "SPELL SAVE DC", + "spell-save-dc-u": "POWER SAVE DC", "cantrips-u": "CANTRIPS", "casting-time:-u": "CASTING TIME:", "casting-time:": "Casting Time:", @@ -412,7 +412,7 @@ "portions-sheet-utilize": "Portions of this sheet utilize content from the System Reference Document 5.0 under the OGL License. View OGL License and Copyright Notice. https://wiki.roll20.net/SRD_5.0_OGL_License", "api-required-title": "Try it now with easy one click API installation available with your Pro subscription.", "api-required-u": "(API REQUIRED)", - "spell_dc_mod:-u": "SPELL SAVE DC MOD:", + "spell_dc_mod:-u": "POWER SAVE DC MOD:", "custom_ac:-u": "CUSTOM AC:", "npc-info": "The NPC option sets new characters to default to the NPC card style sheet. Useful if the player characters have already been created and all new character sheets added to the game will likely representing non player characters.", "npc-pc": "NPC/PC", @@ -467,9 +467,9 @@ "slots_total-u": "SLOTS TOTAL", "slots_remaining-u": "SLOTS REMAINING", "level-calculations:-u": "AUTO LEVEL CALCULATIONS:", - "spell_slot_modifiers-u": "SPELL SLOT MODIFIERS", + "spell_slot_modifiers-u": "POWER SLOT MODIFIERS", "lvl-u": "LEVEL", - "include_spell_desc:-u": "INCLUDE SPELL DESCRIPTION IN ATTACK:", + "include_spell_desc:-u": "INCLUDE POWER DESCRIPTION IN ATTACK:", "token_size-u": "TOKEN SIZE", "add-dex-tiebreaker-u": "ADD DEX TIEBREAKER TO INITIATIVE", "initiative-style:-u": "INITIATIVE STYLE:", @@ -487,7 +487,7 @@ "partial": "Partial", "show_all": "Zobrazit vše", "cr_only": "C&R Only", - "spell-icons:-u": "SPELL ICONS:", + "spell-icons:-u": "POWER ICONS:", "custom-pb:-u": "CUSTOM PROFICIENCY BONUS:", "show-global-attack-field-u": "SHOW GLOBAL ATTACK MODIFIER FIELD", "show-global-damage-field-u": "SHOW GLOBAL DAMAGE MODIFIER FIELD", @@ -523,6 +523,10 @@ "sentinel": "Sentinel", "soldier": "Soldier", "vanguard": "Vanguard", + "experiment": "Experiment", + "explorer": "Explorer", + "musician": "Musician", + "tracker": "Tracker", "innate:-u": "INNATE:", "mod:-u": "MOD:", "hpmods:-u": "HP MODIFIERS:", @@ -535,7 +539,7 @@ "charmancer-choose-race": "Choose a Race:", "charmancer-custom-race-name": "Custom Race Name:", "suggested-abilities": "Suggested Abilities: ", - "class-spellcasting": "Class Spellcasting Ability: ", + "class-spellcasting": "Class powercasting Ability: ", "ability-score-increase": "Ability Score Increase:", "lawful-good": "Lawful Good", "neutral-good": "Neutral Good", diff --git a/MassEffect_5e/translations/da.json b/MassEffect_5e/translations/da.json index 00d552a453..5c3971fa9a 100644 --- a/MassEffect_5e/translations/da.json +++ b/MassEffect_5e/translations/da.json @@ -57,8 +57,8 @@ "npc-langs-place": "Binary", "challenge-u": "CHALLENGE", "xp-u": "XP", - "spellcast-npc-u": "SPELLCASTING NPC", - "spell-ability-u": "SPELLCASTING ABILITY", + "spellcast-npc-u": "POWERCASTING NPC", + "spell-ability-u": "POWERCASTING ABILITY", "none-u": "NONE", "strength-u": "STRENGTH", "strength-save-u": "STRENGTH SAVE", @@ -72,9 +72,9 @@ "wisdom-save-u": "WISDOM SAVE", "charisma-u": "CHARISMA", "charisma-save-u": "CHARISMA SAVE", - "spell-dc-u": "SPELL DC", - "spell-atk-bonus-u": "SPELL ATTACK BONUS", - "sentinel-spell-level-u": "SENTINEL SPELL LEVEL", + "spell-dc-u": "POWER SAVE DC", + "spell-atk-bonus-u": "POWER ATTACK BONUS", + "sentinel-spell-level-u": "SENTINEL POWER LEVEL", "tech-points-u": "TECH POINTS */MAX", "tech-points-spend-u": "TECH POINTS MAX SPEND", "has-reaction-u": "HAS REACTIONS", @@ -160,7 +160,7 @@ "reactions": "Reactions", "npc-repeating-name-place": "Parry.", "npc-repeating-desc-place": "The creature adds 2 to its AC against...", - "spells": "Spells", + "spells": "Powers", "prep-u": "PREP", "school:-u": "SCHOOL:", "biotic": "Biotic", @@ -179,8 +179,8 @@ "duration:": "Duration:", "difficulty-class-abv": "DC", "output:-u": "OUTPUT:", - "spellcard-u": "SPELLCARD", - "spell-atk:-u": "SPELL ATTACK:", + "spellcard-u": "POWERCARD", + "spell-atk:-u": "POWER ATTACK:", "none": "Ingen", "dmg:-u": "DAMAGE:", "dmg2:-u": "DAMAGE2:", @@ -199,7 +199,7 @@ "disadv-u": "DISADVANTAGE", "core-u": "CORE", "bio-u": "BIO", - "spells-u": "SPELLS", + "spells-u": "POWERS", "feats-u": "FEATS", "review-u": "REVIEW", "char-name-u": "CHARACTER NAME", @@ -306,7 +306,7 @@ "damage2:-u": "DAMAGE2:", "saving-throw:-u": "SAVING THROW:", "vs-dc:-u": "VS DC:", - "spell-u": "SPELL", + "spell-u": "POWER", "flat-u": "FLAT", "save": "Save", "save-effect:-u": "SAVE EFFECT:", @@ -314,7 +314,7 @@ "ammunition:-u": "AMMUNITION:", "description:-u": "DESCRIPTION:", "description-place": "Double Tap | Light", - "atk-spellcasting-u": "ATTACKS & SPELLCASTING", + "atk-spellcasting-u": "ATTACKS & POWERCASTING", "credits-u": "$", "warning-armor-sets-u": "WARNING - AC IS NOT INCORRECT. UNEQUIP EXTRA ARMOR OR SHIELD FROM ITEM DETAILS.", "item-name-u": "ITEM NAME", @@ -350,7 +350,7 @@ "add-feats-traits-u": "ADDITIONAL FEATURES & TRAITS", "feat-u": "FEAT", "treasure-u": "TREASURE", - "spell-save-dc-u": "SPELL SAVE DC", + "spell-save-dc-u": "POWER SAVE DC", "cantrips-u": "CANTRIPS", "casting-time:-u": "CASTING TIME:", "casting-time:": "Casting Time:", @@ -412,7 +412,7 @@ "portions-sheet-utilize": "Portions of this sheet utilize content from the System Reference Document 5.0 under the OGL License. View OGL License and Copyright Notice. https://wiki.roll20.net/SRD_5.0_OGL_License", "api-required-title": "Try it now with easy one click API installation available with your Pro subscription.", "api-required-u": "(API REQUIRED)", - "spell_dc_mod:-u": "SPELL SAVE DC MOD:", + "spell_dc_mod:-u": "POWER SAVE DC MOD:", "custom_ac:-u": "CUSTOM AC:", "npc-info": "The NPC option sets new characters to default to the NPC card style sheet. Useful if the player characters have already been created and all new character sheets added to the game will likely representing non player characters.", "npc-pc": "NPC/PC", @@ -467,9 +467,9 @@ "slots_total-u": "SLOTS TOTAL", "slots_remaining-u": "SLOTS REMAINING", "level-calculations:-u": "AUTO LEVEL CALCULATIONS:", - "spell_slot_modifiers-u": "SPELL SLOT MODIFIERS", + "spell_slot_modifiers-u": "POWER SLOT MODIFIERS", "lvl-u": "LEVEL", - "include_spell_desc:-u": "INCLUDE SPELL DESCRIPTION IN ATTACK:", + "include_spell_desc:-u": "INCLUDE POWER DESCRIPTION IN ATTACK:", "token_size-u": "TOKEN SIZE", "add-dex-tiebreaker-u": "ADD DEX TIEBREAKER TO INITIATIVE", "initiative-style:-u": "INITIATIVE STYLE:", @@ -487,7 +487,7 @@ "partial": "Partial", "show_all": "Vis alle", "cr_only": "C&R Only", - "spell-icons:-u": "SPELL ICONS:", + "spell-icons:-u": "POWER ICONS:", "custom-pb:-u": "CUSTOM PROFICIENCY BONUS:", "show-global-attack-field-u": "SHOW GLOBAL ATTACK MODIFIER FIELD", "show-global-damage-field-u": "SHOW GLOBAL DAMAGE MODIFIER FIELD", @@ -523,6 +523,10 @@ "sentinel": "Sentinel", "soldier": "Soldier", "vanguard": "Vanguard", + "experiment": "Experiment", + "explorer": "Explorer", + "musician": "Musician", + "tracker": "Tracker", "innate:-u": "INNATE:", "mod:-u": "MOD:", "hpmods:-u": "HP MODIFIERS:", @@ -535,7 +539,7 @@ "charmancer-choose-race": "Choose a Race:", "charmancer-custom-race-name": "Custom Race Name:", "suggested-abilities": "Suggested Abilities: ", - "class-spellcasting": "Class Spellcasting Ability: ", + "class-spellcasting": "Class powercasting Ability: ", "ability-score-increase": "Ability Score Increase:", "lawful-good": "Lawful Good", "neutral-good": "Neutral Good", diff --git a/MassEffect_5e/translations/de.json b/MassEffect_5e/translations/de.json index f5c7dcb7c0..eec45be3f5 100644 --- a/MassEffect_5e/translations/de.json +++ b/MassEffect_5e/translations/de.json @@ -57,8 +57,8 @@ "npc-langs-place": "Binary", "challenge-u": "HERAUSFORDERUNG", "xp-u": "XP", - "spellcast-npc-u": "ZAUBERNDER NSC", - "spell-ability-u": "ATTRIBUT ZUM ZAUBERWIRKEN", + "spellcast-npc-u": "POWERCASTING NPC", + "spell-ability-u": "POWERCASTING ABILITY", "none-u": "NONE", "strength-u": "Stärke", "strength-save-u": "STÄRKE RETTUNGSWURF", @@ -72,9 +72,9 @@ "wisdom-save-u": "WEISHEIT RETTUNGSWURF", "charisma-u": "CHARISMA", "charisma-save-u": "CHARISMA RETTUNGSWURF", - "spell-dc-u": "ZAUBER SG", - "spell-atk-bonus-u": "ZAUBER ANGRIFFSBONUS", - "sentinel-spell-level-u": "SENTINEL SPELL LEVEL", + "spell-dc-u": "POWER SAVE DC", + "spell-atk-bonus-u": "POWER ATTACK BONUS", + "sentinel-spell-level-u": "SENTINEL POWER LEVEL", "tech-points-u": "TECH POINTS */MAX", "tech-points-spend-u": "TECH POINTS MAX SPEND", "has-reaction-u": "HAT REAKTIONEN", @@ -160,7 +160,7 @@ "reactions": "Reaktionen", "npc-repeating-name-place": "Parieren.", "npc-repeating-desc-place": "Die Kreatur addiert 2 zu ihrer RK gegen...", - "spells": "Zauber", + "spells": "Powers", "prep-u": "VORB. ", "school:-u": "SCHULE:", "biotic": "Biotic", @@ -179,8 +179,8 @@ "duration:": "Wirkungsdauer", "difficulty-class-abv": "SG", "output:-u": "Ausgabe:", - "spellcard-u": "Zauberkarte", - "spell-atk:-u": "ZAUBERANGRIFF:", + "spellcard-u": "POWERCARD", + "spell-atk:-u": "POWER ATTACK:", "none": "Keine", "dmg:-u": "SCHADEN:", "dmg2:-u": "SCHADEN2:", @@ -199,7 +199,7 @@ "disadv-u": "NACHTEIL", "core-u": "KERN", "bio-u": "BIO", - "spells-u": "ZAUBER", + "spells-u": "POWERS", "feats-u": "TALENTE", "review-u": "REVIEW", "char-name-u": "CHARAKTERNAME", @@ -306,7 +306,7 @@ "damage2:-u": "SCHADEN2:", "saving-throw:-u": "RETTUNGSWURF", "vs-dc:-u": "gg. SG:", - "spell-u": "ZAUBER", + "spell-u": "POWER", "flat-u": "FLAT", "save": "Rettungswurf", "save-effect:-u": "RETTUNGSWURF EFFEKT:", @@ -314,7 +314,7 @@ "ammunition:-u": "Munition:", "description:-u": "BESCHREIBUNG:", "description-place": "Double Tap | Light", - "atk-spellcasting-u": "ATTACKS & SPELLCASTING", + "atk-spellcasting-u": "ATTACKS & POWERCASTING", "credits-u": "$", "warning-armor-sets-u": "WARNING - AC IS NOT INCORRECT. UNEQUIP EXTRA ARMOR OR SHIELD FROM ITEM DETAILS.", "item-name-u": "GEGENSTANDSNAME", @@ -350,7 +350,7 @@ "add-feats-traits-u": "ADDITIONAL FEATURES & TRAITS", "feat-u": "FEAT", "treasure-u": "SCHÄTZE", - "spell-save-dc-u": "ZAUBER-RETTUNGSWURF-SG", + "spell-save-dc-u": "POWER SAVE DC", "cantrips-u": "ZAUBERTRICKS", "casting-time:-u": "ZEITAUFWAND:", "casting-time:": "Zauberzeit:", @@ -412,7 +412,7 @@ "portions-sheet-utilize": "Teile dieses Blatts benutzen Inhalte des System Referenz Dokuments 5.0 unter der OGL Lizenz. Lies die OGL Lizenz und Kopierschutz Richtlinien. https://wiki.roll20.net/SRD_5.0_OGL_License", "api-required-title": "Probier es jetzt aus, mit einfacher Ein-Klick API Installation, verfügbar mit deinem Pro-Abbonement.", "api-required-u": "(API ERFORDERLICH)", - "spell_dc_mod:-u": "ZAUBER-RW SG-MOD:", + "spell_dc_mod:-u": "POWER SAVE DC MOD:", "custom_ac:-u": "ANGEPASSTE RK:", "npc-info": "Die NSC Option sorgt dafür das neu erstellte Charaktere automatisch als NSC Bogen erstellt werden. Nützlich wenn die Spielercharaktere bereits erstellt wurden und alle weiteren Bögen hauptsächlich Nicht-Spieler-Charaktere repräsentieren.", "npc-pc": "NSC/SC", @@ -467,9 +467,9 @@ "slots_total-u": "SLOTS TOTAL", "slots_remaining-u": "SLOTS REMAINING", "level-calculations:-u": "AUTO LEVEL CALCULATIONS:", - "spell_slot_modifiers-u": "SPELL SLOT MODIFIERS", + "spell_slot_modifiers-u": "POWER SLOT MODIFIERS", "lvl-u": "LEVEL", - "include_spell_desc:-u": "INCLUDE SPELL DESCRIPTION IN ATTACK:", + "include_spell_desc:-u": "INCLUDE POWER DESCRIPTION IN ATTACK:", "token_size-u": "TOKEN SIZE", "add-dex-tiebreaker-u": "ADD DEX TIEBREAKER TO INITIATIVE", "initiative-style:-u": "INITIATIVE STYLE:", @@ -487,7 +487,7 @@ "partial": "Partial", "show_all": "Alle anzeigen", "cr_only": "C&R Only", - "spell-icons:-u": "SPELL ICONS:", + "spell-icons:-u": "POWER ICONS:", "custom-pb:-u": "CUSTOM PROFICIENCY BONUS:", "show-global-attack-field-u": "SHOW GLOBAL ATTACK MODIFIER FIELD", "show-global-damage-field-u": "SHOW GLOBAL DAMAGE MODIFIER FIELD", @@ -523,6 +523,10 @@ "sentinel": "Sentinel", "soldier": "Soldier", "vanguard": "Vanguard", + "experiment": "Experiment", + "explorer": "Explorer", + "musician": "Musician", + "tracker": "Tracker", "innate:-u": "INNATE:", "mod:-u": "MOD:", "hpmods:-u": "HP MODIFIERS:", @@ -535,7 +539,7 @@ "charmancer-choose-race": "Choose a Race:", "charmancer-custom-race-name": "Custom Race Name:", "suggested-abilities": "Suggested Abilities: ", - "class-spellcasting": "Class Spellcasting Ability: ", + "class-spellcasting": "Class powercasting Ability: ", "ability-score-increase": "Ability Score Increase:", "lawful-good": "Rechtschaffend gut", "neutral-good": "Neutral gut", diff --git a/MassEffect_5e/translations/el.json b/MassEffect_5e/translations/el.json index f0ae1fda12..6b11c16329 100644 --- a/MassEffect_5e/translations/el.json +++ b/MassEffect_5e/translations/el.json @@ -57,8 +57,8 @@ "npc-langs-place": "Binary", "challenge-u": "CHALLENGE", "xp-u": "XP", - "spellcast-npc-u": "SPELLCASTING NPC", - "spell-ability-u": "SPELLCASTING ABILITY", + "spellcast-npc-u": "POWERCASTING NPC", + "spell-ability-u": "POWERCASTING ABILITY", "none-u": "NONE", "strength-u": "STRENGTH", "strength-save-u": "STRENGTH SAVE", @@ -72,9 +72,9 @@ "wisdom-save-u": "WISDOM SAVE", "charisma-u": "CHARISMA", "charisma-save-u": "CHARISMA SAVE", - "spell-dc-u": "SPELL DC", - "spell-atk-bonus-u": "SPELL ATTACK BONUS", - "sentinel-spell-level-u": "SENTINEL SPELL LEVEL", + "spell-dc-u": "POWER SAVE DC", + "spell-atk-bonus-u": "POWER ATTACK BONUS", + "sentinel-spell-level-u": "SENTINEL POWER LEVEL", "tech-points-u": "TECH POINTS */MAX", "tech-points-spend-u": "TECH POINTS MAX SPEND", "has-reaction-u": "HAS REACTIONS", @@ -160,7 +160,7 @@ "reactions": "Reactions", "npc-repeating-name-place": "Parry.", "npc-repeating-desc-place": "The creature adds 2 to its AC against...", - "spells": "Spells", + "spells": "Powers", "prep-u": "PREP", "school:-u": "SCHOOL:", "biotic": "Biotic", @@ -179,8 +179,8 @@ "duration:": "Duration:", "difficulty-class-abv": "DC", "output:-u": "OUTPUT:", - "spellcard-u": "SPELLCARD", - "spell-atk:-u": "SPELL ATTACK:", + "spellcard-u": "POWERCARD", + "spell-atk:-u": "POWER ATTACK:", "none": "Καμία", "dmg:-u": "DAMAGE:", "dmg2:-u": "DAMAGE2:", @@ -199,7 +199,7 @@ "disadv-u": "DISADVANTAGE", "core-u": "CORE", "bio-u": "BIO", - "spells-u": "SPELLS", + "spells-u": "POWERS", "feats-u": "FEATS", "review-u": "REVIEW", "char-name-u": "CHARACTER NAME", @@ -306,7 +306,7 @@ "damage2:-u": "DAMAGE2:", "saving-throw:-u": "SAVING THROW:", "vs-dc:-u": "VS DC:", - "spell-u": "SPELL", + "spell-u": "POWER", "flat-u": "FLAT", "save": "Save", "save-effect:-u": "SAVE EFFECT:", @@ -314,7 +314,7 @@ "ammunition:-u": "AMMUNITION:", "description:-u": "DESCRIPTION:", "description-place": "Double Tap | Light", - "atk-spellcasting-u": "ATTACKS & SPELLCASTING", + "atk-spellcasting-u": "ATTACKS & POWERCASTING", "credits-u": "$", "warning-armor-sets-u": "WARNING - AC IS NOT INCORRECT. UNEQUIP EXTRA ARMOR OR SHIELD FROM ITEM DETAILS.", "item-name-u": "ITEM NAME", @@ -350,7 +350,7 @@ "add-feats-traits-u": "ADDITIONAL FEATURES & TRAITS", "feat-u": "FEAT", "treasure-u": "TREASURE", - "spell-save-dc-u": "SPELL SAVE DC", + "spell-save-dc-u": "POWER SAVE DC", "cantrips-u": "CANTRIPS", "casting-time:-u": "CASTING TIME:", "casting-time:": "Casting Time:", @@ -412,7 +412,7 @@ "portions-sheet-utilize": "Portions of this sheet utilize content from the System Reference Document 5.0 under the OGL License. View OGL License and Copyright Notice. https://wiki.roll20.net/SRD_5.0_OGL_License", "api-required-title": "Try it now with easy one click API installation available with your Pro subscription.", "api-required-u": "(API REQUIRED)", - "spell_dc_mod:-u": "SPELL SAVE DC MOD:", + "spell_dc_mod:-u": "POWER SAVE DC MOD:", "custom_ac:-u": "CUSTOM AC:", "npc-info": "The NPC option sets new characters to default to the NPC card style sheet. Useful if the player characters have already been created and all new character sheets added to the game will likely representing non player characters.", "npc-pc": "NPC/PC", @@ -467,9 +467,9 @@ "slots_total-u": "SLOTS TOTAL", "slots_remaining-u": "SLOTS REMAINING", "level-calculations:-u": "AUTO LEVEL CALCULATIONS:", - "spell_slot_modifiers-u": "SPELL SLOT MODIFIERS", + "spell_slot_modifiers-u": "POWER SLOT MODIFIERS", "lvl-u": "LEVEL", - "include_spell_desc:-u": "INCLUDE SPELL DESCRIPTION IN ATTACK:", + "include_spell_desc:-u": "INCLUDE POWER DESCRIPTION IN ATTACK:", "token_size-u": "TOKEN SIZE", "add-dex-tiebreaker-u": "ADD DEX TIEBREAKER TO INITIATIVE", "initiative-style:-u": "INITIATIVE STYLE:", @@ -487,7 +487,7 @@ "partial": "Partial", "show_all": "Εμφάνιση Όλων", "cr_only": "C&R Only", - "spell-icons:-u": "SPELL ICONS:", + "spell-icons:-u": "POWER ICONS:", "custom-pb:-u": "CUSTOM PROFICIENCY BONUS:", "show-global-attack-field-u": "SHOW GLOBAL ATTACK MODIFIER FIELD", "show-global-damage-field-u": "SHOW GLOBAL DAMAGE MODIFIER FIELD", @@ -523,6 +523,10 @@ "sentinel": "Sentinel", "soldier": "Soldier", "vanguard": "Vanguard", + "experiment": "Experiment", + "explorer": "Explorer", + "musician": "Musician", + "tracker": "Tracker", "innate:-u": "INNATE:", "mod:-u": "MOD:", "hpmods:-u": "HP MODIFIERS:", @@ -535,7 +539,7 @@ "charmancer-choose-race": "Choose a Race:", "charmancer-custom-race-name": "Custom Race Name:", "suggested-abilities": "Suggested Abilities: ", - "class-spellcasting": "Class Spellcasting Ability: ", + "class-spellcasting": "Class powercasting Ability: ", "ability-score-increase": "Ability Score Increase:", "lawful-good": "Lawful Good", "neutral-good": "Neutral Good", diff --git a/MassEffect_5e/translations/en.json b/MassEffect_5e/translations/en.json index 5a7ab4cd33..773b214bf3 100644 --- a/MassEffect_5e/translations/en.json +++ b/MassEffect_5e/translations/en.json @@ -57,8 +57,8 @@ "npc-langs-place": "Binary", "challenge-u": "CHALLENGE", "xp-u": "XP", - "spellcast-npc-u": "SPELLCASTING NPC", - "spell-ability-u": "SPELLCASTING ABILITY", + "spellcast-npc-u": "POWERCASTING NPC", + "spell-ability-u": "POWERCASTING ABILITY", "none-u": "NONE", "strength-u": "STRENGTH", "strength-save-u": "STRENGTH SAVE", @@ -72,9 +72,9 @@ "wisdom-save-u": "WISDOM SAVE", "charisma-u": "CHARISMA", "charisma-save-u": "CHARISMA SAVE", - "spell-dc-u": "SPELL DC", - "spell-atk-bonus-u": "SPELL ATTACK BONUS", - "sentinel-spell-level-u": "SENTINEL SPELL LEVEL", + "spell-dc-u": "POWER SAVE DC", + "spell-atk-bonus-u": "POWER ATTACK BONUS", + "sentinel-spell-level-u": "SENTINEL POWER LEVEL", "tech-points-u": "TECH POINTS */MAX", "tech-points-spend-u": "TECH POINTS MAX SPEND", "has-reaction-u": "HAS REACTIONS", @@ -160,7 +160,7 @@ "reactions": "Reactions", "npc-repeating-name-place": "Parry.", "npc-repeating-desc-place": "The creature adds 2 to its AC against...", - "spells": "Spells", + "spells": "Powers", "prep-u": "PREP", "school:-u": "SCHOOL:", "biotic": "Biotic", @@ -179,8 +179,8 @@ "duration:": "Duration:", "difficulty-class-abv": "DC", "output:-u": "OUTPUT:", - "spellcard-u": "SPELLCARD", - "spell-atk:-u": "SPELL ATTACK:", + "spellcard-u": "POWERCARD", + "spell-atk:-u": "POWER ATTACK:", "none": "None", "dmg:-u": "DAMAGE:", "dmg2:-u": "DAMAGE2:", @@ -199,7 +199,7 @@ "disadv-u": "DISADVANTAGE", "core-u": "CORE", "bio-u": "BIO", - "spells-u": "SPELLS", + "spells-u": "POWERS", "feats-u": "FEATS", "review-u": "REVIEW", "char-name-u": "CHARACTER NAME", @@ -306,7 +306,7 @@ "damage2:-u": "DAMAGE2:", "saving-throw:-u": "SAVING THROW:", "vs-dc:-u": "VS DC:", - "spell-u": "SPELL", + "spell-u": "POWER", "flat-u": "FLAT", "save": "Save", "save-effect:-u": "SAVE EFFECT:", @@ -314,7 +314,7 @@ "ammunition:-u": "AMMUNITION:", "description:-u": "DESCRIPTION:", "description-place": "Double Tap | Light", - "atk-spellcasting-u": "ATTACKS & SPELLCASTING", + "atk-spellcasting-u": "ATTACKS & POWERCASTING", "credits-u": "$", "warning-armor-sets-u": "WARNING - AC IS NOT INCORRECT. UNEQUIP EXTRA ARMOR OR SHIELD FROM ITEM DETAILS.", "item-name-u": "ITEM NAME", @@ -350,7 +350,7 @@ "add-feats-traits-u": "ADDITIONAL FEATURES & TRAITS", "feat-u": "FEAT", "treasure-u": "TREASURE", - "spell-save-dc-u": "SPELL SAVE DC", + "spell-save-dc-u": "POWER SAVE DC", "cantrips-u": "CANTRIPS", "casting-time:-u": "CASTING TIME:", "casting-time:": "Casting Time:", @@ -412,7 +412,7 @@ "portions-sheet-utilize": "Portions of this sheet utilize content from the System Reference Document 5.0 under the OGL License. View OGL License and Copyright Notice. https://wiki.roll20.net/SRD_5.0_OGL_License", "api-required-title": "Try it now with easy one click API installation available with your Pro subscription.", "api-required-u": "(API REQUIRED)", - "spell_dc_mod:-u": "SPELL SAVE DC MOD:", + "spell_dc_mod:-u": "POWER SAVE DC MOD:", "custom_ac:-u": "CUSTOM AC:", "npc-info": "The NPC option sets new characters to default to the NPC card style sheet. Useful if the player characters have already been created and all new character sheets added to the game will likely representing non player characters.", "npc-pc": "NPC/PC", @@ -467,9 +467,9 @@ "slots_total-u": "SLOTS TOTAL", "slots_remaining-u": "SLOTS REMAINING", "level-calculations:-u": "AUTO LEVEL CALCULATIONS:", - "spell_slot_modifiers-u": "SPELL SLOT MODIFIERS", + "spell_slot_modifiers-u": "POWER SLOT MODIFIERS", "lvl-u": "LEVEL", - "include_spell_desc:-u": "INCLUDE SPELL DESCRIPTION IN ATTACK:", + "include_spell_desc:-u": "INCLUDE POWER DESCRIPTION IN ATTACK:", "token_size-u": "TOKEN SIZE", "add-dex-tiebreaker-u": "ADD DEX TIEBREAKER TO INITIATIVE", "initiative-style:-u": "INITIATIVE STYLE:", @@ -487,7 +487,7 @@ "partial": "Partial", "show_all": "Show All", "cr_only": "C&R Only", - "spell-icons:-u": "SPELL ICONS:", + "spell-icons:-u": "POWER ICONS:", "custom-pb:-u": "CUSTOM PROFICIENCY BONUS:", "show-global-attack-field-u": "SHOW GLOBAL ATTACK MODIFIER FIELD", "show-global-damage-field-u": "SHOW GLOBAL DAMAGE MODIFIER FIELD", @@ -523,6 +523,10 @@ "sentinel": "Sentinel", "soldier": "Soldier", "vanguard": "Vanguard", + "experiment": "Experiment", + "explorer": "Explorer", + "musician": "Musician", + "tracker": "Tracker", "innate:-u": "INNATE:", "mod:-u": "MOD:", "hpmods:-u": "HP MODIFIERS:", @@ -535,7 +539,7 @@ "charmancer-choose-race": "Choose a Race:", "charmancer-custom-race-name": "Custom Race Name:", "suggested-abilities": "Suggested Abilities: ", - "class-spellcasting": "Class Spellcasting Ability: ", + "class-spellcasting": "Class powercasting Ability: ", "ability-score-increase": "Ability Score Increase:", "lawful-good": "Lawful Good", "neutral-good": "Neutral Good", diff --git a/MassEffect_5e/translations/es.json b/MassEffect_5e/translations/es.json index 8bf2d9396a..9ef7782847 100644 --- a/MassEffect_5e/translations/es.json +++ b/MassEffect_5e/translations/es.json @@ -57,8 +57,8 @@ "npc-langs-place": "Binary", "challenge-u": "CHALLENGE", "xp-u": "PE", - "spellcast-npc-u": "SPELLCASTING NPC", - "spell-ability-u": "SPELLCASTING ABILITY", + "spellcast-npc-u": "POWERCASTING NPC", + "spell-ability-u": "POWERCASTING ABILITY", "none-u": "NONE", "strength-u": "FUERZA", "strength-save-u": "SALVACIÓN DE FUERZA", @@ -72,9 +72,9 @@ "wisdom-save-u": "SALVACIÓN DE SABIDURÍA", "charisma-u": "CARISMA", "charisma-save-u": "SALVACIÓN DE CARISMA", - "spell-dc-u": "SPELL DC", - "spell-atk-bonus-u": "SPELL ATTACK BONUS", - "sentinel-spell-level-u": "SENTINEL SPELL LEVEL", + "spell-dc-u": "POWER SAVE DC", + "spell-atk-bonus-u": "POWER ATTACK BONUS", + "sentinel-spell-level-u": "SENTINEL POWER LEVEL", "tech-points-u": "TECH POINTS */MAX", "tech-points-spend-u": "TECH POINTS MAX SPEND", "has-reaction-u": "HAS REACTIONS", @@ -160,7 +160,7 @@ "reactions": "Reacciones", "npc-repeating-name-place": "Parada.", "npc-repeating-desc-place": "The creature adds 2 to its AC against...", - "spells": "Spells", + "spells": "Powers", "prep-u": "PREP", "school:-u": "SCHOOL:", "biotic": "Biotic", @@ -179,8 +179,8 @@ "duration:": "Duración:", "difficulty-class-abv": "DC", "output:-u": "OUTPUT:", - "spellcard-u": "SPELLCARD", - "spell-atk:-u": "SPELL ATTACK:", + "spellcard-u": "POWERCARD", + "spell-atk:-u": "POWER ATTACK:", "none": "Ninguno", "dmg:-u": "DAÑO:", "dmg2:-u": "DAÑO2:", @@ -199,7 +199,7 @@ "disadv-u": "DESVENTAJA", "core-u": "CORE", "bio-u": "BIO", - "spells-u": "CONJUROS", + "spells-u": "POWERS", "feats-u": "FEATS", "review-u": "REVIEW", "char-name-u": "NOMBRE DE PERSONAJE", @@ -306,7 +306,7 @@ "damage2:-u": "DAMAGE2:", "saving-throw:-u": "SAVING THROW:", "vs-dc:-u": "VS DC:", - "spell-u": "SPELL", + "spell-u": "POWER", "flat-u": "FLAT", "save": "Save", "save-effect:-u": "SAVE EFFECT:", @@ -314,7 +314,7 @@ "ammunition:-u": "AMMUNITION:", "description:-u": "DESCRIPTION:", "description-place": "Double Tap | Light", - "atk-spellcasting-u": "ATTACKS & SPELLCASTING", + "atk-spellcasting-u": "ATTACKS & POWERCASTING", "credits-u": "$", "warning-armor-sets-u": "WARNING - AC IS NOT INCORRECT. UNEQUIP EXTRA ARMOR OR SHIELD FROM ITEM DETAILS.", "item-name-u": "ITEM NAME", @@ -350,7 +350,7 @@ "add-feats-traits-u": "ADDITIONAL FEATURES & TRAITS", "feat-u": "FEAT", "treasure-u": "TREASURE", - "spell-save-dc-u": "SPELL SAVE DC", + "spell-save-dc-u": "POWER SAVE DC", "cantrips-u": "CANTRIPS", "casting-time:-u": "CASTING TIME:", "casting-time:": "Casting Time:", @@ -412,7 +412,7 @@ "portions-sheet-utilize": "Portions of this sheet utilize content from the System Reference Document 5.0 under the OGL License. View OGL License and Copyright Notice. https://wiki.roll20.net/SRD_5.0_OGL_License", "api-required-title": "Try it now with easy one click API installation available with your Pro subscription.", "api-required-u": "(API REQUIRED)", - "spell_dc_mod:-u": "SPELL SAVE DC MOD:", + "spell_dc_mod:-u": "POWER SAVE DC MOD:", "custom_ac:-u": "CUSTOM AC:", "npc-info": "The NPC option sets new characters to default to the NPC card style sheet. Useful if the player characters have already been created and all new character sheets added to the game will likely representing non player characters.", "npc-pc": "NPC/PC", @@ -467,9 +467,9 @@ "slots_total-u": "SLOTS TOTAL", "slots_remaining-u": "SLOTS REMAINING", "level-calculations:-u": "AUTO LEVEL CALCULATIONS:", - "spell_slot_modifiers-u": "SPELL SLOT MODIFIERS", + "spell_slot_modifiers-u": "POWER SLOT MODIFIERS", "lvl-u": "LEVEL", - "include_spell_desc:-u": "INCLUIR DESCRIPCIÓN DEL HECHIZO EN ATAQUE:", + "include_spell_desc:-u": "INCLUDE POWER DESCRIPTION IN ATTACK:", "token_size-u": "TOKEN SIZE", "add-dex-tiebreaker-u": "ADD DEX TIEBREAKER TO INITIATIVE", "initiative-style:-u": "INITIATIVE STYLE:", @@ -487,7 +487,7 @@ "partial": "Partial", "show_all": "Mostrar todos", "cr_only": "C&R Only", - "spell-icons:-u": "SPELL ICONS:", + "spell-icons:-u": "POWER ICONS:", "custom-pb:-u": "CUSTOM PROFICIENCY BONUS:", "show-global-attack-field-u": "SHOW GLOBAL ATTACK MODIFIER FIELD", "show-global-damage-field-u": "SHOW GLOBAL DAMAGE MODIFIER FIELD", @@ -523,6 +523,10 @@ "sentinel": "Sentinel", "soldier": "Soldier", "vanguard": "Vanguard", + "experiment": "Experiment", + "explorer": "Explorer", + "musician": "Musician", + "tracker": "Tracker", "innate:-u": "INNATE:", "mod:-u": "MOD:", "hpmods:-u": "HP MODIFIERS:", @@ -535,7 +539,7 @@ "charmancer-choose-race": "Choose a Race:", "charmancer-custom-race-name": "Custom Race Name:", "suggested-abilities": "Suggested Abilities: ", - "class-spellcasting": "Class Spellcasting Ability: ", + "class-spellcasting": "Class powercasting Ability: ", "ability-score-increase": "Ability Score Increase:", "lawful-good": "Lawful Good", "neutral-good": "Neutral Good", diff --git a/MassEffect_5e/translations/fi.json b/MassEffect_5e/translations/fi.json index 5a7ab4cd33..773b214bf3 100644 --- a/MassEffect_5e/translations/fi.json +++ b/MassEffect_5e/translations/fi.json @@ -57,8 +57,8 @@ "npc-langs-place": "Binary", "challenge-u": "CHALLENGE", "xp-u": "XP", - "spellcast-npc-u": "SPELLCASTING NPC", - "spell-ability-u": "SPELLCASTING ABILITY", + "spellcast-npc-u": "POWERCASTING NPC", + "spell-ability-u": "POWERCASTING ABILITY", "none-u": "NONE", "strength-u": "STRENGTH", "strength-save-u": "STRENGTH SAVE", @@ -72,9 +72,9 @@ "wisdom-save-u": "WISDOM SAVE", "charisma-u": "CHARISMA", "charisma-save-u": "CHARISMA SAVE", - "spell-dc-u": "SPELL DC", - "spell-atk-bonus-u": "SPELL ATTACK BONUS", - "sentinel-spell-level-u": "SENTINEL SPELL LEVEL", + "spell-dc-u": "POWER SAVE DC", + "spell-atk-bonus-u": "POWER ATTACK BONUS", + "sentinel-spell-level-u": "SENTINEL POWER LEVEL", "tech-points-u": "TECH POINTS */MAX", "tech-points-spend-u": "TECH POINTS MAX SPEND", "has-reaction-u": "HAS REACTIONS", @@ -160,7 +160,7 @@ "reactions": "Reactions", "npc-repeating-name-place": "Parry.", "npc-repeating-desc-place": "The creature adds 2 to its AC against...", - "spells": "Spells", + "spells": "Powers", "prep-u": "PREP", "school:-u": "SCHOOL:", "biotic": "Biotic", @@ -179,8 +179,8 @@ "duration:": "Duration:", "difficulty-class-abv": "DC", "output:-u": "OUTPUT:", - "spellcard-u": "SPELLCARD", - "spell-atk:-u": "SPELL ATTACK:", + "spellcard-u": "POWERCARD", + "spell-atk:-u": "POWER ATTACK:", "none": "None", "dmg:-u": "DAMAGE:", "dmg2:-u": "DAMAGE2:", @@ -199,7 +199,7 @@ "disadv-u": "DISADVANTAGE", "core-u": "CORE", "bio-u": "BIO", - "spells-u": "SPELLS", + "spells-u": "POWERS", "feats-u": "FEATS", "review-u": "REVIEW", "char-name-u": "CHARACTER NAME", @@ -306,7 +306,7 @@ "damage2:-u": "DAMAGE2:", "saving-throw:-u": "SAVING THROW:", "vs-dc:-u": "VS DC:", - "spell-u": "SPELL", + "spell-u": "POWER", "flat-u": "FLAT", "save": "Save", "save-effect:-u": "SAVE EFFECT:", @@ -314,7 +314,7 @@ "ammunition:-u": "AMMUNITION:", "description:-u": "DESCRIPTION:", "description-place": "Double Tap | Light", - "atk-spellcasting-u": "ATTACKS & SPELLCASTING", + "atk-spellcasting-u": "ATTACKS & POWERCASTING", "credits-u": "$", "warning-armor-sets-u": "WARNING - AC IS NOT INCORRECT. UNEQUIP EXTRA ARMOR OR SHIELD FROM ITEM DETAILS.", "item-name-u": "ITEM NAME", @@ -350,7 +350,7 @@ "add-feats-traits-u": "ADDITIONAL FEATURES & TRAITS", "feat-u": "FEAT", "treasure-u": "TREASURE", - "spell-save-dc-u": "SPELL SAVE DC", + "spell-save-dc-u": "POWER SAVE DC", "cantrips-u": "CANTRIPS", "casting-time:-u": "CASTING TIME:", "casting-time:": "Casting Time:", @@ -412,7 +412,7 @@ "portions-sheet-utilize": "Portions of this sheet utilize content from the System Reference Document 5.0 under the OGL License. View OGL License and Copyright Notice. https://wiki.roll20.net/SRD_5.0_OGL_License", "api-required-title": "Try it now with easy one click API installation available with your Pro subscription.", "api-required-u": "(API REQUIRED)", - "spell_dc_mod:-u": "SPELL SAVE DC MOD:", + "spell_dc_mod:-u": "POWER SAVE DC MOD:", "custom_ac:-u": "CUSTOM AC:", "npc-info": "The NPC option sets new characters to default to the NPC card style sheet. Useful if the player characters have already been created and all new character sheets added to the game will likely representing non player characters.", "npc-pc": "NPC/PC", @@ -467,9 +467,9 @@ "slots_total-u": "SLOTS TOTAL", "slots_remaining-u": "SLOTS REMAINING", "level-calculations:-u": "AUTO LEVEL CALCULATIONS:", - "spell_slot_modifiers-u": "SPELL SLOT MODIFIERS", + "spell_slot_modifiers-u": "POWER SLOT MODIFIERS", "lvl-u": "LEVEL", - "include_spell_desc:-u": "INCLUDE SPELL DESCRIPTION IN ATTACK:", + "include_spell_desc:-u": "INCLUDE POWER DESCRIPTION IN ATTACK:", "token_size-u": "TOKEN SIZE", "add-dex-tiebreaker-u": "ADD DEX TIEBREAKER TO INITIATIVE", "initiative-style:-u": "INITIATIVE STYLE:", @@ -487,7 +487,7 @@ "partial": "Partial", "show_all": "Show All", "cr_only": "C&R Only", - "spell-icons:-u": "SPELL ICONS:", + "spell-icons:-u": "POWER ICONS:", "custom-pb:-u": "CUSTOM PROFICIENCY BONUS:", "show-global-attack-field-u": "SHOW GLOBAL ATTACK MODIFIER FIELD", "show-global-damage-field-u": "SHOW GLOBAL DAMAGE MODIFIER FIELD", @@ -523,6 +523,10 @@ "sentinel": "Sentinel", "soldier": "Soldier", "vanguard": "Vanguard", + "experiment": "Experiment", + "explorer": "Explorer", + "musician": "Musician", + "tracker": "Tracker", "innate:-u": "INNATE:", "mod:-u": "MOD:", "hpmods:-u": "HP MODIFIERS:", @@ -535,7 +539,7 @@ "charmancer-choose-race": "Choose a Race:", "charmancer-custom-race-name": "Custom Race Name:", "suggested-abilities": "Suggested Abilities: ", - "class-spellcasting": "Class Spellcasting Ability: ", + "class-spellcasting": "Class powercasting Ability: ", "ability-score-increase": "Ability Score Increase:", "lawful-good": "Lawful Good", "neutral-good": "Neutral Good", diff --git a/MassEffect_5e/translations/fr.json b/MassEffect_5e/translations/fr.json index f34c151575..ecb81b5a93 100644 --- a/MassEffect_5e/translations/fr.json +++ b/MassEffect_5e/translations/fr.json @@ -57,8 +57,8 @@ "npc-langs-place": "Binary", "challenge-u": "FACTEUR DE PUISSANCE", "xp-u": "PX", - "spellcast-npc-u": "PNJ LANCEUR DE SORTS", - "spell-ability-u": "CAPACITÉ A LANCER DES SORTS", + "spellcast-npc-u": "POWERCASTING NPC", + "spell-ability-u": "POWERCASTING ABILITY", "none-u": "AUCUN(E)", "strength-u": "FORCE", "strength-save-u": "SAUVEGARDE DE FORCE", @@ -72,9 +72,9 @@ "wisdom-save-u": "SAUVEGARDE DE SAGESSE", "charisma-u": "CHARISME", "charisma-save-u": "SAUVEGARDE DE CHARISME", - "spell-dc-u": "DD DE SORT", - "spell-atk-bonus-u": "BONUS D’ATTAQUE DE SORTS", - "sentinel-spell-level-u": "SENTINEL SPELL LEVEL", + "spell-dc-u": "POWER SAVE DC", + "spell-atk-bonus-u": "POWER ATTACK BONUS", + "sentinel-spell-level-u": "SENTINEL POWER LEVEL", "tech-points-u": "TECH POINTS */MAX", "tech-points-spend-u": "TECH POINTS MAX SPEND", "has-reaction-u": "A DES RÉACTIONS", @@ -160,7 +160,7 @@ "reactions": "Réactions", "npc-repeating-name-place": "Parade.", "npc-repeating-desc-place": "La créature ajoute 2 à sa CA contre...", - "spells": "Sorts", + "spells": "Powers", "prep-u": "PRÉP", "school:-u": "ÉCOLE :", "biotic": "Biotic", @@ -179,8 +179,8 @@ "duration:": "Durée:", "difficulty-class-abv": "DD", "output:-u": "AFFICHAGE :", - "spellcard-u": "FICHE DE SORT", - "spell-atk:-u": "ATTAQUE DE SORT :", + "spellcard-u": "POWERCARD", + "spell-atk:-u": "POWER ATTACK:", "none": "Aucun(e)", "dmg:-u": "DÉGÂTS:", "dmg2:-u": "DÉGÂTS 2 :", @@ -199,7 +199,7 @@ "disadv-u": "DÉSAVANTAGE", "core-u": "FICHE", "bio-u": "BIO", - "spells-u": "SORTS", + "spells-u": "POWERS", "feats-u": "DONS", "review-u": "REVIEW", "char-name-u": "NOM DU PERSONNAGE", @@ -306,7 +306,7 @@ "damage2:-u": "DÉGÂTS 2 :", "saving-throw:-u": "JET DE SAUVEGARDE:", "vs-dc:-u": "DD :", - "spell-u": "SORT", + "spell-u": "POWER", "flat-u": "FIXE", "save": "Sauvegarde", "save-effect:-u": "EFFET DE SAUVEGARDE:", @@ -314,7 +314,7 @@ "ammunition:-u": "MUNITIONS :", "description:-u": "DESCRIPTION :", "description-place": "Double Tap | Light", - "atk-spellcasting-u": "ATTACKS & SPELLCASTING", + "atk-spellcasting-u": "ATTACKS & POWERCASTING", "credits-u": "$", "warning-armor-sets-u": "WARNING - AC IS NOT INCORRECT. UNEQUIP EXTRA ARMOR OR SHIELD FROM ITEM DETAILS.", "item-name-u": "NOM DE L'OBJET", @@ -350,7 +350,7 @@ "add-feats-traits-u": "ADDITIONAL FEATURES & TRAITS", "feat-u": "FEAT", "treasure-u": "TRÉSOR", - "spell-save-dc-u": "DD DE SVG DU SORT", + "spell-save-dc-u": "POWER SAVE DC", "cantrips-u": "SORTS MINEURS", "casting-time:-u": "DURÉE D'INCANT. :", "casting-time:": "Temps d'Incantation:", @@ -412,7 +412,7 @@ "portions-sheet-utilize": "Certaines parties de cette feuille utilisent du contenu provenant du System Reference Document 5.0 sous licence OGL. Voir la licence OGL et l'avis de droit d’auteur (en anglais). https://wiki.roll20.net/SRD_5.0_OGL_License", "api-required-title": "Essayez maintenant avec l'installation d'API en un clic disponible avec votre abonnement Pro.", "api-required-u": "(API NÉCÉSSAIRE)", - "spell_dc_mod:-u": "MOD. DE DD DE SVG DU SORT :", + "spell_dc_mod:-u": "POWER SAVE DC MOD:", "custom_ac:-u": "CA PERSO. :", "npc-info": "L'option PNJ active par défaut le style de feuille de personnage pour PNJ pour les nouveaux personnages. Utile si tous les personnages joueurs ont déjà été créés, et que les personnages à venir sont destinés à être des PNJ.", "npc-pc": "PNJ/PJ", @@ -467,9 +467,9 @@ "slots_total-u": "SLOTS TOTAL", "slots_remaining-u": "SLOTS REMAINING", "level-calculations:-u": "AUTO LEVEL CALCULATIONS:", - "spell_slot_modifiers-u": "SPELL SLOT MODIFIERS", + "spell_slot_modifiers-u": "POWER SLOT MODIFIERS", "lvl-u": "NIVEAU", - "include_spell_desc:-u": "INCLUDE SPELL DESCRIPTION IN ATTACK:", + "include_spell_desc:-u": "INCLUDE POWER DESCRIPTION IN ATTACK:", "token_size-u": "TOKEN SIZE", "add-dex-tiebreaker-u": "ADD DEX TIEBREAKER TO INITIATIVE", "initiative-style:-u": "INITIATIVE STYLE:", @@ -487,7 +487,7 @@ "partial": "Partial", "show_all": "Tout afficher", "cr_only": "C&R Only", - "spell-icons:-u": "SPELL ICONS:", + "spell-icons:-u": "POWER ICONS:", "custom-pb:-u": "CUSTOM PROFICIENCY BONUS:", "show-global-attack-field-u": "SHOW GLOBAL ATTACK MODIFIER FIELD", "show-global-damage-field-u": "SHOW GLOBAL DAMAGE MODIFIER FIELD", @@ -523,6 +523,10 @@ "sentinel": "Sentinel", "soldier": "Soldier", "vanguard": "Vanguard", + "experiment": "Experiment", + "explorer": "Explorer", + "musician": "Musician", + "tracker": "Tracker", "innate:-u": "INNATE:", "mod:-u": "MOD:", "hpmods:-u": "HP MODIFIERS:", @@ -535,7 +539,7 @@ "charmancer-choose-race": "Choose a Race:", "charmancer-custom-race-name": "Custom Race Name:", "suggested-abilities": "Suggested Abilities: ", - "class-spellcasting": "Class Spellcasting Ability: ", + "class-spellcasting": "Class powercasting Ability: ", "ability-score-increase": "Ability Score Increase:", "lawful-good": "Loyal Bon", "neutral-good": "Neutre Bon", diff --git a/MassEffect_5e/translations/he.json b/MassEffect_5e/translations/he.json index b0b5f33e75..e79602875b 100644 --- a/MassEffect_5e/translations/he.json +++ b/MassEffect_5e/translations/he.json @@ -57,8 +57,8 @@ "npc-langs-place": "Binary", "challenge-u": "CHALLENGE", "xp-u": "XP", - "spellcast-npc-u": "SPELLCASTING NPC", - "spell-ability-u": "SPELLCASTING ABILITY", + "spellcast-npc-u": "POWERCASTING NPC", + "spell-ability-u": "POWERCASTING ABILITY", "none-u": "NONE", "strength-u": "STRENGTH", "strength-save-u": "STRENGTH SAVE", @@ -72,9 +72,9 @@ "wisdom-save-u": "WISDOM SAVE", "charisma-u": "CHARISMA", "charisma-save-u": "CHARISMA SAVE", - "spell-dc-u": "SPELL DC", - "spell-atk-bonus-u": "SPELL ATTACK BONUS", - "sentinel-spell-level-u": "SENTINEL SPELL LEVEL", + "spell-dc-u": "POWER SAVE DC", + "spell-atk-bonus-u": "POWER ATTACK BONUS", + "sentinel-spell-level-u": "SENTINEL POWER LEVEL", "tech-points-u": "TECH POINTS */MAX", "tech-points-spend-u": "TECH POINTS MAX SPEND", "has-reaction-u": "HAS REACTIONS", @@ -160,7 +160,7 @@ "reactions": "Reactions", "npc-repeating-name-place": "Parry.", "npc-repeating-desc-place": "The creature adds 2 to its AC against...", - "spells": "Spells", + "spells": "Powers", "prep-u": "PREP", "school:-u": "SCHOOL:", "biotic": "Biotic", @@ -179,8 +179,8 @@ "duration:": "Duration:", "difficulty-class-abv": "DC", "output:-u": "OUTPUT:", - "spellcard-u": "SPELLCARD", - "spell-atk:-u": "SPELL ATTACK:", + "spellcard-u": "POWERCARD", + "spell-atk:-u": "POWER ATTACK:", "none": "None", "dmg:-u": "DAMAGE:", "dmg2:-u": "DAMAGE2:", @@ -199,7 +199,7 @@ "disadv-u": "DISADVANTAGE", "core-u": "CORE", "bio-u": "BIO", - "spells-u": "SPELLS", + "spells-u": "POWERS", "feats-u": "FEATS", "review-u": "REVIEW", "char-name-u": "CHARACTER NAME", @@ -306,7 +306,7 @@ "damage2:-u": "DAMAGE2:", "saving-throw:-u": "SAVING THROW:", "vs-dc:-u": "VS DC:", - "spell-u": "SPELL", + "spell-u": "POWER", "flat-u": "FLAT", "save": "Save", "save-effect:-u": "SAVE EFFECT:", @@ -314,7 +314,7 @@ "ammunition:-u": "AMMUNITION:", "description:-u": "DESCRIPTION:", "description-place": "Double Tap | Light", - "atk-spellcasting-u": "ATTACKS & SPELLCASTING", + "atk-spellcasting-u": "ATTACKS & POWERCASTING", "credits-u": "$", "warning-armor-sets-u": "WARNING - AC IS NOT INCORRECT. UNEQUIP EXTRA ARMOR OR SHIELD FROM ITEM DETAILS.", "item-name-u": "ITEM NAME", @@ -350,7 +350,7 @@ "add-feats-traits-u": "ADDITIONAL FEATURES & TRAITS", "feat-u": "FEAT", "treasure-u": "TREASURE", - "spell-save-dc-u": "SPELL SAVE DC", + "spell-save-dc-u": "POWER SAVE DC", "cantrips-u": "CANTRIPS", "casting-time:-u": "CASTING TIME:", "casting-time:": "Casting Time:", @@ -412,7 +412,7 @@ "portions-sheet-utilize": "Portions of this sheet utilize content from the System Reference Document 5.0 under the OGL License. View OGL License and Copyright Notice. https://wiki.roll20.net/SRD_5.0_OGL_License", "api-required-title": "Try it now with easy one click API installation available with your Pro subscription.", "api-required-u": "(API REQUIRED)", - "spell_dc_mod:-u": "SPELL SAVE DC MOD:", + "spell_dc_mod:-u": "POWER SAVE DC MOD:", "custom_ac:-u": "CUSTOM AC:", "npc-info": "The NPC option sets new characters to default to the NPC card style sheet. Useful if the player characters have already been created and all new character sheets added to the game will likely representing non player characters.", "npc-pc": "NPC/PC", @@ -467,9 +467,9 @@ "slots_total-u": "SLOTS TOTAL", "slots_remaining-u": "SLOTS REMAINING", "level-calculations:-u": "AUTO LEVEL CALCULATIONS:", - "spell_slot_modifiers-u": "SPELL SLOT MODIFIERS", + "spell_slot_modifiers-u": "POWER SLOT MODIFIERS", "lvl-u": "LEVEL", - "include_spell_desc:-u": "INCLUDE SPELL DESCRIPTION IN ATTACK:", + "include_spell_desc:-u": "INCLUDE POWER DESCRIPTION IN ATTACK:", "token_size-u": "TOKEN SIZE", "add-dex-tiebreaker-u": "ADD DEX TIEBREAKER TO INITIATIVE", "initiative-style:-u": "INITIATIVE STYLE:", @@ -487,7 +487,7 @@ "partial": "Partial", "show_all": "הראה הכל", "cr_only": "C&R Only", - "spell-icons:-u": "SPELL ICONS:", + "spell-icons:-u": "POWER ICONS:", "custom-pb:-u": "CUSTOM PROFICIENCY BONUS:", "show-global-attack-field-u": "SHOW GLOBAL ATTACK MODIFIER FIELD", "show-global-damage-field-u": "SHOW GLOBAL DAMAGE MODIFIER FIELD", @@ -523,6 +523,10 @@ "sentinel": "Sentinel", "soldier": "Soldier", "vanguard": "Vanguard", + "experiment": "Experiment", + "explorer": "Explorer", + "musician": "Musician", + "tracker": "Tracker", "innate:-u": "INNATE:", "mod:-u": "MOD:", "hpmods:-u": "HP MODIFIERS:", @@ -535,7 +539,7 @@ "charmancer-choose-race": "Choose a Race:", "charmancer-custom-race-name": "Custom Race Name:", "suggested-abilities": "Suggested Abilities: ", - "class-spellcasting": "Class Spellcasting Ability: ", + "class-spellcasting": "Class powercasting Ability: ", "ability-score-increase": "Ability Score Increase:", "lawful-good": "Lawful Good", "neutral-good": "Neutral Good", diff --git a/MassEffect_5e/translations/hu.json b/MassEffect_5e/translations/hu.json index 5a7ab4cd33..773b214bf3 100644 --- a/MassEffect_5e/translations/hu.json +++ b/MassEffect_5e/translations/hu.json @@ -57,8 +57,8 @@ "npc-langs-place": "Binary", "challenge-u": "CHALLENGE", "xp-u": "XP", - "spellcast-npc-u": "SPELLCASTING NPC", - "spell-ability-u": "SPELLCASTING ABILITY", + "spellcast-npc-u": "POWERCASTING NPC", + "spell-ability-u": "POWERCASTING ABILITY", "none-u": "NONE", "strength-u": "STRENGTH", "strength-save-u": "STRENGTH SAVE", @@ -72,9 +72,9 @@ "wisdom-save-u": "WISDOM SAVE", "charisma-u": "CHARISMA", "charisma-save-u": "CHARISMA SAVE", - "spell-dc-u": "SPELL DC", - "spell-atk-bonus-u": "SPELL ATTACK BONUS", - "sentinel-spell-level-u": "SENTINEL SPELL LEVEL", + "spell-dc-u": "POWER SAVE DC", + "spell-atk-bonus-u": "POWER ATTACK BONUS", + "sentinel-spell-level-u": "SENTINEL POWER LEVEL", "tech-points-u": "TECH POINTS */MAX", "tech-points-spend-u": "TECH POINTS MAX SPEND", "has-reaction-u": "HAS REACTIONS", @@ -160,7 +160,7 @@ "reactions": "Reactions", "npc-repeating-name-place": "Parry.", "npc-repeating-desc-place": "The creature adds 2 to its AC against...", - "spells": "Spells", + "spells": "Powers", "prep-u": "PREP", "school:-u": "SCHOOL:", "biotic": "Biotic", @@ -179,8 +179,8 @@ "duration:": "Duration:", "difficulty-class-abv": "DC", "output:-u": "OUTPUT:", - "spellcard-u": "SPELLCARD", - "spell-atk:-u": "SPELL ATTACK:", + "spellcard-u": "POWERCARD", + "spell-atk:-u": "POWER ATTACK:", "none": "None", "dmg:-u": "DAMAGE:", "dmg2:-u": "DAMAGE2:", @@ -199,7 +199,7 @@ "disadv-u": "DISADVANTAGE", "core-u": "CORE", "bio-u": "BIO", - "spells-u": "SPELLS", + "spells-u": "POWERS", "feats-u": "FEATS", "review-u": "REVIEW", "char-name-u": "CHARACTER NAME", @@ -306,7 +306,7 @@ "damage2:-u": "DAMAGE2:", "saving-throw:-u": "SAVING THROW:", "vs-dc:-u": "VS DC:", - "spell-u": "SPELL", + "spell-u": "POWER", "flat-u": "FLAT", "save": "Save", "save-effect:-u": "SAVE EFFECT:", @@ -314,7 +314,7 @@ "ammunition:-u": "AMMUNITION:", "description:-u": "DESCRIPTION:", "description-place": "Double Tap | Light", - "atk-spellcasting-u": "ATTACKS & SPELLCASTING", + "atk-spellcasting-u": "ATTACKS & POWERCASTING", "credits-u": "$", "warning-armor-sets-u": "WARNING - AC IS NOT INCORRECT. UNEQUIP EXTRA ARMOR OR SHIELD FROM ITEM DETAILS.", "item-name-u": "ITEM NAME", @@ -350,7 +350,7 @@ "add-feats-traits-u": "ADDITIONAL FEATURES & TRAITS", "feat-u": "FEAT", "treasure-u": "TREASURE", - "spell-save-dc-u": "SPELL SAVE DC", + "spell-save-dc-u": "POWER SAVE DC", "cantrips-u": "CANTRIPS", "casting-time:-u": "CASTING TIME:", "casting-time:": "Casting Time:", @@ -412,7 +412,7 @@ "portions-sheet-utilize": "Portions of this sheet utilize content from the System Reference Document 5.0 under the OGL License. View OGL License and Copyright Notice. https://wiki.roll20.net/SRD_5.0_OGL_License", "api-required-title": "Try it now with easy one click API installation available with your Pro subscription.", "api-required-u": "(API REQUIRED)", - "spell_dc_mod:-u": "SPELL SAVE DC MOD:", + "spell_dc_mod:-u": "POWER SAVE DC MOD:", "custom_ac:-u": "CUSTOM AC:", "npc-info": "The NPC option sets new characters to default to the NPC card style sheet. Useful if the player characters have already been created and all new character sheets added to the game will likely representing non player characters.", "npc-pc": "NPC/PC", @@ -467,9 +467,9 @@ "slots_total-u": "SLOTS TOTAL", "slots_remaining-u": "SLOTS REMAINING", "level-calculations:-u": "AUTO LEVEL CALCULATIONS:", - "spell_slot_modifiers-u": "SPELL SLOT MODIFIERS", + "spell_slot_modifiers-u": "POWER SLOT MODIFIERS", "lvl-u": "LEVEL", - "include_spell_desc:-u": "INCLUDE SPELL DESCRIPTION IN ATTACK:", + "include_spell_desc:-u": "INCLUDE POWER DESCRIPTION IN ATTACK:", "token_size-u": "TOKEN SIZE", "add-dex-tiebreaker-u": "ADD DEX TIEBREAKER TO INITIATIVE", "initiative-style:-u": "INITIATIVE STYLE:", @@ -487,7 +487,7 @@ "partial": "Partial", "show_all": "Show All", "cr_only": "C&R Only", - "spell-icons:-u": "SPELL ICONS:", + "spell-icons:-u": "POWER ICONS:", "custom-pb:-u": "CUSTOM PROFICIENCY BONUS:", "show-global-attack-field-u": "SHOW GLOBAL ATTACK MODIFIER FIELD", "show-global-damage-field-u": "SHOW GLOBAL DAMAGE MODIFIER FIELD", @@ -523,6 +523,10 @@ "sentinel": "Sentinel", "soldier": "Soldier", "vanguard": "Vanguard", + "experiment": "Experiment", + "explorer": "Explorer", + "musician": "Musician", + "tracker": "Tracker", "innate:-u": "INNATE:", "mod:-u": "MOD:", "hpmods:-u": "HP MODIFIERS:", @@ -535,7 +539,7 @@ "charmancer-choose-race": "Choose a Race:", "charmancer-custom-race-name": "Custom Race Name:", "suggested-abilities": "Suggested Abilities: ", - "class-spellcasting": "Class Spellcasting Ability: ", + "class-spellcasting": "Class powercasting Ability: ", "ability-score-increase": "Ability Score Increase:", "lawful-good": "Lawful Good", "neutral-good": "Neutral Good", diff --git a/MassEffect_5e/translations/it.json b/MassEffect_5e/translations/it.json index 34c42bfcb3..ba81723270 100644 --- a/MassEffect_5e/translations/it.json +++ b/MassEffect_5e/translations/it.json @@ -57,8 +57,8 @@ "npc-langs-place": "Binary", "challenge-u": "SFIDA", "xp-u": "XP", - "spellcast-npc-u": "PNG INCANTATORE", - "spell-ability-u": "CARATTERISTICA DA INCANTATORE", + "spellcast-npc-u": "POWERCASTING NPC", + "spell-ability-u": "POWERCASTING ABILITY", "none-u": "NONE", "strength-u": "FORZA", "strength-save-u": "TS SULLA FORZA", @@ -72,9 +72,9 @@ "wisdom-save-u": "TS SU SAGGEZZA", "charisma-u": "CHARISMA", "charisma-save-u": "TS SU CARISMA", - "spell-dc-u": "CD INCANTESIMO", - "spell-atk-bonus-u": "BONUS DI ATTACCO INCANTESIMI", - "sentinel-spell-level-u": "SENTINEL SPELL LEVEL", + "spell-dc-u": "POWER SAVE DC", + "spell-atk-bonus-u": "POWER ATTACK BONUS", + "sentinel-spell-level-u": "SENTINEL POWER LEVEL", "tech-points-u": "TECH POINTS */MAX", "tech-points-spend-u": "TECH POINTS MAX SPEND", "has-reaction-u": "HA REAZIONE", @@ -160,7 +160,7 @@ "reactions": "Reazioni", "npc-repeating-name-place": "Parata.", "npc-repeating-desc-place": "La creatura somma 2 alla sua CA contro...", - "spells": "Incantesimi", + "spells": "Powers", "prep-u": "PREP", "school:-u": "SCUOLA:", "biotic": "Biotic", @@ -179,8 +179,8 @@ "duration:": "Durata:", "difficulty-class-abv": "CD", "output:-u": "RISULTATO:", - "spellcard-u": "CARTA INCANTESIMO", - "spell-atk:-u": "BA INCANTESIMI", + "spellcard-u": "POWERCARD", + "spell-atk:-u": "POWER ATTACK:", "none": "Nessuno", "dmg:-u": "DANNO:", "dmg2:-u": "DANNO 2:", @@ -199,7 +199,7 @@ "disadv-u": "SVANTAGGIO", "core-u": "SCHEDA", "bio-u": "BIO", - "spells-u": "INCANTESIMI", + "spells-u": "POWERS", "feats-u": "FEATS", "review-u": "REVIEW", "char-name-u": "NOME DEL PERSONAGGIO", @@ -306,7 +306,7 @@ "damage2:-u": "DANNO 2:", "saving-throw:-u": "TIRI SALVEZZA:", "vs-dc:-u": "VS CD:", - "spell-u": "INCANTESIMO", + "spell-u": "POWER", "flat-u": "FISSA", "save": "Save", "save-effect:-u": "IN CASO DI SUCCESSO:", @@ -314,7 +314,7 @@ "ammunition:-u": "MUNIZIONI:", "description:-u": "DESCRIZIONE:", "description-place": "Double Tap | Light", - "atk-spellcasting-u": "ATTACKS & SPELLCASTING", + "atk-spellcasting-u": "ATTACKS & POWERCASTING", "credits-u": "$", "warning-armor-sets-u": "WARNING - AC IS NOT INCORRECT. UNEQUIP EXTRA ARMOR OR SHIELD FROM ITEM DETAILS.", "item-name-u": "NOME OGGETTO", @@ -350,7 +350,7 @@ "add-feats-traits-u": "ADDITIONAL FEATURES & TRAITS", "feat-u": "FEAT", "treasure-u": "TESORO", - "spell-save-dc-u": "CD TS INCANTESIMI", + "spell-save-dc-u": "POWER SAVE DC", "cantrips-u": "TRUCCHETTI", "casting-time:-u": "TEMPO DI LANCIO:", "casting-time:": "Tempo di Lancio:", @@ -412,7 +412,7 @@ "portions-sheet-utilize": "Portions of this sheet utilize content from the System Reference Document 5.0 under the OGL License. View OGL License and Copyright Notice. https://wiki.roll20.net/SRD_5.0_OGL_License", "api-required-title": "Try it now with easy one click API installation available with your Pro subscription.", "api-required-u": "(API REQUIRED)", - "spell_dc_mod:-u": "MOD. CD TS INCANTESIMI:", + "spell_dc_mod:-u": "POWER SAVE DC MOD:", "custom_ac:-u": "CA PERSONALIZZATA:", "npc-info": "The NPC option sets new characters to default to the NPC card style sheet. Useful if the player characters have already been created and all new character sheets added to the game will likely representing non player characters.", "npc-pc": "PNG/PG", @@ -467,9 +467,9 @@ "slots_total-u": "SLOTS TOTAL", "slots_remaining-u": "SLOTS REMAINING", "level-calculations:-u": "AUTO LEVEL CALCULATIONS:", - "spell_slot_modifiers-u": "SPELL SLOT MODIFIERS", + "spell_slot_modifiers-u": "POWER SLOT MODIFIERS", "lvl-u": "LEVEL", - "include_spell_desc:-u": "INCLUDE SPELL DESCRIPTION IN ATTACK:", + "include_spell_desc:-u": "INCLUDE POWER DESCRIPTION IN ATTACK:", "token_size-u": "TOKEN SIZE", "add-dex-tiebreaker-u": "ADD DEX TIEBREAKER TO INITIATIVE", "initiative-style:-u": "INITIATIVE STYLE:", @@ -487,7 +487,7 @@ "partial": "Partial", "show_all": "Mostra Tutto", "cr_only": "C&R Only", - "spell-icons:-u": "SPELL ICONS:", + "spell-icons:-u": "POWER ICONS:", "custom-pb:-u": "CUSTOM PROFICIENCY BONUS:", "show-global-attack-field-u": "SHOW GLOBAL ATTACK MODIFIER FIELD", "show-global-damage-field-u": "SHOW GLOBAL DAMAGE MODIFIER FIELD", @@ -523,6 +523,10 @@ "sentinel": "Sentinel", "soldier": "Soldier", "vanguard": "Vanguard", + "experiment": "Experiment", + "explorer": "Explorer", + "musician": "Musician", + "tracker": "Tracker", "innate:-u": "INNATE:", "mod:-u": "MOD:", "hpmods:-u": "HP MODIFIERS:", @@ -535,7 +539,7 @@ "charmancer-choose-race": "Choose a Race:", "charmancer-custom-race-name": "Custom Race Name:", "suggested-abilities": "Suggested Abilities: ", - "class-spellcasting": "Class Spellcasting Ability: ", + "class-spellcasting": "Class powercasting Ability: ", "ability-score-increase": "Ability Score Increase:", "lawful-good": "Legale Buono", "neutral-good": "Neutrale Buono", diff --git a/MassEffect_5e/translations/ja.json b/MassEffect_5e/translations/ja.json index 5d7571c42f..cf4c642a6f 100644 --- a/MassEffect_5e/translations/ja.json +++ b/MassEffect_5e/translations/ja.json @@ -57,8 +57,8 @@ "npc-langs-place": "Binary", "challenge-u": "CHALLENGE", "xp-u": "XP", - "spellcast-npc-u": "SPELLCASTING NPC", - "spell-ability-u": "SPELLCASTING ABILITY", + "spellcast-npc-u": "POWERCASTING NPC", + "spell-ability-u": "POWERCASTING ABILITY", "none-u": "NONE", "strength-u": "STRENGTH", "strength-save-u": "STRENGTH SAVE", @@ -72,9 +72,9 @@ "wisdom-save-u": "WISDOM SAVE", "charisma-u": "CHARISMA", "charisma-save-u": "CHARISMA SAVE", - "spell-dc-u": "SPELL DC", - "spell-atk-bonus-u": "SPELL ATTACK BONUS", - "sentinel-spell-level-u": "SENTINEL SPELL LEVEL", + "spell-dc-u": "POWER SAVE DC", + "spell-atk-bonus-u": "POWER ATTACK BONUS", + "sentinel-spell-level-u": "SENTINEL POWER LEVEL", "tech-points-u": "TECH POINTS */MAX", "tech-points-spend-u": "TECH POINTS MAX SPEND", "has-reaction-u": "HAS REACTIONS", @@ -160,7 +160,7 @@ "reactions": "リアクション", "npc-repeating-name-place": "Parry.", "npc-repeating-desc-place": "The creature adds 2 to its AC against...", - "spells": "呪文", + "spells": "Powers", "prep-u": "PREP", "school:-u": "SCHOOL:", "biotic": "Biotic", @@ -179,8 +179,8 @@ "duration:": "Duration:", "difficulty-class-abv": "難易度", "output:-u": "OUTPUT:", - "spellcard-u": "SPELLCARD", - "spell-atk:-u": "SPELL ATTACK:", + "spellcard-u": "POWERCARD", + "spell-atk:-u": "POWER ATTACK:", "none": "無し", "dmg:-u": "DAMAGE:", "dmg2:-u": "DAMAGE2:", @@ -199,7 +199,7 @@ "disadv-u": "DISADVANTAGE", "core-u": "CORE", "bio-u": "BIO", - "spells-u": "SPELLS", + "spells-u": "POWERS", "feats-u": "FEATS", "review-u": "REVIEW", "char-name-u": "CHARACTER NAME", @@ -306,7 +306,7 @@ "damage2:-u": "DAMAGE2:", "saving-throw:-u": "SAVING THROW:", "vs-dc:-u": "VS DC:", - "spell-u": "SPELL", + "spell-u": "POWER", "flat-u": "FLAT", "save": "セーヴ", "save-effect:-u": "SAVE EFFECT:", @@ -314,7 +314,7 @@ "ammunition:-u": "AMMUNITION:", "description:-u": "DESCRIPTION:", "description-place": "Double Tap | Light", - "atk-spellcasting-u": "ATTACKS & SPELLCASTING", + "atk-spellcasting-u": "ATTACKS & POWERCASTING", "credits-u": "$", "warning-armor-sets-u": "WARNING - AC IS NOT INCORRECT. UNEQUIP EXTRA ARMOR OR SHIELD FROM ITEM DETAILS.", "item-name-u": "ITEM NAME", @@ -350,7 +350,7 @@ "add-feats-traits-u": "ADDITIONAL FEATURES & TRAITS", "feat-u": "FEAT", "treasure-u": "TREASURE", - "spell-save-dc-u": "SPELL SAVE DC", + "spell-save-dc-u": "POWER SAVE DC", "cantrips-u": "CANTRIPS", "casting-time:-u": "CASTING TIME:", "casting-time:": "Casting Time:", @@ -412,7 +412,7 @@ "portions-sheet-utilize": "Portions of this sheet utilize content from the System Reference Document 5.0 under the OGL License. View OGL License and Copyright Notice. https://wiki.roll20.net/SRD_5.0_OGL_License", "api-required-title": "Try it now with easy one click API installation available with your Pro subscription.", "api-required-u": "(API REQUIRED)", - "spell_dc_mod:-u": "SPELL SAVE DC MOD:", + "spell_dc_mod:-u": "POWER SAVE DC MOD:", "custom_ac:-u": "CUSTOM AC:", "npc-info": "The NPC option sets new characters to default to the NPC card style sheet. Useful if the player characters have already been created and all new character sheets added to the game will likely representing non player characters.", "npc-pc": "NPC/PC", @@ -467,9 +467,9 @@ "slots_total-u": "SLOTS TOTAL", "slots_remaining-u": "SLOTS REMAINING", "level-calculations:-u": "AUTO LEVEL CALCULATIONS:", - "spell_slot_modifiers-u": "SPELL SLOT MODIFIERS", + "spell_slot_modifiers-u": "POWER SLOT MODIFIERS", "lvl-u": "LEVEL", - "include_spell_desc:-u": "INCLUDE SPELL DESCRIPTION IN ATTACK:", + "include_spell_desc:-u": "INCLUDE POWER DESCRIPTION IN ATTACK:", "token_size-u": "TOKEN SIZE", "add-dex-tiebreaker-u": "ADD DEX TIEBREAKER TO INITIATIVE", "initiative-style:-u": "INITIATIVE STYLE:", @@ -487,7 +487,7 @@ "partial": "Partial", "show_all": "すべて表示", "cr_only": "C&R Only", - "spell-icons:-u": "SPELL ICONS:", + "spell-icons:-u": "POWER ICONS:", "custom-pb:-u": "CUSTOM PROFICIENCY BONUS:", "show-global-attack-field-u": "SHOW GLOBAL ATTACK MODIFIER FIELD", "show-global-damage-field-u": "SHOW GLOBAL DAMAGE MODIFIER FIELD", @@ -523,6 +523,10 @@ "sentinel": "Sentinel", "soldier": "Soldier", "vanguard": "Vanguard", + "experiment": "Experiment", + "explorer": "Explorer", + "musician": "Musician", + "tracker": "Tracker", "innate:-u": "INNATE:", "mod:-u": "MOD:", "hpmods:-u": "HP MODIFIERS:", @@ -535,7 +539,7 @@ "charmancer-choose-race": "Choose a Race:", "charmancer-custom-race-name": "Custom Race Name:", "suggested-abilities": "Suggested Abilities: ", - "class-spellcasting": "Class Spellcasting Ability: ", + "class-spellcasting": "Class powercasting Ability: ", "ability-score-increase": "Ability Score Increase:", "lawful-good": "Lawful Good", "neutral-good": "Neutral Good", diff --git a/MassEffect_5e/translations/ko.json b/MassEffect_5e/translations/ko.json index 9a73485e37..1def7b0642 100644 --- a/MassEffect_5e/translations/ko.json +++ b/MassEffect_5e/translations/ko.json @@ -57,8 +57,8 @@ "npc-langs-place": "Binary", "challenge-u": "CHALLENGE", "xp-u": "XP", - "spellcast-npc-u": "SPELLCASTING NPC", - "spell-ability-u": "SPELLCASTING ABILITY", + "spellcast-npc-u": "POWERCASTING NPC", + "spell-ability-u": "POWERCASTING ABILITY", "none-u": "NONE", "strength-u": "STRENGTH", "strength-save-u": "STRENGTH SAVE", @@ -72,9 +72,9 @@ "wisdom-save-u": "WISDOM SAVE", "charisma-u": "CHARISMA", "charisma-save-u": "CHARISMA SAVE", - "spell-dc-u": "SPELL DC", - "spell-atk-bonus-u": "SPELL ATTACK BONUS", - "sentinel-spell-level-u": "SENTINEL SPELL LEVEL", + "spell-dc-u": "POWER SAVE DC", + "spell-atk-bonus-u": "POWER ATTACK BONUS", + "sentinel-spell-level-u": "SENTINEL POWER LEVEL", "tech-points-u": "TECH POINTS */MAX", "tech-points-spend-u": "TECH POINTS MAX SPEND", "has-reaction-u": "HAS REACTIONS", @@ -160,7 +160,7 @@ "reactions": "Reactions", "npc-repeating-name-place": "Parry.", "npc-repeating-desc-place": "The creature adds 2 to its AC against...", - "spells": "Spells", + "spells": "Powers", "prep-u": "PREP", "school:-u": "SCHOOL:", "biotic": "Biotic", @@ -179,8 +179,8 @@ "duration:": "Duration:", "difficulty-class-abv": "DC", "output:-u": "OUTPUT:", - "spellcard-u": "SPELLCARD", - "spell-atk:-u": "SPELL ATTACK:", + "spellcard-u": "POWERCARD", + "spell-atk:-u": "POWER ATTACK:", "none": "없음", "dmg:-u": "DAMAGE:", "dmg2:-u": "DAMAGE2:", @@ -199,7 +199,7 @@ "disadv-u": "DISADVANTAGE", "core-u": "CORE", "bio-u": "BIO", - "spells-u": "SPELLS", + "spells-u": "POWERS", "feats-u": "FEATS", "review-u": "REVIEW", "char-name-u": "CHARACTER NAME", @@ -306,7 +306,7 @@ "damage2:-u": "DAMAGE2:", "saving-throw:-u": "SAVING THROW:", "vs-dc:-u": "VS DC:", - "spell-u": "SPELL", + "spell-u": "POWER", "flat-u": "FLAT", "save": "Save", "save-effect:-u": "SAVE EFFECT:", @@ -314,7 +314,7 @@ "ammunition:-u": "AMMUNITION:", "description:-u": "DESCRIPTION:", "description-place": "Double Tap | Light", - "atk-spellcasting-u": "ATTACKS & SPELLCASTING", + "atk-spellcasting-u": "ATTACKS & POWERCASTING", "credits-u": "$", "warning-armor-sets-u": "WARNING - AC IS NOT INCORRECT. UNEQUIP EXTRA ARMOR OR SHIELD FROM ITEM DETAILS.", "item-name-u": "ITEM NAME", @@ -350,7 +350,7 @@ "add-feats-traits-u": "ADDITIONAL FEATURES & TRAITS", "feat-u": "FEAT", "treasure-u": "TREASURE", - "spell-save-dc-u": "SPELL SAVE DC", + "spell-save-dc-u": "POWER SAVE DC", "cantrips-u": "CANTRIPS", "casting-time:-u": "CASTING TIME:", "casting-time:": "Casting Time:", @@ -412,7 +412,7 @@ "portions-sheet-utilize": "Portions of this sheet utilize content from the System Reference Document 5.0 under the OGL License. View OGL License and Copyright Notice. https://wiki.roll20.net/SRD_5.0_OGL_License", "api-required-title": "Try it now with easy one click API installation available with your Pro subscription.", "api-required-u": "(API REQUIRED)", - "spell_dc_mod:-u": "SPELL SAVE DC MOD:", + "spell_dc_mod:-u": "POWER SAVE DC MOD:", "custom_ac:-u": "CUSTOM AC:", "npc-info": "The NPC option sets new characters to default to the NPC card style sheet. Useful if the player characters have already been created and all new character sheets added to the game will likely representing non player characters.", "npc-pc": "NPC/PC", @@ -467,9 +467,9 @@ "slots_total-u": "SLOTS TOTAL", "slots_remaining-u": "SLOTS REMAINING", "level-calculations:-u": "AUTO LEVEL CALCULATIONS:", - "spell_slot_modifiers-u": "SPELL SLOT MODIFIERS", + "spell_slot_modifiers-u": "POWER SLOT MODIFIERS", "lvl-u": "LEVEL", - "include_spell_desc:-u": "INCLUDE SPELL DESCRIPTION IN ATTACK:", + "include_spell_desc:-u": "INCLUDE POWER DESCRIPTION IN ATTACK:", "token_size-u": "TOKEN SIZE", "add-dex-tiebreaker-u": "ADD DEX TIEBREAKER TO INITIATIVE", "initiative-style:-u": "INITIATIVE STYLE:", @@ -487,7 +487,7 @@ "partial": "Partial", "show_all": "모두 보기", "cr_only": "C&R Only", - "spell-icons:-u": "SPELL ICONS:", + "spell-icons:-u": "POWER ICONS:", "custom-pb:-u": "CUSTOM PROFICIENCY BONUS:", "show-global-attack-field-u": "SHOW GLOBAL ATTACK MODIFIER FIELD", "show-global-damage-field-u": "SHOW GLOBAL DAMAGE MODIFIER FIELD", @@ -523,6 +523,10 @@ "sentinel": "Sentinel", "soldier": "Soldier", "vanguard": "Vanguard", + "experiment": "Experiment", + "explorer": "Explorer", + "musician": "Musician", + "tracker": "Tracker", "innate:-u": "INNATE:", "mod:-u": "MOD:", "hpmods:-u": "HP MODIFIERS:", @@ -535,7 +539,7 @@ "charmancer-choose-race": "Choose a Race:", "charmancer-custom-race-name": "Custom Race Name:", "suggested-abilities": "Suggested Abilities: ", - "class-spellcasting": "Class Spellcasting Ability: ", + "class-spellcasting": "Class powercasting Ability: ", "ability-score-increase": "Ability Score Increase:", "lawful-good": "Lawful Good", "neutral-good": "Neutral Good", diff --git a/MassEffect_5e/translations/nl.json b/MassEffect_5e/translations/nl.json index 877bb2fdbe..b64010ad7b 100644 --- a/MassEffect_5e/translations/nl.json +++ b/MassEffect_5e/translations/nl.json @@ -57,8 +57,8 @@ "npc-langs-place": "Binary", "challenge-u": "CHALLENGE", "xp-u": "XP", - "spellcast-npc-u": "SPELLCASTING NPC", - "spell-ability-u": "SPELLCASTING ABILITY", + "spellcast-npc-u": "POWERCASTING NPC", + "spell-ability-u": "POWERCASTING ABILITY", "none-u": "NONE", "strength-u": "STRENGTH", "strength-save-u": "STRENGTH SAVE", @@ -72,9 +72,9 @@ "wisdom-save-u": "WISDOM SAVE", "charisma-u": "CHARISMA", "charisma-save-u": "CHARISMA SAVE", - "spell-dc-u": "SPELL DC", - "spell-atk-bonus-u": "SPELL ATTACK BONUS", - "sentinel-spell-level-u": "SENTINEL SPELL LEVEL", + "spell-dc-u": "POWER SAVE DC", + "spell-atk-bonus-u": "POWER ATTACK BONUS", + "sentinel-spell-level-u": "SENTINEL POWER LEVEL", "tech-points-u": "TECH POINTS */MAX", "tech-points-spend-u": "TECH POINTS MAX SPEND", "has-reaction-u": "HAS REACTIONS", @@ -160,7 +160,7 @@ "reactions": "Reactions", "npc-repeating-name-place": "Parry.", "npc-repeating-desc-place": "The creature adds 2 to its AC against...", - "spells": "Spells", + "spells": "Powers", "prep-u": "PREP", "school:-u": "SCHOOL:", "biotic": "Biotic", @@ -179,8 +179,8 @@ "duration:": "Duration:", "difficulty-class-abv": "DC", "output:-u": "OUTPUT:", - "spellcard-u": "SPELLCARD", - "spell-atk:-u": "SPELL ATTACK:", + "spellcard-u": "POWERCARD", + "spell-atk:-u": "POWER ATTACK:", "none": "Geen", "dmg:-u": "DAMAGE:", "dmg2:-u": "DAMAGE2:", @@ -199,7 +199,7 @@ "disadv-u": "DISADVANTAGE", "core-u": "CORE", "bio-u": "BIO", - "spells-u": "SPELLS", + "spells-u": "POWERS", "feats-u": "FEATS", "review-u": "REVIEW", "char-name-u": "CHARACTER NAME", @@ -306,7 +306,7 @@ "damage2:-u": "DAMAGE2:", "saving-throw:-u": "SAVING THROW:", "vs-dc:-u": "VS DC:", - "spell-u": "SPELL", + "spell-u": "POWER", "flat-u": "FLAT", "save": "Save", "save-effect:-u": "SAVE EFFECT:", @@ -314,7 +314,7 @@ "ammunition:-u": "AMMUNITION:", "description:-u": "DESCRIPTION:", "description-place": "Double Tap | Light", - "atk-spellcasting-u": "ATTACKS & SPELLCASTING", + "atk-spellcasting-u": "ATTACKS & POWERCASTING", "credits-u": "$", "warning-armor-sets-u": "WARNING - AC IS NOT INCORRECT. UNEQUIP EXTRA ARMOR OR SHIELD FROM ITEM DETAILS.", "item-name-u": "ITEM NAME", @@ -350,7 +350,7 @@ "add-feats-traits-u": "ADDITIONAL FEATURES & TRAITS", "feat-u": "FEAT", "treasure-u": "TREASURE", - "spell-save-dc-u": "SPELL SAVE DC", + "spell-save-dc-u": "POWER SAVE DC", "cantrips-u": "CANTRIPS", "casting-time:-u": "CASTING TIME:", "casting-time:": "Casting Time:", @@ -412,7 +412,7 @@ "portions-sheet-utilize": "Portions of this sheet utilize content from the System Reference Document 5.0 under the OGL License. View OGL License and Copyright Notice. https://wiki.roll20.net/SRD_5.0_OGL_License", "api-required-title": "Try it now with easy one click API installation available with your Pro subscription.", "api-required-u": "(API REQUIRED)", - "spell_dc_mod:-u": "SPELL SAVE DC MOD:", + "spell_dc_mod:-u": "POWER SAVE DC MOD:", "custom_ac:-u": "CUSTOM AC:", "npc-info": "The NPC option sets new characters to default to the NPC card style sheet. Useful if the player characters have already been created and all new character sheets added to the game will likely representing non player characters.", "npc-pc": "NPC/PC", @@ -467,9 +467,9 @@ "slots_total-u": "SLOTS TOTAL", "slots_remaining-u": "SLOTS REMAINING", "level-calculations:-u": "AUTO LEVEL CALCULATIONS:", - "spell_slot_modifiers-u": "SPELL SLOT MODIFIERS", + "spell_slot_modifiers-u": "POWER SLOT MODIFIERS", "lvl-u": "LEVEL", - "include_spell_desc:-u": "INCLUDE SPELL DESCRIPTION IN ATTACK:", + "include_spell_desc:-u": "INCLUDE POWER DESCRIPTION IN ATTACK:", "token_size-u": "TOKEN SIZE", "add-dex-tiebreaker-u": "ADD DEX TIEBREAKER TO INITIATIVE", "initiative-style:-u": "INITIATIVE STYLE:", @@ -487,7 +487,7 @@ "partial": "Partial", "show_all": "Toon Alles", "cr_only": "C&R Only", - "spell-icons:-u": "SPELL ICONS:", + "spell-icons:-u": "POWER ICONS:", "custom-pb:-u": "CUSTOM PROFICIENCY BONUS:", "show-global-attack-field-u": "SHOW GLOBAL ATTACK MODIFIER FIELD", "show-global-damage-field-u": "SHOW GLOBAL DAMAGE MODIFIER FIELD", @@ -523,6 +523,10 @@ "sentinel": "Sentinel", "soldier": "Soldier", "vanguard": "Vanguard", + "experiment": "Experiment", + "explorer": "Explorer", + "musician": "Musician", + "tracker": "Tracker", "innate:-u": "INNATE:", "mod:-u": "MOD:", "hpmods:-u": "HP MODIFIERS:", @@ -535,7 +539,7 @@ "charmancer-choose-race": "Choose a Race:", "charmancer-custom-race-name": "Custom Race Name:", "suggested-abilities": "Suggested Abilities: ", - "class-spellcasting": "Class Spellcasting Ability: ", + "class-spellcasting": "Class powercasting Ability: ", "ability-score-increase": "Ability Score Increase:", "lawful-good": "Lawful Good", "neutral-good": "Neutral Good", diff --git a/MassEffect_5e/translations/pb.json b/MassEffect_5e/translations/pb.json index 5a7ab4cd33..773b214bf3 100644 --- a/MassEffect_5e/translations/pb.json +++ b/MassEffect_5e/translations/pb.json @@ -57,8 +57,8 @@ "npc-langs-place": "Binary", "challenge-u": "CHALLENGE", "xp-u": "XP", - "spellcast-npc-u": "SPELLCASTING NPC", - "spell-ability-u": "SPELLCASTING ABILITY", + "spellcast-npc-u": "POWERCASTING NPC", + "spell-ability-u": "POWERCASTING ABILITY", "none-u": "NONE", "strength-u": "STRENGTH", "strength-save-u": "STRENGTH SAVE", @@ -72,9 +72,9 @@ "wisdom-save-u": "WISDOM SAVE", "charisma-u": "CHARISMA", "charisma-save-u": "CHARISMA SAVE", - "spell-dc-u": "SPELL DC", - "spell-atk-bonus-u": "SPELL ATTACK BONUS", - "sentinel-spell-level-u": "SENTINEL SPELL LEVEL", + "spell-dc-u": "POWER SAVE DC", + "spell-atk-bonus-u": "POWER ATTACK BONUS", + "sentinel-spell-level-u": "SENTINEL POWER LEVEL", "tech-points-u": "TECH POINTS */MAX", "tech-points-spend-u": "TECH POINTS MAX SPEND", "has-reaction-u": "HAS REACTIONS", @@ -160,7 +160,7 @@ "reactions": "Reactions", "npc-repeating-name-place": "Parry.", "npc-repeating-desc-place": "The creature adds 2 to its AC against...", - "spells": "Spells", + "spells": "Powers", "prep-u": "PREP", "school:-u": "SCHOOL:", "biotic": "Biotic", @@ -179,8 +179,8 @@ "duration:": "Duration:", "difficulty-class-abv": "DC", "output:-u": "OUTPUT:", - "spellcard-u": "SPELLCARD", - "spell-atk:-u": "SPELL ATTACK:", + "spellcard-u": "POWERCARD", + "spell-atk:-u": "POWER ATTACK:", "none": "None", "dmg:-u": "DAMAGE:", "dmg2:-u": "DAMAGE2:", @@ -199,7 +199,7 @@ "disadv-u": "DISADVANTAGE", "core-u": "CORE", "bio-u": "BIO", - "spells-u": "SPELLS", + "spells-u": "POWERS", "feats-u": "FEATS", "review-u": "REVIEW", "char-name-u": "CHARACTER NAME", @@ -306,7 +306,7 @@ "damage2:-u": "DAMAGE2:", "saving-throw:-u": "SAVING THROW:", "vs-dc:-u": "VS DC:", - "spell-u": "SPELL", + "spell-u": "POWER", "flat-u": "FLAT", "save": "Save", "save-effect:-u": "SAVE EFFECT:", @@ -314,7 +314,7 @@ "ammunition:-u": "AMMUNITION:", "description:-u": "DESCRIPTION:", "description-place": "Double Tap | Light", - "atk-spellcasting-u": "ATTACKS & SPELLCASTING", + "atk-spellcasting-u": "ATTACKS & POWERCASTING", "credits-u": "$", "warning-armor-sets-u": "WARNING - AC IS NOT INCORRECT. UNEQUIP EXTRA ARMOR OR SHIELD FROM ITEM DETAILS.", "item-name-u": "ITEM NAME", @@ -350,7 +350,7 @@ "add-feats-traits-u": "ADDITIONAL FEATURES & TRAITS", "feat-u": "FEAT", "treasure-u": "TREASURE", - "spell-save-dc-u": "SPELL SAVE DC", + "spell-save-dc-u": "POWER SAVE DC", "cantrips-u": "CANTRIPS", "casting-time:-u": "CASTING TIME:", "casting-time:": "Casting Time:", @@ -412,7 +412,7 @@ "portions-sheet-utilize": "Portions of this sheet utilize content from the System Reference Document 5.0 under the OGL License. View OGL License and Copyright Notice. https://wiki.roll20.net/SRD_5.0_OGL_License", "api-required-title": "Try it now with easy one click API installation available with your Pro subscription.", "api-required-u": "(API REQUIRED)", - "spell_dc_mod:-u": "SPELL SAVE DC MOD:", + "spell_dc_mod:-u": "POWER SAVE DC MOD:", "custom_ac:-u": "CUSTOM AC:", "npc-info": "The NPC option sets new characters to default to the NPC card style sheet. Useful if the player characters have already been created and all new character sheets added to the game will likely representing non player characters.", "npc-pc": "NPC/PC", @@ -467,9 +467,9 @@ "slots_total-u": "SLOTS TOTAL", "slots_remaining-u": "SLOTS REMAINING", "level-calculations:-u": "AUTO LEVEL CALCULATIONS:", - "spell_slot_modifiers-u": "SPELL SLOT MODIFIERS", + "spell_slot_modifiers-u": "POWER SLOT MODIFIERS", "lvl-u": "LEVEL", - "include_spell_desc:-u": "INCLUDE SPELL DESCRIPTION IN ATTACK:", + "include_spell_desc:-u": "INCLUDE POWER DESCRIPTION IN ATTACK:", "token_size-u": "TOKEN SIZE", "add-dex-tiebreaker-u": "ADD DEX TIEBREAKER TO INITIATIVE", "initiative-style:-u": "INITIATIVE STYLE:", @@ -487,7 +487,7 @@ "partial": "Partial", "show_all": "Show All", "cr_only": "C&R Only", - "spell-icons:-u": "SPELL ICONS:", + "spell-icons:-u": "POWER ICONS:", "custom-pb:-u": "CUSTOM PROFICIENCY BONUS:", "show-global-attack-field-u": "SHOW GLOBAL ATTACK MODIFIER FIELD", "show-global-damage-field-u": "SHOW GLOBAL DAMAGE MODIFIER FIELD", @@ -523,6 +523,10 @@ "sentinel": "Sentinel", "soldier": "Soldier", "vanguard": "Vanguard", + "experiment": "Experiment", + "explorer": "Explorer", + "musician": "Musician", + "tracker": "Tracker", "innate:-u": "INNATE:", "mod:-u": "MOD:", "hpmods:-u": "HP MODIFIERS:", @@ -535,7 +539,7 @@ "charmancer-choose-race": "Choose a Race:", "charmancer-custom-race-name": "Custom Race Name:", "suggested-abilities": "Suggested Abilities: ", - "class-spellcasting": "Class Spellcasting Ability: ", + "class-spellcasting": "Class powercasting Ability: ", "ability-score-increase": "Ability Score Increase:", "lawful-good": "Lawful Good", "neutral-good": "Neutral Good", diff --git a/MassEffect_5e/translations/pl.json b/MassEffect_5e/translations/pl.json index 2048001a46..243d8d0a81 100644 --- a/MassEffect_5e/translations/pl.json +++ b/MassEffect_5e/translations/pl.json @@ -57,8 +57,8 @@ "npc-langs-place": "Binary", "challenge-u": "CHALLENGE", "xp-u": "XP", - "spellcast-npc-u": "SPELLCASTING NPC", - "spell-ability-u": "SPELLCASTING ABILITY", + "spellcast-npc-u": "POWERCASTING NPC", + "spell-ability-u": "POWERCASTING ABILITY", "none-u": "NONE", "strength-u": "STRENGTH", "strength-save-u": "STRENGTH SAVE", @@ -72,9 +72,9 @@ "wisdom-save-u": "WISDOM SAVE", "charisma-u": "CHARISMA", "charisma-save-u": "CHARISMA SAVE", - "spell-dc-u": "SPELL DC", - "spell-atk-bonus-u": "SPELL ATTACK BONUS", - "sentinel-spell-level-u": "SENTINEL SPELL LEVEL", + "spell-dc-u": "POWER SAVE DC", + "spell-atk-bonus-u": "POWER ATTACK BONUS", + "sentinel-spell-level-u": "SENTINEL POWER LEVEL", "tech-points-u": "TECH POINTS */MAX", "tech-points-spend-u": "TECH POINTS MAX SPEND", "has-reaction-u": "HAS REACTIONS", @@ -160,7 +160,7 @@ "reactions": "Reactions", "npc-repeating-name-place": "Parry.", "npc-repeating-desc-place": "The creature adds 2 to its AC against...", - "spells": "Spells", + "spells": "Powers", "prep-u": "PREP", "school:-u": "SCHOOL:", "biotic": "Biotic", @@ -179,8 +179,8 @@ "duration:": "Duration:", "difficulty-class-abv": "DC", "output:-u": "OUTPUT:", - "spellcard-u": "SPELLCARD", - "spell-atk:-u": "SPELL ATTACK:", + "spellcard-u": "POWERCARD", + "spell-atk:-u": "POWER ATTACK:", "none": "Brak", "dmg:-u": "DAMAGE:", "dmg2:-u": "DAMAGE2:", @@ -199,7 +199,7 @@ "disadv-u": "DISADVANTAGE", "core-u": "CORE", "bio-u": "BIO", - "spells-u": "SPELLS", + "spells-u": "POWERS", "feats-u": "FEATS", "review-u": "REVIEW", "char-name-u": "CHARACTER NAME", @@ -306,7 +306,7 @@ "damage2:-u": "DAMAGE2:", "saving-throw:-u": "SAVING THROW:", "vs-dc:-u": "VS DC:", - "spell-u": "SPELL", + "spell-u": "POWER", "flat-u": "FLAT", "save": "Save", "save-effect:-u": "SAVE EFFECT:", @@ -314,7 +314,7 @@ "ammunition:-u": "AMMUNITION:", "description:-u": "DESCRIPTION:", "description-place": "Double Tap | Light", - "atk-spellcasting-u": "ATTACKS & SPELLCASTING", + "atk-spellcasting-u": "ATTACKS & POWERCASTING", "credits-u": "$", "warning-armor-sets-u": "WARNING - AC IS NOT INCORRECT. UNEQUIP EXTRA ARMOR OR SHIELD FROM ITEM DETAILS.", "item-name-u": "ITEM NAME", @@ -350,7 +350,7 @@ "add-feats-traits-u": "ADDITIONAL FEATURES & TRAITS", "feat-u": "FEAT", "treasure-u": "TREASURE", - "spell-save-dc-u": "SPELL SAVE DC", + "spell-save-dc-u": "POWER SAVE DC", "cantrips-u": "CANTRIPS", "casting-time:-u": "CASTING TIME:", "casting-time:": "Casting Time:", @@ -412,7 +412,7 @@ "portions-sheet-utilize": "Portions of this sheet utilize content from the System Reference Document 5.0 under the OGL License. View OGL License and Copyright Notice. https://wiki.roll20.net/SRD_5.0_OGL_License", "api-required-title": "Try it now with easy one click API installation available with your Pro subscription.", "api-required-u": "(API REQUIRED)", - "spell_dc_mod:-u": "SPELL SAVE DC MOD:", + "spell_dc_mod:-u": "POWER SAVE DC MOD:", "custom_ac:-u": "CUSTOM AC:", "npc-info": "The NPC option sets new characters to default to the NPC card style sheet. Useful if the player characters have already been created and all new character sheets added to the game will likely representing non player characters.", "npc-pc": "NPC/PC", @@ -467,9 +467,9 @@ "slots_total-u": "SLOTS TOTAL", "slots_remaining-u": "SLOTS REMAINING", "level-calculations:-u": "AUTO LEVEL CALCULATIONS:", - "spell_slot_modifiers-u": "SPELL SLOT MODIFIERS", + "spell_slot_modifiers-u": "POWER SLOT MODIFIERS", "lvl-u": "LEVEL", - "include_spell_desc:-u": "INCLUDE SPELL DESCRIPTION IN ATTACK:", + "include_spell_desc:-u": "INCLUDE POWER DESCRIPTION IN ATTACK:", "token_size-u": "TOKEN SIZE", "add-dex-tiebreaker-u": "ADD DEX TIEBREAKER TO INITIATIVE", "initiative-style:-u": "INITIATIVE STYLE:", @@ -487,7 +487,7 @@ "partial": "Partial", "show_all": "Pokaż wszystkie", "cr_only": "C&R Only", - "spell-icons:-u": "SPELL ICONS:", + "spell-icons:-u": "POWER ICONS:", "custom-pb:-u": "CUSTOM PROFICIENCY BONUS:", "show-global-attack-field-u": "SHOW GLOBAL ATTACK MODIFIER FIELD", "show-global-damage-field-u": "SHOW GLOBAL DAMAGE MODIFIER FIELD", @@ -523,6 +523,10 @@ "sentinel": "Sentinel", "soldier": "Soldier", "vanguard": "Vanguard", + "experiment": "Experiment", + "explorer": "Explorer", + "musician": "Musician", + "tracker": "Tracker", "innate:-u": "INNATE:", "mod:-u": "MOD:", "hpmods:-u": "HP MODIFIERS:", @@ -535,7 +539,7 @@ "charmancer-choose-race": "Choose a Race:", "charmancer-custom-race-name": "Custom Race Name:", "suggested-abilities": "Suggested Abilities: ", - "class-spellcasting": "Class Spellcasting Ability: ", + "class-spellcasting": "Class powercasting Ability: ", "ability-score-increase": "Ability Score Increase:", "lawful-good": "Lawful Good", "neutral-good": "Neutral Good", diff --git a/MassEffect_5e/translations/pt.json b/MassEffect_5e/translations/pt.json index feff06673d..0c4d162467 100644 --- a/MassEffect_5e/translations/pt.json +++ b/MassEffect_5e/translations/pt.json @@ -57,8 +57,8 @@ "npc-langs-place": "Binary", "challenge-u": "CHALLENGE", "xp-u": "XP", - "spellcast-npc-u": "SPELLCASTING NPC", - "spell-ability-u": "SPELLCASTING ABILITY", + "spellcast-npc-u": "POWERCASTING NPC", + "spell-ability-u": "POWERCASTING ABILITY", "none-u": "NONE", "strength-u": "STRENGTH", "strength-save-u": "STRENGTH SAVE", @@ -72,9 +72,9 @@ "wisdom-save-u": "WISDOM SAVE", "charisma-u": "CHARISMA", "charisma-save-u": "CHARISMA SAVE", - "spell-dc-u": "SPELL DC", - "spell-atk-bonus-u": "SPELL ATTACK BONUS", - "sentinel-spell-level-u": "SENTINEL SPELL LEVEL", + "spell-dc-u": "POWER SAVE DC", + "spell-atk-bonus-u": "POWER ATTACK BONUS", + "sentinel-spell-level-u": "SENTINEL POWER LEVEL", "tech-points-u": "TECH POINTS */MAX", "tech-points-spend-u": "TECH POINTS MAX SPEND", "has-reaction-u": "HAS REACTIONS", @@ -160,7 +160,7 @@ "reactions": "Reactions", "npc-repeating-name-place": "Parry.", "npc-repeating-desc-place": "The creature adds 2 to its AC against...", - "spells": "Spells", + "spells": "Powers", "prep-u": "PREP", "school:-u": "SCHOOL:", "biotic": "Biotic", @@ -179,8 +179,8 @@ "duration:": "Duration:", "difficulty-class-abv": "DC", "output:-u": "OUTPUT:", - "spellcard-u": "SPELLCARD", - "spell-atk:-u": "SPELL ATTACK:", + "spellcard-u": "POWERCARD", + "spell-atk:-u": "POWER ATTACK:", "none": "Nenhum", "dmg:-u": "DAMAGE:", "dmg2:-u": "DAMAGE2:", @@ -199,7 +199,7 @@ "disadv-u": "DISADVANTAGE", "core-u": "CORE", "bio-u": "BIO", - "spells-u": "SPELLS", + "spells-u": "POWERS", "feats-u": "FEATS", "review-u": "REVIEW", "char-name-u": "CHARACTER NAME", @@ -306,7 +306,7 @@ "damage2:-u": "DAMAGE2:", "saving-throw:-u": "SAVING THROW:", "vs-dc:-u": "VS DC:", - "spell-u": "SPELL", + "spell-u": "POWER", "flat-u": "FLAT", "save": "Save", "save-effect:-u": "SAVE EFFECT:", @@ -314,7 +314,7 @@ "ammunition:-u": "AMMUNITION:", "description:-u": "DESCRIPTION:", "description-place": "Double Tap | Light", - "atk-spellcasting-u": "ATTACKS & SPELLCASTING", + "atk-spellcasting-u": "ATTACKS & POWERCASTING", "credits-u": "$", "warning-armor-sets-u": "WARNING - AC IS NOT INCORRECT. UNEQUIP EXTRA ARMOR OR SHIELD FROM ITEM DETAILS.", "item-name-u": "ITEM NAME", @@ -350,7 +350,7 @@ "add-feats-traits-u": "ADDITIONAL FEATURES & TRAITS", "feat-u": "FEAT", "treasure-u": "TREASURE", - "spell-save-dc-u": "SPELL SAVE DC", + "spell-save-dc-u": "POWER SAVE DC", "cantrips-u": "CANTRIPS", "casting-time:-u": "CASTING TIME:", "casting-time:": "Casting Time:", @@ -412,7 +412,7 @@ "portions-sheet-utilize": "Portions of this sheet utilize content from the System Reference Document 5.0 under the OGL License. View OGL License and Copyright Notice. https://wiki.roll20.net/SRD_5.0_OGL_License", "api-required-title": "Try it now with easy one click API installation available with your Pro subscription.", "api-required-u": "(API REQUIRED)", - "spell_dc_mod:-u": "SPELL SAVE DC MOD:", + "spell_dc_mod:-u": "POWER SAVE DC MOD:", "custom_ac:-u": "CUSTOM AC:", "npc-info": "The NPC option sets new characters to default to the NPC card style sheet. Useful if the player characters have already been created and all new character sheets added to the game will likely representing non player characters.", "npc-pc": "NPC/PC", @@ -467,9 +467,9 @@ "slots_total-u": "SLOTS TOTAL", "slots_remaining-u": "SLOTS REMAINING", "level-calculations:-u": "AUTO LEVEL CALCULATIONS:", - "spell_slot_modifiers-u": "SPELL SLOT MODIFIERS", + "spell_slot_modifiers-u": "POWER SLOT MODIFIERS", "lvl-u": "LEVEL", - "include_spell_desc:-u": "INCLUDE SPELL DESCRIPTION IN ATTACK:", + "include_spell_desc:-u": "INCLUDE POWER DESCRIPTION IN ATTACK:", "token_size-u": "TOKEN SIZE", "add-dex-tiebreaker-u": "ADD DEX TIEBREAKER TO INITIATIVE", "initiative-style:-u": "INITIATIVE STYLE:", @@ -487,7 +487,7 @@ "partial": "Partial", "show_all": "Mostrar Todos", "cr_only": "C&R Only", - "spell-icons:-u": "SPELL ICONS:", + "spell-icons:-u": "POWER ICONS:", "custom-pb:-u": "CUSTOM PROFICIENCY BONUS:", "show-global-attack-field-u": "SHOW GLOBAL ATTACK MODIFIER FIELD", "show-global-damage-field-u": "SHOW GLOBAL DAMAGE MODIFIER FIELD", @@ -523,6 +523,10 @@ "sentinel": "Sentinel", "soldier": "Soldier", "vanguard": "Vanguard", + "experiment": "Experiment", + "explorer": "Explorer", + "musician": "Musician", + "tracker": "Tracker", "innate:-u": "INNATE:", "mod:-u": "MOD:", "hpmods:-u": "HP MODIFIERS:", @@ -535,7 +539,7 @@ "charmancer-choose-race": "Choose a Race:", "charmancer-custom-race-name": "Custom Race Name:", "suggested-abilities": "Suggested Abilities: ", - "class-spellcasting": "Class Spellcasting Ability: ", + "class-spellcasting": "Class powercasting Ability: ", "ability-score-increase": "Ability Score Increase:", "lawful-good": "Lawful Good", "neutral-good": "Neutral Good", diff --git a/MassEffect_5e/translations/ru.json b/MassEffect_5e/translations/ru.json index f549c5b43b..2f0ace2bce 100644 --- a/MassEffect_5e/translations/ru.json +++ b/MassEffect_5e/translations/ru.json @@ -57,8 +57,8 @@ "npc-langs-place": "Binary", "challenge-u": "ОПАСНОСТЬ", "xp-u": "ОПЫТ", - "spellcast-npc-u": "NPC ЗАКЛИНАТЕЛЬ", - "spell-ability-u": "ХАРАКТЕРИСТИКА ЗАКЛИНАТЕЛЯ", + "spellcast-npc-u": "POWERCASTING NPC", + "spell-ability-u": "POWERCASTING ABILITY", "none-u": "НЕТ", "strength-u": "СИЛА", "strength-save-u": "ИСПЫТАНИЕ СИЛЫ", @@ -72,9 +72,9 @@ "wisdom-save-u": "ИСПЫТАНИЕ МУДРОСТИ", "charisma-u": "ХАРИЗМА", "charisma-save-u": "ИСПЫТАНИЕ ХАРИЗМЫ", - "spell-dc-u": "СЛ ЗАКЛИНАНИЯ", - "spell-atk-bonus-u": "БОНУС АТАКИ ЗАКЛИНАНИЯ", - "sentinel-spell-level-u": "SENTINEL SPELL LEVEL", + "spell-dc-u": "POWER SAVE DC", + "spell-atk-bonus-u": "POWER ATTACK BONUS", + "sentinel-spell-level-u": "SENTINEL POWER LEVEL", "tech-points-u": "TECH POINTS */MAX", "tech-points-spend-u": "TECH POINTS MAX SPEND", "has-reaction-u": "ИМЕЕТ РЕАКЦИИ", @@ -160,7 +160,7 @@ "reactions": "Реакции", "npc-repeating-name-place": "Парирование.", "npc-repeating-desc-place": "Существо добавляет 2 к своему КБ против...", - "spells": "Закл.", + "spells": "Powers", "prep-u": "ПОДГ", "school:-u": "ШКОЛА:", "biotic": "Biotic", @@ -179,8 +179,8 @@ "duration:": "Длительность:", "difficulty-class-abv": "СЛ", "output:-u": "ВЫВОД:", - "spellcard-u": "КАРТА ЗАКЛ", - "spell-atk:-u": "АТАКА ЗАКЛИНАНИЕМ:", + "spellcard-u": "POWERCARD", + "spell-atk:-u": "POWER ATTACK:", "none": "Без", "dmg:-u": "УРОН:", "dmg2:-u": "УРОН 2:", @@ -199,7 +199,7 @@ "disadv-u": "ПОМЕХА", "core-u": "ОСН", "bio-u": "БИО", - "spells-u": "ЗАКЛ", + "spells-u": "POWERS", "feats-u": "ЧЕРТЫ", "review-u": "REVIEW", "char-name-u": "ИМЯ ПЕРСОНАЖА", @@ -306,7 +306,7 @@ "damage2:-u": "УРОН 2:", "saving-throw:-u": "ИСПЫТАНИЕ:", "vs-dc:-u": "ПРОТИВ СЛ:", - "spell-u": "ЗАКЛИНАНИЕ", + "spell-u": "POWER", "flat-u": "РОВНО", "save": "СБ(Спас)", "save-effect:-u": "ЭФФЕКТ ИСПЫТАНИЯ:", @@ -314,7 +314,7 @@ "ammunition:-u": "БОЕПРИПАСЫ:", "description:-u": "ОПИСАНИЕ:", "description-place": "Double Tap | Light", - "atk-spellcasting-u": "ATTACKS & SPELLCASTING", + "atk-spellcasting-u": "ATTACKS & POWERCASTING", "credits-u": "$", "warning-armor-sets-u": "WARNING - AC IS NOT INCORRECT. UNEQUIP EXTRA ARMOR OR SHIELD FROM ITEM DETAILS.", "item-name-u": "НАЗВАНИЕ ПРЕДМЕТА", @@ -350,7 +350,7 @@ "add-feats-traits-u": "ДОПОЛНИТЕЛЬНЫЕ ОСОБЕННОСТИ & ЧЕРТЫ", "feat-u": "ЧЕРТА", "treasure-u": "СОКРОВИЩА", - "spell-save-dc-u": "СЛ ЗАКЛИНАНИЯ", + "spell-save-dc-u": "POWER SAVE DC", "cantrips-u": "ФОКУСЫ", "casting-time:-u": "ВРЕМЯ НАКЛАДЫВАНИЯ:", "casting-time:": "Время накладывания:", @@ -412,7 +412,7 @@ "portions-sheet-utilize": "Части этого листа используют содержимое System Reference Document 5.0 под лицензией OGL. Вы можете просмотреть лицензию OGL и уведомление об авторских правах по ссылке. https://wiki.roll20.net/SRD_5.0_OGL_License", "api-required-title": "Функции API в один клик доступны с подпиской Pro.", "api-required-u": "(НЕОБХОДИМ API)", - "spell_dc_mod:-u": "МОДИФИКАТОР СЛ ЗАКЛИНАНИЯ:", + "spell_dc_mod:-u": "POWER SAVE DC MOD:", "custom_ac:-u": "СВОЙ КБ:", "npc-info": "Эта опция делает всех новых персонажей NPC по умолчанию. Может быть полезно, если все персонажи игроков уже созданы и все последующие создаваемые персонажи являются NPC.", "npc-pc": "NPC/Игрок", @@ -467,9 +467,9 @@ "slots_total-u": "SLOTS TOTAL", "slots_remaining-u": "SLOTS REMAINING", "level-calculations:-u": "AUTO LEVEL CALCULATIONS:", - "spell_slot_modifiers-u": "SPELL SLOT MODIFIERS", + "spell_slot_modifiers-u": "POWER SLOT MODIFIERS", "lvl-u": "LEVEL", - "include_spell_desc:-u": "INCLUDE SPELL DESCRIPTION IN ATTACK:", + "include_spell_desc:-u": "INCLUDE POWER DESCRIPTION IN ATTACK:", "token_size-u": "РАЗМЕР ТОКЕНА", "add-dex-tiebreaker-u": "ADD DEX TIEBREAKER TO INITIATIVE", "initiative-style:-u": "ВИД ИНИЦИАТИВЫ:", @@ -487,7 +487,7 @@ "partial": "Partial", "show_all": "Показать все", "cr_only": "C&R Only", - "spell-icons:-u": "SPELL ICONS:", + "spell-icons:-u": "POWER ICONS:", "custom-pb:-u": "БОНУС МАСТЕРСТВА:", "show-global-attack-field-u": "SHOW GLOBAL ATTACK MODIFIER FIELD", "show-global-damage-field-u": "SHOW GLOBAL DAMAGE MODIFIER FIELD", @@ -523,6 +523,10 @@ "sentinel": "Sentinel", "soldier": "Soldier", "vanguard": "Vanguard", + "experiment": "Experiment", + "explorer": "Explorer", + "musician": "Musician", + "tracker": "Tracker", "innate:-u": "ВРОЖДЕННАЯ:", "mod:-u": "МОД:", "hpmods:-u": "МОДИФИКАТОРЫ ПЗ:", @@ -535,7 +539,7 @@ "charmancer-choose-race": "Choose a Race:", "charmancer-custom-race-name": "Custom Race Name:", "suggested-abilities": "Suggested Abilities: ", - "class-spellcasting": "Class Spellcasting Ability: ", + "class-spellcasting": "Class powercasting Ability: ", "ability-score-increase": "Ability Score Increase:", "lawful-good": "Законопослушный Добрый", "neutral-good": "Нейтральный Добрый", diff --git a/MassEffect_5e/translations/sl.json b/MassEffect_5e/translations/sl.json index 5a7ab4cd33..773b214bf3 100644 --- a/MassEffect_5e/translations/sl.json +++ b/MassEffect_5e/translations/sl.json @@ -57,8 +57,8 @@ "npc-langs-place": "Binary", "challenge-u": "CHALLENGE", "xp-u": "XP", - "spellcast-npc-u": "SPELLCASTING NPC", - "spell-ability-u": "SPELLCASTING ABILITY", + "spellcast-npc-u": "POWERCASTING NPC", + "spell-ability-u": "POWERCASTING ABILITY", "none-u": "NONE", "strength-u": "STRENGTH", "strength-save-u": "STRENGTH SAVE", @@ -72,9 +72,9 @@ "wisdom-save-u": "WISDOM SAVE", "charisma-u": "CHARISMA", "charisma-save-u": "CHARISMA SAVE", - "spell-dc-u": "SPELL DC", - "spell-atk-bonus-u": "SPELL ATTACK BONUS", - "sentinel-spell-level-u": "SENTINEL SPELL LEVEL", + "spell-dc-u": "POWER SAVE DC", + "spell-atk-bonus-u": "POWER ATTACK BONUS", + "sentinel-spell-level-u": "SENTINEL POWER LEVEL", "tech-points-u": "TECH POINTS */MAX", "tech-points-spend-u": "TECH POINTS MAX SPEND", "has-reaction-u": "HAS REACTIONS", @@ -160,7 +160,7 @@ "reactions": "Reactions", "npc-repeating-name-place": "Parry.", "npc-repeating-desc-place": "The creature adds 2 to its AC against...", - "spells": "Spells", + "spells": "Powers", "prep-u": "PREP", "school:-u": "SCHOOL:", "biotic": "Biotic", @@ -179,8 +179,8 @@ "duration:": "Duration:", "difficulty-class-abv": "DC", "output:-u": "OUTPUT:", - "spellcard-u": "SPELLCARD", - "spell-atk:-u": "SPELL ATTACK:", + "spellcard-u": "POWERCARD", + "spell-atk:-u": "POWER ATTACK:", "none": "None", "dmg:-u": "DAMAGE:", "dmg2:-u": "DAMAGE2:", @@ -199,7 +199,7 @@ "disadv-u": "DISADVANTAGE", "core-u": "CORE", "bio-u": "BIO", - "spells-u": "SPELLS", + "spells-u": "POWERS", "feats-u": "FEATS", "review-u": "REVIEW", "char-name-u": "CHARACTER NAME", @@ -306,7 +306,7 @@ "damage2:-u": "DAMAGE2:", "saving-throw:-u": "SAVING THROW:", "vs-dc:-u": "VS DC:", - "spell-u": "SPELL", + "spell-u": "POWER", "flat-u": "FLAT", "save": "Save", "save-effect:-u": "SAVE EFFECT:", @@ -314,7 +314,7 @@ "ammunition:-u": "AMMUNITION:", "description:-u": "DESCRIPTION:", "description-place": "Double Tap | Light", - "atk-spellcasting-u": "ATTACKS & SPELLCASTING", + "atk-spellcasting-u": "ATTACKS & POWERCASTING", "credits-u": "$", "warning-armor-sets-u": "WARNING - AC IS NOT INCORRECT. UNEQUIP EXTRA ARMOR OR SHIELD FROM ITEM DETAILS.", "item-name-u": "ITEM NAME", @@ -350,7 +350,7 @@ "add-feats-traits-u": "ADDITIONAL FEATURES & TRAITS", "feat-u": "FEAT", "treasure-u": "TREASURE", - "spell-save-dc-u": "SPELL SAVE DC", + "spell-save-dc-u": "POWER SAVE DC", "cantrips-u": "CANTRIPS", "casting-time:-u": "CASTING TIME:", "casting-time:": "Casting Time:", @@ -412,7 +412,7 @@ "portions-sheet-utilize": "Portions of this sheet utilize content from the System Reference Document 5.0 under the OGL License. View OGL License and Copyright Notice. https://wiki.roll20.net/SRD_5.0_OGL_License", "api-required-title": "Try it now with easy one click API installation available with your Pro subscription.", "api-required-u": "(API REQUIRED)", - "spell_dc_mod:-u": "SPELL SAVE DC MOD:", + "spell_dc_mod:-u": "POWER SAVE DC MOD:", "custom_ac:-u": "CUSTOM AC:", "npc-info": "The NPC option sets new characters to default to the NPC card style sheet. Useful if the player characters have already been created and all new character sheets added to the game will likely representing non player characters.", "npc-pc": "NPC/PC", @@ -467,9 +467,9 @@ "slots_total-u": "SLOTS TOTAL", "slots_remaining-u": "SLOTS REMAINING", "level-calculations:-u": "AUTO LEVEL CALCULATIONS:", - "spell_slot_modifiers-u": "SPELL SLOT MODIFIERS", + "spell_slot_modifiers-u": "POWER SLOT MODIFIERS", "lvl-u": "LEVEL", - "include_spell_desc:-u": "INCLUDE SPELL DESCRIPTION IN ATTACK:", + "include_spell_desc:-u": "INCLUDE POWER DESCRIPTION IN ATTACK:", "token_size-u": "TOKEN SIZE", "add-dex-tiebreaker-u": "ADD DEX TIEBREAKER TO INITIATIVE", "initiative-style:-u": "INITIATIVE STYLE:", @@ -487,7 +487,7 @@ "partial": "Partial", "show_all": "Show All", "cr_only": "C&R Only", - "spell-icons:-u": "SPELL ICONS:", + "spell-icons:-u": "POWER ICONS:", "custom-pb:-u": "CUSTOM PROFICIENCY BONUS:", "show-global-attack-field-u": "SHOW GLOBAL ATTACK MODIFIER FIELD", "show-global-damage-field-u": "SHOW GLOBAL DAMAGE MODIFIER FIELD", @@ -523,6 +523,10 @@ "sentinel": "Sentinel", "soldier": "Soldier", "vanguard": "Vanguard", + "experiment": "Experiment", + "explorer": "Explorer", + "musician": "Musician", + "tracker": "Tracker", "innate:-u": "INNATE:", "mod:-u": "MOD:", "hpmods:-u": "HP MODIFIERS:", @@ -535,7 +539,7 @@ "charmancer-choose-race": "Choose a Race:", "charmancer-custom-race-name": "Custom Race Name:", "suggested-abilities": "Suggested Abilities: ", - "class-spellcasting": "Class Spellcasting Ability: ", + "class-spellcasting": "Class powercasting Ability: ", "ability-score-increase": "Ability Score Increase:", "lawful-good": "Lawful Good", "neutral-good": "Neutral Good", diff --git a/MassEffect_5e/translations/sv.json b/MassEffect_5e/translations/sv.json index 201da94dbb..5c2fb2354d 100644 --- a/MassEffect_5e/translations/sv.json +++ b/MassEffect_5e/translations/sv.json @@ -57,8 +57,8 @@ "npc-langs-place": "Binary", "challenge-u": "CHALLENGE", "xp-u": "XP", - "spellcast-npc-u": "SPELLCASTING NPC", - "spell-ability-u": "SPELLCASTING ABILITY", + "spellcast-npc-u": "POWERCASTING NPC", + "spell-ability-u": "POWERCASTING ABILITY", "none-u": "NONE", "strength-u": "STRENGTH", "strength-save-u": "STRENGTH SAVE", @@ -72,9 +72,9 @@ "wisdom-save-u": "WISDOM SAVE", "charisma-u": "CHARISMA", "charisma-save-u": "CHARISMA SAVE", - "spell-dc-u": "SPELL DC", - "spell-atk-bonus-u": "SPELL ATTACK BONUS", - "sentinel-spell-level-u": "SENTINEL SPELL LEVEL", + "spell-dc-u": "POWER SAVE DC", + "spell-atk-bonus-u": "POWER ATTACK BONUS", + "sentinel-spell-level-u": "SENTINEL POWER LEVEL", "tech-points-u": "TECH POINTS */MAX", "tech-points-spend-u": "TECH POINTS MAX SPEND", "has-reaction-u": "HAS REACTIONS", @@ -160,7 +160,7 @@ "reactions": "Reactions", "npc-repeating-name-place": "Parry.", "npc-repeating-desc-place": "The creature adds 2 to its AC against...", - "spells": "Spells", + "spells": "Powers", "prep-u": "PREP", "school:-u": "SCHOOL:", "biotic": "Biotic", @@ -179,8 +179,8 @@ "duration:": "Duration:", "difficulty-class-abv": "DC", "output:-u": "OUTPUT:", - "spellcard-u": "SPELLCARD", - "spell-atk:-u": "SPELL ATTACK:", + "spellcard-u": "POWERCARD", + "spell-atk:-u": "POWER ATTACK:", "none": "Inga", "dmg:-u": "DAMAGE:", "dmg2:-u": "DAMAGE2:", @@ -199,7 +199,7 @@ "disadv-u": "DISADVANTAGE", "core-u": "CORE", "bio-u": "BIO", - "spells-u": "SPELLS", + "spells-u": "POWERS", "feats-u": "FEATS", "review-u": "REVIEW", "char-name-u": "CHARACTER NAME", @@ -306,7 +306,7 @@ "damage2:-u": "DAMAGE2:", "saving-throw:-u": "SAVING THROW:", "vs-dc:-u": "VS DC:", - "spell-u": "SPELL", + "spell-u": "POWER", "flat-u": "FLAT", "save": "Save", "save-effect:-u": "SAVE EFFECT:", @@ -314,7 +314,7 @@ "ammunition:-u": "AMMUNITION:", "description:-u": "DESCRIPTION:", "description-place": "Double Tap | Light", - "atk-spellcasting-u": "ATTACKS & SPELLCASTING", + "atk-spellcasting-u": "ATTACKS & POWERCASTING", "credits-u": "$", "warning-armor-sets-u": "WARNING - AC IS NOT INCORRECT. UNEQUIP EXTRA ARMOR OR SHIELD FROM ITEM DETAILS.", "item-name-u": "ITEM NAME", @@ -350,7 +350,7 @@ "add-feats-traits-u": "ADDITIONAL FEATURES & TRAITS", "feat-u": "FEAT", "treasure-u": "TREASURE", - "spell-save-dc-u": "SPELL SAVE DC", + "spell-save-dc-u": "POWER SAVE DC", "cantrips-u": "CANTRIPS", "casting-time:-u": "CASTING TIME:", "casting-time:": "Casting Time:", @@ -412,7 +412,7 @@ "portions-sheet-utilize": "Portions of this sheet utilize content from the System Reference Document 5.0 under the OGL License. View OGL License and Copyright Notice. https://wiki.roll20.net/SRD_5.0_OGL_License", "api-required-title": "Try it now with easy one click API installation available with your Pro subscription.", "api-required-u": "(API REQUIRED)", - "spell_dc_mod:-u": "SPELL SAVE DC MOD:", + "spell_dc_mod:-u": "POWER SAVE DC MOD:", "custom_ac:-u": "CUSTOM AC:", "npc-info": "The NPC option sets new characters to default to the NPC card style sheet. Useful if the player characters have already been created and all new character sheets added to the game will likely representing non player characters.", "npc-pc": "NPC/PC", @@ -467,9 +467,9 @@ "slots_total-u": "SLOTS TOTAL", "slots_remaining-u": "SLOTS REMAINING", "level-calculations:-u": "AUTO LEVEL CALCULATIONS:", - "spell_slot_modifiers-u": "SPELL SLOT MODIFIERS", + "spell_slot_modifiers-u": "POWER SLOT MODIFIERS", "lvl-u": "LEVEL", - "include_spell_desc:-u": "INCLUDE SPELL DESCRIPTION IN ATTACK:", + "include_spell_desc:-u": "INCLUDE POWER DESCRIPTION IN ATTACK:", "token_size-u": "TOKEN SIZE", "add-dex-tiebreaker-u": "ADD DEX TIEBREAKER TO INITIATIVE", "initiative-style:-u": "INITIATIVE STYLE:", @@ -487,7 +487,7 @@ "partial": "Partial", "show_all": "Visa allt", "cr_only": "C&R Only", - "spell-icons:-u": "SPELL ICONS:", + "spell-icons:-u": "POWER ICONS:", "custom-pb:-u": "CUSTOM PROFICIENCY BONUS:", "show-global-attack-field-u": "SHOW GLOBAL ATTACK MODIFIER FIELD", "show-global-damage-field-u": "SHOW GLOBAL DAMAGE MODIFIER FIELD", @@ -523,6 +523,10 @@ "sentinel": "Sentinel", "soldier": "Soldier", "vanguard": "Vanguard", + "experiment": "Experiment", + "explorer": "Explorer", + "musician": "Musician", + "tracker": "Tracker", "innate:-u": "INNATE:", "mod:-u": "MOD:", "hpmods:-u": "HP MODIFIERS:", @@ -535,7 +539,7 @@ "charmancer-choose-race": "Choose a Race:", "charmancer-custom-race-name": "Custom Race Name:", "suggested-abilities": "Suggested Abilities: ", - "class-spellcasting": "Class Spellcasting Ability: ", + "class-spellcasting": "Class powercasting Ability: ", "ability-score-increase": "Ability Score Increase:", "lawful-good": "Lawful Good", "neutral-good": "Neutral Good", diff --git a/MassEffect_5e/translations/tr.json b/MassEffect_5e/translations/tr.json index 54b7805921..1bec3fd84a 100644 --- a/MassEffect_5e/translations/tr.json +++ b/MassEffect_5e/translations/tr.json @@ -57,8 +57,8 @@ "npc-langs-place": "Binary", "challenge-u": "CHALLENGE", "xp-u": "XP", - "spellcast-npc-u": "SPELLCASTING NPC", - "spell-ability-u": "SPELLCASTING ABILITY", + "spellcast-npc-u": "POWERCASTING NPC", + "spell-ability-u": "POWERCASTING ABILITY", "none-u": "NONE", "strength-u": "STRENGTH", "strength-save-u": "STRENGTH SAVE", @@ -72,9 +72,9 @@ "wisdom-save-u": "WISDOM SAVE", "charisma-u": "CHARISMA", "charisma-save-u": "CHARISMA SAVE", - "spell-dc-u": "SPELL DC", - "spell-atk-bonus-u": "SPELL ATTACK BONUS", - "sentinel-spell-level-u": "SENTINEL SPELL LEVEL", + "spell-dc-u": "POWER SAVE DC", + "spell-atk-bonus-u": "POWER ATTACK BONUS", + "sentinel-spell-level-u": "SENTINEL POWER LEVEL", "tech-points-u": "TECH POINTS */MAX", "tech-points-spend-u": "TECH POINTS MAX SPEND", "has-reaction-u": "HAS REACTIONS", @@ -160,7 +160,7 @@ "reactions": "Reactions", "npc-repeating-name-place": "Parry.", "npc-repeating-desc-place": "The creature adds 2 to its AC against...", - "spells": "Spells", + "spells": "Powers", "prep-u": "PREP", "school:-u": "SCHOOL:", "biotic": "Biotic", @@ -179,8 +179,8 @@ "duration:": "Duration:", "difficulty-class-abv": "DC", "output:-u": "OUTPUT:", - "spellcard-u": "SPELLCARD", - "spell-atk:-u": "SPELL ATTACK:", + "spellcard-u": "POWERCARD", + "spell-atk:-u": "POWER ATTACK:", "none": "None", "dmg:-u": "DAMAGE:", "dmg2:-u": "DAMAGE2:", @@ -199,7 +199,7 @@ "disadv-u": "DISADVANTAGE", "core-u": "CORE", "bio-u": "BIO", - "spells-u": "SPELLS", + "spells-u": "POWERS", "feats-u": "FEATS", "review-u": "REVIEW", "char-name-u": "CHARACTER NAME", @@ -306,7 +306,7 @@ "damage2:-u": "DAMAGE2:", "saving-throw:-u": "SAVING THROW:", "vs-dc:-u": "VS DC:", - "spell-u": "SPELL", + "spell-u": "POWER", "flat-u": "FLAT", "save": "Save", "save-effect:-u": "SAVE EFFECT:", @@ -314,7 +314,7 @@ "ammunition:-u": "AMMUNITION:", "description:-u": "DESCRIPTION:", "description-place": "Double Tap | Light", - "atk-spellcasting-u": "ATTACKS & SPELLCASTING", + "atk-spellcasting-u": "ATTACKS & POWERCASTING", "credits-u": "$", "warning-armor-sets-u": "WARNING - AC IS NOT INCORRECT. UNEQUIP EXTRA ARMOR OR SHIELD FROM ITEM DETAILS.", "item-name-u": "ITEM NAME", @@ -350,7 +350,7 @@ "add-feats-traits-u": "ADDITIONAL FEATURES & TRAITS", "feat-u": "FEAT", "treasure-u": "TREASURE", - "spell-save-dc-u": "SPELL SAVE DC", + "spell-save-dc-u": "POWER SAVE DC", "cantrips-u": "CANTRIPS", "casting-time:-u": "CASTING TIME:", "casting-time:": "Casting Time:", @@ -412,7 +412,7 @@ "portions-sheet-utilize": "Portions of this sheet utilize content from the System Reference Document 5.0 under the OGL License. View OGL License and Copyright Notice. https://wiki.roll20.net/SRD_5.0_OGL_License", "api-required-title": "Try it now with easy one click API installation available with your Pro subscription.", "api-required-u": "(API REQUIRED)", - "spell_dc_mod:-u": "SPELL SAVE DC MOD:", + "spell_dc_mod:-u": "POWER SAVE DC MOD:", "custom_ac:-u": "CUSTOM AC:", "npc-info": "The NPC option sets new characters to default to the NPC card style sheet. Useful if the player characters have already been created and all new character sheets added to the game will likely representing non player characters.", "npc-pc": "NPC/PC", @@ -467,9 +467,9 @@ "slots_total-u": "SLOTS TOTAL", "slots_remaining-u": "SLOTS REMAINING", "level-calculations:-u": "AUTO LEVEL CALCULATIONS:", - "spell_slot_modifiers-u": "SPELL SLOT MODIFIERS", + "spell_slot_modifiers-u": "POWER SLOT MODIFIERS", "lvl-u": "LEVEL", - "include_spell_desc:-u": "INCLUDE SPELL DESCRIPTION IN ATTACK:", + "include_spell_desc:-u": "INCLUDE POWER DESCRIPTION IN ATTACK:", "token_size-u": "TOKEN SIZE", "add-dex-tiebreaker-u": "ADD DEX TIEBREAKER TO INITIATIVE", "initiative-style:-u": "INITIATIVE STYLE:", @@ -487,7 +487,7 @@ "partial": "Partial", "show_all": "Hepsini Göster", "cr_only": "C&R Only", - "spell-icons:-u": "SPELL ICONS:", + "spell-icons:-u": "POWER ICONS:", "custom-pb:-u": "CUSTOM PROFICIENCY BONUS:", "show-global-attack-field-u": "SHOW GLOBAL ATTACK MODIFIER FIELD", "show-global-damage-field-u": "SHOW GLOBAL DAMAGE MODIFIER FIELD", @@ -523,6 +523,10 @@ "sentinel": "Sentinel", "soldier": "Soldier", "vanguard": "Vanguard", + "experiment": "Experiment", + "explorer": "Explorer", + "musician": "Musician", + "tracker": "Tracker", "innate:-u": "INNATE:", "mod:-u": "MOD:", "hpmods:-u": "HP MODIFIERS:", @@ -535,7 +539,7 @@ "charmancer-choose-race": "Choose a Race:", "charmancer-custom-race-name": "Custom Race Name:", "suggested-abilities": "Suggested Abilities: ", - "class-spellcasting": "Class Spellcasting Ability: ", + "class-spellcasting": "Class powercasting Ability: ", "ability-score-increase": "Ability Score Increase:", "lawful-good": "Lawful Good", "neutral-good": "Neutral Good", diff --git a/MassEffect_5e/translations/uk.json b/MassEffect_5e/translations/uk.json index 5a7ab4cd33..773b214bf3 100644 --- a/MassEffect_5e/translations/uk.json +++ b/MassEffect_5e/translations/uk.json @@ -57,8 +57,8 @@ "npc-langs-place": "Binary", "challenge-u": "CHALLENGE", "xp-u": "XP", - "spellcast-npc-u": "SPELLCASTING NPC", - "spell-ability-u": "SPELLCASTING ABILITY", + "spellcast-npc-u": "POWERCASTING NPC", + "spell-ability-u": "POWERCASTING ABILITY", "none-u": "NONE", "strength-u": "STRENGTH", "strength-save-u": "STRENGTH SAVE", @@ -72,9 +72,9 @@ "wisdom-save-u": "WISDOM SAVE", "charisma-u": "CHARISMA", "charisma-save-u": "CHARISMA SAVE", - "spell-dc-u": "SPELL DC", - "spell-atk-bonus-u": "SPELL ATTACK BONUS", - "sentinel-spell-level-u": "SENTINEL SPELL LEVEL", + "spell-dc-u": "POWER SAVE DC", + "spell-atk-bonus-u": "POWER ATTACK BONUS", + "sentinel-spell-level-u": "SENTINEL POWER LEVEL", "tech-points-u": "TECH POINTS */MAX", "tech-points-spend-u": "TECH POINTS MAX SPEND", "has-reaction-u": "HAS REACTIONS", @@ -160,7 +160,7 @@ "reactions": "Reactions", "npc-repeating-name-place": "Parry.", "npc-repeating-desc-place": "The creature adds 2 to its AC against...", - "spells": "Spells", + "spells": "Powers", "prep-u": "PREP", "school:-u": "SCHOOL:", "biotic": "Biotic", @@ -179,8 +179,8 @@ "duration:": "Duration:", "difficulty-class-abv": "DC", "output:-u": "OUTPUT:", - "spellcard-u": "SPELLCARD", - "spell-atk:-u": "SPELL ATTACK:", + "spellcard-u": "POWERCARD", + "spell-atk:-u": "POWER ATTACK:", "none": "None", "dmg:-u": "DAMAGE:", "dmg2:-u": "DAMAGE2:", @@ -199,7 +199,7 @@ "disadv-u": "DISADVANTAGE", "core-u": "CORE", "bio-u": "BIO", - "spells-u": "SPELLS", + "spells-u": "POWERS", "feats-u": "FEATS", "review-u": "REVIEW", "char-name-u": "CHARACTER NAME", @@ -306,7 +306,7 @@ "damage2:-u": "DAMAGE2:", "saving-throw:-u": "SAVING THROW:", "vs-dc:-u": "VS DC:", - "spell-u": "SPELL", + "spell-u": "POWER", "flat-u": "FLAT", "save": "Save", "save-effect:-u": "SAVE EFFECT:", @@ -314,7 +314,7 @@ "ammunition:-u": "AMMUNITION:", "description:-u": "DESCRIPTION:", "description-place": "Double Tap | Light", - "atk-spellcasting-u": "ATTACKS & SPELLCASTING", + "atk-spellcasting-u": "ATTACKS & POWERCASTING", "credits-u": "$", "warning-armor-sets-u": "WARNING - AC IS NOT INCORRECT. UNEQUIP EXTRA ARMOR OR SHIELD FROM ITEM DETAILS.", "item-name-u": "ITEM NAME", @@ -350,7 +350,7 @@ "add-feats-traits-u": "ADDITIONAL FEATURES & TRAITS", "feat-u": "FEAT", "treasure-u": "TREASURE", - "spell-save-dc-u": "SPELL SAVE DC", + "spell-save-dc-u": "POWER SAVE DC", "cantrips-u": "CANTRIPS", "casting-time:-u": "CASTING TIME:", "casting-time:": "Casting Time:", @@ -412,7 +412,7 @@ "portions-sheet-utilize": "Portions of this sheet utilize content from the System Reference Document 5.0 under the OGL License. View OGL License and Copyright Notice. https://wiki.roll20.net/SRD_5.0_OGL_License", "api-required-title": "Try it now with easy one click API installation available with your Pro subscription.", "api-required-u": "(API REQUIRED)", - "spell_dc_mod:-u": "SPELL SAVE DC MOD:", + "spell_dc_mod:-u": "POWER SAVE DC MOD:", "custom_ac:-u": "CUSTOM AC:", "npc-info": "The NPC option sets new characters to default to the NPC card style sheet. Useful if the player characters have already been created and all new character sheets added to the game will likely representing non player characters.", "npc-pc": "NPC/PC", @@ -467,9 +467,9 @@ "slots_total-u": "SLOTS TOTAL", "slots_remaining-u": "SLOTS REMAINING", "level-calculations:-u": "AUTO LEVEL CALCULATIONS:", - "spell_slot_modifiers-u": "SPELL SLOT MODIFIERS", + "spell_slot_modifiers-u": "POWER SLOT MODIFIERS", "lvl-u": "LEVEL", - "include_spell_desc:-u": "INCLUDE SPELL DESCRIPTION IN ATTACK:", + "include_spell_desc:-u": "INCLUDE POWER DESCRIPTION IN ATTACK:", "token_size-u": "TOKEN SIZE", "add-dex-tiebreaker-u": "ADD DEX TIEBREAKER TO INITIATIVE", "initiative-style:-u": "INITIATIVE STYLE:", @@ -487,7 +487,7 @@ "partial": "Partial", "show_all": "Show All", "cr_only": "C&R Only", - "spell-icons:-u": "SPELL ICONS:", + "spell-icons:-u": "POWER ICONS:", "custom-pb:-u": "CUSTOM PROFICIENCY BONUS:", "show-global-attack-field-u": "SHOW GLOBAL ATTACK MODIFIER FIELD", "show-global-damage-field-u": "SHOW GLOBAL DAMAGE MODIFIER FIELD", @@ -523,6 +523,10 @@ "sentinel": "Sentinel", "soldier": "Soldier", "vanguard": "Vanguard", + "experiment": "Experiment", + "explorer": "Explorer", + "musician": "Musician", + "tracker": "Tracker", "innate:-u": "INNATE:", "mod:-u": "MOD:", "hpmods:-u": "HP MODIFIERS:", @@ -535,7 +539,7 @@ "charmancer-choose-race": "Choose a Race:", "charmancer-custom-race-name": "Custom Race Name:", "suggested-abilities": "Suggested Abilities: ", - "class-spellcasting": "Class Spellcasting Ability: ", + "class-spellcasting": "Class powercasting Ability: ", "ability-score-increase": "Ability Score Increase:", "lawful-good": "Lawful Good", "neutral-good": "Neutral Good", diff --git a/MassEffect_5e/translations/zh.json b/MassEffect_5e/translations/zh.json index 230d9aa140..e4ca353771 100644 --- a/MassEffect_5e/translations/zh.json +++ b/MassEffect_5e/translations/zh.json @@ -57,8 +57,8 @@ "npc-langs-place": "Binary", "challenge-u": "CHALLENGE", "xp-u": "XP", - "spellcast-npc-u": "SPELLCASTING NPC", - "spell-ability-u": "SPELLCASTING ABILITY", + "spellcast-npc-u": "POWERCASTING NPC", + "spell-ability-u": "POWERCASTING ABILITY", "none-u": "NONE", "strength-u": "STRENGTH", "strength-save-u": "STRENGTH SAVE", @@ -72,9 +72,9 @@ "wisdom-save-u": "WISDOM SAVE", "charisma-u": "CHARISMA", "charisma-save-u": "CHARISMA SAVE", - "spell-dc-u": "SPELL DC", - "spell-atk-bonus-u": "SPELL ATTACK BONUS", - "sentinel-spell-level-u": "SENTINEL SPELL LEVEL", + "spell-dc-u": "POWER SAVE DC", + "spell-atk-bonus-u": "POWER ATTACK BONUS", + "sentinel-spell-level-u": "SENTINEL POWER LEVEL", "tech-points-u": "TECH POINTS */MAX", "tech-points-spend-u": "TECH POINTS MAX SPEND", "has-reaction-u": "HAS REACTIONS", @@ -160,7 +160,7 @@ "reactions": "反應", "npc-repeating-name-place": "Parry.", "npc-repeating-desc-place": "The creature adds 2 to its AC against...", - "spells": "法術", + "spells": "Powers", "prep-u": "PREP", "school:-u": "SCHOOL:", "biotic": "Biotic", @@ -179,8 +179,8 @@ "duration:": "Duration:", "difficulty-class-abv": "DC", "output:-u": "OUTPUT:", - "spellcard-u": "SPELLCARD", - "spell-atk:-u": "SPELL ATTACK:", + "spellcard-u": "POWERCARD", + "spell-atk:-u": "POWER ATTACK:", "none": "無", "dmg:-u": "DAMAGE:", "dmg2:-u": "DAMAGE2:", @@ -199,7 +199,7 @@ "disadv-u": "DISADVANTAGE", "core-u": "CORE", "bio-u": "BIO", - "spells-u": "SPELLS", + "spells-u": "POWERS", "feats-u": "專長", "review-u": "REVIEW", "char-name-u": "CHARACTER NAME", @@ -306,7 +306,7 @@ "damage2:-u": "DAMAGE2:", "saving-throw:-u": "SAVING THROW:", "vs-dc:-u": "VS DC:", - "spell-u": "SPELL", + "spell-u": "POWER", "flat-u": "FLAT", "save": "豁免", "save-effect:-u": "SAVE EFFECT:", @@ -314,7 +314,7 @@ "ammunition:-u": "AMMUNITION:", "description:-u": "DESCRIPTION:", "description-place": "Double Tap | Light", - "atk-spellcasting-u": "ATTACKS & SPELLCASTING", + "atk-spellcasting-u": "ATTACKS & POWERCASTING", "credits-u": "$", "warning-armor-sets-u": "WARNING - AC IS NOT INCORRECT. UNEQUIP EXTRA ARMOR OR SHIELD FROM ITEM DETAILS.", "item-name-u": "ITEM NAME", @@ -350,7 +350,7 @@ "add-feats-traits-u": "ADDITIONAL FEATURES & TRAITS", "feat-u": "FEAT", "treasure-u": "TREASURE", - "spell-save-dc-u": "SPELL SAVE DC", + "spell-save-dc-u": "POWER SAVE DC", "cantrips-u": "CANTRIPS", "casting-time:-u": "CASTING TIME:", "casting-time:": "Casting Time:", @@ -412,7 +412,7 @@ "portions-sheet-utilize": "Portions of this sheet utilize content from the System Reference Document 5.0 under the OGL License. View OGL License and Copyright Notice. https://wiki.roll20.net/SRD_5.0_OGL_License", "api-required-title": "Try it now with easy one click API installation available with your Pro subscription.", "api-required-u": "(API REQUIRED)", - "spell_dc_mod:-u": "SPELL SAVE DC MOD:", + "spell_dc_mod:-u": "POWER SAVE DC MOD:", "custom_ac:-u": "CUSTOM AC:", "npc-info": "The NPC option sets new characters to default to the NPC card style sheet. Useful if the player characters have already been created and all new character sheets added to the game will likely representing non player characters.", "npc-pc": "NPC/PC", @@ -467,9 +467,9 @@ "slots_total-u": "SLOTS TOTAL", "slots_remaining-u": "SLOTS REMAINING", "level-calculations:-u": "AUTO LEVEL CALCULATIONS:", - "spell_slot_modifiers-u": "SPELL SLOT MODIFIERS", + "spell_slot_modifiers-u": "POWER SLOT MODIFIERS", "lvl-u": "LEVEL", - "include_spell_desc:-u": "INCLUDE SPELL DESCRIPTION IN ATTACK:", + "include_spell_desc:-u": "INCLUDE POWER DESCRIPTION IN ATTACK:", "token_size-u": "TOKEN SIZE", "add-dex-tiebreaker-u": "ADD DEX TIEBREAKER TO INITIATIVE", "initiative-style:-u": "INITIATIVE STYLE:", @@ -487,7 +487,7 @@ "partial": "Partial", "show_all": "顯示全部", "cr_only": "C&R Only", - "spell-icons:-u": "SPELL ICONS:", + "spell-icons:-u": "POWER ICONS:", "custom-pb:-u": "CUSTOM PROFICIENCY BONUS:", "show-global-attack-field-u": "SHOW GLOBAL ATTACK MODIFIER FIELD", "show-global-damage-field-u": "SHOW GLOBAL DAMAGE MODIFIER FIELD", @@ -523,6 +523,10 @@ "sentinel": "Sentinel", "soldier": "Soldier", "vanguard": "Vanguard", + "experiment": "Experiment", + "explorer": "Explorer", + "musician": "Musician", + "tracker": "Tracker", "innate:-u": "INNATE:", "mod:-u": "MOD:", "hpmods:-u": "HP MODIFIERS:", @@ -535,7 +539,7 @@ "charmancer-choose-race": "Choose a Race:", "charmancer-custom-race-name": "Custom Race Name:", "suggested-abilities": "Suggested Abilities: ", - "class-spellcasting": "Class Spellcasting Ability: ", + "class-spellcasting": "Class powercasting Ability: ", "ability-score-increase": "Ability Score Increase:", "lawful-good": "Lawful Good", "neutral-good": "Neutral Good", diff --git a/Monster of the Week Official/MotWCSS.css b/Monster of the Week Official/MotWCSS.css index e2389c2433..22f393215f 100644 --- a/Monster of the Week Official/MotWCSS.css +++ b/Monster of the Week Official/MotWCSS.css @@ -1,4 +1,4 @@ -@import url("https://fonts.googleapis.com/css?family=Special+Elite&display=swap&family=SpecialElite"); +@import url("https://fonts.googleapis.com/css?family=Special+Elite&display=swap"); .feff-bug { display: inherit; @@ -32,8 +32,12 @@ .sheet-KItem-Type-Phenomenon, .sheet-KItem-Type-Text, div.sheet-Keeper, +div.sheet-Teams, +.sheet-SkinCheck[value="-2"] ~ div.sheet-NoKeep, .sheet-SkinCheck[value="-1"] ~ div.sheet-NoKeep, .sheet-SkinCheck[value="0"] ~ div div.sheet-NoNull, +.sheet-TeamCheck[value="0"] ~ div div.sheet-NoNull, +.sheet-TeamCheck[value="0"] ~ div.sheet-NoNull, div.sheet-Reference, div.sheet-Expander { @@ -69,6 +73,22 @@ span.sheet-Actionscientist, div.sheet-Actionscientist, span.sheet-Constructed, div.sheet-Constructed, span.sheet-Spooktacular, div.sheet-Spooktacular, span.sheet-Hardcase2020, div.sheet-Hardcase2020, +span.sheet-TeamPick, div.sheet-TeamPick, +span.sheet-Agents, div.sheet-Agents, +span.sheet-Road, div.sheet-Road, +span.sheet-Entourage, div.sheet-Entourage, +span.sheet-Guardians, div.sheet-Guardians, +span.sheet-IMPS, div.sheet-IMPS, +span.sheet-Crisis, div.sheet-Crisis, +span.sheet-Survivors, div.sheet-Survivors, +span.sheet-League, div.sheet-League, +span.sheet-Mercenaries, div.sheet-Mercenaries, +span.sheet-MysteryClub, div.sheet-MysteryClub, +span.sheet-NightShift, div.sheet-NightShift, +span.sheet-SuburbanWatch, div.sheet-SuburbanWatch, +span.sheet-Band, div.sheet-Band, +span.sheet-Whistleblowers, div.sheet-Whistleblowers, +span.sheet-Fugitives, div.sheet-Fugitives, span.sheet-Custom, div.sheet-Custom { display: none; @@ -81,7 +101,7 @@ span.sheet-Custom, div.sheet-Custom .sheet-KTyper[value="3"] ~ span.sheet-KItem-Type-Minion, .sheet-KTyper[value="4"] ~ span.sheet-KItem-Type-Bystander, .sheet-KTyper[value="5"] ~ span.sheet-KItem-Type-Location, -.sheet-KTyper[value="6"] ~ span.sheet-KItem-Type-Phenomenon +.sheet-KTyper[value="6"] ~ span.sheet-KItem-Type-Phenomenon { display: inline; } @@ -93,13 +113,34 @@ span.sheet-Custom, div.sheet-Custom .sheet-KTyper[value="3"] ~ div.sheet-KItem-Type-Minion, .sheet-KTyper[value="4"] ~ div.sheet-KItem-Type-Bystander, .sheet-KTyper[value="5"] ~ div.sheet-KItem-Type-Location, -.sheet-KTyper[value="6"] ~ div.sheet-KItem-Type-Phenomenon +.sheet-KTyper[value="6"] ~ div.sheet-KItem-Type-Phenomenon { display: block; } /* SkinCheck value 28 is unallocated; keep in mind for future playbooks */ +.sheet-TeamCheck[value="0"] ~ div.sheet-TeamPick, +.sheet-TeamCheck[value="1"] ~ div.sheet-Agents, +.sheet-TeamCheck[value="2"] ~ div.sheet-Road, +.sheet-TeamCheck[value="3"] ~ div.sheet-Entourage, +.sheet-TeamCheck[value="4"] ~ div.sheet-Guardians, +.sheet-TeamCheck[value="5"] ~ div.sheet-IMPS, +.sheet-TeamCheck[value="6"] ~ div.sheet-Crisis, +.sheet-TeamCheck[value="7"] ~ div.sheet-Survivors, +.sheet-TeamCheck[value="8"] ~ div.sheet-League, +.sheet-TeamCheck[value="9"] ~ div.sheet-Mercenaries, +.sheet-TeamCheck[value="10"] ~ div.sheet-MysteryClub, +.sheet-TeamCheck[value="11"] ~ div.sheet-NightShift, +.sheet-TeamCheck[value="12"] ~ div.sheet-SuburbanWatch, +.sheet-TeamCheck[value="13"] ~ div.sheet-Band, +.sheet-TeamCheck[value="14"] ~ div.sheet-Whistleblowers, +.sheet-TeamCheck[value="15"] ~ div.sheet-Fugitives +{ + display: block; +} + +.sheet-SkinCheck[value="-2"] ~ div.sheet-Teams, .sheet-SkinCheck[value="-1"] ~ div.sheet-Keeper, .sheet-SkinCheck[value="0"] ~ div.sheet-Null, .sheet-SkinCheck[value="1"] ~ div.sheet-Chosen, @@ -127,14 +168,18 @@ span.sheet-Custom, div.sheet-Custom .sheet-SkinCheck[value="23"] ~ div.sheet-Summoned, .sheet-SkinCheck[value="24"] ~ div.sheet-Traveler, .sheet-SkinCheck[value="25"] ~ div.sheet-Actionscientist, -.sheet-SkinCheck[value="26"] ~ div.sheet-Hardcase2020, -.sheet-SkinCheck[value="27"] ~ div.sheet-Constructed, +.sheet-SkinCheck[value="26"] ~ div.sheet-Hardcase2020, +.sheet-SkinCheck[value="27"] ~ div.sheet-Constructed, .sheet-SkinCheck[value="29"] ~ div.sheet-Spooktacular, .sheet-SkinCheck[value="99"] ~ div.sheet-Custom { display: block; } +.sheet-TeamCheck[value="0"] ~ div > span > span.sheet-TeamPick, +.sheet-TeamCheck[value="0"] ~ div > span.sheet-TeamPick, +.sheet-SkinCheck[value="-2"] ~ div > span > span.sheet-Teams, +.sheet-SkinCheck[value="-2"] ~ div > span.sheet-Teams, .sheet-SkinCheck[value="-1"] ~ div > span > span.sheet-Keeper, .sheet-SkinCheck[value="-1"] ~ div > span.sheet-Keeper, .sheet-SkinCheck[value="0"] ~ div > span > span.sheet-Null, @@ -201,7 +246,41 @@ span.sheet-Custom, div.sheet-Custom display: inline; } -.sheet-RefToggle[value="1"]:checked ~ div.sheet-Reference, +.sheet-TeamCheck[value="1"] ~ div > span > span.sheet-Agents, +.sheet-TeamCheck[value="1"] ~ div > span.sheet-Agents, +.sheet-TeamCheck[value="2"] ~ div > span > span.sheet-Road, +.sheet-TeamCheck[value="2"] ~ div > span.sheet-Road, +.sheet-TeamCheck[value="3"] ~ div > span > span.sheet-Entourage, +.sheet-TeamCheck[value="3"] ~ div > span.sheet-Entourage, +.sheet-TeamCheck[value="4"] ~ div > span > span.sheet-Guardians, +.sheet-TeamCheck[value="4"] ~ div > span.sheet-Guardians, +.sheet-TeamCheck[value="5"] ~ div > span > span.sheet-IMPS, +.sheet-TeamCheck[value="5"] ~ div > span.sheet-IMPS, +.sheet-TeamCheck[value="6"] ~ div > span > span.sheet-Crisis, +.sheet-TeamCheck[value="6"] ~ div > span.sheet-Crisis, +.sheet-TeamCheck[value="7"] ~ div > span > span.sheet-Survivors, +.sheet-TeamCheck[value="7"] ~ div > span.sheet-Survivors, +.sheet-TeamCheck[value="8"] ~ div > span > span.sheet-League, +.sheet-TeamCheck[value="8"] ~ div > span.sheet-League, +.sheet-TeamCheck[value="9"] ~ div > span > span.sheet-Mercenaries, +.sheet-TeamCheck[value="9"] ~ div > span.sheet-Mercenaries, +.sheet-TeamCheck[value="10"] ~ div > span > span.sheet-MysteryClub, +.sheet-TeamCheck[value="10"] ~ div > span.sheet-MysteryClub, +.sheet-TeamCheck[value="11"] ~ div > span > span.sheet-NightShift, +.sheet-TeamCheck[value="11"] ~ div > span.sheet-NightShift, +.sheet-TeamCheck[value="12"] ~ div > span > span.sheet-SuburbanWatch, +.sheet-TeamCheck[value="12"] ~ div > span.sheet-SuburbanWatch, +.sheet-TeamCheck[value="13"] ~ div > span > span.sheet-Band, +.sheet-TeamCheck[value="13"] ~ div > span.sheet-Band, +.sheet-TeamCheck[value="14"] ~ div > span > span.sheet-Whistleblowers, +.sheet-TeamCheck[value="14"] ~ div > span.sheet-Whistleblowers, +.sheet-TeamCheck[value="15"] ~ div > span > span.sheet-Fugitives, +.sheet-TeamCheck[value="15"] ~ div > span.sheet-Fugitives +{ + display: inline; +} + +.sheet-RefToggle[value="1"]:checked ~ div.sheet-Reference, .sheet-ExpToggle[value="1"]:checked ~ div.sheet-Expander { display: block; @@ -217,14 +296,14 @@ textarea height: auto; } -select.sheet-SkinSelect +select.sheet-SkinSelect { position: relative; } /* I'm not sure why the original implementation wanted the selected playbook to be un-displayed. Was there a fear it would overwrite? */ /* -option.sheet-SkinSelect:checked +option.sheet-SkinSelect:checked { display: none; } @@ -311,7 +390,7 @@ option.sheet-SkinSelect:checked margin-left: 0px; } -.sheet-motw-moveshare .sheet-move, +.sheet-motw-moveshare .sheet-move, .sheet-rolltemplate-motw-dieroll .sheet-move { text-indent: -12px; @@ -324,14 +403,14 @@ option.sheet-SkinSelect:checked border: 1px solid black; } -.sheet-rolltemplate-motw-dieroll .sheet-template-container +.sheet-rolltemplate-motw-dieroll .sheet-template-container { background-color: white; border: 1px solid #990000; } .sheet-rolltemplate-motw-moveshare .sheet-moveshare-title, -.sheet-rolltemplate-motw-dieroll .sheet-dieroll-title +.sheet-rolltemplate-motw-dieroll .sheet-dieroll-title { background-color: black; color: white; @@ -348,20 +427,20 @@ option.sheet-SkinSelect:checked background-color: black; } -.sheet-rolltemplate-motw-dieroll .sheet-dieroll-title +.sheet-rolltemplate-motw-dieroll .sheet-dieroll-title { background-color: #990000; } -.sheet-rolltemplate-motw-moveshare .sheet-moveshare-content, -.sheet-rolltemplate-motw-dieroll .sheet-dieroll-content +.sheet-rolltemplate-motw-moveshare .sheet-moveshare-content, +.sheet-rolltemplate-motw-dieroll .sheet-dieroll-content { background-color: white; padding: 3px; color: black; } -.sheet-rolltemplate-motw-dieroll .sheet-dieroll-content +.sheet-rolltemplate-motw-dieroll .sheet-dieroll-content { padding-top: 6px; } @@ -378,19 +457,19 @@ option.sheet-SkinSelect:checked background-size: 299px auto; } -.sheet-rolltemplate-motw-dieroll .sheet-dieroll-content-failure +.sheet-rolltemplate-motw-dieroll .sheet-dieroll-content-failure { background-image: url("https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Monster%20of%20the%20Week%20Official/pics/result-failure.png"); background-color: white; } -.sheet-rolltemplate-motw-dieroll .sheet-dieroll-content-success +.sheet-rolltemplate-motw-dieroll .sheet-dieroll-content-success { background-image: url("https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Monster%20of%20the%20Week%20Official/pics/result-success.png"); background-color: black; } -.sheet-rolltemplate-motw-dieroll .sheet-dieroll-content-advsuccess +.sheet-rolltemplate-motw-dieroll .sheet-dieroll-content-advsuccess { background-image: url("https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Monster%20of%20the%20Week%20Official/pics/result-advanced-success.png"); background-color: black; @@ -403,9 +482,9 @@ option.sheet-SkinSelect:checked } .sheet-rolltemplate-motw-dieroll .sheet-dieroll-roll .inlinerollresult, -.sheet-rolltemplate-motw-dieroll .sheet-dieroll-content-advsuccess .sheet-dieroll-roll .inlinerollresult, -.sheet-rolltemplate-motw-dieroll .sheet-dieroll-content-success .sheet-dieroll-roll .inlinerollresult, -.sheet-rolltemplate-motw-dieroll .sheet-dieroll-content-failure .sheet-dieroll-roll .inlinerollresult, +.sheet-rolltemplate-motw-dieroll .sheet-dieroll-content-advsuccess .sheet-dieroll-roll .inlinerollresult, +.sheet-rolltemplate-motw-dieroll .sheet-dieroll-content-success .sheet-dieroll-roll .inlinerollresult, +.sheet-rolltemplate-motw-dieroll .sheet-dieroll-content-failure .sheet-dieroll-roll .inlinerollresult, .sheet-rolltemplate-motw-dieroll .sheet-dieroll-content-mixed .sheet-dieroll-roll .inlinerollresult { font-family: 'Special Elite'; @@ -442,7 +521,7 @@ option.sheet-SkinSelect:checked color: #eee; } -button[type=roll].sheet-broadcast-button, +button[type=roll].sheet-broadcast-button, button[type=roll].sheet-2d6-button { border: 0px; padding: 0px; @@ -534,7 +613,7 @@ span.sheet-ExpHeader { color: #999999; } -input[type="checkbox"].sheet-ExpOPBToggle + span.sheet-anglebox + span.sheet-ExpHeader::before, +input[type="checkbox"].sheet-ExpOPBToggle + span.sheet-anglebox + span.sheet-ExpHeader::before, input[type="checkbox"].sheet-ExpToggle + span.sheet-anglebox + span.sheet-ExpHeader::before { content: "Show "; /* I'd love to internationalize this but I don't think CSS allows it */ } @@ -635,6 +714,8 @@ input[type="radio"].sheet-radio:checked ~ span.sheet-grayable i .sheet-ExpToggle[value="1"]:checked ~ .sheet-move > .sheet-checkbox, .sheet-ExpToggle[value="1"]:checked ~ .sheet-move > .sheet-checkbox + .sheet-mainbox, .sheet-ExpToggle[value="1"]:checked ~ .sheet-move > .sheet-checkbox + .sheet-mainbox + .sheet-grayable, +.sheet-ExpToggle[value="1"]:checked ~ .sheet-move > .sheet-checkbox + .sheet-mainbox + .sheet-extrabox, +.sheet-ExpToggle[value="1"]:checked ~ .sheet-move > .sheet-checkbox + .sheet-mainbox + .sheet-extrabox + .sheet-grayable, .sheet-ExpToggle[value="1"]:checked ~ .sheet-move > .sheet-radio, .sheet-ExpToggle[value="1"]:checked ~ .sheet-move > .sheet-radio + .sheet-mainbox, .sheet-ExpToggle[value="1"]:checked ~ .sheet-move > .sheet-radio + .sheet-mainbox + .sheet-grayable @@ -645,6 +726,8 @@ input[type="radio"].sheet-radio:checked ~ span.sheet-grayable i .sheet-ExpToggle[value="1"] ~ .sheet-move > .sheet-checkbox, .sheet-ExpToggle[value="1"] ~ .sheet-move > .sheet-checkbox + .sheet-mainbox, .sheet-ExpToggle[value="1"] ~ .sheet-move > .sheet-checkbox + .sheet-mainbox + .sheet-grayable, +.sheet-ExpToggle[value="1"] ~ .sheet-move > .sheet-checkbox + .sheet-mainbox + .sheet-extrabox, +.sheet-ExpToggle[value="1"] ~ .sheet-move > .sheet-checkbox + .sheet-mainbox + .sheet-extrabox + .sheet-grayable, .sheet-ExpToggle[value="1"] ~ .sheet-move > .sheet-radio, .sheet-ExpToggle[value="1"] ~ .sheet-move > .sheet-radio + .sheet-mainbox, .sheet-ExpToggle[value="1"] ~ .sheet-move > .sheet-radio + .sheet-mainbox + .sheet-grayable @@ -655,6 +738,8 @@ input[type="radio"].sheet-radio:checked ~ span.sheet-grayable i .sheet-ExpToggle[value="1"] ~ .sheet-move > .sheet-checkbox:checked, .sheet-ExpToggle[value="1"] ~ .sheet-move > .sheet-checkbox:checked + .sheet-mainbox, .sheet-ExpToggle[value="1"] ~ .sheet-move > .sheet-checkbox:checked + .sheet-mainbox + .sheet-grayable, +.sheet-ExpToggle[value="1"] ~ .sheet-move > .sheet-checkbox:checked + .sheet-mainbox + .sheet-extrabox, +.sheet-ExpToggle[value="1"] ~ .sheet-move > .sheet-checkbox:checked + .sheet-mainbox + .sheet-extrabox + .sheet-grayable, .sheet-ExpToggle[value="1"] ~ .sheet-move > .sheet-radio:checked, .sheet-ExpToggle[value="1"] ~ .sheet-move > .sheet-radio:checked + .sheet-mainbox, .sheet-ExpToggle[value="1"] ~ .sheet-move > .sheet-radio:checked + .sheet-mainbox + .sheet-grayable @@ -662,13 +747,13 @@ input[type="radio"].sheet-radio:checked ~ span.sheet-grayable i display: inline; } -input[type="checkbox"].sheet-inverted-triggerbox, +input[type="checkbox"].sheet-inverted-triggerbox, input[type="checkbox"].sheet-inverted-triggerbox:checked, input[type="checkbox"].sheet-inverted-triggerbox:checked + div.sheet-triggerframe, input[type="checkbox"].sheet-inverted-triggerbox:checked + span.sheet-triggertext, input[type="checkbox"].sheet-AllyRevealer ~ div.sheet-Ally, input[type="checkbox"].sheet-triggerbox + input[type="checkbox"].sheet-checkbox + span.sheet-altbox, -input[type="checkbox"].sheet-triggerbox, +input[type="checkbox"].sheet-triggerbox, input[type="checkbox"].sheet-triggerbox:checked, input[type="checkbox"].sheet-triggerbox + div.sheet-triggerframe, input[type="checkbox"].sheet-triggerbox + span.sheet-triggertext @@ -890,8 +975,7 @@ div.sheet-KItem-Subtype > div { } .sheet-EditControls textarea, -.sheet-EditControls input[type="text"], -{ +.sheet-EditControls input[type="text"] { width: calc(100% - 10px); } @@ -907,4 +991,4 @@ div.sheet-KItem-Subtype > div { .sheet-space-above { padding-top: 6px; -} \ No newline at end of file +} diff --git a/Monster of the Week Official/MotWHTML.html b/Monster of the Week Official/MotWHTML.html index 72c3364936..f681bfe0de 100644 --- a/Monster of the Week Official/MotWHTML.html +++ b/Monster of the Week Official/MotWHTML.html @@ -1,71 +1,85 @@ + + + +}); - +on("sheet:opened change:harm1 change:harm2 change:harm3 change:harm4 change:harm5 change:harm6 change:harm7 change:moves-constructed1 change:constructed-harm1 change:constructed-harm2 change:constructed-harm3 change:imp-dying change:extra-harm1 change:advimp-dying change:extra-harm2", function() { + const alist = [ "Harm1", "Harm2", "Harm3", "Harm4", "Harm5", "Harm6", "Harm7", "Moves-Constructed1", "Constructed-Harm1", "Constructed-Harm2", "Constructed-Harm3", "Imp-Dying", "Extra-Harm1", "AdvImp-Dying", "Extra-Harm2" ]; + getAttrs(alist,function(a) { + + // Values are "0" if not checked, "on" if checked. First we must adapt for this, as we want them numeric, 0 or 1. + for(var i = 0; i < alist.length; i++) { + var val = a[alist[i]]; + if ( val == "on" || val == "1" || val == "true" || val === true ) { + val = 1; + } else { + val = 0; + } + a[alist[i]] = val; + } + + var atts = {}; + var capacity = 7; + var constructed = false; if ( a["Moves-Constructed1"] == 1 ) { constructed = true; capacity += 3; } + var dying = false; if ( a["Imp-Dying"] == 1 ) { dying = true; capacity += 1; } + var advdying = false; if ( a["AdvImp-Dying"] == 1 ) { advdying = true; capacity += 1; } + var taken = a["Harm1"] + a["Harm2"] + a["Harm3"] + a["Harm4"] + a["Harm5"] + a["Harm6"] + a["Harm7"]; + if ( constructed ) { taken += a["Constructed-Harm1"] + a["Constructed-Harm2"] + a["Constructed-Harm3"]; } + if ( dying ) { taken += a["Extra-Harm1"]; } + if ( advdying ) { taken += a["Extra-Harm2"]; } + var remaining = capacity - taken; + + atts["Harm-TotalCapacity"] = capacity; + atts["Harm-Remaining"] = remaining; + atts["Harm-Taken"] = taken; + + setAttrs(atts); + + }); +}); + +
    {{#stat}} {{stat}} Roll {{/stat}} @@ -172,9648 +186,12497 @@ {{/coda}}
    -
    - - -
    -
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    - Name
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    - -
    - Pronouns
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    - Playbook -
    - -
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    - -
    - Look
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    - - Edit -
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    - Mystery's Concept - -
    - -
    - Mystery's Hook - -
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    Mystery's Concept
    - -
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    The Hook
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    - -
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    Pick Your Playbook
    -
    - Pick your playbook using the menu in the upper right corner or the buttons in the lists below. - Once you pick a playbook, starting stats options are found at the bottom of the first main column (not including the stats column). -
    -
    Monster of the Week Revised Edition Playbooks
    -
    - The Chosen: a once-ordinary person who discovered they have a special destiny, and who has been given the power to accomplish it. The Chosen is good in a fight, with some weird powers. E.g. Buffy from Buffy the Vampire Slayer. -
    -
    - The Crooked: a criminal turned monster hunter, haunted by their past and enemies. The Crooked is good in social situations and has a lot of contacts. E.g. Anna Valmont from The Dresden Files, Peter Bishop from Fringe. -
    -
    - The Divine: an agent of a higher power, with a mission to fulfill. The Divine is very tough and has been granted holy powers. E.g. Castiel from Supernatural; Michael Carpenter from The Dresden Files. -
    -
    - The Expert: the hunter who knows all about monsters and magic. The Expert knows a lot of hidden secrets and how to find out more, and also has a well-supplied base to work from. E.g. Bobby Singer from Supernatural; Rupert Giles from Buffy the Vampire Slayer. -
    -
    - The Flake: a conspiracy theorist. The Flake is great at finding things out and seeing how the events of separate mysteries are connected. E.g. Agent Mulder or the Lone Gunmen from The X-Files. -
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    - The Initiate: a member of an ancient monster-slaying Sect, trained to fight and use magic. The Initiate is good with magic, and their Sect provides help (and sometimes problems). E.g. The Wardens from The Dresden Files; Annelise from the Twenty Palaces series. -
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    - The Monstrous: a monster fighting for the good guys. The Monstrous is very weird, and can have a variety of different powers based on what monster breed they are. E.g. Angel from Buffy the Vampire Slayer and Angel; Bill Compton from True Blood. -
    -
    - The Mundane: just a normal regular person, especially good at dealing with regular people you meet and have to save, and at getting captured by monsters (which can be more useful than you might expect). E.g. Xander or Cordelia from Buffy the Vampire Slayer. -
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    - The Professional: you work for an agency that hunts monsters. The Professional is good in a fight, and a good team player. E.g. Riley and the Initiative from Buffy the Vampire Slayer; Olivia Dunham from Fringe. -
    -
    - The Spell-slinger: a trained wizard, wielding powerful magic in their crusade against evil. The Spell-slinger's arcane training gives them an advantage when dealing with eldritch secrets. E.g. Harry Dresden from The Dresden Files; Willow from Buffy the Vampire Slayer, in the later seasons. -
    -
    - The Spooky: has psychic or magical powers. These powers are strange and sinister ... and not completely under the Spooky's control. E.g. Sam Winchester from Supernatural; Willow from earlier seasons of Buffy the Vampire Slayer. -
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    - The Wronged: revenge-driven, and really tough. The Wronged is all about killing a specific breed of monster and protecting others as you do it. E.g. Dean and John Winchester from Supernatural -
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    Monster of the Week Tome of Mysteries Playbooks
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    - The Gumshoe: The supernatural is just another case for this private eye to solve. A tough, ethical charmer, this shamus is in the fictional tradition that stretches from classic noir characters like Sam Spade and Philip Marlowe to the modern Jessica Jones and Lisbeth Salander. -
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    - The Hex: A witch motivated by the pursuit of forbidden power, using magic more readily—and more recklessly—than other hunters. E.g. Willow during season six of Buffy the Vampire Slayer. -
    -
    - The Pararomantic: A hunter with a loving—but difficult—relationship with a supernatural being. Understands monsters' intentions and can earn their trust, but puts their own heart, and even mortality, at risk. E.g. Elena Gilbert from The Vampire Diaries, Belle from Beauty and the Beast. -
    -
    - The Searcher: After an encounter with weirdness, they dedicated their life to investigating the unexplained. Very strong investigator, especially at working out what sort of thing is going on. Not really a fighter, but has some defensive options. E.g. Roy Neary in Close Encounters of the Third Kind, or (historically) Charles Fort. -
    -
    Reinforcements and Third Party Playbooks
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    - The Exile: A monster hunter from the past who has been transported to the present day. -
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    - The Hard Case: The toughest, hardest to kill fighter. E.g. Ray Lilly from the Twenty Palaces series or Owen Pitt from the Monster Hunter International series. -
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    - The Hard Case (2020): The new Hard Case playbook, significantly different from the original. -
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    - The Luchador: A heroic masked wrestler, fighting to protect the innocent between matches. -
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    - The Meddling Kid: Jinkies! I think there's something more going on here, and old man Smithers seems to be involved! E.g. Scooby-doo and the Scooby gang. -
    -
    - The Sidekick: They worship another hunter on the team, and is good at helping them out. And one day, they'll be just as good as their hero. E.g. Garth from Supernatural. -
    -
    - The Snoop: A journalist looking for the real story behind weird events. Great at finding stuff out, terrible at fighting. E.g. The Ghostfacers from Supernatural. -
    -
    - The Summoned: A creature summoned to end the world but who has decided they do not want to do that. Lots of weird powers, dangerous, and hard to kill. E.g. Hellboy. -
    -
    - The Traveler: A time traveler hunting monsters in the modern day in order to save the future. E.g. The Doctor from Doctor Who. (Brazilian edition Playbook.) -
    -
    - The Action Scientist: A hunter committed to diving into every unknown problem with the tools of science at their command. E.g. Tesladyne scientists, Buckaroo Banzai. -
    -
    - The Constructed: An artificial being created for a specific purpose, animated by strange energies, gifted with free will. E.g. Frankenstein's Monster, Atomic Robo. -
    -
    Playtests
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    - The Spooktacular: A carnival worker with a history of supernatural entertainments as part of a travelling show . E.g. Carnivale. -
    -
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    Brew Your Own
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    - Custom Playbook: A blank shell you can use to create your own. -
    -
    - - -
    - Hunter Moves Reference -
    -
    - Act Under Pressure - -
    -
    When you act under pressure, roll +Cool. - On a 10+ you do what you set out to. - On a 7-9 the Keeper is going to give you a worse outcome, hard choice, or price to pay.
    -
    - Advanced Act Under Pressure (Enabled) -
    - Advanced: On a 12+ you may choose to either do what you wanted and something extra, or to do what you wanted to absolute perfection. -
    -
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    - Help Out - -
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    - When you help another hunter, roll +Cool. - On a 10+ your help grants them +1 to their roll. - On a 7-9 your help grants them +1 to their roll, but you also expose yourself to trouble or danger. -
    -
    - Advanced Help Out (Enabled) -
    - Advanced: On a 12+ your help lets them act as if they just rolled a 12, regardless of what they actually got. -
    -
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    - Investigate a Mystery - -
    -
    - When you investigate a mystery, roll +Sharp. On a 10+ hold 2, and on a 7-9 hold 1. -
    - Current Hold: -
    - One hold can be spent to ask the Keeper one of the following questions: -
      -
    • What happened here?
    • -
    • What sort of creature is it?
    • -
    • What can it do?
    • -
    • What can hurt it?
    • -
    • Where did it go?
    • -
    • What was it going to do?
    • -
    • What is being concealed here?
    • -
    -
    -
    - Advanced Investigate a Mystery (Enabled) -
    - Advanced: On a 12+, you may ask the Keeper any question you want about the mystery, not just the listed ones. -
    -
    -
    - Investigating Phenomena -
    - Hunters dealing with phenomena may ask the following as part of the standard investigate a mystery list of questions: -
      -
    • How is this phenomenon doing this?
    • -
    • What could fix it, cure it, or slow it down?
    • -
    • How far does the effect reach?
    • -
    • What will be affected next?
    • -
    -
    -
    -
    -
    -
    - Investigate a Mystery (Flexible Alternative) - -
    -
    - (This is from Tome of Mysteries, page 29. See that book for a more full discussion.)
    - When you investigate a mystery with your particular techniques and skills, roll +Sharp: -
      -
    • On a 10 or higher, ask the Keeper two general questions or one specific question. Based on how you are investigating, they will tell you honestly and with good detail what you discover.
    • -
    • On a 7 to 9, ask the Keeper one general question. Based on how you are investigating, they will tell you honestly and with reasonable detail what you discover.
    • -
    • On a miss, ask the Keeper one general question. They may answer it as they wish. Regardless of the question and answer, something bad happens.
    • -
    - Moves That Grant Different Questions: Many hunters have moves that grant special questions to ask instead of the usual list. To ensure these moves are still valuable, they now grant one of those special questions in addition to the questions granted by your investigate a mystery move result. -
    - -
    - Advanced Investigate a Mystery (Enabled) -
    - Advanced: On a 12 or higher, as 10 or higher but you may ask one additional question—specific or general, your choice. -
    -
    -
    -
    -
    - Kick Some Ass - -
    -
    - When you get into a fight and kick some ass, roll +Tough. - On a 7+, you and whatever you're fighting inflict harm on each other. - The amount of harm is based on the established dangers in the game. - That usually means you inflict the harm rating of your weapon and your enemy inflicts their attack's harm rating on you. - On a 10+, choose one extra effect: -
      -
    • - You gain the advantage: take +1 forward, or give +1 forward to another hunter. -
    • -
    • - You inflict terrible harm (+1 harm). -
    • -
    • - You suffer less harm (-1 harm). -
    • -
    • - You force them where you want them. -
    • -
    -
    - Advanced Kick Some Ass (Enabled) -
    - Advanced: On a 12+ instead pick an enhanced effect: -
      -
    • - You completely hold the advantage. All hunters involved in the fight get +1 forward. -
    • -
    • - You suffer no harm at all. -
    • -
    • - Your attack inflicts double the normal harm. -
    • -
    • - Your attack drives the enemy away in a rout. -
    • -
    -
    -
    -
    -
    - Manipulate Someone - -
    -
    Once you have given them a reason, tell them what you want them to do and roll +Charm.
    -
    - For a Normal Person... -
    -
    -
      -
    • - On a 10+, then they'll do it for the reason you gave them. If you asked too much, they'll tell you the minimum it would take for them to do it (or if there's no way they'd do it). -
    • -
    • - On a 7-9, they'll do it, but only if you do something for them right now to show that you mean it. If you asked too much, they'll tell you what, if anything, it would take for them to do it. -
    • -
    -
    -
    - Advanced Manipulate Someone (Enabled) -
    - Advanced: On a 12+ not only do they do what you want right now, they also become your ally for the rest of the mystery (or, if you do enough for them, permanently). -
    -
    -
    -
    -
    - For Another Hunter... -
    -
    -
      -
    • - On a 10+, if they do what you ask they mark experience and get +1 forward. -
    • -
    • - On a 7-9, they mark experience if they do what you ask. -
    • -
    • - On a miss, it's up to that hunter to decide how badly you offend or annoy them. They mark experience if they decide not to do what you asked. Monsters and minions cannot normally be manipulated. -
    • -
    -
    -
    - Advanced Manipulate Someone (Enabled) -
    - Advanced: On a 12+ they must act under pressure to resist your request. If they do what you ask, they mark one experience and take +1 ongoing while doing what you asked. -
    -
    -
    -
    -
    -
    -
    - Protect Someone - -
    -
    - When you prevent harm to another character, roll +Tough. - On a 7+, you protect them okay, but you'll suffer some or all of the harm they were going to get. - On a 10+ choose an extra: -
      -
    • - You suffer little harm (-1 harm). -
    • -
    • - All impending danger is now focused on you. -
    • -
    • - You inflict harm on the enemy. -
    • -
    • - You hold the enemy back. -
    • -
    -
    - Advanced Protect Someone (Enabled) -
    - Advanced: on a 12+ both you and the character you are protecting are unharmed and out of danger. If you were protecting a bystander, they also become your ally. -
    -
    -
    -
    - Read a Bad Situation - -
    -
    When you look around and read a bad situation, roll +Sharp. On a 10+ hold 3, and on a 7-9, hold 1.
    - Current Hold: -
    - One hold can be spent to ask the Keeper one of the following questions: -
      -
    • - What's my best way in? -
    • -
    • - What's my best way out? -
    • -
    • - Are there any dangers we haven't noticed? -
    • -
    • - What's the biggest threat? -
    • -
    • - What's most vulnerable to me? -
    • -
    • - What's the best way to protect the victims? -
    • -
    - If you act on the answers, you get +1 ongoing while the information is relevant. -
    -
    - Advanced Read a Bad Situation (Enabled) -
    - Advanced: On a 12+ you may ask the Keeper any question you want about the situation, not just the listed ones. -
    -
    -
    -
    -
    - Use Magic - -
    -
    - When you use magic, say what you're trying to achieve and how you do the spell, then roll +Weird. - On a 10+, the magic works without issues: choose your effect. - On a 7-9, it works imperfectly: choose your effect and a glitch. The Keeper will decide what effect the glitch has. -
    -
    - Advanced Use Magic (Enabled) -
    - Advanced: On a 12+ the Keeper will offer you some added benefit. -
    -
    -
    - Effects -
    -
      -
    • - Inflict harm (1-harm ignore-armour magic obvious). -
    • -
    • - Enchant a weapon. It gets +1 harm and +magic. -
    • -
    • - Do one thing that is beyond human limitations. -
    • -
    • - Bar a place or portal to a specific person or a type of creature. -
    • -
    • - Trap a specific person, minion, or monster. -
    • -
    • - Banish a spirit or curse from the person, object, or place it inhabits. -
    • -
    • - Summon a monster into the world. -
    • -
    • - Communicate with something that you do not share a language with. -
    • -
    • - Observe another place or time. -
    • -
    • - Heal 1-harm from an injury, or cure a disease, or neutralize a poison. -
    • -
    -
    -
    -
    - Glitches -
    -
      -
    • - The effect is weakened. -
    • -
    • - The effect is of short duration. -
    • -
    • - You take 1-harm ignore-armour. -
    • -
    • - The magic draws immediate, unwelcome attention. -
    • -
    • - It has a problematic side effect. -
    • -
    -
    -
    -
    - The Keeper May Say That... -
    -
      -
    • - The spell requires weird materials. -
    • -
    • - The spell will take 10 seconds, 30 seconds, or 1 minute to cast. -
    • -
    • - The spell requires ritual chanting and gestures. -
    • -
    • - The spell requires you to draw arcane symbols. -
    • -
    • - You need one or two people to help cast the spell. -
    • -
    • - You need to refer to a tome of magic for the details. -
    • -
    -
    -
    -
    -
    -
    - Big Magic -
    - Use this when you want more than the Use Magic effects. Tell the Keeper what you want to do. - The Keeper may require: -
      -
    • - You need to spend a lot of time (days or weeks) researching the magic ritual. -
    • -
    • - You need to experiment with the spell – there will be lots of failures before you get it right. -
    • -
    • - You need some rare and weird ingredients and supplies. -
    • -
    • - The spell will take a long time (hours or days) to cast. -
    • -
    • - You need a lot of people (2, 3, 7, 13, or more) to help. -
    • -
    • - The spell needs to be cast at a particular place and/or time. -
    • -
    • - You need to use magic as part of the ritual, perhaps to summon a monster, communicate with something, or bar the portal you opened. -
    • -
    • - It will have a specific side-effect or danger. -
    • -
    - If you meet the requirements, then the magic takes effect. -
    -
    -
    - Alternative Weird Moves -
    -
    - If you're using the alternative weird moves options from Tome of Mysteries, here they are. To keep track, tick the checkbox next to the move you're using. -
    -
    - - - Empath - -
    -
    -
      -
    • - When you open up your brain to feel the emotions of something right there in front of you, roll +Weird: -
    • -
    • - On a 10 or more, you gain a clear impression of their current emotional state and intentions. Take +1 forward when acting on this knowledge. -
    • -
    • - On a 7-9, you gain a hazy impression of their current emotional state and intentions. -
    • -
    • - On a miss, your brain is overwhelmed with emotion. -
    • -
    - You can use empath on anything with emotions, but the less human they are, the less it's safe for you. If the emotions are especially strong or alien, you might need to act under pressure. -
    -
    - Advanced Empath (Enabled) -
    - Advanced: When you advance your empath move, add this: -
      -
    • - On a 12 or more, you get an impression (as for 10 or more), and you may ask one follow-up question that the Keeper will answer honestly. -
    • -
    -
    -
    -
    -
    -
    - - - Illuminated - -
    -
    - When you telepathically ask the Secret Masters for aid, roll +Weird: -
      -
    • - On a 10 or more, the Secret Masters reveal a key fact, clue, or technique that will help you. -
    • -
    • - On a 7-9, the Secret Masters need you to complete a task for them. Once it is done, they reveal a key fact, clue, or technique that will help you. -
    • -
    • - On a miss, the Secret Masters' reply is terrible, garbled, or somehow dangerously wrong. -
    • -
    -
    -
    - Advanced Illuminated (Enabled) -
    - Advanced: When you advance your illuminated move, add this: -
      -
    • - On a 12 or more, the Secret Masters reveal a key fact, clue, or technique that will help you. You may ask one follow-up question that the Keeper will answer honestly. -
    • -
    -
    -
    -
    -
    -
    - - - No Limits - -
    - - When you push your physical body past its limits, roll +Weird: -
      -
    • - On a 10 or more, your body obeys your will, to the limits of physical possibility (see below), for a moment. -
    • -
    • - On a 7-9, you do it but choose one consequence: suffer 1-harm, take –1 forward, or you need to rest right now. -
    • -
    • - On a miss, something goes horribly wrong. -
    • -
    -
    -
    - Advanced No Limits (Enabled) -
    - Advanced: If you advance your no limits move, add this: -
      -
    • - On a 12 or more, you can continue acting at your body's limits for 30 seconds -
    • -
    -
    -
    -
    -
    -
    - - - Past Lives - -
    -
    - When you channel your previous incarnations to discover something, pose your question and roll +Weird: -
      -
    • - On a 10 or more, a past life has something useful to offer. Ask the Keeper two of the questions below. -
    • -
    • - On a 7-9, a past life has a little experience with this. Ask the Keeper one of the questions below. -
    • -
    • - On a miss, a past life takes over for a while. -
    • -
    -
    -
    - Advanced Past Lives (Enabled) -
    - Advanced Past Lives. If you advance your past lives move, add this: -
    • On a 12 or more, a past life knows exactly what you were after. Ask the Keeper one of the questions below, and one free-form question. Gain +1 ongoing while acting on the answers.
    -
    -
    -
    - Past Lives Questions -
    -
      -
    • - What did a past life discover about [topic] ? -
    • -
    • - How did a past life deal with [topic]? -
    • -
    • - What important hidden secret can a past life show me the way to? -
    • -
    • - What did a past life learn too late to help them? -
    • -
    • - What does a past life advise me to do now? -
    • -
    -
    -
    -
    -
    -
    - - - Sensitive - -
    -
    - When you open up your brain to the psychic environment, roll +Weird: -
      -
    • - On a 10 or more, you gain a definite impression (a vision, tangible aura, overheard thought, etc) about something important. -
    • -
    • - On a 7-9, you gain a hazy impression about something important. -
    • -
    • - On a miss, your brain makes contact with something dangerous. -
    • -
    -
    -
    - Advanced Sensitive (Enabled) -
    - Advanced: When you advance your sensitive move, add this: -
    • On a 12 or more, you get an impression as for 10 or more, plus you may ask one follow-up question that the Keeper will answer honestly.
    -
    -
    -
    -
    -
    - - - Trust Your Gut - -
    -
    - When you consult your instincts about what to do next, roll +Weird: -
      -
    • - On a 10 or more, the Keeper will tell where you should go. Wherever that is, it will be important. You get +1 ongoing on the way to this place. -
    • -
    • - On a 7-9, the Keeper will tell you a general direction to go. Take +1 forward as you explore that. -
    • -
    • - On a miss, your instincts lead you into danger. -
    • -
    -
    -
    - Advanced Trust Your Gut (Enabled) -
    - Advanced: If you advance your trust your gut move, add this: -
      -
    • - On a 12 or more, in addition to the usual 10+ result, the Keeper will tell you about one important thing you should investigate further. -
    • -
    -
    -
    -
    -
    -
    - - - Telekinesis - -
    -
    - When you fling something with your mind, roll +Weird: -
      -
    • - On a 10 or more, you move it. Choose two options and mark 1-harm. -
    • -
    • - On a 7-9, you move it but it hurts. Choose one option and mark 2-harm. -
    • -
    • - On a miss, something goes horribly wrong. -
    • -
    - By default you can move something smaller than a person. You don't have much control, and you can't move it strongly enough to hurt anything. -
    -
    - Telekinesis Options -
    - Anything not picked is not true: -
      -
    • - Something is held fast. -
    • -
    • - Something is hurt (2-harm smash). -
    • -
    • - Something catches fire. -
    • -
    • - You can fling something bigger than a person. -
    • -
    • - You keep it basically under your control. -
    • -
    • - You suffer 1 less harm. -
    • -
    -
    -
    -
    - Advanced Telekinesis (Enabled) -
    - Advanced: When you advance your telekinesis move, add this: -
      -
    • - On a 12 or more, choose three options. You may also choose from these advanced options: -
        -
      • - Something explodes (3-harm close fire area messy) -
      • -
      • - Something implodes (3-harm close crush) -
      • -
      • - Lots of stuff is flying under your control. -
      • -
      • - You have perfect and precise control over exactly what happens. -
      • -
      -
    • -
    -
    -
    -
    -
    -
    - - - Weird Science - -
    -
    - When you create or adapt a device to analyse or deal with strangeness, say what it will do and roll +Weird: -
      -
    • - On a 10 or more, you pick two requirements. -
    • -
    • - On a 7-9, you pick one requirement and the Keeper picks a second one. -
    • -
    • - On a miss, something goes horribly wrong. You are still able to create your device, but the Keeper picks three requirements. -
    • -
    -
    -
    - Weird Science Requirements -
    -
      -
    • - It needs a rare and/or weird material. -
    • -
    • - It won't be very reliable. -
    • -
    • - It requires huge amounts of power or fuel. -
    • -
    • - It will take a long time to get it working. -
    • -
    • - It won't work exactly as you intended. -
    • -
    • - You'll need help (beyond the hunters on your team) to finish it. -
    • -
    -
    -
    -
    - Advanced Weird Science (Enabled) -
    - Advanced: When you advance your weird science move, add this:
    • On a 12 or more, you gain +1 ongoing when operating the device.
    -
    -
    -
    -
    -
    -
    -
    - Other Topics -
    -
    - Hunter Agenda -
    -
      -
    • - Act like you're the hero in this story (because you are). -
    • -
    • - Make your own destiny. -
    • -
    • - Find the damn monsters and stop them. -
    • -
    • - Play your hunter like they're a real person. -
    • -
    -
    -
    -
    - Harm -
    -
    - Whenever you suffer harm, the Keeper will tell you what effect it has. - Injury severity depends on how much harm you have suffered: -
      -
    • - 0-harm wounds have only minor, short term effects. -
    • -
    • - 4-7 harm wounds are serious and unstable. They will get worse unless treated. Mark the "Unstable" box. -
    • -
    • - 8-harm or more will kill a normal human, including a hunter. -
    • -
    - Armour reduces the harm suffered by the number of points it is rated for. - Monsters may not be defeated until you use their weakness against them, and this applies to some minions as well. -
    -
    - Recovery -
    -
      -
    • - 0 harm wounds are considered healed right away. -
    • -
    • - 1-3 harm wounds improve when you receive first aid, and later when you rest. Heal 1 when you do. -
    • -
    • - Unstable wounds require first aid to become stable. While unstable, they may get worse. -
    • -
    • - 4+ harm wounds require a healing move, time in an infirmary or hospital, or magical healing. -
    • -
    - At the end of the mystery, you also have a chance to heal. -
      -
    • - If there is no chance to rest, heal 1 harm. -
    • -
    • - If there is plenty of time, heal all harm. -
    • -
    -
    -
    -
    -
    -
    - Luck -
    - When you spend a point of Luck, pick one: -
      -
    • - Decrease a wound you have suffered to 0 harm. -
    • -
    • - After you roll, retroactively change the result to a 12. -
    • -
    - When you have no luck left, bad things will happen to you. -
    -
    -
    - Leveling Up -
    - Mark an experience point whenever your roll totals six or less, or when a move tells you to. - Whenever you mark the fifth experience box, level up. Erase all five marks and choose an improvement from your list. - After you have levelled up five times, you may choose from the advanced improvement list as well. -
    -
    -
    - End of Session -
    - At the end of each session, the Keeper will ask the following questions: -
      -
    • - Did we conclude the current mystery? -
    • -
    • - Did we save someone from certain death (or worse)? -
    • -
    • - Did we learn something new and important about the world? -
    • -
    • - Did we learn something new and important about one of the hunters? -
    • -
    - If you get one or two "Yes" answers, mark one experience. If you get three or four, mark two. -
    -
    -
    -
    -
    - -
    - - Keeper's Reference - -
    -
    - - Keeper Agenda -
    -
      -
    • - Make the world seem real -
    • -
    • - Play to see what happens -
    • -
    • - Make hunters' lives dangerous & scary -
    • -
    -
    -
    -
    - - Principles -
    -
      -
    • - Put horror in everyday situations -
    • -
    • - Address the hunters, not the players -
    • -
    • - Use the Keeper moves, without names -
    • -
    • - Be a fan of the hunters -
    • -
    • - Build a coherent mythology in play -
    • -
    • - Nothing is safe -
    • -
    • - Name everyone they meet, make them seem like normal folks -
    • -
    • - Ask questions and build on the answers -
    • -
    • - Sometimes give them exactly what they earned, rather than all they wanted -
    • -
    • - What's happening off-screen? -
    • -
    • - Don't always decide what happens -
    • -
    • - Everything is a threat -
    • -
    -
    -
    -
    - - Always Say... -
    -
      -
    • - What the principles demand -
    • -
    • - What the rules demand -
    • -
    • - What your preparation demands -
    • -
    • - What honesty demands -
    • -
    -
    -
    -
    - - Basic Keeper Moves -
    -
      -
    • - Separate them -
    • -
    • - Reveal future badness -
    • -
    • - Reveal off-screen badness -
    • -
    • - Inflict harm, as established -
    • -
    • - Make them investigate -
    • -
    • - Make them acquire stuff -
    • -
    • - Tell the possible consequences and ask if they want to go ahead -
    • -
    • - Turn their move back on them -
    • -
    • - Offer an opportunity, & maybe a cost -
    • -
    • - Take away some of the hunters' stuff -
    • -
    • - Put someone in trouble -
    • -
    • - Make a threat move, from one of your mystery or arc threats -
    • -
    • - After every move, ask what they do next -
    • -
    -
    -
    -
    - - Harm Moves -
    - Every time anyone gets hurt, use one. - 0-harm or more: -
      -
    • - Momentarily inhibited -
    • -
    • - Drop something -
    • -
    • - Take -1 forward -
    • -
    - 1-harm or more: -
      -
    • - Fall down -
    • -
    • - Take -1 ongoing -
    • -
    • - Pass out -
    • -
    • - Intense pain -
    • -
    - Unstable wounds: -
      -
    • - +1 harm -
    • -
    • - 8-harm or more: -
    • -
    • - Dying or dead. -
    • -
    -
    -
    -
    - - Monster Moves -
    -
      -
    • - Hint at its presence -
    • -
    • - Display its full might -
    • -
    • - Appear suddenly -
    • -
    • - Attack with great force and fury -
    • -
    • - Seize someone or something -
    • -
    • - Attack with stealth and calculation -
    • -
    • - Order underlings to do terrible acts -
    • -
    • - Destroy something -
    • -
    • - Escape, no matter how well contained -
    • -
    • - Give chase -
    • -
    • - Return to home ground -
    • -
    • - Boast and gloat, maybe revealing a secret -
    • -
    • - Return from seeming destruction -
    • -
    • - Use an unnatural power -
    • -
    -
    -
    -
    - - Minion Moves -
    -
      -
    • - A burst of sudden, uncontrolled violence -
    • -
    • - Make a coordinated attack -
    • -
    • - Capture someone, or steal something -
    • -
    • - Reveal a secret -
    • -
    • - Deliver someone or something to the master -
    • -
    • - Give chase -
    • -
    • - Make a threat or demand for the master -
    • -
    • - Run away -
    • -
    • - Use an unnatural power -
    • -
    • - Display a hint of conscience or humanity -
    • -
    • - Disobey the master, in some petty way -
    • -
    -
    -
    -
    - - Bystander Moves -
    -
      -
    • - Go off alone -
    • -
    • - Argue with the hunters -
    • -
    • - Get in the way -
    • -
    • - Reveal something -
    • -
    • - Confess their fears -
    • -
    • - Freak out in terror -
    • -
    • - Try to help the hunters -
    • -
    • - Try to protect people -
    • -
    • - Display inability or incompetence -
    • -
    • - Seek help or comfort -
    • -
    -
    -
    -
    - - Location Moves -
    -
      -
    • - Present a hazard -
    • -
    • - Reveal something -
    • -
    • - Hide something -
    • -
    • - Close a way -
    • -
    • - Open a way -
    • -
    • - Reshape itself -
    • -
    • - Trap someone -
    • -
    • - Offer a guide -
    • -
    • - Present a guardian -
    • -
    • - Something doesn't work properly -
    • -
    • - Create a particular feeling -
    • -
    -
    -
    -
    - Phenomenon Moves -
    -
      -
    • - Hint at its effects. -
    • -
    • - Show its effects directly and undeniably. -
    • -
    • - Break the world’s laws. -
    • -
    • - Increase or decrease in size or intensity. -
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    • - Create some new weirdness. -
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    • - Harm or destroy someone or something. -
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    • - React unexpectedly. -
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    • - Escape from containment. -
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    • - Hold something in place. -
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    • - Grant an unnatural ability. -
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    • - Hinder movement. -
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    • - Subvert a bystander’s motivation. -
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    - - Hunter Basic Moves -
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    • - Act Under Pressure (Cool) -
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    • - Help Out (Cool) -
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    • - Investigate A Mystery (Sharp) -
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    • - Kick Some Ass (Tough) -
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    • - Manipulate Someone (Charm) -
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    • - Protect Someone (Tough) -
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    • - Read A Bad Situation (Sharp) -
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    • - Use Magic (Weird) -
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    - - End of Session Experience -
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    • - 1-2 “yes”: 1 mark; 3-4 “yes”: 2 marks -
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    • - Did they conclude the current mystery? -
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    • - Did they save someone from certain death (or worse)? -
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    • - Did we learn something new and important about the world? -
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    • - Did we learn something new and important about one of the hunters? -
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    - - Mystery Creation -
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    - 1. Basic Concept -
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    • - A cool monster from urban legend or folklore. -
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    • - A loose end from a previous mystery. -
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    • - A problem from one of your arcs. -
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    • - Take a plot from somewhere else and change some details. -
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    • - A place you know that would make a good place for a monster to lurk. -
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    • - Is there something the hunters want to check out? -
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    • - Return of a monster, bystander, or location from a previous mystery. -
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    - 2. Hook -
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    • - The clue that caught the hunters' attention. -
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    - 3. Threats -
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    • - Create your monsters, minions, bystanders and locations. -
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    - 4. Countdown -
    - What would happen if the hunters never came here? Break it into six key events: -
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    1. Day
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    5. Sunset
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    7. Dusk
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    9. Nightfall
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    11. Midnight
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    - - Creating Threats -
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    Pick a type and then create the details listed underneath.
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    - Monsters (motivation) -
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    • - Beast (to run wild, destroying and killing) -
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    • - Breeder (to give birth to, bring forth, or create evil) -
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    • - Collector (to steal specific sorts of things) -
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    • - Destroyer (to bring about the end of the world) -
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    • - Devourer (to consume people) -
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    • - Executioner (to punish the guilty) -
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    • - Parasite (to infest, control and devour) -
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    • - Queen (to possess and control) -
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    • - Sorcerer (to usurp unnatural power) -
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    • - Tempter (to tempt people into evil deeds) -
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    • - Torturer (to hurt and terrify) -
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    • - Trickster (to create chaos) -
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    - Name, how it looks, what does it want to achieve? -
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    • - Powers: What supernatural abilities does it have? -
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    • - Weakness: What is the monster vulnerable to? -
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    • - Attacks: Description, how much harm it does (usually 3 to 5), range, other tags. -
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    • - Armour: Normally 1- or 2-armour. -
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    • - Harm capacity: Normally 8-12 harm to kill it. -
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    • - Any custom moves for the monster (e.g. for its powers)? -
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    - Bystanders (motivation) -
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    • - Helper (to join the hunt) -
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    • - Skeptic (to deny supernatural explanations) -
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    • - Victim (to put themselves in danger) -
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    - Name the bystander. -
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    • - What do they know about the situation? -
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    • - What do they do? -
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    • - What do they look like? -
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    • - What do they want from the hunters? -
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    • - Any custom moves for this bystander? -
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    - Locations (motivation) -
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    • - Crossroads (to bring people, and things, together) -
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    • - Den (to harbour monsters) -
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    • - Fortress (to deny entry) -
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    • - Hellgate (to create evil) -
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    • - Hub (to reveal information) -
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    • - Lab (to create weirdness) -
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    • - Maze (to confuse and separate) -
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    • - Prison (to constrain and prevent exit) -
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    • - Wilds (to contain hidden things) -
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    - Name the location. -
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    • - What is it like? Optionally, draw a map. -
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    • - Any custom moves for this location? -
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    - Minions (motivation) -
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    • - Assassin (to kill the hunters) -
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    • - Brute (to intimidate and attack) -
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    • - Cultist (to save their own skin at any cost) -
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    • - Guardian (to bar a way or protect something) -
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    • - Right hand (to back up the monster) -
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    • - Plague (to swarm and destroy) -
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    • - Renfield (to push victims towards the monster) -
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    • - Scout (to stalk, watch, and report) -
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    • - Thief (to steal and deliver to the monster) -
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    • - Traitor (to betray people) -
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    - What is it called? What does it look like? How loyal to the master is it? -
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    • - Powers: What supernatural abilities does it have? -
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    • - Weakness: Is this minion especially vulnerable to anything? -
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    • - Attacks: Description, how much harm (usually 2-4), range, other tags -
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    • - Armour: Normally 0- to 1-armour. -
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    • - Harm capacity: Normally 5-10 harm to kill it. -
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    • - Any custom moves for this minion (e.g. for its powers)? -
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    - Phenomena (motivation) -
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    • - Alien (to be unfathomable) -
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    • - Artifact (to grant someone more power than they can handle) -
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    • - Biohazard (to infect, harm, and spread) -
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    • - Bubble (to keep inside things inside, and outside things outside) -
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    • - Conspiracy (to gather power, keep secrets, and create confusion) -
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    • - Corruption (to change the laws of the universe) -
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    • - Experiment (to unleash dangers) -
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    • - Mutagen (to transform creatures and people) -
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    • - Panic (to make people act irrationally) -
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    • - Portal (to draw things from one world to another) -
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    • - Teratogen (to turn creatures and people into monsters) -
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    • - Zone (to harm all that venture within) -
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    - - Custom Moves -
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    • - What's the basic concept for the move? -
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    • - When is it triggered? -
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    • - What effect does it have? -
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    - - - - Select Type - - - Countdown - - - (Monster) - - - (Minion) - - - (Bystander) - - - (Location) - - - (Phenomenon) - -
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    Threat Type
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    Name
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    Type and Motivation
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    Type and Motivation
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    Type and Motivation
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    Type and Motivation
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    Type and Motivation
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    Powers (Up to 12)
    - An additional slot will appear each time you finish filling out an existing one. - - - - - - - - - - - - - - - - - - - - - - - -
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    Effects on those who get too close (Up to 12)
    - An additional slot will appear each time you finish filling out an existing one. - - - - - - - - - - - - - - - - - - - - - - - -
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    Attacks (Up to 6)
    - An additional slot will appear each time you finish filling out an existing one. - - - - - - - - - - - -
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    Armour
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    Weaknesses (Up to 6)
    - An additional slot will appear each time you finish filling out an existing one. - - - - - - - - - - - -
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    Harm Capacity
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    Custom Moves (Up to 6)
    - An additional slot will appear each time you finish filling out an existing one. - -
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    Notes
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    - - Instructions -
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    • Click +Add to add a new entity.
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    • Click Modify to delete or rearrange the order of those entities.
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    • Set the type, which will then activate the data fields.
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    • Once you're done editing, hide the edit controls for an attractively formatted experience!
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    - Charm - - -
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    Luck
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    - Okay - - - - - - - - - - - - Doomed -

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    - Mark Luck to change a roll to a 12 or to avoid all harm from an injury. - When you mark Luck, you trigger your playbook's Luck Special. -

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    - Harm - (/) -
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    Okay - - - - - | - - - - - - - - - - - - - - - - - - - - - Dying - - -
    - Unstable
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    - - - - When you reach 4 or more, mark unstable. Unstable injuries worsen as time passes. - - - - - - - -
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    Experience
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    - - Instructions -
    - Mark Experience when a roll totals 6 or less; or when a move tells you to do so. - Once you have filled all 5 boxes, uncheck them and choose an Improvement option. -
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    Luck Special
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    When you spend Luck, the Keeper will bring your fate into play.
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    When you spend Luck, someone from your past will re-appear in your life. Soon.
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    When you spend Luck, you get word that your Mission requires something difficult that must be done. By you. Urgently.
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    You may come up with a Luck Special move for this playbook with help from the Keeper.
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    Your Fate
    - - All -
    - - Unused -
    How you found out
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    How your fate will unfold
    - Heroic: (pick two) -
    Sacrifice
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    You are the Champion
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    Visions
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    Secret training
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    Magical powers
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    You can save the world
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    Mystical inheritance
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    A normal life
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    True love
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    Hidden allies
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    The end of monsters
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    Divine help
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    Death
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    You can't save everyone
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    Impossible love
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    Failure
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    A nemesis
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    No normal life
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    Loss of loved ones
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    Doubt
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    Sympathy with the enemy
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    Damnation
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    Hosts of monsters
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    The end of days
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    The source of Evil
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    Background
    - - All -
    - - Unused -
    Before you became a hunter, what less-than-legal job did you do? ()
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    - Hoodlum: You can use Tough instead of Charm to manipulate someone with threats of violence. - -
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    - Burglar: When you break into a secure location, roll +Sharp. On a 10+ pick three, on a 7-9 pick two: -
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    • You get in undetected
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    - Grifter: When you are about to manipulate someone, you can ask the Keeper "what will convince this person to do what I want?" The Keeper must answer honestly, but not necessarily completely. - -
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    • You owe them
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    - On a miss, the only person who can help you is someone who absolutely hates you. - - -
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    - Assassin: When you take your first shot at an unsuspecting target, do +2 harm. - -
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    - Charlatan: When you want people to think you are using magic, roll +Cool. On a 10+ your audience is amazed and fooled by your illusion. On a 7-9, you tripped up a few times, someone will notice. - -
        - You may also manipulate someone with fortune telling. When you do that, ask "What are they hoping for right now?" as a free question (even on a miss). - -
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    - Pickpocket: When you steal something small. roll +Charm. On a 10+, you get it and they didn't notice you taking it. On a 7-9, either you don't grab it, you grab the wrong thing, or they remember you later; your choice. - - -
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    Heat
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    - You didn't get here without making enemies. - Pick at least 2 of these and name the people involved: -
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    A police detective has made it a personal goal to put you away.
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    You have a rival from your background, who never misses a chance to screw you over.
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    You pissed off a well connected criminal,, and they'll do whatever they can to destroy you.
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    You took advantage of someone with special powers (a person or monster).
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    You betrayed an old partner in the middle of a job.
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    Your enemies:
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    Underworld
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    Pick how you discovered the real underworld:
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    - - The target of a job was a dangerous creature (pick one: vampire, werewolf, troll, reptiloid, etc). -
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    - - You worked with someone who was more than they seemed (pick one: sorceror, demon, faerie, psychic, etc). -
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    - - You were hired by something weird (pick one: immortal, god, outsider, witch, etc). -
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    - - Things went south on a job - including, but not limited to, running into (choose one: a horde of goblins, a hunger of ghouls, a dream-eater, etc). -
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    Your choice:
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    Mission
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    You have been put here for a purpose (pick one):
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    You are here to fight the schemes of an Adversary.
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    The End of Days approaches. Your role is to guide these hunters and prevent it from coming to pass.
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    The End of Days approaches. Your role is to guide these hunters and ensure it comes to pass.
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    You have been exiled. You must work for the cause of good without drawing attention of your brothers and sisters, as they are bound to execute you for your crimes.
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    One of the other hunters has a crucial role to play in events to come. You must prepare them for their role, and protect them at any cost.
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    You're half-human, half-monster. Were you always this way, or were you originally human and were transformed somehow? Were you always fighting for good, or were you once evil and then changed sides?
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    • - Vampire: Curse: feed (blood or life-force). Natural attacks: Base: life-drain or Base: teeth; add +1 harm to base attack. Moves: immortal or unquenchable vitality; mental domination. -
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    • - Werewolf: Curse: vulnerability (silver). Natural attacks: Base: claws; Base: teeth. Moves: shapeshifter (wolf and/or wolfman); claws of the beast or unholy strength. -
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    • - Ghost: Curse: vulnerability (rock salt). Natural attacks: Base: magical force; add hand range to magical force. Moves: incorporeal; immortal. -
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    • - Faerie: Curse: pure drive (joy). Natural attacks: Base: magical force; add ignore-armour to magical force. Moves: flight; preternatural speed. -
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    • - Demon: Curse: pure drive (cruelty). Natural attacks: Base: claws; +1 harm to claws. Moves: dark negotiator; unquenchable vitality. -
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    • - Orc: Curse: dark master (the orc overlord). Natural attacks: Base: teeth; add ignore-armour to teeth. Moves: Unholy strength; dark negotiator. -
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    • - Zombie: Curse: pure drive (hunger), feed (flesh or brains). Natural attacks: Base: teeth; +1 harm to teeth. Moves: immortal; unquenchable vitality. -
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    Curses (pick one):
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    - Feed: You must subsist on living humans - it could be from blood, brains, or spiritual essence but it must be from people. You need to act under pressure to resist feeding whenever a perfect opportunity presents itself. - -
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    - Vulnerability: Pick a substance. You'll take +1 harm when you suffer harm from it. If you are bound or surrounded by it, you must act under pressure to use your powers. - -
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    - Pure Drive: One emotion rules you. Pick from: hunger, hate, anger, fear, jealousy, greed, joy, pride, envy, lust, or cruelty. Whenever you have a chance to indulge that emotion, you must do so immediately, or act under pressure to resist. - -
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    - Dark Master: You have an evil lord who doesn't know you changed sides. They still give you orders, and they do not tolerate refusal, or failure. -
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    Agency
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    - Who do you work for? Are they a black-budget government department, a secret military unit, a clandestine police team, a private individual's crusade, a corporation, a scientific team, or what?
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    - Is the Agency's goal to: destroy monsters, study the supernatural, protect people, gain power, or something else? - -
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    - Secretive hierarchy -
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    - Cryptic missions -
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    - Hostile superiors -
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    - Inter-departmental rivalry -
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    - Budget cuts -
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    - Take no prisoners policy -
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    - Live capture policy -
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    - -
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    Combat Magic
    -
    Restrictions
    -
    - - All -
    -
    You get this:
    -
    - - Tools and Techniques: To use your combat magic effectively, you rely on a collection of tools and techniques. Uncheck one; you'll need the rest. - -
    - - Unused -
    - - Consumables: You need certain supplies - powders, oils, etc - on hand, some will be used up each cast. If you don't have them, when you cast, take 1 harm, ignore-armour. -
    -
    - - Foci: You need wands, staves, and other obvious props to focus. If you don't have what you need, your combat magic does 1 harm less. -
    -
    - - Gestures: You need to wave your hands around to use combat magic. If you're restrained, take -1 ongoing for combat magic. -
    -
    - - Incantations: You must speak in an arcane language to control your magic. If you use combat magic without speaking, act under pressure to avoid scrambling your thoughts. -
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    Attack Spells
    -
    - - All -
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    - You have a few attack spells you can use as weapons. When you use these spells to kick some ass, roll +Weird instead of +Tough. - -
    -
    (pick three, with at least one base)
    - -
    - - Unused -
    Bases:
    -
    - Blast (2 harm, magic, close, obvious, loud) -
    -
    - Ball (1 harm, magic, area, close, obvious, loud) -
    -
    - Missile (1 harm, magic, far, obvious, loud) -
    -
    - Wall (1 harm, magic, barrier, close, 1 armour, obvious, loud) -
    -
    Effects:
    -
    - Fire (add '+2 harm, fire' to a base; if you get a 10+ on a combat magic roll, the fire won't spread) -
    -
    - Force or Wind (add '+1 harm, forceful' to a base; or '+1 armour' to a wall) -
    -
    - Lightning or Entropy (add '+1 harm, messy' to a base) -
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    - Frost or Ice (add '-1 harm, +2 armour' to a wall, or '+1 harm, restraining' to other bases) -
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    - Earth (add 'forceful, restraining' to a base) -
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    - Necromantic (add 'life-drain' to a base) -
    -
    - Sometimes you may need to act under pressure to cast your spells without problems. - -
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    The Show
    - - All -
    - - Unused -
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    Animating Force
    - - All -
    - - Unused -
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    Purpose
    - - All -
    - - Unused -
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    The Dark Side
    - - All -
    -
    Your powers have an unsavoury source, and sometimes you get tempted to do things you shouldn't. These could be orders from whatever granted your power, or urges that bubble up from your subconscious, or something like that. Whatever it is, it's unsettling. (pick three):
    - - Unused -
    - - Violence - -
    -
    - - Depression - -
    -
    - - Secrets - -
    -
    - - Lust - -
    -
    - - Dark bargain - -
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    - - Guilt - -
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    - - Soulless - -
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    - - Addiction - -
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    - - Mood swings - -
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    - - Rage - -
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    - - Self-destruction - -
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    - - Greed for power - -
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    - - Poor impulse control - -
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    - - Hallucinations - -
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    - - Pain - -
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    - - Paranoia - -
    - The Keeper can ask you to do nasty things (in accordance with your tags) when your powers need you to. If you do whatever is asked, mark experience. If you don't, then your powers are unavilable until the end of the mystery (or until you cave). As you spend Luck, these requests will get bigger and nastier. -
    -
    - -
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    Who You Lost
    - - All -
    -
    Who did you lose? Pick one or more: - Your parent(s), sibling(s), spouse/partner, child(ren), best friend(s) etc
    - -
    Why couldn't you save them? You were: (pick one or more)
    - - Unused -
    At fault
    -
    Selfish
    -
    Injured
    -
    Weak
    -
    Slow
    -
    Scared
    -
    In denial
    -
    Complicit
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    What Did It?
    - - -
    - With the Keeper's agreement, pick the monster breed.
    - My Prey: -
    -
    -
    - -
    -
    Gumshoe Code
    - -
    -
    With the agreement of the Keeper, pick a one-sentence Code that you adhere to.
    - - Examples -
    (Example Codes: Murders must be punished. Monsters must be destroyed. Innocents must be saved. Laws must be enforced. Evil must be exposed. The weak must be protected from the powerful. Etc.)
     
    -
    This Code defines you. Any time you violate your Code, you forfeit all Code-related moves (The Postman Always Rings Twice, The Long Goodbye) and the ability to spend Luck. These forfeits last until either the next mystery or you make amends. As long as you follow the Code, people will sense your sincerity; you receive +1 ongoing for manipulate someone and you may not be possessed or charmed by any sort of supernatural, alien, or demonic entity or item.
    - - -
    -
    - -
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    Temptation
    - - All -
    -
    You have a dangerous drive that you pursue, sometimes to the exclusion of your own safety. Decide if your Temptation drove you to learn magic, or if learning magic drove you to it:
    - - Whenever you give in to your Temptation and act accordingly, you mark experience. If a perfect opportunity presents itself, you need to act under pressure to resist giving in to your Temptation. If you fail this roll, you don't mark experience like you would have if you'd willingly acted out your desires. - -

    Choose one Temptation:
    - - Unused -
    - - - Vengeance: Utilize magic to inflict disproportionate retribution on someone who wronged you. - -
    -
    - - - Power: Utilize magic to exert your dominance over another. - -
    -
    - - - Addiction: Utilize magic to do what you could do without it. - -
    -
    - - - Callousness: Utilize magic without regard for the safety of others. - -
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    - - - Carnage: Utilize magic to inflict gruesome violence. - -
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    - - - Secrets: Utilize magic to discover forbidden, dangerous knowledge. - -
    -
    - - - Glory: Utilize magic to steal someone's thunder. - -
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    Relationship Status
    - - -
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    Guide Name
    -
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    - Loving - - - - - - - - Broken -

    - -
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    Second Guide Name
    -
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    - Loving - - - - - - - - Broken -

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    - Bond Abuse -
    - -
    - Whenever you do something to abuse the bond with your Guide, like acting against them, or not giving them enough attention, roll +Charm: - -
      -
    • - On a 10+, your action has no effect beyond the exchange of some angry words. -
    • -
    • - On a 7-9, choose one of the Bond Abuse options below. -
    • -
    • - On a miss, the Keeper may choose two of the Bond Abuse options below, or something worse. - -
    • -
    - Bond Abuse options: -
      -
    • - Mark one Relationship Status box. -
    • -
    • - You may not channel the power of your Bond for the rest of the mystery. -
    • -
    • - You gain the unwelcome attention of others of your Guide's kind. -
    • -
    • - Someone who shouldn't know finds a clue about your relationship with your Guide. - -
    • -
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    Fate of your Love
    - -
    - There is a reason why your love with your Guide is forbidden or doomed. Invent this reason or leave it to the Keeper. - - Whenever you spend Luck, the truth of your love's Fate slowly unfolds. When you mark your last Luck point, it becomes clear that you cannot be together. Your Guide might even end up as an enemy, depending on how things go. - Whenever you put yourself or somebody else in serious danger in order to conceal the truth about you and your Guide, mark experience. -
    -
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    - Origin -
    - - All -
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    - You were taken from your home in the past, and dropped into the modern world with only what you were carrying. -
    -
    - -
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    - Your nemesis came to the modern world and is aware you followed it. It will kill you if you don’t kill it first. Decide what it is with the Keeper. Name it, if you know. -
    -
    - -
    -
    How did you get transported to the modern day? (pick one):
    - - Unused -
    - - - You were pursuing your nemesis. - -
    -
    - - - Your nemesis had already travelled to the future, so you (or your comrades) cast a spell to send you after it. - -
    -
    - - - Magical accident or side-effect. - -
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    - - - You angered a sorcerer. - -
    -
    - - - Divine intervention. - -
    -
    - - - One moment you were there, the next you were here. - -
    -
    - - - A strange place or artifact brought you. - -
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    - - - You were frozen, and recently unearthed and revived. - -
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    - - - - -
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    - Hero -
    - - -
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    - Pick one of the other hunters to be your hero. This is the person you decided is such an awesome monster-hunter that you are going to spend your time helping them out. -
    -
    - -
    -
    - Decide what your relationship is, with agreement from the hero's player. Eg. an older sibling, a parent, a friend who was always better than you, perhaps they saved you from a monster, or you found out about their monster hunting by accident, etc. Optionally, you may choose to copy some aspect of your hero's looks. -
    -
    - -
    -
    - When your hero's player has picked their ratings, ask them which is highest. You've been trying to be like them, so you get an extra +1 to that rating. If they have a tie for highest, you can pick which one you put your +1 on. -
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    - -
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    Crew
    - - -
    -
    Decide if your crew are made up of the other hunters, or if you have your own entourage. If they are other people, there are 1-3 of them. Pick a name and job for each. If it's the other hunters, decide together who gets which job.
    -
    -
    Crew jobs: camera, sound, editing, dogsbody, researcher, driver, director, producer, bodyguard, etc.
    -
    -
    - -
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    - Apocalypse -
    - - All -
    - - Instructions -
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    - You are destined to bring about the Apocalypse. You may or may not know about it yet, but you have at least come across some hints of your destiny. -
    -
    - Pick a sign of the Apocalypse, with help from the Keeper (and maybe the rest of the group) that has already been revealed to you. Whenever you spend Luck, you'll trigger another sign of the Apocalypse. You can suggest what it might be, but it will be the Keeper's job to bring the sign into the story. -
    -
    - When you have spent all your Luck, the Apocalypse is imminent. It's up to you to stop, or cause, the end of the world. Your call. -
    -
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    - - Examples -
      -
    • - Betrayal -
    • -
    • - An army of monsters rises -
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    • - Rain of fire -
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    • - Eternal darkness -
    • -
    • - Things from beyond -
    • -
    • - Take your throne -
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    • - Red sun -
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    • - The Portal opens -
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    • - Plague -
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    • - Learn your true name -
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    • - The Stars are Right -
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    • - Breaking the Seal -
    • -
    • - Murder of the King -
    • -
    • - The Beast slouches into the world -
    • -
    • - Become the Dragon -
    • -
    • - The Coronation -
    • -
    • - Your Hosts assemble -
    • -
    • - The fall of the Tower -
    • -
    • - The seas boil -
    • -
    • - Natural disasters -
    • -
    • - Judgement Day -
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    • - World war -
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    • - Famine -
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    • - Ancient Evil reborn -
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    Means of Transport
    - - All -
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    - - Instructions -
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    - You can visit future events, past events or remote places, either alone or with the whole team. The Keeper will decide (maybe with help from the group) how time travel will work; changing the past, alternate timelines, small changes producing major changes etc. -
    -
    -
    -
    - When traveling through time and space, roll +Sharp. On a 10+, you arrive at the desired place at the desired time. On a 7-9, you arrive at either the desired place or, at the desired time; your choice. On a miss, you are lost; this is probably quite serious. - - -
    -
    - Choose one means of transport for your travels through time and space. Each transportation medium has both positive and negative traits. Always keep in mind that time travel is by no means a safe trip. - -
    - - Unused -
    - - - It's bigger on the inside: Your time machine is multidimensional, as small as a phone booth on the outside, but as big as a spaceship on the inside. Things inside it cannot be tracked by normal means. To travel, it disappears from one place and appears in another, but otherwise it is completely stationary and cannot be transported at all. - -
    -
    - - - Teleportation: You can teleport instantly if you have a clear line of sight of the destination or if you know it very well. Otherwise, you need to study the spacetime continuum for a few hours, or even days, to plan the trip, so as to not end up underground or a kilometre above the ground. - -
    -
    - - - 88 miles per hour: Your time machine looks like a car or a van, not drawing much attention (in time periods after the invention of such vehicles). You can use it to move around like any other vehicle, but it depends on fuel, maintenance parts, roads etc. - -
    -
    - - - Time Portal: You open a time portal to your destination. You can only open one portal at a time, and it will remain active for as long as you wish. It allows you to cross it in any direction as many times as you want. But an unattended portal can also be crossed by any person, or monster... - -
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    Hard Knocks
    - - All -
    - - Unused -
    -
    - - - Bodyguard: When you spend 1 Fire to protect someone, as well as +1 forward, you may protect them even if they are out of reach or the harm they are about to suffer would be unstoppable. Get an ally group of old colleagues: good at protecting people. Get the “concealed armour” gear pick. - - - -
    -
    - - - Enforcer: Spend 1 Fire to look so scary that it counts as a reason for manipulating someone. After you roll, if you terrify them, spend Fire 1-for-1 to increase your result. Gain an ally who can help with money, disguises, back you up, or get underworld gossip. Get the “bag of cash” gear pick. - - - -
    -
    - - - Secret Martial Art: Spend Fire 1-for-1 to increase harm inflicted by your unarmed attacks. Your unarmed attacks gain `ignore-armour`. Get an ally, a mentor or student: good in a fight or philosophical discussion. Get the “ancient sword” gear pick. - - -
    -
    - - - Military: When you’re using military gear on a move, you may spend 2 Fire to boost the result level (a miss becomes a 7-9, 7-9 becomes 10+, or 10+ becomes 12+). You have an ally group, your old comrades: good in a fight or when you need help making preparations. Get the “battered assault rifle” gear pick. - - -
    -
    - - - Resistance: What was your cause? You have contacts amongst sympathetic activists. If you need help and it fits the cause, call on them. Roll +Charm. On a 10+ they will help. On a 7-9 they’ll help you but then you have to help them. On a miss, they help but you get drawn into their trouble. You may spend 2-Fire instead of rolling; you rouse them and they’ll help as if you rolled 10+. Gain an ally, an old comrade from the movement. Get the “spell formula” gear pick. - - - -
    -
    - - - Street Fighter: When you have an ally standing by your side, spend 1-Fire to add +2 harm when you inflict harm. If there are multiple allies at your side, you may spend Fire for each. Gain an ally, an old friend you can count on for anything. Get the “firewater” gear pick. - - -
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    Playbook Special
    - (Like the Expert's haven or the Spellslinger's combat magic) -
    - -
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    - - Edit -
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    Name:
    - -
    Description:
    - -
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    - - - : - - -
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    Haven
    - - All -
    - - - Unused -
    - You have set up a haven, a safe place to work. - (pick three): - (pick two): - You get this: - Pick one in addition to a Workshop: -
    -
    - Film Lab: All the stuff you need to develop film, store negatives, and process digital images. - -
    -
    - (Then pick one of these) -
    -
    - Lore Library: When you hit the books, take +1 forward to investigate a mystery (as long as historical or reference works are appropriate). - - -
    -
    - Mystical Library: If you use your library's occult tomes and grimoires to prepare yourself, take +1 forward to use magic. - - -
    -
    - Protection Spells: Your haven is safe from monsters - they cannot enter. Monsters might be able to do something special to evade the wards, but not easily. - -
    -
    - Armoury: You have a stockpile of mystical and rare monster-killing weapons and items. If you need a special weapon, roll +Weird. On a 10+, you have it (and plenty, if that matters). On a 7-9, you have it, but only the minimum. On a miss, you've got the wrong thing. - - -
    -
    - Infirmary: You can heal people, and have the space for one or two to recuperate. The Keeper will tell you how long any patient's recovery is likely to take, and if you need any extra supplies or help. - -
    -
    - Workshop: You have a space for building and repairing guns, cars, and other gadgets. Work out with the Keeper how long any repair or construction will take, and if you need extra supplies or help. - -
    -
    - Oubliette: This room is isolated from every kind of monster, spirit or magic that you know about. Anything you stash in there can't be found, can't do any magic, and can't get out. - -
    -
    - Panic Room: This has essential supplies and is protected by normal and mystical means. You can hide out there for a few days, safe from pretty much anything. - -
    -
    - Magical Laboratory: You have a mystical lab with all kinds of weird ingredients and tools useful for casting spells (like use magic, big magic, and any other magical moves). - -
    -
    -
    - - -
    -
    Sect
    - - All -
    - You are part of a secret order that deals with the paranormal. Where are they from? How old are they? Are they religious? Why do they stay secret? How do they recruit? - -
    - - Unused -
    Sect's Traditions
    - Good Traditions (pick two): -
    - Knowledgeable -
    -
    - Ancient lore -
    -
    - Magical lore -
    -
    - Fighting arts -
    -
    - Modernised -
    -
    - Chapters everywhere -
    -
    - Secular power -
    -
    - Flexible tactics -
    -
    - Open hierarchy -
    -
    - Integrated in society -
    -
    - Rich -
    -
    - Nifty gadgets -
    -
    - Magical items -
    - Bad Traditions (pick one): -
    - Dubious motives -
    -
    - Tradition-bound -
    -
    - Short-sighted -
    -
    - Paranoid and secretive -
    -
    - Closed hierarchy -
    -
    - Factionalised -
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    - Strict laws -
    -
    - Mystical oaths -
    -
    - Total obedience -
    -
    - Tyrannical leaders -
    -
    - Obsolete gear -
    -
    - Poor
    -
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    -
    - - - - -
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    Allies
    - - -
    -
    -
    - - Edit -
    -
    Name:
    - -
    Motivation:
    - -
    Description:
    - -
    -
    -
    - : - - () -
    -
    - -
    -
    Animal Allies
    - Animal allies follow the normal rules for allies, except for communication. Animal allies can understand commands about as well as a very clever dog (regardless of what sort of animal they are). -
    -
    -
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    - - -
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    - - - -
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    History and Notes
    - - -
    - - -
    - - -
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    - Calm - - - - - - - - - - - - - - - - - Raging -

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    Moves
    - - - All - - -
    - - - - Unused -
    - - Other Playbook Moves - - - -
    - -
    - - -
    Custom Playbook
    -
    - - -
    -
    - - Edit -
    -
    Name:
    - -
    Description:
    - -
    -
    -
    - - - : - - -
    -
    -
    - - - -
    The Action Scientist
    - -
    - You get this: -
    - -
    - -
    - - - Science! You may use the Weird Science move in addition to whatever the default weird move is for the game. If Weird Science is the default move, you gain access to Advanced Weird Science. When you roll for Weird Science you may use Sharp instead of Weird. Regardless of the result you may remove your choice of one of the requirements after they've all been determined. Say how you've figured out a way around that requirement. - - - -
    -
    - -
    - Then pick two of these: -
    - -
    - -
    - - - - Oblivious to Danger: As well as generally not looking out for danger, you are immune to all fear-based moves and powers. You never need to act under pressure to resist fear from any source. - - - -
    -
    - - - - Cross-disciplinary Study: Take a move from one of the other hunters' playbooks. - - - -
    -
    - - - - Engineering: When you need to quickly fix (or break) a complicated gadget, roll +Sharp. On a 10+, it’s fixed (or broken) just like you wanted. On a 7-9 you need more time to study it: choose to fix (or break) it now with unknown side-effects, or take more time. On a miss, you do the worst thing possible to the gadget, which usually involves an explosion. - - - - -
    -
    - - - - The Doors of Perception: By using advanced psychological, pharmacological, or mental interface techniques, you may use magic with +Sharp instead of +Weird. You may choose one of these additional effects: - -
      -
    • - Communicate with someone or something that you cannot communicate with by normal means. -
    • -
    • - Analyse a clue (allowing you to investigate a mystery in a way that you would not normally be able to). -
    • -
    • - Give a hunter (including yourself) +1 to a rating for the remainder of the mystery (maximum +3). - - -
    • -
    -
    -
    -
    - - - - Mind of Steel: Get +1 Cool (max +3). - - - -
    -
    - - - - Re-factoring: You may take any two devices and rebuild them together, gaining all the abilities of each component device. The new device is the same size as the larger component. It will have all the tags of the components, except you may delete or change one tag. - - - -
    -
    - - - - Two-Fisted Science: You may roll +Sharp to kick some ass instead of +Tough. - - - - -
    -
    - - - -
    The Chosen
    - -
    You get these two:
    - -
    - -
    - Destiny's Plaything: At the beginning of each mystery, roll +Weird to see what is revealed about your immediate future. On a 10+, the Keeper will reveal a useful detail about the coming mystery. On a 7-9, you get a vague hint about it. On a miss, something bad is going to happen to you. - - - -
    -
    - I'm Here for a Reason: There's something you are destined to do. Work out the details with the Keeper, based on your fate. You cannot die until it comes to pass. If you die in play, then you must spend a Luck point. You will then, somehow, recover or be returned to life. Once your task is done, (or you use up all your Luck), all bets are off. - - -
    -
    - -
    Then pick one of these:
    - -
    - -
    - The Big Entrance: When you make a showy entrance into a dangerous situation, roll +Cool. On a 10+, everyone stops to watch and listen until you finish your opening speech. On a 7-9, you pick one person or monster to stop, watch and listen until you finish talking. On a miss, you're marked as the biggest threat by all enemies who are present. - - - -
    -
    - Devastating: When you inflict harm, you may inflict +1 harm. - - -
    -
    - Dutiful: When your fate rears its ugly head, and you act in accordance with any of your fate tags (either heroic or doom), then mark experience. If it's a heroic tag, take +1 forward. - - -
    -
    - Invincible: You always count as having 2 armour. This doesn't stack with other protection. - - -
    -
    - Resilience: You heal faster than normal people. Any time your harm gets healed, heal 1 extra point. Additionally, your wounds count as 1 harm less for the purpose of the Keeper's harm moves. - - -
    -
    - - - -
    The Constructed
    - -
    You get these two:
    - -
    - -
    - - - - -
    -
    - -
    - -
    - - - - -
    -
    - -
    Then pick one:
    - -
    - -
    - - - -
    -
    - -
    - -
    - - - -
    -
    - -
    - -
    - - - - -
    -
    - -
    - -
    - - - -
    -
    - -
    - -
    - - - -
    -
    - - - -
    The Crooked
    - -
    Pick two of these:
    - -
    - -
    - - Artifact: You 'found' a magical artifact with handy powers and kept it. Pick 1: -
    - - Unused -
    - - Protective amulet (1 amour, magic, recharge) - -
    -
    - - Lucky charm (may be used as a Luck point just once) - -
    -
    - - Grimoire (studying the book gives +1 forward to use magic) - - -
    -
    - - Skeleton key (opens any magically sealed lock) - -
    -
    - - Imp stone (a weak demon is bound to serve the holder; the imp must be summoned with Use Magic) - - -
    -
    - -
    -
    - - Crew: You have a regular crew, a team of 3 or 4 people who will help you out with pretty much anything. This counts as a team. - - -
    -
    - - Deal with the Devil: You sold your soul to the Devil (or someone equivalent). Pick 1 or 2 things you got out of the deal: wealth, fame, youth, sensual gratification, skill (add +1 to two ratings). Payment is due either when you die, or in a year (6 months if you chose 2 things). - - -
    -
    - - Friends on the Force: You know a few cops who can be persuaded to look the other way, or do you a favour, for certain considerations. You can act under pressure to get in touch with them when you need to divert any law enforcement attention. There will be a cost, although maybe not right now. - -
    -
    - - Made: You're 'made' in a gang. Name the gang and say how their operations tie into your background. You can call on gang members to help you out, but they'll expect to be paid. Your bosses will have requests for you now and again, but you'll be paid. Minor trouble will be overlooked, but you better not screw over any other 'made' members. - - -
    -
    - - Driver: You gain +1 ongoing while driving, plus you can hotwire anything (the older it is, the fewer tools you need). You also own 2 handy, widely-available vehicles. - - -
    -
    - - Home Ground: Your crew made a point of keeping the locals happy - keeping them safe, ensuring things always went down okay. When you're back in your old neighbourhood, you can always find people who will hide you or help you with a minor favour, no questions asked. - -
    -
    - - Notorious: You have a reputation from your criminal past. When you reveal who you are, your terrifying reputation counts as a reason for people to do what you ask, when you manipulate someone. Revealing your identity to someone can bring other problems later, of course. - - -
    -
    - - - -
    The Divine
    - -
    Pick three of these:
    - -
    - - -
    - Boss from Beyond: At the beginning of each mystery, roll +Weird. On a 10+, your superiors ask you to do something small. On a 7-9, they ask you to do something complicated or difficult. In either case, you get to ask them one question from the investigate a mystery move right now. On a miss, you are required to do something terrible. If you do not accomplish what they've ordered, you cannot use this move again until you have made up for your failure. - - -
    -
    - Angel Wings: You can go instantly to anywhere you've visited before, or to a person you know well. When you carry one or two people with you, roll +Weird. On a 10+, you all go where you wanted. On a 7-9, you don't quite manage it; either you are all separated, or you all appear in the wrong place. - - -
    -
    - What I Need, When I Need It: You may store any small object you own, putting it into a magical space nobody can get to. You may retrieve anything you stored at any time; it appears in your hand. - -
    -
    - Smite: Your body and divine weapon always count as a weakness against the monsters you fight. Your unarmed attacks are 2 harm, intimate/hand, messy. - -
    -
    - Soothe: When you talk to someone for a few seconds in a quiet voice, you can calm them down, blocking any panic, anger, or other negitive emotions they have. This works even if the thing that freaked them out is still present, as long as your voice can be heard. - -
    -
    - Lay On Hands: Your touch can heal any injury or disease. When you lay your hands on someone hurt, roll +Cool. On a 10+, heal 2 harm or an illness, plus they're stabilised. On a 7-9, you can heal the harm or illness, but you take it into yourself. On a miss, your aura causes them extra harm. - - -
    -
    - Cast Out Evil: You may banish an unnatural creature from your presence. Roll +Tough. On a 10+, it is banished. On a 7-9, it takes a little while for the banishing to take effect - the creature has time to make one or two actions. Either way, the banished creature is unharmed, and you have no control over where it goes. This move may be used on unnatural hunters (eg the Monstrous). On a miss, something is keeping it here. That's bad. - - -
    - -
    - - - -
    The Exile
    - -
    - Pick two of these: -
    - -
    - -
    - - - Adept Sorcerer: You have a familiar spirit (usually in the guise of a pet) that counts as an ally: subordinate (motivation: to follow your exact instructions). - - -
    -
    - - - Warrior: If you are fighting with (and against) old-fashioned hand weapons and suffer harm, you suffer 1 harm less. Monster attacks almost always count as old-fashioned for this move. - - -
    -
    - - - Traditional Remedies: You can treat injuries without any need for modern medical supplies (although you might need someone to hold the patient down). Dealing with a poison, infection, or disease might need you to track down some specific ingredients (eg. healing herbs). - - -
    -
    - - - Immortal Name: Your monster-hunting exploits are legendary, so much that your name still scares monsters and minions. You may use threats to use the move manipulate someone on monsters if they understand enough to have heard stories about you. - - -
    -
    - - - Hearty Constitution: You never suffer from normal illnesses, and get +1 ongoing against magical illnesses and poisons. You've been through worse. - - -
    -
    - - - Confused: Mark experience whenever your bafflement with the modern world gets in the way of monster-hunting. - - -
    -
    - - - Ancient Magics: You learned magic when less lore had been lost. When you use magic, on a 7-9, don't choose a glitch. Instead, take -1 forward. - - - -
    -
    - - - Learned: You researched all the legends and tales of monsters in your home time. When you investigate a mystery, you can ask the Keeper questions from the following list as well as from the usual list: - - -
      -
    • - Did this creature (or this type of creature) exist in my home time? -
    • -
    • - What defenses are effective against this creature? -
    • -
    • - What do I know about this creature that has been forgotten? -
    • -
    -
    -
    -
    - - - -
    The Expert
    - -
    Pick two of these:
    - -
    - -
    - - - -
    -
    - - -
    -
    - - - -
    -
    - - - -
    -
    - - - -
    -
    - - - -
    Current Hold: -
    -
    - - -
      -
    • -
    • -
    • -
    • - - -
    • -
    -
    -
    -
    - - - -
    The Flake
    - -
    Pick three of these:
    - -
    - - -
    - - -
      -
    • Is this person connected to current events more than they are saying?
    • -
    • When and where will the next critical event occur?
    • -
    • What does the monster want from this person?
    • -
    • Is this connected to previous mysteries we have investigated?
    • -
    • - How does this mystery connect to the bigger picture? - -
    • -
    - Current Hold: -
    -
    - - -
    -
    - - - -
    -
    - - -
    -
    - - - -
    -
    - - -
    -
    - - - -
    -
    - - -
    - -
    - - - -
    The Gumshoe
    - -
    - You get these 2: -
    - -
    - -
    - - - Occult Confidential: The first time in each mystery that you observe a monster, minion, or phenomenon in action, you may ask one question from the investigate a mystery list. - - -
    -
    - - - The Naked City: You have lots of personal contacts wherever you go. Pick four contact types from the following areas (or from other areas agreed to between you and the Keeper): -
    - - Possible Contacts -
    - Academics, Accountants, Artists, Bartenders, Clergy, Conspiracy Theorists, Construction, Courts, Criminals (organised), Criminals (street), Cultists, Engineers, Espionage, Film and TV, Forensic Scientists, Fringe Scientists, Hackers, Journalists, Lawyers, Mechanics, Media, Medical Practioners, Military, Morgue, Occult, Police (local), Police (national), Politicians, Prisons, Private Security, Property Developers, Stage Magicians, Technologists, Transportation -
    -
    - - You can hit them up for info (+1 to one investigate a mystery roll) or small favours - but there may be a small cost involved. Personal contacts can provide more significant help but the Keeper decides their price on a case-by-case basis. - - -
    -
    -
    - -
    - Then pick one of these: -
    - -
    - -
    - - - The Postman Always Rings Twice: Twice per mystery - as long as you follow your Code - you may reroll a roll. - - -
    -
    - - - The Long Goodbye: You can't die with an open case. Specifically, you suffer all harm as normal but your death is postponed until you have either completed or abandoned the case, or you break your Code (then all bets are off). - - -
    -
    - - - Jessica Jones Entry: When you double-talk your way into a secure location, roll +Charm. On a 10+ pick three, on a 7-9 pick two, on a fail pick one: -
      -
    • You don't leave any trace of what you searched.
    • -
    • You find what you wanted.
    • -
    • You find something else that's important.
    • -
    • You don't piss anyone off.
    • -
    • - You aren't recognised. - - -
    • -
    -
    -
    -
    - - - Out of the Past: You have a police buddy who will do you big favours. Get in touch with them when you need to redirect law enforcement attention, get a heads-up on what operations are planned, or access police files. You now owe them; expect them to collect on it soon. - - -
    -
    - - - Asphalt Jungle: You heal faster than normal people. Any time your harm gets healed, heal 1 harm extra. You are immune to all the harm move effects under '0 harm' and '1 harm' (when the Keeper would apply these, you ignore them). - - -
    -
    - - - Hacker with a Dragon Tattoo: When you hack into a computer system, roll +Sharp. On 10+ pick two, on a 7-9 pick one. You: -
      -
    • ...leave no traces.
    • -
    • ...learn something important.
    • -
    • ...can leave misinformation in place.
    • -
    • - ...gain access to somewhere you want to get in to. - - -
    • -
    -
    -
    -
    - - - \"Just one more thing\": When you ask a suspect leading questions, roll +Charm. On a 10+ hold 2, on a 7-9 hold 1, on a miss hold 1 but something bad is going to happen too. Spend your hold 1-for-1 to ask questions from this list: -
      -
    • One question from the investigate a mystery list.
    • -
    • Was that a lie?
    • -
    • What is something you left out that you didn't want me to notice?
    • -
    • Are you complicit with any ongoing criminal activity?
    • -
    • - Did you commit this specific crime? - - -
    • -
    - Current Hold: -
    -
    -
    - - - -
    The Hard Case (2020)
    - -
    - You get this: -
    - -
    - -
    - - - Furnace: You have a Fire track with 10 boxes. Mark 1 Fire per harm you suffer, every time someone openly defies you, and every time a friend is hurt. You may spend 1 Fire to add +1-harm whenever you inflict harm, or take +1 to a kick some ass or protect someone move. Fire is cleared between mysteries. - - -
    -
    - -
    - Then pick two of these: -
    - -
    - -
    - - - Unstoppable: You may spend 3 Fire to avoid or heal 2-harm. This also stabilizes you, if appropriate. - - -
    -
    - - - Ascetic: Spend 1 Fire to ignore all pain and discomfort in your current situation, even beyond normal human tolerances. - - -
    -
    - - - Always Angry: Start mysteries with 2 Fire marked. - - -
    -
    - - - FINISH HIM!: When you have Fire remaining and strike a foe for 3-harm or more, tell the Keeper how much Fire you have and ask if that’s enough. If the foe has that much or less harm capacity left, the Keeper will tell you. You may spend all your Fire immediately to make a follow up attack, defeating your foe. - - -
    -
    - - - Inspired Guesswork: When you investigate a mystery, you may spend 1 Fire to add 1 extra hold. The extra question must be about powers, motivations, or weaknesses. - - -
    -
    - - - Stone Cold: You never really get ruffled by danger. Gain +1 whenever pain or fear requires you act under pressure. Your nearby allies also gain this bonus against pain and fear, as long as you keep it together. - - -
    -
    - - - Weapon Master: When you take possession of a new weapon you may add, remove, or change one tag. This change only applies for you. When you get this move, apply it to all your current weapons. - - -
    -
    - - - -
    The Hard Case
    - -
    - You get this: -
    - -
    - -
    - - - Unstoppable: When you spend Luck to avoid harm you are about to suffer, additionally remove all harm you had already suffered. Once per mystery, when you are about to take major damage (2 harm or more), change it to just 1 harm. - - -
    -
    - -
    - Then pick two of these: -
    - -
    - -
    - - - FINISH HIM!: Whenever you inflict a massive injury (3 harm or more), you may immediately follow up with another attack. Roll +Tough. On a 10+, double the harm you cause. On a 7-9, you inflict 1 harm extra. On a miss, you leave yourself open and vulnerable. - - - -
    -
    - - - Weapon Master: When you take possession of a new weapon, you may change or remove one tag when you are using it (eg. 'heavy' becomes 'ignore-armour', or 'unreliable' is removed). The changed tag only applies for you. When you get this move, apply it to all your current weapons. - - -
    -
    - - - Aim For The Weak Spot: Your unarmed and hand weapon attacks all get the 'ignore-armour' tag. - - -
    -
    - - - Inspired Guesswork: Once per mystery, when you observe a monster in action, you may investigate a mystery to discover its powers, motivations, or weaknesses. It works even if what you asked about wasn't displayed; you work it out by deduction (or guessing). - - - -
    -
    - - - Come Get Some: You can challenge your foes to fight you alone, maybe in words or maybe just by being the biggest and baddest in the team. Roll +Tough. On a 10+, they all go for you. On a 7-9, they go for you, mainly, but maybe one or two of your comrades are getting marked too. On a miss, they come for you harder than you expected. - - - -
    -
    - - - Property Damage: You can smash your way through almost anything. If it is at all possible to destroy an inanimate object with the tools at your disposal, you can roll +Sharp to work out how. On a 10+, you can pulverize it, no trouble. On a 7-9, it will either take a long time, or you can't break it all down - your choice. On a miss, you hurt yourself getting it done, or get trapped in a bad spot. - - - -
    -
    - - - -
    The Hex
    - -
    - You get this: -
    - -
    - -
    - - - Bad Luck Charm: Whenever you use magic and miss, the backlash never affects you directly if there's someone else around to hit. It'll go for allies, other hunters, and innocent bystanders. Sometimes, every so often, it might even hit an enemy. - - -
    -
    - -
    - Then pick two of these: -
    - -
    - -
    - - - Burn Everything: When you use magic to inflict harm, you can choose to inflict (3 harm, area, magic, obvious) or (3 harm, ignore-armour, magic, obvious). - - - -
    -
    - - - Cast the Bones: Once per mystery, you may perform some kind of divination (tarot, casting the runes, reading entrails, or something like that) to glean information about the future. When you do, roll +Sharp. On a 10+ hold 2, on a 7-9 hold 1. On a miss, you get some information, but it's not what you want to hear. Spend the hold 1-for-1 to ask any question from the investigate a mystery list, or from the following list: -
      -
    • - What can I gain from this person/place/thing/creature? -
    • -
    • - Who has touched this person/place/thing/creature before me? -
    • -
    - The Keeper will answer truthfully, with either a direct answer or how to find out more. - - -
    Current Hold: -
    -
    -
    - - - Force of Will: When you apply your will to dispelling a magical effect, blocking a spell, or suspending a Phenomenon, roll +Weird. On a hit, momentary magics are cancelled completely, and long-lasting spells and effects are suspended temporarily. On a 10+, you can also spend Luck to instantly snuff out a powerful spell or strange effect. On a 7-9, you take 1 harm as the strain of dismissing magic unravels you. - - - -
    -
    - - - Luck of the Damned: After you use magic or cast a rote, take +1 forward. - - -
    -
    - - - Sympathetic Token: As long as you carry a personal object belonging to someone, such as a lock of hair, a full set of toenails, or a treasured family heirloom, you get +1 ongoing to use magic against them. You can also use magic against them at a distance. If you miss, the token is lost, destroyed, or loses its power. - - - -
    -
    - - - This Might Sting: You can use magic to heal 3 harm, but the process is exceptionally painful. On a 7-9, it also leaves a gnarly scar. - - - -
    -
    - - - Wise Soul: Whenever you use magic, right before you roll, you can ask the Keeper what exactly would happen on a miss. If you dislike the risk, you can stop at the last second, and let the spell fizzle harmlessly. All of the effort is wasted. - - -
    -
    - - - -
    The Initiate
    - -
    You get this one:
    - - - -
    - -
    - - - - -
    -
    - -
    Then pick three of these:
    - -
    - -
    - - -
    -
    - - -
    -
    - -
      -
    • Have a useful object ready.
    • -
    • Be somewhere you are needed, just in time.
    • -
    • Take +1 forward, or give +1 forward to another hunter.
    • -
    • - Preemptively warn someone about an attack, so that it doesn't happen. - - -
    • -
    - Current Hold: -
    -
    - - -
    -
    - - - - -
    -
    - - - -
    -
    - - -
    -
    - - -
    -
    - - - -
    The Luchador
    - -
    - You get this: -
    - -
    - -
    - - - Signature Move: Like every great wrestler, you have perfected a signature move for the ring. It works outside the ring as well. - - When you unleash your signature move on something, roll +Tough. On a 10+, you do 2 harm and take +1 forward. On a 7-9, you do 1 harm and take +1 forward. On a miss, your opponent counters the move. - - - -
    -
    - -
    - Then pick two of these: -
    - -
    - -
    - - - Master Técnico: When fighting unarmed, you get +1 to kick some ass and help out. - - - -
    -
    - - - Intensive Training: Take +1 Tough (max +3). - - -
    -
    - - - Noble Heroism: When you successfully protect someone, give a nearby hunter +1 forward. - - -
    -
    - - - Consummate Athlete: You get +1 ongoing for vigorous physical feats (outside of combat). - - -
    -
    - - - Machismo!: Hah! You think that really hurt? By force of will, you can ignore pain and injury. When you suffer harm and just tough it out, roll +Cool. On a 10+, you heal 1 harm and gain +1 forward. On a 7-9, you heal 1 harm. On a miss, pretending to be tough you suffer 1 extra harm, in an embarrassing way if possible. - - - -
    -
    - - - Daredevil Move: You can attempt a tricky, high risk manoeuver to gain an advantage on an opponent. Roll +Tough. On a 10+ pick three, on a 7-9, pick one: -
      -
    • - Interrupt a move someone or something else is making, so they can't do it yet. -
    • -
    • - Take +1 forward. -
    • -
    • - Give another hunter +1 forward. -
    • -
    • - Inflict 2 harm if you are unarmed, and your weapon's harm if you are armed. -
    • -
    • - You don't suffer harm in return. -
    • -
    - On a miss, you suffer 1 harm from your failed move, and leave yourself open to your foes. - - -
    -
    -
    - - - Inspiring Speech: When you rally a group with your ringside style, roll +Charm. On a 10+, they are pumped and ready to risk life and limb for the cause. On a 7-9, they are ready to pitch in their help, as long as there is little personal risk. Choose one thing for them to do: -
      -
    • - Act as an angry mob, unleashed at the target you name. -
    • -
    • - Be a vigilant watch force. -
    • -
    • - Go wherever you tell them to. -
    • -
    • - Help construct a trap. -
    • -
    - On a miss, you lose face with the bystanders. - - -
    -
    -
    - - - Sly Rudo: When you fight, you fight dirty. When you inflict harm on a monster, you can lure it into a trick. Roll +Sharp. On a 10+, the monster really fell for it, inflict +1 harm and +1 ongoing vs. the monster. On a 7-9, the monster fell for it, inflict +1 harm. On a miss, your trick backfires. - - - -
    -
    - - - Fan Following: Your exploits in the ring have not gone unnoticed. When you contact a devoted fan to help you with a mystery, roll +Charm. On a 10+, they're available and helpful - they can fix something, give you a lift, or do some other favour. On a 7-9, they're prepared to help, but it's either going to take some time or you're going to have to do part of it yourself. On a miss, you burn some bridges. - - - -
    -
    - - - -
    The Meddling Kid
    - -
    Pick three of these:
    - -
    - -
    - - - Unmasked!: When you have a monster captured or at bay, you may explain it is not a monster after all but a specific person in a mask. You must explain the real reason for all the seemingly supernatural events you have seen, and how the villain was behind them. When you reveal the culprit, roll +Sharp. On a 10+, your deduction is correct and it really is that person in a mask! On a 7-9, the Keeper must choose one of: -
      -
    • - This really is a monster, but the named bystander was secretly their ally all along. -
    • -
    • - You are correct, but while you talked, they found a way to attempt an escape. -
    • -
    • - The explanation for all the events is correct but you picked the wrong person; when you unmask them, the villain is someone unexpected. -
    • -
    - On a miss, the monster gets an opportunity to create chaos while you explain your (incorrect) deductions. - - -
    -
    -
    - - - Power Snack: When you take the time to eat your chosen snacks and really enjoy them, take +1 forward. My power snack is: - - - -
    -
    - - - Wallop!: When you use an improvised weapon to attack something, you may choose one of these extra effects: -
      -
    • - Momentarily stun them with a blow to the head. -
    • -
    • - Trip or entangle them. -
    • -
    • - Inflict +1 harm but the improvised weapon breaks. - - -
    • -
    -
    -
    -
    - - - It's A Trap!: When you make a trap to capture a monster or minion, roll +Sharp. On a hit, you capture something! On a 10+, you can choose one of these extra effects: - -
      -
    • - It will take some time for the victim to get free. -
    • -
    • - The trap inflicts harm (as an improvised weapon). -
    • -
    • - The trap may be reset and reused later. Roll the move again when you do so, with +1 forward. - - -
    • -
    -
    -
    -
    - - - Tell Me The Truth!: When you are questioning somebody to investigate a mystery, you may ask questions from the following list as well as from the usual list: -
      -
    • - Who has something to gain from this situation? -
    • -
    • - What are you plotting? -
    • -
    • - Are you lying to me? -
    • -
    • - Who knows about _____? - - -
    • -
    -
    -
    -
    - - - Run Away!: When you decide to get out of a bad situation, you can get away just fine. Unfortunately you will end up somewhere just as bad, that is important to the current mystery. - - -
    -
    - - - A Pleasant and Friendly Manner: When you politely manipulate someone, your impeccable manners always count as a reason for the person to do what you say. - - - -
    -
    - - - Best Bud!: You have an animal ally to help you solve mysteries. They can talk, but with a heavy accent (most people don’t understand). - - -
    -
    - - - b>Hard Head!: Any time you suffer harm from an attack, you may choose to take 0-harm. You instead are knocked out for a few minutes. - - -
    -
    - - - -
    The Monstrous
    - -
    Pick two of these:
    - -
    - -
    - - -
    -
    - - - -
    -
    - - - -
    -
    - - -
    -
    - - -
    -
    - - -
    -
    - - - -
    Current Hold: -
    -
    - - - -
    -
    - - -
    -
    - - -
    -
    - - - - -
    -
    - - - -
    -
    - - - -
    The Mundane
    - -
    Pick three of these:
    - -
    - -
    - - -
    -
    - - -
    -
    - - - -
    -
    - - - -
    -
    - - -
    -
    - : -
      -
    • They ask you a hard question first.
    • -
    • They stall and dither a while.
    • -
    • They have a 'better' idea.
    • -
    - On a Miss, they think you're crazy, and maybe dangerous too. - - -
    -
    - -
      -
    • Inflict 1 harm.
    • -
    • Reduce someone's harm suffered by 1.
    • -
    • - Take +2 forward on an act under pressure roll. - - -
    • -
    - Current Hold: -
    -
    - - -
    -
    - - - -
    The Pararomantic
    - -
    - You get this: -
    - -
    - -
    - - - Supernatural Guide: You have a (most likely intimate) connection to some supernatural being who is your guide into the world beyond. Choose if your relationship is secret or not: - - - Determine what kind of creature your Guide is and how your relationship works. Say what kind of power they possess. The Keeper will decide how it works and define your Guide as a threat. - If your Guide is another hunter, determine together how your relationship works. - - - Whenever you would roll +Weird, you can roll +Charm instead, by channeling the power of your Bond. When you do so and miss, in addition to the usual consequences, you and your Guide suffer as when you miss a roll for Bond Abuse. - - -
    -
    - -
    - Then pick two of these: -
    - -
    - -
    - - - Bonding Time: If you spend some quality time with your Guide instead of working on the current mystery, you can roll +Charm. On a 10+ hold 2, on a 7-9 hold 1. Spend your hold 1-for-1 to: -
      -
    • - Erase one used Relationship Status mark. -
    • -
    • - Use a Pararomantic move you haven't picked. -
    • -
    • - Receive a gift from your Guide. -
    • -
    • - Take +1 forward. - - -
    • -
    - Current Hold: -
    -
    -
    - - - Dark Desires: You may use manipulate someone on monsters, as long as you are using emotional ties. - - - -
    -
    - - - The Power of Love: When you use help someone to help your Guide, don't roll +Cool. You automatically help as though you'd rolled a 10. If your Guide is another hunter, the same applies when they use help someone to help you. - - -
    -
    - - - Do As The Supernatural Do: You can take an unnatural move from your Guide's playbook (if they are a hunter). If they are a monster, choose a move from a suitable supernatural playbook. The Keeper may offer you a custom move instead. - - - -
    -
    - - - I Am Theirs And They Are Mine: Whenever you are in danger, your Guide knows it. If your Guide is suffering harm (and it's feasible), you can spend Luck to redirect the attack onto yourself as if you have rolled 10+ with protect someone. If you are suffering harm, you can decide that your Guide has protected you and is suffering this harm instead. If you choose this, roll for Bond Abuse. - - -
    -
    - - - Monster Empathy: When you try to work out what a supernatural creature desires, roll +Charm. On a 10+ hold 2, on a 7-9 hold 1. Spend your hold 1-for-1 to ask the following questions - the Keeper will answer honestly: -
      -
    • - What do they most desire? -
    • -
    • - What would they accept as good enough for now? -
    • -
    • - What would distract them? - - -
    • -
    - Current Hold: -
    -
    -
    - - - Spirit Touched: Your experiences have made you sensitive to the supernatural. When you sense magical things, roll +Weird. On a 10+, you can sense them fully. On a 7-9, choose: either sense them fully but they notice you too, or you sense only impressions. - - - -
    -
    - - - -
    The Professional
    - -
    You get this:
    - -
    - -
    - When you deal with the agency, requesting help or gear, or making excuses for a failure, roll +Sharp. On a 10+, you're good - your request for gear or personell is okayed, or your slip-up goes unnoticed. On a 7-9, things aren't so great. You might get chewed out by your superiors, and there'll be fallout, but you get what you need for the job. On a miss, you screwed up; you might be suspended, or under investigation, or just in the doghouse. You certainly aren't going to get any help until you sort it all out. - - -
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    Then pick three of these:
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    • Good things: roomy; surveillance gear; fast; stealthy; intimidating; classic; medical kit; sleeping space; toolkit; concealed weapons; anonymous; armoured (+1 armour inside); tough; monster cage.
    • -
    • - Bad things: loud; obvious; temperamental; beaten-up; gas-guzzler; uncomfortable; slow; old. - -
    • -
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    The Searcher
    - -
    - You get this: -
    - -
    - -
    - - - First Encounter: One strange event started you down this path, sparking your need to discover the truth behind the unexplained. Decide what that event was, pick a category below and take the associated move. Then tell everyone what happened to you (or someone close to you). - -
    - - Unused - -
    - Cryptid Sighting: You take note of any reports of strange creatures. Whenever you first see a new type of creature, you may immediately ask one of the investigate a mystery questions. -
    -
    - Zone of Strangeness: Things are not fixed. You never need to act under pressure when supernatural forces alter the environment around you, and you get protection (2 armour) against harm from sudden changes to the laws of physics. -
    -
    - - Psychic Event: Your mind is awakened. You may act under pressure to use the sensitive weird move, or (if you already have sensitive) the empath weird move. - - -
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    - Higher Power: Something looks out for you. You start with an extra Luck point. -
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    - Strange Dangers: You are always watching for hazards. When you have no armour, you still count as having protection (1 armour). -
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    - Abduction: They taught you hidden knowledge. Gain +1 to any move when you research strange or ancient secrets to do it. -
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    - - Cosmic Insight: You have encompassed the soul of the universe. You never need to act under pressure due to feelings of fear, despair, or isolation. - -
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    - -
    - Then pick two of these: -
    - -
    - -
    - - - Prepared to Defend: Even truth-seekers need to fight sometimes. Whenever you suffer harm when you kick some ass or protect someone, you suffer 1 harm less. - - -
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    - - - Fellow Believer: People understand you've also known strangeness. Bystanders will talk to you about weird things they would not trust another hunter (or a mundane official) to believe. - - -
    -
    - - - Guardian: You have a mystical ally (perhaps a spirit, alien, or cryptid) who helps and defends you. Define them, and their powers, with the Keeper's agreement. Their look is one of: invisible, an intangible spirit thing, a weird creature, disguised as an animal, or disguised as a person. - - - -
    -
    - - - Just Another Day: When you have to act under pressure due to a monster, phenomenon, or mystical effect, you may roll +Weird instead of +Cool. - - - -
    -
    - - - Network: You may gain an ally group of others who had experiences similar to your First Encounter - perhaps they're a support group or a hobbyist club. Detail up to five members with useful skills related to what happened to them (none are up for fighting monsters). - - - -
    -
    - - - Ockham's Broadsword: When you first encounter something strange, you may ask the Keeper what sort of thing it is. They will tell you if it (or the cause) is: natural, an unnatural creature, a weird phenomenon, or a person. You gain +1 forward dealing with it. - - -
    -
    - - - The Things I've Seen: When you encounter a creature or phenomenon, you may declare that you have seen it before. The Keeper may ask you some questions about that encounter, and will then tell you one useful fact you learned and one danger you need to watch out for (maybe right now). - - -
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    - - - -
    The Sidekick
    - -
    - You get this: -
    - -
    - -
    - - - There's no 'I' in 'Team': You get +1 ongoing to help out; +2 ongoing, if you are helping out your hero. - - - -
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    - -
    - Then pick two of these: -
    - -
    - -
    - - - Caddy: You carry all your hero's stuff around. That means you can use anything from their gear list, unless they are currently holding it. Plus, if the item is not unique, you carry spares. For anything like that, you can use one of the spares even if your hero is currently using it. - - -
    -
    - - - As You Wish: Mark experience whenever your hero orders or requests that you do something you don't want to do, and you go ahead and do it. - - -
    -
    - - - Bodyguard: If something bad is going to happen to your hero, your comrades, or a bystander, and you are right there, you may throw yourself in harm's way. Whatever was going to happen to them happens to you instead. - - -
    -
    - - - Me Too!: If your hero makes a roll for a move, and you copy what they did (i.e. the same move), you may choose not to roll. Instead, use the outcome of your hero's roll. - - -
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    - - - I Can Make You Look Good: If you help out your hero, you may choose to change the outcome of your dice roll with the outcome of their original dice roll. - - -
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    - - - Journeyman (or Journeywoman): Take a move that your hero has. Add it to your "Other Moves" section, below. - - -
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    - - - -
    The Snoop
    - -
    - Pick three of these: -
    - -
    - -
    - - - \"What Does That Feel Like?\": When you put your camera/microphone right in a person's face, they automatically break off whatever they are doing. They might go right back to it after they deal with you, but you'll create enough time for everyone else to act in the meantime. - - -
    -
    - - - Minor Celebrity: At the beginning of each mystery, roll +Weird. On a 10+ hold 2, on a 7-9 hold 1. Spend your hold 1-for-1 during the mystery to have someone you meet know of you in a positive light (maybe they read your blog, listen to your podcast, or watch your Internet/TV show, etc). You may end up getting asked for autographs or given 'hot' leads, too. - - -
    Current Hold: -
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    -
    - - - We'll Fix It In Post: You can use anything you could conceivably have recorded as evidence for investigate a mystery, allowing you to check previous interviews, attack sites, and so on, from the comfort of your laptop. - - -
    -
    - - - I'm A Reporter!: When you investigate a mystery by talking to witnesses, interviewing locals, or anything else requiring interpersonal skills, roll +Charm instead of +Sharp. - - - -
    -
    - - - Truthiness: Whatever you tell a normal person, they'll accept that you think it's true. If it's far out, they might think you're crazy, but they won't think you're lying. - - -
    -
    - - - The Mojo Wire: When you read all the current news feeds looking for the weird and crazy stuff, take +1 forward. - - -
    -
    - - - Relaxed Producer: You're employed, with a regular paycheck and little or no oversight. As long as you send in a story every few days, no matter how bizarre, you're set. Every now and again, they'll send you somewhere in particular, and when that happens it usually involves supernatural activity; unless they need human interest, in which case it will be a kitten show or agricultural fair or something. - - -
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    The Spell-Slinger
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    Pick three of these:
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    • - Fizzle: The preparations and materials for the spell are ruined. You'll have to start over from scratch with the prep time doubled. -
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    • - This Is Gonna Suck: The effect happens, but you trigger all of the listed glitches but one. You pick the one you avoid. - -
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    Current Hold: -
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    The Spooktacular
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    Pick two of these:
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    The Spooky
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    Pick three of these:
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    - Mystical Library: If you use your library's occult tomes and grimoires to prepare yourself, take +1 forward to use magic. - - -
    - -
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    - - - -
      -
    • - The target contracts a disease. -
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    • - The target immediately suffers harm (2 harm, magic, ignore-armour). -
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    • - The target breaks something precious or important. - - -
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    • - Where is the creature right now? -
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    • - What is it planning to do right now? -
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    • - Who is it going to attack next? -
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    • - Who does it regard as the biggest threat? -
    • -
    • - How can I attract its attention? - - -
    • -
    - Current Hold: -
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    • - Interfere with a hunter, giving them -1 forward. -
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    • - Help a hunter, giving them +1 forward, by interfering with their enemy. -
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    • - Interfere with what a monster, minion, or bystander is trying to do. -
    • -
    • - Inflict 1 harm on the target due to an accident. -
    • -
    • - The target finds something you left for them. -
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    • - The target loses something that you will soon find. - - -
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    - Current Hold: -
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    The Summoned
    - -
    - You get this: -
    - -
    - -
    - - - Freakish: You're weird, and people react badly. You cannot use manipulate someone on a person until you prove yourself to them first (this includes the other hunters, and it's up to them to decide when you have proved yourself). Until then, people will just try to get away from you. You can spend Luck to have a person take to you. Don't roll manipulate someone; they act as though you'd rolled a 12. On the other hand, you can use manipulate someone on monsters that can reason and talk (but they always want something really bad). - - -
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    - -
    - Then pick two of these: -
    - -
    - -
    - - - What Are You Looking At?: When you talk to a monster (capable of reason and speech), they will recognize you and your potential. If you ask them what they know, pick one for the Keeper to reveal: -
      -
    • - Tell me something about where I'm from. -
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    • - Tell me something about my destiny. -
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    • - Tell me something about who I really am. -
    • -
    • - Tell me something about the Apocalypse. - -
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    - - - Should I Feel That?: Your body has 2 armour. This does not stack with any other armour. - - -
    -
    - - - Mayhem!: When you grab a nearby large object and use it as an improvised weapon, first determine how much damage it will do. - Guidelines: -
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    • - Fire extinguisher, fence post, furniture, etc: 2 harm -
    • -
    • - Motorcycle, lamppost, masonry chunk, etc: 3 harm -
    • -
    • - Car, dumpster, boulder, etc: 4 harm -
    • -
    • - Bus, truck, wall, etc: 5 harm - -
    • -
    - - After you inflict harm with it (with a kick some ass roll or otherwise), roll +harm your weapon actually caused. On a miss, you use it without trouble. On a 7-9 pick one side effect, on a 10+ pick two: -
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    • - You hurt someone nearby as well as your target. -
    • -
    • - You make something about the situation worse. -
    • -
    • - You lose control of your improvised weapon. -
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    • - You cause massive property damage. -
    • -
    • - Your improvised weapon breaks. - - -
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    - - - Absolute Badass: Take +1 Tough (max +3). - - -
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    - - - Screw You: Spend Luck to get +1 ongoing vs. one particular monster. This lasts until that monster is dead. - - -
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    - - - Whatever: Spend Luck to get +1 Tough for the remainder of the current mystery (max +4). - - -
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    - - - Why So Serious?: If you cap off a move with an appropriate one-liner, the team gets +1 forward (so the next hunter who makes a roll gets +1). - - -
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    The Traveler
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    - You get this: -
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    - - - Servant of Technology: You are extremely dependent on technology, having difficulties in relating to the supernatural. You get -1 ongoing to use magic or any other moves related to the supernatural or magic. - - - -
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    - Then pick three of these: -
    - -
    - -
    - - - Butterfly Effect: At the beginning of each mystery, choose one rating to receive +1 (max +3) and another to receive -1 (min -2) during this mystery. These actions disturb the spacetime and the oscillations of their characteristics is a reflection of that. - - -
    -
    - - - Historian: When you investigate a mystery or read a bad situation, you can choose to ask \"Why does this seem familiar?\" as one of the questions. If possible, the Keeper will describe how a similar situation has happened in the past or future history of the world. - - - -
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    - - - Inventor: If you want to build, repair, or study a device, the Keeper will tell you how long it will take and what equipment will be needed. - - -
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    - - - Prescience: Attacks that can cause your death pop up in your memory. When you take harm and become unstable, you may roll +Weird. On a 10+, you remembered the attack and were able to avoid it completely. On a 7-9, the memory took time to emerge, take 1 harm less or don't become unstable. On a miss, the memory was incorrect and your avoidance made you unbalanced; in addition to the harm, you take -1 forward. - - - -
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    - - - Neural Implants: When you need to do something that requires specific training, such as defusing a bomb or flying a helicopter, you already have the information implanted in your brain. You still need to act under pressure, but you know what to do. - - - -
    -
    - - - Sufficiently Advanced Technology: You can reproduce the effects of the move use magic with technological tools. You do not roll dice for this, but you must choose an effect and a glitch. This is not magic, so the effect will not have the magic tag and will not work on things affected only by magic. The Keeper may ask for one or more requirements to achieve the effect. - - -
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    - - - No Paradoxes: When you say why something should happen to guarantee the future, you can help another hunter and give +1 to their roll, as if you had rolled a 10+ on help out. You still need to describe how you are helping. - - -
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    - - - Android/Cyborg: You have cybernetic implants or maybe you're half a machine. In addition to superhuman strength, your punches and kicks are attacks with (3 harm, contact). - - -
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    - - - Psychic Paper: You get +1 ongoing in rolls to avoid being detected or remaining unnoticed. You also get +1 ongoing when you manipulate someone by pretending to be someone else. - - - -
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    The Wronged
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    You get this:
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    - - I Know My Prey: You get +1 ongoing when knowingly investigating, pursuing, or fighting the breed of monster that caused your loss. - -
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    • - Stabilize the injury but the patient take -1 forward.
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    • - Heal 1 harm and stabilize for now, but it will return as 2 harm and become unstable again later.
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    • - Heal 1 harm and stabilize but the patient takes -1 ongoing until it's fixed properly. - - -
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    - Advanced Hex Moves -
    - - All -
    - - Unused -
    - When you take the corresponding Improvement, choose one of these: -
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    - - - Apotheosis: You become a terrifying fount of mystical power. Once per mystery, after you suffer loss or harm, you may enter a state where you have both immense power and zero interest in the well-being of others. While in this state, all of the following are true: -
      -
    • - You can fly. -
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    • - Use +Weird to kick some ass instead of +Tough. For this, you use innate magic as a weapon with (3 harm and any properties you choose). -
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    • - Ignore the component costs of your rotes. -
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    • - Ignore one requirement of every spell you cast with use magic. -
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    • - You have +1 ongoing to do everything. -
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    • - You cannot use the protect someone move. -
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    • - You have all the Temptations, and you have to indulge them whenever a good opportunity presents itself. -
    • -
    • - When you try to resist a Temnptation, roll +Cool. On a 10+, Apotheosis ends. On a 7-9, it ends with you doing something dangerous or cruel. On a miss, it ends only after you harm someone (or something) you love. - - -
    • -
    -
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    - - - Synthesis: You manage to conciliate your dark power with your moral impulses. You lose your Temptation. Whenever you use magic to help out or protect someone, you mark experience. Mark a second experience if you do it at the expense of your own safety. - - -
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    Rotes
    -
    - - Rotes -
    - - Instructions -
    - Whenever you use magic, you can decide afterwards that a particular spell is a Rote that you know. You know how to cast it off the top of your head. Write down in detail the name of the Rote, what it requires, and what it does on a 10+, a 7-9, and a miss. A Rote is a bit more powerful than a basic use magic spell; its glitches are less onerous and its effect may be a little bigger. Unlike regular use magic, the cost and consequences for failing a Rote are known to you in advance. - Choose two fixed requirements for each Rote from this list: -
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    • - Magic words and ritual gestures. -
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    • - An object of power (wand, talisman, orb, staff, etc) which must be wielded. -
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    • - An expendable component such as sulfur, sage, or incense, which must be burned, blown, destroyed or scattered during the casting. -
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    • - Runes or symbols written or engraved on a surface (which must be prepared). -
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    • - A spilling of blood (1 harm to you or a willing participant). -
    • -
    - After you cast it for the first time, treat each Rote as a custom move - a specialised version of use magic, which is built with the Keeper. -
    -
    List of Rotes
    - - Instructions -
    - You start out knowing up to one Rote, which you can choose when creating your character or during play. You can learn more by taking corresponding Improvements. When you do, you can choose the new Rote right away or in play. - You roll +Weird to cast a Rote, which requires you to have the needed items at hand and the ability to physically use them. -
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    - - Edit -
    - Rote Name - Requirements - Effects -
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    Other Moves
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    Natural Attacks
    - - All -
    - - Unused -
    (pick one base and one extra, or pick two bases):
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    - Base: teeth (3 harm, intimate) -
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    - Base: claws (2 harm, hand) -
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    - Base: magical force (1 harm, magical, close) -
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    Description:
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    - - You have toolkits containing everything you need for your normal science, engineering, and analysis tasks. You also get two science weapons. If you want, you can have Science Armour worth 1-armour. The "batteries" tag is like "reload": the weapon is liable to run out of power at bad moments. - - (pick two) -
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    - - - Lightning Gun (3-harm close loud electricity batteries) - -
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    - - - Portable Particle Accelerator (3-harm close messy area batteries) - -
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    - - - Laser Cannon (2-harm far quiet batteries) - -
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    - - - Net Launcher (0-harm close entangling) - -
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    - - - Scalpel (1-harm hand) - -
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    - - - Force Knife (2-harm hand batteries) - -
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    - - - Tranquiliser Rifle (1-harm close sedating) - -
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    - - - Stun-ray Pistol (0-harm close sedating) - -
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    - - - Autonomous Drone (2-harm far autonomous) - -
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    - - - Atomic Pistol (3-harm close radiation) - -
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    Protective gear worth 1 armour (optional)
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    Special Weapon
    - Design your weapon by choosing a Form, three Business-end options (which are added to the base tags), and a material that the business-end is made from.
    - Form (pick one):
    - -
    - Business-end (pick three): -
    Artifact (+magic)
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    Spikes (+1 harm, +messy)
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    Blade (+1 harm)
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    Heavy (+1 harm)
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    Long (+close)
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    Throwable (+close)
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    - - - -
    -
    - - - -
    -
    - -
    - -
    Effective Weapons (pick three):
    -
    .22 revolver (1 harm, close, reload, small)
    -
    .38 revolver (2 harm, close, reload, loud)
    -
    9mm (2 harm, close, loud)
    -
    Shotgun (3 harm, close, messy)
    -
    Hunting rifle (2 harm, far, loud)
    -
    Big knife (1 harm, hand)
    -
    Baseball bat (1 harm, hand)
    -
    Submachinegun (2 harm, close, reload, area)
    -
    Assault rifle (3 harm, close/far, area)
    -
    - - -
    - -
    Divine Armour (1 armour, holy) with a look suited to your divine origin
    -
    Divine Weapon (pick one):
    -
    Flaming sword (3 harm, hand, fire, holy)
    -
    Thunder hammer (3 harm, hand, stun, holy)
    -
    Razor whip (3 harm, hand, area, messy, holy)
    -
    Five demon bag (3 harm, close, magic, holy)
    -
    Silver trident (3 harm, hand, silver, holy)
    -
    - - -
    - -
    Monster-slaying Weapons (pick three):
    -
    - - -
    -
    - - -
    -
    - - -
    -
    - - -
    -
    - - -
    -
    - - -
    -
    - - -
    -
    - - -
    -
    - - -
    -
    - - -
    - -
    Normal Weapon (pick one):
    -
    - - -
    -
    - - -
    -
    - - -
    -
    - - -
    -
    - - -
    -
    - - -
    -
    Hidden Weapons (pick two):
    -
    - - -
    -
    - - -
    -
    - - -
    -
    - - -
    -
    - - -
    -
    - - -
    -
    - - -
    - -
    - Old-fashioned Armour (1 armour, heavy) -
    -
    Old-fashioned Weapons
    -
    (If the Sect has Fighting arts or Obsolete gear, pick three; otherwise pick two):
    -
    - Sword (2 harm, hand, messy) -
    -
    - Axe (2 harm, hand, messy) -
    -
    - Big sword (3 harm, hand, messy, heavy) -
    -
    - Big axe (3 harm, hand, messy, slow, heavy) -
    -
    - Silver knife (1 harm, hand, silver) -
    -
    - Fighting sticks (1 harm, hand, quick) -
    -
    - Spear (2 harm, hand/close) -
    -
    - Mace (2 harm, hand, messy) -
    -
    - Crossbow (2 harm, close, slow) -
    -
    Modern Weapons
    -
    (If Sect has Modernised or Nifty gadgets, pick two; otherwise pick one):
    -
    - .38 revolver (2 harm, hand, close, reload, loud) -
    -
    - 9mm (2 harm, close, loud) -
    -
    - Sniper rifle (3 harm, far) -
    -
    - Magnum (3 harm, close, reload, loud) -
    -
    - Shotgun (3 harm, close, messy) -
    -
    - - -
    - -
    (Optional) Handy Weapon (pick one):
    -
    - .38 revolver (2 harm, close, reload, loud) -
    -
    - 9mm (2 harm, close, loud) -
    -
    - Magnum (3 harm, close, reload, loud) -
    -
    - Shotgun (3 harm, close, messy) -
    -
    - Big knife (1 harm, hand) -
    -
    - Brass knuckles (1 harm, hand, quiet, small) -
    -
    - Sword (2 harm, hand, messy) -
    -
    - Huge sword (3 harm, hand, heavy) -
    -
    - - -
    - -
    Mundane Weapons (pick two):
    -
    - Golf club, baseball bat, cricket bat, or hockey stick (2 harm, hand, innocuous, messy) -
    -
    - Pocket knife or multitool (1 harm, hand, useful, small) -
    -
    - Small handgun (2 harm, close, loud, reload) -
    -
    - Hunting rifle (3 harm, far, loud, reload) -
    -
    - Sledge-hammer or fire axe (3 harm, hand, messy) -
    -
    - Nunchuks (2 harm, hand, area) -
    -
    Means of Transport (pick one):
    -
    - Skateboard -
    -
    - Bicycle -
    -
    - Fairly new car in decent condition -
    -
    - Classic car in terrible condition -
    -
    - Motorcycle -
    -
    - Van -
    -
    - - -
    - -
    Armour (pick one):
    -
    - Flak vest (1 armour, hidden) -
    -
    - Combat armour (2 armour, heavy) -
    -
    Serious Weapons (pick one):
    -
    - Assault rifle (3 harm, far, area, loud, reload) -
    -
    - Grenade launcher (4 harm, far, area, messy, loud, reload) -
    -
    - Sniper rifle (4 harm, far) -
    -
    - Grenades (4 harm, close, area, messy, loud) -
    -
    - Submachine gun (3 harm, close, area, loud, reload) -
    - Normal Weapons (pick two): -
    - .38 revolver (2 harm, close, reload, loud) -
    -
    - 9mm (2 harm, close, loud) -
    -
    - Hunting rifle (2 harm, far, loud) -
    -
    - Shotgun (3 harm, close, messy) -
    -
    - Big knife (1 harm, hand) -
    -
    - - -
    - -
    Backup Weapon (pick one):
    -
    - Old revolver (2 harm, close, reload, loud) -
    -
    - Ritual knife (1 harm, hand) -
    -
    - Heirloom sword (2 harm, hand, messy) -
    -
    - - -
    - -
    You get one dangerous tool, one vehicle, one mystical item, and all the paraphernalia.
    -
    Dangerous Tools (pick one)
    -
    - - Pocket knife or multitool (1-harm hand useful small). - -
    -
    - - Hammer (1-harm hand useful messy). - -
    -
    - - Crowbar (2-harm hand useful messy). - -
    -
    - - Baseball bat or similar (2-harm hand). - -
    -
    - - Hatchet (2-harm hand messy). - -
    -
    - - Sock full of coins (1-harm hand stun). - -
    -
    Vehicles (pick one)
    -
    - - Pickup. - -
    -
    - - Van. - -
    -
    - - Truck. - -
    -
    - - Motorcycle & Sidecar. - -
    -
    Mystical Items (pick one)
    -
    - - Ghost Shades. Sunglasses that can see into the spirit world. - -
    -
    - - Really Big Plush Dog (Animated). Somehow this came to life. It’s kind of like a regular dog? - -
    -
    - - Returning 100. Spend this hundred dollar bill, and it will come back in a day or so. - -
    -
    - - Scamulet. Heats up whenever someone’s running a scam on you. - -
    -
    - - Wizard Tent. Worn and crappy on the outside, big and luxurious on the inside. - -
    Paraphernalia
    -
    - You have all of this crap: Tickets to a show, Snack vouchers, Decks of cards, Pairs of dice, Magic trick props, Camping gear, Makeup, Costume accessories. -
    -
    - - -
    - -
    - Any magical items or amulets that you use to invoke your powers
    - -
    -
    Normal Weapons (pick two):
    -
    - - .38 revolver (2 harm, close, reload, loud) - -
    -
    - - 9mm (2 harm, close, loud) - -
    -
    - - Hunting rifle (2 harm, far, loud) - -
    -
    - - Shotgun (3 harm, close, messy) - -
    -
    - - Big knife (1 harm, hand) - -
    -
    - - -
    - -
    Protective wear suited to your look (1 armour)
    -
    Signature Weapon (pick one):
    -
    Sawn-off shotgun (3 harm, hand/close, messy, loud, reload)
    -
    Hand cannon (3 harm, close, loud)
    -
    Fighting knife (2 harm, hand, quiet)
    -
    Huge sword or huge axe (3 harm, hand, messy, heavy)
    -
    Specialist weapons for destroying your foes (eg. wooden stakes and mallet for vampires, silver dagger for warewolves, etc), 4 harm against the specific creatures it targets, 1 harm otherwise, and other tags by agreement with the Keeper
    -
    Enchanted dagger (2 harm, hand, magic)
    -
    Chainsaw (3 harm, hand, messy, unreliable, loud, heavy)
    -
    Practical Weapons (pick two):
    -
    .38 revolver (2 harm, close, reload, loud)
    -
    9mm (2 harm, close, loud)
    -
    Hunting rifle (2 harm, far, loud)
    -
    Shotgun (3 harm, close, messy, loud)
    -
    Big knife (1 harm, hand)
    -
    Brass knuckles (1 harm, hand, stealthy)
    -
    Assault rifle (3 harm, close, area, loud, reload)
    -
    (Optional) Vehicle (pick one):
    -
    Classic car
    -
    Classic motorcycle
    -
    Plain pickup
    -
    Plain van
    -
    - - -
    - -
    - A laptop, and a liquor flask -
    -
    - Recording Devices (pick two): -
    -
    - - - Night vision camera - -
    -
    - - - Tiny digital video camera - -
    -
    - - - Film camera (8mm or 16mm) - -
    -
    - - - Digital sound recorder - -
    -
    - - - Cassette tape recorder - -
    -
    - - - Remote-controlled camera drone - -
    -
    - - - Laser microphone - -
    -
    - - - SLR camera - -
    -
    - P.I. Weapons (pick one): -
    -
    - - - Brass knuckles (1 harm, hand, small) - -
    -
    - - - .38 revolver (2 harm, close, reload, loud) - -
    -
    - - - 9mm (2 harm, close, loud) - -
    -
    - - - Magnum (3 harm, close, reload, loud) - -
    -
    - - - Shotgun (3 harm, close, messy, loud) - -
    -
    - - - Switchblade (1-harm, hand, small) - -
    -
    - - -
    - -
    - Any magical items or amulets that you use to perform magic -
    -
    - -
    -
    - Wizardly Weapons (pick two): -
    -
    - - - .38 revolver (2 harm, close, reload, loud) - -
    -
    - - - Shotgun (3 harm, close, messy, loud) - -
    -
    - - - Athame (2 harm, hand, magic, silver) - -
    -
    - - - Shillelagh (1 harm, hand, balanced) - -
    -
    - - - Crossbow (2 harm, close, slow) - -
    -
    - - - Staff (1 harm, hand, balanced, large) - -
    -
    - - -
    - -
    - Normal Equipment (pick two): -
    -
    - - - Golf club, baseball bat, cricket bat, or hockey stick (2 harm, hand, innocuous, messy) - -
    -
    - - - Pocket knife or multitool (1 harm, hand, useful, small) - -
    -
    - - - Small handgun (2 harm, close, loud, reload) - -
    -
    - - - Bicycle - -
    -
    - - - Fairly new car in decent condition - -
    -
    - - - Motorcycle - -
    -
    - Gift from your Guide, which must be periodically recharged by interactions with them (pick one): -
    -
    - - - Part of their body, eg. a vial of blood, lock of hair, tears in a phial, fairy dust, etc. It either helps you heal, or counts as a weakness against a specific kind of monster. - -
    -
    - - - Piece of jewelry, eg. a golden ring, tribal pendant, silver locket, etc. It either provides armour (1 armour, magic) or protects you from the powers of a specific kind of monster. - -
    -
    - - - A memento of the time when they were human, eg. a portrait/photo from life, diary, favourite hat, doll, lighter, etc. It provides +1 to Bond Abuse rolls. - - -
    -
    - - - A strange or antique weapon, eg. a family sword, ancient staff, holy mace (2 harm, hand, messy), etc. Additionally, add '+magic', '+silver', '+holy', or '+iron' tag to the weapon. - -
    -
    - -
    -
    - - -
    - -
    - A laptop, a camera, and binoculars, plus: -
    -
    - - - A car - -
    -
    - - - A motorcycle - -
    -
    - Investigation Tools (pick two): -
    -
    - - - A bag of cameras and microphones - -
    -
    - - - Forensic tools - -
    -
    - - - Ghost hunting tools - -
    -
    - - - Scientific measuring tools - -
    -
    - - - Cryptid hunting gear - -
    -
    - - - Historical documents and witness reports of strange events - -
    -
    - - - Maps, blueprints, and building reports for significant places - -
    -
    - Self-defence Weapons (pick one): -
    -
    - - - Walking stick (1 harm, hand, innocuous) - -
    -
    - - - Small handgun (2 harm, close, reload, loud) - -
    -
    - - - Small knife (1 harm, hand, messy) - -
    -
    - - - Martial arts training (1 harm, hand, innocuous) - -
    -
    - - - Incapacitating spray (0 harm, hand, irritating) - -
    -
    - - - Heavy flashlight (1 harm, hand, innocuous) - -
    -
    - - -
    - -
    - Ancient Armour (0 armour or, 1 armour) appropriate to your origin. - -
    -
    - Whatever you were carrying when you were transported; most likely a monster-hunting kit in some easy-to-carry bag appropriate to your origin -
    -
    - -
    -
    - Ancient Weapons (pick three): -
    -
    - - - Sword (2 harm, hand, messy) - -
    -
    - - - Axe (2 harm, hand, messy) - -
    -
    - - - Spear (2 harm, hand/close) - -
    -
    - - - Big sword (3 harm, hand, messy, heavy) - -
    -
    - - - Poleaxe (3 harm, hand, messy, heavy) - -
    -
    - - - Shield (1 harm, hand, 1 armour) - -
    -
    - - - Silver knife (1 harm, hand, silver) - -
    -
    - - - Bow (2 harm, close)/(1 harm, far) - -
    -
    - - - Crossbow (2 harm, close, slow) - -
    -
    - - - Handgonne (1 harm, hand/close, loud, volatile, smokey, reload) - -
    -
    - - - Arquebus (2 harm, close, loud volatile, smokey, heavy, reload) - -
    -
    - - - Big knife (1 harm, hand) - -
    -
    - - - Cudgel (1 harm, hand) - -
    -
    - - - Martial arts (1 harm, hand) - -
    -
    - - -
    - -
    You get one Hard Case weapon, one vehicle, one other, and whatever you got from your Hard Knocks.
    -
    - Hard Case Weapons (pick one): -
    -
    - - - Ancient sword (2-harm hand valuable balanced holy) - -
    -
    - - - Auto shotgun (3-harm close load reload area) - -
    -
    - - - Battered assault rifle (3-harm close/far area loud) - -
    -
    - - - Chainsaw (3-harm hand unreliable messy heavy) - -
    -
    - - - Crowbar (2-harm hand messy innocuous) - -
    -
    - - - Hand cannon (3-harm close loud) - -
    -
    - - - Huge fucking knife (2-harm hand messy) - -
    -
    - Normal Weapons (pick two): -
    -
    - - - Shotgun (3-harm close messy) - -
    -
    - - - Hunting rifle (2-harm far loud) - -
    -
    - - - Pistol (2-harm close) - -
    -
    - - - Big knife (1-harm hand) - -
    -
    - Vehicles (pick one): -
    -
    - - - Pickup - -
    -
    - - - Motorbike - -
    -
    - - - Muscle car - -
    -
    - - - Sportscar - -
    -
    - Other items (pick one): -
    -
    - - - Concealed armour (1-armour hidden) - -
    -
    - - - Heavy armour (2-armour heavy) - -
    -
    - - - Firewater (once per mystery, drink it to mark 1 Fire) - -
    -
    - - - Bag of cash (untraceable) - -
    -
    - - - Ghost detector (unreliable) - -
    -
    - - - A bunch of old monster hunting journals - -
    -
    - - - A spell formula, written on a napkin - -
    -
    - - -
    - -
    - Hard Case Weapons (pick one): -
    -
    - - - Crowbar (2 harm, hand, messy) - -
    -
    - - - Chainsaw (3 harm, hand, messy, unreliable, loud, heavy) - -
    -
    - - - Automatic shotgun (3 harm, close, loud, reload, auto) - -
    -
    - - - Huge knife (2 harm, hand, messy) - -
    -
    - - - Hand cannon (3 harm, close, loud) - -
    -
    - - - Submachinegun (2 harm, close, reload, auto) - -
    -
    - - - Battered assault rifle (3 harm, close/far, auto) - -
    -
    - Normal Weapons (pick two): -
    -
    - - - .38 revolver (2 harm, close, reload, loud) - -
    -
    - - - Shotgun (3 harm, close, messy, loud) - -
    -
    - - - Hunting rifle (2 harm, far, loud) - -
    -
    - - - 9mm (2 harm, close, loud) - -
    -
    - - - Big knife (1 harm, hand) - -
    -
    - - - Magnum (3 harm, close, reload, loud) - -
    -
    - - -
    - -
    - Normal Weapons (pick two): -
    -
    - - - .38 revolver (2 harm, close, reload, loud) - -
    -
    - - - 9mm (2 harm, close, loud) - -
    -
    - - - Shotgun (3 harm, close, messy, loud) - -
    -
    - - - Heavy chain (2 harm, hand, area) - -
    -
    - - - Sledgehammer (3 harm, hand, messy) - -
    -
    - - - Big knife (1 harm, hand) - -
    -
    - - - Brass knuckles (1 harm, hand, stealthy) - -
    -
    - Stylish Vehicle (pick one): -
    -
    - - - Foreign sports car - -
    -
    - - - Giant off-road vehicle - -
    -
    - - - Limo and chauffeur - -
    -
    - - - Tricked out motorcycle - -
    -
    - - - Van with custom paint job - -
    -
    - - -
    - -
    - Mystery-solving Gadgets (pick three): -
    -
    - - - Magnifying glass - -
    -
    - - - Microscope - -
    -
    - - - A van - -
    -
    - - - Library card - -
    -
    - - - Chemistry kit - -
    -
    - - - A set of walkie-talkies - -
    -
    - - - Fingerprint kit - -
    -
    - - - Camera - -
    -
    - - - Bag of snacks - -
    -
    - - - Toolbox - -
    -
    - - - Tape recorder - -
    -
    - - - Disguise kit - -
    -
    - - -
    - -
    - Hero's Weapon (from your hero's gear options): -
    -
    - -
    -
    - Sidekick Weapons (pick two): -
    -
    - - - .38 revolver (2 harm, close, reload, loud) - -
    -
    - - - Shotgun (3 harm, close, messy, loud) - -
    -
    - - - Baseball bat (2 harm, hand) - -
    -
    - - - 9mm (2 harm, close, loud) - -
    -
    - - - Big knife (1 harm, hand) - -
    -
    - - -
    - -
    - A laptop -
    -
    - Recording Devices (pick three): -
    -
    - - - Digital video camera - -
    -
    - - - Tiny digital video camera - -
    -
    - - - Film camera (8mm or 16mm) - -
    -
    - - - Digital sound recorder - -
    -
    - - - Cassette tape recorder - -
    -
    - - - Infrared video camera - -
    -
    - - - Pro sound gear with boom mike - -
    -
    - - - Remote controlled camera drone - -
    -
    - - - Starlight camera - -
    -
    - - - Steadicam rig - -
    -
    - - - Laser microphone - -
    -
    - - - SLR camera - -
    -
    - - - Nice smartphone - -
    -
    - - - - -
    -
    - Detectors (pick two): -
    -
    - - - Electromagnetic field detector - -
    -
    - - - Temperature fluctuation detector - -
    -
    - - - Ouija board - -
    -
    - - - Humidity meter - -
    -
    - - - Dowsing rods - -
    -
    - - - Chemistry test kit - -
    -
    - - - Metal detector - -
    -
    - - - Compass - -
    -
    - - - GPS receiver - -
    -
    - - - Laser rangefinder - -
    -
    - - - Pendulum - -
    -
    - - - Tarot deck - -
    -
    - - - - -
    -
    - Subtle Weapons (pick one): -
    -
    - - - Stun Gun (1 harm, hand, stun) - -
    -
    - - - Handgun (2 harm, close, loud) - -
    -
    - - - Knife (1 harm, hand, hidden) - -
    -
    - - - Multitool/pocket knife (1 harm, hand, hidden, useful) - -
    -
    - - - Baseball/cricket bat (2 harm, hand, innocuous, messy) - -
    -
    - - -
    - -
    - Huge Weapon (pick one): -
    -
    - - - Super hand cannon (4 harm, close, heavy, loud, reload) - -
    -
    - - - Machinegun (3 harm, close, auto, heavy, messy, loud, reload) - -
    -
    - - - Rocket launcher (4 harm, far, area, heavy, messy, loud, reload) - -
    -
    - - - Gigantic Hellsword (4 harm, hand, heavy, messy, magic) - -
    -
    - - - Automatic shotgun (3 harm, close, auto, heavy, loud, reload) - -
    -
    - - - Red right hand (3 harm, hand, magic) - -
    -
    - Heavy Weapons (pick two): -
    -
    - - - Sledgehammer (3 harm, hand, heavy, messy) - -
    -
    - - - Big sword (3 harm, hand, heavy, messy) - -
    -
    - - - Big axe (3 harm, hand, heavy, messy) - -
    -
    - - - Magnum (3 harm, close, loud, reload) - -
    -
    - - - Shotgun (3 harm, close, messy, loud, reload) - -
    -
    - - -
    - -
    - Technological Devices (pick two): -
    -
    - - - Photonic Binoculars: Able to see in total darkness and in different spectra, including infrared - -
    -
    - - - Sonic Screwdriver: Able to repair, or damage, simple mechanical and electronic devices (eg. radios, locks, weapons etc) - -
    -
    - - - Travel Guide: A small electronic book containing all human historical knowledge up to the present era - -
    -
    - - - Portable Laboratory: A small device capable of diagnosing diseases, poisons and abnormal conditions from a drop of blood or similar input - -
    -
    - - - Universal Locator: Indicates the exact position in time and space. Can only be blocked with magic or high levels of radiation - -
    -
    - - - Hologram Projector: Projects a person-sized hologram (recorded or live) that looks real until touched - -
    -
    - - - Instant Translator: Ensures speech and understanding of any natural language (does not work with magic or supernatural languages) - -
    -
    - Protective Weapons (pick one): -
    -
    - - - Machete (1 harm, contact) - -
    -
    - - - Common revolver (2 harm, close, loud, reload) - -
    -
    - - - Shotgun (3 harm, close, messy, loud, reload) - -
    -
    - - - Light futuristic weapon (1 harm, add 1 range tag and 3 other tags) - - -
    -
    - - - Heavy futuristic weapon (3 harm, add 1 range tag and 1 other tag) - - -
    -
    -
    -
    - -
    -
    Other Gear
    - -
    - -
    -
    - -
    -
    Improvements
    - All -
    - - - - -
    Once you have 5 Experience you may choose one of these: (Check off any you've already taken)
    - Unused - - -
    - - - +1 Charm - (max +2) - (max +3) - -
    - - -
    - - - +1 Cool - (max +2) - (max +3) - -
    - - -
    - - - +1 Sharp - (max +2) - (max +3) - -
    - - -
    - - - +1 Tough - (max +2) - (max +3) - -
    - - -
    - - - +1 Weird - (max +2) - (max +3) - -
    - -
    - - - Take another - Spooktacular - Constructed - Action Scientist - Chosen - Crooked - Divine - Expert - Flake - Initiate - Monstrous - Mundane - Professional - Spell-Slinger - Spooky - Wronged - Gumshoe - Hex - Pararomantic - Searcher - Exile - Hard Case - Hard Case - Luchador - Meddling Kid - Sidekick - Snoop - Summoned - Traveler - Custom - move, or an additional Rote - - -
    -
    - - - Take another - Constructed - Spooktacular - Action Scientist - Chosen - Crooked - Divine - Expert - Flake - Initiate - Monstrous - Mundane - Professional - Spell-Slinger - Spooky - Wronged - Gumshoe - Hex - Pararomantic - Searcher - Exile - Hard Case - Hard Case - Luchador - Meddling Kid - Sidekick - Snoop - Summoned - Traveler - Custom - move, or an additional Rote - - -
    - -
    - - - Take a move from another playbook - - -
    -
    - - - Take a move from another playbook - - -
    - - - -
    - - - Gain a team of action scientists under your command. - Gain an ally: one of your old crew - Gain an ally: a lesser divine being, sent to help you with your mission - Gain an ally: you find one of your old comrades, who has come to join you in the modern day - Gain command of a team of monster-hunters - Gain an ally: another wrestler who has chosen to fight monsters with you - Gain an ally: someone to join the gang, it may be an animal (most likely a dog or a cat) - Gain an ally: another sidekick for your hero, your junior - Gain an ally: possibly one of your existing crew members, or the whole crew as an ally team - Gain an ally team of monster-hunters (or monstrous hunters) under your command - Gain an ally: you make a friend (literally) - Gain an ally - -
    - -
    - - - Gain a Haven, like the Expert, with two options - Gain a Haven (your office, perhaps), like the Expert, with two options - Gain a Haven, like the Expert, with one option plus a film lab - Gain a haven, like the Expert has, with a Workshop and one other option. - - -
    - -
    - Add a Haven option - -
    -
    - Add a Haven option - -
    - -
    - - - Take another Show option - - -
    - -
    - - - Adjust your needs: mark a second animating force - -
    - -
    - - - Recover a stash of money from the old days, enough to live without care for a year or two - -
    - -
    - - - Add four additional or new contacts for Naked City - -
    - -
    - Get command of your chapter of the Sect -
    -
    - Get a Sect team under your command -
    - -
    - Take a natural attacks pick -
    - -
    - Add a new Resource tag or change a Red Tape tag for your Agency -
    -
    - Get command of an Agency team of monster hunters -
    - -
    - Take another Combat Magic pick -
    - -
    - - - Change some, or all, of your Dark Side tags - -
    -
    - - - Gain a Mystical Library, like the Haven option of the Expert - -
    - -
    - - - Take another Rote - -
    - -
    - - - Take another Rote - -
    - -
    - - - Take another Rote - -
    - -
    - - - Take a second First Encounter move, based on a recent mystery - -
    - -
    - - - Find a cache of objects left for you by your comrades in the past. The Keeper will decide what's in it, but it will be things that they expected you would need in the future - -
    - -
    - - - Erase one used Luck point - -
    - -
    - - - Erase one used Luck point - -
    - -
    - - - Get a position in a Sect, like the Initiate. Describe the Sect and its Traditions (or join a Sect that already exists in your game). Gain the move for when you are in good standing with your Sect - -
    - -
    - - - Add an extra harm box on the Dying side - -
    - -
    - - - Change playbooks to the same as your hero (overrides the rule that only one of each playbook may be in play) - -
    - -
    - - - - -
    -
    - - - - -
    - - - -
    Advanced Improvements
    -
    Once you have taken 5 Improvements you may choose from these options as well as the list above:
    - Unused - -
    - - - +1 to any rating (max +3) - - -
    -
    - - - Change playbooks - -
    -
    - - - Create a second hunter to play - -
    - -
    - - - Advance 2 basic moves - -
    - -
    - - - Advance 2 more basic moves - -
    - -
    -
    - - Unused -
    - - -
    -
    - - -
    -
    - - -
    -
    - - () -
    -
    - - -
    -
    - - -
    -
    - - -
    -
    - - -
    -
    - - -
    - -
    - - -
    - -
    - - -
    - -
    - - -
    - -
    - - -
    - -
    - - -
    - -
    - - -
    - -
    - - -
    - -
    - - -
    -
    -
    - -
    - - - Retire this hunter to safety. Optionally, you may return home to the past - -
    - - - -
    - - - Erase one used Luck point - -
    - -
    - - - Erase one used Luck point - -
    - -
    - - - Make it big. You're a superstar now! - -
    - -
    - - - Get your own traveling show. maybe you take over your old one, maybe you start anew. - -
    - -
    - - - Become human, and change to a new type. - -
    - -
    - - - Delete a Doom tag, and (optionally) also delete a Heroic tag - -
    - -
    Change your Mission. Select a different option from the Mission list, or (with the Keeper's agreement) create a new mission
    - -
    - Become the leader, or effective leader, of the whole Sect -
    - -
    - Free yourself from your kind's curse, it no longer affects you; but you lose 1 Weird
    -
    -
    - Turn evil (again?). Retire this character, they become one of the Keeper's threats -
    - -
    - Get some or all of the other players' hunters hired by your Agency. They get the deal with the agency move, as well as salary and benefits -
    - -
    - Take another Combat Magic pick -
    -
    - You may cross off another option from your Tools and Techniques -
    - -
    - - - You discover how to use your powers at a lower price, delete one Dark Side tag - -
    - -
    - - You track down the specific monster(s) responsible for your loss; the Keeper must make the next mystery about them - -
    -
    - - Change the target of your vengeful rage; replace the monster breed in My Prey with a new one - -
    - -
    - - - Turn one of your contacts into an ally - -
    - -
    - - - Take another two Rotes - -
    -
    - - - Choose one Advanced Hex Move - -
    - -
    - - - Take a second Gift from your Guide or add another property to an existing gift - -
    -
    - - - Change your Guide, as you fall for another supernatural being - -
    -
    - - - Gain a second Guide. Track the Relationship Status of both Guides separately. Both Guides initially hate each other, but this could change through play. All moves that applied to your original Guide can now apply to either one - -
    -
    - - - Erase all marks from the Relationship Status track(s) - -
    - -
    - - - Resolve your First Encounter. The Keeper makes the next mystery about this event, and should try to answer all remaining questions about it during the mystery (although there are sure to be new threads to investigate after...) - -
    - -
    - - - Add an extra harm box on the Dying side - -
    - -
    - - - Your Fire track increases to 13 boxes. - -
    - -
    - - - When you use magic, you may choose to 'create a gateway between the modern world and my home' as an effect. You cannot control who uses the gateway or exactly where it opens at the other end - -
    - -
    - - - Change your hero; pick another hunter to be your new hero - -
    - -
    - - - Turn evil (again?). Retire this character, they become one of the Keeper's threats - -
    - -
    - - - Undo one sign of the Apocalypse - -
    - -
    - - - Delete the move Servant of Technology. You have learnt to deal with the supernatural, no longer receiving any penalties for it - -
    - -
    - - - - -
    -
    - - - - -
    -
    -
    - -
    -
    -
    - -
    - - -
    -
    - - sheet version 2.0. - Monster of the Week is copyright Evil Hat Productions, LLC and Generic Games. - -
    \ No newline at end of file + + +
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    Playbook
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    Team Playbook
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    Look
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    + Edit +
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    Mystery's Concept + +
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    Mystery's Hook + + +
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    Mystery's Concept
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    The Hook
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    Pick Your Playbook
    +
    Pick your playbook using the menu in the upper right corner or the buttons in the lists below.Once you pick a playbook, starting stats options are found at the bottom of the first main column (not including the stats column).
    +
    Monster of the Week Hardcover Edition Playbooks
    +
    + The Chosen: a once-ordinary person who discovered they have a special destiny, and who has been given the power to accomplish it. The Chosen is good in a fight, with some weird powers. E.g. Buffy from Buffy the Vampire Slayer. +
    +
    + The Crooked: a criminal turned monster hunter, haunted by their past and enemies. The Crooked is good in social situations and has a lot of contacts. E.g. Anna Valmont from The Dresden Files, Peter Bishop from Fringe. +
    +
    + The Divine: an agent of a higher power, with a mission to fulfill. The Divine is very tough and has been granted holy powers. E.g. Castiel from Supernatural; Michael Carpenter from The Dresden Files. +
    +
    + The Expert: the hunter who knows all about monsters and magic. The Expert knows a lot of hidden secrets and how to find out more, and also has a well-supplied base to work from. E.g. Bobby Singer from Supernatural; Rupert Giles from Buffy the Vampire Slayer. +
    +
    + The Flake: a conspiracy theorist. The Flake is great at finding things out and seeing how the events of separate mysteries are connected. E.g. Agent Mulder or the Lone Gunmen from The X-Files. +
    +
    + The Initiate: a member of an ancient monster-slaying Sect, trained to fight and use magic. The Initiate is good with magic, and their Sect provides help (and sometimes problems). E.g. The Wardens from The Dresden Files; Annelise from the Twenty Palaces series. +
    +
    + The Monstrous: a monster fighting for the good guys. The Monstrous is very weird, and can have a variety of different powers based on what monster breed they are. E.g. Angel from Buffy the Vampire Slayer and Angel; Bill Compton from True Blood. +
    +
    + The Mundane: just a normal regular person, especially good at dealing with regular people you meet and have to save, and at getting captured by monsters (which can be more useful than you might expect). E.g. Xander or Cordelia from Buffy the Vampire Slayer. +
    +
    + The Professional: you work for an agency that hunts monsters. The Professional is good in a fight, and a good team player. E.g. Riley and the Initiative from Buffy the Vampire Slayer; Olivia Dunham from Fringe. +
    +
    + The Snoop: A journalist looking for the real story behind weird events. Great at finding stuff out, terrible at fighting. E.g. The Ghostfacers from Supernatural. +
    +
    + The Spell-slinger: a trained wizard, wielding powerful magic in their crusade against evil. The Spell-slinger's arcane training gives them an advantage when dealing with eldritch secrets. E.g. Harry Dresden from The Dresden Files; Willow from Buffy the Vampire Slayer, in the later seasons. +
    +
    + The Spooktacular: A carnival worker with a history of supernatural entertainments as part of a travelling show . E.g. Carnivale. +
    +
    + The Spooky: has psychic or magical powers. These powers are strange and sinister ... and not completely under the Spooky's control. E.g. Sam Winchester from Supernatural; Willow from earlier seasons of Buffy the Vampire Slayer. +
    +
    + The Wronged: revenge-driven, and really tough. The Wronged is all about killing a specific breed of monster and protecting others as you do it. E.g. Dean and John Winchester from Supernatural +
    +
    Monster of the Week Tome of Mysteries Playbooks
    +
    + The Gumshoe: The supernatural is just another case for this private eye to solve. A tough, ethical charmer, this shamus is in the fictional tradition that stretches from classic noir characters like Sam Spade and Philip Marlowe to the modern Jessica Jones and Lisbeth Salander. +
    +
    + The Hex: A witch motivated by the pursuit of forbidden power, using magic more readily—and more recklessly—than other hunters. E.g. Willow during season six of Buffy the Vampire Slayer. +
    +
    + The Pararomantic: A hunter with a loving—but difficult—relationship with a supernatural being. Understands monsters' intentions and can earn their trust, but puts their own heart, and even mortality, at risk. E.g. Elena Gilbert from The Vampire Diaries, Belle from Beauty and the Beast. +
    +
    + The Searcher: After an encounter with weirdness, they dedicated their life to investigating the unexplained. Very strong investigator, especially at working out what sort of thing is going on. Not really a fighter, but has some defensive options. E.g. Roy Neary in Close Encounters of the Third Kind, or (historically) Charles Fort. +
    +
    Reinforcements and Third Party Playbooks
    +
    + The Exile: A monster hunter from the past who has been transported to the present day. +
    +
    + The Hard Case: The toughest, hardest to kill fighter. E.g. Ray Lilly from the Twenty Palaces series or Owen Pitt from the Monster Hunter International series. +
    +
    + The Hard Case (2020): The new Hard Case playbook, significantly different from the original. +
    +
    + The Luchador: A heroic masked wrestler, fighting to protect the innocent between matches. +
    +
    + The Meddling Kid: Jinkies! I think there's something more going on here, and old man Smithers seems to be involved! E.g. Scooby-doo and the Scooby gang. +
    +
    + The Sidekick: They worship another hunter on the team, and is good at helping them out. And one day, they'll be just as good as their hero. E.g. Garth from Supernatural. +
    +
    + The Summoned: A creature summoned to end the world but who has decided they do not want to do that. Lots of weird powers, dangerous, and hard to kill. E.g. Hellboy. +
    +
    + The Traveler: A time traveler hunting monsters in the modern day in order to save the future. E.g. The Doctor from Doctor Who. (Brazilian edition Playbook.) +
    +
    + The Action Scientist: A hunter committed to diving into every unknown problem with the tools of science at their command. E.g. Tesladyne scientists, Buckaroo Banzai. +
    +
    + The Constructed: An artificial being created for a specific purpose, animated by strange energies, gifted with free will. E.g. Frankenstein's Monster, Atomic Robo. +
    + +
    Brew Your Own
    +
    + Custom Playbook: A blank shell you can use to create your own. +
    +
    Team Playbooks
    +
    + Team Playbooks +
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    Keeper's Mystery Sheet
    +
    + Keeper's Mystery Sheet +
    +
    +
    + + Hunter Moves Reference +
    +
    + + Act Under Pressure + +
    +
    + When you act under pressure, roll +Cool. + On a 10+ you do what you set out to. + On a 7-9 the Keeper is going to give you a worse outcome, hard choice, or price to pay. +
    +
    + Advanced Act Under Pressure + (Enabled) +
    Advanced: On a 12+ you may choose to either do what you wanted and something extra, or to do what you wanted to absolute perfection.
    +
    +
    +
    +
    + Help Out + +
    +
    + When you help another hunter, roll +Cool. + On a 10+ your help grants them +1 to their roll. + On a 7-9 your help grants them +1 to their roll, but you also expose yourself to trouble or danger. +
    +
    + Advanced Help Out + (Enabled) +
    Advanced: On a 12+ your help lets them act as if they just rolled a 12, regardless of what they actually got.
    +
    +
    +
    +
    + Investigate a Mystery + +
    +
    When you investigate a mystery, roll +Sharp. On a 10+ hold 2, and on a 7-9 hold 1.
    Current Hold: + +
    One hold can be spent to ask the Keeper one of the following questions: +
      +
    • What happened here?
    • +
    • What sort of creature is it?
    • +
    • What can it do?
    • +
    • What can hurt it?
    • +
    • Where did it go?
    • +
    • What was it going to do?
    • +
    • What is being concealed here?
    • +
    +
    +
    + Advanced Investigate a Mystery + (Enabled) +
    Advanced: On a 12+, you may ask the Keeper any question you want about the mystery, not just the listed ones.
    +
    +
    + Investigating Phenomena +
    Hunters dealing with phenomena may ask the following as part of the standard investigate a mystery list of questions: +
      +
    • How is this phenomenon doing this?
    • +
    • What could fix it, cure it, or slow it down?
    • +
    • How far does the effect reach?
    • +
    • What will be affected next?
    • +
    +
    +
    +
    +
    + +
    + Investigate a Mystery (Flexible Alternative) + +
    +
    (This is from Tome of Mysteries, page 29. See that book for a more full discussion.)
    When you investigate a mystery with your particular techniques and skills, roll +Sharp: +
      +
    • On a 10 or higher, ask the Keeper two general questions or one specific question. Based on how you are investigating, they will tell you honestly and with good detail what you discover.
    • +
    • On a 7 to 9, ask the Keeper one general question. Based on how you are investigating, they will tell you honestly and with reasonable detail what you discover.
    • +
    • On a miss, ask the Keeper one general question. They may answer it as they wish. Regardless of the question and answer, something bad happens.
    • +
    Moves That Grant Different Questions: Many hunters have moves that grant special questions to ask instead of the usual list. To ensure these moves are still valuable, they now grant one of those special questions in addition to the questions granted by your investigate a mystery move result. +
    +
    + Advanced Investigate a Mystery + (Enabled) +
    Advanced: On a 12 or higher, as 10 or higher but you may ask one additional question—specific or general, your choice.
    +
    +
    +
    + +
    + Kick Some Ass + +
    +
    + When you get into a fight and kick some ass, roll +Tough. + On a 7+, you and whatever you're fighting inflict harm on each other. + The amount of harm is based on the established dangers in the game. + That usually means you inflict the harm rating of your weapon and your enemy inflicts their attack's harm rating on you. + On a 10+, choose one extra effect: +
      +
    • You gain the advantage: take +1 forward, or give +1 forward to another hunter.
    • +
    • You inflict terrible harm (+1 harm).
    • +
    • You suffer less harm (-1 harm).
    • +
    • You force them where you want them.
    • +
    +
    + Advanced Kick Some Ass + (Enabled) +
    Advanced: On a 12+ instead pick an enhanced effect: +
      +
    • You completely hold the advantage. All hunters involved in the fight get +1 forward.
    • +
    • You suffer no harm at all.
    • +
    • Your attack inflicts double the normal harm.
    • +
    • Your attack drives the enemy away in a rout.
    • +
    +
    +
    +
    +
    + Manipulate Someone + +
    +
    Once you have given them a reason, tell them what you want them to do and roll +Charm.
    +
    + For a Normal Person... +
    +
    +
      +
    • On a 10+, then they'll do it for the reason you gave them. If you asked too much, they'll tell you the minimum it would take for them to do it (or if there's no way they'd do it).
    • +
    • On a 7-9, they'll do it, but only if you do something for them right now to show that you mean it. If you asked too much, they'll tell you what, if anything, it would take for them to do it.
    • +
    +
    +
    + Advanced Manipulate Someone + (Enabled) +
    Advanced: On a 12+ not only do they do what you want right now, they also become your ally for the rest of the mystery (or, if you do enough for them, permanently).
    +
    +
    +
    +
    + For Another Hunter... +
    +
    +
      +
    • On a 10+, if they do what you ask they mark experience and get +1 forward.
    • +
    • On a 7-9, they mark experience if they do what you ask.
    • +
    • On a miss, it's up to that hunter to decide how badly you offend or annoy them. They mark experience if they decide not to do what you asked. Monsters and minions cannot normally be manipulated.
    • +
    +
    +
    + Advanced Manipulate Someone + (Enabled) +
    Advanced: On a 12+ they must act under pressure to resist your request. If they do what you ask, they mark one experience and take +1 ongoing while doing what you asked.
    +
    +
    +
    +
    +
    +
    + Protect Someone + +
    +
    + When you prevent harm to another character, roll +Tough. + On a 7+, you protect them okay, but you'll suffer some or all of the harm they were going to get. + On a 10+ choose an extra: +
      +
    • You suffer little harm (-1 harm).
    • +
    • All impending danger is now focused on you.
    • +
    • You inflict harm on the enemy.
    • +
    • You hold the enemy back.
    • +
    +
    + Advanced Protect Someone + (Enabled) +
    Advanced: on a 12+ both you and the character you are protecting are unharmed and out of danger. If you were protecting a bystander, they also become your ally.
    +
    +
    +
    + Read a Bad Situation + +
    +
    When you look around and read a bad situation, roll +Sharp. On a 10+ hold 3, and on a 7-9, hold 1.
    Current Hold: + +
    One hold can be spent to ask the Keeper one of the following questions: +
      +
    • What's my best way in?
    • +
    • What's my best way out?
    • +
    • Are there any dangers we haven't noticed?
    • +
    • What's the biggest threat?
    • +
    • What's most vulnerable to me?
    • +
    • What's the best way to protect the victims?
    • +
    If you act on the answers, you get +1 ongoing while the information is relevant. +
    +
    + Advanced Read a Bad Situation + (Enabled) +
    Advanced: On a 12+ you may ask the Keeper any question you want about the situation, not just the listed ones.
    +
    +
    +
    +
    + Use Magic + +
    +
    + When you use magic, say what you're trying to achieve and how you do the spell, then roll +Weird. + On a 10+, the magic works without issues: choose your effect. + On a 7-9, it works imperfectly: choose your effect and a glitch. The Keeper will decide what effect the glitch has. +
    +
    + Advanced Use Magic + (Enabled) +
    Advanced: On a 12+ the Keeper will offer you some added benefit.
    +
    +
    + Effects +
    +
      +
    • Inflict harm (1-harm ignore-armour magic obvious).
    • +
    • Enchant a weapon. It gets +1 harm and +magic.
    • +
    • Do one thing that is beyond human limitations.
    • +
    • Bar a place or portal to a specific person or a type of creature.
    • +
    • Trap a specific person, minion, or monster.
    • +
    • Banish a spirit or curse from the person, object, or place it inhabits.
    • +
    • Summon a monster into the world.
    • +
    • Communicate with something that you do not share a language with.
    • +
    • Observe another place or time.
    • +
    • Heal 1-harm from an injury, or cure a disease, or neutralize a poison.
    • +
    +
    +
    +
    + Glitches +
    +
      +
    • The effect is weakened.
    • +
    • The effect is of short duration.
    • +
    • You take 1-harm ignore-armour.
    • +
    • The magic draws immediate, unwelcome attention.
    • +
    • It has a problematic side effect.
    • +
    +
    +
    +
    + The Keeper May Say That... +
    +
      +
    • The spell requires weird materials.
    • +
    • The spell will take 10 seconds, 30 seconds, or 1 minute to cast.
    • +
    • The spell requires ritual chanting and gestures.
    • +
    • The spell requires you to draw arcane symbols.
    • +
    • You need one or two people to help cast the spell.
    • +
    • You need to refer to a tome of magic for the details.
    • +
    +
    +
    +
    +
    +
    + Big Magic +
    + Use this when you want more than the Use Magic effects. Tell the Keeper what you want to do. + The Keeper may require: +
      +
    • You need to spend a lot of time (days or weeks) researching the magic ritual.
    • +
    • You need to experiment with the spell – there will be lots of failures before you get it right.
    • +
    • You need some rare and weird ingredients and supplies.
    • +
    • The spell will take a long time (hours or days) to cast.
    • +
    • You need a lot of people (2, 3, 7, 13, or more) to help.
    • +
    • The spell needs to be cast at a particular place and/or time.
    • +
    • You need to use magic as part of the ritual, perhaps to summon a monster, communicate with something, or bar the portal you opened.
    • +
    • It will have a specific side-effect or danger.
    • +
    If you meet the requirements, then the magic takes effect. +
    +
    +
    + Alternative Weird Moves +
    +
    If you're using the alternative weird moves options from Tome of Mysteries, here they are. To keep track, tick the checkbox next to the move you're using.
    +
    + + Empath + +
    +
    +
      +
    • When you open up your brain to feel the emotions of something right there in front of you, roll +Weird:
    • +
    • On a 10 or more, you gain a clear impression of their current emotional state and intentions. Take +1 forward when acting on this knowledge.
    • +
    • On a 7-9, you gain a hazy impression of their current emotional state and intentions.
    • +
    • On a miss, your brain is overwhelmed with emotion.
    • +
    You can use empath on anything with emotions, but the less human they are, the less it's safe for you. If the emotions are especially strong or alien, you might need to act under pressure. +
    +
    + Advanced Empath + (Enabled) +
    Advanced: When you advance your empath move, add this: +
      +
    • On a 12 or more, you get an impression (as for 10 or more), and you may ask one follow-up question that the Keeper will answer honestly.
    • +
    +
    +
    +
    +
    +
    + + Illuminated + +
    +
    When you telepathically ask the Secret Masters for aid, roll +Weird: +
      +
    • On a 10 or more, the Secret Masters reveal a key fact, clue, or technique that will help you.
    • +
    • On a 7-9, the Secret Masters need you to complete a task for them. Once it is done, they reveal a key fact, clue, or technique that will help you.
    • +
    • On a miss, the Secret Masters' reply is terrible, garbled, or somehow dangerously wrong.
    • +
    +
    +
    + Advanced Illuminated + (Enabled) +
    Advanced: When you advance your illuminated move, add this: +
      +
    • On a 12 or more, the Secret Masters reveal a key fact, clue, or technique that will help you. You may ask one follow-up question that the Keeper will answer honestly.
    • +
    +
    +
    +
    +
    +
    + + No Limits + +
    When you push your physical body past its limits, roll +Weird: +
      +
    • On a 10 or more, your body obeys your will, to the limits of physical possibility (see below), for a moment.
    • +
    • On a 7-9, you do it but choose one consequence: suffer 1-harm, take –1 forward, or you need to rest right now.
    • +
    • On a miss, something goes horribly wrong.
    • +
    +
    + Advanced No Limits + (Enabled) +
    Advanced: If you advance your no limits move, add this: +
      +
    • On a 12 or more, you can continue acting at your body's limits for 30 seconds
    • +
    +
    +
    +
    +
    +
    + + Past Lives + +
    +
    When you channel your previous incarnations to discover something, pose your question and roll +Weird: +
      +
    • On a 10 or more, a past life has something useful to offer. Ask the Keeper two of the questions below.
    • +
    • On a 7-9, a past life has a little experience with this. Ask the Keeper one of the questions below.
    • +
    • On a miss, a past life takes over for a while.
    • +
    +
    +
    + Advanced Past Lives + (Enabled) +
    Advanced Past Lives. If you advance your past lives move, add this: +
      +
    • On a 12 or more, a past life knows exactly what you were after. Ask the Keeper one of the questions below, and one free-form question. Gain +1 ongoing while acting on the answers.
    • +
    +
    +
    +
    + Past Lives Questions +
    +
      +
    • What did a past life discover about [topic] ?
    • +
    • How did a past life deal with [topic]?
    • +
    • What important hidden secret can a past life show me the way to?
    • +
    • What did a past life learn too late to help them?
    • +
    • What does a past life advise me to do now?
    • +
    +
    +
    +
    +
    +
    + + Sensitive + +
    +
    When you open up your brain to the psychic environment, roll +Weird: +
      +
    • On a 10 or more, you gain a definite impression (a vision, tangible aura, overheard thought, etc) about something important.
    • +
    • On a 7-9, you gain a hazy impression about something important.
    • +
    • On a miss, your brain makes contact with something dangerous.
    • +
    +
    +
    + Advanced Sensitive + (Enabled) +
    Advanced: When you advance your sensitive move, add this: +
      +
    • On a 12 or more, you get an impression as for 10 or more, plus you may ask one follow-up question that the Keeper will answer honestly.
    • +
    +
    +
    +
    +
    +
    + + Trust Your Gut + +
    +
    When you consult your instincts about what to do next, roll +Weird: +
      +
    • On a 10 or more, the Keeper will tell where you should go. Wherever that is, it will be important. You get +1 ongoing on the way to this place.
    • +
    • On a 7-9, the Keeper will tell you a general direction to go. Take +1 forward as you explore that.
    • +
    • On a miss, your instincts lead you into danger.
    • +
    +
    +
    + Advanced Trust Your Gut + (Enabled) +
    Advanced: If you advance your trust your gut move, add this: +
      +
    • On a 12 or more, in addition to the usual 10+ result, the Keeper will tell you about one important thing you should investigate further.
    • +
    +
    +
    +
    +
    +
    + + Telekinesis + +
    +
    When you fling something with your mind, roll +Weird: +
      +
    • On a 10 or more, you move it. Choose two options and mark 1-harm.
    • +
    • On a 7-9, you move it but it hurts. Choose one option and mark 2-harm.
    • +
    • On a miss, something goes horribly wrong.
    • +
    By default you can move something smaller than a person. You don't have much control, and you can't move it strongly enough to hurt anything. +
    +
    + Telekinesis Options +
    Anything not picked is not true: +
      +
    • Something is held fast.
    • +
    • Something is hurt (2-harm smash).
    • +
    • Something catches fire.
    • +
    • You can fling something bigger than a person.
    • +
    • You keep it basically under your control.
    • +
    • You suffer 1 less harm.
    • +
    +
    +
    +
    + Advanced Telekinesis + (Enabled) +
    Advanced: When you advance your telekinesis move, add this: +
      +
    • On a 12 or more, choose three options. You may also choose from these advanced options: +
        +
      • Something explodes (3-harm close fire area messy)
      • +
      • Something implodes (3-harm close crush)
      • +
      • Lots of stuff is flying under your control.
      • +
      • You have perfect and precise control over exactly what happens.
      • +
      +
    • +
    +
    +
    +
    +
    +
    + + Weird Science + +
    +
    When you create or adapt a device to analyse or deal with strangeness, say what it will do and roll +Weird: +
      +
    • On a 10 or more, you pick two requirements.
    • +
    • On a 7-9, you pick one requirement and the Keeper picks a second one.
    • +
    • On a miss, something goes horribly wrong. You are still able to create your device, but the Keeper picks three requirements.
    • +
    +
    +
    + Weird Science Requirements +
    +
      +
    • It needs a rare and/or weird material.
    • +
    • It won't be very reliable.
    • +
    • It requires huge amounts of power or fuel.
    • +
    • It will take a long time to get it working.
    • +
    • It won't work exactly as you intended.
    • +
    • You'll need help (beyond the hunters on your team) to finish it.
    • +
    +
    +
    +
    + Advanced Weird Science + (Enabled) +
    Advanced: When you advance your weird science move, add this: +
      +
    • On a 12 or more, you gain +1 ongoing when operating the device.
    • +
    +
    +
    +
    +
    +
    +
    +
    + Other Topics +
    +
    + Hunter Agenda +
    +
      +
    • Act like you're the hero in this story (because you are).
    • +
    • Make your own destiny.
    • +
    • Find the damn monsters and stop them.
    • +
    • Play your hunter like they're a real person.
    • +
    +
    +
    +
    + Harm +
    +
    + Whenever you suffer harm, the Keeper will tell you what effect it has. + Injury severity depends on how much harm you have suffered: +
      +
    • 0-harm wounds have only minor, short term effects.
    • +
    • 4-7 harm wounds are serious and unstable. They will get worse unless treated. Mark the "Unstable" box.
    • +
    • 8-harm or more will kill a normal human, including a hunter.
    • +
    Armour reduces the harm suffered by the number of points it is rated for. + Monsters may not be defeated until you use their weakness against them, and this applies to some minions as well. +
    +
    + Recovery +
    +
      +
    • 0 harm wounds are considered healed right away.
    • +
    • 1-3 harm wounds improve when you receive first aid, and later when you rest. Heal 1 when you do.
    • +
    • Unstable wounds require first aid to become stable. While unstable, they may get worse.
    • +
    • 4+ harm wounds require a healing move, time in an infirmary or hospital, or magical healing.
    • +
    At the end of the mystery, you also have a chance to heal. +
      +
    • If there is no chance to rest, heal 1 harm.
    • +
    • If there is plenty of time, heal all harm.
    • +
    +
    +
    +
    +
    +
    + Luck +
    When you spend a point of Luck, pick one: +
      +
    • Decrease a wound you have suffered to 0 harm.
    • +
    • After you roll, retroactively change the result to a 12.
    • +
    When you have no luck left, bad things will happen to you. +
    +
    +
    + Leveling Up +
    + Mark an experience point whenever your roll totals six or less, or when a move tells you to. + Whenever you mark the fifth experience box, level up. Erase all five marks and choose an improvement from your list. + After you have levelled up five times, you may choose from the advanced improvement list as well. +
    +
    +
    + End of Session +
    At the end of each session, the Keeper will ask the following questions: +
      +
    • Did we conclude the current mystery?
    • +
    • Did we save someone from certain death (or worse)?
    • +
    • Did we learn something new and important about the world?
    • +
    • Did we learn something new and important about one of the hunters?
    • +
    If you get one or two "Yes" answers, mark one experience. If you get three or four, mark two. +
    +
    +
    +
    +
    + +
    + Keeper's Reference +
    +
    + Keeper Agenda +
    +
      +
    • Make the world seem real
    • +
    • Play to see what happens
    • +
    • Make hunters' lives dangerous & scary
    • +
    +
    +
    + +
    + Principles +
    +
      +
    • Put horror in everyday situations
    • +
    • Address the hunters, not the players
    • +
    • Use the Keeper moves, without names
    • +
    • Be a fan of the hunters
    • +
    • Build a coherent mythology in play
    • +
    • Nothing is safe
    • +
    • Name everyone they meet, make them seem like normal folks
    • +
    • Ask questions and build on the answers
    • +
    • Sometimes give them exactly what they earned, rather than all they wanted
    • +
    • What's happening off-screen?
    • +
    • Don't always decide what happens
    • +
    • Everything is a threat
    • +
    +
    +
    + +
    + Always Say... +
    +
      +
    • What the principles demand
    • +
    • What the rules demand
    • +
    • What your preparation demands
    • +
    • What honesty demands
    • +
    +
    +
    + +
    + Basic Keeper Moves +
    +
      +
    • Separate them
    • +
    • Reveal future badness
    • +
    • Reveal off-screen badness
    • +
    • Inflict harm, as established
    • +
    • Make them investigate
    • +
    • Make them acquire stuff
    • +
    • Tell the possible consequences and ask if they want to go ahead
    • +
    • Turn their move back on them
    • +
    • Offer an opportunity, & maybe a cost
    • +
    • Take away some of the hunters' stuff
    • +
    • Put someone in trouble
    • +
    • Make a threat move, from one of your mystery or arc threats
    • +
    • After every move, ask what they do next
    • +
    +
    +
    + +
    + Harm Moves +
    + Every time anyone gets hurt, use one. + 0-harm or more: +
      +
    • Momentarily inhibited
    • +
    • Drop something
    • +
    • Take -1 forward
    • +
    1-harm or more: +
      +
    • Fall down
    • +
    • Take -1 ongoing
    • +
    • Pass out
    • +
    • Intense pain
    • +
    Unstable wounds: +
      +
    • +1 harm
    • +
    • 8-harm or more:
    • +
    • Dying or dead.
    • +
    +
    +
    + +
    + Monster Moves +
    +
      +
    • Hint at its presence
    • +
    • Display its full might
    • +
    • Appear suddenly
    • +
    • Attack with great force and fury
    • +
    • Seize someone or something
    • +
    • Attack with stealth and calculation
    • +
    • Order underlings to do terrible acts
    • +
    • Destroy something
    • +
    • Escape, no matter how well contained
    • +
    • Give chase
    • +
    • Return to home ground
    • +
    • Boast and gloat, maybe revealing a secret
    • +
    • Return from seeming destruction
    • +
    • Use an unnatural power
    • +
    +
    +
    + +
    + Minion Moves +
    +
      +
    • A burst of sudden, uncontrolled violence
    • +
    • Make a coordinated attack
    • +
    • Capture someone, or steal something
    • +
    • Reveal a secret
    • +
    • Deliver someone or something to the master
    • +
    • Give chase
    • +
    • Make a threat or demand for the master
    • +
    • Run away
    • +
    • Use an unnatural power
    • +
    • Display a hint of conscience or humanity
    • +
    • Disobey the master, in some petty way
    • +
    +
    +
    + +
    + Bystander Moves +
    +
      +
    • Go off alone
    • +
    • Argue with the hunters
    • +
    • Get in the way
    • +
    • Reveal something
    • +
    • Confess their fears
    • +
    • Freak out in terror
    • +
    • Try to help the hunters
    • +
    • Try to protect people
    • +
    • Display inability or incompetence
    • +
    • Seek help or comfort
    • +
    +
    +
    + +
    + Location Moves +
    +
      +
    • Present a hazard
    • +
    • Reveal something
    • +
    • Hide something
    • +
    • Close a way
    • +
    • Open a way
    • +
    • Reshape itself
    • +
    • Trap someone
    • +
    • Offer a guide
    • +
    • Present a guardian
    • +
    • Something doesn't work properly
    • +
    • Create a particular feeling
    • +
    +
    +
    + +
    + Phenomenon Moves +
    +
      +
    • Hint at its effects.
    • +
    • Show its effects directly and undeniably.
    • +
    • Break the world’s laws.
    • +
    • Increase or decrease in size or intensity.
    • +
    • Create some new weirdness.
    • +
    • Harm or destroy someone or something.
    • +
    • React unexpectedly.
    • +
    • Escape from containment.
    • +
    • Hold something in place.
    • +
    • Grant an unnatural ability.
    • +
    • Hinder movement.
    • +
    • Subvert a bystander’s motivation.
    • +
    +
    +
    + +
    + Hunter Basic Moves +
    +
      +
    • Act Under Pressure (Cool)
    • +
    • Help Out (Cool)
    • +
    • Investigate A Mystery (Sharp)
    • +
    • Kick Some Ass (Tough)
    • +
    • Manipulate Someone (Charm)
    • +
    • Protect Someone (Tough)
    • +
    • Read A Bad Situation (Sharp)
    • +
    • Use Magic (Weird)
    • +
    +
    +
    + +
    + End of Session Experience +
    +
      +
    • 1-2 “yes”: 1 mark; 3-4 “yes”: 2 marks
    • +
    • Did they conclude the current mystery?
    • +
    • Did they save someone from certain death (or worse)?
    • +
    • Did we learn something new and important about the world?
    • +
    • Did we learn something new and important about one of the hunters?
    • +
    +
    +
    + +
    + Mystery Creation +
    +
    + 1. Basic Concept +
    +
      +
    • A cool monster from urban legend or folklore.
    • +
    • A loose end from a previous mystery.
    • +
    • A problem from one of your arcs.
    • +
    • Take a plot from somewhere else and change some details.
    • +
    • A place you know that would make a good place for a monster to lurk.
    • +
    • Is there something the hunters want to check out?
    • +
    • Return of a monster, bystander, or location from a previous mystery.
    • +
    +
    +
    +
    + 2. Hook +
    +
      +
    • The clue that caught the hunters' attention.
    • +
    +
    +
    +
    + 3. Threats +
    +
      +
    • Create your monsters, minions, bystanders and locations.
    • +
    +
    +
    +
    + 4. Countdown +
    What would happen if the hunters never came here? Break it into six key events: +
      +
    1. Day
    2. +
    3. Shadows
    4. +
    5. Sunset
    6. +
    7. Dusk
    8. +
    9. Nightfall
    10. +
    11. Midnight
    12. +
    +
    +
    +
    +
    + +
    + Creating Threats +
    +
    Pick a type and then create the details listed underneath.
    +
    + Monsters (motivation) +
    +
      +
    • Beast (to run wild, destroying and killing)
    • +
    • Breeder (to give birth to, bring forth, or create evil)
    • +
    • Collector (to steal specific sorts of things)
    • +
    • Destroyer (to bring about the end of the world)
    • +
    • Devourer (to consume people)
    • +
    • Executioner (to punish the guilty)
    • +
    • Parasite (to infest, control and devour)
    • +
    • Queen (to possess and control)
    • +
    • Sorcerer (to usurp unnatural power)
    • +
    • Tempter (to tempt people into evil deeds)
    • +
    • Torturer (to hurt and terrify)
    • +
    • Trickster (to create chaos)
    • +
    Name, how it looks, what does it want to achieve? +
      +
    • Powers: What supernatural abilities does it have?
    • +
    • Weakness: What is the monster vulnerable to?
    • +
    • Attacks: Description, how much harm it does (usually 3 to 5), range, other tags.
    • +
    • Armour: Normally 1- or 2-armour.
    • +
    • Harm capacity: Normally 8-12 harm to kill it.
    • +
    • Any custom moves for the monster (e.g. for its powers)?
    • +
    +
    +
    +
    + Bystanders (motivation) +
    +
      +
    • Busybody (to interfere in other people’s plans)
    • +
    • Detective (to rule out explanations)
    • +
    • Gossip (to pass on rumours)
    • +
    • Helper (to join the hunt)
    • +
    • Innocent (to do the right thing)
    • +
    • Official (to be suspicious)
    • +
    • Skeptic (to deny supernatural explanations)
    • +
    • Victim (to put themselves in danger)
    • +
    • Witness (to reveal information)
    • +
    Name the bystander. +
      +
    • What do they know about the situation?
    • +
    • What do they do?
    • +
    • What do they look like?
    • +
    • What do they want from the hunters?
    • +
    • Any custom moves for this bystander?
    • +
    +
    +
    +
    + Locations (motivation) +
    +
      +
    • Crossroads (to bring people, and things, together)
    • +
    • Deathtrap (to harm intruders)
    • +
    • Den (to harbour monsters)
    • +
    • Fortress (to deny entry)
    • +
    • Hellgate (to create evil)
    • +
    • Hub (to reveal information)
    • +
    • Lab (to create weirdness)
    • +
    • Maze (to confuse and separate)
    • +
    • Prison (to constrain and prevent exit)
    • +
    • Wilds (to contain hidden things)
    • +
    Name the location. +
      +
    • What is it like? Optionally, draw a map.
    • +
    • Any custom moves for this location?
    • +
    +
    +
    +
    + Minions (motivation) +
    +
      +
    • Assassin (to kill the hunters)
    • +
    • Brute (to intimidate and attack)
    • +
    • Cultist (to save their own skin at any cost)
    • +
    • Guardian (to bar a way or protect something)
    • +
    • Right hand (to back up the monster)
    • +
    • Plague (to swarm and destroy)
    • +
    • Renfield (to push victims towards the monster)
    • +
    • Scout (to stalk, watch, and report)
    • +
    • Thief (to steal and deliver to the monster)
    • +
    • Traitor (to betray people)
    • +
    What is it called? What does it look like? How loyal to the master is it? +
      +
    • Powers: What supernatural abilities does it have?
    • +
    • Weakness: Is this minion especially vulnerable to anything?
    • +
    • Attacks: Description, how much harm (usually 2-4), range, other tags
    • +
    • Armour: Normally 0- to 1-armour.
    • +
    • Harm capacity: Normally 5-10 harm to kill it.
    • +
    • Any custom moves for this minion (e.g. for its powers)?
    • +
    +
    +
    +
    + Phenomena (motivation) +
    +
      +
    • Alien (to be unfathomable)
    • +
    • Artifact (to grant someone more power than they can handle)
    • +
    • Biohazard (to infect, harm, and spread)
    • +
    • Bubble (to keep inside things inside, and outside things outside)
    • +
    • Conspiracy (to gather power, keep secrets, and create confusion)
    • +
    • Corruption (to change the laws of the universe)
    • +
    • Experiment (to unleash dangers)
    • +
    • Mutagen (to transform creatures and people)
    • +
    • Panic (to make people act irrationally)
    • +
    • Portal (to draw things from one world to another)
    • +
    • Teratogen (to turn creatures and people into monsters)
    • +
    • Zone (to harm all that venture within)
    • +
    +
    +
    +
    +
    + +
    + Custom Moves +
    +
      +
    • What's the basic concept for the move?
    • +
    • When is it triggered?
    • +
    • What effect does it have?
    • +
    +
    +
    + +
    + +
    +
    +
    +
    + Select TypeCountdown(Monster)(Minion)(Bystander)(Location)(Phenomenon) +
    +
    + +
    + +
    + +
    + +
    + +
    + +
    +
    + +
    + Edit +
    +
    Threat Type
    + + +
    +
    Day
    + +
    Shadows
    + +
    Sunset
    + +
    Dusk
    + +
    Nightfall
    + +
    Midnight
    + +
    +
    +
    Name
    + +
    Description
    + +
    +
    +
    Type and Motivation
    + +
    +
    +
    Type and Motivation
    + +
    +
    +
    Type and Motivation
    + +
    +
    +
    Type and Motivation
    + +
    +
    +
    Type and Motivation
    + +
    +
    +
    Powers (Up to 12)
    An additional slot will appear each time you finish filling out an existing one. + + + + + + + + + + + + + + + + + + + + + + + +
    +
    +
    Effects on those who get too close (Up to 12)
    An additional slot will appear each time you finish filling out an existing one. + + + + + + + + + + + + + + + + + + + + + + + +
    +
    +
    Attacks (Up to 6)
    An additional slot will appear each time you finish filling out an existing one. + + + + + + + + + + + +
    +
    +
    Armour
    + +
    +
    +
    Weaknesses (Up to 6)
    An additional slot will appear each time you finish filling out an existing one. + + + + + + + + + + + +
    +
    +
    Harm Capacity
    + +
    +
    +
    Custom Moves (Up to 6)
    An additional slot will appear each time you finish filling out an existing one. + + +
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    Notes
    + +
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    + + +
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    Description
    +
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    + Powers + +
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    + Effects on those who get too close + +
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    + Instructions +
    +

    +

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    + All +
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    + Instructions +
    +

    +

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    + All +
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    + +move('NightShift-Allies','The gnomes. Your workplace has gnomes living in it. You’ve made friends with them.') +
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    Charm + + +
    +
    Cool + + +
    +
    Sharp + + +
    +
    Tough + + +
    +
    Weird + + +
    + + +
    +
    Starting Stats
    + +
    + Choose your set of starting stats. (This will overwrite current stats values!) +
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    Luck
    +

    Okay + + + + + + + + + + + Doomed +

    + Instructions +
    +

    Mark Luck to change a roll to a 12 or to avoid all harm from an injury.When you mark Luck, you trigger your playbook's Luck Special.

    +
    +
    +
    +
    +
    +
    Harm (/)
    +
    Okay + + + + | + + + + + + + + + + + + + + + + + Dying +
    + Unstable
    +
    + Instructions +
    + When you reach 4 or more, mark unstable. Unstable injuries worsen as time passes. + +
    +
    +
    +
    +
    +
    Experience
    +

    + + + + + +

    + Instructions +
    Mark Experience when a roll totals 6 or less; or when a move tells you to do so.Once you have filled all 5 boxes, uncheck them and choose an Improvement option.
    +
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    Playbook Name
    + +
    + +
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    +
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    +
    +
    Luck Special
    + +
    + +
    When you spend Luck, the Keeper will bring your fate into play.
    +
    When you spend Luck, someone from your past will re-appear in your life. Soon.
    +
    When you spend Luck, you get word that your Mission requires something difficult that must be done. By you. Urgently.
    +
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    You may come up with a Luck Special move for this playbook with help from the Keeper.
    +
    + +
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    + + +
    +
    Your Fate
    + All +
    + Unused +
    How you found out
    +
    +
    How your fate will unfold
    Heroic:  (pick two) +
    + Sacrifice +
    +
    + You are the Champion +
    +
    + Visions +
    +
    + Secret training +
    +
    + Magical powers +
    +
    + You can save the world +
    +
    + Mystical inheritance +
    +
    + A normal life +
    +
    + True love +
    +
    + Hidden allies +
    +
    + The end of monsters +
    +
    + Divine help +
    Doom:  (pick two) +
    + Death +
    +
    + You can't save everyone +
    +
    + Impossible love +
    +
    + Failure +
    +
    + A nemesis +
    +
    + No normal life +
    +
    + Loss of loved ones +
    +
    + Treachery +
    +
    + Doubt +
    +
    + Sympathy with the enemy +
    +
    + Damnation +
    +
    + Hosts of monsters +
    +
    + The end of days +
    +
    + The source of Evil +
    +
    +
    +
    +
    Background
    + All +
    + Unused +
    Before you became a hunter, what less-than-legal job did you do?  ()
    +
    + Hoodlum: You can use Tough instead of Charm to manipulate someone with threats of violence. + +
    +
    + Burglar: When you break into a secure location, roll +Sharp. On a 10+ pick three, on a 7-9 pick two: +
      +
    • You get in undetected
    • +
    • You get out undetected
    • +
    • You don't leave a mess
    • +
    • You find what you were after + + +
    • +
    +
    +
    + Grifter: When you are about to manipulate someone, you can ask the Keeper "what will convince this person to do what I want?" The Keeper must answer honestly, but not necessarily completely. + +
    +
    + Fixer: If you need to buy something, sell something, or hire someone, roll +Charm. On a 10+, you know just the person that will be interested. On a 7-9, you know the only person who can do it, but there's a complication. Pick one: +
      +
    • You owe them
    • +
    • They screwed you over
    • +
    • You screwed them over
    • +
    On a miss, the only person who can help you is someone who absolutely hates you. + +
    +
    +
    + Assassin: When you take your first shot at an unsuspecting target, do +2 harm. + +
    +
    + Charlatan: When you want people to think you are using magic, roll +Cool. On a 10+ your audience is amazed and fooled by your illusion. On a 7-9, you tripped up a few times, someone will notice. +
       You may also manipulate someone with fortune telling. When you do that, ask "What are they hoping for right now?" as a free question (even on a miss). +
    +
    +
    + Pickpocket: When you steal something small. roll +Charm. On a 10+, you get it and they didn't notice you taking it. On a 7-9, either you don't grab it, you grab the wrong thing, or they remember you later; your choice. + + +
    +
    + +
    +
    +
    Heat
    + All +
    + Unused +
    You didn't get here without making enemies.Pick at least 2 of these and name the people involved:
    +
    + A police detective has made it a personal goal to put you away. +
    +
    + You have a rival from your background, who never misses a chance to screw you over. +
    +
    + You pissed off a well connected criminal,, and they'll do whatever they can to destroy you. +
    +
    + You took advantage of someone with special powers (a person or monster). +
    +
    + You betrayed an old partner in the middle of a job. +
    +
    Your enemies:
    + +
    +
    +
    +
    Underworld
    + All +
    + Unused +
    Pick how you discovered the real underworld:
    +
    + The target of a job was a dangerous creature (pick one: vampire, werewolf, troll, reptiloid, etc). +
    +
    + You worked with someone who was more than they seemed (pick one: sorceror, demon, faerie, psychic, etc). +
    +
    + You were hired by something weird (pick one: immortal, god, outsider, witch, etc). +
    +
    + Things went south on a job - including, but not limited to, running into (choose one: a horde of goblins, a hunger of ghouls, a dream-eater, etc). +
    +
    Your choice:
    + +
    +
    +
    +
    Mission
    + All +
    + Unused +
    You have been put here for a purpose  (pick one):
    +
    + You are here to fight the schemes of an Adversary. +
    +
    + The End of Days approaches. Your role is to guide these hunters and prevent it from coming to pass. +
    +
    + The End of Days approaches. Your role is to guide these hunters and ensure it comes to pass. +
    +
    + You have been exiled. You must work for the cause of good without drawing attention of your brothers and sisters, as they are bound to execute you for your crimes. +
    +
    + One of the other hunters has a crucial role to play in events to come. You must prepare them for their role, and protect them at any cost. +
    + +
    +
    +
    +
    Monster Breed
    + All +
    +
    You're half-human, half-monster. Were you always this way, or were you originally human and were transformed somehow? Were you always fighting for good, or were you once evil and then changed sides?
    + +
    + +
    +
      +
    • Vampire: Curse: feed (blood or life-force). Natural attacks: Base: life-drain or Base: teeth; add +1 harm to base attack. Moves: immortal or unquenchable vitality; mental domination.
    • +
    • Werewolf: Curse: vulnerability (silver). Natural attacks: Base: claws; Base: teeth. Moves: shapeshifter (wolf and/or wolfman); claws of the beast or unholy strength.
    • +
    • Ghost: Curse: vulnerability (rock salt). Natural attacks: Base: magical force; add hand range to magical force. Moves: incorporeal; immortal.
    • +
    • Faerie: Curse: pure drive (joy). Natural attacks: Base: magical force; add ignore-armour to magical force. Moves: flight; preternatural speed.
    • +
    • Demon: Curse: pure drive (cruelty). Natural attacks: Base: claws; +1 harm to claws. Moves: dark negotiator; unquenchable vitality.
    • +
    • Orc: Curse: dark master (the orc overlord). Natural attacks: Base: teeth; add ignore-armour to teeth. Moves: Unholy strength; dark negotiator.
    • +
    • Zombie: Curse: pure drive (hunger), feed (flesh or brains). Natural attacks: Base: teeth; +1 harm to teeth. Moves: immortal; unquenchable vitality.
    • +
    +
    +
    +
    Curses  (pick one):
    + Unused +
    + Feed: You must subsist on living humans - it could be from blood, brains, or spiritual essence but it must be from people. You need to act under pressure to resist feeding whenever a perfect opportunity presents itself. + +
    +
    + Vulnerability: Pick a substance. You'll take +1 harm when you suffer harm from it. If you are bound or surrounded by it, you must act under pressure to use your powers. + +
    +
    + Pure Drive: One emotion rules you. Pick from: hunger, hate, anger, fear, jealousy, greed, joy, pride, envy, lust, or cruelty. Whenever you have a chance to indulge that emotion, you must do so immediately, or act under pressure to resist. + +
    +
    + Dark Master: You have an evil lord who doesn't know you changed sides. They still give you orders, and they do not tolerate refusal, or failure. +
    + +
    +
    +
    +
    Agency
    + All +
    Who do you work for? Are they a black-budget government department, a secret military unit, a clandestine police team, a private individual's crusade, a corporation, a scientific team, or what?
    +
    Is the Agency's goal to: destroy monsters, study the supernatural, protect people, gain power, or something else? +
    +
    Resources  (pick two):
    + Unused +
    + Well-armed +
    +
    + Well-financed +
    +
    + Rigorous training +
    +
    + Official pull +
    +
    + Cover identities +
    +
    + Offices all over the place +
    +
    + Good intel +
    +
    + Recognised authority +
    +
    + Weird tech gadgets +
    +
    + Support teams +
    Red Tape  (pick two):
    +
    + Dubious motives +
    +
    + Bureaucratic +
    +
    + Secretive hierarchy +
    +
    + Cryptic missions +
    +
    + Hostile superiors +
    +
    + Inter-departmental rivalry +
    +
    + Budget cuts +
    +
    + Take no prisoners policy +
    +
    + Live capture policy +
    +
    +
    +
    +
    Combat Magic
    +
    Restrictions
    +
    + All +
    +
    You get this:
    +
    + Tools and Techniques: To use your combat magic effectively, you rely on a collection of tools and techniques. Uncheck one; you'll need the rest. + +
    + Unused +
    + Consumables: You need certain supplies - powders, oils, etc - on hand, some will be used up each cast. If you don't have them, when you cast, take 1 harm, ignore-armour. +
    +
    + Foci: You need wands, staves, and other obvious props to focus. If you don't have what you need, your combat magic does 1 harm less. +
    +
    + Gestures: You need to wave your hands around to use combat magic. If you're restrained, take -1 ongoing for combat magic. +
    +
    + Incantations: You must speak in an arcane language to control your magic. If you use combat magic without speaking, act under pressure to avoid scrambling your thoughts. +
    +
    +
    +
    +
    +
    Attack Spells
    +
    + All +
    +
    +
    You have a few attack spells you can use as weapons. When you use these spells to kick some ass, roll +Weird instead of +Tough. + +
    +
     (pick three, with at least one base)
    + +
    + Unused +
    Bases:
    +
    + Blast (2 harm, magic, close, obvious, loud) +
    +
    + Ball (1 harm, magic, area, close, obvious, loud) +
    +
    + Missile (1 harm, magic, far, obvious, loud) +
    +
    + Wall (1 harm, magic, barrier, close, 1 armour, obvious, loud) +
    +
    Effects:
    +
    + Fire (add '+2 harm, fire' to a base; if you get a 10+ on a combat magic roll, the fire won't spread) +
    +
    + Force or Wind (add '+1 harm, forceful' to a base; or '+1 armour' to a wall) +
    +
    + Lightning or Entropy (add '+1 harm, messy' to a base) +
    +
    + Frost or Ice (add '-1 harm, +2 armour' to a wall, or '+1 harm, restraining' to other bases) +
    +
    + Earth (add 'forceful, restraining' to a base) +
    +
    + Necromantic (add 'life-drain' to a base) +
    +
    Sometimes you may need to act under pressure to cast your spells without problems. + +
    +
    +
    +
    +
    +
    The Show
    + All +
    + Unused +
    +
    + +
    : + + +
    +
    +
    + + + +
    +
    + + + +
    +
    + + +
    +
    + + +
    +
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    +
    Animating Force
    + All +
    + Unused +
    +
    + +
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    +
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    +
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    +
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    +
    Purpose
    + All +
    + Unused +
    +
    + + +
    +
    + + + +
    +
    + + + +
    +
    + + +
    +
    +
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    +
    The Dark Side
    + All +
    +
    Your powers have an unsavoury source, and sometimes you get tempted to do things you shouldn't. These could be orders from whatever granted your power, or urges that bubble up from your subconscious, or something like that. Whatever it is, it's unsettling.  (pick three):
    + Unused +
    + Violence +
    +
    + Depression +
    +
    + Secrets +
    +
    + Lust +
    +
    + Dark bargain +
    +
    + Guilt +
    +
    + Soulless +
    +
    + Addiction +
    +
    + Mood swings +
    +
    + Rage +
    +
    + Self-destruction +
    +
    + Greed for power +
    +
    + Poor impulse control +
    +
    + Hallucinations +
    +
    + Pain +
    +
    + Paranoia +
    The Keeper can ask you to do nasty things (in accordance with your tags) when your powers need you to. If you do whatever is asked, mark experience. If you don't, then your powers are unavilable until the end of the mystery (or until you cave). As you spend Luck, these requests will get bigger and nastier. +
    +
    +
    +
    +
    Who You Lost
    + All +
    +
    Who did you lose? Pick one or more: Your parent(s), sibling(s), spouse/partner, child(ren), best friend(s) etc
    + +
    Why couldn't you save them? You were:  (pick one or more)
    + Unused +
    + At fault +
    +
    + Selfish +
    +
    + Injured +
    +
    + Weak +
    +
    + Slow +
    +
    + Scared +
    +
    + In denial +
    +
    + Complicit +
    +
    + +
    +
    +
    What Did It?
    + +
    With the Keeper's agreement, pick the monster breed.
    My Prey: + +
    +
    +
    +
    +
    Gumshoe Code
    + +
    +
    With the agreement of the Keeper, pick a one-sentence Code that you adhere to.
    + + Examples +
     (Example Codes: Murders must be punished. Monsters must be destroyed. Innocents must be saved. Laws must be enforced. Evil must be exposed. The weak must be protected from the powerful. Etc.)
    +
    This Code defines you. Any time you violate your Code, you forfeit all Code-related moves (The Postman Always Rings Twice, The Long Goodbye) and the ability to spend Luck. These forfeits last until either the next mystery or you make amends. As long as you follow the Code, people will sense your sincerity; you receive +1 ongoing for manipulate someone and you may not be possessed or charmed by any sort of supernatural, alien, or demonic entity or item.
    + + +
    +
    +
    +
    Temptation
    + All +
    +
    You have a dangerous drive that you pursue, sometimes to the exclusion of your own safety. Decide if your Temptation drove you to learn magic, or if learning magic drove you to it:
    + Whenever you give in to your Temptation and act accordingly, you mark experience. If a perfect opportunity presents itself, you need to act under pressure to resist giving in to your Temptation. If you fail this roll, you don't mark experience like you would have if you'd willingly acted out your desires. + +

    Choose one Temptation:
    + Unused +
    + Vengeance: Utilize magic to inflict disproportionate retribution on someone who wronged you. +
    +
    + Power: Utilize magic to exert your dominance over another. +
    +
    + Addiction: Utilize magic to do what you could do without it. +
    +
    + Callousness: Utilize magic without regard for the safety of others. +
    +
    + Carnage: Utilize magic to inflict gruesome violence. +
    +
    + Secrets: Utilize magic to discover forbidden, dangerous knowledge. +
    +
    + Glory: Utilize magic to steal someone's thunder. +
    +
    +
    +
    +
    +
    Relationship Status
    + +
    +
    Guide Name
    +
    +

    Loving + + + + + + + Broken +

    + +
    +
    Second Guide Name
    +
    +

    Loving + + + + + + + Broken +

    +
    +
    +
    +
    +
    Bond Abuse
    + +
    Whenever you do something to abuse the bond with your Guide, like acting against them, or not giving them enough attention, roll +Charm: + +
      +
    • On a 10+, your action has no effect beyond the exchange of some angry words.
    • +
    • On a 7-9, choose one of the Bond Abuse options below.
    • +
    • On a miss, the Keeper may choose two of the Bond Abuse options below, or something worse. + +
    • +
    Bond Abuse options: +
      +
    • Mark one Relationship Status box.
    • +
    • You may not channel the power of your Bond for the rest of the mystery.
    • +
    • You gain the unwelcome attention of others of your Guide's kind.
    • +
    • Someone who shouldn't know finds a clue about your relationship with your Guide. + +
    • +
    +
    +
    +
    +
    Fate of your Love
    + +
    There is a reason why your love with your Guide is forbidden or doomed. Invent this reason or leave it to the Keeper. + Whenever you spend Luck, the truth of your love's Fate slowly unfolds. When you mark your last Luck point, it becomes clear that you cannot be together. Your Guide might even end up as an enemy, depending on how things go.Whenever you put yourself or somebody else in serious danger in order to conceal the truth about you and your Guide, mark experience. +
    +
    +
    +
    +
    Origin
    + All +
    +
    You were taken from your home in the past, and dropped into the modern world with only what you were carrying.
    +
    + +
    +
    Your nemesis came to the modern world and is aware you followed it. It will kill you if you don’t kill it first. Decide what it is with the Keeper. Name it, if you know.
    +
    + +
    +
    How did you get transported to the modern day?  (pick one):
    + Unused +
    + You were pursuing your nemesis. +
    +
    + Your nemesis had already travelled to the future, so you (or your comrades) cast a spell to send you after it. +
    +
    + Magical accident or side-effect. +
    +
    + You angered a sorcerer. +
    +
    + Divine intervention. +
    +
    + One moment you were there, the next you were here. +
    +
    + A strange place or artifact brought you. +
    +
    + You were frozen, and recently unearthed and revived. +
    +
    + + +
    +
    +
    +
    +
    Hero
    + +
    +
    Pick one of the other hunters to be your hero. This is the person you decided is such an awesome monster-hunter that you are going to spend your time helping them out.
    +
    + +
    +
    Decide what your relationship is, with agreement from the hero's player. Eg. an older sibling, a parent, a friend who was always better than you, perhaps they saved you from a monster, or you found out about their monster hunting by accident, etc. Optionally, you may choose to copy some aspect of your hero's looks.
    +
    + +
    +
    When your hero's player has picked their ratings, ask them which is highest. You've been trying to be like them, so you get an extra +1 to that rating. If they have a tie for highest, you can pick which one you put your +1 on.
    +
    +
    +
    +
    Crew
    + +
    +
    Decide if your crew are made up of the other hunters, or if you have your own entourage. If they are other people, there are 1-3 of them. Pick a name and job for each. If it's the other hunters, decide together who gets which job.
    +
    +
    Crew jobs: camera, sound, editing, dogsbody, researcher, driver, director, producer, bodyguard, etc.
    +
    +
    +
    +
    Apocalypse
    + All +
    + Instructions +
    +
    You are destined to bring about the Apocalypse. You may or may not know about it yet, but you have at least come across some hints of your destiny.
    +
    Pick a sign of the Apocalypse, with help from the Keeper (and maybe the rest of the group) that has already been revealed to you. Whenever you spend Luck, you'll trigger another sign of the Apocalypse. You can suggest what it might be, but it will be the Keeper's job to bring the sign into the story.
    +
    When you have spent all your Luck, the Apocalypse is imminent. It's up to you to stop, or cause, the end of the world. Your call.
    +
    +
    + +
    +
    + Examples +
    +
      +
    • Betrayal
    • +
    • An army of monsters rises
    • +
    • Rain of fire
    • +
    • Eternal darkness
    • +
    • Things from beyond
    • +
    • Take your throne
    • +
    • Red sun
    • +
    • The Portal opens
    • +
    • Plague
    • +
    • Learn your true name
    • +
    • The Stars are Right
    • +
    • Breaking the Seal
    • +
    • Murder of the King
    • +
    • The Beast slouches into the world
    • +
    • Become the Dragon
    • +
    • The Coronation
    • +
    • Your Hosts assemble
    • +
    • The fall of the Tower
    • +
    • The seas boil
    • +
    • Natural disasters
    • +
    • Judgement Day
    • +
    • World war
    • +
    • Famine
    • +
    • Ancient Evil reborn
    • +
    +
    +
    +
    +
    +
    +
    Means of Transport
    + All +
    +
    + Instructions +
    +
    You can visit future events, past events or remote places, either alone or with the whole team. The Keeper will decide (maybe with help from the group) how time travel will work; changing the past, alternate timelines, small changes producing major changes etc.
    +
    +
    +
    When traveling through time and space, roll +Sharp. On a 10+, you arrive at the desired place at the desired time. On a 7-9, you arrive at either the desired place or, at the desired time; your choice. On a miss, you are lost; this is probably quite serious. + + +
    +
    Choose one means of transport for your travels through time and space. Each transportation medium has both positive and negative traits. Always keep in mind that time travel is by no means a safe trip. + +
    + Unused +
    + It's bigger on the inside: Your time machine is multidimensional, as small as a phone booth on the outside, but as big as a spaceship on the inside. Things inside it cannot be tracked by normal means. To travel, it disappears from one place and appears in another, but otherwise it is completely stationary and cannot be transported at all. +
    +
    + Teleportation: You can teleport instantly if you have a clear line of sight of the destination or if you know it very well. Otherwise, you need to study the spacetime continuum for a few hours, or even days, to plan the trip, so as to not end up underground or a kilometre above the ground. +
    +
    + 88 miles per hour: Your time machine looks like a car or a van, not drawing much attention (in time periods after the invention of such vehicles). You can use it to move around like any other vehicle, but it depends on fuel, maintenance parts, roads etc. +
    +
    + Time Portal: You open a time portal to your destination. You can only open one portal at a time, and it will remain active for as long as you wish. It allows you to cross it in any direction as many times as you want. But an unattended portal can also be crossed by any person, or monster... +
    +
    + +
    +
    +
    +
    +
    Hard Knocks
    + All +
    + Unused +
    +
    + Bodyguard: When you spend 1 Fire to protect someone, as well as +1 forward, you may protect them even if they are out of reach or the harm they are about to suffer would be unstoppable. Get an ally group of old colleagues: good at protecting people. Get the “concealed armour” gear pick. + + +
    +
    + Enforcer: Spend 1 Fire to look so scary that it counts as a reason for manipulating someone. After you roll, if you terrify them, spend Fire 1-for-1 to increase your result. Gain an ally who can help with money, disguises, back you up, or get underworld gossip. Get the “bag of cash” gear pick. + + +
    +
    + Secret Martial Art: Spend Fire 1-for-1 to increase harm inflicted by your unarmed attacks. Your unarmed attacks gain `ignore-armour`. Get an ally, a mentor or student: good in a fight or philosophical discussion. Get the “ancient sword” gear pick. + +
    +
    + Military: When you’re using military gear on a move, you may spend 2 Fire to boost the result level (a miss becomes a 7-9, 7-9 becomes 10+, or 10+ becomes 12+). You have an ally group, your old comrades: good in a fight or when you need help making preparations. Get the “battered assault rifle” gear pick. + +
    +
    + Resistance: What was your cause? You have contacts amongst sympathetic activists. If you need help and it fits the cause, call on them. Roll +Charm. On a 10+ they will help. On a 7-9 they’ll help you but then you have to help them. On a miss, they help but you get drawn into their trouble. You may spend 2-Fire instead of rolling; you rouse them and they’ll help as if you rolled 10+. Gain an ally, an old comrade from the movement. Get the “spell formula” gear pick. + + +
    +
    + Street Fighter: When you have an ally standing by your side, spend 1-Fire to add +2 harm when you inflict harm. If there are multiple allies at your side, you may spend Fire for each. Gain an ally, an old friend you can count on for anything. Get the “firewater” gear pick. + +
    +
    +
    +
    +
    Playbook Special
     (Like the Expert's haven or the Spellslinger's combat magic) +
    + +
    +
    +
    + Edit +
    +
    Name:
    + +
    Description:
    + +
    +
    +
    + : + +
    +
    +
    +
    +
    + +
    +
    Haven
    + All +
    + + Unused +
    You have set up a haven, a safe place to work.  (pick three): (pick two):You get this:Pick one in addition to a Workshop:
    +
    + Film Lab: All the stuff you need to develop film, store negatives, and process digital images. + +
    +
     (Then pick one of these)
    +
    + Lore Library: When you hit the books, take +1 forward to investigate a mystery (as long as historical or reference works are appropriate). + + +
    +
    + Mystical Library: If you use your library's occult tomes and grimoires to prepare yourself, take +1 forward to use magic. + + +
    +
    + Protection Spells: Your haven is safe from monsters - they cannot enter. Monsters might be able to do something special to evade the wards, but not easily. + +
    +
    + Armoury: You have a stockpile of mystical and rare monster-killing weapons and items. If you need a special weapon, roll +Weird. On a 10+, you have it (and plenty, if that matters). On a 7-9, you have it, but only the minimum. On a miss, you've got the wrong thing. + + +
    +
    + Infirmary: You can heal people, and have the space for one or two to recuperate. The Keeper will tell you how long any patient's recovery is likely to take, and if you need any extra supplies or help. + +
    +
    + Workshop: You have a space for building and repairing guns, cars, and other gadgets. Work out with the Keeper how long any repair or construction will take, and if you need extra supplies or help. + +
    +
    + Oubliette: This room is isolated from every kind of monster, spirit or magic that you know about. Anything you stash in there can't be found, can't do any magic, and can't get out. + +
    +
    + Panic Room: This has essential supplies and is protected by normal and mystical means. You can hide out there for a few days, safe from pretty much anything. + +
    +
    + Magical Laboratory: You have a mystical lab with all kinds of weird ingredients and tools useful for casting spells (like use magic, big magic, and any other magical moves). + +
    +
    +
    + +
    +
    Sect
    + All +
    You are part of a secret order that deals with the paranormal. Where are they from? How old are they? Are they religious? Why do they stay secret? How do they recruit? +
    + Unused +
    Sect's Traditions
    Good Traditions  (pick two): +
    + Knowledgeable +
    +
    + Ancient lore +
    +
    + Magical lore +
    +
    + Fighting arts +
    +
    + Modernised +
    +
    + Chapters everywhere +
    +
    + Secular power +
    +
    + Flexible tactics +
    +
    + Open hierarchy +
    +
    + Integrated in society +
    +
    + Rich +
    +
    + Nifty gadgets +
    +
    + Magical items +
    Bad Traditions  (pick one): +
    + Dubious motives +
    +
    + Tradition-bound +
    +
    + Short-sighted +
    +
    + Paranoid and secretive +
    +
    + Closed hierarchy +
    +
    + Factionalised +
    +
    + Strict laws +
    +
    + Mystical oaths +
    +
    + Total obedience +
    +
    + Tyrannical leaders +
    +
    + Obsolete gear +
    +
    + Poor
    +
    +
    +
    + + +
    +
    Allies
    + +
    +
    +
    + Edit +
    +
    Name:
    + +
    Motivation:
    + +
    Description:
    + +
    +
    +
    : ()
    +
    + +
    +
    Animal Allies
    Animal allies follow the normal rules for allies, except for communication. Animal allies can understand commands about as well as a very clever dog (regardless of what sort of animal they are). +
    +
    + +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    History and Notes
    + +
    + + +
    + +
    + +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    +
    + +
    + +
    +
    + +
    + +
    + + +
    + +
    +
    +
    +

    Calm + + + + + + + + + + + + + + + + Raging +

    +
    +
    +
    +
    +
    Moves
    + All + +
    + + Unused
    + Other Playbook Moves + +
    +
    + + +
    Custom Playbook
    +
    + +
    +
    + Edit +
    +
    Name:
    + +
    Description:
    + +
    +
    +
    + : + +
    +
    +
    + + +
    The Action Scientist
    +
    You get this:
    +
    + +
    + Science! You may use the Weird Science move in addition to whatever the default weird move is for the game. If Weird Science is the default move, you gain access to Advanced Weird Science. When you roll for Weird Science you may use Sharp instead of Weird. Regardless of the result you may remove your choice of one of the requirements after they've all been determined. Say how you've figured out a way around that requirement. + + +
    +
    + +
    Then pick two of these:
    +
    + +
    + Oblivious to Danger: As well as generally not looking out for danger, you are immune to all fear-based moves and powers. You never need to act under pressure to resist fear from any source. + +
    +
    + Cross-disciplinary Study: Take a move from one of the other hunters' playbooks. + +
    +
    + Engineering: When you need to quickly fix (or break) a complicated gadget, roll +Sharp. On a 10+, it’s fixed (or broken) just like you wanted. On a 7-9 you need more time to study it: choose to fix (or break) it now with unknown side-effects, or take more time. On a miss, you do the worst thing possible to the gadget, which usually involves an explosion. + + +
    +
    + The Doors of Perception: By using advanced psychological, pharmacological, or mental interface techniques, you may use magic with +Sharp instead of +Weird. You may choose one of these additional effects: +
      +
    • Communicate with someone or something that you cannot communicate with by normal means.
    • +
    • Analyse a clue (allowing you to investigate a mystery in a way that you would not normally be able to).
    • +
    • Give a hunter (including yourself) +1 to a rating for the remainder of the mystery (maximum +3). + + +
    • +
    +
    +
    + Mind of Steel: Get +1 Cool (max +3). + +
    +
    + Re-factoring: You may take any two devices and rebuild them together, gaining all the abilities of each component device. The new device is the same size as the larger component. It will have all the tags of the components, except you may delete or change one tag. + +
    +
    + Two-Fisted Science: You may roll +Sharp to kick some ass instead of +Tough. + + +
    +
    + + +
    The Chosen
    +
    You get these two:
    +
    + +
    + Destiny's Plaything: At the beginning of each mystery, roll +Weird to see what is revealed about your immediate future. On a 10+, the Keeper will reveal a useful detail about the coming mystery. On a 7-9, you get a vague hint about it. On a miss, something bad is going to happen to you. + + +
    +
    + I'm Here for a Reason: There's something you are destined to do. Work out the details with the Keeper, based on your fate. You cannot die until it comes to pass. If you die in play, then you must spend a Luck point. You will then, somehow, recover or be returned to life. Once your task is done, (or you use up all your Luck), all bets are off. + +
    +
    + +
    Then pick one of these:
    +
    + +
    + The Big Entrance: When you make a showy entrance into a dangerous situation, roll +Cool. On a 10+, everyone stops to watch and listen until you finish your opening speech. On a 7-9, you pick one person or monster to stop, watch and listen until you finish talking. On a miss, you're marked as the biggest threat by all enemies who are present. + + +
    +
    + Devastating: When you inflict harm, you may inflict +1 harm. + +
    +
    + Dutiful: When your fate rears its ugly head, and you act in accordance with any of your fate tags (either heroic or doom), then mark experience. If it's a heroic tag, take +1 forward. + +
    +
    + Invincible: You always count as having 2 armour. This doesn't stack with other protection. + +
    +
    + Resilience: You heal faster than normal people. Any time your harm gets healed, heal 1 extra point. Additionally, your wounds count as 1 harm less for the purpose of the Keeper's harm moves. + +
    +
    + + +
    The Constructed
    +
    You get these two:
    +
    + +
    + + +
    +
    +
    + +
    + + + +
    +
    +
    Then pick one:
    +
    + +
    + + +
    +
    +
    + +
    + + +
    +
    +
    + +
    + + + +
    +
    +
    + +
    + + +
    +
    +
    + +
    + + +
    +
    + +
    The Crooked
    +
    Pick two of these:
    +
    + +
    + Artifact: You 'found' a magical artifact with handy powers and kept it. Pick 1: +
    + Unused +
    + Protective amulet (1 amour, magic, recharge) +
    +
    + Lucky charm (may be used as a Luck point just once) +
    +
    + Grimoire (studying the book gives +1 forward to use magic) + +
    +
    + Skeleton key (opens any magically sealed lock) +
    +
    + Imp stone (a weak demon is bound to serve the holder; the imp must be summoned with Use Magic) + +
    +
    +
    +
    +
    + Crew: You have a regular crew, a team of 3 or 4 people who will help you out with pretty much anything. This counts as a team. + + +
    +
    + Deal with the Devil: You sold your soul to the Devil (or someone equivalent). Pick 1 or 2 things you got out of the deal: wealth, fame, youth, sensual gratification, skill (add +1 to two ratings). Payment is due either when you die, or in a year (6 months if you chose 2 things). + + +
    +
    + Friends on the Force: You know a few cops who can be persuaded to look the other way, or do you a favour, for certain considerations. You can act under pressure to get in touch with them when you need to divert any law enforcement attention. There will be a cost, although maybe not right now. + +
    +
    + Made: You're 'made' in a gang. Name the gang and say how their operations tie into your background. You can call on gang members to help you out, but they'll expect to be paid. Your bosses will have requests for you now and again, but you'll be paid. Minor trouble will be overlooked, but you better not screw over any other 'made' members. + + +
    +
    + Driver: You gain +1 ongoing while driving, plus you can hotwire anything (the older it is, the fewer tools you need). You also own 2 handy, widely-available vehicles. + + +
    +
    + Home Ground: Your crew made a point of keeping the locals happy - keeping them safe, ensuring things always went down okay. When you're back in your old neighbourhood, you can always find people who will hide you or help you with a minor favour, no questions asked. + +
    +
    + Notorious: You have a reputation from your criminal past. When you reveal who you are, your terrifying reputation counts as a reason for people to do what you ask, when you manipulate someone. Revealing your identity to someone can bring other problems later, of course. + + +
    +
    + + +
    The Divine
    +
    Pick three of these:
    +
    + +
    + Boss from Beyond: At the beginning of each mystery, roll +Weird. On a 10+, your superiors ask you to do something small. On a 7-9, they ask you to do something complicated or difficult. In either case, you get to ask them one question from the investigate a mystery move right now. On a miss, you are required to do something terrible. If you do not accomplish what they've ordered, you cannot use this move again until you have made up for your failure. + + +
    +
    + Angel Wings: You can go instantly to anywhere you've visited before, or to a person you know well. When you carry one or two people with you, roll +Weird. On a 10+, you all go where you wanted. On a 7-9, you don't quite manage it; either you are all separated, or you all appear in the wrong place. + + +
    +
    + What I Need, When I Need It: You may store any small object you own, putting it into a magical space nobody can get to. You may retrieve anything you stored at any time; it appears in your hand. + +
    +
    + Smite: Your body and divine weapon always count as a weakness against the monsters you fight. Your unarmed attacks are 2 harm, intimate/hand, messy. + +
    +
    + Soothe: When you talk to someone for a few seconds in a quiet voice, you can calm them down, blocking any panic, anger, or other negitive emotions they have. This works even if the thing that freaked them out is still present, as long as your voice can be heard. + +
    +
    + Lay On Hands: Your touch can heal any injury or disease. When you lay your hands on someone hurt, roll +Cool. On a 10+, heal 2 harm or an illness, plus they're stabilised. On a 7-9, you can heal the harm or illness, but you take it into yourself. On a miss, your aura causes them extra harm. + + +
    +
    + Cast Out Evil: You may banish an unnatural creature from your presence. Roll +Tough. On a 10+, it is banished. On a 7-9, it takes a little while for the banishing to take effect - the creature has time to make one or two actions. Either way, the banished creature is unharmed, and you have no control over where it goes. This move may be used on unnatural hunters (eg the Monstrous). On a miss, something is keeping it here. That's bad. + + +
    +
    + + +
    The Exile
    +
    Pick two of these:
    +
    + +
    + Adept Sorcerer: You have a familiar spirit (usually in the guise of a pet) that counts as an ally: subordinate (motivation: to follow your exact instructions). + +
    +
    + Warrior: If you are fighting with (and against) old-fashioned hand weapons and suffer harm, you suffer 1 harm less. Monster attacks almost always count as old-fashioned for this move. + +
    +
    + Traditional Remedies: You can treat injuries without any need for modern medical supplies (although you might need someone to hold the patient down). Dealing with a poison, infection, or disease might need you to track down some specific ingredients (eg. healing herbs). + +
    +
    + Immortal Name: Your monster-hunting exploits are legendary, so much that your name still scares monsters and minions. You may use threats to use the move manipulate someone on monsters if they understand enough to have heard stories about you. + +
    +
    + Hearty Constitution: You never suffer from normal illnesses, and get +1 ongoing against magical illnesses and poisons. You've been through worse. + +
    +
    + Confused: Mark experience whenever your bafflement with the modern world gets in the way of monster-hunting. + +
    +
    + Ancient Magics: You learned magic when less lore had been lost. When you use magic, on a 7-9, don't choose a glitch. Instead, take -1 forward. + + +
    +
    + Learned: You researched all the legends and tales of monsters in your home time. When you investigate a mystery, you can ask the Keeper questions from the following list as well as from the usual list: + + +
      +
    • Did this creature (or this type of creature) exist in my home time?
    • +
    • What defenses are effective against this creature?
    • +
    • What do I know about this creature that has been forgotten?
    • +
    +
    +
    + + +
    The Expert
    +
    Pick two of these:
    +
    + +
    + + + +
    +
    + + +
    +
    + + + +
    +
    + + + +
    +
    + + + +
    +
    + + +
    Current Hold: +
    +
    +
    + + +
      +
    • +
    • +
    • +
    • + +
    • +
    +
    +
    + + +
    The Flake
    +
    Pick three of these:
    +
    + +
    + + +
      +
    • Is this person connected to current events more than they are saying?
    • +
    • When and where will the next critical event occur?
    • +
    • What does the monster want from this person?
    • +
    • Is this connected to previous mysteries we have investigated?
    • +
    • How does this mystery connect to the bigger picture? + +
    • +
    Current Hold: +
    +
    +
    + + +
    +
    + + + +
    +
    + + +
    +
    + + + +
    +
    + + +
    +
    + + + +
    +
    + + +
    +
    + + +
    The Gumshoe
    +
    You get these 2:
    +
    + +
    + Occult Confidential: The first time in each mystery that you observe a monster, minion, or phenomenon in action, you may ask one question from the investigate a mystery list. + +
    +
    + The Naked City: You have lots of personal contacts wherever you go. Pick four contact types from the following areas (or from other areas agreed to between you and the Keeper): +
    + Possible Contacts +
    Academics, Accountants, Artists, Bartenders, Clergy, Conspiracy Theorists, Construction, Courts, Criminals (organised), Criminals (street), Cultists, Engineers, Espionage, Film and TV, Forensic Scientists, Fringe Scientists, Hackers, Journalists, Lawyers, Mechanics, Media, Medical Practioners, Military, Morgue, Occult, Police (local), Police (national), Politicians, Prisons, Private Security, Property Developers, Stage Magicians, Technologists, Transportation
    +
    + You can hit them up for info (+1 to one investigate a mystery roll) or small favours - but there may be a small cost involved. Personal contacts can provide more significant help but the Keeper decides their price on a case-by-case basis. + +
    +
    +
    + +
    Then pick one of these:
    +
    + +
    + The Postman Always Rings Twice: Twice per mystery - as long as you follow your Code - you may reroll a roll. + +
    +
    + The Long Goodbye: You can't die with an open case. Specifically, you suffer all harm as normal but your death is postponed until you have either completed or abandoned the case, or you break your Code (then all bets are off). + +
    +
    + Jessica Jones Entry: When you double-talk your way into a secure location, roll +Charm. On a 10+ pick three, on a 7-9 pick two, on a fail pick one: +
      +
    • You don't leave any trace of what you searched.
    • +
    • You find what you wanted.
    • +
    • You find something else that's important.
    • +
    • You don't piss anyone off.
    • +
    • You aren't recognised. + + +
    • +
    +
    +
    + Out of the Past: You have a police buddy who will do you big favours. Get in touch with them when you need to redirect law enforcement attention, get a heads-up on what operations are planned, or access police files. You now owe them; expect them to collect on it soon. + +
    +
    + Asphalt Jungle: You heal faster than normal people. Any time your harm gets healed, heal 1 harm extra. You are immune to all the harm move effects under '0 harm' and '1 harm' (when the Keeper would apply these, you ignore them). + +
    +
    + Hacker with a Dragon Tattoo: When you hack into a computer system, roll +Sharp. On 10+ pick two, on a 7-9 pick one. You: +
      +
    • ...leave no traces.
    • +
    • ...learn something important.
    • +
    • ...can leave misinformation in place.
    • +
    • ...gain access to somewhere you want to get in to. + + +
    • +
    +
    +
    + \"Just one more thing\": When you ask a suspect leading questions, roll +Charm. On a 10+ hold 2, on a 7-9 hold 1, on a miss hold 1 but something bad is going to happen too. Spend your hold 1-for-1 to ask questions from this list: +
      +
    • One question from the investigate a mystery list.
    • +
    • Was that a lie?
    • +
    • What is something you left out that you didn't want me to notice?
    • +
    • Are you complicit with any ongoing criminal activity?
    • +
    • Did you commit this specific crime? + + +
    • +
    Current Hold: +
    +
    +
    + + +
    The Hard Case (2020)
    +
    You get this:
    +
    + +
    + Furnace: You have a Fire track with 10 boxes. Mark 1 Fire per harm you suffer, every time someone openly defies you, and every time a friend is hurt. You may spend 1 Fire to add +1-harm whenever you inflict harm, or take +1 to a kick some ass or protect someone move. Fire is cleared between mysteries. + +
    +
    + +
    Then pick two of these:
    +
    + +
    + Unstoppable: You may spend 3 Fire to avoid or heal 2-harm. This also stabilizes you, if appropriate. + +
    +
    + Ascetic: Spend 1 Fire to ignore all pain and discomfort in your current situation, even beyond normal human tolerances. + +
    +
    + Always Angry: Start mysteries with 2 Fire marked. + +
    +
    + FINISH HIM!: When you have Fire remaining and strike a foe for 3-harm or more, tell the Keeper how much Fire you have and ask if that’s enough. If the foe has that much or less harm capacity left, the Keeper will tell you. You may spend all your Fire immediately to make a follow up attack, defeating your foe. + +
    +
    + Inspired Guesswork: When you investigate a mystery, you may spend 1 Fire to add 1 extra hold. The extra question must be about powers, motivations, or weaknesses. + +
    +
    + Stone Cold: You never really get ruffled by danger. Gain +1 whenever pain or fear requires you act under pressure. Your nearby allies also gain this bonus against pain and fear, as long as you keep it together. + +
    +
    + Weapon Master: When you take possession of a new weapon you may add, remove, or change one tag. This change only applies for you. When you get this move, apply it to all your current weapons. + +
    +
    + + +
    The Hard Case
    +
    You get this:
    +
    + +
    + Unstoppable: When you spend Luck to avoid harm you are about to suffer, additionally remove all harm you had already suffered. Once per mystery, when you are about to take major damage (2 harm or more), change it to just 1 harm. + +
    +
    + +
    Then pick two of these:
    +
    + +
    + FINISH HIM!: Whenever you inflict a massive injury (3 harm or more), you may immediately follow up with another attack. Roll +Tough. On a 10+, double the harm you cause. On a 7-9, you inflict 1 harm extra. On a miss, you leave yourself open and vulnerable. + + +
    +
    + Weapon Master: When you take possession of a new weapon, you may change or remove one tag when you are using it (eg. 'heavy' becomes 'ignore-armour', or 'unreliable' is removed). The changed tag only applies for you. When you get this move, apply it to all your current weapons. + +
    +
    + Aim For The Weak Spot: Your unarmed and hand weapon attacks all get the 'ignore-armour' tag. + +
    +
    + Inspired Guesswork: Once per mystery, when you observe a monster in action, you may investigate a mystery to discover its powers, motivations, or weaknesses. It works even if what you asked about wasn't displayed; you work it out by deduction (or guessing). + + +
    +
    + Come Get Some: You can challenge your foes to fight you alone, maybe in words or maybe just by being the biggest and baddest in the team. Roll +Tough. On a 10+, they all go for you. On a 7-9, they go for you, mainly, but maybe one or two of your comrades are getting marked too. On a miss, they come for you harder than you expected. + + +
    +
    + Property Damage: You can smash your way through almost anything. If it is at all possible to destroy an inanimate object with the tools at your disposal, you can roll +Sharp to work out how. On a 10+, you can pulverize it, no trouble. On a 7-9, it will either take a long time, or you can't break it all down - your choice. On a miss, you hurt yourself getting it done, or get trapped in a bad spot. + + +
    +
    + + +
    The Hex
    +
    You get this:
    +
    + +
    + Bad Luck Charm: Whenever you use magic and miss, the backlash never affects you directly if there's someone else around to hit. It'll go for allies, other hunters, and innocent bystanders. Sometimes, every so often, it might even hit an enemy. + +
    +
    + +
    Then pick two of these:
    +
    + +
    + Burn Everything: When you use magic to inflict harm, you can choose to inflict (3 harm, area, magic, obvious) or (3 harm, ignore-armour, magic, obvious). + + +
    +
    + Cast the Bones: Once per mystery, you may perform some kind of divination (tarot, casting the runes, reading entrails, or something like that) to glean information about the future. When you do, roll +Sharp. On a 10+ hold 2, on a 7-9 hold 1. On a miss, you get some information, but it's not what you want to hear. Spend the hold 1-for-1 to ask any question from the investigate a mystery list, or from the following list: +
      +
    • What can I gain from this person/place/thing/creature?
    • +
    • Who has touched this person/place/thing/creature before me?
    • +
    The Keeper will answer truthfully, with either a direct answer or how to find out more. + +
    Current Hold: +
    +
    +
    + Force of Will: When you apply your will to dispelling a magical effect, blocking a spell, or suspending a Phenomenon, roll +Weird. On a hit, momentary magics are cancelled completely, and long-lasting spells and effects are suspended temporarily. On a 10+, you can also spend Luck to instantly snuff out a powerful spell or strange effect. On a 7-9, you take 1 harm as the strain of dismissing magic unravels you. + + +
    +
    + Luck of the Damned: After you use magic or cast a rote, take +1 forward. + +
    +
    + Sympathetic Token: As long as you carry a personal object belonging to someone, such as a lock of hair, a full set of toenails, or a treasured family heirloom, you get +1 ongoing to use magic against them. You can also use magic against them at a distance. If you miss, the token is lost, destroyed, or loses its power. + + +
    +
    + This Might Sting: You can use magic to heal 3 harm, but the process is exceptionally painful. On a 7-9, it also leaves a gnarly scar. + + +
    +
    + Wise Soul: Whenever you use magic, right before you roll, you can ask the Keeper what exactly would happen on a miss. If you dislike the risk, you can stop at the last second, and let the spell fizzle harmlessly. All of the effort is wasted. + +
    +
    + + +
    The Initiate
    +
    You get this one:
    + +
    + +
    + + + +
    +
    + +
    Then pick three of these:
    +
    + +
    + + +
    +
    + + +
    +
    + +
      +
    • Have a useful object ready.
    • +
    • Be somewhere you are needed, just in time.
    • +
    • Take +1 forward, or give +1 forward to another hunter.
    • +
    • Preemptively warn someone about an attack, so that it doesn't happen. + + +
    • +
    Current Hold: +
    +
    +
    + + +
    +
    + + + + +
    +
    + + + +
    +
    + + +
    +
    + + +
    +
    + + +
    The Luchador
    +
    You get this:
    +
    + +
    + Signature Move: Like every great wrestler, you have perfected a signature move for the ring. It works outside the ring as well. + When you unleash your signature move on something, roll +Tough. On a 10+, you do 2 harm and take +1 forward. On a 7-9, you do 1 harm and take +1 forward. On a miss, your opponent counters the move. + + +
    +
    + +
    Then pick two of these:
    +
    + +
    + Master Técnico: When fighting unarmed, you get +1 to kick some ass and help out. + + +
    +
    + Intensive Training: Take +1 Tough (max +3). + +
    +
    + Noble Heroism: When you successfully protect someone, give a nearby hunter +1 forward. + +
    +
    + Consummate Athlete: You get +1 ongoing for vigorous physical feats (outside of combat). + +
    +
    + Machismo!: Hah! You think that really hurt? By force of will, you can ignore pain and injury. When you suffer harm and just tough it out, roll +Cool. On a 10+, you heal 1 harm and gain +1 forward. On a 7-9, you heal 1 harm. On a miss, pretending to be tough you suffer 1 extra harm, in an embarrassing way if possible. + + +
    +
    + Daredevil Move: You can attempt a tricky, high risk manoeuver to gain an advantage on an opponent. Roll +Tough. On a 10+ pick three, on a 7-9, pick one: +
      +
    • Interrupt a move someone or something else is making, so they can't do it yet.
    • +
    • Take +1 forward.
    • +
    • Give another hunter +1 forward.
    • +
    • Inflict 2 harm if you are unarmed, and your weapon's harm if you are armed.
    • +
    • You don't suffer harm in return.
    • +
    On a miss, you suffer 1 harm from your failed move, and leave yourself open to your foes. + +
    +
    +
    + Inspiring Speech: When you rally a group with your ringside style, roll +Charm. On a 10+, they are pumped and ready to risk life and limb for the cause. On a 7-9, they are ready to pitch in their help, as long as there is little personal risk. Choose one thing for them to do: +
      +
    • Act as an angry mob, unleashed at the target you name.
    • +
    • Be a vigilant watch force.
    • +
    • Go wherever you tell them to.
    • +
    • Help construct a trap.
    • +
    On a miss, you lose face with the bystanders. + +
    +
    +
    + Sly Rudo: When you fight, you fight dirty. When you inflict harm on a monster, you can lure it into a trick. Roll +Sharp. On a 10+, the monster really fell for it, inflict +1 harm and +1 ongoing vs. the monster. On a 7-9, the monster fell for it, inflict +1 harm. On a miss, your trick backfires. + + +
    +
    + Fan Following: Your exploits in the ring have not gone unnoticed. When you contact a devoted fan to help you with a mystery, roll +Charm. On a 10+, they're available and helpful - they can fix something, give you a lift, or do some other favour. On a 7-9, they're prepared to help, but it's either going to take some time or you're going to have to do part of it yourself. On a miss, you burn some bridges. + + +
    +
    + + +
    The Meddling Kid
    +
    Pick three of these:
    +
    + +
    + Unmasked!: When you have a monster captured or at bay, you may explain it is not a monster after all but a specific person in a mask. You must explain the real reason for all the seemingly supernatural events you have seen, and how the villain was behind them. When you reveal the culprit, roll +Sharp. On a 10+, your deduction is correct and it really is that person in a mask! On a 7-9, the Keeper must choose one of: +
      +
    • This really is a monster, but the named bystander was secretly their ally all along.
    • +
    • You are correct, but while you talked, they found a way to attempt an escape.
    • +
    • The explanation for all the events is correct but you picked the wrong person; when you unmask them, the villain is someone unexpected.
    • +
    On a miss, the monster gets an opportunity to create chaos while you explain your (incorrect) deductions. + +
    +
    +
    + Power Snack: When you take the time to eat your chosen snacks and really enjoy them, take +1 forward. My power snack is: + + +
    +
    + Wallop!: When you use an improvised weapon to attack something, you may choose one of these extra effects: +
      +
    • Momentarily stun them with a blow to the head.
    • +
    • Trip or entangle them.
    • +
    • Inflict +1 harm but the improvised weapon breaks. + + +
    • +
    +
    +
    + It's A Trap!: When you make a trap to capture a monster or minion, roll +Sharp. On a hit, you capture something! On a 10+, you can choose one of these extra effects: + +
      +
    • It will take some time for the victim to get free.
    • +
    • The trap inflicts harm (as an improvised weapon).
    • +
    • The trap may be reset and reused later. Roll the move again when you do so, with +1 forward. + + +
    • +
    +
    +
    + Tell Me The Truth!: When you are questioning somebody to investigate a mystery, you may ask questions from the following list as well as from the usual list: +
      +
    • Who has something to gain from this situation?
    • +
    • What are you plotting?
    • +
    • Are you lying to me?
    • +
    • Who knows about _____? + + +
    • +
    +
    +
    + Run Away!: When you decide to get out of a bad situation, you can get away just fine. Unfortunately you will end up somewhere just as bad, that is important to the current mystery. + +
    +
    + A Pleasant and Friendly Manner: When you politely manipulate someone, your impeccable manners always count as a reason for the person to do what you say. + + +
    +
    + Best Bud!: You have an animal ally to help you solve mysteries. They can talk, but with a heavy accent (most people don’t understand). + +
    +
    + b>Hard Head!: Any time you suffer harm from an attack, you may choose to take 0-harm. You instead are knocked out for a few minutes. + +
    +
    + + +
    The Monstrous
    +
    Pick two of these:
    +
    + +
    + + +
    +
    + + + +
    +
    + + + +
    +
    + + +
    +
    + + +
    +
    + + +
    +
    + + +
    Current Hold: +
    +
    +
    + + + +
    +
    + + +
    +
    + + +
    +
    + + + + +
    +
    + + + +
    +
    + + +
    The Mundane
    +
    Pick three of these:
    +
    + +
    + + +
    +
    + + +
    +
    + + + +
    +
    + + + +
    +
    + + +
    +
    + : +
      +
    • They ask you a hard question first.
    • +
    • They stall and dither a while.
    • +
    • They have a 'better' idea.
    • +
    On a Miss, they think you're crazy, and maybe dangerous too. + +
    +
    +
    + +
      +
    • Inflict 1 harm.
    • +
    • Reduce someone's harm suffered by 1.
    • +
    • Take +2 forward on an act under pressure roll. + + +
    • +
    Current Hold: +
    +
    +
    + + +
    +
    + + +
    The Pararomantic
    +
    You get this:
    +
    + +
    + Supernatural Guide: You have a (most likely intimate) connection to some supernatural being who is your guide into the world beyond. Choose if your relationship is secret or not: + + Determine what kind of creature your Guide is and how your relationship works. Say what kind of power they possess. The Keeper will decide how it works and define your Guide as a threat.If your Guide is another hunter, determine together how your relationship works. + + Whenever you would roll +Weird, you can roll +Charm instead, by channeling the power of your Bond. When you do so and miss, in addition to the usual consequences, you and your Guide suffer as when you miss a roll for Bond Abuse. + +
    +
    + +
    Then pick two of these:
    +
    + +
    + Bonding Time: If you spend some quality time with your Guide instead of working on the current mystery, you can roll +Charm. On a 10+ hold 2, on a 7-9 hold 1. Spend your hold 1-for-1 to: +
      +
    • Erase one used Relationship Status mark.
    • +
    • Use a Pararomantic move you haven't picked.
    • +
    • Receive a gift from your Guide.
    • +
    • Take +1 forward. + + +
    • +
    Current Hold: +
    +
    +
    + Dark Desires: You may use manipulate someone on monsters, as long as you are using emotional ties. + + +
    +
    + The Power of Love: When you use help someone to help your Guide, don't roll +Cool. You automatically help as though you'd rolled a 10. If your Guide is another hunter, the same applies when they use help someone to help you. + +
    +
    + Do As The Supernatural Do: You can take an unnatural move from your Guide's playbook (if they are a hunter). If they are a monster, choose a move from a suitable supernatural playbook. The Keeper may offer you a custom move instead. + + +
    +
    + I Am Theirs And They Are Mine: Whenever you are in danger, your Guide knows it. If your Guide is suffering harm (and it's feasible), you can spend Luck to redirect the attack onto yourself as if you have rolled 10+ with protect someone. If you are suffering harm, you can decide that your Guide has protected you and is suffering this harm instead. If you choose this, roll for Bond Abuse. + +
    +
    + Monster Empathy: When you try to work out what a supernatural creature desires, roll +Charm. On a 10+ hold 2, on a 7-9 hold 1. Spend your hold 1-for-1 to ask the following questions - the Keeper will answer honestly: +
      +
    • What do they most desire?
    • +
    • What would they accept as good enough for now?
    • +
    • What would distract them? + + +
    • +
    Current Hold: +
    +
    +
    + Spirit Touched: Your experiences have made you sensitive to the supernatural. When you sense magical things, roll +Weird. On a 10+, you can sense them fully. On a 7-9, choose: either sense them fully but they notice you too, or you sense only impressions. + + +
    +
    + + +
    The Professional
    +
    You get this:
    +
    + +
    + When you deal with the agency, requesting help or gear, or making excuses for a failure, roll +Sharp. On a 10+, you're good - your request for gear or personell is okayed, or your slip-up goes unnoticed. On a 7-9, things aren't so great. You might get chewed out by your superiors, and there'll be fallout, but you get what you need for the job. On a miss, you screwed up; you might be suspended, or under investigation, or just in the doghouse. You certainly aren't going to get any help until you sort it all out. + + +
    +
    + +
    Then pick three of these:
    +
    + +
    + + + +
    +
    + + +
    +
    + + +
    +
    + + + +
    +
    + + + +
    +
    + + + +
    +
    + +
      +
    • Good things: roomy; surveillance gear; fast; stealthy; intimidating; classic; medical kit; sleeping space; toolkit; concealed weapons; anonymous; armoured (+1 armour inside); tough; monster cage.
    • +
    • Bad things: loud; obvious; temperamental; beaten-up; gas-guzzler; uncomfortable; slow; old. + +
    • +
    +
    +
    +
    + + +
    The Searcher
    +
    You get this:
    +
    + +
    + First Encounter: One strange event started you down this path, sparking your need to discover the truth behind the unexplained. Decide what that event was, pick a category below and take the associated move. Then tell everyone what happened to you (or someone close to you). + +
    + Unused +
    + Cryptid Sighting: You take note of any reports of strange creatures. Whenever you first see a new type of creature, you may immediately ask one of the investigate a mystery questions. +
    +
    + Zone of Strangeness: Things are not fixed. You never need to act under pressure when supernatural forces alter the environment around you, and you get protection (2 armour) against harm from sudden changes to the laws of physics. +
    +
    + Psychic Event: Your mind is awakened. You may act under pressure to use the sensitive weird move, or (if you already have sensitive) the empath weird move. + +
    +
    + Higher Power: Something looks out for you. You start with an extra Luck point. +
    +
    + Strange Dangers: You are always watching for hazards. When you have no armour, you still count as having protection (1 armour). +
    +
    + Abduction: They taught you hidden knowledge. Gain +1 to any move when you research strange or ancient secrets to do it. +
    +
    + Cosmic Insight: You have encompassed the soul of the universe. You never need to act under pressure due to feelings of fear, despair, or isolation. +
    +
    +
    +
    +
    + +
    Then pick two of these:
    +
    + +
    + Prepared to Defend: Even truth-seekers need to fight sometimes. Whenever you suffer harm when you kick some ass or protect someone, you suffer 1 harm less. + +
    +
    + Fellow Believer: People understand you've also known strangeness. Bystanders will talk to you about weird things they would not trust another hunter (or a mundane official) to believe. + +
    +
    + Guardian: You have a mystical ally (perhaps a spirit, alien, or cryptid) who helps and defends you. Define them, and their powers, with the Keeper's agreement. Their look is one of: invisible, an intangible spirit thing, a weird creature, disguised as an animal, or disguised as a person. + + +
    +
    + Just Another Day: When you have to act under pressure due to a monster, phenomenon, or mystical effect, you may roll +Weird instead of +Cool. + + +
    +
    + Network: You may gain an ally group of others who had experiences similar to your First Encounter - perhaps they're a support group or a hobbyist club. Detail up to five members with useful skills related to what happened to them (none are up for fighting monsters). + + +
    +
    + Ockham's Broadsword: When you first encounter something strange, you may ask the Keeper what sort of thing it is. They will tell you if it (or the cause) is: natural, an unnatural creature, a weird phenomenon, or a person. You gain +1 forward dealing with it. + +
    +
    + The Things I've Seen: When you encounter a creature or phenomenon, you may declare that you have seen it before. The Keeper may ask you some questions about that encounter, and will then tell you one useful fact you learned and one danger you need to watch out for (maybe right now). + +
    +
    + + +
    The Sidekick
    +
    You get this:
    +
    + +
    + There's no 'I' in 'Team': You get +1 ongoing to help out; +2 ongoing, if you are helping out your hero. + + +
    +
    + +
    Then pick two of these:
    +
    + +
    + Caddy: You carry all your hero's stuff around. That means you can use anything from their gear list, unless they are currently holding it. Plus, if the item is not unique, you carry spares. For anything like that, you can use one of the spares even if your hero is currently using it. + +
    +
    + As You Wish: Mark experience whenever your hero orders or requests that you do something you don't want to do, and you go ahead and do it. + +
    +
    + Bodyguard: If something bad is going to happen to your hero, your comrades, or a bystander, and you are right there, you may throw yourself in harm's way. Whatever was going to happen to them happens to you instead. + +
    +
    + Me Too!: If your hero makes a roll for a move, and you copy what they did (i.e. the same move), you may choose not to roll. Instead, use the outcome of your hero's roll. + +
    +
    + +
      +
    • +
    • +
    • + + +
    • +
    +
    +
    + I Can Make You Look Good: If you help out your hero, you may choose to change the outcome of your dice roll with the outcome of their original dice roll. + +
    +
    + Journeyman (or Journeywoman): Take a move that your hero has. Add it to your "Other Moves" section, below. + +
    +
    + + +
    The Snoop
    +
    Pick three of these:
    +
    + +
    + \"What Does That Feel Like?\": When you put your camera/microphone right in a person's face, they automatically break off whatever they are doing. They might go right back to it after they deal with you, but you'll create enough time for everyone else to act in the meantime. + +
    +
    + Minor Celebrity: At the beginning of each mystery, roll +Weird. On a 10+ hold 2, on a 7-9 hold 1. Spend your hold 1-for-1 during the mystery to have someone you meet know of you in a positive light (maybe they read your blog, listen to your podcast, or watch your Internet/TV show, etc). You may end up getting asked for autographs or given 'hot' leads, too. + +
    Current Hold: +
    +
    +
    + We'll Fix It In Post: You can use anything you could conceivably have recorded as evidence for investigate a mystery, allowing you to check previous interviews, attack sites, and so on, from the comfort of your laptop. + +
    +
    + I'm A Reporter!: When you investigate a mystery by talking to witnesses, interviewing locals, or anything else requiring interpersonal skills, roll +Charm instead of +Sharp. + + +
    +
    + Truthiness: Whatever you tell a normal person, they'll accept that you think it's true. If it's far out, they might think you're crazy, but they won't think you're lying. + +
    +
    + The Mojo Wire: When you read all the current news feeds looking for the weird and crazy stuff, take +1 forward. + +
    +
    + Relaxed Producer: You're employed, with a regular paycheck and little or no oversight. As long as you send in a story every few days, no matter how bizarre, you're set. Every now and again, they'll send you somewhere in particular, and when that happens it usually involves supernatural activity; unless they need human interest, in which case it will be a kitten show or agricultural fair or something. + +
    +
    + + +
    The Spell-Slinger
    +
    Pick three of these:
    +
    + +
    + + +
    +
    + + + + +
    +
    + +
      +
    • Fizzle: The preparations and materials for the spell are ruined. You'll have to start over from scratch with the prep time doubled.
    • +
    • This Is Gonna Suck: The effect happens, but you trigger all of the listed glitches but one. You pick the one you avoid. + +
    • +
    +
    +
    + + + +
    +
    + + +
    +
    + + + +
    +
    + + + +
    +
    + + + + +
    +
    + + +
    +
    + + +
    Current Hold: +
    +
    +
    + + +
    The Spooktacular
    +
    Pick two of these:
    +
    + +
    + + + +
    +
    + + +
    +
    + + + +
    +
    + + +
    +
    + + +
    +
    + + + +
    +
    + +
    The Spooky
    +
    Pick three of these:
    + +
    + Mystical Library: If you use your library's occult tomes and grimoires to prepare yourself, take +1 forward to use magic. + + +
    +
    + +
    + + +
    +
    + +
      +
    • The target contracts a disease.
    • +
    • The target immediately suffers harm (2 harm, magic, ignore-armour).
    • +
    • The target breaks something precious or important. + + +
    • +
    +
    +
    + + + +
    +
    + + + +
    +
    + + + +
    +
    + +
      +
    • Where is the creature right now?
    • +
    • What is it planning to do right now?
    • +
    • Who is it going to attack next?
    • +
    • Who does it regard as the biggest threat?
    • +
    • How can I attract its attention? + + +
    • +
    Current Hold: +
    +
    +
    + + + +
    +
    + +
      +
    • Interfere with a hunter, giving them -1 forward.
    • +
    • Help a hunter, giving them +1 forward, by interfering with their enemy.
    • +
    • Interfere with what a monster, minion, or bystander is trying to do.
    • +
    • Inflict 1 harm on the target due to an accident.
    • +
    • The target finds something you left for them.
    • +
    • The target loses something that you will soon find. + + +
    • +
    Current Hold: +
    +
    +
    + + +
    The Summoned
    +
    You get this:
    +
    + +
    + Freakish: You're weird, and people react badly. You cannot use manipulate someone on a person until you prove yourself to them first (this includes the other hunters, and it's up to them to decide when you have proved yourself). Until then, people will just try to get away from you. You can spend Luck to have a person take to you. Don't roll manipulate someone; they act as though you'd rolled a 12. On the other hand, you can use manipulate someone on monsters that can reason and talk (but they always want something really bad). + +
    +
    + +
    Then pick two of these:
    +
    + +
    + What Are You Looking At?: When you talk to a monster (capable of reason and speech), they will recognize you and your potential. If you ask them what they know, pick one for the Keeper to reveal: +
      +
    • Tell me something about where I'm from.
    • +
    • Tell me something about my destiny.
    • +
    • Tell me something about who I really am.
    • +
    • Tell me something about the Apocalypse. + +
    • +
    +
    +
    + Should I Feel That?: Your body has 2 armour. This does not stack with any other armour. + +
    +
    + Mayhem!: When you grab a nearby large object and use it as an improvised weapon, first determine how much damage it will do.Guidelines: +
      +
    • Fire extinguisher, fence post, furniture, etc: 2 harm
    • +
    • Motorcycle, lamppost, masonry chunk, etc: 3 harm
    • +
    • Car, dumpster, boulder, etc: 4 harm
    • +
    • Bus, truck, wall, etc: 5 harm + +
    • +
    + After you inflict harm with it (with a kick some ass roll or otherwise), roll +harm your weapon actually caused. On a miss, you use it without trouble. On a 7-9 pick one side effect, on a 10+ pick two: +
      +
    • You hurt someone nearby as well as your target.
    • +
    • You make something about the situation worse.
    • +
    • You lose control of your improvised weapon.
    • +
    • You cause massive property damage.
    • +
    • Your improvised weapon breaks. + + +
    • +
    +
    +
    + Absolute Badass: Take +1 Tough (max +3). + +
    +
    + Screw You: Spend Luck to get +1 ongoing vs. one particular monster. This lasts until that monster is dead. + +
    +
    + Whatever: Spend Luck to get +1 Tough for the remainder of the current mystery (max +4). + +
    +
    + Why So Serious?: If you cap off a move with an appropriate one-liner, the team gets +1 forward (so the next hunter who makes a roll gets +1). + +
    +
    + + +
    The Traveler
    +
    You get this:
    +
    + +
    + Servant of Technology: You are extremely dependent on technology, having difficulties in relating to the supernatural. You get -1 ongoing to use magic or any other moves related to the supernatural or magic. + + +
    +
    + +
    Then pick three of these:
    +
    + +
    + Butterfly Effect: At the beginning of each mystery, choose one rating to receive +1 (max +3) and another to receive -1 (min -2) during this mystery. These actions disturb the spacetime and the oscillations of their characteristics is a reflection of that. + +
    +
    + Historian: When you investigate a mystery or read a bad situation, you can choose to ask \"Why does this seem familiar?\" as one of the questions. If possible, the Keeper will describe how a similar situation has happened in the past or future history of the world. + + +
    +
    + Inventor: If you want to build, repair, or study a device, the Keeper will tell you how long it will take and what equipment will be needed. + +
    +
    + Prescience: Attacks that can cause your death pop up in your memory. When you take harm and become unstable, you may roll +Weird. On a 10+, you remembered the attack and were able to avoid it completely. On a 7-9, the memory took time to emerge, take 1 harm less or don't become unstable. On a miss, the memory was incorrect and your avoidance made you unbalanced; in addition to the harm, you take -1 forward. + + +
    +
    + Neural Implants: When you need to do something that requires specific training, such as defusing a bomb or flying a helicopter, you already have the information implanted in your brain. You still need to act under pressure, but you know what to do. + + +
    +
    + Sufficiently Advanced Technology: You can reproduce the effects of the move use magic with technological tools. You do not roll dice for this, but you must choose an effect and a glitch. This is not magic, so the effect will not have the magic tag and will not work on things affected only by magic. The Keeper may ask for one or more requirements to achieve the effect. + +
    +
    + No Paradoxes: When you say why something should happen to guarantee the future, you can help another hunter and give +1 to their roll, as if you had rolled a 10+ on help out. You still need to describe how you are helping. + +
    +
    + Android/Cyborg: You have cybernetic implants or maybe you're half a machine. In addition to superhuman strength, your punches and kicks are attacks with (3 harm, contact). + +
    +
    + Psychic Paper: You get +1 ongoing in rolls to avoid being detected or remaining unnoticed. You also get +1 ongoing when you manipulate someone by pretending to be someone else. + + +
    +
    + + +
    The Wronged
    +
    You get this:
    +
    + +
    + I Know My Prey: You get +1 ongoing when knowingly investigating, pursuing, or fighting the breed of monster that caused your loss. + +
    +
    + +
    Then pick two of these:
    +
    + +
    + + +
    +
    + + +
    +
    + + +
    +
    + + + +
    +
    + + +
    +
    + +
      +
    • Stabilize the injury but the patient take -1 forward.
    • +
    • Heal 1 harm and stabilize for now, but it will return as 2 harm and become unstable again later.
    • +
    • Heal 1 harm and stabilize but the patient takes -1 ongoing until it's fixed properly. + + +
    • +
    +
    +
    + + + +
    +
    + +
    + +
    + + +
    + +
    +
    Advanced Hex Moves
    + All +
    + Unused +
    When you take the corresponding Improvement, choose one of these:
    +
    + Apotheosis: You become a terrifying fount of mystical power. Once per mystery, after you suffer loss or harm, you may enter a state where you have both immense power and zero interest in the well-being of others. While in this state, all of the following are true: +
      +
    • You can fly.
    • +
    • Use +Weird to kick some ass instead of +Tough. For this, you use innate magic as a weapon with (3 harm and any properties you choose).
    • +
    • Ignore the component costs of your rotes.
    • +
    • Ignore one requirement of every spell you cast with use magic.
    • +
    • You have +1 ongoing to do everything.
    • +
    • You cannot use the protect someone move.
    • +
    • You have all the Temptations, and you have to indulge them whenever a good opportunity presents itself.
    • +
    • When you try to resist a Temnptation, roll +Cool. On a 10+, Apotheosis ends. On a 7-9, it ends with you doing something dangerous or cruel. On a miss, it ends only after you harm someone (or something) you love. + + +
    • +
    +
    +
    + Synthesis: You manage to conciliate your dark power with your moral impulses. You lose your Temptation. Whenever you use magic to help out or protect someone, you mark experience. Mark a second experience if you do it at the expense of your own safety. + +
    +
    +
    +
    + +
    +
    Rotes
    +
    + Rotes +
    + Instructions +
    Whenever you use magic, you can decide afterwards that a particular spell is a Rote that you know. You know how to cast it off the top of your head. Write down in detail the name of the Rote, what it requires, and what it does on a 10+, a 7-9, and a miss. A Rote is a bit more powerful than a basic use magic spell; its glitches are less onerous and its effect may be a little bigger. Unlike regular use magic, the cost and consequences for failing a Rote are known to you in advance.Choose two fixed requirements for each Rote from this list: +
      +
    • Magic words and ritual gestures.
    • +
    • An object of power (wand, talisman, orb, staff, etc) which must be wielded.
    • +
    • An expendable component such as sulfur, sage, or incense, which must be burned, blown, destroyed or scattered during the casting.
    • +
    • Runes or symbols written or engraved on a surface (which must be prepared).
    • +
    • A spilling of blood (1 harm to you or a willing participant).
    • +
    After you cast it for the first time, treat each Rote as a custom move - a specialised version of use magic, which is built with the Keeper. +
    +
    List of Rotes
    + Instructions +
    You start out knowing up to one Rote, which you can choose when creating your character or during play. You can learn more by taking corresponding Improvements. When you do, you can choose the new Rote right away or in play.You roll +Weird to cast a Rote, which requires you to have the needed items at hand and the ability to physically use them.
    +
    + Edit +
    Rote Name + Requirements + Effects + +
    +
    + : :: + + +
    +
    +
    +
    +
    + + +
    +
    Advanced Basic Moves
    + +
    + +
    + +
    + +
    + +
    + +
    + +
    + +
    + (Flexible Alternative) +
    + +
    + +
    + +
    + : +
      +
    • +
    • +
    +
    + +
    + +
    + +
    + +
    + +
    + +
    + +
    + +
    + +
    + +
    + +
    + +
    + +
    + +
    + +
    + +
    + +
    + +
    + +
    + +
    + +
    + +
    +
    +
    + + +
    +
    Other Moves
    + +
    +
    +
    + Edit +
    +
    Name:
    + +
    Description:
    + +
    +
    +
    + : + +
    +
    +
    + +
    + +
    + +
    + + +
    +
    Natural Attacks
    + All +
    + Unused +
     (pick one base and one extra, or pick two bases):
    +
    + Base: teeth (3 harm, intimate) +
    +
    + Base: claws (2 harm, hand) +
    +
    + Base: magical force (1 harm, magical, close) +
    +
    + Base: life-drain (1 harm, intimate, life-drain) +
    +
    + Extra: add +1 harm to a base +
    +
    + Extra: add ignore-armour to a base +
    +
    + Extra: Add an extra range to a base (intimate, hand, or close) + +
    +
    +
    +
    +
    Gear
    + All +
    + +
    + Unused +
    +
    +
    +
    + Edit +
    +
    Description:
    + +
    +
    +
    + +
    +
    +
    +
    + +
    You have toolkits containing everything you need for your normal science, engineering, and analysis tasks. You also get two science weapons. If you want, you can have Science Armour worth 1-armour. The "batteries" tag is like "reload": the weapon is liable to run out of power at bad moments. (pick two)
    +
    + Lightning Gun (3-harm close loud electricity batteries) +
    +
    + Portable Particle Accelerator (3-harm close messy area batteries) +
    +
    + Laser Cannon (2-harm far quiet batteries) +
    +
    + Net Launcher (0-harm close entangling) +
    +
    + Scalpel (1-harm hand) +
    +
    + Force Knife (2-harm hand batteries) +
    +
    + Tranquiliser Rifle (1-harm close sedating) +
    +
    + Stun-ray Pistol (0-harm close sedating) +
    +
    + Autonomous Drone (2-harm far autonomous) +
    +
    + Atomic Pistol (3-harm close radiation) +
    +
    + +
    + +
    + Protective gear worth 1 armour (optional) +

    +
    Special Weapon
    Design your weapon by choosing a Form, three Business-end options (which are added to the base tags), and a material that the business-end is made from.
    Form  (pick one):
    +
    Business-end  (pick three): +
    + Artifact (+magic) +
    +
    + Spikes (+1 harm, +messy) +
    +
    + Blade (+1 harm) +
    +
    + Heavy (+1 harm) +
    +
    + Long (+close) +
    +
    + Throwable (+close) +
    +
    + Chain (+area) +
    +
    Material  (pick one):
     (+steel, +cold iron, +silver, +wood, +stone, +bone, +teeth, +obsidian, or anything else you want)
    + +
    +
    + +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    +
    + +
    Effective Weapons  (pick three):
    +
    + .22 revolver (1 harm, close, reload, small) +
    +
    + .38 revolver (2 harm, close, reload, loud) +
    +
    + 9mm (2 harm, close, loud) +
    +
    + Shotgun (3 harm, close, messy) +
    +
    + Hunting rifle (2 harm, far, loud) +
    +
    + Big knife (1 harm, hand) +
    +
    + Baseball bat (1 harm, hand) +
    +
    + Submachinegun (2 harm, close, reload, area) +
    +
    + Assault rifle (3 harm, close/far, area) +
    +
    + +
    + +
    Divine Armour (1 armour, holy) with a look suited to your divine origin
    +
    Divine Weapon  (pick one):
    +
    + Flaming sword (3 harm, hand, fire, holy) +
    +
    + Thunder hammer (3 harm, hand, stun, holy) +
    +
    + Razor whip (3 harm, hand, area, messy, holy) +
    +
    + Five demon bag (3 harm, close, magic, holy) +
    +
    + Silver trident (3 harm, hand, silver, holy) +
    +
    + +
    + +
    Monster-slaying Weapons  (pick three):
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    + +
    Normal Weapon  (pick one):
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    Hidden Weapons  (pick two):
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    + +
    Old-fashioned Armour (1 armour, heavy)
    +
    Old-fashioned Weapons
    +
     (If the Sect has Fighting arts or Obsolete gear, pick three; otherwise pick two):
    +
    + Sword (2 harm, hand, messy) +
    +
    + Axe (2 harm, hand, messy) +
    +
    + Big sword (3 harm, hand, messy, heavy) +
    +
    + Big axe (3 harm, hand, messy, slow, heavy) +
    +
    + Silver knife (1 harm, hand, silver) +
    +
    + Fighting sticks (1 harm, hand, quick) +
    +
    + Spear (2 harm, hand/close) +
    +
    + Mace (2 harm, hand, messy) +
    +
    + Crossbow (2 harm, close, slow) +
    +
    Modern Weapons
    +
     (If Sect has Modernised or Nifty gadgets, pick two; otherwise pick one):
    +
    + .38 revolver (2 harm, hand, close, reload, loud) +
    +
    + 9mm (2 harm, close, loud) +
    +
    + Sniper rifle (3 harm, far) +
    +
    + Magnum (3 harm, close, reload, loud) +
    +
    + Shotgun (3 harm, close, messy) +
    +
    + +
    + +
    (Optional) Handy Weapon  (pick one):
    +
    + .38 revolver (2 harm, close, reload, loud) +
    +
    + 9mm (2 harm, close, loud) +
    +
    + Magnum (3 harm, close, reload, loud) +
    +
    + Shotgun (3 harm, close, messy) +
    +
    + Big knife (1 harm, hand) +
    +
    + Brass knuckles (1 harm, hand, quiet, small) +
    +
    + Sword (2 harm, hand, messy) +
    +
    + Huge sword (3 harm, hand, heavy) +
    +
    + +
    + +
    Mundane Weapons  (pick two):
    +
    + Golf club, baseball bat, cricket bat, or hockey stick (2 harm, hand, innocuous, messy) +
    +
    + Pocket knife or multitool (1 harm, hand, useful, small) +
    +
    + Small handgun (2 harm, close, loud, reload) +
    +
    + Hunting rifle (3 harm, far, loud, reload) +
    +
    + Sledge-hammer or fire axe (3 harm, hand, messy) +
    +
    + Nunchuks (2 harm, hand, area) +
    +
    Means of Transport  (pick one):
    +
    + Skateboard +
    +
    + Bicycle +
    +
    + Fairly new car in decent condition +
    +
    + Classic car in terrible condition +
    +
    + Motorcycle +
    +
    + Van +
    +
    + +
    + +
    Armour  (pick one):
    +
    + Flak vest (1 armour, hidden) +
    +
    + Combat armour (2 armour, heavy) +
    +
    Serious Weapons  (pick one):
    +
    + Assault rifle (3 harm, far, area, loud, reload) +
    +
    + Grenade launcher (4 harm, far, area, messy, loud, reload) +
    +
    + Sniper rifle (4 harm, far) +
    +
    + Grenades (4 harm, close, area, messy, loud) +
    +
    + Submachine gun (3 harm, close, area, loud, reload) +
    Normal Weapons  (pick two): +
    + .38 revolver (2 harm, close, reload, loud) +
    +
    + 9mm (2 harm, close, loud) +
    +
    + Hunting rifle (2 harm, far, loud) +
    +
    + Shotgun (3 harm, close, messy) +
    +
    + Big knife (1 harm, hand) +
    +
    + +
    + +
    Backup Weapon  (pick one):
    +
    + Old revolver (2 harm, close, reload, loud) +
    +
    + Ritual knife (1 harm, hand) +
    +
    + Heirloom sword (2 harm, hand, messy) +
    +
    + +
    + +
    You get one dangerous tool, one vehicle, one mystical item, and all the paraphernalia.
    +
    Dangerous Tools (pick one)
    +
    + Pocket knife or multitool (1-harm hand useful small). +
    +
    + Hammer (1-harm hand useful messy). +
    +
    + Crowbar (2-harm hand useful messy). +
    +
    + Baseball bat or similar (2-harm hand). +
    +
    + Hatchet (2-harm hand messy). +
    +
    + Sock full of coins (1-harm hand stun). +
    +
    Vehicles (pick one)
    +
    + Pickup. +
    +
    + Van. +
    +
    + Truck. +
    +
    + Motorcycle & Sidecar. +
    +
    Mystical Items (pick one)
    +
    + Ghost Shades. Sunglasses that can see into the spirit world. +
    +
    + Really Big Plush Dog (Animated). Somehow this came to life. It’s kind of like a regular dog? +
    +
    + Returning 100. Spend this hundred dollar bill, and it will come back in a day or so. +
    +
    + Scamulet. Heats up whenever someone’s running a scam on you. +
    +
    + Wizard Tent. Worn and crappy on the outside, big and luxurious on the inside. +
    +
    Paraphernalia
    +
    You have all of this crap: Tickets to a show, Snack vouchers, Decks of cards, Pairs of dice, Magic trick props, Camping gear, Makeup, Costume accessories.
    +
    + +
    + +
    Any magical items or amulets that you use to invoke your powers
    + +
    +
    Normal Weapons  (pick two):
    +
    + .38 revolver (2 harm, close, reload, loud) +
    +
    + 9mm (2 harm, close, loud) +
    +
    + Hunting rifle (2 harm, far, loud) +
    +
    + Shotgun (3 harm, close, messy) +
    +
    + Big knife (1 harm, hand) +
    +
    + +
    + +
    Protective wear suited to your look (1 armour)
    +
    Signature Weapon  (pick one):
    +
    + Sawn-off shotgun (3 harm, hand/close, messy, loud, reload) +
    +
    + Hand cannon (3 harm, close, loud) +
    +
    + Fighting knife (2 harm, hand, quiet) +
    +
    + Huge sword or huge axe (3 harm, hand, messy, heavy) +
    +
    + Specialist weapons for destroying your foes (eg. wooden stakes and mallet for vampires, silver dagger for warewolves, etc), 4 harm against the specific creatures it targets, 1 harm otherwise, and other tags by agreement with the Keeper +
    +
    + Enchanted dagger (2 harm, hand, magic) +
    +
    + Chainsaw (3 harm, hand, messy, unreliable, loud, heavy) +
    +
    Practical Weapons  (pick two):
    +
    + .38 revolver (2 harm, close, reload, loud) +
    +
    + 9mm (2 harm, close, loud) +
    +
    + Hunting rifle (2 harm, far, loud) +
    +
    + Shotgun (3 harm, close, messy, loud) +
    +
    + Big knife (1 harm, hand) +
    +
    + Brass knuckles (1 harm, hand, stealthy) +
    +
    + Assault rifle (3 harm, close, area, loud, reload) +
    +
    (Optional) Vehicle  (pick one):
    +
    + Classic car +
    +
    + Classic motorcycle +
    +
    + Plain pickup +
    +
    + Plain van +
    +
    + +
    + +
    A laptop, and a liquor flask
    +
    Recording Devices  (pick two):
    +
    + Night vision camera +
    +
    + Tiny digital video camera +
    +
    + Film camera (8mm or 16mm) +
    +
    + Digital sound recorder +
    +
    + Cassette tape recorder +
    +
    + Remote-controlled camera drone +
    +
    + Laser microphone +
    +
    + SLR camera +
    +
    P.I. Weapons  (pick one):
    +
    + Brass knuckles (1 harm, hand, small) +
    +
    + .38 revolver (2 harm, close, reload, loud) +
    +
    + 9mm (2 harm, close, loud) +
    +
    + Magnum (3 harm, close, reload, loud) +
    +
    + Shotgun (3 harm, close, messy, loud) +
    +
    + Switchblade (1-harm, hand, small) +
    +
    + +
    + +
    Any magical items or amulets that you use to perform magic
    +
    + +
    +
    Wizardly Weapons  (pick two):
    +
    + .38 revolver (2 harm, close, reload, loud) +
    +
    + Shotgun (3 harm, close, messy, loud) +
    +
    + Athame (2 harm, hand, magic, silver) +
    +
    + Shillelagh (1 harm, hand, balanced) +
    +
    + Crossbow (2 harm, close, slow) +
    +
    + Staff (1 harm, hand, balanced, large) +
    +
    + +
    + +
    Normal Equipment  (pick two):
    +
    + Golf club, baseball bat, cricket bat, or hockey stick (2 harm, hand, innocuous, messy) +
    +
    + Pocket knife or multitool (1 harm, hand, useful, small) +
    +
    + Small handgun (2 harm, close, loud, reload) +
    +
    + Bicycle +
    +
    + Fairly new car in decent condition +
    +
    + Motorcycle +
    +
    Gift from your Guide, which must be periodically recharged by interactions with them  (pick one):
    +
    + Part of their body, eg. a vial of blood, lock of hair, tears in a phial, fairy dust, etc. It either helps you heal, or counts as a weakness against a specific kind of monster. +
    +
    + Piece of jewelry, eg. a golden ring, tribal pendant, silver locket, etc. It either provides armour (1 armour, magic) or protects you from the powers of a specific kind of monster. +
    +
    + A memento of the time when they were human, eg. a portrait/photo from life, diary, favourite hat, doll, lighter, etc. It provides +1 to Bond Abuse rolls. + +
    +
    + A strange or antique weapon, eg. a family sword, ancient staff, holy mace (2 harm, hand, messy), etc. Additionally, add '+magic', '+silver', '+holy', or '+iron' tag to the weapon. +
    +
    + +
    +
    + +
    + +
    A laptop, a camera, and binoculars, plus:
    +
    + A car +
    +
    + A motorcycle +
    +
    Investigation Tools  (pick two):
    +
    + A bag of cameras and microphones +
    +
    + Forensic tools +
    +
    + Ghost hunting tools +
    +
    + Scientific measuring tools +
    +
    + Cryptid hunting gear +
    +
    + Historical documents and witness reports of strange events +
    +
    + Maps, blueprints, and building reports for significant places +
    +
    Self-defence Weapons  (pick one):
    +
    + Walking stick (1 harm, hand, innocuous) +
    +
    + Small handgun (2 harm, close, reload, loud) +
    +
    + Small knife (1 harm, hand, messy) +
    +
    + Martial arts training (1 harm, hand, innocuous) +
    +
    + Incapacitating spray (0 harm, hand, irritating) +
    +
    + Heavy flashlight (1 harm, hand, innocuous) +
    +
    + +
    + +
    Ancient Armour (0 armour or, 1 armour) appropriate to your origin. + +
    +
    Whatever you were carrying when you were transported; most likely a monster-hunting kit in some easy-to-carry bag appropriate to your origin
    +
    + +
    +
    Ancient Weapons  (pick three):
    +
    + Sword (2 harm, hand, messy) +
    +
    + Axe (2 harm, hand, messy) +
    +
    + Spear (2 harm, hand/close) +
    +
    + Big sword (3 harm, hand, messy, heavy) +
    +
    + Poleaxe (3 harm, hand, messy, heavy) +
    +
    + Shield (1 harm, hand, 1 armour) +
    +
    + Silver knife (1 harm, hand, silver) +
    +
    + Bow (2 harm, close)/(1 harm, far) +
    +
    + Crossbow (2 harm, close, slow) +
    +
    + Handgonne (1 harm, hand/close, loud, volatile, smokey, reload) +
    +
    + Arquebus (2 harm, close, loud volatile, smokey, heavy, reload) +
    +
    + Big knife (1 harm, hand) +
    +
    + Cudgel (1 harm, hand) +
    +
    + Martial arts (1 harm, hand) +
    +
    + +
    + +
    You get one Hard Case weapon, one vehicle, one other, and whatever you got from your Hard Knocks.
    +
    Hard Case Weapons  (pick one):
    +
    + Ancient sword (2-harm hand valuable balanced holy) +
    +
    + Auto shotgun (3-harm close load reload area) +
    +
    + Battered assault rifle (3-harm close/far area loud) +
    +
    + Chainsaw (3-harm hand unreliable messy heavy) +
    +
    + Crowbar (2-harm hand messy innocuous) +
    +
    + Hand cannon (3-harm close loud) +
    +
    + Huge fucking knife (2-harm hand messy) +
    +
    Normal Weapons  (pick two):
    +
    + Shotgun (3-harm close messy) +
    +
    + Hunting rifle (2-harm far loud) +
    +
    + Pistol (2-harm close) +
    +
    + Big knife (1-harm hand) +
    +
    Vehicles  (pick one):
    +
    + Pickup +
    +
    + Motorbike +
    +
    + Muscle car +
    +
    + Sportscar +
    +
    Other items  (pick one):
    +
    + Concealed armour (1-armour hidden) +
    +
    + Heavy armour (2-armour heavy) +
    +
    + Firewater (once per mystery, drink it to mark 1 Fire) +
    +
    + Bag of cash (untraceable) +
    +
    + Ghost detector (unreliable) +
    +
    + A bunch of old monster hunting journals +
    +
    + A spell formula, written on a napkin +
    +
    + +
    + +
    Hard Case Weapons  (pick one):
    +
    + Crowbar (2 harm, hand, messy) +
    +
    + Chainsaw (3 harm, hand, messy, unreliable, loud, heavy) +
    +
    + Automatic shotgun (3 harm, close, loud, reload, auto) +
    +
    + Huge knife (2 harm, hand, messy) +
    +
    + Hand cannon (3 harm, close, loud) +
    +
    + Submachinegun (2 harm, close, reload, auto) +
    +
    + Battered assault rifle (3 harm, close/far, auto) +
    +
    Normal Weapons  (pick two):
    +
    + .38 revolver (2 harm, close, reload, loud) +
    +
    + Shotgun (3 harm, close, messy, loud) +
    +
    + Hunting rifle (2 harm, far, loud) +
    +
    + 9mm (2 harm, close, loud) +
    +
    + Big knife (1 harm, hand) +
    +
    + Magnum (3 harm, close, reload, loud) +
    +
    + +
    + +
    Normal Weapons  (pick two):
    +
    + .38 revolver (2 harm, close, reload, loud) +
    +
    + 9mm (2 harm, close, loud) +
    +
    + Shotgun (3 harm, close, messy, loud) +
    +
    + Heavy chain (2 harm, hand, area) +
    +
    + Sledgehammer (3 harm, hand, messy) +
    +
    + Big knife (1 harm, hand) +
    +
    + Brass knuckles (1 harm, hand, stealthy) +
    +
    Stylish Vehicle  (pick one):
    +
    + Foreign sports car +
    +
    + Giant off-road vehicle +
    +
    + Limo and chauffeur +
    +
    + Tricked out motorcycle +
    +
    + Van with custom paint job +
    +
    + +
    + +
    Mystery-solving Gadgets  (pick three):
    +
    + Magnifying glass +
    +
    + Microscope +
    +
    + A van +
    +
    + Library card +
    +
    + Chemistry kit +
    +
    + A set of walkie-talkies +
    +
    + Fingerprint kit +
    +
    + Camera +
    +
    + Bag of snacks +
    +
    + Toolbox +
    +
    + Tape recorder +
    +
    + Disguise kit +
    +
    + +
    + +
    Hero's Weapon (from your hero's gear options):
    +
    + +
    +
    Sidekick Weapons  (pick two):
    +
    + .38 revolver (2 harm, close, reload, loud) +
    +
    + Shotgun (3 harm, close, messy, loud) +
    +
    + Baseball bat (2 harm, hand) +
    +
    + 9mm (2 harm, close, loud) +
    +
    + Big knife (1 harm, hand) +
    +
    + +
    + +
    A laptop
    +
    Recording Devices  (pick three):
    +
    + Digital video camera +
    +
    + Tiny digital video camera +
    +
    + Film camera (8mm or 16mm) +
    +
    + Digital sound recorder +
    +
    + Cassette tape recorder +
    +
    + Infrared video camera +
    +
    + Pro sound gear with boom mike +
    +
    + Remote controlled camera drone +
    +
    + Starlight camera +
    +
    + Steadicam rig +
    +
    + Laser microphone +
    +
    + SLR camera +
    +
    + Nice smartphone +
    +
    + + +
    +
    Detectors  (pick two):
    +
    + Electromagnetic field detector +
    +
    + Temperature fluctuation detector +
    +
    + Ouija board +
    +
    + Humidity meter +
    +
    + Dowsing rods +
    +
    + Chemistry test kit +
    +
    + Metal detector +
    +
    + Compass +
    +
    + GPS receiver +
    +
    + Laser rangefinder +
    +
    + Pendulum +
    +
    + Tarot deck +
    +
    + + +
    +
    Subtle Weapons  (pick one):
    +
    + Stun Gun (1 harm, hand, stun) +
    +
    + Handgun (2 harm, close, loud) +
    +
    + Knife (1 harm, hand, hidden) +
    +
    + Multitool/pocket knife (1 harm, hand, hidden, useful) +
    +
    + Baseball/cricket bat (2 harm, hand, innocuous, messy) +
    +
    + +
    + +
    Huge Weapon  (pick one):
    +
    + Super hand cannon (4 harm, close, heavy, loud, reload) +
    +
    + Machinegun (3 harm, close, auto, heavy, messy, loud, reload) +
    +
    + Rocket launcher (4 harm, far, area, heavy, messy, loud, reload) +
    +
    + Gigantic Hellsword (4 harm, hand, heavy, messy, magic) +
    +
    + Automatic shotgun (3 harm, close, auto, heavy, loud, reload) +
    +
    + Red right hand (3 harm, hand, magic) +
    +
    Heavy Weapons  (pick two):
    +
    + Sledgehammer (3 harm, hand, heavy, messy) +
    +
    + Big sword (3 harm, hand, heavy, messy) +
    +
    + Big axe (3 harm, hand, heavy, messy) +
    +
    + Magnum (3 harm, close, loud, reload) +
    +
    + Shotgun (3 harm, close, messy, loud, reload) +
    +
    + +
    + +
    Technological Devices  (pick two):
    +
    + Photonic Binoculars: Able to see in total darkness and in different spectra, including infrared +
    +
    + Sonic Screwdriver: Able to repair, or damage, simple mechanical and electronic devices (eg. radios, locks, weapons etc) +
    +
    + Travel Guide: A small electronic book containing all human historical knowledge up to the present era +
    +
    + Portable Laboratory: A small device capable of diagnosing diseases, poisons and abnormal conditions from a drop of blood or similar input +
    +
    + Universal Locator: Indicates the exact position in time and space. Can only be blocked with magic or high levels of radiation +
    +
    + Hologram Projector: Projects a person-sized hologram (recorded or live) that looks real until touched +
    +
    + Instant Translator: Ensures speech and understanding of any natural language (does not work with magic or supernatural languages) +
    +
    Protective Weapons  (pick one):
    +
    + Machete (1 harm, contact) +
    +
    + Common revolver (2 harm, close, loud, reload) +
    +
    + Shotgun (3 harm, close, messy, loud, reload) +
    +
    + Light futuristic weapon (1 harm, add 1 range tag and 3 other tags) + +
    +
    + Heavy futuristic weapon (3 harm, add 1 range tag and 1 other tag) + +
    +
    +
    + +
    + +
    +
    Other Gear
    + +
    + +
    +
    +
    +
    Improvements
    + All +
    + + +
    Once you have 5 Experience you may choose one of these: (Check off any you've already taken)
    + Unused + +
    + +1 Charm (max +2) (max +3) +
    + +
    + +1 Cool (max +2) (max +3) +
    + +
    + +1 Sharp (max +2) (max +3) +
    + +
    + +1 Tough (max +2) (max +3) +
    + +
    + +1 Weird (max +2) (max +3) +
    +
    + Take another SpooktacularConstructedAction ScientistChosenCrookedDivineExpertFlakeInitiateMonstrousMundaneProfessionalSpell-SlingerSpookyWrongedGumshoeHexPararomanticSearcherExileHard CaseHard CaseLuchadorMeddling KidSidekickSnoopSummonedTravelerCustom move, or an additional Rote + + +
    +
    + Take another ConstructedSpooktacularAction ScientistChosenCrookedDivineExpertFlakeInitiateMonstrousMundaneProfessionalSpell-SlingerSpookyWrongedGumshoeHexPararomanticSearcherExileHard CaseHard CaseLuchadorMeddling KidSidekickSnoopSummonedTravelerCustom move, or an additional Rote + + +
    +
    + Take a move from another playbook + + +
    +
    + Take a move from another playbook + + +
    + +
    + Gain a team of action scientists under your command.Gain an ally: one of your old crewGain an ally: a lesser divine being, sent to help you with your missionGain an ally: you find one of your old comrades, who has come to join you in the modern dayGain command of a team of monster-huntersGain an ally: another wrestler who has chosen to fight monsters with youGain an ally: someone to join the gang, it may be an animal (most likely a dog or a cat)Gain an ally: another sidekick for your hero, your juniorGain an ally: possibly one of your existing crew members, or the whole crew as an ally teamGain an ally team of monster-hunters (or monstrous hunters) under your commandGain an ally: you make a friend (literally)Gain an ally +
    +
    + Gain a Haven, like the Expert, with two optionsGain a Haven (your office, perhaps), like the Expert, with two optionsGain a Haven, like the Expert, with one option plus a film labGain a haven, like the Expert has, with a Workshop and one other option. + + +
    +
    + Add a Haven option + + +
    +
    + Add a Haven option + + +
    +
    + Take another Show option + + +
    +
    + Adjust your needs: mark a second animating force +
    +
    + Recover a stash of money from the old days, enough to live without care for a year or two +
    +
    + Add four additional or new contacts for Naked City +
    +
    + Get command of your chapter of the Sect +
    +
    + Get a Sect team under your command +
    +
    + Take a natural attacks pick +
    +
    + Add a new Resource tag or change a Red Tape tag for your Agency +
    +
    + Get command of an Agency team of monster hunters +
    +
    + Take another Combat Magic pick +
    +
    + Change some, or all, of your Dark Side tags +
    +
    + Gain a Mystical Library, like the Haven option of the Expert +
    +
    + Take another Rote +
    +
    + Take another Rote +
    +
    + Take another Rote +
    +
    + Take a second First Encounter move, based on a recent mystery +
    +
    + Find a cache of objects left for you by your comrades in the past. The Keeper will decide what's in it, but it will be things that they expected you would need in the future +
    +
    + Erase one used Luck point +
    +
    + Erase one used Luck point +
    +
    + Get a position in a Sect, like the Initiate. Describe the Sect and its Traditions (or join a Sect that already exists in your game). Gain the move for when you are in good standing with your Sect +
    +
    + Add an extra harm box on the Dying side +
    +
    + Change playbooks to the same as your hero (overrides the rule that only one of each playbook may be in play) +
    +
    + + +
    +
    + + +
    + +
    Advanced Improvements
    +
    Once you have taken 5 Improvements you may choose from these options as well as the list above:
    + Unused +
    + +1 to any rating (max +3) + + +
    +
    + Change playbooks +
    +
    + Create a second hunter to play +
    +
    + Advance 2 basic moves +
    + +
    + Advance 2 more basic moves +
    + +
    +
    + Unused +
    + +
    +
    + +
    +
    + +
    +
    + () +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    +
    + +
    + +
    + +
    + +
    + +
    + +
    + +
    + +
    + +
    + +
    + +
    + +
    + +
    + +
    + +
    + +
    + +
    +
    +
    +
    + Retire this hunter to safety. Optionally, you may return home to the past +
    + +
    + Erase one used Luck point +
    +
    + Erase one used Luck point +
    +
    + Make it big. You're a superstar now! +
    +
    + Get your own traveling show. maybe you take over your old one, maybe you start anew. +
    +
    + Become human, and change to a new type. +
    +
    + Delete a Doom tag, and (optionally) also delete a Heroic tag +
    +
    + Change your Mission. Select a different option from the Mission list, or (with the Keeper's agreement) create a new mission +
    +
    + Become the leader, or effective leader, of the whole Sect +
    +
    + Free yourself from your kind's curse, it no longer affects you; but you lose 1 Weird
    +
    +
    + Turn evil (again?). Retire this character, they become one of the Keeper's threats +
    +
    + Get some or all of the other players' hunters hired by your Agency. They get the deal with the agency move, as well as salary and benefits +
    +
    + Take another Combat Magic pick +
    +
    + You may cross off another option from your Tools and Techniques +
    +
    + You discover how to use your powers at a lower price, delete one Dark Side tag +
    +
    + You track down the specific monster(s) responsible for your loss; the Keeper must make the next mystery about them +
    +
    + Change the target of your vengeful rage; replace the monster breed in My Prey with a new one +
    +
    + Turn one of your contacts into an ally +
    +
    + Take another two Rotes +
    +
    + Choose one Advanced Hex Move +
    +
    + Take a second Gift from your Guide or add another property to an existing gift +
    +
    + Change your Guide, as you fall for another supernatural being +
    +
    + Gain a second Guide. Track the Relationship Status of both Guides separately. Both Guides initially hate each other, but this could change through play. All moves that applied to your original Guide can now apply to either one +
    +
    + Erase all marks from the Relationship Status track(s) +
    +
    + Resolve your First Encounter. The Keeper makes the next mystery about this event, and should try to answer all remaining questions about it during the mystery (although there are sure to be new threads to investigate after...) +
    +
    + Add an extra harm box on the Dying side +
    +
    + Your Fire track increases to 13 boxes. +
    +
    + When you use magic, you may choose to 'create a gateway between the modern world and my home' as an effect. You cannot control who uses the gateway or exactly where it opens at the other end +
    +
    + Change your hero; pick another hunter to be your new hero +
    +
    + Turn evil (again?). Retire this character, they become one of the Keeper's threats +
    +
    + Undo one sign of the Apocalypse +
    +
    + Delete the move Servant of Technology. You have learnt to deal with the supernatural, no longer receiving any penalties for it +
    +
    + + +
    +
    + + +
    +
    + +
    +
    + +
    + +
    +
    + +
    +
    sheet version 2.0.Monster of the Week is copyright Evil Hat Productions, LLC and Generic Games. +
    + \ No newline at end of file diff --git a/Monster of the Week Official/translation.json b/Monster of the Week Official/translation.json index c9f75a1ddb..01472cdba7 100644 --- a/Monster of the Week Official/translation.json +++ b/Monster of the Week Official/translation.json @@ -134,7 +134,7 @@ "chosen-gear1": "Protective gear worth 1 armour", "optional": "optional", "chosen-gear2": "Special Weapon", - "chosen-special-descrip":"Design your weapon by choosing a Form, three Business-end options (which are added to the base tags), and a material that the business-end is made from.", + "chosen-special-descrip": "Design your weapon by choosing a Form, three Business-end options (which are added to the base tags), and a material that the business-end is made from.", "form": "Form", "chosen-gear3": "Staff (1 harm, hand/close)", "chosen-gear4": "Haft (2 harm, hand, heavy)", @@ -769,7 +769,7 @@ "bond1.1": "On a 10+, your action has no effect beyond the exchange of some angry words.", "bond1.2": "On a 7-9, choose one of the Bond Abuse options below.", "bond1.3": "On a miss, the Keeper may choose two of the Bond Abuse options below, or something worse.", - "bond2":"Bond Abuse options", + "bond2": "Bond Abuse options", "bond2.1": "Mark one Relationship Status box.", "bond2.2": "You may not channel the power of your Bond for the rest of the mystery.", "bond2.3": "You gain the unwelcome attention of others of your Guide's kind.", @@ -1192,7 +1192,6 @@ "custom-move-name": "Name", "custom-move-description": "Description", "custom-gear": "Playbook Gear", - "start_newstuff": "", "unused": "Unused", "all": "All", "starting": "Starting", @@ -1202,9 +1201,9 @@ "advanced": "Advanced", "instructions": "Instructions", "trigger-luck-special": "When you mark Luck, you trigger your playbook's Luck Special.", - "examples": "Examples", - "harm-instructions": "When you reach 4 or more, mark unstable. Unstable injuries worsen as time passes.", - "failure": "Failure", + "examples": "Examples", + "harm-instructions": "When you reach 4 or more, mark unstable. Unstable injuries worsen as time passes.", + "failure": "Failure", "hunter-reference": "Hunter Moves Reference", "aup": "Act Under Pressure", "aup-move": "When you act under pressure, roll +Cool. On a 10+ you do what you set out to. On a 7-9 the Keeper is going to give you a worse outcome, hard choice, or price to pay.", @@ -1290,7 +1289,7 @@ "eos-ref": "At the end of each session, the Keeper will ask the following questions:
    • Did we conclude the current mystery?
    • Did we save someone from certain death (or worse)?
    • Did we learn something new and important about the world?
    • Did we learn something new and important about one of the hunters?
    If you get one or two \"Yes\" answers, mark one experience. If you get three or four, mark two.", "pick-book": "Pick Your Playbook", "pick-book-desc": "Pick your playbook using the menu in the upper right corner or the buttons in the lists below. Once you pick a playbook, starting stats options are found at the bottom of the first main column (not including the stats column).", - "motw-books": "Monster of the Week Revised Edition Playbooks", + "motw-books": "Monster of the Week Hardcover Edition Playbooks", "chosen-desc": "A once-ordinary person who discovered they have a special destiny, and who has been given the power to accomplish it. The Chosen is good in a fight, with some weird powers. E.g. Buffy from Buffy the Vampire Slayer.", "crooked-desc": "A criminal turned monster hunter, haunted by their past and enemies. The Crooked is good in social situations and has a lot of contacts. E.g. Anna Valmont from The Dresden Files, Peter Bishop from Fringe.", "divine-desc": "An agent of a higher power, with a mission to fulfill. The Divine is very tough and has been granted holy powers. E.g. Castiel from Supernatural; Michael Carpenter from The Dresden Files.", @@ -1416,9 +1415,9 @@ "custom-moves-header": "Custom Moves", "custom-moves-kref": "
    • What's the basic concept for the move?
    • When is it triggered?
    • What effect does it have?
    ", "mystery-hook": "The Hook", - "description": "Description", - "armour": "Armour", - "name": "Name", + "description": "Description", + "armour": "Armour", + "name": "Name", "day": "Day", "shadows": "Shadows", "sunset": "Sunset", @@ -1506,9 +1505,9 @@ "motw": "Monster of the Week", "copyright": "Monster of the Week is copyright Evil Hat Productions, LLC and Generic Games.", "crooked-move1.1": "Protective amulet (1 amour, magic, recharge)", - "crooked-move1.2": "Lucky charm (may be used as a Luck point just once; uncheck this box when you use it)", - "crooked-move1.3": "Grimoire (studying the book gives +1 forward to use magic)", - "crooked-move1.4": "Skeleton key (opens any magically sealed lock)", + "crooked-move1.2": "Lucky charm (may be used as a Luck point just once; uncheck this box when you use it)", + "crooked-move1.3": "Grimoire (studying the book gives +1 forward to use magic)", + "crooked-move1.4": "Skeleton key (opens any magically sealed lock)", "crooked-move1.5": "Imp stone (a weak demon is bound to serve the holder; the imp must be summoned with Use Magic)", "searcher-gear-base1": "A car", "searcher-gear-base2": "A motorcycle", @@ -1621,6 +1620,7 @@ "animating-force": "Animating Force", "animating-force-desc": "There is a force that gives you life, which cannot harm you. You do not eat, breathe, drink, or heal naturally. Instead, repair yourself with your recharge move. Pick an energy type:", "lightning": "Lightning", + "fire": "Fire", "music": "Music", "clockwork": "Clockwork", "orgone": "Orgone", @@ -1686,7 +1686,6 @@ "hardcase2020-move6": "Inspired Guesswork: When you investigate a mystery, you may spend 1 Fire to add 1 extra hold. The extra question must be about powers, motivations, or weaknesses.", "hardcase2020-move7": "Stone Cold: You never really get ruffled by danger. Gain +1 whenever pain or fear requires you act under pressure. Your nearby allies also gain this bonus against pain and fear, as long as you keep it together.", "hardcase2020-move8": "Weapon Master: When you take possession of a new weapon you may add, remove, or change one tag. This change only applies for you. When you get this move, apply it to all your current weapons.", - "fire": "Fire", "calm": "Calm", "raging": "Raging", "hardcase-vehicles": "Vehicles", @@ -1716,5 +1715,610 @@ "hardcase2020-gear22": "A spell formula, written on a napkin", "hardcase2020-advance1": "Your Fire track increases to 13 boxes.", "constructed-unstable": "You get 10 harm boxes and do not become unstable.", - "end_newstuff": "" + "team-playbooks": "Team Playbooks", + "team-playbook-choice": "Choose a Team Playbook", + "Team Playbook": "Team Playbook", + "Agents in Black": "Agents in Black", + "Always on the Road": "Always on the Road", + "The Chosen One and Entourage": "The Chosen One and Entourage", + "Guardians of the Borderland": "Guardians of the Borderland", + "IMPS (International Monster and Paranormal Service)": "IMPS (International Monster and Paranormal Service)", + "Interdimensional Crisis Team": "Interdimensional Crisis Team", + "The Last Survivors": "The Last Survivors", + "League of Double Lives": "League of Double Lives", + "Mercenaries": "Mercenaries", + "Mystery Club": "Mystery Club", + "The Night Shift": "The Night Shift", + "Suburban Watch Group": "Suburban Watch Group", + "Touring Band": "Touring Band", + "Whistleblowers": "Whistleblowers", + "Wild Hunt Fugitives": "Wild Hunt Fugitives", + "pick-teambook-desc": "Pick your team playbook using the menu in the upper right corner or the buttons in the lists below.", + "This team playbook has the hunters working for the Bureau—a clandestine organisation dedicated to hiding the existence of monsters and the supernatural from the general public.": "This team playbook has the hunters working for the Bureau—a clandestine organisation dedicated to hiding the existence of monsters and the supernatural from the general public.", + "You’re a travelling hunter team. Every week is a new town with a new problem.": "You’re a travelling hunter team. Every week is a new town with a new problem.", + "This team centres on a Chosen One and their friends who help with monster hunting. There’s also room for a mentor.": "This team centres on a Chosen One and their friends who help with monster hunting. There’s also room for a mentor.", + "This team playbook has the hunters as wardens of a liminal region: somewhere where the borders of the world are thin, where monsters and magic can slip through and cause trouble.": "This team playbook has the hunters as wardens of a liminal region: somewhere where the borders of the world are thin, where monsters and magic can slip through and cause trouble.", + "The International Monster and Paranormal Service (IMPS) was created to keep humanity safe from supernatural threats. It’s not clear who funds them, although most people assume it’s some kind of United Nations agency. IMPS isn’t secret, but they keep things as quiet as possible This team playbook sets your hunters as one of the elite IMPS teams that travels the world to deal with monster incidents.": "The International Monster and Paranormal Service (IMPS) was created to keep humanity safe from supernatural threats. It’s not clear who funds them, although most people assume it’s some kind of United Nations agency. IMPS isn’t secret, but they keep things as quiet as possible This team playbook sets your hunters as one of the elite IMPS teams that travels the world to deal with monster incidents.", + "Your world isn’t the only one that needs monster hunting help from time to time. And when others do, you travel through portals, loopholes, and other oddities to help. Interdimensional Crisis Team perfectly fits over-the-top, parody games. More serious stories about interdimensional problems are handled better by Guardians of the Borderland.": "Your world isn’t the only one that needs monster hunting help from time to time. And when others do, you travel through portals, loopholes, and other oddities to help. Interdimensional Crisis Team perfectly fits over-the-top, parody games. More serious stories about interdimensional problems are handled better by Guardians of the Borderland.", + "This hunter team were the only people who lived through a terrible (maybe even apocalyptic) battle. You had many allies at your side, but they didn’t make it.": "This hunter team were the only people who lived through a terrible (maybe even apocalyptic) battle. You had many allies at your side, but they didn’t make it.", + "You’re monster hunters but also important society members in a city. Your ties to the society give you various forms of influence but also mean you somehow have to manage two lives at once. The world isn’t ready to learn about your monster hunting and even less about the monsters themselves.": "You’re monster hunters but also important society members in a city. Your ties to the society give you various forms of influence but also mean you somehow have to manage two lives at once. The world isn’t ready to learn about your monster hunting and even less about the monsters themselves.", + "This team playbook has the hunters working for hire. They save people and hunt monsters, sure, but they also want to get paid at the end of the day.": "This team playbook has the hunters working for hire. They save people and hunt monsters, sure, but they also want to get paid at the end of the day.", + "This is a hunter team of investigators, with a focus on less horrific and more comedic mysteries. This particularly suits games with younger players, or younger hunters. This team playbook strongly pushes the game towards silliness and jokes, so be sure you’re ready for that if you’re considering taking it.": "This is a hunter team of investigators, with a focus on less horrific and more comedic mysteries. This particularly suits games with younger players, or younger hunters. This team playbook strongly pushes the game towards silliness and jokes, so be sure you’re ready for that if you’re considering taking it.", + "This team playbook has the hunters comprising the night shift at a workplace. A workplace that gets way more than its fair share of supernatural problems.": "This team playbook has the hunters comprising the night shift at a workplace. A workplace that gets way more than its fair share of supernatural problems.", + "This is a group of hunters who began as regular folks looking out for their local neighbourhood or town. It emphasises relationships outside of monster hunting and a focus on normal life as well as your adventures.": "This is a group of hunters who began as regular folks looking out for their local neighbourhood or town. It emphasises relationships outside of monster hunting and a focus on normal life as well as your adventures.", + "This team is a band, eternally on tour. Everywhere you have a gig booked, it seems like something bad is going down. Between sound check and putting on the show, you gotta deal with whatever is eating people in this town.": "This team is a band, eternally on tour. Everywhere you have a gig booked, it seems like something bad is going down. Between sound check and putting on the show, you gotta deal with whatever is eating people in this town.", + "All the hunters in your team are members of a monster hunting organisation, and you start suspecting there’s something fishy about this group. This team playbook shares many elements of the Initiate and Professional playbooks because it essentially represents playing an entire team of Initiates and/or Professionals. You shouldn’t choose those playbooks when playing as the Whistleblowers—unless the Keeper agrees some characters belong to a different organisation as well, which might make the situation even more messy.": "All the hunters in your team are members of a monster hunting organisation, and you start suspecting there’s something fishy about this group. This team playbook shares many elements of the Initiate and Professional playbooks because it essentially represents playing an entire team of Initiates and/or Professionals. You shouldn’t choose those playbooks when playing as the Whistleblowers—unless the Keeper agrees some characters belong to a different organisation as well, which might make the situation even more messy.", + "You joined or were abducted by the Wild Hunt. You gained some supernatural skills while riding with it, but then escaped it. Now you use your experience to hunt monsters, evade the Hunt and, maybe, destroy it one day.": "You joined or were abducted by the Wild Hunt. You gained some supernatural skills while riding with it, but then escaped it. Now you use your experience to hunt monsters, evade the Hunt and, maybe, destroy it one day.", + "Getting Started": "Getting Started", + "Determine the nature of the Event.": "Determine the nature of the Event.", + "Decide the history between you and the Wild Hunt.": "Decide the history between you and the Wild Hunt.", + "Pick your style (and associated improvement question).": "Pick your style (and associated improvement question).", + "Figure out the nature of the Bureau.": "Figure out the nature of the Bureau.", + "Create your city.": "Create your city.", + "Pick your obligations.": "Pick your obligations.", + "Come up with a band name.": "Come up with a band name.", + "Pick a starting team ally.": "Pick a starting team ally.", + "Customize the organisation.": "Customize the organisation.", + "Pick your starting team move and 2 boxes of assets.": "Pick your starting team move and 2 boxes of assets.", + "Pick a starting team ally, move, and assets.": "Pick a starting team ally, move, and assets.", + "Pick a starting team enemy, ally, move, and 2 boxes of assets.": "Pick a starting team enemy, ally, move, and 2 boxes of assets.", + "Put on some music and hit the road.": "Put on some music and hit the road.", + "Await the next weird prophecy.": "Await the next weird prophecy.", + "Check the boundaries for incursions.": "Check the boundaries for incursions.", + "Report for your mission briefing.": "Report for your mission briefing.", + "Prepare for the next disaster.": "Prepare for the next disaster.", + "Ponder your responsibilities, as you await the call.": "Ponder your responsibilities, as you await the call.", + "See who’s hiring today.": "See who’s hiring today.", + "Next meeting is at the clubroom on Tuesday afternoon.": "Next meeting is at the clubroom on Tuesday afternoon.", + "Clock in and prepare for another night of drudgery.": "Clock in and prepare for another night of drudgery.", + "Walk the streets. Keep an eye out for evildoers.": "Walk the streets. Keep an eye out for evildoers.", + "You have half an hour before we fly to the next city. Soundcheck at 7, you’re on at 8.": "You have half an hour before we fly to the next city. Soundcheck at 7, you’re on at 8.", + "Snoop around the boss’s office while they’re in a meeting.": "Snoop around the boss’s office while they’re in a meeting.", + "Stay wary, that sounded like howls in the wind.": "Stay wary, that sounded like howls in the wind.", + "The Bureau": "The Bureau", + "Prompts": "Prompts", + "The Bureau setup is determined by the group. Record your answers to these prompts in the Notes section below.": "The Bureau setup is determined by the group. Record your answers to these prompts in the Notes section below.", + "If you have a hunter who belongs to an organisation already—like a Professional or an Initiate—you may combine their setup with the Bureau setup. Figure out how the two perspectives work for your Bureau. If you don’t like that idea, you can also keep them separate (which will lead to its own drama with split loyalties and rivalries).": "If you have a hunter who belongs to an organisation already—like a Professional or an Initiate—you may combine their setup with the Bureau setup. Figure out how the two perspectives work for your Bureau. If you don’t like that idea, you can also keep them separate (which will lead to its own drama with split loyalties and rivalries).", + "Now determine the nature of the Bureau:": "Now determine the nature of the Bureau:", + "Is the Bureau an open, covert, or secret organisation? An open Bureau exists openly but has a cover responsibility to distract from their real mission. A covert Bureau doesn’t explicitly hide themselves, but they try not to draw attention. A secret Bureau has no official records and operates completely in the shadows.": "Is the Bureau an open, covert, or secret organisation? An open Bureau exists openly but has a cover responsibility to distract from their real mission. A covert Bureau doesn’t explicitly hide themselves, but they try not to draw attention. A secret Bureau has no official records and operates completely in the shadows.", + "Who is your team’s handler or commanding officer and what are they like? Create your own or pick one of these:": "Who is your team’s handler or commanding officer and what are they like? Create your own or pick one of these:", + "Special Agent “Coop” is a genial, avuncular middle-aged man. He’s disorganised and often loses track of details, but he always has the team’s back.": "Special Agent “Coop” is a genial, avuncular middle-aged man. He’s disorganised and often loses track of details, but he always has the team’s back.", + "Special Agent “Star” is a harsh boss. She doesn’t really seem to like you, and you never seem to measure up to her standards of “perfection plus.” She runs everything by the book (this can be good or bad for you).": "Special Agent “Star” is a harsh boss. She doesn’t really seem to like you, and you never seem to measure up to her standards of “perfection plus.” She runs everything by the book (this can be good or bad for you).", + "Provisional Special Agent “Fireball” is young and excitable. They prefer you deal with problems in a scorched earth style, without regard for consequences. That is also their management style.": "Provisional Special Agent “Fireball” is young and excitable. They prefer you deal with problems in a scorched earth style, without regard for consequences. That is also their management style.", + "Who do you think is really running the Bureau? The government? A secret global government? Some other government? A billionaire? A secret conspiracy dating back to Uruk’s priesthood? Something else?": "Who do you think is really running the Bureau? The government? A secret global government? Some other government? A billionaire? A secret conspiracy dating back to Uruk’s priesthood? Something else?", + "The Event": "The Event", + "What is the terrible situation you all survived together?": "What is the terrible situation you all survived together?", + "A concerted assault by monsters, as you took shelter in an isolated cabin.": "A concerted assault by monsters, as you took shelter in an isolated cabin.", + "A single terrifying monster invaded your homes.": "A single terrifying monster invaded your homes.", + "It was the only chance to avert an apocalypse.": "It was the only chance to avert an apocalypse.", + "An invasion from another dimension.": "An invasion from another dimension.", + "People around you were transformed into monsters.": "People around you were transformed into monsters.", + "You were strangers in a small town filled with murderous monsters, on festival day.": "You were strangers in a small town filled with murderous monsters, on festival day.", + "Something else:": "Something else:", + "Decide who the allies were who fought alongside you and died in battle. Each hunter picks one.": "Decide who the allies were who fought alongside you and died in battle. Each hunter picks one.", + "A monster hunting teammate.": "A monster hunting teammate.", + "Your spouse or lover.": "Your spouse or lover.", + "Your sibling.": "Your sibling.", + "A parent.": "A parent.", + "A child.": "A child.", + "Your mentor.": "Your mentor.", + "Your protégée.": "Your protégée.", + "Your dog (or other pet).": "Your dog (or other pet).", + "Someone else:": "Someone else:", + "Then decide how you saved the day in the end. Whatever it was, it came at great personal cost (beyond the loss you just chose).": "Then decide how you saved the day in the end. Whatever it was, it came at great personal cost (beyond the loss you just chose).", + "The City": "The City", + "The city you all protect will be an important aspect of the story, more of a collective character of your mysteries than just a background element. Each player should choose one key aspect of the city from one of the following lists. Balance between good and bad things as fits the mood of your campaign.": "The city you all protect will be an important aspect of the story, more of a collective character of your mysteries than just a background element. Each player should choose one key aspect of the city from one of the following lists. Balance between good and bad things as fits the mood of your campaign.", + "Good things": "Good things", + "Cozy": "Cozy", + "Affluent": "Affluent", + "Good social care": "Good social care", + "Proud of its past": "Proud of its past", + "Lots of monuments": "Lots of monuments", + "Highly ecological": "Highly ecological", + "Transparent politics": "Transparent politics", + "Technological hub": "Technological hub", + "The nation’s main transport hub": "The nation’s main transport hub", + "Protected by benevolent magic": "Protected by benevolent magic", + "Beloved by travel vloggers": "Beloved by travel vloggers", + "An extremely famous mayor": "An extremely famous mayor", + "A university with unique departments": "A university with unique departments", + "Other:": "Other:", + "Bad things": "Bad things", + "Alienating": "Alienating", + "Poor": "Poor", + "Big social inequality": "Big social inequality", + "Shameful past": "Shameful past", + "Nothing worth sightseeing": "Nothing worth sightseeing", + "Highly polluted": "Highly polluted", + "Shady politics": "Shady politics", + "No prospects for the future": "No prospects for the future", + "Shady military bases": "Shady military bases", + "Gangs that terrorize the entire region": "Gangs that terrorize the entire region", + "Believed to bring bad luck": "Believed to bring bad luck", + "Struck by a powerful curse": "Struck by a powerful curse", + "Obligations": "Obligations", + "Your social status carries some obligations with it. At the beginning of a mystery, the Keeper holds 3. They can spend 1 hold to introduce one of the obligations. When it’s introduced, at least half of you must attend, otherwise you can lose allies or tempt mundane people to investigate your lives.": "Your social status carries some obligations with it. At the beginning of a mystery, the Keeper holds 3. They can spend 1 hold to introduce one of the obligations. When it’s introduced, at least half of you must attend, otherwise you can lose allies or tempt mundane people to investigate your lives.", + "Choose or create two obligations you have:": "Choose or create two obligations you have:", + "Attending parties and balls.": "Attending parties and balls.", + "Attending important conferences.": "Attending important conferences.", + "Ceremonially opening new buildings.": "Ceremonially opening new buildings.", + "Meeting children at schools.": "Meeting children at schools.", + "Tutoring promising students one on one.": "Tutoring promising students one on one.", + "Appearing on TV.": "Appearing on TV.", + "The Organisation": "The Organisation", + "You create the details about your organisation, choosing options from the following lists. Things you suspect can pertain either to the organisation as a whole or to an influential group within it. At least two of the things you suspect are true, the Keeper decides which ones.": "You create the details about your organisation, choosing options from the following lists. Things you suspect can pertain either to the organisation as a whole or to an influential group within it. At least two of the things you suspect are true, the Keeper decides which ones.", + "Official goals": "Official goals", + "(choose one or two)": "(choose one or two)", + "Slay monsters": "Slay monsters", + "Contain monsters": "Contain monsters", + "Govern safe use of magic": "Govern safe use of magic", + "Research monsters": "Research monsters", + "Research paranatural phenomena": "Research paranatural phenomena", + "Keep monsters and magic secret": "Keep monsters and magic secret", + "Goal you suspect": "Goal you suspect", + "(choose one)": "(choose one)", + "Training an army of monsters": "Training an army of monsters", + "Creating new monsters": "Creating new monsters", + "Stealing the monsters’ powers": "Stealing the monsters’ powers", + "Keeping all magic to themselves": "Keeping all magic to themselves", + "Taking over the world": "Taking over the world", + "Destroying the world": "Destroying the world", + "Official resources": "Official resources", + "(choose two)": "(choose two)", + "Ancient lore": "Ancient lore", + "Modernised": "Modernised", + "Chapters everywhere": "Chapters everywhere", + "Secular power": "Secular power", + "Rich": "Rich", + "Rigorous training": "Rigorous training", + "Offices all over the place": "Offices all over the place", + "Good intel": "Good intel", + "Support teams": "Support teams", + "Suspected resources": "Suspected resources", + "Demonology": "Demonology", + "Necromancy": "Necromancy", + "Deals with monsters": "Deals with monsters", + "Manipulated minions": "Manipulated minions", + "Manipulated cultists": "Manipulated cultists", + "Bribed officials": "Bribed officials", + "Sacrificing members": "Sacrificing members", + "Obvious flaws": "Obvious flaws", + "Tradition-bound": "Tradition-bound", + "Paranoid and secretive": "Paranoid and secretive", + "Closed hierarchy": "Closed hierarchy", + "Strict laws": "Strict laws", + "Mystical oaths": "Mystical oaths", + "Bureaucratic": "Bureaucratic", + "Hostile superiors": "Hostile superiors", + "Take-no-prisoners policy": "Take-no-prisoners policy", + "Live capture policy": "Live capture policy", + "Suspected flaws": "Suspected flaws", + "Total obedience": "Total obedience", + "Tyrannical leaders": "Tyrannical leaders", + "Protects member criminals": "Protects member criminals", + "The Wild Hunt": "The Wild Hunt", + "You were part of the Wild Hunt, a group of violent fey and spirits riding the world and striking fear into the hearts of people. Detail the Wild Hunt here.": "You were part of the Wild Hunt, a group of violent fey and spirits riding the world and striking fear into the hearts of people. Detail the Wild Hunt here.", + "Who Rides With The Hunt?": "Who Rides With The Hunt?", + "Elves": "Elves", + "Trolls": "Trolls", + "Demons": "Demons", + "Wraiths": "Wraiths", + "Banshees": "Banshees", + "Werewolves": "Werewolves", + "Something Else": "Something Else", + "The Wild Hunt has a leader, probably a king or a queen. Give them a name or a title:": "The Wild Hunt has a leader, probably a king or a queen. Give them a name or a title:", + "Choose or invent their impressive powers, at least two:": "Choose or invent their impressive powers, at least two:", + "Grant immortality": "Grant immortality", + "Grant lycanthropy": "Grant lycanthropy", + "Steal emotion": "Steal emotion", + "See destinies": "See destinies", + "Set destinies": "Set destinies", + "Control weather": "Control weather", + "Grant sentience to animals": "Grant sentience to animals", + "Grant sentience to weapons": "Grant sentience to weapons", + "Why were you a part of the Wild Hunt?": "Why were you a part of the Wild Hunt?", + "Each player can choose a different answer:": "Each player can choose a different answer:", + "I was kidnapped by the Hunt": "I was kidnapped by the Hunt", + "I sold my soul to the Hunt": "I sold my soul to the Hunt", + "I wanted to ride with the Hunt": "I wanted to ride with the Hunt", + "I’m a supernatural creature who’s a part of the Hunt": "I’m a supernatural creature who’s a part of the Hunt", + "Something else": "Something else", + "Then all of you escaped, sick with the Hunt’s atrocities or their treatment of you.": "Then all of you escaped, sick with the Hunt’s atrocities or their treatment of you.", + "How Did You Escape?": "How Did You Escape?", + "How did you escape?": "How did you escape?", + "With a clever plan": "With a clever plan", + "By sheer luck": "By sheer luck", + "With outside help": "With outside help", + "Thanks to a loophole in your fae contract": "Thanks to a loophole in your fae contract", + "The Wild Hunt keeps looking for you. How do they do it?": "The Wild Hunt keeps looking for you. How do they do it?", + "Choose two ways:": "Choose two ways:", + "They give other monsters this in exchange for information.": "They give other monsters this in exchange for information.", + "They track the internet, but they can’t monitor one part of it:": "They track the internet, but they can’t monitor one part of it:", + "They can see you when you’re outside in one type of weather, namely:": "They can see you when you’re outside in one type of weather, namely:", + "They sense you when you use magic unless you take a precaution, namely:": "They sense you when you use magic unless you take a precaution, namely:", + "What will the Wild Hunt do if they find you?": "What will the Wild Hunt do if they find you?", + "Kill you.": "Kill you.", + "Torment you.": "Torment you.", + "Make you join the Hunt again.": "Make you join the Hunt again.", + "Make you slaves.": "Make you slaves.", + "Notes": "Notes", + "Team Moves": "Team Moves", + "Choose your team moves from this list. The first one is a good default choice:": "Choose your team moves from this list. The first one is a good default choice:", + "Memory Eraser: You have been issued handheld devices to erase memories from civilians. When you target a person and activate the device, say how many hours you want to erase (1–6) and roll +Weird. On a 10+, those memories are gone. On a 7–9, the memories are gone but the target knows something strange happened.": "Memory Eraser: You have been issued handheld devices to erase memories from civilians. When you target a person and activate the device, say how many hours you want to erase (1–6) and roll +Weird. On a 10+, those memories are gone. On a 7–9, the memories are gone but the target knows something strange happened.", + "Authority Override: If local officials are causing trouble, you can get them pulled off the case. This may—of course—make them more suspicious.": "Authority Override: If local officials are causing trouble, you can get them pulled off the case. This may—of course—make them more suspicious.", + "Containment Field Projector: Place the projector and activate it, choosing a range from 1–20 meters. A spherical shield is created, allowing nothing in or out. Lasts until deactivated by remote or in an hour when the battery runs out. There’s time to get out of the zone, but only just.": "Containment Field Projector: Place the projector and activate it, choosing a range from 1–20 meters. A spherical shield is created, allowing nothing in or out. Lasts until deactivated by remote or in an hour when the battery runs out. There’s time to get out of the zone, but only just.", + "Anonymity: Your identity isn’t traceable via official databases or records. Enemies or bystanders can’t find out anything about your history through any official channels. Additionally, any distinguishing features are removed from photo, videos, or voice recordings of you when they’re processed by any regular computer or phone.": "Anonymity: Your identity isn’t traceable via official databases or records. Enemies or bystanders can’t find out anything about your history through any official channels. Additionally, any distinguishing features are removed from photo, videos, or voice recordings of you when they’re processed by any regular computer or phone.", + "Not Right: You all have a creepy, uncanny valley style aura or look that counts as a reason for manipulating a bystander with threats.": "Not Right: You all have a creepy, uncanny valley style aura or look that counts as a reason for manipulating a bystander with threats.", + "Something Different: Take a move from another team playbook.": "Something Different: Take a move from another team playbook.", + "Change Team Style: Pick a new team style. You now use that one instead of the one you first chose.": "Change Team Style: Pick a new team style. You now use that one instead of the one you first chose.", + "Home Away from Home: Whenever you arrive in a new town, you immediately find a motel and a cafe that are friendly and welcoming. One or the other will turn out to have a connection to the mystery that brought you here, even if just by having a bystander come by.": "Home Away from Home: Whenever you arrive in a new town, you immediately find a motel and a cafe that are friendly and welcoming. One or the other will turn out to have a connection to the mystery that brought you here, even if just by having a bystander come by.", + "Geniality: When you meet a new person in a town you haven’t visited before, roll +Charm. On a 10+, they are well-disposed towards you. On a 7–9, they’re still well-disposed but the Keeper chooses one: they are marked for trouble, or they conceal something from the hunters. Additionally, when you return to a town you have already visited, you always run into the people you befriended previously.": "Geniality: When you meet a new person in a town you haven’t visited before, roll +Charm. On a 10+, they are well-disposed towards you. On a 7–9, they’re still well-disposed but the Keeper chooses one: they are marked for trouble, or they conceal something from the hunters. Additionally, when you return to a town you have already visited, you always run into the people you befriended previously.", + "Handy: You’re all good at fixing stuff. Anything broken or messed up in the course of a mystery is repaired and ready to go before the next one. Gear or assets that would be described as “totally destroyed” still need to be replaced.": "Handy: You’re all good at fixing stuff. Anything broken or messed up in the course of a mystery is repaired and ready to go before the next one. Gear or assets that would be described as “totally destroyed” still need to be replaced.", + "No-stick: You’ve had yourselves removed from official and law enforcement databases. You don’t have to worry about “misunderstandings” from previous towns getting in the way of your hunts (unless someone got annoyed enough to make it a personal vendetta).": "No-stick: You’ve had yourselves removed from official and law enforcement databases. You don’t have to worry about “misunderstandings” from previous towns getting in the way of your hunts (unless someone got annoyed enough to make it a personal vendetta).", + "Monster Journals: When a mystery reminds you of something you encountered before, consult your notes and tell the Keeper what you think is the same. The Keeper will say if you got it right.If you’re correct, take +1 forward to investigate a mystery. If you’re wrong but had a good idea, take +1 forward to read a bad situation. If you’re totally off base, the Keeper holds 1 to put you in a tight spot.": "Monster Journals: When a mystery reminds you of something you encountered before, consult your notes and tell the Keeper what you think is the same. The Keeper will say if you got it right.

    If you’re correct, take +1 forward to investigate a mystery. If you’re wrong but had a good idea, take +1 forward to read a bad situation. If you’re totally off base, the Keeper holds 1 to put you in a tight spot.", + "Ancient Visions: An ancient ritual, to be conducted regularly, gives the whole team access to some of the visions sent to the Chosen One. Once per mystery, each hunter may ask the Keeper a question about anything they want. The Keeper answers with a vision or dream: obscure and vague, but true.": "Ancient Visions: An ancient ritual, to be conducted regularly, gives the whole team access to some of the visions sent to the Chosen One. Once per mystery, each hunter may ask the Keeper a question about anything they want. The Keeper answers with a vision or dream: obscure and vague, but true.", + "Armoury of the Chosen: You gain a cache of special weapons used by previous Chosen Ones. The Keeper should design a lesser version of the Chosen One’s special weapon, which all other members of the team may use. When this is unlocked, the Chosen One may change or add a tag on their special weapon.": "Armoury of the Chosen: You gain a cache of special weapons used by previous Chosen Ones. The Keeper should design a lesser version of the Chosen One’s special weapon, which all other members of the team may use. When this is unlocked, the Chosen One may change or add a tag on their special weapon.", + "Handing on the Torch: When you select this, designate another character as the next Chosen One. When the current Chosen One dies, that character may change to the Chosen playbook whenever they are ready. The new Chosen One designates the next heir when they find a worthy successor.": "Handing on the Torch: When you select this, designate another character as the next Chosen One. When the current Chosen One dies, that character may change to the Chosen playbook whenever they are ready. The new Chosen One designates the next heir when they find a worthy successor.", + "Friends Stick Together: Once per mystery, a hunter may call the rest of the team to their current location. Everyone arrives as soon as they potentially can (based on their last known position and when we saw them there). That can be “right this instant,” if at all possible.": "Friends Stick Together: Once per mystery, a hunter may call the rest of the team to their current location. Everyone arrives as soon as they potentially can (based on their last known position and when we saw them there). That can be “right this instant,” if at all possible.", + "Wyrd’s Favour: When you choose this team move, all hunters erase 1 spent Luck point. If you haven’t spent any Luck yet, add a new Luck box instead.": "Wyrd’s Favour: When you choose this team move, all hunters erase 1 spent Luck point. If you haven’t spent any Luck yet, add a new Luck box instead.", + "Otherworldly Intuition: When you encounter something from another world, you recognise that they don’t belong here. When you encounter a place where another world is accessible, you are aware of it and may stop at the threshold.": "Otherworldly Intuition: When you encounter something from another world, you recognise that they don’t belong here. When you encounter a place where another world is accessible, you are aware of it and may stop at the threshold.", + "Wardens: Once per mystery while you’re defending a portal, wall, or border, you may ignore all harm from a single source, or treat a roll as if you rolled a 12. This works just as if you spent a Luck, except it doesn’t trigger your special move.": "Wardens: Once per mystery while you’re defending a portal, wall, or border, you may ignore all harm from a single source, or treat a roll as if you rolled a 12. This works just as if you spent a Luck, except it doesn’t trigger your special move.", + "Outer Speech: You have a knack for the languages of the multiverse. You can always understand, and make yourself understood, when you’re talking to denizens from beyond. This is mainly the general sense of things—some details might get lost along the way.": "Outer Speech: You have a knack for the languages of the multiverse. You can always understand, and make yourself understood, when you’re talking to denizens from beyond. This is mainly the general sense of things—some details might get lost along the way.", + "Walkers between Worlds: At a suitable liminal site, you know how to step between worlds. Describe how you open the way and roll +Weird. On a 10+, you’re walking to the place you intended, but the way may be difficult. On a 7–9, choose one: you’re on the right path in immediate danger, or you find yourself lost and in the wrong place. On a 6 or less, you’re lost and in big trouble. If more than one of the hunters is using this move together, only make one roll: the hunter with the worst Weird score rolls (but they may accept help).": "Walkers between Worlds: At a suitable liminal site, you know how to step between worlds. Describe how you open the way and roll +Weird. On a 10+, you’re walking to the place you intended, but the way may be difficult. On a 7–9, choose one: you’re on the right path in immediate danger, or you find yourself lost and in the wrong place. On a 6 or less, you’re lost and in big trouble. If more than one of the hunters is using this move together, only make one roll: the hunter with the worst Weird score rolls (but they may accept help).", + "Outsider Knack: Once per visit to another world, you may use a trick or ability from Earth to gain an advantage. The advantage allows you to roll one move using three dice, selecting the best two for your result.": "Outsider Knack: Once per visit to another world, you may use a trick or ability from Earth to gain an advantage. The advantage allows you to roll one move using three dice, selecting the best two for your result.", + "Drilled Coordination: All team members get +1 ongoing when helping out another team member.": "Drilled Coordination: All team members get +1 ongoing when helping out another team member.", + "Comms: You have systems that keep you constantly in voice contact, regardless of where in the world you each may be. Not guaranteed to work in shielded spaces, deep underground, beyond magical portals, or on other worlds.": "Comms: You have systems that keep you constantly in voice contact, regardless of where in the world you each may be. Not guaranteed to work in shielded spaces, deep underground, beyond magical portals, or on other worlds.", + "Recognised IMPS Team: Wherever in the world you are, you have authority to deal with supernatural events. Local officials will—in general—cooperate with you fully. Does not apply in nations outside the IMPS treaty.": "Recognised IMPS Team: Wherever in the world you are, you have authority to deal with supernatural events. Local officials will—in general—cooperate with you fully. Does not apply in nations outside the IMPS treaty.", + "Rapid Deployment: IMPS has quick-response vehicles able to deliver you (or other IMPS assets) anywhere in the world, extremely quickly. They may also be used to make a fast exit from bad situations.": "Rapid Deployment: IMPS has quick-response vehicles able to deliver you (or other IMPS assets) anywhere in the world, extremely quickly. They may also be used to make a fast exit from bad situations.", + "Memories of the Fallen: When a hunter on the team dies in the line of duty, or retires from IMPS and monster hunting, all remaining team members erase a used Luck mark.": "Memories of the Fallen: When a hunter on the team dies in the line of duty, or retires from IMPS and monster hunting, all remaining team members erase a used Luck mark.", + "Global Crisis: Once per mystery, each of you can read a bad situation treating an entire world as the bad situation, including asking about the best way in or out.": "Global Crisis: Once per mystery, each of you can read a bad situation treating an entire world as the bad situation, including asking about the best way in or out.", + "Surge of Magic: Each of you holds 1 when you enter a new world. You can spend this hold to get an automatic result of 10 on a Weird move roll or to learn a useful big magic ritual known only in this world.": "Surge of Magic: Each of you holds 1 when you enter a new world. You can spend this hold to get an automatic result of 10 on a Weird move roll or to learn a useful big magic ritual known only in this world.", + "Otherworldly: You make your strangeness in other worlds work to your advantage in interpersonal situations. “I’m from another world” works as a reason for people to do as you ask when you manipulate someone.": "Otherworldly: You make your strangeness in other worlds work to your advantage in interpersonal situations. “I’m from another world” works as a reason for people to do as you ask when you manipulate someone.", + "A Multiverse of Friends: Three times per mystery, a friend you’ve made in an alternate universe can help one of you with a task as if they rolled 10+ to help out. They either manifest next to you for a moment or somehow are there in person. They can be bystanders from previous games or people from your backstories.": "A Multiverse of Friends: Three times per mystery, a friend you’ve made in an alternate universe can help one of you with a task as if they rolled 10+ to help out. They either manifest next to you for a moment or somehow are there in person. They can be bystanders from previous games or people from your backstories.", + "Determined Guardians: When one of the hunters protects a bystander, the target never takes harm: even on a miss, that bystander is totally safe. The hunter doing the protection still suffers the full effects of the roll result.": "Determined Guardians: When one of the hunters protects a bystander, the target never takes harm: even on a miss, that bystander is totally safe. The hunter doing the protection still suffers the full effects of the roll result.", + "Field Medics: When you treat an injured bystander, they are stabilised and well enough to manage until they can get proper medical attention. When you treat another hunter, pick if you heal 2-harm or stabilise them. Then they take +1 forward.": "Field Medics: When you treat an injured bystander, they are stabilised and well enough to manage until they can get proper medical attention. When you treat another hunter, pick if you heal 2-harm or stabilise them. Then they take +1 forward.", + "Checklists: Once per mystery, each hunter in need of a particular item may declare they have it. Narrate a flashback explaining why they thought to include it in their gear. If the item is especially rare, strange, or unusual (this is the Keeper’s call), then this move can’t be used again by any hunter until the next mystery.": "Checklists: Once per mystery, each hunter in need of a particular item may declare they have it. Narrate a flashback explaining why they thought to include it in their gear. If the item is especially rare, strange, or unusual (this is the Keeper’s call), then this move can’t be used again by any hunter until the next mystery.", + "Keep on Goin’: When you’re protecting bystanders from danger, any move that would prevent you from taking action due to harm, stress, or panic has its effect deferred. You can keep going for now, but once everyone is safe the full effects of what you’ve been through hit you.": "Keep on Goin’: When you’re protecting bystanders from danger, any move that would prevent you from taking action due to harm, stress, or panic has its effect deferred. You can keep going for now, but once everyone is safe the full effects of what you’ve been through hit you.", + "Shared Dangers: When you take a moment to share your worries and fears about a previous or upcoming battle with another hunter, you both choose one: heal 1-harm, or take +1 forward.": "Shared Dangers: When you take a moment to share your worries and fears about a previous or upcoming battle with another hunter, you both choose one: heal 1-harm, or take +1 forward.", + "Big Reveal: If most people around you don’t know about your secret identities, the first action you take in that scene that reveals those identities gets +1 forward. Bystanders and minions present freeze in surprise for a moment, giving you an opportunity to act before they can react.": "Big Reveal: If most people around you don’t know about your secret identities, the first action you take in that scene that reveals those identities gets +1 forward. Bystanders and minions present freeze in surprise for a moment, giving you an opportunity to act before they can react.", + "Affluent: You can get most gear easily. Specify what you need, assigning tags to the gear. If it’s a weapon, treat each harm beyond 2-harm as a separate tag; if it’s armour, treat each point of armour as a separate tag. Then roll +tags. On a miss, you get it easily. On a 7–9, you get it but raise some questions. On a 10+, either you don’t get it or you do but someone gets a clear clue about your secret identity.": "Affluent: You can get most gear easily. Specify what you need, assigning tags to the gear. If it’s a weapon, treat each harm beyond 2-harm as a separate tag; if it’s armour, treat each point of armour as a separate tag. Then roll +tags. On a miss, you get it easily. On a 7–9, you get it but raise some questions. On a 10+, either you don’t get it or you do but someone gets a clear clue about your secret identity.", + "Only When Necessary: If you manage to stop or destroy a minion without using any abilities or gear of your secret identity (including monster hunting weapons), each hunter involved marks experience. If it was a monster, mark two.": "Only When Necessary: If you manage to stop or destroy a minion without using any abilities or gear of your secret identity (including monster hunting weapons), each hunter involved marks experience. If it was a monster, mark two.", + "Shadow Selves: When one of you wants to be in two places at the same time, summon your shadow self in another place. Only one shadow self can per hunter exist at one time. The shadow self has a trait that allows others to distinguish it from you if they observe closely. Roll +Weird. On a 10+, hold 3. On a 7–9, hold 1. Spend holds to have your shadow self act as if it were you, but with –1 ongoing. When you spend the last hold, the shadow self dissolves in an obviously supernatural and unsettling way. On a miss, the shadow self appears for a moment and does something you really, really didn’t want them to do...": "Shadow Selves: When one of you wants to be in two places at the same time, summon your shadow self in another place. Only one shadow self can per hunter exist at one time. The shadow self has a trait that allows others to distinguish it from you if they observe closely. Roll +Weird. On a 10+, hold 3. On a 7–9, hold 1. Spend holds to have your shadow self act as if it were you, but with –1 ongoing. When you spend the last hold, the shadow self dissolves in an obviously supernatural and unsettling way. On a miss, the shadow self appears for a moment and does something you really, really didn’t want them to do...", + "Spending Money: If you get paid at the end of a mystery, each hunter adds 1-hold. Spend this hold in a later mystery narrate a flashback where you purchased the thing you need right now. It can be anything you could be carrying, something booked in advance (for example, a safe house or hotel room), or the use of a vehicle.": "Spending Money: If you get paid at the end of a mystery, each hunter adds 1-hold. Spend this hold in a later mystery narrate a flashback where you purchased the thing you need right now. It can be anything you could be carrying, something booked in advance (for example, a safe house or hotel room), or the use of a vehicle.", + "The B-Team: When you need to fortify a location or armour a vehicle, narrate a montage of your preparations. When you’re done, the location or vehicle provides 2-armour to all within it.": "The B-Team: When you need to fortify a location or armour a vehicle, narrate a montage of your preparations. When you’re done, the location or vehicle provides 2-armour to all within it.", + "Combat Training: When you help out another team member during combat, they may inflict +1 harm or suffer –1 harm in addition to the usual effects of your result.": "Combat Training: When you help out another team member during combat, they may inflict +1 harm or suffer –1 harm in addition to the usual effects of your result.", + "It’s Our Job: If a bystander has hired you, that counts as a reason when you manipulate them. This remains in effect in later mysteries. The Keeper may include other bystanders in the effect, if they’re part of a group you’re working for.": "It’s Our Job: If a bystander has hired you, that counts as a reason when you manipulate them. This remains in effect in later mysteries. The Keeper may include other bystanders in the effect, if they’re part of a group you’re working for.", + "The Good Ones: When you refuse to accept payment for a job, the client becomes an ally.": "The Good Ones: When you refuse to accept payment for a job, the client becomes an ally.", + "Yikes!: When a hunter is captured by a monster, minion, or phenomenon, they may ask one of the investigate a mystery or read a bad situation questions.": "Yikes!: When a hunter is captured by a monster, minion, or phenomenon, they may ask one of the investigate a mystery or read a bad situation questions.", + "Sensible Chuckle: When a hunter makes a joke (good or bad) at the expense of a monster, minion, or phenomenon, they may give another hunter on the team +1 forward.": "Sensible Chuckle: When a hunter makes a joke (good or bad) at the expense of a monster, minion, or phenomenon, they may give another hunter on the team +1 forward.", + "Earnest Do-gooders: When a hunter tells someone you are helping people and why, bystanders are more likely to do as you ask. The explanation always counts as a reason if you’re manipulating them to protect them or get them to help you.": "Earnest Do-gooders: When a hunter tells someone you are helping people and why, bystanders are more likely to do as you ask. The explanation always counts as a reason if you’re manipulating them to protect them or get them to help you.", + "Slapstick: When a hunter takes harm, they may instead have an embarrassing pratfall or accident that dodges the danger. Ignore the harm as established, and simply take 1-harm (which can’t be reduced or mitigated in any way). The hunter takes –1 forward.": "Slapstick: When a hunter takes harm, they may instead have an embarrassing pratfall or accident that dodges the danger. Ignore the harm as established, and simply take 1-harm (which can’t be reduced or mitigated in any way). The hunter takes –1 forward.", + "Disguises: When a hunter disguises themself, the disguise will not be questioned, until they do something to directly cast doubt on their appearance.": "Disguises: When a hunter disguises themself, the disguise will not be questioned, until they do something to directly cast doubt on their appearance.", + "Inventory Check: If you go looking for something that just might be in stock, roll +Weird. On a 10 or more, it’s there. On a 7–9, either you find it but there’s a cost, or you find something close enough. On a miss, you find something bad.": "Inventory Check: If you go looking for something that just might be in stock, roll +Weird. On a 10 or more, it’s there. On a 7–9, either you find it but there’s a cost, or you find something close enough. On a miss, you find something bad.", + "Corporate Database: If you use the company information systems to help investigate a mystery, take +1 hold. The Keeper tells you something disturbing you learn in addition to what you were looking for.": "Corporate Database: If you use the company information systems to help investigate a mystery, take +1 hold. The Keeper tells you something disturbing you learn in addition to what you were looking for.", + "Handbook: At the start of each mystery, each hunter may consult the employee handbook for advice. Roll a single die. On a 1, take –1 forward. On a 2, gain +1 forward to Charm. On a 3, gain +1 forward to Cool. On a 4, gain +1 forward to Sharp. On a 5, gain +1 forward to Tough. On a 6, gain +1 forward to Weird.": "Handbook: At the start of each mystery, each hunter may consult the employee handbook for advice. Roll a single die. On a 1, take –1 forward. On a 2, gain +1 forward to Charm. On a 3, gain +1 forward to Cool. On a 4, gain +1 forward to Sharp. On a 5, gain +1 forward to Tough. On a 6, gain +1 forward to Weird.", + "Uniforms: While you’re wearing your uniforms, your actions won’t be questioned unless you are indisputably out of place. For example, your burger restaurant uniforms won’t help you infiltrate a military base, and vice versa. The uniforms may also count as a reason when you try to manipulate someone.": "Uniforms: While you’re wearing your uniforms, your actions won’t be questioned unless you are indisputably out of place. For example, your burger restaurant uniforms won’t help you infiltrate a military base, and vice versa. The uniforms may also count as a reason when you try to manipulate someone.", + "Company Mascot: Take your corporate mascot as an ally. Pick one: a fellow employee with useful skills in the suit, or a supernatural being trying to keep under the radar. Decide what the mascot looks like.": "Company Mascot: Take your corporate mascot as an ally. Pick one: a fellow employee with useful skills in the suit, or a supernatural being trying to keep under the radar. Decide what the mascot looks like.", + "Earned Trust: People in your community know you, and know you mean well. They’ll generally believe what you tell them. If you ask them to do something for their own safety, they usually go along with it.": "Earned Trust: People in your community know you, and know you mean well. They’ll generally believe what you tell them. If you ask them to do something for their own safety, they usually go along with it.", + "Familiarity: When you’re checking out something in your community, you’ll always recognise right away if something has changed in an out-of-the-ordinary way. You can pick up things like a house suddenly quiet, a new tree in the park, or a stranger working at the corner store.": "Familiarity: When you’re checking out something in your community, you’ll always recognise right away if something has changed in an out-of-the-ordinary way. You can pick up things like a house suddenly quiet, a new tree in the park, or a stranger working at the corner store.", + "Domestic Wardings: You know how to protect houses from evil supernatural influences. All your homes are warded, and you may ward others too. It’s a big magic ritual requiring 24 hours, all the hunters, and a number of protective items that must be placed around the house. The wardings might be broken eventually by a concerted attack.": "Domestic Wardings: You know how to protect houses from evil supernatural influences. All your homes are warded, and you may ward others too. It’s a big magic ritual requiring 24 hours, all the hunters, and a number of protective items that must be placed around the house. The wardings might be broken eventually by a concerted attack.", + "Backyard Allies: You’ve made friends with some feral or wild animals that are smarter than normal—perhaps modern nature spirits? In any case, they can scout and spy for you, and it’s unlikely anyone will pay attention to them. They might ask you for favours too, now and then.": "Backyard Allies: You’ve made friends with some feral or wild animals that are smarter than normal—perhaps modern nature spirits? In any case, they can scout and spy for you, and it’s unlikely anyone will pay attention to them. They might ask you for favours too, now and then.", + "Craft Circle: Whenever you need a physical item as a magical requirement, you can craft a substitute together. All the hunters must take part, and you’ll need a few hours. You can replace one requirement per spell this way.": "Craft Circle: Whenever you need a physical item as a magical requirement, you can craft a substitute together. All the hunters must take part, and you’ll need a few hours. You can replace one requirement per spell this way.", + "Hit It!: If you all have your instruments ready, start playing one of your songs. Everyone and everything within earshot pauses for a moment.": "Hit It!: If you all have your instruments ready, start playing one of your songs. Everyone and everything within earshot pauses for a moment.", + "Sacred Songs of Power: You may substitute “play a mystical song” for any one use magic or big magic requirement. For use magic, one person needs to perform the song. For big magic, it must be at least two of you.": "Sacred Songs of Power: You may substitute “play a mystical song” for any one use magic or big magic requirement. For use magic, one person needs to perform the song. For big magic, it must be at least two of you.", + "Famous: You’re well known. Everywhere you go, you may call up your fans. They are a temporary ally group, type: backup (motivation: to stand with you). There will be a lot of them, but they’re just regular people—good at creating a distraction but not fighting monsters.": "Famous: You’re well known. Everywhere you go, you may call up your fans. They are a temporary ally group, type: backup (motivation: to stand with you). There will be a lot of them, but they’re just regular people—good at creating a distraction but not fighting monsters.", + "In the Groove: When you’re engaged in desperate physical action, and you describe how your move sets up another member of the band, they take +1 forward.": "In the Groove: When you’re engaged in desperate physical action, and you describe how your move sets up another member of the band, they take +1 forward.", + "Healing Vibe: Whenever the band plays a gig (no matter how big or small—there just needs to be an audience), each band member and every member of the audience either unmarks unstable or heals 1-harm.": "Healing Vibe: Whenever the band plays a gig (no matter how big or small—there just needs to be an audience), each band member and every member of the audience either unmarks unstable or heals 1-harm.", + "Something Rotten: When investigating a mystery and rolling a 7+, you can ask “How does this relate to the bad things I suspect about my organisation?” in addition to one of the usual questions.": "Something Rotten: When investigating a mystery and rolling a 7+, you can ask “How does this relate to the bad things I suspect about my organisation?” in addition to one of the usual questions.", + "Organisation’s Help: When you ask for the organisation’s help—gear, intel, or personnel—tell your superiors why you need it and roll +Charm. On a 10+, you get what you asked for. On a 7–9, you get it, but sooner or later the organisation will check up on you. On a miss, they don’t give it to you and someone in the organisation learns of your true intentions if you didn’t state them.": "Organisation’s Help: When you ask for the organisation’s help—gear, intel, or personnel—tell your superiors why you need it and roll +Charm. On a 10+, you get what you asked for. On a 7–9, you get it, but sooner or later the organisation will check up on you. On a miss, they don’t give it to you and someone in the organisation learns of your true intentions if you didn’t state them.", + "Specialized: Each of you can get +1 to a single rating (maximum +3) at the cost of –1 to a different rating (minimum –2).": "Specialized: Each of you can get +1 to a single rating (maximum +3) at the cost of –1 to a different rating (minimum –2).", + "Coordinated: Training in the organisation made you especially adept at helping each other. Your team holds 3 at the beginning at each mystery. Each of you can spend 1 to get +1 forward to help out and give the one you help +2 instead of +1 if your move is successful.": "Coordinated: Training in the organisation made you especially adept at helping each other. Your team holds 3 at the beginning at each mystery. Each of you can spend 1 to get +1 forward to help out and give the one you help +2 instead of +1 if your move is successful.", + "Power Dynamics: Add “Who’s the boss here?” and “Who doesn’t want to be a part of this?” to the list of your questions for read a bad situation and investigate a mystery.": "Power Dynamics: Add “Who’s the boss here?” and “Who doesn’t want to be a part of this?” to the list of your questions for read a bad situation and investigate a mystery.", + "Always on the Run: When you enter a new location, one of you can ask either “What’s the best way to hide here” or “What would be the best way to escape from here?” When you act on the answers, you get +1 ongoing, just as if it was a read a bad situation question.": "Always on the Run: When you enter a new location, one of you can ask either “What’s the best way to hide here” or “What would be the best way to escape from here?” When you act on the answers, you get +1 ongoing, just as if it was a read a bad situation question.", + "You Can’t Take Us: Once per mystery, each of you can treat a protect someone roll as if you rolled a 12.": "You Can’t Take Us: Once per mystery, each of you can treat a protect someone roll as if you rolled a 12.", + "Ride with the Thunder: When you race against someone having a comparable speed, you always win. When you race against someone faster or against the Wild Hunt, you can use magic to win anyway.": "Ride with the Thunder: When you race against someone having a comparable speed, you always win. When you race against someone faster or against the Wild Hunt, you can use magic to win anyway.", + "Sense of the Hunt: When a monster hunts a mortal in the area where you are (up to about 2 miles), you sense it, but without any details. You can read a bad situation to get more info on this situation, but if you fail, you get –1 ongoing to helping the hunted mortals.": "Sense of the Hunt: When a monster hunts a mortal in the area where you are (up to about 2 miles), you sense it, but without any details. You can read a bad situation to get more info on this situation, but if you fail, you get –1 ongoing to helping the hunted mortals.", + "Legend Amongst Monsters: Each of you can manipulate monsters as if you had the Dark Negotiator move. If you fail an investigate a mystery move, the monster learns it’s investigated by those who escaped the Wild Hunt.": "Legend Amongst Monsters: Each of you can manipulate monsters as if you had the Dark Negotiator move. If you fail an investigate a mystery move, the monster learns it’s investigated by those who escaped the Wild Hunt.", + "Assets": "Assets", + "Choose from these available assets. If there are two boxes, you need to mark both to earn that asset. (If you are making partial progress towards taking a two-box asset, mark the leftmost box first.)": "Choose from these available assets. If there are two boxes, you need to mark both to earn that asset. (If you are making partial progress towards taking a two-box asset, mark the leftmost box first.)", + "Mobile Base: A helicopter, aeroplane, truck, or bus with facilities and mystery investigation supplies on board.": "Mobile Base: A helicopter, aeroplane, truck, or bus with facilities and mystery investigation supplies on board.", + "Individual Transport: Each mission, a regular car, motorbike, or bicycle is assigned to every team member.": "Individual Transport: Each mission, a regular car, motorbike, or bicycle is assigned to every team member.", + "R&D Access: Your team is issued with a useful high technology experiment from R&D each mission. The Keeper decides what it is (always useful, usually with problematic side effects).": "R&D Access: Your team is issued with a useful high technology experiment from R&D each mission. The Keeper decides what it is (always useful, usually with problematic side effects).", + "Headquarters: A relatively secure space to use as a base in a Bureau regional facility. Everything you need to prepare for mysteries is here, and it’s quite secure.": "Headquarters: A relatively secure space to use as a base in a Bureau regional facility. Everything you need to prepare for mysteries is here, and it’s quite secure.", + "Sky Scanners: You have access to a scanning network that will alert you to strange events coming from space. This includes weird phenomena as well as UFOs.": "Sky Scanners: You have access to a scanning network that will alert you to strange events coming from space. This includes weird phenomena as well as UFOs.", + "Workshop: A big space for craft and repair projects, with plenty of tools and materials.": "Workshop: A big space for craft and repair projects, with plenty of tools and materials.", + "Disguise Kits: Contains costumes, makeup, and other supplies for a quick change of appearance.": "Disguise Kits: Contains costumes, makeup, and other supplies for a quick change of appearance.", + "Housing: Each member of the team is assigned a one-bedroom apartment in a generic housing project. All the apartments are exactly the same, down to scuff marks on the door.": "Housing: Each member of the team is assigned a one-bedroom apartment in a generic housing project. All the apartments are exactly the same, down to scuff marks on the door.", + "Rapid Response Pods: When any member of the team needs to get to a mission site quickly, a rapid response pod appears next to them. Enter the pod, and a short uncomfortable trip will place you where you need to be. What do the pods look like? How do they appear?": "Rapid Response Pods: When any member of the team needs to get to a mission site quickly, a rapid response pod appears next to them. Enter the pod, and a short uncomfortable trip will place you where you need to be. What do the pods look like? How do they appear?", + "Custom:": "Custom:", + "Individual Transport: A regular car, motorbike, or bicycle for every team member.": "Individual Transport: A regular car, motorbike, or bicycle for every team member.", + "Mobile Base: A truck or bus with bunks and mystery investigation supplies on board.": "Mobile Base: A truck or bus with bunks and mystery investigation supplies on board.", + "Credentials: Real, or as-good-as-real, identification that gets you access to law enforcement and other official contacts.": "Credentials: Real, or as-good-as-real, identification that gets you access to law enforcement and other official contacts.", + "Lair: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen.": "Lair: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen.", + "Hunter Roadhouses: A network of bars, diners, and motels where you can safely meet other monster hunters. Many are run by retired hunters.": "Hunter Roadhouses: A network of bars, diners, and motels where you can safely meet other monster hunters. Many are run by retired hunters.", + "Tool Kit: One or two of your vehicles carry tool kits. You have most tools you’ll need to repair or build something.": "Tool Kit: One or two of your vehicles carry tool kits. You have most tools you’ll need to repair or build something.", + "Mystical Ingredients Cabinet: A box with a wide range of frequently useful supplies for magic rituals.": "Mystical Ingredients Cabinet: A box with a wide range of frequently useful supplies for magic rituals.", + "Slush Fund: The team has access to a bank account that can pay for their day to day needs while monster hunting, and stretches to a big purchase every now and then. Where did it come from?": "Slush Fund: The team has access to a bank account that can pay for their day to day needs while monster hunting, and stretches to a big purchase every now and then. Where did it come from?", + "Armoury: One of your cars has a well-stocked weapons chest. Each mystery, every hunter may take one extra regular weapon. Also once per mystery, one hunter may ask the Keeper if the armoury has a particular special weapon: if yes, you can take it; if no, take +1 forward.": "Armoury: One of your cars has a well-stocked weapons chest. Each mystery, every hunter may take one extra regular weapon. Also once per mystery, one hunter may ask the Keeper if the armoury has a particular special weapon: if yes, you can take it; if no, take +1 forward.", + "Field Medics: You have enough supplies and training to treat one hunter per night as if they’d had a proper doctor or trip to the emergency room.": "Field Medics: You have enough supplies and training to treat one hunter per night as if they’d had a proper doctor or trip to the emergency room.", + "The Prophecies: A guidebook of all the visions about the Chosen One, to help you navigate your destiny (they’re pretty hard to decipher).": "The Prophecies: A guidebook of all the visions about the Chosen One, to help you navigate your destiny (they’re pretty hard to decipher).", + "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen.": "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen.", + "Mystical Workroom: A space set aside for magical operations. It can stand in for one requirement of a use magic or big magic move.": "Mystical Workroom: A space set aside for magical operations. It can stand in for one requirement of a use magic or big magic move.", + "Innocent Front: You have access to a regular business or institution. This means that your monster hunting hijinks can be concealed to an extent from your friends, family, and colleagues. For example: a cafe, a library, an antique store, etc.": "Innocent Front: You have access to a regular business or institution. This means that your monster hunting hijinks can be concealed to an extent from your friends, family, and colleagues. For example: a cafe, a library, an antique store, etc.", + "Regular Jobs: You have access to a place of employment for any of the hunters who need it. You earn enough to cover regular day-to-day expenses, and there’s time to fit in monster hunting around your hours.": "Regular Jobs: You have access to a place of employment for any of the hunters who need it. You earn enough to cover regular day-to-day expenses, and there’s time to fit in monster hunting around your hours.", + "Cameras and Recording Gear: You have a big collection of cameras and other recording devices that you can use during your investigations.": "Cameras and Recording Gear: You have a big collection of cameras and other recording devices that you can use during your investigations.", + "Primaeval Monument: An ancient site marking where access between worlds is easiest.": "Primaeval Monument: An ancient site marking where access between worlds is easiest.", + "Portal: A stable portal to either a particular world, or a between-worlds nexus. It is hidden, but any entity that finds either side may use it just like you can. Where is it hidden?": "Portal: A stable portal to either a particular world, or a between-worlds nexus. It is hidden, but any entity that finds either side may use it just like you can. Where is it hidden?", + "Exploration Gear: You’re never sure what you may find in another world. Your group has a storeroom full of all kinds of exploring and outdoor gear and clothing to use.": "Exploration Gear: You’re never sure what you may find in another world. Your group has a storeroom full of all kinds of exploring and outdoor gear and clothing to use.", + "Skywarden: A high tech transport aircraft that has all your essential gear on board and acts as your base on mission assignments. If you have the rapid deployment move, the Skywarden is upgraded with supersonic engines.": "Skywarden: A high tech transport aircraft that has all your essential gear on board and acts as your base on mission assignments. If you have the rapid deployment move, the Skywarden is upgraded with supersonic engines.", + "Individual Transport: Electric motorbikes for every team member.": "Individual Transport: Electric motorbikes for every team member.", + "Search and Rescue Gear: A selection of useful tools for locating and rescuing people in disaster zones.": "Search and Rescue Gear: A selection of useful tools for locating and rescuing people in disaster zones.", + "Headquarters: A relatively secure space allocated to you in IMPS headquarters. There’s room for all your gear, and includes full living quarters.": "Headquarters: A relatively secure space allocated to you in IMPS headquarters. There’s room for all your gear, and includes full living quarters.", + "Workshop: A big space for craft and repair projects, with plenty of technicians, tools, and materials.": "Workshop: A big space for craft and repair projects, with plenty of technicians, tools, and materials.", + "Medical Supplies: Everyone carries a first aid kit, and you have enough for a fully equipped infirmary back at your base or homes.": "Medical Supplies: Everyone carries a first aid kit, and you have enough for a fully equipped infirmary back at your base or homes.", + "Fancy High Tech Uniforms: Complete with built-in gadgets.": "Fancy High Tech Uniforms: Complete with built-in gadgets.", + "Housing: A pleasant house for each team member and their family, provided by IMPS for when you’re off-duty. This may be anywhere in the world.": "Housing: A pleasant house for each team member and their family, provided by IMPS for when you’re off-duty. This may be anywhere in the world.", + "World-jumping Base: A small vehicle or building with bunks and mystery investigation supplies on board.": "World-jumping Base: A small vehicle or building with bunks and mystery investigation supplies on board.", + "Translator: A high tech or arcane universal translator.": "Translator: A high tech or arcane universal translator.", + "Stealth Module: A device automatically changing the looks of your gear and vehicles to match the world you’re in.": "Stealth Module: A device automatically changing the looks of your gear and vehicles to match the world you’re in.", + "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen. Can’t travel between worlds, but you know a big magic ritual to come back here from any world. Invent details with the Keeper.": "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen. Can’t travel between worlds, but you know a big magic ritual to come back here from any world. Invent details with the Keeper.", + "Clothes: Clothes for any weather, including extreme ones.": "Clothes: Clothes for any weather, including extreme ones.", + "Published Book Series: A successful book series written by some or all of you based on your visits to other worlds.": "Published Book Series: A successful book series written by some or all of you based on your visits to other worlds.", + "Crystal Ball: A crystal ball always showing the most breathtaking sight in the area you’re in.": "Crystal Ball: A crystal ball always showing the most breathtaking sight in the area you’re in.", + "Mystical workroom: A space set aside for magical operations. It can stand in for one requirement of a use magic or big magic move.": "Mystical workroom: A space set aside for magical operations. It can stand in for one requirement of a use magic or big magic move.", + "Survival Gear: You’re all well-prepped with supplies for a disaster or emergency situation. Protective gear, tools, food and water, etc.": "Survival Gear: You’re all well-prepped with supplies for a disaster or emergency situation. Protective gear, tools, food and water, etc.", + "Hideouts: Each hunter has a hidden, safe place set up where they can retreat in an emergency. This could be an isolated cabin or bunker, a safe house, or a panic room (whichever makes sense for your hunter).": "Hideouts: Each hunter has a hidden, safe place set up where they can retreat in an emergency. This could be an isolated cabin or bunker, a safe house, or a panic room (whichever makes sense for your hunter).", + "Mobile Hideaway: A truck with bunks and mystery investigation supplies on board.": "Mobile Hideaway: A truck with bunks and mystery investigation supplies on board.", + "Individual Transport: A fancy car or motorbike for every team member.": "Individual Transport: A fancy car or motorbike for every team member.", + "Getaway: A place where you rest from everything, with no monster hunting gear but extremely difficult to find by mundane and magical means.": "Getaway: A place where you rest from everything, with no monster hunting gear but extremely difficult to find by mundane and magical means.", + "Headquarters: A base people from neither your public nor your secret life will find easily. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen.": "Headquarters: A base people from neither your public nor your secret life will find easily. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen.", + "Memorabilia: A collection of important memorabilia connected to the city’s past and two big magic rituals that need only them and up to two other requirements. Determine what the rituals do as a group.": "Memorabilia: A collection of important memorabilia connected to the city’s past and two big magic rituals that need only them and up to two other requirements. Determine what the rituals do as a group.", + "Secure Phones: A set of phones with advanced voice distortion and location concealment options. Tracking a call from these requires days of work.": "Secure Phones: A set of phones with advanced voice distortion and location concealment options. Tracking a call from these requires days of work.", + "Funds: Lots of money on bank accounts connected to untraceable credit cards.": "Funds: Lots of money on bank accounts connected to untraceable credit cards.", + "Mobile Base: A van, truck, or bus with bunks and mystery investigation supplies on board.": "Mobile Base: A van, truck, or bus with bunks and mystery investigation supplies on board.", + "The Grapevine: A network of contacts who pass on job leads.": "The Grapevine: A network of contacts who pass on job leads.", + "Secure Homes: Located somewhere you have a special relationship, you all have houses and bank accounts that provide a base when you’re off the job.": "Secure Homes: Located somewhere you have a special relationship, you all have houses and bank accounts that provide a base when you’re off the job.", + "Credentials: Monster hunting licenses and visa waivers that allow you to do your job and travel legitimately.": "Credentials: Monster hunting licenses and visa waivers that allow you to do your job and travel legitimately.", + "High Tech Gadgets: A supply of various monster scanners and detectors.": "High Tech Gadgets: A supply of various monster scanners and detectors.", + "Armoury: A cache of monster hunting weapons.": "Armoury: A cache of monster hunting weapons.", + "Mystery Van: A van with all your mystery investigation supplies on board.": "Mystery Van: A van with all your mystery investigation supplies on board.", + "Individual Transport: A skateboard, scooter, pair of skates, or bicycle for every team member.": "Individual Transport: A skateboard, scooter, pair of skates, or bicycle for every team member.", + "Gadgets: Paranormal investigation gadgets.": "Gadgets: Paranormal investigation gadgets.", + "Clubhouse: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and make a snack.": "Clubhouse: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and make a snack.", + "Mystical Workroom: a space set aside for magical operations. It can stand in for one requirement of a use magic or big magic move.": "Mystical Workroom: a space set aside for magical operations. It can stand in for one requirement of a use magic or big magic move.", + "Disguises: A trunk full of disguises.": "Disguises: A trunk full of disguises.", + "Library: Library of useful reference books.": "Library: Library of useful reference books.", + "IDs: Official junior deputy Suburban Watch Group volunteer badges.": "IDs: Official junior deputy Suburban Watch Group volunteer badges.", + "Backrooms: You’ve set out a relatively secure space in the back rooms. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen. It’s currently listed as “unused: permanent” so you should be left alone in there.": "Backrooms: You’ve set out a relatively secure space in the back rooms. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen. It’s currently listed as “unused: permanent” so you should be left alone in there.", + "Steam Tunnels: Accessed from your workplace, these allow you to get in and out without being seen. They also connect to the wider city infrastructure.": "Steam Tunnels: Accessed from your workplace, these allow you to get in and out without being seen. They also connect to the wider city infrastructure.", + "Security Access: You can look at the security camera feeds and records. These cover the entire store floor, secure areas, and the outside of the building.": "Security Access: You can look at the security camera feeds and records. These cover the entire store floor, secure areas, and the outside of the building.", + "Ritual Space: A space set aside for magical operations. It can stand in for one requirement of a use magic or big magic move. Decide where in the workplace it is located.": "Ritual Space: A space set aside for magical operations. It can stand in for one requirement of a use magic or big magic move. Decide where in the workplace it is located.", + "The Occult Section: Your workplace has a stock of mystical supplies. Sometimes you can find specific monster hunting supplies or ritual requirements there.": "The Occult Section: Your workplace has a stock of mystical supplies. Sometimes you can find specific monster hunting supplies or ritual requirements there.", + "Warding Glyphs: Mystical enchantments on the workplace prevent hostile magic targeting it from the outside, and alert all team members if a supernatural being enters.": "Warding Glyphs: Mystical enchantments on the workplace prevent hostile magic targeting it from the outside, and alert all team members if a supernatural being enters.", + "Lost Property & Returns: You can find all sorts of stuff in here, some of it useful.": "Lost Property & Returns: You can find all sorts of stuff in here, some of it useful.", + "Oracle Stone: A mystical scrying gem. At the beginning of each mystery, you may consult it—ask any question. The Keeper will answer with something true and useful, but they may make the answer difficult to understand.": "Oracle Stone: A mystical scrying gem. At the beginning of each mystery, you may consult it—ask any question. The Keeper will answer with something true and useful, but they may make the answer difficult to understand.", + "SWG Radio Network: a set of devices that allow you to easily talk to the rest of the SWG (as well as the base stations at your homes/the SWG headquarters).": "SWG Radio Network: a set of devices that allow you to easily talk to the rest of the SWG (as well as the base stations at your homes/the SWG headquarters).", + "Sacred Site: A place outdoors that has a reservoir of magical power. The Keeper always considers this site when a magical ritual requires a particular place.": "Sacred Site: A place outdoors that has a reservoir of magical power. The Keeper always considers this site when a magical ritual requires a particular place.", + "Infirmary: You have access to a doctor’s surgery or other suitable first aid office. You may use it for regular treatment of injuries, no questions asked.": "Infirmary: You have access to a doctor’s surgery or other suitable first aid office. You may use it for regular treatment of injuries, no questions asked.", + "Tour Bus: A truck or bus with bunks, your gear, and mystery investigation supplies on board.": "Tour Bus: A truck or bus with bunks, your gear, and mystery investigation supplies on board.", + "Individual Transport: A fancy car, motorbike, or bicycle for every team member.": "Individual Transport: A fancy car, motorbike, or bicycle for every team member.", + "Home Venue: You have a regular booking at a venue, and get on well with the owners. You’re always welcome there, and can be sure to find fans or friends there whenever its open.": "Home Venue: You have a regular booking at a venue, and get on well with the owners. You’re always welcome there, and can be sure to find fans or friends there whenever its open.", + "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep, practice, and cook.": "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep, practice, and cook.", + "Private Jet: You have a more-or-less fancy private jet (and crew) at your disposal.": "Private Jet: You have a more-or-less fancy private jet (and crew) at your disposal.", + "Studio: You have your own recording studio and record label. It’s either a big house in the country or big slice of a building in the city. It’s equipped with gear and staff. This is a good place for any other location-based assets to live.": "Studio: You have your own recording studio and record label. It’s either a big house in the country or big slice of a building in the city. It’s equipped with gear and staff. This is a good place for any other location-based assets to live.", + "Cameras and Recording Gear: You have a big collection of cameras and other recording devices that you can use during your investigations. Your crew also includes people who can operate them for you.": "Cameras and Recording Gear: You have a big collection of cameras and other recording devices that you can use during your investigations. Your crew also includes people who can operate them for you.", + "Office Space: Private offices in the organisation’s headquarters.": "Office Space: Private offices in the organisation’s headquarters.", + "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen. The organisation knows about it but has no direct influence over it.": "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen. The organisation knows about it but has no direct influence over it.", + "Fake IDs: Fake government IDs.": "Fake IDs: Fake government IDs.", + "More Fake IDs: Fake organisation IDs for other members or different jobs.": "More Fake IDs: Fake organisation IDs for other members or different jobs.", + "Cameras and Recording Gear: Miniature cameras and recording devices.": "Cameras and Recording Gear: Miniature cameras and recording devices.", + "Fae Horses: One for every team member. They fly, but if people start gossiping about flying horses, the Wild Hunt will surely hear of this.": "Fae Horses: One for every team member. They fly, but if people start gossiping about flying horses, the Wild Hunt will surely hear of this.", + "Map: A map of the Wild Hunt’s activities.": "Map: A map of the Wild Hunt’s activities.", + "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen. The Wild Hunt won’t learn about this base unless you stay there for a very long time.": "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen. The Wild Hunt won’t learn about this base unless you stay there for a very long time.", + "Disguises: A set of disguises.": "Disguises: A set of disguises.", + "Diversions: A box of smoke bombs and other distractions (0-harm close obscure vision).": "Diversions: A box of smoke bombs and other distractions (0-harm close obscure vision).", + "Fae Cosmetics and Makeup: Better than anything humans can produce.": "Fae Cosmetics and Makeup: Better than anything humans can produce.", + "Improvement": "Improvement", + "At the end of each session, answer your Style question (below). If yes, gain one improvement mark. If yes and it came up a lot, gain two improvement marks.": "At the end of each session, answer your Style question (below). If yes, gain one improvement mark. If yes and it came up a lot, gain two improvement marks.", + "When you fill in the improvement box, clear the improvement track and choose one of these:": "When you fill in the improvement box, clear the improvement track and choose one of these:", + "Gain a new team move.": "Gain a new team move.", + "Gain a new team ally.": "Gain a new team ally.", + "Gain two new asset selections.": "Gain two new asset selections.", + "Make the next mystery about your team enemy, giving you a chance to interfere in their plans.": "Make the next mystery about your team enemy, giving you a chance to interfere in their plans.", + "Make the next mystery about the organisation or its bad apples, giving you a chance to interfere in their plans.": "Make the next mystery about the organisation or its bad apples, giving you a chance to interfere in their plans.", + "Make the next mystery about the Wild Hunt, giving you a chance to weaken or confuse them.": "Make the next mystery about the Wild Hunt, giving you a chance to weaken or confuse them.", + "Style": "Style", + "Pick one of these styles (and the associated improvement question):": "Pick one of these styles (and the associated improvement question):", + "Hush: At the end of each session, ask: “Did we suppress knowledge of monsters and the supernatural?”": "Hush: At the end of each session, ask: “Did we suppress knowledge of monsters and the supernatural?”", + "The Greater Good: At the end of each session, ask: “Did we protect civilian lives?”": "The Greater Good: At the end of each session, ask: “Did we protect civilian lives?”", + "By Any Means Necessary: At the end of each session, ask: “Did we stop the problem, regardless of the cost?”": "By Any Means Necessary: At the end of each session, ask: “Did we stop the problem, regardless of the cost?”", + "Custom: What’s your story?": "Custom: What’s your story?", + "At the end of each session, ask:": "At the end of each session, ask:", + "Family: You’re all family, or as good as. At the end of each session, ask: “Did we talk about—or pointedly not talk about—something that was troubling a team member?”": "Family: You’re all family, or as good as. At the end of each session, ask: “Did we talk about—or pointedly not talk about—something that was troubling a team member?”", + "Vocation: Someone has to do it, and you happened to be able. At the end of each session, ask: “Did we save the people we went there to protect?”": "Vocation: Someone has to do it, and you happened to be able. At the end of each session, ask: “Did we save the people we went there to protect?”", + "Excitement: Monster hunting sure is a new thrill every time. At the end of each session, ask: “Did we take extremely dangerous risks?”": "Excitement: Monster hunting sure is a new thrill every time. At the end of each session, ask: “Did we take extremely dangerous risks?”", + "First among Equals: Sure, one of us is chosen by destiny, but we all play our part. At the end of each session, ask: “Did we all contribute in our own way to solve the mystery?”": "First among Equals: Sure, one of us is chosen by destiny, but we all play our part. At the end of each session, ask: “Did we all contribute in our own way to solve the mystery?”", + "Sworn Guardians: The rest of us made a solemn oath to help the Chosen One. At the end of each session, ask: “Did we save the Chosen One from serious harm?”": "Sworn Guardians: The rest of us made a solemn oath to help the Chosen One. At the end of each session, ask: “Did we save the Chosen One from serious harm?”", + "Fate’s Rebels: Screw destiny! At the end of each session, ask: “Did we fight against fate and prophecies, no matter the cost?”": "Fate’s Rebels: Screw destiny! At the end of each session, ask: “Did we fight against fate and prophecies, no matter the cost?”", + "Ancient Oath: You are the holders of an ancient obligation to guard the world’s border. Decide what the oath requires of you. At the end of each session, ask: “Did we hold to our oath?”": "Ancient Oath: You are the holders of an ancient obligation to guard the world’s border. Decide what the oath requires of you. At the end of each session, ask: “Did we hold to our oath?”", + "The oath:": "The oath:", + "Wrong Place, Wrong Time: You were there to stop the first incursion, and now feel obliged to prevent anything else coming through. At the end of each session, ask: “Did we protect the world from what lies beyond?”": "Wrong Place, Wrong Time: You were there to stop the first incursion, and now feel obliged to prevent anything else coming through. At the end of each session, ask: “Did we protect the world from what lies beyond?”", + "Born & Raised: You all grew up, or settled, here. Dimensional incursions are a part of life, even if a lot of people don’t like to admit it. At the end of each session, ask: “Did we look after our normal relationships with friends and families?”": "Born & Raised: You all grew up, or settled, here. Dimensional incursions are a part of life, even if a lot of people don’t like to admit it. At the end of each session, ask: “Did we look after our normal relationships with friends and families?”", + "Hush: At the end of each session, ask: “Did we save the day without making the news or creating a ruckus?”": "Hush: At the end of each session, ask: “Did we save the day without making the news or creating a ruckus?”", + "Rescuers: At the end of each session, ask: “Did we save people from harm, no matter how much property damage?”": "Rescuers: At the end of each session, ask: “Did we save people from harm, no matter how much property damage?”", + "Superstars: At the end of each session, ask: “Did our reputation as elite monster hunters come up during the mystery?”": "Superstars: At the end of each session, ask: “Did our reputation as elite monster hunters come up during the mystery?”", + "Well-prepared: You keep track of worlds that might need monster hunting help and have procedures for reaching and helping them. At the end of each session, ask: “Did things go according to our plans?”": "Well-prepared: You keep track of worlds that might need monster hunting help and have procedures for reaching and helping them. At the end of each session, ask: “Did things go according to our plans?”", + "Led by Fate: The universe wants you to help where you’re needed most. At the end of each session, ask: “Do we understand our place in the multiverse better now?”": "Led by Fate: The universe wants you to help where you’re needed most. At the end of each session, ask: “Do we understand our place in the multiverse better now?”", + "Accidental Heroes: You always end up where you’re needed because of magical mishaps and weird coincidences. At the end of each session, ask: “Did we make use of a coincidence or unexpected resource?”": "Accidental Heroes: You always end up where you’re needed because of magical mishaps and weird coincidences. At the end of each session, ask: “Did we make use of a coincidence or unexpected resource?”", + "We’re Prepared for Next Time: At the end of each session, ask: “Did our planning ahead save the day?”": "We’re Prepared for Next Time: At the end of each session, ask: “Did our planning ahead save the day?”", + "Fatalists: One day our times will come. Until then we fight. At the end of each session, ask: “Did we throw ourselves into danger to save the day?”": "Fatalists: One day our times will come. Until then we fight. At the end of each session, ask: “Did we throw ourselves into danger to save the day?”", + "Wardens: We won’t let what happened to us happen to anyone else. At the end of each session, ask: “Did we save people, no matter the cost?”": "Wardens: We won’t let what happened to us happen to anyone else. At the end of each session, ask: “Did we save people, no matter the cost?”", + "Greater Good: You find your secret monster hunting lives more important than your mundane social roles. At the end of each session, ask: “Did we choose the more important obligation?”": "Greater Good: You find your secret monster hunting lives more important than your mundane social roles. At the end of each session, ask: “Did we choose the more important obligation?”", + "The Only Ones: You’re the only ones capable enough to protect those around you from supernatural threats. At the end of each session, ask: “Did we do something nobody else in our society could do?”": "The Only Ones: You’re the only ones capable enough to protect those around you from supernatural threats. At the end of each session, ask: “Did we do something nobody else in our society could do?”", + "An Ancient Tradition: You’ve inherited your double role from family or mentors. At the end of each session, ask: “Have we done something that would make our predecessors proud?”": "An Ancient Tradition: You’ve inherited your double role from family or mentors. At the end of each session, ask: “Have we done something that would make our predecessors proud?”", + "Secret Mission: You are all devoted to a particular goal, using “mercenary monster hunter team” as your cover. What’s your objective? At the end of each session, ask: “Did we get closer to our goal?” If you achieve the objective, choose a new one or change to a new style. Your objective:": "Secret Mission: You are all devoted to a particular goal, using “mercenary monster hunter team” as your cover. What’s your objective? At the end of each session, ask: “Did we get closer to our goal?” If you achieve the objective, choose a new one or change to a new style. Your objective:", + "Goal-Oriented: At the end of each session, ask: “Did we fulfil the exact mission requested, without extra work?”": "Goal-Oriented: At the end of each session, ask: “Did we fulfil the exact mission requested, without extra work?”", + "Hearts of Gold: At the end of each session, ask: “Did we refuse to accept money from someone we saved?”": "Hearts of Gold: At the end of each session, ask: “Did we refuse to accept money from someone we saved?”", + "Wholesome: At the end of each session, ask: “Did we succeed by believing in each other and using our individual strengths?”": "Wholesome: At the end of each session, ask: “Did we succeed by believing in each other and using our individual strengths?”", + "Comical: At the end of each session, ask: “Did we do something really funny?”": "Comical: At the end of each session, ask: “Did we do something really funny?”", + "Cool: At the end of each session, ask: “Did we save the day, with style?”": "Cool: At the end of each session, ask: “Did we save the day, with style?”", + "Big Store: At the end of each session, ask: “Did we deal with any supernatural problems without management noticing?”": "Big Store: At the end of each session, ask: “Did we deal with any supernatural problems without management noticing?”", + "Security Team: At the end of each session, ask: “Did we keep people safe?”": "Security Team: At the end of each session, ask: “Did we keep people safe?”", + "Emergency Response: At the end of each session, ask: “Did we solve anyone’s problems?”": "Emergency Response: At the end of each session, ask: “Did we solve anyone’s problems?”", + "Thrown in the Deep End: You started out knowing nothing about the supernatural, and you’re still catching up. At the end of each session, ask: “Did we learn something new about the supernatural world?”": "Thrown in the Deep End: You started out knowing nothing about the supernatural, and you’re still catching up. At the end of each session, ask: “Did we learn something new about the supernatural world?”", + "Protectors: It’s all about looking after people. At the end of each session, ask: “Did we prevent harm in our community?”": "Protectors: It’s all about looking after people. At the end of each session, ask: “Did we prevent harm in our community?”", + "Cosy Coven: You were never strangers to the supernatural, but nobody else suspects it. At the end of each session, ask: “Did we help with our supernatural powers, undetected?”": "Cosy Coven: You were never strangers to the supernatural, but nobody else suspects it. At the end of each session, ask: “Did we help with our supernatural powers, undetected?”", + "Rock: At the end of each session, ask: “Did we lay the smackdown on some evildoers?”": "Rock: At the end of each session, ask: “Did we lay the smackdown on some evildoers?”", + "Punk: At the end of each session, ask: “Did we fight for the downtrodden?”": "Punk: At the end of each session, ask: “Did we fight for the downtrodden?”", + "Pop: At the end of each session, ask: “Did we look awesome?”": "Pop: At the end of each session, ask: “Did we look awesome?”", + "Metal: At the end of each session, ask: “Did we battle gloriously?”": "Metal: At the end of each session, ask: “Did we battle gloriously?”", + "Hip-hop: At the end of each session, ask: “Did we improve things for the local community?”": "Hip-hop: At the end of each session, ask: “Did we improve things for the local community?”", + "Folk: At the end of each session, ask: “Did we learn about local history and folklore?”": "Folk: At the end of each session, ask: “Did we learn about local history and folklore?”", + "Country: At the end of each session, ask: “Will that make a great story, later?”": "Country: At the end of each session, ask: “Will that make a great story, later?”", + "Inquisition: You believe your organisation isn’t rotten to the core, it just has a few rotten apples. At the end of each session, ask: “Is the organisation better now?”": "Inquisition: You believe your organisation isn’t rotten to the core, it just has a few rotten apples. At the end of each session, ask: “Is the organisation better now?”", + "Redemption: You were once part of the organisation’s shady dealings but are disgusted by them now. At the end of each session, ask: “Did we repay part of the harm we caused as organisation members?”": "Redemption: You were once part of the organisation’s shady dealings but are disgusted by them now. At the end of each session, ask: “Did we repay part of the harm we caused as organisation members?”", + "Revolt: You’ve recently understood the organisation is rotten to the core and should be terminated. At the end of each session, ask: “Are we closer to destroying the organisation?”": "Revolt: You’ve recently understood the organisation is rotten to the core and should be terminated. At the end of each session, ask: “Are we closer to destroying the organisation?”", + "Vengeance: You want to become strong enough to destroy the Wild Hunt one day. At the end of each session, ask: “Did what we do bring us closer to destroying the Wild Hunt?”": "Vengeance: You want to become strong enough to destroy the Wild Hunt one day. At the end of each session, ask: “Did what we do bring us closer to destroying the Wild Hunt?”", + "Compassion: You don’t want others to suffer as you did. At the end of each session, ask: “Did we risk our freedom to protect someone else’s’?”": "Compassion: You don’t want others to suffer as you did. At the end of each session, ask: “Did we risk our freedom to protect someone else’s’?”", + "Homelessness: You want to have normal lives one day. At the end of each session, ask: “Did we put some effort into making our lives more normal?”": "Homelessness: You want to have normal lives one day. At the end of each session, ask: “Did we put some effort into making our lives more normal?”", + "Enemies": "Enemies", + "Pick an enemy for your team:": "Pick an enemy for your team:", + "General Grox, alien warlord.": "General Grox, alien warlord.", + "The werewolf conspiracy.": "The werewolf conspiracy.", + "The Order of the Silvery Stars, who worship some very bad alien god-things.": "The Order of the Silvery Stars, who worship some very bad alien god-things.", + "The Old Gods, who want to return and rule the world again.": "The Old Gods, who want to return and rule the world again.", + "A rival Bureau with dubious methods and goals.": "A rival Bureau with dubious methods and goals.", + "Halphas, a demon who has it in for you.": "Halphas, a demon who has it in for you.", + "All the vampires.": "All the vampires.", + "Dr Crepuscule, who steals unnatural power from captured monsters.": "Dr Crepuscule, who steals unnatural power from captured monsters.", + "The King in Yellow, a god/force of corruption, decadence, and disease.": "The King in Yellow, a god/force of corruption, decadence, and disease.", + "A cabal of ghosts trying to secure the secret of returning to life.": "A cabal of ghosts trying to secure the secret of returning to life.", + "Alpha, an immortal werewolf.": "Alpha, an immortal werewolf.", + "Seth Vail, a billionaire who wants to harness the power of monsters, starting with immortality for himself.": "Seth Vail, a billionaire who wants to harness the power of monsters, starting with immortality for himself.", + "The Father of Monsters, the cosmic entity who is the source of evil in the world.": "The Father of Monsters, the cosmic entity who is the source of evil in the world.", + "The Grey Priests, a conspiracy to bring about the end of the world and birth of a new one.": "The Grey Priests, a conspiracy to bring about the end of the world and birth of a new one.", + "Lord Grash, warlord of a monster dimension.": "Lord Grash, warlord of a monster dimension.", + "All the demons.": "All the demons.", + "The Anointed Hierophant, an occult sect leader who wants to break the walls between worlds.": "The Anointed Hierophant, an occult sect leader who wants to break the walls between worlds.", + "Chaos, a cosmic entity of disorder.": "Chaos, a cosmic entity of disorder.", + "TransWorldCorp, a business hoping to profit from other worlds via their rift machine, no matter the damage they do along the way.": "TransWorldCorp, a business hoping to profit from other worlds via their rift machine, no matter the damage they do along the way.", + "Apollyon, a demon king who wants to rule the Earth.": "Apollyon, a demon king who wants to rule the Earth.", + "Incursions of HEDEs (Hostile Extra-Dimensional Entities).": "Incursions of HEDEs (Hostile Extra-Dimensional Entities).", + "Masanori, a selfish tycoon chasing personal immortality.": "Masanori, a selfish tycoon chasing personal immortality.", + "A rival IMPS team, who always want to make it look like they saved the day and you screwed up.": "A rival IMPS team, who always want to make it look like they saved the day and you screwed up.", + "A chaos cult who want to break down the structures of the modern world, so they can rule it with their magical powers.": "A chaos cult who want to break down the structures of the modern world, so they can rule it with their magical powers.", + "Dr Weltschmerz, a bitter and angry scientist who wants all worlds to suffer.": "Dr Weltschmerz, a bitter and angry scientist who wants all worlds to suffer.", + "Jauna, a merchant from Monster Marches who deals in interdimensional slave trade.": "Jauna, a merchant from Monster Marches who deals in interdimensional slave trade.", + "Separator, an automaton guarding borders between the worlds.": "Separator, an automaton guarding borders between the worlds.", + "Iron Crusade, an invading force from a futuristic world.": "Iron Crusade, an invading force from a futuristic world.", + "Your own evil versions from a mirrored universe.": "Your own evil versions from a mirrored universe.", + "The Black Knight, a faerie lord.": "The Black Knight, a faerie lord.", + "A necromancer, with a plan to rule the world.": "A necromancer, with a plan to rule the world.", + "Metaphysical Exploitation Holdings (MEH), a corporation that profits from ill-advised experimentation and exploitation of the supernatural.": "Metaphysical Exploitation Holdings (MEH), a corporation that profits from ill-advised experimentation and exploitation of the supernatural.", + "A conspiracy of chaos cultists.": "A conspiracy of chaos cultists.", + "Allmine, a greedy and capricious demon of desire.": "Allmine, a greedy and capricious demon of desire.", + "All the evil doppelgangers.": "All the evil doppelgangers.", + "Professor Trundil, an occult scientist trying to steal your powers and magic.": "Professor Trundil, an occult scientist trying to steal your powers and magic.", + "Great Waghru, a primordial entity slumbering beneath the city, now stirring.": "Great Waghru, a primordial entity slumbering beneath the city, now stirring.", + "Brave New World, an undercover company trying to replace humans in your city with robots.": "Brave New World, an undercover company trying to replace humans in your city with robots.", + "Pethas, a dragon.": "Pethas, a dragon.", + "All the werewolves.": "All the werewolves.", + "Ozahr, an immortal and megalomaniac wizard.": "Ozahr, an immortal and megalomaniac wizard.", + "The Fates.": "The Fates.", + "A conspiracy of political leaders secretly creating a global dictatorship.": "A conspiracy of political leaders secretly creating a global dictatorship.", + "Bradshaw, an evil property developer.": "Bradshaw, an evil property developer.", + "The Ghost King.": "The Ghost King.", + "Dracula.": "Dracula.", + "Cryptids generally.": "Cryptids generally.", + "A conspiracy of wizards who want to take over the world.": "A conspiracy of wizards who want to take over the world.", + "Your manager.": "Your manager.", + "The Queen of the Bug Monsters.": "The Queen of the Bug Monsters.", + "The Monarch of Waste, a cosmic entity of disorder and ruin.": "The Monarch of Waste, a cosmic entity of disorder and ruin.", + "A conspiracy within the company, using the workplace for a sinister occult plan.": "A conspiracy within the company, using the workplace for a sinister occult plan.", + "The thing in the basement. You don’t know what it is, but it’s evil.": "The thing in the basement. You don’t know what it is, but it’s evil.", + "The Pale Man, the powerful and malevolent ghost of a mass murderer who lived here a long time ago.": "The Pale Man, the powerful and malevolent ghost of a mass murderer who lived here a long time ago.", + "All the ghouls. A big cemetery nearby attracts their attention.": "All the ghouls. A big cemetery nearby attracts their attention.", + "Bradshaw, a property developer who wants to rebuild the city—by any means necessary.": "Bradshaw, a property developer who wants to rebuild the city—by any means necessary.", + "Discord, goddess of chaos and disorder.": "Discord, goddess of chaos and disorder.", + "A conspiracy of vampires trying to take over your community.": "A conspiracy of vampires trying to take over your community.", + "White Travellers, ghosts that feed on natural, joyous emotions of people and leave people content with a humdrum life.": "White Travellers, ghosts that feed on natural, joyous emotions of people and leave people content with a humdrum life.", + "Ancient Purity, an occultist/fascist death metal band. They would be your enemies even without their abuse of mystical powers.": "Ancient Purity, an occultist/fascist death metal band. They would be your enemies even without their abuse of mystical powers.", + "The Man, a new god of authority, order, and following the rules.": "The Man, a new god of authority, order, and following the rules.", + "The Sanguine Circle, a conspiracy of vampires with cells in many cities and towns.": "The Sanguine Circle, a conspiracy of vampires with cells in many cities and towns.", + "Allies": "Allies", + "Choose your team allies from this list:": "Choose your team allies from this list:", + "Doctor “Blue,” a physician. They can help you recover from harm.": "Doctor “Blue,” a physician. They can help you recover from harm.", + "Professor “Blood,” a forensic scientist. They are who you go to when you need evidence analysed.": "Professor “Blood,” a forensic scientist. They are who you go to when you need evidence analysed.", + "Agent “Will,” a field investigator. They’re a veteran of the Bureau, and can help you navigate problems with colleagues.": "Agent “Will,” a field investigator. They’re a veteran of the Bureau, and can help you navigate problems with colleagues.", + "Aquila Squad, an ally team. They are unofficially known as “the Extreme Problems” squad. They can handle anything unfazed, but their solutions can be a little... messy.": "Aquila Squad, an ally team. They are unofficially known as “the Extreme Problems” squad. They can handle anything unfazed, but their solutions can be a little... messy.", + "SkullFangz, an ally team. This is a group of hackers you’ve made a sort of alliance with. They can help you get information through unorthodox channels, but they sometimes need you to do some odd or dubious favours in return.": "SkullFangz, an ally team. This is a group of hackers you’ve made a sort of alliance with. They can help you get information through unorthodox channels, but they sometimes need you to do some odd or dubious favours in return.", + "Detective Barnes, a police detective who you saved from a monster way back when. They’ll help you out with some information now and then, and possibly more when you’re on their turf.": "Detective Barnes, a police detective who you saved from a monster way back when. They’ll help you out with some information now and then, and possibly more when you’re on their turf.", + "Bingo, an always-online researcher into strangeness. They can put you in touch with people who need help, coordinate communication, and help you with research.": "Bingo, an always-online researcher into strangeness. They can put you in touch with people who need help, coordinate communication, and help you with research.", + "Sapphire, who has the ability to manipulate time in certain ways. You suspect she may be very long-lived or even immortal. She is not always easy to contact, and can appear unexpectedly.": "Sapphire, who has the ability to manipulate time in certain ways. You suspect she may be very long-lived or even immortal. She is not always easy to contact, and can appear unexpectedly.", + "Another group of travelling hunters, an ally team. They can back you up monster hunting—you’ve helped each other out several times, when things got tricky.": "Another group of travelling hunters, an ally team. They can back you up monster hunting—you’ve helped each other out several times, when things got tricky.", + "Universal Cleanup Services, an ally team. A franchise that specialises in cleaning up messes like crime scenes and monster attacks.": "Universal Cleanup Services, an ally team. A franchise that specialises in cleaning up messes like crime scenes and monster attacks.", + "Carlito, a nurse. They can patch up injured hunters.": "Carlito, a nurse. They can patch up injured hunters.", + "Charity, an occultist. She can tell you about and sometimes find weird old items.": "Charity, an occultist. She can tell you about and sometimes find weird old items.", + "Raven, a mystic. Has some ideas about the Chosen One’s destiny.": "Raven, a mystic. Has some ideas about the Chosen One’s destiny.", + "The Junior Entourage, an ally team. These are friends who aren’t in the core team. Good at getting around for area canvassing or distraction.": "The Junior Entourage, an ally team. These are friends who aren’t in the core team. Good at getting around for area canvassing or distraction.", + "Destiny’s Servants, an ally team. A secretive group sent to help you out. They’re good at fighting and acting suspicious.": "Destiny’s Servants, an ally team. A secretive group sent to help you out. They’re good at fighting and acting suspicious.", + "Hawthorn, a hedge witch. They’re able to cast a variety of small but useful spells.": "Hawthorn, a hedge witch. They’re able to cast a variety of small but useful spells.", + "Anya, a folklorist. They know a lot about the stories and history of the region.": "Anya, a folklorist. They know a lot about the stories and history of the region.", + "The Feeling of Not Knowing a Particular Fact, a visitor from another world. An explorer of worlds, they have a store of facts or rumours about many different dimensions. Describe their home world and look.": "The Feeling of Not Knowing a Particular Fact, a visitor from another world. An explorer of worlds, they have a store of facts or rumours about many different dimensions. Describe their home world and look.", + "Junior Guardians, an ally team. By tradition, younger members of your families and community are apprenticed to take over when you retire. They can help with any tasks that aren’t too dangerous.": "Junior Guardians, an ally team. By tradition, younger members of your families and community are apprenticed to take over when you retire. They can help with any tasks that aren’t too dangerous.", + "A flock of otherworldly creatures, an ally team. These non-Earthly animals can scout and warn you of danger, and also are quite cute. Describe their home world and look.": "A flock of otherworldly creatures, an ally team. These non-Earthly animals can scout and warn you of danger, and also are quite cute. Describe their home world and look.", + "Ó Corra, IMPS General Secretary. Having Ó Corra on your side is always going to be handy.": "Ó Corra, IMPS General Secretary. Having Ó Corra on your side is always going to be handy.", + "Klíma, IMPS forensic specialist. Klíma can help you get extra forensic analysis or expedite tests.": "Klíma, IMPS forensic specialist. Klíma can help you get extra forensic analysis or expedite tests.", + "Villaverde, IMPS librarian. Knows a lot about mystical and occult secrets.": "Villaverde, IMPS librarian. Knows a lot about mystical and occult secrets.", + "IMPS team EM–3. This team of IMPS agents specialise in dealing with big disasters. They can help manage and calm down civilians and provide support for your team.": "IMPS team EM–3. This team of IMPS agents specialise in dealing with big disasters. They can help manage and calm down civilians and provide support for your team.", + "Cryptidnet, a loose organisation of interested amateurs and researchers who collate rumours of weird activity. Great source of leads and supernatural rumours.": "Cryptidnet, a loose organisation of interested amateurs and researchers who collate rumours of weird activity. Great source of leads and supernatural rumours.", + "Justinian, a paladin. He’s always ready to fight evil alongside you and hopes one of you will one day be the lady (or lord) of his heart.": "Justinian, a paladin. He’s always ready to fight evil alongside you and hopes one of you will one day be the lady (or lord) of his heart.", + "NewLife, a bio-robot. They know a lot about life on various worlds, whether organic, tech-based, or magic-based.": "NewLife, a bio-robot. They know a lot about life on various worlds, whether organic, tech-based, or magic-based.", + "Darween, a diplomat. Coming from the Monster Marches, she hates disunity and wants good people of all worlds to cooperate.": "Darween, a diplomat. Coming from the Monster Marches, she hates disunity and wants good people of all worlds to cooperate.", + "The Queen’s Musketeers. Brave, dashing and ready to fight with monsters both in Helos and beyond, but won’t do anything that directly contradicts Queen Helena the Radiant’s orders.": "The Queen’s Musketeers. Brave, dashing and ready to fight with monsters both in Helos and beyond, but won’t do anything that directly contradicts Queen Helena the Radiant’s orders.", + "Spirit Healers. They come from a Stone Age world and want to heal all spiritual ills of all worlds. They oppose killing monsters because they believe monsters should be healed and reintegrated instead.": "Spirit Healers. They come from a Stone Age world and want to heal all spiritual ills of all worlds. They oppose killing monsters because they believe monsters should be healed and reintegrated instead.", + "Zhu, a law enforcement officer. They can help you with legal difficulties in their jurisdiction.": "Zhu, a law enforcement officer. They can help you with legal difficulties in their jurisdiction.", + "Davis, a therapist specialising in trauma recovery.": "Davis, a therapist specialising in trauma recovery.", + "Dr Basu, a medical doctor.": "Dr Basu, a medical doctor.", + "The next generation, an ally team. These younger monster hunters are relatives of those who died in the battle, taking up the family calling.": "The next generation, an ally team. These younger monster hunters are relatives of those who died in the battle, taking up the family calling.", + "The Network, an ally team. This is a group of people who keep watch for big supernatural dangers, and can get you warnings in time to intervene.": "The Network, an ally team. This is a group of people who keep watch for big supernatural dangers, and can get you warnings in time to intervene.", + "Shinzō, a retro-weaponsmith. Their creations look like fancy souvenirs but have various magical properties.": "Shinzō, a retro-weaponsmith. Their creations look like fancy souvenirs but have various magical properties.", + "FaceBog, a doppelganger. They’ll impersonate you at various social events if you ask them nicely.": "FaceBog, a doppelganger. They’ll impersonate you at various social events if you ask them nicely.", + "Hedwig, a journalist. She believes in your public causes and is willing to cover up some things for you, but sometimes asks difficult questions.": "Hedwig, a journalist. She believes in your public causes and is willing to cover up some things for you, but sometimes asks difficult questions.", + "Monster Hunters Fan Club. They know your secret identities, but not your public ones.": "Monster Hunters Fan Club. They know your secret identities, but not your public ones.", + "Spirits of the city’s founders. They remember how the city once was and have clashed with occult forces that threaten it.": "Spirits of the city’s founders. They remember how the city once was and have clashed with occult forces that threaten it.", + "Dumont, the fixer. Dumont can find leads on jobs, and sometime scare up special gear.": "Dumont, the fixer. Dumont can find leads on jobs, and sometime scare up special gear.", + "Chang, a government official. They can help you with legal entanglements. Sometimes.": "Chang, a government official. They can help you with legal entanglements. Sometimes.", + "Dr Accorso. A medical doctor, ready to help with injuries or illness. No questions asked.": "Dr Accorso. A medical doctor, ready to help with injuries or illness. No questions asked.", + "The Irregulars, an ally team. They’re a general group of support crew that help you out. Mechanics, technicians, and the like.": "The Irregulars, an ally team. They’re a general group of support crew that help you out. Mechanics, technicians, and the like.", + "The Crooked Hearts, another mercenary monster hunting crew. You’ve worked together on some big jobs.": "The Crooked Hearts, another mercenary monster hunting crew. You’ve worked together on some big jobs.", + "Leon/Lyn, an authority figure (parent, teacher, etc.). Helpful dealing with officials.": "Leon/Lyn, an authority figure (parent, teacher, etc.). Helpful dealing with officials.", + "Romain, a librarian. Good at finding out details.": "Romain, a librarian. Good at finding out details.", + "A very smart pet. Pick their species and give them a name:": "A very smart pet. Pick their species and give them a name:", + "Your friend group, an ally team. Great for distractions.": "Your friend group, an ally team. Great for distractions.", + "Internet mystery circle, an ally team. Good for finding out weird facts and rumours.": "Internet mystery circle, an ally team. Good for finding out weird facts and rumours.", + "Aminat Salek, a client or customer who has a knack for finding whatever is weirdest.": "Aminat Salek, a client or customer who has a knack for finding whatever is weirdest.", + "Ahearn, a consultant. They can help you out with how things go on behind the scenes.": "Ahearn, a consultant. They can help you out with how things go on behind the scenes.", + "De Luca, from human resources. They can cover for absences and sometimes tell you what management is planning.": "De Luca, from human resources. They can cover for absences and sometimes tell you what management is planning.", + "The day shift, an ally team. They can help out when you need to sleep.": "The day shift, an ally team. They can help out when you need to sleep.", + "Asani, an old and knowledgeable witch.": "Asani, an old and knowledgeable witch.", + "Petersen, a police officer. Community-minded, they know you help people out and they help you too.": "Petersen, a police officer. Community-minded, they know you help people out and they help you too.", + "Red, cafe/bar/restaurant manager. You’re always welcome in their place, and they hear a lot of gossip.": "Red, cafe/bar/restaurant manager. You’re always welcome in their place, and they hear a lot of gossip.", + "The SWG, an ally team. These are newer members of the SWG. They can patrol, report events, and help people to safety. They’re not ready to take on monsters directly.": "The SWG, an ally team. These are newer members of the SWG. They can patrol, report events, and help people to safety. They’re not ready to take on monsters directly.", + "The sports club, an ally team. What sport do you all play? The other club members will do you a favour now and then. Useful for getting information from organisations you don’t have direct access to.": "The sports club, an ally team. What sport do you all play? The other club members will do you a favour now and then. Useful for getting information from organisations you don’t have direct access to.", + "Carlos, a roadie. They can do pretty much anything with reasonable competence.": "Carlos, a roadie. They can do pretty much anything with reasonable competence.", + "Charity, an occultist. She can tell you about mystical stuff you find and sometimes get you weird old items.": "Charity, an occultist. She can tell you about mystical stuff you find and sometimes get you weird old items.", + "Dr An Seulgi. She can help patch you up if you get hurt, and provide “special” prescriptions as long as you don’t abuse them too badly.": "Dr An Seulgi. She can help patch you up if you get hurt, and provide “special” prescriptions as long as you don’t abuse them too badly.", + "Eldritch Records, your label. You can hit them up for a little money, legal help, or contact details for folks in the music business.": "Eldritch Records, your label. You can hit them up for a little money, legal help, or contact details for folks in the music business.", + "Your fan club, an ally team. They’re keen to help, but they’re mainly just a bunch of kids (possibly kids in their late teens or early twenties, but still).": "Your fan club, an ally team. They’re keen to help, but they’re mainly just a bunch of kids (possibly kids in their late teens or early twenties, but still).", + "LOLweb, a hacker. They track the organisation’s web activity and try to hinder it but don’t believe in monsters.": "LOLweb, a hacker. They track the organisation’s web activity and try to hinder it but don’t believe in monsters.", + "Faruq, an office worker in the organisation. He also feels there’s something wrong but is too afraid to act openly about it.": "Faruq, an office worker in the organisation. He also feels there’s something wrong but is too afraid to act openly about it.", + "Grethel, a government official. She keeps track of various supernatural occurrences and organisations that deal with them.": "Grethel, a government official. She keeps track of various supernatural occurrences and organisations that deal with them.", + "Organisation ex-members. Each of them has seen a bit of bad things that happen there and can help you piece together the bigger picture.": "Organisation ex-members. Each of them has seen a bit of bad things that happen there and can help you piece together the bigger picture.", + "Independent hunters. Far less experienced than you but sometimes can do things you can’t due to being observed by the organisation.": "Independent hunters. Far less experienced than you but sometimes can do things you can’t due to being observed by the organisation.", + "Soyfly, a pixie. She knows a lot of recent gossip about the Wild Hunt.": "Soyfly, a pixie. She knows a lot of recent gossip about the Wild Hunt.", + "Althea, a private aviator. She believes the sky should be free for everyone, not just some creepy horsemen.": "Althea, a private aviator. She believes the sky should be free for everyone, not just some creepy horsemen.", + "Caragh, a banshee. She once rode with the Hunt and now helps other fugitives, but never reveals how she escaped.": "Caragh, a banshee. She once rode with the Hunt and now helps other fugitives, but never reveals how she escaped.", + "New Start, an NGO that helps refugees. They focus on political and war refugees, but allow you to use their facilities.": "New Start, an NGO that helps refugees. They focus on political and war refugees, but allow you to use their facilities.", + "The Savage Ride, the Wild Hunt’s rivals. They’ll do anything to hinder the Hunt, but are violent and fickle themselves.": "The Savage Ride, the Wild Hunt’s rivals. They’ll do anything to hinder the Hunt, but are violent and fickle themselves." } \ No newline at end of file diff --git a/Monster of the Week Official/translations/af.json b/Monster of the Week Official/translations/af.json index 652c282c0a..21082ddf17 100644 --- a/Monster of the Week Official/translations/af.json +++ b/Monster of the Week Official/translations/af.json @@ -1192,7 +1192,6 @@ "custom-move-name": "Name", "custom-move-description": "Description", "custom-gear": "Playbook Gear", - "start_newstuff": "", "unused": "Unused", "all": "All", "starting": "Starting", @@ -1290,7 +1289,7 @@ "eos-ref": "At the end of each session, the Keeper will ask the following questions:
    • Did we conclude the current mystery?
    • Did we save someone from certain death (or worse)?
    • Did we learn something new and important about the world?
    • Did we learn something new and important about one of the hunters?
    If you get one or two \"Yes\" answers, mark one experience. If you get three or four, mark two.", "pick-book": "Pick Your Playbook", "pick-book-desc": "Pick your playbook using the menu in the upper right corner or the buttons in the lists below. Once you pick a playbook, starting stats options are found at the bottom of the first main column (not including the stats column).", - "motw-books": "Monster of the Week Revised Edition Playbooks", + "motw-books": "Monster of the Week Hardcover Edition Playbooks", "chosen-desc": "A once-ordinary person who discovered they have a special destiny, and who has been given the power to accomplish it. The Chosen is good in a fight, with some weird powers. E.g. Buffy from Buffy the Vampire Slayer.", "crooked-desc": "A criminal turned monster hunter, haunted by their past and enemies. The Crooked is good in social situations and has a lot of contacts. E.g. Anna Valmont from The Dresden Files, Peter Bishop from Fringe.", "divine-desc": "An agent of a higher power, with a mission to fulfill. The Divine is very tough and has been granted holy powers. E.g. Castiel from Supernatural; Michael Carpenter from The Dresden Files.", @@ -1621,6 +1620,7 @@ "animating-force": "Animating Force", "animating-force-desc": "There is a force that gives you life, which cannot harm you. You do not eat, breathe, drink, or heal naturally. Instead, repair yourself with your recharge move. Pick an energy type:", "lightning": "Lightning", + "fire": "Fire", "music": "Music", "clockwork": "Clockwork", "orgone": "Orgone", @@ -1686,7 +1686,6 @@ "hardcase2020-move6": "Inspired Guesswork: When you investigate a mystery, you may spend 1 Fire to add 1 extra hold. The extra question must be about powers, motivations, or weaknesses.", "hardcase2020-move7": "Stone Cold: You never really get ruffled by danger. Gain +1 whenever pain or fear requires you act under pressure. Your nearby allies also gain this bonus against pain and fear, as long as you keep it together.", "hardcase2020-move8": "Weapon Master: When you take possession of a new weapon you may add, remove, or change one tag. This change only applies for you. When you get this move, apply it to all your current weapons.", - "fire": "Fire", "calm": "Calm", "raging": "Raging", "hardcase-vehicles": "Vehicles", @@ -1716,5 +1715,610 @@ "hardcase2020-gear22": "A spell formula, written on a napkin", "hardcase2020-advance1": "Your Fire track increases to 13 boxes.", "constructed-unstable": "You get 10 harm boxes and do not become unstable.", - "end_newstuff": "" + "team-playbooks": "Team Playbooks", + "team-playbook-choice": "Choose a Team Playbook", + "Team Playbook": "Team Playbook", + "Agents in Black": "Agents in Black", + "Always on the Road": "Always on the Road", + "The Chosen One and Entourage": "The Chosen One and Entourage", + "Guardians of the Borderland": "Guardians of the Borderland", + "IMPS (International Monster and Paranormal Service)": "IMPS (International Monster and Paranormal Service)", + "Interdimensional Crisis Team": "Interdimensional Crisis Team", + "The Last Survivors": "The Last Survivors", + "League of Double Lives": "League of Double Lives", + "Mercenaries": "Mercenaries", + "Mystery Club": "Mystery Club", + "The Night Shift": "The Night Shift", + "Suburban Watch Group": "Suburban Watch Group", + "Touring Band": "Touring Band", + "Whistleblowers": "Whistleblowers", + "Wild Hunt Fugitives": "Wild Hunt Fugitives", + "pick-teambook-desc": "Pick your team playbook using the menu in the upper right corner or the buttons in the lists below.", + "This team playbook has the hunters working for the Bureau—a clandestine organisation dedicated to hiding the existence of monsters and the supernatural from the general public.": "This team playbook has the hunters working for the Bureau—a clandestine organisation dedicated to hiding the existence of monsters and the supernatural from the general public.", + "You’re a travelling hunter team. Every week is a new town with a new problem.": "You’re a travelling hunter team. Every week is a new town with a new problem.", + "This team centres on a Chosen One and their friends who help with monster hunting. There’s also room for a mentor.": "This team centres on a Chosen One and their friends who help with monster hunting. There’s also room for a mentor.", + "This team playbook has the hunters as wardens of a liminal region: somewhere where the borders of the world are thin, where monsters and magic can slip through and cause trouble.": "This team playbook has the hunters as wardens of a liminal region: somewhere where the borders of the world are thin, where monsters and magic can slip through and cause trouble.", + "The International Monster and Paranormal Service (IMPS) was created to keep humanity safe from supernatural threats. It’s not clear who funds them, although most people assume it’s some kind of United Nations agency. IMPS isn’t secret, but they keep things as quiet as possible This team playbook sets your hunters as one of the elite IMPS teams that travels the world to deal with monster incidents.": "The International Monster and Paranormal Service (IMPS) was created to keep humanity safe from supernatural threats. It’s not clear who funds them, although most people assume it’s some kind of United Nations agency. IMPS isn’t secret, but they keep things as quiet as possible This team playbook sets your hunters as one of the elite IMPS teams that travels the world to deal with monster incidents.", + "Your world isn’t the only one that needs monster hunting help from time to time. And when others do, you travel through portals, loopholes, and other oddities to help. Interdimensional Crisis Team perfectly fits over-the-top, parody games. More serious stories about interdimensional problems are handled better by Guardians of the Borderland.": "Your world isn’t the only one that needs monster hunting help from time to time. And when others do, you travel through portals, loopholes, and other oddities to help. Interdimensional Crisis Team perfectly fits over-the-top, parody games. More serious stories about interdimensional problems are handled better by Guardians of the Borderland.", + "This hunter team were the only people who lived through a terrible (maybe even apocalyptic) battle. You had many allies at your side, but they didn’t make it.": "This hunter team were the only people who lived through a terrible (maybe even apocalyptic) battle. You had many allies at your side, but they didn’t make it.", + "You’re monster hunters but also important society members in a city. Your ties to the society give you various forms of influence but also mean you somehow have to manage two lives at once. The world isn’t ready to learn about your monster hunting and even less about the monsters themselves.": "You’re monster hunters but also important society members in a city. Your ties to the society give you various forms of influence but also mean you somehow have to manage two lives at once. The world isn’t ready to learn about your monster hunting and even less about the monsters themselves.", + "This team playbook has the hunters working for hire. They save people and hunt monsters, sure, but they also want to get paid at the end of the day.": "This team playbook has the hunters working for hire. They save people and hunt monsters, sure, but they also want to get paid at the end of the day.", + "This is a hunter team of investigators, with a focus on less horrific and more comedic mysteries. This particularly suits games with younger players, or younger hunters. This team playbook strongly pushes the game towards silliness and jokes, so be sure you’re ready for that if you’re considering taking it.": "This is a hunter team of investigators, with a focus on less horrific and more comedic mysteries. This particularly suits games with younger players, or younger hunters. This team playbook strongly pushes the game towards silliness and jokes, so be sure you’re ready for that if you’re considering taking it.", + "This team playbook has the hunters comprising the night shift at a workplace. A workplace that gets way more than its fair share of supernatural problems.": "This team playbook has the hunters comprising the night shift at a workplace. A workplace that gets way more than its fair share of supernatural problems.", + "This is a group of hunters who began as regular folks looking out for their local neighbourhood or town. It emphasises relationships outside of monster hunting and a focus on normal life as well as your adventures.": "This is a group of hunters who began as regular folks looking out for their local neighbourhood or town. It emphasises relationships outside of monster hunting and a focus on normal life as well as your adventures.", + "This team is a band, eternally on tour. Everywhere you have a gig booked, it seems like something bad is going down. Between sound check and putting on the show, you gotta deal with whatever is eating people in this town.": "This team is a band, eternally on tour. Everywhere you have a gig booked, it seems like something bad is going down. Between sound check and putting on the show, you gotta deal with whatever is eating people in this town.", + "All the hunters in your team are members of a monster hunting organisation, and you start suspecting there’s something fishy about this group. This team playbook shares many elements of the Initiate and Professional playbooks because it essentially represents playing an entire team of Initiates and/or Professionals. You shouldn’t choose those playbooks when playing as the Whistleblowers—unless the Keeper agrees some characters belong to a different organisation as well, which might make the situation even more messy.": "All the hunters in your team are members of a monster hunting organisation, and you start suspecting there’s something fishy about this group. This team playbook shares many elements of the Initiate and Professional playbooks because it essentially represents playing an entire team of Initiates and/or Professionals. You shouldn’t choose those playbooks when playing as the Whistleblowers—unless the Keeper agrees some characters belong to a different organisation as well, which might make the situation even more messy.", + "You joined or were abducted by the Wild Hunt. You gained some supernatural skills while riding with it, but then escaped it. Now you use your experience to hunt monsters, evade the Hunt and, maybe, destroy it one day.": "You joined or were abducted by the Wild Hunt. You gained some supernatural skills while riding with it, but then escaped it. Now you use your experience to hunt monsters, evade the Hunt and, maybe, destroy it one day.", + "Getting Started": "Getting Started", + "Determine the nature of the Event.": "Determine the nature of the Event.", + "Decide the history between you and the Wild Hunt.": "Decide the history between you and the Wild Hunt.", + "Pick your style (and associated improvement question).": "Pick your style (and associated improvement question).", + "Figure out the nature of the Bureau.": "Figure out the nature of the Bureau.", + "Create your city.": "Create your city.", + "Pick your obligations.": "Pick your obligations.", + "Come up with a band name.": "Come up with a band name.", + "Pick a starting team ally.": "Pick a starting team ally.", + "Customize the organisation.": "Customize the organisation.", + "Pick your starting team move and 2 boxes of assets.": "Pick your starting team move and 2 boxes of assets.", + "Pick a starting team ally, move, and assets.": "Pick a starting team ally, move, and assets.", + "Pick a starting team enemy, ally, move, and 2 boxes of assets.": "Pick a starting team enemy, ally, move, and 2 boxes of assets.", + "Put on some music and hit the road.": "Put on some music and hit the road.", + "Await the next weird prophecy.": "Await the next weird prophecy.", + "Check the boundaries for incursions.": "Check the boundaries for incursions.", + "Report for your mission briefing.": "Report for your mission briefing.", + "Prepare for the next disaster.": "Prepare for the next disaster.", + "Ponder your responsibilities, as you await the call.": "Ponder your responsibilities, as you await the call.", + "See who’s hiring today.": "See who’s hiring today.", + "Next meeting is at the clubroom on Tuesday afternoon.": "Next meeting is at the clubroom on Tuesday afternoon.", + "Clock in and prepare for another night of drudgery.": "Clock in and prepare for another night of drudgery.", + "Walk the streets. Keep an eye out for evildoers.": "Walk the streets. Keep an eye out for evildoers.", + "You have half an hour before we fly to the next city. Soundcheck at 7, you’re on at 8.": "You have half an hour before we fly to the next city. Soundcheck at 7, you’re on at 8.", + "Snoop around the boss’s office while they’re in a meeting.": "Snoop around the boss’s office while they’re in a meeting.", + "Stay wary, that sounded like howls in the wind.": "Stay wary, that sounded like howls in the wind.", + "The Bureau": "The Bureau", + "Prompts": "Prompts", + "The Bureau setup is determined by the group. Record your answers to these prompts in the Notes section below.": "The Bureau setup is determined by the group. Record your answers to these prompts in the Notes section below.", + "If you have a hunter who belongs to an organisation already—like a Professional or an Initiate—you may combine their setup with the Bureau setup. Figure out how the two perspectives work for your Bureau. If you don’t like that idea, you can also keep them separate (which will lead to its own drama with split loyalties and rivalries).": "If you have a hunter who belongs to an organisation already—like a Professional or an Initiate—you may combine their setup with the Bureau setup. Figure out how the two perspectives work for your Bureau. If you don’t like that idea, you can also keep them separate (which will lead to its own drama with split loyalties and rivalries).", + "Now determine the nature of the Bureau:": "Now determine the nature of the Bureau:", + "Is the Bureau an open, covert, or secret organisation? An open Bureau exists openly but has a cover responsibility to distract from their real mission. A covert Bureau doesn’t explicitly hide themselves, but they try not to draw attention. A secret Bureau has no official records and operates completely in the shadows.": "Is the Bureau an open, covert, or secret organisation? An open Bureau exists openly but has a cover responsibility to distract from their real mission. A covert Bureau doesn’t explicitly hide themselves, but they try not to draw attention. A secret Bureau has no official records and operates completely in the shadows.", + "Who is your team’s handler or commanding officer and what are they like? Create your own or pick one of these:": "Who is your team’s handler or commanding officer and what are they like? Create your own or pick one of these:", + "Special Agent “Coop” is a genial, avuncular middle-aged man. He’s disorganised and often loses track of details, but he always has the team’s back.": "Special Agent “Coop” is a genial, avuncular middle-aged man. He’s disorganised and often loses track of details, but he always has the team’s back.", + "Special Agent “Star” is a harsh boss. She doesn’t really seem to like you, and you never seem to measure up to her standards of “perfection plus.” She runs everything by the book (this can be good or bad for you).": "Special Agent “Star” is a harsh boss. She doesn’t really seem to like you, and you never seem to measure up to her standards of “perfection plus.” She runs everything by the book (this can be good or bad for you).", + "Provisional Special Agent “Fireball” is young and excitable. They prefer you deal with problems in a scorched earth style, without regard for consequences. That is also their management style.": "Provisional Special Agent “Fireball” is young and excitable. They prefer you deal with problems in a scorched earth style, without regard for consequences. That is also their management style.", + "Who do you think is really running the Bureau? The government? A secret global government? Some other government? A billionaire? A secret conspiracy dating back to Uruk’s priesthood? Something else?": "Who do you think is really running the Bureau? The government? A secret global government? Some other government? A billionaire? A secret conspiracy dating back to Uruk’s priesthood? Something else?", + "The Event": "The Event", + "What is the terrible situation you all survived together?": "What is the terrible situation you all survived together?", + "A concerted assault by monsters, as you took shelter in an isolated cabin.": "A concerted assault by monsters, as you took shelter in an isolated cabin.", + "A single terrifying monster invaded your homes.": "A single terrifying monster invaded your homes.", + "It was the only chance to avert an apocalypse.": "It was the only chance to avert an apocalypse.", + "An invasion from another dimension.": "An invasion from another dimension.", + "People around you were transformed into monsters.": "People around you were transformed into monsters.", + "You were strangers in a small town filled with murderous monsters, on festival day.": "You were strangers in a small town filled with murderous monsters, on festival day.", + "Something else:": "Something else:", + "Decide who the allies were who fought alongside you and died in battle. Each hunter picks one.": "Decide who the allies were who fought alongside you and died in battle. Each hunter picks one.", + "A monster hunting teammate.": "A monster hunting teammate.", + "Your spouse or lover.": "Your spouse or lover.", + "Your sibling.": "Your sibling.", + "A parent.": "A parent.", + "A child.": "A child.", + "Your mentor.": "Your mentor.", + "Your protégée.": "Your protégée.", + "Your dog (or other pet).": "Your dog (or other pet).", + "Someone else:": "Someone else:", + "Then decide how you saved the day in the end. Whatever it was, it came at great personal cost (beyond the loss you just chose).": "Then decide how you saved the day in the end. Whatever it was, it came at great personal cost (beyond the loss you just chose).", + "The City": "The City", + "The city you all protect will be an important aspect of the story, more of a collective character of your mysteries than just a background element. Each player should choose one key aspect of the city from one of the following lists. Balance between good and bad things as fits the mood of your campaign.": "The city you all protect will be an important aspect of the story, more of a collective character of your mysteries than just a background element. Each player should choose one key aspect of the city from one of the following lists. Balance between good and bad things as fits the mood of your campaign.", + "Good things": "Good things", + "Cozy": "Cozy", + "Affluent": "Affluent", + "Good social care": "Good social care", + "Proud of its past": "Proud of its past", + "Lots of monuments": "Lots of monuments", + "Highly ecological": "Highly ecological", + "Transparent politics": "Transparent politics", + "Technological hub": "Technological hub", + "The nation’s main transport hub": "The nation’s main transport hub", + "Protected by benevolent magic": "Protected by benevolent magic", + "Beloved by travel vloggers": "Beloved by travel vloggers", + "An extremely famous mayor": "An extremely famous mayor", + "A university with unique departments": "A university with unique departments", + "Other:": "Other:", + "Bad things": "Bad things", + "Alienating": "Alienating", + "Poor": "Poor", + "Big social inequality": "Big social inequality", + "Shameful past": "Shameful past", + "Nothing worth sightseeing": "Nothing worth sightseeing", + "Highly polluted": "Highly polluted", + "Shady politics": "Shady politics", + "No prospects for the future": "No prospects for the future", + "Shady military bases": "Shady military bases", + "Gangs that terrorize the entire region": "Gangs that terrorize the entire region", + "Believed to bring bad luck": "Believed to bring bad luck", + "Struck by a powerful curse": "Struck by a powerful curse", + "Obligations": "Obligations", + "Your social status carries some obligations with it. At the beginning of a mystery, the Keeper holds 3. They can spend 1 hold to introduce one of the obligations. When it’s introduced, at least half of you must attend, otherwise you can lose allies or tempt mundane people to investigate your lives.": "Your social status carries some obligations with it. At the beginning of a mystery, the Keeper holds 3. They can spend 1 hold to introduce one of the obligations. When it’s introduced, at least half of you must attend, otherwise you can lose allies or tempt mundane people to investigate your lives.", + "Choose or create two obligations you have:": "Choose or create two obligations you have:", + "Attending parties and balls.": "Attending parties and balls.", + "Attending important conferences.": "Attending important conferences.", + "Ceremonially opening new buildings.": "Ceremonially opening new buildings.", + "Meeting children at schools.": "Meeting children at schools.", + "Tutoring promising students one on one.": "Tutoring promising students one on one.", + "Appearing on TV.": "Appearing on TV.", + "The Organisation": "The Organisation", + "You create the details about your organisation, choosing options from the following lists. Things you suspect can pertain either to the organisation as a whole or to an influential group within it. At least two of the things you suspect are true, the Keeper decides which ones.": "You create the details about your organisation, choosing options from the following lists. Things you suspect can pertain either to the organisation as a whole or to an influential group within it. At least two of the things you suspect are true, the Keeper decides which ones.", + "Official goals": "Official goals", + "(choose one or two)": "(choose one or two)", + "Slay monsters": "Slay monsters", + "Contain monsters": "Contain monsters", + "Govern safe use of magic": "Govern safe use of magic", + "Research monsters": "Research monsters", + "Research paranatural phenomena": "Research paranatural phenomena", + "Keep monsters and magic secret": "Keep monsters and magic secret", + "Goal you suspect": "Goal you suspect", + "(choose one)": "(choose one)", + "Training an army of monsters": "Training an army of monsters", + "Creating new monsters": "Creating new monsters", + "Stealing the monsters’ powers": "Stealing the monsters’ powers", + "Keeping all magic to themselves": "Keeping all magic to themselves", + "Taking over the world": "Taking over the world", + "Destroying the world": "Destroying the world", + "Official resources": "Official resources", + "(choose two)": "(choose two)", + "Ancient lore": "Ancient lore", + "Modernised": "Modernised", + "Chapters everywhere": "Chapters everywhere", + "Secular power": "Secular power", + "Rich": "Rich", + "Rigorous training": "Rigorous training", + "Offices all over the place": "Offices all over the place", + "Good intel": "Good intel", + "Support teams": "Support teams", + "Suspected resources": "Suspected resources", + "Demonology": "Demonology", + "Necromancy": "Necromancy", + "Deals with monsters": "Deals with monsters", + "Manipulated minions": "Manipulated minions", + "Manipulated cultists": "Manipulated cultists", + "Bribed officials": "Bribed officials", + "Sacrificing members": "Sacrificing members", + "Obvious flaws": "Obvious flaws", + "Tradition-bound": "Tradition-bound", + "Paranoid and secretive": "Paranoid and secretive", + "Closed hierarchy": "Closed hierarchy", + "Strict laws": "Strict laws", + "Mystical oaths": "Mystical oaths", + "Bureaucratic": "Bureaucratic", + "Hostile superiors": "Hostile superiors", + "Take-no-prisoners policy": "Take-no-prisoners policy", + "Live capture policy": "Live capture policy", + "Suspected flaws": "Suspected flaws", + "Total obedience": "Total obedience", + "Tyrannical leaders": "Tyrannical leaders", + "Protects member criminals": "Protects member criminals", + "The Wild Hunt": "The Wild Hunt", + "You were part of the Wild Hunt, a group of violent fey and spirits riding the world and striking fear into the hearts of people. Detail the Wild Hunt here.": "You were part of the Wild Hunt, a group of violent fey and spirits riding the world and striking fear into the hearts of people. Detail the Wild Hunt here.", + "Who Rides With The Hunt?": "Who Rides With The Hunt?", + "Elves": "Elves", + "Trolls": "Trolls", + "Demons": "Demons", + "Wraiths": "Wraiths", + "Banshees": "Banshees", + "Werewolves": "Werewolves", + "Something Else": "Something Else", + "The Wild Hunt has a leader, probably a king or a queen. Give them a name or a title:": "The Wild Hunt has a leader, probably a king or a queen. Give them a name or a title:", + "Choose or invent their impressive powers, at least two:": "Choose or invent their impressive powers, at least two:", + "Grant immortality": "Grant immortality", + "Grant lycanthropy": "Grant lycanthropy", + "Steal emotion": "Steal emotion", + "See destinies": "See destinies", + "Set destinies": "Set destinies", + "Control weather": "Control weather", + "Grant sentience to animals": "Grant sentience to animals", + "Grant sentience to weapons": "Grant sentience to weapons", + "Why were you a part of the Wild Hunt?": "Why were you a part of the Wild Hunt?", + "Each player can choose a different answer:": "Each player can choose a different answer:", + "I was kidnapped by the Hunt": "I was kidnapped by the Hunt", + "I sold my soul to the Hunt": "I sold my soul to the Hunt", + "I wanted to ride with the Hunt": "I wanted to ride with the Hunt", + "I’m a supernatural creature who’s a part of the Hunt": "I’m a supernatural creature who’s a part of the Hunt", + "Something else": "Something else", + "Then all of you escaped, sick with the Hunt’s atrocities or their treatment of you.": "Then all of you escaped, sick with the Hunt’s atrocities or their treatment of you.", + "How Did You Escape?": "How Did You Escape?", + "How did you escape?": "How did you escape?", + "With a clever plan": "With a clever plan", + "By sheer luck": "By sheer luck", + "With outside help": "With outside help", + "Thanks to a loophole in your fae contract": "Thanks to a loophole in your fae contract", + "The Wild Hunt keeps looking for you. How do they do it?": "The Wild Hunt keeps looking for you. How do they do it?", + "Choose two ways:": "Choose two ways:", + "They give other monsters this in exchange for information.": "They give other monsters this in exchange for information.", + "They track the internet, but they can’t monitor one part of it:": "They track the internet, but they can’t monitor one part of it:", + "They can see you when you’re outside in one type of weather, namely:": "They can see you when you’re outside in one type of weather, namely:", + "They sense you when you use magic unless you take a precaution, namely:": "They sense you when you use magic unless you take a precaution, namely:", + "What will the Wild Hunt do if they find you?": "What will the Wild Hunt do if they find you?", + "Kill you.": "Kill you.", + "Torment you.": "Torment you.", + "Make you join the Hunt again.": "Make you join the Hunt again.", + "Make you slaves.": "Make you slaves.", + "Notes": "Notes", + "Team Moves": "Team Moves", + "Choose your team moves from this list. The first one is a good default choice:": "Choose your team moves from this list. The first one is a good default choice:", + "Memory Eraser: You have been issued handheld devices to erase memories from civilians. When you target a person and activate the device, say how many hours you want to erase (1–6) and roll +Weird. On a 10+, those memories are gone. On a 7–9, the memories are gone but the target knows something strange happened.": "Memory Eraser: You have been issued handheld devices to erase memories from civilians. When you target a person and activate the device, say how many hours you want to erase (1–6) and roll +Weird. On a 10+, those memories are gone. On a 7–9, the memories are gone but the target knows something strange happened.", + "Authority Override: If local officials are causing trouble, you can get them pulled off the case. This may—of course—make them more suspicious.": "Authority Override: If local officials are causing trouble, you can get them pulled off the case. This may—of course—make them more suspicious.", + "Containment Field Projector: Place the projector and activate it, choosing a range from 1–20 meters. A spherical shield is created, allowing nothing in or out. Lasts until deactivated by remote or in an hour when the battery runs out. There’s time to get out of the zone, but only just.": "Containment Field Projector: Place the projector and activate it, choosing a range from 1–20 meters. A spherical shield is created, allowing nothing in or out. Lasts until deactivated by remote or in an hour when the battery runs out. There’s time to get out of the zone, but only just.", + "Anonymity: Your identity isn’t traceable via official databases or records. Enemies or bystanders can’t find out anything about your history through any official channels. Additionally, any distinguishing features are removed from photo, videos, or voice recordings of you when they’re processed by any regular computer or phone.": "Anonymity: Your identity isn’t traceable via official databases or records. Enemies or bystanders can’t find out anything about your history through any official channels. Additionally, any distinguishing features are removed from photo, videos, or voice recordings of you when they’re processed by any regular computer or phone.", + "Not Right: You all have a creepy, uncanny valley style aura or look that counts as a reason for manipulating a bystander with threats.": "Not Right: You all have a creepy, uncanny valley style aura or look that counts as a reason for manipulating a bystander with threats.", + "Something Different: Take a move from another team playbook.": "Something Different: Take a move from another team playbook.", + "Change Team Style: Pick a new team style. You now use that one instead of the one you first chose.": "Change Team Style: Pick a new team style. You now use that one instead of the one you first chose.", + "Home Away from Home: Whenever you arrive in a new town, you immediately find a motel and a cafe that are friendly and welcoming. One or the other will turn out to have a connection to the mystery that brought you here, even if just by having a bystander come by.": "Home Away from Home: Whenever you arrive in a new town, you immediately find a motel and a cafe that are friendly and welcoming. One or the other will turn out to have a connection to the mystery that brought you here, even if just by having a bystander come by.", + "Geniality: When you meet a new person in a town you haven’t visited before, roll +Charm. On a 10+, they are well-disposed towards you. On a 7–9, they’re still well-disposed but the Keeper chooses one: they are marked for trouble, or they conceal something from the hunters. Additionally, when you return to a town you have already visited, you always run into the people you befriended previously.": "Geniality: When you meet a new person in a town you haven’t visited before, roll +Charm. On a 10+, they are well-disposed towards you. On a 7–9, they’re still well-disposed but the Keeper chooses one: they are marked for trouble, or they conceal something from the hunters. Additionally, when you return to a town you have already visited, you always run into the people you befriended previously.", + "Handy: You’re all good at fixing stuff. Anything broken or messed up in the course of a mystery is repaired and ready to go before the next one. Gear or assets that would be described as “totally destroyed” still need to be replaced.": "Handy: You’re all good at fixing stuff. Anything broken or messed up in the course of a mystery is repaired and ready to go before the next one. Gear or assets that would be described as “totally destroyed” still need to be replaced.", + "No-stick: You’ve had yourselves removed from official and law enforcement databases. You don’t have to worry about “misunderstandings” from previous towns getting in the way of your hunts (unless someone got annoyed enough to make it a personal vendetta).": "No-stick: You’ve had yourselves removed from official and law enforcement databases. You don’t have to worry about “misunderstandings” from previous towns getting in the way of your hunts (unless someone got annoyed enough to make it a personal vendetta).", + "Monster Journals: When a mystery reminds you of something you encountered before, consult your notes and tell the Keeper what you think is the same. The Keeper will say if you got it right.If you’re correct, take +1 forward to investigate a mystery. If you’re wrong but had a good idea, take +1 forward to read a bad situation. If you’re totally off base, the Keeper holds 1 to put you in a tight spot.": "Monster Journals: When a mystery reminds you of something you encountered before, consult your notes and tell the Keeper what you think is the same. The Keeper will say if you got it right.

    If you’re correct, take +1 forward to investigate a mystery. If you’re wrong but had a good idea, take +1 forward to read a bad situation. If you’re totally off base, the Keeper holds 1 to put you in a tight spot.", + "Ancient Visions: An ancient ritual, to be conducted regularly, gives the whole team access to some of the visions sent to the Chosen One. Once per mystery, each hunter may ask the Keeper a question about anything they want. The Keeper answers with a vision or dream: obscure and vague, but true.": "Ancient Visions: An ancient ritual, to be conducted regularly, gives the whole team access to some of the visions sent to the Chosen One. Once per mystery, each hunter may ask the Keeper a question about anything they want. The Keeper answers with a vision or dream: obscure and vague, but true.", + "Armoury of the Chosen: You gain a cache of special weapons used by previous Chosen Ones. The Keeper should design a lesser version of the Chosen One’s special weapon, which all other members of the team may use. When this is unlocked, the Chosen One may change or add a tag on their special weapon.": "Armoury of the Chosen: You gain a cache of special weapons used by previous Chosen Ones. The Keeper should design a lesser version of the Chosen One’s special weapon, which all other members of the team may use. When this is unlocked, the Chosen One may change or add a tag on their special weapon.", + "Handing on the Torch: When you select this, designate another character as the next Chosen One. When the current Chosen One dies, that character may change to the Chosen playbook whenever they are ready. The new Chosen One designates the next heir when they find a worthy successor.": "Handing on the Torch: When you select this, designate another character as the next Chosen One. When the current Chosen One dies, that character may change to the Chosen playbook whenever they are ready. The new Chosen One designates the next heir when they find a worthy successor.", + "Friends Stick Together: Once per mystery, a hunter may call the rest of the team to their current location. Everyone arrives as soon as they potentially can (based on their last known position and when we saw them there). That can be “right this instant,” if at all possible.": "Friends Stick Together: Once per mystery, a hunter may call the rest of the team to their current location. Everyone arrives as soon as they potentially can (based on their last known position and when we saw them there). That can be “right this instant,” if at all possible.", + "Wyrd’s Favour: When you choose this team move, all hunters erase 1 spent Luck point. If you haven’t spent any Luck yet, add a new Luck box instead.": "Wyrd’s Favour: When you choose this team move, all hunters erase 1 spent Luck point. If you haven’t spent any Luck yet, add a new Luck box instead.", + "Otherworldly Intuition: When you encounter something from another world, you recognise that they don’t belong here. When you encounter a place where another world is accessible, you are aware of it and may stop at the threshold.": "Otherworldly Intuition: When you encounter something from another world, you recognise that they don’t belong here. When you encounter a place where another world is accessible, you are aware of it and may stop at the threshold.", + "Wardens: Once per mystery while you’re defending a portal, wall, or border, you may ignore all harm from a single source, or treat a roll as if you rolled a 12. This works just as if you spent a Luck, except it doesn’t trigger your special move.": "Wardens: Once per mystery while you’re defending a portal, wall, or border, you may ignore all harm from a single source, or treat a roll as if you rolled a 12. This works just as if you spent a Luck, except it doesn’t trigger your special move.", + "Outer Speech: You have a knack for the languages of the multiverse. You can always understand, and make yourself understood, when you’re talking to denizens from beyond. This is mainly the general sense of things—some details might get lost along the way.": "Outer Speech: You have a knack for the languages of the multiverse. You can always understand, and make yourself understood, when you’re talking to denizens from beyond. This is mainly the general sense of things—some details might get lost along the way.", + "Walkers between Worlds: At a suitable liminal site, you know how to step between worlds. Describe how you open the way and roll +Weird. On a 10+, you’re walking to the place you intended, but the way may be difficult. On a 7–9, choose one: you’re on the right path in immediate danger, or you find yourself lost and in the wrong place. On a 6 or less, you’re lost and in big trouble. If more than one of the hunters is using this move together, only make one roll: the hunter with the worst Weird score rolls (but they may accept help).": "Walkers between Worlds: At a suitable liminal site, you know how to step between worlds. Describe how you open the way and roll +Weird. On a 10+, you’re walking to the place you intended, but the way may be difficult. On a 7–9, choose one: you’re on the right path in immediate danger, or you find yourself lost and in the wrong place. On a 6 or less, you’re lost and in big trouble. If more than one of the hunters is using this move together, only make one roll: the hunter with the worst Weird score rolls (but they may accept help).", + "Outsider Knack: Once per visit to another world, you may use a trick or ability from Earth to gain an advantage. The advantage allows you to roll one move using three dice, selecting the best two for your result.": "Outsider Knack: Once per visit to another world, you may use a trick or ability from Earth to gain an advantage. The advantage allows you to roll one move using three dice, selecting the best two for your result.", + "Drilled Coordination: All team members get +1 ongoing when helping out another team member.": "Drilled Coordination: All team members get +1 ongoing when helping out another team member.", + "Comms: You have systems that keep you constantly in voice contact, regardless of where in the world you each may be. Not guaranteed to work in shielded spaces, deep underground, beyond magical portals, or on other worlds.": "Comms: You have systems that keep you constantly in voice contact, regardless of where in the world you each may be. Not guaranteed to work in shielded spaces, deep underground, beyond magical portals, or on other worlds.", + "Recognised IMPS Team: Wherever in the world you are, you have authority to deal with supernatural events. Local officials will—in general—cooperate with you fully. Does not apply in nations outside the IMPS treaty.": "Recognised IMPS Team: Wherever in the world you are, you have authority to deal with supernatural events. Local officials will—in general—cooperate with you fully. Does not apply in nations outside the IMPS treaty.", + "Rapid Deployment: IMPS has quick-response vehicles able to deliver you (or other IMPS assets) anywhere in the world, extremely quickly. They may also be used to make a fast exit from bad situations.": "Rapid Deployment: IMPS has quick-response vehicles able to deliver you (or other IMPS assets) anywhere in the world, extremely quickly. They may also be used to make a fast exit from bad situations.", + "Memories of the Fallen: When a hunter on the team dies in the line of duty, or retires from IMPS and monster hunting, all remaining team members erase a used Luck mark.": "Memories of the Fallen: When a hunter on the team dies in the line of duty, or retires from IMPS and monster hunting, all remaining team members erase a used Luck mark.", + "Global Crisis: Once per mystery, each of you can read a bad situation treating an entire world as the bad situation, including asking about the best way in or out.": "Global Crisis: Once per mystery, each of you can read a bad situation treating an entire world as the bad situation, including asking about the best way in or out.", + "Surge of Magic: Each of you holds 1 when you enter a new world. You can spend this hold to get an automatic result of 10 on a Weird move roll or to learn a useful big magic ritual known only in this world.": "Surge of Magic: Each of you holds 1 when you enter a new world. You can spend this hold to get an automatic result of 10 on a Weird move roll or to learn a useful big magic ritual known only in this world.", + "Otherworldly: You make your strangeness in other worlds work to your advantage in interpersonal situations. “I’m from another world” works as a reason for people to do as you ask when you manipulate someone.": "Otherworldly: You make your strangeness in other worlds work to your advantage in interpersonal situations. “I’m from another world” works as a reason for people to do as you ask when you manipulate someone.", + "A Multiverse of Friends: Three times per mystery, a friend you’ve made in an alternate universe can help one of you with a task as if they rolled 10+ to help out. They either manifest next to you for a moment or somehow are there in person. They can be bystanders from previous games or people from your backstories.": "A Multiverse of Friends: Three times per mystery, a friend you’ve made in an alternate universe can help one of you with a task as if they rolled 10+ to help out. They either manifest next to you for a moment or somehow are there in person. They can be bystanders from previous games or people from your backstories.", + "Determined Guardians: When one of the hunters protects a bystander, the target never takes harm: even on a miss, that bystander is totally safe. The hunter doing the protection still suffers the full effects of the roll result.": "Determined Guardians: When one of the hunters protects a bystander, the target never takes harm: even on a miss, that bystander is totally safe. The hunter doing the protection still suffers the full effects of the roll result.", + "Field Medics: When you treat an injured bystander, they are stabilised and well enough to manage until they can get proper medical attention. When you treat another hunter, pick if you heal 2-harm or stabilise them. Then they take +1 forward.": "Field Medics: When you treat an injured bystander, they are stabilised and well enough to manage until they can get proper medical attention. When you treat another hunter, pick if you heal 2-harm or stabilise them. Then they take +1 forward.", + "Checklists: Once per mystery, each hunter in need of a particular item may declare they have it. Narrate a flashback explaining why they thought to include it in their gear. If the item is especially rare, strange, or unusual (this is the Keeper’s call), then this move can’t be used again by any hunter until the next mystery.": "Checklists: Once per mystery, each hunter in need of a particular item may declare they have it. Narrate a flashback explaining why they thought to include it in their gear. If the item is especially rare, strange, or unusual (this is the Keeper’s call), then this move can’t be used again by any hunter until the next mystery.", + "Keep on Goin’: When you’re protecting bystanders from danger, any move that would prevent you from taking action due to harm, stress, or panic has its effect deferred. You can keep going for now, but once everyone is safe the full effects of what you’ve been through hit you.": "Keep on Goin’: When you’re protecting bystanders from danger, any move that would prevent you from taking action due to harm, stress, or panic has its effect deferred. You can keep going for now, but once everyone is safe the full effects of what you’ve been through hit you.", + "Shared Dangers: When you take a moment to share your worries and fears about a previous or upcoming battle with another hunter, you both choose one: heal 1-harm, or take +1 forward.": "Shared Dangers: When you take a moment to share your worries and fears about a previous or upcoming battle with another hunter, you both choose one: heal 1-harm, or take +1 forward.", + "Big Reveal: If most people around you don’t know about your secret identities, the first action you take in that scene that reveals those identities gets +1 forward. Bystanders and minions present freeze in surprise for a moment, giving you an opportunity to act before they can react.": "Big Reveal: If most people around you don’t know about your secret identities, the first action you take in that scene that reveals those identities gets +1 forward. Bystanders and minions present freeze in surprise for a moment, giving you an opportunity to act before they can react.", + "Affluent: You can get most gear easily. Specify what you need, assigning tags to the gear. If it’s a weapon, treat each harm beyond 2-harm as a separate tag; if it’s armour, treat each point of armour as a separate tag. Then roll +tags. On a miss, you get it easily. On a 7–9, you get it but raise some questions. On a 10+, either you don’t get it or you do but someone gets a clear clue about your secret identity.": "Affluent: You can get most gear easily. Specify what you need, assigning tags to the gear. If it’s a weapon, treat each harm beyond 2-harm as a separate tag; if it’s armour, treat each point of armour as a separate tag. Then roll +tags. On a miss, you get it easily. On a 7–9, you get it but raise some questions. On a 10+, either you don’t get it or you do but someone gets a clear clue about your secret identity.", + "Only When Necessary: If you manage to stop or destroy a minion without using any abilities or gear of your secret identity (including monster hunting weapons), each hunter involved marks experience. If it was a monster, mark two.": "Only When Necessary: If you manage to stop or destroy a minion without using any abilities or gear of your secret identity (including monster hunting weapons), each hunter involved marks experience. If it was a monster, mark two.", + "Shadow Selves: When one of you wants to be in two places at the same time, summon your shadow self in another place. Only one shadow self can per hunter exist at one time. The shadow self has a trait that allows others to distinguish it from you if they observe closely. Roll +Weird. On a 10+, hold 3. On a 7–9, hold 1. Spend holds to have your shadow self act as if it were you, but with –1 ongoing. When you spend the last hold, the shadow self dissolves in an obviously supernatural and unsettling way. On a miss, the shadow self appears for a moment and does something you really, really didn’t want them to do...": "Shadow Selves: When one of you wants to be in two places at the same time, summon your shadow self in another place. Only one shadow self can per hunter exist at one time. The shadow self has a trait that allows others to distinguish it from you if they observe closely. Roll +Weird. On a 10+, hold 3. On a 7–9, hold 1. Spend holds to have your shadow self act as if it were you, but with –1 ongoing. When you spend the last hold, the shadow self dissolves in an obviously supernatural and unsettling way. On a miss, the shadow self appears for a moment and does something you really, really didn’t want them to do...", + "Spending Money: If you get paid at the end of a mystery, each hunter adds 1-hold. Spend this hold in a later mystery narrate a flashback where you purchased the thing you need right now. It can be anything you could be carrying, something booked in advance (for example, a safe house or hotel room), or the use of a vehicle.": "Spending Money: If you get paid at the end of a mystery, each hunter adds 1-hold. Spend this hold in a later mystery narrate a flashback where you purchased the thing you need right now. It can be anything you could be carrying, something booked in advance (for example, a safe house or hotel room), or the use of a vehicle.", + "The B-Team: When you need to fortify a location or armour a vehicle, narrate a montage of your preparations. When you’re done, the location or vehicle provides 2-armour to all within it.": "The B-Team: When you need to fortify a location or armour a vehicle, narrate a montage of your preparations. When you’re done, the location or vehicle provides 2-armour to all within it.", + "Combat Training: When you help out another team member during combat, they may inflict +1 harm or suffer –1 harm in addition to the usual effects of your result.": "Combat Training: When you help out another team member during combat, they may inflict +1 harm or suffer –1 harm in addition to the usual effects of your result.", + "It’s Our Job: If a bystander has hired you, that counts as a reason when you manipulate them. This remains in effect in later mysteries. The Keeper may include other bystanders in the effect, if they’re part of a group you’re working for.": "It’s Our Job: If a bystander has hired you, that counts as a reason when you manipulate them. This remains in effect in later mysteries. The Keeper may include other bystanders in the effect, if they’re part of a group you’re working for.", + "The Good Ones: When you refuse to accept payment for a job, the client becomes an ally.": "The Good Ones: When you refuse to accept payment for a job, the client becomes an ally.", + "Yikes!: When a hunter is captured by a monster, minion, or phenomenon, they may ask one of the investigate a mystery or read a bad situation questions.": "Yikes!: When a hunter is captured by a monster, minion, or phenomenon, they may ask one of the investigate a mystery or read a bad situation questions.", + "Sensible Chuckle: When a hunter makes a joke (good or bad) at the expense of a monster, minion, or phenomenon, they may give another hunter on the team +1 forward.": "Sensible Chuckle: When a hunter makes a joke (good or bad) at the expense of a monster, minion, or phenomenon, they may give another hunter on the team +1 forward.", + "Earnest Do-gooders: When a hunter tells someone you are helping people and why, bystanders are more likely to do as you ask. The explanation always counts as a reason if you’re manipulating them to protect them or get them to help you.": "Earnest Do-gooders: When a hunter tells someone you are helping people and why, bystanders are more likely to do as you ask. The explanation always counts as a reason if you’re manipulating them to protect them or get them to help you.", + "Slapstick: When a hunter takes harm, they may instead have an embarrassing pratfall or accident that dodges the danger. Ignore the harm as established, and simply take 1-harm (which can’t be reduced or mitigated in any way). The hunter takes –1 forward.": "Slapstick: When a hunter takes harm, they may instead have an embarrassing pratfall or accident that dodges the danger. Ignore the harm as established, and simply take 1-harm (which can’t be reduced or mitigated in any way). The hunter takes –1 forward.", + "Disguises: When a hunter disguises themself, the disguise will not be questioned, until they do something to directly cast doubt on their appearance.": "Disguises: When a hunter disguises themself, the disguise will not be questioned, until they do something to directly cast doubt on their appearance.", + "Inventory Check: If you go looking for something that just might be in stock, roll +Weird. On a 10 or more, it’s there. On a 7–9, either you find it but there’s a cost, or you find something close enough. On a miss, you find something bad.": "Inventory Check: If you go looking for something that just might be in stock, roll +Weird. On a 10 or more, it’s there. On a 7–9, either you find it but there’s a cost, or you find something close enough. On a miss, you find something bad.", + "Corporate Database: If you use the company information systems to help investigate a mystery, take +1 hold. The Keeper tells you something disturbing you learn in addition to what you were looking for.": "Corporate Database: If you use the company information systems to help investigate a mystery, take +1 hold. The Keeper tells you something disturbing you learn in addition to what you were looking for.", + "Handbook: At the start of each mystery, each hunter may consult the employee handbook for advice. Roll a single die. On a 1, take –1 forward. On a 2, gain +1 forward to Charm. On a 3, gain +1 forward to Cool. On a 4, gain +1 forward to Sharp. On a 5, gain +1 forward to Tough. On a 6, gain +1 forward to Weird.": "Handbook: At the start of each mystery, each hunter may consult the employee handbook for advice. Roll a single die. On a 1, take –1 forward. On a 2, gain +1 forward to Charm. On a 3, gain +1 forward to Cool. On a 4, gain +1 forward to Sharp. On a 5, gain +1 forward to Tough. On a 6, gain +1 forward to Weird.", + "Uniforms: While you’re wearing your uniforms, your actions won’t be questioned unless you are indisputably out of place. For example, your burger restaurant uniforms won’t help you infiltrate a military base, and vice versa. The uniforms may also count as a reason when you try to manipulate someone.": "Uniforms: While you’re wearing your uniforms, your actions won’t be questioned unless you are indisputably out of place. For example, your burger restaurant uniforms won’t help you infiltrate a military base, and vice versa. The uniforms may also count as a reason when you try to manipulate someone.", + "Company Mascot: Take your corporate mascot as an ally. Pick one: a fellow employee with useful skills in the suit, or a supernatural being trying to keep under the radar. Decide what the mascot looks like.": "Company Mascot: Take your corporate mascot as an ally. Pick one: a fellow employee with useful skills in the suit, or a supernatural being trying to keep under the radar. Decide what the mascot looks like.", + "Earned Trust: People in your community know you, and know you mean well. They’ll generally believe what you tell them. If you ask them to do something for their own safety, they usually go along with it.": "Earned Trust: People in your community know you, and know you mean well. They’ll generally believe what you tell them. If you ask them to do something for their own safety, they usually go along with it.", + "Familiarity: When you’re checking out something in your community, you’ll always recognise right away if something has changed in an out-of-the-ordinary way. You can pick up things like a house suddenly quiet, a new tree in the park, or a stranger working at the corner store.": "Familiarity: When you’re checking out something in your community, you’ll always recognise right away if something has changed in an out-of-the-ordinary way. You can pick up things like a house suddenly quiet, a new tree in the park, or a stranger working at the corner store.", + "Domestic Wardings: You know how to protect houses from evil supernatural influences. All your homes are warded, and you may ward others too. It’s a big magic ritual requiring 24 hours, all the hunters, and a number of protective items that must be placed around the house. The wardings might be broken eventually by a concerted attack.": "Domestic Wardings: You know how to protect houses from evil supernatural influences. All your homes are warded, and you may ward others too. It’s a big magic ritual requiring 24 hours, all the hunters, and a number of protective items that must be placed around the house. The wardings might be broken eventually by a concerted attack.", + "Backyard Allies: You’ve made friends with some feral or wild animals that are smarter than normal—perhaps modern nature spirits? In any case, they can scout and spy for you, and it’s unlikely anyone will pay attention to them. They might ask you for favours too, now and then.": "Backyard Allies: You’ve made friends with some feral or wild animals that are smarter than normal—perhaps modern nature spirits? In any case, they can scout and spy for you, and it’s unlikely anyone will pay attention to them. They might ask you for favours too, now and then.", + "Craft Circle: Whenever you need a physical item as a magical requirement, you can craft a substitute together. All the hunters must take part, and you’ll need a few hours. You can replace one requirement per spell this way.": "Craft Circle: Whenever you need a physical item as a magical requirement, you can craft a substitute together. All the hunters must take part, and you’ll need a few hours. You can replace one requirement per spell this way.", + "Hit It!: If you all have your instruments ready, start playing one of your songs. Everyone and everything within earshot pauses for a moment.": "Hit It!: If you all have your instruments ready, start playing one of your songs. Everyone and everything within earshot pauses for a moment.", + "Sacred Songs of Power: You may substitute “play a mystical song” for any one use magic or big magic requirement. For use magic, one person needs to perform the song. For big magic, it must be at least two of you.": "Sacred Songs of Power: You may substitute “play a mystical song” for any one use magic or big magic requirement. For use magic, one person needs to perform the song. For big magic, it must be at least two of you.", + "Famous: You’re well known. Everywhere you go, you may call up your fans. They are a temporary ally group, type: backup (motivation: to stand with you). There will be a lot of them, but they’re just regular people—good at creating a distraction but not fighting monsters.": "Famous: You’re well known. Everywhere you go, you may call up your fans. They are a temporary ally group, type: backup (motivation: to stand with you). There will be a lot of them, but they’re just regular people—good at creating a distraction but not fighting monsters.", + "In the Groove: When you’re engaged in desperate physical action, and you describe how your move sets up another member of the band, they take +1 forward.": "In the Groove: When you’re engaged in desperate physical action, and you describe how your move sets up another member of the band, they take +1 forward.", + "Healing Vibe: Whenever the band plays a gig (no matter how big or small—there just needs to be an audience), each band member and every member of the audience either unmarks unstable or heals 1-harm.": "Healing Vibe: Whenever the band plays a gig (no matter how big or small—there just needs to be an audience), each band member and every member of the audience either unmarks unstable or heals 1-harm.", + "Something Rotten: When investigating a mystery and rolling a 7+, you can ask “How does this relate to the bad things I suspect about my organisation?” in addition to one of the usual questions.": "Something Rotten: When investigating a mystery and rolling a 7+, you can ask “How does this relate to the bad things I suspect about my organisation?” in addition to one of the usual questions.", + "Organisation’s Help: When you ask for the organisation’s help—gear, intel, or personnel—tell your superiors why you need it and roll +Charm. On a 10+, you get what you asked for. On a 7–9, you get it, but sooner or later the organisation will check up on you. On a miss, they don’t give it to you and someone in the organisation learns of your true intentions if you didn’t state them.": "Organisation’s Help: When you ask for the organisation’s help—gear, intel, or personnel—tell your superiors why you need it and roll +Charm. On a 10+, you get what you asked for. On a 7–9, you get it, but sooner or later the organisation will check up on you. On a miss, they don’t give it to you and someone in the organisation learns of your true intentions if you didn’t state them.", + "Specialized: Each of you can get +1 to a single rating (maximum +3) at the cost of –1 to a different rating (minimum –2).": "Specialized: Each of you can get +1 to a single rating (maximum +3) at the cost of –1 to a different rating (minimum –2).", + "Coordinated: Training in the organisation made you especially adept at helping each other. Your team holds 3 at the beginning at each mystery. Each of you can spend 1 to get +1 forward to help out and give the one you help +2 instead of +1 if your move is successful.": "Coordinated: Training in the organisation made you especially adept at helping each other. Your team holds 3 at the beginning at each mystery. Each of you can spend 1 to get +1 forward to help out and give the one you help +2 instead of +1 if your move is successful.", + "Power Dynamics: Add “Who’s the boss here?” and “Who doesn’t want to be a part of this?” to the list of your questions for read a bad situation and investigate a mystery.": "Power Dynamics: Add “Who’s the boss here?” and “Who doesn’t want to be a part of this?” to the list of your questions for read a bad situation and investigate a mystery.", + "Always on the Run: When you enter a new location, one of you can ask either “What’s the best way to hide here” or “What would be the best way to escape from here?” When you act on the answers, you get +1 ongoing, just as if it was a read a bad situation question.": "Always on the Run: When you enter a new location, one of you can ask either “What’s the best way to hide here” or “What would be the best way to escape from here?” When you act on the answers, you get +1 ongoing, just as if it was a read a bad situation question.", + "You Can’t Take Us: Once per mystery, each of you can treat a protect someone roll as if you rolled a 12.": "You Can’t Take Us: Once per mystery, each of you can treat a protect someone roll as if you rolled a 12.", + "Ride with the Thunder: When you race against someone having a comparable speed, you always win. When you race against someone faster or against the Wild Hunt, you can use magic to win anyway.": "Ride with the Thunder: When you race against someone having a comparable speed, you always win. When you race against someone faster or against the Wild Hunt, you can use magic to win anyway.", + "Sense of the Hunt: When a monster hunts a mortal in the area where you are (up to about 2 miles), you sense it, but without any details. You can read a bad situation to get more info on this situation, but if you fail, you get –1 ongoing to helping the hunted mortals.": "Sense of the Hunt: When a monster hunts a mortal in the area where you are (up to about 2 miles), you sense it, but without any details. You can read a bad situation to get more info on this situation, but if you fail, you get –1 ongoing to helping the hunted mortals.", + "Legend Amongst Monsters: Each of you can manipulate monsters as if you had the Dark Negotiator move. If you fail an investigate a mystery move, the monster learns it’s investigated by those who escaped the Wild Hunt.": "Legend Amongst Monsters: Each of you can manipulate monsters as if you had the Dark Negotiator move. If you fail an investigate a mystery move, the monster learns it’s investigated by those who escaped the Wild Hunt.", + "Assets": "Assets", + "Choose from these available assets. If there are two boxes, you need to mark both to earn that asset. (If you are making partial progress towards taking a two-box asset, mark the leftmost box first.)": "Choose from these available assets. If there are two boxes, you need to mark both to earn that asset. (If you are making partial progress towards taking a two-box asset, mark the leftmost box first.)", + "Mobile Base: A helicopter, aeroplane, truck, or bus with facilities and mystery investigation supplies on board.": "Mobile Base: A helicopter, aeroplane, truck, or bus with facilities and mystery investigation supplies on board.", + "Individual Transport: Each mission, a regular car, motorbike, or bicycle is assigned to every team member.": "Individual Transport: Each mission, a regular car, motorbike, or bicycle is assigned to every team member.", + "R&D Access: Your team is issued with a useful high technology experiment from R&D each mission. The Keeper decides what it is (always useful, usually with problematic side effects).": "R&D Access: Your team is issued with a useful high technology experiment from R&D each mission. The Keeper decides what it is (always useful, usually with problematic side effects).", + "Headquarters: A relatively secure space to use as a base in a Bureau regional facility. Everything you need to prepare for mysteries is here, and it’s quite secure.": "Headquarters: A relatively secure space to use as a base in a Bureau regional facility. Everything you need to prepare for mysteries is here, and it’s quite secure.", + "Sky Scanners: You have access to a scanning network that will alert you to strange events coming from space. This includes weird phenomena as well as UFOs.": "Sky Scanners: You have access to a scanning network that will alert you to strange events coming from space. This includes weird phenomena as well as UFOs.", + "Workshop: A big space for craft and repair projects, with plenty of tools and materials.": "Workshop: A big space for craft and repair projects, with plenty of tools and materials.", + "Disguise Kits: Contains costumes, makeup, and other supplies for a quick change of appearance.": "Disguise Kits: Contains costumes, makeup, and other supplies for a quick change of appearance.", + "Housing: Each member of the team is assigned a one-bedroom apartment in a generic housing project. All the apartments are exactly the same, down to scuff marks on the door.": "Housing: Each member of the team is assigned a one-bedroom apartment in a generic housing project. All the apartments are exactly the same, down to scuff marks on the door.", + "Rapid Response Pods: When any member of the team needs to get to a mission site quickly, a rapid response pod appears next to them. Enter the pod, and a short uncomfortable trip will place you where you need to be. What do the pods look like? How do they appear?": "Rapid Response Pods: When any member of the team needs to get to a mission site quickly, a rapid response pod appears next to them. Enter the pod, and a short uncomfortable trip will place you where you need to be. What do the pods look like? How do they appear?", + "Custom:": "Custom:", + "Individual Transport: A regular car, motorbike, or bicycle for every team member.": "Individual Transport: A regular car, motorbike, or bicycle for every team member.", + "Mobile Base: A truck or bus with bunks and mystery investigation supplies on board.": "Mobile Base: A truck or bus with bunks and mystery investigation supplies on board.", + "Credentials: Real, or as-good-as-real, identification that gets you access to law enforcement and other official contacts.": "Credentials: Real, or as-good-as-real, identification that gets you access to law enforcement and other official contacts.", + "Lair: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen.": "Lair: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen.", + "Hunter Roadhouses: A network of bars, diners, and motels where you can safely meet other monster hunters. Many are run by retired hunters.": "Hunter Roadhouses: A network of bars, diners, and motels where you can safely meet other monster hunters. Many are run by retired hunters.", + "Tool Kit: One or two of your vehicles carry tool kits. You have most tools you’ll need to repair or build something.": "Tool Kit: One or two of your vehicles carry tool kits. You have most tools you’ll need to repair or build something.", + "Mystical Ingredients Cabinet: A box with a wide range of frequently useful supplies for magic rituals.": "Mystical Ingredients Cabinet: A box with a wide range of frequently useful supplies for magic rituals.", + "Slush Fund: The team has access to a bank account that can pay for their day to day needs while monster hunting, and stretches to a big purchase every now and then. Where did it come from?": "Slush Fund: The team has access to a bank account that can pay for their day to day needs while monster hunting, and stretches to a big purchase every now and then. Where did it come from?", + "Armoury: One of your cars has a well-stocked weapons chest. Each mystery, every hunter may take one extra regular weapon. Also once per mystery, one hunter may ask the Keeper if the armoury has a particular special weapon: if yes, you can take it; if no, take +1 forward.": "Armoury: One of your cars has a well-stocked weapons chest. Each mystery, every hunter may take one extra regular weapon. Also once per mystery, one hunter may ask the Keeper if the armoury has a particular special weapon: if yes, you can take it; if no, take +1 forward.", + "Field Medics: You have enough supplies and training to treat one hunter per night as if they’d had a proper doctor or trip to the emergency room.": "Field Medics: You have enough supplies and training to treat one hunter per night as if they’d had a proper doctor or trip to the emergency room.", + "The Prophecies: A guidebook of all the visions about the Chosen One, to help you navigate your destiny (they’re pretty hard to decipher).": "The Prophecies: A guidebook of all the visions about the Chosen One, to help you navigate your destiny (they’re pretty hard to decipher).", + "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen.": "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen.", + "Mystical Workroom: A space set aside for magical operations. It can stand in for one requirement of a use magic or big magic move.": "Mystical Workroom: A space set aside for magical operations. It can stand in for one requirement of a use magic or big magic move.", + "Innocent Front: You have access to a regular business or institution. This means that your monster hunting hijinks can be concealed to an extent from your friends, family, and colleagues. For example: a cafe, a library, an antique store, etc.": "Innocent Front: You have access to a regular business or institution. This means that your monster hunting hijinks can be concealed to an extent from your friends, family, and colleagues. For example: a cafe, a library, an antique store, etc.", + "Regular Jobs: You have access to a place of employment for any of the hunters who need it. You earn enough to cover regular day-to-day expenses, and there’s time to fit in monster hunting around your hours.": "Regular Jobs: You have access to a place of employment for any of the hunters who need it. You earn enough to cover regular day-to-day expenses, and there’s time to fit in monster hunting around your hours.", + "Cameras and Recording Gear: You have a big collection of cameras and other recording devices that you can use during your investigations.": "Cameras and Recording Gear: You have a big collection of cameras and other recording devices that you can use during your investigations.", + "Primaeval Monument: An ancient site marking where access between worlds is easiest.": "Primaeval Monument: An ancient site marking where access between worlds is easiest.", + "Portal: A stable portal to either a particular world, or a between-worlds nexus. It is hidden, but any entity that finds either side may use it just like you can. Where is it hidden?": "Portal: A stable portal to either a particular world, or a between-worlds nexus. It is hidden, but any entity that finds either side may use it just like you can. Where is it hidden?", + "Exploration Gear: You’re never sure what you may find in another world. Your group has a storeroom full of all kinds of exploring and outdoor gear and clothing to use.": "Exploration Gear: You’re never sure what you may find in another world. Your group has a storeroom full of all kinds of exploring and outdoor gear and clothing to use.", + "Skywarden: A high tech transport aircraft that has all your essential gear on board and acts as your base on mission assignments. If you have the rapid deployment move, the Skywarden is upgraded with supersonic engines.": "Skywarden: A high tech transport aircraft that has all your essential gear on board and acts as your base on mission assignments. If you have the rapid deployment move, the Skywarden is upgraded with supersonic engines.", + "Individual Transport: Electric motorbikes for every team member.": "Individual Transport: Electric motorbikes for every team member.", + "Search and Rescue Gear: A selection of useful tools for locating and rescuing people in disaster zones.": "Search and Rescue Gear: A selection of useful tools for locating and rescuing people in disaster zones.", + "Headquarters: A relatively secure space allocated to you in IMPS headquarters. There’s room for all your gear, and includes full living quarters.": "Headquarters: A relatively secure space allocated to you in IMPS headquarters. There’s room for all your gear, and includes full living quarters.", + "Workshop: A big space for craft and repair projects, with plenty of technicians, tools, and materials.": "Workshop: A big space for craft and repair projects, with plenty of technicians, tools, and materials.", + "Medical Supplies: Everyone carries a first aid kit, and you have enough for a fully equipped infirmary back at your base or homes.": "Medical Supplies: Everyone carries a first aid kit, and you have enough for a fully equipped infirmary back at your base or homes.", + "Fancy High Tech Uniforms: Complete with built-in gadgets.": "Fancy High Tech Uniforms: Complete with built-in gadgets.", + "Housing: A pleasant house for each team member and their family, provided by IMPS for when you’re off-duty. This may be anywhere in the world.": "Housing: A pleasant house for each team member and their family, provided by IMPS for when you’re off-duty. This may be anywhere in the world.", + "World-jumping Base: A small vehicle or building with bunks and mystery investigation supplies on board.": "World-jumping Base: A small vehicle or building with bunks and mystery investigation supplies on board.", + "Translator: A high tech or arcane universal translator.": "Translator: A high tech or arcane universal translator.", + "Stealth Module: A device automatically changing the looks of your gear and vehicles to match the world you’re in.": "Stealth Module: A device automatically changing the looks of your gear and vehicles to match the world you’re in.", + "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen. Can’t travel between worlds, but you know a big magic ritual to come back here from any world. Invent details with the Keeper.": "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen. Can’t travel between worlds, but you know a big magic ritual to come back here from any world. Invent details with the Keeper.", + "Clothes: Clothes for any weather, including extreme ones.": "Clothes: Clothes for any weather, including extreme ones.", + "Published Book Series: A successful book series written by some or all of you based on your visits to other worlds.": "Published Book Series: A successful book series written by some or all of you based on your visits to other worlds.", + "Crystal Ball: A crystal ball always showing the most breathtaking sight in the area you’re in.": "Crystal Ball: A crystal ball always showing the most breathtaking sight in the area you’re in.", + "Mystical workroom: A space set aside for magical operations. It can stand in for one requirement of a use magic or big magic move.": "Mystical workroom: A space set aside for magical operations. It can stand in for one requirement of a use magic or big magic move.", + "Survival Gear: You’re all well-prepped with supplies for a disaster or emergency situation. Protective gear, tools, food and water, etc.": "Survival Gear: You’re all well-prepped with supplies for a disaster or emergency situation. Protective gear, tools, food and water, etc.", + "Hideouts: Each hunter has a hidden, safe place set up where they can retreat in an emergency. This could be an isolated cabin or bunker, a safe house, or a panic room (whichever makes sense for your hunter).": "Hideouts: Each hunter has a hidden, safe place set up where they can retreat in an emergency. This could be an isolated cabin or bunker, a safe house, or a panic room (whichever makes sense for your hunter).", + "Mobile Hideaway: A truck with bunks and mystery investigation supplies on board.": "Mobile Hideaway: A truck with bunks and mystery investigation supplies on board.", + "Individual Transport: A fancy car or motorbike for every team member.": "Individual Transport: A fancy car or motorbike for every team member.", + "Getaway: A place where you rest from everything, with no monster hunting gear but extremely difficult to find by mundane and magical means.": "Getaway: A place where you rest from everything, with no monster hunting gear but extremely difficult to find by mundane and magical means.", + "Headquarters: A base people from neither your public nor your secret life will find easily. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen.": "Headquarters: A base people from neither your public nor your secret life will find easily. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen.", + "Memorabilia: A collection of important memorabilia connected to the city’s past and two big magic rituals that need only them and up to two other requirements. Determine what the rituals do as a group.": "Memorabilia: A collection of important memorabilia connected to the city’s past and two big magic rituals that need only them and up to two other requirements. Determine what the rituals do as a group.", + "Secure Phones: A set of phones with advanced voice distortion and location concealment options. Tracking a call from these requires days of work.": "Secure Phones: A set of phones with advanced voice distortion and location concealment options. Tracking a call from these requires days of work.", + "Funds: Lots of money on bank accounts connected to untraceable credit cards.": "Funds: Lots of money on bank accounts connected to untraceable credit cards.", + "Mobile Base: A van, truck, or bus with bunks and mystery investigation supplies on board.": "Mobile Base: A van, truck, or bus with bunks and mystery investigation supplies on board.", + "The Grapevine: A network of contacts who pass on job leads.": "The Grapevine: A network of contacts who pass on job leads.", + "Secure Homes: Located somewhere you have a special relationship, you all have houses and bank accounts that provide a base when you’re off the job.": "Secure Homes: Located somewhere you have a special relationship, you all have houses and bank accounts that provide a base when you’re off the job.", + "Credentials: Monster hunting licenses and visa waivers that allow you to do your job and travel legitimately.": "Credentials: Monster hunting licenses and visa waivers that allow you to do your job and travel legitimately.", + "High Tech Gadgets: A supply of various monster scanners and detectors.": "High Tech Gadgets: A supply of various monster scanners and detectors.", + "Armoury: A cache of monster hunting weapons.": "Armoury: A cache of monster hunting weapons.", + "Mystery Van: A van with all your mystery investigation supplies on board.": "Mystery Van: A van with all your mystery investigation supplies on board.", + "Individual Transport: A skateboard, scooter, pair of skates, or bicycle for every team member.": "Individual Transport: A skateboard, scooter, pair of skates, or bicycle for every team member.", + "Gadgets: Paranormal investigation gadgets.": "Gadgets: Paranormal investigation gadgets.", + "Clubhouse: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and make a snack.": "Clubhouse: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and make a snack.", + "Mystical Workroom: a space set aside for magical operations. It can stand in for one requirement of a use magic or big magic move.": "Mystical Workroom: a space set aside for magical operations. It can stand in for one requirement of a use magic or big magic move.", + "Disguises: A trunk full of disguises.": "Disguises: A trunk full of disguises.", + "Library: Library of useful reference books.": "Library: Library of useful reference books.", + "IDs: Official junior deputy Suburban Watch Group volunteer badges.": "IDs: Official junior deputy Suburban Watch Group volunteer badges.", + "Backrooms: You’ve set out a relatively secure space in the back rooms. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen. It’s currently listed as “unused: permanent” so you should be left alone in there.": "Backrooms: You’ve set out a relatively secure space in the back rooms. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen. It’s currently listed as “unused: permanent” so you should be left alone in there.", + "Steam Tunnels: Accessed from your workplace, these allow you to get in and out without being seen. They also connect to the wider city infrastructure.": "Steam Tunnels: Accessed from your workplace, these allow you to get in and out without being seen. They also connect to the wider city infrastructure.", + "Security Access: You can look at the security camera feeds and records. These cover the entire store floor, secure areas, and the outside of the building.": "Security Access: You can look at the security camera feeds and records. These cover the entire store floor, secure areas, and the outside of the building.", + "Ritual Space: A space set aside for magical operations. It can stand in for one requirement of a use magic or big magic move. Decide where in the workplace it is located.": "Ritual Space: A space set aside for magical operations. It can stand in for one requirement of a use magic or big magic move. Decide where in the workplace it is located.", + "The Occult Section: Your workplace has a stock of mystical supplies. Sometimes you can find specific monster hunting supplies or ritual requirements there.": "The Occult Section: Your workplace has a stock of mystical supplies. Sometimes you can find specific monster hunting supplies or ritual requirements there.", + "Warding Glyphs: Mystical enchantments on the workplace prevent hostile magic targeting it from the outside, and alert all team members if a supernatural being enters.": "Warding Glyphs: Mystical enchantments on the workplace prevent hostile magic targeting it from the outside, and alert all team members if a supernatural being enters.", + "Lost Property & Returns: You can find all sorts of stuff in here, some of it useful.": "Lost Property & Returns: You can find all sorts of stuff in here, some of it useful.", + "Oracle Stone: A mystical scrying gem. At the beginning of each mystery, you may consult it—ask any question. The Keeper will answer with something true and useful, but they may make the answer difficult to understand.": "Oracle Stone: A mystical scrying gem. At the beginning of each mystery, you may consult it—ask any question. The Keeper will answer with something true and useful, but they may make the answer difficult to understand.", + "SWG Radio Network: a set of devices that allow you to easily talk to the rest of the SWG (as well as the base stations at your homes/the SWG headquarters).": "SWG Radio Network: a set of devices that allow you to easily talk to the rest of the SWG (as well as the base stations at your homes/the SWG headquarters).", + "Sacred Site: A place outdoors that has a reservoir of magical power. The Keeper always considers this site when a magical ritual requires a particular place.": "Sacred Site: A place outdoors that has a reservoir of magical power. The Keeper always considers this site when a magical ritual requires a particular place.", + "Infirmary: You have access to a doctor’s surgery or other suitable first aid office. You may use it for regular treatment of injuries, no questions asked.": "Infirmary: You have access to a doctor’s surgery or other suitable first aid office. You may use it for regular treatment of injuries, no questions asked.", + "Tour Bus: A truck or bus with bunks, your gear, and mystery investigation supplies on board.": "Tour Bus: A truck or bus with bunks, your gear, and mystery investigation supplies on board.", + "Individual Transport: A fancy car, motorbike, or bicycle for every team member.": "Individual Transport: A fancy car, motorbike, or bicycle for every team member.", + "Home Venue: You have a regular booking at a venue, and get on well with the owners. You’re always welcome there, and can be sure to find fans or friends there whenever its open.": "Home Venue: You have a regular booking at a venue, and get on well with the owners. You’re always welcome there, and can be sure to find fans or friends there whenever its open.", + "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep, practice, and cook.": "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep, practice, and cook.", + "Private Jet: You have a more-or-less fancy private jet (and crew) at your disposal.": "Private Jet: You have a more-or-less fancy private jet (and crew) at your disposal.", + "Studio: You have your own recording studio and record label. It’s either a big house in the country or big slice of a building in the city. It’s equipped with gear and staff. This is a good place for any other location-based assets to live.": "Studio: You have your own recording studio and record label. It’s either a big house in the country or big slice of a building in the city. It’s equipped with gear and staff. This is a good place for any other location-based assets to live.", + "Cameras and Recording Gear: You have a big collection of cameras and other recording devices that you can use during your investigations. Your crew also includes people who can operate them for you.": "Cameras and Recording Gear: You have a big collection of cameras and other recording devices that you can use during your investigations. Your crew also includes people who can operate them for you.", + "Office Space: Private offices in the organisation’s headquarters.": "Office Space: Private offices in the organisation’s headquarters.", + "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen. The organisation knows about it but has no direct influence over it.": "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen. The organisation knows about it but has no direct influence over it.", + "Fake IDs: Fake government IDs.": "Fake IDs: Fake government IDs.", + "More Fake IDs: Fake organisation IDs for other members or different jobs.": "More Fake IDs: Fake organisation IDs for other members or different jobs.", + "Cameras and Recording Gear: Miniature cameras and recording devices.": "Cameras and Recording Gear: Miniature cameras and recording devices.", + "Fae Horses: One for every team member. They fly, but if people start gossiping about flying horses, the Wild Hunt will surely hear of this.": "Fae Horses: One for every team member. They fly, but if people start gossiping about flying horses, the Wild Hunt will surely hear of this.", + "Map: A map of the Wild Hunt’s activities.": "Map: A map of the Wild Hunt’s activities.", + "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen. The Wild Hunt won’t learn about this base unless you stay there for a very long time.": "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen. The Wild Hunt won’t learn about this base unless you stay there for a very long time.", + "Disguises: A set of disguises.": "Disguises: A set of disguises.", + "Diversions: A box of smoke bombs and other distractions (0-harm close obscure vision).": "Diversions: A box of smoke bombs and other distractions (0-harm close obscure vision).", + "Fae Cosmetics and Makeup: Better than anything humans can produce.": "Fae Cosmetics and Makeup: Better than anything humans can produce.", + "Improvement": "Improvement", + "At the end of each session, answer your Style question (below). If yes, gain one improvement mark. If yes and it came up a lot, gain two improvement marks.": "At the end of each session, answer your Style question (below). If yes, gain one improvement mark. If yes and it came up a lot, gain two improvement marks.", + "When you fill in the improvement box, clear the improvement track and choose one of these:": "When you fill in the improvement box, clear the improvement track and choose one of these:", + "Gain a new team move.": "Gain a new team move.", + "Gain a new team ally.": "Gain a new team ally.", + "Gain two new asset selections.": "Gain two new asset selections.", + "Make the next mystery about your team enemy, giving you a chance to interfere in their plans.": "Make the next mystery about your team enemy, giving you a chance to interfere in their plans.", + "Make the next mystery about the organisation or its bad apples, giving you a chance to interfere in their plans.": "Make the next mystery about the organisation or its bad apples, giving you a chance to interfere in their plans.", + "Make the next mystery about the Wild Hunt, giving you a chance to weaken or confuse them.": "Make the next mystery about the Wild Hunt, giving you a chance to weaken or confuse them.", + "Style": "Style", + "Pick one of these styles (and the associated improvement question):": "Pick one of these styles (and the associated improvement question):", + "Hush: At the end of each session, ask: “Did we suppress knowledge of monsters and the supernatural?”": "Hush: At the end of each session, ask: “Did we suppress knowledge of monsters and the supernatural?”", + "The Greater Good: At the end of each session, ask: “Did we protect civilian lives?”": "The Greater Good: At the end of each session, ask: “Did we protect civilian lives?”", + "By Any Means Necessary: At the end of each session, ask: “Did we stop the problem, regardless of the cost?”": "By Any Means Necessary: At the end of each session, ask: “Did we stop the problem, regardless of the cost?”", + "Custom: What’s your story?": "Custom: What’s your story?", + "At the end of each session, ask:": "At the end of each session, ask:", + "Family: You’re all family, or as good as. At the end of each session, ask: “Did we talk about—or pointedly not talk about—something that was troubling a team member?”": "Family: You’re all family, or as good as. At the end of each session, ask: “Did we talk about—or pointedly not talk about—something that was troubling a team member?”", + "Vocation: Someone has to do it, and you happened to be able. At the end of each session, ask: “Did we save the people we went there to protect?”": "Vocation: Someone has to do it, and you happened to be able. At the end of each session, ask: “Did we save the people we went there to protect?”", + "Excitement: Monster hunting sure is a new thrill every time. At the end of each session, ask: “Did we take extremely dangerous risks?”": "Excitement: Monster hunting sure is a new thrill every time. At the end of each session, ask: “Did we take extremely dangerous risks?”", + "First among Equals: Sure, one of us is chosen by destiny, but we all play our part. At the end of each session, ask: “Did we all contribute in our own way to solve the mystery?”": "First among Equals: Sure, one of us is chosen by destiny, but we all play our part. At the end of each session, ask: “Did we all contribute in our own way to solve the mystery?”", + "Sworn Guardians: The rest of us made a solemn oath to help the Chosen One. At the end of each session, ask: “Did we save the Chosen One from serious harm?”": "Sworn Guardians: The rest of us made a solemn oath to help the Chosen One. At the end of each session, ask: “Did we save the Chosen One from serious harm?”", + "Fate’s Rebels: Screw destiny! At the end of each session, ask: “Did we fight against fate and prophecies, no matter the cost?”": "Fate’s Rebels: Screw destiny! At the end of each session, ask: “Did we fight against fate and prophecies, no matter the cost?”", + "Ancient Oath: You are the holders of an ancient obligation to guard the world’s border. Decide what the oath requires of you. At the end of each session, ask: “Did we hold to our oath?”": "Ancient Oath: You are the holders of an ancient obligation to guard the world’s border. Decide what the oath requires of you. At the end of each session, ask: “Did we hold to our oath?”", + "The oath:": "The oath:", + "Wrong Place, Wrong Time: You were there to stop the first incursion, and now feel obliged to prevent anything else coming through. At the end of each session, ask: “Did we protect the world from what lies beyond?”": "Wrong Place, Wrong Time: You were there to stop the first incursion, and now feel obliged to prevent anything else coming through. At the end of each session, ask: “Did we protect the world from what lies beyond?”", + "Born & Raised: You all grew up, or settled, here. Dimensional incursions are a part of life, even if a lot of people don’t like to admit it. At the end of each session, ask: “Did we look after our normal relationships with friends and families?”": "Born & Raised: You all grew up, or settled, here. Dimensional incursions are a part of life, even if a lot of people don’t like to admit it. At the end of each session, ask: “Did we look after our normal relationships with friends and families?”", + "Hush: At the end of each session, ask: “Did we save the day without making the news or creating a ruckus?”": "Hush: At the end of each session, ask: “Did we save the day without making the news or creating a ruckus?”", + "Rescuers: At the end of each session, ask: “Did we save people from harm, no matter how much property damage?”": "Rescuers: At the end of each session, ask: “Did we save people from harm, no matter how much property damage?”", + "Superstars: At the end of each session, ask: “Did our reputation as elite monster hunters come up during the mystery?”": "Superstars: At the end of each session, ask: “Did our reputation as elite monster hunters come up during the mystery?”", + "Well-prepared: You keep track of worlds that might need monster hunting help and have procedures for reaching and helping them. At the end of each session, ask: “Did things go according to our plans?”": "Well-prepared: You keep track of worlds that might need monster hunting help and have procedures for reaching and helping them. At the end of each session, ask: “Did things go according to our plans?”", + "Led by Fate: The universe wants you to help where you’re needed most. At the end of each session, ask: “Do we understand our place in the multiverse better now?”": "Led by Fate: The universe wants you to help where you’re needed most. At the end of each session, ask: “Do we understand our place in the multiverse better now?”", + "Accidental Heroes: You always end up where you’re needed because of magical mishaps and weird coincidences. At the end of each session, ask: “Did we make use of a coincidence or unexpected resource?”": "Accidental Heroes: You always end up where you’re needed because of magical mishaps and weird coincidences. At the end of each session, ask: “Did we make use of a coincidence or unexpected resource?”", + "We’re Prepared for Next Time: At the end of each session, ask: “Did our planning ahead save the day?”": "We’re Prepared for Next Time: At the end of each session, ask: “Did our planning ahead save the day?”", + "Fatalists: One day our times will come. Until then we fight. At the end of each session, ask: “Did we throw ourselves into danger to save the day?”": "Fatalists: One day our times will come. Until then we fight. At the end of each session, ask: “Did we throw ourselves into danger to save the day?”", + "Wardens: We won’t let what happened to us happen to anyone else. At the end of each session, ask: “Did we save people, no matter the cost?”": "Wardens: We won’t let what happened to us happen to anyone else. At the end of each session, ask: “Did we save people, no matter the cost?”", + "Greater Good: You find your secret monster hunting lives more important than your mundane social roles. At the end of each session, ask: “Did we choose the more important obligation?”": "Greater Good: You find your secret monster hunting lives more important than your mundane social roles. At the end of each session, ask: “Did we choose the more important obligation?”", + "The Only Ones: You’re the only ones capable enough to protect those around you from supernatural threats. At the end of each session, ask: “Did we do something nobody else in our society could do?”": "The Only Ones: You’re the only ones capable enough to protect those around you from supernatural threats. At the end of each session, ask: “Did we do something nobody else in our society could do?”", + "An Ancient Tradition: You’ve inherited your double role from family or mentors. At the end of each session, ask: “Have we done something that would make our predecessors proud?”": "An Ancient Tradition: You’ve inherited your double role from family or mentors. At the end of each session, ask: “Have we done something that would make our predecessors proud?”", + "Secret Mission: You are all devoted to a particular goal, using “mercenary monster hunter team” as your cover. What’s your objective? At the end of each session, ask: “Did we get closer to our goal?” If you achieve the objective, choose a new one or change to a new style. Your objective:": "Secret Mission: You are all devoted to a particular goal, using “mercenary monster hunter team” as your cover. What’s your objective? At the end of each session, ask: “Did we get closer to our goal?” If you achieve the objective, choose a new one or change to a new style. Your objective:", + "Goal-Oriented: At the end of each session, ask: “Did we fulfil the exact mission requested, without extra work?”": "Goal-Oriented: At the end of each session, ask: “Did we fulfil the exact mission requested, without extra work?”", + "Hearts of Gold: At the end of each session, ask: “Did we refuse to accept money from someone we saved?”": "Hearts of Gold: At the end of each session, ask: “Did we refuse to accept money from someone we saved?”", + "Wholesome: At the end of each session, ask: “Did we succeed by believing in each other and using our individual strengths?”": "Wholesome: At the end of each session, ask: “Did we succeed by believing in each other and using our individual strengths?”", + "Comical: At the end of each session, ask: “Did we do something really funny?”": "Comical: At the end of each session, ask: “Did we do something really funny?”", + "Cool: At the end of each session, ask: “Did we save the day, with style?”": "Cool: At the end of each session, ask: “Did we save the day, with style?”", + "Big Store: At the end of each session, ask: “Did we deal with any supernatural problems without management noticing?”": "Big Store: At the end of each session, ask: “Did we deal with any supernatural problems without management noticing?”", + "Security Team: At the end of each session, ask: “Did we keep people safe?”": "Security Team: At the end of each session, ask: “Did we keep people safe?”", + "Emergency Response: At the end of each session, ask: “Did we solve anyone’s problems?”": "Emergency Response: At the end of each session, ask: “Did we solve anyone’s problems?”", + "Thrown in the Deep End: You started out knowing nothing about the supernatural, and you’re still catching up. At the end of each session, ask: “Did we learn something new about the supernatural world?”": "Thrown in the Deep End: You started out knowing nothing about the supernatural, and you’re still catching up. At the end of each session, ask: “Did we learn something new about the supernatural world?”", + "Protectors: It’s all about looking after people. At the end of each session, ask: “Did we prevent harm in our community?”": "Protectors: It’s all about looking after people. At the end of each session, ask: “Did we prevent harm in our community?”", + "Cosy Coven: You were never strangers to the supernatural, but nobody else suspects it. At the end of each session, ask: “Did we help with our supernatural powers, undetected?”": "Cosy Coven: You were never strangers to the supernatural, but nobody else suspects it. At the end of each session, ask: “Did we help with our supernatural powers, undetected?”", + "Rock: At the end of each session, ask: “Did we lay the smackdown on some evildoers?”": "Rock: At the end of each session, ask: “Did we lay the smackdown on some evildoers?”", + "Punk: At the end of each session, ask: “Did we fight for the downtrodden?”": "Punk: At the end of each session, ask: “Did we fight for the downtrodden?”", + "Pop: At the end of each session, ask: “Did we look awesome?”": "Pop: At the end of each session, ask: “Did we look awesome?”", + "Metal: At the end of each session, ask: “Did we battle gloriously?”": "Metal: At the end of each session, ask: “Did we battle gloriously?”", + "Hip-hop: At the end of each session, ask: “Did we improve things for the local community?”": "Hip-hop: At the end of each session, ask: “Did we improve things for the local community?”", + "Folk: At the end of each session, ask: “Did we learn about local history and folklore?”": "Folk: At the end of each session, ask: “Did we learn about local history and folklore?”", + "Country: At the end of each session, ask: “Will that make a great story, later?”": "Country: At the end of each session, ask: “Will that make a great story, later?”", + "Inquisition: You believe your organisation isn’t rotten to the core, it just has a few rotten apples. At the end of each session, ask: “Is the organisation better now?”": "Inquisition: You believe your organisation isn’t rotten to the core, it just has a few rotten apples. At the end of each session, ask: “Is the organisation better now?”", + "Redemption: You were once part of the organisation’s shady dealings but are disgusted by them now. At the end of each session, ask: “Did we repay part of the harm we caused as organisation members?”": "Redemption: You were once part of the organisation’s shady dealings but are disgusted by them now. At the end of each session, ask: “Did we repay part of the harm we caused as organisation members?”", + "Revolt: You’ve recently understood the organisation is rotten to the core and should be terminated. At the end of each session, ask: “Are we closer to destroying the organisation?”": "Revolt: You’ve recently understood the organisation is rotten to the core and should be terminated. At the end of each session, ask: “Are we closer to destroying the organisation?”", + "Vengeance: You want to become strong enough to destroy the Wild Hunt one day. At the end of each session, ask: “Did what we do bring us closer to destroying the Wild Hunt?”": "Vengeance: You want to become strong enough to destroy the Wild Hunt one day. At the end of each session, ask: “Did what we do bring us closer to destroying the Wild Hunt?”", + "Compassion: You don’t want others to suffer as you did. At the end of each session, ask: “Did we risk our freedom to protect someone else’s’?”": "Compassion: You don’t want others to suffer as you did. At the end of each session, ask: “Did we risk our freedom to protect someone else’s’?”", + "Homelessness: You want to have normal lives one day. At the end of each session, ask: “Did we put some effort into making our lives more normal?”": "Homelessness: You want to have normal lives one day. At the end of each session, ask: “Did we put some effort into making our lives more normal?”", + "Enemies": "Enemies", + "Pick an enemy for your team:": "Pick an enemy for your team:", + "General Grox, alien warlord.": "General Grox, alien warlord.", + "The werewolf conspiracy.": "The werewolf conspiracy.", + "The Order of the Silvery Stars, who worship some very bad alien god-things.": "The Order of the Silvery Stars, who worship some very bad alien god-things.", + "The Old Gods, who want to return and rule the world again.": "The Old Gods, who want to return and rule the world again.", + "A rival Bureau with dubious methods and goals.": "A rival Bureau with dubious methods and goals.", + "Halphas, a demon who has it in for you.": "Halphas, a demon who has it in for you.", + "All the vampires.": "All the vampires.", + "Dr Crepuscule, who steals unnatural power from captured monsters.": "Dr Crepuscule, who steals unnatural power from captured monsters.", + "The King in Yellow, a god/force of corruption, decadence, and disease.": "The King in Yellow, a god/force of corruption, decadence, and disease.", + "A cabal of ghosts trying to secure the secret of returning to life.": "A cabal of ghosts trying to secure the secret of returning to life.", + "Alpha, an immortal werewolf.": "Alpha, an immortal werewolf.", + "Seth Vail, a billionaire who wants to harness the power of monsters, starting with immortality for himself.": "Seth Vail, a billionaire who wants to harness the power of monsters, starting with immortality for himself.", + "The Father of Monsters, the cosmic entity who is the source of evil in the world.": "The Father of Monsters, the cosmic entity who is the source of evil in the world.", + "The Grey Priests, a conspiracy to bring about the end of the world and birth of a new one.": "The Grey Priests, a conspiracy to bring about the end of the world and birth of a new one.", + "Lord Grash, warlord of a monster dimension.": "Lord Grash, warlord of a monster dimension.", + "All the demons.": "All the demons.", + "The Anointed Hierophant, an occult sect leader who wants to break the walls between worlds.": "The Anointed Hierophant, an occult sect leader who wants to break the walls between worlds.", + "Chaos, a cosmic entity of disorder.": "Chaos, a cosmic entity of disorder.", + "TransWorldCorp, a business hoping to profit from other worlds via their rift machine, no matter the damage they do along the way.": "TransWorldCorp, a business hoping to profit from other worlds via their rift machine, no matter the damage they do along the way.", + "Apollyon, a demon king who wants to rule the Earth.": "Apollyon, a demon king who wants to rule the Earth.", + "Incursions of HEDEs (Hostile Extra-Dimensional Entities).": "Incursions of HEDEs (Hostile Extra-Dimensional Entities).", + "Masanori, a selfish tycoon chasing personal immortality.": "Masanori, a selfish tycoon chasing personal immortality.", + "A rival IMPS team, who always want to make it look like they saved the day and you screwed up.": "A rival IMPS team, who always want to make it look like they saved the day and you screwed up.", + "A chaos cult who want to break down the structures of the modern world, so they can rule it with their magical powers.": "A chaos cult who want to break down the structures of the modern world, so they can rule it with their magical powers.", + "Dr Weltschmerz, a bitter and angry scientist who wants all worlds to suffer.": "Dr Weltschmerz, a bitter and angry scientist who wants all worlds to suffer.", + "Jauna, a merchant from Monster Marches who deals in interdimensional slave trade.": "Jauna, a merchant from Monster Marches who deals in interdimensional slave trade.", + "Separator, an automaton guarding borders between the worlds.": "Separator, an automaton guarding borders between the worlds.", + "Iron Crusade, an invading force from a futuristic world.": "Iron Crusade, an invading force from a futuristic world.", + "Your own evil versions from a mirrored universe.": "Your own evil versions from a mirrored universe.", + "The Black Knight, a faerie lord.": "The Black Knight, a faerie lord.", + "A necromancer, with a plan to rule the world.": "A necromancer, with a plan to rule the world.", + "Metaphysical Exploitation Holdings (MEH), a corporation that profits from ill-advised experimentation and exploitation of the supernatural.": "Metaphysical Exploitation Holdings (MEH), a corporation that profits from ill-advised experimentation and exploitation of the supernatural.", + "A conspiracy of chaos cultists.": "A conspiracy of chaos cultists.", + "Allmine, a greedy and capricious demon of desire.": "Allmine, a greedy and capricious demon of desire.", + "All the evil doppelgangers.": "All the evil doppelgangers.", + "Professor Trundil, an occult scientist trying to steal your powers and magic.": "Professor Trundil, an occult scientist trying to steal your powers and magic.", + "Great Waghru, a primordial entity slumbering beneath the city, now stirring.": "Great Waghru, a primordial entity slumbering beneath the city, now stirring.", + "Brave New World, an undercover company trying to replace humans in your city with robots.": "Brave New World, an undercover company trying to replace humans in your city with robots.", + "Pethas, a dragon.": "Pethas, a dragon.", + "All the werewolves.": "All the werewolves.", + "Ozahr, an immortal and megalomaniac wizard.": "Ozahr, an immortal and megalomaniac wizard.", + "The Fates.": "The Fates.", + "A conspiracy of political leaders secretly creating a global dictatorship.": "A conspiracy of political leaders secretly creating a global dictatorship.", + "Bradshaw, an evil property developer.": "Bradshaw, an evil property developer.", + "The Ghost King.": "The Ghost King.", + "Dracula.": "Dracula.", + "Cryptids generally.": "Cryptids generally.", + "A conspiracy of wizards who want to take over the world.": "A conspiracy of wizards who want to take over the world.", + "Your manager.": "Your manager.", + "The Queen of the Bug Monsters.": "The Queen of the Bug Monsters.", + "The Monarch of Waste, a cosmic entity of disorder and ruin.": "The Monarch of Waste, a cosmic entity of disorder and ruin.", + "A conspiracy within the company, using the workplace for a sinister occult plan.": "A conspiracy within the company, using the workplace for a sinister occult plan.", + "The thing in the basement. You don’t know what it is, but it’s evil.": "The thing in the basement. You don’t know what it is, but it’s evil.", + "The Pale Man, the powerful and malevolent ghost of a mass murderer who lived here a long time ago.": "The Pale Man, the powerful and malevolent ghost of a mass murderer who lived here a long time ago.", + "All the ghouls. A big cemetery nearby attracts their attention.": "All the ghouls. A big cemetery nearby attracts their attention.", + "Bradshaw, a property developer who wants to rebuild the city—by any means necessary.": "Bradshaw, a property developer who wants to rebuild the city—by any means necessary.", + "Discord, goddess of chaos and disorder.": "Discord, goddess of chaos and disorder.", + "A conspiracy of vampires trying to take over your community.": "A conspiracy of vampires trying to take over your community.", + "White Travellers, ghosts that feed on natural, joyous emotions of people and leave people content with a humdrum life.": "White Travellers, ghosts that feed on natural, joyous emotions of people and leave people content with a humdrum life.", + "Ancient Purity, an occultist/fascist death metal band. They would be your enemies even without their abuse of mystical powers.": "Ancient Purity, an occultist/fascist death metal band. They would be your enemies even without their abuse of mystical powers.", + "The Man, a new god of authority, order, and following the rules.": "The Man, a new god of authority, order, and following the rules.", + "The Sanguine Circle, a conspiracy of vampires with cells in many cities and towns.": "The Sanguine Circle, a conspiracy of vampires with cells in many cities and towns.", + "Allies": "Allies", + "Choose your team allies from this list:": "Choose your team allies from this list:", + "Doctor “Blue,” a physician. They can help you recover from harm.": "Doctor “Blue,” a physician. They can help you recover from harm.", + "Professor “Blood,” a forensic scientist. They are who you go to when you need evidence analysed.": "Professor “Blood,” a forensic scientist. They are who you go to when you need evidence analysed.", + "Agent “Will,” a field investigator. They’re a veteran of the Bureau, and can help you navigate problems with colleagues.": "Agent “Will,” a field investigator. They’re a veteran of the Bureau, and can help you navigate problems with colleagues.", + "Aquila Squad, an ally team. They are unofficially known as “the Extreme Problems” squad. They can handle anything unfazed, but their solutions can be a little... messy.": "Aquila Squad, an ally team. They are unofficially known as “the Extreme Problems” squad. They can handle anything unfazed, but their solutions can be a little... messy.", + "SkullFangz, an ally team. This is a group of hackers you’ve made a sort of alliance with. They can help you get information through unorthodox channels, but they sometimes need you to do some odd or dubious favours in return.": "SkullFangz, an ally team. This is a group of hackers you’ve made a sort of alliance with. They can help you get information through unorthodox channels, but they sometimes need you to do some odd or dubious favours in return.", + "Detective Barnes, a police detective who you saved from a monster way back when. They’ll help you out with some information now and then, and possibly more when you’re on their turf.": "Detective Barnes, a police detective who you saved from a monster way back when. They’ll help you out with some information now and then, and possibly more when you’re on their turf.", + "Bingo, an always-online researcher into strangeness. They can put you in touch with people who need help, coordinate communication, and help you with research.": "Bingo, an always-online researcher into strangeness. They can put you in touch with people who need help, coordinate communication, and help you with research.", + "Sapphire, who has the ability to manipulate time in certain ways. You suspect she may be very long-lived or even immortal. She is not always easy to contact, and can appear unexpectedly.": "Sapphire, who has the ability to manipulate time in certain ways. You suspect she may be very long-lived or even immortal. She is not always easy to contact, and can appear unexpectedly.", + "Another group of travelling hunters, an ally team. They can back you up monster hunting—you’ve helped each other out several times, when things got tricky.": "Another group of travelling hunters, an ally team. They can back you up monster hunting—you’ve helped each other out several times, when things got tricky.", + "Universal Cleanup Services, an ally team. A franchise that specialises in cleaning up messes like crime scenes and monster attacks.": "Universal Cleanup Services, an ally team. A franchise that specialises in cleaning up messes like crime scenes and monster attacks.", + "Carlito, a nurse. They can patch up injured hunters.": "Carlito, a nurse. They can patch up injured hunters.", + "Charity, an occultist. She can tell you about and sometimes find weird old items.": "Charity, an occultist. She can tell you about and sometimes find weird old items.", + "Raven, a mystic. Has some ideas about the Chosen One’s destiny.": "Raven, a mystic. Has some ideas about the Chosen One’s destiny.", + "The Junior Entourage, an ally team. These are friends who aren’t in the core team. Good at getting around for area canvassing or distraction.": "The Junior Entourage, an ally team. These are friends who aren’t in the core team. Good at getting around for area canvassing or distraction.", + "Destiny’s Servants, an ally team. A secretive group sent to help you out. They’re good at fighting and acting suspicious.": "Destiny’s Servants, an ally team. A secretive group sent to help you out. They’re good at fighting and acting suspicious.", + "Hawthorn, a hedge witch. They’re able to cast a variety of small but useful spells.": "Hawthorn, a hedge witch. They’re able to cast a variety of small but useful spells.", + "Anya, a folklorist. They know a lot about the stories and history of the region.": "Anya, a folklorist. They know a lot about the stories and history of the region.", + "The Feeling of Not Knowing a Particular Fact, a visitor from another world. An explorer of worlds, they have a store of facts or rumours about many different dimensions. Describe their home world and look.": "The Feeling of Not Knowing a Particular Fact, a visitor from another world. An explorer of worlds, they have a store of facts or rumours about many different dimensions. Describe their home world and look.", + "Junior Guardians, an ally team. By tradition, younger members of your families and community are apprenticed to take over when you retire. They can help with any tasks that aren’t too dangerous.": "Junior Guardians, an ally team. By tradition, younger members of your families and community are apprenticed to take over when you retire. They can help with any tasks that aren’t too dangerous.", + "A flock of otherworldly creatures, an ally team. These non-Earthly animals can scout and warn you of danger, and also are quite cute. Describe their home world and look.": "A flock of otherworldly creatures, an ally team. These non-Earthly animals can scout and warn you of danger, and also are quite cute. Describe their home world and look.", + "Ó Corra, IMPS General Secretary. Having Ó Corra on your side is always going to be handy.": "Ó Corra, IMPS General Secretary. Having Ó Corra on your side is always going to be handy.", + "Klíma, IMPS forensic specialist. Klíma can help you get extra forensic analysis or expedite tests.": "Klíma, IMPS forensic specialist. Klíma can help you get extra forensic analysis or expedite tests.", + "Villaverde, IMPS librarian. Knows a lot about mystical and occult secrets.": "Villaverde, IMPS librarian. Knows a lot about mystical and occult secrets.", + "IMPS team EM–3. This team of IMPS agents specialise in dealing with big disasters. They can help manage and calm down civilians and provide support for your team.": "IMPS team EM–3. This team of IMPS agents specialise in dealing with big disasters. They can help manage and calm down civilians and provide support for your team.", + "Cryptidnet, a loose organisation of interested amateurs and researchers who collate rumours of weird activity. Great source of leads and supernatural rumours.": "Cryptidnet, a loose organisation of interested amateurs and researchers who collate rumours of weird activity. Great source of leads and supernatural rumours.", + "Justinian, a paladin. He’s always ready to fight evil alongside you and hopes one of you will one day be the lady (or lord) of his heart.": "Justinian, a paladin. He’s always ready to fight evil alongside you and hopes one of you will one day be the lady (or lord) of his heart.", + "NewLife, a bio-robot. They know a lot about life on various worlds, whether organic, tech-based, or magic-based.": "NewLife, a bio-robot. They know a lot about life on various worlds, whether organic, tech-based, or magic-based.", + "Darween, a diplomat. Coming from the Monster Marches, she hates disunity and wants good people of all worlds to cooperate.": "Darween, a diplomat. Coming from the Monster Marches, she hates disunity and wants good people of all worlds to cooperate.", + "The Queen’s Musketeers. Brave, dashing and ready to fight with monsters both in Helos and beyond, but won’t do anything that directly contradicts Queen Helena the Radiant’s orders.": "The Queen’s Musketeers. Brave, dashing and ready to fight with monsters both in Helos and beyond, but won’t do anything that directly contradicts Queen Helena the Radiant’s orders.", + "Spirit Healers. They come from a Stone Age world and want to heal all spiritual ills of all worlds. They oppose killing monsters because they believe monsters should be healed and reintegrated instead.": "Spirit Healers. They come from a Stone Age world and want to heal all spiritual ills of all worlds. They oppose killing monsters because they believe monsters should be healed and reintegrated instead.", + "Zhu, a law enforcement officer. They can help you with legal difficulties in their jurisdiction.": "Zhu, a law enforcement officer. They can help you with legal difficulties in their jurisdiction.", + "Davis, a therapist specialising in trauma recovery.": "Davis, a therapist specialising in trauma recovery.", + "Dr Basu, a medical doctor.": "Dr Basu, a medical doctor.", + "The next generation, an ally team. These younger monster hunters are relatives of those who died in the battle, taking up the family calling.": "The next generation, an ally team. These younger monster hunters are relatives of those who died in the battle, taking up the family calling.", + "The Network, an ally team. This is a group of people who keep watch for big supernatural dangers, and can get you warnings in time to intervene.": "The Network, an ally team. This is a group of people who keep watch for big supernatural dangers, and can get you warnings in time to intervene.", + "Shinzō, a retro-weaponsmith. Their creations look like fancy souvenirs but have various magical properties.": "Shinzō, a retro-weaponsmith. Their creations look like fancy souvenirs but have various magical properties.", + "FaceBog, a doppelganger. They’ll impersonate you at various social events if you ask them nicely.": "FaceBog, a doppelganger. They’ll impersonate you at various social events if you ask them nicely.", + "Hedwig, a journalist. She believes in your public causes and is willing to cover up some things for you, but sometimes asks difficult questions.": "Hedwig, a journalist. She believes in your public causes and is willing to cover up some things for you, but sometimes asks difficult questions.", + "Monster Hunters Fan Club. They know your secret identities, but not your public ones.": "Monster Hunters Fan Club. They know your secret identities, but not your public ones.", + "Spirits of the city’s founders. They remember how the city once was and have clashed with occult forces that threaten it.": "Spirits of the city’s founders. They remember how the city once was and have clashed with occult forces that threaten it.", + "Dumont, the fixer. Dumont can find leads on jobs, and sometime scare up special gear.": "Dumont, the fixer. Dumont can find leads on jobs, and sometime scare up special gear.", + "Chang, a government official. They can help you with legal entanglements. Sometimes.": "Chang, a government official. They can help you with legal entanglements. Sometimes.", + "Dr Accorso. A medical doctor, ready to help with injuries or illness. No questions asked.": "Dr Accorso. A medical doctor, ready to help with injuries or illness. No questions asked.", + "The Irregulars, an ally team. They’re a general group of support crew that help you out. Mechanics, technicians, and the like.": "The Irregulars, an ally team. They’re a general group of support crew that help you out. Mechanics, technicians, and the like.", + "The Crooked Hearts, another mercenary monster hunting crew. You’ve worked together on some big jobs.": "The Crooked Hearts, another mercenary monster hunting crew. You’ve worked together on some big jobs.", + "Leon/Lyn, an authority figure (parent, teacher, etc.). Helpful dealing with officials.": "Leon/Lyn, an authority figure (parent, teacher, etc.). Helpful dealing with officials.", + "Romain, a librarian. Good at finding out details.": "Romain, a librarian. Good at finding out details.", + "A very smart pet. Pick their species and give them a name:": "A very smart pet. Pick their species and give them a name:", + "Your friend group, an ally team. Great for distractions.": "Your friend group, an ally team. Great for distractions.", + "Internet mystery circle, an ally team. Good for finding out weird facts and rumours.": "Internet mystery circle, an ally team. Good for finding out weird facts and rumours.", + "Aminat Salek, a client or customer who has a knack for finding whatever is weirdest.": "Aminat Salek, a client or customer who has a knack for finding whatever is weirdest.", + "Ahearn, a consultant. They can help you out with how things go on behind the scenes.": "Ahearn, a consultant. They can help you out with how things go on behind the scenes.", + "De Luca, from human resources. They can cover for absences and sometimes tell you what management is planning.": "De Luca, from human resources. They can cover for absences and sometimes tell you what management is planning.", + "The day shift, an ally team. They can help out when you need to sleep.": "The day shift, an ally team. They can help out when you need to sleep.", + "Asani, an old and knowledgeable witch.": "Asani, an old and knowledgeable witch.", + "Petersen, a police officer. Community-minded, they know you help people out and they help you too.": "Petersen, a police officer. Community-minded, they know you help people out and they help you too.", + "Red, cafe/bar/restaurant manager. You’re always welcome in their place, and they hear a lot of gossip.": "Red, cafe/bar/restaurant manager. You’re always welcome in their place, and they hear a lot of gossip.", + "The SWG, an ally team. These are newer members of the SWG. They can patrol, report events, and help people to safety. They’re not ready to take on monsters directly.": "The SWG, an ally team. These are newer members of the SWG. They can patrol, report events, and help people to safety. They’re not ready to take on monsters directly.", + "The sports club, an ally team. What sport do you all play? The other club members will do you a favour now and then. Useful for getting information from organisations you don’t have direct access to.": "The sports club, an ally team. What sport do you all play? The other club members will do you a favour now and then. Useful for getting information from organisations you don’t have direct access to.", + "Carlos, a roadie. They can do pretty much anything with reasonable competence.": "Carlos, a roadie. They can do pretty much anything with reasonable competence.", + "Charity, an occultist. She can tell you about mystical stuff you find and sometimes get you weird old items.": "Charity, an occultist. She can tell you about mystical stuff you find and sometimes get you weird old items.", + "Dr An Seulgi. She can help patch you up if you get hurt, and provide “special” prescriptions as long as you don’t abuse them too badly.": "Dr An Seulgi. She can help patch you up if you get hurt, and provide “special” prescriptions as long as you don’t abuse them too badly.", + "Eldritch Records, your label. You can hit them up for a little money, legal help, or contact details for folks in the music business.": "Eldritch Records, your label. You can hit them up for a little money, legal help, or contact details for folks in the music business.", + "Your fan club, an ally team. They’re keen to help, but they’re mainly just a bunch of kids (possibly kids in their late teens or early twenties, but still).": "Your fan club, an ally team. They’re keen to help, but they’re mainly just a bunch of kids (possibly kids in their late teens or early twenties, but still).", + "LOLweb, a hacker. They track the organisation’s web activity and try to hinder it but don’t believe in monsters.": "LOLweb, a hacker. They track the organisation’s web activity and try to hinder it but don’t believe in monsters.", + "Faruq, an office worker in the organisation. He also feels there’s something wrong but is too afraid to act openly about it.": "Faruq, an office worker in the organisation. He also feels there’s something wrong but is too afraid to act openly about it.", + "Grethel, a government official. She keeps track of various supernatural occurrences and organisations that deal with them.": "Grethel, a government official. She keeps track of various supernatural occurrences and organisations that deal with them.", + "Organisation ex-members. Each of them has seen a bit of bad things that happen there and can help you piece together the bigger picture.": "Organisation ex-members. Each of them has seen a bit of bad things that happen there and can help you piece together the bigger picture.", + "Independent hunters. Far less experienced than you but sometimes can do things you can’t due to being observed by the organisation.": "Independent hunters. Far less experienced than you but sometimes can do things you can’t due to being observed by the organisation.", + "Soyfly, a pixie. She knows a lot of recent gossip about the Wild Hunt.": "Soyfly, a pixie. She knows a lot of recent gossip about the Wild Hunt.", + "Althea, a private aviator. She believes the sky should be free for everyone, not just some creepy horsemen.": "Althea, a private aviator. She believes the sky should be free for everyone, not just some creepy horsemen.", + "Caragh, a banshee. She once rode with the Hunt and now helps other fugitives, but never reveals how she escaped.": "Caragh, a banshee. She once rode with the Hunt and now helps other fugitives, but never reveals how she escaped.", + "New Start, an NGO that helps refugees. They focus on political and war refugees, but allow you to use their facilities.": "New Start, an NGO that helps refugees. They focus on political and war refugees, but allow you to use their facilities.", + "The Savage Ride, the Wild Hunt’s rivals. They’ll do anything to hinder the Hunt, but are violent and fickle themselves.": "The Savage Ride, the Wild Hunt’s rivals. They’ll do anything to hinder the Hunt, but are violent and fickle themselves." } \ No newline at end of file diff --git a/Monster of the Week Official/translations/ca.json b/Monster of the Week Official/translations/ca.json index c953febafa..16411e428f 100644 --- a/Monster of the Week Official/translations/ca.json +++ b/Monster of the Week Official/translations/ca.json @@ -1192,7 +1192,6 @@ "custom-move-name": "Name", "custom-move-description": "Description", "custom-gear": "Playbook Gear", - "start_newstuff": "", "unused": "No usat", "all": "All", "starting": "Starting", @@ -1290,7 +1289,7 @@ "eos-ref": "At the end of each session, the Keeper will ask the following questions:
    • Did we conclude the current mystery?
    • Did we save someone from certain death (or worse)?
    • Did we learn something new and important about the world?
    • Did we learn something new and important about one of the hunters?
    If you get one or two \"Yes\" answers, mark one experience. If you get three or four, mark two.", "pick-book": "Pick Your Playbook", "pick-book-desc": "Pick your playbook using the menu in the upper right corner or the buttons in the lists below. Once you pick a playbook, starting stats options are found at the bottom of the first main column (not including the stats column).", - "motw-books": "Monster of the Week Revised Edition Playbooks", + "motw-books": "Monster of the Week Hardcover Edition Playbooks", "chosen-desc": "A once-ordinary person who discovered they have a special destiny, and who has been given the power to accomplish it. The Chosen is good in a fight, with some weird powers. E.g. Buffy from Buffy the Vampire Slayer.", "crooked-desc": "A criminal turned monster hunter, haunted by their past and enemies. The Crooked is good in social situations and has a lot of contacts. E.g. Anna Valmont from The Dresden Files, Peter Bishop from Fringe.", "divine-desc": "An agent of a higher power, with a mission to fulfill. The Divine is very tough and has been granted holy powers. E.g. Castiel from Supernatural; Michael Carpenter from The Dresden Files.", @@ -1621,6 +1620,7 @@ "animating-force": "Animating Force", "animating-force-desc": "There is a force that gives you life, which cannot harm you. You do not eat, breathe, drink, or heal naturally. Instead, repair yourself with your recharge move. Pick an energy type:", "lightning": "Lightning", + "fire": "Fire", "music": "Music", "clockwork": "Clockwork", "orgone": "Orgone", @@ -1686,7 +1686,6 @@ "hardcase2020-move6": "Inspired Guesswork: When you investigate a mystery, you may spend 1 Fire to add 1 extra hold. The extra question must be about powers, motivations, or weaknesses.", "hardcase2020-move7": "Stone Cold: You never really get ruffled by danger. Gain +1 whenever pain or fear requires you act under pressure. Your nearby allies also gain this bonus against pain and fear, as long as you keep it together.", "hardcase2020-move8": "Weapon Master: When you take possession of a new weapon you may add, remove, or change one tag. This change only applies for you. When you get this move, apply it to all your current weapons.", - "fire": "Fire", "calm": "Calm", "raging": "Raging", "hardcase-vehicles": "Vehicles", @@ -1716,5 +1715,610 @@ "hardcase2020-gear22": "A spell formula, written on a napkin", "hardcase2020-advance1": "Your Fire track increases to 13 boxes.", "constructed-unstable": "You get 10 harm boxes and do not become unstable.", - "end_newstuff": "" + "team-playbooks": "Team Playbooks", + "team-playbook-choice": "Choose a Team Playbook", + "Team Playbook": "Team Playbook", + "Agents in Black": "Agents in Black", + "Always on the Road": "Always on the Road", + "The Chosen One and Entourage": "The Chosen One and Entourage", + "Guardians of the Borderland": "Guardians of the Borderland", + "IMPS (International Monster and Paranormal Service)": "IMPS (International Monster and Paranormal Service)", + "Interdimensional Crisis Team": "Interdimensional Crisis Team", + "The Last Survivors": "The Last Survivors", + "League of Double Lives": "League of Double Lives", + "Mercenaries": "Mercenaries", + "Mystery Club": "Mystery Club", + "The Night Shift": "The Night Shift", + "Suburban Watch Group": "Suburban Watch Group", + "Touring Band": "Touring Band", + "Whistleblowers": "Whistleblowers", + "Wild Hunt Fugitives": "Wild Hunt Fugitives", + "pick-teambook-desc": "Pick your team playbook using the menu in the upper right corner or the buttons in the lists below.", + "This team playbook has the hunters working for the Bureau—a clandestine organisation dedicated to hiding the existence of monsters and the supernatural from the general public.": "This team playbook has the hunters working for the Bureau—a clandestine organisation dedicated to hiding the existence of monsters and the supernatural from the general public.", + "You’re a travelling hunter team. Every week is a new town with a new problem.": "You’re a travelling hunter team. Every week is a new town with a new problem.", + "This team centres on a Chosen One and their friends who help with monster hunting. There’s also room for a mentor.": "This team centres on a Chosen One and their friends who help with monster hunting. There’s also room for a mentor.", + "This team playbook has the hunters as wardens of a liminal region: somewhere where the borders of the world are thin, where monsters and magic can slip through and cause trouble.": "This team playbook has the hunters as wardens of a liminal region: somewhere where the borders of the world are thin, where monsters and magic can slip through and cause trouble.", + "The International Monster and Paranormal Service (IMPS) was created to keep humanity safe from supernatural threats. It’s not clear who funds them, although most people assume it’s some kind of United Nations agency. IMPS isn’t secret, but they keep things as quiet as possible This team playbook sets your hunters as one of the elite IMPS teams that travels the world to deal with monster incidents.": "The International Monster and Paranormal Service (IMPS) was created to keep humanity safe from supernatural threats. It’s not clear who funds them, although most people assume it’s some kind of United Nations agency. IMPS isn’t secret, but they keep things as quiet as possible This team playbook sets your hunters as one of the elite IMPS teams that travels the world to deal with monster incidents.", + "Your world isn’t the only one that needs monster hunting help from time to time. And when others do, you travel through portals, loopholes, and other oddities to help. Interdimensional Crisis Team perfectly fits over-the-top, parody games. More serious stories about interdimensional problems are handled better by Guardians of the Borderland.": "Your world isn’t the only one that needs monster hunting help from time to time. And when others do, you travel through portals, loopholes, and other oddities to help. Interdimensional Crisis Team perfectly fits over-the-top, parody games. More serious stories about interdimensional problems are handled better by Guardians of the Borderland.", + "This hunter team were the only people who lived through a terrible (maybe even apocalyptic) battle. You had many allies at your side, but they didn’t make it.": "This hunter team were the only people who lived through a terrible (maybe even apocalyptic) battle. You had many allies at your side, but they didn’t make it.", + "You’re monster hunters but also important society members in a city. Your ties to the society give you various forms of influence but also mean you somehow have to manage two lives at once. The world isn’t ready to learn about your monster hunting and even less about the monsters themselves.": "You’re monster hunters but also important society members in a city. Your ties to the society give you various forms of influence but also mean you somehow have to manage two lives at once. The world isn’t ready to learn about your monster hunting and even less about the monsters themselves.", + "This team playbook has the hunters working for hire. They save people and hunt monsters, sure, but they also want to get paid at the end of the day.": "This team playbook has the hunters working for hire. They save people and hunt monsters, sure, but they also want to get paid at the end of the day.", + "This is a hunter team of investigators, with a focus on less horrific and more comedic mysteries. This particularly suits games with younger players, or younger hunters. This team playbook strongly pushes the game towards silliness and jokes, so be sure you’re ready for that if you’re considering taking it.": "This is a hunter team of investigators, with a focus on less horrific and more comedic mysteries. This particularly suits games with younger players, or younger hunters. This team playbook strongly pushes the game towards silliness and jokes, so be sure you’re ready for that if you’re considering taking it.", + "This team playbook has the hunters comprising the night shift at a workplace. A workplace that gets way more than its fair share of supernatural problems.": "This team playbook has the hunters comprising the night shift at a workplace. A workplace that gets way more than its fair share of supernatural problems.", + "This is a group of hunters who began as regular folks looking out for their local neighbourhood or town. It emphasises relationships outside of monster hunting and a focus on normal life as well as your adventures.": "This is a group of hunters who began as regular folks looking out for their local neighbourhood or town. It emphasises relationships outside of monster hunting and a focus on normal life as well as your adventures.", + "This team is a band, eternally on tour. Everywhere you have a gig booked, it seems like something bad is going down. Between sound check and putting on the show, you gotta deal with whatever is eating people in this town.": "This team is a band, eternally on tour. Everywhere you have a gig booked, it seems like something bad is going down. Between sound check and putting on the show, you gotta deal with whatever is eating people in this town.", + "All the hunters in your team are members of a monster hunting organisation, and you start suspecting there’s something fishy about this group. This team playbook shares many elements of the Initiate and Professional playbooks because it essentially represents playing an entire team of Initiates and/or Professionals. You shouldn’t choose those playbooks when playing as the Whistleblowers—unless the Keeper agrees some characters belong to a different organisation as well, which might make the situation even more messy.": "All the hunters in your team are members of a monster hunting organisation, and you start suspecting there’s something fishy about this group. This team playbook shares many elements of the Initiate and Professional playbooks because it essentially represents playing an entire team of Initiates and/or Professionals. You shouldn’t choose those playbooks when playing as the Whistleblowers—unless the Keeper agrees some characters belong to a different organisation as well, which might make the situation even more messy.", + "You joined or were abducted by the Wild Hunt. You gained some supernatural skills while riding with it, but then escaped it. Now you use your experience to hunt monsters, evade the Hunt and, maybe, destroy it one day.": "You joined or were abducted by the Wild Hunt. You gained some supernatural skills while riding with it, but then escaped it. Now you use your experience to hunt monsters, evade the Hunt and, maybe, destroy it one day.", + "Getting Started": "Getting Started", + "Determine the nature of the Event.": "Determine the nature of the Event.", + "Decide the history between you and the Wild Hunt.": "Decide the history between you and the Wild Hunt.", + "Pick your style (and associated improvement question).": "Pick your style (and associated improvement question).", + "Figure out the nature of the Bureau.": "Figure out the nature of the Bureau.", + "Create your city.": "Create your city.", + "Pick your obligations.": "Pick your obligations.", + "Come up with a band name.": "Come up with a band name.", + "Pick a starting team ally.": "Pick a starting team ally.", + "Customize the organisation.": "Customize the organisation.", + "Pick your starting team move and 2 boxes of assets.": "Pick your starting team move and 2 boxes of assets.", + "Pick a starting team ally, move, and assets.": "Pick a starting team ally, move, and assets.", + "Pick a starting team enemy, ally, move, and 2 boxes of assets.": "Pick a starting team enemy, ally, move, and 2 boxes of assets.", + "Put on some music and hit the road.": "Put on some music and hit the road.", + "Await the next weird prophecy.": "Await the next weird prophecy.", + "Check the boundaries for incursions.": "Check the boundaries for incursions.", + "Report for your mission briefing.": "Report for your mission briefing.", + "Prepare for the next disaster.": "Prepare for the next disaster.", + "Ponder your responsibilities, as you await the call.": "Ponder your responsibilities, as you await the call.", + "See who’s hiring today.": "See who’s hiring today.", + "Next meeting is at the clubroom on Tuesday afternoon.": "Next meeting is at the clubroom on Tuesday afternoon.", + "Clock in and prepare for another night of drudgery.": "Clock in and prepare for another night of drudgery.", + "Walk the streets. Keep an eye out for evildoers.": "Walk the streets. Keep an eye out for evildoers.", + "You have half an hour before we fly to the next city. Soundcheck at 7, you’re on at 8.": "You have half an hour before we fly to the next city. Soundcheck at 7, you’re on at 8.", + "Snoop around the boss’s office while they’re in a meeting.": "Snoop around the boss’s office while they’re in a meeting.", + "Stay wary, that sounded like howls in the wind.": "Stay wary, that sounded like howls in the wind.", + "The Bureau": "The Bureau", + "Prompts": "Prompts", + "The Bureau setup is determined by the group. Record your answers to these prompts in the Notes section below.": "The Bureau setup is determined by the group. Record your answers to these prompts in the Notes section below.", + "If you have a hunter who belongs to an organisation already—like a Professional or an Initiate—you may combine their setup with the Bureau setup. Figure out how the two perspectives work for your Bureau. If you don’t like that idea, you can also keep them separate (which will lead to its own drama with split loyalties and rivalries).": "If you have a hunter who belongs to an organisation already—like a Professional or an Initiate—you may combine their setup with the Bureau setup. Figure out how the two perspectives work for your Bureau. If you don’t like that idea, you can also keep them separate (which will lead to its own drama with split loyalties and rivalries).", + "Now determine the nature of the Bureau:": "Now determine the nature of the Bureau:", + "Is the Bureau an open, covert, or secret organisation? An open Bureau exists openly but has a cover responsibility to distract from their real mission. A covert Bureau doesn’t explicitly hide themselves, but they try not to draw attention. A secret Bureau has no official records and operates completely in the shadows.": "Is the Bureau an open, covert, or secret organisation? An open Bureau exists openly but has a cover responsibility to distract from their real mission. A covert Bureau doesn’t explicitly hide themselves, but they try not to draw attention. A secret Bureau has no official records and operates completely in the shadows.", + "Who is your team’s handler or commanding officer and what are they like? Create your own or pick one of these:": "Who is your team’s handler or commanding officer and what are they like? Create your own or pick one of these:", + "Special Agent “Coop” is a genial, avuncular middle-aged man. He’s disorganised and often loses track of details, but he always has the team’s back.": "Special Agent “Coop” is a genial, avuncular middle-aged man. He’s disorganised and often loses track of details, but he always has the team’s back.", + "Special Agent “Star” is a harsh boss. She doesn’t really seem to like you, and you never seem to measure up to her standards of “perfection plus.” She runs everything by the book (this can be good or bad for you).": "Special Agent “Star” is a harsh boss. She doesn’t really seem to like you, and you never seem to measure up to her standards of “perfection plus.” She runs everything by the book (this can be good or bad for you).", + "Provisional Special Agent “Fireball” is young and excitable. They prefer you deal with problems in a scorched earth style, without regard for consequences. That is also their management style.": "Provisional Special Agent “Fireball” is young and excitable. They prefer you deal with problems in a scorched earth style, without regard for consequences. That is also their management style.", + "Who do you think is really running the Bureau? The government? A secret global government? Some other government? A billionaire? A secret conspiracy dating back to Uruk’s priesthood? Something else?": "Who do you think is really running the Bureau? The government? A secret global government? Some other government? A billionaire? A secret conspiracy dating back to Uruk’s priesthood? Something else?", + "The Event": "The Event", + "What is the terrible situation you all survived together?": "What is the terrible situation you all survived together?", + "A concerted assault by monsters, as you took shelter in an isolated cabin.": "A concerted assault by monsters, as you took shelter in an isolated cabin.", + "A single terrifying monster invaded your homes.": "A single terrifying monster invaded your homes.", + "It was the only chance to avert an apocalypse.": "It was the only chance to avert an apocalypse.", + "An invasion from another dimension.": "An invasion from another dimension.", + "People around you were transformed into monsters.": "People around you were transformed into monsters.", + "You were strangers in a small town filled with murderous monsters, on festival day.": "You were strangers in a small town filled with murderous monsters, on festival day.", + "Something else:": "Something else:", + "Decide who the allies were who fought alongside you and died in battle. Each hunter picks one.": "Decide who the allies were who fought alongside you and died in battle. Each hunter picks one.", + "A monster hunting teammate.": "A monster hunting teammate.", + "Your spouse or lover.": "Your spouse or lover.", + "Your sibling.": "Your sibling.", + "A parent.": "A parent.", + "A child.": "A child.", + "Your mentor.": "Your mentor.", + "Your protégée.": "Your protégée.", + "Your dog (or other pet).": "Your dog (or other pet).", + "Someone else:": "Someone else:", + "Then decide how you saved the day in the end. Whatever it was, it came at great personal cost (beyond the loss you just chose).": "Then decide how you saved the day in the end. Whatever it was, it came at great personal cost (beyond the loss you just chose).", + "The City": "The City", + "The city you all protect will be an important aspect of the story, more of a collective character of your mysteries than just a background element. Each player should choose one key aspect of the city from one of the following lists. Balance between good and bad things as fits the mood of your campaign.": "The city you all protect will be an important aspect of the story, more of a collective character of your mysteries than just a background element. Each player should choose one key aspect of the city from one of the following lists. Balance between good and bad things as fits the mood of your campaign.", + "Good things": "Good things", + "Cozy": "Cozy", + "Affluent": "Affluent", + "Good social care": "Good social care", + "Proud of its past": "Proud of its past", + "Lots of monuments": "Lots of monuments", + "Highly ecological": "Highly ecological", + "Transparent politics": "Transparent politics", + "Technological hub": "Technological hub", + "The nation’s main transport hub": "The nation’s main transport hub", + "Protected by benevolent magic": "Protected by benevolent magic", + "Beloved by travel vloggers": "Beloved by travel vloggers", + "An extremely famous mayor": "An extremely famous mayor", + "A university with unique departments": "A university with unique departments", + "Other:": "Other:", + "Bad things": "Bad things", + "Alienating": "Alienating", + "Poor": "Poor", + "Big social inequality": "Big social inequality", + "Shameful past": "Shameful past", + "Nothing worth sightseeing": "Nothing worth sightseeing", + "Highly polluted": "Highly polluted", + "Shady politics": "Shady politics", + "No prospects for the future": "No prospects for the future", + "Shady military bases": "Shady military bases", + "Gangs that terrorize the entire region": "Gangs that terrorize the entire region", + "Believed to bring bad luck": "Believed to bring bad luck", + "Struck by a powerful curse": "Struck by a powerful curse", + "Obligations": "Obligations", + "Your social status carries some obligations with it. At the beginning of a mystery, the Keeper holds 3. They can spend 1 hold to introduce one of the obligations. When it’s introduced, at least half of you must attend, otherwise you can lose allies or tempt mundane people to investigate your lives.": "Your social status carries some obligations with it. At the beginning of a mystery, the Keeper holds 3. They can spend 1 hold to introduce one of the obligations. When it’s introduced, at least half of you must attend, otherwise you can lose allies or tempt mundane people to investigate your lives.", + "Choose or create two obligations you have:": "Choose or create two obligations you have:", + "Attending parties and balls.": "Attending parties and balls.", + "Attending important conferences.": "Attending important conferences.", + "Ceremonially opening new buildings.": "Ceremonially opening new buildings.", + "Meeting children at schools.": "Meeting children at schools.", + "Tutoring promising students one on one.": "Tutoring promising students one on one.", + "Appearing on TV.": "Appearing on TV.", + "The Organisation": "The Organisation", + "You create the details about your organisation, choosing options from the following lists. Things you suspect can pertain either to the organisation as a whole or to an influential group within it. At least two of the things you suspect are true, the Keeper decides which ones.": "You create the details about your organisation, choosing options from the following lists. Things you suspect can pertain either to the organisation as a whole or to an influential group within it. At least two of the things you suspect are true, the Keeper decides which ones.", + "Official goals": "Official goals", + "(choose one or two)": "(choose one or two)", + "Slay monsters": "Slay monsters", + "Contain monsters": "Contain monsters", + "Govern safe use of magic": "Govern safe use of magic", + "Research monsters": "Research monsters", + "Research paranatural phenomena": "Research paranatural phenomena", + "Keep monsters and magic secret": "Keep monsters and magic secret", + "Goal you suspect": "Goal you suspect", + "(choose one)": "(choose one)", + "Training an army of monsters": "Training an army of monsters", + "Creating new monsters": "Creating new monsters", + "Stealing the monsters’ powers": "Stealing the monsters’ powers", + "Keeping all magic to themselves": "Keeping all magic to themselves", + "Taking over the world": "Taking over the world", + "Destroying the world": "Destroying the world", + "Official resources": "Official resources", + "(choose two)": "(choose two)", + "Ancient lore": "Ancient lore", + "Modernised": "Modernised", + "Chapters everywhere": "Chapters everywhere", + "Secular power": "Secular power", + "Rich": "Rich", + "Rigorous training": "Rigorous training", + "Offices all over the place": "Offices all over the place", + "Good intel": "Good intel", + "Support teams": "Support teams", + "Suspected resources": "Suspected resources", + "Demonology": "Demonology", + "Necromancy": "Necromancy", + "Deals with monsters": "Deals with monsters", + "Manipulated minions": "Manipulated minions", + "Manipulated cultists": "Manipulated cultists", + "Bribed officials": "Bribed officials", + "Sacrificing members": "Sacrificing members", + "Obvious flaws": "Obvious flaws", + "Tradition-bound": "Tradition-bound", + "Paranoid and secretive": "Paranoid and secretive", + "Closed hierarchy": "Closed hierarchy", + "Strict laws": "Strict laws", + "Mystical oaths": "Mystical oaths", + "Bureaucratic": "Bureaucratic", + "Hostile superiors": "Hostile superiors", + "Take-no-prisoners policy": "Take-no-prisoners policy", + "Live capture policy": "Live capture policy", + "Suspected flaws": "Suspected flaws", + "Total obedience": "Total obedience", + "Tyrannical leaders": "Tyrannical leaders", + "Protects member criminals": "Protects member criminals", + "The Wild Hunt": "The Wild Hunt", + "You were part of the Wild Hunt, a group of violent fey and spirits riding the world and striking fear into the hearts of people. Detail the Wild Hunt here.": "You were part of the Wild Hunt, a group of violent fey and spirits riding the world and striking fear into the hearts of people. Detail the Wild Hunt here.", + "Who Rides With The Hunt?": "Who Rides With The Hunt?", + "Elves": "Elves", + "Trolls": "Trolls", + "Demons": "Demons", + "Wraiths": "Wraiths", + "Banshees": "Banshees", + "Werewolves": "Werewolves", + "Something Else": "Something Else", + "The Wild Hunt has a leader, probably a king or a queen. Give them a name or a title:": "The Wild Hunt has a leader, probably a king or a queen. Give them a name or a title:", + "Choose or invent their impressive powers, at least two:": "Choose or invent their impressive powers, at least two:", + "Grant immortality": "Grant immortality", + "Grant lycanthropy": "Grant lycanthropy", + "Steal emotion": "Steal emotion", + "See destinies": "See destinies", + "Set destinies": "Set destinies", + "Control weather": "Control weather", + "Grant sentience to animals": "Grant sentience to animals", + "Grant sentience to weapons": "Grant sentience to weapons", + "Why were you a part of the Wild Hunt?": "Why were you a part of the Wild Hunt?", + "Each player can choose a different answer:": "Each player can choose a different answer:", + "I was kidnapped by the Hunt": "I was kidnapped by the Hunt", + "I sold my soul to the Hunt": "I sold my soul to the Hunt", + "I wanted to ride with the Hunt": "I wanted to ride with the Hunt", + "I’m a supernatural creature who’s a part of the Hunt": "I’m a supernatural creature who’s a part of the Hunt", + "Something else": "Something else", + "Then all of you escaped, sick with the Hunt’s atrocities or their treatment of you.": "Then all of you escaped, sick with the Hunt’s atrocities or their treatment of you.", + "How Did You Escape?": "How Did You Escape?", + "How did you escape?": "How did you escape?", + "With a clever plan": "With a clever plan", + "By sheer luck": "By sheer luck", + "With outside help": "With outside help", + "Thanks to a loophole in your fae contract": "Thanks to a loophole in your fae contract", + "The Wild Hunt keeps looking for you. How do they do it?": "The Wild Hunt keeps looking for you. How do they do it?", + "Choose two ways:": "Choose two ways:", + "They give other monsters this in exchange for information.": "They give other monsters this in exchange for information.", + "They track the internet, but they can’t monitor one part of it:": "They track the internet, but they can’t monitor one part of it:", + "They can see you when you’re outside in one type of weather, namely:": "They can see you when you’re outside in one type of weather, namely:", + "They sense you when you use magic unless you take a precaution, namely:": "They sense you when you use magic unless you take a precaution, namely:", + "What will the Wild Hunt do if they find you?": "What will the Wild Hunt do if they find you?", + "Kill you.": "Kill you.", + "Torment you.": "Torment you.", + "Make you join the Hunt again.": "Make you join the Hunt again.", + "Make you slaves.": "Make you slaves.", + "Notes": "Notes", + "Team Moves": "Team Moves", + "Choose your team moves from this list. The first one is a good default choice:": "Choose your team moves from this list. The first one is a good default choice:", + "Memory Eraser: You have been issued handheld devices to erase memories from civilians. When you target a person and activate the device, say how many hours you want to erase (1–6) and roll +Weird. On a 10+, those memories are gone. On a 7–9, the memories are gone but the target knows something strange happened.": "Memory Eraser: You have been issued handheld devices to erase memories from civilians. When you target a person and activate the device, say how many hours you want to erase (1–6) and roll +Weird. On a 10+, those memories are gone. On a 7–9, the memories are gone but the target knows something strange happened.", + "Authority Override: If local officials are causing trouble, you can get them pulled off the case. This may—of course—make them more suspicious.": "Authority Override: If local officials are causing trouble, you can get them pulled off the case. This may—of course—make them more suspicious.", + "Containment Field Projector: Place the projector and activate it, choosing a range from 1–20 meters. A spherical shield is created, allowing nothing in or out. Lasts until deactivated by remote or in an hour when the battery runs out. There’s time to get out of the zone, but only just.": "Containment Field Projector: Place the projector and activate it, choosing a range from 1–20 meters. A spherical shield is created, allowing nothing in or out. Lasts until deactivated by remote or in an hour when the battery runs out. There’s time to get out of the zone, but only just.", + "Anonymity: Your identity isn’t traceable via official databases or records. Enemies or bystanders can’t find out anything about your history through any official channels. Additionally, any distinguishing features are removed from photo, videos, or voice recordings of you when they’re processed by any regular computer or phone.": "Anonymity: Your identity isn’t traceable via official databases or records. Enemies or bystanders can’t find out anything about your history through any official channels. Additionally, any distinguishing features are removed from photo, videos, or voice recordings of you when they’re processed by any regular computer or phone.", + "Not Right: You all have a creepy, uncanny valley style aura or look that counts as a reason for manipulating a bystander with threats.": "Not Right: You all have a creepy, uncanny valley style aura or look that counts as a reason for manipulating a bystander with threats.", + "Something Different: Take a move from another team playbook.": "Something Different: Take a move from another team playbook.", + "Change Team Style: Pick a new team style. You now use that one instead of the one you first chose.": "Change Team Style: Pick a new team style. You now use that one instead of the one you first chose.", + "Home Away from Home: Whenever you arrive in a new town, you immediately find a motel and a cafe that are friendly and welcoming. One or the other will turn out to have a connection to the mystery that brought you here, even if just by having a bystander come by.": "Home Away from Home: Whenever you arrive in a new town, you immediately find a motel and a cafe that are friendly and welcoming. One or the other will turn out to have a connection to the mystery that brought you here, even if just by having a bystander come by.", + "Geniality: When you meet a new person in a town you haven’t visited before, roll +Charm. On a 10+, they are well-disposed towards you. On a 7–9, they’re still well-disposed but the Keeper chooses one: they are marked for trouble, or they conceal something from the hunters. Additionally, when you return to a town you have already visited, you always run into the people you befriended previously.": "Geniality: When you meet a new person in a town you haven’t visited before, roll +Charm. On a 10+, they are well-disposed towards you. On a 7–9, they’re still well-disposed but the Keeper chooses one: they are marked for trouble, or they conceal something from the hunters. Additionally, when you return to a town you have already visited, you always run into the people you befriended previously.", + "Handy: You’re all good at fixing stuff. Anything broken or messed up in the course of a mystery is repaired and ready to go before the next one. Gear or assets that would be described as “totally destroyed” still need to be replaced.": "Handy: You’re all good at fixing stuff. Anything broken or messed up in the course of a mystery is repaired and ready to go before the next one. Gear or assets that would be described as “totally destroyed” still need to be replaced.", + "No-stick: You’ve had yourselves removed from official and law enforcement databases. You don’t have to worry about “misunderstandings” from previous towns getting in the way of your hunts (unless someone got annoyed enough to make it a personal vendetta).": "No-stick: You’ve had yourselves removed from official and law enforcement databases. You don’t have to worry about “misunderstandings” from previous towns getting in the way of your hunts (unless someone got annoyed enough to make it a personal vendetta).", + "Monster Journals: When a mystery reminds you of something you encountered before, consult your notes and tell the Keeper what you think is the same. The Keeper will say if you got it right.If you’re correct, take +1 forward to investigate a mystery. If you’re wrong but had a good idea, take +1 forward to read a bad situation. If you’re totally off base, the Keeper holds 1 to put you in a tight spot.": "Monster Journals: When a mystery reminds you of something you encountered before, consult your notes and tell the Keeper what you think is the same. The Keeper will say if you got it right.

    If you’re correct, take +1 forward to investigate a mystery. If you’re wrong but had a good idea, take +1 forward to read a bad situation. If you’re totally off base, the Keeper holds 1 to put you in a tight spot.", + "Ancient Visions: An ancient ritual, to be conducted regularly, gives the whole team access to some of the visions sent to the Chosen One. Once per mystery, each hunter may ask the Keeper a question about anything they want. The Keeper answers with a vision or dream: obscure and vague, but true.": "Ancient Visions: An ancient ritual, to be conducted regularly, gives the whole team access to some of the visions sent to the Chosen One. Once per mystery, each hunter may ask the Keeper a question about anything they want. The Keeper answers with a vision or dream: obscure and vague, but true.", + "Armoury of the Chosen: You gain a cache of special weapons used by previous Chosen Ones. The Keeper should design a lesser version of the Chosen One’s special weapon, which all other members of the team may use. When this is unlocked, the Chosen One may change or add a tag on their special weapon.": "Armoury of the Chosen: You gain a cache of special weapons used by previous Chosen Ones. The Keeper should design a lesser version of the Chosen One’s special weapon, which all other members of the team may use. When this is unlocked, the Chosen One may change or add a tag on their special weapon.", + "Handing on the Torch: When you select this, designate another character as the next Chosen One. When the current Chosen One dies, that character may change to the Chosen playbook whenever they are ready. The new Chosen One designates the next heir when they find a worthy successor.": "Handing on the Torch: When you select this, designate another character as the next Chosen One. When the current Chosen One dies, that character may change to the Chosen playbook whenever they are ready. The new Chosen One designates the next heir when they find a worthy successor.", + "Friends Stick Together: Once per mystery, a hunter may call the rest of the team to their current location. Everyone arrives as soon as they potentially can (based on their last known position and when we saw them there). That can be “right this instant,” if at all possible.": "Friends Stick Together: Once per mystery, a hunter may call the rest of the team to their current location. Everyone arrives as soon as they potentially can (based on their last known position and when we saw them there). That can be “right this instant,” if at all possible.", + "Wyrd’s Favour: When you choose this team move, all hunters erase 1 spent Luck point. If you haven’t spent any Luck yet, add a new Luck box instead.": "Wyrd’s Favour: When you choose this team move, all hunters erase 1 spent Luck point. If you haven’t spent any Luck yet, add a new Luck box instead.", + "Otherworldly Intuition: When you encounter something from another world, you recognise that they don’t belong here. When you encounter a place where another world is accessible, you are aware of it and may stop at the threshold.": "Otherworldly Intuition: When you encounter something from another world, you recognise that they don’t belong here. When you encounter a place where another world is accessible, you are aware of it and may stop at the threshold.", + "Wardens: Once per mystery while you’re defending a portal, wall, or border, you may ignore all harm from a single source, or treat a roll as if you rolled a 12. This works just as if you spent a Luck, except it doesn’t trigger your special move.": "Wardens: Once per mystery while you’re defending a portal, wall, or border, you may ignore all harm from a single source, or treat a roll as if you rolled a 12. This works just as if you spent a Luck, except it doesn’t trigger your special move.", + "Outer Speech: You have a knack for the languages of the multiverse. You can always understand, and make yourself understood, when you’re talking to denizens from beyond. This is mainly the general sense of things—some details might get lost along the way.": "Outer Speech: You have a knack for the languages of the multiverse. You can always understand, and make yourself understood, when you’re talking to denizens from beyond. This is mainly the general sense of things—some details might get lost along the way.", + "Walkers between Worlds: At a suitable liminal site, you know how to step between worlds. Describe how you open the way and roll +Weird. On a 10+, you’re walking to the place you intended, but the way may be difficult. On a 7–9, choose one: you’re on the right path in immediate danger, or you find yourself lost and in the wrong place. On a 6 or less, you’re lost and in big trouble. If more than one of the hunters is using this move together, only make one roll: the hunter with the worst Weird score rolls (but they may accept help).": "Walkers between Worlds: At a suitable liminal site, you know how to step between worlds. Describe how you open the way and roll +Weird. On a 10+, you’re walking to the place you intended, but the way may be difficult. On a 7–9, choose one: you’re on the right path in immediate danger, or you find yourself lost and in the wrong place. On a 6 or less, you’re lost and in big trouble. If more than one of the hunters is using this move together, only make one roll: the hunter with the worst Weird score rolls (but they may accept help).", + "Outsider Knack: Once per visit to another world, you may use a trick or ability from Earth to gain an advantage. The advantage allows you to roll one move using three dice, selecting the best two for your result.": "Outsider Knack: Once per visit to another world, you may use a trick or ability from Earth to gain an advantage. The advantage allows you to roll one move using three dice, selecting the best two for your result.", + "Drilled Coordination: All team members get +1 ongoing when helping out another team member.": "Drilled Coordination: All team members get +1 ongoing when helping out another team member.", + "Comms: You have systems that keep you constantly in voice contact, regardless of where in the world you each may be. Not guaranteed to work in shielded spaces, deep underground, beyond magical portals, or on other worlds.": "Comms: You have systems that keep you constantly in voice contact, regardless of where in the world you each may be. Not guaranteed to work in shielded spaces, deep underground, beyond magical portals, or on other worlds.", + "Recognised IMPS Team: Wherever in the world you are, you have authority to deal with supernatural events. Local officials will—in general—cooperate with you fully. Does not apply in nations outside the IMPS treaty.": "Recognised IMPS Team: Wherever in the world you are, you have authority to deal with supernatural events. Local officials will—in general—cooperate with you fully. Does not apply in nations outside the IMPS treaty.", + "Rapid Deployment: IMPS has quick-response vehicles able to deliver you (or other IMPS assets) anywhere in the world, extremely quickly. They may also be used to make a fast exit from bad situations.": "Rapid Deployment: IMPS has quick-response vehicles able to deliver you (or other IMPS assets) anywhere in the world, extremely quickly. They may also be used to make a fast exit from bad situations.", + "Memories of the Fallen: When a hunter on the team dies in the line of duty, or retires from IMPS and monster hunting, all remaining team members erase a used Luck mark.": "Memories of the Fallen: When a hunter on the team dies in the line of duty, or retires from IMPS and monster hunting, all remaining team members erase a used Luck mark.", + "Global Crisis: Once per mystery, each of you can read a bad situation treating an entire world as the bad situation, including asking about the best way in or out.": "Global Crisis: Once per mystery, each of you can read a bad situation treating an entire world as the bad situation, including asking about the best way in or out.", + "Surge of Magic: Each of you holds 1 when you enter a new world. You can spend this hold to get an automatic result of 10 on a Weird move roll or to learn a useful big magic ritual known only in this world.": "Surge of Magic: Each of you holds 1 when you enter a new world. You can spend this hold to get an automatic result of 10 on a Weird move roll or to learn a useful big magic ritual known only in this world.", + "Otherworldly: You make your strangeness in other worlds work to your advantage in interpersonal situations. “I’m from another world” works as a reason for people to do as you ask when you manipulate someone.": "Otherworldly: You make your strangeness in other worlds work to your advantage in interpersonal situations. “I’m from another world” works as a reason for people to do as you ask when you manipulate someone.", + "A Multiverse of Friends: Three times per mystery, a friend you’ve made in an alternate universe can help one of you with a task as if they rolled 10+ to help out. They either manifest next to you for a moment or somehow are there in person. They can be bystanders from previous games or people from your backstories.": "A Multiverse of Friends: Three times per mystery, a friend you’ve made in an alternate universe can help one of you with a task as if they rolled 10+ to help out. They either manifest next to you for a moment or somehow are there in person. They can be bystanders from previous games or people from your backstories.", + "Determined Guardians: When one of the hunters protects a bystander, the target never takes harm: even on a miss, that bystander is totally safe. The hunter doing the protection still suffers the full effects of the roll result.": "Determined Guardians: When one of the hunters protects a bystander, the target never takes harm: even on a miss, that bystander is totally safe. The hunter doing the protection still suffers the full effects of the roll result.", + "Field Medics: When you treat an injured bystander, they are stabilised and well enough to manage until they can get proper medical attention. When you treat another hunter, pick if you heal 2-harm or stabilise them. Then they take +1 forward.": "Field Medics: When you treat an injured bystander, they are stabilised and well enough to manage until they can get proper medical attention. When you treat another hunter, pick if you heal 2-harm or stabilise them. Then they take +1 forward.", + "Checklists: Once per mystery, each hunter in need of a particular item may declare they have it. Narrate a flashback explaining why they thought to include it in their gear. If the item is especially rare, strange, or unusual (this is the Keeper’s call), then this move can’t be used again by any hunter until the next mystery.": "Checklists: Once per mystery, each hunter in need of a particular item may declare they have it. Narrate a flashback explaining why they thought to include it in their gear. If the item is especially rare, strange, or unusual (this is the Keeper’s call), then this move can’t be used again by any hunter until the next mystery.", + "Keep on Goin’: When you’re protecting bystanders from danger, any move that would prevent you from taking action due to harm, stress, or panic has its effect deferred. You can keep going for now, but once everyone is safe the full effects of what you’ve been through hit you.": "Keep on Goin’: When you’re protecting bystanders from danger, any move that would prevent you from taking action due to harm, stress, or panic has its effect deferred. You can keep going for now, but once everyone is safe the full effects of what you’ve been through hit you.", + "Shared Dangers: When you take a moment to share your worries and fears about a previous or upcoming battle with another hunter, you both choose one: heal 1-harm, or take +1 forward.": "Shared Dangers: When you take a moment to share your worries and fears about a previous or upcoming battle with another hunter, you both choose one: heal 1-harm, or take +1 forward.", + "Big Reveal: If most people around you don’t know about your secret identities, the first action you take in that scene that reveals those identities gets +1 forward. Bystanders and minions present freeze in surprise for a moment, giving you an opportunity to act before they can react.": "Big Reveal: If most people around you don’t know about your secret identities, the first action you take in that scene that reveals those identities gets +1 forward. Bystanders and minions present freeze in surprise for a moment, giving you an opportunity to act before they can react.", + "Affluent: You can get most gear easily. Specify what you need, assigning tags to the gear. If it’s a weapon, treat each harm beyond 2-harm as a separate tag; if it’s armour, treat each point of armour as a separate tag. Then roll +tags. On a miss, you get it easily. On a 7–9, you get it but raise some questions. On a 10+, either you don’t get it or you do but someone gets a clear clue about your secret identity.": "Affluent: You can get most gear easily. Specify what you need, assigning tags to the gear. If it’s a weapon, treat each harm beyond 2-harm as a separate tag; if it’s armour, treat each point of armour as a separate tag. Then roll +tags. On a miss, you get it easily. On a 7–9, you get it but raise some questions. On a 10+, either you don’t get it or you do but someone gets a clear clue about your secret identity.", + "Only When Necessary: If you manage to stop or destroy a minion without using any abilities or gear of your secret identity (including monster hunting weapons), each hunter involved marks experience. If it was a monster, mark two.": "Only When Necessary: If you manage to stop or destroy a minion without using any abilities or gear of your secret identity (including monster hunting weapons), each hunter involved marks experience. If it was a monster, mark two.", + "Shadow Selves: When one of you wants to be in two places at the same time, summon your shadow self in another place. Only one shadow self can per hunter exist at one time. The shadow self has a trait that allows others to distinguish it from you if they observe closely. Roll +Weird. On a 10+, hold 3. On a 7–9, hold 1. Spend holds to have your shadow self act as if it were you, but with –1 ongoing. When you spend the last hold, the shadow self dissolves in an obviously supernatural and unsettling way. On a miss, the shadow self appears for a moment and does something you really, really didn’t want them to do...": "Shadow Selves: When one of you wants to be in two places at the same time, summon your shadow self in another place. Only one shadow self can per hunter exist at one time. The shadow self has a trait that allows others to distinguish it from you if they observe closely. Roll +Weird. On a 10+, hold 3. On a 7–9, hold 1. Spend holds to have your shadow self act as if it were you, but with –1 ongoing. When you spend the last hold, the shadow self dissolves in an obviously supernatural and unsettling way. On a miss, the shadow self appears for a moment and does something you really, really didn’t want them to do...", + "Spending Money: If you get paid at the end of a mystery, each hunter adds 1-hold. Spend this hold in a later mystery narrate a flashback where you purchased the thing you need right now. It can be anything you could be carrying, something booked in advance (for example, a safe house or hotel room), or the use of a vehicle.": "Spending Money: If you get paid at the end of a mystery, each hunter adds 1-hold. Spend this hold in a later mystery narrate a flashback where you purchased the thing you need right now. It can be anything you could be carrying, something booked in advance (for example, a safe house or hotel room), or the use of a vehicle.", + "The B-Team: When you need to fortify a location or armour a vehicle, narrate a montage of your preparations. When you’re done, the location or vehicle provides 2-armour to all within it.": "The B-Team: When you need to fortify a location or armour a vehicle, narrate a montage of your preparations. When you’re done, the location or vehicle provides 2-armour to all within it.", + "Combat Training: When you help out another team member during combat, they may inflict +1 harm or suffer –1 harm in addition to the usual effects of your result.": "Combat Training: When you help out another team member during combat, they may inflict +1 harm or suffer –1 harm in addition to the usual effects of your result.", + "It’s Our Job: If a bystander has hired you, that counts as a reason when you manipulate them. This remains in effect in later mysteries. The Keeper may include other bystanders in the effect, if they’re part of a group you’re working for.": "It’s Our Job: If a bystander has hired you, that counts as a reason when you manipulate them. This remains in effect in later mysteries. The Keeper may include other bystanders in the effect, if they’re part of a group you’re working for.", + "The Good Ones: When you refuse to accept payment for a job, the client becomes an ally.": "The Good Ones: When you refuse to accept payment for a job, the client becomes an ally.", + "Yikes!: When a hunter is captured by a monster, minion, or phenomenon, they may ask one of the investigate a mystery or read a bad situation questions.": "Yikes!: When a hunter is captured by a monster, minion, or phenomenon, they may ask one of the investigate a mystery or read a bad situation questions.", + "Sensible Chuckle: When a hunter makes a joke (good or bad) at the expense of a monster, minion, or phenomenon, they may give another hunter on the team +1 forward.": "Sensible Chuckle: When a hunter makes a joke (good or bad) at the expense of a monster, minion, or phenomenon, they may give another hunter on the team +1 forward.", + "Earnest Do-gooders: When a hunter tells someone you are helping people and why, bystanders are more likely to do as you ask. The explanation always counts as a reason if you’re manipulating them to protect them or get them to help you.": "Earnest Do-gooders: When a hunter tells someone you are helping people and why, bystanders are more likely to do as you ask. The explanation always counts as a reason if you’re manipulating them to protect them or get them to help you.", + "Slapstick: When a hunter takes harm, they may instead have an embarrassing pratfall or accident that dodges the danger. Ignore the harm as established, and simply take 1-harm (which can’t be reduced or mitigated in any way). The hunter takes –1 forward.": "Slapstick: When a hunter takes harm, they may instead have an embarrassing pratfall or accident that dodges the danger. Ignore the harm as established, and simply take 1-harm (which can’t be reduced or mitigated in any way). The hunter takes –1 forward.", + "Disguises: When a hunter disguises themself, the disguise will not be questioned, until they do something to directly cast doubt on their appearance.": "Disguises: When a hunter disguises themself, the disguise will not be questioned, until they do something to directly cast doubt on their appearance.", + "Inventory Check: If you go looking for something that just might be in stock, roll +Weird. On a 10 or more, it’s there. On a 7–9, either you find it but there’s a cost, or you find something close enough. On a miss, you find something bad.": "Inventory Check: If you go looking for something that just might be in stock, roll +Weird. On a 10 or more, it’s there. On a 7–9, either you find it but there’s a cost, or you find something close enough. On a miss, you find something bad.", + "Corporate Database: If you use the company information systems to help investigate a mystery, take +1 hold. The Keeper tells you something disturbing you learn in addition to what you were looking for.": "Corporate Database: If you use the company information systems to help investigate a mystery, take +1 hold. The Keeper tells you something disturbing you learn in addition to what you were looking for.", + "Handbook: At the start of each mystery, each hunter may consult the employee handbook for advice. Roll a single die. On a 1, take –1 forward. On a 2, gain +1 forward to Charm. On a 3, gain +1 forward to Cool. On a 4, gain +1 forward to Sharp. On a 5, gain +1 forward to Tough. On a 6, gain +1 forward to Weird.": "Handbook: At the start of each mystery, each hunter may consult the employee handbook for advice. Roll a single die. On a 1, take –1 forward. On a 2, gain +1 forward to Charm. On a 3, gain +1 forward to Cool. On a 4, gain +1 forward to Sharp. On a 5, gain +1 forward to Tough. On a 6, gain +1 forward to Weird.", + "Uniforms: While you’re wearing your uniforms, your actions won’t be questioned unless you are indisputably out of place. For example, your burger restaurant uniforms won’t help you infiltrate a military base, and vice versa. The uniforms may also count as a reason when you try to manipulate someone.": "Uniforms: While you’re wearing your uniforms, your actions won’t be questioned unless you are indisputably out of place. For example, your burger restaurant uniforms won’t help you infiltrate a military base, and vice versa. The uniforms may also count as a reason when you try to manipulate someone.", + "Company Mascot: Take your corporate mascot as an ally. Pick one: a fellow employee with useful skills in the suit, or a supernatural being trying to keep under the radar. Decide what the mascot looks like.": "Company Mascot: Take your corporate mascot as an ally. Pick one: a fellow employee with useful skills in the suit, or a supernatural being trying to keep under the radar. Decide what the mascot looks like.", + "Earned Trust: People in your community know you, and know you mean well. They’ll generally believe what you tell them. If you ask them to do something for their own safety, they usually go along with it.": "Earned Trust: People in your community know you, and know you mean well. They’ll generally believe what you tell them. If you ask them to do something for their own safety, they usually go along with it.", + "Familiarity: When you’re checking out something in your community, you’ll always recognise right away if something has changed in an out-of-the-ordinary way. You can pick up things like a house suddenly quiet, a new tree in the park, or a stranger working at the corner store.": "Familiarity: When you’re checking out something in your community, you’ll always recognise right away if something has changed in an out-of-the-ordinary way. You can pick up things like a house suddenly quiet, a new tree in the park, or a stranger working at the corner store.", + "Domestic Wardings: You know how to protect houses from evil supernatural influences. All your homes are warded, and you may ward others too. It’s a big magic ritual requiring 24 hours, all the hunters, and a number of protective items that must be placed around the house. The wardings might be broken eventually by a concerted attack.": "Domestic Wardings: You know how to protect houses from evil supernatural influences. All your homes are warded, and you may ward others too. It’s a big magic ritual requiring 24 hours, all the hunters, and a number of protective items that must be placed around the house. The wardings might be broken eventually by a concerted attack.", + "Backyard Allies: You’ve made friends with some feral or wild animals that are smarter than normal—perhaps modern nature spirits? In any case, they can scout and spy for you, and it’s unlikely anyone will pay attention to them. They might ask you for favours too, now and then.": "Backyard Allies: You’ve made friends with some feral or wild animals that are smarter than normal—perhaps modern nature spirits? In any case, they can scout and spy for you, and it’s unlikely anyone will pay attention to them. They might ask you for favours too, now and then.", + "Craft Circle: Whenever you need a physical item as a magical requirement, you can craft a substitute together. All the hunters must take part, and you’ll need a few hours. You can replace one requirement per spell this way.": "Craft Circle: Whenever you need a physical item as a magical requirement, you can craft a substitute together. All the hunters must take part, and you’ll need a few hours. You can replace one requirement per spell this way.", + "Hit It!: If you all have your instruments ready, start playing one of your songs. Everyone and everything within earshot pauses for a moment.": "Hit It!: If you all have your instruments ready, start playing one of your songs. Everyone and everything within earshot pauses for a moment.", + "Sacred Songs of Power: You may substitute “play a mystical song” for any one use magic or big magic requirement. For use magic, one person needs to perform the song. For big magic, it must be at least two of you.": "Sacred Songs of Power: You may substitute “play a mystical song” for any one use magic or big magic requirement. For use magic, one person needs to perform the song. For big magic, it must be at least two of you.", + "Famous: You’re well known. Everywhere you go, you may call up your fans. They are a temporary ally group, type: backup (motivation: to stand with you). There will be a lot of them, but they’re just regular people—good at creating a distraction but not fighting monsters.": "Famous: You’re well known. Everywhere you go, you may call up your fans. They are a temporary ally group, type: backup (motivation: to stand with you). There will be a lot of them, but they’re just regular people—good at creating a distraction but not fighting monsters.", + "In the Groove: When you’re engaged in desperate physical action, and you describe how your move sets up another member of the band, they take +1 forward.": "In the Groove: When you’re engaged in desperate physical action, and you describe how your move sets up another member of the band, they take +1 forward.", + "Healing Vibe: Whenever the band plays a gig (no matter how big or small—there just needs to be an audience), each band member and every member of the audience either unmarks unstable or heals 1-harm.": "Healing Vibe: Whenever the band plays a gig (no matter how big or small—there just needs to be an audience), each band member and every member of the audience either unmarks unstable or heals 1-harm.", + "Something Rotten: When investigating a mystery and rolling a 7+, you can ask “How does this relate to the bad things I suspect about my organisation?” in addition to one of the usual questions.": "Something Rotten: When investigating a mystery and rolling a 7+, you can ask “How does this relate to the bad things I suspect about my organisation?” in addition to one of the usual questions.", + "Organisation’s Help: When you ask for the organisation’s help—gear, intel, or personnel—tell your superiors why you need it and roll +Charm. On a 10+, you get what you asked for. On a 7–9, you get it, but sooner or later the organisation will check up on you. On a miss, they don’t give it to you and someone in the organisation learns of your true intentions if you didn’t state them.": "Organisation’s Help: When you ask for the organisation’s help—gear, intel, or personnel—tell your superiors why you need it and roll +Charm. On a 10+, you get what you asked for. On a 7–9, you get it, but sooner or later the organisation will check up on you. On a miss, they don’t give it to you and someone in the organisation learns of your true intentions if you didn’t state them.", + "Specialized: Each of you can get +1 to a single rating (maximum +3) at the cost of –1 to a different rating (minimum –2).": "Specialized: Each of you can get +1 to a single rating (maximum +3) at the cost of –1 to a different rating (minimum –2).", + "Coordinated: Training in the organisation made you especially adept at helping each other. Your team holds 3 at the beginning at each mystery. Each of you can spend 1 to get +1 forward to help out and give the one you help +2 instead of +1 if your move is successful.": "Coordinated: Training in the organisation made you especially adept at helping each other. Your team holds 3 at the beginning at each mystery. Each of you can spend 1 to get +1 forward to help out and give the one you help +2 instead of +1 if your move is successful.", + "Power Dynamics: Add “Who’s the boss here?” and “Who doesn’t want to be a part of this?” to the list of your questions for read a bad situation and investigate a mystery.": "Power Dynamics: Add “Who’s the boss here?” and “Who doesn’t want to be a part of this?” to the list of your questions for read a bad situation and investigate a mystery.", + "Always on the Run: When you enter a new location, one of you can ask either “What’s the best way to hide here” or “What would be the best way to escape from here?” When you act on the answers, you get +1 ongoing, just as if it was a read a bad situation question.": "Always on the Run: When you enter a new location, one of you can ask either “What’s the best way to hide here” or “What would be the best way to escape from here?” When you act on the answers, you get +1 ongoing, just as if it was a read a bad situation question.", + "You Can’t Take Us: Once per mystery, each of you can treat a protect someone roll as if you rolled a 12.": "You Can’t Take Us: Once per mystery, each of you can treat a protect someone roll as if you rolled a 12.", + "Ride with the Thunder: When you race against someone having a comparable speed, you always win. When you race against someone faster or against the Wild Hunt, you can use magic to win anyway.": "Ride with the Thunder: When you race against someone having a comparable speed, you always win. When you race against someone faster or against the Wild Hunt, you can use magic to win anyway.", + "Sense of the Hunt: When a monster hunts a mortal in the area where you are (up to about 2 miles), you sense it, but without any details. You can read a bad situation to get more info on this situation, but if you fail, you get –1 ongoing to helping the hunted mortals.": "Sense of the Hunt: When a monster hunts a mortal in the area where you are (up to about 2 miles), you sense it, but without any details. You can read a bad situation to get more info on this situation, but if you fail, you get –1 ongoing to helping the hunted mortals.", + "Legend Amongst Monsters: Each of you can manipulate monsters as if you had the Dark Negotiator move. If you fail an investigate a mystery move, the monster learns it’s investigated by those who escaped the Wild Hunt.": "Legend Amongst Monsters: Each of you can manipulate monsters as if you had the Dark Negotiator move. If you fail an investigate a mystery move, the monster learns it’s investigated by those who escaped the Wild Hunt.", + "Assets": "Assets", + "Choose from these available assets. If there are two boxes, you need to mark both to earn that asset. (If you are making partial progress towards taking a two-box asset, mark the leftmost box first.)": "Choose from these available assets. If there are two boxes, you need to mark both to earn that asset. (If you are making partial progress towards taking a two-box asset, mark the leftmost box first.)", + "Mobile Base: A helicopter, aeroplane, truck, or bus with facilities and mystery investigation supplies on board.": "Mobile Base: A helicopter, aeroplane, truck, or bus with facilities and mystery investigation supplies on board.", + "Individual Transport: Each mission, a regular car, motorbike, or bicycle is assigned to every team member.": "Individual Transport: Each mission, a regular car, motorbike, or bicycle is assigned to every team member.", + "R&D Access: Your team is issued with a useful high technology experiment from R&D each mission. The Keeper decides what it is (always useful, usually with problematic side effects).": "R&D Access: Your team is issued with a useful high technology experiment from R&D each mission. The Keeper decides what it is (always useful, usually with problematic side effects).", + "Headquarters: A relatively secure space to use as a base in a Bureau regional facility. Everything you need to prepare for mysteries is here, and it’s quite secure.": "Headquarters: A relatively secure space to use as a base in a Bureau regional facility. Everything you need to prepare for mysteries is here, and it’s quite secure.", + "Sky Scanners: You have access to a scanning network that will alert you to strange events coming from space. This includes weird phenomena as well as UFOs.": "Sky Scanners: You have access to a scanning network that will alert you to strange events coming from space. This includes weird phenomena as well as UFOs.", + "Workshop: A big space for craft and repair projects, with plenty of tools and materials.": "Workshop: A big space for craft and repair projects, with plenty of tools and materials.", + "Disguise Kits: Contains costumes, makeup, and other supplies for a quick change of appearance.": "Disguise Kits: Contains costumes, makeup, and other supplies for a quick change of appearance.", + "Housing: Each member of the team is assigned a one-bedroom apartment in a generic housing project. All the apartments are exactly the same, down to scuff marks on the door.": "Housing: Each member of the team is assigned a one-bedroom apartment in a generic housing project. All the apartments are exactly the same, down to scuff marks on the door.", + "Rapid Response Pods: When any member of the team needs to get to a mission site quickly, a rapid response pod appears next to them. Enter the pod, and a short uncomfortable trip will place you where you need to be. What do the pods look like? How do they appear?": "Rapid Response Pods: When any member of the team needs to get to a mission site quickly, a rapid response pod appears next to them. Enter the pod, and a short uncomfortable trip will place you where you need to be. What do the pods look like? How do they appear?", + "Custom:": "Custom:", + "Individual Transport: A regular car, motorbike, or bicycle for every team member.": "Individual Transport: A regular car, motorbike, or bicycle for every team member.", + "Mobile Base: A truck or bus with bunks and mystery investigation supplies on board.": "Mobile Base: A truck or bus with bunks and mystery investigation supplies on board.", + "Credentials: Real, or as-good-as-real, identification that gets you access to law enforcement and other official contacts.": "Credentials: Real, or as-good-as-real, identification that gets you access to law enforcement and other official contacts.", + "Lair: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen.": "Lair: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen.", + "Hunter Roadhouses: A network of bars, diners, and motels where you can safely meet other monster hunters. Many are run by retired hunters.": "Hunter Roadhouses: A network of bars, diners, and motels where you can safely meet other monster hunters. Many are run by retired hunters.", + "Tool Kit: One or two of your vehicles carry tool kits. You have most tools you’ll need to repair or build something.": "Tool Kit: One or two of your vehicles carry tool kits. You have most tools you’ll need to repair or build something.", + "Mystical Ingredients Cabinet: A box with a wide range of frequently useful supplies for magic rituals.": "Mystical Ingredients Cabinet: A box with a wide range of frequently useful supplies for magic rituals.", + "Slush Fund: The team has access to a bank account that can pay for their day to day needs while monster hunting, and stretches to a big purchase every now and then. Where did it come from?": "Slush Fund: The team has access to a bank account that can pay for their day to day needs while monster hunting, and stretches to a big purchase every now and then. Where did it come from?", + "Armoury: One of your cars has a well-stocked weapons chest. Each mystery, every hunter may take one extra regular weapon. Also once per mystery, one hunter may ask the Keeper if the armoury has a particular special weapon: if yes, you can take it; if no, take +1 forward.": "Armoury: One of your cars has a well-stocked weapons chest. Each mystery, every hunter may take one extra regular weapon. Also once per mystery, one hunter may ask the Keeper if the armoury has a particular special weapon: if yes, you can take it; if no, take +1 forward.", + "Field Medics: You have enough supplies and training to treat one hunter per night as if they’d had a proper doctor or trip to the emergency room.": "Field Medics: You have enough supplies and training to treat one hunter per night as if they’d had a proper doctor or trip to the emergency room.", + "The Prophecies: A guidebook of all the visions about the Chosen One, to help you navigate your destiny (they’re pretty hard to decipher).": "The Prophecies: A guidebook of all the visions about the Chosen One, to help you navigate your destiny (they’re pretty hard to decipher).", + "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen.": "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen.", + "Mystical Workroom: A space set aside for magical operations. It can stand in for one requirement of a use magic or big magic move.": "Mystical Workroom: A space set aside for magical operations. It can stand in for one requirement of a use magic or big magic move.", + "Innocent Front: You have access to a regular business or institution. This means that your monster hunting hijinks can be concealed to an extent from your friends, family, and colleagues. For example: a cafe, a library, an antique store, etc.": "Innocent Front: You have access to a regular business or institution. This means that your monster hunting hijinks can be concealed to an extent from your friends, family, and colleagues. For example: a cafe, a library, an antique store, etc.", + "Regular Jobs: You have access to a place of employment for any of the hunters who need it. You earn enough to cover regular day-to-day expenses, and there’s time to fit in monster hunting around your hours.": "Regular Jobs: You have access to a place of employment for any of the hunters who need it. You earn enough to cover regular day-to-day expenses, and there’s time to fit in monster hunting around your hours.", + "Cameras and Recording Gear: You have a big collection of cameras and other recording devices that you can use during your investigations.": "Cameras and Recording Gear: You have a big collection of cameras and other recording devices that you can use during your investigations.", + "Primaeval Monument: An ancient site marking where access between worlds is easiest.": "Primaeval Monument: An ancient site marking where access between worlds is easiest.", + "Portal: A stable portal to either a particular world, or a between-worlds nexus. It is hidden, but any entity that finds either side may use it just like you can. Where is it hidden?": "Portal: A stable portal to either a particular world, or a between-worlds nexus. It is hidden, but any entity that finds either side may use it just like you can. Where is it hidden?", + "Exploration Gear: You’re never sure what you may find in another world. Your group has a storeroom full of all kinds of exploring and outdoor gear and clothing to use.": "Exploration Gear: You’re never sure what you may find in another world. Your group has a storeroom full of all kinds of exploring and outdoor gear and clothing to use.", + "Skywarden: A high tech transport aircraft that has all your essential gear on board and acts as your base on mission assignments. If you have the rapid deployment move, the Skywarden is upgraded with supersonic engines.": "Skywarden: A high tech transport aircraft that has all your essential gear on board and acts as your base on mission assignments. If you have the rapid deployment move, the Skywarden is upgraded with supersonic engines.", + "Individual Transport: Electric motorbikes for every team member.": "Individual Transport: Electric motorbikes for every team member.", + "Search and Rescue Gear: A selection of useful tools for locating and rescuing people in disaster zones.": "Search and Rescue Gear: A selection of useful tools for locating and rescuing people in disaster zones.", + "Headquarters: A relatively secure space allocated to you in IMPS headquarters. There’s room for all your gear, and includes full living quarters.": "Headquarters: A relatively secure space allocated to you in IMPS headquarters. There’s room for all your gear, and includes full living quarters.", + "Workshop: A big space for craft and repair projects, with plenty of technicians, tools, and materials.": "Workshop: A big space for craft and repair projects, with plenty of technicians, tools, and materials.", + "Medical Supplies: Everyone carries a first aid kit, and you have enough for a fully equipped infirmary back at your base or homes.": "Medical Supplies: Everyone carries a first aid kit, and you have enough for a fully equipped infirmary back at your base or homes.", + "Fancy High Tech Uniforms: Complete with built-in gadgets.": "Fancy High Tech Uniforms: Complete with built-in gadgets.", + "Housing: A pleasant house for each team member and their family, provided by IMPS for when you’re off-duty. This may be anywhere in the world.": "Housing: A pleasant house for each team member and their family, provided by IMPS for when you’re off-duty. This may be anywhere in the world.", + "World-jumping Base: A small vehicle or building with bunks and mystery investigation supplies on board.": "World-jumping Base: A small vehicle or building with bunks and mystery investigation supplies on board.", + "Translator: A high tech or arcane universal translator.": "Translator: A high tech or arcane universal translator.", + "Stealth Module: A device automatically changing the looks of your gear and vehicles to match the world you’re in.": "Stealth Module: A device automatically changing the looks of your gear and vehicles to match the world you’re in.", + "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen. Can’t travel between worlds, but you know a big magic ritual to come back here from any world. Invent details with the Keeper.": "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen. Can’t travel between worlds, but you know a big magic ritual to come back here from any world. Invent details with the Keeper.", + "Clothes: Clothes for any weather, including extreme ones.": "Clothes: Clothes for any weather, including extreme ones.", + "Published Book Series: A successful book series written by some or all of you based on your visits to other worlds.": "Published Book Series: A successful book series written by some or all of you based on your visits to other worlds.", + "Crystal Ball: A crystal ball always showing the most breathtaking sight in the area you’re in.": "Crystal Ball: A crystal ball always showing the most breathtaking sight in the area you’re in.", + "Mystical workroom: A space set aside for magical operations. It can stand in for one requirement of a use magic or big magic move.": "Mystical workroom: A space set aside for magical operations. It can stand in for one requirement of a use magic or big magic move.", + "Survival Gear: You’re all well-prepped with supplies for a disaster or emergency situation. Protective gear, tools, food and water, etc.": "Survival Gear: You’re all well-prepped with supplies for a disaster or emergency situation. Protective gear, tools, food and water, etc.", + "Hideouts: Each hunter has a hidden, safe place set up where they can retreat in an emergency. This could be an isolated cabin or bunker, a safe house, or a panic room (whichever makes sense for your hunter).": "Hideouts: Each hunter has a hidden, safe place set up where they can retreat in an emergency. This could be an isolated cabin or bunker, a safe house, or a panic room (whichever makes sense for your hunter).", + "Mobile Hideaway: A truck with bunks and mystery investigation supplies on board.": "Mobile Hideaway: A truck with bunks and mystery investigation supplies on board.", + "Individual Transport: A fancy car or motorbike for every team member.": "Individual Transport: A fancy car or motorbike for every team member.", + "Getaway: A place where you rest from everything, with no monster hunting gear but extremely difficult to find by mundane and magical means.": "Getaway: A place where you rest from everything, with no monster hunting gear but extremely difficult to find by mundane and magical means.", + "Headquarters: A base people from neither your public nor your secret life will find easily. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen.": "Headquarters: A base people from neither your public nor your secret life will find easily. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen.", + "Memorabilia: A collection of important memorabilia connected to the city’s past and two big magic rituals that need only them and up to two other requirements. Determine what the rituals do as a group.": "Memorabilia: A collection of important memorabilia connected to the city’s past and two big magic rituals that need only them and up to two other requirements. Determine what the rituals do as a group.", + "Secure Phones: A set of phones with advanced voice distortion and location concealment options. Tracking a call from these requires days of work.": "Secure Phones: A set of phones with advanced voice distortion and location concealment options. Tracking a call from these requires days of work.", + "Funds: Lots of money on bank accounts connected to untraceable credit cards.": "Funds: Lots of money on bank accounts connected to untraceable credit cards.", + "Mobile Base: A van, truck, or bus with bunks and mystery investigation supplies on board.": "Mobile Base: A van, truck, or bus with bunks and mystery investigation supplies on board.", + "The Grapevine: A network of contacts who pass on job leads.": "The Grapevine: A network of contacts who pass on job leads.", + "Secure Homes: Located somewhere you have a special relationship, you all have houses and bank accounts that provide a base when you’re off the job.": "Secure Homes: Located somewhere you have a special relationship, you all have houses and bank accounts that provide a base when you’re off the job.", + "Credentials: Monster hunting licenses and visa waivers that allow you to do your job and travel legitimately.": "Credentials: Monster hunting licenses and visa waivers that allow you to do your job and travel legitimately.", + "High Tech Gadgets: A supply of various monster scanners and detectors.": "High Tech Gadgets: A supply of various monster scanners and detectors.", + "Armoury: A cache of monster hunting weapons.": "Armoury: A cache of monster hunting weapons.", + "Mystery Van: A van with all your mystery investigation supplies on board.": "Mystery Van: A van with all your mystery investigation supplies on board.", + "Individual Transport: A skateboard, scooter, pair of skates, or bicycle for every team member.": "Individual Transport: A skateboard, scooter, pair of skates, or bicycle for every team member.", + "Gadgets: Paranormal investigation gadgets.": "Gadgets: Paranormal investigation gadgets.", + "Clubhouse: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and make a snack.": "Clubhouse: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and make a snack.", + "Mystical Workroom: a space set aside for magical operations. It can stand in for one requirement of a use magic or big magic move.": "Mystical Workroom: a space set aside for magical operations. It can stand in for one requirement of a use magic or big magic move.", + "Disguises: A trunk full of disguises.": "Disguises: A trunk full of disguises.", + "Library: Library of useful reference books.": "Library: Library of useful reference books.", + "IDs: Official junior deputy Suburban Watch Group volunteer badges.": "IDs: Official junior deputy Suburban Watch Group volunteer badges.", + "Backrooms: You’ve set out a relatively secure space in the back rooms. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen. It’s currently listed as “unused: permanent” so you should be left alone in there.": "Backrooms: You’ve set out a relatively secure space in the back rooms. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen. It’s currently listed as “unused: permanent” so you should be left alone in there.", + "Steam Tunnels: Accessed from your workplace, these allow you to get in and out without being seen. They also connect to the wider city infrastructure.": "Steam Tunnels: Accessed from your workplace, these allow you to get in and out without being seen. They also connect to the wider city infrastructure.", + "Security Access: You can look at the security camera feeds and records. These cover the entire store floor, secure areas, and the outside of the building.": "Security Access: You can look at the security camera feeds and records. These cover the entire store floor, secure areas, and the outside of the building.", + "Ritual Space: A space set aside for magical operations. It can stand in for one requirement of a use magic or big magic move. Decide where in the workplace it is located.": "Ritual Space: A space set aside for magical operations. It can stand in for one requirement of a use magic or big magic move. Decide where in the workplace it is located.", + "The Occult Section: Your workplace has a stock of mystical supplies. Sometimes you can find specific monster hunting supplies or ritual requirements there.": "The Occult Section: Your workplace has a stock of mystical supplies. Sometimes you can find specific monster hunting supplies or ritual requirements there.", + "Warding Glyphs: Mystical enchantments on the workplace prevent hostile magic targeting it from the outside, and alert all team members if a supernatural being enters.": "Warding Glyphs: Mystical enchantments on the workplace prevent hostile magic targeting it from the outside, and alert all team members if a supernatural being enters.", + "Lost Property & Returns: You can find all sorts of stuff in here, some of it useful.": "Lost Property & Returns: You can find all sorts of stuff in here, some of it useful.", + "Oracle Stone: A mystical scrying gem. At the beginning of each mystery, you may consult it—ask any question. The Keeper will answer with something true and useful, but they may make the answer difficult to understand.": "Oracle Stone: A mystical scrying gem. At the beginning of each mystery, you may consult it—ask any question. The Keeper will answer with something true and useful, but they may make the answer difficult to understand.", + "SWG Radio Network: a set of devices that allow you to easily talk to the rest of the SWG (as well as the base stations at your homes/the SWG headquarters).": "SWG Radio Network: a set of devices that allow you to easily talk to the rest of the SWG (as well as the base stations at your homes/the SWG headquarters).", + "Sacred Site: A place outdoors that has a reservoir of magical power. The Keeper always considers this site when a magical ritual requires a particular place.": "Sacred Site: A place outdoors that has a reservoir of magical power. The Keeper always considers this site when a magical ritual requires a particular place.", + "Infirmary: You have access to a doctor’s surgery or other suitable first aid office. You may use it for regular treatment of injuries, no questions asked.": "Infirmary: You have access to a doctor’s surgery or other suitable first aid office. You may use it for regular treatment of injuries, no questions asked.", + "Tour Bus: A truck or bus with bunks, your gear, and mystery investigation supplies on board.": "Tour Bus: A truck or bus with bunks, your gear, and mystery investigation supplies on board.", + "Individual Transport: A fancy car, motorbike, or bicycle for every team member.": "Individual Transport: A fancy car, motorbike, or bicycle for every team member.", + "Home Venue: You have a regular booking at a venue, and get on well with the owners. You’re always welcome there, and can be sure to find fans or friends there whenever its open.": "Home Venue: You have a regular booking at a venue, and get on well with the owners. You’re always welcome there, and can be sure to find fans or friends there whenever its open.", + "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep, practice, and cook.": "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep, practice, and cook.", + "Private Jet: You have a more-or-less fancy private jet (and crew) at your disposal.": "Private Jet: You have a more-or-less fancy private jet (and crew) at your disposal.", + "Studio: You have your own recording studio and record label. It’s either a big house in the country or big slice of a building in the city. It’s equipped with gear and staff. This is a good place for any other location-based assets to live.": "Studio: You have your own recording studio and record label. It’s either a big house in the country or big slice of a building in the city. It’s equipped with gear and staff. This is a good place for any other location-based assets to live.", + "Cameras and Recording Gear: You have a big collection of cameras and other recording devices that you can use during your investigations. Your crew also includes people who can operate them for you.": "Cameras and Recording Gear: You have a big collection of cameras and other recording devices that you can use during your investigations. Your crew also includes people who can operate them for you.", + "Office Space: Private offices in the organisation’s headquarters.": "Office Space: Private offices in the organisation’s headquarters.", + "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen. The organisation knows about it but has no direct influence over it.": "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen. The organisation knows about it but has no direct influence over it.", + "Fake IDs: Fake government IDs.": "Fake IDs: Fake government IDs.", + "More Fake IDs: Fake organisation IDs for other members or different jobs.": "More Fake IDs: Fake organisation IDs for other members or different jobs.", + "Cameras and Recording Gear: Miniature cameras and recording devices.": "Cameras and Recording Gear: Miniature cameras and recording devices.", + "Fae Horses: One for every team member. They fly, but if people start gossiping about flying horses, the Wild Hunt will surely hear of this.": "Fae Horses: One for every team member. They fly, but if people start gossiping about flying horses, the Wild Hunt will surely hear of this.", + "Map: A map of the Wild Hunt’s activities.": "Map: A map of the Wild Hunt’s activities.", + "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen. The Wild Hunt won’t learn about this base unless you stay there for a very long time.": "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen. The Wild Hunt won’t learn about this base unless you stay there for a very long time.", + "Disguises: A set of disguises.": "Disguises: A set of disguises.", + "Diversions: A box of smoke bombs and other distractions (0-harm close obscure vision).": "Diversions: A box of smoke bombs and other distractions (0-harm close obscure vision).", + "Fae Cosmetics and Makeup: Better than anything humans can produce.": "Fae Cosmetics and Makeup: Better than anything humans can produce.", + "Improvement": "Improvement", + "At the end of each session, answer your Style question (below). If yes, gain one improvement mark. If yes and it came up a lot, gain two improvement marks.": "At the end of each session, answer your Style question (below). If yes, gain one improvement mark. If yes and it came up a lot, gain two improvement marks.", + "When you fill in the improvement box, clear the improvement track and choose one of these:": "When you fill in the improvement box, clear the improvement track and choose one of these:", + "Gain a new team move.": "Gain a new team move.", + "Gain a new team ally.": "Gain a new team ally.", + "Gain two new asset selections.": "Gain two new asset selections.", + "Make the next mystery about your team enemy, giving you a chance to interfere in their plans.": "Make the next mystery about your team enemy, giving you a chance to interfere in their plans.", + "Make the next mystery about the organisation or its bad apples, giving you a chance to interfere in their plans.": "Make the next mystery about the organisation or its bad apples, giving you a chance to interfere in their plans.", + "Make the next mystery about the Wild Hunt, giving you a chance to weaken or confuse them.": "Make the next mystery about the Wild Hunt, giving you a chance to weaken or confuse them.", + "Style": "Style", + "Pick one of these styles (and the associated improvement question):": "Pick one of these styles (and the associated improvement question):", + "Hush: At the end of each session, ask: “Did we suppress knowledge of monsters and the supernatural?”": "Hush: At the end of each session, ask: “Did we suppress knowledge of monsters and the supernatural?”", + "The Greater Good: At the end of each session, ask: “Did we protect civilian lives?”": "The Greater Good: At the end of each session, ask: “Did we protect civilian lives?”", + "By Any Means Necessary: At the end of each session, ask: “Did we stop the problem, regardless of the cost?”": "By Any Means Necessary: At the end of each session, ask: “Did we stop the problem, regardless of the cost?”", + "Custom: What’s your story?": "Custom: What’s your story?", + "At the end of each session, ask:": "At the end of each session, ask:", + "Family: You’re all family, or as good as. At the end of each session, ask: “Did we talk about—or pointedly not talk about—something that was troubling a team member?”": "Family: You’re all family, or as good as. At the end of each session, ask: “Did we talk about—or pointedly not talk about—something that was troubling a team member?”", + "Vocation: Someone has to do it, and you happened to be able. At the end of each session, ask: “Did we save the people we went there to protect?”": "Vocation: Someone has to do it, and you happened to be able. At the end of each session, ask: “Did we save the people we went there to protect?”", + "Excitement: Monster hunting sure is a new thrill every time. At the end of each session, ask: “Did we take extremely dangerous risks?”": "Excitement: Monster hunting sure is a new thrill every time. At the end of each session, ask: “Did we take extremely dangerous risks?”", + "First among Equals: Sure, one of us is chosen by destiny, but we all play our part. At the end of each session, ask: “Did we all contribute in our own way to solve the mystery?”": "First among Equals: Sure, one of us is chosen by destiny, but we all play our part. At the end of each session, ask: “Did we all contribute in our own way to solve the mystery?”", + "Sworn Guardians: The rest of us made a solemn oath to help the Chosen One. At the end of each session, ask: “Did we save the Chosen One from serious harm?”": "Sworn Guardians: The rest of us made a solemn oath to help the Chosen One. At the end of each session, ask: “Did we save the Chosen One from serious harm?”", + "Fate’s Rebels: Screw destiny! At the end of each session, ask: “Did we fight against fate and prophecies, no matter the cost?”": "Fate’s Rebels: Screw destiny! At the end of each session, ask: “Did we fight against fate and prophecies, no matter the cost?”", + "Ancient Oath: You are the holders of an ancient obligation to guard the world’s border. Decide what the oath requires of you. At the end of each session, ask: “Did we hold to our oath?”": "Ancient Oath: You are the holders of an ancient obligation to guard the world’s border. Decide what the oath requires of you. At the end of each session, ask: “Did we hold to our oath?”", + "The oath:": "The oath:", + "Wrong Place, Wrong Time: You were there to stop the first incursion, and now feel obliged to prevent anything else coming through. At the end of each session, ask: “Did we protect the world from what lies beyond?”": "Wrong Place, Wrong Time: You were there to stop the first incursion, and now feel obliged to prevent anything else coming through. At the end of each session, ask: “Did we protect the world from what lies beyond?”", + "Born & Raised: You all grew up, or settled, here. Dimensional incursions are a part of life, even if a lot of people don’t like to admit it. At the end of each session, ask: “Did we look after our normal relationships with friends and families?”": "Born & Raised: You all grew up, or settled, here. Dimensional incursions are a part of life, even if a lot of people don’t like to admit it. At the end of each session, ask: “Did we look after our normal relationships with friends and families?”", + "Hush: At the end of each session, ask: “Did we save the day without making the news or creating a ruckus?”": "Hush: At the end of each session, ask: “Did we save the day without making the news or creating a ruckus?”", + "Rescuers: At the end of each session, ask: “Did we save people from harm, no matter how much property damage?”": "Rescuers: At the end of each session, ask: “Did we save people from harm, no matter how much property damage?”", + "Superstars: At the end of each session, ask: “Did our reputation as elite monster hunters come up during the mystery?”": "Superstars: At the end of each session, ask: “Did our reputation as elite monster hunters come up during the mystery?”", + "Well-prepared: You keep track of worlds that might need monster hunting help and have procedures for reaching and helping them. At the end of each session, ask: “Did things go according to our plans?”": "Well-prepared: You keep track of worlds that might need monster hunting help and have procedures for reaching and helping them. At the end of each session, ask: “Did things go according to our plans?”", + "Led by Fate: The universe wants you to help where you’re needed most. At the end of each session, ask: “Do we understand our place in the multiverse better now?”": "Led by Fate: The universe wants you to help where you’re needed most. At the end of each session, ask: “Do we understand our place in the multiverse better now?”", + "Accidental Heroes: You always end up where you’re needed because of magical mishaps and weird coincidences. At the end of each session, ask: “Did we make use of a coincidence or unexpected resource?”": "Accidental Heroes: You always end up where you’re needed because of magical mishaps and weird coincidences. At the end of each session, ask: “Did we make use of a coincidence or unexpected resource?”", + "We’re Prepared for Next Time: At the end of each session, ask: “Did our planning ahead save the day?”": "We’re Prepared for Next Time: At the end of each session, ask: “Did our planning ahead save the day?”", + "Fatalists: One day our times will come. Until then we fight. At the end of each session, ask: “Did we throw ourselves into danger to save the day?”": "Fatalists: One day our times will come. Until then we fight. At the end of each session, ask: “Did we throw ourselves into danger to save the day?”", + "Wardens: We won’t let what happened to us happen to anyone else. At the end of each session, ask: “Did we save people, no matter the cost?”": "Wardens: We won’t let what happened to us happen to anyone else. At the end of each session, ask: “Did we save people, no matter the cost?”", + "Greater Good: You find your secret monster hunting lives more important than your mundane social roles. At the end of each session, ask: “Did we choose the more important obligation?”": "Greater Good: You find your secret monster hunting lives more important than your mundane social roles. At the end of each session, ask: “Did we choose the more important obligation?”", + "The Only Ones: You’re the only ones capable enough to protect those around you from supernatural threats. At the end of each session, ask: “Did we do something nobody else in our society could do?”": "The Only Ones: You’re the only ones capable enough to protect those around you from supernatural threats. At the end of each session, ask: “Did we do something nobody else in our society could do?”", + "An Ancient Tradition: You’ve inherited your double role from family or mentors. At the end of each session, ask: “Have we done something that would make our predecessors proud?”": "An Ancient Tradition: You’ve inherited your double role from family or mentors. At the end of each session, ask: “Have we done something that would make our predecessors proud?”", + "Secret Mission: You are all devoted to a particular goal, using “mercenary monster hunter team” as your cover. What’s your objective? At the end of each session, ask: “Did we get closer to our goal?” If you achieve the objective, choose a new one or change to a new style. Your objective:": "Secret Mission: You are all devoted to a particular goal, using “mercenary monster hunter team” as your cover. What’s your objective? At the end of each session, ask: “Did we get closer to our goal?” If you achieve the objective, choose a new one or change to a new style. Your objective:", + "Goal-Oriented: At the end of each session, ask: “Did we fulfil the exact mission requested, without extra work?”": "Goal-Oriented: At the end of each session, ask: “Did we fulfil the exact mission requested, without extra work?”", + "Hearts of Gold: At the end of each session, ask: “Did we refuse to accept money from someone we saved?”": "Hearts of Gold: At the end of each session, ask: “Did we refuse to accept money from someone we saved?”", + "Wholesome: At the end of each session, ask: “Did we succeed by believing in each other and using our individual strengths?”": "Wholesome: At the end of each session, ask: “Did we succeed by believing in each other and using our individual strengths?”", + "Comical: At the end of each session, ask: “Did we do something really funny?”": "Comical: At the end of each session, ask: “Did we do something really funny?”", + "Cool: At the end of each session, ask: “Did we save the day, with style?”": "Cool: At the end of each session, ask: “Did we save the day, with style?”", + "Big Store: At the end of each session, ask: “Did we deal with any supernatural problems without management noticing?”": "Big Store: At the end of each session, ask: “Did we deal with any supernatural problems without management noticing?”", + "Security Team: At the end of each session, ask: “Did we keep people safe?”": "Security Team: At the end of each session, ask: “Did we keep people safe?”", + "Emergency Response: At the end of each session, ask: “Did we solve anyone’s problems?”": "Emergency Response: At the end of each session, ask: “Did we solve anyone’s problems?”", + "Thrown in the Deep End: You started out knowing nothing about the supernatural, and you’re still catching up. At the end of each session, ask: “Did we learn something new about the supernatural world?”": "Thrown in the Deep End: You started out knowing nothing about the supernatural, and you’re still catching up. At the end of each session, ask: “Did we learn something new about the supernatural world?”", + "Protectors: It’s all about looking after people. At the end of each session, ask: “Did we prevent harm in our community?”": "Protectors: It’s all about looking after people. At the end of each session, ask: “Did we prevent harm in our community?”", + "Cosy Coven: You were never strangers to the supernatural, but nobody else suspects it. At the end of each session, ask: “Did we help with our supernatural powers, undetected?”": "Cosy Coven: You were never strangers to the supernatural, but nobody else suspects it. At the end of each session, ask: “Did we help with our supernatural powers, undetected?”", + "Rock: At the end of each session, ask: “Did we lay the smackdown on some evildoers?”": "Rock: At the end of each session, ask: “Did we lay the smackdown on some evildoers?”", + "Punk: At the end of each session, ask: “Did we fight for the downtrodden?”": "Punk: At the end of each session, ask: “Did we fight for the downtrodden?”", + "Pop: At the end of each session, ask: “Did we look awesome?”": "Pop: At the end of each session, ask: “Did we look awesome?”", + "Metal: At the end of each session, ask: “Did we battle gloriously?”": "Metal: At the end of each session, ask: “Did we battle gloriously?”", + "Hip-hop: At the end of each session, ask: “Did we improve things for the local community?”": "Hip-hop: At the end of each session, ask: “Did we improve things for the local community?”", + "Folk: At the end of each session, ask: “Did we learn about local history and folklore?”": "Folk: At the end of each session, ask: “Did we learn about local history and folklore?”", + "Country: At the end of each session, ask: “Will that make a great story, later?”": "Country: At the end of each session, ask: “Will that make a great story, later?”", + "Inquisition: You believe your organisation isn’t rotten to the core, it just has a few rotten apples. At the end of each session, ask: “Is the organisation better now?”": "Inquisition: You believe your organisation isn’t rotten to the core, it just has a few rotten apples. At the end of each session, ask: “Is the organisation better now?”", + "Redemption: You were once part of the organisation’s shady dealings but are disgusted by them now. At the end of each session, ask: “Did we repay part of the harm we caused as organisation members?”": "Redemption: You were once part of the organisation’s shady dealings but are disgusted by them now. At the end of each session, ask: “Did we repay part of the harm we caused as organisation members?”", + "Revolt: You’ve recently understood the organisation is rotten to the core and should be terminated. At the end of each session, ask: “Are we closer to destroying the organisation?”": "Revolt: You’ve recently understood the organisation is rotten to the core and should be terminated. At the end of each session, ask: “Are we closer to destroying the organisation?”", + "Vengeance: You want to become strong enough to destroy the Wild Hunt one day. At the end of each session, ask: “Did what we do bring us closer to destroying the Wild Hunt?”": "Vengeance: You want to become strong enough to destroy the Wild Hunt one day. At the end of each session, ask: “Did what we do bring us closer to destroying the Wild Hunt?”", + "Compassion: You don’t want others to suffer as you did. At the end of each session, ask: “Did we risk our freedom to protect someone else’s’?”": "Compassion: You don’t want others to suffer as you did. At the end of each session, ask: “Did we risk our freedom to protect someone else’s’?”", + "Homelessness: You want to have normal lives one day. At the end of each session, ask: “Did we put some effort into making our lives more normal?”": "Homelessness: You want to have normal lives one day. At the end of each session, ask: “Did we put some effort into making our lives more normal?”", + "Enemies": "Enemies", + "Pick an enemy for your team:": "Pick an enemy for your team:", + "General Grox, alien warlord.": "General Grox, alien warlord.", + "The werewolf conspiracy.": "The werewolf conspiracy.", + "The Order of the Silvery Stars, who worship some very bad alien god-things.": "The Order of the Silvery Stars, who worship some very bad alien god-things.", + "The Old Gods, who want to return and rule the world again.": "The Old Gods, who want to return and rule the world again.", + "A rival Bureau with dubious methods and goals.": "A rival Bureau with dubious methods and goals.", + "Halphas, a demon who has it in for you.": "Halphas, a demon who has it in for you.", + "All the vampires.": "All the vampires.", + "Dr Crepuscule, who steals unnatural power from captured monsters.": "Dr Crepuscule, who steals unnatural power from captured monsters.", + "The King in Yellow, a god/force of corruption, decadence, and disease.": "The King in Yellow, a god/force of corruption, decadence, and disease.", + "A cabal of ghosts trying to secure the secret of returning to life.": "A cabal of ghosts trying to secure the secret of returning to life.", + "Alpha, an immortal werewolf.": "Alpha, an immortal werewolf.", + "Seth Vail, a billionaire who wants to harness the power of monsters, starting with immortality for himself.": "Seth Vail, a billionaire who wants to harness the power of monsters, starting with immortality for himself.", + "The Father of Monsters, the cosmic entity who is the source of evil in the world.": "The Father of Monsters, the cosmic entity who is the source of evil in the world.", + "The Grey Priests, a conspiracy to bring about the end of the world and birth of a new one.": "The Grey Priests, a conspiracy to bring about the end of the world and birth of a new one.", + "Lord Grash, warlord of a monster dimension.": "Lord Grash, warlord of a monster dimension.", + "All the demons.": "All the demons.", + "The Anointed Hierophant, an occult sect leader who wants to break the walls between worlds.": "The Anointed Hierophant, an occult sect leader who wants to break the walls between worlds.", + "Chaos, a cosmic entity of disorder.": "Chaos, a cosmic entity of disorder.", + "TransWorldCorp, a business hoping to profit from other worlds via their rift machine, no matter the damage they do along the way.": "TransWorldCorp, a business hoping to profit from other worlds via their rift machine, no matter the damage they do along the way.", + "Apollyon, a demon king who wants to rule the Earth.": "Apollyon, a demon king who wants to rule the Earth.", + "Incursions of HEDEs (Hostile Extra-Dimensional Entities).": "Incursions of HEDEs (Hostile Extra-Dimensional Entities).", + "Masanori, a selfish tycoon chasing personal immortality.": "Masanori, a selfish tycoon chasing personal immortality.", + "A rival IMPS team, who always want to make it look like they saved the day and you screwed up.": "A rival IMPS team, who always want to make it look like they saved the day and you screwed up.", + "A chaos cult who want to break down the structures of the modern world, so they can rule it with their magical powers.": "A chaos cult who want to break down the structures of the modern world, so they can rule it with their magical powers.", + "Dr Weltschmerz, a bitter and angry scientist who wants all worlds to suffer.": "Dr Weltschmerz, a bitter and angry scientist who wants all worlds to suffer.", + "Jauna, a merchant from Monster Marches who deals in interdimensional slave trade.": "Jauna, a merchant from Monster Marches who deals in interdimensional slave trade.", + "Separator, an automaton guarding borders between the worlds.": "Separator, an automaton guarding borders between the worlds.", + "Iron Crusade, an invading force from a futuristic world.": "Iron Crusade, an invading force from a futuristic world.", + "Your own evil versions from a mirrored universe.": "Your own evil versions from a mirrored universe.", + "The Black Knight, a faerie lord.": "The Black Knight, a faerie lord.", + "A necromancer, with a plan to rule the world.": "A necromancer, with a plan to rule the world.", + "Metaphysical Exploitation Holdings (MEH), a corporation that profits from ill-advised experimentation and exploitation of the supernatural.": "Metaphysical Exploitation Holdings (MEH), a corporation that profits from ill-advised experimentation and exploitation of the supernatural.", + "A conspiracy of chaos cultists.": "A conspiracy of chaos cultists.", + "Allmine, a greedy and capricious demon of desire.": "Allmine, a greedy and capricious demon of desire.", + "All the evil doppelgangers.": "All the evil doppelgangers.", + "Professor Trundil, an occult scientist trying to steal your powers and magic.": "Professor Trundil, an occult scientist trying to steal your powers and magic.", + "Great Waghru, a primordial entity slumbering beneath the city, now stirring.": "Great Waghru, a primordial entity slumbering beneath the city, now stirring.", + "Brave New World, an undercover company trying to replace humans in your city with robots.": "Brave New World, an undercover company trying to replace humans in your city with robots.", + "Pethas, a dragon.": "Pethas, a dragon.", + "All the werewolves.": "All the werewolves.", + "Ozahr, an immortal and megalomaniac wizard.": "Ozahr, an immortal and megalomaniac wizard.", + "The Fates.": "The Fates.", + "A conspiracy of political leaders secretly creating a global dictatorship.": "A conspiracy of political leaders secretly creating a global dictatorship.", + "Bradshaw, an evil property developer.": "Bradshaw, an evil property developer.", + "The Ghost King.": "The Ghost King.", + "Dracula.": "Dracula.", + "Cryptids generally.": "Cryptids generally.", + "A conspiracy of wizards who want to take over the world.": "A conspiracy of wizards who want to take over the world.", + "Your manager.": "Your manager.", + "The Queen of the Bug Monsters.": "The Queen of the Bug Monsters.", + "The Monarch of Waste, a cosmic entity of disorder and ruin.": "The Monarch of Waste, a cosmic entity of disorder and ruin.", + "A conspiracy within the company, using the workplace for a sinister occult plan.": "A conspiracy within the company, using the workplace for a sinister occult plan.", + "The thing in the basement. You don’t know what it is, but it’s evil.": "The thing in the basement. You don’t know what it is, but it’s evil.", + "The Pale Man, the powerful and malevolent ghost of a mass murderer who lived here a long time ago.": "The Pale Man, the powerful and malevolent ghost of a mass murderer who lived here a long time ago.", + "All the ghouls. A big cemetery nearby attracts their attention.": "All the ghouls. A big cemetery nearby attracts their attention.", + "Bradshaw, a property developer who wants to rebuild the city—by any means necessary.": "Bradshaw, a property developer who wants to rebuild the city—by any means necessary.", + "Discord, goddess of chaos and disorder.": "Discord, goddess of chaos and disorder.", + "A conspiracy of vampires trying to take over your community.": "A conspiracy of vampires trying to take over your community.", + "White Travellers, ghosts that feed on natural, joyous emotions of people and leave people content with a humdrum life.": "White Travellers, ghosts that feed on natural, joyous emotions of people and leave people content with a humdrum life.", + "Ancient Purity, an occultist/fascist death metal band. They would be your enemies even without their abuse of mystical powers.": "Ancient Purity, an occultist/fascist death metal band. They would be your enemies even without their abuse of mystical powers.", + "The Man, a new god of authority, order, and following the rules.": "The Man, a new god of authority, order, and following the rules.", + "The Sanguine Circle, a conspiracy of vampires with cells in many cities and towns.": "The Sanguine Circle, a conspiracy of vampires with cells in many cities and towns.", + "Allies": "Allies", + "Choose your team allies from this list:": "Choose your team allies from this list:", + "Doctor “Blue,” a physician. They can help you recover from harm.": "Doctor “Blue,” a physician. They can help you recover from harm.", + "Professor “Blood,” a forensic scientist. They are who you go to when you need evidence analysed.": "Professor “Blood,” a forensic scientist. They are who you go to when you need evidence analysed.", + "Agent “Will,” a field investigator. They’re a veteran of the Bureau, and can help you navigate problems with colleagues.": "Agent “Will,” a field investigator. They’re a veteran of the Bureau, and can help you navigate problems with colleagues.", + "Aquila Squad, an ally team. They are unofficially known as “the Extreme Problems” squad. They can handle anything unfazed, but their solutions can be a little... messy.": "Aquila Squad, an ally team. They are unofficially known as “the Extreme Problems” squad. They can handle anything unfazed, but their solutions can be a little... messy.", + "SkullFangz, an ally team. This is a group of hackers you’ve made a sort of alliance with. They can help you get information through unorthodox channels, but they sometimes need you to do some odd or dubious favours in return.": "SkullFangz, an ally team. This is a group of hackers you’ve made a sort of alliance with. They can help you get information through unorthodox channels, but they sometimes need you to do some odd or dubious favours in return.", + "Detective Barnes, a police detective who you saved from a monster way back when. They’ll help you out with some information now and then, and possibly more when you’re on their turf.": "Detective Barnes, a police detective who you saved from a monster way back when. They’ll help you out with some information now and then, and possibly more when you’re on their turf.", + "Bingo, an always-online researcher into strangeness. They can put you in touch with people who need help, coordinate communication, and help you with research.": "Bingo, an always-online researcher into strangeness. They can put you in touch with people who need help, coordinate communication, and help you with research.", + "Sapphire, who has the ability to manipulate time in certain ways. You suspect she may be very long-lived or even immortal. She is not always easy to contact, and can appear unexpectedly.": "Sapphire, who has the ability to manipulate time in certain ways. You suspect she may be very long-lived or even immortal. She is not always easy to contact, and can appear unexpectedly.", + "Another group of travelling hunters, an ally team. They can back you up monster hunting—you’ve helped each other out several times, when things got tricky.": "Another group of travelling hunters, an ally team. They can back you up monster hunting—you’ve helped each other out several times, when things got tricky.", + "Universal Cleanup Services, an ally team. A franchise that specialises in cleaning up messes like crime scenes and monster attacks.": "Universal Cleanup Services, an ally team. A franchise that specialises in cleaning up messes like crime scenes and monster attacks.", + "Carlito, a nurse. They can patch up injured hunters.": "Carlito, a nurse. They can patch up injured hunters.", + "Charity, an occultist. She can tell you about and sometimes find weird old items.": "Charity, an occultist. She can tell you about and sometimes find weird old items.", + "Raven, a mystic. Has some ideas about the Chosen One’s destiny.": "Raven, a mystic. Has some ideas about the Chosen One’s destiny.", + "The Junior Entourage, an ally team. These are friends who aren’t in the core team. Good at getting around for area canvassing or distraction.": "The Junior Entourage, an ally team. These are friends who aren’t in the core team. Good at getting around for area canvassing or distraction.", + "Destiny’s Servants, an ally team. A secretive group sent to help you out. They’re good at fighting and acting suspicious.": "Destiny’s Servants, an ally team. A secretive group sent to help you out. They’re good at fighting and acting suspicious.", + "Hawthorn, a hedge witch. They’re able to cast a variety of small but useful spells.": "Hawthorn, a hedge witch. They’re able to cast a variety of small but useful spells.", + "Anya, a folklorist. They know a lot about the stories and history of the region.": "Anya, a folklorist. They know a lot about the stories and history of the region.", + "The Feeling of Not Knowing a Particular Fact, a visitor from another world. An explorer of worlds, they have a store of facts or rumours about many different dimensions. Describe their home world and look.": "The Feeling of Not Knowing a Particular Fact, a visitor from another world. An explorer of worlds, they have a store of facts or rumours about many different dimensions. Describe their home world and look.", + "Junior Guardians, an ally team. By tradition, younger members of your families and community are apprenticed to take over when you retire. They can help with any tasks that aren’t too dangerous.": "Junior Guardians, an ally team. By tradition, younger members of your families and community are apprenticed to take over when you retire. They can help with any tasks that aren’t too dangerous.", + "A flock of otherworldly creatures, an ally team. These non-Earthly animals can scout and warn you of danger, and also are quite cute. Describe their home world and look.": "A flock of otherworldly creatures, an ally team. These non-Earthly animals can scout and warn you of danger, and also are quite cute. Describe their home world and look.", + "Ó Corra, IMPS General Secretary. Having Ó Corra on your side is always going to be handy.": "Ó Corra, IMPS General Secretary. Having Ó Corra on your side is always going to be handy.", + "Klíma, IMPS forensic specialist. Klíma can help you get extra forensic analysis or expedite tests.": "Klíma, IMPS forensic specialist. Klíma can help you get extra forensic analysis or expedite tests.", + "Villaverde, IMPS librarian. Knows a lot about mystical and occult secrets.": "Villaverde, IMPS librarian. Knows a lot about mystical and occult secrets.", + "IMPS team EM–3. This team of IMPS agents specialise in dealing with big disasters. They can help manage and calm down civilians and provide support for your team.": "IMPS team EM–3. This team of IMPS agents specialise in dealing with big disasters. They can help manage and calm down civilians and provide support for your team.", + "Cryptidnet, a loose organisation of interested amateurs and researchers who collate rumours of weird activity. Great source of leads and supernatural rumours.": "Cryptidnet, a loose organisation of interested amateurs and researchers who collate rumours of weird activity. Great source of leads and supernatural rumours.", + "Justinian, a paladin. He’s always ready to fight evil alongside you and hopes one of you will one day be the lady (or lord) of his heart.": "Justinian, a paladin. He’s always ready to fight evil alongside you and hopes one of you will one day be the lady (or lord) of his heart.", + "NewLife, a bio-robot. They know a lot about life on various worlds, whether organic, tech-based, or magic-based.": "NewLife, a bio-robot. They know a lot about life on various worlds, whether organic, tech-based, or magic-based.", + "Darween, a diplomat. Coming from the Monster Marches, she hates disunity and wants good people of all worlds to cooperate.": "Darween, a diplomat. Coming from the Monster Marches, she hates disunity and wants good people of all worlds to cooperate.", + "The Queen’s Musketeers. Brave, dashing and ready to fight with monsters both in Helos and beyond, but won’t do anything that directly contradicts Queen Helena the Radiant’s orders.": "The Queen’s Musketeers. Brave, dashing and ready to fight with monsters both in Helos and beyond, but won’t do anything that directly contradicts Queen Helena the Radiant’s orders.", + "Spirit Healers. They come from a Stone Age world and want to heal all spiritual ills of all worlds. They oppose killing monsters because they believe monsters should be healed and reintegrated instead.": "Spirit Healers. They come from a Stone Age world and want to heal all spiritual ills of all worlds. They oppose killing monsters because they believe monsters should be healed and reintegrated instead.", + "Zhu, a law enforcement officer. They can help you with legal difficulties in their jurisdiction.": "Zhu, a law enforcement officer. They can help you with legal difficulties in their jurisdiction.", + "Davis, a therapist specialising in trauma recovery.": "Davis, a therapist specialising in trauma recovery.", + "Dr Basu, a medical doctor.": "Dr Basu, a medical doctor.", + "The next generation, an ally team. These younger monster hunters are relatives of those who died in the battle, taking up the family calling.": "The next generation, an ally team. These younger monster hunters are relatives of those who died in the battle, taking up the family calling.", + "The Network, an ally team. This is a group of people who keep watch for big supernatural dangers, and can get you warnings in time to intervene.": "The Network, an ally team. This is a group of people who keep watch for big supernatural dangers, and can get you warnings in time to intervene.", + "Shinzō, a retro-weaponsmith. Their creations look like fancy souvenirs but have various magical properties.": "Shinzō, a retro-weaponsmith. Their creations look like fancy souvenirs but have various magical properties.", + "FaceBog, a doppelganger. They’ll impersonate you at various social events if you ask them nicely.": "FaceBog, a doppelganger. They’ll impersonate you at various social events if you ask them nicely.", + "Hedwig, a journalist. She believes in your public causes and is willing to cover up some things for you, but sometimes asks difficult questions.": "Hedwig, a journalist. She believes in your public causes and is willing to cover up some things for you, but sometimes asks difficult questions.", + "Monster Hunters Fan Club. They know your secret identities, but not your public ones.": "Monster Hunters Fan Club. They know your secret identities, but not your public ones.", + "Spirits of the city’s founders. They remember how the city once was and have clashed with occult forces that threaten it.": "Spirits of the city’s founders. They remember how the city once was and have clashed with occult forces that threaten it.", + "Dumont, the fixer. Dumont can find leads on jobs, and sometime scare up special gear.": "Dumont, the fixer. Dumont can find leads on jobs, and sometime scare up special gear.", + "Chang, a government official. They can help you with legal entanglements. Sometimes.": "Chang, a government official. They can help you with legal entanglements. Sometimes.", + "Dr Accorso. A medical doctor, ready to help with injuries or illness. No questions asked.": "Dr Accorso. A medical doctor, ready to help with injuries or illness. No questions asked.", + "The Irregulars, an ally team. They’re a general group of support crew that help you out. Mechanics, technicians, and the like.": "The Irregulars, an ally team. They’re a general group of support crew that help you out. Mechanics, technicians, and the like.", + "The Crooked Hearts, another mercenary monster hunting crew. You’ve worked together on some big jobs.": "The Crooked Hearts, another mercenary monster hunting crew. You’ve worked together on some big jobs.", + "Leon/Lyn, an authority figure (parent, teacher, etc.). Helpful dealing with officials.": "Leon/Lyn, an authority figure (parent, teacher, etc.). Helpful dealing with officials.", + "Romain, a librarian. Good at finding out details.": "Romain, a librarian. Good at finding out details.", + "A very smart pet. Pick their species and give them a name:": "A very smart pet. Pick their species and give them a name:", + "Your friend group, an ally team. Great for distractions.": "Your friend group, an ally team. Great for distractions.", + "Internet mystery circle, an ally team. Good for finding out weird facts and rumours.": "Internet mystery circle, an ally team. Good for finding out weird facts and rumours.", + "Aminat Salek, a client or customer who has a knack for finding whatever is weirdest.": "Aminat Salek, a client or customer who has a knack for finding whatever is weirdest.", + "Ahearn, a consultant. They can help you out with how things go on behind the scenes.": "Ahearn, a consultant. They can help you out with how things go on behind the scenes.", + "De Luca, from human resources. They can cover for absences and sometimes tell you what management is planning.": "De Luca, from human resources. They can cover for absences and sometimes tell you what management is planning.", + "The day shift, an ally team. They can help out when you need to sleep.": "The day shift, an ally team. They can help out when you need to sleep.", + "Asani, an old and knowledgeable witch.": "Asani, an old and knowledgeable witch.", + "Petersen, a police officer. Community-minded, they know you help people out and they help you too.": "Petersen, a police officer. Community-minded, they know you help people out and they help you too.", + "Red, cafe/bar/restaurant manager. You’re always welcome in their place, and they hear a lot of gossip.": "Red, cafe/bar/restaurant manager. You’re always welcome in their place, and they hear a lot of gossip.", + "The SWG, an ally team. These are newer members of the SWG. They can patrol, report events, and help people to safety. They’re not ready to take on monsters directly.": "The SWG, an ally team. These are newer members of the SWG. They can patrol, report events, and help people to safety. They’re not ready to take on monsters directly.", + "The sports club, an ally team. What sport do you all play? The other club members will do you a favour now and then. Useful for getting information from organisations you don’t have direct access to.": "The sports club, an ally team. What sport do you all play? The other club members will do you a favour now and then. Useful for getting information from organisations you don’t have direct access to.", + "Carlos, a roadie. They can do pretty much anything with reasonable competence.": "Carlos, a roadie. They can do pretty much anything with reasonable competence.", + "Charity, an occultist. She can tell you about mystical stuff you find and sometimes get you weird old items.": "Charity, an occultist. She can tell you about mystical stuff you find and sometimes get you weird old items.", + "Dr An Seulgi. She can help patch you up if you get hurt, and provide “special” prescriptions as long as you don’t abuse them too badly.": "Dr An Seulgi. She can help patch you up if you get hurt, and provide “special” prescriptions as long as you don’t abuse them too badly.", + "Eldritch Records, your label. You can hit them up for a little money, legal help, or contact details for folks in the music business.": "Eldritch Records, your label. You can hit them up for a little money, legal help, or contact details for folks in the music business.", + "Your fan club, an ally team. They’re keen to help, but they’re mainly just a bunch of kids (possibly kids in their late teens or early twenties, but still).": "Your fan club, an ally team. They’re keen to help, but they’re mainly just a bunch of kids (possibly kids in their late teens or early twenties, but still).", + "LOLweb, a hacker. They track the organisation’s web activity and try to hinder it but don’t believe in monsters.": "LOLweb, a hacker. They track the organisation’s web activity and try to hinder it but don’t believe in monsters.", + "Faruq, an office worker in the organisation. He also feels there’s something wrong but is too afraid to act openly about it.": "Faruq, an office worker in the organisation. He also feels there’s something wrong but is too afraid to act openly about it.", + "Grethel, a government official. She keeps track of various supernatural occurrences and organisations that deal with them.": "Grethel, a government official. She keeps track of various supernatural occurrences and organisations that deal with them.", + "Organisation ex-members. Each of them has seen a bit of bad things that happen there and can help you piece together the bigger picture.": "Organisation ex-members. Each of them has seen a bit of bad things that happen there and can help you piece together the bigger picture.", + "Independent hunters. Far less experienced than you but sometimes can do things you can’t due to being observed by the organisation.": "Independent hunters. Far less experienced than you but sometimes can do things you can’t due to being observed by the organisation.", + "Soyfly, a pixie. She knows a lot of recent gossip about the Wild Hunt.": "Soyfly, a pixie. She knows a lot of recent gossip about the Wild Hunt.", + "Althea, a private aviator. She believes the sky should be free for everyone, not just some creepy horsemen.": "Althea, a private aviator. She believes the sky should be free for everyone, not just some creepy horsemen.", + "Caragh, a banshee. She once rode with the Hunt and now helps other fugitives, but never reveals how she escaped.": "Caragh, a banshee. She once rode with the Hunt and now helps other fugitives, but never reveals how she escaped.", + "New Start, an NGO that helps refugees. They focus on political and war refugees, but allow you to use their facilities.": "New Start, an NGO that helps refugees. They focus on political and war refugees, but allow you to use their facilities.", + "The Savage Ride, the Wild Hunt’s rivals. They’ll do anything to hinder the Hunt, but are violent and fickle themselves.": "The Savage Ride, the Wild Hunt’s rivals. They’ll do anything to hinder the Hunt, but are violent and fickle themselves." } \ No newline at end of file diff --git a/Monster of the Week Official/translations/cs.json b/Monster of the Week Official/translations/cs.json index 2a51e59518..7e3d3fc578 100644 --- a/Monster of the Week Official/translations/cs.json +++ b/Monster of the Week Official/translations/cs.json @@ -1192,7 +1192,6 @@ "custom-move-name": "Jméno", "custom-move-description": "Description", "custom-gear": "Playbook Gear", - "start_newstuff": "", "unused": "Unused", "all": "Vše", "starting": "Starting", @@ -1290,7 +1289,7 @@ "eos-ref": "At the end of each session, the Keeper will ask the following questions:
    • Did we conclude the current mystery?
    • Did we save someone from certain death (or worse)?
    • Did we learn something new and important about the world?
    • Did we learn something new and important about one of the hunters?
    If you get one or two \"Yes\" answers, mark one experience. If you get three or four, mark two.", "pick-book": "Pick Your Playbook", "pick-book-desc": "Pick your playbook using the menu in the upper right corner or the buttons in the lists below. Once you pick a playbook, starting stats options are found at the bottom of the first main column (not including the stats column).", - "motw-books": "Monster of the Week Revised Edition Playbooks", + "motw-books": "Monster of the Week Hardcover Edition Playbooks", "chosen-desc": "A once-ordinary person who discovered they have a special destiny, and who has been given the power to accomplish it. The Chosen is good in a fight, with some weird powers. E.g. Buffy from Buffy the Vampire Slayer.", "crooked-desc": "A criminal turned monster hunter, haunted by their past and enemies. The Crooked is good in social situations and has a lot of contacts. E.g. Anna Valmont from The Dresden Files, Peter Bishop from Fringe.", "divine-desc": "An agent of a higher power, with a mission to fulfill. The Divine is very tough and has been granted holy powers. E.g. Castiel from Supernatural; Michael Carpenter from The Dresden Files.", @@ -1621,6 +1620,7 @@ "animating-force": "Animating Force", "animating-force-desc": "There is a force that gives you life, which cannot harm you. You do not eat, breathe, drink, or heal naturally. Instead, repair yourself with your recharge move. Pick an energy type:", "lightning": "Lightning", + "fire": "Fire", "music": "Hudba", "clockwork": "Clockwork", "orgone": "Orgone", @@ -1686,7 +1686,6 @@ "hardcase2020-move6": "Inspired Guesswork: When you investigate a mystery, you may spend 1 Fire to add 1 extra hold. The extra question must be about powers, motivations, or weaknesses.", "hardcase2020-move7": "Stone Cold: You never really get ruffled by danger. Gain +1 whenever pain or fear requires you act under pressure. Your nearby allies also gain this bonus against pain and fear, as long as you keep it together.", "hardcase2020-move8": "Weapon Master: When you take possession of a new weapon you may add, remove, or change one tag. This change only applies for you. When you get this move, apply it to all your current weapons.", - "fire": "Fire", "calm": "Calm", "raging": "Raging", "hardcase-vehicles": "Vehicles", @@ -1716,5 +1715,610 @@ "hardcase2020-gear22": "A spell formula, written on a napkin", "hardcase2020-advance1": "Your Fire track increases to 13 boxes.", "constructed-unstable": "You get 10 harm boxes and do not become unstable.", - "end_newstuff": "" + "team-playbooks": "Team Playbooks", + "team-playbook-choice": "Choose a Team Playbook", + "Team Playbook": "Team Playbook", + "Agents in Black": "Agents in Black", + "Always on the Road": "Always on the Road", + "The Chosen One and Entourage": "The Chosen One and Entourage", + "Guardians of the Borderland": "Guardians of the Borderland", + "IMPS (International Monster and Paranormal Service)": "IMPS (International Monster and Paranormal Service)", + "Interdimensional Crisis Team": "Interdimensional Crisis Team", + "The Last Survivors": "The Last Survivors", + "League of Double Lives": "League of Double Lives", + "Mercenaries": "Mercenaries", + "Mystery Club": "Mystery Club", + "The Night Shift": "The Night Shift", + "Suburban Watch Group": "Suburban Watch Group", + "Touring Band": "Touring Band", + "Whistleblowers": "Whistleblowers", + "Wild Hunt Fugitives": "Wild Hunt Fugitives", + "pick-teambook-desc": "Pick your team playbook using the menu in the upper right corner or the buttons in the lists below.", + "This team playbook has the hunters working for the Bureau—a clandestine organisation dedicated to hiding the existence of monsters and the supernatural from the general public.": "This team playbook has the hunters working for the Bureau—a clandestine organisation dedicated to hiding the existence of monsters and the supernatural from the general public.", + "You’re a travelling hunter team. Every week is a new town with a new problem.": "You’re a travelling hunter team. Every week is a new town with a new problem.", + "This team centres on a Chosen One and their friends who help with monster hunting. There’s also room for a mentor.": "This team centres on a Chosen One and their friends who help with monster hunting. There’s also room for a mentor.", + "This team playbook has the hunters as wardens of a liminal region: somewhere where the borders of the world are thin, where monsters and magic can slip through and cause trouble.": "This team playbook has the hunters as wardens of a liminal region: somewhere where the borders of the world are thin, where monsters and magic can slip through and cause trouble.", + "The International Monster and Paranormal Service (IMPS) was created to keep humanity safe from supernatural threats. It’s not clear who funds them, although most people assume it’s some kind of United Nations agency. IMPS isn’t secret, but they keep things as quiet as possible This team playbook sets your hunters as one of the elite IMPS teams that travels the world to deal with monster incidents.": "The International Monster and Paranormal Service (IMPS) was created to keep humanity safe from supernatural threats. It’s not clear who funds them, although most people assume it’s some kind of United Nations agency. IMPS isn’t secret, but they keep things as quiet as possible This team playbook sets your hunters as one of the elite IMPS teams that travels the world to deal with monster incidents.", + "Your world isn’t the only one that needs monster hunting help from time to time. And when others do, you travel through portals, loopholes, and other oddities to help. Interdimensional Crisis Team perfectly fits over-the-top, parody games. More serious stories about interdimensional problems are handled better by Guardians of the Borderland.": "Your world isn’t the only one that needs monster hunting help from time to time. And when others do, you travel through portals, loopholes, and other oddities to help. Interdimensional Crisis Team perfectly fits over-the-top, parody games. More serious stories about interdimensional problems are handled better by Guardians of the Borderland.", + "This hunter team were the only people who lived through a terrible (maybe even apocalyptic) battle. You had many allies at your side, but they didn’t make it.": "This hunter team were the only people who lived through a terrible (maybe even apocalyptic) battle. You had many allies at your side, but they didn’t make it.", + "You’re monster hunters but also important society members in a city. Your ties to the society give you various forms of influence but also mean you somehow have to manage two lives at once. The world isn’t ready to learn about your monster hunting and even less about the monsters themselves.": "You’re monster hunters but also important society members in a city. Your ties to the society give you various forms of influence but also mean you somehow have to manage two lives at once. The world isn’t ready to learn about your monster hunting and even less about the monsters themselves.", + "This team playbook has the hunters working for hire. They save people and hunt monsters, sure, but they also want to get paid at the end of the day.": "This team playbook has the hunters working for hire. They save people and hunt monsters, sure, but they also want to get paid at the end of the day.", + "This is a hunter team of investigators, with a focus on less horrific and more comedic mysteries. This particularly suits games with younger players, or younger hunters. This team playbook strongly pushes the game towards silliness and jokes, so be sure you’re ready for that if you’re considering taking it.": "This is a hunter team of investigators, with a focus on less horrific and more comedic mysteries. This particularly suits games with younger players, or younger hunters. This team playbook strongly pushes the game towards silliness and jokes, so be sure you’re ready for that if you’re considering taking it.", + "This team playbook has the hunters comprising the night shift at a workplace. A workplace that gets way more than its fair share of supernatural problems.": "This team playbook has the hunters comprising the night shift at a workplace. A workplace that gets way more than its fair share of supernatural problems.", + "This is a group of hunters who began as regular folks looking out for their local neighbourhood or town. It emphasises relationships outside of monster hunting and a focus on normal life as well as your adventures.": "This is a group of hunters who began as regular folks looking out for their local neighbourhood or town. It emphasises relationships outside of monster hunting and a focus on normal life as well as your adventures.", + "This team is a band, eternally on tour. Everywhere you have a gig booked, it seems like something bad is going down. Between sound check and putting on the show, you gotta deal with whatever is eating people in this town.": "This team is a band, eternally on tour. Everywhere you have a gig booked, it seems like something bad is going down. Between sound check and putting on the show, you gotta deal with whatever is eating people in this town.", + "All the hunters in your team are members of a monster hunting organisation, and you start suspecting there’s something fishy about this group. This team playbook shares many elements of the Initiate and Professional playbooks because it essentially represents playing an entire team of Initiates and/or Professionals. You shouldn’t choose those playbooks when playing as the Whistleblowers—unless the Keeper agrees some characters belong to a different organisation as well, which might make the situation even more messy.": "All the hunters in your team are members of a monster hunting organisation, and you start suspecting there’s something fishy about this group. This team playbook shares many elements of the Initiate and Professional playbooks because it essentially represents playing an entire team of Initiates and/or Professionals. You shouldn’t choose those playbooks when playing as the Whistleblowers—unless the Keeper agrees some characters belong to a different organisation as well, which might make the situation even more messy.", + "You joined or were abducted by the Wild Hunt. You gained some supernatural skills while riding with it, but then escaped it. Now you use your experience to hunt monsters, evade the Hunt and, maybe, destroy it one day.": "You joined or were abducted by the Wild Hunt. You gained some supernatural skills while riding with it, but then escaped it. Now you use your experience to hunt monsters, evade the Hunt and, maybe, destroy it one day.", + "Getting Started": "Getting Started", + "Determine the nature of the Event.": "Determine the nature of the Event.", + "Decide the history between you and the Wild Hunt.": "Decide the history between you and the Wild Hunt.", + "Pick your style (and associated improvement question).": "Pick your style (and associated improvement question).", + "Figure out the nature of the Bureau.": "Figure out the nature of the Bureau.", + "Create your city.": "Create your city.", + "Pick your obligations.": "Pick your obligations.", + "Come up with a band name.": "Come up with a band name.", + "Pick a starting team ally.": "Pick a starting team ally.", + "Customize the organisation.": "Customize the organisation.", + "Pick your starting team move and 2 boxes of assets.": "Pick your starting team move and 2 boxes of assets.", + "Pick a starting team ally, move, and assets.": "Pick a starting team ally, move, and assets.", + "Pick a starting team enemy, ally, move, and 2 boxes of assets.": "Pick a starting team enemy, ally, move, and 2 boxes of assets.", + "Put on some music and hit the road.": "Put on some music and hit the road.", + "Await the next weird prophecy.": "Await the next weird prophecy.", + "Check the boundaries for incursions.": "Check the boundaries for incursions.", + "Report for your mission briefing.": "Report for your mission briefing.", + "Prepare for the next disaster.": "Prepare for the next disaster.", + "Ponder your responsibilities, as you await the call.": "Ponder your responsibilities, as you await the call.", + "See who’s hiring today.": "See who’s hiring today.", + "Next meeting is at the clubroom on Tuesday afternoon.": "Next meeting is at the clubroom on Tuesday afternoon.", + "Clock in and prepare for another night of drudgery.": "Clock in and prepare for another night of drudgery.", + "Walk the streets. Keep an eye out for evildoers.": "Walk the streets. Keep an eye out for evildoers.", + "You have half an hour before we fly to the next city. Soundcheck at 7, you’re on at 8.": "You have half an hour before we fly to the next city. Soundcheck at 7, you’re on at 8.", + "Snoop around the boss’s office while they’re in a meeting.": "Snoop around the boss’s office while they’re in a meeting.", + "Stay wary, that sounded like howls in the wind.": "Stay wary, that sounded like howls in the wind.", + "The Bureau": "The Bureau", + "Prompts": "Prompts", + "The Bureau setup is determined by the group. Record your answers to these prompts in the Notes section below.": "The Bureau setup is determined by the group. Record your answers to these prompts in the Notes section below.", + "If you have a hunter who belongs to an organisation already—like a Professional or an Initiate—you may combine their setup with the Bureau setup. Figure out how the two perspectives work for your Bureau. If you don’t like that idea, you can also keep them separate (which will lead to its own drama with split loyalties and rivalries).": "If you have a hunter who belongs to an organisation already—like a Professional or an Initiate—you may combine their setup with the Bureau setup. Figure out how the two perspectives work for your Bureau. If you don’t like that idea, you can also keep them separate (which will lead to its own drama with split loyalties and rivalries).", + "Now determine the nature of the Bureau:": "Now determine the nature of the Bureau:", + "Is the Bureau an open, covert, or secret organisation? An open Bureau exists openly but has a cover responsibility to distract from their real mission. A covert Bureau doesn’t explicitly hide themselves, but they try not to draw attention. A secret Bureau has no official records and operates completely in the shadows.": "Is the Bureau an open, covert, or secret organisation? An open Bureau exists openly but has a cover responsibility to distract from their real mission. A covert Bureau doesn’t explicitly hide themselves, but they try not to draw attention. A secret Bureau has no official records and operates completely in the shadows.", + "Who is your team’s handler or commanding officer and what are they like? Create your own or pick one of these:": "Who is your team’s handler or commanding officer and what are they like? Create your own or pick one of these:", + "Special Agent “Coop” is a genial, avuncular middle-aged man. He’s disorganised and often loses track of details, but he always has the team’s back.": "Special Agent “Coop” is a genial, avuncular middle-aged man. He’s disorganised and often loses track of details, but he always has the team’s back.", + "Special Agent “Star” is a harsh boss. She doesn’t really seem to like you, and you never seem to measure up to her standards of “perfection plus.” She runs everything by the book (this can be good or bad for you).": "Special Agent “Star” is a harsh boss. She doesn’t really seem to like you, and you never seem to measure up to her standards of “perfection plus.” She runs everything by the book (this can be good or bad for you).", + "Provisional Special Agent “Fireball” is young and excitable. They prefer you deal with problems in a scorched earth style, without regard for consequences. That is also their management style.": "Provisional Special Agent “Fireball” is young and excitable. They prefer you deal with problems in a scorched earth style, without regard for consequences. That is also their management style.", + "Who do you think is really running the Bureau? The government? A secret global government? Some other government? A billionaire? A secret conspiracy dating back to Uruk’s priesthood? Something else?": "Who do you think is really running the Bureau? The government? A secret global government? Some other government? A billionaire? A secret conspiracy dating back to Uruk’s priesthood? Something else?", + "The Event": "The Event", + "What is the terrible situation you all survived together?": "What is the terrible situation you all survived together?", + "A concerted assault by monsters, as you took shelter in an isolated cabin.": "A concerted assault by monsters, as you took shelter in an isolated cabin.", + "A single terrifying monster invaded your homes.": "A single terrifying monster invaded your homes.", + "It was the only chance to avert an apocalypse.": "It was the only chance to avert an apocalypse.", + "An invasion from another dimension.": "An invasion from another dimension.", + "People around you were transformed into monsters.": "People around you were transformed into monsters.", + "You were strangers in a small town filled with murderous monsters, on festival day.": "You were strangers in a small town filled with murderous monsters, on festival day.", + "Something else:": "Something else:", + "Decide who the allies were who fought alongside you and died in battle. Each hunter picks one.": "Decide who the allies were who fought alongside you and died in battle. Each hunter picks one.", + "A monster hunting teammate.": "A monster hunting teammate.", + "Your spouse or lover.": "Your spouse or lover.", + "Your sibling.": "Your sibling.", + "A parent.": "A parent.", + "A child.": "A child.", + "Your mentor.": "Your mentor.", + "Your protégée.": "Your protégée.", + "Your dog (or other pet).": "Your dog (or other pet).", + "Someone else:": "Someone else:", + "Then decide how you saved the day in the end. Whatever it was, it came at great personal cost (beyond the loss you just chose).": "Then decide how you saved the day in the end. Whatever it was, it came at great personal cost (beyond the loss you just chose).", + "The City": "The City", + "The city you all protect will be an important aspect of the story, more of a collective character of your mysteries than just a background element. Each player should choose one key aspect of the city from one of the following lists. Balance between good and bad things as fits the mood of your campaign.": "The city you all protect will be an important aspect of the story, more of a collective character of your mysteries than just a background element. Each player should choose one key aspect of the city from one of the following lists. Balance between good and bad things as fits the mood of your campaign.", + "Good things": "Good things", + "Cozy": "Cozy", + "Affluent": "Affluent", + "Good social care": "Good social care", + "Proud of its past": "Proud of its past", + "Lots of monuments": "Lots of monuments", + "Highly ecological": "Highly ecological", + "Transparent politics": "Transparent politics", + "Technological hub": "Technological hub", + "The nation’s main transport hub": "The nation’s main transport hub", + "Protected by benevolent magic": "Protected by benevolent magic", + "Beloved by travel vloggers": "Beloved by travel vloggers", + "An extremely famous mayor": "An extremely famous mayor", + "A university with unique departments": "A university with unique departments", + "Other:": "Other:", + "Bad things": "Bad things", + "Alienating": "Alienating", + "Poor": "Poor", + "Big social inequality": "Big social inequality", + "Shameful past": "Shameful past", + "Nothing worth sightseeing": "Nothing worth sightseeing", + "Highly polluted": "Highly polluted", + "Shady politics": "Shady politics", + "No prospects for the future": "No prospects for the future", + "Shady military bases": "Shady military bases", + "Gangs that terrorize the entire region": "Gangs that terrorize the entire region", + "Believed to bring bad luck": "Believed to bring bad luck", + "Struck by a powerful curse": "Struck by a powerful curse", + "Obligations": "Obligations", + "Your social status carries some obligations with it. At the beginning of a mystery, the Keeper holds 3. They can spend 1 hold to introduce one of the obligations. When it’s introduced, at least half of you must attend, otherwise you can lose allies or tempt mundane people to investigate your lives.": "Your social status carries some obligations with it. At the beginning of a mystery, the Keeper holds 3. They can spend 1 hold to introduce one of the obligations. When it’s introduced, at least half of you must attend, otherwise you can lose allies or tempt mundane people to investigate your lives.", + "Choose or create two obligations you have:": "Choose or create two obligations you have:", + "Attending parties and balls.": "Attending parties and balls.", + "Attending important conferences.": "Attending important conferences.", + "Ceremonially opening new buildings.": "Ceremonially opening new buildings.", + "Meeting children at schools.": "Meeting children at schools.", + "Tutoring promising students one on one.": "Tutoring promising students one on one.", + "Appearing on TV.": "Appearing on TV.", + "The Organisation": "The Organisation", + "You create the details about your organisation, choosing options from the following lists. Things you suspect can pertain either to the organisation as a whole or to an influential group within it. At least two of the things you suspect are true, the Keeper decides which ones.": "You create the details about your organisation, choosing options from the following lists. Things you suspect can pertain either to the organisation as a whole or to an influential group within it. At least two of the things you suspect are true, the Keeper decides which ones.", + "Official goals": "Official goals", + "(choose one or two)": "(choose one or two)", + "Slay monsters": "Slay monsters", + "Contain monsters": "Contain monsters", + "Govern safe use of magic": "Govern safe use of magic", + "Research monsters": "Research monsters", + "Research paranatural phenomena": "Research paranatural phenomena", + "Keep monsters and magic secret": "Keep monsters and magic secret", + "Goal you suspect": "Goal you suspect", + "(choose one)": "(choose one)", + "Training an army of monsters": "Training an army of monsters", + "Creating new monsters": "Creating new monsters", + "Stealing the monsters’ powers": "Stealing the monsters’ powers", + "Keeping all magic to themselves": "Keeping all magic to themselves", + "Taking over the world": "Taking over the world", + "Destroying the world": "Destroying the world", + "Official resources": "Official resources", + "(choose two)": "(choose two)", + "Ancient lore": "Ancient lore", + "Modernised": "Modernised", + "Chapters everywhere": "Chapters everywhere", + "Secular power": "Secular power", + "Rich": "Rich", + "Rigorous training": "Rigorous training", + "Offices all over the place": "Offices all over the place", + "Good intel": "Good intel", + "Support teams": "Support teams", + "Suspected resources": "Suspected resources", + "Demonology": "Demonology", + "Necromancy": "Necromancy", + "Deals with monsters": "Deals with monsters", + "Manipulated minions": "Manipulated minions", + "Manipulated cultists": "Manipulated cultists", + "Bribed officials": "Bribed officials", + "Sacrificing members": "Sacrificing members", + "Obvious flaws": "Obvious flaws", + "Tradition-bound": "Tradition-bound", + "Paranoid and secretive": "Paranoid and secretive", + "Closed hierarchy": "Closed hierarchy", + "Strict laws": "Strict laws", + "Mystical oaths": "Mystical oaths", + "Bureaucratic": "Bureaucratic", + "Hostile superiors": "Hostile superiors", + "Take-no-prisoners policy": "Take-no-prisoners policy", + "Live capture policy": "Live capture policy", + "Suspected flaws": "Suspected flaws", + "Total obedience": "Total obedience", + "Tyrannical leaders": "Tyrannical leaders", + "Protects member criminals": "Protects member criminals", + "The Wild Hunt": "The Wild Hunt", + "You were part of the Wild Hunt, a group of violent fey and spirits riding the world and striking fear into the hearts of people. Detail the Wild Hunt here.": "You were part of the Wild Hunt, a group of violent fey and spirits riding the world and striking fear into the hearts of people. Detail the Wild Hunt here.", + "Who Rides With The Hunt?": "Who Rides With The Hunt?", + "Elves": "Elves", + "Trolls": "Trolls", + "Demons": "Demons", + "Wraiths": "Wraiths", + "Banshees": "Banshees", + "Werewolves": "Werewolves", + "Something Else": "Something Else", + "The Wild Hunt has a leader, probably a king or a queen. Give them a name or a title:": "The Wild Hunt has a leader, probably a king or a queen. Give them a name or a title:", + "Choose or invent their impressive powers, at least two:": "Choose or invent their impressive powers, at least two:", + "Grant immortality": "Grant immortality", + "Grant lycanthropy": "Grant lycanthropy", + "Steal emotion": "Steal emotion", + "See destinies": "See destinies", + "Set destinies": "Set destinies", + "Control weather": "Control weather", + "Grant sentience to animals": "Grant sentience to animals", + "Grant sentience to weapons": "Grant sentience to weapons", + "Why were you a part of the Wild Hunt?": "Why were you a part of the Wild Hunt?", + "Each player can choose a different answer:": "Each player can choose a different answer:", + "I was kidnapped by the Hunt": "I was kidnapped by the Hunt", + "I sold my soul to the Hunt": "I sold my soul to the Hunt", + "I wanted to ride with the Hunt": "I wanted to ride with the Hunt", + "I’m a supernatural creature who’s a part of the Hunt": "I’m a supernatural creature who’s a part of the Hunt", + "Something else": "Something else", + "Then all of you escaped, sick with the Hunt’s atrocities or their treatment of you.": "Then all of you escaped, sick with the Hunt’s atrocities or their treatment of you.", + "How Did You Escape?": "How Did You Escape?", + "How did you escape?": "How did you escape?", + "With a clever plan": "With a clever plan", + "By sheer luck": "By sheer luck", + "With outside help": "With outside help", + "Thanks to a loophole in your fae contract": "Thanks to a loophole in your fae contract", + "The Wild Hunt keeps looking for you. How do they do it?": "The Wild Hunt keeps looking for you. How do they do it?", + "Choose two ways:": "Choose two ways:", + "They give other monsters this in exchange for information.": "They give other monsters this in exchange for information.", + "They track the internet, but they can’t monitor one part of it:": "They track the internet, but they can’t monitor one part of it:", + "They can see you when you’re outside in one type of weather, namely:": "They can see you when you’re outside in one type of weather, namely:", + "They sense you when you use magic unless you take a precaution, namely:": "They sense you when you use magic unless you take a precaution, namely:", + "What will the Wild Hunt do if they find you?": "What will the Wild Hunt do if they find you?", + "Kill you.": "Kill you.", + "Torment you.": "Torment you.", + "Make you join the Hunt again.": "Make you join the Hunt again.", + "Make you slaves.": "Make you slaves.", + "Notes": "Notes", + "Team Moves": "Team Moves", + "Choose your team moves from this list. The first one is a good default choice:": "Choose your team moves from this list. The first one is a good default choice:", + "Memory Eraser: You have been issued handheld devices to erase memories from civilians. When you target a person and activate the device, say how many hours you want to erase (1–6) and roll +Weird. On a 10+, those memories are gone. On a 7–9, the memories are gone but the target knows something strange happened.": "Memory Eraser: You have been issued handheld devices to erase memories from civilians. When you target a person and activate the device, say how many hours you want to erase (1–6) and roll +Weird. On a 10+, those memories are gone. On a 7–9, the memories are gone but the target knows something strange happened.", + "Authority Override: If local officials are causing trouble, you can get them pulled off the case. This may—of course—make them more suspicious.": "Authority Override: If local officials are causing trouble, you can get them pulled off the case. This may—of course—make them more suspicious.", + "Containment Field Projector: Place the projector and activate it, choosing a range from 1–20 meters. A spherical shield is created, allowing nothing in or out. Lasts until deactivated by remote or in an hour when the battery runs out. There’s time to get out of the zone, but only just.": "Containment Field Projector: Place the projector and activate it, choosing a range from 1–20 meters. A spherical shield is created, allowing nothing in or out. Lasts until deactivated by remote or in an hour when the battery runs out. There’s time to get out of the zone, but only just.", + "Anonymity: Your identity isn’t traceable via official databases or records. Enemies or bystanders can’t find out anything about your history through any official channels. Additionally, any distinguishing features are removed from photo, videos, or voice recordings of you when they’re processed by any regular computer or phone.": "Anonymity: Your identity isn’t traceable via official databases or records. Enemies or bystanders can’t find out anything about your history through any official channels. Additionally, any distinguishing features are removed from photo, videos, or voice recordings of you when they’re processed by any regular computer or phone.", + "Not Right: You all have a creepy, uncanny valley style aura or look that counts as a reason for manipulating a bystander with threats.": "Not Right: You all have a creepy, uncanny valley style aura or look that counts as a reason for manipulating a bystander with threats.", + "Something Different: Take a move from another team playbook.": "Something Different: Take a move from another team playbook.", + "Change Team Style: Pick a new team style. You now use that one instead of the one you first chose.": "Change Team Style: Pick a new team style. You now use that one instead of the one you first chose.", + "Home Away from Home: Whenever you arrive in a new town, you immediately find a motel and a cafe that are friendly and welcoming. One or the other will turn out to have a connection to the mystery that brought you here, even if just by having a bystander come by.": "Home Away from Home: Whenever you arrive in a new town, you immediately find a motel and a cafe that are friendly and welcoming. One or the other will turn out to have a connection to the mystery that brought you here, even if just by having a bystander come by.", + "Geniality: When you meet a new person in a town you haven’t visited before, roll +Charm. On a 10+, they are well-disposed towards you. On a 7–9, they’re still well-disposed but the Keeper chooses one: they are marked for trouble, or they conceal something from the hunters. Additionally, when you return to a town you have already visited, you always run into the people you befriended previously.": "Geniality: When you meet a new person in a town you haven’t visited before, roll +Charm. On a 10+, they are well-disposed towards you. On a 7–9, they’re still well-disposed but the Keeper chooses one: they are marked for trouble, or they conceal something from the hunters. Additionally, when you return to a town you have already visited, you always run into the people you befriended previously.", + "Handy: You’re all good at fixing stuff. Anything broken or messed up in the course of a mystery is repaired and ready to go before the next one. Gear or assets that would be described as “totally destroyed” still need to be replaced.": "Handy: You’re all good at fixing stuff. Anything broken or messed up in the course of a mystery is repaired and ready to go before the next one. Gear or assets that would be described as “totally destroyed” still need to be replaced.", + "No-stick: You’ve had yourselves removed from official and law enforcement databases. You don’t have to worry about “misunderstandings” from previous towns getting in the way of your hunts (unless someone got annoyed enough to make it a personal vendetta).": "No-stick: You’ve had yourselves removed from official and law enforcement databases. You don’t have to worry about “misunderstandings” from previous towns getting in the way of your hunts (unless someone got annoyed enough to make it a personal vendetta).", + "Monster Journals: When a mystery reminds you of something you encountered before, consult your notes and tell the Keeper what you think is the same. The Keeper will say if you got it right.If you’re correct, take +1 forward to investigate a mystery. If you’re wrong but had a good idea, take +1 forward to read a bad situation. If you’re totally off base, the Keeper holds 1 to put you in a tight spot.": "Monster Journals: When a mystery reminds you of something you encountered before, consult your notes and tell the Keeper what you think is the same. The Keeper will say if you got it right.

    If you’re correct, take +1 forward to investigate a mystery. If you’re wrong but had a good idea, take +1 forward to read a bad situation. If you’re totally off base, the Keeper holds 1 to put you in a tight spot.", + "Ancient Visions: An ancient ritual, to be conducted regularly, gives the whole team access to some of the visions sent to the Chosen One. Once per mystery, each hunter may ask the Keeper a question about anything they want. The Keeper answers with a vision or dream: obscure and vague, but true.": "Ancient Visions: An ancient ritual, to be conducted regularly, gives the whole team access to some of the visions sent to the Chosen One. Once per mystery, each hunter may ask the Keeper a question about anything they want. The Keeper answers with a vision or dream: obscure and vague, but true.", + "Armoury of the Chosen: You gain a cache of special weapons used by previous Chosen Ones. The Keeper should design a lesser version of the Chosen One’s special weapon, which all other members of the team may use. When this is unlocked, the Chosen One may change or add a tag on their special weapon.": "Armoury of the Chosen: You gain a cache of special weapons used by previous Chosen Ones. The Keeper should design a lesser version of the Chosen One’s special weapon, which all other members of the team may use. When this is unlocked, the Chosen One may change or add a tag on their special weapon.", + "Handing on the Torch: When you select this, designate another character as the next Chosen One. When the current Chosen One dies, that character may change to the Chosen playbook whenever they are ready. The new Chosen One designates the next heir when they find a worthy successor.": "Handing on the Torch: When you select this, designate another character as the next Chosen One. When the current Chosen One dies, that character may change to the Chosen playbook whenever they are ready. The new Chosen One designates the next heir when they find a worthy successor.", + "Friends Stick Together: Once per mystery, a hunter may call the rest of the team to their current location. Everyone arrives as soon as they potentially can (based on their last known position and when we saw them there). That can be “right this instant,” if at all possible.": "Friends Stick Together: Once per mystery, a hunter may call the rest of the team to their current location. Everyone arrives as soon as they potentially can (based on their last known position and when we saw them there). That can be “right this instant,” if at all possible.", + "Wyrd’s Favour: When you choose this team move, all hunters erase 1 spent Luck point. If you haven’t spent any Luck yet, add a new Luck box instead.": "Wyrd’s Favour: When you choose this team move, all hunters erase 1 spent Luck point. If you haven’t spent any Luck yet, add a new Luck box instead.", + "Otherworldly Intuition: When you encounter something from another world, you recognise that they don’t belong here. When you encounter a place where another world is accessible, you are aware of it and may stop at the threshold.": "Otherworldly Intuition: When you encounter something from another world, you recognise that they don’t belong here. When you encounter a place where another world is accessible, you are aware of it and may stop at the threshold.", + "Wardens: Once per mystery while you’re defending a portal, wall, or border, you may ignore all harm from a single source, or treat a roll as if you rolled a 12. This works just as if you spent a Luck, except it doesn’t trigger your special move.": "Wardens: Once per mystery while you’re defending a portal, wall, or border, you may ignore all harm from a single source, or treat a roll as if you rolled a 12. This works just as if you spent a Luck, except it doesn’t trigger your special move.", + "Outer Speech: You have a knack for the languages of the multiverse. You can always understand, and make yourself understood, when you’re talking to denizens from beyond. This is mainly the general sense of things—some details might get lost along the way.": "Outer Speech: You have a knack for the languages of the multiverse. You can always understand, and make yourself understood, when you’re talking to denizens from beyond. This is mainly the general sense of things—some details might get lost along the way.", + "Walkers between Worlds: At a suitable liminal site, you know how to step between worlds. Describe how you open the way and roll +Weird. On a 10+, you’re walking to the place you intended, but the way may be difficult. On a 7–9, choose one: you’re on the right path in immediate danger, or you find yourself lost and in the wrong place. On a 6 or less, you’re lost and in big trouble. If more than one of the hunters is using this move together, only make one roll: the hunter with the worst Weird score rolls (but they may accept help).": "Walkers between Worlds: At a suitable liminal site, you know how to step between worlds. Describe how you open the way and roll +Weird. On a 10+, you’re walking to the place you intended, but the way may be difficult. On a 7–9, choose one: you’re on the right path in immediate danger, or you find yourself lost and in the wrong place. On a 6 or less, you’re lost and in big trouble. If more than one of the hunters is using this move together, only make one roll: the hunter with the worst Weird score rolls (but they may accept help).", + "Outsider Knack: Once per visit to another world, you may use a trick or ability from Earth to gain an advantage. The advantage allows you to roll one move using three dice, selecting the best two for your result.": "Outsider Knack: Once per visit to another world, you may use a trick or ability from Earth to gain an advantage. The advantage allows you to roll one move using three dice, selecting the best two for your result.", + "Drilled Coordination: All team members get +1 ongoing when helping out another team member.": "Drilled Coordination: All team members get +1 ongoing when helping out another team member.", + "Comms: You have systems that keep you constantly in voice contact, regardless of where in the world you each may be. Not guaranteed to work in shielded spaces, deep underground, beyond magical portals, or on other worlds.": "Comms: You have systems that keep you constantly in voice contact, regardless of where in the world you each may be. Not guaranteed to work in shielded spaces, deep underground, beyond magical portals, or on other worlds.", + "Recognised IMPS Team: Wherever in the world you are, you have authority to deal with supernatural events. Local officials will—in general—cooperate with you fully. Does not apply in nations outside the IMPS treaty.": "Recognised IMPS Team: Wherever in the world you are, you have authority to deal with supernatural events. Local officials will—in general—cooperate with you fully. Does not apply in nations outside the IMPS treaty.", + "Rapid Deployment: IMPS has quick-response vehicles able to deliver you (or other IMPS assets) anywhere in the world, extremely quickly. They may also be used to make a fast exit from bad situations.": "Rapid Deployment: IMPS has quick-response vehicles able to deliver you (or other IMPS assets) anywhere in the world, extremely quickly. They may also be used to make a fast exit from bad situations.", + "Memories of the Fallen: When a hunter on the team dies in the line of duty, or retires from IMPS and monster hunting, all remaining team members erase a used Luck mark.": "Memories of the Fallen: When a hunter on the team dies in the line of duty, or retires from IMPS and monster hunting, all remaining team members erase a used Luck mark.", + "Global Crisis: Once per mystery, each of you can read a bad situation treating an entire world as the bad situation, including asking about the best way in or out.": "Global Crisis: Once per mystery, each of you can read a bad situation treating an entire world as the bad situation, including asking about the best way in or out.", + "Surge of Magic: Each of you holds 1 when you enter a new world. You can spend this hold to get an automatic result of 10 on a Weird move roll or to learn a useful big magic ritual known only in this world.": "Surge of Magic: Each of you holds 1 when you enter a new world. You can spend this hold to get an automatic result of 10 on a Weird move roll or to learn a useful big magic ritual known only in this world.", + "Otherworldly: You make your strangeness in other worlds work to your advantage in interpersonal situations. “I’m from another world” works as a reason for people to do as you ask when you manipulate someone.": "Otherworldly: You make your strangeness in other worlds work to your advantage in interpersonal situations. “I’m from another world” works as a reason for people to do as you ask when you manipulate someone.", + "A Multiverse of Friends: Three times per mystery, a friend you’ve made in an alternate universe can help one of you with a task as if they rolled 10+ to help out. They either manifest next to you for a moment or somehow are there in person. They can be bystanders from previous games or people from your backstories.": "A Multiverse of Friends: Three times per mystery, a friend you’ve made in an alternate universe can help one of you with a task as if they rolled 10+ to help out. They either manifest next to you for a moment or somehow are there in person. They can be bystanders from previous games or people from your backstories.", + "Determined Guardians: When one of the hunters protects a bystander, the target never takes harm: even on a miss, that bystander is totally safe. The hunter doing the protection still suffers the full effects of the roll result.": "Determined Guardians: When one of the hunters protects a bystander, the target never takes harm: even on a miss, that bystander is totally safe. The hunter doing the protection still suffers the full effects of the roll result.", + "Field Medics: When you treat an injured bystander, they are stabilised and well enough to manage until they can get proper medical attention. When you treat another hunter, pick if you heal 2-harm or stabilise them. Then they take +1 forward.": "Field Medics: When you treat an injured bystander, they are stabilised and well enough to manage until they can get proper medical attention. When you treat another hunter, pick if you heal 2-harm or stabilise them. Then they take +1 forward.", + "Checklists: Once per mystery, each hunter in need of a particular item may declare they have it. Narrate a flashback explaining why they thought to include it in their gear. If the item is especially rare, strange, or unusual (this is the Keeper’s call), then this move can’t be used again by any hunter until the next mystery.": "Checklists: Once per mystery, each hunter in need of a particular item may declare they have it. Narrate a flashback explaining why they thought to include it in their gear. If the item is especially rare, strange, or unusual (this is the Keeper’s call), then this move can’t be used again by any hunter until the next mystery.", + "Keep on Goin’: When you’re protecting bystanders from danger, any move that would prevent you from taking action due to harm, stress, or panic has its effect deferred. You can keep going for now, but once everyone is safe the full effects of what you’ve been through hit you.": "Keep on Goin’: When you’re protecting bystanders from danger, any move that would prevent you from taking action due to harm, stress, or panic has its effect deferred. You can keep going for now, but once everyone is safe the full effects of what you’ve been through hit you.", + "Shared Dangers: When you take a moment to share your worries and fears about a previous or upcoming battle with another hunter, you both choose one: heal 1-harm, or take +1 forward.": "Shared Dangers: When you take a moment to share your worries and fears about a previous or upcoming battle with another hunter, you both choose one: heal 1-harm, or take +1 forward.", + "Big Reveal: If most people around you don’t know about your secret identities, the first action you take in that scene that reveals those identities gets +1 forward. Bystanders and minions present freeze in surprise for a moment, giving you an opportunity to act before they can react.": "Big Reveal: If most people around you don’t know about your secret identities, the first action you take in that scene that reveals those identities gets +1 forward. Bystanders and minions present freeze in surprise for a moment, giving you an opportunity to act before they can react.", + "Affluent: You can get most gear easily. Specify what you need, assigning tags to the gear. If it’s a weapon, treat each harm beyond 2-harm as a separate tag; if it’s armour, treat each point of armour as a separate tag. Then roll +tags. On a miss, you get it easily. On a 7–9, you get it but raise some questions. On a 10+, either you don’t get it or you do but someone gets a clear clue about your secret identity.": "Affluent: You can get most gear easily. Specify what you need, assigning tags to the gear. If it’s a weapon, treat each harm beyond 2-harm as a separate tag; if it’s armour, treat each point of armour as a separate tag. Then roll +tags. On a miss, you get it easily. On a 7–9, you get it but raise some questions. On a 10+, either you don’t get it or you do but someone gets a clear clue about your secret identity.", + "Only When Necessary: If you manage to stop or destroy a minion without using any abilities or gear of your secret identity (including monster hunting weapons), each hunter involved marks experience. If it was a monster, mark two.": "Only When Necessary: If you manage to stop or destroy a minion without using any abilities or gear of your secret identity (including monster hunting weapons), each hunter involved marks experience. If it was a monster, mark two.", + "Shadow Selves: When one of you wants to be in two places at the same time, summon your shadow self in another place. Only one shadow self can per hunter exist at one time. The shadow self has a trait that allows others to distinguish it from you if they observe closely. Roll +Weird. On a 10+, hold 3. On a 7–9, hold 1. Spend holds to have your shadow self act as if it were you, but with –1 ongoing. When you spend the last hold, the shadow self dissolves in an obviously supernatural and unsettling way. On a miss, the shadow self appears for a moment and does something you really, really didn’t want them to do...": "Shadow Selves: When one of you wants to be in two places at the same time, summon your shadow self in another place. Only one shadow self can per hunter exist at one time. The shadow self has a trait that allows others to distinguish it from you if they observe closely. Roll +Weird. On a 10+, hold 3. On a 7–9, hold 1. Spend holds to have your shadow self act as if it were you, but with –1 ongoing. When you spend the last hold, the shadow self dissolves in an obviously supernatural and unsettling way. On a miss, the shadow self appears for a moment and does something you really, really didn’t want them to do...", + "Spending Money: If you get paid at the end of a mystery, each hunter adds 1-hold. Spend this hold in a later mystery narrate a flashback where you purchased the thing you need right now. It can be anything you could be carrying, something booked in advance (for example, a safe house or hotel room), or the use of a vehicle.": "Spending Money: If you get paid at the end of a mystery, each hunter adds 1-hold. Spend this hold in a later mystery narrate a flashback where you purchased the thing you need right now. It can be anything you could be carrying, something booked in advance (for example, a safe house or hotel room), or the use of a vehicle.", + "The B-Team: When you need to fortify a location or armour a vehicle, narrate a montage of your preparations. When you’re done, the location or vehicle provides 2-armour to all within it.": "The B-Team: When you need to fortify a location or armour a vehicle, narrate a montage of your preparations. When you’re done, the location or vehicle provides 2-armour to all within it.", + "Combat Training: When you help out another team member during combat, they may inflict +1 harm or suffer –1 harm in addition to the usual effects of your result.": "Combat Training: When you help out another team member during combat, they may inflict +1 harm or suffer –1 harm in addition to the usual effects of your result.", + "It’s Our Job: If a bystander has hired you, that counts as a reason when you manipulate them. This remains in effect in later mysteries. The Keeper may include other bystanders in the effect, if they’re part of a group you’re working for.": "It’s Our Job: If a bystander has hired you, that counts as a reason when you manipulate them. This remains in effect in later mysteries. The Keeper may include other bystanders in the effect, if they’re part of a group you’re working for.", + "The Good Ones: When you refuse to accept payment for a job, the client becomes an ally.": "The Good Ones: When you refuse to accept payment for a job, the client becomes an ally.", + "Yikes!: When a hunter is captured by a monster, minion, or phenomenon, they may ask one of the investigate a mystery or read a bad situation questions.": "Yikes!: When a hunter is captured by a monster, minion, or phenomenon, they may ask one of the investigate a mystery or read a bad situation questions.", + "Sensible Chuckle: When a hunter makes a joke (good or bad) at the expense of a monster, minion, or phenomenon, they may give another hunter on the team +1 forward.": "Sensible Chuckle: When a hunter makes a joke (good or bad) at the expense of a monster, minion, or phenomenon, they may give another hunter on the team +1 forward.", + "Earnest Do-gooders: When a hunter tells someone you are helping people and why, bystanders are more likely to do as you ask. The explanation always counts as a reason if you’re manipulating them to protect them or get them to help you.": "Earnest Do-gooders: When a hunter tells someone you are helping people and why, bystanders are more likely to do as you ask. The explanation always counts as a reason if you’re manipulating them to protect them or get them to help you.", + "Slapstick: When a hunter takes harm, they may instead have an embarrassing pratfall or accident that dodges the danger. Ignore the harm as established, and simply take 1-harm (which can’t be reduced or mitigated in any way). The hunter takes –1 forward.": "Slapstick: When a hunter takes harm, they may instead have an embarrassing pratfall or accident that dodges the danger. Ignore the harm as established, and simply take 1-harm (which can’t be reduced or mitigated in any way). The hunter takes –1 forward.", + "Disguises: When a hunter disguises themself, the disguise will not be questioned, until they do something to directly cast doubt on their appearance.": "Disguises: When a hunter disguises themself, the disguise will not be questioned, until they do something to directly cast doubt on their appearance.", + "Inventory Check: If you go looking for something that just might be in stock, roll +Weird. On a 10 or more, it’s there. On a 7–9, either you find it but there’s a cost, or you find something close enough. On a miss, you find something bad.": "Inventory Check: If you go looking for something that just might be in stock, roll +Weird. On a 10 or more, it’s there. On a 7–9, either you find it but there’s a cost, or you find something close enough. On a miss, you find something bad.", + "Corporate Database: If you use the company information systems to help investigate a mystery, take +1 hold. The Keeper tells you something disturbing you learn in addition to what you were looking for.": "Corporate Database: If you use the company information systems to help investigate a mystery, take +1 hold. The Keeper tells you something disturbing you learn in addition to what you were looking for.", + "Handbook: At the start of each mystery, each hunter may consult the employee handbook for advice. Roll a single die. On a 1, take –1 forward. On a 2, gain +1 forward to Charm. On a 3, gain +1 forward to Cool. On a 4, gain +1 forward to Sharp. On a 5, gain +1 forward to Tough. On a 6, gain +1 forward to Weird.": "Handbook: At the start of each mystery, each hunter may consult the employee handbook for advice. Roll a single die. On a 1, take –1 forward. On a 2, gain +1 forward to Charm. On a 3, gain +1 forward to Cool. On a 4, gain +1 forward to Sharp. On a 5, gain +1 forward to Tough. On a 6, gain +1 forward to Weird.", + "Uniforms: While you’re wearing your uniforms, your actions won’t be questioned unless you are indisputably out of place. For example, your burger restaurant uniforms won’t help you infiltrate a military base, and vice versa. The uniforms may also count as a reason when you try to manipulate someone.": "Uniforms: While you’re wearing your uniforms, your actions won’t be questioned unless you are indisputably out of place. For example, your burger restaurant uniforms won’t help you infiltrate a military base, and vice versa. The uniforms may also count as a reason when you try to manipulate someone.", + "Company Mascot: Take your corporate mascot as an ally. Pick one: a fellow employee with useful skills in the suit, or a supernatural being trying to keep under the radar. Decide what the mascot looks like.": "Company Mascot: Take your corporate mascot as an ally. Pick one: a fellow employee with useful skills in the suit, or a supernatural being trying to keep under the radar. Decide what the mascot looks like.", + "Earned Trust: People in your community know you, and know you mean well. They’ll generally believe what you tell them. If you ask them to do something for their own safety, they usually go along with it.": "Earned Trust: People in your community know you, and know you mean well. They’ll generally believe what you tell them. If you ask them to do something for their own safety, they usually go along with it.", + "Familiarity: When you’re checking out something in your community, you’ll always recognise right away if something has changed in an out-of-the-ordinary way. You can pick up things like a house suddenly quiet, a new tree in the park, or a stranger working at the corner store.": "Familiarity: When you’re checking out something in your community, you’ll always recognise right away if something has changed in an out-of-the-ordinary way. You can pick up things like a house suddenly quiet, a new tree in the park, or a stranger working at the corner store.", + "Domestic Wardings: You know how to protect houses from evil supernatural influences. All your homes are warded, and you may ward others too. It’s a big magic ritual requiring 24 hours, all the hunters, and a number of protective items that must be placed around the house. The wardings might be broken eventually by a concerted attack.": "Domestic Wardings: You know how to protect houses from evil supernatural influences. All your homes are warded, and you may ward others too. It’s a big magic ritual requiring 24 hours, all the hunters, and a number of protective items that must be placed around the house. The wardings might be broken eventually by a concerted attack.", + "Backyard Allies: You’ve made friends with some feral or wild animals that are smarter than normal—perhaps modern nature spirits? In any case, they can scout and spy for you, and it’s unlikely anyone will pay attention to them. They might ask you for favours too, now and then.": "Backyard Allies: You’ve made friends with some feral or wild animals that are smarter than normal—perhaps modern nature spirits? In any case, they can scout and spy for you, and it’s unlikely anyone will pay attention to them. They might ask you for favours too, now and then.", + "Craft Circle: Whenever you need a physical item as a magical requirement, you can craft a substitute together. All the hunters must take part, and you’ll need a few hours. You can replace one requirement per spell this way.": "Craft Circle: Whenever you need a physical item as a magical requirement, you can craft a substitute together. All the hunters must take part, and you’ll need a few hours. You can replace one requirement per spell this way.", + "Hit It!: If you all have your instruments ready, start playing one of your songs. Everyone and everything within earshot pauses for a moment.": "Hit It!: If you all have your instruments ready, start playing one of your songs. Everyone and everything within earshot pauses for a moment.", + "Sacred Songs of Power: You may substitute “play a mystical song” for any one use magic or big magic requirement. For use magic, one person needs to perform the song. For big magic, it must be at least two of you.": "Sacred Songs of Power: You may substitute “play a mystical song” for any one use magic or big magic requirement. For use magic, one person needs to perform the song. For big magic, it must be at least two of you.", + "Famous: You’re well known. Everywhere you go, you may call up your fans. They are a temporary ally group, type: backup (motivation: to stand with you). There will be a lot of them, but they’re just regular people—good at creating a distraction but not fighting monsters.": "Famous: You’re well known. Everywhere you go, you may call up your fans. They are a temporary ally group, type: backup (motivation: to stand with you). There will be a lot of them, but they’re just regular people—good at creating a distraction but not fighting monsters.", + "In the Groove: When you’re engaged in desperate physical action, and you describe how your move sets up another member of the band, they take +1 forward.": "In the Groove: When you’re engaged in desperate physical action, and you describe how your move sets up another member of the band, they take +1 forward.", + "Healing Vibe: Whenever the band plays a gig (no matter how big or small—there just needs to be an audience), each band member and every member of the audience either unmarks unstable or heals 1-harm.": "Healing Vibe: Whenever the band plays a gig (no matter how big or small—there just needs to be an audience), each band member and every member of the audience either unmarks unstable or heals 1-harm.", + "Something Rotten: When investigating a mystery and rolling a 7+, you can ask “How does this relate to the bad things I suspect about my organisation?” in addition to one of the usual questions.": "Something Rotten: When investigating a mystery and rolling a 7+, you can ask “How does this relate to the bad things I suspect about my organisation?” in addition to one of the usual questions.", + "Organisation’s Help: When you ask for the organisation’s help—gear, intel, or personnel—tell your superiors why you need it and roll +Charm. On a 10+, you get what you asked for. On a 7–9, you get it, but sooner or later the organisation will check up on you. On a miss, they don’t give it to you and someone in the organisation learns of your true intentions if you didn’t state them.": "Organisation’s Help: When you ask for the organisation’s help—gear, intel, or personnel—tell your superiors why you need it and roll +Charm. On a 10+, you get what you asked for. On a 7–9, you get it, but sooner or later the organisation will check up on you. On a miss, they don’t give it to you and someone in the organisation learns of your true intentions if you didn’t state them.", + "Specialized: Each of you can get +1 to a single rating (maximum +3) at the cost of –1 to a different rating (minimum –2).": "Specialized: Each of you can get +1 to a single rating (maximum +3) at the cost of –1 to a different rating (minimum –2).", + "Coordinated: Training in the organisation made you especially adept at helping each other. Your team holds 3 at the beginning at each mystery. Each of you can spend 1 to get +1 forward to help out and give the one you help +2 instead of +1 if your move is successful.": "Coordinated: Training in the organisation made you especially adept at helping each other. Your team holds 3 at the beginning at each mystery. Each of you can spend 1 to get +1 forward to help out and give the one you help +2 instead of +1 if your move is successful.", + "Power Dynamics: Add “Who’s the boss here?” and “Who doesn’t want to be a part of this?” to the list of your questions for read a bad situation and investigate a mystery.": "Power Dynamics: Add “Who’s the boss here?” and “Who doesn’t want to be a part of this?” to the list of your questions for read a bad situation and investigate a mystery.", + "Always on the Run: When you enter a new location, one of you can ask either “What’s the best way to hide here” or “What would be the best way to escape from here?” When you act on the answers, you get +1 ongoing, just as if it was a read a bad situation question.": "Always on the Run: When you enter a new location, one of you can ask either “What’s the best way to hide here” or “What would be the best way to escape from here?” When you act on the answers, you get +1 ongoing, just as if it was a read a bad situation question.", + "You Can’t Take Us: Once per mystery, each of you can treat a protect someone roll as if you rolled a 12.": "You Can’t Take Us: Once per mystery, each of you can treat a protect someone roll as if you rolled a 12.", + "Ride with the Thunder: When you race against someone having a comparable speed, you always win. When you race against someone faster or against the Wild Hunt, you can use magic to win anyway.": "Ride with the Thunder: When you race against someone having a comparable speed, you always win. When you race against someone faster or against the Wild Hunt, you can use magic to win anyway.", + "Sense of the Hunt: When a monster hunts a mortal in the area where you are (up to about 2 miles), you sense it, but without any details. You can read a bad situation to get more info on this situation, but if you fail, you get –1 ongoing to helping the hunted mortals.": "Sense of the Hunt: When a monster hunts a mortal in the area where you are (up to about 2 miles), you sense it, but without any details. You can read a bad situation to get more info on this situation, but if you fail, you get –1 ongoing to helping the hunted mortals.", + "Legend Amongst Monsters: Each of you can manipulate monsters as if you had the Dark Negotiator move. If you fail an investigate a mystery move, the monster learns it’s investigated by those who escaped the Wild Hunt.": "Legend Amongst Monsters: Each of you can manipulate monsters as if you had the Dark Negotiator move. If you fail an investigate a mystery move, the monster learns it’s investigated by those who escaped the Wild Hunt.", + "Assets": "Assets", + "Choose from these available assets. If there are two boxes, you need to mark both to earn that asset. (If you are making partial progress towards taking a two-box asset, mark the leftmost box first.)": "Choose from these available assets. If there are two boxes, you need to mark both to earn that asset. (If you are making partial progress towards taking a two-box asset, mark the leftmost box first.)", + "Mobile Base: A helicopter, aeroplane, truck, or bus with facilities and mystery investigation supplies on board.": "Mobile Base: A helicopter, aeroplane, truck, or bus with facilities and mystery investigation supplies on board.", + "Individual Transport: Each mission, a regular car, motorbike, or bicycle is assigned to every team member.": "Individual Transport: Each mission, a regular car, motorbike, or bicycle is assigned to every team member.", + "R&D Access: Your team is issued with a useful high technology experiment from R&D each mission. The Keeper decides what it is (always useful, usually with problematic side effects).": "R&D Access: Your team is issued with a useful high technology experiment from R&D each mission. The Keeper decides what it is (always useful, usually with problematic side effects).", + "Headquarters: A relatively secure space to use as a base in a Bureau regional facility. Everything you need to prepare for mysteries is here, and it’s quite secure.": "Headquarters: A relatively secure space to use as a base in a Bureau regional facility. Everything you need to prepare for mysteries is here, and it’s quite secure.", + "Sky Scanners: You have access to a scanning network that will alert you to strange events coming from space. This includes weird phenomena as well as UFOs.": "Sky Scanners: You have access to a scanning network that will alert you to strange events coming from space. This includes weird phenomena as well as UFOs.", + "Workshop: A big space for craft and repair projects, with plenty of tools and materials.": "Workshop: A big space for craft and repair projects, with plenty of tools and materials.", + "Disguise Kits: Contains costumes, makeup, and other supplies for a quick change of appearance.": "Disguise Kits: Contains costumes, makeup, and other supplies for a quick change of appearance.", + "Housing: Each member of the team is assigned a one-bedroom apartment in a generic housing project. All the apartments are exactly the same, down to scuff marks on the door.": "Housing: Each member of the team is assigned a one-bedroom apartment in a generic housing project. All the apartments are exactly the same, down to scuff marks on the door.", + "Rapid Response Pods: When any member of the team needs to get to a mission site quickly, a rapid response pod appears next to them. Enter the pod, and a short uncomfortable trip will place you where you need to be. What do the pods look like? How do they appear?": "Rapid Response Pods: When any member of the team needs to get to a mission site quickly, a rapid response pod appears next to them. Enter the pod, and a short uncomfortable trip will place you where you need to be. What do the pods look like? How do they appear?", + "Custom:": "Custom:", + "Individual Transport: A regular car, motorbike, or bicycle for every team member.": "Individual Transport: A regular car, motorbike, or bicycle for every team member.", + "Mobile Base: A truck or bus with bunks and mystery investigation supplies on board.": "Mobile Base: A truck or bus with bunks and mystery investigation supplies on board.", + "Credentials: Real, or as-good-as-real, identification that gets you access to law enforcement and other official contacts.": "Credentials: Real, or as-good-as-real, identification that gets you access to law enforcement and other official contacts.", + "Lair: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen.": "Lair: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen.", + "Hunter Roadhouses: A network of bars, diners, and motels where you can safely meet other monster hunters. Many are run by retired hunters.": "Hunter Roadhouses: A network of bars, diners, and motels where you can safely meet other monster hunters. Many are run by retired hunters.", + "Tool Kit: One or two of your vehicles carry tool kits. You have most tools you’ll need to repair or build something.": "Tool Kit: One or two of your vehicles carry tool kits. You have most tools you’ll need to repair or build something.", + "Mystical Ingredients Cabinet: A box with a wide range of frequently useful supplies for magic rituals.": "Mystical Ingredients Cabinet: A box with a wide range of frequently useful supplies for magic rituals.", + "Slush Fund: The team has access to a bank account that can pay for their day to day needs while monster hunting, and stretches to a big purchase every now and then. Where did it come from?": "Slush Fund: The team has access to a bank account that can pay for their day to day needs while monster hunting, and stretches to a big purchase every now and then. Where did it come from?", + "Armoury: One of your cars has a well-stocked weapons chest. Each mystery, every hunter may take one extra regular weapon. Also once per mystery, one hunter may ask the Keeper if the armoury has a particular special weapon: if yes, you can take it; if no, take +1 forward.": "Armoury: One of your cars has a well-stocked weapons chest. Each mystery, every hunter may take one extra regular weapon. Also once per mystery, one hunter may ask the Keeper if the armoury has a particular special weapon: if yes, you can take it; if no, take +1 forward.", + "Field Medics: You have enough supplies and training to treat one hunter per night as if they’d had a proper doctor or trip to the emergency room.": "Field Medics: You have enough supplies and training to treat one hunter per night as if they’d had a proper doctor or trip to the emergency room.", + "The Prophecies: A guidebook of all the visions about the Chosen One, to help you navigate your destiny (they’re pretty hard to decipher).": "The Prophecies: A guidebook of all the visions about the Chosen One, to help you navigate your destiny (they’re pretty hard to decipher).", + "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen.": "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen.", + "Mystical Workroom: A space set aside for magical operations. It can stand in for one requirement of a use magic or big magic move.": "Mystical Workroom: A space set aside for magical operations. It can stand in for one requirement of a use magic or big magic move.", + "Innocent Front: You have access to a regular business or institution. This means that your monster hunting hijinks can be concealed to an extent from your friends, family, and colleagues. For example: a cafe, a library, an antique store, etc.": "Innocent Front: You have access to a regular business or institution. This means that your monster hunting hijinks can be concealed to an extent from your friends, family, and colleagues. For example: a cafe, a library, an antique store, etc.", + "Regular Jobs: You have access to a place of employment for any of the hunters who need it. You earn enough to cover regular day-to-day expenses, and there’s time to fit in monster hunting around your hours.": "Regular Jobs: You have access to a place of employment for any of the hunters who need it. You earn enough to cover regular day-to-day expenses, and there’s time to fit in monster hunting around your hours.", + "Cameras and Recording Gear: You have a big collection of cameras and other recording devices that you can use during your investigations.": "Cameras and Recording Gear: You have a big collection of cameras and other recording devices that you can use during your investigations.", + "Primaeval Monument: An ancient site marking where access between worlds is easiest.": "Primaeval Monument: An ancient site marking where access between worlds is easiest.", + "Portal: A stable portal to either a particular world, or a between-worlds nexus. It is hidden, but any entity that finds either side may use it just like you can. Where is it hidden?": "Portal: A stable portal to either a particular world, or a between-worlds nexus. It is hidden, but any entity that finds either side may use it just like you can. Where is it hidden?", + "Exploration Gear: You’re never sure what you may find in another world. Your group has a storeroom full of all kinds of exploring and outdoor gear and clothing to use.": "Exploration Gear: You’re never sure what you may find in another world. Your group has a storeroom full of all kinds of exploring and outdoor gear and clothing to use.", + "Skywarden: A high tech transport aircraft that has all your essential gear on board and acts as your base on mission assignments. If you have the rapid deployment move, the Skywarden is upgraded with supersonic engines.": "Skywarden: A high tech transport aircraft that has all your essential gear on board and acts as your base on mission assignments. If you have the rapid deployment move, the Skywarden is upgraded with supersonic engines.", + "Individual Transport: Electric motorbikes for every team member.": "Individual Transport: Electric motorbikes for every team member.", + "Search and Rescue Gear: A selection of useful tools for locating and rescuing people in disaster zones.": "Search and Rescue Gear: A selection of useful tools for locating and rescuing people in disaster zones.", + "Headquarters: A relatively secure space allocated to you in IMPS headquarters. There’s room for all your gear, and includes full living quarters.": "Headquarters: A relatively secure space allocated to you in IMPS headquarters. There’s room for all your gear, and includes full living quarters.", + "Workshop: A big space for craft and repair projects, with plenty of technicians, tools, and materials.": "Workshop: A big space for craft and repair projects, with plenty of technicians, tools, and materials.", + "Medical Supplies: Everyone carries a first aid kit, and you have enough for a fully equipped infirmary back at your base or homes.": "Medical Supplies: Everyone carries a first aid kit, and you have enough for a fully equipped infirmary back at your base or homes.", + "Fancy High Tech Uniforms: Complete with built-in gadgets.": "Fancy High Tech Uniforms: Complete with built-in gadgets.", + "Housing: A pleasant house for each team member and their family, provided by IMPS for when you’re off-duty. This may be anywhere in the world.": "Housing: A pleasant house for each team member and their family, provided by IMPS for when you’re off-duty. This may be anywhere in the world.", + "World-jumping Base: A small vehicle or building with bunks and mystery investigation supplies on board.": "World-jumping Base: A small vehicle or building with bunks and mystery investigation supplies on board.", + "Translator: A high tech or arcane universal translator.": "Translator: A high tech or arcane universal translator.", + "Stealth Module: A device automatically changing the looks of your gear and vehicles to match the world you’re in.": "Stealth Module: A device automatically changing the looks of your gear and vehicles to match the world you’re in.", + "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen. Can’t travel between worlds, but you know a big magic ritual to come back here from any world. Invent details with the Keeper.": "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen. Can’t travel between worlds, but you know a big magic ritual to come back here from any world. Invent details with the Keeper.", + "Clothes: Clothes for any weather, including extreme ones.": "Clothes: Clothes for any weather, including extreme ones.", + "Published Book Series: A successful book series written by some or all of you based on your visits to other worlds.": "Published Book Series: A successful book series written by some or all of you based on your visits to other worlds.", + "Crystal Ball: A crystal ball always showing the most breathtaking sight in the area you’re in.": "Crystal Ball: A crystal ball always showing the most breathtaking sight in the area you’re in.", + "Mystical workroom: A space set aside for magical operations. It can stand in for one requirement of a use magic or big magic move.": "Mystical workroom: A space set aside for magical operations. It can stand in for one requirement of a use magic or big magic move.", + "Survival Gear: You’re all well-prepped with supplies for a disaster or emergency situation. Protective gear, tools, food and water, etc.": "Survival Gear: You’re all well-prepped with supplies for a disaster or emergency situation. Protective gear, tools, food and water, etc.", + "Hideouts: Each hunter has a hidden, safe place set up where they can retreat in an emergency. This could be an isolated cabin or bunker, a safe house, or a panic room (whichever makes sense for your hunter).": "Hideouts: Each hunter has a hidden, safe place set up where they can retreat in an emergency. This could be an isolated cabin or bunker, a safe house, or a panic room (whichever makes sense for your hunter).", + "Mobile Hideaway: A truck with bunks and mystery investigation supplies on board.": "Mobile Hideaway: A truck with bunks and mystery investigation supplies on board.", + "Individual Transport: A fancy car or motorbike for every team member.": "Individual Transport: A fancy car or motorbike for every team member.", + "Getaway: A place where you rest from everything, with no monster hunting gear but extremely difficult to find by mundane and magical means.": "Getaway: A place where you rest from everything, with no monster hunting gear but extremely difficult to find by mundane and magical means.", + "Headquarters: A base people from neither your public nor your secret life will find easily. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen.": "Headquarters: A base people from neither your public nor your secret life will find easily. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen.", + "Memorabilia: A collection of important memorabilia connected to the city’s past and two big magic rituals that need only them and up to two other requirements. Determine what the rituals do as a group.": "Memorabilia: A collection of important memorabilia connected to the city’s past and two big magic rituals that need only them and up to two other requirements. Determine what the rituals do as a group.", + "Secure Phones: A set of phones with advanced voice distortion and location concealment options. Tracking a call from these requires days of work.": "Secure Phones: A set of phones with advanced voice distortion and location concealment options. Tracking a call from these requires days of work.", + "Funds: Lots of money on bank accounts connected to untraceable credit cards.": "Funds: Lots of money on bank accounts connected to untraceable credit cards.", + "Mobile Base: A van, truck, or bus with bunks and mystery investigation supplies on board.": "Mobile Base: A van, truck, or bus with bunks and mystery investigation supplies on board.", + "The Grapevine: A network of contacts who pass on job leads.": "The Grapevine: A network of contacts who pass on job leads.", + "Secure Homes: Located somewhere you have a special relationship, you all have houses and bank accounts that provide a base when you’re off the job.": "Secure Homes: Located somewhere you have a special relationship, you all have houses and bank accounts that provide a base when you’re off the job.", + "Credentials: Monster hunting licenses and visa waivers that allow you to do your job and travel legitimately.": "Credentials: Monster hunting licenses and visa waivers that allow you to do your job and travel legitimately.", + "High Tech Gadgets: A supply of various monster scanners and detectors.": "High Tech Gadgets: A supply of various monster scanners and detectors.", + "Armoury: A cache of monster hunting weapons.": "Armoury: A cache of monster hunting weapons.", + "Mystery Van: A van with all your mystery investigation supplies on board.": "Mystery Van: A van with all your mystery investigation supplies on board.", + "Individual Transport: A skateboard, scooter, pair of skates, or bicycle for every team member.": "Individual Transport: A skateboard, scooter, pair of skates, or bicycle for every team member.", + "Gadgets: Paranormal investigation gadgets.": "Gadgets: Paranormal investigation gadgets.", + "Clubhouse: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and make a snack.": "Clubhouse: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and make a snack.", + "Mystical Workroom: a space set aside for magical operations. It can stand in for one requirement of a use magic or big magic move.": "Mystical Workroom: a space set aside for magical operations. It can stand in for one requirement of a use magic or big magic move.", + "Disguises: A trunk full of disguises.": "Disguises: A trunk full of disguises.", + "Library: Library of useful reference books.": "Library: Library of useful reference books.", + "IDs: Official junior deputy Suburban Watch Group volunteer badges.": "IDs: Official junior deputy Suburban Watch Group volunteer badges.", + "Backrooms: You’ve set out a relatively secure space in the back rooms. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen. It’s currently listed as “unused: permanent” so you should be left alone in there.": "Backrooms: You’ve set out a relatively secure space in the back rooms. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen. It’s currently listed as “unused: permanent” so you should be left alone in there.", + "Steam Tunnels: Accessed from your workplace, these allow you to get in and out without being seen. They also connect to the wider city infrastructure.": "Steam Tunnels: Accessed from your workplace, these allow you to get in and out without being seen. They also connect to the wider city infrastructure.", + "Security Access: You can look at the security camera feeds and records. These cover the entire store floor, secure areas, and the outside of the building.": "Security Access: You can look at the security camera feeds and records. These cover the entire store floor, secure areas, and the outside of the building.", + "Ritual Space: A space set aside for magical operations. It can stand in for one requirement of a use magic or big magic move. Decide where in the workplace it is located.": "Ritual Space: A space set aside for magical operations. It can stand in for one requirement of a use magic or big magic move. Decide where in the workplace it is located.", + "The Occult Section: Your workplace has a stock of mystical supplies. Sometimes you can find specific monster hunting supplies or ritual requirements there.": "The Occult Section: Your workplace has a stock of mystical supplies. Sometimes you can find specific monster hunting supplies or ritual requirements there.", + "Warding Glyphs: Mystical enchantments on the workplace prevent hostile magic targeting it from the outside, and alert all team members if a supernatural being enters.": "Warding Glyphs: Mystical enchantments on the workplace prevent hostile magic targeting it from the outside, and alert all team members if a supernatural being enters.", + "Lost Property & Returns: You can find all sorts of stuff in here, some of it useful.": "Lost Property & Returns: You can find all sorts of stuff in here, some of it useful.", + "Oracle Stone: A mystical scrying gem. At the beginning of each mystery, you may consult it—ask any question. The Keeper will answer with something true and useful, but they may make the answer difficult to understand.": "Oracle Stone: A mystical scrying gem. At the beginning of each mystery, you may consult it—ask any question. The Keeper will answer with something true and useful, but they may make the answer difficult to understand.", + "SWG Radio Network: a set of devices that allow you to easily talk to the rest of the SWG (as well as the base stations at your homes/the SWG headquarters).": "SWG Radio Network: a set of devices that allow you to easily talk to the rest of the SWG (as well as the base stations at your homes/the SWG headquarters).", + "Sacred Site: A place outdoors that has a reservoir of magical power. The Keeper always considers this site when a magical ritual requires a particular place.": "Sacred Site: A place outdoors that has a reservoir of magical power. The Keeper always considers this site when a magical ritual requires a particular place.", + "Infirmary: You have access to a doctor’s surgery or other suitable first aid office. You may use it for regular treatment of injuries, no questions asked.": "Infirmary: You have access to a doctor’s surgery or other suitable first aid office. You may use it for regular treatment of injuries, no questions asked.", + "Tour Bus: A truck or bus with bunks, your gear, and mystery investigation supplies on board.": "Tour Bus: A truck or bus with bunks, your gear, and mystery investigation supplies on board.", + "Individual Transport: A fancy car, motorbike, or bicycle for every team member.": "Individual Transport: A fancy car, motorbike, or bicycle for every team member.", + "Home Venue: You have a regular booking at a venue, and get on well with the owners. You’re always welcome there, and can be sure to find fans or friends there whenever its open.": "Home Venue: You have a regular booking at a venue, and get on well with the owners. You’re always welcome there, and can be sure to find fans or friends there whenever its open.", + "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep, practice, and cook.": "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep, practice, and cook.", + "Private Jet: You have a more-or-less fancy private jet (and crew) at your disposal.": "Private Jet: You have a more-or-less fancy private jet (and crew) at your disposal.", + "Studio: You have your own recording studio and record label. It’s either a big house in the country or big slice of a building in the city. It’s equipped with gear and staff. This is a good place for any other location-based assets to live.": "Studio: You have your own recording studio and record label. It’s either a big house in the country or big slice of a building in the city. It’s equipped with gear and staff. This is a good place for any other location-based assets to live.", + "Cameras and Recording Gear: You have a big collection of cameras and other recording devices that you can use during your investigations. Your crew also includes people who can operate them for you.": "Cameras and Recording Gear: You have a big collection of cameras and other recording devices that you can use during your investigations. Your crew also includes people who can operate them for you.", + "Office Space: Private offices in the organisation’s headquarters.": "Office Space: Private offices in the organisation’s headquarters.", + "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen. The organisation knows about it but has no direct influence over it.": "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen. The organisation knows about it but has no direct influence over it.", + "Fake IDs: Fake government IDs.": "Fake IDs: Fake government IDs.", + "More Fake IDs: Fake organisation IDs for other members or different jobs.": "More Fake IDs: Fake organisation IDs for other members or different jobs.", + "Cameras and Recording Gear: Miniature cameras and recording devices.": "Cameras and Recording Gear: Miniature cameras and recording devices.", + "Fae Horses: One for every team member. They fly, but if people start gossiping about flying horses, the Wild Hunt will surely hear of this.": "Fae Horses: One for every team member. They fly, but if people start gossiping about flying horses, the Wild Hunt will surely hear of this.", + "Map: A map of the Wild Hunt’s activities.": "Map: A map of the Wild Hunt’s activities.", + "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen. The Wild Hunt won’t learn about this base unless you stay there for a very long time.": "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen. The Wild Hunt won’t learn about this base unless you stay there for a very long time.", + "Disguises: A set of disguises.": "Disguises: A set of disguises.", + "Diversions: A box of smoke bombs and other distractions (0-harm close obscure vision).": "Diversions: A box of smoke bombs and other distractions (0-harm close obscure vision).", + "Fae Cosmetics and Makeup: Better than anything humans can produce.": "Fae Cosmetics and Makeup: Better than anything humans can produce.", + "Improvement": "Improvement", + "At the end of each session, answer your Style question (below). If yes, gain one improvement mark. If yes and it came up a lot, gain two improvement marks.": "At the end of each session, answer your Style question (below). If yes, gain one improvement mark. If yes and it came up a lot, gain two improvement marks.", + "When you fill in the improvement box, clear the improvement track and choose one of these:": "When you fill in the improvement box, clear the improvement track and choose one of these:", + "Gain a new team move.": "Gain a new team move.", + "Gain a new team ally.": "Gain a new team ally.", + "Gain two new asset selections.": "Gain two new asset selections.", + "Make the next mystery about your team enemy, giving you a chance to interfere in their plans.": "Make the next mystery about your team enemy, giving you a chance to interfere in their plans.", + "Make the next mystery about the organisation or its bad apples, giving you a chance to interfere in their plans.": "Make the next mystery about the organisation or its bad apples, giving you a chance to interfere in their plans.", + "Make the next mystery about the Wild Hunt, giving you a chance to weaken or confuse them.": "Make the next mystery about the Wild Hunt, giving you a chance to weaken or confuse them.", + "Style": "Style", + "Pick one of these styles (and the associated improvement question):": "Pick one of these styles (and the associated improvement question):", + "Hush: At the end of each session, ask: “Did we suppress knowledge of monsters and the supernatural?”": "Hush: At the end of each session, ask: “Did we suppress knowledge of monsters and the supernatural?”", + "The Greater Good: At the end of each session, ask: “Did we protect civilian lives?”": "The Greater Good: At the end of each session, ask: “Did we protect civilian lives?”", + "By Any Means Necessary: At the end of each session, ask: “Did we stop the problem, regardless of the cost?”": "By Any Means Necessary: At the end of each session, ask: “Did we stop the problem, regardless of the cost?”", + "Custom: What’s your story?": "Custom: What’s your story?", + "At the end of each session, ask:": "At the end of each session, ask:", + "Family: You’re all family, or as good as. At the end of each session, ask: “Did we talk about—or pointedly not talk about—something that was troubling a team member?”": "Family: You’re all family, or as good as. At the end of each session, ask: “Did we talk about—or pointedly not talk about—something that was troubling a team member?”", + "Vocation: Someone has to do it, and you happened to be able. At the end of each session, ask: “Did we save the people we went there to protect?”": "Vocation: Someone has to do it, and you happened to be able. At the end of each session, ask: “Did we save the people we went there to protect?”", + "Excitement: Monster hunting sure is a new thrill every time. At the end of each session, ask: “Did we take extremely dangerous risks?”": "Excitement: Monster hunting sure is a new thrill every time. At the end of each session, ask: “Did we take extremely dangerous risks?”", + "First among Equals: Sure, one of us is chosen by destiny, but we all play our part. At the end of each session, ask: “Did we all contribute in our own way to solve the mystery?”": "First among Equals: Sure, one of us is chosen by destiny, but we all play our part. At the end of each session, ask: “Did we all contribute in our own way to solve the mystery?”", + "Sworn Guardians: The rest of us made a solemn oath to help the Chosen One. At the end of each session, ask: “Did we save the Chosen One from serious harm?”": "Sworn Guardians: The rest of us made a solemn oath to help the Chosen One. At the end of each session, ask: “Did we save the Chosen One from serious harm?”", + "Fate’s Rebels: Screw destiny! At the end of each session, ask: “Did we fight against fate and prophecies, no matter the cost?”": "Fate’s Rebels: Screw destiny! At the end of each session, ask: “Did we fight against fate and prophecies, no matter the cost?”", + "Ancient Oath: You are the holders of an ancient obligation to guard the world’s border. Decide what the oath requires of you. At the end of each session, ask: “Did we hold to our oath?”": "Ancient Oath: You are the holders of an ancient obligation to guard the world’s border. Decide what the oath requires of you. At the end of each session, ask: “Did we hold to our oath?”", + "The oath:": "The oath:", + "Wrong Place, Wrong Time: You were there to stop the first incursion, and now feel obliged to prevent anything else coming through. At the end of each session, ask: “Did we protect the world from what lies beyond?”": "Wrong Place, Wrong Time: You were there to stop the first incursion, and now feel obliged to prevent anything else coming through. At the end of each session, ask: “Did we protect the world from what lies beyond?”", + "Born & Raised: You all grew up, or settled, here. Dimensional incursions are a part of life, even if a lot of people don’t like to admit it. At the end of each session, ask: “Did we look after our normal relationships with friends and families?”": "Born & Raised: You all grew up, or settled, here. Dimensional incursions are a part of life, even if a lot of people don’t like to admit it. At the end of each session, ask: “Did we look after our normal relationships with friends and families?”", + "Hush: At the end of each session, ask: “Did we save the day without making the news or creating a ruckus?”": "Hush: At the end of each session, ask: “Did we save the day without making the news or creating a ruckus?”", + "Rescuers: At the end of each session, ask: “Did we save people from harm, no matter how much property damage?”": "Rescuers: At the end of each session, ask: “Did we save people from harm, no matter how much property damage?”", + "Superstars: At the end of each session, ask: “Did our reputation as elite monster hunters come up during the mystery?”": "Superstars: At the end of each session, ask: “Did our reputation as elite monster hunters come up during the mystery?”", + "Well-prepared: You keep track of worlds that might need monster hunting help and have procedures for reaching and helping them. At the end of each session, ask: “Did things go according to our plans?”": "Well-prepared: You keep track of worlds that might need monster hunting help and have procedures for reaching and helping them. At the end of each session, ask: “Did things go according to our plans?”", + "Led by Fate: The universe wants you to help where you’re needed most. At the end of each session, ask: “Do we understand our place in the multiverse better now?”": "Led by Fate: The universe wants you to help where you’re needed most. At the end of each session, ask: “Do we understand our place in the multiverse better now?”", + "Accidental Heroes: You always end up where you’re needed because of magical mishaps and weird coincidences. At the end of each session, ask: “Did we make use of a coincidence or unexpected resource?”": "Accidental Heroes: You always end up where you’re needed because of magical mishaps and weird coincidences. At the end of each session, ask: “Did we make use of a coincidence or unexpected resource?”", + "We’re Prepared for Next Time: At the end of each session, ask: “Did our planning ahead save the day?”": "We’re Prepared for Next Time: At the end of each session, ask: “Did our planning ahead save the day?”", + "Fatalists: One day our times will come. Until then we fight. At the end of each session, ask: “Did we throw ourselves into danger to save the day?”": "Fatalists: One day our times will come. Until then we fight. At the end of each session, ask: “Did we throw ourselves into danger to save the day?”", + "Wardens: We won’t let what happened to us happen to anyone else. At the end of each session, ask: “Did we save people, no matter the cost?”": "Wardens: We won’t let what happened to us happen to anyone else. At the end of each session, ask: “Did we save people, no matter the cost?”", + "Greater Good: You find your secret monster hunting lives more important than your mundane social roles. At the end of each session, ask: “Did we choose the more important obligation?”": "Greater Good: You find your secret monster hunting lives more important than your mundane social roles. At the end of each session, ask: “Did we choose the more important obligation?”", + "The Only Ones: You’re the only ones capable enough to protect those around you from supernatural threats. At the end of each session, ask: “Did we do something nobody else in our society could do?”": "The Only Ones: You’re the only ones capable enough to protect those around you from supernatural threats. At the end of each session, ask: “Did we do something nobody else in our society could do?”", + "An Ancient Tradition: You’ve inherited your double role from family or mentors. At the end of each session, ask: “Have we done something that would make our predecessors proud?”": "An Ancient Tradition: You’ve inherited your double role from family or mentors. At the end of each session, ask: “Have we done something that would make our predecessors proud?”", + "Secret Mission: You are all devoted to a particular goal, using “mercenary monster hunter team” as your cover. What’s your objective? At the end of each session, ask: “Did we get closer to our goal?” If you achieve the objective, choose a new one or change to a new style. Your objective:": "Secret Mission: You are all devoted to a particular goal, using “mercenary monster hunter team” as your cover. What’s your objective? At the end of each session, ask: “Did we get closer to our goal?” If you achieve the objective, choose a new one or change to a new style. Your objective:", + "Goal-Oriented: At the end of each session, ask: “Did we fulfil the exact mission requested, without extra work?”": "Goal-Oriented: At the end of each session, ask: “Did we fulfil the exact mission requested, without extra work?”", + "Hearts of Gold: At the end of each session, ask: “Did we refuse to accept money from someone we saved?”": "Hearts of Gold: At the end of each session, ask: “Did we refuse to accept money from someone we saved?”", + "Wholesome: At the end of each session, ask: “Did we succeed by believing in each other and using our individual strengths?”": "Wholesome: At the end of each session, ask: “Did we succeed by believing in each other and using our individual strengths?”", + "Comical: At the end of each session, ask: “Did we do something really funny?”": "Comical: At the end of each session, ask: “Did we do something really funny?”", + "Cool: At the end of each session, ask: “Did we save the day, with style?”": "Cool: At the end of each session, ask: “Did we save the day, with style?”", + "Big Store: At the end of each session, ask: “Did we deal with any supernatural problems without management noticing?”": "Big Store: At the end of each session, ask: “Did we deal with any supernatural problems without management noticing?”", + "Security Team: At the end of each session, ask: “Did we keep people safe?”": "Security Team: At the end of each session, ask: “Did we keep people safe?”", + "Emergency Response: At the end of each session, ask: “Did we solve anyone’s problems?”": "Emergency Response: At the end of each session, ask: “Did we solve anyone’s problems?”", + "Thrown in the Deep End: You started out knowing nothing about the supernatural, and you’re still catching up. At the end of each session, ask: “Did we learn something new about the supernatural world?”": "Thrown in the Deep End: You started out knowing nothing about the supernatural, and you’re still catching up. At the end of each session, ask: “Did we learn something new about the supernatural world?”", + "Protectors: It’s all about looking after people. At the end of each session, ask: “Did we prevent harm in our community?”": "Protectors: It’s all about looking after people. At the end of each session, ask: “Did we prevent harm in our community?”", + "Cosy Coven: You were never strangers to the supernatural, but nobody else suspects it. At the end of each session, ask: “Did we help with our supernatural powers, undetected?”": "Cosy Coven: You were never strangers to the supernatural, but nobody else suspects it. At the end of each session, ask: “Did we help with our supernatural powers, undetected?”", + "Rock: At the end of each session, ask: “Did we lay the smackdown on some evildoers?”": "Rock: At the end of each session, ask: “Did we lay the smackdown on some evildoers?”", + "Punk: At the end of each session, ask: “Did we fight for the downtrodden?”": "Punk: At the end of each session, ask: “Did we fight for the downtrodden?”", + "Pop: At the end of each session, ask: “Did we look awesome?”": "Pop: At the end of each session, ask: “Did we look awesome?”", + "Metal: At the end of each session, ask: “Did we battle gloriously?”": "Metal: At the end of each session, ask: “Did we battle gloriously?”", + "Hip-hop: At the end of each session, ask: “Did we improve things for the local community?”": "Hip-hop: At the end of each session, ask: “Did we improve things for the local community?”", + "Folk: At the end of each session, ask: “Did we learn about local history and folklore?”": "Folk: At the end of each session, ask: “Did we learn about local history and folklore?”", + "Country: At the end of each session, ask: “Will that make a great story, later?”": "Country: At the end of each session, ask: “Will that make a great story, later?”", + "Inquisition: You believe your organisation isn’t rotten to the core, it just has a few rotten apples. At the end of each session, ask: “Is the organisation better now?”": "Inquisition: You believe your organisation isn’t rotten to the core, it just has a few rotten apples. At the end of each session, ask: “Is the organisation better now?”", + "Redemption: You were once part of the organisation’s shady dealings but are disgusted by them now. At the end of each session, ask: “Did we repay part of the harm we caused as organisation members?”": "Redemption: You were once part of the organisation’s shady dealings but are disgusted by them now. At the end of each session, ask: “Did we repay part of the harm we caused as organisation members?”", + "Revolt: You’ve recently understood the organisation is rotten to the core and should be terminated. At the end of each session, ask: “Are we closer to destroying the organisation?”": "Revolt: You’ve recently understood the organisation is rotten to the core and should be terminated. At the end of each session, ask: “Are we closer to destroying the organisation?”", + "Vengeance: You want to become strong enough to destroy the Wild Hunt one day. At the end of each session, ask: “Did what we do bring us closer to destroying the Wild Hunt?”": "Vengeance: You want to become strong enough to destroy the Wild Hunt one day. At the end of each session, ask: “Did what we do bring us closer to destroying the Wild Hunt?”", + "Compassion: You don’t want others to suffer as you did. At the end of each session, ask: “Did we risk our freedom to protect someone else’s’?”": "Compassion: You don’t want others to suffer as you did. At the end of each session, ask: “Did we risk our freedom to protect someone else’s’?”", + "Homelessness: You want to have normal lives one day. At the end of each session, ask: “Did we put some effort into making our lives more normal?”": "Homelessness: You want to have normal lives one day. At the end of each session, ask: “Did we put some effort into making our lives more normal?”", + "Enemies": "Enemies", + "Pick an enemy for your team:": "Pick an enemy for your team:", + "General Grox, alien warlord.": "General Grox, alien warlord.", + "The werewolf conspiracy.": "The werewolf conspiracy.", + "The Order of the Silvery Stars, who worship some very bad alien god-things.": "The Order of the Silvery Stars, who worship some very bad alien god-things.", + "The Old Gods, who want to return and rule the world again.": "The Old Gods, who want to return and rule the world again.", + "A rival Bureau with dubious methods and goals.": "A rival Bureau with dubious methods and goals.", + "Halphas, a demon who has it in for you.": "Halphas, a demon who has it in for you.", + "All the vampires.": "All the vampires.", + "Dr Crepuscule, who steals unnatural power from captured monsters.": "Dr Crepuscule, who steals unnatural power from captured monsters.", + "The King in Yellow, a god/force of corruption, decadence, and disease.": "The King in Yellow, a god/force of corruption, decadence, and disease.", + "A cabal of ghosts trying to secure the secret of returning to life.": "A cabal of ghosts trying to secure the secret of returning to life.", + "Alpha, an immortal werewolf.": "Alpha, an immortal werewolf.", + "Seth Vail, a billionaire who wants to harness the power of monsters, starting with immortality for himself.": "Seth Vail, a billionaire who wants to harness the power of monsters, starting with immortality for himself.", + "The Father of Monsters, the cosmic entity who is the source of evil in the world.": "The Father of Monsters, the cosmic entity who is the source of evil in the world.", + "The Grey Priests, a conspiracy to bring about the end of the world and birth of a new one.": "The Grey Priests, a conspiracy to bring about the end of the world and birth of a new one.", + "Lord Grash, warlord of a monster dimension.": "Lord Grash, warlord of a monster dimension.", + "All the demons.": "All the demons.", + "The Anointed Hierophant, an occult sect leader who wants to break the walls between worlds.": "The Anointed Hierophant, an occult sect leader who wants to break the walls between worlds.", + "Chaos, a cosmic entity of disorder.": "Chaos, a cosmic entity of disorder.", + "TransWorldCorp, a business hoping to profit from other worlds via their rift machine, no matter the damage they do along the way.": "TransWorldCorp, a business hoping to profit from other worlds via their rift machine, no matter the damage they do along the way.", + "Apollyon, a demon king who wants to rule the Earth.": "Apollyon, a demon king who wants to rule the Earth.", + "Incursions of HEDEs (Hostile Extra-Dimensional Entities).": "Incursions of HEDEs (Hostile Extra-Dimensional Entities).", + "Masanori, a selfish tycoon chasing personal immortality.": "Masanori, a selfish tycoon chasing personal immortality.", + "A rival IMPS team, who always want to make it look like they saved the day and you screwed up.": "A rival IMPS team, who always want to make it look like they saved the day and you screwed up.", + "A chaos cult who want to break down the structures of the modern world, so they can rule it with their magical powers.": "A chaos cult who want to break down the structures of the modern world, so they can rule it with their magical powers.", + "Dr Weltschmerz, a bitter and angry scientist who wants all worlds to suffer.": "Dr Weltschmerz, a bitter and angry scientist who wants all worlds to suffer.", + "Jauna, a merchant from Monster Marches who deals in interdimensional slave trade.": "Jauna, a merchant from Monster Marches who deals in interdimensional slave trade.", + "Separator, an automaton guarding borders between the worlds.": "Separator, an automaton guarding borders between the worlds.", + "Iron Crusade, an invading force from a futuristic world.": "Iron Crusade, an invading force from a futuristic world.", + "Your own evil versions from a mirrored universe.": "Your own evil versions from a mirrored universe.", + "The Black Knight, a faerie lord.": "The Black Knight, a faerie lord.", + "A necromancer, with a plan to rule the world.": "A necromancer, with a plan to rule the world.", + "Metaphysical Exploitation Holdings (MEH), a corporation that profits from ill-advised experimentation and exploitation of the supernatural.": "Metaphysical Exploitation Holdings (MEH), a corporation that profits from ill-advised experimentation and exploitation of the supernatural.", + "A conspiracy of chaos cultists.": "A conspiracy of chaos cultists.", + "Allmine, a greedy and capricious demon of desire.": "Allmine, a greedy and capricious demon of desire.", + "All the evil doppelgangers.": "All the evil doppelgangers.", + "Professor Trundil, an occult scientist trying to steal your powers and magic.": "Professor Trundil, an occult scientist trying to steal your powers and magic.", + "Great Waghru, a primordial entity slumbering beneath the city, now stirring.": "Great Waghru, a primordial entity slumbering beneath the city, now stirring.", + "Brave New World, an undercover company trying to replace humans in your city with robots.": "Brave New World, an undercover company trying to replace humans in your city with robots.", + "Pethas, a dragon.": "Pethas, a dragon.", + "All the werewolves.": "All the werewolves.", + "Ozahr, an immortal and megalomaniac wizard.": "Ozahr, an immortal and megalomaniac wizard.", + "The Fates.": "The Fates.", + "A conspiracy of political leaders secretly creating a global dictatorship.": "A conspiracy of political leaders secretly creating a global dictatorship.", + "Bradshaw, an evil property developer.": "Bradshaw, an evil property developer.", + "The Ghost King.": "The Ghost King.", + "Dracula.": "Dracula.", + "Cryptids generally.": "Cryptids generally.", + "A conspiracy of wizards who want to take over the world.": "A conspiracy of wizards who want to take over the world.", + "Your manager.": "Your manager.", + "The Queen of the Bug Monsters.": "The Queen of the Bug Monsters.", + "The Monarch of Waste, a cosmic entity of disorder and ruin.": "The Monarch of Waste, a cosmic entity of disorder and ruin.", + "A conspiracy within the company, using the workplace for a sinister occult plan.": "A conspiracy within the company, using the workplace for a sinister occult plan.", + "The thing in the basement. You don’t know what it is, but it’s evil.": "The thing in the basement. You don’t know what it is, but it’s evil.", + "The Pale Man, the powerful and malevolent ghost of a mass murderer who lived here a long time ago.": "The Pale Man, the powerful and malevolent ghost of a mass murderer who lived here a long time ago.", + "All the ghouls. A big cemetery nearby attracts their attention.": "All the ghouls. A big cemetery nearby attracts their attention.", + "Bradshaw, a property developer who wants to rebuild the city—by any means necessary.": "Bradshaw, a property developer who wants to rebuild the city—by any means necessary.", + "Discord, goddess of chaos and disorder.": "Discord, goddess of chaos and disorder.", + "A conspiracy of vampires trying to take over your community.": "A conspiracy of vampires trying to take over your community.", + "White Travellers, ghosts that feed on natural, joyous emotions of people and leave people content with a humdrum life.": "White Travellers, ghosts that feed on natural, joyous emotions of people and leave people content with a humdrum life.", + "Ancient Purity, an occultist/fascist death metal band. They would be your enemies even without their abuse of mystical powers.": "Ancient Purity, an occultist/fascist death metal band. They would be your enemies even without their abuse of mystical powers.", + "The Man, a new god of authority, order, and following the rules.": "The Man, a new god of authority, order, and following the rules.", + "The Sanguine Circle, a conspiracy of vampires with cells in many cities and towns.": "The Sanguine Circle, a conspiracy of vampires with cells in many cities and towns.", + "Allies": "Allies", + "Choose your team allies from this list:": "Choose your team allies from this list:", + "Doctor “Blue,” a physician. They can help you recover from harm.": "Doctor “Blue,” a physician. They can help you recover from harm.", + "Professor “Blood,” a forensic scientist. They are who you go to when you need evidence analysed.": "Professor “Blood,” a forensic scientist. They are who you go to when you need evidence analysed.", + "Agent “Will,” a field investigator. They’re a veteran of the Bureau, and can help you navigate problems with colleagues.": "Agent “Will,” a field investigator. They’re a veteran of the Bureau, and can help you navigate problems with colleagues.", + "Aquila Squad, an ally team. They are unofficially known as “the Extreme Problems” squad. They can handle anything unfazed, but their solutions can be a little... messy.": "Aquila Squad, an ally team. They are unofficially known as “the Extreme Problems” squad. They can handle anything unfazed, but their solutions can be a little... messy.", + "SkullFangz, an ally team. This is a group of hackers you’ve made a sort of alliance with. They can help you get information through unorthodox channels, but they sometimes need you to do some odd or dubious favours in return.": "SkullFangz, an ally team. This is a group of hackers you’ve made a sort of alliance with. They can help you get information through unorthodox channels, but they sometimes need you to do some odd or dubious favours in return.", + "Detective Barnes, a police detective who you saved from a monster way back when. They’ll help you out with some information now and then, and possibly more when you’re on their turf.": "Detective Barnes, a police detective who you saved from a monster way back when. They’ll help you out with some information now and then, and possibly more when you’re on their turf.", + "Bingo, an always-online researcher into strangeness. They can put you in touch with people who need help, coordinate communication, and help you with research.": "Bingo, an always-online researcher into strangeness. They can put you in touch with people who need help, coordinate communication, and help you with research.", + "Sapphire, who has the ability to manipulate time in certain ways. You suspect she may be very long-lived or even immortal. She is not always easy to contact, and can appear unexpectedly.": "Sapphire, who has the ability to manipulate time in certain ways. You suspect she may be very long-lived or even immortal. She is not always easy to contact, and can appear unexpectedly.", + "Another group of travelling hunters, an ally team. They can back you up monster hunting—you’ve helped each other out several times, when things got tricky.": "Another group of travelling hunters, an ally team. They can back you up monster hunting—you’ve helped each other out several times, when things got tricky.", + "Universal Cleanup Services, an ally team. A franchise that specialises in cleaning up messes like crime scenes and monster attacks.": "Universal Cleanup Services, an ally team. A franchise that specialises in cleaning up messes like crime scenes and monster attacks.", + "Carlito, a nurse. They can patch up injured hunters.": "Carlito, a nurse. They can patch up injured hunters.", + "Charity, an occultist. She can tell you about and sometimes find weird old items.": "Charity, an occultist. She can tell you about and sometimes find weird old items.", + "Raven, a mystic. Has some ideas about the Chosen One’s destiny.": "Raven, a mystic. Has some ideas about the Chosen One’s destiny.", + "The Junior Entourage, an ally team. These are friends who aren’t in the core team. Good at getting around for area canvassing or distraction.": "The Junior Entourage, an ally team. These are friends who aren’t in the core team. Good at getting around for area canvassing or distraction.", + "Destiny’s Servants, an ally team. A secretive group sent to help you out. They’re good at fighting and acting suspicious.": "Destiny’s Servants, an ally team. A secretive group sent to help you out. They’re good at fighting and acting suspicious.", + "Hawthorn, a hedge witch. They’re able to cast a variety of small but useful spells.": "Hawthorn, a hedge witch. They’re able to cast a variety of small but useful spells.", + "Anya, a folklorist. They know a lot about the stories and history of the region.": "Anya, a folklorist. They know a lot about the stories and history of the region.", + "The Feeling of Not Knowing a Particular Fact, a visitor from another world. An explorer of worlds, they have a store of facts or rumours about many different dimensions. Describe their home world and look.": "The Feeling of Not Knowing a Particular Fact, a visitor from another world. An explorer of worlds, they have a store of facts or rumours about many different dimensions. Describe their home world and look.", + "Junior Guardians, an ally team. By tradition, younger members of your families and community are apprenticed to take over when you retire. They can help with any tasks that aren’t too dangerous.": "Junior Guardians, an ally team. By tradition, younger members of your families and community are apprenticed to take over when you retire. They can help with any tasks that aren’t too dangerous.", + "A flock of otherworldly creatures, an ally team. These non-Earthly animals can scout and warn you of danger, and also are quite cute. Describe their home world and look.": "A flock of otherworldly creatures, an ally team. These non-Earthly animals can scout and warn you of danger, and also are quite cute. Describe their home world and look.", + "Ó Corra, IMPS General Secretary. Having Ó Corra on your side is always going to be handy.": "Ó Corra, IMPS General Secretary. Having Ó Corra on your side is always going to be handy.", + "Klíma, IMPS forensic specialist. Klíma can help you get extra forensic analysis or expedite tests.": "Klíma, IMPS forensic specialist. Klíma can help you get extra forensic analysis or expedite tests.", + "Villaverde, IMPS librarian. Knows a lot about mystical and occult secrets.": "Villaverde, IMPS librarian. Knows a lot about mystical and occult secrets.", + "IMPS team EM–3. This team of IMPS agents specialise in dealing with big disasters. They can help manage and calm down civilians and provide support for your team.": "IMPS team EM–3. This team of IMPS agents specialise in dealing with big disasters. They can help manage and calm down civilians and provide support for your team.", + "Cryptidnet, a loose organisation of interested amateurs and researchers who collate rumours of weird activity. Great source of leads and supernatural rumours.": "Cryptidnet, a loose organisation of interested amateurs and researchers who collate rumours of weird activity. Great source of leads and supernatural rumours.", + "Justinian, a paladin. He’s always ready to fight evil alongside you and hopes one of you will one day be the lady (or lord) of his heart.": "Justinian, a paladin. He’s always ready to fight evil alongside you and hopes one of you will one day be the lady (or lord) of his heart.", + "NewLife, a bio-robot. They know a lot about life on various worlds, whether organic, tech-based, or magic-based.": "NewLife, a bio-robot. They know a lot about life on various worlds, whether organic, tech-based, or magic-based.", + "Darween, a diplomat. Coming from the Monster Marches, she hates disunity and wants good people of all worlds to cooperate.": "Darween, a diplomat. Coming from the Monster Marches, she hates disunity and wants good people of all worlds to cooperate.", + "The Queen’s Musketeers. Brave, dashing and ready to fight with monsters both in Helos and beyond, but won’t do anything that directly contradicts Queen Helena the Radiant’s orders.": "The Queen’s Musketeers. Brave, dashing and ready to fight with monsters both in Helos and beyond, but won’t do anything that directly contradicts Queen Helena the Radiant’s orders.", + "Spirit Healers. They come from a Stone Age world and want to heal all spiritual ills of all worlds. They oppose killing monsters because they believe monsters should be healed and reintegrated instead.": "Spirit Healers. They come from a Stone Age world and want to heal all spiritual ills of all worlds. They oppose killing monsters because they believe monsters should be healed and reintegrated instead.", + "Zhu, a law enforcement officer. They can help you with legal difficulties in their jurisdiction.": "Zhu, a law enforcement officer. They can help you with legal difficulties in their jurisdiction.", + "Davis, a therapist specialising in trauma recovery.": "Davis, a therapist specialising in trauma recovery.", + "Dr Basu, a medical doctor.": "Dr Basu, a medical doctor.", + "The next generation, an ally team. These younger monster hunters are relatives of those who died in the battle, taking up the family calling.": "The next generation, an ally team. These younger monster hunters are relatives of those who died in the battle, taking up the family calling.", + "The Network, an ally team. This is a group of people who keep watch for big supernatural dangers, and can get you warnings in time to intervene.": "The Network, an ally team. This is a group of people who keep watch for big supernatural dangers, and can get you warnings in time to intervene.", + "Shinzō, a retro-weaponsmith. Their creations look like fancy souvenirs but have various magical properties.": "Shinzō, a retro-weaponsmith. Their creations look like fancy souvenirs but have various magical properties.", + "FaceBog, a doppelganger. They’ll impersonate you at various social events if you ask them nicely.": "FaceBog, a doppelganger. They’ll impersonate you at various social events if you ask them nicely.", + "Hedwig, a journalist. She believes in your public causes and is willing to cover up some things for you, but sometimes asks difficult questions.": "Hedwig, a journalist. She believes in your public causes and is willing to cover up some things for you, but sometimes asks difficult questions.", + "Monster Hunters Fan Club. They know your secret identities, but not your public ones.": "Monster Hunters Fan Club. They know your secret identities, but not your public ones.", + "Spirits of the city’s founders. They remember how the city once was and have clashed with occult forces that threaten it.": "Spirits of the city’s founders. They remember how the city once was and have clashed with occult forces that threaten it.", + "Dumont, the fixer. Dumont can find leads on jobs, and sometime scare up special gear.": "Dumont, the fixer. Dumont can find leads on jobs, and sometime scare up special gear.", + "Chang, a government official. They can help you with legal entanglements. Sometimes.": "Chang, a government official. They can help you with legal entanglements. Sometimes.", + "Dr Accorso. A medical doctor, ready to help with injuries or illness. No questions asked.": "Dr Accorso. A medical doctor, ready to help with injuries or illness. No questions asked.", + "The Irregulars, an ally team. They’re a general group of support crew that help you out. Mechanics, technicians, and the like.": "The Irregulars, an ally team. They’re a general group of support crew that help you out. Mechanics, technicians, and the like.", + "The Crooked Hearts, another mercenary monster hunting crew. You’ve worked together on some big jobs.": "The Crooked Hearts, another mercenary monster hunting crew. You’ve worked together on some big jobs.", + "Leon/Lyn, an authority figure (parent, teacher, etc.). Helpful dealing with officials.": "Leon/Lyn, an authority figure (parent, teacher, etc.). Helpful dealing with officials.", + "Romain, a librarian. Good at finding out details.": "Romain, a librarian. Good at finding out details.", + "A very smart pet. Pick their species and give them a name:": "A very smart pet. Pick their species and give them a name:", + "Your friend group, an ally team. Great for distractions.": "Your friend group, an ally team. Great for distractions.", + "Internet mystery circle, an ally team. Good for finding out weird facts and rumours.": "Internet mystery circle, an ally team. Good for finding out weird facts and rumours.", + "Aminat Salek, a client or customer who has a knack for finding whatever is weirdest.": "Aminat Salek, a client or customer who has a knack for finding whatever is weirdest.", + "Ahearn, a consultant. They can help you out with how things go on behind the scenes.": "Ahearn, a consultant. They can help you out with how things go on behind the scenes.", + "De Luca, from human resources. They can cover for absences and sometimes tell you what management is planning.": "De Luca, from human resources. They can cover for absences and sometimes tell you what management is planning.", + "The day shift, an ally team. They can help out when you need to sleep.": "The day shift, an ally team. They can help out when you need to sleep.", + "Asani, an old and knowledgeable witch.": "Asani, an old and knowledgeable witch.", + "Petersen, a police officer. Community-minded, they know you help people out and they help you too.": "Petersen, a police officer. Community-minded, they know you help people out and they help you too.", + "Red, cafe/bar/restaurant manager. You’re always welcome in their place, and they hear a lot of gossip.": "Red, cafe/bar/restaurant manager. You’re always welcome in their place, and they hear a lot of gossip.", + "The SWG, an ally team. These are newer members of the SWG. They can patrol, report events, and help people to safety. They’re not ready to take on monsters directly.": "The SWG, an ally team. These are newer members of the SWG. They can patrol, report events, and help people to safety. They’re not ready to take on monsters directly.", + "The sports club, an ally team. What sport do you all play? The other club members will do you a favour now and then. Useful for getting information from organisations you don’t have direct access to.": "The sports club, an ally team. What sport do you all play? The other club members will do you a favour now and then. Useful for getting information from organisations you don’t have direct access to.", + "Carlos, a roadie. They can do pretty much anything with reasonable competence.": "Carlos, a roadie. They can do pretty much anything with reasonable competence.", + "Charity, an occultist. She can tell you about mystical stuff you find and sometimes get you weird old items.": "Charity, an occultist. She can tell you about mystical stuff you find and sometimes get you weird old items.", + "Dr An Seulgi. She can help patch you up if you get hurt, and provide “special” prescriptions as long as you don’t abuse them too badly.": "Dr An Seulgi. She can help patch you up if you get hurt, and provide “special” prescriptions as long as you don’t abuse them too badly.", + "Eldritch Records, your label. You can hit them up for a little money, legal help, or contact details for folks in the music business.": "Eldritch Records, your label. You can hit them up for a little money, legal help, or contact details for folks in the music business.", + "Your fan club, an ally team. They’re keen to help, but they’re mainly just a bunch of kids (possibly kids in their late teens or early twenties, but still).": "Your fan club, an ally team. They’re keen to help, but they’re mainly just a bunch of kids (possibly kids in their late teens or early twenties, but still).", + "LOLweb, a hacker. They track the organisation’s web activity and try to hinder it but don’t believe in monsters.": "LOLweb, a hacker. They track the organisation’s web activity and try to hinder it but don’t believe in monsters.", + "Faruq, an office worker in the organisation. He also feels there’s something wrong but is too afraid to act openly about it.": "Faruq, an office worker in the organisation. He also feels there’s something wrong but is too afraid to act openly about it.", + "Grethel, a government official. She keeps track of various supernatural occurrences and organisations that deal with them.": "Grethel, a government official. She keeps track of various supernatural occurrences and organisations that deal with them.", + "Organisation ex-members. Each of them has seen a bit of bad things that happen there and can help you piece together the bigger picture.": "Organisation ex-members. Each of them has seen a bit of bad things that happen there and can help you piece together the bigger picture.", + "Independent hunters. Far less experienced than you but sometimes can do things you can’t due to being observed by the organisation.": "Independent hunters. Far less experienced than you but sometimes can do things you can’t due to being observed by the organisation.", + "Soyfly, a pixie. She knows a lot of recent gossip about the Wild Hunt.": "Soyfly, a pixie. She knows a lot of recent gossip about the Wild Hunt.", + "Althea, a private aviator. She believes the sky should be free for everyone, not just some creepy horsemen.": "Althea, a private aviator. She believes the sky should be free for everyone, not just some creepy horsemen.", + "Caragh, a banshee. She once rode with the Hunt and now helps other fugitives, but never reveals how she escaped.": "Caragh, a banshee. She once rode with the Hunt and now helps other fugitives, but never reveals how she escaped.", + "New Start, an NGO that helps refugees. They focus on political and war refugees, but allow you to use their facilities.": "New Start, an NGO that helps refugees. They focus on political and war refugees, but allow you to use their facilities.", + "The Savage Ride, the Wild Hunt’s rivals. They’ll do anything to hinder the Hunt, but are violent and fickle themselves.": "The Savage Ride, the Wild Hunt’s rivals. They’ll do anything to hinder the Hunt, but are violent and fickle themselves." } \ No newline at end of file diff --git a/Monster of the Week Official/translations/da.json b/Monster of the Week Official/translations/da.json index ff333f1d55..2e29b1be89 100644 --- a/Monster of the Week Official/translations/da.json +++ b/Monster of the Week Official/translations/da.json @@ -1192,7 +1192,6 @@ "custom-move-name": "Navn", "custom-move-description": "Description", "custom-gear": "Playbook Gear", - "start_newstuff": "", "unused": "Unused", "all": "All", "starting": "Starting", @@ -1290,7 +1289,7 @@ "eos-ref": "At the end of each session, the Keeper will ask the following questions:
    • Did we conclude the current mystery?
    • Did we save someone from certain death (or worse)?
    • Did we learn something new and important about the world?
    • Did we learn something new and important about one of the hunters?
    If you get one or two \"Yes\" answers, mark one experience. If you get three or four, mark two.", "pick-book": "Pick Your Playbook", "pick-book-desc": "Pick your playbook using the menu in the upper right corner or the buttons in the lists below. Once you pick a playbook, starting stats options are found at the bottom of the first main column (not including the stats column).", - "motw-books": "Monster of the Week Revised Edition Playbooks", + "motw-books": "Monster of the Week Hardcover Edition Playbooks", "chosen-desc": "A once-ordinary person who discovered they have a special destiny, and who has been given the power to accomplish it. The Chosen is good in a fight, with some weird powers. E.g. Buffy from Buffy the Vampire Slayer.", "crooked-desc": "A criminal turned monster hunter, haunted by their past and enemies. The Crooked is good in social situations and has a lot of contacts. E.g. Anna Valmont from The Dresden Files, Peter Bishop from Fringe.", "divine-desc": "An agent of a higher power, with a mission to fulfill. The Divine is very tough and has been granted holy powers. E.g. Castiel from Supernatural; Michael Carpenter from The Dresden Files.", @@ -1621,6 +1620,7 @@ "animating-force": "Animating Force", "animating-force-desc": "There is a force that gives you life, which cannot harm you. You do not eat, breathe, drink, or heal naturally. Instead, repair yourself with your recharge move. Pick an energy type:", "lightning": "Lightning", + "fire": "Fire", "music": "Music", "clockwork": "Clockwork", "orgone": "Orgone", @@ -1686,7 +1686,6 @@ "hardcase2020-move6": "Inspired Guesswork: When you investigate a mystery, you may spend 1 Fire to add 1 extra hold. The extra question must be about powers, motivations, or weaknesses.", "hardcase2020-move7": "Stone Cold: You never really get ruffled by danger. Gain +1 whenever pain or fear requires you act under pressure. Your nearby allies also gain this bonus against pain and fear, as long as you keep it together.", "hardcase2020-move8": "Weapon Master: When you take possession of a new weapon you may add, remove, or change one tag. This change only applies for you. When you get this move, apply it to all your current weapons.", - "fire": "Fire", "calm": "Calm", "raging": "Raging", "hardcase-vehicles": "Vehicles", @@ -1716,5 +1715,610 @@ "hardcase2020-gear22": "A spell formula, written on a napkin", "hardcase2020-advance1": "Your Fire track increases to 13 boxes.", "constructed-unstable": "You get 10 harm boxes and do not become unstable.", - "end_newstuff": "" + "team-playbooks": "Team Playbooks", + "team-playbook-choice": "Choose a Team Playbook", + "Team Playbook": "Team Playbook", + "Agents in Black": "Agents in Black", + "Always on the Road": "Always on the Road", + "The Chosen One and Entourage": "The Chosen One and Entourage", + "Guardians of the Borderland": "Guardians of the Borderland", + "IMPS (International Monster and Paranormal Service)": "IMPS (International Monster and Paranormal Service)", + "Interdimensional Crisis Team": "Interdimensional Crisis Team", + "The Last Survivors": "The Last Survivors", + "League of Double Lives": "League of Double Lives", + "Mercenaries": "Mercenaries", + "Mystery Club": "Mystery Club", + "The Night Shift": "The Night Shift", + "Suburban Watch Group": "Suburban Watch Group", + "Touring Band": "Touring Band", + "Whistleblowers": "Whistleblowers", + "Wild Hunt Fugitives": "Wild Hunt Fugitives", + "pick-teambook-desc": "Pick your team playbook using the menu in the upper right corner or the buttons in the lists below.", + "This team playbook has the hunters working for the Bureau—a clandestine organisation dedicated to hiding the existence of monsters and the supernatural from the general public.": "This team playbook has the hunters working for the Bureau—a clandestine organisation dedicated to hiding the existence of monsters and the supernatural from the general public.", + "You’re a travelling hunter team. Every week is a new town with a new problem.": "You’re a travelling hunter team. Every week is a new town with a new problem.", + "This team centres on a Chosen One and their friends who help with monster hunting. There’s also room for a mentor.": "This team centres on a Chosen One and their friends who help with monster hunting. There’s also room for a mentor.", + "This team playbook has the hunters as wardens of a liminal region: somewhere where the borders of the world are thin, where monsters and magic can slip through and cause trouble.": "This team playbook has the hunters as wardens of a liminal region: somewhere where the borders of the world are thin, where monsters and magic can slip through and cause trouble.", + "The International Monster and Paranormal Service (IMPS) was created to keep humanity safe from supernatural threats. It’s not clear who funds them, although most people assume it’s some kind of United Nations agency. IMPS isn’t secret, but they keep things as quiet as possible This team playbook sets your hunters as one of the elite IMPS teams that travels the world to deal with monster incidents.": "The International Monster and Paranormal Service (IMPS) was created to keep humanity safe from supernatural threats. It’s not clear who funds them, although most people assume it’s some kind of United Nations agency. IMPS isn’t secret, but they keep things as quiet as possible This team playbook sets your hunters as one of the elite IMPS teams that travels the world to deal with monster incidents.", + "Your world isn’t the only one that needs monster hunting help from time to time. And when others do, you travel through portals, loopholes, and other oddities to help. Interdimensional Crisis Team perfectly fits over-the-top, parody games. More serious stories about interdimensional problems are handled better by Guardians of the Borderland.": "Your world isn’t the only one that needs monster hunting help from time to time. And when others do, you travel through portals, loopholes, and other oddities to help. Interdimensional Crisis Team perfectly fits over-the-top, parody games. More serious stories about interdimensional problems are handled better by Guardians of the Borderland.", + "This hunter team were the only people who lived through a terrible (maybe even apocalyptic) battle. You had many allies at your side, but they didn’t make it.": "This hunter team were the only people who lived through a terrible (maybe even apocalyptic) battle. You had many allies at your side, but they didn’t make it.", + "You’re monster hunters but also important society members in a city. Your ties to the society give you various forms of influence but also mean you somehow have to manage two lives at once. The world isn’t ready to learn about your monster hunting and even less about the monsters themselves.": "You’re monster hunters but also important society members in a city. Your ties to the society give you various forms of influence but also mean you somehow have to manage two lives at once. The world isn’t ready to learn about your monster hunting and even less about the monsters themselves.", + "This team playbook has the hunters working for hire. They save people and hunt monsters, sure, but they also want to get paid at the end of the day.": "This team playbook has the hunters working for hire. They save people and hunt monsters, sure, but they also want to get paid at the end of the day.", + "This is a hunter team of investigators, with a focus on less horrific and more comedic mysteries. This particularly suits games with younger players, or younger hunters. This team playbook strongly pushes the game towards silliness and jokes, so be sure you’re ready for that if you’re considering taking it.": "This is a hunter team of investigators, with a focus on less horrific and more comedic mysteries. This particularly suits games with younger players, or younger hunters. This team playbook strongly pushes the game towards silliness and jokes, so be sure you’re ready for that if you’re considering taking it.", + "This team playbook has the hunters comprising the night shift at a workplace. A workplace that gets way more than its fair share of supernatural problems.": "This team playbook has the hunters comprising the night shift at a workplace. A workplace that gets way more than its fair share of supernatural problems.", + "This is a group of hunters who began as regular folks looking out for their local neighbourhood or town. It emphasises relationships outside of monster hunting and a focus on normal life as well as your adventures.": "This is a group of hunters who began as regular folks looking out for their local neighbourhood or town. It emphasises relationships outside of monster hunting and a focus on normal life as well as your adventures.", + "This team is a band, eternally on tour. Everywhere you have a gig booked, it seems like something bad is going down. Between sound check and putting on the show, you gotta deal with whatever is eating people in this town.": "This team is a band, eternally on tour. Everywhere you have a gig booked, it seems like something bad is going down. Between sound check and putting on the show, you gotta deal with whatever is eating people in this town.", + "All the hunters in your team are members of a monster hunting organisation, and you start suspecting there’s something fishy about this group. This team playbook shares many elements of the Initiate and Professional playbooks because it essentially represents playing an entire team of Initiates and/or Professionals. You shouldn’t choose those playbooks when playing as the Whistleblowers—unless the Keeper agrees some characters belong to a different organisation as well, which might make the situation even more messy.": "All the hunters in your team are members of a monster hunting organisation, and you start suspecting there’s something fishy about this group. This team playbook shares many elements of the Initiate and Professional playbooks because it essentially represents playing an entire team of Initiates and/or Professionals. You shouldn’t choose those playbooks when playing as the Whistleblowers—unless the Keeper agrees some characters belong to a different organisation as well, which might make the situation even more messy.", + "You joined or were abducted by the Wild Hunt. You gained some supernatural skills while riding with it, but then escaped it. Now you use your experience to hunt monsters, evade the Hunt and, maybe, destroy it one day.": "You joined or were abducted by the Wild Hunt. You gained some supernatural skills while riding with it, but then escaped it. Now you use your experience to hunt monsters, evade the Hunt and, maybe, destroy it one day.", + "Getting Started": "Getting Started", + "Determine the nature of the Event.": "Determine the nature of the Event.", + "Decide the history between you and the Wild Hunt.": "Decide the history between you and the Wild Hunt.", + "Pick your style (and associated improvement question).": "Pick your style (and associated improvement question).", + "Figure out the nature of the Bureau.": "Figure out the nature of the Bureau.", + "Create your city.": "Create your city.", + "Pick your obligations.": "Pick your obligations.", + "Come up with a band name.": "Come up with a band name.", + "Pick a starting team ally.": "Pick a starting team ally.", + "Customize the organisation.": "Customize the organisation.", + "Pick your starting team move and 2 boxes of assets.": "Pick your starting team move and 2 boxes of assets.", + "Pick a starting team ally, move, and assets.": "Pick a starting team ally, move, and assets.", + "Pick a starting team enemy, ally, move, and 2 boxes of assets.": "Pick a starting team enemy, ally, move, and 2 boxes of assets.", + "Put on some music and hit the road.": "Put on some music and hit the road.", + "Await the next weird prophecy.": "Await the next weird prophecy.", + "Check the boundaries for incursions.": "Check the boundaries for incursions.", + "Report for your mission briefing.": "Report for your mission briefing.", + "Prepare for the next disaster.": "Prepare for the next disaster.", + "Ponder your responsibilities, as you await the call.": "Ponder your responsibilities, as you await the call.", + "See who’s hiring today.": "See who’s hiring today.", + "Next meeting is at the clubroom on Tuesday afternoon.": "Next meeting is at the clubroom on Tuesday afternoon.", + "Clock in and prepare for another night of drudgery.": "Clock in and prepare for another night of drudgery.", + "Walk the streets. Keep an eye out for evildoers.": "Walk the streets. Keep an eye out for evildoers.", + "You have half an hour before we fly to the next city. Soundcheck at 7, you’re on at 8.": "You have half an hour before we fly to the next city. Soundcheck at 7, you’re on at 8.", + "Snoop around the boss’s office while they’re in a meeting.": "Snoop around the boss’s office while they’re in a meeting.", + "Stay wary, that sounded like howls in the wind.": "Stay wary, that sounded like howls in the wind.", + "The Bureau": "The Bureau", + "Prompts": "Prompts", + "The Bureau setup is determined by the group. Record your answers to these prompts in the Notes section below.": "The Bureau setup is determined by the group. Record your answers to these prompts in the Notes section below.", + "If you have a hunter who belongs to an organisation already—like a Professional or an Initiate—you may combine their setup with the Bureau setup. Figure out how the two perspectives work for your Bureau. If you don’t like that idea, you can also keep them separate (which will lead to its own drama with split loyalties and rivalries).": "If you have a hunter who belongs to an organisation already—like a Professional or an Initiate—you may combine their setup with the Bureau setup. Figure out how the two perspectives work for your Bureau. If you don’t like that idea, you can also keep them separate (which will lead to its own drama with split loyalties and rivalries).", + "Now determine the nature of the Bureau:": "Now determine the nature of the Bureau:", + "Is the Bureau an open, covert, or secret organisation? An open Bureau exists openly but has a cover responsibility to distract from their real mission. A covert Bureau doesn’t explicitly hide themselves, but they try not to draw attention. A secret Bureau has no official records and operates completely in the shadows.": "Is the Bureau an open, covert, or secret organisation? An open Bureau exists openly but has a cover responsibility to distract from their real mission. A covert Bureau doesn’t explicitly hide themselves, but they try not to draw attention. A secret Bureau has no official records and operates completely in the shadows.", + "Who is your team’s handler or commanding officer and what are they like? Create your own or pick one of these:": "Who is your team’s handler or commanding officer and what are they like? Create your own or pick one of these:", + "Special Agent “Coop” is a genial, avuncular middle-aged man. He’s disorganised and often loses track of details, but he always has the team’s back.": "Special Agent “Coop” is a genial, avuncular middle-aged man. He’s disorganised and often loses track of details, but he always has the team’s back.", + "Special Agent “Star” is a harsh boss. She doesn’t really seem to like you, and you never seem to measure up to her standards of “perfection plus.” She runs everything by the book (this can be good or bad for you).": "Special Agent “Star” is a harsh boss. She doesn’t really seem to like you, and you never seem to measure up to her standards of “perfection plus.” She runs everything by the book (this can be good or bad for you).", + "Provisional Special Agent “Fireball” is young and excitable. They prefer you deal with problems in a scorched earth style, without regard for consequences. That is also their management style.": "Provisional Special Agent “Fireball” is young and excitable. They prefer you deal with problems in a scorched earth style, without regard for consequences. That is also their management style.", + "Who do you think is really running the Bureau? The government? A secret global government? Some other government? A billionaire? A secret conspiracy dating back to Uruk’s priesthood? Something else?": "Who do you think is really running the Bureau? The government? A secret global government? Some other government? A billionaire? A secret conspiracy dating back to Uruk’s priesthood? Something else?", + "The Event": "The Event", + "What is the terrible situation you all survived together?": "What is the terrible situation you all survived together?", + "A concerted assault by monsters, as you took shelter in an isolated cabin.": "A concerted assault by monsters, as you took shelter in an isolated cabin.", + "A single terrifying monster invaded your homes.": "A single terrifying monster invaded your homes.", + "It was the only chance to avert an apocalypse.": "It was the only chance to avert an apocalypse.", + "An invasion from another dimension.": "An invasion from another dimension.", + "People around you were transformed into monsters.": "People around you were transformed into monsters.", + "You were strangers in a small town filled with murderous monsters, on festival day.": "You were strangers in a small town filled with murderous monsters, on festival day.", + "Something else:": "Something else:", + "Decide who the allies were who fought alongside you and died in battle. Each hunter picks one.": "Decide who the allies were who fought alongside you and died in battle. Each hunter picks one.", + "A monster hunting teammate.": "A monster hunting teammate.", + "Your spouse or lover.": "Your spouse or lover.", + "Your sibling.": "Your sibling.", + "A parent.": "A parent.", + "A child.": "A child.", + "Your mentor.": "Your mentor.", + "Your protégée.": "Your protégée.", + "Your dog (or other pet).": "Your dog (or other pet).", + "Someone else:": "Someone else:", + "Then decide how you saved the day in the end. Whatever it was, it came at great personal cost (beyond the loss you just chose).": "Then decide how you saved the day in the end. Whatever it was, it came at great personal cost (beyond the loss you just chose).", + "The City": "The City", + "The city you all protect will be an important aspect of the story, more of a collective character of your mysteries than just a background element. Each player should choose one key aspect of the city from one of the following lists. Balance between good and bad things as fits the mood of your campaign.": "The city you all protect will be an important aspect of the story, more of a collective character of your mysteries than just a background element. Each player should choose one key aspect of the city from one of the following lists. Balance between good and bad things as fits the mood of your campaign.", + "Good things": "Good things", + "Cozy": "Cozy", + "Affluent": "Affluent", + "Good social care": "Good social care", + "Proud of its past": "Proud of its past", + "Lots of monuments": "Lots of monuments", + "Highly ecological": "Highly ecological", + "Transparent politics": "Transparent politics", + "Technological hub": "Technological hub", + "The nation’s main transport hub": "The nation’s main transport hub", + "Protected by benevolent magic": "Protected by benevolent magic", + "Beloved by travel vloggers": "Beloved by travel vloggers", + "An extremely famous mayor": "An extremely famous mayor", + "A university with unique departments": "A university with unique departments", + "Other:": "Other:", + "Bad things": "Bad things", + "Alienating": "Alienating", + "Poor": "Poor", + "Big social inequality": "Big social inequality", + "Shameful past": "Shameful past", + "Nothing worth sightseeing": "Nothing worth sightseeing", + "Highly polluted": "Highly polluted", + "Shady politics": "Shady politics", + "No prospects for the future": "No prospects for the future", + "Shady military bases": "Shady military bases", + "Gangs that terrorize the entire region": "Gangs that terrorize the entire region", + "Believed to bring bad luck": "Believed to bring bad luck", + "Struck by a powerful curse": "Struck by a powerful curse", + "Obligations": "Obligations", + "Your social status carries some obligations with it. At the beginning of a mystery, the Keeper holds 3. They can spend 1 hold to introduce one of the obligations. When it’s introduced, at least half of you must attend, otherwise you can lose allies or tempt mundane people to investigate your lives.": "Your social status carries some obligations with it. At the beginning of a mystery, the Keeper holds 3. They can spend 1 hold to introduce one of the obligations. When it’s introduced, at least half of you must attend, otherwise you can lose allies or tempt mundane people to investigate your lives.", + "Choose or create two obligations you have:": "Choose or create two obligations you have:", + "Attending parties and balls.": "Attending parties and balls.", + "Attending important conferences.": "Attending important conferences.", + "Ceremonially opening new buildings.": "Ceremonially opening new buildings.", + "Meeting children at schools.": "Meeting children at schools.", + "Tutoring promising students one on one.": "Tutoring promising students one on one.", + "Appearing on TV.": "Appearing on TV.", + "The Organisation": "The Organisation", + "You create the details about your organisation, choosing options from the following lists. Things you suspect can pertain either to the organisation as a whole or to an influential group within it. At least two of the things you suspect are true, the Keeper decides which ones.": "You create the details about your organisation, choosing options from the following lists. Things you suspect can pertain either to the organisation as a whole or to an influential group within it. At least two of the things you suspect are true, the Keeper decides which ones.", + "Official goals": "Official goals", + "(choose one or two)": "(choose one or two)", + "Slay monsters": "Slay monsters", + "Contain monsters": "Contain monsters", + "Govern safe use of magic": "Govern safe use of magic", + "Research monsters": "Research monsters", + "Research paranatural phenomena": "Research paranatural phenomena", + "Keep monsters and magic secret": "Keep monsters and magic secret", + "Goal you suspect": "Goal you suspect", + "(choose one)": "(choose one)", + "Training an army of monsters": "Training an army of monsters", + "Creating new monsters": "Creating new monsters", + "Stealing the monsters’ powers": "Stealing the monsters’ powers", + "Keeping all magic to themselves": "Keeping all magic to themselves", + "Taking over the world": "Taking over the world", + "Destroying the world": "Destroying the world", + "Official resources": "Official resources", + "(choose two)": "(choose two)", + "Ancient lore": "Ancient lore", + "Modernised": "Modernised", + "Chapters everywhere": "Chapters everywhere", + "Secular power": "Secular power", + "Rich": "Rich", + "Rigorous training": "Rigorous training", + "Offices all over the place": "Offices all over the place", + "Good intel": "Good intel", + "Support teams": "Support teams", + "Suspected resources": "Suspected resources", + "Demonology": "Demonology", + "Necromancy": "Necromancy", + "Deals with monsters": "Deals with monsters", + "Manipulated minions": "Manipulated minions", + "Manipulated cultists": "Manipulated cultists", + "Bribed officials": "Bribed officials", + "Sacrificing members": "Sacrificing members", + "Obvious flaws": "Obvious flaws", + "Tradition-bound": "Tradition-bound", + "Paranoid and secretive": "Paranoid and secretive", + "Closed hierarchy": "Closed hierarchy", + "Strict laws": "Strict laws", + "Mystical oaths": "Mystical oaths", + "Bureaucratic": "Bureaucratic", + "Hostile superiors": "Hostile superiors", + "Take-no-prisoners policy": "Take-no-prisoners policy", + "Live capture policy": "Live capture policy", + "Suspected flaws": "Suspected flaws", + "Total obedience": "Total obedience", + "Tyrannical leaders": "Tyrannical leaders", + "Protects member criminals": "Protects member criminals", + "The Wild Hunt": "The Wild Hunt", + "You were part of the Wild Hunt, a group of violent fey and spirits riding the world and striking fear into the hearts of people. Detail the Wild Hunt here.": "You were part of the Wild Hunt, a group of violent fey and spirits riding the world and striking fear into the hearts of people. Detail the Wild Hunt here.", + "Who Rides With The Hunt?": "Who Rides With The Hunt?", + "Elves": "Elves", + "Trolls": "Trolls", + "Demons": "Demons", + "Wraiths": "Wraiths", + "Banshees": "Banshees", + "Werewolves": "Werewolves", + "Something Else": "Something Else", + "The Wild Hunt has a leader, probably a king or a queen. Give them a name or a title:": "The Wild Hunt has a leader, probably a king or a queen. Give them a name or a title:", + "Choose or invent their impressive powers, at least two:": "Choose or invent their impressive powers, at least two:", + "Grant immortality": "Grant immortality", + "Grant lycanthropy": "Grant lycanthropy", + "Steal emotion": "Steal emotion", + "See destinies": "See destinies", + "Set destinies": "Set destinies", + "Control weather": "Control weather", + "Grant sentience to animals": "Grant sentience to animals", + "Grant sentience to weapons": "Grant sentience to weapons", + "Why were you a part of the Wild Hunt?": "Why were you a part of the Wild Hunt?", + "Each player can choose a different answer:": "Each player can choose a different answer:", + "I was kidnapped by the Hunt": "I was kidnapped by the Hunt", + "I sold my soul to the Hunt": "I sold my soul to the Hunt", + "I wanted to ride with the Hunt": "I wanted to ride with the Hunt", + "I’m a supernatural creature who’s a part of the Hunt": "I’m a supernatural creature who’s a part of the Hunt", + "Something else": "Something else", + "Then all of you escaped, sick with the Hunt’s atrocities or their treatment of you.": "Then all of you escaped, sick with the Hunt’s atrocities or their treatment of you.", + "How Did You Escape?": "How Did You Escape?", + "How did you escape?": "How did you escape?", + "With a clever plan": "With a clever plan", + "By sheer luck": "By sheer luck", + "With outside help": "With outside help", + "Thanks to a loophole in your fae contract": "Thanks to a loophole in your fae contract", + "The Wild Hunt keeps looking for you. How do they do it?": "The Wild Hunt keeps looking for you. How do they do it?", + "Choose two ways:": "Choose two ways:", + "They give other monsters this in exchange for information.": "They give other monsters this in exchange for information.", + "They track the internet, but they can’t monitor one part of it:": "They track the internet, but they can’t monitor one part of it:", + "They can see you when you’re outside in one type of weather, namely:": "They can see you when you’re outside in one type of weather, namely:", + "They sense you when you use magic unless you take a precaution, namely:": "They sense you when you use magic unless you take a precaution, namely:", + "What will the Wild Hunt do if they find you?": "What will the Wild Hunt do if they find you?", + "Kill you.": "Kill you.", + "Torment you.": "Torment you.", + "Make you join the Hunt again.": "Make you join the Hunt again.", + "Make you slaves.": "Make you slaves.", + "Notes": "Notes", + "Team Moves": "Team Moves", + "Choose your team moves from this list. The first one is a good default choice:": "Choose your team moves from this list. The first one is a good default choice:", + "Memory Eraser: You have been issued handheld devices to erase memories from civilians. When you target a person and activate the device, say how many hours you want to erase (1–6) and roll +Weird. On a 10+, those memories are gone. On a 7–9, the memories are gone but the target knows something strange happened.": "Memory Eraser: You have been issued handheld devices to erase memories from civilians. When you target a person and activate the device, say how many hours you want to erase (1–6) and roll +Weird. On a 10+, those memories are gone. On a 7–9, the memories are gone but the target knows something strange happened.", + "Authority Override: If local officials are causing trouble, you can get them pulled off the case. This may—of course—make them more suspicious.": "Authority Override: If local officials are causing trouble, you can get them pulled off the case. This may—of course—make them more suspicious.", + "Containment Field Projector: Place the projector and activate it, choosing a range from 1–20 meters. A spherical shield is created, allowing nothing in or out. Lasts until deactivated by remote or in an hour when the battery runs out. There’s time to get out of the zone, but only just.": "Containment Field Projector: Place the projector and activate it, choosing a range from 1–20 meters. A spherical shield is created, allowing nothing in or out. Lasts until deactivated by remote or in an hour when the battery runs out. There’s time to get out of the zone, but only just.", + "Anonymity: Your identity isn’t traceable via official databases or records. Enemies or bystanders can’t find out anything about your history through any official channels. Additionally, any distinguishing features are removed from photo, videos, or voice recordings of you when they’re processed by any regular computer or phone.": "Anonymity: Your identity isn’t traceable via official databases or records. Enemies or bystanders can’t find out anything about your history through any official channels. Additionally, any distinguishing features are removed from photo, videos, or voice recordings of you when they’re processed by any regular computer or phone.", + "Not Right: You all have a creepy, uncanny valley style aura or look that counts as a reason for manipulating a bystander with threats.": "Not Right: You all have a creepy, uncanny valley style aura or look that counts as a reason for manipulating a bystander with threats.", + "Something Different: Take a move from another team playbook.": "Something Different: Take a move from another team playbook.", + "Change Team Style: Pick a new team style. You now use that one instead of the one you first chose.": "Change Team Style: Pick a new team style. You now use that one instead of the one you first chose.", + "Home Away from Home: Whenever you arrive in a new town, you immediately find a motel and a cafe that are friendly and welcoming. One or the other will turn out to have a connection to the mystery that brought you here, even if just by having a bystander come by.": "Home Away from Home: Whenever you arrive in a new town, you immediately find a motel and a cafe that are friendly and welcoming. One or the other will turn out to have a connection to the mystery that brought you here, even if just by having a bystander come by.", + "Geniality: When you meet a new person in a town you haven’t visited before, roll +Charm. On a 10+, they are well-disposed towards you. On a 7–9, they’re still well-disposed but the Keeper chooses one: they are marked for trouble, or they conceal something from the hunters. Additionally, when you return to a town you have already visited, you always run into the people you befriended previously.": "Geniality: When you meet a new person in a town you haven’t visited before, roll +Charm. On a 10+, they are well-disposed towards you. On a 7–9, they’re still well-disposed but the Keeper chooses one: they are marked for trouble, or they conceal something from the hunters. Additionally, when you return to a town you have already visited, you always run into the people you befriended previously.", + "Handy: You’re all good at fixing stuff. Anything broken or messed up in the course of a mystery is repaired and ready to go before the next one. Gear or assets that would be described as “totally destroyed” still need to be replaced.": "Handy: You’re all good at fixing stuff. Anything broken or messed up in the course of a mystery is repaired and ready to go before the next one. Gear or assets that would be described as “totally destroyed” still need to be replaced.", + "No-stick: You’ve had yourselves removed from official and law enforcement databases. You don’t have to worry about “misunderstandings” from previous towns getting in the way of your hunts (unless someone got annoyed enough to make it a personal vendetta).": "No-stick: You’ve had yourselves removed from official and law enforcement databases. You don’t have to worry about “misunderstandings” from previous towns getting in the way of your hunts (unless someone got annoyed enough to make it a personal vendetta).", + "Monster Journals: When a mystery reminds you of something you encountered before, consult your notes and tell the Keeper what you think is the same. The Keeper will say if you got it right.If you’re correct, take +1 forward to investigate a mystery. If you’re wrong but had a good idea, take +1 forward to read a bad situation. If you’re totally off base, the Keeper holds 1 to put you in a tight spot.": "Monster Journals: When a mystery reminds you of something you encountered before, consult your notes and tell the Keeper what you think is the same. The Keeper will say if you got it right.

    If you’re correct, take +1 forward to investigate a mystery. If you’re wrong but had a good idea, take +1 forward to read a bad situation. If you’re totally off base, the Keeper holds 1 to put you in a tight spot.", + "Ancient Visions: An ancient ritual, to be conducted regularly, gives the whole team access to some of the visions sent to the Chosen One. Once per mystery, each hunter may ask the Keeper a question about anything they want. The Keeper answers with a vision or dream: obscure and vague, but true.": "Ancient Visions: An ancient ritual, to be conducted regularly, gives the whole team access to some of the visions sent to the Chosen One. Once per mystery, each hunter may ask the Keeper a question about anything they want. The Keeper answers with a vision or dream: obscure and vague, but true.", + "Armoury of the Chosen: You gain a cache of special weapons used by previous Chosen Ones. The Keeper should design a lesser version of the Chosen One’s special weapon, which all other members of the team may use. When this is unlocked, the Chosen One may change or add a tag on their special weapon.": "Armoury of the Chosen: You gain a cache of special weapons used by previous Chosen Ones. The Keeper should design a lesser version of the Chosen One’s special weapon, which all other members of the team may use. When this is unlocked, the Chosen One may change or add a tag on their special weapon.", + "Handing on the Torch: When you select this, designate another character as the next Chosen One. When the current Chosen One dies, that character may change to the Chosen playbook whenever they are ready. The new Chosen One designates the next heir when they find a worthy successor.": "Handing on the Torch: When you select this, designate another character as the next Chosen One. When the current Chosen One dies, that character may change to the Chosen playbook whenever they are ready. The new Chosen One designates the next heir when they find a worthy successor.", + "Friends Stick Together: Once per mystery, a hunter may call the rest of the team to their current location. Everyone arrives as soon as they potentially can (based on their last known position and when we saw them there). That can be “right this instant,” if at all possible.": "Friends Stick Together: Once per mystery, a hunter may call the rest of the team to their current location. Everyone arrives as soon as they potentially can (based on their last known position and when we saw them there). That can be “right this instant,” if at all possible.", + "Wyrd’s Favour: When you choose this team move, all hunters erase 1 spent Luck point. If you haven’t spent any Luck yet, add a new Luck box instead.": "Wyrd’s Favour: When you choose this team move, all hunters erase 1 spent Luck point. If you haven’t spent any Luck yet, add a new Luck box instead.", + "Otherworldly Intuition: When you encounter something from another world, you recognise that they don’t belong here. When you encounter a place where another world is accessible, you are aware of it and may stop at the threshold.": "Otherworldly Intuition: When you encounter something from another world, you recognise that they don’t belong here. When you encounter a place where another world is accessible, you are aware of it and may stop at the threshold.", + "Wardens: Once per mystery while you’re defending a portal, wall, or border, you may ignore all harm from a single source, or treat a roll as if you rolled a 12. This works just as if you spent a Luck, except it doesn’t trigger your special move.": "Wardens: Once per mystery while you’re defending a portal, wall, or border, you may ignore all harm from a single source, or treat a roll as if you rolled a 12. This works just as if you spent a Luck, except it doesn’t trigger your special move.", + "Outer Speech: You have a knack for the languages of the multiverse. You can always understand, and make yourself understood, when you’re talking to denizens from beyond. This is mainly the general sense of things—some details might get lost along the way.": "Outer Speech: You have a knack for the languages of the multiverse. You can always understand, and make yourself understood, when you’re talking to denizens from beyond. This is mainly the general sense of things—some details might get lost along the way.", + "Walkers between Worlds: At a suitable liminal site, you know how to step between worlds. Describe how you open the way and roll +Weird. On a 10+, you’re walking to the place you intended, but the way may be difficult. On a 7–9, choose one: you’re on the right path in immediate danger, or you find yourself lost and in the wrong place. On a 6 or less, you’re lost and in big trouble. If more than one of the hunters is using this move together, only make one roll: the hunter with the worst Weird score rolls (but they may accept help).": "Walkers between Worlds: At a suitable liminal site, you know how to step between worlds. Describe how you open the way and roll +Weird. On a 10+, you’re walking to the place you intended, but the way may be difficult. On a 7–9, choose one: you’re on the right path in immediate danger, or you find yourself lost and in the wrong place. On a 6 or less, you’re lost and in big trouble. If more than one of the hunters is using this move together, only make one roll: the hunter with the worst Weird score rolls (but they may accept help).", + "Outsider Knack: Once per visit to another world, you may use a trick or ability from Earth to gain an advantage. The advantage allows you to roll one move using three dice, selecting the best two for your result.": "Outsider Knack: Once per visit to another world, you may use a trick or ability from Earth to gain an advantage. The advantage allows you to roll one move using three dice, selecting the best two for your result.", + "Drilled Coordination: All team members get +1 ongoing when helping out another team member.": "Drilled Coordination: All team members get +1 ongoing when helping out another team member.", + "Comms: You have systems that keep you constantly in voice contact, regardless of where in the world you each may be. Not guaranteed to work in shielded spaces, deep underground, beyond magical portals, or on other worlds.": "Comms: You have systems that keep you constantly in voice contact, regardless of where in the world you each may be. Not guaranteed to work in shielded spaces, deep underground, beyond magical portals, or on other worlds.", + "Recognised IMPS Team: Wherever in the world you are, you have authority to deal with supernatural events. Local officials will—in general—cooperate with you fully. Does not apply in nations outside the IMPS treaty.": "Recognised IMPS Team: Wherever in the world you are, you have authority to deal with supernatural events. Local officials will—in general—cooperate with you fully. Does not apply in nations outside the IMPS treaty.", + "Rapid Deployment: IMPS has quick-response vehicles able to deliver you (or other IMPS assets) anywhere in the world, extremely quickly. They may also be used to make a fast exit from bad situations.": "Rapid Deployment: IMPS has quick-response vehicles able to deliver you (or other IMPS assets) anywhere in the world, extremely quickly. They may also be used to make a fast exit from bad situations.", + "Memories of the Fallen: When a hunter on the team dies in the line of duty, or retires from IMPS and monster hunting, all remaining team members erase a used Luck mark.": "Memories of the Fallen: When a hunter on the team dies in the line of duty, or retires from IMPS and monster hunting, all remaining team members erase a used Luck mark.", + "Global Crisis: Once per mystery, each of you can read a bad situation treating an entire world as the bad situation, including asking about the best way in or out.": "Global Crisis: Once per mystery, each of you can read a bad situation treating an entire world as the bad situation, including asking about the best way in or out.", + "Surge of Magic: Each of you holds 1 when you enter a new world. You can spend this hold to get an automatic result of 10 on a Weird move roll or to learn a useful big magic ritual known only in this world.": "Surge of Magic: Each of you holds 1 when you enter a new world. You can spend this hold to get an automatic result of 10 on a Weird move roll or to learn a useful big magic ritual known only in this world.", + "Otherworldly: You make your strangeness in other worlds work to your advantage in interpersonal situations. “I’m from another world” works as a reason for people to do as you ask when you manipulate someone.": "Otherworldly: You make your strangeness in other worlds work to your advantage in interpersonal situations. “I’m from another world” works as a reason for people to do as you ask when you manipulate someone.", + "A Multiverse of Friends: Three times per mystery, a friend you’ve made in an alternate universe can help one of you with a task as if they rolled 10+ to help out. They either manifest next to you for a moment or somehow are there in person. They can be bystanders from previous games or people from your backstories.": "A Multiverse of Friends: Three times per mystery, a friend you’ve made in an alternate universe can help one of you with a task as if they rolled 10+ to help out. They either manifest next to you for a moment or somehow are there in person. They can be bystanders from previous games or people from your backstories.", + "Determined Guardians: When one of the hunters protects a bystander, the target never takes harm: even on a miss, that bystander is totally safe. The hunter doing the protection still suffers the full effects of the roll result.": "Determined Guardians: When one of the hunters protects a bystander, the target never takes harm: even on a miss, that bystander is totally safe. The hunter doing the protection still suffers the full effects of the roll result.", + "Field Medics: When you treat an injured bystander, they are stabilised and well enough to manage until they can get proper medical attention. When you treat another hunter, pick if you heal 2-harm or stabilise them. Then they take +1 forward.": "Field Medics: When you treat an injured bystander, they are stabilised and well enough to manage until they can get proper medical attention. When you treat another hunter, pick if you heal 2-harm or stabilise them. Then they take +1 forward.", + "Checklists: Once per mystery, each hunter in need of a particular item may declare they have it. Narrate a flashback explaining why they thought to include it in their gear. If the item is especially rare, strange, or unusual (this is the Keeper’s call), then this move can’t be used again by any hunter until the next mystery.": "Checklists: Once per mystery, each hunter in need of a particular item may declare they have it. Narrate a flashback explaining why they thought to include it in their gear. If the item is especially rare, strange, or unusual (this is the Keeper’s call), then this move can’t be used again by any hunter until the next mystery.", + "Keep on Goin’: When you’re protecting bystanders from danger, any move that would prevent you from taking action due to harm, stress, or panic has its effect deferred. You can keep going for now, but once everyone is safe the full effects of what you’ve been through hit you.": "Keep on Goin’: When you’re protecting bystanders from danger, any move that would prevent you from taking action due to harm, stress, or panic has its effect deferred. You can keep going for now, but once everyone is safe the full effects of what you’ve been through hit you.", + "Shared Dangers: When you take a moment to share your worries and fears about a previous or upcoming battle with another hunter, you both choose one: heal 1-harm, or take +1 forward.": "Shared Dangers: When you take a moment to share your worries and fears about a previous or upcoming battle with another hunter, you both choose one: heal 1-harm, or take +1 forward.", + "Big Reveal: If most people around you don’t know about your secret identities, the first action you take in that scene that reveals those identities gets +1 forward. Bystanders and minions present freeze in surprise for a moment, giving you an opportunity to act before they can react.": "Big Reveal: If most people around you don’t know about your secret identities, the first action you take in that scene that reveals those identities gets +1 forward. Bystanders and minions present freeze in surprise for a moment, giving you an opportunity to act before they can react.", + "Affluent: You can get most gear easily. Specify what you need, assigning tags to the gear. If it’s a weapon, treat each harm beyond 2-harm as a separate tag; if it’s armour, treat each point of armour as a separate tag. Then roll +tags. On a miss, you get it easily. On a 7–9, you get it but raise some questions. On a 10+, either you don’t get it or you do but someone gets a clear clue about your secret identity.": "Affluent: You can get most gear easily. Specify what you need, assigning tags to the gear. If it’s a weapon, treat each harm beyond 2-harm as a separate tag; if it’s armour, treat each point of armour as a separate tag. Then roll +tags. On a miss, you get it easily. On a 7–9, you get it but raise some questions. On a 10+, either you don’t get it or you do but someone gets a clear clue about your secret identity.", + "Only When Necessary: If you manage to stop or destroy a minion without using any abilities or gear of your secret identity (including monster hunting weapons), each hunter involved marks experience. If it was a monster, mark two.": "Only When Necessary: If you manage to stop or destroy a minion without using any abilities or gear of your secret identity (including monster hunting weapons), each hunter involved marks experience. If it was a monster, mark two.", + "Shadow Selves: When one of you wants to be in two places at the same time, summon your shadow self in another place. Only one shadow self can per hunter exist at one time. The shadow self has a trait that allows others to distinguish it from you if they observe closely. Roll +Weird. On a 10+, hold 3. On a 7–9, hold 1. Spend holds to have your shadow self act as if it were you, but with –1 ongoing. When you spend the last hold, the shadow self dissolves in an obviously supernatural and unsettling way. On a miss, the shadow self appears for a moment and does something you really, really didn’t want them to do...": "Shadow Selves: When one of you wants to be in two places at the same time, summon your shadow self in another place. Only one shadow self can per hunter exist at one time. The shadow self has a trait that allows others to distinguish it from you if they observe closely. Roll +Weird. On a 10+, hold 3. On a 7–9, hold 1. Spend holds to have your shadow self act as if it were you, but with –1 ongoing. When you spend the last hold, the shadow self dissolves in an obviously supernatural and unsettling way. On a miss, the shadow self appears for a moment and does something you really, really didn’t want them to do...", + "Spending Money: If you get paid at the end of a mystery, each hunter adds 1-hold. Spend this hold in a later mystery narrate a flashback where you purchased the thing you need right now. It can be anything you could be carrying, something booked in advance (for example, a safe house or hotel room), or the use of a vehicle.": "Spending Money: If you get paid at the end of a mystery, each hunter adds 1-hold. Spend this hold in a later mystery narrate a flashback where you purchased the thing you need right now. It can be anything you could be carrying, something booked in advance (for example, a safe house or hotel room), or the use of a vehicle.", + "The B-Team: When you need to fortify a location or armour a vehicle, narrate a montage of your preparations. When you’re done, the location or vehicle provides 2-armour to all within it.": "The B-Team: When you need to fortify a location or armour a vehicle, narrate a montage of your preparations. When you’re done, the location or vehicle provides 2-armour to all within it.", + "Combat Training: When you help out another team member during combat, they may inflict +1 harm or suffer –1 harm in addition to the usual effects of your result.": "Combat Training: When you help out another team member during combat, they may inflict +1 harm or suffer –1 harm in addition to the usual effects of your result.", + "It’s Our Job: If a bystander has hired you, that counts as a reason when you manipulate them. This remains in effect in later mysteries. The Keeper may include other bystanders in the effect, if they’re part of a group you’re working for.": "It’s Our Job: If a bystander has hired you, that counts as a reason when you manipulate them. This remains in effect in later mysteries. The Keeper may include other bystanders in the effect, if they’re part of a group you’re working for.", + "The Good Ones: When you refuse to accept payment for a job, the client becomes an ally.": "The Good Ones: When you refuse to accept payment for a job, the client becomes an ally.", + "Yikes!: When a hunter is captured by a monster, minion, or phenomenon, they may ask one of the investigate a mystery or read a bad situation questions.": "Yikes!: When a hunter is captured by a monster, minion, or phenomenon, they may ask one of the investigate a mystery or read a bad situation questions.", + "Sensible Chuckle: When a hunter makes a joke (good or bad) at the expense of a monster, minion, or phenomenon, they may give another hunter on the team +1 forward.": "Sensible Chuckle: When a hunter makes a joke (good or bad) at the expense of a monster, minion, or phenomenon, they may give another hunter on the team +1 forward.", + "Earnest Do-gooders: When a hunter tells someone you are helping people and why, bystanders are more likely to do as you ask. The explanation always counts as a reason if you’re manipulating them to protect them or get them to help you.": "Earnest Do-gooders: When a hunter tells someone you are helping people and why, bystanders are more likely to do as you ask. The explanation always counts as a reason if you’re manipulating them to protect them or get them to help you.", + "Slapstick: When a hunter takes harm, they may instead have an embarrassing pratfall or accident that dodges the danger. Ignore the harm as established, and simply take 1-harm (which can’t be reduced or mitigated in any way). The hunter takes –1 forward.": "Slapstick: When a hunter takes harm, they may instead have an embarrassing pratfall or accident that dodges the danger. Ignore the harm as established, and simply take 1-harm (which can’t be reduced or mitigated in any way). The hunter takes –1 forward.", + "Disguises: When a hunter disguises themself, the disguise will not be questioned, until they do something to directly cast doubt on their appearance.": "Disguises: When a hunter disguises themself, the disguise will not be questioned, until they do something to directly cast doubt on their appearance.", + "Inventory Check: If you go looking for something that just might be in stock, roll +Weird. On a 10 or more, it’s there. On a 7–9, either you find it but there’s a cost, or you find something close enough. On a miss, you find something bad.": "Inventory Check: If you go looking for something that just might be in stock, roll +Weird. On a 10 or more, it’s there. On a 7–9, either you find it but there’s a cost, or you find something close enough. On a miss, you find something bad.", + "Corporate Database: If you use the company information systems to help investigate a mystery, take +1 hold. The Keeper tells you something disturbing you learn in addition to what you were looking for.": "Corporate Database: If you use the company information systems to help investigate a mystery, take +1 hold. The Keeper tells you something disturbing you learn in addition to what you were looking for.", + "Handbook: At the start of each mystery, each hunter may consult the employee handbook for advice. Roll a single die. On a 1, take –1 forward. On a 2, gain +1 forward to Charm. On a 3, gain +1 forward to Cool. On a 4, gain +1 forward to Sharp. On a 5, gain +1 forward to Tough. On a 6, gain +1 forward to Weird.": "Handbook: At the start of each mystery, each hunter may consult the employee handbook for advice. Roll a single die. On a 1, take –1 forward. On a 2, gain +1 forward to Charm. On a 3, gain +1 forward to Cool. On a 4, gain +1 forward to Sharp. On a 5, gain +1 forward to Tough. On a 6, gain +1 forward to Weird.", + "Uniforms: While you’re wearing your uniforms, your actions won’t be questioned unless you are indisputably out of place. For example, your burger restaurant uniforms won’t help you infiltrate a military base, and vice versa. The uniforms may also count as a reason when you try to manipulate someone.": "Uniforms: While you’re wearing your uniforms, your actions won’t be questioned unless you are indisputably out of place. For example, your burger restaurant uniforms won’t help you infiltrate a military base, and vice versa. The uniforms may also count as a reason when you try to manipulate someone.", + "Company Mascot: Take your corporate mascot as an ally. Pick one: a fellow employee with useful skills in the suit, or a supernatural being trying to keep under the radar. Decide what the mascot looks like.": "Company Mascot: Take your corporate mascot as an ally. Pick one: a fellow employee with useful skills in the suit, or a supernatural being trying to keep under the radar. Decide what the mascot looks like.", + "Earned Trust: People in your community know you, and know you mean well. They’ll generally believe what you tell them. If you ask them to do something for their own safety, they usually go along with it.": "Earned Trust: People in your community know you, and know you mean well. They’ll generally believe what you tell them. If you ask them to do something for their own safety, they usually go along with it.", + "Familiarity: When you’re checking out something in your community, you’ll always recognise right away if something has changed in an out-of-the-ordinary way. You can pick up things like a house suddenly quiet, a new tree in the park, or a stranger working at the corner store.": "Familiarity: When you’re checking out something in your community, you’ll always recognise right away if something has changed in an out-of-the-ordinary way. You can pick up things like a house suddenly quiet, a new tree in the park, or a stranger working at the corner store.", + "Domestic Wardings: You know how to protect houses from evil supernatural influences. All your homes are warded, and you may ward others too. It’s a big magic ritual requiring 24 hours, all the hunters, and a number of protective items that must be placed around the house. The wardings might be broken eventually by a concerted attack.": "Domestic Wardings: You know how to protect houses from evil supernatural influences. All your homes are warded, and you may ward others too. It’s a big magic ritual requiring 24 hours, all the hunters, and a number of protective items that must be placed around the house. The wardings might be broken eventually by a concerted attack.", + "Backyard Allies: You’ve made friends with some feral or wild animals that are smarter than normal—perhaps modern nature spirits? In any case, they can scout and spy for you, and it’s unlikely anyone will pay attention to them. They might ask you for favours too, now and then.": "Backyard Allies: You’ve made friends with some feral or wild animals that are smarter than normal—perhaps modern nature spirits? In any case, they can scout and spy for you, and it’s unlikely anyone will pay attention to them. They might ask you for favours too, now and then.", + "Craft Circle: Whenever you need a physical item as a magical requirement, you can craft a substitute together. All the hunters must take part, and you’ll need a few hours. You can replace one requirement per spell this way.": "Craft Circle: Whenever you need a physical item as a magical requirement, you can craft a substitute together. All the hunters must take part, and you’ll need a few hours. You can replace one requirement per spell this way.", + "Hit It!: If you all have your instruments ready, start playing one of your songs. Everyone and everything within earshot pauses for a moment.": "Hit It!: If you all have your instruments ready, start playing one of your songs. Everyone and everything within earshot pauses for a moment.", + "Sacred Songs of Power: You may substitute “play a mystical song” for any one use magic or big magic requirement. For use magic, one person needs to perform the song. For big magic, it must be at least two of you.": "Sacred Songs of Power: You may substitute “play a mystical song” for any one use magic or big magic requirement. For use magic, one person needs to perform the song. For big magic, it must be at least two of you.", + "Famous: You’re well known. Everywhere you go, you may call up your fans. They are a temporary ally group, type: backup (motivation: to stand with you). There will be a lot of them, but they’re just regular people—good at creating a distraction but not fighting monsters.": "Famous: You’re well known. Everywhere you go, you may call up your fans. They are a temporary ally group, type: backup (motivation: to stand with you). There will be a lot of them, but they’re just regular people—good at creating a distraction but not fighting monsters.", + "In the Groove: When you’re engaged in desperate physical action, and you describe how your move sets up another member of the band, they take +1 forward.": "In the Groove: When you’re engaged in desperate physical action, and you describe how your move sets up another member of the band, they take +1 forward.", + "Healing Vibe: Whenever the band plays a gig (no matter how big or small—there just needs to be an audience), each band member and every member of the audience either unmarks unstable or heals 1-harm.": "Healing Vibe: Whenever the band plays a gig (no matter how big or small—there just needs to be an audience), each band member and every member of the audience either unmarks unstable or heals 1-harm.", + "Something Rotten: When investigating a mystery and rolling a 7+, you can ask “How does this relate to the bad things I suspect about my organisation?” in addition to one of the usual questions.": "Something Rotten: When investigating a mystery and rolling a 7+, you can ask “How does this relate to the bad things I suspect about my organisation?” in addition to one of the usual questions.", + "Organisation’s Help: When you ask for the organisation’s help—gear, intel, or personnel—tell your superiors why you need it and roll +Charm. On a 10+, you get what you asked for. On a 7–9, you get it, but sooner or later the organisation will check up on you. On a miss, they don’t give it to you and someone in the organisation learns of your true intentions if you didn’t state them.": "Organisation’s Help: When you ask for the organisation’s help—gear, intel, or personnel—tell your superiors why you need it and roll +Charm. On a 10+, you get what you asked for. On a 7–9, you get it, but sooner or later the organisation will check up on you. On a miss, they don’t give it to you and someone in the organisation learns of your true intentions if you didn’t state them.", + "Specialized: Each of you can get +1 to a single rating (maximum +3) at the cost of –1 to a different rating (minimum –2).": "Specialized: Each of you can get +1 to a single rating (maximum +3) at the cost of –1 to a different rating (minimum –2).", + "Coordinated: Training in the organisation made you especially adept at helping each other. Your team holds 3 at the beginning at each mystery. Each of you can spend 1 to get +1 forward to help out and give the one you help +2 instead of +1 if your move is successful.": "Coordinated: Training in the organisation made you especially adept at helping each other. Your team holds 3 at the beginning at each mystery. Each of you can spend 1 to get +1 forward to help out and give the one you help +2 instead of +1 if your move is successful.", + "Power Dynamics: Add “Who’s the boss here?” and “Who doesn’t want to be a part of this?” to the list of your questions for read a bad situation and investigate a mystery.": "Power Dynamics: Add “Who’s the boss here?” and “Who doesn’t want to be a part of this?” to the list of your questions for read a bad situation and investigate a mystery.", + "Always on the Run: When you enter a new location, one of you can ask either “What’s the best way to hide here” or “What would be the best way to escape from here?” When you act on the answers, you get +1 ongoing, just as if it was a read a bad situation question.": "Always on the Run: When you enter a new location, one of you can ask either “What’s the best way to hide here” or “What would be the best way to escape from here?” When you act on the answers, you get +1 ongoing, just as if it was a read a bad situation question.", + "You Can’t Take Us: Once per mystery, each of you can treat a protect someone roll as if you rolled a 12.": "You Can’t Take Us: Once per mystery, each of you can treat a protect someone roll as if you rolled a 12.", + "Ride with the Thunder: When you race against someone having a comparable speed, you always win. When you race against someone faster or against the Wild Hunt, you can use magic to win anyway.": "Ride with the Thunder: When you race against someone having a comparable speed, you always win. When you race against someone faster or against the Wild Hunt, you can use magic to win anyway.", + "Sense of the Hunt: When a monster hunts a mortal in the area where you are (up to about 2 miles), you sense it, but without any details. You can read a bad situation to get more info on this situation, but if you fail, you get –1 ongoing to helping the hunted mortals.": "Sense of the Hunt: When a monster hunts a mortal in the area where you are (up to about 2 miles), you sense it, but without any details. You can read a bad situation to get more info on this situation, but if you fail, you get –1 ongoing to helping the hunted mortals.", + "Legend Amongst Monsters: Each of you can manipulate monsters as if you had the Dark Negotiator move. If you fail an investigate a mystery move, the monster learns it’s investigated by those who escaped the Wild Hunt.": "Legend Amongst Monsters: Each of you can manipulate monsters as if you had the Dark Negotiator move. If you fail an investigate a mystery move, the monster learns it’s investigated by those who escaped the Wild Hunt.", + "Assets": "Assets", + "Choose from these available assets. If there are two boxes, you need to mark both to earn that asset. (If you are making partial progress towards taking a two-box asset, mark the leftmost box first.)": "Choose from these available assets. If there are two boxes, you need to mark both to earn that asset. (If you are making partial progress towards taking a two-box asset, mark the leftmost box first.)", + "Mobile Base: A helicopter, aeroplane, truck, or bus with facilities and mystery investigation supplies on board.": "Mobile Base: A helicopter, aeroplane, truck, or bus with facilities and mystery investigation supplies on board.", + "Individual Transport: Each mission, a regular car, motorbike, or bicycle is assigned to every team member.": "Individual Transport: Each mission, a regular car, motorbike, or bicycle is assigned to every team member.", + "R&D Access: Your team is issued with a useful high technology experiment from R&D each mission. The Keeper decides what it is (always useful, usually with problematic side effects).": "R&D Access: Your team is issued with a useful high technology experiment from R&D each mission. The Keeper decides what it is (always useful, usually with problematic side effects).", + "Headquarters: A relatively secure space to use as a base in a Bureau regional facility. Everything you need to prepare for mysteries is here, and it’s quite secure.": "Headquarters: A relatively secure space to use as a base in a Bureau regional facility. Everything you need to prepare for mysteries is here, and it’s quite secure.", + "Sky Scanners: You have access to a scanning network that will alert you to strange events coming from space. This includes weird phenomena as well as UFOs.": "Sky Scanners: You have access to a scanning network that will alert you to strange events coming from space. This includes weird phenomena as well as UFOs.", + "Workshop: A big space for craft and repair projects, with plenty of tools and materials.": "Workshop: A big space for craft and repair projects, with plenty of tools and materials.", + "Disguise Kits: Contains costumes, makeup, and other supplies for a quick change of appearance.": "Disguise Kits: Contains costumes, makeup, and other supplies for a quick change of appearance.", + "Housing: Each member of the team is assigned a one-bedroom apartment in a generic housing project. All the apartments are exactly the same, down to scuff marks on the door.": "Housing: Each member of the team is assigned a one-bedroom apartment in a generic housing project. All the apartments are exactly the same, down to scuff marks on the door.", + "Rapid Response Pods: When any member of the team needs to get to a mission site quickly, a rapid response pod appears next to them. Enter the pod, and a short uncomfortable trip will place you where you need to be. What do the pods look like? How do they appear?": "Rapid Response Pods: When any member of the team needs to get to a mission site quickly, a rapid response pod appears next to them. Enter the pod, and a short uncomfortable trip will place you where you need to be. What do the pods look like? How do they appear?", + "Custom:": "Custom:", + "Individual Transport: A regular car, motorbike, or bicycle for every team member.": "Individual Transport: A regular car, motorbike, or bicycle for every team member.", + "Mobile Base: A truck or bus with bunks and mystery investigation supplies on board.": "Mobile Base: A truck or bus with bunks and mystery investigation supplies on board.", + "Credentials: Real, or as-good-as-real, identification that gets you access to law enforcement and other official contacts.": "Credentials: Real, or as-good-as-real, identification that gets you access to law enforcement and other official contacts.", + "Lair: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen.": "Lair: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen.", + "Hunter Roadhouses: A network of bars, diners, and motels where you can safely meet other monster hunters. Many are run by retired hunters.": "Hunter Roadhouses: A network of bars, diners, and motels where you can safely meet other monster hunters. Many are run by retired hunters.", + "Tool Kit: One or two of your vehicles carry tool kits. You have most tools you’ll need to repair or build something.": "Tool Kit: One or two of your vehicles carry tool kits. You have most tools you’ll need to repair or build something.", + "Mystical Ingredients Cabinet: A box with a wide range of frequently useful supplies for magic rituals.": "Mystical Ingredients Cabinet: A box with a wide range of frequently useful supplies for magic rituals.", + "Slush Fund: The team has access to a bank account that can pay for their day to day needs while monster hunting, and stretches to a big purchase every now and then. Where did it come from?": "Slush Fund: The team has access to a bank account that can pay for their day to day needs while monster hunting, and stretches to a big purchase every now and then. Where did it come from?", + "Armoury: One of your cars has a well-stocked weapons chest. Each mystery, every hunter may take one extra regular weapon. Also once per mystery, one hunter may ask the Keeper if the armoury has a particular special weapon: if yes, you can take it; if no, take +1 forward.": "Armoury: One of your cars has a well-stocked weapons chest. Each mystery, every hunter may take one extra regular weapon. Also once per mystery, one hunter may ask the Keeper if the armoury has a particular special weapon: if yes, you can take it; if no, take +1 forward.", + "Field Medics: You have enough supplies and training to treat one hunter per night as if they’d had a proper doctor or trip to the emergency room.": "Field Medics: You have enough supplies and training to treat one hunter per night as if they’d had a proper doctor or trip to the emergency room.", + "The Prophecies: A guidebook of all the visions about the Chosen One, to help you navigate your destiny (they’re pretty hard to decipher).": "The Prophecies: A guidebook of all the visions about the Chosen One, to help you navigate your destiny (they’re pretty hard to decipher).", + "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen.": "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen.", + "Mystical Workroom: A space set aside for magical operations. It can stand in for one requirement of a use magic or big magic move.": "Mystical Workroom: A space set aside for magical operations. It can stand in for one requirement of a use magic or big magic move.", + "Innocent Front: You have access to a regular business or institution. This means that your monster hunting hijinks can be concealed to an extent from your friends, family, and colleagues. For example: a cafe, a library, an antique store, etc.": "Innocent Front: You have access to a regular business or institution. This means that your monster hunting hijinks can be concealed to an extent from your friends, family, and colleagues. For example: a cafe, a library, an antique store, etc.", + "Regular Jobs: You have access to a place of employment for any of the hunters who need it. You earn enough to cover regular day-to-day expenses, and there’s time to fit in monster hunting around your hours.": "Regular Jobs: You have access to a place of employment for any of the hunters who need it. You earn enough to cover regular day-to-day expenses, and there’s time to fit in monster hunting around your hours.", + "Cameras and Recording Gear: You have a big collection of cameras and other recording devices that you can use during your investigations.": "Cameras and Recording Gear: You have a big collection of cameras and other recording devices that you can use during your investigations.", + "Primaeval Monument: An ancient site marking where access between worlds is easiest.": "Primaeval Monument: An ancient site marking where access between worlds is easiest.", + "Portal: A stable portal to either a particular world, or a between-worlds nexus. It is hidden, but any entity that finds either side may use it just like you can. Where is it hidden?": "Portal: A stable portal to either a particular world, or a between-worlds nexus. It is hidden, but any entity that finds either side may use it just like you can. Where is it hidden?", + "Exploration Gear: You’re never sure what you may find in another world. Your group has a storeroom full of all kinds of exploring and outdoor gear and clothing to use.": "Exploration Gear: You’re never sure what you may find in another world. Your group has a storeroom full of all kinds of exploring and outdoor gear and clothing to use.", + "Skywarden: A high tech transport aircraft that has all your essential gear on board and acts as your base on mission assignments. If you have the rapid deployment move, the Skywarden is upgraded with supersonic engines.": "Skywarden: A high tech transport aircraft that has all your essential gear on board and acts as your base on mission assignments. If you have the rapid deployment move, the Skywarden is upgraded with supersonic engines.", + "Individual Transport: Electric motorbikes for every team member.": "Individual Transport: Electric motorbikes for every team member.", + "Search and Rescue Gear: A selection of useful tools for locating and rescuing people in disaster zones.": "Search and Rescue Gear: A selection of useful tools for locating and rescuing people in disaster zones.", + "Headquarters: A relatively secure space allocated to you in IMPS headquarters. There’s room for all your gear, and includes full living quarters.": "Headquarters: A relatively secure space allocated to you in IMPS headquarters. There’s room for all your gear, and includes full living quarters.", + "Workshop: A big space for craft and repair projects, with plenty of technicians, tools, and materials.": "Workshop: A big space for craft and repair projects, with plenty of technicians, tools, and materials.", + "Medical Supplies: Everyone carries a first aid kit, and you have enough for a fully equipped infirmary back at your base or homes.": "Medical Supplies: Everyone carries a first aid kit, and you have enough for a fully equipped infirmary back at your base or homes.", + "Fancy High Tech Uniforms: Complete with built-in gadgets.": "Fancy High Tech Uniforms: Complete with built-in gadgets.", + "Housing: A pleasant house for each team member and their family, provided by IMPS for when you’re off-duty. This may be anywhere in the world.": "Housing: A pleasant house for each team member and their family, provided by IMPS for when you’re off-duty. This may be anywhere in the world.", + "World-jumping Base: A small vehicle or building with bunks and mystery investigation supplies on board.": "World-jumping Base: A small vehicle or building with bunks and mystery investigation supplies on board.", + "Translator: A high tech or arcane universal translator.": "Translator: A high tech or arcane universal translator.", + "Stealth Module: A device automatically changing the looks of your gear and vehicles to match the world you’re in.": "Stealth Module: A device automatically changing the looks of your gear and vehicles to match the world you’re in.", + "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen. Can’t travel between worlds, but you know a big magic ritual to come back here from any world. Invent details with the Keeper.": "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen. Can’t travel between worlds, but you know a big magic ritual to come back here from any world. Invent details with the Keeper.", + "Clothes: Clothes for any weather, including extreme ones.": "Clothes: Clothes for any weather, including extreme ones.", + "Published Book Series: A successful book series written by some or all of you based on your visits to other worlds.": "Published Book Series: A successful book series written by some or all of you based on your visits to other worlds.", + "Crystal Ball: A crystal ball always showing the most breathtaking sight in the area you’re in.": "Crystal Ball: A crystal ball always showing the most breathtaking sight in the area you’re in.", + "Mystical workroom: A space set aside for magical operations. It can stand in for one requirement of a use magic or big magic move.": "Mystical workroom: A space set aside for magical operations. It can stand in for one requirement of a use magic or big magic move.", + "Survival Gear: You’re all well-prepped with supplies for a disaster or emergency situation. Protective gear, tools, food and water, etc.": "Survival Gear: You’re all well-prepped with supplies for a disaster or emergency situation. Protective gear, tools, food and water, etc.", + "Hideouts: Each hunter has a hidden, safe place set up where they can retreat in an emergency. This could be an isolated cabin or bunker, a safe house, or a panic room (whichever makes sense for your hunter).": "Hideouts: Each hunter has a hidden, safe place set up where they can retreat in an emergency. This could be an isolated cabin or bunker, a safe house, or a panic room (whichever makes sense for your hunter).", + "Mobile Hideaway: A truck with bunks and mystery investigation supplies on board.": "Mobile Hideaway: A truck with bunks and mystery investigation supplies on board.", + "Individual Transport: A fancy car or motorbike for every team member.": "Individual Transport: A fancy car or motorbike for every team member.", + "Getaway: A place where you rest from everything, with no monster hunting gear but extremely difficult to find by mundane and magical means.": "Getaway: A place where you rest from everything, with no monster hunting gear but extremely difficult to find by mundane and magical means.", + "Headquarters: A base people from neither your public nor your secret life will find easily. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen.": "Headquarters: A base people from neither your public nor your secret life will find easily. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen.", + "Memorabilia: A collection of important memorabilia connected to the city’s past and two big magic rituals that need only them and up to two other requirements. Determine what the rituals do as a group.": "Memorabilia: A collection of important memorabilia connected to the city’s past and two big magic rituals that need only them and up to two other requirements. Determine what the rituals do as a group.", + "Secure Phones: A set of phones with advanced voice distortion and location concealment options. Tracking a call from these requires days of work.": "Secure Phones: A set of phones with advanced voice distortion and location concealment options. Tracking a call from these requires days of work.", + "Funds: Lots of money on bank accounts connected to untraceable credit cards.": "Funds: Lots of money on bank accounts connected to untraceable credit cards.", + "Mobile Base: A van, truck, or bus with bunks and mystery investigation supplies on board.": "Mobile Base: A van, truck, or bus with bunks and mystery investigation supplies on board.", + "The Grapevine: A network of contacts who pass on job leads.": "The Grapevine: A network of contacts who pass on job leads.", + "Secure Homes: Located somewhere you have a special relationship, you all have houses and bank accounts that provide a base when you’re off the job.": "Secure Homes: Located somewhere you have a special relationship, you all have houses and bank accounts that provide a base when you’re off the job.", + "Credentials: Monster hunting licenses and visa waivers that allow you to do your job and travel legitimately.": "Credentials: Monster hunting licenses and visa waivers that allow you to do your job and travel legitimately.", + "High Tech Gadgets: A supply of various monster scanners and detectors.": "High Tech Gadgets: A supply of various monster scanners and detectors.", + "Armoury: A cache of monster hunting weapons.": "Armoury: A cache of monster hunting weapons.", + "Mystery Van: A van with all your mystery investigation supplies on board.": "Mystery Van: A van with all your mystery investigation supplies on board.", + "Individual Transport: A skateboard, scooter, pair of skates, or bicycle for every team member.": "Individual Transport: A skateboard, scooter, pair of skates, or bicycle for every team member.", + "Gadgets: Paranormal investigation gadgets.": "Gadgets: Paranormal investigation gadgets.", + "Clubhouse: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and make a snack.": "Clubhouse: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and make a snack.", + "Mystical Workroom: a space set aside for magical operations. It can stand in for one requirement of a use magic or big magic move.": "Mystical Workroom: a space set aside for magical operations. It can stand in for one requirement of a use magic or big magic move.", + "Disguises: A trunk full of disguises.": "Disguises: A trunk full of disguises.", + "Library: Library of useful reference books.": "Library: Library of useful reference books.", + "IDs: Official junior deputy Suburban Watch Group volunteer badges.": "IDs: Official junior deputy Suburban Watch Group volunteer badges.", + "Backrooms: You’ve set out a relatively secure space in the back rooms. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen. It’s currently listed as “unused: permanent” so you should be left alone in there.": "Backrooms: You’ve set out a relatively secure space in the back rooms. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen. It’s currently listed as “unused: permanent” so you should be left alone in there.", + "Steam Tunnels: Accessed from your workplace, these allow you to get in and out without being seen. They also connect to the wider city infrastructure.": "Steam Tunnels: Accessed from your workplace, these allow you to get in and out without being seen. They also connect to the wider city infrastructure.", + "Security Access: You can look at the security camera feeds and records. These cover the entire store floor, secure areas, and the outside of the building.": "Security Access: You can look at the security camera feeds and records. These cover the entire store floor, secure areas, and the outside of the building.", + "Ritual Space: A space set aside for magical operations. It can stand in for one requirement of a use magic or big magic move. Decide where in the workplace it is located.": "Ritual Space: A space set aside for magical operations. It can stand in for one requirement of a use magic or big magic move. Decide where in the workplace it is located.", + "The Occult Section: Your workplace has a stock of mystical supplies. Sometimes you can find specific monster hunting supplies or ritual requirements there.": "The Occult Section: Your workplace has a stock of mystical supplies. Sometimes you can find specific monster hunting supplies or ritual requirements there.", + "Warding Glyphs: Mystical enchantments on the workplace prevent hostile magic targeting it from the outside, and alert all team members if a supernatural being enters.": "Warding Glyphs: Mystical enchantments on the workplace prevent hostile magic targeting it from the outside, and alert all team members if a supernatural being enters.", + "Lost Property & Returns: You can find all sorts of stuff in here, some of it useful.": "Lost Property & Returns: You can find all sorts of stuff in here, some of it useful.", + "Oracle Stone: A mystical scrying gem. At the beginning of each mystery, you may consult it—ask any question. The Keeper will answer with something true and useful, but they may make the answer difficult to understand.": "Oracle Stone: A mystical scrying gem. At the beginning of each mystery, you may consult it—ask any question. The Keeper will answer with something true and useful, but they may make the answer difficult to understand.", + "SWG Radio Network: a set of devices that allow you to easily talk to the rest of the SWG (as well as the base stations at your homes/the SWG headquarters).": "SWG Radio Network: a set of devices that allow you to easily talk to the rest of the SWG (as well as the base stations at your homes/the SWG headquarters).", + "Sacred Site: A place outdoors that has a reservoir of magical power. The Keeper always considers this site when a magical ritual requires a particular place.": "Sacred Site: A place outdoors that has a reservoir of magical power. The Keeper always considers this site when a magical ritual requires a particular place.", + "Infirmary: You have access to a doctor’s surgery or other suitable first aid office. You may use it for regular treatment of injuries, no questions asked.": "Infirmary: You have access to a doctor’s surgery or other suitable first aid office. You may use it for regular treatment of injuries, no questions asked.", + "Tour Bus: A truck or bus with bunks, your gear, and mystery investigation supplies on board.": "Tour Bus: A truck or bus with bunks, your gear, and mystery investigation supplies on board.", + "Individual Transport: A fancy car, motorbike, or bicycle for every team member.": "Individual Transport: A fancy car, motorbike, or bicycle for every team member.", + "Home Venue: You have a regular booking at a venue, and get on well with the owners. You’re always welcome there, and can be sure to find fans or friends there whenever its open.": "Home Venue: You have a regular booking at a venue, and get on well with the owners. You’re always welcome there, and can be sure to find fans or friends there whenever its open.", + "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep, practice, and cook.": "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep, practice, and cook.", + "Private Jet: You have a more-or-less fancy private jet (and crew) at your disposal.": "Private Jet: You have a more-or-less fancy private jet (and crew) at your disposal.", + "Studio: You have your own recording studio and record label. It’s either a big house in the country or big slice of a building in the city. It’s equipped with gear and staff. This is a good place for any other location-based assets to live.": "Studio: You have your own recording studio and record label. It’s either a big house in the country or big slice of a building in the city. It’s equipped with gear and staff. This is a good place for any other location-based assets to live.", + "Cameras and Recording Gear: You have a big collection of cameras and other recording devices that you can use during your investigations. Your crew also includes people who can operate them for you.": "Cameras and Recording Gear: You have a big collection of cameras and other recording devices that you can use during your investigations. Your crew also includes people who can operate them for you.", + "Office Space: Private offices in the organisation’s headquarters.": "Office Space: Private offices in the organisation’s headquarters.", + "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen. The organisation knows about it but has no direct influence over it.": "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen. The organisation knows about it but has no direct influence over it.", + "Fake IDs: Fake government IDs.": "Fake IDs: Fake government IDs.", + "More Fake IDs: Fake organisation IDs for other members or different jobs.": "More Fake IDs: Fake organisation IDs for other members or different jobs.", + "Cameras and Recording Gear: Miniature cameras and recording devices.": "Cameras and Recording Gear: Miniature cameras and recording devices.", + "Fae Horses: One for every team member. They fly, but if people start gossiping about flying horses, the Wild Hunt will surely hear of this.": "Fae Horses: One for every team member. They fly, but if people start gossiping about flying horses, the Wild Hunt will surely hear of this.", + "Map: A map of the Wild Hunt’s activities.": "Map: A map of the Wild Hunt’s activities.", + "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen. The Wild Hunt won’t learn about this base unless you stay there for a very long time.": "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen. The Wild Hunt won’t learn about this base unless you stay there for a very long time.", + "Disguises: A set of disguises.": "Disguises: A set of disguises.", + "Diversions: A box of smoke bombs and other distractions (0-harm close obscure vision).": "Diversions: A box of smoke bombs and other distractions (0-harm close obscure vision).", + "Fae Cosmetics and Makeup: Better than anything humans can produce.": "Fae Cosmetics and Makeup: Better than anything humans can produce.", + "Improvement": "Improvement", + "At the end of each session, answer your Style question (below). If yes, gain one improvement mark. If yes and it came up a lot, gain two improvement marks.": "At the end of each session, answer your Style question (below). If yes, gain one improvement mark. If yes and it came up a lot, gain two improvement marks.", + "When you fill in the improvement box, clear the improvement track and choose one of these:": "When you fill in the improvement box, clear the improvement track and choose one of these:", + "Gain a new team move.": "Gain a new team move.", + "Gain a new team ally.": "Gain a new team ally.", + "Gain two new asset selections.": "Gain two new asset selections.", + "Make the next mystery about your team enemy, giving you a chance to interfere in their plans.": "Make the next mystery about your team enemy, giving you a chance to interfere in their plans.", + "Make the next mystery about the organisation or its bad apples, giving you a chance to interfere in their plans.": "Make the next mystery about the organisation or its bad apples, giving you a chance to interfere in their plans.", + "Make the next mystery about the Wild Hunt, giving you a chance to weaken or confuse them.": "Make the next mystery about the Wild Hunt, giving you a chance to weaken or confuse them.", + "Style": "Style", + "Pick one of these styles (and the associated improvement question):": "Pick one of these styles (and the associated improvement question):", + "Hush: At the end of each session, ask: “Did we suppress knowledge of monsters and the supernatural?”": "Hush: At the end of each session, ask: “Did we suppress knowledge of monsters and the supernatural?”", + "The Greater Good: At the end of each session, ask: “Did we protect civilian lives?”": "The Greater Good: At the end of each session, ask: “Did we protect civilian lives?”", + "By Any Means Necessary: At the end of each session, ask: “Did we stop the problem, regardless of the cost?”": "By Any Means Necessary: At the end of each session, ask: “Did we stop the problem, regardless of the cost?”", + "Custom: What’s your story?": "Custom: What’s your story?", + "At the end of each session, ask:": "At the end of each session, ask:", + "Family: You’re all family, or as good as. At the end of each session, ask: “Did we talk about—or pointedly not talk about—something that was troubling a team member?”": "Family: You’re all family, or as good as. At the end of each session, ask: “Did we talk about—or pointedly not talk about—something that was troubling a team member?”", + "Vocation: Someone has to do it, and you happened to be able. At the end of each session, ask: “Did we save the people we went there to protect?”": "Vocation: Someone has to do it, and you happened to be able. At the end of each session, ask: “Did we save the people we went there to protect?”", + "Excitement: Monster hunting sure is a new thrill every time. At the end of each session, ask: “Did we take extremely dangerous risks?”": "Excitement: Monster hunting sure is a new thrill every time. At the end of each session, ask: “Did we take extremely dangerous risks?”", + "First among Equals: Sure, one of us is chosen by destiny, but we all play our part. At the end of each session, ask: “Did we all contribute in our own way to solve the mystery?”": "First among Equals: Sure, one of us is chosen by destiny, but we all play our part. At the end of each session, ask: “Did we all contribute in our own way to solve the mystery?”", + "Sworn Guardians: The rest of us made a solemn oath to help the Chosen One. At the end of each session, ask: “Did we save the Chosen One from serious harm?”": "Sworn Guardians: The rest of us made a solemn oath to help the Chosen One. At the end of each session, ask: “Did we save the Chosen One from serious harm?”", + "Fate’s Rebels: Screw destiny! At the end of each session, ask: “Did we fight against fate and prophecies, no matter the cost?”": "Fate’s Rebels: Screw destiny! At the end of each session, ask: “Did we fight against fate and prophecies, no matter the cost?”", + "Ancient Oath: You are the holders of an ancient obligation to guard the world’s border. Decide what the oath requires of you. At the end of each session, ask: “Did we hold to our oath?”": "Ancient Oath: You are the holders of an ancient obligation to guard the world’s border. Decide what the oath requires of you. At the end of each session, ask: “Did we hold to our oath?”", + "The oath:": "The oath:", + "Wrong Place, Wrong Time: You were there to stop the first incursion, and now feel obliged to prevent anything else coming through. At the end of each session, ask: “Did we protect the world from what lies beyond?”": "Wrong Place, Wrong Time: You were there to stop the first incursion, and now feel obliged to prevent anything else coming through. At the end of each session, ask: “Did we protect the world from what lies beyond?”", + "Born & Raised: You all grew up, or settled, here. Dimensional incursions are a part of life, even if a lot of people don’t like to admit it. At the end of each session, ask: “Did we look after our normal relationships with friends and families?”": "Born & Raised: You all grew up, or settled, here. Dimensional incursions are a part of life, even if a lot of people don’t like to admit it. At the end of each session, ask: “Did we look after our normal relationships with friends and families?”", + "Hush: At the end of each session, ask: “Did we save the day without making the news or creating a ruckus?”": "Hush: At the end of each session, ask: “Did we save the day without making the news or creating a ruckus?”", + "Rescuers: At the end of each session, ask: “Did we save people from harm, no matter how much property damage?”": "Rescuers: At the end of each session, ask: “Did we save people from harm, no matter how much property damage?”", + "Superstars: At the end of each session, ask: “Did our reputation as elite monster hunters come up during the mystery?”": "Superstars: At the end of each session, ask: “Did our reputation as elite monster hunters come up during the mystery?”", + "Well-prepared: You keep track of worlds that might need monster hunting help and have procedures for reaching and helping them. At the end of each session, ask: “Did things go according to our plans?”": "Well-prepared: You keep track of worlds that might need monster hunting help and have procedures for reaching and helping them. At the end of each session, ask: “Did things go according to our plans?”", + "Led by Fate: The universe wants you to help where you’re needed most. At the end of each session, ask: “Do we understand our place in the multiverse better now?”": "Led by Fate: The universe wants you to help where you’re needed most. At the end of each session, ask: “Do we understand our place in the multiverse better now?”", + "Accidental Heroes: You always end up where you’re needed because of magical mishaps and weird coincidences. At the end of each session, ask: “Did we make use of a coincidence or unexpected resource?”": "Accidental Heroes: You always end up where you’re needed because of magical mishaps and weird coincidences. At the end of each session, ask: “Did we make use of a coincidence or unexpected resource?”", + "We’re Prepared for Next Time: At the end of each session, ask: “Did our planning ahead save the day?”": "We’re Prepared for Next Time: At the end of each session, ask: “Did our planning ahead save the day?”", + "Fatalists: One day our times will come. Until then we fight. At the end of each session, ask: “Did we throw ourselves into danger to save the day?”": "Fatalists: One day our times will come. Until then we fight. At the end of each session, ask: “Did we throw ourselves into danger to save the day?”", + "Wardens: We won’t let what happened to us happen to anyone else. At the end of each session, ask: “Did we save people, no matter the cost?”": "Wardens: We won’t let what happened to us happen to anyone else. At the end of each session, ask: “Did we save people, no matter the cost?”", + "Greater Good: You find your secret monster hunting lives more important than your mundane social roles. At the end of each session, ask: “Did we choose the more important obligation?”": "Greater Good: You find your secret monster hunting lives more important than your mundane social roles. At the end of each session, ask: “Did we choose the more important obligation?”", + "The Only Ones: You’re the only ones capable enough to protect those around you from supernatural threats. At the end of each session, ask: “Did we do something nobody else in our society could do?”": "The Only Ones: You’re the only ones capable enough to protect those around you from supernatural threats. At the end of each session, ask: “Did we do something nobody else in our society could do?”", + "An Ancient Tradition: You’ve inherited your double role from family or mentors. At the end of each session, ask: “Have we done something that would make our predecessors proud?”": "An Ancient Tradition: You’ve inherited your double role from family or mentors. At the end of each session, ask: “Have we done something that would make our predecessors proud?”", + "Secret Mission: You are all devoted to a particular goal, using “mercenary monster hunter team” as your cover. What’s your objective? At the end of each session, ask: “Did we get closer to our goal?” If you achieve the objective, choose a new one or change to a new style. Your objective:": "Secret Mission: You are all devoted to a particular goal, using “mercenary monster hunter team” as your cover. What’s your objective? At the end of each session, ask: “Did we get closer to our goal?” If you achieve the objective, choose a new one or change to a new style. Your objective:", + "Goal-Oriented: At the end of each session, ask: “Did we fulfil the exact mission requested, without extra work?”": "Goal-Oriented: At the end of each session, ask: “Did we fulfil the exact mission requested, without extra work?”", + "Hearts of Gold: At the end of each session, ask: “Did we refuse to accept money from someone we saved?”": "Hearts of Gold: At the end of each session, ask: “Did we refuse to accept money from someone we saved?”", + "Wholesome: At the end of each session, ask: “Did we succeed by believing in each other and using our individual strengths?”": "Wholesome: At the end of each session, ask: “Did we succeed by believing in each other and using our individual strengths?”", + "Comical: At the end of each session, ask: “Did we do something really funny?”": "Comical: At the end of each session, ask: “Did we do something really funny?”", + "Cool: At the end of each session, ask: “Did we save the day, with style?”": "Cool: At the end of each session, ask: “Did we save the day, with style?”", + "Big Store: At the end of each session, ask: “Did we deal with any supernatural problems without management noticing?”": "Big Store: At the end of each session, ask: “Did we deal with any supernatural problems without management noticing?”", + "Security Team: At the end of each session, ask: “Did we keep people safe?”": "Security Team: At the end of each session, ask: “Did we keep people safe?”", + "Emergency Response: At the end of each session, ask: “Did we solve anyone’s problems?”": "Emergency Response: At the end of each session, ask: “Did we solve anyone’s problems?”", + "Thrown in the Deep End: You started out knowing nothing about the supernatural, and you’re still catching up. At the end of each session, ask: “Did we learn something new about the supernatural world?”": "Thrown in the Deep End: You started out knowing nothing about the supernatural, and you’re still catching up. At the end of each session, ask: “Did we learn something new about the supernatural world?”", + "Protectors: It’s all about looking after people. At the end of each session, ask: “Did we prevent harm in our community?”": "Protectors: It’s all about looking after people. At the end of each session, ask: “Did we prevent harm in our community?”", + "Cosy Coven: You were never strangers to the supernatural, but nobody else suspects it. At the end of each session, ask: “Did we help with our supernatural powers, undetected?”": "Cosy Coven: You were never strangers to the supernatural, but nobody else suspects it. At the end of each session, ask: “Did we help with our supernatural powers, undetected?”", + "Rock: At the end of each session, ask: “Did we lay the smackdown on some evildoers?”": "Rock: At the end of each session, ask: “Did we lay the smackdown on some evildoers?”", + "Punk: At the end of each session, ask: “Did we fight for the downtrodden?”": "Punk: At the end of each session, ask: “Did we fight for the downtrodden?”", + "Pop: At the end of each session, ask: “Did we look awesome?”": "Pop: At the end of each session, ask: “Did we look awesome?”", + "Metal: At the end of each session, ask: “Did we battle gloriously?”": "Metal: At the end of each session, ask: “Did we battle gloriously?”", + "Hip-hop: At the end of each session, ask: “Did we improve things for the local community?”": "Hip-hop: At the end of each session, ask: “Did we improve things for the local community?”", + "Folk: At the end of each session, ask: “Did we learn about local history and folklore?”": "Folk: At the end of each session, ask: “Did we learn about local history and folklore?”", + "Country: At the end of each session, ask: “Will that make a great story, later?”": "Country: At the end of each session, ask: “Will that make a great story, later?”", + "Inquisition: You believe your organisation isn’t rotten to the core, it just has a few rotten apples. At the end of each session, ask: “Is the organisation better now?”": "Inquisition: You believe your organisation isn’t rotten to the core, it just has a few rotten apples. At the end of each session, ask: “Is the organisation better now?”", + "Redemption: You were once part of the organisation’s shady dealings but are disgusted by them now. At the end of each session, ask: “Did we repay part of the harm we caused as organisation members?”": "Redemption: You were once part of the organisation’s shady dealings but are disgusted by them now. At the end of each session, ask: “Did we repay part of the harm we caused as organisation members?”", + "Revolt: You’ve recently understood the organisation is rotten to the core and should be terminated. At the end of each session, ask: “Are we closer to destroying the organisation?”": "Revolt: You’ve recently understood the organisation is rotten to the core and should be terminated. At the end of each session, ask: “Are we closer to destroying the organisation?”", + "Vengeance: You want to become strong enough to destroy the Wild Hunt one day. At the end of each session, ask: “Did what we do bring us closer to destroying the Wild Hunt?”": "Vengeance: You want to become strong enough to destroy the Wild Hunt one day. At the end of each session, ask: “Did what we do bring us closer to destroying the Wild Hunt?”", + "Compassion: You don’t want others to suffer as you did. At the end of each session, ask: “Did we risk our freedom to protect someone else’s’?”": "Compassion: You don’t want others to suffer as you did. At the end of each session, ask: “Did we risk our freedom to protect someone else’s’?”", + "Homelessness: You want to have normal lives one day. At the end of each session, ask: “Did we put some effort into making our lives more normal?”": "Homelessness: You want to have normal lives one day. At the end of each session, ask: “Did we put some effort into making our lives more normal?”", + "Enemies": "Enemies", + "Pick an enemy for your team:": "Pick an enemy for your team:", + "General Grox, alien warlord.": "General Grox, alien warlord.", + "The werewolf conspiracy.": "The werewolf conspiracy.", + "The Order of the Silvery Stars, who worship some very bad alien god-things.": "The Order of the Silvery Stars, who worship some very bad alien god-things.", + "The Old Gods, who want to return and rule the world again.": "The Old Gods, who want to return and rule the world again.", + "A rival Bureau with dubious methods and goals.": "A rival Bureau with dubious methods and goals.", + "Halphas, a demon who has it in for you.": "Halphas, a demon who has it in for you.", + "All the vampires.": "All the vampires.", + "Dr Crepuscule, who steals unnatural power from captured monsters.": "Dr Crepuscule, who steals unnatural power from captured monsters.", + "The King in Yellow, a god/force of corruption, decadence, and disease.": "The King in Yellow, a god/force of corruption, decadence, and disease.", + "A cabal of ghosts trying to secure the secret of returning to life.": "A cabal of ghosts trying to secure the secret of returning to life.", + "Alpha, an immortal werewolf.": "Alpha, an immortal werewolf.", + "Seth Vail, a billionaire who wants to harness the power of monsters, starting with immortality for himself.": "Seth Vail, a billionaire who wants to harness the power of monsters, starting with immortality for himself.", + "The Father of Monsters, the cosmic entity who is the source of evil in the world.": "The Father of Monsters, the cosmic entity who is the source of evil in the world.", + "The Grey Priests, a conspiracy to bring about the end of the world and birth of a new one.": "The Grey Priests, a conspiracy to bring about the end of the world and birth of a new one.", + "Lord Grash, warlord of a monster dimension.": "Lord Grash, warlord of a monster dimension.", + "All the demons.": "All the demons.", + "The Anointed Hierophant, an occult sect leader who wants to break the walls between worlds.": "The Anointed Hierophant, an occult sect leader who wants to break the walls between worlds.", + "Chaos, a cosmic entity of disorder.": "Chaos, a cosmic entity of disorder.", + "TransWorldCorp, a business hoping to profit from other worlds via their rift machine, no matter the damage they do along the way.": "TransWorldCorp, a business hoping to profit from other worlds via their rift machine, no matter the damage they do along the way.", + "Apollyon, a demon king who wants to rule the Earth.": "Apollyon, a demon king who wants to rule the Earth.", + "Incursions of HEDEs (Hostile Extra-Dimensional Entities).": "Incursions of HEDEs (Hostile Extra-Dimensional Entities).", + "Masanori, a selfish tycoon chasing personal immortality.": "Masanori, a selfish tycoon chasing personal immortality.", + "A rival IMPS team, who always want to make it look like they saved the day and you screwed up.": "A rival IMPS team, who always want to make it look like they saved the day and you screwed up.", + "A chaos cult who want to break down the structures of the modern world, so they can rule it with their magical powers.": "A chaos cult who want to break down the structures of the modern world, so they can rule it with their magical powers.", + "Dr Weltschmerz, a bitter and angry scientist who wants all worlds to suffer.": "Dr Weltschmerz, a bitter and angry scientist who wants all worlds to suffer.", + "Jauna, a merchant from Monster Marches who deals in interdimensional slave trade.": "Jauna, a merchant from Monster Marches who deals in interdimensional slave trade.", + "Separator, an automaton guarding borders between the worlds.": "Separator, an automaton guarding borders between the worlds.", + "Iron Crusade, an invading force from a futuristic world.": "Iron Crusade, an invading force from a futuristic world.", + "Your own evil versions from a mirrored universe.": "Your own evil versions from a mirrored universe.", + "The Black Knight, a faerie lord.": "The Black Knight, a faerie lord.", + "A necromancer, with a plan to rule the world.": "A necromancer, with a plan to rule the world.", + "Metaphysical Exploitation Holdings (MEH), a corporation that profits from ill-advised experimentation and exploitation of the supernatural.": "Metaphysical Exploitation Holdings (MEH), a corporation that profits from ill-advised experimentation and exploitation of the supernatural.", + "A conspiracy of chaos cultists.": "A conspiracy of chaos cultists.", + "Allmine, a greedy and capricious demon of desire.": "Allmine, a greedy and capricious demon of desire.", + "All the evil doppelgangers.": "All the evil doppelgangers.", + "Professor Trundil, an occult scientist trying to steal your powers and magic.": "Professor Trundil, an occult scientist trying to steal your powers and magic.", + "Great Waghru, a primordial entity slumbering beneath the city, now stirring.": "Great Waghru, a primordial entity slumbering beneath the city, now stirring.", + "Brave New World, an undercover company trying to replace humans in your city with robots.": "Brave New World, an undercover company trying to replace humans in your city with robots.", + "Pethas, a dragon.": "Pethas, a dragon.", + "All the werewolves.": "All the werewolves.", + "Ozahr, an immortal and megalomaniac wizard.": "Ozahr, an immortal and megalomaniac wizard.", + "The Fates.": "The Fates.", + "A conspiracy of political leaders secretly creating a global dictatorship.": "A conspiracy of political leaders secretly creating a global dictatorship.", + "Bradshaw, an evil property developer.": "Bradshaw, an evil property developer.", + "The Ghost King.": "The Ghost King.", + "Dracula.": "Dracula.", + "Cryptids generally.": "Cryptids generally.", + "A conspiracy of wizards who want to take over the world.": "A conspiracy of wizards who want to take over the world.", + "Your manager.": "Your manager.", + "The Queen of the Bug Monsters.": "The Queen of the Bug Monsters.", + "The Monarch of Waste, a cosmic entity of disorder and ruin.": "The Monarch of Waste, a cosmic entity of disorder and ruin.", + "A conspiracy within the company, using the workplace for a sinister occult plan.": "A conspiracy within the company, using the workplace for a sinister occult plan.", + "The thing in the basement. You don’t know what it is, but it’s evil.": "The thing in the basement. You don’t know what it is, but it’s evil.", + "The Pale Man, the powerful and malevolent ghost of a mass murderer who lived here a long time ago.": "The Pale Man, the powerful and malevolent ghost of a mass murderer who lived here a long time ago.", + "All the ghouls. A big cemetery nearby attracts their attention.": "All the ghouls. A big cemetery nearby attracts their attention.", + "Bradshaw, a property developer who wants to rebuild the city—by any means necessary.": "Bradshaw, a property developer who wants to rebuild the city—by any means necessary.", + "Discord, goddess of chaos and disorder.": "Discord, goddess of chaos and disorder.", + "A conspiracy of vampires trying to take over your community.": "A conspiracy of vampires trying to take over your community.", + "White Travellers, ghosts that feed on natural, joyous emotions of people and leave people content with a humdrum life.": "White Travellers, ghosts that feed on natural, joyous emotions of people and leave people content with a humdrum life.", + "Ancient Purity, an occultist/fascist death metal band. They would be your enemies even without their abuse of mystical powers.": "Ancient Purity, an occultist/fascist death metal band. They would be your enemies even without their abuse of mystical powers.", + "The Man, a new god of authority, order, and following the rules.": "The Man, a new god of authority, order, and following the rules.", + "The Sanguine Circle, a conspiracy of vampires with cells in many cities and towns.": "The Sanguine Circle, a conspiracy of vampires with cells in many cities and towns.", + "Allies": "Allies", + "Choose your team allies from this list:": "Choose your team allies from this list:", + "Doctor “Blue,” a physician. They can help you recover from harm.": "Doctor “Blue,” a physician. They can help you recover from harm.", + "Professor “Blood,” a forensic scientist. They are who you go to when you need evidence analysed.": "Professor “Blood,” a forensic scientist. They are who you go to when you need evidence analysed.", + "Agent “Will,” a field investigator. They’re a veteran of the Bureau, and can help you navigate problems with colleagues.": "Agent “Will,” a field investigator. They’re a veteran of the Bureau, and can help you navigate problems with colleagues.", + "Aquila Squad, an ally team. They are unofficially known as “the Extreme Problems” squad. They can handle anything unfazed, but their solutions can be a little... messy.": "Aquila Squad, an ally team. They are unofficially known as “the Extreme Problems” squad. They can handle anything unfazed, but their solutions can be a little... messy.", + "SkullFangz, an ally team. This is a group of hackers you’ve made a sort of alliance with. They can help you get information through unorthodox channels, but they sometimes need you to do some odd or dubious favours in return.": "SkullFangz, an ally team. This is a group of hackers you’ve made a sort of alliance with. They can help you get information through unorthodox channels, but they sometimes need you to do some odd or dubious favours in return.", + "Detective Barnes, a police detective who you saved from a monster way back when. They’ll help you out with some information now and then, and possibly more when you’re on their turf.": "Detective Barnes, a police detective who you saved from a monster way back when. They’ll help you out with some information now and then, and possibly more when you’re on their turf.", + "Bingo, an always-online researcher into strangeness. They can put you in touch with people who need help, coordinate communication, and help you with research.": "Bingo, an always-online researcher into strangeness. They can put you in touch with people who need help, coordinate communication, and help you with research.", + "Sapphire, who has the ability to manipulate time in certain ways. You suspect she may be very long-lived or even immortal. She is not always easy to contact, and can appear unexpectedly.": "Sapphire, who has the ability to manipulate time in certain ways. You suspect she may be very long-lived or even immortal. She is not always easy to contact, and can appear unexpectedly.", + "Another group of travelling hunters, an ally team. They can back you up monster hunting—you’ve helped each other out several times, when things got tricky.": "Another group of travelling hunters, an ally team. They can back you up monster hunting—you’ve helped each other out several times, when things got tricky.", + "Universal Cleanup Services, an ally team. A franchise that specialises in cleaning up messes like crime scenes and monster attacks.": "Universal Cleanup Services, an ally team. A franchise that specialises in cleaning up messes like crime scenes and monster attacks.", + "Carlito, a nurse. They can patch up injured hunters.": "Carlito, a nurse. They can patch up injured hunters.", + "Charity, an occultist. She can tell you about and sometimes find weird old items.": "Charity, an occultist. She can tell you about and sometimes find weird old items.", + "Raven, a mystic. Has some ideas about the Chosen One’s destiny.": "Raven, a mystic. Has some ideas about the Chosen One’s destiny.", + "The Junior Entourage, an ally team. These are friends who aren’t in the core team. Good at getting around for area canvassing or distraction.": "The Junior Entourage, an ally team. These are friends who aren’t in the core team. Good at getting around for area canvassing or distraction.", + "Destiny’s Servants, an ally team. A secretive group sent to help you out. They’re good at fighting and acting suspicious.": "Destiny’s Servants, an ally team. A secretive group sent to help you out. They’re good at fighting and acting suspicious.", + "Hawthorn, a hedge witch. They’re able to cast a variety of small but useful spells.": "Hawthorn, a hedge witch. They’re able to cast a variety of small but useful spells.", + "Anya, a folklorist. They know a lot about the stories and history of the region.": "Anya, a folklorist. They know a lot about the stories and history of the region.", + "The Feeling of Not Knowing a Particular Fact, a visitor from another world. An explorer of worlds, they have a store of facts or rumours about many different dimensions. Describe their home world and look.": "The Feeling of Not Knowing a Particular Fact, a visitor from another world. An explorer of worlds, they have a store of facts or rumours about many different dimensions. Describe their home world and look.", + "Junior Guardians, an ally team. By tradition, younger members of your families and community are apprenticed to take over when you retire. They can help with any tasks that aren’t too dangerous.": "Junior Guardians, an ally team. By tradition, younger members of your families and community are apprenticed to take over when you retire. They can help with any tasks that aren’t too dangerous.", + "A flock of otherworldly creatures, an ally team. These non-Earthly animals can scout and warn you of danger, and also are quite cute. Describe their home world and look.": "A flock of otherworldly creatures, an ally team. These non-Earthly animals can scout and warn you of danger, and also are quite cute. Describe their home world and look.", + "Ó Corra, IMPS General Secretary. Having Ó Corra on your side is always going to be handy.": "Ó Corra, IMPS General Secretary. Having Ó Corra on your side is always going to be handy.", + "Klíma, IMPS forensic specialist. Klíma can help you get extra forensic analysis or expedite tests.": "Klíma, IMPS forensic specialist. Klíma can help you get extra forensic analysis or expedite tests.", + "Villaverde, IMPS librarian. Knows a lot about mystical and occult secrets.": "Villaverde, IMPS librarian. Knows a lot about mystical and occult secrets.", + "IMPS team EM–3. This team of IMPS agents specialise in dealing with big disasters. They can help manage and calm down civilians and provide support for your team.": "IMPS team EM–3. This team of IMPS agents specialise in dealing with big disasters. They can help manage and calm down civilians and provide support for your team.", + "Cryptidnet, a loose organisation of interested amateurs and researchers who collate rumours of weird activity. Great source of leads and supernatural rumours.": "Cryptidnet, a loose organisation of interested amateurs and researchers who collate rumours of weird activity. Great source of leads and supernatural rumours.", + "Justinian, a paladin. He’s always ready to fight evil alongside you and hopes one of you will one day be the lady (or lord) of his heart.": "Justinian, a paladin. He’s always ready to fight evil alongside you and hopes one of you will one day be the lady (or lord) of his heart.", + "NewLife, a bio-robot. They know a lot about life on various worlds, whether organic, tech-based, or magic-based.": "NewLife, a bio-robot. They know a lot about life on various worlds, whether organic, tech-based, or magic-based.", + "Darween, a diplomat. Coming from the Monster Marches, she hates disunity and wants good people of all worlds to cooperate.": "Darween, a diplomat. Coming from the Monster Marches, she hates disunity and wants good people of all worlds to cooperate.", + "The Queen’s Musketeers. Brave, dashing and ready to fight with monsters both in Helos and beyond, but won’t do anything that directly contradicts Queen Helena the Radiant’s orders.": "The Queen’s Musketeers. Brave, dashing and ready to fight with monsters both in Helos and beyond, but won’t do anything that directly contradicts Queen Helena the Radiant’s orders.", + "Spirit Healers. They come from a Stone Age world and want to heal all spiritual ills of all worlds. They oppose killing monsters because they believe monsters should be healed and reintegrated instead.": "Spirit Healers. They come from a Stone Age world and want to heal all spiritual ills of all worlds. They oppose killing monsters because they believe monsters should be healed and reintegrated instead.", + "Zhu, a law enforcement officer. They can help you with legal difficulties in their jurisdiction.": "Zhu, a law enforcement officer. They can help you with legal difficulties in their jurisdiction.", + "Davis, a therapist specialising in trauma recovery.": "Davis, a therapist specialising in trauma recovery.", + "Dr Basu, a medical doctor.": "Dr Basu, a medical doctor.", + "The next generation, an ally team. These younger monster hunters are relatives of those who died in the battle, taking up the family calling.": "The next generation, an ally team. These younger monster hunters are relatives of those who died in the battle, taking up the family calling.", + "The Network, an ally team. This is a group of people who keep watch for big supernatural dangers, and can get you warnings in time to intervene.": "The Network, an ally team. This is a group of people who keep watch for big supernatural dangers, and can get you warnings in time to intervene.", + "Shinzō, a retro-weaponsmith. Their creations look like fancy souvenirs but have various magical properties.": "Shinzō, a retro-weaponsmith. Their creations look like fancy souvenirs but have various magical properties.", + "FaceBog, a doppelganger. They’ll impersonate you at various social events if you ask them nicely.": "FaceBog, a doppelganger. They’ll impersonate you at various social events if you ask them nicely.", + "Hedwig, a journalist. She believes in your public causes and is willing to cover up some things for you, but sometimes asks difficult questions.": "Hedwig, a journalist. She believes in your public causes and is willing to cover up some things for you, but sometimes asks difficult questions.", + "Monster Hunters Fan Club. They know your secret identities, but not your public ones.": "Monster Hunters Fan Club. They know your secret identities, but not your public ones.", + "Spirits of the city’s founders. They remember how the city once was and have clashed with occult forces that threaten it.": "Spirits of the city’s founders. They remember how the city once was and have clashed with occult forces that threaten it.", + "Dumont, the fixer. Dumont can find leads on jobs, and sometime scare up special gear.": "Dumont, the fixer. Dumont can find leads on jobs, and sometime scare up special gear.", + "Chang, a government official. They can help you with legal entanglements. Sometimes.": "Chang, a government official. They can help you with legal entanglements. Sometimes.", + "Dr Accorso. A medical doctor, ready to help with injuries or illness. No questions asked.": "Dr Accorso. A medical doctor, ready to help with injuries or illness. No questions asked.", + "The Irregulars, an ally team. They’re a general group of support crew that help you out. Mechanics, technicians, and the like.": "The Irregulars, an ally team. They’re a general group of support crew that help you out. Mechanics, technicians, and the like.", + "The Crooked Hearts, another mercenary monster hunting crew. You’ve worked together on some big jobs.": "The Crooked Hearts, another mercenary monster hunting crew. You’ve worked together on some big jobs.", + "Leon/Lyn, an authority figure (parent, teacher, etc.). Helpful dealing with officials.": "Leon/Lyn, an authority figure (parent, teacher, etc.). Helpful dealing with officials.", + "Romain, a librarian. Good at finding out details.": "Romain, a librarian. Good at finding out details.", + "A very smart pet. Pick their species and give them a name:": "A very smart pet. Pick their species and give them a name:", + "Your friend group, an ally team. Great for distractions.": "Your friend group, an ally team. Great for distractions.", + "Internet mystery circle, an ally team. Good for finding out weird facts and rumours.": "Internet mystery circle, an ally team. Good for finding out weird facts and rumours.", + "Aminat Salek, a client or customer who has a knack for finding whatever is weirdest.": "Aminat Salek, a client or customer who has a knack for finding whatever is weirdest.", + "Ahearn, a consultant. They can help you out with how things go on behind the scenes.": "Ahearn, a consultant. They can help you out with how things go on behind the scenes.", + "De Luca, from human resources. They can cover for absences and sometimes tell you what management is planning.": "De Luca, from human resources. They can cover for absences and sometimes tell you what management is planning.", + "The day shift, an ally team. They can help out when you need to sleep.": "The day shift, an ally team. They can help out when you need to sleep.", + "Asani, an old and knowledgeable witch.": "Asani, an old and knowledgeable witch.", + "Petersen, a police officer. Community-minded, they know you help people out and they help you too.": "Petersen, a police officer. Community-minded, they know you help people out and they help you too.", + "Red, cafe/bar/restaurant manager. You’re always welcome in their place, and they hear a lot of gossip.": "Red, cafe/bar/restaurant manager. You’re always welcome in their place, and they hear a lot of gossip.", + "The SWG, an ally team. These are newer members of the SWG. They can patrol, report events, and help people to safety. They’re not ready to take on monsters directly.": "The SWG, an ally team. These are newer members of the SWG. They can patrol, report events, and help people to safety. They’re not ready to take on monsters directly.", + "The sports club, an ally team. What sport do you all play? The other club members will do you a favour now and then. Useful for getting information from organisations you don’t have direct access to.": "The sports club, an ally team. What sport do you all play? The other club members will do you a favour now and then. Useful for getting information from organisations you don’t have direct access to.", + "Carlos, a roadie. They can do pretty much anything with reasonable competence.": "Carlos, a roadie. They can do pretty much anything with reasonable competence.", + "Charity, an occultist. She can tell you about mystical stuff you find and sometimes get you weird old items.": "Charity, an occultist. She can tell you about mystical stuff you find and sometimes get you weird old items.", + "Dr An Seulgi. She can help patch you up if you get hurt, and provide “special” prescriptions as long as you don’t abuse them too badly.": "Dr An Seulgi. She can help patch you up if you get hurt, and provide “special” prescriptions as long as you don’t abuse them too badly.", + "Eldritch Records, your label. You can hit them up for a little money, legal help, or contact details for folks in the music business.": "Eldritch Records, your label. You can hit them up for a little money, legal help, or contact details for folks in the music business.", + "Your fan club, an ally team. They’re keen to help, but they’re mainly just a bunch of kids (possibly kids in their late teens or early twenties, but still).": "Your fan club, an ally team. They’re keen to help, but they’re mainly just a bunch of kids (possibly kids in their late teens or early twenties, but still).", + "LOLweb, a hacker. They track the organisation’s web activity and try to hinder it but don’t believe in monsters.": "LOLweb, a hacker. They track the organisation’s web activity and try to hinder it but don’t believe in monsters.", + "Faruq, an office worker in the organisation. He also feels there’s something wrong but is too afraid to act openly about it.": "Faruq, an office worker in the organisation. He also feels there’s something wrong but is too afraid to act openly about it.", + "Grethel, a government official. She keeps track of various supernatural occurrences and organisations that deal with them.": "Grethel, a government official. She keeps track of various supernatural occurrences and organisations that deal with them.", + "Organisation ex-members. Each of them has seen a bit of bad things that happen there and can help you piece together the bigger picture.": "Organisation ex-members. Each of them has seen a bit of bad things that happen there and can help you piece together the bigger picture.", + "Independent hunters. Far less experienced than you but sometimes can do things you can’t due to being observed by the organisation.": "Independent hunters. Far less experienced than you but sometimes can do things you can’t due to being observed by the organisation.", + "Soyfly, a pixie. She knows a lot of recent gossip about the Wild Hunt.": "Soyfly, a pixie. She knows a lot of recent gossip about the Wild Hunt.", + "Althea, a private aviator. She believes the sky should be free for everyone, not just some creepy horsemen.": "Althea, a private aviator. She believes the sky should be free for everyone, not just some creepy horsemen.", + "Caragh, a banshee. She once rode with the Hunt and now helps other fugitives, but never reveals how she escaped.": "Caragh, a banshee. She once rode with the Hunt and now helps other fugitives, but never reveals how she escaped.", + "New Start, an NGO that helps refugees. They focus on political and war refugees, but allow you to use their facilities.": "New Start, an NGO that helps refugees. They focus on political and war refugees, but allow you to use their facilities.", + "The Savage Ride, the Wild Hunt’s rivals. They’ll do anything to hinder the Hunt, but are violent and fickle themselves.": "The Savage Ride, the Wild Hunt’s rivals. They’ll do anything to hinder the Hunt, but are violent and fickle themselves." } \ No newline at end of file diff --git a/Monster of the Week Official/translations/de.json b/Monster of the Week Official/translations/de.json index df08e8805f..dc02c82d73 100644 --- a/Monster of the Week Official/translations/de.json +++ b/Monster of the Week Official/translations/de.json @@ -1192,7 +1192,6 @@ "custom-move-name": "Name", "custom-move-description": "Description", "custom-gear": "Playbook Gear", - "start_newstuff": "", "unused": "ungenutzt", "all": "Alles", "starting": "Starting", @@ -1290,7 +1289,7 @@ "eos-ref": "At the end of each session, the Keeper will ask the following questions:
    • Did we conclude the current mystery?
    • Did we save someone from certain death (or worse)?
    • Did we learn something new and important about the world?
    • Did we learn something new and important about one of the hunters?
    If you get one or two \"Yes\" answers, mark one experience. If you get three or four, mark two.", "pick-book": "Pick Your Playbook", "pick-book-desc": "Pick your playbook using the menu in the upper right corner or the buttons in the lists below. Once you pick a playbook, starting stats options are found at the bottom of the first main column (not including the stats column).", - "motw-books": "Monster of the Week Revised Edition Playbooks", + "motw-books": "Monster of the Week Hardcover Edition Playbooks", "chosen-desc": "A once-ordinary person who discovered they have a special destiny, and who has been given the power to accomplish it. The Chosen is good in a fight, with some weird powers. E.g. Buffy from Buffy the Vampire Slayer.", "crooked-desc": "A criminal turned monster hunter, haunted by their past and enemies. The Crooked is good in social situations and has a lot of contacts. E.g. Anna Valmont from The Dresden Files, Peter Bishop from Fringe.", "divine-desc": "An agent of a higher power, with a mission to fulfill. The Divine is very tough and has been granted holy powers. E.g. Castiel from Supernatural; Michael Carpenter from The Dresden Files.", @@ -1621,6 +1620,7 @@ "animating-force": "Animating Force", "animating-force-desc": "There is a force that gives you life, which cannot harm you. You do not eat, breathe, drink, or heal naturally. Instead, repair yourself with your recharge move. Pick an energy type:", "lightning": "Lightning", + "fire": "Fire", "music": "Musik", "clockwork": "Clockwork", "orgone": "Orgone", @@ -1686,7 +1686,6 @@ "hardcase2020-move6": "Inspired Guesswork: When you investigate a mystery, you may spend 1 Fire to add 1 extra hold. The extra question must be about powers, motivations, or weaknesses.", "hardcase2020-move7": "Stone Cold: You never really get ruffled by danger. Gain +1 whenever pain or fear requires you act under pressure. Your nearby allies also gain this bonus against pain and fear, as long as you keep it together.", "hardcase2020-move8": "Weapon Master: When you take possession of a new weapon you may add, remove, or change one tag. This change only applies for you. When you get this move, apply it to all your current weapons.", - "fire": "Fire", "calm": "Calm", "raging": "Raging", "hardcase-vehicles": "Fahrzeuge", @@ -1716,5 +1715,610 @@ "hardcase2020-gear22": "A spell formula, written on a napkin", "hardcase2020-advance1": "Your Fire track increases to 13 boxes.", "constructed-unstable": "You get 10 harm boxes and do not become unstable.", - "end_newstuff": "" + "team-playbooks": "Team Playbooks", + "team-playbook-choice": "Choose a Team Playbook", + "Team Playbook": "Team Playbook", + "Agents in Black": "Agents in Black", + "Always on the Road": "Always on the Road", + "The Chosen One and Entourage": "The Chosen One and Entourage", + "Guardians of the Borderland": "Guardians of the Borderland", + "IMPS (International Monster and Paranormal Service)": "IMPS (International Monster and Paranormal Service)", + "Interdimensional Crisis Team": "Interdimensional Crisis Team", + "The Last Survivors": "The Last Survivors", + "League of Double Lives": "League of Double Lives", + "Mercenaries": "Mercenaries", + "Mystery Club": "Mystery Club", + "The Night Shift": "The Night Shift", + "Suburban Watch Group": "Suburban Watch Group", + "Touring Band": "Touring Band", + "Whistleblowers": "Whistleblowers", + "Wild Hunt Fugitives": "Wild Hunt Fugitives", + "pick-teambook-desc": "Pick your team playbook using the menu in the upper right corner or the buttons in the lists below.", + "This team playbook has the hunters working for the Bureau—a clandestine organisation dedicated to hiding the existence of monsters and the supernatural from the general public.": "This team playbook has the hunters working for the Bureau—a clandestine organisation dedicated to hiding the existence of monsters and the supernatural from the general public.", + "You’re a travelling hunter team. Every week is a new town with a new problem.": "You’re a travelling hunter team. Every week is a new town with a new problem.", + "This team centres on a Chosen One and their friends who help with monster hunting. There’s also room for a mentor.": "This team centres on a Chosen One and their friends who help with monster hunting. There’s also room for a mentor.", + "This team playbook has the hunters as wardens of a liminal region: somewhere where the borders of the world are thin, where monsters and magic can slip through and cause trouble.": "This team playbook has the hunters as wardens of a liminal region: somewhere where the borders of the world are thin, where monsters and magic can slip through and cause trouble.", + "The International Monster and Paranormal Service (IMPS) was created to keep humanity safe from supernatural threats. It’s not clear who funds them, although most people assume it’s some kind of United Nations agency. IMPS isn’t secret, but they keep things as quiet as possible This team playbook sets your hunters as one of the elite IMPS teams that travels the world to deal with monster incidents.": "The International Monster and Paranormal Service (IMPS) was created to keep humanity safe from supernatural threats. It’s not clear who funds them, although most people assume it’s some kind of United Nations agency. IMPS isn’t secret, but they keep things as quiet as possible This team playbook sets your hunters as one of the elite IMPS teams that travels the world to deal with monster incidents.", + "Your world isn’t the only one that needs monster hunting help from time to time. And when others do, you travel through portals, loopholes, and other oddities to help. Interdimensional Crisis Team perfectly fits over-the-top, parody games. More serious stories about interdimensional problems are handled better by Guardians of the Borderland.": "Your world isn’t the only one that needs monster hunting help from time to time. And when others do, you travel through portals, loopholes, and other oddities to help. Interdimensional Crisis Team perfectly fits over-the-top, parody games. More serious stories about interdimensional problems are handled better by Guardians of the Borderland.", + "This hunter team were the only people who lived through a terrible (maybe even apocalyptic) battle. You had many allies at your side, but they didn’t make it.": "This hunter team were the only people who lived through a terrible (maybe even apocalyptic) battle. You had many allies at your side, but they didn’t make it.", + "You’re monster hunters but also important society members in a city. Your ties to the society give you various forms of influence but also mean you somehow have to manage two lives at once. The world isn’t ready to learn about your monster hunting and even less about the monsters themselves.": "You’re monster hunters but also important society members in a city. Your ties to the society give you various forms of influence but also mean you somehow have to manage two lives at once. The world isn’t ready to learn about your monster hunting and even less about the monsters themselves.", + "This team playbook has the hunters working for hire. They save people and hunt monsters, sure, but they also want to get paid at the end of the day.": "This team playbook has the hunters working for hire. They save people and hunt monsters, sure, but they also want to get paid at the end of the day.", + "This is a hunter team of investigators, with a focus on less horrific and more comedic mysteries. This particularly suits games with younger players, or younger hunters. This team playbook strongly pushes the game towards silliness and jokes, so be sure you’re ready for that if you’re considering taking it.": "This is a hunter team of investigators, with a focus on less horrific and more comedic mysteries. This particularly suits games with younger players, or younger hunters. This team playbook strongly pushes the game towards silliness and jokes, so be sure you’re ready for that if you’re considering taking it.", + "This team playbook has the hunters comprising the night shift at a workplace. A workplace that gets way more than its fair share of supernatural problems.": "This team playbook has the hunters comprising the night shift at a workplace. A workplace that gets way more than its fair share of supernatural problems.", + "This is a group of hunters who began as regular folks looking out for their local neighbourhood or town. It emphasises relationships outside of monster hunting and a focus on normal life as well as your adventures.": "This is a group of hunters who began as regular folks looking out for their local neighbourhood or town. It emphasises relationships outside of monster hunting and a focus on normal life as well as your adventures.", + "This team is a band, eternally on tour. Everywhere you have a gig booked, it seems like something bad is going down. Between sound check and putting on the show, you gotta deal with whatever is eating people in this town.": "This team is a band, eternally on tour. Everywhere you have a gig booked, it seems like something bad is going down. Between sound check and putting on the show, you gotta deal with whatever is eating people in this town.", + "All the hunters in your team are members of a monster hunting organisation, and you start suspecting there’s something fishy about this group. This team playbook shares many elements of the Initiate and Professional playbooks because it essentially represents playing an entire team of Initiates and/or Professionals. You shouldn’t choose those playbooks when playing as the Whistleblowers—unless the Keeper agrees some characters belong to a different organisation as well, which might make the situation even more messy.": "All the hunters in your team are members of a monster hunting organisation, and you start suspecting there’s something fishy about this group. This team playbook shares many elements of the Initiate and Professional playbooks because it essentially represents playing an entire team of Initiates and/or Professionals. You shouldn’t choose those playbooks when playing as the Whistleblowers—unless the Keeper agrees some characters belong to a different organisation as well, which might make the situation even more messy.", + "You joined or were abducted by the Wild Hunt. You gained some supernatural skills while riding with it, but then escaped it. Now you use your experience to hunt monsters, evade the Hunt and, maybe, destroy it one day.": "You joined or were abducted by the Wild Hunt. You gained some supernatural skills while riding with it, but then escaped it. Now you use your experience to hunt monsters, evade the Hunt and, maybe, destroy it one day.", + "Getting Started": "Getting Started", + "Determine the nature of the Event.": "Determine the nature of the Event.", + "Decide the history between you and the Wild Hunt.": "Decide the history between you and the Wild Hunt.", + "Pick your style (and associated improvement question).": "Pick your style (and associated improvement question).", + "Figure out the nature of the Bureau.": "Figure out the nature of the Bureau.", + "Create your city.": "Create your city.", + "Pick your obligations.": "Pick your obligations.", + "Come up with a band name.": "Come up with a band name.", + "Pick a starting team ally.": "Pick a starting team ally.", + "Customize the organisation.": "Customize the organisation.", + "Pick your starting team move and 2 boxes of assets.": "Pick your starting team move and 2 boxes of assets.", + "Pick a starting team ally, move, and assets.": "Pick a starting team ally, move, and assets.", + "Pick a starting team enemy, ally, move, and 2 boxes of assets.": "Pick a starting team enemy, ally, move, and 2 boxes of assets.", + "Put on some music and hit the road.": "Put on some music and hit the road.", + "Await the next weird prophecy.": "Await the next weird prophecy.", + "Check the boundaries for incursions.": "Check the boundaries for incursions.", + "Report for your mission briefing.": "Report for your mission briefing.", + "Prepare for the next disaster.": "Prepare for the next disaster.", + "Ponder your responsibilities, as you await the call.": "Ponder your responsibilities, as you await the call.", + "See who’s hiring today.": "See who’s hiring today.", + "Next meeting is at the clubroom on Tuesday afternoon.": "Next meeting is at the clubroom on Tuesday afternoon.", + "Clock in and prepare for another night of drudgery.": "Clock in and prepare for another night of drudgery.", + "Walk the streets. Keep an eye out for evildoers.": "Walk the streets. Keep an eye out for evildoers.", + "You have half an hour before we fly to the next city. Soundcheck at 7, you’re on at 8.": "You have half an hour before we fly to the next city. Soundcheck at 7, you’re on at 8.", + "Snoop around the boss’s office while they’re in a meeting.": "Snoop around the boss’s office while they’re in a meeting.", + "Stay wary, that sounded like howls in the wind.": "Stay wary, that sounded like howls in the wind.", + "The Bureau": "The Bureau", + "Prompts": "Prompts", + "The Bureau setup is determined by the group. Record your answers to these prompts in the Notes section below.": "The Bureau setup is determined by the group. Record your answers to these prompts in the Notes section below.", + "If you have a hunter who belongs to an organisation already—like a Professional or an Initiate—you may combine their setup with the Bureau setup. Figure out how the two perspectives work for your Bureau. If you don’t like that idea, you can also keep them separate (which will lead to its own drama with split loyalties and rivalries).": "If you have a hunter who belongs to an organisation already—like a Professional or an Initiate—you may combine their setup with the Bureau setup. Figure out how the two perspectives work for your Bureau. If you don’t like that idea, you can also keep them separate (which will lead to its own drama with split loyalties and rivalries).", + "Now determine the nature of the Bureau:": "Now determine the nature of the Bureau:", + "Is the Bureau an open, covert, or secret organisation? An open Bureau exists openly but has a cover responsibility to distract from their real mission. A covert Bureau doesn’t explicitly hide themselves, but they try not to draw attention. A secret Bureau has no official records and operates completely in the shadows.": "Is the Bureau an open, covert, or secret organisation? An open Bureau exists openly but has a cover responsibility to distract from their real mission. A covert Bureau doesn’t explicitly hide themselves, but they try not to draw attention. A secret Bureau has no official records and operates completely in the shadows.", + "Who is your team’s handler or commanding officer and what are they like? Create your own or pick one of these:": "Who is your team’s handler or commanding officer and what are they like? Create your own or pick one of these:", + "Special Agent “Coop” is a genial, avuncular middle-aged man. He’s disorganised and often loses track of details, but he always has the team’s back.": "Special Agent “Coop” is a genial, avuncular middle-aged man. He’s disorganised and often loses track of details, but he always has the team’s back.", + "Special Agent “Star” is a harsh boss. She doesn’t really seem to like you, and you never seem to measure up to her standards of “perfection plus.” She runs everything by the book (this can be good or bad for you).": "Special Agent “Star” is a harsh boss. She doesn’t really seem to like you, and you never seem to measure up to her standards of “perfection plus.” She runs everything by the book (this can be good or bad for you).", + "Provisional Special Agent “Fireball” is young and excitable. They prefer you deal with problems in a scorched earth style, without regard for consequences. That is also their management style.": "Provisional Special Agent “Fireball” is young and excitable. They prefer you deal with problems in a scorched earth style, without regard for consequences. That is also their management style.", + "Who do you think is really running the Bureau? The government? A secret global government? Some other government? A billionaire? A secret conspiracy dating back to Uruk’s priesthood? Something else?": "Who do you think is really running the Bureau? The government? A secret global government? Some other government? A billionaire? A secret conspiracy dating back to Uruk’s priesthood? Something else?", + "The Event": "The Event", + "What is the terrible situation you all survived together?": "What is the terrible situation you all survived together?", + "A concerted assault by monsters, as you took shelter in an isolated cabin.": "A concerted assault by monsters, as you took shelter in an isolated cabin.", + "A single terrifying monster invaded your homes.": "A single terrifying monster invaded your homes.", + "It was the only chance to avert an apocalypse.": "It was the only chance to avert an apocalypse.", + "An invasion from another dimension.": "An invasion from another dimension.", + "People around you were transformed into monsters.": "People around you were transformed into monsters.", + "You were strangers in a small town filled with murderous monsters, on festival day.": "You were strangers in a small town filled with murderous monsters, on festival day.", + "Something else:": "Something else:", + "Decide who the allies were who fought alongside you and died in battle. Each hunter picks one.": "Decide who the allies were who fought alongside you and died in battle. Each hunter picks one.", + "A monster hunting teammate.": "A monster hunting teammate.", + "Your spouse or lover.": "Your spouse or lover.", + "Your sibling.": "Your sibling.", + "A parent.": "A parent.", + "A child.": "A child.", + "Your mentor.": "Your mentor.", + "Your protégée.": "Your protégée.", + "Your dog (or other pet).": "Your dog (or other pet).", + "Someone else:": "Someone else:", + "Then decide how you saved the day in the end. Whatever it was, it came at great personal cost (beyond the loss you just chose).": "Then decide how you saved the day in the end. Whatever it was, it came at great personal cost (beyond the loss you just chose).", + "The City": "The City", + "The city you all protect will be an important aspect of the story, more of a collective character of your mysteries than just a background element. Each player should choose one key aspect of the city from one of the following lists. Balance between good and bad things as fits the mood of your campaign.": "The city you all protect will be an important aspect of the story, more of a collective character of your mysteries than just a background element. Each player should choose one key aspect of the city from one of the following lists. Balance between good and bad things as fits the mood of your campaign.", + "Good things": "Good things", + "Cozy": "Cozy", + "Affluent": "Affluent", + "Good social care": "Good social care", + "Proud of its past": "Proud of its past", + "Lots of monuments": "Lots of monuments", + "Highly ecological": "Highly ecological", + "Transparent politics": "Transparent politics", + "Technological hub": "Technological hub", + "The nation’s main transport hub": "The nation’s main transport hub", + "Protected by benevolent magic": "Protected by benevolent magic", + "Beloved by travel vloggers": "Beloved by travel vloggers", + "An extremely famous mayor": "An extremely famous mayor", + "A university with unique departments": "A university with unique departments", + "Other:": "Other:", + "Bad things": "Bad things", + "Alienating": "Alienating", + "Poor": "Poor", + "Big social inequality": "Big social inequality", + "Shameful past": "Shameful past", + "Nothing worth sightseeing": "Nothing worth sightseeing", + "Highly polluted": "Highly polluted", + "Shady politics": "Shady politics", + "No prospects for the future": "No prospects for the future", + "Shady military bases": "Shady military bases", + "Gangs that terrorize the entire region": "Gangs that terrorize the entire region", + "Believed to bring bad luck": "Believed to bring bad luck", + "Struck by a powerful curse": "Struck by a powerful curse", + "Obligations": "Obligations", + "Your social status carries some obligations with it. At the beginning of a mystery, the Keeper holds 3. They can spend 1 hold to introduce one of the obligations. When it’s introduced, at least half of you must attend, otherwise you can lose allies or tempt mundane people to investigate your lives.": "Your social status carries some obligations with it. At the beginning of a mystery, the Keeper holds 3. They can spend 1 hold to introduce one of the obligations. When it’s introduced, at least half of you must attend, otherwise you can lose allies or tempt mundane people to investigate your lives.", + "Choose or create two obligations you have:": "Choose or create two obligations you have:", + "Attending parties and balls.": "Attending parties and balls.", + "Attending important conferences.": "Attending important conferences.", + "Ceremonially opening new buildings.": "Ceremonially opening new buildings.", + "Meeting children at schools.": "Meeting children at schools.", + "Tutoring promising students one on one.": "Tutoring promising students one on one.", + "Appearing on TV.": "Appearing on TV.", + "The Organisation": "The Organisation", + "You create the details about your organisation, choosing options from the following lists. Things you suspect can pertain either to the organisation as a whole or to an influential group within it. At least two of the things you suspect are true, the Keeper decides which ones.": "You create the details about your organisation, choosing options from the following lists. Things you suspect can pertain either to the organisation as a whole or to an influential group within it. At least two of the things you suspect are true, the Keeper decides which ones.", + "Official goals": "Official goals", + "(choose one or two)": "(choose one or two)", + "Slay monsters": "Slay monsters", + "Contain monsters": "Contain monsters", + "Govern safe use of magic": "Govern safe use of magic", + "Research monsters": "Research monsters", + "Research paranatural phenomena": "Research paranatural phenomena", + "Keep monsters and magic secret": "Keep monsters and magic secret", + "Goal you suspect": "Goal you suspect", + "(choose one)": "(choose one)", + "Training an army of monsters": "Training an army of monsters", + "Creating new monsters": "Creating new monsters", + "Stealing the monsters’ powers": "Stealing the monsters’ powers", + "Keeping all magic to themselves": "Keeping all magic to themselves", + "Taking over the world": "Taking over the world", + "Destroying the world": "Destroying the world", + "Official resources": "Official resources", + "(choose two)": "(choose two)", + "Ancient lore": "Ancient lore", + "Modernised": "Modernised", + "Chapters everywhere": "Chapters everywhere", + "Secular power": "Secular power", + "Rich": "Rich", + "Rigorous training": "Rigorous training", + "Offices all over the place": "Offices all over the place", + "Good intel": "Good intel", + "Support teams": "Support teams", + "Suspected resources": "Suspected resources", + "Demonology": "Demonology", + "Necromancy": "Necromancy", + "Deals with monsters": "Deals with monsters", + "Manipulated minions": "Manipulated minions", + "Manipulated cultists": "Manipulated cultists", + "Bribed officials": "Bribed officials", + "Sacrificing members": "Sacrificing members", + "Obvious flaws": "Obvious flaws", + "Tradition-bound": "Tradition-bound", + "Paranoid and secretive": "Paranoid and secretive", + "Closed hierarchy": "Closed hierarchy", + "Strict laws": "Strict laws", + "Mystical oaths": "Mystical oaths", + "Bureaucratic": "Bureaucratic", + "Hostile superiors": "Hostile superiors", + "Take-no-prisoners policy": "Take-no-prisoners policy", + "Live capture policy": "Live capture policy", + "Suspected flaws": "Suspected flaws", + "Total obedience": "Total obedience", + "Tyrannical leaders": "Tyrannical leaders", + "Protects member criminals": "Protects member criminals", + "The Wild Hunt": "The Wild Hunt", + "You were part of the Wild Hunt, a group of violent fey and spirits riding the world and striking fear into the hearts of people. Detail the Wild Hunt here.": "You were part of the Wild Hunt, a group of violent fey and spirits riding the world and striking fear into the hearts of people. Detail the Wild Hunt here.", + "Who Rides With The Hunt?": "Who Rides With The Hunt?", + "Elves": "Elves", + "Trolls": "Trolls", + "Demons": "Demons", + "Wraiths": "Wraiths", + "Banshees": "Banshees", + "Werewolves": "Werewolves", + "Something Else": "Something Else", + "The Wild Hunt has a leader, probably a king or a queen. Give them a name or a title:": "The Wild Hunt has a leader, probably a king or a queen. Give them a name or a title:", + "Choose or invent their impressive powers, at least two:": "Choose or invent their impressive powers, at least two:", + "Grant immortality": "Grant immortality", + "Grant lycanthropy": "Grant lycanthropy", + "Steal emotion": "Steal emotion", + "See destinies": "See destinies", + "Set destinies": "Set destinies", + "Control weather": "Control weather", + "Grant sentience to animals": "Grant sentience to animals", + "Grant sentience to weapons": "Grant sentience to weapons", + "Why were you a part of the Wild Hunt?": "Why were you a part of the Wild Hunt?", + "Each player can choose a different answer:": "Each player can choose a different answer:", + "I was kidnapped by the Hunt": "I was kidnapped by the Hunt", + "I sold my soul to the Hunt": "I sold my soul to the Hunt", + "I wanted to ride with the Hunt": "I wanted to ride with the Hunt", + "I’m a supernatural creature who’s a part of the Hunt": "I’m a supernatural creature who’s a part of the Hunt", + "Something else": "Something else", + "Then all of you escaped, sick with the Hunt’s atrocities or their treatment of you.": "Then all of you escaped, sick with the Hunt’s atrocities or their treatment of you.", + "How Did You Escape?": "How Did You Escape?", + "How did you escape?": "How did you escape?", + "With a clever plan": "With a clever plan", + "By sheer luck": "By sheer luck", + "With outside help": "With outside help", + "Thanks to a loophole in your fae contract": "Thanks to a loophole in your fae contract", + "The Wild Hunt keeps looking for you. How do they do it?": "The Wild Hunt keeps looking for you. How do they do it?", + "Choose two ways:": "Choose two ways:", + "They give other monsters this in exchange for information.": "They give other monsters this in exchange for information.", + "They track the internet, but they can’t monitor one part of it:": "They track the internet, but they can’t monitor one part of it:", + "They can see you when you’re outside in one type of weather, namely:": "They can see you when you’re outside in one type of weather, namely:", + "They sense you when you use magic unless you take a precaution, namely:": "They sense you when you use magic unless you take a precaution, namely:", + "What will the Wild Hunt do if they find you?": "What will the Wild Hunt do if they find you?", + "Kill you.": "Kill you.", + "Torment you.": "Torment you.", + "Make you join the Hunt again.": "Make you join the Hunt again.", + "Make you slaves.": "Make you slaves.", + "Notes": "Notes", + "Team Moves": "Team Moves", + "Choose your team moves from this list. The first one is a good default choice:": "Choose your team moves from this list. The first one is a good default choice:", + "Memory Eraser: You have been issued handheld devices to erase memories from civilians. When you target a person and activate the device, say how many hours you want to erase (1–6) and roll +Weird. On a 10+, those memories are gone. On a 7–9, the memories are gone but the target knows something strange happened.": "Memory Eraser: You have been issued handheld devices to erase memories from civilians. When you target a person and activate the device, say how many hours you want to erase (1–6) and roll +Weird. On a 10+, those memories are gone. On a 7–9, the memories are gone but the target knows something strange happened.", + "Authority Override: If local officials are causing trouble, you can get them pulled off the case. This may—of course—make them more suspicious.": "Authority Override: If local officials are causing trouble, you can get them pulled off the case. This may—of course—make them more suspicious.", + "Containment Field Projector: Place the projector and activate it, choosing a range from 1–20 meters. A spherical shield is created, allowing nothing in or out. Lasts until deactivated by remote or in an hour when the battery runs out. There’s time to get out of the zone, but only just.": "Containment Field Projector: Place the projector and activate it, choosing a range from 1–20 meters. A spherical shield is created, allowing nothing in or out. Lasts until deactivated by remote or in an hour when the battery runs out. There’s time to get out of the zone, but only just.", + "Anonymity: Your identity isn’t traceable via official databases or records. Enemies or bystanders can’t find out anything about your history through any official channels. Additionally, any distinguishing features are removed from photo, videos, or voice recordings of you when they’re processed by any regular computer or phone.": "Anonymity: Your identity isn’t traceable via official databases or records. Enemies or bystanders can’t find out anything about your history through any official channels. Additionally, any distinguishing features are removed from photo, videos, or voice recordings of you when they’re processed by any regular computer or phone.", + "Not Right: You all have a creepy, uncanny valley style aura or look that counts as a reason for manipulating a bystander with threats.": "Not Right: You all have a creepy, uncanny valley style aura or look that counts as a reason for manipulating a bystander with threats.", + "Something Different: Take a move from another team playbook.": "Something Different: Take a move from another team playbook.", + "Change Team Style: Pick a new team style. You now use that one instead of the one you first chose.": "Change Team Style: Pick a new team style. You now use that one instead of the one you first chose.", + "Home Away from Home: Whenever you arrive in a new town, you immediately find a motel and a cafe that are friendly and welcoming. One or the other will turn out to have a connection to the mystery that brought you here, even if just by having a bystander come by.": "Home Away from Home: Whenever you arrive in a new town, you immediately find a motel and a cafe that are friendly and welcoming. One or the other will turn out to have a connection to the mystery that brought you here, even if just by having a bystander come by.", + "Geniality: When you meet a new person in a town you haven’t visited before, roll +Charm. On a 10+, they are well-disposed towards you. On a 7–9, they’re still well-disposed but the Keeper chooses one: they are marked for trouble, or they conceal something from the hunters. Additionally, when you return to a town you have already visited, you always run into the people you befriended previously.": "Geniality: When you meet a new person in a town you haven’t visited before, roll +Charm. On a 10+, they are well-disposed towards you. On a 7–9, they’re still well-disposed but the Keeper chooses one: they are marked for trouble, or they conceal something from the hunters. Additionally, when you return to a town you have already visited, you always run into the people you befriended previously.", + "Handy: You’re all good at fixing stuff. Anything broken or messed up in the course of a mystery is repaired and ready to go before the next one. Gear or assets that would be described as “totally destroyed” still need to be replaced.": "Handy: You’re all good at fixing stuff. Anything broken or messed up in the course of a mystery is repaired and ready to go before the next one. Gear or assets that would be described as “totally destroyed” still need to be replaced.", + "No-stick: You’ve had yourselves removed from official and law enforcement databases. You don’t have to worry about “misunderstandings” from previous towns getting in the way of your hunts (unless someone got annoyed enough to make it a personal vendetta).": "No-stick: You’ve had yourselves removed from official and law enforcement databases. You don’t have to worry about “misunderstandings” from previous towns getting in the way of your hunts (unless someone got annoyed enough to make it a personal vendetta).", + "Monster Journals: When a mystery reminds you of something you encountered before, consult your notes and tell the Keeper what you think is the same. The Keeper will say if you got it right.If you’re correct, take +1 forward to investigate a mystery. If you’re wrong but had a good idea, take +1 forward to read a bad situation. If you’re totally off base, the Keeper holds 1 to put you in a tight spot.": "Monster Journals: When a mystery reminds you of something you encountered before, consult your notes and tell the Keeper what you think is the same. The Keeper will say if you got it right.

    If you’re correct, take +1 forward to investigate a mystery. If you’re wrong but had a good idea, take +1 forward to read a bad situation. If you’re totally off base, the Keeper holds 1 to put you in a tight spot.", + "Ancient Visions: An ancient ritual, to be conducted regularly, gives the whole team access to some of the visions sent to the Chosen One. Once per mystery, each hunter may ask the Keeper a question about anything they want. The Keeper answers with a vision or dream: obscure and vague, but true.": "Ancient Visions: An ancient ritual, to be conducted regularly, gives the whole team access to some of the visions sent to the Chosen One. Once per mystery, each hunter may ask the Keeper a question about anything they want. The Keeper answers with a vision or dream: obscure and vague, but true.", + "Armoury of the Chosen: You gain a cache of special weapons used by previous Chosen Ones. The Keeper should design a lesser version of the Chosen One’s special weapon, which all other members of the team may use. When this is unlocked, the Chosen One may change or add a tag on their special weapon.": "Armoury of the Chosen: You gain a cache of special weapons used by previous Chosen Ones. The Keeper should design a lesser version of the Chosen One’s special weapon, which all other members of the team may use. When this is unlocked, the Chosen One may change or add a tag on their special weapon.", + "Handing on the Torch: When you select this, designate another character as the next Chosen One. When the current Chosen One dies, that character may change to the Chosen playbook whenever they are ready. The new Chosen One designates the next heir when they find a worthy successor.": "Handing on the Torch: When you select this, designate another character as the next Chosen One. When the current Chosen One dies, that character may change to the Chosen playbook whenever they are ready. The new Chosen One designates the next heir when they find a worthy successor.", + "Friends Stick Together: Once per mystery, a hunter may call the rest of the team to their current location. Everyone arrives as soon as they potentially can (based on their last known position and when we saw them there). That can be “right this instant,” if at all possible.": "Friends Stick Together: Once per mystery, a hunter may call the rest of the team to their current location. Everyone arrives as soon as they potentially can (based on their last known position and when we saw them there). That can be “right this instant,” if at all possible.", + "Wyrd’s Favour: When you choose this team move, all hunters erase 1 spent Luck point. If you haven’t spent any Luck yet, add a new Luck box instead.": "Wyrd’s Favour: When you choose this team move, all hunters erase 1 spent Luck point. If you haven’t spent any Luck yet, add a new Luck box instead.", + "Otherworldly Intuition: When you encounter something from another world, you recognise that they don’t belong here. When you encounter a place where another world is accessible, you are aware of it and may stop at the threshold.": "Otherworldly Intuition: When you encounter something from another world, you recognise that they don’t belong here. When you encounter a place where another world is accessible, you are aware of it and may stop at the threshold.", + "Wardens: Once per mystery while you’re defending a portal, wall, or border, you may ignore all harm from a single source, or treat a roll as if you rolled a 12. This works just as if you spent a Luck, except it doesn’t trigger your special move.": "Wardens: Once per mystery while you’re defending a portal, wall, or border, you may ignore all harm from a single source, or treat a roll as if you rolled a 12. This works just as if you spent a Luck, except it doesn’t trigger your special move.", + "Outer Speech: You have a knack for the languages of the multiverse. You can always understand, and make yourself understood, when you’re talking to denizens from beyond. This is mainly the general sense of things—some details might get lost along the way.": "Outer Speech: You have a knack for the languages of the multiverse. You can always understand, and make yourself understood, when you’re talking to denizens from beyond. This is mainly the general sense of things—some details might get lost along the way.", + "Walkers between Worlds: At a suitable liminal site, you know how to step between worlds. Describe how you open the way and roll +Weird. On a 10+, you’re walking to the place you intended, but the way may be difficult. On a 7–9, choose one: you’re on the right path in immediate danger, or you find yourself lost and in the wrong place. On a 6 or less, you’re lost and in big trouble. If more than one of the hunters is using this move together, only make one roll: the hunter with the worst Weird score rolls (but they may accept help).": "Walkers between Worlds: At a suitable liminal site, you know how to step between worlds. Describe how you open the way and roll +Weird. On a 10+, you’re walking to the place you intended, but the way may be difficult. On a 7–9, choose one: you’re on the right path in immediate danger, or you find yourself lost and in the wrong place. On a 6 or less, you’re lost and in big trouble. If more than one of the hunters is using this move together, only make one roll: the hunter with the worst Weird score rolls (but they may accept help).", + "Outsider Knack: Once per visit to another world, you may use a trick or ability from Earth to gain an advantage. The advantage allows you to roll one move using three dice, selecting the best two for your result.": "Outsider Knack: Once per visit to another world, you may use a trick or ability from Earth to gain an advantage. The advantage allows you to roll one move using three dice, selecting the best two for your result.", + "Drilled Coordination: All team members get +1 ongoing when helping out another team member.": "Drilled Coordination: All team members get +1 ongoing when helping out another team member.", + "Comms: You have systems that keep you constantly in voice contact, regardless of where in the world you each may be. Not guaranteed to work in shielded spaces, deep underground, beyond magical portals, or on other worlds.": "Comms: You have systems that keep you constantly in voice contact, regardless of where in the world you each may be. Not guaranteed to work in shielded spaces, deep underground, beyond magical portals, or on other worlds.", + "Recognised IMPS Team: Wherever in the world you are, you have authority to deal with supernatural events. Local officials will—in general—cooperate with you fully. Does not apply in nations outside the IMPS treaty.": "Recognised IMPS Team: Wherever in the world you are, you have authority to deal with supernatural events. Local officials will—in general—cooperate with you fully. Does not apply in nations outside the IMPS treaty.", + "Rapid Deployment: IMPS has quick-response vehicles able to deliver you (or other IMPS assets) anywhere in the world, extremely quickly. They may also be used to make a fast exit from bad situations.": "Rapid Deployment: IMPS has quick-response vehicles able to deliver you (or other IMPS assets) anywhere in the world, extremely quickly. They may also be used to make a fast exit from bad situations.", + "Memories of the Fallen: When a hunter on the team dies in the line of duty, or retires from IMPS and monster hunting, all remaining team members erase a used Luck mark.": "Memories of the Fallen: When a hunter on the team dies in the line of duty, or retires from IMPS and monster hunting, all remaining team members erase a used Luck mark.", + "Global Crisis: Once per mystery, each of you can read a bad situation treating an entire world as the bad situation, including asking about the best way in or out.": "Global Crisis: Once per mystery, each of you can read a bad situation treating an entire world as the bad situation, including asking about the best way in or out.", + "Surge of Magic: Each of you holds 1 when you enter a new world. You can spend this hold to get an automatic result of 10 on a Weird move roll or to learn a useful big magic ritual known only in this world.": "Surge of Magic: Each of you holds 1 when you enter a new world. You can spend this hold to get an automatic result of 10 on a Weird move roll or to learn a useful big magic ritual known only in this world.", + "Otherworldly: You make your strangeness in other worlds work to your advantage in interpersonal situations. “I’m from another world” works as a reason for people to do as you ask when you manipulate someone.": "Otherworldly: You make your strangeness in other worlds work to your advantage in interpersonal situations. “I’m from another world” works as a reason for people to do as you ask when you manipulate someone.", + "A Multiverse of Friends: Three times per mystery, a friend you’ve made in an alternate universe can help one of you with a task as if they rolled 10+ to help out. They either manifest next to you for a moment or somehow are there in person. They can be bystanders from previous games or people from your backstories.": "A Multiverse of Friends: Three times per mystery, a friend you’ve made in an alternate universe can help one of you with a task as if they rolled 10+ to help out. They either manifest next to you for a moment or somehow are there in person. They can be bystanders from previous games or people from your backstories.", + "Determined Guardians: When one of the hunters protects a bystander, the target never takes harm: even on a miss, that bystander is totally safe. The hunter doing the protection still suffers the full effects of the roll result.": "Determined Guardians: When one of the hunters protects a bystander, the target never takes harm: even on a miss, that bystander is totally safe. The hunter doing the protection still suffers the full effects of the roll result.", + "Field Medics: When you treat an injured bystander, they are stabilised and well enough to manage until they can get proper medical attention. When you treat another hunter, pick if you heal 2-harm or stabilise them. Then they take +1 forward.": "Field Medics: When you treat an injured bystander, they are stabilised and well enough to manage until they can get proper medical attention. When you treat another hunter, pick if you heal 2-harm or stabilise them. Then they take +1 forward.", + "Checklists: Once per mystery, each hunter in need of a particular item may declare they have it. Narrate a flashback explaining why they thought to include it in their gear. If the item is especially rare, strange, or unusual (this is the Keeper’s call), then this move can’t be used again by any hunter until the next mystery.": "Checklists: Once per mystery, each hunter in need of a particular item may declare they have it. Narrate a flashback explaining why they thought to include it in their gear. If the item is especially rare, strange, or unusual (this is the Keeper’s call), then this move can’t be used again by any hunter until the next mystery.", + "Keep on Goin’: When you’re protecting bystanders from danger, any move that would prevent you from taking action due to harm, stress, or panic has its effect deferred. You can keep going for now, but once everyone is safe the full effects of what you’ve been through hit you.": "Keep on Goin’: When you’re protecting bystanders from danger, any move that would prevent you from taking action due to harm, stress, or panic has its effect deferred. You can keep going for now, but once everyone is safe the full effects of what you’ve been through hit you.", + "Shared Dangers: When you take a moment to share your worries and fears about a previous or upcoming battle with another hunter, you both choose one: heal 1-harm, or take +1 forward.": "Shared Dangers: When you take a moment to share your worries and fears about a previous or upcoming battle with another hunter, you both choose one: heal 1-harm, or take +1 forward.", + "Big Reveal: If most people around you don’t know about your secret identities, the first action you take in that scene that reveals those identities gets +1 forward. Bystanders and minions present freeze in surprise for a moment, giving you an opportunity to act before they can react.": "Big Reveal: If most people around you don’t know about your secret identities, the first action you take in that scene that reveals those identities gets +1 forward. Bystanders and minions present freeze in surprise for a moment, giving you an opportunity to act before they can react.", + "Affluent: You can get most gear easily. Specify what you need, assigning tags to the gear. If it’s a weapon, treat each harm beyond 2-harm as a separate tag; if it’s armour, treat each point of armour as a separate tag. Then roll +tags. On a miss, you get it easily. On a 7–9, you get it but raise some questions. On a 10+, either you don’t get it or you do but someone gets a clear clue about your secret identity.": "Affluent: You can get most gear easily. Specify what you need, assigning tags to the gear. If it’s a weapon, treat each harm beyond 2-harm as a separate tag; if it’s armour, treat each point of armour as a separate tag. Then roll +tags. On a miss, you get it easily. On a 7–9, you get it but raise some questions. On a 10+, either you don’t get it or you do but someone gets a clear clue about your secret identity.", + "Only When Necessary: If you manage to stop or destroy a minion without using any abilities or gear of your secret identity (including monster hunting weapons), each hunter involved marks experience. If it was a monster, mark two.": "Only When Necessary: If you manage to stop or destroy a minion without using any abilities or gear of your secret identity (including monster hunting weapons), each hunter involved marks experience. If it was a monster, mark two.", + "Shadow Selves: When one of you wants to be in two places at the same time, summon your shadow self in another place. Only one shadow self can per hunter exist at one time. The shadow self has a trait that allows others to distinguish it from you if they observe closely. Roll +Weird. On a 10+, hold 3. On a 7–9, hold 1. Spend holds to have your shadow self act as if it were you, but with –1 ongoing. When you spend the last hold, the shadow self dissolves in an obviously supernatural and unsettling way. On a miss, the shadow self appears for a moment and does something you really, really didn’t want them to do...": "Shadow Selves: When one of you wants to be in two places at the same time, summon your shadow self in another place. Only one shadow self can per hunter exist at one time. The shadow self has a trait that allows others to distinguish it from you if they observe closely. Roll +Weird. On a 10+, hold 3. On a 7–9, hold 1. Spend holds to have your shadow self act as if it were you, but with –1 ongoing. When you spend the last hold, the shadow self dissolves in an obviously supernatural and unsettling way. On a miss, the shadow self appears for a moment and does something you really, really didn’t want them to do...", + "Spending Money: If you get paid at the end of a mystery, each hunter adds 1-hold. Spend this hold in a later mystery narrate a flashback where you purchased the thing you need right now. It can be anything you could be carrying, something booked in advance (for example, a safe house or hotel room), or the use of a vehicle.": "Spending Money: If you get paid at the end of a mystery, each hunter adds 1-hold. Spend this hold in a later mystery narrate a flashback where you purchased the thing you need right now. It can be anything you could be carrying, something booked in advance (for example, a safe house or hotel room), or the use of a vehicle.", + "The B-Team: When you need to fortify a location or armour a vehicle, narrate a montage of your preparations. When you’re done, the location or vehicle provides 2-armour to all within it.": "The B-Team: When you need to fortify a location or armour a vehicle, narrate a montage of your preparations. When you’re done, the location or vehicle provides 2-armour to all within it.", + "Combat Training: When you help out another team member during combat, they may inflict +1 harm or suffer –1 harm in addition to the usual effects of your result.": "Combat Training: When you help out another team member during combat, they may inflict +1 harm or suffer –1 harm in addition to the usual effects of your result.", + "It’s Our Job: If a bystander has hired you, that counts as a reason when you manipulate them. This remains in effect in later mysteries. The Keeper may include other bystanders in the effect, if they’re part of a group you’re working for.": "It’s Our Job: If a bystander has hired you, that counts as a reason when you manipulate them. This remains in effect in later mysteries. The Keeper may include other bystanders in the effect, if they’re part of a group you’re working for.", + "The Good Ones: When you refuse to accept payment for a job, the client becomes an ally.": "The Good Ones: When you refuse to accept payment for a job, the client becomes an ally.", + "Yikes!: When a hunter is captured by a monster, minion, or phenomenon, they may ask one of the investigate a mystery or read a bad situation questions.": "Yikes!: When a hunter is captured by a monster, minion, or phenomenon, they may ask one of the investigate a mystery or read a bad situation questions.", + "Sensible Chuckle: When a hunter makes a joke (good or bad) at the expense of a monster, minion, or phenomenon, they may give another hunter on the team +1 forward.": "Sensible Chuckle: When a hunter makes a joke (good or bad) at the expense of a monster, minion, or phenomenon, they may give another hunter on the team +1 forward.", + "Earnest Do-gooders: When a hunter tells someone you are helping people and why, bystanders are more likely to do as you ask. The explanation always counts as a reason if you’re manipulating them to protect them or get them to help you.": "Earnest Do-gooders: When a hunter tells someone you are helping people and why, bystanders are more likely to do as you ask. The explanation always counts as a reason if you’re manipulating them to protect them or get them to help you.", + "Slapstick: When a hunter takes harm, they may instead have an embarrassing pratfall or accident that dodges the danger. Ignore the harm as established, and simply take 1-harm (which can’t be reduced or mitigated in any way). The hunter takes –1 forward.": "Slapstick: When a hunter takes harm, they may instead have an embarrassing pratfall or accident that dodges the danger. Ignore the harm as established, and simply take 1-harm (which can’t be reduced or mitigated in any way). The hunter takes –1 forward.", + "Disguises: When a hunter disguises themself, the disguise will not be questioned, until they do something to directly cast doubt on their appearance.": "Disguises: When a hunter disguises themself, the disguise will not be questioned, until they do something to directly cast doubt on their appearance.", + "Inventory Check: If you go looking for something that just might be in stock, roll +Weird. On a 10 or more, it’s there. On a 7–9, either you find it but there’s a cost, or you find something close enough. On a miss, you find something bad.": "Inventory Check: If you go looking for something that just might be in stock, roll +Weird. On a 10 or more, it’s there. On a 7–9, either you find it but there’s a cost, or you find something close enough. On a miss, you find something bad.", + "Corporate Database: If you use the company information systems to help investigate a mystery, take +1 hold. The Keeper tells you something disturbing you learn in addition to what you were looking for.": "Corporate Database: If you use the company information systems to help investigate a mystery, take +1 hold. The Keeper tells you something disturbing you learn in addition to what you were looking for.", + "Handbook: At the start of each mystery, each hunter may consult the employee handbook for advice. Roll a single die. On a 1, take –1 forward. On a 2, gain +1 forward to Charm. On a 3, gain +1 forward to Cool. On a 4, gain +1 forward to Sharp. On a 5, gain +1 forward to Tough. On a 6, gain +1 forward to Weird.": "Handbook: At the start of each mystery, each hunter may consult the employee handbook for advice. Roll a single die. On a 1, take –1 forward. On a 2, gain +1 forward to Charm. On a 3, gain +1 forward to Cool. On a 4, gain +1 forward to Sharp. On a 5, gain +1 forward to Tough. On a 6, gain +1 forward to Weird.", + "Uniforms: While you’re wearing your uniforms, your actions won’t be questioned unless you are indisputably out of place. For example, your burger restaurant uniforms won’t help you infiltrate a military base, and vice versa. The uniforms may also count as a reason when you try to manipulate someone.": "Uniforms: While you’re wearing your uniforms, your actions won’t be questioned unless you are indisputably out of place. For example, your burger restaurant uniforms won’t help you infiltrate a military base, and vice versa. The uniforms may also count as a reason when you try to manipulate someone.", + "Company Mascot: Take your corporate mascot as an ally. Pick one: a fellow employee with useful skills in the suit, or a supernatural being trying to keep under the radar. Decide what the mascot looks like.": "Company Mascot: Take your corporate mascot as an ally. Pick one: a fellow employee with useful skills in the suit, or a supernatural being trying to keep under the radar. Decide what the mascot looks like.", + "Earned Trust: People in your community know you, and know you mean well. They’ll generally believe what you tell them. If you ask them to do something for their own safety, they usually go along with it.": "Earned Trust: People in your community know you, and know you mean well. They’ll generally believe what you tell them. If you ask them to do something for their own safety, they usually go along with it.", + "Familiarity: When you’re checking out something in your community, you’ll always recognise right away if something has changed in an out-of-the-ordinary way. You can pick up things like a house suddenly quiet, a new tree in the park, or a stranger working at the corner store.": "Familiarity: When you’re checking out something in your community, you’ll always recognise right away if something has changed in an out-of-the-ordinary way. You can pick up things like a house suddenly quiet, a new tree in the park, or a stranger working at the corner store.", + "Domestic Wardings: You know how to protect houses from evil supernatural influences. All your homes are warded, and you may ward others too. It’s a big magic ritual requiring 24 hours, all the hunters, and a number of protective items that must be placed around the house. The wardings might be broken eventually by a concerted attack.": "Domestic Wardings: You know how to protect houses from evil supernatural influences. All your homes are warded, and you may ward others too. It’s a big magic ritual requiring 24 hours, all the hunters, and a number of protective items that must be placed around the house. The wardings might be broken eventually by a concerted attack.", + "Backyard Allies: You’ve made friends with some feral or wild animals that are smarter than normal—perhaps modern nature spirits? In any case, they can scout and spy for you, and it’s unlikely anyone will pay attention to them. They might ask you for favours too, now and then.": "Backyard Allies: You’ve made friends with some feral or wild animals that are smarter than normal—perhaps modern nature spirits? In any case, they can scout and spy for you, and it’s unlikely anyone will pay attention to them. They might ask you for favours too, now and then.", + "Craft Circle: Whenever you need a physical item as a magical requirement, you can craft a substitute together. All the hunters must take part, and you’ll need a few hours. You can replace one requirement per spell this way.": "Craft Circle: Whenever you need a physical item as a magical requirement, you can craft a substitute together. All the hunters must take part, and you’ll need a few hours. You can replace one requirement per spell this way.", + "Hit It!: If you all have your instruments ready, start playing one of your songs. Everyone and everything within earshot pauses for a moment.": "Hit It!: If you all have your instruments ready, start playing one of your songs. Everyone and everything within earshot pauses for a moment.", + "Sacred Songs of Power: You may substitute “play a mystical song” for any one use magic or big magic requirement. For use magic, one person needs to perform the song. For big magic, it must be at least two of you.": "Sacred Songs of Power: You may substitute “play a mystical song” for any one use magic or big magic requirement. For use magic, one person needs to perform the song. For big magic, it must be at least two of you.", + "Famous: You’re well known. Everywhere you go, you may call up your fans. They are a temporary ally group, type: backup (motivation: to stand with you). There will be a lot of them, but they’re just regular people—good at creating a distraction but not fighting monsters.": "Famous: You’re well known. Everywhere you go, you may call up your fans. They are a temporary ally group, type: backup (motivation: to stand with you). There will be a lot of them, but they’re just regular people—good at creating a distraction but not fighting monsters.", + "In the Groove: When you’re engaged in desperate physical action, and you describe how your move sets up another member of the band, they take +1 forward.": "In the Groove: When you’re engaged in desperate physical action, and you describe how your move sets up another member of the band, they take +1 forward.", + "Healing Vibe: Whenever the band plays a gig (no matter how big or small—there just needs to be an audience), each band member and every member of the audience either unmarks unstable or heals 1-harm.": "Healing Vibe: Whenever the band plays a gig (no matter how big or small—there just needs to be an audience), each band member and every member of the audience either unmarks unstable or heals 1-harm.", + "Something Rotten: When investigating a mystery and rolling a 7+, you can ask “How does this relate to the bad things I suspect about my organisation?” in addition to one of the usual questions.": "Something Rotten: When investigating a mystery and rolling a 7+, you can ask “How does this relate to the bad things I suspect about my organisation?” in addition to one of the usual questions.", + "Organisation’s Help: When you ask for the organisation’s help—gear, intel, or personnel—tell your superiors why you need it and roll +Charm. On a 10+, you get what you asked for. On a 7–9, you get it, but sooner or later the organisation will check up on you. On a miss, they don’t give it to you and someone in the organisation learns of your true intentions if you didn’t state them.": "Organisation’s Help: When you ask for the organisation’s help—gear, intel, or personnel—tell your superiors why you need it and roll +Charm. On a 10+, you get what you asked for. On a 7–9, you get it, but sooner or later the organisation will check up on you. On a miss, they don’t give it to you and someone in the organisation learns of your true intentions if you didn’t state them.", + "Specialized: Each of you can get +1 to a single rating (maximum +3) at the cost of –1 to a different rating (minimum –2).": "Specialized: Each of you can get +1 to a single rating (maximum +3) at the cost of –1 to a different rating (minimum –2).", + "Coordinated: Training in the organisation made you especially adept at helping each other. Your team holds 3 at the beginning at each mystery. Each of you can spend 1 to get +1 forward to help out and give the one you help +2 instead of +1 if your move is successful.": "Coordinated: Training in the organisation made you especially adept at helping each other. Your team holds 3 at the beginning at each mystery. Each of you can spend 1 to get +1 forward to help out and give the one you help +2 instead of +1 if your move is successful.", + "Power Dynamics: Add “Who’s the boss here?” and “Who doesn’t want to be a part of this?” to the list of your questions for read a bad situation and investigate a mystery.": "Power Dynamics: Add “Who’s the boss here?” and “Who doesn’t want to be a part of this?” to the list of your questions for read a bad situation and investigate a mystery.", + "Always on the Run: When you enter a new location, one of you can ask either “What’s the best way to hide here” or “What would be the best way to escape from here?” When you act on the answers, you get +1 ongoing, just as if it was a read a bad situation question.": "Always on the Run: When you enter a new location, one of you can ask either “What’s the best way to hide here” or “What would be the best way to escape from here?” When you act on the answers, you get +1 ongoing, just as if it was a read a bad situation question.", + "You Can’t Take Us: Once per mystery, each of you can treat a protect someone roll as if you rolled a 12.": "You Can’t Take Us: Once per mystery, each of you can treat a protect someone roll as if you rolled a 12.", + "Ride with the Thunder: When you race against someone having a comparable speed, you always win. When you race against someone faster or against the Wild Hunt, you can use magic to win anyway.": "Ride with the Thunder: When you race against someone having a comparable speed, you always win. When you race against someone faster or against the Wild Hunt, you can use magic to win anyway.", + "Sense of the Hunt: When a monster hunts a mortal in the area where you are (up to about 2 miles), you sense it, but without any details. You can read a bad situation to get more info on this situation, but if you fail, you get –1 ongoing to helping the hunted mortals.": "Sense of the Hunt: When a monster hunts a mortal in the area where you are (up to about 2 miles), you sense it, but without any details. You can read a bad situation to get more info on this situation, but if you fail, you get –1 ongoing to helping the hunted mortals.", + "Legend Amongst Monsters: Each of you can manipulate monsters as if you had the Dark Negotiator move. If you fail an investigate a mystery move, the monster learns it’s investigated by those who escaped the Wild Hunt.": "Legend Amongst Monsters: Each of you can manipulate monsters as if you had the Dark Negotiator move. If you fail an investigate a mystery move, the monster learns it’s investigated by those who escaped the Wild Hunt.", + "Assets": "Assets", + "Choose from these available assets. If there are two boxes, you need to mark both to earn that asset. (If you are making partial progress towards taking a two-box asset, mark the leftmost box first.)": "Choose from these available assets. If there are two boxes, you need to mark both to earn that asset. (If you are making partial progress towards taking a two-box asset, mark the leftmost box first.)", + "Mobile Base: A helicopter, aeroplane, truck, or bus with facilities and mystery investigation supplies on board.": "Mobile Base: A helicopter, aeroplane, truck, or bus with facilities and mystery investigation supplies on board.", + "Individual Transport: Each mission, a regular car, motorbike, or bicycle is assigned to every team member.": "Individual Transport: Each mission, a regular car, motorbike, or bicycle is assigned to every team member.", + "R&D Access: Your team is issued with a useful high technology experiment from R&D each mission. The Keeper decides what it is (always useful, usually with problematic side effects).": "R&D Access: Your team is issued with a useful high technology experiment from R&D each mission. The Keeper decides what it is (always useful, usually with problematic side effects).", + "Headquarters: A relatively secure space to use as a base in a Bureau regional facility. Everything you need to prepare for mysteries is here, and it’s quite secure.": "Headquarters: A relatively secure space to use as a base in a Bureau regional facility. Everything you need to prepare for mysteries is here, and it’s quite secure.", + "Sky Scanners: You have access to a scanning network that will alert you to strange events coming from space. This includes weird phenomena as well as UFOs.": "Sky Scanners: You have access to a scanning network that will alert you to strange events coming from space. This includes weird phenomena as well as UFOs.", + "Workshop: A big space for craft and repair projects, with plenty of tools and materials.": "Workshop: A big space for craft and repair projects, with plenty of tools and materials.", + "Disguise Kits: Contains costumes, makeup, and other supplies for a quick change of appearance.": "Disguise Kits: Contains costumes, makeup, and other supplies for a quick change of appearance.", + "Housing: Each member of the team is assigned a one-bedroom apartment in a generic housing project. All the apartments are exactly the same, down to scuff marks on the door.": "Housing: Each member of the team is assigned a one-bedroom apartment in a generic housing project. All the apartments are exactly the same, down to scuff marks on the door.", + "Rapid Response Pods: When any member of the team needs to get to a mission site quickly, a rapid response pod appears next to them. Enter the pod, and a short uncomfortable trip will place you where you need to be. What do the pods look like? How do they appear?": "Rapid Response Pods: When any member of the team needs to get to a mission site quickly, a rapid response pod appears next to them. Enter the pod, and a short uncomfortable trip will place you where you need to be. What do the pods look like? How do they appear?", + "Custom:": "Custom:", + "Individual Transport: A regular car, motorbike, or bicycle for every team member.": "Individual Transport: A regular car, motorbike, or bicycle for every team member.", + "Mobile Base: A truck or bus with bunks and mystery investigation supplies on board.": "Mobile Base: A truck or bus with bunks and mystery investigation supplies on board.", + "Credentials: Real, or as-good-as-real, identification that gets you access to law enforcement and other official contacts.": "Credentials: Real, or as-good-as-real, identification that gets you access to law enforcement and other official contacts.", + "Lair: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen.": "Lair: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen.", + "Hunter Roadhouses: A network of bars, diners, and motels where you can safely meet other monster hunters. Many are run by retired hunters.": "Hunter Roadhouses: A network of bars, diners, and motels where you can safely meet other monster hunters. Many are run by retired hunters.", + "Tool Kit: One or two of your vehicles carry tool kits. You have most tools you’ll need to repair or build something.": "Tool Kit: One or two of your vehicles carry tool kits. You have most tools you’ll need to repair or build something.", + "Mystical Ingredients Cabinet: A box with a wide range of frequently useful supplies for magic rituals.": "Mystical Ingredients Cabinet: A box with a wide range of frequently useful supplies for magic rituals.", + "Slush Fund: The team has access to a bank account that can pay for their day to day needs while monster hunting, and stretches to a big purchase every now and then. Where did it come from?": "Slush Fund: The team has access to a bank account that can pay for their day to day needs while monster hunting, and stretches to a big purchase every now and then. Where did it come from?", + "Armoury: One of your cars has a well-stocked weapons chest. Each mystery, every hunter may take one extra regular weapon. Also once per mystery, one hunter may ask the Keeper if the armoury has a particular special weapon: if yes, you can take it; if no, take +1 forward.": "Armoury: One of your cars has a well-stocked weapons chest. Each mystery, every hunter may take one extra regular weapon. Also once per mystery, one hunter may ask the Keeper if the armoury has a particular special weapon: if yes, you can take it; if no, take +1 forward.", + "Field Medics: You have enough supplies and training to treat one hunter per night as if they’d had a proper doctor or trip to the emergency room.": "Field Medics: You have enough supplies and training to treat one hunter per night as if they’d had a proper doctor or trip to the emergency room.", + "The Prophecies: A guidebook of all the visions about the Chosen One, to help you navigate your destiny (they’re pretty hard to decipher).": "The Prophecies: A guidebook of all the visions about the Chosen One, to help you navigate your destiny (they’re pretty hard to decipher).", + "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen.": "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen.", + "Mystical Workroom: A space set aside for magical operations. It can stand in for one requirement of a use magic or big magic move.": "Mystical Workroom: A space set aside for magical operations. It can stand in for one requirement of a use magic or big magic move.", + "Innocent Front: You have access to a regular business or institution. This means that your monster hunting hijinks can be concealed to an extent from your friends, family, and colleagues. For example: a cafe, a library, an antique store, etc.": "Innocent Front: You have access to a regular business or institution. This means that your monster hunting hijinks can be concealed to an extent from your friends, family, and colleagues. For example: a cafe, a library, an antique store, etc.", + "Regular Jobs: You have access to a place of employment for any of the hunters who need it. You earn enough to cover regular day-to-day expenses, and there’s time to fit in monster hunting around your hours.": "Regular Jobs: You have access to a place of employment for any of the hunters who need it. You earn enough to cover regular day-to-day expenses, and there’s time to fit in monster hunting around your hours.", + "Cameras and Recording Gear: You have a big collection of cameras and other recording devices that you can use during your investigations.": "Cameras and Recording Gear: You have a big collection of cameras and other recording devices that you can use during your investigations.", + "Primaeval Monument: An ancient site marking where access between worlds is easiest.": "Primaeval Monument: An ancient site marking where access between worlds is easiest.", + "Portal: A stable portal to either a particular world, or a between-worlds nexus. It is hidden, but any entity that finds either side may use it just like you can. Where is it hidden?": "Portal: A stable portal to either a particular world, or a between-worlds nexus. It is hidden, but any entity that finds either side may use it just like you can. Where is it hidden?", + "Exploration Gear: You’re never sure what you may find in another world. Your group has a storeroom full of all kinds of exploring and outdoor gear and clothing to use.": "Exploration Gear: You’re never sure what you may find in another world. Your group has a storeroom full of all kinds of exploring and outdoor gear and clothing to use.", + "Skywarden: A high tech transport aircraft that has all your essential gear on board and acts as your base on mission assignments. If you have the rapid deployment move, the Skywarden is upgraded with supersonic engines.": "Skywarden: A high tech transport aircraft that has all your essential gear on board and acts as your base on mission assignments. If you have the rapid deployment move, the Skywarden is upgraded with supersonic engines.", + "Individual Transport: Electric motorbikes for every team member.": "Individual Transport: Electric motorbikes for every team member.", + "Search and Rescue Gear: A selection of useful tools for locating and rescuing people in disaster zones.": "Search and Rescue Gear: A selection of useful tools for locating and rescuing people in disaster zones.", + "Headquarters: A relatively secure space allocated to you in IMPS headquarters. There’s room for all your gear, and includes full living quarters.": "Headquarters: A relatively secure space allocated to you in IMPS headquarters. There’s room for all your gear, and includes full living quarters.", + "Workshop: A big space for craft and repair projects, with plenty of technicians, tools, and materials.": "Workshop: A big space for craft and repair projects, with plenty of technicians, tools, and materials.", + "Medical Supplies: Everyone carries a first aid kit, and you have enough for a fully equipped infirmary back at your base or homes.": "Medical Supplies: Everyone carries a first aid kit, and you have enough for a fully equipped infirmary back at your base or homes.", + "Fancy High Tech Uniforms: Complete with built-in gadgets.": "Fancy High Tech Uniforms: Complete with built-in gadgets.", + "Housing: A pleasant house for each team member and their family, provided by IMPS for when you’re off-duty. This may be anywhere in the world.": "Housing: A pleasant house for each team member and their family, provided by IMPS for when you’re off-duty. This may be anywhere in the world.", + "World-jumping Base: A small vehicle or building with bunks and mystery investigation supplies on board.": "World-jumping Base: A small vehicle or building with bunks and mystery investigation supplies on board.", + "Translator: A high tech or arcane universal translator.": "Translator: A high tech or arcane universal translator.", + "Stealth Module: A device automatically changing the looks of your gear and vehicles to match the world you’re in.": "Stealth Module: A device automatically changing the looks of your gear and vehicles to match the world you’re in.", + "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen. Can’t travel between worlds, but you know a big magic ritual to come back here from any world. Invent details with the Keeper.": "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen. Can’t travel between worlds, but you know a big magic ritual to come back here from any world. Invent details with the Keeper.", + "Clothes: Clothes for any weather, including extreme ones.": "Clothes: Clothes for any weather, including extreme ones.", + "Published Book Series: A successful book series written by some or all of you based on your visits to other worlds.": "Published Book Series: A successful book series written by some or all of you based on your visits to other worlds.", + "Crystal Ball: A crystal ball always showing the most breathtaking sight in the area you’re in.": "Crystal Ball: A crystal ball always showing the most breathtaking sight in the area you’re in.", + "Mystical workroom: A space set aside for magical operations. It can stand in for one requirement of a use magic or big magic move.": "Mystical workroom: A space set aside for magical operations. It can stand in for one requirement of a use magic or big magic move.", + "Survival Gear: You’re all well-prepped with supplies for a disaster or emergency situation. Protective gear, tools, food and water, etc.": "Survival Gear: You’re all well-prepped with supplies for a disaster or emergency situation. Protective gear, tools, food and water, etc.", + "Hideouts: Each hunter has a hidden, safe place set up where they can retreat in an emergency. This could be an isolated cabin or bunker, a safe house, or a panic room (whichever makes sense for your hunter).": "Hideouts: Each hunter has a hidden, safe place set up where they can retreat in an emergency. This could be an isolated cabin or bunker, a safe house, or a panic room (whichever makes sense for your hunter).", + "Mobile Hideaway: A truck with bunks and mystery investigation supplies on board.": "Mobile Hideaway: A truck with bunks and mystery investigation supplies on board.", + "Individual Transport: A fancy car or motorbike for every team member.": "Individual Transport: A fancy car or motorbike for every team member.", + "Getaway: A place where you rest from everything, with no monster hunting gear but extremely difficult to find by mundane and magical means.": "Getaway: A place where you rest from everything, with no monster hunting gear but extremely difficult to find by mundane and magical means.", + "Headquarters: A base people from neither your public nor your secret life will find easily. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen.": "Headquarters: A base people from neither your public nor your secret life will find easily. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen.", + "Memorabilia: A collection of important memorabilia connected to the city’s past and two big magic rituals that need only them and up to two other requirements. Determine what the rituals do as a group.": "Memorabilia: A collection of important memorabilia connected to the city’s past and two big magic rituals that need only them and up to two other requirements. Determine what the rituals do as a group.", + "Secure Phones: A set of phones with advanced voice distortion and location concealment options. Tracking a call from these requires days of work.": "Secure Phones: A set of phones with advanced voice distortion and location concealment options. Tracking a call from these requires days of work.", + "Funds: Lots of money on bank accounts connected to untraceable credit cards.": "Funds: Lots of money on bank accounts connected to untraceable credit cards.", + "Mobile Base: A van, truck, or bus with bunks and mystery investigation supplies on board.": "Mobile Base: A van, truck, or bus with bunks and mystery investigation supplies on board.", + "The Grapevine: A network of contacts who pass on job leads.": "The Grapevine: A network of contacts who pass on job leads.", + "Secure Homes: Located somewhere you have a special relationship, you all have houses and bank accounts that provide a base when you’re off the job.": "Secure Homes: Located somewhere you have a special relationship, you all have houses and bank accounts that provide a base when you’re off the job.", + "Credentials: Monster hunting licenses and visa waivers that allow you to do your job and travel legitimately.": "Credentials: Monster hunting licenses and visa waivers that allow you to do your job and travel legitimately.", + "High Tech Gadgets: A supply of various monster scanners and detectors.": "High Tech Gadgets: A supply of various monster scanners and detectors.", + "Armoury: A cache of monster hunting weapons.": "Armoury: A cache of monster hunting weapons.", + "Mystery Van: A van with all your mystery investigation supplies on board.": "Mystery Van: A van with all your mystery investigation supplies on board.", + "Individual Transport: A skateboard, scooter, pair of skates, or bicycle for every team member.": "Individual Transport: A skateboard, scooter, pair of skates, or bicycle for every team member.", + "Gadgets: Paranormal investigation gadgets.": "Gadgets: Paranormal investigation gadgets.", + "Clubhouse: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and make a snack.": "Clubhouse: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and make a snack.", + "Mystical Workroom: a space set aside for magical operations. It can stand in for one requirement of a use magic or big magic move.": "Mystical Workroom: a space set aside for magical operations. It can stand in for one requirement of a use magic or big magic move.", + "Disguises: A trunk full of disguises.": "Disguises: A trunk full of disguises.", + "Library: Library of useful reference books.": "Library: Library of useful reference books.", + "IDs: Official junior deputy Suburban Watch Group volunteer badges.": "IDs: Official junior deputy Suburban Watch Group volunteer badges.", + "Backrooms: You’ve set out a relatively secure space in the back rooms. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen. It’s currently listed as “unused: permanent” so you should be left alone in there.": "Backrooms: You’ve set out a relatively secure space in the back rooms. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen. It’s currently listed as “unused: permanent” so you should be left alone in there.", + "Steam Tunnels: Accessed from your workplace, these allow you to get in and out without being seen. They also connect to the wider city infrastructure.": "Steam Tunnels: Accessed from your workplace, these allow you to get in and out without being seen. They also connect to the wider city infrastructure.", + "Security Access: You can look at the security camera feeds and records. These cover the entire store floor, secure areas, and the outside of the building.": "Security Access: You can look at the security camera feeds and records. These cover the entire store floor, secure areas, and the outside of the building.", + "Ritual Space: A space set aside for magical operations. It can stand in for one requirement of a use magic or big magic move. Decide where in the workplace it is located.": "Ritual Space: A space set aside for magical operations. It can stand in for one requirement of a use magic or big magic move. Decide where in the workplace it is located.", + "The Occult Section: Your workplace has a stock of mystical supplies. Sometimes you can find specific monster hunting supplies or ritual requirements there.": "The Occult Section: Your workplace has a stock of mystical supplies. Sometimes you can find specific monster hunting supplies or ritual requirements there.", + "Warding Glyphs: Mystical enchantments on the workplace prevent hostile magic targeting it from the outside, and alert all team members if a supernatural being enters.": "Warding Glyphs: Mystical enchantments on the workplace prevent hostile magic targeting it from the outside, and alert all team members if a supernatural being enters.", + "Lost Property & Returns: You can find all sorts of stuff in here, some of it useful.": "Lost Property & Returns: You can find all sorts of stuff in here, some of it useful.", + "Oracle Stone: A mystical scrying gem. At the beginning of each mystery, you may consult it—ask any question. The Keeper will answer with something true and useful, but they may make the answer difficult to understand.": "Oracle Stone: A mystical scrying gem. At the beginning of each mystery, you may consult it—ask any question. The Keeper will answer with something true and useful, but they may make the answer difficult to understand.", + "SWG Radio Network: a set of devices that allow you to easily talk to the rest of the SWG (as well as the base stations at your homes/the SWG headquarters).": "SWG Radio Network: a set of devices that allow you to easily talk to the rest of the SWG (as well as the base stations at your homes/the SWG headquarters).", + "Sacred Site: A place outdoors that has a reservoir of magical power. The Keeper always considers this site when a magical ritual requires a particular place.": "Sacred Site: A place outdoors that has a reservoir of magical power. The Keeper always considers this site when a magical ritual requires a particular place.", + "Infirmary: You have access to a doctor’s surgery or other suitable first aid office. You may use it for regular treatment of injuries, no questions asked.": "Infirmary: You have access to a doctor’s surgery or other suitable first aid office. You may use it for regular treatment of injuries, no questions asked.", + "Tour Bus: A truck or bus with bunks, your gear, and mystery investigation supplies on board.": "Tour Bus: A truck or bus with bunks, your gear, and mystery investigation supplies on board.", + "Individual Transport: A fancy car, motorbike, or bicycle for every team member.": "Individual Transport: A fancy car, motorbike, or bicycle for every team member.", + "Home Venue: You have a regular booking at a venue, and get on well with the owners. You’re always welcome there, and can be sure to find fans or friends there whenever its open.": "Home Venue: You have a regular booking at a venue, and get on well with the owners. You’re always welcome there, and can be sure to find fans or friends there whenever its open.", + "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep, practice, and cook.": "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep, practice, and cook.", + "Private Jet: You have a more-or-less fancy private jet (and crew) at your disposal.": "Private Jet: You have a more-or-less fancy private jet (and crew) at your disposal.", + "Studio: You have your own recording studio and record label. It’s either a big house in the country or big slice of a building in the city. It’s equipped with gear and staff. This is a good place for any other location-based assets to live.": "Studio: You have your own recording studio and record label. It’s either a big house in the country or big slice of a building in the city. It’s equipped with gear and staff. This is a good place for any other location-based assets to live.", + "Cameras and Recording Gear: You have a big collection of cameras and other recording devices that you can use during your investigations. Your crew also includes people who can operate them for you.": "Cameras and Recording Gear: You have a big collection of cameras and other recording devices that you can use during your investigations. Your crew also includes people who can operate them for you.", + "Office Space: Private offices in the organisation’s headquarters.": "Office Space: Private offices in the organisation’s headquarters.", + "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen. The organisation knows about it but has no direct influence over it.": "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen. The organisation knows about it but has no direct influence over it.", + "Fake IDs: Fake government IDs.": "Fake IDs: Fake government IDs.", + "More Fake IDs: Fake organisation IDs for other members or different jobs.": "More Fake IDs: Fake organisation IDs for other members or different jobs.", + "Cameras and Recording Gear: Miniature cameras and recording devices.": "Cameras and Recording Gear: Miniature cameras and recording devices.", + "Fae Horses: One for every team member. They fly, but if people start gossiping about flying horses, the Wild Hunt will surely hear of this.": "Fae Horses: One for every team member. They fly, but if people start gossiping about flying horses, the Wild Hunt will surely hear of this.", + "Map: A map of the Wild Hunt’s activities.": "Map: A map of the Wild Hunt’s activities.", + "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen. The Wild Hunt won’t learn about this base unless you stay there for a very long time.": "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen. The Wild Hunt won’t learn about this base unless you stay there for a very long time.", + "Disguises: A set of disguises.": "Disguises: A set of disguises.", + "Diversions: A box of smoke bombs and other distractions (0-harm close obscure vision).": "Diversions: A box of smoke bombs and other distractions (0-harm close obscure vision).", + "Fae Cosmetics and Makeup: Better than anything humans can produce.": "Fae Cosmetics and Makeup: Better than anything humans can produce.", + "Improvement": "Improvement", + "At the end of each session, answer your Style question (below). If yes, gain one improvement mark. If yes and it came up a lot, gain two improvement marks.": "At the end of each session, answer your Style question (below). If yes, gain one improvement mark. If yes and it came up a lot, gain two improvement marks.", + "When you fill in the improvement box, clear the improvement track and choose one of these:": "When you fill in the improvement box, clear the improvement track and choose one of these:", + "Gain a new team move.": "Gain a new team move.", + "Gain a new team ally.": "Gain a new team ally.", + "Gain two new asset selections.": "Gain two new asset selections.", + "Make the next mystery about your team enemy, giving you a chance to interfere in their plans.": "Make the next mystery about your team enemy, giving you a chance to interfere in their plans.", + "Make the next mystery about the organisation or its bad apples, giving you a chance to interfere in their plans.": "Make the next mystery about the organisation or its bad apples, giving you a chance to interfere in their plans.", + "Make the next mystery about the Wild Hunt, giving you a chance to weaken or confuse them.": "Make the next mystery about the Wild Hunt, giving you a chance to weaken or confuse them.", + "Style": "Style", + "Pick one of these styles (and the associated improvement question):": "Pick one of these styles (and the associated improvement question):", + "Hush: At the end of each session, ask: “Did we suppress knowledge of monsters and the supernatural?”": "Hush: At the end of each session, ask: “Did we suppress knowledge of monsters and the supernatural?”", + "The Greater Good: At the end of each session, ask: “Did we protect civilian lives?”": "The Greater Good: At the end of each session, ask: “Did we protect civilian lives?”", + "By Any Means Necessary: At the end of each session, ask: “Did we stop the problem, regardless of the cost?”": "By Any Means Necessary: At the end of each session, ask: “Did we stop the problem, regardless of the cost?”", + "Custom: What’s your story?": "Custom: What’s your story?", + "At the end of each session, ask:": "At the end of each session, ask:", + "Family: You’re all family, or as good as. At the end of each session, ask: “Did we talk about—or pointedly not talk about—something that was troubling a team member?”": "Family: You’re all family, or as good as. At the end of each session, ask: “Did we talk about—or pointedly not talk about—something that was troubling a team member?”", + "Vocation: Someone has to do it, and you happened to be able. At the end of each session, ask: “Did we save the people we went there to protect?”": "Vocation: Someone has to do it, and you happened to be able. At the end of each session, ask: “Did we save the people we went there to protect?”", + "Excitement: Monster hunting sure is a new thrill every time. At the end of each session, ask: “Did we take extremely dangerous risks?”": "Excitement: Monster hunting sure is a new thrill every time. At the end of each session, ask: “Did we take extremely dangerous risks?”", + "First among Equals: Sure, one of us is chosen by destiny, but we all play our part. At the end of each session, ask: “Did we all contribute in our own way to solve the mystery?”": "First among Equals: Sure, one of us is chosen by destiny, but we all play our part. At the end of each session, ask: “Did we all contribute in our own way to solve the mystery?”", + "Sworn Guardians: The rest of us made a solemn oath to help the Chosen One. At the end of each session, ask: “Did we save the Chosen One from serious harm?”": "Sworn Guardians: The rest of us made a solemn oath to help the Chosen One. At the end of each session, ask: “Did we save the Chosen One from serious harm?”", + "Fate’s Rebels: Screw destiny! At the end of each session, ask: “Did we fight against fate and prophecies, no matter the cost?”": "Fate’s Rebels: Screw destiny! At the end of each session, ask: “Did we fight against fate and prophecies, no matter the cost?”", + "Ancient Oath: You are the holders of an ancient obligation to guard the world’s border. Decide what the oath requires of you. At the end of each session, ask: “Did we hold to our oath?”": "Ancient Oath: You are the holders of an ancient obligation to guard the world’s border. Decide what the oath requires of you. At the end of each session, ask: “Did we hold to our oath?”", + "The oath:": "The oath:", + "Wrong Place, Wrong Time: You were there to stop the first incursion, and now feel obliged to prevent anything else coming through. At the end of each session, ask: “Did we protect the world from what lies beyond?”": "Wrong Place, Wrong Time: You were there to stop the first incursion, and now feel obliged to prevent anything else coming through. At the end of each session, ask: “Did we protect the world from what lies beyond?”", + "Born & Raised: You all grew up, or settled, here. Dimensional incursions are a part of life, even if a lot of people don’t like to admit it. At the end of each session, ask: “Did we look after our normal relationships with friends and families?”": "Born & Raised: You all grew up, or settled, here. Dimensional incursions are a part of life, even if a lot of people don’t like to admit it. At the end of each session, ask: “Did we look after our normal relationships with friends and families?”", + "Hush: At the end of each session, ask: “Did we save the day without making the news or creating a ruckus?”": "Hush: At the end of each session, ask: “Did we save the day without making the news or creating a ruckus?”", + "Rescuers: At the end of each session, ask: “Did we save people from harm, no matter how much property damage?”": "Rescuers: At the end of each session, ask: “Did we save people from harm, no matter how much property damage?”", + "Superstars: At the end of each session, ask: “Did our reputation as elite monster hunters come up during the mystery?”": "Superstars: At the end of each session, ask: “Did our reputation as elite monster hunters come up during the mystery?”", + "Well-prepared: You keep track of worlds that might need monster hunting help and have procedures for reaching and helping them. At the end of each session, ask: “Did things go according to our plans?”": "Well-prepared: You keep track of worlds that might need monster hunting help and have procedures for reaching and helping them. At the end of each session, ask: “Did things go according to our plans?”", + "Led by Fate: The universe wants you to help where you’re needed most. At the end of each session, ask: “Do we understand our place in the multiverse better now?”": "Led by Fate: The universe wants you to help where you’re needed most. At the end of each session, ask: “Do we understand our place in the multiverse better now?”", + "Accidental Heroes: You always end up where you’re needed because of magical mishaps and weird coincidences. At the end of each session, ask: “Did we make use of a coincidence or unexpected resource?”": "Accidental Heroes: You always end up where you’re needed because of magical mishaps and weird coincidences. At the end of each session, ask: “Did we make use of a coincidence or unexpected resource?”", + "We’re Prepared for Next Time: At the end of each session, ask: “Did our planning ahead save the day?”": "We’re Prepared for Next Time: At the end of each session, ask: “Did our planning ahead save the day?”", + "Fatalists: One day our times will come. Until then we fight. At the end of each session, ask: “Did we throw ourselves into danger to save the day?”": "Fatalists: One day our times will come. Until then we fight. At the end of each session, ask: “Did we throw ourselves into danger to save the day?”", + "Wardens: We won’t let what happened to us happen to anyone else. At the end of each session, ask: “Did we save people, no matter the cost?”": "Wardens: We won’t let what happened to us happen to anyone else. At the end of each session, ask: “Did we save people, no matter the cost?”", + "Greater Good: You find your secret monster hunting lives more important than your mundane social roles. At the end of each session, ask: “Did we choose the more important obligation?”": "Greater Good: You find your secret monster hunting lives more important than your mundane social roles. At the end of each session, ask: “Did we choose the more important obligation?”", + "The Only Ones: You’re the only ones capable enough to protect those around you from supernatural threats. At the end of each session, ask: “Did we do something nobody else in our society could do?”": "The Only Ones: You’re the only ones capable enough to protect those around you from supernatural threats. At the end of each session, ask: “Did we do something nobody else in our society could do?”", + "An Ancient Tradition: You’ve inherited your double role from family or mentors. At the end of each session, ask: “Have we done something that would make our predecessors proud?”": "An Ancient Tradition: You’ve inherited your double role from family or mentors. At the end of each session, ask: “Have we done something that would make our predecessors proud?”", + "Secret Mission: You are all devoted to a particular goal, using “mercenary monster hunter team” as your cover. What’s your objective? At the end of each session, ask: “Did we get closer to our goal?” If you achieve the objective, choose a new one or change to a new style. Your objective:": "Secret Mission: You are all devoted to a particular goal, using “mercenary monster hunter team” as your cover. What’s your objective? At the end of each session, ask: “Did we get closer to our goal?” If you achieve the objective, choose a new one or change to a new style. Your objective:", + "Goal-Oriented: At the end of each session, ask: “Did we fulfil the exact mission requested, without extra work?”": "Goal-Oriented: At the end of each session, ask: “Did we fulfil the exact mission requested, without extra work?”", + "Hearts of Gold: At the end of each session, ask: “Did we refuse to accept money from someone we saved?”": "Hearts of Gold: At the end of each session, ask: “Did we refuse to accept money from someone we saved?”", + "Wholesome: At the end of each session, ask: “Did we succeed by believing in each other and using our individual strengths?”": "Wholesome: At the end of each session, ask: “Did we succeed by believing in each other and using our individual strengths?”", + "Comical: At the end of each session, ask: “Did we do something really funny?”": "Comical: At the end of each session, ask: “Did we do something really funny?”", + "Cool: At the end of each session, ask: “Did we save the day, with style?”": "Cool: At the end of each session, ask: “Did we save the day, with style?”", + "Big Store: At the end of each session, ask: “Did we deal with any supernatural problems without management noticing?”": "Big Store: At the end of each session, ask: “Did we deal with any supernatural problems without management noticing?”", + "Security Team: At the end of each session, ask: “Did we keep people safe?”": "Security Team: At the end of each session, ask: “Did we keep people safe?”", + "Emergency Response: At the end of each session, ask: “Did we solve anyone’s problems?”": "Emergency Response: At the end of each session, ask: “Did we solve anyone’s problems?”", + "Thrown in the Deep End: You started out knowing nothing about the supernatural, and you’re still catching up. At the end of each session, ask: “Did we learn something new about the supernatural world?”": "Thrown in the Deep End: You started out knowing nothing about the supernatural, and you’re still catching up. At the end of each session, ask: “Did we learn something new about the supernatural world?”", + "Protectors: It’s all about looking after people. At the end of each session, ask: “Did we prevent harm in our community?”": "Protectors: It’s all about looking after people. At the end of each session, ask: “Did we prevent harm in our community?”", + "Cosy Coven: You were never strangers to the supernatural, but nobody else suspects it. At the end of each session, ask: “Did we help with our supernatural powers, undetected?”": "Cosy Coven: You were never strangers to the supernatural, but nobody else suspects it. At the end of each session, ask: “Did we help with our supernatural powers, undetected?”", + "Rock: At the end of each session, ask: “Did we lay the smackdown on some evildoers?”": "Rock: At the end of each session, ask: “Did we lay the smackdown on some evildoers?”", + "Punk: At the end of each session, ask: “Did we fight for the downtrodden?”": "Punk: At the end of each session, ask: “Did we fight for the downtrodden?”", + "Pop: At the end of each session, ask: “Did we look awesome?”": "Pop: At the end of each session, ask: “Did we look awesome?”", + "Metal: At the end of each session, ask: “Did we battle gloriously?”": "Metal: At the end of each session, ask: “Did we battle gloriously?”", + "Hip-hop: At the end of each session, ask: “Did we improve things for the local community?”": "Hip-hop: At the end of each session, ask: “Did we improve things for the local community?”", + "Folk: At the end of each session, ask: “Did we learn about local history and folklore?”": "Folk: At the end of each session, ask: “Did we learn about local history and folklore?”", + "Country: At the end of each session, ask: “Will that make a great story, later?”": "Country: At the end of each session, ask: “Will that make a great story, later?”", + "Inquisition: You believe your organisation isn’t rotten to the core, it just has a few rotten apples. At the end of each session, ask: “Is the organisation better now?”": "Inquisition: You believe your organisation isn’t rotten to the core, it just has a few rotten apples. At the end of each session, ask: “Is the organisation better now?”", + "Redemption: You were once part of the organisation’s shady dealings but are disgusted by them now. At the end of each session, ask: “Did we repay part of the harm we caused as organisation members?”": "Redemption: You were once part of the organisation’s shady dealings but are disgusted by them now. At the end of each session, ask: “Did we repay part of the harm we caused as organisation members?”", + "Revolt: You’ve recently understood the organisation is rotten to the core and should be terminated. At the end of each session, ask: “Are we closer to destroying the organisation?”": "Revolt: You’ve recently understood the organisation is rotten to the core and should be terminated. At the end of each session, ask: “Are we closer to destroying the organisation?”", + "Vengeance: You want to become strong enough to destroy the Wild Hunt one day. At the end of each session, ask: “Did what we do bring us closer to destroying the Wild Hunt?”": "Vengeance: You want to become strong enough to destroy the Wild Hunt one day. At the end of each session, ask: “Did what we do bring us closer to destroying the Wild Hunt?”", + "Compassion: You don’t want others to suffer as you did. At the end of each session, ask: “Did we risk our freedom to protect someone else’s’?”": "Compassion: You don’t want others to suffer as you did. At the end of each session, ask: “Did we risk our freedom to protect someone else’s’?”", + "Homelessness: You want to have normal lives one day. At the end of each session, ask: “Did we put some effort into making our lives more normal?”": "Homelessness: You want to have normal lives one day. At the end of each session, ask: “Did we put some effort into making our lives more normal?”", + "Enemies": "Enemies", + "Pick an enemy for your team:": "Pick an enemy for your team:", + "General Grox, alien warlord.": "General Grox, alien warlord.", + "The werewolf conspiracy.": "The werewolf conspiracy.", + "The Order of the Silvery Stars, who worship some very bad alien god-things.": "The Order of the Silvery Stars, who worship some very bad alien god-things.", + "The Old Gods, who want to return and rule the world again.": "The Old Gods, who want to return and rule the world again.", + "A rival Bureau with dubious methods and goals.": "A rival Bureau with dubious methods and goals.", + "Halphas, a demon who has it in for you.": "Halphas, a demon who has it in for you.", + "All the vampires.": "All the vampires.", + "Dr Crepuscule, who steals unnatural power from captured monsters.": "Dr Crepuscule, who steals unnatural power from captured monsters.", + "The King in Yellow, a god/force of corruption, decadence, and disease.": "The King in Yellow, a god/force of corruption, decadence, and disease.", + "A cabal of ghosts trying to secure the secret of returning to life.": "A cabal of ghosts trying to secure the secret of returning to life.", + "Alpha, an immortal werewolf.": "Alpha, an immortal werewolf.", + "Seth Vail, a billionaire who wants to harness the power of monsters, starting with immortality for himself.": "Seth Vail, a billionaire who wants to harness the power of monsters, starting with immortality for himself.", + "The Father of Monsters, the cosmic entity who is the source of evil in the world.": "The Father of Monsters, the cosmic entity who is the source of evil in the world.", + "The Grey Priests, a conspiracy to bring about the end of the world and birth of a new one.": "The Grey Priests, a conspiracy to bring about the end of the world and birth of a new one.", + "Lord Grash, warlord of a monster dimension.": "Lord Grash, warlord of a monster dimension.", + "All the demons.": "All the demons.", + "The Anointed Hierophant, an occult sect leader who wants to break the walls between worlds.": "The Anointed Hierophant, an occult sect leader who wants to break the walls between worlds.", + "Chaos, a cosmic entity of disorder.": "Chaos, a cosmic entity of disorder.", + "TransWorldCorp, a business hoping to profit from other worlds via their rift machine, no matter the damage they do along the way.": "TransWorldCorp, a business hoping to profit from other worlds via their rift machine, no matter the damage they do along the way.", + "Apollyon, a demon king who wants to rule the Earth.": "Apollyon, a demon king who wants to rule the Earth.", + "Incursions of HEDEs (Hostile Extra-Dimensional Entities).": "Incursions of HEDEs (Hostile Extra-Dimensional Entities).", + "Masanori, a selfish tycoon chasing personal immortality.": "Masanori, a selfish tycoon chasing personal immortality.", + "A rival IMPS team, who always want to make it look like they saved the day and you screwed up.": "A rival IMPS team, who always want to make it look like they saved the day and you screwed up.", + "A chaos cult who want to break down the structures of the modern world, so they can rule it with their magical powers.": "A chaos cult who want to break down the structures of the modern world, so they can rule it with their magical powers.", + "Dr Weltschmerz, a bitter and angry scientist who wants all worlds to suffer.": "Dr Weltschmerz, a bitter and angry scientist who wants all worlds to suffer.", + "Jauna, a merchant from Monster Marches who deals in interdimensional slave trade.": "Jauna, a merchant from Monster Marches who deals in interdimensional slave trade.", + "Separator, an automaton guarding borders between the worlds.": "Separator, an automaton guarding borders between the worlds.", + "Iron Crusade, an invading force from a futuristic world.": "Iron Crusade, an invading force from a futuristic world.", + "Your own evil versions from a mirrored universe.": "Your own evil versions from a mirrored universe.", + "The Black Knight, a faerie lord.": "The Black Knight, a faerie lord.", + "A necromancer, with a plan to rule the world.": "A necromancer, with a plan to rule the world.", + "Metaphysical Exploitation Holdings (MEH), a corporation that profits from ill-advised experimentation and exploitation of the supernatural.": "Metaphysical Exploitation Holdings (MEH), a corporation that profits from ill-advised experimentation and exploitation of the supernatural.", + "A conspiracy of chaos cultists.": "A conspiracy of chaos cultists.", + "Allmine, a greedy and capricious demon of desire.": "Allmine, a greedy and capricious demon of desire.", + "All the evil doppelgangers.": "All the evil doppelgangers.", + "Professor Trundil, an occult scientist trying to steal your powers and magic.": "Professor Trundil, an occult scientist trying to steal your powers and magic.", + "Great Waghru, a primordial entity slumbering beneath the city, now stirring.": "Great Waghru, a primordial entity slumbering beneath the city, now stirring.", + "Brave New World, an undercover company trying to replace humans in your city with robots.": "Brave New World, an undercover company trying to replace humans in your city with robots.", + "Pethas, a dragon.": "Pethas, a dragon.", + "All the werewolves.": "All the werewolves.", + "Ozahr, an immortal and megalomaniac wizard.": "Ozahr, an immortal and megalomaniac wizard.", + "The Fates.": "The Fates.", + "A conspiracy of political leaders secretly creating a global dictatorship.": "A conspiracy of political leaders secretly creating a global dictatorship.", + "Bradshaw, an evil property developer.": "Bradshaw, an evil property developer.", + "The Ghost King.": "The Ghost King.", + "Dracula.": "Dracula.", + "Cryptids generally.": "Cryptids generally.", + "A conspiracy of wizards who want to take over the world.": "A conspiracy of wizards who want to take over the world.", + "Your manager.": "Your manager.", + "The Queen of the Bug Monsters.": "The Queen of the Bug Monsters.", + "The Monarch of Waste, a cosmic entity of disorder and ruin.": "The Monarch of Waste, a cosmic entity of disorder and ruin.", + "A conspiracy within the company, using the workplace for a sinister occult plan.": "A conspiracy within the company, using the workplace for a sinister occult plan.", + "The thing in the basement. You don’t know what it is, but it’s evil.": "The thing in the basement. You don’t know what it is, but it’s evil.", + "The Pale Man, the powerful and malevolent ghost of a mass murderer who lived here a long time ago.": "The Pale Man, the powerful and malevolent ghost of a mass murderer who lived here a long time ago.", + "All the ghouls. A big cemetery nearby attracts their attention.": "All the ghouls. A big cemetery nearby attracts their attention.", + "Bradshaw, a property developer who wants to rebuild the city—by any means necessary.": "Bradshaw, a property developer who wants to rebuild the city—by any means necessary.", + "Discord, goddess of chaos and disorder.": "Discord, goddess of chaos and disorder.", + "A conspiracy of vampires trying to take over your community.": "A conspiracy of vampires trying to take over your community.", + "White Travellers, ghosts that feed on natural, joyous emotions of people and leave people content with a humdrum life.": "White Travellers, ghosts that feed on natural, joyous emotions of people and leave people content with a humdrum life.", + "Ancient Purity, an occultist/fascist death metal band. They would be your enemies even without their abuse of mystical powers.": "Ancient Purity, an occultist/fascist death metal band. They would be your enemies even without their abuse of mystical powers.", + "The Man, a new god of authority, order, and following the rules.": "The Man, a new god of authority, order, and following the rules.", + "The Sanguine Circle, a conspiracy of vampires with cells in many cities and towns.": "The Sanguine Circle, a conspiracy of vampires with cells in many cities and towns.", + "Allies": "Allies", + "Choose your team allies from this list:": "Choose your team allies from this list:", + "Doctor “Blue,” a physician. They can help you recover from harm.": "Doctor “Blue,” a physician. They can help you recover from harm.", + "Professor “Blood,” a forensic scientist. They are who you go to when you need evidence analysed.": "Professor “Blood,” a forensic scientist. They are who you go to when you need evidence analysed.", + "Agent “Will,” a field investigator. They’re a veteran of the Bureau, and can help you navigate problems with colleagues.": "Agent “Will,” a field investigator. They’re a veteran of the Bureau, and can help you navigate problems with colleagues.", + "Aquila Squad, an ally team. They are unofficially known as “the Extreme Problems” squad. They can handle anything unfazed, but their solutions can be a little... messy.": "Aquila Squad, an ally team. They are unofficially known as “the Extreme Problems” squad. They can handle anything unfazed, but their solutions can be a little... messy.", + "SkullFangz, an ally team. This is a group of hackers you’ve made a sort of alliance with. They can help you get information through unorthodox channels, but they sometimes need you to do some odd or dubious favours in return.": "SkullFangz, an ally team. This is a group of hackers you’ve made a sort of alliance with. They can help you get information through unorthodox channels, but they sometimes need you to do some odd or dubious favours in return.", + "Detective Barnes, a police detective who you saved from a monster way back when. They’ll help you out with some information now and then, and possibly more when you’re on their turf.": "Detective Barnes, a police detective who you saved from a monster way back when. They’ll help you out with some information now and then, and possibly more when you’re on their turf.", + "Bingo, an always-online researcher into strangeness. They can put you in touch with people who need help, coordinate communication, and help you with research.": "Bingo, an always-online researcher into strangeness. They can put you in touch with people who need help, coordinate communication, and help you with research.", + "Sapphire, who has the ability to manipulate time in certain ways. You suspect she may be very long-lived or even immortal. She is not always easy to contact, and can appear unexpectedly.": "Sapphire, who has the ability to manipulate time in certain ways. You suspect she may be very long-lived or even immortal. She is not always easy to contact, and can appear unexpectedly.", + "Another group of travelling hunters, an ally team. They can back you up monster hunting—you’ve helped each other out several times, when things got tricky.": "Another group of travelling hunters, an ally team. They can back you up monster hunting—you’ve helped each other out several times, when things got tricky.", + "Universal Cleanup Services, an ally team. A franchise that specialises in cleaning up messes like crime scenes and monster attacks.": "Universal Cleanup Services, an ally team. A franchise that specialises in cleaning up messes like crime scenes and monster attacks.", + "Carlito, a nurse. They can patch up injured hunters.": "Carlito, a nurse. They can patch up injured hunters.", + "Charity, an occultist. She can tell you about and sometimes find weird old items.": "Charity, an occultist. She can tell you about and sometimes find weird old items.", + "Raven, a mystic. Has some ideas about the Chosen One’s destiny.": "Raven, a mystic. Has some ideas about the Chosen One’s destiny.", + "The Junior Entourage, an ally team. These are friends who aren’t in the core team. Good at getting around for area canvassing or distraction.": "The Junior Entourage, an ally team. These are friends who aren’t in the core team. Good at getting around for area canvassing or distraction.", + "Destiny’s Servants, an ally team. A secretive group sent to help you out. They’re good at fighting and acting suspicious.": "Destiny’s Servants, an ally team. A secretive group sent to help you out. They’re good at fighting and acting suspicious.", + "Hawthorn, a hedge witch. They’re able to cast a variety of small but useful spells.": "Hawthorn, a hedge witch. They’re able to cast a variety of small but useful spells.", + "Anya, a folklorist. They know a lot about the stories and history of the region.": "Anya, a folklorist. They know a lot about the stories and history of the region.", + "The Feeling of Not Knowing a Particular Fact, a visitor from another world. An explorer of worlds, they have a store of facts or rumours about many different dimensions. Describe their home world and look.": "The Feeling of Not Knowing a Particular Fact, a visitor from another world. An explorer of worlds, they have a store of facts or rumours about many different dimensions. Describe their home world and look.", + "Junior Guardians, an ally team. By tradition, younger members of your families and community are apprenticed to take over when you retire. They can help with any tasks that aren’t too dangerous.": "Junior Guardians, an ally team. By tradition, younger members of your families and community are apprenticed to take over when you retire. They can help with any tasks that aren’t too dangerous.", + "A flock of otherworldly creatures, an ally team. These non-Earthly animals can scout and warn you of danger, and also are quite cute. Describe their home world and look.": "A flock of otherworldly creatures, an ally team. These non-Earthly animals can scout and warn you of danger, and also are quite cute. Describe their home world and look.", + "Ó Corra, IMPS General Secretary. Having Ó Corra on your side is always going to be handy.": "Ó Corra, IMPS General Secretary. Having Ó Corra on your side is always going to be handy.", + "Klíma, IMPS forensic specialist. Klíma can help you get extra forensic analysis or expedite tests.": "Klíma, IMPS forensic specialist. Klíma can help you get extra forensic analysis or expedite tests.", + "Villaverde, IMPS librarian. Knows a lot about mystical and occult secrets.": "Villaverde, IMPS librarian. Knows a lot about mystical and occult secrets.", + "IMPS team EM–3. This team of IMPS agents specialise in dealing with big disasters. They can help manage and calm down civilians and provide support for your team.": "IMPS team EM–3. This team of IMPS agents specialise in dealing with big disasters. They can help manage and calm down civilians and provide support for your team.", + "Cryptidnet, a loose organisation of interested amateurs and researchers who collate rumours of weird activity. Great source of leads and supernatural rumours.": "Cryptidnet, a loose organisation of interested amateurs and researchers who collate rumours of weird activity. Great source of leads and supernatural rumours.", + "Justinian, a paladin. He’s always ready to fight evil alongside you and hopes one of you will one day be the lady (or lord) of his heart.": "Justinian, a paladin. He’s always ready to fight evil alongside you and hopes one of you will one day be the lady (or lord) of his heart.", + "NewLife, a bio-robot. They know a lot about life on various worlds, whether organic, tech-based, or magic-based.": "NewLife, a bio-robot. They know a lot about life on various worlds, whether organic, tech-based, or magic-based.", + "Darween, a diplomat. Coming from the Monster Marches, she hates disunity and wants good people of all worlds to cooperate.": "Darween, a diplomat. Coming from the Monster Marches, she hates disunity and wants good people of all worlds to cooperate.", + "The Queen’s Musketeers. Brave, dashing and ready to fight with monsters both in Helos and beyond, but won’t do anything that directly contradicts Queen Helena the Radiant’s orders.": "The Queen’s Musketeers. Brave, dashing and ready to fight with monsters both in Helos and beyond, but won’t do anything that directly contradicts Queen Helena the Radiant’s orders.", + "Spirit Healers. They come from a Stone Age world and want to heal all spiritual ills of all worlds. They oppose killing monsters because they believe monsters should be healed and reintegrated instead.": "Spirit Healers. They come from a Stone Age world and want to heal all spiritual ills of all worlds. They oppose killing monsters because they believe monsters should be healed and reintegrated instead.", + "Zhu, a law enforcement officer. They can help you with legal difficulties in their jurisdiction.": "Zhu, a law enforcement officer. They can help you with legal difficulties in their jurisdiction.", + "Davis, a therapist specialising in trauma recovery.": "Davis, a therapist specialising in trauma recovery.", + "Dr Basu, a medical doctor.": "Dr Basu, a medical doctor.", + "The next generation, an ally team. These younger monster hunters are relatives of those who died in the battle, taking up the family calling.": "The next generation, an ally team. These younger monster hunters are relatives of those who died in the battle, taking up the family calling.", + "The Network, an ally team. This is a group of people who keep watch for big supernatural dangers, and can get you warnings in time to intervene.": "The Network, an ally team. This is a group of people who keep watch for big supernatural dangers, and can get you warnings in time to intervene.", + "Shinzō, a retro-weaponsmith. Their creations look like fancy souvenirs but have various magical properties.": "Shinzō, a retro-weaponsmith. Their creations look like fancy souvenirs but have various magical properties.", + "FaceBog, a doppelganger. They’ll impersonate you at various social events if you ask them nicely.": "FaceBog, a doppelganger. They’ll impersonate you at various social events if you ask them nicely.", + "Hedwig, a journalist. She believes in your public causes and is willing to cover up some things for you, but sometimes asks difficult questions.": "Hedwig, a journalist. She believes in your public causes and is willing to cover up some things for you, but sometimes asks difficult questions.", + "Monster Hunters Fan Club. They know your secret identities, but not your public ones.": "Monster Hunters Fan Club. They know your secret identities, but not your public ones.", + "Spirits of the city’s founders. They remember how the city once was and have clashed with occult forces that threaten it.": "Spirits of the city’s founders. They remember how the city once was and have clashed with occult forces that threaten it.", + "Dumont, the fixer. Dumont can find leads on jobs, and sometime scare up special gear.": "Dumont, the fixer. Dumont can find leads on jobs, and sometime scare up special gear.", + "Chang, a government official. They can help you with legal entanglements. Sometimes.": "Chang, a government official. They can help you with legal entanglements. Sometimes.", + "Dr Accorso. A medical doctor, ready to help with injuries or illness. No questions asked.": "Dr Accorso. A medical doctor, ready to help with injuries or illness. No questions asked.", + "The Irregulars, an ally team. They’re a general group of support crew that help you out. Mechanics, technicians, and the like.": "The Irregulars, an ally team. They’re a general group of support crew that help you out. Mechanics, technicians, and the like.", + "The Crooked Hearts, another mercenary monster hunting crew. You’ve worked together on some big jobs.": "The Crooked Hearts, another mercenary monster hunting crew. You’ve worked together on some big jobs.", + "Leon/Lyn, an authority figure (parent, teacher, etc.). Helpful dealing with officials.": "Leon/Lyn, an authority figure (parent, teacher, etc.). Helpful dealing with officials.", + "Romain, a librarian. Good at finding out details.": "Romain, a librarian. Good at finding out details.", + "A very smart pet. Pick their species and give them a name:": "A very smart pet. Pick their species and give them a name:", + "Your friend group, an ally team. Great for distractions.": "Your friend group, an ally team. Great for distractions.", + "Internet mystery circle, an ally team. Good for finding out weird facts and rumours.": "Internet mystery circle, an ally team. Good for finding out weird facts and rumours.", + "Aminat Salek, a client or customer who has a knack for finding whatever is weirdest.": "Aminat Salek, a client or customer who has a knack for finding whatever is weirdest.", + "Ahearn, a consultant. They can help you out with how things go on behind the scenes.": "Ahearn, a consultant. They can help you out with how things go on behind the scenes.", + "De Luca, from human resources. They can cover for absences and sometimes tell you what management is planning.": "De Luca, from human resources. They can cover for absences and sometimes tell you what management is planning.", + "The day shift, an ally team. They can help out when you need to sleep.": "The day shift, an ally team. They can help out when you need to sleep.", + "Asani, an old and knowledgeable witch.": "Asani, an old and knowledgeable witch.", + "Petersen, a police officer. Community-minded, they know you help people out and they help you too.": "Petersen, a police officer. Community-minded, they know you help people out and they help you too.", + "Red, cafe/bar/restaurant manager. You’re always welcome in their place, and they hear a lot of gossip.": "Red, cafe/bar/restaurant manager. You’re always welcome in their place, and they hear a lot of gossip.", + "The SWG, an ally team. These are newer members of the SWG. They can patrol, report events, and help people to safety. They’re not ready to take on monsters directly.": "The SWG, an ally team. These are newer members of the SWG. They can patrol, report events, and help people to safety. They’re not ready to take on monsters directly.", + "The sports club, an ally team. What sport do you all play? The other club members will do you a favour now and then. Useful for getting information from organisations you don’t have direct access to.": "The sports club, an ally team. What sport do you all play? The other club members will do you a favour now and then. Useful for getting information from organisations you don’t have direct access to.", + "Carlos, a roadie. They can do pretty much anything with reasonable competence.": "Carlos, a roadie. They can do pretty much anything with reasonable competence.", + "Charity, an occultist. She can tell you about mystical stuff you find and sometimes get you weird old items.": "Charity, an occultist. She can tell you about mystical stuff you find and sometimes get you weird old items.", + "Dr An Seulgi. She can help patch you up if you get hurt, and provide “special” prescriptions as long as you don’t abuse them too badly.": "Dr An Seulgi. She can help patch you up if you get hurt, and provide “special” prescriptions as long as you don’t abuse them too badly.", + "Eldritch Records, your label. You can hit them up for a little money, legal help, or contact details for folks in the music business.": "Eldritch Records, your label. You can hit them up for a little money, legal help, or contact details for folks in the music business.", + "Your fan club, an ally team. They’re keen to help, but they’re mainly just a bunch of kids (possibly kids in their late teens or early twenties, but still).": "Your fan club, an ally team. They’re keen to help, but they’re mainly just a bunch of kids (possibly kids in their late teens or early twenties, but still).", + "LOLweb, a hacker. They track the organisation’s web activity and try to hinder it but don’t believe in monsters.": "LOLweb, a hacker. They track the organisation’s web activity and try to hinder it but don’t believe in monsters.", + "Faruq, an office worker in the organisation. He also feels there’s something wrong but is too afraid to act openly about it.": "Faruq, an office worker in the organisation. He also feels there’s something wrong but is too afraid to act openly about it.", + "Grethel, a government official. She keeps track of various supernatural occurrences and organisations that deal with them.": "Grethel, a government official. She keeps track of various supernatural occurrences and organisations that deal with them.", + "Organisation ex-members. Each of them has seen a bit of bad things that happen there and can help you piece together the bigger picture.": "Organisation ex-members. Each of them has seen a bit of bad things that happen there and can help you piece together the bigger picture.", + "Independent hunters. Far less experienced than you but sometimes can do things you can’t due to being observed by the organisation.": "Independent hunters. Far less experienced than you but sometimes can do things you can’t due to being observed by the organisation.", + "Soyfly, a pixie. She knows a lot of recent gossip about the Wild Hunt.": "Soyfly, a pixie. She knows a lot of recent gossip about the Wild Hunt.", + "Althea, a private aviator. She believes the sky should be free for everyone, not just some creepy horsemen.": "Althea, a private aviator. She believes the sky should be free for everyone, not just some creepy horsemen.", + "Caragh, a banshee. She once rode with the Hunt and now helps other fugitives, but never reveals how she escaped.": "Caragh, a banshee. She once rode with the Hunt and now helps other fugitives, but never reveals how she escaped.", + "New Start, an NGO that helps refugees. They focus on political and war refugees, but allow you to use their facilities.": "New Start, an NGO that helps refugees. They focus on political and war refugees, but allow you to use their facilities.", + "The Savage Ride, the Wild Hunt’s rivals. They’ll do anything to hinder the Hunt, but are violent and fickle themselves.": "The Savage Ride, the Wild Hunt’s rivals. They’ll do anything to hinder the Hunt, but are violent and fickle themselves." } \ No newline at end of file diff --git a/Monster of the Week Official/translations/el.json b/Monster of the Week Official/translations/el.json index 18e01efcd9..70ca0beea8 100644 --- a/Monster of the Week Official/translations/el.json +++ b/Monster of the Week Official/translations/el.json @@ -1192,7 +1192,6 @@ "custom-move-name": "Όνομα", "custom-move-description": "Description", "custom-gear": "Playbook Gear", - "start_newstuff": "", "unused": "Unused", "all": "All", "starting": "Starting", @@ -1290,7 +1289,7 @@ "eos-ref": "At the end of each session, the Keeper will ask the following questions:
    • Did we conclude the current mystery?
    • Did we save someone from certain death (or worse)?
    • Did we learn something new and important about the world?
    • Did we learn something new and important about one of the hunters?
    If you get one or two \"Yes\" answers, mark one experience. If you get three or four, mark two.", "pick-book": "Pick Your Playbook", "pick-book-desc": "Pick your playbook using the menu in the upper right corner or the buttons in the lists below. Once you pick a playbook, starting stats options are found at the bottom of the first main column (not including the stats column).", - "motw-books": "Monster of the Week Revised Edition Playbooks", + "motw-books": "Monster of the Week Hardcover Edition Playbooks", "chosen-desc": "A once-ordinary person who discovered they have a special destiny, and who has been given the power to accomplish it. The Chosen is good in a fight, with some weird powers. E.g. Buffy from Buffy the Vampire Slayer.", "crooked-desc": "A criminal turned monster hunter, haunted by their past and enemies. The Crooked is good in social situations and has a lot of contacts. E.g. Anna Valmont from The Dresden Files, Peter Bishop from Fringe.", "divine-desc": "An agent of a higher power, with a mission to fulfill. The Divine is very tough and has been granted holy powers. E.g. Castiel from Supernatural; Michael Carpenter from The Dresden Files.", @@ -1621,6 +1620,7 @@ "animating-force": "Animating Force", "animating-force-desc": "There is a force that gives you life, which cannot harm you. You do not eat, breathe, drink, or heal naturally. Instead, repair yourself with your recharge move. Pick an energy type:", "lightning": "Lightning", + "fire": "Fire", "music": "Music", "clockwork": "Clockwork", "orgone": "Orgone", @@ -1686,7 +1686,6 @@ "hardcase2020-move6": "Inspired Guesswork: When you investigate a mystery, you may spend 1 Fire to add 1 extra hold. The extra question must be about powers, motivations, or weaknesses.", "hardcase2020-move7": "Stone Cold: You never really get ruffled by danger. Gain +1 whenever pain or fear requires you act under pressure. Your nearby allies also gain this bonus against pain and fear, as long as you keep it together.", "hardcase2020-move8": "Weapon Master: When you take possession of a new weapon you may add, remove, or change one tag. This change only applies for you. When you get this move, apply it to all your current weapons.", - "fire": "Fire", "calm": "Calm", "raging": "Raging", "hardcase-vehicles": "Vehicles", @@ -1716,5 +1715,610 @@ "hardcase2020-gear22": "A spell formula, written on a napkin", "hardcase2020-advance1": "Your Fire track increases to 13 boxes.", "constructed-unstable": "You get 10 harm boxes and do not become unstable.", - "end_newstuff": "" + "team-playbooks": "Team Playbooks", + "team-playbook-choice": "Choose a Team Playbook", + "Team Playbook": "Team Playbook", + "Agents in Black": "Agents in Black", + "Always on the Road": "Always on the Road", + "The Chosen One and Entourage": "The Chosen One and Entourage", + "Guardians of the Borderland": "Guardians of the Borderland", + "IMPS (International Monster and Paranormal Service)": "IMPS (International Monster and Paranormal Service)", + "Interdimensional Crisis Team": "Interdimensional Crisis Team", + "The Last Survivors": "The Last Survivors", + "League of Double Lives": "League of Double Lives", + "Mercenaries": "Mercenaries", + "Mystery Club": "Mystery Club", + "The Night Shift": "The Night Shift", + "Suburban Watch Group": "Suburban Watch Group", + "Touring Band": "Touring Band", + "Whistleblowers": "Whistleblowers", + "Wild Hunt Fugitives": "Wild Hunt Fugitives", + "pick-teambook-desc": "Pick your team playbook using the menu in the upper right corner or the buttons in the lists below.", + "This team playbook has the hunters working for the Bureau—a clandestine organisation dedicated to hiding the existence of monsters and the supernatural from the general public.": "This team playbook has the hunters working for the Bureau—a clandestine organisation dedicated to hiding the existence of monsters and the supernatural from the general public.", + "You’re a travelling hunter team. Every week is a new town with a new problem.": "You’re a travelling hunter team. Every week is a new town with a new problem.", + "This team centres on a Chosen One and their friends who help with monster hunting. There’s also room for a mentor.": "This team centres on a Chosen One and their friends who help with monster hunting. There’s also room for a mentor.", + "This team playbook has the hunters as wardens of a liminal region: somewhere where the borders of the world are thin, where monsters and magic can slip through and cause trouble.": "This team playbook has the hunters as wardens of a liminal region: somewhere where the borders of the world are thin, where monsters and magic can slip through and cause trouble.", + "The International Monster and Paranormal Service (IMPS) was created to keep humanity safe from supernatural threats. It’s not clear who funds them, although most people assume it’s some kind of United Nations agency. IMPS isn’t secret, but they keep things as quiet as possible This team playbook sets your hunters as one of the elite IMPS teams that travels the world to deal with monster incidents.": "The International Monster and Paranormal Service (IMPS) was created to keep humanity safe from supernatural threats. It’s not clear who funds them, although most people assume it’s some kind of United Nations agency. IMPS isn’t secret, but they keep things as quiet as possible This team playbook sets your hunters as one of the elite IMPS teams that travels the world to deal with monster incidents.", + "Your world isn’t the only one that needs monster hunting help from time to time. And when others do, you travel through portals, loopholes, and other oddities to help. Interdimensional Crisis Team perfectly fits over-the-top, parody games. More serious stories about interdimensional problems are handled better by Guardians of the Borderland.": "Your world isn’t the only one that needs monster hunting help from time to time. And when others do, you travel through portals, loopholes, and other oddities to help. Interdimensional Crisis Team perfectly fits over-the-top, parody games. More serious stories about interdimensional problems are handled better by Guardians of the Borderland.", + "This hunter team were the only people who lived through a terrible (maybe even apocalyptic) battle. You had many allies at your side, but they didn’t make it.": "This hunter team were the only people who lived through a terrible (maybe even apocalyptic) battle. You had many allies at your side, but they didn’t make it.", + "You’re monster hunters but also important society members in a city. Your ties to the society give you various forms of influence but also mean you somehow have to manage two lives at once. The world isn’t ready to learn about your monster hunting and even less about the monsters themselves.": "You’re monster hunters but also important society members in a city. Your ties to the society give you various forms of influence but also mean you somehow have to manage two lives at once. The world isn’t ready to learn about your monster hunting and even less about the monsters themselves.", + "This team playbook has the hunters working for hire. They save people and hunt monsters, sure, but they also want to get paid at the end of the day.": "This team playbook has the hunters working for hire. They save people and hunt monsters, sure, but they also want to get paid at the end of the day.", + "This is a hunter team of investigators, with a focus on less horrific and more comedic mysteries. This particularly suits games with younger players, or younger hunters. This team playbook strongly pushes the game towards silliness and jokes, so be sure you’re ready for that if you’re considering taking it.": "This is a hunter team of investigators, with a focus on less horrific and more comedic mysteries. This particularly suits games with younger players, or younger hunters. This team playbook strongly pushes the game towards silliness and jokes, so be sure you’re ready for that if you’re considering taking it.", + "This team playbook has the hunters comprising the night shift at a workplace. A workplace that gets way more than its fair share of supernatural problems.": "This team playbook has the hunters comprising the night shift at a workplace. A workplace that gets way more than its fair share of supernatural problems.", + "This is a group of hunters who began as regular folks looking out for their local neighbourhood or town. It emphasises relationships outside of monster hunting and a focus on normal life as well as your adventures.": "This is a group of hunters who began as regular folks looking out for their local neighbourhood or town. It emphasises relationships outside of monster hunting and a focus on normal life as well as your adventures.", + "This team is a band, eternally on tour. Everywhere you have a gig booked, it seems like something bad is going down. Between sound check and putting on the show, you gotta deal with whatever is eating people in this town.": "This team is a band, eternally on tour. Everywhere you have a gig booked, it seems like something bad is going down. Between sound check and putting on the show, you gotta deal with whatever is eating people in this town.", + "All the hunters in your team are members of a monster hunting organisation, and you start suspecting there’s something fishy about this group. This team playbook shares many elements of the Initiate and Professional playbooks because it essentially represents playing an entire team of Initiates and/or Professionals. You shouldn’t choose those playbooks when playing as the Whistleblowers—unless the Keeper agrees some characters belong to a different organisation as well, which might make the situation even more messy.": "All the hunters in your team are members of a monster hunting organisation, and you start suspecting there’s something fishy about this group. This team playbook shares many elements of the Initiate and Professional playbooks because it essentially represents playing an entire team of Initiates and/or Professionals. You shouldn’t choose those playbooks when playing as the Whistleblowers—unless the Keeper agrees some characters belong to a different organisation as well, which might make the situation even more messy.", + "You joined or were abducted by the Wild Hunt. You gained some supernatural skills while riding with it, but then escaped it. Now you use your experience to hunt monsters, evade the Hunt and, maybe, destroy it one day.": "You joined or were abducted by the Wild Hunt. You gained some supernatural skills while riding with it, but then escaped it. Now you use your experience to hunt monsters, evade the Hunt and, maybe, destroy it one day.", + "Getting Started": "Getting Started", + "Determine the nature of the Event.": "Determine the nature of the Event.", + "Decide the history between you and the Wild Hunt.": "Decide the history between you and the Wild Hunt.", + "Pick your style (and associated improvement question).": "Pick your style (and associated improvement question).", + "Figure out the nature of the Bureau.": "Figure out the nature of the Bureau.", + "Create your city.": "Create your city.", + "Pick your obligations.": "Pick your obligations.", + "Come up with a band name.": "Come up with a band name.", + "Pick a starting team ally.": "Pick a starting team ally.", + "Customize the organisation.": "Customize the organisation.", + "Pick your starting team move and 2 boxes of assets.": "Pick your starting team move and 2 boxes of assets.", + "Pick a starting team ally, move, and assets.": "Pick a starting team ally, move, and assets.", + "Pick a starting team enemy, ally, move, and 2 boxes of assets.": "Pick a starting team enemy, ally, move, and 2 boxes of assets.", + "Put on some music and hit the road.": "Put on some music and hit the road.", + "Await the next weird prophecy.": "Await the next weird prophecy.", + "Check the boundaries for incursions.": "Check the boundaries for incursions.", + "Report for your mission briefing.": "Report for your mission briefing.", + "Prepare for the next disaster.": "Prepare for the next disaster.", + "Ponder your responsibilities, as you await the call.": "Ponder your responsibilities, as you await the call.", + "See who’s hiring today.": "See who’s hiring today.", + "Next meeting is at the clubroom on Tuesday afternoon.": "Next meeting is at the clubroom on Tuesday afternoon.", + "Clock in and prepare for another night of drudgery.": "Clock in and prepare for another night of drudgery.", + "Walk the streets. Keep an eye out for evildoers.": "Walk the streets. Keep an eye out for evildoers.", + "You have half an hour before we fly to the next city. Soundcheck at 7, you’re on at 8.": "You have half an hour before we fly to the next city. Soundcheck at 7, you’re on at 8.", + "Snoop around the boss’s office while they’re in a meeting.": "Snoop around the boss’s office while they’re in a meeting.", + "Stay wary, that sounded like howls in the wind.": "Stay wary, that sounded like howls in the wind.", + "The Bureau": "The Bureau", + "Prompts": "Prompts", + "The Bureau setup is determined by the group. Record your answers to these prompts in the Notes section below.": "The Bureau setup is determined by the group. Record your answers to these prompts in the Notes section below.", + "If you have a hunter who belongs to an organisation already—like a Professional or an Initiate—you may combine their setup with the Bureau setup. Figure out how the two perspectives work for your Bureau. If you don’t like that idea, you can also keep them separate (which will lead to its own drama with split loyalties and rivalries).": "If you have a hunter who belongs to an organisation already—like a Professional or an Initiate—you may combine their setup with the Bureau setup. Figure out how the two perspectives work for your Bureau. If you don’t like that idea, you can also keep them separate (which will lead to its own drama with split loyalties and rivalries).", + "Now determine the nature of the Bureau:": "Now determine the nature of the Bureau:", + "Is the Bureau an open, covert, or secret organisation? An open Bureau exists openly but has a cover responsibility to distract from their real mission. A covert Bureau doesn’t explicitly hide themselves, but they try not to draw attention. A secret Bureau has no official records and operates completely in the shadows.": "Is the Bureau an open, covert, or secret organisation? An open Bureau exists openly but has a cover responsibility to distract from their real mission. A covert Bureau doesn’t explicitly hide themselves, but they try not to draw attention. A secret Bureau has no official records and operates completely in the shadows.", + "Who is your team’s handler or commanding officer and what are they like? Create your own or pick one of these:": "Who is your team’s handler or commanding officer and what are they like? Create your own or pick one of these:", + "Special Agent “Coop” is a genial, avuncular middle-aged man. He’s disorganised and often loses track of details, but he always has the team’s back.": "Special Agent “Coop” is a genial, avuncular middle-aged man. He’s disorganised and often loses track of details, but he always has the team’s back.", + "Special Agent “Star” is a harsh boss. She doesn’t really seem to like you, and you never seem to measure up to her standards of “perfection plus.” She runs everything by the book (this can be good or bad for you).": "Special Agent “Star” is a harsh boss. She doesn’t really seem to like you, and you never seem to measure up to her standards of “perfection plus.” She runs everything by the book (this can be good or bad for you).", + "Provisional Special Agent “Fireball” is young and excitable. They prefer you deal with problems in a scorched earth style, without regard for consequences. That is also their management style.": "Provisional Special Agent “Fireball” is young and excitable. They prefer you deal with problems in a scorched earth style, without regard for consequences. That is also their management style.", + "Who do you think is really running the Bureau? The government? A secret global government? Some other government? A billionaire? A secret conspiracy dating back to Uruk’s priesthood? Something else?": "Who do you think is really running the Bureau? The government? A secret global government? Some other government? A billionaire? A secret conspiracy dating back to Uruk’s priesthood? Something else?", + "The Event": "The Event", + "What is the terrible situation you all survived together?": "What is the terrible situation you all survived together?", + "A concerted assault by monsters, as you took shelter in an isolated cabin.": "A concerted assault by monsters, as you took shelter in an isolated cabin.", + "A single terrifying monster invaded your homes.": "A single terrifying monster invaded your homes.", + "It was the only chance to avert an apocalypse.": "It was the only chance to avert an apocalypse.", + "An invasion from another dimension.": "An invasion from another dimension.", + "People around you were transformed into monsters.": "People around you were transformed into monsters.", + "You were strangers in a small town filled with murderous monsters, on festival day.": "You were strangers in a small town filled with murderous monsters, on festival day.", + "Something else:": "Something else:", + "Decide who the allies were who fought alongside you and died in battle. Each hunter picks one.": "Decide who the allies were who fought alongside you and died in battle. Each hunter picks one.", + "A monster hunting teammate.": "A monster hunting teammate.", + "Your spouse or lover.": "Your spouse or lover.", + "Your sibling.": "Your sibling.", + "A parent.": "A parent.", + "A child.": "A child.", + "Your mentor.": "Your mentor.", + "Your protégée.": "Your protégée.", + "Your dog (or other pet).": "Your dog (or other pet).", + "Someone else:": "Someone else:", + "Then decide how you saved the day in the end. Whatever it was, it came at great personal cost (beyond the loss you just chose).": "Then decide how you saved the day in the end. Whatever it was, it came at great personal cost (beyond the loss you just chose).", + "The City": "The City", + "The city you all protect will be an important aspect of the story, more of a collective character of your mysteries than just a background element. Each player should choose one key aspect of the city from one of the following lists. Balance between good and bad things as fits the mood of your campaign.": "The city you all protect will be an important aspect of the story, more of a collective character of your mysteries than just a background element. Each player should choose one key aspect of the city from one of the following lists. Balance between good and bad things as fits the mood of your campaign.", + "Good things": "Good things", + "Cozy": "Cozy", + "Affluent": "Affluent", + "Good social care": "Good social care", + "Proud of its past": "Proud of its past", + "Lots of monuments": "Lots of monuments", + "Highly ecological": "Highly ecological", + "Transparent politics": "Transparent politics", + "Technological hub": "Technological hub", + "The nation’s main transport hub": "The nation’s main transport hub", + "Protected by benevolent magic": "Protected by benevolent magic", + "Beloved by travel vloggers": "Beloved by travel vloggers", + "An extremely famous mayor": "An extremely famous mayor", + "A university with unique departments": "A university with unique departments", + "Other:": "Other:", + "Bad things": "Bad things", + "Alienating": "Alienating", + "Poor": "Poor", + "Big social inequality": "Big social inequality", + "Shameful past": "Shameful past", + "Nothing worth sightseeing": "Nothing worth sightseeing", + "Highly polluted": "Highly polluted", + "Shady politics": "Shady politics", + "No prospects for the future": "No prospects for the future", + "Shady military bases": "Shady military bases", + "Gangs that terrorize the entire region": "Gangs that terrorize the entire region", + "Believed to bring bad luck": "Believed to bring bad luck", + "Struck by a powerful curse": "Struck by a powerful curse", + "Obligations": "Obligations", + "Your social status carries some obligations with it. At the beginning of a mystery, the Keeper holds 3. They can spend 1 hold to introduce one of the obligations. When it’s introduced, at least half of you must attend, otherwise you can lose allies or tempt mundane people to investigate your lives.": "Your social status carries some obligations with it. At the beginning of a mystery, the Keeper holds 3. They can spend 1 hold to introduce one of the obligations. When it’s introduced, at least half of you must attend, otherwise you can lose allies or tempt mundane people to investigate your lives.", + "Choose or create two obligations you have:": "Choose or create two obligations you have:", + "Attending parties and balls.": "Attending parties and balls.", + "Attending important conferences.": "Attending important conferences.", + "Ceremonially opening new buildings.": "Ceremonially opening new buildings.", + "Meeting children at schools.": "Meeting children at schools.", + "Tutoring promising students one on one.": "Tutoring promising students one on one.", + "Appearing on TV.": "Appearing on TV.", + "The Organisation": "The Organisation", + "You create the details about your organisation, choosing options from the following lists. Things you suspect can pertain either to the organisation as a whole or to an influential group within it. At least two of the things you suspect are true, the Keeper decides which ones.": "You create the details about your organisation, choosing options from the following lists. Things you suspect can pertain either to the organisation as a whole or to an influential group within it. At least two of the things you suspect are true, the Keeper decides which ones.", + "Official goals": "Official goals", + "(choose one or two)": "(choose one or two)", + "Slay monsters": "Slay monsters", + "Contain monsters": "Contain monsters", + "Govern safe use of magic": "Govern safe use of magic", + "Research monsters": "Research monsters", + "Research paranatural phenomena": "Research paranatural phenomena", + "Keep monsters and magic secret": "Keep monsters and magic secret", + "Goal you suspect": "Goal you suspect", + "(choose one)": "(choose one)", + "Training an army of monsters": "Training an army of monsters", + "Creating new monsters": "Creating new monsters", + "Stealing the monsters’ powers": "Stealing the monsters’ powers", + "Keeping all magic to themselves": "Keeping all magic to themselves", + "Taking over the world": "Taking over the world", + "Destroying the world": "Destroying the world", + "Official resources": "Official resources", + "(choose two)": "(choose two)", + "Ancient lore": "Ancient lore", + "Modernised": "Modernised", + "Chapters everywhere": "Chapters everywhere", + "Secular power": "Secular power", + "Rich": "Rich", + "Rigorous training": "Rigorous training", + "Offices all over the place": "Offices all over the place", + "Good intel": "Good intel", + "Support teams": "Support teams", + "Suspected resources": "Suspected resources", + "Demonology": "Demonology", + "Necromancy": "Necromancy", + "Deals with monsters": "Deals with monsters", + "Manipulated minions": "Manipulated minions", + "Manipulated cultists": "Manipulated cultists", + "Bribed officials": "Bribed officials", + "Sacrificing members": "Sacrificing members", + "Obvious flaws": "Obvious flaws", + "Tradition-bound": "Tradition-bound", + "Paranoid and secretive": "Paranoid and secretive", + "Closed hierarchy": "Closed hierarchy", + "Strict laws": "Strict laws", + "Mystical oaths": "Mystical oaths", + "Bureaucratic": "Bureaucratic", + "Hostile superiors": "Hostile superiors", + "Take-no-prisoners policy": "Take-no-prisoners policy", + "Live capture policy": "Live capture policy", + "Suspected flaws": "Suspected flaws", + "Total obedience": "Total obedience", + "Tyrannical leaders": "Tyrannical leaders", + "Protects member criminals": "Protects member criminals", + "The Wild Hunt": "The Wild Hunt", + "You were part of the Wild Hunt, a group of violent fey and spirits riding the world and striking fear into the hearts of people. Detail the Wild Hunt here.": "You were part of the Wild Hunt, a group of violent fey and spirits riding the world and striking fear into the hearts of people. Detail the Wild Hunt here.", + "Who Rides With The Hunt?": "Who Rides With The Hunt?", + "Elves": "Elves", + "Trolls": "Trolls", + "Demons": "Demons", + "Wraiths": "Wraiths", + "Banshees": "Banshees", + "Werewolves": "Werewolves", + "Something Else": "Something Else", + "The Wild Hunt has a leader, probably a king or a queen. Give them a name or a title:": "The Wild Hunt has a leader, probably a king or a queen. Give them a name or a title:", + "Choose or invent their impressive powers, at least two:": "Choose or invent their impressive powers, at least two:", + "Grant immortality": "Grant immortality", + "Grant lycanthropy": "Grant lycanthropy", + "Steal emotion": "Steal emotion", + "See destinies": "See destinies", + "Set destinies": "Set destinies", + "Control weather": "Control weather", + "Grant sentience to animals": "Grant sentience to animals", + "Grant sentience to weapons": "Grant sentience to weapons", + "Why were you a part of the Wild Hunt?": "Why were you a part of the Wild Hunt?", + "Each player can choose a different answer:": "Each player can choose a different answer:", + "I was kidnapped by the Hunt": "I was kidnapped by the Hunt", + "I sold my soul to the Hunt": "I sold my soul to the Hunt", + "I wanted to ride with the Hunt": "I wanted to ride with the Hunt", + "I’m a supernatural creature who’s a part of the Hunt": "I’m a supernatural creature who’s a part of the Hunt", + "Something else": "Something else", + "Then all of you escaped, sick with the Hunt’s atrocities or their treatment of you.": "Then all of you escaped, sick with the Hunt’s atrocities or their treatment of you.", + "How Did You Escape?": "How Did You Escape?", + "How did you escape?": "How did you escape?", + "With a clever plan": "With a clever plan", + "By sheer luck": "By sheer luck", + "With outside help": "With outside help", + "Thanks to a loophole in your fae contract": "Thanks to a loophole in your fae contract", + "The Wild Hunt keeps looking for you. How do they do it?": "The Wild Hunt keeps looking for you. How do they do it?", + "Choose two ways:": "Choose two ways:", + "They give other monsters this in exchange for information.": "They give other monsters this in exchange for information.", + "They track the internet, but they can’t monitor one part of it:": "They track the internet, but they can’t monitor one part of it:", + "They can see you when you’re outside in one type of weather, namely:": "They can see you when you’re outside in one type of weather, namely:", + "They sense you when you use magic unless you take a precaution, namely:": "They sense you when you use magic unless you take a precaution, namely:", + "What will the Wild Hunt do if they find you?": "What will the Wild Hunt do if they find you?", + "Kill you.": "Kill you.", + "Torment you.": "Torment you.", + "Make you join the Hunt again.": "Make you join the Hunt again.", + "Make you slaves.": "Make you slaves.", + "Notes": "Notes", + "Team Moves": "Team Moves", + "Choose your team moves from this list. The first one is a good default choice:": "Choose your team moves from this list. The first one is a good default choice:", + "Memory Eraser: You have been issued handheld devices to erase memories from civilians. When you target a person and activate the device, say how many hours you want to erase (1–6) and roll +Weird. On a 10+, those memories are gone. On a 7–9, the memories are gone but the target knows something strange happened.": "Memory Eraser: You have been issued handheld devices to erase memories from civilians. When you target a person and activate the device, say how many hours you want to erase (1–6) and roll +Weird. On a 10+, those memories are gone. On a 7–9, the memories are gone but the target knows something strange happened.", + "Authority Override: If local officials are causing trouble, you can get them pulled off the case. This may—of course—make them more suspicious.": "Authority Override: If local officials are causing trouble, you can get them pulled off the case. This may—of course—make them more suspicious.", + "Containment Field Projector: Place the projector and activate it, choosing a range from 1–20 meters. A spherical shield is created, allowing nothing in or out. Lasts until deactivated by remote or in an hour when the battery runs out. There’s time to get out of the zone, but only just.": "Containment Field Projector: Place the projector and activate it, choosing a range from 1–20 meters. A spherical shield is created, allowing nothing in or out. Lasts until deactivated by remote or in an hour when the battery runs out. There’s time to get out of the zone, but only just.", + "Anonymity: Your identity isn’t traceable via official databases or records. Enemies or bystanders can’t find out anything about your history through any official channels. Additionally, any distinguishing features are removed from photo, videos, or voice recordings of you when they’re processed by any regular computer or phone.": "Anonymity: Your identity isn’t traceable via official databases or records. Enemies or bystanders can’t find out anything about your history through any official channels. Additionally, any distinguishing features are removed from photo, videos, or voice recordings of you when they’re processed by any regular computer or phone.", + "Not Right: You all have a creepy, uncanny valley style aura or look that counts as a reason for manipulating a bystander with threats.": "Not Right: You all have a creepy, uncanny valley style aura or look that counts as a reason for manipulating a bystander with threats.", + "Something Different: Take a move from another team playbook.": "Something Different: Take a move from another team playbook.", + "Change Team Style: Pick a new team style. You now use that one instead of the one you first chose.": "Change Team Style: Pick a new team style. You now use that one instead of the one you first chose.", + "Home Away from Home: Whenever you arrive in a new town, you immediately find a motel and a cafe that are friendly and welcoming. One or the other will turn out to have a connection to the mystery that brought you here, even if just by having a bystander come by.": "Home Away from Home: Whenever you arrive in a new town, you immediately find a motel and a cafe that are friendly and welcoming. One or the other will turn out to have a connection to the mystery that brought you here, even if just by having a bystander come by.", + "Geniality: When you meet a new person in a town you haven’t visited before, roll +Charm. On a 10+, they are well-disposed towards you. On a 7–9, they’re still well-disposed but the Keeper chooses one: they are marked for trouble, or they conceal something from the hunters. Additionally, when you return to a town you have already visited, you always run into the people you befriended previously.": "Geniality: When you meet a new person in a town you haven’t visited before, roll +Charm. On a 10+, they are well-disposed towards you. On a 7–9, they’re still well-disposed but the Keeper chooses one: they are marked for trouble, or they conceal something from the hunters. Additionally, when you return to a town you have already visited, you always run into the people you befriended previously.", + "Handy: You’re all good at fixing stuff. Anything broken or messed up in the course of a mystery is repaired and ready to go before the next one. Gear or assets that would be described as “totally destroyed” still need to be replaced.": "Handy: You’re all good at fixing stuff. Anything broken or messed up in the course of a mystery is repaired and ready to go before the next one. Gear or assets that would be described as “totally destroyed” still need to be replaced.", + "No-stick: You’ve had yourselves removed from official and law enforcement databases. You don’t have to worry about “misunderstandings” from previous towns getting in the way of your hunts (unless someone got annoyed enough to make it a personal vendetta).": "No-stick: You’ve had yourselves removed from official and law enforcement databases. You don’t have to worry about “misunderstandings” from previous towns getting in the way of your hunts (unless someone got annoyed enough to make it a personal vendetta).", + "Monster Journals: When a mystery reminds you of something you encountered before, consult your notes and tell the Keeper what you think is the same. The Keeper will say if you got it right.If you’re correct, take +1 forward to investigate a mystery. If you’re wrong but had a good idea, take +1 forward to read a bad situation. If you’re totally off base, the Keeper holds 1 to put you in a tight spot.": "Monster Journals: When a mystery reminds you of something you encountered before, consult your notes and tell the Keeper what you think is the same. The Keeper will say if you got it right.

    If you’re correct, take +1 forward to investigate a mystery. If you’re wrong but had a good idea, take +1 forward to read a bad situation. If you’re totally off base, the Keeper holds 1 to put you in a tight spot.", + "Ancient Visions: An ancient ritual, to be conducted regularly, gives the whole team access to some of the visions sent to the Chosen One. Once per mystery, each hunter may ask the Keeper a question about anything they want. The Keeper answers with a vision or dream: obscure and vague, but true.": "Ancient Visions: An ancient ritual, to be conducted regularly, gives the whole team access to some of the visions sent to the Chosen One. Once per mystery, each hunter may ask the Keeper a question about anything they want. The Keeper answers with a vision or dream: obscure and vague, but true.", + "Armoury of the Chosen: You gain a cache of special weapons used by previous Chosen Ones. The Keeper should design a lesser version of the Chosen One’s special weapon, which all other members of the team may use. When this is unlocked, the Chosen One may change or add a tag on their special weapon.": "Armoury of the Chosen: You gain a cache of special weapons used by previous Chosen Ones. The Keeper should design a lesser version of the Chosen One’s special weapon, which all other members of the team may use. When this is unlocked, the Chosen One may change or add a tag on their special weapon.", + "Handing on the Torch: When you select this, designate another character as the next Chosen One. When the current Chosen One dies, that character may change to the Chosen playbook whenever they are ready. The new Chosen One designates the next heir when they find a worthy successor.": "Handing on the Torch: When you select this, designate another character as the next Chosen One. When the current Chosen One dies, that character may change to the Chosen playbook whenever they are ready. The new Chosen One designates the next heir when they find a worthy successor.", + "Friends Stick Together: Once per mystery, a hunter may call the rest of the team to their current location. Everyone arrives as soon as they potentially can (based on their last known position and when we saw them there). That can be “right this instant,” if at all possible.": "Friends Stick Together: Once per mystery, a hunter may call the rest of the team to their current location. Everyone arrives as soon as they potentially can (based on their last known position and when we saw them there). That can be “right this instant,” if at all possible.", + "Wyrd’s Favour: When you choose this team move, all hunters erase 1 spent Luck point. If you haven’t spent any Luck yet, add a new Luck box instead.": "Wyrd’s Favour: When you choose this team move, all hunters erase 1 spent Luck point. If you haven’t spent any Luck yet, add a new Luck box instead.", + "Otherworldly Intuition: When you encounter something from another world, you recognise that they don’t belong here. When you encounter a place where another world is accessible, you are aware of it and may stop at the threshold.": "Otherworldly Intuition: When you encounter something from another world, you recognise that they don’t belong here. When you encounter a place where another world is accessible, you are aware of it and may stop at the threshold.", + "Wardens: Once per mystery while you’re defending a portal, wall, or border, you may ignore all harm from a single source, or treat a roll as if you rolled a 12. This works just as if you spent a Luck, except it doesn’t trigger your special move.": "Wardens: Once per mystery while you’re defending a portal, wall, or border, you may ignore all harm from a single source, or treat a roll as if you rolled a 12. This works just as if you spent a Luck, except it doesn’t trigger your special move.", + "Outer Speech: You have a knack for the languages of the multiverse. You can always understand, and make yourself understood, when you’re talking to denizens from beyond. This is mainly the general sense of things—some details might get lost along the way.": "Outer Speech: You have a knack for the languages of the multiverse. You can always understand, and make yourself understood, when you’re talking to denizens from beyond. This is mainly the general sense of things—some details might get lost along the way.", + "Walkers between Worlds: At a suitable liminal site, you know how to step between worlds. Describe how you open the way and roll +Weird. On a 10+, you’re walking to the place you intended, but the way may be difficult. On a 7–9, choose one: you’re on the right path in immediate danger, or you find yourself lost and in the wrong place. On a 6 or less, you’re lost and in big trouble. If more than one of the hunters is using this move together, only make one roll: the hunter with the worst Weird score rolls (but they may accept help).": "Walkers between Worlds: At a suitable liminal site, you know how to step between worlds. Describe how you open the way and roll +Weird. On a 10+, you’re walking to the place you intended, but the way may be difficult. On a 7–9, choose one: you’re on the right path in immediate danger, or you find yourself lost and in the wrong place. On a 6 or less, you’re lost and in big trouble. If more than one of the hunters is using this move together, only make one roll: the hunter with the worst Weird score rolls (but they may accept help).", + "Outsider Knack: Once per visit to another world, you may use a trick or ability from Earth to gain an advantage. The advantage allows you to roll one move using three dice, selecting the best two for your result.": "Outsider Knack: Once per visit to another world, you may use a trick or ability from Earth to gain an advantage. The advantage allows you to roll one move using three dice, selecting the best two for your result.", + "Drilled Coordination: All team members get +1 ongoing when helping out another team member.": "Drilled Coordination: All team members get +1 ongoing when helping out another team member.", + "Comms: You have systems that keep you constantly in voice contact, regardless of where in the world you each may be. Not guaranteed to work in shielded spaces, deep underground, beyond magical portals, or on other worlds.": "Comms: You have systems that keep you constantly in voice contact, regardless of where in the world you each may be. Not guaranteed to work in shielded spaces, deep underground, beyond magical portals, or on other worlds.", + "Recognised IMPS Team: Wherever in the world you are, you have authority to deal with supernatural events. Local officials will—in general—cooperate with you fully. Does not apply in nations outside the IMPS treaty.": "Recognised IMPS Team: Wherever in the world you are, you have authority to deal with supernatural events. Local officials will—in general—cooperate with you fully. Does not apply in nations outside the IMPS treaty.", + "Rapid Deployment: IMPS has quick-response vehicles able to deliver you (or other IMPS assets) anywhere in the world, extremely quickly. They may also be used to make a fast exit from bad situations.": "Rapid Deployment: IMPS has quick-response vehicles able to deliver you (or other IMPS assets) anywhere in the world, extremely quickly. They may also be used to make a fast exit from bad situations.", + "Memories of the Fallen: When a hunter on the team dies in the line of duty, or retires from IMPS and monster hunting, all remaining team members erase a used Luck mark.": "Memories of the Fallen: When a hunter on the team dies in the line of duty, or retires from IMPS and monster hunting, all remaining team members erase a used Luck mark.", + "Global Crisis: Once per mystery, each of you can read a bad situation treating an entire world as the bad situation, including asking about the best way in or out.": "Global Crisis: Once per mystery, each of you can read a bad situation treating an entire world as the bad situation, including asking about the best way in or out.", + "Surge of Magic: Each of you holds 1 when you enter a new world. You can spend this hold to get an automatic result of 10 on a Weird move roll or to learn a useful big magic ritual known only in this world.": "Surge of Magic: Each of you holds 1 when you enter a new world. You can spend this hold to get an automatic result of 10 on a Weird move roll or to learn a useful big magic ritual known only in this world.", + "Otherworldly: You make your strangeness in other worlds work to your advantage in interpersonal situations. “I’m from another world” works as a reason for people to do as you ask when you manipulate someone.": "Otherworldly: You make your strangeness in other worlds work to your advantage in interpersonal situations. “I’m from another world” works as a reason for people to do as you ask when you manipulate someone.", + "A Multiverse of Friends: Three times per mystery, a friend you’ve made in an alternate universe can help one of you with a task as if they rolled 10+ to help out. They either manifest next to you for a moment or somehow are there in person. They can be bystanders from previous games or people from your backstories.": "A Multiverse of Friends: Three times per mystery, a friend you’ve made in an alternate universe can help one of you with a task as if they rolled 10+ to help out. They either manifest next to you for a moment or somehow are there in person. They can be bystanders from previous games or people from your backstories.", + "Determined Guardians: When one of the hunters protects a bystander, the target never takes harm: even on a miss, that bystander is totally safe. The hunter doing the protection still suffers the full effects of the roll result.": "Determined Guardians: When one of the hunters protects a bystander, the target never takes harm: even on a miss, that bystander is totally safe. The hunter doing the protection still suffers the full effects of the roll result.", + "Field Medics: When you treat an injured bystander, they are stabilised and well enough to manage until they can get proper medical attention. When you treat another hunter, pick if you heal 2-harm or stabilise them. Then they take +1 forward.": "Field Medics: When you treat an injured bystander, they are stabilised and well enough to manage until they can get proper medical attention. When you treat another hunter, pick if you heal 2-harm or stabilise them. Then they take +1 forward.", + "Checklists: Once per mystery, each hunter in need of a particular item may declare they have it. Narrate a flashback explaining why they thought to include it in their gear. If the item is especially rare, strange, or unusual (this is the Keeper’s call), then this move can’t be used again by any hunter until the next mystery.": "Checklists: Once per mystery, each hunter in need of a particular item may declare they have it. Narrate a flashback explaining why they thought to include it in their gear. If the item is especially rare, strange, or unusual (this is the Keeper’s call), then this move can’t be used again by any hunter until the next mystery.", + "Keep on Goin’: When you’re protecting bystanders from danger, any move that would prevent you from taking action due to harm, stress, or panic has its effect deferred. You can keep going for now, but once everyone is safe the full effects of what you’ve been through hit you.": "Keep on Goin’: When you’re protecting bystanders from danger, any move that would prevent you from taking action due to harm, stress, or panic has its effect deferred. You can keep going for now, but once everyone is safe the full effects of what you’ve been through hit you.", + "Shared Dangers: When you take a moment to share your worries and fears about a previous or upcoming battle with another hunter, you both choose one: heal 1-harm, or take +1 forward.": "Shared Dangers: When you take a moment to share your worries and fears about a previous or upcoming battle with another hunter, you both choose one: heal 1-harm, or take +1 forward.", + "Big Reveal: If most people around you don’t know about your secret identities, the first action you take in that scene that reveals those identities gets +1 forward. Bystanders and minions present freeze in surprise for a moment, giving you an opportunity to act before they can react.": "Big Reveal: If most people around you don’t know about your secret identities, the first action you take in that scene that reveals those identities gets +1 forward. Bystanders and minions present freeze in surprise for a moment, giving you an opportunity to act before they can react.", + "Affluent: You can get most gear easily. Specify what you need, assigning tags to the gear. If it’s a weapon, treat each harm beyond 2-harm as a separate tag; if it’s armour, treat each point of armour as a separate tag. Then roll +tags. On a miss, you get it easily. On a 7–9, you get it but raise some questions. On a 10+, either you don’t get it or you do but someone gets a clear clue about your secret identity.": "Affluent: You can get most gear easily. Specify what you need, assigning tags to the gear. If it’s a weapon, treat each harm beyond 2-harm as a separate tag; if it’s armour, treat each point of armour as a separate tag. Then roll +tags. On a miss, you get it easily. On a 7–9, you get it but raise some questions. On a 10+, either you don’t get it or you do but someone gets a clear clue about your secret identity.", + "Only When Necessary: If you manage to stop or destroy a minion without using any abilities or gear of your secret identity (including monster hunting weapons), each hunter involved marks experience. If it was a monster, mark two.": "Only When Necessary: If you manage to stop or destroy a minion without using any abilities or gear of your secret identity (including monster hunting weapons), each hunter involved marks experience. If it was a monster, mark two.", + "Shadow Selves: When one of you wants to be in two places at the same time, summon your shadow self in another place. Only one shadow self can per hunter exist at one time. The shadow self has a trait that allows others to distinguish it from you if they observe closely. Roll +Weird. On a 10+, hold 3. On a 7–9, hold 1. Spend holds to have your shadow self act as if it were you, but with –1 ongoing. When you spend the last hold, the shadow self dissolves in an obviously supernatural and unsettling way. On a miss, the shadow self appears for a moment and does something you really, really didn’t want them to do...": "Shadow Selves: When one of you wants to be in two places at the same time, summon your shadow self in another place. Only one shadow self can per hunter exist at one time. The shadow self has a trait that allows others to distinguish it from you if they observe closely. Roll +Weird. On a 10+, hold 3. On a 7–9, hold 1. Spend holds to have your shadow self act as if it were you, but with –1 ongoing. When you spend the last hold, the shadow self dissolves in an obviously supernatural and unsettling way. On a miss, the shadow self appears for a moment and does something you really, really didn’t want them to do...", + "Spending Money: If you get paid at the end of a mystery, each hunter adds 1-hold. Spend this hold in a later mystery narrate a flashback where you purchased the thing you need right now. It can be anything you could be carrying, something booked in advance (for example, a safe house or hotel room), or the use of a vehicle.": "Spending Money: If you get paid at the end of a mystery, each hunter adds 1-hold. Spend this hold in a later mystery narrate a flashback where you purchased the thing you need right now. It can be anything you could be carrying, something booked in advance (for example, a safe house or hotel room), or the use of a vehicle.", + "The B-Team: When you need to fortify a location or armour a vehicle, narrate a montage of your preparations. When you’re done, the location or vehicle provides 2-armour to all within it.": "The B-Team: When you need to fortify a location or armour a vehicle, narrate a montage of your preparations. When you’re done, the location or vehicle provides 2-armour to all within it.", + "Combat Training: When you help out another team member during combat, they may inflict +1 harm or suffer –1 harm in addition to the usual effects of your result.": "Combat Training: When you help out another team member during combat, they may inflict +1 harm or suffer –1 harm in addition to the usual effects of your result.", + "It’s Our Job: If a bystander has hired you, that counts as a reason when you manipulate them. This remains in effect in later mysteries. The Keeper may include other bystanders in the effect, if they’re part of a group you’re working for.": "It’s Our Job: If a bystander has hired you, that counts as a reason when you manipulate them. This remains in effect in later mysteries. The Keeper may include other bystanders in the effect, if they’re part of a group you’re working for.", + "The Good Ones: When you refuse to accept payment for a job, the client becomes an ally.": "The Good Ones: When you refuse to accept payment for a job, the client becomes an ally.", + "Yikes!: When a hunter is captured by a monster, minion, or phenomenon, they may ask one of the investigate a mystery or read a bad situation questions.": "Yikes!: When a hunter is captured by a monster, minion, or phenomenon, they may ask one of the investigate a mystery or read a bad situation questions.", + "Sensible Chuckle: When a hunter makes a joke (good or bad) at the expense of a monster, minion, or phenomenon, they may give another hunter on the team +1 forward.": "Sensible Chuckle: When a hunter makes a joke (good or bad) at the expense of a monster, minion, or phenomenon, they may give another hunter on the team +1 forward.", + "Earnest Do-gooders: When a hunter tells someone you are helping people and why, bystanders are more likely to do as you ask. The explanation always counts as a reason if you’re manipulating them to protect them or get them to help you.": "Earnest Do-gooders: When a hunter tells someone you are helping people and why, bystanders are more likely to do as you ask. The explanation always counts as a reason if you’re manipulating them to protect them or get them to help you.", + "Slapstick: When a hunter takes harm, they may instead have an embarrassing pratfall or accident that dodges the danger. Ignore the harm as established, and simply take 1-harm (which can’t be reduced or mitigated in any way). The hunter takes –1 forward.": "Slapstick: When a hunter takes harm, they may instead have an embarrassing pratfall or accident that dodges the danger. Ignore the harm as established, and simply take 1-harm (which can’t be reduced or mitigated in any way). The hunter takes –1 forward.", + "Disguises: When a hunter disguises themself, the disguise will not be questioned, until they do something to directly cast doubt on their appearance.": "Disguises: When a hunter disguises themself, the disguise will not be questioned, until they do something to directly cast doubt on their appearance.", + "Inventory Check: If you go looking for something that just might be in stock, roll +Weird. On a 10 or more, it’s there. On a 7–9, either you find it but there’s a cost, or you find something close enough. On a miss, you find something bad.": "Inventory Check: If you go looking for something that just might be in stock, roll +Weird. On a 10 or more, it’s there. On a 7–9, either you find it but there’s a cost, or you find something close enough. On a miss, you find something bad.", + "Corporate Database: If you use the company information systems to help investigate a mystery, take +1 hold. The Keeper tells you something disturbing you learn in addition to what you were looking for.": "Corporate Database: If you use the company information systems to help investigate a mystery, take +1 hold. The Keeper tells you something disturbing you learn in addition to what you were looking for.", + "Handbook: At the start of each mystery, each hunter may consult the employee handbook for advice. Roll a single die. On a 1, take –1 forward. On a 2, gain +1 forward to Charm. On a 3, gain +1 forward to Cool. On a 4, gain +1 forward to Sharp. On a 5, gain +1 forward to Tough. On a 6, gain +1 forward to Weird.": "Handbook: At the start of each mystery, each hunter may consult the employee handbook for advice. Roll a single die. On a 1, take –1 forward. On a 2, gain +1 forward to Charm. On a 3, gain +1 forward to Cool. On a 4, gain +1 forward to Sharp. On a 5, gain +1 forward to Tough. On a 6, gain +1 forward to Weird.", + "Uniforms: While you’re wearing your uniforms, your actions won’t be questioned unless you are indisputably out of place. For example, your burger restaurant uniforms won’t help you infiltrate a military base, and vice versa. The uniforms may also count as a reason when you try to manipulate someone.": "Uniforms: While you’re wearing your uniforms, your actions won’t be questioned unless you are indisputably out of place. For example, your burger restaurant uniforms won’t help you infiltrate a military base, and vice versa. The uniforms may also count as a reason when you try to manipulate someone.", + "Company Mascot: Take your corporate mascot as an ally. Pick one: a fellow employee with useful skills in the suit, or a supernatural being trying to keep under the radar. Decide what the mascot looks like.": "Company Mascot: Take your corporate mascot as an ally. Pick one: a fellow employee with useful skills in the suit, or a supernatural being trying to keep under the radar. Decide what the mascot looks like.", + "Earned Trust: People in your community know you, and know you mean well. They’ll generally believe what you tell them. If you ask them to do something for their own safety, they usually go along with it.": "Earned Trust: People in your community know you, and know you mean well. They’ll generally believe what you tell them. If you ask them to do something for their own safety, they usually go along with it.", + "Familiarity: When you’re checking out something in your community, you’ll always recognise right away if something has changed in an out-of-the-ordinary way. You can pick up things like a house suddenly quiet, a new tree in the park, or a stranger working at the corner store.": "Familiarity: When you’re checking out something in your community, you’ll always recognise right away if something has changed in an out-of-the-ordinary way. You can pick up things like a house suddenly quiet, a new tree in the park, or a stranger working at the corner store.", + "Domestic Wardings: You know how to protect houses from evil supernatural influences. All your homes are warded, and you may ward others too. It’s a big magic ritual requiring 24 hours, all the hunters, and a number of protective items that must be placed around the house. The wardings might be broken eventually by a concerted attack.": "Domestic Wardings: You know how to protect houses from evil supernatural influences. All your homes are warded, and you may ward others too. It’s a big magic ritual requiring 24 hours, all the hunters, and a number of protective items that must be placed around the house. The wardings might be broken eventually by a concerted attack.", + "Backyard Allies: You’ve made friends with some feral or wild animals that are smarter than normal—perhaps modern nature spirits? In any case, they can scout and spy for you, and it’s unlikely anyone will pay attention to them. They might ask you for favours too, now and then.": "Backyard Allies: You’ve made friends with some feral or wild animals that are smarter than normal—perhaps modern nature spirits? In any case, they can scout and spy for you, and it’s unlikely anyone will pay attention to them. They might ask you for favours too, now and then.", + "Craft Circle: Whenever you need a physical item as a magical requirement, you can craft a substitute together. All the hunters must take part, and you’ll need a few hours. You can replace one requirement per spell this way.": "Craft Circle: Whenever you need a physical item as a magical requirement, you can craft a substitute together. All the hunters must take part, and you’ll need a few hours. You can replace one requirement per spell this way.", + "Hit It!: If you all have your instruments ready, start playing one of your songs. Everyone and everything within earshot pauses for a moment.": "Hit It!: If you all have your instruments ready, start playing one of your songs. Everyone and everything within earshot pauses for a moment.", + "Sacred Songs of Power: You may substitute “play a mystical song” for any one use magic or big magic requirement. For use magic, one person needs to perform the song. For big magic, it must be at least two of you.": "Sacred Songs of Power: You may substitute “play a mystical song” for any one use magic or big magic requirement. For use magic, one person needs to perform the song. For big magic, it must be at least two of you.", + "Famous: You’re well known. Everywhere you go, you may call up your fans. They are a temporary ally group, type: backup (motivation: to stand with you). There will be a lot of them, but they’re just regular people—good at creating a distraction but not fighting monsters.": "Famous: You’re well known. Everywhere you go, you may call up your fans. They are a temporary ally group, type: backup (motivation: to stand with you). There will be a lot of them, but they’re just regular people—good at creating a distraction but not fighting monsters.", + "In the Groove: When you’re engaged in desperate physical action, and you describe how your move sets up another member of the band, they take +1 forward.": "In the Groove: When you’re engaged in desperate physical action, and you describe how your move sets up another member of the band, they take +1 forward.", + "Healing Vibe: Whenever the band plays a gig (no matter how big or small—there just needs to be an audience), each band member and every member of the audience either unmarks unstable or heals 1-harm.": "Healing Vibe: Whenever the band plays a gig (no matter how big or small—there just needs to be an audience), each band member and every member of the audience either unmarks unstable or heals 1-harm.", + "Something Rotten: When investigating a mystery and rolling a 7+, you can ask “How does this relate to the bad things I suspect about my organisation?” in addition to one of the usual questions.": "Something Rotten: When investigating a mystery and rolling a 7+, you can ask “How does this relate to the bad things I suspect about my organisation?” in addition to one of the usual questions.", + "Organisation’s Help: When you ask for the organisation’s help—gear, intel, or personnel—tell your superiors why you need it and roll +Charm. On a 10+, you get what you asked for. On a 7–9, you get it, but sooner or later the organisation will check up on you. On a miss, they don’t give it to you and someone in the organisation learns of your true intentions if you didn’t state them.": "Organisation’s Help: When you ask for the organisation’s help—gear, intel, or personnel—tell your superiors why you need it and roll +Charm. On a 10+, you get what you asked for. On a 7–9, you get it, but sooner or later the organisation will check up on you. On a miss, they don’t give it to you and someone in the organisation learns of your true intentions if you didn’t state them.", + "Specialized: Each of you can get +1 to a single rating (maximum +3) at the cost of –1 to a different rating (minimum –2).": "Specialized: Each of you can get +1 to a single rating (maximum +3) at the cost of –1 to a different rating (minimum –2).", + "Coordinated: Training in the organisation made you especially adept at helping each other. Your team holds 3 at the beginning at each mystery. Each of you can spend 1 to get +1 forward to help out and give the one you help +2 instead of +1 if your move is successful.": "Coordinated: Training in the organisation made you especially adept at helping each other. Your team holds 3 at the beginning at each mystery. Each of you can spend 1 to get +1 forward to help out and give the one you help +2 instead of +1 if your move is successful.", + "Power Dynamics: Add “Who’s the boss here?” and “Who doesn’t want to be a part of this?” to the list of your questions for read a bad situation and investigate a mystery.": "Power Dynamics: Add “Who’s the boss here?” and “Who doesn’t want to be a part of this?” to the list of your questions for read a bad situation and investigate a mystery.", + "Always on the Run: When you enter a new location, one of you can ask either “What’s the best way to hide here” or “What would be the best way to escape from here?” When you act on the answers, you get +1 ongoing, just as if it was a read a bad situation question.": "Always on the Run: When you enter a new location, one of you can ask either “What’s the best way to hide here” or “What would be the best way to escape from here?” When you act on the answers, you get +1 ongoing, just as if it was a read a bad situation question.", + "You Can’t Take Us: Once per mystery, each of you can treat a protect someone roll as if you rolled a 12.": "You Can’t Take Us: Once per mystery, each of you can treat a protect someone roll as if you rolled a 12.", + "Ride with the Thunder: When you race against someone having a comparable speed, you always win. When you race against someone faster or against the Wild Hunt, you can use magic to win anyway.": "Ride with the Thunder: When you race against someone having a comparable speed, you always win. When you race against someone faster or against the Wild Hunt, you can use magic to win anyway.", + "Sense of the Hunt: When a monster hunts a mortal in the area where you are (up to about 2 miles), you sense it, but without any details. You can read a bad situation to get more info on this situation, but if you fail, you get –1 ongoing to helping the hunted mortals.": "Sense of the Hunt: When a monster hunts a mortal in the area where you are (up to about 2 miles), you sense it, but without any details. You can read a bad situation to get more info on this situation, but if you fail, you get –1 ongoing to helping the hunted mortals.", + "Legend Amongst Monsters: Each of you can manipulate monsters as if you had the Dark Negotiator move. If you fail an investigate a mystery move, the monster learns it’s investigated by those who escaped the Wild Hunt.": "Legend Amongst Monsters: Each of you can manipulate monsters as if you had the Dark Negotiator move. If you fail an investigate a mystery move, the monster learns it’s investigated by those who escaped the Wild Hunt.", + "Assets": "Assets", + "Choose from these available assets. If there are two boxes, you need to mark both to earn that asset. (If you are making partial progress towards taking a two-box asset, mark the leftmost box first.)": "Choose from these available assets. If there are two boxes, you need to mark both to earn that asset. (If you are making partial progress towards taking a two-box asset, mark the leftmost box first.)", + "Mobile Base: A helicopter, aeroplane, truck, or bus with facilities and mystery investigation supplies on board.": "Mobile Base: A helicopter, aeroplane, truck, or bus with facilities and mystery investigation supplies on board.", + "Individual Transport: Each mission, a regular car, motorbike, or bicycle is assigned to every team member.": "Individual Transport: Each mission, a regular car, motorbike, or bicycle is assigned to every team member.", + "R&D Access: Your team is issued with a useful high technology experiment from R&D each mission. The Keeper decides what it is (always useful, usually with problematic side effects).": "R&D Access: Your team is issued with a useful high technology experiment from R&D each mission. The Keeper decides what it is (always useful, usually with problematic side effects).", + "Headquarters: A relatively secure space to use as a base in a Bureau regional facility. Everything you need to prepare for mysteries is here, and it’s quite secure.": "Headquarters: A relatively secure space to use as a base in a Bureau regional facility. Everything you need to prepare for mysteries is here, and it’s quite secure.", + "Sky Scanners: You have access to a scanning network that will alert you to strange events coming from space. This includes weird phenomena as well as UFOs.": "Sky Scanners: You have access to a scanning network that will alert you to strange events coming from space. This includes weird phenomena as well as UFOs.", + "Workshop: A big space for craft and repair projects, with plenty of tools and materials.": "Workshop: A big space for craft and repair projects, with plenty of tools and materials.", + "Disguise Kits: Contains costumes, makeup, and other supplies for a quick change of appearance.": "Disguise Kits: Contains costumes, makeup, and other supplies for a quick change of appearance.", + "Housing: Each member of the team is assigned a one-bedroom apartment in a generic housing project. All the apartments are exactly the same, down to scuff marks on the door.": "Housing: Each member of the team is assigned a one-bedroom apartment in a generic housing project. All the apartments are exactly the same, down to scuff marks on the door.", + "Rapid Response Pods: When any member of the team needs to get to a mission site quickly, a rapid response pod appears next to them. Enter the pod, and a short uncomfortable trip will place you where you need to be. What do the pods look like? How do they appear?": "Rapid Response Pods: When any member of the team needs to get to a mission site quickly, a rapid response pod appears next to them. Enter the pod, and a short uncomfortable trip will place you where you need to be. What do the pods look like? How do they appear?", + "Custom:": "Custom:", + "Individual Transport: A regular car, motorbike, or bicycle for every team member.": "Individual Transport: A regular car, motorbike, or bicycle for every team member.", + "Mobile Base: A truck or bus with bunks and mystery investigation supplies on board.": "Mobile Base: A truck or bus with bunks and mystery investigation supplies on board.", + "Credentials: Real, or as-good-as-real, identification that gets you access to law enforcement and other official contacts.": "Credentials: Real, or as-good-as-real, identification that gets you access to law enforcement and other official contacts.", + "Lair: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen.": "Lair: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen.", + "Hunter Roadhouses: A network of bars, diners, and motels where you can safely meet other monster hunters. Many are run by retired hunters.": "Hunter Roadhouses: A network of bars, diners, and motels where you can safely meet other monster hunters. Many are run by retired hunters.", + "Tool Kit: One or two of your vehicles carry tool kits. You have most tools you’ll need to repair or build something.": "Tool Kit: One or two of your vehicles carry tool kits. You have most tools you’ll need to repair or build something.", + "Mystical Ingredients Cabinet: A box with a wide range of frequently useful supplies for magic rituals.": "Mystical Ingredients Cabinet: A box with a wide range of frequently useful supplies for magic rituals.", + "Slush Fund: The team has access to a bank account that can pay for their day to day needs while monster hunting, and stretches to a big purchase every now and then. Where did it come from?": "Slush Fund: The team has access to a bank account that can pay for their day to day needs while monster hunting, and stretches to a big purchase every now and then. Where did it come from?", + "Armoury: One of your cars has a well-stocked weapons chest. Each mystery, every hunter may take one extra regular weapon. Also once per mystery, one hunter may ask the Keeper if the armoury has a particular special weapon: if yes, you can take it; if no, take +1 forward.": "Armoury: One of your cars has a well-stocked weapons chest. Each mystery, every hunter may take one extra regular weapon. Also once per mystery, one hunter may ask the Keeper if the armoury has a particular special weapon: if yes, you can take it; if no, take +1 forward.", + "Field Medics: You have enough supplies and training to treat one hunter per night as if they’d had a proper doctor or trip to the emergency room.": "Field Medics: You have enough supplies and training to treat one hunter per night as if they’d had a proper doctor or trip to the emergency room.", + "The Prophecies: A guidebook of all the visions about the Chosen One, to help you navigate your destiny (they’re pretty hard to decipher).": "The Prophecies: A guidebook of all the visions about the Chosen One, to help you navigate your destiny (they’re pretty hard to decipher).", + "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen.": "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen.", + "Mystical Workroom: A space set aside for magical operations. It can stand in for one requirement of a use magic or big magic move.": "Mystical Workroom: A space set aside for magical operations. It can stand in for one requirement of a use magic or big magic move.", + "Innocent Front: You have access to a regular business or institution. This means that your monster hunting hijinks can be concealed to an extent from your friends, family, and colleagues. For example: a cafe, a library, an antique store, etc.": "Innocent Front: You have access to a regular business or institution. This means that your monster hunting hijinks can be concealed to an extent from your friends, family, and colleagues. For example: a cafe, a library, an antique store, etc.", + "Regular Jobs: You have access to a place of employment for any of the hunters who need it. You earn enough to cover regular day-to-day expenses, and there’s time to fit in monster hunting around your hours.": "Regular Jobs: You have access to a place of employment for any of the hunters who need it. You earn enough to cover regular day-to-day expenses, and there’s time to fit in monster hunting around your hours.", + "Cameras and Recording Gear: You have a big collection of cameras and other recording devices that you can use during your investigations.": "Cameras and Recording Gear: You have a big collection of cameras and other recording devices that you can use during your investigations.", + "Primaeval Monument: An ancient site marking where access between worlds is easiest.": "Primaeval Monument: An ancient site marking where access between worlds is easiest.", + "Portal: A stable portal to either a particular world, or a between-worlds nexus. It is hidden, but any entity that finds either side may use it just like you can. Where is it hidden?": "Portal: A stable portal to either a particular world, or a between-worlds nexus. It is hidden, but any entity that finds either side may use it just like you can. Where is it hidden?", + "Exploration Gear: You’re never sure what you may find in another world. Your group has a storeroom full of all kinds of exploring and outdoor gear and clothing to use.": "Exploration Gear: You’re never sure what you may find in another world. Your group has a storeroom full of all kinds of exploring and outdoor gear and clothing to use.", + "Skywarden: A high tech transport aircraft that has all your essential gear on board and acts as your base on mission assignments. If you have the rapid deployment move, the Skywarden is upgraded with supersonic engines.": "Skywarden: A high tech transport aircraft that has all your essential gear on board and acts as your base on mission assignments. If you have the rapid deployment move, the Skywarden is upgraded with supersonic engines.", + "Individual Transport: Electric motorbikes for every team member.": "Individual Transport: Electric motorbikes for every team member.", + "Search and Rescue Gear: A selection of useful tools for locating and rescuing people in disaster zones.": "Search and Rescue Gear: A selection of useful tools for locating and rescuing people in disaster zones.", + "Headquarters: A relatively secure space allocated to you in IMPS headquarters. There’s room for all your gear, and includes full living quarters.": "Headquarters: A relatively secure space allocated to you in IMPS headquarters. There’s room for all your gear, and includes full living quarters.", + "Workshop: A big space for craft and repair projects, with plenty of technicians, tools, and materials.": "Workshop: A big space for craft and repair projects, with plenty of technicians, tools, and materials.", + "Medical Supplies: Everyone carries a first aid kit, and you have enough for a fully equipped infirmary back at your base or homes.": "Medical Supplies: Everyone carries a first aid kit, and you have enough for a fully equipped infirmary back at your base or homes.", + "Fancy High Tech Uniforms: Complete with built-in gadgets.": "Fancy High Tech Uniforms: Complete with built-in gadgets.", + "Housing: A pleasant house for each team member and their family, provided by IMPS for when you’re off-duty. This may be anywhere in the world.": "Housing: A pleasant house for each team member and their family, provided by IMPS for when you’re off-duty. This may be anywhere in the world.", + "World-jumping Base: A small vehicle or building with bunks and mystery investigation supplies on board.": "World-jumping Base: A small vehicle or building with bunks and mystery investigation supplies on board.", + "Translator: A high tech or arcane universal translator.": "Translator: A high tech or arcane universal translator.", + "Stealth Module: A device automatically changing the looks of your gear and vehicles to match the world you’re in.": "Stealth Module: A device automatically changing the looks of your gear and vehicles to match the world you’re in.", + "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen. Can’t travel between worlds, but you know a big magic ritual to come back here from any world. Invent details with the Keeper.": "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen. Can’t travel between worlds, but you know a big magic ritual to come back here from any world. Invent details with the Keeper.", + "Clothes: Clothes for any weather, including extreme ones.": "Clothes: Clothes for any weather, including extreme ones.", + "Published Book Series: A successful book series written by some or all of you based on your visits to other worlds.": "Published Book Series: A successful book series written by some or all of you based on your visits to other worlds.", + "Crystal Ball: A crystal ball always showing the most breathtaking sight in the area you’re in.": "Crystal Ball: A crystal ball always showing the most breathtaking sight in the area you’re in.", + "Mystical workroom: A space set aside for magical operations. It can stand in for one requirement of a use magic or big magic move.": "Mystical workroom: A space set aside for magical operations. It can stand in for one requirement of a use magic or big magic move.", + "Survival Gear: You’re all well-prepped with supplies for a disaster or emergency situation. Protective gear, tools, food and water, etc.": "Survival Gear: You’re all well-prepped with supplies for a disaster or emergency situation. Protective gear, tools, food and water, etc.", + "Hideouts: Each hunter has a hidden, safe place set up where they can retreat in an emergency. This could be an isolated cabin or bunker, a safe house, or a panic room (whichever makes sense for your hunter).": "Hideouts: Each hunter has a hidden, safe place set up where they can retreat in an emergency. This could be an isolated cabin or bunker, a safe house, or a panic room (whichever makes sense for your hunter).", + "Mobile Hideaway: A truck with bunks and mystery investigation supplies on board.": "Mobile Hideaway: A truck with bunks and mystery investigation supplies on board.", + "Individual Transport: A fancy car or motorbike for every team member.": "Individual Transport: A fancy car or motorbike for every team member.", + "Getaway: A place where you rest from everything, with no monster hunting gear but extremely difficult to find by mundane and magical means.": "Getaway: A place where you rest from everything, with no monster hunting gear but extremely difficult to find by mundane and magical means.", + "Headquarters: A base people from neither your public nor your secret life will find easily. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen.": "Headquarters: A base people from neither your public nor your secret life will find easily. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen.", + "Memorabilia: A collection of important memorabilia connected to the city’s past and two big magic rituals that need only them and up to two other requirements. Determine what the rituals do as a group.": "Memorabilia: A collection of important memorabilia connected to the city’s past and two big magic rituals that need only them and up to two other requirements. Determine what the rituals do as a group.", + "Secure Phones: A set of phones with advanced voice distortion and location concealment options. Tracking a call from these requires days of work.": "Secure Phones: A set of phones with advanced voice distortion and location concealment options. Tracking a call from these requires days of work.", + "Funds: Lots of money on bank accounts connected to untraceable credit cards.": "Funds: Lots of money on bank accounts connected to untraceable credit cards.", + "Mobile Base: A van, truck, or bus with bunks and mystery investigation supplies on board.": "Mobile Base: A van, truck, or bus with bunks and mystery investigation supplies on board.", + "The Grapevine: A network of contacts who pass on job leads.": "The Grapevine: A network of contacts who pass on job leads.", + "Secure Homes: Located somewhere you have a special relationship, you all have houses and bank accounts that provide a base when you’re off the job.": "Secure Homes: Located somewhere you have a special relationship, you all have houses and bank accounts that provide a base when you’re off the job.", + "Credentials: Monster hunting licenses and visa waivers that allow you to do your job and travel legitimately.": "Credentials: Monster hunting licenses and visa waivers that allow you to do your job and travel legitimately.", + "High Tech Gadgets: A supply of various monster scanners and detectors.": "High Tech Gadgets: A supply of various monster scanners and detectors.", + "Armoury: A cache of monster hunting weapons.": "Armoury: A cache of monster hunting weapons.", + "Mystery Van: A van with all your mystery investigation supplies on board.": "Mystery Van: A van with all your mystery investigation supplies on board.", + "Individual Transport: A skateboard, scooter, pair of skates, or bicycle for every team member.": "Individual Transport: A skateboard, scooter, pair of skates, or bicycle for every team member.", + "Gadgets: Paranormal investigation gadgets.": "Gadgets: Paranormal investigation gadgets.", + "Clubhouse: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and make a snack.": "Clubhouse: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and make a snack.", + "Mystical Workroom: a space set aside for magical operations. It can stand in for one requirement of a use magic or big magic move.": "Mystical Workroom: a space set aside for magical operations. It can stand in for one requirement of a use magic or big magic move.", + "Disguises: A trunk full of disguises.": "Disguises: A trunk full of disguises.", + "Library: Library of useful reference books.": "Library: Library of useful reference books.", + "IDs: Official junior deputy Suburban Watch Group volunteer badges.": "IDs: Official junior deputy Suburban Watch Group volunteer badges.", + "Backrooms: You’ve set out a relatively secure space in the back rooms. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen. It’s currently listed as “unused: permanent” so you should be left alone in there.": "Backrooms: You’ve set out a relatively secure space in the back rooms. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen. It’s currently listed as “unused: permanent” so you should be left alone in there.", + "Steam Tunnels: Accessed from your workplace, these allow you to get in and out without being seen. They also connect to the wider city infrastructure.": "Steam Tunnels: Accessed from your workplace, these allow you to get in and out without being seen. They also connect to the wider city infrastructure.", + "Security Access: You can look at the security camera feeds and records. These cover the entire store floor, secure areas, and the outside of the building.": "Security Access: You can look at the security camera feeds and records. These cover the entire store floor, secure areas, and the outside of the building.", + "Ritual Space: A space set aside for magical operations. It can stand in for one requirement of a use magic or big magic move. Decide where in the workplace it is located.": "Ritual Space: A space set aside for magical operations. It can stand in for one requirement of a use magic or big magic move. Decide where in the workplace it is located.", + "The Occult Section: Your workplace has a stock of mystical supplies. Sometimes you can find specific monster hunting supplies or ritual requirements there.": "The Occult Section: Your workplace has a stock of mystical supplies. Sometimes you can find specific monster hunting supplies or ritual requirements there.", + "Warding Glyphs: Mystical enchantments on the workplace prevent hostile magic targeting it from the outside, and alert all team members if a supernatural being enters.": "Warding Glyphs: Mystical enchantments on the workplace prevent hostile magic targeting it from the outside, and alert all team members if a supernatural being enters.", + "Lost Property & Returns: You can find all sorts of stuff in here, some of it useful.": "Lost Property & Returns: You can find all sorts of stuff in here, some of it useful.", + "Oracle Stone: A mystical scrying gem. At the beginning of each mystery, you may consult it—ask any question. The Keeper will answer with something true and useful, but they may make the answer difficult to understand.": "Oracle Stone: A mystical scrying gem. At the beginning of each mystery, you may consult it—ask any question. The Keeper will answer with something true and useful, but they may make the answer difficult to understand.", + "SWG Radio Network: a set of devices that allow you to easily talk to the rest of the SWG (as well as the base stations at your homes/the SWG headquarters).": "SWG Radio Network: a set of devices that allow you to easily talk to the rest of the SWG (as well as the base stations at your homes/the SWG headquarters).", + "Sacred Site: A place outdoors that has a reservoir of magical power. The Keeper always considers this site when a magical ritual requires a particular place.": "Sacred Site: A place outdoors that has a reservoir of magical power. The Keeper always considers this site when a magical ritual requires a particular place.", + "Infirmary: You have access to a doctor’s surgery or other suitable first aid office. You may use it for regular treatment of injuries, no questions asked.": "Infirmary: You have access to a doctor’s surgery or other suitable first aid office. You may use it for regular treatment of injuries, no questions asked.", + "Tour Bus: A truck or bus with bunks, your gear, and mystery investigation supplies on board.": "Tour Bus: A truck or bus with bunks, your gear, and mystery investigation supplies on board.", + "Individual Transport: A fancy car, motorbike, or bicycle for every team member.": "Individual Transport: A fancy car, motorbike, or bicycle for every team member.", + "Home Venue: You have a regular booking at a venue, and get on well with the owners. You’re always welcome there, and can be sure to find fans or friends there whenever its open.": "Home Venue: You have a regular booking at a venue, and get on well with the owners. You’re always welcome there, and can be sure to find fans or friends there whenever its open.", + "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep, practice, and cook.": "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep, practice, and cook.", + "Private Jet: You have a more-or-less fancy private jet (and crew) at your disposal.": "Private Jet: You have a more-or-less fancy private jet (and crew) at your disposal.", + "Studio: You have your own recording studio and record label. It’s either a big house in the country or big slice of a building in the city. It’s equipped with gear and staff. This is a good place for any other location-based assets to live.": "Studio: You have your own recording studio and record label. It’s either a big house in the country or big slice of a building in the city. It’s equipped with gear and staff. This is a good place for any other location-based assets to live.", + "Cameras and Recording Gear: You have a big collection of cameras and other recording devices that you can use during your investigations. Your crew also includes people who can operate them for you.": "Cameras and Recording Gear: You have a big collection of cameras and other recording devices that you can use during your investigations. Your crew also includes people who can operate them for you.", + "Office Space: Private offices in the organisation’s headquarters.": "Office Space: Private offices in the organisation’s headquarters.", + "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen. The organisation knows about it but has no direct influence over it.": "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen. The organisation knows about it but has no direct influence over it.", + "Fake IDs: Fake government IDs.": "Fake IDs: Fake government IDs.", + "More Fake IDs: Fake organisation IDs for other members or different jobs.": "More Fake IDs: Fake organisation IDs for other members or different jobs.", + "Cameras and Recording Gear: Miniature cameras and recording devices.": "Cameras and Recording Gear: Miniature cameras and recording devices.", + "Fae Horses: One for every team member. They fly, but if people start gossiping about flying horses, the Wild Hunt will surely hear of this.": "Fae Horses: One for every team member. They fly, but if people start gossiping about flying horses, the Wild Hunt will surely hear of this.", + "Map: A map of the Wild Hunt’s activities.": "Map: A map of the Wild Hunt’s activities.", + "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen. The Wild Hunt won’t learn about this base unless you stay there for a very long time.": "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen. The Wild Hunt won’t learn about this base unless you stay there for a very long time.", + "Disguises: A set of disguises.": "Disguises: A set of disguises.", + "Diversions: A box of smoke bombs and other distractions (0-harm close obscure vision).": "Diversions: A box of smoke bombs and other distractions (0-harm close obscure vision).", + "Fae Cosmetics and Makeup: Better than anything humans can produce.": "Fae Cosmetics and Makeup: Better than anything humans can produce.", + "Improvement": "Improvement", + "At the end of each session, answer your Style question (below). If yes, gain one improvement mark. If yes and it came up a lot, gain two improvement marks.": "At the end of each session, answer your Style question (below). If yes, gain one improvement mark. If yes and it came up a lot, gain two improvement marks.", + "When you fill in the improvement box, clear the improvement track and choose one of these:": "When you fill in the improvement box, clear the improvement track and choose one of these:", + "Gain a new team move.": "Gain a new team move.", + "Gain a new team ally.": "Gain a new team ally.", + "Gain two new asset selections.": "Gain two new asset selections.", + "Make the next mystery about your team enemy, giving you a chance to interfere in their plans.": "Make the next mystery about your team enemy, giving you a chance to interfere in their plans.", + "Make the next mystery about the organisation or its bad apples, giving you a chance to interfere in their plans.": "Make the next mystery about the organisation or its bad apples, giving you a chance to interfere in their plans.", + "Make the next mystery about the Wild Hunt, giving you a chance to weaken or confuse them.": "Make the next mystery about the Wild Hunt, giving you a chance to weaken or confuse them.", + "Style": "Style", + "Pick one of these styles (and the associated improvement question):": "Pick one of these styles (and the associated improvement question):", + "Hush: At the end of each session, ask: “Did we suppress knowledge of monsters and the supernatural?”": "Hush: At the end of each session, ask: “Did we suppress knowledge of monsters and the supernatural?”", + "The Greater Good: At the end of each session, ask: “Did we protect civilian lives?”": "The Greater Good: At the end of each session, ask: “Did we protect civilian lives?”", + "By Any Means Necessary: At the end of each session, ask: “Did we stop the problem, regardless of the cost?”": "By Any Means Necessary: At the end of each session, ask: “Did we stop the problem, regardless of the cost?”", + "Custom: What’s your story?": "Custom: What’s your story?", + "At the end of each session, ask:": "At the end of each session, ask:", + "Family: You’re all family, or as good as. At the end of each session, ask: “Did we talk about—or pointedly not talk about—something that was troubling a team member?”": "Family: You’re all family, or as good as. At the end of each session, ask: “Did we talk about—or pointedly not talk about—something that was troubling a team member?”", + "Vocation: Someone has to do it, and you happened to be able. At the end of each session, ask: “Did we save the people we went there to protect?”": "Vocation: Someone has to do it, and you happened to be able. At the end of each session, ask: “Did we save the people we went there to protect?”", + "Excitement: Monster hunting sure is a new thrill every time. At the end of each session, ask: “Did we take extremely dangerous risks?”": "Excitement: Monster hunting sure is a new thrill every time. At the end of each session, ask: “Did we take extremely dangerous risks?”", + "First among Equals: Sure, one of us is chosen by destiny, but we all play our part. At the end of each session, ask: “Did we all contribute in our own way to solve the mystery?”": "First among Equals: Sure, one of us is chosen by destiny, but we all play our part. At the end of each session, ask: “Did we all contribute in our own way to solve the mystery?”", + "Sworn Guardians: The rest of us made a solemn oath to help the Chosen One. At the end of each session, ask: “Did we save the Chosen One from serious harm?”": "Sworn Guardians: The rest of us made a solemn oath to help the Chosen One. At the end of each session, ask: “Did we save the Chosen One from serious harm?”", + "Fate’s Rebels: Screw destiny! At the end of each session, ask: “Did we fight against fate and prophecies, no matter the cost?”": "Fate’s Rebels: Screw destiny! At the end of each session, ask: “Did we fight against fate and prophecies, no matter the cost?”", + "Ancient Oath: You are the holders of an ancient obligation to guard the world’s border. Decide what the oath requires of you. At the end of each session, ask: “Did we hold to our oath?”": "Ancient Oath: You are the holders of an ancient obligation to guard the world’s border. Decide what the oath requires of you. At the end of each session, ask: “Did we hold to our oath?”", + "The oath:": "The oath:", + "Wrong Place, Wrong Time: You were there to stop the first incursion, and now feel obliged to prevent anything else coming through. At the end of each session, ask: “Did we protect the world from what lies beyond?”": "Wrong Place, Wrong Time: You were there to stop the first incursion, and now feel obliged to prevent anything else coming through. At the end of each session, ask: “Did we protect the world from what lies beyond?”", + "Born & Raised: You all grew up, or settled, here. Dimensional incursions are a part of life, even if a lot of people don’t like to admit it. At the end of each session, ask: “Did we look after our normal relationships with friends and families?”": "Born & Raised: You all grew up, or settled, here. Dimensional incursions are a part of life, even if a lot of people don’t like to admit it. At the end of each session, ask: “Did we look after our normal relationships with friends and families?”", + "Hush: At the end of each session, ask: “Did we save the day without making the news or creating a ruckus?”": "Hush: At the end of each session, ask: “Did we save the day without making the news or creating a ruckus?”", + "Rescuers: At the end of each session, ask: “Did we save people from harm, no matter how much property damage?”": "Rescuers: At the end of each session, ask: “Did we save people from harm, no matter how much property damage?”", + "Superstars: At the end of each session, ask: “Did our reputation as elite monster hunters come up during the mystery?”": "Superstars: At the end of each session, ask: “Did our reputation as elite monster hunters come up during the mystery?”", + "Well-prepared: You keep track of worlds that might need monster hunting help and have procedures for reaching and helping them. At the end of each session, ask: “Did things go according to our plans?”": "Well-prepared: You keep track of worlds that might need monster hunting help and have procedures for reaching and helping them. At the end of each session, ask: “Did things go according to our plans?”", + "Led by Fate: The universe wants you to help where you’re needed most. At the end of each session, ask: “Do we understand our place in the multiverse better now?”": "Led by Fate: The universe wants you to help where you’re needed most. At the end of each session, ask: “Do we understand our place in the multiverse better now?”", + "Accidental Heroes: You always end up where you’re needed because of magical mishaps and weird coincidences. At the end of each session, ask: “Did we make use of a coincidence or unexpected resource?”": "Accidental Heroes: You always end up where you’re needed because of magical mishaps and weird coincidences. At the end of each session, ask: “Did we make use of a coincidence or unexpected resource?”", + "We’re Prepared for Next Time: At the end of each session, ask: “Did our planning ahead save the day?”": "We’re Prepared for Next Time: At the end of each session, ask: “Did our planning ahead save the day?”", + "Fatalists: One day our times will come. Until then we fight. At the end of each session, ask: “Did we throw ourselves into danger to save the day?”": "Fatalists: One day our times will come. Until then we fight. At the end of each session, ask: “Did we throw ourselves into danger to save the day?”", + "Wardens: We won’t let what happened to us happen to anyone else. At the end of each session, ask: “Did we save people, no matter the cost?”": "Wardens: We won’t let what happened to us happen to anyone else. At the end of each session, ask: “Did we save people, no matter the cost?”", + "Greater Good: You find your secret monster hunting lives more important than your mundane social roles. At the end of each session, ask: “Did we choose the more important obligation?”": "Greater Good: You find your secret monster hunting lives more important than your mundane social roles. At the end of each session, ask: “Did we choose the more important obligation?”", + "The Only Ones: You’re the only ones capable enough to protect those around you from supernatural threats. At the end of each session, ask: “Did we do something nobody else in our society could do?”": "The Only Ones: You’re the only ones capable enough to protect those around you from supernatural threats. At the end of each session, ask: “Did we do something nobody else in our society could do?”", + "An Ancient Tradition: You’ve inherited your double role from family or mentors. At the end of each session, ask: “Have we done something that would make our predecessors proud?”": "An Ancient Tradition: You’ve inherited your double role from family or mentors. At the end of each session, ask: “Have we done something that would make our predecessors proud?”", + "Secret Mission: You are all devoted to a particular goal, using “mercenary monster hunter team” as your cover. What’s your objective? At the end of each session, ask: “Did we get closer to our goal?” If you achieve the objective, choose a new one or change to a new style. Your objective:": "Secret Mission: You are all devoted to a particular goal, using “mercenary monster hunter team” as your cover. What’s your objective? At the end of each session, ask: “Did we get closer to our goal?” If you achieve the objective, choose a new one or change to a new style. Your objective:", + "Goal-Oriented: At the end of each session, ask: “Did we fulfil the exact mission requested, without extra work?”": "Goal-Oriented: At the end of each session, ask: “Did we fulfil the exact mission requested, without extra work?”", + "Hearts of Gold: At the end of each session, ask: “Did we refuse to accept money from someone we saved?”": "Hearts of Gold: At the end of each session, ask: “Did we refuse to accept money from someone we saved?”", + "Wholesome: At the end of each session, ask: “Did we succeed by believing in each other and using our individual strengths?”": "Wholesome: At the end of each session, ask: “Did we succeed by believing in each other and using our individual strengths?”", + "Comical: At the end of each session, ask: “Did we do something really funny?”": "Comical: At the end of each session, ask: “Did we do something really funny?”", + "Cool: At the end of each session, ask: “Did we save the day, with style?”": "Cool: At the end of each session, ask: “Did we save the day, with style?”", + "Big Store: At the end of each session, ask: “Did we deal with any supernatural problems without management noticing?”": "Big Store: At the end of each session, ask: “Did we deal with any supernatural problems without management noticing?”", + "Security Team: At the end of each session, ask: “Did we keep people safe?”": "Security Team: At the end of each session, ask: “Did we keep people safe?”", + "Emergency Response: At the end of each session, ask: “Did we solve anyone’s problems?”": "Emergency Response: At the end of each session, ask: “Did we solve anyone’s problems?”", + "Thrown in the Deep End: You started out knowing nothing about the supernatural, and you’re still catching up. At the end of each session, ask: “Did we learn something new about the supernatural world?”": "Thrown in the Deep End: You started out knowing nothing about the supernatural, and you’re still catching up. At the end of each session, ask: “Did we learn something new about the supernatural world?”", + "Protectors: It’s all about looking after people. At the end of each session, ask: “Did we prevent harm in our community?”": "Protectors: It’s all about looking after people. At the end of each session, ask: “Did we prevent harm in our community?”", + "Cosy Coven: You were never strangers to the supernatural, but nobody else suspects it. At the end of each session, ask: “Did we help with our supernatural powers, undetected?”": "Cosy Coven: You were never strangers to the supernatural, but nobody else suspects it. At the end of each session, ask: “Did we help with our supernatural powers, undetected?”", + "Rock: At the end of each session, ask: “Did we lay the smackdown on some evildoers?”": "Rock: At the end of each session, ask: “Did we lay the smackdown on some evildoers?”", + "Punk: At the end of each session, ask: “Did we fight for the downtrodden?”": "Punk: At the end of each session, ask: “Did we fight for the downtrodden?”", + "Pop: At the end of each session, ask: “Did we look awesome?”": "Pop: At the end of each session, ask: “Did we look awesome?”", + "Metal: At the end of each session, ask: “Did we battle gloriously?”": "Metal: At the end of each session, ask: “Did we battle gloriously?”", + "Hip-hop: At the end of each session, ask: “Did we improve things for the local community?”": "Hip-hop: At the end of each session, ask: “Did we improve things for the local community?”", + "Folk: At the end of each session, ask: “Did we learn about local history and folklore?”": "Folk: At the end of each session, ask: “Did we learn about local history and folklore?”", + "Country: At the end of each session, ask: “Will that make a great story, later?”": "Country: At the end of each session, ask: “Will that make a great story, later?”", + "Inquisition: You believe your organisation isn’t rotten to the core, it just has a few rotten apples. At the end of each session, ask: “Is the organisation better now?”": "Inquisition: You believe your organisation isn’t rotten to the core, it just has a few rotten apples. At the end of each session, ask: “Is the organisation better now?”", + "Redemption: You were once part of the organisation’s shady dealings but are disgusted by them now. At the end of each session, ask: “Did we repay part of the harm we caused as organisation members?”": "Redemption: You were once part of the organisation’s shady dealings but are disgusted by them now. At the end of each session, ask: “Did we repay part of the harm we caused as organisation members?”", + "Revolt: You’ve recently understood the organisation is rotten to the core and should be terminated. At the end of each session, ask: “Are we closer to destroying the organisation?”": "Revolt: You’ve recently understood the organisation is rotten to the core and should be terminated. At the end of each session, ask: “Are we closer to destroying the organisation?”", + "Vengeance: You want to become strong enough to destroy the Wild Hunt one day. At the end of each session, ask: “Did what we do bring us closer to destroying the Wild Hunt?”": "Vengeance: You want to become strong enough to destroy the Wild Hunt one day. At the end of each session, ask: “Did what we do bring us closer to destroying the Wild Hunt?”", + "Compassion: You don’t want others to suffer as you did. At the end of each session, ask: “Did we risk our freedom to protect someone else’s’?”": "Compassion: You don’t want others to suffer as you did. At the end of each session, ask: “Did we risk our freedom to protect someone else’s’?”", + "Homelessness: You want to have normal lives one day. At the end of each session, ask: “Did we put some effort into making our lives more normal?”": "Homelessness: You want to have normal lives one day. At the end of each session, ask: “Did we put some effort into making our lives more normal?”", + "Enemies": "Enemies", + "Pick an enemy for your team:": "Pick an enemy for your team:", + "General Grox, alien warlord.": "General Grox, alien warlord.", + "The werewolf conspiracy.": "The werewolf conspiracy.", + "The Order of the Silvery Stars, who worship some very bad alien god-things.": "The Order of the Silvery Stars, who worship some very bad alien god-things.", + "The Old Gods, who want to return and rule the world again.": "The Old Gods, who want to return and rule the world again.", + "A rival Bureau with dubious methods and goals.": "A rival Bureau with dubious methods and goals.", + "Halphas, a demon who has it in for you.": "Halphas, a demon who has it in for you.", + "All the vampires.": "All the vampires.", + "Dr Crepuscule, who steals unnatural power from captured monsters.": "Dr Crepuscule, who steals unnatural power from captured monsters.", + "The King in Yellow, a god/force of corruption, decadence, and disease.": "The King in Yellow, a god/force of corruption, decadence, and disease.", + "A cabal of ghosts trying to secure the secret of returning to life.": "A cabal of ghosts trying to secure the secret of returning to life.", + "Alpha, an immortal werewolf.": "Alpha, an immortal werewolf.", + "Seth Vail, a billionaire who wants to harness the power of monsters, starting with immortality for himself.": "Seth Vail, a billionaire who wants to harness the power of monsters, starting with immortality for himself.", + "The Father of Monsters, the cosmic entity who is the source of evil in the world.": "The Father of Monsters, the cosmic entity who is the source of evil in the world.", + "The Grey Priests, a conspiracy to bring about the end of the world and birth of a new one.": "The Grey Priests, a conspiracy to bring about the end of the world and birth of a new one.", + "Lord Grash, warlord of a monster dimension.": "Lord Grash, warlord of a monster dimension.", + "All the demons.": "All the demons.", + "The Anointed Hierophant, an occult sect leader who wants to break the walls between worlds.": "The Anointed Hierophant, an occult sect leader who wants to break the walls between worlds.", + "Chaos, a cosmic entity of disorder.": "Chaos, a cosmic entity of disorder.", + "TransWorldCorp, a business hoping to profit from other worlds via their rift machine, no matter the damage they do along the way.": "TransWorldCorp, a business hoping to profit from other worlds via their rift machine, no matter the damage they do along the way.", + "Apollyon, a demon king who wants to rule the Earth.": "Apollyon, a demon king who wants to rule the Earth.", + "Incursions of HEDEs (Hostile Extra-Dimensional Entities).": "Incursions of HEDEs (Hostile Extra-Dimensional Entities).", + "Masanori, a selfish tycoon chasing personal immortality.": "Masanori, a selfish tycoon chasing personal immortality.", + "A rival IMPS team, who always want to make it look like they saved the day and you screwed up.": "A rival IMPS team, who always want to make it look like they saved the day and you screwed up.", + "A chaos cult who want to break down the structures of the modern world, so they can rule it with their magical powers.": "A chaos cult who want to break down the structures of the modern world, so they can rule it with their magical powers.", + "Dr Weltschmerz, a bitter and angry scientist who wants all worlds to suffer.": "Dr Weltschmerz, a bitter and angry scientist who wants all worlds to suffer.", + "Jauna, a merchant from Monster Marches who deals in interdimensional slave trade.": "Jauna, a merchant from Monster Marches who deals in interdimensional slave trade.", + "Separator, an automaton guarding borders between the worlds.": "Separator, an automaton guarding borders between the worlds.", + "Iron Crusade, an invading force from a futuristic world.": "Iron Crusade, an invading force from a futuristic world.", + "Your own evil versions from a mirrored universe.": "Your own evil versions from a mirrored universe.", + "The Black Knight, a faerie lord.": "The Black Knight, a faerie lord.", + "A necromancer, with a plan to rule the world.": "A necromancer, with a plan to rule the world.", + "Metaphysical Exploitation Holdings (MEH), a corporation that profits from ill-advised experimentation and exploitation of the supernatural.": "Metaphysical Exploitation Holdings (MEH), a corporation that profits from ill-advised experimentation and exploitation of the supernatural.", + "A conspiracy of chaos cultists.": "A conspiracy of chaos cultists.", + "Allmine, a greedy and capricious demon of desire.": "Allmine, a greedy and capricious demon of desire.", + "All the evil doppelgangers.": "All the evil doppelgangers.", + "Professor Trundil, an occult scientist trying to steal your powers and magic.": "Professor Trundil, an occult scientist trying to steal your powers and magic.", + "Great Waghru, a primordial entity slumbering beneath the city, now stirring.": "Great Waghru, a primordial entity slumbering beneath the city, now stirring.", + "Brave New World, an undercover company trying to replace humans in your city with robots.": "Brave New World, an undercover company trying to replace humans in your city with robots.", + "Pethas, a dragon.": "Pethas, a dragon.", + "All the werewolves.": "All the werewolves.", + "Ozahr, an immortal and megalomaniac wizard.": "Ozahr, an immortal and megalomaniac wizard.", + "The Fates.": "The Fates.", + "A conspiracy of political leaders secretly creating a global dictatorship.": "A conspiracy of political leaders secretly creating a global dictatorship.", + "Bradshaw, an evil property developer.": "Bradshaw, an evil property developer.", + "The Ghost King.": "The Ghost King.", + "Dracula.": "Dracula.", + "Cryptids generally.": "Cryptids generally.", + "A conspiracy of wizards who want to take over the world.": "A conspiracy of wizards who want to take over the world.", + "Your manager.": "Your manager.", + "The Queen of the Bug Monsters.": "The Queen of the Bug Monsters.", + "The Monarch of Waste, a cosmic entity of disorder and ruin.": "The Monarch of Waste, a cosmic entity of disorder and ruin.", + "A conspiracy within the company, using the workplace for a sinister occult plan.": "A conspiracy within the company, using the workplace for a sinister occult plan.", + "The thing in the basement. You don’t know what it is, but it’s evil.": "The thing in the basement. You don’t know what it is, but it’s evil.", + "The Pale Man, the powerful and malevolent ghost of a mass murderer who lived here a long time ago.": "The Pale Man, the powerful and malevolent ghost of a mass murderer who lived here a long time ago.", + "All the ghouls. A big cemetery nearby attracts their attention.": "All the ghouls. A big cemetery nearby attracts their attention.", + "Bradshaw, a property developer who wants to rebuild the city—by any means necessary.": "Bradshaw, a property developer who wants to rebuild the city—by any means necessary.", + "Discord, goddess of chaos and disorder.": "Discord, goddess of chaos and disorder.", + "A conspiracy of vampires trying to take over your community.": "A conspiracy of vampires trying to take over your community.", + "White Travellers, ghosts that feed on natural, joyous emotions of people and leave people content with a humdrum life.": "White Travellers, ghosts that feed on natural, joyous emotions of people and leave people content with a humdrum life.", + "Ancient Purity, an occultist/fascist death metal band. They would be your enemies even without their abuse of mystical powers.": "Ancient Purity, an occultist/fascist death metal band. They would be your enemies even without their abuse of mystical powers.", + "The Man, a new god of authority, order, and following the rules.": "The Man, a new god of authority, order, and following the rules.", + "The Sanguine Circle, a conspiracy of vampires with cells in many cities and towns.": "The Sanguine Circle, a conspiracy of vampires with cells in many cities and towns.", + "Allies": "Allies", + "Choose your team allies from this list:": "Choose your team allies from this list:", + "Doctor “Blue,” a physician. They can help you recover from harm.": "Doctor “Blue,” a physician. They can help you recover from harm.", + "Professor “Blood,” a forensic scientist. They are who you go to when you need evidence analysed.": "Professor “Blood,” a forensic scientist. They are who you go to when you need evidence analysed.", + "Agent “Will,” a field investigator. They’re a veteran of the Bureau, and can help you navigate problems with colleagues.": "Agent “Will,” a field investigator. They’re a veteran of the Bureau, and can help you navigate problems with colleagues.", + "Aquila Squad, an ally team. They are unofficially known as “the Extreme Problems” squad. They can handle anything unfazed, but their solutions can be a little... messy.": "Aquila Squad, an ally team. They are unofficially known as “the Extreme Problems” squad. They can handle anything unfazed, but their solutions can be a little... messy.", + "SkullFangz, an ally team. This is a group of hackers you’ve made a sort of alliance with. They can help you get information through unorthodox channels, but they sometimes need you to do some odd or dubious favours in return.": "SkullFangz, an ally team. This is a group of hackers you’ve made a sort of alliance with. They can help you get information through unorthodox channels, but they sometimes need you to do some odd or dubious favours in return.", + "Detective Barnes, a police detective who you saved from a monster way back when. They’ll help you out with some information now and then, and possibly more when you’re on their turf.": "Detective Barnes, a police detective who you saved from a monster way back when. They’ll help you out with some information now and then, and possibly more when you’re on their turf.", + "Bingo, an always-online researcher into strangeness. They can put you in touch with people who need help, coordinate communication, and help you with research.": "Bingo, an always-online researcher into strangeness. They can put you in touch with people who need help, coordinate communication, and help you with research.", + "Sapphire, who has the ability to manipulate time in certain ways. You suspect she may be very long-lived or even immortal. She is not always easy to contact, and can appear unexpectedly.": "Sapphire, who has the ability to manipulate time in certain ways. You suspect she may be very long-lived or even immortal. She is not always easy to contact, and can appear unexpectedly.", + "Another group of travelling hunters, an ally team. They can back you up monster hunting—you’ve helped each other out several times, when things got tricky.": "Another group of travelling hunters, an ally team. They can back you up monster hunting—you’ve helped each other out several times, when things got tricky.", + "Universal Cleanup Services, an ally team. A franchise that specialises in cleaning up messes like crime scenes and monster attacks.": "Universal Cleanup Services, an ally team. A franchise that specialises in cleaning up messes like crime scenes and monster attacks.", + "Carlito, a nurse. They can patch up injured hunters.": "Carlito, a nurse. They can patch up injured hunters.", + "Charity, an occultist. She can tell you about and sometimes find weird old items.": "Charity, an occultist. She can tell you about and sometimes find weird old items.", + "Raven, a mystic. Has some ideas about the Chosen One’s destiny.": "Raven, a mystic. Has some ideas about the Chosen One’s destiny.", + "The Junior Entourage, an ally team. These are friends who aren’t in the core team. Good at getting around for area canvassing or distraction.": "The Junior Entourage, an ally team. These are friends who aren’t in the core team. Good at getting around for area canvassing or distraction.", + "Destiny’s Servants, an ally team. A secretive group sent to help you out. They’re good at fighting and acting suspicious.": "Destiny’s Servants, an ally team. A secretive group sent to help you out. They’re good at fighting and acting suspicious.", + "Hawthorn, a hedge witch. They’re able to cast a variety of small but useful spells.": "Hawthorn, a hedge witch. They’re able to cast a variety of small but useful spells.", + "Anya, a folklorist. They know a lot about the stories and history of the region.": "Anya, a folklorist. They know a lot about the stories and history of the region.", + "The Feeling of Not Knowing a Particular Fact, a visitor from another world. An explorer of worlds, they have a store of facts or rumours about many different dimensions. Describe their home world and look.": "The Feeling of Not Knowing a Particular Fact, a visitor from another world. An explorer of worlds, they have a store of facts or rumours about many different dimensions. Describe their home world and look.", + "Junior Guardians, an ally team. By tradition, younger members of your families and community are apprenticed to take over when you retire. They can help with any tasks that aren’t too dangerous.": "Junior Guardians, an ally team. By tradition, younger members of your families and community are apprenticed to take over when you retire. They can help with any tasks that aren’t too dangerous.", + "A flock of otherworldly creatures, an ally team. These non-Earthly animals can scout and warn you of danger, and also are quite cute. Describe their home world and look.": "A flock of otherworldly creatures, an ally team. These non-Earthly animals can scout and warn you of danger, and also are quite cute. Describe their home world and look.", + "Ó Corra, IMPS General Secretary. Having Ó Corra on your side is always going to be handy.": "Ó Corra, IMPS General Secretary. Having Ó Corra on your side is always going to be handy.", + "Klíma, IMPS forensic specialist. Klíma can help you get extra forensic analysis or expedite tests.": "Klíma, IMPS forensic specialist. Klíma can help you get extra forensic analysis or expedite tests.", + "Villaverde, IMPS librarian. Knows a lot about mystical and occult secrets.": "Villaverde, IMPS librarian. Knows a lot about mystical and occult secrets.", + "IMPS team EM–3. This team of IMPS agents specialise in dealing with big disasters. They can help manage and calm down civilians and provide support for your team.": "IMPS team EM–3. This team of IMPS agents specialise in dealing with big disasters. They can help manage and calm down civilians and provide support for your team.", + "Cryptidnet, a loose organisation of interested amateurs and researchers who collate rumours of weird activity. Great source of leads and supernatural rumours.": "Cryptidnet, a loose organisation of interested amateurs and researchers who collate rumours of weird activity. Great source of leads and supernatural rumours.", + "Justinian, a paladin. He’s always ready to fight evil alongside you and hopes one of you will one day be the lady (or lord) of his heart.": "Justinian, a paladin. He’s always ready to fight evil alongside you and hopes one of you will one day be the lady (or lord) of his heart.", + "NewLife, a bio-robot. They know a lot about life on various worlds, whether organic, tech-based, or magic-based.": "NewLife, a bio-robot. They know a lot about life on various worlds, whether organic, tech-based, or magic-based.", + "Darween, a diplomat. Coming from the Monster Marches, she hates disunity and wants good people of all worlds to cooperate.": "Darween, a diplomat. Coming from the Monster Marches, she hates disunity and wants good people of all worlds to cooperate.", + "The Queen’s Musketeers. Brave, dashing and ready to fight with monsters both in Helos and beyond, but won’t do anything that directly contradicts Queen Helena the Radiant’s orders.": "The Queen’s Musketeers. Brave, dashing and ready to fight with monsters both in Helos and beyond, but won’t do anything that directly contradicts Queen Helena the Radiant’s orders.", + "Spirit Healers. They come from a Stone Age world and want to heal all spiritual ills of all worlds. They oppose killing monsters because they believe monsters should be healed and reintegrated instead.": "Spirit Healers. They come from a Stone Age world and want to heal all spiritual ills of all worlds. They oppose killing monsters because they believe monsters should be healed and reintegrated instead.", + "Zhu, a law enforcement officer. They can help you with legal difficulties in their jurisdiction.": "Zhu, a law enforcement officer. They can help you with legal difficulties in their jurisdiction.", + "Davis, a therapist specialising in trauma recovery.": "Davis, a therapist specialising in trauma recovery.", + "Dr Basu, a medical doctor.": "Dr Basu, a medical doctor.", + "The next generation, an ally team. These younger monster hunters are relatives of those who died in the battle, taking up the family calling.": "The next generation, an ally team. These younger monster hunters are relatives of those who died in the battle, taking up the family calling.", + "The Network, an ally team. This is a group of people who keep watch for big supernatural dangers, and can get you warnings in time to intervene.": "The Network, an ally team. This is a group of people who keep watch for big supernatural dangers, and can get you warnings in time to intervene.", + "Shinzō, a retro-weaponsmith. Their creations look like fancy souvenirs but have various magical properties.": "Shinzō, a retro-weaponsmith. Their creations look like fancy souvenirs but have various magical properties.", + "FaceBog, a doppelganger. They’ll impersonate you at various social events if you ask them nicely.": "FaceBog, a doppelganger. They’ll impersonate you at various social events if you ask them nicely.", + "Hedwig, a journalist. She believes in your public causes and is willing to cover up some things for you, but sometimes asks difficult questions.": "Hedwig, a journalist. She believes in your public causes and is willing to cover up some things for you, but sometimes asks difficult questions.", + "Monster Hunters Fan Club. They know your secret identities, but not your public ones.": "Monster Hunters Fan Club. They know your secret identities, but not your public ones.", + "Spirits of the city’s founders. They remember how the city once was and have clashed with occult forces that threaten it.": "Spirits of the city’s founders. They remember how the city once was and have clashed with occult forces that threaten it.", + "Dumont, the fixer. Dumont can find leads on jobs, and sometime scare up special gear.": "Dumont, the fixer. Dumont can find leads on jobs, and sometime scare up special gear.", + "Chang, a government official. They can help you with legal entanglements. Sometimes.": "Chang, a government official. They can help you with legal entanglements. Sometimes.", + "Dr Accorso. A medical doctor, ready to help with injuries or illness. No questions asked.": "Dr Accorso. A medical doctor, ready to help with injuries or illness. No questions asked.", + "The Irregulars, an ally team. They’re a general group of support crew that help you out. Mechanics, technicians, and the like.": "The Irregulars, an ally team. They’re a general group of support crew that help you out. Mechanics, technicians, and the like.", + "The Crooked Hearts, another mercenary monster hunting crew. You’ve worked together on some big jobs.": "The Crooked Hearts, another mercenary monster hunting crew. You’ve worked together on some big jobs.", + "Leon/Lyn, an authority figure (parent, teacher, etc.). Helpful dealing with officials.": "Leon/Lyn, an authority figure (parent, teacher, etc.). Helpful dealing with officials.", + "Romain, a librarian. Good at finding out details.": "Romain, a librarian. Good at finding out details.", + "A very smart pet. Pick their species and give them a name:": "A very smart pet. Pick their species and give them a name:", + "Your friend group, an ally team. Great for distractions.": "Your friend group, an ally team. Great for distractions.", + "Internet mystery circle, an ally team. Good for finding out weird facts and rumours.": "Internet mystery circle, an ally team. Good for finding out weird facts and rumours.", + "Aminat Salek, a client or customer who has a knack for finding whatever is weirdest.": "Aminat Salek, a client or customer who has a knack for finding whatever is weirdest.", + "Ahearn, a consultant. They can help you out with how things go on behind the scenes.": "Ahearn, a consultant. They can help you out with how things go on behind the scenes.", + "De Luca, from human resources. They can cover for absences and sometimes tell you what management is planning.": "De Luca, from human resources. They can cover for absences and sometimes tell you what management is planning.", + "The day shift, an ally team. They can help out when you need to sleep.": "The day shift, an ally team. They can help out when you need to sleep.", + "Asani, an old and knowledgeable witch.": "Asani, an old and knowledgeable witch.", + "Petersen, a police officer. Community-minded, they know you help people out and they help you too.": "Petersen, a police officer. Community-minded, they know you help people out and they help you too.", + "Red, cafe/bar/restaurant manager. You’re always welcome in their place, and they hear a lot of gossip.": "Red, cafe/bar/restaurant manager. You’re always welcome in their place, and they hear a lot of gossip.", + "The SWG, an ally team. These are newer members of the SWG. They can patrol, report events, and help people to safety. They’re not ready to take on monsters directly.": "The SWG, an ally team. These are newer members of the SWG. They can patrol, report events, and help people to safety. They’re not ready to take on monsters directly.", + "The sports club, an ally team. What sport do you all play? The other club members will do you a favour now and then. Useful for getting information from organisations you don’t have direct access to.": "The sports club, an ally team. What sport do you all play? The other club members will do you a favour now and then. Useful for getting information from organisations you don’t have direct access to.", + "Carlos, a roadie. They can do pretty much anything with reasonable competence.": "Carlos, a roadie. They can do pretty much anything with reasonable competence.", + "Charity, an occultist. She can tell you about mystical stuff you find and sometimes get you weird old items.": "Charity, an occultist. She can tell you about mystical stuff you find and sometimes get you weird old items.", + "Dr An Seulgi. She can help patch you up if you get hurt, and provide “special” prescriptions as long as you don’t abuse them too badly.": "Dr An Seulgi. She can help patch you up if you get hurt, and provide “special” prescriptions as long as you don’t abuse them too badly.", + "Eldritch Records, your label. You can hit them up for a little money, legal help, or contact details for folks in the music business.": "Eldritch Records, your label. You can hit them up for a little money, legal help, or contact details for folks in the music business.", + "Your fan club, an ally team. They’re keen to help, but they’re mainly just a bunch of kids (possibly kids in their late teens or early twenties, but still).": "Your fan club, an ally team. They’re keen to help, but they’re mainly just a bunch of kids (possibly kids in their late teens or early twenties, but still).", + "LOLweb, a hacker. They track the organisation’s web activity and try to hinder it but don’t believe in monsters.": "LOLweb, a hacker. They track the organisation’s web activity and try to hinder it but don’t believe in monsters.", + "Faruq, an office worker in the organisation. He also feels there’s something wrong but is too afraid to act openly about it.": "Faruq, an office worker in the organisation. He also feels there’s something wrong but is too afraid to act openly about it.", + "Grethel, a government official. She keeps track of various supernatural occurrences and organisations that deal with them.": "Grethel, a government official. She keeps track of various supernatural occurrences and organisations that deal with them.", + "Organisation ex-members. Each of them has seen a bit of bad things that happen there and can help you piece together the bigger picture.": "Organisation ex-members. Each of them has seen a bit of bad things that happen there and can help you piece together the bigger picture.", + "Independent hunters. Far less experienced than you but sometimes can do things you can’t due to being observed by the organisation.": "Independent hunters. Far less experienced than you but sometimes can do things you can’t due to being observed by the organisation.", + "Soyfly, a pixie. She knows a lot of recent gossip about the Wild Hunt.": "Soyfly, a pixie. She knows a lot of recent gossip about the Wild Hunt.", + "Althea, a private aviator. She believes the sky should be free for everyone, not just some creepy horsemen.": "Althea, a private aviator. She believes the sky should be free for everyone, not just some creepy horsemen.", + "Caragh, a banshee. She once rode with the Hunt and now helps other fugitives, but never reveals how she escaped.": "Caragh, a banshee. She once rode with the Hunt and now helps other fugitives, but never reveals how she escaped.", + "New Start, an NGO that helps refugees. They focus on political and war refugees, but allow you to use their facilities.": "New Start, an NGO that helps refugees. They focus on political and war refugees, but allow you to use their facilities.", + "The Savage Ride, the Wild Hunt’s rivals. They’ll do anything to hinder the Hunt, but are violent and fickle themselves.": "The Savage Ride, the Wild Hunt’s rivals. They’ll do anything to hinder the Hunt, but are violent and fickle themselves." } \ No newline at end of file diff --git a/Monster of the Week Official/translations/en.json b/Monster of the Week Official/translations/en.json index b7d6461cb4..e60c1ca953 100644 --- a/Monster of the Week Official/translations/en.json +++ b/Monster of the Week Official/translations/en.json @@ -1192,7 +1192,6 @@ "custom-move-name": "Name", "custom-move-description": "Description", "custom-gear": "Playbook Gear", - "start_newstuff": "", "unused": "Unused", "all": "All", "starting": "Starting", @@ -1290,7 +1289,7 @@ "eos-ref": "At the end of each session, the Keeper will ask the following questions:
    • Did we conclude the current mystery?
    • Did we save someone from certain death (or worse)?
    • Did we learn something new and important about the world?
    • Did we learn something new and important about one of the hunters?
    If you get one or two \"Yes\" answers, mark one experience. If you get three or four, mark two.", "pick-book": "Pick Your Playbook", "pick-book-desc": "Pick your playbook using the menu in the upper right corner or the buttons in the lists below. Once you pick a playbook, starting stats options are found at the bottom of the first main column (not including the stats column).", - "motw-books": "Monster of the Week Revised Edition Playbooks", + "motw-books": "Monster of the Week Hardcover Edition Playbooks", "chosen-desc": "A once-ordinary person who discovered they have a special destiny, and who has been given the power to accomplish it. The Chosen is good in a fight, with some weird powers. E.g. Buffy from Buffy the Vampire Slayer.", "crooked-desc": "A criminal turned monster hunter, haunted by their past and enemies. The Crooked is good in social situations and has a lot of contacts. E.g. Anna Valmont from The Dresden Files, Peter Bishop from Fringe.", "divine-desc": "An agent of a higher power, with a mission to fulfill. The Divine is very tough and has been granted holy powers. E.g. Castiel from Supernatural; Michael Carpenter from The Dresden Files.", @@ -1621,6 +1620,7 @@ "animating-force": "Animating Force", "animating-force-desc": "There is a force that gives you life, which cannot harm you. You do not eat, breathe, drink, or heal naturally. Instead, repair yourself with your recharge move. Pick an energy type:", "lightning": "Lightning", + "fire": "Fire", "music": "Music", "clockwork": "Clockwork", "orgone": "Orgone", @@ -1686,7 +1686,6 @@ "hardcase2020-move6": "Inspired Guesswork: When you investigate a mystery, you may spend 1 Fire to add 1 extra hold. The extra question must be about powers, motivations, or weaknesses.", "hardcase2020-move7": "Stone Cold: You never really get ruffled by danger. Gain +1 whenever pain or fear requires you act under pressure. Your nearby allies also gain this bonus against pain and fear, as long as you keep it together.", "hardcase2020-move8": "Weapon Master: When you take possession of a new weapon you may add, remove, or change one tag. This change only applies for you. When you get this move, apply it to all your current weapons.", - "fire": "Fire", "calm": "Calm", "raging": "Raging", "hardcase-vehicles": "Vehicles", @@ -1716,5 +1715,610 @@ "hardcase2020-gear22": "A spell formula, written on a napkin", "hardcase2020-advance1": "Your Fire track increases to 13 boxes.", "constructed-unstable": "You get 10 harm boxes and do not become unstable.", - "end_newstuff": "" + "team-playbooks": "Team Playbooks", + "team-playbook-choice": "Choose a Team Playbook", + "Team Playbook": "Team Playbook", + "Agents in Black": "Agents in Black", + "Always on the Road": "Always on the Road", + "The Chosen One and Entourage": "The Chosen One and Entourage", + "Guardians of the Borderland": "Guardians of the Borderland", + "IMPS (International Monster and Paranormal Service)": "IMPS (International Monster and Paranormal Service)", + "Interdimensional Crisis Team": "Interdimensional Crisis Team", + "The Last Survivors": "The Last Survivors", + "League of Double Lives": "League of Double Lives", + "Mercenaries": "Mercenaries", + "Mystery Club": "Mystery Club", + "The Night Shift": "The Night Shift", + "Suburban Watch Group": "Suburban Watch Group", + "Touring Band": "Touring Band", + "Whistleblowers": "Whistleblowers", + "Wild Hunt Fugitives": "Wild Hunt Fugitives", + "pick-teambook-desc": "Pick your team playbook using the menu in the upper right corner or the buttons in the lists below.", + "This team playbook has the hunters working for the Bureau—a clandestine organisation dedicated to hiding the existence of monsters and the supernatural from the general public.": "This team playbook has the hunters working for the Bureau—a clandestine organisation dedicated to hiding the existence of monsters and the supernatural from the general public.", + "You’re a travelling hunter team. Every week is a new town with a new problem.": "You’re a travelling hunter team. Every week is a new town with a new problem.", + "This team centres on a Chosen One and their friends who help with monster hunting. There’s also room for a mentor.": "This team centres on a Chosen One and their friends who help with monster hunting. There’s also room for a mentor.", + "This team playbook has the hunters as wardens of a liminal region: somewhere where the borders of the world are thin, where monsters and magic can slip through and cause trouble.": "This team playbook has the hunters as wardens of a liminal region: somewhere where the borders of the world are thin, where monsters and magic can slip through and cause trouble.", + "The International Monster and Paranormal Service (IMPS) was created to keep humanity safe from supernatural threats. It’s not clear who funds them, although most people assume it’s some kind of United Nations agency. IMPS isn’t secret, but they keep things as quiet as possible This team playbook sets your hunters as one of the elite IMPS teams that travels the world to deal with monster incidents.": "The International Monster and Paranormal Service (IMPS) was created to keep humanity safe from supernatural threats. It’s not clear who funds them, although most people assume it’s some kind of United Nations agency. IMPS isn’t secret, but they keep things as quiet as possible This team playbook sets your hunters as one of the elite IMPS teams that travels the world to deal with monster incidents.", + "Your world isn’t the only one that needs monster hunting help from time to time. And when others do, you travel through portals, loopholes, and other oddities to help. Interdimensional Crisis Team perfectly fits over-the-top, parody games. More serious stories about interdimensional problems are handled better by Guardians of the Borderland.": "Your world isn’t the only one that needs monster hunting help from time to time. And when others do, you travel through portals, loopholes, and other oddities to help. Interdimensional Crisis Team perfectly fits over-the-top, parody games. More serious stories about interdimensional problems are handled better by Guardians of the Borderland.", + "This hunter team were the only people who lived through a terrible (maybe even apocalyptic) battle. You had many allies at your side, but they didn’t make it.": "This hunter team were the only people who lived through a terrible (maybe even apocalyptic) battle. You had many allies at your side, but they didn’t make it.", + "You’re monster hunters but also important society members in a city. Your ties to the society give you various forms of influence but also mean you somehow have to manage two lives at once. The world isn’t ready to learn about your monster hunting and even less about the monsters themselves.": "You’re monster hunters but also important society members in a city. Your ties to the society give you various forms of influence but also mean you somehow have to manage two lives at once. The world isn’t ready to learn about your monster hunting and even less about the monsters themselves.", + "This team playbook has the hunters working for hire. They save people and hunt monsters, sure, but they also want to get paid at the end of the day.": "This team playbook has the hunters working for hire. They save people and hunt monsters, sure, but they also want to get paid at the end of the day.", + "This is a hunter team of investigators, with a focus on less horrific and more comedic mysteries. This particularly suits games with younger players, or younger hunters. This team playbook strongly pushes the game towards silliness and jokes, so be sure you’re ready for that if you’re considering taking it.": "This is a hunter team of investigators, with a focus on less horrific and more comedic mysteries. This particularly suits games with younger players, or younger hunters. This team playbook strongly pushes the game towards silliness and jokes, so be sure you’re ready for that if you’re considering taking it.", + "This team playbook has the hunters comprising the night shift at a workplace. A workplace that gets way more than its fair share of supernatural problems.": "This team playbook has the hunters comprising the night shift at a workplace. A workplace that gets way more than its fair share of supernatural problems.", + "This is a group of hunters who began as regular folks looking out for their local neighbourhood or town. It emphasises relationships outside of monster hunting and a focus on normal life as well as your adventures.": "This is a group of hunters who began as regular folks looking out for their local neighbourhood or town. It emphasises relationships outside of monster hunting and a focus on normal life as well as your adventures.", + "This team is a band, eternally on tour. Everywhere you have a gig booked, it seems like something bad is going down. Between sound check and putting on the show, you gotta deal with whatever is eating people in this town.": "This team is a band, eternally on tour. Everywhere you have a gig booked, it seems like something bad is going down. Between sound check and putting on the show, you gotta deal with whatever is eating people in this town.", + "All the hunters in your team are members of a monster hunting organisation, and you start suspecting there’s something fishy about this group. This team playbook shares many elements of the Initiate and Professional playbooks because it essentially represents playing an entire team of Initiates and/or Professionals. You shouldn’t choose those playbooks when playing as the Whistleblowers—unless the Keeper agrees some characters belong to a different organisation as well, which might make the situation even more messy.": "All the hunters in your team are members of a monster hunting organisation, and you start suspecting there’s something fishy about this group. This team playbook shares many elements of the Initiate and Professional playbooks because it essentially represents playing an entire team of Initiates and/or Professionals. You shouldn’t choose those playbooks when playing as the Whistleblowers—unless the Keeper agrees some characters belong to a different organisation as well, which might make the situation even more messy.", + "You joined or were abducted by the Wild Hunt. You gained some supernatural skills while riding with it, but then escaped it. Now you use your experience to hunt monsters, evade the Hunt and, maybe, destroy it one day.": "You joined or were abducted by the Wild Hunt. You gained some supernatural skills while riding with it, but then escaped it. Now you use your experience to hunt monsters, evade the Hunt and, maybe, destroy it one day.", + "Getting Started": "Getting Started", + "Determine the nature of the Event.": "Determine the nature of the Event.", + "Decide the history between you and the Wild Hunt.": "Decide the history between you and the Wild Hunt.", + "Pick your style (and associated improvement question).": "Pick your style (and associated improvement question).", + "Figure out the nature of the Bureau.": "Figure out the nature of the Bureau.", + "Create your city.": "Create your city.", + "Pick your obligations.": "Pick your obligations.", + "Come up with a band name.": "Come up with a band name.", + "Pick a starting team ally.": "Pick a starting team ally.", + "Customize the organisation.": "Customize the organisation.", + "Pick your starting team move and 2 boxes of assets.": "Pick your starting team move and 2 boxes of assets.", + "Pick a starting team ally, move, and assets.": "Pick a starting team ally, move, and assets.", + "Pick a starting team enemy, ally, move, and 2 boxes of assets.": "Pick a starting team enemy, ally, move, and 2 boxes of assets.", + "Put on some music and hit the road.": "Put on some music and hit the road.", + "Await the next weird prophecy.": "Await the next weird prophecy.", + "Check the boundaries for incursions.": "Check the boundaries for incursions.", + "Report for your mission briefing.": "Report for your mission briefing.", + "Prepare for the next disaster.": "Prepare for the next disaster.", + "Ponder your responsibilities, as you await the call.": "Ponder your responsibilities, as you await the call.", + "See who’s hiring today.": "See who’s hiring today.", + "Next meeting is at the clubroom on Tuesday afternoon.": "Next meeting is at the clubroom on Tuesday afternoon.", + "Clock in and prepare for another night of drudgery.": "Clock in and prepare for another night of drudgery.", + "Walk the streets. Keep an eye out for evildoers.": "Walk the streets. Keep an eye out for evildoers.", + "You have half an hour before we fly to the next city. Soundcheck at 7, you’re on at 8.": "You have half an hour before we fly to the next city. Soundcheck at 7, you’re on at 8.", + "Snoop around the boss’s office while they’re in a meeting.": "Snoop around the boss’s office while they’re in a meeting.", + "Stay wary, that sounded like howls in the wind.": "Stay wary, that sounded like howls in the wind.", + "The Bureau": "The Bureau", + "Prompts": "Prompts", + "The Bureau setup is determined by the group. Record your answers to these prompts in the Notes section below.": "The Bureau setup is determined by the group. Record your answers to these prompts in the Notes section below.", + "If you have a hunter who belongs to an organisation already—like a Professional or an Initiate—you may combine their setup with the Bureau setup. Figure out how the two perspectives work for your Bureau. If you don’t like that idea, you can also keep them separate (which will lead to its own drama with split loyalties and rivalries).": "If you have a hunter who belongs to an organisation already—like a Professional or an Initiate—you may combine their setup with the Bureau setup. Figure out how the two perspectives work for your Bureau. If you don’t like that idea, you can also keep them separate (which will lead to its own drama with split loyalties and rivalries).", + "Now determine the nature of the Bureau:": "Now determine the nature of the Bureau:", + "Is the Bureau an open, covert, or secret organisation? An open Bureau exists openly but has a cover responsibility to distract from their real mission. A covert Bureau doesn’t explicitly hide themselves, but they try not to draw attention. A secret Bureau has no official records and operates completely in the shadows.": "Is the Bureau an open, covert, or secret organisation? An open Bureau exists openly but has a cover responsibility to distract from their real mission. A covert Bureau doesn’t explicitly hide themselves, but they try not to draw attention. A secret Bureau has no official records and operates completely in the shadows.", + "Who is your team’s handler or commanding officer and what are they like? Create your own or pick one of these:": "Who is your team’s handler or commanding officer and what are they like? Create your own or pick one of these:", + "Special Agent “Coop” is a genial, avuncular middle-aged man. He’s disorganised and often loses track of details, but he always has the team’s back.": "Special Agent “Coop” is a genial, avuncular middle-aged man. He’s disorganised and often loses track of details, but he always has the team’s back.", + "Special Agent “Star” is a harsh boss. She doesn’t really seem to like you, and you never seem to measure up to her standards of “perfection plus.” She runs everything by the book (this can be good or bad for you).": "Special Agent “Star” is a harsh boss. She doesn’t really seem to like you, and you never seem to measure up to her standards of “perfection plus.” She runs everything by the book (this can be good or bad for you).", + "Provisional Special Agent “Fireball” is young and excitable. They prefer you deal with problems in a scorched earth style, without regard for consequences. That is also their management style.": "Provisional Special Agent “Fireball” is young and excitable. They prefer you deal with problems in a scorched earth style, without regard for consequences. That is also their management style.", + "Who do you think is really running the Bureau? The government? A secret global government? Some other government? A billionaire? A secret conspiracy dating back to Uruk’s priesthood? Something else?": "Who do you think is really running the Bureau? The government? A secret global government? Some other government? A billionaire? A secret conspiracy dating back to Uruk’s priesthood? Something else?", + "The Event": "The Event", + "What is the terrible situation you all survived together?": "What is the terrible situation you all survived together?", + "A concerted assault by monsters, as you took shelter in an isolated cabin.": "A concerted assault by monsters, as you took shelter in an isolated cabin.", + "A single terrifying monster invaded your homes.": "A single terrifying monster invaded your homes.", + "It was the only chance to avert an apocalypse.": "It was the only chance to avert an apocalypse.", + "An invasion from another dimension.": "An invasion from another dimension.", + "People around you were transformed into monsters.": "People around you were transformed into monsters.", + "You were strangers in a small town filled with murderous monsters, on festival day.": "You were strangers in a small town filled with murderous monsters, on festival day.", + "Something else:": "Something else:", + "Decide who the allies were who fought alongside you and died in battle. Each hunter picks one.": "Decide who the allies were who fought alongside you and died in battle. Each hunter picks one.", + "A monster hunting teammate.": "A monster hunting teammate.", + "Your spouse or lover.": "Your spouse or lover.", + "Your sibling.": "Your sibling.", + "A parent.": "A parent.", + "A child.": "A child.", + "Your mentor.": "Your mentor.", + "Your protégée.": "Your protégée.", + "Your dog (or other pet).": "Your dog (or other pet).", + "Someone else:": "Someone else:", + "Then decide how you saved the day in the end. Whatever it was, it came at great personal cost (beyond the loss you just chose).": "Then decide how you saved the day in the end. Whatever it was, it came at great personal cost (beyond the loss you just chose).", + "The City": "The City", + "The city you all protect will be an important aspect of the story, more of a collective character of your mysteries than just a background element. Each player should choose one key aspect of the city from one of the following lists. Balance between good and bad things as fits the mood of your campaign.": "The city you all protect will be an important aspect of the story, more of a collective character of your mysteries than just a background element. Each player should choose one key aspect of the city from one of the following lists. Balance between good and bad things as fits the mood of your campaign.", + "Good things": "Good things", + "Cozy": "Cozy", + "Affluent": "Affluent", + "Good social care": "Good social care", + "Proud of its past": "Proud of its past", + "Lots of monuments": "Lots of monuments", + "Highly ecological": "Highly ecological", + "Transparent politics": "Transparent politics", + "Technological hub": "Technological hub", + "The nation’s main transport hub": "The nation’s main transport hub", + "Protected by benevolent magic": "Protected by benevolent magic", + "Beloved by travel vloggers": "Beloved by travel vloggers", + "An extremely famous mayor": "An extremely famous mayor", + "A university with unique departments": "A university with unique departments", + "Other:": "Other:", + "Bad things": "Bad things", + "Alienating": "Alienating", + "Poor": "Poor", + "Big social inequality": "Big social inequality", + "Shameful past": "Shameful past", + "Nothing worth sightseeing": "Nothing worth sightseeing", + "Highly polluted": "Highly polluted", + "Shady politics": "Shady politics", + "No prospects for the future": "No prospects for the future", + "Shady military bases": "Shady military bases", + "Gangs that terrorize the entire region": "Gangs that terrorize the entire region", + "Believed to bring bad luck": "Believed to bring bad luck", + "Struck by a powerful curse": "Struck by a powerful curse", + "Obligations": "Obligations", + "Your social status carries some obligations with it. At the beginning of a mystery, the Keeper holds 3. They can spend 1 hold to introduce one of the obligations. When it’s introduced, at least half of you must attend, otherwise you can lose allies or tempt mundane people to investigate your lives.": "Your social status carries some obligations with it. At the beginning of a mystery, the Keeper holds 3. They can spend 1 hold to introduce one of the obligations. When it’s introduced, at least half of you must attend, otherwise you can lose allies or tempt mundane people to investigate your lives.", + "Choose or create two obligations you have:": "Choose or create two obligations you have:", + "Attending parties and balls.": "Attending parties and balls.", + "Attending important conferences.": "Attending important conferences.", + "Ceremonially opening new buildings.": "Ceremonially opening new buildings.", + "Meeting children at schools.": "Meeting children at schools.", + "Tutoring promising students one on one.": "Tutoring promising students one on one.", + "Appearing on TV.": "Appearing on TV.", + "The Organisation": "The Organisation", + "You create the details about your organisation, choosing options from the following lists. Things you suspect can pertain either to the organisation as a whole or to an influential group within it. At least two of the things you suspect are true, the Keeper decides which ones.": "You create the details about your organisation, choosing options from the following lists. Things you suspect can pertain either to the organisation as a whole or to an influential group within it. At least two of the things you suspect are true, the Keeper decides which ones.", + "Official goals": "Official goals", + "(choose one or two)": "(choose one or two)", + "Slay monsters": "Slay monsters", + "Contain monsters": "Contain monsters", + "Govern safe use of magic": "Govern safe use of magic", + "Research monsters": "Research monsters", + "Research paranatural phenomena": "Research paranatural phenomena", + "Keep monsters and magic secret": "Keep monsters and magic secret", + "Goal you suspect": "Goal you suspect", + "(choose one)": "(choose one)", + "Training an army of monsters": "Training an army of monsters", + "Creating new monsters": "Creating new monsters", + "Stealing the monsters’ powers": "Stealing the monsters’ powers", + "Keeping all magic to themselves": "Keeping all magic to themselves", + "Taking over the world": "Taking over the world", + "Destroying the world": "Destroying the world", + "Official resources": "Official resources", + "(choose two)": "(choose two)", + "Ancient lore": "Ancient lore", + "Modernised": "Modernised", + "Chapters everywhere": "Chapters everywhere", + "Secular power": "Secular power", + "Rich": "Rich", + "Rigorous training": "Rigorous training", + "Offices all over the place": "Offices all over the place", + "Good intel": "Good intel", + "Support teams": "Support teams", + "Suspected resources": "Suspected resources", + "Demonology": "Demonology", + "Necromancy": "Necromancy", + "Deals with monsters": "Deals with monsters", + "Manipulated minions": "Manipulated minions", + "Manipulated cultists": "Manipulated cultists", + "Bribed officials": "Bribed officials", + "Sacrificing members": "Sacrificing members", + "Obvious flaws": "Obvious flaws", + "Tradition-bound": "Tradition-bound", + "Paranoid and secretive": "Paranoid and secretive", + "Closed hierarchy": "Closed hierarchy", + "Strict laws": "Strict laws", + "Mystical oaths": "Mystical oaths", + "Bureaucratic": "Bureaucratic", + "Hostile superiors": "Hostile superiors", + "Take-no-prisoners policy": "Take-no-prisoners policy", + "Live capture policy": "Live capture policy", + "Suspected flaws": "Suspected flaws", + "Total obedience": "Total obedience", + "Tyrannical leaders": "Tyrannical leaders", + "Protects member criminals": "Protects member criminals", + "The Wild Hunt": "The Wild Hunt", + "You were part of the Wild Hunt, a group of violent fey and spirits riding the world and striking fear into the hearts of people. Detail the Wild Hunt here.": "You were part of the Wild Hunt, a group of violent fey and spirits riding the world and striking fear into the hearts of people. Detail the Wild Hunt here.", + "Who Rides With The Hunt?": "Who Rides With The Hunt?", + "Elves": "Elves", + "Trolls": "Trolls", + "Demons": "Demons", + "Wraiths": "Wraiths", + "Banshees": "Banshees", + "Werewolves": "Werewolves", + "Something Else": "Something Else", + "The Wild Hunt has a leader, probably a king or a queen. Give them a name or a title:": "The Wild Hunt has a leader, probably a king or a queen. Give them a name or a title:", + "Choose or invent their impressive powers, at least two:": "Choose or invent their impressive powers, at least two:", + "Grant immortality": "Grant immortality", + "Grant lycanthropy": "Grant lycanthropy", + "Steal emotion": "Steal emotion", + "See destinies": "See destinies", + "Set destinies": "Set destinies", + "Control weather": "Control weather", + "Grant sentience to animals": "Grant sentience to animals", + "Grant sentience to weapons": "Grant sentience to weapons", + "Why were you a part of the Wild Hunt?": "Why were you a part of the Wild Hunt?", + "Each player can choose a different answer:": "Each player can choose a different answer:", + "I was kidnapped by the Hunt": "I was kidnapped by the Hunt", + "I sold my soul to the Hunt": "I sold my soul to the Hunt", + "I wanted to ride with the Hunt": "I wanted to ride with the Hunt", + "I’m a supernatural creature who’s a part of the Hunt": "I’m a supernatural creature who’s a part of the Hunt", + "Something else": "Something else", + "Then all of you escaped, sick with the Hunt’s atrocities or their treatment of you.": "Then all of you escaped, sick with the Hunt’s atrocities or their treatment of you.", + "How Did You Escape?": "How Did You Escape?", + "How did you escape?": "How did you escape?", + "With a clever plan": "With a clever plan", + "By sheer luck": "By sheer luck", + "With outside help": "With outside help", + "Thanks to a loophole in your fae contract": "Thanks to a loophole in your fae contract", + "The Wild Hunt keeps looking for you. How do they do it?": "The Wild Hunt keeps looking for you. How do they do it?", + "Choose two ways:": "Choose two ways:", + "They give other monsters this in exchange for information.": "They give other monsters this in exchange for information.", + "They track the internet, but they can’t monitor one part of it:": "They track the internet, but they can’t monitor one part of it:", + "They can see you when you’re outside in one type of weather, namely:": "They can see you when you’re outside in one type of weather, namely:", + "They sense you when you use magic unless you take a precaution, namely:": "They sense you when you use magic unless you take a precaution, namely:", + "What will the Wild Hunt do if they find you?": "What will the Wild Hunt do if they find you?", + "Kill you.": "Kill you.", + "Torment you.": "Torment you.", + "Make you join the Hunt again.": "Make you join the Hunt again.", + "Make you slaves.": "Make you slaves.", + "Notes": "Notes", + "Team Moves": "Team Moves", + "Choose your team moves from this list. The first one is a good default choice:": "Choose your team moves from this list. The first one is a good default choice:", + "Memory Eraser: You have been issued handheld devices to erase memories from civilians. When you target a person and activate the device, say how many hours you want to erase (1–6) and roll +Weird. On a 10+, those memories are gone. On a 7–9, the memories are gone but the target knows something strange happened.": "Memory Eraser: You have been issued handheld devices to erase memories from civilians. When you target a person and activate the device, say how many hours you want to erase (1–6) and roll +Weird. On a 10+, those memories are gone. On a 7–9, the memories are gone but the target knows something strange happened.", + "Authority Override: If local officials are causing trouble, you can get them pulled off the case. This may—of course—make them more suspicious.": "Authority Override: If local officials are causing trouble, you can get them pulled off the case. This may—of course—make them more suspicious.", + "Containment Field Projector: Place the projector and activate it, choosing a range from 1–20 meters. A spherical shield is created, allowing nothing in or out. Lasts until deactivated by remote or in an hour when the battery runs out. There’s time to get out of the zone, but only just.": "Containment Field Projector: Place the projector and activate it, choosing a range from 1–20 meters. A spherical shield is created, allowing nothing in or out. Lasts until deactivated by remote or in an hour when the battery runs out. There’s time to get out of the zone, but only just.", + "Anonymity: Your identity isn’t traceable via official databases or records. Enemies or bystanders can’t find out anything about your history through any official channels. Additionally, any distinguishing features are removed from photo, videos, or voice recordings of you when they’re processed by any regular computer or phone.": "Anonymity: Your identity isn’t traceable via official databases or records. Enemies or bystanders can’t find out anything about your history through any official channels. Additionally, any distinguishing features are removed from photo, videos, or voice recordings of you when they’re processed by any regular computer or phone.", + "Not Right: You all have a creepy, uncanny valley style aura or look that counts as a reason for manipulating a bystander with threats.": "Not Right: You all have a creepy, uncanny valley style aura or look that counts as a reason for manipulating a bystander with threats.", + "Something Different: Take a move from another team playbook.": "Something Different: Take a move from another team playbook.", + "Change Team Style: Pick a new team style. You now use that one instead of the one you first chose.": "Change Team Style: Pick a new team style. You now use that one instead of the one you first chose.", + "Home Away from Home: Whenever you arrive in a new town, you immediately find a motel and a cafe that are friendly and welcoming. One or the other will turn out to have a connection to the mystery that brought you here, even if just by having a bystander come by.": "Home Away from Home: Whenever you arrive in a new town, you immediately find a motel and a cafe that are friendly and welcoming. One or the other will turn out to have a connection to the mystery that brought you here, even if just by having a bystander come by.", + "Geniality: When you meet a new person in a town you haven’t visited before, roll +Charm. On a 10+, they are well-disposed towards you. On a 7–9, they’re still well-disposed but the Keeper chooses one: they are marked for trouble, or they conceal something from the hunters. Additionally, when you return to a town you have already visited, you always run into the people you befriended previously.": "Geniality: When you meet a new person in a town you haven’t visited before, roll +Charm. On a 10+, they are well-disposed towards you. On a 7–9, they’re still well-disposed but the Keeper chooses one: they are marked for trouble, or they conceal something from the hunters. Additionally, when you return to a town you have already visited, you always run into the people you befriended previously.", + "Handy: You’re all good at fixing stuff. Anything broken or messed up in the course of a mystery is repaired and ready to go before the next one. Gear or assets that would be described as “totally destroyed” still need to be replaced.": "Handy: You’re all good at fixing stuff. Anything broken or messed up in the course of a mystery is repaired and ready to go before the next one. Gear or assets that would be described as “totally destroyed” still need to be replaced.", + "No-stick: You’ve had yourselves removed from official and law enforcement databases. You don’t have to worry about “misunderstandings” from previous towns getting in the way of your hunts (unless someone got annoyed enough to make it a personal vendetta).": "No-stick: You’ve had yourselves removed from official and law enforcement databases. You don’t have to worry about “misunderstandings” from previous towns getting in the way of your hunts (unless someone got annoyed enough to make it a personal vendetta).", + "Monster Journals: When a mystery reminds you of something you encountered before, consult your notes and tell the Keeper what you think is the same. The Keeper will say if you got it right.If you’re correct, take +1 forward to investigate a mystery. If you’re wrong but had a good idea, take +1 forward to read a bad situation. If you’re totally off base, the Keeper holds 1 to put you in a tight spot.": "Monster Journals: When a mystery reminds you of something you encountered before, consult your notes and tell the Keeper what you think is the same. The Keeper will say if you got it right.

    If you’re correct, take +1 forward to investigate a mystery. If you’re wrong but had a good idea, take +1 forward to read a bad situation. If you’re totally off base, the Keeper holds 1 to put you in a tight spot.", + "Ancient Visions: An ancient ritual, to be conducted regularly, gives the whole team access to some of the visions sent to the Chosen One. Once per mystery, each hunter may ask the Keeper a question about anything they want. The Keeper answers with a vision or dream: obscure and vague, but true.": "Ancient Visions: An ancient ritual, to be conducted regularly, gives the whole team access to some of the visions sent to the Chosen One. Once per mystery, each hunter may ask the Keeper a question about anything they want. The Keeper answers with a vision or dream: obscure and vague, but true.", + "Armoury of the Chosen: You gain a cache of special weapons used by previous Chosen Ones. The Keeper should design a lesser version of the Chosen One’s special weapon, which all other members of the team may use. When this is unlocked, the Chosen One may change or add a tag on their special weapon.": "Armoury of the Chosen: You gain a cache of special weapons used by previous Chosen Ones. The Keeper should design a lesser version of the Chosen One’s special weapon, which all other members of the team may use. When this is unlocked, the Chosen One may change or add a tag on their special weapon.", + "Handing on the Torch: When you select this, designate another character as the next Chosen One. When the current Chosen One dies, that character may change to the Chosen playbook whenever they are ready. The new Chosen One designates the next heir when they find a worthy successor.": "Handing on the Torch: When you select this, designate another character as the next Chosen One. When the current Chosen One dies, that character may change to the Chosen playbook whenever they are ready. The new Chosen One designates the next heir when they find a worthy successor.", + "Friends Stick Together: Once per mystery, a hunter may call the rest of the team to their current location. Everyone arrives as soon as they potentially can (based on their last known position and when we saw them there). That can be “right this instant,” if at all possible.": "Friends Stick Together: Once per mystery, a hunter may call the rest of the team to their current location. Everyone arrives as soon as they potentially can (based on their last known position and when we saw them there). That can be “right this instant,” if at all possible.", + "Wyrd’s Favour: When you choose this team move, all hunters erase 1 spent Luck point. If you haven’t spent any Luck yet, add a new Luck box instead.": "Wyrd’s Favour: When you choose this team move, all hunters erase 1 spent Luck point. If you haven’t spent any Luck yet, add a new Luck box instead.", + "Otherworldly Intuition: When you encounter something from another world, you recognise that they don’t belong here. When you encounter a place where another world is accessible, you are aware of it and may stop at the threshold.": "Otherworldly Intuition: When you encounter something from another world, you recognise that they don’t belong here. When you encounter a place where another world is accessible, you are aware of it and may stop at the threshold.", + "Wardens: Once per mystery while you’re defending a portal, wall, or border, you may ignore all harm from a single source, or treat a roll as if you rolled a 12. This works just as if you spent a Luck, except it doesn’t trigger your special move.": "Wardens: Once per mystery while you’re defending a portal, wall, or border, you may ignore all harm from a single source, or treat a roll as if you rolled a 12. This works just as if you spent a Luck, except it doesn’t trigger your special move.", + "Outer Speech: You have a knack for the languages of the multiverse. You can always understand, and make yourself understood, when you’re talking to denizens from beyond. This is mainly the general sense of things—some details might get lost along the way.": "Outer Speech: You have a knack for the languages of the multiverse. You can always understand, and make yourself understood, when you’re talking to denizens from beyond. This is mainly the general sense of things—some details might get lost along the way.", + "Walkers between Worlds: At a suitable liminal site, you know how to step between worlds. Describe how you open the way and roll +Weird. On a 10+, you’re walking to the place you intended, but the way may be difficult. On a 7–9, choose one: you’re on the right path in immediate danger, or you find yourself lost and in the wrong place. On a 6 or less, you’re lost and in big trouble. If more than one of the hunters is using this move together, only make one roll: the hunter with the worst Weird score rolls (but they may accept help).": "Walkers between Worlds: At a suitable liminal site, you know how to step between worlds. Describe how you open the way and roll +Weird. On a 10+, you’re walking to the place you intended, but the way may be difficult. On a 7–9, choose one: you’re on the right path in immediate danger, or you find yourself lost and in the wrong place. On a 6 or less, you’re lost and in big trouble. If more than one of the hunters is using this move together, only make one roll: the hunter with the worst Weird score rolls (but they may accept help).", + "Outsider Knack: Once per visit to another world, you may use a trick or ability from Earth to gain an advantage. The advantage allows you to roll one move using three dice, selecting the best two for your result.": "Outsider Knack: Once per visit to another world, you may use a trick or ability from Earth to gain an advantage. The advantage allows you to roll one move using three dice, selecting the best two for your result.", + "Drilled Coordination: All team members get +1 ongoing when helping out another team member.": "Drilled Coordination: All team members get +1 ongoing when helping out another team member.", + "Comms: You have systems that keep you constantly in voice contact, regardless of where in the world you each may be. Not guaranteed to work in shielded spaces, deep underground, beyond magical portals, or on other worlds.": "Comms: You have systems that keep you constantly in voice contact, regardless of where in the world you each may be. Not guaranteed to work in shielded spaces, deep underground, beyond magical portals, or on other worlds.", + "Recognised IMPS Team: Wherever in the world you are, you have authority to deal with supernatural events. Local officials will—in general—cooperate with you fully. Does not apply in nations outside the IMPS treaty.": "Recognised IMPS Team: Wherever in the world you are, you have authority to deal with supernatural events. Local officials will—in general—cooperate with you fully. Does not apply in nations outside the IMPS treaty.", + "Rapid Deployment: IMPS has quick-response vehicles able to deliver you (or other IMPS assets) anywhere in the world, extremely quickly. They may also be used to make a fast exit from bad situations.": "Rapid Deployment: IMPS has quick-response vehicles able to deliver you (or other IMPS assets) anywhere in the world, extremely quickly. They may also be used to make a fast exit from bad situations.", + "Memories of the Fallen: When a hunter on the team dies in the line of duty, or retires from IMPS and monster hunting, all remaining team members erase a used Luck mark.": "Memories of the Fallen: When a hunter on the team dies in the line of duty, or retires from IMPS and monster hunting, all remaining team members erase a used Luck mark.", + "Global Crisis: Once per mystery, each of you can read a bad situation treating an entire world as the bad situation, including asking about the best way in or out.": "Global Crisis: Once per mystery, each of you can read a bad situation treating an entire world as the bad situation, including asking about the best way in or out.", + "Surge of Magic: Each of you holds 1 when you enter a new world. You can spend this hold to get an automatic result of 10 on a Weird move roll or to learn a useful big magic ritual known only in this world.": "Surge of Magic: Each of you holds 1 when you enter a new world. You can spend this hold to get an automatic result of 10 on a Weird move roll or to learn a useful big magic ritual known only in this world.", + "Otherworldly: You make your strangeness in other worlds work to your advantage in interpersonal situations. “I’m from another world” works as a reason for people to do as you ask when you manipulate someone.": "Otherworldly: You make your strangeness in other worlds work to your advantage in interpersonal situations. “I’m from another world” works as a reason for people to do as you ask when you manipulate someone.", + "A Multiverse of Friends: Three times per mystery, a friend you’ve made in an alternate universe can help one of you with a task as if they rolled 10+ to help out. They either manifest next to you for a moment or somehow are there in person. They can be bystanders from previous games or people from your backstories.": "A Multiverse of Friends: Three times per mystery, a friend you’ve made in an alternate universe can help one of you with a task as if they rolled 10+ to help out. They either manifest next to you for a moment or somehow are there in person. They can be bystanders from previous games or people from your backstories.", + "Determined Guardians: When one of the hunters protects a bystander, the target never takes harm: even on a miss, that bystander is totally safe. The hunter doing the protection still suffers the full effects of the roll result.": "Determined Guardians: When one of the hunters protects a bystander, the target never takes harm: even on a miss, that bystander is totally safe. The hunter doing the protection still suffers the full effects of the roll result.", + "Field Medics: When you treat an injured bystander, they are stabilised and well enough to manage until they can get proper medical attention. When you treat another hunter, pick if you heal 2-harm or stabilise them. Then they take +1 forward.": "Field Medics: When you treat an injured bystander, they are stabilised and well enough to manage until they can get proper medical attention. When you treat another hunter, pick if you heal 2-harm or stabilise them. Then they take +1 forward.", + "Checklists: Once per mystery, each hunter in need of a particular item may declare they have it. Narrate a flashback explaining why they thought to include it in their gear. If the item is especially rare, strange, or unusual (this is the Keeper’s call), then this move can’t be used again by any hunter until the next mystery.": "Checklists: Once per mystery, each hunter in need of a particular item may declare they have it. Narrate a flashback explaining why they thought to include it in their gear. If the item is especially rare, strange, or unusual (this is the Keeper’s call), then this move can’t be used again by any hunter until the next mystery.", + "Keep on Goin’: When you’re protecting bystanders from danger, any move that would prevent you from taking action due to harm, stress, or panic has its effect deferred. You can keep going for now, but once everyone is safe the full effects of what you’ve been through hit you.": "Keep on Goin’: When you’re protecting bystanders from danger, any move that would prevent you from taking action due to harm, stress, or panic has its effect deferred. You can keep going for now, but once everyone is safe the full effects of what you’ve been through hit you.", + "Shared Dangers: When you take a moment to share your worries and fears about a previous or upcoming battle with another hunter, you both choose one: heal 1-harm, or take +1 forward.": "Shared Dangers: When you take a moment to share your worries and fears about a previous or upcoming battle with another hunter, you both choose one: heal 1-harm, or take +1 forward.", + "Big Reveal: If most people around you don’t know about your secret identities, the first action you take in that scene that reveals those identities gets +1 forward. Bystanders and minions present freeze in surprise for a moment, giving you an opportunity to act before they can react.": "Big Reveal: If most people around you don’t know about your secret identities, the first action you take in that scene that reveals those identities gets +1 forward. Bystanders and minions present freeze in surprise for a moment, giving you an opportunity to act before they can react.", + "Affluent: You can get most gear easily. Specify what you need, assigning tags to the gear. If it’s a weapon, treat each harm beyond 2-harm as a separate tag; if it’s armour, treat each point of armour as a separate tag. Then roll +tags. On a miss, you get it easily. On a 7–9, you get it but raise some questions. On a 10+, either you don’t get it or you do but someone gets a clear clue about your secret identity.": "Affluent: You can get most gear easily. Specify what you need, assigning tags to the gear. If it’s a weapon, treat each harm beyond 2-harm as a separate tag; if it’s armour, treat each point of armour as a separate tag. Then roll +tags. On a miss, you get it easily. On a 7–9, you get it but raise some questions. On a 10+, either you don’t get it or you do but someone gets a clear clue about your secret identity.", + "Only When Necessary: If you manage to stop or destroy a minion without using any abilities or gear of your secret identity (including monster hunting weapons), each hunter involved marks experience. If it was a monster, mark two.": "Only When Necessary: If you manage to stop or destroy a minion without using any abilities or gear of your secret identity (including monster hunting weapons), each hunter involved marks experience. If it was a monster, mark two.", + "Shadow Selves: When one of you wants to be in two places at the same time, summon your shadow self in another place. Only one shadow self can per hunter exist at one time. The shadow self has a trait that allows others to distinguish it from you if they observe closely. Roll +Weird. On a 10+, hold 3. On a 7–9, hold 1. Spend holds to have your shadow self act as if it were you, but with –1 ongoing. When you spend the last hold, the shadow self dissolves in an obviously supernatural and unsettling way. On a miss, the shadow self appears for a moment and does something you really, really didn’t want them to do...": "Shadow Selves: When one of you wants to be in two places at the same time, summon your shadow self in another place. Only one shadow self can per hunter exist at one time. The shadow self has a trait that allows others to distinguish it from you if they observe closely. Roll +Weird. On a 10+, hold 3. On a 7–9, hold 1. Spend holds to have your shadow self act as if it were you, but with –1 ongoing. When you spend the last hold, the shadow self dissolves in an obviously supernatural and unsettling way. On a miss, the shadow self appears for a moment and does something you really, really didn’t want them to do...", + "Spending Money: If you get paid at the end of a mystery, each hunter adds 1-hold. Spend this hold in a later mystery narrate a flashback where you purchased the thing you need right now. It can be anything you could be carrying, something booked in advance (for example, a safe house or hotel room), or the use of a vehicle.": "Spending Money: If you get paid at the end of a mystery, each hunter adds 1-hold. Spend this hold in a later mystery narrate a flashback where you purchased the thing you need right now. It can be anything you could be carrying, something booked in advance (for example, a safe house or hotel room), or the use of a vehicle.", + "The B-Team: When you need to fortify a location or armour a vehicle, narrate a montage of your preparations. When you’re done, the location or vehicle provides 2-armour to all within it.": "The B-Team: When you need to fortify a location or armour a vehicle, narrate a montage of your preparations. When you’re done, the location or vehicle provides 2-armour to all within it.", + "Combat Training: When you help out another team member during combat, they may inflict +1 harm or suffer –1 harm in addition to the usual effects of your result.": "Combat Training: When you help out another team member during combat, they may inflict +1 harm or suffer –1 harm in addition to the usual effects of your result.", + "It’s Our Job: If a bystander has hired you, that counts as a reason when you manipulate them. This remains in effect in later mysteries. The Keeper may include other bystanders in the effect, if they’re part of a group you’re working for.": "It’s Our Job: If a bystander has hired you, that counts as a reason when you manipulate them. This remains in effect in later mysteries. The Keeper may include other bystanders in the effect, if they’re part of a group you’re working for.", + "The Good Ones: When you refuse to accept payment for a job, the client becomes an ally.": "The Good Ones: When you refuse to accept payment for a job, the client becomes an ally.", + "Yikes!: When a hunter is captured by a monster, minion, or phenomenon, they may ask one of the investigate a mystery or read a bad situation questions.": "Yikes!: When a hunter is captured by a monster, minion, or phenomenon, they may ask one of the investigate a mystery or read a bad situation questions.", + "Sensible Chuckle: When a hunter makes a joke (good or bad) at the expense of a monster, minion, or phenomenon, they may give another hunter on the team +1 forward.": "Sensible Chuckle: When a hunter makes a joke (good or bad) at the expense of a monster, minion, or phenomenon, they may give another hunter on the team +1 forward.", + "Earnest Do-gooders: When a hunter tells someone you are helping people and why, bystanders are more likely to do as you ask. The explanation always counts as a reason if you’re manipulating them to protect them or get them to help you.": "Earnest Do-gooders: When a hunter tells someone you are helping people and why, bystanders are more likely to do as you ask. The explanation always counts as a reason if you’re manipulating them to protect them or get them to help you.", + "Slapstick: When a hunter takes harm, they may instead have an embarrassing pratfall or accident that dodges the danger. Ignore the harm as established, and simply take 1-harm (which can’t be reduced or mitigated in any way). The hunter takes –1 forward.": "Slapstick: When a hunter takes harm, they may instead have an embarrassing pratfall or accident that dodges the danger. Ignore the harm as established, and simply take 1-harm (which can’t be reduced or mitigated in any way). The hunter takes –1 forward.", + "Disguises: When a hunter disguises themself, the disguise will not be questioned, until they do something to directly cast doubt on their appearance.": "Disguises: When a hunter disguises themself, the disguise will not be questioned, until they do something to directly cast doubt on their appearance.", + "Inventory Check: If you go looking for something that just might be in stock, roll +Weird. On a 10 or more, it’s there. On a 7–9, either you find it but there’s a cost, or you find something close enough. On a miss, you find something bad.": "Inventory Check: If you go looking for something that just might be in stock, roll +Weird. On a 10 or more, it’s there. On a 7–9, either you find it but there’s a cost, or you find something close enough. On a miss, you find something bad.", + "Corporate Database: If you use the company information systems to help investigate a mystery, take +1 hold. The Keeper tells you something disturbing you learn in addition to what you were looking for.": "Corporate Database: If you use the company information systems to help investigate a mystery, take +1 hold. The Keeper tells you something disturbing you learn in addition to what you were looking for.", + "Handbook: At the start of each mystery, each hunter may consult the employee handbook for advice. Roll a single die. On a 1, take –1 forward. On a 2, gain +1 forward to Charm. On a 3, gain +1 forward to Cool. On a 4, gain +1 forward to Sharp. On a 5, gain +1 forward to Tough. On a 6, gain +1 forward to Weird.": "Handbook: At the start of each mystery, each hunter may consult the employee handbook for advice. Roll a single die. On a 1, take –1 forward. On a 2, gain +1 forward to Charm. On a 3, gain +1 forward to Cool. On a 4, gain +1 forward to Sharp. On a 5, gain +1 forward to Tough. On a 6, gain +1 forward to Weird.", + "Uniforms: While you’re wearing your uniforms, your actions won’t be questioned unless you are indisputably out of place. For example, your burger restaurant uniforms won’t help you infiltrate a military base, and vice versa. The uniforms may also count as a reason when you try to manipulate someone.": "Uniforms: While you’re wearing your uniforms, your actions won’t be questioned unless you are indisputably out of place. For example, your burger restaurant uniforms won’t help you infiltrate a military base, and vice versa. The uniforms may also count as a reason when you try to manipulate someone.", + "Company Mascot: Take your corporate mascot as an ally. Pick one: a fellow employee with useful skills in the suit, or a supernatural being trying to keep under the radar. Decide what the mascot looks like.": "Company Mascot: Take your corporate mascot as an ally. Pick one: a fellow employee with useful skills in the suit, or a supernatural being trying to keep under the radar. Decide what the mascot looks like.", + "Earned Trust: People in your community know you, and know you mean well. They’ll generally believe what you tell them. If you ask them to do something for their own safety, they usually go along with it.": "Earned Trust: People in your community know you, and know you mean well. They’ll generally believe what you tell them. If you ask them to do something for their own safety, they usually go along with it.", + "Familiarity: When you’re checking out something in your community, you’ll always recognise right away if something has changed in an out-of-the-ordinary way. You can pick up things like a house suddenly quiet, a new tree in the park, or a stranger working at the corner store.": "Familiarity: When you’re checking out something in your community, you’ll always recognise right away if something has changed in an out-of-the-ordinary way. You can pick up things like a house suddenly quiet, a new tree in the park, or a stranger working at the corner store.", + "Domestic Wardings: You know how to protect houses from evil supernatural influences. All your homes are warded, and you may ward others too. It’s a big magic ritual requiring 24 hours, all the hunters, and a number of protective items that must be placed around the house. The wardings might be broken eventually by a concerted attack.": "Domestic Wardings: You know how to protect houses from evil supernatural influences. All your homes are warded, and you may ward others too. It’s a big magic ritual requiring 24 hours, all the hunters, and a number of protective items that must be placed around the house. The wardings might be broken eventually by a concerted attack.", + "Backyard Allies: You’ve made friends with some feral or wild animals that are smarter than normal—perhaps modern nature spirits? In any case, they can scout and spy for you, and it’s unlikely anyone will pay attention to them. They might ask you for favours too, now and then.": "Backyard Allies: You’ve made friends with some feral or wild animals that are smarter than normal—perhaps modern nature spirits? In any case, they can scout and spy for you, and it’s unlikely anyone will pay attention to them. They might ask you for favours too, now and then.", + "Craft Circle: Whenever you need a physical item as a magical requirement, you can craft a substitute together. All the hunters must take part, and you’ll need a few hours. You can replace one requirement per spell this way.": "Craft Circle: Whenever you need a physical item as a magical requirement, you can craft a substitute together. All the hunters must take part, and you’ll need a few hours. You can replace one requirement per spell this way.", + "Hit It!: If you all have your instruments ready, start playing one of your songs. Everyone and everything within earshot pauses for a moment.": "Hit It!: If you all have your instruments ready, start playing one of your songs. Everyone and everything within earshot pauses for a moment.", + "Sacred Songs of Power: You may substitute “play a mystical song” for any one use magic or big magic requirement. For use magic, one person needs to perform the song. For big magic, it must be at least two of you.": "Sacred Songs of Power: You may substitute “play a mystical song” for any one use magic or big magic requirement. For use magic, one person needs to perform the song. For big magic, it must be at least two of you.", + "Famous: You’re well known. Everywhere you go, you may call up your fans. They are a temporary ally group, type: backup (motivation: to stand with you). There will be a lot of them, but they’re just regular people—good at creating a distraction but not fighting monsters.": "Famous: You’re well known. Everywhere you go, you may call up your fans. They are a temporary ally group, type: backup (motivation: to stand with you). There will be a lot of them, but they’re just regular people—good at creating a distraction but not fighting monsters.", + "In the Groove: When you’re engaged in desperate physical action, and you describe how your move sets up another member of the band, they take +1 forward.": "In the Groove: When you’re engaged in desperate physical action, and you describe how your move sets up another member of the band, they take +1 forward.", + "Healing Vibe: Whenever the band plays a gig (no matter how big or small—there just needs to be an audience), each band member and every member of the audience either unmarks unstable or heals 1-harm.": "Healing Vibe: Whenever the band plays a gig (no matter how big or small—there just needs to be an audience), each band member and every member of the audience either unmarks unstable or heals 1-harm.", + "Something Rotten: When investigating a mystery and rolling a 7+, you can ask “How does this relate to the bad things I suspect about my organisation?” in addition to one of the usual questions.": "Something Rotten: When investigating a mystery and rolling a 7+, you can ask “How does this relate to the bad things I suspect about my organisation?” in addition to one of the usual questions.", + "Organisation’s Help: When you ask for the organisation’s help—gear, intel, or personnel—tell your superiors why you need it and roll +Charm. On a 10+, you get what you asked for. On a 7–9, you get it, but sooner or later the organisation will check up on you. On a miss, they don’t give it to you and someone in the organisation learns of your true intentions if you didn’t state them.": "Organisation’s Help: When you ask for the organisation’s help—gear, intel, or personnel—tell your superiors why you need it and roll +Charm. On a 10+, you get what you asked for. On a 7–9, you get it, but sooner or later the organisation will check up on you. On a miss, they don’t give it to you and someone in the organisation learns of your true intentions if you didn’t state them.", + "Specialized: Each of you can get +1 to a single rating (maximum +3) at the cost of –1 to a different rating (minimum –2).": "Specialized: Each of you can get +1 to a single rating (maximum +3) at the cost of –1 to a different rating (minimum –2).", + "Coordinated: Training in the organisation made you especially adept at helping each other. Your team holds 3 at the beginning at each mystery. Each of you can spend 1 to get +1 forward to help out and give the one you help +2 instead of +1 if your move is successful.": "Coordinated: Training in the organisation made you especially adept at helping each other. Your team holds 3 at the beginning at each mystery. Each of you can spend 1 to get +1 forward to help out and give the one you help +2 instead of +1 if your move is successful.", + "Power Dynamics: Add “Who’s the boss here?” and “Who doesn’t want to be a part of this?” to the list of your questions for read a bad situation and investigate a mystery.": "Power Dynamics: Add “Who’s the boss here?” and “Who doesn’t want to be a part of this?” to the list of your questions for read a bad situation and investigate a mystery.", + "Always on the Run: When you enter a new location, one of you can ask either “What’s the best way to hide here” or “What would be the best way to escape from here?” When you act on the answers, you get +1 ongoing, just as if it was a read a bad situation question.": "Always on the Run: When you enter a new location, one of you can ask either “What’s the best way to hide here” or “What would be the best way to escape from here?” When you act on the answers, you get +1 ongoing, just as if it was a read a bad situation question.", + "You Can’t Take Us: Once per mystery, each of you can treat a protect someone roll as if you rolled a 12.": "You Can’t Take Us: Once per mystery, each of you can treat a protect someone roll as if you rolled a 12.", + "Ride with the Thunder: When you race against someone having a comparable speed, you always win. When you race against someone faster or against the Wild Hunt, you can use magic to win anyway.": "Ride with the Thunder: When you race against someone having a comparable speed, you always win. When you race against someone faster or against the Wild Hunt, you can use magic to win anyway.", + "Sense of the Hunt: When a monster hunts a mortal in the area where you are (up to about 2 miles), you sense it, but without any details. You can read a bad situation to get more info on this situation, but if you fail, you get –1 ongoing to helping the hunted mortals.": "Sense of the Hunt: When a monster hunts a mortal in the area where you are (up to about 2 miles), you sense it, but without any details. You can read a bad situation to get more info on this situation, but if you fail, you get –1 ongoing to helping the hunted mortals.", + "Legend Amongst Monsters: Each of you can manipulate monsters as if you had the Dark Negotiator move. If you fail an investigate a mystery move, the monster learns it’s investigated by those who escaped the Wild Hunt.": "Legend Amongst Monsters: Each of you can manipulate monsters as if you had the Dark Negotiator move. If you fail an investigate a mystery move, the monster learns it’s investigated by those who escaped the Wild Hunt.", + "Assets": "Assets", + "Choose from these available assets. If there are two boxes, you need to mark both to earn that asset. (If you are making partial progress towards taking a two-box asset, mark the leftmost box first.)": "Choose from these available assets. If there are two boxes, you need to mark both to earn that asset. (If you are making partial progress towards taking a two-box asset, mark the leftmost box first.)", + "Mobile Base: A helicopter, aeroplane, truck, or bus with facilities and mystery investigation supplies on board.": "Mobile Base: A helicopter, aeroplane, truck, or bus with facilities and mystery investigation supplies on board.", + "Individual Transport: Each mission, a regular car, motorbike, or bicycle is assigned to every team member.": "Individual Transport: Each mission, a regular car, motorbike, or bicycle is assigned to every team member.", + "R&D Access: Your team is issued with a useful high technology experiment from R&D each mission. The Keeper decides what it is (always useful, usually with problematic side effects).": "R&D Access: Your team is issued with a useful high technology experiment from R&D each mission. The Keeper decides what it is (always useful, usually with problematic side effects).", + "Headquarters: A relatively secure space to use as a base in a Bureau regional facility. Everything you need to prepare for mysteries is here, and it’s quite secure.": "Headquarters: A relatively secure space to use as a base in a Bureau regional facility. Everything you need to prepare for mysteries is here, and it’s quite secure.", + "Sky Scanners: You have access to a scanning network that will alert you to strange events coming from space. This includes weird phenomena as well as UFOs.": "Sky Scanners: You have access to a scanning network that will alert you to strange events coming from space. This includes weird phenomena as well as UFOs.", + "Workshop: A big space for craft and repair projects, with plenty of tools and materials.": "Workshop: A big space for craft and repair projects, with plenty of tools and materials.", + "Disguise Kits: Contains costumes, makeup, and other supplies for a quick change of appearance.": "Disguise Kits: Contains costumes, makeup, and other supplies for a quick change of appearance.", + "Housing: Each member of the team is assigned a one-bedroom apartment in a generic housing project. All the apartments are exactly the same, down to scuff marks on the door.": "Housing: Each member of the team is assigned a one-bedroom apartment in a generic housing project. All the apartments are exactly the same, down to scuff marks on the door.", + "Rapid Response Pods: When any member of the team needs to get to a mission site quickly, a rapid response pod appears next to them. Enter the pod, and a short uncomfortable trip will place you where you need to be. What do the pods look like? How do they appear?": "Rapid Response Pods: When any member of the team needs to get to a mission site quickly, a rapid response pod appears next to them. Enter the pod, and a short uncomfortable trip will place you where you need to be. What do the pods look like? How do they appear?", + "Custom:": "Custom:", + "Individual Transport: A regular car, motorbike, or bicycle for every team member.": "Individual Transport: A regular car, motorbike, or bicycle for every team member.", + "Mobile Base: A truck or bus with bunks and mystery investigation supplies on board.": "Mobile Base: A truck or bus with bunks and mystery investigation supplies on board.", + "Credentials: Real, or as-good-as-real, identification that gets you access to law enforcement and other official contacts.": "Credentials: Real, or as-good-as-real, identification that gets you access to law enforcement and other official contacts.", + "Lair: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen.": "Lair: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen.", + "Hunter Roadhouses: A network of bars, diners, and motels where you can safely meet other monster hunters. Many are run by retired hunters.": "Hunter Roadhouses: A network of bars, diners, and motels where you can safely meet other monster hunters. Many are run by retired hunters.", + "Tool Kit: One or two of your vehicles carry tool kits. You have most tools you’ll need to repair or build something.": "Tool Kit: One or two of your vehicles carry tool kits. You have most tools you’ll need to repair or build something.", + "Mystical Ingredients Cabinet: A box with a wide range of frequently useful supplies for magic rituals.": "Mystical Ingredients Cabinet: A box with a wide range of frequently useful supplies for magic rituals.", + "Slush Fund: The team has access to a bank account that can pay for their day to day needs while monster hunting, and stretches to a big purchase every now and then. Where did it come from?": "Slush Fund: The team has access to a bank account that can pay for their day to day needs while monster hunting, and stretches to a big purchase every now and then. Where did it come from?", + "Armoury: One of your cars has a well-stocked weapons chest. Each mystery, every hunter may take one extra regular weapon. Also once per mystery, one hunter may ask the Keeper if the armoury has a particular special weapon: if yes, you can take it; if no, take +1 forward.": "Armoury: One of your cars has a well-stocked weapons chest. Each mystery, every hunter may take one extra regular weapon. Also once per mystery, one hunter may ask the Keeper if the armoury has a particular special weapon: if yes, you can take it; if no, take +1 forward.", + "Field Medics: You have enough supplies and training to treat one hunter per night as if they’d had a proper doctor or trip to the emergency room.": "Field Medics: You have enough supplies and training to treat one hunter per night as if they’d had a proper doctor or trip to the emergency room.", + "The Prophecies: A guidebook of all the visions about the Chosen One, to help you navigate your destiny (they’re pretty hard to decipher).": "The Prophecies: A guidebook of all the visions about the Chosen One, to help you navigate your destiny (they’re pretty hard to decipher).", + "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen.": "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen.", + "Mystical Workroom: A space set aside for magical operations. It can stand in for one requirement of a use magic or big magic move.": "Mystical Workroom: A space set aside for magical operations. It can stand in for one requirement of a use magic or big magic move.", + "Innocent Front: You have access to a regular business or institution. This means that your monster hunting hijinks can be concealed to an extent from your friends, family, and colleagues. For example: a cafe, a library, an antique store, etc.": "Innocent Front: You have access to a regular business or institution. This means that your monster hunting hijinks can be concealed to an extent from your friends, family, and colleagues. For example: a cafe, a library, an antique store, etc.", + "Regular Jobs: You have access to a place of employment for any of the hunters who need it. You earn enough to cover regular day-to-day expenses, and there’s time to fit in monster hunting around your hours.": "Regular Jobs: You have access to a place of employment for any of the hunters who need it. You earn enough to cover regular day-to-day expenses, and there’s time to fit in monster hunting around your hours.", + "Cameras and Recording Gear: You have a big collection of cameras and other recording devices that you can use during your investigations.": "Cameras and Recording Gear: You have a big collection of cameras and other recording devices that you can use during your investigations.", + "Primaeval Monument: An ancient site marking where access between worlds is easiest.": "Primaeval Monument: An ancient site marking where access between worlds is easiest.", + "Portal: A stable portal to either a particular world, or a between-worlds nexus. It is hidden, but any entity that finds either side may use it just like you can. Where is it hidden?": "Portal: A stable portal to either a particular world, or a between-worlds nexus. It is hidden, but any entity that finds either side may use it just like you can. Where is it hidden?", + "Exploration Gear: You’re never sure what you may find in another world. Your group has a storeroom full of all kinds of exploring and outdoor gear and clothing to use.": "Exploration Gear: You’re never sure what you may find in another world. Your group has a storeroom full of all kinds of exploring and outdoor gear and clothing to use.", + "Skywarden: A high tech transport aircraft that has all your essential gear on board and acts as your base on mission assignments. If you have the rapid deployment move, the Skywarden is upgraded with supersonic engines.": "Skywarden: A high tech transport aircraft that has all your essential gear on board and acts as your base on mission assignments. If you have the rapid deployment move, the Skywarden is upgraded with supersonic engines.", + "Individual Transport: Electric motorbikes for every team member.": "Individual Transport: Electric motorbikes for every team member.", + "Search and Rescue Gear: A selection of useful tools for locating and rescuing people in disaster zones.": "Search and Rescue Gear: A selection of useful tools for locating and rescuing people in disaster zones.", + "Headquarters: A relatively secure space allocated to you in IMPS headquarters. There’s room for all your gear, and includes full living quarters.": "Headquarters: A relatively secure space allocated to you in IMPS headquarters. There’s room for all your gear, and includes full living quarters.", + "Workshop: A big space for craft and repair projects, with plenty of technicians, tools, and materials.": "Workshop: A big space for craft and repair projects, with plenty of technicians, tools, and materials.", + "Medical Supplies: Everyone carries a first aid kit, and you have enough for a fully equipped infirmary back at your base or homes.": "Medical Supplies: Everyone carries a first aid kit, and you have enough for a fully equipped infirmary back at your base or homes.", + "Fancy High Tech Uniforms: Complete with built-in gadgets.": "Fancy High Tech Uniforms: Complete with built-in gadgets.", + "Housing: A pleasant house for each team member and their family, provided by IMPS for when you’re off-duty. This may be anywhere in the world.": "Housing: A pleasant house for each team member and their family, provided by IMPS for when you’re off-duty. This may be anywhere in the world.", + "World-jumping Base: A small vehicle or building with bunks and mystery investigation supplies on board.": "World-jumping Base: A small vehicle or building with bunks and mystery investigation supplies on board.", + "Translator: A high tech or arcane universal translator.": "Translator: A high tech or arcane universal translator.", + "Stealth Module: A device automatically changing the looks of your gear and vehicles to match the world you’re in.": "Stealth Module: A device automatically changing the looks of your gear and vehicles to match the world you’re in.", + "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen. Can’t travel between worlds, but you know a big magic ritual to come back here from any world. Invent details with the Keeper.": "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen. Can’t travel between worlds, but you know a big magic ritual to come back here from any world. Invent details with the Keeper.", + "Clothes: Clothes for any weather, including extreme ones.": "Clothes: Clothes for any weather, including extreme ones.", + "Published Book Series: A successful book series written by some or all of you based on your visits to other worlds.": "Published Book Series: A successful book series written by some or all of you based on your visits to other worlds.", + "Crystal Ball: A crystal ball always showing the most breathtaking sight in the area you’re in.": "Crystal Ball: A crystal ball always showing the most breathtaking sight in the area you’re in.", + "Mystical workroom: A space set aside for magical operations. It can stand in for one requirement of a use magic or big magic move.": "Mystical workroom: A space set aside for magical operations. It can stand in for one requirement of a use magic or big magic move.", + "Survival Gear: You’re all well-prepped with supplies for a disaster or emergency situation. Protective gear, tools, food and water, etc.": "Survival Gear: You’re all well-prepped with supplies for a disaster or emergency situation. Protective gear, tools, food and water, etc.", + "Hideouts: Each hunter has a hidden, safe place set up where they can retreat in an emergency. This could be an isolated cabin or bunker, a safe house, or a panic room (whichever makes sense for your hunter).": "Hideouts: Each hunter has a hidden, safe place set up where they can retreat in an emergency. This could be an isolated cabin or bunker, a safe house, or a panic room (whichever makes sense for your hunter).", + "Mobile Hideaway: A truck with bunks and mystery investigation supplies on board.": "Mobile Hideaway: A truck with bunks and mystery investigation supplies on board.", + "Individual Transport: A fancy car or motorbike for every team member.": "Individual Transport: A fancy car or motorbike for every team member.", + "Getaway: A place where you rest from everything, with no monster hunting gear but extremely difficult to find by mundane and magical means.": "Getaway: A place where you rest from everything, with no monster hunting gear but extremely difficult to find by mundane and magical means.", + "Headquarters: A base people from neither your public nor your secret life will find easily. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen.": "Headquarters: A base people from neither your public nor your secret life will find easily. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen.", + "Memorabilia: A collection of important memorabilia connected to the city’s past and two big magic rituals that need only them and up to two other requirements. Determine what the rituals do as a group.": "Memorabilia: A collection of important memorabilia connected to the city’s past and two big magic rituals that need only them and up to two other requirements. Determine what the rituals do as a group.", + "Secure Phones: A set of phones with advanced voice distortion and location concealment options. Tracking a call from these requires days of work.": "Secure Phones: A set of phones with advanced voice distortion and location concealment options. Tracking a call from these requires days of work.", + "Funds: Lots of money on bank accounts connected to untraceable credit cards.": "Funds: Lots of money on bank accounts connected to untraceable credit cards.", + "Mobile Base: A van, truck, or bus with bunks and mystery investigation supplies on board.": "Mobile Base: A van, truck, or bus with bunks and mystery investigation supplies on board.", + "The Grapevine: A network of contacts who pass on job leads.": "The Grapevine: A network of contacts who pass on job leads.", + "Secure Homes: Located somewhere you have a special relationship, you all have houses and bank accounts that provide a base when you’re off the job.": "Secure Homes: Located somewhere you have a special relationship, you all have houses and bank accounts that provide a base when you’re off the job.", + "Credentials: Monster hunting licenses and visa waivers that allow you to do your job and travel legitimately.": "Credentials: Monster hunting licenses and visa waivers that allow you to do your job and travel legitimately.", + "High Tech Gadgets: A supply of various monster scanners and detectors.": "High Tech Gadgets: A supply of various monster scanners and detectors.", + "Armoury: A cache of monster hunting weapons.": "Armoury: A cache of monster hunting weapons.", + "Mystery Van: A van with all your mystery investigation supplies on board.": "Mystery Van: A van with all your mystery investigation supplies on board.", + "Individual Transport: A skateboard, scooter, pair of skates, or bicycle for every team member.": "Individual Transport: A skateboard, scooter, pair of skates, or bicycle for every team member.", + "Gadgets: Paranormal investigation gadgets.": "Gadgets: Paranormal investigation gadgets.", + "Clubhouse: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and make a snack.": "Clubhouse: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and make a snack.", + "Mystical Workroom: a space set aside for magical operations. It can stand in for one requirement of a use magic or big magic move.": "Mystical Workroom: a space set aside for magical operations. It can stand in for one requirement of a use magic or big magic move.", + "Disguises: A trunk full of disguises.": "Disguises: A trunk full of disguises.", + "Library: Library of useful reference books.": "Library: Library of useful reference books.", + "IDs: Official junior deputy Suburban Watch Group volunteer badges.": "IDs: Official junior deputy Suburban Watch Group volunteer badges.", + "Backrooms: You’ve set out a relatively secure space in the back rooms. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen. It’s currently listed as “unused: permanent” so you should be left alone in there.": "Backrooms: You’ve set out a relatively secure space in the back rooms. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen. It’s currently listed as “unused: permanent” so you should be left alone in there.", + "Steam Tunnels: Accessed from your workplace, these allow you to get in and out without being seen. They also connect to the wider city infrastructure.": "Steam Tunnels: Accessed from your workplace, these allow you to get in and out without being seen. They also connect to the wider city infrastructure.", + "Security Access: You can look at the security camera feeds and records. These cover the entire store floor, secure areas, and the outside of the building.": "Security Access: You can look at the security camera feeds and records. These cover the entire store floor, secure areas, and the outside of the building.", + "Ritual Space: A space set aside for magical operations. It can stand in for one requirement of a use magic or big magic move. Decide where in the workplace it is located.": "Ritual Space: A space set aside for magical operations. It can stand in for one requirement of a use magic or big magic move. Decide where in the workplace it is located.", + "The Occult Section: Your workplace has a stock of mystical supplies. Sometimes you can find specific monster hunting supplies or ritual requirements there.": "The Occult Section: Your workplace has a stock of mystical supplies. Sometimes you can find specific monster hunting supplies or ritual requirements there.", + "Warding Glyphs: Mystical enchantments on the workplace prevent hostile magic targeting it from the outside, and alert all team members if a supernatural being enters.": "Warding Glyphs: Mystical enchantments on the workplace prevent hostile magic targeting it from the outside, and alert all team members if a supernatural being enters.", + "Lost Property & Returns: You can find all sorts of stuff in here, some of it useful.": "Lost Property & Returns: You can find all sorts of stuff in here, some of it useful.", + "Oracle Stone: A mystical scrying gem. At the beginning of each mystery, you may consult it—ask any question. The Keeper will answer with something true and useful, but they may make the answer difficult to understand.": "Oracle Stone: A mystical scrying gem. At the beginning of each mystery, you may consult it—ask any question. The Keeper will answer with something true and useful, but they may make the answer difficult to understand.", + "SWG Radio Network: a set of devices that allow you to easily talk to the rest of the SWG (as well as the base stations at your homes/the SWG headquarters).": "SWG Radio Network: a set of devices that allow you to easily talk to the rest of the SWG (as well as the base stations at your homes/the SWG headquarters).", + "Sacred Site: A place outdoors that has a reservoir of magical power. The Keeper always considers this site when a magical ritual requires a particular place.": "Sacred Site: A place outdoors that has a reservoir of magical power. The Keeper always considers this site when a magical ritual requires a particular place.", + "Infirmary: You have access to a doctor’s surgery or other suitable first aid office. You may use it for regular treatment of injuries, no questions asked.": "Infirmary: You have access to a doctor’s surgery or other suitable first aid office. You may use it for regular treatment of injuries, no questions asked.", + "Tour Bus: A truck or bus with bunks, your gear, and mystery investigation supplies on board.": "Tour Bus: A truck or bus with bunks, your gear, and mystery investigation supplies on board.", + "Individual Transport: A fancy car, motorbike, or bicycle for every team member.": "Individual Transport: A fancy car, motorbike, or bicycle for every team member.", + "Home Venue: You have a regular booking at a venue, and get on well with the owners. You’re always welcome there, and can be sure to find fans or friends there whenever its open.": "Home Venue: You have a regular booking at a venue, and get on well with the owners. You’re always welcome there, and can be sure to find fans or friends there whenever its open.", + "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep, practice, and cook.": "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep, practice, and cook.", + "Private Jet: You have a more-or-less fancy private jet (and crew) at your disposal.": "Private Jet: You have a more-or-less fancy private jet (and crew) at your disposal.", + "Studio: You have your own recording studio and record label. It’s either a big house in the country or big slice of a building in the city. It’s equipped with gear and staff. This is a good place for any other location-based assets to live.": "Studio: You have your own recording studio and record label. It’s either a big house in the country or big slice of a building in the city. It’s equipped with gear and staff. This is a good place for any other location-based assets to live.", + "Cameras and Recording Gear: You have a big collection of cameras and other recording devices that you can use during your investigations. Your crew also includes people who can operate them for you.": "Cameras and Recording Gear: You have a big collection of cameras and other recording devices that you can use during your investigations. Your crew also includes people who can operate them for you.", + "Office Space: Private offices in the organisation’s headquarters.": "Office Space: Private offices in the organisation’s headquarters.", + "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen. The organisation knows about it but has no direct influence over it.": "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen. The organisation knows about it but has no direct influence over it.", + "Fake IDs: Fake government IDs.": "Fake IDs: Fake government IDs.", + "More Fake IDs: Fake organisation IDs for other members or different jobs.": "More Fake IDs: Fake organisation IDs for other members or different jobs.", + "Cameras and Recording Gear: Miniature cameras and recording devices.": "Cameras and Recording Gear: Miniature cameras and recording devices.", + "Fae Horses: One for every team member. They fly, but if people start gossiping about flying horses, the Wild Hunt will surely hear of this.": "Fae Horses: One for every team member. They fly, but if people start gossiping about flying horses, the Wild Hunt will surely hear of this.", + "Map: A map of the Wild Hunt’s activities.": "Map: A map of the Wild Hunt’s activities.", + "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen. The Wild Hunt won’t learn about this base unless you stay there for a very long time.": "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen. The Wild Hunt won’t learn about this base unless you stay there for a very long time.", + "Disguises: A set of disguises.": "Disguises: A set of disguises.", + "Diversions: A box of smoke bombs and other distractions (0-harm close obscure vision).": "Diversions: A box of smoke bombs and other distractions (0-harm close obscure vision).", + "Fae Cosmetics and Makeup: Better than anything humans can produce.": "Fae Cosmetics and Makeup: Better than anything humans can produce.", + "Improvement": "Improvement", + "At the end of each session, answer your Style question (below). If yes, gain one improvement mark. If yes and it came up a lot, gain two improvement marks.": "At the end of each session, answer your Style question (below). If yes, gain one improvement mark. If yes and it came up a lot, gain two improvement marks.", + "When you fill in the improvement box, clear the improvement track and choose one of these:": "When you fill in the improvement box, clear the improvement track and choose one of these:", + "Gain a new team move.": "Gain a new team move.", + "Gain a new team ally.": "Gain a new team ally.", + "Gain two new asset selections.": "Gain two new asset selections.", + "Make the next mystery about your team enemy, giving you a chance to interfere in their plans.": "Make the next mystery about your team enemy, giving you a chance to interfere in their plans.", + "Make the next mystery about the organisation or its bad apples, giving you a chance to interfere in their plans.": "Make the next mystery about the organisation or its bad apples, giving you a chance to interfere in their plans.", + "Make the next mystery about the Wild Hunt, giving you a chance to weaken or confuse them.": "Make the next mystery about the Wild Hunt, giving you a chance to weaken or confuse them.", + "Style": "Style", + "Pick one of these styles (and the associated improvement question):": "Pick one of these styles (and the associated improvement question):", + "Hush: At the end of each session, ask: “Did we suppress knowledge of monsters and the supernatural?”": "Hush: At the end of each session, ask: “Did we suppress knowledge of monsters and the supernatural?”", + "The Greater Good: At the end of each session, ask: “Did we protect civilian lives?”": "The Greater Good: At the end of each session, ask: “Did we protect civilian lives?”", + "By Any Means Necessary: At the end of each session, ask: “Did we stop the problem, regardless of the cost?”": "By Any Means Necessary: At the end of each session, ask: “Did we stop the problem, regardless of the cost?”", + "Custom: What’s your story?": "Custom: What’s your story?", + "At the end of each session, ask:": "At the end of each session, ask:", + "Family: You’re all family, or as good as. At the end of each session, ask: “Did we talk about—or pointedly not talk about—something that was troubling a team member?”": "Family: You’re all family, or as good as. At the end of each session, ask: “Did we talk about—or pointedly not talk about—something that was troubling a team member?”", + "Vocation: Someone has to do it, and you happened to be able. At the end of each session, ask: “Did we save the people we went there to protect?”": "Vocation: Someone has to do it, and you happened to be able. At the end of each session, ask: “Did we save the people we went there to protect?”", + "Excitement: Monster hunting sure is a new thrill every time. At the end of each session, ask: “Did we take extremely dangerous risks?”": "Excitement: Monster hunting sure is a new thrill every time. At the end of each session, ask: “Did we take extremely dangerous risks?”", + "First among Equals: Sure, one of us is chosen by destiny, but we all play our part. At the end of each session, ask: “Did we all contribute in our own way to solve the mystery?”": "First among Equals: Sure, one of us is chosen by destiny, but we all play our part. At the end of each session, ask: “Did we all contribute in our own way to solve the mystery?”", + "Sworn Guardians: The rest of us made a solemn oath to help the Chosen One. At the end of each session, ask: “Did we save the Chosen One from serious harm?”": "Sworn Guardians: The rest of us made a solemn oath to help the Chosen One. At the end of each session, ask: “Did we save the Chosen One from serious harm?”", + "Fate’s Rebels: Screw destiny! At the end of each session, ask: “Did we fight against fate and prophecies, no matter the cost?”": "Fate’s Rebels: Screw destiny! At the end of each session, ask: “Did we fight against fate and prophecies, no matter the cost?”", + "Ancient Oath: You are the holders of an ancient obligation to guard the world’s border. Decide what the oath requires of you. At the end of each session, ask: “Did we hold to our oath?”": "Ancient Oath: You are the holders of an ancient obligation to guard the world’s border. Decide what the oath requires of you. At the end of each session, ask: “Did we hold to our oath?”", + "The oath:": "The oath:", + "Wrong Place, Wrong Time: You were there to stop the first incursion, and now feel obliged to prevent anything else coming through. At the end of each session, ask: “Did we protect the world from what lies beyond?”": "Wrong Place, Wrong Time: You were there to stop the first incursion, and now feel obliged to prevent anything else coming through. At the end of each session, ask: “Did we protect the world from what lies beyond?”", + "Born & Raised: You all grew up, or settled, here. Dimensional incursions are a part of life, even if a lot of people don’t like to admit it. At the end of each session, ask: “Did we look after our normal relationships with friends and families?”": "Born & Raised: You all grew up, or settled, here. Dimensional incursions are a part of life, even if a lot of people don’t like to admit it. At the end of each session, ask: “Did we look after our normal relationships with friends and families?”", + "Hush: At the end of each session, ask: “Did we save the day without making the news or creating a ruckus?”": "Hush: At the end of each session, ask: “Did we save the day without making the news or creating a ruckus?”", + "Rescuers: At the end of each session, ask: “Did we save people from harm, no matter how much property damage?”": "Rescuers: At the end of each session, ask: “Did we save people from harm, no matter how much property damage?”", + "Superstars: At the end of each session, ask: “Did our reputation as elite monster hunters come up during the mystery?”": "Superstars: At the end of each session, ask: “Did our reputation as elite monster hunters come up during the mystery?”", + "Well-prepared: You keep track of worlds that might need monster hunting help and have procedures for reaching and helping them. At the end of each session, ask: “Did things go according to our plans?”": "Well-prepared: You keep track of worlds that might need monster hunting help and have procedures for reaching and helping them. At the end of each session, ask: “Did things go according to our plans?”", + "Led by Fate: The universe wants you to help where you’re needed most. At the end of each session, ask: “Do we understand our place in the multiverse better now?”": "Led by Fate: The universe wants you to help where you’re needed most. At the end of each session, ask: “Do we understand our place in the multiverse better now?”", + "Accidental Heroes: You always end up where you’re needed because of magical mishaps and weird coincidences. At the end of each session, ask: “Did we make use of a coincidence or unexpected resource?”": "Accidental Heroes: You always end up where you’re needed because of magical mishaps and weird coincidences. At the end of each session, ask: “Did we make use of a coincidence or unexpected resource?”", + "We’re Prepared for Next Time: At the end of each session, ask: “Did our planning ahead save the day?”": "We’re Prepared for Next Time: At the end of each session, ask: “Did our planning ahead save the day?”", + "Fatalists: One day our times will come. Until then we fight. At the end of each session, ask: “Did we throw ourselves into danger to save the day?”": "Fatalists: One day our times will come. Until then we fight. At the end of each session, ask: “Did we throw ourselves into danger to save the day?”", + "Wardens: We won’t let what happened to us happen to anyone else. At the end of each session, ask: “Did we save people, no matter the cost?”": "Wardens: We won’t let what happened to us happen to anyone else. At the end of each session, ask: “Did we save people, no matter the cost?”", + "Greater Good: You find your secret monster hunting lives more important than your mundane social roles. At the end of each session, ask: “Did we choose the more important obligation?”": "Greater Good: You find your secret monster hunting lives more important than your mundane social roles. At the end of each session, ask: “Did we choose the more important obligation?”", + "The Only Ones: You’re the only ones capable enough to protect those around you from supernatural threats. At the end of each session, ask: “Did we do something nobody else in our society could do?”": "The Only Ones: You’re the only ones capable enough to protect those around you from supernatural threats. At the end of each session, ask: “Did we do something nobody else in our society could do?”", + "An Ancient Tradition: You’ve inherited your double role from family or mentors. At the end of each session, ask: “Have we done something that would make our predecessors proud?”": "An Ancient Tradition: You’ve inherited your double role from family or mentors. At the end of each session, ask: “Have we done something that would make our predecessors proud?”", + "Secret Mission: You are all devoted to a particular goal, using “mercenary monster hunter team” as your cover. What’s your objective? At the end of each session, ask: “Did we get closer to our goal?” If you achieve the objective, choose a new one or change to a new style. Your objective:": "Secret Mission: You are all devoted to a particular goal, using “mercenary monster hunter team” as your cover. What’s your objective? At the end of each session, ask: “Did we get closer to our goal?” If you achieve the objective, choose a new one or change to a new style. Your objective:", + "Goal-Oriented: At the end of each session, ask: “Did we fulfil the exact mission requested, without extra work?”": "Goal-Oriented: At the end of each session, ask: “Did we fulfil the exact mission requested, without extra work?”", + "Hearts of Gold: At the end of each session, ask: “Did we refuse to accept money from someone we saved?”": "Hearts of Gold: At the end of each session, ask: “Did we refuse to accept money from someone we saved?”", + "Wholesome: At the end of each session, ask: “Did we succeed by believing in each other and using our individual strengths?”": "Wholesome: At the end of each session, ask: “Did we succeed by believing in each other and using our individual strengths?”", + "Comical: At the end of each session, ask: “Did we do something really funny?”": "Comical: At the end of each session, ask: “Did we do something really funny?”", + "Cool: At the end of each session, ask: “Did we save the day, with style?”": "Cool: At the end of each session, ask: “Did we save the day, with style?”", + "Big Store: At the end of each session, ask: “Did we deal with any supernatural problems without management noticing?”": "Big Store: At the end of each session, ask: “Did we deal with any supernatural problems without management noticing?”", + "Security Team: At the end of each session, ask: “Did we keep people safe?”": "Security Team: At the end of each session, ask: “Did we keep people safe?”", + "Emergency Response: At the end of each session, ask: “Did we solve anyone’s problems?”": "Emergency Response: At the end of each session, ask: “Did we solve anyone’s problems?”", + "Thrown in the Deep End: You started out knowing nothing about the supernatural, and you’re still catching up. At the end of each session, ask: “Did we learn something new about the supernatural world?”": "Thrown in the Deep End: You started out knowing nothing about the supernatural, and you’re still catching up. At the end of each session, ask: “Did we learn something new about the supernatural world?”", + "Protectors: It’s all about looking after people. At the end of each session, ask: “Did we prevent harm in our community?”": "Protectors: It’s all about looking after people. At the end of each session, ask: “Did we prevent harm in our community?”", + "Cosy Coven: You were never strangers to the supernatural, but nobody else suspects it. At the end of each session, ask: “Did we help with our supernatural powers, undetected?”": "Cosy Coven: You were never strangers to the supernatural, but nobody else suspects it. At the end of each session, ask: “Did we help with our supernatural powers, undetected?”", + "Rock: At the end of each session, ask: “Did we lay the smackdown on some evildoers?”": "Rock: At the end of each session, ask: “Did we lay the smackdown on some evildoers?”", + "Punk: At the end of each session, ask: “Did we fight for the downtrodden?”": "Punk: At the end of each session, ask: “Did we fight for the downtrodden?”", + "Pop: At the end of each session, ask: “Did we look awesome?”": "Pop: At the end of each session, ask: “Did we look awesome?”", + "Metal: At the end of each session, ask: “Did we battle gloriously?”": "Metal: At the end of each session, ask: “Did we battle gloriously?”", + "Hip-hop: At the end of each session, ask: “Did we improve things for the local community?”": "Hip-hop: At the end of each session, ask: “Did we improve things for the local community?”", + "Folk: At the end of each session, ask: “Did we learn about local history and folklore?”": "Folk: At the end of each session, ask: “Did we learn about local history and folklore?”", + "Country: At the end of each session, ask: “Will that make a great story, later?”": "Country: At the end of each session, ask: “Will that make a great story, later?”", + "Inquisition: You believe your organisation isn’t rotten to the core, it just has a few rotten apples. At the end of each session, ask: “Is the organisation better now?”": "Inquisition: You believe your organisation isn’t rotten to the core, it just has a few rotten apples. At the end of each session, ask: “Is the organisation better now?”", + "Redemption: You were once part of the organisation’s shady dealings but are disgusted by them now. At the end of each session, ask: “Did we repay part of the harm we caused as organisation members?”": "Redemption: You were once part of the organisation’s shady dealings but are disgusted by them now. At the end of each session, ask: “Did we repay part of the harm we caused as organisation members?”", + "Revolt: You’ve recently understood the organisation is rotten to the core and should be terminated. At the end of each session, ask: “Are we closer to destroying the organisation?”": "Revolt: You’ve recently understood the organisation is rotten to the core and should be terminated. At the end of each session, ask: “Are we closer to destroying the organisation?”", + "Vengeance: You want to become strong enough to destroy the Wild Hunt one day. At the end of each session, ask: “Did what we do bring us closer to destroying the Wild Hunt?”": "Vengeance: You want to become strong enough to destroy the Wild Hunt one day. At the end of each session, ask: “Did what we do bring us closer to destroying the Wild Hunt?”", + "Compassion: You don’t want others to suffer as you did. At the end of each session, ask: “Did we risk our freedom to protect someone else’s’?”": "Compassion: You don’t want others to suffer as you did. At the end of each session, ask: “Did we risk our freedom to protect someone else’s’?”", + "Homelessness: You want to have normal lives one day. At the end of each session, ask: “Did we put some effort into making our lives more normal?”": "Homelessness: You want to have normal lives one day. At the end of each session, ask: “Did we put some effort into making our lives more normal?”", + "Enemies": "Enemies", + "Pick an enemy for your team:": "Pick an enemy for your team:", + "General Grox, alien warlord.": "General Grox, alien warlord.", + "The werewolf conspiracy.": "The werewolf conspiracy.", + "The Order of the Silvery Stars, who worship some very bad alien god-things.": "The Order of the Silvery Stars, who worship some very bad alien god-things.", + "The Old Gods, who want to return and rule the world again.": "The Old Gods, who want to return and rule the world again.", + "A rival Bureau with dubious methods and goals.": "A rival Bureau with dubious methods and goals.", + "Halphas, a demon who has it in for you.": "Halphas, a demon who has it in for you.", + "All the vampires.": "All the vampires.", + "Dr Crepuscule, who steals unnatural power from captured monsters.": "Dr Crepuscule, who steals unnatural power from captured monsters.", + "The King in Yellow, a god/force of corruption, decadence, and disease.": "The King in Yellow, a god/force of corruption, decadence, and disease.", + "A cabal of ghosts trying to secure the secret of returning to life.": "A cabal of ghosts trying to secure the secret of returning to life.", + "Alpha, an immortal werewolf.": "Alpha, an immortal werewolf.", + "Seth Vail, a billionaire who wants to harness the power of monsters, starting with immortality for himself.": "Seth Vail, a billionaire who wants to harness the power of monsters, starting with immortality for himself.", + "The Father of Monsters, the cosmic entity who is the source of evil in the world.": "The Father of Monsters, the cosmic entity who is the source of evil in the world.", + "The Grey Priests, a conspiracy to bring about the end of the world and birth of a new one.": "The Grey Priests, a conspiracy to bring about the end of the world and birth of a new one.", + "Lord Grash, warlord of a monster dimension.": "Lord Grash, warlord of a monster dimension.", + "All the demons.": "All the demons.", + "The Anointed Hierophant, an occult sect leader who wants to break the walls between worlds.": "The Anointed Hierophant, an occult sect leader who wants to break the walls between worlds.", + "Chaos, a cosmic entity of disorder.": "Chaos, a cosmic entity of disorder.", + "TransWorldCorp, a business hoping to profit from other worlds via their rift machine, no matter the damage they do along the way.": "TransWorldCorp, a business hoping to profit from other worlds via their rift machine, no matter the damage they do along the way.", + "Apollyon, a demon king who wants to rule the Earth.": "Apollyon, a demon king who wants to rule the Earth.", + "Incursions of HEDEs (Hostile Extra-Dimensional Entities).": "Incursions of HEDEs (Hostile Extra-Dimensional Entities).", + "Masanori, a selfish tycoon chasing personal immortality.": "Masanori, a selfish tycoon chasing personal immortality.", + "A rival IMPS team, who always want to make it look like they saved the day and you screwed up.": "A rival IMPS team, who always want to make it look like they saved the day and you screwed up.", + "A chaos cult who want to break down the structures of the modern world, so they can rule it with their magical powers.": "A chaos cult who want to break down the structures of the modern world, so they can rule it with their magical powers.", + "Dr Weltschmerz, a bitter and angry scientist who wants all worlds to suffer.": "Dr Weltschmerz, a bitter and angry scientist who wants all worlds to suffer.", + "Jauna, a merchant from Monster Marches who deals in interdimensional slave trade.": "Jauna, a merchant from Monster Marches who deals in interdimensional slave trade.", + "Separator, an automaton guarding borders between the worlds.": "Separator, an automaton guarding borders between the worlds.", + "Iron Crusade, an invading force from a futuristic world.": "Iron Crusade, an invading force from a futuristic world.", + "Your own evil versions from a mirrored universe.": "Your own evil versions from a mirrored universe.", + "The Black Knight, a faerie lord.": "The Black Knight, a faerie lord.", + "A necromancer, with a plan to rule the world.": "A necromancer, with a plan to rule the world.", + "Metaphysical Exploitation Holdings (MEH), a corporation that profits from ill-advised experimentation and exploitation of the supernatural.": "Metaphysical Exploitation Holdings (MEH), a corporation that profits from ill-advised experimentation and exploitation of the supernatural.", + "A conspiracy of chaos cultists.": "A conspiracy of chaos cultists.", + "Allmine, a greedy and capricious demon of desire.": "Allmine, a greedy and capricious demon of desire.", + "All the evil doppelgangers.": "All the evil doppelgangers.", + "Professor Trundil, an occult scientist trying to steal your powers and magic.": "Professor Trundil, an occult scientist trying to steal your powers and magic.", + "Great Waghru, a primordial entity slumbering beneath the city, now stirring.": "Great Waghru, a primordial entity slumbering beneath the city, now stirring.", + "Brave New World, an undercover company trying to replace humans in your city with robots.": "Brave New World, an undercover company trying to replace humans in your city with robots.", + "Pethas, a dragon.": "Pethas, a dragon.", + "All the werewolves.": "All the werewolves.", + "Ozahr, an immortal and megalomaniac wizard.": "Ozahr, an immortal and megalomaniac wizard.", + "The Fates.": "The Fates.", + "A conspiracy of political leaders secretly creating a global dictatorship.": "A conspiracy of political leaders secretly creating a global dictatorship.", + "Bradshaw, an evil property developer.": "Bradshaw, an evil property developer.", + "The Ghost King.": "The Ghost King.", + "Dracula.": "Dracula.", + "Cryptids generally.": "Cryptids generally.", + "A conspiracy of wizards who want to take over the world.": "A conspiracy of wizards who want to take over the world.", + "Your manager.": "Your manager.", + "The Queen of the Bug Monsters.": "The Queen of the Bug Monsters.", + "The Monarch of Waste, a cosmic entity of disorder and ruin.": "The Monarch of Waste, a cosmic entity of disorder and ruin.", + "A conspiracy within the company, using the workplace for a sinister occult plan.": "A conspiracy within the company, using the workplace for a sinister occult plan.", + "The thing in the basement. You don’t know what it is, but it’s evil.": "The thing in the basement. You don’t know what it is, but it’s evil.", + "The Pale Man, the powerful and malevolent ghost of a mass murderer who lived here a long time ago.": "The Pale Man, the powerful and malevolent ghost of a mass murderer who lived here a long time ago.", + "All the ghouls. A big cemetery nearby attracts their attention.": "All the ghouls. A big cemetery nearby attracts their attention.", + "Bradshaw, a property developer who wants to rebuild the city—by any means necessary.": "Bradshaw, a property developer who wants to rebuild the city—by any means necessary.", + "Discord, goddess of chaos and disorder.": "Discord, goddess of chaos and disorder.", + "A conspiracy of vampires trying to take over your community.": "A conspiracy of vampires trying to take over your community.", + "White Travellers, ghosts that feed on natural, joyous emotions of people and leave people content with a humdrum life.": "White Travellers, ghosts that feed on natural, joyous emotions of people and leave people content with a humdrum life.", + "Ancient Purity, an occultist/fascist death metal band. They would be your enemies even without their abuse of mystical powers.": "Ancient Purity, an occultist/fascist death metal band. They would be your enemies even without their abuse of mystical powers.", + "The Man, a new god of authority, order, and following the rules.": "The Man, a new god of authority, order, and following the rules.", + "The Sanguine Circle, a conspiracy of vampires with cells in many cities and towns.": "The Sanguine Circle, a conspiracy of vampires with cells in many cities and towns.", + "Allies": "Allies", + "Choose your team allies from this list:": "Choose your team allies from this list:", + "Doctor “Blue,” a physician. They can help you recover from harm.": "Doctor “Blue,” a physician. They can help you recover from harm.", + "Professor “Blood,” a forensic scientist. They are who you go to when you need evidence analysed.": "Professor “Blood,” a forensic scientist. They are who you go to when you need evidence analysed.", + "Agent “Will,” a field investigator. They’re a veteran of the Bureau, and can help you navigate problems with colleagues.": "Agent “Will,” a field investigator. They’re a veteran of the Bureau, and can help you navigate problems with colleagues.", + "Aquila Squad, an ally team. They are unofficially known as “the Extreme Problems” squad. They can handle anything unfazed, but their solutions can be a little... messy.": "Aquila Squad, an ally team. They are unofficially known as “the Extreme Problems” squad. They can handle anything unfazed, but their solutions can be a little... messy.", + "SkullFangz, an ally team. This is a group of hackers you’ve made a sort of alliance with. They can help you get information through unorthodox channels, but they sometimes need you to do some odd or dubious favours in return.": "SkullFangz, an ally team. This is a group of hackers you’ve made a sort of alliance with. They can help you get information through unorthodox channels, but they sometimes need you to do some odd or dubious favours in return.", + "Detective Barnes, a police detective who you saved from a monster way back when. They’ll help you out with some information now and then, and possibly more when you’re on their turf.": "Detective Barnes, a police detective who you saved from a monster way back when. They’ll help you out with some information now and then, and possibly more when you’re on their turf.", + "Bingo, an always-online researcher into strangeness. They can put you in touch with people who need help, coordinate communication, and help you with research.": "Bingo, an always-online researcher into strangeness. They can put you in touch with people who need help, coordinate communication, and help you with research.", + "Sapphire, who has the ability to manipulate time in certain ways. You suspect she may be very long-lived or even immortal. She is not always easy to contact, and can appear unexpectedly.": "Sapphire, who has the ability to manipulate time in certain ways. You suspect she may be very long-lived or even immortal. She is not always easy to contact, and can appear unexpectedly.", + "Another group of travelling hunters, an ally team. They can back you up monster hunting—you’ve helped each other out several times, when things got tricky.": "Another group of travelling hunters, an ally team. They can back you up monster hunting—you’ve helped each other out several times, when things got tricky.", + "Universal Cleanup Services, an ally team. A franchise that specialises in cleaning up messes like crime scenes and monster attacks.": "Universal Cleanup Services, an ally team. A franchise that specialises in cleaning up messes like crime scenes and monster attacks.", + "Carlito, a nurse. They can patch up injured hunters.": "Carlito, a nurse. They can patch up injured hunters.", + "Charity, an occultist. She can tell you about and sometimes find weird old items.": "Charity, an occultist. She can tell you about and sometimes find weird old items.", + "Raven, a mystic. Has some ideas about the Chosen One’s destiny.": "Raven, a mystic. Has some ideas about the Chosen One’s destiny.", + "The Junior Entourage, an ally team. These are friends who aren’t in the core team. Good at getting around for area canvassing or distraction.": "The Junior Entourage, an ally team. These are friends who aren’t in the core team. Good at getting around for area canvassing or distraction.", + "Destiny’s Servants, an ally team. A secretive group sent to help you out. They’re good at fighting and acting suspicious.": "Destiny’s Servants, an ally team. A secretive group sent to help you out. They’re good at fighting and acting suspicious.", + "Hawthorn, a hedge witch. They’re able to cast a variety of small but useful spells.": "Hawthorn, a hedge witch. They’re able to cast a variety of small but useful spells.", + "Anya, a folklorist. They know a lot about the stories and history of the region.": "Anya, a folklorist. They know a lot about the stories and history of the region.", + "The Feeling of Not Knowing a Particular Fact, a visitor from another world. An explorer of worlds, they have a store of facts or rumours about many different dimensions. Describe their home world and look.": "The Feeling of Not Knowing a Particular Fact, a visitor from another world. An explorer of worlds, they have a store of facts or rumours about many different dimensions. Describe their home world and look.", + "Junior Guardians, an ally team. By tradition, younger members of your families and community are apprenticed to take over when you retire. They can help with any tasks that aren’t too dangerous.": "Junior Guardians, an ally team. By tradition, younger members of your families and community are apprenticed to take over when you retire. They can help with any tasks that aren’t too dangerous.", + "A flock of otherworldly creatures, an ally team. These non-Earthly animals can scout and warn you of danger, and also are quite cute. Describe their home world and look.": "A flock of otherworldly creatures, an ally team. These non-Earthly animals can scout and warn you of danger, and also are quite cute. Describe their home world and look.", + "Ó Corra, IMPS General Secretary. Having Ó Corra on your side is always going to be handy.": "Ó Corra, IMPS General Secretary. Having Ó Corra on your side is always going to be handy.", + "Klíma, IMPS forensic specialist. Klíma can help you get extra forensic analysis or expedite tests.": "Klíma, IMPS forensic specialist. Klíma can help you get extra forensic analysis or expedite tests.", + "Villaverde, IMPS librarian. Knows a lot about mystical and occult secrets.": "Villaverde, IMPS librarian. Knows a lot about mystical and occult secrets.", + "IMPS team EM–3. This team of IMPS agents specialise in dealing with big disasters. They can help manage and calm down civilians and provide support for your team.": "IMPS team EM–3. This team of IMPS agents specialise in dealing with big disasters. They can help manage and calm down civilians and provide support for your team.", + "Cryptidnet, a loose organisation of interested amateurs and researchers who collate rumours of weird activity. Great source of leads and supernatural rumours.": "Cryptidnet, a loose organisation of interested amateurs and researchers who collate rumours of weird activity. Great source of leads and supernatural rumours.", + "Justinian, a paladin. He’s always ready to fight evil alongside you and hopes one of you will one day be the lady (or lord) of his heart.": "Justinian, a paladin. He’s always ready to fight evil alongside you and hopes one of you will one day be the lady (or lord) of his heart.", + "NewLife, a bio-robot. They know a lot about life on various worlds, whether organic, tech-based, or magic-based.": "NewLife, a bio-robot. They know a lot about life on various worlds, whether organic, tech-based, or magic-based.", + "Darween, a diplomat. Coming from the Monster Marches, she hates disunity and wants good people of all worlds to cooperate.": "Darween, a diplomat. Coming from the Monster Marches, she hates disunity and wants good people of all worlds to cooperate.", + "The Queen’s Musketeers. Brave, dashing and ready to fight with monsters both in Helos and beyond, but won’t do anything that directly contradicts Queen Helena the Radiant’s orders.": "The Queen’s Musketeers. Brave, dashing and ready to fight with monsters both in Helos and beyond, but won’t do anything that directly contradicts Queen Helena the Radiant’s orders.", + "Spirit Healers. They come from a Stone Age world and want to heal all spiritual ills of all worlds. They oppose killing monsters because they believe monsters should be healed and reintegrated instead.": "Spirit Healers. They come from a Stone Age world and want to heal all spiritual ills of all worlds. They oppose killing monsters because they believe monsters should be healed and reintegrated instead.", + "Zhu, a law enforcement officer. They can help you with legal difficulties in their jurisdiction.": "Zhu, a law enforcement officer. They can help you with legal difficulties in their jurisdiction.", + "Davis, a therapist specialising in trauma recovery.": "Davis, a therapist specialising in trauma recovery.", + "Dr Basu, a medical doctor.": "Dr Basu, a medical doctor.", + "The next generation, an ally team. These younger monster hunters are relatives of those who died in the battle, taking up the family calling.": "The next generation, an ally team. These younger monster hunters are relatives of those who died in the battle, taking up the family calling.", + "The Network, an ally team. This is a group of people who keep watch for big supernatural dangers, and can get you warnings in time to intervene.": "The Network, an ally team. This is a group of people who keep watch for big supernatural dangers, and can get you warnings in time to intervene.", + "Shinzō, a retro-weaponsmith. Their creations look like fancy souvenirs but have various magical properties.": "Shinzō, a retro-weaponsmith. Their creations look like fancy souvenirs but have various magical properties.", + "FaceBog, a doppelganger. They’ll impersonate you at various social events if you ask them nicely.": "FaceBog, a doppelganger. They’ll impersonate you at various social events if you ask them nicely.", + "Hedwig, a journalist. She believes in your public causes and is willing to cover up some things for you, but sometimes asks difficult questions.": "Hedwig, a journalist. She believes in your public causes and is willing to cover up some things for you, but sometimes asks difficult questions.", + "Monster Hunters Fan Club. They know your secret identities, but not your public ones.": "Monster Hunters Fan Club. They know your secret identities, but not your public ones.", + "Spirits of the city’s founders. They remember how the city once was and have clashed with occult forces that threaten it.": "Spirits of the city’s founders. They remember how the city once was and have clashed with occult forces that threaten it.", + "Dumont, the fixer. Dumont can find leads on jobs, and sometime scare up special gear.": "Dumont, the fixer. Dumont can find leads on jobs, and sometime scare up special gear.", + "Chang, a government official. They can help you with legal entanglements. Sometimes.": "Chang, a government official. They can help you with legal entanglements. Sometimes.", + "Dr Accorso. A medical doctor, ready to help with injuries or illness. No questions asked.": "Dr Accorso. A medical doctor, ready to help with injuries or illness. No questions asked.", + "The Irregulars, an ally team. They’re a general group of support crew that help you out. Mechanics, technicians, and the like.": "The Irregulars, an ally team. They’re a general group of support crew that help you out. Mechanics, technicians, and the like.", + "The Crooked Hearts, another mercenary monster hunting crew. You’ve worked together on some big jobs.": "The Crooked Hearts, another mercenary monster hunting crew. You’ve worked together on some big jobs.", + "Leon/Lyn, an authority figure (parent, teacher, etc.). Helpful dealing with officials.": "Leon/Lyn, an authority figure (parent, teacher, etc.). Helpful dealing with officials.", + "Romain, a librarian. Good at finding out details.": "Romain, a librarian. Good at finding out details.", + "A very smart pet. Pick their species and give them a name:": "A very smart pet. Pick their species and give them a name:", + "Your friend group, an ally team. Great for distractions.": "Your friend group, an ally team. Great for distractions.", + "Internet mystery circle, an ally team. Good for finding out weird facts and rumours.": "Internet mystery circle, an ally team. Good for finding out weird facts and rumours.", + "Aminat Salek, a client or customer who has a knack for finding whatever is weirdest.": "Aminat Salek, a client or customer who has a knack for finding whatever is weirdest.", + "Ahearn, a consultant. They can help you out with how things go on behind the scenes.": "Ahearn, a consultant. They can help you out with how things go on behind the scenes.", + "De Luca, from human resources. They can cover for absences and sometimes tell you what management is planning.": "De Luca, from human resources. They can cover for absences and sometimes tell you what management is planning.", + "The day shift, an ally team. They can help out when you need to sleep.": "The day shift, an ally team. They can help out when you need to sleep.", + "Asani, an old and knowledgeable witch.": "Asani, an old and knowledgeable witch.", + "Petersen, a police officer. Community-minded, they know you help people out and they help you too.": "Petersen, a police officer. Community-minded, they know you help people out and they help you too.", + "Red, cafe/bar/restaurant manager. You’re always welcome in their place, and they hear a lot of gossip.": "Red, cafe/bar/restaurant manager. You’re always welcome in their place, and they hear a lot of gossip.", + "The SWG, an ally team. These are newer members of the SWG. They can patrol, report events, and help people to safety. They’re not ready to take on monsters directly.": "The SWG, an ally team. These are newer members of the SWG. They can patrol, report events, and help people to safety. They’re not ready to take on monsters directly.", + "The sports club, an ally team. What sport do you all play? The other club members will do you a favour now and then. Useful for getting information from organisations you don’t have direct access to.": "The sports club, an ally team. What sport do you all play? The other club members will do you a favour now and then. Useful for getting information from organisations you don’t have direct access to.", + "Carlos, a roadie. They can do pretty much anything with reasonable competence.": "Carlos, a roadie. They can do pretty much anything with reasonable competence.", + "Charity, an occultist. She can tell you about mystical stuff you find and sometimes get you weird old items.": "Charity, an occultist. She can tell you about mystical stuff you find and sometimes get you weird old items.", + "Dr An Seulgi. She can help patch you up if you get hurt, and provide “special” prescriptions as long as you don’t abuse them too badly.": "Dr An Seulgi. She can help patch you up if you get hurt, and provide “special” prescriptions as long as you don’t abuse them too badly.", + "Eldritch Records, your label. You can hit them up for a little money, legal help, or contact details for folks in the music business.": "Eldritch Records, your label. You can hit them up for a little money, legal help, or contact details for folks in the music business.", + "Your fan club, an ally team. They’re keen to help, but they’re mainly just a bunch of kids (possibly kids in their late teens or early twenties, but still).": "Your fan club, an ally team. They’re keen to help, but they’re mainly just a bunch of kids (possibly kids in their late teens or early twenties, but still).", + "LOLweb, a hacker. They track the organisation’s web activity and try to hinder it but don’t believe in monsters.": "LOLweb, a hacker. They track the organisation’s web activity and try to hinder it but don’t believe in monsters.", + "Faruq, an office worker in the organisation. He also feels there’s something wrong but is too afraid to act openly about it.": "Faruq, an office worker in the organisation. He also feels there’s something wrong but is too afraid to act openly about it.", + "Grethel, a government official. She keeps track of various supernatural occurrences and organisations that deal with them.": "Grethel, a government official. She keeps track of various supernatural occurrences and organisations that deal with them.", + "Organisation ex-members. Each of them has seen a bit of bad things that happen there and can help you piece together the bigger picture.": "Organisation ex-members. Each of them has seen a bit of bad things that happen there and can help you piece together the bigger picture.", + "Independent hunters. Far less experienced than you but sometimes can do things you can’t due to being observed by the organisation.": "Independent hunters. Far less experienced than you but sometimes can do things you can’t due to being observed by the organisation.", + "Soyfly, a pixie. She knows a lot of recent gossip about the Wild Hunt.": "Soyfly, a pixie. She knows a lot of recent gossip about the Wild Hunt.", + "Althea, a private aviator. She believes the sky should be free for everyone, not just some creepy horsemen.": "Althea, a private aviator. She believes the sky should be free for everyone, not just some creepy horsemen.", + "Caragh, a banshee. She once rode with the Hunt and now helps other fugitives, but never reveals how she escaped.": "Caragh, a banshee. She once rode with the Hunt and now helps other fugitives, but never reveals how she escaped.", + "New Start, an NGO that helps refugees. They focus on political and war refugees, but allow you to use their facilities.": "New Start, an NGO that helps refugees. They focus on political and war refugees, but allow you to use their facilities.", + "The Savage Ride, the Wild Hunt’s rivals. They’ll do anything to hinder the Hunt, but are violent and fickle themselves.": "The Savage Ride, the Wild Hunt’s rivals. They’ll do anything to hinder the Hunt, but are violent and fickle themselves." } \ No newline at end of file diff --git a/Monster of the Week Official/translations/es.json b/Monster of the Week Official/translations/es.json index 5d7dbe375d..d24f768213 100644 --- a/Monster of the Week Official/translations/es.json +++ b/Monster of the Week Official/translations/es.json @@ -1192,7 +1192,6 @@ "custom-move-name": "Nombre", "custom-move-description": "Descripción", "custom-gear": "Equipo de libreto", - "start_newstuff": "", "unused": "Sin usar", "all": "Todo", "starting": "Inicial", @@ -1290,7 +1289,7 @@ "eos-ref": "Al final de cada sesión, el Guardián hará las siguientes preguntas:
    • ¿Terminamos el misterio actual?
    • ¿Hemos salvado la vida de alguien de una muerte segura (o algo peor)?
    • ¿Aprendimos algo nuevo e importante sobre el mundo?
    • ¿Aprendimos algo nuevo e importante sobre alguno de los cazadores?
    Si contestáis uno o dos \"Sí\", marca 1 experiencia. Si obtenéis tres o cuatro, marca 2.", "pick-book": "Elige tu libreto", "pick-book-desc": "Elige tu libreto usando el menú de la esquina superior derecha o los botones de las listas de abajo. Una vez que elijas un libreto, las opciones de características iniciales se encuentran al final de la primera columna principal (sin incluir la columna de características).", - "motw-books": "Libretos de Monster of the Week Edición Revisada", + "motw-books": "Monster of the Week Hardcover Edition Playbooks", "chosen-desc": "Una persona que era normal y descubrió que tiene un destino especial y que se le ha dado el poder para cumplirlo. El Elegido es bueno en una pelea, con algunos poderes raros. Por ejemplo: Buffy de Buffy Cazavampiros.", "crooked-desc": "Un criminal convertido en cazador de monstruos, acechado por su pasado y sus enemigos. El Criminal es bueno en situaciones sociales y tiene muchos contactos. Ejemplo: Anna Valmont de The Dresden Files, Peter Bishop de Fringe.", "divine-desc": "Un agente de un poder superior, con una misión que cumplir. El Divino es muy duro y se le han concedido poderes sagrados. Ejemplo: Castiel de Sobrenatural; Michael Carpenter de The Dresden Files.", @@ -1621,6 +1620,7 @@ "animating-force": "Animating Force", "animating-force-desc": "There is a force that gives you life, which cannot harm you. You do not eat, breathe, drink, or heal naturally. Instead, repair yourself with your recharge move. Pick an energy type:", "lightning": "Lightning", + "fire": "Fire", "music": "Música", "clockwork": "Clockwork", "orgone": "Orgone", @@ -1686,7 +1686,6 @@ "hardcase2020-move6": "Inspired Guesswork: When you investigate a mystery, you may spend 1 Fire to add 1 extra hold. The extra question must be about powers, motivations, or weaknesses.", "hardcase2020-move7": "Stone Cold: You never really get ruffled by danger. Gain +1 whenever pain or fear requires you act under pressure. Your nearby allies also gain this bonus against pain and fear, as long as you keep it together.", "hardcase2020-move8": "Weapon Master: When you take possession of a new weapon you may add, remove, or change one tag. This change only applies for you. When you get this move, apply it to all your current weapons.", - "fire": "Fire", "calm": "Calm", "raging": "Raging", "hardcase-vehicles": "Vehicles", @@ -1716,5 +1715,610 @@ "hardcase2020-gear22": "A spell formula, written on a napkin", "hardcase2020-advance1": "Your Fire track increases to 13 boxes.", "constructed-unstable": "You get 10 harm boxes and do not become unstable.", - "end_newstuff": "" + "team-playbooks": "Team Playbooks", + "team-playbook-choice": "Choose a Team Playbook", + "Team Playbook": "Team Playbook", + "Agents in Black": "Agents in Black", + "Always on the Road": "Always on the Road", + "The Chosen One and Entourage": "The Chosen One and Entourage", + "Guardians of the Borderland": "Guardians of the Borderland", + "IMPS (International Monster and Paranormal Service)": "IMPS (International Monster and Paranormal Service)", + "Interdimensional Crisis Team": "Interdimensional Crisis Team", + "The Last Survivors": "The Last Survivors", + "League of Double Lives": "League of Double Lives", + "Mercenaries": "Mercenaries", + "Mystery Club": "Mystery Club", + "The Night Shift": "The Night Shift", + "Suburban Watch Group": "Suburban Watch Group", + "Touring Band": "Touring Band", + "Whistleblowers": "Whistleblowers", + "Wild Hunt Fugitives": "Wild Hunt Fugitives", + "pick-teambook-desc": "Pick your team playbook using the menu in the upper right corner or the buttons in the lists below.", + "This team playbook has the hunters working for the Bureau—a clandestine organisation dedicated to hiding the existence of monsters and the supernatural from the general public.": "This team playbook has the hunters working for the Bureau—a clandestine organisation dedicated to hiding the existence of monsters and the supernatural from the general public.", + "You’re a travelling hunter team. Every week is a new town with a new problem.": "You’re a travelling hunter team. Every week is a new town with a new problem.", + "This team centres on a Chosen One and their friends who help with monster hunting. There’s also room for a mentor.": "This team centres on a Chosen One and their friends who help with monster hunting. There’s also room for a mentor.", + "This team playbook has the hunters as wardens of a liminal region: somewhere where the borders of the world are thin, where monsters and magic can slip through and cause trouble.": "This team playbook has the hunters as wardens of a liminal region: somewhere where the borders of the world are thin, where monsters and magic can slip through and cause trouble.", + "The International Monster and Paranormal Service (IMPS) was created to keep humanity safe from supernatural threats. It’s not clear who funds them, although most people assume it’s some kind of United Nations agency. IMPS isn’t secret, but they keep things as quiet as possible This team playbook sets your hunters as one of the elite IMPS teams that travels the world to deal with monster incidents.": "The International Monster and Paranormal Service (IMPS) was created to keep humanity safe from supernatural threats. It’s not clear who funds them, although most people assume it’s some kind of United Nations agency. IMPS isn’t secret, but they keep things as quiet as possible This team playbook sets your hunters as one of the elite IMPS teams that travels the world to deal with monster incidents.", + "Your world isn’t the only one that needs monster hunting help from time to time. And when others do, you travel through portals, loopholes, and other oddities to help. Interdimensional Crisis Team perfectly fits over-the-top, parody games. More serious stories about interdimensional problems are handled better by Guardians of the Borderland.": "Your world isn’t the only one that needs monster hunting help from time to time. And when others do, you travel through portals, loopholes, and other oddities to help. Interdimensional Crisis Team perfectly fits over-the-top, parody games. More serious stories about interdimensional problems are handled better by Guardians of the Borderland.", + "This hunter team were the only people who lived through a terrible (maybe even apocalyptic) battle. You had many allies at your side, but they didn’t make it.": "This hunter team were the only people who lived through a terrible (maybe even apocalyptic) battle. You had many allies at your side, but they didn’t make it.", + "You’re monster hunters but also important society members in a city. Your ties to the society give you various forms of influence but also mean you somehow have to manage two lives at once. The world isn’t ready to learn about your monster hunting and even less about the monsters themselves.": "You’re monster hunters but also important society members in a city. Your ties to the society give you various forms of influence but also mean you somehow have to manage two lives at once. The world isn’t ready to learn about your monster hunting and even less about the monsters themselves.", + "This team playbook has the hunters working for hire. They save people and hunt monsters, sure, but they also want to get paid at the end of the day.": "This team playbook has the hunters working for hire. They save people and hunt monsters, sure, but they also want to get paid at the end of the day.", + "This is a hunter team of investigators, with a focus on less horrific and more comedic mysteries. This particularly suits games with younger players, or younger hunters. This team playbook strongly pushes the game towards silliness and jokes, so be sure you’re ready for that if you’re considering taking it.": "This is a hunter team of investigators, with a focus on less horrific and more comedic mysteries. This particularly suits games with younger players, or younger hunters. This team playbook strongly pushes the game towards silliness and jokes, so be sure you’re ready for that if you’re considering taking it.", + "This team playbook has the hunters comprising the night shift at a workplace. A workplace that gets way more than its fair share of supernatural problems.": "This team playbook has the hunters comprising the night shift at a workplace. A workplace that gets way more than its fair share of supernatural problems.", + "This is a group of hunters who began as regular folks looking out for their local neighbourhood or town. It emphasises relationships outside of monster hunting and a focus on normal life as well as your adventures.": "This is a group of hunters who began as regular folks looking out for their local neighbourhood or town. It emphasises relationships outside of monster hunting and a focus on normal life as well as your adventures.", + "This team is a band, eternally on tour. Everywhere you have a gig booked, it seems like something bad is going down. Between sound check and putting on the show, you gotta deal with whatever is eating people in this town.": "This team is a band, eternally on tour. Everywhere you have a gig booked, it seems like something bad is going down. Between sound check and putting on the show, you gotta deal with whatever is eating people in this town.", + "All the hunters in your team are members of a monster hunting organisation, and you start suspecting there’s something fishy about this group. This team playbook shares many elements of the Initiate and Professional playbooks because it essentially represents playing an entire team of Initiates and/or Professionals. You shouldn’t choose those playbooks when playing as the Whistleblowers—unless the Keeper agrees some characters belong to a different organisation as well, which might make the situation even more messy.": "All the hunters in your team are members of a monster hunting organisation, and you start suspecting there’s something fishy about this group. This team playbook shares many elements of the Initiate and Professional playbooks because it essentially represents playing an entire team of Initiates and/or Professionals. You shouldn’t choose those playbooks when playing as the Whistleblowers—unless the Keeper agrees some characters belong to a different organisation as well, which might make the situation even more messy.", + "You joined or were abducted by the Wild Hunt. You gained some supernatural skills while riding with it, but then escaped it. Now you use your experience to hunt monsters, evade the Hunt and, maybe, destroy it one day.": "You joined or were abducted by the Wild Hunt. You gained some supernatural skills while riding with it, but then escaped it. Now you use your experience to hunt monsters, evade the Hunt and, maybe, destroy it one day.", + "Getting Started": "Getting Started", + "Determine the nature of the Event.": "Determine the nature of the Event.", + "Decide the history between you and the Wild Hunt.": "Decide the history between you and the Wild Hunt.", + "Pick your style (and associated improvement question).": "Pick your style (and associated improvement question).", + "Figure out the nature of the Bureau.": "Figure out the nature of the Bureau.", + "Create your city.": "Create your city.", + "Pick your obligations.": "Pick your obligations.", + "Come up with a band name.": "Come up with a band name.", + "Pick a starting team ally.": "Pick a starting team ally.", + "Customize the organisation.": "Customize the organisation.", + "Pick your starting team move and 2 boxes of assets.": "Pick your starting team move and 2 boxes of assets.", + "Pick a starting team ally, move, and assets.": "Pick a starting team ally, move, and assets.", + "Pick a starting team enemy, ally, move, and 2 boxes of assets.": "Pick a starting team enemy, ally, move, and 2 boxes of assets.", + "Put on some music and hit the road.": "Put on some music and hit the road.", + "Await the next weird prophecy.": "Await the next weird prophecy.", + "Check the boundaries for incursions.": "Check the boundaries for incursions.", + "Report for your mission briefing.": "Report for your mission briefing.", + "Prepare for the next disaster.": "Prepare for the next disaster.", + "Ponder your responsibilities, as you await the call.": "Ponder your responsibilities, as you await the call.", + "See who’s hiring today.": "See who’s hiring today.", + "Next meeting is at the clubroom on Tuesday afternoon.": "Next meeting is at the clubroom on Tuesday afternoon.", + "Clock in and prepare for another night of drudgery.": "Clock in and prepare for another night of drudgery.", + "Walk the streets. Keep an eye out for evildoers.": "Walk the streets. Keep an eye out for evildoers.", + "You have half an hour before we fly to the next city. Soundcheck at 7, you’re on at 8.": "You have half an hour before we fly to the next city. Soundcheck at 7, you’re on at 8.", + "Snoop around the boss’s office while they’re in a meeting.": "Snoop around the boss’s office while they’re in a meeting.", + "Stay wary, that sounded like howls in the wind.": "Stay wary, that sounded like howls in the wind.", + "The Bureau": "The Bureau", + "Prompts": "Prompts", + "The Bureau setup is determined by the group. Record your answers to these prompts in the Notes section below.": "The Bureau setup is determined by the group. Record your answers to these prompts in the Notes section below.", + "If you have a hunter who belongs to an organisation already—like a Professional or an Initiate—you may combine their setup with the Bureau setup. Figure out how the two perspectives work for your Bureau. If you don’t like that idea, you can also keep them separate (which will lead to its own drama with split loyalties and rivalries).": "If you have a hunter who belongs to an organisation already—like a Professional or an Initiate—you may combine their setup with the Bureau setup. Figure out how the two perspectives work for your Bureau. If you don’t like that idea, you can also keep them separate (which will lead to its own drama with split loyalties and rivalries).", + "Now determine the nature of the Bureau:": "Now determine the nature of the Bureau:", + "Is the Bureau an open, covert, or secret organisation? An open Bureau exists openly but has a cover responsibility to distract from their real mission. A covert Bureau doesn’t explicitly hide themselves, but they try not to draw attention. A secret Bureau has no official records and operates completely in the shadows.": "Is the Bureau an open, covert, or secret organisation? An open Bureau exists openly but has a cover responsibility to distract from their real mission. A covert Bureau doesn’t explicitly hide themselves, but they try not to draw attention. A secret Bureau has no official records and operates completely in the shadows.", + "Who is your team’s handler or commanding officer and what are they like? Create your own or pick one of these:": "Who is your team’s handler or commanding officer and what are they like? Create your own or pick one of these:", + "Special Agent “Coop” is a genial, avuncular middle-aged man. He’s disorganised and often loses track of details, but he always has the team’s back.": "Special Agent “Coop” is a genial, avuncular middle-aged man. He’s disorganised and often loses track of details, but he always has the team’s back.", + "Special Agent “Star” is a harsh boss. She doesn’t really seem to like you, and you never seem to measure up to her standards of “perfection plus.” She runs everything by the book (this can be good or bad for you).": "Special Agent “Star” is a harsh boss. She doesn’t really seem to like you, and you never seem to measure up to her standards of “perfection plus.” She runs everything by the book (this can be good or bad for you).", + "Provisional Special Agent “Fireball” is young and excitable. They prefer you deal with problems in a scorched earth style, without regard for consequences. That is also their management style.": "Provisional Special Agent “Fireball” is young and excitable. They prefer you deal with problems in a scorched earth style, without regard for consequences. That is also their management style.", + "Who do you think is really running the Bureau? The government? A secret global government? Some other government? A billionaire? A secret conspiracy dating back to Uruk’s priesthood? Something else?": "Who do you think is really running the Bureau? The government? A secret global government? Some other government? A billionaire? A secret conspiracy dating back to Uruk’s priesthood? Something else?", + "The Event": "The Event", + "What is the terrible situation you all survived together?": "What is the terrible situation you all survived together?", + "A concerted assault by monsters, as you took shelter in an isolated cabin.": "A concerted assault by monsters, as you took shelter in an isolated cabin.", + "A single terrifying monster invaded your homes.": "A single terrifying monster invaded your homes.", + "It was the only chance to avert an apocalypse.": "It was the only chance to avert an apocalypse.", + "An invasion from another dimension.": "An invasion from another dimension.", + "People around you were transformed into monsters.": "People around you were transformed into monsters.", + "You were strangers in a small town filled with murderous monsters, on festival day.": "You were strangers in a small town filled with murderous monsters, on festival day.", + "Something else:": "Something else:", + "Decide who the allies were who fought alongside you and died in battle. Each hunter picks one.": "Decide who the allies were who fought alongside you and died in battle. Each hunter picks one.", + "A monster hunting teammate.": "A monster hunting teammate.", + "Your spouse or lover.": "Your spouse or lover.", + "Your sibling.": "Your sibling.", + "A parent.": "A parent.", + "A child.": "A child.", + "Your mentor.": "Your mentor.", + "Your protégée.": "Your protégée.", + "Your dog (or other pet).": "Your dog (or other pet).", + "Someone else:": "Someone else:", + "Then decide how you saved the day in the end. Whatever it was, it came at great personal cost (beyond the loss you just chose).": "Then decide how you saved the day in the end. Whatever it was, it came at great personal cost (beyond the loss you just chose).", + "The City": "The City", + "The city you all protect will be an important aspect of the story, more of a collective character of your mysteries than just a background element. Each player should choose one key aspect of the city from one of the following lists. Balance between good and bad things as fits the mood of your campaign.": "The city you all protect will be an important aspect of the story, more of a collective character of your mysteries than just a background element. Each player should choose one key aspect of the city from one of the following lists. Balance between good and bad things as fits the mood of your campaign.", + "Good things": "Good things", + "Cozy": "Cozy", + "Affluent": "Affluent", + "Good social care": "Good social care", + "Proud of its past": "Proud of its past", + "Lots of monuments": "Lots of monuments", + "Highly ecological": "Highly ecological", + "Transparent politics": "Transparent politics", + "Technological hub": "Technological hub", + "The nation’s main transport hub": "The nation’s main transport hub", + "Protected by benevolent magic": "Protected by benevolent magic", + "Beloved by travel vloggers": "Beloved by travel vloggers", + "An extremely famous mayor": "An extremely famous mayor", + "A university with unique departments": "A university with unique departments", + "Other:": "Other:", + "Bad things": "Bad things", + "Alienating": "Alienating", + "Poor": "Poor", + "Big social inequality": "Big social inequality", + "Shameful past": "Shameful past", + "Nothing worth sightseeing": "Nothing worth sightseeing", + "Highly polluted": "Highly polluted", + "Shady politics": "Shady politics", + "No prospects for the future": "No prospects for the future", + "Shady military bases": "Shady military bases", + "Gangs that terrorize the entire region": "Gangs that terrorize the entire region", + "Believed to bring bad luck": "Believed to bring bad luck", + "Struck by a powerful curse": "Struck by a powerful curse", + "Obligations": "Obligations", + "Your social status carries some obligations with it. At the beginning of a mystery, the Keeper holds 3. They can spend 1 hold to introduce one of the obligations. When it’s introduced, at least half of you must attend, otherwise you can lose allies or tempt mundane people to investigate your lives.": "Your social status carries some obligations with it. At the beginning of a mystery, the Keeper holds 3. They can spend 1 hold to introduce one of the obligations. When it’s introduced, at least half of you must attend, otherwise you can lose allies or tempt mundane people to investigate your lives.", + "Choose or create two obligations you have:": "Choose or create two obligations you have:", + "Attending parties and balls.": "Attending parties and balls.", + "Attending important conferences.": "Attending important conferences.", + "Ceremonially opening new buildings.": "Ceremonially opening new buildings.", + "Meeting children at schools.": "Meeting children at schools.", + "Tutoring promising students one on one.": "Tutoring promising students one on one.", + "Appearing on TV.": "Appearing on TV.", + "The Organisation": "The Organisation", + "You create the details about your organisation, choosing options from the following lists. Things you suspect can pertain either to the organisation as a whole or to an influential group within it. At least two of the things you suspect are true, the Keeper decides which ones.": "You create the details about your organisation, choosing options from the following lists. Things you suspect can pertain either to the organisation as a whole or to an influential group within it. At least two of the things you suspect are true, the Keeper decides which ones.", + "Official goals": "Official goals", + "(choose one or two)": "(choose one or two)", + "Slay monsters": "Slay monsters", + "Contain monsters": "Contain monsters", + "Govern safe use of magic": "Govern safe use of magic", + "Research monsters": "Research monsters", + "Research paranatural phenomena": "Research paranatural phenomena", + "Keep monsters and magic secret": "Keep monsters and magic secret", + "Goal you suspect": "Goal you suspect", + "(choose one)": "(choose one)", + "Training an army of monsters": "Training an army of monsters", + "Creating new monsters": "Creating new monsters", + "Stealing the monsters’ powers": "Stealing the monsters’ powers", + "Keeping all magic to themselves": "Keeping all magic to themselves", + "Taking over the world": "Taking over the world", + "Destroying the world": "Destroying the world", + "Official resources": "Official resources", + "(choose two)": "(choose two)", + "Ancient lore": "Ancient lore", + "Modernised": "Modernised", + "Chapters everywhere": "Chapters everywhere", + "Secular power": "Secular power", + "Rich": "Rich", + "Rigorous training": "Rigorous training", + "Offices all over the place": "Offices all over the place", + "Good intel": "Good intel", + "Support teams": "Support teams", + "Suspected resources": "Suspected resources", + "Demonology": "Demonology", + "Necromancy": "Necromancy", + "Deals with monsters": "Deals with monsters", + "Manipulated minions": "Manipulated minions", + "Manipulated cultists": "Manipulated cultists", + "Bribed officials": "Bribed officials", + "Sacrificing members": "Sacrificing members", + "Obvious flaws": "Obvious flaws", + "Tradition-bound": "Tradition-bound", + "Paranoid and secretive": "Paranoid and secretive", + "Closed hierarchy": "Closed hierarchy", + "Strict laws": "Strict laws", + "Mystical oaths": "Mystical oaths", + "Bureaucratic": "Bureaucratic", + "Hostile superiors": "Hostile superiors", + "Take-no-prisoners policy": "Take-no-prisoners policy", + "Live capture policy": "Live capture policy", + "Suspected flaws": "Suspected flaws", + "Total obedience": "Total obedience", + "Tyrannical leaders": "Tyrannical leaders", + "Protects member criminals": "Protects member criminals", + "The Wild Hunt": "The Wild Hunt", + "You were part of the Wild Hunt, a group of violent fey and spirits riding the world and striking fear into the hearts of people. Detail the Wild Hunt here.": "You were part of the Wild Hunt, a group of violent fey and spirits riding the world and striking fear into the hearts of people. Detail the Wild Hunt here.", + "Who Rides With The Hunt?": "Who Rides With The Hunt?", + "Elves": "Elves", + "Trolls": "Trolls", + "Demons": "Demons", + "Wraiths": "Wraiths", + "Banshees": "Banshees", + "Werewolves": "Werewolves", + "Something Else": "Something Else", + "The Wild Hunt has a leader, probably a king or a queen. Give them a name or a title:": "The Wild Hunt has a leader, probably a king or a queen. Give them a name or a title:", + "Choose or invent their impressive powers, at least two:": "Choose or invent their impressive powers, at least two:", + "Grant immortality": "Grant immortality", + "Grant lycanthropy": "Grant lycanthropy", + "Steal emotion": "Steal emotion", + "See destinies": "See destinies", + "Set destinies": "Set destinies", + "Control weather": "Control weather", + "Grant sentience to animals": "Grant sentience to animals", + "Grant sentience to weapons": "Grant sentience to weapons", + "Why were you a part of the Wild Hunt?": "Why were you a part of the Wild Hunt?", + "Each player can choose a different answer:": "Each player can choose a different answer:", + "I was kidnapped by the Hunt": "I was kidnapped by the Hunt", + "I sold my soul to the Hunt": "I sold my soul to the Hunt", + "I wanted to ride with the Hunt": "I wanted to ride with the Hunt", + "I’m a supernatural creature who’s a part of the Hunt": "I’m a supernatural creature who’s a part of the Hunt", + "Something else": "Something else", + "Then all of you escaped, sick with the Hunt’s atrocities or their treatment of you.": "Then all of you escaped, sick with the Hunt’s atrocities or their treatment of you.", + "How Did You Escape?": "How Did You Escape?", + "How did you escape?": "How did you escape?", + "With a clever plan": "With a clever plan", + "By sheer luck": "By sheer luck", + "With outside help": "With outside help", + "Thanks to a loophole in your fae contract": "Thanks to a loophole in your fae contract", + "The Wild Hunt keeps looking for you. How do they do it?": "The Wild Hunt keeps looking for you. How do they do it?", + "Choose two ways:": "Choose two ways:", + "They give other monsters this in exchange for information.": "They give other monsters this in exchange for information.", + "They track the internet, but they can’t monitor one part of it:": "They track the internet, but they can’t monitor one part of it:", + "They can see you when you’re outside in one type of weather, namely:": "They can see you when you’re outside in one type of weather, namely:", + "They sense you when you use magic unless you take a precaution, namely:": "They sense you when you use magic unless you take a precaution, namely:", + "What will the Wild Hunt do if they find you?": "What will the Wild Hunt do if they find you?", + "Kill you.": "Kill you.", + "Torment you.": "Torment you.", + "Make you join the Hunt again.": "Make you join the Hunt again.", + "Make you slaves.": "Make you slaves.", + "Notes": "Notes", + "Team Moves": "Team Moves", + "Choose your team moves from this list. The first one is a good default choice:": "Choose your team moves from this list. The first one is a good default choice:", + "Memory Eraser: You have been issued handheld devices to erase memories from civilians. When you target a person and activate the device, say how many hours you want to erase (1–6) and roll +Weird. On a 10+, those memories are gone. On a 7–9, the memories are gone but the target knows something strange happened.": "Memory Eraser: You have been issued handheld devices to erase memories from civilians. When you target a person and activate the device, say how many hours you want to erase (1–6) and roll +Weird. On a 10+, those memories are gone. On a 7–9, the memories are gone but the target knows something strange happened.", + "Authority Override: If local officials are causing trouble, you can get them pulled off the case. This may—of course—make them more suspicious.": "Authority Override: If local officials are causing trouble, you can get them pulled off the case. This may—of course—make them more suspicious.", + "Containment Field Projector: Place the projector and activate it, choosing a range from 1–20 meters. A spherical shield is created, allowing nothing in or out. Lasts until deactivated by remote or in an hour when the battery runs out. There’s time to get out of the zone, but only just.": "Containment Field Projector: Place the projector and activate it, choosing a range from 1–20 meters. A spherical shield is created, allowing nothing in or out. Lasts until deactivated by remote or in an hour when the battery runs out. There’s time to get out of the zone, but only just.", + "Anonymity: Your identity isn’t traceable via official databases or records. Enemies or bystanders can’t find out anything about your history through any official channels. Additionally, any distinguishing features are removed from photo, videos, or voice recordings of you when they’re processed by any regular computer or phone.": "Anonymity: Your identity isn’t traceable via official databases or records. Enemies or bystanders can’t find out anything about your history through any official channels. Additionally, any distinguishing features are removed from photo, videos, or voice recordings of you when they’re processed by any regular computer or phone.", + "Not Right: You all have a creepy, uncanny valley style aura or look that counts as a reason for manipulating a bystander with threats.": "Not Right: You all have a creepy, uncanny valley style aura or look that counts as a reason for manipulating a bystander with threats.", + "Something Different: Take a move from another team playbook.": "Something Different: Take a move from another team playbook.", + "Change Team Style: Pick a new team style. You now use that one instead of the one you first chose.": "Change Team Style: Pick a new team style. You now use that one instead of the one you first chose.", + "Home Away from Home: Whenever you arrive in a new town, you immediately find a motel and a cafe that are friendly and welcoming. One or the other will turn out to have a connection to the mystery that brought you here, even if just by having a bystander come by.": "Home Away from Home: Whenever you arrive in a new town, you immediately find a motel and a cafe that are friendly and welcoming. One or the other will turn out to have a connection to the mystery that brought you here, even if just by having a bystander come by.", + "Geniality: When you meet a new person in a town you haven’t visited before, roll +Charm. On a 10+, they are well-disposed towards you. On a 7–9, they’re still well-disposed but the Keeper chooses one: they are marked for trouble, or they conceal something from the hunters. Additionally, when you return to a town you have already visited, you always run into the people you befriended previously.": "Geniality: When you meet a new person in a town you haven’t visited before, roll +Charm. On a 10+, they are well-disposed towards you. On a 7–9, they’re still well-disposed but the Keeper chooses one: they are marked for trouble, or they conceal something from the hunters. Additionally, when you return to a town you have already visited, you always run into the people you befriended previously.", + "Handy: You’re all good at fixing stuff. Anything broken or messed up in the course of a mystery is repaired and ready to go before the next one. Gear or assets that would be described as “totally destroyed” still need to be replaced.": "Handy: You’re all good at fixing stuff. Anything broken or messed up in the course of a mystery is repaired and ready to go before the next one. Gear or assets that would be described as “totally destroyed” still need to be replaced.", + "No-stick: You’ve had yourselves removed from official and law enforcement databases. You don’t have to worry about “misunderstandings” from previous towns getting in the way of your hunts (unless someone got annoyed enough to make it a personal vendetta).": "No-stick: You’ve had yourselves removed from official and law enforcement databases. You don’t have to worry about “misunderstandings” from previous towns getting in the way of your hunts (unless someone got annoyed enough to make it a personal vendetta).", + "Monster Journals: When a mystery reminds you of something you encountered before, consult your notes and tell the Keeper what you think is the same. The Keeper will say if you got it right.If you’re correct, take +1 forward to investigate a mystery. If you’re wrong but had a good idea, take +1 forward to read a bad situation. If you’re totally off base, the Keeper holds 1 to put you in a tight spot.": "Monster Journals: When a mystery reminds you of something you encountered before, consult your notes and tell the Keeper what you think is the same. The Keeper will say if you got it right.

    If you’re correct, take +1 forward to investigate a mystery. If you’re wrong but had a good idea, take +1 forward to read a bad situation. If you’re totally off base, the Keeper holds 1 to put you in a tight spot.", + "Ancient Visions: An ancient ritual, to be conducted regularly, gives the whole team access to some of the visions sent to the Chosen One. Once per mystery, each hunter may ask the Keeper a question about anything they want. The Keeper answers with a vision or dream: obscure and vague, but true.": "Ancient Visions: An ancient ritual, to be conducted regularly, gives the whole team access to some of the visions sent to the Chosen One. Once per mystery, each hunter may ask the Keeper a question about anything they want. The Keeper answers with a vision or dream: obscure and vague, but true.", + "Armoury of the Chosen: You gain a cache of special weapons used by previous Chosen Ones. The Keeper should design a lesser version of the Chosen One’s special weapon, which all other members of the team may use. When this is unlocked, the Chosen One may change or add a tag on their special weapon.": "Armoury of the Chosen: You gain a cache of special weapons used by previous Chosen Ones. The Keeper should design a lesser version of the Chosen One’s special weapon, which all other members of the team may use. When this is unlocked, the Chosen One may change or add a tag on their special weapon.", + "Handing on the Torch: When you select this, designate another character as the next Chosen One. When the current Chosen One dies, that character may change to the Chosen playbook whenever they are ready. The new Chosen One designates the next heir when they find a worthy successor.": "Handing on the Torch: When you select this, designate another character as the next Chosen One. When the current Chosen One dies, that character may change to the Chosen playbook whenever they are ready. The new Chosen One designates the next heir when they find a worthy successor.", + "Friends Stick Together: Once per mystery, a hunter may call the rest of the team to their current location. Everyone arrives as soon as they potentially can (based on their last known position and when we saw them there). That can be “right this instant,” if at all possible.": "Friends Stick Together: Once per mystery, a hunter may call the rest of the team to their current location. Everyone arrives as soon as they potentially can (based on their last known position and when we saw them there). That can be “right this instant,” if at all possible.", + "Wyrd’s Favour: When you choose this team move, all hunters erase 1 spent Luck point. If you haven’t spent any Luck yet, add a new Luck box instead.": "Wyrd’s Favour: When you choose this team move, all hunters erase 1 spent Luck point. If you haven’t spent any Luck yet, add a new Luck box instead.", + "Otherworldly Intuition: When you encounter something from another world, you recognise that they don’t belong here. When you encounter a place where another world is accessible, you are aware of it and may stop at the threshold.": "Otherworldly Intuition: When you encounter something from another world, you recognise that they don’t belong here. When you encounter a place where another world is accessible, you are aware of it and may stop at the threshold.", + "Wardens: Once per mystery while you’re defending a portal, wall, or border, you may ignore all harm from a single source, or treat a roll as if you rolled a 12. This works just as if you spent a Luck, except it doesn’t trigger your special move.": "Wardens: Once per mystery while you’re defending a portal, wall, or border, you may ignore all harm from a single source, or treat a roll as if you rolled a 12. This works just as if you spent a Luck, except it doesn’t trigger your special move.", + "Outer Speech: You have a knack for the languages of the multiverse. You can always understand, and make yourself understood, when you’re talking to denizens from beyond. This is mainly the general sense of things—some details might get lost along the way.": "Outer Speech: You have a knack for the languages of the multiverse. You can always understand, and make yourself understood, when you’re talking to denizens from beyond. This is mainly the general sense of things—some details might get lost along the way.", + "Walkers between Worlds: At a suitable liminal site, you know how to step between worlds. Describe how you open the way and roll +Weird. On a 10+, you’re walking to the place you intended, but the way may be difficult. On a 7–9, choose one: you’re on the right path in immediate danger, or you find yourself lost and in the wrong place. On a 6 or less, you’re lost and in big trouble. If more than one of the hunters is using this move together, only make one roll: the hunter with the worst Weird score rolls (but they may accept help).": "Walkers between Worlds: At a suitable liminal site, you know how to step between worlds. Describe how you open the way and roll +Weird. On a 10+, you’re walking to the place you intended, but the way may be difficult. On a 7–9, choose one: you’re on the right path in immediate danger, or you find yourself lost and in the wrong place. On a 6 or less, you’re lost and in big trouble. If more than one of the hunters is using this move together, only make one roll: the hunter with the worst Weird score rolls (but they may accept help).", + "Outsider Knack: Once per visit to another world, you may use a trick or ability from Earth to gain an advantage. The advantage allows you to roll one move using three dice, selecting the best two for your result.": "Outsider Knack: Once per visit to another world, you may use a trick or ability from Earth to gain an advantage. The advantage allows you to roll one move using three dice, selecting the best two for your result.", + "Drilled Coordination: All team members get +1 ongoing when helping out another team member.": "Drilled Coordination: All team members get +1 ongoing when helping out another team member.", + "Comms: You have systems that keep you constantly in voice contact, regardless of where in the world you each may be. Not guaranteed to work in shielded spaces, deep underground, beyond magical portals, or on other worlds.": "Comms: You have systems that keep you constantly in voice contact, regardless of where in the world you each may be. Not guaranteed to work in shielded spaces, deep underground, beyond magical portals, or on other worlds.", + "Recognised IMPS Team: Wherever in the world you are, you have authority to deal with supernatural events. Local officials will—in general—cooperate with you fully. Does not apply in nations outside the IMPS treaty.": "Recognised IMPS Team: Wherever in the world you are, you have authority to deal with supernatural events. Local officials will—in general—cooperate with you fully. Does not apply in nations outside the IMPS treaty.", + "Rapid Deployment: IMPS has quick-response vehicles able to deliver you (or other IMPS assets) anywhere in the world, extremely quickly. They may also be used to make a fast exit from bad situations.": "Rapid Deployment: IMPS has quick-response vehicles able to deliver you (or other IMPS assets) anywhere in the world, extremely quickly. They may also be used to make a fast exit from bad situations.", + "Memories of the Fallen: When a hunter on the team dies in the line of duty, or retires from IMPS and monster hunting, all remaining team members erase a used Luck mark.": "Memories of the Fallen: When a hunter on the team dies in the line of duty, or retires from IMPS and monster hunting, all remaining team members erase a used Luck mark.", + "Global Crisis: Once per mystery, each of you can read a bad situation treating an entire world as the bad situation, including asking about the best way in or out.": "Global Crisis: Once per mystery, each of you can read a bad situation treating an entire world as the bad situation, including asking about the best way in or out.", + "Surge of Magic: Each of you holds 1 when you enter a new world. You can spend this hold to get an automatic result of 10 on a Weird move roll or to learn a useful big magic ritual known only in this world.": "Surge of Magic: Each of you holds 1 when you enter a new world. You can spend this hold to get an automatic result of 10 on a Weird move roll or to learn a useful big magic ritual known only in this world.", + "Otherworldly: You make your strangeness in other worlds work to your advantage in interpersonal situations. “I’m from another world” works as a reason for people to do as you ask when you manipulate someone.": "Otherworldly: You make your strangeness in other worlds work to your advantage in interpersonal situations. “I’m from another world” works as a reason for people to do as you ask when you manipulate someone.", + "A Multiverse of Friends: Three times per mystery, a friend you’ve made in an alternate universe can help one of you with a task as if they rolled 10+ to help out. They either manifest next to you for a moment or somehow are there in person. They can be bystanders from previous games or people from your backstories.": "A Multiverse of Friends: Three times per mystery, a friend you’ve made in an alternate universe can help one of you with a task as if they rolled 10+ to help out. They either manifest next to you for a moment or somehow are there in person. They can be bystanders from previous games or people from your backstories.", + "Determined Guardians: When one of the hunters protects a bystander, the target never takes harm: even on a miss, that bystander is totally safe. The hunter doing the protection still suffers the full effects of the roll result.": "Determined Guardians: When one of the hunters protects a bystander, the target never takes harm: even on a miss, that bystander is totally safe. The hunter doing the protection still suffers the full effects of the roll result.", + "Field Medics: When you treat an injured bystander, they are stabilised and well enough to manage until they can get proper medical attention. When you treat another hunter, pick if you heal 2-harm or stabilise them. Then they take +1 forward.": "Field Medics: When you treat an injured bystander, they are stabilised and well enough to manage until they can get proper medical attention. When you treat another hunter, pick if you heal 2-harm or stabilise them. Then they take +1 forward.", + "Checklists: Once per mystery, each hunter in need of a particular item may declare they have it. Narrate a flashback explaining why they thought to include it in their gear. If the item is especially rare, strange, or unusual (this is the Keeper’s call), then this move can’t be used again by any hunter until the next mystery.": "Checklists: Once per mystery, each hunter in need of a particular item may declare they have it. Narrate a flashback explaining why they thought to include it in their gear. If the item is especially rare, strange, or unusual (this is the Keeper’s call), then this move can’t be used again by any hunter until the next mystery.", + "Keep on Goin’: When you’re protecting bystanders from danger, any move that would prevent you from taking action due to harm, stress, or panic has its effect deferred. You can keep going for now, but once everyone is safe the full effects of what you’ve been through hit you.": "Keep on Goin’: When you’re protecting bystanders from danger, any move that would prevent you from taking action due to harm, stress, or panic has its effect deferred. You can keep going for now, but once everyone is safe the full effects of what you’ve been through hit you.", + "Shared Dangers: When you take a moment to share your worries and fears about a previous or upcoming battle with another hunter, you both choose one: heal 1-harm, or take +1 forward.": "Shared Dangers: When you take a moment to share your worries and fears about a previous or upcoming battle with another hunter, you both choose one: heal 1-harm, or take +1 forward.", + "Big Reveal: If most people around you don’t know about your secret identities, the first action you take in that scene that reveals those identities gets +1 forward. Bystanders and minions present freeze in surprise for a moment, giving you an opportunity to act before they can react.": "Big Reveal: If most people around you don’t know about your secret identities, the first action you take in that scene that reveals those identities gets +1 forward. Bystanders and minions present freeze in surprise for a moment, giving you an opportunity to act before they can react.", + "Affluent: You can get most gear easily. Specify what you need, assigning tags to the gear. If it’s a weapon, treat each harm beyond 2-harm as a separate tag; if it’s armour, treat each point of armour as a separate tag. Then roll +tags. On a miss, you get it easily. On a 7–9, you get it but raise some questions. On a 10+, either you don’t get it or you do but someone gets a clear clue about your secret identity.": "Affluent: You can get most gear easily. Specify what you need, assigning tags to the gear. If it’s a weapon, treat each harm beyond 2-harm as a separate tag; if it’s armour, treat each point of armour as a separate tag. Then roll +tags. On a miss, you get it easily. On a 7–9, you get it but raise some questions. On a 10+, either you don’t get it or you do but someone gets a clear clue about your secret identity.", + "Only When Necessary: If you manage to stop or destroy a minion without using any abilities or gear of your secret identity (including monster hunting weapons), each hunter involved marks experience. If it was a monster, mark two.": "Only When Necessary: If you manage to stop or destroy a minion without using any abilities or gear of your secret identity (including monster hunting weapons), each hunter involved marks experience. If it was a monster, mark two.", + "Shadow Selves: When one of you wants to be in two places at the same time, summon your shadow self in another place. Only one shadow self can per hunter exist at one time. The shadow self has a trait that allows others to distinguish it from you if they observe closely. Roll +Weird. On a 10+, hold 3. On a 7–9, hold 1. Spend holds to have your shadow self act as if it were you, but with –1 ongoing. When you spend the last hold, the shadow self dissolves in an obviously supernatural and unsettling way. On a miss, the shadow self appears for a moment and does something you really, really didn’t want them to do...": "Shadow Selves: When one of you wants to be in two places at the same time, summon your shadow self in another place. Only one shadow self can per hunter exist at one time. The shadow self has a trait that allows others to distinguish it from you if they observe closely. Roll +Weird. On a 10+, hold 3. On a 7–9, hold 1. Spend holds to have your shadow self act as if it were you, but with –1 ongoing. When you spend the last hold, the shadow self dissolves in an obviously supernatural and unsettling way. On a miss, the shadow self appears for a moment and does something you really, really didn’t want them to do...", + "Spending Money: If you get paid at the end of a mystery, each hunter adds 1-hold. Spend this hold in a later mystery narrate a flashback where you purchased the thing you need right now. It can be anything you could be carrying, something booked in advance (for example, a safe house or hotel room), or the use of a vehicle.": "Spending Money: If you get paid at the end of a mystery, each hunter adds 1-hold. Spend this hold in a later mystery narrate a flashback where you purchased the thing you need right now. It can be anything you could be carrying, something booked in advance (for example, a safe house or hotel room), or the use of a vehicle.", + "The B-Team: When you need to fortify a location or armour a vehicle, narrate a montage of your preparations. When you’re done, the location or vehicle provides 2-armour to all within it.": "The B-Team: When you need to fortify a location or armour a vehicle, narrate a montage of your preparations. When you’re done, the location or vehicle provides 2-armour to all within it.", + "Combat Training: When you help out another team member during combat, they may inflict +1 harm or suffer –1 harm in addition to the usual effects of your result.": "Combat Training: When you help out another team member during combat, they may inflict +1 harm or suffer –1 harm in addition to the usual effects of your result.", + "It’s Our Job: If a bystander has hired you, that counts as a reason when you manipulate them. This remains in effect in later mysteries. The Keeper may include other bystanders in the effect, if they’re part of a group you’re working for.": "It’s Our Job: If a bystander has hired you, that counts as a reason when you manipulate them. This remains in effect in later mysteries. The Keeper may include other bystanders in the effect, if they’re part of a group you’re working for.", + "The Good Ones: When you refuse to accept payment for a job, the client becomes an ally.": "The Good Ones: When you refuse to accept payment for a job, the client becomes an ally.", + "Yikes!: When a hunter is captured by a monster, minion, or phenomenon, they may ask one of the investigate a mystery or read a bad situation questions.": "Yikes!: When a hunter is captured by a monster, minion, or phenomenon, they may ask one of the investigate a mystery or read a bad situation questions.", + "Sensible Chuckle: When a hunter makes a joke (good or bad) at the expense of a monster, minion, or phenomenon, they may give another hunter on the team +1 forward.": "Sensible Chuckle: When a hunter makes a joke (good or bad) at the expense of a monster, minion, or phenomenon, they may give another hunter on the team +1 forward.", + "Earnest Do-gooders: When a hunter tells someone you are helping people and why, bystanders are more likely to do as you ask. The explanation always counts as a reason if you’re manipulating them to protect them or get them to help you.": "Earnest Do-gooders: When a hunter tells someone you are helping people and why, bystanders are more likely to do as you ask. The explanation always counts as a reason if you’re manipulating them to protect them or get them to help you.", + "Slapstick: When a hunter takes harm, they may instead have an embarrassing pratfall or accident that dodges the danger. Ignore the harm as established, and simply take 1-harm (which can’t be reduced or mitigated in any way). The hunter takes –1 forward.": "Slapstick: When a hunter takes harm, they may instead have an embarrassing pratfall or accident that dodges the danger. Ignore the harm as established, and simply take 1-harm (which can’t be reduced or mitigated in any way). The hunter takes –1 forward.", + "Disguises: When a hunter disguises themself, the disguise will not be questioned, until they do something to directly cast doubt on their appearance.": "Disguises: When a hunter disguises themself, the disguise will not be questioned, until they do something to directly cast doubt on their appearance.", + "Inventory Check: If you go looking for something that just might be in stock, roll +Weird. On a 10 or more, it’s there. On a 7–9, either you find it but there’s a cost, or you find something close enough. On a miss, you find something bad.": "Inventory Check: If you go looking for something that just might be in stock, roll +Weird. On a 10 or more, it’s there. On a 7–9, either you find it but there’s a cost, or you find something close enough. On a miss, you find something bad.", + "Corporate Database: If you use the company information systems to help investigate a mystery, take +1 hold. The Keeper tells you something disturbing you learn in addition to what you were looking for.": "Corporate Database: If you use the company information systems to help investigate a mystery, take +1 hold. The Keeper tells you something disturbing you learn in addition to what you were looking for.", + "Handbook: At the start of each mystery, each hunter may consult the employee handbook for advice. Roll a single die. On a 1, take –1 forward. On a 2, gain +1 forward to Charm. On a 3, gain +1 forward to Cool. On a 4, gain +1 forward to Sharp. On a 5, gain +1 forward to Tough. On a 6, gain +1 forward to Weird.": "Handbook: At the start of each mystery, each hunter may consult the employee handbook for advice. Roll a single die. On a 1, take –1 forward. On a 2, gain +1 forward to Charm. On a 3, gain +1 forward to Cool. On a 4, gain +1 forward to Sharp. On a 5, gain +1 forward to Tough. On a 6, gain +1 forward to Weird.", + "Uniforms: While you’re wearing your uniforms, your actions won’t be questioned unless you are indisputably out of place. For example, your burger restaurant uniforms won’t help you infiltrate a military base, and vice versa. The uniforms may also count as a reason when you try to manipulate someone.": "Uniforms: While you’re wearing your uniforms, your actions won’t be questioned unless you are indisputably out of place. For example, your burger restaurant uniforms won’t help you infiltrate a military base, and vice versa. The uniforms may also count as a reason when you try to manipulate someone.", + "Company Mascot: Take your corporate mascot as an ally. Pick one: a fellow employee with useful skills in the suit, or a supernatural being trying to keep under the radar. Decide what the mascot looks like.": "Company Mascot: Take your corporate mascot as an ally. Pick one: a fellow employee with useful skills in the suit, or a supernatural being trying to keep under the radar. Decide what the mascot looks like.", + "Earned Trust: People in your community know you, and know you mean well. They’ll generally believe what you tell them. If you ask them to do something for their own safety, they usually go along with it.": "Earned Trust: People in your community know you, and know you mean well. They’ll generally believe what you tell them. If you ask them to do something for their own safety, they usually go along with it.", + "Familiarity: When you’re checking out something in your community, you’ll always recognise right away if something has changed in an out-of-the-ordinary way. You can pick up things like a house suddenly quiet, a new tree in the park, or a stranger working at the corner store.": "Familiarity: When you’re checking out something in your community, you’ll always recognise right away if something has changed in an out-of-the-ordinary way. You can pick up things like a house suddenly quiet, a new tree in the park, or a stranger working at the corner store.", + "Domestic Wardings: You know how to protect houses from evil supernatural influences. All your homes are warded, and you may ward others too. It’s a big magic ritual requiring 24 hours, all the hunters, and a number of protective items that must be placed around the house. The wardings might be broken eventually by a concerted attack.": "Domestic Wardings: You know how to protect houses from evil supernatural influences. All your homes are warded, and you may ward others too. It’s a big magic ritual requiring 24 hours, all the hunters, and a number of protective items that must be placed around the house. The wardings might be broken eventually by a concerted attack.", + "Backyard Allies: You’ve made friends with some feral or wild animals that are smarter than normal—perhaps modern nature spirits? In any case, they can scout and spy for you, and it’s unlikely anyone will pay attention to them. They might ask you for favours too, now and then.": "Backyard Allies: You’ve made friends with some feral or wild animals that are smarter than normal—perhaps modern nature spirits? In any case, they can scout and spy for you, and it’s unlikely anyone will pay attention to them. They might ask you for favours too, now and then.", + "Craft Circle: Whenever you need a physical item as a magical requirement, you can craft a substitute together. All the hunters must take part, and you’ll need a few hours. You can replace one requirement per spell this way.": "Craft Circle: Whenever you need a physical item as a magical requirement, you can craft a substitute together. All the hunters must take part, and you’ll need a few hours. You can replace one requirement per spell this way.", + "Hit It!: If you all have your instruments ready, start playing one of your songs. Everyone and everything within earshot pauses for a moment.": "Hit It!: If you all have your instruments ready, start playing one of your songs. Everyone and everything within earshot pauses for a moment.", + "Sacred Songs of Power: You may substitute “play a mystical song” for any one use magic or big magic requirement. For use magic, one person needs to perform the song. For big magic, it must be at least two of you.": "Sacred Songs of Power: You may substitute “play a mystical song” for any one use magic or big magic requirement. For use magic, one person needs to perform the song. For big magic, it must be at least two of you.", + "Famous: You’re well known. Everywhere you go, you may call up your fans. They are a temporary ally group, type: backup (motivation: to stand with you). There will be a lot of them, but they’re just regular people—good at creating a distraction but not fighting monsters.": "Famous: You’re well known. Everywhere you go, you may call up your fans. They are a temporary ally group, type: backup (motivation: to stand with you). There will be a lot of them, but they’re just regular people—good at creating a distraction but not fighting monsters.", + "In the Groove: When you’re engaged in desperate physical action, and you describe how your move sets up another member of the band, they take +1 forward.": "In the Groove: When you’re engaged in desperate physical action, and you describe how your move sets up another member of the band, they take +1 forward.", + "Healing Vibe: Whenever the band plays a gig (no matter how big or small—there just needs to be an audience), each band member and every member of the audience either unmarks unstable or heals 1-harm.": "Healing Vibe: Whenever the band plays a gig (no matter how big or small—there just needs to be an audience), each band member and every member of the audience either unmarks unstable or heals 1-harm.", + "Something Rotten: When investigating a mystery and rolling a 7+, you can ask “How does this relate to the bad things I suspect about my organisation?” in addition to one of the usual questions.": "Something Rotten: When investigating a mystery and rolling a 7+, you can ask “How does this relate to the bad things I suspect about my organisation?” in addition to one of the usual questions.", + "Organisation’s Help: When you ask for the organisation’s help—gear, intel, or personnel—tell your superiors why you need it and roll +Charm. On a 10+, you get what you asked for. On a 7–9, you get it, but sooner or later the organisation will check up on you. On a miss, they don’t give it to you and someone in the organisation learns of your true intentions if you didn’t state them.": "Organisation’s Help: When you ask for the organisation’s help—gear, intel, or personnel—tell your superiors why you need it and roll +Charm. On a 10+, you get what you asked for. On a 7–9, you get it, but sooner or later the organisation will check up on you. On a miss, they don’t give it to you and someone in the organisation learns of your true intentions if you didn’t state them.", + "Specialized: Each of you can get +1 to a single rating (maximum +3) at the cost of –1 to a different rating (minimum –2).": "Specialized: Each of you can get +1 to a single rating (maximum +3) at the cost of –1 to a different rating (minimum –2).", + "Coordinated: Training in the organisation made you especially adept at helping each other. Your team holds 3 at the beginning at each mystery. Each of you can spend 1 to get +1 forward to help out and give the one you help +2 instead of +1 if your move is successful.": "Coordinated: Training in the organisation made you especially adept at helping each other. Your team holds 3 at the beginning at each mystery. Each of you can spend 1 to get +1 forward to help out and give the one you help +2 instead of +1 if your move is successful.", + "Power Dynamics: Add “Who’s the boss here?” and “Who doesn’t want to be a part of this?” to the list of your questions for read a bad situation and investigate a mystery.": "Power Dynamics: Add “Who’s the boss here?” and “Who doesn’t want to be a part of this?” to the list of your questions for read a bad situation and investigate a mystery.", + "Always on the Run: When you enter a new location, one of you can ask either “What’s the best way to hide here” or “What would be the best way to escape from here?” When you act on the answers, you get +1 ongoing, just as if it was a read a bad situation question.": "Always on the Run: When you enter a new location, one of you can ask either “What’s the best way to hide here” or “What would be the best way to escape from here?” When you act on the answers, you get +1 ongoing, just as if it was a read a bad situation question.", + "You Can’t Take Us: Once per mystery, each of you can treat a protect someone roll as if you rolled a 12.": "You Can’t Take Us: Once per mystery, each of you can treat a protect someone roll as if you rolled a 12.", + "Ride with the Thunder: When you race against someone having a comparable speed, you always win. When you race against someone faster or against the Wild Hunt, you can use magic to win anyway.": "Ride with the Thunder: When you race against someone having a comparable speed, you always win. When you race against someone faster or against the Wild Hunt, you can use magic to win anyway.", + "Sense of the Hunt: When a monster hunts a mortal in the area where you are (up to about 2 miles), you sense it, but without any details. You can read a bad situation to get more info on this situation, but if you fail, you get –1 ongoing to helping the hunted mortals.": "Sense of the Hunt: When a monster hunts a mortal in the area where you are (up to about 2 miles), you sense it, but without any details. You can read a bad situation to get more info on this situation, but if you fail, you get –1 ongoing to helping the hunted mortals.", + "Legend Amongst Monsters: Each of you can manipulate monsters as if you had the Dark Negotiator move. If you fail an investigate a mystery move, the monster learns it’s investigated by those who escaped the Wild Hunt.": "Legend Amongst Monsters: Each of you can manipulate monsters as if you had the Dark Negotiator move. If you fail an investigate a mystery move, the monster learns it’s investigated by those who escaped the Wild Hunt.", + "Assets": "Assets", + "Choose from these available assets. If there are two boxes, you need to mark both to earn that asset. (If you are making partial progress towards taking a two-box asset, mark the leftmost box first.)": "Choose from these available assets. If there are two boxes, you need to mark both to earn that asset. (If you are making partial progress towards taking a two-box asset, mark the leftmost box first.)", + "Mobile Base: A helicopter, aeroplane, truck, or bus with facilities and mystery investigation supplies on board.": "Mobile Base: A helicopter, aeroplane, truck, or bus with facilities and mystery investigation supplies on board.", + "Individual Transport: Each mission, a regular car, motorbike, or bicycle is assigned to every team member.": "Individual Transport: Each mission, a regular car, motorbike, or bicycle is assigned to every team member.", + "R&D Access: Your team is issued with a useful high technology experiment from R&D each mission. The Keeper decides what it is (always useful, usually with problematic side effects).": "R&D Access: Your team is issued with a useful high technology experiment from R&D each mission. The Keeper decides what it is (always useful, usually with problematic side effects).", + "Headquarters: A relatively secure space to use as a base in a Bureau regional facility. Everything you need to prepare for mysteries is here, and it’s quite secure.": "Headquarters: A relatively secure space to use as a base in a Bureau regional facility. Everything you need to prepare for mysteries is here, and it’s quite secure.", + "Sky Scanners: You have access to a scanning network that will alert you to strange events coming from space. This includes weird phenomena as well as UFOs.": "Sky Scanners: You have access to a scanning network that will alert you to strange events coming from space. This includes weird phenomena as well as UFOs.", + "Workshop: A big space for craft and repair projects, with plenty of tools and materials.": "Workshop: A big space for craft and repair projects, with plenty of tools and materials.", + "Disguise Kits: Contains costumes, makeup, and other supplies for a quick change of appearance.": "Disguise Kits: Contains costumes, makeup, and other supplies for a quick change of appearance.", + "Housing: Each member of the team is assigned a one-bedroom apartment in a generic housing project. All the apartments are exactly the same, down to scuff marks on the door.": "Housing: Each member of the team is assigned a one-bedroom apartment in a generic housing project. All the apartments are exactly the same, down to scuff marks on the door.", + "Rapid Response Pods: When any member of the team needs to get to a mission site quickly, a rapid response pod appears next to them. Enter the pod, and a short uncomfortable trip will place you where you need to be. What do the pods look like? How do they appear?": "Rapid Response Pods: When any member of the team needs to get to a mission site quickly, a rapid response pod appears next to them. Enter the pod, and a short uncomfortable trip will place you where you need to be. What do the pods look like? How do they appear?", + "Custom:": "Custom:", + "Individual Transport: A regular car, motorbike, or bicycle for every team member.": "Individual Transport: A regular car, motorbike, or bicycle for every team member.", + "Mobile Base: A truck or bus with bunks and mystery investigation supplies on board.": "Mobile Base: A truck or bus with bunks and mystery investigation supplies on board.", + "Credentials: Real, or as-good-as-real, identification that gets you access to law enforcement and other official contacts.": "Credentials: Real, or as-good-as-real, identification that gets you access to law enforcement and other official contacts.", + "Lair: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen.": "Lair: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen.", + "Hunter Roadhouses: A network of bars, diners, and motels where you can safely meet other monster hunters. Many are run by retired hunters.": "Hunter Roadhouses: A network of bars, diners, and motels where you can safely meet other monster hunters. Many are run by retired hunters.", + "Tool Kit: One or two of your vehicles carry tool kits. You have most tools you’ll need to repair or build something.": "Tool Kit: One or two of your vehicles carry tool kits. You have most tools you’ll need to repair or build something.", + "Mystical Ingredients Cabinet: A box with a wide range of frequently useful supplies for magic rituals.": "Mystical Ingredients Cabinet: A box with a wide range of frequently useful supplies for magic rituals.", + "Slush Fund: The team has access to a bank account that can pay for their day to day needs while monster hunting, and stretches to a big purchase every now and then. Where did it come from?": "Slush Fund: The team has access to a bank account that can pay for their day to day needs while monster hunting, and stretches to a big purchase every now and then. Where did it come from?", + "Armoury: One of your cars has a well-stocked weapons chest. Each mystery, every hunter may take one extra regular weapon. Also once per mystery, one hunter may ask the Keeper if the armoury has a particular special weapon: if yes, you can take it; if no, take +1 forward.": "Armoury: One of your cars has a well-stocked weapons chest. Each mystery, every hunter may take one extra regular weapon. Also once per mystery, one hunter may ask the Keeper if the armoury has a particular special weapon: if yes, you can take it; if no, take +1 forward.", + "Field Medics: You have enough supplies and training to treat one hunter per night as if they’d had a proper doctor or trip to the emergency room.": "Field Medics: You have enough supplies and training to treat one hunter per night as if they’d had a proper doctor or trip to the emergency room.", + "The Prophecies: A guidebook of all the visions about the Chosen One, to help you navigate your destiny (they’re pretty hard to decipher).": "The Prophecies: A guidebook of all the visions about the Chosen One, to help you navigate your destiny (they’re pretty hard to decipher).", + "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen.": "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen.", + "Mystical Workroom: A space set aside for magical operations. It can stand in for one requirement of a use magic or big magic move.": "Mystical Workroom: A space set aside for magical operations. It can stand in for one requirement of a use magic or big magic move.", + "Innocent Front: You have access to a regular business or institution. This means that your monster hunting hijinks can be concealed to an extent from your friends, family, and colleagues. For example: a cafe, a library, an antique store, etc.": "Innocent Front: You have access to a regular business or institution. This means that your monster hunting hijinks can be concealed to an extent from your friends, family, and colleagues. For example: a cafe, a library, an antique store, etc.", + "Regular Jobs: You have access to a place of employment for any of the hunters who need it. You earn enough to cover regular day-to-day expenses, and there’s time to fit in monster hunting around your hours.": "Regular Jobs: You have access to a place of employment for any of the hunters who need it. You earn enough to cover regular day-to-day expenses, and there’s time to fit in monster hunting around your hours.", + "Cameras and Recording Gear: You have a big collection of cameras and other recording devices that you can use during your investigations.": "Cameras and Recording Gear: You have a big collection of cameras and other recording devices that you can use during your investigations.", + "Primaeval Monument: An ancient site marking where access between worlds is easiest.": "Primaeval Monument: An ancient site marking where access between worlds is easiest.", + "Portal: A stable portal to either a particular world, or a between-worlds nexus. It is hidden, but any entity that finds either side may use it just like you can. Where is it hidden?": "Portal: A stable portal to either a particular world, or a between-worlds nexus. It is hidden, but any entity that finds either side may use it just like you can. Where is it hidden?", + "Exploration Gear: You’re never sure what you may find in another world. Your group has a storeroom full of all kinds of exploring and outdoor gear and clothing to use.": "Exploration Gear: You’re never sure what you may find in another world. Your group has a storeroom full of all kinds of exploring and outdoor gear and clothing to use.", + "Skywarden: A high tech transport aircraft that has all your essential gear on board and acts as your base on mission assignments. If you have the rapid deployment move, the Skywarden is upgraded with supersonic engines.": "Skywarden: A high tech transport aircraft that has all your essential gear on board and acts as your base on mission assignments. If you have the rapid deployment move, the Skywarden is upgraded with supersonic engines.", + "Individual Transport: Electric motorbikes for every team member.": "Individual Transport: Electric motorbikes for every team member.", + "Search and Rescue Gear: A selection of useful tools for locating and rescuing people in disaster zones.": "Search and Rescue Gear: A selection of useful tools for locating and rescuing people in disaster zones.", + "Headquarters: A relatively secure space allocated to you in IMPS headquarters. There’s room for all your gear, and includes full living quarters.": "Headquarters: A relatively secure space allocated to you in IMPS headquarters. There’s room for all your gear, and includes full living quarters.", + "Workshop: A big space for craft and repair projects, with plenty of technicians, tools, and materials.": "Workshop: A big space for craft and repair projects, with plenty of technicians, tools, and materials.", + "Medical Supplies: Everyone carries a first aid kit, and you have enough for a fully equipped infirmary back at your base or homes.": "Medical Supplies: Everyone carries a first aid kit, and you have enough for a fully equipped infirmary back at your base or homes.", + "Fancy High Tech Uniforms: Complete with built-in gadgets.": "Fancy High Tech Uniforms: Complete with built-in gadgets.", + "Housing: A pleasant house for each team member and their family, provided by IMPS for when you’re off-duty. This may be anywhere in the world.": "Housing: A pleasant house for each team member and their family, provided by IMPS for when you’re off-duty. This may be anywhere in the world.", + "World-jumping Base: A small vehicle or building with bunks and mystery investigation supplies on board.": "World-jumping Base: A small vehicle or building with bunks and mystery investigation supplies on board.", + "Translator: A high tech or arcane universal translator.": "Translator: A high tech or arcane universal translator.", + "Stealth Module: A device automatically changing the looks of your gear and vehicles to match the world you’re in.": "Stealth Module: A device automatically changing the looks of your gear and vehicles to match the world you’re in.", + "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen. Can’t travel between worlds, but you know a big magic ritual to come back here from any world. Invent details with the Keeper.": "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen. Can’t travel between worlds, but you know a big magic ritual to come back here from any world. Invent details with the Keeper.", + "Clothes: Clothes for any weather, including extreme ones.": "Clothes: Clothes for any weather, including extreme ones.", + "Published Book Series: A successful book series written by some or all of you based on your visits to other worlds.": "Published Book Series: A successful book series written by some or all of you based on your visits to other worlds.", + "Crystal Ball: A crystal ball always showing the most breathtaking sight in the area you’re in.": "Crystal Ball: A crystal ball always showing the most breathtaking sight in the area you’re in.", + "Mystical workroom: A space set aside for magical operations. It can stand in for one requirement of a use magic or big magic move.": "Mystical workroom: A space set aside for magical operations. It can stand in for one requirement of a use magic or big magic move.", + "Survival Gear: You’re all well-prepped with supplies for a disaster or emergency situation. Protective gear, tools, food and water, etc.": "Survival Gear: You’re all well-prepped with supplies for a disaster or emergency situation. Protective gear, tools, food and water, etc.", + "Hideouts: Each hunter has a hidden, safe place set up where they can retreat in an emergency. This could be an isolated cabin or bunker, a safe house, or a panic room (whichever makes sense for your hunter).": "Hideouts: Each hunter has a hidden, safe place set up where they can retreat in an emergency. This could be an isolated cabin or bunker, a safe house, or a panic room (whichever makes sense for your hunter).", + "Mobile Hideaway: A truck with bunks and mystery investigation supplies on board.": "Mobile Hideaway: A truck with bunks and mystery investigation supplies on board.", + "Individual Transport: A fancy car or motorbike for every team member.": "Individual Transport: A fancy car or motorbike for every team member.", + "Getaway: A place where you rest from everything, with no monster hunting gear but extremely difficult to find by mundane and magical means.": "Getaway: A place where you rest from everything, with no monster hunting gear but extremely difficult to find by mundane and magical means.", + "Headquarters: A base people from neither your public nor your secret life will find easily. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen.": "Headquarters: A base people from neither your public nor your secret life will find easily. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen.", + "Memorabilia: A collection of important memorabilia connected to the city’s past and two big magic rituals that need only them and up to two other requirements. Determine what the rituals do as a group.": "Memorabilia: A collection of important memorabilia connected to the city’s past and two big magic rituals that need only them and up to two other requirements. Determine what the rituals do as a group.", + "Secure Phones: A set of phones with advanced voice distortion and location concealment options. Tracking a call from these requires days of work.": "Secure Phones: A set of phones with advanced voice distortion and location concealment options. Tracking a call from these requires days of work.", + "Funds: Lots of money on bank accounts connected to untraceable credit cards.": "Funds: Lots of money on bank accounts connected to untraceable credit cards.", + "Mobile Base: A van, truck, or bus with bunks and mystery investigation supplies on board.": "Mobile Base: A van, truck, or bus with bunks and mystery investigation supplies on board.", + "The Grapevine: A network of contacts who pass on job leads.": "The Grapevine: A network of contacts who pass on job leads.", + "Secure Homes: Located somewhere you have a special relationship, you all have houses and bank accounts that provide a base when you’re off the job.": "Secure Homes: Located somewhere you have a special relationship, you all have houses and bank accounts that provide a base when you’re off the job.", + "Credentials: Monster hunting licenses and visa waivers that allow you to do your job and travel legitimately.": "Credentials: Monster hunting licenses and visa waivers that allow you to do your job and travel legitimately.", + "High Tech Gadgets: A supply of various monster scanners and detectors.": "High Tech Gadgets: A supply of various monster scanners and detectors.", + "Armoury: A cache of monster hunting weapons.": "Armoury: A cache of monster hunting weapons.", + "Mystery Van: A van with all your mystery investigation supplies on board.": "Mystery Van: A van with all your mystery investigation supplies on board.", + "Individual Transport: A skateboard, scooter, pair of skates, or bicycle for every team member.": "Individual Transport: A skateboard, scooter, pair of skates, or bicycle for every team member.", + "Gadgets: Paranormal investigation gadgets.": "Gadgets: Paranormal investigation gadgets.", + "Clubhouse: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and make a snack.": "Clubhouse: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and make a snack.", + "Mystical Workroom: a space set aside for magical operations. It can stand in for one requirement of a use magic or big magic move.": "Mystical Workroom: a space set aside for magical operations. It can stand in for one requirement of a use magic or big magic move.", + "Disguises: A trunk full of disguises.": "Disguises: A trunk full of disguises.", + "Library: Library of useful reference books.": "Library: Library of useful reference books.", + "IDs: Official junior deputy Suburban Watch Group volunteer badges.": "IDs: Official junior deputy Suburban Watch Group volunteer badges.", + "Backrooms: You’ve set out a relatively secure space in the back rooms. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen. It’s currently listed as “unused: permanent” so you should be left alone in there.": "Backrooms: You’ve set out a relatively secure space in the back rooms. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen. It’s currently listed as “unused: permanent” so you should be left alone in there.", + "Steam Tunnels: Accessed from your workplace, these allow you to get in and out without being seen. They also connect to the wider city infrastructure.": "Steam Tunnels: Accessed from your workplace, these allow you to get in and out without being seen. They also connect to the wider city infrastructure.", + "Security Access: You can look at the security camera feeds and records. These cover the entire store floor, secure areas, and the outside of the building.": "Security Access: You can look at the security camera feeds and records. These cover the entire store floor, secure areas, and the outside of the building.", + "Ritual Space: A space set aside for magical operations. It can stand in for one requirement of a use magic or big magic move. Decide where in the workplace it is located.": "Ritual Space: A space set aside for magical operations. It can stand in for one requirement of a use magic or big magic move. Decide where in the workplace it is located.", + "The Occult Section: Your workplace has a stock of mystical supplies. Sometimes you can find specific monster hunting supplies or ritual requirements there.": "The Occult Section: Your workplace has a stock of mystical supplies. Sometimes you can find specific monster hunting supplies or ritual requirements there.", + "Warding Glyphs: Mystical enchantments on the workplace prevent hostile magic targeting it from the outside, and alert all team members if a supernatural being enters.": "Warding Glyphs: Mystical enchantments on the workplace prevent hostile magic targeting it from the outside, and alert all team members if a supernatural being enters.", + "Lost Property & Returns: You can find all sorts of stuff in here, some of it useful.": "Lost Property & Returns: You can find all sorts of stuff in here, some of it useful.", + "Oracle Stone: A mystical scrying gem. At the beginning of each mystery, you may consult it—ask any question. The Keeper will answer with something true and useful, but they may make the answer difficult to understand.": "Oracle Stone: A mystical scrying gem. At the beginning of each mystery, you may consult it—ask any question. The Keeper will answer with something true and useful, but they may make the answer difficult to understand.", + "SWG Radio Network: a set of devices that allow you to easily talk to the rest of the SWG (as well as the base stations at your homes/the SWG headquarters).": "SWG Radio Network: a set of devices that allow you to easily talk to the rest of the SWG (as well as the base stations at your homes/the SWG headquarters).", + "Sacred Site: A place outdoors that has a reservoir of magical power. The Keeper always considers this site when a magical ritual requires a particular place.": "Sacred Site: A place outdoors that has a reservoir of magical power. The Keeper always considers this site when a magical ritual requires a particular place.", + "Infirmary: You have access to a doctor’s surgery or other suitable first aid office. You may use it for regular treatment of injuries, no questions asked.": "Infirmary: You have access to a doctor’s surgery or other suitable first aid office. You may use it for regular treatment of injuries, no questions asked.", + "Tour Bus: A truck or bus with bunks, your gear, and mystery investigation supplies on board.": "Tour Bus: A truck or bus with bunks, your gear, and mystery investigation supplies on board.", + "Individual Transport: A fancy car, motorbike, or bicycle for every team member.": "Individual Transport: A fancy car, motorbike, or bicycle for every team member.", + "Home Venue: You have a regular booking at a venue, and get on well with the owners. You’re always welcome there, and can be sure to find fans or friends there whenever its open.": "Home Venue: You have a regular booking at a venue, and get on well with the owners. You’re always welcome there, and can be sure to find fans or friends there whenever its open.", + "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep, practice, and cook.": "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep, practice, and cook.", + "Private Jet: You have a more-or-less fancy private jet (and crew) at your disposal.": "Private Jet: You have a more-or-less fancy private jet (and crew) at your disposal.", + "Studio: You have your own recording studio and record label. It’s either a big house in the country or big slice of a building in the city. It’s equipped with gear and staff. This is a good place for any other location-based assets to live.": "Studio: You have your own recording studio and record label. It’s either a big house in the country or big slice of a building in the city. It’s equipped with gear and staff. This is a good place for any other location-based assets to live.", + "Cameras and Recording Gear: You have a big collection of cameras and other recording devices that you can use during your investigations. Your crew also includes people who can operate them for you.": "Cameras and Recording Gear: You have a big collection of cameras and other recording devices that you can use during your investigations. Your crew also includes people who can operate them for you.", + "Office Space: Private offices in the organisation’s headquarters.": "Office Space: Private offices in the organisation’s headquarters.", + "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen. The organisation knows about it but has no direct influence over it.": "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen. The organisation knows about it but has no direct influence over it.", + "Fake IDs: Fake government IDs.": "Fake IDs: Fake government IDs.", + "More Fake IDs: Fake organisation IDs for other members or different jobs.": "More Fake IDs: Fake organisation IDs for other members or different jobs.", + "Cameras and Recording Gear: Miniature cameras and recording devices.": "Cameras and Recording Gear: Miniature cameras and recording devices.", + "Fae Horses: One for every team member. They fly, but if people start gossiping about flying horses, the Wild Hunt will surely hear of this.": "Fae Horses: One for every team member. They fly, but if people start gossiping about flying horses, the Wild Hunt will surely hear of this.", + "Map: A map of the Wild Hunt’s activities.": "Map: A map of the Wild Hunt’s activities.", + "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen. The Wild Hunt won’t learn about this base unless you stay there for a very long time.": "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen. The Wild Hunt won’t learn about this base unless you stay there for a very long time.", + "Disguises: A set of disguises.": "Disguises: A set of disguises.", + "Diversions: A box of smoke bombs and other distractions (0-harm close obscure vision).": "Diversions: A box of smoke bombs and other distractions (0-harm close obscure vision).", + "Fae Cosmetics and Makeup: Better than anything humans can produce.": "Fae Cosmetics and Makeup: Better than anything humans can produce.", + "Improvement": "Improvement", + "At the end of each session, answer your Style question (below). If yes, gain one improvement mark. If yes and it came up a lot, gain two improvement marks.": "At the end of each session, answer your Style question (below). If yes, gain one improvement mark. If yes and it came up a lot, gain two improvement marks.", + "When you fill in the improvement box, clear the improvement track and choose one of these:": "When you fill in the improvement box, clear the improvement track and choose one of these:", + "Gain a new team move.": "Gain a new team move.", + "Gain a new team ally.": "Gain a new team ally.", + "Gain two new asset selections.": "Gain two new asset selections.", + "Make the next mystery about your team enemy, giving you a chance to interfere in their plans.": "Make the next mystery about your team enemy, giving you a chance to interfere in their plans.", + "Make the next mystery about the organisation or its bad apples, giving you a chance to interfere in their plans.": "Make the next mystery about the organisation or its bad apples, giving you a chance to interfere in their plans.", + "Make the next mystery about the Wild Hunt, giving you a chance to weaken or confuse them.": "Make the next mystery about the Wild Hunt, giving you a chance to weaken or confuse them.", + "Style": "Style", + "Pick one of these styles (and the associated improvement question):": "Pick one of these styles (and the associated improvement question):", + "Hush: At the end of each session, ask: “Did we suppress knowledge of monsters and the supernatural?”": "Hush: At the end of each session, ask: “Did we suppress knowledge of monsters and the supernatural?”", + "The Greater Good: At the end of each session, ask: “Did we protect civilian lives?”": "The Greater Good: At the end of each session, ask: “Did we protect civilian lives?”", + "By Any Means Necessary: At the end of each session, ask: “Did we stop the problem, regardless of the cost?”": "By Any Means Necessary: At the end of each session, ask: “Did we stop the problem, regardless of the cost?”", + "Custom: What’s your story?": "Custom: What’s your story?", + "At the end of each session, ask:": "At the end of each session, ask:", + "Family: You’re all family, or as good as. At the end of each session, ask: “Did we talk about—or pointedly not talk about—something that was troubling a team member?”": "Family: You’re all family, or as good as. At the end of each session, ask: “Did we talk about—or pointedly not talk about—something that was troubling a team member?”", + "Vocation: Someone has to do it, and you happened to be able. At the end of each session, ask: “Did we save the people we went there to protect?”": "Vocation: Someone has to do it, and you happened to be able. At the end of each session, ask: “Did we save the people we went there to protect?”", + "Excitement: Monster hunting sure is a new thrill every time. At the end of each session, ask: “Did we take extremely dangerous risks?”": "Excitement: Monster hunting sure is a new thrill every time. At the end of each session, ask: “Did we take extremely dangerous risks?”", + "First among Equals: Sure, one of us is chosen by destiny, but we all play our part. At the end of each session, ask: “Did we all contribute in our own way to solve the mystery?”": "First among Equals: Sure, one of us is chosen by destiny, but we all play our part. At the end of each session, ask: “Did we all contribute in our own way to solve the mystery?”", + "Sworn Guardians: The rest of us made a solemn oath to help the Chosen One. At the end of each session, ask: “Did we save the Chosen One from serious harm?”": "Sworn Guardians: The rest of us made a solemn oath to help the Chosen One. At the end of each session, ask: “Did we save the Chosen One from serious harm?”", + "Fate’s Rebels: Screw destiny! At the end of each session, ask: “Did we fight against fate and prophecies, no matter the cost?”": "Fate’s Rebels: Screw destiny! At the end of each session, ask: “Did we fight against fate and prophecies, no matter the cost?”", + "Ancient Oath: You are the holders of an ancient obligation to guard the world’s border. Decide what the oath requires of you. At the end of each session, ask: “Did we hold to our oath?”": "Ancient Oath: You are the holders of an ancient obligation to guard the world’s border. Decide what the oath requires of you. At the end of each session, ask: “Did we hold to our oath?”", + "The oath:": "The oath:", + "Wrong Place, Wrong Time: You were there to stop the first incursion, and now feel obliged to prevent anything else coming through. At the end of each session, ask: “Did we protect the world from what lies beyond?”": "Wrong Place, Wrong Time: You were there to stop the first incursion, and now feel obliged to prevent anything else coming through. At the end of each session, ask: “Did we protect the world from what lies beyond?”", + "Born & Raised: You all grew up, or settled, here. Dimensional incursions are a part of life, even if a lot of people don’t like to admit it. At the end of each session, ask: “Did we look after our normal relationships with friends and families?”": "Born & Raised: You all grew up, or settled, here. Dimensional incursions are a part of life, even if a lot of people don’t like to admit it. At the end of each session, ask: “Did we look after our normal relationships with friends and families?”", + "Hush: At the end of each session, ask: “Did we save the day without making the news or creating a ruckus?”": "Hush: At the end of each session, ask: “Did we save the day without making the news or creating a ruckus?”", + "Rescuers: At the end of each session, ask: “Did we save people from harm, no matter how much property damage?”": "Rescuers: At the end of each session, ask: “Did we save people from harm, no matter how much property damage?”", + "Superstars: At the end of each session, ask: “Did our reputation as elite monster hunters come up during the mystery?”": "Superstars: At the end of each session, ask: “Did our reputation as elite monster hunters come up during the mystery?”", + "Well-prepared: You keep track of worlds that might need monster hunting help and have procedures for reaching and helping them. At the end of each session, ask: “Did things go according to our plans?”": "Well-prepared: You keep track of worlds that might need monster hunting help and have procedures for reaching and helping them. At the end of each session, ask: “Did things go according to our plans?”", + "Led by Fate: The universe wants you to help where you’re needed most. At the end of each session, ask: “Do we understand our place in the multiverse better now?”": "Led by Fate: The universe wants you to help where you’re needed most. At the end of each session, ask: “Do we understand our place in the multiverse better now?”", + "Accidental Heroes: You always end up where you’re needed because of magical mishaps and weird coincidences. At the end of each session, ask: “Did we make use of a coincidence or unexpected resource?”": "Accidental Heroes: You always end up where you’re needed because of magical mishaps and weird coincidences. At the end of each session, ask: “Did we make use of a coincidence or unexpected resource?”", + "We’re Prepared for Next Time: At the end of each session, ask: “Did our planning ahead save the day?”": "We’re Prepared for Next Time: At the end of each session, ask: “Did our planning ahead save the day?”", + "Fatalists: One day our times will come. Until then we fight. At the end of each session, ask: “Did we throw ourselves into danger to save the day?”": "Fatalists: One day our times will come. Until then we fight. At the end of each session, ask: “Did we throw ourselves into danger to save the day?”", + "Wardens: We won’t let what happened to us happen to anyone else. At the end of each session, ask: “Did we save people, no matter the cost?”": "Wardens: We won’t let what happened to us happen to anyone else. At the end of each session, ask: “Did we save people, no matter the cost?”", + "Greater Good: You find your secret monster hunting lives more important than your mundane social roles. At the end of each session, ask: “Did we choose the more important obligation?”": "Greater Good: You find your secret monster hunting lives more important than your mundane social roles. At the end of each session, ask: “Did we choose the more important obligation?”", + "The Only Ones: You’re the only ones capable enough to protect those around you from supernatural threats. At the end of each session, ask: “Did we do something nobody else in our society could do?”": "The Only Ones: You’re the only ones capable enough to protect those around you from supernatural threats. At the end of each session, ask: “Did we do something nobody else in our society could do?”", + "An Ancient Tradition: You’ve inherited your double role from family or mentors. At the end of each session, ask: “Have we done something that would make our predecessors proud?”": "An Ancient Tradition: You’ve inherited your double role from family or mentors. At the end of each session, ask: “Have we done something that would make our predecessors proud?”", + "Secret Mission: You are all devoted to a particular goal, using “mercenary monster hunter team” as your cover. What’s your objective? At the end of each session, ask: “Did we get closer to our goal?” If you achieve the objective, choose a new one or change to a new style. Your objective:": "Secret Mission: You are all devoted to a particular goal, using “mercenary monster hunter team” as your cover. What’s your objective? At the end of each session, ask: “Did we get closer to our goal?” If you achieve the objective, choose a new one or change to a new style. Your objective:", + "Goal-Oriented: At the end of each session, ask: “Did we fulfil the exact mission requested, without extra work?”": "Goal-Oriented: At the end of each session, ask: “Did we fulfil the exact mission requested, without extra work?”", + "Hearts of Gold: At the end of each session, ask: “Did we refuse to accept money from someone we saved?”": "Hearts of Gold: At the end of each session, ask: “Did we refuse to accept money from someone we saved?”", + "Wholesome: At the end of each session, ask: “Did we succeed by believing in each other and using our individual strengths?”": "Wholesome: At the end of each session, ask: “Did we succeed by believing in each other and using our individual strengths?”", + "Comical: At the end of each session, ask: “Did we do something really funny?”": "Comical: At the end of each session, ask: “Did we do something really funny?”", + "Cool: At the end of each session, ask: “Did we save the day, with style?”": "Cool: At the end of each session, ask: “Did we save the day, with style?”", + "Big Store: At the end of each session, ask: “Did we deal with any supernatural problems without management noticing?”": "Big Store: At the end of each session, ask: “Did we deal with any supernatural problems without management noticing?”", + "Security Team: At the end of each session, ask: “Did we keep people safe?”": "Security Team: At the end of each session, ask: “Did we keep people safe?”", + "Emergency Response: At the end of each session, ask: “Did we solve anyone’s problems?”": "Emergency Response: At the end of each session, ask: “Did we solve anyone’s problems?”", + "Thrown in the Deep End: You started out knowing nothing about the supernatural, and you’re still catching up. At the end of each session, ask: “Did we learn something new about the supernatural world?”": "Thrown in the Deep End: You started out knowing nothing about the supernatural, and you’re still catching up. At the end of each session, ask: “Did we learn something new about the supernatural world?”", + "Protectors: It’s all about looking after people. At the end of each session, ask: “Did we prevent harm in our community?”": "Protectors: It’s all about looking after people. At the end of each session, ask: “Did we prevent harm in our community?”", + "Cosy Coven: You were never strangers to the supernatural, but nobody else suspects it. At the end of each session, ask: “Did we help with our supernatural powers, undetected?”": "Cosy Coven: You were never strangers to the supernatural, but nobody else suspects it. At the end of each session, ask: “Did we help with our supernatural powers, undetected?”", + "Rock: At the end of each session, ask: “Did we lay the smackdown on some evildoers?”": "Rock: At the end of each session, ask: “Did we lay the smackdown on some evildoers?”", + "Punk: At the end of each session, ask: “Did we fight for the downtrodden?”": "Punk: At the end of each session, ask: “Did we fight for the downtrodden?”", + "Pop: At the end of each session, ask: “Did we look awesome?”": "Pop: At the end of each session, ask: “Did we look awesome?”", + "Metal: At the end of each session, ask: “Did we battle gloriously?”": "Metal: At the end of each session, ask: “Did we battle gloriously?”", + "Hip-hop: At the end of each session, ask: “Did we improve things for the local community?”": "Hip-hop: At the end of each session, ask: “Did we improve things for the local community?”", + "Folk: At the end of each session, ask: “Did we learn about local history and folklore?”": "Folk: At the end of each session, ask: “Did we learn about local history and folklore?”", + "Country: At the end of each session, ask: “Will that make a great story, later?”": "Country: At the end of each session, ask: “Will that make a great story, later?”", + "Inquisition: You believe your organisation isn’t rotten to the core, it just has a few rotten apples. At the end of each session, ask: “Is the organisation better now?”": "Inquisition: You believe your organisation isn’t rotten to the core, it just has a few rotten apples. At the end of each session, ask: “Is the organisation better now?”", + "Redemption: You were once part of the organisation’s shady dealings but are disgusted by them now. At the end of each session, ask: “Did we repay part of the harm we caused as organisation members?”": "Redemption: You were once part of the organisation’s shady dealings but are disgusted by them now. At the end of each session, ask: “Did we repay part of the harm we caused as organisation members?”", + "Revolt: You’ve recently understood the organisation is rotten to the core and should be terminated. At the end of each session, ask: “Are we closer to destroying the organisation?”": "Revolt: You’ve recently understood the organisation is rotten to the core and should be terminated. At the end of each session, ask: “Are we closer to destroying the organisation?”", + "Vengeance: You want to become strong enough to destroy the Wild Hunt one day. At the end of each session, ask: “Did what we do bring us closer to destroying the Wild Hunt?”": "Vengeance: You want to become strong enough to destroy the Wild Hunt one day. At the end of each session, ask: “Did what we do bring us closer to destroying the Wild Hunt?”", + "Compassion: You don’t want others to suffer as you did. At the end of each session, ask: “Did we risk our freedom to protect someone else’s’?”": "Compassion: You don’t want others to suffer as you did. At the end of each session, ask: “Did we risk our freedom to protect someone else’s’?”", + "Homelessness: You want to have normal lives one day. At the end of each session, ask: “Did we put some effort into making our lives more normal?”": "Homelessness: You want to have normal lives one day. At the end of each session, ask: “Did we put some effort into making our lives more normal?”", + "Enemies": "Enemies", + "Pick an enemy for your team:": "Pick an enemy for your team:", + "General Grox, alien warlord.": "General Grox, alien warlord.", + "The werewolf conspiracy.": "The werewolf conspiracy.", + "The Order of the Silvery Stars, who worship some very bad alien god-things.": "The Order of the Silvery Stars, who worship some very bad alien god-things.", + "The Old Gods, who want to return and rule the world again.": "The Old Gods, who want to return and rule the world again.", + "A rival Bureau with dubious methods and goals.": "A rival Bureau with dubious methods and goals.", + "Halphas, a demon who has it in for you.": "Halphas, a demon who has it in for you.", + "All the vampires.": "All the vampires.", + "Dr Crepuscule, who steals unnatural power from captured monsters.": "Dr Crepuscule, who steals unnatural power from captured monsters.", + "The King in Yellow, a god/force of corruption, decadence, and disease.": "The King in Yellow, a god/force of corruption, decadence, and disease.", + "A cabal of ghosts trying to secure the secret of returning to life.": "A cabal of ghosts trying to secure the secret of returning to life.", + "Alpha, an immortal werewolf.": "Alpha, an immortal werewolf.", + "Seth Vail, a billionaire who wants to harness the power of monsters, starting with immortality for himself.": "Seth Vail, a billionaire who wants to harness the power of monsters, starting with immortality for himself.", + "The Father of Monsters, the cosmic entity who is the source of evil in the world.": "The Father of Monsters, the cosmic entity who is the source of evil in the world.", + "The Grey Priests, a conspiracy to bring about the end of the world and birth of a new one.": "The Grey Priests, a conspiracy to bring about the end of the world and birth of a new one.", + "Lord Grash, warlord of a monster dimension.": "Lord Grash, warlord of a monster dimension.", + "All the demons.": "All the demons.", + "The Anointed Hierophant, an occult sect leader who wants to break the walls between worlds.": "The Anointed Hierophant, an occult sect leader who wants to break the walls between worlds.", + "Chaos, a cosmic entity of disorder.": "Chaos, a cosmic entity of disorder.", + "TransWorldCorp, a business hoping to profit from other worlds via their rift machine, no matter the damage they do along the way.": "TransWorldCorp, a business hoping to profit from other worlds via their rift machine, no matter the damage they do along the way.", + "Apollyon, a demon king who wants to rule the Earth.": "Apollyon, a demon king who wants to rule the Earth.", + "Incursions of HEDEs (Hostile Extra-Dimensional Entities).": "Incursions of HEDEs (Hostile Extra-Dimensional Entities).", + "Masanori, a selfish tycoon chasing personal immortality.": "Masanori, a selfish tycoon chasing personal immortality.", + "A rival IMPS team, who always want to make it look like they saved the day and you screwed up.": "A rival IMPS team, who always want to make it look like they saved the day and you screwed up.", + "A chaos cult who want to break down the structures of the modern world, so they can rule it with their magical powers.": "A chaos cult who want to break down the structures of the modern world, so they can rule it with their magical powers.", + "Dr Weltschmerz, a bitter and angry scientist who wants all worlds to suffer.": "Dr Weltschmerz, a bitter and angry scientist who wants all worlds to suffer.", + "Jauna, a merchant from Monster Marches who deals in interdimensional slave trade.": "Jauna, a merchant from Monster Marches who deals in interdimensional slave trade.", + "Separator, an automaton guarding borders between the worlds.": "Separator, an automaton guarding borders between the worlds.", + "Iron Crusade, an invading force from a futuristic world.": "Iron Crusade, an invading force from a futuristic world.", + "Your own evil versions from a mirrored universe.": "Your own evil versions from a mirrored universe.", + "The Black Knight, a faerie lord.": "The Black Knight, a faerie lord.", + "A necromancer, with a plan to rule the world.": "A necromancer, with a plan to rule the world.", + "Metaphysical Exploitation Holdings (MEH), a corporation that profits from ill-advised experimentation and exploitation of the supernatural.": "Metaphysical Exploitation Holdings (MEH), a corporation that profits from ill-advised experimentation and exploitation of the supernatural.", + "A conspiracy of chaos cultists.": "A conspiracy of chaos cultists.", + "Allmine, a greedy and capricious demon of desire.": "Allmine, a greedy and capricious demon of desire.", + "All the evil doppelgangers.": "All the evil doppelgangers.", + "Professor Trundil, an occult scientist trying to steal your powers and magic.": "Professor Trundil, an occult scientist trying to steal your powers and magic.", + "Great Waghru, a primordial entity slumbering beneath the city, now stirring.": "Great Waghru, a primordial entity slumbering beneath the city, now stirring.", + "Brave New World, an undercover company trying to replace humans in your city with robots.": "Brave New World, an undercover company trying to replace humans in your city with robots.", + "Pethas, a dragon.": "Pethas, a dragon.", + "All the werewolves.": "All the werewolves.", + "Ozahr, an immortal and megalomaniac wizard.": "Ozahr, an immortal and megalomaniac wizard.", + "The Fates.": "The Fates.", + "A conspiracy of political leaders secretly creating a global dictatorship.": "A conspiracy of political leaders secretly creating a global dictatorship.", + "Bradshaw, an evil property developer.": "Bradshaw, an evil property developer.", + "The Ghost King.": "The Ghost King.", + "Dracula.": "Dracula.", + "Cryptids generally.": "Cryptids generally.", + "A conspiracy of wizards who want to take over the world.": "A conspiracy of wizards who want to take over the world.", + "Your manager.": "Your manager.", + "The Queen of the Bug Monsters.": "The Queen of the Bug Monsters.", + "The Monarch of Waste, a cosmic entity of disorder and ruin.": "The Monarch of Waste, a cosmic entity of disorder and ruin.", + "A conspiracy within the company, using the workplace for a sinister occult plan.": "A conspiracy within the company, using the workplace for a sinister occult plan.", + "The thing in the basement. You don’t know what it is, but it’s evil.": "The thing in the basement. You don’t know what it is, but it’s evil.", + "The Pale Man, the powerful and malevolent ghost of a mass murderer who lived here a long time ago.": "The Pale Man, the powerful and malevolent ghost of a mass murderer who lived here a long time ago.", + "All the ghouls. A big cemetery nearby attracts their attention.": "All the ghouls. A big cemetery nearby attracts their attention.", + "Bradshaw, a property developer who wants to rebuild the city—by any means necessary.": "Bradshaw, a property developer who wants to rebuild the city—by any means necessary.", + "Discord, goddess of chaos and disorder.": "Discord, goddess of chaos and disorder.", + "A conspiracy of vampires trying to take over your community.": "A conspiracy of vampires trying to take over your community.", + "White Travellers, ghosts that feed on natural, joyous emotions of people and leave people content with a humdrum life.": "White Travellers, ghosts that feed on natural, joyous emotions of people and leave people content with a humdrum life.", + "Ancient Purity, an occultist/fascist death metal band. They would be your enemies even without their abuse of mystical powers.": "Ancient Purity, an occultist/fascist death metal band. They would be your enemies even without their abuse of mystical powers.", + "The Man, a new god of authority, order, and following the rules.": "The Man, a new god of authority, order, and following the rules.", + "The Sanguine Circle, a conspiracy of vampires with cells in many cities and towns.": "The Sanguine Circle, a conspiracy of vampires with cells in many cities and towns.", + "Allies": "Allies", + "Choose your team allies from this list:": "Choose your team allies from this list:", + "Doctor “Blue,” a physician. They can help you recover from harm.": "Doctor “Blue,” a physician. They can help you recover from harm.", + "Professor “Blood,” a forensic scientist. They are who you go to when you need evidence analysed.": "Professor “Blood,” a forensic scientist. They are who you go to when you need evidence analysed.", + "Agent “Will,” a field investigator. They’re a veteran of the Bureau, and can help you navigate problems with colleagues.": "Agent “Will,” a field investigator. They’re a veteran of the Bureau, and can help you navigate problems with colleagues.", + "Aquila Squad, an ally team. They are unofficially known as “the Extreme Problems” squad. They can handle anything unfazed, but their solutions can be a little... messy.": "Aquila Squad, an ally team. They are unofficially known as “the Extreme Problems” squad. They can handle anything unfazed, but their solutions can be a little... messy.", + "SkullFangz, an ally team. This is a group of hackers you’ve made a sort of alliance with. They can help you get information through unorthodox channels, but they sometimes need you to do some odd or dubious favours in return.": "SkullFangz, an ally team. This is a group of hackers you’ve made a sort of alliance with. They can help you get information through unorthodox channels, but they sometimes need you to do some odd or dubious favours in return.", + "Detective Barnes, a police detective who you saved from a monster way back when. They’ll help you out with some information now and then, and possibly more when you’re on their turf.": "Detective Barnes, a police detective who you saved from a monster way back when. They’ll help you out with some information now and then, and possibly more when you’re on their turf.", + "Bingo, an always-online researcher into strangeness. They can put you in touch with people who need help, coordinate communication, and help you with research.": "Bingo, an always-online researcher into strangeness. They can put you in touch with people who need help, coordinate communication, and help you with research.", + "Sapphire, who has the ability to manipulate time in certain ways. You suspect she may be very long-lived or even immortal. She is not always easy to contact, and can appear unexpectedly.": "Sapphire, who has the ability to manipulate time in certain ways. You suspect she may be very long-lived or even immortal. She is not always easy to contact, and can appear unexpectedly.", + "Another group of travelling hunters, an ally team. They can back you up monster hunting—you’ve helped each other out several times, when things got tricky.": "Another group of travelling hunters, an ally team. They can back you up monster hunting—you’ve helped each other out several times, when things got tricky.", + "Universal Cleanup Services, an ally team. A franchise that specialises in cleaning up messes like crime scenes and monster attacks.": "Universal Cleanup Services, an ally team. A franchise that specialises in cleaning up messes like crime scenes and monster attacks.", + "Carlito, a nurse. They can patch up injured hunters.": "Carlito, a nurse. They can patch up injured hunters.", + "Charity, an occultist. She can tell you about and sometimes find weird old items.": "Charity, an occultist. She can tell you about and sometimes find weird old items.", + "Raven, a mystic. Has some ideas about the Chosen One’s destiny.": "Raven, a mystic. Has some ideas about the Chosen One’s destiny.", + "The Junior Entourage, an ally team. These are friends who aren’t in the core team. Good at getting around for area canvassing or distraction.": "The Junior Entourage, an ally team. These are friends who aren’t in the core team. Good at getting around for area canvassing or distraction.", + "Destiny’s Servants, an ally team. A secretive group sent to help you out. They’re good at fighting and acting suspicious.": "Destiny’s Servants, an ally team. A secretive group sent to help you out. They’re good at fighting and acting suspicious.", + "Hawthorn, a hedge witch. They’re able to cast a variety of small but useful spells.": "Hawthorn, a hedge witch. They’re able to cast a variety of small but useful spells.", + "Anya, a folklorist. They know a lot about the stories and history of the region.": "Anya, a folklorist. They know a lot about the stories and history of the region.", + "The Feeling of Not Knowing a Particular Fact, a visitor from another world. An explorer of worlds, they have a store of facts or rumours about many different dimensions. Describe their home world and look.": "The Feeling of Not Knowing a Particular Fact, a visitor from another world. An explorer of worlds, they have a store of facts or rumours about many different dimensions. Describe their home world and look.", + "Junior Guardians, an ally team. By tradition, younger members of your families and community are apprenticed to take over when you retire. They can help with any tasks that aren’t too dangerous.": "Junior Guardians, an ally team. By tradition, younger members of your families and community are apprenticed to take over when you retire. They can help with any tasks that aren’t too dangerous.", + "A flock of otherworldly creatures, an ally team. These non-Earthly animals can scout and warn you of danger, and also are quite cute. Describe their home world and look.": "A flock of otherworldly creatures, an ally team. These non-Earthly animals can scout and warn you of danger, and also are quite cute. Describe their home world and look.", + "Ó Corra, IMPS General Secretary. Having Ó Corra on your side is always going to be handy.": "Ó Corra, IMPS General Secretary. Having Ó Corra on your side is always going to be handy.", + "Klíma, IMPS forensic specialist. Klíma can help you get extra forensic analysis or expedite tests.": "Klíma, IMPS forensic specialist. Klíma can help you get extra forensic analysis or expedite tests.", + "Villaverde, IMPS librarian. Knows a lot about mystical and occult secrets.": "Villaverde, IMPS librarian. Knows a lot about mystical and occult secrets.", + "IMPS team EM–3. This team of IMPS agents specialise in dealing with big disasters. They can help manage and calm down civilians and provide support for your team.": "IMPS team EM–3. This team of IMPS agents specialise in dealing with big disasters. They can help manage and calm down civilians and provide support for your team.", + "Cryptidnet, a loose organisation of interested amateurs and researchers who collate rumours of weird activity. Great source of leads and supernatural rumours.": "Cryptidnet, a loose organisation of interested amateurs and researchers who collate rumours of weird activity. Great source of leads and supernatural rumours.", + "Justinian, a paladin. He’s always ready to fight evil alongside you and hopes one of you will one day be the lady (or lord) of his heart.": "Justinian, a paladin. He’s always ready to fight evil alongside you and hopes one of you will one day be the lady (or lord) of his heart.", + "NewLife, a bio-robot. They know a lot about life on various worlds, whether organic, tech-based, or magic-based.": "NewLife, a bio-robot. They know a lot about life on various worlds, whether organic, tech-based, or magic-based.", + "Darween, a diplomat. Coming from the Monster Marches, she hates disunity and wants good people of all worlds to cooperate.": "Darween, a diplomat. Coming from the Monster Marches, she hates disunity and wants good people of all worlds to cooperate.", + "The Queen’s Musketeers. Brave, dashing and ready to fight with monsters both in Helos and beyond, but won’t do anything that directly contradicts Queen Helena the Radiant’s orders.": "The Queen’s Musketeers. Brave, dashing and ready to fight with monsters both in Helos and beyond, but won’t do anything that directly contradicts Queen Helena the Radiant’s orders.", + "Spirit Healers. They come from a Stone Age world and want to heal all spiritual ills of all worlds. They oppose killing monsters because they believe monsters should be healed and reintegrated instead.": "Spirit Healers. They come from a Stone Age world and want to heal all spiritual ills of all worlds. They oppose killing monsters because they believe monsters should be healed and reintegrated instead.", + "Zhu, a law enforcement officer. They can help you with legal difficulties in their jurisdiction.": "Zhu, a law enforcement officer. They can help you with legal difficulties in their jurisdiction.", + "Davis, a therapist specialising in trauma recovery.": "Davis, a therapist specialising in trauma recovery.", + "Dr Basu, a medical doctor.": "Dr Basu, a medical doctor.", + "The next generation, an ally team. These younger monster hunters are relatives of those who died in the battle, taking up the family calling.": "The next generation, an ally team. These younger monster hunters are relatives of those who died in the battle, taking up the family calling.", + "The Network, an ally team. This is a group of people who keep watch for big supernatural dangers, and can get you warnings in time to intervene.": "The Network, an ally team. This is a group of people who keep watch for big supernatural dangers, and can get you warnings in time to intervene.", + "Shinzō, a retro-weaponsmith. Their creations look like fancy souvenirs but have various magical properties.": "Shinzō, a retro-weaponsmith. Their creations look like fancy souvenirs but have various magical properties.", + "FaceBog, a doppelganger. They’ll impersonate you at various social events if you ask them nicely.": "FaceBog, a doppelganger. They’ll impersonate you at various social events if you ask them nicely.", + "Hedwig, a journalist. She believes in your public causes and is willing to cover up some things for you, but sometimes asks difficult questions.": "Hedwig, a journalist. She believes in your public causes and is willing to cover up some things for you, but sometimes asks difficult questions.", + "Monster Hunters Fan Club. They know your secret identities, but not your public ones.": "Monster Hunters Fan Club. They know your secret identities, but not your public ones.", + "Spirits of the city’s founders. They remember how the city once was and have clashed with occult forces that threaten it.": "Spirits of the city’s founders. They remember how the city once was and have clashed with occult forces that threaten it.", + "Dumont, the fixer. Dumont can find leads on jobs, and sometime scare up special gear.": "Dumont, the fixer. Dumont can find leads on jobs, and sometime scare up special gear.", + "Chang, a government official. They can help you with legal entanglements. Sometimes.": "Chang, a government official. They can help you with legal entanglements. Sometimes.", + "Dr Accorso. A medical doctor, ready to help with injuries or illness. No questions asked.": "Dr Accorso. A medical doctor, ready to help with injuries or illness. No questions asked.", + "The Irregulars, an ally team. They’re a general group of support crew that help you out. Mechanics, technicians, and the like.": "The Irregulars, an ally team. They’re a general group of support crew that help you out. Mechanics, technicians, and the like.", + "The Crooked Hearts, another mercenary monster hunting crew. You’ve worked together on some big jobs.": "The Crooked Hearts, another mercenary monster hunting crew. You’ve worked together on some big jobs.", + "Leon/Lyn, an authority figure (parent, teacher, etc.). Helpful dealing with officials.": "Leon/Lyn, an authority figure (parent, teacher, etc.). Helpful dealing with officials.", + "Romain, a librarian. Good at finding out details.": "Romain, a librarian. Good at finding out details.", + "A very smart pet. Pick their species and give them a name:": "A very smart pet. Pick their species and give them a name:", + "Your friend group, an ally team. Great for distractions.": "Your friend group, an ally team. Great for distractions.", + "Internet mystery circle, an ally team. Good for finding out weird facts and rumours.": "Internet mystery circle, an ally team. Good for finding out weird facts and rumours.", + "Aminat Salek, a client or customer who has a knack for finding whatever is weirdest.": "Aminat Salek, a client or customer who has a knack for finding whatever is weirdest.", + "Ahearn, a consultant. They can help you out with how things go on behind the scenes.": "Ahearn, a consultant. They can help you out with how things go on behind the scenes.", + "De Luca, from human resources. They can cover for absences and sometimes tell you what management is planning.": "De Luca, from human resources. They can cover for absences and sometimes tell you what management is planning.", + "The day shift, an ally team. They can help out when you need to sleep.": "The day shift, an ally team. They can help out when you need to sleep.", + "Asani, an old and knowledgeable witch.": "Asani, an old and knowledgeable witch.", + "Petersen, a police officer. Community-minded, they know you help people out and they help you too.": "Petersen, a police officer. Community-minded, they know you help people out and they help you too.", + "Red, cafe/bar/restaurant manager. You’re always welcome in their place, and they hear a lot of gossip.": "Red, cafe/bar/restaurant manager. You’re always welcome in their place, and they hear a lot of gossip.", + "The SWG, an ally team. These are newer members of the SWG. They can patrol, report events, and help people to safety. They’re not ready to take on monsters directly.": "The SWG, an ally team. These are newer members of the SWG. They can patrol, report events, and help people to safety. They’re not ready to take on monsters directly.", + "The sports club, an ally team. What sport do you all play? The other club members will do you a favour now and then. Useful for getting information from organisations you don’t have direct access to.": "The sports club, an ally team. What sport do you all play? The other club members will do you a favour now and then. Useful for getting information from organisations you don’t have direct access to.", + "Carlos, a roadie. They can do pretty much anything with reasonable competence.": "Carlos, a roadie. They can do pretty much anything with reasonable competence.", + "Charity, an occultist. She can tell you about mystical stuff you find and sometimes get you weird old items.": "Charity, an occultist. She can tell you about mystical stuff you find and sometimes get you weird old items.", + "Dr An Seulgi. She can help patch you up if you get hurt, and provide “special” prescriptions as long as you don’t abuse them too badly.": "Dr An Seulgi. She can help patch you up if you get hurt, and provide “special” prescriptions as long as you don’t abuse them too badly.", + "Eldritch Records, your label. You can hit them up for a little money, legal help, or contact details for folks in the music business.": "Eldritch Records, your label. You can hit them up for a little money, legal help, or contact details for folks in the music business.", + "Your fan club, an ally team. They’re keen to help, but they’re mainly just a bunch of kids (possibly kids in their late teens or early twenties, but still).": "Your fan club, an ally team. They’re keen to help, but they’re mainly just a bunch of kids (possibly kids in their late teens or early twenties, but still).", + "LOLweb, a hacker. They track the organisation’s web activity and try to hinder it but don’t believe in monsters.": "LOLweb, a hacker. They track the organisation’s web activity and try to hinder it but don’t believe in monsters.", + "Faruq, an office worker in the organisation. He also feels there’s something wrong but is too afraid to act openly about it.": "Faruq, an office worker in the organisation. He also feels there’s something wrong but is too afraid to act openly about it.", + "Grethel, a government official. She keeps track of various supernatural occurrences and organisations that deal with them.": "Grethel, a government official. She keeps track of various supernatural occurrences and organisations that deal with them.", + "Organisation ex-members. Each of them has seen a bit of bad things that happen there and can help you piece together the bigger picture.": "Organisation ex-members. Each of them has seen a bit of bad things that happen there and can help you piece together the bigger picture.", + "Independent hunters. Far less experienced than you but sometimes can do things you can’t due to being observed by the organisation.": "Independent hunters. Far less experienced than you but sometimes can do things you can’t due to being observed by the organisation.", + "Soyfly, a pixie. She knows a lot of recent gossip about the Wild Hunt.": "Soyfly, a pixie. She knows a lot of recent gossip about the Wild Hunt.", + "Althea, a private aviator. She believes the sky should be free for everyone, not just some creepy horsemen.": "Althea, a private aviator. She believes the sky should be free for everyone, not just some creepy horsemen.", + "Caragh, a banshee. She once rode with the Hunt and now helps other fugitives, but never reveals how she escaped.": "Caragh, a banshee. She once rode with the Hunt and now helps other fugitives, but never reveals how she escaped.", + "New Start, an NGO that helps refugees. They focus on political and war refugees, but allow you to use their facilities.": "New Start, an NGO that helps refugees. They focus on political and war refugees, but allow you to use their facilities.", + "The Savage Ride, the Wild Hunt’s rivals. They’ll do anything to hinder the Hunt, but are violent and fickle themselves.": "The Savage Ride, the Wild Hunt’s rivals. They’ll do anything to hinder the Hunt, but are violent and fickle themselves." } \ No newline at end of file diff --git a/Monster of the Week Official/translations/fi.json b/Monster of the Week Official/translations/fi.json index 8ea5a9fb25..01472cdba7 100644 --- a/Monster of the Week Official/translations/fi.json +++ b/Monster of the Week Official/translations/fi.json @@ -1192,7 +1192,6 @@ "custom-move-name": "Name", "custom-move-description": "Description", "custom-gear": "Playbook Gear", - "start_newstuff": "", "unused": "Unused", "all": "All", "starting": "Starting", @@ -1290,7 +1289,7 @@ "eos-ref": "At the end of each session, the Keeper will ask the following questions:
    • Did we conclude the current mystery?
    • Did we save someone from certain death (or worse)?
    • Did we learn something new and important about the world?
    • Did we learn something new and important about one of the hunters?
    If you get one or two \"Yes\" answers, mark one experience. If you get three or four, mark two.", "pick-book": "Pick Your Playbook", "pick-book-desc": "Pick your playbook using the menu in the upper right corner or the buttons in the lists below. Once you pick a playbook, starting stats options are found at the bottom of the first main column (not including the stats column).", - "motw-books": "Monster of the Week Revised Edition Playbooks", + "motw-books": "Monster of the Week Hardcover Edition Playbooks", "chosen-desc": "A once-ordinary person who discovered they have a special destiny, and who has been given the power to accomplish it. The Chosen is good in a fight, with some weird powers. E.g. Buffy from Buffy the Vampire Slayer.", "crooked-desc": "A criminal turned monster hunter, haunted by their past and enemies. The Crooked is good in social situations and has a lot of contacts. E.g. Anna Valmont from The Dresden Files, Peter Bishop from Fringe.", "divine-desc": "An agent of a higher power, with a mission to fulfill. The Divine is very tough and has been granted holy powers. E.g. Castiel from Supernatural; Michael Carpenter from The Dresden Files.", @@ -1621,6 +1620,7 @@ "animating-force": "Animating Force", "animating-force-desc": "There is a force that gives you life, which cannot harm you. You do not eat, breathe, drink, or heal naturally. Instead, repair yourself with your recharge move. Pick an energy type:", "lightning": "Lightning", + "fire": "Fire", "music": "Music", "clockwork": "Clockwork", "orgone": "Orgone", @@ -1686,7 +1686,6 @@ "hardcase2020-move6": "Inspired Guesswork: When you investigate a mystery, you may spend 1 Fire to add 1 extra hold. The extra question must be about powers, motivations, or weaknesses.", "hardcase2020-move7": "Stone Cold: You never really get ruffled by danger. Gain +1 whenever pain or fear requires you act under pressure. Your nearby allies also gain this bonus against pain and fear, as long as you keep it together.", "hardcase2020-move8": "Weapon Master: When you take possession of a new weapon you may add, remove, or change one tag. This change only applies for you. When you get this move, apply it to all your current weapons.", - "fire": "Fire", "calm": "Calm", "raging": "Raging", "hardcase-vehicles": "Vehicles", @@ -1716,5 +1715,610 @@ "hardcase2020-gear22": "A spell formula, written on a napkin", "hardcase2020-advance1": "Your Fire track increases to 13 boxes.", "constructed-unstable": "You get 10 harm boxes and do not become unstable.", - "end_newstuff": "" + "team-playbooks": "Team Playbooks", + "team-playbook-choice": "Choose a Team Playbook", + "Team Playbook": "Team Playbook", + "Agents in Black": "Agents in Black", + "Always on the Road": "Always on the Road", + "The Chosen One and Entourage": "The Chosen One and Entourage", + "Guardians of the Borderland": "Guardians of the Borderland", + "IMPS (International Monster and Paranormal Service)": "IMPS (International Monster and Paranormal Service)", + "Interdimensional Crisis Team": "Interdimensional Crisis Team", + "The Last Survivors": "The Last Survivors", + "League of Double Lives": "League of Double Lives", + "Mercenaries": "Mercenaries", + "Mystery Club": "Mystery Club", + "The Night Shift": "The Night Shift", + "Suburban Watch Group": "Suburban Watch Group", + "Touring Band": "Touring Band", + "Whistleblowers": "Whistleblowers", + "Wild Hunt Fugitives": "Wild Hunt Fugitives", + "pick-teambook-desc": "Pick your team playbook using the menu in the upper right corner or the buttons in the lists below.", + "This team playbook has the hunters working for the Bureau—a clandestine organisation dedicated to hiding the existence of monsters and the supernatural from the general public.": "This team playbook has the hunters working for the Bureau—a clandestine organisation dedicated to hiding the existence of monsters and the supernatural from the general public.", + "You’re a travelling hunter team. Every week is a new town with a new problem.": "You’re a travelling hunter team. Every week is a new town with a new problem.", + "This team centres on a Chosen One and their friends who help with monster hunting. There’s also room for a mentor.": "This team centres on a Chosen One and their friends who help with monster hunting. There’s also room for a mentor.", + "This team playbook has the hunters as wardens of a liminal region: somewhere where the borders of the world are thin, where monsters and magic can slip through and cause trouble.": "This team playbook has the hunters as wardens of a liminal region: somewhere where the borders of the world are thin, where monsters and magic can slip through and cause trouble.", + "The International Monster and Paranormal Service (IMPS) was created to keep humanity safe from supernatural threats. It’s not clear who funds them, although most people assume it’s some kind of United Nations agency. IMPS isn’t secret, but they keep things as quiet as possible This team playbook sets your hunters as one of the elite IMPS teams that travels the world to deal with monster incidents.": "The International Monster and Paranormal Service (IMPS) was created to keep humanity safe from supernatural threats. It’s not clear who funds them, although most people assume it’s some kind of United Nations agency. IMPS isn’t secret, but they keep things as quiet as possible This team playbook sets your hunters as one of the elite IMPS teams that travels the world to deal with monster incidents.", + "Your world isn’t the only one that needs monster hunting help from time to time. And when others do, you travel through portals, loopholes, and other oddities to help. Interdimensional Crisis Team perfectly fits over-the-top, parody games. More serious stories about interdimensional problems are handled better by Guardians of the Borderland.": "Your world isn’t the only one that needs monster hunting help from time to time. And when others do, you travel through portals, loopholes, and other oddities to help. Interdimensional Crisis Team perfectly fits over-the-top, parody games. More serious stories about interdimensional problems are handled better by Guardians of the Borderland.", + "This hunter team were the only people who lived through a terrible (maybe even apocalyptic) battle. You had many allies at your side, but they didn’t make it.": "This hunter team were the only people who lived through a terrible (maybe even apocalyptic) battle. You had many allies at your side, but they didn’t make it.", + "You’re monster hunters but also important society members in a city. Your ties to the society give you various forms of influence but also mean you somehow have to manage two lives at once. The world isn’t ready to learn about your monster hunting and even less about the monsters themselves.": "You’re monster hunters but also important society members in a city. Your ties to the society give you various forms of influence but also mean you somehow have to manage two lives at once. The world isn’t ready to learn about your monster hunting and even less about the monsters themselves.", + "This team playbook has the hunters working for hire. They save people and hunt monsters, sure, but they also want to get paid at the end of the day.": "This team playbook has the hunters working for hire. They save people and hunt monsters, sure, but they also want to get paid at the end of the day.", + "This is a hunter team of investigators, with a focus on less horrific and more comedic mysteries. This particularly suits games with younger players, or younger hunters. This team playbook strongly pushes the game towards silliness and jokes, so be sure you’re ready for that if you’re considering taking it.": "This is a hunter team of investigators, with a focus on less horrific and more comedic mysteries. This particularly suits games with younger players, or younger hunters. This team playbook strongly pushes the game towards silliness and jokes, so be sure you’re ready for that if you’re considering taking it.", + "This team playbook has the hunters comprising the night shift at a workplace. A workplace that gets way more than its fair share of supernatural problems.": "This team playbook has the hunters comprising the night shift at a workplace. A workplace that gets way more than its fair share of supernatural problems.", + "This is a group of hunters who began as regular folks looking out for their local neighbourhood or town. It emphasises relationships outside of monster hunting and a focus on normal life as well as your adventures.": "This is a group of hunters who began as regular folks looking out for their local neighbourhood or town. It emphasises relationships outside of monster hunting and a focus on normal life as well as your adventures.", + "This team is a band, eternally on tour. Everywhere you have a gig booked, it seems like something bad is going down. Between sound check and putting on the show, you gotta deal with whatever is eating people in this town.": "This team is a band, eternally on tour. Everywhere you have a gig booked, it seems like something bad is going down. Between sound check and putting on the show, you gotta deal with whatever is eating people in this town.", + "All the hunters in your team are members of a monster hunting organisation, and you start suspecting there’s something fishy about this group. This team playbook shares many elements of the Initiate and Professional playbooks because it essentially represents playing an entire team of Initiates and/or Professionals. You shouldn’t choose those playbooks when playing as the Whistleblowers—unless the Keeper agrees some characters belong to a different organisation as well, which might make the situation even more messy.": "All the hunters in your team are members of a monster hunting organisation, and you start suspecting there’s something fishy about this group. This team playbook shares many elements of the Initiate and Professional playbooks because it essentially represents playing an entire team of Initiates and/or Professionals. You shouldn’t choose those playbooks when playing as the Whistleblowers—unless the Keeper agrees some characters belong to a different organisation as well, which might make the situation even more messy.", + "You joined or were abducted by the Wild Hunt. You gained some supernatural skills while riding with it, but then escaped it. Now you use your experience to hunt monsters, evade the Hunt and, maybe, destroy it one day.": "You joined or were abducted by the Wild Hunt. You gained some supernatural skills while riding with it, but then escaped it. Now you use your experience to hunt monsters, evade the Hunt and, maybe, destroy it one day.", + "Getting Started": "Getting Started", + "Determine the nature of the Event.": "Determine the nature of the Event.", + "Decide the history between you and the Wild Hunt.": "Decide the history between you and the Wild Hunt.", + "Pick your style (and associated improvement question).": "Pick your style (and associated improvement question).", + "Figure out the nature of the Bureau.": "Figure out the nature of the Bureau.", + "Create your city.": "Create your city.", + "Pick your obligations.": "Pick your obligations.", + "Come up with a band name.": "Come up with a band name.", + "Pick a starting team ally.": "Pick a starting team ally.", + "Customize the organisation.": "Customize the organisation.", + "Pick your starting team move and 2 boxes of assets.": "Pick your starting team move and 2 boxes of assets.", + "Pick a starting team ally, move, and assets.": "Pick a starting team ally, move, and assets.", + "Pick a starting team enemy, ally, move, and 2 boxes of assets.": "Pick a starting team enemy, ally, move, and 2 boxes of assets.", + "Put on some music and hit the road.": "Put on some music and hit the road.", + "Await the next weird prophecy.": "Await the next weird prophecy.", + "Check the boundaries for incursions.": "Check the boundaries for incursions.", + "Report for your mission briefing.": "Report for your mission briefing.", + "Prepare for the next disaster.": "Prepare for the next disaster.", + "Ponder your responsibilities, as you await the call.": "Ponder your responsibilities, as you await the call.", + "See who’s hiring today.": "See who’s hiring today.", + "Next meeting is at the clubroom on Tuesday afternoon.": "Next meeting is at the clubroom on Tuesday afternoon.", + "Clock in and prepare for another night of drudgery.": "Clock in and prepare for another night of drudgery.", + "Walk the streets. Keep an eye out for evildoers.": "Walk the streets. Keep an eye out for evildoers.", + "You have half an hour before we fly to the next city. Soundcheck at 7, you’re on at 8.": "You have half an hour before we fly to the next city. Soundcheck at 7, you’re on at 8.", + "Snoop around the boss’s office while they’re in a meeting.": "Snoop around the boss’s office while they’re in a meeting.", + "Stay wary, that sounded like howls in the wind.": "Stay wary, that sounded like howls in the wind.", + "The Bureau": "The Bureau", + "Prompts": "Prompts", + "The Bureau setup is determined by the group. Record your answers to these prompts in the Notes section below.": "The Bureau setup is determined by the group. Record your answers to these prompts in the Notes section below.", + "If you have a hunter who belongs to an organisation already—like a Professional or an Initiate—you may combine their setup with the Bureau setup. Figure out how the two perspectives work for your Bureau. If you don’t like that idea, you can also keep them separate (which will lead to its own drama with split loyalties and rivalries).": "If you have a hunter who belongs to an organisation already—like a Professional or an Initiate—you may combine their setup with the Bureau setup. Figure out how the two perspectives work for your Bureau. If you don’t like that idea, you can also keep them separate (which will lead to its own drama with split loyalties and rivalries).", + "Now determine the nature of the Bureau:": "Now determine the nature of the Bureau:", + "Is the Bureau an open, covert, or secret organisation? An open Bureau exists openly but has a cover responsibility to distract from their real mission. A covert Bureau doesn’t explicitly hide themselves, but they try not to draw attention. A secret Bureau has no official records and operates completely in the shadows.": "Is the Bureau an open, covert, or secret organisation? An open Bureau exists openly but has a cover responsibility to distract from their real mission. A covert Bureau doesn’t explicitly hide themselves, but they try not to draw attention. A secret Bureau has no official records and operates completely in the shadows.", + "Who is your team’s handler or commanding officer and what are they like? Create your own or pick one of these:": "Who is your team’s handler or commanding officer and what are they like? Create your own or pick one of these:", + "Special Agent “Coop” is a genial, avuncular middle-aged man. He’s disorganised and often loses track of details, but he always has the team’s back.": "Special Agent “Coop” is a genial, avuncular middle-aged man. He’s disorganised and often loses track of details, but he always has the team’s back.", + "Special Agent “Star” is a harsh boss. She doesn’t really seem to like you, and you never seem to measure up to her standards of “perfection plus.” She runs everything by the book (this can be good or bad for you).": "Special Agent “Star” is a harsh boss. She doesn’t really seem to like you, and you never seem to measure up to her standards of “perfection plus.” She runs everything by the book (this can be good or bad for you).", + "Provisional Special Agent “Fireball” is young and excitable. They prefer you deal with problems in a scorched earth style, without regard for consequences. That is also their management style.": "Provisional Special Agent “Fireball” is young and excitable. They prefer you deal with problems in a scorched earth style, without regard for consequences. That is also their management style.", + "Who do you think is really running the Bureau? The government? A secret global government? Some other government? A billionaire? A secret conspiracy dating back to Uruk’s priesthood? Something else?": "Who do you think is really running the Bureau? The government? A secret global government? Some other government? A billionaire? A secret conspiracy dating back to Uruk’s priesthood? Something else?", + "The Event": "The Event", + "What is the terrible situation you all survived together?": "What is the terrible situation you all survived together?", + "A concerted assault by monsters, as you took shelter in an isolated cabin.": "A concerted assault by monsters, as you took shelter in an isolated cabin.", + "A single terrifying monster invaded your homes.": "A single terrifying monster invaded your homes.", + "It was the only chance to avert an apocalypse.": "It was the only chance to avert an apocalypse.", + "An invasion from another dimension.": "An invasion from another dimension.", + "People around you were transformed into monsters.": "People around you were transformed into monsters.", + "You were strangers in a small town filled with murderous monsters, on festival day.": "You were strangers in a small town filled with murderous monsters, on festival day.", + "Something else:": "Something else:", + "Decide who the allies were who fought alongside you and died in battle. Each hunter picks one.": "Decide who the allies were who fought alongside you and died in battle. Each hunter picks one.", + "A monster hunting teammate.": "A monster hunting teammate.", + "Your spouse or lover.": "Your spouse or lover.", + "Your sibling.": "Your sibling.", + "A parent.": "A parent.", + "A child.": "A child.", + "Your mentor.": "Your mentor.", + "Your protégée.": "Your protégée.", + "Your dog (or other pet).": "Your dog (or other pet).", + "Someone else:": "Someone else:", + "Then decide how you saved the day in the end. Whatever it was, it came at great personal cost (beyond the loss you just chose).": "Then decide how you saved the day in the end. Whatever it was, it came at great personal cost (beyond the loss you just chose).", + "The City": "The City", + "The city you all protect will be an important aspect of the story, more of a collective character of your mysteries than just a background element. Each player should choose one key aspect of the city from one of the following lists. Balance between good and bad things as fits the mood of your campaign.": "The city you all protect will be an important aspect of the story, more of a collective character of your mysteries than just a background element. Each player should choose one key aspect of the city from one of the following lists. Balance between good and bad things as fits the mood of your campaign.", + "Good things": "Good things", + "Cozy": "Cozy", + "Affluent": "Affluent", + "Good social care": "Good social care", + "Proud of its past": "Proud of its past", + "Lots of monuments": "Lots of monuments", + "Highly ecological": "Highly ecological", + "Transparent politics": "Transparent politics", + "Technological hub": "Technological hub", + "The nation’s main transport hub": "The nation’s main transport hub", + "Protected by benevolent magic": "Protected by benevolent magic", + "Beloved by travel vloggers": "Beloved by travel vloggers", + "An extremely famous mayor": "An extremely famous mayor", + "A university with unique departments": "A university with unique departments", + "Other:": "Other:", + "Bad things": "Bad things", + "Alienating": "Alienating", + "Poor": "Poor", + "Big social inequality": "Big social inequality", + "Shameful past": "Shameful past", + "Nothing worth sightseeing": "Nothing worth sightseeing", + "Highly polluted": "Highly polluted", + "Shady politics": "Shady politics", + "No prospects for the future": "No prospects for the future", + "Shady military bases": "Shady military bases", + "Gangs that terrorize the entire region": "Gangs that terrorize the entire region", + "Believed to bring bad luck": "Believed to bring bad luck", + "Struck by a powerful curse": "Struck by a powerful curse", + "Obligations": "Obligations", + "Your social status carries some obligations with it. At the beginning of a mystery, the Keeper holds 3. They can spend 1 hold to introduce one of the obligations. When it’s introduced, at least half of you must attend, otherwise you can lose allies or tempt mundane people to investigate your lives.": "Your social status carries some obligations with it. At the beginning of a mystery, the Keeper holds 3. They can spend 1 hold to introduce one of the obligations. When it’s introduced, at least half of you must attend, otherwise you can lose allies or tempt mundane people to investigate your lives.", + "Choose or create two obligations you have:": "Choose or create two obligations you have:", + "Attending parties and balls.": "Attending parties and balls.", + "Attending important conferences.": "Attending important conferences.", + "Ceremonially opening new buildings.": "Ceremonially opening new buildings.", + "Meeting children at schools.": "Meeting children at schools.", + "Tutoring promising students one on one.": "Tutoring promising students one on one.", + "Appearing on TV.": "Appearing on TV.", + "The Organisation": "The Organisation", + "You create the details about your organisation, choosing options from the following lists. Things you suspect can pertain either to the organisation as a whole or to an influential group within it. At least two of the things you suspect are true, the Keeper decides which ones.": "You create the details about your organisation, choosing options from the following lists. Things you suspect can pertain either to the organisation as a whole or to an influential group within it. At least two of the things you suspect are true, the Keeper decides which ones.", + "Official goals": "Official goals", + "(choose one or two)": "(choose one or two)", + "Slay monsters": "Slay monsters", + "Contain monsters": "Contain monsters", + "Govern safe use of magic": "Govern safe use of magic", + "Research monsters": "Research monsters", + "Research paranatural phenomena": "Research paranatural phenomena", + "Keep monsters and magic secret": "Keep monsters and magic secret", + "Goal you suspect": "Goal you suspect", + "(choose one)": "(choose one)", + "Training an army of monsters": "Training an army of monsters", + "Creating new monsters": "Creating new monsters", + "Stealing the monsters’ powers": "Stealing the monsters’ powers", + "Keeping all magic to themselves": "Keeping all magic to themselves", + "Taking over the world": "Taking over the world", + "Destroying the world": "Destroying the world", + "Official resources": "Official resources", + "(choose two)": "(choose two)", + "Ancient lore": "Ancient lore", + "Modernised": "Modernised", + "Chapters everywhere": "Chapters everywhere", + "Secular power": "Secular power", + "Rich": "Rich", + "Rigorous training": "Rigorous training", + "Offices all over the place": "Offices all over the place", + "Good intel": "Good intel", + "Support teams": "Support teams", + "Suspected resources": "Suspected resources", + "Demonology": "Demonology", + "Necromancy": "Necromancy", + "Deals with monsters": "Deals with monsters", + "Manipulated minions": "Manipulated minions", + "Manipulated cultists": "Manipulated cultists", + "Bribed officials": "Bribed officials", + "Sacrificing members": "Sacrificing members", + "Obvious flaws": "Obvious flaws", + "Tradition-bound": "Tradition-bound", + "Paranoid and secretive": "Paranoid and secretive", + "Closed hierarchy": "Closed hierarchy", + "Strict laws": "Strict laws", + "Mystical oaths": "Mystical oaths", + "Bureaucratic": "Bureaucratic", + "Hostile superiors": "Hostile superiors", + "Take-no-prisoners policy": "Take-no-prisoners policy", + "Live capture policy": "Live capture policy", + "Suspected flaws": "Suspected flaws", + "Total obedience": "Total obedience", + "Tyrannical leaders": "Tyrannical leaders", + "Protects member criminals": "Protects member criminals", + "The Wild Hunt": "The Wild Hunt", + "You were part of the Wild Hunt, a group of violent fey and spirits riding the world and striking fear into the hearts of people. Detail the Wild Hunt here.": "You were part of the Wild Hunt, a group of violent fey and spirits riding the world and striking fear into the hearts of people. Detail the Wild Hunt here.", + "Who Rides With The Hunt?": "Who Rides With The Hunt?", + "Elves": "Elves", + "Trolls": "Trolls", + "Demons": "Demons", + "Wraiths": "Wraiths", + "Banshees": "Banshees", + "Werewolves": "Werewolves", + "Something Else": "Something Else", + "The Wild Hunt has a leader, probably a king or a queen. Give them a name or a title:": "The Wild Hunt has a leader, probably a king or a queen. Give them a name or a title:", + "Choose or invent their impressive powers, at least two:": "Choose or invent their impressive powers, at least two:", + "Grant immortality": "Grant immortality", + "Grant lycanthropy": "Grant lycanthropy", + "Steal emotion": "Steal emotion", + "See destinies": "See destinies", + "Set destinies": "Set destinies", + "Control weather": "Control weather", + "Grant sentience to animals": "Grant sentience to animals", + "Grant sentience to weapons": "Grant sentience to weapons", + "Why were you a part of the Wild Hunt?": "Why were you a part of the Wild Hunt?", + "Each player can choose a different answer:": "Each player can choose a different answer:", + "I was kidnapped by the Hunt": "I was kidnapped by the Hunt", + "I sold my soul to the Hunt": "I sold my soul to the Hunt", + "I wanted to ride with the Hunt": "I wanted to ride with the Hunt", + "I’m a supernatural creature who’s a part of the Hunt": "I’m a supernatural creature who’s a part of the Hunt", + "Something else": "Something else", + "Then all of you escaped, sick with the Hunt’s atrocities or their treatment of you.": "Then all of you escaped, sick with the Hunt’s atrocities or their treatment of you.", + "How Did You Escape?": "How Did You Escape?", + "How did you escape?": "How did you escape?", + "With a clever plan": "With a clever plan", + "By sheer luck": "By sheer luck", + "With outside help": "With outside help", + "Thanks to a loophole in your fae contract": "Thanks to a loophole in your fae contract", + "The Wild Hunt keeps looking for you. How do they do it?": "The Wild Hunt keeps looking for you. How do they do it?", + "Choose two ways:": "Choose two ways:", + "They give other monsters this in exchange for information.": "They give other monsters this in exchange for information.", + "They track the internet, but they can’t monitor one part of it:": "They track the internet, but they can’t monitor one part of it:", + "They can see you when you’re outside in one type of weather, namely:": "They can see you when you’re outside in one type of weather, namely:", + "They sense you when you use magic unless you take a precaution, namely:": "They sense you when you use magic unless you take a precaution, namely:", + "What will the Wild Hunt do if they find you?": "What will the Wild Hunt do if they find you?", + "Kill you.": "Kill you.", + "Torment you.": "Torment you.", + "Make you join the Hunt again.": "Make you join the Hunt again.", + "Make you slaves.": "Make you slaves.", + "Notes": "Notes", + "Team Moves": "Team Moves", + "Choose your team moves from this list. The first one is a good default choice:": "Choose your team moves from this list. The first one is a good default choice:", + "Memory Eraser: You have been issued handheld devices to erase memories from civilians. When you target a person and activate the device, say how many hours you want to erase (1–6) and roll +Weird. On a 10+, those memories are gone. On a 7–9, the memories are gone but the target knows something strange happened.": "Memory Eraser: You have been issued handheld devices to erase memories from civilians. When you target a person and activate the device, say how many hours you want to erase (1–6) and roll +Weird. On a 10+, those memories are gone. On a 7–9, the memories are gone but the target knows something strange happened.", + "Authority Override: If local officials are causing trouble, you can get them pulled off the case. This may—of course—make them more suspicious.": "Authority Override: If local officials are causing trouble, you can get them pulled off the case. This may—of course—make them more suspicious.", + "Containment Field Projector: Place the projector and activate it, choosing a range from 1–20 meters. A spherical shield is created, allowing nothing in or out. Lasts until deactivated by remote or in an hour when the battery runs out. There’s time to get out of the zone, but only just.": "Containment Field Projector: Place the projector and activate it, choosing a range from 1–20 meters. A spherical shield is created, allowing nothing in or out. Lasts until deactivated by remote or in an hour when the battery runs out. There’s time to get out of the zone, but only just.", + "Anonymity: Your identity isn’t traceable via official databases or records. Enemies or bystanders can’t find out anything about your history through any official channels. Additionally, any distinguishing features are removed from photo, videos, or voice recordings of you when they’re processed by any regular computer or phone.": "Anonymity: Your identity isn’t traceable via official databases or records. Enemies or bystanders can’t find out anything about your history through any official channels. Additionally, any distinguishing features are removed from photo, videos, or voice recordings of you when they’re processed by any regular computer or phone.", + "Not Right: You all have a creepy, uncanny valley style aura or look that counts as a reason for manipulating a bystander with threats.": "Not Right: You all have a creepy, uncanny valley style aura or look that counts as a reason for manipulating a bystander with threats.", + "Something Different: Take a move from another team playbook.": "Something Different: Take a move from another team playbook.", + "Change Team Style: Pick a new team style. You now use that one instead of the one you first chose.": "Change Team Style: Pick a new team style. You now use that one instead of the one you first chose.", + "Home Away from Home: Whenever you arrive in a new town, you immediately find a motel and a cafe that are friendly and welcoming. One or the other will turn out to have a connection to the mystery that brought you here, even if just by having a bystander come by.": "Home Away from Home: Whenever you arrive in a new town, you immediately find a motel and a cafe that are friendly and welcoming. One or the other will turn out to have a connection to the mystery that brought you here, even if just by having a bystander come by.", + "Geniality: When you meet a new person in a town you haven’t visited before, roll +Charm. On a 10+, they are well-disposed towards you. On a 7–9, they’re still well-disposed but the Keeper chooses one: they are marked for trouble, or they conceal something from the hunters. Additionally, when you return to a town you have already visited, you always run into the people you befriended previously.": "Geniality: When you meet a new person in a town you haven’t visited before, roll +Charm. On a 10+, they are well-disposed towards you. On a 7–9, they’re still well-disposed but the Keeper chooses one: they are marked for trouble, or they conceal something from the hunters. Additionally, when you return to a town you have already visited, you always run into the people you befriended previously.", + "Handy: You’re all good at fixing stuff. Anything broken or messed up in the course of a mystery is repaired and ready to go before the next one. Gear or assets that would be described as “totally destroyed” still need to be replaced.": "Handy: You’re all good at fixing stuff. Anything broken or messed up in the course of a mystery is repaired and ready to go before the next one. Gear or assets that would be described as “totally destroyed” still need to be replaced.", + "No-stick: You’ve had yourselves removed from official and law enforcement databases. You don’t have to worry about “misunderstandings” from previous towns getting in the way of your hunts (unless someone got annoyed enough to make it a personal vendetta).": "No-stick: You’ve had yourselves removed from official and law enforcement databases. You don’t have to worry about “misunderstandings” from previous towns getting in the way of your hunts (unless someone got annoyed enough to make it a personal vendetta).", + "Monster Journals: When a mystery reminds you of something you encountered before, consult your notes and tell the Keeper what you think is the same. The Keeper will say if you got it right.If you’re correct, take +1 forward to investigate a mystery. If you’re wrong but had a good idea, take +1 forward to read a bad situation. If you’re totally off base, the Keeper holds 1 to put you in a tight spot.": "Monster Journals: When a mystery reminds you of something you encountered before, consult your notes and tell the Keeper what you think is the same. The Keeper will say if you got it right.

    If you’re correct, take +1 forward to investigate a mystery. If you’re wrong but had a good idea, take +1 forward to read a bad situation. If you’re totally off base, the Keeper holds 1 to put you in a tight spot.", + "Ancient Visions: An ancient ritual, to be conducted regularly, gives the whole team access to some of the visions sent to the Chosen One. Once per mystery, each hunter may ask the Keeper a question about anything they want. The Keeper answers with a vision or dream: obscure and vague, but true.": "Ancient Visions: An ancient ritual, to be conducted regularly, gives the whole team access to some of the visions sent to the Chosen One. Once per mystery, each hunter may ask the Keeper a question about anything they want. The Keeper answers with a vision or dream: obscure and vague, but true.", + "Armoury of the Chosen: You gain a cache of special weapons used by previous Chosen Ones. The Keeper should design a lesser version of the Chosen One’s special weapon, which all other members of the team may use. When this is unlocked, the Chosen One may change or add a tag on their special weapon.": "Armoury of the Chosen: You gain a cache of special weapons used by previous Chosen Ones. The Keeper should design a lesser version of the Chosen One’s special weapon, which all other members of the team may use. When this is unlocked, the Chosen One may change or add a tag on their special weapon.", + "Handing on the Torch: When you select this, designate another character as the next Chosen One. When the current Chosen One dies, that character may change to the Chosen playbook whenever they are ready. The new Chosen One designates the next heir when they find a worthy successor.": "Handing on the Torch: When you select this, designate another character as the next Chosen One. When the current Chosen One dies, that character may change to the Chosen playbook whenever they are ready. The new Chosen One designates the next heir when they find a worthy successor.", + "Friends Stick Together: Once per mystery, a hunter may call the rest of the team to their current location. Everyone arrives as soon as they potentially can (based on their last known position and when we saw them there). That can be “right this instant,” if at all possible.": "Friends Stick Together: Once per mystery, a hunter may call the rest of the team to their current location. Everyone arrives as soon as they potentially can (based on their last known position and when we saw them there). That can be “right this instant,” if at all possible.", + "Wyrd’s Favour: When you choose this team move, all hunters erase 1 spent Luck point. If you haven’t spent any Luck yet, add a new Luck box instead.": "Wyrd’s Favour: When you choose this team move, all hunters erase 1 spent Luck point. If you haven’t spent any Luck yet, add a new Luck box instead.", + "Otherworldly Intuition: When you encounter something from another world, you recognise that they don’t belong here. When you encounter a place where another world is accessible, you are aware of it and may stop at the threshold.": "Otherworldly Intuition: When you encounter something from another world, you recognise that they don’t belong here. When you encounter a place where another world is accessible, you are aware of it and may stop at the threshold.", + "Wardens: Once per mystery while you’re defending a portal, wall, or border, you may ignore all harm from a single source, or treat a roll as if you rolled a 12. This works just as if you spent a Luck, except it doesn’t trigger your special move.": "Wardens: Once per mystery while you’re defending a portal, wall, or border, you may ignore all harm from a single source, or treat a roll as if you rolled a 12. This works just as if you spent a Luck, except it doesn’t trigger your special move.", + "Outer Speech: You have a knack for the languages of the multiverse. You can always understand, and make yourself understood, when you’re talking to denizens from beyond. This is mainly the general sense of things—some details might get lost along the way.": "Outer Speech: You have a knack for the languages of the multiverse. You can always understand, and make yourself understood, when you’re talking to denizens from beyond. This is mainly the general sense of things—some details might get lost along the way.", + "Walkers between Worlds: At a suitable liminal site, you know how to step between worlds. Describe how you open the way and roll +Weird. On a 10+, you’re walking to the place you intended, but the way may be difficult. On a 7–9, choose one: you’re on the right path in immediate danger, or you find yourself lost and in the wrong place. On a 6 or less, you’re lost and in big trouble. If more than one of the hunters is using this move together, only make one roll: the hunter with the worst Weird score rolls (but they may accept help).": "Walkers between Worlds: At a suitable liminal site, you know how to step between worlds. Describe how you open the way and roll +Weird. On a 10+, you’re walking to the place you intended, but the way may be difficult. On a 7–9, choose one: you’re on the right path in immediate danger, or you find yourself lost and in the wrong place. On a 6 or less, you’re lost and in big trouble. If more than one of the hunters is using this move together, only make one roll: the hunter with the worst Weird score rolls (but they may accept help).", + "Outsider Knack: Once per visit to another world, you may use a trick or ability from Earth to gain an advantage. The advantage allows you to roll one move using three dice, selecting the best two for your result.": "Outsider Knack: Once per visit to another world, you may use a trick or ability from Earth to gain an advantage. The advantage allows you to roll one move using three dice, selecting the best two for your result.", + "Drilled Coordination: All team members get +1 ongoing when helping out another team member.": "Drilled Coordination: All team members get +1 ongoing when helping out another team member.", + "Comms: You have systems that keep you constantly in voice contact, regardless of where in the world you each may be. Not guaranteed to work in shielded spaces, deep underground, beyond magical portals, or on other worlds.": "Comms: You have systems that keep you constantly in voice contact, regardless of where in the world you each may be. Not guaranteed to work in shielded spaces, deep underground, beyond magical portals, or on other worlds.", + "Recognised IMPS Team: Wherever in the world you are, you have authority to deal with supernatural events. Local officials will—in general—cooperate with you fully. Does not apply in nations outside the IMPS treaty.": "Recognised IMPS Team: Wherever in the world you are, you have authority to deal with supernatural events. Local officials will—in general—cooperate with you fully. Does not apply in nations outside the IMPS treaty.", + "Rapid Deployment: IMPS has quick-response vehicles able to deliver you (or other IMPS assets) anywhere in the world, extremely quickly. They may also be used to make a fast exit from bad situations.": "Rapid Deployment: IMPS has quick-response vehicles able to deliver you (or other IMPS assets) anywhere in the world, extremely quickly. They may also be used to make a fast exit from bad situations.", + "Memories of the Fallen: When a hunter on the team dies in the line of duty, or retires from IMPS and monster hunting, all remaining team members erase a used Luck mark.": "Memories of the Fallen: When a hunter on the team dies in the line of duty, or retires from IMPS and monster hunting, all remaining team members erase a used Luck mark.", + "Global Crisis: Once per mystery, each of you can read a bad situation treating an entire world as the bad situation, including asking about the best way in or out.": "Global Crisis: Once per mystery, each of you can read a bad situation treating an entire world as the bad situation, including asking about the best way in or out.", + "Surge of Magic: Each of you holds 1 when you enter a new world. You can spend this hold to get an automatic result of 10 on a Weird move roll or to learn a useful big magic ritual known only in this world.": "Surge of Magic: Each of you holds 1 when you enter a new world. You can spend this hold to get an automatic result of 10 on a Weird move roll or to learn a useful big magic ritual known only in this world.", + "Otherworldly: You make your strangeness in other worlds work to your advantage in interpersonal situations. “I’m from another world” works as a reason for people to do as you ask when you manipulate someone.": "Otherworldly: You make your strangeness in other worlds work to your advantage in interpersonal situations. “I’m from another world” works as a reason for people to do as you ask when you manipulate someone.", + "A Multiverse of Friends: Three times per mystery, a friend you’ve made in an alternate universe can help one of you with a task as if they rolled 10+ to help out. They either manifest next to you for a moment or somehow are there in person. They can be bystanders from previous games or people from your backstories.": "A Multiverse of Friends: Three times per mystery, a friend you’ve made in an alternate universe can help one of you with a task as if they rolled 10+ to help out. They either manifest next to you for a moment or somehow are there in person. They can be bystanders from previous games or people from your backstories.", + "Determined Guardians: When one of the hunters protects a bystander, the target never takes harm: even on a miss, that bystander is totally safe. The hunter doing the protection still suffers the full effects of the roll result.": "Determined Guardians: When one of the hunters protects a bystander, the target never takes harm: even on a miss, that bystander is totally safe. The hunter doing the protection still suffers the full effects of the roll result.", + "Field Medics: When you treat an injured bystander, they are stabilised and well enough to manage until they can get proper medical attention. When you treat another hunter, pick if you heal 2-harm or stabilise them. Then they take +1 forward.": "Field Medics: When you treat an injured bystander, they are stabilised and well enough to manage until they can get proper medical attention. When you treat another hunter, pick if you heal 2-harm or stabilise them. Then they take +1 forward.", + "Checklists: Once per mystery, each hunter in need of a particular item may declare they have it. Narrate a flashback explaining why they thought to include it in their gear. If the item is especially rare, strange, or unusual (this is the Keeper’s call), then this move can’t be used again by any hunter until the next mystery.": "Checklists: Once per mystery, each hunter in need of a particular item may declare they have it. Narrate a flashback explaining why they thought to include it in their gear. If the item is especially rare, strange, or unusual (this is the Keeper’s call), then this move can’t be used again by any hunter until the next mystery.", + "Keep on Goin’: When you’re protecting bystanders from danger, any move that would prevent you from taking action due to harm, stress, or panic has its effect deferred. You can keep going for now, but once everyone is safe the full effects of what you’ve been through hit you.": "Keep on Goin’: When you’re protecting bystanders from danger, any move that would prevent you from taking action due to harm, stress, or panic has its effect deferred. You can keep going for now, but once everyone is safe the full effects of what you’ve been through hit you.", + "Shared Dangers: When you take a moment to share your worries and fears about a previous or upcoming battle with another hunter, you both choose one: heal 1-harm, or take +1 forward.": "Shared Dangers: When you take a moment to share your worries and fears about a previous or upcoming battle with another hunter, you both choose one: heal 1-harm, or take +1 forward.", + "Big Reveal: If most people around you don’t know about your secret identities, the first action you take in that scene that reveals those identities gets +1 forward. Bystanders and minions present freeze in surprise for a moment, giving you an opportunity to act before they can react.": "Big Reveal: If most people around you don’t know about your secret identities, the first action you take in that scene that reveals those identities gets +1 forward. Bystanders and minions present freeze in surprise for a moment, giving you an opportunity to act before they can react.", + "Affluent: You can get most gear easily. Specify what you need, assigning tags to the gear. If it’s a weapon, treat each harm beyond 2-harm as a separate tag; if it’s armour, treat each point of armour as a separate tag. Then roll +tags. On a miss, you get it easily. On a 7–9, you get it but raise some questions. On a 10+, either you don’t get it or you do but someone gets a clear clue about your secret identity.": "Affluent: You can get most gear easily. Specify what you need, assigning tags to the gear. If it’s a weapon, treat each harm beyond 2-harm as a separate tag; if it’s armour, treat each point of armour as a separate tag. Then roll +tags. On a miss, you get it easily. On a 7–9, you get it but raise some questions. On a 10+, either you don’t get it or you do but someone gets a clear clue about your secret identity.", + "Only When Necessary: If you manage to stop or destroy a minion without using any abilities or gear of your secret identity (including monster hunting weapons), each hunter involved marks experience. If it was a monster, mark two.": "Only When Necessary: If you manage to stop or destroy a minion without using any abilities or gear of your secret identity (including monster hunting weapons), each hunter involved marks experience. If it was a monster, mark two.", + "Shadow Selves: When one of you wants to be in two places at the same time, summon your shadow self in another place. Only one shadow self can per hunter exist at one time. The shadow self has a trait that allows others to distinguish it from you if they observe closely. Roll +Weird. On a 10+, hold 3. On a 7–9, hold 1. Spend holds to have your shadow self act as if it were you, but with –1 ongoing. When you spend the last hold, the shadow self dissolves in an obviously supernatural and unsettling way. On a miss, the shadow self appears for a moment and does something you really, really didn’t want them to do...": "Shadow Selves: When one of you wants to be in two places at the same time, summon your shadow self in another place. Only one shadow self can per hunter exist at one time. The shadow self has a trait that allows others to distinguish it from you if they observe closely. Roll +Weird. On a 10+, hold 3. On a 7–9, hold 1. Spend holds to have your shadow self act as if it were you, but with –1 ongoing. When you spend the last hold, the shadow self dissolves in an obviously supernatural and unsettling way. On a miss, the shadow self appears for a moment and does something you really, really didn’t want them to do...", + "Spending Money: If you get paid at the end of a mystery, each hunter adds 1-hold. Spend this hold in a later mystery narrate a flashback where you purchased the thing you need right now. It can be anything you could be carrying, something booked in advance (for example, a safe house or hotel room), or the use of a vehicle.": "Spending Money: If you get paid at the end of a mystery, each hunter adds 1-hold. Spend this hold in a later mystery narrate a flashback where you purchased the thing you need right now. It can be anything you could be carrying, something booked in advance (for example, a safe house or hotel room), or the use of a vehicle.", + "The B-Team: When you need to fortify a location or armour a vehicle, narrate a montage of your preparations. When you’re done, the location or vehicle provides 2-armour to all within it.": "The B-Team: When you need to fortify a location or armour a vehicle, narrate a montage of your preparations. When you’re done, the location or vehicle provides 2-armour to all within it.", + "Combat Training: When you help out another team member during combat, they may inflict +1 harm or suffer –1 harm in addition to the usual effects of your result.": "Combat Training: When you help out another team member during combat, they may inflict +1 harm or suffer –1 harm in addition to the usual effects of your result.", + "It’s Our Job: If a bystander has hired you, that counts as a reason when you manipulate them. This remains in effect in later mysteries. The Keeper may include other bystanders in the effect, if they’re part of a group you’re working for.": "It’s Our Job: If a bystander has hired you, that counts as a reason when you manipulate them. This remains in effect in later mysteries. The Keeper may include other bystanders in the effect, if they’re part of a group you’re working for.", + "The Good Ones: When you refuse to accept payment for a job, the client becomes an ally.": "The Good Ones: When you refuse to accept payment for a job, the client becomes an ally.", + "Yikes!: When a hunter is captured by a monster, minion, or phenomenon, they may ask one of the investigate a mystery or read a bad situation questions.": "Yikes!: When a hunter is captured by a monster, minion, or phenomenon, they may ask one of the investigate a mystery or read a bad situation questions.", + "Sensible Chuckle: When a hunter makes a joke (good or bad) at the expense of a monster, minion, or phenomenon, they may give another hunter on the team +1 forward.": "Sensible Chuckle: When a hunter makes a joke (good or bad) at the expense of a monster, minion, or phenomenon, they may give another hunter on the team +1 forward.", + "Earnest Do-gooders: When a hunter tells someone you are helping people and why, bystanders are more likely to do as you ask. The explanation always counts as a reason if you’re manipulating them to protect them or get them to help you.": "Earnest Do-gooders: When a hunter tells someone you are helping people and why, bystanders are more likely to do as you ask. The explanation always counts as a reason if you’re manipulating them to protect them or get them to help you.", + "Slapstick: When a hunter takes harm, they may instead have an embarrassing pratfall or accident that dodges the danger. Ignore the harm as established, and simply take 1-harm (which can’t be reduced or mitigated in any way). The hunter takes –1 forward.": "Slapstick: When a hunter takes harm, they may instead have an embarrassing pratfall or accident that dodges the danger. Ignore the harm as established, and simply take 1-harm (which can’t be reduced or mitigated in any way). The hunter takes –1 forward.", + "Disguises: When a hunter disguises themself, the disguise will not be questioned, until they do something to directly cast doubt on their appearance.": "Disguises: When a hunter disguises themself, the disguise will not be questioned, until they do something to directly cast doubt on their appearance.", + "Inventory Check: If you go looking for something that just might be in stock, roll +Weird. On a 10 or more, it’s there. On a 7–9, either you find it but there’s a cost, or you find something close enough. On a miss, you find something bad.": "Inventory Check: If you go looking for something that just might be in stock, roll +Weird. On a 10 or more, it’s there. On a 7–9, either you find it but there’s a cost, or you find something close enough. On a miss, you find something bad.", + "Corporate Database: If you use the company information systems to help investigate a mystery, take +1 hold. The Keeper tells you something disturbing you learn in addition to what you were looking for.": "Corporate Database: If you use the company information systems to help investigate a mystery, take +1 hold. The Keeper tells you something disturbing you learn in addition to what you were looking for.", + "Handbook: At the start of each mystery, each hunter may consult the employee handbook for advice. Roll a single die. On a 1, take –1 forward. On a 2, gain +1 forward to Charm. On a 3, gain +1 forward to Cool. On a 4, gain +1 forward to Sharp. On a 5, gain +1 forward to Tough. On a 6, gain +1 forward to Weird.": "Handbook: At the start of each mystery, each hunter may consult the employee handbook for advice. Roll a single die. On a 1, take –1 forward. On a 2, gain +1 forward to Charm. On a 3, gain +1 forward to Cool. On a 4, gain +1 forward to Sharp. On a 5, gain +1 forward to Tough. On a 6, gain +1 forward to Weird.", + "Uniforms: While you’re wearing your uniforms, your actions won’t be questioned unless you are indisputably out of place. For example, your burger restaurant uniforms won’t help you infiltrate a military base, and vice versa. The uniforms may also count as a reason when you try to manipulate someone.": "Uniforms: While you’re wearing your uniforms, your actions won’t be questioned unless you are indisputably out of place. For example, your burger restaurant uniforms won’t help you infiltrate a military base, and vice versa. The uniforms may also count as a reason when you try to manipulate someone.", + "Company Mascot: Take your corporate mascot as an ally. Pick one: a fellow employee with useful skills in the suit, or a supernatural being trying to keep under the radar. Decide what the mascot looks like.": "Company Mascot: Take your corporate mascot as an ally. Pick one: a fellow employee with useful skills in the suit, or a supernatural being trying to keep under the radar. Decide what the mascot looks like.", + "Earned Trust: People in your community know you, and know you mean well. They’ll generally believe what you tell them. If you ask them to do something for their own safety, they usually go along with it.": "Earned Trust: People in your community know you, and know you mean well. They’ll generally believe what you tell them. If you ask them to do something for their own safety, they usually go along with it.", + "Familiarity: When you’re checking out something in your community, you’ll always recognise right away if something has changed in an out-of-the-ordinary way. You can pick up things like a house suddenly quiet, a new tree in the park, or a stranger working at the corner store.": "Familiarity: When you’re checking out something in your community, you’ll always recognise right away if something has changed in an out-of-the-ordinary way. You can pick up things like a house suddenly quiet, a new tree in the park, or a stranger working at the corner store.", + "Domestic Wardings: You know how to protect houses from evil supernatural influences. All your homes are warded, and you may ward others too. It’s a big magic ritual requiring 24 hours, all the hunters, and a number of protective items that must be placed around the house. The wardings might be broken eventually by a concerted attack.": "Domestic Wardings: You know how to protect houses from evil supernatural influences. All your homes are warded, and you may ward others too. It’s a big magic ritual requiring 24 hours, all the hunters, and a number of protective items that must be placed around the house. The wardings might be broken eventually by a concerted attack.", + "Backyard Allies: You’ve made friends with some feral or wild animals that are smarter than normal—perhaps modern nature spirits? In any case, they can scout and spy for you, and it’s unlikely anyone will pay attention to them. They might ask you for favours too, now and then.": "Backyard Allies: You’ve made friends with some feral or wild animals that are smarter than normal—perhaps modern nature spirits? In any case, they can scout and spy for you, and it’s unlikely anyone will pay attention to them. They might ask you for favours too, now and then.", + "Craft Circle: Whenever you need a physical item as a magical requirement, you can craft a substitute together. All the hunters must take part, and you’ll need a few hours. You can replace one requirement per spell this way.": "Craft Circle: Whenever you need a physical item as a magical requirement, you can craft a substitute together. All the hunters must take part, and you’ll need a few hours. You can replace one requirement per spell this way.", + "Hit It!: If you all have your instruments ready, start playing one of your songs. Everyone and everything within earshot pauses for a moment.": "Hit It!: If you all have your instruments ready, start playing one of your songs. Everyone and everything within earshot pauses for a moment.", + "Sacred Songs of Power: You may substitute “play a mystical song” for any one use magic or big magic requirement. For use magic, one person needs to perform the song. For big magic, it must be at least two of you.": "Sacred Songs of Power: You may substitute “play a mystical song” for any one use magic or big magic requirement. For use magic, one person needs to perform the song. For big magic, it must be at least two of you.", + "Famous: You’re well known. Everywhere you go, you may call up your fans. They are a temporary ally group, type: backup (motivation: to stand with you). There will be a lot of them, but they’re just regular people—good at creating a distraction but not fighting monsters.": "Famous: You’re well known. Everywhere you go, you may call up your fans. They are a temporary ally group, type: backup (motivation: to stand with you). There will be a lot of them, but they’re just regular people—good at creating a distraction but not fighting monsters.", + "In the Groove: When you’re engaged in desperate physical action, and you describe how your move sets up another member of the band, they take +1 forward.": "In the Groove: When you’re engaged in desperate physical action, and you describe how your move sets up another member of the band, they take +1 forward.", + "Healing Vibe: Whenever the band plays a gig (no matter how big or small—there just needs to be an audience), each band member and every member of the audience either unmarks unstable or heals 1-harm.": "Healing Vibe: Whenever the band plays a gig (no matter how big or small—there just needs to be an audience), each band member and every member of the audience either unmarks unstable or heals 1-harm.", + "Something Rotten: When investigating a mystery and rolling a 7+, you can ask “How does this relate to the bad things I suspect about my organisation?” in addition to one of the usual questions.": "Something Rotten: When investigating a mystery and rolling a 7+, you can ask “How does this relate to the bad things I suspect about my organisation?” in addition to one of the usual questions.", + "Organisation’s Help: When you ask for the organisation’s help—gear, intel, or personnel—tell your superiors why you need it and roll +Charm. On a 10+, you get what you asked for. On a 7–9, you get it, but sooner or later the organisation will check up on you. On a miss, they don’t give it to you and someone in the organisation learns of your true intentions if you didn’t state them.": "Organisation’s Help: When you ask for the organisation’s help—gear, intel, or personnel—tell your superiors why you need it and roll +Charm. On a 10+, you get what you asked for. On a 7–9, you get it, but sooner or later the organisation will check up on you. On a miss, they don’t give it to you and someone in the organisation learns of your true intentions if you didn’t state them.", + "Specialized: Each of you can get +1 to a single rating (maximum +3) at the cost of –1 to a different rating (minimum –2).": "Specialized: Each of you can get +1 to a single rating (maximum +3) at the cost of –1 to a different rating (minimum –2).", + "Coordinated: Training in the organisation made you especially adept at helping each other. Your team holds 3 at the beginning at each mystery. Each of you can spend 1 to get +1 forward to help out and give the one you help +2 instead of +1 if your move is successful.": "Coordinated: Training in the organisation made you especially adept at helping each other. Your team holds 3 at the beginning at each mystery. Each of you can spend 1 to get +1 forward to help out and give the one you help +2 instead of +1 if your move is successful.", + "Power Dynamics: Add “Who’s the boss here?” and “Who doesn’t want to be a part of this?” to the list of your questions for read a bad situation and investigate a mystery.": "Power Dynamics: Add “Who’s the boss here?” and “Who doesn’t want to be a part of this?” to the list of your questions for read a bad situation and investigate a mystery.", + "Always on the Run: When you enter a new location, one of you can ask either “What’s the best way to hide here” or “What would be the best way to escape from here?” When you act on the answers, you get +1 ongoing, just as if it was a read a bad situation question.": "Always on the Run: When you enter a new location, one of you can ask either “What’s the best way to hide here” or “What would be the best way to escape from here?” When you act on the answers, you get +1 ongoing, just as if it was a read a bad situation question.", + "You Can’t Take Us: Once per mystery, each of you can treat a protect someone roll as if you rolled a 12.": "You Can’t Take Us: Once per mystery, each of you can treat a protect someone roll as if you rolled a 12.", + "Ride with the Thunder: When you race against someone having a comparable speed, you always win. When you race against someone faster or against the Wild Hunt, you can use magic to win anyway.": "Ride with the Thunder: When you race against someone having a comparable speed, you always win. When you race against someone faster or against the Wild Hunt, you can use magic to win anyway.", + "Sense of the Hunt: When a monster hunts a mortal in the area where you are (up to about 2 miles), you sense it, but without any details. You can read a bad situation to get more info on this situation, but if you fail, you get –1 ongoing to helping the hunted mortals.": "Sense of the Hunt: When a monster hunts a mortal in the area where you are (up to about 2 miles), you sense it, but without any details. You can read a bad situation to get more info on this situation, but if you fail, you get –1 ongoing to helping the hunted mortals.", + "Legend Amongst Monsters: Each of you can manipulate monsters as if you had the Dark Negotiator move. If you fail an investigate a mystery move, the monster learns it’s investigated by those who escaped the Wild Hunt.": "Legend Amongst Monsters: Each of you can manipulate monsters as if you had the Dark Negotiator move. If you fail an investigate a mystery move, the monster learns it’s investigated by those who escaped the Wild Hunt.", + "Assets": "Assets", + "Choose from these available assets. If there are two boxes, you need to mark both to earn that asset. (If you are making partial progress towards taking a two-box asset, mark the leftmost box first.)": "Choose from these available assets. If there are two boxes, you need to mark both to earn that asset. (If you are making partial progress towards taking a two-box asset, mark the leftmost box first.)", + "Mobile Base: A helicopter, aeroplane, truck, or bus with facilities and mystery investigation supplies on board.": "Mobile Base: A helicopter, aeroplane, truck, or bus with facilities and mystery investigation supplies on board.", + "Individual Transport: Each mission, a regular car, motorbike, or bicycle is assigned to every team member.": "Individual Transport: Each mission, a regular car, motorbike, or bicycle is assigned to every team member.", + "R&D Access: Your team is issued with a useful high technology experiment from R&D each mission. The Keeper decides what it is (always useful, usually with problematic side effects).": "R&D Access: Your team is issued with a useful high technology experiment from R&D each mission. The Keeper decides what it is (always useful, usually with problematic side effects).", + "Headquarters: A relatively secure space to use as a base in a Bureau regional facility. Everything you need to prepare for mysteries is here, and it’s quite secure.": "Headquarters: A relatively secure space to use as a base in a Bureau regional facility. Everything you need to prepare for mysteries is here, and it’s quite secure.", + "Sky Scanners: You have access to a scanning network that will alert you to strange events coming from space. This includes weird phenomena as well as UFOs.": "Sky Scanners: You have access to a scanning network that will alert you to strange events coming from space. This includes weird phenomena as well as UFOs.", + "Workshop: A big space for craft and repair projects, with plenty of tools and materials.": "Workshop: A big space for craft and repair projects, with plenty of tools and materials.", + "Disguise Kits: Contains costumes, makeup, and other supplies for a quick change of appearance.": "Disguise Kits: Contains costumes, makeup, and other supplies for a quick change of appearance.", + "Housing: Each member of the team is assigned a one-bedroom apartment in a generic housing project. All the apartments are exactly the same, down to scuff marks on the door.": "Housing: Each member of the team is assigned a one-bedroom apartment in a generic housing project. All the apartments are exactly the same, down to scuff marks on the door.", + "Rapid Response Pods: When any member of the team needs to get to a mission site quickly, a rapid response pod appears next to them. Enter the pod, and a short uncomfortable trip will place you where you need to be. What do the pods look like? How do they appear?": "Rapid Response Pods: When any member of the team needs to get to a mission site quickly, a rapid response pod appears next to them. Enter the pod, and a short uncomfortable trip will place you where you need to be. What do the pods look like? How do they appear?", + "Custom:": "Custom:", + "Individual Transport: A regular car, motorbike, or bicycle for every team member.": "Individual Transport: A regular car, motorbike, or bicycle for every team member.", + "Mobile Base: A truck or bus with bunks and mystery investigation supplies on board.": "Mobile Base: A truck or bus with bunks and mystery investigation supplies on board.", + "Credentials: Real, or as-good-as-real, identification that gets you access to law enforcement and other official contacts.": "Credentials: Real, or as-good-as-real, identification that gets you access to law enforcement and other official contacts.", + "Lair: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen.": "Lair: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen.", + "Hunter Roadhouses: A network of bars, diners, and motels where you can safely meet other monster hunters. Many are run by retired hunters.": "Hunter Roadhouses: A network of bars, diners, and motels where you can safely meet other monster hunters. Many are run by retired hunters.", + "Tool Kit: One or two of your vehicles carry tool kits. You have most tools you’ll need to repair or build something.": "Tool Kit: One or two of your vehicles carry tool kits. You have most tools you’ll need to repair or build something.", + "Mystical Ingredients Cabinet: A box with a wide range of frequently useful supplies for magic rituals.": "Mystical Ingredients Cabinet: A box with a wide range of frequently useful supplies for magic rituals.", + "Slush Fund: The team has access to a bank account that can pay for their day to day needs while monster hunting, and stretches to a big purchase every now and then. Where did it come from?": "Slush Fund: The team has access to a bank account that can pay for their day to day needs while monster hunting, and stretches to a big purchase every now and then. Where did it come from?", + "Armoury: One of your cars has a well-stocked weapons chest. Each mystery, every hunter may take one extra regular weapon. Also once per mystery, one hunter may ask the Keeper if the armoury has a particular special weapon: if yes, you can take it; if no, take +1 forward.": "Armoury: One of your cars has a well-stocked weapons chest. Each mystery, every hunter may take one extra regular weapon. Also once per mystery, one hunter may ask the Keeper if the armoury has a particular special weapon: if yes, you can take it; if no, take +1 forward.", + "Field Medics: You have enough supplies and training to treat one hunter per night as if they’d had a proper doctor or trip to the emergency room.": "Field Medics: You have enough supplies and training to treat one hunter per night as if they’d had a proper doctor or trip to the emergency room.", + "The Prophecies: A guidebook of all the visions about the Chosen One, to help you navigate your destiny (they’re pretty hard to decipher).": "The Prophecies: A guidebook of all the visions about the Chosen One, to help you navigate your destiny (they’re pretty hard to decipher).", + "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen.": "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen.", + "Mystical Workroom: A space set aside for magical operations. It can stand in for one requirement of a use magic or big magic move.": "Mystical Workroom: A space set aside for magical operations. It can stand in for one requirement of a use magic or big magic move.", + "Innocent Front: You have access to a regular business or institution. This means that your monster hunting hijinks can be concealed to an extent from your friends, family, and colleagues. For example: a cafe, a library, an antique store, etc.": "Innocent Front: You have access to a regular business or institution. This means that your monster hunting hijinks can be concealed to an extent from your friends, family, and colleagues. For example: a cafe, a library, an antique store, etc.", + "Regular Jobs: You have access to a place of employment for any of the hunters who need it. You earn enough to cover regular day-to-day expenses, and there’s time to fit in monster hunting around your hours.": "Regular Jobs: You have access to a place of employment for any of the hunters who need it. You earn enough to cover regular day-to-day expenses, and there’s time to fit in monster hunting around your hours.", + "Cameras and Recording Gear: You have a big collection of cameras and other recording devices that you can use during your investigations.": "Cameras and Recording Gear: You have a big collection of cameras and other recording devices that you can use during your investigations.", + "Primaeval Monument: An ancient site marking where access between worlds is easiest.": "Primaeval Monument: An ancient site marking where access between worlds is easiest.", + "Portal: A stable portal to either a particular world, or a between-worlds nexus. It is hidden, but any entity that finds either side may use it just like you can. Where is it hidden?": "Portal: A stable portal to either a particular world, or a between-worlds nexus. It is hidden, but any entity that finds either side may use it just like you can. Where is it hidden?", + "Exploration Gear: You’re never sure what you may find in another world. Your group has a storeroom full of all kinds of exploring and outdoor gear and clothing to use.": "Exploration Gear: You’re never sure what you may find in another world. Your group has a storeroom full of all kinds of exploring and outdoor gear and clothing to use.", + "Skywarden: A high tech transport aircraft that has all your essential gear on board and acts as your base on mission assignments. If you have the rapid deployment move, the Skywarden is upgraded with supersonic engines.": "Skywarden: A high tech transport aircraft that has all your essential gear on board and acts as your base on mission assignments. If you have the rapid deployment move, the Skywarden is upgraded with supersonic engines.", + "Individual Transport: Electric motorbikes for every team member.": "Individual Transport: Electric motorbikes for every team member.", + "Search and Rescue Gear: A selection of useful tools for locating and rescuing people in disaster zones.": "Search and Rescue Gear: A selection of useful tools for locating and rescuing people in disaster zones.", + "Headquarters: A relatively secure space allocated to you in IMPS headquarters. There’s room for all your gear, and includes full living quarters.": "Headquarters: A relatively secure space allocated to you in IMPS headquarters. There’s room for all your gear, and includes full living quarters.", + "Workshop: A big space for craft and repair projects, with plenty of technicians, tools, and materials.": "Workshop: A big space for craft and repair projects, with plenty of technicians, tools, and materials.", + "Medical Supplies: Everyone carries a first aid kit, and you have enough for a fully equipped infirmary back at your base or homes.": "Medical Supplies: Everyone carries a first aid kit, and you have enough for a fully equipped infirmary back at your base or homes.", + "Fancy High Tech Uniforms: Complete with built-in gadgets.": "Fancy High Tech Uniforms: Complete with built-in gadgets.", + "Housing: A pleasant house for each team member and their family, provided by IMPS for when you’re off-duty. This may be anywhere in the world.": "Housing: A pleasant house for each team member and their family, provided by IMPS for when you’re off-duty. This may be anywhere in the world.", + "World-jumping Base: A small vehicle or building with bunks and mystery investigation supplies on board.": "World-jumping Base: A small vehicle or building with bunks and mystery investigation supplies on board.", + "Translator: A high tech or arcane universal translator.": "Translator: A high tech or arcane universal translator.", + "Stealth Module: A device automatically changing the looks of your gear and vehicles to match the world you’re in.": "Stealth Module: A device automatically changing the looks of your gear and vehicles to match the world you’re in.", + "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen. Can’t travel between worlds, but you know a big magic ritual to come back here from any world. Invent details with the Keeper.": "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen. Can’t travel between worlds, but you know a big magic ritual to come back here from any world. Invent details with the Keeper.", + "Clothes: Clothes for any weather, including extreme ones.": "Clothes: Clothes for any weather, including extreme ones.", + "Published Book Series: A successful book series written by some or all of you based on your visits to other worlds.": "Published Book Series: A successful book series written by some or all of you based on your visits to other worlds.", + "Crystal Ball: A crystal ball always showing the most breathtaking sight in the area you’re in.": "Crystal Ball: A crystal ball always showing the most breathtaking sight in the area you’re in.", + "Mystical workroom: A space set aside for magical operations. It can stand in for one requirement of a use magic or big magic move.": "Mystical workroom: A space set aside for magical operations. It can stand in for one requirement of a use magic or big magic move.", + "Survival Gear: You’re all well-prepped with supplies for a disaster or emergency situation. Protective gear, tools, food and water, etc.": "Survival Gear: You’re all well-prepped with supplies for a disaster or emergency situation. Protective gear, tools, food and water, etc.", + "Hideouts: Each hunter has a hidden, safe place set up where they can retreat in an emergency. This could be an isolated cabin or bunker, a safe house, or a panic room (whichever makes sense for your hunter).": "Hideouts: Each hunter has a hidden, safe place set up where they can retreat in an emergency. This could be an isolated cabin or bunker, a safe house, or a panic room (whichever makes sense for your hunter).", + "Mobile Hideaway: A truck with bunks and mystery investigation supplies on board.": "Mobile Hideaway: A truck with bunks and mystery investigation supplies on board.", + "Individual Transport: A fancy car or motorbike for every team member.": "Individual Transport: A fancy car or motorbike for every team member.", + "Getaway: A place where you rest from everything, with no monster hunting gear but extremely difficult to find by mundane and magical means.": "Getaway: A place where you rest from everything, with no monster hunting gear but extremely difficult to find by mundane and magical means.", + "Headquarters: A base people from neither your public nor your secret life will find easily. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen.": "Headquarters: A base people from neither your public nor your secret life will find easily. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen.", + "Memorabilia: A collection of important memorabilia connected to the city’s past and two big magic rituals that need only them and up to two other requirements. Determine what the rituals do as a group.": "Memorabilia: A collection of important memorabilia connected to the city’s past and two big magic rituals that need only them and up to two other requirements. Determine what the rituals do as a group.", + "Secure Phones: A set of phones with advanced voice distortion and location concealment options. Tracking a call from these requires days of work.": "Secure Phones: A set of phones with advanced voice distortion and location concealment options. Tracking a call from these requires days of work.", + "Funds: Lots of money on bank accounts connected to untraceable credit cards.": "Funds: Lots of money on bank accounts connected to untraceable credit cards.", + "Mobile Base: A van, truck, or bus with bunks and mystery investigation supplies on board.": "Mobile Base: A van, truck, or bus with bunks and mystery investigation supplies on board.", + "The Grapevine: A network of contacts who pass on job leads.": "The Grapevine: A network of contacts who pass on job leads.", + "Secure Homes: Located somewhere you have a special relationship, you all have houses and bank accounts that provide a base when you’re off the job.": "Secure Homes: Located somewhere you have a special relationship, you all have houses and bank accounts that provide a base when you’re off the job.", + "Credentials: Monster hunting licenses and visa waivers that allow you to do your job and travel legitimately.": "Credentials: Monster hunting licenses and visa waivers that allow you to do your job and travel legitimately.", + "High Tech Gadgets: A supply of various monster scanners and detectors.": "High Tech Gadgets: A supply of various monster scanners and detectors.", + "Armoury: A cache of monster hunting weapons.": "Armoury: A cache of monster hunting weapons.", + "Mystery Van: A van with all your mystery investigation supplies on board.": "Mystery Van: A van with all your mystery investigation supplies on board.", + "Individual Transport: A skateboard, scooter, pair of skates, or bicycle for every team member.": "Individual Transport: A skateboard, scooter, pair of skates, or bicycle for every team member.", + "Gadgets: Paranormal investigation gadgets.": "Gadgets: Paranormal investigation gadgets.", + "Clubhouse: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and make a snack.": "Clubhouse: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and make a snack.", + "Mystical Workroom: a space set aside for magical operations. It can stand in for one requirement of a use magic or big magic move.": "Mystical Workroom: a space set aside for magical operations. It can stand in for one requirement of a use magic or big magic move.", + "Disguises: A trunk full of disguises.": "Disguises: A trunk full of disguises.", + "Library: Library of useful reference books.": "Library: Library of useful reference books.", + "IDs: Official junior deputy Suburban Watch Group volunteer badges.": "IDs: Official junior deputy Suburban Watch Group volunteer badges.", + "Backrooms: You’ve set out a relatively secure space in the back rooms. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen. It’s currently listed as “unused: permanent” so you should be left alone in there.": "Backrooms: You’ve set out a relatively secure space in the back rooms. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen. It’s currently listed as “unused: permanent” so you should be left alone in there.", + "Steam Tunnels: Accessed from your workplace, these allow you to get in and out without being seen. They also connect to the wider city infrastructure.": "Steam Tunnels: Accessed from your workplace, these allow you to get in and out without being seen. They also connect to the wider city infrastructure.", + "Security Access: You can look at the security camera feeds and records. These cover the entire store floor, secure areas, and the outside of the building.": "Security Access: You can look at the security camera feeds and records. These cover the entire store floor, secure areas, and the outside of the building.", + "Ritual Space: A space set aside for magical operations. It can stand in for one requirement of a use magic or big magic move. Decide where in the workplace it is located.": "Ritual Space: A space set aside for magical operations. It can stand in for one requirement of a use magic or big magic move. Decide where in the workplace it is located.", + "The Occult Section: Your workplace has a stock of mystical supplies. Sometimes you can find specific monster hunting supplies or ritual requirements there.": "The Occult Section: Your workplace has a stock of mystical supplies. Sometimes you can find specific monster hunting supplies or ritual requirements there.", + "Warding Glyphs: Mystical enchantments on the workplace prevent hostile magic targeting it from the outside, and alert all team members if a supernatural being enters.": "Warding Glyphs: Mystical enchantments on the workplace prevent hostile magic targeting it from the outside, and alert all team members if a supernatural being enters.", + "Lost Property & Returns: You can find all sorts of stuff in here, some of it useful.": "Lost Property & Returns: You can find all sorts of stuff in here, some of it useful.", + "Oracle Stone: A mystical scrying gem. At the beginning of each mystery, you may consult it—ask any question. The Keeper will answer with something true and useful, but they may make the answer difficult to understand.": "Oracle Stone: A mystical scrying gem. At the beginning of each mystery, you may consult it—ask any question. The Keeper will answer with something true and useful, but they may make the answer difficult to understand.", + "SWG Radio Network: a set of devices that allow you to easily talk to the rest of the SWG (as well as the base stations at your homes/the SWG headquarters).": "SWG Radio Network: a set of devices that allow you to easily talk to the rest of the SWG (as well as the base stations at your homes/the SWG headquarters).", + "Sacred Site: A place outdoors that has a reservoir of magical power. The Keeper always considers this site when a magical ritual requires a particular place.": "Sacred Site: A place outdoors that has a reservoir of magical power. The Keeper always considers this site when a magical ritual requires a particular place.", + "Infirmary: You have access to a doctor’s surgery or other suitable first aid office. You may use it for regular treatment of injuries, no questions asked.": "Infirmary: You have access to a doctor’s surgery or other suitable first aid office. You may use it for regular treatment of injuries, no questions asked.", + "Tour Bus: A truck or bus with bunks, your gear, and mystery investigation supplies on board.": "Tour Bus: A truck or bus with bunks, your gear, and mystery investigation supplies on board.", + "Individual Transport: A fancy car, motorbike, or bicycle for every team member.": "Individual Transport: A fancy car, motorbike, or bicycle for every team member.", + "Home Venue: You have a regular booking at a venue, and get on well with the owners. You’re always welcome there, and can be sure to find fans or friends there whenever its open.": "Home Venue: You have a regular booking at a venue, and get on well with the owners. You’re always welcome there, and can be sure to find fans or friends there whenever its open.", + "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep, practice, and cook.": "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep, practice, and cook.", + "Private Jet: You have a more-or-less fancy private jet (and crew) at your disposal.": "Private Jet: You have a more-or-less fancy private jet (and crew) at your disposal.", + "Studio: You have your own recording studio and record label. It’s either a big house in the country or big slice of a building in the city. It’s equipped with gear and staff. This is a good place for any other location-based assets to live.": "Studio: You have your own recording studio and record label. It’s either a big house in the country or big slice of a building in the city. It’s equipped with gear and staff. This is a good place for any other location-based assets to live.", + "Cameras and Recording Gear: You have a big collection of cameras and other recording devices that you can use during your investigations. Your crew also includes people who can operate them for you.": "Cameras and Recording Gear: You have a big collection of cameras and other recording devices that you can use during your investigations. Your crew also includes people who can operate them for you.", + "Office Space: Private offices in the organisation’s headquarters.": "Office Space: Private offices in the organisation’s headquarters.", + "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen. The organisation knows about it but has no direct influence over it.": "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen. The organisation knows about it but has no direct influence over it.", + "Fake IDs: Fake government IDs.": "Fake IDs: Fake government IDs.", + "More Fake IDs: Fake organisation IDs for other members or different jobs.": "More Fake IDs: Fake organisation IDs for other members or different jobs.", + "Cameras and Recording Gear: Miniature cameras and recording devices.": "Cameras and Recording Gear: Miniature cameras and recording devices.", + "Fae Horses: One for every team member. They fly, but if people start gossiping about flying horses, the Wild Hunt will surely hear of this.": "Fae Horses: One for every team member. They fly, but if people start gossiping about flying horses, the Wild Hunt will surely hear of this.", + "Map: A map of the Wild Hunt’s activities.": "Map: A map of the Wild Hunt’s activities.", + "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen. The Wild Hunt won’t learn about this base unless you stay there for a very long time.": "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen. The Wild Hunt won’t learn about this base unless you stay there for a very long time.", + "Disguises: A set of disguises.": "Disguises: A set of disguises.", + "Diversions: A box of smoke bombs and other distractions (0-harm close obscure vision).": "Diversions: A box of smoke bombs and other distractions (0-harm close obscure vision).", + "Fae Cosmetics and Makeup: Better than anything humans can produce.": "Fae Cosmetics and Makeup: Better than anything humans can produce.", + "Improvement": "Improvement", + "At the end of each session, answer your Style question (below). If yes, gain one improvement mark. If yes and it came up a lot, gain two improvement marks.": "At the end of each session, answer your Style question (below). If yes, gain one improvement mark. If yes and it came up a lot, gain two improvement marks.", + "When you fill in the improvement box, clear the improvement track and choose one of these:": "When you fill in the improvement box, clear the improvement track and choose one of these:", + "Gain a new team move.": "Gain a new team move.", + "Gain a new team ally.": "Gain a new team ally.", + "Gain two new asset selections.": "Gain two new asset selections.", + "Make the next mystery about your team enemy, giving you a chance to interfere in their plans.": "Make the next mystery about your team enemy, giving you a chance to interfere in their plans.", + "Make the next mystery about the organisation or its bad apples, giving you a chance to interfere in their plans.": "Make the next mystery about the organisation or its bad apples, giving you a chance to interfere in their plans.", + "Make the next mystery about the Wild Hunt, giving you a chance to weaken or confuse them.": "Make the next mystery about the Wild Hunt, giving you a chance to weaken or confuse them.", + "Style": "Style", + "Pick one of these styles (and the associated improvement question):": "Pick one of these styles (and the associated improvement question):", + "Hush: At the end of each session, ask: “Did we suppress knowledge of monsters and the supernatural?”": "Hush: At the end of each session, ask: “Did we suppress knowledge of monsters and the supernatural?”", + "The Greater Good: At the end of each session, ask: “Did we protect civilian lives?”": "The Greater Good: At the end of each session, ask: “Did we protect civilian lives?”", + "By Any Means Necessary: At the end of each session, ask: “Did we stop the problem, regardless of the cost?”": "By Any Means Necessary: At the end of each session, ask: “Did we stop the problem, regardless of the cost?”", + "Custom: What’s your story?": "Custom: What’s your story?", + "At the end of each session, ask:": "At the end of each session, ask:", + "Family: You’re all family, or as good as. At the end of each session, ask: “Did we talk about—or pointedly not talk about—something that was troubling a team member?”": "Family: You’re all family, or as good as. At the end of each session, ask: “Did we talk about—or pointedly not talk about—something that was troubling a team member?”", + "Vocation: Someone has to do it, and you happened to be able. At the end of each session, ask: “Did we save the people we went there to protect?”": "Vocation: Someone has to do it, and you happened to be able. At the end of each session, ask: “Did we save the people we went there to protect?”", + "Excitement: Monster hunting sure is a new thrill every time. At the end of each session, ask: “Did we take extremely dangerous risks?”": "Excitement: Monster hunting sure is a new thrill every time. At the end of each session, ask: “Did we take extremely dangerous risks?”", + "First among Equals: Sure, one of us is chosen by destiny, but we all play our part. At the end of each session, ask: “Did we all contribute in our own way to solve the mystery?”": "First among Equals: Sure, one of us is chosen by destiny, but we all play our part. At the end of each session, ask: “Did we all contribute in our own way to solve the mystery?”", + "Sworn Guardians: The rest of us made a solemn oath to help the Chosen One. At the end of each session, ask: “Did we save the Chosen One from serious harm?”": "Sworn Guardians: The rest of us made a solemn oath to help the Chosen One. At the end of each session, ask: “Did we save the Chosen One from serious harm?”", + "Fate’s Rebels: Screw destiny! At the end of each session, ask: “Did we fight against fate and prophecies, no matter the cost?”": "Fate’s Rebels: Screw destiny! At the end of each session, ask: “Did we fight against fate and prophecies, no matter the cost?”", + "Ancient Oath: You are the holders of an ancient obligation to guard the world’s border. Decide what the oath requires of you. At the end of each session, ask: “Did we hold to our oath?”": "Ancient Oath: You are the holders of an ancient obligation to guard the world’s border. Decide what the oath requires of you. At the end of each session, ask: “Did we hold to our oath?”", + "The oath:": "The oath:", + "Wrong Place, Wrong Time: You were there to stop the first incursion, and now feel obliged to prevent anything else coming through. At the end of each session, ask: “Did we protect the world from what lies beyond?”": "Wrong Place, Wrong Time: You were there to stop the first incursion, and now feel obliged to prevent anything else coming through. At the end of each session, ask: “Did we protect the world from what lies beyond?”", + "Born & Raised: You all grew up, or settled, here. Dimensional incursions are a part of life, even if a lot of people don’t like to admit it. At the end of each session, ask: “Did we look after our normal relationships with friends and families?”": "Born & Raised: You all grew up, or settled, here. Dimensional incursions are a part of life, even if a lot of people don’t like to admit it. At the end of each session, ask: “Did we look after our normal relationships with friends and families?”", + "Hush: At the end of each session, ask: “Did we save the day without making the news or creating a ruckus?”": "Hush: At the end of each session, ask: “Did we save the day without making the news or creating a ruckus?”", + "Rescuers: At the end of each session, ask: “Did we save people from harm, no matter how much property damage?”": "Rescuers: At the end of each session, ask: “Did we save people from harm, no matter how much property damage?”", + "Superstars: At the end of each session, ask: “Did our reputation as elite monster hunters come up during the mystery?”": "Superstars: At the end of each session, ask: “Did our reputation as elite monster hunters come up during the mystery?”", + "Well-prepared: You keep track of worlds that might need monster hunting help and have procedures for reaching and helping them. At the end of each session, ask: “Did things go according to our plans?”": "Well-prepared: You keep track of worlds that might need monster hunting help and have procedures for reaching and helping them. At the end of each session, ask: “Did things go according to our plans?”", + "Led by Fate: The universe wants you to help where you’re needed most. At the end of each session, ask: “Do we understand our place in the multiverse better now?”": "Led by Fate: The universe wants you to help where you’re needed most. At the end of each session, ask: “Do we understand our place in the multiverse better now?”", + "Accidental Heroes: You always end up where you’re needed because of magical mishaps and weird coincidences. At the end of each session, ask: “Did we make use of a coincidence or unexpected resource?”": "Accidental Heroes: You always end up where you’re needed because of magical mishaps and weird coincidences. At the end of each session, ask: “Did we make use of a coincidence or unexpected resource?”", + "We’re Prepared for Next Time: At the end of each session, ask: “Did our planning ahead save the day?”": "We’re Prepared for Next Time: At the end of each session, ask: “Did our planning ahead save the day?”", + "Fatalists: One day our times will come. Until then we fight. At the end of each session, ask: “Did we throw ourselves into danger to save the day?”": "Fatalists: One day our times will come. Until then we fight. At the end of each session, ask: “Did we throw ourselves into danger to save the day?”", + "Wardens: We won’t let what happened to us happen to anyone else. At the end of each session, ask: “Did we save people, no matter the cost?”": "Wardens: We won’t let what happened to us happen to anyone else. At the end of each session, ask: “Did we save people, no matter the cost?”", + "Greater Good: You find your secret monster hunting lives more important than your mundane social roles. At the end of each session, ask: “Did we choose the more important obligation?”": "Greater Good: You find your secret monster hunting lives more important than your mundane social roles. At the end of each session, ask: “Did we choose the more important obligation?”", + "The Only Ones: You’re the only ones capable enough to protect those around you from supernatural threats. At the end of each session, ask: “Did we do something nobody else in our society could do?”": "The Only Ones: You’re the only ones capable enough to protect those around you from supernatural threats. At the end of each session, ask: “Did we do something nobody else in our society could do?”", + "An Ancient Tradition: You’ve inherited your double role from family or mentors. At the end of each session, ask: “Have we done something that would make our predecessors proud?”": "An Ancient Tradition: You’ve inherited your double role from family or mentors. At the end of each session, ask: “Have we done something that would make our predecessors proud?”", + "Secret Mission: You are all devoted to a particular goal, using “mercenary monster hunter team” as your cover. What’s your objective? At the end of each session, ask: “Did we get closer to our goal?” If you achieve the objective, choose a new one or change to a new style. Your objective:": "Secret Mission: You are all devoted to a particular goal, using “mercenary monster hunter team” as your cover. What’s your objective? At the end of each session, ask: “Did we get closer to our goal?” If you achieve the objective, choose a new one or change to a new style. Your objective:", + "Goal-Oriented: At the end of each session, ask: “Did we fulfil the exact mission requested, without extra work?”": "Goal-Oriented: At the end of each session, ask: “Did we fulfil the exact mission requested, without extra work?”", + "Hearts of Gold: At the end of each session, ask: “Did we refuse to accept money from someone we saved?”": "Hearts of Gold: At the end of each session, ask: “Did we refuse to accept money from someone we saved?”", + "Wholesome: At the end of each session, ask: “Did we succeed by believing in each other and using our individual strengths?”": "Wholesome: At the end of each session, ask: “Did we succeed by believing in each other and using our individual strengths?”", + "Comical: At the end of each session, ask: “Did we do something really funny?”": "Comical: At the end of each session, ask: “Did we do something really funny?”", + "Cool: At the end of each session, ask: “Did we save the day, with style?”": "Cool: At the end of each session, ask: “Did we save the day, with style?”", + "Big Store: At the end of each session, ask: “Did we deal with any supernatural problems without management noticing?”": "Big Store: At the end of each session, ask: “Did we deal with any supernatural problems without management noticing?”", + "Security Team: At the end of each session, ask: “Did we keep people safe?”": "Security Team: At the end of each session, ask: “Did we keep people safe?”", + "Emergency Response: At the end of each session, ask: “Did we solve anyone’s problems?”": "Emergency Response: At the end of each session, ask: “Did we solve anyone’s problems?”", + "Thrown in the Deep End: You started out knowing nothing about the supernatural, and you’re still catching up. At the end of each session, ask: “Did we learn something new about the supernatural world?”": "Thrown in the Deep End: You started out knowing nothing about the supernatural, and you’re still catching up. At the end of each session, ask: “Did we learn something new about the supernatural world?”", + "Protectors: It’s all about looking after people. At the end of each session, ask: “Did we prevent harm in our community?”": "Protectors: It’s all about looking after people. At the end of each session, ask: “Did we prevent harm in our community?”", + "Cosy Coven: You were never strangers to the supernatural, but nobody else suspects it. At the end of each session, ask: “Did we help with our supernatural powers, undetected?”": "Cosy Coven: You were never strangers to the supernatural, but nobody else suspects it. At the end of each session, ask: “Did we help with our supernatural powers, undetected?”", + "Rock: At the end of each session, ask: “Did we lay the smackdown on some evildoers?”": "Rock: At the end of each session, ask: “Did we lay the smackdown on some evildoers?”", + "Punk: At the end of each session, ask: “Did we fight for the downtrodden?”": "Punk: At the end of each session, ask: “Did we fight for the downtrodden?”", + "Pop: At the end of each session, ask: “Did we look awesome?”": "Pop: At the end of each session, ask: “Did we look awesome?”", + "Metal: At the end of each session, ask: “Did we battle gloriously?”": "Metal: At the end of each session, ask: “Did we battle gloriously?”", + "Hip-hop: At the end of each session, ask: “Did we improve things for the local community?”": "Hip-hop: At the end of each session, ask: “Did we improve things for the local community?”", + "Folk: At the end of each session, ask: “Did we learn about local history and folklore?”": "Folk: At the end of each session, ask: “Did we learn about local history and folklore?”", + "Country: At the end of each session, ask: “Will that make a great story, later?”": "Country: At the end of each session, ask: “Will that make a great story, later?”", + "Inquisition: You believe your organisation isn’t rotten to the core, it just has a few rotten apples. At the end of each session, ask: “Is the organisation better now?”": "Inquisition: You believe your organisation isn’t rotten to the core, it just has a few rotten apples. At the end of each session, ask: “Is the organisation better now?”", + "Redemption: You were once part of the organisation’s shady dealings but are disgusted by them now. At the end of each session, ask: “Did we repay part of the harm we caused as organisation members?”": "Redemption: You were once part of the organisation’s shady dealings but are disgusted by them now. At the end of each session, ask: “Did we repay part of the harm we caused as organisation members?”", + "Revolt: You’ve recently understood the organisation is rotten to the core and should be terminated. At the end of each session, ask: “Are we closer to destroying the organisation?”": "Revolt: You’ve recently understood the organisation is rotten to the core and should be terminated. At the end of each session, ask: “Are we closer to destroying the organisation?”", + "Vengeance: You want to become strong enough to destroy the Wild Hunt one day. At the end of each session, ask: “Did what we do bring us closer to destroying the Wild Hunt?”": "Vengeance: You want to become strong enough to destroy the Wild Hunt one day. At the end of each session, ask: “Did what we do bring us closer to destroying the Wild Hunt?”", + "Compassion: You don’t want others to suffer as you did. At the end of each session, ask: “Did we risk our freedom to protect someone else’s’?”": "Compassion: You don’t want others to suffer as you did. At the end of each session, ask: “Did we risk our freedom to protect someone else’s’?”", + "Homelessness: You want to have normal lives one day. At the end of each session, ask: “Did we put some effort into making our lives more normal?”": "Homelessness: You want to have normal lives one day. At the end of each session, ask: “Did we put some effort into making our lives more normal?”", + "Enemies": "Enemies", + "Pick an enemy for your team:": "Pick an enemy for your team:", + "General Grox, alien warlord.": "General Grox, alien warlord.", + "The werewolf conspiracy.": "The werewolf conspiracy.", + "The Order of the Silvery Stars, who worship some very bad alien god-things.": "The Order of the Silvery Stars, who worship some very bad alien god-things.", + "The Old Gods, who want to return and rule the world again.": "The Old Gods, who want to return and rule the world again.", + "A rival Bureau with dubious methods and goals.": "A rival Bureau with dubious methods and goals.", + "Halphas, a demon who has it in for you.": "Halphas, a demon who has it in for you.", + "All the vampires.": "All the vampires.", + "Dr Crepuscule, who steals unnatural power from captured monsters.": "Dr Crepuscule, who steals unnatural power from captured monsters.", + "The King in Yellow, a god/force of corruption, decadence, and disease.": "The King in Yellow, a god/force of corruption, decadence, and disease.", + "A cabal of ghosts trying to secure the secret of returning to life.": "A cabal of ghosts trying to secure the secret of returning to life.", + "Alpha, an immortal werewolf.": "Alpha, an immortal werewolf.", + "Seth Vail, a billionaire who wants to harness the power of monsters, starting with immortality for himself.": "Seth Vail, a billionaire who wants to harness the power of monsters, starting with immortality for himself.", + "The Father of Monsters, the cosmic entity who is the source of evil in the world.": "The Father of Monsters, the cosmic entity who is the source of evil in the world.", + "The Grey Priests, a conspiracy to bring about the end of the world and birth of a new one.": "The Grey Priests, a conspiracy to bring about the end of the world and birth of a new one.", + "Lord Grash, warlord of a monster dimension.": "Lord Grash, warlord of a monster dimension.", + "All the demons.": "All the demons.", + "The Anointed Hierophant, an occult sect leader who wants to break the walls between worlds.": "The Anointed Hierophant, an occult sect leader who wants to break the walls between worlds.", + "Chaos, a cosmic entity of disorder.": "Chaos, a cosmic entity of disorder.", + "TransWorldCorp, a business hoping to profit from other worlds via their rift machine, no matter the damage they do along the way.": "TransWorldCorp, a business hoping to profit from other worlds via their rift machine, no matter the damage they do along the way.", + "Apollyon, a demon king who wants to rule the Earth.": "Apollyon, a demon king who wants to rule the Earth.", + "Incursions of HEDEs (Hostile Extra-Dimensional Entities).": "Incursions of HEDEs (Hostile Extra-Dimensional Entities).", + "Masanori, a selfish tycoon chasing personal immortality.": "Masanori, a selfish tycoon chasing personal immortality.", + "A rival IMPS team, who always want to make it look like they saved the day and you screwed up.": "A rival IMPS team, who always want to make it look like they saved the day and you screwed up.", + "A chaos cult who want to break down the structures of the modern world, so they can rule it with their magical powers.": "A chaos cult who want to break down the structures of the modern world, so they can rule it with their magical powers.", + "Dr Weltschmerz, a bitter and angry scientist who wants all worlds to suffer.": "Dr Weltschmerz, a bitter and angry scientist who wants all worlds to suffer.", + "Jauna, a merchant from Monster Marches who deals in interdimensional slave trade.": "Jauna, a merchant from Monster Marches who deals in interdimensional slave trade.", + "Separator, an automaton guarding borders between the worlds.": "Separator, an automaton guarding borders between the worlds.", + "Iron Crusade, an invading force from a futuristic world.": "Iron Crusade, an invading force from a futuristic world.", + "Your own evil versions from a mirrored universe.": "Your own evil versions from a mirrored universe.", + "The Black Knight, a faerie lord.": "The Black Knight, a faerie lord.", + "A necromancer, with a plan to rule the world.": "A necromancer, with a plan to rule the world.", + "Metaphysical Exploitation Holdings (MEH), a corporation that profits from ill-advised experimentation and exploitation of the supernatural.": "Metaphysical Exploitation Holdings (MEH), a corporation that profits from ill-advised experimentation and exploitation of the supernatural.", + "A conspiracy of chaos cultists.": "A conspiracy of chaos cultists.", + "Allmine, a greedy and capricious demon of desire.": "Allmine, a greedy and capricious demon of desire.", + "All the evil doppelgangers.": "All the evil doppelgangers.", + "Professor Trundil, an occult scientist trying to steal your powers and magic.": "Professor Trundil, an occult scientist trying to steal your powers and magic.", + "Great Waghru, a primordial entity slumbering beneath the city, now stirring.": "Great Waghru, a primordial entity slumbering beneath the city, now stirring.", + "Brave New World, an undercover company trying to replace humans in your city with robots.": "Brave New World, an undercover company trying to replace humans in your city with robots.", + "Pethas, a dragon.": "Pethas, a dragon.", + "All the werewolves.": "All the werewolves.", + "Ozahr, an immortal and megalomaniac wizard.": "Ozahr, an immortal and megalomaniac wizard.", + "The Fates.": "The Fates.", + "A conspiracy of political leaders secretly creating a global dictatorship.": "A conspiracy of political leaders secretly creating a global dictatorship.", + "Bradshaw, an evil property developer.": "Bradshaw, an evil property developer.", + "The Ghost King.": "The Ghost King.", + "Dracula.": "Dracula.", + "Cryptids generally.": "Cryptids generally.", + "A conspiracy of wizards who want to take over the world.": "A conspiracy of wizards who want to take over the world.", + "Your manager.": "Your manager.", + "The Queen of the Bug Monsters.": "The Queen of the Bug Monsters.", + "The Monarch of Waste, a cosmic entity of disorder and ruin.": "The Monarch of Waste, a cosmic entity of disorder and ruin.", + "A conspiracy within the company, using the workplace for a sinister occult plan.": "A conspiracy within the company, using the workplace for a sinister occult plan.", + "The thing in the basement. You don’t know what it is, but it’s evil.": "The thing in the basement. You don’t know what it is, but it’s evil.", + "The Pale Man, the powerful and malevolent ghost of a mass murderer who lived here a long time ago.": "The Pale Man, the powerful and malevolent ghost of a mass murderer who lived here a long time ago.", + "All the ghouls. A big cemetery nearby attracts their attention.": "All the ghouls. A big cemetery nearby attracts their attention.", + "Bradshaw, a property developer who wants to rebuild the city—by any means necessary.": "Bradshaw, a property developer who wants to rebuild the city—by any means necessary.", + "Discord, goddess of chaos and disorder.": "Discord, goddess of chaos and disorder.", + "A conspiracy of vampires trying to take over your community.": "A conspiracy of vampires trying to take over your community.", + "White Travellers, ghosts that feed on natural, joyous emotions of people and leave people content with a humdrum life.": "White Travellers, ghosts that feed on natural, joyous emotions of people and leave people content with a humdrum life.", + "Ancient Purity, an occultist/fascist death metal band. They would be your enemies even without their abuse of mystical powers.": "Ancient Purity, an occultist/fascist death metal band. They would be your enemies even without their abuse of mystical powers.", + "The Man, a new god of authority, order, and following the rules.": "The Man, a new god of authority, order, and following the rules.", + "The Sanguine Circle, a conspiracy of vampires with cells in many cities and towns.": "The Sanguine Circle, a conspiracy of vampires with cells in many cities and towns.", + "Allies": "Allies", + "Choose your team allies from this list:": "Choose your team allies from this list:", + "Doctor “Blue,” a physician. They can help you recover from harm.": "Doctor “Blue,” a physician. They can help you recover from harm.", + "Professor “Blood,” a forensic scientist. They are who you go to when you need evidence analysed.": "Professor “Blood,” a forensic scientist. They are who you go to when you need evidence analysed.", + "Agent “Will,” a field investigator. They’re a veteran of the Bureau, and can help you navigate problems with colleagues.": "Agent “Will,” a field investigator. They’re a veteran of the Bureau, and can help you navigate problems with colleagues.", + "Aquila Squad, an ally team. They are unofficially known as “the Extreme Problems” squad. They can handle anything unfazed, but their solutions can be a little... messy.": "Aquila Squad, an ally team. They are unofficially known as “the Extreme Problems” squad. They can handle anything unfazed, but their solutions can be a little... messy.", + "SkullFangz, an ally team. This is a group of hackers you’ve made a sort of alliance with. They can help you get information through unorthodox channels, but they sometimes need you to do some odd or dubious favours in return.": "SkullFangz, an ally team. This is a group of hackers you’ve made a sort of alliance with. They can help you get information through unorthodox channels, but they sometimes need you to do some odd or dubious favours in return.", + "Detective Barnes, a police detective who you saved from a monster way back when. They’ll help you out with some information now and then, and possibly more when you’re on their turf.": "Detective Barnes, a police detective who you saved from a monster way back when. They’ll help you out with some information now and then, and possibly more when you’re on their turf.", + "Bingo, an always-online researcher into strangeness. They can put you in touch with people who need help, coordinate communication, and help you with research.": "Bingo, an always-online researcher into strangeness. They can put you in touch with people who need help, coordinate communication, and help you with research.", + "Sapphire, who has the ability to manipulate time in certain ways. You suspect she may be very long-lived or even immortal. She is not always easy to contact, and can appear unexpectedly.": "Sapphire, who has the ability to manipulate time in certain ways. You suspect she may be very long-lived or even immortal. She is not always easy to contact, and can appear unexpectedly.", + "Another group of travelling hunters, an ally team. They can back you up monster hunting—you’ve helped each other out several times, when things got tricky.": "Another group of travelling hunters, an ally team. They can back you up monster hunting—you’ve helped each other out several times, when things got tricky.", + "Universal Cleanup Services, an ally team. A franchise that specialises in cleaning up messes like crime scenes and monster attacks.": "Universal Cleanup Services, an ally team. A franchise that specialises in cleaning up messes like crime scenes and monster attacks.", + "Carlito, a nurse. They can patch up injured hunters.": "Carlito, a nurse. They can patch up injured hunters.", + "Charity, an occultist. She can tell you about and sometimes find weird old items.": "Charity, an occultist. She can tell you about and sometimes find weird old items.", + "Raven, a mystic. Has some ideas about the Chosen One’s destiny.": "Raven, a mystic. Has some ideas about the Chosen One’s destiny.", + "The Junior Entourage, an ally team. These are friends who aren’t in the core team. Good at getting around for area canvassing or distraction.": "The Junior Entourage, an ally team. These are friends who aren’t in the core team. Good at getting around for area canvassing or distraction.", + "Destiny’s Servants, an ally team. A secretive group sent to help you out. They’re good at fighting and acting suspicious.": "Destiny’s Servants, an ally team. A secretive group sent to help you out. They’re good at fighting and acting suspicious.", + "Hawthorn, a hedge witch. They’re able to cast a variety of small but useful spells.": "Hawthorn, a hedge witch. They’re able to cast a variety of small but useful spells.", + "Anya, a folklorist. They know a lot about the stories and history of the region.": "Anya, a folklorist. They know a lot about the stories and history of the region.", + "The Feeling of Not Knowing a Particular Fact, a visitor from another world. An explorer of worlds, they have a store of facts or rumours about many different dimensions. Describe their home world and look.": "The Feeling of Not Knowing a Particular Fact, a visitor from another world. An explorer of worlds, they have a store of facts or rumours about many different dimensions. Describe their home world and look.", + "Junior Guardians, an ally team. By tradition, younger members of your families and community are apprenticed to take over when you retire. They can help with any tasks that aren’t too dangerous.": "Junior Guardians, an ally team. By tradition, younger members of your families and community are apprenticed to take over when you retire. They can help with any tasks that aren’t too dangerous.", + "A flock of otherworldly creatures, an ally team. These non-Earthly animals can scout and warn you of danger, and also are quite cute. Describe their home world and look.": "A flock of otherworldly creatures, an ally team. These non-Earthly animals can scout and warn you of danger, and also are quite cute. Describe their home world and look.", + "Ó Corra, IMPS General Secretary. Having Ó Corra on your side is always going to be handy.": "Ó Corra, IMPS General Secretary. Having Ó Corra on your side is always going to be handy.", + "Klíma, IMPS forensic specialist. Klíma can help you get extra forensic analysis or expedite tests.": "Klíma, IMPS forensic specialist. Klíma can help you get extra forensic analysis or expedite tests.", + "Villaverde, IMPS librarian. Knows a lot about mystical and occult secrets.": "Villaverde, IMPS librarian. Knows a lot about mystical and occult secrets.", + "IMPS team EM–3. This team of IMPS agents specialise in dealing with big disasters. They can help manage and calm down civilians and provide support for your team.": "IMPS team EM–3. This team of IMPS agents specialise in dealing with big disasters. They can help manage and calm down civilians and provide support for your team.", + "Cryptidnet, a loose organisation of interested amateurs and researchers who collate rumours of weird activity. Great source of leads and supernatural rumours.": "Cryptidnet, a loose organisation of interested amateurs and researchers who collate rumours of weird activity. Great source of leads and supernatural rumours.", + "Justinian, a paladin. He’s always ready to fight evil alongside you and hopes one of you will one day be the lady (or lord) of his heart.": "Justinian, a paladin. He’s always ready to fight evil alongside you and hopes one of you will one day be the lady (or lord) of his heart.", + "NewLife, a bio-robot. They know a lot about life on various worlds, whether organic, tech-based, or magic-based.": "NewLife, a bio-robot. They know a lot about life on various worlds, whether organic, tech-based, or magic-based.", + "Darween, a diplomat. Coming from the Monster Marches, she hates disunity and wants good people of all worlds to cooperate.": "Darween, a diplomat. Coming from the Monster Marches, she hates disunity and wants good people of all worlds to cooperate.", + "The Queen’s Musketeers. Brave, dashing and ready to fight with monsters both in Helos and beyond, but won’t do anything that directly contradicts Queen Helena the Radiant’s orders.": "The Queen’s Musketeers. Brave, dashing and ready to fight with monsters both in Helos and beyond, but won’t do anything that directly contradicts Queen Helena the Radiant’s orders.", + "Spirit Healers. They come from a Stone Age world and want to heal all spiritual ills of all worlds. They oppose killing monsters because they believe monsters should be healed and reintegrated instead.": "Spirit Healers. They come from a Stone Age world and want to heal all spiritual ills of all worlds. They oppose killing monsters because they believe monsters should be healed and reintegrated instead.", + "Zhu, a law enforcement officer. They can help you with legal difficulties in their jurisdiction.": "Zhu, a law enforcement officer. They can help you with legal difficulties in their jurisdiction.", + "Davis, a therapist specialising in trauma recovery.": "Davis, a therapist specialising in trauma recovery.", + "Dr Basu, a medical doctor.": "Dr Basu, a medical doctor.", + "The next generation, an ally team. These younger monster hunters are relatives of those who died in the battle, taking up the family calling.": "The next generation, an ally team. These younger monster hunters are relatives of those who died in the battle, taking up the family calling.", + "The Network, an ally team. This is a group of people who keep watch for big supernatural dangers, and can get you warnings in time to intervene.": "The Network, an ally team. This is a group of people who keep watch for big supernatural dangers, and can get you warnings in time to intervene.", + "Shinzō, a retro-weaponsmith. Their creations look like fancy souvenirs but have various magical properties.": "Shinzō, a retro-weaponsmith. Their creations look like fancy souvenirs but have various magical properties.", + "FaceBog, a doppelganger. They’ll impersonate you at various social events if you ask them nicely.": "FaceBog, a doppelganger. They’ll impersonate you at various social events if you ask them nicely.", + "Hedwig, a journalist. She believes in your public causes and is willing to cover up some things for you, but sometimes asks difficult questions.": "Hedwig, a journalist. She believes in your public causes and is willing to cover up some things for you, but sometimes asks difficult questions.", + "Monster Hunters Fan Club. They know your secret identities, but not your public ones.": "Monster Hunters Fan Club. They know your secret identities, but not your public ones.", + "Spirits of the city’s founders. They remember how the city once was and have clashed with occult forces that threaten it.": "Spirits of the city’s founders. They remember how the city once was and have clashed with occult forces that threaten it.", + "Dumont, the fixer. Dumont can find leads on jobs, and sometime scare up special gear.": "Dumont, the fixer. Dumont can find leads on jobs, and sometime scare up special gear.", + "Chang, a government official. They can help you with legal entanglements. Sometimes.": "Chang, a government official. They can help you with legal entanglements. Sometimes.", + "Dr Accorso. A medical doctor, ready to help with injuries or illness. No questions asked.": "Dr Accorso. A medical doctor, ready to help with injuries or illness. No questions asked.", + "The Irregulars, an ally team. They’re a general group of support crew that help you out. Mechanics, technicians, and the like.": "The Irregulars, an ally team. They’re a general group of support crew that help you out. Mechanics, technicians, and the like.", + "The Crooked Hearts, another mercenary monster hunting crew. You’ve worked together on some big jobs.": "The Crooked Hearts, another mercenary monster hunting crew. You’ve worked together on some big jobs.", + "Leon/Lyn, an authority figure (parent, teacher, etc.). Helpful dealing with officials.": "Leon/Lyn, an authority figure (parent, teacher, etc.). Helpful dealing with officials.", + "Romain, a librarian. Good at finding out details.": "Romain, a librarian. Good at finding out details.", + "A very smart pet. Pick their species and give them a name:": "A very smart pet. Pick their species and give them a name:", + "Your friend group, an ally team. Great for distractions.": "Your friend group, an ally team. Great for distractions.", + "Internet mystery circle, an ally team. Good for finding out weird facts and rumours.": "Internet mystery circle, an ally team. Good for finding out weird facts and rumours.", + "Aminat Salek, a client or customer who has a knack for finding whatever is weirdest.": "Aminat Salek, a client or customer who has a knack for finding whatever is weirdest.", + "Ahearn, a consultant. They can help you out with how things go on behind the scenes.": "Ahearn, a consultant. They can help you out with how things go on behind the scenes.", + "De Luca, from human resources. They can cover for absences and sometimes tell you what management is planning.": "De Luca, from human resources. They can cover for absences and sometimes tell you what management is planning.", + "The day shift, an ally team. They can help out when you need to sleep.": "The day shift, an ally team. They can help out when you need to sleep.", + "Asani, an old and knowledgeable witch.": "Asani, an old and knowledgeable witch.", + "Petersen, a police officer. Community-minded, they know you help people out and they help you too.": "Petersen, a police officer. Community-minded, they know you help people out and they help you too.", + "Red, cafe/bar/restaurant manager. You’re always welcome in their place, and they hear a lot of gossip.": "Red, cafe/bar/restaurant manager. You’re always welcome in their place, and they hear a lot of gossip.", + "The SWG, an ally team. These are newer members of the SWG. They can patrol, report events, and help people to safety. They’re not ready to take on monsters directly.": "The SWG, an ally team. These are newer members of the SWG. They can patrol, report events, and help people to safety. They’re not ready to take on monsters directly.", + "The sports club, an ally team. What sport do you all play? The other club members will do you a favour now and then. Useful for getting information from organisations you don’t have direct access to.": "The sports club, an ally team. What sport do you all play? The other club members will do you a favour now and then. Useful for getting information from organisations you don’t have direct access to.", + "Carlos, a roadie. They can do pretty much anything with reasonable competence.": "Carlos, a roadie. They can do pretty much anything with reasonable competence.", + "Charity, an occultist. She can tell you about mystical stuff you find and sometimes get you weird old items.": "Charity, an occultist. She can tell you about mystical stuff you find and sometimes get you weird old items.", + "Dr An Seulgi. She can help patch you up if you get hurt, and provide “special” prescriptions as long as you don’t abuse them too badly.": "Dr An Seulgi. She can help patch you up if you get hurt, and provide “special” prescriptions as long as you don’t abuse them too badly.", + "Eldritch Records, your label. You can hit them up for a little money, legal help, or contact details for folks in the music business.": "Eldritch Records, your label. You can hit them up for a little money, legal help, or contact details for folks in the music business.", + "Your fan club, an ally team. They’re keen to help, but they’re mainly just a bunch of kids (possibly kids in their late teens or early twenties, but still).": "Your fan club, an ally team. They’re keen to help, but they’re mainly just a bunch of kids (possibly kids in their late teens or early twenties, but still).", + "LOLweb, a hacker. They track the organisation’s web activity and try to hinder it but don’t believe in monsters.": "LOLweb, a hacker. They track the organisation’s web activity and try to hinder it but don’t believe in monsters.", + "Faruq, an office worker in the organisation. He also feels there’s something wrong but is too afraid to act openly about it.": "Faruq, an office worker in the organisation. He also feels there’s something wrong but is too afraid to act openly about it.", + "Grethel, a government official. She keeps track of various supernatural occurrences and organisations that deal with them.": "Grethel, a government official. She keeps track of various supernatural occurrences and organisations that deal with them.", + "Organisation ex-members. Each of them has seen a bit of bad things that happen there and can help you piece together the bigger picture.": "Organisation ex-members. Each of them has seen a bit of bad things that happen there and can help you piece together the bigger picture.", + "Independent hunters. Far less experienced than you but sometimes can do things you can’t due to being observed by the organisation.": "Independent hunters. Far less experienced than you but sometimes can do things you can’t due to being observed by the organisation.", + "Soyfly, a pixie. She knows a lot of recent gossip about the Wild Hunt.": "Soyfly, a pixie. She knows a lot of recent gossip about the Wild Hunt.", + "Althea, a private aviator. She believes the sky should be free for everyone, not just some creepy horsemen.": "Althea, a private aviator. She believes the sky should be free for everyone, not just some creepy horsemen.", + "Caragh, a banshee. She once rode with the Hunt and now helps other fugitives, but never reveals how she escaped.": "Caragh, a banshee. She once rode with the Hunt and now helps other fugitives, but never reveals how she escaped.", + "New Start, an NGO that helps refugees. They focus on political and war refugees, but allow you to use their facilities.": "New Start, an NGO that helps refugees. They focus on political and war refugees, but allow you to use their facilities.", + "The Savage Ride, the Wild Hunt’s rivals. They’ll do anything to hinder the Hunt, but are violent and fickle themselves.": "The Savage Ride, the Wild Hunt’s rivals. They’ll do anything to hinder the Hunt, but are violent and fickle themselves." } \ No newline at end of file diff --git a/Monster of the Week Official/translations/fr.json b/Monster of the Week Official/translations/fr.json index 00fbc94ebe..7ba9043d8c 100644 --- a/Monster of the Week Official/translations/fr.json +++ b/Monster of the Week Official/translations/fr.json @@ -1192,7 +1192,6 @@ "custom-move-name": "Intitulé", "custom-move-description": "Descriptif", "custom-gear": "Équipement de l'archétype", - "start_newstuff": "", "unused": "Unused", "all": "Tout", "starting": "Départ", @@ -1290,7 +1289,7 @@ "eos-ref": "At the end of each session, the Keeper will ask the following questions:
    • Did we conclude the current mystery?
    • Did we save someone from certain death (or worse)?
    • Did we learn something new and important about the world?
    • Did we learn something new and important about one of the hunters?
    If you get one or two \"Yes\" answers, mark one experience. If you get three or four, mark two.", "pick-book": "Pick Your Playbook", "pick-book-desc": "Pick your playbook using the menu in the upper right corner or the buttons in the lists below. Once you pick a playbook, starting stats options are found at the bottom of the first main column (not including the stats column).", - "motw-books": "Monster of the Week Revised Edition Playbooks", + "motw-books": "Monster of the Week Hardcover Edition Playbooks", "chosen-desc": "A once-ordinary person who discovered they have a special destiny, and who has been given the power to accomplish it. The Chosen is good in a fight, with some weird powers. E.g. Buffy from Buffy the Vampire Slayer.", "crooked-desc": "A criminal turned monster hunter, haunted by their past and enemies. The Crooked is good in social situations and has a lot of contacts. E.g. Anna Valmont from The Dresden Files, Peter Bishop from Fringe.", "divine-desc": "An agent of a higher power, with a mission to fulfill. The Divine is very tough and has been granted holy powers. E.g. Castiel from Supernatural; Michael Carpenter from The Dresden Files.", @@ -1621,6 +1620,7 @@ "animating-force": "Animating Force", "animating-force-desc": "There is a force that gives you life, which cannot harm you. You do not eat, breathe, drink, or heal naturally. Instead, repair yourself with your recharge move. Pick an energy type:", "lightning": "Lightning", + "fire": "Feu", "music": "Musique", "clockwork": "Clockwork", "orgone": "Orgone", @@ -1686,7 +1686,6 @@ "hardcase2020-move6": "Inspired Guesswork: When you investigate a mystery, you may spend 1 Fire to add 1 extra hold. The extra question must be about powers, motivations, or weaknesses.", "hardcase2020-move7": "Stone Cold: You never really get ruffled by danger. Gain +1 whenever pain or fear requires you act under pressure. Your nearby allies also gain this bonus against pain and fear, as long as you keep it together.", "hardcase2020-move8": "Weapon Master: When you take possession of a new weapon you may add, remove, or change one tag. This change only applies for you. When you get this move, apply it to all your current weapons.", - "fire": "Feu", "calm": "Calm", "raging": "Raging", "hardcase-vehicles": "Vehicules", @@ -1716,5 +1715,610 @@ "hardcase2020-gear22": "A spell formula, written on a napkin", "hardcase2020-advance1": "Your Fire track increases to 13 boxes.", "constructed-unstable": "You get 10 harm boxes and do not become unstable.", - "end_newstuff": "" + "team-playbooks": "Team Playbooks", + "team-playbook-choice": "Choose a Team Playbook", + "Team Playbook": "Team Playbook", + "Agents in Black": "Agents in Black", + "Always on the Road": "Always on the Road", + "The Chosen One and Entourage": "The Chosen One and Entourage", + "Guardians of the Borderland": "Guardians of the Borderland", + "IMPS (International Monster and Paranormal Service)": "IMPS (International Monster and Paranormal Service)", + "Interdimensional Crisis Team": "Interdimensional Crisis Team", + "The Last Survivors": "The Last Survivors", + "League of Double Lives": "League of Double Lives", + "Mercenaries": "Mercenaries", + "Mystery Club": "Mystery Club", + "The Night Shift": "The Night Shift", + "Suburban Watch Group": "Suburban Watch Group", + "Touring Band": "Touring Band", + "Whistleblowers": "Whistleblowers", + "Wild Hunt Fugitives": "Wild Hunt Fugitives", + "pick-teambook-desc": "Pick your team playbook using the menu in the upper right corner or the buttons in the lists below.", + "This team playbook has the hunters working for the Bureau—a clandestine organisation dedicated to hiding the existence of monsters and the supernatural from the general public.": "This team playbook has the hunters working for the Bureau—a clandestine organisation dedicated to hiding the existence of monsters and the supernatural from the general public.", + "You’re a travelling hunter team. Every week is a new town with a new problem.": "You’re a travelling hunter team. Every week is a new town with a new problem.", + "This team centres on a Chosen One and their friends who help with monster hunting. There’s also room for a mentor.": "This team centres on a Chosen One and their friends who help with monster hunting. There’s also room for a mentor.", + "This team playbook has the hunters as wardens of a liminal region: somewhere where the borders of the world are thin, where monsters and magic can slip through and cause trouble.": "This team playbook has the hunters as wardens of a liminal region: somewhere where the borders of the world are thin, where monsters and magic can slip through and cause trouble.", + "The International Monster and Paranormal Service (IMPS) was created to keep humanity safe from supernatural threats. It’s not clear who funds them, although most people assume it’s some kind of United Nations agency. IMPS isn’t secret, but they keep things as quiet as possible This team playbook sets your hunters as one of the elite IMPS teams that travels the world to deal with monster incidents.": "The International Monster and Paranormal Service (IMPS) was created to keep humanity safe from supernatural threats. It’s not clear who funds them, although most people assume it’s some kind of United Nations agency. IMPS isn’t secret, but they keep things as quiet as possible This team playbook sets your hunters as one of the elite IMPS teams that travels the world to deal with monster incidents.", + "Your world isn’t the only one that needs monster hunting help from time to time. And when others do, you travel through portals, loopholes, and other oddities to help. Interdimensional Crisis Team perfectly fits over-the-top, parody games. More serious stories about interdimensional problems are handled better by Guardians of the Borderland.": "Your world isn’t the only one that needs monster hunting help from time to time. And when others do, you travel through portals, loopholes, and other oddities to help. Interdimensional Crisis Team perfectly fits over-the-top, parody games. More serious stories about interdimensional problems are handled better by Guardians of the Borderland.", + "This hunter team were the only people who lived through a terrible (maybe even apocalyptic) battle. You had many allies at your side, but they didn’t make it.": "This hunter team were the only people who lived through a terrible (maybe even apocalyptic) battle. You had many allies at your side, but they didn’t make it.", + "You’re monster hunters but also important society members in a city. Your ties to the society give you various forms of influence but also mean you somehow have to manage two lives at once. The world isn’t ready to learn about your monster hunting and even less about the monsters themselves.": "You’re monster hunters but also important society members in a city. Your ties to the society give you various forms of influence but also mean you somehow have to manage two lives at once. The world isn’t ready to learn about your monster hunting and even less about the monsters themselves.", + "This team playbook has the hunters working for hire. They save people and hunt monsters, sure, but they also want to get paid at the end of the day.": "This team playbook has the hunters working for hire. They save people and hunt monsters, sure, but they also want to get paid at the end of the day.", + "This is a hunter team of investigators, with a focus on less horrific and more comedic mysteries. This particularly suits games with younger players, or younger hunters. This team playbook strongly pushes the game towards silliness and jokes, so be sure you’re ready for that if you’re considering taking it.": "This is a hunter team of investigators, with a focus on less horrific and more comedic mysteries. This particularly suits games with younger players, or younger hunters. This team playbook strongly pushes the game towards silliness and jokes, so be sure you’re ready for that if you’re considering taking it.", + "This team playbook has the hunters comprising the night shift at a workplace. A workplace that gets way more than its fair share of supernatural problems.": "This team playbook has the hunters comprising the night shift at a workplace. A workplace that gets way more than its fair share of supernatural problems.", + "This is a group of hunters who began as regular folks looking out for their local neighbourhood or town. It emphasises relationships outside of monster hunting and a focus on normal life as well as your adventures.": "This is a group of hunters who began as regular folks looking out for their local neighbourhood or town. It emphasises relationships outside of monster hunting and a focus on normal life as well as your adventures.", + "This team is a band, eternally on tour. Everywhere you have a gig booked, it seems like something bad is going down. Between sound check and putting on the show, you gotta deal with whatever is eating people in this town.": "This team is a band, eternally on tour. Everywhere you have a gig booked, it seems like something bad is going down. Between sound check and putting on the show, you gotta deal with whatever is eating people in this town.", + "All the hunters in your team are members of a monster hunting organisation, and you start suspecting there’s something fishy about this group. This team playbook shares many elements of the Initiate and Professional playbooks because it essentially represents playing an entire team of Initiates and/or Professionals. You shouldn’t choose those playbooks when playing as the Whistleblowers—unless the Keeper agrees some characters belong to a different organisation as well, which might make the situation even more messy.": "All the hunters in your team are members of a monster hunting organisation, and you start suspecting there’s something fishy about this group. This team playbook shares many elements of the Initiate and Professional playbooks because it essentially represents playing an entire team of Initiates and/or Professionals. You shouldn’t choose those playbooks when playing as the Whistleblowers—unless the Keeper agrees some characters belong to a different organisation as well, which might make the situation even more messy.", + "You joined or were abducted by the Wild Hunt. You gained some supernatural skills while riding with it, but then escaped it. Now you use your experience to hunt monsters, evade the Hunt and, maybe, destroy it one day.": "You joined or were abducted by the Wild Hunt. You gained some supernatural skills while riding with it, but then escaped it. Now you use your experience to hunt monsters, evade the Hunt and, maybe, destroy it one day.", + "Getting Started": "Getting Started", + "Determine the nature of the Event.": "Determine the nature of the Event.", + "Decide the history between you and the Wild Hunt.": "Decide the history between you and the Wild Hunt.", + "Pick your style (and associated improvement question).": "Pick your style (and associated improvement question).", + "Figure out the nature of the Bureau.": "Figure out the nature of the Bureau.", + "Create your city.": "Create your city.", + "Pick your obligations.": "Pick your obligations.", + "Come up with a band name.": "Come up with a band name.", + "Pick a starting team ally.": "Pick a starting team ally.", + "Customize the organisation.": "Customize the organisation.", + "Pick your starting team move and 2 boxes of assets.": "Pick your starting team move and 2 boxes of assets.", + "Pick a starting team ally, move, and assets.": "Pick a starting team ally, move, and assets.", + "Pick a starting team enemy, ally, move, and 2 boxes of assets.": "Pick a starting team enemy, ally, move, and 2 boxes of assets.", + "Put on some music and hit the road.": "Put on some music and hit the road.", + "Await the next weird prophecy.": "Await the next weird prophecy.", + "Check the boundaries for incursions.": "Check the boundaries for incursions.", + "Report for your mission briefing.": "Report for your mission briefing.", + "Prepare for the next disaster.": "Prepare for the next disaster.", + "Ponder your responsibilities, as you await the call.": "Ponder your responsibilities, as you await the call.", + "See who’s hiring today.": "See who’s hiring today.", + "Next meeting is at the clubroom on Tuesday afternoon.": "Next meeting is at the clubroom on Tuesday afternoon.", + "Clock in and prepare for another night of drudgery.": "Clock in and prepare for another night of drudgery.", + "Walk the streets. Keep an eye out for evildoers.": "Walk the streets. Keep an eye out for evildoers.", + "You have half an hour before we fly to the next city. Soundcheck at 7, you’re on at 8.": "You have half an hour before we fly to the next city. Soundcheck at 7, you’re on at 8.", + "Snoop around the boss’s office while they’re in a meeting.": "Snoop around the boss’s office while they’re in a meeting.", + "Stay wary, that sounded like howls in the wind.": "Stay wary, that sounded like howls in the wind.", + "The Bureau": "The Bureau", + "Prompts": "Prompts", + "The Bureau setup is determined by the group. Record your answers to these prompts in the Notes section below.": "The Bureau setup is determined by the group. Record your answers to these prompts in the Notes section below.", + "If you have a hunter who belongs to an organisation already—like a Professional or an Initiate—you may combine their setup with the Bureau setup. Figure out how the two perspectives work for your Bureau. If you don’t like that idea, you can also keep them separate (which will lead to its own drama with split loyalties and rivalries).": "If you have a hunter who belongs to an organisation already—like a Professional or an Initiate—you may combine their setup with the Bureau setup. Figure out how the two perspectives work for your Bureau. If you don’t like that idea, you can also keep them separate (which will lead to its own drama with split loyalties and rivalries).", + "Now determine the nature of the Bureau:": "Now determine the nature of the Bureau:", + "Is the Bureau an open, covert, or secret organisation? An open Bureau exists openly but has a cover responsibility to distract from their real mission. A covert Bureau doesn’t explicitly hide themselves, but they try not to draw attention. A secret Bureau has no official records and operates completely in the shadows.": "Is the Bureau an open, covert, or secret organisation? An open Bureau exists openly but has a cover responsibility to distract from their real mission. A covert Bureau doesn’t explicitly hide themselves, but they try not to draw attention. A secret Bureau has no official records and operates completely in the shadows.", + "Who is your team’s handler or commanding officer and what are they like? Create your own or pick one of these:": "Who is your team’s handler or commanding officer and what are they like? Create your own or pick one of these:", + "Special Agent “Coop” is a genial, avuncular middle-aged man. He’s disorganised and often loses track of details, but he always has the team’s back.": "Special Agent “Coop” is a genial, avuncular middle-aged man. He’s disorganised and often loses track of details, but he always has the team’s back.", + "Special Agent “Star” is a harsh boss. She doesn’t really seem to like you, and you never seem to measure up to her standards of “perfection plus.” She runs everything by the book (this can be good or bad for you).": "Special Agent “Star” is a harsh boss. She doesn’t really seem to like you, and you never seem to measure up to her standards of “perfection plus.” She runs everything by the book (this can be good or bad for you).", + "Provisional Special Agent “Fireball” is young and excitable. They prefer you deal with problems in a scorched earth style, without regard for consequences. That is also their management style.": "Provisional Special Agent “Fireball” is young and excitable. They prefer you deal with problems in a scorched earth style, without regard for consequences. That is also their management style.", + "Who do you think is really running the Bureau? The government? A secret global government? Some other government? A billionaire? A secret conspiracy dating back to Uruk’s priesthood? Something else?": "Who do you think is really running the Bureau? The government? A secret global government? Some other government? A billionaire? A secret conspiracy dating back to Uruk’s priesthood? Something else?", + "The Event": "The Event", + "What is the terrible situation you all survived together?": "What is the terrible situation you all survived together?", + "A concerted assault by monsters, as you took shelter in an isolated cabin.": "A concerted assault by monsters, as you took shelter in an isolated cabin.", + "A single terrifying monster invaded your homes.": "A single terrifying monster invaded your homes.", + "It was the only chance to avert an apocalypse.": "It was the only chance to avert an apocalypse.", + "An invasion from another dimension.": "An invasion from another dimension.", + "People around you were transformed into monsters.": "People around you were transformed into monsters.", + "You were strangers in a small town filled with murderous monsters, on festival day.": "You were strangers in a small town filled with murderous monsters, on festival day.", + "Something else:": "Something else:", + "Decide who the allies were who fought alongside you and died in battle. Each hunter picks one.": "Decide who the allies were who fought alongside you and died in battle. Each hunter picks one.", + "A monster hunting teammate.": "A monster hunting teammate.", + "Your spouse or lover.": "Your spouse or lover.", + "Your sibling.": "Your sibling.", + "A parent.": "A parent.", + "A child.": "A child.", + "Your mentor.": "Your mentor.", + "Your protégée.": "Your protégée.", + "Your dog (or other pet).": "Your dog (or other pet).", + "Someone else:": "Someone else:", + "Then decide how you saved the day in the end. Whatever it was, it came at great personal cost (beyond the loss you just chose).": "Then decide how you saved the day in the end. Whatever it was, it came at great personal cost (beyond the loss you just chose).", + "The City": "The City", + "The city you all protect will be an important aspect of the story, more of a collective character of your mysteries than just a background element. Each player should choose one key aspect of the city from one of the following lists. Balance between good and bad things as fits the mood of your campaign.": "The city you all protect will be an important aspect of the story, more of a collective character of your mysteries than just a background element. Each player should choose one key aspect of the city from one of the following lists. Balance between good and bad things as fits the mood of your campaign.", + "Good things": "Good things", + "Cozy": "Cozy", + "Affluent": "Affluent", + "Good social care": "Good social care", + "Proud of its past": "Proud of its past", + "Lots of monuments": "Lots of monuments", + "Highly ecological": "Highly ecological", + "Transparent politics": "Transparent politics", + "Technological hub": "Technological hub", + "The nation’s main transport hub": "The nation’s main transport hub", + "Protected by benevolent magic": "Protected by benevolent magic", + "Beloved by travel vloggers": "Beloved by travel vloggers", + "An extremely famous mayor": "An extremely famous mayor", + "A university with unique departments": "A university with unique departments", + "Other:": "Other:", + "Bad things": "Bad things", + "Alienating": "Alienating", + "Poor": "Poor", + "Big social inequality": "Big social inequality", + "Shameful past": "Shameful past", + "Nothing worth sightseeing": "Nothing worth sightseeing", + "Highly polluted": "Highly polluted", + "Shady politics": "Shady politics", + "No prospects for the future": "No prospects for the future", + "Shady military bases": "Shady military bases", + "Gangs that terrorize the entire region": "Gangs that terrorize the entire region", + "Believed to bring bad luck": "Believed to bring bad luck", + "Struck by a powerful curse": "Struck by a powerful curse", + "Obligations": "Obligations", + "Your social status carries some obligations with it. At the beginning of a mystery, the Keeper holds 3. They can spend 1 hold to introduce one of the obligations. When it’s introduced, at least half of you must attend, otherwise you can lose allies or tempt mundane people to investigate your lives.": "Your social status carries some obligations with it. At the beginning of a mystery, the Keeper holds 3. They can spend 1 hold to introduce one of the obligations. When it’s introduced, at least half of you must attend, otherwise you can lose allies or tempt mundane people to investigate your lives.", + "Choose or create two obligations you have:": "Choose or create two obligations you have:", + "Attending parties and balls.": "Attending parties and balls.", + "Attending important conferences.": "Attending important conferences.", + "Ceremonially opening new buildings.": "Ceremonially opening new buildings.", + "Meeting children at schools.": "Meeting children at schools.", + "Tutoring promising students one on one.": "Tutoring promising students one on one.", + "Appearing on TV.": "Appearing on TV.", + "The Organisation": "The Organisation", + "You create the details about your organisation, choosing options from the following lists. Things you suspect can pertain either to the organisation as a whole or to an influential group within it. At least two of the things you suspect are true, the Keeper decides which ones.": "You create the details about your organisation, choosing options from the following lists. Things you suspect can pertain either to the organisation as a whole or to an influential group within it. At least two of the things you suspect are true, the Keeper decides which ones.", + "Official goals": "Official goals", + "(choose one or two)": "(choose one or two)", + "Slay monsters": "Slay monsters", + "Contain monsters": "Contain monsters", + "Govern safe use of magic": "Govern safe use of magic", + "Research monsters": "Research monsters", + "Research paranatural phenomena": "Research paranatural phenomena", + "Keep monsters and magic secret": "Keep monsters and magic secret", + "Goal you suspect": "Goal you suspect", + "(choose one)": "(choose one)", + "Training an army of monsters": "Training an army of monsters", + "Creating new monsters": "Creating new monsters", + "Stealing the monsters’ powers": "Stealing the monsters’ powers", + "Keeping all magic to themselves": "Keeping all magic to themselves", + "Taking over the world": "Taking over the world", + "Destroying the world": "Destroying the world", + "Official resources": "Official resources", + "(choose two)": "(choose two)", + "Ancient lore": "Ancient lore", + "Modernised": "Modernised", + "Chapters everywhere": "Chapters everywhere", + "Secular power": "Secular power", + "Rich": "Rich", + "Rigorous training": "Rigorous training", + "Offices all over the place": "Offices all over the place", + "Good intel": "Good intel", + "Support teams": "Support teams", + "Suspected resources": "Suspected resources", + "Demonology": "Demonology", + "Necromancy": "Necromancy", + "Deals with monsters": "Deals with monsters", + "Manipulated minions": "Manipulated minions", + "Manipulated cultists": "Manipulated cultists", + "Bribed officials": "Bribed officials", + "Sacrificing members": "Sacrificing members", + "Obvious flaws": "Obvious flaws", + "Tradition-bound": "Tradition-bound", + "Paranoid and secretive": "Paranoid and secretive", + "Closed hierarchy": "Closed hierarchy", + "Strict laws": "Strict laws", + "Mystical oaths": "Mystical oaths", + "Bureaucratic": "Bureaucratic", + "Hostile superiors": "Hostile superiors", + "Take-no-prisoners policy": "Take-no-prisoners policy", + "Live capture policy": "Live capture policy", + "Suspected flaws": "Suspected flaws", + "Total obedience": "Total obedience", + "Tyrannical leaders": "Tyrannical leaders", + "Protects member criminals": "Protects member criminals", + "The Wild Hunt": "The Wild Hunt", + "You were part of the Wild Hunt, a group of violent fey and spirits riding the world and striking fear into the hearts of people. Detail the Wild Hunt here.": "You were part of the Wild Hunt, a group of violent fey and spirits riding the world and striking fear into the hearts of people. Detail the Wild Hunt here.", + "Who Rides With The Hunt?": "Who Rides With The Hunt?", + "Elves": "Elves", + "Trolls": "Trolls", + "Demons": "Demons", + "Wraiths": "Wraiths", + "Banshees": "Banshees", + "Werewolves": "Werewolves", + "Something Else": "Something Else", + "The Wild Hunt has a leader, probably a king or a queen. Give them a name or a title:": "The Wild Hunt has a leader, probably a king or a queen. Give them a name or a title:", + "Choose or invent their impressive powers, at least two:": "Choose or invent their impressive powers, at least two:", + "Grant immortality": "Grant immortality", + "Grant lycanthropy": "Grant lycanthropy", + "Steal emotion": "Steal emotion", + "See destinies": "See destinies", + "Set destinies": "Set destinies", + "Control weather": "Control weather", + "Grant sentience to animals": "Grant sentience to animals", + "Grant sentience to weapons": "Grant sentience to weapons", + "Why were you a part of the Wild Hunt?": "Why were you a part of the Wild Hunt?", + "Each player can choose a different answer:": "Each player can choose a different answer:", + "I was kidnapped by the Hunt": "I was kidnapped by the Hunt", + "I sold my soul to the Hunt": "I sold my soul to the Hunt", + "I wanted to ride with the Hunt": "I wanted to ride with the Hunt", + "I’m a supernatural creature who’s a part of the Hunt": "I’m a supernatural creature who’s a part of the Hunt", + "Something else": "Something else", + "Then all of you escaped, sick with the Hunt’s atrocities or their treatment of you.": "Then all of you escaped, sick with the Hunt’s atrocities or their treatment of you.", + "How Did You Escape?": "How Did You Escape?", + "How did you escape?": "How did you escape?", + "With a clever plan": "With a clever plan", + "By sheer luck": "By sheer luck", + "With outside help": "With outside help", + "Thanks to a loophole in your fae contract": "Thanks to a loophole in your fae contract", + "The Wild Hunt keeps looking for you. How do they do it?": "The Wild Hunt keeps looking for you. How do they do it?", + "Choose two ways:": "Choose two ways:", + "They give other monsters this in exchange for information.": "They give other monsters this in exchange for information.", + "They track the internet, but they can’t monitor one part of it:": "They track the internet, but they can’t monitor one part of it:", + "They can see you when you’re outside in one type of weather, namely:": "They can see you when you’re outside in one type of weather, namely:", + "They sense you when you use magic unless you take a precaution, namely:": "They sense you when you use magic unless you take a precaution, namely:", + "What will the Wild Hunt do if they find you?": "What will the Wild Hunt do if they find you?", + "Kill you.": "Kill you.", + "Torment you.": "Torment you.", + "Make you join the Hunt again.": "Make you join the Hunt again.", + "Make you slaves.": "Make you slaves.", + "Notes": "Notes", + "Team Moves": "Team Moves", + "Choose your team moves from this list. The first one is a good default choice:": "Choose your team moves from this list. The first one is a good default choice:", + "Memory Eraser: You have been issued handheld devices to erase memories from civilians. When you target a person and activate the device, say how many hours you want to erase (1–6) and roll +Weird. On a 10+, those memories are gone. On a 7–9, the memories are gone but the target knows something strange happened.": "Memory Eraser: You have been issued handheld devices to erase memories from civilians. When you target a person and activate the device, say how many hours you want to erase (1–6) and roll +Weird. On a 10+, those memories are gone. On a 7–9, the memories are gone but the target knows something strange happened.", + "Authority Override: If local officials are causing trouble, you can get them pulled off the case. This may—of course—make them more suspicious.": "Authority Override: If local officials are causing trouble, you can get them pulled off the case. This may—of course—make them more suspicious.", + "Containment Field Projector: Place the projector and activate it, choosing a range from 1–20 meters. A spherical shield is created, allowing nothing in or out. Lasts until deactivated by remote or in an hour when the battery runs out. There’s time to get out of the zone, but only just.": "Containment Field Projector: Place the projector and activate it, choosing a range from 1–20 meters. A spherical shield is created, allowing nothing in or out. Lasts until deactivated by remote or in an hour when the battery runs out. There’s time to get out of the zone, but only just.", + "Anonymity: Your identity isn’t traceable via official databases or records. Enemies or bystanders can’t find out anything about your history through any official channels. Additionally, any distinguishing features are removed from photo, videos, or voice recordings of you when they’re processed by any regular computer or phone.": "Anonymity: Your identity isn’t traceable via official databases or records. Enemies or bystanders can’t find out anything about your history through any official channels. Additionally, any distinguishing features are removed from photo, videos, or voice recordings of you when they’re processed by any regular computer or phone.", + "Not Right: You all have a creepy, uncanny valley style aura or look that counts as a reason for manipulating a bystander with threats.": "Not Right: You all have a creepy, uncanny valley style aura or look that counts as a reason for manipulating a bystander with threats.", + "Something Different: Take a move from another team playbook.": "Something Different: Take a move from another team playbook.", + "Change Team Style: Pick a new team style. You now use that one instead of the one you first chose.": "Change Team Style: Pick a new team style. You now use that one instead of the one you first chose.", + "Home Away from Home: Whenever you arrive in a new town, you immediately find a motel and a cafe that are friendly and welcoming. One or the other will turn out to have a connection to the mystery that brought you here, even if just by having a bystander come by.": "Home Away from Home: Whenever you arrive in a new town, you immediately find a motel and a cafe that are friendly and welcoming. One or the other will turn out to have a connection to the mystery that brought you here, even if just by having a bystander come by.", + "Geniality: When you meet a new person in a town you haven’t visited before, roll +Charm. On a 10+, they are well-disposed towards you. On a 7–9, they’re still well-disposed but the Keeper chooses one: they are marked for trouble, or they conceal something from the hunters. Additionally, when you return to a town you have already visited, you always run into the people you befriended previously.": "Geniality: When you meet a new person in a town you haven’t visited before, roll +Charm. On a 10+, they are well-disposed towards you. On a 7–9, they’re still well-disposed but the Keeper chooses one: they are marked for trouble, or they conceal something from the hunters. Additionally, when you return to a town you have already visited, you always run into the people you befriended previously.", + "Handy: You’re all good at fixing stuff. Anything broken or messed up in the course of a mystery is repaired and ready to go before the next one. Gear or assets that would be described as “totally destroyed” still need to be replaced.": "Handy: You’re all good at fixing stuff. Anything broken or messed up in the course of a mystery is repaired and ready to go before the next one. Gear or assets that would be described as “totally destroyed” still need to be replaced.", + "No-stick: You’ve had yourselves removed from official and law enforcement databases. You don’t have to worry about “misunderstandings” from previous towns getting in the way of your hunts (unless someone got annoyed enough to make it a personal vendetta).": "No-stick: You’ve had yourselves removed from official and law enforcement databases. You don’t have to worry about “misunderstandings” from previous towns getting in the way of your hunts (unless someone got annoyed enough to make it a personal vendetta).", + "Monster Journals: When a mystery reminds you of something you encountered before, consult your notes and tell the Keeper what you think is the same. The Keeper will say if you got it right.If you’re correct, take +1 forward to investigate a mystery. If you’re wrong but had a good idea, take +1 forward to read a bad situation. If you’re totally off base, the Keeper holds 1 to put you in a tight spot.": "Monster Journals: When a mystery reminds you of something you encountered before, consult your notes and tell the Keeper what you think is the same. The Keeper will say if you got it right.

    If you’re correct, take +1 forward to investigate a mystery. If you’re wrong but had a good idea, take +1 forward to read a bad situation. If you’re totally off base, the Keeper holds 1 to put you in a tight spot.", + "Ancient Visions: An ancient ritual, to be conducted regularly, gives the whole team access to some of the visions sent to the Chosen One. Once per mystery, each hunter may ask the Keeper a question about anything they want. The Keeper answers with a vision or dream: obscure and vague, but true.": "Ancient Visions: An ancient ritual, to be conducted regularly, gives the whole team access to some of the visions sent to the Chosen One. Once per mystery, each hunter may ask the Keeper a question about anything they want. The Keeper answers with a vision or dream: obscure and vague, but true.", + "Armoury of the Chosen: You gain a cache of special weapons used by previous Chosen Ones. The Keeper should design a lesser version of the Chosen One’s special weapon, which all other members of the team may use. When this is unlocked, the Chosen One may change or add a tag on their special weapon.": "Armoury of the Chosen: You gain a cache of special weapons used by previous Chosen Ones. The Keeper should design a lesser version of the Chosen One’s special weapon, which all other members of the team may use. When this is unlocked, the Chosen One may change or add a tag on their special weapon.", + "Handing on the Torch: When you select this, designate another character as the next Chosen One. When the current Chosen One dies, that character may change to the Chosen playbook whenever they are ready. The new Chosen One designates the next heir when they find a worthy successor.": "Handing on the Torch: When you select this, designate another character as the next Chosen One. When the current Chosen One dies, that character may change to the Chosen playbook whenever they are ready. The new Chosen One designates the next heir when they find a worthy successor.", + "Friends Stick Together: Once per mystery, a hunter may call the rest of the team to their current location. Everyone arrives as soon as they potentially can (based on their last known position and when we saw them there). That can be “right this instant,” if at all possible.": "Friends Stick Together: Once per mystery, a hunter may call the rest of the team to their current location. Everyone arrives as soon as they potentially can (based on their last known position and when we saw them there). That can be “right this instant,” if at all possible.", + "Wyrd’s Favour: When you choose this team move, all hunters erase 1 spent Luck point. If you haven’t spent any Luck yet, add a new Luck box instead.": "Wyrd’s Favour: When you choose this team move, all hunters erase 1 spent Luck point. If you haven’t spent any Luck yet, add a new Luck box instead.", + "Otherworldly Intuition: When you encounter something from another world, you recognise that they don’t belong here. When you encounter a place where another world is accessible, you are aware of it and may stop at the threshold.": "Otherworldly Intuition: When you encounter something from another world, you recognise that they don’t belong here. When you encounter a place where another world is accessible, you are aware of it and may stop at the threshold.", + "Wardens: Once per mystery while you’re defending a portal, wall, or border, you may ignore all harm from a single source, or treat a roll as if you rolled a 12. This works just as if you spent a Luck, except it doesn’t trigger your special move.": "Wardens: Once per mystery while you’re defending a portal, wall, or border, you may ignore all harm from a single source, or treat a roll as if you rolled a 12. This works just as if you spent a Luck, except it doesn’t trigger your special move.", + "Outer Speech: You have a knack for the languages of the multiverse. You can always understand, and make yourself understood, when you’re talking to denizens from beyond. This is mainly the general sense of things—some details might get lost along the way.": "Outer Speech: You have a knack for the languages of the multiverse. You can always understand, and make yourself understood, when you’re talking to denizens from beyond. This is mainly the general sense of things—some details might get lost along the way.", + "Walkers between Worlds: At a suitable liminal site, you know how to step between worlds. Describe how you open the way and roll +Weird. On a 10+, you’re walking to the place you intended, but the way may be difficult. On a 7–9, choose one: you’re on the right path in immediate danger, or you find yourself lost and in the wrong place. On a 6 or less, you’re lost and in big trouble. If more than one of the hunters is using this move together, only make one roll: the hunter with the worst Weird score rolls (but they may accept help).": "Walkers between Worlds: At a suitable liminal site, you know how to step between worlds. Describe how you open the way and roll +Weird. On a 10+, you’re walking to the place you intended, but the way may be difficult. On a 7–9, choose one: you’re on the right path in immediate danger, or you find yourself lost and in the wrong place. On a 6 or less, you’re lost and in big trouble. If more than one of the hunters is using this move together, only make one roll: the hunter with the worst Weird score rolls (but they may accept help).", + "Outsider Knack: Once per visit to another world, you may use a trick or ability from Earth to gain an advantage. The advantage allows you to roll one move using three dice, selecting the best two for your result.": "Outsider Knack: Once per visit to another world, you may use a trick or ability from Earth to gain an advantage. The advantage allows you to roll one move using three dice, selecting the best two for your result.", + "Drilled Coordination: All team members get +1 ongoing when helping out another team member.": "Drilled Coordination: All team members get +1 ongoing when helping out another team member.", + "Comms: You have systems that keep you constantly in voice contact, regardless of where in the world you each may be. Not guaranteed to work in shielded spaces, deep underground, beyond magical portals, or on other worlds.": "Comms: You have systems that keep you constantly in voice contact, regardless of where in the world you each may be. Not guaranteed to work in shielded spaces, deep underground, beyond magical portals, or on other worlds.", + "Recognised IMPS Team: Wherever in the world you are, you have authority to deal with supernatural events. Local officials will—in general—cooperate with you fully. Does not apply in nations outside the IMPS treaty.": "Recognised IMPS Team: Wherever in the world you are, you have authority to deal with supernatural events. Local officials will—in general—cooperate with you fully. Does not apply in nations outside the IMPS treaty.", + "Rapid Deployment: IMPS has quick-response vehicles able to deliver you (or other IMPS assets) anywhere in the world, extremely quickly. They may also be used to make a fast exit from bad situations.": "Rapid Deployment: IMPS has quick-response vehicles able to deliver you (or other IMPS assets) anywhere in the world, extremely quickly. They may also be used to make a fast exit from bad situations.", + "Memories of the Fallen: When a hunter on the team dies in the line of duty, or retires from IMPS and monster hunting, all remaining team members erase a used Luck mark.": "Memories of the Fallen: When a hunter on the team dies in the line of duty, or retires from IMPS and monster hunting, all remaining team members erase a used Luck mark.", + "Global Crisis: Once per mystery, each of you can read a bad situation treating an entire world as the bad situation, including asking about the best way in or out.": "Global Crisis: Once per mystery, each of you can read a bad situation treating an entire world as the bad situation, including asking about the best way in or out.", + "Surge of Magic: Each of you holds 1 when you enter a new world. You can spend this hold to get an automatic result of 10 on a Weird move roll or to learn a useful big magic ritual known only in this world.": "Surge of Magic: Each of you holds 1 when you enter a new world. You can spend this hold to get an automatic result of 10 on a Weird move roll or to learn a useful big magic ritual known only in this world.", + "Otherworldly: You make your strangeness in other worlds work to your advantage in interpersonal situations. “I’m from another world” works as a reason for people to do as you ask when you manipulate someone.": "Otherworldly: You make your strangeness in other worlds work to your advantage in interpersonal situations. “I’m from another world” works as a reason for people to do as you ask when you manipulate someone.", + "A Multiverse of Friends: Three times per mystery, a friend you’ve made in an alternate universe can help one of you with a task as if they rolled 10+ to help out. They either manifest next to you for a moment or somehow are there in person. They can be bystanders from previous games or people from your backstories.": "A Multiverse of Friends: Three times per mystery, a friend you’ve made in an alternate universe can help one of you with a task as if they rolled 10+ to help out. They either manifest next to you for a moment or somehow are there in person. They can be bystanders from previous games or people from your backstories.", + "Determined Guardians: When one of the hunters protects a bystander, the target never takes harm: even on a miss, that bystander is totally safe. The hunter doing the protection still suffers the full effects of the roll result.": "Determined Guardians: When one of the hunters protects a bystander, the target never takes harm: even on a miss, that bystander is totally safe. The hunter doing the protection still suffers the full effects of the roll result.", + "Field Medics: When you treat an injured bystander, they are stabilised and well enough to manage until they can get proper medical attention. When you treat another hunter, pick if you heal 2-harm or stabilise them. Then they take +1 forward.": "Field Medics: When you treat an injured bystander, they are stabilised and well enough to manage until they can get proper medical attention. When you treat another hunter, pick if you heal 2-harm or stabilise them. Then they take +1 forward.", + "Checklists: Once per mystery, each hunter in need of a particular item may declare they have it. Narrate a flashback explaining why they thought to include it in their gear. If the item is especially rare, strange, or unusual (this is the Keeper’s call), then this move can’t be used again by any hunter until the next mystery.": "Checklists: Once per mystery, each hunter in need of a particular item may declare they have it. Narrate a flashback explaining why they thought to include it in their gear. If the item is especially rare, strange, or unusual (this is the Keeper’s call), then this move can’t be used again by any hunter until the next mystery.", + "Keep on Goin’: When you’re protecting bystanders from danger, any move that would prevent you from taking action due to harm, stress, or panic has its effect deferred. You can keep going for now, but once everyone is safe the full effects of what you’ve been through hit you.": "Keep on Goin’: When you’re protecting bystanders from danger, any move that would prevent you from taking action due to harm, stress, or panic has its effect deferred. You can keep going for now, but once everyone is safe the full effects of what you’ve been through hit you.", + "Shared Dangers: When you take a moment to share your worries and fears about a previous or upcoming battle with another hunter, you both choose one: heal 1-harm, or take +1 forward.": "Shared Dangers: When you take a moment to share your worries and fears about a previous or upcoming battle with another hunter, you both choose one: heal 1-harm, or take +1 forward.", + "Big Reveal: If most people around you don’t know about your secret identities, the first action you take in that scene that reveals those identities gets +1 forward. Bystanders and minions present freeze in surprise for a moment, giving you an opportunity to act before they can react.": "Big Reveal: If most people around you don’t know about your secret identities, the first action you take in that scene that reveals those identities gets +1 forward. Bystanders and minions present freeze in surprise for a moment, giving you an opportunity to act before they can react.", + "Affluent: You can get most gear easily. Specify what you need, assigning tags to the gear. If it’s a weapon, treat each harm beyond 2-harm as a separate tag; if it’s armour, treat each point of armour as a separate tag. Then roll +tags. On a miss, you get it easily. On a 7–9, you get it but raise some questions. On a 10+, either you don’t get it or you do but someone gets a clear clue about your secret identity.": "Affluent: You can get most gear easily. Specify what you need, assigning tags to the gear. If it’s a weapon, treat each harm beyond 2-harm as a separate tag; if it’s armour, treat each point of armour as a separate tag. Then roll +tags. On a miss, you get it easily. On a 7–9, you get it but raise some questions. On a 10+, either you don’t get it or you do but someone gets a clear clue about your secret identity.", + "Only When Necessary: If you manage to stop or destroy a minion without using any abilities or gear of your secret identity (including monster hunting weapons), each hunter involved marks experience. If it was a monster, mark two.": "Only When Necessary: If you manage to stop or destroy a minion without using any abilities or gear of your secret identity (including monster hunting weapons), each hunter involved marks experience. If it was a monster, mark two.", + "Shadow Selves: When one of you wants to be in two places at the same time, summon your shadow self in another place. Only one shadow self can per hunter exist at one time. The shadow self has a trait that allows others to distinguish it from you if they observe closely. Roll +Weird. On a 10+, hold 3. On a 7–9, hold 1. Spend holds to have your shadow self act as if it were you, but with –1 ongoing. When you spend the last hold, the shadow self dissolves in an obviously supernatural and unsettling way. On a miss, the shadow self appears for a moment and does something you really, really didn’t want them to do...": "Shadow Selves: When one of you wants to be in two places at the same time, summon your shadow self in another place. Only one shadow self can per hunter exist at one time. The shadow self has a trait that allows others to distinguish it from you if they observe closely. Roll +Weird. On a 10+, hold 3. On a 7–9, hold 1. Spend holds to have your shadow self act as if it were you, but with –1 ongoing. When you spend the last hold, the shadow self dissolves in an obviously supernatural and unsettling way. On a miss, the shadow self appears for a moment and does something you really, really didn’t want them to do...", + "Spending Money: If you get paid at the end of a mystery, each hunter adds 1-hold. Spend this hold in a later mystery narrate a flashback where you purchased the thing you need right now. It can be anything you could be carrying, something booked in advance (for example, a safe house or hotel room), or the use of a vehicle.": "Spending Money: If you get paid at the end of a mystery, each hunter adds 1-hold. Spend this hold in a later mystery narrate a flashback where you purchased the thing you need right now. It can be anything you could be carrying, something booked in advance (for example, a safe house or hotel room), or the use of a vehicle.", + "The B-Team: When you need to fortify a location or armour a vehicle, narrate a montage of your preparations. When you’re done, the location or vehicle provides 2-armour to all within it.": "The B-Team: When you need to fortify a location or armour a vehicle, narrate a montage of your preparations. When you’re done, the location or vehicle provides 2-armour to all within it.", + "Combat Training: When you help out another team member during combat, they may inflict +1 harm or suffer –1 harm in addition to the usual effects of your result.": "Combat Training: When you help out another team member during combat, they may inflict +1 harm or suffer –1 harm in addition to the usual effects of your result.", + "It’s Our Job: If a bystander has hired you, that counts as a reason when you manipulate them. This remains in effect in later mysteries. The Keeper may include other bystanders in the effect, if they’re part of a group you’re working for.": "It’s Our Job: If a bystander has hired you, that counts as a reason when you manipulate them. This remains in effect in later mysteries. The Keeper may include other bystanders in the effect, if they’re part of a group you’re working for.", + "The Good Ones: When you refuse to accept payment for a job, the client becomes an ally.": "The Good Ones: When you refuse to accept payment for a job, the client becomes an ally.", + "Yikes!: When a hunter is captured by a monster, minion, or phenomenon, they may ask one of the investigate a mystery or read a bad situation questions.": "Yikes!: When a hunter is captured by a monster, minion, or phenomenon, they may ask one of the investigate a mystery or read a bad situation questions.", + "Sensible Chuckle: When a hunter makes a joke (good or bad) at the expense of a monster, minion, or phenomenon, they may give another hunter on the team +1 forward.": "Sensible Chuckle: When a hunter makes a joke (good or bad) at the expense of a monster, minion, or phenomenon, they may give another hunter on the team +1 forward.", + "Earnest Do-gooders: When a hunter tells someone you are helping people and why, bystanders are more likely to do as you ask. The explanation always counts as a reason if you’re manipulating them to protect them or get them to help you.": "Earnest Do-gooders: When a hunter tells someone you are helping people and why, bystanders are more likely to do as you ask. The explanation always counts as a reason if you’re manipulating them to protect them or get them to help you.", + "Slapstick: When a hunter takes harm, they may instead have an embarrassing pratfall or accident that dodges the danger. Ignore the harm as established, and simply take 1-harm (which can’t be reduced or mitigated in any way). The hunter takes –1 forward.": "Slapstick: When a hunter takes harm, they may instead have an embarrassing pratfall or accident that dodges the danger. Ignore the harm as established, and simply take 1-harm (which can’t be reduced or mitigated in any way). The hunter takes –1 forward.", + "Disguises: When a hunter disguises themself, the disguise will not be questioned, until they do something to directly cast doubt on their appearance.": "Disguises: When a hunter disguises themself, the disguise will not be questioned, until they do something to directly cast doubt on their appearance.", + "Inventory Check: If you go looking for something that just might be in stock, roll +Weird. On a 10 or more, it’s there. On a 7–9, either you find it but there’s a cost, or you find something close enough. On a miss, you find something bad.": "Inventory Check: If you go looking for something that just might be in stock, roll +Weird. On a 10 or more, it’s there. On a 7–9, either you find it but there’s a cost, or you find something close enough. On a miss, you find something bad.", + "Corporate Database: If you use the company information systems to help investigate a mystery, take +1 hold. The Keeper tells you something disturbing you learn in addition to what you were looking for.": "Corporate Database: If you use the company information systems to help investigate a mystery, take +1 hold. The Keeper tells you something disturbing you learn in addition to what you were looking for.", + "Handbook: At the start of each mystery, each hunter may consult the employee handbook for advice. Roll a single die. On a 1, take –1 forward. On a 2, gain +1 forward to Charm. On a 3, gain +1 forward to Cool. On a 4, gain +1 forward to Sharp. On a 5, gain +1 forward to Tough. On a 6, gain +1 forward to Weird.": "Handbook: At the start of each mystery, each hunter may consult the employee handbook for advice. Roll a single die. On a 1, take –1 forward. On a 2, gain +1 forward to Charm. On a 3, gain +1 forward to Cool. On a 4, gain +1 forward to Sharp. On a 5, gain +1 forward to Tough. On a 6, gain +1 forward to Weird.", + "Uniforms: While you’re wearing your uniforms, your actions won’t be questioned unless you are indisputably out of place. For example, your burger restaurant uniforms won’t help you infiltrate a military base, and vice versa. The uniforms may also count as a reason when you try to manipulate someone.": "Uniforms: While you’re wearing your uniforms, your actions won’t be questioned unless you are indisputably out of place. For example, your burger restaurant uniforms won’t help you infiltrate a military base, and vice versa. The uniforms may also count as a reason when you try to manipulate someone.", + "Company Mascot: Take your corporate mascot as an ally. Pick one: a fellow employee with useful skills in the suit, or a supernatural being trying to keep under the radar. Decide what the mascot looks like.": "Company Mascot: Take your corporate mascot as an ally. Pick one: a fellow employee with useful skills in the suit, or a supernatural being trying to keep under the radar. Decide what the mascot looks like.", + "Earned Trust: People in your community know you, and know you mean well. They’ll generally believe what you tell them. If you ask them to do something for their own safety, they usually go along with it.": "Earned Trust: People in your community know you, and know you mean well. They’ll generally believe what you tell them. If you ask them to do something for their own safety, they usually go along with it.", + "Familiarity: When you’re checking out something in your community, you’ll always recognise right away if something has changed in an out-of-the-ordinary way. You can pick up things like a house suddenly quiet, a new tree in the park, or a stranger working at the corner store.": "Familiarity: When you’re checking out something in your community, you’ll always recognise right away if something has changed in an out-of-the-ordinary way. You can pick up things like a house suddenly quiet, a new tree in the park, or a stranger working at the corner store.", + "Domestic Wardings: You know how to protect houses from evil supernatural influences. All your homes are warded, and you may ward others too. It’s a big magic ritual requiring 24 hours, all the hunters, and a number of protective items that must be placed around the house. The wardings might be broken eventually by a concerted attack.": "Domestic Wardings: You know how to protect houses from evil supernatural influences. All your homes are warded, and you may ward others too. It’s a big magic ritual requiring 24 hours, all the hunters, and a number of protective items that must be placed around the house. The wardings might be broken eventually by a concerted attack.", + "Backyard Allies: You’ve made friends with some feral or wild animals that are smarter than normal—perhaps modern nature spirits? In any case, they can scout and spy for you, and it’s unlikely anyone will pay attention to them. They might ask you for favours too, now and then.": "Backyard Allies: You’ve made friends with some feral or wild animals that are smarter than normal—perhaps modern nature spirits? In any case, they can scout and spy for you, and it’s unlikely anyone will pay attention to them. They might ask you for favours too, now and then.", + "Craft Circle: Whenever you need a physical item as a magical requirement, you can craft a substitute together. All the hunters must take part, and you’ll need a few hours. You can replace one requirement per spell this way.": "Craft Circle: Whenever you need a physical item as a magical requirement, you can craft a substitute together. All the hunters must take part, and you’ll need a few hours. You can replace one requirement per spell this way.", + "Hit It!: If you all have your instruments ready, start playing one of your songs. Everyone and everything within earshot pauses for a moment.": "Hit It!: If you all have your instruments ready, start playing one of your songs. Everyone and everything within earshot pauses for a moment.", + "Sacred Songs of Power: You may substitute “play a mystical song” for any one use magic or big magic requirement. For use magic, one person needs to perform the song. For big magic, it must be at least two of you.": "Sacred Songs of Power: You may substitute “play a mystical song” for any one use magic or big magic requirement. For use magic, one person needs to perform the song. For big magic, it must be at least two of you.", + "Famous: You’re well known. Everywhere you go, you may call up your fans. They are a temporary ally group, type: backup (motivation: to stand with you). There will be a lot of them, but they’re just regular people—good at creating a distraction but not fighting monsters.": "Famous: You’re well known. Everywhere you go, you may call up your fans. They are a temporary ally group, type: backup (motivation: to stand with you). There will be a lot of them, but they’re just regular people—good at creating a distraction but not fighting monsters.", + "In the Groove: When you’re engaged in desperate physical action, and you describe how your move sets up another member of the band, they take +1 forward.": "In the Groove: When you’re engaged in desperate physical action, and you describe how your move sets up another member of the band, they take +1 forward.", + "Healing Vibe: Whenever the band plays a gig (no matter how big or small—there just needs to be an audience), each band member and every member of the audience either unmarks unstable or heals 1-harm.": "Healing Vibe: Whenever the band plays a gig (no matter how big or small—there just needs to be an audience), each band member and every member of the audience either unmarks unstable or heals 1-harm.", + "Something Rotten: When investigating a mystery and rolling a 7+, you can ask “How does this relate to the bad things I suspect about my organisation?” in addition to one of the usual questions.": "Something Rotten: When investigating a mystery and rolling a 7+, you can ask “How does this relate to the bad things I suspect about my organisation?” in addition to one of the usual questions.", + "Organisation’s Help: When you ask for the organisation’s help—gear, intel, or personnel—tell your superiors why you need it and roll +Charm. On a 10+, you get what you asked for. On a 7–9, you get it, but sooner or later the organisation will check up on you. On a miss, they don’t give it to you and someone in the organisation learns of your true intentions if you didn’t state them.": "Organisation’s Help: When you ask for the organisation’s help—gear, intel, or personnel—tell your superiors why you need it and roll +Charm. On a 10+, you get what you asked for. On a 7–9, you get it, but sooner or later the organisation will check up on you. On a miss, they don’t give it to you and someone in the organisation learns of your true intentions if you didn’t state them.", + "Specialized: Each of you can get +1 to a single rating (maximum +3) at the cost of –1 to a different rating (minimum –2).": "Specialized: Each of you can get +1 to a single rating (maximum +3) at the cost of –1 to a different rating (minimum –2).", + "Coordinated: Training in the organisation made you especially adept at helping each other. Your team holds 3 at the beginning at each mystery. Each of you can spend 1 to get +1 forward to help out and give the one you help +2 instead of +1 if your move is successful.": "Coordinated: Training in the organisation made you especially adept at helping each other. Your team holds 3 at the beginning at each mystery. Each of you can spend 1 to get +1 forward to help out and give the one you help +2 instead of +1 if your move is successful.", + "Power Dynamics: Add “Who’s the boss here?” and “Who doesn’t want to be a part of this?” to the list of your questions for read a bad situation and investigate a mystery.": "Power Dynamics: Add “Who’s the boss here?” and “Who doesn’t want to be a part of this?” to the list of your questions for read a bad situation and investigate a mystery.", + "Always on the Run: When you enter a new location, one of you can ask either “What’s the best way to hide here” or “What would be the best way to escape from here?” When you act on the answers, you get +1 ongoing, just as if it was a read a bad situation question.": "Always on the Run: When you enter a new location, one of you can ask either “What’s the best way to hide here” or “What would be the best way to escape from here?” When you act on the answers, you get +1 ongoing, just as if it was a read a bad situation question.", + "You Can’t Take Us: Once per mystery, each of you can treat a protect someone roll as if you rolled a 12.": "You Can’t Take Us: Once per mystery, each of you can treat a protect someone roll as if you rolled a 12.", + "Ride with the Thunder: When you race against someone having a comparable speed, you always win. When you race against someone faster or against the Wild Hunt, you can use magic to win anyway.": "Ride with the Thunder: When you race against someone having a comparable speed, you always win. When you race against someone faster or against the Wild Hunt, you can use magic to win anyway.", + "Sense of the Hunt: When a monster hunts a mortal in the area where you are (up to about 2 miles), you sense it, but without any details. You can read a bad situation to get more info on this situation, but if you fail, you get –1 ongoing to helping the hunted mortals.": "Sense of the Hunt: When a monster hunts a mortal in the area where you are (up to about 2 miles), you sense it, but without any details. You can read a bad situation to get more info on this situation, but if you fail, you get –1 ongoing to helping the hunted mortals.", + "Legend Amongst Monsters: Each of you can manipulate monsters as if you had the Dark Negotiator move. If you fail an investigate a mystery move, the monster learns it’s investigated by those who escaped the Wild Hunt.": "Legend Amongst Monsters: Each of you can manipulate monsters as if you had the Dark Negotiator move. If you fail an investigate a mystery move, the monster learns it’s investigated by those who escaped the Wild Hunt.", + "Assets": "Assets", + "Choose from these available assets. If there are two boxes, you need to mark both to earn that asset. (If you are making partial progress towards taking a two-box asset, mark the leftmost box first.)": "Choose from these available assets. If there are two boxes, you need to mark both to earn that asset. (If you are making partial progress towards taking a two-box asset, mark the leftmost box first.)", + "Mobile Base: A helicopter, aeroplane, truck, or bus with facilities and mystery investigation supplies on board.": "Mobile Base: A helicopter, aeroplane, truck, or bus with facilities and mystery investigation supplies on board.", + "Individual Transport: Each mission, a regular car, motorbike, or bicycle is assigned to every team member.": "Individual Transport: Each mission, a regular car, motorbike, or bicycle is assigned to every team member.", + "R&D Access: Your team is issued with a useful high technology experiment from R&D each mission. The Keeper decides what it is (always useful, usually with problematic side effects).": "R&D Access: Your team is issued with a useful high technology experiment from R&D each mission. The Keeper decides what it is (always useful, usually with problematic side effects).", + "Headquarters: A relatively secure space to use as a base in a Bureau regional facility. Everything you need to prepare for mysteries is here, and it’s quite secure.": "Headquarters: A relatively secure space to use as a base in a Bureau regional facility. Everything you need to prepare for mysteries is here, and it’s quite secure.", + "Sky Scanners: You have access to a scanning network that will alert you to strange events coming from space. This includes weird phenomena as well as UFOs.": "Sky Scanners: You have access to a scanning network that will alert you to strange events coming from space. This includes weird phenomena as well as UFOs.", + "Workshop: A big space for craft and repair projects, with plenty of tools and materials.": "Workshop: A big space for craft and repair projects, with plenty of tools and materials.", + "Disguise Kits: Contains costumes, makeup, and other supplies for a quick change of appearance.": "Disguise Kits: Contains costumes, makeup, and other supplies for a quick change of appearance.", + "Housing: Each member of the team is assigned a one-bedroom apartment in a generic housing project. All the apartments are exactly the same, down to scuff marks on the door.": "Housing: Each member of the team is assigned a one-bedroom apartment in a generic housing project. All the apartments are exactly the same, down to scuff marks on the door.", + "Rapid Response Pods: When any member of the team needs to get to a mission site quickly, a rapid response pod appears next to them. Enter the pod, and a short uncomfortable trip will place you where you need to be. What do the pods look like? How do they appear?": "Rapid Response Pods: When any member of the team needs to get to a mission site quickly, a rapid response pod appears next to them. Enter the pod, and a short uncomfortable trip will place you where you need to be. What do the pods look like? How do they appear?", + "Custom:": "Custom:", + "Individual Transport: A regular car, motorbike, or bicycle for every team member.": "Individual Transport: A regular car, motorbike, or bicycle for every team member.", + "Mobile Base: A truck or bus with bunks and mystery investigation supplies on board.": "Mobile Base: A truck or bus with bunks and mystery investigation supplies on board.", + "Credentials: Real, or as-good-as-real, identification that gets you access to law enforcement and other official contacts.": "Credentials: Real, or as-good-as-real, identification that gets you access to law enforcement and other official contacts.", + "Lair: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen.": "Lair: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen.", + "Hunter Roadhouses: A network of bars, diners, and motels where you can safely meet other monster hunters. Many are run by retired hunters.": "Hunter Roadhouses: A network of bars, diners, and motels where you can safely meet other monster hunters. Many are run by retired hunters.", + "Tool Kit: One or two of your vehicles carry tool kits. You have most tools you’ll need to repair or build something.": "Tool Kit: One or two of your vehicles carry tool kits. You have most tools you’ll need to repair or build something.", + "Mystical Ingredients Cabinet: A box with a wide range of frequently useful supplies for magic rituals.": "Mystical Ingredients Cabinet: A box with a wide range of frequently useful supplies for magic rituals.", + "Slush Fund: The team has access to a bank account that can pay for their day to day needs while monster hunting, and stretches to a big purchase every now and then. Where did it come from?": "Slush Fund: The team has access to a bank account that can pay for their day to day needs while monster hunting, and stretches to a big purchase every now and then. Where did it come from?", + "Armoury: One of your cars has a well-stocked weapons chest. Each mystery, every hunter may take one extra regular weapon. Also once per mystery, one hunter may ask the Keeper if the armoury has a particular special weapon: if yes, you can take it; if no, take +1 forward.": "Armoury: One of your cars has a well-stocked weapons chest. Each mystery, every hunter may take one extra regular weapon. Also once per mystery, one hunter may ask the Keeper if the armoury has a particular special weapon: if yes, you can take it; if no, take +1 forward.", + "Field Medics: You have enough supplies and training to treat one hunter per night as if they’d had a proper doctor or trip to the emergency room.": "Field Medics: You have enough supplies and training to treat one hunter per night as if they’d had a proper doctor or trip to the emergency room.", + "The Prophecies: A guidebook of all the visions about the Chosen One, to help you navigate your destiny (they’re pretty hard to decipher).": "The Prophecies: A guidebook of all the visions about the Chosen One, to help you navigate your destiny (they’re pretty hard to decipher).", + "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen.": "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen.", + "Mystical Workroom: A space set aside for magical operations. It can stand in for one requirement of a use magic or big magic move.": "Mystical Workroom: A space set aside for magical operations. It can stand in for one requirement of a use magic or big magic move.", + "Innocent Front: You have access to a regular business or institution. This means that your monster hunting hijinks can be concealed to an extent from your friends, family, and colleagues. For example: a cafe, a library, an antique store, etc.": "Innocent Front: You have access to a regular business or institution. This means that your monster hunting hijinks can be concealed to an extent from your friends, family, and colleagues. For example: a cafe, a library, an antique store, etc.", + "Regular Jobs: You have access to a place of employment for any of the hunters who need it. You earn enough to cover regular day-to-day expenses, and there’s time to fit in monster hunting around your hours.": "Regular Jobs: You have access to a place of employment for any of the hunters who need it. You earn enough to cover regular day-to-day expenses, and there’s time to fit in monster hunting around your hours.", + "Cameras and Recording Gear: You have a big collection of cameras and other recording devices that you can use during your investigations.": "Cameras and Recording Gear: You have a big collection of cameras and other recording devices that you can use during your investigations.", + "Primaeval Monument: An ancient site marking where access between worlds is easiest.": "Primaeval Monument: An ancient site marking where access between worlds is easiest.", + "Portal: A stable portal to either a particular world, or a between-worlds nexus. It is hidden, but any entity that finds either side may use it just like you can. Where is it hidden?": "Portal: A stable portal to either a particular world, or a between-worlds nexus. It is hidden, but any entity that finds either side may use it just like you can. Where is it hidden?", + "Exploration Gear: You’re never sure what you may find in another world. Your group has a storeroom full of all kinds of exploring and outdoor gear and clothing to use.": "Exploration Gear: You’re never sure what you may find in another world. Your group has a storeroom full of all kinds of exploring and outdoor gear and clothing to use.", + "Skywarden: A high tech transport aircraft that has all your essential gear on board and acts as your base on mission assignments. If you have the rapid deployment move, the Skywarden is upgraded with supersonic engines.": "Skywarden: A high tech transport aircraft that has all your essential gear on board and acts as your base on mission assignments. If you have the rapid deployment move, the Skywarden is upgraded with supersonic engines.", + "Individual Transport: Electric motorbikes for every team member.": "Individual Transport: Electric motorbikes for every team member.", + "Search and Rescue Gear: A selection of useful tools for locating and rescuing people in disaster zones.": "Search and Rescue Gear: A selection of useful tools for locating and rescuing people in disaster zones.", + "Headquarters: A relatively secure space allocated to you in IMPS headquarters. There’s room for all your gear, and includes full living quarters.": "Headquarters: A relatively secure space allocated to you in IMPS headquarters. There’s room for all your gear, and includes full living quarters.", + "Workshop: A big space for craft and repair projects, with plenty of technicians, tools, and materials.": "Workshop: A big space for craft and repair projects, with plenty of technicians, tools, and materials.", + "Medical Supplies: Everyone carries a first aid kit, and you have enough for a fully equipped infirmary back at your base or homes.": "Medical Supplies: Everyone carries a first aid kit, and you have enough for a fully equipped infirmary back at your base or homes.", + "Fancy High Tech Uniforms: Complete with built-in gadgets.": "Fancy High Tech Uniforms: Complete with built-in gadgets.", + "Housing: A pleasant house for each team member and their family, provided by IMPS for when you’re off-duty. This may be anywhere in the world.": "Housing: A pleasant house for each team member and their family, provided by IMPS for when you’re off-duty. This may be anywhere in the world.", + "World-jumping Base: A small vehicle or building with bunks and mystery investigation supplies on board.": "World-jumping Base: A small vehicle or building with bunks and mystery investigation supplies on board.", + "Translator: A high tech or arcane universal translator.": "Translator: A high tech or arcane universal translator.", + "Stealth Module: A device automatically changing the looks of your gear and vehicles to match the world you’re in.": "Stealth Module: A device automatically changing the looks of your gear and vehicles to match the world you’re in.", + "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen. Can’t travel between worlds, but you know a big magic ritual to come back here from any world. Invent details with the Keeper.": "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen. Can’t travel between worlds, but you know a big magic ritual to come back here from any world. Invent details with the Keeper.", + "Clothes: Clothes for any weather, including extreme ones.": "Clothes: Clothes for any weather, including extreme ones.", + "Published Book Series: A successful book series written by some or all of you based on your visits to other worlds.": "Published Book Series: A successful book series written by some or all of you based on your visits to other worlds.", + "Crystal Ball: A crystal ball always showing the most breathtaking sight in the area you’re in.": "Crystal Ball: A crystal ball always showing the most breathtaking sight in the area you’re in.", + "Mystical workroom: A space set aside for magical operations. It can stand in for one requirement of a use magic or big magic move.": "Mystical workroom: A space set aside for magical operations. It can stand in for one requirement of a use magic or big magic move.", + "Survival Gear: You’re all well-prepped with supplies for a disaster or emergency situation. Protective gear, tools, food and water, etc.": "Survival Gear: You’re all well-prepped with supplies for a disaster or emergency situation. Protective gear, tools, food and water, etc.", + "Hideouts: Each hunter has a hidden, safe place set up where they can retreat in an emergency. This could be an isolated cabin or bunker, a safe house, or a panic room (whichever makes sense for your hunter).": "Hideouts: Each hunter has a hidden, safe place set up where they can retreat in an emergency. This could be an isolated cabin or bunker, a safe house, or a panic room (whichever makes sense for your hunter).", + "Mobile Hideaway: A truck with bunks and mystery investigation supplies on board.": "Mobile Hideaway: A truck with bunks and mystery investigation supplies on board.", + "Individual Transport: A fancy car or motorbike for every team member.": "Individual Transport: A fancy car or motorbike for every team member.", + "Getaway: A place where you rest from everything, with no monster hunting gear but extremely difficult to find by mundane and magical means.": "Getaway: A place where you rest from everything, with no monster hunting gear but extremely difficult to find by mundane and magical means.", + "Headquarters: A base people from neither your public nor your secret life will find easily. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen.": "Headquarters: A base people from neither your public nor your secret life will find easily. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen.", + "Memorabilia: A collection of important memorabilia connected to the city’s past and two big magic rituals that need only them and up to two other requirements. Determine what the rituals do as a group.": "Memorabilia: A collection of important memorabilia connected to the city’s past and two big magic rituals that need only them and up to two other requirements. Determine what the rituals do as a group.", + "Secure Phones: A set of phones with advanced voice distortion and location concealment options. Tracking a call from these requires days of work.": "Secure Phones: A set of phones with advanced voice distortion and location concealment options. Tracking a call from these requires days of work.", + "Funds: Lots of money on bank accounts connected to untraceable credit cards.": "Funds: Lots of money on bank accounts connected to untraceable credit cards.", + "Mobile Base: A van, truck, or bus with bunks and mystery investigation supplies on board.": "Mobile Base: A van, truck, or bus with bunks and mystery investigation supplies on board.", + "The Grapevine: A network of contacts who pass on job leads.": "The Grapevine: A network of contacts who pass on job leads.", + "Secure Homes: Located somewhere you have a special relationship, you all have houses and bank accounts that provide a base when you’re off the job.": "Secure Homes: Located somewhere you have a special relationship, you all have houses and bank accounts that provide a base when you’re off the job.", + "Credentials: Monster hunting licenses and visa waivers that allow you to do your job and travel legitimately.": "Credentials: Monster hunting licenses and visa waivers that allow you to do your job and travel legitimately.", + "High Tech Gadgets: A supply of various monster scanners and detectors.": "High Tech Gadgets: A supply of various monster scanners and detectors.", + "Armoury: A cache of monster hunting weapons.": "Armoury: A cache of monster hunting weapons.", + "Mystery Van: A van with all your mystery investigation supplies on board.": "Mystery Van: A van with all your mystery investigation supplies on board.", + "Individual Transport: A skateboard, scooter, pair of skates, or bicycle for every team member.": "Individual Transport: A skateboard, scooter, pair of skates, or bicycle for every team member.", + "Gadgets: Paranormal investigation gadgets.": "Gadgets: Paranormal investigation gadgets.", + "Clubhouse: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and make a snack.": "Clubhouse: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and make a snack.", + "Mystical Workroom: a space set aside for magical operations. It can stand in for one requirement of a use magic or big magic move.": "Mystical Workroom: a space set aside for magical operations. It can stand in for one requirement of a use magic or big magic move.", + "Disguises: A trunk full of disguises.": "Disguises: A trunk full of disguises.", + "Library: Library of useful reference books.": "Library: Library of useful reference books.", + "IDs: Official junior deputy Suburban Watch Group volunteer badges.": "IDs: Official junior deputy Suburban Watch Group volunteer badges.", + "Backrooms: You’ve set out a relatively secure space in the back rooms. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen. It’s currently listed as “unused: permanent” so you should be left alone in there.": "Backrooms: You’ve set out a relatively secure space in the back rooms. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen. It’s currently listed as “unused: permanent” so you should be left alone in there.", + "Steam Tunnels: Accessed from your workplace, these allow you to get in and out without being seen. They also connect to the wider city infrastructure.": "Steam Tunnels: Accessed from your workplace, these allow you to get in and out without being seen. They also connect to the wider city infrastructure.", + "Security Access: You can look at the security camera feeds and records. These cover the entire store floor, secure areas, and the outside of the building.": "Security Access: You can look at the security camera feeds and records. These cover the entire store floor, secure areas, and the outside of the building.", + "Ritual Space: A space set aside for magical operations. It can stand in for one requirement of a use magic or big magic move. Decide where in the workplace it is located.": "Ritual Space: A space set aside for magical operations. It can stand in for one requirement of a use magic or big magic move. Decide where in the workplace it is located.", + "The Occult Section: Your workplace has a stock of mystical supplies. Sometimes you can find specific monster hunting supplies or ritual requirements there.": "The Occult Section: Your workplace has a stock of mystical supplies. Sometimes you can find specific monster hunting supplies or ritual requirements there.", + "Warding Glyphs: Mystical enchantments on the workplace prevent hostile magic targeting it from the outside, and alert all team members if a supernatural being enters.": "Warding Glyphs: Mystical enchantments on the workplace prevent hostile magic targeting it from the outside, and alert all team members if a supernatural being enters.", + "Lost Property & Returns: You can find all sorts of stuff in here, some of it useful.": "Lost Property & Returns: You can find all sorts of stuff in here, some of it useful.", + "Oracle Stone: A mystical scrying gem. At the beginning of each mystery, you may consult it—ask any question. The Keeper will answer with something true and useful, but they may make the answer difficult to understand.": "Oracle Stone: A mystical scrying gem. At the beginning of each mystery, you may consult it—ask any question. The Keeper will answer with something true and useful, but they may make the answer difficult to understand.", + "SWG Radio Network: a set of devices that allow you to easily talk to the rest of the SWG (as well as the base stations at your homes/the SWG headquarters).": "SWG Radio Network: a set of devices that allow you to easily talk to the rest of the SWG (as well as the base stations at your homes/the SWG headquarters).", + "Sacred Site: A place outdoors that has a reservoir of magical power. The Keeper always considers this site when a magical ritual requires a particular place.": "Sacred Site: A place outdoors that has a reservoir of magical power. The Keeper always considers this site when a magical ritual requires a particular place.", + "Infirmary: You have access to a doctor’s surgery or other suitable first aid office. You may use it for regular treatment of injuries, no questions asked.": "Infirmary: You have access to a doctor’s surgery or other suitable first aid office. You may use it for regular treatment of injuries, no questions asked.", + "Tour Bus: A truck or bus with bunks, your gear, and mystery investigation supplies on board.": "Tour Bus: A truck or bus with bunks, your gear, and mystery investigation supplies on board.", + "Individual Transport: A fancy car, motorbike, or bicycle for every team member.": "Individual Transport: A fancy car, motorbike, or bicycle for every team member.", + "Home Venue: You have a regular booking at a venue, and get on well with the owners. You’re always welcome there, and can be sure to find fans or friends there whenever its open.": "Home Venue: You have a regular booking at a venue, and get on well with the owners. You’re always welcome there, and can be sure to find fans or friends there whenever its open.", + "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep, practice, and cook.": "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep, practice, and cook.", + "Private Jet: You have a more-or-less fancy private jet (and crew) at your disposal.": "Private Jet: You have a more-or-less fancy private jet (and crew) at your disposal.", + "Studio: You have your own recording studio and record label. It’s either a big house in the country or big slice of a building in the city. It’s equipped with gear and staff. This is a good place for any other location-based assets to live.": "Studio: You have your own recording studio and record label. It’s either a big house in the country or big slice of a building in the city. It’s equipped with gear and staff. This is a good place for any other location-based assets to live.", + "Cameras and Recording Gear: You have a big collection of cameras and other recording devices that you can use during your investigations. Your crew also includes people who can operate them for you.": "Cameras and Recording Gear: You have a big collection of cameras and other recording devices that you can use during your investigations. Your crew also includes people who can operate them for you.", + "Office Space: Private offices in the organisation’s headquarters.": "Office Space: Private offices in the organisation’s headquarters.", + "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen. The organisation knows about it but has no direct influence over it.": "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen. The organisation knows about it but has no direct influence over it.", + "Fake IDs: Fake government IDs.": "Fake IDs: Fake government IDs.", + "More Fake IDs: Fake organisation IDs for other members or different jobs.": "More Fake IDs: Fake organisation IDs for other members or different jobs.", + "Cameras and Recording Gear: Miniature cameras and recording devices.": "Cameras and Recording Gear: Miniature cameras and recording devices.", + "Fae Horses: One for every team member. They fly, but if people start gossiping about flying horses, the Wild Hunt will surely hear of this.": "Fae Horses: One for every team member. They fly, but if people start gossiping about flying horses, the Wild Hunt will surely hear of this.", + "Map: A map of the Wild Hunt’s activities.": "Map: A map of the Wild Hunt’s activities.", + "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen. The Wild Hunt won’t learn about this base unless you stay there for a very long time.": "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen. The Wild Hunt won’t learn about this base unless you stay there for a very long time.", + "Disguises: A set of disguises.": "Disguises: A set of disguises.", + "Diversions: A box of smoke bombs and other distractions (0-harm close obscure vision).": "Diversions: A box of smoke bombs and other distractions (0-harm close obscure vision).", + "Fae Cosmetics and Makeup: Better than anything humans can produce.": "Fae Cosmetics and Makeup: Better than anything humans can produce.", + "Improvement": "Improvement", + "At the end of each session, answer your Style question (below). If yes, gain one improvement mark. If yes and it came up a lot, gain two improvement marks.": "At the end of each session, answer your Style question (below). If yes, gain one improvement mark. If yes and it came up a lot, gain two improvement marks.", + "When you fill in the improvement box, clear the improvement track and choose one of these:": "When you fill in the improvement box, clear the improvement track and choose one of these:", + "Gain a new team move.": "Gain a new team move.", + "Gain a new team ally.": "Gain a new team ally.", + "Gain two new asset selections.": "Gain two new asset selections.", + "Make the next mystery about your team enemy, giving you a chance to interfere in their plans.": "Make the next mystery about your team enemy, giving you a chance to interfere in their plans.", + "Make the next mystery about the organisation or its bad apples, giving you a chance to interfere in their plans.": "Make the next mystery about the organisation or its bad apples, giving you a chance to interfere in their plans.", + "Make the next mystery about the Wild Hunt, giving you a chance to weaken or confuse them.": "Make the next mystery about the Wild Hunt, giving you a chance to weaken or confuse them.", + "Style": "Style", + "Pick one of these styles (and the associated improvement question):": "Pick one of these styles (and the associated improvement question):", + "Hush: At the end of each session, ask: “Did we suppress knowledge of monsters and the supernatural?”": "Hush: At the end of each session, ask: “Did we suppress knowledge of monsters and the supernatural?”", + "The Greater Good: At the end of each session, ask: “Did we protect civilian lives?”": "The Greater Good: At the end of each session, ask: “Did we protect civilian lives?”", + "By Any Means Necessary: At the end of each session, ask: “Did we stop the problem, regardless of the cost?”": "By Any Means Necessary: At the end of each session, ask: “Did we stop the problem, regardless of the cost?”", + "Custom: What’s your story?": "Custom: What’s your story?", + "At the end of each session, ask:": "At the end of each session, ask:", + "Family: You’re all family, or as good as. At the end of each session, ask: “Did we talk about—or pointedly not talk about—something that was troubling a team member?”": "Family: You’re all family, or as good as. At the end of each session, ask: “Did we talk about—or pointedly not talk about—something that was troubling a team member?”", + "Vocation: Someone has to do it, and you happened to be able. At the end of each session, ask: “Did we save the people we went there to protect?”": "Vocation: Someone has to do it, and you happened to be able. At the end of each session, ask: “Did we save the people we went there to protect?”", + "Excitement: Monster hunting sure is a new thrill every time. At the end of each session, ask: “Did we take extremely dangerous risks?”": "Excitement: Monster hunting sure is a new thrill every time. At the end of each session, ask: “Did we take extremely dangerous risks?”", + "First among Equals: Sure, one of us is chosen by destiny, but we all play our part. At the end of each session, ask: “Did we all contribute in our own way to solve the mystery?”": "First among Equals: Sure, one of us is chosen by destiny, but we all play our part. At the end of each session, ask: “Did we all contribute in our own way to solve the mystery?”", + "Sworn Guardians: The rest of us made a solemn oath to help the Chosen One. At the end of each session, ask: “Did we save the Chosen One from serious harm?”": "Sworn Guardians: The rest of us made a solemn oath to help the Chosen One. At the end of each session, ask: “Did we save the Chosen One from serious harm?”", + "Fate’s Rebels: Screw destiny! At the end of each session, ask: “Did we fight against fate and prophecies, no matter the cost?”": "Fate’s Rebels: Screw destiny! At the end of each session, ask: “Did we fight against fate and prophecies, no matter the cost?”", + "Ancient Oath: You are the holders of an ancient obligation to guard the world’s border. Decide what the oath requires of you. At the end of each session, ask: “Did we hold to our oath?”": "Ancient Oath: You are the holders of an ancient obligation to guard the world’s border. Decide what the oath requires of you. At the end of each session, ask: “Did we hold to our oath?”", + "The oath:": "The oath:", + "Wrong Place, Wrong Time: You were there to stop the first incursion, and now feel obliged to prevent anything else coming through. At the end of each session, ask: “Did we protect the world from what lies beyond?”": "Wrong Place, Wrong Time: You were there to stop the first incursion, and now feel obliged to prevent anything else coming through. At the end of each session, ask: “Did we protect the world from what lies beyond?”", + "Born & Raised: You all grew up, or settled, here. Dimensional incursions are a part of life, even if a lot of people don’t like to admit it. At the end of each session, ask: “Did we look after our normal relationships with friends and families?”": "Born & Raised: You all grew up, or settled, here. Dimensional incursions are a part of life, even if a lot of people don’t like to admit it. At the end of each session, ask: “Did we look after our normal relationships with friends and families?”", + "Hush: At the end of each session, ask: “Did we save the day without making the news or creating a ruckus?”": "Hush: At the end of each session, ask: “Did we save the day without making the news or creating a ruckus?”", + "Rescuers: At the end of each session, ask: “Did we save people from harm, no matter how much property damage?”": "Rescuers: At the end of each session, ask: “Did we save people from harm, no matter how much property damage?”", + "Superstars: At the end of each session, ask: “Did our reputation as elite monster hunters come up during the mystery?”": "Superstars: At the end of each session, ask: “Did our reputation as elite monster hunters come up during the mystery?”", + "Well-prepared: You keep track of worlds that might need monster hunting help and have procedures for reaching and helping them. At the end of each session, ask: “Did things go according to our plans?”": "Well-prepared: You keep track of worlds that might need monster hunting help and have procedures for reaching and helping them. At the end of each session, ask: “Did things go according to our plans?”", + "Led by Fate: The universe wants you to help where you’re needed most. At the end of each session, ask: “Do we understand our place in the multiverse better now?”": "Led by Fate: The universe wants you to help where you’re needed most. At the end of each session, ask: “Do we understand our place in the multiverse better now?”", + "Accidental Heroes: You always end up where you’re needed because of magical mishaps and weird coincidences. At the end of each session, ask: “Did we make use of a coincidence or unexpected resource?”": "Accidental Heroes: You always end up where you’re needed because of magical mishaps and weird coincidences. At the end of each session, ask: “Did we make use of a coincidence or unexpected resource?”", + "We’re Prepared for Next Time: At the end of each session, ask: “Did our planning ahead save the day?”": "We’re Prepared for Next Time: At the end of each session, ask: “Did our planning ahead save the day?”", + "Fatalists: One day our times will come. Until then we fight. At the end of each session, ask: “Did we throw ourselves into danger to save the day?”": "Fatalists: One day our times will come. Until then we fight. At the end of each session, ask: “Did we throw ourselves into danger to save the day?”", + "Wardens: We won’t let what happened to us happen to anyone else. At the end of each session, ask: “Did we save people, no matter the cost?”": "Wardens: We won’t let what happened to us happen to anyone else. At the end of each session, ask: “Did we save people, no matter the cost?”", + "Greater Good: You find your secret monster hunting lives more important than your mundane social roles. At the end of each session, ask: “Did we choose the more important obligation?”": "Greater Good: You find your secret monster hunting lives more important than your mundane social roles. At the end of each session, ask: “Did we choose the more important obligation?”", + "The Only Ones: You’re the only ones capable enough to protect those around you from supernatural threats. At the end of each session, ask: “Did we do something nobody else in our society could do?”": "The Only Ones: You’re the only ones capable enough to protect those around you from supernatural threats. At the end of each session, ask: “Did we do something nobody else in our society could do?”", + "An Ancient Tradition: You’ve inherited your double role from family or mentors. At the end of each session, ask: “Have we done something that would make our predecessors proud?”": "An Ancient Tradition: You’ve inherited your double role from family or mentors. At the end of each session, ask: “Have we done something that would make our predecessors proud?”", + "Secret Mission: You are all devoted to a particular goal, using “mercenary monster hunter team” as your cover. What’s your objective? At the end of each session, ask: “Did we get closer to our goal?” If you achieve the objective, choose a new one or change to a new style. Your objective:": "Secret Mission: You are all devoted to a particular goal, using “mercenary monster hunter team” as your cover. What’s your objective? At the end of each session, ask: “Did we get closer to our goal?” If you achieve the objective, choose a new one or change to a new style. Your objective:", + "Goal-Oriented: At the end of each session, ask: “Did we fulfil the exact mission requested, without extra work?”": "Goal-Oriented: At the end of each session, ask: “Did we fulfil the exact mission requested, without extra work?”", + "Hearts of Gold: At the end of each session, ask: “Did we refuse to accept money from someone we saved?”": "Hearts of Gold: At the end of each session, ask: “Did we refuse to accept money from someone we saved?”", + "Wholesome: At the end of each session, ask: “Did we succeed by believing in each other and using our individual strengths?”": "Wholesome: At the end of each session, ask: “Did we succeed by believing in each other and using our individual strengths?”", + "Comical: At the end of each session, ask: “Did we do something really funny?”": "Comical: At the end of each session, ask: “Did we do something really funny?”", + "Cool: At the end of each session, ask: “Did we save the day, with style?”": "Cool: At the end of each session, ask: “Did we save the day, with style?”", + "Big Store: At the end of each session, ask: “Did we deal with any supernatural problems without management noticing?”": "Big Store: At the end of each session, ask: “Did we deal with any supernatural problems without management noticing?”", + "Security Team: At the end of each session, ask: “Did we keep people safe?”": "Security Team: At the end of each session, ask: “Did we keep people safe?”", + "Emergency Response: At the end of each session, ask: “Did we solve anyone’s problems?”": "Emergency Response: At the end of each session, ask: “Did we solve anyone’s problems?”", + "Thrown in the Deep End: You started out knowing nothing about the supernatural, and you’re still catching up. At the end of each session, ask: “Did we learn something new about the supernatural world?”": "Thrown in the Deep End: You started out knowing nothing about the supernatural, and you’re still catching up. At the end of each session, ask: “Did we learn something new about the supernatural world?”", + "Protectors: It’s all about looking after people. At the end of each session, ask: “Did we prevent harm in our community?”": "Protectors: It’s all about looking after people. At the end of each session, ask: “Did we prevent harm in our community?”", + "Cosy Coven: You were never strangers to the supernatural, but nobody else suspects it. At the end of each session, ask: “Did we help with our supernatural powers, undetected?”": "Cosy Coven: You were never strangers to the supernatural, but nobody else suspects it. At the end of each session, ask: “Did we help with our supernatural powers, undetected?”", + "Rock: At the end of each session, ask: “Did we lay the smackdown on some evildoers?”": "Rock: At the end of each session, ask: “Did we lay the smackdown on some evildoers?”", + "Punk: At the end of each session, ask: “Did we fight for the downtrodden?”": "Punk: At the end of each session, ask: “Did we fight for the downtrodden?”", + "Pop: At the end of each session, ask: “Did we look awesome?”": "Pop: At the end of each session, ask: “Did we look awesome?”", + "Metal: At the end of each session, ask: “Did we battle gloriously?”": "Metal: At the end of each session, ask: “Did we battle gloriously?”", + "Hip-hop: At the end of each session, ask: “Did we improve things for the local community?”": "Hip-hop: At the end of each session, ask: “Did we improve things for the local community?”", + "Folk: At the end of each session, ask: “Did we learn about local history and folklore?”": "Folk: At the end of each session, ask: “Did we learn about local history and folklore?”", + "Country: At the end of each session, ask: “Will that make a great story, later?”": "Country: At the end of each session, ask: “Will that make a great story, later?”", + "Inquisition: You believe your organisation isn’t rotten to the core, it just has a few rotten apples. At the end of each session, ask: “Is the organisation better now?”": "Inquisition: You believe your organisation isn’t rotten to the core, it just has a few rotten apples. At the end of each session, ask: “Is the organisation better now?”", + "Redemption: You were once part of the organisation’s shady dealings but are disgusted by them now. At the end of each session, ask: “Did we repay part of the harm we caused as organisation members?”": "Redemption: You were once part of the organisation’s shady dealings but are disgusted by them now. At the end of each session, ask: “Did we repay part of the harm we caused as organisation members?”", + "Revolt: You’ve recently understood the organisation is rotten to the core and should be terminated. At the end of each session, ask: “Are we closer to destroying the organisation?”": "Revolt: You’ve recently understood the organisation is rotten to the core and should be terminated. At the end of each session, ask: “Are we closer to destroying the organisation?”", + "Vengeance: You want to become strong enough to destroy the Wild Hunt one day. At the end of each session, ask: “Did what we do bring us closer to destroying the Wild Hunt?”": "Vengeance: You want to become strong enough to destroy the Wild Hunt one day. At the end of each session, ask: “Did what we do bring us closer to destroying the Wild Hunt?”", + "Compassion: You don’t want others to suffer as you did. At the end of each session, ask: “Did we risk our freedom to protect someone else’s’?”": "Compassion: You don’t want others to suffer as you did. At the end of each session, ask: “Did we risk our freedom to protect someone else’s’?”", + "Homelessness: You want to have normal lives one day. At the end of each session, ask: “Did we put some effort into making our lives more normal?”": "Homelessness: You want to have normal lives one day. At the end of each session, ask: “Did we put some effort into making our lives more normal?”", + "Enemies": "Enemies", + "Pick an enemy for your team:": "Pick an enemy for your team:", + "General Grox, alien warlord.": "General Grox, alien warlord.", + "The werewolf conspiracy.": "The werewolf conspiracy.", + "The Order of the Silvery Stars, who worship some very bad alien god-things.": "The Order of the Silvery Stars, who worship some very bad alien god-things.", + "The Old Gods, who want to return and rule the world again.": "The Old Gods, who want to return and rule the world again.", + "A rival Bureau with dubious methods and goals.": "A rival Bureau with dubious methods and goals.", + "Halphas, a demon who has it in for you.": "Halphas, a demon who has it in for you.", + "All the vampires.": "All the vampires.", + "Dr Crepuscule, who steals unnatural power from captured monsters.": "Dr Crepuscule, who steals unnatural power from captured monsters.", + "The King in Yellow, a god/force of corruption, decadence, and disease.": "The King in Yellow, a god/force of corruption, decadence, and disease.", + "A cabal of ghosts trying to secure the secret of returning to life.": "A cabal of ghosts trying to secure the secret of returning to life.", + "Alpha, an immortal werewolf.": "Alpha, an immortal werewolf.", + "Seth Vail, a billionaire who wants to harness the power of monsters, starting with immortality for himself.": "Seth Vail, a billionaire who wants to harness the power of monsters, starting with immortality for himself.", + "The Father of Monsters, the cosmic entity who is the source of evil in the world.": "The Father of Monsters, the cosmic entity who is the source of evil in the world.", + "The Grey Priests, a conspiracy to bring about the end of the world and birth of a new one.": "The Grey Priests, a conspiracy to bring about the end of the world and birth of a new one.", + "Lord Grash, warlord of a monster dimension.": "Lord Grash, warlord of a monster dimension.", + "All the demons.": "All the demons.", + "The Anointed Hierophant, an occult sect leader who wants to break the walls between worlds.": "The Anointed Hierophant, an occult sect leader who wants to break the walls between worlds.", + "Chaos, a cosmic entity of disorder.": "Chaos, a cosmic entity of disorder.", + "TransWorldCorp, a business hoping to profit from other worlds via their rift machine, no matter the damage they do along the way.": "TransWorldCorp, a business hoping to profit from other worlds via their rift machine, no matter the damage they do along the way.", + "Apollyon, a demon king who wants to rule the Earth.": "Apollyon, a demon king who wants to rule the Earth.", + "Incursions of HEDEs (Hostile Extra-Dimensional Entities).": "Incursions of HEDEs (Hostile Extra-Dimensional Entities).", + "Masanori, a selfish tycoon chasing personal immortality.": "Masanori, a selfish tycoon chasing personal immortality.", + "A rival IMPS team, who always want to make it look like they saved the day and you screwed up.": "A rival IMPS team, who always want to make it look like they saved the day and you screwed up.", + "A chaos cult who want to break down the structures of the modern world, so they can rule it with their magical powers.": "A chaos cult who want to break down the structures of the modern world, so they can rule it with their magical powers.", + "Dr Weltschmerz, a bitter and angry scientist who wants all worlds to suffer.": "Dr Weltschmerz, a bitter and angry scientist who wants all worlds to suffer.", + "Jauna, a merchant from Monster Marches who deals in interdimensional slave trade.": "Jauna, a merchant from Monster Marches who deals in interdimensional slave trade.", + "Separator, an automaton guarding borders between the worlds.": "Separator, an automaton guarding borders between the worlds.", + "Iron Crusade, an invading force from a futuristic world.": "Iron Crusade, an invading force from a futuristic world.", + "Your own evil versions from a mirrored universe.": "Your own evil versions from a mirrored universe.", + "The Black Knight, a faerie lord.": "The Black Knight, a faerie lord.", + "A necromancer, with a plan to rule the world.": "A necromancer, with a plan to rule the world.", + "Metaphysical Exploitation Holdings (MEH), a corporation that profits from ill-advised experimentation and exploitation of the supernatural.": "Metaphysical Exploitation Holdings (MEH), a corporation that profits from ill-advised experimentation and exploitation of the supernatural.", + "A conspiracy of chaos cultists.": "A conspiracy of chaos cultists.", + "Allmine, a greedy and capricious demon of desire.": "Allmine, a greedy and capricious demon of desire.", + "All the evil doppelgangers.": "All the evil doppelgangers.", + "Professor Trundil, an occult scientist trying to steal your powers and magic.": "Professor Trundil, an occult scientist trying to steal your powers and magic.", + "Great Waghru, a primordial entity slumbering beneath the city, now stirring.": "Great Waghru, a primordial entity slumbering beneath the city, now stirring.", + "Brave New World, an undercover company trying to replace humans in your city with robots.": "Brave New World, an undercover company trying to replace humans in your city with robots.", + "Pethas, a dragon.": "Pethas, a dragon.", + "All the werewolves.": "All the werewolves.", + "Ozahr, an immortal and megalomaniac wizard.": "Ozahr, an immortal and megalomaniac wizard.", + "The Fates.": "The Fates.", + "A conspiracy of political leaders secretly creating a global dictatorship.": "A conspiracy of political leaders secretly creating a global dictatorship.", + "Bradshaw, an evil property developer.": "Bradshaw, an evil property developer.", + "The Ghost King.": "The Ghost King.", + "Dracula.": "Dracula.", + "Cryptids generally.": "Cryptids generally.", + "A conspiracy of wizards who want to take over the world.": "A conspiracy of wizards who want to take over the world.", + "Your manager.": "Your manager.", + "The Queen of the Bug Monsters.": "The Queen of the Bug Monsters.", + "The Monarch of Waste, a cosmic entity of disorder and ruin.": "The Monarch of Waste, a cosmic entity of disorder and ruin.", + "A conspiracy within the company, using the workplace for a sinister occult plan.": "A conspiracy within the company, using the workplace for a sinister occult plan.", + "The thing in the basement. You don’t know what it is, but it’s evil.": "The thing in the basement. You don’t know what it is, but it’s evil.", + "The Pale Man, the powerful and malevolent ghost of a mass murderer who lived here a long time ago.": "The Pale Man, the powerful and malevolent ghost of a mass murderer who lived here a long time ago.", + "All the ghouls. A big cemetery nearby attracts their attention.": "All the ghouls. A big cemetery nearby attracts their attention.", + "Bradshaw, a property developer who wants to rebuild the city—by any means necessary.": "Bradshaw, a property developer who wants to rebuild the city—by any means necessary.", + "Discord, goddess of chaos and disorder.": "Discord, goddess of chaos and disorder.", + "A conspiracy of vampires trying to take over your community.": "A conspiracy of vampires trying to take over your community.", + "White Travellers, ghosts that feed on natural, joyous emotions of people and leave people content with a humdrum life.": "White Travellers, ghosts that feed on natural, joyous emotions of people and leave people content with a humdrum life.", + "Ancient Purity, an occultist/fascist death metal band. They would be your enemies even without their abuse of mystical powers.": "Ancient Purity, an occultist/fascist death metal band. They would be your enemies even without their abuse of mystical powers.", + "The Man, a new god of authority, order, and following the rules.": "The Man, a new god of authority, order, and following the rules.", + "The Sanguine Circle, a conspiracy of vampires with cells in many cities and towns.": "The Sanguine Circle, a conspiracy of vampires with cells in many cities and towns.", + "Allies": "Allies", + "Choose your team allies from this list:": "Choose your team allies from this list:", + "Doctor “Blue,” a physician. They can help you recover from harm.": "Doctor “Blue,” a physician. They can help you recover from harm.", + "Professor “Blood,” a forensic scientist. They are who you go to when you need evidence analysed.": "Professor “Blood,” a forensic scientist. They are who you go to when you need evidence analysed.", + "Agent “Will,” a field investigator. They’re a veteran of the Bureau, and can help you navigate problems with colleagues.": "Agent “Will,” a field investigator. They’re a veteran of the Bureau, and can help you navigate problems with colleagues.", + "Aquila Squad, an ally team. They are unofficially known as “the Extreme Problems” squad. They can handle anything unfazed, but their solutions can be a little... messy.": "Aquila Squad, an ally team. They are unofficially known as “the Extreme Problems” squad. They can handle anything unfazed, but their solutions can be a little... messy.", + "SkullFangz, an ally team. This is a group of hackers you’ve made a sort of alliance with. They can help you get information through unorthodox channels, but they sometimes need you to do some odd or dubious favours in return.": "SkullFangz, an ally team. This is a group of hackers you’ve made a sort of alliance with. They can help you get information through unorthodox channels, but they sometimes need you to do some odd or dubious favours in return.", + "Detective Barnes, a police detective who you saved from a monster way back when. They’ll help you out with some information now and then, and possibly more when you’re on their turf.": "Detective Barnes, a police detective who you saved from a monster way back when. They’ll help you out with some information now and then, and possibly more when you’re on their turf.", + "Bingo, an always-online researcher into strangeness. They can put you in touch with people who need help, coordinate communication, and help you with research.": "Bingo, an always-online researcher into strangeness. They can put you in touch with people who need help, coordinate communication, and help you with research.", + "Sapphire, who has the ability to manipulate time in certain ways. You suspect she may be very long-lived or even immortal. She is not always easy to contact, and can appear unexpectedly.": "Sapphire, who has the ability to manipulate time in certain ways. You suspect she may be very long-lived or even immortal. She is not always easy to contact, and can appear unexpectedly.", + "Another group of travelling hunters, an ally team. They can back you up monster hunting—you’ve helped each other out several times, when things got tricky.": "Another group of travelling hunters, an ally team. They can back you up monster hunting—you’ve helped each other out several times, when things got tricky.", + "Universal Cleanup Services, an ally team. A franchise that specialises in cleaning up messes like crime scenes and monster attacks.": "Universal Cleanup Services, an ally team. A franchise that specialises in cleaning up messes like crime scenes and monster attacks.", + "Carlito, a nurse. They can patch up injured hunters.": "Carlito, a nurse. They can patch up injured hunters.", + "Charity, an occultist. She can tell you about and sometimes find weird old items.": "Charity, an occultist. She can tell you about and sometimes find weird old items.", + "Raven, a mystic. Has some ideas about the Chosen One’s destiny.": "Raven, a mystic. Has some ideas about the Chosen One’s destiny.", + "The Junior Entourage, an ally team. These are friends who aren’t in the core team. Good at getting around for area canvassing or distraction.": "The Junior Entourage, an ally team. These are friends who aren’t in the core team. Good at getting around for area canvassing or distraction.", + "Destiny’s Servants, an ally team. A secretive group sent to help you out. They’re good at fighting and acting suspicious.": "Destiny’s Servants, an ally team. A secretive group sent to help you out. They’re good at fighting and acting suspicious.", + "Hawthorn, a hedge witch. They’re able to cast a variety of small but useful spells.": "Hawthorn, a hedge witch. They’re able to cast a variety of small but useful spells.", + "Anya, a folklorist. They know a lot about the stories and history of the region.": "Anya, a folklorist. They know a lot about the stories and history of the region.", + "The Feeling of Not Knowing a Particular Fact, a visitor from another world. An explorer of worlds, they have a store of facts or rumours about many different dimensions. Describe their home world and look.": "The Feeling of Not Knowing a Particular Fact, a visitor from another world. An explorer of worlds, they have a store of facts or rumours about many different dimensions. Describe their home world and look.", + "Junior Guardians, an ally team. By tradition, younger members of your families and community are apprenticed to take over when you retire. They can help with any tasks that aren’t too dangerous.": "Junior Guardians, an ally team. By tradition, younger members of your families and community are apprenticed to take over when you retire. They can help with any tasks that aren’t too dangerous.", + "A flock of otherworldly creatures, an ally team. These non-Earthly animals can scout and warn you of danger, and also are quite cute. Describe their home world and look.": "A flock of otherworldly creatures, an ally team. These non-Earthly animals can scout and warn you of danger, and also are quite cute. Describe their home world and look.", + "Ó Corra, IMPS General Secretary. Having Ó Corra on your side is always going to be handy.": "Ó Corra, IMPS General Secretary. Having Ó Corra on your side is always going to be handy.", + "Klíma, IMPS forensic specialist. Klíma can help you get extra forensic analysis or expedite tests.": "Klíma, IMPS forensic specialist. Klíma can help you get extra forensic analysis or expedite tests.", + "Villaverde, IMPS librarian. Knows a lot about mystical and occult secrets.": "Villaverde, IMPS librarian. Knows a lot about mystical and occult secrets.", + "IMPS team EM–3. This team of IMPS agents specialise in dealing with big disasters. They can help manage and calm down civilians and provide support for your team.": "IMPS team EM–3. This team of IMPS agents specialise in dealing with big disasters. They can help manage and calm down civilians and provide support for your team.", + "Cryptidnet, a loose organisation of interested amateurs and researchers who collate rumours of weird activity. Great source of leads and supernatural rumours.": "Cryptidnet, a loose organisation of interested amateurs and researchers who collate rumours of weird activity. Great source of leads and supernatural rumours.", + "Justinian, a paladin. He’s always ready to fight evil alongside you and hopes one of you will one day be the lady (or lord) of his heart.": "Justinian, a paladin. He’s always ready to fight evil alongside you and hopes one of you will one day be the lady (or lord) of his heart.", + "NewLife, a bio-robot. They know a lot about life on various worlds, whether organic, tech-based, or magic-based.": "NewLife, a bio-robot. They know a lot about life on various worlds, whether organic, tech-based, or magic-based.", + "Darween, a diplomat. Coming from the Monster Marches, she hates disunity and wants good people of all worlds to cooperate.": "Darween, a diplomat. Coming from the Monster Marches, she hates disunity and wants good people of all worlds to cooperate.", + "The Queen’s Musketeers. Brave, dashing and ready to fight with monsters both in Helos and beyond, but won’t do anything that directly contradicts Queen Helena the Radiant’s orders.": "The Queen’s Musketeers. Brave, dashing and ready to fight with monsters both in Helos and beyond, but won’t do anything that directly contradicts Queen Helena the Radiant’s orders.", + "Spirit Healers. They come from a Stone Age world and want to heal all spiritual ills of all worlds. They oppose killing monsters because they believe monsters should be healed and reintegrated instead.": "Spirit Healers. They come from a Stone Age world and want to heal all spiritual ills of all worlds. They oppose killing monsters because they believe monsters should be healed and reintegrated instead.", + "Zhu, a law enforcement officer. They can help you with legal difficulties in their jurisdiction.": "Zhu, a law enforcement officer. They can help you with legal difficulties in their jurisdiction.", + "Davis, a therapist specialising in trauma recovery.": "Davis, a therapist specialising in trauma recovery.", + "Dr Basu, a medical doctor.": "Dr Basu, a medical doctor.", + "The next generation, an ally team. These younger monster hunters are relatives of those who died in the battle, taking up the family calling.": "The next generation, an ally team. These younger monster hunters are relatives of those who died in the battle, taking up the family calling.", + "The Network, an ally team. This is a group of people who keep watch for big supernatural dangers, and can get you warnings in time to intervene.": "The Network, an ally team. This is a group of people who keep watch for big supernatural dangers, and can get you warnings in time to intervene.", + "Shinzō, a retro-weaponsmith. Their creations look like fancy souvenirs but have various magical properties.": "Shinzō, a retro-weaponsmith. Their creations look like fancy souvenirs but have various magical properties.", + "FaceBog, a doppelganger. They’ll impersonate you at various social events if you ask them nicely.": "FaceBog, a doppelganger. They’ll impersonate you at various social events if you ask them nicely.", + "Hedwig, a journalist. She believes in your public causes and is willing to cover up some things for you, but sometimes asks difficult questions.": "Hedwig, a journalist. She believes in your public causes and is willing to cover up some things for you, but sometimes asks difficult questions.", + "Monster Hunters Fan Club. They know your secret identities, but not your public ones.": "Monster Hunters Fan Club. They know your secret identities, but not your public ones.", + "Spirits of the city’s founders. They remember how the city once was and have clashed with occult forces that threaten it.": "Spirits of the city’s founders. They remember how the city once was and have clashed with occult forces that threaten it.", + "Dumont, the fixer. Dumont can find leads on jobs, and sometime scare up special gear.": "Dumont, the fixer. Dumont can find leads on jobs, and sometime scare up special gear.", + "Chang, a government official. They can help you with legal entanglements. Sometimes.": "Chang, a government official. They can help you with legal entanglements. Sometimes.", + "Dr Accorso. A medical doctor, ready to help with injuries or illness. No questions asked.": "Dr Accorso. A medical doctor, ready to help with injuries or illness. No questions asked.", + "The Irregulars, an ally team. They’re a general group of support crew that help you out. Mechanics, technicians, and the like.": "The Irregulars, an ally team. They’re a general group of support crew that help you out. Mechanics, technicians, and the like.", + "The Crooked Hearts, another mercenary monster hunting crew. You’ve worked together on some big jobs.": "The Crooked Hearts, another mercenary monster hunting crew. You’ve worked together on some big jobs.", + "Leon/Lyn, an authority figure (parent, teacher, etc.). Helpful dealing with officials.": "Leon/Lyn, an authority figure (parent, teacher, etc.). Helpful dealing with officials.", + "Romain, a librarian. Good at finding out details.": "Romain, a librarian. Good at finding out details.", + "A very smart pet. Pick their species and give them a name:": "A very smart pet. Pick their species and give them a name:", + "Your friend group, an ally team. Great for distractions.": "Your friend group, an ally team. Great for distractions.", + "Internet mystery circle, an ally team. Good for finding out weird facts and rumours.": "Internet mystery circle, an ally team. Good for finding out weird facts and rumours.", + "Aminat Salek, a client or customer who has a knack for finding whatever is weirdest.": "Aminat Salek, a client or customer who has a knack for finding whatever is weirdest.", + "Ahearn, a consultant. They can help you out with how things go on behind the scenes.": "Ahearn, a consultant. They can help you out with how things go on behind the scenes.", + "De Luca, from human resources. They can cover for absences and sometimes tell you what management is planning.": "De Luca, from human resources. They can cover for absences and sometimes tell you what management is planning.", + "The day shift, an ally team. They can help out when you need to sleep.": "The day shift, an ally team. They can help out when you need to sleep.", + "Asani, an old and knowledgeable witch.": "Asani, an old and knowledgeable witch.", + "Petersen, a police officer. Community-minded, they know you help people out and they help you too.": "Petersen, a police officer. Community-minded, they know you help people out and they help you too.", + "Red, cafe/bar/restaurant manager. You’re always welcome in their place, and they hear a lot of gossip.": "Red, cafe/bar/restaurant manager. You’re always welcome in their place, and they hear a lot of gossip.", + "The SWG, an ally team. These are newer members of the SWG. They can patrol, report events, and help people to safety. They’re not ready to take on monsters directly.": "The SWG, an ally team. These are newer members of the SWG. They can patrol, report events, and help people to safety. They’re not ready to take on monsters directly.", + "The sports club, an ally team. What sport do you all play? The other club members will do you a favour now and then. Useful for getting information from organisations you don’t have direct access to.": "The sports club, an ally team. What sport do you all play? The other club members will do you a favour now and then. Useful for getting information from organisations you don’t have direct access to.", + "Carlos, a roadie. They can do pretty much anything with reasonable competence.": "Carlos, a roadie. They can do pretty much anything with reasonable competence.", + "Charity, an occultist. She can tell you about mystical stuff you find and sometimes get you weird old items.": "Charity, an occultist. She can tell you about mystical stuff you find and sometimes get you weird old items.", + "Dr An Seulgi. She can help patch you up if you get hurt, and provide “special” prescriptions as long as you don’t abuse them too badly.": "Dr An Seulgi. She can help patch you up if you get hurt, and provide “special” prescriptions as long as you don’t abuse them too badly.", + "Eldritch Records, your label. You can hit them up for a little money, legal help, or contact details for folks in the music business.": "Eldritch Records, your label. You can hit them up for a little money, legal help, or contact details for folks in the music business.", + "Your fan club, an ally team. They’re keen to help, but they’re mainly just a bunch of kids (possibly kids in their late teens or early twenties, but still).": "Your fan club, an ally team. They’re keen to help, but they’re mainly just a bunch of kids (possibly kids in their late teens or early twenties, but still).", + "LOLweb, a hacker. They track the organisation’s web activity and try to hinder it but don’t believe in monsters.": "LOLweb, a hacker. They track the organisation’s web activity and try to hinder it but don’t believe in monsters.", + "Faruq, an office worker in the organisation. He also feels there’s something wrong but is too afraid to act openly about it.": "Faruq, an office worker in the organisation. He also feels there’s something wrong but is too afraid to act openly about it.", + "Grethel, a government official. She keeps track of various supernatural occurrences and organisations that deal with them.": "Grethel, a government official. She keeps track of various supernatural occurrences and organisations that deal with them.", + "Organisation ex-members. Each of them has seen a bit of bad things that happen there and can help you piece together the bigger picture.": "Organisation ex-members. Each of them has seen a bit of bad things that happen there and can help you piece together the bigger picture.", + "Independent hunters. Far less experienced than you but sometimes can do things you can’t due to being observed by the organisation.": "Independent hunters. Far less experienced than you but sometimes can do things you can’t due to being observed by the organisation.", + "Soyfly, a pixie. She knows a lot of recent gossip about the Wild Hunt.": "Soyfly, a pixie. She knows a lot of recent gossip about the Wild Hunt.", + "Althea, a private aviator. She believes the sky should be free for everyone, not just some creepy horsemen.": "Althea, a private aviator. She believes the sky should be free for everyone, not just some creepy horsemen.", + "Caragh, a banshee. She once rode with the Hunt and now helps other fugitives, but never reveals how she escaped.": "Caragh, a banshee. She once rode with the Hunt and now helps other fugitives, but never reveals how she escaped.", + "New Start, an NGO that helps refugees. They focus on political and war refugees, but allow you to use their facilities.": "New Start, an NGO that helps refugees. They focus on political and war refugees, but allow you to use their facilities.", + "The Savage Ride, the Wild Hunt’s rivals. They’ll do anything to hinder the Hunt, but are violent and fickle themselves.": "The Savage Ride, the Wild Hunt’s rivals. They’ll do anything to hinder the Hunt, but are violent and fickle themselves." } \ No newline at end of file diff --git a/Monster of the Week Official/translations/he.json b/Monster of the Week Official/translations/he.json index 0f448059f9..d2b26a3f7a 100644 --- a/Monster of the Week Official/translations/he.json +++ b/Monster of the Week Official/translations/he.json @@ -1192,7 +1192,6 @@ "custom-move-name": "שם", "custom-move-description": "Description", "custom-gear": "Playbook Gear", - "start_newstuff": "", "unused": "Unused", "all": "All", "starting": "Starting", @@ -1290,7 +1289,7 @@ "eos-ref": "At the end of each session, the Keeper will ask the following questions:
    • Did we conclude the current mystery?
    • Did we save someone from certain death (or worse)?
    • Did we learn something new and important about the world?
    • Did we learn something new and important about one of the hunters?
    If you get one or two \"Yes\" answers, mark one experience. If you get three or four, mark two.", "pick-book": "Pick Your Playbook", "pick-book-desc": "Pick your playbook using the menu in the upper right corner or the buttons in the lists below. Once you pick a playbook, starting stats options are found at the bottom of the first main column (not including the stats column).", - "motw-books": "Monster of the Week Revised Edition Playbooks", + "motw-books": "Monster of the Week Hardcover Edition Playbooks", "chosen-desc": "A once-ordinary person who discovered they have a special destiny, and who has been given the power to accomplish it. The Chosen is good in a fight, with some weird powers. E.g. Buffy from Buffy the Vampire Slayer.", "crooked-desc": "A criminal turned monster hunter, haunted by their past and enemies. The Crooked is good in social situations and has a lot of contacts. E.g. Anna Valmont from The Dresden Files, Peter Bishop from Fringe.", "divine-desc": "An agent of a higher power, with a mission to fulfill. The Divine is very tough and has been granted holy powers. E.g. Castiel from Supernatural; Michael Carpenter from The Dresden Files.", @@ -1621,6 +1620,7 @@ "animating-force": "Animating Force", "animating-force-desc": "There is a force that gives you life, which cannot harm you. You do not eat, breathe, drink, or heal naturally. Instead, repair yourself with your recharge move. Pick an energy type:", "lightning": "Lightning", + "fire": "Fire", "music": "Music", "clockwork": "Clockwork", "orgone": "Orgone", @@ -1686,7 +1686,6 @@ "hardcase2020-move6": "Inspired Guesswork: When you investigate a mystery, you may spend 1 Fire to add 1 extra hold. The extra question must be about powers, motivations, or weaknesses.", "hardcase2020-move7": "Stone Cold: You never really get ruffled by danger. Gain +1 whenever pain or fear requires you act under pressure. Your nearby allies also gain this bonus against pain and fear, as long as you keep it together.", "hardcase2020-move8": "Weapon Master: When you take possession of a new weapon you may add, remove, or change one tag. This change only applies for you. When you get this move, apply it to all your current weapons.", - "fire": "Fire", "calm": "Calm", "raging": "Raging", "hardcase-vehicles": "Vehicles", @@ -1716,5 +1715,610 @@ "hardcase2020-gear22": "A spell formula, written on a napkin", "hardcase2020-advance1": "Your Fire track increases to 13 boxes.", "constructed-unstable": "You get 10 harm boxes and do not become unstable.", - "end_newstuff": "" + "team-playbooks": "Team Playbooks", + "team-playbook-choice": "Choose a Team Playbook", + "Team Playbook": "Team Playbook", + "Agents in Black": "Agents in Black", + "Always on the Road": "Always on the Road", + "The Chosen One and Entourage": "The Chosen One and Entourage", + "Guardians of the Borderland": "Guardians of the Borderland", + "IMPS (International Monster and Paranormal Service)": "IMPS (International Monster and Paranormal Service)", + "Interdimensional Crisis Team": "Interdimensional Crisis Team", + "The Last Survivors": "The Last Survivors", + "League of Double Lives": "League of Double Lives", + "Mercenaries": "Mercenaries", + "Mystery Club": "Mystery Club", + "The Night Shift": "The Night Shift", + "Suburban Watch Group": "Suburban Watch Group", + "Touring Band": "Touring Band", + "Whistleblowers": "Whistleblowers", + "Wild Hunt Fugitives": "Wild Hunt Fugitives", + "pick-teambook-desc": "Pick your team playbook using the menu in the upper right corner or the buttons in the lists below.", + "This team playbook has the hunters working for the Bureau—a clandestine organisation dedicated to hiding the existence of monsters and the supernatural from the general public.": "This team playbook has the hunters working for the Bureau—a clandestine organisation dedicated to hiding the existence of monsters and the supernatural from the general public.", + "You’re a travelling hunter team. Every week is a new town with a new problem.": "You’re a travelling hunter team. Every week is a new town with a new problem.", + "This team centres on a Chosen One and their friends who help with monster hunting. There’s also room for a mentor.": "This team centres on a Chosen One and their friends who help with monster hunting. There’s also room for a mentor.", + "This team playbook has the hunters as wardens of a liminal region: somewhere where the borders of the world are thin, where monsters and magic can slip through and cause trouble.": "This team playbook has the hunters as wardens of a liminal region: somewhere where the borders of the world are thin, where monsters and magic can slip through and cause trouble.", + "The International Monster and Paranormal Service (IMPS) was created to keep humanity safe from supernatural threats. It’s not clear who funds them, although most people assume it’s some kind of United Nations agency. IMPS isn’t secret, but they keep things as quiet as possible This team playbook sets your hunters as one of the elite IMPS teams that travels the world to deal with monster incidents.": "The International Monster and Paranormal Service (IMPS) was created to keep humanity safe from supernatural threats. It’s not clear who funds them, although most people assume it’s some kind of United Nations agency. IMPS isn’t secret, but they keep things as quiet as possible This team playbook sets your hunters as one of the elite IMPS teams that travels the world to deal with monster incidents.", + "Your world isn’t the only one that needs monster hunting help from time to time. And when others do, you travel through portals, loopholes, and other oddities to help. Interdimensional Crisis Team perfectly fits over-the-top, parody games. More serious stories about interdimensional problems are handled better by Guardians of the Borderland.": "Your world isn’t the only one that needs monster hunting help from time to time. And when others do, you travel through portals, loopholes, and other oddities to help. Interdimensional Crisis Team perfectly fits over-the-top, parody games. More serious stories about interdimensional problems are handled better by Guardians of the Borderland.", + "This hunter team were the only people who lived through a terrible (maybe even apocalyptic) battle. You had many allies at your side, but they didn’t make it.": "This hunter team were the only people who lived through a terrible (maybe even apocalyptic) battle. You had many allies at your side, but they didn’t make it.", + "You’re monster hunters but also important society members in a city. Your ties to the society give you various forms of influence but also mean you somehow have to manage two lives at once. The world isn’t ready to learn about your monster hunting and even less about the monsters themselves.": "You’re monster hunters but also important society members in a city. Your ties to the society give you various forms of influence but also mean you somehow have to manage two lives at once. The world isn’t ready to learn about your monster hunting and even less about the monsters themselves.", + "This team playbook has the hunters working for hire. They save people and hunt monsters, sure, but they also want to get paid at the end of the day.": "This team playbook has the hunters working for hire. They save people and hunt monsters, sure, but they also want to get paid at the end of the day.", + "This is a hunter team of investigators, with a focus on less horrific and more comedic mysteries. This particularly suits games with younger players, or younger hunters. This team playbook strongly pushes the game towards silliness and jokes, so be sure you’re ready for that if you’re considering taking it.": "This is a hunter team of investigators, with a focus on less horrific and more comedic mysteries. This particularly suits games with younger players, or younger hunters. This team playbook strongly pushes the game towards silliness and jokes, so be sure you’re ready for that if you’re considering taking it.", + "This team playbook has the hunters comprising the night shift at a workplace. A workplace that gets way more than its fair share of supernatural problems.": "This team playbook has the hunters comprising the night shift at a workplace. A workplace that gets way more than its fair share of supernatural problems.", + "This is a group of hunters who began as regular folks looking out for their local neighbourhood or town. It emphasises relationships outside of monster hunting and a focus on normal life as well as your adventures.": "This is a group of hunters who began as regular folks looking out for their local neighbourhood or town. It emphasises relationships outside of monster hunting and a focus on normal life as well as your adventures.", + "This team is a band, eternally on tour. Everywhere you have a gig booked, it seems like something bad is going down. Between sound check and putting on the show, you gotta deal with whatever is eating people in this town.": "This team is a band, eternally on tour. Everywhere you have a gig booked, it seems like something bad is going down. Between sound check and putting on the show, you gotta deal with whatever is eating people in this town.", + "All the hunters in your team are members of a monster hunting organisation, and you start suspecting there’s something fishy about this group. This team playbook shares many elements of the Initiate and Professional playbooks because it essentially represents playing an entire team of Initiates and/or Professionals. You shouldn’t choose those playbooks when playing as the Whistleblowers—unless the Keeper agrees some characters belong to a different organisation as well, which might make the situation even more messy.": "All the hunters in your team are members of a monster hunting organisation, and you start suspecting there’s something fishy about this group. This team playbook shares many elements of the Initiate and Professional playbooks because it essentially represents playing an entire team of Initiates and/or Professionals. You shouldn’t choose those playbooks when playing as the Whistleblowers—unless the Keeper agrees some characters belong to a different organisation as well, which might make the situation even more messy.", + "You joined or were abducted by the Wild Hunt. You gained some supernatural skills while riding with it, but then escaped it. Now you use your experience to hunt monsters, evade the Hunt and, maybe, destroy it one day.": "You joined or were abducted by the Wild Hunt. You gained some supernatural skills while riding with it, but then escaped it. Now you use your experience to hunt monsters, evade the Hunt and, maybe, destroy it one day.", + "Getting Started": "Getting Started", + "Determine the nature of the Event.": "Determine the nature of the Event.", + "Decide the history between you and the Wild Hunt.": "Decide the history between you and the Wild Hunt.", + "Pick your style (and associated improvement question).": "Pick your style (and associated improvement question).", + "Figure out the nature of the Bureau.": "Figure out the nature of the Bureau.", + "Create your city.": "Create your city.", + "Pick your obligations.": "Pick your obligations.", + "Come up with a band name.": "Come up with a band name.", + "Pick a starting team ally.": "Pick a starting team ally.", + "Customize the organisation.": "Customize the organisation.", + "Pick your starting team move and 2 boxes of assets.": "Pick your starting team move and 2 boxes of assets.", + "Pick a starting team ally, move, and assets.": "Pick a starting team ally, move, and assets.", + "Pick a starting team enemy, ally, move, and 2 boxes of assets.": "Pick a starting team enemy, ally, move, and 2 boxes of assets.", + "Put on some music and hit the road.": "Put on some music and hit the road.", + "Await the next weird prophecy.": "Await the next weird prophecy.", + "Check the boundaries for incursions.": "Check the boundaries for incursions.", + "Report for your mission briefing.": "Report for your mission briefing.", + "Prepare for the next disaster.": "Prepare for the next disaster.", + "Ponder your responsibilities, as you await the call.": "Ponder your responsibilities, as you await the call.", + "See who’s hiring today.": "See who’s hiring today.", + "Next meeting is at the clubroom on Tuesday afternoon.": "Next meeting is at the clubroom on Tuesday afternoon.", + "Clock in and prepare for another night of drudgery.": "Clock in and prepare for another night of drudgery.", + "Walk the streets. Keep an eye out for evildoers.": "Walk the streets. Keep an eye out for evildoers.", + "You have half an hour before we fly to the next city. Soundcheck at 7, you’re on at 8.": "You have half an hour before we fly to the next city. Soundcheck at 7, you’re on at 8.", + "Snoop around the boss’s office while they’re in a meeting.": "Snoop around the boss’s office while they’re in a meeting.", + "Stay wary, that sounded like howls in the wind.": "Stay wary, that sounded like howls in the wind.", + "The Bureau": "The Bureau", + "Prompts": "Prompts", + "The Bureau setup is determined by the group. Record your answers to these prompts in the Notes section below.": "The Bureau setup is determined by the group. Record your answers to these prompts in the Notes section below.", + "If you have a hunter who belongs to an organisation already—like a Professional or an Initiate—you may combine their setup with the Bureau setup. Figure out how the two perspectives work for your Bureau. If you don’t like that idea, you can also keep them separate (which will lead to its own drama with split loyalties and rivalries).": "If you have a hunter who belongs to an organisation already—like a Professional or an Initiate—you may combine their setup with the Bureau setup. Figure out how the two perspectives work for your Bureau. If you don’t like that idea, you can also keep them separate (which will lead to its own drama with split loyalties and rivalries).", + "Now determine the nature of the Bureau:": "Now determine the nature of the Bureau:", + "Is the Bureau an open, covert, or secret organisation? An open Bureau exists openly but has a cover responsibility to distract from their real mission. A covert Bureau doesn’t explicitly hide themselves, but they try not to draw attention. A secret Bureau has no official records and operates completely in the shadows.": "Is the Bureau an open, covert, or secret organisation? An open Bureau exists openly but has a cover responsibility to distract from their real mission. A covert Bureau doesn’t explicitly hide themselves, but they try not to draw attention. A secret Bureau has no official records and operates completely in the shadows.", + "Who is your team’s handler or commanding officer and what are they like? Create your own or pick one of these:": "Who is your team’s handler or commanding officer and what are they like? Create your own or pick one of these:", + "Special Agent “Coop” is a genial, avuncular middle-aged man. He’s disorganised and often loses track of details, but he always has the team’s back.": "Special Agent “Coop” is a genial, avuncular middle-aged man. He’s disorganised and often loses track of details, but he always has the team’s back.", + "Special Agent “Star” is a harsh boss. She doesn’t really seem to like you, and you never seem to measure up to her standards of “perfection plus.” She runs everything by the book (this can be good or bad for you).": "Special Agent “Star” is a harsh boss. She doesn’t really seem to like you, and you never seem to measure up to her standards of “perfection plus.” She runs everything by the book (this can be good or bad for you).", + "Provisional Special Agent “Fireball” is young and excitable. They prefer you deal with problems in a scorched earth style, without regard for consequences. That is also their management style.": "Provisional Special Agent “Fireball” is young and excitable. They prefer you deal with problems in a scorched earth style, without regard for consequences. That is also their management style.", + "Who do you think is really running the Bureau? The government? A secret global government? Some other government? A billionaire? A secret conspiracy dating back to Uruk’s priesthood? Something else?": "Who do you think is really running the Bureau? The government? A secret global government? Some other government? A billionaire? A secret conspiracy dating back to Uruk’s priesthood? Something else?", + "The Event": "The Event", + "What is the terrible situation you all survived together?": "What is the terrible situation you all survived together?", + "A concerted assault by monsters, as you took shelter in an isolated cabin.": "A concerted assault by monsters, as you took shelter in an isolated cabin.", + "A single terrifying monster invaded your homes.": "A single terrifying monster invaded your homes.", + "It was the only chance to avert an apocalypse.": "It was the only chance to avert an apocalypse.", + "An invasion from another dimension.": "An invasion from another dimension.", + "People around you were transformed into monsters.": "People around you were transformed into monsters.", + "You were strangers in a small town filled with murderous monsters, on festival day.": "You were strangers in a small town filled with murderous monsters, on festival day.", + "Something else:": "Something else:", + "Decide who the allies were who fought alongside you and died in battle. Each hunter picks one.": "Decide who the allies were who fought alongside you and died in battle. Each hunter picks one.", + "A monster hunting teammate.": "A monster hunting teammate.", + "Your spouse or lover.": "Your spouse or lover.", + "Your sibling.": "Your sibling.", + "A parent.": "A parent.", + "A child.": "A child.", + "Your mentor.": "Your mentor.", + "Your protégée.": "Your protégée.", + "Your dog (or other pet).": "Your dog (or other pet).", + "Someone else:": "Someone else:", + "Then decide how you saved the day in the end. Whatever it was, it came at great personal cost (beyond the loss you just chose).": "Then decide how you saved the day in the end. Whatever it was, it came at great personal cost (beyond the loss you just chose).", + "The City": "The City", + "The city you all protect will be an important aspect of the story, more of a collective character of your mysteries than just a background element. Each player should choose one key aspect of the city from one of the following lists. Balance between good and bad things as fits the mood of your campaign.": "The city you all protect will be an important aspect of the story, more of a collective character of your mysteries than just a background element. Each player should choose one key aspect of the city from one of the following lists. Balance between good and bad things as fits the mood of your campaign.", + "Good things": "Good things", + "Cozy": "Cozy", + "Affluent": "Affluent", + "Good social care": "Good social care", + "Proud of its past": "Proud of its past", + "Lots of monuments": "Lots of monuments", + "Highly ecological": "Highly ecological", + "Transparent politics": "Transparent politics", + "Technological hub": "Technological hub", + "The nation’s main transport hub": "The nation’s main transport hub", + "Protected by benevolent magic": "Protected by benevolent magic", + "Beloved by travel vloggers": "Beloved by travel vloggers", + "An extremely famous mayor": "An extremely famous mayor", + "A university with unique departments": "A university with unique departments", + "Other:": "Other:", + "Bad things": "Bad things", + "Alienating": "Alienating", + "Poor": "Poor", + "Big social inequality": "Big social inequality", + "Shameful past": "Shameful past", + "Nothing worth sightseeing": "Nothing worth sightseeing", + "Highly polluted": "Highly polluted", + "Shady politics": "Shady politics", + "No prospects for the future": "No prospects for the future", + "Shady military bases": "Shady military bases", + "Gangs that terrorize the entire region": "Gangs that terrorize the entire region", + "Believed to bring bad luck": "Believed to bring bad luck", + "Struck by a powerful curse": "Struck by a powerful curse", + "Obligations": "Obligations", + "Your social status carries some obligations with it. At the beginning of a mystery, the Keeper holds 3. They can spend 1 hold to introduce one of the obligations. When it’s introduced, at least half of you must attend, otherwise you can lose allies or tempt mundane people to investigate your lives.": "Your social status carries some obligations with it. At the beginning of a mystery, the Keeper holds 3. They can spend 1 hold to introduce one of the obligations. When it’s introduced, at least half of you must attend, otherwise you can lose allies or tempt mundane people to investigate your lives.", + "Choose or create two obligations you have:": "Choose or create two obligations you have:", + "Attending parties and balls.": "Attending parties and balls.", + "Attending important conferences.": "Attending important conferences.", + "Ceremonially opening new buildings.": "Ceremonially opening new buildings.", + "Meeting children at schools.": "Meeting children at schools.", + "Tutoring promising students one on one.": "Tutoring promising students one on one.", + "Appearing on TV.": "Appearing on TV.", + "The Organisation": "The Organisation", + "You create the details about your organisation, choosing options from the following lists. Things you suspect can pertain either to the organisation as a whole or to an influential group within it. At least two of the things you suspect are true, the Keeper decides which ones.": "You create the details about your organisation, choosing options from the following lists. Things you suspect can pertain either to the organisation as a whole or to an influential group within it. At least two of the things you suspect are true, the Keeper decides which ones.", + "Official goals": "Official goals", + "(choose one or two)": "(choose one or two)", + "Slay monsters": "Slay monsters", + "Contain monsters": "Contain monsters", + "Govern safe use of magic": "Govern safe use of magic", + "Research monsters": "Research monsters", + "Research paranatural phenomena": "Research paranatural phenomena", + "Keep monsters and magic secret": "Keep monsters and magic secret", + "Goal you suspect": "Goal you suspect", + "(choose one)": "(choose one)", + "Training an army of monsters": "Training an army of monsters", + "Creating new monsters": "Creating new monsters", + "Stealing the monsters’ powers": "Stealing the monsters’ powers", + "Keeping all magic to themselves": "Keeping all magic to themselves", + "Taking over the world": "Taking over the world", + "Destroying the world": "Destroying the world", + "Official resources": "Official resources", + "(choose two)": "(choose two)", + "Ancient lore": "Ancient lore", + "Modernised": "Modernised", + "Chapters everywhere": "Chapters everywhere", + "Secular power": "Secular power", + "Rich": "Rich", + "Rigorous training": "Rigorous training", + "Offices all over the place": "Offices all over the place", + "Good intel": "Good intel", + "Support teams": "Support teams", + "Suspected resources": "Suspected resources", + "Demonology": "Demonology", + "Necromancy": "Necromancy", + "Deals with monsters": "Deals with monsters", + "Manipulated minions": "Manipulated minions", + "Manipulated cultists": "Manipulated cultists", + "Bribed officials": "Bribed officials", + "Sacrificing members": "Sacrificing members", + "Obvious flaws": "Obvious flaws", + "Tradition-bound": "Tradition-bound", + "Paranoid and secretive": "Paranoid and secretive", + "Closed hierarchy": "Closed hierarchy", + "Strict laws": "Strict laws", + "Mystical oaths": "Mystical oaths", + "Bureaucratic": "Bureaucratic", + "Hostile superiors": "Hostile superiors", + "Take-no-prisoners policy": "Take-no-prisoners policy", + "Live capture policy": "Live capture policy", + "Suspected flaws": "Suspected flaws", + "Total obedience": "Total obedience", + "Tyrannical leaders": "Tyrannical leaders", + "Protects member criminals": "Protects member criminals", + "The Wild Hunt": "The Wild Hunt", + "You were part of the Wild Hunt, a group of violent fey and spirits riding the world and striking fear into the hearts of people. Detail the Wild Hunt here.": "You were part of the Wild Hunt, a group of violent fey and spirits riding the world and striking fear into the hearts of people. Detail the Wild Hunt here.", + "Who Rides With The Hunt?": "Who Rides With The Hunt?", + "Elves": "Elves", + "Trolls": "Trolls", + "Demons": "Demons", + "Wraiths": "Wraiths", + "Banshees": "Banshees", + "Werewolves": "Werewolves", + "Something Else": "Something Else", + "The Wild Hunt has a leader, probably a king or a queen. Give them a name or a title:": "The Wild Hunt has a leader, probably a king or a queen. Give them a name or a title:", + "Choose or invent their impressive powers, at least two:": "Choose or invent their impressive powers, at least two:", + "Grant immortality": "Grant immortality", + "Grant lycanthropy": "Grant lycanthropy", + "Steal emotion": "Steal emotion", + "See destinies": "See destinies", + "Set destinies": "Set destinies", + "Control weather": "Control weather", + "Grant sentience to animals": "Grant sentience to animals", + "Grant sentience to weapons": "Grant sentience to weapons", + "Why were you a part of the Wild Hunt?": "Why were you a part of the Wild Hunt?", + "Each player can choose a different answer:": "Each player can choose a different answer:", + "I was kidnapped by the Hunt": "I was kidnapped by the Hunt", + "I sold my soul to the Hunt": "I sold my soul to the Hunt", + "I wanted to ride with the Hunt": "I wanted to ride with the Hunt", + "I’m a supernatural creature who’s a part of the Hunt": "I’m a supernatural creature who’s a part of the Hunt", + "Something else": "Something else", + "Then all of you escaped, sick with the Hunt’s atrocities or their treatment of you.": "Then all of you escaped, sick with the Hunt’s atrocities or their treatment of you.", + "How Did You Escape?": "How Did You Escape?", + "How did you escape?": "How did you escape?", + "With a clever plan": "With a clever plan", + "By sheer luck": "By sheer luck", + "With outside help": "With outside help", + "Thanks to a loophole in your fae contract": "Thanks to a loophole in your fae contract", + "The Wild Hunt keeps looking for you. How do they do it?": "The Wild Hunt keeps looking for you. How do they do it?", + "Choose two ways:": "Choose two ways:", + "They give other monsters this in exchange for information.": "They give other monsters this in exchange for information.", + "They track the internet, but they can’t monitor one part of it:": "They track the internet, but they can’t monitor one part of it:", + "They can see you when you’re outside in one type of weather, namely:": "They can see you when you’re outside in one type of weather, namely:", + "They sense you when you use magic unless you take a precaution, namely:": "They sense you when you use magic unless you take a precaution, namely:", + "What will the Wild Hunt do if they find you?": "What will the Wild Hunt do if they find you?", + "Kill you.": "Kill you.", + "Torment you.": "Torment you.", + "Make you join the Hunt again.": "Make you join the Hunt again.", + "Make you slaves.": "Make you slaves.", + "Notes": "Notes", + "Team Moves": "Team Moves", + "Choose your team moves from this list. The first one is a good default choice:": "Choose your team moves from this list. The first one is a good default choice:", + "Memory Eraser: You have been issued handheld devices to erase memories from civilians. When you target a person and activate the device, say how many hours you want to erase (1–6) and roll +Weird. On a 10+, those memories are gone. On a 7–9, the memories are gone but the target knows something strange happened.": "Memory Eraser: You have been issued handheld devices to erase memories from civilians. When you target a person and activate the device, say how many hours you want to erase (1–6) and roll +Weird. On a 10+, those memories are gone. On a 7–9, the memories are gone but the target knows something strange happened.", + "Authority Override: If local officials are causing trouble, you can get them pulled off the case. This may—of course—make them more suspicious.": "Authority Override: If local officials are causing trouble, you can get them pulled off the case. This may—of course—make them more suspicious.", + "Containment Field Projector: Place the projector and activate it, choosing a range from 1–20 meters. A spherical shield is created, allowing nothing in or out. Lasts until deactivated by remote or in an hour when the battery runs out. There’s time to get out of the zone, but only just.": "Containment Field Projector: Place the projector and activate it, choosing a range from 1–20 meters. A spherical shield is created, allowing nothing in or out. Lasts until deactivated by remote or in an hour when the battery runs out. There’s time to get out of the zone, but only just.", + "Anonymity: Your identity isn’t traceable via official databases or records. Enemies or bystanders can’t find out anything about your history through any official channels. Additionally, any distinguishing features are removed from photo, videos, or voice recordings of you when they’re processed by any regular computer or phone.": "Anonymity: Your identity isn’t traceable via official databases or records. Enemies or bystanders can’t find out anything about your history through any official channels. Additionally, any distinguishing features are removed from photo, videos, or voice recordings of you when they’re processed by any regular computer or phone.", + "Not Right: You all have a creepy, uncanny valley style aura or look that counts as a reason for manipulating a bystander with threats.": "Not Right: You all have a creepy, uncanny valley style aura or look that counts as a reason for manipulating a bystander with threats.", + "Something Different: Take a move from another team playbook.": "Something Different: Take a move from another team playbook.", + "Change Team Style: Pick a new team style. You now use that one instead of the one you first chose.": "Change Team Style: Pick a new team style. You now use that one instead of the one you first chose.", + "Home Away from Home: Whenever you arrive in a new town, you immediately find a motel and a cafe that are friendly and welcoming. One or the other will turn out to have a connection to the mystery that brought you here, even if just by having a bystander come by.": "Home Away from Home: Whenever you arrive in a new town, you immediately find a motel and a cafe that are friendly and welcoming. One or the other will turn out to have a connection to the mystery that brought you here, even if just by having a bystander come by.", + "Geniality: When you meet a new person in a town you haven’t visited before, roll +Charm. On a 10+, they are well-disposed towards you. On a 7–9, they’re still well-disposed but the Keeper chooses one: they are marked for trouble, or they conceal something from the hunters. Additionally, when you return to a town you have already visited, you always run into the people you befriended previously.": "Geniality: When you meet a new person in a town you haven’t visited before, roll +Charm. On a 10+, they are well-disposed towards you. On a 7–9, they’re still well-disposed but the Keeper chooses one: they are marked for trouble, or they conceal something from the hunters. Additionally, when you return to a town you have already visited, you always run into the people you befriended previously.", + "Handy: You’re all good at fixing stuff. Anything broken or messed up in the course of a mystery is repaired and ready to go before the next one. Gear or assets that would be described as “totally destroyed” still need to be replaced.": "Handy: You’re all good at fixing stuff. Anything broken or messed up in the course of a mystery is repaired and ready to go before the next one. Gear or assets that would be described as “totally destroyed” still need to be replaced.", + "No-stick: You’ve had yourselves removed from official and law enforcement databases. You don’t have to worry about “misunderstandings” from previous towns getting in the way of your hunts (unless someone got annoyed enough to make it a personal vendetta).": "No-stick: You’ve had yourselves removed from official and law enforcement databases. You don’t have to worry about “misunderstandings” from previous towns getting in the way of your hunts (unless someone got annoyed enough to make it a personal vendetta).", + "Monster Journals: When a mystery reminds you of something you encountered before, consult your notes and tell the Keeper what you think is the same. The Keeper will say if you got it right.If you’re correct, take +1 forward to investigate a mystery. If you’re wrong but had a good idea, take +1 forward to read a bad situation. If you’re totally off base, the Keeper holds 1 to put you in a tight spot.": "Monster Journals: When a mystery reminds you of something you encountered before, consult your notes and tell the Keeper what you think is the same. The Keeper will say if you got it right.

    If you’re correct, take +1 forward to investigate a mystery. If you’re wrong but had a good idea, take +1 forward to read a bad situation. If you’re totally off base, the Keeper holds 1 to put you in a tight spot.", + "Ancient Visions: An ancient ritual, to be conducted regularly, gives the whole team access to some of the visions sent to the Chosen One. Once per mystery, each hunter may ask the Keeper a question about anything they want. The Keeper answers with a vision or dream: obscure and vague, but true.": "Ancient Visions: An ancient ritual, to be conducted regularly, gives the whole team access to some of the visions sent to the Chosen One. Once per mystery, each hunter may ask the Keeper a question about anything they want. The Keeper answers with a vision or dream: obscure and vague, but true.", + "Armoury of the Chosen: You gain a cache of special weapons used by previous Chosen Ones. The Keeper should design a lesser version of the Chosen One’s special weapon, which all other members of the team may use. When this is unlocked, the Chosen One may change or add a tag on their special weapon.": "Armoury of the Chosen: You gain a cache of special weapons used by previous Chosen Ones. The Keeper should design a lesser version of the Chosen One’s special weapon, which all other members of the team may use. When this is unlocked, the Chosen One may change or add a tag on their special weapon.", + "Handing on the Torch: When you select this, designate another character as the next Chosen One. When the current Chosen One dies, that character may change to the Chosen playbook whenever they are ready. The new Chosen One designates the next heir when they find a worthy successor.": "Handing on the Torch: When you select this, designate another character as the next Chosen One. When the current Chosen One dies, that character may change to the Chosen playbook whenever they are ready. The new Chosen One designates the next heir when they find a worthy successor.", + "Friends Stick Together: Once per mystery, a hunter may call the rest of the team to their current location. Everyone arrives as soon as they potentially can (based on their last known position and when we saw them there). That can be “right this instant,” if at all possible.": "Friends Stick Together: Once per mystery, a hunter may call the rest of the team to their current location. Everyone arrives as soon as they potentially can (based on their last known position and when we saw them there). That can be “right this instant,” if at all possible.", + "Wyrd’s Favour: When you choose this team move, all hunters erase 1 spent Luck point. If you haven’t spent any Luck yet, add a new Luck box instead.": "Wyrd’s Favour: When you choose this team move, all hunters erase 1 spent Luck point. If you haven’t spent any Luck yet, add a new Luck box instead.", + "Otherworldly Intuition: When you encounter something from another world, you recognise that they don’t belong here. When you encounter a place where another world is accessible, you are aware of it and may stop at the threshold.": "Otherworldly Intuition: When you encounter something from another world, you recognise that they don’t belong here. When you encounter a place where another world is accessible, you are aware of it and may stop at the threshold.", + "Wardens: Once per mystery while you’re defending a portal, wall, or border, you may ignore all harm from a single source, or treat a roll as if you rolled a 12. This works just as if you spent a Luck, except it doesn’t trigger your special move.": "Wardens: Once per mystery while you’re defending a portal, wall, or border, you may ignore all harm from a single source, or treat a roll as if you rolled a 12. This works just as if you spent a Luck, except it doesn’t trigger your special move.", + "Outer Speech: You have a knack for the languages of the multiverse. You can always understand, and make yourself understood, when you’re talking to denizens from beyond. This is mainly the general sense of things—some details might get lost along the way.": "Outer Speech: You have a knack for the languages of the multiverse. You can always understand, and make yourself understood, when you’re talking to denizens from beyond. This is mainly the general sense of things—some details might get lost along the way.", + "Walkers between Worlds: At a suitable liminal site, you know how to step between worlds. Describe how you open the way and roll +Weird. On a 10+, you’re walking to the place you intended, but the way may be difficult. On a 7–9, choose one: you’re on the right path in immediate danger, or you find yourself lost and in the wrong place. On a 6 or less, you’re lost and in big trouble. If more than one of the hunters is using this move together, only make one roll: the hunter with the worst Weird score rolls (but they may accept help).": "Walkers between Worlds: At a suitable liminal site, you know how to step between worlds. Describe how you open the way and roll +Weird. On a 10+, you’re walking to the place you intended, but the way may be difficult. On a 7–9, choose one: you’re on the right path in immediate danger, or you find yourself lost and in the wrong place. On a 6 or less, you’re lost and in big trouble. If more than one of the hunters is using this move together, only make one roll: the hunter with the worst Weird score rolls (but they may accept help).", + "Outsider Knack: Once per visit to another world, you may use a trick or ability from Earth to gain an advantage. The advantage allows you to roll one move using three dice, selecting the best two for your result.": "Outsider Knack: Once per visit to another world, you may use a trick or ability from Earth to gain an advantage. The advantage allows you to roll one move using three dice, selecting the best two for your result.", + "Drilled Coordination: All team members get +1 ongoing when helping out another team member.": "Drilled Coordination: All team members get +1 ongoing when helping out another team member.", + "Comms: You have systems that keep you constantly in voice contact, regardless of where in the world you each may be. Not guaranteed to work in shielded spaces, deep underground, beyond magical portals, or on other worlds.": "Comms: You have systems that keep you constantly in voice contact, regardless of where in the world you each may be. Not guaranteed to work in shielded spaces, deep underground, beyond magical portals, or on other worlds.", + "Recognised IMPS Team: Wherever in the world you are, you have authority to deal with supernatural events. Local officials will—in general—cooperate with you fully. Does not apply in nations outside the IMPS treaty.": "Recognised IMPS Team: Wherever in the world you are, you have authority to deal with supernatural events. Local officials will—in general—cooperate with you fully. Does not apply in nations outside the IMPS treaty.", + "Rapid Deployment: IMPS has quick-response vehicles able to deliver you (or other IMPS assets) anywhere in the world, extremely quickly. They may also be used to make a fast exit from bad situations.": "Rapid Deployment: IMPS has quick-response vehicles able to deliver you (or other IMPS assets) anywhere in the world, extremely quickly. They may also be used to make a fast exit from bad situations.", + "Memories of the Fallen: When a hunter on the team dies in the line of duty, or retires from IMPS and monster hunting, all remaining team members erase a used Luck mark.": "Memories of the Fallen: When a hunter on the team dies in the line of duty, or retires from IMPS and monster hunting, all remaining team members erase a used Luck mark.", + "Global Crisis: Once per mystery, each of you can read a bad situation treating an entire world as the bad situation, including asking about the best way in or out.": "Global Crisis: Once per mystery, each of you can read a bad situation treating an entire world as the bad situation, including asking about the best way in or out.", + "Surge of Magic: Each of you holds 1 when you enter a new world. You can spend this hold to get an automatic result of 10 on a Weird move roll or to learn a useful big magic ritual known only in this world.": "Surge of Magic: Each of you holds 1 when you enter a new world. You can spend this hold to get an automatic result of 10 on a Weird move roll or to learn a useful big magic ritual known only in this world.", + "Otherworldly: You make your strangeness in other worlds work to your advantage in interpersonal situations. “I’m from another world” works as a reason for people to do as you ask when you manipulate someone.": "Otherworldly: You make your strangeness in other worlds work to your advantage in interpersonal situations. “I’m from another world” works as a reason for people to do as you ask when you manipulate someone.", + "A Multiverse of Friends: Three times per mystery, a friend you’ve made in an alternate universe can help one of you with a task as if they rolled 10+ to help out. They either manifest next to you for a moment or somehow are there in person. They can be bystanders from previous games or people from your backstories.": "A Multiverse of Friends: Three times per mystery, a friend you’ve made in an alternate universe can help one of you with a task as if they rolled 10+ to help out. They either manifest next to you for a moment or somehow are there in person. They can be bystanders from previous games or people from your backstories.", + "Determined Guardians: When one of the hunters protects a bystander, the target never takes harm: even on a miss, that bystander is totally safe. The hunter doing the protection still suffers the full effects of the roll result.": "Determined Guardians: When one of the hunters protects a bystander, the target never takes harm: even on a miss, that bystander is totally safe. The hunter doing the protection still suffers the full effects of the roll result.", + "Field Medics: When you treat an injured bystander, they are stabilised and well enough to manage until they can get proper medical attention. When you treat another hunter, pick if you heal 2-harm or stabilise them. Then they take +1 forward.": "Field Medics: When you treat an injured bystander, they are stabilised and well enough to manage until they can get proper medical attention. When you treat another hunter, pick if you heal 2-harm or stabilise them. Then they take +1 forward.", + "Checklists: Once per mystery, each hunter in need of a particular item may declare they have it. Narrate a flashback explaining why they thought to include it in their gear. If the item is especially rare, strange, or unusual (this is the Keeper’s call), then this move can’t be used again by any hunter until the next mystery.": "Checklists: Once per mystery, each hunter in need of a particular item may declare they have it. Narrate a flashback explaining why they thought to include it in their gear. If the item is especially rare, strange, or unusual (this is the Keeper’s call), then this move can’t be used again by any hunter until the next mystery.", + "Keep on Goin’: When you’re protecting bystanders from danger, any move that would prevent you from taking action due to harm, stress, or panic has its effect deferred. You can keep going for now, but once everyone is safe the full effects of what you’ve been through hit you.": "Keep on Goin’: When you’re protecting bystanders from danger, any move that would prevent you from taking action due to harm, stress, or panic has its effect deferred. You can keep going for now, but once everyone is safe the full effects of what you’ve been through hit you.", + "Shared Dangers: When you take a moment to share your worries and fears about a previous or upcoming battle with another hunter, you both choose one: heal 1-harm, or take +1 forward.": "Shared Dangers: When you take a moment to share your worries and fears about a previous or upcoming battle with another hunter, you both choose one: heal 1-harm, or take +1 forward.", + "Big Reveal: If most people around you don’t know about your secret identities, the first action you take in that scene that reveals those identities gets +1 forward. Bystanders and minions present freeze in surprise for a moment, giving you an opportunity to act before they can react.": "Big Reveal: If most people around you don’t know about your secret identities, the first action you take in that scene that reveals those identities gets +1 forward. Bystanders and minions present freeze in surprise for a moment, giving you an opportunity to act before they can react.", + "Affluent: You can get most gear easily. Specify what you need, assigning tags to the gear. If it’s a weapon, treat each harm beyond 2-harm as a separate tag; if it’s armour, treat each point of armour as a separate tag. Then roll +tags. On a miss, you get it easily. On a 7–9, you get it but raise some questions. On a 10+, either you don’t get it or you do but someone gets a clear clue about your secret identity.": "Affluent: You can get most gear easily. Specify what you need, assigning tags to the gear. If it’s a weapon, treat each harm beyond 2-harm as a separate tag; if it’s armour, treat each point of armour as a separate tag. Then roll +tags. On a miss, you get it easily. On a 7–9, you get it but raise some questions. On a 10+, either you don’t get it or you do but someone gets a clear clue about your secret identity.", + "Only When Necessary: If you manage to stop or destroy a minion without using any abilities or gear of your secret identity (including monster hunting weapons), each hunter involved marks experience. If it was a monster, mark two.": "Only When Necessary: If you manage to stop or destroy a minion without using any abilities or gear of your secret identity (including monster hunting weapons), each hunter involved marks experience. If it was a monster, mark two.", + "Shadow Selves: When one of you wants to be in two places at the same time, summon your shadow self in another place. Only one shadow self can per hunter exist at one time. The shadow self has a trait that allows others to distinguish it from you if they observe closely. Roll +Weird. On a 10+, hold 3. On a 7–9, hold 1. Spend holds to have your shadow self act as if it were you, but with –1 ongoing. When you spend the last hold, the shadow self dissolves in an obviously supernatural and unsettling way. On a miss, the shadow self appears for a moment and does something you really, really didn’t want them to do...": "Shadow Selves: When one of you wants to be in two places at the same time, summon your shadow self in another place. Only one shadow self can per hunter exist at one time. The shadow self has a trait that allows others to distinguish it from you if they observe closely. Roll +Weird. On a 10+, hold 3. On a 7–9, hold 1. Spend holds to have your shadow self act as if it were you, but with –1 ongoing. When you spend the last hold, the shadow self dissolves in an obviously supernatural and unsettling way. On a miss, the shadow self appears for a moment and does something you really, really didn’t want them to do...", + "Spending Money: If you get paid at the end of a mystery, each hunter adds 1-hold. Spend this hold in a later mystery narrate a flashback where you purchased the thing you need right now. It can be anything you could be carrying, something booked in advance (for example, a safe house or hotel room), or the use of a vehicle.": "Spending Money: If you get paid at the end of a mystery, each hunter adds 1-hold. Spend this hold in a later mystery narrate a flashback where you purchased the thing you need right now. It can be anything you could be carrying, something booked in advance (for example, a safe house or hotel room), or the use of a vehicle.", + "The B-Team: When you need to fortify a location or armour a vehicle, narrate a montage of your preparations. When you’re done, the location or vehicle provides 2-armour to all within it.": "The B-Team: When you need to fortify a location or armour a vehicle, narrate a montage of your preparations. When you’re done, the location or vehicle provides 2-armour to all within it.", + "Combat Training: When you help out another team member during combat, they may inflict +1 harm or suffer –1 harm in addition to the usual effects of your result.": "Combat Training: When you help out another team member during combat, they may inflict +1 harm or suffer –1 harm in addition to the usual effects of your result.", + "It’s Our Job: If a bystander has hired you, that counts as a reason when you manipulate them. This remains in effect in later mysteries. The Keeper may include other bystanders in the effect, if they’re part of a group you’re working for.": "It’s Our Job: If a bystander has hired you, that counts as a reason when you manipulate them. This remains in effect in later mysteries. The Keeper may include other bystanders in the effect, if they’re part of a group you’re working for.", + "The Good Ones: When you refuse to accept payment for a job, the client becomes an ally.": "The Good Ones: When you refuse to accept payment for a job, the client becomes an ally.", + "Yikes!: When a hunter is captured by a monster, minion, or phenomenon, they may ask one of the investigate a mystery or read a bad situation questions.": "Yikes!: When a hunter is captured by a monster, minion, or phenomenon, they may ask one of the investigate a mystery or read a bad situation questions.", + "Sensible Chuckle: When a hunter makes a joke (good or bad) at the expense of a monster, minion, or phenomenon, they may give another hunter on the team +1 forward.": "Sensible Chuckle: When a hunter makes a joke (good or bad) at the expense of a monster, minion, or phenomenon, they may give another hunter on the team +1 forward.", + "Earnest Do-gooders: When a hunter tells someone you are helping people and why, bystanders are more likely to do as you ask. The explanation always counts as a reason if you’re manipulating them to protect them or get them to help you.": "Earnest Do-gooders: When a hunter tells someone you are helping people and why, bystanders are more likely to do as you ask. The explanation always counts as a reason if you’re manipulating them to protect them or get them to help you.", + "Slapstick: When a hunter takes harm, they may instead have an embarrassing pratfall or accident that dodges the danger. Ignore the harm as established, and simply take 1-harm (which can’t be reduced or mitigated in any way). The hunter takes –1 forward.": "Slapstick: When a hunter takes harm, they may instead have an embarrassing pratfall or accident that dodges the danger. Ignore the harm as established, and simply take 1-harm (which can’t be reduced or mitigated in any way). The hunter takes –1 forward.", + "Disguises: When a hunter disguises themself, the disguise will not be questioned, until they do something to directly cast doubt on their appearance.": "Disguises: When a hunter disguises themself, the disguise will not be questioned, until they do something to directly cast doubt on their appearance.", + "Inventory Check: If you go looking for something that just might be in stock, roll +Weird. On a 10 or more, it’s there. On a 7–9, either you find it but there’s a cost, or you find something close enough. On a miss, you find something bad.": "Inventory Check: If you go looking for something that just might be in stock, roll +Weird. On a 10 or more, it’s there. On a 7–9, either you find it but there’s a cost, or you find something close enough. On a miss, you find something bad.", + "Corporate Database: If you use the company information systems to help investigate a mystery, take +1 hold. The Keeper tells you something disturbing you learn in addition to what you were looking for.": "Corporate Database: If you use the company information systems to help investigate a mystery, take +1 hold. The Keeper tells you something disturbing you learn in addition to what you were looking for.", + "Handbook: At the start of each mystery, each hunter may consult the employee handbook for advice. Roll a single die. On a 1, take –1 forward. On a 2, gain +1 forward to Charm. On a 3, gain +1 forward to Cool. On a 4, gain +1 forward to Sharp. On a 5, gain +1 forward to Tough. On a 6, gain +1 forward to Weird.": "Handbook: At the start of each mystery, each hunter may consult the employee handbook for advice. Roll a single die. On a 1, take –1 forward. On a 2, gain +1 forward to Charm. On a 3, gain +1 forward to Cool. On a 4, gain +1 forward to Sharp. On a 5, gain +1 forward to Tough. On a 6, gain +1 forward to Weird.", + "Uniforms: While you’re wearing your uniforms, your actions won’t be questioned unless you are indisputably out of place. For example, your burger restaurant uniforms won’t help you infiltrate a military base, and vice versa. The uniforms may also count as a reason when you try to manipulate someone.": "Uniforms: While you’re wearing your uniforms, your actions won’t be questioned unless you are indisputably out of place. For example, your burger restaurant uniforms won’t help you infiltrate a military base, and vice versa. The uniforms may also count as a reason when you try to manipulate someone.", + "Company Mascot: Take your corporate mascot as an ally. Pick one: a fellow employee with useful skills in the suit, or a supernatural being trying to keep under the radar. Decide what the mascot looks like.": "Company Mascot: Take your corporate mascot as an ally. Pick one: a fellow employee with useful skills in the suit, or a supernatural being trying to keep under the radar. Decide what the mascot looks like.", + "Earned Trust: People in your community know you, and know you mean well. They’ll generally believe what you tell them. If you ask them to do something for their own safety, they usually go along with it.": "Earned Trust: People in your community know you, and know you mean well. They’ll generally believe what you tell them. If you ask them to do something for their own safety, they usually go along with it.", + "Familiarity: When you’re checking out something in your community, you’ll always recognise right away if something has changed in an out-of-the-ordinary way. You can pick up things like a house suddenly quiet, a new tree in the park, or a stranger working at the corner store.": "Familiarity: When you’re checking out something in your community, you’ll always recognise right away if something has changed in an out-of-the-ordinary way. You can pick up things like a house suddenly quiet, a new tree in the park, or a stranger working at the corner store.", + "Domestic Wardings: You know how to protect houses from evil supernatural influences. All your homes are warded, and you may ward others too. It’s a big magic ritual requiring 24 hours, all the hunters, and a number of protective items that must be placed around the house. The wardings might be broken eventually by a concerted attack.": "Domestic Wardings: You know how to protect houses from evil supernatural influences. All your homes are warded, and you may ward others too. It’s a big magic ritual requiring 24 hours, all the hunters, and a number of protective items that must be placed around the house. The wardings might be broken eventually by a concerted attack.", + "Backyard Allies: You’ve made friends with some feral or wild animals that are smarter than normal—perhaps modern nature spirits? In any case, they can scout and spy for you, and it’s unlikely anyone will pay attention to them. They might ask you for favours too, now and then.": "Backyard Allies: You’ve made friends with some feral or wild animals that are smarter than normal—perhaps modern nature spirits? In any case, they can scout and spy for you, and it’s unlikely anyone will pay attention to them. They might ask you for favours too, now and then.", + "Craft Circle: Whenever you need a physical item as a magical requirement, you can craft a substitute together. All the hunters must take part, and you’ll need a few hours. You can replace one requirement per spell this way.": "Craft Circle: Whenever you need a physical item as a magical requirement, you can craft a substitute together. All the hunters must take part, and you’ll need a few hours. You can replace one requirement per spell this way.", + "Hit It!: If you all have your instruments ready, start playing one of your songs. Everyone and everything within earshot pauses for a moment.": "Hit It!: If you all have your instruments ready, start playing one of your songs. Everyone and everything within earshot pauses for a moment.", + "Sacred Songs of Power: You may substitute “play a mystical song” for any one use magic or big magic requirement. For use magic, one person needs to perform the song. For big magic, it must be at least two of you.": "Sacred Songs of Power: You may substitute “play a mystical song” for any one use magic or big magic requirement. For use magic, one person needs to perform the song. For big magic, it must be at least two of you.", + "Famous: You’re well known. Everywhere you go, you may call up your fans. They are a temporary ally group, type: backup (motivation: to stand with you). There will be a lot of them, but they’re just regular people—good at creating a distraction but not fighting monsters.": "Famous: You’re well known. Everywhere you go, you may call up your fans. They are a temporary ally group, type: backup (motivation: to stand with you). There will be a lot of them, but they’re just regular people—good at creating a distraction but not fighting monsters.", + "In the Groove: When you’re engaged in desperate physical action, and you describe how your move sets up another member of the band, they take +1 forward.": "In the Groove: When you’re engaged in desperate physical action, and you describe how your move sets up another member of the band, they take +1 forward.", + "Healing Vibe: Whenever the band plays a gig (no matter how big or small—there just needs to be an audience), each band member and every member of the audience either unmarks unstable or heals 1-harm.": "Healing Vibe: Whenever the band plays a gig (no matter how big or small—there just needs to be an audience), each band member and every member of the audience either unmarks unstable or heals 1-harm.", + "Something Rotten: When investigating a mystery and rolling a 7+, you can ask “How does this relate to the bad things I suspect about my organisation?” in addition to one of the usual questions.": "Something Rotten: When investigating a mystery and rolling a 7+, you can ask “How does this relate to the bad things I suspect about my organisation?” in addition to one of the usual questions.", + "Organisation’s Help: When you ask for the organisation’s help—gear, intel, or personnel—tell your superiors why you need it and roll +Charm. On a 10+, you get what you asked for. On a 7–9, you get it, but sooner or later the organisation will check up on you. On a miss, they don’t give it to you and someone in the organisation learns of your true intentions if you didn’t state them.": "Organisation’s Help: When you ask for the organisation’s help—gear, intel, or personnel—tell your superiors why you need it and roll +Charm. On a 10+, you get what you asked for. On a 7–9, you get it, but sooner or later the organisation will check up on you. On a miss, they don’t give it to you and someone in the organisation learns of your true intentions if you didn’t state them.", + "Specialized: Each of you can get +1 to a single rating (maximum +3) at the cost of –1 to a different rating (minimum –2).": "Specialized: Each of you can get +1 to a single rating (maximum +3) at the cost of –1 to a different rating (minimum –2).", + "Coordinated: Training in the organisation made you especially adept at helping each other. Your team holds 3 at the beginning at each mystery. Each of you can spend 1 to get +1 forward to help out and give the one you help +2 instead of +1 if your move is successful.": "Coordinated: Training in the organisation made you especially adept at helping each other. Your team holds 3 at the beginning at each mystery. Each of you can spend 1 to get +1 forward to help out and give the one you help +2 instead of +1 if your move is successful.", + "Power Dynamics: Add “Who’s the boss here?” and “Who doesn’t want to be a part of this?” to the list of your questions for read a bad situation and investigate a mystery.": "Power Dynamics: Add “Who’s the boss here?” and “Who doesn’t want to be a part of this?” to the list of your questions for read a bad situation and investigate a mystery.", + "Always on the Run: When you enter a new location, one of you can ask either “What’s the best way to hide here” or “What would be the best way to escape from here?” When you act on the answers, you get +1 ongoing, just as if it was a read a bad situation question.": "Always on the Run: When you enter a new location, one of you can ask either “What’s the best way to hide here” or “What would be the best way to escape from here?” When you act on the answers, you get +1 ongoing, just as if it was a read a bad situation question.", + "You Can’t Take Us: Once per mystery, each of you can treat a protect someone roll as if you rolled a 12.": "You Can’t Take Us: Once per mystery, each of you can treat a protect someone roll as if you rolled a 12.", + "Ride with the Thunder: When you race against someone having a comparable speed, you always win. When you race against someone faster or against the Wild Hunt, you can use magic to win anyway.": "Ride with the Thunder: When you race against someone having a comparable speed, you always win. When you race against someone faster or against the Wild Hunt, you can use magic to win anyway.", + "Sense of the Hunt: When a monster hunts a mortal in the area where you are (up to about 2 miles), you sense it, but without any details. You can read a bad situation to get more info on this situation, but if you fail, you get –1 ongoing to helping the hunted mortals.": "Sense of the Hunt: When a monster hunts a mortal in the area where you are (up to about 2 miles), you sense it, but without any details. You can read a bad situation to get more info on this situation, but if you fail, you get –1 ongoing to helping the hunted mortals.", + "Legend Amongst Monsters: Each of you can manipulate monsters as if you had the Dark Negotiator move. If you fail an investigate a mystery move, the monster learns it’s investigated by those who escaped the Wild Hunt.": "Legend Amongst Monsters: Each of you can manipulate monsters as if you had the Dark Negotiator move. If you fail an investigate a mystery move, the monster learns it’s investigated by those who escaped the Wild Hunt.", + "Assets": "Assets", + "Choose from these available assets. If there are two boxes, you need to mark both to earn that asset. (If you are making partial progress towards taking a two-box asset, mark the leftmost box first.)": "Choose from these available assets. If there are two boxes, you need to mark both to earn that asset. (If you are making partial progress towards taking a two-box asset, mark the leftmost box first.)", + "Mobile Base: A helicopter, aeroplane, truck, or bus with facilities and mystery investigation supplies on board.": "Mobile Base: A helicopter, aeroplane, truck, or bus with facilities and mystery investigation supplies on board.", + "Individual Transport: Each mission, a regular car, motorbike, or bicycle is assigned to every team member.": "Individual Transport: Each mission, a regular car, motorbike, or bicycle is assigned to every team member.", + "R&D Access: Your team is issued with a useful high technology experiment from R&D each mission. The Keeper decides what it is (always useful, usually with problematic side effects).": "R&D Access: Your team is issued with a useful high technology experiment from R&D each mission. The Keeper decides what it is (always useful, usually with problematic side effects).", + "Headquarters: A relatively secure space to use as a base in a Bureau regional facility. Everything you need to prepare for mysteries is here, and it’s quite secure.": "Headquarters: A relatively secure space to use as a base in a Bureau regional facility. Everything you need to prepare for mysteries is here, and it’s quite secure.", + "Sky Scanners: You have access to a scanning network that will alert you to strange events coming from space. This includes weird phenomena as well as UFOs.": "Sky Scanners: You have access to a scanning network that will alert you to strange events coming from space. This includes weird phenomena as well as UFOs.", + "Workshop: A big space for craft and repair projects, with plenty of tools and materials.": "Workshop: A big space for craft and repair projects, with plenty of tools and materials.", + "Disguise Kits: Contains costumes, makeup, and other supplies for a quick change of appearance.": "Disguise Kits: Contains costumes, makeup, and other supplies for a quick change of appearance.", + "Housing: Each member of the team is assigned a one-bedroom apartment in a generic housing project. All the apartments are exactly the same, down to scuff marks on the door.": "Housing: Each member of the team is assigned a one-bedroom apartment in a generic housing project. All the apartments are exactly the same, down to scuff marks on the door.", + "Rapid Response Pods: When any member of the team needs to get to a mission site quickly, a rapid response pod appears next to them. Enter the pod, and a short uncomfortable trip will place you where you need to be. What do the pods look like? How do they appear?": "Rapid Response Pods: When any member of the team needs to get to a mission site quickly, a rapid response pod appears next to them. Enter the pod, and a short uncomfortable trip will place you where you need to be. What do the pods look like? How do they appear?", + "Custom:": "Custom:", + "Individual Transport: A regular car, motorbike, or bicycle for every team member.": "Individual Transport: A regular car, motorbike, or bicycle for every team member.", + "Mobile Base: A truck or bus with bunks and mystery investigation supplies on board.": "Mobile Base: A truck or bus with bunks and mystery investigation supplies on board.", + "Credentials: Real, or as-good-as-real, identification that gets you access to law enforcement and other official contacts.": "Credentials: Real, or as-good-as-real, identification that gets you access to law enforcement and other official contacts.", + "Lair: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen.": "Lair: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen.", + "Hunter Roadhouses: A network of bars, diners, and motels where you can safely meet other monster hunters. Many are run by retired hunters.": "Hunter Roadhouses: A network of bars, diners, and motels where you can safely meet other monster hunters. Many are run by retired hunters.", + "Tool Kit: One or two of your vehicles carry tool kits. You have most tools you’ll need to repair or build something.": "Tool Kit: One or two of your vehicles carry tool kits. You have most tools you’ll need to repair or build something.", + "Mystical Ingredients Cabinet: A box with a wide range of frequently useful supplies for magic rituals.": "Mystical Ingredients Cabinet: A box with a wide range of frequently useful supplies for magic rituals.", + "Slush Fund: The team has access to a bank account that can pay for their day to day needs while monster hunting, and stretches to a big purchase every now and then. Where did it come from?": "Slush Fund: The team has access to a bank account that can pay for their day to day needs while monster hunting, and stretches to a big purchase every now and then. Where did it come from?", + "Armoury: One of your cars has a well-stocked weapons chest. Each mystery, every hunter may take one extra regular weapon. Also once per mystery, one hunter may ask the Keeper if the armoury has a particular special weapon: if yes, you can take it; if no, take +1 forward.": "Armoury: One of your cars has a well-stocked weapons chest. Each mystery, every hunter may take one extra regular weapon. Also once per mystery, one hunter may ask the Keeper if the armoury has a particular special weapon: if yes, you can take it; if no, take +1 forward.", + "Field Medics: You have enough supplies and training to treat one hunter per night as if they’d had a proper doctor or trip to the emergency room.": "Field Medics: You have enough supplies and training to treat one hunter per night as if they’d had a proper doctor or trip to the emergency room.", + "The Prophecies: A guidebook of all the visions about the Chosen One, to help you navigate your destiny (they’re pretty hard to decipher).": "The Prophecies: A guidebook of all the visions about the Chosen One, to help you navigate your destiny (they’re pretty hard to decipher).", + "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen.": "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen.", + "Mystical Workroom: A space set aside for magical operations. It can stand in for one requirement of a use magic or big magic move.": "Mystical Workroom: A space set aside for magical operations. It can stand in for one requirement of a use magic or big magic move.", + "Innocent Front: You have access to a regular business or institution. This means that your monster hunting hijinks can be concealed to an extent from your friends, family, and colleagues. For example: a cafe, a library, an antique store, etc.": "Innocent Front: You have access to a regular business or institution. This means that your monster hunting hijinks can be concealed to an extent from your friends, family, and colleagues. For example: a cafe, a library, an antique store, etc.", + "Regular Jobs: You have access to a place of employment for any of the hunters who need it. You earn enough to cover regular day-to-day expenses, and there’s time to fit in monster hunting around your hours.": "Regular Jobs: You have access to a place of employment for any of the hunters who need it. You earn enough to cover regular day-to-day expenses, and there’s time to fit in monster hunting around your hours.", + "Cameras and Recording Gear: You have a big collection of cameras and other recording devices that you can use during your investigations.": "Cameras and Recording Gear: You have a big collection of cameras and other recording devices that you can use during your investigations.", + "Primaeval Monument: An ancient site marking where access between worlds is easiest.": "Primaeval Monument: An ancient site marking where access between worlds is easiest.", + "Portal: A stable portal to either a particular world, or a between-worlds nexus. It is hidden, but any entity that finds either side may use it just like you can. Where is it hidden?": "Portal: A stable portal to either a particular world, or a between-worlds nexus. It is hidden, but any entity that finds either side may use it just like you can. Where is it hidden?", + "Exploration Gear: You’re never sure what you may find in another world. Your group has a storeroom full of all kinds of exploring and outdoor gear and clothing to use.": "Exploration Gear: You’re never sure what you may find in another world. Your group has a storeroom full of all kinds of exploring and outdoor gear and clothing to use.", + "Skywarden: A high tech transport aircraft that has all your essential gear on board and acts as your base on mission assignments. If you have the rapid deployment move, the Skywarden is upgraded with supersonic engines.": "Skywarden: A high tech transport aircraft that has all your essential gear on board and acts as your base on mission assignments. If you have the rapid deployment move, the Skywarden is upgraded with supersonic engines.", + "Individual Transport: Electric motorbikes for every team member.": "Individual Transport: Electric motorbikes for every team member.", + "Search and Rescue Gear: A selection of useful tools for locating and rescuing people in disaster zones.": "Search and Rescue Gear: A selection of useful tools for locating and rescuing people in disaster zones.", + "Headquarters: A relatively secure space allocated to you in IMPS headquarters. There’s room for all your gear, and includes full living quarters.": "Headquarters: A relatively secure space allocated to you in IMPS headquarters. There’s room for all your gear, and includes full living quarters.", + "Workshop: A big space for craft and repair projects, with plenty of technicians, tools, and materials.": "Workshop: A big space for craft and repair projects, with plenty of technicians, tools, and materials.", + "Medical Supplies: Everyone carries a first aid kit, and you have enough for a fully equipped infirmary back at your base or homes.": "Medical Supplies: Everyone carries a first aid kit, and you have enough for a fully equipped infirmary back at your base or homes.", + "Fancy High Tech Uniforms: Complete with built-in gadgets.": "Fancy High Tech Uniforms: Complete with built-in gadgets.", + "Housing: A pleasant house for each team member and their family, provided by IMPS for when you’re off-duty. This may be anywhere in the world.": "Housing: A pleasant house for each team member and their family, provided by IMPS for when you’re off-duty. This may be anywhere in the world.", + "World-jumping Base: A small vehicle or building with bunks and mystery investigation supplies on board.": "World-jumping Base: A small vehicle or building with bunks and mystery investigation supplies on board.", + "Translator: A high tech or arcane universal translator.": "Translator: A high tech or arcane universal translator.", + "Stealth Module: A device automatically changing the looks of your gear and vehicles to match the world you’re in.": "Stealth Module: A device automatically changing the looks of your gear and vehicles to match the world you’re in.", + "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen. Can’t travel between worlds, but you know a big magic ritual to come back here from any world. Invent details with the Keeper.": "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen. Can’t travel between worlds, but you know a big magic ritual to come back here from any world. Invent details with the Keeper.", + "Clothes: Clothes for any weather, including extreme ones.": "Clothes: Clothes for any weather, including extreme ones.", + "Published Book Series: A successful book series written by some or all of you based on your visits to other worlds.": "Published Book Series: A successful book series written by some or all of you based on your visits to other worlds.", + "Crystal Ball: A crystal ball always showing the most breathtaking sight in the area you’re in.": "Crystal Ball: A crystal ball always showing the most breathtaking sight in the area you’re in.", + "Mystical workroom: A space set aside for magical operations. It can stand in for one requirement of a use magic or big magic move.": "Mystical workroom: A space set aside for magical operations. It can stand in for one requirement of a use magic or big magic move.", + "Survival Gear: You’re all well-prepped with supplies for a disaster or emergency situation. Protective gear, tools, food and water, etc.": "Survival Gear: You’re all well-prepped with supplies for a disaster or emergency situation. Protective gear, tools, food and water, etc.", + "Hideouts: Each hunter has a hidden, safe place set up where they can retreat in an emergency. This could be an isolated cabin or bunker, a safe house, or a panic room (whichever makes sense for your hunter).": "Hideouts: Each hunter has a hidden, safe place set up where they can retreat in an emergency. This could be an isolated cabin or bunker, a safe house, or a panic room (whichever makes sense for your hunter).", + "Mobile Hideaway: A truck with bunks and mystery investigation supplies on board.": "Mobile Hideaway: A truck with bunks and mystery investigation supplies on board.", + "Individual Transport: A fancy car or motorbike for every team member.": "Individual Transport: A fancy car or motorbike for every team member.", + "Getaway: A place where you rest from everything, with no monster hunting gear but extremely difficult to find by mundane and magical means.": "Getaway: A place where you rest from everything, with no monster hunting gear but extremely difficult to find by mundane and magical means.", + "Headquarters: A base people from neither your public nor your secret life will find easily. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen.": "Headquarters: A base people from neither your public nor your secret life will find easily. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen.", + "Memorabilia: A collection of important memorabilia connected to the city’s past and two big magic rituals that need only them and up to two other requirements. Determine what the rituals do as a group.": "Memorabilia: A collection of important memorabilia connected to the city’s past and two big magic rituals that need only them and up to two other requirements. Determine what the rituals do as a group.", + "Secure Phones: A set of phones with advanced voice distortion and location concealment options. Tracking a call from these requires days of work.": "Secure Phones: A set of phones with advanced voice distortion and location concealment options. Tracking a call from these requires days of work.", + "Funds: Lots of money on bank accounts connected to untraceable credit cards.": "Funds: Lots of money on bank accounts connected to untraceable credit cards.", + "Mobile Base: A van, truck, or bus with bunks and mystery investigation supplies on board.": "Mobile Base: A van, truck, or bus with bunks and mystery investigation supplies on board.", + "The Grapevine: A network of contacts who pass on job leads.": "The Grapevine: A network of contacts who pass on job leads.", + "Secure Homes: Located somewhere you have a special relationship, you all have houses and bank accounts that provide a base when you’re off the job.": "Secure Homes: Located somewhere you have a special relationship, you all have houses and bank accounts that provide a base when you’re off the job.", + "Credentials: Monster hunting licenses and visa waivers that allow you to do your job and travel legitimately.": "Credentials: Monster hunting licenses and visa waivers that allow you to do your job and travel legitimately.", + "High Tech Gadgets: A supply of various monster scanners and detectors.": "High Tech Gadgets: A supply of various monster scanners and detectors.", + "Armoury: A cache of monster hunting weapons.": "Armoury: A cache of monster hunting weapons.", + "Mystery Van: A van with all your mystery investigation supplies on board.": "Mystery Van: A van with all your mystery investigation supplies on board.", + "Individual Transport: A skateboard, scooter, pair of skates, or bicycle for every team member.": "Individual Transport: A skateboard, scooter, pair of skates, or bicycle for every team member.", + "Gadgets: Paranormal investigation gadgets.": "Gadgets: Paranormal investigation gadgets.", + "Clubhouse: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and make a snack.": "Clubhouse: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and make a snack.", + "Mystical Workroom: a space set aside for magical operations. It can stand in for one requirement of a use magic or big magic move.": "Mystical Workroom: a space set aside for magical operations. It can stand in for one requirement of a use magic or big magic move.", + "Disguises: A trunk full of disguises.": "Disguises: A trunk full of disguises.", + "Library: Library of useful reference books.": "Library: Library of useful reference books.", + "IDs: Official junior deputy Suburban Watch Group volunteer badges.": "IDs: Official junior deputy Suburban Watch Group volunteer badges.", + "Backrooms: You’ve set out a relatively secure space in the back rooms. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen. It’s currently listed as “unused: permanent” so you should be left alone in there.": "Backrooms: You’ve set out a relatively secure space in the back rooms. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen. It’s currently listed as “unused: permanent” so you should be left alone in there.", + "Steam Tunnels: Accessed from your workplace, these allow you to get in and out without being seen. They also connect to the wider city infrastructure.": "Steam Tunnels: Accessed from your workplace, these allow you to get in and out without being seen. They also connect to the wider city infrastructure.", + "Security Access: You can look at the security camera feeds and records. These cover the entire store floor, secure areas, and the outside of the building.": "Security Access: You can look at the security camera feeds and records. These cover the entire store floor, secure areas, and the outside of the building.", + "Ritual Space: A space set aside for magical operations. It can stand in for one requirement of a use magic or big magic move. Decide where in the workplace it is located.": "Ritual Space: A space set aside for magical operations. It can stand in for one requirement of a use magic or big magic move. Decide where in the workplace it is located.", + "The Occult Section: Your workplace has a stock of mystical supplies. Sometimes you can find specific monster hunting supplies or ritual requirements there.": "The Occult Section: Your workplace has a stock of mystical supplies. Sometimes you can find specific monster hunting supplies or ritual requirements there.", + "Warding Glyphs: Mystical enchantments on the workplace prevent hostile magic targeting it from the outside, and alert all team members if a supernatural being enters.": "Warding Glyphs: Mystical enchantments on the workplace prevent hostile magic targeting it from the outside, and alert all team members if a supernatural being enters.", + "Lost Property & Returns: You can find all sorts of stuff in here, some of it useful.": "Lost Property & Returns: You can find all sorts of stuff in here, some of it useful.", + "Oracle Stone: A mystical scrying gem. At the beginning of each mystery, you may consult it—ask any question. The Keeper will answer with something true and useful, but they may make the answer difficult to understand.": "Oracle Stone: A mystical scrying gem. At the beginning of each mystery, you may consult it—ask any question. The Keeper will answer with something true and useful, but they may make the answer difficult to understand.", + "SWG Radio Network: a set of devices that allow you to easily talk to the rest of the SWG (as well as the base stations at your homes/the SWG headquarters).": "SWG Radio Network: a set of devices that allow you to easily talk to the rest of the SWG (as well as the base stations at your homes/the SWG headquarters).", + "Sacred Site: A place outdoors that has a reservoir of magical power. The Keeper always considers this site when a magical ritual requires a particular place.": "Sacred Site: A place outdoors that has a reservoir of magical power. The Keeper always considers this site when a magical ritual requires a particular place.", + "Infirmary: You have access to a doctor’s surgery or other suitable first aid office. You may use it for regular treatment of injuries, no questions asked.": "Infirmary: You have access to a doctor’s surgery or other suitable first aid office. You may use it for regular treatment of injuries, no questions asked.", + "Tour Bus: A truck or bus with bunks, your gear, and mystery investigation supplies on board.": "Tour Bus: A truck or bus with bunks, your gear, and mystery investigation supplies on board.", + "Individual Transport: A fancy car, motorbike, or bicycle for every team member.": "Individual Transport: A fancy car, motorbike, or bicycle for every team member.", + "Home Venue: You have a regular booking at a venue, and get on well with the owners. You’re always welcome there, and can be sure to find fans or friends there whenever its open.": "Home Venue: You have a regular booking at a venue, and get on well with the owners. You’re always welcome there, and can be sure to find fans or friends there whenever its open.", + "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep, practice, and cook.": "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep, practice, and cook.", + "Private Jet: You have a more-or-less fancy private jet (and crew) at your disposal.": "Private Jet: You have a more-or-less fancy private jet (and crew) at your disposal.", + "Studio: You have your own recording studio and record label. It’s either a big house in the country or big slice of a building in the city. It’s equipped with gear and staff. This is a good place for any other location-based assets to live.": "Studio: You have your own recording studio and record label. It’s either a big house in the country or big slice of a building in the city. It’s equipped with gear and staff. This is a good place for any other location-based assets to live.", + "Cameras and Recording Gear: You have a big collection of cameras and other recording devices that you can use during your investigations. Your crew also includes people who can operate them for you.": "Cameras and Recording Gear: You have a big collection of cameras and other recording devices that you can use during your investigations. Your crew also includes people who can operate them for you.", + "Office Space: Private offices in the organisation’s headquarters.": "Office Space: Private offices in the organisation’s headquarters.", + "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen. The organisation knows about it but has no direct influence over it.": "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen. The organisation knows about it but has no direct influence over it.", + "Fake IDs: Fake government IDs.": "Fake IDs: Fake government IDs.", + "More Fake IDs: Fake organisation IDs for other members or different jobs.": "More Fake IDs: Fake organisation IDs for other members or different jobs.", + "Cameras and Recording Gear: Miniature cameras and recording devices.": "Cameras and Recording Gear: Miniature cameras and recording devices.", + "Fae Horses: One for every team member. They fly, but if people start gossiping about flying horses, the Wild Hunt will surely hear of this.": "Fae Horses: One for every team member. They fly, but if people start gossiping about flying horses, the Wild Hunt will surely hear of this.", + "Map: A map of the Wild Hunt’s activities.": "Map: A map of the Wild Hunt’s activities.", + "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen. The Wild Hunt won’t learn about this base unless you stay there for a very long time.": "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen. The Wild Hunt won’t learn about this base unless you stay there for a very long time.", + "Disguises: A set of disguises.": "Disguises: A set of disguises.", + "Diversions: A box of smoke bombs and other distractions (0-harm close obscure vision).": "Diversions: A box of smoke bombs and other distractions (0-harm close obscure vision).", + "Fae Cosmetics and Makeup: Better than anything humans can produce.": "Fae Cosmetics and Makeup: Better than anything humans can produce.", + "Improvement": "Improvement", + "At the end of each session, answer your Style question (below). If yes, gain one improvement mark. If yes and it came up a lot, gain two improvement marks.": "At the end of each session, answer your Style question (below). If yes, gain one improvement mark. If yes and it came up a lot, gain two improvement marks.", + "When you fill in the improvement box, clear the improvement track and choose one of these:": "When you fill in the improvement box, clear the improvement track and choose one of these:", + "Gain a new team move.": "Gain a new team move.", + "Gain a new team ally.": "Gain a new team ally.", + "Gain two new asset selections.": "Gain two new asset selections.", + "Make the next mystery about your team enemy, giving you a chance to interfere in their plans.": "Make the next mystery about your team enemy, giving you a chance to interfere in their plans.", + "Make the next mystery about the organisation or its bad apples, giving you a chance to interfere in their plans.": "Make the next mystery about the organisation or its bad apples, giving you a chance to interfere in their plans.", + "Make the next mystery about the Wild Hunt, giving you a chance to weaken or confuse them.": "Make the next mystery about the Wild Hunt, giving you a chance to weaken or confuse them.", + "Style": "Style", + "Pick one of these styles (and the associated improvement question):": "Pick one of these styles (and the associated improvement question):", + "Hush: At the end of each session, ask: “Did we suppress knowledge of monsters and the supernatural?”": "Hush: At the end of each session, ask: “Did we suppress knowledge of monsters and the supernatural?”", + "The Greater Good: At the end of each session, ask: “Did we protect civilian lives?”": "The Greater Good: At the end of each session, ask: “Did we protect civilian lives?”", + "By Any Means Necessary: At the end of each session, ask: “Did we stop the problem, regardless of the cost?”": "By Any Means Necessary: At the end of each session, ask: “Did we stop the problem, regardless of the cost?”", + "Custom: What’s your story?": "Custom: What’s your story?", + "At the end of each session, ask:": "At the end of each session, ask:", + "Family: You’re all family, or as good as. At the end of each session, ask: “Did we talk about—or pointedly not talk about—something that was troubling a team member?”": "Family: You’re all family, or as good as. At the end of each session, ask: “Did we talk about—or pointedly not talk about—something that was troubling a team member?”", + "Vocation: Someone has to do it, and you happened to be able. At the end of each session, ask: “Did we save the people we went there to protect?”": "Vocation: Someone has to do it, and you happened to be able. At the end of each session, ask: “Did we save the people we went there to protect?”", + "Excitement: Monster hunting sure is a new thrill every time. At the end of each session, ask: “Did we take extremely dangerous risks?”": "Excitement: Monster hunting sure is a new thrill every time. At the end of each session, ask: “Did we take extremely dangerous risks?”", + "First among Equals: Sure, one of us is chosen by destiny, but we all play our part. At the end of each session, ask: “Did we all contribute in our own way to solve the mystery?”": "First among Equals: Sure, one of us is chosen by destiny, but we all play our part. At the end of each session, ask: “Did we all contribute in our own way to solve the mystery?”", + "Sworn Guardians: The rest of us made a solemn oath to help the Chosen One. At the end of each session, ask: “Did we save the Chosen One from serious harm?”": "Sworn Guardians: The rest of us made a solemn oath to help the Chosen One. At the end of each session, ask: “Did we save the Chosen One from serious harm?”", + "Fate’s Rebels: Screw destiny! At the end of each session, ask: “Did we fight against fate and prophecies, no matter the cost?”": "Fate’s Rebels: Screw destiny! At the end of each session, ask: “Did we fight against fate and prophecies, no matter the cost?”", + "Ancient Oath: You are the holders of an ancient obligation to guard the world’s border. Decide what the oath requires of you. At the end of each session, ask: “Did we hold to our oath?”": "Ancient Oath: You are the holders of an ancient obligation to guard the world’s border. Decide what the oath requires of you. At the end of each session, ask: “Did we hold to our oath?”", + "The oath:": "The oath:", + "Wrong Place, Wrong Time: You were there to stop the first incursion, and now feel obliged to prevent anything else coming through. At the end of each session, ask: “Did we protect the world from what lies beyond?”": "Wrong Place, Wrong Time: You were there to stop the first incursion, and now feel obliged to prevent anything else coming through. At the end of each session, ask: “Did we protect the world from what lies beyond?”", + "Born & Raised: You all grew up, or settled, here. Dimensional incursions are a part of life, even if a lot of people don’t like to admit it. At the end of each session, ask: “Did we look after our normal relationships with friends and families?”": "Born & Raised: You all grew up, or settled, here. Dimensional incursions are a part of life, even if a lot of people don’t like to admit it. At the end of each session, ask: “Did we look after our normal relationships with friends and families?”", + "Hush: At the end of each session, ask: “Did we save the day without making the news or creating a ruckus?”": "Hush: At the end of each session, ask: “Did we save the day without making the news or creating a ruckus?”", + "Rescuers: At the end of each session, ask: “Did we save people from harm, no matter how much property damage?”": "Rescuers: At the end of each session, ask: “Did we save people from harm, no matter how much property damage?”", + "Superstars: At the end of each session, ask: “Did our reputation as elite monster hunters come up during the mystery?”": "Superstars: At the end of each session, ask: “Did our reputation as elite monster hunters come up during the mystery?”", + "Well-prepared: You keep track of worlds that might need monster hunting help and have procedures for reaching and helping them. At the end of each session, ask: “Did things go according to our plans?”": "Well-prepared: You keep track of worlds that might need monster hunting help and have procedures for reaching and helping them. At the end of each session, ask: “Did things go according to our plans?”", + "Led by Fate: The universe wants you to help where you’re needed most. At the end of each session, ask: “Do we understand our place in the multiverse better now?”": "Led by Fate: The universe wants you to help where you’re needed most. At the end of each session, ask: “Do we understand our place in the multiverse better now?”", + "Accidental Heroes: You always end up where you’re needed because of magical mishaps and weird coincidences. At the end of each session, ask: “Did we make use of a coincidence or unexpected resource?”": "Accidental Heroes: You always end up where you’re needed because of magical mishaps and weird coincidences. At the end of each session, ask: “Did we make use of a coincidence or unexpected resource?”", + "We’re Prepared for Next Time: At the end of each session, ask: “Did our planning ahead save the day?”": "We’re Prepared for Next Time: At the end of each session, ask: “Did our planning ahead save the day?”", + "Fatalists: One day our times will come. Until then we fight. At the end of each session, ask: “Did we throw ourselves into danger to save the day?”": "Fatalists: One day our times will come. Until then we fight. At the end of each session, ask: “Did we throw ourselves into danger to save the day?”", + "Wardens: We won’t let what happened to us happen to anyone else. At the end of each session, ask: “Did we save people, no matter the cost?”": "Wardens: We won’t let what happened to us happen to anyone else. At the end of each session, ask: “Did we save people, no matter the cost?”", + "Greater Good: You find your secret monster hunting lives more important than your mundane social roles. At the end of each session, ask: “Did we choose the more important obligation?”": "Greater Good: You find your secret monster hunting lives more important than your mundane social roles. At the end of each session, ask: “Did we choose the more important obligation?”", + "The Only Ones: You’re the only ones capable enough to protect those around you from supernatural threats. At the end of each session, ask: “Did we do something nobody else in our society could do?”": "The Only Ones: You’re the only ones capable enough to protect those around you from supernatural threats. At the end of each session, ask: “Did we do something nobody else in our society could do?”", + "An Ancient Tradition: You’ve inherited your double role from family or mentors. At the end of each session, ask: “Have we done something that would make our predecessors proud?”": "An Ancient Tradition: You’ve inherited your double role from family or mentors. At the end of each session, ask: “Have we done something that would make our predecessors proud?”", + "Secret Mission: You are all devoted to a particular goal, using “mercenary monster hunter team” as your cover. What’s your objective? At the end of each session, ask: “Did we get closer to our goal?” If you achieve the objective, choose a new one or change to a new style. Your objective:": "Secret Mission: You are all devoted to a particular goal, using “mercenary monster hunter team” as your cover. What’s your objective? At the end of each session, ask: “Did we get closer to our goal?” If you achieve the objective, choose a new one or change to a new style. Your objective:", + "Goal-Oriented: At the end of each session, ask: “Did we fulfil the exact mission requested, without extra work?”": "Goal-Oriented: At the end of each session, ask: “Did we fulfil the exact mission requested, without extra work?”", + "Hearts of Gold: At the end of each session, ask: “Did we refuse to accept money from someone we saved?”": "Hearts of Gold: At the end of each session, ask: “Did we refuse to accept money from someone we saved?”", + "Wholesome: At the end of each session, ask: “Did we succeed by believing in each other and using our individual strengths?”": "Wholesome: At the end of each session, ask: “Did we succeed by believing in each other and using our individual strengths?”", + "Comical: At the end of each session, ask: “Did we do something really funny?”": "Comical: At the end of each session, ask: “Did we do something really funny?”", + "Cool: At the end of each session, ask: “Did we save the day, with style?”": "Cool: At the end of each session, ask: “Did we save the day, with style?”", + "Big Store: At the end of each session, ask: “Did we deal with any supernatural problems without management noticing?”": "Big Store: At the end of each session, ask: “Did we deal with any supernatural problems without management noticing?”", + "Security Team: At the end of each session, ask: “Did we keep people safe?”": "Security Team: At the end of each session, ask: “Did we keep people safe?”", + "Emergency Response: At the end of each session, ask: “Did we solve anyone’s problems?”": "Emergency Response: At the end of each session, ask: “Did we solve anyone’s problems?”", + "Thrown in the Deep End: You started out knowing nothing about the supernatural, and you’re still catching up. At the end of each session, ask: “Did we learn something new about the supernatural world?”": "Thrown in the Deep End: You started out knowing nothing about the supernatural, and you’re still catching up. At the end of each session, ask: “Did we learn something new about the supernatural world?”", + "Protectors: It’s all about looking after people. At the end of each session, ask: “Did we prevent harm in our community?”": "Protectors: It’s all about looking after people. At the end of each session, ask: “Did we prevent harm in our community?”", + "Cosy Coven: You were never strangers to the supernatural, but nobody else suspects it. At the end of each session, ask: “Did we help with our supernatural powers, undetected?”": "Cosy Coven: You were never strangers to the supernatural, but nobody else suspects it. At the end of each session, ask: “Did we help with our supernatural powers, undetected?”", + "Rock: At the end of each session, ask: “Did we lay the smackdown on some evildoers?”": "Rock: At the end of each session, ask: “Did we lay the smackdown on some evildoers?”", + "Punk: At the end of each session, ask: “Did we fight for the downtrodden?”": "Punk: At the end of each session, ask: “Did we fight for the downtrodden?”", + "Pop: At the end of each session, ask: “Did we look awesome?”": "Pop: At the end of each session, ask: “Did we look awesome?”", + "Metal: At the end of each session, ask: “Did we battle gloriously?”": "Metal: At the end of each session, ask: “Did we battle gloriously?”", + "Hip-hop: At the end of each session, ask: “Did we improve things for the local community?”": "Hip-hop: At the end of each session, ask: “Did we improve things for the local community?”", + "Folk: At the end of each session, ask: “Did we learn about local history and folklore?”": "Folk: At the end of each session, ask: “Did we learn about local history and folklore?”", + "Country: At the end of each session, ask: “Will that make a great story, later?”": "Country: At the end of each session, ask: “Will that make a great story, later?”", + "Inquisition: You believe your organisation isn’t rotten to the core, it just has a few rotten apples. At the end of each session, ask: “Is the organisation better now?”": "Inquisition: You believe your organisation isn’t rotten to the core, it just has a few rotten apples. At the end of each session, ask: “Is the organisation better now?”", + "Redemption: You were once part of the organisation’s shady dealings but are disgusted by them now. At the end of each session, ask: “Did we repay part of the harm we caused as organisation members?”": "Redemption: You were once part of the organisation’s shady dealings but are disgusted by them now. At the end of each session, ask: “Did we repay part of the harm we caused as organisation members?”", + "Revolt: You’ve recently understood the organisation is rotten to the core and should be terminated. At the end of each session, ask: “Are we closer to destroying the organisation?”": "Revolt: You’ve recently understood the organisation is rotten to the core and should be terminated. At the end of each session, ask: “Are we closer to destroying the organisation?”", + "Vengeance: You want to become strong enough to destroy the Wild Hunt one day. At the end of each session, ask: “Did what we do bring us closer to destroying the Wild Hunt?”": "Vengeance: You want to become strong enough to destroy the Wild Hunt one day. At the end of each session, ask: “Did what we do bring us closer to destroying the Wild Hunt?”", + "Compassion: You don’t want others to suffer as you did. At the end of each session, ask: “Did we risk our freedom to protect someone else’s’?”": "Compassion: You don’t want others to suffer as you did. At the end of each session, ask: “Did we risk our freedom to protect someone else’s’?”", + "Homelessness: You want to have normal lives one day. At the end of each session, ask: “Did we put some effort into making our lives more normal?”": "Homelessness: You want to have normal lives one day. At the end of each session, ask: “Did we put some effort into making our lives more normal?”", + "Enemies": "Enemies", + "Pick an enemy for your team:": "Pick an enemy for your team:", + "General Grox, alien warlord.": "General Grox, alien warlord.", + "The werewolf conspiracy.": "The werewolf conspiracy.", + "The Order of the Silvery Stars, who worship some very bad alien god-things.": "The Order of the Silvery Stars, who worship some very bad alien god-things.", + "The Old Gods, who want to return and rule the world again.": "The Old Gods, who want to return and rule the world again.", + "A rival Bureau with dubious methods and goals.": "A rival Bureau with dubious methods and goals.", + "Halphas, a demon who has it in for you.": "Halphas, a demon who has it in for you.", + "All the vampires.": "All the vampires.", + "Dr Crepuscule, who steals unnatural power from captured monsters.": "Dr Crepuscule, who steals unnatural power from captured monsters.", + "The King in Yellow, a god/force of corruption, decadence, and disease.": "The King in Yellow, a god/force of corruption, decadence, and disease.", + "A cabal of ghosts trying to secure the secret of returning to life.": "A cabal of ghosts trying to secure the secret of returning to life.", + "Alpha, an immortal werewolf.": "Alpha, an immortal werewolf.", + "Seth Vail, a billionaire who wants to harness the power of monsters, starting with immortality for himself.": "Seth Vail, a billionaire who wants to harness the power of monsters, starting with immortality for himself.", + "The Father of Monsters, the cosmic entity who is the source of evil in the world.": "The Father of Monsters, the cosmic entity who is the source of evil in the world.", + "The Grey Priests, a conspiracy to bring about the end of the world and birth of a new one.": "The Grey Priests, a conspiracy to bring about the end of the world and birth of a new one.", + "Lord Grash, warlord of a monster dimension.": "Lord Grash, warlord of a monster dimension.", + "All the demons.": "All the demons.", + "The Anointed Hierophant, an occult sect leader who wants to break the walls between worlds.": "The Anointed Hierophant, an occult sect leader who wants to break the walls between worlds.", + "Chaos, a cosmic entity of disorder.": "Chaos, a cosmic entity of disorder.", + "TransWorldCorp, a business hoping to profit from other worlds via their rift machine, no matter the damage they do along the way.": "TransWorldCorp, a business hoping to profit from other worlds via their rift machine, no matter the damage they do along the way.", + "Apollyon, a demon king who wants to rule the Earth.": "Apollyon, a demon king who wants to rule the Earth.", + "Incursions of HEDEs (Hostile Extra-Dimensional Entities).": "Incursions of HEDEs (Hostile Extra-Dimensional Entities).", + "Masanori, a selfish tycoon chasing personal immortality.": "Masanori, a selfish tycoon chasing personal immortality.", + "A rival IMPS team, who always want to make it look like they saved the day and you screwed up.": "A rival IMPS team, who always want to make it look like they saved the day and you screwed up.", + "A chaos cult who want to break down the structures of the modern world, so they can rule it with their magical powers.": "A chaos cult who want to break down the structures of the modern world, so they can rule it with their magical powers.", + "Dr Weltschmerz, a bitter and angry scientist who wants all worlds to suffer.": "Dr Weltschmerz, a bitter and angry scientist who wants all worlds to suffer.", + "Jauna, a merchant from Monster Marches who deals in interdimensional slave trade.": "Jauna, a merchant from Monster Marches who deals in interdimensional slave trade.", + "Separator, an automaton guarding borders between the worlds.": "Separator, an automaton guarding borders between the worlds.", + "Iron Crusade, an invading force from a futuristic world.": "Iron Crusade, an invading force from a futuristic world.", + "Your own evil versions from a mirrored universe.": "Your own evil versions from a mirrored universe.", + "The Black Knight, a faerie lord.": "The Black Knight, a faerie lord.", + "A necromancer, with a plan to rule the world.": "A necromancer, with a plan to rule the world.", + "Metaphysical Exploitation Holdings (MEH), a corporation that profits from ill-advised experimentation and exploitation of the supernatural.": "Metaphysical Exploitation Holdings (MEH), a corporation that profits from ill-advised experimentation and exploitation of the supernatural.", + "A conspiracy of chaos cultists.": "A conspiracy of chaos cultists.", + "Allmine, a greedy and capricious demon of desire.": "Allmine, a greedy and capricious demon of desire.", + "All the evil doppelgangers.": "All the evil doppelgangers.", + "Professor Trundil, an occult scientist trying to steal your powers and magic.": "Professor Trundil, an occult scientist trying to steal your powers and magic.", + "Great Waghru, a primordial entity slumbering beneath the city, now stirring.": "Great Waghru, a primordial entity slumbering beneath the city, now stirring.", + "Brave New World, an undercover company trying to replace humans in your city with robots.": "Brave New World, an undercover company trying to replace humans in your city with robots.", + "Pethas, a dragon.": "Pethas, a dragon.", + "All the werewolves.": "All the werewolves.", + "Ozahr, an immortal and megalomaniac wizard.": "Ozahr, an immortal and megalomaniac wizard.", + "The Fates.": "The Fates.", + "A conspiracy of political leaders secretly creating a global dictatorship.": "A conspiracy of political leaders secretly creating a global dictatorship.", + "Bradshaw, an evil property developer.": "Bradshaw, an evil property developer.", + "The Ghost King.": "The Ghost King.", + "Dracula.": "Dracula.", + "Cryptids generally.": "Cryptids generally.", + "A conspiracy of wizards who want to take over the world.": "A conspiracy of wizards who want to take over the world.", + "Your manager.": "Your manager.", + "The Queen of the Bug Monsters.": "The Queen of the Bug Monsters.", + "The Monarch of Waste, a cosmic entity of disorder and ruin.": "The Monarch of Waste, a cosmic entity of disorder and ruin.", + "A conspiracy within the company, using the workplace for a sinister occult plan.": "A conspiracy within the company, using the workplace for a sinister occult plan.", + "The thing in the basement. You don’t know what it is, but it’s evil.": "The thing in the basement. You don’t know what it is, but it’s evil.", + "The Pale Man, the powerful and malevolent ghost of a mass murderer who lived here a long time ago.": "The Pale Man, the powerful and malevolent ghost of a mass murderer who lived here a long time ago.", + "All the ghouls. A big cemetery nearby attracts their attention.": "All the ghouls. A big cemetery nearby attracts their attention.", + "Bradshaw, a property developer who wants to rebuild the city—by any means necessary.": "Bradshaw, a property developer who wants to rebuild the city—by any means necessary.", + "Discord, goddess of chaos and disorder.": "Discord, goddess of chaos and disorder.", + "A conspiracy of vampires trying to take over your community.": "A conspiracy of vampires trying to take over your community.", + "White Travellers, ghosts that feed on natural, joyous emotions of people and leave people content with a humdrum life.": "White Travellers, ghosts that feed on natural, joyous emotions of people and leave people content with a humdrum life.", + "Ancient Purity, an occultist/fascist death metal band. They would be your enemies even without their abuse of mystical powers.": "Ancient Purity, an occultist/fascist death metal band. They would be your enemies even without their abuse of mystical powers.", + "The Man, a new god of authority, order, and following the rules.": "The Man, a new god of authority, order, and following the rules.", + "The Sanguine Circle, a conspiracy of vampires with cells in many cities and towns.": "The Sanguine Circle, a conspiracy of vampires with cells in many cities and towns.", + "Allies": "Allies", + "Choose your team allies from this list:": "Choose your team allies from this list:", + "Doctor “Blue,” a physician. They can help you recover from harm.": "Doctor “Blue,” a physician. They can help you recover from harm.", + "Professor “Blood,” a forensic scientist. They are who you go to when you need evidence analysed.": "Professor “Blood,” a forensic scientist. They are who you go to when you need evidence analysed.", + "Agent “Will,” a field investigator. They’re a veteran of the Bureau, and can help you navigate problems with colleagues.": "Agent “Will,” a field investigator. They’re a veteran of the Bureau, and can help you navigate problems with colleagues.", + "Aquila Squad, an ally team. They are unofficially known as “the Extreme Problems” squad. They can handle anything unfazed, but their solutions can be a little... messy.": "Aquila Squad, an ally team. They are unofficially known as “the Extreme Problems” squad. They can handle anything unfazed, but their solutions can be a little... messy.", + "SkullFangz, an ally team. This is a group of hackers you’ve made a sort of alliance with. They can help you get information through unorthodox channels, but they sometimes need you to do some odd or dubious favours in return.": "SkullFangz, an ally team. This is a group of hackers you’ve made a sort of alliance with. They can help you get information through unorthodox channels, but they sometimes need you to do some odd or dubious favours in return.", + "Detective Barnes, a police detective who you saved from a monster way back when. They’ll help you out with some information now and then, and possibly more when you’re on their turf.": "Detective Barnes, a police detective who you saved from a monster way back when. They’ll help you out with some information now and then, and possibly more when you’re on their turf.", + "Bingo, an always-online researcher into strangeness. They can put you in touch with people who need help, coordinate communication, and help you with research.": "Bingo, an always-online researcher into strangeness. They can put you in touch with people who need help, coordinate communication, and help you with research.", + "Sapphire, who has the ability to manipulate time in certain ways. You suspect she may be very long-lived or even immortal. She is not always easy to contact, and can appear unexpectedly.": "Sapphire, who has the ability to manipulate time in certain ways. You suspect she may be very long-lived or even immortal. She is not always easy to contact, and can appear unexpectedly.", + "Another group of travelling hunters, an ally team. They can back you up monster hunting—you’ve helped each other out several times, when things got tricky.": "Another group of travelling hunters, an ally team. They can back you up monster hunting—you’ve helped each other out several times, when things got tricky.", + "Universal Cleanup Services, an ally team. A franchise that specialises in cleaning up messes like crime scenes and monster attacks.": "Universal Cleanup Services, an ally team. A franchise that specialises in cleaning up messes like crime scenes and monster attacks.", + "Carlito, a nurse. They can patch up injured hunters.": "Carlito, a nurse. They can patch up injured hunters.", + "Charity, an occultist. She can tell you about and sometimes find weird old items.": "Charity, an occultist. She can tell you about and sometimes find weird old items.", + "Raven, a mystic. Has some ideas about the Chosen One’s destiny.": "Raven, a mystic. Has some ideas about the Chosen One’s destiny.", + "The Junior Entourage, an ally team. These are friends who aren’t in the core team. Good at getting around for area canvassing or distraction.": "The Junior Entourage, an ally team. These are friends who aren’t in the core team. Good at getting around for area canvassing or distraction.", + "Destiny’s Servants, an ally team. A secretive group sent to help you out. They’re good at fighting and acting suspicious.": "Destiny’s Servants, an ally team. A secretive group sent to help you out. They’re good at fighting and acting suspicious.", + "Hawthorn, a hedge witch. They’re able to cast a variety of small but useful spells.": "Hawthorn, a hedge witch. They’re able to cast a variety of small but useful spells.", + "Anya, a folklorist. They know a lot about the stories and history of the region.": "Anya, a folklorist. They know a lot about the stories and history of the region.", + "The Feeling of Not Knowing a Particular Fact, a visitor from another world. An explorer of worlds, they have a store of facts or rumours about many different dimensions. Describe their home world and look.": "The Feeling of Not Knowing a Particular Fact, a visitor from another world. An explorer of worlds, they have a store of facts or rumours about many different dimensions. Describe their home world and look.", + "Junior Guardians, an ally team. By tradition, younger members of your families and community are apprenticed to take over when you retire. They can help with any tasks that aren’t too dangerous.": "Junior Guardians, an ally team. By tradition, younger members of your families and community are apprenticed to take over when you retire. They can help with any tasks that aren’t too dangerous.", + "A flock of otherworldly creatures, an ally team. These non-Earthly animals can scout and warn you of danger, and also are quite cute. Describe their home world and look.": "A flock of otherworldly creatures, an ally team. These non-Earthly animals can scout and warn you of danger, and also are quite cute. Describe their home world and look.", + "Ó Corra, IMPS General Secretary. Having Ó Corra on your side is always going to be handy.": "Ó Corra, IMPS General Secretary. Having Ó Corra on your side is always going to be handy.", + "Klíma, IMPS forensic specialist. Klíma can help you get extra forensic analysis or expedite tests.": "Klíma, IMPS forensic specialist. Klíma can help you get extra forensic analysis or expedite tests.", + "Villaverde, IMPS librarian. Knows a lot about mystical and occult secrets.": "Villaverde, IMPS librarian. Knows a lot about mystical and occult secrets.", + "IMPS team EM–3. This team of IMPS agents specialise in dealing with big disasters. They can help manage and calm down civilians and provide support for your team.": "IMPS team EM–3. This team of IMPS agents specialise in dealing with big disasters. They can help manage and calm down civilians and provide support for your team.", + "Cryptidnet, a loose organisation of interested amateurs and researchers who collate rumours of weird activity. Great source of leads and supernatural rumours.": "Cryptidnet, a loose organisation of interested amateurs and researchers who collate rumours of weird activity. Great source of leads and supernatural rumours.", + "Justinian, a paladin. He’s always ready to fight evil alongside you and hopes one of you will one day be the lady (or lord) of his heart.": "Justinian, a paladin. He’s always ready to fight evil alongside you and hopes one of you will one day be the lady (or lord) of his heart.", + "NewLife, a bio-robot. They know a lot about life on various worlds, whether organic, tech-based, or magic-based.": "NewLife, a bio-robot. They know a lot about life on various worlds, whether organic, tech-based, or magic-based.", + "Darween, a diplomat. Coming from the Monster Marches, she hates disunity and wants good people of all worlds to cooperate.": "Darween, a diplomat. Coming from the Monster Marches, she hates disunity and wants good people of all worlds to cooperate.", + "The Queen’s Musketeers. Brave, dashing and ready to fight with monsters both in Helos and beyond, but won’t do anything that directly contradicts Queen Helena the Radiant’s orders.": "The Queen’s Musketeers. Brave, dashing and ready to fight with monsters both in Helos and beyond, but won’t do anything that directly contradicts Queen Helena the Radiant’s orders.", + "Spirit Healers. They come from a Stone Age world and want to heal all spiritual ills of all worlds. They oppose killing monsters because they believe monsters should be healed and reintegrated instead.": "Spirit Healers. They come from a Stone Age world and want to heal all spiritual ills of all worlds. They oppose killing monsters because they believe monsters should be healed and reintegrated instead.", + "Zhu, a law enforcement officer. They can help you with legal difficulties in their jurisdiction.": "Zhu, a law enforcement officer. They can help you with legal difficulties in their jurisdiction.", + "Davis, a therapist specialising in trauma recovery.": "Davis, a therapist specialising in trauma recovery.", + "Dr Basu, a medical doctor.": "Dr Basu, a medical doctor.", + "The next generation, an ally team. These younger monster hunters are relatives of those who died in the battle, taking up the family calling.": "The next generation, an ally team. These younger monster hunters are relatives of those who died in the battle, taking up the family calling.", + "The Network, an ally team. This is a group of people who keep watch for big supernatural dangers, and can get you warnings in time to intervene.": "The Network, an ally team. This is a group of people who keep watch for big supernatural dangers, and can get you warnings in time to intervene.", + "Shinzō, a retro-weaponsmith. Their creations look like fancy souvenirs but have various magical properties.": "Shinzō, a retro-weaponsmith. Their creations look like fancy souvenirs but have various magical properties.", + "FaceBog, a doppelganger. They’ll impersonate you at various social events if you ask them nicely.": "FaceBog, a doppelganger. They’ll impersonate you at various social events if you ask them nicely.", + "Hedwig, a journalist. She believes in your public causes and is willing to cover up some things for you, but sometimes asks difficult questions.": "Hedwig, a journalist. She believes in your public causes and is willing to cover up some things for you, but sometimes asks difficult questions.", + "Monster Hunters Fan Club. They know your secret identities, but not your public ones.": "Monster Hunters Fan Club. They know your secret identities, but not your public ones.", + "Spirits of the city’s founders. They remember how the city once was and have clashed with occult forces that threaten it.": "Spirits of the city’s founders. They remember how the city once was and have clashed with occult forces that threaten it.", + "Dumont, the fixer. Dumont can find leads on jobs, and sometime scare up special gear.": "Dumont, the fixer. Dumont can find leads on jobs, and sometime scare up special gear.", + "Chang, a government official. They can help you with legal entanglements. Sometimes.": "Chang, a government official. They can help you with legal entanglements. Sometimes.", + "Dr Accorso. A medical doctor, ready to help with injuries or illness. No questions asked.": "Dr Accorso. A medical doctor, ready to help with injuries or illness. No questions asked.", + "The Irregulars, an ally team. They’re a general group of support crew that help you out. Mechanics, technicians, and the like.": "The Irregulars, an ally team. They’re a general group of support crew that help you out. Mechanics, technicians, and the like.", + "The Crooked Hearts, another mercenary monster hunting crew. You’ve worked together on some big jobs.": "The Crooked Hearts, another mercenary monster hunting crew. You’ve worked together on some big jobs.", + "Leon/Lyn, an authority figure (parent, teacher, etc.). Helpful dealing with officials.": "Leon/Lyn, an authority figure (parent, teacher, etc.). Helpful dealing with officials.", + "Romain, a librarian. Good at finding out details.": "Romain, a librarian. Good at finding out details.", + "A very smart pet. Pick their species and give them a name:": "A very smart pet. Pick their species and give them a name:", + "Your friend group, an ally team. Great for distractions.": "Your friend group, an ally team. Great for distractions.", + "Internet mystery circle, an ally team. Good for finding out weird facts and rumours.": "Internet mystery circle, an ally team. Good for finding out weird facts and rumours.", + "Aminat Salek, a client or customer who has a knack for finding whatever is weirdest.": "Aminat Salek, a client or customer who has a knack for finding whatever is weirdest.", + "Ahearn, a consultant. They can help you out with how things go on behind the scenes.": "Ahearn, a consultant. They can help you out with how things go on behind the scenes.", + "De Luca, from human resources. They can cover for absences and sometimes tell you what management is planning.": "De Luca, from human resources. They can cover for absences and sometimes tell you what management is planning.", + "The day shift, an ally team. They can help out when you need to sleep.": "The day shift, an ally team. They can help out when you need to sleep.", + "Asani, an old and knowledgeable witch.": "Asani, an old and knowledgeable witch.", + "Petersen, a police officer. Community-minded, they know you help people out and they help you too.": "Petersen, a police officer. Community-minded, they know you help people out and they help you too.", + "Red, cafe/bar/restaurant manager. You’re always welcome in their place, and they hear a lot of gossip.": "Red, cafe/bar/restaurant manager. You’re always welcome in their place, and they hear a lot of gossip.", + "The SWG, an ally team. These are newer members of the SWG. They can patrol, report events, and help people to safety. They’re not ready to take on monsters directly.": "The SWG, an ally team. These are newer members of the SWG. They can patrol, report events, and help people to safety. They’re not ready to take on monsters directly.", + "The sports club, an ally team. What sport do you all play? The other club members will do you a favour now and then. Useful for getting information from organisations you don’t have direct access to.": "The sports club, an ally team. What sport do you all play? The other club members will do you a favour now and then. Useful for getting information from organisations you don’t have direct access to.", + "Carlos, a roadie. They can do pretty much anything with reasonable competence.": "Carlos, a roadie. They can do pretty much anything with reasonable competence.", + "Charity, an occultist. She can tell you about mystical stuff you find and sometimes get you weird old items.": "Charity, an occultist. She can tell you about mystical stuff you find and sometimes get you weird old items.", + "Dr An Seulgi. She can help patch you up if you get hurt, and provide “special” prescriptions as long as you don’t abuse them too badly.": "Dr An Seulgi. She can help patch you up if you get hurt, and provide “special” prescriptions as long as you don’t abuse them too badly.", + "Eldritch Records, your label. You can hit them up for a little money, legal help, or contact details for folks in the music business.": "Eldritch Records, your label. You can hit them up for a little money, legal help, or contact details for folks in the music business.", + "Your fan club, an ally team. They’re keen to help, but they’re mainly just a bunch of kids (possibly kids in their late teens or early twenties, but still).": "Your fan club, an ally team. They’re keen to help, but they’re mainly just a bunch of kids (possibly kids in their late teens or early twenties, but still).", + "LOLweb, a hacker. They track the organisation’s web activity and try to hinder it but don’t believe in monsters.": "LOLweb, a hacker. They track the organisation’s web activity and try to hinder it but don’t believe in monsters.", + "Faruq, an office worker in the organisation. He also feels there’s something wrong but is too afraid to act openly about it.": "Faruq, an office worker in the organisation. He also feels there’s something wrong but is too afraid to act openly about it.", + "Grethel, a government official. She keeps track of various supernatural occurrences and organisations that deal with them.": "Grethel, a government official. She keeps track of various supernatural occurrences and organisations that deal with them.", + "Organisation ex-members. Each of them has seen a bit of bad things that happen there and can help you piece together the bigger picture.": "Organisation ex-members. Each of them has seen a bit of bad things that happen there and can help you piece together the bigger picture.", + "Independent hunters. Far less experienced than you but sometimes can do things you can’t due to being observed by the organisation.": "Independent hunters. Far less experienced than you but sometimes can do things you can’t due to being observed by the organisation.", + "Soyfly, a pixie. She knows a lot of recent gossip about the Wild Hunt.": "Soyfly, a pixie. She knows a lot of recent gossip about the Wild Hunt.", + "Althea, a private aviator. She believes the sky should be free for everyone, not just some creepy horsemen.": "Althea, a private aviator. She believes the sky should be free for everyone, not just some creepy horsemen.", + "Caragh, a banshee. She once rode with the Hunt and now helps other fugitives, but never reveals how she escaped.": "Caragh, a banshee. She once rode with the Hunt and now helps other fugitives, but never reveals how she escaped.", + "New Start, an NGO that helps refugees. They focus on political and war refugees, but allow you to use their facilities.": "New Start, an NGO that helps refugees. They focus on political and war refugees, but allow you to use their facilities.", + "The Savage Ride, the Wild Hunt’s rivals. They’ll do anything to hinder the Hunt, but are violent and fickle themselves.": "The Savage Ride, the Wild Hunt’s rivals. They’ll do anything to hinder the Hunt, but are violent and fickle themselves." } \ No newline at end of file diff --git a/Monster of the Week Official/translations/hu.json b/Monster of the Week Official/translations/hu.json index 8ea5a9fb25..01472cdba7 100644 --- a/Monster of the Week Official/translations/hu.json +++ b/Monster of the Week Official/translations/hu.json @@ -1192,7 +1192,6 @@ "custom-move-name": "Name", "custom-move-description": "Description", "custom-gear": "Playbook Gear", - "start_newstuff": "", "unused": "Unused", "all": "All", "starting": "Starting", @@ -1290,7 +1289,7 @@ "eos-ref": "At the end of each session, the Keeper will ask the following questions:
    • Did we conclude the current mystery?
    • Did we save someone from certain death (or worse)?
    • Did we learn something new and important about the world?
    • Did we learn something new and important about one of the hunters?
    If you get one or two \"Yes\" answers, mark one experience. If you get three or four, mark two.", "pick-book": "Pick Your Playbook", "pick-book-desc": "Pick your playbook using the menu in the upper right corner or the buttons in the lists below. Once you pick a playbook, starting stats options are found at the bottom of the first main column (not including the stats column).", - "motw-books": "Monster of the Week Revised Edition Playbooks", + "motw-books": "Monster of the Week Hardcover Edition Playbooks", "chosen-desc": "A once-ordinary person who discovered they have a special destiny, and who has been given the power to accomplish it. The Chosen is good in a fight, with some weird powers. E.g. Buffy from Buffy the Vampire Slayer.", "crooked-desc": "A criminal turned monster hunter, haunted by their past and enemies. The Crooked is good in social situations and has a lot of contacts. E.g. Anna Valmont from The Dresden Files, Peter Bishop from Fringe.", "divine-desc": "An agent of a higher power, with a mission to fulfill. The Divine is very tough and has been granted holy powers. E.g. Castiel from Supernatural; Michael Carpenter from The Dresden Files.", @@ -1621,6 +1620,7 @@ "animating-force": "Animating Force", "animating-force-desc": "There is a force that gives you life, which cannot harm you. You do not eat, breathe, drink, or heal naturally. Instead, repair yourself with your recharge move. Pick an energy type:", "lightning": "Lightning", + "fire": "Fire", "music": "Music", "clockwork": "Clockwork", "orgone": "Orgone", @@ -1686,7 +1686,6 @@ "hardcase2020-move6": "Inspired Guesswork: When you investigate a mystery, you may spend 1 Fire to add 1 extra hold. The extra question must be about powers, motivations, or weaknesses.", "hardcase2020-move7": "Stone Cold: You never really get ruffled by danger. Gain +1 whenever pain or fear requires you act under pressure. Your nearby allies also gain this bonus against pain and fear, as long as you keep it together.", "hardcase2020-move8": "Weapon Master: When you take possession of a new weapon you may add, remove, or change one tag. This change only applies for you. When you get this move, apply it to all your current weapons.", - "fire": "Fire", "calm": "Calm", "raging": "Raging", "hardcase-vehicles": "Vehicles", @@ -1716,5 +1715,610 @@ "hardcase2020-gear22": "A spell formula, written on a napkin", "hardcase2020-advance1": "Your Fire track increases to 13 boxes.", "constructed-unstable": "You get 10 harm boxes and do not become unstable.", - "end_newstuff": "" + "team-playbooks": "Team Playbooks", + "team-playbook-choice": "Choose a Team Playbook", + "Team Playbook": "Team Playbook", + "Agents in Black": "Agents in Black", + "Always on the Road": "Always on the Road", + "The Chosen One and Entourage": "The Chosen One and Entourage", + "Guardians of the Borderland": "Guardians of the Borderland", + "IMPS (International Monster and Paranormal Service)": "IMPS (International Monster and Paranormal Service)", + "Interdimensional Crisis Team": "Interdimensional Crisis Team", + "The Last Survivors": "The Last Survivors", + "League of Double Lives": "League of Double Lives", + "Mercenaries": "Mercenaries", + "Mystery Club": "Mystery Club", + "The Night Shift": "The Night Shift", + "Suburban Watch Group": "Suburban Watch Group", + "Touring Band": "Touring Band", + "Whistleblowers": "Whistleblowers", + "Wild Hunt Fugitives": "Wild Hunt Fugitives", + "pick-teambook-desc": "Pick your team playbook using the menu in the upper right corner or the buttons in the lists below.", + "This team playbook has the hunters working for the Bureau—a clandestine organisation dedicated to hiding the existence of monsters and the supernatural from the general public.": "This team playbook has the hunters working for the Bureau—a clandestine organisation dedicated to hiding the existence of monsters and the supernatural from the general public.", + "You’re a travelling hunter team. Every week is a new town with a new problem.": "You’re a travelling hunter team. Every week is a new town with a new problem.", + "This team centres on a Chosen One and their friends who help with monster hunting. There’s also room for a mentor.": "This team centres on a Chosen One and their friends who help with monster hunting. There’s also room for a mentor.", + "This team playbook has the hunters as wardens of a liminal region: somewhere where the borders of the world are thin, where monsters and magic can slip through and cause trouble.": "This team playbook has the hunters as wardens of a liminal region: somewhere where the borders of the world are thin, where monsters and magic can slip through and cause trouble.", + "The International Monster and Paranormal Service (IMPS) was created to keep humanity safe from supernatural threats. It’s not clear who funds them, although most people assume it’s some kind of United Nations agency. IMPS isn’t secret, but they keep things as quiet as possible This team playbook sets your hunters as one of the elite IMPS teams that travels the world to deal with monster incidents.": "The International Monster and Paranormal Service (IMPS) was created to keep humanity safe from supernatural threats. It’s not clear who funds them, although most people assume it’s some kind of United Nations agency. IMPS isn’t secret, but they keep things as quiet as possible This team playbook sets your hunters as one of the elite IMPS teams that travels the world to deal with monster incidents.", + "Your world isn’t the only one that needs monster hunting help from time to time. And when others do, you travel through portals, loopholes, and other oddities to help. Interdimensional Crisis Team perfectly fits over-the-top, parody games. More serious stories about interdimensional problems are handled better by Guardians of the Borderland.": "Your world isn’t the only one that needs monster hunting help from time to time. And when others do, you travel through portals, loopholes, and other oddities to help. Interdimensional Crisis Team perfectly fits over-the-top, parody games. More serious stories about interdimensional problems are handled better by Guardians of the Borderland.", + "This hunter team were the only people who lived through a terrible (maybe even apocalyptic) battle. You had many allies at your side, but they didn’t make it.": "This hunter team were the only people who lived through a terrible (maybe even apocalyptic) battle. You had many allies at your side, but they didn’t make it.", + "You’re monster hunters but also important society members in a city. Your ties to the society give you various forms of influence but also mean you somehow have to manage two lives at once. The world isn’t ready to learn about your monster hunting and even less about the monsters themselves.": "You’re monster hunters but also important society members in a city. Your ties to the society give you various forms of influence but also mean you somehow have to manage two lives at once. The world isn’t ready to learn about your monster hunting and even less about the monsters themselves.", + "This team playbook has the hunters working for hire. They save people and hunt monsters, sure, but they also want to get paid at the end of the day.": "This team playbook has the hunters working for hire. They save people and hunt monsters, sure, but they also want to get paid at the end of the day.", + "This is a hunter team of investigators, with a focus on less horrific and more comedic mysteries. This particularly suits games with younger players, or younger hunters. This team playbook strongly pushes the game towards silliness and jokes, so be sure you’re ready for that if you’re considering taking it.": "This is a hunter team of investigators, with a focus on less horrific and more comedic mysteries. This particularly suits games with younger players, or younger hunters. This team playbook strongly pushes the game towards silliness and jokes, so be sure you’re ready for that if you’re considering taking it.", + "This team playbook has the hunters comprising the night shift at a workplace. A workplace that gets way more than its fair share of supernatural problems.": "This team playbook has the hunters comprising the night shift at a workplace. A workplace that gets way more than its fair share of supernatural problems.", + "This is a group of hunters who began as regular folks looking out for their local neighbourhood or town. It emphasises relationships outside of monster hunting and a focus on normal life as well as your adventures.": "This is a group of hunters who began as regular folks looking out for their local neighbourhood or town. It emphasises relationships outside of monster hunting and a focus on normal life as well as your adventures.", + "This team is a band, eternally on tour. Everywhere you have a gig booked, it seems like something bad is going down. Between sound check and putting on the show, you gotta deal with whatever is eating people in this town.": "This team is a band, eternally on tour. Everywhere you have a gig booked, it seems like something bad is going down. Between sound check and putting on the show, you gotta deal with whatever is eating people in this town.", + "All the hunters in your team are members of a monster hunting organisation, and you start suspecting there’s something fishy about this group. This team playbook shares many elements of the Initiate and Professional playbooks because it essentially represents playing an entire team of Initiates and/or Professionals. You shouldn’t choose those playbooks when playing as the Whistleblowers—unless the Keeper agrees some characters belong to a different organisation as well, which might make the situation even more messy.": "All the hunters in your team are members of a monster hunting organisation, and you start suspecting there’s something fishy about this group. This team playbook shares many elements of the Initiate and Professional playbooks because it essentially represents playing an entire team of Initiates and/or Professionals. You shouldn’t choose those playbooks when playing as the Whistleblowers—unless the Keeper agrees some characters belong to a different organisation as well, which might make the situation even more messy.", + "You joined or were abducted by the Wild Hunt. You gained some supernatural skills while riding with it, but then escaped it. Now you use your experience to hunt monsters, evade the Hunt and, maybe, destroy it one day.": "You joined or were abducted by the Wild Hunt. You gained some supernatural skills while riding with it, but then escaped it. Now you use your experience to hunt monsters, evade the Hunt and, maybe, destroy it one day.", + "Getting Started": "Getting Started", + "Determine the nature of the Event.": "Determine the nature of the Event.", + "Decide the history between you and the Wild Hunt.": "Decide the history between you and the Wild Hunt.", + "Pick your style (and associated improvement question).": "Pick your style (and associated improvement question).", + "Figure out the nature of the Bureau.": "Figure out the nature of the Bureau.", + "Create your city.": "Create your city.", + "Pick your obligations.": "Pick your obligations.", + "Come up with a band name.": "Come up with a band name.", + "Pick a starting team ally.": "Pick a starting team ally.", + "Customize the organisation.": "Customize the organisation.", + "Pick your starting team move and 2 boxes of assets.": "Pick your starting team move and 2 boxes of assets.", + "Pick a starting team ally, move, and assets.": "Pick a starting team ally, move, and assets.", + "Pick a starting team enemy, ally, move, and 2 boxes of assets.": "Pick a starting team enemy, ally, move, and 2 boxes of assets.", + "Put on some music and hit the road.": "Put on some music and hit the road.", + "Await the next weird prophecy.": "Await the next weird prophecy.", + "Check the boundaries for incursions.": "Check the boundaries for incursions.", + "Report for your mission briefing.": "Report for your mission briefing.", + "Prepare for the next disaster.": "Prepare for the next disaster.", + "Ponder your responsibilities, as you await the call.": "Ponder your responsibilities, as you await the call.", + "See who’s hiring today.": "See who’s hiring today.", + "Next meeting is at the clubroom on Tuesday afternoon.": "Next meeting is at the clubroom on Tuesday afternoon.", + "Clock in and prepare for another night of drudgery.": "Clock in and prepare for another night of drudgery.", + "Walk the streets. Keep an eye out for evildoers.": "Walk the streets. Keep an eye out for evildoers.", + "You have half an hour before we fly to the next city. Soundcheck at 7, you’re on at 8.": "You have half an hour before we fly to the next city. Soundcheck at 7, you’re on at 8.", + "Snoop around the boss’s office while they’re in a meeting.": "Snoop around the boss’s office while they’re in a meeting.", + "Stay wary, that sounded like howls in the wind.": "Stay wary, that sounded like howls in the wind.", + "The Bureau": "The Bureau", + "Prompts": "Prompts", + "The Bureau setup is determined by the group. Record your answers to these prompts in the Notes section below.": "The Bureau setup is determined by the group. Record your answers to these prompts in the Notes section below.", + "If you have a hunter who belongs to an organisation already—like a Professional or an Initiate—you may combine their setup with the Bureau setup. Figure out how the two perspectives work for your Bureau. If you don’t like that idea, you can also keep them separate (which will lead to its own drama with split loyalties and rivalries).": "If you have a hunter who belongs to an organisation already—like a Professional or an Initiate—you may combine their setup with the Bureau setup. Figure out how the two perspectives work for your Bureau. If you don’t like that idea, you can also keep them separate (which will lead to its own drama with split loyalties and rivalries).", + "Now determine the nature of the Bureau:": "Now determine the nature of the Bureau:", + "Is the Bureau an open, covert, or secret organisation? An open Bureau exists openly but has a cover responsibility to distract from their real mission. A covert Bureau doesn’t explicitly hide themselves, but they try not to draw attention. A secret Bureau has no official records and operates completely in the shadows.": "Is the Bureau an open, covert, or secret organisation? An open Bureau exists openly but has a cover responsibility to distract from their real mission. A covert Bureau doesn’t explicitly hide themselves, but they try not to draw attention. A secret Bureau has no official records and operates completely in the shadows.", + "Who is your team’s handler or commanding officer and what are they like? Create your own or pick one of these:": "Who is your team’s handler or commanding officer and what are they like? Create your own or pick one of these:", + "Special Agent “Coop” is a genial, avuncular middle-aged man. He’s disorganised and often loses track of details, but he always has the team’s back.": "Special Agent “Coop” is a genial, avuncular middle-aged man. He’s disorganised and often loses track of details, but he always has the team’s back.", + "Special Agent “Star” is a harsh boss. She doesn’t really seem to like you, and you never seem to measure up to her standards of “perfection plus.” She runs everything by the book (this can be good or bad for you).": "Special Agent “Star” is a harsh boss. She doesn’t really seem to like you, and you never seem to measure up to her standards of “perfection plus.” She runs everything by the book (this can be good or bad for you).", + "Provisional Special Agent “Fireball” is young and excitable. They prefer you deal with problems in a scorched earth style, without regard for consequences. That is also their management style.": "Provisional Special Agent “Fireball” is young and excitable. They prefer you deal with problems in a scorched earth style, without regard for consequences. That is also their management style.", + "Who do you think is really running the Bureau? The government? A secret global government? Some other government? A billionaire? A secret conspiracy dating back to Uruk’s priesthood? Something else?": "Who do you think is really running the Bureau? The government? A secret global government? Some other government? A billionaire? A secret conspiracy dating back to Uruk’s priesthood? Something else?", + "The Event": "The Event", + "What is the terrible situation you all survived together?": "What is the terrible situation you all survived together?", + "A concerted assault by monsters, as you took shelter in an isolated cabin.": "A concerted assault by monsters, as you took shelter in an isolated cabin.", + "A single terrifying monster invaded your homes.": "A single terrifying monster invaded your homes.", + "It was the only chance to avert an apocalypse.": "It was the only chance to avert an apocalypse.", + "An invasion from another dimension.": "An invasion from another dimension.", + "People around you were transformed into monsters.": "People around you were transformed into monsters.", + "You were strangers in a small town filled with murderous monsters, on festival day.": "You were strangers in a small town filled with murderous monsters, on festival day.", + "Something else:": "Something else:", + "Decide who the allies were who fought alongside you and died in battle. Each hunter picks one.": "Decide who the allies were who fought alongside you and died in battle. Each hunter picks one.", + "A monster hunting teammate.": "A monster hunting teammate.", + "Your spouse or lover.": "Your spouse or lover.", + "Your sibling.": "Your sibling.", + "A parent.": "A parent.", + "A child.": "A child.", + "Your mentor.": "Your mentor.", + "Your protégée.": "Your protégée.", + "Your dog (or other pet).": "Your dog (or other pet).", + "Someone else:": "Someone else:", + "Then decide how you saved the day in the end. Whatever it was, it came at great personal cost (beyond the loss you just chose).": "Then decide how you saved the day in the end. Whatever it was, it came at great personal cost (beyond the loss you just chose).", + "The City": "The City", + "The city you all protect will be an important aspect of the story, more of a collective character of your mysteries than just a background element. Each player should choose one key aspect of the city from one of the following lists. Balance between good and bad things as fits the mood of your campaign.": "The city you all protect will be an important aspect of the story, more of a collective character of your mysteries than just a background element. Each player should choose one key aspect of the city from one of the following lists. Balance between good and bad things as fits the mood of your campaign.", + "Good things": "Good things", + "Cozy": "Cozy", + "Affluent": "Affluent", + "Good social care": "Good social care", + "Proud of its past": "Proud of its past", + "Lots of monuments": "Lots of monuments", + "Highly ecological": "Highly ecological", + "Transparent politics": "Transparent politics", + "Technological hub": "Technological hub", + "The nation’s main transport hub": "The nation’s main transport hub", + "Protected by benevolent magic": "Protected by benevolent magic", + "Beloved by travel vloggers": "Beloved by travel vloggers", + "An extremely famous mayor": "An extremely famous mayor", + "A university with unique departments": "A university with unique departments", + "Other:": "Other:", + "Bad things": "Bad things", + "Alienating": "Alienating", + "Poor": "Poor", + "Big social inequality": "Big social inequality", + "Shameful past": "Shameful past", + "Nothing worth sightseeing": "Nothing worth sightseeing", + "Highly polluted": "Highly polluted", + "Shady politics": "Shady politics", + "No prospects for the future": "No prospects for the future", + "Shady military bases": "Shady military bases", + "Gangs that terrorize the entire region": "Gangs that terrorize the entire region", + "Believed to bring bad luck": "Believed to bring bad luck", + "Struck by a powerful curse": "Struck by a powerful curse", + "Obligations": "Obligations", + "Your social status carries some obligations with it. At the beginning of a mystery, the Keeper holds 3. They can spend 1 hold to introduce one of the obligations. When it’s introduced, at least half of you must attend, otherwise you can lose allies or tempt mundane people to investigate your lives.": "Your social status carries some obligations with it. At the beginning of a mystery, the Keeper holds 3. They can spend 1 hold to introduce one of the obligations. When it’s introduced, at least half of you must attend, otherwise you can lose allies or tempt mundane people to investigate your lives.", + "Choose or create two obligations you have:": "Choose or create two obligations you have:", + "Attending parties and balls.": "Attending parties and balls.", + "Attending important conferences.": "Attending important conferences.", + "Ceremonially opening new buildings.": "Ceremonially opening new buildings.", + "Meeting children at schools.": "Meeting children at schools.", + "Tutoring promising students one on one.": "Tutoring promising students one on one.", + "Appearing on TV.": "Appearing on TV.", + "The Organisation": "The Organisation", + "You create the details about your organisation, choosing options from the following lists. Things you suspect can pertain either to the organisation as a whole or to an influential group within it. At least two of the things you suspect are true, the Keeper decides which ones.": "You create the details about your organisation, choosing options from the following lists. Things you suspect can pertain either to the organisation as a whole or to an influential group within it. At least two of the things you suspect are true, the Keeper decides which ones.", + "Official goals": "Official goals", + "(choose one or two)": "(choose one or two)", + "Slay monsters": "Slay monsters", + "Contain monsters": "Contain monsters", + "Govern safe use of magic": "Govern safe use of magic", + "Research monsters": "Research monsters", + "Research paranatural phenomena": "Research paranatural phenomena", + "Keep monsters and magic secret": "Keep monsters and magic secret", + "Goal you suspect": "Goal you suspect", + "(choose one)": "(choose one)", + "Training an army of monsters": "Training an army of monsters", + "Creating new monsters": "Creating new monsters", + "Stealing the monsters’ powers": "Stealing the monsters’ powers", + "Keeping all magic to themselves": "Keeping all magic to themselves", + "Taking over the world": "Taking over the world", + "Destroying the world": "Destroying the world", + "Official resources": "Official resources", + "(choose two)": "(choose two)", + "Ancient lore": "Ancient lore", + "Modernised": "Modernised", + "Chapters everywhere": "Chapters everywhere", + "Secular power": "Secular power", + "Rich": "Rich", + "Rigorous training": "Rigorous training", + "Offices all over the place": "Offices all over the place", + "Good intel": "Good intel", + "Support teams": "Support teams", + "Suspected resources": "Suspected resources", + "Demonology": "Demonology", + "Necromancy": "Necromancy", + "Deals with monsters": "Deals with monsters", + "Manipulated minions": "Manipulated minions", + "Manipulated cultists": "Manipulated cultists", + "Bribed officials": "Bribed officials", + "Sacrificing members": "Sacrificing members", + "Obvious flaws": "Obvious flaws", + "Tradition-bound": "Tradition-bound", + "Paranoid and secretive": "Paranoid and secretive", + "Closed hierarchy": "Closed hierarchy", + "Strict laws": "Strict laws", + "Mystical oaths": "Mystical oaths", + "Bureaucratic": "Bureaucratic", + "Hostile superiors": "Hostile superiors", + "Take-no-prisoners policy": "Take-no-prisoners policy", + "Live capture policy": "Live capture policy", + "Suspected flaws": "Suspected flaws", + "Total obedience": "Total obedience", + "Tyrannical leaders": "Tyrannical leaders", + "Protects member criminals": "Protects member criminals", + "The Wild Hunt": "The Wild Hunt", + "You were part of the Wild Hunt, a group of violent fey and spirits riding the world and striking fear into the hearts of people. Detail the Wild Hunt here.": "You were part of the Wild Hunt, a group of violent fey and spirits riding the world and striking fear into the hearts of people. Detail the Wild Hunt here.", + "Who Rides With The Hunt?": "Who Rides With The Hunt?", + "Elves": "Elves", + "Trolls": "Trolls", + "Demons": "Demons", + "Wraiths": "Wraiths", + "Banshees": "Banshees", + "Werewolves": "Werewolves", + "Something Else": "Something Else", + "The Wild Hunt has a leader, probably a king or a queen. Give them a name or a title:": "The Wild Hunt has a leader, probably a king or a queen. Give them a name or a title:", + "Choose or invent their impressive powers, at least two:": "Choose or invent their impressive powers, at least two:", + "Grant immortality": "Grant immortality", + "Grant lycanthropy": "Grant lycanthropy", + "Steal emotion": "Steal emotion", + "See destinies": "See destinies", + "Set destinies": "Set destinies", + "Control weather": "Control weather", + "Grant sentience to animals": "Grant sentience to animals", + "Grant sentience to weapons": "Grant sentience to weapons", + "Why were you a part of the Wild Hunt?": "Why were you a part of the Wild Hunt?", + "Each player can choose a different answer:": "Each player can choose a different answer:", + "I was kidnapped by the Hunt": "I was kidnapped by the Hunt", + "I sold my soul to the Hunt": "I sold my soul to the Hunt", + "I wanted to ride with the Hunt": "I wanted to ride with the Hunt", + "I’m a supernatural creature who’s a part of the Hunt": "I’m a supernatural creature who’s a part of the Hunt", + "Something else": "Something else", + "Then all of you escaped, sick with the Hunt’s atrocities or their treatment of you.": "Then all of you escaped, sick with the Hunt’s atrocities or their treatment of you.", + "How Did You Escape?": "How Did You Escape?", + "How did you escape?": "How did you escape?", + "With a clever plan": "With a clever plan", + "By sheer luck": "By sheer luck", + "With outside help": "With outside help", + "Thanks to a loophole in your fae contract": "Thanks to a loophole in your fae contract", + "The Wild Hunt keeps looking for you. How do they do it?": "The Wild Hunt keeps looking for you. How do they do it?", + "Choose two ways:": "Choose two ways:", + "They give other monsters this in exchange for information.": "They give other monsters this in exchange for information.", + "They track the internet, but they can’t monitor one part of it:": "They track the internet, but they can’t monitor one part of it:", + "They can see you when you’re outside in one type of weather, namely:": "They can see you when you’re outside in one type of weather, namely:", + "They sense you when you use magic unless you take a precaution, namely:": "They sense you when you use magic unless you take a precaution, namely:", + "What will the Wild Hunt do if they find you?": "What will the Wild Hunt do if they find you?", + "Kill you.": "Kill you.", + "Torment you.": "Torment you.", + "Make you join the Hunt again.": "Make you join the Hunt again.", + "Make you slaves.": "Make you slaves.", + "Notes": "Notes", + "Team Moves": "Team Moves", + "Choose your team moves from this list. The first one is a good default choice:": "Choose your team moves from this list. The first one is a good default choice:", + "Memory Eraser: You have been issued handheld devices to erase memories from civilians. When you target a person and activate the device, say how many hours you want to erase (1–6) and roll +Weird. On a 10+, those memories are gone. On a 7–9, the memories are gone but the target knows something strange happened.": "Memory Eraser: You have been issued handheld devices to erase memories from civilians. When you target a person and activate the device, say how many hours you want to erase (1–6) and roll +Weird. On a 10+, those memories are gone. On a 7–9, the memories are gone but the target knows something strange happened.", + "Authority Override: If local officials are causing trouble, you can get them pulled off the case. This may—of course—make them more suspicious.": "Authority Override: If local officials are causing trouble, you can get them pulled off the case. This may—of course—make them more suspicious.", + "Containment Field Projector: Place the projector and activate it, choosing a range from 1–20 meters. A spherical shield is created, allowing nothing in or out. Lasts until deactivated by remote or in an hour when the battery runs out. There’s time to get out of the zone, but only just.": "Containment Field Projector: Place the projector and activate it, choosing a range from 1–20 meters. A spherical shield is created, allowing nothing in or out. Lasts until deactivated by remote or in an hour when the battery runs out. There’s time to get out of the zone, but only just.", + "Anonymity: Your identity isn’t traceable via official databases or records. Enemies or bystanders can’t find out anything about your history through any official channels. Additionally, any distinguishing features are removed from photo, videos, or voice recordings of you when they’re processed by any regular computer or phone.": "Anonymity: Your identity isn’t traceable via official databases or records. Enemies or bystanders can’t find out anything about your history through any official channels. Additionally, any distinguishing features are removed from photo, videos, or voice recordings of you when they’re processed by any regular computer or phone.", + "Not Right: You all have a creepy, uncanny valley style aura or look that counts as a reason for manipulating a bystander with threats.": "Not Right: You all have a creepy, uncanny valley style aura or look that counts as a reason for manipulating a bystander with threats.", + "Something Different: Take a move from another team playbook.": "Something Different: Take a move from another team playbook.", + "Change Team Style: Pick a new team style. You now use that one instead of the one you first chose.": "Change Team Style: Pick a new team style. You now use that one instead of the one you first chose.", + "Home Away from Home: Whenever you arrive in a new town, you immediately find a motel and a cafe that are friendly and welcoming. One or the other will turn out to have a connection to the mystery that brought you here, even if just by having a bystander come by.": "Home Away from Home: Whenever you arrive in a new town, you immediately find a motel and a cafe that are friendly and welcoming. One or the other will turn out to have a connection to the mystery that brought you here, even if just by having a bystander come by.", + "Geniality: When you meet a new person in a town you haven’t visited before, roll +Charm. On a 10+, they are well-disposed towards you. On a 7–9, they’re still well-disposed but the Keeper chooses one: they are marked for trouble, or they conceal something from the hunters. Additionally, when you return to a town you have already visited, you always run into the people you befriended previously.": "Geniality: When you meet a new person in a town you haven’t visited before, roll +Charm. On a 10+, they are well-disposed towards you. On a 7–9, they’re still well-disposed but the Keeper chooses one: they are marked for trouble, or they conceal something from the hunters. Additionally, when you return to a town you have already visited, you always run into the people you befriended previously.", + "Handy: You’re all good at fixing stuff. Anything broken or messed up in the course of a mystery is repaired and ready to go before the next one. Gear or assets that would be described as “totally destroyed” still need to be replaced.": "Handy: You’re all good at fixing stuff. Anything broken or messed up in the course of a mystery is repaired and ready to go before the next one. Gear or assets that would be described as “totally destroyed” still need to be replaced.", + "No-stick: You’ve had yourselves removed from official and law enforcement databases. You don’t have to worry about “misunderstandings” from previous towns getting in the way of your hunts (unless someone got annoyed enough to make it a personal vendetta).": "No-stick: You’ve had yourselves removed from official and law enforcement databases. You don’t have to worry about “misunderstandings” from previous towns getting in the way of your hunts (unless someone got annoyed enough to make it a personal vendetta).", + "Monster Journals: When a mystery reminds you of something you encountered before, consult your notes and tell the Keeper what you think is the same. The Keeper will say if you got it right.If you’re correct, take +1 forward to investigate a mystery. If you’re wrong but had a good idea, take +1 forward to read a bad situation. If you’re totally off base, the Keeper holds 1 to put you in a tight spot.": "Monster Journals: When a mystery reminds you of something you encountered before, consult your notes and tell the Keeper what you think is the same. The Keeper will say if you got it right.

    If you’re correct, take +1 forward to investigate a mystery. If you’re wrong but had a good idea, take +1 forward to read a bad situation. If you’re totally off base, the Keeper holds 1 to put you in a tight spot.", + "Ancient Visions: An ancient ritual, to be conducted regularly, gives the whole team access to some of the visions sent to the Chosen One. Once per mystery, each hunter may ask the Keeper a question about anything they want. The Keeper answers with a vision or dream: obscure and vague, but true.": "Ancient Visions: An ancient ritual, to be conducted regularly, gives the whole team access to some of the visions sent to the Chosen One. Once per mystery, each hunter may ask the Keeper a question about anything they want. The Keeper answers with a vision or dream: obscure and vague, but true.", + "Armoury of the Chosen: You gain a cache of special weapons used by previous Chosen Ones. The Keeper should design a lesser version of the Chosen One’s special weapon, which all other members of the team may use. When this is unlocked, the Chosen One may change or add a tag on their special weapon.": "Armoury of the Chosen: You gain a cache of special weapons used by previous Chosen Ones. The Keeper should design a lesser version of the Chosen One’s special weapon, which all other members of the team may use. When this is unlocked, the Chosen One may change or add a tag on their special weapon.", + "Handing on the Torch: When you select this, designate another character as the next Chosen One. When the current Chosen One dies, that character may change to the Chosen playbook whenever they are ready. The new Chosen One designates the next heir when they find a worthy successor.": "Handing on the Torch: When you select this, designate another character as the next Chosen One. When the current Chosen One dies, that character may change to the Chosen playbook whenever they are ready. The new Chosen One designates the next heir when they find a worthy successor.", + "Friends Stick Together: Once per mystery, a hunter may call the rest of the team to their current location. Everyone arrives as soon as they potentially can (based on their last known position and when we saw them there). That can be “right this instant,” if at all possible.": "Friends Stick Together: Once per mystery, a hunter may call the rest of the team to their current location. Everyone arrives as soon as they potentially can (based on their last known position and when we saw them there). That can be “right this instant,” if at all possible.", + "Wyrd’s Favour: When you choose this team move, all hunters erase 1 spent Luck point. If you haven’t spent any Luck yet, add a new Luck box instead.": "Wyrd’s Favour: When you choose this team move, all hunters erase 1 spent Luck point. If you haven’t spent any Luck yet, add a new Luck box instead.", + "Otherworldly Intuition: When you encounter something from another world, you recognise that they don’t belong here. When you encounter a place where another world is accessible, you are aware of it and may stop at the threshold.": "Otherworldly Intuition: When you encounter something from another world, you recognise that they don’t belong here. When you encounter a place where another world is accessible, you are aware of it and may stop at the threshold.", + "Wardens: Once per mystery while you’re defending a portal, wall, or border, you may ignore all harm from a single source, or treat a roll as if you rolled a 12. This works just as if you spent a Luck, except it doesn’t trigger your special move.": "Wardens: Once per mystery while you’re defending a portal, wall, or border, you may ignore all harm from a single source, or treat a roll as if you rolled a 12. This works just as if you spent a Luck, except it doesn’t trigger your special move.", + "Outer Speech: You have a knack for the languages of the multiverse. You can always understand, and make yourself understood, when you’re talking to denizens from beyond. This is mainly the general sense of things—some details might get lost along the way.": "Outer Speech: You have a knack for the languages of the multiverse. You can always understand, and make yourself understood, when you’re talking to denizens from beyond. This is mainly the general sense of things—some details might get lost along the way.", + "Walkers between Worlds: At a suitable liminal site, you know how to step between worlds. Describe how you open the way and roll +Weird. On a 10+, you’re walking to the place you intended, but the way may be difficult. On a 7–9, choose one: you’re on the right path in immediate danger, or you find yourself lost and in the wrong place. On a 6 or less, you’re lost and in big trouble. If more than one of the hunters is using this move together, only make one roll: the hunter with the worst Weird score rolls (but they may accept help).": "Walkers between Worlds: At a suitable liminal site, you know how to step between worlds. Describe how you open the way and roll +Weird. On a 10+, you’re walking to the place you intended, but the way may be difficult. On a 7–9, choose one: you’re on the right path in immediate danger, or you find yourself lost and in the wrong place. On a 6 or less, you’re lost and in big trouble. If more than one of the hunters is using this move together, only make one roll: the hunter with the worst Weird score rolls (but they may accept help).", + "Outsider Knack: Once per visit to another world, you may use a trick or ability from Earth to gain an advantage. The advantage allows you to roll one move using three dice, selecting the best two for your result.": "Outsider Knack: Once per visit to another world, you may use a trick or ability from Earth to gain an advantage. The advantage allows you to roll one move using three dice, selecting the best two for your result.", + "Drilled Coordination: All team members get +1 ongoing when helping out another team member.": "Drilled Coordination: All team members get +1 ongoing when helping out another team member.", + "Comms: You have systems that keep you constantly in voice contact, regardless of where in the world you each may be. Not guaranteed to work in shielded spaces, deep underground, beyond magical portals, or on other worlds.": "Comms: You have systems that keep you constantly in voice contact, regardless of where in the world you each may be. Not guaranteed to work in shielded spaces, deep underground, beyond magical portals, or on other worlds.", + "Recognised IMPS Team: Wherever in the world you are, you have authority to deal with supernatural events. Local officials will—in general—cooperate with you fully. Does not apply in nations outside the IMPS treaty.": "Recognised IMPS Team: Wherever in the world you are, you have authority to deal with supernatural events. Local officials will—in general—cooperate with you fully. Does not apply in nations outside the IMPS treaty.", + "Rapid Deployment: IMPS has quick-response vehicles able to deliver you (or other IMPS assets) anywhere in the world, extremely quickly. They may also be used to make a fast exit from bad situations.": "Rapid Deployment: IMPS has quick-response vehicles able to deliver you (or other IMPS assets) anywhere in the world, extremely quickly. They may also be used to make a fast exit from bad situations.", + "Memories of the Fallen: When a hunter on the team dies in the line of duty, or retires from IMPS and monster hunting, all remaining team members erase a used Luck mark.": "Memories of the Fallen: When a hunter on the team dies in the line of duty, or retires from IMPS and monster hunting, all remaining team members erase a used Luck mark.", + "Global Crisis: Once per mystery, each of you can read a bad situation treating an entire world as the bad situation, including asking about the best way in or out.": "Global Crisis: Once per mystery, each of you can read a bad situation treating an entire world as the bad situation, including asking about the best way in or out.", + "Surge of Magic: Each of you holds 1 when you enter a new world. You can spend this hold to get an automatic result of 10 on a Weird move roll or to learn a useful big magic ritual known only in this world.": "Surge of Magic: Each of you holds 1 when you enter a new world. You can spend this hold to get an automatic result of 10 on a Weird move roll or to learn a useful big magic ritual known only in this world.", + "Otherworldly: You make your strangeness in other worlds work to your advantage in interpersonal situations. “I’m from another world” works as a reason for people to do as you ask when you manipulate someone.": "Otherworldly: You make your strangeness in other worlds work to your advantage in interpersonal situations. “I’m from another world” works as a reason for people to do as you ask when you manipulate someone.", + "A Multiverse of Friends: Three times per mystery, a friend you’ve made in an alternate universe can help one of you with a task as if they rolled 10+ to help out. They either manifest next to you for a moment or somehow are there in person. They can be bystanders from previous games or people from your backstories.": "A Multiverse of Friends: Three times per mystery, a friend you’ve made in an alternate universe can help one of you with a task as if they rolled 10+ to help out. They either manifest next to you for a moment or somehow are there in person. They can be bystanders from previous games or people from your backstories.", + "Determined Guardians: When one of the hunters protects a bystander, the target never takes harm: even on a miss, that bystander is totally safe. The hunter doing the protection still suffers the full effects of the roll result.": "Determined Guardians: When one of the hunters protects a bystander, the target never takes harm: even on a miss, that bystander is totally safe. The hunter doing the protection still suffers the full effects of the roll result.", + "Field Medics: When you treat an injured bystander, they are stabilised and well enough to manage until they can get proper medical attention. When you treat another hunter, pick if you heal 2-harm or stabilise them. Then they take +1 forward.": "Field Medics: When you treat an injured bystander, they are stabilised and well enough to manage until they can get proper medical attention. When you treat another hunter, pick if you heal 2-harm or stabilise them. Then they take +1 forward.", + "Checklists: Once per mystery, each hunter in need of a particular item may declare they have it. Narrate a flashback explaining why they thought to include it in their gear. If the item is especially rare, strange, or unusual (this is the Keeper’s call), then this move can’t be used again by any hunter until the next mystery.": "Checklists: Once per mystery, each hunter in need of a particular item may declare they have it. Narrate a flashback explaining why they thought to include it in their gear. If the item is especially rare, strange, or unusual (this is the Keeper’s call), then this move can’t be used again by any hunter until the next mystery.", + "Keep on Goin’: When you’re protecting bystanders from danger, any move that would prevent you from taking action due to harm, stress, or panic has its effect deferred. You can keep going for now, but once everyone is safe the full effects of what you’ve been through hit you.": "Keep on Goin’: When you’re protecting bystanders from danger, any move that would prevent you from taking action due to harm, stress, or panic has its effect deferred. You can keep going for now, but once everyone is safe the full effects of what you’ve been through hit you.", + "Shared Dangers: When you take a moment to share your worries and fears about a previous or upcoming battle with another hunter, you both choose one: heal 1-harm, or take +1 forward.": "Shared Dangers: When you take a moment to share your worries and fears about a previous or upcoming battle with another hunter, you both choose one: heal 1-harm, or take +1 forward.", + "Big Reveal: If most people around you don’t know about your secret identities, the first action you take in that scene that reveals those identities gets +1 forward. Bystanders and minions present freeze in surprise for a moment, giving you an opportunity to act before they can react.": "Big Reveal: If most people around you don’t know about your secret identities, the first action you take in that scene that reveals those identities gets +1 forward. Bystanders and minions present freeze in surprise for a moment, giving you an opportunity to act before they can react.", + "Affluent: You can get most gear easily. Specify what you need, assigning tags to the gear. If it’s a weapon, treat each harm beyond 2-harm as a separate tag; if it’s armour, treat each point of armour as a separate tag. Then roll +tags. On a miss, you get it easily. On a 7–9, you get it but raise some questions. On a 10+, either you don’t get it or you do but someone gets a clear clue about your secret identity.": "Affluent: You can get most gear easily. Specify what you need, assigning tags to the gear. If it’s a weapon, treat each harm beyond 2-harm as a separate tag; if it’s armour, treat each point of armour as a separate tag. Then roll +tags. On a miss, you get it easily. On a 7–9, you get it but raise some questions. On a 10+, either you don’t get it or you do but someone gets a clear clue about your secret identity.", + "Only When Necessary: If you manage to stop or destroy a minion without using any abilities or gear of your secret identity (including monster hunting weapons), each hunter involved marks experience. If it was a monster, mark two.": "Only When Necessary: If you manage to stop or destroy a minion without using any abilities or gear of your secret identity (including monster hunting weapons), each hunter involved marks experience. If it was a monster, mark two.", + "Shadow Selves: When one of you wants to be in two places at the same time, summon your shadow self in another place. Only one shadow self can per hunter exist at one time. The shadow self has a trait that allows others to distinguish it from you if they observe closely. Roll +Weird. On a 10+, hold 3. On a 7–9, hold 1. Spend holds to have your shadow self act as if it were you, but with –1 ongoing. When you spend the last hold, the shadow self dissolves in an obviously supernatural and unsettling way. On a miss, the shadow self appears for a moment and does something you really, really didn’t want them to do...": "Shadow Selves: When one of you wants to be in two places at the same time, summon your shadow self in another place. Only one shadow self can per hunter exist at one time. The shadow self has a trait that allows others to distinguish it from you if they observe closely. Roll +Weird. On a 10+, hold 3. On a 7–9, hold 1. Spend holds to have your shadow self act as if it were you, but with –1 ongoing. When you spend the last hold, the shadow self dissolves in an obviously supernatural and unsettling way. On a miss, the shadow self appears for a moment and does something you really, really didn’t want them to do...", + "Spending Money: If you get paid at the end of a mystery, each hunter adds 1-hold. Spend this hold in a later mystery narrate a flashback where you purchased the thing you need right now. It can be anything you could be carrying, something booked in advance (for example, a safe house or hotel room), or the use of a vehicle.": "Spending Money: If you get paid at the end of a mystery, each hunter adds 1-hold. Spend this hold in a later mystery narrate a flashback where you purchased the thing you need right now. It can be anything you could be carrying, something booked in advance (for example, a safe house or hotel room), or the use of a vehicle.", + "The B-Team: When you need to fortify a location or armour a vehicle, narrate a montage of your preparations. When you’re done, the location or vehicle provides 2-armour to all within it.": "The B-Team: When you need to fortify a location or armour a vehicle, narrate a montage of your preparations. When you’re done, the location or vehicle provides 2-armour to all within it.", + "Combat Training: When you help out another team member during combat, they may inflict +1 harm or suffer –1 harm in addition to the usual effects of your result.": "Combat Training: When you help out another team member during combat, they may inflict +1 harm or suffer –1 harm in addition to the usual effects of your result.", + "It’s Our Job: If a bystander has hired you, that counts as a reason when you manipulate them. This remains in effect in later mysteries. The Keeper may include other bystanders in the effect, if they’re part of a group you’re working for.": "It’s Our Job: If a bystander has hired you, that counts as a reason when you manipulate them. This remains in effect in later mysteries. The Keeper may include other bystanders in the effect, if they’re part of a group you’re working for.", + "The Good Ones: When you refuse to accept payment for a job, the client becomes an ally.": "The Good Ones: When you refuse to accept payment for a job, the client becomes an ally.", + "Yikes!: When a hunter is captured by a monster, minion, or phenomenon, they may ask one of the investigate a mystery or read a bad situation questions.": "Yikes!: When a hunter is captured by a monster, minion, or phenomenon, they may ask one of the investigate a mystery or read a bad situation questions.", + "Sensible Chuckle: When a hunter makes a joke (good or bad) at the expense of a monster, minion, or phenomenon, they may give another hunter on the team +1 forward.": "Sensible Chuckle: When a hunter makes a joke (good or bad) at the expense of a monster, minion, or phenomenon, they may give another hunter on the team +1 forward.", + "Earnest Do-gooders: When a hunter tells someone you are helping people and why, bystanders are more likely to do as you ask. The explanation always counts as a reason if you’re manipulating them to protect them or get them to help you.": "Earnest Do-gooders: When a hunter tells someone you are helping people and why, bystanders are more likely to do as you ask. The explanation always counts as a reason if you’re manipulating them to protect them or get them to help you.", + "Slapstick: When a hunter takes harm, they may instead have an embarrassing pratfall or accident that dodges the danger. Ignore the harm as established, and simply take 1-harm (which can’t be reduced or mitigated in any way). The hunter takes –1 forward.": "Slapstick: When a hunter takes harm, they may instead have an embarrassing pratfall or accident that dodges the danger. Ignore the harm as established, and simply take 1-harm (which can’t be reduced or mitigated in any way). The hunter takes –1 forward.", + "Disguises: When a hunter disguises themself, the disguise will not be questioned, until they do something to directly cast doubt on their appearance.": "Disguises: When a hunter disguises themself, the disguise will not be questioned, until they do something to directly cast doubt on their appearance.", + "Inventory Check: If you go looking for something that just might be in stock, roll +Weird. On a 10 or more, it’s there. On a 7–9, either you find it but there’s a cost, or you find something close enough. On a miss, you find something bad.": "Inventory Check: If you go looking for something that just might be in stock, roll +Weird. On a 10 or more, it’s there. On a 7–9, either you find it but there’s a cost, or you find something close enough. On a miss, you find something bad.", + "Corporate Database: If you use the company information systems to help investigate a mystery, take +1 hold. The Keeper tells you something disturbing you learn in addition to what you were looking for.": "Corporate Database: If you use the company information systems to help investigate a mystery, take +1 hold. The Keeper tells you something disturbing you learn in addition to what you were looking for.", + "Handbook: At the start of each mystery, each hunter may consult the employee handbook for advice. Roll a single die. On a 1, take –1 forward. On a 2, gain +1 forward to Charm. On a 3, gain +1 forward to Cool. On a 4, gain +1 forward to Sharp. On a 5, gain +1 forward to Tough. On a 6, gain +1 forward to Weird.": "Handbook: At the start of each mystery, each hunter may consult the employee handbook for advice. Roll a single die. On a 1, take –1 forward. On a 2, gain +1 forward to Charm. On a 3, gain +1 forward to Cool. On a 4, gain +1 forward to Sharp. On a 5, gain +1 forward to Tough. On a 6, gain +1 forward to Weird.", + "Uniforms: While you’re wearing your uniforms, your actions won’t be questioned unless you are indisputably out of place. For example, your burger restaurant uniforms won’t help you infiltrate a military base, and vice versa. The uniforms may also count as a reason when you try to manipulate someone.": "Uniforms: While you’re wearing your uniforms, your actions won’t be questioned unless you are indisputably out of place. For example, your burger restaurant uniforms won’t help you infiltrate a military base, and vice versa. The uniforms may also count as a reason when you try to manipulate someone.", + "Company Mascot: Take your corporate mascot as an ally. Pick one: a fellow employee with useful skills in the suit, or a supernatural being trying to keep under the radar. Decide what the mascot looks like.": "Company Mascot: Take your corporate mascot as an ally. Pick one: a fellow employee with useful skills in the suit, or a supernatural being trying to keep under the radar. Decide what the mascot looks like.", + "Earned Trust: People in your community know you, and know you mean well. They’ll generally believe what you tell them. If you ask them to do something for their own safety, they usually go along with it.": "Earned Trust: People in your community know you, and know you mean well. They’ll generally believe what you tell them. If you ask them to do something for their own safety, they usually go along with it.", + "Familiarity: When you’re checking out something in your community, you’ll always recognise right away if something has changed in an out-of-the-ordinary way. You can pick up things like a house suddenly quiet, a new tree in the park, or a stranger working at the corner store.": "Familiarity: When you’re checking out something in your community, you’ll always recognise right away if something has changed in an out-of-the-ordinary way. You can pick up things like a house suddenly quiet, a new tree in the park, or a stranger working at the corner store.", + "Domestic Wardings: You know how to protect houses from evil supernatural influences. All your homes are warded, and you may ward others too. It’s a big magic ritual requiring 24 hours, all the hunters, and a number of protective items that must be placed around the house. The wardings might be broken eventually by a concerted attack.": "Domestic Wardings: You know how to protect houses from evil supernatural influences. All your homes are warded, and you may ward others too. It’s a big magic ritual requiring 24 hours, all the hunters, and a number of protective items that must be placed around the house. The wardings might be broken eventually by a concerted attack.", + "Backyard Allies: You’ve made friends with some feral or wild animals that are smarter than normal—perhaps modern nature spirits? In any case, they can scout and spy for you, and it’s unlikely anyone will pay attention to them. They might ask you for favours too, now and then.": "Backyard Allies: You’ve made friends with some feral or wild animals that are smarter than normal—perhaps modern nature spirits? In any case, they can scout and spy for you, and it’s unlikely anyone will pay attention to them. They might ask you for favours too, now and then.", + "Craft Circle: Whenever you need a physical item as a magical requirement, you can craft a substitute together. All the hunters must take part, and you’ll need a few hours. You can replace one requirement per spell this way.": "Craft Circle: Whenever you need a physical item as a magical requirement, you can craft a substitute together. All the hunters must take part, and you’ll need a few hours. You can replace one requirement per spell this way.", + "Hit It!: If you all have your instruments ready, start playing one of your songs. Everyone and everything within earshot pauses for a moment.": "Hit It!: If you all have your instruments ready, start playing one of your songs. Everyone and everything within earshot pauses for a moment.", + "Sacred Songs of Power: You may substitute “play a mystical song” for any one use magic or big magic requirement. For use magic, one person needs to perform the song. For big magic, it must be at least two of you.": "Sacred Songs of Power: You may substitute “play a mystical song” for any one use magic or big magic requirement. For use magic, one person needs to perform the song. For big magic, it must be at least two of you.", + "Famous: You’re well known. Everywhere you go, you may call up your fans. They are a temporary ally group, type: backup (motivation: to stand with you). There will be a lot of them, but they’re just regular people—good at creating a distraction but not fighting monsters.": "Famous: You’re well known. Everywhere you go, you may call up your fans. They are a temporary ally group, type: backup (motivation: to stand with you). There will be a lot of them, but they’re just regular people—good at creating a distraction but not fighting monsters.", + "In the Groove: When you’re engaged in desperate physical action, and you describe how your move sets up another member of the band, they take +1 forward.": "In the Groove: When you’re engaged in desperate physical action, and you describe how your move sets up another member of the band, they take +1 forward.", + "Healing Vibe: Whenever the band plays a gig (no matter how big or small—there just needs to be an audience), each band member and every member of the audience either unmarks unstable or heals 1-harm.": "Healing Vibe: Whenever the band plays a gig (no matter how big or small—there just needs to be an audience), each band member and every member of the audience either unmarks unstable or heals 1-harm.", + "Something Rotten: When investigating a mystery and rolling a 7+, you can ask “How does this relate to the bad things I suspect about my organisation?” in addition to one of the usual questions.": "Something Rotten: When investigating a mystery and rolling a 7+, you can ask “How does this relate to the bad things I suspect about my organisation?” in addition to one of the usual questions.", + "Organisation’s Help: When you ask for the organisation’s help—gear, intel, or personnel—tell your superiors why you need it and roll +Charm. On a 10+, you get what you asked for. On a 7–9, you get it, but sooner or later the organisation will check up on you. On a miss, they don’t give it to you and someone in the organisation learns of your true intentions if you didn’t state them.": "Organisation’s Help: When you ask for the organisation’s help—gear, intel, or personnel—tell your superiors why you need it and roll +Charm. On a 10+, you get what you asked for. On a 7–9, you get it, but sooner or later the organisation will check up on you. On a miss, they don’t give it to you and someone in the organisation learns of your true intentions if you didn’t state them.", + "Specialized: Each of you can get +1 to a single rating (maximum +3) at the cost of –1 to a different rating (minimum –2).": "Specialized: Each of you can get +1 to a single rating (maximum +3) at the cost of –1 to a different rating (minimum –2).", + "Coordinated: Training in the organisation made you especially adept at helping each other. Your team holds 3 at the beginning at each mystery. Each of you can spend 1 to get +1 forward to help out and give the one you help +2 instead of +1 if your move is successful.": "Coordinated: Training in the organisation made you especially adept at helping each other. Your team holds 3 at the beginning at each mystery. Each of you can spend 1 to get +1 forward to help out and give the one you help +2 instead of +1 if your move is successful.", + "Power Dynamics: Add “Who’s the boss here?” and “Who doesn’t want to be a part of this?” to the list of your questions for read a bad situation and investigate a mystery.": "Power Dynamics: Add “Who’s the boss here?” and “Who doesn’t want to be a part of this?” to the list of your questions for read a bad situation and investigate a mystery.", + "Always on the Run: When you enter a new location, one of you can ask either “What’s the best way to hide here” or “What would be the best way to escape from here?” When you act on the answers, you get +1 ongoing, just as if it was a read a bad situation question.": "Always on the Run: When you enter a new location, one of you can ask either “What’s the best way to hide here” or “What would be the best way to escape from here?” When you act on the answers, you get +1 ongoing, just as if it was a read a bad situation question.", + "You Can’t Take Us: Once per mystery, each of you can treat a protect someone roll as if you rolled a 12.": "You Can’t Take Us: Once per mystery, each of you can treat a protect someone roll as if you rolled a 12.", + "Ride with the Thunder: When you race against someone having a comparable speed, you always win. When you race against someone faster or against the Wild Hunt, you can use magic to win anyway.": "Ride with the Thunder: When you race against someone having a comparable speed, you always win. When you race against someone faster or against the Wild Hunt, you can use magic to win anyway.", + "Sense of the Hunt: When a monster hunts a mortal in the area where you are (up to about 2 miles), you sense it, but without any details. You can read a bad situation to get more info on this situation, but if you fail, you get –1 ongoing to helping the hunted mortals.": "Sense of the Hunt: When a monster hunts a mortal in the area where you are (up to about 2 miles), you sense it, but without any details. You can read a bad situation to get more info on this situation, but if you fail, you get –1 ongoing to helping the hunted mortals.", + "Legend Amongst Monsters: Each of you can manipulate monsters as if you had the Dark Negotiator move. If you fail an investigate a mystery move, the monster learns it’s investigated by those who escaped the Wild Hunt.": "Legend Amongst Monsters: Each of you can manipulate monsters as if you had the Dark Negotiator move. If you fail an investigate a mystery move, the monster learns it’s investigated by those who escaped the Wild Hunt.", + "Assets": "Assets", + "Choose from these available assets. If there are two boxes, you need to mark both to earn that asset. (If you are making partial progress towards taking a two-box asset, mark the leftmost box first.)": "Choose from these available assets. If there are two boxes, you need to mark both to earn that asset. (If you are making partial progress towards taking a two-box asset, mark the leftmost box first.)", + "Mobile Base: A helicopter, aeroplane, truck, or bus with facilities and mystery investigation supplies on board.": "Mobile Base: A helicopter, aeroplane, truck, or bus with facilities and mystery investigation supplies on board.", + "Individual Transport: Each mission, a regular car, motorbike, or bicycle is assigned to every team member.": "Individual Transport: Each mission, a regular car, motorbike, or bicycle is assigned to every team member.", + "R&D Access: Your team is issued with a useful high technology experiment from R&D each mission. The Keeper decides what it is (always useful, usually with problematic side effects).": "R&D Access: Your team is issued with a useful high technology experiment from R&D each mission. The Keeper decides what it is (always useful, usually with problematic side effects).", + "Headquarters: A relatively secure space to use as a base in a Bureau regional facility. Everything you need to prepare for mysteries is here, and it’s quite secure.": "Headquarters: A relatively secure space to use as a base in a Bureau regional facility. Everything you need to prepare for mysteries is here, and it’s quite secure.", + "Sky Scanners: You have access to a scanning network that will alert you to strange events coming from space. This includes weird phenomena as well as UFOs.": "Sky Scanners: You have access to a scanning network that will alert you to strange events coming from space. This includes weird phenomena as well as UFOs.", + "Workshop: A big space for craft and repair projects, with plenty of tools and materials.": "Workshop: A big space for craft and repair projects, with plenty of tools and materials.", + "Disguise Kits: Contains costumes, makeup, and other supplies for a quick change of appearance.": "Disguise Kits: Contains costumes, makeup, and other supplies for a quick change of appearance.", + "Housing: Each member of the team is assigned a one-bedroom apartment in a generic housing project. All the apartments are exactly the same, down to scuff marks on the door.": "Housing: Each member of the team is assigned a one-bedroom apartment in a generic housing project. All the apartments are exactly the same, down to scuff marks on the door.", + "Rapid Response Pods: When any member of the team needs to get to a mission site quickly, a rapid response pod appears next to them. Enter the pod, and a short uncomfortable trip will place you where you need to be. What do the pods look like? How do they appear?": "Rapid Response Pods: When any member of the team needs to get to a mission site quickly, a rapid response pod appears next to them. Enter the pod, and a short uncomfortable trip will place you where you need to be. What do the pods look like? How do they appear?", + "Custom:": "Custom:", + "Individual Transport: A regular car, motorbike, or bicycle for every team member.": "Individual Transport: A regular car, motorbike, or bicycle for every team member.", + "Mobile Base: A truck or bus with bunks and mystery investigation supplies on board.": "Mobile Base: A truck or bus with bunks and mystery investigation supplies on board.", + "Credentials: Real, or as-good-as-real, identification that gets you access to law enforcement and other official contacts.": "Credentials: Real, or as-good-as-real, identification that gets you access to law enforcement and other official contacts.", + "Lair: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen.": "Lair: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen.", + "Hunter Roadhouses: A network of bars, diners, and motels where you can safely meet other monster hunters. Many are run by retired hunters.": "Hunter Roadhouses: A network of bars, diners, and motels where you can safely meet other monster hunters. Many are run by retired hunters.", + "Tool Kit: One or two of your vehicles carry tool kits. You have most tools you’ll need to repair or build something.": "Tool Kit: One or two of your vehicles carry tool kits. You have most tools you’ll need to repair or build something.", + "Mystical Ingredients Cabinet: A box with a wide range of frequently useful supplies for magic rituals.": "Mystical Ingredients Cabinet: A box with a wide range of frequently useful supplies for magic rituals.", + "Slush Fund: The team has access to a bank account that can pay for their day to day needs while monster hunting, and stretches to a big purchase every now and then. Where did it come from?": "Slush Fund: The team has access to a bank account that can pay for their day to day needs while monster hunting, and stretches to a big purchase every now and then. Where did it come from?", + "Armoury: One of your cars has a well-stocked weapons chest. Each mystery, every hunter may take one extra regular weapon. Also once per mystery, one hunter may ask the Keeper if the armoury has a particular special weapon: if yes, you can take it; if no, take +1 forward.": "Armoury: One of your cars has a well-stocked weapons chest. Each mystery, every hunter may take one extra regular weapon. Also once per mystery, one hunter may ask the Keeper if the armoury has a particular special weapon: if yes, you can take it; if no, take +1 forward.", + "Field Medics: You have enough supplies and training to treat one hunter per night as if they’d had a proper doctor or trip to the emergency room.": "Field Medics: You have enough supplies and training to treat one hunter per night as if they’d had a proper doctor or trip to the emergency room.", + "The Prophecies: A guidebook of all the visions about the Chosen One, to help you navigate your destiny (they’re pretty hard to decipher).": "The Prophecies: A guidebook of all the visions about the Chosen One, to help you navigate your destiny (they’re pretty hard to decipher).", + "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen.": "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen.", + "Mystical Workroom: A space set aside for magical operations. It can stand in for one requirement of a use magic or big magic move.": "Mystical Workroom: A space set aside for magical operations. It can stand in for one requirement of a use magic or big magic move.", + "Innocent Front: You have access to a regular business or institution. This means that your monster hunting hijinks can be concealed to an extent from your friends, family, and colleagues. For example: a cafe, a library, an antique store, etc.": "Innocent Front: You have access to a regular business or institution. This means that your monster hunting hijinks can be concealed to an extent from your friends, family, and colleagues. For example: a cafe, a library, an antique store, etc.", + "Regular Jobs: You have access to a place of employment for any of the hunters who need it. You earn enough to cover regular day-to-day expenses, and there’s time to fit in monster hunting around your hours.": "Regular Jobs: You have access to a place of employment for any of the hunters who need it. You earn enough to cover regular day-to-day expenses, and there’s time to fit in monster hunting around your hours.", + "Cameras and Recording Gear: You have a big collection of cameras and other recording devices that you can use during your investigations.": "Cameras and Recording Gear: You have a big collection of cameras and other recording devices that you can use during your investigations.", + "Primaeval Monument: An ancient site marking where access between worlds is easiest.": "Primaeval Monument: An ancient site marking where access between worlds is easiest.", + "Portal: A stable portal to either a particular world, or a between-worlds nexus. It is hidden, but any entity that finds either side may use it just like you can. Where is it hidden?": "Portal: A stable portal to either a particular world, or a between-worlds nexus. It is hidden, but any entity that finds either side may use it just like you can. Where is it hidden?", + "Exploration Gear: You’re never sure what you may find in another world. Your group has a storeroom full of all kinds of exploring and outdoor gear and clothing to use.": "Exploration Gear: You’re never sure what you may find in another world. Your group has a storeroom full of all kinds of exploring and outdoor gear and clothing to use.", + "Skywarden: A high tech transport aircraft that has all your essential gear on board and acts as your base on mission assignments. If you have the rapid deployment move, the Skywarden is upgraded with supersonic engines.": "Skywarden: A high tech transport aircraft that has all your essential gear on board and acts as your base on mission assignments. If you have the rapid deployment move, the Skywarden is upgraded with supersonic engines.", + "Individual Transport: Electric motorbikes for every team member.": "Individual Transport: Electric motorbikes for every team member.", + "Search and Rescue Gear: A selection of useful tools for locating and rescuing people in disaster zones.": "Search and Rescue Gear: A selection of useful tools for locating and rescuing people in disaster zones.", + "Headquarters: A relatively secure space allocated to you in IMPS headquarters. There’s room for all your gear, and includes full living quarters.": "Headquarters: A relatively secure space allocated to you in IMPS headquarters. There’s room for all your gear, and includes full living quarters.", + "Workshop: A big space for craft and repair projects, with plenty of technicians, tools, and materials.": "Workshop: A big space for craft and repair projects, with plenty of technicians, tools, and materials.", + "Medical Supplies: Everyone carries a first aid kit, and you have enough for a fully equipped infirmary back at your base or homes.": "Medical Supplies: Everyone carries a first aid kit, and you have enough for a fully equipped infirmary back at your base or homes.", + "Fancy High Tech Uniforms: Complete with built-in gadgets.": "Fancy High Tech Uniforms: Complete with built-in gadgets.", + "Housing: A pleasant house for each team member and their family, provided by IMPS for when you’re off-duty. This may be anywhere in the world.": "Housing: A pleasant house for each team member and their family, provided by IMPS for when you’re off-duty. This may be anywhere in the world.", + "World-jumping Base: A small vehicle or building with bunks and mystery investigation supplies on board.": "World-jumping Base: A small vehicle or building with bunks and mystery investigation supplies on board.", + "Translator: A high tech or arcane universal translator.": "Translator: A high tech or arcane universal translator.", + "Stealth Module: A device automatically changing the looks of your gear and vehicles to match the world you’re in.": "Stealth Module: A device automatically changing the looks of your gear and vehicles to match the world you’re in.", + "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen. Can’t travel between worlds, but you know a big magic ritual to come back here from any world. Invent details with the Keeper.": "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen. Can’t travel between worlds, but you know a big magic ritual to come back here from any world. Invent details with the Keeper.", + "Clothes: Clothes for any weather, including extreme ones.": "Clothes: Clothes for any weather, including extreme ones.", + "Published Book Series: A successful book series written by some or all of you based on your visits to other worlds.": "Published Book Series: A successful book series written by some or all of you based on your visits to other worlds.", + "Crystal Ball: A crystal ball always showing the most breathtaking sight in the area you’re in.": "Crystal Ball: A crystal ball always showing the most breathtaking sight in the area you’re in.", + "Mystical workroom: A space set aside for magical operations. It can stand in for one requirement of a use magic or big magic move.": "Mystical workroom: A space set aside for magical operations. It can stand in for one requirement of a use magic or big magic move.", + "Survival Gear: You’re all well-prepped with supplies for a disaster or emergency situation. Protective gear, tools, food and water, etc.": "Survival Gear: You’re all well-prepped with supplies for a disaster or emergency situation. Protective gear, tools, food and water, etc.", + "Hideouts: Each hunter has a hidden, safe place set up where they can retreat in an emergency. This could be an isolated cabin or bunker, a safe house, or a panic room (whichever makes sense for your hunter).": "Hideouts: Each hunter has a hidden, safe place set up where they can retreat in an emergency. This could be an isolated cabin or bunker, a safe house, or a panic room (whichever makes sense for your hunter).", + "Mobile Hideaway: A truck with bunks and mystery investigation supplies on board.": "Mobile Hideaway: A truck with bunks and mystery investigation supplies on board.", + "Individual Transport: A fancy car or motorbike for every team member.": "Individual Transport: A fancy car or motorbike for every team member.", + "Getaway: A place where you rest from everything, with no monster hunting gear but extremely difficult to find by mundane and magical means.": "Getaway: A place where you rest from everything, with no monster hunting gear but extremely difficult to find by mundane and magical means.", + "Headquarters: A base people from neither your public nor your secret life will find easily. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen.": "Headquarters: A base people from neither your public nor your secret life will find easily. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen.", + "Memorabilia: A collection of important memorabilia connected to the city’s past and two big magic rituals that need only them and up to two other requirements. Determine what the rituals do as a group.": "Memorabilia: A collection of important memorabilia connected to the city’s past and two big magic rituals that need only them and up to two other requirements. Determine what the rituals do as a group.", + "Secure Phones: A set of phones with advanced voice distortion and location concealment options. Tracking a call from these requires days of work.": "Secure Phones: A set of phones with advanced voice distortion and location concealment options. Tracking a call from these requires days of work.", + "Funds: Lots of money on bank accounts connected to untraceable credit cards.": "Funds: Lots of money on bank accounts connected to untraceable credit cards.", + "Mobile Base: A van, truck, or bus with bunks and mystery investigation supplies on board.": "Mobile Base: A van, truck, or bus with bunks and mystery investigation supplies on board.", + "The Grapevine: A network of contacts who pass on job leads.": "The Grapevine: A network of contacts who pass on job leads.", + "Secure Homes: Located somewhere you have a special relationship, you all have houses and bank accounts that provide a base when you’re off the job.": "Secure Homes: Located somewhere you have a special relationship, you all have houses and bank accounts that provide a base when you’re off the job.", + "Credentials: Monster hunting licenses and visa waivers that allow you to do your job and travel legitimately.": "Credentials: Monster hunting licenses and visa waivers that allow you to do your job and travel legitimately.", + "High Tech Gadgets: A supply of various monster scanners and detectors.": "High Tech Gadgets: A supply of various monster scanners and detectors.", + "Armoury: A cache of monster hunting weapons.": "Armoury: A cache of monster hunting weapons.", + "Mystery Van: A van with all your mystery investigation supplies on board.": "Mystery Van: A van with all your mystery investigation supplies on board.", + "Individual Transport: A skateboard, scooter, pair of skates, or bicycle for every team member.": "Individual Transport: A skateboard, scooter, pair of skates, or bicycle for every team member.", + "Gadgets: Paranormal investigation gadgets.": "Gadgets: Paranormal investigation gadgets.", + "Clubhouse: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and make a snack.": "Clubhouse: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and make a snack.", + "Mystical Workroom: a space set aside for magical operations. It can stand in for one requirement of a use magic or big magic move.": "Mystical Workroom: a space set aside for magical operations. It can stand in for one requirement of a use magic or big magic move.", + "Disguises: A trunk full of disguises.": "Disguises: A trunk full of disguises.", + "Library: Library of useful reference books.": "Library: Library of useful reference books.", + "IDs: Official junior deputy Suburban Watch Group volunteer badges.": "IDs: Official junior deputy Suburban Watch Group volunteer badges.", + "Backrooms: You’ve set out a relatively secure space in the back rooms. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen. It’s currently listed as “unused: permanent” so you should be left alone in there.": "Backrooms: You’ve set out a relatively secure space in the back rooms. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen. It’s currently listed as “unused: permanent” so you should be left alone in there.", + "Steam Tunnels: Accessed from your workplace, these allow you to get in and out without being seen. They also connect to the wider city infrastructure.": "Steam Tunnels: Accessed from your workplace, these allow you to get in and out without being seen. They also connect to the wider city infrastructure.", + "Security Access: You can look at the security camera feeds and records. These cover the entire store floor, secure areas, and the outside of the building.": "Security Access: You can look at the security camera feeds and records. These cover the entire store floor, secure areas, and the outside of the building.", + "Ritual Space: A space set aside for magical operations. It can stand in for one requirement of a use magic or big magic move. Decide where in the workplace it is located.": "Ritual Space: A space set aside for magical operations. It can stand in for one requirement of a use magic or big magic move. Decide where in the workplace it is located.", + "The Occult Section: Your workplace has a stock of mystical supplies. Sometimes you can find specific monster hunting supplies or ritual requirements there.": "The Occult Section: Your workplace has a stock of mystical supplies. Sometimes you can find specific monster hunting supplies or ritual requirements there.", + "Warding Glyphs: Mystical enchantments on the workplace prevent hostile magic targeting it from the outside, and alert all team members if a supernatural being enters.": "Warding Glyphs: Mystical enchantments on the workplace prevent hostile magic targeting it from the outside, and alert all team members if a supernatural being enters.", + "Lost Property & Returns: You can find all sorts of stuff in here, some of it useful.": "Lost Property & Returns: You can find all sorts of stuff in here, some of it useful.", + "Oracle Stone: A mystical scrying gem. At the beginning of each mystery, you may consult it—ask any question. The Keeper will answer with something true and useful, but they may make the answer difficult to understand.": "Oracle Stone: A mystical scrying gem. At the beginning of each mystery, you may consult it—ask any question. The Keeper will answer with something true and useful, but they may make the answer difficult to understand.", + "SWG Radio Network: a set of devices that allow you to easily talk to the rest of the SWG (as well as the base stations at your homes/the SWG headquarters).": "SWG Radio Network: a set of devices that allow you to easily talk to the rest of the SWG (as well as the base stations at your homes/the SWG headquarters).", + "Sacred Site: A place outdoors that has a reservoir of magical power. The Keeper always considers this site when a magical ritual requires a particular place.": "Sacred Site: A place outdoors that has a reservoir of magical power. The Keeper always considers this site when a magical ritual requires a particular place.", + "Infirmary: You have access to a doctor’s surgery or other suitable first aid office. You may use it for regular treatment of injuries, no questions asked.": "Infirmary: You have access to a doctor’s surgery or other suitable first aid office. You may use it for regular treatment of injuries, no questions asked.", + "Tour Bus: A truck or bus with bunks, your gear, and mystery investigation supplies on board.": "Tour Bus: A truck or bus with bunks, your gear, and mystery investigation supplies on board.", + "Individual Transport: A fancy car, motorbike, or bicycle for every team member.": "Individual Transport: A fancy car, motorbike, or bicycle for every team member.", + "Home Venue: You have a regular booking at a venue, and get on well with the owners. You’re always welcome there, and can be sure to find fans or friends there whenever its open.": "Home Venue: You have a regular booking at a venue, and get on well with the owners. You’re always welcome there, and can be sure to find fans or friends there whenever its open.", + "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep, practice, and cook.": "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep, practice, and cook.", + "Private Jet: You have a more-or-less fancy private jet (and crew) at your disposal.": "Private Jet: You have a more-or-less fancy private jet (and crew) at your disposal.", + "Studio: You have your own recording studio and record label. It’s either a big house in the country or big slice of a building in the city. It’s equipped with gear and staff. This is a good place for any other location-based assets to live.": "Studio: You have your own recording studio and record label. It’s either a big house in the country or big slice of a building in the city. It’s equipped with gear and staff. This is a good place for any other location-based assets to live.", + "Cameras and Recording Gear: You have a big collection of cameras and other recording devices that you can use during your investigations. Your crew also includes people who can operate them for you.": "Cameras and Recording Gear: You have a big collection of cameras and other recording devices that you can use during your investigations. Your crew also includes people who can operate them for you.", + "Office Space: Private offices in the organisation’s headquarters.": "Office Space: Private offices in the organisation’s headquarters.", + "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen. The organisation knows about it but has no direct influence over it.": "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen. The organisation knows about it but has no direct influence over it.", + "Fake IDs: Fake government IDs.": "Fake IDs: Fake government IDs.", + "More Fake IDs: Fake organisation IDs for other members or different jobs.": "More Fake IDs: Fake organisation IDs for other members or different jobs.", + "Cameras and Recording Gear: Miniature cameras and recording devices.": "Cameras and Recording Gear: Miniature cameras and recording devices.", + "Fae Horses: One for every team member. They fly, but if people start gossiping about flying horses, the Wild Hunt will surely hear of this.": "Fae Horses: One for every team member. They fly, but if people start gossiping about flying horses, the Wild Hunt will surely hear of this.", + "Map: A map of the Wild Hunt’s activities.": "Map: A map of the Wild Hunt’s activities.", + "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen. The Wild Hunt won’t learn about this base unless you stay there for a very long time.": "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen. The Wild Hunt won’t learn about this base unless you stay there for a very long time.", + "Disguises: A set of disguises.": "Disguises: A set of disguises.", + "Diversions: A box of smoke bombs and other distractions (0-harm close obscure vision).": "Diversions: A box of smoke bombs and other distractions (0-harm close obscure vision).", + "Fae Cosmetics and Makeup: Better than anything humans can produce.": "Fae Cosmetics and Makeup: Better than anything humans can produce.", + "Improvement": "Improvement", + "At the end of each session, answer your Style question (below). If yes, gain one improvement mark. If yes and it came up a lot, gain two improvement marks.": "At the end of each session, answer your Style question (below). If yes, gain one improvement mark. If yes and it came up a lot, gain two improvement marks.", + "When you fill in the improvement box, clear the improvement track and choose one of these:": "When you fill in the improvement box, clear the improvement track and choose one of these:", + "Gain a new team move.": "Gain a new team move.", + "Gain a new team ally.": "Gain a new team ally.", + "Gain two new asset selections.": "Gain two new asset selections.", + "Make the next mystery about your team enemy, giving you a chance to interfere in their plans.": "Make the next mystery about your team enemy, giving you a chance to interfere in their plans.", + "Make the next mystery about the organisation or its bad apples, giving you a chance to interfere in their plans.": "Make the next mystery about the organisation or its bad apples, giving you a chance to interfere in their plans.", + "Make the next mystery about the Wild Hunt, giving you a chance to weaken or confuse them.": "Make the next mystery about the Wild Hunt, giving you a chance to weaken or confuse them.", + "Style": "Style", + "Pick one of these styles (and the associated improvement question):": "Pick one of these styles (and the associated improvement question):", + "Hush: At the end of each session, ask: “Did we suppress knowledge of monsters and the supernatural?”": "Hush: At the end of each session, ask: “Did we suppress knowledge of monsters and the supernatural?”", + "The Greater Good: At the end of each session, ask: “Did we protect civilian lives?”": "The Greater Good: At the end of each session, ask: “Did we protect civilian lives?”", + "By Any Means Necessary: At the end of each session, ask: “Did we stop the problem, regardless of the cost?”": "By Any Means Necessary: At the end of each session, ask: “Did we stop the problem, regardless of the cost?”", + "Custom: What’s your story?": "Custom: What’s your story?", + "At the end of each session, ask:": "At the end of each session, ask:", + "Family: You’re all family, or as good as. At the end of each session, ask: “Did we talk about—or pointedly not talk about—something that was troubling a team member?”": "Family: You’re all family, or as good as. At the end of each session, ask: “Did we talk about—or pointedly not talk about—something that was troubling a team member?”", + "Vocation: Someone has to do it, and you happened to be able. At the end of each session, ask: “Did we save the people we went there to protect?”": "Vocation: Someone has to do it, and you happened to be able. At the end of each session, ask: “Did we save the people we went there to protect?”", + "Excitement: Monster hunting sure is a new thrill every time. At the end of each session, ask: “Did we take extremely dangerous risks?”": "Excitement: Monster hunting sure is a new thrill every time. At the end of each session, ask: “Did we take extremely dangerous risks?”", + "First among Equals: Sure, one of us is chosen by destiny, but we all play our part. At the end of each session, ask: “Did we all contribute in our own way to solve the mystery?”": "First among Equals: Sure, one of us is chosen by destiny, but we all play our part. At the end of each session, ask: “Did we all contribute in our own way to solve the mystery?”", + "Sworn Guardians: The rest of us made a solemn oath to help the Chosen One. At the end of each session, ask: “Did we save the Chosen One from serious harm?”": "Sworn Guardians: The rest of us made a solemn oath to help the Chosen One. At the end of each session, ask: “Did we save the Chosen One from serious harm?”", + "Fate’s Rebels: Screw destiny! At the end of each session, ask: “Did we fight against fate and prophecies, no matter the cost?”": "Fate’s Rebels: Screw destiny! At the end of each session, ask: “Did we fight against fate and prophecies, no matter the cost?”", + "Ancient Oath: You are the holders of an ancient obligation to guard the world’s border. Decide what the oath requires of you. At the end of each session, ask: “Did we hold to our oath?”": "Ancient Oath: You are the holders of an ancient obligation to guard the world’s border. Decide what the oath requires of you. At the end of each session, ask: “Did we hold to our oath?”", + "The oath:": "The oath:", + "Wrong Place, Wrong Time: You were there to stop the first incursion, and now feel obliged to prevent anything else coming through. At the end of each session, ask: “Did we protect the world from what lies beyond?”": "Wrong Place, Wrong Time: You were there to stop the first incursion, and now feel obliged to prevent anything else coming through. At the end of each session, ask: “Did we protect the world from what lies beyond?”", + "Born & Raised: You all grew up, or settled, here. Dimensional incursions are a part of life, even if a lot of people don’t like to admit it. At the end of each session, ask: “Did we look after our normal relationships with friends and families?”": "Born & Raised: You all grew up, or settled, here. Dimensional incursions are a part of life, even if a lot of people don’t like to admit it. At the end of each session, ask: “Did we look after our normal relationships with friends and families?”", + "Hush: At the end of each session, ask: “Did we save the day without making the news or creating a ruckus?”": "Hush: At the end of each session, ask: “Did we save the day without making the news or creating a ruckus?”", + "Rescuers: At the end of each session, ask: “Did we save people from harm, no matter how much property damage?”": "Rescuers: At the end of each session, ask: “Did we save people from harm, no matter how much property damage?”", + "Superstars: At the end of each session, ask: “Did our reputation as elite monster hunters come up during the mystery?”": "Superstars: At the end of each session, ask: “Did our reputation as elite monster hunters come up during the mystery?”", + "Well-prepared: You keep track of worlds that might need monster hunting help and have procedures for reaching and helping them. At the end of each session, ask: “Did things go according to our plans?”": "Well-prepared: You keep track of worlds that might need monster hunting help and have procedures for reaching and helping them. At the end of each session, ask: “Did things go according to our plans?”", + "Led by Fate: The universe wants you to help where you’re needed most. At the end of each session, ask: “Do we understand our place in the multiverse better now?”": "Led by Fate: The universe wants you to help where you’re needed most. At the end of each session, ask: “Do we understand our place in the multiverse better now?”", + "Accidental Heroes: You always end up where you’re needed because of magical mishaps and weird coincidences. At the end of each session, ask: “Did we make use of a coincidence or unexpected resource?”": "Accidental Heroes: You always end up where you’re needed because of magical mishaps and weird coincidences. At the end of each session, ask: “Did we make use of a coincidence or unexpected resource?”", + "We’re Prepared for Next Time: At the end of each session, ask: “Did our planning ahead save the day?”": "We’re Prepared for Next Time: At the end of each session, ask: “Did our planning ahead save the day?”", + "Fatalists: One day our times will come. Until then we fight. At the end of each session, ask: “Did we throw ourselves into danger to save the day?”": "Fatalists: One day our times will come. Until then we fight. At the end of each session, ask: “Did we throw ourselves into danger to save the day?”", + "Wardens: We won’t let what happened to us happen to anyone else. At the end of each session, ask: “Did we save people, no matter the cost?”": "Wardens: We won’t let what happened to us happen to anyone else. At the end of each session, ask: “Did we save people, no matter the cost?”", + "Greater Good: You find your secret monster hunting lives more important than your mundane social roles. At the end of each session, ask: “Did we choose the more important obligation?”": "Greater Good: You find your secret monster hunting lives more important than your mundane social roles. At the end of each session, ask: “Did we choose the more important obligation?”", + "The Only Ones: You’re the only ones capable enough to protect those around you from supernatural threats. At the end of each session, ask: “Did we do something nobody else in our society could do?”": "The Only Ones: You’re the only ones capable enough to protect those around you from supernatural threats. At the end of each session, ask: “Did we do something nobody else in our society could do?”", + "An Ancient Tradition: You’ve inherited your double role from family or mentors. At the end of each session, ask: “Have we done something that would make our predecessors proud?”": "An Ancient Tradition: You’ve inherited your double role from family or mentors. At the end of each session, ask: “Have we done something that would make our predecessors proud?”", + "Secret Mission: You are all devoted to a particular goal, using “mercenary monster hunter team” as your cover. What’s your objective? At the end of each session, ask: “Did we get closer to our goal?” If you achieve the objective, choose a new one or change to a new style. Your objective:": "Secret Mission: You are all devoted to a particular goal, using “mercenary monster hunter team” as your cover. What’s your objective? At the end of each session, ask: “Did we get closer to our goal?” If you achieve the objective, choose a new one or change to a new style. Your objective:", + "Goal-Oriented: At the end of each session, ask: “Did we fulfil the exact mission requested, without extra work?”": "Goal-Oriented: At the end of each session, ask: “Did we fulfil the exact mission requested, without extra work?”", + "Hearts of Gold: At the end of each session, ask: “Did we refuse to accept money from someone we saved?”": "Hearts of Gold: At the end of each session, ask: “Did we refuse to accept money from someone we saved?”", + "Wholesome: At the end of each session, ask: “Did we succeed by believing in each other and using our individual strengths?”": "Wholesome: At the end of each session, ask: “Did we succeed by believing in each other and using our individual strengths?”", + "Comical: At the end of each session, ask: “Did we do something really funny?”": "Comical: At the end of each session, ask: “Did we do something really funny?”", + "Cool: At the end of each session, ask: “Did we save the day, with style?”": "Cool: At the end of each session, ask: “Did we save the day, with style?”", + "Big Store: At the end of each session, ask: “Did we deal with any supernatural problems without management noticing?”": "Big Store: At the end of each session, ask: “Did we deal with any supernatural problems without management noticing?”", + "Security Team: At the end of each session, ask: “Did we keep people safe?”": "Security Team: At the end of each session, ask: “Did we keep people safe?”", + "Emergency Response: At the end of each session, ask: “Did we solve anyone’s problems?”": "Emergency Response: At the end of each session, ask: “Did we solve anyone’s problems?”", + "Thrown in the Deep End: You started out knowing nothing about the supernatural, and you’re still catching up. At the end of each session, ask: “Did we learn something new about the supernatural world?”": "Thrown in the Deep End: You started out knowing nothing about the supernatural, and you’re still catching up. At the end of each session, ask: “Did we learn something new about the supernatural world?”", + "Protectors: It’s all about looking after people. At the end of each session, ask: “Did we prevent harm in our community?”": "Protectors: It’s all about looking after people. At the end of each session, ask: “Did we prevent harm in our community?”", + "Cosy Coven: You were never strangers to the supernatural, but nobody else suspects it. At the end of each session, ask: “Did we help with our supernatural powers, undetected?”": "Cosy Coven: You were never strangers to the supernatural, but nobody else suspects it. At the end of each session, ask: “Did we help with our supernatural powers, undetected?”", + "Rock: At the end of each session, ask: “Did we lay the smackdown on some evildoers?”": "Rock: At the end of each session, ask: “Did we lay the smackdown on some evildoers?”", + "Punk: At the end of each session, ask: “Did we fight for the downtrodden?”": "Punk: At the end of each session, ask: “Did we fight for the downtrodden?”", + "Pop: At the end of each session, ask: “Did we look awesome?”": "Pop: At the end of each session, ask: “Did we look awesome?”", + "Metal: At the end of each session, ask: “Did we battle gloriously?”": "Metal: At the end of each session, ask: “Did we battle gloriously?”", + "Hip-hop: At the end of each session, ask: “Did we improve things for the local community?”": "Hip-hop: At the end of each session, ask: “Did we improve things for the local community?”", + "Folk: At the end of each session, ask: “Did we learn about local history and folklore?”": "Folk: At the end of each session, ask: “Did we learn about local history and folklore?”", + "Country: At the end of each session, ask: “Will that make a great story, later?”": "Country: At the end of each session, ask: “Will that make a great story, later?”", + "Inquisition: You believe your organisation isn’t rotten to the core, it just has a few rotten apples. At the end of each session, ask: “Is the organisation better now?”": "Inquisition: You believe your organisation isn’t rotten to the core, it just has a few rotten apples. At the end of each session, ask: “Is the organisation better now?”", + "Redemption: You were once part of the organisation’s shady dealings but are disgusted by them now. At the end of each session, ask: “Did we repay part of the harm we caused as organisation members?”": "Redemption: You were once part of the organisation’s shady dealings but are disgusted by them now. At the end of each session, ask: “Did we repay part of the harm we caused as organisation members?”", + "Revolt: You’ve recently understood the organisation is rotten to the core and should be terminated. At the end of each session, ask: “Are we closer to destroying the organisation?”": "Revolt: You’ve recently understood the organisation is rotten to the core and should be terminated. At the end of each session, ask: “Are we closer to destroying the organisation?”", + "Vengeance: You want to become strong enough to destroy the Wild Hunt one day. At the end of each session, ask: “Did what we do bring us closer to destroying the Wild Hunt?”": "Vengeance: You want to become strong enough to destroy the Wild Hunt one day. At the end of each session, ask: “Did what we do bring us closer to destroying the Wild Hunt?”", + "Compassion: You don’t want others to suffer as you did. At the end of each session, ask: “Did we risk our freedom to protect someone else’s’?”": "Compassion: You don’t want others to suffer as you did. At the end of each session, ask: “Did we risk our freedom to protect someone else’s’?”", + "Homelessness: You want to have normal lives one day. At the end of each session, ask: “Did we put some effort into making our lives more normal?”": "Homelessness: You want to have normal lives one day. At the end of each session, ask: “Did we put some effort into making our lives more normal?”", + "Enemies": "Enemies", + "Pick an enemy for your team:": "Pick an enemy for your team:", + "General Grox, alien warlord.": "General Grox, alien warlord.", + "The werewolf conspiracy.": "The werewolf conspiracy.", + "The Order of the Silvery Stars, who worship some very bad alien god-things.": "The Order of the Silvery Stars, who worship some very bad alien god-things.", + "The Old Gods, who want to return and rule the world again.": "The Old Gods, who want to return and rule the world again.", + "A rival Bureau with dubious methods and goals.": "A rival Bureau with dubious methods and goals.", + "Halphas, a demon who has it in for you.": "Halphas, a demon who has it in for you.", + "All the vampires.": "All the vampires.", + "Dr Crepuscule, who steals unnatural power from captured monsters.": "Dr Crepuscule, who steals unnatural power from captured monsters.", + "The King in Yellow, a god/force of corruption, decadence, and disease.": "The King in Yellow, a god/force of corruption, decadence, and disease.", + "A cabal of ghosts trying to secure the secret of returning to life.": "A cabal of ghosts trying to secure the secret of returning to life.", + "Alpha, an immortal werewolf.": "Alpha, an immortal werewolf.", + "Seth Vail, a billionaire who wants to harness the power of monsters, starting with immortality for himself.": "Seth Vail, a billionaire who wants to harness the power of monsters, starting with immortality for himself.", + "The Father of Monsters, the cosmic entity who is the source of evil in the world.": "The Father of Monsters, the cosmic entity who is the source of evil in the world.", + "The Grey Priests, a conspiracy to bring about the end of the world and birth of a new one.": "The Grey Priests, a conspiracy to bring about the end of the world and birth of a new one.", + "Lord Grash, warlord of a monster dimension.": "Lord Grash, warlord of a monster dimension.", + "All the demons.": "All the demons.", + "The Anointed Hierophant, an occult sect leader who wants to break the walls between worlds.": "The Anointed Hierophant, an occult sect leader who wants to break the walls between worlds.", + "Chaos, a cosmic entity of disorder.": "Chaos, a cosmic entity of disorder.", + "TransWorldCorp, a business hoping to profit from other worlds via their rift machine, no matter the damage they do along the way.": "TransWorldCorp, a business hoping to profit from other worlds via their rift machine, no matter the damage they do along the way.", + "Apollyon, a demon king who wants to rule the Earth.": "Apollyon, a demon king who wants to rule the Earth.", + "Incursions of HEDEs (Hostile Extra-Dimensional Entities).": "Incursions of HEDEs (Hostile Extra-Dimensional Entities).", + "Masanori, a selfish tycoon chasing personal immortality.": "Masanori, a selfish tycoon chasing personal immortality.", + "A rival IMPS team, who always want to make it look like they saved the day and you screwed up.": "A rival IMPS team, who always want to make it look like they saved the day and you screwed up.", + "A chaos cult who want to break down the structures of the modern world, so they can rule it with their magical powers.": "A chaos cult who want to break down the structures of the modern world, so they can rule it with their magical powers.", + "Dr Weltschmerz, a bitter and angry scientist who wants all worlds to suffer.": "Dr Weltschmerz, a bitter and angry scientist who wants all worlds to suffer.", + "Jauna, a merchant from Monster Marches who deals in interdimensional slave trade.": "Jauna, a merchant from Monster Marches who deals in interdimensional slave trade.", + "Separator, an automaton guarding borders between the worlds.": "Separator, an automaton guarding borders between the worlds.", + "Iron Crusade, an invading force from a futuristic world.": "Iron Crusade, an invading force from a futuristic world.", + "Your own evil versions from a mirrored universe.": "Your own evil versions from a mirrored universe.", + "The Black Knight, a faerie lord.": "The Black Knight, a faerie lord.", + "A necromancer, with a plan to rule the world.": "A necromancer, with a plan to rule the world.", + "Metaphysical Exploitation Holdings (MEH), a corporation that profits from ill-advised experimentation and exploitation of the supernatural.": "Metaphysical Exploitation Holdings (MEH), a corporation that profits from ill-advised experimentation and exploitation of the supernatural.", + "A conspiracy of chaos cultists.": "A conspiracy of chaos cultists.", + "Allmine, a greedy and capricious demon of desire.": "Allmine, a greedy and capricious demon of desire.", + "All the evil doppelgangers.": "All the evil doppelgangers.", + "Professor Trundil, an occult scientist trying to steal your powers and magic.": "Professor Trundil, an occult scientist trying to steal your powers and magic.", + "Great Waghru, a primordial entity slumbering beneath the city, now stirring.": "Great Waghru, a primordial entity slumbering beneath the city, now stirring.", + "Brave New World, an undercover company trying to replace humans in your city with robots.": "Brave New World, an undercover company trying to replace humans in your city with robots.", + "Pethas, a dragon.": "Pethas, a dragon.", + "All the werewolves.": "All the werewolves.", + "Ozahr, an immortal and megalomaniac wizard.": "Ozahr, an immortal and megalomaniac wizard.", + "The Fates.": "The Fates.", + "A conspiracy of political leaders secretly creating a global dictatorship.": "A conspiracy of political leaders secretly creating a global dictatorship.", + "Bradshaw, an evil property developer.": "Bradshaw, an evil property developer.", + "The Ghost King.": "The Ghost King.", + "Dracula.": "Dracula.", + "Cryptids generally.": "Cryptids generally.", + "A conspiracy of wizards who want to take over the world.": "A conspiracy of wizards who want to take over the world.", + "Your manager.": "Your manager.", + "The Queen of the Bug Monsters.": "The Queen of the Bug Monsters.", + "The Monarch of Waste, a cosmic entity of disorder and ruin.": "The Monarch of Waste, a cosmic entity of disorder and ruin.", + "A conspiracy within the company, using the workplace for a sinister occult plan.": "A conspiracy within the company, using the workplace for a sinister occult plan.", + "The thing in the basement. You don’t know what it is, but it’s evil.": "The thing in the basement. You don’t know what it is, but it’s evil.", + "The Pale Man, the powerful and malevolent ghost of a mass murderer who lived here a long time ago.": "The Pale Man, the powerful and malevolent ghost of a mass murderer who lived here a long time ago.", + "All the ghouls. A big cemetery nearby attracts their attention.": "All the ghouls. A big cemetery nearby attracts their attention.", + "Bradshaw, a property developer who wants to rebuild the city—by any means necessary.": "Bradshaw, a property developer who wants to rebuild the city—by any means necessary.", + "Discord, goddess of chaos and disorder.": "Discord, goddess of chaos and disorder.", + "A conspiracy of vampires trying to take over your community.": "A conspiracy of vampires trying to take over your community.", + "White Travellers, ghosts that feed on natural, joyous emotions of people and leave people content with a humdrum life.": "White Travellers, ghosts that feed on natural, joyous emotions of people and leave people content with a humdrum life.", + "Ancient Purity, an occultist/fascist death metal band. They would be your enemies even without their abuse of mystical powers.": "Ancient Purity, an occultist/fascist death metal band. They would be your enemies even without their abuse of mystical powers.", + "The Man, a new god of authority, order, and following the rules.": "The Man, a new god of authority, order, and following the rules.", + "The Sanguine Circle, a conspiracy of vampires with cells in many cities and towns.": "The Sanguine Circle, a conspiracy of vampires with cells in many cities and towns.", + "Allies": "Allies", + "Choose your team allies from this list:": "Choose your team allies from this list:", + "Doctor “Blue,” a physician. They can help you recover from harm.": "Doctor “Blue,” a physician. They can help you recover from harm.", + "Professor “Blood,” a forensic scientist. They are who you go to when you need evidence analysed.": "Professor “Blood,” a forensic scientist. They are who you go to when you need evidence analysed.", + "Agent “Will,” a field investigator. They’re a veteran of the Bureau, and can help you navigate problems with colleagues.": "Agent “Will,” a field investigator. They’re a veteran of the Bureau, and can help you navigate problems with colleagues.", + "Aquila Squad, an ally team. They are unofficially known as “the Extreme Problems” squad. They can handle anything unfazed, but their solutions can be a little... messy.": "Aquila Squad, an ally team. They are unofficially known as “the Extreme Problems” squad. They can handle anything unfazed, but their solutions can be a little... messy.", + "SkullFangz, an ally team. This is a group of hackers you’ve made a sort of alliance with. They can help you get information through unorthodox channels, but they sometimes need you to do some odd or dubious favours in return.": "SkullFangz, an ally team. This is a group of hackers you’ve made a sort of alliance with. They can help you get information through unorthodox channels, but they sometimes need you to do some odd or dubious favours in return.", + "Detective Barnes, a police detective who you saved from a monster way back when. They’ll help you out with some information now and then, and possibly more when you’re on their turf.": "Detective Barnes, a police detective who you saved from a monster way back when. They’ll help you out with some information now and then, and possibly more when you’re on their turf.", + "Bingo, an always-online researcher into strangeness. They can put you in touch with people who need help, coordinate communication, and help you with research.": "Bingo, an always-online researcher into strangeness. They can put you in touch with people who need help, coordinate communication, and help you with research.", + "Sapphire, who has the ability to manipulate time in certain ways. You suspect she may be very long-lived or even immortal. She is not always easy to contact, and can appear unexpectedly.": "Sapphire, who has the ability to manipulate time in certain ways. You suspect she may be very long-lived or even immortal. She is not always easy to contact, and can appear unexpectedly.", + "Another group of travelling hunters, an ally team. They can back you up monster hunting—you’ve helped each other out several times, when things got tricky.": "Another group of travelling hunters, an ally team. They can back you up monster hunting—you’ve helped each other out several times, when things got tricky.", + "Universal Cleanup Services, an ally team. A franchise that specialises in cleaning up messes like crime scenes and monster attacks.": "Universal Cleanup Services, an ally team. A franchise that specialises in cleaning up messes like crime scenes and monster attacks.", + "Carlito, a nurse. They can patch up injured hunters.": "Carlito, a nurse. They can patch up injured hunters.", + "Charity, an occultist. She can tell you about and sometimes find weird old items.": "Charity, an occultist. She can tell you about and sometimes find weird old items.", + "Raven, a mystic. Has some ideas about the Chosen One’s destiny.": "Raven, a mystic. Has some ideas about the Chosen One’s destiny.", + "The Junior Entourage, an ally team. These are friends who aren’t in the core team. Good at getting around for area canvassing or distraction.": "The Junior Entourage, an ally team. These are friends who aren’t in the core team. Good at getting around for area canvassing or distraction.", + "Destiny’s Servants, an ally team. A secretive group sent to help you out. They’re good at fighting and acting suspicious.": "Destiny’s Servants, an ally team. A secretive group sent to help you out. They’re good at fighting and acting suspicious.", + "Hawthorn, a hedge witch. They’re able to cast a variety of small but useful spells.": "Hawthorn, a hedge witch. They’re able to cast a variety of small but useful spells.", + "Anya, a folklorist. They know a lot about the stories and history of the region.": "Anya, a folklorist. They know a lot about the stories and history of the region.", + "The Feeling of Not Knowing a Particular Fact, a visitor from another world. An explorer of worlds, they have a store of facts or rumours about many different dimensions. Describe their home world and look.": "The Feeling of Not Knowing a Particular Fact, a visitor from another world. An explorer of worlds, they have a store of facts or rumours about many different dimensions. Describe their home world and look.", + "Junior Guardians, an ally team. By tradition, younger members of your families and community are apprenticed to take over when you retire. They can help with any tasks that aren’t too dangerous.": "Junior Guardians, an ally team. By tradition, younger members of your families and community are apprenticed to take over when you retire. They can help with any tasks that aren’t too dangerous.", + "A flock of otherworldly creatures, an ally team. These non-Earthly animals can scout and warn you of danger, and also are quite cute. Describe their home world and look.": "A flock of otherworldly creatures, an ally team. These non-Earthly animals can scout and warn you of danger, and also are quite cute. Describe their home world and look.", + "Ó Corra, IMPS General Secretary. Having Ó Corra on your side is always going to be handy.": "Ó Corra, IMPS General Secretary. Having Ó Corra on your side is always going to be handy.", + "Klíma, IMPS forensic specialist. Klíma can help you get extra forensic analysis or expedite tests.": "Klíma, IMPS forensic specialist. Klíma can help you get extra forensic analysis or expedite tests.", + "Villaverde, IMPS librarian. Knows a lot about mystical and occult secrets.": "Villaverde, IMPS librarian. Knows a lot about mystical and occult secrets.", + "IMPS team EM–3. This team of IMPS agents specialise in dealing with big disasters. They can help manage and calm down civilians and provide support for your team.": "IMPS team EM–3. This team of IMPS agents specialise in dealing with big disasters. They can help manage and calm down civilians and provide support for your team.", + "Cryptidnet, a loose organisation of interested amateurs and researchers who collate rumours of weird activity. Great source of leads and supernatural rumours.": "Cryptidnet, a loose organisation of interested amateurs and researchers who collate rumours of weird activity. Great source of leads and supernatural rumours.", + "Justinian, a paladin. He’s always ready to fight evil alongside you and hopes one of you will one day be the lady (or lord) of his heart.": "Justinian, a paladin. He’s always ready to fight evil alongside you and hopes one of you will one day be the lady (or lord) of his heart.", + "NewLife, a bio-robot. They know a lot about life on various worlds, whether organic, tech-based, or magic-based.": "NewLife, a bio-robot. They know a lot about life on various worlds, whether organic, tech-based, or magic-based.", + "Darween, a diplomat. Coming from the Monster Marches, she hates disunity and wants good people of all worlds to cooperate.": "Darween, a diplomat. Coming from the Monster Marches, she hates disunity and wants good people of all worlds to cooperate.", + "The Queen’s Musketeers. Brave, dashing and ready to fight with monsters both in Helos and beyond, but won’t do anything that directly contradicts Queen Helena the Radiant’s orders.": "The Queen’s Musketeers. Brave, dashing and ready to fight with monsters both in Helos and beyond, but won’t do anything that directly contradicts Queen Helena the Radiant’s orders.", + "Spirit Healers. They come from a Stone Age world and want to heal all spiritual ills of all worlds. They oppose killing monsters because they believe monsters should be healed and reintegrated instead.": "Spirit Healers. They come from a Stone Age world and want to heal all spiritual ills of all worlds. They oppose killing monsters because they believe monsters should be healed and reintegrated instead.", + "Zhu, a law enforcement officer. They can help you with legal difficulties in their jurisdiction.": "Zhu, a law enforcement officer. They can help you with legal difficulties in their jurisdiction.", + "Davis, a therapist specialising in trauma recovery.": "Davis, a therapist specialising in trauma recovery.", + "Dr Basu, a medical doctor.": "Dr Basu, a medical doctor.", + "The next generation, an ally team. These younger monster hunters are relatives of those who died in the battle, taking up the family calling.": "The next generation, an ally team. These younger monster hunters are relatives of those who died in the battle, taking up the family calling.", + "The Network, an ally team. This is a group of people who keep watch for big supernatural dangers, and can get you warnings in time to intervene.": "The Network, an ally team. This is a group of people who keep watch for big supernatural dangers, and can get you warnings in time to intervene.", + "Shinzō, a retro-weaponsmith. Their creations look like fancy souvenirs but have various magical properties.": "Shinzō, a retro-weaponsmith. Their creations look like fancy souvenirs but have various magical properties.", + "FaceBog, a doppelganger. They’ll impersonate you at various social events if you ask them nicely.": "FaceBog, a doppelganger. They’ll impersonate you at various social events if you ask them nicely.", + "Hedwig, a journalist. She believes in your public causes and is willing to cover up some things for you, but sometimes asks difficult questions.": "Hedwig, a journalist. She believes in your public causes and is willing to cover up some things for you, but sometimes asks difficult questions.", + "Monster Hunters Fan Club. They know your secret identities, but not your public ones.": "Monster Hunters Fan Club. They know your secret identities, but not your public ones.", + "Spirits of the city’s founders. They remember how the city once was and have clashed with occult forces that threaten it.": "Spirits of the city’s founders. They remember how the city once was and have clashed with occult forces that threaten it.", + "Dumont, the fixer. Dumont can find leads on jobs, and sometime scare up special gear.": "Dumont, the fixer. Dumont can find leads on jobs, and sometime scare up special gear.", + "Chang, a government official. They can help you with legal entanglements. Sometimes.": "Chang, a government official. They can help you with legal entanglements. Sometimes.", + "Dr Accorso. A medical doctor, ready to help with injuries or illness. No questions asked.": "Dr Accorso. A medical doctor, ready to help with injuries or illness. No questions asked.", + "The Irregulars, an ally team. They’re a general group of support crew that help you out. Mechanics, technicians, and the like.": "The Irregulars, an ally team. They’re a general group of support crew that help you out. Mechanics, technicians, and the like.", + "The Crooked Hearts, another mercenary monster hunting crew. You’ve worked together on some big jobs.": "The Crooked Hearts, another mercenary monster hunting crew. You’ve worked together on some big jobs.", + "Leon/Lyn, an authority figure (parent, teacher, etc.). Helpful dealing with officials.": "Leon/Lyn, an authority figure (parent, teacher, etc.). Helpful dealing with officials.", + "Romain, a librarian. Good at finding out details.": "Romain, a librarian. Good at finding out details.", + "A very smart pet. Pick their species and give them a name:": "A very smart pet. Pick their species and give them a name:", + "Your friend group, an ally team. Great for distractions.": "Your friend group, an ally team. Great for distractions.", + "Internet mystery circle, an ally team. Good for finding out weird facts and rumours.": "Internet mystery circle, an ally team. Good for finding out weird facts and rumours.", + "Aminat Salek, a client or customer who has a knack for finding whatever is weirdest.": "Aminat Salek, a client or customer who has a knack for finding whatever is weirdest.", + "Ahearn, a consultant. They can help you out with how things go on behind the scenes.": "Ahearn, a consultant. They can help you out with how things go on behind the scenes.", + "De Luca, from human resources. They can cover for absences and sometimes tell you what management is planning.": "De Luca, from human resources. They can cover for absences and sometimes tell you what management is planning.", + "The day shift, an ally team. They can help out when you need to sleep.": "The day shift, an ally team. They can help out when you need to sleep.", + "Asani, an old and knowledgeable witch.": "Asani, an old and knowledgeable witch.", + "Petersen, a police officer. Community-minded, they know you help people out and they help you too.": "Petersen, a police officer. Community-minded, they know you help people out and they help you too.", + "Red, cafe/bar/restaurant manager. You’re always welcome in their place, and they hear a lot of gossip.": "Red, cafe/bar/restaurant manager. You’re always welcome in their place, and they hear a lot of gossip.", + "The SWG, an ally team. These are newer members of the SWG. They can patrol, report events, and help people to safety. They’re not ready to take on monsters directly.": "The SWG, an ally team. These are newer members of the SWG. They can patrol, report events, and help people to safety. They’re not ready to take on monsters directly.", + "The sports club, an ally team. What sport do you all play? The other club members will do you a favour now and then. Useful for getting information from organisations you don’t have direct access to.": "The sports club, an ally team. What sport do you all play? The other club members will do you a favour now and then. Useful for getting information from organisations you don’t have direct access to.", + "Carlos, a roadie. They can do pretty much anything with reasonable competence.": "Carlos, a roadie. They can do pretty much anything with reasonable competence.", + "Charity, an occultist. She can tell you about mystical stuff you find and sometimes get you weird old items.": "Charity, an occultist. She can tell you about mystical stuff you find and sometimes get you weird old items.", + "Dr An Seulgi. She can help patch you up if you get hurt, and provide “special” prescriptions as long as you don’t abuse them too badly.": "Dr An Seulgi. She can help patch you up if you get hurt, and provide “special” prescriptions as long as you don’t abuse them too badly.", + "Eldritch Records, your label. You can hit them up for a little money, legal help, or contact details for folks in the music business.": "Eldritch Records, your label. You can hit them up for a little money, legal help, or contact details for folks in the music business.", + "Your fan club, an ally team. They’re keen to help, but they’re mainly just a bunch of kids (possibly kids in their late teens or early twenties, but still).": "Your fan club, an ally team. They’re keen to help, but they’re mainly just a bunch of kids (possibly kids in their late teens or early twenties, but still).", + "LOLweb, a hacker. They track the organisation’s web activity and try to hinder it but don’t believe in monsters.": "LOLweb, a hacker. They track the organisation’s web activity and try to hinder it but don’t believe in monsters.", + "Faruq, an office worker in the organisation. He also feels there’s something wrong but is too afraid to act openly about it.": "Faruq, an office worker in the organisation. He also feels there’s something wrong but is too afraid to act openly about it.", + "Grethel, a government official. She keeps track of various supernatural occurrences and organisations that deal with them.": "Grethel, a government official. She keeps track of various supernatural occurrences and organisations that deal with them.", + "Organisation ex-members. Each of them has seen a bit of bad things that happen there and can help you piece together the bigger picture.": "Organisation ex-members. Each of them has seen a bit of bad things that happen there and can help you piece together the bigger picture.", + "Independent hunters. Far less experienced than you but sometimes can do things you can’t due to being observed by the organisation.": "Independent hunters. Far less experienced than you but sometimes can do things you can’t due to being observed by the organisation.", + "Soyfly, a pixie. She knows a lot of recent gossip about the Wild Hunt.": "Soyfly, a pixie. She knows a lot of recent gossip about the Wild Hunt.", + "Althea, a private aviator. She believes the sky should be free for everyone, not just some creepy horsemen.": "Althea, a private aviator. She believes the sky should be free for everyone, not just some creepy horsemen.", + "Caragh, a banshee. She once rode with the Hunt and now helps other fugitives, but never reveals how she escaped.": "Caragh, a banshee. She once rode with the Hunt and now helps other fugitives, but never reveals how she escaped.", + "New Start, an NGO that helps refugees. They focus on political and war refugees, but allow you to use their facilities.": "New Start, an NGO that helps refugees. They focus on political and war refugees, but allow you to use their facilities.", + "The Savage Ride, the Wild Hunt’s rivals. They’ll do anything to hinder the Hunt, but are violent and fickle themselves.": "The Savage Ride, the Wild Hunt’s rivals. They’ll do anything to hinder the Hunt, but are violent and fickle themselves." } \ No newline at end of file diff --git a/Monster of the Week Official/translations/it.json b/Monster of the Week Official/translations/it.json index bd0e75e093..b64f291c44 100644 --- a/Monster of the Week Official/translations/it.json +++ b/Monster of the Week Official/translations/it.json @@ -1192,7 +1192,6 @@ "custom-move-name": "Nome", "custom-move-description": "Description", "custom-gear": "Playbook Gear", - "start_newstuff": "", "unused": "Unused", "all": "Tutto", "starting": "Starting", @@ -1290,7 +1289,7 @@ "eos-ref": "At the end of each session, the Keeper will ask the following questions:
    • Did we conclude the current mystery?
    • Did we save someone from certain death (or worse)?
    • Did we learn something new and important about the world?
    • Did we learn something new and important about one of the hunters?
    If you get one or two \"Yes\" answers, mark one experience. If you get three or four, mark two.", "pick-book": "Pick Your Playbook", "pick-book-desc": "Pick your playbook using the menu in the upper right corner or the buttons in the lists below. Once you pick a playbook, starting stats options are found at the bottom of the first main column (not including the stats column).", - "motw-books": "Monster of the Week Revised Edition Playbooks", + "motw-books": "Monster of the Week Hardcover Edition Playbooks", "chosen-desc": "A once-ordinary person who discovered they have a special destiny, and who has been given the power to accomplish it. The Chosen is good in a fight, with some weird powers. E.g. Buffy from Buffy the Vampire Slayer.", "crooked-desc": "A criminal turned monster hunter, haunted by their past and enemies. The Crooked is good in social situations and has a lot of contacts. E.g. Anna Valmont from The Dresden Files, Peter Bishop from Fringe.", "divine-desc": "An agent of a higher power, with a mission to fulfill. The Divine is very tough and has been granted holy powers. E.g. Castiel from Supernatural; Michael Carpenter from The Dresden Files.", @@ -1621,6 +1620,7 @@ "animating-force": "Animating Force", "animating-force-desc": "There is a force that gives you life, which cannot harm you. You do not eat, breathe, drink, or heal naturally. Instead, repair yourself with your recharge move. Pick an energy type:", "lightning": "Lightning", + "fire": "Fire", "music": "Musica", "clockwork": "Clockwork", "orgone": "Orgone", @@ -1686,7 +1686,6 @@ "hardcase2020-move6": "Inspired Guesswork: When you investigate a mystery, you may spend 1 Fire to add 1 extra hold. The extra question must be about powers, motivations, or weaknesses.", "hardcase2020-move7": "Stone Cold: You never really get ruffled by danger. Gain +1 whenever pain or fear requires you act under pressure. Your nearby allies also gain this bonus against pain and fear, as long as you keep it together.", "hardcase2020-move8": "Weapon Master: When you take possession of a new weapon you may add, remove, or change one tag. This change only applies for you. When you get this move, apply it to all your current weapons.", - "fire": "Fire", "calm": "Calm", "raging": "Raging", "hardcase-vehicles": "Vehicles", @@ -1716,5 +1715,610 @@ "hardcase2020-gear22": "A spell formula, written on a napkin", "hardcase2020-advance1": "Your Fire track increases to 13 boxes.", "constructed-unstable": "You get 10 harm boxes and do not become unstable.", - "end_newstuff": "" + "team-playbooks": "Team Playbooks", + "team-playbook-choice": "Choose a Team Playbook", + "Team Playbook": "Team Playbook", + "Agents in Black": "Agents in Black", + "Always on the Road": "Always on the Road", + "The Chosen One and Entourage": "The Chosen One and Entourage", + "Guardians of the Borderland": "Guardians of the Borderland", + "IMPS (International Monster and Paranormal Service)": "IMPS (International Monster and Paranormal Service)", + "Interdimensional Crisis Team": "Interdimensional Crisis Team", + "The Last Survivors": "The Last Survivors", + "League of Double Lives": "League of Double Lives", + "Mercenaries": "Mercenaries", + "Mystery Club": "Mystery Club", + "The Night Shift": "The Night Shift", + "Suburban Watch Group": "Suburban Watch Group", + "Touring Band": "Touring Band", + "Whistleblowers": "Whistleblowers", + "Wild Hunt Fugitives": "Wild Hunt Fugitives", + "pick-teambook-desc": "Pick your team playbook using the menu in the upper right corner or the buttons in the lists below.", + "This team playbook has the hunters working for the Bureau—a clandestine organisation dedicated to hiding the existence of monsters and the supernatural from the general public.": "This team playbook has the hunters working for the Bureau—a clandestine organisation dedicated to hiding the existence of monsters and the supernatural from the general public.", + "You’re a travelling hunter team. Every week is a new town with a new problem.": "You’re a travelling hunter team. Every week is a new town with a new problem.", + "This team centres on a Chosen One and their friends who help with monster hunting. There’s also room for a mentor.": "This team centres on a Chosen One and their friends who help with monster hunting. There’s also room for a mentor.", + "This team playbook has the hunters as wardens of a liminal region: somewhere where the borders of the world are thin, where monsters and magic can slip through and cause trouble.": "This team playbook has the hunters as wardens of a liminal region: somewhere where the borders of the world are thin, where monsters and magic can slip through and cause trouble.", + "The International Monster and Paranormal Service (IMPS) was created to keep humanity safe from supernatural threats. It’s not clear who funds them, although most people assume it’s some kind of United Nations agency. IMPS isn’t secret, but they keep things as quiet as possible This team playbook sets your hunters as one of the elite IMPS teams that travels the world to deal with monster incidents.": "The International Monster and Paranormal Service (IMPS) was created to keep humanity safe from supernatural threats. It’s not clear who funds them, although most people assume it’s some kind of United Nations agency. IMPS isn’t secret, but they keep things as quiet as possible This team playbook sets your hunters as one of the elite IMPS teams that travels the world to deal with monster incidents.", + "Your world isn’t the only one that needs monster hunting help from time to time. And when others do, you travel through portals, loopholes, and other oddities to help. Interdimensional Crisis Team perfectly fits over-the-top, parody games. More serious stories about interdimensional problems are handled better by Guardians of the Borderland.": "Your world isn’t the only one that needs monster hunting help from time to time. And when others do, you travel through portals, loopholes, and other oddities to help. Interdimensional Crisis Team perfectly fits over-the-top, parody games. More serious stories about interdimensional problems are handled better by Guardians of the Borderland.", + "This hunter team were the only people who lived through a terrible (maybe even apocalyptic) battle. You had many allies at your side, but they didn’t make it.": "This hunter team were the only people who lived through a terrible (maybe even apocalyptic) battle. You had many allies at your side, but they didn’t make it.", + "You’re monster hunters but also important society members in a city. Your ties to the society give you various forms of influence but also mean you somehow have to manage two lives at once. The world isn’t ready to learn about your monster hunting and even less about the monsters themselves.": "You’re monster hunters but also important society members in a city. Your ties to the society give you various forms of influence but also mean you somehow have to manage two lives at once. The world isn’t ready to learn about your monster hunting and even less about the monsters themselves.", + "This team playbook has the hunters working for hire. They save people and hunt monsters, sure, but they also want to get paid at the end of the day.": "This team playbook has the hunters working for hire. They save people and hunt monsters, sure, but they also want to get paid at the end of the day.", + "This is a hunter team of investigators, with a focus on less horrific and more comedic mysteries. This particularly suits games with younger players, or younger hunters. This team playbook strongly pushes the game towards silliness and jokes, so be sure you’re ready for that if you’re considering taking it.": "This is a hunter team of investigators, with a focus on less horrific and more comedic mysteries. This particularly suits games with younger players, or younger hunters. This team playbook strongly pushes the game towards silliness and jokes, so be sure you’re ready for that if you’re considering taking it.", + "This team playbook has the hunters comprising the night shift at a workplace. A workplace that gets way more than its fair share of supernatural problems.": "This team playbook has the hunters comprising the night shift at a workplace. A workplace that gets way more than its fair share of supernatural problems.", + "This is a group of hunters who began as regular folks looking out for their local neighbourhood or town. It emphasises relationships outside of monster hunting and a focus on normal life as well as your adventures.": "This is a group of hunters who began as regular folks looking out for their local neighbourhood or town. It emphasises relationships outside of monster hunting and a focus on normal life as well as your adventures.", + "This team is a band, eternally on tour. Everywhere you have a gig booked, it seems like something bad is going down. Between sound check and putting on the show, you gotta deal with whatever is eating people in this town.": "This team is a band, eternally on tour. Everywhere you have a gig booked, it seems like something bad is going down. Between sound check and putting on the show, you gotta deal with whatever is eating people in this town.", + "All the hunters in your team are members of a monster hunting organisation, and you start suspecting there’s something fishy about this group. This team playbook shares many elements of the Initiate and Professional playbooks because it essentially represents playing an entire team of Initiates and/or Professionals. You shouldn’t choose those playbooks when playing as the Whistleblowers—unless the Keeper agrees some characters belong to a different organisation as well, which might make the situation even more messy.": "All the hunters in your team are members of a monster hunting organisation, and you start suspecting there’s something fishy about this group. This team playbook shares many elements of the Initiate and Professional playbooks because it essentially represents playing an entire team of Initiates and/or Professionals. You shouldn’t choose those playbooks when playing as the Whistleblowers—unless the Keeper agrees some characters belong to a different organisation as well, which might make the situation even more messy.", + "You joined or were abducted by the Wild Hunt. You gained some supernatural skills while riding with it, but then escaped it. Now you use your experience to hunt monsters, evade the Hunt and, maybe, destroy it one day.": "You joined or were abducted by the Wild Hunt. You gained some supernatural skills while riding with it, but then escaped it. Now you use your experience to hunt monsters, evade the Hunt and, maybe, destroy it one day.", + "Getting Started": "Getting Started", + "Determine the nature of the Event.": "Determine the nature of the Event.", + "Decide the history between you and the Wild Hunt.": "Decide the history between you and the Wild Hunt.", + "Pick your style (and associated improvement question).": "Pick your style (and associated improvement question).", + "Figure out the nature of the Bureau.": "Figure out the nature of the Bureau.", + "Create your city.": "Create your city.", + "Pick your obligations.": "Pick your obligations.", + "Come up with a band name.": "Come up with a band name.", + "Pick a starting team ally.": "Pick a starting team ally.", + "Customize the organisation.": "Customize the organisation.", + "Pick your starting team move and 2 boxes of assets.": "Pick your starting team move and 2 boxes of assets.", + "Pick a starting team ally, move, and assets.": "Pick a starting team ally, move, and assets.", + "Pick a starting team enemy, ally, move, and 2 boxes of assets.": "Pick a starting team enemy, ally, move, and 2 boxes of assets.", + "Put on some music and hit the road.": "Put on some music and hit the road.", + "Await the next weird prophecy.": "Await the next weird prophecy.", + "Check the boundaries for incursions.": "Check the boundaries for incursions.", + "Report for your mission briefing.": "Report for your mission briefing.", + "Prepare for the next disaster.": "Prepare for the next disaster.", + "Ponder your responsibilities, as you await the call.": "Ponder your responsibilities, as you await the call.", + "See who’s hiring today.": "See who’s hiring today.", + "Next meeting is at the clubroom on Tuesday afternoon.": "Next meeting is at the clubroom on Tuesday afternoon.", + "Clock in and prepare for another night of drudgery.": "Clock in and prepare for another night of drudgery.", + "Walk the streets. Keep an eye out for evildoers.": "Walk the streets. Keep an eye out for evildoers.", + "You have half an hour before we fly to the next city. Soundcheck at 7, you’re on at 8.": "You have half an hour before we fly to the next city. Soundcheck at 7, you’re on at 8.", + "Snoop around the boss’s office while they’re in a meeting.": "Snoop around the boss’s office while they’re in a meeting.", + "Stay wary, that sounded like howls in the wind.": "Stay wary, that sounded like howls in the wind.", + "The Bureau": "The Bureau", + "Prompts": "Prompts", + "The Bureau setup is determined by the group. Record your answers to these prompts in the Notes section below.": "The Bureau setup is determined by the group. Record your answers to these prompts in the Notes section below.", + "If you have a hunter who belongs to an organisation already—like a Professional or an Initiate—you may combine their setup with the Bureau setup. Figure out how the two perspectives work for your Bureau. If you don’t like that idea, you can also keep them separate (which will lead to its own drama with split loyalties and rivalries).": "If you have a hunter who belongs to an organisation already—like a Professional or an Initiate—you may combine their setup with the Bureau setup. Figure out how the two perspectives work for your Bureau. If you don’t like that idea, you can also keep them separate (which will lead to its own drama with split loyalties and rivalries).", + "Now determine the nature of the Bureau:": "Now determine the nature of the Bureau:", + "Is the Bureau an open, covert, or secret organisation? An open Bureau exists openly but has a cover responsibility to distract from their real mission. A covert Bureau doesn’t explicitly hide themselves, but they try not to draw attention. A secret Bureau has no official records and operates completely in the shadows.": "Is the Bureau an open, covert, or secret organisation? An open Bureau exists openly but has a cover responsibility to distract from their real mission. A covert Bureau doesn’t explicitly hide themselves, but they try not to draw attention. A secret Bureau has no official records and operates completely in the shadows.", + "Who is your team’s handler or commanding officer and what are they like? Create your own or pick one of these:": "Who is your team’s handler or commanding officer and what are they like? Create your own or pick one of these:", + "Special Agent “Coop” is a genial, avuncular middle-aged man. He’s disorganised and often loses track of details, but he always has the team’s back.": "Special Agent “Coop” is a genial, avuncular middle-aged man. He’s disorganised and often loses track of details, but he always has the team’s back.", + "Special Agent “Star” is a harsh boss. She doesn’t really seem to like you, and you never seem to measure up to her standards of “perfection plus.” She runs everything by the book (this can be good or bad for you).": "Special Agent “Star” is a harsh boss. She doesn’t really seem to like you, and you never seem to measure up to her standards of “perfection plus.” She runs everything by the book (this can be good or bad for you).", + "Provisional Special Agent “Fireball” is young and excitable. They prefer you deal with problems in a scorched earth style, without regard for consequences. That is also their management style.": "Provisional Special Agent “Fireball” is young and excitable. They prefer you deal with problems in a scorched earth style, without regard for consequences. That is also their management style.", + "Who do you think is really running the Bureau? The government? A secret global government? Some other government? A billionaire? A secret conspiracy dating back to Uruk’s priesthood? Something else?": "Who do you think is really running the Bureau? The government? A secret global government? Some other government? A billionaire? A secret conspiracy dating back to Uruk’s priesthood? Something else?", + "The Event": "The Event", + "What is the terrible situation you all survived together?": "What is the terrible situation you all survived together?", + "A concerted assault by monsters, as you took shelter in an isolated cabin.": "A concerted assault by monsters, as you took shelter in an isolated cabin.", + "A single terrifying monster invaded your homes.": "A single terrifying monster invaded your homes.", + "It was the only chance to avert an apocalypse.": "It was the only chance to avert an apocalypse.", + "An invasion from another dimension.": "An invasion from another dimension.", + "People around you were transformed into monsters.": "People around you were transformed into monsters.", + "You were strangers in a small town filled with murderous monsters, on festival day.": "You were strangers in a small town filled with murderous monsters, on festival day.", + "Something else:": "Something else:", + "Decide who the allies were who fought alongside you and died in battle. Each hunter picks one.": "Decide who the allies were who fought alongside you and died in battle. Each hunter picks one.", + "A monster hunting teammate.": "A monster hunting teammate.", + "Your spouse or lover.": "Your spouse or lover.", + "Your sibling.": "Your sibling.", + "A parent.": "A parent.", + "A child.": "A child.", + "Your mentor.": "Your mentor.", + "Your protégée.": "Your protégée.", + "Your dog (or other pet).": "Your dog (or other pet).", + "Someone else:": "Someone else:", + "Then decide how you saved the day in the end. Whatever it was, it came at great personal cost (beyond the loss you just chose).": "Then decide how you saved the day in the end. Whatever it was, it came at great personal cost (beyond the loss you just chose).", + "The City": "The City", + "The city you all protect will be an important aspect of the story, more of a collective character of your mysteries than just a background element. Each player should choose one key aspect of the city from one of the following lists. Balance between good and bad things as fits the mood of your campaign.": "The city you all protect will be an important aspect of the story, more of a collective character of your mysteries than just a background element. Each player should choose one key aspect of the city from one of the following lists. Balance between good and bad things as fits the mood of your campaign.", + "Good things": "Good things", + "Cozy": "Cozy", + "Affluent": "Affluent", + "Good social care": "Good social care", + "Proud of its past": "Proud of its past", + "Lots of monuments": "Lots of monuments", + "Highly ecological": "Highly ecological", + "Transparent politics": "Transparent politics", + "Technological hub": "Technological hub", + "The nation’s main transport hub": "The nation’s main transport hub", + "Protected by benevolent magic": "Protected by benevolent magic", + "Beloved by travel vloggers": "Beloved by travel vloggers", + "An extremely famous mayor": "An extremely famous mayor", + "A university with unique departments": "A university with unique departments", + "Other:": "Other:", + "Bad things": "Bad things", + "Alienating": "Alienating", + "Poor": "Poor", + "Big social inequality": "Big social inequality", + "Shameful past": "Shameful past", + "Nothing worth sightseeing": "Nothing worth sightseeing", + "Highly polluted": "Highly polluted", + "Shady politics": "Shady politics", + "No prospects for the future": "No prospects for the future", + "Shady military bases": "Shady military bases", + "Gangs that terrorize the entire region": "Gangs that terrorize the entire region", + "Believed to bring bad luck": "Believed to bring bad luck", + "Struck by a powerful curse": "Struck by a powerful curse", + "Obligations": "Obligations", + "Your social status carries some obligations with it. At the beginning of a mystery, the Keeper holds 3. They can spend 1 hold to introduce one of the obligations. When it’s introduced, at least half of you must attend, otherwise you can lose allies or tempt mundane people to investigate your lives.": "Your social status carries some obligations with it. At the beginning of a mystery, the Keeper holds 3. They can spend 1 hold to introduce one of the obligations. When it’s introduced, at least half of you must attend, otherwise you can lose allies or tempt mundane people to investigate your lives.", + "Choose or create two obligations you have:": "Choose or create two obligations you have:", + "Attending parties and balls.": "Attending parties and balls.", + "Attending important conferences.": "Attending important conferences.", + "Ceremonially opening new buildings.": "Ceremonially opening new buildings.", + "Meeting children at schools.": "Meeting children at schools.", + "Tutoring promising students one on one.": "Tutoring promising students one on one.", + "Appearing on TV.": "Appearing on TV.", + "The Organisation": "The Organisation", + "You create the details about your organisation, choosing options from the following lists. Things you suspect can pertain either to the organisation as a whole or to an influential group within it. At least two of the things you suspect are true, the Keeper decides which ones.": "You create the details about your organisation, choosing options from the following lists. Things you suspect can pertain either to the organisation as a whole or to an influential group within it. At least two of the things you suspect are true, the Keeper decides which ones.", + "Official goals": "Official goals", + "(choose one or two)": "(choose one or two)", + "Slay monsters": "Slay monsters", + "Contain monsters": "Contain monsters", + "Govern safe use of magic": "Govern safe use of magic", + "Research monsters": "Research monsters", + "Research paranatural phenomena": "Research paranatural phenomena", + "Keep monsters and magic secret": "Keep monsters and magic secret", + "Goal you suspect": "Goal you suspect", + "(choose one)": "(choose one)", + "Training an army of monsters": "Training an army of monsters", + "Creating new monsters": "Creating new monsters", + "Stealing the monsters’ powers": "Stealing the monsters’ powers", + "Keeping all magic to themselves": "Keeping all magic to themselves", + "Taking over the world": "Taking over the world", + "Destroying the world": "Destroying the world", + "Official resources": "Official resources", + "(choose two)": "(choose two)", + "Ancient lore": "Ancient lore", + "Modernised": "Modernised", + "Chapters everywhere": "Chapters everywhere", + "Secular power": "Secular power", + "Rich": "Rich", + "Rigorous training": "Rigorous training", + "Offices all over the place": "Offices all over the place", + "Good intel": "Good intel", + "Support teams": "Support teams", + "Suspected resources": "Suspected resources", + "Demonology": "Demonology", + "Necromancy": "Necromancy", + "Deals with monsters": "Deals with monsters", + "Manipulated minions": "Manipulated minions", + "Manipulated cultists": "Manipulated cultists", + "Bribed officials": "Bribed officials", + "Sacrificing members": "Sacrificing members", + "Obvious flaws": "Obvious flaws", + "Tradition-bound": "Tradition-bound", + "Paranoid and secretive": "Paranoid and secretive", + "Closed hierarchy": "Closed hierarchy", + "Strict laws": "Strict laws", + "Mystical oaths": "Mystical oaths", + "Bureaucratic": "Bureaucratic", + "Hostile superiors": "Hostile superiors", + "Take-no-prisoners policy": "Take-no-prisoners policy", + "Live capture policy": "Live capture policy", + "Suspected flaws": "Suspected flaws", + "Total obedience": "Total obedience", + "Tyrannical leaders": "Tyrannical leaders", + "Protects member criminals": "Protects member criminals", + "The Wild Hunt": "The Wild Hunt", + "You were part of the Wild Hunt, a group of violent fey and spirits riding the world and striking fear into the hearts of people. Detail the Wild Hunt here.": "You were part of the Wild Hunt, a group of violent fey and spirits riding the world and striking fear into the hearts of people. Detail the Wild Hunt here.", + "Who Rides With The Hunt?": "Who Rides With The Hunt?", + "Elves": "Elves", + "Trolls": "Trolls", + "Demons": "Demons", + "Wraiths": "Wraiths", + "Banshees": "Banshees", + "Werewolves": "Werewolves", + "Something Else": "Something Else", + "The Wild Hunt has a leader, probably a king or a queen. Give them a name or a title:": "The Wild Hunt has a leader, probably a king or a queen. Give them a name or a title:", + "Choose or invent their impressive powers, at least two:": "Choose or invent their impressive powers, at least two:", + "Grant immortality": "Grant immortality", + "Grant lycanthropy": "Grant lycanthropy", + "Steal emotion": "Steal emotion", + "See destinies": "See destinies", + "Set destinies": "Set destinies", + "Control weather": "Control weather", + "Grant sentience to animals": "Grant sentience to animals", + "Grant sentience to weapons": "Grant sentience to weapons", + "Why were you a part of the Wild Hunt?": "Why were you a part of the Wild Hunt?", + "Each player can choose a different answer:": "Each player can choose a different answer:", + "I was kidnapped by the Hunt": "I was kidnapped by the Hunt", + "I sold my soul to the Hunt": "I sold my soul to the Hunt", + "I wanted to ride with the Hunt": "I wanted to ride with the Hunt", + "I’m a supernatural creature who’s a part of the Hunt": "I’m a supernatural creature who’s a part of the Hunt", + "Something else": "Something else", + "Then all of you escaped, sick with the Hunt’s atrocities or their treatment of you.": "Then all of you escaped, sick with the Hunt’s atrocities or their treatment of you.", + "How Did You Escape?": "How Did You Escape?", + "How did you escape?": "How did you escape?", + "With a clever plan": "With a clever plan", + "By sheer luck": "By sheer luck", + "With outside help": "With outside help", + "Thanks to a loophole in your fae contract": "Thanks to a loophole in your fae contract", + "The Wild Hunt keeps looking for you. How do they do it?": "The Wild Hunt keeps looking for you. How do they do it?", + "Choose two ways:": "Choose two ways:", + "They give other monsters this in exchange for information.": "They give other monsters this in exchange for information.", + "They track the internet, but they can’t monitor one part of it:": "They track the internet, but they can’t monitor one part of it:", + "They can see you when you’re outside in one type of weather, namely:": "They can see you when you’re outside in one type of weather, namely:", + "They sense you when you use magic unless you take a precaution, namely:": "They sense you when you use magic unless you take a precaution, namely:", + "What will the Wild Hunt do if they find you?": "What will the Wild Hunt do if they find you?", + "Kill you.": "Kill you.", + "Torment you.": "Torment you.", + "Make you join the Hunt again.": "Make you join the Hunt again.", + "Make you slaves.": "Make you slaves.", + "Notes": "Notes", + "Team Moves": "Team Moves", + "Choose your team moves from this list. The first one is a good default choice:": "Choose your team moves from this list. The first one is a good default choice:", + "Memory Eraser: You have been issued handheld devices to erase memories from civilians. When you target a person and activate the device, say how many hours you want to erase (1–6) and roll +Weird. On a 10+, those memories are gone. On a 7–9, the memories are gone but the target knows something strange happened.": "Memory Eraser: You have been issued handheld devices to erase memories from civilians. When you target a person and activate the device, say how many hours you want to erase (1–6) and roll +Weird. On a 10+, those memories are gone. On a 7–9, the memories are gone but the target knows something strange happened.", + "Authority Override: If local officials are causing trouble, you can get them pulled off the case. This may—of course—make them more suspicious.": "Authority Override: If local officials are causing trouble, you can get them pulled off the case. This may—of course—make them more suspicious.", + "Containment Field Projector: Place the projector and activate it, choosing a range from 1–20 meters. A spherical shield is created, allowing nothing in or out. Lasts until deactivated by remote or in an hour when the battery runs out. There’s time to get out of the zone, but only just.": "Containment Field Projector: Place the projector and activate it, choosing a range from 1–20 meters. A spherical shield is created, allowing nothing in or out. Lasts until deactivated by remote or in an hour when the battery runs out. There’s time to get out of the zone, but only just.", + "Anonymity: Your identity isn’t traceable via official databases or records. Enemies or bystanders can’t find out anything about your history through any official channels. Additionally, any distinguishing features are removed from photo, videos, or voice recordings of you when they’re processed by any regular computer or phone.": "Anonymity: Your identity isn’t traceable via official databases or records. Enemies or bystanders can’t find out anything about your history through any official channels. Additionally, any distinguishing features are removed from photo, videos, or voice recordings of you when they’re processed by any regular computer or phone.", + "Not Right: You all have a creepy, uncanny valley style aura or look that counts as a reason for manipulating a bystander with threats.": "Not Right: You all have a creepy, uncanny valley style aura or look that counts as a reason for manipulating a bystander with threats.", + "Something Different: Take a move from another team playbook.": "Something Different: Take a move from another team playbook.", + "Change Team Style: Pick a new team style. You now use that one instead of the one you first chose.": "Change Team Style: Pick a new team style. You now use that one instead of the one you first chose.", + "Home Away from Home: Whenever you arrive in a new town, you immediately find a motel and a cafe that are friendly and welcoming. One or the other will turn out to have a connection to the mystery that brought you here, even if just by having a bystander come by.": "Home Away from Home: Whenever you arrive in a new town, you immediately find a motel and a cafe that are friendly and welcoming. One or the other will turn out to have a connection to the mystery that brought you here, even if just by having a bystander come by.", + "Geniality: When you meet a new person in a town you haven’t visited before, roll +Charm. On a 10+, they are well-disposed towards you. On a 7–9, they’re still well-disposed but the Keeper chooses one: they are marked for trouble, or they conceal something from the hunters. Additionally, when you return to a town you have already visited, you always run into the people you befriended previously.": "Geniality: When you meet a new person in a town you haven’t visited before, roll +Charm. On a 10+, they are well-disposed towards you. On a 7–9, they’re still well-disposed but the Keeper chooses one: they are marked for trouble, or they conceal something from the hunters. Additionally, when you return to a town you have already visited, you always run into the people you befriended previously.", + "Handy: You’re all good at fixing stuff. Anything broken or messed up in the course of a mystery is repaired and ready to go before the next one. Gear or assets that would be described as “totally destroyed” still need to be replaced.": "Handy: You’re all good at fixing stuff. Anything broken or messed up in the course of a mystery is repaired and ready to go before the next one. Gear or assets that would be described as “totally destroyed” still need to be replaced.", + "No-stick: You’ve had yourselves removed from official and law enforcement databases. You don’t have to worry about “misunderstandings” from previous towns getting in the way of your hunts (unless someone got annoyed enough to make it a personal vendetta).": "No-stick: You’ve had yourselves removed from official and law enforcement databases. You don’t have to worry about “misunderstandings” from previous towns getting in the way of your hunts (unless someone got annoyed enough to make it a personal vendetta).", + "Monster Journals: When a mystery reminds you of something you encountered before, consult your notes and tell the Keeper what you think is the same. The Keeper will say if you got it right.If you’re correct, take +1 forward to investigate a mystery. If you’re wrong but had a good idea, take +1 forward to read a bad situation. If you’re totally off base, the Keeper holds 1 to put you in a tight spot.": "Monster Journals: When a mystery reminds you of something you encountered before, consult your notes and tell the Keeper what you think is the same. The Keeper will say if you got it right.

    If you’re correct, take +1 forward to investigate a mystery. If you’re wrong but had a good idea, take +1 forward to read a bad situation. If you’re totally off base, the Keeper holds 1 to put you in a tight spot.", + "Ancient Visions: An ancient ritual, to be conducted regularly, gives the whole team access to some of the visions sent to the Chosen One. Once per mystery, each hunter may ask the Keeper a question about anything they want. The Keeper answers with a vision or dream: obscure and vague, but true.": "Ancient Visions: An ancient ritual, to be conducted regularly, gives the whole team access to some of the visions sent to the Chosen One. Once per mystery, each hunter may ask the Keeper a question about anything they want. The Keeper answers with a vision or dream: obscure and vague, but true.", + "Armoury of the Chosen: You gain a cache of special weapons used by previous Chosen Ones. The Keeper should design a lesser version of the Chosen One’s special weapon, which all other members of the team may use. When this is unlocked, the Chosen One may change or add a tag on their special weapon.": "Armoury of the Chosen: You gain a cache of special weapons used by previous Chosen Ones. The Keeper should design a lesser version of the Chosen One’s special weapon, which all other members of the team may use. When this is unlocked, the Chosen One may change or add a tag on their special weapon.", + "Handing on the Torch: When you select this, designate another character as the next Chosen One. When the current Chosen One dies, that character may change to the Chosen playbook whenever they are ready. The new Chosen One designates the next heir when they find a worthy successor.": "Handing on the Torch: When you select this, designate another character as the next Chosen One. When the current Chosen One dies, that character may change to the Chosen playbook whenever they are ready. The new Chosen One designates the next heir when they find a worthy successor.", + "Friends Stick Together: Once per mystery, a hunter may call the rest of the team to their current location. Everyone arrives as soon as they potentially can (based on their last known position and when we saw them there). That can be “right this instant,” if at all possible.": "Friends Stick Together: Once per mystery, a hunter may call the rest of the team to their current location. Everyone arrives as soon as they potentially can (based on their last known position and when we saw them there). That can be “right this instant,” if at all possible.", + "Wyrd’s Favour: When you choose this team move, all hunters erase 1 spent Luck point. If you haven’t spent any Luck yet, add a new Luck box instead.": "Wyrd’s Favour: When you choose this team move, all hunters erase 1 spent Luck point. If you haven’t spent any Luck yet, add a new Luck box instead.", + "Otherworldly Intuition: When you encounter something from another world, you recognise that they don’t belong here. When you encounter a place where another world is accessible, you are aware of it and may stop at the threshold.": "Otherworldly Intuition: When you encounter something from another world, you recognise that they don’t belong here. When you encounter a place where another world is accessible, you are aware of it and may stop at the threshold.", + "Wardens: Once per mystery while you’re defending a portal, wall, or border, you may ignore all harm from a single source, or treat a roll as if you rolled a 12. This works just as if you spent a Luck, except it doesn’t trigger your special move.": "Wardens: Once per mystery while you’re defending a portal, wall, or border, you may ignore all harm from a single source, or treat a roll as if you rolled a 12. This works just as if you spent a Luck, except it doesn’t trigger your special move.", + "Outer Speech: You have a knack for the languages of the multiverse. You can always understand, and make yourself understood, when you’re talking to denizens from beyond. This is mainly the general sense of things—some details might get lost along the way.": "Outer Speech: You have a knack for the languages of the multiverse. You can always understand, and make yourself understood, when you’re talking to denizens from beyond. This is mainly the general sense of things—some details might get lost along the way.", + "Walkers between Worlds: At a suitable liminal site, you know how to step between worlds. Describe how you open the way and roll +Weird. On a 10+, you’re walking to the place you intended, but the way may be difficult. On a 7–9, choose one: you’re on the right path in immediate danger, or you find yourself lost and in the wrong place. On a 6 or less, you’re lost and in big trouble. If more than one of the hunters is using this move together, only make one roll: the hunter with the worst Weird score rolls (but they may accept help).": "Walkers between Worlds: At a suitable liminal site, you know how to step between worlds. Describe how you open the way and roll +Weird. On a 10+, you’re walking to the place you intended, but the way may be difficult. On a 7–9, choose one: you’re on the right path in immediate danger, or you find yourself lost and in the wrong place. On a 6 or less, you’re lost and in big trouble. If more than one of the hunters is using this move together, only make one roll: the hunter with the worst Weird score rolls (but they may accept help).", + "Outsider Knack: Once per visit to another world, you may use a trick or ability from Earth to gain an advantage. The advantage allows you to roll one move using three dice, selecting the best two for your result.": "Outsider Knack: Once per visit to another world, you may use a trick or ability from Earth to gain an advantage. The advantage allows you to roll one move using three dice, selecting the best two for your result.", + "Drilled Coordination: All team members get +1 ongoing when helping out another team member.": "Drilled Coordination: All team members get +1 ongoing when helping out another team member.", + "Comms: You have systems that keep you constantly in voice contact, regardless of where in the world you each may be. Not guaranteed to work in shielded spaces, deep underground, beyond magical portals, or on other worlds.": "Comms: You have systems that keep you constantly in voice contact, regardless of where in the world you each may be. Not guaranteed to work in shielded spaces, deep underground, beyond magical portals, or on other worlds.", + "Recognised IMPS Team: Wherever in the world you are, you have authority to deal with supernatural events. Local officials will—in general—cooperate with you fully. Does not apply in nations outside the IMPS treaty.": "Recognised IMPS Team: Wherever in the world you are, you have authority to deal with supernatural events. Local officials will—in general—cooperate with you fully. Does not apply in nations outside the IMPS treaty.", + "Rapid Deployment: IMPS has quick-response vehicles able to deliver you (or other IMPS assets) anywhere in the world, extremely quickly. They may also be used to make a fast exit from bad situations.": "Rapid Deployment: IMPS has quick-response vehicles able to deliver you (or other IMPS assets) anywhere in the world, extremely quickly. They may also be used to make a fast exit from bad situations.", + "Memories of the Fallen: When a hunter on the team dies in the line of duty, or retires from IMPS and monster hunting, all remaining team members erase a used Luck mark.": "Memories of the Fallen: When a hunter on the team dies in the line of duty, or retires from IMPS and monster hunting, all remaining team members erase a used Luck mark.", + "Global Crisis: Once per mystery, each of you can read a bad situation treating an entire world as the bad situation, including asking about the best way in or out.": "Global Crisis: Once per mystery, each of you can read a bad situation treating an entire world as the bad situation, including asking about the best way in or out.", + "Surge of Magic: Each of you holds 1 when you enter a new world. You can spend this hold to get an automatic result of 10 on a Weird move roll or to learn a useful big magic ritual known only in this world.": "Surge of Magic: Each of you holds 1 when you enter a new world. You can spend this hold to get an automatic result of 10 on a Weird move roll or to learn a useful big magic ritual known only in this world.", + "Otherworldly: You make your strangeness in other worlds work to your advantage in interpersonal situations. “I’m from another world” works as a reason for people to do as you ask when you manipulate someone.": "Otherworldly: You make your strangeness in other worlds work to your advantage in interpersonal situations. “I’m from another world” works as a reason for people to do as you ask when you manipulate someone.", + "A Multiverse of Friends: Three times per mystery, a friend you’ve made in an alternate universe can help one of you with a task as if they rolled 10+ to help out. They either manifest next to you for a moment or somehow are there in person. They can be bystanders from previous games or people from your backstories.": "A Multiverse of Friends: Three times per mystery, a friend you’ve made in an alternate universe can help one of you with a task as if they rolled 10+ to help out. They either manifest next to you for a moment or somehow are there in person. They can be bystanders from previous games or people from your backstories.", + "Determined Guardians: When one of the hunters protects a bystander, the target never takes harm: even on a miss, that bystander is totally safe. The hunter doing the protection still suffers the full effects of the roll result.": "Determined Guardians: When one of the hunters protects a bystander, the target never takes harm: even on a miss, that bystander is totally safe. The hunter doing the protection still suffers the full effects of the roll result.", + "Field Medics: When you treat an injured bystander, they are stabilised and well enough to manage until they can get proper medical attention. When you treat another hunter, pick if you heal 2-harm or stabilise them. Then they take +1 forward.": "Field Medics: When you treat an injured bystander, they are stabilised and well enough to manage until they can get proper medical attention. When you treat another hunter, pick if you heal 2-harm or stabilise them. Then they take +1 forward.", + "Checklists: Once per mystery, each hunter in need of a particular item may declare they have it. Narrate a flashback explaining why they thought to include it in their gear. If the item is especially rare, strange, or unusual (this is the Keeper’s call), then this move can’t be used again by any hunter until the next mystery.": "Checklists: Once per mystery, each hunter in need of a particular item may declare they have it. Narrate a flashback explaining why they thought to include it in their gear. If the item is especially rare, strange, or unusual (this is the Keeper’s call), then this move can’t be used again by any hunter until the next mystery.", + "Keep on Goin’: When you’re protecting bystanders from danger, any move that would prevent you from taking action due to harm, stress, or panic has its effect deferred. You can keep going for now, but once everyone is safe the full effects of what you’ve been through hit you.": "Keep on Goin’: When you’re protecting bystanders from danger, any move that would prevent you from taking action due to harm, stress, or panic has its effect deferred. You can keep going for now, but once everyone is safe the full effects of what you’ve been through hit you.", + "Shared Dangers: When you take a moment to share your worries and fears about a previous or upcoming battle with another hunter, you both choose one: heal 1-harm, or take +1 forward.": "Shared Dangers: When you take a moment to share your worries and fears about a previous or upcoming battle with another hunter, you both choose one: heal 1-harm, or take +1 forward.", + "Big Reveal: If most people around you don’t know about your secret identities, the first action you take in that scene that reveals those identities gets +1 forward. Bystanders and minions present freeze in surprise for a moment, giving you an opportunity to act before they can react.": "Big Reveal: If most people around you don’t know about your secret identities, the first action you take in that scene that reveals those identities gets +1 forward. Bystanders and minions present freeze in surprise for a moment, giving you an opportunity to act before they can react.", + "Affluent: You can get most gear easily. Specify what you need, assigning tags to the gear. If it’s a weapon, treat each harm beyond 2-harm as a separate tag; if it’s armour, treat each point of armour as a separate tag. Then roll +tags. On a miss, you get it easily. On a 7–9, you get it but raise some questions. On a 10+, either you don’t get it or you do but someone gets a clear clue about your secret identity.": "Affluent: You can get most gear easily. Specify what you need, assigning tags to the gear. If it’s a weapon, treat each harm beyond 2-harm as a separate tag; if it’s armour, treat each point of armour as a separate tag. Then roll +tags. On a miss, you get it easily. On a 7–9, you get it but raise some questions. On a 10+, either you don’t get it or you do but someone gets a clear clue about your secret identity.", + "Only When Necessary: If you manage to stop or destroy a minion without using any abilities or gear of your secret identity (including monster hunting weapons), each hunter involved marks experience. If it was a monster, mark two.": "Only When Necessary: If you manage to stop or destroy a minion without using any abilities or gear of your secret identity (including monster hunting weapons), each hunter involved marks experience. If it was a monster, mark two.", + "Shadow Selves: When one of you wants to be in two places at the same time, summon your shadow self in another place. Only one shadow self can per hunter exist at one time. The shadow self has a trait that allows others to distinguish it from you if they observe closely. Roll +Weird. On a 10+, hold 3. On a 7–9, hold 1. Spend holds to have your shadow self act as if it were you, but with –1 ongoing. When you spend the last hold, the shadow self dissolves in an obviously supernatural and unsettling way. On a miss, the shadow self appears for a moment and does something you really, really didn’t want them to do...": "Shadow Selves: When one of you wants to be in two places at the same time, summon your shadow self in another place. Only one shadow self can per hunter exist at one time. The shadow self has a trait that allows others to distinguish it from you if they observe closely. Roll +Weird. On a 10+, hold 3. On a 7–9, hold 1. Spend holds to have your shadow self act as if it were you, but with –1 ongoing. When you spend the last hold, the shadow self dissolves in an obviously supernatural and unsettling way. On a miss, the shadow self appears for a moment and does something you really, really didn’t want them to do...", + "Spending Money: If you get paid at the end of a mystery, each hunter adds 1-hold. Spend this hold in a later mystery narrate a flashback where you purchased the thing you need right now. It can be anything you could be carrying, something booked in advance (for example, a safe house or hotel room), or the use of a vehicle.": "Spending Money: If you get paid at the end of a mystery, each hunter adds 1-hold. Spend this hold in a later mystery narrate a flashback where you purchased the thing you need right now. It can be anything you could be carrying, something booked in advance (for example, a safe house or hotel room), or the use of a vehicle.", + "The B-Team: When you need to fortify a location or armour a vehicle, narrate a montage of your preparations. When you’re done, the location or vehicle provides 2-armour to all within it.": "The B-Team: When you need to fortify a location or armour a vehicle, narrate a montage of your preparations. When you’re done, the location or vehicle provides 2-armour to all within it.", + "Combat Training: When you help out another team member during combat, they may inflict +1 harm or suffer –1 harm in addition to the usual effects of your result.": "Combat Training: When you help out another team member during combat, they may inflict +1 harm or suffer –1 harm in addition to the usual effects of your result.", + "It’s Our Job: If a bystander has hired you, that counts as a reason when you manipulate them. This remains in effect in later mysteries. The Keeper may include other bystanders in the effect, if they’re part of a group you’re working for.": "It’s Our Job: If a bystander has hired you, that counts as a reason when you manipulate them. This remains in effect in later mysteries. The Keeper may include other bystanders in the effect, if they’re part of a group you’re working for.", + "The Good Ones: When you refuse to accept payment for a job, the client becomes an ally.": "The Good Ones: When you refuse to accept payment for a job, the client becomes an ally.", + "Yikes!: When a hunter is captured by a monster, minion, or phenomenon, they may ask one of the investigate a mystery or read a bad situation questions.": "Yikes!: When a hunter is captured by a monster, minion, or phenomenon, they may ask one of the investigate a mystery or read a bad situation questions.", + "Sensible Chuckle: When a hunter makes a joke (good or bad) at the expense of a monster, minion, or phenomenon, they may give another hunter on the team +1 forward.": "Sensible Chuckle: When a hunter makes a joke (good or bad) at the expense of a monster, minion, or phenomenon, they may give another hunter on the team +1 forward.", + "Earnest Do-gooders: When a hunter tells someone you are helping people and why, bystanders are more likely to do as you ask. The explanation always counts as a reason if you’re manipulating them to protect them or get them to help you.": "Earnest Do-gooders: When a hunter tells someone you are helping people and why, bystanders are more likely to do as you ask. The explanation always counts as a reason if you’re manipulating them to protect them or get them to help you.", + "Slapstick: When a hunter takes harm, they may instead have an embarrassing pratfall or accident that dodges the danger. Ignore the harm as established, and simply take 1-harm (which can’t be reduced or mitigated in any way). The hunter takes –1 forward.": "Slapstick: When a hunter takes harm, they may instead have an embarrassing pratfall or accident that dodges the danger. Ignore the harm as established, and simply take 1-harm (which can’t be reduced or mitigated in any way). The hunter takes –1 forward.", + "Disguises: When a hunter disguises themself, the disguise will not be questioned, until they do something to directly cast doubt on their appearance.": "Disguises: When a hunter disguises themself, the disguise will not be questioned, until they do something to directly cast doubt on their appearance.", + "Inventory Check: If you go looking for something that just might be in stock, roll +Weird. On a 10 or more, it’s there. On a 7–9, either you find it but there’s a cost, or you find something close enough. On a miss, you find something bad.": "Inventory Check: If you go looking for something that just might be in stock, roll +Weird. On a 10 or more, it’s there. On a 7–9, either you find it but there’s a cost, or you find something close enough. On a miss, you find something bad.", + "Corporate Database: If you use the company information systems to help investigate a mystery, take +1 hold. The Keeper tells you something disturbing you learn in addition to what you were looking for.": "Corporate Database: If you use the company information systems to help investigate a mystery, take +1 hold. The Keeper tells you something disturbing you learn in addition to what you were looking for.", + "Handbook: At the start of each mystery, each hunter may consult the employee handbook for advice. Roll a single die. On a 1, take –1 forward. On a 2, gain +1 forward to Charm. On a 3, gain +1 forward to Cool. On a 4, gain +1 forward to Sharp. On a 5, gain +1 forward to Tough. On a 6, gain +1 forward to Weird.": "Handbook: At the start of each mystery, each hunter may consult the employee handbook for advice. Roll a single die. On a 1, take –1 forward. On a 2, gain +1 forward to Charm. On a 3, gain +1 forward to Cool. On a 4, gain +1 forward to Sharp. On a 5, gain +1 forward to Tough. On a 6, gain +1 forward to Weird.", + "Uniforms: While you’re wearing your uniforms, your actions won’t be questioned unless you are indisputably out of place. For example, your burger restaurant uniforms won’t help you infiltrate a military base, and vice versa. The uniforms may also count as a reason when you try to manipulate someone.": "Uniforms: While you’re wearing your uniforms, your actions won’t be questioned unless you are indisputably out of place. For example, your burger restaurant uniforms won’t help you infiltrate a military base, and vice versa. The uniforms may also count as a reason when you try to manipulate someone.", + "Company Mascot: Take your corporate mascot as an ally. Pick one: a fellow employee with useful skills in the suit, or a supernatural being trying to keep under the radar. Decide what the mascot looks like.": "Company Mascot: Take your corporate mascot as an ally. Pick one: a fellow employee with useful skills in the suit, or a supernatural being trying to keep under the radar. Decide what the mascot looks like.", + "Earned Trust: People in your community know you, and know you mean well. They’ll generally believe what you tell them. If you ask them to do something for their own safety, they usually go along with it.": "Earned Trust: People in your community know you, and know you mean well. They’ll generally believe what you tell them. If you ask them to do something for their own safety, they usually go along with it.", + "Familiarity: When you’re checking out something in your community, you’ll always recognise right away if something has changed in an out-of-the-ordinary way. You can pick up things like a house suddenly quiet, a new tree in the park, or a stranger working at the corner store.": "Familiarity: When you’re checking out something in your community, you’ll always recognise right away if something has changed in an out-of-the-ordinary way. You can pick up things like a house suddenly quiet, a new tree in the park, or a stranger working at the corner store.", + "Domestic Wardings: You know how to protect houses from evil supernatural influences. All your homes are warded, and you may ward others too. It’s a big magic ritual requiring 24 hours, all the hunters, and a number of protective items that must be placed around the house. The wardings might be broken eventually by a concerted attack.": "Domestic Wardings: You know how to protect houses from evil supernatural influences. All your homes are warded, and you may ward others too. It’s a big magic ritual requiring 24 hours, all the hunters, and a number of protective items that must be placed around the house. The wardings might be broken eventually by a concerted attack.", + "Backyard Allies: You’ve made friends with some feral or wild animals that are smarter than normal—perhaps modern nature spirits? In any case, they can scout and spy for you, and it’s unlikely anyone will pay attention to them. They might ask you for favours too, now and then.": "Backyard Allies: You’ve made friends with some feral or wild animals that are smarter than normal—perhaps modern nature spirits? In any case, they can scout and spy for you, and it’s unlikely anyone will pay attention to them. They might ask you for favours too, now and then.", + "Craft Circle: Whenever you need a physical item as a magical requirement, you can craft a substitute together. All the hunters must take part, and you’ll need a few hours. You can replace one requirement per spell this way.": "Craft Circle: Whenever you need a physical item as a magical requirement, you can craft a substitute together. All the hunters must take part, and you’ll need a few hours. You can replace one requirement per spell this way.", + "Hit It!: If you all have your instruments ready, start playing one of your songs. Everyone and everything within earshot pauses for a moment.": "Hit It!: If you all have your instruments ready, start playing one of your songs. Everyone and everything within earshot pauses for a moment.", + "Sacred Songs of Power: You may substitute “play a mystical song” for any one use magic or big magic requirement. For use magic, one person needs to perform the song. For big magic, it must be at least two of you.": "Sacred Songs of Power: You may substitute “play a mystical song” for any one use magic or big magic requirement. For use magic, one person needs to perform the song. For big magic, it must be at least two of you.", + "Famous: You’re well known. Everywhere you go, you may call up your fans. They are a temporary ally group, type: backup (motivation: to stand with you). There will be a lot of them, but they’re just regular people—good at creating a distraction but not fighting monsters.": "Famous: You’re well known. Everywhere you go, you may call up your fans. They are a temporary ally group, type: backup (motivation: to stand with you). There will be a lot of them, but they’re just regular people—good at creating a distraction but not fighting monsters.", + "In the Groove: When you’re engaged in desperate physical action, and you describe how your move sets up another member of the band, they take +1 forward.": "In the Groove: When you’re engaged in desperate physical action, and you describe how your move sets up another member of the band, they take +1 forward.", + "Healing Vibe: Whenever the band plays a gig (no matter how big or small—there just needs to be an audience), each band member and every member of the audience either unmarks unstable or heals 1-harm.": "Healing Vibe: Whenever the band plays a gig (no matter how big or small—there just needs to be an audience), each band member and every member of the audience either unmarks unstable or heals 1-harm.", + "Something Rotten: When investigating a mystery and rolling a 7+, you can ask “How does this relate to the bad things I suspect about my organisation?” in addition to one of the usual questions.": "Something Rotten: When investigating a mystery and rolling a 7+, you can ask “How does this relate to the bad things I suspect about my organisation?” in addition to one of the usual questions.", + "Organisation’s Help: When you ask for the organisation’s help—gear, intel, or personnel—tell your superiors why you need it and roll +Charm. On a 10+, you get what you asked for. On a 7–9, you get it, but sooner or later the organisation will check up on you. On a miss, they don’t give it to you and someone in the organisation learns of your true intentions if you didn’t state them.": "Organisation’s Help: When you ask for the organisation’s help—gear, intel, or personnel—tell your superiors why you need it and roll +Charm. On a 10+, you get what you asked for. On a 7–9, you get it, but sooner or later the organisation will check up on you. On a miss, they don’t give it to you and someone in the organisation learns of your true intentions if you didn’t state them.", + "Specialized: Each of you can get +1 to a single rating (maximum +3) at the cost of –1 to a different rating (minimum –2).": "Specialized: Each of you can get +1 to a single rating (maximum +3) at the cost of –1 to a different rating (minimum –2).", + "Coordinated: Training in the organisation made you especially adept at helping each other. Your team holds 3 at the beginning at each mystery. Each of you can spend 1 to get +1 forward to help out and give the one you help +2 instead of +1 if your move is successful.": "Coordinated: Training in the organisation made you especially adept at helping each other. Your team holds 3 at the beginning at each mystery. Each of you can spend 1 to get +1 forward to help out and give the one you help +2 instead of +1 if your move is successful.", + "Power Dynamics: Add “Who’s the boss here?” and “Who doesn’t want to be a part of this?” to the list of your questions for read a bad situation and investigate a mystery.": "Power Dynamics: Add “Who’s the boss here?” and “Who doesn’t want to be a part of this?” to the list of your questions for read a bad situation and investigate a mystery.", + "Always on the Run: When you enter a new location, one of you can ask either “What’s the best way to hide here” or “What would be the best way to escape from here?” When you act on the answers, you get +1 ongoing, just as if it was a read a bad situation question.": "Always on the Run: When you enter a new location, one of you can ask either “What’s the best way to hide here” or “What would be the best way to escape from here?” When you act on the answers, you get +1 ongoing, just as if it was a read a bad situation question.", + "You Can’t Take Us: Once per mystery, each of you can treat a protect someone roll as if you rolled a 12.": "You Can’t Take Us: Once per mystery, each of you can treat a protect someone roll as if you rolled a 12.", + "Ride with the Thunder: When you race against someone having a comparable speed, you always win. When you race against someone faster or against the Wild Hunt, you can use magic to win anyway.": "Ride with the Thunder: When you race against someone having a comparable speed, you always win. When you race against someone faster or against the Wild Hunt, you can use magic to win anyway.", + "Sense of the Hunt: When a monster hunts a mortal in the area where you are (up to about 2 miles), you sense it, but without any details. You can read a bad situation to get more info on this situation, but if you fail, you get –1 ongoing to helping the hunted mortals.": "Sense of the Hunt: When a monster hunts a mortal in the area where you are (up to about 2 miles), you sense it, but without any details. You can read a bad situation to get more info on this situation, but if you fail, you get –1 ongoing to helping the hunted mortals.", + "Legend Amongst Monsters: Each of you can manipulate monsters as if you had the Dark Negotiator move. If you fail an investigate a mystery move, the monster learns it’s investigated by those who escaped the Wild Hunt.": "Legend Amongst Monsters: Each of you can manipulate monsters as if you had the Dark Negotiator move. If you fail an investigate a mystery move, the monster learns it’s investigated by those who escaped the Wild Hunt.", + "Assets": "Assets", + "Choose from these available assets. If there are two boxes, you need to mark both to earn that asset. (If you are making partial progress towards taking a two-box asset, mark the leftmost box first.)": "Choose from these available assets. If there are two boxes, you need to mark both to earn that asset. (If you are making partial progress towards taking a two-box asset, mark the leftmost box first.)", + "Mobile Base: A helicopter, aeroplane, truck, or bus with facilities and mystery investigation supplies on board.": "Mobile Base: A helicopter, aeroplane, truck, or bus with facilities and mystery investigation supplies on board.", + "Individual Transport: Each mission, a regular car, motorbike, or bicycle is assigned to every team member.": "Individual Transport: Each mission, a regular car, motorbike, or bicycle is assigned to every team member.", + "R&D Access: Your team is issued with a useful high technology experiment from R&D each mission. The Keeper decides what it is (always useful, usually with problematic side effects).": "R&D Access: Your team is issued with a useful high technology experiment from R&D each mission. The Keeper decides what it is (always useful, usually with problematic side effects).", + "Headquarters: A relatively secure space to use as a base in a Bureau regional facility. Everything you need to prepare for mysteries is here, and it’s quite secure.": "Headquarters: A relatively secure space to use as a base in a Bureau regional facility. Everything you need to prepare for mysteries is here, and it’s quite secure.", + "Sky Scanners: You have access to a scanning network that will alert you to strange events coming from space. This includes weird phenomena as well as UFOs.": "Sky Scanners: You have access to a scanning network that will alert you to strange events coming from space. This includes weird phenomena as well as UFOs.", + "Workshop: A big space for craft and repair projects, with plenty of tools and materials.": "Workshop: A big space for craft and repair projects, with plenty of tools and materials.", + "Disguise Kits: Contains costumes, makeup, and other supplies for a quick change of appearance.": "Disguise Kits: Contains costumes, makeup, and other supplies for a quick change of appearance.", + "Housing: Each member of the team is assigned a one-bedroom apartment in a generic housing project. All the apartments are exactly the same, down to scuff marks on the door.": "Housing: Each member of the team is assigned a one-bedroom apartment in a generic housing project. All the apartments are exactly the same, down to scuff marks on the door.", + "Rapid Response Pods: When any member of the team needs to get to a mission site quickly, a rapid response pod appears next to them. Enter the pod, and a short uncomfortable trip will place you where you need to be. What do the pods look like? How do they appear?": "Rapid Response Pods: When any member of the team needs to get to a mission site quickly, a rapid response pod appears next to them. Enter the pod, and a short uncomfortable trip will place you where you need to be. What do the pods look like? How do they appear?", + "Custom:": "Custom:", + "Individual Transport: A regular car, motorbike, or bicycle for every team member.": "Individual Transport: A regular car, motorbike, or bicycle for every team member.", + "Mobile Base: A truck or bus with bunks and mystery investigation supplies on board.": "Mobile Base: A truck or bus with bunks and mystery investigation supplies on board.", + "Credentials: Real, or as-good-as-real, identification that gets you access to law enforcement and other official contacts.": "Credentials: Real, or as-good-as-real, identification that gets you access to law enforcement and other official contacts.", + "Lair: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen.": "Lair: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen.", + "Hunter Roadhouses: A network of bars, diners, and motels where you can safely meet other monster hunters. Many are run by retired hunters.": "Hunter Roadhouses: A network of bars, diners, and motels where you can safely meet other monster hunters. Many are run by retired hunters.", + "Tool Kit: One or two of your vehicles carry tool kits. You have most tools you’ll need to repair or build something.": "Tool Kit: One or two of your vehicles carry tool kits. You have most tools you’ll need to repair or build something.", + "Mystical Ingredients Cabinet: A box with a wide range of frequently useful supplies for magic rituals.": "Mystical Ingredients Cabinet: A box with a wide range of frequently useful supplies for magic rituals.", + "Slush Fund: The team has access to a bank account that can pay for their day to day needs while monster hunting, and stretches to a big purchase every now and then. Where did it come from?": "Slush Fund: The team has access to a bank account that can pay for their day to day needs while monster hunting, and stretches to a big purchase every now and then. Where did it come from?", + "Armoury: One of your cars has a well-stocked weapons chest. Each mystery, every hunter may take one extra regular weapon. Also once per mystery, one hunter may ask the Keeper if the armoury has a particular special weapon: if yes, you can take it; if no, take +1 forward.": "Armoury: One of your cars has a well-stocked weapons chest. Each mystery, every hunter may take one extra regular weapon. Also once per mystery, one hunter may ask the Keeper if the armoury has a particular special weapon: if yes, you can take it; if no, take +1 forward.", + "Field Medics: You have enough supplies and training to treat one hunter per night as if they’d had a proper doctor or trip to the emergency room.": "Field Medics: You have enough supplies and training to treat one hunter per night as if they’d had a proper doctor or trip to the emergency room.", + "The Prophecies: A guidebook of all the visions about the Chosen One, to help you navigate your destiny (they’re pretty hard to decipher).": "The Prophecies: A guidebook of all the visions about the Chosen One, to help you navigate your destiny (they’re pretty hard to decipher).", + "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen.": "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen.", + "Mystical Workroom: A space set aside for magical operations. It can stand in for one requirement of a use magic or big magic move.": "Mystical Workroom: A space set aside for magical operations. It can stand in for one requirement of a use magic or big magic move.", + "Innocent Front: You have access to a regular business or institution. This means that your monster hunting hijinks can be concealed to an extent from your friends, family, and colleagues. For example: a cafe, a library, an antique store, etc.": "Innocent Front: You have access to a regular business or institution. This means that your monster hunting hijinks can be concealed to an extent from your friends, family, and colleagues. For example: a cafe, a library, an antique store, etc.", + "Regular Jobs: You have access to a place of employment for any of the hunters who need it. You earn enough to cover regular day-to-day expenses, and there’s time to fit in monster hunting around your hours.": "Regular Jobs: You have access to a place of employment for any of the hunters who need it. You earn enough to cover regular day-to-day expenses, and there’s time to fit in monster hunting around your hours.", + "Cameras and Recording Gear: You have a big collection of cameras and other recording devices that you can use during your investigations.": "Cameras and Recording Gear: You have a big collection of cameras and other recording devices that you can use during your investigations.", + "Primaeval Monument: An ancient site marking where access between worlds is easiest.": "Primaeval Monument: An ancient site marking where access between worlds is easiest.", + "Portal: A stable portal to either a particular world, or a between-worlds nexus. It is hidden, but any entity that finds either side may use it just like you can. Where is it hidden?": "Portal: A stable portal to either a particular world, or a between-worlds nexus. It is hidden, but any entity that finds either side may use it just like you can. Where is it hidden?", + "Exploration Gear: You’re never sure what you may find in another world. Your group has a storeroom full of all kinds of exploring and outdoor gear and clothing to use.": "Exploration Gear: You’re never sure what you may find in another world. Your group has a storeroom full of all kinds of exploring and outdoor gear and clothing to use.", + "Skywarden: A high tech transport aircraft that has all your essential gear on board and acts as your base on mission assignments. If you have the rapid deployment move, the Skywarden is upgraded with supersonic engines.": "Skywarden: A high tech transport aircraft that has all your essential gear on board and acts as your base on mission assignments. If you have the rapid deployment move, the Skywarden is upgraded with supersonic engines.", + "Individual Transport: Electric motorbikes for every team member.": "Individual Transport: Electric motorbikes for every team member.", + "Search and Rescue Gear: A selection of useful tools for locating and rescuing people in disaster zones.": "Search and Rescue Gear: A selection of useful tools for locating and rescuing people in disaster zones.", + "Headquarters: A relatively secure space allocated to you in IMPS headquarters. There’s room for all your gear, and includes full living quarters.": "Headquarters: A relatively secure space allocated to you in IMPS headquarters. There’s room for all your gear, and includes full living quarters.", + "Workshop: A big space for craft and repair projects, with plenty of technicians, tools, and materials.": "Workshop: A big space for craft and repair projects, with plenty of technicians, tools, and materials.", + "Medical Supplies: Everyone carries a first aid kit, and you have enough for a fully equipped infirmary back at your base or homes.": "Medical Supplies: Everyone carries a first aid kit, and you have enough for a fully equipped infirmary back at your base or homes.", + "Fancy High Tech Uniforms: Complete with built-in gadgets.": "Fancy High Tech Uniforms: Complete with built-in gadgets.", + "Housing: A pleasant house for each team member and their family, provided by IMPS for when you’re off-duty. This may be anywhere in the world.": "Housing: A pleasant house for each team member and their family, provided by IMPS for when you’re off-duty. This may be anywhere in the world.", + "World-jumping Base: A small vehicle or building with bunks and mystery investigation supplies on board.": "World-jumping Base: A small vehicle or building with bunks and mystery investigation supplies on board.", + "Translator: A high tech or arcane universal translator.": "Translator: A high tech or arcane universal translator.", + "Stealth Module: A device automatically changing the looks of your gear and vehicles to match the world you’re in.": "Stealth Module: A device automatically changing the looks of your gear and vehicles to match the world you’re in.", + "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen. Can’t travel between worlds, but you know a big magic ritual to come back here from any world. Invent details with the Keeper.": "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen. Can’t travel between worlds, but you know a big magic ritual to come back here from any world. Invent details with the Keeper.", + "Clothes: Clothes for any weather, including extreme ones.": "Clothes: Clothes for any weather, including extreme ones.", + "Published Book Series: A successful book series written by some or all of you based on your visits to other worlds.": "Published Book Series: A successful book series written by some or all of you based on your visits to other worlds.", + "Crystal Ball: A crystal ball always showing the most breathtaking sight in the area you’re in.": "Crystal Ball: A crystal ball always showing the most breathtaking sight in the area you’re in.", + "Mystical workroom: A space set aside for magical operations. It can stand in for one requirement of a use magic or big magic move.": "Mystical workroom: A space set aside for magical operations. It can stand in for one requirement of a use magic or big magic move.", + "Survival Gear: You’re all well-prepped with supplies for a disaster or emergency situation. Protective gear, tools, food and water, etc.": "Survival Gear: You’re all well-prepped with supplies for a disaster or emergency situation. Protective gear, tools, food and water, etc.", + "Hideouts: Each hunter has a hidden, safe place set up where they can retreat in an emergency. This could be an isolated cabin or bunker, a safe house, or a panic room (whichever makes sense for your hunter).": "Hideouts: Each hunter has a hidden, safe place set up where they can retreat in an emergency. This could be an isolated cabin or bunker, a safe house, or a panic room (whichever makes sense for your hunter).", + "Mobile Hideaway: A truck with bunks and mystery investigation supplies on board.": "Mobile Hideaway: A truck with bunks and mystery investigation supplies on board.", + "Individual Transport: A fancy car or motorbike for every team member.": "Individual Transport: A fancy car or motorbike for every team member.", + "Getaway: A place where you rest from everything, with no monster hunting gear but extremely difficult to find by mundane and magical means.": "Getaway: A place where you rest from everything, with no monster hunting gear but extremely difficult to find by mundane and magical means.", + "Headquarters: A base people from neither your public nor your secret life will find easily. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen.": "Headquarters: A base people from neither your public nor your secret life will find easily. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen.", + "Memorabilia: A collection of important memorabilia connected to the city’s past and two big magic rituals that need only them and up to two other requirements. Determine what the rituals do as a group.": "Memorabilia: A collection of important memorabilia connected to the city’s past and two big magic rituals that need only them and up to two other requirements. Determine what the rituals do as a group.", + "Secure Phones: A set of phones with advanced voice distortion and location concealment options. Tracking a call from these requires days of work.": "Secure Phones: A set of phones with advanced voice distortion and location concealment options. Tracking a call from these requires days of work.", + "Funds: Lots of money on bank accounts connected to untraceable credit cards.": "Funds: Lots of money on bank accounts connected to untraceable credit cards.", + "Mobile Base: A van, truck, or bus with bunks and mystery investigation supplies on board.": "Mobile Base: A van, truck, or bus with bunks and mystery investigation supplies on board.", + "The Grapevine: A network of contacts who pass on job leads.": "The Grapevine: A network of contacts who pass on job leads.", + "Secure Homes: Located somewhere you have a special relationship, you all have houses and bank accounts that provide a base when you’re off the job.": "Secure Homes: Located somewhere you have a special relationship, you all have houses and bank accounts that provide a base when you’re off the job.", + "Credentials: Monster hunting licenses and visa waivers that allow you to do your job and travel legitimately.": "Credentials: Monster hunting licenses and visa waivers that allow you to do your job and travel legitimately.", + "High Tech Gadgets: A supply of various monster scanners and detectors.": "High Tech Gadgets: A supply of various monster scanners and detectors.", + "Armoury: A cache of monster hunting weapons.": "Armoury: A cache of monster hunting weapons.", + "Mystery Van: A van with all your mystery investigation supplies on board.": "Mystery Van: A van with all your mystery investigation supplies on board.", + "Individual Transport: A skateboard, scooter, pair of skates, or bicycle for every team member.": "Individual Transport: A skateboard, scooter, pair of skates, or bicycle for every team member.", + "Gadgets: Paranormal investigation gadgets.": "Gadgets: Paranormal investigation gadgets.", + "Clubhouse: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and make a snack.": "Clubhouse: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and make a snack.", + "Mystical Workroom: a space set aside for magical operations. It can stand in for one requirement of a use magic or big magic move.": "Mystical Workroom: a space set aside for magical operations. It can stand in for one requirement of a use magic or big magic move.", + "Disguises: A trunk full of disguises.": "Disguises: A trunk full of disguises.", + "Library: Library of useful reference books.": "Library: Library of useful reference books.", + "IDs: Official junior deputy Suburban Watch Group volunteer badges.": "IDs: Official junior deputy Suburban Watch Group volunteer badges.", + "Backrooms: You’ve set out a relatively secure space in the back rooms. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen. It’s currently listed as “unused: permanent” so you should be left alone in there.": "Backrooms: You’ve set out a relatively secure space in the back rooms. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen. It’s currently listed as “unused: permanent” so you should be left alone in there.", + "Steam Tunnels: Accessed from your workplace, these allow you to get in and out without being seen. They also connect to the wider city infrastructure.": "Steam Tunnels: Accessed from your workplace, these allow you to get in and out without being seen. They also connect to the wider city infrastructure.", + "Security Access: You can look at the security camera feeds and records. These cover the entire store floor, secure areas, and the outside of the building.": "Security Access: You can look at the security camera feeds and records. These cover the entire store floor, secure areas, and the outside of the building.", + "Ritual Space: A space set aside for magical operations. It can stand in for one requirement of a use magic or big magic move. Decide where in the workplace it is located.": "Ritual Space: A space set aside for magical operations. It can stand in for one requirement of a use magic or big magic move. Decide where in the workplace it is located.", + "The Occult Section: Your workplace has a stock of mystical supplies. Sometimes you can find specific monster hunting supplies or ritual requirements there.": "The Occult Section: Your workplace has a stock of mystical supplies. Sometimes you can find specific monster hunting supplies or ritual requirements there.", + "Warding Glyphs: Mystical enchantments on the workplace prevent hostile magic targeting it from the outside, and alert all team members if a supernatural being enters.": "Warding Glyphs: Mystical enchantments on the workplace prevent hostile magic targeting it from the outside, and alert all team members if a supernatural being enters.", + "Lost Property & Returns: You can find all sorts of stuff in here, some of it useful.": "Lost Property & Returns: You can find all sorts of stuff in here, some of it useful.", + "Oracle Stone: A mystical scrying gem. At the beginning of each mystery, you may consult it—ask any question. The Keeper will answer with something true and useful, but they may make the answer difficult to understand.": "Oracle Stone: A mystical scrying gem. At the beginning of each mystery, you may consult it—ask any question. The Keeper will answer with something true and useful, but they may make the answer difficult to understand.", + "SWG Radio Network: a set of devices that allow you to easily talk to the rest of the SWG (as well as the base stations at your homes/the SWG headquarters).": "SWG Radio Network: a set of devices that allow you to easily talk to the rest of the SWG (as well as the base stations at your homes/the SWG headquarters).", + "Sacred Site: A place outdoors that has a reservoir of magical power. The Keeper always considers this site when a magical ritual requires a particular place.": "Sacred Site: A place outdoors that has a reservoir of magical power. The Keeper always considers this site when a magical ritual requires a particular place.", + "Infirmary: You have access to a doctor’s surgery or other suitable first aid office. You may use it for regular treatment of injuries, no questions asked.": "Infirmary: You have access to a doctor’s surgery or other suitable first aid office. You may use it for regular treatment of injuries, no questions asked.", + "Tour Bus: A truck or bus with bunks, your gear, and mystery investigation supplies on board.": "Tour Bus: A truck or bus with bunks, your gear, and mystery investigation supplies on board.", + "Individual Transport: A fancy car, motorbike, or bicycle for every team member.": "Individual Transport: A fancy car, motorbike, or bicycle for every team member.", + "Home Venue: You have a regular booking at a venue, and get on well with the owners. You’re always welcome there, and can be sure to find fans or friends there whenever its open.": "Home Venue: You have a regular booking at a venue, and get on well with the owners. You’re always welcome there, and can be sure to find fans or friends there whenever its open.", + "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep, practice, and cook.": "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep, practice, and cook.", + "Private Jet: You have a more-or-less fancy private jet (and crew) at your disposal.": "Private Jet: You have a more-or-less fancy private jet (and crew) at your disposal.", + "Studio: You have your own recording studio and record label. It’s either a big house in the country or big slice of a building in the city. It’s equipped with gear and staff. This is a good place for any other location-based assets to live.": "Studio: You have your own recording studio and record label. It’s either a big house in the country or big slice of a building in the city. It’s equipped with gear and staff. This is a good place for any other location-based assets to live.", + "Cameras and Recording Gear: You have a big collection of cameras and other recording devices that you can use during your investigations. Your crew also includes people who can operate them for you.": "Cameras and Recording Gear: You have a big collection of cameras and other recording devices that you can use during your investigations. Your crew also includes people who can operate them for you.", + "Office Space: Private offices in the organisation’s headquarters.": "Office Space: Private offices in the organisation’s headquarters.", + "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen. The organisation knows about it but has no direct influence over it.": "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen. The organisation knows about it but has no direct influence over it.", + "Fake IDs: Fake government IDs.": "Fake IDs: Fake government IDs.", + "More Fake IDs: Fake organisation IDs for other members or different jobs.": "More Fake IDs: Fake organisation IDs for other members or different jobs.", + "Cameras and Recording Gear: Miniature cameras and recording devices.": "Cameras and Recording Gear: Miniature cameras and recording devices.", + "Fae Horses: One for every team member. They fly, but if people start gossiping about flying horses, the Wild Hunt will surely hear of this.": "Fae Horses: One for every team member. They fly, but if people start gossiping about flying horses, the Wild Hunt will surely hear of this.", + "Map: A map of the Wild Hunt’s activities.": "Map: A map of the Wild Hunt’s activities.", + "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen. The Wild Hunt won’t learn about this base unless you stay there for a very long time.": "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen. The Wild Hunt won’t learn about this base unless you stay there for a very long time.", + "Disguises: A set of disguises.": "Disguises: A set of disguises.", + "Diversions: A box of smoke bombs and other distractions (0-harm close obscure vision).": "Diversions: A box of smoke bombs and other distractions (0-harm close obscure vision).", + "Fae Cosmetics and Makeup: Better than anything humans can produce.": "Fae Cosmetics and Makeup: Better than anything humans can produce.", + "Improvement": "Improvement", + "At the end of each session, answer your Style question (below). If yes, gain one improvement mark. If yes and it came up a lot, gain two improvement marks.": "At the end of each session, answer your Style question (below). If yes, gain one improvement mark. If yes and it came up a lot, gain two improvement marks.", + "When you fill in the improvement box, clear the improvement track and choose one of these:": "When you fill in the improvement box, clear the improvement track and choose one of these:", + "Gain a new team move.": "Gain a new team move.", + "Gain a new team ally.": "Gain a new team ally.", + "Gain two new asset selections.": "Gain two new asset selections.", + "Make the next mystery about your team enemy, giving you a chance to interfere in their plans.": "Make the next mystery about your team enemy, giving you a chance to interfere in their plans.", + "Make the next mystery about the organisation or its bad apples, giving you a chance to interfere in their plans.": "Make the next mystery about the organisation or its bad apples, giving you a chance to interfere in their plans.", + "Make the next mystery about the Wild Hunt, giving you a chance to weaken or confuse them.": "Make the next mystery about the Wild Hunt, giving you a chance to weaken or confuse them.", + "Style": "Style", + "Pick one of these styles (and the associated improvement question):": "Pick one of these styles (and the associated improvement question):", + "Hush: At the end of each session, ask: “Did we suppress knowledge of monsters and the supernatural?”": "Hush: At the end of each session, ask: “Did we suppress knowledge of monsters and the supernatural?”", + "The Greater Good: At the end of each session, ask: “Did we protect civilian lives?”": "The Greater Good: At the end of each session, ask: “Did we protect civilian lives?”", + "By Any Means Necessary: At the end of each session, ask: “Did we stop the problem, regardless of the cost?”": "By Any Means Necessary: At the end of each session, ask: “Did we stop the problem, regardless of the cost?”", + "Custom: What’s your story?": "Custom: What’s your story?", + "At the end of each session, ask:": "At the end of each session, ask:", + "Family: You’re all family, or as good as. At the end of each session, ask: “Did we talk about—or pointedly not talk about—something that was troubling a team member?”": "Family: You’re all family, or as good as. At the end of each session, ask: “Did we talk about—or pointedly not talk about—something that was troubling a team member?”", + "Vocation: Someone has to do it, and you happened to be able. At the end of each session, ask: “Did we save the people we went there to protect?”": "Vocation: Someone has to do it, and you happened to be able. At the end of each session, ask: “Did we save the people we went there to protect?”", + "Excitement: Monster hunting sure is a new thrill every time. At the end of each session, ask: “Did we take extremely dangerous risks?”": "Excitement: Monster hunting sure is a new thrill every time. At the end of each session, ask: “Did we take extremely dangerous risks?”", + "First among Equals: Sure, one of us is chosen by destiny, but we all play our part. At the end of each session, ask: “Did we all contribute in our own way to solve the mystery?”": "First among Equals: Sure, one of us is chosen by destiny, but we all play our part. At the end of each session, ask: “Did we all contribute in our own way to solve the mystery?”", + "Sworn Guardians: The rest of us made a solemn oath to help the Chosen One. At the end of each session, ask: “Did we save the Chosen One from serious harm?”": "Sworn Guardians: The rest of us made a solemn oath to help the Chosen One. At the end of each session, ask: “Did we save the Chosen One from serious harm?”", + "Fate’s Rebels: Screw destiny! At the end of each session, ask: “Did we fight against fate and prophecies, no matter the cost?”": "Fate’s Rebels: Screw destiny! At the end of each session, ask: “Did we fight against fate and prophecies, no matter the cost?”", + "Ancient Oath: You are the holders of an ancient obligation to guard the world’s border. Decide what the oath requires of you. At the end of each session, ask: “Did we hold to our oath?”": "Ancient Oath: You are the holders of an ancient obligation to guard the world’s border. Decide what the oath requires of you. At the end of each session, ask: “Did we hold to our oath?”", + "The oath:": "The oath:", + "Wrong Place, Wrong Time: You were there to stop the first incursion, and now feel obliged to prevent anything else coming through. At the end of each session, ask: “Did we protect the world from what lies beyond?”": "Wrong Place, Wrong Time: You were there to stop the first incursion, and now feel obliged to prevent anything else coming through. At the end of each session, ask: “Did we protect the world from what lies beyond?”", + "Born & Raised: You all grew up, or settled, here. Dimensional incursions are a part of life, even if a lot of people don’t like to admit it. At the end of each session, ask: “Did we look after our normal relationships with friends and families?”": "Born & Raised: You all grew up, or settled, here. Dimensional incursions are a part of life, even if a lot of people don’t like to admit it. At the end of each session, ask: “Did we look after our normal relationships with friends and families?”", + "Hush: At the end of each session, ask: “Did we save the day without making the news or creating a ruckus?”": "Hush: At the end of each session, ask: “Did we save the day without making the news or creating a ruckus?”", + "Rescuers: At the end of each session, ask: “Did we save people from harm, no matter how much property damage?”": "Rescuers: At the end of each session, ask: “Did we save people from harm, no matter how much property damage?”", + "Superstars: At the end of each session, ask: “Did our reputation as elite monster hunters come up during the mystery?”": "Superstars: At the end of each session, ask: “Did our reputation as elite monster hunters come up during the mystery?”", + "Well-prepared: You keep track of worlds that might need monster hunting help and have procedures for reaching and helping them. At the end of each session, ask: “Did things go according to our plans?”": "Well-prepared: You keep track of worlds that might need monster hunting help and have procedures for reaching and helping them. At the end of each session, ask: “Did things go according to our plans?”", + "Led by Fate: The universe wants you to help where you’re needed most. At the end of each session, ask: “Do we understand our place in the multiverse better now?”": "Led by Fate: The universe wants you to help where you’re needed most. At the end of each session, ask: “Do we understand our place in the multiverse better now?”", + "Accidental Heroes: You always end up where you’re needed because of magical mishaps and weird coincidences. At the end of each session, ask: “Did we make use of a coincidence or unexpected resource?”": "Accidental Heroes: You always end up where you’re needed because of magical mishaps and weird coincidences. At the end of each session, ask: “Did we make use of a coincidence or unexpected resource?”", + "We’re Prepared for Next Time: At the end of each session, ask: “Did our planning ahead save the day?”": "We’re Prepared for Next Time: At the end of each session, ask: “Did our planning ahead save the day?”", + "Fatalists: One day our times will come. Until then we fight. At the end of each session, ask: “Did we throw ourselves into danger to save the day?”": "Fatalists: One day our times will come. Until then we fight. At the end of each session, ask: “Did we throw ourselves into danger to save the day?”", + "Wardens: We won’t let what happened to us happen to anyone else. At the end of each session, ask: “Did we save people, no matter the cost?”": "Wardens: We won’t let what happened to us happen to anyone else. At the end of each session, ask: “Did we save people, no matter the cost?”", + "Greater Good: You find your secret monster hunting lives more important than your mundane social roles. At the end of each session, ask: “Did we choose the more important obligation?”": "Greater Good: You find your secret monster hunting lives more important than your mundane social roles. At the end of each session, ask: “Did we choose the more important obligation?”", + "The Only Ones: You’re the only ones capable enough to protect those around you from supernatural threats. At the end of each session, ask: “Did we do something nobody else in our society could do?”": "The Only Ones: You’re the only ones capable enough to protect those around you from supernatural threats. At the end of each session, ask: “Did we do something nobody else in our society could do?”", + "An Ancient Tradition: You’ve inherited your double role from family or mentors. At the end of each session, ask: “Have we done something that would make our predecessors proud?”": "An Ancient Tradition: You’ve inherited your double role from family or mentors. At the end of each session, ask: “Have we done something that would make our predecessors proud?”", + "Secret Mission: You are all devoted to a particular goal, using “mercenary monster hunter team” as your cover. What’s your objective? At the end of each session, ask: “Did we get closer to our goal?” If you achieve the objective, choose a new one or change to a new style. Your objective:": "Secret Mission: You are all devoted to a particular goal, using “mercenary monster hunter team” as your cover. What’s your objective? At the end of each session, ask: “Did we get closer to our goal?” If you achieve the objective, choose a new one or change to a new style. Your objective:", + "Goal-Oriented: At the end of each session, ask: “Did we fulfil the exact mission requested, without extra work?”": "Goal-Oriented: At the end of each session, ask: “Did we fulfil the exact mission requested, without extra work?”", + "Hearts of Gold: At the end of each session, ask: “Did we refuse to accept money from someone we saved?”": "Hearts of Gold: At the end of each session, ask: “Did we refuse to accept money from someone we saved?”", + "Wholesome: At the end of each session, ask: “Did we succeed by believing in each other and using our individual strengths?”": "Wholesome: At the end of each session, ask: “Did we succeed by believing in each other and using our individual strengths?”", + "Comical: At the end of each session, ask: “Did we do something really funny?”": "Comical: At the end of each session, ask: “Did we do something really funny?”", + "Cool: At the end of each session, ask: “Did we save the day, with style?”": "Cool: At the end of each session, ask: “Did we save the day, with style?”", + "Big Store: At the end of each session, ask: “Did we deal with any supernatural problems without management noticing?”": "Big Store: At the end of each session, ask: “Did we deal with any supernatural problems without management noticing?”", + "Security Team: At the end of each session, ask: “Did we keep people safe?”": "Security Team: At the end of each session, ask: “Did we keep people safe?”", + "Emergency Response: At the end of each session, ask: “Did we solve anyone’s problems?”": "Emergency Response: At the end of each session, ask: “Did we solve anyone’s problems?”", + "Thrown in the Deep End: You started out knowing nothing about the supernatural, and you’re still catching up. At the end of each session, ask: “Did we learn something new about the supernatural world?”": "Thrown in the Deep End: You started out knowing nothing about the supernatural, and you’re still catching up. At the end of each session, ask: “Did we learn something new about the supernatural world?”", + "Protectors: It’s all about looking after people. At the end of each session, ask: “Did we prevent harm in our community?”": "Protectors: It’s all about looking after people. At the end of each session, ask: “Did we prevent harm in our community?”", + "Cosy Coven: You were never strangers to the supernatural, but nobody else suspects it. At the end of each session, ask: “Did we help with our supernatural powers, undetected?”": "Cosy Coven: You were never strangers to the supernatural, but nobody else suspects it. At the end of each session, ask: “Did we help with our supernatural powers, undetected?”", + "Rock: At the end of each session, ask: “Did we lay the smackdown on some evildoers?”": "Rock: At the end of each session, ask: “Did we lay the smackdown on some evildoers?”", + "Punk: At the end of each session, ask: “Did we fight for the downtrodden?”": "Punk: At the end of each session, ask: “Did we fight for the downtrodden?”", + "Pop: At the end of each session, ask: “Did we look awesome?”": "Pop: At the end of each session, ask: “Did we look awesome?”", + "Metal: At the end of each session, ask: “Did we battle gloriously?”": "Metal: At the end of each session, ask: “Did we battle gloriously?”", + "Hip-hop: At the end of each session, ask: “Did we improve things for the local community?”": "Hip-hop: At the end of each session, ask: “Did we improve things for the local community?”", + "Folk: At the end of each session, ask: “Did we learn about local history and folklore?”": "Folk: At the end of each session, ask: “Did we learn about local history and folklore?”", + "Country: At the end of each session, ask: “Will that make a great story, later?”": "Country: At the end of each session, ask: “Will that make a great story, later?”", + "Inquisition: You believe your organisation isn’t rotten to the core, it just has a few rotten apples. At the end of each session, ask: “Is the organisation better now?”": "Inquisition: You believe your organisation isn’t rotten to the core, it just has a few rotten apples. At the end of each session, ask: “Is the organisation better now?”", + "Redemption: You were once part of the organisation’s shady dealings but are disgusted by them now. At the end of each session, ask: “Did we repay part of the harm we caused as organisation members?”": "Redemption: You were once part of the organisation’s shady dealings but are disgusted by them now. At the end of each session, ask: “Did we repay part of the harm we caused as organisation members?”", + "Revolt: You’ve recently understood the organisation is rotten to the core and should be terminated. At the end of each session, ask: “Are we closer to destroying the organisation?”": "Revolt: You’ve recently understood the organisation is rotten to the core and should be terminated. At the end of each session, ask: “Are we closer to destroying the organisation?”", + "Vengeance: You want to become strong enough to destroy the Wild Hunt one day. At the end of each session, ask: “Did what we do bring us closer to destroying the Wild Hunt?”": "Vengeance: You want to become strong enough to destroy the Wild Hunt one day. At the end of each session, ask: “Did what we do bring us closer to destroying the Wild Hunt?”", + "Compassion: You don’t want others to suffer as you did. At the end of each session, ask: “Did we risk our freedom to protect someone else’s’?”": "Compassion: You don’t want others to suffer as you did. At the end of each session, ask: “Did we risk our freedom to protect someone else’s’?”", + "Homelessness: You want to have normal lives one day. At the end of each session, ask: “Did we put some effort into making our lives more normal?”": "Homelessness: You want to have normal lives one day. At the end of each session, ask: “Did we put some effort into making our lives more normal?”", + "Enemies": "Enemies", + "Pick an enemy for your team:": "Pick an enemy for your team:", + "General Grox, alien warlord.": "General Grox, alien warlord.", + "The werewolf conspiracy.": "The werewolf conspiracy.", + "The Order of the Silvery Stars, who worship some very bad alien god-things.": "The Order of the Silvery Stars, who worship some very bad alien god-things.", + "The Old Gods, who want to return and rule the world again.": "The Old Gods, who want to return and rule the world again.", + "A rival Bureau with dubious methods and goals.": "A rival Bureau with dubious methods and goals.", + "Halphas, a demon who has it in for you.": "Halphas, a demon who has it in for you.", + "All the vampires.": "All the vampires.", + "Dr Crepuscule, who steals unnatural power from captured monsters.": "Dr Crepuscule, who steals unnatural power from captured monsters.", + "The King in Yellow, a god/force of corruption, decadence, and disease.": "The King in Yellow, a god/force of corruption, decadence, and disease.", + "A cabal of ghosts trying to secure the secret of returning to life.": "A cabal of ghosts trying to secure the secret of returning to life.", + "Alpha, an immortal werewolf.": "Alpha, an immortal werewolf.", + "Seth Vail, a billionaire who wants to harness the power of monsters, starting with immortality for himself.": "Seth Vail, a billionaire who wants to harness the power of monsters, starting with immortality for himself.", + "The Father of Monsters, the cosmic entity who is the source of evil in the world.": "The Father of Monsters, the cosmic entity who is the source of evil in the world.", + "The Grey Priests, a conspiracy to bring about the end of the world and birth of a new one.": "The Grey Priests, a conspiracy to bring about the end of the world and birth of a new one.", + "Lord Grash, warlord of a monster dimension.": "Lord Grash, warlord of a monster dimension.", + "All the demons.": "All the demons.", + "The Anointed Hierophant, an occult sect leader who wants to break the walls between worlds.": "The Anointed Hierophant, an occult sect leader who wants to break the walls between worlds.", + "Chaos, a cosmic entity of disorder.": "Chaos, a cosmic entity of disorder.", + "TransWorldCorp, a business hoping to profit from other worlds via their rift machine, no matter the damage they do along the way.": "TransWorldCorp, a business hoping to profit from other worlds via their rift machine, no matter the damage they do along the way.", + "Apollyon, a demon king who wants to rule the Earth.": "Apollyon, a demon king who wants to rule the Earth.", + "Incursions of HEDEs (Hostile Extra-Dimensional Entities).": "Incursions of HEDEs (Hostile Extra-Dimensional Entities).", + "Masanori, a selfish tycoon chasing personal immortality.": "Masanori, a selfish tycoon chasing personal immortality.", + "A rival IMPS team, who always want to make it look like they saved the day and you screwed up.": "A rival IMPS team, who always want to make it look like they saved the day and you screwed up.", + "A chaos cult who want to break down the structures of the modern world, so they can rule it with their magical powers.": "A chaos cult who want to break down the structures of the modern world, so they can rule it with their magical powers.", + "Dr Weltschmerz, a bitter and angry scientist who wants all worlds to suffer.": "Dr Weltschmerz, a bitter and angry scientist who wants all worlds to suffer.", + "Jauna, a merchant from Monster Marches who deals in interdimensional slave trade.": "Jauna, a merchant from Monster Marches who deals in interdimensional slave trade.", + "Separator, an automaton guarding borders between the worlds.": "Separator, an automaton guarding borders between the worlds.", + "Iron Crusade, an invading force from a futuristic world.": "Iron Crusade, an invading force from a futuristic world.", + "Your own evil versions from a mirrored universe.": "Your own evil versions from a mirrored universe.", + "The Black Knight, a faerie lord.": "The Black Knight, a faerie lord.", + "A necromancer, with a plan to rule the world.": "A necromancer, with a plan to rule the world.", + "Metaphysical Exploitation Holdings (MEH), a corporation that profits from ill-advised experimentation and exploitation of the supernatural.": "Metaphysical Exploitation Holdings (MEH), a corporation that profits from ill-advised experimentation and exploitation of the supernatural.", + "A conspiracy of chaos cultists.": "A conspiracy of chaos cultists.", + "Allmine, a greedy and capricious demon of desire.": "Allmine, a greedy and capricious demon of desire.", + "All the evil doppelgangers.": "All the evil doppelgangers.", + "Professor Trundil, an occult scientist trying to steal your powers and magic.": "Professor Trundil, an occult scientist trying to steal your powers and magic.", + "Great Waghru, a primordial entity slumbering beneath the city, now stirring.": "Great Waghru, a primordial entity slumbering beneath the city, now stirring.", + "Brave New World, an undercover company trying to replace humans in your city with robots.": "Brave New World, an undercover company trying to replace humans in your city with robots.", + "Pethas, a dragon.": "Pethas, a dragon.", + "All the werewolves.": "All the werewolves.", + "Ozahr, an immortal and megalomaniac wizard.": "Ozahr, an immortal and megalomaniac wizard.", + "The Fates.": "The Fates.", + "A conspiracy of political leaders secretly creating a global dictatorship.": "A conspiracy of political leaders secretly creating a global dictatorship.", + "Bradshaw, an evil property developer.": "Bradshaw, an evil property developer.", + "The Ghost King.": "The Ghost King.", + "Dracula.": "Dracula.", + "Cryptids generally.": "Cryptids generally.", + "A conspiracy of wizards who want to take over the world.": "A conspiracy of wizards who want to take over the world.", + "Your manager.": "Your manager.", + "The Queen of the Bug Monsters.": "The Queen of the Bug Monsters.", + "The Monarch of Waste, a cosmic entity of disorder and ruin.": "The Monarch of Waste, a cosmic entity of disorder and ruin.", + "A conspiracy within the company, using the workplace for a sinister occult plan.": "A conspiracy within the company, using the workplace for a sinister occult plan.", + "The thing in the basement. You don’t know what it is, but it’s evil.": "The thing in the basement. You don’t know what it is, but it’s evil.", + "The Pale Man, the powerful and malevolent ghost of a mass murderer who lived here a long time ago.": "The Pale Man, the powerful and malevolent ghost of a mass murderer who lived here a long time ago.", + "All the ghouls. A big cemetery nearby attracts their attention.": "All the ghouls. A big cemetery nearby attracts their attention.", + "Bradshaw, a property developer who wants to rebuild the city—by any means necessary.": "Bradshaw, a property developer who wants to rebuild the city—by any means necessary.", + "Discord, goddess of chaos and disorder.": "Discord, goddess of chaos and disorder.", + "A conspiracy of vampires trying to take over your community.": "A conspiracy of vampires trying to take over your community.", + "White Travellers, ghosts that feed on natural, joyous emotions of people and leave people content with a humdrum life.": "White Travellers, ghosts that feed on natural, joyous emotions of people and leave people content with a humdrum life.", + "Ancient Purity, an occultist/fascist death metal band. They would be your enemies even without their abuse of mystical powers.": "Ancient Purity, an occultist/fascist death metal band. They would be your enemies even without their abuse of mystical powers.", + "The Man, a new god of authority, order, and following the rules.": "The Man, a new god of authority, order, and following the rules.", + "The Sanguine Circle, a conspiracy of vampires with cells in many cities and towns.": "The Sanguine Circle, a conspiracy of vampires with cells in many cities and towns.", + "Allies": "Allies", + "Choose your team allies from this list:": "Choose your team allies from this list:", + "Doctor “Blue,” a physician. They can help you recover from harm.": "Doctor “Blue,” a physician. They can help you recover from harm.", + "Professor “Blood,” a forensic scientist. They are who you go to when you need evidence analysed.": "Professor “Blood,” a forensic scientist. They are who you go to when you need evidence analysed.", + "Agent “Will,” a field investigator. They’re a veteran of the Bureau, and can help you navigate problems with colleagues.": "Agent “Will,” a field investigator. They’re a veteran of the Bureau, and can help you navigate problems with colleagues.", + "Aquila Squad, an ally team. They are unofficially known as “the Extreme Problems” squad. They can handle anything unfazed, but their solutions can be a little... messy.": "Aquila Squad, an ally team. They are unofficially known as “the Extreme Problems” squad. They can handle anything unfazed, but their solutions can be a little... messy.", + "SkullFangz, an ally team. This is a group of hackers you’ve made a sort of alliance with. They can help you get information through unorthodox channels, but they sometimes need you to do some odd or dubious favours in return.": "SkullFangz, an ally team. This is a group of hackers you’ve made a sort of alliance with. They can help you get information through unorthodox channels, but they sometimes need you to do some odd or dubious favours in return.", + "Detective Barnes, a police detective who you saved from a monster way back when. They’ll help you out with some information now and then, and possibly more when you’re on their turf.": "Detective Barnes, a police detective who you saved from a monster way back when. They’ll help you out with some information now and then, and possibly more when you’re on their turf.", + "Bingo, an always-online researcher into strangeness. They can put you in touch with people who need help, coordinate communication, and help you with research.": "Bingo, an always-online researcher into strangeness. They can put you in touch with people who need help, coordinate communication, and help you with research.", + "Sapphire, who has the ability to manipulate time in certain ways. You suspect she may be very long-lived or even immortal. She is not always easy to contact, and can appear unexpectedly.": "Sapphire, who has the ability to manipulate time in certain ways. You suspect she may be very long-lived or even immortal. She is not always easy to contact, and can appear unexpectedly.", + "Another group of travelling hunters, an ally team. They can back you up monster hunting—you’ve helped each other out several times, when things got tricky.": "Another group of travelling hunters, an ally team. They can back you up monster hunting—you’ve helped each other out several times, when things got tricky.", + "Universal Cleanup Services, an ally team. A franchise that specialises in cleaning up messes like crime scenes and monster attacks.": "Universal Cleanup Services, an ally team. A franchise that specialises in cleaning up messes like crime scenes and monster attacks.", + "Carlito, a nurse. They can patch up injured hunters.": "Carlito, a nurse. They can patch up injured hunters.", + "Charity, an occultist. She can tell you about and sometimes find weird old items.": "Charity, an occultist. She can tell you about and sometimes find weird old items.", + "Raven, a mystic. Has some ideas about the Chosen One’s destiny.": "Raven, a mystic. Has some ideas about the Chosen One’s destiny.", + "The Junior Entourage, an ally team. These are friends who aren’t in the core team. Good at getting around for area canvassing or distraction.": "The Junior Entourage, an ally team. These are friends who aren’t in the core team. Good at getting around for area canvassing or distraction.", + "Destiny’s Servants, an ally team. A secretive group sent to help you out. They’re good at fighting and acting suspicious.": "Destiny’s Servants, an ally team. A secretive group sent to help you out. They’re good at fighting and acting suspicious.", + "Hawthorn, a hedge witch. They’re able to cast a variety of small but useful spells.": "Hawthorn, a hedge witch. They’re able to cast a variety of small but useful spells.", + "Anya, a folklorist. They know a lot about the stories and history of the region.": "Anya, a folklorist. They know a lot about the stories and history of the region.", + "The Feeling of Not Knowing a Particular Fact, a visitor from another world. An explorer of worlds, they have a store of facts or rumours about many different dimensions. Describe their home world and look.": "The Feeling of Not Knowing a Particular Fact, a visitor from another world. An explorer of worlds, they have a store of facts or rumours about many different dimensions. Describe their home world and look.", + "Junior Guardians, an ally team. By tradition, younger members of your families and community are apprenticed to take over when you retire. They can help with any tasks that aren’t too dangerous.": "Junior Guardians, an ally team. By tradition, younger members of your families and community are apprenticed to take over when you retire. They can help with any tasks that aren’t too dangerous.", + "A flock of otherworldly creatures, an ally team. These non-Earthly animals can scout and warn you of danger, and also are quite cute. Describe their home world and look.": "A flock of otherworldly creatures, an ally team. These non-Earthly animals can scout and warn you of danger, and also are quite cute. Describe their home world and look.", + "Ó Corra, IMPS General Secretary. Having Ó Corra on your side is always going to be handy.": "Ó Corra, IMPS General Secretary. Having Ó Corra on your side is always going to be handy.", + "Klíma, IMPS forensic specialist. Klíma can help you get extra forensic analysis or expedite tests.": "Klíma, IMPS forensic specialist. Klíma can help you get extra forensic analysis or expedite tests.", + "Villaverde, IMPS librarian. Knows a lot about mystical and occult secrets.": "Villaverde, IMPS librarian. Knows a lot about mystical and occult secrets.", + "IMPS team EM–3. This team of IMPS agents specialise in dealing with big disasters. They can help manage and calm down civilians and provide support for your team.": "IMPS team EM–3. This team of IMPS agents specialise in dealing with big disasters. They can help manage and calm down civilians and provide support for your team.", + "Cryptidnet, a loose organisation of interested amateurs and researchers who collate rumours of weird activity. Great source of leads and supernatural rumours.": "Cryptidnet, a loose organisation of interested amateurs and researchers who collate rumours of weird activity. Great source of leads and supernatural rumours.", + "Justinian, a paladin. He’s always ready to fight evil alongside you and hopes one of you will one day be the lady (or lord) of his heart.": "Justinian, a paladin. He’s always ready to fight evil alongside you and hopes one of you will one day be the lady (or lord) of his heart.", + "NewLife, a bio-robot. They know a lot about life on various worlds, whether organic, tech-based, or magic-based.": "NewLife, a bio-robot. They know a lot about life on various worlds, whether organic, tech-based, or magic-based.", + "Darween, a diplomat. Coming from the Monster Marches, she hates disunity and wants good people of all worlds to cooperate.": "Darween, a diplomat. Coming from the Monster Marches, she hates disunity and wants good people of all worlds to cooperate.", + "The Queen’s Musketeers. Brave, dashing and ready to fight with monsters both in Helos and beyond, but won’t do anything that directly contradicts Queen Helena the Radiant’s orders.": "The Queen’s Musketeers. Brave, dashing and ready to fight with monsters both in Helos and beyond, but won’t do anything that directly contradicts Queen Helena the Radiant’s orders.", + "Spirit Healers. They come from a Stone Age world and want to heal all spiritual ills of all worlds. They oppose killing monsters because they believe monsters should be healed and reintegrated instead.": "Spirit Healers. They come from a Stone Age world and want to heal all spiritual ills of all worlds. They oppose killing monsters because they believe monsters should be healed and reintegrated instead.", + "Zhu, a law enforcement officer. They can help you with legal difficulties in their jurisdiction.": "Zhu, a law enforcement officer. They can help you with legal difficulties in their jurisdiction.", + "Davis, a therapist specialising in trauma recovery.": "Davis, a therapist specialising in trauma recovery.", + "Dr Basu, a medical doctor.": "Dr Basu, a medical doctor.", + "The next generation, an ally team. These younger monster hunters are relatives of those who died in the battle, taking up the family calling.": "The next generation, an ally team. These younger monster hunters are relatives of those who died in the battle, taking up the family calling.", + "The Network, an ally team. This is a group of people who keep watch for big supernatural dangers, and can get you warnings in time to intervene.": "The Network, an ally team. This is a group of people who keep watch for big supernatural dangers, and can get you warnings in time to intervene.", + "Shinzō, a retro-weaponsmith. Their creations look like fancy souvenirs but have various magical properties.": "Shinzō, a retro-weaponsmith. Their creations look like fancy souvenirs but have various magical properties.", + "FaceBog, a doppelganger. They’ll impersonate you at various social events if you ask them nicely.": "FaceBog, a doppelganger. They’ll impersonate you at various social events if you ask them nicely.", + "Hedwig, a journalist. She believes in your public causes and is willing to cover up some things for you, but sometimes asks difficult questions.": "Hedwig, a journalist. She believes in your public causes and is willing to cover up some things for you, but sometimes asks difficult questions.", + "Monster Hunters Fan Club. They know your secret identities, but not your public ones.": "Monster Hunters Fan Club. They know your secret identities, but not your public ones.", + "Spirits of the city’s founders. They remember how the city once was and have clashed with occult forces that threaten it.": "Spirits of the city’s founders. They remember how the city once was and have clashed with occult forces that threaten it.", + "Dumont, the fixer. Dumont can find leads on jobs, and sometime scare up special gear.": "Dumont, the fixer. Dumont can find leads on jobs, and sometime scare up special gear.", + "Chang, a government official. They can help you with legal entanglements. Sometimes.": "Chang, a government official. They can help you with legal entanglements. Sometimes.", + "Dr Accorso. A medical doctor, ready to help with injuries or illness. No questions asked.": "Dr Accorso. A medical doctor, ready to help with injuries or illness. No questions asked.", + "The Irregulars, an ally team. They’re a general group of support crew that help you out. Mechanics, technicians, and the like.": "The Irregulars, an ally team. They’re a general group of support crew that help you out. Mechanics, technicians, and the like.", + "The Crooked Hearts, another mercenary monster hunting crew. You’ve worked together on some big jobs.": "The Crooked Hearts, another mercenary monster hunting crew. You’ve worked together on some big jobs.", + "Leon/Lyn, an authority figure (parent, teacher, etc.). Helpful dealing with officials.": "Leon/Lyn, an authority figure (parent, teacher, etc.). Helpful dealing with officials.", + "Romain, a librarian. Good at finding out details.": "Romain, a librarian. Good at finding out details.", + "A very smart pet. Pick their species and give them a name:": "A very smart pet. Pick their species and give them a name:", + "Your friend group, an ally team. Great for distractions.": "Your friend group, an ally team. Great for distractions.", + "Internet mystery circle, an ally team. Good for finding out weird facts and rumours.": "Internet mystery circle, an ally team. Good for finding out weird facts and rumours.", + "Aminat Salek, a client or customer who has a knack for finding whatever is weirdest.": "Aminat Salek, a client or customer who has a knack for finding whatever is weirdest.", + "Ahearn, a consultant. They can help you out with how things go on behind the scenes.": "Ahearn, a consultant. They can help you out with how things go on behind the scenes.", + "De Luca, from human resources. They can cover for absences and sometimes tell you what management is planning.": "De Luca, from human resources. They can cover for absences and sometimes tell you what management is planning.", + "The day shift, an ally team. They can help out when you need to sleep.": "The day shift, an ally team. They can help out when you need to sleep.", + "Asani, an old and knowledgeable witch.": "Asani, an old and knowledgeable witch.", + "Petersen, a police officer. Community-minded, they know you help people out and they help you too.": "Petersen, a police officer. Community-minded, they know you help people out and they help you too.", + "Red, cafe/bar/restaurant manager. You’re always welcome in their place, and they hear a lot of gossip.": "Red, cafe/bar/restaurant manager. You’re always welcome in their place, and they hear a lot of gossip.", + "The SWG, an ally team. These are newer members of the SWG. They can patrol, report events, and help people to safety. They’re not ready to take on monsters directly.": "The SWG, an ally team. These are newer members of the SWG. They can patrol, report events, and help people to safety. They’re not ready to take on monsters directly.", + "The sports club, an ally team. What sport do you all play? The other club members will do you a favour now and then. Useful for getting information from organisations you don’t have direct access to.": "The sports club, an ally team. What sport do you all play? The other club members will do you a favour now and then. Useful for getting information from organisations you don’t have direct access to.", + "Carlos, a roadie. They can do pretty much anything with reasonable competence.": "Carlos, a roadie. They can do pretty much anything with reasonable competence.", + "Charity, an occultist. She can tell you about mystical stuff you find and sometimes get you weird old items.": "Charity, an occultist. She can tell you about mystical stuff you find and sometimes get you weird old items.", + "Dr An Seulgi. She can help patch you up if you get hurt, and provide “special” prescriptions as long as you don’t abuse them too badly.": "Dr An Seulgi. She can help patch you up if you get hurt, and provide “special” prescriptions as long as you don’t abuse them too badly.", + "Eldritch Records, your label. You can hit them up for a little money, legal help, or contact details for folks in the music business.": "Eldritch Records, your label. You can hit them up for a little money, legal help, or contact details for folks in the music business.", + "Your fan club, an ally team. They’re keen to help, but they’re mainly just a bunch of kids (possibly kids in their late teens or early twenties, but still).": "Your fan club, an ally team. They’re keen to help, but they’re mainly just a bunch of kids (possibly kids in their late teens or early twenties, but still).", + "LOLweb, a hacker. They track the organisation’s web activity and try to hinder it but don’t believe in monsters.": "LOLweb, a hacker. They track the organisation’s web activity and try to hinder it but don’t believe in monsters.", + "Faruq, an office worker in the organisation. He also feels there’s something wrong but is too afraid to act openly about it.": "Faruq, an office worker in the organisation. He also feels there’s something wrong but is too afraid to act openly about it.", + "Grethel, a government official. She keeps track of various supernatural occurrences and organisations that deal with them.": "Grethel, a government official. She keeps track of various supernatural occurrences and organisations that deal with them.", + "Organisation ex-members. Each of them has seen a bit of bad things that happen there and can help you piece together the bigger picture.": "Organisation ex-members. Each of them has seen a bit of bad things that happen there and can help you piece together the bigger picture.", + "Independent hunters. Far less experienced than you but sometimes can do things you can’t due to being observed by the organisation.": "Independent hunters. Far less experienced than you but sometimes can do things you can’t due to being observed by the organisation.", + "Soyfly, a pixie. She knows a lot of recent gossip about the Wild Hunt.": "Soyfly, a pixie. She knows a lot of recent gossip about the Wild Hunt.", + "Althea, a private aviator. She believes the sky should be free for everyone, not just some creepy horsemen.": "Althea, a private aviator. She believes the sky should be free for everyone, not just some creepy horsemen.", + "Caragh, a banshee. She once rode with the Hunt and now helps other fugitives, but never reveals how she escaped.": "Caragh, a banshee. She once rode with the Hunt and now helps other fugitives, but never reveals how she escaped.", + "New Start, an NGO that helps refugees. They focus on political and war refugees, but allow you to use their facilities.": "New Start, an NGO that helps refugees. They focus on political and war refugees, but allow you to use their facilities.", + "The Savage Ride, the Wild Hunt’s rivals. They’ll do anything to hinder the Hunt, but are violent and fickle themselves.": "The Savage Ride, the Wild Hunt’s rivals. They’ll do anything to hinder the Hunt, but are violent and fickle themselves." } \ No newline at end of file diff --git a/Monster of the Week Official/translations/ja.json b/Monster of the Week Official/translations/ja.json index 0af65487e2..256200b261 100644 --- a/Monster of the Week Official/translations/ja.json +++ b/Monster of the Week Official/translations/ja.json @@ -1192,7 +1192,6 @@ "custom-move-name": "アイテム名", "custom-move-description": "Description", "custom-gear": "Playbook Gear", - "start_newstuff": "", "unused": "Unused", "all": "全て", "starting": "Starting", @@ -1290,7 +1289,7 @@ "eos-ref": "At the end of each session, the Keeper will ask the following questions:
    • Did we conclude the current mystery?
    • Did we save someone from certain death (or worse)?
    • Did we learn something new and important about the world?
    • Did we learn something new and important about one of the hunters?
    If you get one or two \"Yes\" answers, mark one experience. If you get three or four, mark two.", "pick-book": "Pick Your Playbook", "pick-book-desc": "Pick your playbook using the menu in the upper right corner or the buttons in the lists below. Once you pick a playbook, starting stats options are found at the bottom of the first main column (not including the stats column).", - "motw-books": "Monster of the Week Revised Edition Playbooks", + "motw-books": "Monster of the Week Hardcover Edition Playbooks", "chosen-desc": "A once-ordinary person who discovered they have a special destiny, and who has been given the power to accomplish it. The Chosen is good in a fight, with some weird powers. E.g. Buffy from Buffy the Vampire Slayer.", "crooked-desc": "A criminal turned monster hunter, haunted by their past and enemies. The Crooked is good in social situations and has a lot of contacts. E.g. Anna Valmont from The Dresden Files, Peter Bishop from Fringe.", "divine-desc": "An agent of a higher power, with a mission to fulfill. The Divine is very tough and has been granted holy powers. E.g. Castiel from Supernatural; Michael Carpenter from The Dresden Files.", @@ -1621,6 +1620,7 @@ "animating-force": "Animating Force", "animating-force-desc": "There is a force that gives you life, which cannot harm you. You do not eat, breathe, drink, or heal naturally. Instead, repair yourself with your recharge move. Pick an energy type:", "lightning": "Lightning", + "fire": "Fire", "music": "音楽", "clockwork": "Clockwork", "orgone": "Orgone", @@ -1686,7 +1686,6 @@ "hardcase2020-move6": "Inspired Guesswork: When you investigate a mystery, you may spend 1 Fire to add 1 extra hold. The extra question must be about powers, motivations, or weaknesses.", "hardcase2020-move7": "Stone Cold: You never really get ruffled by danger. Gain +1 whenever pain or fear requires you act under pressure. Your nearby allies also gain this bonus against pain and fear, as long as you keep it together.", "hardcase2020-move8": "Weapon Master: When you take possession of a new weapon you may add, remove, or change one tag. This change only applies for you. When you get this move, apply it to all your current weapons.", - "fire": "Fire", "calm": "Calm", "raging": "Raging", "hardcase-vehicles": "Vehicles", @@ -1716,5 +1715,610 @@ "hardcase2020-gear22": "A spell formula, written on a napkin", "hardcase2020-advance1": "Your Fire track increases to 13 boxes.", "constructed-unstable": "You get 10 harm boxes and do not become unstable.", - "end_newstuff": "" + "team-playbooks": "Team Playbooks", + "team-playbook-choice": "Choose a Team Playbook", + "Team Playbook": "Team Playbook", + "Agents in Black": "Agents in Black", + "Always on the Road": "Always on the Road", + "The Chosen One and Entourage": "The Chosen One and Entourage", + "Guardians of the Borderland": "Guardians of the Borderland", + "IMPS (International Monster and Paranormal Service)": "IMPS (International Monster and Paranormal Service)", + "Interdimensional Crisis Team": "Interdimensional Crisis Team", + "The Last Survivors": "The Last Survivors", + "League of Double Lives": "League of Double Lives", + "Mercenaries": "Mercenaries", + "Mystery Club": "Mystery Club", + "The Night Shift": "The Night Shift", + "Suburban Watch Group": "Suburban Watch Group", + "Touring Band": "Touring Band", + "Whistleblowers": "Whistleblowers", + "Wild Hunt Fugitives": "Wild Hunt Fugitives", + "pick-teambook-desc": "Pick your team playbook using the menu in the upper right corner or the buttons in the lists below.", + "This team playbook has the hunters working for the Bureau—a clandestine organisation dedicated to hiding the existence of monsters and the supernatural from the general public.": "This team playbook has the hunters working for the Bureau—a clandestine organisation dedicated to hiding the existence of monsters and the supernatural from the general public.", + "You’re a travelling hunter team. Every week is a new town with a new problem.": "You’re a travelling hunter team. Every week is a new town with a new problem.", + "This team centres on a Chosen One and their friends who help with monster hunting. There’s also room for a mentor.": "This team centres on a Chosen One and their friends who help with monster hunting. There’s also room for a mentor.", + "This team playbook has the hunters as wardens of a liminal region: somewhere where the borders of the world are thin, where monsters and magic can slip through and cause trouble.": "This team playbook has the hunters as wardens of a liminal region: somewhere where the borders of the world are thin, where monsters and magic can slip through and cause trouble.", + "The International Monster and Paranormal Service (IMPS) was created to keep humanity safe from supernatural threats. It’s not clear who funds them, although most people assume it’s some kind of United Nations agency. IMPS isn’t secret, but they keep things as quiet as possible This team playbook sets your hunters as one of the elite IMPS teams that travels the world to deal with monster incidents.": "The International Monster and Paranormal Service (IMPS) was created to keep humanity safe from supernatural threats. It’s not clear who funds them, although most people assume it’s some kind of United Nations agency. IMPS isn’t secret, but they keep things as quiet as possible This team playbook sets your hunters as one of the elite IMPS teams that travels the world to deal with monster incidents.", + "Your world isn’t the only one that needs monster hunting help from time to time. And when others do, you travel through portals, loopholes, and other oddities to help. Interdimensional Crisis Team perfectly fits over-the-top, parody games. More serious stories about interdimensional problems are handled better by Guardians of the Borderland.": "Your world isn’t the only one that needs monster hunting help from time to time. And when others do, you travel through portals, loopholes, and other oddities to help. Interdimensional Crisis Team perfectly fits over-the-top, parody games. More serious stories about interdimensional problems are handled better by Guardians of the Borderland.", + "This hunter team were the only people who lived through a terrible (maybe even apocalyptic) battle. You had many allies at your side, but they didn’t make it.": "This hunter team were the only people who lived through a terrible (maybe even apocalyptic) battle. You had many allies at your side, but they didn’t make it.", + "You’re monster hunters but also important society members in a city. Your ties to the society give you various forms of influence but also mean you somehow have to manage two lives at once. The world isn’t ready to learn about your monster hunting and even less about the monsters themselves.": "You’re monster hunters but also important society members in a city. Your ties to the society give you various forms of influence but also mean you somehow have to manage two lives at once. The world isn’t ready to learn about your monster hunting and even less about the monsters themselves.", + "This team playbook has the hunters working for hire. They save people and hunt monsters, sure, but they also want to get paid at the end of the day.": "This team playbook has the hunters working for hire. They save people and hunt monsters, sure, but they also want to get paid at the end of the day.", + "This is a hunter team of investigators, with a focus on less horrific and more comedic mysteries. This particularly suits games with younger players, or younger hunters. This team playbook strongly pushes the game towards silliness and jokes, so be sure you’re ready for that if you’re considering taking it.": "This is a hunter team of investigators, with a focus on less horrific and more comedic mysteries. This particularly suits games with younger players, or younger hunters. This team playbook strongly pushes the game towards silliness and jokes, so be sure you’re ready for that if you’re considering taking it.", + "This team playbook has the hunters comprising the night shift at a workplace. A workplace that gets way more than its fair share of supernatural problems.": "This team playbook has the hunters comprising the night shift at a workplace. A workplace that gets way more than its fair share of supernatural problems.", + "This is a group of hunters who began as regular folks looking out for their local neighbourhood or town. It emphasises relationships outside of monster hunting and a focus on normal life as well as your adventures.": "This is a group of hunters who began as regular folks looking out for their local neighbourhood or town. It emphasises relationships outside of monster hunting and a focus on normal life as well as your adventures.", + "This team is a band, eternally on tour. Everywhere you have a gig booked, it seems like something bad is going down. Between sound check and putting on the show, you gotta deal with whatever is eating people in this town.": "This team is a band, eternally on tour. Everywhere you have a gig booked, it seems like something bad is going down. Between sound check and putting on the show, you gotta deal with whatever is eating people in this town.", + "All the hunters in your team are members of a monster hunting organisation, and you start suspecting there’s something fishy about this group. This team playbook shares many elements of the Initiate and Professional playbooks because it essentially represents playing an entire team of Initiates and/or Professionals. You shouldn’t choose those playbooks when playing as the Whistleblowers—unless the Keeper agrees some characters belong to a different organisation as well, which might make the situation even more messy.": "All the hunters in your team are members of a monster hunting organisation, and you start suspecting there’s something fishy about this group. This team playbook shares many elements of the Initiate and Professional playbooks because it essentially represents playing an entire team of Initiates and/or Professionals. You shouldn’t choose those playbooks when playing as the Whistleblowers—unless the Keeper agrees some characters belong to a different organisation as well, which might make the situation even more messy.", + "You joined or were abducted by the Wild Hunt. You gained some supernatural skills while riding with it, but then escaped it. Now you use your experience to hunt monsters, evade the Hunt and, maybe, destroy it one day.": "You joined or were abducted by the Wild Hunt. You gained some supernatural skills while riding with it, but then escaped it. Now you use your experience to hunt monsters, evade the Hunt and, maybe, destroy it one day.", + "Getting Started": "Getting Started", + "Determine the nature of the Event.": "Determine the nature of the Event.", + "Decide the history between you and the Wild Hunt.": "Decide the history between you and the Wild Hunt.", + "Pick your style (and associated improvement question).": "Pick your style (and associated improvement question).", + "Figure out the nature of the Bureau.": "Figure out the nature of the Bureau.", + "Create your city.": "Create your city.", + "Pick your obligations.": "Pick your obligations.", + "Come up with a band name.": "Come up with a band name.", + "Pick a starting team ally.": "Pick a starting team ally.", + "Customize the organisation.": "Customize the organisation.", + "Pick your starting team move and 2 boxes of assets.": "Pick your starting team move and 2 boxes of assets.", + "Pick a starting team ally, move, and assets.": "Pick a starting team ally, move, and assets.", + "Pick a starting team enemy, ally, move, and 2 boxes of assets.": "Pick a starting team enemy, ally, move, and 2 boxes of assets.", + "Put on some music and hit the road.": "Put on some music and hit the road.", + "Await the next weird prophecy.": "Await the next weird prophecy.", + "Check the boundaries for incursions.": "Check the boundaries for incursions.", + "Report for your mission briefing.": "Report for your mission briefing.", + "Prepare for the next disaster.": "Prepare for the next disaster.", + "Ponder your responsibilities, as you await the call.": "Ponder your responsibilities, as you await the call.", + "See who’s hiring today.": "See who’s hiring today.", + "Next meeting is at the clubroom on Tuesday afternoon.": "Next meeting is at the clubroom on Tuesday afternoon.", + "Clock in and prepare for another night of drudgery.": "Clock in and prepare for another night of drudgery.", + "Walk the streets. Keep an eye out for evildoers.": "Walk the streets. Keep an eye out for evildoers.", + "You have half an hour before we fly to the next city. Soundcheck at 7, you’re on at 8.": "You have half an hour before we fly to the next city. Soundcheck at 7, you’re on at 8.", + "Snoop around the boss’s office while they’re in a meeting.": "Snoop around the boss’s office while they’re in a meeting.", + "Stay wary, that sounded like howls in the wind.": "Stay wary, that sounded like howls in the wind.", + "The Bureau": "The Bureau", + "Prompts": "Prompts", + "The Bureau setup is determined by the group. Record your answers to these prompts in the Notes section below.": "The Bureau setup is determined by the group. Record your answers to these prompts in the Notes section below.", + "If you have a hunter who belongs to an organisation already—like a Professional or an Initiate—you may combine their setup with the Bureau setup. Figure out how the two perspectives work for your Bureau. If you don’t like that idea, you can also keep them separate (which will lead to its own drama with split loyalties and rivalries).": "If you have a hunter who belongs to an organisation already—like a Professional or an Initiate—you may combine their setup with the Bureau setup. Figure out how the two perspectives work for your Bureau. If you don’t like that idea, you can also keep them separate (which will lead to its own drama with split loyalties and rivalries).", + "Now determine the nature of the Bureau:": "Now determine the nature of the Bureau:", + "Is the Bureau an open, covert, or secret organisation? An open Bureau exists openly but has a cover responsibility to distract from their real mission. A covert Bureau doesn’t explicitly hide themselves, but they try not to draw attention. A secret Bureau has no official records and operates completely in the shadows.": "Is the Bureau an open, covert, or secret organisation? An open Bureau exists openly but has a cover responsibility to distract from their real mission. A covert Bureau doesn’t explicitly hide themselves, but they try not to draw attention. A secret Bureau has no official records and operates completely in the shadows.", + "Who is your team’s handler or commanding officer and what are they like? Create your own or pick one of these:": "Who is your team’s handler or commanding officer and what are they like? Create your own or pick one of these:", + "Special Agent “Coop” is a genial, avuncular middle-aged man. He’s disorganised and often loses track of details, but he always has the team’s back.": "Special Agent “Coop” is a genial, avuncular middle-aged man. He’s disorganised and often loses track of details, but he always has the team’s back.", + "Special Agent “Star” is a harsh boss. She doesn’t really seem to like you, and you never seem to measure up to her standards of “perfection plus.” She runs everything by the book (this can be good or bad for you).": "Special Agent “Star” is a harsh boss. She doesn’t really seem to like you, and you never seem to measure up to her standards of “perfection plus.” She runs everything by the book (this can be good or bad for you).", + "Provisional Special Agent “Fireball” is young and excitable. They prefer you deal with problems in a scorched earth style, without regard for consequences. That is also their management style.": "Provisional Special Agent “Fireball” is young and excitable. They prefer you deal with problems in a scorched earth style, without regard for consequences. That is also their management style.", + "Who do you think is really running the Bureau? The government? A secret global government? Some other government? A billionaire? A secret conspiracy dating back to Uruk’s priesthood? Something else?": "Who do you think is really running the Bureau? The government? A secret global government? Some other government? A billionaire? A secret conspiracy dating back to Uruk’s priesthood? Something else?", + "The Event": "The Event", + "What is the terrible situation you all survived together?": "What is the terrible situation you all survived together?", + "A concerted assault by monsters, as you took shelter in an isolated cabin.": "A concerted assault by monsters, as you took shelter in an isolated cabin.", + "A single terrifying monster invaded your homes.": "A single terrifying monster invaded your homes.", + "It was the only chance to avert an apocalypse.": "It was the only chance to avert an apocalypse.", + "An invasion from another dimension.": "An invasion from another dimension.", + "People around you were transformed into monsters.": "People around you were transformed into monsters.", + "You were strangers in a small town filled with murderous monsters, on festival day.": "You were strangers in a small town filled with murderous monsters, on festival day.", + "Something else:": "Something else:", + "Decide who the allies were who fought alongside you and died in battle. Each hunter picks one.": "Decide who the allies were who fought alongside you and died in battle. Each hunter picks one.", + "A monster hunting teammate.": "A monster hunting teammate.", + "Your spouse or lover.": "Your spouse or lover.", + "Your sibling.": "Your sibling.", + "A parent.": "A parent.", + "A child.": "A child.", + "Your mentor.": "Your mentor.", + "Your protégée.": "Your protégée.", + "Your dog (or other pet).": "Your dog (or other pet).", + "Someone else:": "Someone else:", + "Then decide how you saved the day in the end. Whatever it was, it came at great personal cost (beyond the loss you just chose).": "Then decide how you saved the day in the end. Whatever it was, it came at great personal cost (beyond the loss you just chose).", + "The City": "The City", + "The city you all protect will be an important aspect of the story, more of a collective character of your mysteries than just a background element. Each player should choose one key aspect of the city from one of the following lists. Balance between good and bad things as fits the mood of your campaign.": "The city you all protect will be an important aspect of the story, more of a collective character of your mysteries than just a background element. Each player should choose one key aspect of the city from one of the following lists. Balance between good and bad things as fits the mood of your campaign.", + "Good things": "Good things", + "Cozy": "Cozy", + "Affluent": "Affluent", + "Good social care": "Good social care", + "Proud of its past": "Proud of its past", + "Lots of monuments": "Lots of monuments", + "Highly ecological": "Highly ecological", + "Transparent politics": "Transparent politics", + "Technological hub": "Technological hub", + "The nation’s main transport hub": "The nation’s main transport hub", + "Protected by benevolent magic": "Protected by benevolent magic", + "Beloved by travel vloggers": "Beloved by travel vloggers", + "An extremely famous mayor": "An extremely famous mayor", + "A university with unique departments": "A university with unique departments", + "Other:": "Other:", + "Bad things": "Bad things", + "Alienating": "Alienating", + "Poor": "Poor", + "Big social inequality": "Big social inequality", + "Shameful past": "Shameful past", + "Nothing worth sightseeing": "Nothing worth sightseeing", + "Highly polluted": "Highly polluted", + "Shady politics": "Shady politics", + "No prospects for the future": "No prospects for the future", + "Shady military bases": "Shady military bases", + "Gangs that terrorize the entire region": "Gangs that terrorize the entire region", + "Believed to bring bad luck": "Believed to bring bad luck", + "Struck by a powerful curse": "Struck by a powerful curse", + "Obligations": "Obligations", + "Your social status carries some obligations with it. At the beginning of a mystery, the Keeper holds 3. They can spend 1 hold to introduce one of the obligations. When it’s introduced, at least half of you must attend, otherwise you can lose allies or tempt mundane people to investigate your lives.": "Your social status carries some obligations with it. At the beginning of a mystery, the Keeper holds 3. They can spend 1 hold to introduce one of the obligations. When it’s introduced, at least half of you must attend, otherwise you can lose allies or tempt mundane people to investigate your lives.", + "Choose or create two obligations you have:": "Choose or create two obligations you have:", + "Attending parties and balls.": "Attending parties and balls.", + "Attending important conferences.": "Attending important conferences.", + "Ceremonially opening new buildings.": "Ceremonially opening new buildings.", + "Meeting children at schools.": "Meeting children at schools.", + "Tutoring promising students one on one.": "Tutoring promising students one on one.", + "Appearing on TV.": "Appearing on TV.", + "The Organisation": "The Organisation", + "You create the details about your organisation, choosing options from the following lists. Things you suspect can pertain either to the organisation as a whole or to an influential group within it. At least two of the things you suspect are true, the Keeper decides which ones.": "You create the details about your organisation, choosing options from the following lists. Things you suspect can pertain either to the organisation as a whole or to an influential group within it. At least two of the things you suspect are true, the Keeper decides which ones.", + "Official goals": "Official goals", + "(choose one or two)": "(choose one or two)", + "Slay monsters": "Slay monsters", + "Contain monsters": "Contain monsters", + "Govern safe use of magic": "Govern safe use of magic", + "Research monsters": "Research monsters", + "Research paranatural phenomena": "Research paranatural phenomena", + "Keep monsters and magic secret": "Keep monsters and magic secret", + "Goal you suspect": "Goal you suspect", + "(choose one)": "(choose one)", + "Training an army of monsters": "Training an army of monsters", + "Creating new monsters": "Creating new monsters", + "Stealing the monsters’ powers": "Stealing the monsters’ powers", + "Keeping all magic to themselves": "Keeping all magic to themselves", + "Taking over the world": "Taking over the world", + "Destroying the world": "Destroying the world", + "Official resources": "Official resources", + "(choose two)": "(choose two)", + "Ancient lore": "Ancient lore", + "Modernised": "Modernised", + "Chapters everywhere": "Chapters everywhere", + "Secular power": "Secular power", + "Rich": "Rich", + "Rigorous training": "Rigorous training", + "Offices all over the place": "Offices all over the place", + "Good intel": "Good intel", + "Support teams": "Support teams", + "Suspected resources": "Suspected resources", + "Demonology": "Demonology", + "Necromancy": "Necromancy", + "Deals with monsters": "Deals with monsters", + "Manipulated minions": "Manipulated minions", + "Manipulated cultists": "Manipulated cultists", + "Bribed officials": "Bribed officials", + "Sacrificing members": "Sacrificing members", + "Obvious flaws": "Obvious flaws", + "Tradition-bound": "Tradition-bound", + "Paranoid and secretive": "Paranoid and secretive", + "Closed hierarchy": "Closed hierarchy", + "Strict laws": "Strict laws", + "Mystical oaths": "Mystical oaths", + "Bureaucratic": "Bureaucratic", + "Hostile superiors": "Hostile superiors", + "Take-no-prisoners policy": "Take-no-prisoners policy", + "Live capture policy": "Live capture policy", + "Suspected flaws": "Suspected flaws", + "Total obedience": "Total obedience", + "Tyrannical leaders": "Tyrannical leaders", + "Protects member criminals": "Protects member criminals", + "The Wild Hunt": "The Wild Hunt", + "You were part of the Wild Hunt, a group of violent fey and spirits riding the world and striking fear into the hearts of people. Detail the Wild Hunt here.": "You were part of the Wild Hunt, a group of violent fey and spirits riding the world and striking fear into the hearts of people. Detail the Wild Hunt here.", + "Who Rides With The Hunt?": "Who Rides With The Hunt?", + "Elves": "Elves", + "Trolls": "Trolls", + "Demons": "Demons", + "Wraiths": "Wraiths", + "Banshees": "Banshees", + "Werewolves": "Werewolves", + "Something Else": "Something Else", + "The Wild Hunt has a leader, probably a king or a queen. Give them a name or a title:": "The Wild Hunt has a leader, probably a king or a queen. Give them a name or a title:", + "Choose or invent their impressive powers, at least two:": "Choose or invent their impressive powers, at least two:", + "Grant immortality": "Grant immortality", + "Grant lycanthropy": "Grant lycanthropy", + "Steal emotion": "Steal emotion", + "See destinies": "See destinies", + "Set destinies": "Set destinies", + "Control weather": "Control weather", + "Grant sentience to animals": "Grant sentience to animals", + "Grant sentience to weapons": "Grant sentience to weapons", + "Why were you a part of the Wild Hunt?": "Why were you a part of the Wild Hunt?", + "Each player can choose a different answer:": "Each player can choose a different answer:", + "I was kidnapped by the Hunt": "I was kidnapped by the Hunt", + "I sold my soul to the Hunt": "I sold my soul to the Hunt", + "I wanted to ride with the Hunt": "I wanted to ride with the Hunt", + "I’m a supernatural creature who’s a part of the Hunt": "I’m a supernatural creature who’s a part of the Hunt", + "Something else": "Something else", + "Then all of you escaped, sick with the Hunt’s atrocities or their treatment of you.": "Then all of you escaped, sick with the Hunt’s atrocities or their treatment of you.", + "How Did You Escape?": "How Did You Escape?", + "How did you escape?": "How did you escape?", + "With a clever plan": "With a clever plan", + "By sheer luck": "By sheer luck", + "With outside help": "With outside help", + "Thanks to a loophole in your fae contract": "Thanks to a loophole in your fae contract", + "The Wild Hunt keeps looking for you. How do they do it?": "The Wild Hunt keeps looking for you. How do they do it?", + "Choose two ways:": "Choose two ways:", + "They give other monsters this in exchange for information.": "They give other monsters this in exchange for information.", + "They track the internet, but they can’t monitor one part of it:": "They track the internet, but they can’t monitor one part of it:", + "They can see you when you’re outside in one type of weather, namely:": "They can see you when you’re outside in one type of weather, namely:", + "They sense you when you use magic unless you take a precaution, namely:": "They sense you when you use magic unless you take a precaution, namely:", + "What will the Wild Hunt do if they find you?": "What will the Wild Hunt do if they find you?", + "Kill you.": "Kill you.", + "Torment you.": "Torment you.", + "Make you join the Hunt again.": "Make you join the Hunt again.", + "Make you slaves.": "Make you slaves.", + "Notes": "Notes", + "Team Moves": "Team Moves", + "Choose your team moves from this list. The first one is a good default choice:": "Choose your team moves from this list. The first one is a good default choice:", + "Memory Eraser: You have been issued handheld devices to erase memories from civilians. When you target a person and activate the device, say how many hours you want to erase (1–6) and roll +Weird. On a 10+, those memories are gone. On a 7–9, the memories are gone but the target knows something strange happened.": "Memory Eraser: You have been issued handheld devices to erase memories from civilians. When you target a person and activate the device, say how many hours you want to erase (1–6) and roll +Weird. On a 10+, those memories are gone. On a 7–9, the memories are gone but the target knows something strange happened.", + "Authority Override: If local officials are causing trouble, you can get them pulled off the case. This may—of course—make them more suspicious.": "Authority Override: If local officials are causing trouble, you can get them pulled off the case. This may—of course—make them more suspicious.", + "Containment Field Projector: Place the projector and activate it, choosing a range from 1–20 meters. A spherical shield is created, allowing nothing in or out. Lasts until deactivated by remote or in an hour when the battery runs out. There’s time to get out of the zone, but only just.": "Containment Field Projector: Place the projector and activate it, choosing a range from 1–20 meters. A spherical shield is created, allowing nothing in or out. Lasts until deactivated by remote or in an hour when the battery runs out. There’s time to get out of the zone, but only just.", + "Anonymity: Your identity isn’t traceable via official databases or records. Enemies or bystanders can’t find out anything about your history through any official channels. Additionally, any distinguishing features are removed from photo, videos, or voice recordings of you when they’re processed by any regular computer or phone.": "Anonymity: Your identity isn’t traceable via official databases or records. Enemies or bystanders can’t find out anything about your history through any official channels. Additionally, any distinguishing features are removed from photo, videos, or voice recordings of you when they’re processed by any regular computer or phone.", + "Not Right: You all have a creepy, uncanny valley style aura or look that counts as a reason for manipulating a bystander with threats.": "Not Right: You all have a creepy, uncanny valley style aura or look that counts as a reason for manipulating a bystander with threats.", + "Something Different: Take a move from another team playbook.": "Something Different: Take a move from another team playbook.", + "Change Team Style: Pick a new team style. You now use that one instead of the one you first chose.": "Change Team Style: Pick a new team style. You now use that one instead of the one you first chose.", + "Home Away from Home: Whenever you arrive in a new town, you immediately find a motel and a cafe that are friendly and welcoming. One or the other will turn out to have a connection to the mystery that brought you here, even if just by having a bystander come by.": "Home Away from Home: Whenever you arrive in a new town, you immediately find a motel and a cafe that are friendly and welcoming. One or the other will turn out to have a connection to the mystery that brought you here, even if just by having a bystander come by.", + "Geniality: When you meet a new person in a town you haven’t visited before, roll +Charm. On a 10+, they are well-disposed towards you. On a 7–9, they’re still well-disposed but the Keeper chooses one: they are marked for trouble, or they conceal something from the hunters. Additionally, when you return to a town you have already visited, you always run into the people you befriended previously.": "Geniality: When you meet a new person in a town you haven’t visited before, roll +Charm. On a 10+, they are well-disposed towards you. On a 7–9, they’re still well-disposed but the Keeper chooses one: they are marked for trouble, or they conceal something from the hunters. Additionally, when you return to a town you have already visited, you always run into the people you befriended previously.", + "Handy: You’re all good at fixing stuff. Anything broken or messed up in the course of a mystery is repaired and ready to go before the next one. Gear or assets that would be described as “totally destroyed” still need to be replaced.": "Handy: You’re all good at fixing stuff. Anything broken or messed up in the course of a mystery is repaired and ready to go before the next one. Gear or assets that would be described as “totally destroyed” still need to be replaced.", + "No-stick: You’ve had yourselves removed from official and law enforcement databases. You don’t have to worry about “misunderstandings” from previous towns getting in the way of your hunts (unless someone got annoyed enough to make it a personal vendetta).": "No-stick: You’ve had yourselves removed from official and law enforcement databases. You don’t have to worry about “misunderstandings” from previous towns getting in the way of your hunts (unless someone got annoyed enough to make it a personal vendetta).", + "Monster Journals: When a mystery reminds you of something you encountered before, consult your notes and tell the Keeper what you think is the same. The Keeper will say if you got it right.If you’re correct, take +1 forward to investigate a mystery. If you’re wrong but had a good idea, take +1 forward to read a bad situation. If you’re totally off base, the Keeper holds 1 to put you in a tight spot.": "Monster Journals: When a mystery reminds you of something you encountered before, consult your notes and tell the Keeper what you think is the same. The Keeper will say if you got it right.

    If you’re correct, take +1 forward to investigate a mystery. If you’re wrong but had a good idea, take +1 forward to read a bad situation. If you’re totally off base, the Keeper holds 1 to put you in a tight spot.", + "Ancient Visions: An ancient ritual, to be conducted regularly, gives the whole team access to some of the visions sent to the Chosen One. Once per mystery, each hunter may ask the Keeper a question about anything they want. The Keeper answers with a vision or dream: obscure and vague, but true.": "Ancient Visions: An ancient ritual, to be conducted regularly, gives the whole team access to some of the visions sent to the Chosen One. Once per mystery, each hunter may ask the Keeper a question about anything they want. The Keeper answers with a vision or dream: obscure and vague, but true.", + "Armoury of the Chosen: You gain a cache of special weapons used by previous Chosen Ones. The Keeper should design a lesser version of the Chosen One’s special weapon, which all other members of the team may use. When this is unlocked, the Chosen One may change or add a tag on their special weapon.": "Armoury of the Chosen: You gain a cache of special weapons used by previous Chosen Ones. The Keeper should design a lesser version of the Chosen One’s special weapon, which all other members of the team may use. When this is unlocked, the Chosen One may change or add a tag on their special weapon.", + "Handing on the Torch: When you select this, designate another character as the next Chosen One. When the current Chosen One dies, that character may change to the Chosen playbook whenever they are ready. The new Chosen One designates the next heir when they find a worthy successor.": "Handing on the Torch: When you select this, designate another character as the next Chosen One. When the current Chosen One dies, that character may change to the Chosen playbook whenever they are ready. The new Chosen One designates the next heir when they find a worthy successor.", + "Friends Stick Together: Once per mystery, a hunter may call the rest of the team to their current location. Everyone arrives as soon as they potentially can (based on their last known position and when we saw them there). That can be “right this instant,” if at all possible.": "Friends Stick Together: Once per mystery, a hunter may call the rest of the team to their current location. Everyone arrives as soon as they potentially can (based on their last known position and when we saw them there). That can be “right this instant,” if at all possible.", + "Wyrd’s Favour: When you choose this team move, all hunters erase 1 spent Luck point. If you haven’t spent any Luck yet, add a new Luck box instead.": "Wyrd’s Favour: When you choose this team move, all hunters erase 1 spent Luck point. If you haven’t spent any Luck yet, add a new Luck box instead.", + "Otherworldly Intuition: When you encounter something from another world, you recognise that they don’t belong here. When you encounter a place where another world is accessible, you are aware of it and may stop at the threshold.": "Otherworldly Intuition: When you encounter something from another world, you recognise that they don’t belong here. When you encounter a place where another world is accessible, you are aware of it and may stop at the threshold.", + "Wardens: Once per mystery while you’re defending a portal, wall, or border, you may ignore all harm from a single source, or treat a roll as if you rolled a 12. This works just as if you spent a Luck, except it doesn’t trigger your special move.": "Wardens: Once per mystery while you’re defending a portal, wall, or border, you may ignore all harm from a single source, or treat a roll as if you rolled a 12. This works just as if you spent a Luck, except it doesn’t trigger your special move.", + "Outer Speech: You have a knack for the languages of the multiverse. You can always understand, and make yourself understood, when you’re talking to denizens from beyond. This is mainly the general sense of things—some details might get lost along the way.": "Outer Speech: You have a knack for the languages of the multiverse. You can always understand, and make yourself understood, when you’re talking to denizens from beyond. This is mainly the general sense of things—some details might get lost along the way.", + "Walkers between Worlds: At a suitable liminal site, you know how to step between worlds. Describe how you open the way and roll +Weird. On a 10+, you’re walking to the place you intended, but the way may be difficult. On a 7–9, choose one: you’re on the right path in immediate danger, or you find yourself lost and in the wrong place. On a 6 or less, you’re lost and in big trouble. If more than one of the hunters is using this move together, only make one roll: the hunter with the worst Weird score rolls (but they may accept help).": "Walkers between Worlds: At a suitable liminal site, you know how to step between worlds. Describe how you open the way and roll +Weird. On a 10+, you’re walking to the place you intended, but the way may be difficult. On a 7–9, choose one: you’re on the right path in immediate danger, or you find yourself lost and in the wrong place. On a 6 or less, you’re lost and in big trouble. If more than one of the hunters is using this move together, only make one roll: the hunter with the worst Weird score rolls (but they may accept help).", + "Outsider Knack: Once per visit to another world, you may use a trick or ability from Earth to gain an advantage. The advantage allows you to roll one move using three dice, selecting the best two for your result.": "Outsider Knack: Once per visit to another world, you may use a trick or ability from Earth to gain an advantage. The advantage allows you to roll one move using three dice, selecting the best two for your result.", + "Drilled Coordination: All team members get +1 ongoing when helping out another team member.": "Drilled Coordination: All team members get +1 ongoing when helping out another team member.", + "Comms: You have systems that keep you constantly in voice contact, regardless of where in the world you each may be. Not guaranteed to work in shielded spaces, deep underground, beyond magical portals, or on other worlds.": "Comms: You have systems that keep you constantly in voice contact, regardless of where in the world you each may be. Not guaranteed to work in shielded spaces, deep underground, beyond magical portals, or on other worlds.", + "Recognised IMPS Team: Wherever in the world you are, you have authority to deal with supernatural events. Local officials will—in general—cooperate with you fully. Does not apply in nations outside the IMPS treaty.": "Recognised IMPS Team: Wherever in the world you are, you have authority to deal with supernatural events. Local officials will—in general—cooperate with you fully. Does not apply in nations outside the IMPS treaty.", + "Rapid Deployment: IMPS has quick-response vehicles able to deliver you (or other IMPS assets) anywhere in the world, extremely quickly. They may also be used to make a fast exit from bad situations.": "Rapid Deployment: IMPS has quick-response vehicles able to deliver you (or other IMPS assets) anywhere in the world, extremely quickly. They may also be used to make a fast exit from bad situations.", + "Memories of the Fallen: When a hunter on the team dies in the line of duty, or retires from IMPS and monster hunting, all remaining team members erase a used Luck mark.": "Memories of the Fallen: When a hunter on the team dies in the line of duty, or retires from IMPS and monster hunting, all remaining team members erase a used Luck mark.", + "Global Crisis: Once per mystery, each of you can read a bad situation treating an entire world as the bad situation, including asking about the best way in or out.": "Global Crisis: Once per mystery, each of you can read a bad situation treating an entire world as the bad situation, including asking about the best way in or out.", + "Surge of Magic: Each of you holds 1 when you enter a new world. You can spend this hold to get an automatic result of 10 on a Weird move roll or to learn a useful big magic ritual known only in this world.": "Surge of Magic: Each of you holds 1 when you enter a new world. You can spend this hold to get an automatic result of 10 on a Weird move roll or to learn a useful big magic ritual known only in this world.", + "Otherworldly: You make your strangeness in other worlds work to your advantage in interpersonal situations. “I’m from another world” works as a reason for people to do as you ask when you manipulate someone.": "Otherworldly: You make your strangeness in other worlds work to your advantage in interpersonal situations. “I’m from another world” works as a reason for people to do as you ask when you manipulate someone.", + "A Multiverse of Friends: Three times per mystery, a friend you’ve made in an alternate universe can help one of you with a task as if they rolled 10+ to help out. They either manifest next to you for a moment or somehow are there in person. They can be bystanders from previous games or people from your backstories.": "A Multiverse of Friends: Three times per mystery, a friend you’ve made in an alternate universe can help one of you with a task as if they rolled 10+ to help out. They either manifest next to you for a moment or somehow are there in person. They can be bystanders from previous games or people from your backstories.", + "Determined Guardians: When one of the hunters protects a bystander, the target never takes harm: even on a miss, that bystander is totally safe. The hunter doing the protection still suffers the full effects of the roll result.": "Determined Guardians: When one of the hunters protects a bystander, the target never takes harm: even on a miss, that bystander is totally safe. The hunter doing the protection still suffers the full effects of the roll result.", + "Field Medics: When you treat an injured bystander, they are stabilised and well enough to manage until they can get proper medical attention. When you treat another hunter, pick if you heal 2-harm or stabilise them. Then they take +1 forward.": "Field Medics: When you treat an injured bystander, they are stabilised and well enough to manage until they can get proper medical attention. When you treat another hunter, pick if you heal 2-harm or stabilise them. Then they take +1 forward.", + "Checklists: Once per mystery, each hunter in need of a particular item may declare they have it. Narrate a flashback explaining why they thought to include it in their gear. If the item is especially rare, strange, or unusual (this is the Keeper’s call), then this move can’t be used again by any hunter until the next mystery.": "Checklists: Once per mystery, each hunter in need of a particular item may declare they have it. Narrate a flashback explaining why they thought to include it in their gear. If the item is especially rare, strange, or unusual (this is the Keeper’s call), then this move can’t be used again by any hunter until the next mystery.", + "Keep on Goin’: When you’re protecting bystanders from danger, any move that would prevent you from taking action due to harm, stress, or panic has its effect deferred. You can keep going for now, but once everyone is safe the full effects of what you’ve been through hit you.": "Keep on Goin’: When you’re protecting bystanders from danger, any move that would prevent you from taking action due to harm, stress, or panic has its effect deferred. You can keep going for now, but once everyone is safe the full effects of what you’ve been through hit you.", + "Shared Dangers: When you take a moment to share your worries and fears about a previous or upcoming battle with another hunter, you both choose one: heal 1-harm, or take +1 forward.": "Shared Dangers: When you take a moment to share your worries and fears about a previous or upcoming battle with another hunter, you both choose one: heal 1-harm, or take +1 forward.", + "Big Reveal: If most people around you don’t know about your secret identities, the first action you take in that scene that reveals those identities gets +1 forward. Bystanders and minions present freeze in surprise for a moment, giving you an opportunity to act before they can react.": "Big Reveal: If most people around you don’t know about your secret identities, the first action you take in that scene that reveals those identities gets +1 forward. Bystanders and minions present freeze in surprise for a moment, giving you an opportunity to act before they can react.", + "Affluent: You can get most gear easily. Specify what you need, assigning tags to the gear. If it’s a weapon, treat each harm beyond 2-harm as a separate tag; if it’s armour, treat each point of armour as a separate tag. Then roll +tags. On a miss, you get it easily. On a 7–9, you get it but raise some questions. On a 10+, either you don’t get it or you do but someone gets a clear clue about your secret identity.": "Affluent: You can get most gear easily. Specify what you need, assigning tags to the gear. If it’s a weapon, treat each harm beyond 2-harm as a separate tag; if it’s armour, treat each point of armour as a separate tag. Then roll +tags. On a miss, you get it easily. On a 7–9, you get it but raise some questions. On a 10+, either you don’t get it or you do but someone gets a clear clue about your secret identity.", + "Only When Necessary: If you manage to stop or destroy a minion without using any abilities or gear of your secret identity (including monster hunting weapons), each hunter involved marks experience. If it was a monster, mark two.": "Only When Necessary: If you manage to stop or destroy a minion without using any abilities or gear of your secret identity (including monster hunting weapons), each hunter involved marks experience. If it was a monster, mark two.", + "Shadow Selves: When one of you wants to be in two places at the same time, summon your shadow self in another place. Only one shadow self can per hunter exist at one time. The shadow self has a trait that allows others to distinguish it from you if they observe closely. Roll +Weird. On a 10+, hold 3. On a 7–9, hold 1. Spend holds to have your shadow self act as if it were you, but with –1 ongoing. When you spend the last hold, the shadow self dissolves in an obviously supernatural and unsettling way. On a miss, the shadow self appears for a moment and does something you really, really didn’t want them to do...": "Shadow Selves: When one of you wants to be in two places at the same time, summon your shadow self in another place. Only one shadow self can per hunter exist at one time. The shadow self has a trait that allows others to distinguish it from you if they observe closely. Roll +Weird. On a 10+, hold 3. On a 7–9, hold 1. Spend holds to have your shadow self act as if it were you, but with –1 ongoing. When you spend the last hold, the shadow self dissolves in an obviously supernatural and unsettling way. On a miss, the shadow self appears for a moment and does something you really, really didn’t want them to do...", + "Spending Money: If you get paid at the end of a mystery, each hunter adds 1-hold. Spend this hold in a later mystery narrate a flashback where you purchased the thing you need right now. It can be anything you could be carrying, something booked in advance (for example, a safe house or hotel room), or the use of a vehicle.": "Spending Money: If you get paid at the end of a mystery, each hunter adds 1-hold. Spend this hold in a later mystery narrate a flashback where you purchased the thing you need right now. It can be anything you could be carrying, something booked in advance (for example, a safe house or hotel room), or the use of a vehicle.", + "The B-Team: When you need to fortify a location or armour a vehicle, narrate a montage of your preparations. When you’re done, the location or vehicle provides 2-armour to all within it.": "The B-Team: When you need to fortify a location or armour a vehicle, narrate a montage of your preparations. When you’re done, the location or vehicle provides 2-armour to all within it.", + "Combat Training: When you help out another team member during combat, they may inflict +1 harm or suffer –1 harm in addition to the usual effects of your result.": "Combat Training: When you help out another team member during combat, they may inflict +1 harm or suffer –1 harm in addition to the usual effects of your result.", + "It’s Our Job: If a bystander has hired you, that counts as a reason when you manipulate them. This remains in effect in later mysteries. The Keeper may include other bystanders in the effect, if they’re part of a group you’re working for.": "It’s Our Job: If a bystander has hired you, that counts as a reason when you manipulate them. This remains in effect in later mysteries. The Keeper may include other bystanders in the effect, if they’re part of a group you’re working for.", + "The Good Ones: When you refuse to accept payment for a job, the client becomes an ally.": "The Good Ones: When you refuse to accept payment for a job, the client becomes an ally.", + "Yikes!: When a hunter is captured by a monster, minion, or phenomenon, they may ask one of the investigate a mystery or read a bad situation questions.": "Yikes!: When a hunter is captured by a monster, minion, or phenomenon, they may ask one of the investigate a mystery or read a bad situation questions.", + "Sensible Chuckle: When a hunter makes a joke (good or bad) at the expense of a monster, minion, or phenomenon, they may give another hunter on the team +1 forward.": "Sensible Chuckle: When a hunter makes a joke (good or bad) at the expense of a monster, minion, or phenomenon, they may give another hunter on the team +1 forward.", + "Earnest Do-gooders: When a hunter tells someone you are helping people and why, bystanders are more likely to do as you ask. The explanation always counts as a reason if you’re manipulating them to protect them or get them to help you.": "Earnest Do-gooders: When a hunter tells someone you are helping people and why, bystanders are more likely to do as you ask. The explanation always counts as a reason if you’re manipulating them to protect them or get them to help you.", + "Slapstick: When a hunter takes harm, they may instead have an embarrassing pratfall or accident that dodges the danger. Ignore the harm as established, and simply take 1-harm (which can’t be reduced or mitigated in any way). The hunter takes –1 forward.": "Slapstick: When a hunter takes harm, they may instead have an embarrassing pratfall or accident that dodges the danger. Ignore the harm as established, and simply take 1-harm (which can’t be reduced or mitigated in any way). The hunter takes –1 forward.", + "Disguises: When a hunter disguises themself, the disguise will not be questioned, until they do something to directly cast doubt on their appearance.": "Disguises: When a hunter disguises themself, the disguise will not be questioned, until they do something to directly cast doubt on their appearance.", + "Inventory Check: If you go looking for something that just might be in stock, roll +Weird. On a 10 or more, it’s there. On a 7–9, either you find it but there’s a cost, or you find something close enough. On a miss, you find something bad.": "Inventory Check: If you go looking for something that just might be in stock, roll +Weird. On a 10 or more, it’s there. On a 7–9, either you find it but there’s a cost, or you find something close enough. On a miss, you find something bad.", + "Corporate Database: If you use the company information systems to help investigate a mystery, take +1 hold. The Keeper tells you something disturbing you learn in addition to what you were looking for.": "Corporate Database: If you use the company information systems to help investigate a mystery, take +1 hold. The Keeper tells you something disturbing you learn in addition to what you were looking for.", + "Handbook: At the start of each mystery, each hunter may consult the employee handbook for advice. Roll a single die. On a 1, take –1 forward. On a 2, gain +1 forward to Charm. On a 3, gain +1 forward to Cool. On a 4, gain +1 forward to Sharp. On a 5, gain +1 forward to Tough. On a 6, gain +1 forward to Weird.": "Handbook: At the start of each mystery, each hunter may consult the employee handbook for advice. Roll a single die. On a 1, take –1 forward. On a 2, gain +1 forward to Charm. On a 3, gain +1 forward to Cool. On a 4, gain +1 forward to Sharp. On a 5, gain +1 forward to Tough. On a 6, gain +1 forward to Weird.", + "Uniforms: While you’re wearing your uniforms, your actions won’t be questioned unless you are indisputably out of place. For example, your burger restaurant uniforms won’t help you infiltrate a military base, and vice versa. The uniforms may also count as a reason when you try to manipulate someone.": "Uniforms: While you’re wearing your uniforms, your actions won’t be questioned unless you are indisputably out of place. For example, your burger restaurant uniforms won’t help you infiltrate a military base, and vice versa. The uniforms may also count as a reason when you try to manipulate someone.", + "Company Mascot: Take your corporate mascot as an ally. Pick one: a fellow employee with useful skills in the suit, or a supernatural being trying to keep under the radar. Decide what the mascot looks like.": "Company Mascot: Take your corporate mascot as an ally. Pick one: a fellow employee with useful skills in the suit, or a supernatural being trying to keep under the radar. Decide what the mascot looks like.", + "Earned Trust: People in your community know you, and know you mean well. They’ll generally believe what you tell them. If you ask them to do something for their own safety, they usually go along with it.": "Earned Trust: People in your community know you, and know you mean well. They’ll generally believe what you tell them. If you ask them to do something for their own safety, they usually go along with it.", + "Familiarity: When you’re checking out something in your community, you’ll always recognise right away if something has changed in an out-of-the-ordinary way. You can pick up things like a house suddenly quiet, a new tree in the park, or a stranger working at the corner store.": "Familiarity: When you’re checking out something in your community, you’ll always recognise right away if something has changed in an out-of-the-ordinary way. You can pick up things like a house suddenly quiet, a new tree in the park, or a stranger working at the corner store.", + "Domestic Wardings: You know how to protect houses from evil supernatural influences. All your homes are warded, and you may ward others too. It’s a big magic ritual requiring 24 hours, all the hunters, and a number of protective items that must be placed around the house. The wardings might be broken eventually by a concerted attack.": "Domestic Wardings: You know how to protect houses from evil supernatural influences. All your homes are warded, and you may ward others too. It’s a big magic ritual requiring 24 hours, all the hunters, and a number of protective items that must be placed around the house. The wardings might be broken eventually by a concerted attack.", + "Backyard Allies: You’ve made friends with some feral or wild animals that are smarter than normal—perhaps modern nature spirits? In any case, they can scout and spy for you, and it’s unlikely anyone will pay attention to them. They might ask you for favours too, now and then.": "Backyard Allies: You’ve made friends with some feral or wild animals that are smarter than normal—perhaps modern nature spirits? In any case, they can scout and spy for you, and it’s unlikely anyone will pay attention to them. They might ask you for favours too, now and then.", + "Craft Circle: Whenever you need a physical item as a magical requirement, you can craft a substitute together. All the hunters must take part, and you’ll need a few hours. You can replace one requirement per spell this way.": "Craft Circle: Whenever you need a physical item as a magical requirement, you can craft a substitute together. All the hunters must take part, and you’ll need a few hours. You can replace one requirement per spell this way.", + "Hit It!: If you all have your instruments ready, start playing one of your songs. Everyone and everything within earshot pauses for a moment.": "Hit It!: If you all have your instruments ready, start playing one of your songs. Everyone and everything within earshot pauses for a moment.", + "Sacred Songs of Power: You may substitute “play a mystical song” for any one use magic or big magic requirement. For use magic, one person needs to perform the song. For big magic, it must be at least two of you.": "Sacred Songs of Power: You may substitute “play a mystical song” for any one use magic or big magic requirement. For use magic, one person needs to perform the song. For big magic, it must be at least two of you.", + "Famous: You’re well known. Everywhere you go, you may call up your fans. They are a temporary ally group, type: backup (motivation: to stand with you). There will be a lot of them, but they’re just regular people—good at creating a distraction but not fighting monsters.": "Famous: You’re well known. Everywhere you go, you may call up your fans. They are a temporary ally group, type: backup (motivation: to stand with you). There will be a lot of them, but they’re just regular people—good at creating a distraction but not fighting monsters.", + "In the Groove: When you’re engaged in desperate physical action, and you describe how your move sets up another member of the band, they take +1 forward.": "In the Groove: When you’re engaged in desperate physical action, and you describe how your move sets up another member of the band, they take +1 forward.", + "Healing Vibe: Whenever the band plays a gig (no matter how big or small—there just needs to be an audience), each band member and every member of the audience either unmarks unstable or heals 1-harm.": "Healing Vibe: Whenever the band plays a gig (no matter how big or small—there just needs to be an audience), each band member and every member of the audience either unmarks unstable or heals 1-harm.", + "Something Rotten: When investigating a mystery and rolling a 7+, you can ask “How does this relate to the bad things I suspect about my organisation?” in addition to one of the usual questions.": "Something Rotten: When investigating a mystery and rolling a 7+, you can ask “How does this relate to the bad things I suspect about my organisation?” in addition to one of the usual questions.", + "Organisation’s Help: When you ask for the organisation’s help—gear, intel, or personnel—tell your superiors why you need it and roll +Charm. On a 10+, you get what you asked for. On a 7–9, you get it, but sooner or later the organisation will check up on you. On a miss, they don’t give it to you and someone in the organisation learns of your true intentions if you didn’t state them.": "Organisation’s Help: When you ask for the organisation’s help—gear, intel, or personnel—tell your superiors why you need it and roll +Charm. On a 10+, you get what you asked for. On a 7–9, you get it, but sooner or later the organisation will check up on you. On a miss, they don’t give it to you and someone in the organisation learns of your true intentions if you didn’t state them.", + "Specialized: Each of you can get +1 to a single rating (maximum +3) at the cost of –1 to a different rating (minimum –2).": "Specialized: Each of you can get +1 to a single rating (maximum +3) at the cost of –1 to a different rating (minimum –2).", + "Coordinated: Training in the organisation made you especially adept at helping each other. Your team holds 3 at the beginning at each mystery. Each of you can spend 1 to get +1 forward to help out and give the one you help +2 instead of +1 if your move is successful.": "Coordinated: Training in the organisation made you especially adept at helping each other. Your team holds 3 at the beginning at each mystery. Each of you can spend 1 to get +1 forward to help out and give the one you help +2 instead of +1 if your move is successful.", + "Power Dynamics: Add “Who’s the boss here?” and “Who doesn’t want to be a part of this?” to the list of your questions for read a bad situation and investigate a mystery.": "Power Dynamics: Add “Who’s the boss here?” and “Who doesn’t want to be a part of this?” to the list of your questions for read a bad situation and investigate a mystery.", + "Always on the Run: When you enter a new location, one of you can ask either “What’s the best way to hide here” or “What would be the best way to escape from here?” When you act on the answers, you get +1 ongoing, just as if it was a read a bad situation question.": "Always on the Run: When you enter a new location, one of you can ask either “What’s the best way to hide here” or “What would be the best way to escape from here?” When you act on the answers, you get +1 ongoing, just as if it was a read a bad situation question.", + "You Can’t Take Us: Once per mystery, each of you can treat a protect someone roll as if you rolled a 12.": "You Can’t Take Us: Once per mystery, each of you can treat a protect someone roll as if you rolled a 12.", + "Ride with the Thunder: When you race against someone having a comparable speed, you always win. When you race against someone faster or against the Wild Hunt, you can use magic to win anyway.": "Ride with the Thunder: When you race against someone having a comparable speed, you always win. When you race against someone faster or against the Wild Hunt, you can use magic to win anyway.", + "Sense of the Hunt: When a monster hunts a mortal in the area where you are (up to about 2 miles), you sense it, but without any details. You can read a bad situation to get more info on this situation, but if you fail, you get –1 ongoing to helping the hunted mortals.": "Sense of the Hunt: When a monster hunts a mortal in the area where you are (up to about 2 miles), you sense it, but without any details. You can read a bad situation to get more info on this situation, but if you fail, you get –1 ongoing to helping the hunted mortals.", + "Legend Amongst Monsters: Each of you can manipulate monsters as if you had the Dark Negotiator move. If you fail an investigate a mystery move, the monster learns it’s investigated by those who escaped the Wild Hunt.": "Legend Amongst Monsters: Each of you can manipulate monsters as if you had the Dark Negotiator move. If you fail an investigate a mystery move, the monster learns it’s investigated by those who escaped the Wild Hunt.", + "Assets": "Assets", + "Choose from these available assets. If there are two boxes, you need to mark both to earn that asset. (If you are making partial progress towards taking a two-box asset, mark the leftmost box first.)": "Choose from these available assets. If there are two boxes, you need to mark both to earn that asset. (If you are making partial progress towards taking a two-box asset, mark the leftmost box first.)", + "Mobile Base: A helicopter, aeroplane, truck, or bus with facilities and mystery investigation supplies on board.": "Mobile Base: A helicopter, aeroplane, truck, or bus with facilities and mystery investigation supplies on board.", + "Individual Transport: Each mission, a regular car, motorbike, or bicycle is assigned to every team member.": "Individual Transport: Each mission, a regular car, motorbike, or bicycle is assigned to every team member.", + "R&D Access: Your team is issued with a useful high technology experiment from R&D each mission. The Keeper decides what it is (always useful, usually with problematic side effects).": "R&D Access: Your team is issued with a useful high technology experiment from R&D each mission. The Keeper decides what it is (always useful, usually with problematic side effects).", + "Headquarters: A relatively secure space to use as a base in a Bureau regional facility. Everything you need to prepare for mysteries is here, and it’s quite secure.": "Headquarters: A relatively secure space to use as a base in a Bureau regional facility. Everything you need to prepare for mysteries is here, and it’s quite secure.", + "Sky Scanners: You have access to a scanning network that will alert you to strange events coming from space. This includes weird phenomena as well as UFOs.": "Sky Scanners: You have access to a scanning network that will alert you to strange events coming from space. This includes weird phenomena as well as UFOs.", + "Workshop: A big space for craft and repair projects, with plenty of tools and materials.": "Workshop: A big space for craft and repair projects, with plenty of tools and materials.", + "Disguise Kits: Contains costumes, makeup, and other supplies for a quick change of appearance.": "Disguise Kits: Contains costumes, makeup, and other supplies for a quick change of appearance.", + "Housing: Each member of the team is assigned a one-bedroom apartment in a generic housing project. All the apartments are exactly the same, down to scuff marks on the door.": "Housing: Each member of the team is assigned a one-bedroom apartment in a generic housing project. All the apartments are exactly the same, down to scuff marks on the door.", + "Rapid Response Pods: When any member of the team needs to get to a mission site quickly, a rapid response pod appears next to them. Enter the pod, and a short uncomfortable trip will place you where you need to be. What do the pods look like? How do they appear?": "Rapid Response Pods: When any member of the team needs to get to a mission site quickly, a rapid response pod appears next to them. Enter the pod, and a short uncomfortable trip will place you where you need to be. What do the pods look like? How do they appear?", + "Custom:": "Custom:", + "Individual Transport: A regular car, motorbike, or bicycle for every team member.": "Individual Transport: A regular car, motorbike, or bicycle for every team member.", + "Mobile Base: A truck or bus with bunks and mystery investigation supplies on board.": "Mobile Base: A truck or bus with bunks and mystery investigation supplies on board.", + "Credentials: Real, or as-good-as-real, identification that gets you access to law enforcement and other official contacts.": "Credentials: Real, or as-good-as-real, identification that gets you access to law enforcement and other official contacts.", + "Lair: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen.": "Lair: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen.", + "Hunter Roadhouses: A network of bars, diners, and motels where you can safely meet other monster hunters. Many are run by retired hunters.": "Hunter Roadhouses: A network of bars, diners, and motels where you can safely meet other monster hunters. Many are run by retired hunters.", + "Tool Kit: One or two of your vehicles carry tool kits. You have most tools you’ll need to repair or build something.": "Tool Kit: One or two of your vehicles carry tool kits. You have most tools you’ll need to repair or build something.", + "Mystical Ingredients Cabinet: A box with a wide range of frequently useful supplies for magic rituals.": "Mystical Ingredients Cabinet: A box with a wide range of frequently useful supplies for magic rituals.", + "Slush Fund: The team has access to a bank account that can pay for their day to day needs while monster hunting, and stretches to a big purchase every now and then. Where did it come from?": "Slush Fund: The team has access to a bank account that can pay for their day to day needs while monster hunting, and stretches to a big purchase every now and then. Where did it come from?", + "Armoury: One of your cars has a well-stocked weapons chest. Each mystery, every hunter may take one extra regular weapon. Also once per mystery, one hunter may ask the Keeper if the armoury has a particular special weapon: if yes, you can take it; if no, take +1 forward.": "Armoury: One of your cars has a well-stocked weapons chest. Each mystery, every hunter may take one extra regular weapon. Also once per mystery, one hunter may ask the Keeper if the armoury has a particular special weapon: if yes, you can take it; if no, take +1 forward.", + "Field Medics: You have enough supplies and training to treat one hunter per night as if they’d had a proper doctor or trip to the emergency room.": "Field Medics: You have enough supplies and training to treat one hunter per night as if they’d had a proper doctor or trip to the emergency room.", + "The Prophecies: A guidebook of all the visions about the Chosen One, to help you navigate your destiny (they’re pretty hard to decipher).": "The Prophecies: A guidebook of all the visions about the Chosen One, to help you navigate your destiny (they’re pretty hard to decipher).", + "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen.": "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen.", + "Mystical Workroom: A space set aside for magical operations. It can stand in for one requirement of a use magic or big magic move.": "Mystical Workroom: A space set aside for magical operations. It can stand in for one requirement of a use magic or big magic move.", + "Innocent Front: You have access to a regular business or institution. This means that your monster hunting hijinks can be concealed to an extent from your friends, family, and colleagues. For example: a cafe, a library, an antique store, etc.": "Innocent Front: You have access to a regular business or institution. This means that your monster hunting hijinks can be concealed to an extent from your friends, family, and colleagues. For example: a cafe, a library, an antique store, etc.", + "Regular Jobs: You have access to a place of employment for any of the hunters who need it. You earn enough to cover regular day-to-day expenses, and there’s time to fit in monster hunting around your hours.": "Regular Jobs: You have access to a place of employment for any of the hunters who need it. You earn enough to cover regular day-to-day expenses, and there’s time to fit in monster hunting around your hours.", + "Cameras and Recording Gear: You have a big collection of cameras and other recording devices that you can use during your investigations.": "Cameras and Recording Gear: You have a big collection of cameras and other recording devices that you can use during your investigations.", + "Primaeval Monument: An ancient site marking where access between worlds is easiest.": "Primaeval Monument: An ancient site marking where access between worlds is easiest.", + "Portal: A stable portal to either a particular world, or a between-worlds nexus. It is hidden, but any entity that finds either side may use it just like you can. Where is it hidden?": "Portal: A stable portal to either a particular world, or a between-worlds nexus. It is hidden, but any entity that finds either side may use it just like you can. Where is it hidden?", + "Exploration Gear: You’re never sure what you may find in another world. Your group has a storeroom full of all kinds of exploring and outdoor gear and clothing to use.": "Exploration Gear: You’re never sure what you may find in another world. Your group has a storeroom full of all kinds of exploring and outdoor gear and clothing to use.", + "Skywarden: A high tech transport aircraft that has all your essential gear on board and acts as your base on mission assignments. If you have the rapid deployment move, the Skywarden is upgraded with supersonic engines.": "Skywarden: A high tech transport aircraft that has all your essential gear on board and acts as your base on mission assignments. If you have the rapid deployment move, the Skywarden is upgraded with supersonic engines.", + "Individual Transport: Electric motorbikes for every team member.": "Individual Transport: Electric motorbikes for every team member.", + "Search and Rescue Gear: A selection of useful tools for locating and rescuing people in disaster zones.": "Search and Rescue Gear: A selection of useful tools for locating and rescuing people in disaster zones.", + "Headquarters: A relatively secure space allocated to you in IMPS headquarters. There’s room for all your gear, and includes full living quarters.": "Headquarters: A relatively secure space allocated to you in IMPS headquarters. There’s room for all your gear, and includes full living quarters.", + "Workshop: A big space for craft and repair projects, with plenty of technicians, tools, and materials.": "Workshop: A big space for craft and repair projects, with plenty of technicians, tools, and materials.", + "Medical Supplies: Everyone carries a first aid kit, and you have enough for a fully equipped infirmary back at your base or homes.": "Medical Supplies: Everyone carries a first aid kit, and you have enough for a fully equipped infirmary back at your base or homes.", + "Fancy High Tech Uniforms: Complete with built-in gadgets.": "Fancy High Tech Uniforms: Complete with built-in gadgets.", + "Housing: A pleasant house for each team member and their family, provided by IMPS for when you’re off-duty. This may be anywhere in the world.": "Housing: A pleasant house for each team member and their family, provided by IMPS for when you’re off-duty. This may be anywhere in the world.", + "World-jumping Base: A small vehicle or building with bunks and mystery investigation supplies on board.": "World-jumping Base: A small vehicle or building with bunks and mystery investigation supplies on board.", + "Translator: A high tech or arcane universal translator.": "Translator: A high tech or arcane universal translator.", + "Stealth Module: A device automatically changing the looks of your gear and vehicles to match the world you’re in.": "Stealth Module: A device automatically changing the looks of your gear and vehicles to match the world you’re in.", + "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen. Can’t travel between worlds, but you know a big magic ritual to come back here from any world. Invent details with the Keeper.": "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen. Can’t travel between worlds, but you know a big magic ritual to come back here from any world. Invent details with the Keeper.", + "Clothes: Clothes for any weather, including extreme ones.": "Clothes: Clothes for any weather, including extreme ones.", + "Published Book Series: A successful book series written by some or all of you based on your visits to other worlds.": "Published Book Series: A successful book series written by some or all of you based on your visits to other worlds.", + "Crystal Ball: A crystal ball always showing the most breathtaking sight in the area you’re in.": "Crystal Ball: A crystal ball always showing the most breathtaking sight in the area you’re in.", + "Mystical workroom: A space set aside for magical operations. It can stand in for one requirement of a use magic or big magic move.": "Mystical workroom: A space set aside for magical operations. It can stand in for one requirement of a use magic or big magic move.", + "Survival Gear: You’re all well-prepped with supplies for a disaster or emergency situation. Protective gear, tools, food and water, etc.": "Survival Gear: You’re all well-prepped with supplies for a disaster or emergency situation. Protective gear, tools, food and water, etc.", + "Hideouts: Each hunter has a hidden, safe place set up where they can retreat in an emergency. This could be an isolated cabin or bunker, a safe house, or a panic room (whichever makes sense for your hunter).": "Hideouts: Each hunter has a hidden, safe place set up where they can retreat in an emergency. This could be an isolated cabin or bunker, a safe house, or a panic room (whichever makes sense for your hunter).", + "Mobile Hideaway: A truck with bunks and mystery investigation supplies on board.": "Mobile Hideaway: A truck with bunks and mystery investigation supplies on board.", + "Individual Transport: A fancy car or motorbike for every team member.": "Individual Transport: A fancy car or motorbike for every team member.", + "Getaway: A place where you rest from everything, with no monster hunting gear but extremely difficult to find by mundane and magical means.": "Getaway: A place where you rest from everything, with no monster hunting gear but extremely difficult to find by mundane and magical means.", + "Headquarters: A base people from neither your public nor your secret life will find easily. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen.": "Headquarters: A base people from neither your public nor your secret life will find easily. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen.", + "Memorabilia: A collection of important memorabilia connected to the city’s past and two big magic rituals that need only them and up to two other requirements. Determine what the rituals do as a group.": "Memorabilia: A collection of important memorabilia connected to the city’s past and two big magic rituals that need only them and up to two other requirements. Determine what the rituals do as a group.", + "Secure Phones: A set of phones with advanced voice distortion and location concealment options. Tracking a call from these requires days of work.": "Secure Phones: A set of phones with advanced voice distortion and location concealment options. Tracking a call from these requires days of work.", + "Funds: Lots of money on bank accounts connected to untraceable credit cards.": "Funds: Lots of money on bank accounts connected to untraceable credit cards.", + "Mobile Base: A van, truck, or bus with bunks and mystery investigation supplies on board.": "Mobile Base: A van, truck, or bus with bunks and mystery investigation supplies on board.", + "The Grapevine: A network of contacts who pass on job leads.": "The Grapevine: A network of contacts who pass on job leads.", + "Secure Homes: Located somewhere you have a special relationship, you all have houses and bank accounts that provide a base when you’re off the job.": "Secure Homes: Located somewhere you have a special relationship, you all have houses and bank accounts that provide a base when you’re off the job.", + "Credentials: Monster hunting licenses and visa waivers that allow you to do your job and travel legitimately.": "Credentials: Monster hunting licenses and visa waivers that allow you to do your job and travel legitimately.", + "High Tech Gadgets: A supply of various monster scanners and detectors.": "High Tech Gadgets: A supply of various monster scanners and detectors.", + "Armoury: A cache of monster hunting weapons.": "Armoury: A cache of monster hunting weapons.", + "Mystery Van: A van with all your mystery investigation supplies on board.": "Mystery Van: A van with all your mystery investigation supplies on board.", + "Individual Transport: A skateboard, scooter, pair of skates, or bicycle for every team member.": "Individual Transport: A skateboard, scooter, pair of skates, or bicycle for every team member.", + "Gadgets: Paranormal investigation gadgets.": "Gadgets: Paranormal investigation gadgets.", + "Clubhouse: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and make a snack.": "Clubhouse: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and make a snack.", + "Mystical Workroom: a space set aside for magical operations. It can stand in for one requirement of a use magic or big magic move.": "Mystical Workroom: a space set aside for magical operations. It can stand in for one requirement of a use magic or big magic move.", + "Disguises: A trunk full of disguises.": "Disguises: A trunk full of disguises.", + "Library: Library of useful reference books.": "Library: Library of useful reference books.", + "IDs: Official junior deputy Suburban Watch Group volunteer badges.": "IDs: Official junior deputy Suburban Watch Group volunteer badges.", + "Backrooms: You’ve set out a relatively secure space in the back rooms. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen. It’s currently listed as “unused: permanent” so you should be left alone in there.": "Backrooms: You’ve set out a relatively secure space in the back rooms. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen. It’s currently listed as “unused: permanent” so you should be left alone in there.", + "Steam Tunnels: Accessed from your workplace, these allow you to get in and out without being seen. They also connect to the wider city infrastructure.": "Steam Tunnels: Accessed from your workplace, these allow you to get in and out without being seen. They also connect to the wider city infrastructure.", + "Security Access: You can look at the security camera feeds and records. These cover the entire store floor, secure areas, and the outside of the building.": "Security Access: You can look at the security camera feeds and records. These cover the entire store floor, secure areas, and the outside of the building.", + "Ritual Space: A space set aside for magical operations. It can stand in for one requirement of a use magic or big magic move. Decide where in the workplace it is located.": "Ritual Space: A space set aside for magical operations. It can stand in for one requirement of a use magic or big magic move. Decide where in the workplace it is located.", + "The Occult Section: Your workplace has a stock of mystical supplies. Sometimes you can find specific monster hunting supplies or ritual requirements there.": "The Occult Section: Your workplace has a stock of mystical supplies. Sometimes you can find specific monster hunting supplies or ritual requirements there.", + "Warding Glyphs: Mystical enchantments on the workplace prevent hostile magic targeting it from the outside, and alert all team members if a supernatural being enters.": "Warding Glyphs: Mystical enchantments on the workplace prevent hostile magic targeting it from the outside, and alert all team members if a supernatural being enters.", + "Lost Property & Returns: You can find all sorts of stuff in here, some of it useful.": "Lost Property & Returns: You can find all sorts of stuff in here, some of it useful.", + "Oracle Stone: A mystical scrying gem. At the beginning of each mystery, you may consult it—ask any question. The Keeper will answer with something true and useful, but they may make the answer difficult to understand.": "Oracle Stone: A mystical scrying gem. At the beginning of each mystery, you may consult it—ask any question. The Keeper will answer with something true and useful, but they may make the answer difficult to understand.", + "SWG Radio Network: a set of devices that allow you to easily talk to the rest of the SWG (as well as the base stations at your homes/the SWG headquarters).": "SWG Radio Network: a set of devices that allow you to easily talk to the rest of the SWG (as well as the base stations at your homes/the SWG headquarters).", + "Sacred Site: A place outdoors that has a reservoir of magical power. The Keeper always considers this site when a magical ritual requires a particular place.": "Sacred Site: A place outdoors that has a reservoir of magical power. The Keeper always considers this site when a magical ritual requires a particular place.", + "Infirmary: You have access to a doctor’s surgery or other suitable first aid office. You may use it for regular treatment of injuries, no questions asked.": "Infirmary: You have access to a doctor’s surgery or other suitable first aid office. You may use it for regular treatment of injuries, no questions asked.", + "Tour Bus: A truck or bus with bunks, your gear, and mystery investigation supplies on board.": "Tour Bus: A truck or bus with bunks, your gear, and mystery investigation supplies on board.", + "Individual Transport: A fancy car, motorbike, or bicycle for every team member.": "Individual Transport: A fancy car, motorbike, or bicycle for every team member.", + "Home Venue: You have a regular booking at a venue, and get on well with the owners. You’re always welcome there, and can be sure to find fans or friends there whenever its open.": "Home Venue: You have a regular booking at a venue, and get on well with the owners. You’re always welcome there, and can be sure to find fans or friends there whenever its open.", + "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep, practice, and cook.": "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep, practice, and cook.", + "Private Jet: You have a more-or-less fancy private jet (and crew) at your disposal.": "Private Jet: You have a more-or-less fancy private jet (and crew) at your disposal.", + "Studio: You have your own recording studio and record label. It’s either a big house in the country or big slice of a building in the city. It’s equipped with gear and staff. This is a good place for any other location-based assets to live.": "Studio: You have your own recording studio and record label. It’s either a big house in the country or big slice of a building in the city. It’s equipped with gear and staff. This is a good place for any other location-based assets to live.", + "Cameras and Recording Gear: You have a big collection of cameras and other recording devices that you can use during your investigations. Your crew also includes people who can operate them for you.": "Cameras and Recording Gear: You have a big collection of cameras and other recording devices that you can use during your investigations. Your crew also includes people who can operate them for you.", + "Office Space: Private offices in the organisation’s headquarters.": "Office Space: Private offices in the organisation’s headquarters.", + "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen. The organisation knows about it but has no direct influence over it.": "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen. The organisation knows about it but has no direct influence over it.", + "Fake IDs: Fake government IDs.": "Fake IDs: Fake government IDs.", + "More Fake IDs: Fake organisation IDs for other members or different jobs.": "More Fake IDs: Fake organisation IDs for other members or different jobs.", + "Cameras and Recording Gear: Miniature cameras and recording devices.": "Cameras and Recording Gear: Miniature cameras and recording devices.", + "Fae Horses: One for every team member. They fly, but if people start gossiping about flying horses, the Wild Hunt will surely hear of this.": "Fae Horses: One for every team member. They fly, but if people start gossiping about flying horses, the Wild Hunt will surely hear of this.", + "Map: A map of the Wild Hunt’s activities.": "Map: A map of the Wild Hunt’s activities.", + "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen. The Wild Hunt won’t learn about this base unless you stay there for a very long time.": "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen. The Wild Hunt won’t learn about this base unless you stay there for a very long time.", + "Disguises: A set of disguises.": "Disguises: A set of disguises.", + "Diversions: A box of smoke bombs and other distractions (0-harm close obscure vision).": "Diversions: A box of smoke bombs and other distractions (0-harm close obscure vision).", + "Fae Cosmetics and Makeup: Better than anything humans can produce.": "Fae Cosmetics and Makeup: Better than anything humans can produce.", + "Improvement": "Improvement", + "At the end of each session, answer your Style question (below). If yes, gain one improvement mark. If yes and it came up a lot, gain two improvement marks.": "At the end of each session, answer your Style question (below). If yes, gain one improvement mark. If yes and it came up a lot, gain two improvement marks.", + "When you fill in the improvement box, clear the improvement track and choose one of these:": "When you fill in the improvement box, clear the improvement track and choose one of these:", + "Gain a new team move.": "Gain a new team move.", + "Gain a new team ally.": "Gain a new team ally.", + "Gain two new asset selections.": "Gain two new asset selections.", + "Make the next mystery about your team enemy, giving you a chance to interfere in their plans.": "Make the next mystery about your team enemy, giving you a chance to interfere in their plans.", + "Make the next mystery about the organisation or its bad apples, giving you a chance to interfere in their plans.": "Make the next mystery about the organisation or its bad apples, giving you a chance to interfere in their plans.", + "Make the next mystery about the Wild Hunt, giving you a chance to weaken or confuse them.": "Make the next mystery about the Wild Hunt, giving you a chance to weaken or confuse them.", + "Style": "Style", + "Pick one of these styles (and the associated improvement question):": "Pick one of these styles (and the associated improvement question):", + "Hush: At the end of each session, ask: “Did we suppress knowledge of monsters and the supernatural?”": "Hush: At the end of each session, ask: “Did we suppress knowledge of monsters and the supernatural?”", + "The Greater Good: At the end of each session, ask: “Did we protect civilian lives?”": "The Greater Good: At the end of each session, ask: “Did we protect civilian lives?”", + "By Any Means Necessary: At the end of each session, ask: “Did we stop the problem, regardless of the cost?”": "By Any Means Necessary: At the end of each session, ask: “Did we stop the problem, regardless of the cost?”", + "Custom: What’s your story?": "Custom: What’s your story?", + "At the end of each session, ask:": "At the end of each session, ask:", + "Family: You’re all family, or as good as. At the end of each session, ask: “Did we talk about—or pointedly not talk about—something that was troubling a team member?”": "Family: You’re all family, or as good as. At the end of each session, ask: “Did we talk about—or pointedly not talk about—something that was troubling a team member?”", + "Vocation: Someone has to do it, and you happened to be able. At the end of each session, ask: “Did we save the people we went there to protect?”": "Vocation: Someone has to do it, and you happened to be able. At the end of each session, ask: “Did we save the people we went there to protect?”", + "Excitement: Monster hunting sure is a new thrill every time. At the end of each session, ask: “Did we take extremely dangerous risks?”": "Excitement: Monster hunting sure is a new thrill every time. At the end of each session, ask: “Did we take extremely dangerous risks?”", + "First among Equals: Sure, one of us is chosen by destiny, but we all play our part. At the end of each session, ask: “Did we all contribute in our own way to solve the mystery?”": "First among Equals: Sure, one of us is chosen by destiny, but we all play our part. At the end of each session, ask: “Did we all contribute in our own way to solve the mystery?”", + "Sworn Guardians: The rest of us made a solemn oath to help the Chosen One. At the end of each session, ask: “Did we save the Chosen One from serious harm?”": "Sworn Guardians: The rest of us made a solemn oath to help the Chosen One. At the end of each session, ask: “Did we save the Chosen One from serious harm?”", + "Fate’s Rebels: Screw destiny! At the end of each session, ask: “Did we fight against fate and prophecies, no matter the cost?”": "Fate’s Rebels: Screw destiny! At the end of each session, ask: “Did we fight against fate and prophecies, no matter the cost?”", + "Ancient Oath: You are the holders of an ancient obligation to guard the world’s border. Decide what the oath requires of you. At the end of each session, ask: “Did we hold to our oath?”": "Ancient Oath: You are the holders of an ancient obligation to guard the world’s border. Decide what the oath requires of you. At the end of each session, ask: “Did we hold to our oath?”", + "The oath:": "The oath:", + "Wrong Place, Wrong Time: You were there to stop the first incursion, and now feel obliged to prevent anything else coming through. At the end of each session, ask: “Did we protect the world from what lies beyond?”": "Wrong Place, Wrong Time: You were there to stop the first incursion, and now feel obliged to prevent anything else coming through. At the end of each session, ask: “Did we protect the world from what lies beyond?”", + "Born & Raised: You all grew up, or settled, here. Dimensional incursions are a part of life, even if a lot of people don’t like to admit it. At the end of each session, ask: “Did we look after our normal relationships with friends and families?”": "Born & Raised: You all grew up, or settled, here. Dimensional incursions are a part of life, even if a lot of people don’t like to admit it. At the end of each session, ask: “Did we look after our normal relationships with friends and families?”", + "Hush: At the end of each session, ask: “Did we save the day without making the news or creating a ruckus?”": "Hush: At the end of each session, ask: “Did we save the day without making the news or creating a ruckus?”", + "Rescuers: At the end of each session, ask: “Did we save people from harm, no matter how much property damage?”": "Rescuers: At the end of each session, ask: “Did we save people from harm, no matter how much property damage?”", + "Superstars: At the end of each session, ask: “Did our reputation as elite monster hunters come up during the mystery?”": "Superstars: At the end of each session, ask: “Did our reputation as elite monster hunters come up during the mystery?”", + "Well-prepared: You keep track of worlds that might need monster hunting help and have procedures for reaching and helping them. At the end of each session, ask: “Did things go according to our plans?”": "Well-prepared: You keep track of worlds that might need monster hunting help and have procedures for reaching and helping them. At the end of each session, ask: “Did things go according to our plans?”", + "Led by Fate: The universe wants you to help where you’re needed most. At the end of each session, ask: “Do we understand our place in the multiverse better now?”": "Led by Fate: The universe wants you to help where you’re needed most. At the end of each session, ask: “Do we understand our place in the multiverse better now?”", + "Accidental Heroes: You always end up where you’re needed because of magical mishaps and weird coincidences. At the end of each session, ask: “Did we make use of a coincidence or unexpected resource?”": "Accidental Heroes: You always end up where you’re needed because of magical mishaps and weird coincidences. At the end of each session, ask: “Did we make use of a coincidence or unexpected resource?”", + "We’re Prepared for Next Time: At the end of each session, ask: “Did our planning ahead save the day?”": "We’re Prepared for Next Time: At the end of each session, ask: “Did our planning ahead save the day?”", + "Fatalists: One day our times will come. Until then we fight. At the end of each session, ask: “Did we throw ourselves into danger to save the day?”": "Fatalists: One day our times will come. Until then we fight. At the end of each session, ask: “Did we throw ourselves into danger to save the day?”", + "Wardens: We won’t let what happened to us happen to anyone else. At the end of each session, ask: “Did we save people, no matter the cost?”": "Wardens: We won’t let what happened to us happen to anyone else. At the end of each session, ask: “Did we save people, no matter the cost?”", + "Greater Good: You find your secret monster hunting lives more important than your mundane social roles. At the end of each session, ask: “Did we choose the more important obligation?”": "Greater Good: You find your secret monster hunting lives more important than your mundane social roles. At the end of each session, ask: “Did we choose the more important obligation?”", + "The Only Ones: You’re the only ones capable enough to protect those around you from supernatural threats. At the end of each session, ask: “Did we do something nobody else in our society could do?”": "The Only Ones: You’re the only ones capable enough to protect those around you from supernatural threats. At the end of each session, ask: “Did we do something nobody else in our society could do?”", + "An Ancient Tradition: You’ve inherited your double role from family or mentors. At the end of each session, ask: “Have we done something that would make our predecessors proud?”": "An Ancient Tradition: You’ve inherited your double role from family or mentors. At the end of each session, ask: “Have we done something that would make our predecessors proud?”", + "Secret Mission: You are all devoted to a particular goal, using “mercenary monster hunter team” as your cover. What’s your objective? At the end of each session, ask: “Did we get closer to our goal?” If you achieve the objective, choose a new one or change to a new style. Your objective:": "Secret Mission: You are all devoted to a particular goal, using “mercenary monster hunter team” as your cover. What’s your objective? At the end of each session, ask: “Did we get closer to our goal?” If you achieve the objective, choose a new one or change to a new style. Your objective:", + "Goal-Oriented: At the end of each session, ask: “Did we fulfil the exact mission requested, without extra work?”": "Goal-Oriented: At the end of each session, ask: “Did we fulfil the exact mission requested, without extra work?”", + "Hearts of Gold: At the end of each session, ask: “Did we refuse to accept money from someone we saved?”": "Hearts of Gold: At the end of each session, ask: “Did we refuse to accept money from someone we saved?”", + "Wholesome: At the end of each session, ask: “Did we succeed by believing in each other and using our individual strengths?”": "Wholesome: At the end of each session, ask: “Did we succeed by believing in each other and using our individual strengths?”", + "Comical: At the end of each session, ask: “Did we do something really funny?”": "Comical: At the end of each session, ask: “Did we do something really funny?”", + "Cool: At the end of each session, ask: “Did we save the day, with style?”": "Cool: At the end of each session, ask: “Did we save the day, with style?”", + "Big Store: At the end of each session, ask: “Did we deal with any supernatural problems without management noticing?”": "Big Store: At the end of each session, ask: “Did we deal with any supernatural problems without management noticing?”", + "Security Team: At the end of each session, ask: “Did we keep people safe?”": "Security Team: At the end of each session, ask: “Did we keep people safe?”", + "Emergency Response: At the end of each session, ask: “Did we solve anyone’s problems?”": "Emergency Response: At the end of each session, ask: “Did we solve anyone’s problems?”", + "Thrown in the Deep End: You started out knowing nothing about the supernatural, and you’re still catching up. At the end of each session, ask: “Did we learn something new about the supernatural world?”": "Thrown in the Deep End: You started out knowing nothing about the supernatural, and you’re still catching up. At the end of each session, ask: “Did we learn something new about the supernatural world?”", + "Protectors: It’s all about looking after people. At the end of each session, ask: “Did we prevent harm in our community?”": "Protectors: It’s all about looking after people. At the end of each session, ask: “Did we prevent harm in our community?”", + "Cosy Coven: You were never strangers to the supernatural, but nobody else suspects it. At the end of each session, ask: “Did we help with our supernatural powers, undetected?”": "Cosy Coven: You were never strangers to the supernatural, but nobody else suspects it. At the end of each session, ask: “Did we help with our supernatural powers, undetected?”", + "Rock: At the end of each session, ask: “Did we lay the smackdown on some evildoers?”": "Rock: At the end of each session, ask: “Did we lay the smackdown on some evildoers?”", + "Punk: At the end of each session, ask: “Did we fight for the downtrodden?”": "Punk: At the end of each session, ask: “Did we fight for the downtrodden?”", + "Pop: At the end of each session, ask: “Did we look awesome?”": "Pop: At the end of each session, ask: “Did we look awesome?”", + "Metal: At the end of each session, ask: “Did we battle gloriously?”": "Metal: At the end of each session, ask: “Did we battle gloriously?”", + "Hip-hop: At the end of each session, ask: “Did we improve things for the local community?”": "Hip-hop: At the end of each session, ask: “Did we improve things for the local community?”", + "Folk: At the end of each session, ask: “Did we learn about local history and folklore?”": "Folk: At the end of each session, ask: “Did we learn about local history and folklore?”", + "Country: At the end of each session, ask: “Will that make a great story, later?”": "Country: At the end of each session, ask: “Will that make a great story, later?”", + "Inquisition: You believe your organisation isn’t rotten to the core, it just has a few rotten apples. At the end of each session, ask: “Is the organisation better now?”": "Inquisition: You believe your organisation isn’t rotten to the core, it just has a few rotten apples. At the end of each session, ask: “Is the organisation better now?”", + "Redemption: You were once part of the organisation’s shady dealings but are disgusted by them now. At the end of each session, ask: “Did we repay part of the harm we caused as organisation members?”": "Redemption: You were once part of the organisation’s shady dealings but are disgusted by them now. At the end of each session, ask: “Did we repay part of the harm we caused as organisation members?”", + "Revolt: You’ve recently understood the organisation is rotten to the core and should be terminated. At the end of each session, ask: “Are we closer to destroying the organisation?”": "Revolt: You’ve recently understood the organisation is rotten to the core and should be terminated. At the end of each session, ask: “Are we closer to destroying the organisation?”", + "Vengeance: You want to become strong enough to destroy the Wild Hunt one day. At the end of each session, ask: “Did what we do bring us closer to destroying the Wild Hunt?”": "Vengeance: You want to become strong enough to destroy the Wild Hunt one day. At the end of each session, ask: “Did what we do bring us closer to destroying the Wild Hunt?”", + "Compassion: You don’t want others to suffer as you did. At the end of each session, ask: “Did we risk our freedom to protect someone else’s’?”": "Compassion: You don’t want others to suffer as you did. At the end of each session, ask: “Did we risk our freedom to protect someone else’s’?”", + "Homelessness: You want to have normal lives one day. At the end of each session, ask: “Did we put some effort into making our lives more normal?”": "Homelessness: You want to have normal lives one day. At the end of each session, ask: “Did we put some effort into making our lives more normal?”", + "Enemies": "Enemies", + "Pick an enemy for your team:": "Pick an enemy for your team:", + "General Grox, alien warlord.": "General Grox, alien warlord.", + "The werewolf conspiracy.": "The werewolf conspiracy.", + "The Order of the Silvery Stars, who worship some very bad alien god-things.": "The Order of the Silvery Stars, who worship some very bad alien god-things.", + "The Old Gods, who want to return and rule the world again.": "The Old Gods, who want to return and rule the world again.", + "A rival Bureau with dubious methods and goals.": "A rival Bureau with dubious methods and goals.", + "Halphas, a demon who has it in for you.": "Halphas, a demon who has it in for you.", + "All the vampires.": "All the vampires.", + "Dr Crepuscule, who steals unnatural power from captured monsters.": "Dr Crepuscule, who steals unnatural power from captured monsters.", + "The King in Yellow, a god/force of corruption, decadence, and disease.": "The King in Yellow, a god/force of corruption, decadence, and disease.", + "A cabal of ghosts trying to secure the secret of returning to life.": "A cabal of ghosts trying to secure the secret of returning to life.", + "Alpha, an immortal werewolf.": "Alpha, an immortal werewolf.", + "Seth Vail, a billionaire who wants to harness the power of monsters, starting with immortality for himself.": "Seth Vail, a billionaire who wants to harness the power of monsters, starting with immortality for himself.", + "The Father of Monsters, the cosmic entity who is the source of evil in the world.": "The Father of Monsters, the cosmic entity who is the source of evil in the world.", + "The Grey Priests, a conspiracy to bring about the end of the world and birth of a new one.": "The Grey Priests, a conspiracy to bring about the end of the world and birth of a new one.", + "Lord Grash, warlord of a monster dimension.": "Lord Grash, warlord of a monster dimension.", + "All the demons.": "All the demons.", + "The Anointed Hierophant, an occult sect leader who wants to break the walls between worlds.": "The Anointed Hierophant, an occult sect leader who wants to break the walls between worlds.", + "Chaos, a cosmic entity of disorder.": "Chaos, a cosmic entity of disorder.", + "TransWorldCorp, a business hoping to profit from other worlds via their rift machine, no matter the damage they do along the way.": "TransWorldCorp, a business hoping to profit from other worlds via their rift machine, no matter the damage they do along the way.", + "Apollyon, a demon king who wants to rule the Earth.": "Apollyon, a demon king who wants to rule the Earth.", + "Incursions of HEDEs (Hostile Extra-Dimensional Entities).": "Incursions of HEDEs (Hostile Extra-Dimensional Entities).", + "Masanori, a selfish tycoon chasing personal immortality.": "Masanori, a selfish tycoon chasing personal immortality.", + "A rival IMPS team, who always want to make it look like they saved the day and you screwed up.": "A rival IMPS team, who always want to make it look like they saved the day and you screwed up.", + "A chaos cult who want to break down the structures of the modern world, so they can rule it with their magical powers.": "A chaos cult who want to break down the structures of the modern world, so they can rule it with their magical powers.", + "Dr Weltschmerz, a bitter and angry scientist who wants all worlds to suffer.": "Dr Weltschmerz, a bitter and angry scientist who wants all worlds to suffer.", + "Jauna, a merchant from Monster Marches who deals in interdimensional slave trade.": "Jauna, a merchant from Monster Marches who deals in interdimensional slave trade.", + "Separator, an automaton guarding borders between the worlds.": "Separator, an automaton guarding borders between the worlds.", + "Iron Crusade, an invading force from a futuristic world.": "Iron Crusade, an invading force from a futuristic world.", + "Your own evil versions from a mirrored universe.": "Your own evil versions from a mirrored universe.", + "The Black Knight, a faerie lord.": "The Black Knight, a faerie lord.", + "A necromancer, with a plan to rule the world.": "A necromancer, with a plan to rule the world.", + "Metaphysical Exploitation Holdings (MEH), a corporation that profits from ill-advised experimentation and exploitation of the supernatural.": "Metaphysical Exploitation Holdings (MEH), a corporation that profits from ill-advised experimentation and exploitation of the supernatural.", + "A conspiracy of chaos cultists.": "A conspiracy of chaos cultists.", + "Allmine, a greedy and capricious demon of desire.": "Allmine, a greedy and capricious demon of desire.", + "All the evil doppelgangers.": "All the evil doppelgangers.", + "Professor Trundil, an occult scientist trying to steal your powers and magic.": "Professor Trundil, an occult scientist trying to steal your powers and magic.", + "Great Waghru, a primordial entity slumbering beneath the city, now stirring.": "Great Waghru, a primordial entity slumbering beneath the city, now stirring.", + "Brave New World, an undercover company trying to replace humans in your city with robots.": "Brave New World, an undercover company trying to replace humans in your city with robots.", + "Pethas, a dragon.": "Pethas, a dragon.", + "All the werewolves.": "All the werewolves.", + "Ozahr, an immortal and megalomaniac wizard.": "Ozahr, an immortal and megalomaniac wizard.", + "The Fates.": "The Fates.", + "A conspiracy of political leaders secretly creating a global dictatorship.": "A conspiracy of political leaders secretly creating a global dictatorship.", + "Bradshaw, an evil property developer.": "Bradshaw, an evil property developer.", + "The Ghost King.": "The Ghost King.", + "Dracula.": "Dracula.", + "Cryptids generally.": "Cryptids generally.", + "A conspiracy of wizards who want to take over the world.": "A conspiracy of wizards who want to take over the world.", + "Your manager.": "Your manager.", + "The Queen of the Bug Monsters.": "The Queen of the Bug Monsters.", + "The Monarch of Waste, a cosmic entity of disorder and ruin.": "The Monarch of Waste, a cosmic entity of disorder and ruin.", + "A conspiracy within the company, using the workplace for a sinister occult plan.": "A conspiracy within the company, using the workplace for a sinister occult plan.", + "The thing in the basement. You don’t know what it is, but it’s evil.": "The thing in the basement. You don’t know what it is, but it’s evil.", + "The Pale Man, the powerful and malevolent ghost of a mass murderer who lived here a long time ago.": "The Pale Man, the powerful and malevolent ghost of a mass murderer who lived here a long time ago.", + "All the ghouls. A big cemetery nearby attracts their attention.": "All the ghouls. A big cemetery nearby attracts their attention.", + "Bradshaw, a property developer who wants to rebuild the city—by any means necessary.": "Bradshaw, a property developer who wants to rebuild the city—by any means necessary.", + "Discord, goddess of chaos and disorder.": "Discord, goddess of chaos and disorder.", + "A conspiracy of vampires trying to take over your community.": "A conspiracy of vampires trying to take over your community.", + "White Travellers, ghosts that feed on natural, joyous emotions of people and leave people content with a humdrum life.": "White Travellers, ghosts that feed on natural, joyous emotions of people and leave people content with a humdrum life.", + "Ancient Purity, an occultist/fascist death metal band. They would be your enemies even without their abuse of mystical powers.": "Ancient Purity, an occultist/fascist death metal band. They would be your enemies even without their abuse of mystical powers.", + "The Man, a new god of authority, order, and following the rules.": "The Man, a new god of authority, order, and following the rules.", + "The Sanguine Circle, a conspiracy of vampires with cells in many cities and towns.": "The Sanguine Circle, a conspiracy of vampires with cells in many cities and towns.", + "Allies": "Allies", + "Choose your team allies from this list:": "Choose your team allies from this list:", + "Doctor “Blue,” a physician. They can help you recover from harm.": "Doctor “Blue,” a physician. They can help you recover from harm.", + "Professor “Blood,” a forensic scientist. They are who you go to when you need evidence analysed.": "Professor “Blood,” a forensic scientist. They are who you go to when you need evidence analysed.", + "Agent “Will,” a field investigator. They’re a veteran of the Bureau, and can help you navigate problems with colleagues.": "Agent “Will,” a field investigator. They’re a veteran of the Bureau, and can help you navigate problems with colleagues.", + "Aquila Squad, an ally team. They are unofficially known as “the Extreme Problems” squad. They can handle anything unfazed, but their solutions can be a little... messy.": "Aquila Squad, an ally team. They are unofficially known as “the Extreme Problems” squad. They can handle anything unfazed, but their solutions can be a little... messy.", + "SkullFangz, an ally team. This is a group of hackers you’ve made a sort of alliance with. They can help you get information through unorthodox channels, but they sometimes need you to do some odd or dubious favours in return.": "SkullFangz, an ally team. This is a group of hackers you’ve made a sort of alliance with. They can help you get information through unorthodox channels, but they sometimes need you to do some odd or dubious favours in return.", + "Detective Barnes, a police detective who you saved from a monster way back when. They’ll help you out with some information now and then, and possibly more when you’re on their turf.": "Detective Barnes, a police detective who you saved from a monster way back when. They’ll help you out with some information now and then, and possibly more when you’re on their turf.", + "Bingo, an always-online researcher into strangeness. They can put you in touch with people who need help, coordinate communication, and help you with research.": "Bingo, an always-online researcher into strangeness. They can put you in touch with people who need help, coordinate communication, and help you with research.", + "Sapphire, who has the ability to manipulate time in certain ways. You suspect she may be very long-lived or even immortal. She is not always easy to contact, and can appear unexpectedly.": "Sapphire, who has the ability to manipulate time in certain ways. You suspect she may be very long-lived or even immortal. She is not always easy to contact, and can appear unexpectedly.", + "Another group of travelling hunters, an ally team. They can back you up monster hunting—you’ve helped each other out several times, when things got tricky.": "Another group of travelling hunters, an ally team. They can back you up monster hunting—you’ve helped each other out several times, when things got tricky.", + "Universal Cleanup Services, an ally team. A franchise that specialises in cleaning up messes like crime scenes and monster attacks.": "Universal Cleanup Services, an ally team. A franchise that specialises in cleaning up messes like crime scenes and monster attacks.", + "Carlito, a nurse. They can patch up injured hunters.": "Carlito, a nurse. They can patch up injured hunters.", + "Charity, an occultist. She can tell you about and sometimes find weird old items.": "Charity, an occultist. She can tell you about and sometimes find weird old items.", + "Raven, a mystic. Has some ideas about the Chosen One’s destiny.": "Raven, a mystic. Has some ideas about the Chosen One’s destiny.", + "The Junior Entourage, an ally team. These are friends who aren’t in the core team. Good at getting around for area canvassing or distraction.": "The Junior Entourage, an ally team. These are friends who aren’t in the core team. Good at getting around for area canvassing or distraction.", + "Destiny’s Servants, an ally team. A secretive group sent to help you out. They’re good at fighting and acting suspicious.": "Destiny’s Servants, an ally team. A secretive group sent to help you out. They’re good at fighting and acting suspicious.", + "Hawthorn, a hedge witch. They’re able to cast a variety of small but useful spells.": "Hawthorn, a hedge witch. They’re able to cast a variety of small but useful spells.", + "Anya, a folklorist. They know a lot about the stories and history of the region.": "Anya, a folklorist. They know a lot about the stories and history of the region.", + "The Feeling of Not Knowing a Particular Fact, a visitor from another world. An explorer of worlds, they have a store of facts or rumours about many different dimensions. Describe their home world and look.": "The Feeling of Not Knowing a Particular Fact, a visitor from another world. An explorer of worlds, they have a store of facts or rumours about many different dimensions. Describe their home world and look.", + "Junior Guardians, an ally team. By tradition, younger members of your families and community are apprenticed to take over when you retire. They can help with any tasks that aren’t too dangerous.": "Junior Guardians, an ally team. By tradition, younger members of your families and community are apprenticed to take over when you retire. They can help with any tasks that aren’t too dangerous.", + "A flock of otherworldly creatures, an ally team. These non-Earthly animals can scout and warn you of danger, and also are quite cute. Describe their home world and look.": "A flock of otherworldly creatures, an ally team. These non-Earthly animals can scout and warn you of danger, and also are quite cute. Describe their home world and look.", + "Ó Corra, IMPS General Secretary. Having Ó Corra on your side is always going to be handy.": "Ó Corra, IMPS General Secretary. Having Ó Corra on your side is always going to be handy.", + "Klíma, IMPS forensic specialist. Klíma can help you get extra forensic analysis or expedite tests.": "Klíma, IMPS forensic specialist. Klíma can help you get extra forensic analysis or expedite tests.", + "Villaverde, IMPS librarian. Knows a lot about mystical and occult secrets.": "Villaverde, IMPS librarian. Knows a lot about mystical and occult secrets.", + "IMPS team EM–3. This team of IMPS agents specialise in dealing with big disasters. They can help manage and calm down civilians and provide support for your team.": "IMPS team EM–3. This team of IMPS agents specialise in dealing with big disasters. They can help manage and calm down civilians and provide support for your team.", + "Cryptidnet, a loose organisation of interested amateurs and researchers who collate rumours of weird activity. Great source of leads and supernatural rumours.": "Cryptidnet, a loose organisation of interested amateurs and researchers who collate rumours of weird activity. Great source of leads and supernatural rumours.", + "Justinian, a paladin. He’s always ready to fight evil alongside you and hopes one of you will one day be the lady (or lord) of his heart.": "Justinian, a paladin. He’s always ready to fight evil alongside you and hopes one of you will one day be the lady (or lord) of his heart.", + "NewLife, a bio-robot. They know a lot about life on various worlds, whether organic, tech-based, or magic-based.": "NewLife, a bio-robot. They know a lot about life on various worlds, whether organic, tech-based, or magic-based.", + "Darween, a diplomat. Coming from the Monster Marches, she hates disunity and wants good people of all worlds to cooperate.": "Darween, a diplomat. Coming from the Monster Marches, she hates disunity and wants good people of all worlds to cooperate.", + "The Queen’s Musketeers. Brave, dashing and ready to fight with monsters both in Helos and beyond, but won’t do anything that directly contradicts Queen Helena the Radiant’s orders.": "The Queen’s Musketeers. Brave, dashing and ready to fight with monsters both in Helos and beyond, but won’t do anything that directly contradicts Queen Helena the Radiant’s orders.", + "Spirit Healers. They come from a Stone Age world and want to heal all spiritual ills of all worlds. They oppose killing monsters because they believe monsters should be healed and reintegrated instead.": "Spirit Healers. They come from a Stone Age world and want to heal all spiritual ills of all worlds. They oppose killing monsters because they believe monsters should be healed and reintegrated instead.", + "Zhu, a law enforcement officer. They can help you with legal difficulties in their jurisdiction.": "Zhu, a law enforcement officer. They can help you with legal difficulties in their jurisdiction.", + "Davis, a therapist specialising in trauma recovery.": "Davis, a therapist specialising in trauma recovery.", + "Dr Basu, a medical doctor.": "Dr Basu, a medical doctor.", + "The next generation, an ally team. These younger monster hunters are relatives of those who died in the battle, taking up the family calling.": "The next generation, an ally team. These younger monster hunters are relatives of those who died in the battle, taking up the family calling.", + "The Network, an ally team. This is a group of people who keep watch for big supernatural dangers, and can get you warnings in time to intervene.": "The Network, an ally team. This is a group of people who keep watch for big supernatural dangers, and can get you warnings in time to intervene.", + "Shinzō, a retro-weaponsmith. Their creations look like fancy souvenirs but have various magical properties.": "Shinzō, a retro-weaponsmith. Their creations look like fancy souvenirs but have various magical properties.", + "FaceBog, a doppelganger. They’ll impersonate you at various social events if you ask them nicely.": "FaceBog, a doppelganger. They’ll impersonate you at various social events if you ask them nicely.", + "Hedwig, a journalist. She believes in your public causes and is willing to cover up some things for you, but sometimes asks difficult questions.": "Hedwig, a journalist. She believes in your public causes and is willing to cover up some things for you, but sometimes asks difficult questions.", + "Monster Hunters Fan Club. They know your secret identities, but not your public ones.": "Monster Hunters Fan Club. They know your secret identities, but not your public ones.", + "Spirits of the city’s founders. They remember how the city once was and have clashed with occult forces that threaten it.": "Spirits of the city’s founders. They remember how the city once was and have clashed with occult forces that threaten it.", + "Dumont, the fixer. Dumont can find leads on jobs, and sometime scare up special gear.": "Dumont, the fixer. Dumont can find leads on jobs, and sometime scare up special gear.", + "Chang, a government official. They can help you with legal entanglements. Sometimes.": "Chang, a government official. They can help you with legal entanglements. Sometimes.", + "Dr Accorso. A medical doctor, ready to help with injuries or illness. No questions asked.": "Dr Accorso. A medical doctor, ready to help with injuries or illness. No questions asked.", + "The Irregulars, an ally team. They’re a general group of support crew that help you out. Mechanics, technicians, and the like.": "The Irregulars, an ally team. They’re a general group of support crew that help you out. Mechanics, technicians, and the like.", + "The Crooked Hearts, another mercenary monster hunting crew. You’ve worked together on some big jobs.": "The Crooked Hearts, another mercenary monster hunting crew. You’ve worked together on some big jobs.", + "Leon/Lyn, an authority figure (parent, teacher, etc.). Helpful dealing with officials.": "Leon/Lyn, an authority figure (parent, teacher, etc.). Helpful dealing with officials.", + "Romain, a librarian. Good at finding out details.": "Romain, a librarian. Good at finding out details.", + "A very smart pet. Pick their species and give them a name:": "A very smart pet. Pick their species and give them a name:", + "Your friend group, an ally team. Great for distractions.": "Your friend group, an ally team. Great for distractions.", + "Internet mystery circle, an ally team. Good for finding out weird facts and rumours.": "Internet mystery circle, an ally team. Good for finding out weird facts and rumours.", + "Aminat Salek, a client or customer who has a knack for finding whatever is weirdest.": "Aminat Salek, a client or customer who has a knack for finding whatever is weirdest.", + "Ahearn, a consultant. They can help you out with how things go on behind the scenes.": "Ahearn, a consultant. They can help you out with how things go on behind the scenes.", + "De Luca, from human resources. They can cover for absences and sometimes tell you what management is planning.": "De Luca, from human resources. They can cover for absences and sometimes tell you what management is planning.", + "The day shift, an ally team. They can help out when you need to sleep.": "The day shift, an ally team. They can help out when you need to sleep.", + "Asani, an old and knowledgeable witch.": "Asani, an old and knowledgeable witch.", + "Petersen, a police officer. Community-minded, they know you help people out and they help you too.": "Petersen, a police officer. Community-minded, they know you help people out and they help you too.", + "Red, cafe/bar/restaurant manager. You’re always welcome in their place, and they hear a lot of gossip.": "Red, cafe/bar/restaurant manager. You’re always welcome in their place, and they hear a lot of gossip.", + "The SWG, an ally team. These are newer members of the SWG. They can patrol, report events, and help people to safety. They’re not ready to take on monsters directly.": "The SWG, an ally team. These are newer members of the SWG. They can patrol, report events, and help people to safety. They’re not ready to take on monsters directly.", + "The sports club, an ally team. What sport do you all play? The other club members will do you a favour now and then. Useful for getting information from organisations you don’t have direct access to.": "The sports club, an ally team. What sport do you all play? The other club members will do you a favour now and then. Useful for getting information from organisations you don’t have direct access to.", + "Carlos, a roadie. They can do pretty much anything with reasonable competence.": "Carlos, a roadie. They can do pretty much anything with reasonable competence.", + "Charity, an occultist. She can tell you about mystical stuff you find and sometimes get you weird old items.": "Charity, an occultist. She can tell you about mystical stuff you find and sometimes get you weird old items.", + "Dr An Seulgi. She can help patch you up if you get hurt, and provide “special” prescriptions as long as you don’t abuse them too badly.": "Dr An Seulgi. She can help patch you up if you get hurt, and provide “special” prescriptions as long as you don’t abuse them too badly.", + "Eldritch Records, your label. You can hit them up for a little money, legal help, or contact details for folks in the music business.": "Eldritch Records, your label. You can hit them up for a little money, legal help, or contact details for folks in the music business.", + "Your fan club, an ally team. They’re keen to help, but they’re mainly just a bunch of kids (possibly kids in their late teens or early twenties, but still).": "Your fan club, an ally team. They’re keen to help, but they’re mainly just a bunch of kids (possibly kids in their late teens or early twenties, but still).", + "LOLweb, a hacker. They track the organisation’s web activity and try to hinder it but don’t believe in monsters.": "LOLweb, a hacker. They track the organisation’s web activity and try to hinder it but don’t believe in monsters.", + "Faruq, an office worker in the organisation. He also feels there’s something wrong but is too afraid to act openly about it.": "Faruq, an office worker in the organisation. He also feels there’s something wrong but is too afraid to act openly about it.", + "Grethel, a government official. She keeps track of various supernatural occurrences and organisations that deal with them.": "Grethel, a government official. She keeps track of various supernatural occurrences and organisations that deal with them.", + "Organisation ex-members. Each of them has seen a bit of bad things that happen there and can help you piece together the bigger picture.": "Organisation ex-members. Each of them has seen a bit of bad things that happen there and can help you piece together the bigger picture.", + "Independent hunters. Far less experienced than you but sometimes can do things you can’t due to being observed by the organisation.": "Independent hunters. Far less experienced than you but sometimes can do things you can’t due to being observed by the organisation.", + "Soyfly, a pixie. She knows a lot of recent gossip about the Wild Hunt.": "Soyfly, a pixie. She knows a lot of recent gossip about the Wild Hunt.", + "Althea, a private aviator. She believes the sky should be free for everyone, not just some creepy horsemen.": "Althea, a private aviator. She believes the sky should be free for everyone, not just some creepy horsemen.", + "Caragh, a banshee. She once rode with the Hunt and now helps other fugitives, but never reveals how she escaped.": "Caragh, a banshee. She once rode with the Hunt and now helps other fugitives, but never reveals how she escaped.", + "New Start, an NGO that helps refugees. They focus on political and war refugees, but allow you to use their facilities.": "New Start, an NGO that helps refugees. They focus on political and war refugees, but allow you to use their facilities.", + "The Savage Ride, the Wild Hunt’s rivals. They’ll do anything to hinder the Hunt, but are violent and fickle themselves.": "The Savage Ride, the Wild Hunt’s rivals. They’ll do anything to hinder the Hunt, but are violent and fickle themselves." } \ No newline at end of file diff --git a/Monster of the Week Official/translations/ko.json b/Monster of the Week Official/translations/ko.json index 21279d44f9..c4a39b8347 100644 --- a/Monster of the Week Official/translations/ko.json +++ b/Monster of the Week Official/translations/ko.json @@ -1192,7 +1192,6 @@ "custom-move-name": "이름", "custom-move-description": "Description", "custom-gear": "Playbook Gear", - "start_newstuff": "", "unused": "Unused", "all": "All", "starting": "Starting", @@ -1290,7 +1289,7 @@ "eos-ref": "At the end of each session, the Keeper will ask the following questions:
    • Did we conclude the current mystery?
    • Did we save someone from certain death (or worse)?
    • Did we learn something new and important about the world?
    • Did we learn something new and important about one of the hunters?
    If you get one or two \"Yes\" answers, mark one experience. If you get three or four, mark two.", "pick-book": "Pick Your Playbook", "pick-book-desc": "Pick your playbook using the menu in the upper right corner or the buttons in the lists below. Once you pick a playbook, starting stats options are found at the bottom of the first main column (not including the stats column).", - "motw-books": "Monster of the Week Revised Edition Playbooks", + "motw-books": "Monster of the Week Hardcover Edition Playbooks", "chosen-desc": "A once-ordinary person who discovered they have a special destiny, and who has been given the power to accomplish it. The Chosen is good in a fight, with some weird powers. E.g. Buffy from Buffy the Vampire Slayer.", "crooked-desc": "A criminal turned monster hunter, haunted by their past and enemies. The Crooked is good in social situations and has a lot of contacts. E.g. Anna Valmont from The Dresden Files, Peter Bishop from Fringe.", "divine-desc": "An agent of a higher power, with a mission to fulfill. The Divine is very tough and has been granted holy powers. E.g. Castiel from Supernatural; Michael Carpenter from The Dresden Files.", @@ -1621,6 +1620,7 @@ "animating-force": "Animating Force", "animating-force-desc": "There is a force that gives you life, which cannot harm you. You do not eat, breathe, drink, or heal naturally. Instead, repair yourself with your recharge move. Pick an energy type:", "lightning": "Lightning", + "fire": "Fire", "music": "음악", "clockwork": "Clockwork", "orgone": "Orgone", @@ -1686,7 +1686,6 @@ "hardcase2020-move6": "Inspired Guesswork: When you investigate a mystery, you may spend 1 Fire to add 1 extra hold. The extra question must be about powers, motivations, or weaknesses.", "hardcase2020-move7": "Stone Cold: You never really get ruffled by danger. Gain +1 whenever pain or fear requires you act under pressure. Your nearby allies also gain this bonus against pain and fear, as long as you keep it together.", "hardcase2020-move8": "Weapon Master: When you take possession of a new weapon you may add, remove, or change one tag. This change only applies for you. When you get this move, apply it to all your current weapons.", - "fire": "Fire", "calm": "Calm", "raging": "Raging", "hardcase-vehicles": "Vehicles", @@ -1716,5 +1715,610 @@ "hardcase2020-gear22": "A spell formula, written on a napkin", "hardcase2020-advance1": "Your Fire track increases to 13 boxes.", "constructed-unstable": "You get 10 harm boxes and do not become unstable.", - "end_newstuff": "" + "team-playbooks": "Team Playbooks", + "team-playbook-choice": "Choose a Team Playbook", + "Team Playbook": "Team Playbook", + "Agents in Black": "Agents in Black", + "Always on the Road": "Always on the Road", + "The Chosen One and Entourage": "The Chosen One and Entourage", + "Guardians of the Borderland": "Guardians of the Borderland", + "IMPS (International Monster and Paranormal Service)": "IMPS (International Monster and Paranormal Service)", + "Interdimensional Crisis Team": "Interdimensional Crisis Team", + "The Last Survivors": "The Last Survivors", + "League of Double Lives": "League of Double Lives", + "Mercenaries": "Mercenaries", + "Mystery Club": "Mystery Club", + "The Night Shift": "The Night Shift", + "Suburban Watch Group": "Suburban Watch Group", + "Touring Band": "Touring Band", + "Whistleblowers": "Whistleblowers", + "Wild Hunt Fugitives": "Wild Hunt Fugitives", + "pick-teambook-desc": "Pick your team playbook using the menu in the upper right corner or the buttons in the lists below.", + "This team playbook has the hunters working for the Bureau—a clandestine organisation dedicated to hiding the existence of monsters and the supernatural from the general public.": "This team playbook has the hunters working for the Bureau—a clandestine organisation dedicated to hiding the existence of monsters and the supernatural from the general public.", + "You’re a travelling hunter team. Every week is a new town with a new problem.": "You’re a travelling hunter team. Every week is a new town with a new problem.", + "This team centres on a Chosen One and their friends who help with monster hunting. There’s also room for a mentor.": "This team centres on a Chosen One and their friends who help with monster hunting. There’s also room for a mentor.", + "This team playbook has the hunters as wardens of a liminal region: somewhere where the borders of the world are thin, where monsters and magic can slip through and cause trouble.": "This team playbook has the hunters as wardens of a liminal region: somewhere where the borders of the world are thin, where monsters and magic can slip through and cause trouble.", + "The International Monster and Paranormal Service (IMPS) was created to keep humanity safe from supernatural threats. It’s not clear who funds them, although most people assume it’s some kind of United Nations agency. IMPS isn’t secret, but they keep things as quiet as possible This team playbook sets your hunters as one of the elite IMPS teams that travels the world to deal with monster incidents.": "The International Monster and Paranormal Service (IMPS) was created to keep humanity safe from supernatural threats. It’s not clear who funds them, although most people assume it’s some kind of United Nations agency. IMPS isn’t secret, but they keep things as quiet as possible This team playbook sets your hunters as one of the elite IMPS teams that travels the world to deal with monster incidents.", + "Your world isn’t the only one that needs monster hunting help from time to time. And when others do, you travel through portals, loopholes, and other oddities to help. Interdimensional Crisis Team perfectly fits over-the-top, parody games. More serious stories about interdimensional problems are handled better by Guardians of the Borderland.": "Your world isn’t the only one that needs monster hunting help from time to time. And when others do, you travel through portals, loopholes, and other oddities to help. Interdimensional Crisis Team perfectly fits over-the-top, parody games. More serious stories about interdimensional problems are handled better by Guardians of the Borderland.", + "This hunter team were the only people who lived through a terrible (maybe even apocalyptic) battle. You had many allies at your side, but they didn’t make it.": "This hunter team were the only people who lived through a terrible (maybe even apocalyptic) battle. You had many allies at your side, but they didn’t make it.", + "You’re monster hunters but also important society members in a city. Your ties to the society give you various forms of influence but also mean you somehow have to manage two lives at once. The world isn’t ready to learn about your monster hunting and even less about the monsters themselves.": "You’re monster hunters but also important society members in a city. Your ties to the society give you various forms of influence but also mean you somehow have to manage two lives at once. The world isn’t ready to learn about your monster hunting and even less about the monsters themselves.", + "This team playbook has the hunters working for hire. They save people and hunt monsters, sure, but they also want to get paid at the end of the day.": "This team playbook has the hunters working for hire. They save people and hunt monsters, sure, but they also want to get paid at the end of the day.", + "This is a hunter team of investigators, with a focus on less horrific and more comedic mysteries. This particularly suits games with younger players, or younger hunters. This team playbook strongly pushes the game towards silliness and jokes, so be sure you’re ready for that if you’re considering taking it.": "This is a hunter team of investigators, with a focus on less horrific and more comedic mysteries. This particularly suits games with younger players, or younger hunters. This team playbook strongly pushes the game towards silliness and jokes, so be sure you’re ready for that if you’re considering taking it.", + "This team playbook has the hunters comprising the night shift at a workplace. A workplace that gets way more than its fair share of supernatural problems.": "This team playbook has the hunters comprising the night shift at a workplace. A workplace that gets way more than its fair share of supernatural problems.", + "This is a group of hunters who began as regular folks looking out for their local neighbourhood or town. It emphasises relationships outside of monster hunting and a focus on normal life as well as your adventures.": "This is a group of hunters who began as regular folks looking out for their local neighbourhood or town. It emphasises relationships outside of monster hunting and a focus on normal life as well as your adventures.", + "This team is a band, eternally on tour. Everywhere you have a gig booked, it seems like something bad is going down. Between sound check and putting on the show, you gotta deal with whatever is eating people in this town.": "This team is a band, eternally on tour. Everywhere you have a gig booked, it seems like something bad is going down. Between sound check and putting on the show, you gotta deal with whatever is eating people in this town.", + "All the hunters in your team are members of a monster hunting organisation, and you start suspecting there’s something fishy about this group. This team playbook shares many elements of the Initiate and Professional playbooks because it essentially represents playing an entire team of Initiates and/or Professionals. You shouldn’t choose those playbooks when playing as the Whistleblowers—unless the Keeper agrees some characters belong to a different organisation as well, which might make the situation even more messy.": "All the hunters in your team are members of a monster hunting organisation, and you start suspecting there’s something fishy about this group. This team playbook shares many elements of the Initiate and Professional playbooks because it essentially represents playing an entire team of Initiates and/or Professionals. You shouldn’t choose those playbooks when playing as the Whistleblowers—unless the Keeper agrees some characters belong to a different organisation as well, which might make the situation even more messy.", + "You joined or were abducted by the Wild Hunt. You gained some supernatural skills while riding with it, but then escaped it. Now you use your experience to hunt monsters, evade the Hunt and, maybe, destroy it one day.": "You joined or were abducted by the Wild Hunt. You gained some supernatural skills while riding with it, but then escaped it. Now you use your experience to hunt monsters, evade the Hunt and, maybe, destroy it one day.", + "Getting Started": "Getting Started", + "Determine the nature of the Event.": "Determine the nature of the Event.", + "Decide the history between you and the Wild Hunt.": "Decide the history between you and the Wild Hunt.", + "Pick your style (and associated improvement question).": "Pick your style (and associated improvement question).", + "Figure out the nature of the Bureau.": "Figure out the nature of the Bureau.", + "Create your city.": "Create your city.", + "Pick your obligations.": "Pick your obligations.", + "Come up with a band name.": "Come up with a band name.", + "Pick a starting team ally.": "Pick a starting team ally.", + "Customize the organisation.": "Customize the organisation.", + "Pick your starting team move and 2 boxes of assets.": "Pick your starting team move and 2 boxes of assets.", + "Pick a starting team ally, move, and assets.": "Pick a starting team ally, move, and assets.", + "Pick a starting team enemy, ally, move, and 2 boxes of assets.": "Pick a starting team enemy, ally, move, and 2 boxes of assets.", + "Put on some music and hit the road.": "Put on some music and hit the road.", + "Await the next weird prophecy.": "Await the next weird prophecy.", + "Check the boundaries for incursions.": "Check the boundaries for incursions.", + "Report for your mission briefing.": "Report for your mission briefing.", + "Prepare for the next disaster.": "Prepare for the next disaster.", + "Ponder your responsibilities, as you await the call.": "Ponder your responsibilities, as you await the call.", + "See who’s hiring today.": "See who’s hiring today.", + "Next meeting is at the clubroom on Tuesday afternoon.": "Next meeting is at the clubroom on Tuesday afternoon.", + "Clock in and prepare for another night of drudgery.": "Clock in and prepare for another night of drudgery.", + "Walk the streets. Keep an eye out for evildoers.": "Walk the streets. Keep an eye out for evildoers.", + "You have half an hour before we fly to the next city. Soundcheck at 7, you’re on at 8.": "You have half an hour before we fly to the next city. Soundcheck at 7, you’re on at 8.", + "Snoop around the boss’s office while they’re in a meeting.": "Snoop around the boss’s office while they’re in a meeting.", + "Stay wary, that sounded like howls in the wind.": "Stay wary, that sounded like howls in the wind.", + "The Bureau": "The Bureau", + "Prompts": "Prompts", + "The Bureau setup is determined by the group. Record your answers to these prompts in the Notes section below.": "The Bureau setup is determined by the group. Record your answers to these prompts in the Notes section below.", + "If you have a hunter who belongs to an organisation already—like a Professional or an Initiate—you may combine their setup with the Bureau setup. Figure out how the two perspectives work for your Bureau. If you don’t like that idea, you can also keep them separate (which will lead to its own drama with split loyalties and rivalries).": "If you have a hunter who belongs to an organisation already—like a Professional or an Initiate—you may combine their setup with the Bureau setup. Figure out how the two perspectives work for your Bureau. If you don’t like that idea, you can also keep them separate (which will lead to its own drama with split loyalties and rivalries).", + "Now determine the nature of the Bureau:": "Now determine the nature of the Bureau:", + "Is the Bureau an open, covert, or secret organisation? An open Bureau exists openly but has a cover responsibility to distract from their real mission. A covert Bureau doesn’t explicitly hide themselves, but they try not to draw attention. A secret Bureau has no official records and operates completely in the shadows.": "Is the Bureau an open, covert, or secret organisation? An open Bureau exists openly but has a cover responsibility to distract from their real mission. A covert Bureau doesn’t explicitly hide themselves, but they try not to draw attention. A secret Bureau has no official records and operates completely in the shadows.", + "Who is your team’s handler or commanding officer and what are they like? Create your own or pick one of these:": "Who is your team’s handler or commanding officer and what are they like? Create your own or pick one of these:", + "Special Agent “Coop” is a genial, avuncular middle-aged man. He’s disorganised and often loses track of details, but he always has the team’s back.": "Special Agent “Coop” is a genial, avuncular middle-aged man. He’s disorganised and often loses track of details, but he always has the team’s back.", + "Special Agent “Star” is a harsh boss. She doesn’t really seem to like you, and you never seem to measure up to her standards of “perfection plus.” She runs everything by the book (this can be good or bad for you).": "Special Agent “Star” is a harsh boss. She doesn’t really seem to like you, and you never seem to measure up to her standards of “perfection plus.” She runs everything by the book (this can be good or bad for you).", + "Provisional Special Agent “Fireball” is young and excitable. They prefer you deal with problems in a scorched earth style, without regard for consequences. That is also their management style.": "Provisional Special Agent “Fireball” is young and excitable. They prefer you deal with problems in a scorched earth style, without regard for consequences. That is also their management style.", + "Who do you think is really running the Bureau? The government? A secret global government? Some other government? A billionaire? A secret conspiracy dating back to Uruk’s priesthood? Something else?": "Who do you think is really running the Bureau? The government? A secret global government? Some other government? A billionaire? A secret conspiracy dating back to Uruk’s priesthood? Something else?", + "The Event": "The Event", + "What is the terrible situation you all survived together?": "What is the terrible situation you all survived together?", + "A concerted assault by monsters, as you took shelter in an isolated cabin.": "A concerted assault by monsters, as you took shelter in an isolated cabin.", + "A single terrifying monster invaded your homes.": "A single terrifying monster invaded your homes.", + "It was the only chance to avert an apocalypse.": "It was the only chance to avert an apocalypse.", + "An invasion from another dimension.": "An invasion from another dimension.", + "People around you were transformed into monsters.": "People around you were transformed into monsters.", + "You were strangers in a small town filled with murderous monsters, on festival day.": "You were strangers in a small town filled with murderous monsters, on festival day.", + "Something else:": "Something else:", + "Decide who the allies were who fought alongside you and died in battle. Each hunter picks one.": "Decide who the allies were who fought alongside you and died in battle. Each hunter picks one.", + "A monster hunting teammate.": "A monster hunting teammate.", + "Your spouse or lover.": "Your spouse or lover.", + "Your sibling.": "Your sibling.", + "A parent.": "A parent.", + "A child.": "A child.", + "Your mentor.": "Your mentor.", + "Your protégée.": "Your protégée.", + "Your dog (or other pet).": "Your dog (or other pet).", + "Someone else:": "Someone else:", + "Then decide how you saved the day in the end. Whatever it was, it came at great personal cost (beyond the loss you just chose).": "Then decide how you saved the day in the end. Whatever it was, it came at great personal cost (beyond the loss you just chose).", + "The City": "The City", + "The city you all protect will be an important aspect of the story, more of a collective character of your mysteries than just a background element. Each player should choose one key aspect of the city from one of the following lists. Balance between good and bad things as fits the mood of your campaign.": "The city you all protect will be an important aspect of the story, more of a collective character of your mysteries than just a background element. Each player should choose one key aspect of the city from one of the following lists. Balance between good and bad things as fits the mood of your campaign.", + "Good things": "Good things", + "Cozy": "Cozy", + "Affluent": "Affluent", + "Good social care": "Good social care", + "Proud of its past": "Proud of its past", + "Lots of monuments": "Lots of monuments", + "Highly ecological": "Highly ecological", + "Transparent politics": "Transparent politics", + "Technological hub": "Technological hub", + "The nation’s main transport hub": "The nation’s main transport hub", + "Protected by benevolent magic": "Protected by benevolent magic", + "Beloved by travel vloggers": "Beloved by travel vloggers", + "An extremely famous mayor": "An extremely famous mayor", + "A university with unique departments": "A university with unique departments", + "Other:": "Other:", + "Bad things": "Bad things", + "Alienating": "Alienating", + "Poor": "Poor", + "Big social inequality": "Big social inequality", + "Shameful past": "Shameful past", + "Nothing worth sightseeing": "Nothing worth sightseeing", + "Highly polluted": "Highly polluted", + "Shady politics": "Shady politics", + "No prospects for the future": "No prospects for the future", + "Shady military bases": "Shady military bases", + "Gangs that terrorize the entire region": "Gangs that terrorize the entire region", + "Believed to bring bad luck": "Believed to bring bad luck", + "Struck by a powerful curse": "Struck by a powerful curse", + "Obligations": "Obligations", + "Your social status carries some obligations with it. At the beginning of a mystery, the Keeper holds 3. They can spend 1 hold to introduce one of the obligations. When it’s introduced, at least half of you must attend, otherwise you can lose allies or tempt mundane people to investigate your lives.": "Your social status carries some obligations with it. At the beginning of a mystery, the Keeper holds 3. They can spend 1 hold to introduce one of the obligations. When it’s introduced, at least half of you must attend, otherwise you can lose allies or tempt mundane people to investigate your lives.", + "Choose or create two obligations you have:": "Choose or create two obligations you have:", + "Attending parties and balls.": "Attending parties and balls.", + "Attending important conferences.": "Attending important conferences.", + "Ceremonially opening new buildings.": "Ceremonially opening new buildings.", + "Meeting children at schools.": "Meeting children at schools.", + "Tutoring promising students one on one.": "Tutoring promising students one on one.", + "Appearing on TV.": "Appearing on TV.", + "The Organisation": "The Organisation", + "You create the details about your organisation, choosing options from the following lists. Things you suspect can pertain either to the organisation as a whole or to an influential group within it. At least two of the things you suspect are true, the Keeper decides which ones.": "You create the details about your organisation, choosing options from the following lists. Things you suspect can pertain either to the organisation as a whole or to an influential group within it. At least two of the things you suspect are true, the Keeper decides which ones.", + "Official goals": "Official goals", + "(choose one or two)": "(choose one or two)", + "Slay monsters": "Slay monsters", + "Contain monsters": "Contain monsters", + "Govern safe use of magic": "Govern safe use of magic", + "Research monsters": "Research monsters", + "Research paranatural phenomena": "Research paranatural phenomena", + "Keep monsters and magic secret": "Keep monsters and magic secret", + "Goal you suspect": "Goal you suspect", + "(choose one)": "(choose one)", + "Training an army of monsters": "Training an army of monsters", + "Creating new monsters": "Creating new monsters", + "Stealing the monsters’ powers": "Stealing the monsters’ powers", + "Keeping all magic to themselves": "Keeping all magic to themselves", + "Taking over the world": "Taking over the world", + "Destroying the world": "Destroying the world", + "Official resources": "Official resources", + "(choose two)": "(choose two)", + "Ancient lore": "Ancient lore", + "Modernised": "Modernised", + "Chapters everywhere": "Chapters everywhere", + "Secular power": "Secular power", + "Rich": "Rich", + "Rigorous training": "Rigorous training", + "Offices all over the place": "Offices all over the place", + "Good intel": "Good intel", + "Support teams": "Support teams", + "Suspected resources": "Suspected resources", + "Demonology": "Demonology", + "Necromancy": "Necromancy", + "Deals with monsters": "Deals with monsters", + "Manipulated minions": "Manipulated minions", + "Manipulated cultists": "Manipulated cultists", + "Bribed officials": "Bribed officials", + "Sacrificing members": "Sacrificing members", + "Obvious flaws": "Obvious flaws", + "Tradition-bound": "Tradition-bound", + "Paranoid and secretive": "Paranoid and secretive", + "Closed hierarchy": "Closed hierarchy", + "Strict laws": "Strict laws", + "Mystical oaths": "Mystical oaths", + "Bureaucratic": "Bureaucratic", + "Hostile superiors": "Hostile superiors", + "Take-no-prisoners policy": "Take-no-prisoners policy", + "Live capture policy": "Live capture policy", + "Suspected flaws": "Suspected flaws", + "Total obedience": "Total obedience", + "Tyrannical leaders": "Tyrannical leaders", + "Protects member criminals": "Protects member criminals", + "The Wild Hunt": "The Wild Hunt", + "You were part of the Wild Hunt, a group of violent fey and spirits riding the world and striking fear into the hearts of people. Detail the Wild Hunt here.": "You were part of the Wild Hunt, a group of violent fey and spirits riding the world and striking fear into the hearts of people. Detail the Wild Hunt here.", + "Who Rides With The Hunt?": "Who Rides With The Hunt?", + "Elves": "Elves", + "Trolls": "Trolls", + "Demons": "Demons", + "Wraiths": "Wraiths", + "Banshees": "Banshees", + "Werewolves": "Werewolves", + "Something Else": "Something Else", + "The Wild Hunt has a leader, probably a king or a queen. Give them a name or a title:": "The Wild Hunt has a leader, probably a king or a queen. Give them a name or a title:", + "Choose or invent their impressive powers, at least two:": "Choose or invent their impressive powers, at least two:", + "Grant immortality": "Grant immortality", + "Grant lycanthropy": "Grant lycanthropy", + "Steal emotion": "Steal emotion", + "See destinies": "See destinies", + "Set destinies": "Set destinies", + "Control weather": "Control weather", + "Grant sentience to animals": "Grant sentience to animals", + "Grant sentience to weapons": "Grant sentience to weapons", + "Why were you a part of the Wild Hunt?": "Why were you a part of the Wild Hunt?", + "Each player can choose a different answer:": "Each player can choose a different answer:", + "I was kidnapped by the Hunt": "I was kidnapped by the Hunt", + "I sold my soul to the Hunt": "I sold my soul to the Hunt", + "I wanted to ride with the Hunt": "I wanted to ride with the Hunt", + "I’m a supernatural creature who’s a part of the Hunt": "I’m a supernatural creature who’s a part of the Hunt", + "Something else": "Something else", + "Then all of you escaped, sick with the Hunt’s atrocities or their treatment of you.": "Then all of you escaped, sick with the Hunt’s atrocities or their treatment of you.", + "How Did You Escape?": "How Did You Escape?", + "How did you escape?": "How did you escape?", + "With a clever plan": "With a clever plan", + "By sheer luck": "By sheer luck", + "With outside help": "With outside help", + "Thanks to a loophole in your fae contract": "Thanks to a loophole in your fae contract", + "The Wild Hunt keeps looking for you. How do they do it?": "The Wild Hunt keeps looking for you. How do they do it?", + "Choose two ways:": "Choose two ways:", + "They give other monsters this in exchange for information.": "They give other monsters this in exchange for information.", + "They track the internet, but they can’t monitor one part of it:": "They track the internet, but they can’t monitor one part of it:", + "They can see you when you’re outside in one type of weather, namely:": "They can see you when you’re outside in one type of weather, namely:", + "They sense you when you use magic unless you take a precaution, namely:": "They sense you when you use magic unless you take a precaution, namely:", + "What will the Wild Hunt do if they find you?": "What will the Wild Hunt do if they find you?", + "Kill you.": "Kill you.", + "Torment you.": "Torment you.", + "Make you join the Hunt again.": "Make you join the Hunt again.", + "Make you slaves.": "Make you slaves.", + "Notes": "Notes", + "Team Moves": "Team Moves", + "Choose your team moves from this list. The first one is a good default choice:": "Choose your team moves from this list. The first one is a good default choice:", + "Memory Eraser: You have been issued handheld devices to erase memories from civilians. When you target a person and activate the device, say how many hours you want to erase (1–6) and roll +Weird. On a 10+, those memories are gone. On a 7–9, the memories are gone but the target knows something strange happened.": "Memory Eraser: You have been issued handheld devices to erase memories from civilians. When you target a person and activate the device, say how many hours you want to erase (1–6) and roll +Weird. On a 10+, those memories are gone. On a 7–9, the memories are gone but the target knows something strange happened.", + "Authority Override: If local officials are causing trouble, you can get them pulled off the case. This may—of course—make them more suspicious.": "Authority Override: If local officials are causing trouble, you can get them pulled off the case. This may—of course—make them more suspicious.", + "Containment Field Projector: Place the projector and activate it, choosing a range from 1–20 meters. A spherical shield is created, allowing nothing in or out. Lasts until deactivated by remote or in an hour when the battery runs out. There’s time to get out of the zone, but only just.": "Containment Field Projector: Place the projector and activate it, choosing a range from 1–20 meters. A spherical shield is created, allowing nothing in or out. Lasts until deactivated by remote or in an hour when the battery runs out. There’s time to get out of the zone, but only just.", + "Anonymity: Your identity isn’t traceable via official databases or records. Enemies or bystanders can’t find out anything about your history through any official channels. Additionally, any distinguishing features are removed from photo, videos, or voice recordings of you when they’re processed by any regular computer or phone.": "Anonymity: Your identity isn’t traceable via official databases or records. Enemies or bystanders can’t find out anything about your history through any official channels. Additionally, any distinguishing features are removed from photo, videos, or voice recordings of you when they’re processed by any regular computer or phone.", + "Not Right: You all have a creepy, uncanny valley style aura or look that counts as a reason for manipulating a bystander with threats.": "Not Right: You all have a creepy, uncanny valley style aura or look that counts as a reason for manipulating a bystander with threats.", + "Something Different: Take a move from another team playbook.": "Something Different: Take a move from another team playbook.", + "Change Team Style: Pick a new team style. You now use that one instead of the one you first chose.": "Change Team Style: Pick a new team style. You now use that one instead of the one you first chose.", + "Home Away from Home: Whenever you arrive in a new town, you immediately find a motel and a cafe that are friendly and welcoming. One or the other will turn out to have a connection to the mystery that brought you here, even if just by having a bystander come by.": "Home Away from Home: Whenever you arrive in a new town, you immediately find a motel and a cafe that are friendly and welcoming. One or the other will turn out to have a connection to the mystery that brought you here, even if just by having a bystander come by.", + "Geniality: When you meet a new person in a town you haven’t visited before, roll +Charm. On a 10+, they are well-disposed towards you. On a 7–9, they’re still well-disposed but the Keeper chooses one: they are marked for trouble, or they conceal something from the hunters. Additionally, when you return to a town you have already visited, you always run into the people you befriended previously.": "Geniality: When you meet a new person in a town you haven’t visited before, roll +Charm. On a 10+, they are well-disposed towards you. On a 7–9, they’re still well-disposed but the Keeper chooses one: they are marked for trouble, or they conceal something from the hunters. Additionally, when you return to a town you have already visited, you always run into the people you befriended previously.", + "Handy: You’re all good at fixing stuff. Anything broken or messed up in the course of a mystery is repaired and ready to go before the next one. Gear or assets that would be described as “totally destroyed” still need to be replaced.": "Handy: You’re all good at fixing stuff. Anything broken or messed up in the course of a mystery is repaired and ready to go before the next one. Gear or assets that would be described as “totally destroyed” still need to be replaced.", + "No-stick: You’ve had yourselves removed from official and law enforcement databases. You don’t have to worry about “misunderstandings” from previous towns getting in the way of your hunts (unless someone got annoyed enough to make it a personal vendetta).": "No-stick: You’ve had yourselves removed from official and law enforcement databases. You don’t have to worry about “misunderstandings” from previous towns getting in the way of your hunts (unless someone got annoyed enough to make it a personal vendetta).", + "Monster Journals: When a mystery reminds you of something you encountered before, consult your notes and tell the Keeper what you think is the same. The Keeper will say if you got it right.If you’re correct, take +1 forward to investigate a mystery. If you’re wrong but had a good idea, take +1 forward to read a bad situation. If you’re totally off base, the Keeper holds 1 to put you in a tight spot.": "Monster Journals: When a mystery reminds you of something you encountered before, consult your notes and tell the Keeper what you think is the same. The Keeper will say if you got it right.

    If you’re correct, take +1 forward to investigate a mystery. If you’re wrong but had a good idea, take +1 forward to read a bad situation. If you’re totally off base, the Keeper holds 1 to put you in a tight spot.", + "Ancient Visions: An ancient ritual, to be conducted regularly, gives the whole team access to some of the visions sent to the Chosen One. Once per mystery, each hunter may ask the Keeper a question about anything they want. The Keeper answers with a vision or dream: obscure and vague, but true.": "Ancient Visions: An ancient ritual, to be conducted regularly, gives the whole team access to some of the visions sent to the Chosen One. Once per mystery, each hunter may ask the Keeper a question about anything they want. The Keeper answers with a vision or dream: obscure and vague, but true.", + "Armoury of the Chosen: You gain a cache of special weapons used by previous Chosen Ones. The Keeper should design a lesser version of the Chosen One’s special weapon, which all other members of the team may use. When this is unlocked, the Chosen One may change or add a tag on their special weapon.": "Armoury of the Chosen: You gain a cache of special weapons used by previous Chosen Ones. The Keeper should design a lesser version of the Chosen One’s special weapon, which all other members of the team may use. When this is unlocked, the Chosen One may change or add a tag on their special weapon.", + "Handing on the Torch: When you select this, designate another character as the next Chosen One. When the current Chosen One dies, that character may change to the Chosen playbook whenever they are ready. The new Chosen One designates the next heir when they find a worthy successor.": "Handing on the Torch: When you select this, designate another character as the next Chosen One. When the current Chosen One dies, that character may change to the Chosen playbook whenever they are ready. The new Chosen One designates the next heir when they find a worthy successor.", + "Friends Stick Together: Once per mystery, a hunter may call the rest of the team to their current location. Everyone arrives as soon as they potentially can (based on their last known position and when we saw them there). That can be “right this instant,” if at all possible.": "Friends Stick Together: Once per mystery, a hunter may call the rest of the team to their current location. Everyone arrives as soon as they potentially can (based on their last known position and when we saw them there). That can be “right this instant,” if at all possible.", + "Wyrd’s Favour: When you choose this team move, all hunters erase 1 spent Luck point. If you haven’t spent any Luck yet, add a new Luck box instead.": "Wyrd’s Favour: When you choose this team move, all hunters erase 1 spent Luck point. If you haven’t spent any Luck yet, add a new Luck box instead.", + "Otherworldly Intuition: When you encounter something from another world, you recognise that they don’t belong here. When you encounter a place where another world is accessible, you are aware of it and may stop at the threshold.": "Otherworldly Intuition: When you encounter something from another world, you recognise that they don’t belong here. When you encounter a place where another world is accessible, you are aware of it and may stop at the threshold.", + "Wardens: Once per mystery while you’re defending a portal, wall, or border, you may ignore all harm from a single source, or treat a roll as if you rolled a 12. This works just as if you spent a Luck, except it doesn’t trigger your special move.": "Wardens: Once per mystery while you’re defending a portal, wall, or border, you may ignore all harm from a single source, or treat a roll as if you rolled a 12. This works just as if you spent a Luck, except it doesn’t trigger your special move.", + "Outer Speech: You have a knack for the languages of the multiverse. You can always understand, and make yourself understood, when you’re talking to denizens from beyond. This is mainly the general sense of things—some details might get lost along the way.": "Outer Speech: You have a knack for the languages of the multiverse. You can always understand, and make yourself understood, when you’re talking to denizens from beyond. This is mainly the general sense of things—some details might get lost along the way.", + "Walkers between Worlds: At a suitable liminal site, you know how to step between worlds. Describe how you open the way and roll +Weird. On a 10+, you’re walking to the place you intended, but the way may be difficult. On a 7–9, choose one: you’re on the right path in immediate danger, or you find yourself lost and in the wrong place. On a 6 or less, you’re lost and in big trouble. If more than one of the hunters is using this move together, only make one roll: the hunter with the worst Weird score rolls (but they may accept help).": "Walkers between Worlds: At a suitable liminal site, you know how to step between worlds. Describe how you open the way and roll +Weird. On a 10+, you’re walking to the place you intended, but the way may be difficult. On a 7–9, choose one: you’re on the right path in immediate danger, or you find yourself lost and in the wrong place. On a 6 or less, you’re lost and in big trouble. If more than one of the hunters is using this move together, only make one roll: the hunter with the worst Weird score rolls (but they may accept help).", + "Outsider Knack: Once per visit to another world, you may use a trick or ability from Earth to gain an advantage. The advantage allows you to roll one move using three dice, selecting the best two for your result.": "Outsider Knack: Once per visit to another world, you may use a trick or ability from Earth to gain an advantage. The advantage allows you to roll one move using three dice, selecting the best two for your result.", + "Drilled Coordination: All team members get +1 ongoing when helping out another team member.": "Drilled Coordination: All team members get +1 ongoing when helping out another team member.", + "Comms: You have systems that keep you constantly in voice contact, regardless of where in the world you each may be. Not guaranteed to work in shielded spaces, deep underground, beyond magical portals, or on other worlds.": "Comms: You have systems that keep you constantly in voice contact, regardless of where in the world you each may be. Not guaranteed to work in shielded spaces, deep underground, beyond magical portals, or on other worlds.", + "Recognised IMPS Team: Wherever in the world you are, you have authority to deal with supernatural events. Local officials will—in general—cooperate with you fully. Does not apply in nations outside the IMPS treaty.": "Recognised IMPS Team: Wherever in the world you are, you have authority to deal with supernatural events. Local officials will—in general—cooperate with you fully. Does not apply in nations outside the IMPS treaty.", + "Rapid Deployment: IMPS has quick-response vehicles able to deliver you (or other IMPS assets) anywhere in the world, extremely quickly. They may also be used to make a fast exit from bad situations.": "Rapid Deployment: IMPS has quick-response vehicles able to deliver you (or other IMPS assets) anywhere in the world, extremely quickly. They may also be used to make a fast exit from bad situations.", + "Memories of the Fallen: When a hunter on the team dies in the line of duty, or retires from IMPS and monster hunting, all remaining team members erase a used Luck mark.": "Memories of the Fallen: When a hunter on the team dies in the line of duty, or retires from IMPS and monster hunting, all remaining team members erase a used Luck mark.", + "Global Crisis: Once per mystery, each of you can read a bad situation treating an entire world as the bad situation, including asking about the best way in or out.": "Global Crisis: Once per mystery, each of you can read a bad situation treating an entire world as the bad situation, including asking about the best way in or out.", + "Surge of Magic: Each of you holds 1 when you enter a new world. You can spend this hold to get an automatic result of 10 on a Weird move roll or to learn a useful big magic ritual known only in this world.": "Surge of Magic: Each of you holds 1 when you enter a new world. You can spend this hold to get an automatic result of 10 on a Weird move roll or to learn a useful big magic ritual known only in this world.", + "Otherworldly: You make your strangeness in other worlds work to your advantage in interpersonal situations. “I’m from another world” works as a reason for people to do as you ask when you manipulate someone.": "Otherworldly: You make your strangeness in other worlds work to your advantage in interpersonal situations. “I’m from another world” works as a reason for people to do as you ask when you manipulate someone.", + "A Multiverse of Friends: Three times per mystery, a friend you’ve made in an alternate universe can help one of you with a task as if they rolled 10+ to help out. They either manifest next to you for a moment or somehow are there in person. They can be bystanders from previous games or people from your backstories.": "A Multiverse of Friends: Three times per mystery, a friend you’ve made in an alternate universe can help one of you with a task as if they rolled 10+ to help out. They either manifest next to you for a moment or somehow are there in person. They can be bystanders from previous games or people from your backstories.", + "Determined Guardians: When one of the hunters protects a bystander, the target never takes harm: even on a miss, that bystander is totally safe. The hunter doing the protection still suffers the full effects of the roll result.": "Determined Guardians: When one of the hunters protects a bystander, the target never takes harm: even on a miss, that bystander is totally safe. The hunter doing the protection still suffers the full effects of the roll result.", + "Field Medics: When you treat an injured bystander, they are stabilised and well enough to manage until they can get proper medical attention. When you treat another hunter, pick if you heal 2-harm or stabilise them. Then they take +1 forward.": "Field Medics: When you treat an injured bystander, they are stabilised and well enough to manage until they can get proper medical attention. When you treat another hunter, pick if you heal 2-harm or stabilise them. Then they take +1 forward.", + "Checklists: Once per mystery, each hunter in need of a particular item may declare they have it. Narrate a flashback explaining why they thought to include it in their gear. If the item is especially rare, strange, or unusual (this is the Keeper’s call), then this move can’t be used again by any hunter until the next mystery.": "Checklists: Once per mystery, each hunter in need of a particular item may declare they have it. Narrate a flashback explaining why they thought to include it in their gear. If the item is especially rare, strange, or unusual (this is the Keeper’s call), then this move can’t be used again by any hunter until the next mystery.", + "Keep on Goin’: When you’re protecting bystanders from danger, any move that would prevent you from taking action due to harm, stress, or panic has its effect deferred. You can keep going for now, but once everyone is safe the full effects of what you’ve been through hit you.": "Keep on Goin’: When you’re protecting bystanders from danger, any move that would prevent you from taking action due to harm, stress, or panic has its effect deferred. You can keep going for now, but once everyone is safe the full effects of what you’ve been through hit you.", + "Shared Dangers: When you take a moment to share your worries and fears about a previous or upcoming battle with another hunter, you both choose one: heal 1-harm, or take +1 forward.": "Shared Dangers: When you take a moment to share your worries and fears about a previous or upcoming battle with another hunter, you both choose one: heal 1-harm, or take +1 forward.", + "Big Reveal: If most people around you don’t know about your secret identities, the first action you take in that scene that reveals those identities gets +1 forward. Bystanders and minions present freeze in surprise for a moment, giving you an opportunity to act before they can react.": "Big Reveal: If most people around you don’t know about your secret identities, the first action you take in that scene that reveals those identities gets +1 forward. Bystanders and minions present freeze in surprise for a moment, giving you an opportunity to act before they can react.", + "Affluent: You can get most gear easily. Specify what you need, assigning tags to the gear. If it’s a weapon, treat each harm beyond 2-harm as a separate tag; if it’s armour, treat each point of armour as a separate tag. Then roll +tags. On a miss, you get it easily. On a 7–9, you get it but raise some questions. On a 10+, either you don’t get it or you do but someone gets a clear clue about your secret identity.": "Affluent: You can get most gear easily. Specify what you need, assigning tags to the gear. If it’s a weapon, treat each harm beyond 2-harm as a separate tag; if it’s armour, treat each point of armour as a separate tag. Then roll +tags. On a miss, you get it easily. On a 7–9, you get it but raise some questions. On a 10+, either you don’t get it or you do but someone gets a clear clue about your secret identity.", + "Only When Necessary: If you manage to stop or destroy a minion without using any abilities or gear of your secret identity (including monster hunting weapons), each hunter involved marks experience. If it was a monster, mark two.": "Only When Necessary: If you manage to stop or destroy a minion without using any abilities or gear of your secret identity (including monster hunting weapons), each hunter involved marks experience. If it was a monster, mark two.", + "Shadow Selves: When one of you wants to be in two places at the same time, summon your shadow self in another place. Only one shadow self can per hunter exist at one time. The shadow self has a trait that allows others to distinguish it from you if they observe closely. Roll +Weird. On a 10+, hold 3. On a 7–9, hold 1. Spend holds to have your shadow self act as if it were you, but with –1 ongoing. When you spend the last hold, the shadow self dissolves in an obviously supernatural and unsettling way. On a miss, the shadow self appears for a moment and does something you really, really didn’t want them to do...": "Shadow Selves: When one of you wants to be in two places at the same time, summon your shadow self in another place. Only one shadow self can per hunter exist at one time. The shadow self has a trait that allows others to distinguish it from you if they observe closely. Roll +Weird. On a 10+, hold 3. On a 7–9, hold 1. Spend holds to have your shadow self act as if it were you, but with –1 ongoing. When you spend the last hold, the shadow self dissolves in an obviously supernatural and unsettling way. On a miss, the shadow self appears for a moment and does something you really, really didn’t want them to do...", + "Spending Money: If you get paid at the end of a mystery, each hunter adds 1-hold. Spend this hold in a later mystery narrate a flashback where you purchased the thing you need right now. It can be anything you could be carrying, something booked in advance (for example, a safe house or hotel room), or the use of a vehicle.": "Spending Money: If you get paid at the end of a mystery, each hunter adds 1-hold. Spend this hold in a later mystery narrate a flashback where you purchased the thing you need right now. It can be anything you could be carrying, something booked in advance (for example, a safe house or hotel room), or the use of a vehicle.", + "The B-Team: When you need to fortify a location or armour a vehicle, narrate a montage of your preparations. When you’re done, the location or vehicle provides 2-armour to all within it.": "The B-Team: When you need to fortify a location or armour a vehicle, narrate a montage of your preparations. When you’re done, the location or vehicle provides 2-armour to all within it.", + "Combat Training: When you help out another team member during combat, they may inflict +1 harm or suffer –1 harm in addition to the usual effects of your result.": "Combat Training: When you help out another team member during combat, they may inflict +1 harm or suffer –1 harm in addition to the usual effects of your result.", + "It’s Our Job: If a bystander has hired you, that counts as a reason when you manipulate them. This remains in effect in later mysteries. The Keeper may include other bystanders in the effect, if they’re part of a group you’re working for.": "It’s Our Job: If a bystander has hired you, that counts as a reason when you manipulate them. This remains in effect in later mysteries. The Keeper may include other bystanders in the effect, if they’re part of a group you’re working for.", + "The Good Ones: When you refuse to accept payment for a job, the client becomes an ally.": "The Good Ones: When you refuse to accept payment for a job, the client becomes an ally.", + "Yikes!: When a hunter is captured by a monster, minion, or phenomenon, they may ask one of the investigate a mystery or read a bad situation questions.": "Yikes!: When a hunter is captured by a monster, minion, or phenomenon, they may ask one of the investigate a mystery or read a bad situation questions.", + "Sensible Chuckle: When a hunter makes a joke (good or bad) at the expense of a monster, minion, or phenomenon, they may give another hunter on the team +1 forward.": "Sensible Chuckle: When a hunter makes a joke (good or bad) at the expense of a monster, minion, or phenomenon, they may give another hunter on the team +1 forward.", + "Earnest Do-gooders: When a hunter tells someone you are helping people and why, bystanders are more likely to do as you ask. The explanation always counts as a reason if you’re manipulating them to protect them or get them to help you.": "Earnest Do-gooders: When a hunter tells someone you are helping people and why, bystanders are more likely to do as you ask. The explanation always counts as a reason if you’re manipulating them to protect them or get them to help you.", + "Slapstick: When a hunter takes harm, they may instead have an embarrassing pratfall or accident that dodges the danger. Ignore the harm as established, and simply take 1-harm (which can’t be reduced or mitigated in any way). The hunter takes –1 forward.": "Slapstick: When a hunter takes harm, they may instead have an embarrassing pratfall or accident that dodges the danger. Ignore the harm as established, and simply take 1-harm (which can’t be reduced or mitigated in any way). The hunter takes –1 forward.", + "Disguises: When a hunter disguises themself, the disguise will not be questioned, until they do something to directly cast doubt on their appearance.": "Disguises: When a hunter disguises themself, the disguise will not be questioned, until they do something to directly cast doubt on their appearance.", + "Inventory Check: If you go looking for something that just might be in stock, roll +Weird. On a 10 or more, it’s there. On a 7–9, either you find it but there’s a cost, or you find something close enough. On a miss, you find something bad.": "Inventory Check: If you go looking for something that just might be in stock, roll +Weird. On a 10 or more, it’s there. On a 7–9, either you find it but there’s a cost, or you find something close enough. On a miss, you find something bad.", + "Corporate Database: If you use the company information systems to help investigate a mystery, take +1 hold. The Keeper tells you something disturbing you learn in addition to what you were looking for.": "Corporate Database: If you use the company information systems to help investigate a mystery, take +1 hold. The Keeper tells you something disturbing you learn in addition to what you were looking for.", + "Handbook: At the start of each mystery, each hunter may consult the employee handbook for advice. Roll a single die. On a 1, take –1 forward. On a 2, gain +1 forward to Charm. On a 3, gain +1 forward to Cool. On a 4, gain +1 forward to Sharp. On a 5, gain +1 forward to Tough. On a 6, gain +1 forward to Weird.": "Handbook: At the start of each mystery, each hunter may consult the employee handbook for advice. Roll a single die. On a 1, take –1 forward. On a 2, gain +1 forward to Charm. On a 3, gain +1 forward to Cool. On a 4, gain +1 forward to Sharp. On a 5, gain +1 forward to Tough. On a 6, gain +1 forward to Weird.", + "Uniforms: While you’re wearing your uniforms, your actions won’t be questioned unless you are indisputably out of place. For example, your burger restaurant uniforms won’t help you infiltrate a military base, and vice versa. The uniforms may also count as a reason when you try to manipulate someone.": "Uniforms: While you’re wearing your uniforms, your actions won’t be questioned unless you are indisputably out of place. For example, your burger restaurant uniforms won’t help you infiltrate a military base, and vice versa. The uniforms may also count as a reason when you try to manipulate someone.", + "Company Mascot: Take your corporate mascot as an ally. Pick one: a fellow employee with useful skills in the suit, or a supernatural being trying to keep under the radar. Decide what the mascot looks like.": "Company Mascot: Take your corporate mascot as an ally. Pick one: a fellow employee with useful skills in the suit, or a supernatural being trying to keep under the radar. Decide what the mascot looks like.", + "Earned Trust: People in your community know you, and know you mean well. They’ll generally believe what you tell them. If you ask them to do something for their own safety, they usually go along with it.": "Earned Trust: People in your community know you, and know you mean well. They’ll generally believe what you tell them. If you ask them to do something for their own safety, they usually go along with it.", + "Familiarity: When you’re checking out something in your community, you’ll always recognise right away if something has changed in an out-of-the-ordinary way. You can pick up things like a house suddenly quiet, a new tree in the park, or a stranger working at the corner store.": "Familiarity: When you’re checking out something in your community, you’ll always recognise right away if something has changed in an out-of-the-ordinary way. You can pick up things like a house suddenly quiet, a new tree in the park, or a stranger working at the corner store.", + "Domestic Wardings: You know how to protect houses from evil supernatural influences. All your homes are warded, and you may ward others too. It’s a big magic ritual requiring 24 hours, all the hunters, and a number of protective items that must be placed around the house. The wardings might be broken eventually by a concerted attack.": "Domestic Wardings: You know how to protect houses from evil supernatural influences. All your homes are warded, and you may ward others too. It’s a big magic ritual requiring 24 hours, all the hunters, and a number of protective items that must be placed around the house. The wardings might be broken eventually by a concerted attack.", + "Backyard Allies: You’ve made friends with some feral or wild animals that are smarter than normal—perhaps modern nature spirits? In any case, they can scout and spy for you, and it’s unlikely anyone will pay attention to them. They might ask you for favours too, now and then.": "Backyard Allies: You’ve made friends with some feral or wild animals that are smarter than normal—perhaps modern nature spirits? In any case, they can scout and spy for you, and it’s unlikely anyone will pay attention to them. They might ask you for favours too, now and then.", + "Craft Circle: Whenever you need a physical item as a magical requirement, you can craft a substitute together. All the hunters must take part, and you’ll need a few hours. You can replace one requirement per spell this way.": "Craft Circle: Whenever you need a physical item as a magical requirement, you can craft a substitute together. All the hunters must take part, and you’ll need a few hours. You can replace one requirement per spell this way.", + "Hit It!: If you all have your instruments ready, start playing one of your songs. Everyone and everything within earshot pauses for a moment.": "Hit It!: If you all have your instruments ready, start playing one of your songs. Everyone and everything within earshot pauses for a moment.", + "Sacred Songs of Power: You may substitute “play a mystical song” for any one use magic or big magic requirement. For use magic, one person needs to perform the song. For big magic, it must be at least two of you.": "Sacred Songs of Power: You may substitute “play a mystical song” for any one use magic or big magic requirement. For use magic, one person needs to perform the song. For big magic, it must be at least two of you.", + "Famous: You’re well known. Everywhere you go, you may call up your fans. They are a temporary ally group, type: backup (motivation: to stand with you). There will be a lot of them, but they’re just regular people—good at creating a distraction but not fighting monsters.": "Famous: You’re well known. Everywhere you go, you may call up your fans. They are a temporary ally group, type: backup (motivation: to stand with you). There will be a lot of them, but they’re just regular people—good at creating a distraction but not fighting monsters.", + "In the Groove: When you’re engaged in desperate physical action, and you describe how your move sets up another member of the band, they take +1 forward.": "In the Groove: When you’re engaged in desperate physical action, and you describe how your move sets up another member of the band, they take +1 forward.", + "Healing Vibe: Whenever the band plays a gig (no matter how big or small—there just needs to be an audience), each band member and every member of the audience either unmarks unstable or heals 1-harm.": "Healing Vibe: Whenever the band plays a gig (no matter how big or small—there just needs to be an audience), each band member and every member of the audience either unmarks unstable or heals 1-harm.", + "Something Rotten: When investigating a mystery and rolling a 7+, you can ask “How does this relate to the bad things I suspect about my organisation?” in addition to one of the usual questions.": "Something Rotten: When investigating a mystery and rolling a 7+, you can ask “How does this relate to the bad things I suspect about my organisation?” in addition to one of the usual questions.", + "Organisation’s Help: When you ask for the organisation’s help—gear, intel, or personnel—tell your superiors why you need it and roll +Charm. On a 10+, you get what you asked for. On a 7–9, you get it, but sooner or later the organisation will check up on you. On a miss, they don’t give it to you and someone in the organisation learns of your true intentions if you didn’t state them.": "Organisation’s Help: When you ask for the organisation’s help—gear, intel, or personnel—tell your superiors why you need it and roll +Charm. On a 10+, you get what you asked for. On a 7–9, you get it, but sooner or later the organisation will check up on you. On a miss, they don’t give it to you and someone in the organisation learns of your true intentions if you didn’t state them.", + "Specialized: Each of you can get +1 to a single rating (maximum +3) at the cost of –1 to a different rating (minimum –2).": "Specialized: Each of you can get +1 to a single rating (maximum +3) at the cost of –1 to a different rating (minimum –2).", + "Coordinated: Training in the organisation made you especially adept at helping each other. Your team holds 3 at the beginning at each mystery. Each of you can spend 1 to get +1 forward to help out and give the one you help +2 instead of +1 if your move is successful.": "Coordinated: Training in the organisation made you especially adept at helping each other. Your team holds 3 at the beginning at each mystery. Each of you can spend 1 to get +1 forward to help out and give the one you help +2 instead of +1 if your move is successful.", + "Power Dynamics: Add “Who’s the boss here?” and “Who doesn’t want to be a part of this?” to the list of your questions for read a bad situation and investigate a mystery.": "Power Dynamics: Add “Who’s the boss here?” and “Who doesn’t want to be a part of this?” to the list of your questions for read a bad situation and investigate a mystery.", + "Always on the Run: When you enter a new location, one of you can ask either “What’s the best way to hide here” or “What would be the best way to escape from here?” When you act on the answers, you get +1 ongoing, just as if it was a read a bad situation question.": "Always on the Run: When you enter a new location, one of you can ask either “What’s the best way to hide here” or “What would be the best way to escape from here?” When you act on the answers, you get +1 ongoing, just as if it was a read a bad situation question.", + "You Can’t Take Us: Once per mystery, each of you can treat a protect someone roll as if you rolled a 12.": "You Can’t Take Us: Once per mystery, each of you can treat a protect someone roll as if you rolled a 12.", + "Ride with the Thunder: When you race against someone having a comparable speed, you always win. When you race against someone faster or against the Wild Hunt, you can use magic to win anyway.": "Ride with the Thunder: When you race against someone having a comparable speed, you always win. When you race against someone faster or against the Wild Hunt, you can use magic to win anyway.", + "Sense of the Hunt: When a monster hunts a mortal in the area where you are (up to about 2 miles), you sense it, but without any details. You can read a bad situation to get more info on this situation, but if you fail, you get –1 ongoing to helping the hunted mortals.": "Sense of the Hunt: When a monster hunts a mortal in the area where you are (up to about 2 miles), you sense it, but without any details. You can read a bad situation to get more info on this situation, but if you fail, you get –1 ongoing to helping the hunted mortals.", + "Legend Amongst Monsters: Each of you can manipulate monsters as if you had the Dark Negotiator move. If you fail an investigate a mystery move, the monster learns it’s investigated by those who escaped the Wild Hunt.": "Legend Amongst Monsters: Each of you can manipulate monsters as if you had the Dark Negotiator move. If you fail an investigate a mystery move, the monster learns it’s investigated by those who escaped the Wild Hunt.", + "Assets": "Assets", + "Choose from these available assets. If there are two boxes, you need to mark both to earn that asset. (If you are making partial progress towards taking a two-box asset, mark the leftmost box first.)": "Choose from these available assets. If there are two boxes, you need to mark both to earn that asset. (If you are making partial progress towards taking a two-box asset, mark the leftmost box first.)", + "Mobile Base: A helicopter, aeroplane, truck, or bus with facilities and mystery investigation supplies on board.": "Mobile Base: A helicopter, aeroplane, truck, or bus with facilities and mystery investigation supplies on board.", + "Individual Transport: Each mission, a regular car, motorbike, or bicycle is assigned to every team member.": "Individual Transport: Each mission, a regular car, motorbike, or bicycle is assigned to every team member.", + "R&D Access: Your team is issued with a useful high technology experiment from R&D each mission. The Keeper decides what it is (always useful, usually with problematic side effects).": "R&D Access: Your team is issued with a useful high technology experiment from R&D each mission. The Keeper decides what it is (always useful, usually with problematic side effects).", + "Headquarters: A relatively secure space to use as a base in a Bureau regional facility. Everything you need to prepare for mysteries is here, and it’s quite secure.": "Headquarters: A relatively secure space to use as a base in a Bureau regional facility. Everything you need to prepare for mysteries is here, and it’s quite secure.", + "Sky Scanners: You have access to a scanning network that will alert you to strange events coming from space. This includes weird phenomena as well as UFOs.": "Sky Scanners: You have access to a scanning network that will alert you to strange events coming from space. This includes weird phenomena as well as UFOs.", + "Workshop: A big space for craft and repair projects, with plenty of tools and materials.": "Workshop: A big space for craft and repair projects, with plenty of tools and materials.", + "Disguise Kits: Contains costumes, makeup, and other supplies for a quick change of appearance.": "Disguise Kits: Contains costumes, makeup, and other supplies for a quick change of appearance.", + "Housing: Each member of the team is assigned a one-bedroom apartment in a generic housing project. All the apartments are exactly the same, down to scuff marks on the door.": "Housing: Each member of the team is assigned a one-bedroom apartment in a generic housing project. All the apartments are exactly the same, down to scuff marks on the door.", + "Rapid Response Pods: When any member of the team needs to get to a mission site quickly, a rapid response pod appears next to them. Enter the pod, and a short uncomfortable trip will place you where you need to be. What do the pods look like? How do they appear?": "Rapid Response Pods: When any member of the team needs to get to a mission site quickly, a rapid response pod appears next to them. Enter the pod, and a short uncomfortable trip will place you where you need to be. What do the pods look like? How do they appear?", + "Custom:": "Custom:", + "Individual Transport: A regular car, motorbike, or bicycle for every team member.": "Individual Transport: A regular car, motorbike, or bicycle for every team member.", + "Mobile Base: A truck or bus with bunks and mystery investigation supplies on board.": "Mobile Base: A truck or bus with bunks and mystery investigation supplies on board.", + "Credentials: Real, or as-good-as-real, identification that gets you access to law enforcement and other official contacts.": "Credentials: Real, or as-good-as-real, identification that gets you access to law enforcement and other official contacts.", + "Lair: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen.": "Lair: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen.", + "Hunter Roadhouses: A network of bars, diners, and motels where you can safely meet other monster hunters. Many are run by retired hunters.": "Hunter Roadhouses: A network of bars, diners, and motels where you can safely meet other monster hunters. Many are run by retired hunters.", + "Tool Kit: One or two of your vehicles carry tool kits. You have most tools you’ll need to repair or build something.": "Tool Kit: One or two of your vehicles carry tool kits. You have most tools you’ll need to repair or build something.", + "Mystical Ingredients Cabinet: A box with a wide range of frequently useful supplies for magic rituals.": "Mystical Ingredients Cabinet: A box with a wide range of frequently useful supplies for magic rituals.", + "Slush Fund: The team has access to a bank account that can pay for their day to day needs while monster hunting, and stretches to a big purchase every now and then. Where did it come from?": "Slush Fund: The team has access to a bank account that can pay for their day to day needs while monster hunting, and stretches to a big purchase every now and then. Where did it come from?", + "Armoury: One of your cars has a well-stocked weapons chest. Each mystery, every hunter may take one extra regular weapon. Also once per mystery, one hunter may ask the Keeper if the armoury has a particular special weapon: if yes, you can take it; if no, take +1 forward.": "Armoury: One of your cars has a well-stocked weapons chest. Each mystery, every hunter may take one extra regular weapon. Also once per mystery, one hunter may ask the Keeper if the armoury has a particular special weapon: if yes, you can take it; if no, take +1 forward.", + "Field Medics: You have enough supplies and training to treat one hunter per night as if they’d had a proper doctor or trip to the emergency room.": "Field Medics: You have enough supplies and training to treat one hunter per night as if they’d had a proper doctor or trip to the emergency room.", + "The Prophecies: A guidebook of all the visions about the Chosen One, to help you navigate your destiny (they’re pretty hard to decipher).": "The Prophecies: A guidebook of all the visions about the Chosen One, to help you navigate your destiny (they’re pretty hard to decipher).", + "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen.": "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen.", + "Mystical Workroom: A space set aside for magical operations. It can stand in for one requirement of a use magic or big magic move.": "Mystical Workroom: A space set aside for magical operations. It can stand in for one requirement of a use magic or big magic move.", + "Innocent Front: You have access to a regular business or institution. This means that your monster hunting hijinks can be concealed to an extent from your friends, family, and colleagues. For example: a cafe, a library, an antique store, etc.": "Innocent Front: You have access to a regular business or institution. This means that your monster hunting hijinks can be concealed to an extent from your friends, family, and colleagues. For example: a cafe, a library, an antique store, etc.", + "Regular Jobs: You have access to a place of employment for any of the hunters who need it. You earn enough to cover regular day-to-day expenses, and there’s time to fit in monster hunting around your hours.": "Regular Jobs: You have access to a place of employment for any of the hunters who need it. You earn enough to cover regular day-to-day expenses, and there’s time to fit in monster hunting around your hours.", + "Cameras and Recording Gear: You have a big collection of cameras and other recording devices that you can use during your investigations.": "Cameras and Recording Gear: You have a big collection of cameras and other recording devices that you can use during your investigations.", + "Primaeval Monument: An ancient site marking where access between worlds is easiest.": "Primaeval Monument: An ancient site marking where access between worlds is easiest.", + "Portal: A stable portal to either a particular world, or a between-worlds nexus. It is hidden, but any entity that finds either side may use it just like you can. Where is it hidden?": "Portal: A stable portal to either a particular world, or a between-worlds nexus. It is hidden, but any entity that finds either side may use it just like you can. Where is it hidden?", + "Exploration Gear: You’re never sure what you may find in another world. Your group has a storeroom full of all kinds of exploring and outdoor gear and clothing to use.": "Exploration Gear: You’re never sure what you may find in another world. Your group has a storeroom full of all kinds of exploring and outdoor gear and clothing to use.", + "Skywarden: A high tech transport aircraft that has all your essential gear on board and acts as your base on mission assignments. If you have the rapid deployment move, the Skywarden is upgraded with supersonic engines.": "Skywarden: A high tech transport aircraft that has all your essential gear on board and acts as your base on mission assignments. If you have the rapid deployment move, the Skywarden is upgraded with supersonic engines.", + "Individual Transport: Electric motorbikes for every team member.": "Individual Transport: Electric motorbikes for every team member.", + "Search and Rescue Gear: A selection of useful tools for locating and rescuing people in disaster zones.": "Search and Rescue Gear: A selection of useful tools for locating and rescuing people in disaster zones.", + "Headquarters: A relatively secure space allocated to you in IMPS headquarters. There’s room for all your gear, and includes full living quarters.": "Headquarters: A relatively secure space allocated to you in IMPS headquarters. There’s room for all your gear, and includes full living quarters.", + "Workshop: A big space for craft and repair projects, with plenty of technicians, tools, and materials.": "Workshop: A big space for craft and repair projects, with plenty of technicians, tools, and materials.", + "Medical Supplies: Everyone carries a first aid kit, and you have enough for a fully equipped infirmary back at your base or homes.": "Medical Supplies: Everyone carries a first aid kit, and you have enough for a fully equipped infirmary back at your base or homes.", + "Fancy High Tech Uniforms: Complete with built-in gadgets.": "Fancy High Tech Uniforms: Complete with built-in gadgets.", + "Housing: A pleasant house for each team member and their family, provided by IMPS for when you’re off-duty. This may be anywhere in the world.": "Housing: A pleasant house for each team member and their family, provided by IMPS for when you’re off-duty. This may be anywhere in the world.", + "World-jumping Base: A small vehicle or building with bunks and mystery investigation supplies on board.": "World-jumping Base: A small vehicle or building with bunks and mystery investigation supplies on board.", + "Translator: A high tech or arcane universal translator.": "Translator: A high tech or arcane universal translator.", + "Stealth Module: A device automatically changing the looks of your gear and vehicles to match the world you’re in.": "Stealth Module: A device automatically changing the looks of your gear and vehicles to match the world you’re in.", + "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen. Can’t travel between worlds, but you know a big magic ritual to come back here from any world. Invent details with the Keeper.": "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen. Can’t travel between worlds, but you know a big magic ritual to come back here from any world. Invent details with the Keeper.", + "Clothes: Clothes for any weather, including extreme ones.": "Clothes: Clothes for any weather, including extreme ones.", + "Published Book Series: A successful book series written by some or all of you based on your visits to other worlds.": "Published Book Series: A successful book series written by some or all of you based on your visits to other worlds.", + "Crystal Ball: A crystal ball always showing the most breathtaking sight in the area you’re in.": "Crystal Ball: A crystal ball always showing the most breathtaking sight in the area you’re in.", + "Mystical workroom: A space set aside for magical operations. It can stand in for one requirement of a use magic or big magic move.": "Mystical workroom: A space set aside for magical operations. It can stand in for one requirement of a use magic or big magic move.", + "Survival Gear: You’re all well-prepped with supplies for a disaster or emergency situation. Protective gear, tools, food and water, etc.": "Survival Gear: You’re all well-prepped with supplies for a disaster or emergency situation. Protective gear, tools, food and water, etc.", + "Hideouts: Each hunter has a hidden, safe place set up where they can retreat in an emergency. This could be an isolated cabin or bunker, a safe house, or a panic room (whichever makes sense for your hunter).": "Hideouts: Each hunter has a hidden, safe place set up where they can retreat in an emergency. This could be an isolated cabin or bunker, a safe house, or a panic room (whichever makes sense for your hunter).", + "Mobile Hideaway: A truck with bunks and mystery investigation supplies on board.": "Mobile Hideaway: A truck with bunks and mystery investigation supplies on board.", + "Individual Transport: A fancy car or motorbike for every team member.": "Individual Transport: A fancy car or motorbike for every team member.", + "Getaway: A place where you rest from everything, with no monster hunting gear but extremely difficult to find by mundane and magical means.": "Getaway: A place where you rest from everything, with no monster hunting gear but extremely difficult to find by mundane and magical means.", + "Headquarters: A base people from neither your public nor your secret life will find easily. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen.": "Headquarters: A base people from neither your public nor your secret life will find easily. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen.", + "Memorabilia: A collection of important memorabilia connected to the city’s past and two big magic rituals that need only them and up to two other requirements. Determine what the rituals do as a group.": "Memorabilia: A collection of important memorabilia connected to the city’s past and two big magic rituals that need only them and up to two other requirements. Determine what the rituals do as a group.", + "Secure Phones: A set of phones with advanced voice distortion and location concealment options. Tracking a call from these requires days of work.": "Secure Phones: A set of phones with advanced voice distortion and location concealment options. Tracking a call from these requires days of work.", + "Funds: Lots of money on bank accounts connected to untraceable credit cards.": "Funds: Lots of money on bank accounts connected to untraceable credit cards.", + "Mobile Base: A van, truck, or bus with bunks and mystery investigation supplies on board.": "Mobile Base: A van, truck, or bus with bunks and mystery investigation supplies on board.", + "The Grapevine: A network of contacts who pass on job leads.": "The Grapevine: A network of contacts who pass on job leads.", + "Secure Homes: Located somewhere you have a special relationship, you all have houses and bank accounts that provide a base when you’re off the job.": "Secure Homes: Located somewhere you have a special relationship, you all have houses and bank accounts that provide a base when you’re off the job.", + "Credentials: Monster hunting licenses and visa waivers that allow you to do your job and travel legitimately.": "Credentials: Monster hunting licenses and visa waivers that allow you to do your job and travel legitimately.", + "High Tech Gadgets: A supply of various monster scanners and detectors.": "High Tech Gadgets: A supply of various monster scanners and detectors.", + "Armoury: A cache of monster hunting weapons.": "Armoury: A cache of monster hunting weapons.", + "Mystery Van: A van with all your mystery investigation supplies on board.": "Mystery Van: A van with all your mystery investigation supplies on board.", + "Individual Transport: A skateboard, scooter, pair of skates, or bicycle for every team member.": "Individual Transport: A skateboard, scooter, pair of skates, or bicycle for every team member.", + "Gadgets: Paranormal investigation gadgets.": "Gadgets: Paranormal investigation gadgets.", + "Clubhouse: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and make a snack.": "Clubhouse: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and make a snack.", + "Mystical Workroom: a space set aside for magical operations. It can stand in for one requirement of a use magic or big magic move.": "Mystical Workroom: a space set aside for magical operations. It can stand in for one requirement of a use magic or big magic move.", + "Disguises: A trunk full of disguises.": "Disguises: A trunk full of disguises.", + "Library: Library of useful reference books.": "Library: Library of useful reference books.", + "IDs: Official junior deputy Suburban Watch Group volunteer badges.": "IDs: Official junior deputy Suburban Watch Group volunteer badges.", + "Backrooms: You’ve set out a relatively secure space in the back rooms. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen. It’s currently listed as “unused: permanent” so you should be left alone in there.": "Backrooms: You’ve set out a relatively secure space in the back rooms. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen. It’s currently listed as “unused: permanent” so you should be left alone in there.", + "Steam Tunnels: Accessed from your workplace, these allow you to get in and out without being seen. They also connect to the wider city infrastructure.": "Steam Tunnels: Accessed from your workplace, these allow you to get in and out without being seen. They also connect to the wider city infrastructure.", + "Security Access: You can look at the security camera feeds and records. These cover the entire store floor, secure areas, and the outside of the building.": "Security Access: You can look at the security camera feeds and records. These cover the entire store floor, secure areas, and the outside of the building.", + "Ritual Space: A space set aside for magical operations. It can stand in for one requirement of a use magic or big magic move. Decide where in the workplace it is located.": "Ritual Space: A space set aside for magical operations. It can stand in for one requirement of a use magic or big magic move. Decide where in the workplace it is located.", + "The Occult Section: Your workplace has a stock of mystical supplies. Sometimes you can find specific monster hunting supplies or ritual requirements there.": "The Occult Section: Your workplace has a stock of mystical supplies. Sometimes you can find specific monster hunting supplies or ritual requirements there.", + "Warding Glyphs: Mystical enchantments on the workplace prevent hostile magic targeting it from the outside, and alert all team members if a supernatural being enters.": "Warding Glyphs: Mystical enchantments on the workplace prevent hostile magic targeting it from the outside, and alert all team members if a supernatural being enters.", + "Lost Property & Returns: You can find all sorts of stuff in here, some of it useful.": "Lost Property & Returns: You can find all sorts of stuff in here, some of it useful.", + "Oracle Stone: A mystical scrying gem. At the beginning of each mystery, you may consult it—ask any question. The Keeper will answer with something true and useful, but they may make the answer difficult to understand.": "Oracle Stone: A mystical scrying gem. At the beginning of each mystery, you may consult it—ask any question. The Keeper will answer with something true and useful, but they may make the answer difficult to understand.", + "SWG Radio Network: a set of devices that allow you to easily talk to the rest of the SWG (as well as the base stations at your homes/the SWG headquarters).": "SWG Radio Network: a set of devices that allow you to easily talk to the rest of the SWG (as well as the base stations at your homes/the SWG headquarters).", + "Sacred Site: A place outdoors that has a reservoir of magical power. The Keeper always considers this site when a magical ritual requires a particular place.": "Sacred Site: A place outdoors that has a reservoir of magical power. The Keeper always considers this site when a magical ritual requires a particular place.", + "Infirmary: You have access to a doctor’s surgery or other suitable first aid office. You may use it for regular treatment of injuries, no questions asked.": "Infirmary: You have access to a doctor’s surgery or other suitable first aid office. You may use it for regular treatment of injuries, no questions asked.", + "Tour Bus: A truck or bus with bunks, your gear, and mystery investigation supplies on board.": "Tour Bus: A truck or bus with bunks, your gear, and mystery investigation supplies on board.", + "Individual Transport: A fancy car, motorbike, or bicycle for every team member.": "Individual Transport: A fancy car, motorbike, or bicycle for every team member.", + "Home Venue: You have a regular booking at a venue, and get on well with the owners. You’re always welcome there, and can be sure to find fans or friends there whenever its open.": "Home Venue: You have a regular booking at a venue, and get on well with the owners. You’re always welcome there, and can be sure to find fans or friends there whenever its open.", + "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep, practice, and cook.": "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep, practice, and cook.", + "Private Jet: You have a more-or-less fancy private jet (and crew) at your disposal.": "Private Jet: You have a more-or-less fancy private jet (and crew) at your disposal.", + "Studio: You have your own recording studio and record label. It’s either a big house in the country or big slice of a building in the city. It’s equipped with gear and staff. This is a good place for any other location-based assets to live.": "Studio: You have your own recording studio and record label. It’s either a big house in the country or big slice of a building in the city. It’s equipped with gear and staff. This is a good place for any other location-based assets to live.", + "Cameras and Recording Gear: You have a big collection of cameras and other recording devices that you can use during your investigations. Your crew also includes people who can operate them for you.": "Cameras and Recording Gear: You have a big collection of cameras and other recording devices that you can use during your investigations. Your crew also includes people who can operate them for you.", + "Office Space: Private offices in the organisation’s headquarters.": "Office Space: Private offices in the organisation’s headquarters.", + "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen. The organisation knows about it but has no direct influence over it.": "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen. The organisation knows about it but has no direct influence over it.", + "Fake IDs: Fake government IDs.": "Fake IDs: Fake government IDs.", + "More Fake IDs: Fake organisation IDs for other members or different jobs.": "More Fake IDs: Fake organisation IDs for other members or different jobs.", + "Cameras and Recording Gear: Miniature cameras and recording devices.": "Cameras and Recording Gear: Miniature cameras and recording devices.", + "Fae Horses: One for every team member. They fly, but if people start gossiping about flying horses, the Wild Hunt will surely hear of this.": "Fae Horses: One for every team member. They fly, but if people start gossiping about flying horses, the Wild Hunt will surely hear of this.", + "Map: A map of the Wild Hunt’s activities.": "Map: A map of the Wild Hunt’s activities.", + "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen. The Wild Hunt won’t learn about this base unless you stay there for a very long time.": "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen. The Wild Hunt won’t learn about this base unless you stay there for a very long time.", + "Disguises: A set of disguises.": "Disguises: A set of disguises.", + "Diversions: A box of smoke bombs and other distractions (0-harm close obscure vision).": "Diversions: A box of smoke bombs and other distractions (0-harm close obscure vision).", + "Fae Cosmetics and Makeup: Better than anything humans can produce.": "Fae Cosmetics and Makeup: Better than anything humans can produce.", + "Improvement": "Improvement", + "At the end of each session, answer your Style question (below). If yes, gain one improvement mark. If yes and it came up a lot, gain two improvement marks.": "At the end of each session, answer your Style question (below). If yes, gain one improvement mark. If yes and it came up a lot, gain two improvement marks.", + "When you fill in the improvement box, clear the improvement track and choose one of these:": "When you fill in the improvement box, clear the improvement track and choose one of these:", + "Gain a new team move.": "Gain a new team move.", + "Gain a new team ally.": "Gain a new team ally.", + "Gain two new asset selections.": "Gain two new asset selections.", + "Make the next mystery about your team enemy, giving you a chance to interfere in their plans.": "Make the next mystery about your team enemy, giving you a chance to interfere in their plans.", + "Make the next mystery about the organisation or its bad apples, giving you a chance to interfere in their plans.": "Make the next mystery about the organisation or its bad apples, giving you a chance to interfere in their plans.", + "Make the next mystery about the Wild Hunt, giving you a chance to weaken or confuse them.": "Make the next mystery about the Wild Hunt, giving you a chance to weaken or confuse them.", + "Style": "Style", + "Pick one of these styles (and the associated improvement question):": "Pick one of these styles (and the associated improvement question):", + "Hush: At the end of each session, ask: “Did we suppress knowledge of monsters and the supernatural?”": "Hush: At the end of each session, ask: “Did we suppress knowledge of monsters and the supernatural?”", + "The Greater Good: At the end of each session, ask: “Did we protect civilian lives?”": "The Greater Good: At the end of each session, ask: “Did we protect civilian lives?”", + "By Any Means Necessary: At the end of each session, ask: “Did we stop the problem, regardless of the cost?”": "By Any Means Necessary: At the end of each session, ask: “Did we stop the problem, regardless of the cost?”", + "Custom: What’s your story?": "Custom: What’s your story?", + "At the end of each session, ask:": "At the end of each session, ask:", + "Family: You’re all family, or as good as. At the end of each session, ask: “Did we talk about—or pointedly not talk about—something that was troubling a team member?”": "Family: You’re all family, or as good as. At the end of each session, ask: “Did we talk about—or pointedly not talk about—something that was troubling a team member?”", + "Vocation: Someone has to do it, and you happened to be able. At the end of each session, ask: “Did we save the people we went there to protect?”": "Vocation: Someone has to do it, and you happened to be able. At the end of each session, ask: “Did we save the people we went there to protect?”", + "Excitement: Monster hunting sure is a new thrill every time. At the end of each session, ask: “Did we take extremely dangerous risks?”": "Excitement: Monster hunting sure is a new thrill every time. At the end of each session, ask: “Did we take extremely dangerous risks?”", + "First among Equals: Sure, one of us is chosen by destiny, but we all play our part. At the end of each session, ask: “Did we all contribute in our own way to solve the mystery?”": "First among Equals: Sure, one of us is chosen by destiny, but we all play our part. At the end of each session, ask: “Did we all contribute in our own way to solve the mystery?”", + "Sworn Guardians: The rest of us made a solemn oath to help the Chosen One. At the end of each session, ask: “Did we save the Chosen One from serious harm?”": "Sworn Guardians: The rest of us made a solemn oath to help the Chosen One. At the end of each session, ask: “Did we save the Chosen One from serious harm?”", + "Fate’s Rebels: Screw destiny! At the end of each session, ask: “Did we fight against fate and prophecies, no matter the cost?”": "Fate’s Rebels: Screw destiny! At the end of each session, ask: “Did we fight against fate and prophecies, no matter the cost?”", + "Ancient Oath: You are the holders of an ancient obligation to guard the world’s border. Decide what the oath requires of you. At the end of each session, ask: “Did we hold to our oath?”": "Ancient Oath: You are the holders of an ancient obligation to guard the world’s border. Decide what the oath requires of you. At the end of each session, ask: “Did we hold to our oath?”", + "The oath:": "The oath:", + "Wrong Place, Wrong Time: You were there to stop the first incursion, and now feel obliged to prevent anything else coming through. At the end of each session, ask: “Did we protect the world from what lies beyond?”": "Wrong Place, Wrong Time: You were there to stop the first incursion, and now feel obliged to prevent anything else coming through. At the end of each session, ask: “Did we protect the world from what lies beyond?”", + "Born & Raised: You all grew up, or settled, here. Dimensional incursions are a part of life, even if a lot of people don’t like to admit it. At the end of each session, ask: “Did we look after our normal relationships with friends and families?”": "Born & Raised: You all grew up, or settled, here. Dimensional incursions are a part of life, even if a lot of people don’t like to admit it. At the end of each session, ask: “Did we look after our normal relationships with friends and families?”", + "Hush: At the end of each session, ask: “Did we save the day without making the news or creating a ruckus?”": "Hush: At the end of each session, ask: “Did we save the day without making the news or creating a ruckus?”", + "Rescuers: At the end of each session, ask: “Did we save people from harm, no matter how much property damage?”": "Rescuers: At the end of each session, ask: “Did we save people from harm, no matter how much property damage?”", + "Superstars: At the end of each session, ask: “Did our reputation as elite monster hunters come up during the mystery?”": "Superstars: At the end of each session, ask: “Did our reputation as elite monster hunters come up during the mystery?”", + "Well-prepared: You keep track of worlds that might need monster hunting help and have procedures for reaching and helping them. At the end of each session, ask: “Did things go according to our plans?”": "Well-prepared: You keep track of worlds that might need monster hunting help and have procedures for reaching and helping them. At the end of each session, ask: “Did things go according to our plans?”", + "Led by Fate: The universe wants you to help where you’re needed most. At the end of each session, ask: “Do we understand our place in the multiverse better now?”": "Led by Fate: The universe wants you to help where you’re needed most. At the end of each session, ask: “Do we understand our place in the multiverse better now?”", + "Accidental Heroes: You always end up where you’re needed because of magical mishaps and weird coincidences. At the end of each session, ask: “Did we make use of a coincidence or unexpected resource?”": "Accidental Heroes: You always end up where you’re needed because of magical mishaps and weird coincidences. At the end of each session, ask: “Did we make use of a coincidence or unexpected resource?”", + "We’re Prepared for Next Time: At the end of each session, ask: “Did our planning ahead save the day?”": "We’re Prepared for Next Time: At the end of each session, ask: “Did our planning ahead save the day?”", + "Fatalists: One day our times will come. Until then we fight. At the end of each session, ask: “Did we throw ourselves into danger to save the day?”": "Fatalists: One day our times will come. Until then we fight. At the end of each session, ask: “Did we throw ourselves into danger to save the day?”", + "Wardens: We won’t let what happened to us happen to anyone else. At the end of each session, ask: “Did we save people, no matter the cost?”": "Wardens: We won’t let what happened to us happen to anyone else. At the end of each session, ask: “Did we save people, no matter the cost?”", + "Greater Good: You find your secret monster hunting lives more important than your mundane social roles. At the end of each session, ask: “Did we choose the more important obligation?”": "Greater Good: You find your secret monster hunting lives more important than your mundane social roles. At the end of each session, ask: “Did we choose the more important obligation?”", + "The Only Ones: You’re the only ones capable enough to protect those around you from supernatural threats. At the end of each session, ask: “Did we do something nobody else in our society could do?”": "The Only Ones: You’re the only ones capable enough to protect those around you from supernatural threats. At the end of each session, ask: “Did we do something nobody else in our society could do?”", + "An Ancient Tradition: You’ve inherited your double role from family or mentors. At the end of each session, ask: “Have we done something that would make our predecessors proud?”": "An Ancient Tradition: You’ve inherited your double role from family or mentors. At the end of each session, ask: “Have we done something that would make our predecessors proud?”", + "Secret Mission: You are all devoted to a particular goal, using “mercenary monster hunter team” as your cover. What’s your objective? At the end of each session, ask: “Did we get closer to our goal?” If you achieve the objective, choose a new one or change to a new style. Your objective:": "Secret Mission: You are all devoted to a particular goal, using “mercenary monster hunter team” as your cover. What’s your objective? At the end of each session, ask: “Did we get closer to our goal?” If you achieve the objective, choose a new one or change to a new style. Your objective:", + "Goal-Oriented: At the end of each session, ask: “Did we fulfil the exact mission requested, without extra work?”": "Goal-Oriented: At the end of each session, ask: “Did we fulfil the exact mission requested, without extra work?”", + "Hearts of Gold: At the end of each session, ask: “Did we refuse to accept money from someone we saved?”": "Hearts of Gold: At the end of each session, ask: “Did we refuse to accept money from someone we saved?”", + "Wholesome: At the end of each session, ask: “Did we succeed by believing in each other and using our individual strengths?”": "Wholesome: At the end of each session, ask: “Did we succeed by believing in each other and using our individual strengths?”", + "Comical: At the end of each session, ask: “Did we do something really funny?”": "Comical: At the end of each session, ask: “Did we do something really funny?”", + "Cool: At the end of each session, ask: “Did we save the day, with style?”": "Cool: At the end of each session, ask: “Did we save the day, with style?”", + "Big Store: At the end of each session, ask: “Did we deal with any supernatural problems without management noticing?”": "Big Store: At the end of each session, ask: “Did we deal with any supernatural problems without management noticing?”", + "Security Team: At the end of each session, ask: “Did we keep people safe?”": "Security Team: At the end of each session, ask: “Did we keep people safe?”", + "Emergency Response: At the end of each session, ask: “Did we solve anyone’s problems?”": "Emergency Response: At the end of each session, ask: “Did we solve anyone’s problems?”", + "Thrown in the Deep End: You started out knowing nothing about the supernatural, and you’re still catching up. At the end of each session, ask: “Did we learn something new about the supernatural world?”": "Thrown in the Deep End: You started out knowing nothing about the supernatural, and you’re still catching up. At the end of each session, ask: “Did we learn something new about the supernatural world?”", + "Protectors: It’s all about looking after people. At the end of each session, ask: “Did we prevent harm in our community?”": "Protectors: It’s all about looking after people. At the end of each session, ask: “Did we prevent harm in our community?”", + "Cosy Coven: You were never strangers to the supernatural, but nobody else suspects it. At the end of each session, ask: “Did we help with our supernatural powers, undetected?”": "Cosy Coven: You were never strangers to the supernatural, but nobody else suspects it. At the end of each session, ask: “Did we help with our supernatural powers, undetected?”", + "Rock: At the end of each session, ask: “Did we lay the smackdown on some evildoers?”": "Rock: At the end of each session, ask: “Did we lay the smackdown on some evildoers?”", + "Punk: At the end of each session, ask: “Did we fight for the downtrodden?”": "Punk: At the end of each session, ask: “Did we fight for the downtrodden?”", + "Pop: At the end of each session, ask: “Did we look awesome?”": "Pop: At the end of each session, ask: “Did we look awesome?”", + "Metal: At the end of each session, ask: “Did we battle gloriously?”": "Metal: At the end of each session, ask: “Did we battle gloriously?”", + "Hip-hop: At the end of each session, ask: “Did we improve things for the local community?”": "Hip-hop: At the end of each session, ask: “Did we improve things for the local community?”", + "Folk: At the end of each session, ask: “Did we learn about local history and folklore?”": "Folk: At the end of each session, ask: “Did we learn about local history and folklore?”", + "Country: At the end of each session, ask: “Will that make a great story, later?”": "Country: At the end of each session, ask: “Will that make a great story, later?”", + "Inquisition: You believe your organisation isn’t rotten to the core, it just has a few rotten apples. At the end of each session, ask: “Is the organisation better now?”": "Inquisition: You believe your organisation isn’t rotten to the core, it just has a few rotten apples. At the end of each session, ask: “Is the organisation better now?”", + "Redemption: You were once part of the organisation’s shady dealings but are disgusted by them now. At the end of each session, ask: “Did we repay part of the harm we caused as organisation members?”": "Redemption: You were once part of the organisation’s shady dealings but are disgusted by them now. At the end of each session, ask: “Did we repay part of the harm we caused as organisation members?”", + "Revolt: You’ve recently understood the organisation is rotten to the core and should be terminated. At the end of each session, ask: “Are we closer to destroying the organisation?”": "Revolt: You’ve recently understood the organisation is rotten to the core and should be terminated. At the end of each session, ask: “Are we closer to destroying the organisation?”", + "Vengeance: You want to become strong enough to destroy the Wild Hunt one day. At the end of each session, ask: “Did what we do bring us closer to destroying the Wild Hunt?”": "Vengeance: You want to become strong enough to destroy the Wild Hunt one day. At the end of each session, ask: “Did what we do bring us closer to destroying the Wild Hunt?”", + "Compassion: You don’t want others to suffer as you did. At the end of each session, ask: “Did we risk our freedom to protect someone else’s’?”": "Compassion: You don’t want others to suffer as you did. At the end of each session, ask: “Did we risk our freedom to protect someone else’s’?”", + "Homelessness: You want to have normal lives one day. At the end of each session, ask: “Did we put some effort into making our lives more normal?”": "Homelessness: You want to have normal lives one day. At the end of each session, ask: “Did we put some effort into making our lives more normal?”", + "Enemies": "Enemies", + "Pick an enemy for your team:": "Pick an enemy for your team:", + "General Grox, alien warlord.": "General Grox, alien warlord.", + "The werewolf conspiracy.": "The werewolf conspiracy.", + "The Order of the Silvery Stars, who worship some very bad alien god-things.": "The Order of the Silvery Stars, who worship some very bad alien god-things.", + "The Old Gods, who want to return and rule the world again.": "The Old Gods, who want to return and rule the world again.", + "A rival Bureau with dubious methods and goals.": "A rival Bureau with dubious methods and goals.", + "Halphas, a demon who has it in for you.": "Halphas, a demon who has it in for you.", + "All the vampires.": "All the vampires.", + "Dr Crepuscule, who steals unnatural power from captured monsters.": "Dr Crepuscule, who steals unnatural power from captured monsters.", + "The King in Yellow, a god/force of corruption, decadence, and disease.": "The King in Yellow, a god/force of corruption, decadence, and disease.", + "A cabal of ghosts trying to secure the secret of returning to life.": "A cabal of ghosts trying to secure the secret of returning to life.", + "Alpha, an immortal werewolf.": "Alpha, an immortal werewolf.", + "Seth Vail, a billionaire who wants to harness the power of monsters, starting with immortality for himself.": "Seth Vail, a billionaire who wants to harness the power of monsters, starting with immortality for himself.", + "The Father of Monsters, the cosmic entity who is the source of evil in the world.": "The Father of Monsters, the cosmic entity who is the source of evil in the world.", + "The Grey Priests, a conspiracy to bring about the end of the world and birth of a new one.": "The Grey Priests, a conspiracy to bring about the end of the world and birth of a new one.", + "Lord Grash, warlord of a monster dimension.": "Lord Grash, warlord of a monster dimension.", + "All the demons.": "All the demons.", + "The Anointed Hierophant, an occult sect leader who wants to break the walls between worlds.": "The Anointed Hierophant, an occult sect leader who wants to break the walls between worlds.", + "Chaos, a cosmic entity of disorder.": "Chaos, a cosmic entity of disorder.", + "TransWorldCorp, a business hoping to profit from other worlds via their rift machine, no matter the damage they do along the way.": "TransWorldCorp, a business hoping to profit from other worlds via their rift machine, no matter the damage they do along the way.", + "Apollyon, a demon king who wants to rule the Earth.": "Apollyon, a demon king who wants to rule the Earth.", + "Incursions of HEDEs (Hostile Extra-Dimensional Entities).": "Incursions of HEDEs (Hostile Extra-Dimensional Entities).", + "Masanori, a selfish tycoon chasing personal immortality.": "Masanori, a selfish tycoon chasing personal immortality.", + "A rival IMPS team, who always want to make it look like they saved the day and you screwed up.": "A rival IMPS team, who always want to make it look like they saved the day and you screwed up.", + "A chaos cult who want to break down the structures of the modern world, so they can rule it with their magical powers.": "A chaos cult who want to break down the structures of the modern world, so they can rule it with their magical powers.", + "Dr Weltschmerz, a bitter and angry scientist who wants all worlds to suffer.": "Dr Weltschmerz, a bitter and angry scientist who wants all worlds to suffer.", + "Jauna, a merchant from Monster Marches who deals in interdimensional slave trade.": "Jauna, a merchant from Monster Marches who deals in interdimensional slave trade.", + "Separator, an automaton guarding borders between the worlds.": "Separator, an automaton guarding borders between the worlds.", + "Iron Crusade, an invading force from a futuristic world.": "Iron Crusade, an invading force from a futuristic world.", + "Your own evil versions from a mirrored universe.": "Your own evil versions from a mirrored universe.", + "The Black Knight, a faerie lord.": "The Black Knight, a faerie lord.", + "A necromancer, with a plan to rule the world.": "A necromancer, with a plan to rule the world.", + "Metaphysical Exploitation Holdings (MEH), a corporation that profits from ill-advised experimentation and exploitation of the supernatural.": "Metaphysical Exploitation Holdings (MEH), a corporation that profits from ill-advised experimentation and exploitation of the supernatural.", + "A conspiracy of chaos cultists.": "A conspiracy of chaos cultists.", + "Allmine, a greedy and capricious demon of desire.": "Allmine, a greedy and capricious demon of desire.", + "All the evil doppelgangers.": "All the evil doppelgangers.", + "Professor Trundil, an occult scientist trying to steal your powers and magic.": "Professor Trundil, an occult scientist trying to steal your powers and magic.", + "Great Waghru, a primordial entity slumbering beneath the city, now stirring.": "Great Waghru, a primordial entity slumbering beneath the city, now stirring.", + "Brave New World, an undercover company trying to replace humans in your city with robots.": "Brave New World, an undercover company trying to replace humans in your city with robots.", + "Pethas, a dragon.": "Pethas, a dragon.", + "All the werewolves.": "All the werewolves.", + "Ozahr, an immortal and megalomaniac wizard.": "Ozahr, an immortal and megalomaniac wizard.", + "The Fates.": "The Fates.", + "A conspiracy of political leaders secretly creating a global dictatorship.": "A conspiracy of political leaders secretly creating a global dictatorship.", + "Bradshaw, an evil property developer.": "Bradshaw, an evil property developer.", + "The Ghost King.": "The Ghost King.", + "Dracula.": "Dracula.", + "Cryptids generally.": "Cryptids generally.", + "A conspiracy of wizards who want to take over the world.": "A conspiracy of wizards who want to take over the world.", + "Your manager.": "Your manager.", + "The Queen of the Bug Monsters.": "The Queen of the Bug Monsters.", + "The Monarch of Waste, a cosmic entity of disorder and ruin.": "The Monarch of Waste, a cosmic entity of disorder and ruin.", + "A conspiracy within the company, using the workplace for a sinister occult plan.": "A conspiracy within the company, using the workplace for a sinister occult plan.", + "The thing in the basement. You don’t know what it is, but it’s evil.": "The thing in the basement. You don’t know what it is, but it’s evil.", + "The Pale Man, the powerful and malevolent ghost of a mass murderer who lived here a long time ago.": "The Pale Man, the powerful and malevolent ghost of a mass murderer who lived here a long time ago.", + "All the ghouls. A big cemetery nearby attracts their attention.": "All the ghouls. A big cemetery nearby attracts their attention.", + "Bradshaw, a property developer who wants to rebuild the city—by any means necessary.": "Bradshaw, a property developer who wants to rebuild the city—by any means necessary.", + "Discord, goddess of chaos and disorder.": "Discord, goddess of chaos and disorder.", + "A conspiracy of vampires trying to take over your community.": "A conspiracy of vampires trying to take over your community.", + "White Travellers, ghosts that feed on natural, joyous emotions of people and leave people content with a humdrum life.": "White Travellers, ghosts that feed on natural, joyous emotions of people and leave people content with a humdrum life.", + "Ancient Purity, an occultist/fascist death metal band. They would be your enemies even without their abuse of mystical powers.": "Ancient Purity, an occultist/fascist death metal band. They would be your enemies even without their abuse of mystical powers.", + "The Man, a new god of authority, order, and following the rules.": "The Man, a new god of authority, order, and following the rules.", + "The Sanguine Circle, a conspiracy of vampires with cells in many cities and towns.": "The Sanguine Circle, a conspiracy of vampires with cells in many cities and towns.", + "Allies": "Allies", + "Choose your team allies from this list:": "Choose your team allies from this list:", + "Doctor “Blue,” a physician. They can help you recover from harm.": "Doctor “Blue,” a physician. They can help you recover from harm.", + "Professor “Blood,” a forensic scientist. They are who you go to when you need evidence analysed.": "Professor “Blood,” a forensic scientist. They are who you go to when you need evidence analysed.", + "Agent “Will,” a field investigator. They’re a veteran of the Bureau, and can help you navigate problems with colleagues.": "Agent “Will,” a field investigator. They’re a veteran of the Bureau, and can help you navigate problems with colleagues.", + "Aquila Squad, an ally team. They are unofficially known as “the Extreme Problems” squad. They can handle anything unfazed, but their solutions can be a little... messy.": "Aquila Squad, an ally team. They are unofficially known as “the Extreme Problems” squad. They can handle anything unfazed, but their solutions can be a little... messy.", + "SkullFangz, an ally team. This is a group of hackers you’ve made a sort of alliance with. They can help you get information through unorthodox channels, but they sometimes need you to do some odd or dubious favours in return.": "SkullFangz, an ally team. This is a group of hackers you’ve made a sort of alliance with. They can help you get information through unorthodox channels, but they sometimes need you to do some odd or dubious favours in return.", + "Detective Barnes, a police detective who you saved from a monster way back when. They’ll help you out with some information now and then, and possibly more when you’re on their turf.": "Detective Barnes, a police detective who you saved from a monster way back when. They’ll help you out with some information now and then, and possibly more when you’re on their turf.", + "Bingo, an always-online researcher into strangeness. They can put you in touch with people who need help, coordinate communication, and help you with research.": "Bingo, an always-online researcher into strangeness. They can put you in touch with people who need help, coordinate communication, and help you with research.", + "Sapphire, who has the ability to manipulate time in certain ways. You suspect she may be very long-lived or even immortal. She is not always easy to contact, and can appear unexpectedly.": "Sapphire, who has the ability to manipulate time in certain ways. You suspect she may be very long-lived or even immortal. She is not always easy to contact, and can appear unexpectedly.", + "Another group of travelling hunters, an ally team. They can back you up monster hunting—you’ve helped each other out several times, when things got tricky.": "Another group of travelling hunters, an ally team. They can back you up monster hunting—you’ve helped each other out several times, when things got tricky.", + "Universal Cleanup Services, an ally team. A franchise that specialises in cleaning up messes like crime scenes and monster attacks.": "Universal Cleanup Services, an ally team. A franchise that specialises in cleaning up messes like crime scenes and monster attacks.", + "Carlito, a nurse. They can patch up injured hunters.": "Carlito, a nurse. They can patch up injured hunters.", + "Charity, an occultist. She can tell you about and sometimes find weird old items.": "Charity, an occultist. She can tell you about and sometimes find weird old items.", + "Raven, a mystic. Has some ideas about the Chosen One’s destiny.": "Raven, a mystic. Has some ideas about the Chosen One’s destiny.", + "The Junior Entourage, an ally team. These are friends who aren’t in the core team. Good at getting around for area canvassing or distraction.": "The Junior Entourage, an ally team. These are friends who aren’t in the core team. Good at getting around for area canvassing or distraction.", + "Destiny’s Servants, an ally team. A secretive group sent to help you out. They’re good at fighting and acting suspicious.": "Destiny’s Servants, an ally team. A secretive group sent to help you out. They’re good at fighting and acting suspicious.", + "Hawthorn, a hedge witch. They’re able to cast a variety of small but useful spells.": "Hawthorn, a hedge witch. They’re able to cast a variety of small but useful spells.", + "Anya, a folklorist. They know a lot about the stories and history of the region.": "Anya, a folklorist. They know a lot about the stories and history of the region.", + "The Feeling of Not Knowing a Particular Fact, a visitor from another world. An explorer of worlds, they have a store of facts or rumours about many different dimensions. Describe their home world and look.": "The Feeling of Not Knowing a Particular Fact, a visitor from another world. An explorer of worlds, they have a store of facts or rumours about many different dimensions. Describe their home world and look.", + "Junior Guardians, an ally team. By tradition, younger members of your families and community are apprenticed to take over when you retire. They can help with any tasks that aren’t too dangerous.": "Junior Guardians, an ally team. By tradition, younger members of your families and community are apprenticed to take over when you retire. They can help with any tasks that aren’t too dangerous.", + "A flock of otherworldly creatures, an ally team. These non-Earthly animals can scout and warn you of danger, and also are quite cute. Describe their home world and look.": "A flock of otherworldly creatures, an ally team. These non-Earthly animals can scout and warn you of danger, and also are quite cute. Describe their home world and look.", + "Ó Corra, IMPS General Secretary. Having Ó Corra on your side is always going to be handy.": "Ó Corra, IMPS General Secretary. Having Ó Corra on your side is always going to be handy.", + "Klíma, IMPS forensic specialist. Klíma can help you get extra forensic analysis or expedite tests.": "Klíma, IMPS forensic specialist. Klíma can help you get extra forensic analysis or expedite tests.", + "Villaverde, IMPS librarian. Knows a lot about mystical and occult secrets.": "Villaverde, IMPS librarian. Knows a lot about mystical and occult secrets.", + "IMPS team EM–3. This team of IMPS agents specialise in dealing with big disasters. They can help manage and calm down civilians and provide support for your team.": "IMPS team EM–3. This team of IMPS agents specialise in dealing with big disasters. They can help manage and calm down civilians and provide support for your team.", + "Cryptidnet, a loose organisation of interested amateurs and researchers who collate rumours of weird activity. Great source of leads and supernatural rumours.": "Cryptidnet, a loose organisation of interested amateurs and researchers who collate rumours of weird activity. Great source of leads and supernatural rumours.", + "Justinian, a paladin. He’s always ready to fight evil alongside you and hopes one of you will one day be the lady (or lord) of his heart.": "Justinian, a paladin. He’s always ready to fight evil alongside you and hopes one of you will one day be the lady (or lord) of his heart.", + "NewLife, a bio-robot. They know a lot about life on various worlds, whether organic, tech-based, or magic-based.": "NewLife, a bio-robot. They know a lot about life on various worlds, whether organic, tech-based, or magic-based.", + "Darween, a diplomat. Coming from the Monster Marches, she hates disunity and wants good people of all worlds to cooperate.": "Darween, a diplomat. Coming from the Monster Marches, she hates disunity and wants good people of all worlds to cooperate.", + "The Queen’s Musketeers. Brave, dashing and ready to fight with monsters both in Helos and beyond, but won’t do anything that directly contradicts Queen Helena the Radiant’s orders.": "The Queen’s Musketeers. Brave, dashing and ready to fight with monsters both in Helos and beyond, but won’t do anything that directly contradicts Queen Helena the Radiant’s orders.", + "Spirit Healers. They come from a Stone Age world and want to heal all spiritual ills of all worlds. They oppose killing monsters because they believe monsters should be healed and reintegrated instead.": "Spirit Healers. They come from a Stone Age world and want to heal all spiritual ills of all worlds. They oppose killing monsters because they believe monsters should be healed and reintegrated instead.", + "Zhu, a law enforcement officer. They can help you with legal difficulties in their jurisdiction.": "Zhu, a law enforcement officer. They can help you with legal difficulties in their jurisdiction.", + "Davis, a therapist specialising in trauma recovery.": "Davis, a therapist specialising in trauma recovery.", + "Dr Basu, a medical doctor.": "Dr Basu, a medical doctor.", + "The next generation, an ally team. These younger monster hunters are relatives of those who died in the battle, taking up the family calling.": "The next generation, an ally team. These younger monster hunters are relatives of those who died in the battle, taking up the family calling.", + "The Network, an ally team. This is a group of people who keep watch for big supernatural dangers, and can get you warnings in time to intervene.": "The Network, an ally team. This is a group of people who keep watch for big supernatural dangers, and can get you warnings in time to intervene.", + "Shinzō, a retro-weaponsmith. Their creations look like fancy souvenirs but have various magical properties.": "Shinzō, a retro-weaponsmith. Their creations look like fancy souvenirs but have various magical properties.", + "FaceBog, a doppelganger. They’ll impersonate you at various social events if you ask them nicely.": "FaceBog, a doppelganger. They’ll impersonate you at various social events if you ask them nicely.", + "Hedwig, a journalist. She believes in your public causes and is willing to cover up some things for you, but sometimes asks difficult questions.": "Hedwig, a journalist. She believes in your public causes and is willing to cover up some things for you, but sometimes asks difficult questions.", + "Monster Hunters Fan Club. They know your secret identities, but not your public ones.": "Monster Hunters Fan Club. They know your secret identities, but not your public ones.", + "Spirits of the city’s founders. They remember how the city once was and have clashed with occult forces that threaten it.": "Spirits of the city’s founders. They remember how the city once was and have clashed with occult forces that threaten it.", + "Dumont, the fixer. Dumont can find leads on jobs, and sometime scare up special gear.": "Dumont, the fixer. Dumont can find leads on jobs, and sometime scare up special gear.", + "Chang, a government official. They can help you with legal entanglements. Sometimes.": "Chang, a government official. They can help you with legal entanglements. Sometimes.", + "Dr Accorso. A medical doctor, ready to help with injuries or illness. No questions asked.": "Dr Accorso. A medical doctor, ready to help with injuries or illness. No questions asked.", + "The Irregulars, an ally team. They’re a general group of support crew that help you out. Mechanics, technicians, and the like.": "The Irregulars, an ally team. They’re a general group of support crew that help you out. Mechanics, technicians, and the like.", + "The Crooked Hearts, another mercenary monster hunting crew. You’ve worked together on some big jobs.": "The Crooked Hearts, another mercenary monster hunting crew. You’ve worked together on some big jobs.", + "Leon/Lyn, an authority figure (parent, teacher, etc.). Helpful dealing with officials.": "Leon/Lyn, an authority figure (parent, teacher, etc.). Helpful dealing with officials.", + "Romain, a librarian. Good at finding out details.": "Romain, a librarian. Good at finding out details.", + "A very smart pet. Pick their species and give them a name:": "A very smart pet. Pick their species and give them a name:", + "Your friend group, an ally team. Great for distractions.": "Your friend group, an ally team. Great for distractions.", + "Internet mystery circle, an ally team. Good for finding out weird facts and rumours.": "Internet mystery circle, an ally team. Good for finding out weird facts and rumours.", + "Aminat Salek, a client or customer who has a knack for finding whatever is weirdest.": "Aminat Salek, a client or customer who has a knack for finding whatever is weirdest.", + "Ahearn, a consultant. They can help you out with how things go on behind the scenes.": "Ahearn, a consultant. They can help you out with how things go on behind the scenes.", + "De Luca, from human resources. They can cover for absences and sometimes tell you what management is planning.": "De Luca, from human resources. They can cover for absences and sometimes tell you what management is planning.", + "The day shift, an ally team. They can help out when you need to sleep.": "The day shift, an ally team. They can help out when you need to sleep.", + "Asani, an old and knowledgeable witch.": "Asani, an old and knowledgeable witch.", + "Petersen, a police officer. Community-minded, they know you help people out and they help you too.": "Petersen, a police officer. Community-minded, they know you help people out and they help you too.", + "Red, cafe/bar/restaurant manager. You’re always welcome in their place, and they hear a lot of gossip.": "Red, cafe/bar/restaurant manager. You’re always welcome in their place, and they hear a lot of gossip.", + "The SWG, an ally team. These are newer members of the SWG. They can patrol, report events, and help people to safety. They’re not ready to take on monsters directly.": "The SWG, an ally team. These are newer members of the SWG. They can patrol, report events, and help people to safety. They’re not ready to take on monsters directly.", + "The sports club, an ally team. What sport do you all play? The other club members will do you a favour now and then. Useful for getting information from organisations you don’t have direct access to.": "The sports club, an ally team. What sport do you all play? The other club members will do you a favour now and then. Useful for getting information from organisations you don’t have direct access to.", + "Carlos, a roadie. They can do pretty much anything with reasonable competence.": "Carlos, a roadie. They can do pretty much anything with reasonable competence.", + "Charity, an occultist. She can tell you about mystical stuff you find and sometimes get you weird old items.": "Charity, an occultist. She can tell you about mystical stuff you find and sometimes get you weird old items.", + "Dr An Seulgi. She can help patch you up if you get hurt, and provide “special” prescriptions as long as you don’t abuse them too badly.": "Dr An Seulgi. She can help patch you up if you get hurt, and provide “special” prescriptions as long as you don’t abuse them too badly.", + "Eldritch Records, your label. You can hit them up for a little money, legal help, or contact details for folks in the music business.": "Eldritch Records, your label. You can hit them up for a little money, legal help, or contact details for folks in the music business.", + "Your fan club, an ally team. They’re keen to help, but they’re mainly just a bunch of kids (possibly kids in their late teens or early twenties, but still).": "Your fan club, an ally team. They’re keen to help, but they’re mainly just a bunch of kids (possibly kids in their late teens or early twenties, but still).", + "LOLweb, a hacker. They track the organisation’s web activity and try to hinder it but don’t believe in monsters.": "LOLweb, a hacker. They track the organisation’s web activity and try to hinder it but don’t believe in monsters.", + "Faruq, an office worker in the organisation. He also feels there’s something wrong but is too afraid to act openly about it.": "Faruq, an office worker in the organisation. He also feels there’s something wrong but is too afraid to act openly about it.", + "Grethel, a government official. She keeps track of various supernatural occurrences and organisations that deal with them.": "Grethel, a government official. She keeps track of various supernatural occurrences and organisations that deal with them.", + "Organisation ex-members. Each of them has seen a bit of bad things that happen there and can help you piece together the bigger picture.": "Organisation ex-members. Each of them has seen a bit of bad things that happen there and can help you piece together the bigger picture.", + "Independent hunters. Far less experienced than you but sometimes can do things you can’t due to being observed by the organisation.": "Independent hunters. Far less experienced than you but sometimes can do things you can’t due to being observed by the organisation.", + "Soyfly, a pixie. She knows a lot of recent gossip about the Wild Hunt.": "Soyfly, a pixie. She knows a lot of recent gossip about the Wild Hunt.", + "Althea, a private aviator. She believes the sky should be free for everyone, not just some creepy horsemen.": "Althea, a private aviator. She believes the sky should be free for everyone, not just some creepy horsemen.", + "Caragh, a banshee. She once rode with the Hunt and now helps other fugitives, but never reveals how she escaped.": "Caragh, a banshee. She once rode with the Hunt and now helps other fugitives, but never reveals how she escaped.", + "New Start, an NGO that helps refugees. They focus on political and war refugees, but allow you to use their facilities.": "New Start, an NGO that helps refugees. They focus on political and war refugees, but allow you to use their facilities.", + "The Savage Ride, the Wild Hunt’s rivals. They’ll do anything to hinder the Hunt, but are violent and fickle themselves.": "The Savage Ride, the Wild Hunt’s rivals. They’ll do anything to hinder the Hunt, but are violent and fickle themselves." } \ No newline at end of file diff --git a/Monster of the Week Official/translations/nl.json b/Monster of the Week Official/translations/nl.json index b40401f760..6886b3f534 100644 --- a/Monster of the Week Official/translations/nl.json +++ b/Monster of the Week Official/translations/nl.json @@ -1192,7 +1192,6 @@ "custom-move-name": "Naam", "custom-move-description": "Description", "custom-gear": "Playbook Gear", - "start_newstuff": "", "unused": "Unused", "all": "All", "starting": "Starting", @@ -1290,7 +1289,7 @@ "eos-ref": "At the end of each session, the Keeper will ask the following questions:
    • Did we conclude the current mystery?
    • Did we save someone from certain death (or worse)?
    • Did we learn something new and important about the world?
    • Did we learn something new and important about one of the hunters?
    If you get one or two \"Yes\" answers, mark one experience. If you get three or four, mark two.", "pick-book": "Pick Your Playbook", "pick-book-desc": "Pick your playbook using the menu in the upper right corner or the buttons in the lists below. Once you pick a playbook, starting stats options are found at the bottom of the first main column (not including the stats column).", - "motw-books": "Monster of the Week Revised Edition Playbooks", + "motw-books": "Monster of the Week Hardcover Edition Playbooks", "chosen-desc": "A once-ordinary person who discovered they have a special destiny, and who has been given the power to accomplish it. The Chosen is good in a fight, with some weird powers. E.g. Buffy from Buffy the Vampire Slayer.", "crooked-desc": "A criminal turned monster hunter, haunted by their past and enemies. The Crooked is good in social situations and has a lot of contacts. E.g. Anna Valmont from The Dresden Files, Peter Bishop from Fringe.", "divine-desc": "An agent of a higher power, with a mission to fulfill. The Divine is very tough and has been granted holy powers. E.g. Castiel from Supernatural; Michael Carpenter from The Dresden Files.", @@ -1621,6 +1620,7 @@ "animating-force": "Animating Force", "animating-force-desc": "There is a force that gives you life, which cannot harm you. You do not eat, breathe, drink, or heal naturally. Instead, repair yourself with your recharge move. Pick an energy type:", "lightning": "Lightning", + "fire": "Fire", "music": "Music", "clockwork": "Clockwork", "orgone": "Orgone", @@ -1686,7 +1686,6 @@ "hardcase2020-move6": "Inspired Guesswork: When you investigate a mystery, you may spend 1 Fire to add 1 extra hold. The extra question must be about powers, motivations, or weaknesses.", "hardcase2020-move7": "Stone Cold: You never really get ruffled by danger. Gain +1 whenever pain or fear requires you act under pressure. Your nearby allies also gain this bonus against pain and fear, as long as you keep it together.", "hardcase2020-move8": "Weapon Master: When you take possession of a new weapon you may add, remove, or change one tag. This change only applies for you. When you get this move, apply it to all your current weapons.", - "fire": "Fire", "calm": "Calm", "raging": "Raging", "hardcase-vehicles": "Vehicles", @@ -1716,5 +1715,610 @@ "hardcase2020-gear22": "A spell formula, written on a napkin", "hardcase2020-advance1": "Your Fire track increases to 13 boxes.", "constructed-unstable": "You get 10 harm boxes and do not become unstable.", - "end_newstuff": "" + "team-playbooks": "Team Playbooks", + "team-playbook-choice": "Choose a Team Playbook", + "Team Playbook": "Team Playbook", + "Agents in Black": "Agents in Black", + "Always on the Road": "Always on the Road", + "The Chosen One and Entourage": "The Chosen One and Entourage", + "Guardians of the Borderland": "Guardians of the Borderland", + "IMPS (International Monster and Paranormal Service)": "IMPS (International Monster and Paranormal Service)", + "Interdimensional Crisis Team": "Interdimensional Crisis Team", + "The Last Survivors": "The Last Survivors", + "League of Double Lives": "League of Double Lives", + "Mercenaries": "Mercenaries", + "Mystery Club": "Mystery Club", + "The Night Shift": "The Night Shift", + "Suburban Watch Group": "Suburban Watch Group", + "Touring Band": "Touring Band", + "Whistleblowers": "Whistleblowers", + "Wild Hunt Fugitives": "Wild Hunt Fugitives", + "pick-teambook-desc": "Pick your team playbook using the menu in the upper right corner or the buttons in the lists below.", + "This team playbook has the hunters working for the Bureau—a clandestine organisation dedicated to hiding the existence of monsters and the supernatural from the general public.": "This team playbook has the hunters working for the Bureau—a clandestine organisation dedicated to hiding the existence of monsters and the supernatural from the general public.", + "You’re a travelling hunter team. Every week is a new town with a new problem.": "You’re a travelling hunter team. Every week is a new town with a new problem.", + "This team centres on a Chosen One and their friends who help with monster hunting. There’s also room for a mentor.": "This team centres on a Chosen One and their friends who help with monster hunting. There’s also room for a mentor.", + "This team playbook has the hunters as wardens of a liminal region: somewhere where the borders of the world are thin, where monsters and magic can slip through and cause trouble.": "This team playbook has the hunters as wardens of a liminal region: somewhere where the borders of the world are thin, where monsters and magic can slip through and cause trouble.", + "The International Monster and Paranormal Service (IMPS) was created to keep humanity safe from supernatural threats. It’s not clear who funds them, although most people assume it’s some kind of United Nations agency. IMPS isn’t secret, but they keep things as quiet as possible This team playbook sets your hunters as one of the elite IMPS teams that travels the world to deal with monster incidents.": "The International Monster and Paranormal Service (IMPS) was created to keep humanity safe from supernatural threats. It’s not clear who funds them, although most people assume it’s some kind of United Nations agency. IMPS isn’t secret, but they keep things as quiet as possible This team playbook sets your hunters as one of the elite IMPS teams that travels the world to deal with monster incidents.", + "Your world isn’t the only one that needs monster hunting help from time to time. And when others do, you travel through portals, loopholes, and other oddities to help. Interdimensional Crisis Team perfectly fits over-the-top, parody games. More serious stories about interdimensional problems are handled better by Guardians of the Borderland.": "Your world isn’t the only one that needs monster hunting help from time to time. And when others do, you travel through portals, loopholes, and other oddities to help. Interdimensional Crisis Team perfectly fits over-the-top, parody games. More serious stories about interdimensional problems are handled better by Guardians of the Borderland.", + "This hunter team were the only people who lived through a terrible (maybe even apocalyptic) battle. You had many allies at your side, but they didn’t make it.": "This hunter team were the only people who lived through a terrible (maybe even apocalyptic) battle. You had many allies at your side, but they didn’t make it.", + "You’re monster hunters but also important society members in a city. Your ties to the society give you various forms of influence but also mean you somehow have to manage two lives at once. The world isn’t ready to learn about your monster hunting and even less about the monsters themselves.": "You’re monster hunters but also important society members in a city. Your ties to the society give you various forms of influence but also mean you somehow have to manage two lives at once. The world isn’t ready to learn about your monster hunting and even less about the monsters themselves.", + "This team playbook has the hunters working for hire. They save people and hunt monsters, sure, but they also want to get paid at the end of the day.": "This team playbook has the hunters working for hire. They save people and hunt monsters, sure, but they also want to get paid at the end of the day.", + "This is a hunter team of investigators, with a focus on less horrific and more comedic mysteries. This particularly suits games with younger players, or younger hunters. This team playbook strongly pushes the game towards silliness and jokes, so be sure you’re ready for that if you’re considering taking it.": "This is a hunter team of investigators, with a focus on less horrific and more comedic mysteries. This particularly suits games with younger players, or younger hunters. This team playbook strongly pushes the game towards silliness and jokes, so be sure you’re ready for that if you’re considering taking it.", + "This team playbook has the hunters comprising the night shift at a workplace. A workplace that gets way more than its fair share of supernatural problems.": "This team playbook has the hunters comprising the night shift at a workplace. A workplace that gets way more than its fair share of supernatural problems.", + "This is a group of hunters who began as regular folks looking out for their local neighbourhood or town. It emphasises relationships outside of monster hunting and a focus on normal life as well as your adventures.": "This is a group of hunters who began as regular folks looking out for their local neighbourhood or town. It emphasises relationships outside of monster hunting and a focus on normal life as well as your adventures.", + "This team is a band, eternally on tour. Everywhere you have a gig booked, it seems like something bad is going down. Between sound check and putting on the show, you gotta deal with whatever is eating people in this town.": "This team is a band, eternally on tour. Everywhere you have a gig booked, it seems like something bad is going down. Between sound check and putting on the show, you gotta deal with whatever is eating people in this town.", + "All the hunters in your team are members of a monster hunting organisation, and you start suspecting there’s something fishy about this group. This team playbook shares many elements of the Initiate and Professional playbooks because it essentially represents playing an entire team of Initiates and/or Professionals. You shouldn’t choose those playbooks when playing as the Whistleblowers—unless the Keeper agrees some characters belong to a different organisation as well, which might make the situation even more messy.": "All the hunters in your team are members of a monster hunting organisation, and you start suspecting there’s something fishy about this group. This team playbook shares many elements of the Initiate and Professional playbooks because it essentially represents playing an entire team of Initiates and/or Professionals. You shouldn’t choose those playbooks when playing as the Whistleblowers—unless the Keeper agrees some characters belong to a different organisation as well, which might make the situation even more messy.", + "You joined or were abducted by the Wild Hunt. You gained some supernatural skills while riding with it, but then escaped it. Now you use your experience to hunt monsters, evade the Hunt and, maybe, destroy it one day.": "You joined or were abducted by the Wild Hunt. You gained some supernatural skills while riding with it, but then escaped it. Now you use your experience to hunt monsters, evade the Hunt and, maybe, destroy it one day.", + "Getting Started": "Getting Started", + "Determine the nature of the Event.": "Determine the nature of the Event.", + "Decide the history between you and the Wild Hunt.": "Decide the history between you and the Wild Hunt.", + "Pick your style (and associated improvement question).": "Pick your style (and associated improvement question).", + "Figure out the nature of the Bureau.": "Figure out the nature of the Bureau.", + "Create your city.": "Create your city.", + "Pick your obligations.": "Pick your obligations.", + "Come up with a band name.": "Come up with a band name.", + "Pick a starting team ally.": "Pick a starting team ally.", + "Customize the organisation.": "Customize the organisation.", + "Pick your starting team move and 2 boxes of assets.": "Pick your starting team move and 2 boxes of assets.", + "Pick a starting team ally, move, and assets.": "Pick a starting team ally, move, and assets.", + "Pick a starting team enemy, ally, move, and 2 boxes of assets.": "Pick a starting team enemy, ally, move, and 2 boxes of assets.", + "Put on some music and hit the road.": "Put on some music and hit the road.", + "Await the next weird prophecy.": "Await the next weird prophecy.", + "Check the boundaries for incursions.": "Check the boundaries for incursions.", + "Report for your mission briefing.": "Report for your mission briefing.", + "Prepare for the next disaster.": "Prepare for the next disaster.", + "Ponder your responsibilities, as you await the call.": "Ponder your responsibilities, as you await the call.", + "See who’s hiring today.": "See who’s hiring today.", + "Next meeting is at the clubroom on Tuesday afternoon.": "Next meeting is at the clubroom on Tuesday afternoon.", + "Clock in and prepare for another night of drudgery.": "Clock in and prepare for another night of drudgery.", + "Walk the streets. Keep an eye out for evildoers.": "Walk the streets. Keep an eye out for evildoers.", + "You have half an hour before we fly to the next city. Soundcheck at 7, you’re on at 8.": "You have half an hour before we fly to the next city. Soundcheck at 7, you’re on at 8.", + "Snoop around the boss’s office while they’re in a meeting.": "Snoop around the boss’s office while they’re in a meeting.", + "Stay wary, that sounded like howls in the wind.": "Stay wary, that sounded like howls in the wind.", + "The Bureau": "The Bureau", + "Prompts": "Prompts", + "The Bureau setup is determined by the group. Record your answers to these prompts in the Notes section below.": "The Bureau setup is determined by the group. Record your answers to these prompts in the Notes section below.", + "If you have a hunter who belongs to an organisation already—like a Professional or an Initiate—you may combine their setup with the Bureau setup. Figure out how the two perspectives work for your Bureau. If you don’t like that idea, you can also keep them separate (which will lead to its own drama with split loyalties and rivalries).": "If you have a hunter who belongs to an organisation already—like a Professional or an Initiate—you may combine their setup with the Bureau setup. Figure out how the two perspectives work for your Bureau. If you don’t like that idea, you can also keep them separate (which will lead to its own drama with split loyalties and rivalries).", + "Now determine the nature of the Bureau:": "Now determine the nature of the Bureau:", + "Is the Bureau an open, covert, or secret organisation? An open Bureau exists openly but has a cover responsibility to distract from their real mission. A covert Bureau doesn’t explicitly hide themselves, but they try not to draw attention. A secret Bureau has no official records and operates completely in the shadows.": "Is the Bureau an open, covert, or secret organisation? An open Bureau exists openly but has a cover responsibility to distract from their real mission. A covert Bureau doesn’t explicitly hide themselves, but they try not to draw attention. A secret Bureau has no official records and operates completely in the shadows.", + "Who is your team’s handler or commanding officer and what are they like? Create your own or pick one of these:": "Who is your team’s handler or commanding officer and what are they like? Create your own or pick one of these:", + "Special Agent “Coop” is a genial, avuncular middle-aged man. He’s disorganised and often loses track of details, but he always has the team’s back.": "Special Agent “Coop” is a genial, avuncular middle-aged man. He’s disorganised and often loses track of details, but he always has the team’s back.", + "Special Agent “Star” is a harsh boss. She doesn’t really seem to like you, and you never seem to measure up to her standards of “perfection plus.” She runs everything by the book (this can be good or bad for you).": "Special Agent “Star” is a harsh boss. She doesn’t really seem to like you, and you never seem to measure up to her standards of “perfection plus.” She runs everything by the book (this can be good or bad for you).", + "Provisional Special Agent “Fireball” is young and excitable. They prefer you deal with problems in a scorched earth style, without regard for consequences. That is also their management style.": "Provisional Special Agent “Fireball” is young and excitable. They prefer you deal with problems in a scorched earth style, without regard for consequences. That is also their management style.", + "Who do you think is really running the Bureau? The government? A secret global government? Some other government? A billionaire? A secret conspiracy dating back to Uruk’s priesthood? Something else?": "Who do you think is really running the Bureau? The government? A secret global government? Some other government? A billionaire? A secret conspiracy dating back to Uruk’s priesthood? Something else?", + "The Event": "The Event", + "What is the terrible situation you all survived together?": "What is the terrible situation you all survived together?", + "A concerted assault by monsters, as you took shelter in an isolated cabin.": "A concerted assault by monsters, as you took shelter in an isolated cabin.", + "A single terrifying monster invaded your homes.": "A single terrifying monster invaded your homes.", + "It was the only chance to avert an apocalypse.": "It was the only chance to avert an apocalypse.", + "An invasion from another dimension.": "An invasion from another dimension.", + "People around you were transformed into monsters.": "People around you were transformed into monsters.", + "You were strangers in a small town filled with murderous monsters, on festival day.": "You were strangers in a small town filled with murderous monsters, on festival day.", + "Something else:": "Something else:", + "Decide who the allies were who fought alongside you and died in battle. Each hunter picks one.": "Decide who the allies were who fought alongside you and died in battle. Each hunter picks one.", + "A monster hunting teammate.": "A monster hunting teammate.", + "Your spouse or lover.": "Your spouse or lover.", + "Your sibling.": "Your sibling.", + "A parent.": "A parent.", + "A child.": "A child.", + "Your mentor.": "Your mentor.", + "Your protégée.": "Your protégée.", + "Your dog (or other pet).": "Your dog (or other pet).", + "Someone else:": "Someone else:", + "Then decide how you saved the day in the end. Whatever it was, it came at great personal cost (beyond the loss you just chose).": "Then decide how you saved the day in the end. Whatever it was, it came at great personal cost (beyond the loss you just chose).", + "The City": "The City", + "The city you all protect will be an important aspect of the story, more of a collective character of your mysteries than just a background element. Each player should choose one key aspect of the city from one of the following lists. Balance between good and bad things as fits the mood of your campaign.": "The city you all protect will be an important aspect of the story, more of a collective character of your mysteries than just a background element. Each player should choose one key aspect of the city from one of the following lists. Balance between good and bad things as fits the mood of your campaign.", + "Good things": "Good things", + "Cozy": "Cozy", + "Affluent": "Affluent", + "Good social care": "Good social care", + "Proud of its past": "Proud of its past", + "Lots of monuments": "Lots of monuments", + "Highly ecological": "Highly ecological", + "Transparent politics": "Transparent politics", + "Technological hub": "Technological hub", + "The nation’s main transport hub": "The nation’s main transport hub", + "Protected by benevolent magic": "Protected by benevolent magic", + "Beloved by travel vloggers": "Beloved by travel vloggers", + "An extremely famous mayor": "An extremely famous mayor", + "A university with unique departments": "A university with unique departments", + "Other:": "Other:", + "Bad things": "Bad things", + "Alienating": "Alienating", + "Poor": "Poor", + "Big social inequality": "Big social inequality", + "Shameful past": "Shameful past", + "Nothing worth sightseeing": "Nothing worth sightseeing", + "Highly polluted": "Highly polluted", + "Shady politics": "Shady politics", + "No prospects for the future": "No prospects for the future", + "Shady military bases": "Shady military bases", + "Gangs that terrorize the entire region": "Gangs that terrorize the entire region", + "Believed to bring bad luck": "Believed to bring bad luck", + "Struck by a powerful curse": "Struck by a powerful curse", + "Obligations": "Obligations", + "Your social status carries some obligations with it. At the beginning of a mystery, the Keeper holds 3. They can spend 1 hold to introduce one of the obligations. When it’s introduced, at least half of you must attend, otherwise you can lose allies or tempt mundane people to investigate your lives.": "Your social status carries some obligations with it. At the beginning of a mystery, the Keeper holds 3. They can spend 1 hold to introduce one of the obligations. When it’s introduced, at least half of you must attend, otherwise you can lose allies or tempt mundane people to investigate your lives.", + "Choose or create two obligations you have:": "Choose or create two obligations you have:", + "Attending parties and balls.": "Attending parties and balls.", + "Attending important conferences.": "Attending important conferences.", + "Ceremonially opening new buildings.": "Ceremonially opening new buildings.", + "Meeting children at schools.": "Meeting children at schools.", + "Tutoring promising students one on one.": "Tutoring promising students one on one.", + "Appearing on TV.": "Appearing on TV.", + "The Organisation": "The Organisation", + "You create the details about your organisation, choosing options from the following lists. Things you suspect can pertain either to the organisation as a whole or to an influential group within it. At least two of the things you suspect are true, the Keeper decides which ones.": "You create the details about your organisation, choosing options from the following lists. Things you suspect can pertain either to the organisation as a whole or to an influential group within it. At least two of the things you suspect are true, the Keeper decides which ones.", + "Official goals": "Official goals", + "(choose one or two)": "(choose one or two)", + "Slay monsters": "Slay monsters", + "Contain monsters": "Contain monsters", + "Govern safe use of magic": "Govern safe use of magic", + "Research monsters": "Research monsters", + "Research paranatural phenomena": "Research paranatural phenomena", + "Keep monsters and magic secret": "Keep monsters and magic secret", + "Goal you suspect": "Goal you suspect", + "(choose one)": "(choose one)", + "Training an army of monsters": "Training an army of monsters", + "Creating new monsters": "Creating new monsters", + "Stealing the monsters’ powers": "Stealing the monsters’ powers", + "Keeping all magic to themselves": "Keeping all magic to themselves", + "Taking over the world": "Taking over the world", + "Destroying the world": "Destroying the world", + "Official resources": "Official resources", + "(choose two)": "(choose two)", + "Ancient lore": "Ancient lore", + "Modernised": "Modernised", + "Chapters everywhere": "Chapters everywhere", + "Secular power": "Secular power", + "Rich": "Rich", + "Rigorous training": "Rigorous training", + "Offices all over the place": "Offices all over the place", + "Good intel": "Good intel", + "Support teams": "Support teams", + "Suspected resources": "Suspected resources", + "Demonology": "Demonology", + "Necromancy": "Necromancy", + "Deals with monsters": "Deals with monsters", + "Manipulated minions": "Manipulated minions", + "Manipulated cultists": "Manipulated cultists", + "Bribed officials": "Bribed officials", + "Sacrificing members": "Sacrificing members", + "Obvious flaws": "Obvious flaws", + "Tradition-bound": "Tradition-bound", + "Paranoid and secretive": "Paranoid and secretive", + "Closed hierarchy": "Closed hierarchy", + "Strict laws": "Strict laws", + "Mystical oaths": "Mystical oaths", + "Bureaucratic": "Bureaucratic", + "Hostile superiors": "Hostile superiors", + "Take-no-prisoners policy": "Take-no-prisoners policy", + "Live capture policy": "Live capture policy", + "Suspected flaws": "Suspected flaws", + "Total obedience": "Total obedience", + "Tyrannical leaders": "Tyrannical leaders", + "Protects member criminals": "Protects member criminals", + "The Wild Hunt": "The Wild Hunt", + "You were part of the Wild Hunt, a group of violent fey and spirits riding the world and striking fear into the hearts of people. Detail the Wild Hunt here.": "You were part of the Wild Hunt, a group of violent fey and spirits riding the world and striking fear into the hearts of people. Detail the Wild Hunt here.", + "Who Rides With The Hunt?": "Who Rides With The Hunt?", + "Elves": "Elves", + "Trolls": "Trolls", + "Demons": "Demons", + "Wraiths": "Wraiths", + "Banshees": "Banshees", + "Werewolves": "Werewolves", + "Something Else": "Something Else", + "The Wild Hunt has a leader, probably a king or a queen. Give them a name or a title:": "The Wild Hunt has a leader, probably a king or a queen. Give them a name or a title:", + "Choose or invent their impressive powers, at least two:": "Choose or invent their impressive powers, at least two:", + "Grant immortality": "Grant immortality", + "Grant lycanthropy": "Grant lycanthropy", + "Steal emotion": "Steal emotion", + "See destinies": "See destinies", + "Set destinies": "Set destinies", + "Control weather": "Control weather", + "Grant sentience to animals": "Grant sentience to animals", + "Grant sentience to weapons": "Grant sentience to weapons", + "Why were you a part of the Wild Hunt?": "Why were you a part of the Wild Hunt?", + "Each player can choose a different answer:": "Each player can choose a different answer:", + "I was kidnapped by the Hunt": "I was kidnapped by the Hunt", + "I sold my soul to the Hunt": "I sold my soul to the Hunt", + "I wanted to ride with the Hunt": "I wanted to ride with the Hunt", + "I’m a supernatural creature who’s a part of the Hunt": "I’m a supernatural creature who’s a part of the Hunt", + "Something else": "Something else", + "Then all of you escaped, sick with the Hunt’s atrocities or their treatment of you.": "Then all of you escaped, sick with the Hunt’s atrocities or their treatment of you.", + "How Did You Escape?": "How Did You Escape?", + "How did you escape?": "How did you escape?", + "With a clever plan": "With a clever plan", + "By sheer luck": "By sheer luck", + "With outside help": "With outside help", + "Thanks to a loophole in your fae contract": "Thanks to a loophole in your fae contract", + "The Wild Hunt keeps looking for you. How do they do it?": "The Wild Hunt keeps looking for you. How do they do it?", + "Choose two ways:": "Choose two ways:", + "They give other monsters this in exchange for information.": "They give other monsters this in exchange for information.", + "They track the internet, but they can’t monitor one part of it:": "They track the internet, but they can’t monitor one part of it:", + "They can see you when you’re outside in one type of weather, namely:": "They can see you when you’re outside in one type of weather, namely:", + "They sense you when you use magic unless you take a precaution, namely:": "They sense you when you use magic unless you take a precaution, namely:", + "What will the Wild Hunt do if they find you?": "What will the Wild Hunt do if they find you?", + "Kill you.": "Kill you.", + "Torment you.": "Torment you.", + "Make you join the Hunt again.": "Make you join the Hunt again.", + "Make you slaves.": "Make you slaves.", + "Notes": "Notes", + "Team Moves": "Team Moves", + "Choose your team moves from this list. The first one is a good default choice:": "Choose your team moves from this list. The first one is a good default choice:", + "Memory Eraser: You have been issued handheld devices to erase memories from civilians. When you target a person and activate the device, say how many hours you want to erase (1–6) and roll +Weird. On a 10+, those memories are gone. On a 7–9, the memories are gone but the target knows something strange happened.": "Memory Eraser: You have been issued handheld devices to erase memories from civilians. When you target a person and activate the device, say how many hours you want to erase (1–6) and roll +Weird. On a 10+, those memories are gone. On a 7–9, the memories are gone but the target knows something strange happened.", + "Authority Override: If local officials are causing trouble, you can get them pulled off the case. This may—of course—make them more suspicious.": "Authority Override: If local officials are causing trouble, you can get them pulled off the case. This may—of course—make them more suspicious.", + "Containment Field Projector: Place the projector and activate it, choosing a range from 1–20 meters. A spherical shield is created, allowing nothing in or out. Lasts until deactivated by remote or in an hour when the battery runs out. There’s time to get out of the zone, but only just.": "Containment Field Projector: Place the projector and activate it, choosing a range from 1–20 meters. A spherical shield is created, allowing nothing in or out. Lasts until deactivated by remote or in an hour when the battery runs out. There’s time to get out of the zone, but only just.", + "Anonymity: Your identity isn’t traceable via official databases or records. Enemies or bystanders can’t find out anything about your history through any official channels. Additionally, any distinguishing features are removed from photo, videos, or voice recordings of you when they’re processed by any regular computer or phone.": "Anonymity: Your identity isn’t traceable via official databases or records. Enemies or bystanders can’t find out anything about your history through any official channels. Additionally, any distinguishing features are removed from photo, videos, or voice recordings of you when they’re processed by any regular computer or phone.", + "Not Right: You all have a creepy, uncanny valley style aura or look that counts as a reason for manipulating a bystander with threats.": "Not Right: You all have a creepy, uncanny valley style aura or look that counts as a reason for manipulating a bystander with threats.", + "Something Different: Take a move from another team playbook.": "Something Different: Take a move from another team playbook.", + "Change Team Style: Pick a new team style. You now use that one instead of the one you first chose.": "Change Team Style: Pick a new team style. You now use that one instead of the one you first chose.", + "Home Away from Home: Whenever you arrive in a new town, you immediately find a motel and a cafe that are friendly and welcoming. One or the other will turn out to have a connection to the mystery that brought you here, even if just by having a bystander come by.": "Home Away from Home: Whenever you arrive in a new town, you immediately find a motel and a cafe that are friendly and welcoming. One or the other will turn out to have a connection to the mystery that brought you here, even if just by having a bystander come by.", + "Geniality: When you meet a new person in a town you haven’t visited before, roll +Charm. On a 10+, they are well-disposed towards you. On a 7–9, they’re still well-disposed but the Keeper chooses one: they are marked for trouble, or they conceal something from the hunters. Additionally, when you return to a town you have already visited, you always run into the people you befriended previously.": "Geniality: When you meet a new person in a town you haven’t visited before, roll +Charm. On a 10+, they are well-disposed towards you. On a 7–9, they’re still well-disposed but the Keeper chooses one: they are marked for trouble, or they conceal something from the hunters. Additionally, when you return to a town you have already visited, you always run into the people you befriended previously.", + "Handy: You’re all good at fixing stuff. Anything broken or messed up in the course of a mystery is repaired and ready to go before the next one. Gear or assets that would be described as “totally destroyed” still need to be replaced.": "Handy: You’re all good at fixing stuff. Anything broken or messed up in the course of a mystery is repaired and ready to go before the next one. Gear or assets that would be described as “totally destroyed” still need to be replaced.", + "No-stick: You’ve had yourselves removed from official and law enforcement databases. You don’t have to worry about “misunderstandings” from previous towns getting in the way of your hunts (unless someone got annoyed enough to make it a personal vendetta).": "No-stick: You’ve had yourselves removed from official and law enforcement databases. You don’t have to worry about “misunderstandings” from previous towns getting in the way of your hunts (unless someone got annoyed enough to make it a personal vendetta).", + "Monster Journals: When a mystery reminds you of something you encountered before, consult your notes and tell the Keeper what you think is the same. The Keeper will say if you got it right.If you’re correct, take +1 forward to investigate a mystery. If you’re wrong but had a good idea, take +1 forward to read a bad situation. If you’re totally off base, the Keeper holds 1 to put you in a tight spot.": "Monster Journals: When a mystery reminds you of something you encountered before, consult your notes and tell the Keeper what you think is the same. The Keeper will say if you got it right.

    If you’re correct, take +1 forward to investigate a mystery. If you’re wrong but had a good idea, take +1 forward to read a bad situation. If you’re totally off base, the Keeper holds 1 to put you in a tight spot.", + "Ancient Visions: An ancient ritual, to be conducted regularly, gives the whole team access to some of the visions sent to the Chosen One. Once per mystery, each hunter may ask the Keeper a question about anything they want. The Keeper answers with a vision or dream: obscure and vague, but true.": "Ancient Visions: An ancient ritual, to be conducted regularly, gives the whole team access to some of the visions sent to the Chosen One. Once per mystery, each hunter may ask the Keeper a question about anything they want. The Keeper answers with a vision or dream: obscure and vague, but true.", + "Armoury of the Chosen: You gain a cache of special weapons used by previous Chosen Ones. The Keeper should design a lesser version of the Chosen One’s special weapon, which all other members of the team may use. When this is unlocked, the Chosen One may change or add a tag on their special weapon.": "Armoury of the Chosen: You gain a cache of special weapons used by previous Chosen Ones. The Keeper should design a lesser version of the Chosen One’s special weapon, which all other members of the team may use. When this is unlocked, the Chosen One may change or add a tag on their special weapon.", + "Handing on the Torch: When you select this, designate another character as the next Chosen One. When the current Chosen One dies, that character may change to the Chosen playbook whenever they are ready. The new Chosen One designates the next heir when they find a worthy successor.": "Handing on the Torch: When you select this, designate another character as the next Chosen One. When the current Chosen One dies, that character may change to the Chosen playbook whenever they are ready. The new Chosen One designates the next heir when they find a worthy successor.", + "Friends Stick Together: Once per mystery, a hunter may call the rest of the team to their current location. Everyone arrives as soon as they potentially can (based on their last known position and when we saw them there). That can be “right this instant,” if at all possible.": "Friends Stick Together: Once per mystery, a hunter may call the rest of the team to their current location. Everyone arrives as soon as they potentially can (based on their last known position and when we saw them there). That can be “right this instant,” if at all possible.", + "Wyrd’s Favour: When you choose this team move, all hunters erase 1 spent Luck point. If you haven’t spent any Luck yet, add a new Luck box instead.": "Wyrd’s Favour: When you choose this team move, all hunters erase 1 spent Luck point. If you haven’t spent any Luck yet, add a new Luck box instead.", + "Otherworldly Intuition: When you encounter something from another world, you recognise that they don’t belong here. When you encounter a place where another world is accessible, you are aware of it and may stop at the threshold.": "Otherworldly Intuition: When you encounter something from another world, you recognise that they don’t belong here. When you encounter a place where another world is accessible, you are aware of it and may stop at the threshold.", + "Wardens: Once per mystery while you’re defending a portal, wall, or border, you may ignore all harm from a single source, or treat a roll as if you rolled a 12. This works just as if you spent a Luck, except it doesn’t trigger your special move.": "Wardens: Once per mystery while you’re defending a portal, wall, or border, you may ignore all harm from a single source, or treat a roll as if you rolled a 12. This works just as if you spent a Luck, except it doesn’t trigger your special move.", + "Outer Speech: You have a knack for the languages of the multiverse. You can always understand, and make yourself understood, when you’re talking to denizens from beyond. This is mainly the general sense of things—some details might get lost along the way.": "Outer Speech: You have a knack for the languages of the multiverse. You can always understand, and make yourself understood, when you’re talking to denizens from beyond. This is mainly the general sense of things—some details might get lost along the way.", + "Walkers between Worlds: At a suitable liminal site, you know how to step between worlds. Describe how you open the way and roll +Weird. On a 10+, you’re walking to the place you intended, but the way may be difficult. On a 7–9, choose one: you’re on the right path in immediate danger, or you find yourself lost and in the wrong place. On a 6 or less, you’re lost and in big trouble. If more than one of the hunters is using this move together, only make one roll: the hunter with the worst Weird score rolls (but they may accept help).": "Walkers between Worlds: At a suitable liminal site, you know how to step between worlds. Describe how you open the way and roll +Weird. On a 10+, you’re walking to the place you intended, but the way may be difficult. On a 7–9, choose one: you’re on the right path in immediate danger, or you find yourself lost and in the wrong place. On a 6 or less, you’re lost and in big trouble. If more than one of the hunters is using this move together, only make one roll: the hunter with the worst Weird score rolls (but they may accept help).", + "Outsider Knack: Once per visit to another world, you may use a trick or ability from Earth to gain an advantage. The advantage allows you to roll one move using three dice, selecting the best two for your result.": "Outsider Knack: Once per visit to another world, you may use a trick or ability from Earth to gain an advantage. The advantage allows you to roll one move using three dice, selecting the best two for your result.", + "Drilled Coordination: All team members get +1 ongoing when helping out another team member.": "Drilled Coordination: All team members get +1 ongoing when helping out another team member.", + "Comms: You have systems that keep you constantly in voice contact, regardless of where in the world you each may be. Not guaranteed to work in shielded spaces, deep underground, beyond magical portals, or on other worlds.": "Comms: You have systems that keep you constantly in voice contact, regardless of where in the world you each may be. Not guaranteed to work in shielded spaces, deep underground, beyond magical portals, or on other worlds.", + "Recognised IMPS Team: Wherever in the world you are, you have authority to deal with supernatural events. Local officials will—in general—cooperate with you fully. Does not apply in nations outside the IMPS treaty.": "Recognised IMPS Team: Wherever in the world you are, you have authority to deal with supernatural events. Local officials will—in general—cooperate with you fully. Does not apply in nations outside the IMPS treaty.", + "Rapid Deployment: IMPS has quick-response vehicles able to deliver you (or other IMPS assets) anywhere in the world, extremely quickly. They may also be used to make a fast exit from bad situations.": "Rapid Deployment: IMPS has quick-response vehicles able to deliver you (or other IMPS assets) anywhere in the world, extremely quickly. They may also be used to make a fast exit from bad situations.", + "Memories of the Fallen: When a hunter on the team dies in the line of duty, or retires from IMPS and monster hunting, all remaining team members erase a used Luck mark.": "Memories of the Fallen: When a hunter on the team dies in the line of duty, or retires from IMPS and monster hunting, all remaining team members erase a used Luck mark.", + "Global Crisis: Once per mystery, each of you can read a bad situation treating an entire world as the bad situation, including asking about the best way in or out.": "Global Crisis: Once per mystery, each of you can read a bad situation treating an entire world as the bad situation, including asking about the best way in or out.", + "Surge of Magic: Each of you holds 1 when you enter a new world. You can spend this hold to get an automatic result of 10 on a Weird move roll or to learn a useful big magic ritual known only in this world.": "Surge of Magic: Each of you holds 1 when you enter a new world. You can spend this hold to get an automatic result of 10 on a Weird move roll or to learn a useful big magic ritual known only in this world.", + "Otherworldly: You make your strangeness in other worlds work to your advantage in interpersonal situations. “I’m from another world” works as a reason for people to do as you ask when you manipulate someone.": "Otherworldly: You make your strangeness in other worlds work to your advantage in interpersonal situations. “I’m from another world” works as a reason for people to do as you ask when you manipulate someone.", + "A Multiverse of Friends: Three times per mystery, a friend you’ve made in an alternate universe can help one of you with a task as if they rolled 10+ to help out. They either manifest next to you for a moment or somehow are there in person. They can be bystanders from previous games or people from your backstories.": "A Multiverse of Friends: Three times per mystery, a friend you’ve made in an alternate universe can help one of you with a task as if they rolled 10+ to help out. They either manifest next to you for a moment or somehow are there in person. They can be bystanders from previous games or people from your backstories.", + "Determined Guardians: When one of the hunters protects a bystander, the target never takes harm: even on a miss, that bystander is totally safe. The hunter doing the protection still suffers the full effects of the roll result.": "Determined Guardians: When one of the hunters protects a bystander, the target never takes harm: even on a miss, that bystander is totally safe. The hunter doing the protection still suffers the full effects of the roll result.", + "Field Medics: When you treat an injured bystander, they are stabilised and well enough to manage until they can get proper medical attention. When you treat another hunter, pick if you heal 2-harm or stabilise them. Then they take +1 forward.": "Field Medics: When you treat an injured bystander, they are stabilised and well enough to manage until they can get proper medical attention. When you treat another hunter, pick if you heal 2-harm or stabilise them. Then they take +1 forward.", + "Checklists: Once per mystery, each hunter in need of a particular item may declare they have it. Narrate a flashback explaining why they thought to include it in their gear. If the item is especially rare, strange, or unusual (this is the Keeper’s call), then this move can’t be used again by any hunter until the next mystery.": "Checklists: Once per mystery, each hunter in need of a particular item may declare they have it. Narrate a flashback explaining why they thought to include it in their gear. If the item is especially rare, strange, or unusual (this is the Keeper’s call), then this move can’t be used again by any hunter until the next mystery.", + "Keep on Goin’: When you’re protecting bystanders from danger, any move that would prevent you from taking action due to harm, stress, or panic has its effect deferred. You can keep going for now, but once everyone is safe the full effects of what you’ve been through hit you.": "Keep on Goin’: When you’re protecting bystanders from danger, any move that would prevent you from taking action due to harm, stress, or panic has its effect deferred. You can keep going for now, but once everyone is safe the full effects of what you’ve been through hit you.", + "Shared Dangers: When you take a moment to share your worries and fears about a previous or upcoming battle with another hunter, you both choose one: heal 1-harm, or take +1 forward.": "Shared Dangers: When you take a moment to share your worries and fears about a previous or upcoming battle with another hunter, you both choose one: heal 1-harm, or take +1 forward.", + "Big Reveal: If most people around you don’t know about your secret identities, the first action you take in that scene that reveals those identities gets +1 forward. Bystanders and minions present freeze in surprise for a moment, giving you an opportunity to act before they can react.": "Big Reveal: If most people around you don’t know about your secret identities, the first action you take in that scene that reveals those identities gets +1 forward. Bystanders and minions present freeze in surprise for a moment, giving you an opportunity to act before they can react.", + "Affluent: You can get most gear easily. Specify what you need, assigning tags to the gear. If it’s a weapon, treat each harm beyond 2-harm as a separate tag; if it’s armour, treat each point of armour as a separate tag. Then roll +tags. On a miss, you get it easily. On a 7–9, you get it but raise some questions. On a 10+, either you don’t get it or you do but someone gets a clear clue about your secret identity.": "Affluent: You can get most gear easily. Specify what you need, assigning tags to the gear. If it’s a weapon, treat each harm beyond 2-harm as a separate tag; if it’s armour, treat each point of armour as a separate tag. Then roll +tags. On a miss, you get it easily. On a 7–9, you get it but raise some questions. On a 10+, either you don’t get it or you do but someone gets a clear clue about your secret identity.", + "Only When Necessary: If you manage to stop or destroy a minion without using any abilities or gear of your secret identity (including monster hunting weapons), each hunter involved marks experience. If it was a monster, mark two.": "Only When Necessary: If you manage to stop or destroy a minion without using any abilities or gear of your secret identity (including monster hunting weapons), each hunter involved marks experience. If it was a monster, mark two.", + "Shadow Selves: When one of you wants to be in two places at the same time, summon your shadow self in another place. Only one shadow self can per hunter exist at one time. The shadow self has a trait that allows others to distinguish it from you if they observe closely. Roll +Weird. On a 10+, hold 3. On a 7–9, hold 1. Spend holds to have your shadow self act as if it were you, but with –1 ongoing. When you spend the last hold, the shadow self dissolves in an obviously supernatural and unsettling way. On a miss, the shadow self appears for a moment and does something you really, really didn’t want them to do...": "Shadow Selves: When one of you wants to be in two places at the same time, summon your shadow self in another place. Only one shadow self can per hunter exist at one time. The shadow self has a trait that allows others to distinguish it from you if they observe closely. Roll +Weird. On a 10+, hold 3. On a 7–9, hold 1. Spend holds to have your shadow self act as if it were you, but with –1 ongoing. When you spend the last hold, the shadow self dissolves in an obviously supernatural and unsettling way. On a miss, the shadow self appears for a moment and does something you really, really didn’t want them to do...", + "Spending Money: If you get paid at the end of a mystery, each hunter adds 1-hold. Spend this hold in a later mystery narrate a flashback where you purchased the thing you need right now. It can be anything you could be carrying, something booked in advance (for example, a safe house or hotel room), or the use of a vehicle.": "Spending Money: If you get paid at the end of a mystery, each hunter adds 1-hold. Spend this hold in a later mystery narrate a flashback where you purchased the thing you need right now. It can be anything you could be carrying, something booked in advance (for example, a safe house or hotel room), or the use of a vehicle.", + "The B-Team: When you need to fortify a location or armour a vehicle, narrate a montage of your preparations. When you’re done, the location or vehicle provides 2-armour to all within it.": "The B-Team: When you need to fortify a location or armour a vehicle, narrate a montage of your preparations. When you’re done, the location or vehicle provides 2-armour to all within it.", + "Combat Training: When you help out another team member during combat, they may inflict +1 harm or suffer –1 harm in addition to the usual effects of your result.": "Combat Training: When you help out another team member during combat, they may inflict +1 harm or suffer –1 harm in addition to the usual effects of your result.", + "It’s Our Job: If a bystander has hired you, that counts as a reason when you manipulate them. This remains in effect in later mysteries. The Keeper may include other bystanders in the effect, if they’re part of a group you’re working for.": "It’s Our Job: If a bystander has hired you, that counts as a reason when you manipulate them. This remains in effect in later mysteries. The Keeper may include other bystanders in the effect, if they’re part of a group you’re working for.", + "The Good Ones: When you refuse to accept payment for a job, the client becomes an ally.": "The Good Ones: When you refuse to accept payment for a job, the client becomes an ally.", + "Yikes!: When a hunter is captured by a monster, minion, or phenomenon, they may ask one of the investigate a mystery or read a bad situation questions.": "Yikes!: When a hunter is captured by a monster, minion, or phenomenon, they may ask one of the investigate a mystery or read a bad situation questions.", + "Sensible Chuckle: When a hunter makes a joke (good or bad) at the expense of a monster, minion, or phenomenon, they may give another hunter on the team +1 forward.": "Sensible Chuckle: When a hunter makes a joke (good or bad) at the expense of a monster, minion, or phenomenon, they may give another hunter on the team +1 forward.", + "Earnest Do-gooders: When a hunter tells someone you are helping people and why, bystanders are more likely to do as you ask. The explanation always counts as a reason if you’re manipulating them to protect them or get them to help you.": "Earnest Do-gooders: When a hunter tells someone you are helping people and why, bystanders are more likely to do as you ask. The explanation always counts as a reason if you’re manipulating them to protect them or get them to help you.", + "Slapstick: When a hunter takes harm, they may instead have an embarrassing pratfall or accident that dodges the danger. Ignore the harm as established, and simply take 1-harm (which can’t be reduced or mitigated in any way). The hunter takes –1 forward.": "Slapstick: When a hunter takes harm, they may instead have an embarrassing pratfall or accident that dodges the danger. Ignore the harm as established, and simply take 1-harm (which can’t be reduced or mitigated in any way). The hunter takes –1 forward.", + "Disguises: When a hunter disguises themself, the disguise will not be questioned, until they do something to directly cast doubt on their appearance.": "Disguises: When a hunter disguises themself, the disguise will not be questioned, until they do something to directly cast doubt on their appearance.", + "Inventory Check: If you go looking for something that just might be in stock, roll +Weird. On a 10 or more, it’s there. On a 7–9, either you find it but there’s a cost, or you find something close enough. On a miss, you find something bad.": "Inventory Check: If you go looking for something that just might be in stock, roll +Weird. On a 10 or more, it’s there. On a 7–9, either you find it but there’s a cost, or you find something close enough. On a miss, you find something bad.", + "Corporate Database: If you use the company information systems to help investigate a mystery, take +1 hold. The Keeper tells you something disturbing you learn in addition to what you were looking for.": "Corporate Database: If you use the company information systems to help investigate a mystery, take +1 hold. The Keeper tells you something disturbing you learn in addition to what you were looking for.", + "Handbook: At the start of each mystery, each hunter may consult the employee handbook for advice. Roll a single die. On a 1, take –1 forward. On a 2, gain +1 forward to Charm. On a 3, gain +1 forward to Cool. On a 4, gain +1 forward to Sharp. On a 5, gain +1 forward to Tough. On a 6, gain +1 forward to Weird.": "Handbook: At the start of each mystery, each hunter may consult the employee handbook for advice. Roll a single die. On a 1, take –1 forward. On a 2, gain +1 forward to Charm. On a 3, gain +1 forward to Cool. On a 4, gain +1 forward to Sharp. On a 5, gain +1 forward to Tough. On a 6, gain +1 forward to Weird.", + "Uniforms: While you’re wearing your uniforms, your actions won’t be questioned unless you are indisputably out of place. For example, your burger restaurant uniforms won’t help you infiltrate a military base, and vice versa. The uniforms may also count as a reason when you try to manipulate someone.": "Uniforms: While you’re wearing your uniforms, your actions won’t be questioned unless you are indisputably out of place. For example, your burger restaurant uniforms won’t help you infiltrate a military base, and vice versa. The uniforms may also count as a reason when you try to manipulate someone.", + "Company Mascot: Take your corporate mascot as an ally. Pick one: a fellow employee with useful skills in the suit, or a supernatural being trying to keep under the radar. Decide what the mascot looks like.": "Company Mascot: Take your corporate mascot as an ally. Pick one: a fellow employee with useful skills in the suit, or a supernatural being trying to keep under the radar. Decide what the mascot looks like.", + "Earned Trust: People in your community know you, and know you mean well. They’ll generally believe what you tell them. If you ask them to do something for their own safety, they usually go along with it.": "Earned Trust: People in your community know you, and know you mean well. They’ll generally believe what you tell them. If you ask them to do something for their own safety, they usually go along with it.", + "Familiarity: When you’re checking out something in your community, you’ll always recognise right away if something has changed in an out-of-the-ordinary way. You can pick up things like a house suddenly quiet, a new tree in the park, or a stranger working at the corner store.": "Familiarity: When you’re checking out something in your community, you’ll always recognise right away if something has changed in an out-of-the-ordinary way. You can pick up things like a house suddenly quiet, a new tree in the park, or a stranger working at the corner store.", + "Domestic Wardings: You know how to protect houses from evil supernatural influences. All your homes are warded, and you may ward others too. It’s a big magic ritual requiring 24 hours, all the hunters, and a number of protective items that must be placed around the house. The wardings might be broken eventually by a concerted attack.": "Domestic Wardings: You know how to protect houses from evil supernatural influences. All your homes are warded, and you may ward others too. It’s a big magic ritual requiring 24 hours, all the hunters, and a number of protective items that must be placed around the house. The wardings might be broken eventually by a concerted attack.", + "Backyard Allies: You’ve made friends with some feral or wild animals that are smarter than normal—perhaps modern nature spirits? In any case, they can scout and spy for you, and it’s unlikely anyone will pay attention to them. They might ask you for favours too, now and then.": "Backyard Allies: You’ve made friends with some feral or wild animals that are smarter than normal—perhaps modern nature spirits? In any case, they can scout and spy for you, and it’s unlikely anyone will pay attention to them. They might ask you for favours too, now and then.", + "Craft Circle: Whenever you need a physical item as a magical requirement, you can craft a substitute together. All the hunters must take part, and you’ll need a few hours. You can replace one requirement per spell this way.": "Craft Circle: Whenever you need a physical item as a magical requirement, you can craft a substitute together. All the hunters must take part, and you’ll need a few hours. You can replace one requirement per spell this way.", + "Hit It!: If you all have your instruments ready, start playing one of your songs. Everyone and everything within earshot pauses for a moment.": "Hit It!: If you all have your instruments ready, start playing one of your songs. Everyone and everything within earshot pauses for a moment.", + "Sacred Songs of Power: You may substitute “play a mystical song” for any one use magic or big magic requirement. For use magic, one person needs to perform the song. For big magic, it must be at least two of you.": "Sacred Songs of Power: You may substitute “play a mystical song” for any one use magic or big magic requirement. For use magic, one person needs to perform the song. For big magic, it must be at least two of you.", + "Famous: You’re well known. Everywhere you go, you may call up your fans. They are a temporary ally group, type: backup (motivation: to stand with you). There will be a lot of them, but they’re just regular people—good at creating a distraction but not fighting monsters.": "Famous: You’re well known. Everywhere you go, you may call up your fans. They are a temporary ally group, type: backup (motivation: to stand with you). There will be a lot of them, but they’re just regular people—good at creating a distraction but not fighting monsters.", + "In the Groove: When you’re engaged in desperate physical action, and you describe how your move sets up another member of the band, they take +1 forward.": "In the Groove: When you’re engaged in desperate physical action, and you describe how your move sets up another member of the band, they take +1 forward.", + "Healing Vibe: Whenever the band plays a gig (no matter how big or small—there just needs to be an audience), each band member and every member of the audience either unmarks unstable or heals 1-harm.": "Healing Vibe: Whenever the band plays a gig (no matter how big or small—there just needs to be an audience), each band member and every member of the audience either unmarks unstable or heals 1-harm.", + "Something Rotten: When investigating a mystery and rolling a 7+, you can ask “How does this relate to the bad things I suspect about my organisation?” in addition to one of the usual questions.": "Something Rotten: When investigating a mystery and rolling a 7+, you can ask “How does this relate to the bad things I suspect about my organisation?” in addition to one of the usual questions.", + "Organisation’s Help: When you ask for the organisation’s help—gear, intel, or personnel—tell your superiors why you need it and roll +Charm. On a 10+, you get what you asked for. On a 7–9, you get it, but sooner or later the organisation will check up on you. On a miss, they don’t give it to you and someone in the organisation learns of your true intentions if you didn’t state them.": "Organisation’s Help: When you ask for the organisation’s help—gear, intel, or personnel—tell your superiors why you need it and roll +Charm. On a 10+, you get what you asked for. On a 7–9, you get it, but sooner or later the organisation will check up on you. On a miss, they don’t give it to you and someone in the organisation learns of your true intentions if you didn’t state them.", + "Specialized: Each of you can get +1 to a single rating (maximum +3) at the cost of –1 to a different rating (minimum –2).": "Specialized: Each of you can get +1 to a single rating (maximum +3) at the cost of –1 to a different rating (minimum –2).", + "Coordinated: Training in the organisation made you especially adept at helping each other. Your team holds 3 at the beginning at each mystery. Each of you can spend 1 to get +1 forward to help out and give the one you help +2 instead of +1 if your move is successful.": "Coordinated: Training in the organisation made you especially adept at helping each other. Your team holds 3 at the beginning at each mystery. Each of you can spend 1 to get +1 forward to help out and give the one you help +2 instead of +1 if your move is successful.", + "Power Dynamics: Add “Who’s the boss here?” and “Who doesn’t want to be a part of this?” to the list of your questions for read a bad situation and investigate a mystery.": "Power Dynamics: Add “Who’s the boss here?” and “Who doesn’t want to be a part of this?” to the list of your questions for read a bad situation and investigate a mystery.", + "Always on the Run: When you enter a new location, one of you can ask either “What’s the best way to hide here” or “What would be the best way to escape from here?” When you act on the answers, you get +1 ongoing, just as if it was a read a bad situation question.": "Always on the Run: When you enter a new location, one of you can ask either “What’s the best way to hide here” or “What would be the best way to escape from here?” When you act on the answers, you get +1 ongoing, just as if it was a read a bad situation question.", + "You Can’t Take Us: Once per mystery, each of you can treat a protect someone roll as if you rolled a 12.": "You Can’t Take Us: Once per mystery, each of you can treat a protect someone roll as if you rolled a 12.", + "Ride with the Thunder: When you race against someone having a comparable speed, you always win. When you race against someone faster or against the Wild Hunt, you can use magic to win anyway.": "Ride with the Thunder: When you race against someone having a comparable speed, you always win. When you race against someone faster or against the Wild Hunt, you can use magic to win anyway.", + "Sense of the Hunt: When a monster hunts a mortal in the area where you are (up to about 2 miles), you sense it, but without any details. You can read a bad situation to get more info on this situation, but if you fail, you get –1 ongoing to helping the hunted mortals.": "Sense of the Hunt: When a monster hunts a mortal in the area where you are (up to about 2 miles), you sense it, but without any details. You can read a bad situation to get more info on this situation, but if you fail, you get –1 ongoing to helping the hunted mortals.", + "Legend Amongst Monsters: Each of you can manipulate monsters as if you had the Dark Negotiator move. If you fail an investigate a mystery move, the monster learns it’s investigated by those who escaped the Wild Hunt.": "Legend Amongst Monsters: Each of you can manipulate monsters as if you had the Dark Negotiator move. If you fail an investigate a mystery move, the monster learns it’s investigated by those who escaped the Wild Hunt.", + "Assets": "Assets", + "Choose from these available assets. If there are two boxes, you need to mark both to earn that asset. (If you are making partial progress towards taking a two-box asset, mark the leftmost box first.)": "Choose from these available assets. If there are two boxes, you need to mark both to earn that asset. (If you are making partial progress towards taking a two-box asset, mark the leftmost box first.)", + "Mobile Base: A helicopter, aeroplane, truck, or bus with facilities and mystery investigation supplies on board.": "Mobile Base: A helicopter, aeroplane, truck, or bus with facilities and mystery investigation supplies on board.", + "Individual Transport: Each mission, a regular car, motorbike, or bicycle is assigned to every team member.": "Individual Transport: Each mission, a regular car, motorbike, or bicycle is assigned to every team member.", + "R&D Access: Your team is issued with a useful high technology experiment from R&D each mission. The Keeper decides what it is (always useful, usually with problematic side effects).": "R&D Access: Your team is issued with a useful high technology experiment from R&D each mission. The Keeper decides what it is (always useful, usually with problematic side effects).", + "Headquarters: A relatively secure space to use as a base in a Bureau regional facility. Everything you need to prepare for mysteries is here, and it’s quite secure.": "Headquarters: A relatively secure space to use as a base in a Bureau regional facility. Everything you need to prepare for mysteries is here, and it’s quite secure.", + "Sky Scanners: You have access to a scanning network that will alert you to strange events coming from space. This includes weird phenomena as well as UFOs.": "Sky Scanners: You have access to a scanning network that will alert you to strange events coming from space. This includes weird phenomena as well as UFOs.", + "Workshop: A big space for craft and repair projects, with plenty of tools and materials.": "Workshop: A big space for craft and repair projects, with plenty of tools and materials.", + "Disguise Kits: Contains costumes, makeup, and other supplies for a quick change of appearance.": "Disguise Kits: Contains costumes, makeup, and other supplies for a quick change of appearance.", + "Housing: Each member of the team is assigned a one-bedroom apartment in a generic housing project. All the apartments are exactly the same, down to scuff marks on the door.": "Housing: Each member of the team is assigned a one-bedroom apartment in a generic housing project. All the apartments are exactly the same, down to scuff marks on the door.", + "Rapid Response Pods: When any member of the team needs to get to a mission site quickly, a rapid response pod appears next to them. Enter the pod, and a short uncomfortable trip will place you where you need to be. What do the pods look like? How do they appear?": "Rapid Response Pods: When any member of the team needs to get to a mission site quickly, a rapid response pod appears next to them. Enter the pod, and a short uncomfortable trip will place you where you need to be. What do the pods look like? How do they appear?", + "Custom:": "Custom:", + "Individual Transport: A regular car, motorbike, or bicycle for every team member.": "Individual Transport: A regular car, motorbike, or bicycle for every team member.", + "Mobile Base: A truck or bus with bunks and mystery investigation supplies on board.": "Mobile Base: A truck or bus with bunks and mystery investigation supplies on board.", + "Credentials: Real, or as-good-as-real, identification that gets you access to law enforcement and other official contacts.": "Credentials: Real, or as-good-as-real, identification that gets you access to law enforcement and other official contacts.", + "Lair: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen.": "Lair: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen.", + "Hunter Roadhouses: A network of bars, diners, and motels where you can safely meet other monster hunters. Many are run by retired hunters.": "Hunter Roadhouses: A network of bars, diners, and motels where you can safely meet other monster hunters. Many are run by retired hunters.", + "Tool Kit: One or two of your vehicles carry tool kits. You have most tools you’ll need to repair or build something.": "Tool Kit: One or two of your vehicles carry tool kits. You have most tools you’ll need to repair or build something.", + "Mystical Ingredients Cabinet: A box with a wide range of frequently useful supplies for magic rituals.": "Mystical Ingredients Cabinet: A box with a wide range of frequently useful supplies for magic rituals.", + "Slush Fund: The team has access to a bank account that can pay for their day to day needs while monster hunting, and stretches to a big purchase every now and then. Where did it come from?": "Slush Fund: The team has access to a bank account that can pay for their day to day needs while monster hunting, and stretches to a big purchase every now and then. Where did it come from?", + "Armoury: One of your cars has a well-stocked weapons chest. Each mystery, every hunter may take one extra regular weapon. Also once per mystery, one hunter may ask the Keeper if the armoury has a particular special weapon: if yes, you can take it; if no, take +1 forward.": "Armoury: One of your cars has a well-stocked weapons chest. Each mystery, every hunter may take one extra regular weapon. Also once per mystery, one hunter may ask the Keeper if the armoury has a particular special weapon: if yes, you can take it; if no, take +1 forward.", + "Field Medics: You have enough supplies and training to treat one hunter per night as if they’d had a proper doctor or trip to the emergency room.": "Field Medics: You have enough supplies and training to treat one hunter per night as if they’d had a proper doctor or trip to the emergency room.", + "The Prophecies: A guidebook of all the visions about the Chosen One, to help you navigate your destiny (they’re pretty hard to decipher).": "The Prophecies: A guidebook of all the visions about the Chosen One, to help you navigate your destiny (they’re pretty hard to decipher).", + "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen.": "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen.", + "Mystical Workroom: A space set aside for magical operations. It can stand in for one requirement of a use magic or big magic move.": "Mystical Workroom: A space set aside for magical operations. It can stand in for one requirement of a use magic or big magic move.", + "Innocent Front: You have access to a regular business or institution. This means that your monster hunting hijinks can be concealed to an extent from your friends, family, and colleagues. For example: a cafe, a library, an antique store, etc.": "Innocent Front: You have access to a regular business or institution. This means that your monster hunting hijinks can be concealed to an extent from your friends, family, and colleagues. For example: a cafe, a library, an antique store, etc.", + "Regular Jobs: You have access to a place of employment for any of the hunters who need it. You earn enough to cover regular day-to-day expenses, and there’s time to fit in monster hunting around your hours.": "Regular Jobs: You have access to a place of employment for any of the hunters who need it. You earn enough to cover regular day-to-day expenses, and there’s time to fit in monster hunting around your hours.", + "Cameras and Recording Gear: You have a big collection of cameras and other recording devices that you can use during your investigations.": "Cameras and Recording Gear: You have a big collection of cameras and other recording devices that you can use during your investigations.", + "Primaeval Monument: An ancient site marking where access between worlds is easiest.": "Primaeval Monument: An ancient site marking where access between worlds is easiest.", + "Portal: A stable portal to either a particular world, or a between-worlds nexus. It is hidden, but any entity that finds either side may use it just like you can. Where is it hidden?": "Portal: A stable portal to either a particular world, or a between-worlds nexus. It is hidden, but any entity that finds either side may use it just like you can. Where is it hidden?", + "Exploration Gear: You’re never sure what you may find in another world. Your group has a storeroom full of all kinds of exploring and outdoor gear and clothing to use.": "Exploration Gear: You’re never sure what you may find in another world. Your group has a storeroom full of all kinds of exploring and outdoor gear and clothing to use.", + "Skywarden: A high tech transport aircraft that has all your essential gear on board and acts as your base on mission assignments. If you have the rapid deployment move, the Skywarden is upgraded with supersonic engines.": "Skywarden: A high tech transport aircraft that has all your essential gear on board and acts as your base on mission assignments. If you have the rapid deployment move, the Skywarden is upgraded with supersonic engines.", + "Individual Transport: Electric motorbikes for every team member.": "Individual Transport: Electric motorbikes for every team member.", + "Search and Rescue Gear: A selection of useful tools for locating and rescuing people in disaster zones.": "Search and Rescue Gear: A selection of useful tools for locating and rescuing people in disaster zones.", + "Headquarters: A relatively secure space allocated to you in IMPS headquarters. There’s room for all your gear, and includes full living quarters.": "Headquarters: A relatively secure space allocated to you in IMPS headquarters. There’s room for all your gear, and includes full living quarters.", + "Workshop: A big space for craft and repair projects, with plenty of technicians, tools, and materials.": "Workshop: A big space for craft and repair projects, with plenty of technicians, tools, and materials.", + "Medical Supplies: Everyone carries a first aid kit, and you have enough for a fully equipped infirmary back at your base or homes.": "Medical Supplies: Everyone carries a first aid kit, and you have enough for a fully equipped infirmary back at your base or homes.", + "Fancy High Tech Uniforms: Complete with built-in gadgets.": "Fancy High Tech Uniforms: Complete with built-in gadgets.", + "Housing: A pleasant house for each team member and their family, provided by IMPS for when you’re off-duty. This may be anywhere in the world.": "Housing: A pleasant house for each team member and their family, provided by IMPS for when you’re off-duty. This may be anywhere in the world.", + "World-jumping Base: A small vehicle or building with bunks and mystery investigation supplies on board.": "World-jumping Base: A small vehicle or building with bunks and mystery investigation supplies on board.", + "Translator: A high tech or arcane universal translator.": "Translator: A high tech or arcane universal translator.", + "Stealth Module: A device automatically changing the looks of your gear and vehicles to match the world you’re in.": "Stealth Module: A device automatically changing the looks of your gear and vehicles to match the world you’re in.", + "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen. Can’t travel between worlds, but you know a big magic ritual to come back here from any world. Invent details with the Keeper.": "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen. Can’t travel between worlds, but you know a big magic ritual to come back here from any world. Invent details with the Keeper.", + "Clothes: Clothes for any weather, including extreme ones.": "Clothes: Clothes for any weather, including extreme ones.", + "Published Book Series: A successful book series written by some or all of you based on your visits to other worlds.": "Published Book Series: A successful book series written by some or all of you based on your visits to other worlds.", + "Crystal Ball: A crystal ball always showing the most breathtaking sight in the area you’re in.": "Crystal Ball: A crystal ball always showing the most breathtaking sight in the area you’re in.", + "Mystical workroom: A space set aside for magical operations. It can stand in for one requirement of a use magic or big magic move.": "Mystical workroom: A space set aside for magical operations. It can stand in for one requirement of a use magic or big magic move.", + "Survival Gear: You’re all well-prepped with supplies for a disaster or emergency situation. Protective gear, tools, food and water, etc.": "Survival Gear: You’re all well-prepped with supplies for a disaster or emergency situation. Protective gear, tools, food and water, etc.", + "Hideouts: Each hunter has a hidden, safe place set up where they can retreat in an emergency. This could be an isolated cabin or bunker, a safe house, or a panic room (whichever makes sense for your hunter).": "Hideouts: Each hunter has a hidden, safe place set up where they can retreat in an emergency. This could be an isolated cabin or bunker, a safe house, or a panic room (whichever makes sense for your hunter).", + "Mobile Hideaway: A truck with bunks and mystery investigation supplies on board.": "Mobile Hideaway: A truck with bunks and mystery investigation supplies on board.", + "Individual Transport: A fancy car or motorbike for every team member.": "Individual Transport: A fancy car or motorbike for every team member.", + "Getaway: A place where you rest from everything, with no monster hunting gear but extremely difficult to find by mundane and magical means.": "Getaway: A place where you rest from everything, with no monster hunting gear but extremely difficult to find by mundane and magical means.", + "Headquarters: A base people from neither your public nor your secret life will find easily. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen.": "Headquarters: A base people from neither your public nor your secret life will find easily. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen.", + "Memorabilia: A collection of important memorabilia connected to the city’s past and two big magic rituals that need only them and up to two other requirements. Determine what the rituals do as a group.": "Memorabilia: A collection of important memorabilia connected to the city’s past and two big magic rituals that need only them and up to two other requirements. Determine what the rituals do as a group.", + "Secure Phones: A set of phones with advanced voice distortion and location concealment options. Tracking a call from these requires days of work.": "Secure Phones: A set of phones with advanced voice distortion and location concealment options. Tracking a call from these requires days of work.", + "Funds: Lots of money on bank accounts connected to untraceable credit cards.": "Funds: Lots of money on bank accounts connected to untraceable credit cards.", + "Mobile Base: A van, truck, or bus with bunks and mystery investigation supplies on board.": "Mobile Base: A van, truck, or bus with bunks and mystery investigation supplies on board.", + "The Grapevine: A network of contacts who pass on job leads.": "The Grapevine: A network of contacts who pass on job leads.", + "Secure Homes: Located somewhere you have a special relationship, you all have houses and bank accounts that provide a base when you’re off the job.": "Secure Homes: Located somewhere you have a special relationship, you all have houses and bank accounts that provide a base when you’re off the job.", + "Credentials: Monster hunting licenses and visa waivers that allow you to do your job and travel legitimately.": "Credentials: Monster hunting licenses and visa waivers that allow you to do your job and travel legitimately.", + "High Tech Gadgets: A supply of various monster scanners and detectors.": "High Tech Gadgets: A supply of various monster scanners and detectors.", + "Armoury: A cache of monster hunting weapons.": "Armoury: A cache of monster hunting weapons.", + "Mystery Van: A van with all your mystery investigation supplies on board.": "Mystery Van: A van with all your mystery investigation supplies on board.", + "Individual Transport: A skateboard, scooter, pair of skates, or bicycle for every team member.": "Individual Transport: A skateboard, scooter, pair of skates, or bicycle for every team member.", + "Gadgets: Paranormal investigation gadgets.": "Gadgets: Paranormal investigation gadgets.", + "Clubhouse: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and make a snack.": "Clubhouse: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and make a snack.", + "Mystical Workroom: a space set aside for magical operations. It can stand in for one requirement of a use magic or big magic move.": "Mystical Workroom: a space set aside for magical operations. It can stand in for one requirement of a use magic or big magic move.", + "Disguises: A trunk full of disguises.": "Disguises: A trunk full of disguises.", + "Library: Library of useful reference books.": "Library: Library of useful reference books.", + "IDs: Official junior deputy Suburban Watch Group volunteer badges.": "IDs: Official junior deputy Suburban Watch Group volunteer badges.", + "Backrooms: You’ve set out a relatively secure space in the back rooms. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen. It’s currently listed as “unused: permanent” so you should be left alone in there.": "Backrooms: You’ve set out a relatively secure space in the back rooms. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen. It’s currently listed as “unused: permanent” so you should be left alone in there.", + "Steam Tunnels: Accessed from your workplace, these allow you to get in and out without being seen. They also connect to the wider city infrastructure.": "Steam Tunnels: Accessed from your workplace, these allow you to get in and out without being seen. They also connect to the wider city infrastructure.", + "Security Access: You can look at the security camera feeds and records. These cover the entire store floor, secure areas, and the outside of the building.": "Security Access: You can look at the security camera feeds and records. These cover the entire store floor, secure areas, and the outside of the building.", + "Ritual Space: A space set aside for magical operations. It can stand in for one requirement of a use magic or big magic move. Decide where in the workplace it is located.": "Ritual Space: A space set aside for magical operations. It can stand in for one requirement of a use magic or big magic move. Decide where in the workplace it is located.", + "The Occult Section: Your workplace has a stock of mystical supplies. Sometimes you can find specific monster hunting supplies or ritual requirements there.": "The Occult Section: Your workplace has a stock of mystical supplies. Sometimes you can find specific monster hunting supplies or ritual requirements there.", + "Warding Glyphs: Mystical enchantments on the workplace prevent hostile magic targeting it from the outside, and alert all team members if a supernatural being enters.": "Warding Glyphs: Mystical enchantments on the workplace prevent hostile magic targeting it from the outside, and alert all team members if a supernatural being enters.", + "Lost Property & Returns: You can find all sorts of stuff in here, some of it useful.": "Lost Property & Returns: You can find all sorts of stuff in here, some of it useful.", + "Oracle Stone: A mystical scrying gem. At the beginning of each mystery, you may consult it—ask any question. The Keeper will answer with something true and useful, but they may make the answer difficult to understand.": "Oracle Stone: A mystical scrying gem. At the beginning of each mystery, you may consult it—ask any question. The Keeper will answer with something true and useful, but they may make the answer difficult to understand.", + "SWG Radio Network: a set of devices that allow you to easily talk to the rest of the SWG (as well as the base stations at your homes/the SWG headquarters).": "SWG Radio Network: a set of devices that allow you to easily talk to the rest of the SWG (as well as the base stations at your homes/the SWG headquarters).", + "Sacred Site: A place outdoors that has a reservoir of magical power. The Keeper always considers this site when a magical ritual requires a particular place.": "Sacred Site: A place outdoors that has a reservoir of magical power. The Keeper always considers this site when a magical ritual requires a particular place.", + "Infirmary: You have access to a doctor’s surgery or other suitable first aid office. You may use it for regular treatment of injuries, no questions asked.": "Infirmary: You have access to a doctor’s surgery or other suitable first aid office. You may use it for regular treatment of injuries, no questions asked.", + "Tour Bus: A truck or bus with bunks, your gear, and mystery investigation supplies on board.": "Tour Bus: A truck or bus with bunks, your gear, and mystery investigation supplies on board.", + "Individual Transport: A fancy car, motorbike, or bicycle for every team member.": "Individual Transport: A fancy car, motorbike, or bicycle for every team member.", + "Home Venue: You have a regular booking at a venue, and get on well with the owners. You’re always welcome there, and can be sure to find fans or friends there whenever its open.": "Home Venue: You have a regular booking at a venue, and get on well with the owners. You’re always welcome there, and can be sure to find fans or friends there whenever its open.", + "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep, practice, and cook.": "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep, practice, and cook.", + "Private Jet: You have a more-or-less fancy private jet (and crew) at your disposal.": "Private Jet: You have a more-or-less fancy private jet (and crew) at your disposal.", + "Studio: You have your own recording studio and record label. It’s either a big house in the country or big slice of a building in the city. It’s equipped with gear and staff. This is a good place for any other location-based assets to live.": "Studio: You have your own recording studio and record label. It’s either a big house in the country or big slice of a building in the city. It’s equipped with gear and staff. This is a good place for any other location-based assets to live.", + "Cameras and Recording Gear: You have a big collection of cameras and other recording devices that you can use during your investigations. Your crew also includes people who can operate them for you.": "Cameras and Recording Gear: You have a big collection of cameras and other recording devices that you can use during your investigations. Your crew also includes people who can operate them for you.", + "Office Space: Private offices in the organisation’s headquarters.": "Office Space: Private offices in the organisation’s headquarters.", + "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen. The organisation knows about it but has no direct influence over it.": "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen. The organisation knows about it but has no direct influence over it.", + "Fake IDs: Fake government IDs.": "Fake IDs: Fake government IDs.", + "More Fake IDs: Fake organisation IDs for other members or different jobs.": "More Fake IDs: Fake organisation IDs for other members or different jobs.", + "Cameras and Recording Gear: Miniature cameras and recording devices.": "Cameras and Recording Gear: Miniature cameras and recording devices.", + "Fae Horses: One for every team member. They fly, but if people start gossiping about flying horses, the Wild Hunt will surely hear of this.": "Fae Horses: One for every team member. They fly, but if people start gossiping about flying horses, the Wild Hunt will surely hear of this.", + "Map: A map of the Wild Hunt’s activities.": "Map: A map of the Wild Hunt’s activities.", + "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen. The Wild Hunt won’t learn about this base unless you stay there for a very long time.": "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen. The Wild Hunt won’t learn about this base unless you stay there for a very long time.", + "Disguises: A set of disguises.": "Disguises: A set of disguises.", + "Diversions: A box of smoke bombs and other distractions (0-harm close obscure vision).": "Diversions: A box of smoke bombs and other distractions (0-harm close obscure vision).", + "Fae Cosmetics and Makeup: Better than anything humans can produce.": "Fae Cosmetics and Makeup: Better than anything humans can produce.", + "Improvement": "Improvement", + "At the end of each session, answer your Style question (below). If yes, gain one improvement mark. If yes and it came up a lot, gain two improvement marks.": "At the end of each session, answer your Style question (below). If yes, gain one improvement mark. If yes and it came up a lot, gain two improvement marks.", + "When you fill in the improvement box, clear the improvement track and choose one of these:": "When you fill in the improvement box, clear the improvement track and choose one of these:", + "Gain a new team move.": "Gain a new team move.", + "Gain a new team ally.": "Gain a new team ally.", + "Gain two new asset selections.": "Gain two new asset selections.", + "Make the next mystery about your team enemy, giving you a chance to interfere in their plans.": "Make the next mystery about your team enemy, giving you a chance to interfere in their plans.", + "Make the next mystery about the organisation or its bad apples, giving you a chance to interfere in their plans.": "Make the next mystery about the organisation or its bad apples, giving you a chance to interfere in their plans.", + "Make the next mystery about the Wild Hunt, giving you a chance to weaken or confuse them.": "Make the next mystery about the Wild Hunt, giving you a chance to weaken or confuse them.", + "Style": "Style", + "Pick one of these styles (and the associated improvement question):": "Pick one of these styles (and the associated improvement question):", + "Hush: At the end of each session, ask: “Did we suppress knowledge of monsters and the supernatural?”": "Hush: At the end of each session, ask: “Did we suppress knowledge of monsters and the supernatural?”", + "The Greater Good: At the end of each session, ask: “Did we protect civilian lives?”": "The Greater Good: At the end of each session, ask: “Did we protect civilian lives?”", + "By Any Means Necessary: At the end of each session, ask: “Did we stop the problem, regardless of the cost?”": "By Any Means Necessary: At the end of each session, ask: “Did we stop the problem, regardless of the cost?”", + "Custom: What’s your story?": "Custom: What’s your story?", + "At the end of each session, ask:": "At the end of each session, ask:", + "Family: You’re all family, or as good as. At the end of each session, ask: “Did we talk about—or pointedly not talk about—something that was troubling a team member?”": "Family: You’re all family, or as good as. At the end of each session, ask: “Did we talk about—or pointedly not talk about—something that was troubling a team member?”", + "Vocation: Someone has to do it, and you happened to be able. At the end of each session, ask: “Did we save the people we went there to protect?”": "Vocation: Someone has to do it, and you happened to be able. At the end of each session, ask: “Did we save the people we went there to protect?”", + "Excitement: Monster hunting sure is a new thrill every time. At the end of each session, ask: “Did we take extremely dangerous risks?”": "Excitement: Monster hunting sure is a new thrill every time. At the end of each session, ask: “Did we take extremely dangerous risks?”", + "First among Equals: Sure, one of us is chosen by destiny, but we all play our part. At the end of each session, ask: “Did we all contribute in our own way to solve the mystery?”": "First among Equals: Sure, one of us is chosen by destiny, but we all play our part. At the end of each session, ask: “Did we all contribute in our own way to solve the mystery?”", + "Sworn Guardians: The rest of us made a solemn oath to help the Chosen One. At the end of each session, ask: “Did we save the Chosen One from serious harm?”": "Sworn Guardians: The rest of us made a solemn oath to help the Chosen One. At the end of each session, ask: “Did we save the Chosen One from serious harm?”", + "Fate’s Rebels: Screw destiny! At the end of each session, ask: “Did we fight against fate and prophecies, no matter the cost?”": "Fate’s Rebels: Screw destiny! At the end of each session, ask: “Did we fight against fate and prophecies, no matter the cost?”", + "Ancient Oath: You are the holders of an ancient obligation to guard the world’s border. Decide what the oath requires of you. At the end of each session, ask: “Did we hold to our oath?”": "Ancient Oath: You are the holders of an ancient obligation to guard the world’s border. Decide what the oath requires of you. At the end of each session, ask: “Did we hold to our oath?”", + "The oath:": "The oath:", + "Wrong Place, Wrong Time: You were there to stop the first incursion, and now feel obliged to prevent anything else coming through. At the end of each session, ask: “Did we protect the world from what lies beyond?”": "Wrong Place, Wrong Time: You were there to stop the first incursion, and now feel obliged to prevent anything else coming through. At the end of each session, ask: “Did we protect the world from what lies beyond?”", + "Born & Raised: You all grew up, or settled, here. Dimensional incursions are a part of life, even if a lot of people don’t like to admit it. At the end of each session, ask: “Did we look after our normal relationships with friends and families?”": "Born & Raised: You all grew up, or settled, here. Dimensional incursions are a part of life, even if a lot of people don’t like to admit it. At the end of each session, ask: “Did we look after our normal relationships with friends and families?”", + "Hush: At the end of each session, ask: “Did we save the day without making the news or creating a ruckus?”": "Hush: At the end of each session, ask: “Did we save the day without making the news or creating a ruckus?”", + "Rescuers: At the end of each session, ask: “Did we save people from harm, no matter how much property damage?”": "Rescuers: At the end of each session, ask: “Did we save people from harm, no matter how much property damage?”", + "Superstars: At the end of each session, ask: “Did our reputation as elite monster hunters come up during the mystery?”": "Superstars: At the end of each session, ask: “Did our reputation as elite monster hunters come up during the mystery?”", + "Well-prepared: You keep track of worlds that might need monster hunting help and have procedures for reaching and helping them. At the end of each session, ask: “Did things go according to our plans?”": "Well-prepared: You keep track of worlds that might need monster hunting help and have procedures for reaching and helping them. At the end of each session, ask: “Did things go according to our plans?”", + "Led by Fate: The universe wants you to help where you’re needed most. At the end of each session, ask: “Do we understand our place in the multiverse better now?”": "Led by Fate: The universe wants you to help where you’re needed most. At the end of each session, ask: “Do we understand our place in the multiverse better now?”", + "Accidental Heroes: You always end up where you’re needed because of magical mishaps and weird coincidences. At the end of each session, ask: “Did we make use of a coincidence or unexpected resource?”": "Accidental Heroes: You always end up where you’re needed because of magical mishaps and weird coincidences. At the end of each session, ask: “Did we make use of a coincidence or unexpected resource?”", + "We’re Prepared for Next Time: At the end of each session, ask: “Did our planning ahead save the day?”": "We’re Prepared for Next Time: At the end of each session, ask: “Did our planning ahead save the day?”", + "Fatalists: One day our times will come. Until then we fight. At the end of each session, ask: “Did we throw ourselves into danger to save the day?”": "Fatalists: One day our times will come. Until then we fight. At the end of each session, ask: “Did we throw ourselves into danger to save the day?”", + "Wardens: We won’t let what happened to us happen to anyone else. At the end of each session, ask: “Did we save people, no matter the cost?”": "Wardens: We won’t let what happened to us happen to anyone else. At the end of each session, ask: “Did we save people, no matter the cost?”", + "Greater Good: You find your secret monster hunting lives more important than your mundane social roles. At the end of each session, ask: “Did we choose the more important obligation?”": "Greater Good: You find your secret monster hunting lives more important than your mundane social roles. At the end of each session, ask: “Did we choose the more important obligation?”", + "The Only Ones: You’re the only ones capable enough to protect those around you from supernatural threats. At the end of each session, ask: “Did we do something nobody else in our society could do?”": "The Only Ones: You’re the only ones capable enough to protect those around you from supernatural threats. At the end of each session, ask: “Did we do something nobody else in our society could do?”", + "An Ancient Tradition: You’ve inherited your double role from family or mentors. At the end of each session, ask: “Have we done something that would make our predecessors proud?”": "An Ancient Tradition: You’ve inherited your double role from family or mentors. At the end of each session, ask: “Have we done something that would make our predecessors proud?”", + "Secret Mission: You are all devoted to a particular goal, using “mercenary monster hunter team” as your cover. What’s your objective? At the end of each session, ask: “Did we get closer to our goal?” If you achieve the objective, choose a new one or change to a new style. Your objective:": "Secret Mission: You are all devoted to a particular goal, using “mercenary monster hunter team” as your cover. What’s your objective? At the end of each session, ask: “Did we get closer to our goal?” If you achieve the objective, choose a new one or change to a new style. Your objective:", + "Goal-Oriented: At the end of each session, ask: “Did we fulfil the exact mission requested, without extra work?”": "Goal-Oriented: At the end of each session, ask: “Did we fulfil the exact mission requested, without extra work?”", + "Hearts of Gold: At the end of each session, ask: “Did we refuse to accept money from someone we saved?”": "Hearts of Gold: At the end of each session, ask: “Did we refuse to accept money from someone we saved?”", + "Wholesome: At the end of each session, ask: “Did we succeed by believing in each other and using our individual strengths?”": "Wholesome: At the end of each session, ask: “Did we succeed by believing in each other and using our individual strengths?”", + "Comical: At the end of each session, ask: “Did we do something really funny?”": "Comical: At the end of each session, ask: “Did we do something really funny?”", + "Cool: At the end of each session, ask: “Did we save the day, with style?”": "Cool: At the end of each session, ask: “Did we save the day, with style?”", + "Big Store: At the end of each session, ask: “Did we deal with any supernatural problems without management noticing?”": "Big Store: At the end of each session, ask: “Did we deal with any supernatural problems without management noticing?”", + "Security Team: At the end of each session, ask: “Did we keep people safe?”": "Security Team: At the end of each session, ask: “Did we keep people safe?”", + "Emergency Response: At the end of each session, ask: “Did we solve anyone’s problems?”": "Emergency Response: At the end of each session, ask: “Did we solve anyone’s problems?”", + "Thrown in the Deep End: You started out knowing nothing about the supernatural, and you’re still catching up. At the end of each session, ask: “Did we learn something new about the supernatural world?”": "Thrown in the Deep End: You started out knowing nothing about the supernatural, and you’re still catching up. At the end of each session, ask: “Did we learn something new about the supernatural world?”", + "Protectors: It’s all about looking after people. At the end of each session, ask: “Did we prevent harm in our community?”": "Protectors: It’s all about looking after people. At the end of each session, ask: “Did we prevent harm in our community?”", + "Cosy Coven: You were never strangers to the supernatural, but nobody else suspects it. At the end of each session, ask: “Did we help with our supernatural powers, undetected?”": "Cosy Coven: You were never strangers to the supernatural, but nobody else suspects it. At the end of each session, ask: “Did we help with our supernatural powers, undetected?”", + "Rock: At the end of each session, ask: “Did we lay the smackdown on some evildoers?”": "Rock: At the end of each session, ask: “Did we lay the smackdown on some evildoers?”", + "Punk: At the end of each session, ask: “Did we fight for the downtrodden?”": "Punk: At the end of each session, ask: “Did we fight for the downtrodden?”", + "Pop: At the end of each session, ask: “Did we look awesome?”": "Pop: At the end of each session, ask: “Did we look awesome?”", + "Metal: At the end of each session, ask: “Did we battle gloriously?”": "Metal: At the end of each session, ask: “Did we battle gloriously?”", + "Hip-hop: At the end of each session, ask: “Did we improve things for the local community?”": "Hip-hop: At the end of each session, ask: “Did we improve things for the local community?”", + "Folk: At the end of each session, ask: “Did we learn about local history and folklore?”": "Folk: At the end of each session, ask: “Did we learn about local history and folklore?”", + "Country: At the end of each session, ask: “Will that make a great story, later?”": "Country: At the end of each session, ask: “Will that make a great story, later?”", + "Inquisition: You believe your organisation isn’t rotten to the core, it just has a few rotten apples. At the end of each session, ask: “Is the organisation better now?”": "Inquisition: You believe your organisation isn’t rotten to the core, it just has a few rotten apples. At the end of each session, ask: “Is the organisation better now?”", + "Redemption: You were once part of the organisation’s shady dealings but are disgusted by them now. At the end of each session, ask: “Did we repay part of the harm we caused as organisation members?”": "Redemption: You were once part of the organisation’s shady dealings but are disgusted by them now. At the end of each session, ask: “Did we repay part of the harm we caused as organisation members?”", + "Revolt: You’ve recently understood the organisation is rotten to the core and should be terminated. At the end of each session, ask: “Are we closer to destroying the organisation?”": "Revolt: You’ve recently understood the organisation is rotten to the core and should be terminated. At the end of each session, ask: “Are we closer to destroying the organisation?”", + "Vengeance: You want to become strong enough to destroy the Wild Hunt one day. At the end of each session, ask: “Did what we do bring us closer to destroying the Wild Hunt?”": "Vengeance: You want to become strong enough to destroy the Wild Hunt one day. At the end of each session, ask: “Did what we do bring us closer to destroying the Wild Hunt?”", + "Compassion: You don’t want others to suffer as you did. At the end of each session, ask: “Did we risk our freedom to protect someone else’s’?”": "Compassion: You don’t want others to suffer as you did. At the end of each session, ask: “Did we risk our freedom to protect someone else’s’?”", + "Homelessness: You want to have normal lives one day. At the end of each session, ask: “Did we put some effort into making our lives more normal?”": "Homelessness: You want to have normal lives one day. At the end of each session, ask: “Did we put some effort into making our lives more normal?”", + "Enemies": "Enemies", + "Pick an enemy for your team:": "Pick an enemy for your team:", + "General Grox, alien warlord.": "General Grox, alien warlord.", + "The werewolf conspiracy.": "The werewolf conspiracy.", + "The Order of the Silvery Stars, who worship some very bad alien god-things.": "The Order of the Silvery Stars, who worship some very bad alien god-things.", + "The Old Gods, who want to return and rule the world again.": "The Old Gods, who want to return and rule the world again.", + "A rival Bureau with dubious methods and goals.": "A rival Bureau with dubious methods and goals.", + "Halphas, a demon who has it in for you.": "Halphas, a demon who has it in for you.", + "All the vampires.": "All the vampires.", + "Dr Crepuscule, who steals unnatural power from captured monsters.": "Dr Crepuscule, who steals unnatural power from captured monsters.", + "The King in Yellow, a god/force of corruption, decadence, and disease.": "The King in Yellow, a god/force of corruption, decadence, and disease.", + "A cabal of ghosts trying to secure the secret of returning to life.": "A cabal of ghosts trying to secure the secret of returning to life.", + "Alpha, an immortal werewolf.": "Alpha, an immortal werewolf.", + "Seth Vail, a billionaire who wants to harness the power of monsters, starting with immortality for himself.": "Seth Vail, a billionaire who wants to harness the power of monsters, starting with immortality for himself.", + "The Father of Monsters, the cosmic entity who is the source of evil in the world.": "The Father of Monsters, the cosmic entity who is the source of evil in the world.", + "The Grey Priests, a conspiracy to bring about the end of the world and birth of a new one.": "The Grey Priests, a conspiracy to bring about the end of the world and birth of a new one.", + "Lord Grash, warlord of a monster dimension.": "Lord Grash, warlord of a monster dimension.", + "All the demons.": "All the demons.", + "The Anointed Hierophant, an occult sect leader who wants to break the walls between worlds.": "The Anointed Hierophant, an occult sect leader who wants to break the walls between worlds.", + "Chaos, a cosmic entity of disorder.": "Chaos, a cosmic entity of disorder.", + "TransWorldCorp, a business hoping to profit from other worlds via their rift machine, no matter the damage they do along the way.": "TransWorldCorp, a business hoping to profit from other worlds via their rift machine, no matter the damage they do along the way.", + "Apollyon, a demon king who wants to rule the Earth.": "Apollyon, a demon king who wants to rule the Earth.", + "Incursions of HEDEs (Hostile Extra-Dimensional Entities).": "Incursions of HEDEs (Hostile Extra-Dimensional Entities).", + "Masanori, a selfish tycoon chasing personal immortality.": "Masanori, a selfish tycoon chasing personal immortality.", + "A rival IMPS team, who always want to make it look like they saved the day and you screwed up.": "A rival IMPS team, who always want to make it look like they saved the day and you screwed up.", + "A chaos cult who want to break down the structures of the modern world, so they can rule it with their magical powers.": "A chaos cult who want to break down the structures of the modern world, so they can rule it with their magical powers.", + "Dr Weltschmerz, a bitter and angry scientist who wants all worlds to suffer.": "Dr Weltschmerz, a bitter and angry scientist who wants all worlds to suffer.", + "Jauna, a merchant from Monster Marches who deals in interdimensional slave trade.": "Jauna, a merchant from Monster Marches who deals in interdimensional slave trade.", + "Separator, an automaton guarding borders between the worlds.": "Separator, an automaton guarding borders between the worlds.", + "Iron Crusade, an invading force from a futuristic world.": "Iron Crusade, an invading force from a futuristic world.", + "Your own evil versions from a mirrored universe.": "Your own evil versions from a mirrored universe.", + "The Black Knight, a faerie lord.": "The Black Knight, a faerie lord.", + "A necromancer, with a plan to rule the world.": "A necromancer, with a plan to rule the world.", + "Metaphysical Exploitation Holdings (MEH), a corporation that profits from ill-advised experimentation and exploitation of the supernatural.": "Metaphysical Exploitation Holdings (MEH), a corporation that profits from ill-advised experimentation and exploitation of the supernatural.", + "A conspiracy of chaos cultists.": "A conspiracy of chaos cultists.", + "Allmine, a greedy and capricious demon of desire.": "Allmine, a greedy and capricious demon of desire.", + "All the evil doppelgangers.": "All the evil doppelgangers.", + "Professor Trundil, an occult scientist trying to steal your powers and magic.": "Professor Trundil, an occult scientist trying to steal your powers and magic.", + "Great Waghru, a primordial entity slumbering beneath the city, now stirring.": "Great Waghru, a primordial entity slumbering beneath the city, now stirring.", + "Brave New World, an undercover company trying to replace humans in your city with robots.": "Brave New World, an undercover company trying to replace humans in your city with robots.", + "Pethas, a dragon.": "Pethas, a dragon.", + "All the werewolves.": "All the werewolves.", + "Ozahr, an immortal and megalomaniac wizard.": "Ozahr, an immortal and megalomaniac wizard.", + "The Fates.": "The Fates.", + "A conspiracy of political leaders secretly creating a global dictatorship.": "A conspiracy of political leaders secretly creating a global dictatorship.", + "Bradshaw, an evil property developer.": "Bradshaw, an evil property developer.", + "The Ghost King.": "The Ghost King.", + "Dracula.": "Dracula.", + "Cryptids generally.": "Cryptids generally.", + "A conspiracy of wizards who want to take over the world.": "A conspiracy of wizards who want to take over the world.", + "Your manager.": "Your manager.", + "The Queen of the Bug Monsters.": "The Queen of the Bug Monsters.", + "The Monarch of Waste, a cosmic entity of disorder and ruin.": "The Monarch of Waste, a cosmic entity of disorder and ruin.", + "A conspiracy within the company, using the workplace for a sinister occult plan.": "A conspiracy within the company, using the workplace for a sinister occult plan.", + "The thing in the basement. You don’t know what it is, but it’s evil.": "The thing in the basement. You don’t know what it is, but it’s evil.", + "The Pale Man, the powerful and malevolent ghost of a mass murderer who lived here a long time ago.": "The Pale Man, the powerful and malevolent ghost of a mass murderer who lived here a long time ago.", + "All the ghouls. A big cemetery nearby attracts their attention.": "All the ghouls. A big cemetery nearby attracts their attention.", + "Bradshaw, a property developer who wants to rebuild the city—by any means necessary.": "Bradshaw, a property developer who wants to rebuild the city—by any means necessary.", + "Discord, goddess of chaos and disorder.": "Discord, goddess of chaos and disorder.", + "A conspiracy of vampires trying to take over your community.": "A conspiracy of vampires trying to take over your community.", + "White Travellers, ghosts that feed on natural, joyous emotions of people and leave people content with a humdrum life.": "White Travellers, ghosts that feed on natural, joyous emotions of people and leave people content with a humdrum life.", + "Ancient Purity, an occultist/fascist death metal band. They would be your enemies even without their abuse of mystical powers.": "Ancient Purity, an occultist/fascist death metal band. They would be your enemies even without their abuse of mystical powers.", + "The Man, a new god of authority, order, and following the rules.": "The Man, a new god of authority, order, and following the rules.", + "The Sanguine Circle, a conspiracy of vampires with cells in many cities and towns.": "The Sanguine Circle, a conspiracy of vampires with cells in many cities and towns.", + "Allies": "Allies", + "Choose your team allies from this list:": "Choose your team allies from this list:", + "Doctor “Blue,” a physician. They can help you recover from harm.": "Doctor “Blue,” a physician. They can help you recover from harm.", + "Professor “Blood,” a forensic scientist. They are who you go to when you need evidence analysed.": "Professor “Blood,” a forensic scientist. They are who you go to when you need evidence analysed.", + "Agent “Will,” a field investigator. They’re a veteran of the Bureau, and can help you navigate problems with colleagues.": "Agent “Will,” a field investigator. They’re a veteran of the Bureau, and can help you navigate problems with colleagues.", + "Aquila Squad, an ally team. They are unofficially known as “the Extreme Problems” squad. They can handle anything unfazed, but their solutions can be a little... messy.": "Aquila Squad, an ally team. They are unofficially known as “the Extreme Problems” squad. They can handle anything unfazed, but their solutions can be a little... messy.", + "SkullFangz, an ally team. This is a group of hackers you’ve made a sort of alliance with. They can help you get information through unorthodox channels, but they sometimes need you to do some odd or dubious favours in return.": "SkullFangz, an ally team. This is a group of hackers you’ve made a sort of alliance with. They can help you get information through unorthodox channels, but they sometimes need you to do some odd or dubious favours in return.", + "Detective Barnes, a police detective who you saved from a monster way back when. They’ll help you out with some information now and then, and possibly more when you’re on their turf.": "Detective Barnes, a police detective who you saved from a monster way back when. They’ll help you out with some information now and then, and possibly more when you’re on their turf.", + "Bingo, an always-online researcher into strangeness. They can put you in touch with people who need help, coordinate communication, and help you with research.": "Bingo, an always-online researcher into strangeness. They can put you in touch with people who need help, coordinate communication, and help you with research.", + "Sapphire, who has the ability to manipulate time in certain ways. You suspect she may be very long-lived or even immortal. She is not always easy to contact, and can appear unexpectedly.": "Sapphire, who has the ability to manipulate time in certain ways. You suspect she may be very long-lived or even immortal. She is not always easy to contact, and can appear unexpectedly.", + "Another group of travelling hunters, an ally team. They can back you up monster hunting—you’ve helped each other out several times, when things got tricky.": "Another group of travelling hunters, an ally team. They can back you up monster hunting—you’ve helped each other out several times, when things got tricky.", + "Universal Cleanup Services, an ally team. A franchise that specialises in cleaning up messes like crime scenes and monster attacks.": "Universal Cleanup Services, an ally team. A franchise that specialises in cleaning up messes like crime scenes and monster attacks.", + "Carlito, a nurse. They can patch up injured hunters.": "Carlito, a nurse. They can patch up injured hunters.", + "Charity, an occultist. She can tell you about and sometimes find weird old items.": "Charity, an occultist. She can tell you about and sometimes find weird old items.", + "Raven, a mystic. Has some ideas about the Chosen One’s destiny.": "Raven, a mystic. Has some ideas about the Chosen One’s destiny.", + "The Junior Entourage, an ally team. These are friends who aren’t in the core team. Good at getting around for area canvassing or distraction.": "The Junior Entourage, an ally team. These are friends who aren’t in the core team. Good at getting around for area canvassing or distraction.", + "Destiny’s Servants, an ally team. A secretive group sent to help you out. They’re good at fighting and acting suspicious.": "Destiny’s Servants, an ally team. A secretive group sent to help you out. They’re good at fighting and acting suspicious.", + "Hawthorn, a hedge witch. They’re able to cast a variety of small but useful spells.": "Hawthorn, a hedge witch. They’re able to cast a variety of small but useful spells.", + "Anya, a folklorist. They know a lot about the stories and history of the region.": "Anya, a folklorist. They know a lot about the stories and history of the region.", + "The Feeling of Not Knowing a Particular Fact, a visitor from another world. An explorer of worlds, they have a store of facts or rumours about many different dimensions. Describe their home world and look.": "The Feeling of Not Knowing a Particular Fact, a visitor from another world. An explorer of worlds, they have a store of facts or rumours about many different dimensions. Describe their home world and look.", + "Junior Guardians, an ally team. By tradition, younger members of your families and community are apprenticed to take over when you retire. They can help with any tasks that aren’t too dangerous.": "Junior Guardians, an ally team. By tradition, younger members of your families and community are apprenticed to take over when you retire. They can help with any tasks that aren’t too dangerous.", + "A flock of otherworldly creatures, an ally team. These non-Earthly animals can scout and warn you of danger, and also are quite cute. Describe their home world and look.": "A flock of otherworldly creatures, an ally team. These non-Earthly animals can scout and warn you of danger, and also are quite cute. Describe their home world and look.", + "Ó Corra, IMPS General Secretary. Having Ó Corra on your side is always going to be handy.": "Ó Corra, IMPS General Secretary. Having Ó Corra on your side is always going to be handy.", + "Klíma, IMPS forensic specialist. Klíma can help you get extra forensic analysis or expedite tests.": "Klíma, IMPS forensic specialist. Klíma can help you get extra forensic analysis or expedite tests.", + "Villaverde, IMPS librarian. Knows a lot about mystical and occult secrets.": "Villaverde, IMPS librarian. Knows a lot about mystical and occult secrets.", + "IMPS team EM–3. This team of IMPS agents specialise in dealing with big disasters. They can help manage and calm down civilians and provide support for your team.": "IMPS team EM–3. This team of IMPS agents specialise in dealing with big disasters. They can help manage and calm down civilians and provide support for your team.", + "Cryptidnet, a loose organisation of interested amateurs and researchers who collate rumours of weird activity. Great source of leads and supernatural rumours.": "Cryptidnet, a loose organisation of interested amateurs and researchers who collate rumours of weird activity. Great source of leads and supernatural rumours.", + "Justinian, a paladin. He’s always ready to fight evil alongside you and hopes one of you will one day be the lady (or lord) of his heart.": "Justinian, a paladin. He’s always ready to fight evil alongside you and hopes one of you will one day be the lady (or lord) of his heart.", + "NewLife, a bio-robot. They know a lot about life on various worlds, whether organic, tech-based, or magic-based.": "NewLife, a bio-robot. They know a lot about life on various worlds, whether organic, tech-based, or magic-based.", + "Darween, a diplomat. Coming from the Monster Marches, she hates disunity and wants good people of all worlds to cooperate.": "Darween, a diplomat. Coming from the Monster Marches, she hates disunity and wants good people of all worlds to cooperate.", + "The Queen’s Musketeers. Brave, dashing and ready to fight with monsters both in Helos and beyond, but won’t do anything that directly contradicts Queen Helena the Radiant’s orders.": "The Queen’s Musketeers. Brave, dashing and ready to fight with monsters both in Helos and beyond, but won’t do anything that directly contradicts Queen Helena the Radiant’s orders.", + "Spirit Healers. They come from a Stone Age world and want to heal all spiritual ills of all worlds. They oppose killing monsters because they believe monsters should be healed and reintegrated instead.": "Spirit Healers. They come from a Stone Age world and want to heal all spiritual ills of all worlds. They oppose killing monsters because they believe monsters should be healed and reintegrated instead.", + "Zhu, a law enforcement officer. They can help you with legal difficulties in their jurisdiction.": "Zhu, a law enforcement officer. They can help you with legal difficulties in their jurisdiction.", + "Davis, a therapist specialising in trauma recovery.": "Davis, a therapist specialising in trauma recovery.", + "Dr Basu, a medical doctor.": "Dr Basu, a medical doctor.", + "The next generation, an ally team. These younger monster hunters are relatives of those who died in the battle, taking up the family calling.": "The next generation, an ally team. These younger monster hunters are relatives of those who died in the battle, taking up the family calling.", + "The Network, an ally team. This is a group of people who keep watch for big supernatural dangers, and can get you warnings in time to intervene.": "The Network, an ally team. This is a group of people who keep watch for big supernatural dangers, and can get you warnings in time to intervene.", + "Shinzō, a retro-weaponsmith. Their creations look like fancy souvenirs but have various magical properties.": "Shinzō, a retro-weaponsmith. Their creations look like fancy souvenirs but have various magical properties.", + "FaceBog, a doppelganger. They’ll impersonate you at various social events if you ask them nicely.": "FaceBog, a doppelganger. They’ll impersonate you at various social events if you ask them nicely.", + "Hedwig, a journalist. She believes in your public causes and is willing to cover up some things for you, but sometimes asks difficult questions.": "Hedwig, a journalist. She believes in your public causes and is willing to cover up some things for you, but sometimes asks difficult questions.", + "Monster Hunters Fan Club. They know your secret identities, but not your public ones.": "Monster Hunters Fan Club. They know your secret identities, but not your public ones.", + "Spirits of the city’s founders. They remember how the city once was and have clashed with occult forces that threaten it.": "Spirits of the city’s founders. They remember how the city once was and have clashed with occult forces that threaten it.", + "Dumont, the fixer. Dumont can find leads on jobs, and sometime scare up special gear.": "Dumont, the fixer. Dumont can find leads on jobs, and sometime scare up special gear.", + "Chang, a government official. They can help you with legal entanglements. Sometimes.": "Chang, a government official. They can help you with legal entanglements. Sometimes.", + "Dr Accorso. A medical doctor, ready to help with injuries or illness. No questions asked.": "Dr Accorso. A medical doctor, ready to help with injuries or illness. No questions asked.", + "The Irregulars, an ally team. They’re a general group of support crew that help you out. Mechanics, technicians, and the like.": "The Irregulars, an ally team. They’re a general group of support crew that help you out. Mechanics, technicians, and the like.", + "The Crooked Hearts, another mercenary monster hunting crew. You’ve worked together on some big jobs.": "The Crooked Hearts, another mercenary monster hunting crew. You’ve worked together on some big jobs.", + "Leon/Lyn, an authority figure (parent, teacher, etc.). Helpful dealing with officials.": "Leon/Lyn, an authority figure (parent, teacher, etc.). Helpful dealing with officials.", + "Romain, a librarian. Good at finding out details.": "Romain, a librarian. Good at finding out details.", + "A very smart pet. Pick their species and give them a name:": "A very smart pet. Pick their species and give them a name:", + "Your friend group, an ally team. Great for distractions.": "Your friend group, an ally team. Great for distractions.", + "Internet mystery circle, an ally team. Good for finding out weird facts and rumours.": "Internet mystery circle, an ally team. Good for finding out weird facts and rumours.", + "Aminat Salek, a client or customer who has a knack for finding whatever is weirdest.": "Aminat Salek, a client or customer who has a knack for finding whatever is weirdest.", + "Ahearn, a consultant. They can help you out with how things go on behind the scenes.": "Ahearn, a consultant. They can help you out with how things go on behind the scenes.", + "De Luca, from human resources. They can cover for absences and sometimes tell you what management is planning.": "De Luca, from human resources. They can cover for absences and sometimes tell you what management is planning.", + "The day shift, an ally team. They can help out when you need to sleep.": "The day shift, an ally team. They can help out when you need to sleep.", + "Asani, an old and knowledgeable witch.": "Asani, an old and knowledgeable witch.", + "Petersen, a police officer. Community-minded, they know you help people out and they help you too.": "Petersen, a police officer. Community-minded, they know you help people out and they help you too.", + "Red, cafe/bar/restaurant manager. You’re always welcome in their place, and they hear a lot of gossip.": "Red, cafe/bar/restaurant manager. You’re always welcome in their place, and they hear a lot of gossip.", + "The SWG, an ally team. These are newer members of the SWG. They can patrol, report events, and help people to safety. They’re not ready to take on monsters directly.": "The SWG, an ally team. These are newer members of the SWG. They can patrol, report events, and help people to safety. They’re not ready to take on monsters directly.", + "The sports club, an ally team. What sport do you all play? The other club members will do you a favour now and then. Useful for getting information from organisations you don’t have direct access to.": "The sports club, an ally team. What sport do you all play? The other club members will do you a favour now and then. Useful for getting information from organisations you don’t have direct access to.", + "Carlos, a roadie. They can do pretty much anything with reasonable competence.": "Carlos, a roadie. They can do pretty much anything with reasonable competence.", + "Charity, an occultist. She can tell you about mystical stuff you find and sometimes get you weird old items.": "Charity, an occultist. She can tell you about mystical stuff you find and sometimes get you weird old items.", + "Dr An Seulgi. She can help patch you up if you get hurt, and provide “special” prescriptions as long as you don’t abuse them too badly.": "Dr An Seulgi. She can help patch you up if you get hurt, and provide “special” prescriptions as long as you don’t abuse them too badly.", + "Eldritch Records, your label. You can hit them up for a little money, legal help, or contact details for folks in the music business.": "Eldritch Records, your label. You can hit them up for a little money, legal help, or contact details for folks in the music business.", + "Your fan club, an ally team. They’re keen to help, but they’re mainly just a bunch of kids (possibly kids in their late teens or early twenties, but still).": "Your fan club, an ally team. They’re keen to help, but they’re mainly just a bunch of kids (possibly kids in their late teens or early twenties, but still).", + "LOLweb, a hacker. They track the organisation’s web activity and try to hinder it but don’t believe in monsters.": "LOLweb, a hacker. They track the organisation’s web activity and try to hinder it but don’t believe in monsters.", + "Faruq, an office worker in the organisation. He also feels there’s something wrong but is too afraid to act openly about it.": "Faruq, an office worker in the organisation. He also feels there’s something wrong but is too afraid to act openly about it.", + "Grethel, a government official. She keeps track of various supernatural occurrences and organisations that deal with them.": "Grethel, a government official. She keeps track of various supernatural occurrences and organisations that deal with them.", + "Organisation ex-members. Each of them has seen a bit of bad things that happen there and can help you piece together the bigger picture.": "Organisation ex-members. Each of them has seen a bit of bad things that happen there and can help you piece together the bigger picture.", + "Independent hunters. Far less experienced than you but sometimes can do things you can’t due to being observed by the organisation.": "Independent hunters. Far less experienced than you but sometimes can do things you can’t due to being observed by the organisation.", + "Soyfly, a pixie. She knows a lot of recent gossip about the Wild Hunt.": "Soyfly, a pixie. She knows a lot of recent gossip about the Wild Hunt.", + "Althea, a private aviator. She believes the sky should be free for everyone, not just some creepy horsemen.": "Althea, a private aviator. She believes the sky should be free for everyone, not just some creepy horsemen.", + "Caragh, a banshee. She once rode with the Hunt and now helps other fugitives, but never reveals how she escaped.": "Caragh, a banshee. She once rode with the Hunt and now helps other fugitives, but never reveals how she escaped.", + "New Start, an NGO that helps refugees. They focus on political and war refugees, but allow you to use their facilities.": "New Start, an NGO that helps refugees. They focus on political and war refugees, but allow you to use their facilities.", + "The Savage Ride, the Wild Hunt’s rivals. They’ll do anything to hinder the Hunt, but are violent and fickle themselves.": "The Savage Ride, the Wild Hunt’s rivals. They’ll do anything to hinder the Hunt, but are violent and fickle themselves." } \ No newline at end of file diff --git a/Monster of the Week Official/translations/pb.json b/Monster of the Week Official/translations/pb.json index 8ea5a9fb25..01472cdba7 100644 --- a/Monster of the Week Official/translations/pb.json +++ b/Monster of the Week Official/translations/pb.json @@ -1192,7 +1192,6 @@ "custom-move-name": "Name", "custom-move-description": "Description", "custom-gear": "Playbook Gear", - "start_newstuff": "", "unused": "Unused", "all": "All", "starting": "Starting", @@ -1290,7 +1289,7 @@ "eos-ref": "At the end of each session, the Keeper will ask the following questions:
    • Did we conclude the current mystery?
    • Did we save someone from certain death (or worse)?
    • Did we learn something new and important about the world?
    • Did we learn something new and important about one of the hunters?
    If you get one or two \"Yes\" answers, mark one experience. If you get three or four, mark two.", "pick-book": "Pick Your Playbook", "pick-book-desc": "Pick your playbook using the menu in the upper right corner or the buttons in the lists below. Once you pick a playbook, starting stats options are found at the bottom of the first main column (not including the stats column).", - "motw-books": "Monster of the Week Revised Edition Playbooks", + "motw-books": "Monster of the Week Hardcover Edition Playbooks", "chosen-desc": "A once-ordinary person who discovered they have a special destiny, and who has been given the power to accomplish it. The Chosen is good in a fight, with some weird powers. E.g. Buffy from Buffy the Vampire Slayer.", "crooked-desc": "A criminal turned monster hunter, haunted by their past and enemies. The Crooked is good in social situations and has a lot of contacts. E.g. Anna Valmont from The Dresden Files, Peter Bishop from Fringe.", "divine-desc": "An agent of a higher power, with a mission to fulfill. The Divine is very tough and has been granted holy powers. E.g. Castiel from Supernatural; Michael Carpenter from The Dresden Files.", @@ -1621,6 +1620,7 @@ "animating-force": "Animating Force", "animating-force-desc": "There is a force that gives you life, which cannot harm you. You do not eat, breathe, drink, or heal naturally. Instead, repair yourself with your recharge move. Pick an energy type:", "lightning": "Lightning", + "fire": "Fire", "music": "Music", "clockwork": "Clockwork", "orgone": "Orgone", @@ -1686,7 +1686,6 @@ "hardcase2020-move6": "Inspired Guesswork: When you investigate a mystery, you may spend 1 Fire to add 1 extra hold. The extra question must be about powers, motivations, or weaknesses.", "hardcase2020-move7": "Stone Cold: You never really get ruffled by danger. Gain +1 whenever pain or fear requires you act under pressure. Your nearby allies also gain this bonus against pain and fear, as long as you keep it together.", "hardcase2020-move8": "Weapon Master: When you take possession of a new weapon you may add, remove, or change one tag. This change only applies for you. When you get this move, apply it to all your current weapons.", - "fire": "Fire", "calm": "Calm", "raging": "Raging", "hardcase-vehicles": "Vehicles", @@ -1716,5 +1715,610 @@ "hardcase2020-gear22": "A spell formula, written on a napkin", "hardcase2020-advance1": "Your Fire track increases to 13 boxes.", "constructed-unstable": "You get 10 harm boxes and do not become unstable.", - "end_newstuff": "" + "team-playbooks": "Team Playbooks", + "team-playbook-choice": "Choose a Team Playbook", + "Team Playbook": "Team Playbook", + "Agents in Black": "Agents in Black", + "Always on the Road": "Always on the Road", + "The Chosen One and Entourage": "The Chosen One and Entourage", + "Guardians of the Borderland": "Guardians of the Borderland", + "IMPS (International Monster and Paranormal Service)": "IMPS (International Monster and Paranormal Service)", + "Interdimensional Crisis Team": "Interdimensional Crisis Team", + "The Last Survivors": "The Last Survivors", + "League of Double Lives": "League of Double Lives", + "Mercenaries": "Mercenaries", + "Mystery Club": "Mystery Club", + "The Night Shift": "The Night Shift", + "Suburban Watch Group": "Suburban Watch Group", + "Touring Band": "Touring Band", + "Whistleblowers": "Whistleblowers", + "Wild Hunt Fugitives": "Wild Hunt Fugitives", + "pick-teambook-desc": "Pick your team playbook using the menu in the upper right corner or the buttons in the lists below.", + "This team playbook has the hunters working for the Bureau—a clandestine organisation dedicated to hiding the existence of monsters and the supernatural from the general public.": "This team playbook has the hunters working for the Bureau—a clandestine organisation dedicated to hiding the existence of monsters and the supernatural from the general public.", + "You’re a travelling hunter team. Every week is a new town with a new problem.": "You’re a travelling hunter team. Every week is a new town with a new problem.", + "This team centres on a Chosen One and their friends who help with monster hunting. There’s also room for a mentor.": "This team centres on a Chosen One and their friends who help with monster hunting. There’s also room for a mentor.", + "This team playbook has the hunters as wardens of a liminal region: somewhere where the borders of the world are thin, where monsters and magic can slip through and cause trouble.": "This team playbook has the hunters as wardens of a liminal region: somewhere where the borders of the world are thin, where monsters and magic can slip through and cause trouble.", + "The International Monster and Paranormal Service (IMPS) was created to keep humanity safe from supernatural threats. It’s not clear who funds them, although most people assume it’s some kind of United Nations agency. IMPS isn’t secret, but they keep things as quiet as possible This team playbook sets your hunters as one of the elite IMPS teams that travels the world to deal with monster incidents.": "The International Monster and Paranormal Service (IMPS) was created to keep humanity safe from supernatural threats. It’s not clear who funds them, although most people assume it’s some kind of United Nations agency. IMPS isn’t secret, but they keep things as quiet as possible This team playbook sets your hunters as one of the elite IMPS teams that travels the world to deal with monster incidents.", + "Your world isn’t the only one that needs monster hunting help from time to time. And when others do, you travel through portals, loopholes, and other oddities to help. Interdimensional Crisis Team perfectly fits over-the-top, parody games. More serious stories about interdimensional problems are handled better by Guardians of the Borderland.": "Your world isn’t the only one that needs monster hunting help from time to time. And when others do, you travel through portals, loopholes, and other oddities to help. Interdimensional Crisis Team perfectly fits over-the-top, parody games. More serious stories about interdimensional problems are handled better by Guardians of the Borderland.", + "This hunter team were the only people who lived through a terrible (maybe even apocalyptic) battle. You had many allies at your side, but they didn’t make it.": "This hunter team were the only people who lived through a terrible (maybe even apocalyptic) battle. You had many allies at your side, but they didn’t make it.", + "You’re monster hunters but also important society members in a city. Your ties to the society give you various forms of influence but also mean you somehow have to manage two lives at once. The world isn’t ready to learn about your monster hunting and even less about the monsters themselves.": "You’re monster hunters but also important society members in a city. Your ties to the society give you various forms of influence but also mean you somehow have to manage two lives at once. The world isn’t ready to learn about your monster hunting and even less about the monsters themselves.", + "This team playbook has the hunters working for hire. They save people and hunt monsters, sure, but they also want to get paid at the end of the day.": "This team playbook has the hunters working for hire. They save people and hunt monsters, sure, but they also want to get paid at the end of the day.", + "This is a hunter team of investigators, with a focus on less horrific and more comedic mysteries. This particularly suits games with younger players, or younger hunters. This team playbook strongly pushes the game towards silliness and jokes, so be sure you’re ready for that if you’re considering taking it.": "This is a hunter team of investigators, with a focus on less horrific and more comedic mysteries. This particularly suits games with younger players, or younger hunters. This team playbook strongly pushes the game towards silliness and jokes, so be sure you’re ready for that if you’re considering taking it.", + "This team playbook has the hunters comprising the night shift at a workplace. A workplace that gets way more than its fair share of supernatural problems.": "This team playbook has the hunters comprising the night shift at a workplace. A workplace that gets way more than its fair share of supernatural problems.", + "This is a group of hunters who began as regular folks looking out for their local neighbourhood or town. It emphasises relationships outside of monster hunting and a focus on normal life as well as your adventures.": "This is a group of hunters who began as regular folks looking out for their local neighbourhood or town. It emphasises relationships outside of monster hunting and a focus on normal life as well as your adventures.", + "This team is a band, eternally on tour. Everywhere you have a gig booked, it seems like something bad is going down. Between sound check and putting on the show, you gotta deal with whatever is eating people in this town.": "This team is a band, eternally on tour. Everywhere you have a gig booked, it seems like something bad is going down. Between sound check and putting on the show, you gotta deal with whatever is eating people in this town.", + "All the hunters in your team are members of a monster hunting organisation, and you start suspecting there’s something fishy about this group. This team playbook shares many elements of the Initiate and Professional playbooks because it essentially represents playing an entire team of Initiates and/or Professionals. You shouldn’t choose those playbooks when playing as the Whistleblowers—unless the Keeper agrees some characters belong to a different organisation as well, which might make the situation even more messy.": "All the hunters in your team are members of a monster hunting organisation, and you start suspecting there’s something fishy about this group. This team playbook shares many elements of the Initiate and Professional playbooks because it essentially represents playing an entire team of Initiates and/or Professionals. You shouldn’t choose those playbooks when playing as the Whistleblowers—unless the Keeper agrees some characters belong to a different organisation as well, which might make the situation even more messy.", + "You joined or were abducted by the Wild Hunt. You gained some supernatural skills while riding with it, but then escaped it. Now you use your experience to hunt monsters, evade the Hunt and, maybe, destroy it one day.": "You joined or were abducted by the Wild Hunt. You gained some supernatural skills while riding with it, but then escaped it. Now you use your experience to hunt monsters, evade the Hunt and, maybe, destroy it one day.", + "Getting Started": "Getting Started", + "Determine the nature of the Event.": "Determine the nature of the Event.", + "Decide the history between you and the Wild Hunt.": "Decide the history between you and the Wild Hunt.", + "Pick your style (and associated improvement question).": "Pick your style (and associated improvement question).", + "Figure out the nature of the Bureau.": "Figure out the nature of the Bureau.", + "Create your city.": "Create your city.", + "Pick your obligations.": "Pick your obligations.", + "Come up with a band name.": "Come up with a band name.", + "Pick a starting team ally.": "Pick a starting team ally.", + "Customize the organisation.": "Customize the organisation.", + "Pick your starting team move and 2 boxes of assets.": "Pick your starting team move and 2 boxes of assets.", + "Pick a starting team ally, move, and assets.": "Pick a starting team ally, move, and assets.", + "Pick a starting team enemy, ally, move, and 2 boxes of assets.": "Pick a starting team enemy, ally, move, and 2 boxes of assets.", + "Put on some music and hit the road.": "Put on some music and hit the road.", + "Await the next weird prophecy.": "Await the next weird prophecy.", + "Check the boundaries for incursions.": "Check the boundaries for incursions.", + "Report for your mission briefing.": "Report for your mission briefing.", + "Prepare for the next disaster.": "Prepare for the next disaster.", + "Ponder your responsibilities, as you await the call.": "Ponder your responsibilities, as you await the call.", + "See who’s hiring today.": "See who’s hiring today.", + "Next meeting is at the clubroom on Tuesday afternoon.": "Next meeting is at the clubroom on Tuesday afternoon.", + "Clock in and prepare for another night of drudgery.": "Clock in and prepare for another night of drudgery.", + "Walk the streets. Keep an eye out for evildoers.": "Walk the streets. Keep an eye out for evildoers.", + "You have half an hour before we fly to the next city. Soundcheck at 7, you’re on at 8.": "You have half an hour before we fly to the next city. Soundcheck at 7, you’re on at 8.", + "Snoop around the boss’s office while they’re in a meeting.": "Snoop around the boss’s office while they’re in a meeting.", + "Stay wary, that sounded like howls in the wind.": "Stay wary, that sounded like howls in the wind.", + "The Bureau": "The Bureau", + "Prompts": "Prompts", + "The Bureau setup is determined by the group. Record your answers to these prompts in the Notes section below.": "The Bureau setup is determined by the group. Record your answers to these prompts in the Notes section below.", + "If you have a hunter who belongs to an organisation already—like a Professional or an Initiate—you may combine their setup with the Bureau setup. Figure out how the two perspectives work for your Bureau. If you don’t like that idea, you can also keep them separate (which will lead to its own drama with split loyalties and rivalries).": "If you have a hunter who belongs to an organisation already—like a Professional or an Initiate—you may combine their setup with the Bureau setup. Figure out how the two perspectives work for your Bureau. If you don’t like that idea, you can also keep them separate (which will lead to its own drama with split loyalties and rivalries).", + "Now determine the nature of the Bureau:": "Now determine the nature of the Bureau:", + "Is the Bureau an open, covert, or secret organisation? An open Bureau exists openly but has a cover responsibility to distract from their real mission. A covert Bureau doesn’t explicitly hide themselves, but they try not to draw attention. A secret Bureau has no official records and operates completely in the shadows.": "Is the Bureau an open, covert, or secret organisation? An open Bureau exists openly but has a cover responsibility to distract from their real mission. A covert Bureau doesn’t explicitly hide themselves, but they try not to draw attention. A secret Bureau has no official records and operates completely in the shadows.", + "Who is your team’s handler or commanding officer and what are they like? Create your own or pick one of these:": "Who is your team’s handler or commanding officer and what are they like? Create your own or pick one of these:", + "Special Agent “Coop” is a genial, avuncular middle-aged man. He’s disorganised and often loses track of details, but he always has the team’s back.": "Special Agent “Coop” is a genial, avuncular middle-aged man. He’s disorganised and often loses track of details, but he always has the team’s back.", + "Special Agent “Star” is a harsh boss. She doesn’t really seem to like you, and you never seem to measure up to her standards of “perfection plus.” She runs everything by the book (this can be good or bad for you).": "Special Agent “Star” is a harsh boss. She doesn’t really seem to like you, and you never seem to measure up to her standards of “perfection plus.” She runs everything by the book (this can be good or bad for you).", + "Provisional Special Agent “Fireball” is young and excitable. They prefer you deal with problems in a scorched earth style, without regard for consequences. That is also their management style.": "Provisional Special Agent “Fireball” is young and excitable. They prefer you deal with problems in a scorched earth style, without regard for consequences. That is also their management style.", + "Who do you think is really running the Bureau? The government? A secret global government? Some other government? A billionaire? A secret conspiracy dating back to Uruk’s priesthood? Something else?": "Who do you think is really running the Bureau? The government? A secret global government? Some other government? A billionaire? A secret conspiracy dating back to Uruk’s priesthood? Something else?", + "The Event": "The Event", + "What is the terrible situation you all survived together?": "What is the terrible situation you all survived together?", + "A concerted assault by monsters, as you took shelter in an isolated cabin.": "A concerted assault by monsters, as you took shelter in an isolated cabin.", + "A single terrifying monster invaded your homes.": "A single terrifying monster invaded your homes.", + "It was the only chance to avert an apocalypse.": "It was the only chance to avert an apocalypse.", + "An invasion from another dimension.": "An invasion from another dimension.", + "People around you were transformed into monsters.": "People around you were transformed into monsters.", + "You were strangers in a small town filled with murderous monsters, on festival day.": "You were strangers in a small town filled with murderous monsters, on festival day.", + "Something else:": "Something else:", + "Decide who the allies were who fought alongside you and died in battle. Each hunter picks one.": "Decide who the allies were who fought alongside you and died in battle. Each hunter picks one.", + "A monster hunting teammate.": "A monster hunting teammate.", + "Your spouse or lover.": "Your spouse or lover.", + "Your sibling.": "Your sibling.", + "A parent.": "A parent.", + "A child.": "A child.", + "Your mentor.": "Your mentor.", + "Your protégée.": "Your protégée.", + "Your dog (or other pet).": "Your dog (or other pet).", + "Someone else:": "Someone else:", + "Then decide how you saved the day in the end. Whatever it was, it came at great personal cost (beyond the loss you just chose).": "Then decide how you saved the day in the end. Whatever it was, it came at great personal cost (beyond the loss you just chose).", + "The City": "The City", + "The city you all protect will be an important aspect of the story, more of a collective character of your mysteries than just a background element. Each player should choose one key aspect of the city from one of the following lists. Balance between good and bad things as fits the mood of your campaign.": "The city you all protect will be an important aspect of the story, more of a collective character of your mysteries than just a background element. Each player should choose one key aspect of the city from one of the following lists. Balance between good and bad things as fits the mood of your campaign.", + "Good things": "Good things", + "Cozy": "Cozy", + "Affluent": "Affluent", + "Good social care": "Good social care", + "Proud of its past": "Proud of its past", + "Lots of monuments": "Lots of monuments", + "Highly ecological": "Highly ecological", + "Transparent politics": "Transparent politics", + "Technological hub": "Technological hub", + "The nation’s main transport hub": "The nation’s main transport hub", + "Protected by benevolent magic": "Protected by benevolent magic", + "Beloved by travel vloggers": "Beloved by travel vloggers", + "An extremely famous mayor": "An extremely famous mayor", + "A university with unique departments": "A university with unique departments", + "Other:": "Other:", + "Bad things": "Bad things", + "Alienating": "Alienating", + "Poor": "Poor", + "Big social inequality": "Big social inequality", + "Shameful past": "Shameful past", + "Nothing worth sightseeing": "Nothing worth sightseeing", + "Highly polluted": "Highly polluted", + "Shady politics": "Shady politics", + "No prospects for the future": "No prospects for the future", + "Shady military bases": "Shady military bases", + "Gangs that terrorize the entire region": "Gangs that terrorize the entire region", + "Believed to bring bad luck": "Believed to bring bad luck", + "Struck by a powerful curse": "Struck by a powerful curse", + "Obligations": "Obligations", + "Your social status carries some obligations with it. At the beginning of a mystery, the Keeper holds 3. They can spend 1 hold to introduce one of the obligations. When it’s introduced, at least half of you must attend, otherwise you can lose allies or tempt mundane people to investigate your lives.": "Your social status carries some obligations with it. At the beginning of a mystery, the Keeper holds 3. They can spend 1 hold to introduce one of the obligations. When it’s introduced, at least half of you must attend, otherwise you can lose allies or tempt mundane people to investigate your lives.", + "Choose or create two obligations you have:": "Choose or create two obligations you have:", + "Attending parties and balls.": "Attending parties and balls.", + "Attending important conferences.": "Attending important conferences.", + "Ceremonially opening new buildings.": "Ceremonially opening new buildings.", + "Meeting children at schools.": "Meeting children at schools.", + "Tutoring promising students one on one.": "Tutoring promising students one on one.", + "Appearing on TV.": "Appearing on TV.", + "The Organisation": "The Organisation", + "You create the details about your organisation, choosing options from the following lists. Things you suspect can pertain either to the organisation as a whole or to an influential group within it. At least two of the things you suspect are true, the Keeper decides which ones.": "You create the details about your organisation, choosing options from the following lists. Things you suspect can pertain either to the organisation as a whole or to an influential group within it. At least two of the things you suspect are true, the Keeper decides which ones.", + "Official goals": "Official goals", + "(choose one or two)": "(choose one or two)", + "Slay monsters": "Slay monsters", + "Contain monsters": "Contain monsters", + "Govern safe use of magic": "Govern safe use of magic", + "Research monsters": "Research monsters", + "Research paranatural phenomena": "Research paranatural phenomena", + "Keep monsters and magic secret": "Keep monsters and magic secret", + "Goal you suspect": "Goal you suspect", + "(choose one)": "(choose one)", + "Training an army of monsters": "Training an army of monsters", + "Creating new monsters": "Creating new monsters", + "Stealing the monsters’ powers": "Stealing the monsters’ powers", + "Keeping all magic to themselves": "Keeping all magic to themselves", + "Taking over the world": "Taking over the world", + "Destroying the world": "Destroying the world", + "Official resources": "Official resources", + "(choose two)": "(choose two)", + "Ancient lore": "Ancient lore", + "Modernised": "Modernised", + "Chapters everywhere": "Chapters everywhere", + "Secular power": "Secular power", + "Rich": "Rich", + "Rigorous training": "Rigorous training", + "Offices all over the place": "Offices all over the place", + "Good intel": "Good intel", + "Support teams": "Support teams", + "Suspected resources": "Suspected resources", + "Demonology": "Demonology", + "Necromancy": "Necromancy", + "Deals with monsters": "Deals with monsters", + "Manipulated minions": "Manipulated minions", + "Manipulated cultists": "Manipulated cultists", + "Bribed officials": "Bribed officials", + "Sacrificing members": "Sacrificing members", + "Obvious flaws": "Obvious flaws", + "Tradition-bound": "Tradition-bound", + "Paranoid and secretive": "Paranoid and secretive", + "Closed hierarchy": "Closed hierarchy", + "Strict laws": "Strict laws", + "Mystical oaths": "Mystical oaths", + "Bureaucratic": "Bureaucratic", + "Hostile superiors": "Hostile superiors", + "Take-no-prisoners policy": "Take-no-prisoners policy", + "Live capture policy": "Live capture policy", + "Suspected flaws": "Suspected flaws", + "Total obedience": "Total obedience", + "Tyrannical leaders": "Tyrannical leaders", + "Protects member criminals": "Protects member criminals", + "The Wild Hunt": "The Wild Hunt", + "You were part of the Wild Hunt, a group of violent fey and spirits riding the world and striking fear into the hearts of people. Detail the Wild Hunt here.": "You were part of the Wild Hunt, a group of violent fey and spirits riding the world and striking fear into the hearts of people. Detail the Wild Hunt here.", + "Who Rides With The Hunt?": "Who Rides With The Hunt?", + "Elves": "Elves", + "Trolls": "Trolls", + "Demons": "Demons", + "Wraiths": "Wraiths", + "Banshees": "Banshees", + "Werewolves": "Werewolves", + "Something Else": "Something Else", + "The Wild Hunt has a leader, probably a king or a queen. Give them a name or a title:": "The Wild Hunt has a leader, probably a king or a queen. Give them a name or a title:", + "Choose or invent their impressive powers, at least two:": "Choose or invent their impressive powers, at least two:", + "Grant immortality": "Grant immortality", + "Grant lycanthropy": "Grant lycanthropy", + "Steal emotion": "Steal emotion", + "See destinies": "See destinies", + "Set destinies": "Set destinies", + "Control weather": "Control weather", + "Grant sentience to animals": "Grant sentience to animals", + "Grant sentience to weapons": "Grant sentience to weapons", + "Why were you a part of the Wild Hunt?": "Why were you a part of the Wild Hunt?", + "Each player can choose a different answer:": "Each player can choose a different answer:", + "I was kidnapped by the Hunt": "I was kidnapped by the Hunt", + "I sold my soul to the Hunt": "I sold my soul to the Hunt", + "I wanted to ride with the Hunt": "I wanted to ride with the Hunt", + "I’m a supernatural creature who’s a part of the Hunt": "I’m a supernatural creature who’s a part of the Hunt", + "Something else": "Something else", + "Then all of you escaped, sick with the Hunt’s atrocities or their treatment of you.": "Then all of you escaped, sick with the Hunt’s atrocities or their treatment of you.", + "How Did You Escape?": "How Did You Escape?", + "How did you escape?": "How did you escape?", + "With a clever plan": "With a clever plan", + "By sheer luck": "By sheer luck", + "With outside help": "With outside help", + "Thanks to a loophole in your fae contract": "Thanks to a loophole in your fae contract", + "The Wild Hunt keeps looking for you. How do they do it?": "The Wild Hunt keeps looking for you. How do they do it?", + "Choose two ways:": "Choose two ways:", + "They give other monsters this in exchange for information.": "They give other monsters this in exchange for information.", + "They track the internet, but they can’t monitor one part of it:": "They track the internet, but they can’t monitor one part of it:", + "They can see you when you’re outside in one type of weather, namely:": "They can see you when you’re outside in one type of weather, namely:", + "They sense you when you use magic unless you take a precaution, namely:": "They sense you when you use magic unless you take a precaution, namely:", + "What will the Wild Hunt do if they find you?": "What will the Wild Hunt do if they find you?", + "Kill you.": "Kill you.", + "Torment you.": "Torment you.", + "Make you join the Hunt again.": "Make you join the Hunt again.", + "Make you slaves.": "Make you slaves.", + "Notes": "Notes", + "Team Moves": "Team Moves", + "Choose your team moves from this list. The first one is a good default choice:": "Choose your team moves from this list. The first one is a good default choice:", + "Memory Eraser: You have been issued handheld devices to erase memories from civilians. When you target a person and activate the device, say how many hours you want to erase (1–6) and roll +Weird. On a 10+, those memories are gone. On a 7–9, the memories are gone but the target knows something strange happened.": "Memory Eraser: You have been issued handheld devices to erase memories from civilians. When you target a person and activate the device, say how many hours you want to erase (1–6) and roll +Weird. On a 10+, those memories are gone. On a 7–9, the memories are gone but the target knows something strange happened.", + "Authority Override: If local officials are causing trouble, you can get them pulled off the case. This may—of course—make them more suspicious.": "Authority Override: If local officials are causing trouble, you can get them pulled off the case. This may—of course—make them more suspicious.", + "Containment Field Projector: Place the projector and activate it, choosing a range from 1–20 meters. A spherical shield is created, allowing nothing in or out. Lasts until deactivated by remote or in an hour when the battery runs out. There’s time to get out of the zone, but only just.": "Containment Field Projector: Place the projector and activate it, choosing a range from 1–20 meters. A spherical shield is created, allowing nothing in or out. Lasts until deactivated by remote or in an hour when the battery runs out. There’s time to get out of the zone, but only just.", + "Anonymity: Your identity isn’t traceable via official databases or records. Enemies or bystanders can’t find out anything about your history through any official channels. Additionally, any distinguishing features are removed from photo, videos, or voice recordings of you when they’re processed by any regular computer or phone.": "Anonymity: Your identity isn’t traceable via official databases or records. Enemies or bystanders can’t find out anything about your history through any official channels. Additionally, any distinguishing features are removed from photo, videos, or voice recordings of you when they’re processed by any regular computer or phone.", + "Not Right: You all have a creepy, uncanny valley style aura or look that counts as a reason for manipulating a bystander with threats.": "Not Right: You all have a creepy, uncanny valley style aura or look that counts as a reason for manipulating a bystander with threats.", + "Something Different: Take a move from another team playbook.": "Something Different: Take a move from another team playbook.", + "Change Team Style: Pick a new team style. You now use that one instead of the one you first chose.": "Change Team Style: Pick a new team style. You now use that one instead of the one you first chose.", + "Home Away from Home: Whenever you arrive in a new town, you immediately find a motel and a cafe that are friendly and welcoming. One or the other will turn out to have a connection to the mystery that brought you here, even if just by having a bystander come by.": "Home Away from Home: Whenever you arrive in a new town, you immediately find a motel and a cafe that are friendly and welcoming. One or the other will turn out to have a connection to the mystery that brought you here, even if just by having a bystander come by.", + "Geniality: When you meet a new person in a town you haven’t visited before, roll +Charm. On a 10+, they are well-disposed towards you. On a 7–9, they’re still well-disposed but the Keeper chooses one: they are marked for trouble, or they conceal something from the hunters. Additionally, when you return to a town you have already visited, you always run into the people you befriended previously.": "Geniality: When you meet a new person in a town you haven’t visited before, roll +Charm. On a 10+, they are well-disposed towards you. On a 7–9, they’re still well-disposed but the Keeper chooses one: they are marked for trouble, or they conceal something from the hunters. Additionally, when you return to a town you have already visited, you always run into the people you befriended previously.", + "Handy: You’re all good at fixing stuff. Anything broken or messed up in the course of a mystery is repaired and ready to go before the next one. Gear or assets that would be described as “totally destroyed” still need to be replaced.": "Handy: You’re all good at fixing stuff. Anything broken or messed up in the course of a mystery is repaired and ready to go before the next one. Gear or assets that would be described as “totally destroyed” still need to be replaced.", + "No-stick: You’ve had yourselves removed from official and law enforcement databases. You don’t have to worry about “misunderstandings” from previous towns getting in the way of your hunts (unless someone got annoyed enough to make it a personal vendetta).": "No-stick: You’ve had yourselves removed from official and law enforcement databases. You don’t have to worry about “misunderstandings” from previous towns getting in the way of your hunts (unless someone got annoyed enough to make it a personal vendetta).", + "Monster Journals: When a mystery reminds you of something you encountered before, consult your notes and tell the Keeper what you think is the same. The Keeper will say if you got it right.If you’re correct, take +1 forward to investigate a mystery. If you’re wrong but had a good idea, take +1 forward to read a bad situation. If you’re totally off base, the Keeper holds 1 to put you in a tight spot.": "Monster Journals: When a mystery reminds you of something you encountered before, consult your notes and tell the Keeper what you think is the same. The Keeper will say if you got it right.

    If you’re correct, take +1 forward to investigate a mystery. If you’re wrong but had a good idea, take +1 forward to read a bad situation. If you’re totally off base, the Keeper holds 1 to put you in a tight spot.", + "Ancient Visions: An ancient ritual, to be conducted regularly, gives the whole team access to some of the visions sent to the Chosen One. Once per mystery, each hunter may ask the Keeper a question about anything they want. The Keeper answers with a vision or dream: obscure and vague, but true.": "Ancient Visions: An ancient ritual, to be conducted regularly, gives the whole team access to some of the visions sent to the Chosen One. Once per mystery, each hunter may ask the Keeper a question about anything they want. The Keeper answers with a vision or dream: obscure and vague, but true.", + "Armoury of the Chosen: You gain a cache of special weapons used by previous Chosen Ones. The Keeper should design a lesser version of the Chosen One’s special weapon, which all other members of the team may use. When this is unlocked, the Chosen One may change or add a tag on their special weapon.": "Armoury of the Chosen: You gain a cache of special weapons used by previous Chosen Ones. The Keeper should design a lesser version of the Chosen One’s special weapon, which all other members of the team may use. When this is unlocked, the Chosen One may change or add a tag on their special weapon.", + "Handing on the Torch: When you select this, designate another character as the next Chosen One. When the current Chosen One dies, that character may change to the Chosen playbook whenever they are ready. The new Chosen One designates the next heir when they find a worthy successor.": "Handing on the Torch: When you select this, designate another character as the next Chosen One. When the current Chosen One dies, that character may change to the Chosen playbook whenever they are ready. The new Chosen One designates the next heir when they find a worthy successor.", + "Friends Stick Together: Once per mystery, a hunter may call the rest of the team to their current location. Everyone arrives as soon as they potentially can (based on their last known position and when we saw them there). That can be “right this instant,” if at all possible.": "Friends Stick Together: Once per mystery, a hunter may call the rest of the team to their current location. Everyone arrives as soon as they potentially can (based on their last known position and when we saw them there). That can be “right this instant,” if at all possible.", + "Wyrd’s Favour: When you choose this team move, all hunters erase 1 spent Luck point. If you haven’t spent any Luck yet, add a new Luck box instead.": "Wyrd’s Favour: When you choose this team move, all hunters erase 1 spent Luck point. If you haven’t spent any Luck yet, add a new Luck box instead.", + "Otherworldly Intuition: When you encounter something from another world, you recognise that they don’t belong here. When you encounter a place where another world is accessible, you are aware of it and may stop at the threshold.": "Otherworldly Intuition: When you encounter something from another world, you recognise that they don’t belong here. When you encounter a place where another world is accessible, you are aware of it and may stop at the threshold.", + "Wardens: Once per mystery while you’re defending a portal, wall, or border, you may ignore all harm from a single source, or treat a roll as if you rolled a 12. This works just as if you spent a Luck, except it doesn’t trigger your special move.": "Wardens: Once per mystery while you’re defending a portal, wall, or border, you may ignore all harm from a single source, or treat a roll as if you rolled a 12. This works just as if you spent a Luck, except it doesn’t trigger your special move.", + "Outer Speech: You have a knack for the languages of the multiverse. You can always understand, and make yourself understood, when you’re talking to denizens from beyond. This is mainly the general sense of things—some details might get lost along the way.": "Outer Speech: You have a knack for the languages of the multiverse. You can always understand, and make yourself understood, when you’re talking to denizens from beyond. This is mainly the general sense of things—some details might get lost along the way.", + "Walkers between Worlds: At a suitable liminal site, you know how to step between worlds. Describe how you open the way and roll +Weird. On a 10+, you’re walking to the place you intended, but the way may be difficult. On a 7–9, choose one: you’re on the right path in immediate danger, or you find yourself lost and in the wrong place. On a 6 or less, you’re lost and in big trouble. If more than one of the hunters is using this move together, only make one roll: the hunter with the worst Weird score rolls (but they may accept help).": "Walkers between Worlds: At a suitable liminal site, you know how to step between worlds. Describe how you open the way and roll +Weird. On a 10+, you’re walking to the place you intended, but the way may be difficult. On a 7–9, choose one: you’re on the right path in immediate danger, or you find yourself lost and in the wrong place. On a 6 or less, you’re lost and in big trouble. If more than one of the hunters is using this move together, only make one roll: the hunter with the worst Weird score rolls (but they may accept help).", + "Outsider Knack: Once per visit to another world, you may use a trick or ability from Earth to gain an advantage. The advantage allows you to roll one move using three dice, selecting the best two for your result.": "Outsider Knack: Once per visit to another world, you may use a trick or ability from Earth to gain an advantage. The advantage allows you to roll one move using three dice, selecting the best two for your result.", + "Drilled Coordination: All team members get +1 ongoing when helping out another team member.": "Drilled Coordination: All team members get +1 ongoing when helping out another team member.", + "Comms: You have systems that keep you constantly in voice contact, regardless of where in the world you each may be. Not guaranteed to work in shielded spaces, deep underground, beyond magical portals, or on other worlds.": "Comms: You have systems that keep you constantly in voice contact, regardless of where in the world you each may be. Not guaranteed to work in shielded spaces, deep underground, beyond magical portals, or on other worlds.", + "Recognised IMPS Team: Wherever in the world you are, you have authority to deal with supernatural events. Local officials will—in general—cooperate with you fully. Does not apply in nations outside the IMPS treaty.": "Recognised IMPS Team: Wherever in the world you are, you have authority to deal with supernatural events. Local officials will—in general—cooperate with you fully. Does not apply in nations outside the IMPS treaty.", + "Rapid Deployment: IMPS has quick-response vehicles able to deliver you (or other IMPS assets) anywhere in the world, extremely quickly. They may also be used to make a fast exit from bad situations.": "Rapid Deployment: IMPS has quick-response vehicles able to deliver you (or other IMPS assets) anywhere in the world, extremely quickly. They may also be used to make a fast exit from bad situations.", + "Memories of the Fallen: When a hunter on the team dies in the line of duty, or retires from IMPS and monster hunting, all remaining team members erase a used Luck mark.": "Memories of the Fallen: When a hunter on the team dies in the line of duty, or retires from IMPS and monster hunting, all remaining team members erase a used Luck mark.", + "Global Crisis: Once per mystery, each of you can read a bad situation treating an entire world as the bad situation, including asking about the best way in or out.": "Global Crisis: Once per mystery, each of you can read a bad situation treating an entire world as the bad situation, including asking about the best way in or out.", + "Surge of Magic: Each of you holds 1 when you enter a new world. You can spend this hold to get an automatic result of 10 on a Weird move roll or to learn a useful big magic ritual known only in this world.": "Surge of Magic: Each of you holds 1 when you enter a new world. You can spend this hold to get an automatic result of 10 on a Weird move roll or to learn a useful big magic ritual known only in this world.", + "Otherworldly: You make your strangeness in other worlds work to your advantage in interpersonal situations. “I’m from another world” works as a reason for people to do as you ask when you manipulate someone.": "Otherworldly: You make your strangeness in other worlds work to your advantage in interpersonal situations. “I’m from another world” works as a reason for people to do as you ask when you manipulate someone.", + "A Multiverse of Friends: Three times per mystery, a friend you’ve made in an alternate universe can help one of you with a task as if they rolled 10+ to help out. They either manifest next to you for a moment or somehow are there in person. They can be bystanders from previous games or people from your backstories.": "A Multiverse of Friends: Three times per mystery, a friend you’ve made in an alternate universe can help one of you with a task as if they rolled 10+ to help out. They either manifest next to you for a moment or somehow are there in person. They can be bystanders from previous games or people from your backstories.", + "Determined Guardians: When one of the hunters protects a bystander, the target never takes harm: even on a miss, that bystander is totally safe. The hunter doing the protection still suffers the full effects of the roll result.": "Determined Guardians: When one of the hunters protects a bystander, the target never takes harm: even on a miss, that bystander is totally safe. The hunter doing the protection still suffers the full effects of the roll result.", + "Field Medics: When you treat an injured bystander, they are stabilised and well enough to manage until they can get proper medical attention. When you treat another hunter, pick if you heal 2-harm or stabilise them. Then they take +1 forward.": "Field Medics: When you treat an injured bystander, they are stabilised and well enough to manage until they can get proper medical attention. When you treat another hunter, pick if you heal 2-harm or stabilise them. Then they take +1 forward.", + "Checklists: Once per mystery, each hunter in need of a particular item may declare they have it. Narrate a flashback explaining why they thought to include it in their gear. If the item is especially rare, strange, or unusual (this is the Keeper’s call), then this move can’t be used again by any hunter until the next mystery.": "Checklists: Once per mystery, each hunter in need of a particular item may declare they have it. Narrate a flashback explaining why they thought to include it in their gear. If the item is especially rare, strange, or unusual (this is the Keeper’s call), then this move can’t be used again by any hunter until the next mystery.", + "Keep on Goin’: When you’re protecting bystanders from danger, any move that would prevent you from taking action due to harm, stress, or panic has its effect deferred. You can keep going for now, but once everyone is safe the full effects of what you’ve been through hit you.": "Keep on Goin’: When you’re protecting bystanders from danger, any move that would prevent you from taking action due to harm, stress, or panic has its effect deferred. You can keep going for now, but once everyone is safe the full effects of what you’ve been through hit you.", + "Shared Dangers: When you take a moment to share your worries and fears about a previous or upcoming battle with another hunter, you both choose one: heal 1-harm, or take +1 forward.": "Shared Dangers: When you take a moment to share your worries and fears about a previous or upcoming battle with another hunter, you both choose one: heal 1-harm, or take +1 forward.", + "Big Reveal: If most people around you don’t know about your secret identities, the first action you take in that scene that reveals those identities gets +1 forward. Bystanders and minions present freeze in surprise for a moment, giving you an opportunity to act before they can react.": "Big Reveal: If most people around you don’t know about your secret identities, the first action you take in that scene that reveals those identities gets +1 forward. Bystanders and minions present freeze in surprise for a moment, giving you an opportunity to act before they can react.", + "Affluent: You can get most gear easily. Specify what you need, assigning tags to the gear. If it’s a weapon, treat each harm beyond 2-harm as a separate tag; if it’s armour, treat each point of armour as a separate tag. Then roll +tags. On a miss, you get it easily. On a 7–9, you get it but raise some questions. On a 10+, either you don’t get it or you do but someone gets a clear clue about your secret identity.": "Affluent: You can get most gear easily. Specify what you need, assigning tags to the gear. If it’s a weapon, treat each harm beyond 2-harm as a separate tag; if it’s armour, treat each point of armour as a separate tag. Then roll +tags. On a miss, you get it easily. On a 7–9, you get it but raise some questions. On a 10+, either you don’t get it or you do but someone gets a clear clue about your secret identity.", + "Only When Necessary: If you manage to stop or destroy a minion without using any abilities or gear of your secret identity (including monster hunting weapons), each hunter involved marks experience. If it was a monster, mark two.": "Only When Necessary: If you manage to stop or destroy a minion without using any abilities or gear of your secret identity (including monster hunting weapons), each hunter involved marks experience. If it was a monster, mark two.", + "Shadow Selves: When one of you wants to be in two places at the same time, summon your shadow self in another place. Only one shadow self can per hunter exist at one time. The shadow self has a trait that allows others to distinguish it from you if they observe closely. Roll +Weird. On a 10+, hold 3. On a 7–9, hold 1. Spend holds to have your shadow self act as if it were you, but with –1 ongoing. When you spend the last hold, the shadow self dissolves in an obviously supernatural and unsettling way. On a miss, the shadow self appears for a moment and does something you really, really didn’t want them to do...": "Shadow Selves: When one of you wants to be in two places at the same time, summon your shadow self in another place. Only one shadow self can per hunter exist at one time. The shadow self has a trait that allows others to distinguish it from you if they observe closely. Roll +Weird. On a 10+, hold 3. On a 7–9, hold 1. Spend holds to have your shadow self act as if it were you, but with –1 ongoing. When you spend the last hold, the shadow self dissolves in an obviously supernatural and unsettling way. On a miss, the shadow self appears for a moment and does something you really, really didn’t want them to do...", + "Spending Money: If you get paid at the end of a mystery, each hunter adds 1-hold. Spend this hold in a later mystery narrate a flashback where you purchased the thing you need right now. It can be anything you could be carrying, something booked in advance (for example, a safe house or hotel room), or the use of a vehicle.": "Spending Money: If you get paid at the end of a mystery, each hunter adds 1-hold. Spend this hold in a later mystery narrate a flashback where you purchased the thing you need right now. It can be anything you could be carrying, something booked in advance (for example, a safe house or hotel room), or the use of a vehicle.", + "The B-Team: When you need to fortify a location or armour a vehicle, narrate a montage of your preparations. When you’re done, the location or vehicle provides 2-armour to all within it.": "The B-Team: When you need to fortify a location or armour a vehicle, narrate a montage of your preparations. When you’re done, the location or vehicle provides 2-armour to all within it.", + "Combat Training: When you help out another team member during combat, they may inflict +1 harm or suffer –1 harm in addition to the usual effects of your result.": "Combat Training: When you help out another team member during combat, they may inflict +1 harm or suffer –1 harm in addition to the usual effects of your result.", + "It’s Our Job: If a bystander has hired you, that counts as a reason when you manipulate them. This remains in effect in later mysteries. The Keeper may include other bystanders in the effect, if they’re part of a group you’re working for.": "It’s Our Job: If a bystander has hired you, that counts as a reason when you manipulate them. This remains in effect in later mysteries. The Keeper may include other bystanders in the effect, if they’re part of a group you’re working for.", + "The Good Ones: When you refuse to accept payment for a job, the client becomes an ally.": "The Good Ones: When you refuse to accept payment for a job, the client becomes an ally.", + "Yikes!: When a hunter is captured by a monster, minion, or phenomenon, they may ask one of the investigate a mystery or read a bad situation questions.": "Yikes!: When a hunter is captured by a monster, minion, or phenomenon, they may ask one of the investigate a mystery or read a bad situation questions.", + "Sensible Chuckle: When a hunter makes a joke (good or bad) at the expense of a monster, minion, or phenomenon, they may give another hunter on the team +1 forward.": "Sensible Chuckle: When a hunter makes a joke (good or bad) at the expense of a monster, minion, or phenomenon, they may give another hunter on the team +1 forward.", + "Earnest Do-gooders: When a hunter tells someone you are helping people and why, bystanders are more likely to do as you ask. The explanation always counts as a reason if you’re manipulating them to protect them or get them to help you.": "Earnest Do-gooders: When a hunter tells someone you are helping people and why, bystanders are more likely to do as you ask. The explanation always counts as a reason if you’re manipulating them to protect them or get them to help you.", + "Slapstick: When a hunter takes harm, they may instead have an embarrassing pratfall or accident that dodges the danger. Ignore the harm as established, and simply take 1-harm (which can’t be reduced or mitigated in any way). The hunter takes –1 forward.": "Slapstick: When a hunter takes harm, they may instead have an embarrassing pratfall or accident that dodges the danger. Ignore the harm as established, and simply take 1-harm (which can’t be reduced or mitigated in any way). The hunter takes –1 forward.", + "Disguises: When a hunter disguises themself, the disguise will not be questioned, until they do something to directly cast doubt on their appearance.": "Disguises: When a hunter disguises themself, the disguise will not be questioned, until they do something to directly cast doubt on their appearance.", + "Inventory Check: If you go looking for something that just might be in stock, roll +Weird. On a 10 or more, it’s there. On a 7–9, either you find it but there’s a cost, or you find something close enough. On a miss, you find something bad.": "Inventory Check: If you go looking for something that just might be in stock, roll +Weird. On a 10 or more, it’s there. On a 7–9, either you find it but there’s a cost, or you find something close enough. On a miss, you find something bad.", + "Corporate Database: If you use the company information systems to help investigate a mystery, take +1 hold. The Keeper tells you something disturbing you learn in addition to what you were looking for.": "Corporate Database: If you use the company information systems to help investigate a mystery, take +1 hold. The Keeper tells you something disturbing you learn in addition to what you were looking for.", + "Handbook: At the start of each mystery, each hunter may consult the employee handbook for advice. Roll a single die. On a 1, take –1 forward. On a 2, gain +1 forward to Charm. On a 3, gain +1 forward to Cool. On a 4, gain +1 forward to Sharp. On a 5, gain +1 forward to Tough. On a 6, gain +1 forward to Weird.": "Handbook: At the start of each mystery, each hunter may consult the employee handbook for advice. Roll a single die. On a 1, take –1 forward. On a 2, gain +1 forward to Charm. On a 3, gain +1 forward to Cool. On a 4, gain +1 forward to Sharp. On a 5, gain +1 forward to Tough. On a 6, gain +1 forward to Weird.", + "Uniforms: While you’re wearing your uniforms, your actions won’t be questioned unless you are indisputably out of place. For example, your burger restaurant uniforms won’t help you infiltrate a military base, and vice versa. The uniforms may also count as a reason when you try to manipulate someone.": "Uniforms: While you’re wearing your uniforms, your actions won’t be questioned unless you are indisputably out of place. For example, your burger restaurant uniforms won’t help you infiltrate a military base, and vice versa. The uniforms may also count as a reason when you try to manipulate someone.", + "Company Mascot: Take your corporate mascot as an ally. Pick one: a fellow employee with useful skills in the suit, or a supernatural being trying to keep under the radar. Decide what the mascot looks like.": "Company Mascot: Take your corporate mascot as an ally. Pick one: a fellow employee with useful skills in the suit, or a supernatural being trying to keep under the radar. Decide what the mascot looks like.", + "Earned Trust: People in your community know you, and know you mean well. They’ll generally believe what you tell them. If you ask them to do something for their own safety, they usually go along with it.": "Earned Trust: People in your community know you, and know you mean well. They’ll generally believe what you tell them. If you ask them to do something for their own safety, they usually go along with it.", + "Familiarity: When you’re checking out something in your community, you’ll always recognise right away if something has changed in an out-of-the-ordinary way. You can pick up things like a house suddenly quiet, a new tree in the park, or a stranger working at the corner store.": "Familiarity: When you’re checking out something in your community, you’ll always recognise right away if something has changed in an out-of-the-ordinary way. You can pick up things like a house suddenly quiet, a new tree in the park, or a stranger working at the corner store.", + "Domestic Wardings: You know how to protect houses from evil supernatural influences. All your homes are warded, and you may ward others too. It’s a big magic ritual requiring 24 hours, all the hunters, and a number of protective items that must be placed around the house. The wardings might be broken eventually by a concerted attack.": "Domestic Wardings: You know how to protect houses from evil supernatural influences. All your homes are warded, and you may ward others too. It’s a big magic ritual requiring 24 hours, all the hunters, and a number of protective items that must be placed around the house. The wardings might be broken eventually by a concerted attack.", + "Backyard Allies: You’ve made friends with some feral or wild animals that are smarter than normal—perhaps modern nature spirits? In any case, they can scout and spy for you, and it’s unlikely anyone will pay attention to them. They might ask you for favours too, now and then.": "Backyard Allies: You’ve made friends with some feral or wild animals that are smarter than normal—perhaps modern nature spirits? In any case, they can scout and spy for you, and it’s unlikely anyone will pay attention to them. They might ask you for favours too, now and then.", + "Craft Circle: Whenever you need a physical item as a magical requirement, you can craft a substitute together. All the hunters must take part, and you’ll need a few hours. You can replace one requirement per spell this way.": "Craft Circle: Whenever you need a physical item as a magical requirement, you can craft a substitute together. All the hunters must take part, and you’ll need a few hours. You can replace one requirement per spell this way.", + "Hit It!: If you all have your instruments ready, start playing one of your songs. Everyone and everything within earshot pauses for a moment.": "Hit It!: If you all have your instruments ready, start playing one of your songs. Everyone and everything within earshot pauses for a moment.", + "Sacred Songs of Power: You may substitute “play a mystical song” for any one use magic or big magic requirement. For use magic, one person needs to perform the song. For big magic, it must be at least two of you.": "Sacred Songs of Power: You may substitute “play a mystical song” for any one use magic or big magic requirement. For use magic, one person needs to perform the song. For big magic, it must be at least two of you.", + "Famous: You’re well known. Everywhere you go, you may call up your fans. They are a temporary ally group, type: backup (motivation: to stand with you). There will be a lot of them, but they’re just regular people—good at creating a distraction but not fighting monsters.": "Famous: You’re well known. Everywhere you go, you may call up your fans. They are a temporary ally group, type: backup (motivation: to stand with you). There will be a lot of them, but they’re just regular people—good at creating a distraction but not fighting monsters.", + "In the Groove: When you’re engaged in desperate physical action, and you describe how your move sets up another member of the band, they take +1 forward.": "In the Groove: When you’re engaged in desperate physical action, and you describe how your move sets up another member of the band, they take +1 forward.", + "Healing Vibe: Whenever the band plays a gig (no matter how big or small—there just needs to be an audience), each band member and every member of the audience either unmarks unstable or heals 1-harm.": "Healing Vibe: Whenever the band plays a gig (no matter how big or small—there just needs to be an audience), each band member and every member of the audience either unmarks unstable or heals 1-harm.", + "Something Rotten: When investigating a mystery and rolling a 7+, you can ask “How does this relate to the bad things I suspect about my organisation?” in addition to one of the usual questions.": "Something Rotten: When investigating a mystery and rolling a 7+, you can ask “How does this relate to the bad things I suspect about my organisation?” in addition to one of the usual questions.", + "Organisation’s Help: When you ask for the organisation’s help—gear, intel, or personnel—tell your superiors why you need it and roll +Charm. On a 10+, you get what you asked for. On a 7–9, you get it, but sooner or later the organisation will check up on you. On a miss, they don’t give it to you and someone in the organisation learns of your true intentions if you didn’t state them.": "Organisation’s Help: When you ask for the organisation’s help—gear, intel, or personnel—tell your superiors why you need it and roll +Charm. On a 10+, you get what you asked for. On a 7–9, you get it, but sooner or later the organisation will check up on you. On a miss, they don’t give it to you and someone in the organisation learns of your true intentions if you didn’t state them.", + "Specialized: Each of you can get +1 to a single rating (maximum +3) at the cost of –1 to a different rating (minimum –2).": "Specialized: Each of you can get +1 to a single rating (maximum +3) at the cost of –1 to a different rating (minimum –2).", + "Coordinated: Training in the organisation made you especially adept at helping each other. Your team holds 3 at the beginning at each mystery. Each of you can spend 1 to get +1 forward to help out and give the one you help +2 instead of +1 if your move is successful.": "Coordinated: Training in the organisation made you especially adept at helping each other. Your team holds 3 at the beginning at each mystery. Each of you can spend 1 to get +1 forward to help out and give the one you help +2 instead of +1 if your move is successful.", + "Power Dynamics: Add “Who’s the boss here?” and “Who doesn’t want to be a part of this?” to the list of your questions for read a bad situation and investigate a mystery.": "Power Dynamics: Add “Who’s the boss here?” and “Who doesn’t want to be a part of this?” to the list of your questions for read a bad situation and investigate a mystery.", + "Always on the Run: When you enter a new location, one of you can ask either “What’s the best way to hide here” or “What would be the best way to escape from here?” When you act on the answers, you get +1 ongoing, just as if it was a read a bad situation question.": "Always on the Run: When you enter a new location, one of you can ask either “What’s the best way to hide here” or “What would be the best way to escape from here?” When you act on the answers, you get +1 ongoing, just as if it was a read a bad situation question.", + "You Can’t Take Us: Once per mystery, each of you can treat a protect someone roll as if you rolled a 12.": "You Can’t Take Us: Once per mystery, each of you can treat a protect someone roll as if you rolled a 12.", + "Ride with the Thunder: When you race against someone having a comparable speed, you always win. When you race against someone faster or against the Wild Hunt, you can use magic to win anyway.": "Ride with the Thunder: When you race against someone having a comparable speed, you always win. When you race against someone faster or against the Wild Hunt, you can use magic to win anyway.", + "Sense of the Hunt: When a monster hunts a mortal in the area where you are (up to about 2 miles), you sense it, but without any details. You can read a bad situation to get more info on this situation, but if you fail, you get –1 ongoing to helping the hunted mortals.": "Sense of the Hunt: When a monster hunts a mortal in the area where you are (up to about 2 miles), you sense it, but without any details. You can read a bad situation to get more info on this situation, but if you fail, you get –1 ongoing to helping the hunted mortals.", + "Legend Amongst Monsters: Each of you can manipulate monsters as if you had the Dark Negotiator move. If you fail an investigate a mystery move, the monster learns it’s investigated by those who escaped the Wild Hunt.": "Legend Amongst Monsters: Each of you can manipulate monsters as if you had the Dark Negotiator move. If you fail an investigate a mystery move, the monster learns it’s investigated by those who escaped the Wild Hunt.", + "Assets": "Assets", + "Choose from these available assets. If there are two boxes, you need to mark both to earn that asset. (If you are making partial progress towards taking a two-box asset, mark the leftmost box first.)": "Choose from these available assets. If there are two boxes, you need to mark both to earn that asset. (If you are making partial progress towards taking a two-box asset, mark the leftmost box first.)", + "Mobile Base: A helicopter, aeroplane, truck, or bus with facilities and mystery investigation supplies on board.": "Mobile Base: A helicopter, aeroplane, truck, or bus with facilities and mystery investigation supplies on board.", + "Individual Transport: Each mission, a regular car, motorbike, or bicycle is assigned to every team member.": "Individual Transport: Each mission, a regular car, motorbike, or bicycle is assigned to every team member.", + "R&D Access: Your team is issued with a useful high technology experiment from R&D each mission. The Keeper decides what it is (always useful, usually with problematic side effects).": "R&D Access: Your team is issued with a useful high technology experiment from R&D each mission. The Keeper decides what it is (always useful, usually with problematic side effects).", + "Headquarters: A relatively secure space to use as a base in a Bureau regional facility. Everything you need to prepare for mysteries is here, and it’s quite secure.": "Headquarters: A relatively secure space to use as a base in a Bureau regional facility. Everything you need to prepare for mysteries is here, and it’s quite secure.", + "Sky Scanners: You have access to a scanning network that will alert you to strange events coming from space. This includes weird phenomena as well as UFOs.": "Sky Scanners: You have access to a scanning network that will alert you to strange events coming from space. This includes weird phenomena as well as UFOs.", + "Workshop: A big space for craft and repair projects, with plenty of tools and materials.": "Workshop: A big space for craft and repair projects, with plenty of tools and materials.", + "Disguise Kits: Contains costumes, makeup, and other supplies for a quick change of appearance.": "Disguise Kits: Contains costumes, makeup, and other supplies for a quick change of appearance.", + "Housing: Each member of the team is assigned a one-bedroom apartment in a generic housing project. All the apartments are exactly the same, down to scuff marks on the door.": "Housing: Each member of the team is assigned a one-bedroom apartment in a generic housing project. All the apartments are exactly the same, down to scuff marks on the door.", + "Rapid Response Pods: When any member of the team needs to get to a mission site quickly, a rapid response pod appears next to them. Enter the pod, and a short uncomfortable trip will place you where you need to be. What do the pods look like? How do they appear?": "Rapid Response Pods: When any member of the team needs to get to a mission site quickly, a rapid response pod appears next to them. Enter the pod, and a short uncomfortable trip will place you where you need to be. What do the pods look like? How do they appear?", + "Custom:": "Custom:", + "Individual Transport: A regular car, motorbike, or bicycle for every team member.": "Individual Transport: A regular car, motorbike, or bicycle for every team member.", + "Mobile Base: A truck or bus with bunks and mystery investigation supplies on board.": "Mobile Base: A truck or bus with bunks and mystery investigation supplies on board.", + "Credentials: Real, or as-good-as-real, identification that gets you access to law enforcement and other official contacts.": "Credentials: Real, or as-good-as-real, identification that gets you access to law enforcement and other official contacts.", + "Lair: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen.": "Lair: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen.", + "Hunter Roadhouses: A network of bars, diners, and motels where you can safely meet other monster hunters. Many are run by retired hunters.": "Hunter Roadhouses: A network of bars, diners, and motels where you can safely meet other monster hunters. Many are run by retired hunters.", + "Tool Kit: One or two of your vehicles carry tool kits. You have most tools you’ll need to repair or build something.": "Tool Kit: One or two of your vehicles carry tool kits. You have most tools you’ll need to repair or build something.", + "Mystical Ingredients Cabinet: A box with a wide range of frequently useful supplies for magic rituals.": "Mystical Ingredients Cabinet: A box with a wide range of frequently useful supplies for magic rituals.", + "Slush Fund: The team has access to a bank account that can pay for their day to day needs while monster hunting, and stretches to a big purchase every now and then. Where did it come from?": "Slush Fund: The team has access to a bank account that can pay for their day to day needs while monster hunting, and stretches to a big purchase every now and then. Where did it come from?", + "Armoury: One of your cars has a well-stocked weapons chest. Each mystery, every hunter may take one extra regular weapon. Also once per mystery, one hunter may ask the Keeper if the armoury has a particular special weapon: if yes, you can take it; if no, take +1 forward.": "Armoury: One of your cars has a well-stocked weapons chest. Each mystery, every hunter may take one extra regular weapon. Also once per mystery, one hunter may ask the Keeper if the armoury has a particular special weapon: if yes, you can take it; if no, take +1 forward.", + "Field Medics: You have enough supplies and training to treat one hunter per night as if they’d had a proper doctor or trip to the emergency room.": "Field Medics: You have enough supplies and training to treat one hunter per night as if they’d had a proper doctor or trip to the emergency room.", + "The Prophecies: A guidebook of all the visions about the Chosen One, to help you navigate your destiny (they’re pretty hard to decipher).": "The Prophecies: A guidebook of all the visions about the Chosen One, to help you navigate your destiny (they’re pretty hard to decipher).", + "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen.": "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen.", + "Mystical Workroom: A space set aside for magical operations. It can stand in for one requirement of a use magic or big magic move.": "Mystical Workroom: A space set aside for magical operations. It can stand in for one requirement of a use magic or big magic move.", + "Innocent Front: You have access to a regular business or institution. This means that your monster hunting hijinks can be concealed to an extent from your friends, family, and colleagues. For example: a cafe, a library, an antique store, etc.": "Innocent Front: You have access to a regular business or institution. This means that your monster hunting hijinks can be concealed to an extent from your friends, family, and colleagues. For example: a cafe, a library, an antique store, etc.", + "Regular Jobs: You have access to a place of employment for any of the hunters who need it. You earn enough to cover regular day-to-day expenses, and there’s time to fit in monster hunting around your hours.": "Regular Jobs: You have access to a place of employment for any of the hunters who need it. You earn enough to cover regular day-to-day expenses, and there’s time to fit in monster hunting around your hours.", + "Cameras and Recording Gear: You have a big collection of cameras and other recording devices that you can use during your investigations.": "Cameras and Recording Gear: You have a big collection of cameras and other recording devices that you can use during your investigations.", + "Primaeval Monument: An ancient site marking where access between worlds is easiest.": "Primaeval Monument: An ancient site marking where access between worlds is easiest.", + "Portal: A stable portal to either a particular world, or a between-worlds nexus. It is hidden, but any entity that finds either side may use it just like you can. Where is it hidden?": "Portal: A stable portal to either a particular world, or a between-worlds nexus. It is hidden, but any entity that finds either side may use it just like you can. Where is it hidden?", + "Exploration Gear: You’re never sure what you may find in another world. Your group has a storeroom full of all kinds of exploring and outdoor gear and clothing to use.": "Exploration Gear: You’re never sure what you may find in another world. Your group has a storeroom full of all kinds of exploring and outdoor gear and clothing to use.", + "Skywarden: A high tech transport aircraft that has all your essential gear on board and acts as your base on mission assignments. If you have the rapid deployment move, the Skywarden is upgraded with supersonic engines.": "Skywarden: A high tech transport aircraft that has all your essential gear on board and acts as your base on mission assignments. If you have the rapid deployment move, the Skywarden is upgraded with supersonic engines.", + "Individual Transport: Electric motorbikes for every team member.": "Individual Transport: Electric motorbikes for every team member.", + "Search and Rescue Gear: A selection of useful tools for locating and rescuing people in disaster zones.": "Search and Rescue Gear: A selection of useful tools for locating and rescuing people in disaster zones.", + "Headquarters: A relatively secure space allocated to you in IMPS headquarters. There’s room for all your gear, and includes full living quarters.": "Headquarters: A relatively secure space allocated to you in IMPS headquarters. There’s room for all your gear, and includes full living quarters.", + "Workshop: A big space for craft and repair projects, with plenty of technicians, tools, and materials.": "Workshop: A big space for craft and repair projects, with plenty of technicians, tools, and materials.", + "Medical Supplies: Everyone carries a first aid kit, and you have enough for a fully equipped infirmary back at your base or homes.": "Medical Supplies: Everyone carries a first aid kit, and you have enough for a fully equipped infirmary back at your base or homes.", + "Fancy High Tech Uniforms: Complete with built-in gadgets.": "Fancy High Tech Uniforms: Complete with built-in gadgets.", + "Housing: A pleasant house for each team member and their family, provided by IMPS for when you’re off-duty. This may be anywhere in the world.": "Housing: A pleasant house for each team member and their family, provided by IMPS for when you’re off-duty. This may be anywhere in the world.", + "World-jumping Base: A small vehicle or building with bunks and mystery investigation supplies on board.": "World-jumping Base: A small vehicle or building with bunks and mystery investigation supplies on board.", + "Translator: A high tech or arcane universal translator.": "Translator: A high tech or arcane universal translator.", + "Stealth Module: A device automatically changing the looks of your gear and vehicles to match the world you’re in.": "Stealth Module: A device automatically changing the looks of your gear and vehicles to match the world you’re in.", + "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen. Can’t travel between worlds, but you know a big magic ritual to come back here from any world. Invent details with the Keeper.": "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen. Can’t travel between worlds, but you know a big magic ritual to come back here from any world. Invent details with the Keeper.", + "Clothes: Clothes for any weather, including extreme ones.": "Clothes: Clothes for any weather, including extreme ones.", + "Published Book Series: A successful book series written by some or all of you based on your visits to other worlds.": "Published Book Series: A successful book series written by some or all of you based on your visits to other worlds.", + "Crystal Ball: A crystal ball always showing the most breathtaking sight in the area you’re in.": "Crystal Ball: A crystal ball always showing the most breathtaking sight in the area you’re in.", + "Mystical workroom: A space set aside for magical operations. It can stand in for one requirement of a use magic or big magic move.": "Mystical workroom: A space set aside for magical operations. It can stand in for one requirement of a use magic or big magic move.", + "Survival Gear: You’re all well-prepped with supplies for a disaster or emergency situation. Protective gear, tools, food and water, etc.": "Survival Gear: You’re all well-prepped with supplies for a disaster or emergency situation. Protective gear, tools, food and water, etc.", + "Hideouts: Each hunter has a hidden, safe place set up where they can retreat in an emergency. This could be an isolated cabin or bunker, a safe house, or a panic room (whichever makes sense for your hunter).": "Hideouts: Each hunter has a hidden, safe place set up where they can retreat in an emergency. This could be an isolated cabin or bunker, a safe house, or a panic room (whichever makes sense for your hunter).", + "Mobile Hideaway: A truck with bunks and mystery investigation supplies on board.": "Mobile Hideaway: A truck with bunks and mystery investigation supplies on board.", + "Individual Transport: A fancy car or motorbike for every team member.": "Individual Transport: A fancy car or motorbike for every team member.", + "Getaway: A place where you rest from everything, with no monster hunting gear but extremely difficult to find by mundane and magical means.": "Getaway: A place where you rest from everything, with no monster hunting gear but extremely difficult to find by mundane and magical means.", + "Headquarters: A base people from neither your public nor your secret life will find easily. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen.": "Headquarters: A base people from neither your public nor your secret life will find easily. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen.", + "Memorabilia: A collection of important memorabilia connected to the city’s past and two big magic rituals that need only them and up to two other requirements. Determine what the rituals do as a group.": "Memorabilia: A collection of important memorabilia connected to the city’s past and two big magic rituals that need only them and up to two other requirements. Determine what the rituals do as a group.", + "Secure Phones: A set of phones with advanced voice distortion and location concealment options. Tracking a call from these requires days of work.": "Secure Phones: A set of phones with advanced voice distortion and location concealment options. Tracking a call from these requires days of work.", + "Funds: Lots of money on bank accounts connected to untraceable credit cards.": "Funds: Lots of money on bank accounts connected to untraceable credit cards.", + "Mobile Base: A van, truck, or bus with bunks and mystery investigation supplies on board.": "Mobile Base: A van, truck, or bus with bunks and mystery investigation supplies on board.", + "The Grapevine: A network of contacts who pass on job leads.": "The Grapevine: A network of contacts who pass on job leads.", + "Secure Homes: Located somewhere you have a special relationship, you all have houses and bank accounts that provide a base when you’re off the job.": "Secure Homes: Located somewhere you have a special relationship, you all have houses and bank accounts that provide a base when you’re off the job.", + "Credentials: Monster hunting licenses and visa waivers that allow you to do your job and travel legitimately.": "Credentials: Monster hunting licenses and visa waivers that allow you to do your job and travel legitimately.", + "High Tech Gadgets: A supply of various monster scanners and detectors.": "High Tech Gadgets: A supply of various monster scanners and detectors.", + "Armoury: A cache of monster hunting weapons.": "Armoury: A cache of monster hunting weapons.", + "Mystery Van: A van with all your mystery investigation supplies on board.": "Mystery Van: A van with all your mystery investigation supplies on board.", + "Individual Transport: A skateboard, scooter, pair of skates, or bicycle for every team member.": "Individual Transport: A skateboard, scooter, pair of skates, or bicycle for every team member.", + "Gadgets: Paranormal investigation gadgets.": "Gadgets: Paranormal investigation gadgets.", + "Clubhouse: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and make a snack.": "Clubhouse: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and make a snack.", + "Mystical Workroom: a space set aside for magical operations. It can stand in for one requirement of a use magic or big magic move.": "Mystical Workroom: a space set aside for magical operations. It can stand in for one requirement of a use magic or big magic move.", + "Disguises: A trunk full of disguises.": "Disguises: A trunk full of disguises.", + "Library: Library of useful reference books.": "Library: Library of useful reference books.", + "IDs: Official junior deputy Suburban Watch Group volunteer badges.": "IDs: Official junior deputy Suburban Watch Group volunteer badges.", + "Backrooms: You’ve set out a relatively secure space in the back rooms. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen. It’s currently listed as “unused: permanent” so you should be left alone in there.": "Backrooms: You’ve set out a relatively secure space in the back rooms. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen. It’s currently listed as “unused: permanent” so you should be left alone in there.", + "Steam Tunnels: Accessed from your workplace, these allow you to get in and out without being seen. They also connect to the wider city infrastructure.": "Steam Tunnels: Accessed from your workplace, these allow you to get in and out without being seen. They also connect to the wider city infrastructure.", + "Security Access: You can look at the security camera feeds and records. These cover the entire store floor, secure areas, and the outside of the building.": "Security Access: You can look at the security camera feeds and records. These cover the entire store floor, secure areas, and the outside of the building.", + "Ritual Space: A space set aside for magical operations. It can stand in for one requirement of a use magic or big magic move. Decide where in the workplace it is located.": "Ritual Space: A space set aside for magical operations. It can stand in for one requirement of a use magic or big magic move. Decide where in the workplace it is located.", + "The Occult Section: Your workplace has a stock of mystical supplies. Sometimes you can find specific monster hunting supplies or ritual requirements there.": "The Occult Section: Your workplace has a stock of mystical supplies. Sometimes you can find specific monster hunting supplies or ritual requirements there.", + "Warding Glyphs: Mystical enchantments on the workplace prevent hostile magic targeting it from the outside, and alert all team members if a supernatural being enters.": "Warding Glyphs: Mystical enchantments on the workplace prevent hostile magic targeting it from the outside, and alert all team members if a supernatural being enters.", + "Lost Property & Returns: You can find all sorts of stuff in here, some of it useful.": "Lost Property & Returns: You can find all sorts of stuff in here, some of it useful.", + "Oracle Stone: A mystical scrying gem. At the beginning of each mystery, you may consult it—ask any question. The Keeper will answer with something true and useful, but they may make the answer difficult to understand.": "Oracle Stone: A mystical scrying gem. At the beginning of each mystery, you may consult it—ask any question. The Keeper will answer with something true and useful, but they may make the answer difficult to understand.", + "SWG Radio Network: a set of devices that allow you to easily talk to the rest of the SWG (as well as the base stations at your homes/the SWG headquarters).": "SWG Radio Network: a set of devices that allow you to easily talk to the rest of the SWG (as well as the base stations at your homes/the SWG headquarters).", + "Sacred Site: A place outdoors that has a reservoir of magical power. The Keeper always considers this site when a magical ritual requires a particular place.": "Sacred Site: A place outdoors that has a reservoir of magical power. The Keeper always considers this site when a magical ritual requires a particular place.", + "Infirmary: You have access to a doctor’s surgery or other suitable first aid office. You may use it for regular treatment of injuries, no questions asked.": "Infirmary: You have access to a doctor’s surgery or other suitable first aid office. You may use it for regular treatment of injuries, no questions asked.", + "Tour Bus: A truck or bus with bunks, your gear, and mystery investigation supplies on board.": "Tour Bus: A truck or bus with bunks, your gear, and mystery investigation supplies on board.", + "Individual Transport: A fancy car, motorbike, or bicycle for every team member.": "Individual Transport: A fancy car, motorbike, or bicycle for every team member.", + "Home Venue: You have a regular booking at a venue, and get on well with the owners. You’re always welcome there, and can be sure to find fans or friends there whenever its open.": "Home Venue: You have a regular booking at a venue, and get on well with the owners. You’re always welcome there, and can be sure to find fans or friends there whenever its open.", + "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep, practice, and cook.": "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep, practice, and cook.", + "Private Jet: You have a more-or-less fancy private jet (and crew) at your disposal.": "Private Jet: You have a more-or-less fancy private jet (and crew) at your disposal.", + "Studio: You have your own recording studio and record label. It’s either a big house in the country or big slice of a building in the city. It’s equipped with gear and staff. This is a good place for any other location-based assets to live.": "Studio: You have your own recording studio and record label. It’s either a big house in the country or big slice of a building in the city. It’s equipped with gear and staff. This is a good place for any other location-based assets to live.", + "Cameras and Recording Gear: You have a big collection of cameras and other recording devices that you can use during your investigations. Your crew also includes people who can operate them for you.": "Cameras and Recording Gear: You have a big collection of cameras and other recording devices that you can use during your investigations. Your crew also includes people who can operate them for you.", + "Office Space: Private offices in the organisation’s headquarters.": "Office Space: Private offices in the organisation’s headquarters.", + "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen. The organisation knows about it but has no direct influence over it.": "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen. The organisation knows about it but has no direct influence over it.", + "Fake IDs: Fake government IDs.": "Fake IDs: Fake government IDs.", + "More Fake IDs: Fake organisation IDs for other members or different jobs.": "More Fake IDs: Fake organisation IDs for other members or different jobs.", + "Cameras and Recording Gear: Miniature cameras and recording devices.": "Cameras and Recording Gear: Miniature cameras and recording devices.", + "Fae Horses: One for every team member. They fly, but if people start gossiping about flying horses, the Wild Hunt will surely hear of this.": "Fae Horses: One for every team member. They fly, but if people start gossiping about flying horses, the Wild Hunt will surely hear of this.", + "Map: A map of the Wild Hunt’s activities.": "Map: A map of the Wild Hunt’s activities.", + "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen. The Wild Hunt won’t learn about this base unless you stay there for a very long time.": "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen. The Wild Hunt won’t learn about this base unless you stay there for a very long time.", + "Disguises: A set of disguises.": "Disguises: A set of disguises.", + "Diversions: A box of smoke bombs and other distractions (0-harm close obscure vision).": "Diversions: A box of smoke bombs and other distractions (0-harm close obscure vision).", + "Fae Cosmetics and Makeup: Better than anything humans can produce.": "Fae Cosmetics and Makeup: Better than anything humans can produce.", + "Improvement": "Improvement", + "At the end of each session, answer your Style question (below). If yes, gain one improvement mark. If yes and it came up a lot, gain two improvement marks.": "At the end of each session, answer your Style question (below). If yes, gain one improvement mark. If yes and it came up a lot, gain two improvement marks.", + "When you fill in the improvement box, clear the improvement track and choose one of these:": "When you fill in the improvement box, clear the improvement track and choose one of these:", + "Gain a new team move.": "Gain a new team move.", + "Gain a new team ally.": "Gain a new team ally.", + "Gain two new asset selections.": "Gain two new asset selections.", + "Make the next mystery about your team enemy, giving you a chance to interfere in their plans.": "Make the next mystery about your team enemy, giving you a chance to interfere in their plans.", + "Make the next mystery about the organisation or its bad apples, giving you a chance to interfere in their plans.": "Make the next mystery about the organisation or its bad apples, giving you a chance to interfere in their plans.", + "Make the next mystery about the Wild Hunt, giving you a chance to weaken or confuse them.": "Make the next mystery about the Wild Hunt, giving you a chance to weaken or confuse them.", + "Style": "Style", + "Pick one of these styles (and the associated improvement question):": "Pick one of these styles (and the associated improvement question):", + "Hush: At the end of each session, ask: “Did we suppress knowledge of monsters and the supernatural?”": "Hush: At the end of each session, ask: “Did we suppress knowledge of monsters and the supernatural?”", + "The Greater Good: At the end of each session, ask: “Did we protect civilian lives?”": "The Greater Good: At the end of each session, ask: “Did we protect civilian lives?”", + "By Any Means Necessary: At the end of each session, ask: “Did we stop the problem, regardless of the cost?”": "By Any Means Necessary: At the end of each session, ask: “Did we stop the problem, regardless of the cost?”", + "Custom: What’s your story?": "Custom: What’s your story?", + "At the end of each session, ask:": "At the end of each session, ask:", + "Family: You’re all family, or as good as. At the end of each session, ask: “Did we talk about—or pointedly not talk about—something that was troubling a team member?”": "Family: You’re all family, or as good as. At the end of each session, ask: “Did we talk about—or pointedly not talk about—something that was troubling a team member?”", + "Vocation: Someone has to do it, and you happened to be able. At the end of each session, ask: “Did we save the people we went there to protect?”": "Vocation: Someone has to do it, and you happened to be able. At the end of each session, ask: “Did we save the people we went there to protect?”", + "Excitement: Monster hunting sure is a new thrill every time. At the end of each session, ask: “Did we take extremely dangerous risks?”": "Excitement: Monster hunting sure is a new thrill every time. At the end of each session, ask: “Did we take extremely dangerous risks?”", + "First among Equals: Sure, one of us is chosen by destiny, but we all play our part. At the end of each session, ask: “Did we all contribute in our own way to solve the mystery?”": "First among Equals: Sure, one of us is chosen by destiny, but we all play our part. At the end of each session, ask: “Did we all contribute in our own way to solve the mystery?”", + "Sworn Guardians: The rest of us made a solemn oath to help the Chosen One. At the end of each session, ask: “Did we save the Chosen One from serious harm?”": "Sworn Guardians: The rest of us made a solemn oath to help the Chosen One. At the end of each session, ask: “Did we save the Chosen One from serious harm?”", + "Fate’s Rebels: Screw destiny! At the end of each session, ask: “Did we fight against fate and prophecies, no matter the cost?”": "Fate’s Rebels: Screw destiny! At the end of each session, ask: “Did we fight against fate and prophecies, no matter the cost?”", + "Ancient Oath: You are the holders of an ancient obligation to guard the world’s border. Decide what the oath requires of you. At the end of each session, ask: “Did we hold to our oath?”": "Ancient Oath: You are the holders of an ancient obligation to guard the world’s border. Decide what the oath requires of you. At the end of each session, ask: “Did we hold to our oath?”", + "The oath:": "The oath:", + "Wrong Place, Wrong Time: You were there to stop the first incursion, and now feel obliged to prevent anything else coming through. At the end of each session, ask: “Did we protect the world from what lies beyond?”": "Wrong Place, Wrong Time: You were there to stop the first incursion, and now feel obliged to prevent anything else coming through. At the end of each session, ask: “Did we protect the world from what lies beyond?”", + "Born & Raised: You all grew up, or settled, here. Dimensional incursions are a part of life, even if a lot of people don’t like to admit it. At the end of each session, ask: “Did we look after our normal relationships with friends and families?”": "Born & Raised: You all grew up, or settled, here. Dimensional incursions are a part of life, even if a lot of people don’t like to admit it. At the end of each session, ask: “Did we look after our normal relationships with friends and families?”", + "Hush: At the end of each session, ask: “Did we save the day without making the news or creating a ruckus?”": "Hush: At the end of each session, ask: “Did we save the day without making the news or creating a ruckus?”", + "Rescuers: At the end of each session, ask: “Did we save people from harm, no matter how much property damage?”": "Rescuers: At the end of each session, ask: “Did we save people from harm, no matter how much property damage?”", + "Superstars: At the end of each session, ask: “Did our reputation as elite monster hunters come up during the mystery?”": "Superstars: At the end of each session, ask: “Did our reputation as elite monster hunters come up during the mystery?”", + "Well-prepared: You keep track of worlds that might need monster hunting help and have procedures for reaching and helping them. At the end of each session, ask: “Did things go according to our plans?”": "Well-prepared: You keep track of worlds that might need monster hunting help and have procedures for reaching and helping them. At the end of each session, ask: “Did things go according to our plans?”", + "Led by Fate: The universe wants you to help where you’re needed most. At the end of each session, ask: “Do we understand our place in the multiverse better now?”": "Led by Fate: The universe wants you to help where you’re needed most. At the end of each session, ask: “Do we understand our place in the multiverse better now?”", + "Accidental Heroes: You always end up where you’re needed because of magical mishaps and weird coincidences. At the end of each session, ask: “Did we make use of a coincidence or unexpected resource?”": "Accidental Heroes: You always end up where you’re needed because of magical mishaps and weird coincidences. At the end of each session, ask: “Did we make use of a coincidence or unexpected resource?”", + "We’re Prepared for Next Time: At the end of each session, ask: “Did our planning ahead save the day?”": "We’re Prepared for Next Time: At the end of each session, ask: “Did our planning ahead save the day?”", + "Fatalists: One day our times will come. Until then we fight. At the end of each session, ask: “Did we throw ourselves into danger to save the day?”": "Fatalists: One day our times will come. Until then we fight. At the end of each session, ask: “Did we throw ourselves into danger to save the day?”", + "Wardens: We won’t let what happened to us happen to anyone else. At the end of each session, ask: “Did we save people, no matter the cost?”": "Wardens: We won’t let what happened to us happen to anyone else. At the end of each session, ask: “Did we save people, no matter the cost?”", + "Greater Good: You find your secret monster hunting lives more important than your mundane social roles. At the end of each session, ask: “Did we choose the more important obligation?”": "Greater Good: You find your secret monster hunting lives more important than your mundane social roles. At the end of each session, ask: “Did we choose the more important obligation?”", + "The Only Ones: You’re the only ones capable enough to protect those around you from supernatural threats. At the end of each session, ask: “Did we do something nobody else in our society could do?”": "The Only Ones: You’re the only ones capable enough to protect those around you from supernatural threats. At the end of each session, ask: “Did we do something nobody else in our society could do?”", + "An Ancient Tradition: You’ve inherited your double role from family or mentors. At the end of each session, ask: “Have we done something that would make our predecessors proud?”": "An Ancient Tradition: You’ve inherited your double role from family or mentors. At the end of each session, ask: “Have we done something that would make our predecessors proud?”", + "Secret Mission: You are all devoted to a particular goal, using “mercenary monster hunter team” as your cover. What’s your objective? At the end of each session, ask: “Did we get closer to our goal?” If you achieve the objective, choose a new one or change to a new style. Your objective:": "Secret Mission: You are all devoted to a particular goal, using “mercenary monster hunter team” as your cover. What’s your objective? At the end of each session, ask: “Did we get closer to our goal?” If you achieve the objective, choose a new one or change to a new style. Your objective:", + "Goal-Oriented: At the end of each session, ask: “Did we fulfil the exact mission requested, without extra work?”": "Goal-Oriented: At the end of each session, ask: “Did we fulfil the exact mission requested, without extra work?”", + "Hearts of Gold: At the end of each session, ask: “Did we refuse to accept money from someone we saved?”": "Hearts of Gold: At the end of each session, ask: “Did we refuse to accept money from someone we saved?”", + "Wholesome: At the end of each session, ask: “Did we succeed by believing in each other and using our individual strengths?”": "Wholesome: At the end of each session, ask: “Did we succeed by believing in each other and using our individual strengths?”", + "Comical: At the end of each session, ask: “Did we do something really funny?”": "Comical: At the end of each session, ask: “Did we do something really funny?”", + "Cool: At the end of each session, ask: “Did we save the day, with style?”": "Cool: At the end of each session, ask: “Did we save the day, with style?”", + "Big Store: At the end of each session, ask: “Did we deal with any supernatural problems without management noticing?”": "Big Store: At the end of each session, ask: “Did we deal with any supernatural problems without management noticing?”", + "Security Team: At the end of each session, ask: “Did we keep people safe?”": "Security Team: At the end of each session, ask: “Did we keep people safe?”", + "Emergency Response: At the end of each session, ask: “Did we solve anyone’s problems?”": "Emergency Response: At the end of each session, ask: “Did we solve anyone’s problems?”", + "Thrown in the Deep End: You started out knowing nothing about the supernatural, and you’re still catching up. At the end of each session, ask: “Did we learn something new about the supernatural world?”": "Thrown in the Deep End: You started out knowing nothing about the supernatural, and you’re still catching up. At the end of each session, ask: “Did we learn something new about the supernatural world?”", + "Protectors: It’s all about looking after people. At the end of each session, ask: “Did we prevent harm in our community?”": "Protectors: It’s all about looking after people. At the end of each session, ask: “Did we prevent harm in our community?”", + "Cosy Coven: You were never strangers to the supernatural, but nobody else suspects it. At the end of each session, ask: “Did we help with our supernatural powers, undetected?”": "Cosy Coven: You were never strangers to the supernatural, but nobody else suspects it. At the end of each session, ask: “Did we help with our supernatural powers, undetected?”", + "Rock: At the end of each session, ask: “Did we lay the smackdown on some evildoers?”": "Rock: At the end of each session, ask: “Did we lay the smackdown on some evildoers?”", + "Punk: At the end of each session, ask: “Did we fight for the downtrodden?”": "Punk: At the end of each session, ask: “Did we fight for the downtrodden?”", + "Pop: At the end of each session, ask: “Did we look awesome?”": "Pop: At the end of each session, ask: “Did we look awesome?”", + "Metal: At the end of each session, ask: “Did we battle gloriously?”": "Metal: At the end of each session, ask: “Did we battle gloriously?”", + "Hip-hop: At the end of each session, ask: “Did we improve things for the local community?”": "Hip-hop: At the end of each session, ask: “Did we improve things for the local community?”", + "Folk: At the end of each session, ask: “Did we learn about local history and folklore?”": "Folk: At the end of each session, ask: “Did we learn about local history and folklore?”", + "Country: At the end of each session, ask: “Will that make a great story, later?”": "Country: At the end of each session, ask: “Will that make a great story, later?”", + "Inquisition: You believe your organisation isn’t rotten to the core, it just has a few rotten apples. At the end of each session, ask: “Is the organisation better now?”": "Inquisition: You believe your organisation isn’t rotten to the core, it just has a few rotten apples. At the end of each session, ask: “Is the organisation better now?”", + "Redemption: You were once part of the organisation’s shady dealings but are disgusted by them now. At the end of each session, ask: “Did we repay part of the harm we caused as organisation members?”": "Redemption: You were once part of the organisation’s shady dealings but are disgusted by them now. At the end of each session, ask: “Did we repay part of the harm we caused as organisation members?”", + "Revolt: You’ve recently understood the organisation is rotten to the core and should be terminated. At the end of each session, ask: “Are we closer to destroying the organisation?”": "Revolt: You’ve recently understood the organisation is rotten to the core and should be terminated. At the end of each session, ask: “Are we closer to destroying the organisation?”", + "Vengeance: You want to become strong enough to destroy the Wild Hunt one day. At the end of each session, ask: “Did what we do bring us closer to destroying the Wild Hunt?”": "Vengeance: You want to become strong enough to destroy the Wild Hunt one day. At the end of each session, ask: “Did what we do bring us closer to destroying the Wild Hunt?”", + "Compassion: You don’t want others to suffer as you did. At the end of each session, ask: “Did we risk our freedom to protect someone else’s’?”": "Compassion: You don’t want others to suffer as you did. At the end of each session, ask: “Did we risk our freedom to protect someone else’s’?”", + "Homelessness: You want to have normal lives one day. At the end of each session, ask: “Did we put some effort into making our lives more normal?”": "Homelessness: You want to have normal lives one day. At the end of each session, ask: “Did we put some effort into making our lives more normal?”", + "Enemies": "Enemies", + "Pick an enemy for your team:": "Pick an enemy for your team:", + "General Grox, alien warlord.": "General Grox, alien warlord.", + "The werewolf conspiracy.": "The werewolf conspiracy.", + "The Order of the Silvery Stars, who worship some very bad alien god-things.": "The Order of the Silvery Stars, who worship some very bad alien god-things.", + "The Old Gods, who want to return and rule the world again.": "The Old Gods, who want to return and rule the world again.", + "A rival Bureau with dubious methods and goals.": "A rival Bureau with dubious methods and goals.", + "Halphas, a demon who has it in for you.": "Halphas, a demon who has it in for you.", + "All the vampires.": "All the vampires.", + "Dr Crepuscule, who steals unnatural power from captured monsters.": "Dr Crepuscule, who steals unnatural power from captured monsters.", + "The King in Yellow, a god/force of corruption, decadence, and disease.": "The King in Yellow, a god/force of corruption, decadence, and disease.", + "A cabal of ghosts trying to secure the secret of returning to life.": "A cabal of ghosts trying to secure the secret of returning to life.", + "Alpha, an immortal werewolf.": "Alpha, an immortal werewolf.", + "Seth Vail, a billionaire who wants to harness the power of monsters, starting with immortality for himself.": "Seth Vail, a billionaire who wants to harness the power of monsters, starting with immortality for himself.", + "The Father of Monsters, the cosmic entity who is the source of evil in the world.": "The Father of Monsters, the cosmic entity who is the source of evil in the world.", + "The Grey Priests, a conspiracy to bring about the end of the world and birth of a new one.": "The Grey Priests, a conspiracy to bring about the end of the world and birth of a new one.", + "Lord Grash, warlord of a monster dimension.": "Lord Grash, warlord of a monster dimension.", + "All the demons.": "All the demons.", + "The Anointed Hierophant, an occult sect leader who wants to break the walls between worlds.": "The Anointed Hierophant, an occult sect leader who wants to break the walls between worlds.", + "Chaos, a cosmic entity of disorder.": "Chaos, a cosmic entity of disorder.", + "TransWorldCorp, a business hoping to profit from other worlds via their rift machine, no matter the damage they do along the way.": "TransWorldCorp, a business hoping to profit from other worlds via their rift machine, no matter the damage they do along the way.", + "Apollyon, a demon king who wants to rule the Earth.": "Apollyon, a demon king who wants to rule the Earth.", + "Incursions of HEDEs (Hostile Extra-Dimensional Entities).": "Incursions of HEDEs (Hostile Extra-Dimensional Entities).", + "Masanori, a selfish tycoon chasing personal immortality.": "Masanori, a selfish tycoon chasing personal immortality.", + "A rival IMPS team, who always want to make it look like they saved the day and you screwed up.": "A rival IMPS team, who always want to make it look like they saved the day and you screwed up.", + "A chaos cult who want to break down the structures of the modern world, so they can rule it with their magical powers.": "A chaos cult who want to break down the structures of the modern world, so they can rule it with their magical powers.", + "Dr Weltschmerz, a bitter and angry scientist who wants all worlds to suffer.": "Dr Weltschmerz, a bitter and angry scientist who wants all worlds to suffer.", + "Jauna, a merchant from Monster Marches who deals in interdimensional slave trade.": "Jauna, a merchant from Monster Marches who deals in interdimensional slave trade.", + "Separator, an automaton guarding borders between the worlds.": "Separator, an automaton guarding borders between the worlds.", + "Iron Crusade, an invading force from a futuristic world.": "Iron Crusade, an invading force from a futuristic world.", + "Your own evil versions from a mirrored universe.": "Your own evil versions from a mirrored universe.", + "The Black Knight, a faerie lord.": "The Black Knight, a faerie lord.", + "A necromancer, with a plan to rule the world.": "A necromancer, with a plan to rule the world.", + "Metaphysical Exploitation Holdings (MEH), a corporation that profits from ill-advised experimentation and exploitation of the supernatural.": "Metaphysical Exploitation Holdings (MEH), a corporation that profits from ill-advised experimentation and exploitation of the supernatural.", + "A conspiracy of chaos cultists.": "A conspiracy of chaos cultists.", + "Allmine, a greedy and capricious demon of desire.": "Allmine, a greedy and capricious demon of desire.", + "All the evil doppelgangers.": "All the evil doppelgangers.", + "Professor Trundil, an occult scientist trying to steal your powers and magic.": "Professor Trundil, an occult scientist trying to steal your powers and magic.", + "Great Waghru, a primordial entity slumbering beneath the city, now stirring.": "Great Waghru, a primordial entity slumbering beneath the city, now stirring.", + "Brave New World, an undercover company trying to replace humans in your city with robots.": "Brave New World, an undercover company trying to replace humans in your city with robots.", + "Pethas, a dragon.": "Pethas, a dragon.", + "All the werewolves.": "All the werewolves.", + "Ozahr, an immortal and megalomaniac wizard.": "Ozahr, an immortal and megalomaniac wizard.", + "The Fates.": "The Fates.", + "A conspiracy of political leaders secretly creating a global dictatorship.": "A conspiracy of political leaders secretly creating a global dictatorship.", + "Bradshaw, an evil property developer.": "Bradshaw, an evil property developer.", + "The Ghost King.": "The Ghost King.", + "Dracula.": "Dracula.", + "Cryptids generally.": "Cryptids generally.", + "A conspiracy of wizards who want to take over the world.": "A conspiracy of wizards who want to take over the world.", + "Your manager.": "Your manager.", + "The Queen of the Bug Monsters.": "The Queen of the Bug Monsters.", + "The Monarch of Waste, a cosmic entity of disorder and ruin.": "The Monarch of Waste, a cosmic entity of disorder and ruin.", + "A conspiracy within the company, using the workplace for a sinister occult plan.": "A conspiracy within the company, using the workplace for a sinister occult plan.", + "The thing in the basement. You don’t know what it is, but it’s evil.": "The thing in the basement. You don’t know what it is, but it’s evil.", + "The Pale Man, the powerful and malevolent ghost of a mass murderer who lived here a long time ago.": "The Pale Man, the powerful and malevolent ghost of a mass murderer who lived here a long time ago.", + "All the ghouls. A big cemetery nearby attracts their attention.": "All the ghouls. A big cemetery nearby attracts their attention.", + "Bradshaw, a property developer who wants to rebuild the city—by any means necessary.": "Bradshaw, a property developer who wants to rebuild the city—by any means necessary.", + "Discord, goddess of chaos and disorder.": "Discord, goddess of chaos and disorder.", + "A conspiracy of vampires trying to take over your community.": "A conspiracy of vampires trying to take over your community.", + "White Travellers, ghosts that feed on natural, joyous emotions of people and leave people content with a humdrum life.": "White Travellers, ghosts that feed on natural, joyous emotions of people and leave people content with a humdrum life.", + "Ancient Purity, an occultist/fascist death metal band. They would be your enemies even without their abuse of mystical powers.": "Ancient Purity, an occultist/fascist death metal band. They would be your enemies even without their abuse of mystical powers.", + "The Man, a new god of authority, order, and following the rules.": "The Man, a new god of authority, order, and following the rules.", + "The Sanguine Circle, a conspiracy of vampires with cells in many cities and towns.": "The Sanguine Circle, a conspiracy of vampires with cells in many cities and towns.", + "Allies": "Allies", + "Choose your team allies from this list:": "Choose your team allies from this list:", + "Doctor “Blue,” a physician. They can help you recover from harm.": "Doctor “Blue,” a physician. They can help you recover from harm.", + "Professor “Blood,” a forensic scientist. They are who you go to when you need evidence analysed.": "Professor “Blood,” a forensic scientist. They are who you go to when you need evidence analysed.", + "Agent “Will,” a field investigator. They’re a veteran of the Bureau, and can help you navigate problems with colleagues.": "Agent “Will,” a field investigator. They’re a veteran of the Bureau, and can help you navigate problems with colleagues.", + "Aquila Squad, an ally team. They are unofficially known as “the Extreme Problems” squad. They can handle anything unfazed, but their solutions can be a little... messy.": "Aquila Squad, an ally team. They are unofficially known as “the Extreme Problems” squad. They can handle anything unfazed, but their solutions can be a little... messy.", + "SkullFangz, an ally team. This is a group of hackers you’ve made a sort of alliance with. They can help you get information through unorthodox channels, but they sometimes need you to do some odd or dubious favours in return.": "SkullFangz, an ally team. This is a group of hackers you’ve made a sort of alliance with. They can help you get information through unorthodox channels, but they sometimes need you to do some odd or dubious favours in return.", + "Detective Barnes, a police detective who you saved from a monster way back when. They’ll help you out with some information now and then, and possibly more when you’re on their turf.": "Detective Barnes, a police detective who you saved from a monster way back when. They’ll help you out with some information now and then, and possibly more when you’re on their turf.", + "Bingo, an always-online researcher into strangeness. They can put you in touch with people who need help, coordinate communication, and help you with research.": "Bingo, an always-online researcher into strangeness. They can put you in touch with people who need help, coordinate communication, and help you with research.", + "Sapphire, who has the ability to manipulate time in certain ways. You suspect she may be very long-lived or even immortal. She is not always easy to contact, and can appear unexpectedly.": "Sapphire, who has the ability to manipulate time in certain ways. You suspect she may be very long-lived or even immortal. She is not always easy to contact, and can appear unexpectedly.", + "Another group of travelling hunters, an ally team. They can back you up monster hunting—you’ve helped each other out several times, when things got tricky.": "Another group of travelling hunters, an ally team. They can back you up monster hunting—you’ve helped each other out several times, when things got tricky.", + "Universal Cleanup Services, an ally team. A franchise that specialises in cleaning up messes like crime scenes and monster attacks.": "Universal Cleanup Services, an ally team. A franchise that specialises in cleaning up messes like crime scenes and monster attacks.", + "Carlito, a nurse. They can patch up injured hunters.": "Carlito, a nurse. They can patch up injured hunters.", + "Charity, an occultist. She can tell you about and sometimes find weird old items.": "Charity, an occultist. She can tell you about and sometimes find weird old items.", + "Raven, a mystic. Has some ideas about the Chosen One’s destiny.": "Raven, a mystic. Has some ideas about the Chosen One’s destiny.", + "The Junior Entourage, an ally team. These are friends who aren’t in the core team. Good at getting around for area canvassing or distraction.": "The Junior Entourage, an ally team. These are friends who aren’t in the core team. Good at getting around for area canvassing or distraction.", + "Destiny’s Servants, an ally team. A secretive group sent to help you out. They’re good at fighting and acting suspicious.": "Destiny’s Servants, an ally team. A secretive group sent to help you out. They’re good at fighting and acting suspicious.", + "Hawthorn, a hedge witch. They’re able to cast a variety of small but useful spells.": "Hawthorn, a hedge witch. They’re able to cast a variety of small but useful spells.", + "Anya, a folklorist. They know a lot about the stories and history of the region.": "Anya, a folklorist. They know a lot about the stories and history of the region.", + "The Feeling of Not Knowing a Particular Fact, a visitor from another world. An explorer of worlds, they have a store of facts or rumours about many different dimensions. Describe their home world and look.": "The Feeling of Not Knowing a Particular Fact, a visitor from another world. An explorer of worlds, they have a store of facts or rumours about many different dimensions. Describe their home world and look.", + "Junior Guardians, an ally team. By tradition, younger members of your families and community are apprenticed to take over when you retire. They can help with any tasks that aren’t too dangerous.": "Junior Guardians, an ally team. By tradition, younger members of your families and community are apprenticed to take over when you retire. They can help with any tasks that aren’t too dangerous.", + "A flock of otherworldly creatures, an ally team. These non-Earthly animals can scout and warn you of danger, and also are quite cute. Describe their home world and look.": "A flock of otherworldly creatures, an ally team. These non-Earthly animals can scout and warn you of danger, and also are quite cute. Describe their home world and look.", + "Ó Corra, IMPS General Secretary. Having Ó Corra on your side is always going to be handy.": "Ó Corra, IMPS General Secretary. Having Ó Corra on your side is always going to be handy.", + "Klíma, IMPS forensic specialist. Klíma can help you get extra forensic analysis or expedite tests.": "Klíma, IMPS forensic specialist. Klíma can help you get extra forensic analysis or expedite tests.", + "Villaverde, IMPS librarian. Knows a lot about mystical and occult secrets.": "Villaverde, IMPS librarian. Knows a lot about mystical and occult secrets.", + "IMPS team EM–3. This team of IMPS agents specialise in dealing with big disasters. They can help manage and calm down civilians and provide support for your team.": "IMPS team EM–3. This team of IMPS agents specialise in dealing with big disasters. They can help manage and calm down civilians and provide support for your team.", + "Cryptidnet, a loose organisation of interested amateurs and researchers who collate rumours of weird activity. Great source of leads and supernatural rumours.": "Cryptidnet, a loose organisation of interested amateurs and researchers who collate rumours of weird activity. Great source of leads and supernatural rumours.", + "Justinian, a paladin. He’s always ready to fight evil alongside you and hopes one of you will one day be the lady (or lord) of his heart.": "Justinian, a paladin. He’s always ready to fight evil alongside you and hopes one of you will one day be the lady (or lord) of his heart.", + "NewLife, a bio-robot. They know a lot about life on various worlds, whether organic, tech-based, or magic-based.": "NewLife, a bio-robot. They know a lot about life on various worlds, whether organic, tech-based, or magic-based.", + "Darween, a diplomat. Coming from the Monster Marches, she hates disunity and wants good people of all worlds to cooperate.": "Darween, a diplomat. Coming from the Monster Marches, she hates disunity and wants good people of all worlds to cooperate.", + "The Queen’s Musketeers. Brave, dashing and ready to fight with monsters both in Helos and beyond, but won’t do anything that directly contradicts Queen Helena the Radiant’s orders.": "The Queen’s Musketeers. Brave, dashing and ready to fight with monsters both in Helos and beyond, but won’t do anything that directly contradicts Queen Helena the Radiant’s orders.", + "Spirit Healers. They come from a Stone Age world and want to heal all spiritual ills of all worlds. They oppose killing monsters because they believe monsters should be healed and reintegrated instead.": "Spirit Healers. They come from a Stone Age world and want to heal all spiritual ills of all worlds. They oppose killing monsters because they believe monsters should be healed and reintegrated instead.", + "Zhu, a law enforcement officer. They can help you with legal difficulties in their jurisdiction.": "Zhu, a law enforcement officer. They can help you with legal difficulties in their jurisdiction.", + "Davis, a therapist specialising in trauma recovery.": "Davis, a therapist specialising in trauma recovery.", + "Dr Basu, a medical doctor.": "Dr Basu, a medical doctor.", + "The next generation, an ally team. These younger monster hunters are relatives of those who died in the battle, taking up the family calling.": "The next generation, an ally team. These younger monster hunters are relatives of those who died in the battle, taking up the family calling.", + "The Network, an ally team. This is a group of people who keep watch for big supernatural dangers, and can get you warnings in time to intervene.": "The Network, an ally team. This is a group of people who keep watch for big supernatural dangers, and can get you warnings in time to intervene.", + "Shinzō, a retro-weaponsmith. Their creations look like fancy souvenirs but have various magical properties.": "Shinzō, a retro-weaponsmith. Their creations look like fancy souvenirs but have various magical properties.", + "FaceBog, a doppelganger. They’ll impersonate you at various social events if you ask them nicely.": "FaceBog, a doppelganger. They’ll impersonate you at various social events if you ask them nicely.", + "Hedwig, a journalist. She believes in your public causes and is willing to cover up some things for you, but sometimes asks difficult questions.": "Hedwig, a journalist. She believes in your public causes and is willing to cover up some things for you, but sometimes asks difficult questions.", + "Monster Hunters Fan Club. They know your secret identities, but not your public ones.": "Monster Hunters Fan Club. They know your secret identities, but not your public ones.", + "Spirits of the city’s founders. They remember how the city once was and have clashed with occult forces that threaten it.": "Spirits of the city’s founders. They remember how the city once was and have clashed with occult forces that threaten it.", + "Dumont, the fixer. Dumont can find leads on jobs, and sometime scare up special gear.": "Dumont, the fixer. Dumont can find leads on jobs, and sometime scare up special gear.", + "Chang, a government official. They can help you with legal entanglements. Sometimes.": "Chang, a government official. They can help you with legal entanglements. Sometimes.", + "Dr Accorso. A medical doctor, ready to help with injuries or illness. No questions asked.": "Dr Accorso. A medical doctor, ready to help with injuries or illness. No questions asked.", + "The Irregulars, an ally team. They’re a general group of support crew that help you out. Mechanics, technicians, and the like.": "The Irregulars, an ally team. They’re a general group of support crew that help you out. Mechanics, technicians, and the like.", + "The Crooked Hearts, another mercenary monster hunting crew. You’ve worked together on some big jobs.": "The Crooked Hearts, another mercenary monster hunting crew. You’ve worked together on some big jobs.", + "Leon/Lyn, an authority figure (parent, teacher, etc.). Helpful dealing with officials.": "Leon/Lyn, an authority figure (parent, teacher, etc.). Helpful dealing with officials.", + "Romain, a librarian. Good at finding out details.": "Romain, a librarian. Good at finding out details.", + "A very smart pet. Pick their species and give them a name:": "A very smart pet. Pick their species and give them a name:", + "Your friend group, an ally team. Great for distractions.": "Your friend group, an ally team. Great for distractions.", + "Internet mystery circle, an ally team. Good for finding out weird facts and rumours.": "Internet mystery circle, an ally team. Good for finding out weird facts and rumours.", + "Aminat Salek, a client or customer who has a knack for finding whatever is weirdest.": "Aminat Salek, a client or customer who has a knack for finding whatever is weirdest.", + "Ahearn, a consultant. They can help you out with how things go on behind the scenes.": "Ahearn, a consultant. They can help you out with how things go on behind the scenes.", + "De Luca, from human resources. They can cover for absences and sometimes tell you what management is planning.": "De Luca, from human resources. They can cover for absences and sometimes tell you what management is planning.", + "The day shift, an ally team. They can help out when you need to sleep.": "The day shift, an ally team. They can help out when you need to sleep.", + "Asani, an old and knowledgeable witch.": "Asani, an old and knowledgeable witch.", + "Petersen, a police officer. Community-minded, they know you help people out and they help you too.": "Petersen, a police officer. Community-minded, they know you help people out and they help you too.", + "Red, cafe/bar/restaurant manager. You’re always welcome in their place, and they hear a lot of gossip.": "Red, cafe/bar/restaurant manager. You’re always welcome in their place, and they hear a lot of gossip.", + "The SWG, an ally team. These are newer members of the SWG. They can patrol, report events, and help people to safety. They’re not ready to take on monsters directly.": "The SWG, an ally team. These are newer members of the SWG. They can patrol, report events, and help people to safety. They’re not ready to take on monsters directly.", + "The sports club, an ally team. What sport do you all play? The other club members will do you a favour now and then. Useful for getting information from organisations you don’t have direct access to.": "The sports club, an ally team. What sport do you all play? The other club members will do you a favour now and then. Useful for getting information from organisations you don’t have direct access to.", + "Carlos, a roadie. They can do pretty much anything with reasonable competence.": "Carlos, a roadie. They can do pretty much anything with reasonable competence.", + "Charity, an occultist. She can tell you about mystical stuff you find and sometimes get you weird old items.": "Charity, an occultist. She can tell you about mystical stuff you find and sometimes get you weird old items.", + "Dr An Seulgi. She can help patch you up if you get hurt, and provide “special” prescriptions as long as you don’t abuse them too badly.": "Dr An Seulgi. She can help patch you up if you get hurt, and provide “special” prescriptions as long as you don’t abuse them too badly.", + "Eldritch Records, your label. You can hit them up for a little money, legal help, or contact details for folks in the music business.": "Eldritch Records, your label. You can hit them up for a little money, legal help, or contact details for folks in the music business.", + "Your fan club, an ally team. They’re keen to help, but they’re mainly just a bunch of kids (possibly kids in their late teens or early twenties, but still).": "Your fan club, an ally team. They’re keen to help, but they’re mainly just a bunch of kids (possibly kids in their late teens or early twenties, but still).", + "LOLweb, a hacker. They track the organisation’s web activity and try to hinder it but don’t believe in monsters.": "LOLweb, a hacker. They track the organisation’s web activity and try to hinder it but don’t believe in monsters.", + "Faruq, an office worker in the organisation. He also feels there’s something wrong but is too afraid to act openly about it.": "Faruq, an office worker in the organisation. He also feels there’s something wrong but is too afraid to act openly about it.", + "Grethel, a government official. She keeps track of various supernatural occurrences and organisations that deal with them.": "Grethel, a government official. She keeps track of various supernatural occurrences and organisations that deal with them.", + "Organisation ex-members. Each of them has seen a bit of bad things that happen there and can help you piece together the bigger picture.": "Organisation ex-members. Each of them has seen a bit of bad things that happen there and can help you piece together the bigger picture.", + "Independent hunters. Far less experienced than you but sometimes can do things you can’t due to being observed by the organisation.": "Independent hunters. Far less experienced than you but sometimes can do things you can’t due to being observed by the organisation.", + "Soyfly, a pixie. She knows a lot of recent gossip about the Wild Hunt.": "Soyfly, a pixie. She knows a lot of recent gossip about the Wild Hunt.", + "Althea, a private aviator. She believes the sky should be free for everyone, not just some creepy horsemen.": "Althea, a private aviator. She believes the sky should be free for everyone, not just some creepy horsemen.", + "Caragh, a banshee. She once rode with the Hunt and now helps other fugitives, but never reveals how she escaped.": "Caragh, a banshee. She once rode with the Hunt and now helps other fugitives, but never reveals how she escaped.", + "New Start, an NGO that helps refugees. They focus on political and war refugees, but allow you to use their facilities.": "New Start, an NGO that helps refugees. They focus on political and war refugees, but allow you to use their facilities.", + "The Savage Ride, the Wild Hunt’s rivals. They’ll do anything to hinder the Hunt, but are violent and fickle themselves.": "The Savage Ride, the Wild Hunt’s rivals. They’ll do anything to hinder the Hunt, but are violent and fickle themselves." } \ No newline at end of file diff --git a/Monster of the Week Official/translations/pl.json b/Monster of the Week Official/translations/pl.json index 589d354dbf..8945f1cc00 100644 --- a/Monster of the Week Official/translations/pl.json +++ b/Monster of the Week Official/translations/pl.json @@ -1192,7 +1192,6 @@ "custom-move-name": "Nazwa", "custom-move-description": "Description", "custom-gear": "Playbook Gear", - "start_newstuff": "", "unused": "Unused", "all": "All", "starting": "Starting", @@ -1290,7 +1289,7 @@ "eos-ref": "At the end of each session, the Keeper will ask the following questions:
    • Did we conclude the current mystery?
    • Did we save someone from certain death (or worse)?
    • Did we learn something new and important about the world?
    • Did we learn something new and important about one of the hunters?
    If you get one or two \"Yes\" answers, mark one experience. If you get three or four, mark two.", "pick-book": "Pick Your Playbook", "pick-book-desc": "Pick your playbook using the menu in the upper right corner or the buttons in the lists below. Once you pick a playbook, starting stats options are found at the bottom of the first main column (not including the stats column).", - "motw-books": "Monster of the Week Revised Edition Playbooks", + "motw-books": "Monster of the Week Hardcover Edition Playbooks", "chosen-desc": "A once-ordinary person who discovered they have a special destiny, and who has been given the power to accomplish it. The Chosen is good in a fight, with some weird powers. E.g. Buffy from Buffy the Vampire Slayer.", "crooked-desc": "A criminal turned monster hunter, haunted by their past and enemies. The Crooked is good in social situations and has a lot of contacts. E.g. Anna Valmont from The Dresden Files, Peter Bishop from Fringe.", "divine-desc": "An agent of a higher power, with a mission to fulfill. The Divine is very tough and has been granted holy powers. E.g. Castiel from Supernatural; Michael Carpenter from The Dresden Files.", @@ -1621,6 +1620,7 @@ "animating-force": "Animating Force", "animating-force-desc": "There is a force that gives you life, which cannot harm you. You do not eat, breathe, drink, or heal naturally. Instead, repair yourself with your recharge move. Pick an energy type:", "lightning": "Lightning", + "fire": "Fire", "music": "Muzyka", "clockwork": "Clockwork", "orgone": "Orgone", @@ -1686,7 +1686,6 @@ "hardcase2020-move6": "Inspired Guesswork: When you investigate a mystery, you may spend 1 Fire to add 1 extra hold. The extra question must be about powers, motivations, or weaknesses.", "hardcase2020-move7": "Stone Cold: You never really get ruffled by danger. Gain +1 whenever pain or fear requires you act under pressure. Your nearby allies also gain this bonus against pain and fear, as long as you keep it together.", "hardcase2020-move8": "Weapon Master: When you take possession of a new weapon you may add, remove, or change one tag. This change only applies for you. When you get this move, apply it to all your current weapons.", - "fire": "Fire", "calm": "Calm", "raging": "Raging", "hardcase-vehicles": "Vehicles", @@ -1716,5 +1715,610 @@ "hardcase2020-gear22": "A spell formula, written on a napkin", "hardcase2020-advance1": "Your Fire track increases to 13 boxes.", "constructed-unstable": "You get 10 harm boxes and do not become unstable.", - "end_newstuff": "" + "team-playbooks": "Team Playbooks", + "team-playbook-choice": "Choose a Team Playbook", + "Team Playbook": "Team Playbook", + "Agents in Black": "Agents in Black", + "Always on the Road": "Always on the Road", + "The Chosen One and Entourage": "The Chosen One and Entourage", + "Guardians of the Borderland": "Guardians of the Borderland", + "IMPS (International Monster and Paranormal Service)": "IMPS (International Monster and Paranormal Service)", + "Interdimensional Crisis Team": "Interdimensional Crisis Team", + "The Last Survivors": "The Last Survivors", + "League of Double Lives": "League of Double Lives", + "Mercenaries": "Mercenaries", + "Mystery Club": "Mystery Club", + "The Night Shift": "The Night Shift", + "Suburban Watch Group": "Suburban Watch Group", + "Touring Band": "Touring Band", + "Whistleblowers": "Whistleblowers", + "Wild Hunt Fugitives": "Wild Hunt Fugitives", + "pick-teambook-desc": "Pick your team playbook using the menu in the upper right corner or the buttons in the lists below.", + "This team playbook has the hunters working for the Bureau—a clandestine organisation dedicated to hiding the existence of monsters and the supernatural from the general public.": "This team playbook has the hunters working for the Bureau—a clandestine organisation dedicated to hiding the existence of monsters and the supernatural from the general public.", + "You’re a travelling hunter team. Every week is a new town with a new problem.": "You’re a travelling hunter team. Every week is a new town with a new problem.", + "This team centres on a Chosen One and their friends who help with monster hunting. There’s also room for a mentor.": "This team centres on a Chosen One and their friends who help with monster hunting. There’s also room for a mentor.", + "This team playbook has the hunters as wardens of a liminal region: somewhere where the borders of the world are thin, where monsters and magic can slip through and cause trouble.": "This team playbook has the hunters as wardens of a liminal region: somewhere where the borders of the world are thin, where monsters and magic can slip through and cause trouble.", + "The International Monster and Paranormal Service (IMPS) was created to keep humanity safe from supernatural threats. It’s not clear who funds them, although most people assume it’s some kind of United Nations agency. IMPS isn’t secret, but they keep things as quiet as possible This team playbook sets your hunters as one of the elite IMPS teams that travels the world to deal with monster incidents.": "The International Monster and Paranormal Service (IMPS) was created to keep humanity safe from supernatural threats. It’s not clear who funds them, although most people assume it’s some kind of United Nations agency. IMPS isn’t secret, but they keep things as quiet as possible This team playbook sets your hunters as one of the elite IMPS teams that travels the world to deal with monster incidents.", + "Your world isn’t the only one that needs monster hunting help from time to time. And when others do, you travel through portals, loopholes, and other oddities to help. Interdimensional Crisis Team perfectly fits over-the-top, parody games. More serious stories about interdimensional problems are handled better by Guardians of the Borderland.": "Your world isn’t the only one that needs monster hunting help from time to time. And when others do, you travel through portals, loopholes, and other oddities to help. Interdimensional Crisis Team perfectly fits over-the-top, parody games. More serious stories about interdimensional problems are handled better by Guardians of the Borderland.", + "This hunter team were the only people who lived through a terrible (maybe even apocalyptic) battle. You had many allies at your side, but they didn’t make it.": "This hunter team were the only people who lived through a terrible (maybe even apocalyptic) battle. You had many allies at your side, but they didn’t make it.", + "You’re monster hunters but also important society members in a city. Your ties to the society give you various forms of influence but also mean you somehow have to manage two lives at once. The world isn’t ready to learn about your monster hunting and even less about the monsters themselves.": "You’re monster hunters but also important society members in a city. Your ties to the society give you various forms of influence but also mean you somehow have to manage two lives at once. The world isn’t ready to learn about your monster hunting and even less about the monsters themselves.", + "This team playbook has the hunters working for hire. They save people and hunt monsters, sure, but they also want to get paid at the end of the day.": "This team playbook has the hunters working for hire. They save people and hunt monsters, sure, but they also want to get paid at the end of the day.", + "This is a hunter team of investigators, with a focus on less horrific and more comedic mysteries. This particularly suits games with younger players, or younger hunters. This team playbook strongly pushes the game towards silliness and jokes, so be sure you’re ready for that if you’re considering taking it.": "This is a hunter team of investigators, with a focus on less horrific and more comedic mysteries. This particularly suits games with younger players, or younger hunters. This team playbook strongly pushes the game towards silliness and jokes, so be sure you’re ready for that if you’re considering taking it.", + "This team playbook has the hunters comprising the night shift at a workplace. A workplace that gets way more than its fair share of supernatural problems.": "This team playbook has the hunters comprising the night shift at a workplace. A workplace that gets way more than its fair share of supernatural problems.", + "This is a group of hunters who began as regular folks looking out for their local neighbourhood or town. It emphasises relationships outside of monster hunting and a focus on normal life as well as your adventures.": "This is a group of hunters who began as regular folks looking out for their local neighbourhood or town. It emphasises relationships outside of monster hunting and a focus on normal life as well as your adventures.", + "This team is a band, eternally on tour. Everywhere you have a gig booked, it seems like something bad is going down. Between sound check and putting on the show, you gotta deal with whatever is eating people in this town.": "This team is a band, eternally on tour. Everywhere you have a gig booked, it seems like something bad is going down. Between sound check and putting on the show, you gotta deal with whatever is eating people in this town.", + "All the hunters in your team are members of a monster hunting organisation, and you start suspecting there’s something fishy about this group. This team playbook shares many elements of the Initiate and Professional playbooks because it essentially represents playing an entire team of Initiates and/or Professionals. You shouldn’t choose those playbooks when playing as the Whistleblowers—unless the Keeper agrees some characters belong to a different organisation as well, which might make the situation even more messy.": "All the hunters in your team are members of a monster hunting organisation, and you start suspecting there’s something fishy about this group. This team playbook shares many elements of the Initiate and Professional playbooks because it essentially represents playing an entire team of Initiates and/or Professionals. You shouldn’t choose those playbooks when playing as the Whistleblowers—unless the Keeper agrees some characters belong to a different organisation as well, which might make the situation even more messy.", + "You joined or were abducted by the Wild Hunt. You gained some supernatural skills while riding with it, but then escaped it. Now you use your experience to hunt monsters, evade the Hunt and, maybe, destroy it one day.": "You joined or were abducted by the Wild Hunt. You gained some supernatural skills while riding with it, but then escaped it. Now you use your experience to hunt monsters, evade the Hunt and, maybe, destroy it one day.", + "Getting Started": "Getting Started", + "Determine the nature of the Event.": "Determine the nature of the Event.", + "Decide the history between you and the Wild Hunt.": "Decide the history between you and the Wild Hunt.", + "Pick your style (and associated improvement question).": "Pick your style (and associated improvement question).", + "Figure out the nature of the Bureau.": "Figure out the nature of the Bureau.", + "Create your city.": "Create your city.", + "Pick your obligations.": "Pick your obligations.", + "Come up with a band name.": "Come up with a band name.", + "Pick a starting team ally.": "Pick a starting team ally.", + "Customize the organisation.": "Customize the organisation.", + "Pick your starting team move and 2 boxes of assets.": "Pick your starting team move and 2 boxes of assets.", + "Pick a starting team ally, move, and assets.": "Pick a starting team ally, move, and assets.", + "Pick a starting team enemy, ally, move, and 2 boxes of assets.": "Pick a starting team enemy, ally, move, and 2 boxes of assets.", + "Put on some music and hit the road.": "Put on some music and hit the road.", + "Await the next weird prophecy.": "Await the next weird prophecy.", + "Check the boundaries for incursions.": "Check the boundaries for incursions.", + "Report for your mission briefing.": "Report for your mission briefing.", + "Prepare for the next disaster.": "Prepare for the next disaster.", + "Ponder your responsibilities, as you await the call.": "Ponder your responsibilities, as you await the call.", + "See who’s hiring today.": "See who’s hiring today.", + "Next meeting is at the clubroom on Tuesday afternoon.": "Next meeting is at the clubroom on Tuesday afternoon.", + "Clock in and prepare for another night of drudgery.": "Clock in and prepare for another night of drudgery.", + "Walk the streets. Keep an eye out for evildoers.": "Walk the streets. Keep an eye out for evildoers.", + "You have half an hour before we fly to the next city. Soundcheck at 7, you’re on at 8.": "You have half an hour before we fly to the next city. Soundcheck at 7, you’re on at 8.", + "Snoop around the boss’s office while they’re in a meeting.": "Snoop around the boss’s office while they’re in a meeting.", + "Stay wary, that sounded like howls in the wind.": "Stay wary, that sounded like howls in the wind.", + "The Bureau": "The Bureau", + "Prompts": "Prompts", + "The Bureau setup is determined by the group. Record your answers to these prompts in the Notes section below.": "The Bureau setup is determined by the group. Record your answers to these prompts in the Notes section below.", + "If you have a hunter who belongs to an organisation already—like a Professional or an Initiate—you may combine their setup with the Bureau setup. Figure out how the two perspectives work for your Bureau. If you don’t like that idea, you can also keep them separate (which will lead to its own drama with split loyalties and rivalries).": "If you have a hunter who belongs to an organisation already—like a Professional or an Initiate—you may combine their setup with the Bureau setup. Figure out how the two perspectives work for your Bureau. If you don’t like that idea, you can also keep them separate (which will lead to its own drama with split loyalties and rivalries).", + "Now determine the nature of the Bureau:": "Now determine the nature of the Bureau:", + "Is the Bureau an open, covert, or secret organisation? An open Bureau exists openly but has a cover responsibility to distract from their real mission. A covert Bureau doesn’t explicitly hide themselves, but they try not to draw attention. A secret Bureau has no official records and operates completely in the shadows.": "Is the Bureau an open, covert, or secret organisation? An open Bureau exists openly but has a cover responsibility to distract from their real mission. A covert Bureau doesn’t explicitly hide themselves, but they try not to draw attention. A secret Bureau has no official records and operates completely in the shadows.", + "Who is your team’s handler or commanding officer and what are they like? Create your own or pick one of these:": "Who is your team’s handler or commanding officer and what are they like? Create your own or pick one of these:", + "Special Agent “Coop” is a genial, avuncular middle-aged man. He’s disorganised and often loses track of details, but he always has the team’s back.": "Special Agent “Coop” is a genial, avuncular middle-aged man. He’s disorganised and often loses track of details, but he always has the team’s back.", + "Special Agent “Star” is a harsh boss. She doesn’t really seem to like you, and you never seem to measure up to her standards of “perfection plus.” She runs everything by the book (this can be good or bad for you).": "Special Agent “Star” is a harsh boss. She doesn’t really seem to like you, and you never seem to measure up to her standards of “perfection plus.” She runs everything by the book (this can be good or bad for you).", + "Provisional Special Agent “Fireball” is young and excitable. They prefer you deal with problems in a scorched earth style, without regard for consequences. That is also their management style.": "Provisional Special Agent “Fireball” is young and excitable. They prefer you deal with problems in a scorched earth style, without regard for consequences. That is also their management style.", + "Who do you think is really running the Bureau? The government? A secret global government? Some other government? A billionaire? A secret conspiracy dating back to Uruk’s priesthood? Something else?": "Who do you think is really running the Bureau? The government? A secret global government? Some other government? A billionaire? A secret conspiracy dating back to Uruk’s priesthood? Something else?", + "The Event": "The Event", + "What is the terrible situation you all survived together?": "What is the terrible situation you all survived together?", + "A concerted assault by monsters, as you took shelter in an isolated cabin.": "A concerted assault by monsters, as you took shelter in an isolated cabin.", + "A single terrifying monster invaded your homes.": "A single terrifying monster invaded your homes.", + "It was the only chance to avert an apocalypse.": "It was the only chance to avert an apocalypse.", + "An invasion from another dimension.": "An invasion from another dimension.", + "People around you were transformed into monsters.": "People around you were transformed into monsters.", + "You were strangers in a small town filled with murderous monsters, on festival day.": "You were strangers in a small town filled with murderous monsters, on festival day.", + "Something else:": "Something else:", + "Decide who the allies were who fought alongside you and died in battle. Each hunter picks one.": "Decide who the allies were who fought alongside you and died in battle. Each hunter picks one.", + "A monster hunting teammate.": "A monster hunting teammate.", + "Your spouse or lover.": "Your spouse or lover.", + "Your sibling.": "Your sibling.", + "A parent.": "A parent.", + "A child.": "A child.", + "Your mentor.": "Your mentor.", + "Your protégée.": "Your protégée.", + "Your dog (or other pet).": "Your dog (or other pet).", + "Someone else:": "Someone else:", + "Then decide how you saved the day in the end. Whatever it was, it came at great personal cost (beyond the loss you just chose).": "Then decide how you saved the day in the end. Whatever it was, it came at great personal cost (beyond the loss you just chose).", + "The City": "The City", + "The city you all protect will be an important aspect of the story, more of a collective character of your mysteries than just a background element. Each player should choose one key aspect of the city from one of the following lists. Balance between good and bad things as fits the mood of your campaign.": "The city you all protect will be an important aspect of the story, more of a collective character of your mysteries than just a background element. Each player should choose one key aspect of the city from one of the following lists. Balance between good and bad things as fits the mood of your campaign.", + "Good things": "Good things", + "Cozy": "Cozy", + "Affluent": "Affluent", + "Good social care": "Good social care", + "Proud of its past": "Proud of its past", + "Lots of monuments": "Lots of monuments", + "Highly ecological": "Highly ecological", + "Transparent politics": "Transparent politics", + "Technological hub": "Technological hub", + "The nation’s main transport hub": "The nation’s main transport hub", + "Protected by benevolent magic": "Protected by benevolent magic", + "Beloved by travel vloggers": "Beloved by travel vloggers", + "An extremely famous mayor": "An extremely famous mayor", + "A university with unique departments": "A university with unique departments", + "Other:": "Other:", + "Bad things": "Bad things", + "Alienating": "Alienating", + "Poor": "Poor", + "Big social inequality": "Big social inequality", + "Shameful past": "Shameful past", + "Nothing worth sightseeing": "Nothing worth sightseeing", + "Highly polluted": "Highly polluted", + "Shady politics": "Shady politics", + "No prospects for the future": "No prospects for the future", + "Shady military bases": "Shady military bases", + "Gangs that terrorize the entire region": "Gangs that terrorize the entire region", + "Believed to bring bad luck": "Believed to bring bad luck", + "Struck by a powerful curse": "Struck by a powerful curse", + "Obligations": "Obligations", + "Your social status carries some obligations with it. At the beginning of a mystery, the Keeper holds 3. They can spend 1 hold to introduce one of the obligations. When it’s introduced, at least half of you must attend, otherwise you can lose allies or tempt mundane people to investigate your lives.": "Your social status carries some obligations with it. At the beginning of a mystery, the Keeper holds 3. They can spend 1 hold to introduce one of the obligations. When it’s introduced, at least half of you must attend, otherwise you can lose allies or tempt mundane people to investigate your lives.", + "Choose or create two obligations you have:": "Choose or create two obligations you have:", + "Attending parties and balls.": "Attending parties and balls.", + "Attending important conferences.": "Attending important conferences.", + "Ceremonially opening new buildings.": "Ceremonially opening new buildings.", + "Meeting children at schools.": "Meeting children at schools.", + "Tutoring promising students one on one.": "Tutoring promising students one on one.", + "Appearing on TV.": "Appearing on TV.", + "The Organisation": "The Organisation", + "You create the details about your organisation, choosing options from the following lists. Things you suspect can pertain either to the organisation as a whole or to an influential group within it. At least two of the things you suspect are true, the Keeper decides which ones.": "You create the details about your organisation, choosing options from the following lists. Things you suspect can pertain either to the organisation as a whole or to an influential group within it. At least two of the things you suspect are true, the Keeper decides which ones.", + "Official goals": "Official goals", + "(choose one or two)": "(choose one or two)", + "Slay monsters": "Slay monsters", + "Contain monsters": "Contain monsters", + "Govern safe use of magic": "Govern safe use of magic", + "Research monsters": "Research monsters", + "Research paranatural phenomena": "Research paranatural phenomena", + "Keep monsters and magic secret": "Keep monsters and magic secret", + "Goal you suspect": "Goal you suspect", + "(choose one)": "(choose one)", + "Training an army of monsters": "Training an army of monsters", + "Creating new monsters": "Creating new monsters", + "Stealing the monsters’ powers": "Stealing the monsters’ powers", + "Keeping all magic to themselves": "Keeping all magic to themselves", + "Taking over the world": "Taking over the world", + "Destroying the world": "Destroying the world", + "Official resources": "Official resources", + "(choose two)": "(choose two)", + "Ancient lore": "Ancient lore", + "Modernised": "Modernised", + "Chapters everywhere": "Chapters everywhere", + "Secular power": "Secular power", + "Rich": "Rich", + "Rigorous training": "Rigorous training", + "Offices all over the place": "Offices all over the place", + "Good intel": "Good intel", + "Support teams": "Support teams", + "Suspected resources": "Suspected resources", + "Demonology": "Demonology", + "Necromancy": "Necromancy", + "Deals with monsters": "Deals with monsters", + "Manipulated minions": "Manipulated minions", + "Manipulated cultists": "Manipulated cultists", + "Bribed officials": "Bribed officials", + "Sacrificing members": "Sacrificing members", + "Obvious flaws": "Obvious flaws", + "Tradition-bound": "Tradition-bound", + "Paranoid and secretive": "Paranoid and secretive", + "Closed hierarchy": "Closed hierarchy", + "Strict laws": "Strict laws", + "Mystical oaths": "Mystical oaths", + "Bureaucratic": "Bureaucratic", + "Hostile superiors": "Hostile superiors", + "Take-no-prisoners policy": "Take-no-prisoners policy", + "Live capture policy": "Live capture policy", + "Suspected flaws": "Suspected flaws", + "Total obedience": "Total obedience", + "Tyrannical leaders": "Tyrannical leaders", + "Protects member criminals": "Protects member criminals", + "The Wild Hunt": "The Wild Hunt", + "You were part of the Wild Hunt, a group of violent fey and spirits riding the world and striking fear into the hearts of people. Detail the Wild Hunt here.": "You were part of the Wild Hunt, a group of violent fey and spirits riding the world and striking fear into the hearts of people. Detail the Wild Hunt here.", + "Who Rides With The Hunt?": "Who Rides With The Hunt?", + "Elves": "Elves", + "Trolls": "Trolls", + "Demons": "Demons", + "Wraiths": "Wraiths", + "Banshees": "Banshees", + "Werewolves": "Werewolves", + "Something Else": "Something Else", + "The Wild Hunt has a leader, probably a king or a queen. Give them a name or a title:": "The Wild Hunt has a leader, probably a king or a queen. Give them a name or a title:", + "Choose or invent their impressive powers, at least two:": "Choose or invent their impressive powers, at least two:", + "Grant immortality": "Grant immortality", + "Grant lycanthropy": "Grant lycanthropy", + "Steal emotion": "Steal emotion", + "See destinies": "See destinies", + "Set destinies": "Set destinies", + "Control weather": "Control weather", + "Grant sentience to animals": "Grant sentience to animals", + "Grant sentience to weapons": "Grant sentience to weapons", + "Why were you a part of the Wild Hunt?": "Why were you a part of the Wild Hunt?", + "Each player can choose a different answer:": "Each player can choose a different answer:", + "I was kidnapped by the Hunt": "I was kidnapped by the Hunt", + "I sold my soul to the Hunt": "I sold my soul to the Hunt", + "I wanted to ride with the Hunt": "I wanted to ride with the Hunt", + "I’m a supernatural creature who’s a part of the Hunt": "I’m a supernatural creature who’s a part of the Hunt", + "Something else": "Something else", + "Then all of you escaped, sick with the Hunt’s atrocities or their treatment of you.": "Then all of you escaped, sick with the Hunt’s atrocities or their treatment of you.", + "How Did You Escape?": "How Did You Escape?", + "How did you escape?": "How did you escape?", + "With a clever plan": "With a clever plan", + "By sheer luck": "By sheer luck", + "With outside help": "With outside help", + "Thanks to a loophole in your fae contract": "Thanks to a loophole in your fae contract", + "The Wild Hunt keeps looking for you. How do they do it?": "The Wild Hunt keeps looking for you. How do they do it?", + "Choose two ways:": "Choose two ways:", + "They give other monsters this in exchange for information.": "They give other monsters this in exchange for information.", + "They track the internet, but they can’t monitor one part of it:": "They track the internet, but they can’t monitor one part of it:", + "They can see you when you’re outside in one type of weather, namely:": "They can see you when you’re outside in one type of weather, namely:", + "They sense you when you use magic unless you take a precaution, namely:": "They sense you when you use magic unless you take a precaution, namely:", + "What will the Wild Hunt do if they find you?": "What will the Wild Hunt do if they find you?", + "Kill you.": "Kill you.", + "Torment you.": "Torment you.", + "Make you join the Hunt again.": "Make you join the Hunt again.", + "Make you slaves.": "Make you slaves.", + "Notes": "Notes", + "Team Moves": "Team Moves", + "Choose your team moves from this list. The first one is a good default choice:": "Choose your team moves from this list. The first one is a good default choice:", + "Memory Eraser: You have been issued handheld devices to erase memories from civilians. When you target a person and activate the device, say how many hours you want to erase (1–6) and roll +Weird. On a 10+, those memories are gone. On a 7–9, the memories are gone but the target knows something strange happened.": "Memory Eraser: You have been issued handheld devices to erase memories from civilians. When you target a person and activate the device, say how many hours you want to erase (1–6) and roll +Weird. On a 10+, those memories are gone. On a 7–9, the memories are gone but the target knows something strange happened.", + "Authority Override: If local officials are causing trouble, you can get them pulled off the case. This may—of course—make them more suspicious.": "Authority Override: If local officials are causing trouble, you can get them pulled off the case. This may—of course—make them more suspicious.", + "Containment Field Projector: Place the projector and activate it, choosing a range from 1–20 meters. A spherical shield is created, allowing nothing in or out. Lasts until deactivated by remote or in an hour when the battery runs out. There’s time to get out of the zone, but only just.": "Containment Field Projector: Place the projector and activate it, choosing a range from 1–20 meters. A spherical shield is created, allowing nothing in or out. Lasts until deactivated by remote or in an hour when the battery runs out. There’s time to get out of the zone, but only just.", + "Anonymity: Your identity isn’t traceable via official databases or records. Enemies or bystanders can’t find out anything about your history through any official channels. Additionally, any distinguishing features are removed from photo, videos, or voice recordings of you when they’re processed by any regular computer or phone.": "Anonymity: Your identity isn’t traceable via official databases or records. Enemies or bystanders can’t find out anything about your history through any official channels. Additionally, any distinguishing features are removed from photo, videos, or voice recordings of you when they’re processed by any regular computer or phone.", + "Not Right: You all have a creepy, uncanny valley style aura or look that counts as a reason for manipulating a bystander with threats.": "Not Right: You all have a creepy, uncanny valley style aura or look that counts as a reason for manipulating a bystander with threats.", + "Something Different: Take a move from another team playbook.": "Something Different: Take a move from another team playbook.", + "Change Team Style: Pick a new team style. You now use that one instead of the one you first chose.": "Change Team Style: Pick a new team style. You now use that one instead of the one you first chose.", + "Home Away from Home: Whenever you arrive in a new town, you immediately find a motel and a cafe that are friendly and welcoming. One or the other will turn out to have a connection to the mystery that brought you here, even if just by having a bystander come by.": "Home Away from Home: Whenever you arrive in a new town, you immediately find a motel and a cafe that are friendly and welcoming. One or the other will turn out to have a connection to the mystery that brought you here, even if just by having a bystander come by.", + "Geniality: When you meet a new person in a town you haven’t visited before, roll +Charm. On a 10+, they are well-disposed towards you. On a 7–9, they’re still well-disposed but the Keeper chooses one: they are marked for trouble, or they conceal something from the hunters. Additionally, when you return to a town you have already visited, you always run into the people you befriended previously.": "Geniality: When you meet a new person in a town you haven’t visited before, roll +Charm. On a 10+, they are well-disposed towards you. On a 7–9, they’re still well-disposed but the Keeper chooses one: they are marked for trouble, or they conceal something from the hunters. Additionally, when you return to a town you have already visited, you always run into the people you befriended previously.", + "Handy: You’re all good at fixing stuff. Anything broken or messed up in the course of a mystery is repaired and ready to go before the next one. Gear or assets that would be described as “totally destroyed” still need to be replaced.": "Handy: You’re all good at fixing stuff. Anything broken or messed up in the course of a mystery is repaired and ready to go before the next one. Gear or assets that would be described as “totally destroyed” still need to be replaced.", + "No-stick: You’ve had yourselves removed from official and law enforcement databases. You don’t have to worry about “misunderstandings” from previous towns getting in the way of your hunts (unless someone got annoyed enough to make it a personal vendetta).": "No-stick: You’ve had yourselves removed from official and law enforcement databases. You don’t have to worry about “misunderstandings” from previous towns getting in the way of your hunts (unless someone got annoyed enough to make it a personal vendetta).", + "Monster Journals: When a mystery reminds you of something you encountered before, consult your notes and tell the Keeper what you think is the same. The Keeper will say if you got it right.If you’re correct, take +1 forward to investigate a mystery. If you’re wrong but had a good idea, take +1 forward to read a bad situation. If you’re totally off base, the Keeper holds 1 to put you in a tight spot.": "Monster Journals: When a mystery reminds you of something you encountered before, consult your notes and tell the Keeper what you think is the same. The Keeper will say if you got it right.

    If you’re correct, take +1 forward to investigate a mystery. If you’re wrong but had a good idea, take +1 forward to read a bad situation. If you’re totally off base, the Keeper holds 1 to put you in a tight spot.", + "Ancient Visions: An ancient ritual, to be conducted regularly, gives the whole team access to some of the visions sent to the Chosen One. Once per mystery, each hunter may ask the Keeper a question about anything they want. The Keeper answers with a vision or dream: obscure and vague, but true.": "Ancient Visions: An ancient ritual, to be conducted regularly, gives the whole team access to some of the visions sent to the Chosen One. Once per mystery, each hunter may ask the Keeper a question about anything they want. The Keeper answers with a vision or dream: obscure and vague, but true.", + "Armoury of the Chosen: You gain a cache of special weapons used by previous Chosen Ones. The Keeper should design a lesser version of the Chosen One’s special weapon, which all other members of the team may use. When this is unlocked, the Chosen One may change or add a tag on their special weapon.": "Armoury of the Chosen: You gain a cache of special weapons used by previous Chosen Ones. The Keeper should design a lesser version of the Chosen One’s special weapon, which all other members of the team may use. When this is unlocked, the Chosen One may change or add a tag on their special weapon.", + "Handing on the Torch: When you select this, designate another character as the next Chosen One. When the current Chosen One dies, that character may change to the Chosen playbook whenever they are ready. The new Chosen One designates the next heir when they find a worthy successor.": "Handing on the Torch: When you select this, designate another character as the next Chosen One. When the current Chosen One dies, that character may change to the Chosen playbook whenever they are ready. The new Chosen One designates the next heir when they find a worthy successor.", + "Friends Stick Together: Once per mystery, a hunter may call the rest of the team to their current location. Everyone arrives as soon as they potentially can (based on their last known position and when we saw them there). That can be “right this instant,” if at all possible.": "Friends Stick Together: Once per mystery, a hunter may call the rest of the team to their current location. Everyone arrives as soon as they potentially can (based on their last known position and when we saw them there). That can be “right this instant,” if at all possible.", + "Wyrd’s Favour: When you choose this team move, all hunters erase 1 spent Luck point. If you haven’t spent any Luck yet, add a new Luck box instead.": "Wyrd’s Favour: When you choose this team move, all hunters erase 1 spent Luck point. If you haven’t spent any Luck yet, add a new Luck box instead.", + "Otherworldly Intuition: When you encounter something from another world, you recognise that they don’t belong here. When you encounter a place where another world is accessible, you are aware of it and may stop at the threshold.": "Otherworldly Intuition: When you encounter something from another world, you recognise that they don’t belong here. When you encounter a place where another world is accessible, you are aware of it and may stop at the threshold.", + "Wardens: Once per mystery while you’re defending a portal, wall, or border, you may ignore all harm from a single source, or treat a roll as if you rolled a 12. This works just as if you spent a Luck, except it doesn’t trigger your special move.": "Wardens: Once per mystery while you’re defending a portal, wall, or border, you may ignore all harm from a single source, or treat a roll as if you rolled a 12. This works just as if you spent a Luck, except it doesn’t trigger your special move.", + "Outer Speech: You have a knack for the languages of the multiverse. You can always understand, and make yourself understood, when you’re talking to denizens from beyond. This is mainly the general sense of things—some details might get lost along the way.": "Outer Speech: You have a knack for the languages of the multiverse. You can always understand, and make yourself understood, when you’re talking to denizens from beyond. This is mainly the general sense of things—some details might get lost along the way.", + "Walkers between Worlds: At a suitable liminal site, you know how to step between worlds. Describe how you open the way and roll +Weird. On a 10+, you’re walking to the place you intended, but the way may be difficult. On a 7–9, choose one: you’re on the right path in immediate danger, or you find yourself lost and in the wrong place. On a 6 or less, you’re lost and in big trouble. If more than one of the hunters is using this move together, only make one roll: the hunter with the worst Weird score rolls (but they may accept help).": "Walkers between Worlds: At a suitable liminal site, you know how to step between worlds. Describe how you open the way and roll +Weird. On a 10+, you’re walking to the place you intended, but the way may be difficult. On a 7–9, choose one: you’re on the right path in immediate danger, or you find yourself lost and in the wrong place. On a 6 or less, you’re lost and in big trouble. If more than one of the hunters is using this move together, only make one roll: the hunter with the worst Weird score rolls (but they may accept help).", + "Outsider Knack: Once per visit to another world, you may use a trick or ability from Earth to gain an advantage. The advantage allows you to roll one move using three dice, selecting the best two for your result.": "Outsider Knack: Once per visit to another world, you may use a trick or ability from Earth to gain an advantage. The advantage allows you to roll one move using three dice, selecting the best two for your result.", + "Drilled Coordination: All team members get +1 ongoing when helping out another team member.": "Drilled Coordination: All team members get +1 ongoing when helping out another team member.", + "Comms: You have systems that keep you constantly in voice contact, regardless of where in the world you each may be. Not guaranteed to work in shielded spaces, deep underground, beyond magical portals, or on other worlds.": "Comms: You have systems that keep you constantly in voice contact, regardless of where in the world you each may be. Not guaranteed to work in shielded spaces, deep underground, beyond magical portals, or on other worlds.", + "Recognised IMPS Team: Wherever in the world you are, you have authority to deal with supernatural events. Local officials will—in general—cooperate with you fully. Does not apply in nations outside the IMPS treaty.": "Recognised IMPS Team: Wherever in the world you are, you have authority to deal with supernatural events. Local officials will—in general—cooperate with you fully. Does not apply in nations outside the IMPS treaty.", + "Rapid Deployment: IMPS has quick-response vehicles able to deliver you (or other IMPS assets) anywhere in the world, extremely quickly. They may also be used to make a fast exit from bad situations.": "Rapid Deployment: IMPS has quick-response vehicles able to deliver you (or other IMPS assets) anywhere in the world, extremely quickly. They may also be used to make a fast exit from bad situations.", + "Memories of the Fallen: When a hunter on the team dies in the line of duty, or retires from IMPS and monster hunting, all remaining team members erase a used Luck mark.": "Memories of the Fallen: When a hunter on the team dies in the line of duty, or retires from IMPS and monster hunting, all remaining team members erase a used Luck mark.", + "Global Crisis: Once per mystery, each of you can read a bad situation treating an entire world as the bad situation, including asking about the best way in or out.": "Global Crisis: Once per mystery, each of you can read a bad situation treating an entire world as the bad situation, including asking about the best way in or out.", + "Surge of Magic: Each of you holds 1 when you enter a new world. You can spend this hold to get an automatic result of 10 on a Weird move roll or to learn a useful big magic ritual known only in this world.": "Surge of Magic: Each of you holds 1 when you enter a new world. You can spend this hold to get an automatic result of 10 on a Weird move roll or to learn a useful big magic ritual known only in this world.", + "Otherworldly: You make your strangeness in other worlds work to your advantage in interpersonal situations. “I’m from another world” works as a reason for people to do as you ask when you manipulate someone.": "Otherworldly: You make your strangeness in other worlds work to your advantage in interpersonal situations. “I’m from another world” works as a reason for people to do as you ask when you manipulate someone.", + "A Multiverse of Friends: Three times per mystery, a friend you’ve made in an alternate universe can help one of you with a task as if they rolled 10+ to help out. They either manifest next to you for a moment or somehow are there in person. They can be bystanders from previous games or people from your backstories.": "A Multiverse of Friends: Three times per mystery, a friend you’ve made in an alternate universe can help one of you with a task as if they rolled 10+ to help out. They either manifest next to you for a moment or somehow are there in person. They can be bystanders from previous games or people from your backstories.", + "Determined Guardians: When one of the hunters protects a bystander, the target never takes harm: even on a miss, that bystander is totally safe. The hunter doing the protection still suffers the full effects of the roll result.": "Determined Guardians: When one of the hunters protects a bystander, the target never takes harm: even on a miss, that bystander is totally safe. The hunter doing the protection still suffers the full effects of the roll result.", + "Field Medics: When you treat an injured bystander, they are stabilised and well enough to manage until they can get proper medical attention. When you treat another hunter, pick if you heal 2-harm or stabilise them. Then they take +1 forward.": "Field Medics: When you treat an injured bystander, they are stabilised and well enough to manage until they can get proper medical attention. When you treat another hunter, pick if you heal 2-harm or stabilise them. Then they take +1 forward.", + "Checklists: Once per mystery, each hunter in need of a particular item may declare they have it. Narrate a flashback explaining why they thought to include it in their gear. If the item is especially rare, strange, or unusual (this is the Keeper’s call), then this move can’t be used again by any hunter until the next mystery.": "Checklists: Once per mystery, each hunter in need of a particular item may declare they have it. Narrate a flashback explaining why they thought to include it in their gear. If the item is especially rare, strange, or unusual (this is the Keeper’s call), then this move can’t be used again by any hunter until the next mystery.", + "Keep on Goin’: When you’re protecting bystanders from danger, any move that would prevent you from taking action due to harm, stress, or panic has its effect deferred. You can keep going for now, but once everyone is safe the full effects of what you’ve been through hit you.": "Keep on Goin’: When you’re protecting bystanders from danger, any move that would prevent you from taking action due to harm, stress, or panic has its effect deferred. You can keep going for now, but once everyone is safe the full effects of what you’ve been through hit you.", + "Shared Dangers: When you take a moment to share your worries and fears about a previous or upcoming battle with another hunter, you both choose one: heal 1-harm, or take +1 forward.": "Shared Dangers: When you take a moment to share your worries and fears about a previous or upcoming battle with another hunter, you both choose one: heal 1-harm, or take +1 forward.", + "Big Reveal: If most people around you don’t know about your secret identities, the first action you take in that scene that reveals those identities gets +1 forward. Bystanders and minions present freeze in surprise for a moment, giving you an opportunity to act before they can react.": "Big Reveal: If most people around you don’t know about your secret identities, the first action you take in that scene that reveals those identities gets +1 forward. Bystanders and minions present freeze in surprise for a moment, giving you an opportunity to act before they can react.", + "Affluent: You can get most gear easily. Specify what you need, assigning tags to the gear. If it’s a weapon, treat each harm beyond 2-harm as a separate tag; if it’s armour, treat each point of armour as a separate tag. Then roll +tags. On a miss, you get it easily. On a 7–9, you get it but raise some questions. On a 10+, either you don’t get it or you do but someone gets a clear clue about your secret identity.": "Affluent: You can get most gear easily. Specify what you need, assigning tags to the gear. If it’s a weapon, treat each harm beyond 2-harm as a separate tag; if it’s armour, treat each point of armour as a separate tag. Then roll +tags. On a miss, you get it easily. On a 7–9, you get it but raise some questions. On a 10+, either you don’t get it or you do but someone gets a clear clue about your secret identity.", + "Only When Necessary: If you manage to stop or destroy a minion without using any abilities or gear of your secret identity (including monster hunting weapons), each hunter involved marks experience. If it was a monster, mark two.": "Only When Necessary: If you manage to stop or destroy a minion without using any abilities or gear of your secret identity (including monster hunting weapons), each hunter involved marks experience. If it was a monster, mark two.", + "Shadow Selves: When one of you wants to be in two places at the same time, summon your shadow self in another place. Only one shadow self can per hunter exist at one time. The shadow self has a trait that allows others to distinguish it from you if they observe closely. Roll +Weird. On a 10+, hold 3. On a 7–9, hold 1. Spend holds to have your shadow self act as if it were you, but with –1 ongoing. When you spend the last hold, the shadow self dissolves in an obviously supernatural and unsettling way. On a miss, the shadow self appears for a moment and does something you really, really didn’t want them to do...": "Shadow Selves: When one of you wants to be in two places at the same time, summon your shadow self in another place. Only one shadow self can per hunter exist at one time. The shadow self has a trait that allows others to distinguish it from you if they observe closely. Roll +Weird. On a 10+, hold 3. On a 7–9, hold 1. Spend holds to have your shadow self act as if it were you, but with –1 ongoing. When you spend the last hold, the shadow self dissolves in an obviously supernatural and unsettling way. On a miss, the shadow self appears for a moment and does something you really, really didn’t want them to do...", + "Spending Money: If you get paid at the end of a mystery, each hunter adds 1-hold. Spend this hold in a later mystery narrate a flashback where you purchased the thing you need right now. It can be anything you could be carrying, something booked in advance (for example, a safe house or hotel room), or the use of a vehicle.": "Spending Money: If you get paid at the end of a mystery, each hunter adds 1-hold. Spend this hold in a later mystery narrate a flashback where you purchased the thing you need right now. It can be anything you could be carrying, something booked in advance (for example, a safe house or hotel room), or the use of a vehicle.", + "The B-Team: When you need to fortify a location or armour a vehicle, narrate a montage of your preparations. When you’re done, the location or vehicle provides 2-armour to all within it.": "The B-Team: When you need to fortify a location or armour a vehicle, narrate a montage of your preparations. When you’re done, the location or vehicle provides 2-armour to all within it.", + "Combat Training: When you help out another team member during combat, they may inflict +1 harm or suffer –1 harm in addition to the usual effects of your result.": "Combat Training: When you help out another team member during combat, they may inflict +1 harm or suffer –1 harm in addition to the usual effects of your result.", + "It’s Our Job: If a bystander has hired you, that counts as a reason when you manipulate them. This remains in effect in later mysteries. The Keeper may include other bystanders in the effect, if they’re part of a group you’re working for.": "It’s Our Job: If a bystander has hired you, that counts as a reason when you manipulate them. This remains in effect in later mysteries. The Keeper may include other bystanders in the effect, if they’re part of a group you’re working for.", + "The Good Ones: When you refuse to accept payment for a job, the client becomes an ally.": "The Good Ones: When you refuse to accept payment for a job, the client becomes an ally.", + "Yikes!: When a hunter is captured by a monster, minion, or phenomenon, they may ask one of the investigate a mystery or read a bad situation questions.": "Yikes!: When a hunter is captured by a monster, minion, or phenomenon, they may ask one of the investigate a mystery or read a bad situation questions.", + "Sensible Chuckle: When a hunter makes a joke (good or bad) at the expense of a monster, minion, or phenomenon, they may give another hunter on the team +1 forward.": "Sensible Chuckle: When a hunter makes a joke (good or bad) at the expense of a monster, minion, or phenomenon, they may give another hunter on the team +1 forward.", + "Earnest Do-gooders: When a hunter tells someone you are helping people and why, bystanders are more likely to do as you ask. The explanation always counts as a reason if you’re manipulating them to protect them or get them to help you.": "Earnest Do-gooders: When a hunter tells someone you are helping people and why, bystanders are more likely to do as you ask. The explanation always counts as a reason if you’re manipulating them to protect them or get them to help you.", + "Slapstick: When a hunter takes harm, they may instead have an embarrassing pratfall or accident that dodges the danger. Ignore the harm as established, and simply take 1-harm (which can’t be reduced or mitigated in any way). The hunter takes –1 forward.": "Slapstick: When a hunter takes harm, they may instead have an embarrassing pratfall or accident that dodges the danger. Ignore the harm as established, and simply take 1-harm (which can’t be reduced or mitigated in any way). The hunter takes –1 forward.", + "Disguises: When a hunter disguises themself, the disguise will not be questioned, until they do something to directly cast doubt on their appearance.": "Disguises: When a hunter disguises themself, the disguise will not be questioned, until they do something to directly cast doubt on their appearance.", + "Inventory Check: If you go looking for something that just might be in stock, roll +Weird. On a 10 or more, it’s there. On a 7–9, either you find it but there’s a cost, or you find something close enough. On a miss, you find something bad.": "Inventory Check: If you go looking for something that just might be in stock, roll +Weird. On a 10 or more, it’s there. On a 7–9, either you find it but there’s a cost, or you find something close enough. On a miss, you find something bad.", + "Corporate Database: If you use the company information systems to help investigate a mystery, take +1 hold. The Keeper tells you something disturbing you learn in addition to what you were looking for.": "Corporate Database: If you use the company information systems to help investigate a mystery, take +1 hold. The Keeper tells you something disturbing you learn in addition to what you were looking for.", + "Handbook: At the start of each mystery, each hunter may consult the employee handbook for advice. Roll a single die. On a 1, take –1 forward. On a 2, gain +1 forward to Charm. On a 3, gain +1 forward to Cool. On a 4, gain +1 forward to Sharp. On a 5, gain +1 forward to Tough. On a 6, gain +1 forward to Weird.": "Handbook: At the start of each mystery, each hunter may consult the employee handbook for advice. Roll a single die. On a 1, take –1 forward. On a 2, gain +1 forward to Charm. On a 3, gain +1 forward to Cool. On a 4, gain +1 forward to Sharp. On a 5, gain +1 forward to Tough. On a 6, gain +1 forward to Weird.", + "Uniforms: While you’re wearing your uniforms, your actions won’t be questioned unless you are indisputably out of place. For example, your burger restaurant uniforms won’t help you infiltrate a military base, and vice versa. The uniforms may also count as a reason when you try to manipulate someone.": "Uniforms: While you’re wearing your uniforms, your actions won’t be questioned unless you are indisputably out of place. For example, your burger restaurant uniforms won’t help you infiltrate a military base, and vice versa. The uniforms may also count as a reason when you try to manipulate someone.", + "Company Mascot: Take your corporate mascot as an ally. Pick one: a fellow employee with useful skills in the suit, or a supernatural being trying to keep under the radar. Decide what the mascot looks like.": "Company Mascot: Take your corporate mascot as an ally. Pick one: a fellow employee with useful skills in the suit, or a supernatural being trying to keep under the radar. Decide what the mascot looks like.", + "Earned Trust: People in your community know you, and know you mean well. They’ll generally believe what you tell them. If you ask them to do something for their own safety, they usually go along with it.": "Earned Trust: People in your community know you, and know you mean well. They’ll generally believe what you tell them. If you ask them to do something for their own safety, they usually go along with it.", + "Familiarity: When you’re checking out something in your community, you’ll always recognise right away if something has changed in an out-of-the-ordinary way. You can pick up things like a house suddenly quiet, a new tree in the park, or a stranger working at the corner store.": "Familiarity: When you’re checking out something in your community, you’ll always recognise right away if something has changed in an out-of-the-ordinary way. You can pick up things like a house suddenly quiet, a new tree in the park, or a stranger working at the corner store.", + "Domestic Wardings: You know how to protect houses from evil supernatural influences. All your homes are warded, and you may ward others too. It’s a big magic ritual requiring 24 hours, all the hunters, and a number of protective items that must be placed around the house. The wardings might be broken eventually by a concerted attack.": "Domestic Wardings: You know how to protect houses from evil supernatural influences. All your homes are warded, and you may ward others too. It’s a big magic ritual requiring 24 hours, all the hunters, and a number of protective items that must be placed around the house. The wardings might be broken eventually by a concerted attack.", + "Backyard Allies: You’ve made friends with some feral or wild animals that are smarter than normal—perhaps modern nature spirits? In any case, they can scout and spy for you, and it’s unlikely anyone will pay attention to them. They might ask you for favours too, now and then.": "Backyard Allies: You’ve made friends with some feral or wild animals that are smarter than normal—perhaps modern nature spirits? In any case, they can scout and spy for you, and it’s unlikely anyone will pay attention to them. They might ask you for favours too, now and then.", + "Craft Circle: Whenever you need a physical item as a magical requirement, you can craft a substitute together. All the hunters must take part, and you’ll need a few hours. You can replace one requirement per spell this way.": "Craft Circle: Whenever you need a physical item as a magical requirement, you can craft a substitute together. All the hunters must take part, and you’ll need a few hours. You can replace one requirement per spell this way.", + "Hit It!: If you all have your instruments ready, start playing one of your songs. Everyone and everything within earshot pauses for a moment.": "Hit It!: If you all have your instruments ready, start playing one of your songs. Everyone and everything within earshot pauses for a moment.", + "Sacred Songs of Power: You may substitute “play a mystical song” for any one use magic or big magic requirement. For use magic, one person needs to perform the song. For big magic, it must be at least two of you.": "Sacred Songs of Power: You may substitute “play a mystical song” for any one use magic or big magic requirement. For use magic, one person needs to perform the song. For big magic, it must be at least two of you.", + "Famous: You’re well known. Everywhere you go, you may call up your fans. They are a temporary ally group, type: backup (motivation: to stand with you). There will be a lot of them, but they’re just regular people—good at creating a distraction but not fighting monsters.": "Famous: You’re well known. Everywhere you go, you may call up your fans. They are a temporary ally group, type: backup (motivation: to stand with you). There will be a lot of them, but they’re just regular people—good at creating a distraction but not fighting monsters.", + "In the Groove: When you’re engaged in desperate physical action, and you describe how your move sets up another member of the band, they take +1 forward.": "In the Groove: When you’re engaged in desperate physical action, and you describe how your move sets up another member of the band, they take +1 forward.", + "Healing Vibe: Whenever the band plays a gig (no matter how big or small—there just needs to be an audience), each band member and every member of the audience either unmarks unstable or heals 1-harm.": "Healing Vibe: Whenever the band plays a gig (no matter how big or small—there just needs to be an audience), each band member and every member of the audience either unmarks unstable or heals 1-harm.", + "Something Rotten: When investigating a mystery and rolling a 7+, you can ask “How does this relate to the bad things I suspect about my organisation?” in addition to one of the usual questions.": "Something Rotten: When investigating a mystery and rolling a 7+, you can ask “How does this relate to the bad things I suspect about my organisation?” in addition to one of the usual questions.", + "Organisation’s Help: When you ask for the organisation’s help—gear, intel, or personnel—tell your superiors why you need it and roll +Charm. On a 10+, you get what you asked for. On a 7–9, you get it, but sooner or later the organisation will check up on you. On a miss, they don’t give it to you and someone in the organisation learns of your true intentions if you didn’t state them.": "Organisation’s Help: When you ask for the organisation’s help—gear, intel, or personnel—tell your superiors why you need it and roll +Charm. On a 10+, you get what you asked for. On a 7–9, you get it, but sooner or later the organisation will check up on you. On a miss, they don’t give it to you and someone in the organisation learns of your true intentions if you didn’t state them.", + "Specialized: Each of you can get +1 to a single rating (maximum +3) at the cost of –1 to a different rating (minimum –2).": "Specialized: Each of you can get +1 to a single rating (maximum +3) at the cost of –1 to a different rating (minimum –2).", + "Coordinated: Training in the organisation made you especially adept at helping each other. Your team holds 3 at the beginning at each mystery. Each of you can spend 1 to get +1 forward to help out and give the one you help +2 instead of +1 if your move is successful.": "Coordinated: Training in the organisation made you especially adept at helping each other. Your team holds 3 at the beginning at each mystery. Each of you can spend 1 to get +1 forward to help out and give the one you help +2 instead of +1 if your move is successful.", + "Power Dynamics: Add “Who’s the boss here?” and “Who doesn’t want to be a part of this?” to the list of your questions for read a bad situation and investigate a mystery.": "Power Dynamics: Add “Who’s the boss here?” and “Who doesn’t want to be a part of this?” to the list of your questions for read a bad situation and investigate a mystery.", + "Always on the Run: When you enter a new location, one of you can ask either “What’s the best way to hide here” or “What would be the best way to escape from here?” When you act on the answers, you get +1 ongoing, just as if it was a read a bad situation question.": "Always on the Run: When you enter a new location, one of you can ask either “What’s the best way to hide here” or “What would be the best way to escape from here?” When you act on the answers, you get +1 ongoing, just as if it was a read a bad situation question.", + "You Can’t Take Us: Once per mystery, each of you can treat a protect someone roll as if you rolled a 12.": "You Can’t Take Us: Once per mystery, each of you can treat a protect someone roll as if you rolled a 12.", + "Ride with the Thunder: When you race against someone having a comparable speed, you always win. When you race against someone faster or against the Wild Hunt, you can use magic to win anyway.": "Ride with the Thunder: When you race against someone having a comparable speed, you always win. When you race against someone faster or against the Wild Hunt, you can use magic to win anyway.", + "Sense of the Hunt: When a monster hunts a mortal in the area where you are (up to about 2 miles), you sense it, but without any details. You can read a bad situation to get more info on this situation, but if you fail, you get –1 ongoing to helping the hunted mortals.": "Sense of the Hunt: When a monster hunts a mortal in the area where you are (up to about 2 miles), you sense it, but without any details. You can read a bad situation to get more info on this situation, but if you fail, you get –1 ongoing to helping the hunted mortals.", + "Legend Amongst Monsters: Each of you can manipulate monsters as if you had the Dark Negotiator move. If you fail an investigate a mystery move, the monster learns it’s investigated by those who escaped the Wild Hunt.": "Legend Amongst Monsters: Each of you can manipulate monsters as if you had the Dark Negotiator move. If you fail an investigate a mystery move, the monster learns it’s investigated by those who escaped the Wild Hunt.", + "Assets": "Assets", + "Choose from these available assets. If there are two boxes, you need to mark both to earn that asset. (If you are making partial progress towards taking a two-box asset, mark the leftmost box first.)": "Choose from these available assets. If there are two boxes, you need to mark both to earn that asset. (If you are making partial progress towards taking a two-box asset, mark the leftmost box first.)", + "Mobile Base: A helicopter, aeroplane, truck, or bus with facilities and mystery investigation supplies on board.": "Mobile Base: A helicopter, aeroplane, truck, or bus with facilities and mystery investigation supplies on board.", + "Individual Transport: Each mission, a regular car, motorbike, or bicycle is assigned to every team member.": "Individual Transport: Each mission, a regular car, motorbike, or bicycle is assigned to every team member.", + "R&D Access: Your team is issued with a useful high technology experiment from R&D each mission. The Keeper decides what it is (always useful, usually with problematic side effects).": "R&D Access: Your team is issued with a useful high technology experiment from R&D each mission. The Keeper decides what it is (always useful, usually with problematic side effects).", + "Headquarters: A relatively secure space to use as a base in a Bureau regional facility. Everything you need to prepare for mysteries is here, and it’s quite secure.": "Headquarters: A relatively secure space to use as a base in a Bureau regional facility. Everything you need to prepare for mysteries is here, and it’s quite secure.", + "Sky Scanners: You have access to a scanning network that will alert you to strange events coming from space. This includes weird phenomena as well as UFOs.": "Sky Scanners: You have access to a scanning network that will alert you to strange events coming from space. This includes weird phenomena as well as UFOs.", + "Workshop: A big space for craft and repair projects, with plenty of tools and materials.": "Workshop: A big space for craft and repair projects, with plenty of tools and materials.", + "Disguise Kits: Contains costumes, makeup, and other supplies for a quick change of appearance.": "Disguise Kits: Contains costumes, makeup, and other supplies for a quick change of appearance.", + "Housing: Each member of the team is assigned a one-bedroom apartment in a generic housing project. All the apartments are exactly the same, down to scuff marks on the door.": "Housing: Each member of the team is assigned a one-bedroom apartment in a generic housing project. All the apartments are exactly the same, down to scuff marks on the door.", + "Rapid Response Pods: When any member of the team needs to get to a mission site quickly, a rapid response pod appears next to them. Enter the pod, and a short uncomfortable trip will place you where you need to be. What do the pods look like? How do they appear?": "Rapid Response Pods: When any member of the team needs to get to a mission site quickly, a rapid response pod appears next to them. Enter the pod, and a short uncomfortable trip will place you where you need to be. What do the pods look like? How do they appear?", + "Custom:": "Custom:", + "Individual Transport: A regular car, motorbike, or bicycle for every team member.": "Individual Transport: A regular car, motorbike, or bicycle for every team member.", + "Mobile Base: A truck or bus with bunks and mystery investigation supplies on board.": "Mobile Base: A truck or bus with bunks and mystery investigation supplies on board.", + "Credentials: Real, or as-good-as-real, identification that gets you access to law enforcement and other official contacts.": "Credentials: Real, or as-good-as-real, identification that gets you access to law enforcement and other official contacts.", + "Lair: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen.": "Lair: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen.", + "Hunter Roadhouses: A network of bars, diners, and motels where you can safely meet other monster hunters. Many are run by retired hunters.": "Hunter Roadhouses: A network of bars, diners, and motels where you can safely meet other monster hunters. Many are run by retired hunters.", + "Tool Kit: One or two of your vehicles carry tool kits. You have most tools you’ll need to repair or build something.": "Tool Kit: One or two of your vehicles carry tool kits. You have most tools you’ll need to repair or build something.", + "Mystical Ingredients Cabinet: A box with a wide range of frequently useful supplies for magic rituals.": "Mystical Ingredients Cabinet: A box with a wide range of frequently useful supplies for magic rituals.", + "Slush Fund: The team has access to a bank account that can pay for their day to day needs while monster hunting, and stretches to a big purchase every now and then. Where did it come from?": "Slush Fund: The team has access to a bank account that can pay for their day to day needs while monster hunting, and stretches to a big purchase every now and then. Where did it come from?", + "Armoury: One of your cars has a well-stocked weapons chest. Each mystery, every hunter may take one extra regular weapon. Also once per mystery, one hunter may ask the Keeper if the armoury has a particular special weapon: if yes, you can take it; if no, take +1 forward.": "Armoury: One of your cars has a well-stocked weapons chest. Each mystery, every hunter may take one extra regular weapon. Also once per mystery, one hunter may ask the Keeper if the armoury has a particular special weapon: if yes, you can take it; if no, take +1 forward.", + "Field Medics: You have enough supplies and training to treat one hunter per night as if they’d had a proper doctor or trip to the emergency room.": "Field Medics: You have enough supplies and training to treat one hunter per night as if they’d had a proper doctor or trip to the emergency room.", + "The Prophecies: A guidebook of all the visions about the Chosen One, to help you navigate your destiny (they’re pretty hard to decipher).": "The Prophecies: A guidebook of all the visions about the Chosen One, to help you navigate your destiny (they’re pretty hard to decipher).", + "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen.": "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen.", + "Mystical Workroom: A space set aside for magical operations. It can stand in for one requirement of a use magic or big magic move.": "Mystical Workroom: A space set aside for magical operations. It can stand in for one requirement of a use magic or big magic move.", + "Innocent Front: You have access to a regular business or institution. This means that your monster hunting hijinks can be concealed to an extent from your friends, family, and colleagues. For example: a cafe, a library, an antique store, etc.": "Innocent Front: You have access to a regular business or institution. This means that your monster hunting hijinks can be concealed to an extent from your friends, family, and colleagues. For example: a cafe, a library, an antique store, etc.", + "Regular Jobs: You have access to a place of employment for any of the hunters who need it. You earn enough to cover regular day-to-day expenses, and there’s time to fit in monster hunting around your hours.": "Regular Jobs: You have access to a place of employment for any of the hunters who need it. You earn enough to cover regular day-to-day expenses, and there’s time to fit in monster hunting around your hours.", + "Cameras and Recording Gear: You have a big collection of cameras and other recording devices that you can use during your investigations.": "Cameras and Recording Gear: You have a big collection of cameras and other recording devices that you can use during your investigations.", + "Primaeval Monument: An ancient site marking where access between worlds is easiest.": "Primaeval Monument: An ancient site marking where access between worlds is easiest.", + "Portal: A stable portal to either a particular world, or a between-worlds nexus. It is hidden, but any entity that finds either side may use it just like you can. Where is it hidden?": "Portal: A stable portal to either a particular world, or a between-worlds nexus. It is hidden, but any entity that finds either side may use it just like you can. Where is it hidden?", + "Exploration Gear: You’re never sure what you may find in another world. Your group has a storeroom full of all kinds of exploring and outdoor gear and clothing to use.": "Exploration Gear: You’re never sure what you may find in another world. Your group has a storeroom full of all kinds of exploring and outdoor gear and clothing to use.", + "Skywarden: A high tech transport aircraft that has all your essential gear on board and acts as your base on mission assignments. If you have the rapid deployment move, the Skywarden is upgraded with supersonic engines.": "Skywarden: A high tech transport aircraft that has all your essential gear on board and acts as your base on mission assignments. If you have the rapid deployment move, the Skywarden is upgraded with supersonic engines.", + "Individual Transport: Electric motorbikes for every team member.": "Individual Transport: Electric motorbikes for every team member.", + "Search and Rescue Gear: A selection of useful tools for locating and rescuing people in disaster zones.": "Search and Rescue Gear: A selection of useful tools for locating and rescuing people in disaster zones.", + "Headquarters: A relatively secure space allocated to you in IMPS headquarters. There’s room for all your gear, and includes full living quarters.": "Headquarters: A relatively secure space allocated to you in IMPS headquarters. There’s room for all your gear, and includes full living quarters.", + "Workshop: A big space for craft and repair projects, with plenty of technicians, tools, and materials.": "Workshop: A big space for craft and repair projects, with plenty of technicians, tools, and materials.", + "Medical Supplies: Everyone carries a first aid kit, and you have enough for a fully equipped infirmary back at your base or homes.": "Medical Supplies: Everyone carries a first aid kit, and you have enough for a fully equipped infirmary back at your base or homes.", + "Fancy High Tech Uniforms: Complete with built-in gadgets.": "Fancy High Tech Uniforms: Complete with built-in gadgets.", + "Housing: A pleasant house for each team member and their family, provided by IMPS for when you’re off-duty. This may be anywhere in the world.": "Housing: A pleasant house for each team member and their family, provided by IMPS for when you’re off-duty. This may be anywhere in the world.", + "World-jumping Base: A small vehicle or building with bunks and mystery investigation supplies on board.": "World-jumping Base: A small vehicle or building with bunks and mystery investigation supplies on board.", + "Translator: A high tech or arcane universal translator.": "Translator: A high tech or arcane universal translator.", + "Stealth Module: A device automatically changing the looks of your gear and vehicles to match the world you’re in.": "Stealth Module: A device automatically changing the looks of your gear and vehicles to match the world you’re in.", + "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen. Can’t travel between worlds, but you know a big magic ritual to come back here from any world. Invent details with the Keeper.": "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen. Can’t travel between worlds, but you know a big magic ritual to come back here from any world. Invent details with the Keeper.", + "Clothes: Clothes for any weather, including extreme ones.": "Clothes: Clothes for any weather, including extreme ones.", + "Published Book Series: A successful book series written by some or all of you based on your visits to other worlds.": "Published Book Series: A successful book series written by some or all of you based on your visits to other worlds.", + "Crystal Ball: A crystal ball always showing the most breathtaking sight in the area you’re in.": "Crystal Ball: A crystal ball always showing the most breathtaking sight in the area you’re in.", + "Mystical workroom: A space set aside for magical operations. It can stand in for one requirement of a use magic or big magic move.": "Mystical workroom: A space set aside for magical operations. It can stand in for one requirement of a use magic or big magic move.", + "Survival Gear: You’re all well-prepped with supplies for a disaster or emergency situation. Protective gear, tools, food and water, etc.": "Survival Gear: You’re all well-prepped with supplies for a disaster or emergency situation. Protective gear, tools, food and water, etc.", + "Hideouts: Each hunter has a hidden, safe place set up where they can retreat in an emergency. This could be an isolated cabin or bunker, a safe house, or a panic room (whichever makes sense for your hunter).": "Hideouts: Each hunter has a hidden, safe place set up where they can retreat in an emergency. This could be an isolated cabin or bunker, a safe house, or a panic room (whichever makes sense for your hunter).", + "Mobile Hideaway: A truck with bunks and mystery investigation supplies on board.": "Mobile Hideaway: A truck with bunks and mystery investigation supplies on board.", + "Individual Transport: A fancy car or motorbike for every team member.": "Individual Transport: A fancy car or motorbike for every team member.", + "Getaway: A place where you rest from everything, with no monster hunting gear but extremely difficult to find by mundane and magical means.": "Getaway: A place where you rest from everything, with no monster hunting gear but extremely difficult to find by mundane and magical means.", + "Headquarters: A base people from neither your public nor your secret life will find easily. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen.": "Headquarters: A base people from neither your public nor your secret life will find easily. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen.", + "Memorabilia: A collection of important memorabilia connected to the city’s past and two big magic rituals that need only them and up to two other requirements. Determine what the rituals do as a group.": "Memorabilia: A collection of important memorabilia connected to the city’s past and two big magic rituals that need only them and up to two other requirements. Determine what the rituals do as a group.", + "Secure Phones: A set of phones with advanced voice distortion and location concealment options. Tracking a call from these requires days of work.": "Secure Phones: A set of phones with advanced voice distortion and location concealment options. Tracking a call from these requires days of work.", + "Funds: Lots of money on bank accounts connected to untraceable credit cards.": "Funds: Lots of money on bank accounts connected to untraceable credit cards.", + "Mobile Base: A van, truck, or bus with bunks and mystery investigation supplies on board.": "Mobile Base: A van, truck, or bus with bunks and mystery investigation supplies on board.", + "The Grapevine: A network of contacts who pass on job leads.": "The Grapevine: A network of contacts who pass on job leads.", + "Secure Homes: Located somewhere you have a special relationship, you all have houses and bank accounts that provide a base when you’re off the job.": "Secure Homes: Located somewhere you have a special relationship, you all have houses and bank accounts that provide a base when you’re off the job.", + "Credentials: Monster hunting licenses and visa waivers that allow you to do your job and travel legitimately.": "Credentials: Monster hunting licenses and visa waivers that allow you to do your job and travel legitimately.", + "High Tech Gadgets: A supply of various monster scanners and detectors.": "High Tech Gadgets: A supply of various monster scanners and detectors.", + "Armoury: A cache of monster hunting weapons.": "Armoury: A cache of monster hunting weapons.", + "Mystery Van: A van with all your mystery investigation supplies on board.": "Mystery Van: A van with all your mystery investigation supplies on board.", + "Individual Transport: A skateboard, scooter, pair of skates, or bicycle for every team member.": "Individual Transport: A skateboard, scooter, pair of skates, or bicycle for every team member.", + "Gadgets: Paranormal investigation gadgets.": "Gadgets: Paranormal investigation gadgets.", + "Clubhouse: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and make a snack.": "Clubhouse: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and make a snack.", + "Mystical Workroom: a space set aside for magical operations. It can stand in for one requirement of a use magic or big magic move.": "Mystical Workroom: a space set aside for magical operations. It can stand in for one requirement of a use magic or big magic move.", + "Disguises: A trunk full of disguises.": "Disguises: A trunk full of disguises.", + "Library: Library of useful reference books.": "Library: Library of useful reference books.", + "IDs: Official junior deputy Suburban Watch Group volunteer badges.": "IDs: Official junior deputy Suburban Watch Group volunteer badges.", + "Backrooms: You’ve set out a relatively secure space in the back rooms. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen. It’s currently listed as “unused: permanent” so you should be left alone in there.": "Backrooms: You’ve set out a relatively secure space in the back rooms. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen. It’s currently listed as “unused: permanent” so you should be left alone in there.", + "Steam Tunnels: Accessed from your workplace, these allow you to get in and out without being seen. They also connect to the wider city infrastructure.": "Steam Tunnels: Accessed from your workplace, these allow you to get in and out without being seen. They also connect to the wider city infrastructure.", + "Security Access: You can look at the security camera feeds and records. These cover the entire store floor, secure areas, and the outside of the building.": "Security Access: You can look at the security camera feeds and records. These cover the entire store floor, secure areas, and the outside of the building.", + "Ritual Space: A space set aside for magical operations. It can stand in for one requirement of a use magic or big magic move. Decide where in the workplace it is located.": "Ritual Space: A space set aside for magical operations. It can stand in for one requirement of a use magic or big magic move. Decide where in the workplace it is located.", + "The Occult Section: Your workplace has a stock of mystical supplies. Sometimes you can find specific monster hunting supplies or ritual requirements there.": "The Occult Section: Your workplace has a stock of mystical supplies. Sometimes you can find specific monster hunting supplies or ritual requirements there.", + "Warding Glyphs: Mystical enchantments on the workplace prevent hostile magic targeting it from the outside, and alert all team members if a supernatural being enters.": "Warding Glyphs: Mystical enchantments on the workplace prevent hostile magic targeting it from the outside, and alert all team members if a supernatural being enters.", + "Lost Property & Returns: You can find all sorts of stuff in here, some of it useful.": "Lost Property & Returns: You can find all sorts of stuff in here, some of it useful.", + "Oracle Stone: A mystical scrying gem. At the beginning of each mystery, you may consult it—ask any question. The Keeper will answer with something true and useful, but they may make the answer difficult to understand.": "Oracle Stone: A mystical scrying gem. At the beginning of each mystery, you may consult it—ask any question. The Keeper will answer with something true and useful, but they may make the answer difficult to understand.", + "SWG Radio Network: a set of devices that allow you to easily talk to the rest of the SWG (as well as the base stations at your homes/the SWG headquarters).": "SWG Radio Network: a set of devices that allow you to easily talk to the rest of the SWG (as well as the base stations at your homes/the SWG headquarters).", + "Sacred Site: A place outdoors that has a reservoir of magical power. The Keeper always considers this site when a magical ritual requires a particular place.": "Sacred Site: A place outdoors that has a reservoir of magical power. The Keeper always considers this site when a magical ritual requires a particular place.", + "Infirmary: You have access to a doctor’s surgery or other suitable first aid office. You may use it for regular treatment of injuries, no questions asked.": "Infirmary: You have access to a doctor’s surgery or other suitable first aid office. You may use it for regular treatment of injuries, no questions asked.", + "Tour Bus: A truck or bus with bunks, your gear, and mystery investigation supplies on board.": "Tour Bus: A truck or bus with bunks, your gear, and mystery investigation supplies on board.", + "Individual Transport: A fancy car, motorbike, or bicycle for every team member.": "Individual Transport: A fancy car, motorbike, or bicycle for every team member.", + "Home Venue: You have a regular booking at a venue, and get on well with the owners. You’re always welcome there, and can be sure to find fans or friends there whenever its open.": "Home Venue: You have a regular booking at a venue, and get on well with the owners. You’re always welcome there, and can be sure to find fans or friends there whenever its open.", + "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep, practice, and cook.": "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep, practice, and cook.", + "Private Jet: You have a more-or-less fancy private jet (and crew) at your disposal.": "Private Jet: You have a more-or-less fancy private jet (and crew) at your disposal.", + "Studio: You have your own recording studio and record label. It’s either a big house in the country or big slice of a building in the city. It’s equipped with gear and staff. This is a good place for any other location-based assets to live.": "Studio: You have your own recording studio and record label. It’s either a big house in the country or big slice of a building in the city. It’s equipped with gear and staff. This is a good place for any other location-based assets to live.", + "Cameras and Recording Gear: You have a big collection of cameras and other recording devices that you can use during your investigations. Your crew also includes people who can operate them for you.": "Cameras and Recording Gear: You have a big collection of cameras and other recording devices that you can use during your investigations. Your crew also includes people who can operate them for you.", + "Office Space: Private offices in the organisation’s headquarters.": "Office Space: Private offices in the organisation’s headquarters.", + "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen. The organisation knows about it but has no direct influence over it.": "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen. The organisation knows about it but has no direct influence over it.", + "Fake IDs: Fake government IDs.": "Fake IDs: Fake government IDs.", + "More Fake IDs: Fake organisation IDs for other members or different jobs.": "More Fake IDs: Fake organisation IDs for other members or different jobs.", + "Cameras and Recording Gear: Miniature cameras and recording devices.": "Cameras and Recording Gear: Miniature cameras and recording devices.", + "Fae Horses: One for every team member. They fly, but if people start gossiping about flying horses, the Wild Hunt will surely hear of this.": "Fae Horses: One for every team member. They fly, but if people start gossiping about flying horses, the Wild Hunt will surely hear of this.", + "Map: A map of the Wild Hunt’s activities.": "Map: A map of the Wild Hunt’s activities.", + "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen. The Wild Hunt won’t learn about this base unless you stay there for a very long time.": "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen. The Wild Hunt won’t learn about this base unless you stay there for a very long time.", + "Disguises: A set of disguises.": "Disguises: A set of disguises.", + "Diversions: A box of smoke bombs and other distractions (0-harm close obscure vision).": "Diversions: A box of smoke bombs and other distractions (0-harm close obscure vision).", + "Fae Cosmetics and Makeup: Better than anything humans can produce.": "Fae Cosmetics and Makeup: Better than anything humans can produce.", + "Improvement": "Improvement", + "At the end of each session, answer your Style question (below). If yes, gain one improvement mark. If yes and it came up a lot, gain two improvement marks.": "At the end of each session, answer your Style question (below). If yes, gain one improvement mark. If yes and it came up a lot, gain two improvement marks.", + "When you fill in the improvement box, clear the improvement track and choose one of these:": "When you fill in the improvement box, clear the improvement track and choose one of these:", + "Gain a new team move.": "Gain a new team move.", + "Gain a new team ally.": "Gain a new team ally.", + "Gain two new asset selections.": "Gain two new asset selections.", + "Make the next mystery about your team enemy, giving you a chance to interfere in their plans.": "Make the next mystery about your team enemy, giving you a chance to interfere in their plans.", + "Make the next mystery about the organisation or its bad apples, giving you a chance to interfere in their plans.": "Make the next mystery about the organisation or its bad apples, giving you a chance to interfere in their plans.", + "Make the next mystery about the Wild Hunt, giving you a chance to weaken or confuse them.": "Make the next mystery about the Wild Hunt, giving you a chance to weaken or confuse them.", + "Style": "Style", + "Pick one of these styles (and the associated improvement question):": "Pick one of these styles (and the associated improvement question):", + "Hush: At the end of each session, ask: “Did we suppress knowledge of monsters and the supernatural?”": "Hush: At the end of each session, ask: “Did we suppress knowledge of monsters and the supernatural?”", + "The Greater Good: At the end of each session, ask: “Did we protect civilian lives?”": "The Greater Good: At the end of each session, ask: “Did we protect civilian lives?”", + "By Any Means Necessary: At the end of each session, ask: “Did we stop the problem, regardless of the cost?”": "By Any Means Necessary: At the end of each session, ask: “Did we stop the problem, regardless of the cost?”", + "Custom: What’s your story?": "Custom: What’s your story?", + "At the end of each session, ask:": "At the end of each session, ask:", + "Family: You’re all family, or as good as. At the end of each session, ask: “Did we talk about—or pointedly not talk about—something that was troubling a team member?”": "Family: You’re all family, or as good as. At the end of each session, ask: “Did we talk about—or pointedly not talk about—something that was troubling a team member?”", + "Vocation: Someone has to do it, and you happened to be able. At the end of each session, ask: “Did we save the people we went there to protect?”": "Vocation: Someone has to do it, and you happened to be able. At the end of each session, ask: “Did we save the people we went there to protect?”", + "Excitement: Monster hunting sure is a new thrill every time. At the end of each session, ask: “Did we take extremely dangerous risks?”": "Excitement: Monster hunting sure is a new thrill every time. At the end of each session, ask: “Did we take extremely dangerous risks?”", + "First among Equals: Sure, one of us is chosen by destiny, but we all play our part. At the end of each session, ask: “Did we all contribute in our own way to solve the mystery?”": "First among Equals: Sure, one of us is chosen by destiny, but we all play our part. At the end of each session, ask: “Did we all contribute in our own way to solve the mystery?”", + "Sworn Guardians: The rest of us made a solemn oath to help the Chosen One. At the end of each session, ask: “Did we save the Chosen One from serious harm?”": "Sworn Guardians: The rest of us made a solemn oath to help the Chosen One. At the end of each session, ask: “Did we save the Chosen One from serious harm?”", + "Fate’s Rebels: Screw destiny! At the end of each session, ask: “Did we fight against fate and prophecies, no matter the cost?”": "Fate’s Rebels: Screw destiny! At the end of each session, ask: “Did we fight against fate and prophecies, no matter the cost?”", + "Ancient Oath: You are the holders of an ancient obligation to guard the world’s border. Decide what the oath requires of you. At the end of each session, ask: “Did we hold to our oath?”": "Ancient Oath: You are the holders of an ancient obligation to guard the world’s border. Decide what the oath requires of you. At the end of each session, ask: “Did we hold to our oath?”", + "The oath:": "The oath:", + "Wrong Place, Wrong Time: You were there to stop the first incursion, and now feel obliged to prevent anything else coming through. At the end of each session, ask: “Did we protect the world from what lies beyond?”": "Wrong Place, Wrong Time: You were there to stop the first incursion, and now feel obliged to prevent anything else coming through. At the end of each session, ask: “Did we protect the world from what lies beyond?”", + "Born & Raised: You all grew up, or settled, here. Dimensional incursions are a part of life, even if a lot of people don’t like to admit it. At the end of each session, ask: “Did we look after our normal relationships with friends and families?”": "Born & Raised: You all grew up, or settled, here. Dimensional incursions are a part of life, even if a lot of people don’t like to admit it. At the end of each session, ask: “Did we look after our normal relationships with friends and families?”", + "Hush: At the end of each session, ask: “Did we save the day without making the news or creating a ruckus?”": "Hush: At the end of each session, ask: “Did we save the day without making the news or creating a ruckus?”", + "Rescuers: At the end of each session, ask: “Did we save people from harm, no matter how much property damage?”": "Rescuers: At the end of each session, ask: “Did we save people from harm, no matter how much property damage?”", + "Superstars: At the end of each session, ask: “Did our reputation as elite monster hunters come up during the mystery?”": "Superstars: At the end of each session, ask: “Did our reputation as elite monster hunters come up during the mystery?”", + "Well-prepared: You keep track of worlds that might need monster hunting help and have procedures for reaching and helping them. At the end of each session, ask: “Did things go according to our plans?”": "Well-prepared: You keep track of worlds that might need monster hunting help and have procedures for reaching and helping them. At the end of each session, ask: “Did things go according to our plans?”", + "Led by Fate: The universe wants you to help where you’re needed most. At the end of each session, ask: “Do we understand our place in the multiverse better now?”": "Led by Fate: The universe wants you to help where you’re needed most. At the end of each session, ask: “Do we understand our place in the multiverse better now?”", + "Accidental Heroes: You always end up where you’re needed because of magical mishaps and weird coincidences. At the end of each session, ask: “Did we make use of a coincidence or unexpected resource?”": "Accidental Heroes: You always end up where you’re needed because of magical mishaps and weird coincidences. At the end of each session, ask: “Did we make use of a coincidence or unexpected resource?”", + "We’re Prepared for Next Time: At the end of each session, ask: “Did our planning ahead save the day?”": "We’re Prepared for Next Time: At the end of each session, ask: “Did our planning ahead save the day?”", + "Fatalists: One day our times will come. Until then we fight. At the end of each session, ask: “Did we throw ourselves into danger to save the day?”": "Fatalists: One day our times will come. Until then we fight. At the end of each session, ask: “Did we throw ourselves into danger to save the day?”", + "Wardens: We won’t let what happened to us happen to anyone else. At the end of each session, ask: “Did we save people, no matter the cost?”": "Wardens: We won’t let what happened to us happen to anyone else. At the end of each session, ask: “Did we save people, no matter the cost?”", + "Greater Good: You find your secret monster hunting lives more important than your mundane social roles. At the end of each session, ask: “Did we choose the more important obligation?”": "Greater Good: You find your secret monster hunting lives more important than your mundane social roles. At the end of each session, ask: “Did we choose the more important obligation?”", + "The Only Ones: You’re the only ones capable enough to protect those around you from supernatural threats. At the end of each session, ask: “Did we do something nobody else in our society could do?”": "The Only Ones: You’re the only ones capable enough to protect those around you from supernatural threats. At the end of each session, ask: “Did we do something nobody else in our society could do?”", + "An Ancient Tradition: You’ve inherited your double role from family or mentors. At the end of each session, ask: “Have we done something that would make our predecessors proud?”": "An Ancient Tradition: You’ve inherited your double role from family or mentors. At the end of each session, ask: “Have we done something that would make our predecessors proud?”", + "Secret Mission: You are all devoted to a particular goal, using “mercenary monster hunter team” as your cover. What’s your objective? At the end of each session, ask: “Did we get closer to our goal?” If you achieve the objective, choose a new one or change to a new style. Your objective:": "Secret Mission: You are all devoted to a particular goal, using “mercenary monster hunter team” as your cover. What’s your objective? At the end of each session, ask: “Did we get closer to our goal?” If you achieve the objective, choose a new one or change to a new style. Your objective:", + "Goal-Oriented: At the end of each session, ask: “Did we fulfil the exact mission requested, without extra work?”": "Goal-Oriented: At the end of each session, ask: “Did we fulfil the exact mission requested, without extra work?”", + "Hearts of Gold: At the end of each session, ask: “Did we refuse to accept money from someone we saved?”": "Hearts of Gold: At the end of each session, ask: “Did we refuse to accept money from someone we saved?”", + "Wholesome: At the end of each session, ask: “Did we succeed by believing in each other and using our individual strengths?”": "Wholesome: At the end of each session, ask: “Did we succeed by believing in each other and using our individual strengths?”", + "Comical: At the end of each session, ask: “Did we do something really funny?”": "Comical: At the end of each session, ask: “Did we do something really funny?”", + "Cool: At the end of each session, ask: “Did we save the day, with style?”": "Cool: At the end of each session, ask: “Did we save the day, with style?”", + "Big Store: At the end of each session, ask: “Did we deal with any supernatural problems without management noticing?”": "Big Store: At the end of each session, ask: “Did we deal with any supernatural problems without management noticing?”", + "Security Team: At the end of each session, ask: “Did we keep people safe?”": "Security Team: At the end of each session, ask: “Did we keep people safe?”", + "Emergency Response: At the end of each session, ask: “Did we solve anyone’s problems?”": "Emergency Response: At the end of each session, ask: “Did we solve anyone’s problems?”", + "Thrown in the Deep End: You started out knowing nothing about the supernatural, and you’re still catching up. At the end of each session, ask: “Did we learn something new about the supernatural world?”": "Thrown in the Deep End: You started out knowing nothing about the supernatural, and you’re still catching up. At the end of each session, ask: “Did we learn something new about the supernatural world?”", + "Protectors: It’s all about looking after people. At the end of each session, ask: “Did we prevent harm in our community?”": "Protectors: It’s all about looking after people. At the end of each session, ask: “Did we prevent harm in our community?”", + "Cosy Coven: You were never strangers to the supernatural, but nobody else suspects it. At the end of each session, ask: “Did we help with our supernatural powers, undetected?”": "Cosy Coven: You were never strangers to the supernatural, but nobody else suspects it. At the end of each session, ask: “Did we help with our supernatural powers, undetected?”", + "Rock: At the end of each session, ask: “Did we lay the smackdown on some evildoers?”": "Rock: At the end of each session, ask: “Did we lay the smackdown on some evildoers?”", + "Punk: At the end of each session, ask: “Did we fight for the downtrodden?”": "Punk: At the end of each session, ask: “Did we fight for the downtrodden?”", + "Pop: At the end of each session, ask: “Did we look awesome?”": "Pop: At the end of each session, ask: “Did we look awesome?”", + "Metal: At the end of each session, ask: “Did we battle gloriously?”": "Metal: At the end of each session, ask: “Did we battle gloriously?”", + "Hip-hop: At the end of each session, ask: “Did we improve things for the local community?”": "Hip-hop: At the end of each session, ask: “Did we improve things for the local community?”", + "Folk: At the end of each session, ask: “Did we learn about local history and folklore?”": "Folk: At the end of each session, ask: “Did we learn about local history and folklore?”", + "Country: At the end of each session, ask: “Will that make a great story, later?”": "Country: At the end of each session, ask: “Will that make a great story, later?”", + "Inquisition: You believe your organisation isn’t rotten to the core, it just has a few rotten apples. At the end of each session, ask: “Is the organisation better now?”": "Inquisition: You believe your organisation isn’t rotten to the core, it just has a few rotten apples. At the end of each session, ask: “Is the organisation better now?”", + "Redemption: You were once part of the organisation’s shady dealings but are disgusted by them now. At the end of each session, ask: “Did we repay part of the harm we caused as organisation members?”": "Redemption: You were once part of the organisation’s shady dealings but are disgusted by them now. At the end of each session, ask: “Did we repay part of the harm we caused as organisation members?”", + "Revolt: You’ve recently understood the organisation is rotten to the core and should be terminated. At the end of each session, ask: “Are we closer to destroying the organisation?”": "Revolt: You’ve recently understood the organisation is rotten to the core and should be terminated. At the end of each session, ask: “Are we closer to destroying the organisation?”", + "Vengeance: You want to become strong enough to destroy the Wild Hunt one day. At the end of each session, ask: “Did what we do bring us closer to destroying the Wild Hunt?”": "Vengeance: You want to become strong enough to destroy the Wild Hunt one day. At the end of each session, ask: “Did what we do bring us closer to destroying the Wild Hunt?”", + "Compassion: You don’t want others to suffer as you did. At the end of each session, ask: “Did we risk our freedom to protect someone else’s’?”": "Compassion: You don’t want others to suffer as you did. At the end of each session, ask: “Did we risk our freedom to protect someone else’s’?”", + "Homelessness: You want to have normal lives one day. At the end of each session, ask: “Did we put some effort into making our lives more normal?”": "Homelessness: You want to have normal lives one day. At the end of each session, ask: “Did we put some effort into making our lives more normal?”", + "Enemies": "Enemies", + "Pick an enemy for your team:": "Pick an enemy for your team:", + "General Grox, alien warlord.": "General Grox, alien warlord.", + "The werewolf conspiracy.": "The werewolf conspiracy.", + "The Order of the Silvery Stars, who worship some very bad alien god-things.": "The Order of the Silvery Stars, who worship some very bad alien god-things.", + "The Old Gods, who want to return and rule the world again.": "The Old Gods, who want to return and rule the world again.", + "A rival Bureau with dubious methods and goals.": "A rival Bureau with dubious methods and goals.", + "Halphas, a demon who has it in for you.": "Halphas, a demon who has it in for you.", + "All the vampires.": "All the vampires.", + "Dr Crepuscule, who steals unnatural power from captured monsters.": "Dr Crepuscule, who steals unnatural power from captured monsters.", + "The King in Yellow, a god/force of corruption, decadence, and disease.": "The King in Yellow, a god/force of corruption, decadence, and disease.", + "A cabal of ghosts trying to secure the secret of returning to life.": "A cabal of ghosts trying to secure the secret of returning to life.", + "Alpha, an immortal werewolf.": "Alpha, an immortal werewolf.", + "Seth Vail, a billionaire who wants to harness the power of monsters, starting with immortality for himself.": "Seth Vail, a billionaire who wants to harness the power of monsters, starting with immortality for himself.", + "The Father of Monsters, the cosmic entity who is the source of evil in the world.": "The Father of Monsters, the cosmic entity who is the source of evil in the world.", + "The Grey Priests, a conspiracy to bring about the end of the world and birth of a new one.": "The Grey Priests, a conspiracy to bring about the end of the world and birth of a new one.", + "Lord Grash, warlord of a monster dimension.": "Lord Grash, warlord of a monster dimension.", + "All the demons.": "All the demons.", + "The Anointed Hierophant, an occult sect leader who wants to break the walls between worlds.": "The Anointed Hierophant, an occult sect leader who wants to break the walls between worlds.", + "Chaos, a cosmic entity of disorder.": "Chaos, a cosmic entity of disorder.", + "TransWorldCorp, a business hoping to profit from other worlds via their rift machine, no matter the damage they do along the way.": "TransWorldCorp, a business hoping to profit from other worlds via their rift machine, no matter the damage they do along the way.", + "Apollyon, a demon king who wants to rule the Earth.": "Apollyon, a demon king who wants to rule the Earth.", + "Incursions of HEDEs (Hostile Extra-Dimensional Entities).": "Incursions of HEDEs (Hostile Extra-Dimensional Entities).", + "Masanori, a selfish tycoon chasing personal immortality.": "Masanori, a selfish tycoon chasing personal immortality.", + "A rival IMPS team, who always want to make it look like they saved the day and you screwed up.": "A rival IMPS team, who always want to make it look like they saved the day and you screwed up.", + "A chaos cult who want to break down the structures of the modern world, so they can rule it with their magical powers.": "A chaos cult who want to break down the structures of the modern world, so they can rule it with their magical powers.", + "Dr Weltschmerz, a bitter and angry scientist who wants all worlds to suffer.": "Dr Weltschmerz, a bitter and angry scientist who wants all worlds to suffer.", + "Jauna, a merchant from Monster Marches who deals in interdimensional slave trade.": "Jauna, a merchant from Monster Marches who deals in interdimensional slave trade.", + "Separator, an automaton guarding borders between the worlds.": "Separator, an automaton guarding borders between the worlds.", + "Iron Crusade, an invading force from a futuristic world.": "Iron Crusade, an invading force from a futuristic world.", + "Your own evil versions from a mirrored universe.": "Your own evil versions from a mirrored universe.", + "The Black Knight, a faerie lord.": "The Black Knight, a faerie lord.", + "A necromancer, with a plan to rule the world.": "A necromancer, with a plan to rule the world.", + "Metaphysical Exploitation Holdings (MEH), a corporation that profits from ill-advised experimentation and exploitation of the supernatural.": "Metaphysical Exploitation Holdings (MEH), a corporation that profits from ill-advised experimentation and exploitation of the supernatural.", + "A conspiracy of chaos cultists.": "A conspiracy of chaos cultists.", + "Allmine, a greedy and capricious demon of desire.": "Allmine, a greedy and capricious demon of desire.", + "All the evil doppelgangers.": "All the evil doppelgangers.", + "Professor Trundil, an occult scientist trying to steal your powers and magic.": "Professor Trundil, an occult scientist trying to steal your powers and magic.", + "Great Waghru, a primordial entity slumbering beneath the city, now stirring.": "Great Waghru, a primordial entity slumbering beneath the city, now stirring.", + "Brave New World, an undercover company trying to replace humans in your city with robots.": "Brave New World, an undercover company trying to replace humans in your city with robots.", + "Pethas, a dragon.": "Pethas, a dragon.", + "All the werewolves.": "All the werewolves.", + "Ozahr, an immortal and megalomaniac wizard.": "Ozahr, an immortal and megalomaniac wizard.", + "The Fates.": "The Fates.", + "A conspiracy of political leaders secretly creating a global dictatorship.": "A conspiracy of political leaders secretly creating a global dictatorship.", + "Bradshaw, an evil property developer.": "Bradshaw, an evil property developer.", + "The Ghost King.": "The Ghost King.", + "Dracula.": "Dracula.", + "Cryptids generally.": "Cryptids generally.", + "A conspiracy of wizards who want to take over the world.": "A conspiracy of wizards who want to take over the world.", + "Your manager.": "Your manager.", + "The Queen of the Bug Monsters.": "The Queen of the Bug Monsters.", + "The Monarch of Waste, a cosmic entity of disorder and ruin.": "The Monarch of Waste, a cosmic entity of disorder and ruin.", + "A conspiracy within the company, using the workplace for a sinister occult plan.": "A conspiracy within the company, using the workplace for a sinister occult plan.", + "The thing in the basement. You don’t know what it is, but it’s evil.": "The thing in the basement. You don’t know what it is, but it’s evil.", + "The Pale Man, the powerful and malevolent ghost of a mass murderer who lived here a long time ago.": "The Pale Man, the powerful and malevolent ghost of a mass murderer who lived here a long time ago.", + "All the ghouls. A big cemetery nearby attracts their attention.": "All the ghouls. A big cemetery nearby attracts their attention.", + "Bradshaw, a property developer who wants to rebuild the city—by any means necessary.": "Bradshaw, a property developer who wants to rebuild the city—by any means necessary.", + "Discord, goddess of chaos and disorder.": "Discord, goddess of chaos and disorder.", + "A conspiracy of vampires trying to take over your community.": "A conspiracy of vampires trying to take over your community.", + "White Travellers, ghosts that feed on natural, joyous emotions of people and leave people content with a humdrum life.": "White Travellers, ghosts that feed on natural, joyous emotions of people and leave people content with a humdrum life.", + "Ancient Purity, an occultist/fascist death metal band. They would be your enemies even without their abuse of mystical powers.": "Ancient Purity, an occultist/fascist death metal band. They would be your enemies even without their abuse of mystical powers.", + "The Man, a new god of authority, order, and following the rules.": "The Man, a new god of authority, order, and following the rules.", + "The Sanguine Circle, a conspiracy of vampires with cells in many cities and towns.": "The Sanguine Circle, a conspiracy of vampires with cells in many cities and towns.", + "Allies": "Allies", + "Choose your team allies from this list:": "Choose your team allies from this list:", + "Doctor “Blue,” a physician. They can help you recover from harm.": "Doctor “Blue,” a physician. They can help you recover from harm.", + "Professor “Blood,” a forensic scientist. They are who you go to when you need evidence analysed.": "Professor “Blood,” a forensic scientist. They are who you go to when you need evidence analysed.", + "Agent “Will,” a field investigator. They’re a veteran of the Bureau, and can help you navigate problems with colleagues.": "Agent “Will,” a field investigator. They’re a veteran of the Bureau, and can help you navigate problems with colleagues.", + "Aquila Squad, an ally team. They are unofficially known as “the Extreme Problems” squad. They can handle anything unfazed, but their solutions can be a little... messy.": "Aquila Squad, an ally team. They are unofficially known as “the Extreme Problems” squad. They can handle anything unfazed, but their solutions can be a little... messy.", + "SkullFangz, an ally team. This is a group of hackers you’ve made a sort of alliance with. They can help you get information through unorthodox channels, but they sometimes need you to do some odd or dubious favours in return.": "SkullFangz, an ally team. This is a group of hackers you’ve made a sort of alliance with. They can help you get information through unorthodox channels, but they sometimes need you to do some odd or dubious favours in return.", + "Detective Barnes, a police detective who you saved from a monster way back when. They’ll help you out with some information now and then, and possibly more when you’re on their turf.": "Detective Barnes, a police detective who you saved from a monster way back when. They’ll help you out with some information now and then, and possibly more when you’re on their turf.", + "Bingo, an always-online researcher into strangeness. They can put you in touch with people who need help, coordinate communication, and help you with research.": "Bingo, an always-online researcher into strangeness. They can put you in touch with people who need help, coordinate communication, and help you with research.", + "Sapphire, who has the ability to manipulate time in certain ways. You suspect she may be very long-lived or even immortal. She is not always easy to contact, and can appear unexpectedly.": "Sapphire, who has the ability to manipulate time in certain ways. You suspect she may be very long-lived or even immortal. She is not always easy to contact, and can appear unexpectedly.", + "Another group of travelling hunters, an ally team. They can back you up monster hunting—you’ve helped each other out several times, when things got tricky.": "Another group of travelling hunters, an ally team. They can back you up monster hunting—you’ve helped each other out several times, when things got tricky.", + "Universal Cleanup Services, an ally team. A franchise that specialises in cleaning up messes like crime scenes and monster attacks.": "Universal Cleanup Services, an ally team. A franchise that specialises in cleaning up messes like crime scenes and monster attacks.", + "Carlito, a nurse. They can patch up injured hunters.": "Carlito, a nurse. They can patch up injured hunters.", + "Charity, an occultist. She can tell you about and sometimes find weird old items.": "Charity, an occultist. She can tell you about and sometimes find weird old items.", + "Raven, a mystic. Has some ideas about the Chosen One’s destiny.": "Raven, a mystic. Has some ideas about the Chosen One’s destiny.", + "The Junior Entourage, an ally team. These are friends who aren’t in the core team. Good at getting around for area canvassing or distraction.": "The Junior Entourage, an ally team. These are friends who aren’t in the core team. Good at getting around for area canvassing or distraction.", + "Destiny’s Servants, an ally team. A secretive group sent to help you out. They’re good at fighting and acting suspicious.": "Destiny’s Servants, an ally team. A secretive group sent to help you out. They’re good at fighting and acting suspicious.", + "Hawthorn, a hedge witch. They’re able to cast a variety of small but useful spells.": "Hawthorn, a hedge witch. They’re able to cast a variety of small but useful spells.", + "Anya, a folklorist. They know a lot about the stories and history of the region.": "Anya, a folklorist. They know a lot about the stories and history of the region.", + "The Feeling of Not Knowing a Particular Fact, a visitor from another world. An explorer of worlds, they have a store of facts or rumours about many different dimensions. Describe their home world and look.": "The Feeling of Not Knowing a Particular Fact, a visitor from another world. An explorer of worlds, they have a store of facts or rumours about many different dimensions. Describe their home world and look.", + "Junior Guardians, an ally team. By tradition, younger members of your families and community are apprenticed to take over when you retire. They can help with any tasks that aren’t too dangerous.": "Junior Guardians, an ally team. By tradition, younger members of your families and community are apprenticed to take over when you retire. They can help with any tasks that aren’t too dangerous.", + "A flock of otherworldly creatures, an ally team. These non-Earthly animals can scout and warn you of danger, and also are quite cute. Describe their home world and look.": "A flock of otherworldly creatures, an ally team. These non-Earthly animals can scout and warn you of danger, and also are quite cute. Describe their home world and look.", + "Ó Corra, IMPS General Secretary. Having Ó Corra on your side is always going to be handy.": "Ó Corra, IMPS General Secretary. Having Ó Corra on your side is always going to be handy.", + "Klíma, IMPS forensic specialist. Klíma can help you get extra forensic analysis or expedite tests.": "Klíma, IMPS forensic specialist. Klíma can help you get extra forensic analysis or expedite tests.", + "Villaverde, IMPS librarian. Knows a lot about mystical and occult secrets.": "Villaverde, IMPS librarian. Knows a lot about mystical and occult secrets.", + "IMPS team EM–3. This team of IMPS agents specialise in dealing with big disasters. They can help manage and calm down civilians and provide support for your team.": "IMPS team EM–3. This team of IMPS agents specialise in dealing with big disasters. They can help manage and calm down civilians and provide support for your team.", + "Cryptidnet, a loose organisation of interested amateurs and researchers who collate rumours of weird activity. Great source of leads and supernatural rumours.": "Cryptidnet, a loose organisation of interested amateurs and researchers who collate rumours of weird activity. Great source of leads and supernatural rumours.", + "Justinian, a paladin. He’s always ready to fight evil alongside you and hopes one of you will one day be the lady (or lord) of his heart.": "Justinian, a paladin. He’s always ready to fight evil alongside you and hopes one of you will one day be the lady (or lord) of his heart.", + "NewLife, a bio-robot. They know a lot about life on various worlds, whether organic, tech-based, or magic-based.": "NewLife, a bio-robot. They know a lot about life on various worlds, whether organic, tech-based, or magic-based.", + "Darween, a diplomat. Coming from the Monster Marches, she hates disunity and wants good people of all worlds to cooperate.": "Darween, a diplomat. Coming from the Monster Marches, she hates disunity and wants good people of all worlds to cooperate.", + "The Queen’s Musketeers. Brave, dashing and ready to fight with monsters both in Helos and beyond, but won’t do anything that directly contradicts Queen Helena the Radiant’s orders.": "The Queen’s Musketeers. Brave, dashing and ready to fight with monsters both in Helos and beyond, but won’t do anything that directly contradicts Queen Helena the Radiant’s orders.", + "Spirit Healers. They come from a Stone Age world and want to heal all spiritual ills of all worlds. They oppose killing monsters because they believe monsters should be healed and reintegrated instead.": "Spirit Healers. They come from a Stone Age world and want to heal all spiritual ills of all worlds. They oppose killing monsters because they believe monsters should be healed and reintegrated instead.", + "Zhu, a law enforcement officer. They can help you with legal difficulties in their jurisdiction.": "Zhu, a law enforcement officer. They can help you with legal difficulties in their jurisdiction.", + "Davis, a therapist specialising in trauma recovery.": "Davis, a therapist specialising in trauma recovery.", + "Dr Basu, a medical doctor.": "Dr Basu, a medical doctor.", + "The next generation, an ally team. These younger monster hunters are relatives of those who died in the battle, taking up the family calling.": "The next generation, an ally team. These younger monster hunters are relatives of those who died in the battle, taking up the family calling.", + "The Network, an ally team. This is a group of people who keep watch for big supernatural dangers, and can get you warnings in time to intervene.": "The Network, an ally team. This is a group of people who keep watch for big supernatural dangers, and can get you warnings in time to intervene.", + "Shinzō, a retro-weaponsmith. Their creations look like fancy souvenirs but have various magical properties.": "Shinzō, a retro-weaponsmith. Their creations look like fancy souvenirs but have various magical properties.", + "FaceBog, a doppelganger. They’ll impersonate you at various social events if you ask them nicely.": "FaceBog, a doppelganger. They’ll impersonate you at various social events if you ask them nicely.", + "Hedwig, a journalist. She believes in your public causes and is willing to cover up some things for you, but sometimes asks difficult questions.": "Hedwig, a journalist. She believes in your public causes and is willing to cover up some things for you, but sometimes asks difficult questions.", + "Monster Hunters Fan Club. They know your secret identities, but not your public ones.": "Monster Hunters Fan Club. They know your secret identities, but not your public ones.", + "Spirits of the city’s founders. They remember how the city once was and have clashed with occult forces that threaten it.": "Spirits of the city’s founders. They remember how the city once was and have clashed with occult forces that threaten it.", + "Dumont, the fixer. Dumont can find leads on jobs, and sometime scare up special gear.": "Dumont, the fixer. Dumont can find leads on jobs, and sometime scare up special gear.", + "Chang, a government official. They can help you with legal entanglements. Sometimes.": "Chang, a government official. They can help you with legal entanglements. Sometimes.", + "Dr Accorso. A medical doctor, ready to help with injuries or illness. No questions asked.": "Dr Accorso. A medical doctor, ready to help with injuries or illness. No questions asked.", + "The Irregulars, an ally team. They’re a general group of support crew that help you out. Mechanics, technicians, and the like.": "The Irregulars, an ally team. They’re a general group of support crew that help you out. Mechanics, technicians, and the like.", + "The Crooked Hearts, another mercenary monster hunting crew. You’ve worked together on some big jobs.": "The Crooked Hearts, another mercenary monster hunting crew. You’ve worked together on some big jobs.", + "Leon/Lyn, an authority figure (parent, teacher, etc.). Helpful dealing with officials.": "Leon/Lyn, an authority figure (parent, teacher, etc.). Helpful dealing with officials.", + "Romain, a librarian. Good at finding out details.": "Romain, a librarian. Good at finding out details.", + "A very smart pet. Pick their species and give them a name:": "A very smart pet. Pick their species and give them a name:", + "Your friend group, an ally team. Great for distractions.": "Your friend group, an ally team. Great for distractions.", + "Internet mystery circle, an ally team. Good for finding out weird facts and rumours.": "Internet mystery circle, an ally team. Good for finding out weird facts and rumours.", + "Aminat Salek, a client or customer who has a knack for finding whatever is weirdest.": "Aminat Salek, a client or customer who has a knack for finding whatever is weirdest.", + "Ahearn, a consultant. They can help you out with how things go on behind the scenes.": "Ahearn, a consultant. They can help you out with how things go on behind the scenes.", + "De Luca, from human resources. They can cover for absences and sometimes tell you what management is planning.": "De Luca, from human resources. They can cover for absences and sometimes tell you what management is planning.", + "The day shift, an ally team. They can help out when you need to sleep.": "The day shift, an ally team. They can help out when you need to sleep.", + "Asani, an old and knowledgeable witch.": "Asani, an old and knowledgeable witch.", + "Petersen, a police officer. Community-minded, they know you help people out and they help you too.": "Petersen, a police officer. Community-minded, they know you help people out and they help you too.", + "Red, cafe/bar/restaurant manager. You’re always welcome in their place, and they hear a lot of gossip.": "Red, cafe/bar/restaurant manager. You’re always welcome in their place, and they hear a lot of gossip.", + "The SWG, an ally team. These are newer members of the SWG. They can patrol, report events, and help people to safety. They’re not ready to take on monsters directly.": "The SWG, an ally team. These are newer members of the SWG. They can patrol, report events, and help people to safety. They’re not ready to take on monsters directly.", + "The sports club, an ally team. What sport do you all play? The other club members will do you a favour now and then. Useful for getting information from organisations you don’t have direct access to.": "The sports club, an ally team. What sport do you all play? The other club members will do you a favour now and then. Useful for getting information from organisations you don’t have direct access to.", + "Carlos, a roadie. They can do pretty much anything with reasonable competence.": "Carlos, a roadie. They can do pretty much anything with reasonable competence.", + "Charity, an occultist. She can tell you about mystical stuff you find and sometimes get you weird old items.": "Charity, an occultist. She can tell you about mystical stuff you find and sometimes get you weird old items.", + "Dr An Seulgi. She can help patch you up if you get hurt, and provide “special” prescriptions as long as you don’t abuse them too badly.": "Dr An Seulgi. She can help patch you up if you get hurt, and provide “special” prescriptions as long as you don’t abuse them too badly.", + "Eldritch Records, your label. You can hit them up for a little money, legal help, or contact details for folks in the music business.": "Eldritch Records, your label. You can hit them up for a little money, legal help, or contact details for folks in the music business.", + "Your fan club, an ally team. They’re keen to help, but they’re mainly just a bunch of kids (possibly kids in their late teens or early twenties, but still).": "Your fan club, an ally team. They’re keen to help, but they’re mainly just a bunch of kids (possibly kids in their late teens or early twenties, but still).", + "LOLweb, a hacker. They track the organisation’s web activity and try to hinder it but don’t believe in monsters.": "LOLweb, a hacker. They track the organisation’s web activity and try to hinder it but don’t believe in monsters.", + "Faruq, an office worker in the organisation. He also feels there’s something wrong but is too afraid to act openly about it.": "Faruq, an office worker in the organisation. He also feels there’s something wrong but is too afraid to act openly about it.", + "Grethel, a government official. She keeps track of various supernatural occurrences and organisations that deal with them.": "Grethel, a government official. She keeps track of various supernatural occurrences and organisations that deal with them.", + "Organisation ex-members. Each of them has seen a bit of bad things that happen there and can help you piece together the bigger picture.": "Organisation ex-members. Each of them has seen a bit of bad things that happen there and can help you piece together the bigger picture.", + "Independent hunters. Far less experienced than you but sometimes can do things you can’t due to being observed by the organisation.": "Independent hunters. Far less experienced than you but sometimes can do things you can’t due to being observed by the organisation.", + "Soyfly, a pixie. She knows a lot of recent gossip about the Wild Hunt.": "Soyfly, a pixie. She knows a lot of recent gossip about the Wild Hunt.", + "Althea, a private aviator. She believes the sky should be free for everyone, not just some creepy horsemen.": "Althea, a private aviator. She believes the sky should be free for everyone, not just some creepy horsemen.", + "Caragh, a banshee. She once rode with the Hunt and now helps other fugitives, but never reveals how she escaped.": "Caragh, a banshee. She once rode with the Hunt and now helps other fugitives, but never reveals how she escaped.", + "New Start, an NGO that helps refugees. They focus on political and war refugees, but allow you to use their facilities.": "New Start, an NGO that helps refugees. They focus on political and war refugees, but allow you to use their facilities.", + "The Savage Ride, the Wild Hunt’s rivals. They’ll do anything to hinder the Hunt, but are violent and fickle themselves.": "The Savage Ride, the Wild Hunt’s rivals. They’ll do anything to hinder the Hunt, but are violent and fickle themselves." } \ No newline at end of file diff --git a/Monster of the Week Official/translations/pt.json b/Monster of the Week Official/translations/pt.json index a6ae5a20a2..128f044194 100644 --- a/Monster of the Week Official/translations/pt.json +++ b/Monster of the Week Official/translations/pt.json @@ -1192,7 +1192,6 @@ "custom-move-name": "Nome", "custom-move-description": "Description", "custom-gear": "Playbook Gear", - "start_newstuff": "", "unused": "Unused", "all": "All", "starting": "Starting", @@ -1290,7 +1289,7 @@ "eos-ref": "At the end of each session, the Keeper will ask the following questions:
    • Did we conclude the current mystery?
    • Did we save someone from certain death (or worse)?
    • Did we learn something new and important about the world?
    • Did we learn something new and important about one of the hunters?
    If you get one or two \"Yes\" answers, mark one experience. If you get three or four, mark two.", "pick-book": "Escolha sua Cartilha", "pick-book-desc": "Pick your playbook using the menu in the upper right corner or the buttons in the lists below. Once you pick a playbook, starting stats options are found at the bottom of the first main column (not including the stats column).", - "motw-books": "Monster of the Week Revised Edition Playbooks", + "motw-books": "Monster of the Week Hardcover Edition Playbooks", "chosen-desc": "A once-ordinary person who discovered they have a special destiny, and who has been given the power to accomplish it. The Chosen is good in a fight, with some weird powers. E.g. Buffy from Buffy the Vampire Slayer.", "crooked-desc": "A criminal turned monster hunter, haunted by their past and enemies. The Crooked is good in social situations and has a lot of contacts. E.g. Anna Valmont from The Dresden Files, Peter Bishop from Fringe.", "divine-desc": "An agent of a higher power, with a mission to fulfill. The Divine is very tough and has been granted holy powers. E.g. Castiel from Supernatural; Michael Carpenter from The Dresden Files.", @@ -1621,6 +1620,7 @@ "animating-force": "Animating Force", "animating-force-desc": "There is a force that gives you life, which cannot harm you. You do not eat, breathe, drink, or heal naturally. Instead, repair yourself with your recharge move. Pick an energy type:", "lightning": "Lightning", + "fire": "Fire", "music": "Música", "clockwork": "Clockwork", "orgone": "Orgone", @@ -1686,7 +1686,6 @@ "hardcase2020-move6": "Inspired Guesswork: When you investigate a mystery, you may spend 1 Fire to add 1 extra hold. The extra question must be about powers, motivations, or weaknesses.", "hardcase2020-move7": "Stone Cold: You never really get ruffled by danger. Gain +1 whenever pain or fear requires you act under pressure. Your nearby allies also gain this bonus against pain and fear, as long as you keep it together.", "hardcase2020-move8": "Weapon Master: When you take possession of a new weapon you may add, remove, or change one tag. This change only applies for you. When you get this move, apply it to all your current weapons.", - "fire": "Fire", "calm": "Calm", "raging": "Raging", "hardcase-vehicles": "Veículos", @@ -1716,5 +1715,610 @@ "hardcase2020-gear22": "A spell formula, written on a napkin", "hardcase2020-advance1": "Your Fire track increases to 13 boxes.", "constructed-unstable": "You get 10 harm boxes and do not become unstable.", - "end_newstuff": "" + "team-playbooks": "Team Playbooks", + "team-playbook-choice": "Choose a Team Playbook", + "Team Playbook": "Team Playbook", + "Agents in Black": "Agents in Black", + "Always on the Road": "Always on the Road", + "The Chosen One and Entourage": "The Chosen One and Entourage", + "Guardians of the Borderland": "Guardians of the Borderland", + "IMPS (International Monster and Paranormal Service)": "IMPS (International Monster and Paranormal Service)", + "Interdimensional Crisis Team": "Interdimensional Crisis Team", + "The Last Survivors": "The Last Survivors", + "League of Double Lives": "League of Double Lives", + "Mercenaries": "Mercenaries", + "Mystery Club": "Mystery Club", + "The Night Shift": "The Night Shift", + "Suburban Watch Group": "Suburban Watch Group", + "Touring Band": "Touring Band", + "Whistleblowers": "Whistleblowers", + "Wild Hunt Fugitives": "Wild Hunt Fugitives", + "pick-teambook-desc": "Pick your team playbook using the menu in the upper right corner or the buttons in the lists below.", + "This team playbook has the hunters working for the Bureau—a clandestine organisation dedicated to hiding the existence of monsters and the supernatural from the general public.": "This team playbook has the hunters working for the Bureau—a clandestine organisation dedicated to hiding the existence of monsters and the supernatural from the general public.", + "You’re a travelling hunter team. Every week is a new town with a new problem.": "You’re a travelling hunter team. Every week is a new town with a new problem.", + "This team centres on a Chosen One and their friends who help with monster hunting. There’s also room for a mentor.": "This team centres on a Chosen One and their friends who help with monster hunting. There’s also room for a mentor.", + "This team playbook has the hunters as wardens of a liminal region: somewhere where the borders of the world are thin, where monsters and magic can slip through and cause trouble.": "This team playbook has the hunters as wardens of a liminal region: somewhere where the borders of the world are thin, where monsters and magic can slip through and cause trouble.", + "The International Monster and Paranormal Service (IMPS) was created to keep humanity safe from supernatural threats. It’s not clear who funds them, although most people assume it’s some kind of United Nations agency. IMPS isn’t secret, but they keep things as quiet as possible This team playbook sets your hunters as one of the elite IMPS teams that travels the world to deal with monster incidents.": "The International Monster and Paranormal Service (IMPS) was created to keep humanity safe from supernatural threats. It’s not clear who funds them, although most people assume it’s some kind of United Nations agency. IMPS isn’t secret, but they keep things as quiet as possible This team playbook sets your hunters as one of the elite IMPS teams that travels the world to deal with monster incidents.", + "Your world isn’t the only one that needs monster hunting help from time to time. And when others do, you travel through portals, loopholes, and other oddities to help. Interdimensional Crisis Team perfectly fits over-the-top, parody games. More serious stories about interdimensional problems are handled better by Guardians of the Borderland.": "Your world isn’t the only one that needs monster hunting help from time to time. And when others do, you travel through portals, loopholes, and other oddities to help. Interdimensional Crisis Team perfectly fits over-the-top, parody games. More serious stories about interdimensional problems are handled better by Guardians of the Borderland.", + "This hunter team were the only people who lived through a terrible (maybe even apocalyptic) battle. You had many allies at your side, but they didn’t make it.": "This hunter team were the only people who lived through a terrible (maybe even apocalyptic) battle. You had many allies at your side, but they didn’t make it.", + "You’re monster hunters but also important society members in a city. Your ties to the society give you various forms of influence but also mean you somehow have to manage two lives at once. The world isn’t ready to learn about your monster hunting and even less about the monsters themselves.": "You’re monster hunters but also important society members in a city. Your ties to the society give you various forms of influence but also mean you somehow have to manage two lives at once. The world isn’t ready to learn about your monster hunting and even less about the monsters themselves.", + "This team playbook has the hunters working for hire. They save people and hunt monsters, sure, but they also want to get paid at the end of the day.": "This team playbook has the hunters working for hire. They save people and hunt monsters, sure, but they also want to get paid at the end of the day.", + "This is a hunter team of investigators, with a focus on less horrific and more comedic mysteries. This particularly suits games with younger players, or younger hunters. This team playbook strongly pushes the game towards silliness and jokes, so be sure you’re ready for that if you’re considering taking it.": "This is a hunter team of investigators, with a focus on less horrific and more comedic mysteries. This particularly suits games with younger players, or younger hunters. This team playbook strongly pushes the game towards silliness and jokes, so be sure you’re ready for that if you’re considering taking it.", + "This team playbook has the hunters comprising the night shift at a workplace. A workplace that gets way more than its fair share of supernatural problems.": "This team playbook has the hunters comprising the night shift at a workplace. A workplace that gets way more than its fair share of supernatural problems.", + "This is a group of hunters who began as regular folks looking out for their local neighbourhood or town. It emphasises relationships outside of monster hunting and a focus on normal life as well as your adventures.": "This is a group of hunters who began as regular folks looking out for their local neighbourhood or town. It emphasises relationships outside of monster hunting and a focus on normal life as well as your adventures.", + "This team is a band, eternally on tour. Everywhere you have a gig booked, it seems like something bad is going down. Between sound check and putting on the show, you gotta deal with whatever is eating people in this town.": "This team is a band, eternally on tour. Everywhere you have a gig booked, it seems like something bad is going down. Between sound check and putting on the show, you gotta deal with whatever is eating people in this town.", + "All the hunters in your team are members of a monster hunting organisation, and you start suspecting there’s something fishy about this group. This team playbook shares many elements of the Initiate and Professional playbooks because it essentially represents playing an entire team of Initiates and/or Professionals. You shouldn’t choose those playbooks when playing as the Whistleblowers—unless the Keeper agrees some characters belong to a different organisation as well, which might make the situation even more messy.": "All the hunters in your team are members of a monster hunting organisation, and you start suspecting there’s something fishy about this group. This team playbook shares many elements of the Initiate and Professional playbooks because it essentially represents playing an entire team of Initiates and/or Professionals. You shouldn’t choose those playbooks when playing as the Whistleblowers—unless the Keeper agrees some characters belong to a different organisation as well, which might make the situation even more messy.", + "You joined or were abducted by the Wild Hunt. You gained some supernatural skills while riding with it, but then escaped it. Now you use your experience to hunt monsters, evade the Hunt and, maybe, destroy it one day.": "You joined or were abducted by the Wild Hunt. You gained some supernatural skills while riding with it, but then escaped it. Now you use your experience to hunt monsters, evade the Hunt and, maybe, destroy it one day.", + "Getting Started": "Getting Started", + "Determine the nature of the Event.": "Determine the nature of the Event.", + "Decide the history between you and the Wild Hunt.": "Decide the history between you and the Wild Hunt.", + "Pick your style (and associated improvement question).": "Pick your style (and associated improvement question).", + "Figure out the nature of the Bureau.": "Figure out the nature of the Bureau.", + "Create your city.": "Create your city.", + "Pick your obligations.": "Pick your obligations.", + "Come up with a band name.": "Come up with a band name.", + "Pick a starting team ally.": "Pick a starting team ally.", + "Customize the organisation.": "Customize the organisation.", + "Pick your starting team move and 2 boxes of assets.": "Pick your starting team move and 2 boxes of assets.", + "Pick a starting team ally, move, and assets.": "Pick a starting team ally, move, and assets.", + "Pick a starting team enemy, ally, move, and 2 boxes of assets.": "Pick a starting team enemy, ally, move, and 2 boxes of assets.", + "Put on some music and hit the road.": "Put on some music and hit the road.", + "Await the next weird prophecy.": "Await the next weird prophecy.", + "Check the boundaries for incursions.": "Check the boundaries for incursions.", + "Report for your mission briefing.": "Report for your mission briefing.", + "Prepare for the next disaster.": "Prepare for the next disaster.", + "Ponder your responsibilities, as you await the call.": "Ponder your responsibilities, as you await the call.", + "See who’s hiring today.": "See who’s hiring today.", + "Next meeting is at the clubroom on Tuesday afternoon.": "Next meeting is at the clubroom on Tuesday afternoon.", + "Clock in and prepare for another night of drudgery.": "Clock in and prepare for another night of drudgery.", + "Walk the streets. Keep an eye out for evildoers.": "Walk the streets. Keep an eye out for evildoers.", + "You have half an hour before we fly to the next city. Soundcheck at 7, you’re on at 8.": "You have half an hour before we fly to the next city. Soundcheck at 7, you’re on at 8.", + "Snoop around the boss’s office while they’re in a meeting.": "Snoop around the boss’s office while they’re in a meeting.", + "Stay wary, that sounded like howls in the wind.": "Stay wary, that sounded like howls in the wind.", + "The Bureau": "The Bureau", + "Prompts": "Prompts", + "The Bureau setup is determined by the group. Record your answers to these prompts in the Notes section below.": "The Bureau setup is determined by the group. Record your answers to these prompts in the Notes section below.", + "If you have a hunter who belongs to an organisation already—like a Professional or an Initiate—you may combine their setup with the Bureau setup. Figure out how the two perspectives work for your Bureau. If you don’t like that idea, you can also keep them separate (which will lead to its own drama with split loyalties and rivalries).": "If you have a hunter who belongs to an organisation already—like a Professional or an Initiate—you may combine their setup with the Bureau setup. Figure out how the two perspectives work for your Bureau. If you don’t like that idea, you can also keep them separate (which will lead to its own drama with split loyalties and rivalries).", + "Now determine the nature of the Bureau:": "Now determine the nature of the Bureau:", + "Is the Bureau an open, covert, or secret organisation? An open Bureau exists openly but has a cover responsibility to distract from their real mission. A covert Bureau doesn’t explicitly hide themselves, but they try not to draw attention. A secret Bureau has no official records and operates completely in the shadows.": "Is the Bureau an open, covert, or secret organisation? An open Bureau exists openly but has a cover responsibility to distract from their real mission. A covert Bureau doesn’t explicitly hide themselves, but they try not to draw attention. A secret Bureau has no official records and operates completely in the shadows.", + "Who is your team’s handler or commanding officer and what are they like? Create your own or pick one of these:": "Who is your team’s handler or commanding officer and what are they like? Create your own or pick one of these:", + "Special Agent “Coop” is a genial, avuncular middle-aged man. He’s disorganised and often loses track of details, but he always has the team’s back.": "Special Agent “Coop” is a genial, avuncular middle-aged man. He’s disorganised and often loses track of details, but he always has the team’s back.", + "Special Agent “Star” is a harsh boss. She doesn’t really seem to like you, and you never seem to measure up to her standards of “perfection plus.” She runs everything by the book (this can be good or bad for you).": "Special Agent “Star” is a harsh boss. She doesn’t really seem to like you, and you never seem to measure up to her standards of “perfection plus.” She runs everything by the book (this can be good or bad for you).", + "Provisional Special Agent “Fireball” is young and excitable. They prefer you deal with problems in a scorched earth style, without regard for consequences. That is also their management style.": "Provisional Special Agent “Fireball” is young and excitable. They prefer you deal with problems in a scorched earth style, without regard for consequences. That is also their management style.", + "Who do you think is really running the Bureau? The government? A secret global government? Some other government? A billionaire? A secret conspiracy dating back to Uruk’s priesthood? Something else?": "Who do you think is really running the Bureau? The government? A secret global government? Some other government? A billionaire? A secret conspiracy dating back to Uruk’s priesthood? Something else?", + "The Event": "The Event", + "What is the terrible situation you all survived together?": "What is the terrible situation you all survived together?", + "A concerted assault by monsters, as you took shelter in an isolated cabin.": "A concerted assault by monsters, as you took shelter in an isolated cabin.", + "A single terrifying monster invaded your homes.": "A single terrifying monster invaded your homes.", + "It was the only chance to avert an apocalypse.": "It was the only chance to avert an apocalypse.", + "An invasion from another dimension.": "An invasion from another dimension.", + "People around you were transformed into monsters.": "People around you were transformed into monsters.", + "You were strangers in a small town filled with murderous monsters, on festival day.": "You were strangers in a small town filled with murderous monsters, on festival day.", + "Something else:": "Something else:", + "Decide who the allies were who fought alongside you and died in battle. Each hunter picks one.": "Decide who the allies were who fought alongside you and died in battle. Each hunter picks one.", + "A monster hunting teammate.": "A monster hunting teammate.", + "Your spouse or lover.": "Your spouse or lover.", + "Your sibling.": "Your sibling.", + "A parent.": "A parent.", + "A child.": "A child.", + "Your mentor.": "Your mentor.", + "Your protégée.": "Your protégée.", + "Your dog (or other pet).": "Your dog (or other pet).", + "Someone else:": "Someone else:", + "Then decide how you saved the day in the end. Whatever it was, it came at great personal cost (beyond the loss you just chose).": "Then decide how you saved the day in the end. Whatever it was, it came at great personal cost (beyond the loss you just chose).", + "The City": "The City", + "The city you all protect will be an important aspect of the story, more of a collective character of your mysteries than just a background element. Each player should choose one key aspect of the city from one of the following lists. Balance between good and bad things as fits the mood of your campaign.": "The city you all protect will be an important aspect of the story, more of a collective character of your mysteries than just a background element. Each player should choose one key aspect of the city from one of the following lists. Balance between good and bad things as fits the mood of your campaign.", + "Good things": "Good things", + "Cozy": "Cozy", + "Affluent": "Affluent", + "Good social care": "Good social care", + "Proud of its past": "Proud of its past", + "Lots of monuments": "Lots of monuments", + "Highly ecological": "Highly ecological", + "Transparent politics": "Transparent politics", + "Technological hub": "Technological hub", + "The nation’s main transport hub": "The nation’s main transport hub", + "Protected by benevolent magic": "Protected by benevolent magic", + "Beloved by travel vloggers": "Beloved by travel vloggers", + "An extremely famous mayor": "An extremely famous mayor", + "A university with unique departments": "A university with unique departments", + "Other:": "Other:", + "Bad things": "Bad things", + "Alienating": "Alienating", + "Poor": "Poor", + "Big social inequality": "Big social inequality", + "Shameful past": "Shameful past", + "Nothing worth sightseeing": "Nothing worth sightseeing", + "Highly polluted": "Highly polluted", + "Shady politics": "Shady politics", + "No prospects for the future": "No prospects for the future", + "Shady military bases": "Shady military bases", + "Gangs that terrorize the entire region": "Gangs that terrorize the entire region", + "Believed to bring bad luck": "Believed to bring bad luck", + "Struck by a powerful curse": "Struck by a powerful curse", + "Obligations": "Obligations", + "Your social status carries some obligations with it. At the beginning of a mystery, the Keeper holds 3. They can spend 1 hold to introduce one of the obligations. When it’s introduced, at least half of you must attend, otherwise you can lose allies or tempt mundane people to investigate your lives.": "Your social status carries some obligations with it. At the beginning of a mystery, the Keeper holds 3. They can spend 1 hold to introduce one of the obligations. When it’s introduced, at least half of you must attend, otherwise you can lose allies or tempt mundane people to investigate your lives.", + "Choose or create two obligations you have:": "Choose or create two obligations you have:", + "Attending parties and balls.": "Attending parties and balls.", + "Attending important conferences.": "Attending important conferences.", + "Ceremonially opening new buildings.": "Ceremonially opening new buildings.", + "Meeting children at schools.": "Meeting children at schools.", + "Tutoring promising students one on one.": "Tutoring promising students one on one.", + "Appearing on TV.": "Appearing on TV.", + "The Organisation": "The Organisation", + "You create the details about your organisation, choosing options from the following lists. Things you suspect can pertain either to the organisation as a whole or to an influential group within it. At least two of the things you suspect are true, the Keeper decides which ones.": "You create the details about your organisation, choosing options from the following lists. Things you suspect can pertain either to the organisation as a whole or to an influential group within it. At least two of the things you suspect are true, the Keeper decides which ones.", + "Official goals": "Official goals", + "(choose one or two)": "(choose one or two)", + "Slay monsters": "Slay monsters", + "Contain monsters": "Contain monsters", + "Govern safe use of magic": "Govern safe use of magic", + "Research monsters": "Research monsters", + "Research paranatural phenomena": "Research paranatural phenomena", + "Keep monsters and magic secret": "Keep monsters and magic secret", + "Goal you suspect": "Goal you suspect", + "(choose one)": "(choose one)", + "Training an army of monsters": "Training an army of monsters", + "Creating new monsters": "Creating new monsters", + "Stealing the monsters’ powers": "Stealing the monsters’ powers", + "Keeping all magic to themselves": "Keeping all magic to themselves", + "Taking over the world": "Taking over the world", + "Destroying the world": "Destroying the world", + "Official resources": "Official resources", + "(choose two)": "(choose two)", + "Ancient lore": "Ancient lore", + "Modernised": "Modernised", + "Chapters everywhere": "Chapters everywhere", + "Secular power": "Secular power", + "Rich": "Rich", + "Rigorous training": "Rigorous training", + "Offices all over the place": "Offices all over the place", + "Good intel": "Good intel", + "Support teams": "Support teams", + "Suspected resources": "Suspected resources", + "Demonology": "Demonology", + "Necromancy": "Necromancy", + "Deals with monsters": "Deals with monsters", + "Manipulated minions": "Manipulated minions", + "Manipulated cultists": "Manipulated cultists", + "Bribed officials": "Bribed officials", + "Sacrificing members": "Sacrificing members", + "Obvious flaws": "Obvious flaws", + "Tradition-bound": "Tradition-bound", + "Paranoid and secretive": "Paranoid and secretive", + "Closed hierarchy": "Closed hierarchy", + "Strict laws": "Strict laws", + "Mystical oaths": "Mystical oaths", + "Bureaucratic": "Bureaucratic", + "Hostile superiors": "Hostile superiors", + "Take-no-prisoners policy": "Take-no-prisoners policy", + "Live capture policy": "Live capture policy", + "Suspected flaws": "Suspected flaws", + "Total obedience": "Total obedience", + "Tyrannical leaders": "Tyrannical leaders", + "Protects member criminals": "Protects member criminals", + "The Wild Hunt": "The Wild Hunt", + "You were part of the Wild Hunt, a group of violent fey and spirits riding the world and striking fear into the hearts of people. Detail the Wild Hunt here.": "You were part of the Wild Hunt, a group of violent fey and spirits riding the world and striking fear into the hearts of people. Detail the Wild Hunt here.", + "Who Rides With The Hunt?": "Who Rides With The Hunt?", + "Elves": "Elves", + "Trolls": "Trolls", + "Demons": "Demons", + "Wraiths": "Wraiths", + "Banshees": "Banshees", + "Werewolves": "Werewolves", + "Something Else": "Something Else", + "The Wild Hunt has a leader, probably a king or a queen. Give them a name or a title:": "The Wild Hunt has a leader, probably a king or a queen. Give them a name or a title:", + "Choose or invent their impressive powers, at least two:": "Choose or invent their impressive powers, at least two:", + "Grant immortality": "Grant immortality", + "Grant lycanthropy": "Grant lycanthropy", + "Steal emotion": "Steal emotion", + "See destinies": "See destinies", + "Set destinies": "Set destinies", + "Control weather": "Control weather", + "Grant sentience to animals": "Grant sentience to animals", + "Grant sentience to weapons": "Grant sentience to weapons", + "Why were you a part of the Wild Hunt?": "Why were you a part of the Wild Hunt?", + "Each player can choose a different answer:": "Each player can choose a different answer:", + "I was kidnapped by the Hunt": "I was kidnapped by the Hunt", + "I sold my soul to the Hunt": "I sold my soul to the Hunt", + "I wanted to ride with the Hunt": "I wanted to ride with the Hunt", + "I’m a supernatural creature who’s a part of the Hunt": "I’m a supernatural creature who’s a part of the Hunt", + "Something else": "Something else", + "Then all of you escaped, sick with the Hunt’s atrocities or their treatment of you.": "Then all of you escaped, sick with the Hunt’s atrocities or their treatment of you.", + "How Did You Escape?": "How Did You Escape?", + "How did you escape?": "How did you escape?", + "With a clever plan": "With a clever plan", + "By sheer luck": "By sheer luck", + "With outside help": "With outside help", + "Thanks to a loophole in your fae contract": "Thanks to a loophole in your fae contract", + "The Wild Hunt keeps looking for you. How do they do it?": "The Wild Hunt keeps looking for you. How do they do it?", + "Choose two ways:": "Choose two ways:", + "They give other monsters this in exchange for information.": "They give other monsters this in exchange for information.", + "They track the internet, but they can’t monitor one part of it:": "They track the internet, but they can’t monitor one part of it:", + "They can see you when you’re outside in one type of weather, namely:": "They can see you when you’re outside in one type of weather, namely:", + "They sense you when you use magic unless you take a precaution, namely:": "They sense you when you use magic unless you take a precaution, namely:", + "What will the Wild Hunt do if they find you?": "What will the Wild Hunt do if they find you?", + "Kill you.": "Kill you.", + "Torment you.": "Torment you.", + "Make you join the Hunt again.": "Make you join the Hunt again.", + "Make you slaves.": "Make you slaves.", + "Notes": "Notes", + "Team Moves": "Team Moves", + "Choose your team moves from this list. The first one is a good default choice:": "Choose your team moves from this list. The first one is a good default choice:", + "Memory Eraser: You have been issued handheld devices to erase memories from civilians. When you target a person and activate the device, say how many hours you want to erase (1–6) and roll +Weird. On a 10+, those memories are gone. On a 7–9, the memories are gone but the target knows something strange happened.": "Memory Eraser: You have been issued handheld devices to erase memories from civilians. When you target a person and activate the device, say how many hours you want to erase (1–6) and roll +Weird. On a 10+, those memories are gone. On a 7–9, the memories are gone but the target knows something strange happened.", + "Authority Override: If local officials are causing trouble, you can get them pulled off the case. This may—of course—make them more suspicious.": "Authority Override: If local officials are causing trouble, you can get them pulled off the case. This may—of course—make them more suspicious.", + "Containment Field Projector: Place the projector and activate it, choosing a range from 1–20 meters. A spherical shield is created, allowing nothing in or out. Lasts until deactivated by remote or in an hour when the battery runs out. There’s time to get out of the zone, but only just.": "Containment Field Projector: Place the projector and activate it, choosing a range from 1–20 meters. A spherical shield is created, allowing nothing in or out. Lasts until deactivated by remote or in an hour when the battery runs out. There’s time to get out of the zone, but only just.", + "Anonymity: Your identity isn’t traceable via official databases or records. Enemies or bystanders can’t find out anything about your history through any official channels. Additionally, any distinguishing features are removed from photo, videos, or voice recordings of you when they’re processed by any regular computer or phone.": "Anonymity: Your identity isn’t traceable via official databases or records. Enemies or bystanders can’t find out anything about your history through any official channels. Additionally, any distinguishing features are removed from photo, videos, or voice recordings of you when they’re processed by any regular computer or phone.", + "Not Right: You all have a creepy, uncanny valley style aura or look that counts as a reason for manipulating a bystander with threats.": "Not Right: You all have a creepy, uncanny valley style aura or look that counts as a reason for manipulating a bystander with threats.", + "Something Different: Take a move from another team playbook.": "Something Different: Take a move from another team playbook.", + "Change Team Style: Pick a new team style. You now use that one instead of the one you first chose.": "Change Team Style: Pick a new team style. You now use that one instead of the one you first chose.", + "Home Away from Home: Whenever you arrive in a new town, you immediately find a motel and a cafe that are friendly and welcoming. One or the other will turn out to have a connection to the mystery that brought you here, even if just by having a bystander come by.": "Home Away from Home: Whenever you arrive in a new town, you immediately find a motel and a cafe that are friendly and welcoming. One or the other will turn out to have a connection to the mystery that brought you here, even if just by having a bystander come by.", + "Geniality: When you meet a new person in a town you haven’t visited before, roll +Charm. On a 10+, they are well-disposed towards you. On a 7–9, they’re still well-disposed but the Keeper chooses one: they are marked for trouble, or they conceal something from the hunters. Additionally, when you return to a town you have already visited, you always run into the people you befriended previously.": "Geniality: When you meet a new person in a town you haven’t visited before, roll +Charm. On a 10+, they are well-disposed towards you. On a 7–9, they’re still well-disposed but the Keeper chooses one: they are marked for trouble, or they conceal something from the hunters. Additionally, when you return to a town you have already visited, you always run into the people you befriended previously.", + "Handy: You’re all good at fixing stuff. Anything broken or messed up in the course of a mystery is repaired and ready to go before the next one. Gear or assets that would be described as “totally destroyed” still need to be replaced.": "Handy: You’re all good at fixing stuff. Anything broken or messed up in the course of a mystery is repaired and ready to go before the next one. Gear or assets that would be described as “totally destroyed” still need to be replaced.", + "No-stick: You’ve had yourselves removed from official and law enforcement databases. You don’t have to worry about “misunderstandings” from previous towns getting in the way of your hunts (unless someone got annoyed enough to make it a personal vendetta).": "No-stick: You’ve had yourselves removed from official and law enforcement databases. You don’t have to worry about “misunderstandings” from previous towns getting in the way of your hunts (unless someone got annoyed enough to make it a personal vendetta).", + "Monster Journals: When a mystery reminds you of something you encountered before, consult your notes and tell the Keeper what you think is the same. The Keeper will say if you got it right.If you’re correct, take +1 forward to investigate a mystery. If you’re wrong but had a good idea, take +1 forward to read a bad situation. If you’re totally off base, the Keeper holds 1 to put you in a tight spot.": "Monster Journals: When a mystery reminds you of something you encountered before, consult your notes and tell the Keeper what you think is the same. The Keeper will say if you got it right.

    If you’re correct, take +1 forward to investigate a mystery. If you’re wrong but had a good idea, take +1 forward to read a bad situation. If you’re totally off base, the Keeper holds 1 to put you in a tight spot.", + "Ancient Visions: An ancient ritual, to be conducted regularly, gives the whole team access to some of the visions sent to the Chosen One. Once per mystery, each hunter may ask the Keeper a question about anything they want. The Keeper answers with a vision or dream: obscure and vague, but true.": "Ancient Visions: An ancient ritual, to be conducted regularly, gives the whole team access to some of the visions sent to the Chosen One. Once per mystery, each hunter may ask the Keeper a question about anything they want. The Keeper answers with a vision or dream: obscure and vague, but true.", + "Armoury of the Chosen: You gain a cache of special weapons used by previous Chosen Ones. The Keeper should design a lesser version of the Chosen One’s special weapon, which all other members of the team may use. When this is unlocked, the Chosen One may change or add a tag on their special weapon.": "Armoury of the Chosen: You gain a cache of special weapons used by previous Chosen Ones. The Keeper should design a lesser version of the Chosen One’s special weapon, which all other members of the team may use. When this is unlocked, the Chosen One may change or add a tag on their special weapon.", + "Handing on the Torch: When you select this, designate another character as the next Chosen One. When the current Chosen One dies, that character may change to the Chosen playbook whenever they are ready. The new Chosen One designates the next heir when they find a worthy successor.": "Handing on the Torch: When you select this, designate another character as the next Chosen One. When the current Chosen One dies, that character may change to the Chosen playbook whenever they are ready. The new Chosen One designates the next heir when they find a worthy successor.", + "Friends Stick Together: Once per mystery, a hunter may call the rest of the team to their current location. Everyone arrives as soon as they potentially can (based on their last known position and when we saw them there). That can be “right this instant,” if at all possible.": "Friends Stick Together: Once per mystery, a hunter may call the rest of the team to their current location. Everyone arrives as soon as they potentially can (based on their last known position and when we saw them there). That can be “right this instant,” if at all possible.", + "Wyrd’s Favour: When you choose this team move, all hunters erase 1 spent Luck point. If you haven’t spent any Luck yet, add a new Luck box instead.": "Wyrd’s Favour: When you choose this team move, all hunters erase 1 spent Luck point. If you haven’t spent any Luck yet, add a new Luck box instead.", + "Otherworldly Intuition: When you encounter something from another world, you recognise that they don’t belong here. When you encounter a place where another world is accessible, you are aware of it and may stop at the threshold.": "Otherworldly Intuition: When you encounter something from another world, you recognise that they don’t belong here. When you encounter a place where another world is accessible, you are aware of it and may stop at the threshold.", + "Wardens: Once per mystery while you’re defending a portal, wall, or border, you may ignore all harm from a single source, or treat a roll as if you rolled a 12. This works just as if you spent a Luck, except it doesn’t trigger your special move.": "Wardens: Once per mystery while you’re defending a portal, wall, or border, you may ignore all harm from a single source, or treat a roll as if you rolled a 12. This works just as if you spent a Luck, except it doesn’t trigger your special move.", + "Outer Speech: You have a knack for the languages of the multiverse. You can always understand, and make yourself understood, when you’re talking to denizens from beyond. This is mainly the general sense of things—some details might get lost along the way.": "Outer Speech: You have a knack for the languages of the multiverse. You can always understand, and make yourself understood, when you’re talking to denizens from beyond. This is mainly the general sense of things—some details might get lost along the way.", + "Walkers between Worlds: At a suitable liminal site, you know how to step between worlds. Describe how you open the way and roll +Weird. On a 10+, you’re walking to the place you intended, but the way may be difficult. On a 7–9, choose one: you’re on the right path in immediate danger, or you find yourself lost and in the wrong place. On a 6 or less, you’re lost and in big trouble. If more than one of the hunters is using this move together, only make one roll: the hunter with the worst Weird score rolls (but they may accept help).": "Walkers between Worlds: At a suitable liminal site, you know how to step between worlds. Describe how you open the way and roll +Weird. On a 10+, you’re walking to the place you intended, but the way may be difficult. On a 7–9, choose one: you’re on the right path in immediate danger, or you find yourself lost and in the wrong place. On a 6 or less, you’re lost and in big trouble. If more than one of the hunters is using this move together, only make one roll: the hunter with the worst Weird score rolls (but they may accept help).", + "Outsider Knack: Once per visit to another world, you may use a trick or ability from Earth to gain an advantage. The advantage allows you to roll one move using three dice, selecting the best two for your result.": "Outsider Knack: Once per visit to another world, you may use a trick or ability from Earth to gain an advantage. The advantage allows you to roll one move using three dice, selecting the best two for your result.", + "Drilled Coordination: All team members get +1 ongoing when helping out another team member.": "Drilled Coordination: All team members get +1 ongoing when helping out another team member.", + "Comms: You have systems that keep you constantly in voice contact, regardless of where in the world you each may be. Not guaranteed to work in shielded spaces, deep underground, beyond magical portals, or on other worlds.": "Comms: You have systems that keep you constantly in voice contact, regardless of where in the world you each may be. Not guaranteed to work in shielded spaces, deep underground, beyond magical portals, or on other worlds.", + "Recognised IMPS Team: Wherever in the world you are, you have authority to deal with supernatural events. Local officials will—in general—cooperate with you fully. Does not apply in nations outside the IMPS treaty.": "Recognised IMPS Team: Wherever in the world you are, you have authority to deal with supernatural events. Local officials will—in general—cooperate with you fully. Does not apply in nations outside the IMPS treaty.", + "Rapid Deployment: IMPS has quick-response vehicles able to deliver you (or other IMPS assets) anywhere in the world, extremely quickly. They may also be used to make a fast exit from bad situations.": "Rapid Deployment: IMPS has quick-response vehicles able to deliver you (or other IMPS assets) anywhere in the world, extremely quickly. They may also be used to make a fast exit from bad situations.", + "Memories of the Fallen: When a hunter on the team dies in the line of duty, or retires from IMPS and monster hunting, all remaining team members erase a used Luck mark.": "Memories of the Fallen: When a hunter on the team dies in the line of duty, or retires from IMPS and monster hunting, all remaining team members erase a used Luck mark.", + "Global Crisis: Once per mystery, each of you can read a bad situation treating an entire world as the bad situation, including asking about the best way in or out.": "Global Crisis: Once per mystery, each of you can read a bad situation treating an entire world as the bad situation, including asking about the best way in or out.", + "Surge of Magic: Each of you holds 1 when you enter a new world. You can spend this hold to get an automatic result of 10 on a Weird move roll or to learn a useful big magic ritual known only in this world.": "Surge of Magic: Each of you holds 1 when you enter a new world. You can spend this hold to get an automatic result of 10 on a Weird move roll or to learn a useful big magic ritual known only in this world.", + "Otherworldly: You make your strangeness in other worlds work to your advantage in interpersonal situations. “I’m from another world” works as a reason for people to do as you ask when you manipulate someone.": "Otherworldly: You make your strangeness in other worlds work to your advantage in interpersonal situations. “I’m from another world” works as a reason for people to do as you ask when you manipulate someone.", + "A Multiverse of Friends: Three times per mystery, a friend you’ve made in an alternate universe can help one of you with a task as if they rolled 10+ to help out. They either manifest next to you for a moment or somehow are there in person. They can be bystanders from previous games or people from your backstories.": "A Multiverse of Friends: Three times per mystery, a friend you’ve made in an alternate universe can help one of you with a task as if they rolled 10+ to help out. They either manifest next to you for a moment or somehow are there in person. They can be bystanders from previous games or people from your backstories.", + "Determined Guardians: When one of the hunters protects a bystander, the target never takes harm: even on a miss, that bystander is totally safe. The hunter doing the protection still suffers the full effects of the roll result.": "Determined Guardians: When one of the hunters protects a bystander, the target never takes harm: even on a miss, that bystander is totally safe. The hunter doing the protection still suffers the full effects of the roll result.", + "Field Medics: When you treat an injured bystander, they are stabilised and well enough to manage until they can get proper medical attention. When you treat another hunter, pick if you heal 2-harm or stabilise them. Then they take +1 forward.": "Field Medics: When you treat an injured bystander, they are stabilised and well enough to manage until they can get proper medical attention. When you treat another hunter, pick if you heal 2-harm or stabilise them. Then they take +1 forward.", + "Checklists: Once per mystery, each hunter in need of a particular item may declare they have it. Narrate a flashback explaining why they thought to include it in their gear. If the item is especially rare, strange, or unusual (this is the Keeper’s call), then this move can’t be used again by any hunter until the next mystery.": "Checklists: Once per mystery, each hunter in need of a particular item may declare they have it. Narrate a flashback explaining why they thought to include it in their gear. If the item is especially rare, strange, or unusual (this is the Keeper’s call), then this move can’t be used again by any hunter until the next mystery.", + "Keep on Goin’: When you’re protecting bystanders from danger, any move that would prevent you from taking action due to harm, stress, or panic has its effect deferred. You can keep going for now, but once everyone is safe the full effects of what you’ve been through hit you.": "Keep on Goin’: When you’re protecting bystanders from danger, any move that would prevent you from taking action due to harm, stress, or panic has its effect deferred. You can keep going for now, but once everyone is safe the full effects of what you’ve been through hit you.", + "Shared Dangers: When you take a moment to share your worries and fears about a previous or upcoming battle with another hunter, you both choose one: heal 1-harm, or take +1 forward.": "Shared Dangers: When you take a moment to share your worries and fears about a previous or upcoming battle with another hunter, you both choose one: heal 1-harm, or take +1 forward.", + "Big Reveal: If most people around you don’t know about your secret identities, the first action you take in that scene that reveals those identities gets +1 forward. Bystanders and minions present freeze in surprise for a moment, giving you an opportunity to act before they can react.": "Big Reveal: If most people around you don’t know about your secret identities, the first action you take in that scene that reveals those identities gets +1 forward. Bystanders and minions present freeze in surprise for a moment, giving you an opportunity to act before they can react.", + "Affluent: You can get most gear easily. Specify what you need, assigning tags to the gear. If it’s a weapon, treat each harm beyond 2-harm as a separate tag; if it’s armour, treat each point of armour as a separate tag. Then roll +tags. On a miss, you get it easily. On a 7–9, you get it but raise some questions. On a 10+, either you don’t get it or you do but someone gets a clear clue about your secret identity.": "Affluent: You can get most gear easily. Specify what you need, assigning tags to the gear. If it’s a weapon, treat each harm beyond 2-harm as a separate tag; if it’s armour, treat each point of armour as a separate tag. Then roll +tags. On a miss, you get it easily. On a 7–9, you get it but raise some questions. On a 10+, either you don’t get it or you do but someone gets a clear clue about your secret identity.", + "Only When Necessary: If you manage to stop or destroy a minion without using any abilities or gear of your secret identity (including monster hunting weapons), each hunter involved marks experience. If it was a monster, mark two.": "Only When Necessary: If you manage to stop or destroy a minion without using any abilities or gear of your secret identity (including monster hunting weapons), each hunter involved marks experience. If it was a monster, mark two.", + "Shadow Selves: When one of you wants to be in two places at the same time, summon your shadow self in another place. Only one shadow self can per hunter exist at one time. The shadow self has a trait that allows others to distinguish it from you if they observe closely. Roll +Weird. On a 10+, hold 3. On a 7–9, hold 1. Spend holds to have your shadow self act as if it were you, but with –1 ongoing. When you spend the last hold, the shadow self dissolves in an obviously supernatural and unsettling way. On a miss, the shadow self appears for a moment and does something you really, really didn’t want them to do...": "Shadow Selves: When one of you wants to be in two places at the same time, summon your shadow self in another place. Only one shadow self can per hunter exist at one time. The shadow self has a trait that allows others to distinguish it from you if they observe closely. Roll +Weird. On a 10+, hold 3. On a 7–9, hold 1. Spend holds to have your shadow self act as if it were you, but with –1 ongoing. When you spend the last hold, the shadow self dissolves in an obviously supernatural and unsettling way. On a miss, the shadow self appears for a moment and does something you really, really didn’t want them to do...", + "Spending Money: If you get paid at the end of a mystery, each hunter adds 1-hold. Spend this hold in a later mystery narrate a flashback where you purchased the thing you need right now. It can be anything you could be carrying, something booked in advance (for example, a safe house or hotel room), or the use of a vehicle.": "Spending Money: If you get paid at the end of a mystery, each hunter adds 1-hold. Spend this hold in a later mystery narrate a flashback where you purchased the thing you need right now. It can be anything you could be carrying, something booked in advance (for example, a safe house or hotel room), or the use of a vehicle.", + "The B-Team: When you need to fortify a location or armour a vehicle, narrate a montage of your preparations. When you’re done, the location or vehicle provides 2-armour to all within it.": "The B-Team: When you need to fortify a location or armour a vehicle, narrate a montage of your preparations. When you’re done, the location or vehicle provides 2-armour to all within it.", + "Combat Training: When you help out another team member during combat, they may inflict +1 harm or suffer –1 harm in addition to the usual effects of your result.": "Combat Training: When you help out another team member during combat, they may inflict +1 harm or suffer –1 harm in addition to the usual effects of your result.", + "It’s Our Job: If a bystander has hired you, that counts as a reason when you manipulate them. This remains in effect in later mysteries. The Keeper may include other bystanders in the effect, if they’re part of a group you’re working for.": "It’s Our Job: If a bystander has hired you, that counts as a reason when you manipulate them. This remains in effect in later mysteries. The Keeper may include other bystanders in the effect, if they’re part of a group you’re working for.", + "The Good Ones: When you refuse to accept payment for a job, the client becomes an ally.": "The Good Ones: When you refuse to accept payment for a job, the client becomes an ally.", + "Yikes!: When a hunter is captured by a monster, minion, or phenomenon, they may ask one of the investigate a mystery or read a bad situation questions.": "Yikes!: When a hunter is captured by a monster, minion, or phenomenon, they may ask one of the investigate a mystery or read a bad situation questions.", + "Sensible Chuckle: When a hunter makes a joke (good or bad) at the expense of a monster, minion, or phenomenon, they may give another hunter on the team +1 forward.": "Sensible Chuckle: When a hunter makes a joke (good or bad) at the expense of a monster, minion, or phenomenon, they may give another hunter on the team +1 forward.", + "Earnest Do-gooders: When a hunter tells someone you are helping people and why, bystanders are more likely to do as you ask. The explanation always counts as a reason if you’re manipulating them to protect them or get them to help you.": "Earnest Do-gooders: When a hunter tells someone you are helping people and why, bystanders are more likely to do as you ask. The explanation always counts as a reason if you’re manipulating them to protect them or get them to help you.", + "Slapstick: When a hunter takes harm, they may instead have an embarrassing pratfall or accident that dodges the danger. Ignore the harm as established, and simply take 1-harm (which can’t be reduced or mitigated in any way). The hunter takes –1 forward.": "Slapstick: When a hunter takes harm, they may instead have an embarrassing pratfall or accident that dodges the danger. Ignore the harm as established, and simply take 1-harm (which can’t be reduced or mitigated in any way). The hunter takes –1 forward.", + "Disguises: When a hunter disguises themself, the disguise will not be questioned, until they do something to directly cast doubt on their appearance.": "Disguises: When a hunter disguises themself, the disguise will not be questioned, until they do something to directly cast doubt on their appearance.", + "Inventory Check: If you go looking for something that just might be in stock, roll +Weird. On a 10 or more, it’s there. On a 7–9, either you find it but there’s a cost, or you find something close enough. On a miss, you find something bad.": "Inventory Check: If you go looking for something that just might be in stock, roll +Weird. On a 10 or more, it’s there. On a 7–9, either you find it but there’s a cost, or you find something close enough. On a miss, you find something bad.", + "Corporate Database: If you use the company information systems to help investigate a mystery, take +1 hold. The Keeper tells you something disturbing you learn in addition to what you were looking for.": "Corporate Database: If you use the company information systems to help investigate a mystery, take +1 hold. The Keeper tells you something disturbing you learn in addition to what you were looking for.", + "Handbook: At the start of each mystery, each hunter may consult the employee handbook for advice. Roll a single die. On a 1, take –1 forward. On a 2, gain +1 forward to Charm. On a 3, gain +1 forward to Cool. On a 4, gain +1 forward to Sharp. On a 5, gain +1 forward to Tough. On a 6, gain +1 forward to Weird.": "Handbook: At the start of each mystery, each hunter may consult the employee handbook for advice. Roll a single die. On a 1, take –1 forward. On a 2, gain +1 forward to Charm. On a 3, gain +1 forward to Cool. On a 4, gain +1 forward to Sharp. On a 5, gain +1 forward to Tough. On a 6, gain +1 forward to Weird.", + "Uniforms: While you’re wearing your uniforms, your actions won’t be questioned unless you are indisputably out of place. For example, your burger restaurant uniforms won’t help you infiltrate a military base, and vice versa. The uniforms may also count as a reason when you try to manipulate someone.": "Uniforms: While you’re wearing your uniforms, your actions won’t be questioned unless you are indisputably out of place. For example, your burger restaurant uniforms won’t help you infiltrate a military base, and vice versa. The uniforms may also count as a reason when you try to manipulate someone.", + "Company Mascot: Take your corporate mascot as an ally. Pick one: a fellow employee with useful skills in the suit, or a supernatural being trying to keep under the radar. Decide what the mascot looks like.": "Company Mascot: Take your corporate mascot as an ally. Pick one: a fellow employee with useful skills in the suit, or a supernatural being trying to keep under the radar. Decide what the mascot looks like.", + "Earned Trust: People in your community know you, and know you mean well. They’ll generally believe what you tell them. If you ask them to do something for their own safety, they usually go along with it.": "Earned Trust: People in your community know you, and know you mean well. They’ll generally believe what you tell them. If you ask them to do something for their own safety, they usually go along with it.", + "Familiarity: When you’re checking out something in your community, you’ll always recognise right away if something has changed in an out-of-the-ordinary way. You can pick up things like a house suddenly quiet, a new tree in the park, or a stranger working at the corner store.": "Familiarity: When you’re checking out something in your community, you’ll always recognise right away if something has changed in an out-of-the-ordinary way. You can pick up things like a house suddenly quiet, a new tree in the park, or a stranger working at the corner store.", + "Domestic Wardings: You know how to protect houses from evil supernatural influences. All your homes are warded, and you may ward others too. It’s a big magic ritual requiring 24 hours, all the hunters, and a number of protective items that must be placed around the house. The wardings might be broken eventually by a concerted attack.": "Domestic Wardings: You know how to protect houses from evil supernatural influences. All your homes are warded, and you may ward others too. It’s a big magic ritual requiring 24 hours, all the hunters, and a number of protective items that must be placed around the house. The wardings might be broken eventually by a concerted attack.", + "Backyard Allies: You’ve made friends with some feral or wild animals that are smarter than normal—perhaps modern nature spirits? In any case, they can scout and spy for you, and it’s unlikely anyone will pay attention to them. They might ask you for favours too, now and then.": "Backyard Allies: You’ve made friends with some feral or wild animals that are smarter than normal—perhaps modern nature spirits? In any case, they can scout and spy for you, and it’s unlikely anyone will pay attention to them. They might ask you for favours too, now and then.", + "Craft Circle: Whenever you need a physical item as a magical requirement, you can craft a substitute together. All the hunters must take part, and you’ll need a few hours. You can replace one requirement per spell this way.": "Craft Circle: Whenever you need a physical item as a magical requirement, you can craft a substitute together. All the hunters must take part, and you’ll need a few hours. You can replace one requirement per spell this way.", + "Hit It!: If you all have your instruments ready, start playing one of your songs. Everyone and everything within earshot pauses for a moment.": "Hit It!: If you all have your instruments ready, start playing one of your songs. Everyone and everything within earshot pauses for a moment.", + "Sacred Songs of Power: You may substitute “play a mystical song” for any one use magic or big magic requirement. For use magic, one person needs to perform the song. For big magic, it must be at least two of you.": "Sacred Songs of Power: You may substitute “play a mystical song” for any one use magic or big magic requirement. For use magic, one person needs to perform the song. For big magic, it must be at least two of you.", + "Famous: You’re well known. Everywhere you go, you may call up your fans. They are a temporary ally group, type: backup (motivation: to stand with you). There will be a lot of them, but they’re just regular people—good at creating a distraction but not fighting monsters.": "Famous: You’re well known. Everywhere you go, you may call up your fans. They are a temporary ally group, type: backup (motivation: to stand with you). There will be a lot of them, but they’re just regular people—good at creating a distraction but not fighting monsters.", + "In the Groove: When you’re engaged in desperate physical action, and you describe how your move sets up another member of the band, they take +1 forward.": "In the Groove: When you’re engaged in desperate physical action, and you describe how your move sets up another member of the band, they take +1 forward.", + "Healing Vibe: Whenever the band plays a gig (no matter how big or small—there just needs to be an audience), each band member and every member of the audience either unmarks unstable or heals 1-harm.": "Healing Vibe: Whenever the band plays a gig (no matter how big or small—there just needs to be an audience), each band member and every member of the audience either unmarks unstable or heals 1-harm.", + "Something Rotten: When investigating a mystery and rolling a 7+, you can ask “How does this relate to the bad things I suspect about my organisation?” in addition to one of the usual questions.": "Something Rotten: When investigating a mystery and rolling a 7+, you can ask “How does this relate to the bad things I suspect about my organisation?” in addition to one of the usual questions.", + "Organisation’s Help: When you ask for the organisation’s help—gear, intel, or personnel—tell your superiors why you need it and roll +Charm. On a 10+, you get what you asked for. On a 7–9, you get it, but sooner or later the organisation will check up on you. On a miss, they don’t give it to you and someone in the organisation learns of your true intentions if you didn’t state them.": "Organisation’s Help: When you ask for the organisation’s help—gear, intel, or personnel—tell your superiors why you need it and roll +Charm. On a 10+, you get what you asked for. On a 7–9, you get it, but sooner or later the organisation will check up on you. On a miss, they don’t give it to you and someone in the organisation learns of your true intentions if you didn’t state them.", + "Specialized: Each of you can get +1 to a single rating (maximum +3) at the cost of –1 to a different rating (minimum –2).": "Specialized: Each of you can get +1 to a single rating (maximum +3) at the cost of –1 to a different rating (minimum –2).", + "Coordinated: Training in the organisation made you especially adept at helping each other. Your team holds 3 at the beginning at each mystery. Each of you can spend 1 to get +1 forward to help out and give the one you help +2 instead of +1 if your move is successful.": "Coordinated: Training in the organisation made you especially adept at helping each other. Your team holds 3 at the beginning at each mystery. Each of you can spend 1 to get +1 forward to help out and give the one you help +2 instead of +1 if your move is successful.", + "Power Dynamics: Add “Who’s the boss here?” and “Who doesn’t want to be a part of this?” to the list of your questions for read a bad situation and investigate a mystery.": "Power Dynamics: Add “Who’s the boss here?” and “Who doesn’t want to be a part of this?” to the list of your questions for read a bad situation and investigate a mystery.", + "Always on the Run: When you enter a new location, one of you can ask either “What’s the best way to hide here” or “What would be the best way to escape from here?” When you act on the answers, you get +1 ongoing, just as if it was a read a bad situation question.": "Always on the Run: When you enter a new location, one of you can ask either “What’s the best way to hide here” or “What would be the best way to escape from here?” When you act on the answers, you get +1 ongoing, just as if it was a read a bad situation question.", + "You Can’t Take Us: Once per mystery, each of you can treat a protect someone roll as if you rolled a 12.": "You Can’t Take Us: Once per mystery, each of you can treat a protect someone roll as if you rolled a 12.", + "Ride with the Thunder: When you race against someone having a comparable speed, you always win. When you race against someone faster or against the Wild Hunt, you can use magic to win anyway.": "Ride with the Thunder: When you race against someone having a comparable speed, you always win. When you race against someone faster or against the Wild Hunt, you can use magic to win anyway.", + "Sense of the Hunt: When a monster hunts a mortal in the area where you are (up to about 2 miles), you sense it, but without any details. You can read a bad situation to get more info on this situation, but if you fail, you get –1 ongoing to helping the hunted mortals.": "Sense of the Hunt: When a monster hunts a mortal in the area where you are (up to about 2 miles), you sense it, but without any details. You can read a bad situation to get more info on this situation, but if you fail, you get –1 ongoing to helping the hunted mortals.", + "Legend Amongst Monsters: Each of you can manipulate monsters as if you had the Dark Negotiator move. If you fail an investigate a mystery move, the monster learns it’s investigated by those who escaped the Wild Hunt.": "Legend Amongst Monsters: Each of you can manipulate monsters as if you had the Dark Negotiator move. If you fail an investigate a mystery move, the monster learns it’s investigated by those who escaped the Wild Hunt.", + "Assets": "Assets", + "Choose from these available assets. If there are two boxes, you need to mark both to earn that asset. (If you are making partial progress towards taking a two-box asset, mark the leftmost box first.)": "Choose from these available assets. If there are two boxes, you need to mark both to earn that asset. (If you are making partial progress towards taking a two-box asset, mark the leftmost box first.)", + "Mobile Base: A helicopter, aeroplane, truck, or bus with facilities and mystery investigation supplies on board.": "Mobile Base: A helicopter, aeroplane, truck, or bus with facilities and mystery investigation supplies on board.", + "Individual Transport: Each mission, a regular car, motorbike, or bicycle is assigned to every team member.": "Individual Transport: Each mission, a regular car, motorbike, or bicycle is assigned to every team member.", + "R&D Access: Your team is issued with a useful high technology experiment from R&D each mission. The Keeper decides what it is (always useful, usually with problematic side effects).": "R&D Access: Your team is issued with a useful high technology experiment from R&D each mission. The Keeper decides what it is (always useful, usually with problematic side effects).", + "Headquarters: A relatively secure space to use as a base in a Bureau regional facility. Everything you need to prepare for mysteries is here, and it’s quite secure.": "Headquarters: A relatively secure space to use as a base in a Bureau regional facility. Everything you need to prepare for mysteries is here, and it’s quite secure.", + "Sky Scanners: You have access to a scanning network that will alert you to strange events coming from space. This includes weird phenomena as well as UFOs.": "Sky Scanners: You have access to a scanning network that will alert you to strange events coming from space. This includes weird phenomena as well as UFOs.", + "Workshop: A big space for craft and repair projects, with plenty of tools and materials.": "Workshop: A big space for craft and repair projects, with plenty of tools and materials.", + "Disguise Kits: Contains costumes, makeup, and other supplies for a quick change of appearance.": "Disguise Kits: Contains costumes, makeup, and other supplies for a quick change of appearance.", + "Housing: Each member of the team is assigned a one-bedroom apartment in a generic housing project. All the apartments are exactly the same, down to scuff marks on the door.": "Housing: Each member of the team is assigned a one-bedroom apartment in a generic housing project. All the apartments are exactly the same, down to scuff marks on the door.", + "Rapid Response Pods: When any member of the team needs to get to a mission site quickly, a rapid response pod appears next to them. Enter the pod, and a short uncomfortable trip will place you where you need to be. What do the pods look like? How do they appear?": "Rapid Response Pods: When any member of the team needs to get to a mission site quickly, a rapid response pod appears next to them. Enter the pod, and a short uncomfortable trip will place you where you need to be. What do the pods look like? How do they appear?", + "Custom:": "Custom:", + "Individual Transport: A regular car, motorbike, or bicycle for every team member.": "Individual Transport: A regular car, motorbike, or bicycle for every team member.", + "Mobile Base: A truck or bus with bunks and mystery investigation supplies on board.": "Mobile Base: A truck or bus with bunks and mystery investigation supplies on board.", + "Credentials: Real, or as-good-as-real, identification that gets you access to law enforcement and other official contacts.": "Credentials: Real, or as-good-as-real, identification that gets you access to law enforcement and other official contacts.", + "Lair: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen.": "Lair: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen.", + "Hunter Roadhouses: A network of bars, diners, and motels where you can safely meet other monster hunters. Many are run by retired hunters.": "Hunter Roadhouses: A network of bars, diners, and motels where you can safely meet other monster hunters. Many are run by retired hunters.", + "Tool Kit: One or two of your vehicles carry tool kits. You have most tools you’ll need to repair or build something.": "Tool Kit: One or two of your vehicles carry tool kits. You have most tools you’ll need to repair or build something.", + "Mystical Ingredients Cabinet: A box with a wide range of frequently useful supplies for magic rituals.": "Mystical Ingredients Cabinet: A box with a wide range of frequently useful supplies for magic rituals.", + "Slush Fund: The team has access to a bank account that can pay for their day to day needs while monster hunting, and stretches to a big purchase every now and then. Where did it come from?": "Slush Fund: The team has access to a bank account that can pay for their day to day needs while monster hunting, and stretches to a big purchase every now and then. Where did it come from?", + "Armoury: One of your cars has a well-stocked weapons chest. Each mystery, every hunter may take one extra regular weapon. Also once per mystery, one hunter may ask the Keeper if the armoury has a particular special weapon: if yes, you can take it; if no, take +1 forward.": "Armoury: One of your cars has a well-stocked weapons chest. Each mystery, every hunter may take one extra regular weapon. Also once per mystery, one hunter may ask the Keeper if the armoury has a particular special weapon: if yes, you can take it; if no, take +1 forward.", + "Field Medics: You have enough supplies and training to treat one hunter per night as if they’d had a proper doctor or trip to the emergency room.": "Field Medics: You have enough supplies and training to treat one hunter per night as if they’d had a proper doctor or trip to the emergency room.", + "The Prophecies: A guidebook of all the visions about the Chosen One, to help you navigate your destiny (they’re pretty hard to decipher).": "The Prophecies: A guidebook of all the visions about the Chosen One, to help you navigate your destiny (they’re pretty hard to decipher).", + "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen.": "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen.", + "Mystical Workroom: A space set aside for magical operations. It can stand in for one requirement of a use magic or big magic move.": "Mystical Workroom: A space set aside for magical operations. It can stand in for one requirement of a use magic or big magic move.", + "Innocent Front: You have access to a regular business or institution. This means that your monster hunting hijinks can be concealed to an extent from your friends, family, and colleagues. For example: a cafe, a library, an antique store, etc.": "Innocent Front: You have access to a regular business or institution. This means that your monster hunting hijinks can be concealed to an extent from your friends, family, and colleagues. For example: a cafe, a library, an antique store, etc.", + "Regular Jobs: You have access to a place of employment for any of the hunters who need it. You earn enough to cover regular day-to-day expenses, and there’s time to fit in monster hunting around your hours.": "Regular Jobs: You have access to a place of employment for any of the hunters who need it. You earn enough to cover regular day-to-day expenses, and there’s time to fit in monster hunting around your hours.", + "Cameras and Recording Gear: You have a big collection of cameras and other recording devices that you can use during your investigations.": "Cameras and Recording Gear: You have a big collection of cameras and other recording devices that you can use during your investigations.", + "Primaeval Monument: An ancient site marking where access between worlds is easiest.": "Primaeval Monument: An ancient site marking where access between worlds is easiest.", + "Portal: A stable portal to either a particular world, or a between-worlds nexus. It is hidden, but any entity that finds either side may use it just like you can. Where is it hidden?": "Portal: A stable portal to either a particular world, or a between-worlds nexus. It is hidden, but any entity that finds either side may use it just like you can. Where is it hidden?", + "Exploration Gear: You’re never sure what you may find in another world. Your group has a storeroom full of all kinds of exploring and outdoor gear and clothing to use.": "Exploration Gear: You’re never sure what you may find in another world. Your group has a storeroom full of all kinds of exploring and outdoor gear and clothing to use.", + "Skywarden: A high tech transport aircraft that has all your essential gear on board and acts as your base on mission assignments. If you have the rapid deployment move, the Skywarden is upgraded with supersonic engines.": "Skywarden: A high tech transport aircraft that has all your essential gear on board and acts as your base on mission assignments. If you have the rapid deployment move, the Skywarden is upgraded with supersonic engines.", + "Individual Transport: Electric motorbikes for every team member.": "Individual Transport: Electric motorbikes for every team member.", + "Search and Rescue Gear: A selection of useful tools for locating and rescuing people in disaster zones.": "Search and Rescue Gear: A selection of useful tools for locating and rescuing people in disaster zones.", + "Headquarters: A relatively secure space allocated to you in IMPS headquarters. There’s room for all your gear, and includes full living quarters.": "Headquarters: A relatively secure space allocated to you in IMPS headquarters. There’s room for all your gear, and includes full living quarters.", + "Workshop: A big space for craft and repair projects, with plenty of technicians, tools, and materials.": "Workshop: A big space for craft and repair projects, with plenty of technicians, tools, and materials.", + "Medical Supplies: Everyone carries a first aid kit, and you have enough for a fully equipped infirmary back at your base or homes.": "Medical Supplies: Everyone carries a first aid kit, and you have enough for a fully equipped infirmary back at your base or homes.", + "Fancy High Tech Uniforms: Complete with built-in gadgets.": "Fancy High Tech Uniforms: Complete with built-in gadgets.", + "Housing: A pleasant house for each team member and their family, provided by IMPS for when you’re off-duty. This may be anywhere in the world.": "Housing: A pleasant house for each team member and their family, provided by IMPS for when you’re off-duty. This may be anywhere in the world.", + "World-jumping Base: A small vehicle or building with bunks and mystery investigation supplies on board.": "World-jumping Base: A small vehicle or building with bunks and mystery investigation supplies on board.", + "Translator: A high tech or arcane universal translator.": "Translator: A high tech or arcane universal translator.", + "Stealth Module: A device automatically changing the looks of your gear and vehicles to match the world you’re in.": "Stealth Module: A device automatically changing the looks of your gear and vehicles to match the world you’re in.", + "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen. Can’t travel between worlds, but you know a big magic ritual to come back here from any world. Invent details with the Keeper.": "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen. Can’t travel between worlds, but you know a big magic ritual to come back here from any world. Invent details with the Keeper.", + "Clothes: Clothes for any weather, including extreme ones.": "Clothes: Clothes for any weather, including extreme ones.", + "Published Book Series: A successful book series written by some or all of you based on your visits to other worlds.": "Published Book Series: A successful book series written by some or all of you based on your visits to other worlds.", + "Crystal Ball: A crystal ball always showing the most breathtaking sight in the area you’re in.": "Crystal Ball: A crystal ball always showing the most breathtaking sight in the area you’re in.", + "Mystical workroom: A space set aside for magical operations. It can stand in for one requirement of a use magic or big magic move.": "Mystical workroom: A space set aside for magical operations. It can stand in for one requirement of a use magic or big magic move.", + "Survival Gear: You’re all well-prepped with supplies for a disaster or emergency situation. Protective gear, tools, food and water, etc.": "Survival Gear: You’re all well-prepped with supplies for a disaster or emergency situation. Protective gear, tools, food and water, etc.", + "Hideouts: Each hunter has a hidden, safe place set up where they can retreat in an emergency. This could be an isolated cabin or bunker, a safe house, or a panic room (whichever makes sense for your hunter).": "Hideouts: Each hunter has a hidden, safe place set up where they can retreat in an emergency. This could be an isolated cabin or bunker, a safe house, or a panic room (whichever makes sense for your hunter).", + "Mobile Hideaway: A truck with bunks and mystery investigation supplies on board.": "Mobile Hideaway: A truck with bunks and mystery investigation supplies on board.", + "Individual Transport: A fancy car or motorbike for every team member.": "Individual Transport: A fancy car or motorbike for every team member.", + "Getaway: A place where you rest from everything, with no monster hunting gear but extremely difficult to find by mundane and magical means.": "Getaway: A place where you rest from everything, with no monster hunting gear but extremely difficult to find by mundane and magical means.", + "Headquarters: A base people from neither your public nor your secret life will find easily. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen.": "Headquarters: A base people from neither your public nor your secret life will find easily. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen.", + "Memorabilia: A collection of important memorabilia connected to the city’s past and two big magic rituals that need only them and up to two other requirements. Determine what the rituals do as a group.": "Memorabilia: A collection of important memorabilia connected to the city’s past and two big magic rituals that need only them and up to two other requirements. Determine what the rituals do as a group.", + "Secure Phones: A set of phones with advanced voice distortion and location concealment options. Tracking a call from these requires days of work.": "Secure Phones: A set of phones with advanced voice distortion and location concealment options. Tracking a call from these requires days of work.", + "Funds: Lots of money on bank accounts connected to untraceable credit cards.": "Funds: Lots of money on bank accounts connected to untraceable credit cards.", + "Mobile Base: A van, truck, or bus with bunks and mystery investigation supplies on board.": "Mobile Base: A van, truck, or bus with bunks and mystery investigation supplies on board.", + "The Grapevine: A network of contacts who pass on job leads.": "The Grapevine: A network of contacts who pass on job leads.", + "Secure Homes: Located somewhere you have a special relationship, you all have houses and bank accounts that provide a base when you’re off the job.": "Secure Homes: Located somewhere you have a special relationship, you all have houses and bank accounts that provide a base when you’re off the job.", + "Credentials: Monster hunting licenses and visa waivers that allow you to do your job and travel legitimately.": "Credentials: Monster hunting licenses and visa waivers that allow you to do your job and travel legitimately.", + "High Tech Gadgets: A supply of various monster scanners and detectors.": "High Tech Gadgets: A supply of various monster scanners and detectors.", + "Armoury: A cache of monster hunting weapons.": "Armoury: A cache of monster hunting weapons.", + "Mystery Van: A van with all your mystery investigation supplies on board.": "Mystery Van: A van with all your mystery investigation supplies on board.", + "Individual Transport: A skateboard, scooter, pair of skates, or bicycle for every team member.": "Individual Transport: A skateboard, scooter, pair of skates, or bicycle for every team member.", + "Gadgets: Paranormal investigation gadgets.": "Gadgets: Paranormal investigation gadgets.", + "Clubhouse: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and make a snack.": "Clubhouse: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and make a snack.", + "Mystical Workroom: a space set aside for magical operations. It can stand in for one requirement of a use magic or big magic move.": "Mystical Workroom: a space set aside for magical operations. It can stand in for one requirement of a use magic or big magic move.", + "Disguises: A trunk full of disguises.": "Disguises: A trunk full of disguises.", + "Library: Library of useful reference books.": "Library: Library of useful reference books.", + "IDs: Official junior deputy Suburban Watch Group volunteer badges.": "IDs: Official junior deputy Suburban Watch Group volunteer badges.", + "Backrooms: You’ve set out a relatively secure space in the back rooms. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen. It’s currently listed as “unused: permanent” so you should be left alone in there.": "Backrooms: You’ve set out a relatively secure space in the back rooms. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen. It’s currently listed as “unused: permanent” so you should be left alone in there.", + "Steam Tunnels: Accessed from your workplace, these allow you to get in and out without being seen. They also connect to the wider city infrastructure.": "Steam Tunnels: Accessed from your workplace, these allow you to get in and out without being seen. They also connect to the wider city infrastructure.", + "Security Access: You can look at the security camera feeds and records. These cover the entire store floor, secure areas, and the outside of the building.": "Security Access: You can look at the security camera feeds and records. These cover the entire store floor, secure areas, and the outside of the building.", + "Ritual Space: A space set aside for magical operations. It can stand in for one requirement of a use magic or big magic move. Decide where in the workplace it is located.": "Ritual Space: A space set aside for magical operations. It can stand in for one requirement of a use magic or big magic move. Decide where in the workplace it is located.", + "The Occult Section: Your workplace has a stock of mystical supplies. Sometimes you can find specific monster hunting supplies or ritual requirements there.": "The Occult Section: Your workplace has a stock of mystical supplies. Sometimes you can find specific monster hunting supplies or ritual requirements there.", + "Warding Glyphs: Mystical enchantments on the workplace prevent hostile magic targeting it from the outside, and alert all team members if a supernatural being enters.": "Warding Glyphs: Mystical enchantments on the workplace prevent hostile magic targeting it from the outside, and alert all team members if a supernatural being enters.", + "Lost Property & Returns: You can find all sorts of stuff in here, some of it useful.": "Lost Property & Returns: You can find all sorts of stuff in here, some of it useful.", + "Oracle Stone: A mystical scrying gem. At the beginning of each mystery, you may consult it—ask any question. The Keeper will answer with something true and useful, but they may make the answer difficult to understand.": "Oracle Stone: A mystical scrying gem. At the beginning of each mystery, you may consult it—ask any question. The Keeper will answer with something true and useful, but they may make the answer difficult to understand.", + "SWG Radio Network: a set of devices that allow you to easily talk to the rest of the SWG (as well as the base stations at your homes/the SWG headquarters).": "SWG Radio Network: a set of devices that allow you to easily talk to the rest of the SWG (as well as the base stations at your homes/the SWG headquarters).", + "Sacred Site: A place outdoors that has a reservoir of magical power. The Keeper always considers this site when a magical ritual requires a particular place.": "Sacred Site: A place outdoors that has a reservoir of magical power. The Keeper always considers this site when a magical ritual requires a particular place.", + "Infirmary: You have access to a doctor’s surgery or other suitable first aid office. You may use it for regular treatment of injuries, no questions asked.": "Infirmary: You have access to a doctor’s surgery or other suitable first aid office. You may use it for regular treatment of injuries, no questions asked.", + "Tour Bus: A truck or bus with bunks, your gear, and mystery investigation supplies on board.": "Tour Bus: A truck or bus with bunks, your gear, and mystery investigation supplies on board.", + "Individual Transport: A fancy car, motorbike, or bicycle for every team member.": "Individual Transport: A fancy car, motorbike, or bicycle for every team member.", + "Home Venue: You have a regular booking at a venue, and get on well with the owners. You’re always welcome there, and can be sure to find fans or friends there whenever its open.": "Home Venue: You have a regular booking at a venue, and get on well with the owners. You’re always welcome there, and can be sure to find fans or friends there whenever its open.", + "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep, practice, and cook.": "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep, practice, and cook.", + "Private Jet: You have a more-or-less fancy private jet (and crew) at your disposal.": "Private Jet: You have a more-or-less fancy private jet (and crew) at your disposal.", + "Studio: You have your own recording studio and record label. It’s either a big house in the country or big slice of a building in the city. It’s equipped with gear and staff. This is a good place for any other location-based assets to live.": "Studio: You have your own recording studio and record label. It’s either a big house in the country or big slice of a building in the city. It’s equipped with gear and staff. This is a good place for any other location-based assets to live.", + "Cameras and Recording Gear: You have a big collection of cameras and other recording devices that you can use during your investigations. Your crew also includes people who can operate them for you.": "Cameras and Recording Gear: You have a big collection of cameras and other recording devices that you can use during your investigations. Your crew also includes people who can operate them for you.", + "Office Space: Private offices in the organisation’s headquarters.": "Office Space: Private offices in the organisation’s headquarters.", + "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen. The organisation knows about it but has no direct influence over it.": "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen. The organisation knows about it but has no direct influence over it.", + "Fake IDs: Fake government IDs.": "Fake IDs: Fake government IDs.", + "More Fake IDs: Fake organisation IDs for other members or different jobs.": "More Fake IDs: Fake organisation IDs for other members or different jobs.", + "Cameras and Recording Gear: Miniature cameras and recording devices.": "Cameras and Recording Gear: Miniature cameras and recording devices.", + "Fae Horses: One for every team member. They fly, but if people start gossiping about flying horses, the Wild Hunt will surely hear of this.": "Fae Horses: One for every team member. They fly, but if people start gossiping about flying horses, the Wild Hunt will surely hear of this.", + "Map: A map of the Wild Hunt’s activities.": "Map: A map of the Wild Hunt’s activities.", + "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen. The Wild Hunt won’t learn about this base unless you stay there for a very long time.": "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen. The Wild Hunt won’t learn about this base unless you stay there for a very long time.", + "Disguises: A set of disguises.": "Disguises: A set of disguises.", + "Diversions: A box of smoke bombs and other distractions (0-harm close obscure vision).": "Diversions: A box of smoke bombs and other distractions (0-harm close obscure vision).", + "Fae Cosmetics and Makeup: Better than anything humans can produce.": "Fae Cosmetics and Makeup: Better than anything humans can produce.", + "Improvement": "Improvement", + "At the end of each session, answer your Style question (below). If yes, gain one improvement mark. If yes and it came up a lot, gain two improvement marks.": "At the end of each session, answer your Style question (below). If yes, gain one improvement mark. If yes and it came up a lot, gain two improvement marks.", + "When you fill in the improvement box, clear the improvement track and choose one of these:": "When you fill in the improvement box, clear the improvement track and choose one of these:", + "Gain a new team move.": "Gain a new team move.", + "Gain a new team ally.": "Gain a new team ally.", + "Gain two new asset selections.": "Gain two new asset selections.", + "Make the next mystery about your team enemy, giving you a chance to interfere in their plans.": "Make the next mystery about your team enemy, giving you a chance to interfere in their plans.", + "Make the next mystery about the organisation or its bad apples, giving you a chance to interfere in their plans.": "Make the next mystery about the organisation or its bad apples, giving you a chance to interfere in their plans.", + "Make the next mystery about the Wild Hunt, giving you a chance to weaken or confuse them.": "Make the next mystery about the Wild Hunt, giving you a chance to weaken or confuse them.", + "Style": "Style", + "Pick one of these styles (and the associated improvement question):": "Pick one of these styles (and the associated improvement question):", + "Hush: At the end of each session, ask: “Did we suppress knowledge of monsters and the supernatural?”": "Hush: At the end of each session, ask: “Did we suppress knowledge of monsters and the supernatural?”", + "The Greater Good: At the end of each session, ask: “Did we protect civilian lives?”": "The Greater Good: At the end of each session, ask: “Did we protect civilian lives?”", + "By Any Means Necessary: At the end of each session, ask: “Did we stop the problem, regardless of the cost?”": "By Any Means Necessary: At the end of each session, ask: “Did we stop the problem, regardless of the cost?”", + "Custom: What’s your story?": "Custom: What’s your story?", + "At the end of each session, ask:": "At the end of each session, ask:", + "Family: You’re all family, or as good as. At the end of each session, ask: “Did we talk about—or pointedly not talk about—something that was troubling a team member?”": "Family: You’re all family, or as good as. At the end of each session, ask: “Did we talk about—or pointedly not talk about—something that was troubling a team member?”", + "Vocation: Someone has to do it, and you happened to be able. At the end of each session, ask: “Did we save the people we went there to protect?”": "Vocation: Someone has to do it, and you happened to be able. At the end of each session, ask: “Did we save the people we went there to protect?”", + "Excitement: Monster hunting sure is a new thrill every time. At the end of each session, ask: “Did we take extremely dangerous risks?”": "Excitement: Monster hunting sure is a new thrill every time. At the end of each session, ask: “Did we take extremely dangerous risks?”", + "First among Equals: Sure, one of us is chosen by destiny, but we all play our part. At the end of each session, ask: “Did we all contribute in our own way to solve the mystery?”": "First among Equals: Sure, one of us is chosen by destiny, but we all play our part. At the end of each session, ask: “Did we all contribute in our own way to solve the mystery?”", + "Sworn Guardians: The rest of us made a solemn oath to help the Chosen One. At the end of each session, ask: “Did we save the Chosen One from serious harm?”": "Sworn Guardians: The rest of us made a solemn oath to help the Chosen One. At the end of each session, ask: “Did we save the Chosen One from serious harm?”", + "Fate’s Rebels: Screw destiny! At the end of each session, ask: “Did we fight against fate and prophecies, no matter the cost?”": "Fate’s Rebels: Screw destiny! At the end of each session, ask: “Did we fight against fate and prophecies, no matter the cost?”", + "Ancient Oath: You are the holders of an ancient obligation to guard the world’s border. Decide what the oath requires of you. At the end of each session, ask: “Did we hold to our oath?”": "Ancient Oath: You are the holders of an ancient obligation to guard the world’s border. Decide what the oath requires of you. At the end of each session, ask: “Did we hold to our oath?”", + "The oath:": "The oath:", + "Wrong Place, Wrong Time: You were there to stop the first incursion, and now feel obliged to prevent anything else coming through. At the end of each session, ask: “Did we protect the world from what lies beyond?”": "Wrong Place, Wrong Time: You were there to stop the first incursion, and now feel obliged to prevent anything else coming through. At the end of each session, ask: “Did we protect the world from what lies beyond?”", + "Born & Raised: You all grew up, or settled, here. Dimensional incursions are a part of life, even if a lot of people don’t like to admit it. At the end of each session, ask: “Did we look after our normal relationships with friends and families?”": "Born & Raised: You all grew up, or settled, here. Dimensional incursions are a part of life, even if a lot of people don’t like to admit it. At the end of each session, ask: “Did we look after our normal relationships with friends and families?”", + "Hush: At the end of each session, ask: “Did we save the day without making the news or creating a ruckus?”": "Hush: At the end of each session, ask: “Did we save the day without making the news or creating a ruckus?”", + "Rescuers: At the end of each session, ask: “Did we save people from harm, no matter how much property damage?”": "Rescuers: At the end of each session, ask: “Did we save people from harm, no matter how much property damage?”", + "Superstars: At the end of each session, ask: “Did our reputation as elite monster hunters come up during the mystery?”": "Superstars: At the end of each session, ask: “Did our reputation as elite monster hunters come up during the mystery?”", + "Well-prepared: You keep track of worlds that might need monster hunting help and have procedures for reaching and helping them. At the end of each session, ask: “Did things go according to our plans?”": "Well-prepared: You keep track of worlds that might need monster hunting help and have procedures for reaching and helping them. At the end of each session, ask: “Did things go according to our plans?”", + "Led by Fate: The universe wants you to help where you’re needed most. At the end of each session, ask: “Do we understand our place in the multiverse better now?”": "Led by Fate: The universe wants you to help where you’re needed most. At the end of each session, ask: “Do we understand our place in the multiverse better now?”", + "Accidental Heroes: You always end up where you’re needed because of magical mishaps and weird coincidences. At the end of each session, ask: “Did we make use of a coincidence or unexpected resource?”": "Accidental Heroes: You always end up where you’re needed because of magical mishaps and weird coincidences. At the end of each session, ask: “Did we make use of a coincidence or unexpected resource?”", + "We’re Prepared for Next Time: At the end of each session, ask: “Did our planning ahead save the day?”": "We’re Prepared for Next Time: At the end of each session, ask: “Did our planning ahead save the day?”", + "Fatalists: One day our times will come. Until then we fight. At the end of each session, ask: “Did we throw ourselves into danger to save the day?”": "Fatalists: One day our times will come. Until then we fight. At the end of each session, ask: “Did we throw ourselves into danger to save the day?”", + "Wardens: We won’t let what happened to us happen to anyone else. At the end of each session, ask: “Did we save people, no matter the cost?”": "Wardens: We won’t let what happened to us happen to anyone else. At the end of each session, ask: “Did we save people, no matter the cost?”", + "Greater Good: You find your secret monster hunting lives more important than your mundane social roles. At the end of each session, ask: “Did we choose the more important obligation?”": "Greater Good: You find your secret monster hunting lives more important than your mundane social roles. At the end of each session, ask: “Did we choose the more important obligation?”", + "The Only Ones: You’re the only ones capable enough to protect those around you from supernatural threats. At the end of each session, ask: “Did we do something nobody else in our society could do?”": "The Only Ones: You’re the only ones capable enough to protect those around you from supernatural threats. At the end of each session, ask: “Did we do something nobody else in our society could do?”", + "An Ancient Tradition: You’ve inherited your double role from family or mentors. At the end of each session, ask: “Have we done something that would make our predecessors proud?”": "An Ancient Tradition: You’ve inherited your double role from family or mentors. At the end of each session, ask: “Have we done something that would make our predecessors proud?”", + "Secret Mission: You are all devoted to a particular goal, using “mercenary monster hunter team” as your cover. What’s your objective? At the end of each session, ask: “Did we get closer to our goal?” If you achieve the objective, choose a new one or change to a new style. Your objective:": "Secret Mission: You are all devoted to a particular goal, using “mercenary monster hunter team” as your cover. What’s your objective? At the end of each session, ask: “Did we get closer to our goal?” If you achieve the objective, choose a new one or change to a new style. Your objective:", + "Goal-Oriented: At the end of each session, ask: “Did we fulfil the exact mission requested, without extra work?”": "Goal-Oriented: At the end of each session, ask: “Did we fulfil the exact mission requested, without extra work?”", + "Hearts of Gold: At the end of each session, ask: “Did we refuse to accept money from someone we saved?”": "Hearts of Gold: At the end of each session, ask: “Did we refuse to accept money from someone we saved?”", + "Wholesome: At the end of each session, ask: “Did we succeed by believing in each other and using our individual strengths?”": "Wholesome: At the end of each session, ask: “Did we succeed by believing in each other and using our individual strengths?”", + "Comical: At the end of each session, ask: “Did we do something really funny?”": "Comical: At the end of each session, ask: “Did we do something really funny?”", + "Cool: At the end of each session, ask: “Did we save the day, with style?”": "Cool: At the end of each session, ask: “Did we save the day, with style?”", + "Big Store: At the end of each session, ask: “Did we deal with any supernatural problems without management noticing?”": "Big Store: At the end of each session, ask: “Did we deal with any supernatural problems without management noticing?”", + "Security Team: At the end of each session, ask: “Did we keep people safe?”": "Security Team: At the end of each session, ask: “Did we keep people safe?”", + "Emergency Response: At the end of each session, ask: “Did we solve anyone’s problems?”": "Emergency Response: At the end of each session, ask: “Did we solve anyone’s problems?”", + "Thrown in the Deep End: You started out knowing nothing about the supernatural, and you’re still catching up. At the end of each session, ask: “Did we learn something new about the supernatural world?”": "Thrown in the Deep End: You started out knowing nothing about the supernatural, and you’re still catching up. At the end of each session, ask: “Did we learn something new about the supernatural world?”", + "Protectors: It’s all about looking after people. At the end of each session, ask: “Did we prevent harm in our community?”": "Protectors: It’s all about looking after people. At the end of each session, ask: “Did we prevent harm in our community?”", + "Cosy Coven: You were never strangers to the supernatural, but nobody else suspects it. At the end of each session, ask: “Did we help with our supernatural powers, undetected?”": "Cosy Coven: You were never strangers to the supernatural, but nobody else suspects it. At the end of each session, ask: “Did we help with our supernatural powers, undetected?”", + "Rock: At the end of each session, ask: “Did we lay the smackdown on some evildoers?”": "Rock: At the end of each session, ask: “Did we lay the smackdown on some evildoers?”", + "Punk: At the end of each session, ask: “Did we fight for the downtrodden?”": "Punk: At the end of each session, ask: “Did we fight for the downtrodden?”", + "Pop: At the end of each session, ask: “Did we look awesome?”": "Pop: At the end of each session, ask: “Did we look awesome?”", + "Metal: At the end of each session, ask: “Did we battle gloriously?”": "Metal: At the end of each session, ask: “Did we battle gloriously?”", + "Hip-hop: At the end of each session, ask: “Did we improve things for the local community?”": "Hip-hop: At the end of each session, ask: “Did we improve things for the local community?”", + "Folk: At the end of each session, ask: “Did we learn about local history and folklore?”": "Folk: At the end of each session, ask: “Did we learn about local history and folklore?”", + "Country: At the end of each session, ask: “Will that make a great story, later?”": "Country: At the end of each session, ask: “Will that make a great story, later?”", + "Inquisition: You believe your organisation isn’t rotten to the core, it just has a few rotten apples. At the end of each session, ask: “Is the organisation better now?”": "Inquisition: You believe your organisation isn’t rotten to the core, it just has a few rotten apples. At the end of each session, ask: “Is the organisation better now?”", + "Redemption: You were once part of the organisation’s shady dealings but are disgusted by them now. At the end of each session, ask: “Did we repay part of the harm we caused as organisation members?”": "Redemption: You were once part of the organisation’s shady dealings but are disgusted by them now. At the end of each session, ask: “Did we repay part of the harm we caused as organisation members?”", + "Revolt: You’ve recently understood the organisation is rotten to the core and should be terminated. At the end of each session, ask: “Are we closer to destroying the organisation?”": "Revolt: You’ve recently understood the organisation is rotten to the core and should be terminated. At the end of each session, ask: “Are we closer to destroying the organisation?”", + "Vengeance: You want to become strong enough to destroy the Wild Hunt one day. At the end of each session, ask: “Did what we do bring us closer to destroying the Wild Hunt?”": "Vengeance: You want to become strong enough to destroy the Wild Hunt one day. At the end of each session, ask: “Did what we do bring us closer to destroying the Wild Hunt?”", + "Compassion: You don’t want others to suffer as you did. At the end of each session, ask: “Did we risk our freedom to protect someone else’s’?”": "Compassion: You don’t want others to suffer as you did. At the end of each session, ask: “Did we risk our freedom to protect someone else’s’?”", + "Homelessness: You want to have normal lives one day. At the end of each session, ask: “Did we put some effort into making our lives more normal?”": "Homelessness: You want to have normal lives one day. At the end of each session, ask: “Did we put some effort into making our lives more normal?”", + "Enemies": "Enemies", + "Pick an enemy for your team:": "Pick an enemy for your team:", + "General Grox, alien warlord.": "General Grox, alien warlord.", + "The werewolf conspiracy.": "The werewolf conspiracy.", + "The Order of the Silvery Stars, who worship some very bad alien god-things.": "The Order of the Silvery Stars, who worship some very bad alien god-things.", + "The Old Gods, who want to return and rule the world again.": "The Old Gods, who want to return and rule the world again.", + "A rival Bureau with dubious methods and goals.": "A rival Bureau with dubious methods and goals.", + "Halphas, a demon who has it in for you.": "Halphas, a demon who has it in for you.", + "All the vampires.": "All the vampires.", + "Dr Crepuscule, who steals unnatural power from captured monsters.": "Dr Crepuscule, who steals unnatural power from captured monsters.", + "The King in Yellow, a god/force of corruption, decadence, and disease.": "The King in Yellow, a god/force of corruption, decadence, and disease.", + "A cabal of ghosts trying to secure the secret of returning to life.": "A cabal of ghosts trying to secure the secret of returning to life.", + "Alpha, an immortal werewolf.": "Alpha, an immortal werewolf.", + "Seth Vail, a billionaire who wants to harness the power of monsters, starting with immortality for himself.": "Seth Vail, a billionaire who wants to harness the power of monsters, starting with immortality for himself.", + "The Father of Monsters, the cosmic entity who is the source of evil in the world.": "The Father of Monsters, the cosmic entity who is the source of evil in the world.", + "The Grey Priests, a conspiracy to bring about the end of the world and birth of a new one.": "The Grey Priests, a conspiracy to bring about the end of the world and birth of a new one.", + "Lord Grash, warlord of a monster dimension.": "Lord Grash, warlord of a monster dimension.", + "All the demons.": "All the demons.", + "The Anointed Hierophant, an occult sect leader who wants to break the walls between worlds.": "The Anointed Hierophant, an occult sect leader who wants to break the walls between worlds.", + "Chaos, a cosmic entity of disorder.": "Chaos, a cosmic entity of disorder.", + "TransWorldCorp, a business hoping to profit from other worlds via their rift machine, no matter the damage they do along the way.": "TransWorldCorp, a business hoping to profit from other worlds via their rift machine, no matter the damage they do along the way.", + "Apollyon, a demon king who wants to rule the Earth.": "Apollyon, a demon king who wants to rule the Earth.", + "Incursions of HEDEs (Hostile Extra-Dimensional Entities).": "Incursions of HEDEs (Hostile Extra-Dimensional Entities).", + "Masanori, a selfish tycoon chasing personal immortality.": "Masanori, a selfish tycoon chasing personal immortality.", + "A rival IMPS team, who always want to make it look like they saved the day and you screwed up.": "A rival IMPS team, who always want to make it look like they saved the day and you screwed up.", + "A chaos cult who want to break down the structures of the modern world, so they can rule it with their magical powers.": "A chaos cult who want to break down the structures of the modern world, so they can rule it with their magical powers.", + "Dr Weltschmerz, a bitter and angry scientist who wants all worlds to suffer.": "Dr Weltschmerz, a bitter and angry scientist who wants all worlds to suffer.", + "Jauna, a merchant from Monster Marches who deals in interdimensional slave trade.": "Jauna, a merchant from Monster Marches who deals in interdimensional slave trade.", + "Separator, an automaton guarding borders between the worlds.": "Separator, an automaton guarding borders between the worlds.", + "Iron Crusade, an invading force from a futuristic world.": "Iron Crusade, an invading force from a futuristic world.", + "Your own evil versions from a mirrored universe.": "Your own evil versions from a mirrored universe.", + "The Black Knight, a faerie lord.": "The Black Knight, a faerie lord.", + "A necromancer, with a plan to rule the world.": "A necromancer, with a plan to rule the world.", + "Metaphysical Exploitation Holdings (MEH), a corporation that profits from ill-advised experimentation and exploitation of the supernatural.": "Metaphysical Exploitation Holdings (MEH), a corporation that profits from ill-advised experimentation and exploitation of the supernatural.", + "A conspiracy of chaos cultists.": "A conspiracy of chaos cultists.", + "Allmine, a greedy and capricious demon of desire.": "Allmine, a greedy and capricious demon of desire.", + "All the evil doppelgangers.": "All the evil doppelgangers.", + "Professor Trundil, an occult scientist trying to steal your powers and magic.": "Professor Trundil, an occult scientist trying to steal your powers and magic.", + "Great Waghru, a primordial entity slumbering beneath the city, now stirring.": "Great Waghru, a primordial entity slumbering beneath the city, now stirring.", + "Brave New World, an undercover company trying to replace humans in your city with robots.": "Brave New World, an undercover company trying to replace humans in your city with robots.", + "Pethas, a dragon.": "Pethas, a dragon.", + "All the werewolves.": "All the werewolves.", + "Ozahr, an immortal and megalomaniac wizard.": "Ozahr, an immortal and megalomaniac wizard.", + "The Fates.": "The Fates.", + "A conspiracy of political leaders secretly creating a global dictatorship.": "A conspiracy of political leaders secretly creating a global dictatorship.", + "Bradshaw, an evil property developer.": "Bradshaw, an evil property developer.", + "The Ghost King.": "The Ghost King.", + "Dracula.": "Dracula.", + "Cryptids generally.": "Cryptids generally.", + "A conspiracy of wizards who want to take over the world.": "A conspiracy of wizards who want to take over the world.", + "Your manager.": "Your manager.", + "The Queen of the Bug Monsters.": "The Queen of the Bug Monsters.", + "The Monarch of Waste, a cosmic entity of disorder and ruin.": "The Monarch of Waste, a cosmic entity of disorder and ruin.", + "A conspiracy within the company, using the workplace for a sinister occult plan.": "A conspiracy within the company, using the workplace for a sinister occult plan.", + "The thing in the basement. You don’t know what it is, but it’s evil.": "The thing in the basement. You don’t know what it is, but it’s evil.", + "The Pale Man, the powerful and malevolent ghost of a mass murderer who lived here a long time ago.": "The Pale Man, the powerful and malevolent ghost of a mass murderer who lived here a long time ago.", + "All the ghouls. A big cemetery nearby attracts their attention.": "All the ghouls. A big cemetery nearby attracts their attention.", + "Bradshaw, a property developer who wants to rebuild the city—by any means necessary.": "Bradshaw, a property developer who wants to rebuild the city—by any means necessary.", + "Discord, goddess of chaos and disorder.": "Discord, goddess of chaos and disorder.", + "A conspiracy of vampires trying to take over your community.": "A conspiracy of vampires trying to take over your community.", + "White Travellers, ghosts that feed on natural, joyous emotions of people and leave people content with a humdrum life.": "White Travellers, ghosts that feed on natural, joyous emotions of people and leave people content with a humdrum life.", + "Ancient Purity, an occultist/fascist death metal band. They would be your enemies even without their abuse of mystical powers.": "Ancient Purity, an occultist/fascist death metal band. They would be your enemies even without their abuse of mystical powers.", + "The Man, a new god of authority, order, and following the rules.": "The Man, a new god of authority, order, and following the rules.", + "The Sanguine Circle, a conspiracy of vampires with cells in many cities and towns.": "The Sanguine Circle, a conspiracy of vampires with cells in many cities and towns.", + "Allies": "Allies", + "Choose your team allies from this list:": "Choose your team allies from this list:", + "Doctor “Blue,” a physician. They can help you recover from harm.": "Doctor “Blue,” a physician. They can help you recover from harm.", + "Professor “Blood,” a forensic scientist. They are who you go to when you need evidence analysed.": "Professor “Blood,” a forensic scientist. They are who you go to when you need evidence analysed.", + "Agent “Will,” a field investigator. They’re a veteran of the Bureau, and can help you navigate problems with colleagues.": "Agent “Will,” a field investigator. They’re a veteran of the Bureau, and can help you navigate problems with colleagues.", + "Aquila Squad, an ally team. They are unofficially known as “the Extreme Problems” squad. They can handle anything unfazed, but their solutions can be a little... messy.": "Aquila Squad, an ally team. They are unofficially known as “the Extreme Problems” squad. They can handle anything unfazed, but their solutions can be a little... messy.", + "SkullFangz, an ally team. This is a group of hackers you’ve made a sort of alliance with. They can help you get information through unorthodox channels, but they sometimes need you to do some odd or dubious favours in return.": "SkullFangz, an ally team. This is a group of hackers you’ve made a sort of alliance with. They can help you get information through unorthodox channels, but they sometimes need you to do some odd or dubious favours in return.", + "Detective Barnes, a police detective who you saved from a monster way back when. They’ll help you out with some information now and then, and possibly more when you’re on their turf.": "Detective Barnes, a police detective who you saved from a monster way back when. They’ll help you out with some information now and then, and possibly more when you’re on their turf.", + "Bingo, an always-online researcher into strangeness. They can put you in touch with people who need help, coordinate communication, and help you with research.": "Bingo, an always-online researcher into strangeness. They can put you in touch with people who need help, coordinate communication, and help you with research.", + "Sapphire, who has the ability to manipulate time in certain ways. You suspect she may be very long-lived or even immortal. She is not always easy to contact, and can appear unexpectedly.": "Sapphire, who has the ability to manipulate time in certain ways. You suspect she may be very long-lived or even immortal. She is not always easy to contact, and can appear unexpectedly.", + "Another group of travelling hunters, an ally team. They can back you up monster hunting—you’ve helped each other out several times, when things got tricky.": "Another group of travelling hunters, an ally team. They can back you up monster hunting—you’ve helped each other out several times, when things got tricky.", + "Universal Cleanup Services, an ally team. A franchise that specialises in cleaning up messes like crime scenes and monster attacks.": "Universal Cleanup Services, an ally team. A franchise that specialises in cleaning up messes like crime scenes and monster attacks.", + "Carlito, a nurse. They can patch up injured hunters.": "Carlito, a nurse. They can patch up injured hunters.", + "Charity, an occultist. She can tell you about and sometimes find weird old items.": "Charity, an occultist. She can tell you about and sometimes find weird old items.", + "Raven, a mystic. Has some ideas about the Chosen One’s destiny.": "Raven, a mystic. Has some ideas about the Chosen One’s destiny.", + "The Junior Entourage, an ally team. These are friends who aren’t in the core team. Good at getting around for area canvassing or distraction.": "The Junior Entourage, an ally team. These are friends who aren’t in the core team. Good at getting around for area canvassing or distraction.", + "Destiny’s Servants, an ally team. A secretive group sent to help you out. They’re good at fighting and acting suspicious.": "Destiny’s Servants, an ally team. A secretive group sent to help you out. They’re good at fighting and acting suspicious.", + "Hawthorn, a hedge witch. They’re able to cast a variety of small but useful spells.": "Hawthorn, a hedge witch. They’re able to cast a variety of small but useful spells.", + "Anya, a folklorist. They know a lot about the stories and history of the region.": "Anya, a folklorist. They know a lot about the stories and history of the region.", + "The Feeling of Not Knowing a Particular Fact, a visitor from another world. An explorer of worlds, they have a store of facts or rumours about many different dimensions. Describe their home world and look.": "The Feeling of Not Knowing a Particular Fact, a visitor from another world. An explorer of worlds, they have a store of facts or rumours about many different dimensions. Describe their home world and look.", + "Junior Guardians, an ally team. By tradition, younger members of your families and community are apprenticed to take over when you retire. They can help with any tasks that aren’t too dangerous.": "Junior Guardians, an ally team. By tradition, younger members of your families and community are apprenticed to take over when you retire. They can help with any tasks that aren’t too dangerous.", + "A flock of otherworldly creatures, an ally team. These non-Earthly animals can scout and warn you of danger, and also are quite cute. Describe their home world and look.": "A flock of otherworldly creatures, an ally team. These non-Earthly animals can scout and warn you of danger, and also are quite cute. Describe their home world and look.", + "Ó Corra, IMPS General Secretary. Having Ó Corra on your side is always going to be handy.": "Ó Corra, IMPS General Secretary. Having Ó Corra on your side is always going to be handy.", + "Klíma, IMPS forensic specialist. Klíma can help you get extra forensic analysis or expedite tests.": "Klíma, IMPS forensic specialist. Klíma can help you get extra forensic analysis or expedite tests.", + "Villaverde, IMPS librarian. Knows a lot about mystical and occult secrets.": "Villaverde, IMPS librarian. Knows a lot about mystical and occult secrets.", + "IMPS team EM–3. This team of IMPS agents specialise in dealing with big disasters. They can help manage and calm down civilians and provide support for your team.": "IMPS team EM–3. This team of IMPS agents specialise in dealing with big disasters. They can help manage and calm down civilians and provide support for your team.", + "Cryptidnet, a loose organisation of interested amateurs and researchers who collate rumours of weird activity. Great source of leads and supernatural rumours.": "Cryptidnet, a loose organisation of interested amateurs and researchers who collate rumours of weird activity. Great source of leads and supernatural rumours.", + "Justinian, a paladin. He’s always ready to fight evil alongside you and hopes one of you will one day be the lady (or lord) of his heart.": "Justinian, a paladin. He’s always ready to fight evil alongside you and hopes one of you will one day be the lady (or lord) of his heart.", + "NewLife, a bio-robot. They know a lot about life on various worlds, whether organic, tech-based, or magic-based.": "NewLife, a bio-robot. They know a lot about life on various worlds, whether organic, tech-based, or magic-based.", + "Darween, a diplomat. Coming from the Monster Marches, she hates disunity and wants good people of all worlds to cooperate.": "Darween, a diplomat. Coming from the Monster Marches, she hates disunity and wants good people of all worlds to cooperate.", + "The Queen’s Musketeers. Brave, dashing and ready to fight with monsters both in Helos and beyond, but won’t do anything that directly contradicts Queen Helena the Radiant’s orders.": "The Queen’s Musketeers. Brave, dashing and ready to fight with monsters both in Helos and beyond, but won’t do anything that directly contradicts Queen Helena the Radiant’s orders.", + "Spirit Healers. They come from a Stone Age world and want to heal all spiritual ills of all worlds. They oppose killing monsters because they believe monsters should be healed and reintegrated instead.": "Spirit Healers. They come from a Stone Age world and want to heal all spiritual ills of all worlds. They oppose killing monsters because they believe monsters should be healed and reintegrated instead.", + "Zhu, a law enforcement officer. They can help you with legal difficulties in their jurisdiction.": "Zhu, a law enforcement officer. They can help you with legal difficulties in their jurisdiction.", + "Davis, a therapist specialising in trauma recovery.": "Davis, a therapist specialising in trauma recovery.", + "Dr Basu, a medical doctor.": "Dr Basu, a medical doctor.", + "The next generation, an ally team. These younger monster hunters are relatives of those who died in the battle, taking up the family calling.": "The next generation, an ally team. These younger monster hunters are relatives of those who died in the battle, taking up the family calling.", + "The Network, an ally team. This is a group of people who keep watch for big supernatural dangers, and can get you warnings in time to intervene.": "The Network, an ally team. This is a group of people who keep watch for big supernatural dangers, and can get you warnings in time to intervene.", + "Shinzō, a retro-weaponsmith. Their creations look like fancy souvenirs but have various magical properties.": "Shinzō, a retro-weaponsmith. Their creations look like fancy souvenirs but have various magical properties.", + "FaceBog, a doppelganger. They’ll impersonate you at various social events if you ask them nicely.": "FaceBog, a doppelganger. They’ll impersonate you at various social events if you ask them nicely.", + "Hedwig, a journalist. She believes in your public causes and is willing to cover up some things for you, but sometimes asks difficult questions.": "Hedwig, a journalist. She believes in your public causes and is willing to cover up some things for you, but sometimes asks difficult questions.", + "Monster Hunters Fan Club. They know your secret identities, but not your public ones.": "Monster Hunters Fan Club. They know your secret identities, but not your public ones.", + "Spirits of the city’s founders. They remember how the city once was and have clashed with occult forces that threaten it.": "Spirits of the city’s founders. They remember how the city once was and have clashed with occult forces that threaten it.", + "Dumont, the fixer. Dumont can find leads on jobs, and sometime scare up special gear.": "Dumont, the fixer. Dumont can find leads on jobs, and sometime scare up special gear.", + "Chang, a government official. They can help you with legal entanglements. Sometimes.": "Chang, a government official. They can help you with legal entanglements. Sometimes.", + "Dr Accorso. A medical doctor, ready to help with injuries or illness. No questions asked.": "Dr Accorso. A medical doctor, ready to help with injuries or illness. No questions asked.", + "The Irregulars, an ally team. They’re a general group of support crew that help you out. Mechanics, technicians, and the like.": "The Irregulars, an ally team. They’re a general group of support crew that help you out. Mechanics, technicians, and the like.", + "The Crooked Hearts, another mercenary monster hunting crew. You’ve worked together on some big jobs.": "The Crooked Hearts, another mercenary monster hunting crew. You’ve worked together on some big jobs.", + "Leon/Lyn, an authority figure (parent, teacher, etc.). Helpful dealing with officials.": "Leon/Lyn, an authority figure (parent, teacher, etc.). Helpful dealing with officials.", + "Romain, a librarian. Good at finding out details.": "Romain, a librarian. Good at finding out details.", + "A very smart pet. Pick their species and give them a name:": "A very smart pet. Pick their species and give them a name:", + "Your friend group, an ally team. Great for distractions.": "Your friend group, an ally team. Great for distractions.", + "Internet mystery circle, an ally team. Good for finding out weird facts and rumours.": "Internet mystery circle, an ally team. Good for finding out weird facts and rumours.", + "Aminat Salek, a client or customer who has a knack for finding whatever is weirdest.": "Aminat Salek, a client or customer who has a knack for finding whatever is weirdest.", + "Ahearn, a consultant. They can help you out with how things go on behind the scenes.": "Ahearn, a consultant. They can help you out with how things go on behind the scenes.", + "De Luca, from human resources. They can cover for absences and sometimes tell you what management is planning.": "De Luca, from human resources. They can cover for absences and sometimes tell you what management is planning.", + "The day shift, an ally team. They can help out when you need to sleep.": "The day shift, an ally team. They can help out when you need to sleep.", + "Asani, an old and knowledgeable witch.": "Asani, an old and knowledgeable witch.", + "Petersen, a police officer. Community-minded, they know you help people out and they help you too.": "Petersen, a police officer. Community-minded, they know you help people out and they help you too.", + "Red, cafe/bar/restaurant manager. You’re always welcome in their place, and they hear a lot of gossip.": "Red, cafe/bar/restaurant manager. You’re always welcome in their place, and they hear a lot of gossip.", + "The SWG, an ally team. These are newer members of the SWG. They can patrol, report events, and help people to safety. They’re not ready to take on monsters directly.": "The SWG, an ally team. These are newer members of the SWG. They can patrol, report events, and help people to safety. They’re not ready to take on monsters directly.", + "The sports club, an ally team. What sport do you all play? The other club members will do you a favour now and then. Useful for getting information from organisations you don’t have direct access to.": "The sports club, an ally team. What sport do you all play? The other club members will do you a favour now and then. Useful for getting information from organisations you don’t have direct access to.", + "Carlos, a roadie. They can do pretty much anything with reasonable competence.": "Carlos, a roadie. They can do pretty much anything with reasonable competence.", + "Charity, an occultist. She can tell you about mystical stuff you find and sometimes get you weird old items.": "Charity, an occultist. She can tell you about mystical stuff you find and sometimes get you weird old items.", + "Dr An Seulgi. She can help patch you up if you get hurt, and provide “special” prescriptions as long as you don’t abuse them too badly.": "Dr An Seulgi. She can help patch you up if you get hurt, and provide “special” prescriptions as long as you don’t abuse them too badly.", + "Eldritch Records, your label. You can hit them up for a little money, legal help, or contact details for folks in the music business.": "Eldritch Records, your label. You can hit them up for a little money, legal help, or contact details for folks in the music business.", + "Your fan club, an ally team. They’re keen to help, but they’re mainly just a bunch of kids (possibly kids in their late teens or early twenties, but still).": "Your fan club, an ally team. They’re keen to help, but they’re mainly just a bunch of kids (possibly kids in their late teens or early twenties, but still).", + "LOLweb, a hacker. They track the organisation’s web activity and try to hinder it but don’t believe in monsters.": "LOLweb, a hacker. They track the organisation’s web activity and try to hinder it but don’t believe in monsters.", + "Faruq, an office worker in the organisation. He also feels there’s something wrong but is too afraid to act openly about it.": "Faruq, an office worker in the organisation. He also feels there’s something wrong but is too afraid to act openly about it.", + "Grethel, a government official. She keeps track of various supernatural occurrences and organisations that deal with them.": "Grethel, a government official. She keeps track of various supernatural occurrences and organisations that deal with them.", + "Organisation ex-members. Each of them has seen a bit of bad things that happen there and can help you piece together the bigger picture.": "Organisation ex-members. Each of them has seen a bit of bad things that happen there and can help you piece together the bigger picture.", + "Independent hunters. Far less experienced than you but sometimes can do things you can’t due to being observed by the organisation.": "Independent hunters. Far less experienced than you but sometimes can do things you can’t due to being observed by the organisation.", + "Soyfly, a pixie. She knows a lot of recent gossip about the Wild Hunt.": "Soyfly, a pixie. She knows a lot of recent gossip about the Wild Hunt.", + "Althea, a private aviator. She believes the sky should be free for everyone, not just some creepy horsemen.": "Althea, a private aviator. She believes the sky should be free for everyone, not just some creepy horsemen.", + "Caragh, a banshee. She once rode with the Hunt and now helps other fugitives, but never reveals how she escaped.": "Caragh, a banshee. She once rode with the Hunt and now helps other fugitives, but never reveals how she escaped.", + "New Start, an NGO that helps refugees. They focus on political and war refugees, but allow you to use their facilities.": "New Start, an NGO that helps refugees. They focus on political and war refugees, but allow you to use their facilities.", + "The Savage Ride, the Wild Hunt’s rivals. They’ll do anything to hinder the Hunt, but are violent and fickle themselves.": "The Savage Ride, the Wild Hunt’s rivals. They’ll do anything to hinder the Hunt, but are violent and fickle themselves." } \ No newline at end of file diff --git a/Monster of the Week Official/translations/ru.json b/Monster of the Week Official/translations/ru.json index 40f6bc3306..ecfbbb7aba 100644 --- a/Monster of the Week Official/translations/ru.json +++ b/Monster of the Week Official/translations/ru.json @@ -1192,7 +1192,6 @@ "custom-move-name": "Название", "custom-move-description": "Description", "custom-gear": "Playbook Gear", - "start_newstuff": "", "unused": "Unused", "all": "Всё", "starting": "Starting", @@ -1290,7 +1289,7 @@ "eos-ref": "At the end of each session, the Keeper will ask the following questions:
    • Did we conclude the current mystery?
    • Did we save someone from certain death (or worse)?
    • Did we learn something new and important about the world?
    • Did we learn something new and important about one of the hunters?
    If you get one or two \"Yes\" answers, mark one experience. If you get three or four, mark two.", "pick-book": "Pick Your Playbook", "pick-book-desc": "Pick your playbook using the menu in the upper right corner or the buttons in the lists below. Once you pick a playbook, starting stats options are found at the bottom of the first main column (not including the stats column).", - "motw-books": "Monster of the Week Revised Edition Playbooks", + "motw-books": "Monster of the Week Hardcover Edition Playbooks", "chosen-desc": "A once-ordinary person who discovered they have a special destiny, and who has been given the power to accomplish it. The Chosen is good in a fight, with some weird powers. E.g. Buffy from Buffy the Vampire Slayer.", "crooked-desc": "A criminal turned monster hunter, haunted by their past and enemies. The Crooked is good in social situations and has a lot of contacts. E.g. Anna Valmont from The Dresden Files, Peter Bishop from Fringe.", "divine-desc": "An agent of a higher power, with a mission to fulfill. The Divine is very tough and has been granted holy powers. E.g. Castiel from Supernatural; Michael Carpenter from The Dresden Files.", @@ -1621,6 +1620,7 @@ "animating-force": "Animating Force", "animating-force-desc": "There is a force that gives you life, which cannot harm you. You do not eat, breathe, drink, or heal naturally. Instead, repair yourself with your recharge move. Pick an energy type:", "lightning": "Lightning", + "fire": "Fire", "music": "Музыка", "clockwork": "Clockwork", "orgone": "Orgone", @@ -1686,7 +1686,6 @@ "hardcase2020-move6": "Inspired Guesswork: When you investigate a mystery, you may spend 1 Fire to add 1 extra hold. The extra question must be about powers, motivations, or weaknesses.", "hardcase2020-move7": "Stone Cold: You never really get ruffled by danger. Gain +1 whenever pain or fear requires you act under pressure. Your nearby allies also gain this bonus against pain and fear, as long as you keep it together.", "hardcase2020-move8": "Weapon Master: When you take possession of a new weapon you may add, remove, or change one tag. This change only applies for you. When you get this move, apply it to all your current weapons.", - "fire": "Fire", "calm": "Calm", "raging": "Raging", "hardcase-vehicles": "Транспорт", @@ -1716,5 +1715,610 @@ "hardcase2020-gear22": "A spell formula, written on a napkin", "hardcase2020-advance1": "Your Fire track increases to 13 boxes.", "constructed-unstable": "You get 10 harm boxes and do not become unstable.", - "end_newstuff": "" + "team-playbooks": "Team Playbooks", + "team-playbook-choice": "Choose a Team Playbook", + "Team Playbook": "Team Playbook", + "Agents in Black": "Agents in Black", + "Always on the Road": "Always on the Road", + "The Chosen One and Entourage": "The Chosen One and Entourage", + "Guardians of the Borderland": "Guardians of the Borderland", + "IMPS (International Monster and Paranormal Service)": "IMPS (International Monster and Paranormal Service)", + "Interdimensional Crisis Team": "Interdimensional Crisis Team", + "The Last Survivors": "The Last Survivors", + "League of Double Lives": "League of Double Lives", + "Mercenaries": "Mercenaries", + "Mystery Club": "Mystery Club", + "The Night Shift": "The Night Shift", + "Suburban Watch Group": "Suburban Watch Group", + "Touring Band": "Touring Band", + "Whistleblowers": "Whistleblowers", + "Wild Hunt Fugitives": "Wild Hunt Fugitives", + "pick-teambook-desc": "Pick your team playbook using the menu in the upper right corner or the buttons in the lists below.", + "This team playbook has the hunters working for the Bureau—a clandestine organisation dedicated to hiding the existence of monsters and the supernatural from the general public.": "This team playbook has the hunters working for the Bureau—a clandestine organisation dedicated to hiding the existence of monsters and the supernatural from the general public.", + "You’re a travelling hunter team. Every week is a new town with a new problem.": "You’re a travelling hunter team. Every week is a new town with a new problem.", + "This team centres on a Chosen One and their friends who help with monster hunting. There’s also room for a mentor.": "This team centres on a Chosen One and their friends who help with monster hunting. There’s also room for a mentor.", + "This team playbook has the hunters as wardens of a liminal region: somewhere where the borders of the world are thin, where monsters and magic can slip through and cause trouble.": "This team playbook has the hunters as wardens of a liminal region: somewhere where the borders of the world are thin, where monsters and magic can slip through and cause trouble.", + "The International Monster and Paranormal Service (IMPS) was created to keep humanity safe from supernatural threats. It’s not clear who funds them, although most people assume it’s some kind of United Nations agency. IMPS isn’t secret, but they keep things as quiet as possible This team playbook sets your hunters as one of the elite IMPS teams that travels the world to deal with monster incidents.": "The International Monster and Paranormal Service (IMPS) was created to keep humanity safe from supernatural threats. It’s not clear who funds them, although most people assume it’s some kind of United Nations agency. IMPS isn’t secret, but they keep things as quiet as possible This team playbook sets your hunters as one of the elite IMPS teams that travels the world to deal with monster incidents.", + "Your world isn’t the only one that needs monster hunting help from time to time. And when others do, you travel through portals, loopholes, and other oddities to help. Interdimensional Crisis Team perfectly fits over-the-top, parody games. More serious stories about interdimensional problems are handled better by Guardians of the Borderland.": "Your world isn’t the only one that needs monster hunting help from time to time. And when others do, you travel through portals, loopholes, and other oddities to help. Interdimensional Crisis Team perfectly fits over-the-top, parody games. More serious stories about interdimensional problems are handled better by Guardians of the Borderland.", + "This hunter team were the only people who lived through a terrible (maybe even apocalyptic) battle. You had many allies at your side, but they didn’t make it.": "This hunter team were the only people who lived through a terrible (maybe even apocalyptic) battle. You had many allies at your side, but they didn’t make it.", + "You’re monster hunters but also important society members in a city. Your ties to the society give you various forms of influence but also mean you somehow have to manage two lives at once. The world isn’t ready to learn about your monster hunting and even less about the monsters themselves.": "You’re monster hunters but also important society members in a city. Your ties to the society give you various forms of influence but also mean you somehow have to manage two lives at once. The world isn’t ready to learn about your monster hunting and even less about the monsters themselves.", + "This team playbook has the hunters working for hire. They save people and hunt monsters, sure, but they also want to get paid at the end of the day.": "This team playbook has the hunters working for hire. They save people and hunt monsters, sure, but they also want to get paid at the end of the day.", + "This is a hunter team of investigators, with a focus on less horrific and more comedic mysteries. This particularly suits games with younger players, or younger hunters. This team playbook strongly pushes the game towards silliness and jokes, so be sure you’re ready for that if you’re considering taking it.": "This is a hunter team of investigators, with a focus on less horrific and more comedic mysteries. This particularly suits games with younger players, or younger hunters. This team playbook strongly pushes the game towards silliness and jokes, so be sure you’re ready for that if you’re considering taking it.", + "This team playbook has the hunters comprising the night shift at a workplace. A workplace that gets way more than its fair share of supernatural problems.": "This team playbook has the hunters comprising the night shift at a workplace. A workplace that gets way more than its fair share of supernatural problems.", + "This is a group of hunters who began as regular folks looking out for their local neighbourhood or town. It emphasises relationships outside of monster hunting and a focus on normal life as well as your adventures.": "This is a group of hunters who began as regular folks looking out for their local neighbourhood or town. It emphasises relationships outside of monster hunting and a focus on normal life as well as your adventures.", + "This team is a band, eternally on tour. Everywhere you have a gig booked, it seems like something bad is going down. Between sound check and putting on the show, you gotta deal with whatever is eating people in this town.": "This team is a band, eternally on tour. Everywhere you have a gig booked, it seems like something bad is going down. Between sound check and putting on the show, you gotta deal with whatever is eating people in this town.", + "All the hunters in your team are members of a monster hunting organisation, and you start suspecting there’s something fishy about this group. This team playbook shares many elements of the Initiate and Professional playbooks because it essentially represents playing an entire team of Initiates and/or Professionals. You shouldn’t choose those playbooks when playing as the Whistleblowers—unless the Keeper agrees some characters belong to a different organisation as well, which might make the situation even more messy.": "All the hunters in your team are members of a monster hunting organisation, and you start suspecting there’s something fishy about this group. This team playbook shares many elements of the Initiate and Professional playbooks because it essentially represents playing an entire team of Initiates and/or Professionals. You shouldn’t choose those playbooks when playing as the Whistleblowers—unless the Keeper agrees some characters belong to a different organisation as well, which might make the situation even more messy.", + "You joined or were abducted by the Wild Hunt. You gained some supernatural skills while riding with it, but then escaped it. Now you use your experience to hunt monsters, evade the Hunt and, maybe, destroy it one day.": "You joined or were abducted by the Wild Hunt. You gained some supernatural skills while riding with it, but then escaped it. Now you use your experience to hunt monsters, evade the Hunt and, maybe, destroy it one day.", + "Getting Started": "Getting Started", + "Determine the nature of the Event.": "Determine the nature of the Event.", + "Decide the history between you and the Wild Hunt.": "Decide the history between you and the Wild Hunt.", + "Pick your style (and associated improvement question).": "Pick your style (and associated improvement question).", + "Figure out the nature of the Bureau.": "Figure out the nature of the Bureau.", + "Create your city.": "Create your city.", + "Pick your obligations.": "Pick your obligations.", + "Come up with a band name.": "Come up with a band name.", + "Pick a starting team ally.": "Pick a starting team ally.", + "Customize the organisation.": "Customize the organisation.", + "Pick your starting team move and 2 boxes of assets.": "Pick your starting team move and 2 boxes of assets.", + "Pick a starting team ally, move, and assets.": "Pick a starting team ally, move, and assets.", + "Pick a starting team enemy, ally, move, and 2 boxes of assets.": "Pick a starting team enemy, ally, move, and 2 boxes of assets.", + "Put on some music and hit the road.": "Put on some music and hit the road.", + "Await the next weird prophecy.": "Await the next weird prophecy.", + "Check the boundaries for incursions.": "Check the boundaries for incursions.", + "Report for your mission briefing.": "Report for your mission briefing.", + "Prepare for the next disaster.": "Prepare for the next disaster.", + "Ponder your responsibilities, as you await the call.": "Ponder your responsibilities, as you await the call.", + "See who’s hiring today.": "See who’s hiring today.", + "Next meeting is at the clubroom on Tuesday afternoon.": "Next meeting is at the clubroom on Tuesday afternoon.", + "Clock in and prepare for another night of drudgery.": "Clock in and prepare for another night of drudgery.", + "Walk the streets. Keep an eye out for evildoers.": "Walk the streets. Keep an eye out for evildoers.", + "You have half an hour before we fly to the next city. Soundcheck at 7, you’re on at 8.": "You have half an hour before we fly to the next city. Soundcheck at 7, you’re on at 8.", + "Snoop around the boss’s office while they’re in a meeting.": "Snoop around the boss’s office while they’re in a meeting.", + "Stay wary, that sounded like howls in the wind.": "Stay wary, that sounded like howls in the wind.", + "The Bureau": "The Bureau", + "Prompts": "Prompts", + "The Bureau setup is determined by the group. Record your answers to these prompts in the Notes section below.": "The Bureau setup is determined by the group. Record your answers to these prompts in the Notes section below.", + "If you have a hunter who belongs to an organisation already—like a Professional or an Initiate—you may combine their setup with the Bureau setup. Figure out how the two perspectives work for your Bureau. If you don’t like that idea, you can also keep them separate (which will lead to its own drama with split loyalties and rivalries).": "If you have a hunter who belongs to an organisation already—like a Professional or an Initiate—you may combine their setup with the Bureau setup. Figure out how the two perspectives work for your Bureau. If you don’t like that idea, you can also keep them separate (which will lead to its own drama with split loyalties and rivalries).", + "Now determine the nature of the Bureau:": "Now determine the nature of the Bureau:", + "Is the Bureau an open, covert, or secret organisation? An open Bureau exists openly but has a cover responsibility to distract from their real mission. A covert Bureau doesn’t explicitly hide themselves, but they try not to draw attention. A secret Bureau has no official records and operates completely in the shadows.": "Is the Bureau an open, covert, or secret organisation? An open Bureau exists openly but has a cover responsibility to distract from their real mission. A covert Bureau doesn’t explicitly hide themselves, but they try not to draw attention. A secret Bureau has no official records and operates completely in the shadows.", + "Who is your team’s handler or commanding officer and what are they like? Create your own or pick one of these:": "Who is your team’s handler or commanding officer and what are they like? Create your own or pick one of these:", + "Special Agent “Coop” is a genial, avuncular middle-aged man. He’s disorganised and often loses track of details, but he always has the team’s back.": "Special Agent “Coop” is a genial, avuncular middle-aged man. He’s disorganised and often loses track of details, but he always has the team’s back.", + "Special Agent “Star” is a harsh boss. She doesn’t really seem to like you, and you never seem to measure up to her standards of “perfection plus.” She runs everything by the book (this can be good or bad for you).": "Special Agent “Star” is a harsh boss. She doesn’t really seem to like you, and you never seem to measure up to her standards of “perfection plus.” She runs everything by the book (this can be good or bad for you).", + "Provisional Special Agent “Fireball” is young and excitable. They prefer you deal with problems in a scorched earth style, without regard for consequences. That is also their management style.": "Provisional Special Agent “Fireball” is young and excitable. They prefer you deal with problems in a scorched earth style, without regard for consequences. That is also their management style.", + "Who do you think is really running the Bureau? The government? A secret global government? Some other government? A billionaire? A secret conspiracy dating back to Uruk’s priesthood? Something else?": "Who do you think is really running the Bureau? The government? A secret global government? Some other government? A billionaire? A secret conspiracy dating back to Uruk’s priesthood? Something else?", + "The Event": "The Event", + "What is the terrible situation you all survived together?": "What is the terrible situation you all survived together?", + "A concerted assault by monsters, as you took shelter in an isolated cabin.": "A concerted assault by monsters, as you took shelter in an isolated cabin.", + "A single terrifying monster invaded your homes.": "A single terrifying monster invaded your homes.", + "It was the only chance to avert an apocalypse.": "It was the only chance to avert an apocalypse.", + "An invasion from another dimension.": "An invasion from another dimension.", + "People around you were transformed into monsters.": "People around you were transformed into monsters.", + "You were strangers in a small town filled with murderous monsters, on festival day.": "You were strangers in a small town filled with murderous monsters, on festival day.", + "Something else:": "Something else:", + "Decide who the allies were who fought alongside you and died in battle. Each hunter picks one.": "Decide who the allies were who fought alongside you and died in battle. Each hunter picks one.", + "A monster hunting teammate.": "A monster hunting teammate.", + "Your spouse or lover.": "Your spouse or lover.", + "Your sibling.": "Your sibling.", + "A parent.": "A parent.", + "A child.": "A child.", + "Your mentor.": "Your mentor.", + "Your protégée.": "Your protégée.", + "Your dog (or other pet).": "Your dog (or other pet).", + "Someone else:": "Someone else:", + "Then decide how you saved the day in the end. Whatever it was, it came at great personal cost (beyond the loss you just chose).": "Then decide how you saved the day in the end. Whatever it was, it came at great personal cost (beyond the loss you just chose).", + "The City": "The City", + "The city you all protect will be an important aspect of the story, more of a collective character of your mysteries than just a background element. Each player should choose one key aspect of the city from one of the following lists. Balance between good and bad things as fits the mood of your campaign.": "The city you all protect will be an important aspect of the story, more of a collective character of your mysteries than just a background element. Each player should choose one key aspect of the city from one of the following lists. Balance between good and bad things as fits the mood of your campaign.", + "Good things": "Good things", + "Cozy": "Cozy", + "Affluent": "Affluent", + "Good social care": "Good social care", + "Proud of its past": "Proud of its past", + "Lots of monuments": "Lots of monuments", + "Highly ecological": "Highly ecological", + "Transparent politics": "Transparent politics", + "Technological hub": "Technological hub", + "The nation’s main transport hub": "The nation’s main transport hub", + "Protected by benevolent magic": "Protected by benevolent magic", + "Beloved by travel vloggers": "Beloved by travel vloggers", + "An extremely famous mayor": "An extremely famous mayor", + "A university with unique departments": "A university with unique departments", + "Other:": "Other:", + "Bad things": "Bad things", + "Alienating": "Alienating", + "Poor": "Poor", + "Big social inequality": "Big social inequality", + "Shameful past": "Shameful past", + "Nothing worth sightseeing": "Nothing worth sightseeing", + "Highly polluted": "Highly polluted", + "Shady politics": "Shady politics", + "No prospects for the future": "No prospects for the future", + "Shady military bases": "Shady military bases", + "Gangs that terrorize the entire region": "Gangs that terrorize the entire region", + "Believed to bring bad luck": "Believed to bring bad luck", + "Struck by a powerful curse": "Struck by a powerful curse", + "Obligations": "Obligations", + "Your social status carries some obligations with it. At the beginning of a mystery, the Keeper holds 3. They can spend 1 hold to introduce one of the obligations. When it’s introduced, at least half of you must attend, otherwise you can lose allies or tempt mundane people to investigate your lives.": "Your social status carries some obligations with it. At the beginning of a mystery, the Keeper holds 3. They can spend 1 hold to introduce one of the obligations. When it’s introduced, at least half of you must attend, otherwise you can lose allies or tempt mundane people to investigate your lives.", + "Choose or create two obligations you have:": "Choose or create two obligations you have:", + "Attending parties and balls.": "Attending parties and balls.", + "Attending important conferences.": "Attending important conferences.", + "Ceremonially opening new buildings.": "Ceremonially opening new buildings.", + "Meeting children at schools.": "Meeting children at schools.", + "Tutoring promising students one on one.": "Tutoring promising students one on one.", + "Appearing on TV.": "Appearing on TV.", + "The Organisation": "The Organisation", + "You create the details about your organisation, choosing options from the following lists. Things you suspect can pertain either to the organisation as a whole or to an influential group within it. At least two of the things you suspect are true, the Keeper decides which ones.": "You create the details about your organisation, choosing options from the following lists. Things you suspect can pertain either to the organisation as a whole or to an influential group within it. At least two of the things you suspect are true, the Keeper decides which ones.", + "Official goals": "Official goals", + "(choose one or two)": "(choose one or two)", + "Slay monsters": "Slay monsters", + "Contain monsters": "Contain monsters", + "Govern safe use of magic": "Govern safe use of magic", + "Research monsters": "Research monsters", + "Research paranatural phenomena": "Research paranatural phenomena", + "Keep monsters and magic secret": "Keep monsters and magic secret", + "Goal you suspect": "Goal you suspect", + "(choose one)": "(choose one)", + "Training an army of monsters": "Training an army of monsters", + "Creating new monsters": "Creating new monsters", + "Stealing the monsters’ powers": "Stealing the monsters’ powers", + "Keeping all magic to themselves": "Keeping all magic to themselves", + "Taking over the world": "Taking over the world", + "Destroying the world": "Destroying the world", + "Official resources": "Official resources", + "(choose two)": "(choose two)", + "Ancient lore": "Ancient lore", + "Modernised": "Modernised", + "Chapters everywhere": "Chapters everywhere", + "Secular power": "Secular power", + "Rich": "Rich", + "Rigorous training": "Rigorous training", + "Offices all over the place": "Offices all over the place", + "Good intel": "Good intel", + "Support teams": "Support teams", + "Suspected resources": "Suspected resources", + "Demonology": "Demonology", + "Necromancy": "Necromancy", + "Deals with monsters": "Deals with monsters", + "Manipulated minions": "Manipulated minions", + "Manipulated cultists": "Manipulated cultists", + "Bribed officials": "Bribed officials", + "Sacrificing members": "Sacrificing members", + "Obvious flaws": "Obvious flaws", + "Tradition-bound": "Tradition-bound", + "Paranoid and secretive": "Paranoid and secretive", + "Closed hierarchy": "Closed hierarchy", + "Strict laws": "Strict laws", + "Mystical oaths": "Mystical oaths", + "Bureaucratic": "Bureaucratic", + "Hostile superiors": "Hostile superiors", + "Take-no-prisoners policy": "Take-no-prisoners policy", + "Live capture policy": "Live capture policy", + "Suspected flaws": "Suspected flaws", + "Total obedience": "Total obedience", + "Tyrannical leaders": "Tyrannical leaders", + "Protects member criminals": "Protects member criminals", + "The Wild Hunt": "The Wild Hunt", + "You were part of the Wild Hunt, a group of violent fey and spirits riding the world and striking fear into the hearts of people. Detail the Wild Hunt here.": "You were part of the Wild Hunt, a group of violent fey and spirits riding the world and striking fear into the hearts of people. Detail the Wild Hunt here.", + "Who Rides With The Hunt?": "Who Rides With The Hunt?", + "Elves": "Elves", + "Trolls": "Trolls", + "Demons": "Demons", + "Wraiths": "Wraiths", + "Banshees": "Banshees", + "Werewolves": "Werewolves", + "Something Else": "Something Else", + "The Wild Hunt has a leader, probably a king or a queen. Give them a name or a title:": "The Wild Hunt has a leader, probably a king or a queen. Give them a name or a title:", + "Choose or invent their impressive powers, at least two:": "Choose or invent their impressive powers, at least two:", + "Grant immortality": "Grant immortality", + "Grant lycanthropy": "Grant lycanthropy", + "Steal emotion": "Steal emotion", + "See destinies": "See destinies", + "Set destinies": "Set destinies", + "Control weather": "Control weather", + "Grant sentience to animals": "Grant sentience to animals", + "Grant sentience to weapons": "Grant sentience to weapons", + "Why were you a part of the Wild Hunt?": "Why were you a part of the Wild Hunt?", + "Each player can choose a different answer:": "Each player can choose a different answer:", + "I was kidnapped by the Hunt": "I was kidnapped by the Hunt", + "I sold my soul to the Hunt": "I sold my soul to the Hunt", + "I wanted to ride with the Hunt": "I wanted to ride with the Hunt", + "I’m a supernatural creature who’s a part of the Hunt": "I’m a supernatural creature who’s a part of the Hunt", + "Something else": "Something else", + "Then all of you escaped, sick with the Hunt’s atrocities or their treatment of you.": "Then all of you escaped, sick with the Hunt’s atrocities or their treatment of you.", + "How Did You Escape?": "How Did You Escape?", + "How did you escape?": "How did you escape?", + "With a clever plan": "With a clever plan", + "By sheer luck": "By sheer luck", + "With outside help": "With outside help", + "Thanks to a loophole in your fae contract": "Thanks to a loophole in your fae contract", + "The Wild Hunt keeps looking for you. How do they do it?": "The Wild Hunt keeps looking for you. How do they do it?", + "Choose two ways:": "Choose two ways:", + "They give other monsters this in exchange for information.": "They give other monsters this in exchange for information.", + "They track the internet, but they can’t monitor one part of it:": "They track the internet, but they can’t monitor one part of it:", + "They can see you when you’re outside in one type of weather, namely:": "They can see you when you’re outside in one type of weather, namely:", + "They sense you when you use magic unless you take a precaution, namely:": "They sense you when you use magic unless you take a precaution, namely:", + "What will the Wild Hunt do if they find you?": "What will the Wild Hunt do if they find you?", + "Kill you.": "Kill you.", + "Torment you.": "Torment you.", + "Make you join the Hunt again.": "Make you join the Hunt again.", + "Make you slaves.": "Make you slaves.", + "Notes": "Notes", + "Team Moves": "Team Moves", + "Choose your team moves from this list. The first one is a good default choice:": "Choose your team moves from this list. The first one is a good default choice:", + "Memory Eraser: You have been issued handheld devices to erase memories from civilians. When you target a person and activate the device, say how many hours you want to erase (1–6) and roll +Weird. On a 10+, those memories are gone. On a 7–9, the memories are gone but the target knows something strange happened.": "Memory Eraser: You have been issued handheld devices to erase memories from civilians. When you target a person and activate the device, say how many hours you want to erase (1–6) and roll +Weird. On a 10+, those memories are gone. On a 7–9, the memories are gone but the target knows something strange happened.", + "Authority Override: If local officials are causing trouble, you can get them pulled off the case. This may—of course—make them more suspicious.": "Authority Override: If local officials are causing trouble, you can get them pulled off the case. This may—of course—make them more suspicious.", + "Containment Field Projector: Place the projector and activate it, choosing a range from 1–20 meters. A spherical shield is created, allowing nothing in or out. Lasts until deactivated by remote or in an hour when the battery runs out. There’s time to get out of the zone, but only just.": "Containment Field Projector: Place the projector and activate it, choosing a range from 1–20 meters. A spherical shield is created, allowing nothing in or out. Lasts until deactivated by remote or in an hour when the battery runs out. There’s time to get out of the zone, but only just.", + "Anonymity: Your identity isn’t traceable via official databases or records. Enemies or bystanders can’t find out anything about your history through any official channels. Additionally, any distinguishing features are removed from photo, videos, or voice recordings of you when they’re processed by any regular computer or phone.": "Anonymity: Your identity isn’t traceable via official databases or records. Enemies or bystanders can’t find out anything about your history through any official channels. Additionally, any distinguishing features are removed from photo, videos, or voice recordings of you when they’re processed by any regular computer or phone.", + "Not Right: You all have a creepy, uncanny valley style aura or look that counts as a reason for manipulating a bystander with threats.": "Not Right: You all have a creepy, uncanny valley style aura or look that counts as a reason for manipulating a bystander with threats.", + "Something Different: Take a move from another team playbook.": "Something Different: Take a move from another team playbook.", + "Change Team Style: Pick a new team style. You now use that one instead of the one you first chose.": "Change Team Style: Pick a new team style. You now use that one instead of the one you first chose.", + "Home Away from Home: Whenever you arrive in a new town, you immediately find a motel and a cafe that are friendly and welcoming. One or the other will turn out to have a connection to the mystery that brought you here, even if just by having a bystander come by.": "Home Away from Home: Whenever you arrive in a new town, you immediately find a motel and a cafe that are friendly and welcoming. One or the other will turn out to have a connection to the mystery that brought you here, even if just by having a bystander come by.", + "Geniality: When you meet a new person in a town you haven’t visited before, roll +Charm. On a 10+, they are well-disposed towards you. On a 7–9, they’re still well-disposed but the Keeper chooses one: they are marked for trouble, or they conceal something from the hunters. Additionally, when you return to a town you have already visited, you always run into the people you befriended previously.": "Geniality: When you meet a new person in a town you haven’t visited before, roll +Charm. On a 10+, they are well-disposed towards you. On a 7–9, they’re still well-disposed but the Keeper chooses one: they are marked for trouble, or they conceal something from the hunters. Additionally, when you return to a town you have already visited, you always run into the people you befriended previously.", + "Handy: You’re all good at fixing stuff. Anything broken or messed up in the course of a mystery is repaired and ready to go before the next one. Gear or assets that would be described as “totally destroyed” still need to be replaced.": "Handy: You’re all good at fixing stuff. Anything broken or messed up in the course of a mystery is repaired and ready to go before the next one. Gear or assets that would be described as “totally destroyed” still need to be replaced.", + "No-stick: You’ve had yourselves removed from official and law enforcement databases. You don’t have to worry about “misunderstandings” from previous towns getting in the way of your hunts (unless someone got annoyed enough to make it a personal vendetta).": "No-stick: You’ve had yourselves removed from official and law enforcement databases. You don’t have to worry about “misunderstandings” from previous towns getting in the way of your hunts (unless someone got annoyed enough to make it a personal vendetta).", + "Monster Journals: When a mystery reminds you of something you encountered before, consult your notes and tell the Keeper what you think is the same. The Keeper will say if you got it right.If you’re correct, take +1 forward to investigate a mystery. If you’re wrong but had a good idea, take +1 forward to read a bad situation. If you’re totally off base, the Keeper holds 1 to put you in a tight spot.": "Monster Journals: When a mystery reminds you of something you encountered before, consult your notes and tell the Keeper what you think is the same. The Keeper will say if you got it right.

    If you’re correct, take +1 forward to investigate a mystery. If you’re wrong but had a good idea, take +1 forward to read a bad situation. If you’re totally off base, the Keeper holds 1 to put you in a tight spot.", + "Ancient Visions: An ancient ritual, to be conducted regularly, gives the whole team access to some of the visions sent to the Chosen One. Once per mystery, each hunter may ask the Keeper a question about anything they want. The Keeper answers with a vision or dream: obscure and vague, but true.": "Ancient Visions: An ancient ritual, to be conducted regularly, gives the whole team access to some of the visions sent to the Chosen One. Once per mystery, each hunter may ask the Keeper a question about anything they want. The Keeper answers with a vision or dream: obscure and vague, but true.", + "Armoury of the Chosen: You gain a cache of special weapons used by previous Chosen Ones. The Keeper should design a lesser version of the Chosen One’s special weapon, which all other members of the team may use. When this is unlocked, the Chosen One may change or add a tag on their special weapon.": "Armoury of the Chosen: You gain a cache of special weapons used by previous Chosen Ones. The Keeper should design a lesser version of the Chosen One’s special weapon, which all other members of the team may use. When this is unlocked, the Chosen One may change or add a tag on their special weapon.", + "Handing on the Torch: When you select this, designate another character as the next Chosen One. When the current Chosen One dies, that character may change to the Chosen playbook whenever they are ready. The new Chosen One designates the next heir when they find a worthy successor.": "Handing on the Torch: When you select this, designate another character as the next Chosen One. When the current Chosen One dies, that character may change to the Chosen playbook whenever they are ready. The new Chosen One designates the next heir when they find a worthy successor.", + "Friends Stick Together: Once per mystery, a hunter may call the rest of the team to their current location. Everyone arrives as soon as they potentially can (based on their last known position and when we saw them there). That can be “right this instant,” if at all possible.": "Friends Stick Together: Once per mystery, a hunter may call the rest of the team to their current location. Everyone arrives as soon as they potentially can (based on their last known position and when we saw them there). That can be “right this instant,” if at all possible.", + "Wyrd’s Favour: When you choose this team move, all hunters erase 1 spent Luck point. If you haven’t spent any Luck yet, add a new Luck box instead.": "Wyrd’s Favour: When you choose this team move, all hunters erase 1 spent Luck point. If you haven’t spent any Luck yet, add a new Luck box instead.", + "Otherworldly Intuition: When you encounter something from another world, you recognise that they don’t belong here. When you encounter a place where another world is accessible, you are aware of it and may stop at the threshold.": "Otherworldly Intuition: When you encounter something from another world, you recognise that they don’t belong here. When you encounter a place where another world is accessible, you are aware of it and may stop at the threshold.", + "Wardens: Once per mystery while you’re defending a portal, wall, or border, you may ignore all harm from a single source, or treat a roll as if you rolled a 12. This works just as if you spent a Luck, except it doesn’t trigger your special move.": "Wardens: Once per mystery while you’re defending a portal, wall, or border, you may ignore all harm from a single source, or treat a roll as if you rolled a 12. This works just as if you spent a Luck, except it doesn’t trigger your special move.", + "Outer Speech: You have a knack for the languages of the multiverse. You can always understand, and make yourself understood, when you’re talking to denizens from beyond. This is mainly the general sense of things—some details might get lost along the way.": "Outer Speech: You have a knack for the languages of the multiverse. You can always understand, and make yourself understood, when you’re talking to denizens from beyond. This is mainly the general sense of things—some details might get lost along the way.", + "Walkers between Worlds: At a suitable liminal site, you know how to step between worlds. Describe how you open the way and roll +Weird. On a 10+, you’re walking to the place you intended, but the way may be difficult. On a 7–9, choose one: you’re on the right path in immediate danger, or you find yourself lost and in the wrong place. On a 6 or less, you’re lost and in big trouble. If more than one of the hunters is using this move together, only make one roll: the hunter with the worst Weird score rolls (but they may accept help).": "Walkers between Worlds: At a suitable liminal site, you know how to step between worlds. Describe how you open the way and roll +Weird. On a 10+, you’re walking to the place you intended, but the way may be difficult. On a 7–9, choose one: you’re on the right path in immediate danger, or you find yourself lost and in the wrong place. On a 6 or less, you’re lost and in big trouble. If more than one of the hunters is using this move together, only make one roll: the hunter with the worst Weird score rolls (but they may accept help).", + "Outsider Knack: Once per visit to another world, you may use a trick or ability from Earth to gain an advantage. The advantage allows you to roll one move using three dice, selecting the best two for your result.": "Outsider Knack: Once per visit to another world, you may use a trick or ability from Earth to gain an advantage. The advantage allows you to roll one move using three dice, selecting the best two for your result.", + "Drilled Coordination: All team members get +1 ongoing when helping out another team member.": "Drilled Coordination: All team members get +1 ongoing when helping out another team member.", + "Comms: You have systems that keep you constantly in voice contact, regardless of where in the world you each may be. Not guaranteed to work in shielded spaces, deep underground, beyond magical portals, or on other worlds.": "Comms: You have systems that keep you constantly in voice contact, regardless of where in the world you each may be. Not guaranteed to work in shielded spaces, deep underground, beyond magical portals, or on other worlds.", + "Recognised IMPS Team: Wherever in the world you are, you have authority to deal with supernatural events. Local officials will—in general—cooperate with you fully. Does not apply in nations outside the IMPS treaty.": "Recognised IMPS Team: Wherever in the world you are, you have authority to deal with supernatural events. Local officials will—in general—cooperate with you fully. Does not apply in nations outside the IMPS treaty.", + "Rapid Deployment: IMPS has quick-response vehicles able to deliver you (or other IMPS assets) anywhere in the world, extremely quickly. They may also be used to make a fast exit from bad situations.": "Rapid Deployment: IMPS has quick-response vehicles able to deliver you (or other IMPS assets) anywhere in the world, extremely quickly. They may also be used to make a fast exit from bad situations.", + "Memories of the Fallen: When a hunter on the team dies in the line of duty, or retires from IMPS and monster hunting, all remaining team members erase a used Luck mark.": "Memories of the Fallen: When a hunter on the team dies in the line of duty, or retires from IMPS and monster hunting, all remaining team members erase a used Luck mark.", + "Global Crisis: Once per mystery, each of you can read a bad situation treating an entire world as the bad situation, including asking about the best way in or out.": "Global Crisis: Once per mystery, each of you can read a bad situation treating an entire world as the bad situation, including asking about the best way in or out.", + "Surge of Magic: Each of you holds 1 when you enter a new world. You can spend this hold to get an automatic result of 10 on a Weird move roll or to learn a useful big magic ritual known only in this world.": "Surge of Magic: Each of you holds 1 when you enter a new world. You can spend this hold to get an automatic result of 10 on a Weird move roll or to learn a useful big magic ritual known only in this world.", + "Otherworldly: You make your strangeness in other worlds work to your advantage in interpersonal situations. “I’m from another world” works as a reason for people to do as you ask when you manipulate someone.": "Otherworldly: You make your strangeness in other worlds work to your advantage in interpersonal situations. “I’m from another world” works as a reason for people to do as you ask when you manipulate someone.", + "A Multiverse of Friends: Three times per mystery, a friend you’ve made in an alternate universe can help one of you with a task as if they rolled 10+ to help out. They either manifest next to you for a moment or somehow are there in person. They can be bystanders from previous games or people from your backstories.": "A Multiverse of Friends: Three times per mystery, a friend you’ve made in an alternate universe can help one of you with a task as if they rolled 10+ to help out. They either manifest next to you for a moment or somehow are there in person. They can be bystanders from previous games or people from your backstories.", + "Determined Guardians: When one of the hunters protects a bystander, the target never takes harm: even on a miss, that bystander is totally safe. The hunter doing the protection still suffers the full effects of the roll result.": "Determined Guardians: When one of the hunters protects a bystander, the target never takes harm: even on a miss, that bystander is totally safe. The hunter doing the protection still suffers the full effects of the roll result.", + "Field Medics: When you treat an injured bystander, they are stabilised and well enough to manage until they can get proper medical attention. When you treat another hunter, pick if you heal 2-harm or stabilise them. Then they take +1 forward.": "Field Medics: When you treat an injured bystander, they are stabilised and well enough to manage until they can get proper medical attention. When you treat another hunter, pick if you heal 2-harm or stabilise them. Then they take +1 forward.", + "Checklists: Once per mystery, each hunter in need of a particular item may declare they have it. Narrate a flashback explaining why they thought to include it in their gear. If the item is especially rare, strange, or unusual (this is the Keeper’s call), then this move can’t be used again by any hunter until the next mystery.": "Checklists: Once per mystery, each hunter in need of a particular item may declare they have it. Narrate a flashback explaining why they thought to include it in their gear. If the item is especially rare, strange, or unusual (this is the Keeper’s call), then this move can’t be used again by any hunter until the next mystery.", + "Keep on Goin’: When you’re protecting bystanders from danger, any move that would prevent you from taking action due to harm, stress, or panic has its effect deferred. You can keep going for now, but once everyone is safe the full effects of what you’ve been through hit you.": "Keep on Goin’: When you’re protecting bystanders from danger, any move that would prevent you from taking action due to harm, stress, or panic has its effect deferred. You can keep going for now, but once everyone is safe the full effects of what you’ve been through hit you.", + "Shared Dangers: When you take a moment to share your worries and fears about a previous or upcoming battle with another hunter, you both choose one: heal 1-harm, or take +1 forward.": "Shared Dangers: When you take a moment to share your worries and fears about a previous or upcoming battle with another hunter, you both choose one: heal 1-harm, or take +1 forward.", + "Big Reveal: If most people around you don’t know about your secret identities, the first action you take in that scene that reveals those identities gets +1 forward. Bystanders and minions present freeze in surprise for a moment, giving you an opportunity to act before they can react.": "Big Reveal: If most people around you don’t know about your secret identities, the first action you take in that scene that reveals those identities gets +1 forward. Bystanders and minions present freeze in surprise for a moment, giving you an opportunity to act before they can react.", + "Affluent: You can get most gear easily. Specify what you need, assigning tags to the gear. If it’s a weapon, treat each harm beyond 2-harm as a separate tag; if it’s armour, treat each point of armour as a separate tag. Then roll +tags. On a miss, you get it easily. On a 7–9, you get it but raise some questions. On a 10+, either you don’t get it or you do but someone gets a clear clue about your secret identity.": "Affluent: You can get most gear easily. Specify what you need, assigning tags to the gear. If it’s a weapon, treat each harm beyond 2-harm as a separate tag; if it’s armour, treat each point of armour as a separate tag. Then roll +tags. On a miss, you get it easily. On a 7–9, you get it but raise some questions. On a 10+, either you don’t get it or you do but someone gets a clear clue about your secret identity.", + "Only When Necessary: If you manage to stop or destroy a minion without using any abilities or gear of your secret identity (including monster hunting weapons), each hunter involved marks experience. If it was a monster, mark two.": "Only When Necessary: If you manage to stop or destroy a minion without using any abilities or gear of your secret identity (including monster hunting weapons), each hunter involved marks experience. If it was a monster, mark two.", + "Shadow Selves: When one of you wants to be in two places at the same time, summon your shadow self in another place. Only one shadow self can per hunter exist at one time. The shadow self has a trait that allows others to distinguish it from you if they observe closely. Roll +Weird. On a 10+, hold 3. On a 7–9, hold 1. Spend holds to have your shadow self act as if it were you, but with –1 ongoing. When you spend the last hold, the shadow self dissolves in an obviously supernatural and unsettling way. On a miss, the shadow self appears for a moment and does something you really, really didn’t want them to do...": "Shadow Selves: When one of you wants to be in two places at the same time, summon your shadow self in another place. Only one shadow self can per hunter exist at one time. The shadow self has a trait that allows others to distinguish it from you if they observe closely. Roll +Weird. On a 10+, hold 3. On a 7–9, hold 1. Spend holds to have your shadow self act as if it were you, but with –1 ongoing. When you spend the last hold, the shadow self dissolves in an obviously supernatural and unsettling way. On a miss, the shadow self appears for a moment and does something you really, really didn’t want them to do...", + "Spending Money: If you get paid at the end of a mystery, each hunter adds 1-hold. Spend this hold in a later mystery narrate a flashback where you purchased the thing you need right now. It can be anything you could be carrying, something booked in advance (for example, a safe house or hotel room), or the use of a vehicle.": "Spending Money: If you get paid at the end of a mystery, each hunter adds 1-hold. Spend this hold in a later mystery narrate a flashback where you purchased the thing you need right now. It can be anything you could be carrying, something booked in advance (for example, a safe house or hotel room), or the use of a vehicle.", + "The B-Team: When you need to fortify a location or armour a vehicle, narrate a montage of your preparations. When you’re done, the location or vehicle provides 2-armour to all within it.": "The B-Team: When you need to fortify a location or armour a vehicle, narrate a montage of your preparations. When you’re done, the location or vehicle provides 2-armour to all within it.", + "Combat Training: When you help out another team member during combat, they may inflict +1 harm or suffer –1 harm in addition to the usual effects of your result.": "Combat Training: When you help out another team member during combat, they may inflict +1 harm or suffer –1 harm in addition to the usual effects of your result.", + "It’s Our Job: If a bystander has hired you, that counts as a reason when you manipulate them. This remains in effect in later mysteries. The Keeper may include other bystanders in the effect, if they’re part of a group you’re working for.": "It’s Our Job: If a bystander has hired you, that counts as a reason when you manipulate them. This remains in effect in later mysteries. The Keeper may include other bystanders in the effect, if they’re part of a group you’re working for.", + "The Good Ones: When you refuse to accept payment for a job, the client becomes an ally.": "The Good Ones: When you refuse to accept payment for a job, the client becomes an ally.", + "Yikes!: When a hunter is captured by a monster, minion, or phenomenon, they may ask one of the investigate a mystery or read a bad situation questions.": "Yikes!: When a hunter is captured by a monster, minion, or phenomenon, they may ask one of the investigate a mystery or read a bad situation questions.", + "Sensible Chuckle: When a hunter makes a joke (good or bad) at the expense of a monster, minion, or phenomenon, they may give another hunter on the team +1 forward.": "Sensible Chuckle: When a hunter makes a joke (good or bad) at the expense of a monster, minion, or phenomenon, they may give another hunter on the team +1 forward.", + "Earnest Do-gooders: When a hunter tells someone you are helping people and why, bystanders are more likely to do as you ask. The explanation always counts as a reason if you’re manipulating them to protect them or get them to help you.": "Earnest Do-gooders: When a hunter tells someone you are helping people and why, bystanders are more likely to do as you ask. The explanation always counts as a reason if you’re manipulating them to protect them or get them to help you.", + "Slapstick: When a hunter takes harm, they may instead have an embarrassing pratfall or accident that dodges the danger. Ignore the harm as established, and simply take 1-harm (which can’t be reduced or mitigated in any way). The hunter takes –1 forward.": "Slapstick: When a hunter takes harm, they may instead have an embarrassing pratfall or accident that dodges the danger. Ignore the harm as established, and simply take 1-harm (which can’t be reduced or mitigated in any way). The hunter takes –1 forward.", + "Disguises: When a hunter disguises themself, the disguise will not be questioned, until they do something to directly cast doubt on their appearance.": "Disguises: When a hunter disguises themself, the disguise will not be questioned, until they do something to directly cast doubt on their appearance.", + "Inventory Check: If you go looking for something that just might be in stock, roll +Weird. On a 10 or more, it’s there. On a 7–9, either you find it but there’s a cost, or you find something close enough. On a miss, you find something bad.": "Inventory Check: If you go looking for something that just might be in stock, roll +Weird. On a 10 or more, it’s there. On a 7–9, either you find it but there’s a cost, or you find something close enough. On a miss, you find something bad.", + "Corporate Database: If you use the company information systems to help investigate a mystery, take +1 hold. The Keeper tells you something disturbing you learn in addition to what you were looking for.": "Corporate Database: If you use the company information systems to help investigate a mystery, take +1 hold. The Keeper tells you something disturbing you learn in addition to what you were looking for.", + "Handbook: At the start of each mystery, each hunter may consult the employee handbook for advice. Roll a single die. On a 1, take –1 forward. On a 2, gain +1 forward to Charm. On a 3, gain +1 forward to Cool. On a 4, gain +1 forward to Sharp. On a 5, gain +1 forward to Tough. On a 6, gain +1 forward to Weird.": "Handbook: At the start of each mystery, each hunter may consult the employee handbook for advice. Roll a single die. On a 1, take –1 forward. On a 2, gain +1 forward to Charm. On a 3, gain +1 forward to Cool. On a 4, gain +1 forward to Sharp. On a 5, gain +1 forward to Tough. On a 6, gain +1 forward to Weird.", + "Uniforms: While you’re wearing your uniforms, your actions won’t be questioned unless you are indisputably out of place. For example, your burger restaurant uniforms won’t help you infiltrate a military base, and vice versa. The uniforms may also count as a reason when you try to manipulate someone.": "Uniforms: While you’re wearing your uniforms, your actions won’t be questioned unless you are indisputably out of place. For example, your burger restaurant uniforms won’t help you infiltrate a military base, and vice versa. The uniforms may also count as a reason when you try to manipulate someone.", + "Company Mascot: Take your corporate mascot as an ally. Pick one: a fellow employee with useful skills in the suit, or a supernatural being trying to keep under the radar. Decide what the mascot looks like.": "Company Mascot: Take your corporate mascot as an ally. Pick one: a fellow employee with useful skills in the suit, or a supernatural being trying to keep under the radar. Decide what the mascot looks like.", + "Earned Trust: People in your community know you, and know you mean well. They’ll generally believe what you tell them. If you ask them to do something for their own safety, they usually go along with it.": "Earned Trust: People in your community know you, and know you mean well. They’ll generally believe what you tell them. If you ask them to do something for their own safety, they usually go along with it.", + "Familiarity: When you’re checking out something in your community, you’ll always recognise right away if something has changed in an out-of-the-ordinary way. You can pick up things like a house suddenly quiet, a new tree in the park, or a stranger working at the corner store.": "Familiarity: When you’re checking out something in your community, you’ll always recognise right away if something has changed in an out-of-the-ordinary way. You can pick up things like a house suddenly quiet, a new tree in the park, or a stranger working at the corner store.", + "Domestic Wardings: You know how to protect houses from evil supernatural influences. All your homes are warded, and you may ward others too. It’s a big magic ritual requiring 24 hours, all the hunters, and a number of protective items that must be placed around the house. The wardings might be broken eventually by a concerted attack.": "Domestic Wardings: You know how to protect houses from evil supernatural influences. All your homes are warded, and you may ward others too. It’s a big magic ritual requiring 24 hours, all the hunters, and a number of protective items that must be placed around the house. The wardings might be broken eventually by a concerted attack.", + "Backyard Allies: You’ve made friends with some feral or wild animals that are smarter than normal—perhaps modern nature spirits? In any case, they can scout and spy for you, and it’s unlikely anyone will pay attention to them. They might ask you for favours too, now and then.": "Backyard Allies: You’ve made friends with some feral or wild animals that are smarter than normal—perhaps modern nature spirits? In any case, they can scout and spy for you, and it’s unlikely anyone will pay attention to them. They might ask you for favours too, now and then.", + "Craft Circle: Whenever you need a physical item as a magical requirement, you can craft a substitute together. All the hunters must take part, and you’ll need a few hours. You can replace one requirement per spell this way.": "Craft Circle: Whenever you need a physical item as a magical requirement, you can craft a substitute together. All the hunters must take part, and you’ll need a few hours. You can replace one requirement per spell this way.", + "Hit It!: If you all have your instruments ready, start playing one of your songs. Everyone and everything within earshot pauses for a moment.": "Hit It!: If you all have your instruments ready, start playing one of your songs. Everyone and everything within earshot pauses for a moment.", + "Sacred Songs of Power: You may substitute “play a mystical song” for any one use magic or big magic requirement. For use magic, one person needs to perform the song. For big magic, it must be at least two of you.": "Sacred Songs of Power: You may substitute “play a mystical song” for any one use magic or big magic requirement. For use magic, one person needs to perform the song. For big magic, it must be at least two of you.", + "Famous: You’re well known. Everywhere you go, you may call up your fans. They are a temporary ally group, type: backup (motivation: to stand with you). There will be a lot of them, but they’re just regular people—good at creating a distraction but not fighting monsters.": "Famous: You’re well known. Everywhere you go, you may call up your fans. They are a temporary ally group, type: backup (motivation: to stand with you). There will be a lot of them, but they’re just regular people—good at creating a distraction but not fighting monsters.", + "In the Groove: When you’re engaged in desperate physical action, and you describe how your move sets up another member of the band, they take +1 forward.": "In the Groove: When you’re engaged in desperate physical action, and you describe how your move sets up another member of the band, they take +1 forward.", + "Healing Vibe: Whenever the band plays a gig (no matter how big or small—there just needs to be an audience), each band member and every member of the audience either unmarks unstable or heals 1-harm.": "Healing Vibe: Whenever the band plays a gig (no matter how big or small—there just needs to be an audience), each band member and every member of the audience either unmarks unstable or heals 1-harm.", + "Something Rotten: When investigating a mystery and rolling a 7+, you can ask “How does this relate to the bad things I suspect about my organisation?” in addition to one of the usual questions.": "Something Rotten: When investigating a mystery and rolling a 7+, you can ask “How does this relate to the bad things I suspect about my organisation?” in addition to one of the usual questions.", + "Organisation’s Help: When you ask for the organisation’s help—gear, intel, or personnel—tell your superiors why you need it and roll +Charm. On a 10+, you get what you asked for. On a 7–9, you get it, but sooner or later the organisation will check up on you. On a miss, they don’t give it to you and someone in the organisation learns of your true intentions if you didn’t state them.": "Organisation’s Help: When you ask for the organisation’s help—gear, intel, or personnel—tell your superiors why you need it and roll +Charm. On a 10+, you get what you asked for. On a 7–9, you get it, but sooner or later the organisation will check up on you. On a miss, they don’t give it to you and someone in the organisation learns of your true intentions if you didn’t state them.", + "Specialized: Each of you can get +1 to a single rating (maximum +3) at the cost of –1 to a different rating (minimum –2).": "Specialized: Each of you can get +1 to a single rating (maximum +3) at the cost of –1 to a different rating (minimum –2).", + "Coordinated: Training in the organisation made you especially adept at helping each other. Your team holds 3 at the beginning at each mystery. Each of you can spend 1 to get +1 forward to help out and give the one you help +2 instead of +1 if your move is successful.": "Coordinated: Training in the organisation made you especially adept at helping each other. Your team holds 3 at the beginning at each mystery. Each of you can spend 1 to get +1 forward to help out and give the one you help +2 instead of +1 if your move is successful.", + "Power Dynamics: Add “Who’s the boss here?” and “Who doesn’t want to be a part of this?” to the list of your questions for read a bad situation and investigate a mystery.": "Power Dynamics: Add “Who’s the boss here?” and “Who doesn’t want to be a part of this?” to the list of your questions for read a bad situation and investigate a mystery.", + "Always on the Run: When you enter a new location, one of you can ask either “What’s the best way to hide here” or “What would be the best way to escape from here?” When you act on the answers, you get +1 ongoing, just as if it was a read a bad situation question.": "Always on the Run: When you enter a new location, one of you can ask either “What’s the best way to hide here” or “What would be the best way to escape from here?” When you act on the answers, you get +1 ongoing, just as if it was a read a bad situation question.", + "You Can’t Take Us: Once per mystery, each of you can treat a protect someone roll as if you rolled a 12.": "You Can’t Take Us: Once per mystery, each of you can treat a protect someone roll as if you rolled a 12.", + "Ride with the Thunder: When you race against someone having a comparable speed, you always win. When you race against someone faster or against the Wild Hunt, you can use magic to win anyway.": "Ride with the Thunder: When you race against someone having a comparable speed, you always win. When you race against someone faster or against the Wild Hunt, you can use magic to win anyway.", + "Sense of the Hunt: When a monster hunts a mortal in the area where you are (up to about 2 miles), you sense it, but without any details. You can read a bad situation to get more info on this situation, but if you fail, you get –1 ongoing to helping the hunted mortals.": "Sense of the Hunt: When a monster hunts a mortal in the area where you are (up to about 2 miles), you sense it, but without any details. You can read a bad situation to get more info on this situation, but if you fail, you get –1 ongoing to helping the hunted mortals.", + "Legend Amongst Monsters: Each of you can manipulate monsters as if you had the Dark Negotiator move. If you fail an investigate a mystery move, the monster learns it’s investigated by those who escaped the Wild Hunt.": "Legend Amongst Monsters: Each of you can manipulate monsters as if you had the Dark Negotiator move. If you fail an investigate a mystery move, the monster learns it’s investigated by those who escaped the Wild Hunt.", + "Assets": "Assets", + "Choose from these available assets. If there are two boxes, you need to mark both to earn that asset. (If you are making partial progress towards taking a two-box asset, mark the leftmost box first.)": "Choose from these available assets. If there are two boxes, you need to mark both to earn that asset. (If you are making partial progress towards taking a two-box asset, mark the leftmost box first.)", + "Mobile Base: A helicopter, aeroplane, truck, or bus with facilities and mystery investigation supplies on board.": "Mobile Base: A helicopter, aeroplane, truck, or bus with facilities and mystery investigation supplies on board.", + "Individual Transport: Each mission, a regular car, motorbike, or bicycle is assigned to every team member.": "Individual Transport: Each mission, a regular car, motorbike, or bicycle is assigned to every team member.", + "R&D Access: Your team is issued with a useful high technology experiment from R&D each mission. The Keeper decides what it is (always useful, usually with problematic side effects).": "R&D Access: Your team is issued with a useful high technology experiment from R&D each mission. The Keeper decides what it is (always useful, usually with problematic side effects).", + "Headquarters: A relatively secure space to use as a base in a Bureau regional facility. Everything you need to prepare for mysteries is here, and it’s quite secure.": "Headquarters: A relatively secure space to use as a base in a Bureau regional facility. Everything you need to prepare for mysteries is here, and it’s quite secure.", + "Sky Scanners: You have access to a scanning network that will alert you to strange events coming from space. This includes weird phenomena as well as UFOs.": "Sky Scanners: You have access to a scanning network that will alert you to strange events coming from space. This includes weird phenomena as well as UFOs.", + "Workshop: A big space for craft and repair projects, with plenty of tools and materials.": "Workshop: A big space for craft and repair projects, with plenty of tools and materials.", + "Disguise Kits: Contains costumes, makeup, and other supplies for a quick change of appearance.": "Disguise Kits: Contains costumes, makeup, and other supplies for a quick change of appearance.", + "Housing: Each member of the team is assigned a one-bedroom apartment in a generic housing project. All the apartments are exactly the same, down to scuff marks on the door.": "Housing: Each member of the team is assigned a one-bedroom apartment in a generic housing project. All the apartments are exactly the same, down to scuff marks on the door.", + "Rapid Response Pods: When any member of the team needs to get to a mission site quickly, a rapid response pod appears next to them. Enter the pod, and a short uncomfortable trip will place you where you need to be. What do the pods look like? How do they appear?": "Rapid Response Pods: When any member of the team needs to get to a mission site quickly, a rapid response pod appears next to them. Enter the pod, and a short uncomfortable trip will place you where you need to be. What do the pods look like? How do they appear?", + "Custom:": "Custom:", + "Individual Transport: A regular car, motorbike, or bicycle for every team member.": "Individual Transport: A regular car, motorbike, or bicycle for every team member.", + "Mobile Base: A truck or bus with bunks and mystery investigation supplies on board.": "Mobile Base: A truck or bus with bunks and mystery investigation supplies on board.", + "Credentials: Real, or as-good-as-real, identification that gets you access to law enforcement and other official contacts.": "Credentials: Real, or as-good-as-real, identification that gets you access to law enforcement and other official contacts.", + "Lair: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen.": "Lair: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen.", + "Hunter Roadhouses: A network of bars, diners, and motels where you can safely meet other monster hunters. Many are run by retired hunters.": "Hunter Roadhouses: A network of bars, diners, and motels where you can safely meet other monster hunters. Many are run by retired hunters.", + "Tool Kit: One or two of your vehicles carry tool kits. You have most tools you’ll need to repair or build something.": "Tool Kit: One or two of your vehicles carry tool kits. You have most tools you’ll need to repair or build something.", + "Mystical Ingredients Cabinet: A box with a wide range of frequently useful supplies for magic rituals.": "Mystical Ingredients Cabinet: A box with a wide range of frequently useful supplies for magic rituals.", + "Slush Fund: The team has access to a bank account that can pay for their day to day needs while monster hunting, and stretches to a big purchase every now and then. Where did it come from?": "Slush Fund: The team has access to a bank account that can pay for their day to day needs while monster hunting, and stretches to a big purchase every now and then. Where did it come from?", + "Armoury: One of your cars has a well-stocked weapons chest. Each mystery, every hunter may take one extra regular weapon. Also once per mystery, one hunter may ask the Keeper if the armoury has a particular special weapon: if yes, you can take it; if no, take +1 forward.": "Armoury: One of your cars has a well-stocked weapons chest. Each mystery, every hunter may take one extra regular weapon. Also once per mystery, one hunter may ask the Keeper if the armoury has a particular special weapon: if yes, you can take it; if no, take +1 forward.", + "Field Medics: You have enough supplies and training to treat one hunter per night as if they’d had a proper doctor or trip to the emergency room.": "Field Medics: You have enough supplies and training to treat one hunter per night as if they’d had a proper doctor or trip to the emergency room.", + "The Prophecies: A guidebook of all the visions about the Chosen One, to help you navigate your destiny (they’re pretty hard to decipher).": "The Prophecies: A guidebook of all the visions about the Chosen One, to help you navigate your destiny (they’re pretty hard to decipher).", + "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen.": "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen.", + "Mystical Workroom: A space set aside for magical operations. It can stand in for one requirement of a use magic or big magic move.": "Mystical Workroom: A space set aside for magical operations. It can stand in for one requirement of a use magic or big magic move.", + "Innocent Front: You have access to a regular business or institution. This means that your monster hunting hijinks can be concealed to an extent from your friends, family, and colleagues. For example: a cafe, a library, an antique store, etc.": "Innocent Front: You have access to a regular business or institution. This means that your monster hunting hijinks can be concealed to an extent from your friends, family, and colleagues. For example: a cafe, a library, an antique store, etc.", + "Regular Jobs: You have access to a place of employment for any of the hunters who need it. You earn enough to cover regular day-to-day expenses, and there’s time to fit in monster hunting around your hours.": "Regular Jobs: You have access to a place of employment for any of the hunters who need it. You earn enough to cover regular day-to-day expenses, and there’s time to fit in monster hunting around your hours.", + "Cameras and Recording Gear: You have a big collection of cameras and other recording devices that you can use during your investigations.": "Cameras and Recording Gear: You have a big collection of cameras and other recording devices that you can use during your investigations.", + "Primaeval Monument: An ancient site marking where access between worlds is easiest.": "Primaeval Monument: An ancient site marking where access between worlds is easiest.", + "Portal: A stable portal to either a particular world, or a between-worlds nexus. It is hidden, but any entity that finds either side may use it just like you can. Where is it hidden?": "Portal: A stable portal to either a particular world, or a between-worlds nexus. It is hidden, but any entity that finds either side may use it just like you can. Where is it hidden?", + "Exploration Gear: You’re never sure what you may find in another world. Your group has a storeroom full of all kinds of exploring and outdoor gear and clothing to use.": "Exploration Gear: You’re never sure what you may find in another world. Your group has a storeroom full of all kinds of exploring and outdoor gear and clothing to use.", + "Skywarden: A high tech transport aircraft that has all your essential gear on board and acts as your base on mission assignments. If you have the rapid deployment move, the Skywarden is upgraded with supersonic engines.": "Skywarden: A high tech transport aircraft that has all your essential gear on board and acts as your base on mission assignments. If you have the rapid deployment move, the Skywarden is upgraded with supersonic engines.", + "Individual Transport: Electric motorbikes for every team member.": "Individual Transport: Electric motorbikes for every team member.", + "Search and Rescue Gear: A selection of useful tools for locating and rescuing people in disaster zones.": "Search and Rescue Gear: A selection of useful tools for locating and rescuing people in disaster zones.", + "Headquarters: A relatively secure space allocated to you in IMPS headquarters. There’s room for all your gear, and includes full living quarters.": "Headquarters: A relatively secure space allocated to you in IMPS headquarters. There’s room for all your gear, and includes full living quarters.", + "Workshop: A big space for craft and repair projects, with plenty of technicians, tools, and materials.": "Workshop: A big space for craft and repair projects, with plenty of technicians, tools, and materials.", + "Medical Supplies: Everyone carries a first aid kit, and you have enough for a fully equipped infirmary back at your base or homes.": "Medical Supplies: Everyone carries a first aid kit, and you have enough for a fully equipped infirmary back at your base or homes.", + "Fancy High Tech Uniforms: Complete with built-in gadgets.": "Fancy High Tech Uniforms: Complete with built-in gadgets.", + "Housing: A pleasant house for each team member and their family, provided by IMPS for when you’re off-duty. This may be anywhere in the world.": "Housing: A pleasant house for each team member and their family, provided by IMPS for when you’re off-duty. This may be anywhere in the world.", + "World-jumping Base: A small vehicle or building with bunks and mystery investigation supplies on board.": "World-jumping Base: A small vehicle or building with bunks and mystery investigation supplies on board.", + "Translator: A high tech or arcane universal translator.": "Translator: A high tech or arcane universal translator.", + "Stealth Module: A device automatically changing the looks of your gear and vehicles to match the world you’re in.": "Stealth Module: A device automatically changing the looks of your gear and vehicles to match the world you’re in.", + "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen. Can’t travel between worlds, but you know a big magic ritual to come back here from any world. Invent details with the Keeper.": "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen. Can’t travel between worlds, but you know a big magic ritual to come back here from any world. Invent details with the Keeper.", + "Clothes: Clothes for any weather, including extreme ones.": "Clothes: Clothes for any weather, including extreme ones.", + "Published Book Series: A successful book series written by some or all of you based on your visits to other worlds.": "Published Book Series: A successful book series written by some or all of you based on your visits to other worlds.", + "Crystal Ball: A crystal ball always showing the most breathtaking sight in the area you’re in.": "Crystal Ball: A crystal ball always showing the most breathtaking sight in the area you’re in.", + "Mystical workroom: A space set aside for magical operations. It can stand in for one requirement of a use magic or big magic move.": "Mystical workroom: A space set aside for magical operations. It can stand in for one requirement of a use magic or big magic move.", + "Survival Gear: You’re all well-prepped with supplies for a disaster or emergency situation. Protective gear, tools, food and water, etc.": "Survival Gear: You’re all well-prepped with supplies for a disaster or emergency situation. Protective gear, tools, food and water, etc.", + "Hideouts: Each hunter has a hidden, safe place set up where they can retreat in an emergency. This could be an isolated cabin or bunker, a safe house, or a panic room (whichever makes sense for your hunter).": "Hideouts: Each hunter has a hidden, safe place set up where they can retreat in an emergency. This could be an isolated cabin or bunker, a safe house, or a panic room (whichever makes sense for your hunter).", + "Mobile Hideaway: A truck with bunks and mystery investigation supplies on board.": "Mobile Hideaway: A truck with bunks and mystery investigation supplies on board.", + "Individual Transport: A fancy car or motorbike for every team member.": "Individual Transport: A fancy car or motorbike for every team member.", + "Getaway: A place where you rest from everything, with no monster hunting gear but extremely difficult to find by mundane and magical means.": "Getaway: A place where you rest from everything, with no monster hunting gear but extremely difficult to find by mundane and magical means.", + "Headquarters: A base people from neither your public nor your secret life will find easily. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen.": "Headquarters: A base people from neither your public nor your secret life will find easily. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen.", + "Memorabilia: A collection of important memorabilia connected to the city’s past and two big magic rituals that need only them and up to two other requirements. Determine what the rituals do as a group.": "Memorabilia: A collection of important memorabilia connected to the city’s past and two big magic rituals that need only them and up to two other requirements. Determine what the rituals do as a group.", + "Secure Phones: A set of phones with advanced voice distortion and location concealment options. Tracking a call from these requires days of work.": "Secure Phones: A set of phones with advanced voice distortion and location concealment options. Tracking a call from these requires days of work.", + "Funds: Lots of money on bank accounts connected to untraceable credit cards.": "Funds: Lots of money on bank accounts connected to untraceable credit cards.", + "Mobile Base: A van, truck, or bus with bunks and mystery investigation supplies on board.": "Mobile Base: A van, truck, or bus with bunks and mystery investigation supplies on board.", + "The Grapevine: A network of contacts who pass on job leads.": "The Grapevine: A network of contacts who pass on job leads.", + "Secure Homes: Located somewhere you have a special relationship, you all have houses and bank accounts that provide a base when you’re off the job.": "Secure Homes: Located somewhere you have a special relationship, you all have houses and bank accounts that provide a base when you’re off the job.", + "Credentials: Monster hunting licenses and visa waivers that allow you to do your job and travel legitimately.": "Credentials: Monster hunting licenses and visa waivers that allow you to do your job and travel legitimately.", + "High Tech Gadgets: A supply of various monster scanners and detectors.": "High Tech Gadgets: A supply of various monster scanners and detectors.", + "Armoury: A cache of monster hunting weapons.": "Armoury: A cache of monster hunting weapons.", + "Mystery Van: A van with all your mystery investigation supplies on board.": "Mystery Van: A van with all your mystery investigation supplies on board.", + "Individual Transport: A skateboard, scooter, pair of skates, or bicycle for every team member.": "Individual Transport: A skateboard, scooter, pair of skates, or bicycle for every team member.", + "Gadgets: Paranormal investigation gadgets.": "Gadgets: Paranormal investigation gadgets.", + "Clubhouse: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and make a snack.": "Clubhouse: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and make a snack.", + "Mystical Workroom: a space set aside for magical operations. It can stand in for one requirement of a use magic or big magic move.": "Mystical Workroom: a space set aside for magical operations. It can stand in for one requirement of a use magic or big magic move.", + "Disguises: A trunk full of disguises.": "Disguises: A trunk full of disguises.", + "Library: Library of useful reference books.": "Library: Library of useful reference books.", + "IDs: Official junior deputy Suburban Watch Group volunteer badges.": "IDs: Official junior deputy Suburban Watch Group volunteer badges.", + "Backrooms: You’ve set out a relatively secure space in the back rooms. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen. It’s currently listed as “unused: permanent” so you should be left alone in there.": "Backrooms: You’ve set out a relatively secure space in the back rooms. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen. It’s currently listed as “unused: permanent” so you should be left alone in there.", + "Steam Tunnels: Accessed from your workplace, these allow you to get in and out without being seen. They also connect to the wider city infrastructure.": "Steam Tunnels: Accessed from your workplace, these allow you to get in and out without being seen. They also connect to the wider city infrastructure.", + "Security Access: You can look at the security camera feeds and records. These cover the entire store floor, secure areas, and the outside of the building.": "Security Access: You can look at the security camera feeds and records. These cover the entire store floor, secure areas, and the outside of the building.", + "Ritual Space: A space set aside for magical operations. It can stand in for one requirement of a use magic or big magic move. Decide where in the workplace it is located.": "Ritual Space: A space set aside for magical operations. It can stand in for one requirement of a use magic or big magic move. Decide where in the workplace it is located.", + "The Occult Section: Your workplace has a stock of mystical supplies. Sometimes you can find specific monster hunting supplies or ritual requirements there.": "The Occult Section: Your workplace has a stock of mystical supplies. Sometimes you can find specific monster hunting supplies or ritual requirements there.", + "Warding Glyphs: Mystical enchantments on the workplace prevent hostile magic targeting it from the outside, and alert all team members if a supernatural being enters.": "Warding Glyphs: Mystical enchantments on the workplace prevent hostile magic targeting it from the outside, and alert all team members if a supernatural being enters.", + "Lost Property & Returns: You can find all sorts of stuff in here, some of it useful.": "Lost Property & Returns: You can find all sorts of stuff in here, some of it useful.", + "Oracle Stone: A mystical scrying gem. At the beginning of each mystery, you may consult it—ask any question. The Keeper will answer with something true and useful, but they may make the answer difficult to understand.": "Oracle Stone: A mystical scrying gem. At the beginning of each mystery, you may consult it—ask any question. The Keeper will answer with something true and useful, but they may make the answer difficult to understand.", + "SWG Radio Network: a set of devices that allow you to easily talk to the rest of the SWG (as well as the base stations at your homes/the SWG headquarters).": "SWG Radio Network: a set of devices that allow you to easily talk to the rest of the SWG (as well as the base stations at your homes/the SWG headquarters).", + "Sacred Site: A place outdoors that has a reservoir of magical power. The Keeper always considers this site when a magical ritual requires a particular place.": "Sacred Site: A place outdoors that has a reservoir of magical power. The Keeper always considers this site when a magical ritual requires a particular place.", + "Infirmary: You have access to a doctor’s surgery or other suitable first aid office. You may use it for regular treatment of injuries, no questions asked.": "Infirmary: You have access to a doctor’s surgery or other suitable first aid office. You may use it for regular treatment of injuries, no questions asked.", + "Tour Bus: A truck or bus with bunks, your gear, and mystery investigation supplies on board.": "Tour Bus: A truck or bus with bunks, your gear, and mystery investigation supplies on board.", + "Individual Transport: A fancy car, motorbike, or bicycle for every team member.": "Individual Transport: A fancy car, motorbike, or bicycle for every team member.", + "Home Venue: You have a regular booking at a venue, and get on well with the owners. You’re always welcome there, and can be sure to find fans or friends there whenever its open.": "Home Venue: You have a regular booking at a venue, and get on well with the owners. You’re always welcome there, and can be sure to find fans or friends there whenever its open.", + "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep, practice, and cook.": "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep, practice, and cook.", + "Private Jet: You have a more-or-less fancy private jet (and crew) at your disposal.": "Private Jet: You have a more-or-less fancy private jet (and crew) at your disposal.", + "Studio: You have your own recording studio and record label. It’s either a big house in the country or big slice of a building in the city. It’s equipped with gear and staff. This is a good place for any other location-based assets to live.": "Studio: You have your own recording studio and record label. It’s either a big house in the country or big slice of a building in the city. It’s equipped with gear and staff. This is a good place for any other location-based assets to live.", + "Cameras and Recording Gear: You have a big collection of cameras and other recording devices that you can use during your investigations. Your crew also includes people who can operate them for you.": "Cameras and Recording Gear: You have a big collection of cameras and other recording devices that you can use during your investigations. Your crew also includes people who can operate them for you.", + "Office Space: Private offices in the organisation’s headquarters.": "Office Space: Private offices in the organisation’s headquarters.", + "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen. The organisation knows about it but has no direct influence over it.": "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen. The organisation knows about it but has no direct influence over it.", + "Fake IDs: Fake government IDs.": "Fake IDs: Fake government IDs.", + "More Fake IDs: Fake organisation IDs for other members or different jobs.": "More Fake IDs: Fake organisation IDs for other members or different jobs.", + "Cameras and Recording Gear: Miniature cameras and recording devices.": "Cameras and Recording Gear: Miniature cameras and recording devices.", + "Fae Horses: One for every team member. They fly, but if people start gossiping about flying horses, the Wild Hunt will surely hear of this.": "Fae Horses: One for every team member. They fly, but if people start gossiping about flying horses, the Wild Hunt will surely hear of this.", + "Map: A map of the Wild Hunt’s activities.": "Map: A map of the Wild Hunt’s activities.", + "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen. The Wild Hunt won’t learn about this base unless you stay there for a very long time.": "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen. The Wild Hunt won’t learn about this base unless you stay there for a very long time.", + "Disguises: A set of disguises.": "Disguises: A set of disguises.", + "Diversions: A box of smoke bombs and other distractions (0-harm close obscure vision).": "Diversions: A box of smoke bombs and other distractions (0-harm close obscure vision).", + "Fae Cosmetics and Makeup: Better than anything humans can produce.": "Fae Cosmetics and Makeup: Better than anything humans can produce.", + "Improvement": "Improvement", + "At the end of each session, answer your Style question (below). If yes, gain one improvement mark. If yes and it came up a lot, gain two improvement marks.": "At the end of each session, answer your Style question (below). If yes, gain one improvement mark. If yes and it came up a lot, gain two improvement marks.", + "When you fill in the improvement box, clear the improvement track and choose one of these:": "When you fill in the improvement box, clear the improvement track and choose one of these:", + "Gain a new team move.": "Gain a new team move.", + "Gain a new team ally.": "Gain a new team ally.", + "Gain two new asset selections.": "Gain two new asset selections.", + "Make the next mystery about your team enemy, giving you a chance to interfere in their plans.": "Make the next mystery about your team enemy, giving you a chance to interfere in their plans.", + "Make the next mystery about the organisation or its bad apples, giving you a chance to interfere in their plans.": "Make the next mystery about the organisation or its bad apples, giving you a chance to interfere in their plans.", + "Make the next mystery about the Wild Hunt, giving you a chance to weaken or confuse them.": "Make the next mystery about the Wild Hunt, giving you a chance to weaken or confuse them.", + "Style": "Style", + "Pick one of these styles (and the associated improvement question):": "Pick one of these styles (and the associated improvement question):", + "Hush: At the end of each session, ask: “Did we suppress knowledge of monsters and the supernatural?”": "Hush: At the end of each session, ask: “Did we suppress knowledge of monsters and the supernatural?”", + "The Greater Good: At the end of each session, ask: “Did we protect civilian lives?”": "The Greater Good: At the end of each session, ask: “Did we protect civilian lives?”", + "By Any Means Necessary: At the end of each session, ask: “Did we stop the problem, regardless of the cost?”": "By Any Means Necessary: At the end of each session, ask: “Did we stop the problem, regardless of the cost?”", + "Custom: What’s your story?": "Custom: What’s your story?", + "At the end of each session, ask:": "At the end of each session, ask:", + "Family: You’re all family, or as good as. At the end of each session, ask: “Did we talk about—or pointedly not talk about—something that was troubling a team member?”": "Family: You’re all family, or as good as. At the end of each session, ask: “Did we talk about—or pointedly not talk about—something that was troubling a team member?”", + "Vocation: Someone has to do it, and you happened to be able. At the end of each session, ask: “Did we save the people we went there to protect?”": "Vocation: Someone has to do it, and you happened to be able. At the end of each session, ask: “Did we save the people we went there to protect?”", + "Excitement: Monster hunting sure is a new thrill every time. At the end of each session, ask: “Did we take extremely dangerous risks?”": "Excitement: Monster hunting sure is a new thrill every time. At the end of each session, ask: “Did we take extremely dangerous risks?”", + "First among Equals: Sure, one of us is chosen by destiny, but we all play our part. At the end of each session, ask: “Did we all contribute in our own way to solve the mystery?”": "First among Equals: Sure, one of us is chosen by destiny, but we all play our part. At the end of each session, ask: “Did we all contribute in our own way to solve the mystery?”", + "Sworn Guardians: The rest of us made a solemn oath to help the Chosen One. At the end of each session, ask: “Did we save the Chosen One from serious harm?”": "Sworn Guardians: The rest of us made a solemn oath to help the Chosen One. At the end of each session, ask: “Did we save the Chosen One from serious harm?”", + "Fate’s Rebels: Screw destiny! At the end of each session, ask: “Did we fight against fate and prophecies, no matter the cost?”": "Fate’s Rebels: Screw destiny! At the end of each session, ask: “Did we fight against fate and prophecies, no matter the cost?”", + "Ancient Oath: You are the holders of an ancient obligation to guard the world’s border. Decide what the oath requires of you. At the end of each session, ask: “Did we hold to our oath?”": "Ancient Oath: You are the holders of an ancient obligation to guard the world’s border. Decide what the oath requires of you. At the end of each session, ask: “Did we hold to our oath?”", + "The oath:": "The oath:", + "Wrong Place, Wrong Time: You were there to stop the first incursion, and now feel obliged to prevent anything else coming through. At the end of each session, ask: “Did we protect the world from what lies beyond?”": "Wrong Place, Wrong Time: You were there to stop the first incursion, and now feel obliged to prevent anything else coming through. At the end of each session, ask: “Did we protect the world from what lies beyond?”", + "Born & Raised: You all grew up, or settled, here. Dimensional incursions are a part of life, even if a lot of people don’t like to admit it. At the end of each session, ask: “Did we look after our normal relationships with friends and families?”": "Born & Raised: You all grew up, or settled, here. Dimensional incursions are a part of life, even if a lot of people don’t like to admit it. At the end of each session, ask: “Did we look after our normal relationships with friends and families?”", + "Hush: At the end of each session, ask: “Did we save the day without making the news or creating a ruckus?”": "Hush: At the end of each session, ask: “Did we save the day without making the news or creating a ruckus?”", + "Rescuers: At the end of each session, ask: “Did we save people from harm, no matter how much property damage?”": "Rescuers: At the end of each session, ask: “Did we save people from harm, no matter how much property damage?”", + "Superstars: At the end of each session, ask: “Did our reputation as elite monster hunters come up during the mystery?”": "Superstars: At the end of each session, ask: “Did our reputation as elite monster hunters come up during the mystery?”", + "Well-prepared: You keep track of worlds that might need monster hunting help and have procedures for reaching and helping them. At the end of each session, ask: “Did things go according to our plans?”": "Well-prepared: You keep track of worlds that might need monster hunting help and have procedures for reaching and helping them. At the end of each session, ask: “Did things go according to our plans?”", + "Led by Fate: The universe wants you to help where you’re needed most. At the end of each session, ask: “Do we understand our place in the multiverse better now?”": "Led by Fate: The universe wants you to help where you’re needed most. At the end of each session, ask: “Do we understand our place in the multiverse better now?”", + "Accidental Heroes: You always end up where you’re needed because of magical mishaps and weird coincidences. At the end of each session, ask: “Did we make use of a coincidence or unexpected resource?”": "Accidental Heroes: You always end up where you’re needed because of magical mishaps and weird coincidences. At the end of each session, ask: “Did we make use of a coincidence or unexpected resource?”", + "We’re Prepared for Next Time: At the end of each session, ask: “Did our planning ahead save the day?”": "We’re Prepared for Next Time: At the end of each session, ask: “Did our planning ahead save the day?”", + "Fatalists: One day our times will come. Until then we fight. At the end of each session, ask: “Did we throw ourselves into danger to save the day?”": "Fatalists: One day our times will come. Until then we fight. At the end of each session, ask: “Did we throw ourselves into danger to save the day?”", + "Wardens: We won’t let what happened to us happen to anyone else. At the end of each session, ask: “Did we save people, no matter the cost?”": "Wardens: We won’t let what happened to us happen to anyone else. At the end of each session, ask: “Did we save people, no matter the cost?”", + "Greater Good: You find your secret monster hunting lives more important than your mundane social roles. At the end of each session, ask: “Did we choose the more important obligation?”": "Greater Good: You find your secret monster hunting lives more important than your mundane social roles. At the end of each session, ask: “Did we choose the more important obligation?”", + "The Only Ones: You’re the only ones capable enough to protect those around you from supernatural threats. At the end of each session, ask: “Did we do something nobody else in our society could do?”": "The Only Ones: You’re the only ones capable enough to protect those around you from supernatural threats. At the end of each session, ask: “Did we do something nobody else in our society could do?”", + "An Ancient Tradition: You’ve inherited your double role from family or mentors. At the end of each session, ask: “Have we done something that would make our predecessors proud?”": "An Ancient Tradition: You’ve inherited your double role from family or mentors. At the end of each session, ask: “Have we done something that would make our predecessors proud?”", + "Secret Mission: You are all devoted to a particular goal, using “mercenary monster hunter team” as your cover. What’s your objective? At the end of each session, ask: “Did we get closer to our goal?” If you achieve the objective, choose a new one or change to a new style. Your objective:": "Secret Mission: You are all devoted to a particular goal, using “mercenary monster hunter team” as your cover. What’s your objective? At the end of each session, ask: “Did we get closer to our goal?” If you achieve the objective, choose a new one or change to a new style. Your objective:", + "Goal-Oriented: At the end of each session, ask: “Did we fulfil the exact mission requested, without extra work?”": "Goal-Oriented: At the end of each session, ask: “Did we fulfil the exact mission requested, without extra work?”", + "Hearts of Gold: At the end of each session, ask: “Did we refuse to accept money from someone we saved?”": "Hearts of Gold: At the end of each session, ask: “Did we refuse to accept money from someone we saved?”", + "Wholesome: At the end of each session, ask: “Did we succeed by believing in each other and using our individual strengths?”": "Wholesome: At the end of each session, ask: “Did we succeed by believing in each other and using our individual strengths?”", + "Comical: At the end of each session, ask: “Did we do something really funny?”": "Comical: At the end of each session, ask: “Did we do something really funny?”", + "Cool: At the end of each session, ask: “Did we save the day, with style?”": "Cool: At the end of each session, ask: “Did we save the day, with style?”", + "Big Store: At the end of each session, ask: “Did we deal with any supernatural problems without management noticing?”": "Big Store: At the end of each session, ask: “Did we deal with any supernatural problems without management noticing?”", + "Security Team: At the end of each session, ask: “Did we keep people safe?”": "Security Team: At the end of each session, ask: “Did we keep people safe?”", + "Emergency Response: At the end of each session, ask: “Did we solve anyone’s problems?”": "Emergency Response: At the end of each session, ask: “Did we solve anyone’s problems?”", + "Thrown in the Deep End: You started out knowing nothing about the supernatural, and you’re still catching up. At the end of each session, ask: “Did we learn something new about the supernatural world?”": "Thrown in the Deep End: You started out knowing nothing about the supernatural, and you’re still catching up. At the end of each session, ask: “Did we learn something new about the supernatural world?”", + "Protectors: It’s all about looking after people. At the end of each session, ask: “Did we prevent harm in our community?”": "Protectors: It’s all about looking after people. At the end of each session, ask: “Did we prevent harm in our community?”", + "Cosy Coven: You were never strangers to the supernatural, but nobody else suspects it. At the end of each session, ask: “Did we help with our supernatural powers, undetected?”": "Cosy Coven: You were never strangers to the supernatural, but nobody else suspects it. At the end of each session, ask: “Did we help with our supernatural powers, undetected?”", + "Rock: At the end of each session, ask: “Did we lay the smackdown on some evildoers?”": "Rock: At the end of each session, ask: “Did we lay the smackdown on some evildoers?”", + "Punk: At the end of each session, ask: “Did we fight for the downtrodden?”": "Punk: At the end of each session, ask: “Did we fight for the downtrodden?”", + "Pop: At the end of each session, ask: “Did we look awesome?”": "Pop: At the end of each session, ask: “Did we look awesome?”", + "Metal: At the end of each session, ask: “Did we battle gloriously?”": "Metal: At the end of each session, ask: “Did we battle gloriously?”", + "Hip-hop: At the end of each session, ask: “Did we improve things for the local community?”": "Hip-hop: At the end of each session, ask: “Did we improve things for the local community?”", + "Folk: At the end of each session, ask: “Did we learn about local history and folklore?”": "Folk: At the end of each session, ask: “Did we learn about local history and folklore?”", + "Country: At the end of each session, ask: “Will that make a great story, later?”": "Country: At the end of each session, ask: “Will that make a great story, later?”", + "Inquisition: You believe your organisation isn’t rotten to the core, it just has a few rotten apples. At the end of each session, ask: “Is the organisation better now?”": "Inquisition: You believe your organisation isn’t rotten to the core, it just has a few rotten apples. At the end of each session, ask: “Is the organisation better now?”", + "Redemption: You were once part of the organisation’s shady dealings but are disgusted by them now. At the end of each session, ask: “Did we repay part of the harm we caused as organisation members?”": "Redemption: You were once part of the organisation’s shady dealings but are disgusted by them now. At the end of each session, ask: “Did we repay part of the harm we caused as organisation members?”", + "Revolt: You’ve recently understood the organisation is rotten to the core and should be terminated. At the end of each session, ask: “Are we closer to destroying the organisation?”": "Revolt: You’ve recently understood the organisation is rotten to the core and should be terminated. At the end of each session, ask: “Are we closer to destroying the organisation?”", + "Vengeance: You want to become strong enough to destroy the Wild Hunt one day. At the end of each session, ask: “Did what we do bring us closer to destroying the Wild Hunt?”": "Vengeance: You want to become strong enough to destroy the Wild Hunt one day. At the end of each session, ask: “Did what we do bring us closer to destroying the Wild Hunt?”", + "Compassion: You don’t want others to suffer as you did. At the end of each session, ask: “Did we risk our freedom to protect someone else’s’?”": "Compassion: You don’t want others to suffer as you did. At the end of each session, ask: “Did we risk our freedom to protect someone else’s’?”", + "Homelessness: You want to have normal lives one day. At the end of each session, ask: “Did we put some effort into making our lives more normal?”": "Homelessness: You want to have normal lives one day. At the end of each session, ask: “Did we put some effort into making our lives more normal?”", + "Enemies": "Enemies", + "Pick an enemy for your team:": "Pick an enemy for your team:", + "General Grox, alien warlord.": "General Grox, alien warlord.", + "The werewolf conspiracy.": "The werewolf conspiracy.", + "The Order of the Silvery Stars, who worship some very bad alien god-things.": "The Order of the Silvery Stars, who worship some very bad alien god-things.", + "The Old Gods, who want to return and rule the world again.": "The Old Gods, who want to return and rule the world again.", + "A rival Bureau with dubious methods and goals.": "A rival Bureau with dubious methods and goals.", + "Halphas, a demon who has it in for you.": "Halphas, a demon who has it in for you.", + "All the vampires.": "All the vampires.", + "Dr Crepuscule, who steals unnatural power from captured monsters.": "Dr Crepuscule, who steals unnatural power from captured monsters.", + "The King in Yellow, a god/force of corruption, decadence, and disease.": "The King in Yellow, a god/force of corruption, decadence, and disease.", + "A cabal of ghosts trying to secure the secret of returning to life.": "A cabal of ghosts trying to secure the secret of returning to life.", + "Alpha, an immortal werewolf.": "Alpha, an immortal werewolf.", + "Seth Vail, a billionaire who wants to harness the power of monsters, starting with immortality for himself.": "Seth Vail, a billionaire who wants to harness the power of monsters, starting with immortality for himself.", + "The Father of Monsters, the cosmic entity who is the source of evil in the world.": "The Father of Monsters, the cosmic entity who is the source of evil in the world.", + "The Grey Priests, a conspiracy to bring about the end of the world and birth of a new one.": "The Grey Priests, a conspiracy to bring about the end of the world and birth of a new one.", + "Lord Grash, warlord of a monster dimension.": "Lord Grash, warlord of a monster dimension.", + "All the demons.": "All the demons.", + "The Anointed Hierophant, an occult sect leader who wants to break the walls between worlds.": "The Anointed Hierophant, an occult sect leader who wants to break the walls between worlds.", + "Chaos, a cosmic entity of disorder.": "Chaos, a cosmic entity of disorder.", + "TransWorldCorp, a business hoping to profit from other worlds via their rift machine, no matter the damage they do along the way.": "TransWorldCorp, a business hoping to profit from other worlds via their rift machine, no matter the damage they do along the way.", + "Apollyon, a demon king who wants to rule the Earth.": "Apollyon, a demon king who wants to rule the Earth.", + "Incursions of HEDEs (Hostile Extra-Dimensional Entities).": "Incursions of HEDEs (Hostile Extra-Dimensional Entities).", + "Masanori, a selfish tycoon chasing personal immortality.": "Masanori, a selfish tycoon chasing personal immortality.", + "A rival IMPS team, who always want to make it look like they saved the day and you screwed up.": "A rival IMPS team, who always want to make it look like they saved the day and you screwed up.", + "A chaos cult who want to break down the structures of the modern world, so they can rule it with their magical powers.": "A chaos cult who want to break down the structures of the modern world, so they can rule it with their magical powers.", + "Dr Weltschmerz, a bitter and angry scientist who wants all worlds to suffer.": "Dr Weltschmerz, a bitter and angry scientist who wants all worlds to suffer.", + "Jauna, a merchant from Monster Marches who deals in interdimensional slave trade.": "Jauna, a merchant from Monster Marches who deals in interdimensional slave trade.", + "Separator, an automaton guarding borders between the worlds.": "Separator, an automaton guarding borders between the worlds.", + "Iron Crusade, an invading force from a futuristic world.": "Iron Crusade, an invading force from a futuristic world.", + "Your own evil versions from a mirrored universe.": "Your own evil versions from a mirrored universe.", + "The Black Knight, a faerie lord.": "The Black Knight, a faerie lord.", + "A necromancer, with a plan to rule the world.": "A necromancer, with a plan to rule the world.", + "Metaphysical Exploitation Holdings (MEH), a corporation that profits from ill-advised experimentation and exploitation of the supernatural.": "Metaphysical Exploitation Holdings (MEH), a corporation that profits from ill-advised experimentation and exploitation of the supernatural.", + "A conspiracy of chaos cultists.": "A conspiracy of chaos cultists.", + "Allmine, a greedy and capricious demon of desire.": "Allmine, a greedy and capricious demon of desire.", + "All the evil doppelgangers.": "All the evil doppelgangers.", + "Professor Trundil, an occult scientist trying to steal your powers and magic.": "Professor Trundil, an occult scientist trying to steal your powers and magic.", + "Great Waghru, a primordial entity slumbering beneath the city, now stirring.": "Great Waghru, a primordial entity slumbering beneath the city, now stirring.", + "Brave New World, an undercover company trying to replace humans in your city with robots.": "Brave New World, an undercover company trying to replace humans in your city with robots.", + "Pethas, a dragon.": "Pethas, a dragon.", + "All the werewolves.": "All the werewolves.", + "Ozahr, an immortal and megalomaniac wizard.": "Ozahr, an immortal and megalomaniac wizard.", + "The Fates.": "The Fates.", + "A conspiracy of political leaders secretly creating a global dictatorship.": "A conspiracy of political leaders secretly creating a global dictatorship.", + "Bradshaw, an evil property developer.": "Bradshaw, an evil property developer.", + "The Ghost King.": "The Ghost King.", + "Dracula.": "Dracula.", + "Cryptids generally.": "Cryptids generally.", + "A conspiracy of wizards who want to take over the world.": "A conspiracy of wizards who want to take over the world.", + "Your manager.": "Your manager.", + "The Queen of the Bug Monsters.": "The Queen of the Bug Monsters.", + "The Monarch of Waste, a cosmic entity of disorder and ruin.": "The Monarch of Waste, a cosmic entity of disorder and ruin.", + "A conspiracy within the company, using the workplace for a sinister occult plan.": "A conspiracy within the company, using the workplace for a sinister occult plan.", + "The thing in the basement. You don’t know what it is, but it’s evil.": "The thing in the basement. You don’t know what it is, but it’s evil.", + "The Pale Man, the powerful and malevolent ghost of a mass murderer who lived here a long time ago.": "The Pale Man, the powerful and malevolent ghost of a mass murderer who lived here a long time ago.", + "All the ghouls. A big cemetery nearby attracts their attention.": "All the ghouls. A big cemetery nearby attracts their attention.", + "Bradshaw, a property developer who wants to rebuild the city—by any means necessary.": "Bradshaw, a property developer who wants to rebuild the city—by any means necessary.", + "Discord, goddess of chaos and disorder.": "Discord, goddess of chaos and disorder.", + "A conspiracy of vampires trying to take over your community.": "A conspiracy of vampires trying to take over your community.", + "White Travellers, ghosts that feed on natural, joyous emotions of people and leave people content with a humdrum life.": "White Travellers, ghosts that feed on natural, joyous emotions of people and leave people content with a humdrum life.", + "Ancient Purity, an occultist/fascist death metal band. They would be your enemies even without their abuse of mystical powers.": "Ancient Purity, an occultist/fascist death metal band. They would be your enemies even without their abuse of mystical powers.", + "The Man, a new god of authority, order, and following the rules.": "The Man, a new god of authority, order, and following the rules.", + "The Sanguine Circle, a conspiracy of vampires with cells in many cities and towns.": "The Sanguine Circle, a conspiracy of vampires with cells in many cities and towns.", + "Allies": "Allies", + "Choose your team allies from this list:": "Choose your team allies from this list:", + "Doctor “Blue,” a physician. They can help you recover from harm.": "Doctor “Blue,” a physician. They can help you recover from harm.", + "Professor “Blood,” a forensic scientist. They are who you go to when you need evidence analysed.": "Professor “Blood,” a forensic scientist. They are who you go to when you need evidence analysed.", + "Agent “Will,” a field investigator. They’re a veteran of the Bureau, and can help you navigate problems with colleagues.": "Agent “Will,” a field investigator. They’re a veteran of the Bureau, and can help you navigate problems with colleagues.", + "Aquila Squad, an ally team. They are unofficially known as “the Extreme Problems” squad. They can handle anything unfazed, but their solutions can be a little... messy.": "Aquila Squad, an ally team. They are unofficially known as “the Extreme Problems” squad. They can handle anything unfazed, but their solutions can be a little... messy.", + "SkullFangz, an ally team. This is a group of hackers you’ve made a sort of alliance with. They can help you get information through unorthodox channels, but they sometimes need you to do some odd or dubious favours in return.": "SkullFangz, an ally team. This is a group of hackers you’ve made a sort of alliance with. They can help you get information through unorthodox channels, but they sometimes need you to do some odd or dubious favours in return.", + "Detective Barnes, a police detective who you saved from a monster way back when. They’ll help you out with some information now and then, and possibly more when you’re on their turf.": "Detective Barnes, a police detective who you saved from a monster way back when. They’ll help you out with some information now and then, and possibly more when you’re on their turf.", + "Bingo, an always-online researcher into strangeness. They can put you in touch with people who need help, coordinate communication, and help you with research.": "Bingo, an always-online researcher into strangeness. They can put you in touch with people who need help, coordinate communication, and help you with research.", + "Sapphire, who has the ability to manipulate time in certain ways. You suspect she may be very long-lived or even immortal. She is not always easy to contact, and can appear unexpectedly.": "Sapphire, who has the ability to manipulate time in certain ways. You suspect she may be very long-lived or even immortal. She is not always easy to contact, and can appear unexpectedly.", + "Another group of travelling hunters, an ally team. They can back you up monster hunting—you’ve helped each other out several times, when things got tricky.": "Another group of travelling hunters, an ally team. They can back you up monster hunting—you’ve helped each other out several times, when things got tricky.", + "Universal Cleanup Services, an ally team. A franchise that specialises in cleaning up messes like crime scenes and monster attacks.": "Universal Cleanup Services, an ally team. A franchise that specialises in cleaning up messes like crime scenes and monster attacks.", + "Carlito, a nurse. They can patch up injured hunters.": "Carlito, a nurse. They can patch up injured hunters.", + "Charity, an occultist. She can tell you about and sometimes find weird old items.": "Charity, an occultist. She can tell you about and sometimes find weird old items.", + "Raven, a mystic. Has some ideas about the Chosen One’s destiny.": "Raven, a mystic. Has some ideas about the Chosen One’s destiny.", + "The Junior Entourage, an ally team. These are friends who aren’t in the core team. Good at getting around for area canvassing or distraction.": "The Junior Entourage, an ally team. These are friends who aren’t in the core team. Good at getting around for area canvassing or distraction.", + "Destiny’s Servants, an ally team. A secretive group sent to help you out. They’re good at fighting and acting suspicious.": "Destiny’s Servants, an ally team. A secretive group sent to help you out. They’re good at fighting and acting suspicious.", + "Hawthorn, a hedge witch. They’re able to cast a variety of small but useful spells.": "Hawthorn, a hedge witch. They’re able to cast a variety of small but useful spells.", + "Anya, a folklorist. They know a lot about the stories and history of the region.": "Anya, a folklorist. They know a lot about the stories and history of the region.", + "The Feeling of Not Knowing a Particular Fact, a visitor from another world. An explorer of worlds, they have a store of facts or rumours about many different dimensions. Describe their home world and look.": "The Feeling of Not Knowing a Particular Fact, a visitor from another world. An explorer of worlds, they have a store of facts or rumours about many different dimensions. Describe their home world and look.", + "Junior Guardians, an ally team. By tradition, younger members of your families and community are apprenticed to take over when you retire. They can help with any tasks that aren’t too dangerous.": "Junior Guardians, an ally team. By tradition, younger members of your families and community are apprenticed to take over when you retire. They can help with any tasks that aren’t too dangerous.", + "A flock of otherworldly creatures, an ally team. These non-Earthly animals can scout and warn you of danger, and also are quite cute. Describe their home world and look.": "A flock of otherworldly creatures, an ally team. These non-Earthly animals can scout and warn you of danger, and also are quite cute. Describe their home world and look.", + "Ó Corra, IMPS General Secretary. Having Ó Corra on your side is always going to be handy.": "Ó Corra, IMPS General Secretary. Having Ó Corra on your side is always going to be handy.", + "Klíma, IMPS forensic specialist. Klíma can help you get extra forensic analysis or expedite tests.": "Klíma, IMPS forensic specialist. Klíma can help you get extra forensic analysis or expedite tests.", + "Villaverde, IMPS librarian. Knows a lot about mystical and occult secrets.": "Villaverde, IMPS librarian. Knows a lot about mystical and occult secrets.", + "IMPS team EM–3. This team of IMPS agents specialise in dealing with big disasters. They can help manage and calm down civilians and provide support for your team.": "IMPS team EM–3. This team of IMPS agents specialise in dealing with big disasters. They can help manage and calm down civilians and provide support for your team.", + "Cryptidnet, a loose organisation of interested amateurs and researchers who collate rumours of weird activity. Great source of leads and supernatural rumours.": "Cryptidnet, a loose organisation of interested amateurs and researchers who collate rumours of weird activity. Great source of leads and supernatural rumours.", + "Justinian, a paladin. He’s always ready to fight evil alongside you and hopes one of you will one day be the lady (or lord) of his heart.": "Justinian, a paladin. He’s always ready to fight evil alongside you and hopes one of you will one day be the lady (or lord) of his heart.", + "NewLife, a bio-robot. They know a lot about life on various worlds, whether organic, tech-based, or magic-based.": "NewLife, a bio-robot. They know a lot about life on various worlds, whether organic, tech-based, or magic-based.", + "Darween, a diplomat. Coming from the Monster Marches, she hates disunity and wants good people of all worlds to cooperate.": "Darween, a diplomat. Coming from the Monster Marches, she hates disunity and wants good people of all worlds to cooperate.", + "The Queen’s Musketeers. Brave, dashing and ready to fight with monsters both in Helos and beyond, but won’t do anything that directly contradicts Queen Helena the Radiant’s orders.": "The Queen’s Musketeers. Brave, dashing and ready to fight with monsters both in Helos and beyond, but won’t do anything that directly contradicts Queen Helena the Radiant’s orders.", + "Spirit Healers. They come from a Stone Age world and want to heal all spiritual ills of all worlds. They oppose killing monsters because they believe monsters should be healed and reintegrated instead.": "Spirit Healers. They come from a Stone Age world and want to heal all spiritual ills of all worlds. They oppose killing monsters because they believe monsters should be healed and reintegrated instead.", + "Zhu, a law enforcement officer. They can help you with legal difficulties in their jurisdiction.": "Zhu, a law enforcement officer. They can help you with legal difficulties in their jurisdiction.", + "Davis, a therapist specialising in trauma recovery.": "Davis, a therapist specialising in trauma recovery.", + "Dr Basu, a medical doctor.": "Dr Basu, a medical doctor.", + "The next generation, an ally team. These younger monster hunters are relatives of those who died in the battle, taking up the family calling.": "The next generation, an ally team. These younger monster hunters are relatives of those who died in the battle, taking up the family calling.", + "The Network, an ally team. This is a group of people who keep watch for big supernatural dangers, and can get you warnings in time to intervene.": "The Network, an ally team. This is a group of people who keep watch for big supernatural dangers, and can get you warnings in time to intervene.", + "Shinzō, a retro-weaponsmith. Their creations look like fancy souvenirs but have various magical properties.": "Shinzō, a retro-weaponsmith. Their creations look like fancy souvenirs but have various magical properties.", + "FaceBog, a doppelganger. They’ll impersonate you at various social events if you ask them nicely.": "FaceBog, a doppelganger. They’ll impersonate you at various social events if you ask them nicely.", + "Hedwig, a journalist. She believes in your public causes and is willing to cover up some things for you, but sometimes asks difficult questions.": "Hedwig, a journalist. She believes in your public causes and is willing to cover up some things for you, but sometimes asks difficult questions.", + "Monster Hunters Fan Club. They know your secret identities, but not your public ones.": "Monster Hunters Fan Club. They know your secret identities, but not your public ones.", + "Spirits of the city’s founders. They remember how the city once was and have clashed with occult forces that threaten it.": "Spirits of the city’s founders. They remember how the city once was and have clashed with occult forces that threaten it.", + "Dumont, the fixer. Dumont can find leads on jobs, and sometime scare up special gear.": "Dumont, the fixer. Dumont can find leads on jobs, and sometime scare up special gear.", + "Chang, a government official. They can help you with legal entanglements. Sometimes.": "Chang, a government official. They can help you with legal entanglements. Sometimes.", + "Dr Accorso. A medical doctor, ready to help with injuries or illness. No questions asked.": "Dr Accorso. A medical doctor, ready to help with injuries or illness. No questions asked.", + "The Irregulars, an ally team. They’re a general group of support crew that help you out. Mechanics, technicians, and the like.": "The Irregulars, an ally team. They’re a general group of support crew that help you out. Mechanics, technicians, and the like.", + "The Crooked Hearts, another mercenary monster hunting crew. You’ve worked together on some big jobs.": "The Crooked Hearts, another mercenary monster hunting crew. You’ve worked together on some big jobs.", + "Leon/Lyn, an authority figure (parent, teacher, etc.). Helpful dealing with officials.": "Leon/Lyn, an authority figure (parent, teacher, etc.). Helpful dealing with officials.", + "Romain, a librarian. Good at finding out details.": "Romain, a librarian. Good at finding out details.", + "A very smart pet. Pick their species and give them a name:": "A very smart pet. Pick their species and give them a name:", + "Your friend group, an ally team. Great for distractions.": "Your friend group, an ally team. Great for distractions.", + "Internet mystery circle, an ally team. Good for finding out weird facts and rumours.": "Internet mystery circle, an ally team. Good for finding out weird facts and rumours.", + "Aminat Salek, a client or customer who has a knack for finding whatever is weirdest.": "Aminat Salek, a client or customer who has a knack for finding whatever is weirdest.", + "Ahearn, a consultant. They can help you out with how things go on behind the scenes.": "Ahearn, a consultant. They can help you out with how things go on behind the scenes.", + "De Luca, from human resources. They can cover for absences and sometimes tell you what management is planning.": "De Luca, from human resources. They can cover for absences and sometimes tell you what management is planning.", + "The day shift, an ally team. They can help out when you need to sleep.": "The day shift, an ally team. They can help out when you need to sleep.", + "Asani, an old and knowledgeable witch.": "Asani, an old and knowledgeable witch.", + "Petersen, a police officer. Community-minded, they know you help people out and they help you too.": "Petersen, a police officer. Community-minded, they know you help people out and they help you too.", + "Red, cafe/bar/restaurant manager. You’re always welcome in their place, and they hear a lot of gossip.": "Red, cafe/bar/restaurant manager. You’re always welcome in their place, and they hear a lot of gossip.", + "The SWG, an ally team. These are newer members of the SWG. They can patrol, report events, and help people to safety. They’re not ready to take on monsters directly.": "The SWG, an ally team. These are newer members of the SWG. They can patrol, report events, and help people to safety. They’re not ready to take on monsters directly.", + "The sports club, an ally team. What sport do you all play? The other club members will do you a favour now and then. Useful for getting information from organisations you don’t have direct access to.": "The sports club, an ally team. What sport do you all play? The other club members will do you a favour now and then. Useful for getting information from organisations you don’t have direct access to.", + "Carlos, a roadie. They can do pretty much anything with reasonable competence.": "Carlos, a roadie. They can do pretty much anything with reasonable competence.", + "Charity, an occultist. She can tell you about mystical stuff you find and sometimes get you weird old items.": "Charity, an occultist. She can tell you about mystical stuff you find and sometimes get you weird old items.", + "Dr An Seulgi. She can help patch you up if you get hurt, and provide “special” prescriptions as long as you don’t abuse them too badly.": "Dr An Seulgi. She can help patch you up if you get hurt, and provide “special” prescriptions as long as you don’t abuse them too badly.", + "Eldritch Records, your label. You can hit them up for a little money, legal help, or contact details for folks in the music business.": "Eldritch Records, your label. You can hit them up for a little money, legal help, or contact details for folks in the music business.", + "Your fan club, an ally team. They’re keen to help, but they’re mainly just a bunch of kids (possibly kids in their late teens or early twenties, but still).": "Your fan club, an ally team. They’re keen to help, but they’re mainly just a bunch of kids (possibly kids in their late teens or early twenties, but still).", + "LOLweb, a hacker. They track the organisation’s web activity and try to hinder it but don’t believe in monsters.": "LOLweb, a hacker. They track the organisation’s web activity and try to hinder it but don’t believe in monsters.", + "Faruq, an office worker in the organisation. He also feels there’s something wrong but is too afraid to act openly about it.": "Faruq, an office worker in the organisation. He also feels there’s something wrong but is too afraid to act openly about it.", + "Grethel, a government official. She keeps track of various supernatural occurrences and organisations that deal with them.": "Grethel, a government official. She keeps track of various supernatural occurrences and organisations that deal with them.", + "Organisation ex-members. Each of them has seen a bit of bad things that happen there and can help you piece together the bigger picture.": "Organisation ex-members. Each of them has seen a bit of bad things that happen there and can help you piece together the bigger picture.", + "Independent hunters. Far less experienced than you but sometimes can do things you can’t due to being observed by the organisation.": "Independent hunters. Far less experienced than you but sometimes can do things you can’t due to being observed by the organisation.", + "Soyfly, a pixie. She knows a lot of recent gossip about the Wild Hunt.": "Soyfly, a pixie. She knows a lot of recent gossip about the Wild Hunt.", + "Althea, a private aviator. She believes the sky should be free for everyone, not just some creepy horsemen.": "Althea, a private aviator. She believes the sky should be free for everyone, not just some creepy horsemen.", + "Caragh, a banshee. She once rode with the Hunt and now helps other fugitives, but never reveals how she escaped.": "Caragh, a banshee. She once rode with the Hunt and now helps other fugitives, but never reveals how she escaped.", + "New Start, an NGO that helps refugees. They focus on political and war refugees, but allow you to use their facilities.": "New Start, an NGO that helps refugees. They focus on political and war refugees, but allow you to use their facilities.", + "The Savage Ride, the Wild Hunt’s rivals. They’ll do anything to hinder the Hunt, but are violent and fickle themselves.": "The Savage Ride, the Wild Hunt’s rivals. They’ll do anything to hinder the Hunt, but are violent and fickle themselves." } \ No newline at end of file diff --git a/Monster of the Week Official/translations/sl.json b/Monster of the Week Official/translations/sl.json index 8ea5a9fb25..01472cdba7 100644 --- a/Monster of the Week Official/translations/sl.json +++ b/Monster of the Week Official/translations/sl.json @@ -1192,7 +1192,6 @@ "custom-move-name": "Name", "custom-move-description": "Description", "custom-gear": "Playbook Gear", - "start_newstuff": "", "unused": "Unused", "all": "All", "starting": "Starting", @@ -1290,7 +1289,7 @@ "eos-ref": "At the end of each session, the Keeper will ask the following questions:
    • Did we conclude the current mystery?
    • Did we save someone from certain death (or worse)?
    • Did we learn something new and important about the world?
    • Did we learn something new and important about one of the hunters?
    If you get one or two \"Yes\" answers, mark one experience. If you get three or four, mark two.", "pick-book": "Pick Your Playbook", "pick-book-desc": "Pick your playbook using the menu in the upper right corner or the buttons in the lists below. Once you pick a playbook, starting stats options are found at the bottom of the first main column (not including the stats column).", - "motw-books": "Monster of the Week Revised Edition Playbooks", + "motw-books": "Monster of the Week Hardcover Edition Playbooks", "chosen-desc": "A once-ordinary person who discovered they have a special destiny, and who has been given the power to accomplish it. The Chosen is good in a fight, with some weird powers. E.g. Buffy from Buffy the Vampire Slayer.", "crooked-desc": "A criminal turned monster hunter, haunted by their past and enemies. The Crooked is good in social situations and has a lot of contacts. E.g. Anna Valmont from The Dresden Files, Peter Bishop from Fringe.", "divine-desc": "An agent of a higher power, with a mission to fulfill. The Divine is very tough and has been granted holy powers. E.g. Castiel from Supernatural; Michael Carpenter from The Dresden Files.", @@ -1621,6 +1620,7 @@ "animating-force": "Animating Force", "animating-force-desc": "There is a force that gives you life, which cannot harm you. You do not eat, breathe, drink, or heal naturally. Instead, repair yourself with your recharge move. Pick an energy type:", "lightning": "Lightning", + "fire": "Fire", "music": "Music", "clockwork": "Clockwork", "orgone": "Orgone", @@ -1686,7 +1686,6 @@ "hardcase2020-move6": "Inspired Guesswork: When you investigate a mystery, you may spend 1 Fire to add 1 extra hold. The extra question must be about powers, motivations, or weaknesses.", "hardcase2020-move7": "Stone Cold: You never really get ruffled by danger. Gain +1 whenever pain or fear requires you act under pressure. Your nearby allies also gain this bonus against pain and fear, as long as you keep it together.", "hardcase2020-move8": "Weapon Master: When you take possession of a new weapon you may add, remove, or change one tag. This change only applies for you. When you get this move, apply it to all your current weapons.", - "fire": "Fire", "calm": "Calm", "raging": "Raging", "hardcase-vehicles": "Vehicles", @@ -1716,5 +1715,610 @@ "hardcase2020-gear22": "A spell formula, written on a napkin", "hardcase2020-advance1": "Your Fire track increases to 13 boxes.", "constructed-unstable": "You get 10 harm boxes and do not become unstable.", - "end_newstuff": "" + "team-playbooks": "Team Playbooks", + "team-playbook-choice": "Choose a Team Playbook", + "Team Playbook": "Team Playbook", + "Agents in Black": "Agents in Black", + "Always on the Road": "Always on the Road", + "The Chosen One and Entourage": "The Chosen One and Entourage", + "Guardians of the Borderland": "Guardians of the Borderland", + "IMPS (International Monster and Paranormal Service)": "IMPS (International Monster and Paranormal Service)", + "Interdimensional Crisis Team": "Interdimensional Crisis Team", + "The Last Survivors": "The Last Survivors", + "League of Double Lives": "League of Double Lives", + "Mercenaries": "Mercenaries", + "Mystery Club": "Mystery Club", + "The Night Shift": "The Night Shift", + "Suburban Watch Group": "Suburban Watch Group", + "Touring Band": "Touring Band", + "Whistleblowers": "Whistleblowers", + "Wild Hunt Fugitives": "Wild Hunt Fugitives", + "pick-teambook-desc": "Pick your team playbook using the menu in the upper right corner or the buttons in the lists below.", + "This team playbook has the hunters working for the Bureau—a clandestine organisation dedicated to hiding the existence of monsters and the supernatural from the general public.": "This team playbook has the hunters working for the Bureau—a clandestine organisation dedicated to hiding the existence of monsters and the supernatural from the general public.", + "You’re a travelling hunter team. Every week is a new town with a new problem.": "You’re a travelling hunter team. Every week is a new town with a new problem.", + "This team centres on a Chosen One and their friends who help with monster hunting. There’s also room for a mentor.": "This team centres on a Chosen One and their friends who help with monster hunting. There’s also room for a mentor.", + "This team playbook has the hunters as wardens of a liminal region: somewhere where the borders of the world are thin, where monsters and magic can slip through and cause trouble.": "This team playbook has the hunters as wardens of a liminal region: somewhere where the borders of the world are thin, where monsters and magic can slip through and cause trouble.", + "The International Monster and Paranormal Service (IMPS) was created to keep humanity safe from supernatural threats. It’s not clear who funds them, although most people assume it’s some kind of United Nations agency. IMPS isn’t secret, but they keep things as quiet as possible This team playbook sets your hunters as one of the elite IMPS teams that travels the world to deal with monster incidents.": "The International Monster and Paranormal Service (IMPS) was created to keep humanity safe from supernatural threats. It’s not clear who funds them, although most people assume it’s some kind of United Nations agency. IMPS isn’t secret, but they keep things as quiet as possible This team playbook sets your hunters as one of the elite IMPS teams that travels the world to deal with monster incidents.", + "Your world isn’t the only one that needs monster hunting help from time to time. And when others do, you travel through portals, loopholes, and other oddities to help. Interdimensional Crisis Team perfectly fits over-the-top, parody games. More serious stories about interdimensional problems are handled better by Guardians of the Borderland.": "Your world isn’t the only one that needs monster hunting help from time to time. And when others do, you travel through portals, loopholes, and other oddities to help. Interdimensional Crisis Team perfectly fits over-the-top, parody games. More serious stories about interdimensional problems are handled better by Guardians of the Borderland.", + "This hunter team were the only people who lived through a terrible (maybe even apocalyptic) battle. You had many allies at your side, but they didn’t make it.": "This hunter team were the only people who lived through a terrible (maybe even apocalyptic) battle. You had many allies at your side, but they didn’t make it.", + "You’re monster hunters but also important society members in a city. Your ties to the society give you various forms of influence but also mean you somehow have to manage two lives at once. The world isn’t ready to learn about your monster hunting and even less about the monsters themselves.": "You’re monster hunters but also important society members in a city. Your ties to the society give you various forms of influence but also mean you somehow have to manage two lives at once. The world isn’t ready to learn about your monster hunting and even less about the monsters themselves.", + "This team playbook has the hunters working for hire. They save people and hunt monsters, sure, but they also want to get paid at the end of the day.": "This team playbook has the hunters working for hire. They save people and hunt monsters, sure, but they also want to get paid at the end of the day.", + "This is a hunter team of investigators, with a focus on less horrific and more comedic mysteries. This particularly suits games with younger players, or younger hunters. This team playbook strongly pushes the game towards silliness and jokes, so be sure you’re ready for that if you’re considering taking it.": "This is a hunter team of investigators, with a focus on less horrific and more comedic mysteries. This particularly suits games with younger players, or younger hunters. This team playbook strongly pushes the game towards silliness and jokes, so be sure you’re ready for that if you’re considering taking it.", + "This team playbook has the hunters comprising the night shift at a workplace. A workplace that gets way more than its fair share of supernatural problems.": "This team playbook has the hunters comprising the night shift at a workplace. A workplace that gets way more than its fair share of supernatural problems.", + "This is a group of hunters who began as regular folks looking out for their local neighbourhood or town. It emphasises relationships outside of monster hunting and a focus on normal life as well as your adventures.": "This is a group of hunters who began as regular folks looking out for their local neighbourhood or town. It emphasises relationships outside of monster hunting and a focus on normal life as well as your adventures.", + "This team is a band, eternally on tour. Everywhere you have a gig booked, it seems like something bad is going down. Between sound check and putting on the show, you gotta deal with whatever is eating people in this town.": "This team is a band, eternally on tour. Everywhere you have a gig booked, it seems like something bad is going down. Between sound check and putting on the show, you gotta deal with whatever is eating people in this town.", + "All the hunters in your team are members of a monster hunting organisation, and you start suspecting there’s something fishy about this group. This team playbook shares many elements of the Initiate and Professional playbooks because it essentially represents playing an entire team of Initiates and/or Professionals. You shouldn’t choose those playbooks when playing as the Whistleblowers—unless the Keeper agrees some characters belong to a different organisation as well, which might make the situation even more messy.": "All the hunters in your team are members of a monster hunting organisation, and you start suspecting there’s something fishy about this group. This team playbook shares many elements of the Initiate and Professional playbooks because it essentially represents playing an entire team of Initiates and/or Professionals. You shouldn’t choose those playbooks when playing as the Whistleblowers—unless the Keeper agrees some characters belong to a different organisation as well, which might make the situation even more messy.", + "You joined or were abducted by the Wild Hunt. You gained some supernatural skills while riding with it, but then escaped it. Now you use your experience to hunt monsters, evade the Hunt and, maybe, destroy it one day.": "You joined or were abducted by the Wild Hunt. You gained some supernatural skills while riding with it, but then escaped it. Now you use your experience to hunt monsters, evade the Hunt and, maybe, destroy it one day.", + "Getting Started": "Getting Started", + "Determine the nature of the Event.": "Determine the nature of the Event.", + "Decide the history between you and the Wild Hunt.": "Decide the history between you and the Wild Hunt.", + "Pick your style (and associated improvement question).": "Pick your style (and associated improvement question).", + "Figure out the nature of the Bureau.": "Figure out the nature of the Bureau.", + "Create your city.": "Create your city.", + "Pick your obligations.": "Pick your obligations.", + "Come up with a band name.": "Come up with a band name.", + "Pick a starting team ally.": "Pick a starting team ally.", + "Customize the organisation.": "Customize the organisation.", + "Pick your starting team move and 2 boxes of assets.": "Pick your starting team move and 2 boxes of assets.", + "Pick a starting team ally, move, and assets.": "Pick a starting team ally, move, and assets.", + "Pick a starting team enemy, ally, move, and 2 boxes of assets.": "Pick a starting team enemy, ally, move, and 2 boxes of assets.", + "Put on some music and hit the road.": "Put on some music and hit the road.", + "Await the next weird prophecy.": "Await the next weird prophecy.", + "Check the boundaries for incursions.": "Check the boundaries for incursions.", + "Report for your mission briefing.": "Report for your mission briefing.", + "Prepare for the next disaster.": "Prepare for the next disaster.", + "Ponder your responsibilities, as you await the call.": "Ponder your responsibilities, as you await the call.", + "See who’s hiring today.": "See who’s hiring today.", + "Next meeting is at the clubroom on Tuesday afternoon.": "Next meeting is at the clubroom on Tuesday afternoon.", + "Clock in and prepare for another night of drudgery.": "Clock in and prepare for another night of drudgery.", + "Walk the streets. Keep an eye out for evildoers.": "Walk the streets. Keep an eye out for evildoers.", + "You have half an hour before we fly to the next city. Soundcheck at 7, you’re on at 8.": "You have half an hour before we fly to the next city. Soundcheck at 7, you’re on at 8.", + "Snoop around the boss’s office while they’re in a meeting.": "Snoop around the boss’s office while they’re in a meeting.", + "Stay wary, that sounded like howls in the wind.": "Stay wary, that sounded like howls in the wind.", + "The Bureau": "The Bureau", + "Prompts": "Prompts", + "The Bureau setup is determined by the group. Record your answers to these prompts in the Notes section below.": "The Bureau setup is determined by the group. Record your answers to these prompts in the Notes section below.", + "If you have a hunter who belongs to an organisation already—like a Professional or an Initiate—you may combine their setup with the Bureau setup. Figure out how the two perspectives work for your Bureau. If you don’t like that idea, you can also keep them separate (which will lead to its own drama with split loyalties and rivalries).": "If you have a hunter who belongs to an organisation already—like a Professional or an Initiate—you may combine their setup with the Bureau setup. Figure out how the two perspectives work for your Bureau. If you don’t like that idea, you can also keep them separate (which will lead to its own drama with split loyalties and rivalries).", + "Now determine the nature of the Bureau:": "Now determine the nature of the Bureau:", + "Is the Bureau an open, covert, or secret organisation? An open Bureau exists openly but has a cover responsibility to distract from their real mission. A covert Bureau doesn’t explicitly hide themselves, but they try not to draw attention. A secret Bureau has no official records and operates completely in the shadows.": "Is the Bureau an open, covert, or secret organisation? An open Bureau exists openly but has a cover responsibility to distract from their real mission. A covert Bureau doesn’t explicitly hide themselves, but they try not to draw attention. A secret Bureau has no official records and operates completely in the shadows.", + "Who is your team’s handler or commanding officer and what are they like? Create your own or pick one of these:": "Who is your team’s handler or commanding officer and what are they like? Create your own or pick one of these:", + "Special Agent “Coop” is a genial, avuncular middle-aged man. He’s disorganised and often loses track of details, but he always has the team’s back.": "Special Agent “Coop” is a genial, avuncular middle-aged man. He’s disorganised and often loses track of details, but he always has the team’s back.", + "Special Agent “Star” is a harsh boss. She doesn’t really seem to like you, and you never seem to measure up to her standards of “perfection plus.” She runs everything by the book (this can be good or bad for you).": "Special Agent “Star” is a harsh boss. She doesn’t really seem to like you, and you never seem to measure up to her standards of “perfection plus.” She runs everything by the book (this can be good or bad for you).", + "Provisional Special Agent “Fireball” is young and excitable. They prefer you deal with problems in a scorched earth style, without regard for consequences. That is also their management style.": "Provisional Special Agent “Fireball” is young and excitable. They prefer you deal with problems in a scorched earth style, without regard for consequences. That is also their management style.", + "Who do you think is really running the Bureau? The government? A secret global government? Some other government? A billionaire? A secret conspiracy dating back to Uruk’s priesthood? Something else?": "Who do you think is really running the Bureau? The government? A secret global government? Some other government? A billionaire? A secret conspiracy dating back to Uruk’s priesthood? Something else?", + "The Event": "The Event", + "What is the terrible situation you all survived together?": "What is the terrible situation you all survived together?", + "A concerted assault by monsters, as you took shelter in an isolated cabin.": "A concerted assault by monsters, as you took shelter in an isolated cabin.", + "A single terrifying monster invaded your homes.": "A single terrifying monster invaded your homes.", + "It was the only chance to avert an apocalypse.": "It was the only chance to avert an apocalypse.", + "An invasion from another dimension.": "An invasion from another dimension.", + "People around you were transformed into monsters.": "People around you were transformed into monsters.", + "You were strangers in a small town filled with murderous monsters, on festival day.": "You were strangers in a small town filled with murderous monsters, on festival day.", + "Something else:": "Something else:", + "Decide who the allies were who fought alongside you and died in battle. Each hunter picks one.": "Decide who the allies were who fought alongside you and died in battle. Each hunter picks one.", + "A monster hunting teammate.": "A monster hunting teammate.", + "Your spouse or lover.": "Your spouse or lover.", + "Your sibling.": "Your sibling.", + "A parent.": "A parent.", + "A child.": "A child.", + "Your mentor.": "Your mentor.", + "Your protégée.": "Your protégée.", + "Your dog (or other pet).": "Your dog (or other pet).", + "Someone else:": "Someone else:", + "Then decide how you saved the day in the end. Whatever it was, it came at great personal cost (beyond the loss you just chose).": "Then decide how you saved the day in the end. Whatever it was, it came at great personal cost (beyond the loss you just chose).", + "The City": "The City", + "The city you all protect will be an important aspect of the story, more of a collective character of your mysteries than just a background element. Each player should choose one key aspect of the city from one of the following lists. Balance between good and bad things as fits the mood of your campaign.": "The city you all protect will be an important aspect of the story, more of a collective character of your mysteries than just a background element. Each player should choose one key aspect of the city from one of the following lists. Balance between good and bad things as fits the mood of your campaign.", + "Good things": "Good things", + "Cozy": "Cozy", + "Affluent": "Affluent", + "Good social care": "Good social care", + "Proud of its past": "Proud of its past", + "Lots of monuments": "Lots of monuments", + "Highly ecological": "Highly ecological", + "Transparent politics": "Transparent politics", + "Technological hub": "Technological hub", + "The nation’s main transport hub": "The nation’s main transport hub", + "Protected by benevolent magic": "Protected by benevolent magic", + "Beloved by travel vloggers": "Beloved by travel vloggers", + "An extremely famous mayor": "An extremely famous mayor", + "A university with unique departments": "A university with unique departments", + "Other:": "Other:", + "Bad things": "Bad things", + "Alienating": "Alienating", + "Poor": "Poor", + "Big social inequality": "Big social inequality", + "Shameful past": "Shameful past", + "Nothing worth sightseeing": "Nothing worth sightseeing", + "Highly polluted": "Highly polluted", + "Shady politics": "Shady politics", + "No prospects for the future": "No prospects for the future", + "Shady military bases": "Shady military bases", + "Gangs that terrorize the entire region": "Gangs that terrorize the entire region", + "Believed to bring bad luck": "Believed to bring bad luck", + "Struck by a powerful curse": "Struck by a powerful curse", + "Obligations": "Obligations", + "Your social status carries some obligations with it. At the beginning of a mystery, the Keeper holds 3. They can spend 1 hold to introduce one of the obligations. When it’s introduced, at least half of you must attend, otherwise you can lose allies or tempt mundane people to investigate your lives.": "Your social status carries some obligations with it. At the beginning of a mystery, the Keeper holds 3. They can spend 1 hold to introduce one of the obligations. When it’s introduced, at least half of you must attend, otherwise you can lose allies or tempt mundane people to investigate your lives.", + "Choose or create two obligations you have:": "Choose or create two obligations you have:", + "Attending parties and balls.": "Attending parties and balls.", + "Attending important conferences.": "Attending important conferences.", + "Ceremonially opening new buildings.": "Ceremonially opening new buildings.", + "Meeting children at schools.": "Meeting children at schools.", + "Tutoring promising students one on one.": "Tutoring promising students one on one.", + "Appearing on TV.": "Appearing on TV.", + "The Organisation": "The Organisation", + "You create the details about your organisation, choosing options from the following lists. Things you suspect can pertain either to the organisation as a whole or to an influential group within it. At least two of the things you suspect are true, the Keeper decides which ones.": "You create the details about your organisation, choosing options from the following lists. Things you suspect can pertain either to the organisation as a whole or to an influential group within it. At least two of the things you suspect are true, the Keeper decides which ones.", + "Official goals": "Official goals", + "(choose one or two)": "(choose one or two)", + "Slay monsters": "Slay monsters", + "Contain monsters": "Contain monsters", + "Govern safe use of magic": "Govern safe use of magic", + "Research monsters": "Research monsters", + "Research paranatural phenomena": "Research paranatural phenomena", + "Keep monsters and magic secret": "Keep monsters and magic secret", + "Goal you suspect": "Goal you suspect", + "(choose one)": "(choose one)", + "Training an army of monsters": "Training an army of monsters", + "Creating new monsters": "Creating new monsters", + "Stealing the monsters’ powers": "Stealing the monsters’ powers", + "Keeping all magic to themselves": "Keeping all magic to themselves", + "Taking over the world": "Taking over the world", + "Destroying the world": "Destroying the world", + "Official resources": "Official resources", + "(choose two)": "(choose two)", + "Ancient lore": "Ancient lore", + "Modernised": "Modernised", + "Chapters everywhere": "Chapters everywhere", + "Secular power": "Secular power", + "Rich": "Rich", + "Rigorous training": "Rigorous training", + "Offices all over the place": "Offices all over the place", + "Good intel": "Good intel", + "Support teams": "Support teams", + "Suspected resources": "Suspected resources", + "Demonology": "Demonology", + "Necromancy": "Necromancy", + "Deals with monsters": "Deals with monsters", + "Manipulated minions": "Manipulated minions", + "Manipulated cultists": "Manipulated cultists", + "Bribed officials": "Bribed officials", + "Sacrificing members": "Sacrificing members", + "Obvious flaws": "Obvious flaws", + "Tradition-bound": "Tradition-bound", + "Paranoid and secretive": "Paranoid and secretive", + "Closed hierarchy": "Closed hierarchy", + "Strict laws": "Strict laws", + "Mystical oaths": "Mystical oaths", + "Bureaucratic": "Bureaucratic", + "Hostile superiors": "Hostile superiors", + "Take-no-prisoners policy": "Take-no-prisoners policy", + "Live capture policy": "Live capture policy", + "Suspected flaws": "Suspected flaws", + "Total obedience": "Total obedience", + "Tyrannical leaders": "Tyrannical leaders", + "Protects member criminals": "Protects member criminals", + "The Wild Hunt": "The Wild Hunt", + "You were part of the Wild Hunt, a group of violent fey and spirits riding the world and striking fear into the hearts of people. Detail the Wild Hunt here.": "You were part of the Wild Hunt, a group of violent fey and spirits riding the world and striking fear into the hearts of people. Detail the Wild Hunt here.", + "Who Rides With The Hunt?": "Who Rides With The Hunt?", + "Elves": "Elves", + "Trolls": "Trolls", + "Demons": "Demons", + "Wraiths": "Wraiths", + "Banshees": "Banshees", + "Werewolves": "Werewolves", + "Something Else": "Something Else", + "The Wild Hunt has a leader, probably a king or a queen. Give them a name or a title:": "The Wild Hunt has a leader, probably a king or a queen. Give them a name or a title:", + "Choose or invent their impressive powers, at least two:": "Choose or invent their impressive powers, at least two:", + "Grant immortality": "Grant immortality", + "Grant lycanthropy": "Grant lycanthropy", + "Steal emotion": "Steal emotion", + "See destinies": "See destinies", + "Set destinies": "Set destinies", + "Control weather": "Control weather", + "Grant sentience to animals": "Grant sentience to animals", + "Grant sentience to weapons": "Grant sentience to weapons", + "Why were you a part of the Wild Hunt?": "Why were you a part of the Wild Hunt?", + "Each player can choose a different answer:": "Each player can choose a different answer:", + "I was kidnapped by the Hunt": "I was kidnapped by the Hunt", + "I sold my soul to the Hunt": "I sold my soul to the Hunt", + "I wanted to ride with the Hunt": "I wanted to ride with the Hunt", + "I’m a supernatural creature who’s a part of the Hunt": "I’m a supernatural creature who’s a part of the Hunt", + "Something else": "Something else", + "Then all of you escaped, sick with the Hunt’s atrocities or their treatment of you.": "Then all of you escaped, sick with the Hunt’s atrocities or their treatment of you.", + "How Did You Escape?": "How Did You Escape?", + "How did you escape?": "How did you escape?", + "With a clever plan": "With a clever plan", + "By sheer luck": "By sheer luck", + "With outside help": "With outside help", + "Thanks to a loophole in your fae contract": "Thanks to a loophole in your fae contract", + "The Wild Hunt keeps looking for you. How do they do it?": "The Wild Hunt keeps looking for you. How do they do it?", + "Choose two ways:": "Choose two ways:", + "They give other monsters this in exchange for information.": "They give other monsters this in exchange for information.", + "They track the internet, but they can’t monitor one part of it:": "They track the internet, but they can’t monitor one part of it:", + "They can see you when you’re outside in one type of weather, namely:": "They can see you when you’re outside in one type of weather, namely:", + "They sense you when you use magic unless you take a precaution, namely:": "They sense you when you use magic unless you take a precaution, namely:", + "What will the Wild Hunt do if they find you?": "What will the Wild Hunt do if they find you?", + "Kill you.": "Kill you.", + "Torment you.": "Torment you.", + "Make you join the Hunt again.": "Make you join the Hunt again.", + "Make you slaves.": "Make you slaves.", + "Notes": "Notes", + "Team Moves": "Team Moves", + "Choose your team moves from this list. The first one is a good default choice:": "Choose your team moves from this list. The first one is a good default choice:", + "Memory Eraser: You have been issued handheld devices to erase memories from civilians. When you target a person and activate the device, say how many hours you want to erase (1–6) and roll +Weird. On a 10+, those memories are gone. On a 7–9, the memories are gone but the target knows something strange happened.": "Memory Eraser: You have been issued handheld devices to erase memories from civilians. When you target a person and activate the device, say how many hours you want to erase (1–6) and roll +Weird. On a 10+, those memories are gone. On a 7–9, the memories are gone but the target knows something strange happened.", + "Authority Override: If local officials are causing trouble, you can get them pulled off the case. This may—of course—make them more suspicious.": "Authority Override: If local officials are causing trouble, you can get them pulled off the case. This may—of course—make them more suspicious.", + "Containment Field Projector: Place the projector and activate it, choosing a range from 1–20 meters. A spherical shield is created, allowing nothing in or out. Lasts until deactivated by remote or in an hour when the battery runs out. There’s time to get out of the zone, but only just.": "Containment Field Projector: Place the projector and activate it, choosing a range from 1–20 meters. A spherical shield is created, allowing nothing in or out. Lasts until deactivated by remote or in an hour when the battery runs out. There’s time to get out of the zone, but only just.", + "Anonymity: Your identity isn’t traceable via official databases or records. Enemies or bystanders can’t find out anything about your history through any official channels. Additionally, any distinguishing features are removed from photo, videos, or voice recordings of you when they’re processed by any regular computer or phone.": "Anonymity: Your identity isn’t traceable via official databases or records. Enemies or bystanders can’t find out anything about your history through any official channels. Additionally, any distinguishing features are removed from photo, videos, or voice recordings of you when they’re processed by any regular computer or phone.", + "Not Right: You all have a creepy, uncanny valley style aura or look that counts as a reason for manipulating a bystander with threats.": "Not Right: You all have a creepy, uncanny valley style aura or look that counts as a reason for manipulating a bystander with threats.", + "Something Different: Take a move from another team playbook.": "Something Different: Take a move from another team playbook.", + "Change Team Style: Pick a new team style. You now use that one instead of the one you first chose.": "Change Team Style: Pick a new team style. You now use that one instead of the one you first chose.", + "Home Away from Home: Whenever you arrive in a new town, you immediately find a motel and a cafe that are friendly and welcoming. One or the other will turn out to have a connection to the mystery that brought you here, even if just by having a bystander come by.": "Home Away from Home: Whenever you arrive in a new town, you immediately find a motel and a cafe that are friendly and welcoming. One or the other will turn out to have a connection to the mystery that brought you here, even if just by having a bystander come by.", + "Geniality: When you meet a new person in a town you haven’t visited before, roll +Charm. On a 10+, they are well-disposed towards you. On a 7–9, they’re still well-disposed but the Keeper chooses one: they are marked for trouble, or they conceal something from the hunters. Additionally, when you return to a town you have already visited, you always run into the people you befriended previously.": "Geniality: When you meet a new person in a town you haven’t visited before, roll +Charm. On a 10+, they are well-disposed towards you. On a 7–9, they’re still well-disposed but the Keeper chooses one: they are marked for trouble, or they conceal something from the hunters. Additionally, when you return to a town you have already visited, you always run into the people you befriended previously.", + "Handy: You’re all good at fixing stuff. Anything broken or messed up in the course of a mystery is repaired and ready to go before the next one. Gear or assets that would be described as “totally destroyed” still need to be replaced.": "Handy: You’re all good at fixing stuff. Anything broken or messed up in the course of a mystery is repaired and ready to go before the next one. Gear or assets that would be described as “totally destroyed” still need to be replaced.", + "No-stick: You’ve had yourselves removed from official and law enforcement databases. You don’t have to worry about “misunderstandings” from previous towns getting in the way of your hunts (unless someone got annoyed enough to make it a personal vendetta).": "No-stick: You’ve had yourselves removed from official and law enforcement databases. You don’t have to worry about “misunderstandings” from previous towns getting in the way of your hunts (unless someone got annoyed enough to make it a personal vendetta).", + "Monster Journals: When a mystery reminds you of something you encountered before, consult your notes and tell the Keeper what you think is the same. The Keeper will say if you got it right.If you’re correct, take +1 forward to investigate a mystery. If you’re wrong but had a good idea, take +1 forward to read a bad situation. If you’re totally off base, the Keeper holds 1 to put you in a tight spot.": "Monster Journals: When a mystery reminds you of something you encountered before, consult your notes and tell the Keeper what you think is the same. The Keeper will say if you got it right.

    If you’re correct, take +1 forward to investigate a mystery. If you’re wrong but had a good idea, take +1 forward to read a bad situation. If you’re totally off base, the Keeper holds 1 to put you in a tight spot.", + "Ancient Visions: An ancient ritual, to be conducted regularly, gives the whole team access to some of the visions sent to the Chosen One. Once per mystery, each hunter may ask the Keeper a question about anything they want. The Keeper answers with a vision or dream: obscure and vague, but true.": "Ancient Visions: An ancient ritual, to be conducted regularly, gives the whole team access to some of the visions sent to the Chosen One. Once per mystery, each hunter may ask the Keeper a question about anything they want. The Keeper answers with a vision or dream: obscure and vague, but true.", + "Armoury of the Chosen: You gain a cache of special weapons used by previous Chosen Ones. The Keeper should design a lesser version of the Chosen One’s special weapon, which all other members of the team may use. When this is unlocked, the Chosen One may change or add a tag on their special weapon.": "Armoury of the Chosen: You gain a cache of special weapons used by previous Chosen Ones. The Keeper should design a lesser version of the Chosen One’s special weapon, which all other members of the team may use. When this is unlocked, the Chosen One may change or add a tag on their special weapon.", + "Handing on the Torch: When you select this, designate another character as the next Chosen One. When the current Chosen One dies, that character may change to the Chosen playbook whenever they are ready. The new Chosen One designates the next heir when they find a worthy successor.": "Handing on the Torch: When you select this, designate another character as the next Chosen One. When the current Chosen One dies, that character may change to the Chosen playbook whenever they are ready. The new Chosen One designates the next heir when they find a worthy successor.", + "Friends Stick Together: Once per mystery, a hunter may call the rest of the team to their current location. Everyone arrives as soon as they potentially can (based on their last known position and when we saw them there). That can be “right this instant,” if at all possible.": "Friends Stick Together: Once per mystery, a hunter may call the rest of the team to their current location. Everyone arrives as soon as they potentially can (based on their last known position and when we saw them there). That can be “right this instant,” if at all possible.", + "Wyrd’s Favour: When you choose this team move, all hunters erase 1 spent Luck point. If you haven’t spent any Luck yet, add a new Luck box instead.": "Wyrd’s Favour: When you choose this team move, all hunters erase 1 spent Luck point. If you haven’t spent any Luck yet, add a new Luck box instead.", + "Otherworldly Intuition: When you encounter something from another world, you recognise that they don’t belong here. When you encounter a place where another world is accessible, you are aware of it and may stop at the threshold.": "Otherworldly Intuition: When you encounter something from another world, you recognise that they don’t belong here. When you encounter a place where another world is accessible, you are aware of it and may stop at the threshold.", + "Wardens: Once per mystery while you’re defending a portal, wall, or border, you may ignore all harm from a single source, or treat a roll as if you rolled a 12. This works just as if you spent a Luck, except it doesn’t trigger your special move.": "Wardens: Once per mystery while you’re defending a portal, wall, or border, you may ignore all harm from a single source, or treat a roll as if you rolled a 12. This works just as if you spent a Luck, except it doesn’t trigger your special move.", + "Outer Speech: You have a knack for the languages of the multiverse. You can always understand, and make yourself understood, when you’re talking to denizens from beyond. This is mainly the general sense of things—some details might get lost along the way.": "Outer Speech: You have a knack for the languages of the multiverse. You can always understand, and make yourself understood, when you’re talking to denizens from beyond. This is mainly the general sense of things—some details might get lost along the way.", + "Walkers between Worlds: At a suitable liminal site, you know how to step between worlds. Describe how you open the way and roll +Weird. On a 10+, you’re walking to the place you intended, but the way may be difficult. On a 7–9, choose one: you’re on the right path in immediate danger, or you find yourself lost and in the wrong place. On a 6 or less, you’re lost and in big trouble. If more than one of the hunters is using this move together, only make one roll: the hunter with the worst Weird score rolls (but they may accept help).": "Walkers between Worlds: At a suitable liminal site, you know how to step between worlds. Describe how you open the way and roll +Weird. On a 10+, you’re walking to the place you intended, but the way may be difficult. On a 7–9, choose one: you’re on the right path in immediate danger, or you find yourself lost and in the wrong place. On a 6 or less, you’re lost and in big trouble. If more than one of the hunters is using this move together, only make one roll: the hunter with the worst Weird score rolls (but they may accept help).", + "Outsider Knack: Once per visit to another world, you may use a trick or ability from Earth to gain an advantage. The advantage allows you to roll one move using three dice, selecting the best two for your result.": "Outsider Knack: Once per visit to another world, you may use a trick or ability from Earth to gain an advantage. The advantage allows you to roll one move using three dice, selecting the best two for your result.", + "Drilled Coordination: All team members get +1 ongoing when helping out another team member.": "Drilled Coordination: All team members get +1 ongoing when helping out another team member.", + "Comms: You have systems that keep you constantly in voice contact, regardless of where in the world you each may be. Not guaranteed to work in shielded spaces, deep underground, beyond magical portals, or on other worlds.": "Comms: You have systems that keep you constantly in voice contact, regardless of where in the world you each may be. Not guaranteed to work in shielded spaces, deep underground, beyond magical portals, or on other worlds.", + "Recognised IMPS Team: Wherever in the world you are, you have authority to deal with supernatural events. Local officials will—in general—cooperate with you fully. Does not apply in nations outside the IMPS treaty.": "Recognised IMPS Team: Wherever in the world you are, you have authority to deal with supernatural events. Local officials will—in general—cooperate with you fully. Does not apply in nations outside the IMPS treaty.", + "Rapid Deployment: IMPS has quick-response vehicles able to deliver you (or other IMPS assets) anywhere in the world, extremely quickly. They may also be used to make a fast exit from bad situations.": "Rapid Deployment: IMPS has quick-response vehicles able to deliver you (or other IMPS assets) anywhere in the world, extremely quickly. They may also be used to make a fast exit from bad situations.", + "Memories of the Fallen: When a hunter on the team dies in the line of duty, or retires from IMPS and monster hunting, all remaining team members erase a used Luck mark.": "Memories of the Fallen: When a hunter on the team dies in the line of duty, or retires from IMPS and monster hunting, all remaining team members erase a used Luck mark.", + "Global Crisis: Once per mystery, each of you can read a bad situation treating an entire world as the bad situation, including asking about the best way in or out.": "Global Crisis: Once per mystery, each of you can read a bad situation treating an entire world as the bad situation, including asking about the best way in or out.", + "Surge of Magic: Each of you holds 1 when you enter a new world. You can spend this hold to get an automatic result of 10 on a Weird move roll or to learn a useful big magic ritual known only in this world.": "Surge of Magic: Each of you holds 1 when you enter a new world. You can spend this hold to get an automatic result of 10 on a Weird move roll or to learn a useful big magic ritual known only in this world.", + "Otherworldly: You make your strangeness in other worlds work to your advantage in interpersonal situations. “I’m from another world” works as a reason for people to do as you ask when you manipulate someone.": "Otherworldly: You make your strangeness in other worlds work to your advantage in interpersonal situations. “I’m from another world” works as a reason for people to do as you ask when you manipulate someone.", + "A Multiverse of Friends: Three times per mystery, a friend you’ve made in an alternate universe can help one of you with a task as if they rolled 10+ to help out. They either manifest next to you for a moment or somehow are there in person. They can be bystanders from previous games or people from your backstories.": "A Multiverse of Friends: Three times per mystery, a friend you’ve made in an alternate universe can help one of you with a task as if they rolled 10+ to help out. They either manifest next to you for a moment or somehow are there in person. They can be bystanders from previous games or people from your backstories.", + "Determined Guardians: When one of the hunters protects a bystander, the target never takes harm: even on a miss, that bystander is totally safe. The hunter doing the protection still suffers the full effects of the roll result.": "Determined Guardians: When one of the hunters protects a bystander, the target never takes harm: even on a miss, that bystander is totally safe. The hunter doing the protection still suffers the full effects of the roll result.", + "Field Medics: When you treat an injured bystander, they are stabilised and well enough to manage until they can get proper medical attention. When you treat another hunter, pick if you heal 2-harm or stabilise them. Then they take +1 forward.": "Field Medics: When you treat an injured bystander, they are stabilised and well enough to manage until they can get proper medical attention. When you treat another hunter, pick if you heal 2-harm or stabilise them. Then they take +1 forward.", + "Checklists: Once per mystery, each hunter in need of a particular item may declare they have it. Narrate a flashback explaining why they thought to include it in their gear. If the item is especially rare, strange, or unusual (this is the Keeper’s call), then this move can’t be used again by any hunter until the next mystery.": "Checklists: Once per mystery, each hunter in need of a particular item may declare they have it. Narrate a flashback explaining why they thought to include it in their gear. If the item is especially rare, strange, or unusual (this is the Keeper’s call), then this move can’t be used again by any hunter until the next mystery.", + "Keep on Goin’: When you’re protecting bystanders from danger, any move that would prevent you from taking action due to harm, stress, or panic has its effect deferred. You can keep going for now, but once everyone is safe the full effects of what you’ve been through hit you.": "Keep on Goin’: When you’re protecting bystanders from danger, any move that would prevent you from taking action due to harm, stress, or panic has its effect deferred. You can keep going for now, but once everyone is safe the full effects of what you’ve been through hit you.", + "Shared Dangers: When you take a moment to share your worries and fears about a previous or upcoming battle with another hunter, you both choose one: heal 1-harm, or take +1 forward.": "Shared Dangers: When you take a moment to share your worries and fears about a previous or upcoming battle with another hunter, you both choose one: heal 1-harm, or take +1 forward.", + "Big Reveal: If most people around you don’t know about your secret identities, the first action you take in that scene that reveals those identities gets +1 forward. Bystanders and minions present freeze in surprise for a moment, giving you an opportunity to act before they can react.": "Big Reveal: If most people around you don’t know about your secret identities, the first action you take in that scene that reveals those identities gets +1 forward. Bystanders and minions present freeze in surprise for a moment, giving you an opportunity to act before they can react.", + "Affluent: You can get most gear easily. Specify what you need, assigning tags to the gear. If it’s a weapon, treat each harm beyond 2-harm as a separate tag; if it’s armour, treat each point of armour as a separate tag. Then roll +tags. On a miss, you get it easily. On a 7–9, you get it but raise some questions. On a 10+, either you don’t get it or you do but someone gets a clear clue about your secret identity.": "Affluent: You can get most gear easily. Specify what you need, assigning tags to the gear. If it’s a weapon, treat each harm beyond 2-harm as a separate tag; if it’s armour, treat each point of armour as a separate tag. Then roll +tags. On a miss, you get it easily. On a 7–9, you get it but raise some questions. On a 10+, either you don’t get it or you do but someone gets a clear clue about your secret identity.", + "Only When Necessary: If you manage to stop or destroy a minion without using any abilities or gear of your secret identity (including monster hunting weapons), each hunter involved marks experience. If it was a monster, mark two.": "Only When Necessary: If you manage to stop or destroy a minion without using any abilities or gear of your secret identity (including monster hunting weapons), each hunter involved marks experience. If it was a monster, mark two.", + "Shadow Selves: When one of you wants to be in two places at the same time, summon your shadow self in another place. Only one shadow self can per hunter exist at one time. The shadow self has a trait that allows others to distinguish it from you if they observe closely. Roll +Weird. On a 10+, hold 3. On a 7–9, hold 1. Spend holds to have your shadow self act as if it were you, but with –1 ongoing. When you spend the last hold, the shadow self dissolves in an obviously supernatural and unsettling way. On a miss, the shadow self appears for a moment and does something you really, really didn’t want them to do...": "Shadow Selves: When one of you wants to be in two places at the same time, summon your shadow self in another place. Only one shadow self can per hunter exist at one time. The shadow self has a trait that allows others to distinguish it from you if they observe closely. Roll +Weird. On a 10+, hold 3. On a 7–9, hold 1. Spend holds to have your shadow self act as if it were you, but with –1 ongoing. When you spend the last hold, the shadow self dissolves in an obviously supernatural and unsettling way. On a miss, the shadow self appears for a moment and does something you really, really didn’t want them to do...", + "Spending Money: If you get paid at the end of a mystery, each hunter adds 1-hold. Spend this hold in a later mystery narrate a flashback where you purchased the thing you need right now. It can be anything you could be carrying, something booked in advance (for example, a safe house or hotel room), or the use of a vehicle.": "Spending Money: If you get paid at the end of a mystery, each hunter adds 1-hold. Spend this hold in a later mystery narrate a flashback where you purchased the thing you need right now. It can be anything you could be carrying, something booked in advance (for example, a safe house or hotel room), or the use of a vehicle.", + "The B-Team: When you need to fortify a location or armour a vehicle, narrate a montage of your preparations. When you’re done, the location or vehicle provides 2-armour to all within it.": "The B-Team: When you need to fortify a location or armour a vehicle, narrate a montage of your preparations. When you’re done, the location or vehicle provides 2-armour to all within it.", + "Combat Training: When you help out another team member during combat, they may inflict +1 harm or suffer –1 harm in addition to the usual effects of your result.": "Combat Training: When you help out another team member during combat, they may inflict +1 harm or suffer –1 harm in addition to the usual effects of your result.", + "It’s Our Job: If a bystander has hired you, that counts as a reason when you manipulate them. This remains in effect in later mysteries. The Keeper may include other bystanders in the effect, if they’re part of a group you’re working for.": "It’s Our Job: If a bystander has hired you, that counts as a reason when you manipulate them. This remains in effect in later mysteries. The Keeper may include other bystanders in the effect, if they’re part of a group you’re working for.", + "The Good Ones: When you refuse to accept payment for a job, the client becomes an ally.": "The Good Ones: When you refuse to accept payment for a job, the client becomes an ally.", + "Yikes!: When a hunter is captured by a monster, minion, or phenomenon, they may ask one of the investigate a mystery or read a bad situation questions.": "Yikes!: When a hunter is captured by a monster, minion, or phenomenon, they may ask one of the investigate a mystery or read a bad situation questions.", + "Sensible Chuckle: When a hunter makes a joke (good or bad) at the expense of a monster, minion, or phenomenon, they may give another hunter on the team +1 forward.": "Sensible Chuckle: When a hunter makes a joke (good or bad) at the expense of a monster, minion, or phenomenon, they may give another hunter on the team +1 forward.", + "Earnest Do-gooders: When a hunter tells someone you are helping people and why, bystanders are more likely to do as you ask. The explanation always counts as a reason if you’re manipulating them to protect them or get them to help you.": "Earnest Do-gooders: When a hunter tells someone you are helping people and why, bystanders are more likely to do as you ask. The explanation always counts as a reason if you’re manipulating them to protect them or get them to help you.", + "Slapstick: When a hunter takes harm, they may instead have an embarrassing pratfall or accident that dodges the danger. Ignore the harm as established, and simply take 1-harm (which can’t be reduced or mitigated in any way). The hunter takes –1 forward.": "Slapstick: When a hunter takes harm, they may instead have an embarrassing pratfall or accident that dodges the danger. Ignore the harm as established, and simply take 1-harm (which can’t be reduced or mitigated in any way). The hunter takes –1 forward.", + "Disguises: When a hunter disguises themself, the disguise will not be questioned, until they do something to directly cast doubt on their appearance.": "Disguises: When a hunter disguises themself, the disguise will not be questioned, until they do something to directly cast doubt on their appearance.", + "Inventory Check: If you go looking for something that just might be in stock, roll +Weird. On a 10 or more, it’s there. On a 7–9, either you find it but there’s a cost, or you find something close enough. On a miss, you find something bad.": "Inventory Check: If you go looking for something that just might be in stock, roll +Weird. On a 10 or more, it’s there. On a 7–9, either you find it but there’s a cost, or you find something close enough. On a miss, you find something bad.", + "Corporate Database: If you use the company information systems to help investigate a mystery, take +1 hold. The Keeper tells you something disturbing you learn in addition to what you were looking for.": "Corporate Database: If you use the company information systems to help investigate a mystery, take +1 hold. The Keeper tells you something disturbing you learn in addition to what you were looking for.", + "Handbook: At the start of each mystery, each hunter may consult the employee handbook for advice. Roll a single die. On a 1, take –1 forward. On a 2, gain +1 forward to Charm. On a 3, gain +1 forward to Cool. On a 4, gain +1 forward to Sharp. On a 5, gain +1 forward to Tough. On a 6, gain +1 forward to Weird.": "Handbook: At the start of each mystery, each hunter may consult the employee handbook for advice. Roll a single die. On a 1, take –1 forward. On a 2, gain +1 forward to Charm. On a 3, gain +1 forward to Cool. On a 4, gain +1 forward to Sharp. On a 5, gain +1 forward to Tough. On a 6, gain +1 forward to Weird.", + "Uniforms: While you’re wearing your uniforms, your actions won’t be questioned unless you are indisputably out of place. For example, your burger restaurant uniforms won’t help you infiltrate a military base, and vice versa. The uniforms may also count as a reason when you try to manipulate someone.": "Uniforms: While you’re wearing your uniforms, your actions won’t be questioned unless you are indisputably out of place. For example, your burger restaurant uniforms won’t help you infiltrate a military base, and vice versa. The uniforms may also count as a reason when you try to manipulate someone.", + "Company Mascot: Take your corporate mascot as an ally. Pick one: a fellow employee with useful skills in the suit, or a supernatural being trying to keep under the radar. Decide what the mascot looks like.": "Company Mascot: Take your corporate mascot as an ally. Pick one: a fellow employee with useful skills in the suit, or a supernatural being trying to keep under the radar. Decide what the mascot looks like.", + "Earned Trust: People in your community know you, and know you mean well. They’ll generally believe what you tell them. If you ask them to do something for their own safety, they usually go along with it.": "Earned Trust: People in your community know you, and know you mean well. They’ll generally believe what you tell them. If you ask them to do something for their own safety, they usually go along with it.", + "Familiarity: When you’re checking out something in your community, you’ll always recognise right away if something has changed in an out-of-the-ordinary way. You can pick up things like a house suddenly quiet, a new tree in the park, or a stranger working at the corner store.": "Familiarity: When you’re checking out something in your community, you’ll always recognise right away if something has changed in an out-of-the-ordinary way. You can pick up things like a house suddenly quiet, a new tree in the park, or a stranger working at the corner store.", + "Domestic Wardings: You know how to protect houses from evil supernatural influences. All your homes are warded, and you may ward others too. It’s a big magic ritual requiring 24 hours, all the hunters, and a number of protective items that must be placed around the house. The wardings might be broken eventually by a concerted attack.": "Domestic Wardings: You know how to protect houses from evil supernatural influences. All your homes are warded, and you may ward others too. It’s a big magic ritual requiring 24 hours, all the hunters, and a number of protective items that must be placed around the house. The wardings might be broken eventually by a concerted attack.", + "Backyard Allies: You’ve made friends with some feral or wild animals that are smarter than normal—perhaps modern nature spirits? In any case, they can scout and spy for you, and it’s unlikely anyone will pay attention to them. They might ask you for favours too, now and then.": "Backyard Allies: You’ve made friends with some feral or wild animals that are smarter than normal—perhaps modern nature spirits? In any case, they can scout and spy for you, and it’s unlikely anyone will pay attention to them. They might ask you for favours too, now and then.", + "Craft Circle: Whenever you need a physical item as a magical requirement, you can craft a substitute together. All the hunters must take part, and you’ll need a few hours. You can replace one requirement per spell this way.": "Craft Circle: Whenever you need a physical item as a magical requirement, you can craft a substitute together. All the hunters must take part, and you’ll need a few hours. You can replace one requirement per spell this way.", + "Hit It!: If you all have your instruments ready, start playing one of your songs. Everyone and everything within earshot pauses for a moment.": "Hit It!: If you all have your instruments ready, start playing one of your songs. Everyone and everything within earshot pauses for a moment.", + "Sacred Songs of Power: You may substitute “play a mystical song” for any one use magic or big magic requirement. For use magic, one person needs to perform the song. For big magic, it must be at least two of you.": "Sacred Songs of Power: You may substitute “play a mystical song” for any one use magic or big magic requirement. For use magic, one person needs to perform the song. For big magic, it must be at least two of you.", + "Famous: You’re well known. Everywhere you go, you may call up your fans. They are a temporary ally group, type: backup (motivation: to stand with you). There will be a lot of them, but they’re just regular people—good at creating a distraction but not fighting monsters.": "Famous: You’re well known. Everywhere you go, you may call up your fans. They are a temporary ally group, type: backup (motivation: to stand with you). There will be a lot of them, but they’re just regular people—good at creating a distraction but not fighting monsters.", + "In the Groove: When you’re engaged in desperate physical action, and you describe how your move sets up another member of the band, they take +1 forward.": "In the Groove: When you’re engaged in desperate physical action, and you describe how your move sets up another member of the band, they take +1 forward.", + "Healing Vibe: Whenever the band plays a gig (no matter how big or small—there just needs to be an audience), each band member and every member of the audience either unmarks unstable or heals 1-harm.": "Healing Vibe: Whenever the band plays a gig (no matter how big or small—there just needs to be an audience), each band member and every member of the audience either unmarks unstable or heals 1-harm.", + "Something Rotten: When investigating a mystery and rolling a 7+, you can ask “How does this relate to the bad things I suspect about my organisation?” in addition to one of the usual questions.": "Something Rotten: When investigating a mystery and rolling a 7+, you can ask “How does this relate to the bad things I suspect about my organisation?” in addition to one of the usual questions.", + "Organisation’s Help: When you ask for the organisation’s help—gear, intel, or personnel—tell your superiors why you need it and roll +Charm. On a 10+, you get what you asked for. On a 7–9, you get it, but sooner or later the organisation will check up on you. On a miss, they don’t give it to you and someone in the organisation learns of your true intentions if you didn’t state them.": "Organisation’s Help: When you ask for the organisation’s help—gear, intel, or personnel—tell your superiors why you need it and roll +Charm. On a 10+, you get what you asked for. On a 7–9, you get it, but sooner or later the organisation will check up on you. On a miss, they don’t give it to you and someone in the organisation learns of your true intentions if you didn’t state them.", + "Specialized: Each of you can get +1 to a single rating (maximum +3) at the cost of –1 to a different rating (minimum –2).": "Specialized: Each of you can get +1 to a single rating (maximum +3) at the cost of –1 to a different rating (minimum –2).", + "Coordinated: Training in the organisation made you especially adept at helping each other. Your team holds 3 at the beginning at each mystery. Each of you can spend 1 to get +1 forward to help out and give the one you help +2 instead of +1 if your move is successful.": "Coordinated: Training in the organisation made you especially adept at helping each other. Your team holds 3 at the beginning at each mystery. Each of you can spend 1 to get +1 forward to help out and give the one you help +2 instead of +1 if your move is successful.", + "Power Dynamics: Add “Who’s the boss here?” and “Who doesn’t want to be a part of this?” to the list of your questions for read a bad situation and investigate a mystery.": "Power Dynamics: Add “Who’s the boss here?” and “Who doesn’t want to be a part of this?” to the list of your questions for read a bad situation and investigate a mystery.", + "Always on the Run: When you enter a new location, one of you can ask either “What’s the best way to hide here” or “What would be the best way to escape from here?” When you act on the answers, you get +1 ongoing, just as if it was a read a bad situation question.": "Always on the Run: When you enter a new location, one of you can ask either “What’s the best way to hide here” or “What would be the best way to escape from here?” When you act on the answers, you get +1 ongoing, just as if it was a read a bad situation question.", + "You Can’t Take Us: Once per mystery, each of you can treat a protect someone roll as if you rolled a 12.": "You Can’t Take Us: Once per mystery, each of you can treat a protect someone roll as if you rolled a 12.", + "Ride with the Thunder: When you race against someone having a comparable speed, you always win. When you race against someone faster or against the Wild Hunt, you can use magic to win anyway.": "Ride with the Thunder: When you race against someone having a comparable speed, you always win. When you race against someone faster or against the Wild Hunt, you can use magic to win anyway.", + "Sense of the Hunt: When a monster hunts a mortal in the area where you are (up to about 2 miles), you sense it, but without any details. You can read a bad situation to get more info on this situation, but if you fail, you get –1 ongoing to helping the hunted mortals.": "Sense of the Hunt: When a monster hunts a mortal in the area where you are (up to about 2 miles), you sense it, but without any details. You can read a bad situation to get more info on this situation, but if you fail, you get –1 ongoing to helping the hunted mortals.", + "Legend Amongst Monsters: Each of you can manipulate monsters as if you had the Dark Negotiator move. If you fail an investigate a mystery move, the monster learns it’s investigated by those who escaped the Wild Hunt.": "Legend Amongst Monsters: Each of you can manipulate monsters as if you had the Dark Negotiator move. If you fail an investigate a mystery move, the monster learns it’s investigated by those who escaped the Wild Hunt.", + "Assets": "Assets", + "Choose from these available assets. If there are two boxes, you need to mark both to earn that asset. (If you are making partial progress towards taking a two-box asset, mark the leftmost box first.)": "Choose from these available assets. If there are two boxes, you need to mark both to earn that asset. (If you are making partial progress towards taking a two-box asset, mark the leftmost box first.)", + "Mobile Base: A helicopter, aeroplane, truck, or bus with facilities and mystery investigation supplies on board.": "Mobile Base: A helicopter, aeroplane, truck, or bus with facilities and mystery investigation supplies on board.", + "Individual Transport: Each mission, a regular car, motorbike, or bicycle is assigned to every team member.": "Individual Transport: Each mission, a regular car, motorbike, or bicycle is assigned to every team member.", + "R&D Access: Your team is issued with a useful high technology experiment from R&D each mission. The Keeper decides what it is (always useful, usually with problematic side effects).": "R&D Access: Your team is issued with a useful high technology experiment from R&D each mission. The Keeper decides what it is (always useful, usually with problematic side effects).", + "Headquarters: A relatively secure space to use as a base in a Bureau regional facility. Everything you need to prepare for mysteries is here, and it’s quite secure.": "Headquarters: A relatively secure space to use as a base in a Bureau regional facility. Everything you need to prepare for mysteries is here, and it’s quite secure.", + "Sky Scanners: You have access to a scanning network that will alert you to strange events coming from space. This includes weird phenomena as well as UFOs.": "Sky Scanners: You have access to a scanning network that will alert you to strange events coming from space. This includes weird phenomena as well as UFOs.", + "Workshop: A big space for craft and repair projects, with plenty of tools and materials.": "Workshop: A big space for craft and repair projects, with plenty of tools and materials.", + "Disguise Kits: Contains costumes, makeup, and other supplies for a quick change of appearance.": "Disguise Kits: Contains costumes, makeup, and other supplies for a quick change of appearance.", + "Housing: Each member of the team is assigned a one-bedroom apartment in a generic housing project. All the apartments are exactly the same, down to scuff marks on the door.": "Housing: Each member of the team is assigned a one-bedroom apartment in a generic housing project. All the apartments are exactly the same, down to scuff marks on the door.", + "Rapid Response Pods: When any member of the team needs to get to a mission site quickly, a rapid response pod appears next to them. Enter the pod, and a short uncomfortable trip will place you where you need to be. What do the pods look like? How do they appear?": "Rapid Response Pods: When any member of the team needs to get to a mission site quickly, a rapid response pod appears next to them. Enter the pod, and a short uncomfortable trip will place you where you need to be. What do the pods look like? How do they appear?", + "Custom:": "Custom:", + "Individual Transport: A regular car, motorbike, or bicycle for every team member.": "Individual Transport: A regular car, motorbike, or bicycle for every team member.", + "Mobile Base: A truck or bus with bunks and mystery investigation supplies on board.": "Mobile Base: A truck or bus with bunks and mystery investigation supplies on board.", + "Credentials: Real, or as-good-as-real, identification that gets you access to law enforcement and other official contacts.": "Credentials: Real, or as-good-as-real, identification that gets you access to law enforcement and other official contacts.", + "Lair: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen.": "Lair: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen.", + "Hunter Roadhouses: A network of bars, diners, and motels where you can safely meet other monster hunters. Many are run by retired hunters.": "Hunter Roadhouses: A network of bars, diners, and motels where you can safely meet other monster hunters. Many are run by retired hunters.", + "Tool Kit: One or two of your vehicles carry tool kits. You have most tools you’ll need to repair or build something.": "Tool Kit: One or two of your vehicles carry tool kits. You have most tools you’ll need to repair or build something.", + "Mystical Ingredients Cabinet: A box with a wide range of frequently useful supplies for magic rituals.": "Mystical Ingredients Cabinet: A box with a wide range of frequently useful supplies for magic rituals.", + "Slush Fund: The team has access to a bank account that can pay for their day to day needs while monster hunting, and stretches to a big purchase every now and then. Where did it come from?": "Slush Fund: The team has access to a bank account that can pay for their day to day needs while monster hunting, and stretches to a big purchase every now and then. Where did it come from?", + "Armoury: One of your cars has a well-stocked weapons chest. Each mystery, every hunter may take one extra regular weapon. Also once per mystery, one hunter may ask the Keeper if the armoury has a particular special weapon: if yes, you can take it; if no, take +1 forward.": "Armoury: One of your cars has a well-stocked weapons chest. Each mystery, every hunter may take one extra regular weapon. Also once per mystery, one hunter may ask the Keeper if the armoury has a particular special weapon: if yes, you can take it; if no, take +1 forward.", + "Field Medics: You have enough supplies and training to treat one hunter per night as if they’d had a proper doctor or trip to the emergency room.": "Field Medics: You have enough supplies and training to treat one hunter per night as if they’d had a proper doctor or trip to the emergency room.", + "The Prophecies: A guidebook of all the visions about the Chosen One, to help you navigate your destiny (they’re pretty hard to decipher).": "The Prophecies: A guidebook of all the visions about the Chosen One, to help you navigate your destiny (they’re pretty hard to decipher).", + "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen.": "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen.", + "Mystical Workroom: A space set aside for magical operations. It can stand in for one requirement of a use magic or big magic move.": "Mystical Workroom: A space set aside for magical operations. It can stand in for one requirement of a use magic or big magic move.", + "Innocent Front: You have access to a regular business or institution. This means that your monster hunting hijinks can be concealed to an extent from your friends, family, and colleagues. For example: a cafe, a library, an antique store, etc.": "Innocent Front: You have access to a regular business or institution. This means that your monster hunting hijinks can be concealed to an extent from your friends, family, and colleagues. For example: a cafe, a library, an antique store, etc.", + "Regular Jobs: You have access to a place of employment for any of the hunters who need it. You earn enough to cover regular day-to-day expenses, and there’s time to fit in monster hunting around your hours.": "Regular Jobs: You have access to a place of employment for any of the hunters who need it. You earn enough to cover regular day-to-day expenses, and there’s time to fit in monster hunting around your hours.", + "Cameras and Recording Gear: You have a big collection of cameras and other recording devices that you can use during your investigations.": "Cameras and Recording Gear: You have a big collection of cameras and other recording devices that you can use during your investigations.", + "Primaeval Monument: An ancient site marking where access between worlds is easiest.": "Primaeval Monument: An ancient site marking where access between worlds is easiest.", + "Portal: A stable portal to either a particular world, or a between-worlds nexus. It is hidden, but any entity that finds either side may use it just like you can. Where is it hidden?": "Portal: A stable portal to either a particular world, or a between-worlds nexus. It is hidden, but any entity that finds either side may use it just like you can. Where is it hidden?", + "Exploration Gear: You’re never sure what you may find in another world. Your group has a storeroom full of all kinds of exploring and outdoor gear and clothing to use.": "Exploration Gear: You’re never sure what you may find in another world. Your group has a storeroom full of all kinds of exploring and outdoor gear and clothing to use.", + "Skywarden: A high tech transport aircraft that has all your essential gear on board and acts as your base on mission assignments. If you have the rapid deployment move, the Skywarden is upgraded with supersonic engines.": "Skywarden: A high tech transport aircraft that has all your essential gear on board and acts as your base on mission assignments. If you have the rapid deployment move, the Skywarden is upgraded with supersonic engines.", + "Individual Transport: Electric motorbikes for every team member.": "Individual Transport: Electric motorbikes for every team member.", + "Search and Rescue Gear: A selection of useful tools for locating and rescuing people in disaster zones.": "Search and Rescue Gear: A selection of useful tools for locating and rescuing people in disaster zones.", + "Headquarters: A relatively secure space allocated to you in IMPS headquarters. There’s room for all your gear, and includes full living quarters.": "Headquarters: A relatively secure space allocated to you in IMPS headquarters. There’s room for all your gear, and includes full living quarters.", + "Workshop: A big space for craft and repair projects, with plenty of technicians, tools, and materials.": "Workshop: A big space for craft and repair projects, with plenty of technicians, tools, and materials.", + "Medical Supplies: Everyone carries a first aid kit, and you have enough for a fully equipped infirmary back at your base or homes.": "Medical Supplies: Everyone carries a first aid kit, and you have enough for a fully equipped infirmary back at your base or homes.", + "Fancy High Tech Uniforms: Complete with built-in gadgets.": "Fancy High Tech Uniforms: Complete with built-in gadgets.", + "Housing: A pleasant house for each team member and their family, provided by IMPS for when you’re off-duty. This may be anywhere in the world.": "Housing: A pleasant house for each team member and their family, provided by IMPS for when you’re off-duty. This may be anywhere in the world.", + "World-jumping Base: A small vehicle or building with bunks and mystery investigation supplies on board.": "World-jumping Base: A small vehicle or building with bunks and mystery investigation supplies on board.", + "Translator: A high tech or arcane universal translator.": "Translator: A high tech or arcane universal translator.", + "Stealth Module: A device automatically changing the looks of your gear and vehicles to match the world you’re in.": "Stealth Module: A device automatically changing the looks of your gear and vehicles to match the world you’re in.", + "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen. Can’t travel between worlds, but you know a big magic ritual to come back here from any world. Invent details with the Keeper.": "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen. Can’t travel between worlds, but you know a big magic ritual to come back here from any world. Invent details with the Keeper.", + "Clothes: Clothes for any weather, including extreme ones.": "Clothes: Clothes for any weather, including extreme ones.", + "Published Book Series: A successful book series written by some or all of you based on your visits to other worlds.": "Published Book Series: A successful book series written by some or all of you based on your visits to other worlds.", + "Crystal Ball: A crystal ball always showing the most breathtaking sight in the area you’re in.": "Crystal Ball: A crystal ball always showing the most breathtaking sight in the area you’re in.", + "Mystical workroom: A space set aside for magical operations. It can stand in for one requirement of a use magic or big magic move.": "Mystical workroom: A space set aside for magical operations. It can stand in for one requirement of a use magic or big magic move.", + "Survival Gear: You’re all well-prepped with supplies for a disaster or emergency situation. Protective gear, tools, food and water, etc.": "Survival Gear: You’re all well-prepped with supplies for a disaster or emergency situation. Protective gear, tools, food and water, etc.", + "Hideouts: Each hunter has a hidden, safe place set up where they can retreat in an emergency. This could be an isolated cabin or bunker, a safe house, or a panic room (whichever makes sense for your hunter).": "Hideouts: Each hunter has a hidden, safe place set up where they can retreat in an emergency. This could be an isolated cabin or bunker, a safe house, or a panic room (whichever makes sense for your hunter).", + "Mobile Hideaway: A truck with bunks and mystery investigation supplies on board.": "Mobile Hideaway: A truck with bunks and mystery investigation supplies on board.", + "Individual Transport: A fancy car or motorbike for every team member.": "Individual Transport: A fancy car or motorbike for every team member.", + "Getaway: A place where you rest from everything, with no monster hunting gear but extremely difficult to find by mundane and magical means.": "Getaway: A place where you rest from everything, with no monster hunting gear but extremely difficult to find by mundane and magical means.", + "Headquarters: A base people from neither your public nor your secret life will find easily. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen.": "Headquarters: A base people from neither your public nor your secret life will find easily. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen.", + "Memorabilia: A collection of important memorabilia connected to the city’s past and two big magic rituals that need only them and up to two other requirements. Determine what the rituals do as a group.": "Memorabilia: A collection of important memorabilia connected to the city’s past and two big magic rituals that need only them and up to two other requirements. Determine what the rituals do as a group.", + "Secure Phones: A set of phones with advanced voice distortion and location concealment options. Tracking a call from these requires days of work.": "Secure Phones: A set of phones with advanced voice distortion and location concealment options. Tracking a call from these requires days of work.", + "Funds: Lots of money on bank accounts connected to untraceable credit cards.": "Funds: Lots of money on bank accounts connected to untraceable credit cards.", + "Mobile Base: A van, truck, or bus with bunks and mystery investigation supplies on board.": "Mobile Base: A van, truck, or bus with bunks and mystery investigation supplies on board.", + "The Grapevine: A network of contacts who pass on job leads.": "The Grapevine: A network of contacts who pass on job leads.", + "Secure Homes: Located somewhere you have a special relationship, you all have houses and bank accounts that provide a base when you’re off the job.": "Secure Homes: Located somewhere you have a special relationship, you all have houses and bank accounts that provide a base when you’re off the job.", + "Credentials: Monster hunting licenses and visa waivers that allow you to do your job and travel legitimately.": "Credentials: Monster hunting licenses and visa waivers that allow you to do your job and travel legitimately.", + "High Tech Gadgets: A supply of various monster scanners and detectors.": "High Tech Gadgets: A supply of various monster scanners and detectors.", + "Armoury: A cache of monster hunting weapons.": "Armoury: A cache of monster hunting weapons.", + "Mystery Van: A van with all your mystery investigation supplies on board.": "Mystery Van: A van with all your mystery investigation supplies on board.", + "Individual Transport: A skateboard, scooter, pair of skates, or bicycle for every team member.": "Individual Transport: A skateboard, scooter, pair of skates, or bicycle for every team member.", + "Gadgets: Paranormal investigation gadgets.": "Gadgets: Paranormal investigation gadgets.", + "Clubhouse: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and make a snack.": "Clubhouse: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and make a snack.", + "Mystical Workroom: a space set aside for magical operations. It can stand in for one requirement of a use magic or big magic move.": "Mystical Workroom: a space set aside for magical operations. It can stand in for one requirement of a use magic or big magic move.", + "Disguises: A trunk full of disguises.": "Disguises: A trunk full of disguises.", + "Library: Library of useful reference books.": "Library: Library of useful reference books.", + "IDs: Official junior deputy Suburban Watch Group volunteer badges.": "IDs: Official junior deputy Suburban Watch Group volunteer badges.", + "Backrooms: You’ve set out a relatively secure space in the back rooms. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen. It’s currently listed as “unused: permanent” so you should be left alone in there.": "Backrooms: You’ve set out a relatively secure space in the back rooms. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen. It’s currently listed as “unused: permanent” so you should be left alone in there.", + "Steam Tunnels: Accessed from your workplace, these allow you to get in and out without being seen. They also connect to the wider city infrastructure.": "Steam Tunnels: Accessed from your workplace, these allow you to get in and out without being seen. They also connect to the wider city infrastructure.", + "Security Access: You can look at the security camera feeds and records. These cover the entire store floor, secure areas, and the outside of the building.": "Security Access: You can look at the security camera feeds and records. These cover the entire store floor, secure areas, and the outside of the building.", + "Ritual Space: A space set aside for magical operations. It can stand in for one requirement of a use magic or big magic move. Decide where in the workplace it is located.": "Ritual Space: A space set aside for magical operations. It can stand in for one requirement of a use magic or big magic move. Decide where in the workplace it is located.", + "The Occult Section: Your workplace has a stock of mystical supplies. Sometimes you can find specific monster hunting supplies or ritual requirements there.": "The Occult Section: Your workplace has a stock of mystical supplies. Sometimes you can find specific monster hunting supplies or ritual requirements there.", + "Warding Glyphs: Mystical enchantments on the workplace prevent hostile magic targeting it from the outside, and alert all team members if a supernatural being enters.": "Warding Glyphs: Mystical enchantments on the workplace prevent hostile magic targeting it from the outside, and alert all team members if a supernatural being enters.", + "Lost Property & Returns: You can find all sorts of stuff in here, some of it useful.": "Lost Property & Returns: You can find all sorts of stuff in here, some of it useful.", + "Oracle Stone: A mystical scrying gem. At the beginning of each mystery, you may consult it—ask any question. The Keeper will answer with something true and useful, but they may make the answer difficult to understand.": "Oracle Stone: A mystical scrying gem. At the beginning of each mystery, you may consult it—ask any question. The Keeper will answer with something true and useful, but they may make the answer difficult to understand.", + "SWG Radio Network: a set of devices that allow you to easily talk to the rest of the SWG (as well as the base stations at your homes/the SWG headquarters).": "SWG Radio Network: a set of devices that allow you to easily talk to the rest of the SWG (as well as the base stations at your homes/the SWG headquarters).", + "Sacred Site: A place outdoors that has a reservoir of magical power. The Keeper always considers this site when a magical ritual requires a particular place.": "Sacred Site: A place outdoors that has a reservoir of magical power. The Keeper always considers this site when a magical ritual requires a particular place.", + "Infirmary: You have access to a doctor’s surgery or other suitable first aid office. You may use it for regular treatment of injuries, no questions asked.": "Infirmary: You have access to a doctor’s surgery or other suitable first aid office. You may use it for regular treatment of injuries, no questions asked.", + "Tour Bus: A truck or bus with bunks, your gear, and mystery investigation supplies on board.": "Tour Bus: A truck or bus with bunks, your gear, and mystery investigation supplies on board.", + "Individual Transport: A fancy car, motorbike, or bicycle for every team member.": "Individual Transport: A fancy car, motorbike, or bicycle for every team member.", + "Home Venue: You have a regular booking at a venue, and get on well with the owners. You’re always welcome there, and can be sure to find fans or friends there whenever its open.": "Home Venue: You have a regular booking at a venue, and get on well with the owners. You’re always welcome there, and can be sure to find fans or friends there whenever its open.", + "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep, practice, and cook.": "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep, practice, and cook.", + "Private Jet: You have a more-or-less fancy private jet (and crew) at your disposal.": "Private Jet: You have a more-or-less fancy private jet (and crew) at your disposal.", + "Studio: You have your own recording studio and record label. It’s either a big house in the country or big slice of a building in the city. It’s equipped with gear and staff. This is a good place for any other location-based assets to live.": "Studio: You have your own recording studio and record label. It’s either a big house in the country or big slice of a building in the city. It’s equipped with gear and staff. This is a good place for any other location-based assets to live.", + "Cameras and Recording Gear: You have a big collection of cameras and other recording devices that you can use during your investigations. Your crew also includes people who can operate them for you.": "Cameras and Recording Gear: You have a big collection of cameras and other recording devices that you can use during your investigations. Your crew also includes people who can operate them for you.", + "Office Space: Private offices in the organisation’s headquarters.": "Office Space: Private offices in the organisation’s headquarters.", + "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen. The organisation knows about it but has no direct influence over it.": "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen. The organisation knows about it but has no direct influence over it.", + "Fake IDs: Fake government IDs.": "Fake IDs: Fake government IDs.", + "More Fake IDs: Fake organisation IDs for other members or different jobs.": "More Fake IDs: Fake organisation IDs for other members or different jobs.", + "Cameras and Recording Gear: Miniature cameras and recording devices.": "Cameras and Recording Gear: Miniature cameras and recording devices.", + "Fae Horses: One for every team member. They fly, but if people start gossiping about flying horses, the Wild Hunt will surely hear of this.": "Fae Horses: One for every team member. They fly, but if people start gossiping about flying horses, the Wild Hunt will surely hear of this.", + "Map: A map of the Wild Hunt’s activities.": "Map: A map of the Wild Hunt’s activities.", + "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen. The Wild Hunt won’t learn about this base unless you stay there for a very long time.": "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen. The Wild Hunt won’t learn about this base unless you stay there for a very long time.", + "Disguises: A set of disguises.": "Disguises: A set of disguises.", + "Diversions: A box of smoke bombs and other distractions (0-harm close obscure vision).": "Diversions: A box of smoke bombs and other distractions (0-harm close obscure vision).", + "Fae Cosmetics and Makeup: Better than anything humans can produce.": "Fae Cosmetics and Makeup: Better than anything humans can produce.", + "Improvement": "Improvement", + "At the end of each session, answer your Style question (below). If yes, gain one improvement mark. If yes and it came up a lot, gain two improvement marks.": "At the end of each session, answer your Style question (below). If yes, gain one improvement mark. If yes and it came up a lot, gain two improvement marks.", + "When you fill in the improvement box, clear the improvement track and choose one of these:": "When you fill in the improvement box, clear the improvement track and choose one of these:", + "Gain a new team move.": "Gain a new team move.", + "Gain a new team ally.": "Gain a new team ally.", + "Gain two new asset selections.": "Gain two new asset selections.", + "Make the next mystery about your team enemy, giving you a chance to interfere in their plans.": "Make the next mystery about your team enemy, giving you a chance to interfere in their plans.", + "Make the next mystery about the organisation or its bad apples, giving you a chance to interfere in their plans.": "Make the next mystery about the organisation or its bad apples, giving you a chance to interfere in their plans.", + "Make the next mystery about the Wild Hunt, giving you a chance to weaken or confuse them.": "Make the next mystery about the Wild Hunt, giving you a chance to weaken or confuse them.", + "Style": "Style", + "Pick one of these styles (and the associated improvement question):": "Pick one of these styles (and the associated improvement question):", + "Hush: At the end of each session, ask: “Did we suppress knowledge of monsters and the supernatural?”": "Hush: At the end of each session, ask: “Did we suppress knowledge of monsters and the supernatural?”", + "The Greater Good: At the end of each session, ask: “Did we protect civilian lives?”": "The Greater Good: At the end of each session, ask: “Did we protect civilian lives?”", + "By Any Means Necessary: At the end of each session, ask: “Did we stop the problem, regardless of the cost?”": "By Any Means Necessary: At the end of each session, ask: “Did we stop the problem, regardless of the cost?”", + "Custom: What’s your story?": "Custom: What’s your story?", + "At the end of each session, ask:": "At the end of each session, ask:", + "Family: You’re all family, or as good as. At the end of each session, ask: “Did we talk about—or pointedly not talk about—something that was troubling a team member?”": "Family: You’re all family, or as good as. At the end of each session, ask: “Did we talk about—or pointedly not talk about—something that was troubling a team member?”", + "Vocation: Someone has to do it, and you happened to be able. At the end of each session, ask: “Did we save the people we went there to protect?”": "Vocation: Someone has to do it, and you happened to be able. At the end of each session, ask: “Did we save the people we went there to protect?”", + "Excitement: Monster hunting sure is a new thrill every time. At the end of each session, ask: “Did we take extremely dangerous risks?”": "Excitement: Monster hunting sure is a new thrill every time. At the end of each session, ask: “Did we take extremely dangerous risks?”", + "First among Equals: Sure, one of us is chosen by destiny, but we all play our part. At the end of each session, ask: “Did we all contribute in our own way to solve the mystery?”": "First among Equals: Sure, one of us is chosen by destiny, but we all play our part. At the end of each session, ask: “Did we all contribute in our own way to solve the mystery?”", + "Sworn Guardians: The rest of us made a solemn oath to help the Chosen One. At the end of each session, ask: “Did we save the Chosen One from serious harm?”": "Sworn Guardians: The rest of us made a solemn oath to help the Chosen One. At the end of each session, ask: “Did we save the Chosen One from serious harm?”", + "Fate’s Rebels: Screw destiny! At the end of each session, ask: “Did we fight against fate and prophecies, no matter the cost?”": "Fate’s Rebels: Screw destiny! At the end of each session, ask: “Did we fight against fate and prophecies, no matter the cost?”", + "Ancient Oath: You are the holders of an ancient obligation to guard the world’s border. Decide what the oath requires of you. At the end of each session, ask: “Did we hold to our oath?”": "Ancient Oath: You are the holders of an ancient obligation to guard the world’s border. Decide what the oath requires of you. At the end of each session, ask: “Did we hold to our oath?”", + "The oath:": "The oath:", + "Wrong Place, Wrong Time: You were there to stop the first incursion, and now feel obliged to prevent anything else coming through. At the end of each session, ask: “Did we protect the world from what lies beyond?”": "Wrong Place, Wrong Time: You were there to stop the first incursion, and now feel obliged to prevent anything else coming through. At the end of each session, ask: “Did we protect the world from what lies beyond?”", + "Born & Raised: You all grew up, or settled, here. Dimensional incursions are a part of life, even if a lot of people don’t like to admit it. At the end of each session, ask: “Did we look after our normal relationships with friends and families?”": "Born & Raised: You all grew up, or settled, here. Dimensional incursions are a part of life, even if a lot of people don’t like to admit it. At the end of each session, ask: “Did we look after our normal relationships with friends and families?”", + "Hush: At the end of each session, ask: “Did we save the day without making the news or creating a ruckus?”": "Hush: At the end of each session, ask: “Did we save the day without making the news or creating a ruckus?”", + "Rescuers: At the end of each session, ask: “Did we save people from harm, no matter how much property damage?”": "Rescuers: At the end of each session, ask: “Did we save people from harm, no matter how much property damage?”", + "Superstars: At the end of each session, ask: “Did our reputation as elite monster hunters come up during the mystery?”": "Superstars: At the end of each session, ask: “Did our reputation as elite monster hunters come up during the mystery?”", + "Well-prepared: You keep track of worlds that might need monster hunting help and have procedures for reaching and helping them. At the end of each session, ask: “Did things go according to our plans?”": "Well-prepared: You keep track of worlds that might need monster hunting help and have procedures for reaching and helping them. At the end of each session, ask: “Did things go according to our plans?”", + "Led by Fate: The universe wants you to help where you’re needed most. At the end of each session, ask: “Do we understand our place in the multiverse better now?”": "Led by Fate: The universe wants you to help where you’re needed most. At the end of each session, ask: “Do we understand our place in the multiverse better now?”", + "Accidental Heroes: You always end up where you’re needed because of magical mishaps and weird coincidences. At the end of each session, ask: “Did we make use of a coincidence or unexpected resource?”": "Accidental Heroes: You always end up where you’re needed because of magical mishaps and weird coincidences. At the end of each session, ask: “Did we make use of a coincidence or unexpected resource?”", + "We’re Prepared for Next Time: At the end of each session, ask: “Did our planning ahead save the day?”": "We’re Prepared for Next Time: At the end of each session, ask: “Did our planning ahead save the day?”", + "Fatalists: One day our times will come. Until then we fight. At the end of each session, ask: “Did we throw ourselves into danger to save the day?”": "Fatalists: One day our times will come. Until then we fight. At the end of each session, ask: “Did we throw ourselves into danger to save the day?”", + "Wardens: We won’t let what happened to us happen to anyone else. At the end of each session, ask: “Did we save people, no matter the cost?”": "Wardens: We won’t let what happened to us happen to anyone else. At the end of each session, ask: “Did we save people, no matter the cost?”", + "Greater Good: You find your secret monster hunting lives more important than your mundane social roles. At the end of each session, ask: “Did we choose the more important obligation?”": "Greater Good: You find your secret monster hunting lives more important than your mundane social roles. At the end of each session, ask: “Did we choose the more important obligation?”", + "The Only Ones: You’re the only ones capable enough to protect those around you from supernatural threats. At the end of each session, ask: “Did we do something nobody else in our society could do?”": "The Only Ones: You’re the only ones capable enough to protect those around you from supernatural threats. At the end of each session, ask: “Did we do something nobody else in our society could do?”", + "An Ancient Tradition: You’ve inherited your double role from family or mentors. At the end of each session, ask: “Have we done something that would make our predecessors proud?”": "An Ancient Tradition: You’ve inherited your double role from family or mentors. At the end of each session, ask: “Have we done something that would make our predecessors proud?”", + "Secret Mission: You are all devoted to a particular goal, using “mercenary monster hunter team” as your cover. What’s your objective? At the end of each session, ask: “Did we get closer to our goal?” If you achieve the objective, choose a new one or change to a new style. Your objective:": "Secret Mission: You are all devoted to a particular goal, using “mercenary monster hunter team” as your cover. What’s your objective? At the end of each session, ask: “Did we get closer to our goal?” If you achieve the objective, choose a new one or change to a new style. Your objective:", + "Goal-Oriented: At the end of each session, ask: “Did we fulfil the exact mission requested, without extra work?”": "Goal-Oriented: At the end of each session, ask: “Did we fulfil the exact mission requested, without extra work?”", + "Hearts of Gold: At the end of each session, ask: “Did we refuse to accept money from someone we saved?”": "Hearts of Gold: At the end of each session, ask: “Did we refuse to accept money from someone we saved?”", + "Wholesome: At the end of each session, ask: “Did we succeed by believing in each other and using our individual strengths?”": "Wholesome: At the end of each session, ask: “Did we succeed by believing in each other and using our individual strengths?”", + "Comical: At the end of each session, ask: “Did we do something really funny?”": "Comical: At the end of each session, ask: “Did we do something really funny?”", + "Cool: At the end of each session, ask: “Did we save the day, with style?”": "Cool: At the end of each session, ask: “Did we save the day, with style?”", + "Big Store: At the end of each session, ask: “Did we deal with any supernatural problems without management noticing?”": "Big Store: At the end of each session, ask: “Did we deal with any supernatural problems without management noticing?”", + "Security Team: At the end of each session, ask: “Did we keep people safe?”": "Security Team: At the end of each session, ask: “Did we keep people safe?”", + "Emergency Response: At the end of each session, ask: “Did we solve anyone’s problems?”": "Emergency Response: At the end of each session, ask: “Did we solve anyone’s problems?”", + "Thrown in the Deep End: You started out knowing nothing about the supernatural, and you’re still catching up. At the end of each session, ask: “Did we learn something new about the supernatural world?”": "Thrown in the Deep End: You started out knowing nothing about the supernatural, and you’re still catching up. At the end of each session, ask: “Did we learn something new about the supernatural world?”", + "Protectors: It’s all about looking after people. At the end of each session, ask: “Did we prevent harm in our community?”": "Protectors: It’s all about looking after people. At the end of each session, ask: “Did we prevent harm in our community?”", + "Cosy Coven: You were never strangers to the supernatural, but nobody else suspects it. At the end of each session, ask: “Did we help with our supernatural powers, undetected?”": "Cosy Coven: You were never strangers to the supernatural, but nobody else suspects it. At the end of each session, ask: “Did we help with our supernatural powers, undetected?”", + "Rock: At the end of each session, ask: “Did we lay the smackdown on some evildoers?”": "Rock: At the end of each session, ask: “Did we lay the smackdown on some evildoers?”", + "Punk: At the end of each session, ask: “Did we fight for the downtrodden?”": "Punk: At the end of each session, ask: “Did we fight for the downtrodden?”", + "Pop: At the end of each session, ask: “Did we look awesome?”": "Pop: At the end of each session, ask: “Did we look awesome?”", + "Metal: At the end of each session, ask: “Did we battle gloriously?”": "Metal: At the end of each session, ask: “Did we battle gloriously?”", + "Hip-hop: At the end of each session, ask: “Did we improve things for the local community?”": "Hip-hop: At the end of each session, ask: “Did we improve things for the local community?”", + "Folk: At the end of each session, ask: “Did we learn about local history and folklore?”": "Folk: At the end of each session, ask: “Did we learn about local history and folklore?”", + "Country: At the end of each session, ask: “Will that make a great story, later?”": "Country: At the end of each session, ask: “Will that make a great story, later?”", + "Inquisition: You believe your organisation isn’t rotten to the core, it just has a few rotten apples. At the end of each session, ask: “Is the organisation better now?”": "Inquisition: You believe your organisation isn’t rotten to the core, it just has a few rotten apples. At the end of each session, ask: “Is the organisation better now?”", + "Redemption: You were once part of the organisation’s shady dealings but are disgusted by them now. At the end of each session, ask: “Did we repay part of the harm we caused as organisation members?”": "Redemption: You were once part of the organisation’s shady dealings but are disgusted by them now. At the end of each session, ask: “Did we repay part of the harm we caused as organisation members?”", + "Revolt: You’ve recently understood the organisation is rotten to the core and should be terminated. At the end of each session, ask: “Are we closer to destroying the organisation?”": "Revolt: You’ve recently understood the organisation is rotten to the core and should be terminated. At the end of each session, ask: “Are we closer to destroying the organisation?”", + "Vengeance: You want to become strong enough to destroy the Wild Hunt one day. At the end of each session, ask: “Did what we do bring us closer to destroying the Wild Hunt?”": "Vengeance: You want to become strong enough to destroy the Wild Hunt one day. At the end of each session, ask: “Did what we do bring us closer to destroying the Wild Hunt?”", + "Compassion: You don’t want others to suffer as you did. At the end of each session, ask: “Did we risk our freedom to protect someone else’s’?”": "Compassion: You don’t want others to suffer as you did. At the end of each session, ask: “Did we risk our freedom to protect someone else’s’?”", + "Homelessness: You want to have normal lives one day. At the end of each session, ask: “Did we put some effort into making our lives more normal?”": "Homelessness: You want to have normal lives one day. At the end of each session, ask: “Did we put some effort into making our lives more normal?”", + "Enemies": "Enemies", + "Pick an enemy for your team:": "Pick an enemy for your team:", + "General Grox, alien warlord.": "General Grox, alien warlord.", + "The werewolf conspiracy.": "The werewolf conspiracy.", + "The Order of the Silvery Stars, who worship some very bad alien god-things.": "The Order of the Silvery Stars, who worship some very bad alien god-things.", + "The Old Gods, who want to return and rule the world again.": "The Old Gods, who want to return and rule the world again.", + "A rival Bureau with dubious methods and goals.": "A rival Bureau with dubious methods and goals.", + "Halphas, a demon who has it in for you.": "Halphas, a demon who has it in for you.", + "All the vampires.": "All the vampires.", + "Dr Crepuscule, who steals unnatural power from captured monsters.": "Dr Crepuscule, who steals unnatural power from captured monsters.", + "The King in Yellow, a god/force of corruption, decadence, and disease.": "The King in Yellow, a god/force of corruption, decadence, and disease.", + "A cabal of ghosts trying to secure the secret of returning to life.": "A cabal of ghosts trying to secure the secret of returning to life.", + "Alpha, an immortal werewolf.": "Alpha, an immortal werewolf.", + "Seth Vail, a billionaire who wants to harness the power of monsters, starting with immortality for himself.": "Seth Vail, a billionaire who wants to harness the power of monsters, starting with immortality for himself.", + "The Father of Monsters, the cosmic entity who is the source of evil in the world.": "The Father of Monsters, the cosmic entity who is the source of evil in the world.", + "The Grey Priests, a conspiracy to bring about the end of the world and birth of a new one.": "The Grey Priests, a conspiracy to bring about the end of the world and birth of a new one.", + "Lord Grash, warlord of a monster dimension.": "Lord Grash, warlord of a monster dimension.", + "All the demons.": "All the demons.", + "The Anointed Hierophant, an occult sect leader who wants to break the walls between worlds.": "The Anointed Hierophant, an occult sect leader who wants to break the walls between worlds.", + "Chaos, a cosmic entity of disorder.": "Chaos, a cosmic entity of disorder.", + "TransWorldCorp, a business hoping to profit from other worlds via their rift machine, no matter the damage they do along the way.": "TransWorldCorp, a business hoping to profit from other worlds via their rift machine, no matter the damage they do along the way.", + "Apollyon, a demon king who wants to rule the Earth.": "Apollyon, a demon king who wants to rule the Earth.", + "Incursions of HEDEs (Hostile Extra-Dimensional Entities).": "Incursions of HEDEs (Hostile Extra-Dimensional Entities).", + "Masanori, a selfish tycoon chasing personal immortality.": "Masanori, a selfish tycoon chasing personal immortality.", + "A rival IMPS team, who always want to make it look like they saved the day and you screwed up.": "A rival IMPS team, who always want to make it look like they saved the day and you screwed up.", + "A chaos cult who want to break down the structures of the modern world, so they can rule it with their magical powers.": "A chaos cult who want to break down the structures of the modern world, so they can rule it with their magical powers.", + "Dr Weltschmerz, a bitter and angry scientist who wants all worlds to suffer.": "Dr Weltschmerz, a bitter and angry scientist who wants all worlds to suffer.", + "Jauna, a merchant from Monster Marches who deals in interdimensional slave trade.": "Jauna, a merchant from Monster Marches who deals in interdimensional slave trade.", + "Separator, an automaton guarding borders between the worlds.": "Separator, an automaton guarding borders between the worlds.", + "Iron Crusade, an invading force from a futuristic world.": "Iron Crusade, an invading force from a futuristic world.", + "Your own evil versions from a mirrored universe.": "Your own evil versions from a mirrored universe.", + "The Black Knight, a faerie lord.": "The Black Knight, a faerie lord.", + "A necromancer, with a plan to rule the world.": "A necromancer, with a plan to rule the world.", + "Metaphysical Exploitation Holdings (MEH), a corporation that profits from ill-advised experimentation and exploitation of the supernatural.": "Metaphysical Exploitation Holdings (MEH), a corporation that profits from ill-advised experimentation and exploitation of the supernatural.", + "A conspiracy of chaos cultists.": "A conspiracy of chaos cultists.", + "Allmine, a greedy and capricious demon of desire.": "Allmine, a greedy and capricious demon of desire.", + "All the evil doppelgangers.": "All the evil doppelgangers.", + "Professor Trundil, an occult scientist trying to steal your powers and magic.": "Professor Trundil, an occult scientist trying to steal your powers and magic.", + "Great Waghru, a primordial entity slumbering beneath the city, now stirring.": "Great Waghru, a primordial entity slumbering beneath the city, now stirring.", + "Brave New World, an undercover company trying to replace humans in your city with robots.": "Brave New World, an undercover company trying to replace humans in your city with robots.", + "Pethas, a dragon.": "Pethas, a dragon.", + "All the werewolves.": "All the werewolves.", + "Ozahr, an immortal and megalomaniac wizard.": "Ozahr, an immortal and megalomaniac wizard.", + "The Fates.": "The Fates.", + "A conspiracy of political leaders secretly creating a global dictatorship.": "A conspiracy of political leaders secretly creating a global dictatorship.", + "Bradshaw, an evil property developer.": "Bradshaw, an evil property developer.", + "The Ghost King.": "The Ghost King.", + "Dracula.": "Dracula.", + "Cryptids generally.": "Cryptids generally.", + "A conspiracy of wizards who want to take over the world.": "A conspiracy of wizards who want to take over the world.", + "Your manager.": "Your manager.", + "The Queen of the Bug Monsters.": "The Queen of the Bug Monsters.", + "The Monarch of Waste, a cosmic entity of disorder and ruin.": "The Monarch of Waste, a cosmic entity of disorder and ruin.", + "A conspiracy within the company, using the workplace for a sinister occult plan.": "A conspiracy within the company, using the workplace for a sinister occult plan.", + "The thing in the basement. You don’t know what it is, but it’s evil.": "The thing in the basement. You don’t know what it is, but it’s evil.", + "The Pale Man, the powerful and malevolent ghost of a mass murderer who lived here a long time ago.": "The Pale Man, the powerful and malevolent ghost of a mass murderer who lived here a long time ago.", + "All the ghouls. A big cemetery nearby attracts their attention.": "All the ghouls. A big cemetery nearby attracts their attention.", + "Bradshaw, a property developer who wants to rebuild the city—by any means necessary.": "Bradshaw, a property developer who wants to rebuild the city—by any means necessary.", + "Discord, goddess of chaos and disorder.": "Discord, goddess of chaos and disorder.", + "A conspiracy of vampires trying to take over your community.": "A conspiracy of vampires trying to take over your community.", + "White Travellers, ghosts that feed on natural, joyous emotions of people and leave people content with a humdrum life.": "White Travellers, ghosts that feed on natural, joyous emotions of people and leave people content with a humdrum life.", + "Ancient Purity, an occultist/fascist death metal band. They would be your enemies even without their abuse of mystical powers.": "Ancient Purity, an occultist/fascist death metal band. They would be your enemies even without their abuse of mystical powers.", + "The Man, a new god of authority, order, and following the rules.": "The Man, a new god of authority, order, and following the rules.", + "The Sanguine Circle, a conspiracy of vampires with cells in many cities and towns.": "The Sanguine Circle, a conspiracy of vampires with cells in many cities and towns.", + "Allies": "Allies", + "Choose your team allies from this list:": "Choose your team allies from this list:", + "Doctor “Blue,” a physician. They can help you recover from harm.": "Doctor “Blue,” a physician. They can help you recover from harm.", + "Professor “Blood,” a forensic scientist. They are who you go to when you need evidence analysed.": "Professor “Blood,” a forensic scientist. They are who you go to when you need evidence analysed.", + "Agent “Will,” a field investigator. They’re a veteran of the Bureau, and can help you navigate problems with colleagues.": "Agent “Will,” a field investigator. They’re a veteran of the Bureau, and can help you navigate problems with colleagues.", + "Aquila Squad, an ally team. They are unofficially known as “the Extreme Problems” squad. They can handle anything unfazed, but their solutions can be a little... messy.": "Aquila Squad, an ally team. They are unofficially known as “the Extreme Problems” squad. They can handle anything unfazed, but their solutions can be a little... messy.", + "SkullFangz, an ally team. This is a group of hackers you’ve made a sort of alliance with. They can help you get information through unorthodox channels, but they sometimes need you to do some odd or dubious favours in return.": "SkullFangz, an ally team. This is a group of hackers you’ve made a sort of alliance with. They can help you get information through unorthodox channels, but they sometimes need you to do some odd or dubious favours in return.", + "Detective Barnes, a police detective who you saved from a monster way back when. They’ll help you out with some information now and then, and possibly more when you’re on their turf.": "Detective Barnes, a police detective who you saved from a monster way back when. They’ll help you out with some information now and then, and possibly more when you’re on their turf.", + "Bingo, an always-online researcher into strangeness. They can put you in touch with people who need help, coordinate communication, and help you with research.": "Bingo, an always-online researcher into strangeness. They can put you in touch with people who need help, coordinate communication, and help you with research.", + "Sapphire, who has the ability to manipulate time in certain ways. You suspect she may be very long-lived or even immortal. She is not always easy to contact, and can appear unexpectedly.": "Sapphire, who has the ability to manipulate time in certain ways. You suspect she may be very long-lived or even immortal. She is not always easy to contact, and can appear unexpectedly.", + "Another group of travelling hunters, an ally team. They can back you up monster hunting—you’ve helped each other out several times, when things got tricky.": "Another group of travelling hunters, an ally team. They can back you up monster hunting—you’ve helped each other out several times, when things got tricky.", + "Universal Cleanup Services, an ally team. A franchise that specialises in cleaning up messes like crime scenes and monster attacks.": "Universal Cleanup Services, an ally team. A franchise that specialises in cleaning up messes like crime scenes and monster attacks.", + "Carlito, a nurse. They can patch up injured hunters.": "Carlito, a nurse. They can patch up injured hunters.", + "Charity, an occultist. She can tell you about and sometimes find weird old items.": "Charity, an occultist. She can tell you about and sometimes find weird old items.", + "Raven, a mystic. Has some ideas about the Chosen One’s destiny.": "Raven, a mystic. Has some ideas about the Chosen One’s destiny.", + "The Junior Entourage, an ally team. These are friends who aren’t in the core team. Good at getting around for area canvassing or distraction.": "The Junior Entourage, an ally team. These are friends who aren’t in the core team. Good at getting around for area canvassing or distraction.", + "Destiny’s Servants, an ally team. A secretive group sent to help you out. They’re good at fighting and acting suspicious.": "Destiny’s Servants, an ally team. A secretive group sent to help you out. They’re good at fighting and acting suspicious.", + "Hawthorn, a hedge witch. They’re able to cast a variety of small but useful spells.": "Hawthorn, a hedge witch. They’re able to cast a variety of small but useful spells.", + "Anya, a folklorist. They know a lot about the stories and history of the region.": "Anya, a folklorist. They know a lot about the stories and history of the region.", + "The Feeling of Not Knowing a Particular Fact, a visitor from another world. An explorer of worlds, they have a store of facts or rumours about many different dimensions. Describe their home world and look.": "The Feeling of Not Knowing a Particular Fact, a visitor from another world. An explorer of worlds, they have a store of facts or rumours about many different dimensions. Describe their home world and look.", + "Junior Guardians, an ally team. By tradition, younger members of your families and community are apprenticed to take over when you retire. They can help with any tasks that aren’t too dangerous.": "Junior Guardians, an ally team. By tradition, younger members of your families and community are apprenticed to take over when you retire. They can help with any tasks that aren’t too dangerous.", + "A flock of otherworldly creatures, an ally team. These non-Earthly animals can scout and warn you of danger, and also are quite cute. Describe their home world and look.": "A flock of otherworldly creatures, an ally team. These non-Earthly animals can scout and warn you of danger, and also are quite cute. Describe their home world and look.", + "Ó Corra, IMPS General Secretary. Having Ó Corra on your side is always going to be handy.": "Ó Corra, IMPS General Secretary. Having Ó Corra on your side is always going to be handy.", + "Klíma, IMPS forensic specialist. Klíma can help you get extra forensic analysis or expedite tests.": "Klíma, IMPS forensic specialist. Klíma can help you get extra forensic analysis or expedite tests.", + "Villaverde, IMPS librarian. Knows a lot about mystical and occult secrets.": "Villaverde, IMPS librarian. Knows a lot about mystical and occult secrets.", + "IMPS team EM–3. This team of IMPS agents specialise in dealing with big disasters. They can help manage and calm down civilians and provide support for your team.": "IMPS team EM–3. This team of IMPS agents specialise in dealing with big disasters. They can help manage and calm down civilians and provide support for your team.", + "Cryptidnet, a loose organisation of interested amateurs and researchers who collate rumours of weird activity. Great source of leads and supernatural rumours.": "Cryptidnet, a loose organisation of interested amateurs and researchers who collate rumours of weird activity. Great source of leads and supernatural rumours.", + "Justinian, a paladin. He’s always ready to fight evil alongside you and hopes one of you will one day be the lady (or lord) of his heart.": "Justinian, a paladin. He’s always ready to fight evil alongside you and hopes one of you will one day be the lady (or lord) of his heart.", + "NewLife, a bio-robot. They know a lot about life on various worlds, whether organic, tech-based, or magic-based.": "NewLife, a bio-robot. They know a lot about life on various worlds, whether organic, tech-based, or magic-based.", + "Darween, a diplomat. Coming from the Monster Marches, she hates disunity and wants good people of all worlds to cooperate.": "Darween, a diplomat. Coming from the Monster Marches, she hates disunity and wants good people of all worlds to cooperate.", + "The Queen’s Musketeers. Brave, dashing and ready to fight with monsters both in Helos and beyond, but won’t do anything that directly contradicts Queen Helena the Radiant’s orders.": "The Queen’s Musketeers. Brave, dashing and ready to fight with monsters both in Helos and beyond, but won’t do anything that directly contradicts Queen Helena the Radiant’s orders.", + "Spirit Healers. They come from a Stone Age world and want to heal all spiritual ills of all worlds. They oppose killing monsters because they believe monsters should be healed and reintegrated instead.": "Spirit Healers. They come from a Stone Age world and want to heal all spiritual ills of all worlds. They oppose killing monsters because they believe monsters should be healed and reintegrated instead.", + "Zhu, a law enforcement officer. They can help you with legal difficulties in their jurisdiction.": "Zhu, a law enforcement officer. They can help you with legal difficulties in their jurisdiction.", + "Davis, a therapist specialising in trauma recovery.": "Davis, a therapist specialising in trauma recovery.", + "Dr Basu, a medical doctor.": "Dr Basu, a medical doctor.", + "The next generation, an ally team. These younger monster hunters are relatives of those who died in the battle, taking up the family calling.": "The next generation, an ally team. These younger monster hunters are relatives of those who died in the battle, taking up the family calling.", + "The Network, an ally team. This is a group of people who keep watch for big supernatural dangers, and can get you warnings in time to intervene.": "The Network, an ally team. This is a group of people who keep watch for big supernatural dangers, and can get you warnings in time to intervene.", + "Shinzō, a retro-weaponsmith. Their creations look like fancy souvenirs but have various magical properties.": "Shinzō, a retro-weaponsmith. Their creations look like fancy souvenirs but have various magical properties.", + "FaceBog, a doppelganger. They’ll impersonate you at various social events if you ask them nicely.": "FaceBog, a doppelganger. They’ll impersonate you at various social events if you ask them nicely.", + "Hedwig, a journalist. She believes in your public causes and is willing to cover up some things for you, but sometimes asks difficult questions.": "Hedwig, a journalist. She believes in your public causes and is willing to cover up some things for you, but sometimes asks difficult questions.", + "Monster Hunters Fan Club. They know your secret identities, but not your public ones.": "Monster Hunters Fan Club. They know your secret identities, but not your public ones.", + "Spirits of the city’s founders. They remember how the city once was and have clashed with occult forces that threaten it.": "Spirits of the city’s founders. They remember how the city once was and have clashed with occult forces that threaten it.", + "Dumont, the fixer. Dumont can find leads on jobs, and sometime scare up special gear.": "Dumont, the fixer. Dumont can find leads on jobs, and sometime scare up special gear.", + "Chang, a government official. They can help you with legal entanglements. Sometimes.": "Chang, a government official. They can help you with legal entanglements. Sometimes.", + "Dr Accorso. A medical doctor, ready to help with injuries or illness. No questions asked.": "Dr Accorso. A medical doctor, ready to help with injuries or illness. No questions asked.", + "The Irregulars, an ally team. They’re a general group of support crew that help you out. Mechanics, technicians, and the like.": "The Irregulars, an ally team. They’re a general group of support crew that help you out. Mechanics, technicians, and the like.", + "The Crooked Hearts, another mercenary monster hunting crew. You’ve worked together on some big jobs.": "The Crooked Hearts, another mercenary monster hunting crew. You’ve worked together on some big jobs.", + "Leon/Lyn, an authority figure (parent, teacher, etc.). Helpful dealing with officials.": "Leon/Lyn, an authority figure (parent, teacher, etc.). Helpful dealing with officials.", + "Romain, a librarian. Good at finding out details.": "Romain, a librarian. Good at finding out details.", + "A very smart pet. Pick their species and give them a name:": "A very smart pet. Pick their species and give them a name:", + "Your friend group, an ally team. Great for distractions.": "Your friend group, an ally team. Great for distractions.", + "Internet mystery circle, an ally team. Good for finding out weird facts and rumours.": "Internet mystery circle, an ally team. Good for finding out weird facts and rumours.", + "Aminat Salek, a client or customer who has a knack for finding whatever is weirdest.": "Aminat Salek, a client or customer who has a knack for finding whatever is weirdest.", + "Ahearn, a consultant. They can help you out with how things go on behind the scenes.": "Ahearn, a consultant. They can help you out with how things go on behind the scenes.", + "De Luca, from human resources. They can cover for absences and sometimes tell you what management is planning.": "De Luca, from human resources. They can cover for absences and sometimes tell you what management is planning.", + "The day shift, an ally team. They can help out when you need to sleep.": "The day shift, an ally team. They can help out when you need to sleep.", + "Asani, an old and knowledgeable witch.": "Asani, an old and knowledgeable witch.", + "Petersen, a police officer. Community-minded, they know you help people out and they help you too.": "Petersen, a police officer. Community-minded, they know you help people out and they help you too.", + "Red, cafe/bar/restaurant manager. You’re always welcome in their place, and they hear a lot of gossip.": "Red, cafe/bar/restaurant manager. You’re always welcome in their place, and they hear a lot of gossip.", + "The SWG, an ally team. These are newer members of the SWG. They can patrol, report events, and help people to safety. They’re not ready to take on monsters directly.": "The SWG, an ally team. These are newer members of the SWG. They can patrol, report events, and help people to safety. They’re not ready to take on monsters directly.", + "The sports club, an ally team. What sport do you all play? The other club members will do you a favour now and then. Useful for getting information from organisations you don’t have direct access to.": "The sports club, an ally team. What sport do you all play? The other club members will do you a favour now and then. Useful for getting information from organisations you don’t have direct access to.", + "Carlos, a roadie. They can do pretty much anything with reasonable competence.": "Carlos, a roadie. They can do pretty much anything with reasonable competence.", + "Charity, an occultist. She can tell you about mystical stuff you find and sometimes get you weird old items.": "Charity, an occultist. She can tell you about mystical stuff you find and sometimes get you weird old items.", + "Dr An Seulgi. She can help patch you up if you get hurt, and provide “special” prescriptions as long as you don’t abuse them too badly.": "Dr An Seulgi. She can help patch you up if you get hurt, and provide “special” prescriptions as long as you don’t abuse them too badly.", + "Eldritch Records, your label. You can hit them up for a little money, legal help, or contact details for folks in the music business.": "Eldritch Records, your label. You can hit them up for a little money, legal help, or contact details for folks in the music business.", + "Your fan club, an ally team. They’re keen to help, but they’re mainly just a bunch of kids (possibly kids in their late teens or early twenties, but still).": "Your fan club, an ally team. They’re keen to help, but they’re mainly just a bunch of kids (possibly kids in their late teens or early twenties, but still).", + "LOLweb, a hacker. They track the organisation’s web activity and try to hinder it but don’t believe in monsters.": "LOLweb, a hacker. They track the organisation’s web activity and try to hinder it but don’t believe in monsters.", + "Faruq, an office worker in the organisation. He also feels there’s something wrong but is too afraid to act openly about it.": "Faruq, an office worker in the organisation. He also feels there’s something wrong but is too afraid to act openly about it.", + "Grethel, a government official. She keeps track of various supernatural occurrences and organisations that deal with them.": "Grethel, a government official. She keeps track of various supernatural occurrences and organisations that deal with them.", + "Organisation ex-members. Each of them has seen a bit of bad things that happen there and can help you piece together the bigger picture.": "Organisation ex-members. Each of them has seen a bit of bad things that happen there and can help you piece together the bigger picture.", + "Independent hunters. Far less experienced than you but sometimes can do things you can’t due to being observed by the organisation.": "Independent hunters. Far less experienced than you but sometimes can do things you can’t due to being observed by the organisation.", + "Soyfly, a pixie. She knows a lot of recent gossip about the Wild Hunt.": "Soyfly, a pixie. She knows a lot of recent gossip about the Wild Hunt.", + "Althea, a private aviator. She believes the sky should be free for everyone, not just some creepy horsemen.": "Althea, a private aviator. She believes the sky should be free for everyone, not just some creepy horsemen.", + "Caragh, a banshee. She once rode with the Hunt and now helps other fugitives, but never reveals how she escaped.": "Caragh, a banshee. She once rode with the Hunt and now helps other fugitives, but never reveals how she escaped.", + "New Start, an NGO that helps refugees. They focus on political and war refugees, but allow you to use their facilities.": "New Start, an NGO that helps refugees. They focus on political and war refugees, but allow you to use their facilities.", + "The Savage Ride, the Wild Hunt’s rivals. They’ll do anything to hinder the Hunt, but are violent and fickle themselves.": "The Savage Ride, the Wild Hunt’s rivals. They’ll do anything to hinder the Hunt, but are violent and fickle themselves." } \ No newline at end of file diff --git a/Monster of the Week Official/translations/sv.json b/Monster of the Week Official/translations/sv.json index 75f633850d..2d196e5e08 100644 --- a/Monster of the Week Official/translations/sv.json +++ b/Monster of the Week Official/translations/sv.json @@ -1192,7 +1192,6 @@ "custom-move-name": "Namn", "custom-move-description": "Description", "custom-gear": "Playbook Gear", - "start_newstuff": "", "unused": "Unused", "all": "All", "starting": "Starting", @@ -1290,7 +1289,7 @@ "eos-ref": "At the end of each session, the Keeper will ask the following questions:
    • Did we conclude the current mystery?
    • Did we save someone from certain death (or worse)?
    • Did we learn something new and important about the world?
    • Did we learn something new and important about one of the hunters?
    If you get one or two \"Yes\" answers, mark one experience. If you get three or four, mark two.", "pick-book": "Pick Your Playbook", "pick-book-desc": "Pick your playbook using the menu in the upper right corner or the buttons in the lists below. Once you pick a playbook, starting stats options are found at the bottom of the first main column (not including the stats column).", - "motw-books": "Monster of the Week Revised Edition Playbooks", + "motw-books": "Monster of the Week Hardcover Edition Playbooks", "chosen-desc": "A once-ordinary person who discovered they have a special destiny, and who has been given the power to accomplish it. The Chosen is good in a fight, with some weird powers. E.g. Buffy from Buffy the Vampire Slayer.", "crooked-desc": "A criminal turned monster hunter, haunted by their past and enemies. The Crooked is good in social situations and has a lot of contacts. E.g. Anna Valmont from The Dresden Files, Peter Bishop from Fringe.", "divine-desc": "An agent of a higher power, with a mission to fulfill. The Divine is very tough and has been granted holy powers. E.g. Castiel from Supernatural; Michael Carpenter from The Dresden Files.", @@ -1621,6 +1620,7 @@ "animating-force": "Animating Force", "animating-force-desc": "There is a force that gives you life, which cannot harm you. You do not eat, breathe, drink, or heal naturally. Instead, repair yourself with your recharge move. Pick an energy type:", "lightning": "Lightning", + "fire": "Fire", "music": "Musik", "clockwork": "Clockwork", "orgone": "Orgone", @@ -1686,7 +1686,6 @@ "hardcase2020-move6": "Inspired Guesswork: When you investigate a mystery, you may spend 1 Fire to add 1 extra hold. The extra question must be about powers, motivations, or weaknesses.", "hardcase2020-move7": "Stone Cold: You never really get ruffled by danger. Gain +1 whenever pain or fear requires you act under pressure. Your nearby allies also gain this bonus against pain and fear, as long as you keep it together.", "hardcase2020-move8": "Weapon Master: When you take possession of a new weapon you may add, remove, or change one tag. This change only applies for you. When you get this move, apply it to all your current weapons.", - "fire": "Fire", "calm": "Calm", "raging": "Raging", "hardcase-vehicles": "Vehicles", @@ -1716,5 +1715,610 @@ "hardcase2020-gear22": "A spell formula, written on a napkin", "hardcase2020-advance1": "Your Fire track increases to 13 boxes.", "constructed-unstable": "You get 10 harm boxes and do not become unstable.", - "end_newstuff": "" + "team-playbooks": "Team Playbooks", + "team-playbook-choice": "Choose a Team Playbook", + "Team Playbook": "Team Playbook", + "Agents in Black": "Agents in Black", + "Always on the Road": "Always on the Road", + "The Chosen One and Entourage": "The Chosen One and Entourage", + "Guardians of the Borderland": "Guardians of the Borderland", + "IMPS (International Monster and Paranormal Service)": "IMPS (International Monster and Paranormal Service)", + "Interdimensional Crisis Team": "Interdimensional Crisis Team", + "The Last Survivors": "The Last Survivors", + "League of Double Lives": "League of Double Lives", + "Mercenaries": "Mercenaries", + "Mystery Club": "Mystery Club", + "The Night Shift": "The Night Shift", + "Suburban Watch Group": "Suburban Watch Group", + "Touring Band": "Touring Band", + "Whistleblowers": "Whistleblowers", + "Wild Hunt Fugitives": "Wild Hunt Fugitives", + "pick-teambook-desc": "Pick your team playbook using the menu in the upper right corner or the buttons in the lists below.", + "This team playbook has the hunters working for the Bureau—a clandestine organisation dedicated to hiding the existence of monsters and the supernatural from the general public.": "This team playbook has the hunters working for the Bureau—a clandestine organisation dedicated to hiding the existence of monsters and the supernatural from the general public.", + "You’re a travelling hunter team. Every week is a new town with a new problem.": "You’re a travelling hunter team. Every week is a new town with a new problem.", + "This team centres on a Chosen One and their friends who help with monster hunting. There’s also room for a mentor.": "This team centres on a Chosen One and their friends who help with monster hunting. There’s also room for a mentor.", + "This team playbook has the hunters as wardens of a liminal region: somewhere where the borders of the world are thin, where monsters and magic can slip through and cause trouble.": "This team playbook has the hunters as wardens of a liminal region: somewhere where the borders of the world are thin, where monsters and magic can slip through and cause trouble.", + "The International Monster and Paranormal Service (IMPS) was created to keep humanity safe from supernatural threats. It’s not clear who funds them, although most people assume it’s some kind of United Nations agency. IMPS isn’t secret, but they keep things as quiet as possible This team playbook sets your hunters as one of the elite IMPS teams that travels the world to deal with monster incidents.": "The International Monster and Paranormal Service (IMPS) was created to keep humanity safe from supernatural threats. It’s not clear who funds them, although most people assume it’s some kind of United Nations agency. IMPS isn’t secret, but they keep things as quiet as possible This team playbook sets your hunters as one of the elite IMPS teams that travels the world to deal with monster incidents.", + "Your world isn’t the only one that needs monster hunting help from time to time. And when others do, you travel through portals, loopholes, and other oddities to help. Interdimensional Crisis Team perfectly fits over-the-top, parody games. More serious stories about interdimensional problems are handled better by Guardians of the Borderland.": "Your world isn’t the only one that needs monster hunting help from time to time. And when others do, you travel through portals, loopholes, and other oddities to help. Interdimensional Crisis Team perfectly fits over-the-top, parody games. More serious stories about interdimensional problems are handled better by Guardians of the Borderland.", + "This hunter team were the only people who lived through a terrible (maybe even apocalyptic) battle. You had many allies at your side, but they didn’t make it.": "This hunter team were the only people who lived through a terrible (maybe even apocalyptic) battle. You had many allies at your side, but they didn’t make it.", + "You’re monster hunters but also important society members in a city. Your ties to the society give you various forms of influence but also mean you somehow have to manage two lives at once. The world isn’t ready to learn about your monster hunting and even less about the monsters themselves.": "You’re monster hunters but also important society members in a city. Your ties to the society give you various forms of influence but also mean you somehow have to manage two lives at once. The world isn’t ready to learn about your monster hunting and even less about the monsters themselves.", + "This team playbook has the hunters working for hire. They save people and hunt monsters, sure, but they also want to get paid at the end of the day.": "This team playbook has the hunters working for hire. They save people and hunt monsters, sure, but they also want to get paid at the end of the day.", + "This is a hunter team of investigators, with a focus on less horrific and more comedic mysteries. This particularly suits games with younger players, or younger hunters. This team playbook strongly pushes the game towards silliness and jokes, so be sure you’re ready for that if you’re considering taking it.": "This is a hunter team of investigators, with a focus on less horrific and more comedic mysteries. This particularly suits games with younger players, or younger hunters. This team playbook strongly pushes the game towards silliness and jokes, so be sure you’re ready for that if you’re considering taking it.", + "This team playbook has the hunters comprising the night shift at a workplace. A workplace that gets way more than its fair share of supernatural problems.": "This team playbook has the hunters comprising the night shift at a workplace. A workplace that gets way more than its fair share of supernatural problems.", + "This is a group of hunters who began as regular folks looking out for their local neighbourhood or town. It emphasises relationships outside of monster hunting and a focus on normal life as well as your adventures.": "This is a group of hunters who began as regular folks looking out for their local neighbourhood or town. It emphasises relationships outside of monster hunting and a focus on normal life as well as your adventures.", + "This team is a band, eternally on tour. Everywhere you have a gig booked, it seems like something bad is going down. Between sound check and putting on the show, you gotta deal with whatever is eating people in this town.": "This team is a band, eternally on tour. Everywhere you have a gig booked, it seems like something bad is going down. Between sound check and putting on the show, you gotta deal with whatever is eating people in this town.", + "All the hunters in your team are members of a monster hunting organisation, and you start suspecting there’s something fishy about this group. This team playbook shares many elements of the Initiate and Professional playbooks because it essentially represents playing an entire team of Initiates and/or Professionals. You shouldn’t choose those playbooks when playing as the Whistleblowers—unless the Keeper agrees some characters belong to a different organisation as well, which might make the situation even more messy.": "All the hunters in your team are members of a monster hunting organisation, and you start suspecting there’s something fishy about this group. This team playbook shares many elements of the Initiate and Professional playbooks because it essentially represents playing an entire team of Initiates and/or Professionals. You shouldn’t choose those playbooks when playing as the Whistleblowers—unless the Keeper agrees some characters belong to a different organisation as well, which might make the situation even more messy.", + "You joined or were abducted by the Wild Hunt. You gained some supernatural skills while riding with it, but then escaped it. Now you use your experience to hunt monsters, evade the Hunt and, maybe, destroy it one day.": "You joined or were abducted by the Wild Hunt. You gained some supernatural skills while riding with it, but then escaped it. Now you use your experience to hunt monsters, evade the Hunt and, maybe, destroy it one day.", + "Getting Started": "Getting Started", + "Determine the nature of the Event.": "Determine the nature of the Event.", + "Decide the history between you and the Wild Hunt.": "Decide the history between you and the Wild Hunt.", + "Pick your style (and associated improvement question).": "Pick your style (and associated improvement question).", + "Figure out the nature of the Bureau.": "Figure out the nature of the Bureau.", + "Create your city.": "Create your city.", + "Pick your obligations.": "Pick your obligations.", + "Come up with a band name.": "Come up with a band name.", + "Pick a starting team ally.": "Pick a starting team ally.", + "Customize the organisation.": "Customize the organisation.", + "Pick your starting team move and 2 boxes of assets.": "Pick your starting team move and 2 boxes of assets.", + "Pick a starting team ally, move, and assets.": "Pick a starting team ally, move, and assets.", + "Pick a starting team enemy, ally, move, and 2 boxes of assets.": "Pick a starting team enemy, ally, move, and 2 boxes of assets.", + "Put on some music and hit the road.": "Put on some music and hit the road.", + "Await the next weird prophecy.": "Await the next weird prophecy.", + "Check the boundaries for incursions.": "Check the boundaries for incursions.", + "Report for your mission briefing.": "Report for your mission briefing.", + "Prepare for the next disaster.": "Prepare for the next disaster.", + "Ponder your responsibilities, as you await the call.": "Ponder your responsibilities, as you await the call.", + "See who’s hiring today.": "See who’s hiring today.", + "Next meeting is at the clubroom on Tuesday afternoon.": "Next meeting is at the clubroom on Tuesday afternoon.", + "Clock in and prepare for another night of drudgery.": "Clock in and prepare for another night of drudgery.", + "Walk the streets. Keep an eye out for evildoers.": "Walk the streets. Keep an eye out for evildoers.", + "You have half an hour before we fly to the next city. Soundcheck at 7, you’re on at 8.": "You have half an hour before we fly to the next city. Soundcheck at 7, you’re on at 8.", + "Snoop around the boss’s office while they’re in a meeting.": "Snoop around the boss’s office while they’re in a meeting.", + "Stay wary, that sounded like howls in the wind.": "Stay wary, that sounded like howls in the wind.", + "The Bureau": "The Bureau", + "Prompts": "Prompts", + "The Bureau setup is determined by the group. Record your answers to these prompts in the Notes section below.": "The Bureau setup is determined by the group. Record your answers to these prompts in the Notes section below.", + "If you have a hunter who belongs to an organisation already—like a Professional or an Initiate—you may combine their setup with the Bureau setup. Figure out how the two perspectives work for your Bureau. If you don’t like that idea, you can also keep them separate (which will lead to its own drama with split loyalties and rivalries).": "If you have a hunter who belongs to an organisation already—like a Professional or an Initiate—you may combine their setup with the Bureau setup. Figure out how the two perspectives work for your Bureau. If you don’t like that idea, you can also keep them separate (which will lead to its own drama with split loyalties and rivalries).", + "Now determine the nature of the Bureau:": "Now determine the nature of the Bureau:", + "Is the Bureau an open, covert, or secret organisation? An open Bureau exists openly but has a cover responsibility to distract from their real mission. A covert Bureau doesn’t explicitly hide themselves, but they try not to draw attention. A secret Bureau has no official records and operates completely in the shadows.": "Is the Bureau an open, covert, or secret organisation? An open Bureau exists openly but has a cover responsibility to distract from their real mission. A covert Bureau doesn’t explicitly hide themselves, but they try not to draw attention. A secret Bureau has no official records and operates completely in the shadows.", + "Who is your team’s handler or commanding officer and what are they like? Create your own or pick one of these:": "Who is your team’s handler or commanding officer and what are they like? Create your own or pick one of these:", + "Special Agent “Coop” is a genial, avuncular middle-aged man. He’s disorganised and often loses track of details, but he always has the team’s back.": "Special Agent “Coop” is a genial, avuncular middle-aged man. He’s disorganised and often loses track of details, but he always has the team’s back.", + "Special Agent “Star” is a harsh boss. She doesn’t really seem to like you, and you never seem to measure up to her standards of “perfection plus.” She runs everything by the book (this can be good or bad for you).": "Special Agent “Star” is a harsh boss. She doesn’t really seem to like you, and you never seem to measure up to her standards of “perfection plus.” She runs everything by the book (this can be good or bad for you).", + "Provisional Special Agent “Fireball” is young and excitable. They prefer you deal with problems in a scorched earth style, without regard for consequences. That is also their management style.": "Provisional Special Agent “Fireball” is young and excitable. They prefer you deal with problems in a scorched earth style, without regard for consequences. That is also their management style.", + "Who do you think is really running the Bureau? The government? A secret global government? Some other government? A billionaire? A secret conspiracy dating back to Uruk’s priesthood? Something else?": "Who do you think is really running the Bureau? The government? A secret global government? Some other government? A billionaire? A secret conspiracy dating back to Uruk’s priesthood? Something else?", + "The Event": "The Event", + "What is the terrible situation you all survived together?": "What is the terrible situation you all survived together?", + "A concerted assault by monsters, as you took shelter in an isolated cabin.": "A concerted assault by monsters, as you took shelter in an isolated cabin.", + "A single terrifying monster invaded your homes.": "A single terrifying monster invaded your homes.", + "It was the only chance to avert an apocalypse.": "It was the only chance to avert an apocalypse.", + "An invasion from another dimension.": "An invasion from another dimension.", + "People around you were transformed into monsters.": "People around you were transformed into monsters.", + "You were strangers in a small town filled with murderous monsters, on festival day.": "You were strangers in a small town filled with murderous monsters, on festival day.", + "Something else:": "Something else:", + "Decide who the allies were who fought alongside you and died in battle. Each hunter picks one.": "Decide who the allies were who fought alongside you and died in battle. Each hunter picks one.", + "A monster hunting teammate.": "A monster hunting teammate.", + "Your spouse or lover.": "Your spouse or lover.", + "Your sibling.": "Your sibling.", + "A parent.": "A parent.", + "A child.": "A child.", + "Your mentor.": "Your mentor.", + "Your protégée.": "Your protégée.", + "Your dog (or other pet).": "Your dog (or other pet).", + "Someone else:": "Someone else:", + "Then decide how you saved the day in the end. Whatever it was, it came at great personal cost (beyond the loss you just chose).": "Then decide how you saved the day in the end. Whatever it was, it came at great personal cost (beyond the loss you just chose).", + "The City": "The City", + "The city you all protect will be an important aspect of the story, more of a collective character of your mysteries than just a background element. Each player should choose one key aspect of the city from one of the following lists. Balance between good and bad things as fits the mood of your campaign.": "The city you all protect will be an important aspect of the story, more of a collective character of your mysteries than just a background element. Each player should choose one key aspect of the city from one of the following lists. Balance between good and bad things as fits the mood of your campaign.", + "Good things": "Good things", + "Cozy": "Cozy", + "Affluent": "Affluent", + "Good social care": "Good social care", + "Proud of its past": "Proud of its past", + "Lots of monuments": "Lots of monuments", + "Highly ecological": "Highly ecological", + "Transparent politics": "Transparent politics", + "Technological hub": "Technological hub", + "The nation’s main transport hub": "The nation’s main transport hub", + "Protected by benevolent magic": "Protected by benevolent magic", + "Beloved by travel vloggers": "Beloved by travel vloggers", + "An extremely famous mayor": "An extremely famous mayor", + "A university with unique departments": "A university with unique departments", + "Other:": "Other:", + "Bad things": "Bad things", + "Alienating": "Alienating", + "Poor": "Poor", + "Big social inequality": "Big social inequality", + "Shameful past": "Shameful past", + "Nothing worth sightseeing": "Nothing worth sightseeing", + "Highly polluted": "Highly polluted", + "Shady politics": "Shady politics", + "No prospects for the future": "No prospects for the future", + "Shady military bases": "Shady military bases", + "Gangs that terrorize the entire region": "Gangs that terrorize the entire region", + "Believed to bring bad luck": "Believed to bring bad luck", + "Struck by a powerful curse": "Struck by a powerful curse", + "Obligations": "Obligations", + "Your social status carries some obligations with it. At the beginning of a mystery, the Keeper holds 3. They can spend 1 hold to introduce one of the obligations. When it’s introduced, at least half of you must attend, otherwise you can lose allies or tempt mundane people to investigate your lives.": "Your social status carries some obligations with it. At the beginning of a mystery, the Keeper holds 3. They can spend 1 hold to introduce one of the obligations. When it’s introduced, at least half of you must attend, otherwise you can lose allies or tempt mundane people to investigate your lives.", + "Choose or create two obligations you have:": "Choose or create two obligations you have:", + "Attending parties and balls.": "Attending parties and balls.", + "Attending important conferences.": "Attending important conferences.", + "Ceremonially opening new buildings.": "Ceremonially opening new buildings.", + "Meeting children at schools.": "Meeting children at schools.", + "Tutoring promising students one on one.": "Tutoring promising students one on one.", + "Appearing on TV.": "Appearing on TV.", + "The Organisation": "The Organisation", + "You create the details about your organisation, choosing options from the following lists. Things you suspect can pertain either to the organisation as a whole or to an influential group within it. At least two of the things you suspect are true, the Keeper decides which ones.": "You create the details about your organisation, choosing options from the following lists. Things you suspect can pertain either to the organisation as a whole or to an influential group within it. At least two of the things you suspect are true, the Keeper decides which ones.", + "Official goals": "Official goals", + "(choose one or two)": "(choose one or two)", + "Slay monsters": "Slay monsters", + "Contain monsters": "Contain monsters", + "Govern safe use of magic": "Govern safe use of magic", + "Research monsters": "Research monsters", + "Research paranatural phenomena": "Research paranatural phenomena", + "Keep monsters and magic secret": "Keep monsters and magic secret", + "Goal you suspect": "Goal you suspect", + "(choose one)": "(choose one)", + "Training an army of monsters": "Training an army of monsters", + "Creating new monsters": "Creating new monsters", + "Stealing the monsters’ powers": "Stealing the monsters’ powers", + "Keeping all magic to themselves": "Keeping all magic to themselves", + "Taking over the world": "Taking over the world", + "Destroying the world": "Destroying the world", + "Official resources": "Official resources", + "(choose two)": "(choose two)", + "Ancient lore": "Ancient lore", + "Modernised": "Modernised", + "Chapters everywhere": "Chapters everywhere", + "Secular power": "Secular power", + "Rich": "Rich", + "Rigorous training": "Rigorous training", + "Offices all over the place": "Offices all over the place", + "Good intel": "Good intel", + "Support teams": "Support teams", + "Suspected resources": "Suspected resources", + "Demonology": "Demonology", + "Necromancy": "Necromancy", + "Deals with monsters": "Deals with monsters", + "Manipulated minions": "Manipulated minions", + "Manipulated cultists": "Manipulated cultists", + "Bribed officials": "Bribed officials", + "Sacrificing members": "Sacrificing members", + "Obvious flaws": "Obvious flaws", + "Tradition-bound": "Tradition-bound", + "Paranoid and secretive": "Paranoid and secretive", + "Closed hierarchy": "Closed hierarchy", + "Strict laws": "Strict laws", + "Mystical oaths": "Mystical oaths", + "Bureaucratic": "Bureaucratic", + "Hostile superiors": "Hostile superiors", + "Take-no-prisoners policy": "Take-no-prisoners policy", + "Live capture policy": "Live capture policy", + "Suspected flaws": "Suspected flaws", + "Total obedience": "Total obedience", + "Tyrannical leaders": "Tyrannical leaders", + "Protects member criminals": "Protects member criminals", + "The Wild Hunt": "The Wild Hunt", + "You were part of the Wild Hunt, a group of violent fey and spirits riding the world and striking fear into the hearts of people. Detail the Wild Hunt here.": "You were part of the Wild Hunt, a group of violent fey and spirits riding the world and striking fear into the hearts of people. Detail the Wild Hunt here.", + "Who Rides With The Hunt?": "Who Rides With The Hunt?", + "Elves": "Elves", + "Trolls": "Trolls", + "Demons": "Demons", + "Wraiths": "Wraiths", + "Banshees": "Banshees", + "Werewolves": "Werewolves", + "Something Else": "Something Else", + "The Wild Hunt has a leader, probably a king or a queen. Give them a name or a title:": "The Wild Hunt has a leader, probably a king or a queen. Give them a name or a title:", + "Choose or invent their impressive powers, at least two:": "Choose or invent their impressive powers, at least two:", + "Grant immortality": "Grant immortality", + "Grant lycanthropy": "Grant lycanthropy", + "Steal emotion": "Steal emotion", + "See destinies": "See destinies", + "Set destinies": "Set destinies", + "Control weather": "Control weather", + "Grant sentience to animals": "Grant sentience to animals", + "Grant sentience to weapons": "Grant sentience to weapons", + "Why were you a part of the Wild Hunt?": "Why were you a part of the Wild Hunt?", + "Each player can choose a different answer:": "Each player can choose a different answer:", + "I was kidnapped by the Hunt": "I was kidnapped by the Hunt", + "I sold my soul to the Hunt": "I sold my soul to the Hunt", + "I wanted to ride with the Hunt": "I wanted to ride with the Hunt", + "I’m a supernatural creature who’s a part of the Hunt": "I’m a supernatural creature who’s a part of the Hunt", + "Something else": "Something else", + "Then all of you escaped, sick with the Hunt’s atrocities or their treatment of you.": "Then all of you escaped, sick with the Hunt’s atrocities or their treatment of you.", + "How Did You Escape?": "How Did You Escape?", + "How did you escape?": "How did you escape?", + "With a clever plan": "With a clever plan", + "By sheer luck": "By sheer luck", + "With outside help": "With outside help", + "Thanks to a loophole in your fae contract": "Thanks to a loophole in your fae contract", + "The Wild Hunt keeps looking for you. How do they do it?": "The Wild Hunt keeps looking for you. How do they do it?", + "Choose two ways:": "Choose two ways:", + "They give other monsters this in exchange for information.": "They give other monsters this in exchange for information.", + "They track the internet, but they can’t monitor one part of it:": "They track the internet, but they can’t monitor one part of it:", + "They can see you when you’re outside in one type of weather, namely:": "They can see you when you’re outside in one type of weather, namely:", + "They sense you when you use magic unless you take a precaution, namely:": "They sense you when you use magic unless you take a precaution, namely:", + "What will the Wild Hunt do if they find you?": "What will the Wild Hunt do if they find you?", + "Kill you.": "Kill you.", + "Torment you.": "Torment you.", + "Make you join the Hunt again.": "Make you join the Hunt again.", + "Make you slaves.": "Make you slaves.", + "Notes": "Notes", + "Team Moves": "Team Moves", + "Choose your team moves from this list. The first one is a good default choice:": "Choose your team moves from this list. The first one is a good default choice:", + "Memory Eraser: You have been issued handheld devices to erase memories from civilians. When you target a person and activate the device, say how many hours you want to erase (1–6) and roll +Weird. On a 10+, those memories are gone. On a 7–9, the memories are gone but the target knows something strange happened.": "Memory Eraser: You have been issued handheld devices to erase memories from civilians. When you target a person and activate the device, say how many hours you want to erase (1–6) and roll +Weird. On a 10+, those memories are gone. On a 7–9, the memories are gone but the target knows something strange happened.", + "Authority Override: If local officials are causing trouble, you can get them pulled off the case. This may—of course—make them more suspicious.": "Authority Override: If local officials are causing trouble, you can get them pulled off the case. This may—of course—make them more suspicious.", + "Containment Field Projector: Place the projector and activate it, choosing a range from 1–20 meters. A spherical shield is created, allowing nothing in or out. Lasts until deactivated by remote or in an hour when the battery runs out. There’s time to get out of the zone, but only just.": "Containment Field Projector: Place the projector and activate it, choosing a range from 1–20 meters. A spherical shield is created, allowing nothing in or out. Lasts until deactivated by remote or in an hour when the battery runs out. There’s time to get out of the zone, but only just.", + "Anonymity: Your identity isn’t traceable via official databases or records. Enemies or bystanders can’t find out anything about your history through any official channels. Additionally, any distinguishing features are removed from photo, videos, or voice recordings of you when they’re processed by any regular computer or phone.": "Anonymity: Your identity isn’t traceable via official databases or records. Enemies or bystanders can’t find out anything about your history through any official channels. Additionally, any distinguishing features are removed from photo, videos, or voice recordings of you when they’re processed by any regular computer or phone.", + "Not Right: You all have a creepy, uncanny valley style aura or look that counts as a reason for manipulating a bystander with threats.": "Not Right: You all have a creepy, uncanny valley style aura or look that counts as a reason for manipulating a bystander with threats.", + "Something Different: Take a move from another team playbook.": "Something Different: Take a move from another team playbook.", + "Change Team Style: Pick a new team style. You now use that one instead of the one you first chose.": "Change Team Style: Pick a new team style. You now use that one instead of the one you first chose.", + "Home Away from Home: Whenever you arrive in a new town, you immediately find a motel and a cafe that are friendly and welcoming. One or the other will turn out to have a connection to the mystery that brought you here, even if just by having a bystander come by.": "Home Away from Home: Whenever you arrive in a new town, you immediately find a motel and a cafe that are friendly and welcoming. One or the other will turn out to have a connection to the mystery that brought you here, even if just by having a bystander come by.", + "Geniality: When you meet a new person in a town you haven’t visited before, roll +Charm. On a 10+, they are well-disposed towards you. On a 7–9, they’re still well-disposed but the Keeper chooses one: they are marked for trouble, or they conceal something from the hunters. Additionally, when you return to a town you have already visited, you always run into the people you befriended previously.": "Geniality: When you meet a new person in a town you haven’t visited before, roll +Charm. On a 10+, they are well-disposed towards you. On a 7–9, they’re still well-disposed but the Keeper chooses one: they are marked for trouble, or they conceal something from the hunters. Additionally, when you return to a town you have already visited, you always run into the people you befriended previously.", + "Handy: You’re all good at fixing stuff. Anything broken or messed up in the course of a mystery is repaired and ready to go before the next one. Gear or assets that would be described as “totally destroyed” still need to be replaced.": "Handy: You’re all good at fixing stuff. Anything broken or messed up in the course of a mystery is repaired and ready to go before the next one. Gear or assets that would be described as “totally destroyed” still need to be replaced.", + "No-stick: You’ve had yourselves removed from official and law enforcement databases. You don’t have to worry about “misunderstandings” from previous towns getting in the way of your hunts (unless someone got annoyed enough to make it a personal vendetta).": "No-stick: You’ve had yourselves removed from official and law enforcement databases. You don’t have to worry about “misunderstandings” from previous towns getting in the way of your hunts (unless someone got annoyed enough to make it a personal vendetta).", + "Monster Journals: When a mystery reminds you of something you encountered before, consult your notes and tell the Keeper what you think is the same. The Keeper will say if you got it right.If you’re correct, take +1 forward to investigate a mystery. If you’re wrong but had a good idea, take +1 forward to read a bad situation. If you’re totally off base, the Keeper holds 1 to put you in a tight spot.": "Monster Journals: When a mystery reminds you of something you encountered before, consult your notes and tell the Keeper what you think is the same. The Keeper will say if you got it right.

    If you’re correct, take +1 forward to investigate a mystery. If you’re wrong but had a good idea, take +1 forward to read a bad situation. If you’re totally off base, the Keeper holds 1 to put you in a tight spot.", + "Ancient Visions: An ancient ritual, to be conducted regularly, gives the whole team access to some of the visions sent to the Chosen One. Once per mystery, each hunter may ask the Keeper a question about anything they want. The Keeper answers with a vision or dream: obscure and vague, but true.": "Ancient Visions: An ancient ritual, to be conducted regularly, gives the whole team access to some of the visions sent to the Chosen One. Once per mystery, each hunter may ask the Keeper a question about anything they want. The Keeper answers with a vision or dream: obscure and vague, but true.", + "Armoury of the Chosen: You gain a cache of special weapons used by previous Chosen Ones. The Keeper should design a lesser version of the Chosen One’s special weapon, which all other members of the team may use. When this is unlocked, the Chosen One may change or add a tag on their special weapon.": "Armoury of the Chosen: You gain a cache of special weapons used by previous Chosen Ones. The Keeper should design a lesser version of the Chosen One’s special weapon, which all other members of the team may use. When this is unlocked, the Chosen One may change or add a tag on their special weapon.", + "Handing on the Torch: When you select this, designate another character as the next Chosen One. When the current Chosen One dies, that character may change to the Chosen playbook whenever they are ready. The new Chosen One designates the next heir when they find a worthy successor.": "Handing on the Torch: When you select this, designate another character as the next Chosen One. When the current Chosen One dies, that character may change to the Chosen playbook whenever they are ready. The new Chosen One designates the next heir when they find a worthy successor.", + "Friends Stick Together: Once per mystery, a hunter may call the rest of the team to their current location. Everyone arrives as soon as they potentially can (based on their last known position and when we saw them there). That can be “right this instant,” if at all possible.": "Friends Stick Together: Once per mystery, a hunter may call the rest of the team to their current location. Everyone arrives as soon as they potentially can (based on their last known position and when we saw them there). That can be “right this instant,” if at all possible.", + "Wyrd’s Favour: When you choose this team move, all hunters erase 1 spent Luck point. If you haven’t spent any Luck yet, add a new Luck box instead.": "Wyrd’s Favour: When you choose this team move, all hunters erase 1 spent Luck point. If you haven’t spent any Luck yet, add a new Luck box instead.", + "Otherworldly Intuition: When you encounter something from another world, you recognise that they don’t belong here. When you encounter a place where another world is accessible, you are aware of it and may stop at the threshold.": "Otherworldly Intuition: When you encounter something from another world, you recognise that they don’t belong here. When you encounter a place where another world is accessible, you are aware of it and may stop at the threshold.", + "Wardens: Once per mystery while you’re defending a portal, wall, or border, you may ignore all harm from a single source, or treat a roll as if you rolled a 12. This works just as if you spent a Luck, except it doesn’t trigger your special move.": "Wardens: Once per mystery while you’re defending a portal, wall, or border, you may ignore all harm from a single source, or treat a roll as if you rolled a 12. This works just as if you spent a Luck, except it doesn’t trigger your special move.", + "Outer Speech: You have a knack for the languages of the multiverse. You can always understand, and make yourself understood, when you’re talking to denizens from beyond. This is mainly the general sense of things—some details might get lost along the way.": "Outer Speech: You have a knack for the languages of the multiverse. You can always understand, and make yourself understood, when you’re talking to denizens from beyond. This is mainly the general sense of things—some details might get lost along the way.", + "Walkers between Worlds: At a suitable liminal site, you know how to step between worlds. Describe how you open the way and roll +Weird. On a 10+, you’re walking to the place you intended, but the way may be difficult. On a 7–9, choose one: you’re on the right path in immediate danger, or you find yourself lost and in the wrong place. On a 6 or less, you’re lost and in big trouble. If more than one of the hunters is using this move together, only make one roll: the hunter with the worst Weird score rolls (but they may accept help).": "Walkers between Worlds: At a suitable liminal site, you know how to step between worlds. Describe how you open the way and roll +Weird. On a 10+, you’re walking to the place you intended, but the way may be difficult. On a 7–9, choose one: you’re on the right path in immediate danger, or you find yourself lost and in the wrong place. On a 6 or less, you’re lost and in big trouble. If more than one of the hunters is using this move together, only make one roll: the hunter with the worst Weird score rolls (but they may accept help).", + "Outsider Knack: Once per visit to another world, you may use a trick or ability from Earth to gain an advantage. The advantage allows you to roll one move using three dice, selecting the best two for your result.": "Outsider Knack: Once per visit to another world, you may use a trick or ability from Earth to gain an advantage. The advantage allows you to roll one move using three dice, selecting the best two for your result.", + "Drilled Coordination: All team members get +1 ongoing when helping out another team member.": "Drilled Coordination: All team members get +1 ongoing when helping out another team member.", + "Comms: You have systems that keep you constantly in voice contact, regardless of where in the world you each may be. Not guaranteed to work in shielded spaces, deep underground, beyond magical portals, or on other worlds.": "Comms: You have systems that keep you constantly in voice contact, regardless of where in the world you each may be. Not guaranteed to work in shielded spaces, deep underground, beyond magical portals, or on other worlds.", + "Recognised IMPS Team: Wherever in the world you are, you have authority to deal with supernatural events. Local officials will—in general—cooperate with you fully. Does not apply in nations outside the IMPS treaty.": "Recognised IMPS Team: Wherever in the world you are, you have authority to deal with supernatural events. Local officials will—in general—cooperate with you fully. Does not apply in nations outside the IMPS treaty.", + "Rapid Deployment: IMPS has quick-response vehicles able to deliver you (or other IMPS assets) anywhere in the world, extremely quickly. They may also be used to make a fast exit from bad situations.": "Rapid Deployment: IMPS has quick-response vehicles able to deliver you (or other IMPS assets) anywhere in the world, extremely quickly. They may also be used to make a fast exit from bad situations.", + "Memories of the Fallen: When a hunter on the team dies in the line of duty, or retires from IMPS and monster hunting, all remaining team members erase a used Luck mark.": "Memories of the Fallen: When a hunter on the team dies in the line of duty, or retires from IMPS and monster hunting, all remaining team members erase a used Luck mark.", + "Global Crisis: Once per mystery, each of you can read a bad situation treating an entire world as the bad situation, including asking about the best way in or out.": "Global Crisis: Once per mystery, each of you can read a bad situation treating an entire world as the bad situation, including asking about the best way in or out.", + "Surge of Magic: Each of you holds 1 when you enter a new world. You can spend this hold to get an automatic result of 10 on a Weird move roll or to learn a useful big magic ritual known only in this world.": "Surge of Magic: Each of you holds 1 when you enter a new world. You can spend this hold to get an automatic result of 10 on a Weird move roll or to learn a useful big magic ritual known only in this world.", + "Otherworldly: You make your strangeness in other worlds work to your advantage in interpersonal situations. “I’m from another world” works as a reason for people to do as you ask when you manipulate someone.": "Otherworldly: You make your strangeness in other worlds work to your advantage in interpersonal situations. “I’m from another world” works as a reason for people to do as you ask when you manipulate someone.", + "A Multiverse of Friends: Three times per mystery, a friend you’ve made in an alternate universe can help one of you with a task as if they rolled 10+ to help out. They either manifest next to you for a moment or somehow are there in person. They can be bystanders from previous games or people from your backstories.": "A Multiverse of Friends: Three times per mystery, a friend you’ve made in an alternate universe can help one of you with a task as if they rolled 10+ to help out. They either manifest next to you for a moment or somehow are there in person. They can be bystanders from previous games or people from your backstories.", + "Determined Guardians: When one of the hunters protects a bystander, the target never takes harm: even on a miss, that bystander is totally safe. The hunter doing the protection still suffers the full effects of the roll result.": "Determined Guardians: When one of the hunters protects a bystander, the target never takes harm: even on a miss, that bystander is totally safe. The hunter doing the protection still suffers the full effects of the roll result.", + "Field Medics: When you treat an injured bystander, they are stabilised and well enough to manage until they can get proper medical attention. When you treat another hunter, pick if you heal 2-harm or stabilise them. Then they take +1 forward.": "Field Medics: When you treat an injured bystander, they are stabilised and well enough to manage until they can get proper medical attention. When you treat another hunter, pick if you heal 2-harm or stabilise them. Then they take +1 forward.", + "Checklists: Once per mystery, each hunter in need of a particular item may declare they have it. Narrate a flashback explaining why they thought to include it in their gear. If the item is especially rare, strange, or unusual (this is the Keeper’s call), then this move can’t be used again by any hunter until the next mystery.": "Checklists: Once per mystery, each hunter in need of a particular item may declare they have it. Narrate a flashback explaining why they thought to include it in their gear. If the item is especially rare, strange, or unusual (this is the Keeper’s call), then this move can’t be used again by any hunter until the next mystery.", + "Keep on Goin’: When you’re protecting bystanders from danger, any move that would prevent you from taking action due to harm, stress, or panic has its effect deferred. You can keep going for now, but once everyone is safe the full effects of what you’ve been through hit you.": "Keep on Goin’: When you’re protecting bystanders from danger, any move that would prevent you from taking action due to harm, stress, or panic has its effect deferred. You can keep going for now, but once everyone is safe the full effects of what you’ve been through hit you.", + "Shared Dangers: When you take a moment to share your worries and fears about a previous or upcoming battle with another hunter, you both choose one: heal 1-harm, or take +1 forward.": "Shared Dangers: When you take a moment to share your worries and fears about a previous or upcoming battle with another hunter, you both choose one: heal 1-harm, or take +1 forward.", + "Big Reveal: If most people around you don’t know about your secret identities, the first action you take in that scene that reveals those identities gets +1 forward. Bystanders and minions present freeze in surprise for a moment, giving you an opportunity to act before they can react.": "Big Reveal: If most people around you don’t know about your secret identities, the first action you take in that scene that reveals those identities gets +1 forward. Bystanders and minions present freeze in surprise for a moment, giving you an opportunity to act before they can react.", + "Affluent: You can get most gear easily. Specify what you need, assigning tags to the gear. If it’s a weapon, treat each harm beyond 2-harm as a separate tag; if it’s armour, treat each point of armour as a separate tag. Then roll +tags. On a miss, you get it easily. On a 7–9, you get it but raise some questions. On a 10+, either you don’t get it or you do but someone gets a clear clue about your secret identity.": "Affluent: You can get most gear easily. Specify what you need, assigning tags to the gear. If it’s a weapon, treat each harm beyond 2-harm as a separate tag; if it’s armour, treat each point of armour as a separate tag. Then roll +tags. On a miss, you get it easily. On a 7–9, you get it but raise some questions. On a 10+, either you don’t get it or you do but someone gets a clear clue about your secret identity.", + "Only When Necessary: If you manage to stop or destroy a minion without using any abilities or gear of your secret identity (including monster hunting weapons), each hunter involved marks experience. If it was a monster, mark two.": "Only When Necessary: If you manage to stop or destroy a minion without using any abilities or gear of your secret identity (including monster hunting weapons), each hunter involved marks experience. If it was a monster, mark two.", + "Shadow Selves: When one of you wants to be in two places at the same time, summon your shadow self in another place. Only one shadow self can per hunter exist at one time. The shadow self has a trait that allows others to distinguish it from you if they observe closely. Roll +Weird. On a 10+, hold 3. On a 7–9, hold 1. Spend holds to have your shadow self act as if it were you, but with –1 ongoing. When you spend the last hold, the shadow self dissolves in an obviously supernatural and unsettling way. On a miss, the shadow self appears for a moment and does something you really, really didn’t want them to do...": "Shadow Selves: When one of you wants to be in two places at the same time, summon your shadow self in another place. Only one shadow self can per hunter exist at one time. The shadow self has a trait that allows others to distinguish it from you if they observe closely. Roll +Weird. On a 10+, hold 3. On a 7–9, hold 1. Spend holds to have your shadow self act as if it were you, but with –1 ongoing. When you spend the last hold, the shadow self dissolves in an obviously supernatural and unsettling way. On a miss, the shadow self appears for a moment and does something you really, really didn’t want them to do...", + "Spending Money: If you get paid at the end of a mystery, each hunter adds 1-hold. Spend this hold in a later mystery narrate a flashback where you purchased the thing you need right now. It can be anything you could be carrying, something booked in advance (for example, a safe house or hotel room), or the use of a vehicle.": "Spending Money: If you get paid at the end of a mystery, each hunter adds 1-hold. Spend this hold in a later mystery narrate a flashback where you purchased the thing you need right now. It can be anything you could be carrying, something booked in advance (for example, a safe house or hotel room), or the use of a vehicle.", + "The B-Team: When you need to fortify a location or armour a vehicle, narrate a montage of your preparations. When you’re done, the location or vehicle provides 2-armour to all within it.": "The B-Team: When you need to fortify a location or armour a vehicle, narrate a montage of your preparations. When you’re done, the location or vehicle provides 2-armour to all within it.", + "Combat Training: When you help out another team member during combat, they may inflict +1 harm or suffer –1 harm in addition to the usual effects of your result.": "Combat Training: When you help out another team member during combat, they may inflict +1 harm or suffer –1 harm in addition to the usual effects of your result.", + "It’s Our Job: If a bystander has hired you, that counts as a reason when you manipulate them. This remains in effect in later mysteries. The Keeper may include other bystanders in the effect, if they’re part of a group you’re working for.": "It’s Our Job: If a bystander has hired you, that counts as a reason when you manipulate them. This remains in effect in later mysteries. The Keeper may include other bystanders in the effect, if they’re part of a group you’re working for.", + "The Good Ones: When you refuse to accept payment for a job, the client becomes an ally.": "The Good Ones: When you refuse to accept payment for a job, the client becomes an ally.", + "Yikes!: When a hunter is captured by a monster, minion, or phenomenon, they may ask one of the investigate a mystery or read a bad situation questions.": "Yikes!: When a hunter is captured by a monster, minion, or phenomenon, they may ask one of the investigate a mystery or read a bad situation questions.", + "Sensible Chuckle: When a hunter makes a joke (good or bad) at the expense of a monster, minion, or phenomenon, they may give another hunter on the team +1 forward.": "Sensible Chuckle: When a hunter makes a joke (good or bad) at the expense of a monster, minion, or phenomenon, they may give another hunter on the team +1 forward.", + "Earnest Do-gooders: When a hunter tells someone you are helping people and why, bystanders are more likely to do as you ask. The explanation always counts as a reason if you’re manipulating them to protect them or get them to help you.": "Earnest Do-gooders: When a hunter tells someone you are helping people and why, bystanders are more likely to do as you ask. The explanation always counts as a reason if you’re manipulating them to protect them or get them to help you.", + "Slapstick: When a hunter takes harm, they may instead have an embarrassing pratfall or accident that dodges the danger. Ignore the harm as established, and simply take 1-harm (which can’t be reduced or mitigated in any way). The hunter takes –1 forward.": "Slapstick: When a hunter takes harm, they may instead have an embarrassing pratfall or accident that dodges the danger. Ignore the harm as established, and simply take 1-harm (which can’t be reduced or mitigated in any way). The hunter takes –1 forward.", + "Disguises: When a hunter disguises themself, the disguise will not be questioned, until they do something to directly cast doubt on their appearance.": "Disguises: When a hunter disguises themself, the disguise will not be questioned, until they do something to directly cast doubt on their appearance.", + "Inventory Check: If you go looking for something that just might be in stock, roll +Weird. On a 10 or more, it’s there. On a 7–9, either you find it but there’s a cost, or you find something close enough. On a miss, you find something bad.": "Inventory Check: If you go looking for something that just might be in stock, roll +Weird. On a 10 or more, it’s there. On a 7–9, either you find it but there’s a cost, or you find something close enough. On a miss, you find something bad.", + "Corporate Database: If you use the company information systems to help investigate a mystery, take +1 hold. The Keeper tells you something disturbing you learn in addition to what you were looking for.": "Corporate Database: If you use the company information systems to help investigate a mystery, take +1 hold. The Keeper tells you something disturbing you learn in addition to what you were looking for.", + "Handbook: At the start of each mystery, each hunter may consult the employee handbook for advice. Roll a single die. On a 1, take –1 forward. On a 2, gain +1 forward to Charm. On a 3, gain +1 forward to Cool. On a 4, gain +1 forward to Sharp. On a 5, gain +1 forward to Tough. On a 6, gain +1 forward to Weird.": "Handbook: At the start of each mystery, each hunter may consult the employee handbook for advice. Roll a single die. On a 1, take –1 forward. On a 2, gain +1 forward to Charm. On a 3, gain +1 forward to Cool. On a 4, gain +1 forward to Sharp. On a 5, gain +1 forward to Tough. On a 6, gain +1 forward to Weird.", + "Uniforms: While you’re wearing your uniforms, your actions won’t be questioned unless you are indisputably out of place. For example, your burger restaurant uniforms won’t help you infiltrate a military base, and vice versa. The uniforms may also count as a reason when you try to manipulate someone.": "Uniforms: While you’re wearing your uniforms, your actions won’t be questioned unless you are indisputably out of place. For example, your burger restaurant uniforms won’t help you infiltrate a military base, and vice versa. The uniforms may also count as a reason when you try to manipulate someone.", + "Company Mascot: Take your corporate mascot as an ally. Pick one: a fellow employee with useful skills in the suit, or a supernatural being trying to keep under the radar. Decide what the mascot looks like.": "Company Mascot: Take your corporate mascot as an ally. Pick one: a fellow employee with useful skills in the suit, or a supernatural being trying to keep under the radar. Decide what the mascot looks like.", + "Earned Trust: People in your community know you, and know you mean well. They’ll generally believe what you tell them. If you ask them to do something for their own safety, they usually go along with it.": "Earned Trust: People in your community know you, and know you mean well. They’ll generally believe what you tell them. If you ask them to do something for their own safety, they usually go along with it.", + "Familiarity: When you’re checking out something in your community, you’ll always recognise right away if something has changed in an out-of-the-ordinary way. You can pick up things like a house suddenly quiet, a new tree in the park, or a stranger working at the corner store.": "Familiarity: When you’re checking out something in your community, you’ll always recognise right away if something has changed in an out-of-the-ordinary way. You can pick up things like a house suddenly quiet, a new tree in the park, or a stranger working at the corner store.", + "Domestic Wardings: You know how to protect houses from evil supernatural influences. All your homes are warded, and you may ward others too. It’s a big magic ritual requiring 24 hours, all the hunters, and a number of protective items that must be placed around the house. The wardings might be broken eventually by a concerted attack.": "Domestic Wardings: You know how to protect houses from evil supernatural influences. All your homes are warded, and you may ward others too. It’s a big magic ritual requiring 24 hours, all the hunters, and a number of protective items that must be placed around the house. The wardings might be broken eventually by a concerted attack.", + "Backyard Allies: You’ve made friends with some feral or wild animals that are smarter than normal—perhaps modern nature spirits? In any case, they can scout and spy for you, and it’s unlikely anyone will pay attention to them. They might ask you for favours too, now and then.": "Backyard Allies: You’ve made friends with some feral or wild animals that are smarter than normal—perhaps modern nature spirits? In any case, they can scout and spy for you, and it’s unlikely anyone will pay attention to them. They might ask you for favours too, now and then.", + "Craft Circle: Whenever you need a physical item as a magical requirement, you can craft a substitute together. All the hunters must take part, and you’ll need a few hours. You can replace one requirement per spell this way.": "Craft Circle: Whenever you need a physical item as a magical requirement, you can craft a substitute together. All the hunters must take part, and you’ll need a few hours. You can replace one requirement per spell this way.", + "Hit It!: If you all have your instruments ready, start playing one of your songs. Everyone and everything within earshot pauses for a moment.": "Hit It!: If you all have your instruments ready, start playing one of your songs. Everyone and everything within earshot pauses for a moment.", + "Sacred Songs of Power: You may substitute “play a mystical song” for any one use magic or big magic requirement. For use magic, one person needs to perform the song. For big magic, it must be at least two of you.": "Sacred Songs of Power: You may substitute “play a mystical song” for any one use magic or big magic requirement. For use magic, one person needs to perform the song. For big magic, it must be at least two of you.", + "Famous: You’re well known. Everywhere you go, you may call up your fans. They are a temporary ally group, type: backup (motivation: to stand with you). There will be a lot of them, but they’re just regular people—good at creating a distraction but not fighting monsters.": "Famous: You’re well known. Everywhere you go, you may call up your fans. They are a temporary ally group, type: backup (motivation: to stand with you). There will be a lot of them, but they’re just regular people—good at creating a distraction but not fighting monsters.", + "In the Groove: When you’re engaged in desperate physical action, and you describe how your move sets up another member of the band, they take +1 forward.": "In the Groove: When you’re engaged in desperate physical action, and you describe how your move sets up another member of the band, they take +1 forward.", + "Healing Vibe: Whenever the band plays a gig (no matter how big or small—there just needs to be an audience), each band member and every member of the audience either unmarks unstable or heals 1-harm.": "Healing Vibe: Whenever the band plays a gig (no matter how big or small—there just needs to be an audience), each band member and every member of the audience either unmarks unstable or heals 1-harm.", + "Something Rotten: When investigating a mystery and rolling a 7+, you can ask “How does this relate to the bad things I suspect about my organisation?” in addition to one of the usual questions.": "Something Rotten: When investigating a mystery and rolling a 7+, you can ask “How does this relate to the bad things I suspect about my organisation?” in addition to one of the usual questions.", + "Organisation’s Help: When you ask for the organisation’s help—gear, intel, or personnel—tell your superiors why you need it and roll +Charm. On a 10+, you get what you asked for. On a 7–9, you get it, but sooner or later the organisation will check up on you. On a miss, they don’t give it to you and someone in the organisation learns of your true intentions if you didn’t state them.": "Organisation’s Help: When you ask for the organisation’s help—gear, intel, or personnel—tell your superiors why you need it and roll +Charm. On a 10+, you get what you asked for. On a 7–9, you get it, but sooner or later the organisation will check up on you. On a miss, they don’t give it to you and someone in the organisation learns of your true intentions if you didn’t state them.", + "Specialized: Each of you can get +1 to a single rating (maximum +3) at the cost of –1 to a different rating (minimum –2).": "Specialized: Each of you can get +1 to a single rating (maximum +3) at the cost of –1 to a different rating (minimum –2).", + "Coordinated: Training in the organisation made you especially adept at helping each other. Your team holds 3 at the beginning at each mystery. Each of you can spend 1 to get +1 forward to help out and give the one you help +2 instead of +1 if your move is successful.": "Coordinated: Training in the organisation made you especially adept at helping each other. Your team holds 3 at the beginning at each mystery. Each of you can spend 1 to get +1 forward to help out and give the one you help +2 instead of +1 if your move is successful.", + "Power Dynamics: Add “Who’s the boss here?” and “Who doesn’t want to be a part of this?” to the list of your questions for read a bad situation and investigate a mystery.": "Power Dynamics: Add “Who’s the boss here?” and “Who doesn’t want to be a part of this?” to the list of your questions for read a bad situation and investigate a mystery.", + "Always on the Run: When you enter a new location, one of you can ask either “What’s the best way to hide here” or “What would be the best way to escape from here?” When you act on the answers, you get +1 ongoing, just as if it was a read a bad situation question.": "Always on the Run: When you enter a new location, one of you can ask either “What’s the best way to hide here” or “What would be the best way to escape from here?” When you act on the answers, you get +1 ongoing, just as if it was a read a bad situation question.", + "You Can’t Take Us: Once per mystery, each of you can treat a protect someone roll as if you rolled a 12.": "You Can’t Take Us: Once per mystery, each of you can treat a protect someone roll as if you rolled a 12.", + "Ride with the Thunder: When you race against someone having a comparable speed, you always win. When you race against someone faster or against the Wild Hunt, you can use magic to win anyway.": "Ride with the Thunder: When you race against someone having a comparable speed, you always win. When you race against someone faster or against the Wild Hunt, you can use magic to win anyway.", + "Sense of the Hunt: When a monster hunts a mortal in the area where you are (up to about 2 miles), you sense it, but without any details. You can read a bad situation to get more info on this situation, but if you fail, you get –1 ongoing to helping the hunted mortals.": "Sense of the Hunt: When a monster hunts a mortal in the area where you are (up to about 2 miles), you sense it, but without any details. You can read a bad situation to get more info on this situation, but if you fail, you get –1 ongoing to helping the hunted mortals.", + "Legend Amongst Monsters: Each of you can manipulate monsters as if you had the Dark Negotiator move. If you fail an investigate a mystery move, the monster learns it’s investigated by those who escaped the Wild Hunt.": "Legend Amongst Monsters: Each of you can manipulate monsters as if you had the Dark Negotiator move. If you fail an investigate a mystery move, the monster learns it’s investigated by those who escaped the Wild Hunt.", + "Assets": "Assets", + "Choose from these available assets. If there are two boxes, you need to mark both to earn that asset. (If you are making partial progress towards taking a two-box asset, mark the leftmost box first.)": "Choose from these available assets. If there are two boxes, you need to mark both to earn that asset. (If you are making partial progress towards taking a two-box asset, mark the leftmost box first.)", + "Mobile Base: A helicopter, aeroplane, truck, or bus with facilities and mystery investigation supplies on board.": "Mobile Base: A helicopter, aeroplane, truck, or bus with facilities and mystery investigation supplies on board.", + "Individual Transport: Each mission, a regular car, motorbike, or bicycle is assigned to every team member.": "Individual Transport: Each mission, a regular car, motorbike, or bicycle is assigned to every team member.", + "R&D Access: Your team is issued with a useful high technology experiment from R&D each mission. The Keeper decides what it is (always useful, usually with problematic side effects).": "R&D Access: Your team is issued with a useful high technology experiment from R&D each mission. The Keeper decides what it is (always useful, usually with problematic side effects).", + "Headquarters: A relatively secure space to use as a base in a Bureau regional facility. Everything you need to prepare for mysteries is here, and it’s quite secure.": "Headquarters: A relatively secure space to use as a base in a Bureau regional facility. Everything you need to prepare for mysteries is here, and it’s quite secure.", + "Sky Scanners: You have access to a scanning network that will alert you to strange events coming from space. This includes weird phenomena as well as UFOs.": "Sky Scanners: You have access to a scanning network that will alert you to strange events coming from space. This includes weird phenomena as well as UFOs.", + "Workshop: A big space for craft and repair projects, with plenty of tools and materials.": "Workshop: A big space for craft and repair projects, with plenty of tools and materials.", + "Disguise Kits: Contains costumes, makeup, and other supplies for a quick change of appearance.": "Disguise Kits: Contains costumes, makeup, and other supplies for a quick change of appearance.", + "Housing: Each member of the team is assigned a one-bedroom apartment in a generic housing project. All the apartments are exactly the same, down to scuff marks on the door.": "Housing: Each member of the team is assigned a one-bedroom apartment in a generic housing project. All the apartments are exactly the same, down to scuff marks on the door.", + "Rapid Response Pods: When any member of the team needs to get to a mission site quickly, a rapid response pod appears next to them. Enter the pod, and a short uncomfortable trip will place you where you need to be. What do the pods look like? How do they appear?": "Rapid Response Pods: When any member of the team needs to get to a mission site quickly, a rapid response pod appears next to them. Enter the pod, and a short uncomfortable trip will place you where you need to be. What do the pods look like? How do they appear?", + "Custom:": "Custom:", + "Individual Transport: A regular car, motorbike, or bicycle for every team member.": "Individual Transport: A regular car, motorbike, or bicycle for every team member.", + "Mobile Base: A truck or bus with bunks and mystery investigation supplies on board.": "Mobile Base: A truck or bus with bunks and mystery investigation supplies on board.", + "Credentials: Real, or as-good-as-real, identification that gets you access to law enforcement and other official contacts.": "Credentials: Real, or as-good-as-real, identification that gets you access to law enforcement and other official contacts.", + "Lair: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen.": "Lair: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen.", + "Hunter Roadhouses: A network of bars, diners, and motels where you can safely meet other monster hunters. Many are run by retired hunters.": "Hunter Roadhouses: A network of bars, diners, and motels where you can safely meet other monster hunters. Many are run by retired hunters.", + "Tool Kit: One or two of your vehicles carry tool kits. You have most tools you’ll need to repair or build something.": "Tool Kit: One or two of your vehicles carry tool kits. You have most tools you’ll need to repair or build something.", + "Mystical Ingredients Cabinet: A box with a wide range of frequently useful supplies for magic rituals.": "Mystical Ingredients Cabinet: A box with a wide range of frequently useful supplies for magic rituals.", + "Slush Fund: The team has access to a bank account that can pay for their day to day needs while monster hunting, and stretches to a big purchase every now and then. Where did it come from?": "Slush Fund: The team has access to a bank account that can pay for their day to day needs while monster hunting, and stretches to a big purchase every now and then. Where did it come from?", + "Armoury: One of your cars has a well-stocked weapons chest. Each mystery, every hunter may take one extra regular weapon. Also once per mystery, one hunter may ask the Keeper if the armoury has a particular special weapon: if yes, you can take it; if no, take +1 forward.": "Armoury: One of your cars has a well-stocked weapons chest. Each mystery, every hunter may take one extra regular weapon. Also once per mystery, one hunter may ask the Keeper if the armoury has a particular special weapon: if yes, you can take it; if no, take +1 forward.", + "Field Medics: You have enough supplies and training to treat one hunter per night as if they’d had a proper doctor or trip to the emergency room.": "Field Medics: You have enough supplies and training to treat one hunter per night as if they’d had a proper doctor or trip to the emergency room.", + "The Prophecies: A guidebook of all the visions about the Chosen One, to help you navigate your destiny (they’re pretty hard to decipher).": "The Prophecies: A guidebook of all the visions about the Chosen One, to help you navigate your destiny (they’re pretty hard to decipher).", + "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen.": "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen.", + "Mystical Workroom: A space set aside for magical operations. It can stand in for one requirement of a use magic or big magic move.": "Mystical Workroom: A space set aside for magical operations. It can stand in for one requirement of a use magic or big magic move.", + "Innocent Front: You have access to a regular business or institution. This means that your monster hunting hijinks can be concealed to an extent from your friends, family, and colleagues. For example: a cafe, a library, an antique store, etc.": "Innocent Front: You have access to a regular business or institution. This means that your monster hunting hijinks can be concealed to an extent from your friends, family, and colleagues. For example: a cafe, a library, an antique store, etc.", + "Regular Jobs: You have access to a place of employment for any of the hunters who need it. You earn enough to cover regular day-to-day expenses, and there’s time to fit in monster hunting around your hours.": "Regular Jobs: You have access to a place of employment for any of the hunters who need it. You earn enough to cover regular day-to-day expenses, and there’s time to fit in monster hunting around your hours.", + "Cameras and Recording Gear: You have a big collection of cameras and other recording devices that you can use during your investigations.": "Cameras and Recording Gear: You have a big collection of cameras and other recording devices that you can use during your investigations.", + "Primaeval Monument: An ancient site marking where access between worlds is easiest.": "Primaeval Monument: An ancient site marking where access between worlds is easiest.", + "Portal: A stable portal to either a particular world, or a between-worlds nexus. It is hidden, but any entity that finds either side may use it just like you can. Where is it hidden?": "Portal: A stable portal to either a particular world, or a between-worlds nexus. It is hidden, but any entity that finds either side may use it just like you can. Where is it hidden?", + "Exploration Gear: You’re never sure what you may find in another world. Your group has a storeroom full of all kinds of exploring and outdoor gear and clothing to use.": "Exploration Gear: You’re never sure what you may find in another world. Your group has a storeroom full of all kinds of exploring and outdoor gear and clothing to use.", + "Skywarden: A high tech transport aircraft that has all your essential gear on board and acts as your base on mission assignments. If you have the rapid deployment move, the Skywarden is upgraded with supersonic engines.": "Skywarden: A high tech transport aircraft that has all your essential gear on board and acts as your base on mission assignments. If you have the rapid deployment move, the Skywarden is upgraded with supersonic engines.", + "Individual Transport: Electric motorbikes for every team member.": "Individual Transport: Electric motorbikes for every team member.", + "Search and Rescue Gear: A selection of useful tools for locating and rescuing people in disaster zones.": "Search and Rescue Gear: A selection of useful tools for locating and rescuing people in disaster zones.", + "Headquarters: A relatively secure space allocated to you in IMPS headquarters. There’s room for all your gear, and includes full living quarters.": "Headquarters: A relatively secure space allocated to you in IMPS headquarters. There’s room for all your gear, and includes full living quarters.", + "Workshop: A big space for craft and repair projects, with plenty of technicians, tools, and materials.": "Workshop: A big space for craft and repair projects, with plenty of technicians, tools, and materials.", + "Medical Supplies: Everyone carries a first aid kit, and you have enough for a fully equipped infirmary back at your base or homes.": "Medical Supplies: Everyone carries a first aid kit, and you have enough for a fully equipped infirmary back at your base or homes.", + "Fancy High Tech Uniforms: Complete with built-in gadgets.": "Fancy High Tech Uniforms: Complete with built-in gadgets.", + "Housing: A pleasant house for each team member and their family, provided by IMPS for when you’re off-duty. This may be anywhere in the world.": "Housing: A pleasant house for each team member and their family, provided by IMPS for when you’re off-duty. This may be anywhere in the world.", + "World-jumping Base: A small vehicle or building with bunks and mystery investigation supplies on board.": "World-jumping Base: A small vehicle or building with bunks and mystery investigation supplies on board.", + "Translator: A high tech or arcane universal translator.": "Translator: A high tech or arcane universal translator.", + "Stealth Module: A device automatically changing the looks of your gear and vehicles to match the world you’re in.": "Stealth Module: A device automatically changing the looks of your gear and vehicles to match the world you’re in.", + "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen. Can’t travel between worlds, but you know a big magic ritual to come back here from any world. Invent details with the Keeper.": "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen. Can’t travel between worlds, but you know a big magic ritual to come back here from any world. Invent details with the Keeper.", + "Clothes: Clothes for any weather, including extreme ones.": "Clothes: Clothes for any weather, including extreme ones.", + "Published Book Series: A successful book series written by some or all of you based on your visits to other worlds.": "Published Book Series: A successful book series written by some or all of you based on your visits to other worlds.", + "Crystal Ball: A crystal ball always showing the most breathtaking sight in the area you’re in.": "Crystal Ball: A crystal ball always showing the most breathtaking sight in the area you’re in.", + "Mystical workroom: A space set aside for magical operations. It can stand in for one requirement of a use magic or big magic move.": "Mystical workroom: A space set aside for magical operations. It can stand in for one requirement of a use magic or big magic move.", + "Survival Gear: You’re all well-prepped with supplies for a disaster or emergency situation. Protective gear, tools, food and water, etc.": "Survival Gear: You’re all well-prepped with supplies for a disaster or emergency situation. Protective gear, tools, food and water, etc.", + "Hideouts: Each hunter has a hidden, safe place set up where they can retreat in an emergency. This could be an isolated cabin or bunker, a safe house, or a panic room (whichever makes sense for your hunter).": "Hideouts: Each hunter has a hidden, safe place set up where they can retreat in an emergency. This could be an isolated cabin or bunker, a safe house, or a panic room (whichever makes sense for your hunter).", + "Mobile Hideaway: A truck with bunks and mystery investigation supplies on board.": "Mobile Hideaway: A truck with bunks and mystery investigation supplies on board.", + "Individual Transport: A fancy car or motorbike for every team member.": "Individual Transport: A fancy car or motorbike for every team member.", + "Getaway: A place where you rest from everything, with no monster hunting gear but extremely difficult to find by mundane and magical means.": "Getaway: A place where you rest from everything, with no monster hunting gear but extremely difficult to find by mundane and magical means.", + "Headquarters: A base people from neither your public nor your secret life will find easily. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen.": "Headquarters: A base people from neither your public nor your secret life will find easily. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen.", + "Memorabilia: A collection of important memorabilia connected to the city’s past and two big magic rituals that need only them and up to two other requirements. Determine what the rituals do as a group.": "Memorabilia: A collection of important memorabilia connected to the city’s past and two big magic rituals that need only them and up to two other requirements. Determine what the rituals do as a group.", + "Secure Phones: A set of phones with advanced voice distortion and location concealment options. Tracking a call from these requires days of work.": "Secure Phones: A set of phones with advanced voice distortion and location concealment options. Tracking a call from these requires days of work.", + "Funds: Lots of money on bank accounts connected to untraceable credit cards.": "Funds: Lots of money on bank accounts connected to untraceable credit cards.", + "Mobile Base: A van, truck, or bus with bunks and mystery investigation supplies on board.": "Mobile Base: A van, truck, or bus with bunks and mystery investigation supplies on board.", + "The Grapevine: A network of contacts who pass on job leads.": "The Grapevine: A network of contacts who pass on job leads.", + "Secure Homes: Located somewhere you have a special relationship, you all have houses and bank accounts that provide a base when you’re off the job.": "Secure Homes: Located somewhere you have a special relationship, you all have houses and bank accounts that provide a base when you’re off the job.", + "Credentials: Monster hunting licenses and visa waivers that allow you to do your job and travel legitimately.": "Credentials: Monster hunting licenses and visa waivers that allow you to do your job and travel legitimately.", + "High Tech Gadgets: A supply of various monster scanners and detectors.": "High Tech Gadgets: A supply of various monster scanners and detectors.", + "Armoury: A cache of monster hunting weapons.": "Armoury: A cache of monster hunting weapons.", + "Mystery Van: A van with all your mystery investigation supplies on board.": "Mystery Van: A van with all your mystery investigation supplies on board.", + "Individual Transport: A skateboard, scooter, pair of skates, or bicycle for every team member.": "Individual Transport: A skateboard, scooter, pair of skates, or bicycle for every team member.", + "Gadgets: Paranormal investigation gadgets.": "Gadgets: Paranormal investigation gadgets.", + "Clubhouse: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and make a snack.": "Clubhouse: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and make a snack.", + "Mystical Workroom: a space set aside for magical operations. It can stand in for one requirement of a use magic or big magic move.": "Mystical Workroom: a space set aside for magical operations. It can stand in for one requirement of a use magic or big magic move.", + "Disguises: A trunk full of disguises.": "Disguises: A trunk full of disguises.", + "Library: Library of useful reference books.": "Library: Library of useful reference books.", + "IDs: Official junior deputy Suburban Watch Group volunteer badges.": "IDs: Official junior deputy Suburban Watch Group volunteer badges.", + "Backrooms: You’ve set out a relatively secure space in the back rooms. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen. It’s currently listed as “unused: permanent” so you should be left alone in there.": "Backrooms: You’ve set out a relatively secure space in the back rooms. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen. It’s currently listed as “unused: permanent” so you should be left alone in there.", + "Steam Tunnels: Accessed from your workplace, these allow you to get in and out without being seen. They also connect to the wider city infrastructure.": "Steam Tunnels: Accessed from your workplace, these allow you to get in and out without being seen. They also connect to the wider city infrastructure.", + "Security Access: You can look at the security camera feeds and records. These cover the entire store floor, secure areas, and the outside of the building.": "Security Access: You can look at the security camera feeds and records. These cover the entire store floor, secure areas, and the outside of the building.", + "Ritual Space: A space set aside for magical operations. It can stand in for one requirement of a use magic or big magic move. Decide where in the workplace it is located.": "Ritual Space: A space set aside for magical operations. It can stand in for one requirement of a use magic or big magic move. Decide where in the workplace it is located.", + "The Occult Section: Your workplace has a stock of mystical supplies. Sometimes you can find specific monster hunting supplies or ritual requirements there.": "The Occult Section: Your workplace has a stock of mystical supplies. Sometimes you can find specific monster hunting supplies or ritual requirements there.", + "Warding Glyphs: Mystical enchantments on the workplace prevent hostile magic targeting it from the outside, and alert all team members if a supernatural being enters.": "Warding Glyphs: Mystical enchantments on the workplace prevent hostile magic targeting it from the outside, and alert all team members if a supernatural being enters.", + "Lost Property & Returns: You can find all sorts of stuff in here, some of it useful.": "Lost Property & Returns: You can find all sorts of stuff in here, some of it useful.", + "Oracle Stone: A mystical scrying gem. At the beginning of each mystery, you may consult it—ask any question. The Keeper will answer with something true and useful, but they may make the answer difficult to understand.": "Oracle Stone: A mystical scrying gem. At the beginning of each mystery, you may consult it—ask any question. The Keeper will answer with something true and useful, but they may make the answer difficult to understand.", + "SWG Radio Network: a set of devices that allow you to easily talk to the rest of the SWG (as well as the base stations at your homes/the SWG headquarters).": "SWG Radio Network: a set of devices that allow you to easily talk to the rest of the SWG (as well as the base stations at your homes/the SWG headquarters).", + "Sacred Site: A place outdoors that has a reservoir of magical power. The Keeper always considers this site when a magical ritual requires a particular place.": "Sacred Site: A place outdoors that has a reservoir of magical power. The Keeper always considers this site when a magical ritual requires a particular place.", + "Infirmary: You have access to a doctor’s surgery or other suitable first aid office. You may use it for regular treatment of injuries, no questions asked.": "Infirmary: You have access to a doctor’s surgery or other suitable first aid office. You may use it for regular treatment of injuries, no questions asked.", + "Tour Bus: A truck or bus with bunks, your gear, and mystery investigation supplies on board.": "Tour Bus: A truck or bus with bunks, your gear, and mystery investigation supplies on board.", + "Individual Transport: A fancy car, motorbike, or bicycle for every team member.": "Individual Transport: A fancy car, motorbike, or bicycle for every team member.", + "Home Venue: You have a regular booking at a venue, and get on well with the owners. You’re always welcome there, and can be sure to find fans or friends there whenever its open.": "Home Venue: You have a regular booking at a venue, and get on well with the owners. You’re always welcome there, and can be sure to find fans or friends there whenever its open.", + "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep, practice, and cook.": "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep, practice, and cook.", + "Private Jet: You have a more-or-less fancy private jet (and crew) at your disposal.": "Private Jet: You have a more-or-less fancy private jet (and crew) at your disposal.", + "Studio: You have your own recording studio and record label. It’s either a big house in the country or big slice of a building in the city. It’s equipped with gear and staff. This is a good place for any other location-based assets to live.": "Studio: You have your own recording studio and record label. It’s either a big house in the country or big slice of a building in the city. It’s equipped with gear and staff. This is a good place for any other location-based assets to live.", + "Cameras and Recording Gear: You have a big collection of cameras and other recording devices that you can use during your investigations. Your crew also includes people who can operate them for you.": "Cameras and Recording Gear: You have a big collection of cameras and other recording devices that you can use during your investigations. Your crew also includes people who can operate them for you.", + "Office Space: Private offices in the organisation’s headquarters.": "Office Space: Private offices in the organisation’s headquarters.", + "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen. The organisation knows about it but has no direct influence over it.": "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen. The organisation knows about it but has no direct influence over it.", + "Fake IDs: Fake government IDs.": "Fake IDs: Fake government IDs.", + "More Fake IDs: Fake organisation IDs for other members or different jobs.": "More Fake IDs: Fake organisation IDs for other members or different jobs.", + "Cameras and Recording Gear: Miniature cameras and recording devices.": "Cameras and Recording Gear: Miniature cameras and recording devices.", + "Fae Horses: One for every team member. They fly, but if people start gossiping about flying horses, the Wild Hunt will surely hear of this.": "Fae Horses: One for every team member. They fly, but if people start gossiping about flying horses, the Wild Hunt will surely hear of this.", + "Map: A map of the Wild Hunt’s activities.": "Map: A map of the Wild Hunt’s activities.", + "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen. The Wild Hunt won’t learn about this base unless you stay there for a very long time.": "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen. The Wild Hunt won’t learn about this base unless you stay there for a very long time.", + "Disguises: A set of disguises.": "Disguises: A set of disguises.", + "Diversions: A box of smoke bombs and other distractions (0-harm close obscure vision).": "Diversions: A box of smoke bombs and other distractions (0-harm close obscure vision).", + "Fae Cosmetics and Makeup: Better than anything humans can produce.": "Fae Cosmetics and Makeup: Better than anything humans can produce.", + "Improvement": "Improvement", + "At the end of each session, answer your Style question (below). If yes, gain one improvement mark. If yes and it came up a lot, gain two improvement marks.": "At the end of each session, answer your Style question (below). If yes, gain one improvement mark. If yes and it came up a lot, gain two improvement marks.", + "When you fill in the improvement box, clear the improvement track and choose one of these:": "When you fill in the improvement box, clear the improvement track and choose one of these:", + "Gain a new team move.": "Gain a new team move.", + "Gain a new team ally.": "Gain a new team ally.", + "Gain two new asset selections.": "Gain two new asset selections.", + "Make the next mystery about your team enemy, giving you a chance to interfere in their plans.": "Make the next mystery about your team enemy, giving you a chance to interfere in their plans.", + "Make the next mystery about the organisation or its bad apples, giving you a chance to interfere in their plans.": "Make the next mystery about the organisation or its bad apples, giving you a chance to interfere in their plans.", + "Make the next mystery about the Wild Hunt, giving you a chance to weaken or confuse them.": "Make the next mystery about the Wild Hunt, giving you a chance to weaken or confuse them.", + "Style": "Style", + "Pick one of these styles (and the associated improvement question):": "Pick one of these styles (and the associated improvement question):", + "Hush: At the end of each session, ask: “Did we suppress knowledge of monsters and the supernatural?”": "Hush: At the end of each session, ask: “Did we suppress knowledge of monsters and the supernatural?”", + "The Greater Good: At the end of each session, ask: “Did we protect civilian lives?”": "The Greater Good: At the end of each session, ask: “Did we protect civilian lives?”", + "By Any Means Necessary: At the end of each session, ask: “Did we stop the problem, regardless of the cost?”": "By Any Means Necessary: At the end of each session, ask: “Did we stop the problem, regardless of the cost?”", + "Custom: What’s your story?": "Custom: What’s your story?", + "At the end of each session, ask:": "At the end of each session, ask:", + "Family: You’re all family, or as good as. At the end of each session, ask: “Did we talk about—or pointedly not talk about—something that was troubling a team member?”": "Family: You’re all family, or as good as. At the end of each session, ask: “Did we talk about—or pointedly not talk about—something that was troubling a team member?”", + "Vocation: Someone has to do it, and you happened to be able. At the end of each session, ask: “Did we save the people we went there to protect?”": "Vocation: Someone has to do it, and you happened to be able. At the end of each session, ask: “Did we save the people we went there to protect?”", + "Excitement: Monster hunting sure is a new thrill every time. At the end of each session, ask: “Did we take extremely dangerous risks?”": "Excitement: Monster hunting sure is a new thrill every time. At the end of each session, ask: “Did we take extremely dangerous risks?”", + "First among Equals: Sure, one of us is chosen by destiny, but we all play our part. At the end of each session, ask: “Did we all contribute in our own way to solve the mystery?”": "First among Equals: Sure, one of us is chosen by destiny, but we all play our part. At the end of each session, ask: “Did we all contribute in our own way to solve the mystery?”", + "Sworn Guardians: The rest of us made a solemn oath to help the Chosen One. At the end of each session, ask: “Did we save the Chosen One from serious harm?”": "Sworn Guardians: The rest of us made a solemn oath to help the Chosen One. At the end of each session, ask: “Did we save the Chosen One from serious harm?”", + "Fate’s Rebels: Screw destiny! At the end of each session, ask: “Did we fight against fate and prophecies, no matter the cost?”": "Fate’s Rebels: Screw destiny! At the end of each session, ask: “Did we fight against fate and prophecies, no matter the cost?”", + "Ancient Oath: You are the holders of an ancient obligation to guard the world’s border. Decide what the oath requires of you. At the end of each session, ask: “Did we hold to our oath?”": "Ancient Oath: You are the holders of an ancient obligation to guard the world’s border. Decide what the oath requires of you. At the end of each session, ask: “Did we hold to our oath?”", + "The oath:": "The oath:", + "Wrong Place, Wrong Time: You were there to stop the first incursion, and now feel obliged to prevent anything else coming through. At the end of each session, ask: “Did we protect the world from what lies beyond?”": "Wrong Place, Wrong Time: You were there to stop the first incursion, and now feel obliged to prevent anything else coming through. At the end of each session, ask: “Did we protect the world from what lies beyond?”", + "Born & Raised: You all grew up, or settled, here. Dimensional incursions are a part of life, even if a lot of people don’t like to admit it. At the end of each session, ask: “Did we look after our normal relationships with friends and families?”": "Born & Raised: You all grew up, or settled, here. Dimensional incursions are a part of life, even if a lot of people don’t like to admit it. At the end of each session, ask: “Did we look after our normal relationships with friends and families?”", + "Hush: At the end of each session, ask: “Did we save the day without making the news or creating a ruckus?”": "Hush: At the end of each session, ask: “Did we save the day without making the news or creating a ruckus?”", + "Rescuers: At the end of each session, ask: “Did we save people from harm, no matter how much property damage?”": "Rescuers: At the end of each session, ask: “Did we save people from harm, no matter how much property damage?”", + "Superstars: At the end of each session, ask: “Did our reputation as elite monster hunters come up during the mystery?”": "Superstars: At the end of each session, ask: “Did our reputation as elite monster hunters come up during the mystery?”", + "Well-prepared: You keep track of worlds that might need monster hunting help and have procedures for reaching and helping them. At the end of each session, ask: “Did things go according to our plans?”": "Well-prepared: You keep track of worlds that might need monster hunting help and have procedures for reaching and helping them. At the end of each session, ask: “Did things go according to our plans?”", + "Led by Fate: The universe wants you to help where you’re needed most. At the end of each session, ask: “Do we understand our place in the multiverse better now?”": "Led by Fate: The universe wants you to help where you’re needed most. At the end of each session, ask: “Do we understand our place in the multiverse better now?”", + "Accidental Heroes: You always end up where you’re needed because of magical mishaps and weird coincidences. At the end of each session, ask: “Did we make use of a coincidence or unexpected resource?”": "Accidental Heroes: You always end up where you’re needed because of magical mishaps and weird coincidences. At the end of each session, ask: “Did we make use of a coincidence or unexpected resource?”", + "We’re Prepared for Next Time: At the end of each session, ask: “Did our planning ahead save the day?”": "We’re Prepared for Next Time: At the end of each session, ask: “Did our planning ahead save the day?”", + "Fatalists: One day our times will come. Until then we fight. At the end of each session, ask: “Did we throw ourselves into danger to save the day?”": "Fatalists: One day our times will come. Until then we fight. At the end of each session, ask: “Did we throw ourselves into danger to save the day?”", + "Wardens: We won’t let what happened to us happen to anyone else. At the end of each session, ask: “Did we save people, no matter the cost?”": "Wardens: We won’t let what happened to us happen to anyone else. At the end of each session, ask: “Did we save people, no matter the cost?”", + "Greater Good: You find your secret monster hunting lives more important than your mundane social roles. At the end of each session, ask: “Did we choose the more important obligation?”": "Greater Good: You find your secret monster hunting lives more important than your mundane social roles. At the end of each session, ask: “Did we choose the more important obligation?”", + "The Only Ones: You’re the only ones capable enough to protect those around you from supernatural threats. At the end of each session, ask: “Did we do something nobody else in our society could do?”": "The Only Ones: You’re the only ones capable enough to protect those around you from supernatural threats. At the end of each session, ask: “Did we do something nobody else in our society could do?”", + "An Ancient Tradition: You’ve inherited your double role from family or mentors. At the end of each session, ask: “Have we done something that would make our predecessors proud?”": "An Ancient Tradition: You’ve inherited your double role from family or mentors. At the end of each session, ask: “Have we done something that would make our predecessors proud?”", + "Secret Mission: You are all devoted to a particular goal, using “mercenary monster hunter team” as your cover. What’s your objective? At the end of each session, ask: “Did we get closer to our goal?” If you achieve the objective, choose a new one or change to a new style. Your objective:": "Secret Mission: You are all devoted to a particular goal, using “mercenary monster hunter team” as your cover. What’s your objective? At the end of each session, ask: “Did we get closer to our goal?” If you achieve the objective, choose a new one or change to a new style. Your objective:", + "Goal-Oriented: At the end of each session, ask: “Did we fulfil the exact mission requested, without extra work?”": "Goal-Oriented: At the end of each session, ask: “Did we fulfil the exact mission requested, without extra work?”", + "Hearts of Gold: At the end of each session, ask: “Did we refuse to accept money from someone we saved?”": "Hearts of Gold: At the end of each session, ask: “Did we refuse to accept money from someone we saved?”", + "Wholesome: At the end of each session, ask: “Did we succeed by believing in each other and using our individual strengths?”": "Wholesome: At the end of each session, ask: “Did we succeed by believing in each other and using our individual strengths?”", + "Comical: At the end of each session, ask: “Did we do something really funny?”": "Comical: At the end of each session, ask: “Did we do something really funny?”", + "Cool: At the end of each session, ask: “Did we save the day, with style?”": "Cool: At the end of each session, ask: “Did we save the day, with style?”", + "Big Store: At the end of each session, ask: “Did we deal with any supernatural problems without management noticing?”": "Big Store: At the end of each session, ask: “Did we deal with any supernatural problems without management noticing?”", + "Security Team: At the end of each session, ask: “Did we keep people safe?”": "Security Team: At the end of each session, ask: “Did we keep people safe?”", + "Emergency Response: At the end of each session, ask: “Did we solve anyone’s problems?”": "Emergency Response: At the end of each session, ask: “Did we solve anyone’s problems?”", + "Thrown in the Deep End: You started out knowing nothing about the supernatural, and you’re still catching up. At the end of each session, ask: “Did we learn something new about the supernatural world?”": "Thrown in the Deep End: You started out knowing nothing about the supernatural, and you’re still catching up. At the end of each session, ask: “Did we learn something new about the supernatural world?”", + "Protectors: It’s all about looking after people. At the end of each session, ask: “Did we prevent harm in our community?”": "Protectors: It’s all about looking after people. At the end of each session, ask: “Did we prevent harm in our community?”", + "Cosy Coven: You were never strangers to the supernatural, but nobody else suspects it. At the end of each session, ask: “Did we help with our supernatural powers, undetected?”": "Cosy Coven: You were never strangers to the supernatural, but nobody else suspects it. At the end of each session, ask: “Did we help with our supernatural powers, undetected?”", + "Rock: At the end of each session, ask: “Did we lay the smackdown on some evildoers?”": "Rock: At the end of each session, ask: “Did we lay the smackdown on some evildoers?”", + "Punk: At the end of each session, ask: “Did we fight for the downtrodden?”": "Punk: At the end of each session, ask: “Did we fight for the downtrodden?”", + "Pop: At the end of each session, ask: “Did we look awesome?”": "Pop: At the end of each session, ask: “Did we look awesome?”", + "Metal: At the end of each session, ask: “Did we battle gloriously?”": "Metal: At the end of each session, ask: “Did we battle gloriously?”", + "Hip-hop: At the end of each session, ask: “Did we improve things for the local community?”": "Hip-hop: At the end of each session, ask: “Did we improve things for the local community?”", + "Folk: At the end of each session, ask: “Did we learn about local history and folklore?”": "Folk: At the end of each session, ask: “Did we learn about local history and folklore?”", + "Country: At the end of each session, ask: “Will that make a great story, later?”": "Country: At the end of each session, ask: “Will that make a great story, later?”", + "Inquisition: You believe your organisation isn’t rotten to the core, it just has a few rotten apples. At the end of each session, ask: “Is the organisation better now?”": "Inquisition: You believe your organisation isn’t rotten to the core, it just has a few rotten apples. At the end of each session, ask: “Is the organisation better now?”", + "Redemption: You were once part of the organisation’s shady dealings but are disgusted by them now. At the end of each session, ask: “Did we repay part of the harm we caused as organisation members?”": "Redemption: You were once part of the organisation’s shady dealings but are disgusted by them now. At the end of each session, ask: “Did we repay part of the harm we caused as organisation members?”", + "Revolt: You’ve recently understood the organisation is rotten to the core and should be terminated. At the end of each session, ask: “Are we closer to destroying the organisation?”": "Revolt: You’ve recently understood the organisation is rotten to the core and should be terminated. At the end of each session, ask: “Are we closer to destroying the organisation?”", + "Vengeance: You want to become strong enough to destroy the Wild Hunt one day. At the end of each session, ask: “Did what we do bring us closer to destroying the Wild Hunt?”": "Vengeance: You want to become strong enough to destroy the Wild Hunt one day. At the end of each session, ask: “Did what we do bring us closer to destroying the Wild Hunt?”", + "Compassion: You don’t want others to suffer as you did. At the end of each session, ask: “Did we risk our freedom to protect someone else’s’?”": "Compassion: You don’t want others to suffer as you did. At the end of each session, ask: “Did we risk our freedom to protect someone else’s’?”", + "Homelessness: You want to have normal lives one day. At the end of each session, ask: “Did we put some effort into making our lives more normal?”": "Homelessness: You want to have normal lives one day. At the end of each session, ask: “Did we put some effort into making our lives more normal?”", + "Enemies": "Enemies", + "Pick an enemy for your team:": "Pick an enemy for your team:", + "General Grox, alien warlord.": "General Grox, alien warlord.", + "The werewolf conspiracy.": "The werewolf conspiracy.", + "The Order of the Silvery Stars, who worship some very bad alien god-things.": "The Order of the Silvery Stars, who worship some very bad alien god-things.", + "The Old Gods, who want to return and rule the world again.": "The Old Gods, who want to return and rule the world again.", + "A rival Bureau with dubious methods and goals.": "A rival Bureau with dubious methods and goals.", + "Halphas, a demon who has it in for you.": "Halphas, a demon who has it in for you.", + "All the vampires.": "All the vampires.", + "Dr Crepuscule, who steals unnatural power from captured monsters.": "Dr Crepuscule, who steals unnatural power from captured monsters.", + "The King in Yellow, a god/force of corruption, decadence, and disease.": "The King in Yellow, a god/force of corruption, decadence, and disease.", + "A cabal of ghosts trying to secure the secret of returning to life.": "A cabal of ghosts trying to secure the secret of returning to life.", + "Alpha, an immortal werewolf.": "Alpha, an immortal werewolf.", + "Seth Vail, a billionaire who wants to harness the power of monsters, starting with immortality for himself.": "Seth Vail, a billionaire who wants to harness the power of monsters, starting with immortality for himself.", + "The Father of Monsters, the cosmic entity who is the source of evil in the world.": "The Father of Monsters, the cosmic entity who is the source of evil in the world.", + "The Grey Priests, a conspiracy to bring about the end of the world and birth of a new one.": "The Grey Priests, a conspiracy to bring about the end of the world and birth of a new one.", + "Lord Grash, warlord of a monster dimension.": "Lord Grash, warlord of a monster dimension.", + "All the demons.": "All the demons.", + "The Anointed Hierophant, an occult sect leader who wants to break the walls between worlds.": "The Anointed Hierophant, an occult sect leader who wants to break the walls between worlds.", + "Chaos, a cosmic entity of disorder.": "Chaos, a cosmic entity of disorder.", + "TransWorldCorp, a business hoping to profit from other worlds via their rift machine, no matter the damage they do along the way.": "TransWorldCorp, a business hoping to profit from other worlds via their rift machine, no matter the damage they do along the way.", + "Apollyon, a demon king who wants to rule the Earth.": "Apollyon, a demon king who wants to rule the Earth.", + "Incursions of HEDEs (Hostile Extra-Dimensional Entities).": "Incursions of HEDEs (Hostile Extra-Dimensional Entities).", + "Masanori, a selfish tycoon chasing personal immortality.": "Masanori, a selfish tycoon chasing personal immortality.", + "A rival IMPS team, who always want to make it look like they saved the day and you screwed up.": "A rival IMPS team, who always want to make it look like they saved the day and you screwed up.", + "A chaos cult who want to break down the structures of the modern world, so they can rule it with their magical powers.": "A chaos cult who want to break down the structures of the modern world, so they can rule it with their magical powers.", + "Dr Weltschmerz, a bitter and angry scientist who wants all worlds to suffer.": "Dr Weltschmerz, a bitter and angry scientist who wants all worlds to suffer.", + "Jauna, a merchant from Monster Marches who deals in interdimensional slave trade.": "Jauna, a merchant from Monster Marches who deals in interdimensional slave trade.", + "Separator, an automaton guarding borders between the worlds.": "Separator, an automaton guarding borders between the worlds.", + "Iron Crusade, an invading force from a futuristic world.": "Iron Crusade, an invading force from a futuristic world.", + "Your own evil versions from a mirrored universe.": "Your own evil versions from a mirrored universe.", + "The Black Knight, a faerie lord.": "The Black Knight, a faerie lord.", + "A necromancer, with a plan to rule the world.": "A necromancer, with a plan to rule the world.", + "Metaphysical Exploitation Holdings (MEH), a corporation that profits from ill-advised experimentation and exploitation of the supernatural.": "Metaphysical Exploitation Holdings (MEH), a corporation that profits from ill-advised experimentation and exploitation of the supernatural.", + "A conspiracy of chaos cultists.": "A conspiracy of chaos cultists.", + "Allmine, a greedy and capricious demon of desire.": "Allmine, a greedy and capricious demon of desire.", + "All the evil doppelgangers.": "All the evil doppelgangers.", + "Professor Trundil, an occult scientist trying to steal your powers and magic.": "Professor Trundil, an occult scientist trying to steal your powers and magic.", + "Great Waghru, a primordial entity slumbering beneath the city, now stirring.": "Great Waghru, a primordial entity slumbering beneath the city, now stirring.", + "Brave New World, an undercover company trying to replace humans in your city with robots.": "Brave New World, an undercover company trying to replace humans in your city with robots.", + "Pethas, a dragon.": "Pethas, a dragon.", + "All the werewolves.": "All the werewolves.", + "Ozahr, an immortal and megalomaniac wizard.": "Ozahr, an immortal and megalomaniac wizard.", + "The Fates.": "The Fates.", + "A conspiracy of political leaders secretly creating a global dictatorship.": "A conspiracy of political leaders secretly creating a global dictatorship.", + "Bradshaw, an evil property developer.": "Bradshaw, an evil property developer.", + "The Ghost King.": "The Ghost King.", + "Dracula.": "Dracula.", + "Cryptids generally.": "Cryptids generally.", + "A conspiracy of wizards who want to take over the world.": "A conspiracy of wizards who want to take over the world.", + "Your manager.": "Your manager.", + "The Queen of the Bug Monsters.": "The Queen of the Bug Monsters.", + "The Monarch of Waste, a cosmic entity of disorder and ruin.": "The Monarch of Waste, a cosmic entity of disorder and ruin.", + "A conspiracy within the company, using the workplace for a sinister occult plan.": "A conspiracy within the company, using the workplace for a sinister occult plan.", + "The thing in the basement. You don’t know what it is, but it’s evil.": "The thing in the basement. You don’t know what it is, but it’s evil.", + "The Pale Man, the powerful and malevolent ghost of a mass murderer who lived here a long time ago.": "The Pale Man, the powerful and malevolent ghost of a mass murderer who lived here a long time ago.", + "All the ghouls. A big cemetery nearby attracts their attention.": "All the ghouls. A big cemetery nearby attracts their attention.", + "Bradshaw, a property developer who wants to rebuild the city—by any means necessary.": "Bradshaw, a property developer who wants to rebuild the city—by any means necessary.", + "Discord, goddess of chaos and disorder.": "Discord, goddess of chaos and disorder.", + "A conspiracy of vampires trying to take over your community.": "A conspiracy of vampires trying to take over your community.", + "White Travellers, ghosts that feed on natural, joyous emotions of people and leave people content with a humdrum life.": "White Travellers, ghosts that feed on natural, joyous emotions of people and leave people content with a humdrum life.", + "Ancient Purity, an occultist/fascist death metal band. They would be your enemies even without their abuse of mystical powers.": "Ancient Purity, an occultist/fascist death metal band. They would be your enemies even without their abuse of mystical powers.", + "The Man, a new god of authority, order, and following the rules.": "The Man, a new god of authority, order, and following the rules.", + "The Sanguine Circle, a conspiracy of vampires with cells in many cities and towns.": "The Sanguine Circle, a conspiracy of vampires with cells in many cities and towns.", + "Allies": "Allies", + "Choose your team allies from this list:": "Choose your team allies from this list:", + "Doctor “Blue,” a physician. They can help you recover from harm.": "Doctor “Blue,” a physician. They can help you recover from harm.", + "Professor “Blood,” a forensic scientist. They are who you go to when you need evidence analysed.": "Professor “Blood,” a forensic scientist. They are who you go to when you need evidence analysed.", + "Agent “Will,” a field investigator. They’re a veteran of the Bureau, and can help you navigate problems with colleagues.": "Agent “Will,” a field investigator. They’re a veteran of the Bureau, and can help you navigate problems with colleagues.", + "Aquila Squad, an ally team. They are unofficially known as “the Extreme Problems” squad. They can handle anything unfazed, but their solutions can be a little... messy.": "Aquila Squad, an ally team. They are unofficially known as “the Extreme Problems” squad. They can handle anything unfazed, but their solutions can be a little... messy.", + "SkullFangz, an ally team. This is a group of hackers you’ve made a sort of alliance with. They can help you get information through unorthodox channels, but they sometimes need you to do some odd or dubious favours in return.": "SkullFangz, an ally team. This is a group of hackers you’ve made a sort of alliance with. They can help you get information through unorthodox channels, but they sometimes need you to do some odd or dubious favours in return.", + "Detective Barnes, a police detective who you saved from a monster way back when. They’ll help you out with some information now and then, and possibly more when you’re on their turf.": "Detective Barnes, a police detective who you saved from a monster way back when. They’ll help you out with some information now and then, and possibly more when you’re on their turf.", + "Bingo, an always-online researcher into strangeness. They can put you in touch with people who need help, coordinate communication, and help you with research.": "Bingo, an always-online researcher into strangeness. They can put you in touch with people who need help, coordinate communication, and help you with research.", + "Sapphire, who has the ability to manipulate time in certain ways. You suspect she may be very long-lived or even immortal. She is not always easy to contact, and can appear unexpectedly.": "Sapphire, who has the ability to manipulate time in certain ways. You suspect she may be very long-lived or even immortal. She is not always easy to contact, and can appear unexpectedly.", + "Another group of travelling hunters, an ally team. They can back you up monster hunting—you’ve helped each other out several times, when things got tricky.": "Another group of travelling hunters, an ally team. They can back you up monster hunting—you’ve helped each other out several times, when things got tricky.", + "Universal Cleanup Services, an ally team. A franchise that specialises in cleaning up messes like crime scenes and monster attacks.": "Universal Cleanup Services, an ally team. A franchise that specialises in cleaning up messes like crime scenes and monster attacks.", + "Carlito, a nurse. They can patch up injured hunters.": "Carlito, a nurse. They can patch up injured hunters.", + "Charity, an occultist. She can tell you about and sometimes find weird old items.": "Charity, an occultist. She can tell you about and sometimes find weird old items.", + "Raven, a mystic. Has some ideas about the Chosen One’s destiny.": "Raven, a mystic. Has some ideas about the Chosen One’s destiny.", + "The Junior Entourage, an ally team. These are friends who aren’t in the core team. Good at getting around for area canvassing or distraction.": "The Junior Entourage, an ally team. These are friends who aren’t in the core team. Good at getting around for area canvassing or distraction.", + "Destiny’s Servants, an ally team. A secretive group sent to help you out. They’re good at fighting and acting suspicious.": "Destiny’s Servants, an ally team. A secretive group sent to help you out. They’re good at fighting and acting suspicious.", + "Hawthorn, a hedge witch. They’re able to cast a variety of small but useful spells.": "Hawthorn, a hedge witch. They’re able to cast a variety of small but useful spells.", + "Anya, a folklorist. They know a lot about the stories and history of the region.": "Anya, a folklorist. They know a lot about the stories and history of the region.", + "The Feeling of Not Knowing a Particular Fact, a visitor from another world. An explorer of worlds, they have a store of facts or rumours about many different dimensions. Describe their home world and look.": "The Feeling of Not Knowing a Particular Fact, a visitor from another world. An explorer of worlds, they have a store of facts or rumours about many different dimensions. Describe their home world and look.", + "Junior Guardians, an ally team. By tradition, younger members of your families and community are apprenticed to take over when you retire. They can help with any tasks that aren’t too dangerous.": "Junior Guardians, an ally team. By tradition, younger members of your families and community are apprenticed to take over when you retire. They can help with any tasks that aren’t too dangerous.", + "A flock of otherworldly creatures, an ally team. These non-Earthly animals can scout and warn you of danger, and also are quite cute. Describe their home world and look.": "A flock of otherworldly creatures, an ally team. These non-Earthly animals can scout and warn you of danger, and also are quite cute. Describe their home world and look.", + "Ó Corra, IMPS General Secretary. Having Ó Corra on your side is always going to be handy.": "Ó Corra, IMPS General Secretary. Having Ó Corra on your side is always going to be handy.", + "Klíma, IMPS forensic specialist. Klíma can help you get extra forensic analysis or expedite tests.": "Klíma, IMPS forensic specialist. Klíma can help you get extra forensic analysis or expedite tests.", + "Villaverde, IMPS librarian. Knows a lot about mystical and occult secrets.": "Villaverde, IMPS librarian. Knows a lot about mystical and occult secrets.", + "IMPS team EM–3. This team of IMPS agents specialise in dealing with big disasters. They can help manage and calm down civilians and provide support for your team.": "IMPS team EM–3. This team of IMPS agents specialise in dealing with big disasters. They can help manage and calm down civilians and provide support for your team.", + "Cryptidnet, a loose organisation of interested amateurs and researchers who collate rumours of weird activity. Great source of leads and supernatural rumours.": "Cryptidnet, a loose organisation of interested amateurs and researchers who collate rumours of weird activity. Great source of leads and supernatural rumours.", + "Justinian, a paladin. He’s always ready to fight evil alongside you and hopes one of you will one day be the lady (or lord) of his heart.": "Justinian, a paladin. He’s always ready to fight evil alongside you and hopes one of you will one day be the lady (or lord) of his heart.", + "NewLife, a bio-robot. They know a lot about life on various worlds, whether organic, tech-based, or magic-based.": "NewLife, a bio-robot. They know a lot about life on various worlds, whether organic, tech-based, or magic-based.", + "Darween, a diplomat. Coming from the Monster Marches, she hates disunity and wants good people of all worlds to cooperate.": "Darween, a diplomat. Coming from the Monster Marches, she hates disunity and wants good people of all worlds to cooperate.", + "The Queen’s Musketeers. Brave, dashing and ready to fight with monsters both in Helos and beyond, but won’t do anything that directly contradicts Queen Helena the Radiant’s orders.": "The Queen’s Musketeers. Brave, dashing and ready to fight with monsters both in Helos and beyond, but won’t do anything that directly contradicts Queen Helena the Radiant’s orders.", + "Spirit Healers. They come from a Stone Age world and want to heal all spiritual ills of all worlds. They oppose killing monsters because they believe monsters should be healed and reintegrated instead.": "Spirit Healers. They come from a Stone Age world and want to heal all spiritual ills of all worlds. They oppose killing monsters because they believe monsters should be healed and reintegrated instead.", + "Zhu, a law enforcement officer. They can help you with legal difficulties in their jurisdiction.": "Zhu, a law enforcement officer. They can help you with legal difficulties in their jurisdiction.", + "Davis, a therapist specialising in trauma recovery.": "Davis, a therapist specialising in trauma recovery.", + "Dr Basu, a medical doctor.": "Dr Basu, a medical doctor.", + "The next generation, an ally team. These younger monster hunters are relatives of those who died in the battle, taking up the family calling.": "The next generation, an ally team. These younger monster hunters are relatives of those who died in the battle, taking up the family calling.", + "The Network, an ally team. This is a group of people who keep watch for big supernatural dangers, and can get you warnings in time to intervene.": "The Network, an ally team. This is a group of people who keep watch for big supernatural dangers, and can get you warnings in time to intervene.", + "Shinzō, a retro-weaponsmith. Their creations look like fancy souvenirs but have various magical properties.": "Shinzō, a retro-weaponsmith. Their creations look like fancy souvenirs but have various magical properties.", + "FaceBog, a doppelganger. They’ll impersonate you at various social events if you ask them nicely.": "FaceBog, a doppelganger. They’ll impersonate you at various social events if you ask them nicely.", + "Hedwig, a journalist. She believes in your public causes and is willing to cover up some things for you, but sometimes asks difficult questions.": "Hedwig, a journalist. She believes in your public causes and is willing to cover up some things for you, but sometimes asks difficult questions.", + "Monster Hunters Fan Club. They know your secret identities, but not your public ones.": "Monster Hunters Fan Club. They know your secret identities, but not your public ones.", + "Spirits of the city’s founders. They remember how the city once was and have clashed with occult forces that threaten it.": "Spirits of the city’s founders. They remember how the city once was and have clashed with occult forces that threaten it.", + "Dumont, the fixer. Dumont can find leads on jobs, and sometime scare up special gear.": "Dumont, the fixer. Dumont can find leads on jobs, and sometime scare up special gear.", + "Chang, a government official. They can help you with legal entanglements. Sometimes.": "Chang, a government official. They can help you with legal entanglements. Sometimes.", + "Dr Accorso. A medical doctor, ready to help with injuries or illness. No questions asked.": "Dr Accorso. A medical doctor, ready to help with injuries or illness. No questions asked.", + "The Irregulars, an ally team. They’re a general group of support crew that help you out. Mechanics, technicians, and the like.": "The Irregulars, an ally team. They’re a general group of support crew that help you out. Mechanics, technicians, and the like.", + "The Crooked Hearts, another mercenary monster hunting crew. You’ve worked together on some big jobs.": "The Crooked Hearts, another mercenary monster hunting crew. You’ve worked together on some big jobs.", + "Leon/Lyn, an authority figure (parent, teacher, etc.). Helpful dealing with officials.": "Leon/Lyn, an authority figure (parent, teacher, etc.). Helpful dealing with officials.", + "Romain, a librarian. Good at finding out details.": "Romain, a librarian. Good at finding out details.", + "A very smart pet. Pick their species and give them a name:": "A very smart pet. Pick their species and give them a name:", + "Your friend group, an ally team. Great for distractions.": "Your friend group, an ally team. Great for distractions.", + "Internet mystery circle, an ally team. Good for finding out weird facts and rumours.": "Internet mystery circle, an ally team. Good for finding out weird facts and rumours.", + "Aminat Salek, a client or customer who has a knack for finding whatever is weirdest.": "Aminat Salek, a client or customer who has a knack for finding whatever is weirdest.", + "Ahearn, a consultant. They can help you out with how things go on behind the scenes.": "Ahearn, a consultant. They can help you out with how things go on behind the scenes.", + "De Luca, from human resources. They can cover for absences and sometimes tell you what management is planning.": "De Luca, from human resources. They can cover for absences and sometimes tell you what management is planning.", + "The day shift, an ally team. They can help out when you need to sleep.": "The day shift, an ally team. They can help out when you need to sleep.", + "Asani, an old and knowledgeable witch.": "Asani, an old and knowledgeable witch.", + "Petersen, a police officer. Community-minded, they know you help people out and they help you too.": "Petersen, a police officer. Community-minded, they know you help people out and they help you too.", + "Red, cafe/bar/restaurant manager. You’re always welcome in their place, and they hear a lot of gossip.": "Red, cafe/bar/restaurant manager. You’re always welcome in their place, and they hear a lot of gossip.", + "The SWG, an ally team. These are newer members of the SWG. They can patrol, report events, and help people to safety. They’re not ready to take on monsters directly.": "The SWG, an ally team. These are newer members of the SWG. They can patrol, report events, and help people to safety. They’re not ready to take on monsters directly.", + "The sports club, an ally team. What sport do you all play? The other club members will do you a favour now and then. Useful for getting information from organisations you don’t have direct access to.": "The sports club, an ally team. What sport do you all play? The other club members will do you a favour now and then. Useful for getting information from organisations you don’t have direct access to.", + "Carlos, a roadie. They can do pretty much anything with reasonable competence.": "Carlos, a roadie. They can do pretty much anything with reasonable competence.", + "Charity, an occultist. She can tell you about mystical stuff you find and sometimes get you weird old items.": "Charity, an occultist. She can tell you about mystical stuff you find and sometimes get you weird old items.", + "Dr An Seulgi. She can help patch you up if you get hurt, and provide “special” prescriptions as long as you don’t abuse them too badly.": "Dr An Seulgi. She can help patch you up if you get hurt, and provide “special” prescriptions as long as you don’t abuse them too badly.", + "Eldritch Records, your label. You can hit them up for a little money, legal help, or contact details for folks in the music business.": "Eldritch Records, your label. You can hit them up for a little money, legal help, or contact details for folks in the music business.", + "Your fan club, an ally team. They’re keen to help, but they’re mainly just a bunch of kids (possibly kids in their late teens or early twenties, but still).": "Your fan club, an ally team. They’re keen to help, but they’re mainly just a bunch of kids (possibly kids in their late teens or early twenties, but still).", + "LOLweb, a hacker. They track the organisation’s web activity and try to hinder it but don’t believe in monsters.": "LOLweb, a hacker. They track the organisation’s web activity and try to hinder it but don’t believe in monsters.", + "Faruq, an office worker in the organisation. He also feels there’s something wrong but is too afraid to act openly about it.": "Faruq, an office worker in the organisation. He also feels there’s something wrong but is too afraid to act openly about it.", + "Grethel, a government official. She keeps track of various supernatural occurrences and organisations that deal with them.": "Grethel, a government official. She keeps track of various supernatural occurrences and organisations that deal with them.", + "Organisation ex-members. Each of them has seen a bit of bad things that happen there and can help you piece together the bigger picture.": "Organisation ex-members. Each of them has seen a bit of bad things that happen there and can help you piece together the bigger picture.", + "Independent hunters. Far less experienced than you but sometimes can do things you can’t due to being observed by the organisation.": "Independent hunters. Far less experienced than you but sometimes can do things you can’t due to being observed by the organisation.", + "Soyfly, a pixie. She knows a lot of recent gossip about the Wild Hunt.": "Soyfly, a pixie. She knows a lot of recent gossip about the Wild Hunt.", + "Althea, a private aviator. She believes the sky should be free for everyone, not just some creepy horsemen.": "Althea, a private aviator. She believes the sky should be free for everyone, not just some creepy horsemen.", + "Caragh, a banshee. She once rode with the Hunt and now helps other fugitives, but never reveals how she escaped.": "Caragh, a banshee. She once rode with the Hunt and now helps other fugitives, but never reveals how she escaped.", + "New Start, an NGO that helps refugees. They focus on political and war refugees, but allow you to use their facilities.": "New Start, an NGO that helps refugees. They focus on political and war refugees, but allow you to use their facilities.", + "The Savage Ride, the Wild Hunt’s rivals. They’ll do anything to hinder the Hunt, but are violent and fickle themselves.": "The Savage Ride, the Wild Hunt’s rivals. They’ll do anything to hinder the Hunt, but are violent and fickle themselves." } \ No newline at end of file diff --git a/Monster of the Week Official/translations/tr.json b/Monster of the Week Official/translations/tr.json index ff9012d6df..a2dac22f37 100644 --- a/Monster of the Week Official/translations/tr.json +++ b/Monster of the Week Official/translations/tr.json @@ -1192,7 +1192,6 @@ "custom-move-name": "İsim", "custom-move-description": "Description", "custom-gear": "Playbook Gear", - "start_newstuff": "", "unused": "Unused", "all": "All", "starting": "Starting", @@ -1290,7 +1289,7 @@ "eos-ref": "At the end of each session, the Keeper will ask the following questions:
    • Did we conclude the current mystery?
    • Did we save someone from certain death (or worse)?
    • Did we learn something new and important about the world?
    • Did we learn something new and important about one of the hunters?
    If you get one or two \"Yes\" answers, mark one experience. If you get three or four, mark two.", "pick-book": "Pick Your Playbook", "pick-book-desc": "Pick your playbook using the menu in the upper right corner or the buttons in the lists below. Once you pick a playbook, starting stats options are found at the bottom of the first main column (not including the stats column).", - "motw-books": "Monster of the Week Revised Edition Playbooks", + "motw-books": "Monster of the Week Hardcover Edition Playbooks", "chosen-desc": "A once-ordinary person who discovered they have a special destiny, and who has been given the power to accomplish it. The Chosen is good in a fight, with some weird powers. E.g. Buffy from Buffy the Vampire Slayer.", "crooked-desc": "A criminal turned monster hunter, haunted by their past and enemies. The Crooked is good in social situations and has a lot of contacts. E.g. Anna Valmont from The Dresden Files, Peter Bishop from Fringe.", "divine-desc": "An agent of a higher power, with a mission to fulfill. The Divine is very tough and has been granted holy powers. E.g. Castiel from Supernatural; Michael Carpenter from The Dresden Files.", @@ -1621,6 +1620,7 @@ "animating-force": "Animating Force", "animating-force-desc": "There is a force that gives you life, which cannot harm you. You do not eat, breathe, drink, or heal naturally. Instead, repair yourself with your recharge move. Pick an energy type:", "lightning": "Lightning", + "fire": "Fire", "music": "Music", "clockwork": "Clockwork", "orgone": "Orgone", @@ -1686,7 +1686,6 @@ "hardcase2020-move6": "Inspired Guesswork: When you investigate a mystery, you may spend 1 Fire to add 1 extra hold. The extra question must be about powers, motivations, or weaknesses.", "hardcase2020-move7": "Stone Cold: You never really get ruffled by danger. Gain +1 whenever pain or fear requires you act under pressure. Your nearby allies also gain this bonus against pain and fear, as long as you keep it together.", "hardcase2020-move8": "Weapon Master: When you take possession of a new weapon you may add, remove, or change one tag. This change only applies for you. When you get this move, apply it to all your current weapons.", - "fire": "Fire", "calm": "Calm", "raging": "Raging", "hardcase-vehicles": "Vehicles", @@ -1716,5 +1715,610 @@ "hardcase2020-gear22": "A spell formula, written on a napkin", "hardcase2020-advance1": "Your Fire track increases to 13 boxes.", "constructed-unstable": "You get 10 harm boxes and do not become unstable.", - "end_newstuff": "" + "team-playbooks": "Team Playbooks", + "team-playbook-choice": "Choose a Team Playbook", + "Team Playbook": "Team Playbook", + "Agents in Black": "Agents in Black", + "Always on the Road": "Always on the Road", + "The Chosen One and Entourage": "The Chosen One and Entourage", + "Guardians of the Borderland": "Guardians of the Borderland", + "IMPS (International Monster and Paranormal Service)": "IMPS (International Monster and Paranormal Service)", + "Interdimensional Crisis Team": "Interdimensional Crisis Team", + "The Last Survivors": "The Last Survivors", + "League of Double Lives": "League of Double Lives", + "Mercenaries": "Mercenaries", + "Mystery Club": "Mystery Club", + "The Night Shift": "The Night Shift", + "Suburban Watch Group": "Suburban Watch Group", + "Touring Band": "Touring Band", + "Whistleblowers": "Whistleblowers", + "Wild Hunt Fugitives": "Wild Hunt Fugitives", + "pick-teambook-desc": "Pick your team playbook using the menu in the upper right corner or the buttons in the lists below.", + "This team playbook has the hunters working for the Bureau—a clandestine organisation dedicated to hiding the existence of monsters and the supernatural from the general public.": "This team playbook has the hunters working for the Bureau—a clandestine organisation dedicated to hiding the existence of monsters and the supernatural from the general public.", + "You’re a travelling hunter team. Every week is a new town with a new problem.": "You’re a travelling hunter team. Every week is a new town with a new problem.", + "This team centres on a Chosen One and their friends who help with monster hunting. There’s also room for a mentor.": "This team centres on a Chosen One and their friends who help with monster hunting. There’s also room for a mentor.", + "This team playbook has the hunters as wardens of a liminal region: somewhere where the borders of the world are thin, where monsters and magic can slip through and cause trouble.": "This team playbook has the hunters as wardens of a liminal region: somewhere where the borders of the world are thin, where monsters and magic can slip through and cause trouble.", + "The International Monster and Paranormal Service (IMPS) was created to keep humanity safe from supernatural threats. It’s not clear who funds them, although most people assume it’s some kind of United Nations agency. IMPS isn’t secret, but they keep things as quiet as possible This team playbook sets your hunters as one of the elite IMPS teams that travels the world to deal with monster incidents.": "The International Monster and Paranormal Service (IMPS) was created to keep humanity safe from supernatural threats. It’s not clear who funds them, although most people assume it’s some kind of United Nations agency. IMPS isn’t secret, but they keep things as quiet as possible This team playbook sets your hunters as one of the elite IMPS teams that travels the world to deal with monster incidents.", + "Your world isn’t the only one that needs monster hunting help from time to time. And when others do, you travel through portals, loopholes, and other oddities to help. Interdimensional Crisis Team perfectly fits over-the-top, parody games. More serious stories about interdimensional problems are handled better by Guardians of the Borderland.": "Your world isn’t the only one that needs monster hunting help from time to time. And when others do, you travel through portals, loopholes, and other oddities to help. Interdimensional Crisis Team perfectly fits over-the-top, parody games. More serious stories about interdimensional problems are handled better by Guardians of the Borderland.", + "This hunter team were the only people who lived through a terrible (maybe even apocalyptic) battle. You had many allies at your side, but they didn’t make it.": "This hunter team were the only people who lived through a terrible (maybe even apocalyptic) battle. You had many allies at your side, but they didn’t make it.", + "You’re monster hunters but also important society members in a city. Your ties to the society give you various forms of influence but also mean you somehow have to manage two lives at once. The world isn’t ready to learn about your monster hunting and even less about the monsters themselves.": "You’re monster hunters but also important society members in a city. Your ties to the society give you various forms of influence but also mean you somehow have to manage two lives at once. The world isn’t ready to learn about your monster hunting and even less about the monsters themselves.", + "This team playbook has the hunters working for hire. They save people and hunt monsters, sure, but they also want to get paid at the end of the day.": "This team playbook has the hunters working for hire. They save people and hunt monsters, sure, but they also want to get paid at the end of the day.", + "This is a hunter team of investigators, with a focus on less horrific and more comedic mysteries. This particularly suits games with younger players, or younger hunters. This team playbook strongly pushes the game towards silliness and jokes, so be sure you’re ready for that if you’re considering taking it.": "This is a hunter team of investigators, with a focus on less horrific and more comedic mysteries. This particularly suits games with younger players, or younger hunters. This team playbook strongly pushes the game towards silliness and jokes, so be sure you’re ready for that if you’re considering taking it.", + "This team playbook has the hunters comprising the night shift at a workplace. A workplace that gets way more than its fair share of supernatural problems.": "This team playbook has the hunters comprising the night shift at a workplace. A workplace that gets way more than its fair share of supernatural problems.", + "This is a group of hunters who began as regular folks looking out for their local neighbourhood or town. It emphasises relationships outside of monster hunting and a focus on normal life as well as your adventures.": "This is a group of hunters who began as regular folks looking out for their local neighbourhood or town. It emphasises relationships outside of monster hunting and a focus on normal life as well as your adventures.", + "This team is a band, eternally on tour. Everywhere you have a gig booked, it seems like something bad is going down. Between sound check and putting on the show, you gotta deal with whatever is eating people in this town.": "This team is a band, eternally on tour. Everywhere you have a gig booked, it seems like something bad is going down. Between sound check and putting on the show, you gotta deal with whatever is eating people in this town.", + "All the hunters in your team are members of a monster hunting organisation, and you start suspecting there’s something fishy about this group. This team playbook shares many elements of the Initiate and Professional playbooks because it essentially represents playing an entire team of Initiates and/or Professionals. You shouldn’t choose those playbooks when playing as the Whistleblowers—unless the Keeper agrees some characters belong to a different organisation as well, which might make the situation even more messy.": "All the hunters in your team are members of a monster hunting organisation, and you start suspecting there’s something fishy about this group. This team playbook shares many elements of the Initiate and Professional playbooks because it essentially represents playing an entire team of Initiates and/or Professionals. You shouldn’t choose those playbooks when playing as the Whistleblowers—unless the Keeper agrees some characters belong to a different organisation as well, which might make the situation even more messy.", + "You joined or were abducted by the Wild Hunt. You gained some supernatural skills while riding with it, but then escaped it. Now you use your experience to hunt monsters, evade the Hunt and, maybe, destroy it one day.": "You joined or were abducted by the Wild Hunt. You gained some supernatural skills while riding with it, but then escaped it. Now you use your experience to hunt monsters, evade the Hunt and, maybe, destroy it one day.", + "Getting Started": "Getting Started", + "Determine the nature of the Event.": "Determine the nature of the Event.", + "Decide the history between you and the Wild Hunt.": "Decide the history between you and the Wild Hunt.", + "Pick your style (and associated improvement question).": "Pick your style (and associated improvement question).", + "Figure out the nature of the Bureau.": "Figure out the nature of the Bureau.", + "Create your city.": "Create your city.", + "Pick your obligations.": "Pick your obligations.", + "Come up with a band name.": "Come up with a band name.", + "Pick a starting team ally.": "Pick a starting team ally.", + "Customize the organisation.": "Customize the organisation.", + "Pick your starting team move and 2 boxes of assets.": "Pick your starting team move and 2 boxes of assets.", + "Pick a starting team ally, move, and assets.": "Pick a starting team ally, move, and assets.", + "Pick a starting team enemy, ally, move, and 2 boxes of assets.": "Pick a starting team enemy, ally, move, and 2 boxes of assets.", + "Put on some music and hit the road.": "Put on some music and hit the road.", + "Await the next weird prophecy.": "Await the next weird prophecy.", + "Check the boundaries for incursions.": "Check the boundaries for incursions.", + "Report for your mission briefing.": "Report for your mission briefing.", + "Prepare for the next disaster.": "Prepare for the next disaster.", + "Ponder your responsibilities, as you await the call.": "Ponder your responsibilities, as you await the call.", + "See who’s hiring today.": "See who’s hiring today.", + "Next meeting is at the clubroom on Tuesday afternoon.": "Next meeting is at the clubroom on Tuesday afternoon.", + "Clock in and prepare for another night of drudgery.": "Clock in and prepare for another night of drudgery.", + "Walk the streets. Keep an eye out for evildoers.": "Walk the streets. Keep an eye out for evildoers.", + "You have half an hour before we fly to the next city. Soundcheck at 7, you’re on at 8.": "You have half an hour before we fly to the next city. Soundcheck at 7, you’re on at 8.", + "Snoop around the boss’s office while they’re in a meeting.": "Snoop around the boss’s office while they’re in a meeting.", + "Stay wary, that sounded like howls in the wind.": "Stay wary, that sounded like howls in the wind.", + "The Bureau": "The Bureau", + "Prompts": "Prompts", + "The Bureau setup is determined by the group. Record your answers to these prompts in the Notes section below.": "The Bureau setup is determined by the group. Record your answers to these prompts in the Notes section below.", + "If you have a hunter who belongs to an organisation already—like a Professional or an Initiate—you may combine their setup with the Bureau setup. Figure out how the two perspectives work for your Bureau. If you don’t like that idea, you can also keep them separate (which will lead to its own drama with split loyalties and rivalries).": "If you have a hunter who belongs to an organisation already—like a Professional or an Initiate—you may combine their setup with the Bureau setup. Figure out how the two perspectives work for your Bureau. If you don’t like that idea, you can also keep them separate (which will lead to its own drama with split loyalties and rivalries).", + "Now determine the nature of the Bureau:": "Now determine the nature of the Bureau:", + "Is the Bureau an open, covert, or secret organisation? An open Bureau exists openly but has a cover responsibility to distract from their real mission. A covert Bureau doesn’t explicitly hide themselves, but they try not to draw attention. A secret Bureau has no official records and operates completely in the shadows.": "Is the Bureau an open, covert, or secret organisation? An open Bureau exists openly but has a cover responsibility to distract from their real mission. A covert Bureau doesn’t explicitly hide themselves, but they try not to draw attention. A secret Bureau has no official records and operates completely in the shadows.", + "Who is your team’s handler or commanding officer and what are they like? Create your own or pick one of these:": "Who is your team’s handler or commanding officer and what are they like? Create your own or pick one of these:", + "Special Agent “Coop” is a genial, avuncular middle-aged man. He’s disorganised and often loses track of details, but he always has the team’s back.": "Special Agent “Coop” is a genial, avuncular middle-aged man. He’s disorganised and often loses track of details, but he always has the team’s back.", + "Special Agent “Star” is a harsh boss. She doesn’t really seem to like you, and you never seem to measure up to her standards of “perfection plus.” She runs everything by the book (this can be good or bad for you).": "Special Agent “Star” is a harsh boss. She doesn’t really seem to like you, and you never seem to measure up to her standards of “perfection plus.” She runs everything by the book (this can be good or bad for you).", + "Provisional Special Agent “Fireball” is young and excitable. They prefer you deal with problems in a scorched earth style, without regard for consequences. That is also their management style.": "Provisional Special Agent “Fireball” is young and excitable. They prefer you deal with problems in a scorched earth style, without regard for consequences. That is also their management style.", + "Who do you think is really running the Bureau? The government? A secret global government? Some other government? A billionaire? A secret conspiracy dating back to Uruk’s priesthood? Something else?": "Who do you think is really running the Bureau? The government? A secret global government? Some other government? A billionaire? A secret conspiracy dating back to Uruk’s priesthood? Something else?", + "The Event": "The Event", + "What is the terrible situation you all survived together?": "What is the terrible situation you all survived together?", + "A concerted assault by monsters, as you took shelter in an isolated cabin.": "A concerted assault by monsters, as you took shelter in an isolated cabin.", + "A single terrifying monster invaded your homes.": "A single terrifying monster invaded your homes.", + "It was the only chance to avert an apocalypse.": "It was the only chance to avert an apocalypse.", + "An invasion from another dimension.": "An invasion from another dimension.", + "People around you were transformed into monsters.": "People around you were transformed into monsters.", + "You were strangers in a small town filled with murderous monsters, on festival day.": "You were strangers in a small town filled with murderous monsters, on festival day.", + "Something else:": "Something else:", + "Decide who the allies were who fought alongside you and died in battle. Each hunter picks one.": "Decide who the allies were who fought alongside you and died in battle. Each hunter picks one.", + "A monster hunting teammate.": "A monster hunting teammate.", + "Your spouse or lover.": "Your spouse or lover.", + "Your sibling.": "Your sibling.", + "A parent.": "A parent.", + "A child.": "A child.", + "Your mentor.": "Your mentor.", + "Your protégée.": "Your protégée.", + "Your dog (or other pet).": "Your dog (or other pet).", + "Someone else:": "Someone else:", + "Then decide how you saved the day in the end. Whatever it was, it came at great personal cost (beyond the loss you just chose).": "Then decide how you saved the day in the end. Whatever it was, it came at great personal cost (beyond the loss you just chose).", + "The City": "The City", + "The city you all protect will be an important aspect of the story, more of a collective character of your mysteries than just a background element. Each player should choose one key aspect of the city from one of the following lists. Balance between good and bad things as fits the mood of your campaign.": "The city you all protect will be an important aspect of the story, more of a collective character of your mysteries than just a background element. Each player should choose one key aspect of the city from one of the following lists. Balance between good and bad things as fits the mood of your campaign.", + "Good things": "Good things", + "Cozy": "Cozy", + "Affluent": "Affluent", + "Good social care": "Good social care", + "Proud of its past": "Proud of its past", + "Lots of monuments": "Lots of monuments", + "Highly ecological": "Highly ecological", + "Transparent politics": "Transparent politics", + "Technological hub": "Technological hub", + "The nation’s main transport hub": "The nation’s main transport hub", + "Protected by benevolent magic": "Protected by benevolent magic", + "Beloved by travel vloggers": "Beloved by travel vloggers", + "An extremely famous mayor": "An extremely famous mayor", + "A university with unique departments": "A university with unique departments", + "Other:": "Other:", + "Bad things": "Bad things", + "Alienating": "Alienating", + "Poor": "Poor", + "Big social inequality": "Big social inequality", + "Shameful past": "Shameful past", + "Nothing worth sightseeing": "Nothing worth sightseeing", + "Highly polluted": "Highly polluted", + "Shady politics": "Shady politics", + "No prospects for the future": "No prospects for the future", + "Shady military bases": "Shady military bases", + "Gangs that terrorize the entire region": "Gangs that terrorize the entire region", + "Believed to bring bad luck": "Believed to bring bad luck", + "Struck by a powerful curse": "Struck by a powerful curse", + "Obligations": "Obligations", + "Your social status carries some obligations with it. At the beginning of a mystery, the Keeper holds 3. They can spend 1 hold to introduce one of the obligations. When it’s introduced, at least half of you must attend, otherwise you can lose allies or tempt mundane people to investigate your lives.": "Your social status carries some obligations with it. At the beginning of a mystery, the Keeper holds 3. They can spend 1 hold to introduce one of the obligations. When it’s introduced, at least half of you must attend, otherwise you can lose allies or tempt mundane people to investigate your lives.", + "Choose or create two obligations you have:": "Choose or create two obligations you have:", + "Attending parties and balls.": "Attending parties and balls.", + "Attending important conferences.": "Attending important conferences.", + "Ceremonially opening new buildings.": "Ceremonially opening new buildings.", + "Meeting children at schools.": "Meeting children at schools.", + "Tutoring promising students one on one.": "Tutoring promising students one on one.", + "Appearing on TV.": "Appearing on TV.", + "The Organisation": "The Organisation", + "You create the details about your organisation, choosing options from the following lists. Things you suspect can pertain either to the organisation as a whole or to an influential group within it. At least two of the things you suspect are true, the Keeper decides which ones.": "You create the details about your organisation, choosing options from the following lists. Things you suspect can pertain either to the organisation as a whole or to an influential group within it. At least two of the things you suspect are true, the Keeper decides which ones.", + "Official goals": "Official goals", + "(choose one or two)": "(choose one or two)", + "Slay monsters": "Slay monsters", + "Contain monsters": "Contain monsters", + "Govern safe use of magic": "Govern safe use of magic", + "Research monsters": "Research monsters", + "Research paranatural phenomena": "Research paranatural phenomena", + "Keep monsters and magic secret": "Keep monsters and magic secret", + "Goal you suspect": "Goal you suspect", + "(choose one)": "(choose one)", + "Training an army of monsters": "Training an army of monsters", + "Creating new monsters": "Creating new monsters", + "Stealing the monsters’ powers": "Stealing the monsters’ powers", + "Keeping all magic to themselves": "Keeping all magic to themselves", + "Taking over the world": "Taking over the world", + "Destroying the world": "Destroying the world", + "Official resources": "Official resources", + "(choose two)": "(choose two)", + "Ancient lore": "Ancient lore", + "Modernised": "Modernised", + "Chapters everywhere": "Chapters everywhere", + "Secular power": "Secular power", + "Rich": "Rich", + "Rigorous training": "Rigorous training", + "Offices all over the place": "Offices all over the place", + "Good intel": "Good intel", + "Support teams": "Support teams", + "Suspected resources": "Suspected resources", + "Demonology": "Demonology", + "Necromancy": "Necromancy", + "Deals with monsters": "Deals with monsters", + "Manipulated minions": "Manipulated minions", + "Manipulated cultists": "Manipulated cultists", + "Bribed officials": "Bribed officials", + "Sacrificing members": "Sacrificing members", + "Obvious flaws": "Obvious flaws", + "Tradition-bound": "Tradition-bound", + "Paranoid and secretive": "Paranoid and secretive", + "Closed hierarchy": "Closed hierarchy", + "Strict laws": "Strict laws", + "Mystical oaths": "Mystical oaths", + "Bureaucratic": "Bureaucratic", + "Hostile superiors": "Hostile superiors", + "Take-no-prisoners policy": "Take-no-prisoners policy", + "Live capture policy": "Live capture policy", + "Suspected flaws": "Suspected flaws", + "Total obedience": "Total obedience", + "Tyrannical leaders": "Tyrannical leaders", + "Protects member criminals": "Protects member criminals", + "The Wild Hunt": "The Wild Hunt", + "You were part of the Wild Hunt, a group of violent fey and spirits riding the world and striking fear into the hearts of people. Detail the Wild Hunt here.": "You were part of the Wild Hunt, a group of violent fey and spirits riding the world and striking fear into the hearts of people. Detail the Wild Hunt here.", + "Who Rides With The Hunt?": "Who Rides With The Hunt?", + "Elves": "Elves", + "Trolls": "Trolls", + "Demons": "Demons", + "Wraiths": "Wraiths", + "Banshees": "Banshees", + "Werewolves": "Werewolves", + "Something Else": "Something Else", + "The Wild Hunt has a leader, probably a king or a queen. Give them a name or a title:": "The Wild Hunt has a leader, probably a king or a queen. Give them a name or a title:", + "Choose or invent their impressive powers, at least two:": "Choose or invent their impressive powers, at least two:", + "Grant immortality": "Grant immortality", + "Grant lycanthropy": "Grant lycanthropy", + "Steal emotion": "Steal emotion", + "See destinies": "See destinies", + "Set destinies": "Set destinies", + "Control weather": "Control weather", + "Grant sentience to animals": "Grant sentience to animals", + "Grant sentience to weapons": "Grant sentience to weapons", + "Why were you a part of the Wild Hunt?": "Why were you a part of the Wild Hunt?", + "Each player can choose a different answer:": "Each player can choose a different answer:", + "I was kidnapped by the Hunt": "I was kidnapped by the Hunt", + "I sold my soul to the Hunt": "I sold my soul to the Hunt", + "I wanted to ride with the Hunt": "I wanted to ride with the Hunt", + "I’m a supernatural creature who’s a part of the Hunt": "I’m a supernatural creature who’s a part of the Hunt", + "Something else": "Something else", + "Then all of you escaped, sick with the Hunt’s atrocities or their treatment of you.": "Then all of you escaped, sick with the Hunt’s atrocities or their treatment of you.", + "How Did You Escape?": "How Did You Escape?", + "How did you escape?": "How did you escape?", + "With a clever plan": "With a clever plan", + "By sheer luck": "By sheer luck", + "With outside help": "With outside help", + "Thanks to a loophole in your fae contract": "Thanks to a loophole in your fae contract", + "The Wild Hunt keeps looking for you. How do they do it?": "The Wild Hunt keeps looking for you. How do they do it?", + "Choose two ways:": "Choose two ways:", + "They give other monsters this in exchange for information.": "They give other monsters this in exchange for information.", + "They track the internet, but they can’t monitor one part of it:": "They track the internet, but they can’t monitor one part of it:", + "They can see you when you’re outside in one type of weather, namely:": "They can see you when you’re outside in one type of weather, namely:", + "They sense you when you use magic unless you take a precaution, namely:": "They sense you when you use magic unless you take a precaution, namely:", + "What will the Wild Hunt do if they find you?": "What will the Wild Hunt do if they find you?", + "Kill you.": "Kill you.", + "Torment you.": "Torment you.", + "Make you join the Hunt again.": "Make you join the Hunt again.", + "Make you slaves.": "Make you slaves.", + "Notes": "Notes", + "Team Moves": "Team Moves", + "Choose your team moves from this list. The first one is a good default choice:": "Choose your team moves from this list. The first one is a good default choice:", + "Memory Eraser: You have been issued handheld devices to erase memories from civilians. When you target a person and activate the device, say how many hours you want to erase (1–6) and roll +Weird. On a 10+, those memories are gone. On a 7–9, the memories are gone but the target knows something strange happened.": "Memory Eraser: You have been issued handheld devices to erase memories from civilians. When you target a person and activate the device, say how many hours you want to erase (1–6) and roll +Weird. On a 10+, those memories are gone. On a 7–9, the memories are gone but the target knows something strange happened.", + "Authority Override: If local officials are causing trouble, you can get them pulled off the case. This may—of course—make them more suspicious.": "Authority Override: If local officials are causing trouble, you can get them pulled off the case. This may—of course—make them more suspicious.", + "Containment Field Projector: Place the projector and activate it, choosing a range from 1–20 meters. A spherical shield is created, allowing nothing in or out. Lasts until deactivated by remote or in an hour when the battery runs out. There’s time to get out of the zone, but only just.": "Containment Field Projector: Place the projector and activate it, choosing a range from 1–20 meters. A spherical shield is created, allowing nothing in or out. Lasts until deactivated by remote or in an hour when the battery runs out. There’s time to get out of the zone, but only just.", + "Anonymity: Your identity isn’t traceable via official databases or records. Enemies or bystanders can’t find out anything about your history through any official channels. Additionally, any distinguishing features are removed from photo, videos, or voice recordings of you when they’re processed by any regular computer or phone.": "Anonymity: Your identity isn’t traceable via official databases or records. Enemies or bystanders can’t find out anything about your history through any official channels. Additionally, any distinguishing features are removed from photo, videos, or voice recordings of you when they’re processed by any regular computer or phone.", + "Not Right: You all have a creepy, uncanny valley style aura or look that counts as a reason for manipulating a bystander with threats.": "Not Right: You all have a creepy, uncanny valley style aura or look that counts as a reason for manipulating a bystander with threats.", + "Something Different: Take a move from another team playbook.": "Something Different: Take a move from another team playbook.", + "Change Team Style: Pick a new team style. You now use that one instead of the one you first chose.": "Change Team Style: Pick a new team style. You now use that one instead of the one you first chose.", + "Home Away from Home: Whenever you arrive in a new town, you immediately find a motel and a cafe that are friendly and welcoming. One or the other will turn out to have a connection to the mystery that brought you here, even if just by having a bystander come by.": "Home Away from Home: Whenever you arrive in a new town, you immediately find a motel and a cafe that are friendly and welcoming. One or the other will turn out to have a connection to the mystery that brought you here, even if just by having a bystander come by.", + "Geniality: When you meet a new person in a town you haven’t visited before, roll +Charm. On a 10+, they are well-disposed towards you. On a 7–9, they’re still well-disposed but the Keeper chooses one: they are marked for trouble, or they conceal something from the hunters. Additionally, when you return to a town you have already visited, you always run into the people you befriended previously.": "Geniality: When you meet a new person in a town you haven’t visited before, roll +Charm. On a 10+, they are well-disposed towards you. On a 7–9, they’re still well-disposed but the Keeper chooses one: they are marked for trouble, or they conceal something from the hunters. Additionally, when you return to a town you have already visited, you always run into the people you befriended previously.", + "Handy: You’re all good at fixing stuff. Anything broken or messed up in the course of a mystery is repaired and ready to go before the next one. Gear or assets that would be described as “totally destroyed” still need to be replaced.": "Handy: You’re all good at fixing stuff. Anything broken or messed up in the course of a mystery is repaired and ready to go before the next one. Gear or assets that would be described as “totally destroyed” still need to be replaced.", + "No-stick: You’ve had yourselves removed from official and law enforcement databases. You don’t have to worry about “misunderstandings” from previous towns getting in the way of your hunts (unless someone got annoyed enough to make it a personal vendetta).": "No-stick: You’ve had yourselves removed from official and law enforcement databases. You don’t have to worry about “misunderstandings” from previous towns getting in the way of your hunts (unless someone got annoyed enough to make it a personal vendetta).", + "Monster Journals: When a mystery reminds you of something you encountered before, consult your notes and tell the Keeper what you think is the same. The Keeper will say if you got it right.If you’re correct, take +1 forward to investigate a mystery. If you’re wrong but had a good idea, take +1 forward to read a bad situation. If you’re totally off base, the Keeper holds 1 to put you in a tight spot.": "Monster Journals: When a mystery reminds you of something you encountered before, consult your notes and tell the Keeper what you think is the same. The Keeper will say if you got it right.

    If you’re correct, take +1 forward to investigate a mystery. If you’re wrong but had a good idea, take +1 forward to read a bad situation. If you’re totally off base, the Keeper holds 1 to put you in a tight spot.", + "Ancient Visions: An ancient ritual, to be conducted regularly, gives the whole team access to some of the visions sent to the Chosen One. Once per mystery, each hunter may ask the Keeper a question about anything they want. The Keeper answers with a vision or dream: obscure and vague, but true.": "Ancient Visions: An ancient ritual, to be conducted regularly, gives the whole team access to some of the visions sent to the Chosen One. Once per mystery, each hunter may ask the Keeper a question about anything they want. The Keeper answers with a vision or dream: obscure and vague, but true.", + "Armoury of the Chosen: You gain a cache of special weapons used by previous Chosen Ones. The Keeper should design a lesser version of the Chosen One’s special weapon, which all other members of the team may use. When this is unlocked, the Chosen One may change or add a tag on their special weapon.": "Armoury of the Chosen: You gain a cache of special weapons used by previous Chosen Ones. The Keeper should design a lesser version of the Chosen One’s special weapon, which all other members of the team may use. When this is unlocked, the Chosen One may change or add a tag on their special weapon.", + "Handing on the Torch: When you select this, designate another character as the next Chosen One. When the current Chosen One dies, that character may change to the Chosen playbook whenever they are ready. The new Chosen One designates the next heir when they find a worthy successor.": "Handing on the Torch: When you select this, designate another character as the next Chosen One. When the current Chosen One dies, that character may change to the Chosen playbook whenever they are ready. The new Chosen One designates the next heir when they find a worthy successor.", + "Friends Stick Together: Once per mystery, a hunter may call the rest of the team to their current location. Everyone arrives as soon as they potentially can (based on their last known position and when we saw them there). That can be “right this instant,” if at all possible.": "Friends Stick Together: Once per mystery, a hunter may call the rest of the team to their current location. Everyone arrives as soon as they potentially can (based on their last known position and when we saw them there). That can be “right this instant,” if at all possible.", + "Wyrd’s Favour: When you choose this team move, all hunters erase 1 spent Luck point. If you haven’t spent any Luck yet, add a new Luck box instead.": "Wyrd’s Favour: When you choose this team move, all hunters erase 1 spent Luck point. If you haven’t spent any Luck yet, add a new Luck box instead.", + "Otherworldly Intuition: When you encounter something from another world, you recognise that they don’t belong here. When you encounter a place where another world is accessible, you are aware of it and may stop at the threshold.": "Otherworldly Intuition: When you encounter something from another world, you recognise that they don’t belong here. When you encounter a place where another world is accessible, you are aware of it and may stop at the threshold.", + "Wardens: Once per mystery while you’re defending a portal, wall, or border, you may ignore all harm from a single source, or treat a roll as if you rolled a 12. This works just as if you spent a Luck, except it doesn’t trigger your special move.": "Wardens: Once per mystery while you’re defending a portal, wall, or border, you may ignore all harm from a single source, or treat a roll as if you rolled a 12. This works just as if you spent a Luck, except it doesn’t trigger your special move.", + "Outer Speech: You have a knack for the languages of the multiverse. You can always understand, and make yourself understood, when you’re talking to denizens from beyond. This is mainly the general sense of things—some details might get lost along the way.": "Outer Speech: You have a knack for the languages of the multiverse. You can always understand, and make yourself understood, when you’re talking to denizens from beyond. This is mainly the general sense of things—some details might get lost along the way.", + "Walkers between Worlds: At a suitable liminal site, you know how to step between worlds. Describe how you open the way and roll +Weird. On a 10+, you’re walking to the place you intended, but the way may be difficult. On a 7–9, choose one: you’re on the right path in immediate danger, or you find yourself lost and in the wrong place. On a 6 or less, you’re lost and in big trouble. If more than one of the hunters is using this move together, only make one roll: the hunter with the worst Weird score rolls (but they may accept help).": "Walkers between Worlds: At a suitable liminal site, you know how to step between worlds. Describe how you open the way and roll +Weird. On a 10+, you’re walking to the place you intended, but the way may be difficult. On a 7–9, choose one: you’re on the right path in immediate danger, or you find yourself lost and in the wrong place. On a 6 or less, you’re lost and in big trouble. If more than one of the hunters is using this move together, only make one roll: the hunter with the worst Weird score rolls (but they may accept help).", + "Outsider Knack: Once per visit to another world, you may use a trick or ability from Earth to gain an advantage. The advantage allows you to roll one move using three dice, selecting the best two for your result.": "Outsider Knack: Once per visit to another world, you may use a trick or ability from Earth to gain an advantage. The advantage allows you to roll one move using three dice, selecting the best two for your result.", + "Drilled Coordination: All team members get +1 ongoing when helping out another team member.": "Drilled Coordination: All team members get +1 ongoing when helping out another team member.", + "Comms: You have systems that keep you constantly in voice contact, regardless of where in the world you each may be. Not guaranteed to work in shielded spaces, deep underground, beyond magical portals, or on other worlds.": "Comms: You have systems that keep you constantly in voice contact, regardless of where in the world you each may be. Not guaranteed to work in shielded spaces, deep underground, beyond magical portals, or on other worlds.", + "Recognised IMPS Team: Wherever in the world you are, you have authority to deal with supernatural events. Local officials will—in general—cooperate with you fully. Does not apply in nations outside the IMPS treaty.": "Recognised IMPS Team: Wherever in the world you are, you have authority to deal with supernatural events. Local officials will—in general—cooperate with you fully. Does not apply in nations outside the IMPS treaty.", + "Rapid Deployment: IMPS has quick-response vehicles able to deliver you (or other IMPS assets) anywhere in the world, extremely quickly. They may also be used to make a fast exit from bad situations.": "Rapid Deployment: IMPS has quick-response vehicles able to deliver you (or other IMPS assets) anywhere in the world, extremely quickly. They may also be used to make a fast exit from bad situations.", + "Memories of the Fallen: When a hunter on the team dies in the line of duty, or retires from IMPS and monster hunting, all remaining team members erase a used Luck mark.": "Memories of the Fallen: When a hunter on the team dies in the line of duty, or retires from IMPS and monster hunting, all remaining team members erase a used Luck mark.", + "Global Crisis: Once per mystery, each of you can read a bad situation treating an entire world as the bad situation, including asking about the best way in or out.": "Global Crisis: Once per mystery, each of you can read a bad situation treating an entire world as the bad situation, including asking about the best way in or out.", + "Surge of Magic: Each of you holds 1 when you enter a new world. You can spend this hold to get an automatic result of 10 on a Weird move roll or to learn a useful big magic ritual known only in this world.": "Surge of Magic: Each of you holds 1 when you enter a new world. You can spend this hold to get an automatic result of 10 on a Weird move roll or to learn a useful big magic ritual known only in this world.", + "Otherworldly: You make your strangeness in other worlds work to your advantage in interpersonal situations. “I’m from another world” works as a reason for people to do as you ask when you manipulate someone.": "Otherworldly: You make your strangeness in other worlds work to your advantage in interpersonal situations. “I’m from another world” works as a reason for people to do as you ask when you manipulate someone.", + "A Multiverse of Friends: Three times per mystery, a friend you’ve made in an alternate universe can help one of you with a task as if they rolled 10+ to help out. They either manifest next to you for a moment or somehow are there in person. They can be bystanders from previous games or people from your backstories.": "A Multiverse of Friends: Three times per mystery, a friend you’ve made in an alternate universe can help one of you with a task as if they rolled 10+ to help out. They either manifest next to you for a moment or somehow are there in person. They can be bystanders from previous games or people from your backstories.", + "Determined Guardians: When one of the hunters protects a bystander, the target never takes harm: even on a miss, that bystander is totally safe. The hunter doing the protection still suffers the full effects of the roll result.": "Determined Guardians: When one of the hunters protects a bystander, the target never takes harm: even on a miss, that bystander is totally safe. The hunter doing the protection still suffers the full effects of the roll result.", + "Field Medics: When you treat an injured bystander, they are stabilised and well enough to manage until they can get proper medical attention. When you treat another hunter, pick if you heal 2-harm or stabilise them. Then they take +1 forward.": "Field Medics: When you treat an injured bystander, they are stabilised and well enough to manage until they can get proper medical attention. When you treat another hunter, pick if you heal 2-harm or stabilise them. Then they take +1 forward.", + "Checklists: Once per mystery, each hunter in need of a particular item may declare they have it. Narrate a flashback explaining why they thought to include it in their gear. If the item is especially rare, strange, or unusual (this is the Keeper’s call), then this move can’t be used again by any hunter until the next mystery.": "Checklists: Once per mystery, each hunter in need of a particular item may declare they have it. Narrate a flashback explaining why they thought to include it in their gear. If the item is especially rare, strange, or unusual (this is the Keeper’s call), then this move can’t be used again by any hunter until the next mystery.", + "Keep on Goin’: When you’re protecting bystanders from danger, any move that would prevent you from taking action due to harm, stress, or panic has its effect deferred. You can keep going for now, but once everyone is safe the full effects of what you’ve been through hit you.": "Keep on Goin’: When you’re protecting bystanders from danger, any move that would prevent you from taking action due to harm, stress, or panic has its effect deferred. You can keep going for now, but once everyone is safe the full effects of what you’ve been through hit you.", + "Shared Dangers: When you take a moment to share your worries and fears about a previous or upcoming battle with another hunter, you both choose one: heal 1-harm, or take +1 forward.": "Shared Dangers: When you take a moment to share your worries and fears about a previous or upcoming battle with another hunter, you both choose one: heal 1-harm, or take +1 forward.", + "Big Reveal: If most people around you don’t know about your secret identities, the first action you take in that scene that reveals those identities gets +1 forward. Bystanders and minions present freeze in surprise for a moment, giving you an opportunity to act before they can react.": "Big Reveal: If most people around you don’t know about your secret identities, the first action you take in that scene that reveals those identities gets +1 forward. Bystanders and minions present freeze in surprise for a moment, giving you an opportunity to act before they can react.", + "Affluent: You can get most gear easily. Specify what you need, assigning tags to the gear. If it’s a weapon, treat each harm beyond 2-harm as a separate tag; if it’s armour, treat each point of armour as a separate tag. Then roll +tags. On a miss, you get it easily. On a 7–9, you get it but raise some questions. On a 10+, either you don’t get it or you do but someone gets a clear clue about your secret identity.": "Affluent: You can get most gear easily. Specify what you need, assigning tags to the gear. If it’s a weapon, treat each harm beyond 2-harm as a separate tag; if it’s armour, treat each point of armour as a separate tag. Then roll +tags. On a miss, you get it easily. On a 7–9, you get it but raise some questions. On a 10+, either you don’t get it or you do but someone gets a clear clue about your secret identity.", + "Only When Necessary: If you manage to stop or destroy a minion without using any abilities or gear of your secret identity (including monster hunting weapons), each hunter involved marks experience. If it was a monster, mark two.": "Only When Necessary: If you manage to stop or destroy a minion without using any abilities or gear of your secret identity (including monster hunting weapons), each hunter involved marks experience. If it was a monster, mark two.", + "Shadow Selves: When one of you wants to be in two places at the same time, summon your shadow self in another place. Only one shadow self can per hunter exist at one time. The shadow self has a trait that allows others to distinguish it from you if they observe closely. Roll +Weird. On a 10+, hold 3. On a 7–9, hold 1. Spend holds to have your shadow self act as if it were you, but with –1 ongoing. When you spend the last hold, the shadow self dissolves in an obviously supernatural and unsettling way. On a miss, the shadow self appears for a moment and does something you really, really didn’t want them to do...": "Shadow Selves: When one of you wants to be in two places at the same time, summon your shadow self in another place. Only one shadow self can per hunter exist at one time. The shadow self has a trait that allows others to distinguish it from you if they observe closely. Roll +Weird. On a 10+, hold 3. On a 7–9, hold 1. Spend holds to have your shadow self act as if it were you, but with –1 ongoing. When you spend the last hold, the shadow self dissolves in an obviously supernatural and unsettling way. On a miss, the shadow self appears for a moment and does something you really, really didn’t want them to do...", + "Spending Money: If you get paid at the end of a mystery, each hunter adds 1-hold. Spend this hold in a later mystery narrate a flashback where you purchased the thing you need right now. It can be anything you could be carrying, something booked in advance (for example, a safe house or hotel room), or the use of a vehicle.": "Spending Money: If you get paid at the end of a mystery, each hunter adds 1-hold. Spend this hold in a later mystery narrate a flashback where you purchased the thing you need right now. It can be anything you could be carrying, something booked in advance (for example, a safe house or hotel room), or the use of a vehicle.", + "The B-Team: When you need to fortify a location or armour a vehicle, narrate a montage of your preparations. When you’re done, the location or vehicle provides 2-armour to all within it.": "The B-Team: When you need to fortify a location or armour a vehicle, narrate a montage of your preparations. When you’re done, the location or vehicle provides 2-armour to all within it.", + "Combat Training: When you help out another team member during combat, they may inflict +1 harm or suffer –1 harm in addition to the usual effects of your result.": "Combat Training: When you help out another team member during combat, they may inflict +1 harm or suffer –1 harm in addition to the usual effects of your result.", + "It’s Our Job: If a bystander has hired you, that counts as a reason when you manipulate them. This remains in effect in later mysteries. The Keeper may include other bystanders in the effect, if they’re part of a group you’re working for.": "It’s Our Job: If a bystander has hired you, that counts as a reason when you manipulate them. This remains in effect in later mysteries. The Keeper may include other bystanders in the effect, if they’re part of a group you’re working for.", + "The Good Ones: When you refuse to accept payment for a job, the client becomes an ally.": "The Good Ones: When you refuse to accept payment for a job, the client becomes an ally.", + "Yikes!: When a hunter is captured by a monster, minion, or phenomenon, they may ask one of the investigate a mystery or read a bad situation questions.": "Yikes!: When a hunter is captured by a monster, minion, or phenomenon, they may ask one of the investigate a mystery or read a bad situation questions.", + "Sensible Chuckle: When a hunter makes a joke (good or bad) at the expense of a monster, minion, or phenomenon, they may give another hunter on the team +1 forward.": "Sensible Chuckle: When a hunter makes a joke (good or bad) at the expense of a monster, minion, or phenomenon, they may give another hunter on the team +1 forward.", + "Earnest Do-gooders: When a hunter tells someone you are helping people and why, bystanders are more likely to do as you ask. The explanation always counts as a reason if you’re manipulating them to protect them or get them to help you.": "Earnest Do-gooders: When a hunter tells someone you are helping people and why, bystanders are more likely to do as you ask. The explanation always counts as a reason if you’re manipulating them to protect them or get them to help you.", + "Slapstick: When a hunter takes harm, they may instead have an embarrassing pratfall or accident that dodges the danger. Ignore the harm as established, and simply take 1-harm (which can’t be reduced or mitigated in any way). The hunter takes –1 forward.": "Slapstick: When a hunter takes harm, they may instead have an embarrassing pratfall or accident that dodges the danger. Ignore the harm as established, and simply take 1-harm (which can’t be reduced or mitigated in any way). The hunter takes –1 forward.", + "Disguises: When a hunter disguises themself, the disguise will not be questioned, until they do something to directly cast doubt on their appearance.": "Disguises: When a hunter disguises themself, the disguise will not be questioned, until they do something to directly cast doubt on their appearance.", + "Inventory Check: If you go looking for something that just might be in stock, roll +Weird. On a 10 or more, it’s there. On a 7–9, either you find it but there’s a cost, or you find something close enough. On a miss, you find something bad.": "Inventory Check: If you go looking for something that just might be in stock, roll +Weird. On a 10 or more, it’s there. On a 7–9, either you find it but there’s a cost, or you find something close enough. On a miss, you find something bad.", + "Corporate Database: If you use the company information systems to help investigate a mystery, take +1 hold. The Keeper tells you something disturbing you learn in addition to what you were looking for.": "Corporate Database: If you use the company information systems to help investigate a mystery, take +1 hold. The Keeper tells you something disturbing you learn in addition to what you were looking for.", + "Handbook: At the start of each mystery, each hunter may consult the employee handbook for advice. Roll a single die. On a 1, take –1 forward. On a 2, gain +1 forward to Charm. On a 3, gain +1 forward to Cool. On a 4, gain +1 forward to Sharp. On a 5, gain +1 forward to Tough. On a 6, gain +1 forward to Weird.": "Handbook: At the start of each mystery, each hunter may consult the employee handbook for advice. Roll a single die. On a 1, take –1 forward. On a 2, gain +1 forward to Charm. On a 3, gain +1 forward to Cool. On a 4, gain +1 forward to Sharp. On a 5, gain +1 forward to Tough. On a 6, gain +1 forward to Weird.", + "Uniforms: While you’re wearing your uniforms, your actions won’t be questioned unless you are indisputably out of place. For example, your burger restaurant uniforms won’t help you infiltrate a military base, and vice versa. The uniforms may also count as a reason when you try to manipulate someone.": "Uniforms: While you’re wearing your uniforms, your actions won’t be questioned unless you are indisputably out of place. For example, your burger restaurant uniforms won’t help you infiltrate a military base, and vice versa. The uniforms may also count as a reason when you try to manipulate someone.", + "Company Mascot: Take your corporate mascot as an ally. Pick one: a fellow employee with useful skills in the suit, or a supernatural being trying to keep under the radar. Decide what the mascot looks like.": "Company Mascot: Take your corporate mascot as an ally. Pick one: a fellow employee with useful skills in the suit, or a supernatural being trying to keep under the radar. Decide what the mascot looks like.", + "Earned Trust: People in your community know you, and know you mean well. They’ll generally believe what you tell them. If you ask them to do something for their own safety, they usually go along with it.": "Earned Trust: People in your community know you, and know you mean well. They’ll generally believe what you tell them. If you ask them to do something for their own safety, they usually go along with it.", + "Familiarity: When you’re checking out something in your community, you’ll always recognise right away if something has changed in an out-of-the-ordinary way. You can pick up things like a house suddenly quiet, a new tree in the park, or a stranger working at the corner store.": "Familiarity: When you’re checking out something in your community, you’ll always recognise right away if something has changed in an out-of-the-ordinary way. You can pick up things like a house suddenly quiet, a new tree in the park, or a stranger working at the corner store.", + "Domestic Wardings: You know how to protect houses from evil supernatural influences. All your homes are warded, and you may ward others too. It’s a big magic ritual requiring 24 hours, all the hunters, and a number of protective items that must be placed around the house. The wardings might be broken eventually by a concerted attack.": "Domestic Wardings: You know how to protect houses from evil supernatural influences. All your homes are warded, and you may ward others too. It’s a big magic ritual requiring 24 hours, all the hunters, and a number of protective items that must be placed around the house. The wardings might be broken eventually by a concerted attack.", + "Backyard Allies: You’ve made friends with some feral or wild animals that are smarter than normal—perhaps modern nature spirits? In any case, they can scout and spy for you, and it’s unlikely anyone will pay attention to them. They might ask you for favours too, now and then.": "Backyard Allies: You’ve made friends with some feral or wild animals that are smarter than normal—perhaps modern nature spirits? In any case, they can scout and spy for you, and it’s unlikely anyone will pay attention to them. They might ask you for favours too, now and then.", + "Craft Circle: Whenever you need a physical item as a magical requirement, you can craft a substitute together. All the hunters must take part, and you’ll need a few hours. You can replace one requirement per spell this way.": "Craft Circle: Whenever you need a physical item as a magical requirement, you can craft a substitute together. All the hunters must take part, and you’ll need a few hours. You can replace one requirement per spell this way.", + "Hit It!: If you all have your instruments ready, start playing one of your songs. Everyone and everything within earshot pauses for a moment.": "Hit It!: If you all have your instruments ready, start playing one of your songs. Everyone and everything within earshot pauses for a moment.", + "Sacred Songs of Power: You may substitute “play a mystical song” for any one use magic or big magic requirement. For use magic, one person needs to perform the song. For big magic, it must be at least two of you.": "Sacred Songs of Power: You may substitute “play a mystical song” for any one use magic or big magic requirement. For use magic, one person needs to perform the song. For big magic, it must be at least two of you.", + "Famous: You’re well known. Everywhere you go, you may call up your fans. They are a temporary ally group, type: backup (motivation: to stand with you). There will be a lot of them, but they’re just regular people—good at creating a distraction but not fighting monsters.": "Famous: You’re well known. Everywhere you go, you may call up your fans. They are a temporary ally group, type: backup (motivation: to stand with you). There will be a lot of them, but they’re just regular people—good at creating a distraction but not fighting monsters.", + "In the Groove: When you’re engaged in desperate physical action, and you describe how your move sets up another member of the band, they take +1 forward.": "In the Groove: When you’re engaged in desperate physical action, and you describe how your move sets up another member of the band, they take +1 forward.", + "Healing Vibe: Whenever the band plays a gig (no matter how big or small—there just needs to be an audience), each band member and every member of the audience either unmarks unstable or heals 1-harm.": "Healing Vibe: Whenever the band plays a gig (no matter how big or small—there just needs to be an audience), each band member and every member of the audience either unmarks unstable or heals 1-harm.", + "Something Rotten: When investigating a mystery and rolling a 7+, you can ask “How does this relate to the bad things I suspect about my organisation?” in addition to one of the usual questions.": "Something Rotten: When investigating a mystery and rolling a 7+, you can ask “How does this relate to the bad things I suspect about my organisation?” in addition to one of the usual questions.", + "Organisation’s Help: When you ask for the organisation’s help—gear, intel, or personnel—tell your superiors why you need it and roll +Charm. On a 10+, you get what you asked for. On a 7–9, you get it, but sooner or later the organisation will check up on you. On a miss, they don’t give it to you and someone in the organisation learns of your true intentions if you didn’t state them.": "Organisation’s Help: When you ask for the organisation’s help—gear, intel, or personnel—tell your superiors why you need it and roll +Charm. On a 10+, you get what you asked for. On a 7–9, you get it, but sooner or later the organisation will check up on you. On a miss, they don’t give it to you and someone in the organisation learns of your true intentions if you didn’t state them.", + "Specialized: Each of you can get +1 to a single rating (maximum +3) at the cost of –1 to a different rating (minimum –2).": "Specialized: Each of you can get +1 to a single rating (maximum +3) at the cost of –1 to a different rating (minimum –2).", + "Coordinated: Training in the organisation made you especially adept at helping each other. Your team holds 3 at the beginning at each mystery. Each of you can spend 1 to get +1 forward to help out and give the one you help +2 instead of +1 if your move is successful.": "Coordinated: Training in the organisation made you especially adept at helping each other. Your team holds 3 at the beginning at each mystery. Each of you can spend 1 to get +1 forward to help out and give the one you help +2 instead of +1 if your move is successful.", + "Power Dynamics: Add “Who’s the boss here?” and “Who doesn’t want to be a part of this?” to the list of your questions for read a bad situation and investigate a mystery.": "Power Dynamics: Add “Who’s the boss here?” and “Who doesn’t want to be a part of this?” to the list of your questions for read a bad situation and investigate a mystery.", + "Always on the Run: When you enter a new location, one of you can ask either “What’s the best way to hide here” or “What would be the best way to escape from here?” When you act on the answers, you get +1 ongoing, just as if it was a read a bad situation question.": "Always on the Run: When you enter a new location, one of you can ask either “What’s the best way to hide here” or “What would be the best way to escape from here?” When you act on the answers, you get +1 ongoing, just as if it was a read a bad situation question.", + "You Can’t Take Us: Once per mystery, each of you can treat a protect someone roll as if you rolled a 12.": "You Can’t Take Us: Once per mystery, each of you can treat a protect someone roll as if you rolled a 12.", + "Ride with the Thunder: When you race against someone having a comparable speed, you always win. When you race against someone faster or against the Wild Hunt, you can use magic to win anyway.": "Ride with the Thunder: When you race against someone having a comparable speed, you always win. When you race against someone faster or against the Wild Hunt, you can use magic to win anyway.", + "Sense of the Hunt: When a monster hunts a mortal in the area where you are (up to about 2 miles), you sense it, but without any details. You can read a bad situation to get more info on this situation, but if you fail, you get –1 ongoing to helping the hunted mortals.": "Sense of the Hunt: When a monster hunts a mortal in the area where you are (up to about 2 miles), you sense it, but without any details. You can read a bad situation to get more info on this situation, but if you fail, you get –1 ongoing to helping the hunted mortals.", + "Legend Amongst Monsters: Each of you can manipulate monsters as if you had the Dark Negotiator move. If you fail an investigate a mystery move, the monster learns it’s investigated by those who escaped the Wild Hunt.": "Legend Amongst Monsters: Each of you can manipulate monsters as if you had the Dark Negotiator move. If you fail an investigate a mystery move, the monster learns it’s investigated by those who escaped the Wild Hunt.", + "Assets": "Assets", + "Choose from these available assets. If there are two boxes, you need to mark both to earn that asset. (If you are making partial progress towards taking a two-box asset, mark the leftmost box first.)": "Choose from these available assets. If there are two boxes, you need to mark both to earn that asset. (If you are making partial progress towards taking a two-box asset, mark the leftmost box first.)", + "Mobile Base: A helicopter, aeroplane, truck, or bus with facilities and mystery investigation supplies on board.": "Mobile Base: A helicopter, aeroplane, truck, or bus with facilities and mystery investigation supplies on board.", + "Individual Transport: Each mission, a regular car, motorbike, or bicycle is assigned to every team member.": "Individual Transport: Each mission, a regular car, motorbike, or bicycle is assigned to every team member.", + "R&D Access: Your team is issued with a useful high technology experiment from R&D each mission. The Keeper decides what it is (always useful, usually with problematic side effects).": "R&D Access: Your team is issued with a useful high technology experiment from R&D each mission. The Keeper decides what it is (always useful, usually with problematic side effects).", + "Headquarters: A relatively secure space to use as a base in a Bureau regional facility. Everything you need to prepare for mysteries is here, and it’s quite secure.": "Headquarters: A relatively secure space to use as a base in a Bureau regional facility. Everything you need to prepare for mysteries is here, and it’s quite secure.", + "Sky Scanners: You have access to a scanning network that will alert you to strange events coming from space. This includes weird phenomena as well as UFOs.": "Sky Scanners: You have access to a scanning network that will alert you to strange events coming from space. This includes weird phenomena as well as UFOs.", + "Workshop: A big space for craft and repair projects, with plenty of tools and materials.": "Workshop: A big space for craft and repair projects, with plenty of tools and materials.", + "Disguise Kits: Contains costumes, makeup, and other supplies for a quick change of appearance.": "Disguise Kits: Contains costumes, makeup, and other supplies for a quick change of appearance.", + "Housing: Each member of the team is assigned a one-bedroom apartment in a generic housing project. All the apartments are exactly the same, down to scuff marks on the door.": "Housing: Each member of the team is assigned a one-bedroom apartment in a generic housing project. All the apartments are exactly the same, down to scuff marks on the door.", + "Rapid Response Pods: When any member of the team needs to get to a mission site quickly, a rapid response pod appears next to them. Enter the pod, and a short uncomfortable trip will place you where you need to be. What do the pods look like? How do they appear?": "Rapid Response Pods: When any member of the team needs to get to a mission site quickly, a rapid response pod appears next to them. Enter the pod, and a short uncomfortable trip will place you where you need to be. What do the pods look like? How do they appear?", + "Custom:": "Custom:", + "Individual Transport: A regular car, motorbike, or bicycle for every team member.": "Individual Transport: A regular car, motorbike, or bicycle for every team member.", + "Mobile Base: A truck or bus with bunks and mystery investigation supplies on board.": "Mobile Base: A truck or bus with bunks and mystery investigation supplies on board.", + "Credentials: Real, or as-good-as-real, identification that gets you access to law enforcement and other official contacts.": "Credentials: Real, or as-good-as-real, identification that gets you access to law enforcement and other official contacts.", + "Lair: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen.": "Lair: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen.", + "Hunter Roadhouses: A network of bars, diners, and motels where you can safely meet other monster hunters. Many are run by retired hunters.": "Hunter Roadhouses: A network of bars, diners, and motels where you can safely meet other monster hunters. Many are run by retired hunters.", + "Tool Kit: One or two of your vehicles carry tool kits. You have most tools you’ll need to repair or build something.": "Tool Kit: One or two of your vehicles carry tool kits. You have most tools you’ll need to repair or build something.", + "Mystical Ingredients Cabinet: A box with a wide range of frequently useful supplies for magic rituals.": "Mystical Ingredients Cabinet: A box with a wide range of frequently useful supplies for magic rituals.", + "Slush Fund: The team has access to a bank account that can pay for their day to day needs while monster hunting, and stretches to a big purchase every now and then. Where did it come from?": "Slush Fund: The team has access to a bank account that can pay for their day to day needs while monster hunting, and stretches to a big purchase every now and then. Where did it come from?", + "Armoury: One of your cars has a well-stocked weapons chest. Each mystery, every hunter may take one extra regular weapon. Also once per mystery, one hunter may ask the Keeper if the armoury has a particular special weapon: if yes, you can take it; if no, take +1 forward.": "Armoury: One of your cars has a well-stocked weapons chest. Each mystery, every hunter may take one extra regular weapon. Also once per mystery, one hunter may ask the Keeper if the armoury has a particular special weapon: if yes, you can take it; if no, take +1 forward.", + "Field Medics: You have enough supplies and training to treat one hunter per night as if they’d had a proper doctor or trip to the emergency room.": "Field Medics: You have enough supplies and training to treat one hunter per night as if they’d had a proper doctor or trip to the emergency room.", + "The Prophecies: A guidebook of all the visions about the Chosen One, to help you navigate your destiny (they’re pretty hard to decipher).": "The Prophecies: A guidebook of all the visions about the Chosen One, to help you navigate your destiny (they’re pretty hard to decipher).", + "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen.": "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen.", + "Mystical Workroom: A space set aside for magical operations. It can stand in for one requirement of a use magic or big magic move.": "Mystical Workroom: A space set aside for magical operations. It can stand in for one requirement of a use magic or big magic move.", + "Innocent Front: You have access to a regular business or institution. This means that your monster hunting hijinks can be concealed to an extent from your friends, family, and colleagues. For example: a cafe, a library, an antique store, etc.": "Innocent Front: You have access to a regular business or institution. This means that your monster hunting hijinks can be concealed to an extent from your friends, family, and colleagues. For example: a cafe, a library, an antique store, etc.", + "Regular Jobs: You have access to a place of employment for any of the hunters who need it. You earn enough to cover regular day-to-day expenses, and there’s time to fit in monster hunting around your hours.": "Regular Jobs: You have access to a place of employment for any of the hunters who need it. You earn enough to cover regular day-to-day expenses, and there’s time to fit in monster hunting around your hours.", + "Cameras and Recording Gear: You have a big collection of cameras and other recording devices that you can use during your investigations.": "Cameras and Recording Gear: You have a big collection of cameras and other recording devices that you can use during your investigations.", + "Primaeval Monument: An ancient site marking where access between worlds is easiest.": "Primaeval Monument: An ancient site marking where access between worlds is easiest.", + "Portal: A stable portal to either a particular world, or a between-worlds nexus. It is hidden, but any entity that finds either side may use it just like you can. Where is it hidden?": "Portal: A stable portal to either a particular world, or a between-worlds nexus. It is hidden, but any entity that finds either side may use it just like you can. Where is it hidden?", + "Exploration Gear: You’re never sure what you may find in another world. Your group has a storeroom full of all kinds of exploring and outdoor gear and clothing to use.": "Exploration Gear: You’re never sure what you may find in another world. Your group has a storeroom full of all kinds of exploring and outdoor gear and clothing to use.", + "Skywarden: A high tech transport aircraft that has all your essential gear on board and acts as your base on mission assignments. If you have the rapid deployment move, the Skywarden is upgraded with supersonic engines.": "Skywarden: A high tech transport aircraft that has all your essential gear on board and acts as your base on mission assignments. If you have the rapid deployment move, the Skywarden is upgraded with supersonic engines.", + "Individual Transport: Electric motorbikes for every team member.": "Individual Transport: Electric motorbikes for every team member.", + "Search and Rescue Gear: A selection of useful tools for locating and rescuing people in disaster zones.": "Search and Rescue Gear: A selection of useful tools for locating and rescuing people in disaster zones.", + "Headquarters: A relatively secure space allocated to you in IMPS headquarters. There’s room for all your gear, and includes full living quarters.": "Headquarters: A relatively secure space allocated to you in IMPS headquarters. There’s room for all your gear, and includes full living quarters.", + "Workshop: A big space for craft and repair projects, with plenty of technicians, tools, and materials.": "Workshop: A big space for craft and repair projects, with plenty of technicians, tools, and materials.", + "Medical Supplies: Everyone carries a first aid kit, and you have enough for a fully equipped infirmary back at your base or homes.": "Medical Supplies: Everyone carries a first aid kit, and you have enough for a fully equipped infirmary back at your base or homes.", + "Fancy High Tech Uniforms: Complete with built-in gadgets.": "Fancy High Tech Uniforms: Complete with built-in gadgets.", + "Housing: A pleasant house for each team member and their family, provided by IMPS for when you’re off-duty. This may be anywhere in the world.": "Housing: A pleasant house for each team member and their family, provided by IMPS for when you’re off-duty. This may be anywhere in the world.", + "World-jumping Base: A small vehicle or building with bunks and mystery investigation supplies on board.": "World-jumping Base: A small vehicle or building with bunks and mystery investigation supplies on board.", + "Translator: A high tech or arcane universal translator.": "Translator: A high tech or arcane universal translator.", + "Stealth Module: A device automatically changing the looks of your gear and vehicles to match the world you’re in.": "Stealth Module: A device automatically changing the looks of your gear and vehicles to match the world you’re in.", + "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen. Can’t travel between worlds, but you know a big magic ritual to come back here from any world. Invent details with the Keeper.": "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen. Can’t travel between worlds, but you know a big magic ritual to come back here from any world. Invent details with the Keeper.", + "Clothes: Clothes for any weather, including extreme ones.": "Clothes: Clothes for any weather, including extreme ones.", + "Published Book Series: A successful book series written by some or all of you based on your visits to other worlds.": "Published Book Series: A successful book series written by some or all of you based on your visits to other worlds.", + "Crystal Ball: A crystal ball always showing the most breathtaking sight in the area you’re in.": "Crystal Ball: A crystal ball always showing the most breathtaking sight in the area you’re in.", + "Mystical workroom: A space set aside for magical operations. It can stand in for one requirement of a use magic or big magic move.": "Mystical workroom: A space set aside for magical operations. It can stand in for one requirement of a use magic or big magic move.", + "Survival Gear: You’re all well-prepped with supplies for a disaster or emergency situation. Protective gear, tools, food and water, etc.": "Survival Gear: You’re all well-prepped with supplies for a disaster or emergency situation. Protective gear, tools, food and water, etc.", + "Hideouts: Each hunter has a hidden, safe place set up where they can retreat in an emergency. This could be an isolated cabin or bunker, a safe house, or a panic room (whichever makes sense for your hunter).": "Hideouts: Each hunter has a hidden, safe place set up where they can retreat in an emergency. This could be an isolated cabin or bunker, a safe house, or a panic room (whichever makes sense for your hunter).", + "Mobile Hideaway: A truck with bunks and mystery investigation supplies on board.": "Mobile Hideaway: A truck with bunks and mystery investigation supplies on board.", + "Individual Transport: A fancy car or motorbike for every team member.": "Individual Transport: A fancy car or motorbike for every team member.", + "Getaway: A place where you rest from everything, with no monster hunting gear but extremely difficult to find by mundane and magical means.": "Getaway: A place where you rest from everything, with no monster hunting gear but extremely difficult to find by mundane and magical means.", + "Headquarters: A base people from neither your public nor your secret life will find easily. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen.": "Headquarters: A base people from neither your public nor your secret life will find easily. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen.", + "Memorabilia: A collection of important memorabilia connected to the city’s past and two big magic rituals that need only them and up to two other requirements. Determine what the rituals do as a group.": "Memorabilia: A collection of important memorabilia connected to the city’s past and two big magic rituals that need only them and up to two other requirements. Determine what the rituals do as a group.", + "Secure Phones: A set of phones with advanced voice distortion and location concealment options. Tracking a call from these requires days of work.": "Secure Phones: A set of phones with advanced voice distortion and location concealment options. Tracking a call from these requires days of work.", + "Funds: Lots of money on bank accounts connected to untraceable credit cards.": "Funds: Lots of money on bank accounts connected to untraceable credit cards.", + "Mobile Base: A van, truck, or bus with bunks and mystery investigation supplies on board.": "Mobile Base: A van, truck, or bus with bunks and mystery investigation supplies on board.", + "The Grapevine: A network of contacts who pass on job leads.": "The Grapevine: A network of contacts who pass on job leads.", + "Secure Homes: Located somewhere you have a special relationship, you all have houses and bank accounts that provide a base when you’re off the job.": "Secure Homes: Located somewhere you have a special relationship, you all have houses and bank accounts that provide a base when you’re off the job.", + "Credentials: Monster hunting licenses and visa waivers that allow you to do your job and travel legitimately.": "Credentials: Monster hunting licenses and visa waivers that allow you to do your job and travel legitimately.", + "High Tech Gadgets: A supply of various monster scanners and detectors.": "High Tech Gadgets: A supply of various monster scanners and detectors.", + "Armoury: A cache of monster hunting weapons.": "Armoury: A cache of monster hunting weapons.", + "Mystery Van: A van with all your mystery investigation supplies on board.": "Mystery Van: A van with all your mystery investigation supplies on board.", + "Individual Transport: A skateboard, scooter, pair of skates, or bicycle for every team member.": "Individual Transport: A skateboard, scooter, pair of skates, or bicycle for every team member.", + "Gadgets: Paranormal investigation gadgets.": "Gadgets: Paranormal investigation gadgets.", + "Clubhouse: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and make a snack.": "Clubhouse: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and make a snack.", + "Mystical Workroom: a space set aside for magical operations. It can stand in for one requirement of a use magic or big magic move.": "Mystical Workroom: a space set aside for magical operations. It can stand in for one requirement of a use magic or big magic move.", + "Disguises: A trunk full of disguises.": "Disguises: A trunk full of disguises.", + "Library: Library of useful reference books.": "Library: Library of useful reference books.", + "IDs: Official junior deputy Suburban Watch Group volunteer badges.": "IDs: Official junior deputy Suburban Watch Group volunteer badges.", + "Backrooms: You’ve set out a relatively secure space in the back rooms. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen. It’s currently listed as “unused: permanent” so you should be left alone in there.": "Backrooms: You’ve set out a relatively secure space in the back rooms. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen. It’s currently listed as “unused: permanent” so you should be left alone in there.", + "Steam Tunnels: Accessed from your workplace, these allow you to get in and out without being seen. They also connect to the wider city infrastructure.": "Steam Tunnels: Accessed from your workplace, these allow you to get in and out without being seen. They also connect to the wider city infrastructure.", + "Security Access: You can look at the security camera feeds and records. These cover the entire store floor, secure areas, and the outside of the building.": "Security Access: You can look at the security camera feeds and records. These cover the entire store floor, secure areas, and the outside of the building.", + "Ritual Space: A space set aside for magical operations. It can stand in for one requirement of a use magic or big magic move. Decide where in the workplace it is located.": "Ritual Space: A space set aside for magical operations. It can stand in for one requirement of a use magic or big magic move. Decide where in the workplace it is located.", + "The Occult Section: Your workplace has a stock of mystical supplies. Sometimes you can find specific monster hunting supplies or ritual requirements there.": "The Occult Section: Your workplace has a stock of mystical supplies. Sometimes you can find specific monster hunting supplies or ritual requirements there.", + "Warding Glyphs: Mystical enchantments on the workplace prevent hostile magic targeting it from the outside, and alert all team members if a supernatural being enters.": "Warding Glyphs: Mystical enchantments on the workplace prevent hostile magic targeting it from the outside, and alert all team members if a supernatural being enters.", + "Lost Property & Returns: You can find all sorts of stuff in here, some of it useful.": "Lost Property & Returns: You can find all sorts of stuff in here, some of it useful.", + "Oracle Stone: A mystical scrying gem. At the beginning of each mystery, you may consult it—ask any question. The Keeper will answer with something true and useful, but they may make the answer difficult to understand.": "Oracle Stone: A mystical scrying gem. At the beginning of each mystery, you may consult it—ask any question. The Keeper will answer with something true and useful, but they may make the answer difficult to understand.", + "SWG Radio Network: a set of devices that allow you to easily talk to the rest of the SWG (as well as the base stations at your homes/the SWG headquarters).": "SWG Radio Network: a set of devices that allow you to easily talk to the rest of the SWG (as well as the base stations at your homes/the SWG headquarters).", + "Sacred Site: A place outdoors that has a reservoir of magical power. The Keeper always considers this site when a magical ritual requires a particular place.": "Sacred Site: A place outdoors that has a reservoir of magical power. The Keeper always considers this site when a magical ritual requires a particular place.", + "Infirmary: You have access to a doctor’s surgery or other suitable first aid office. You may use it for regular treatment of injuries, no questions asked.": "Infirmary: You have access to a doctor’s surgery or other suitable first aid office. You may use it for regular treatment of injuries, no questions asked.", + "Tour Bus: A truck or bus with bunks, your gear, and mystery investigation supplies on board.": "Tour Bus: A truck or bus with bunks, your gear, and mystery investigation supplies on board.", + "Individual Transport: A fancy car, motorbike, or bicycle for every team member.": "Individual Transport: A fancy car, motorbike, or bicycle for every team member.", + "Home Venue: You have a regular booking at a venue, and get on well with the owners. You’re always welcome there, and can be sure to find fans or friends there whenever its open.": "Home Venue: You have a regular booking at a venue, and get on well with the owners. You’re always welcome there, and can be sure to find fans or friends there whenever its open.", + "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep, practice, and cook.": "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep, practice, and cook.", + "Private Jet: You have a more-or-less fancy private jet (and crew) at your disposal.": "Private Jet: You have a more-or-less fancy private jet (and crew) at your disposal.", + "Studio: You have your own recording studio and record label. It’s either a big house in the country or big slice of a building in the city. It’s equipped with gear and staff. This is a good place for any other location-based assets to live.": "Studio: You have your own recording studio and record label. It’s either a big house in the country or big slice of a building in the city. It’s equipped with gear and staff. This is a good place for any other location-based assets to live.", + "Cameras and Recording Gear: You have a big collection of cameras and other recording devices that you can use during your investigations. Your crew also includes people who can operate them for you.": "Cameras and Recording Gear: You have a big collection of cameras and other recording devices that you can use during your investigations. Your crew also includes people who can operate them for you.", + "Office Space: Private offices in the organisation’s headquarters.": "Office Space: Private offices in the organisation’s headquarters.", + "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen. The organisation knows about it but has no direct influence over it.": "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen. The organisation knows about it but has no direct influence over it.", + "Fake IDs: Fake government IDs.": "Fake IDs: Fake government IDs.", + "More Fake IDs: Fake organisation IDs for other members or different jobs.": "More Fake IDs: Fake organisation IDs for other members or different jobs.", + "Cameras and Recording Gear: Miniature cameras and recording devices.": "Cameras and Recording Gear: Miniature cameras and recording devices.", + "Fae Horses: One for every team member. They fly, but if people start gossiping about flying horses, the Wild Hunt will surely hear of this.": "Fae Horses: One for every team member. They fly, but if people start gossiping about flying horses, the Wild Hunt will surely hear of this.", + "Map: A map of the Wild Hunt’s activities.": "Map: A map of the Wild Hunt’s activities.", + "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen. The Wild Hunt won’t learn about this base unless you stay there for a very long time.": "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen. The Wild Hunt won’t learn about this base unless you stay there for a very long time.", + "Disguises: A set of disguises.": "Disguises: A set of disguises.", + "Diversions: A box of smoke bombs and other distractions (0-harm close obscure vision).": "Diversions: A box of smoke bombs and other distractions (0-harm close obscure vision).", + "Fae Cosmetics and Makeup: Better than anything humans can produce.": "Fae Cosmetics and Makeup: Better than anything humans can produce.", + "Improvement": "Improvement", + "At the end of each session, answer your Style question (below). If yes, gain one improvement mark. If yes and it came up a lot, gain two improvement marks.": "At the end of each session, answer your Style question (below). If yes, gain one improvement mark. If yes and it came up a lot, gain two improvement marks.", + "When you fill in the improvement box, clear the improvement track and choose one of these:": "When you fill in the improvement box, clear the improvement track and choose one of these:", + "Gain a new team move.": "Gain a new team move.", + "Gain a new team ally.": "Gain a new team ally.", + "Gain two new asset selections.": "Gain two new asset selections.", + "Make the next mystery about your team enemy, giving you a chance to interfere in their plans.": "Make the next mystery about your team enemy, giving you a chance to interfere in their plans.", + "Make the next mystery about the organisation or its bad apples, giving you a chance to interfere in their plans.": "Make the next mystery about the organisation or its bad apples, giving you a chance to interfere in their plans.", + "Make the next mystery about the Wild Hunt, giving you a chance to weaken or confuse them.": "Make the next mystery about the Wild Hunt, giving you a chance to weaken or confuse them.", + "Style": "Style", + "Pick one of these styles (and the associated improvement question):": "Pick one of these styles (and the associated improvement question):", + "Hush: At the end of each session, ask: “Did we suppress knowledge of monsters and the supernatural?”": "Hush: At the end of each session, ask: “Did we suppress knowledge of monsters and the supernatural?”", + "The Greater Good: At the end of each session, ask: “Did we protect civilian lives?”": "The Greater Good: At the end of each session, ask: “Did we protect civilian lives?”", + "By Any Means Necessary: At the end of each session, ask: “Did we stop the problem, regardless of the cost?”": "By Any Means Necessary: At the end of each session, ask: “Did we stop the problem, regardless of the cost?”", + "Custom: What’s your story?": "Custom: What’s your story?", + "At the end of each session, ask:": "At the end of each session, ask:", + "Family: You’re all family, or as good as. At the end of each session, ask: “Did we talk about—or pointedly not talk about—something that was troubling a team member?”": "Family: You’re all family, or as good as. At the end of each session, ask: “Did we talk about—or pointedly not talk about—something that was troubling a team member?”", + "Vocation: Someone has to do it, and you happened to be able. At the end of each session, ask: “Did we save the people we went there to protect?”": "Vocation: Someone has to do it, and you happened to be able. At the end of each session, ask: “Did we save the people we went there to protect?”", + "Excitement: Monster hunting sure is a new thrill every time. At the end of each session, ask: “Did we take extremely dangerous risks?”": "Excitement: Monster hunting sure is a new thrill every time. At the end of each session, ask: “Did we take extremely dangerous risks?”", + "First among Equals: Sure, one of us is chosen by destiny, but we all play our part. At the end of each session, ask: “Did we all contribute in our own way to solve the mystery?”": "First among Equals: Sure, one of us is chosen by destiny, but we all play our part. At the end of each session, ask: “Did we all contribute in our own way to solve the mystery?”", + "Sworn Guardians: The rest of us made a solemn oath to help the Chosen One. At the end of each session, ask: “Did we save the Chosen One from serious harm?”": "Sworn Guardians: The rest of us made a solemn oath to help the Chosen One. At the end of each session, ask: “Did we save the Chosen One from serious harm?”", + "Fate’s Rebels: Screw destiny! At the end of each session, ask: “Did we fight against fate and prophecies, no matter the cost?”": "Fate’s Rebels: Screw destiny! At the end of each session, ask: “Did we fight against fate and prophecies, no matter the cost?”", + "Ancient Oath: You are the holders of an ancient obligation to guard the world’s border. Decide what the oath requires of you. At the end of each session, ask: “Did we hold to our oath?”": "Ancient Oath: You are the holders of an ancient obligation to guard the world’s border. Decide what the oath requires of you. At the end of each session, ask: “Did we hold to our oath?”", + "The oath:": "The oath:", + "Wrong Place, Wrong Time: You were there to stop the first incursion, and now feel obliged to prevent anything else coming through. At the end of each session, ask: “Did we protect the world from what lies beyond?”": "Wrong Place, Wrong Time: You were there to stop the first incursion, and now feel obliged to prevent anything else coming through. At the end of each session, ask: “Did we protect the world from what lies beyond?”", + "Born & Raised: You all grew up, or settled, here. Dimensional incursions are a part of life, even if a lot of people don’t like to admit it. At the end of each session, ask: “Did we look after our normal relationships with friends and families?”": "Born & Raised: You all grew up, or settled, here. Dimensional incursions are a part of life, even if a lot of people don’t like to admit it. At the end of each session, ask: “Did we look after our normal relationships with friends and families?”", + "Hush: At the end of each session, ask: “Did we save the day without making the news or creating a ruckus?”": "Hush: At the end of each session, ask: “Did we save the day without making the news or creating a ruckus?”", + "Rescuers: At the end of each session, ask: “Did we save people from harm, no matter how much property damage?”": "Rescuers: At the end of each session, ask: “Did we save people from harm, no matter how much property damage?”", + "Superstars: At the end of each session, ask: “Did our reputation as elite monster hunters come up during the mystery?”": "Superstars: At the end of each session, ask: “Did our reputation as elite monster hunters come up during the mystery?”", + "Well-prepared: You keep track of worlds that might need monster hunting help and have procedures for reaching and helping them. At the end of each session, ask: “Did things go according to our plans?”": "Well-prepared: You keep track of worlds that might need monster hunting help and have procedures for reaching and helping them. At the end of each session, ask: “Did things go according to our plans?”", + "Led by Fate: The universe wants you to help where you’re needed most. At the end of each session, ask: “Do we understand our place in the multiverse better now?”": "Led by Fate: The universe wants you to help where you’re needed most. At the end of each session, ask: “Do we understand our place in the multiverse better now?”", + "Accidental Heroes: You always end up where you’re needed because of magical mishaps and weird coincidences. At the end of each session, ask: “Did we make use of a coincidence or unexpected resource?”": "Accidental Heroes: You always end up where you’re needed because of magical mishaps and weird coincidences. At the end of each session, ask: “Did we make use of a coincidence or unexpected resource?”", + "We’re Prepared for Next Time: At the end of each session, ask: “Did our planning ahead save the day?”": "We’re Prepared for Next Time: At the end of each session, ask: “Did our planning ahead save the day?”", + "Fatalists: One day our times will come. Until then we fight. At the end of each session, ask: “Did we throw ourselves into danger to save the day?”": "Fatalists: One day our times will come. Until then we fight. At the end of each session, ask: “Did we throw ourselves into danger to save the day?”", + "Wardens: We won’t let what happened to us happen to anyone else. At the end of each session, ask: “Did we save people, no matter the cost?”": "Wardens: We won’t let what happened to us happen to anyone else. At the end of each session, ask: “Did we save people, no matter the cost?”", + "Greater Good: You find your secret monster hunting lives more important than your mundane social roles. At the end of each session, ask: “Did we choose the more important obligation?”": "Greater Good: You find your secret monster hunting lives more important than your mundane social roles. At the end of each session, ask: “Did we choose the more important obligation?”", + "The Only Ones: You’re the only ones capable enough to protect those around you from supernatural threats. At the end of each session, ask: “Did we do something nobody else in our society could do?”": "The Only Ones: You’re the only ones capable enough to protect those around you from supernatural threats. At the end of each session, ask: “Did we do something nobody else in our society could do?”", + "An Ancient Tradition: You’ve inherited your double role from family or mentors. At the end of each session, ask: “Have we done something that would make our predecessors proud?”": "An Ancient Tradition: You’ve inherited your double role from family or mentors. At the end of each session, ask: “Have we done something that would make our predecessors proud?”", + "Secret Mission: You are all devoted to a particular goal, using “mercenary monster hunter team” as your cover. What’s your objective? At the end of each session, ask: “Did we get closer to our goal?” If you achieve the objective, choose a new one or change to a new style. Your objective:": "Secret Mission: You are all devoted to a particular goal, using “mercenary monster hunter team” as your cover. What’s your objective? At the end of each session, ask: “Did we get closer to our goal?” If you achieve the objective, choose a new one or change to a new style. Your objective:", + "Goal-Oriented: At the end of each session, ask: “Did we fulfil the exact mission requested, without extra work?”": "Goal-Oriented: At the end of each session, ask: “Did we fulfil the exact mission requested, without extra work?”", + "Hearts of Gold: At the end of each session, ask: “Did we refuse to accept money from someone we saved?”": "Hearts of Gold: At the end of each session, ask: “Did we refuse to accept money from someone we saved?”", + "Wholesome: At the end of each session, ask: “Did we succeed by believing in each other and using our individual strengths?”": "Wholesome: At the end of each session, ask: “Did we succeed by believing in each other and using our individual strengths?”", + "Comical: At the end of each session, ask: “Did we do something really funny?”": "Comical: At the end of each session, ask: “Did we do something really funny?”", + "Cool: At the end of each session, ask: “Did we save the day, with style?”": "Cool: At the end of each session, ask: “Did we save the day, with style?”", + "Big Store: At the end of each session, ask: “Did we deal with any supernatural problems without management noticing?”": "Big Store: At the end of each session, ask: “Did we deal with any supernatural problems without management noticing?”", + "Security Team: At the end of each session, ask: “Did we keep people safe?”": "Security Team: At the end of each session, ask: “Did we keep people safe?”", + "Emergency Response: At the end of each session, ask: “Did we solve anyone’s problems?”": "Emergency Response: At the end of each session, ask: “Did we solve anyone’s problems?”", + "Thrown in the Deep End: You started out knowing nothing about the supernatural, and you’re still catching up. At the end of each session, ask: “Did we learn something new about the supernatural world?”": "Thrown in the Deep End: You started out knowing nothing about the supernatural, and you’re still catching up. At the end of each session, ask: “Did we learn something new about the supernatural world?”", + "Protectors: It’s all about looking after people. At the end of each session, ask: “Did we prevent harm in our community?”": "Protectors: It’s all about looking after people. At the end of each session, ask: “Did we prevent harm in our community?”", + "Cosy Coven: You were never strangers to the supernatural, but nobody else suspects it. At the end of each session, ask: “Did we help with our supernatural powers, undetected?”": "Cosy Coven: You were never strangers to the supernatural, but nobody else suspects it. At the end of each session, ask: “Did we help with our supernatural powers, undetected?”", + "Rock: At the end of each session, ask: “Did we lay the smackdown on some evildoers?”": "Rock: At the end of each session, ask: “Did we lay the smackdown on some evildoers?”", + "Punk: At the end of each session, ask: “Did we fight for the downtrodden?”": "Punk: At the end of each session, ask: “Did we fight for the downtrodden?”", + "Pop: At the end of each session, ask: “Did we look awesome?”": "Pop: At the end of each session, ask: “Did we look awesome?”", + "Metal: At the end of each session, ask: “Did we battle gloriously?”": "Metal: At the end of each session, ask: “Did we battle gloriously?”", + "Hip-hop: At the end of each session, ask: “Did we improve things for the local community?”": "Hip-hop: At the end of each session, ask: “Did we improve things for the local community?”", + "Folk: At the end of each session, ask: “Did we learn about local history and folklore?”": "Folk: At the end of each session, ask: “Did we learn about local history and folklore?”", + "Country: At the end of each session, ask: “Will that make a great story, later?”": "Country: At the end of each session, ask: “Will that make a great story, later?”", + "Inquisition: You believe your organisation isn’t rotten to the core, it just has a few rotten apples. At the end of each session, ask: “Is the organisation better now?”": "Inquisition: You believe your organisation isn’t rotten to the core, it just has a few rotten apples. At the end of each session, ask: “Is the organisation better now?”", + "Redemption: You were once part of the organisation’s shady dealings but are disgusted by them now. At the end of each session, ask: “Did we repay part of the harm we caused as organisation members?”": "Redemption: You were once part of the organisation’s shady dealings but are disgusted by them now. At the end of each session, ask: “Did we repay part of the harm we caused as organisation members?”", + "Revolt: You’ve recently understood the organisation is rotten to the core and should be terminated. At the end of each session, ask: “Are we closer to destroying the organisation?”": "Revolt: You’ve recently understood the organisation is rotten to the core and should be terminated. At the end of each session, ask: “Are we closer to destroying the organisation?”", + "Vengeance: You want to become strong enough to destroy the Wild Hunt one day. At the end of each session, ask: “Did what we do bring us closer to destroying the Wild Hunt?”": "Vengeance: You want to become strong enough to destroy the Wild Hunt one day. At the end of each session, ask: “Did what we do bring us closer to destroying the Wild Hunt?”", + "Compassion: You don’t want others to suffer as you did. At the end of each session, ask: “Did we risk our freedom to protect someone else’s’?”": "Compassion: You don’t want others to suffer as you did. At the end of each session, ask: “Did we risk our freedom to protect someone else’s’?”", + "Homelessness: You want to have normal lives one day. At the end of each session, ask: “Did we put some effort into making our lives more normal?”": "Homelessness: You want to have normal lives one day. At the end of each session, ask: “Did we put some effort into making our lives more normal?”", + "Enemies": "Enemies", + "Pick an enemy for your team:": "Pick an enemy for your team:", + "General Grox, alien warlord.": "General Grox, alien warlord.", + "The werewolf conspiracy.": "The werewolf conspiracy.", + "The Order of the Silvery Stars, who worship some very bad alien god-things.": "The Order of the Silvery Stars, who worship some very bad alien god-things.", + "The Old Gods, who want to return and rule the world again.": "The Old Gods, who want to return and rule the world again.", + "A rival Bureau with dubious methods and goals.": "A rival Bureau with dubious methods and goals.", + "Halphas, a demon who has it in for you.": "Halphas, a demon who has it in for you.", + "All the vampires.": "All the vampires.", + "Dr Crepuscule, who steals unnatural power from captured monsters.": "Dr Crepuscule, who steals unnatural power from captured monsters.", + "The King in Yellow, a god/force of corruption, decadence, and disease.": "The King in Yellow, a god/force of corruption, decadence, and disease.", + "A cabal of ghosts trying to secure the secret of returning to life.": "A cabal of ghosts trying to secure the secret of returning to life.", + "Alpha, an immortal werewolf.": "Alpha, an immortal werewolf.", + "Seth Vail, a billionaire who wants to harness the power of monsters, starting with immortality for himself.": "Seth Vail, a billionaire who wants to harness the power of monsters, starting with immortality for himself.", + "The Father of Monsters, the cosmic entity who is the source of evil in the world.": "The Father of Monsters, the cosmic entity who is the source of evil in the world.", + "The Grey Priests, a conspiracy to bring about the end of the world and birth of a new one.": "The Grey Priests, a conspiracy to bring about the end of the world and birth of a new one.", + "Lord Grash, warlord of a monster dimension.": "Lord Grash, warlord of a monster dimension.", + "All the demons.": "All the demons.", + "The Anointed Hierophant, an occult sect leader who wants to break the walls between worlds.": "The Anointed Hierophant, an occult sect leader who wants to break the walls between worlds.", + "Chaos, a cosmic entity of disorder.": "Chaos, a cosmic entity of disorder.", + "TransWorldCorp, a business hoping to profit from other worlds via their rift machine, no matter the damage they do along the way.": "TransWorldCorp, a business hoping to profit from other worlds via their rift machine, no matter the damage they do along the way.", + "Apollyon, a demon king who wants to rule the Earth.": "Apollyon, a demon king who wants to rule the Earth.", + "Incursions of HEDEs (Hostile Extra-Dimensional Entities).": "Incursions of HEDEs (Hostile Extra-Dimensional Entities).", + "Masanori, a selfish tycoon chasing personal immortality.": "Masanori, a selfish tycoon chasing personal immortality.", + "A rival IMPS team, who always want to make it look like they saved the day and you screwed up.": "A rival IMPS team, who always want to make it look like they saved the day and you screwed up.", + "A chaos cult who want to break down the structures of the modern world, so they can rule it with their magical powers.": "A chaos cult who want to break down the structures of the modern world, so they can rule it with their magical powers.", + "Dr Weltschmerz, a bitter and angry scientist who wants all worlds to suffer.": "Dr Weltschmerz, a bitter and angry scientist who wants all worlds to suffer.", + "Jauna, a merchant from Monster Marches who deals in interdimensional slave trade.": "Jauna, a merchant from Monster Marches who deals in interdimensional slave trade.", + "Separator, an automaton guarding borders between the worlds.": "Separator, an automaton guarding borders between the worlds.", + "Iron Crusade, an invading force from a futuristic world.": "Iron Crusade, an invading force from a futuristic world.", + "Your own evil versions from a mirrored universe.": "Your own evil versions from a mirrored universe.", + "The Black Knight, a faerie lord.": "The Black Knight, a faerie lord.", + "A necromancer, with a plan to rule the world.": "A necromancer, with a plan to rule the world.", + "Metaphysical Exploitation Holdings (MEH), a corporation that profits from ill-advised experimentation and exploitation of the supernatural.": "Metaphysical Exploitation Holdings (MEH), a corporation that profits from ill-advised experimentation and exploitation of the supernatural.", + "A conspiracy of chaos cultists.": "A conspiracy of chaos cultists.", + "Allmine, a greedy and capricious demon of desire.": "Allmine, a greedy and capricious demon of desire.", + "All the evil doppelgangers.": "All the evil doppelgangers.", + "Professor Trundil, an occult scientist trying to steal your powers and magic.": "Professor Trundil, an occult scientist trying to steal your powers and magic.", + "Great Waghru, a primordial entity slumbering beneath the city, now stirring.": "Great Waghru, a primordial entity slumbering beneath the city, now stirring.", + "Brave New World, an undercover company trying to replace humans in your city with robots.": "Brave New World, an undercover company trying to replace humans in your city with robots.", + "Pethas, a dragon.": "Pethas, a dragon.", + "All the werewolves.": "All the werewolves.", + "Ozahr, an immortal and megalomaniac wizard.": "Ozahr, an immortal and megalomaniac wizard.", + "The Fates.": "The Fates.", + "A conspiracy of political leaders secretly creating a global dictatorship.": "A conspiracy of political leaders secretly creating a global dictatorship.", + "Bradshaw, an evil property developer.": "Bradshaw, an evil property developer.", + "The Ghost King.": "The Ghost King.", + "Dracula.": "Dracula.", + "Cryptids generally.": "Cryptids generally.", + "A conspiracy of wizards who want to take over the world.": "A conspiracy of wizards who want to take over the world.", + "Your manager.": "Your manager.", + "The Queen of the Bug Monsters.": "The Queen of the Bug Monsters.", + "The Monarch of Waste, a cosmic entity of disorder and ruin.": "The Monarch of Waste, a cosmic entity of disorder and ruin.", + "A conspiracy within the company, using the workplace for a sinister occult plan.": "A conspiracy within the company, using the workplace for a sinister occult plan.", + "The thing in the basement. You don’t know what it is, but it’s evil.": "The thing in the basement. You don’t know what it is, but it’s evil.", + "The Pale Man, the powerful and malevolent ghost of a mass murderer who lived here a long time ago.": "The Pale Man, the powerful and malevolent ghost of a mass murderer who lived here a long time ago.", + "All the ghouls. A big cemetery nearby attracts their attention.": "All the ghouls. A big cemetery nearby attracts their attention.", + "Bradshaw, a property developer who wants to rebuild the city—by any means necessary.": "Bradshaw, a property developer who wants to rebuild the city—by any means necessary.", + "Discord, goddess of chaos and disorder.": "Discord, goddess of chaos and disorder.", + "A conspiracy of vampires trying to take over your community.": "A conspiracy of vampires trying to take over your community.", + "White Travellers, ghosts that feed on natural, joyous emotions of people and leave people content with a humdrum life.": "White Travellers, ghosts that feed on natural, joyous emotions of people and leave people content with a humdrum life.", + "Ancient Purity, an occultist/fascist death metal band. They would be your enemies even without their abuse of mystical powers.": "Ancient Purity, an occultist/fascist death metal band. They would be your enemies even without their abuse of mystical powers.", + "The Man, a new god of authority, order, and following the rules.": "The Man, a new god of authority, order, and following the rules.", + "The Sanguine Circle, a conspiracy of vampires with cells in many cities and towns.": "The Sanguine Circle, a conspiracy of vampires with cells in many cities and towns.", + "Allies": "Allies", + "Choose your team allies from this list:": "Choose your team allies from this list:", + "Doctor “Blue,” a physician. They can help you recover from harm.": "Doctor “Blue,” a physician. They can help you recover from harm.", + "Professor “Blood,” a forensic scientist. They are who you go to when you need evidence analysed.": "Professor “Blood,” a forensic scientist. They are who you go to when you need evidence analysed.", + "Agent “Will,” a field investigator. They’re a veteran of the Bureau, and can help you navigate problems with colleagues.": "Agent “Will,” a field investigator. They’re a veteran of the Bureau, and can help you navigate problems with colleagues.", + "Aquila Squad, an ally team. They are unofficially known as “the Extreme Problems” squad. They can handle anything unfazed, but their solutions can be a little... messy.": "Aquila Squad, an ally team. They are unofficially known as “the Extreme Problems” squad. They can handle anything unfazed, but their solutions can be a little... messy.", + "SkullFangz, an ally team. This is a group of hackers you’ve made a sort of alliance with. They can help you get information through unorthodox channels, but they sometimes need you to do some odd or dubious favours in return.": "SkullFangz, an ally team. This is a group of hackers you’ve made a sort of alliance with. They can help you get information through unorthodox channels, but they sometimes need you to do some odd or dubious favours in return.", + "Detective Barnes, a police detective who you saved from a monster way back when. They’ll help you out with some information now and then, and possibly more when you’re on their turf.": "Detective Barnes, a police detective who you saved from a monster way back when. They’ll help you out with some information now and then, and possibly more when you’re on their turf.", + "Bingo, an always-online researcher into strangeness. They can put you in touch with people who need help, coordinate communication, and help you with research.": "Bingo, an always-online researcher into strangeness. They can put you in touch with people who need help, coordinate communication, and help you with research.", + "Sapphire, who has the ability to manipulate time in certain ways. You suspect she may be very long-lived or even immortal. She is not always easy to contact, and can appear unexpectedly.": "Sapphire, who has the ability to manipulate time in certain ways. You suspect she may be very long-lived or even immortal. She is not always easy to contact, and can appear unexpectedly.", + "Another group of travelling hunters, an ally team. They can back you up monster hunting—you’ve helped each other out several times, when things got tricky.": "Another group of travelling hunters, an ally team. They can back you up monster hunting—you’ve helped each other out several times, when things got tricky.", + "Universal Cleanup Services, an ally team. A franchise that specialises in cleaning up messes like crime scenes and monster attacks.": "Universal Cleanup Services, an ally team. A franchise that specialises in cleaning up messes like crime scenes and monster attacks.", + "Carlito, a nurse. They can patch up injured hunters.": "Carlito, a nurse. They can patch up injured hunters.", + "Charity, an occultist. She can tell you about and sometimes find weird old items.": "Charity, an occultist. She can tell you about and sometimes find weird old items.", + "Raven, a mystic. Has some ideas about the Chosen One’s destiny.": "Raven, a mystic. Has some ideas about the Chosen One’s destiny.", + "The Junior Entourage, an ally team. These are friends who aren’t in the core team. Good at getting around for area canvassing or distraction.": "The Junior Entourage, an ally team. These are friends who aren’t in the core team. Good at getting around for area canvassing or distraction.", + "Destiny’s Servants, an ally team. A secretive group sent to help you out. They’re good at fighting and acting suspicious.": "Destiny’s Servants, an ally team. A secretive group sent to help you out. They’re good at fighting and acting suspicious.", + "Hawthorn, a hedge witch. They’re able to cast a variety of small but useful spells.": "Hawthorn, a hedge witch. They’re able to cast a variety of small but useful spells.", + "Anya, a folklorist. They know a lot about the stories and history of the region.": "Anya, a folklorist. They know a lot about the stories and history of the region.", + "The Feeling of Not Knowing a Particular Fact, a visitor from another world. An explorer of worlds, they have a store of facts or rumours about many different dimensions. Describe their home world and look.": "The Feeling of Not Knowing a Particular Fact, a visitor from another world. An explorer of worlds, they have a store of facts or rumours about many different dimensions. Describe their home world and look.", + "Junior Guardians, an ally team. By tradition, younger members of your families and community are apprenticed to take over when you retire. They can help with any tasks that aren’t too dangerous.": "Junior Guardians, an ally team. By tradition, younger members of your families and community are apprenticed to take over when you retire. They can help with any tasks that aren’t too dangerous.", + "A flock of otherworldly creatures, an ally team. These non-Earthly animals can scout and warn you of danger, and also are quite cute. Describe their home world and look.": "A flock of otherworldly creatures, an ally team. These non-Earthly animals can scout and warn you of danger, and also are quite cute. Describe their home world and look.", + "Ó Corra, IMPS General Secretary. Having Ó Corra on your side is always going to be handy.": "Ó Corra, IMPS General Secretary. Having Ó Corra on your side is always going to be handy.", + "Klíma, IMPS forensic specialist. Klíma can help you get extra forensic analysis or expedite tests.": "Klíma, IMPS forensic specialist. Klíma can help you get extra forensic analysis or expedite tests.", + "Villaverde, IMPS librarian. Knows a lot about mystical and occult secrets.": "Villaverde, IMPS librarian. Knows a lot about mystical and occult secrets.", + "IMPS team EM–3. This team of IMPS agents specialise in dealing with big disasters. They can help manage and calm down civilians and provide support for your team.": "IMPS team EM–3. This team of IMPS agents specialise in dealing with big disasters. They can help manage and calm down civilians and provide support for your team.", + "Cryptidnet, a loose organisation of interested amateurs and researchers who collate rumours of weird activity. Great source of leads and supernatural rumours.": "Cryptidnet, a loose organisation of interested amateurs and researchers who collate rumours of weird activity. Great source of leads and supernatural rumours.", + "Justinian, a paladin. He’s always ready to fight evil alongside you and hopes one of you will one day be the lady (or lord) of his heart.": "Justinian, a paladin. He’s always ready to fight evil alongside you and hopes one of you will one day be the lady (or lord) of his heart.", + "NewLife, a bio-robot. They know a lot about life on various worlds, whether organic, tech-based, or magic-based.": "NewLife, a bio-robot. They know a lot about life on various worlds, whether organic, tech-based, or magic-based.", + "Darween, a diplomat. Coming from the Monster Marches, she hates disunity and wants good people of all worlds to cooperate.": "Darween, a diplomat. Coming from the Monster Marches, she hates disunity and wants good people of all worlds to cooperate.", + "The Queen’s Musketeers. Brave, dashing and ready to fight with monsters both in Helos and beyond, but won’t do anything that directly contradicts Queen Helena the Radiant’s orders.": "The Queen’s Musketeers. Brave, dashing and ready to fight with monsters both in Helos and beyond, but won’t do anything that directly contradicts Queen Helena the Radiant’s orders.", + "Spirit Healers. They come from a Stone Age world and want to heal all spiritual ills of all worlds. They oppose killing monsters because they believe monsters should be healed and reintegrated instead.": "Spirit Healers. They come from a Stone Age world and want to heal all spiritual ills of all worlds. They oppose killing monsters because they believe monsters should be healed and reintegrated instead.", + "Zhu, a law enforcement officer. They can help you with legal difficulties in their jurisdiction.": "Zhu, a law enforcement officer. They can help you with legal difficulties in their jurisdiction.", + "Davis, a therapist specialising in trauma recovery.": "Davis, a therapist specialising in trauma recovery.", + "Dr Basu, a medical doctor.": "Dr Basu, a medical doctor.", + "The next generation, an ally team. These younger monster hunters are relatives of those who died in the battle, taking up the family calling.": "The next generation, an ally team. These younger monster hunters are relatives of those who died in the battle, taking up the family calling.", + "The Network, an ally team. This is a group of people who keep watch for big supernatural dangers, and can get you warnings in time to intervene.": "The Network, an ally team. This is a group of people who keep watch for big supernatural dangers, and can get you warnings in time to intervene.", + "Shinzō, a retro-weaponsmith. Their creations look like fancy souvenirs but have various magical properties.": "Shinzō, a retro-weaponsmith. Their creations look like fancy souvenirs but have various magical properties.", + "FaceBog, a doppelganger. They’ll impersonate you at various social events if you ask them nicely.": "FaceBog, a doppelganger. They’ll impersonate you at various social events if you ask them nicely.", + "Hedwig, a journalist. She believes in your public causes and is willing to cover up some things for you, but sometimes asks difficult questions.": "Hedwig, a journalist. She believes in your public causes and is willing to cover up some things for you, but sometimes asks difficult questions.", + "Monster Hunters Fan Club. They know your secret identities, but not your public ones.": "Monster Hunters Fan Club. They know your secret identities, but not your public ones.", + "Spirits of the city’s founders. They remember how the city once was and have clashed with occult forces that threaten it.": "Spirits of the city’s founders. They remember how the city once was and have clashed with occult forces that threaten it.", + "Dumont, the fixer. Dumont can find leads on jobs, and sometime scare up special gear.": "Dumont, the fixer. Dumont can find leads on jobs, and sometime scare up special gear.", + "Chang, a government official. They can help you with legal entanglements. Sometimes.": "Chang, a government official. They can help you with legal entanglements. Sometimes.", + "Dr Accorso. A medical doctor, ready to help with injuries or illness. No questions asked.": "Dr Accorso. A medical doctor, ready to help with injuries or illness. No questions asked.", + "The Irregulars, an ally team. They’re a general group of support crew that help you out. Mechanics, technicians, and the like.": "The Irregulars, an ally team. They’re a general group of support crew that help you out. Mechanics, technicians, and the like.", + "The Crooked Hearts, another mercenary monster hunting crew. You’ve worked together on some big jobs.": "The Crooked Hearts, another mercenary monster hunting crew. You’ve worked together on some big jobs.", + "Leon/Lyn, an authority figure (parent, teacher, etc.). Helpful dealing with officials.": "Leon/Lyn, an authority figure (parent, teacher, etc.). Helpful dealing with officials.", + "Romain, a librarian. Good at finding out details.": "Romain, a librarian. Good at finding out details.", + "A very smart pet. Pick their species and give them a name:": "A very smart pet. Pick their species and give them a name:", + "Your friend group, an ally team. Great for distractions.": "Your friend group, an ally team. Great for distractions.", + "Internet mystery circle, an ally team. Good for finding out weird facts and rumours.": "Internet mystery circle, an ally team. Good for finding out weird facts and rumours.", + "Aminat Salek, a client or customer who has a knack for finding whatever is weirdest.": "Aminat Salek, a client or customer who has a knack for finding whatever is weirdest.", + "Ahearn, a consultant. They can help you out with how things go on behind the scenes.": "Ahearn, a consultant. They can help you out with how things go on behind the scenes.", + "De Luca, from human resources. They can cover for absences and sometimes tell you what management is planning.": "De Luca, from human resources. They can cover for absences and sometimes tell you what management is planning.", + "The day shift, an ally team. They can help out when you need to sleep.": "The day shift, an ally team. They can help out when you need to sleep.", + "Asani, an old and knowledgeable witch.": "Asani, an old and knowledgeable witch.", + "Petersen, a police officer. Community-minded, they know you help people out and they help you too.": "Petersen, a police officer. Community-minded, they know you help people out and they help you too.", + "Red, cafe/bar/restaurant manager. You’re always welcome in their place, and they hear a lot of gossip.": "Red, cafe/bar/restaurant manager. You’re always welcome in their place, and they hear a lot of gossip.", + "The SWG, an ally team. These are newer members of the SWG. They can patrol, report events, and help people to safety. They’re not ready to take on monsters directly.": "The SWG, an ally team. These are newer members of the SWG. They can patrol, report events, and help people to safety. They’re not ready to take on monsters directly.", + "The sports club, an ally team. What sport do you all play? The other club members will do you a favour now and then. Useful for getting information from organisations you don’t have direct access to.": "The sports club, an ally team. What sport do you all play? The other club members will do you a favour now and then. Useful for getting information from organisations you don’t have direct access to.", + "Carlos, a roadie. They can do pretty much anything with reasonable competence.": "Carlos, a roadie. They can do pretty much anything with reasonable competence.", + "Charity, an occultist. She can tell you about mystical stuff you find and sometimes get you weird old items.": "Charity, an occultist. She can tell you about mystical stuff you find and sometimes get you weird old items.", + "Dr An Seulgi. She can help patch you up if you get hurt, and provide “special” prescriptions as long as you don’t abuse them too badly.": "Dr An Seulgi. She can help patch you up if you get hurt, and provide “special” prescriptions as long as you don’t abuse them too badly.", + "Eldritch Records, your label. You can hit them up for a little money, legal help, or contact details for folks in the music business.": "Eldritch Records, your label. You can hit them up for a little money, legal help, or contact details for folks in the music business.", + "Your fan club, an ally team. They’re keen to help, but they’re mainly just a bunch of kids (possibly kids in their late teens or early twenties, but still).": "Your fan club, an ally team. They’re keen to help, but they’re mainly just a bunch of kids (possibly kids in their late teens or early twenties, but still).", + "LOLweb, a hacker. They track the organisation’s web activity and try to hinder it but don’t believe in monsters.": "LOLweb, a hacker. They track the organisation’s web activity and try to hinder it but don’t believe in monsters.", + "Faruq, an office worker in the organisation. He also feels there’s something wrong but is too afraid to act openly about it.": "Faruq, an office worker in the organisation. He also feels there’s something wrong but is too afraid to act openly about it.", + "Grethel, a government official. She keeps track of various supernatural occurrences and organisations that deal with them.": "Grethel, a government official. She keeps track of various supernatural occurrences and organisations that deal with them.", + "Organisation ex-members. Each of them has seen a bit of bad things that happen there and can help you piece together the bigger picture.": "Organisation ex-members. Each of them has seen a bit of bad things that happen there and can help you piece together the bigger picture.", + "Independent hunters. Far less experienced than you but sometimes can do things you can’t due to being observed by the organisation.": "Independent hunters. Far less experienced than you but sometimes can do things you can’t due to being observed by the organisation.", + "Soyfly, a pixie. She knows a lot of recent gossip about the Wild Hunt.": "Soyfly, a pixie. She knows a lot of recent gossip about the Wild Hunt.", + "Althea, a private aviator. She believes the sky should be free for everyone, not just some creepy horsemen.": "Althea, a private aviator. She believes the sky should be free for everyone, not just some creepy horsemen.", + "Caragh, a banshee. She once rode with the Hunt and now helps other fugitives, but never reveals how she escaped.": "Caragh, a banshee. She once rode with the Hunt and now helps other fugitives, but never reveals how she escaped.", + "New Start, an NGO that helps refugees. They focus on political and war refugees, but allow you to use their facilities.": "New Start, an NGO that helps refugees. They focus on political and war refugees, but allow you to use their facilities.", + "The Savage Ride, the Wild Hunt’s rivals. They’ll do anything to hinder the Hunt, but are violent and fickle themselves.": "The Savage Ride, the Wild Hunt’s rivals. They’ll do anything to hinder the Hunt, but are violent and fickle themselves." } \ No newline at end of file diff --git a/Monster of the Week Official/translations/uk.json b/Monster of the Week Official/translations/uk.json index 8ea5a9fb25..01472cdba7 100644 --- a/Monster of the Week Official/translations/uk.json +++ b/Monster of the Week Official/translations/uk.json @@ -1192,7 +1192,6 @@ "custom-move-name": "Name", "custom-move-description": "Description", "custom-gear": "Playbook Gear", - "start_newstuff": "", "unused": "Unused", "all": "All", "starting": "Starting", @@ -1290,7 +1289,7 @@ "eos-ref": "At the end of each session, the Keeper will ask the following questions:
    • Did we conclude the current mystery?
    • Did we save someone from certain death (or worse)?
    • Did we learn something new and important about the world?
    • Did we learn something new and important about one of the hunters?
    If you get one or two \"Yes\" answers, mark one experience. If you get three or four, mark two.", "pick-book": "Pick Your Playbook", "pick-book-desc": "Pick your playbook using the menu in the upper right corner or the buttons in the lists below. Once you pick a playbook, starting stats options are found at the bottom of the first main column (not including the stats column).", - "motw-books": "Monster of the Week Revised Edition Playbooks", + "motw-books": "Monster of the Week Hardcover Edition Playbooks", "chosen-desc": "A once-ordinary person who discovered they have a special destiny, and who has been given the power to accomplish it. The Chosen is good in a fight, with some weird powers. E.g. Buffy from Buffy the Vampire Slayer.", "crooked-desc": "A criminal turned monster hunter, haunted by their past and enemies. The Crooked is good in social situations and has a lot of contacts. E.g. Anna Valmont from The Dresden Files, Peter Bishop from Fringe.", "divine-desc": "An agent of a higher power, with a mission to fulfill. The Divine is very tough and has been granted holy powers. E.g. Castiel from Supernatural; Michael Carpenter from The Dresden Files.", @@ -1621,6 +1620,7 @@ "animating-force": "Animating Force", "animating-force-desc": "There is a force that gives you life, which cannot harm you. You do not eat, breathe, drink, or heal naturally. Instead, repair yourself with your recharge move. Pick an energy type:", "lightning": "Lightning", + "fire": "Fire", "music": "Music", "clockwork": "Clockwork", "orgone": "Orgone", @@ -1686,7 +1686,6 @@ "hardcase2020-move6": "Inspired Guesswork: When you investigate a mystery, you may spend 1 Fire to add 1 extra hold. The extra question must be about powers, motivations, or weaknesses.", "hardcase2020-move7": "Stone Cold: You never really get ruffled by danger. Gain +1 whenever pain or fear requires you act under pressure. Your nearby allies also gain this bonus against pain and fear, as long as you keep it together.", "hardcase2020-move8": "Weapon Master: When you take possession of a new weapon you may add, remove, or change one tag. This change only applies for you. When you get this move, apply it to all your current weapons.", - "fire": "Fire", "calm": "Calm", "raging": "Raging", "hardcase-vehicles": "Vehicles", @@ -1716,5 +1715,610 @@ "hardcase2020-gear22": "A spell formula, written on a napkin", "hardcase2020-advance1": "Your Fire track increases to 13 boxes.", "constructed-unstable": "You get 10 harm boxes and do not become unstable.", - "end_newstuff": "" + "team-playbooks": "Team Playbooks", + "team-playbook-choice": "Choose a Team Playbook", + "Team Playbook": "Team Playbook", + "Agents in Black": "Agents in Black", + "Always on the Road": "Always on the Road", + "The Chosen One and Entourage": "The Chosen One and Entourage", + "Guardians of the Borderland": "Guardians of the Borderland", + "IMPS (International Monster and Paranormal Service)": "IMPS (International Monster and Paranormal Service)", + "Interdimensional Crisis Team": "Interdimensional Crisis Team", + "The Last Survivors": "The Last Survivors", + "League of Double Lives": "League of Double Lives", + "Mercenaries": "Mercenaries", + "Mystery Club": "Mystery Club", + "The Night Shift": "The Night Shift", + "Suburban Watch Group": "Suburban Watch Group", + "Touring Band": "Touring Band", + "Whistleblowers": "Whistleblowers", + "Wild Hunt Fugitives": "Wild Hunt Fugitives", + "pick-teambook-desc": "Pick your team playbook using the menu in the upper right corner or the buttons in the lists below.", + "This team playbook has the hunters working for the Bureau—a clandestine organisation dedicated to hiding the existence of monsters and the supernatural from the general public.": "This team playbook has the hunters working for the Bureau—a clandestine organisation dedicated to hiding the existence of monsters and the supernatural from the general public.", + "You’re a travelling hunter team. Every week is a new town with a new problem.": "You’re a travelling hunter team. Every week is a new town with a new problem.", + "This team centres on a Chosen One and their friends who help with monster hunting. There’s also room for a mentor.": "This team centres on a Chosen One and their friends who help with monster hunting. There’s also room for a mentor.", + "This team playbook has the hunters as wardens of a liminal region: somewhere where the borders of the world are thin, where monsters and magic can slip through and cause trouble.": "This team playbook has the hunters as wardens of a liminal region: somewhere where the borders of the world are thin, where monsters and magic can slip through and cause trouble.", + "The International Monster and Paranormal Service (IMPS) was created to keep humanity safe from supernatural threats. It’s not clear who funds them, although most people assume it’s some kind of United Nations agency. IMPS isn’t secret, but they keep things as quiet as possible This team playbook sets your hunters as one of the elite IMPS teams that travels the world to deal with monster incidents.": "The International Monster and Paranormal Service (IMPS) was created to keep humanity safe from supernatural threats. It’s not clear who funds them, although most people assume it’s some kind of United Nations agency. IMPS isn’t secret, but they keep things as quiet as possible This team playbook sets your hunters as one of the elite IMPS teams that travels the world to deal with monster incidents.", + "Your world isn’t the only one that needs monster hunting help from time to time. And when others do, you travel through portals, loopholes, and other oddities to help. Interdimensional Crisis Team perfectly fits over-the-top, parody games. More serious stories about interdimensional problems are handled better by Guardians of the Borderland.": "Your world isn’t the only one that needs monster hunting help from time to time. And when others do, you travel through portals, loopholes, and other oddities to help. Interdimensional Crisis Team perfectly fits over-the-top, parody games. More serious stories about interdimensional problems are handled better by Guardians of the Borderland.", + "This hunter team were the only people who lived through a terrible (maybe even apocalyptic) battle. You had many allies at your side, but they didn’t make it.": "This hunter team were the only people who lived through a terrible (maybe even apocalyptic) battle. You had many allies at your side, but they didn’t make it.", + "You’re monster hunters but also important society members in a city. Your ties to the society give you various forms of influence but also mean you somehow have to manage two lives at once. The world isn’t ready to learn about your monster hunting and even less about the monsters themselves.": "You’re monster hunters but also important society members in a city. Your ties to the society give you various forms of influence but also mean you somehow have to manage two lives at once. The world isn’t ready to learn about your monster hunting and even less about the monsters themselves.", + "This team playbook has the hunters working for hire. They save people and hunt monsters, sure, but they also want to get paid at the end of the day.": "This team playbook has the hunters working for hire. They save people and hunt monsters, sure, but they also want to get paid at the end of the day.", + "This is a hunter team of investigators, with a focus on less horrific and more comedic mysteries. This particularly suits games with younger players, or younger hunters. This team playbook strongly pushes the game towards silliness and jokes, so be sure you’re ready for that if you’re considering taking it.": "This is a hunter team of investigators, with a focus on less horrific and more comedic mysteries. This particularly suits games with younger players, or younger hunters. This team playbook strongly pushes the game towards silliness and jokes, so be sure you’re ready for that if you’re considering taking it.", + "This team playbook has the hunters comprising the night shift at a workplace. A workplace that gets way more than its fair share of supernatural problems.": "This team playbook has the hunters comprising the night shift at a workplace. A workplace that gets way more than its fair share of supernatural problems.", + "This is a group of hunters who began as regular folks looking out for their local neighbourhood or town. It emphasises relationships outside of monster hunting and a focus on normal life as well as your adventures.": "This is a group of hunters who began as regular folks looking out for their local neighbourhood or town. It emphasises relationships outside of monster hunting and a focus on normal life as well as your adventures.", + "This team is a band, eternally on tour. Everywhere you have a gig booked, it seems like something bad is going down. Between sound check and putting on the show, you gotta deal with whatever is eating people in this town.": "This team is a band, eternally on tour. Everywhere you have a gig booked, it seems like something bad is going down. Between sound check and putting on the show, you gotta deal with whatever is eating people in this town.", + "All the hunters in your team are members of a monster hunting organisation, and you start suspecting there’s something fishy about this group. This team playbook shares many elements of the Initiate and Professional playbooks because it essentially represents playing an entire team of Initiates and/or Professionals. You shouldn’t choose those playbooks when playing as the Whistleblowers—unless the Keeper agrees some characters belong to a different organisation as well, which might make the situation even more messy.": "All the hunters in your team are members of a monster hunting organisation, and you start suspecting there’s something fishy about this group. This team playbook shares many elements of the Initiate and Professional playbooks because it essentially represents playing an entire team of Initiates and/or Professionals. You shouldn’t choose those playbooks when playing as the Whistleblowers—unless the Keeper agrees some characters belong to a different organisation as well, which might make the situation even more messy.", + "You joined or were abducted by the Wild Hunt. You gained some supernatural skills while riding with it, but then escaped it. Now you use your experience to hunt monsters, evade the Hunt and, maybe, destroy it one day.": "You joined or were abducted by the Wild Hunt. You gained some supernatural skills while riding with it, but then escaped it. Now you use your experience to hunt monsters, evade the Hunt and, maybe, destroy it one day.", + "Getting Started": "Getting Started", + "Determine the nature of the Event.": "Determine the nature of the Event.", + "Decide the history between you and the Wild Hunt.": "Decide the history between you and the Wild Hunt.", + "Pick your style (and associated improvement question).": "Pick your style (and associated improvement question).", + "Figure out the nature of the Bureau.": "Figure out the nature of the Bureau.", + "Create your city.": "Create your city.", + "Pick your obligations.": "Pick your obligations.", + "Come up with a band name.": "Come up with a band name.", + "Pick a starting team ally.": "Pick a starting team ally.", + "Customize the organisation.": "Customize the organisation.", + "Pick your starting team move and 2 boxes of assets.": "Pick your starting team move and 2 boxes of assets.", + "Pick a starting team ally, move, and assets.": "Pick a starting team ally, move, and assets.", + "Pick a starting team enemy, ally, move, and 2 boxes of assets.": "Pick a starting team enemy, ally, move, and 2 boxes of assets.", + "Put on some music and hit the road.": "Put on some music and hit the road.", + "Await the next weird prophecy.": "Await the next weird prophecy.", + "Check the boundaries for incursions.": "Check the boundaries for incursions.", + "Report for your mission briefing.": "Report for your mission briefing.", + "Prepare for the next disaster.": "Prepare for the next disaster.", + "Ponder your responsibilities, as you await the call.": "Ponder your responsibilities, as you await the call.", + "See who’s hiring today.": "See who’s hiring today.", + "Next meeting is at the clubroom on Tuesday afternoon.": "Next meeting is at the clubroom on Tuesday afternoon.", + "Clock in and prepare for another night of drudgery.": "Clock in and prepare for another night of drudgery.", + "Walk the streets. Keep an eye out for evildoers.": "Walk the streets. Keep an eye out for evildoers.", + "You have half an hour before we fly to the next city. Soundcheck at 7, you’re on at 8.": "You have half an hour before we fly to the next city. Soundcheck at 7, you’re on at 8.", + "Snoop around the boss’s office while they’re in a meeting.": "Snoop around the boss’s office while they’re in a meeting.", + "Stay wary, that sounded like howls in the wind.": "Stay wary, that sounded like howls in the wind.", + "The Bureau": "The Bureau", + "Prompts": "Prompts", + "The Bureau setup is determined by the group. Record your answers to these prompts in the Notes section below.": "The Bureau setup is determined by the group. Record your answers to these prompts in the Notes section below.", + "If you have a hunter who belongs to an organisation already—like a Professional or an Initiate—you may combine their setup with the Bureau setup. Figure out how the two perspectives work for your Bureau. If you don’t like that idea, you can also keep them separate (which will lead to its own drama with split loyalties and rivalries).": "If you have a hunter who belongs to an organisation already—like a Professional or an Initiate—you may combine their setup with the Bureau setup. Figure out how the two perspectives work for your Bureau. If you don’t like that idea, you can also keep them separate (which will lead to its own drama with split loyalties and rivalries).", + "Now determine the nature of the Bureau:": "Now determine the nature of the Bureau:", + "Is the Bureau an open, covert, or secret organisation? An open Bureau exists openly but has a cover responsibility to distract from their real mission. A covert Bureau doesn’t explicitly hide themselves, but they try not to draw attention. A secret Bureau has no official records and operates completely in the shadows.": "Is the Bureau an open, covert, or secret organisation? An open Bureau exists openly but has a cover responsibility to distract from their real mission. A covert Bureau doesn’t explicitly hide themselves, but they try not to draw attention. A secret Bureau has no official records and operates completely in the shadows.", + "Who is your team’s handler or commanding officer and what are they like? Create your own or pick one of these:": "Who is your team’s handler or commanding officer and what are they like? Create your own or pick one of these:", + "Special Agent “Coop” is a genial, avuncular middle-aged man. He’s disorganised and often loses track of details, but he always has the team’s back.": "Special Agent “Coop” is a genial, avuncular middle-aged man. He’s disorganised and often loses track of details, but he always has the team’s back.", + "Special Agent “Star” is a harsh boss. She doesn’t really seem to like you, and you never seem to measure up to her standards of “perfection plus.” She runs everything by the book (this can be good or bad for you).": "Special Agent “Star” is a harsh boss. She doesn’t really seem to like you, and you never seem to measure up to her standards of “perfection plus.” She runs everything by the book (this can be good or bad for you).", + "Provisional Special Agent “Fireball” is young and excitable. They prefer you deal with problems in a scorched earth style, without regard for consequences. That is also their management style.": "Provisional Special Agent “Fireball” is young and excitable. They prefer you deal with problems in a scorched earth style, without regard for consequences. That is also their management style.", + "Who do you think is really running the Bureau? The government? A secret global government? Some other government? A billionaire? A secret conspiracy dating back to Uruk’s priesthood? Something else?": "Who do you think is really running the Bureau? The government? A secret global government? Some other government? A billionaire? A secret conspiracy dating back to Uruk’s priesthood? Something else?", + "The Event": "The Event", + "What is the terrible situation you all survived together?": "What is the terrible situation you all survived together?", + "A concerted assault by monsters, as you took shelter in an isolated cabin.": "A concerted assault by monsters, as you took shelter in an isolated cabin.", + "A single terrifying monster invaded your homes.": "A single terrifying monster invaded your homes.", + "It was the only chance to avert an apocalypse.": "It was the only chance to avert an apocalypse.", + "An invasion from another dimension.": "An invasion from another dimension.", + "People around you were transformed into monsters.": "People around you were transformed into monsters.", + "You were strangers in a small town filled with murderous monsters, on festival day.": "You were strangers in a small town filled with murderous monsters, on festival day.", + "Something else:": "Something else:", + "Decide who the allies were who fought alongside you and died in battle. Each hunter picks one.": "Decide who the allies were who fought alongside you and died in battle. Each hunter picks one.", + "A monster hunting teammate.": "A monster hunting teammate.", + "Your spouse or lover.": "Your spouse or lover.", + "Your sibling.": "Your sibling.", + "A parent.": "A parent.", + "A child.": "A child.", + "Your mentor.": "Your mentor.", + "Your protégée.": "Your protégée.", + "Your dog (or other pet).": "Your dog (or other pet).", + "Someone else:": "Someone else:", + "Then decide how you saved the day in the end. Whatever it was, it came at great personal cost (beyond the loss you just chose).": "Then decide how you saved the day in the end. Whatever it was, it came at great personal cost (beyond the loss you just chose).", + "The City": "The City", + "The city you all protect will be an important aspect of the story, more of a collective character of your mysteries than just a background element. Each player should choose one key aspect of the city from one of the following lists. Balance between good and bad things as fits the mood of your campaign.": "The city you all protect will be an important aspect of the story, more of a collective character of your mysteries than just a background element. Each player should choose one key aspect of the city from one of the following lists. Balance between good and bad things as fits the mood of your campaign.", + "Good things": "Good things", + "Cozy": "Cozy", + "Affluent": "Affluent", + "Good social care": "Good social care", + "Proud of its past": "Proud of its past", + "Lots of monuments": "Lots of monuments", + "Highly ecological": "Highly ecological", + "Transparent politics": "Transparent politics", + "Technological hub": "Technological hub", + "The nation’s main transport hub": "The nation’s main transport hub", + "Protected by benevolent magic": "Protected by benevolent magic", + "Beloved by travel vloggers": "Beloved by travel vloggers", + "An extremely famous mayor": "An extremely famous mayor", + "A university with unique departments": "A university with unique departments", + "Other:": "Other:", + "Bad things": "Bad things", + "Alienating": "Alienating", + "Poor": "Poor", + "Big social inequality": "Big social inequality", + "Shameful past": "Shameful past", + "Nothing worth sightseeing": "Nothing worth sightseeing", + "Highly polluted": "Highly polluted", + "Shady politics": "Shady politics", + "No prospects for the future": "No prospects for the future", + "Shady military bases": "Shady military bases", + "Gangs that terrorize the entire region": "Gangs that terrorize the entire region", + "Believed to bring bad luck": "Believed to bring bad luck", + "Struck by a powerful curse": "Struck by a powerful curse", + "Obligations": "Obligations", + "Your social status carries some obligations with it. At the beginning of a mystery, the Keeper holds 3. They can spend 1 hold to introduce one of the obligations. When it’s introduced, at least half of you must attend, otherwise you can lose allies or tempt mundane people to investigate your lives.": "Your social status carries some obligations with it. At the beginning of a mystery, the Keeper holds 3. They can spend 1 hold to introduce one of the obligations. When it’s introduced, at least half of you must attend, otherwise you can lose allies or tempt mundane people to investigate your lives.", + "Choose or create two obligations you have:": "Choose or create two obligations you have:", + "Attending parties and balls.": "Attending parties and balls.", + "Attending important conferences.": "Attending important conferences.", + "Ceremonially opening new buildings.": "Ceremonially opening new buildings.", + "Meeting children at schools.": "Meeting children at schools.", + "Tutoring promising students one on one.": "Tutoring promising students one on one.", + "Appearing on TV.": "Appearing on TV.", + "The Organisation": "The Organisation", + "You create the details about your organisation, choosing options from the following lists. Things you suspect can pertain either to the organisation as a whole or to an influential group within it. At least two of the things you suspect are true, the Keeper decides which ones.": "You create the details about your organisation, choosing options from the following lists. Things you suspect can pertain either to the organisation as a whole or to an influential group within it. At least two of the things you suspect are true, the Keeper decides which ones.", + "Official goals": "Official goals", + "(choose one or two)": "(choose one or two)", + "Slay monsters": "Slay monsters", + "Contain monsters": "Contain monsters", + "Govern safe use of magic": "Govern safe use of magic", + "Research monsters": "Research monsters", + "Research paranatural phenomena": "Research paranatural phenomena", + "Keep monsters and magic secret": "Keep monsters and magic secret", + "Goal you suspect": "Goal you suspect", + "(choose one)": "(choose one)", + "Training an army of monsters": "Training an army of monsters", + "Creating new monsters": "Creating new monsters", + "Stealing the monsters’ powers": "Stealing the monsters’ powers", + "Keeping all magic to themselves": "Keeping all magic to themselves", + "Taking over the world": "Taking over the world", + "Destroying the world": "Destroying the world", + "Official resources": "Official resources", + "(choose two)": "(choose two)", + "Ancient lore": "Ancient lore", + "Modernised": "Modernised", + "Chapters everywhere": "Chapters everywhere", + "Secular power": "Secular power", + "Rich": "Rich", + "Rigorous training": "Rigorous training", + "Offices all over the place": "Offices all over the place", + "Good intel": "Good intel", + "Support teams": "Support teams", + "Suspected resources": "Suspected resources", + "Demonology": "Demonology", + "Necromancy": "Necromancy", + "Deals with monsters": "Deals with monsters", + "Manipulated minions": "Manipulated minions", + "Manipulated cultists": "Manipulated cultists", + "Bribed officials": "Bribed officials", + "Sacrificing members": "Sacrificing members", + "Obvious flaws": "Obvious flaws", + "Tradition-bound": "Tradition-bound", + "Paranoid and secretive": "Paranoid and secretive", + "Closed hierarchy": "Closed hierarchy", + "Strict laws": "Strict laws", + "Mystical oaths": "Mystical oaths", + "Bureaucratic": "Bureaucratic", + "Hostile superiors": "Hostile superiors", + "Take-no-prisoners policy": "Take-no-prisoners policy", + "Live capture policy": "Live capture policy", + "Suspected flaws": "Suspected flaws", + "Total obedience": "Total obedience", + "Tyrannical leaders": "Tyrannical leaders", + "Protects member criminals": "Protects member criminals", + "The Wild Hunt": "The Wild Hunt", + "You were part of the Wild Hunt, a group of violent fey and spirits riding the world and striking fear into the hearts of people. Detail the Wild Hunt here.": "You were part of the Wild Hunt, a group of violent fey and spirits riding the world and striking fear into the hearts of people. Detail the Wild Hunt here.", + "Who Rides With The Hunt?": "Who Rides With The Hunt?", + "Elves": "Elves", + "Trolls": "Trolls", + "Demons": "Demons", + "Wraiths": "Wraiths", + "Banshees": "Banshees", + "Werewolves": "Werewolves", + "Something Else": "Something Else", + "The Wild Hunt has a leader, probably a king or a queen. Give them a name or a title:": "The Wild Hunt has a leader, probably a king or a queen. Give them a name or a title:", + "Choose or invent their impressive powers, at least two:": "Choose or invent their impressive powers, at least two:", + "Grant immortality": "Grant immortality", + "Grant lycanthropy": "Grant lycanthropy", + "Steal emotion": "Steal emotion", + "See destinies": "See destinies", + "Set destinies": "Set destinies", + "Control weather": "Control weather", + "Grant sentience to animals": "Grant sentience to animals", + "Grant sentience to weapons": "Grant sentience to weapons", + "Why were you a part of the Wild Hunt?": "Why were you a part of the Wild Hunt?", + "Each player can choose a different answer:": "Each player can choose a different answer:", + "I was kidnapped by the Hunt": "I was kidnapped by the Hunt", + "I sold my soul to the Hunt": "I sold my soul to the Hunt", + "I wanted to ride with the Hunt": "I wanted to ride with the Hunt", + "I’m a supernatural creature who’s a part of the Hunt": "I’m a supernatural creature who’s a part of the Hunt", + "Something else": "Something else", + "Then all of you escaped, sick with the Hunt’s atrocities or their treatment of you.": "Then all of you escaped, sick with the Hunt’s atrocities or their treatment of you.", + "How Did You Escape?": "How Did You Escape?", + "How did you escape?": "How did you escape?", + "With a clever plan": "With a clever plan", + "By sheer luck": "By sheer luck", + "With outside help": "With outside help", + "Thanks to a loophole in your fae contract": "Thanks to a loophole in your fae contract", + "The Wild Hunt keeps looking for you. How do they do it?": "The Wild Hunt keeps looking for you. How do they do it?", + "Choose two ways:": "Choose two ways:", + "They give other monsters this in exchange for information.": "They give other monsters this in exchange for information.", + "They track the internet, but they can’t monitor one part of it:": "They track the internet, but they can’t monitor one part of it:", + "They can see you when you’re outside in one type of weather, namely:": "They can see you when you’re outside in one type of weather, namely:", + "They sense you when you use magic unless you take a precaution, namely:": "They sense you when you use magic unless you take a precaution, namely:", + "What will the Wild Hunt do if they find you?": "What will the Wild Hunt do if they find you?", + "Kill you.": "Kill you.", + "Torment you.": "Torment you.", + "Make you join the Hunt again.": "Make you join the Hunt again.", + "Make you slaves.": "Make you slaves.", + "Notes": "Notes", + "Team Moves": "Team Moves", + "Choose your team moves from this list. The first one is a good default choice:": "Choose your team moves from this list. The first one is a good default choice:", + "Memory Eraser: You have been issued handheld devices to erase memories from civilians. When you target a person and activate the device, say how many hours you want to erase (1–6) and roll +Weird. On a 10+, those memories are gone. On a 7–9, the memories are gone but the target knows something strange happened.": "Memory Eraser: You have been issued handheld devices to erase memories from civilians. When you target a person and activate the device, say how many hours you want to erase (1–6) and roll +Weird. On a 10+, those memories are gone. On a 7–9, the memories are gone but the target knows something strange happened.", + "Authority Override: If local officials are causing trouble, you can get them pulled off the case. This may—of course—make them more suspicious.": "Authority Override: If local officials are causing trouble, you can get them pulled off the case. This may—of course—make them more suspicious.", + "Containment Field Projector: Place the projector and activate it, choosing a range from 1–20 meters. A spherical shield is created, allowing nothing in or out. Lasts until deactivated by remote or in an hour when the battery runs out. There’s time to get out of the zone, but only just.": "Containment Field Projector: Place the projector and activate it, choosing a range from 1–20 meters. A spherical shield is created, allowing nothing in or out. Lasts until deactivated by remote or in an hour when the battery runs out. There’s time to get out of the zone, but only just.", + "Anonymity: Your identity isn’t traceable via official databases or records. Enemies or bystanders can’t find out anything about your history through any official channels. Additionally, any distinguishing features are removed from photo, videos, or voice recordings of you when they’re processed by any regular computer or phone.": "Anonymity: Your identity isn’t traceable via official databases or records. Enemies or bystanders can’t find out anything about your history through any official channels. Additionally, any distinguishing features are removed from photo, videos, or voice recordings of you when they’re processed by any regular computer or phone.", + "Not Right: You all have a creepy, uncanny valley style aura or look that counts as a reason for manipulating a bystander with threats.": "Not Right: You all have a creepy, uncanny valley style aura or look that counts as a reason for manipulating a bystander with threats.", + "Something Different: Take a move from another team playbook.": "Something Different: Take a move from another team playbook.", + "Change Team Style: Pick a new team style. You now use that one instead of the one you first chose.": "Change Team Style: Pick a new team style. You now use that one instead of the one you first chose.", + "Home Away from Home: Whenever you arrive in a new town, you immediately find a motel and a cafe that are friendly and welcoming. One or the other will turn out to have a connection to the mystery that brought you here, even if just by having a bystander come by.": "Home Away from Home: Whenever you arrive in a new town, you immediately find a motel and a cafe that are friendly and welcoming. One or the other will turn out to have a connection to the mystery that brought you here, even if just by having a bystander come by.", + "Geniality: When you meet a new person in a town you haven’t visited before, roll +Charm. On a 10+, they are well-disposed towards you. On a 7–9, they’re still well-disposed but the Keeper chooses one: they are marked for trouble, or they conceal something from the hunters. Additionally, when you return to a town you have already visited, you always run into the people you befriended previously.": "Geniality: When you meet a new person in a town you haven’t visited before, roll +Charm. On a 10+, they are well-disposed towards you. On a 7–9, they’re still well-disposed but the Keeper chooses one: they are marked for trouble, or they conceal something from the hunters. Additionally, when you return to a town you have already visited, you always run into the people you befriended previously.", + "Handy: You’re all good at fixing stuff. Anything broken or messed up in the course of a mystery is repaired and ready to go before the next one. Gear or assets that would be described as “totally destroyed” still need to be replaced.": "Handy: You’re all good at fixing stuff. Anything broken or messed up in the course of a mystery is repaired and ready to go before the next one. Gear or assets that would be described as “totally destroyed” still need to be replaced.", + "No-stick: You’ve had yourselves removed from official and law enforcement databases. You don’t have to worry about “misunderstandings” from previous towns getting in the way of your hunts (unless someone got annoyed enough to make it a personal vendetta).": "No-stick: You’ve had yourselves removed from official and law enforcement databases. You don’t have to worry about “misunderstandings” from previous towns getting in the way of your hunts (unless someone got annoyed enough to make it a personal vendetta).", + "Monster Journals: When a mystery reminds you of something you encountered before, consult your notes and tell the Keeper what you think is the same. The Keeper will say if you got it right.If you’re correct, take +1 forward to investigate a mystery. If you’re wrong but had a good idea, take +1 forward to read a bad situation. If you’re totally off base, the Keeper holds 1 to put you in a tight spot.": "Monster Journals: When a mystery reminds you of something you encountered before, consult your notes and tell the Keeper what you think is the same. The Keeper will say if you got it right.

    If you’re correct, take +1 forward to investigate a mystery. If you’re wrong but had a good idea, take +1 forward to read a bad situation. If you’re totally off base, the Keeper holds 1 to put you in a tight spot.", + "Ancient Visions: An ancient ritual, to be conducted regularly, gives the whole team access to some of the visions sent to the Chosen One. Once per mystery, each hunter may ask the Keeper a question about anything they want. The Keeper answers with a vision or dream: obscure and vague, but true.": "Ancient Visions: An ancient ritual, to be conducted regularly, gives the whole team access to some of the visions sent to the Chosen One. Once per mystery, each hunter may ask the Keeper a question about anything they want. The Keeper answers with a vision or dream: obscure and vague, but true.", + "Armoury of the Chosen: You gain a cache of special weapons used by previous Chosen Ones. The Keeper should design a lesser version of the Chosen One’s special weapon, which all other members of the team may use. When this is unlocked, the Chosen One may change or add a tag on their special weapon.": "Armoury of the Chosen: You gain a cache of special weapons used by previous Chosen Ones. The Keeper should design a lesser version of the Chosen One’s special weapon, which all other members of the team may use. When this is unlocked, the Chosen One may change or add a tag on their special weapon.", + "Handing on the Torch: When you select this, designate another character as the next Chosen One. When the current Chosen One dies, that character may change to the Chosen playbook whenever they are ready. The new Chosen One designates the next heir when they find a worthy successor.": "Handing on the Torch: When you select this, designate another character as the next Chosen One. When the current Chosen One dies, that character may change to the Chosen playbook whenever they are ready. The new Chosen One designates the next heir when they find a worthy successor.", + "Friends Stick Together: Once per mystery, a hunter may call the rest of the team to their current location. Everyone arrives as soon as they potentially can (based on their last known position and when we saw them there). That can be “right this instant,” if at all possible.": "Friends Stick Together: Once per mystery, a hunter may call the rest of the team to their current location. Everyone arrives as soon as they potentially can (based on their last known position and when we saw them there). That can be “right this instant,” if at all possible.", + "Wyrd’s Favour: When you choose this team move, all hunters erase 1 spent Luck point. If you haven’t spent any Luck yet, add a new Luck box instead.": "Wyrd’s Favour: When you choose this team move, all hunters erase 1 spent Luck point. If you haven’t spent any Luck yet, add a new Luck box instead.", + "Otherworldly Intuition: When you encounter something from another world, you recognise that they don’t belong here. When you encounter a place where another world is accessible, you are aware of it and may stop at the threshold.": "Otherworldly Intuition: When you encounter something from another world, you recognise that they don’t belong here. When you encounter a place where another world is accessible, you are aware of it and may stop at the threshold.", + "Wardens: Once per mystery while you’re defending a portal, wall, or border, you may ignore all harm from a single source, or treat a roll as if you rolled a 12. This works just as if you spent a Luck, except it doesn’t trigger your special move.": "Wardens: Once per mystery while you’re defending a portal, wall, or border, you may ignore all harm from a single source, or treat a roll as if you rolled a 12. This works just as if you spent a Luck, except it doesn’t trigger your special move.", + "Outer Speech: You have a knack for the languages of the multiverse. You can always understand, and make yourself understood, when you’re talking to denizens from beyond. This is mainly the general sense of things—some details might get lost along the way.": "Outer Speech: You have a knack for the languages of the multiverse. You can always understand, and make yourself understood, when you’re talking to denizens from beyond. This is mainly the general sense of things—some details might get lost along the way.", + "Walkers between Worlds: At a suitable liminal site, you know how to step between worlds. Describe how you open the way and roll +Weird. On a 10+, you’re walking to the place you intended, but the way may be difficult. On a 7–9, choose one: you’re on the right path in immediate danger, or you find yourself lost and in the wrong place. On a 6 or less, you’re lost and in big trouble. If more than one of the hunters is using this move together, only make one roll: the hunter with the worst Weird score rolls (but they may accept help).": "Walkers between Worlds: At a suitable liminal site, you know how to step between worlds. Describe how you open the way and roll +Weird. On a 10+, you’re walking to the place you intended, but the way may be difficult. On a 7–9, choose one: you’re on the right path in immediate danger, or you find yourself lost and in the wrong place. On a 6 or less, you’re lost and in big trouble. If more than one of the hunters is using this move together, only make one roll: the hunter with the worst Weird score rolls (but they may accept help).", + "Outsider Knack: Once per visit to another world, you may use a trick or ability from Earth to gain an advantage. The advantage allows you to roll one move using three dice, selecting the best two for your result.": "Outsider Knack: Once per visit to another world, you may use a trick or ability from Earth to gain an advantage. The advantage allows you to roll one move using three dice, selecting the best two for your result.", + "Drilled Coordination: All team members get +1 ongoing when helping out another team member.": "Drilled Coordination: All team members get +1 ongoing when helping out another team member.", + "Comms: You have systems that keep you constantly in voice contact, regardless of where in the world you each may be. Not guaranteed to work in shielded spaces, deep underground, beyond magical portals, or on other worlds.": "Comms: You have systems that keep you constantly in voice contact, regardless of where in the world you each may be. Not guaranteed to work in shielded spaces, deep underground, beyond magical portals, or on other worlds.", + "Recognised IMPS Team: Wherever in the world you are, you have authority to deal with supernatural events. Local officials will—in general—cooperate with you fully. Does not apply in nations outside the IMPS treaty.": "Recognised IMPS Team: Wherever in the world you are, you have authority to deal with supernatural events. Local officials will—in general—cooperate with you fully. Does not apply in nations outside the IMPS treaty.", + "Rapid Deployment: IMPS has quick-response vehicles able to deliver you (or other IMPS assets) anywhere in the world, extremely quickly. They may also be used to make a fast exit from bad situations.": "Rapid Deployment: IMPS has quick-response vehicles able to deliver you (or other IMPS assets) anywhere in the world, extremely quickly. They may also be used to make a fast exit from bad situations.", + "Memories of the Fallen: When a hunter on the team dies in the line of duty, or retires from IMPS and monster hunting, all remaining team members erase a used Luck mark.": "Memories of the Fallen: When a hunter on the team dies in the line of duty, or retires from IMPS and monster hunting, all remaining team members erase a used Luck mark.", + "Global Crisis: Once per mystery, each of you can read a bad situation treating an entire world as the bad situation, including asking about the best way in or out.": "Global Crisis: Once per mystery, each of you can read a bad situation treating an entire world as the bad situation, including asking about the best way in or out.", + "Surge of Magic: Each of you holds 1 when you enter a new world. You can spend this hold to get an automatic result of 10 on a Weird move roll or to learn a useful big magic ritual known only in this world.": "Surge of Magic: Each of you holds 1 when you enter a new world. You can spend this hold to get an automatic result of 10 on a Weird move roll or to learn a useful big magic ritual known only in this world.", + "Otherworldly: You make your strangeness in other worlds work to your advantage in interpersonal situations. “I’m from another world” works as a reason for people to do as you ask when you manipulate someone.": "Otherworldly: You make your strangeness in other worlds work to your advantage in interpersonal situations. “I’m from another world” works as a reason for people to do as you ask when you manipulate someone.", + "A Multiverse of Friends: Three times per mystery, a friend you’ve made in an alternate universe can help one of you with a task as if they rolled 10+ to help out. They either manifest next to you for a moment or somehow are there in person. They can be bystanders from previous games or people from your backstories.": "A Multiverse of Friends: Three times per mystery, a friend you’ve made in an alternate universe can help one of you with a task as if they rolled 10+ to help out. They either manifest next to you for a moment or somehow are there in person. They can be bystanders from previous games or people from your backstories.", + "Determined Guardians: When one of the hunters protects a bystander, the target never takes harm: even on a miss, that bystander is totally safe. The hunter doing the protection still suffers the full effects of the roll result.": "Determined Guardians: When one of the hunters protects a bystander, the target never takes harm: even on a miss, that bystander is totally safe. The hunter doing the protection still suffers the full effects of the roll result.", + "Field Medics: When you treat an injured bystander, they are stabilised and well enough to manage until they can get proper medical attention. When you treat another hunter, pick if you heal 2-harm or stabilise them. Then they take +1 forward.": "Field Medics: When you treat an injured bystander, they are stabilised and well enough to manage until they can get proper medical attention. When you treat another hunter, pick if you heal 2-harm or stabilise them. Then they take +1 forward.", + "Checklists: Once per mystery, each hunter in need of a particular item may declare they have it. Narrate a flashback explaining why they thought to include it in their gear. If the item is especially rare, strange, or unusual (this is the Keeper’s call), then this move can’t be used again by any hunter until the next mystery.": "Checklists: Once per mystery, each hunter in need of a particular item may declare they have it. Narrate a flashback explaining why they thought to include it in their gear. If the item is especially rare, strange, or unusual (this is the Keeper’s call), then this move can’t be used again by any hunter until the next mystery.", + "Keep on Goin’: When you’re protecting bystanders from danger, any move that would prevent you from taking action due to harm, stress, or panic has its effect deferred. You can keep going for now, but once everyone is safe the full effects of what you’ve been through hit you.": "Keep on Goin’: When you’re protecting bystanders from danger, any move that would prevent you from taking action due to harm, stress, or panic has its effect deferred. You can keep going for now, but once everyone is safe the full effects of what you’ve been through hit you.", + "Shared Dangers: When you take a moment to share your worries and fears about a previous or upcoming battle with another hunter, you both choose one: heal 1-harm, or take +1 forward.": "Shared Dangers: When you take a moment to share your worries and fears about a previous or upcoming battle with another hunter, you both choose one: heal 1-harm, or take +1 forward.", + "Big Reveal: If most people around you don’t know about your secret identities, the first action you take in that scene that reveals those identities gets +1 forward. Bystanders and minions present freeze in surprise for a moment, giving you an opportunity to act before they can react.": "Big Reveal: If most people around you don’t know about your secret identities, the first action you take in that scene that reveals those identities gets +1 forward. Bystanders and minions present freeze in surprise for a moment, giving you an opportunity to act before they can react.", + "Affluent: You can get most gear easily. Specify what you need, assigning tags to the gear. If it’s a weapon, treat each harm beyond 2-harm as a separate tag; if it’s armour, treat each point of armour as a separate tag. Then roll +tags. On a miss, you get it easily. On a 7–9, you get it but raise some questions. On a 10+, either you don’t get it or you do but someone gets a clear clue about your secret identity.": "Affluent: You can get most gear easily. Specify what you need, assigning tags to the gear. If it’s a weapon, treat each harm beyond 2-harm as a separate tag; if it’s armour, treat each point of armour as a separate tag. Then roll +tags. On a miss, you get it easily. On a 7–9, you get it but raise some questions. On a 10+, either you don’t get it or you do but someone gets a clear clue about your secret identity.", + "Only When Necessary: If you manage to stop or destroy a minion without using any abilities or gear of your secret identity (including monster hunting weapons), each hunter involved marks experience. If it was a monster, mark two.": "Only When Necessary: If you manage to stop or destroy a minion without using any abilities or gear of your secret identity (including monster hunting weapons), each hunter involved marks experience. If it was a monster, mark two.", + "Shadow Selves: When one of you wants to be in two places at the same time, summon your shadow self in another place. Only one shadow self can per hunter exist at one time. The shadow self has a trait that allows others to distinguish it from you if they observe closely. Roll +Weird. On a 10+, hold 3. On a 7–9, hold 1. Spend holds to have your shadow self act as if it were you, but with –1 ongoing. When you spend the last hold, the shadow self dissolves in an obviously supernatural and unsettling way. On a miss, the shadow self appears for a moment and does something you really, really didn’t want them to do...": "Shadow Selves: When one of you wants to be in two places at the same time, summon your shadow self in another place. Only one shadow self can per hunter exist at one time. The shadow self has a trait that allows others to distinguish it from you if they observe closely. Roll +Weird. On a 10+, hold 3. On a 7–9, hold 1. Spend holds to have your shadow self act as if it were you, but with –1 ongoing. When you spend the last hold, the shadow self dissolves in an obviously supernatural and unsettling way. On a miss, the shadow self appears for a moment and does something you really, really didn’t want them to do...", + "Spending Money: If you get paid at the end of a mystery, each hunter adds 1-hold. Spend this hold in a later mystery narrate a flashback where you purchased the thing you need right now. It can be anything you could be carrying, something booked in advance (for example, a safe house or hotel room), or the use of a vehicle.": "Spending Money: If you get paid at the end of a mystery, each hunter adds 1-hold. Spend this hold in a later mystery narrate a flashback where you purchased the thing you need right now. It can be anything you could be carrying, something booked in advance (for example, a safe house or hotel room), or the use of a vehicle.", + "The B-Team: When you need to fortify a location or armour a vehicle, narrate a montage of your preparations. When you’re done, the location or vehicle provides 2-armour to all within it.": "The B-Team: When you need to fortify a location or armour a vehicle, narrate a montage of your preparations. When you’re done, the location or vehicle provides 2-armour to all within it.", + "Combat Training: When you help out another team member during combat, they may inflict +1 harm or suffer –1 harm in addition to the usual effects of your result.": "Combat Training: When you help out another team member during combat, they may inflict +1 harm or suffer –1 harm in addition to the usual effects of your result.", + "It’s Our Job: If a bystander has hired you, that counts as a reason when you manipulate them. This remains in effect in later mysteries. The Keeper may include other bystanders in the effect, if they’re part of a group you’re working for.": "It’s Our Job: If a bystander has hired you, that counts as a reason when you manipulate them. This remains in effect in later mysteries. The Keeper may include other bystanders in the effect, if they’re part of a group you’re working for.", + "The Good Ones: When you refuse to accept payment for a job, the client becomes an ally.": "The Good Ones: When you refuse to accept payment for a job, the client becomes an ally.", + "Yikes!: When a hunter is captured by a monster, minion, or phenomenon, they may ask one of the investigate a mystery or read a bad situation questions.": "Yikes!: When a hunter is captured by a monster, minion, or phenomenon, they may ask one of the investigate a mystery or read a bad situation questions.", + "Sensible Chuckle: When a hunter makes a joke (good or bad) at the expense of a monster, minion, or phenomenon, they may give another hunter on the team +1 forward.": "Sensible Chuckle: When a hunter makes a joke (good or bad) at the expense of a monster, minion, or phenomenon, they may give another hunter on the team +1 forward.", + "Earnest Do-gooders: When a hunter tells someone you are helping people and why, bystanders are more likely to do as you ask. The explanation always counts as a reason if you’re manipulating them to protect them or get them to help you.": "Earnest Do-gooders: When a hunter tells someone you are helping people and why, bystanders are more likely to do as you ask. The explanation always counts as a reason if you’re manipulating them to protect them or get them to help you.", + "Slapstick: When a hunter takes harm, they may instead have an embarrassing pratfall or accident that dodges the danger. Ignore the harm as established, and simply take 1-harm (which can’t be reduced or mitigated in any way). The hunter takes –1 forward.": "Slapstick: When a hunter takes harm, they may instead have an embarrassing pratfall or accident that dodges the danger. Ignore the harm as established, and simply take 1-harm (which can’t be reduced or mitigated in any way). The hunter takes –1 forward.", + "Disguises: When a hunter disguises themself, the disguise will not be questioned, until they do something to directly cast doubt on their appearance.": "Disguises: When a hunter disguises themself, the disguise will not be questioned, until they do something to directly cast doubt on their appearance.", + "Inventory Check: If you go looking for something that just might be in stock, roll +Weird. On a 10 or more, it’s there. On a 7–9, either you find it but there’s a cost, or you find something close enough. On a miss, you find something bad.": "Inventory Check: If you go looking for something that just might be in stock, roll +Weird. On a 10 or more, it’s there. On a 7–9, either you find it but there’s a cost, or you find something close enough. On a miss, you find something bad.", + "Corporate Database: If you use the company information systems to help investigate a mystery, take +1 hold. The Keeper tells you something disturbing you learn in addition to what you were looking for.": "Corporate Database: If you use the company information systems to help investigate a mystery, take +1 hold. The Keeper tells you something disturbing you learn in addition to what you were looking for.", + "Handbook: At the start of each mystery, each hunter may consult the employee handbook for advice. Roll a single die. On a 1, take –1 forward. On a 2, gain +1 forward to Charm. On a 3, gain +1 forward to Cool. On a 4, gain +1 forward to Sharp. On a 5, gain +1 forward to Tough. On a 6, gain +1 forward to Weird.": "Handbook: At the start of each mystery, each hunter may consult the employee handbook for advice. Roll a single die. On a 1, take –1 forward. On a 2, gain +1 forward to Charm. On a 3, gain +1 forward to Cool. On a 4, gain +1 forward to Sharp. On a 5, gain +1 forward to Tough. On a 6, gain +1 forward to Weird.", + "Uniforms: While you’re wearing your uniforms, your actions won’t be questioned unless you are indisputably out of place. For example, your burger restaurant uniforms won’t help you infiltrate a military base, and vice versa. The uniforms may also count as a reason when you try to manipulate someone.": "Uniforms: While you’re wearing your uniforms, your actions won’t be questioned unless you are indisputably out of place. For example, your burger restaurant uniforms won’t help you infiltrate a military base, and vice versa. The uniforms may also count as a reason when you try to manipulate someone.", + "Company Mascot: Take your corporate mascot as an ally. Pick one: a fellow employee with useful skills in the suit, or a supernatural being trying to keep under the radar. Decide what the mascot looks like.": "Company Mascot: Take your corporate mascot as an ally. Pick one: a fellow employee with useful skills in the suit, or a supernatural being trying to keep under the radar. Decide what the mascot looks like.", + "Earned Trust: People in your community know you, and know you mean well. They’ll generally believe what you tell them. If you ask them to do something for their own safety, they usually go along with it.": "Earned Trust: People in your community know you, and know you mean well. They’ll generally believe what you tell them. If you ask them to do something for their own safety, they usually go along with it.", + "Familiarity: When you’re checking out something in your community, you’ll always recognise right away if something has changed in an out-of-the-ordinary way. You can pick up things like a house suddenly quiet, a new tree in the park, or a stranger working at the corner store.": "Familiarity: When you’re checking out something in your community, you’ll always recognise right away if something has changed in an out-of-the-ordinary way. You can pick up things like a house suddenly quiet, a new tree in the park, or a stranger working at the corner store.", + "Domestic Wardings: You know how to protect houses from evil supernatural influences. All your homes are warded, and you may ward others too. It’s a big magic ritual requiring 24 hours, all the hunters, and a number of protective items that must be placed around the house. The wardings might be broken eventually by a concerted attack.": "Domestic Wardings: You know how to protect houses from evil supernatural influences. All your homes are warded, and you may ward others too. It’s a big magic ritual requiring 24 hours, all the hunters, and a number of protective items that must be placed around the house. The wardings might be broken eventually by a concerted attack.", + "Backyard Allies: You’ve made friends with some feral or wild animals that are smarter than normal—perhaps modern nature spirits? In any case, they can scout and spy for you, and it’s unlikely anyone will pay attention to them. They might ask you for favours too, now and then.": "Backyard Allies: You’ve made friends with some feral or wild animals that are smarter than normal—perhaps modern nature spirits? In any case, they can scout and spy for you, and it’s unlikely anyone will pay attention to them. They might ask you for favours too, now and then.", + "Craft Circle: Whenever you need a physical item as a magical requirement, you can craft a substitute together. All the hunters must take part, and you’ll need a few hours. You can replace one requirement per spell this way.": "Craft Circle: Whenever you need a physical item as a magical requirement, you can craft a substitute together. All the hunters must take part, and you’ll need a few hours. You can replace one requirement per spell this way.", + "Hit It!: If you all have your instruments ready, start playing one of your songs. Everyone and everything within earshot pauses for a moment.": "Hit It!: If you all have your instruments ready, start playing one of your songs. Everyone and everything within earshot pauses for a moment.", + "Sacred Songs of Power: You may substitute “play a mystical song” for any one use magic or big magic requirement. For use magic, one person needs to perform the song. For big magic, it must be at least two of you.": "Sacred Songs of Power: You may substitute “play a mystical song” for any one use magic or big magic requirement. For use magic, one person needs to perform the song. For big magic, it must be at least two of you.", + "Famous: You’re well known. Everywhere you go, you may call up your fans. They are a temporary ally group, type: backup (motivation: to stand with you). There will be a lot of them, but they’re just regular people—good at creating a distraction but not fighting monsters.": "Famous: You’re well known. Everywhere you go, you may call up your fans. They are a temporary ally group, type: backup (motivation: to stand with you). There will be a lot of them, but they’re just regular people—good at creating a distraction but not fighting monsters.", + "In the Groove: When you’re engaged in desperate physical action, and you describe how your move sets up another member of the band, they take +1 forward.": "In the Groove: When you’re engaged in desperate physical action, and you describe how your move sets up another member of the band, they take +1 forward.", + "Healing Vibe: Whenever the band plays a gig (no matter how big or small—there just needs to be an audience), each band member and every member of the audience either unmarks unstable or heals 1-harm.": "Healing Vibe: Whenever the band plays a gig (no matter how big or small—there just needs to be an audience), each band member and every member of the audience either unmarks unstable or heals 1-harm.", + "Something Rotten: When investigating a mystery and rolling a 7+, you can ask “How does this relate to the bad things I suspect about my organisation?” in addition to one of the usual questions.": "Something Rotten: When investigating a mystery and rolling a 7+, you can ask “How does this relate to the bad things I suspect about my organisation?” in addition to one of the usual questions.", + "Organisation’s Help: When you ask for the organisation’s help—gear, intel, or personnel—tell your superiors why you need it and roll +Charm. On a 10+, you get what you asked for. On a 7–9, you get it, but sooner or later the organisation will check up on you. On a miss, they don’t give it to you and someone in the organisation learns of your true intentions if you didn’t state them.": "Organisation’s Help: When you ask for the organisation’s help—gear, intel, or personnel—tell your superiors why you need it and roll +Charm. On a 10+, you get what you asked for. On a 7–9, you get it, but sooner or later the organisation will check up on you. On a miss, they don’t give it to you and someone in the organisation learns of your true intentions if you didn’t state them.", + "Specialized: Each of you can get +1 to a single rating (maximum +3) at the cost of –1 to a different rating (minimum –2).": "Specialized: Each of you can get +1 to a single rating (maximum +3) at the cost of –1 to a different rating (minimum –2).", + "Coordinated: Training in the organisation made you especially adept at helping each other. Your team holds 3 at the beginning at each mystery. Each of you can spend 1 to get +1 forward to help out and give the one you help +2 instead of +1 if your move is successful.": "Coordinated: Training in the organisation made you especially adept at helping each other. Your team holds 3 at the beginning at each mystery. Each of you can spend 1 to get +1 forward to help out and give the one you help +2 instead of +1 if your move is successful.", + "Power Dynamics: Add “Who’s the boss here?” and “Who doesn’t want to be a part of this?” to the list of your questions for read a bad situation and investigate a mystery.": "Power Dynamics: Add “Who’s the boss here?” and “Who doesn’t want to be a part of this?” to the list of your questions for read a bad situation and investigate a mystery.", + "Always on the Run: When you enter a new location, one of you can ask either “What’s the best way to hide here” or “What would be the best way to escape from here?” When you act on the answers, you get +1 ongoing, just as if it was a read a bad situation question.": "Always on the Run: When you enter a new location, one of you can ask either “What’s the best way to hide here” or “What would be the best way to escape from here?” When you act on the answers, you get +1 ongoing, just as if it was a read a bad situation question.", + "You Can’t Take Us: Once per mystery, each of you can treat a protect someone roll as if you rolled a 12.": "You Can’t Take Us: Once per mystery, each of you can treat a protect someone roll as if you rolled a 12.", + "Ride with the Thunder: When you race against someone having a comparable speed, you always win. When you race against someone faster or against the Wild Hunt, you can use magic to win anyway.": "Ride with the Thunder: When you race against someone having a comparable speed, you always win. When you race against someone faster or against the Wild Hunt, you can use magic to win anyway.", + "Sense of the Hunt: When a monster hunts a mortal in the area where you are (up to about 2 miles), you sense it, but without any details. You can read a bad situation to get more info on this situation, but if you fail, you get –1 ongoing to helping the hunted mortals.": "Sense of the Hunt: When a monster hunts a mortal in the area where you are (up to about 2 miles), you sense it, but without any details. You can read a bad situation to get more info on this situation, but if you fail, you get –1 ongoing to helping the hunted mortals.", + "Legend Amongst Monsters: Each of you can manipulate monsters as if you had the Dark Negotiator move. If you fail an investigate a mystery move, the monster learns it’s investigated by those who escaped the Wild Hunt.": "Legend Amongst Monsters: Each of you can manipulate monsters as if you had the Dark Negotiator move. If you fail an investigate a mystery move, the monster learns it’s investigated by those who escaped the Wild Hunt.", + "Assets": "Assets", + "Choose from these available assets. If there are two boxes, you need to mark both to earn that asset. (If you are making partial progress towards taking a two-box asset, mark the leftmost box first.)": "Choose from these available assets. If there are two boxes, you need to mark both to earn that asset. (If you are making partial progress towards taking a two-box asset, mark the leftmost box first.)", + "Mobile Base: A helicopter, aeroplane, truck, or bus with facilities and mystery investigation supplies on board.": "Mobile Base: A helicopter, aeroplane, truck, or bus with facilities and mystery investigation supplies on board.", + "Individual Transport: Each mission, a regular car, motorbike, or bicycle is assigned to every team member.": "Individual Transport: Each mission, a regular car, motorbike, or bicycle is assigned to every team member.", + "R&D Access: Your team is issued with a useful high technology experiment from R&D each mission. The Keeper decides what it is (always useful, usually with problematic side effects).": "R&D Access: Your team is issued with a useful high technology experiment from R&D each mission. The Keeper decides what it is (always useful, usually with problematic side effects).", + "Headquarters: A relatively secure space to use as a base in a Bureau regional facility. Everything you need to prepare for mysteries is here, and it’s quite secure.": "Headquarters: A relatively secure space to use as a base in a Bureau regional facility. Everything you need to prepare for mysteries is here, and it’s quite secure.", + "Sky Scanners: You have access to a scanning network that will alert you to strange events coming from space. This includes weird phenomena as well as UFOs.": "Sky Scanners: You have access to a scanning network that will alert you to strange events coming from space. This includes weird phenomena as well as UFOs.", + "Workshop: A big space for craft and repair projects, with plenty of tools and materials.": "Workshop: A big space for craft and repair projects, with plenty of tools and materials.", + "Disguise Kits: Contains costumes, makeup, and other supplies for a quick change of appearance.": "Disguise Kits: Contains costumes, makeup, and other supplies for a quick change of appearance.", + "Housing: Each member of the team is assigned a one-bedroom apartment in a generic housing project. All the apartments are exactly the same, down to scuff marks on the door.": "Housing: Each member of the team is assigned a one-bedroom apartment in a generic housing project. All the apartments are exactly the same, down to scuff marks on the door.", + "Rapid Response Pods: When any member of the team needs to get to a mission site quickly, a rapid response pod appears next to them. Enter the pod, and a short uncomfortable trip will place you where you need to be. What do the pods look like? How do they appear?": "Rapid Response Pods: When any member of the team needs to get to a mission site quickly, a rapid response pod appears next to them. Enter the pod, and a short uncomfortable trip will place you where you need to be. What do the pods look like? How do they appear?", + "Custom:": "Custom:", + "Individual Transport: A regular car, motorbike, or bicycle for every team member.": "Individual Transport: A regular car, motorbike, or bicycle for every team member.", + "Mobile Base: A truck or bus with bunks and mystery investigation supplies on board.": "Mobile Base: A truck or bus with bunks and mystery investigation supplies on board.", + "Credentials: Real, or as-good-as-real, identification that gets you access to law enforcement and other official contacts.": "Credentials: Real, or as-good-as-real, identification that gets you access to law enforcement and other official contacts.", + "Lair: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen.": "Lair: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen.", + "Hunter Roadhouses: A network of bars, diners, and motels where you can safely meet other monster hunters. Many are run by retired hunters.": "Hunter Roadhouses: A network of bars, diners, and motels where you can safely meet other monster hunters. Many are run by retired hunters.", + "Tool Kit: One or two of your vehicles carry tool kits. You have most tools you’ll need to repair or build something.": "Tool Kit: One or two of your vehicles carry tool kits. You have most tools you’ll need to repair or build something.", + "Mystical Ingredients Cabinet: A box with a wide range of frequently useful supplies for magic rituals.": "Mystical Ingredients Cabinet: A box with a wide range of frequently useful supplies for magic rituals.", + "Slush Fund: The team has access to a bank account that can pay for their day to day needs while monster hunting, and stretches to a big purchase every now and then. Where did it come from?": "Slush Fund: The team has access to a bank account that can pay for their day to day needs while monster hunting, and stretches to a big purchase every now and then. Where did it come from?", + "Armoury: One of your cars has a well-stocked weapons chest. Each mystery, every hunter may take one extra regular weapon. Also once per mystery, one hunter may ask the Keeper if the armoury has a particular special weapon: if yes, you can take it; if no, take +1 forward.": "Armoury: One of your cars has a well-stocked weapons chest. Each mystery, every hunter may take one extra regular weapon. Also once per mystery, one hunter may ask the Keeper if the armoury has a particular special weapon: if yes, you can take it; if no, take +1 forward.", + "Field Medics: You have enough supplies and training to treat one hunter per night as if they’d had a proper doctor or trip to the emergency room.": "Field Medics: You have enough supplies and training to treat one hunter per night as if they’d had a proper doctor or trip to the emergency room.", + "The Prophecies: A guidebook of all the visions about the Chosen One, to help you navigate your destiny (they’re pretty hard to decipher).": "The Prophecies: A guidebook of all the visions about the Chosen One, to help you navigate your destiny (they’re pretty hard to decipher).", + "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen.": "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen.", + "Mystical Workroom: A space set aside for magical operations. It can stand in for one requirement of a use magic or big magic move.": "Mystical Workroom: A space set aside for magical operations. It can stand in for one requirement of a use magic or big magic move.", + "Innocent Front: You have access to a regular business or institution. This means that your monster hunting hijinks can be concealed to an extent from your friends, family, and colleagues. For example: a cafe, a library, an antique store, etc.": "Innocent Front: You have access to a regular business or institution. This means that your monster hunting hijinks can be concealed to an extent from your friends, family, and colleagues. For example: a cafe, a library, an antique store, etc.", + "Regular Jobs: You have access to a place of employment for any of the hunters who need it. You earn enough to cover regular day-to-day expenses, and there’s time to fit in monster hunting around your hours.": "Regular Jobs: You have access to a place of employment for any of the hunters who need it. You earn enough to cover regular day-to-day expenses, and there’s time to fit in monster hunting around your hours.", + "Cameras and Recording Gear: You have a big collection of cameras and other recording devices that you can use during your investigations.": "Cameras and Recording Gear: You have a big collection of cameras and other recording devices that you can use during your investigations.", + "Primaeval Monument: An ancient site marking where access between worlds is easiest.": "Primaeval Monument: An ancient site marking where access between worlds is easiest.", + "Portal: A stable portal to either a particular world, or a between-worlds nexus. It is hidden, but any entity that finds either side may use it just like you can. Where is it hidden?": "Portal: A stable portal to either a particular world, or a between-worlds nexus. It is hidden, but any entity that finds either side may use it just like you can. Where is it hidden?", + "Exploration Gear: You’re never sure what you may find in another world. Your group has a storeroom full of all kinds of exploring and outdoor gear and clothing to use.": "Exploration Gear: You’re never sure what you may find in another world. Your group has a storeroom full of all kinds of exploring and outdoor gear and clothing to use.", + "Skywarden: A high tech transport aircraft that has all your essential gear on board and acts as your base on mission assignments. If you have the rapid deployment move, the Skywarden is upgraded with supersonic engines.": "Skywarden: A high tech transport aircraft that has all your essential gear on board and acts as your base on mission assignments. If you have the rapid deployment move, the Skywarden is upgraded with supersonic engines.", + "Individual Transport: Electric motorbikes for every team member.": "Individual Transport: Electric motorbikes for every team member.", + "Search and Rescue Gear: A selection of useful tools for locating and rescuing people in disaster zones.": "Search and Rescue Gear: A selection of useful tools for locating and rescuing people in disaster zones.", + "Headquarters: A relatively secure space allocated to you in IMPS headquarters. There’s room for all your gear, and includes full living quarters.": "Headquarters: A relatively secure space allocated to you in IMPS headquarters. There’s room for all your gear, and includes full living quarters.", + "Workshop: A big space for craft and repair projects, with plenty of technicians, tools, and materials.": "Workshop: A big space for craft and repair projects, with plenty of technicians, tools, and materials.", + "Medical Supplies: Everyone carries a first aid kit, and you have enough for a fully equipped infirmary back at your base or homes.": "Medical Supplies: Everyone carries a first aid kit, and you have enough for a fully equipped infirmary back at your base or homes.", + "Fancy High Tech Uniforms: Complete with built-in gadgets.": "Fancy High Tech Uniforms: Complete with built-in gadgets.", + "Housing: A pleasant house for each team member and their family, provided by IMPS for when you’re off-duty. This may be anywhere in the world.": "Housing: A pleasant house for each team member and their family, provided by IMPS for when you’re off-duty. This may be anywhere in the world.", + "World-jumping Base: A small vehicle or building with bunks and mystery investigation supplies on board.": "World-jumping Base: A small vehicle or building with bunks and mystery investigation supplies on board.", + "Translator: A high tech or arcane universal translator.": "Translator: A high tech or arcane universal translator.", + "Stealth Module: A device automatically changing the looks of your gear and vehicles to match the world you’re in.": "Stealth Module: A device automatically changing the looks of your gear and vehicles to match the world you’re in.", + "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen. Can’t travel between worlds, but you know a big magic ritual to come back here from any world. Invent details with the Keeper.": "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen. Can’t travel between worlds, but you know a big magic ritual to come back here from any world. Invent details with the Keeper.", + "Clothes: Clothes for any weather, including extreme ones.": "Clothes: Clothes for any weather, including extreme ones.", + "Published Book Series: A successful book series written by some or all of you based on your visits to other worlds.": "Published Book Series: A successful book series written by some or all of you based on your visits to other worlds.", + "Crystal Ball: A crystal ball always showing the most breathtaking sight in the area you’re in.": "Crystal Ball: A crystal ball always showing the most breathtaking sight in the area you’re in.", + "Mystical workroom: A space set aside for magical operations. It can stand in for one requirement of a use magic or big magic move.": "Mystical workroom: A space set aside for magical operations. It can stand in for one requirement of a use magic or big magic move.", + "Survival Gear: You’re all well-prepped with supplies for a disaster or emergency situation. Protective gear, tools, food and water, etc.": "Survival Gear: You’re all well-prepped with supplies for a disaster or emergency situation. Protective gear, tools, food and water, etc.", + "Hideouts: Each hunter has a hidden, safe place set up where they can retreat in an emergency. This could be an isolated cabin or bunker, a safe house, or a panic room (whichever makes sense for your hunter).": "Hideouts: Each hunter has a hidden, safe place set up where they can retreat in an emergency. This could be an isolated cabin or bunker, a safe house, or a panic room (whichever makes sense for your hunter).", + "Mobile Hideaway: A truck with bunks and mystery investigation supplies on board.": "Mobile Hideaway: A truck with bunks and mystery investigation supplies on board.", + "Individual Transport: A fancy car or motorbike for every team member.": "Individual Transport: A fancy car or motorbike for every team member.", + "Getaway: A place where you rest from everything, with no monster hunting gear but extremely difficult to find by mundane and magical means.": "Getaway: A place where you rest from everything, with no monster hunting gear but extremely difficult to find by mundane and magical means.", + "Headquarters: A base people from neither your public nor your secret life will find easily. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen.": "Headquarters: A base people from neither your public nor your secret life will find easily. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen.", + "Memorabilia: A collection of important memorabilia connected to the city’s past and two big magic rituals that need only them and up to two other requirements. Determine what the rituals do as a group.": "Memorabilia: A collection of important memorabilia connected to the city’s past and two big magic rituals that need only them and up to two other requirements. Determine what the rituals do as a group.", + "Secure Phones: A set of phones with advanced voice distortion and location concealment options. Tracking a call from these requires days of work.": "Secure Phones: A set of phones with advanced voice distortion and location concealment options. Tracking a call from these requires days of work.", + "Funds: Lots of money on bank accounts connected to untraceable credit cards.": "Funds: Lots of money on bank accounts connected to untraceable credit cards.", + "Mobile Base: A van, truck, or bus with bunks and mystery investigation supplies on board.": "Mobile Base: A van, truck, or bus with bunks and mystery investigation supplies on board.", + "The Grapevine: A network of contacts who pass on job leads.": "The Grapevine: A network of contacts who pass on job leads.", + "Secure Homes: Located somewhere you have a special relationship, you all have houses and bank accounts that provide a base when you’re off the job.": "Secure Homes: Located somewhere you have a special relationship, you all have houses and bank accounts that provide a base when you’re off the job.", + "Credentials: Monster hunting licenses and visa waivers that allow you to do your job and travel legitimately.": "Credentials: Monster hunting licenses and visa waivers that allow you to do your job and travel legitimately.", + "High Tech Gadgets: A supply of various monster scanners and detectors.": "High Tech Gadgets: A supply of various monster scanners and detectors.", + "Armoury: A cache of monster hunting weapons.": "Armoury: A cache of monster hunting weapons.", + "Mystery Van: A van with all your mystery investigation supplies on board.": "Mystery Van: A van with all your mystery investigation supplies on board.", + "Individual Transport: A skateboard, scooter, pair of skates, or bicycle for every team member.": "Individual Transport: A skateboard, scooter, pair of skates, or bicycle for every team member.", + "Gadgets: Paranormal investigation gadgets.": "Gadgets: Paranormal investigation gadgets.", + "Clubhouse: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and make a snack.": "Clubhouse: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and make a snack.", + "Mystical Workroom: a space set aside for magical operations. It can stand in for one requirement of a use magic or big magic move.": "Mystical Workroom: a space set aside for magical operations. It can stand in for one requirement of a use magic or big magic move.", + "Disguises: A trunk full of disguises.": "Disguises: A trunk full of disguises.", + "Library: Library of useful reference books.": "Library: Library of useful reference books.", + "IDs: Official junior deputy Suburban Watch Group volunteer badges.": "IDs: Official junior deputy Suburban Watch Group volunteer badges.", + "Backrooms: You’ve set out a relatively secure space in the back rooms. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen. It’s currently listed as “unused: permanent” so you should be left alone in there.": "Backrooms: You’ve set out a relatively secure space in the back rooms. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen. It’s currently listed as “unused: permanent” so you should be left alone in there.", + "Steam Tunnels: Accessed from your workplace, these allow you to get in and out without being seen. They also connect to the wider city infrastructure.": "Steam Tunnels: Accessed from your workplace, these allow you to get in and out without being seen. They also connect to the wider city infrastructure.", + "Security Access: You can look at the security camera feeds and records. These cover the entire store floor, secure areas, and the outside of the building.": "Security Access: You can look at the security camera feeds and records. These cover the entire store floor, secure areas, and the outside of the building.", + "Ritual Space: A space set aside for magical operations. It can stand in for one requirement of a use magic or big magic move. Decide where in the workplace it is located.": "Ritual Space: A space set aside for magical operations. It can stand in for one requirement of a use magic or big magic move. Decide where in the workplace it is located.", + "The Occult Section: Your workplace has a stock of mystical supplies. Sometimes you can find specific monster hunting supplies or ritual requirements there.": "The Occult Section: Your workplace has a stock of mystical supplies. Sometimes you can find specific monster hunting supplies or ritual requirements there.", + "Warding Glyphs: Mystical enchantments on the workplace prevent hostile magic targeting it from the outside, and alert all team members if a supernatural being enters.": "Warding Glyphs: Mystical enchantments on the workplace prevent hostile magic targeting it from the outside, and alert all team members if a supernatural being enters.", + "Lost Property & Returns: You can find all sorts of stuff in here, some of it useful.": "Lost Property & Returns: You can find all sorts of stuff in here, some of it useful.", + "Oracle Stone: A mystical scrying gem. At the beginning of each mystery, you may consult it—ask any question. The Keeper will answer with something true and useful, but they may make the answer difficult to understand.": "Oracle Stone: A mystical scrying gem. At the beginning of each mystery, you may consult it—ask any question. The Keeper will answer with something true and useful, but they may make the answer difficult to understand.", + "SWG Radio Network: a set of devices that allow you to easily talk to the rest of the SWG (as well as the base stations at your homes/the SWG headquarters).": "SWG Radio Network: a set of devices that allow you to easily talk to the rest of the SWG (as well as the base stations at your homes/the SWG headquarters).", + "Sacred Site: A place outdoors that has a reservoir of magical power. The Keeper always considers this site when a magical ritual requires a particular place.": "Sacred Site: A place outdoors that has a reservoir of magical power. The Keeper always considers this site when a magical ritual requires a particular place.", + "Infirmary: You have access to a doctor’s surgery or other suitable first aid office. You may use it for regular treatment of injuries, no questions asked.": "Infirmary: You have access to a doctor’s surgery or other suitable first aid office. You may use it for regular treatment of injuries, no questions asked.", + "Tour Bus: A truck or bus with bunks, your gear, and mystery investigation supplies on board.": "Tour Bus: A truck or bus with bunks, your gear, and mystery investigation supplies on board.", + "Individual Transport: A fancy car, motorbike, or bicycle for every team member.": "Individual Transport: A fancy car, motorbike, or bicycle for every team member.", + "Home Venue: You have a regular booking at a venue, and get on well with the owners. You’re always welcome there, and can be sure to find fans or friends there whenever its open.": "Home Venue: You have a regular booking at a venue, and get on well with the owners. You’re always welcome there, and can be sure to find fans or friends there whenever its open.", + "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep, practice, and cook.": "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep, practice, and cook.", + "Private Jet: You have a more-or-less fancy private jet (and crew) at your disposal.": "Private Jet: You have a more-or-less fancy private jet (and crew) at your disposal.", + "Studio: You have your own recording studio and record label. It’s either a big house in the country or big slice of a building in the city. It’s equipped with gear and staff. This is a good place for any other location-based assets to live.": "Studio: You have your own recording studio and record label. It’s either a big house in the country or big slice of a building in the city. It’s equipped with gear and staff. This is a good place for any other location-based assets to live.", + "Cameras and Recording Gear: You have a big collection of cameras and other recording devices that you can use during your investigations. Your crew also includes people who can operate them for you.": "Cameras and Recording Gear: You have a big collection of cameras and other recording devices that you can use during your investigations. Your crew also includes people who can operate them for you.", + "Office Space: Private offices in the organisation’s headquarters.": "Office Space: Private offices in the organisation’s headquarters.", + "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen. The organisation knows about it but has no direct influence over it.": "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen. The organisation knows about it but has no direct influence over it.", + "Fake IDs: Fake government IDs.": "Fake IDs: Fake government IDs.", + "More Fake IDs: Fake organisation IDs for other members or different jobs.": "More Fake IDs: Fake organisation IDs for other members or different jobs.", + "Cameras and Recording Gear: Miniature cameras and recording devices.": "Cameras and Recording Gear: Miniature cameras and recording devices.", + "Fae Horses: One for every team member. They fly, but if people start gossiping about flying horses, the Wild Hunt will surely hear of this.": "Fae Horses: One for every team member. They fly, but if people start gossiping about flying horses, the Wild Hunt will surely hear of this.", + "Map: A map of the Wild Hunt’s activities.": "Map: A map of the Wild Hunt’s activities.", + "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen. The Wild Hunt won’t learn about this base unless you stay there for a very long time.": "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen. The Wild Hunt won’t learn about this base unless you stay there for a very long time.", + "Disguises: A set of disguises.": "Disguises: A set of disguises.", + "Diversions: A box of smoke bombs and other distractions (0-harm close obscure vision).": "Diversions: A box of smoke bombs and other distractions (0-harm close obscure vision).", + "Fae Cosmetics and Makeup: Better than anything humans can produce.": "Fae Cosmetics and Makeup: Better than anything humans can produce.", + "Improvement": "Improvement", + "At the end of each session, answer your Style question (below). If yes, gain one improvement mark. If yes and it came up a lot, gain two improvement marks.": "At the end of each session, answer your Style question (below). If yes, gain one improvement mark. If yes and it came up a lot, gain two improvement marks.", + "When you fill in the improvement box, clear the improvement track and choose one of these:": "When you fill in the improvement box, clear the improvement track and choose one of these:", + "Gain a new team move.": "Gain a new team move.", + "Gain a new team ally.": "Gain a new team ally.", + "Gain two new asset selections.": "Gain two new asset selections.", + "Make the next mystery about your team enemy, giving you a chance to interfere in their plans.": "Make the next mystery about your team enemy, giving you a chance to interfere in their plans.", + "Make the next mystery about the organisation or its bad apples, giving you a chance to interfere in their plans.": "Make the next mystery about the organisation or its bad apples, giving you a chance to interfere in their plans.", + "Make the next mystery about the Wild Hunt, giving you a chance to weaken or confuse them.": "Make the next mystery about the Wild Hunt, giving you a chance to weaken or confuse them.", + "Style": "Style", + "Pick one of these styles (and the associated improvement question):": "Pick one of these styles (and the associated improvement question):", + "Hush: At the end of each session, ask: “Did we suppress knowledge of monsters and the supernatural?”": "Hush: At the end of each session, ask: “Did we suppress knowledge of monsters and the supernatural?”", + "The Greater Good: At the end of each session, ask: “Did we protect civilian lives?”": "The Greater Good: At the end of each session, ask: “Did we protect civilian lives?”", + "By Any Means Necessary: At the end of each session, ask: “Did we stop the problem, regardless of the cost?”": "By Any Means Necessary: At the end of each session, ask: “Did we stop the problem, regardless of the cost?”", + "Custom: What’s your story?": "Custom: What’s your story?", + "At the end of each session, ask:": "At the end of each session, ask:", + "Family: You’re all family, or as good as. At the end of each session, ask: “Did we talk about—or pointedly not talk about—something that was troubling a team member?”": "Family: You’re all family, or as good as. At the end of each session, ask: “Did we talk about—or pointedly not talk about—something that was troubling a team member?”", + "Vocation: Someone has to do it, and you happened to be able. At the end of each session, ask: “Did we save the people we went there to protect?”": "Vocation: Someone has to do it, and you happened to be able. At the end of each session, ask: “Did we save the people we went there to protect?”", + "Excitement: Monster hunting sure is a new thrill every time. At the end of each session, ask: “Did we take extremely dangerous risks?”": "Excitement: Monster hunting sure is a new thrill every time. At the end of each session, ask: “Did we take extremely dangerous risks?”", + "First among Equals: Sure, one of us is chosen by destiny, but we all play our part. At the end of each session, ask: “Did we all contribute in our own way to solve the mystery?”": "First among Equals: Sure, one of us is chosen by destiny, but we all play our part. At the end of each session, ask: “Did we all contribute in our own way to solve the mystery?”", + "Sworn Guardians: The rest of us made a solemn oath to help the Chosen One. At the end of each session, ask: “Did we save the Chosen One from serious harm?”": "Sworn Guardians: The rest of us made a solemn oath to help the Chosen One. At the end of each session, ask: “Did we save the Chosen One from serious harm?”", + "Fate’s Rebels: Screw destiny! At the end of each session, ask: “Did we fight against fate and prophecies, no matter the cost?”": "Fate’s Rebels: Screw destiny! At the end of each session, ask: “Did we fight against fate and prophecies, no matter the cost?”", + "Ancient Oath: You are the holders of an ancient obligation to guard the world’s border. Decide what the oath requires of you. At the end of each session, ask: “Did we hold to our oath?”": "Ancient Oath: You are the holders of an ancient obligation to guard the world’s border. Decide what the oath requires of you. At the end of each session, ask: “Did we hold to our oath?”", + "The oath:": "The oath:", + "Wrong Place, Wrong Time: You were there to stop the first incursion, and now feel obliged to prevent anything else coming through. At the end of each session, ask: “Did we protect the world from what lies beyond?”": "Wrong Place, Wrong Time: You were there to stop the first incursion, and now feel obliged to prevent anything else coming through. At the end of each session, ask: “Did we protect the world from what lies beyond?”", + "Born & Raised: You all grew up, or settled, here. Dimensional incursions are a part of life, even if a lot of people don’t like to admit it. At the end of each session, ask: “Did we look after our normal relationships with friends and families?”": "Born & Raised: You all grew up, or settled, here. Dimensional incursions are a part of life, even if a lot of people don’t like to admit it. At the end of each session, ask: “Did we look after our normal relationships with friends and families?”", + "Hush: At the end of each session, ask: “Did we save the day without making the news or creating a ruckus?”": "Hush: At the end of each session, ask: “Did we save the day without making the news or creating a ruckus?”", + "Rescuers: At the end of each session, ask: “Did we save people from harm, no matter how much property damage?”": "Rescuers: At the end of each session, ask: “Did we save people from harm, no matter how much property damage?”", + "Superstars: At the end of each session, ask: “Did our reputation as elite monster hunters come up during the mystery?”": "Superstars: At the end of each session, ask: “Did our reputation as elite monster hunters come up during the mystery?”", + "Well-prepared: You keep track of worlds that might need monster hunting help and have procedures for reaching and helping them. At the end of each session, ask: “Did things go according to our plans?”": "Well-prepared: You keep track of worlds that might need monster hunting help and have procedures for reaching and helping them. At the end of each session, ask: “Did things go according to our plans?”", + "Led by Fate: The universe wants you to help where you’re needed most. At the end of each session, ask: “Do we understand our place in the multiverse better now?”": "Led by Fate: The universe wants you to help where you’re needed most. At the end of each session, ask: “Do we understand our place in the multiverse better now?”", + "Accidental Heroes: You always end up where you’re needed because of magical mishaps and weird coincidences. At the end of each session, ask: “Did we make use of a coincidence or unexpected resource?”": "Accidental Heroes: You always end up where you’re needed because of magical mishaps and weird coincidences. At the end of each session, ask: “Did we make use of a coincidence or unexpected resource?”", + "We’re Prepared for Next Time: At the end of each session, ask: “Did our planning ahead save the day?”": "We’re Prepared for Next Time: At the end of each session, ask: “Did our planning ahead save the day?”", + "Fatalists: One day our times will come. Until then we fight. At the end of each session, ask: “Did we throw ourselves into danger to save the day?”": "Fatalists: One day our times will come. Until then we fight. At the end of each session, ask: “Did we throw ourselves into danger to save the day?”", + "Wardens: We won’t let what happened to us happen to anyone else. At the end of each session, ask: “Did we save people, no matter the cost?”": "Wardens: We won’t let what happened to us happen to anyone else. At the end of each session, ask: “Did we save people, no matter the cost?”", + "Greater Good: You find your secret monster hunting lives more important than your mundane social roles. At the end of each session, ask: “Did we choose the more important obligation?”": "Greater Good: You find your secret monster hunting lives more important than your mundane social roles. At the end of each session, ask: “Did we choose the more important obligation?”", + "The Only Ones: You’re the only ones capable enough to protect those around you from supernatural threats. At the end of each session, ask: “Did we do something nobody else in our society could do?”": "The Only Ones: You’re the only ones capable enough to protect those around you from supernatural threats. At the end of each session, ask: “Did we do something nobody else in our society could do?”", + "An Ancient Tradition: You’ve inherited your double role from family or mentors. At the end of each session, ask: “Have we done something that would make our predecessors proud?”": "An Ancient Tradition: You’ve inherited your double role from family or mentors. At the end of each session, ask: “Have we done something that would make our predecessors proud?”", + "Secret Mission: You are all devoted to a particular goal, using “mercenary monster hunter team” as your cover. What’s your objective? At the end of each session, ask: “Did we get closer to our goal?” If you achieve the objective, choose a new one or change to a new style. Your objective:": "Secret Mission: You are all devoted to a particular goal, using “mercenary monster hunter team” as your cover. What’s your objective? At the end of each session, ask: “Did we get closer to our goal?” If you achieve the objective, choose a new one or change to a new style. Your objective:", + "Goal-Oriented: At the end of each session, ask: “Did we fulfil the exact mission requested, without extra work?”": "Goal-Oriented: At the end of each session, ask: “Did we fulfil the exact mission requested, without extra work?”", + "Hearts of Gold: At the end of each session, ask: “Did we refuse to accept money from someone we saved?”": "Hearts of Gold: At the end of each session, ask: “Did we refuse to accept money from someone we saved?”", + "Wholesome: At the end of each session, ask: “Did we succeed by believing in each other and using our individual strengths?”": "Wholesome: At the end of each session, ask: “Did we succeed by believing in each other and using our individual strengths?”", + "Comical: At the end of each session, ask: “Did we do something really funny?”": "Comical: At the end of each session, ask: “Did we do something really funny?”", + "Cool: At the end of each session, ask: “Did we save the day, with style?”": "Cool: At the end of each session, ask: “Did we save the day, with style?”", + "Big Store: At the end of each session, ask: “Did we deal with any supernatural problems without management noticing?”": "Big Store: At the end of each session, ask: “Did we deal with any supernatural problems without management noticing?”", + "Security Team: At the end of each session, ask: “Did we keep people safe?”": "Security Team: At the end of each session, ask: “Did we keep people safe?”", + "Emergency Response: At the end of each session, ask: “Did we solve anyone’s problems?”": "Emergency Response: At the end of each session, ask: “Did we solve anyone’s problems?”", + "Thrown in the Deep End: You started out knowing nothing about the supernatural, and you’re still catching up. At the end of each session, ask: “Did we learn something new about the supernatural world?”": "Thrown in the Deep End: You started out knowing nothing about the supernatural, and you’re still catching up. At the end of each session, ask: “Did we learn something new about the supernatural world?”", + "Protectors: It’s all about looking after people. At the end of each session, ask: “Did we prevent harm in our community?”": "Protectors: It’s all about looking after people. At the end of each session, ask: “Did we prevent harm in our community?”", + "Cosy Coven: You were never strangers to the supernatural, but nobody else suspects it. At the end of each session, ask: “Did we help with our supernatural powers, undetected?”": "Cosy Coven: You were never strangers to the supernatural, but nobody else suspects it. At the end of each session, ask: “Did we help with our supernatural powers, undetected?”", + "Rock: At the end of each session, ask: “Did we lay the smackdown on some evildoers?”": "Rock: At the end of each session, ask: “Did we lay the smackdown on some evildoers?”", + "Punk: At the end of each session, ask: “Did we fight for the downtrodden?”": "Punk: At the end of each session, ask: “Did we fight for the downtrodden?”", + "Pop: At the end of each session, ask: “Did we look awesome?”": "Pop: At the end of each session, ask: “Did we look awesome?”", + "Metal: At the end of each session, ask: “Did we battle gloriously?”": "Metal: At the end of each session, ask: “Did we battle gloriously?”", + "Hip-hop: At the end of each session, ask: “Did we improve things for the local community?”": "Hip-hop: At the end of each session, ask: “Did we improve things for the local community?”", + "Folk: At the end of each session, ask: “Did we learn about local history and folklore?”": "Folk: At the end of each session, ask: “Did we learn about local history and folklore?”", + "Country: At the end of each session, ask: “Will that make a great story, later?”": "Country: At the end of each session, ask: “Will that make a great story, later?”", + "Inquisition: You believe your organisation isn’t rotten to the core, it just has a few rotten apples. At the end of each session, ask: “Is the organisation better now?”": "Inquisition: You believe your organisation isn’t rotten to the core, it just has a few rotten apples. At the end of each session, ask: “Is the organisation better now?”", + "Redemption: You were once part of the organisation’s shady dealings but are disgusted by them now. At the end of each session, ask: “Did we repay part of the harm we caused as organisation members?”": "Redemption: You were once part of the organisation’s shady dealings but are disgusted by them now. At the end of each session, ask: “Did we repay part of the harm we caused as organisation members?”", + "Revolt: You’ve recently understood the organisation is rotten to the core and should be terminated. At the end of each session, ask: “Are we closer to destroying the organisation?”": "Revolt: You’ve recently understood the organisation is rotten to the core and should be terminated. At the end of each session, ask: “Are we closer to destroying the organisation?”", + "Vengeance: You want to become strong enough to destroy the Wild Hunt one day. At the end of each session, ask: “Did what we do bring us closer to destroying the Wild Hunt?”": "Vengeance: You want to become strong enough to destroy the Wild Hunt one day. At the end of each session, ask: “Did what we do bring us closer to destroying the Wild Hunt?”", + "Compassion: You don’t want others to suffer as you did. At the end of each session, ask: “Did we risk our freedom to protect someone else’s’?”": "Compassion: You don’t want others to suffer as you did. At the end of each session, ask: “Did we risk our freedom to protect someone else’s’?”", + "Homelessness: You want to have normal lives one day. At the end of each session, ask: “Did we put some effort into making our lives more normal?”": "Homelessness: You want to have normal lives one day. At the end of each session, ask: “Did we put some effort into making our lives more normal?”", + "Enemies": "Enemies", + "Pick an enemy for your team:": "Pick an enemy for your team:", + "General Grox, alien warlord.": "General Grox, alien warlord.", + "The werewolf conspiracy.": "The werewolf conspiracy.", + "The Order of the Silvery Stars, who worship some very bad alien god-things.": "The Order of the Silvery Stars, who worship some very bad alien god-things.", + "The Old Gods, who want to return and rule the world again.": "The Old Gods, who want to return and rule the world again.", + "A rival Bureau with dubious methods and goals.": "A rival Bureau with dubious methods and goals.", + "Halphas, a demon who has it in for you.": "Halphas, a demon who has it in for you.", + "All the vampires.": "All the vampires.", + "Dr Crepuscule, who steals unnatural power from captured monsters.": "Dr Crepuscule, who steals unnatural power from captured monsters.", + "The King in Yellow, a god/force of corruption, decadence, and disease.": "The King in Yellow, a god/force of corruption, decadence, and disease.", + "A cabal of ghosts trying to secure the secret of returning to life.": "A cabal of ghosts trying to secure the secret of returning to life.", + "Alpha, an immortal werewolf.": "Alpha, an immortal werewolf.", + "Seth Vail, a billionaire who wants to harness the power of monsters, starting with immortality for himself.": "Seth Vail, a billionaire who wants to harness the power of monsters, starting with immortality for himself.", + "The Father of Monsters, the cosmic entity who is the source of evil in the world.": "The Father of Monsters, the cosmic entity who is the source of evil in the world.", + "The Grey Priests, a conspiracy to bring about the end of the world and birth of a new one.": "The Grey Priests, a conspiracy to bring about the end of the world and birth of a new one.", + "Lord Grash, warlord of a monster dimension.": "Lord Grash, warlord of a monster dimension.", + "All the demons.": "All the demons.", + "The Anointed Hierophant, an occult sect leader who wants to break the walls between worlds.": "The Anointed Hierophant, an occult sect leader who wants to break the walls between worlds.", + "Chaos, a cosmic entity of disorder.": "Chaos, a cosmic entity of disorder.", + "TransWorldCorp, a business hoping to profit from other worlds via their rift machine, no matter the damage they do along the way.": "TransWorldCorp, a business hoping to profit from other worlds via their rift machine, no matter the damage they do along the way.", + "Apollyon, a demon king who wants to rule the Earth.": "Apollyon, a demon king who wants to rule the Earth.", + "Incursions of HEDEs (Hostile Extra-Dimensional Entities).": "Incursions of HEDEs (Hostile Extra-Dimensional Entities).", + "Masanori, a selfish tycoon chasing personal immortality.": "Masanori, a selfish tycoon chasing personal immortality.", + "A rival IMPS team, who always want to make it look like they saved the day and you screwed up.": "A rival IMPS team, who always want to make it look like they saved the day and you screwed up.", + "A chaos cult who want to break down the structures of the modern world, so they can rule it with their magical powers.": "A chaos cult who want to break down the structures of the modern world, so they can rule it with their magical powers.", + "Dr Weltschmerz, a bitter and angry scientist who wants all worlds to suffer.": "Dr Weltschmerz, a bitter and angry scientist who wants all worlds to suffer.", + "Jauna, a merchant from Monster Marches who deals in interdimensional slave trade.": "Jauna, a merchant from Monster Marches who deals in interdimensional slave trade.", + "Separator, an automaton guarding borders between the worlds.": "Separator, an automaton guarding borders between the worlds.", + "Iron Crusade, an invading force from a futuristic world.": "Iron Crusade, an invading force from a futuristic world.", + "Your own evil versions from a mirrored universe.": "Your own evil versions from a mirrored universe.", + "The Black Knight, a faerie lord.": "The Black Knight, a faerie lord.", + "A necromancer, with a plan to rule the world.": "A necromancer, with a plan to rule the world.", + "Metaphysical Exploitation Holdings (MEH), a corporation that profits from ill-advised experimentation and exploitation of the supernatural.": "Metaphysical Exploitation Holdings (MEH), a corporation that profits from ill-advised experimentation and exploitation of the supernatural.", + "A conspiracy of chaos cultists.": "A conspiracy of chaos cultists.", + "Allmine, a greedy and capricious demon of desire.": "Allmine, a greedy and capricious demon of desire.", + "All the evil doppelgangers.": "All the evil doppelgangers.", + "Professor Trundil, an occult scientist trying to steal your powers and magic.": "Professor Trundil, an occult scientist trying to steal your powers and magic.", + "Great Waghru, a primordial entity slumbering beneath the city, now stirring.": "Great Waghru, a primordial entity slumbering beneath the city, now stirring.", + "Brave New World, an undercover company trying to replace humans in your city with robots.": "Brave New World, an undercover company trying to replace humans in your city with robots.", + "Pethas, a dragon.": "Pethas, a dragon.", + "All the werewolves.": "All the werewolves.", + "Ozahr, an immortal and megalomaniac wizard.": "Ozahr, an immortal and megalomaniac wizard.", + "The Fates.": "The Fates.", + "A conspiracy of political leaders secretly creating a global dictatorship.": "A conspiracy of political leaders secretly creating a global dictatorship.", + "Bradshaw, an evil property developer.": "Bradshaw, an evil property developer.", + "The Ghost King.": "The Ghost King.", + "Dracula.": "Dracula.", + "Cryptids generally.": "Cryptids generally.", + "A conspiracy of wizards who want to take over the world.": "A conspiracy of wizards who want to take over the world.", + "Your manager.": "Your manager.", + "The Queen of the Bug Monsters.": "The Queen of the Bug Monsters.", + "The Monarch of Waste, a cosmic entity of disorder and ruin.": "The Monarch of Waste, a cosmic entity of disorder and ruin.", + "A conspiracy within the company, using the workplace for a sinister occult plan.": "A conspiracy within the company, using the workplace for a sinister occult plan.", + "The thing in the basement. You don’t know what it is, but it’s evil.": "The thing in the basement. You don’t know what it is, but it’s evil.", + "The Pale Man, the powerful and malevolent ghost of a mass murderer who lived here a long time ago.": "The Pale Man, the powerful and malevolent ghost of a mass murderer who lived here a long time ago.", + "All the ghouls. A big cemetery nearby attracts their attention.": "All the ghouls. A big cemetery nearby attracts their attention.", + "Bradshaw, a property developer who wants to rebuild the city—by any means necessary.": "Bradshaw, a property developer who wants to rebuild the city—by any means necessary.", + "Discord, goddess of chaos and disorder.": "Discord, goddess of chaos and disorder.", + "A conspiracy of vampires trying to take over your community.": "A conspiracy of vampires trying to take over your community.", + "White Travellers, ghosts that feed on natural, joyous emotions of people and leave people content with a humdrum life.": "White Travellers, ghosts that feed on natural, joyous emotions of people and leave people content with a humdrum life.", + "Ancient Purity, an occultist/fascist death metal band. They would be your enemies even without their abuse of mystical powers.": "Ancient Purity, an occultist/fascist death metal band. They would be your enemies even without their abuse of mystical powers.", + "The Man, a new god of authority, order, and following the rules.": "The Man, a new god of authority, order, and following the rules.", + "The Sanguine Circle, a conspiracy of vampires with cells in many cities and towns.": "The Sanguine Circle, a conspiracy of vampires with cells in many cities and towns.", + "Allies": "Allies", + "Choose your team allies from this list:": "Choose your team allies from this list:", + "Doctor “Blue,” a physician. They can help you recover from harm.": "Doctor “Blue,” a physician. They can help you recover from harm.", + "Professor “Blood,” a forensic scientist. They are who you go to when you need evidence analysed.": "Professor “Blood,” a forensic scientist. They are who you go to when you need evidence analysed.", + "Agent “Will,” a field investigator. They’re a veteran of the Bureau, and can help you navigate problems with colleagues.": "Agent “Will,” a field investigator. They’re a veteran of the Bureau, and can help you navigate problems with colleagues.", + "Aquila Squad, an ally team. They are unofficially known as “the Extreme Problems” squad. They can handle anything unfazed, but their solutions can be a little... messy.": "Aquila Squad, an ally team. They are unofficially known as “the Extreme Problems” squad. They can handle anything unfazed, but their solutions can be a little... messy.", + "SkullFangz, an ally team. This is a group of hackers you’ve made a sort of alliance with. They can help you get information through unorthodox channels, but they sometimes need you to do some odd or dubious favours in return.": "SkullFangz, an ally team. This is a group of hackers you’ve made a sort of alliance with. They can help you get information through unorthodox channels, but they sometimes need you to do some odd or dubious favours in return.", + "Detective Barnes, a police detective who you saved from a monster way back when. They’ll help you out with some information now and then, and possibly more when you’re on their turf.": "Detective Barnes, a police detective who you saved from a monster way back when. They’ll help you out with some information now and then, and possibly more when you’re on their turf.", + "Bingo, an always-online researcher into strangeness. They can put you in touch with people who need help, coordinate communication, and help you with research.": "Bingo, an always-online researcher into strangeness. They can put you in touch with people who need help, coordinate communication, and help you with research.", + "Sapphire, who has the ability to manipulate time in certain ways. You suspect she may be very long-lived or even immortal. She is not always easy to contact, and can appear unexpectedly.": "Sapphire, who has the ability to manipulate time in certain ways. You suspect she may be very long-lived or even immortal. She is not always easy to contact, and can appear unexpectedly.", + "Another group of travelling hunters, an ally team. They can back you up monster hunting—you’ve helped each other out several times, when things got tricky.": "Another group of travelling hunters, an ally team. They can back you up monster hunting—you’ve helped each other out several times, when things got tricky.", + "Universal Cleanup Services, an ally team. A franchise that specialises in cleaning up messes like crime scenes and monster attacks.": "Universal Cleanup Services, an ally team. A franchise that specialises in cleaning up messes like crime scenes and monster attacks.", + "Carlito, a nurse. They can patch up injured hunters.": "Carlito, a nurse. They can patch up injured hunters.", + "Charity, an occultist. She can tell you about and sometimes find weird old items.": "Charity, an occultist. She can tell you about and sometimes find weird old items.", + "Raven, a mystic. Has some ideas about the Chosen One’s destiny.": "Raven, a mystic. Has some ideas about the Chosen One’s destiny.", + "The Junior Entourage, an ally team. These are friends who aren’t in the core team. Good at getting around for area canvassing or distraction.": "The Junior Entourage, an ally team. These are friends who aren’t in the core team. Good at getting around for area canvassing or distraction.", + "Destiny’s Servants, an ally team. A secretive group sent to help you out. They’re good at fighting and acting suspicious.": "Destiny’s Servants, an ally team. A secretive group sent to help you out. They’re good at fighting and acting suspicious.", + "Hawthorn, a hedge witch. They’re able to cast a variety of small but useful spells.": "Hawthorn, a hedge witch. They’re able to cast a variety of small but useful spells.", + "Anya, a folklorist. They know a lot about the stories and history of the region.": "Anya, a folklorist. They know a lot about the stories and history of the region.", + "The Feeling of Not Knowing a Particular Fact, a visitor from another world. An explorer of worlds, they have a store of facts or rumours about many different dimensions. Describe their home world and look.": "The Feeling of Not Knowing a Particular Fact, a visitor from another world. An explorer of worlds, they have a store of facts or rumours about many different dimensions. Describe their home world and look.", + "Junior Guardians, an ally team. By tradition, younger members of your families and community are apprenticed to take over when you retire. They can help with any tasks that aren’t too dangerous.": "Junior Guardians, an ally team. By tradition, younger members of your families and community are apprenticed to take over when you retire. They can help with any tasks that aren’t too dangerous.", + "A flock of otherworldly creatures, an ally team. These non-Earthly animals can scout and warn you of danger, and also are quite cute. Describe their home world and look.": "A flock of otherworldly creatures, an ally team. These non-Earthly animals can scout and warn you of danger, and also are quite cute. Describe their home world and look.", + "Ó Corra, IMPS General Secretary. Having Ó Corra on your side is always going to be handy.": "Ó Corra, IMPS General Secretary. Having Ó Corra on your side is always going to be handy.", + "Klíma, IMPS forensic specialist. Klíma can help you get extra forensic analysis or expedite tests.": "Klíma, IMPS forensic specialist. Klíma can help you get extra forensic analysis or expedite tests.", + "Villaverde, IMPS librarian. Knows a lot about mystical and occult secrets.": "Villaverde, IMPS librarian. Knows a lot about mystical and occult secrets.", + "IMPS team EM–3. This team of IMPS agents specialise in dealing with big disasters. They can help manage and calm down civilians and provide support for your team.": "IMPS team EM–3. This team of IMPS agents specialise in dealing with big disasters. They can help manage and calm down civilians and provide support for your team.", + "Cryptidnet, a loose organisation of interested amateurs and researchers who collate rumours of weird activity. Great source of leads and supernatural rumours.": "Cryptidnet, a loose organisation of interested amateurs and researchers who collate rumours of weird activity. Great source of leads and supernatural rumours.", + "Justinian, a paladin. He’s always ready to fight evil alongside you and hopes one of you will one day be the lady (or lord) of his heart.": "Justinian, a paladin. He’s always ready to fight evil alongside you and hopes one of you will one day be the lady (or lord) of his heart.", + "NewLife, a bio-robot. They know a lot about life on various worlds, whether organic, tech-based, or magic-based.": "NewLife, a bio-robot. They know a lot about life on various worlds, whether organic, tech-based, or magic-based.", + "Darween, a diplomat. Coming from the Monster Marches, she hates disunity and wants good people of all worlds to cooperate.": "Darween, a diplomat. Coming from the Monster Marches, she hates disunity and wants good people of all worlds to cooperate.", + "The Queen’s Musketeers. Brave, dashing and ready to fight with monsters both in Helos and beyond, but won’t do anything that directly contradicts Queen Helena the Radiant’s orders.": "The Queen’s Musketeers. Brave, dashing and ready to fight with monsters both in Helos and beyond, but won’t do anything that directly contradicts Queen Helena the Radiant’s orders.", + "Spirit Healers. They come from a Stone Age world and want to heal all spiritual ills of all worlds. They oppose killing monsters because they believe monsters should be healed and reintegrated instead.": "Spirit Healers. They come from a Stone Age world and want to heal all spiritual ills of all worlds. They oppose killing monsters because they believe monsters should be healed and reintegrated instead.", + "Zhu, a law enforcement officer. They can help you with legal difficulties in their jurisdiction.": "Zhu, a law enforcement officer. They can help you with legal difficulties in their jurisdiction.", + "Davis, a therapist specialising in trauma recovery.": "Davis, a therapist specialising in trauma recovery.", + "Dr Basu, a medical doctor.": "Dr Basu, a medical doctor.", + "The next generation, an ally team. These younger monster hunters are relatives of those who died in the battle, taking up the family calling.": "The next generation, an ally team. These younger monster hunters are relatives of those who died in the battle, taking up the family calling.", + "The Network, an ally team. This is a group of people who keep watch for big supernatural dangers, and can get you warnings in time to intervene.": "The Network, an ally team. This is a group of people who keep watch for big supernatural dangers, and can get you warnings in time to intervene.", + "Shinzō, a retro-weaponsmith. Their creations look like fancy souvenirs but have various magical properties.": "Shinzō, a retro-weaponsmith. Their creations look like fancy souvenirs but have various magical properties.", + "FaceBog, a doppelganger. They’ll impersonate you at various social events if you ask them nicely.": "FaceBog, a doppelganger. They’ll impersonate you at various social events if you ask them nicely.", + "Hedwig, a journalist. She believes in your public causes and is willing to cover up some things for you, but sometimes asks difficult questions.": "Hedwig, a journalist. She believes in your public causes and is willing to cover up some things for you, but sometimes asks difficult questions.", + "Monster Hunters Fan Club. They know your secret identities, but not your public ones.": "Monster Hunters Fan Club. They know your secret identities, but not your public ones.", + "Spirits of the city’s founders. They remember how the city once was and have clashed with occult forces that threaten it.": "Spirits of the city’s founders. They remember how the city once was and have clashed with occult forces that threaten it.", + "Dumont, the fixer. Dumont can find leads on jobs, and sometime scare up special gear.": "Dumont, the fixer. Dumont can find leads on jobs, and sometime scare up special gear.", + "Chang, a government official. They can help you with legal entanglements. Sometimes.": "Chang, a government official. They can help you with legal entanglements. Sometimes.", + "Dr Accorso. A medical doctor, ready to help with injuries or illness. No questions asked.": "Dr Accorso. A medical doctor, ready to help with injuries or illness. No questions asked.", + "The Irregulars, an ally team. They’re a general group of support crew that help you out. Mechanics, technicians, and the like.": "The Irregulars, an ally team. They’re a general group of support crew that help you out. Mechanics, technicians, and the like.", + "The Crooked Hearts, another mercenary monster hunting crew. You’ve worked together on some big jobs.": "The Crooked Hearts, another mercenary monster hunting crew. You’ve worked together on some big jobs.", + "Leon/Lyn, an authority figure (parent, teacher, etc.). Helpful dealing with officials.": "Leon/Lyn, an authority figure (parent, teacher, etc.). Helpful dealing with officials.", + "Romain, a librarian. Good at finding out details.": "Romain, a librarian. Good at finding out details.", + "A very smart pet. Pick their species and give them a name:": "A very smart pet. Pick their species and give them a name:", + "Your friend group, an ally team. Great for distractions.": "Your friend group, an ally team. Great for distractions.", + "Internet mystery circle, an ally team. Good for finding out weird facts and rumours.": "Internet mystery circle, an ally team. Good for finding out weird facts and rumours.", + "Aminat Salek, a client or customer who has a knack for finding whatever is weirdest.": "Aminat Salek, a client or customer who has a knack for finding whatever is weirdest.", + "Ahearn, a consultant. They can help you out with how things go on behind the scenes.": "Ahearn, a consultant. They can help you out with how things go on behind the scenes.", + "De Luca, from human resources. They can cover for absences and sometimes tell you what management is planning.": "De Luca, from human resources. They can cover for absences and sometimes tell you what management is planning.", + "The day shift, an ally team. They can help out when you need to sleep.": "The day shift, an ally team. They can help out when you need to sleep.", + "Asani, an old and knowledgeable witch.": "Asani, an old and knowledgeable witch.", + "Petersen, a police officer. Community-minded, they know you help people out and they help you too.": "Petersen, a police officer. Community-minded, they know you help people out and they help you too.", + "Red, cafe/bar/restaurant manager. You’re always welcome in their place, and they hear a lot of gossip.": "Red, cafe/bar/restaurant manager. You’re always welcome in their place, and they hear a lot of gossip.", + "The SWG, an ally team. These are newer members of the SWG. They can patrol, report events, and help people to safety. They’re not ready to take on monsters directly.": "The SWG, an ally team. These are newer members of the SWG. They can patrol, report events, and help people to safety. They’re not ready to take on monsters directly.", + "The sports club, an ally team. What sport do you all play? The other club members will do you a favour now and then. Useful for getting information from organisations you don’t have direct access to.": "The sports club, an ally team. What sport do you all play? The other club members will do you a favour now and then. Useful for getting information from organisations you don’t have direct access to.", + "Carlos, a roadie. They can do pretty much anything with reasonable competence.": "Carlos, a roadie. They can do pretty much anything with reasonable competence.", + "Charity, an occultist. She can tell you about mystical stuff you find and sometimes get you weird old items.": "Charity, an occultist. She can tell you about mystical stuff you find and sometimes get you weird old items.", + "Dr An Seulgi. She can help patch you up if you get hurt, and provide “special” prescriptions as long as you don’t abuse them too badly.": "Dr An Seulgi. She can help patch you up if you get hurt, and provide “special” prescriptions as long as you don’t abuse them too badly.", + "Eldritch Records, your label. You can hit them up for a little money, legal help, or contact details for folks in the music business.": "Eldritch Records, your label. You can hit them up for a little money, legal help, or contact details for folks in the music business.", + "Your fan club, an ally team. They’re keen to help, but they’re mainly just a bunch of kids (possibly kids in their late teens or early twenties, but still).": "Your fan club, an ally team. They’re keen to help, but they’re mainly just a bunch of kids (possibly kids in their late teens or early twenties, but still).", + "LOLweb, a hacker. They track the organisation’s web activity and try to hinder it but don’t believe in monsters.": "LOLweb, a hacker. They track the organisation’s web activity and try to hinder it but don’t believe in monsters.", + "Faruq, an office worker in the organisation. He also feels there’s something wrong but is too afraid to act openly about it.": "Faruq, an office worker in the organisation. He also feels there’s something wrong but is too afraid to act openly about it.", + "Grethel, a government official. She keeps track of various supernatural occurrences and organisations that deal with them.": "Grethel, a government official. She keeps track of various supernatural occurrences and organisations that deal with them.", + "Organisation ex-members. Each of them has seen a bit of bad things that happen there and can help you piece together the bigger picture.": "Organisation ex-members. Each of them has seen a bit of bad things that happen there and can help you piece together the bigger picture.", + "Independent hunters. Far less experienced than you but sometimes can do things you can’t due to being observed by the organisation.": "Independent hunters. Far less experienced than you but sometimes can do things you can’t due to being observed by the organisation.", + "Soyfly, a pixie. She knows a lot of recent gossip about the Wild Hunt.": "Soyfly, a pixie. She knows a lot of recent gossip about the Wild Hunt.", + "Althea, a private aviator. She believes the sky should be free for everyone, not just some creepy horsemen.": "Althea, a private aviator. She believes the sky should be free for everyone, not just some creepy horsemen.", + "Caragh, a banshee. She once rode with the Hunt and now helps other fugitives, but never reveals how she escaped.": "Caragh, a banshee. She once rode with the Hunt and now helps other fugitives, but never reveals how she escaped.", + "New Start, an NGO that helps refugees. They focus on political and war refugees, but allow you to use their facilities.": "New Start, an NGO that helps refugees. They focus on political and war refugees, but allow you to use their facilities.", + "The Savage Ride, the Wild Hunt’s rivals. They’ll do anything to hinder the Hunt, but are violent and fickle themselves.": "The Savage Ride, the Wild Hunt’s rivals. They’ll do anything to hinder the Hunt, but are violent and fickle themselves." } \ No newline at end of file diff --git a/Monster of the Week Official/translations/zh.json b/Monster of the Week Official/translations/zh.json index 6d2070de48..85388c6361 100644 --- a/Monster of the Week Official/translations/zh.json +++ b/Monster of the Week Official/translations/zh.json @@ -1192,7 +1192,6 @@ "custom-move-name": "名稱", "custom-move-description": "Description", "custom-gear": "Playbook Gear", - "start_newstuff": "", "unused": "Unused", "all": "全部", "starting": "Starting", @@ -1290,7 +1289,7 @@ "eos-ref": "At the end of each session, the Keeper will ask the following questions:
    • Did we conclude the current mystery?
    • Did we save someone from certain death (or worse)?
    • Did we learn something new and important about the world?
    • Did we learn something new and important about one of the hunters?
    If you get one or two \"Yes\" answers, mark one experience. If you get three or four, mark two.", "pick-book": "Pick Your Playbook", "pick-book-desc": "Pick your playbook using the menu in the upper right corner or the buttons in the lists below. Once you pick a playbook, starting stats options are found at the bottom of the first main column (not including the stats column).", - "motw-books": "Monster of the Week Revised Edition Playbooks", + "motw-books": "Monster of the Week Hardcover Edition Playbooks", "chosen-desc": "A once-ordinary person who discovered they have a special destiny, and who has been given the power to accomplish it. The Chosen is good in a fight, with some weird powers. E.g. Buffy from Buffy the Vampire Slayer.", "crooked-desc": "A criminal turned monster hunter, haunted by their past and enemies. The Crooked is good in social situations and has a lot of contacts. E.g. Anna Valmont from The Dresden Files, Peter Bishop from Fringe.", "divine-desc": "An agent of a higher power, with a mission to fulfill. The Divine is very tough and has been granted holy powers. E.g. Castiel from Supernatural; Michael Carpenter from The Dresden Files.", @@ -1621,6 +1620,7 @@ "animating-force": "Animating Force", "animating-force-desc": "There is a force that gives you life, which cannot harm you. You do not eat, breathe, drink, or heal naturally. Instead, repair yourself with your recharge move. Pick an energy type:", "lightning": "Lightning", + "fire": "Fire", "music": "音樂", "clockwork": "Clockwork", "orgone": "Orgone", @@ -1686,7 +1686,6 @@ "hardcase2020-move6": "Inspired Guesswork: When you investigate a mystery, you may spend 1 Fire to add 1 extra hold. The extra question must be about powers, motivations, or weaknesses.", "hardcase2020-move7": "Stone Cold: You never really get ruffled by danger. Gain +1 whenever pain or fear requires you act under pressure. Your nearby allies also gain this bonus against pain and fear, as long as you keep it together.", "hardcase2020-move8": "Weapon Master: When you take possession of a new weapon you may add, remove, or change one tag. This change only applies for you. When you get this move, apply it to all your current weapons.", - "fire": "Fire", "calm": "Calm", "raging": "Raging", "hardcase-vehicles": "載具", @@ -1716,5 +1715,610 @@ "hardcase2020-gear22": "A spell formula, written on a napkin", "hardcase2020-advance1": "Your Fire track increases to 13 boxes.", "constructed-unstable": "You get 10 harm boxes and do not become unstable.", - "end_newstuff": "" + "team-playbooks": "Team Playbooks", + "team-playbook-choice": "Choose a Team Playbook", + "Team Playbook": "Team Playbook", + "Agents in Black": "Agents in Black", + "Always on the Road": "Always on the Road", + "The Chosen One and Entourage": "The Chosen One and Entourage", + "Guardians of the Borderland": "Guardians of the Borderland", + "IMPS (International Monster and Paranormal Service)": "IMPS (International Monster and Paranormal Service)", + "Interdimensional Crisis Team": "Interdimensional Crisis Team", + "The Last Survivors": "The Last Survivors", + "League of Double Lives": "League of Double Lives", + "Mercenaries": "Mercenaries", + "Mystery Club": "Mystery Club", + "The Night Shift": "The Night Shift", + "Suburban Watch Group": "Suburban Watch Group", + "Touring Band": "Touring Band", + "Whistleblowers": "Whistleblowers", + "Wild Hunt Fugitives": "Wild Hunt Fugitives", + "pick-teambook-desc": "Pick your team playbook using the menu in the upper right corner or the buttons in the lists below.", + "This team playbook has the hunters working for the Bureau—a clandestine organisation dedicated to hiding the existence of monsters and the supernatural from the general public.": "This team playbook has the hunters working for the Bureau—a clandestine organisation dedicated to hiding the existence of monsters and the supernatural from the general public.", + "You’re a travelling hunter team. Every week is a new town with a new problem.": "You’re a travelling hunter team. Every week is a new town with a new problem.", + "This team centres on a Chosen One and their friends who help with monster hunting. There’s also room for a mentor.": "This team centres on a Chosen One and their friends who help with monster hunting. There’s also room for a mentor.", + "This team playbook has the hunters as wardens of a liminal region: somewhere where the borders of the world are thin, where monsters and magic can slip through and cause trouble.": "This team playbook has the hunters as wardens of a liminal region: somewhere where the borders of the world are thin, where monsters and magic can slip through and cause trouble.", + "The International Monster and Paranormal Service (IMPS) was created to keep humanity safe from supernatural threats. It’s not clear who funds them, although most people assume it’s some kind of United Nations agency. IMPS isn’t secret, but they keep things as quiet as possible This team playbook sets your hunters as one of the elite IMPS teams that travels the world to deal with monster incidents.": "The International Monster and Paranormal Service (IMPS) was created to keep humanity safe from supernatural threats. It’s not clear who funds them, although most people assume it’s some kind of United Nations agency. IMPS isn’t secret, but they keep things as quiet as possible This team playbook sets your hunters as one of the elite IMPS teams that travels the world to deal with monster incidents.", + "Your world isn’t the only one that needs monster hunting help from time to time. And when others do, you travel through portals, loopholes, and other oddities to help. Interdimensional Crisis Team perfectly fits over-the-top, parody games. More serious stories about interdimensional problems are handled better by Guardians of the Borderland.": "Your world isn’t the only one that needs monster hunting help from time to time. And when others do, you travel through portals, loopholes, and other oddities to help. Interdimensional Crisis Team perfectly fits over-the-top, parody games. More serious stories about interdimensional problems are handled better by Guardians of the Borderland.", + "This hunter team were the only people who lived through a terrible (maybe even apocalyptic) battle. You had many allies at your side, but they didn’t make it.": "This hunter team were the only people who lived through a terrible (maybe even apocalyptic) battle. You had many allies at your side, but they didn’t make it.", + "You’re monster hunters but also important society members in a city. Your ties to the society give you various forms of influence but also mean you somehow have to manage two lives at once. The world isn’t ready to learn about your monster hunting and even less about the monsters themselves.": "You’re monster hunters but also important society members in a city. Your ties to the society give you various forms of influence but also mean you somehow have to manage two lives at once. The world isn’t ready to learn about your monster hunting and even less about the monsters themselves.", + "This team playbook has the hunters working for hire. They save people and hunt monsters, sure, but they also want to get paid at the end of the day.": "This team playbook has the hunters working for hire. They save people and hunt monsters, sure, but they also want to get paid at the end of the day.", + "This is a hunter team of investigators, with a focus on less horrific and more comedic mysteries. This particularly suits games with younger players, or younger hunters. This team playbook strongly pushes the game towards silliness and jokes, so be sure you’re ready for that if you’re considering taking it.": "This is a hunter team of investigators, with a focus on less horrific and more comedic mysteries. This particularly suits games with younger players, or younger hunters. This team playbook strongly pushes the game towards silliness and jokes, so be sure you’re ready for that if you’re considering taking it.", + "This team playbook has the hunters comprising the night shift at a workplace. A workplace that gets way more than its fair share of supernatural problems.": "This team playbook has the hunters comprising the night shift at a workplace. A workplace that gets way more than its fair share of supernatural problems.", + "This is a group of hunters who began as regular folks looking out for their local neighbourhood or town. It emphasises relationships outside of monster hunting and a focus on normal life as well as your adventures.": "This is a group of hunters who began as regular folks looking out for their local neighbourhood or town. It emphasises relationships outside of monster hunting and a focus on normal life as well as your adventures.", + "This team is a band, eternally on tour. Everywhere you have a gig booked, it seems like something bad is going down. Between sound check and putting on the show, you gotta deal with whatever is eating people in this town.": "This team is a band, eternally on tour. Everywhere you have a gig booked, it seems like something bad is going down. Between sound check and putting on the show, you gotta deal with whatever is eating people in this town.", + "All the hunters in your team are members of a monster hunting organisation, and you start suspecting there’s something fishy about this group. This team playbook shares many elements of the Initiate and Professional playbooks because it essentially represents playing an entire team of Initiates and/or Professionals. You shouldn’t choose those playbooks when playing as the Whistleblowers—unless the Keeper agrees some characters belong to a different organisation as well, which might make the situation even more messy.": "All the hunters in your team are members of a monster hunting organisation, and you start suspecting there’s something fishy about this group. This team playbook shares many elements of the Initiate and Professional playbooks because it essentially represents playing an entire team of Initiates and/or Professionals. You shouldn’t choose those playbooks when playing as the Whistleblowers—unless the Keeper agrees some characters belong to a different organisation as well, which might make the situation even more messy.", + "You joined or were abducted by the Wild Hunt. You gained some supernatural skills while riding with it, but then escaped it. Now you use your experience to hunt monsters, evade the Hunt and, maybe, destroy it one day.": "You joined or were abducted by the Wild Hunt. You gained some supernatural skills while riding with it, but then escaped it. Now you use your experience to hunt monsters, evade the Hunt and, maybe, destroy it one day.", + "Getting Started": "Getting Started", + "Determine the nature of the Event.": "Determine the nature of the Event.", + "Decide the history between you and the Wild Hunt.": "Decide the history between you and the Wild Hunt.", + "Pick your style (and associated improvement question).": "Pick your style (and associated improvement question).", + "Figure out the nature of the Bureau.": "Figure out the nature of the Bureau.", + "Create your city.": "Create your city.", + "Pick your obligations.": "Pick your obligations.", + "Come up with a band name.": "Come up with a band name.", + "Pick a starting team ally.": "Pick a starting team ally.", + "Customize the organisation.": "Customize the organisation.", + "Pick your starting team move and 2 boxes of assets.": "Pick your starting team move and 2 boxes of assets.", + "Pick a starting team ally, move, and assets.": "Pick a starting team ally, move, and assets.", + "Pick a starting team enemy, ally, move, and 2 boxes of assets.": "Pick a starting team enemy, ally, move, and 2 boxes of assets.", + "Put on some music and hit the road.": "Put on some music and hit the road.", + "Await the next weird prophecy.": "Await the next weird prophecy.", + "Check the boundaries for incursions.": "Check the boundaries for incursions.", + "Report for your mission briefing.": "Report for your mission briefing.", + "Prepare for the next disaster.": "Prepare for the next disaster.", + "Ponder your responsibilities, as you await the call.": "Ponder your responsibilities, as you await the call.", + "See who’s hiring today.": "See who’s hiring today.", + "Next meeting is at the clubroom on Tuesday afternoon.": "Next meeting is at the clubroom on Tuesday afternoon.", + "Clock in and prepare for another night of drudgery.": "Clock in and prepare for another night of drudgery.", + "Walk the streets. Keep an eye out for evildoers.": "Walk the streets. Keep an eye out for evildoers.", + "You have half an hour before we fly to the next city. Soundcheck at 7, you’re on at 8.": "You have half an hour before we fly to the next city. Soundcheck at 7, you’re on at 8.", + "Snoop around the boss’s office while they’re in a meeting.": "Snoop around the boss’s office while they’re in a meeting.", + "Stay wary, that sounded like howls in the wind.": "Stay wary, that sounded like howls in the wind.", + "The Bureau": "The Bureau", + "Prompts": "Prompts", + "The Bureau setup is determined by the group. Record your answers to these prompts in the Notes section below.": "The Bureau setup is determined by the group. Record your answers to these prompts in the Notes section below.", + "If you have a hunter who belongs to an organisation already—like a Professional or an Initiate—you may combine their setup with the Bureau setup. Figure out how the two perspectives work for your Bureau. If you don’t like that idea, you can also keep them separate (which will lead to its own drama with split loyalties and rivalries).": "If you have a hunter who belongs to an organisation already—like a Professional or an Initiate—you may combine their setup with the Bureau setup. Figure out how the two perspectives work for your Bureau. If you don’t like that idea, you can also keep them separate (which will lead to its own drama with split loyalties and rivalries).", + "Now determine the nature of the Bureau:": "Now determine the nature of the Bureau:", + "Is the Bureau an open, covert, or secret organisation? An open Bureau exists openly but has a cover responsibility to distract from their real mission. A covert Bureau doesn’t explicitly hide themselves, but they try not to draw attention. A secret Bureau has no official records and operates completely in the shadows.": "Is the Bureau an open, covert, or secret organisation? An open Bureau exists openly but has a cover responsibility to distract from their real mission. A covert Bureau doesn’t explicitly hide themselves, but they try not to draw attention. A secret Bureau has no official records and operates completely in the shadows.", + "Who is your team’s handler or commanding officer and what are they like? Create your own or pick one of these:": "Who is your team’s handler or commanding officer and what are they like? Create your own or pick one of these:", + "Special Agent “Coop” is a genial, avuncular middle-aged man. He’s disorganised and often loses track of details, but he always has the team’s back.": "Special Agent “Coop” is a genial, avuncular middle-aged man. He’s disorganised and often loses track of details, but he always has the team’s back.", + "Special Agent “Star” is a harsh boss. She doesn’t really seem to like you, and you never seem to measure up to her standards of “perfection plus.” She runs everything by the book (this can be good or bad for you).": "Special Agent “Star” is a harsh boss. She doesn’t really seem to like you, and you never seem to measure up to her standards of “perfection plus.” She runs everything by the book (this can be good or bad for you).", + "Provisional Special Agent “Fireball” is young and excitable. They prefer you deal with problems in a scorched earth style, without regard for consequences. That is also their management style.": "Provisional Special Agent “Fireball” is young and excitable. They prefer you deal with problems in a scorched earth style, without regard for consequences. That is also their management style.", + "Who do you think is really running the Bureau? The government? A secret global government? Some other government? A billionaire? A secret conspiracy dating back to Uruk’s priesthood? Something else?": "Who do you think is really running the Bureau? The government? A secret global government? Some other government? A billionaire? A secret conspiracy dating back to Uruk’s priesthood? Something else?", + "The Event": "The Event", + "What is the terrible situation you all survived together?": "What is the terrible situation you all survived together?", + "A concerted assault by monsters, as you took shelter in an isolated cabin.": "A concerted assault by monsters, as you took shelter in an isolated cabin.", + "A single terrifying monster invaded your homes.": "A single terrifying monster invaded your homes.", + "It was the only chance to avert an apocalypse.": "It was the only chance to avert an apocalypse.", + "An invasion from another dimension.": "An invasion from another dimension.", + "People around you were transformed into monsters.": "People around you were transformed into monsters.", + "You were strangers in a small town filled with murderous monsters, on festival day.": "You were strangers in a small town filled with murderous monsters, on festival day.", + "Something else:": "Something else:", + "Decide who the allies were who fought alongside you and died in battle. Each hunter picks one.": "Decide who the allies were who fought alongside you and died in battle. Each hunter picks one.", + "A monster hunting teammate.": "A monster hunting teammate.", + "Your spouse or lover.": "Your spouse or lover.", + "Your sibling.": "Your sibling.", + "A parent.": "A parent.", + "A child.": "A child.", + "Your mentor.": "Your mentor.", + "Your protégée.": "Your protégée.", + "Your dog (or other pet).": "Your dog (or other pet).", + "Someone else:": "Someone else:", + "Then decide how you saved the day in the end. Whatever it was, it came at great personal cost (beyond the loss you just chose).": "Then decide how you saved the day in the end. Whatever it was, it came at great personal cost (beyond the loss you just chose).", + "The City": "The City", + "The city you all protect will be an important aspect of the story, more of a collective character of your mysteries than just a background element. Each player should choose one key aspect of the city from one of the following lists. Balance between good and bad things as fits the mood of your campaign.": "The city you all protect will be an important aspect of the story, more of a collective character of your mysteries than just a background element. Each player should choose one key aspect of the city from one of the following lists. Balance between good and bad things as fits the mood of your campaign.", + "Good things": "Good things", + "Cozy": "Cozy", + "Affluent": "Affluent", + "Good social care": "Good social care", + "Proud of its past": "Proud of its past", + "Lots of monuments": "Lots of monuments", + "Highly ecological": "Highly ecological", + "Transparent politics": "Transparent politics", + "Technological hub": "Technological hub", + "The nation’s main transport hub": "The nation’s main transport hub", + "Protected by benevolent magic": "Protected by benevolent magic", + "Beloved by travel vloggers": "Beloved by travel vloggers", + "An extremely famous mayor": "An extremely famous mayor", + "A university with unique departments": "A university with unique departments", + "Other:": "Other:", + "Bad things": "Bad things", + "Alienating": "Alienating", + "Poor": "Poor", + "Big social inequality": "Big social inequality", + "Shameful past": "Shameful past", + "Nothing worth sightseeing": "Nothing worth sightseeing", + "Highly polluted": "Highly polluted", + "Shady politics": "Shady politics", + "No prospects for the future": "No prospects for the future", + "Shady military bases": "Shady military bases", + "Gangs that terrorize the entire region": "Gangs that terrorize the entire region", + "Believed to bring bad luck": "Believed to bring bad luck", + "Struck by a powerful curse": "Struck by a powerful curse", + "Obligations": "Obligations", + "Your social status carries some obligations with it. At the beginning of a mystery, the Keeper holds 3. They can spend 1 hold to introduce one of the obligations. When it’s introduced, at least half of you must attend, otherwise you can lose allies or tempt mundane people to investigate your lives.": "Your social status carries some obligations with it. At the beginning of a mystery, the Keeper holds 3. They can spend 1 hold to introduce one of the obligations. When it’s introduced, at least half of you must attend, otherwise you can lose allies or tempt mundane people to investigate your lives.", + "Choose or create two obligations you have:": "Choose or create two obligations you have:", + "Attending parties and balls.": "Attending parties and balls.", + "Attending important conferences.": "Attending important conferences.", + "Ceremonially opening new buildings.": "Ceremonially opening new buildings.", + "Meeting children at schools.": "Meeting children at schools.", + "Tutoring promising students one on one.": "Tutoring promising students one on one.", + "Appearing on TV.": "Appearing on TV.", + "The Organisation": "The Organisation", + "You create the details about your organisation, choosing options from the following lists. Things you suspect can pertain either to the organisation as a whole or to an influential group within it. At least two of the things you suspect are true, the Keeper decides which ones.": "You create the details about your organisation, choosing options from the following lists. Things you suspect can pertain either to the organisation as a whole or to an influential group within it. At least two of the things you suspect are true, the Keeper decides which ones.", + "Official goals": "Official goals", + "(choose one or two)": "(choose one or two)", + "Slay monsters": "Slay monsters", + "Contain monsters": "Contain monsters", + "Govern safe use of magic": "Govern safe use of magic", + "Research monsters": "Research monsters", + "Research paranatural phenomena": "Research paranatural phenomena", + "Keep monsters and magic secret": "Keep monsters and magic secret", + "Goal you suspect": "Goal you suspect", + "(choose one)": "(choose one)", + "Training an army of monsters": "Training an army of monsters", + "Creating new monsters": "Creating new monsters", + "Stealing the monsters’ powers": "Stealing the monsters’ powers", + "Keeping all magic to themselves": "Keeping all magic to themselves", + "Taking over the world": "Taking over the world", + "Destroying the world": "Destroying the world", + "Official resources": "Official resources", + "(choose two)": "(choose two)", + "Ancient lore": "Ancient lore", + "Modernised": "Modernised", + "Chapters everywhere": "Chapters everywhere", + "Secular power": "Secular power", + "Rich": "Rich", + "Rigorous training": "Rigorous training", + "Offices all over the place": "Offices all over the place", + "Good intel": "Good intel", + "Support teams": "Support teams", + "Suspected resources": "Suspected resources", + "Demonology": "Demonology", + "Necromancy": "Necromancy", + "Deals with monsters": "Deals with monsters", + "Manipulated minions": "Manipulated minions", + "Manipulated cultists": "Manipulated cultists", + "Bribed officials": "Bribed officials", + "Sacrificing members": "Sacrificing members", + "Obvious flaws": "Obvious flaws", + "Tradition-bound": "Tradition-bound", + "Paranoid and secretive": "Paranoid and secretive", + "Closed hierarchy": "Closed hierarchy", + "Strict laws": "Strict laws", + "Mystical oaths": "Mystical oaths", + "Bureaucratic": "Bureaucratic", + "Hostile superiors": "Hostile superiors", + "Take-no-prisoners policy": "Take-no-prisoners policy", + "Live capture policy": "Live capture policy", + "Suspected flaws": "Suspected flaws", + "Total obedience": "Total obedience", + "Tyrannical leaders": "Tyrannical leaders", + "Protects member criminals": "Protects member criminals", + "The Wild Hunt": "The Wild Hunt", + "You were part of the Wild Hunt, a group of violent fey and spirits riding the world and striking fear into the hearts of people. Detail the Wild Hunt here.": "You were part of the Wild Hunt, a group of violent fey and spirits riding the world and striking fear into the hearts of people. Detail the Wild Hunt here.", + "Who Rides With The Hunt?": "Who Rides With The Hunt?", + "Elves": "Elves", + "Trolls": "Trolls", + "Demons": "Demons", + "Wraiths": "Wraiths", + "Banshees": "Banshees", + "Werewolves": "Werewolves", + "Something Else": "Something Else", + "The Wild Hunt has a leader, probably a king or a queen. Give them a name or a title:": "The Wild Hunt has a leader, probably a king or a queen. Give them a name or a title:", + "Choose or invent their impressive powers, at least two:": "Choose or invent their impressive powers, at least two:", + "Grant immortality": "Grant immortality", + "Grant lycanthropy": "Grant lycanthropy", + "Steal emotion": "Steal emotion", + "See destinies": "See destinies", + "Set destinies": "Set destinies", + "Control weather": "Control weather", + "Grant sentience to animals": "Grant sentience to animals", + "Grant sentience to weapons": "Grant sentience to weapons", + "Why were you a part of the Wild Hunt?": "Why were you a part of the Wild Hunt?", + "Each player can choose a different answer:": "Each player can choose a different answer:", + "I was kidnapped by the Hunt": "I was kidnapped by the Hunt", + "I sold my soul to the Hunt": "I sold my soul to the Hunt", + "I wanted to ride with the Hunt": "I wanted to ride with the Hunt", + "I’m a supernatural creature who’s a part of the Hunt": "I’m a supernatural creature who’s a part of the Hunt", + "Something else": "Something else", + "Then all of you escaped, sick with the Hunt’s atrocities or their treatment of you.": "Then all of you escaped, sick with the Hunt’s atrocities or their treatment of you.", + "How Did You Escape?": "How Did You Escape?", + "How did you escape?": "How did you escape?", + "With a clever plan": "With a clever plan", + "By sheer luck": "By sheer luck", + "With outside help": "With outside help", + "Thanks to a loophole in your fae contract": "Thanks to a loophole in your fae contract", + "The Wild Hunt keeps looking for you. How do they do it?": "The Wild Hunt keeps looking for you. How do they do it?", + "Choose two ways:": "Choose two ways:", + "They give other monsters this in exchange for information.": "They give other monsters this in exchange for information.", + "They track the internet, but they can’t monitor one part of it:": "They track the internet, but they can’t monitor one part of it:", + "They can see you when you’re outside in one type of weather, namely:": "They can see you when you’re outside in one type of weather, namely:", + "They sense you when you use magic unless you take a precaution, namely:": "They sense you when you use magic unless you take a precaution, namely:", + "What will the Wild Hunt do if they find you?": "What will the Wild Hunt do if they find you?", + "Kill you.": "Kill you.", + "Torment you.": "Torment you.", + "Make you join the Hunt again.": "Make you join the Hunt again.", + "Make you slaves.": "Make you slaves.", + "Notes": "Notes", + "Team Moves": "Team Moves", + "Choose your team moves from this list. The first one is a good default choice:": "Choose your team moves from this list. The first one is a good default choice:", + "Memory Eraser: You have been issued handheld devices to erase memories from civilians. When you target a person and activate the device, say how many hours you want to erase (1–6) and roll +Weird. On a 10+, those memories are gone. On a 7–9, the memories are gone but the target knows something strange happened.": "Memory Eraser: You have been issued handheld devices to erase memories from civilians. When you target a person and activate the device, say how many hours you want to erase (1–6) and roll +Weird. On a 10+, those memories are gone. On a 7–9, the memories are gone but the target knows something strange happened.", + "Authority Override: If local officials are causing trouble, you can get them pulled off the case. This may—of course—make them more suspicious.": "Authority Override: If local officials are causing trouble, you can get them pulled off the case. This may—of course—make them more suspicious.", + "Containment Field Projector: Place the projector and activate it, choosing a range from 1–20 meters. A spherical shield is created, allowing nothing in or out. Lasts until deactivated by remote or in an hour when the battery runs out. There’s time to get out of the zone, but only just.": "Containment Field Projector: Place the projector and activate it, choosing a range from 1–20 meters. A spherical shield is created, allowing nothing in or out. Lasts until deactivated by remote or in an hour when the battery runs out. There’s time to get out of the zone, but only just.", + "Anonymity: Your identity isn’t traceable via official databases or records. Enemies or bystanders can’t find out anything about your history through any official channels. Additionally, any distinguishing features are removed from photo, videos, or voice recordings of you when they’re processed by any regular computer or phone.": "Anonymity: Your identity isn’t traceable via official databases or records. Enemies or bystanders can’t find out anything about your history through any official channels. Additionally, any distinguishing features are removed from photo, videos, or voice recordings of you when they’re processed by any regular computer or phone.", + "Not Right: You all have a creepy, uncanny valley style aura or look that counts as a reason for manipulating a bystander with threats.": "Not Right: You all have a creepy, uncanny valley style aura or look that counts as a reason for manipulating a bystander with threats.", + "Something Different: Take a move from another team playbook.": "Something Different: Take a move from another team playbook.", + "Change Team Style: Pick a new team style. You now use that one instead of the one you first chose.": "Change Team Style: Pick a new team style. You now use that one instead of the one you first chose.", + "Home Away from Home: Whenever you arrive in a new town, you immediately find a motel and a cafe that are friendly and welcoming. One or the other will turn out to have a connection to the mystery that brought you here, even if just by having a bystander come by.": "Home Away from Home: Whenever you arrive in a new town, you immediately find a motel and a cafe that are friendly and welcoming. One or the other will turn out to have a connection to the mystery that brought you here, even if just by having a bystander come by.", + "Geniality: When you meet a new person in a town you haven’t visited before, roll +Charm. On a 10+, they are well-disposed towards you. On a 7–9, they’re still well-disposed but the Keeper chooses one: they are marked for trouble, or they conceal something from the hunters. Additionally, when you return to a town you have already visited, you always run into the people you befriended previously.": "Geniality: When you meet a new person in a town you haven’t visited before, roll +Charm. On a 10+, they are well-disposed towards you. On a 7–9, they’re still well-disposed but the Keeper chooses one: they are marked for trouble, or they conceal something from the hunters. Additionally, when you return to a town you have already visited, you always run into the people you befriended previously.", + "Handy: You’re all good at fixing stuff. Anything broken or messed up in the course of a mystery is repaired and ready to go before the next one. Gear or assets that would be described as “totally destroyed” still need to be replaced.": "Handy: You’re all good at fixing stuff. Anything broken or messed up in the course of a mystery is repaired and ready to go before the next one. Gear or assets that would be described as “totally destroyed” still need to be replaced.", + "No-stick: You’ve had yourselves removed from official and law enforcement databases. You don’t have to worry about “misunderstandings” from previous towns getting in the way of your hunts (unless someone got annoyed enough to make it a personal vendetta).": "No-stick: You’ve had yourselves removed from official and law enforcement databases. You don’t have to worry about “misunderstandings” from previous towns getting in the way of your hunts (unless someone got annoyed enough to make it a personal vendetta).", + "Monster Journals: When a mystery reminds you of something you encountered before, consult your notes and tell the Keeper what you think is the same. The Keeper will say if you got it right.If you’re correct, take +1 forward to investigate a mystery. If you’re wrong but had a good idea, take +1 forward to read a bad situation. If you’re totally off base, the Keeper holds 1 to put you in a tight spot.": "Monster Journals: When a mystery reminds you of something you encountered before, consult your notes and tell the Keeper what you think is the same. The Keeper will say if you got it right.

    If you’re correct, take +1 forward to investigate a mystery. If you’re wrong but had a good idea, take +1 forward to read a bad situation. If you’re totally off base, the Keeper holds 1 to put you in a tight spot.", + "Ancient Visions: An ancient ritual, to be conducted regularly, gives the whole team access to some of the visions sent to the Chosen One. Once per mystery, each hunter may ask the Keeper a question about anything they want. The Keeper answers with a vision or dream: obscure and vague, but true.": "Ancient Visions: An ancient ritual, to be conducted regularly, gives the whole team access to some of the visions sent to the Chosen One. Once per mystery, each hunter may ask the Keeper a question about anything they want. The Keeper answers with a vision or dream: obscure and vague, but true.", + "Armoury of the Chosen: You gain a cache of special weapons used by previous Chosen Ones. The Keeper should design a lesser version of the Chosen One’s special weapon, which all other members of the team may use. When this is unlocked, the Chosen One may change or add a tag on their special weapon.": "Armoury of the Chosen: You gain a cache of special weapons used by previous Chosen Ones. The Keeper should design a lesser version of the Chosen One’s special weapon, which all other members of the team may use. When this is unlocked, the Chosen One may change or add a tag on their special weapon.", + "Handing on the Torch: When you select this, designate another character as the next Chosen One. When the current Chosen One dies, that character may change to the Chosen playbook whenever they are ready. The new Chosen One designates the next heir when they find a worthy successor.": "Handing on the Torch: When you select this, designate another character as the next Chosen One. When the current Chosen One dies, that character may change to the Chosen playbook whenever they are ready. The new Chosen One designates the next heir when they find a worthy successor.", + "Friends Stick Together: Once per mystery, a hunter may call the rest of the team to their current location. Everyone arrives as soon as they potentially can (based on their last known position and when we saw them there). That can be “right this instant,” if at all possible.": "Friends Stick Together: Once per mystery, a hunter may call the rest of the team to their current location. Everyone arrives as soon as they potentially can (based on their last known position and when we saw them there). That can be “right this instant,” if at all possible.", + "Wyrd’s Favour: When you choose this team move, all hunters erase 1 spent Luck point. If you haven’t spent any Luck yet, add a new Luck box instead.": "Wyrd’s Favour: When you choose this team move, all hunters erase 1 spent Luck point. If you haven’t spent any Luck yet, add a new Luck box instead.", + "Otherworldly Intuition: When you encounter something from another world, you recognise that they don’t belong here. When you encounter a place where another world is accessible, you are aware of it and may stop at the threshold.": "Otherworldly Intuition: When you encounter something from another world, you recognise that they don’t belong here. When you encounter a place where another world is accessible, you are aware of it and may stop at the threshold.", + "Wardens: Once per mystery while you’re defending a portal, wall, or border, you may ignore all harm from a single source, or treat a roll as if you rolled a 12. This works just as if you spent a Luck, except it doesn’t trigger your special move.": "Wardens: Once per mystery while you’re defending a portal, wall, or border, you may ignore all harm from a single source, or treat a roll as if you rolled a 12. This works just as if you spent a Luck, except it doesn’t trigger your special move.", + "Outer Speech: You have a knack for the languages of the multiverse. You can always understand, and make yourself understood, when you’re talking to denizens from beyond. This is mainly the general sense of things—some details might get lost along the way.": "Outer Speech: You have a knack for the languages of the multiverse. You can always understand, and make yourself understood, when you’re talking to denizens from beyond. This is mainly the general sense of things—some details might get lost along the way.", + "Walkers between Worlds: At a suitable liminal site, you know how to step between worlds. Describe how you open the way and roll +Weird. On a 10+, you’re walking to the place you intended, but the way may be difficult. On a 7–9, choose one: you’re on the right path in immediate danger, or you find yourself lost and in the wrong place. On a 6 or less, you’re lost and in big trouble. If more than one of the hunters is using this move together, only make one roll: the hunter with the worst Weird score rolls (but they may accept help).": "Walkers between Worlds: At a suitable liminal site, you know how to step between worlds. Describe how you open the way and roll +Weird. On a 10+, you’re walking to the place you intended, but the way may be difficult. On a 7–9, choose one: you’re on the right path in immediate danger, or you find yourself lost and in the wrong place. On a 6 or less, you’re lost and in big trouble. If more than one of the hunters is using this move together, only make one roll: the hunter with the worst Weird score rolls (but they may accept help).", + "Outsider Knack: Once per visit to another world, you may use a trick or ability from Earth to gain an advantage. The advantage allows you to roll one move using three dice, selecting the best two for your result.": "Outsider Knack: Once per visit to another world, you may use a trick or ability from Earth to gain an advantage. The advantage allows you to roll one move using three dice, selecting the best two for your result.", + "Drilled Coordination: All team members get +1 ongoing when helping out another team member.": "Drilled Coordination: All team members get +1 ongoing when helping out another team member.", + "Comms: You have systems that keep you constantly in voice contact, regardless of where in the world you each may be. Not guaranteed to work in shielded spaces, deep underground, beyond magical portals, or on other worlds.": "Comms: You have systems that keep you constantly in voice contact, regardless of where in the world you each may be. Not guaranteed to work in shielded spaces, deep underground, beyond magical portals, or on other worlds.", + "Recognised IMPS Team: Wherever in the world you are, you have authority to deal with supernatural events. Local officials will—in general—cooperate with you fully. Does not apply in nations outside the IMPS treaty.": "Recognised IMPS Team: Wherever in the world you are, you have authority to deal with supernatural events. Local officials will—in general—cooperate with you fully. Does not apply in nations outside the IMPS treaty.", + "Rapid Deployment: IMPS has quick-response vehicles able to deliver you (or other IMPS assets) anywhere in the world, extremely quickly. They may also be used to make a fast exit from bad situations.": "Rapid Deployment: IMPS has quick-response vehicles able to deliver you (or other IMPS assets) anywhere in the world, extremely quickly. They may also be used to make a fast exit from bad situations.", + "Memories of the Fallen: When a hunter on the team dies in the line of duty, or retires from IMPS and monster hunting, all remaining team members erase a used Luck mark.": "Memories of the Fallen: When a hunter on the team dies in the line of duty, or retires from IMPS and monster hunting, all remaining team members erase a used Luck mark.", + "Global Crisis: Once per mystery, each of you can read a bad situation treating an entire world as the bad situation, including asking about the best way in or out.": "Global Crisis: Once per mystery, each of you can read a bad situation treating an entire world as the bad situation, including asking about the best way in or out.", + "Surge of Magic: Each of you holds 1 when you enter a new world. You can spend this hold to get an automatic result of 10 on a Weird move roll or to learn a useful big magic ritual known only in this world.": "Surge of Magic: Each of you holds 1 when you enter a new world. You can spend this hold to get an automatic result of 10 on a Weird move roll or to learn a useful big magic ritual known only in this world.", + "Otherworldly: You make your strangeness in other worlds work to your advantage in interpersonal situations. “I’m from another world” works as a reason for people to do as you ask when you manipulate someone.": "Otherworldly: You make your strangeness in other worlds work to your advantage in interpersonal situations. “I’m from another world” works as a reason for people to do as you ask when you manipulate someone.", + "A Multiverse of Friends: Three times per mystery, a friend you’ve made in an alternate universe can help one of you with a task as if they rolled 10+ to help out. They either manifest next to you for a moment or somehow are there in person. They can be bystanders from previous games or people from your backstories.": "A Multiverse of Friends: Three times per mystery, a friend you’ve made in an alternate universe can help one of you with a task as if they rolled 10+ to help out. They either manifest next to you for a moment or somehow are there in person. They can be bystanders from previous games or people from your backstories.", + "Determined Guardians: When one of the hunters protects a bystander, the target never takes harm: even on a miss, that bystander is totally safe. The hunter doing the protection still suffers the full effects of the roll result.": "Determined Guardians: When one of the hunters protects a bystander, the target never takes harm: even on a miss, that bystander is totally safe. The hunter doing the protection still suffers the full effects of the roll result.", + "Field Medics: When you treat an injured bystander, they are stabilised and well enough to manage until they can get proper medical attention. When you treat another hunter, pick if you heal 2-harm or stabilise them. Then they take +1 forward.": "Field Medics: When you treat an injured bystander, they are stabilised and well enough to manage until they can get proper medical attention. When you treat another hunter, pick if you heal 2-harm or stabilise them. Then they take +1 forward.", + "Checklists: Once per mystery, each hunter in need of a particular item may declare they have it. Narrate a flashback explaining why they thought to include it in their gear. If the item is especially rare, strange, or unusual (this is the Keeper’s call), then this move can’t be used again by any hunter until the next mystery.": "Checklists: Once per mystery, each hunter in need of a particular item may declare they have it. Narrate a flashback explaining why they thought to include it in their gear. If the item is especially rare, strange, or unusual (this is the Keeper’s call), then this move can’t be used again by any hunter until the next mystery.", + "Keep on Goin’: When you’re protecting bystanders from danger, any move that would prevent you from taking action due to harm, stress, or panic has its effect deferred. You can keep going for now, but once everyone is safe the full effects of what you’ve been through hit you.": "Keep on Goin’: When you’re protecting bystanders from danger, any move that would prevent you from taking action due to harm, stress, or panic has its effect deferred. You can keep going for now, but once everyone is safe the full effects of what you’ve been through hit you.", + "Shared Dangers: When you take a moment to share your worries and fears about a previous or upcoming battle with another hunter, you both choose one: heal 1-harm, or take +1 forward.": "Shared Dangers: When you take a moment to share your worries and fears about a previous or upcoming battle with another hunter, you both choose one: heal 1-harm, or take +1 forward.", + "Big Reveal: If most people around you don’t know about your secret identities, the first action you take in that scene that reveals those identities gets +1 forward. Bystanders and minions present freeze in surprise for a moment, giving you an opportunity to act before they can react.": "Big Reveal: If most people around you don’t know about your secret identities, the first action you take in that scene that reveals those identities gets +1 forward. Bystanders and minions present freeze in surprise for a moment, giving you an opportunity to act before they can react.", + "Affluent: You can get most gear easily. Specify what you need, assigning tags to the gear. If it’s a weapon, treat each harm beyond 2-harm as a separate tag; if it’s armour, treat each point of armour as a separate tag. Then roll +tags. On a miss, you get it easily. On a 7–9, you get it but raise some questions. On a 10+, either you don’t get it or you do but someone gets a clear clue about your secret identity.": "Affluent: You can get most gear easily. Specify what you need, assigning tags to the gear. If it’s a weapon, treat each harm beyond 2-harm as a separate tag; if it’s armour, treat each point of armour as a separate tag. Then roll +tags. On a miss, you get it easily. On a 7–9, you get it but raise some questions. On a 10+, either you don’t get it or you do but someone gets a clear clue about your secret identity.", + "Only When Necessary: If you manage to stop or destroy a minion without using any abilities or gear of your secret identity (including monster hunting weapons), each hunter involved marks experience. If it was a monster, mark two.": "Only When Necessary: If you manage to stop or destroy a minion without using any abilities or gear of your secret identity (including monster hunting weapons), each hunter involved marks experience. If it was a monster, mark two.", + "Shadow Selves: When one of you wants to be in two places at the same time, summon your shadow self in another place. Only one shadow self can per hunter exist at one time. The shadow self has a trait that allows others to distinguish it from you if they observe closely. Roll +Weird. On a 10+, hold 3. On a 7–9, hold 1. Spend holds to have your shadow self act as if it were you, but with –1 ongoing. When you spend the last hold, the shadow self dissolves in an obviously supernatural and unsettling way. On a miss, the shadow self appears for a moment and does something you really, really didn’t want them to do...": "Shadow Selves: When one of you wants to be in two places at the same time, summon your shadow self in another place. Only one shadow self can per hunter exist at one time. The shadow self has a trait that allows others to distinguish it from you if they observe closely. Roll +Weird. On a 10+, hold 3. On a 7–9, hold 1. Spend holds to have your shadow self act as if it were you, but with –1 ongoing. When you spend the last hold, the shadow self dissolves in an obviously supernatural and unsettling way. On a miss, the shadow self appears for a moment and does something you really, really didn’t want them to do...", + "Spending Money: If you get paid at the end of a mystery, each hunter adds 1-hold. Spend this hold in a later mystery narrate a flashback where you purchased the thing you need right now. It can be anything you could be carrying, something booked in advance (for example, a safe house or hotel room), or the use of a vehicle.": "Spending Money: If you get paid at the end of a mystery, each hunter adds 1-hold. Spend this hold in a later mystery narrate a flashback where you purchased the thing you need right now. It can be anything you could be carrying, something booked in advance (for example, a safe house or hotel room), or the use of a vehicle.", + "The B-Team: When you need to fortify a location or armour a vehicle, narrate a montage of your preparations. When you’re done, the location or vehicle provides 2-armour to all within it.": "The B-Team: When you need to fortify a location or armour a vehicle, narrate a montage of your preparations. When you’re done, the location or vehicle provides 2-armour to all within it.", + "Combat Training: When you help out another team member during combat, they may inflict +1 harm or suffer –1 harm in addition to the usual effects of your result.": "Combat Training: When you help out another team member during combat, they may inflict +1 harm or suffer –1 harm in addition to the usual effects of your result.", + "It’s Our Job: If a bystander has hired you, that counts as a reason when you manipulate them. This remains in effect in later mysteries. The Keeper may include other bystanders in the effect, if they’re part of a group you’re working for.": "It’s Our Job: If a bystander has hired you, that counts as a reason when you manipulate them. This remains in effect in later mysteries. The Keeper may include other bystanders in the effect, if they’re part of a group you’re working for.", + "The Good Ones: When you refuse to accept payment for a job, the client becomes an ally.": "The Good Ones: When you refuse to accept payment for a job, the client becomes an ally.", + "Yikes!: When a hunter is captured by a monster, minion, or phenomenon, they may ask one of the investigate a mystery or read a bad situation questions.": "Yikes!: When a hunter is captured by a monster, minion, or phenomenon, they may ask one of the investigate a mystery or read a bad situation questions.", + "Sensible Chuckle: When a hunter makes a joke (good or bad) at the expense of a monster, minion, or phenomenon, they may give another hunter on the team +1 forward.": "Sensible Chuckle: When a hunter makes a joke (good or bad) at the expense of a monster, minion, or phenomenon, they may give another hunter on the team +1 forward.", + "Earnest Do-gooders: When a hunter tells someone you are helping people and why, bystanders are more likely to do as you ask. The explanation always counts as a reason if you’re manipulating them to protect them or get them to help you.": "Earnest Do-gooders: When a hunter tells someone you are helping people and why, bystanders are more likely to do as you ask. The explanation always counts as a reason if you’re manipulating them to protect them or get them to help you.", + "Slapstick: When a hunter takes harm, they may instead have an embarrassing pratfall or accident that dodges the danger. Ignore the harm as established, and simply take 1-harm (which can’t be reduced or mitigated in any way). The hunter takes –1 forward.": "Slapstick: When a hunter takes harm, they may instead have an embarrassing pratfall or accident that dodges the danger. Ignore the harm as established, and simply take 1-harm (which can’t be reduced or mitigated in any way). The hunter takes –1 forward.", + "Disguises: When a hunter disguises themself, the disguise will not be questioned, until they do something to directly cast doubt on their appearance.": "Disguises: When a hunter disguises themself, the disguise will not be questioned, until they do something to directly cast doubt on their appearance.", + "Inventory Check: If you go looking for something that just might be in stock, roll +Weird. On a 10 or more, it’s there. On a 7–9, either you find it but there’s a cost, or you find something close enough. On a miss, you find something bad.": "Inventory Check: If you go looking for something that just might be in stock, roll +Weird. On a 10 or more, it’s there. On a 7–9, either you find it but there’s a cost, or you find something close enough. On a miss, you find something bad.", + "Corporate Database: If you use the company information systems to help investigate a mystery, take +1 hold. The Keeper tells you something disturbing you learn in addition to what you were looking for.": "Corporate Database: If you use the company information systems to help investigate a mystery, take +1 hold. The Keeper tells you something disturbing you learn in addition to what you were looking for.", + "Handbook: At the start of each mystery, each hunter may consult the employee handbook for advice. Roll a single die. On a 1, take –1 forward. On a 2, gain +1 forward to Charm. On a 3, gain +1 forward to Cool. On a 4, gain +1 forward to Sharp. On a 5, gain +1 forward to Tough. On a 6, gain +1 forward to Weird.": "Handbook: At the start of each mystery, each hunter may consult the employee handbook for advice. Roll a single die. On a 1, take –1 forward. On a 2, gain +1 forward to Charm. On a 3, gain +1 forward to Cool. On a 4, gain +1 forward to Sharp. On a 5, gain +1 forward to Tough. On a 6, gain +1 forward to Weird.", + "Uniforms: While you’re wearing your uniforms, your actions won’t be questioned unless you are indisputably out of place. For example, your burger restaurant uniforms won’t help you infiltrate a military base, and vice versa. The uniforms may also count as a reason when you try to manipulate someone.": "Uniforms: While you’re wearing your uniforms, your actions won’t be questioned unless you are indisputably out of place. For example, your burger restaurant uniforms won’t help you infiltrate a military base, and vice versa. The uniforms may also count as a reason when you try to manipulate someone.", + "Company Mascot: Take your corporate mascot as an ally. Pick one: a fellow employee with useful skills in the suit, or a supernatural being trying to keep under the radar. Decide what the mascot looks like.": "Company Mascot: Take your corporate mascot as an ally. Pick one: a fellow employee with useful skills in the suit, or a supernatural being trying to keep under the radar. Decide what the mascot looks like.", + "Earned Trust: People in your community know you, and know you mean well. They’ll generally believe what you tell them. If you ask them to do something for their own safety, they usually go along with it.": "Earned Trust: People in your community know you, and know you mean well. They’ll generally believe what you tell them. If you ask them to do something for their own safety, they usually go along with it.", + "Familiarity: When you’re checking out something in your community, you’ll always recognise right away if something has changed in an out-of-the-ordinary way. You can pick up things like a house suddenly quiet, a new tree in the park, or a stranger working at the corner store.": "Familiarity: When you’re checking out something in your community, you’ll always recognise right away if something has changed in an out-of-the-ordinary way. You can pick up things like a house suddenly quiet, a new tree in the park, or a stranger working at the corner store.", + "Domestic Wardings: You know how to protect houses from evil supernatural influences. All your homes are warded, and you may ward others too. It’s a big magic ritual requiring 24 hours, all the hunters, and a number of protective items that must be placed around the house. The wardings might be broken eventually by a concerted attack.": "Domestic Wardings: You know how to protect houses from evil supernatural influences. All your homes are warded, and you may ward others too. It’s a big magic ritual requiring 24 hours, all the hunters, and a number of protective items that must be placed around the house. The wardings might be broken eventually by a concerted attack.", + "Backyard Allies: You’ve made friends with some feral or wild animals that are smarter than normal—perhaps modern nature spirits? In any case, they can scout and spy for you, and it’s unlikely anyone will pay attention to them. They might ask you for favours too, now and then.": "Backyard Allies: You’ve made friends with some feral or wild animals that are smarter than normal—perhaps modern nature spirits? In any case, they can scout and spy for you, and it’s unlikely anyone will pay attention to them. They might ask you for favours too, now and then.", + "Craft Circle: Whenever you need a physical item as a magical requirement, you can craft a substitute together. All the hunters must take part, and you’ll need a few hours. You can replace one requirement per spell this way.": "Craft Circle: Whenever you need a physical item as a magical requirement, you can craft a substitute together. All the hunters must take part, and you’ll need a few hours. You can replace one requirement per spell this way.", + "Hit It!: If you all have your instruments ready, start playing one of your songs. Everyone and everything within earshot pauses for a moment.": "Hit It!: If you all have your instruments ready, start playing one of your songs. Everyone and everything within earshot pauses for a moment.", + "Sacred Songs of Power: You may substitute “play a mystical song” for any one use magic or big magic requirement. For use magic, one person needs to perform the song. For big magic, it must be at least two of you.": "Sacred Songs of Power: You may substitute “play a mystical song” for any one use magic or big magic requirement. For use magic, one person needs to perform the song. For big magic, it must be at least two of you.", + "Famous: You’re well known. Everywhere you go, you may call up your fans. They are a temporary ally group, type: backup (motivation: to stand with you). There will be a lot of them, but they’re just regular people—good at creating a distraction but not fighting monsters.": "Famous: You’re well known. Everywhere you go, you may call up your fans. They are a temporary ally group, type: backup (motivation: to stand with you). There will be a lot of them, but they’re just regular people—good at creating a distraction but not fighting monsters.", + "In the Groove: When you’re engaged in desperate physical action, and you describe how your move sets up another member of the band, they take +1 forward.": "In the Groove: When you’re engaged in desperate physical action, and you describe how your move sets up another member of the band, they take +1 forward.", + "Healing Vibe: Whenever the band plays a gig (no matter how big or small—there just needs to be an audience), each band member and every member of the audience either unmarks unstable or heals 1-harm.": "Healing Vibe: Whenever the band plays a gig (no matter how big or small—there just needs to be an audience), each band member and every member of the audience either unmarks unstable or heals 1-harm.", + "Something Rotten: When investigating a mystery and rolling a 7+, you can ask “How does this relate to the bad things I suspect about my organisation?” in addition to one of the usual questions.": "Something Rotten: When investigating a mystery and rolling a 7+, you can ask “How does this relate to the bad things I suspect about my organisation?” in addition to one of the usual questions.", + "Organisation’s Help: When you ask for the organisation’s help—gear, intel, or personnel—tell your superiors why you need it and roll +Charm. On a 10+, you get what you asked for. On a 7–9, you get it, but sooner or later the organisation will check up on you. On a miss, they don’t give it to you and someone in the organisation learns of your true intentions if you didn’t state them.": "Organisation’s Help: When you ask for the organisation’s help—gear, intel, or personnel—tell your superiors why you need it and roll +Charm. On a 10+, you get what you asked for. On a 7–9, you get it, but sooner or later the organisation will check up on you. On a miss, they don’t give it to you and someone in the organisation learns of your true intentions if you didn’t state them.", + "Specialized: Each of you can get +1 to a single rating (maximum +3) at the cost of –1 to a different rating (minimum –2).": "Specialized: Each of you can get +1 to a single rating (maximum +3) at the cost of –1 to a different rating (minimum –2).", + "Coordinated: Training in the organisation made you especially adept at helping each other. Your team holds 3 at the beginning at each mystery. Each of you can spend 1 to get +1 forward to help out and give the one you help +2 instead of +1 if your move is successful.": "Coordinated: Training in the organisation made you especially adept at helping each other. Your team holds 3 at the beginning at each mystery. Each of you can spend 1 to get +1 forward to help out and give the one you help +2 instead of +1 if your move is successful.", + "Power Dynamics: Add “Who’s the boss here?” and “Who doesn’t want to be a part of this?” to the list of your questions for read a bad situation and investigate a mystery.": "Power Dynamics: Add “Who’s the boss here?” and “Who doesn’t want to be a part of this?” to the list of your questions for read a bad situation and investigate a mystery.", + "Always on the Run: When you enter a new location, one of you can ask either “What’s the best way to hide here” or “What would be the best way to escape from here?” When you act on the answers, you get +1 ongoing, just as if it was a read a bad situation question.": "Always on the Run: When you enter a new location, one of you can ask either “What’s the best way to hide here” or “What would be the best way to escape from here?” When you act on the answers, you get +1 ongoing, just as if it was a read a bad situation question.", + "You Can’t Take Us: Once per mystery, each of you can treat a protect someone roll as if you rolled a 12.": "You Can’t Take Us: Once per mystery, each of you can treat a protect someone roll as if you rolled a 12.", + "Ride with the Thunder: When you race against someone having a comparable speed, you always win. When you race against someone faster or against the Wild Hunt, you can use magic to win anyway.": "Ride with the Thunder: When you race against someone having a comparable speed, you always win. When you race against someone faster or against the Wild Hunt, you can use magic to win anyway.", + "Sense of the Hunt: When a monster hunts a mortal in the area where you are (up to about 2 miles), you sense it, but without any details. You can read a bad situation to get more info on this situation, but if you fail, you get –1 ongoing to helping the hunted mortals.": "Sense of the Hunt: When a monster hunts a mortal in the area where you are (up to about 2 miles), you sense it, but without any details. You can read a bad situation to get more info on this situation, but if you fail, you get –1 ongoing to helping the hunted mortals.", + "Legend Amongst Monsters: Each of you can manipulate monsters as if you had the Dark Negotiator move. If you fail an investigate a mystery move, the monster learns it’s investigated by those who escaped the Wild Hunt.": "Legend Amongst Monsters: Each of you can manipulate monsters as if you had the Dark Negotiator move. If you fail an investigate a mystery move, the monster learns it’s investigated by those who escaped the Wild Hunt.", + "Assets": "Assets", + "Choose from these available assets. If there are two boxes, you need to mark both to earn that asset. (If you are making partial progress towards taking a two-box asset, mark the leftmost box first.)": "Choose from these available assets. If there are two boxes, you need to mark both to earn that asset. (If you are making partial progress towards taking a two-box asset, mark the leftmost box first.)", + "Mobile Base: A helicopter, aeroplane, truck, or bus with facilities and mystery investigation supplies on board.": "Mobile Base: A helicopter, aeroplane, truck, or bus with facilities and mystery investigation supplies on board.", + "Individual Transport: Each mission, a regular car, motorbike, or bicycle is assigned to every team member.": "Individual Transport: Each mission, a regular car, motorbike, or bicycle is assigned to every team member.", + "R&D Access: Your team is issued with a useful high technology experiment from R&D each mission. The Keeper decides what it is (always useful, usually with problematic side effects).": "R&D Access: Your team is issued with a useful high technology experiment from R&D each mission. The Keeper decides what it is (always useful, usually with problematic side effects).", + "Headquarters: A relatively secure space to use as a base in a Bureau regional facility. Everything you need to prepare for mysteries is here, and it’s quite secure.": "Headquarters: A relatively secure space to use as a base in a Bureau regional facility. Everything you need to prepare for mysteries is here, and it’s quite secure.", + "Sky Scanners: You have access to a scanning network that will alert you to strange events coming from space. This includes weird phenomena as well as UFOs.": "Sky Scanners: You have access to a scanning network that will alert you to strange events coming from space. This includes weird phenomena as well as UFOs.", + "Workshop: A big space for craft and repair projects, with plenty of tools and materials.": "Workshop: A big space for craft and repair projects, with plenty of tools and materials.", + "Disguise Kits: Contains costumes, makeup, and other supplies for a quick change of appearance.": "Disguise Kits: Contains costumes, makeup, and other supplies for a quick change of appearance.", + "Housing: Each member of the team is assigned a one-bedroom apartment in a generic housing project. All the apartments are exactly the same, down to scuff marks on the door.": "Housing: Each member of the team is assigned a one-bedroom apartment in a generic housing project. All the apartments are exactly the same, down to scuff marks on the door.", + "Rapid Response Pods: When any member of the team needs to get to a mission site quickly, a rapid response pod appears next to them. Enter the pod, and a short uncomfortable trip will place you where you need to be. What do the pods look like? How do they appear?": "Rapid Response Pods: When any member of the team needs to get to a mission site quickly, a rapid response pod appears next to them. Enter the pod, and a short uncomfortable trip will place you where you need to be. What do the pods look like? How do they appear?", + "Custom:": "Custom:", + "Individual Transport: A regular car, motorbike, or bicycle for every team member.": "Individual Transport: A regular car, motorbike, or bicycle for every team member.", + "Mobile Base: A truck or bus with bunks and mystery investigation supplies on board.": "Mobile Base: A truck or bus with bunks and mystery investigation supplies on board.", + "Credentials: Real, or as-good-as-real, identification that gets you access to law enforcement and other official contacts.": "Credentials: Real, or as-good-as-real, identification that gets you access to law enforcement and other official contacts.", + "Lair: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen.": "Lair: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen.", + "Hunter Roadhouses: A network of bars, diners, and motels where you can safely meet other monster hunters. Many are run by retired hunters.": "Hunter Roadhouses: A network of bars, diners, and motels where you can safely meet other monster hunters. Many are run by retired hunters.", + "Tool Kit: One or two of your vehicles carry tool kits. You have most tools you’ll need to repair or build something.": "Tool Kit: One or two of your vehicles carry tool kits. You have most tools you’ll need to repair or build something.", + "Mystical Ingredients Cabinet: A box with a wide range of frequently useful supplies for magic rituals.": "Mystical Ingredients Cabinet: A box with a wide range of frequently useful supplies for magic rituals.", + "Slush Fund: The team has access to a bank account that can pay for their day to day needs while monster hunting, and stretches to a big purchase every now and then. Where did it come from?": "Slush Fund: The team has access to a bank account that can pay for their day to day needs while monster hunting, and stretches to a big purchase every now and then. Where did it come from?", + "Armoury: One of your cars has a well-stocked weapons chest. Each mystery, every hunter may take one extra regular weapon. Also once per mystery, one hunter may ask the Keeper if the armoury has a particular special weapon: if yes, you can take it; if no, take +1 forward.": "Armoury: One of your cars has a well-stocked weapons chest. Each mystery, every hunter may take one extra regular weapon. Also once per mystery, one hunter may ask the Keeper if the armoury has a particular special weapon: if yes, you can take it; if no, take +1 forward.", + "Field Medics: You have enough supplies and training to treat one hunter per night as if they’d had a proper doctor or trip to the emergency room.": "Field Medics: You have enough supplies and training to treat one hunter per night as if they’d had a proper doctor or trip to the emergency room.", + "The Prophecies: A guidebook of all the visions about the Chosen One, to help you navigate your destiny (they’re pretty hard to decipher).": "The Prophecies: A guidebook of all the visions about the Chosen One, to help you navigate your destiny (they’re pretty hard to decipher).", + "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen.": "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen.", + "Mystical Workroom: A space set aside for magical operations. It can stand in for one requirement of a use magic or big magic move.": "Mystical Workroom: A space set aside for magical operations. It can stand in for one requirement of a use magic or big magic move.", + "Innocent Front: You have access to a regular business or institution. This means that your monster hunting hijinks can be concealed to an extent from your friends, family, and colleagues. For example: a cafe, a library, an antique store, etc.": "Innocent Front: You have access to a regular business or institution. This means that your monster hunting hijinks can be concealed to an extent from your friends, family, and colleagues. For example: a cafe, a library, an antique store, etc.", + "Regular Jobs: You have access to a place of employment for any of the hunters who need it. You earn enough to cover regular day-to-day expenses, and there’s time to fit in monster hunting around your hours.": "Regular Jobs: You have access to a place of employment for any of the hunters who need it. You earn enough to cover regular day-to-day expenses, and there’s time to fit in monster hunting around your hours.", + "Cameras and Recording Gear: You have a big collection of cameras and other recording devices that you can use during your investigations.": "Cameras and Recording Gear: You have a big collection of cameras and other recording devices that you can use during your investigations.", + "Primaeval Monument: An ancient site marking where access between worlds is easiest.": "Primaeval Monument: An ancient site marking where access between worlds is easiest.", + "Portal: A stable portal to either a particular world, or a between-worlds nexus. It is hidden, but any entity that finds either side may use it just like you can. Where is it hidden?": "Portal: A stable portal to either a particular world, or a between-worlds nexus. It is hidden, but any entity that finds either side may use it just like you can. Where is it hidden?", + "Exploration Gear: You’re never sure what you may find in another world. Your group has a storeroom full of all kinds of exploring and outdoor gear and clothing to use.": "Exploration Gear: You’re never sure what you may find in another world. Your group has a storeroom full of all kinds of exploring and outdoor gear and clothing to use.", + "Skywarden: A high tech transport aircraft that has all your essential gear on board and acts as your base on mission assignments. If you have the rapid deployment move, the Skywarden is upgraded with supersonic engines.": "Skywarden: A high tech transport aircraft that has all your essential gear on board and acts as your base on mission assignments. If you have the rapid deployment move, the Skywarden is upgraded with supersonic engines.", + "Individual Transport: Electric motorbikes for every team member.": "Individual Transport: Electric motorbikes for every team member.", + "Search and Rescue Gear: A selection of useful tools for locating and rescuing people in disaster zones.": "Search and Rescue Gear: A selection of useful tools for locating and rescuing people in disaster zones.", + "Headquarters: A relatively secure space allocated to you in IMPS headquarters. There’s room for all your gear, and includes full living quarters.": "Headquarters: A relatively secure space allocated to you in IMPS headquarters. There’s room for all your gear, and includes full living quarters.", + "Workshop: A big space for craft and repair projects, with plenty of technicians, tools, and materials.": "Workshop: A big space for craft and repair projects, with plenty of technicians, tools, and materials.", + "Medical Supplies: Everyone carries a first aid kit, and you have enough for a fully equipped infirmary back at your base or homes.": "Medical Supplies: Everyone carries a first aid kit, and you have enough for a fully equipped infirmary back at your base or homes.", + "Fancy High Tech Uniforms: Complete with built-in gadgets.": "Fancy High Tech Uniforms: Complete with built-in gadgets.", + "Housing: A pleasant house for each team member and their family, provided by IMPS for when you’re off-duty. This may be anywhere in the world.": "Housing: A pleasant house for each team member and their family, provided by IMPS for when you’re off-duty. This may be anywhere in the world.", + "World-jumping Base: A small vehicle or building with bunks and mystery investigation supplies on board.": "World-jumping Base: A small vehicle or building with bunks and mystery investigation supplies on board.", + "Translator: A high tech or arcane universal translator.": "Translator: A high tech or arcane universal translator.", + "Stealth Module: A device automatically changing the looks of your gear and vehicles to match the world you’re in.": "Stealth Module: A device automatically changing the looks of your gear and vehicles to match the world you’re in.", + "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen. Can’t travel between worlds, but you know a big magic ritual to come back here from any world. Invent details with the Keeper.": "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen. Can’t travel between worlds, but you know a big magic ritual to come back here from any world. Invent details with the Keeper.", + "Clothes: Clothes for any weather, including extreme ones.": "Clothes: Clothes for any weather, including extreme ones.", + "Published Book Series: A successful book series written by some or all of you based on your visits to other worlds.": "Published Book Series: A successful book series written by some or all of you based on your visits to other worlds.", + "Crystal Ball: A crystal ball always showing the most breathtaking sight in the area you’re in.": "Crystal Ball: A crystal ball always showing the most breathtaking sight in the area you’re in.", + "Mystical workroom: A space set aside for magical operations. It can stand in for one requirement of a use magic or big magic move.": "Mystical workroom: A space set aside for magical operations. It can stand in for one requirement of a use magic or big magic move.", + "Survival Gear: You’re all well-prepped with supplies for a disaster or emergency situation. Protective gear, tools, food and water, etc.": "Survival Gear: You’re all well-prepped with supplies for a disaster or emergency situation. Protective gear, tools, food and water, etc.", + "Hideouts: Each hunter has a hidden, safe place set up where they can retreat in an emergency. This could be an isolated cabin or bunker, a safe house, or a panic room (whichever makes sense for your hunter).": "Hideouts: Each hunter has a hidden, safe place set up where they can retreat in an emergency. This could be an isolated cabin or bunker, a safe house, or a panic room (whichever makes sense for your hunter).", + "Mobile Hideaway: A truck with bunks and mystery investigation supplies on board.": "Mobile Hideaway: A truck with bunks and mystery investigation supplies on board.", + "Individual Transport: A fancy car or motorbike for every team member.": "Individual Transport: A fancy car or motorbike for every team member.", + "Getaway: A place where you rest from everything, with no monster hunting gear but extremely difficult to find by mundane and magical means.": "Getaway: A place where you rest from everything, with no monster hunting gear but extremely difficult to find by mundane and magical means.", + "Headquarters: A base people from neither your public nor your secret life will find easily. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen.": "Headquarters: A base people from neither your public nor your secret life will find easily. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen.", + "Memorabilia: A collection of important memorabilia connected to the city’s past and two big magic rituals that need only them and up to two other requirements. Determine what the rituals do as a group.": "Memorabilia: A collection of important memorabilia connected to the city’s past and two big magic rituals that need only them and up to two other requirements. Determine what the rituals do as a group.", + "Secure Phones: A set of phones with advanced voice distortion and location concealment options. Tracking a call from these requires days of work.": "Secure Phones: A set of phones with advanced voice distortion and location concealment options. Tracking a call from these requires days of work.", + "Funds: Lots of money on bank accounts connected to untraceable credit cards.": "Funds: Lots of money on bank accounts connected to untraceable credit cards.", + "Mobile Base: A van, truck, or bus with bunks and mystery investigation supplies on board.": "Mobile Base: A van, truck, or bus with bunks and mystery investigation supplies on board.", + "The Grapevine: A network of contacts who pass on job leads.": "The Grapevine: A network of contacts who pass on job leads.", + "Secure Homes: Located somewhere you have a special relationship, you all have houses and bank accounts that provide a base when you’re off the job.": "Secure Homes: Located somewhere you have a special relationship, you all have houses and bank accounts that provide a base when you’re off the job.", + "Credentials: Monster hunting licenses and visa waivers that allow you to do your job and travel legitimately.": "Credentials: Monster hunting licenses and visa waivers that allow you to do your job and travel legitimately.", + "High Tech Gadgets: A supply of various monster scanners and detectors.": "High Tech Gadgets: A supply of various monster scanners and detectors.", + "Armoury: A cache of monster hunting weapons.": "Armoury: A cache of monster hunting weapons.", + "Mystery Van: A van with all your mystery investigation supplies on board.": "Mystery Van: A van with all your mystery investigation supplies on board.", + "Individual Transport: A skateboard, scooter, pair of skates, or bicycle for every team member.": "Individual Transport: A skateboard, scooter, pair of skates, or bicycle for every team member.", + "Gadgets: Paranormal investigation gadgets.": "Gadgets: Paranormal investigation gadgets.", + "Clubhouse: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and make a snack.": "Clubhouse: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and make a snack.", + "Mystical Workroom: a space set aside for magical operations. It can stand in for one requirement of a use magic or big magic move.": "Mystical Workroom: a space set aside for magical operations. It can stand in for one requirement of a use magic or big magic move.", + "Disguises: A trunk full of disguises.": "Disguises: A trunk full of disguises.", + "Library: Library of useful reference books.": "Library: Library of useful reference books.", + "IDs: Official junior deputy Suburban Watch Group volunteer badges.": "IDs: Official junior deputy Suburban Watch Group volunteer badges.", + "Backrooms: You’ve set out a relatively secure space in the back rooms. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen. It’s currently listed as “unused: permanent” so you should be left alone in there.": "Backrooms: You’ve set out a relatively secure space in the back rooms. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen. It’s currently listed as “unused: permanent” so you should be left alone in there.", + "Steam Tunnels: Accessed from your workplace, these allow you to get in and out without being seen. They also connect to the wider city infrastructure.": "Steam Tunnels: Accessed from your workplace, these allow you to get in and out without being seen. They also connect to the wider city infrastructure.", + "Security Access: You can look at the security camera feeds and records. These cover the entire store floor, secure areas, and the outside of the building.": "Security Access: You can look at the security camera feeds and records. These cover the entire store floor, secure areas, and the outside of the building.", + "Ritual Space: A space set aside for magical operations. It can stand in for one requirement of a use magic or big magic move. Decide where in the workplace it is located.": "Ritual Space: A space set aside for magical operations. It can stand in for one requirement of a use magic or big magic move. Decide where in the workplace it is located.", + "The Occult Section: Your workplace has a stock of mystical supplies. Sometimes you can find specific monster hunting supplies or ritual requirements there.": "The Occult Section: Your workplace has a stock of mystical supplies. Sometimes you can find specific monster hunting supplies or ritual requirements there.", + "Warding Glyphs: Mystical enchantments on the workplace prevent hostile magic targeting it from the outside, and alert all team members if a supernatural being enters.": "Warding Glyphs: Mystical enchantments on the workplace prevent hostile magic targeting it from the outside, and alert all team members if a supernatural being enters.", + "Lost Property & Returns: You can find all sorts of stuff in here, some of it useful.": "Lost Property & Returns: You can find all sorts of stuff in here, some of it useful.", + "Oracle Stone: A mystical scrying gem. At the beginning of each mystery, you may consult it—ask any question. The Keeper will answer with something true and useful, but they may make the answer difficult to understand.": "Oracle Stone: A mystical scrying gem. At the beginning of each mystery, you may consult it—ask any question. The Keeper will answer with something true and useful, but they may make the answer difficult to understand.", + "SWG Radio Network: a set of devices that allow you to easily talk to the rest of the SWG (as well as the base stations at your homes/the SWG headquarters).": "SWG Radio Network: a set of devices that allow you to easily talk to the rest of the SWG (as well as the base stations at your homes/the SWG headquarters).", + "Sacred Site: A place outdoors that has a reservoir of magical power. The Keeper always considers this site when a magical ritual requires a particular place.": "Sacred Site: A place outdoors that has a reservoir of magical power. The Keeper always considers this site when a magical ritual requires a particular place.", + "Infirmary: You have access to a doctor’s surgery or other suitable first aid office. You may use it for regular treatment of injuries, no questions asked.": "Infirmary: You have access to a doctor’s surgery or other suitable first aid office. You may use it for regular treatment of injuries, no questions asked.", + "Tour Bus: A truck or bus with bunks, your gear, and mystery investigation supplies on board.": "Tour Bus: A truck or bus with bunks, your gear, and mystery investigation supplies on board.", + "Individual Transport: A fancy car, motorbike, or bicycle for every team member.": "Individual Transport: A fancy car, motorbike, or bicycle for every team member.", + "Home Venue: You have a regular booking at a venue, and get on well with the owners. You’re always welcome there, and can be sure to find fans or friends there whenever its open.": "Home Venue: You have a regular booking at a venue, and get on well with the owners. You’re always welcome there, and can be sure to find fans or friends there whenever its open.", + "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep, practice, and cook.": "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep, practice, and cook.", + "Private Jet: You have a more-or-less fancy private jet (and crew) at your disposal.": "Private Jet: You have a more-or-less fancy private jet (and crew) at your disposal.", + "Studio: You have your own recording studio and record label. It’s either a big house in the country or big slice of a building in the city. It’s equipped with gear and staff. This is a good place for any other location-based assets to live.": "Studio: You have your own recording studio and record label. It’s either a big house in the country or big slice of a building in the city. It’s equipped with gear and staff. This is a good place for any other location-based assets to live.", + "Cameras and Recording Gear: You have a big collection of cameras and other recording devices that you can use during your investigations. Your crew also includes people who can operate them for you.": "Cameras and Recording Gear: You have a big collection of cameras and other recording devices that you can use during your investigations. Your crew also includes people who can operate them for you.", + "Office Space: Private offices in the organisation’s headquarters.": "Office Space: Private offices in the organisation’s headquarters.", + "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen. The organisation knows about it but has no direct influence over it.": "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen. The organisation knows about it but has no direct influence over it.", + "Fake IDs: Fake government IDs.": "Fake IDs: Fake government IDs.", + "More Fake IDs: Fake organisation IDs for other members or different jobs.": "More Fake IDs: Fake organisation IDs for other members or different jobs.", + "Cameras and Recording Gear: Miniature cameras and recording devices.": "Cameras and Recording Gear: Miniature cameras and recording devices.", + "Fae Horses: One for every team member. They fly, but if people start gossiping about flying horses, the Wild Hunt will surely hear of this.": "Fae Horses: One for every team member. They fly, but if people start gossiping about flying horses, the Wild Hunt will surely hear of this.", + "Map: A map of the Wild Hunt’s activities.": "Map: A map of the Wild Hunt’s activities.", + "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen. The Wild Hunt won’t learn about this base unless you stay there for a very long time.": "Headquarters: A relatively secure space to use as a base. There’s room for all your monster hunting gear and books, maybe even space to sleep and a kitchen. The Wild Hunt won’t learn about this base unless you stay there for a very long time.", + "Disguises: A set of disguises.": "Disguises: A set of disguises.", + "Diversions: A box of smoke bombs and other distractions (0-harm close obscure vision).": "Diversions: A box of smoke bombs and other distractions (0-harm close obscure vision).", + "Fae Cosmetics and Makeup: Better than anything humans can produce.": "Fae Cosmetics and Makeup: Better than anything humans can produce.", + "Improvement": "Improvement", + "At the end of each session, answer your Style question (below). If yes, gain one improvement mark. If yes and it came up a lot, gain two improvement marks.": "At the end of each session, answer your Style question (below). If yes, gain one improvement mark. If yes and it came up a lot, gain two improvement marks.", + "When you fill in the improvement box, clear the improvement track and choose one of these:": "When you fill in the improvement box, clear the improvement track and choose one of these:", + "Gain a new team move.": "Gain a new team move.", + "Gain a new team ally.": "Gain a new team ally.", + "Gain two new asset selections.": "Gain two new asset selections.", + "Make the next mystery about your team enemy, giving you a chance to interfere in their plans.": "Make the next mystery about your team enemy, giving you a chance to interfere in their plans.", + "Make the next mystery about the organisation or its bad apples, giving you a chance to interfere in their plans.": "Make the next mystery about the organisation or its bad apples, giving you a chance to interfere in their plans.", + "Make the next mystery about the Wild Hunt, giving you a chance to weaken or confuse them.": "Make the next mystery about the Wild Hunt, giving you a chance to weaken or confuse them.", + "Style": "Style", + "Pick one of these styles (and the associated improvement question):": "Pick one of these styles (and the associated improvement question):", + "Hush: At the end of each session, ask: “Did we suppress knowledge of monsters and the supernatural?”": "Hush: At the end of each session, ask: “Did we suppress knowledge of monsters and the supernatural?”", + "The Greater Good: At the end of each session, ask: “Did we protect civilian lives?”": "The Greater Good: At the end of each session, ask: “Did we protect civilian lives?”", + "By Any Means Necessary: At the end of each session, ask: “Did we stop the problem, regardless of the cost?”": "By Any Means Necessary: At the end of each session, ask: “Did we stop the problem, regardless of the cost?”", + "Custom: What’s your story?": "Custom: What’s your story?", + "At the end of each session, ask:": "At the end of each session, ask:", + "Family: You’re all family, or as good as. At the end of each session, ask: “Did we talk about—or pointedly not talk about—something that was troubling a team member?”": "Family: You’re all family, or as good as. At the end of each session, ask: “Did we talk about—or pointedly not talk about—something that was troubling a team member?”", + "Vocation: Someone has to do it, and you happened to be able. At the end of each session, ask: “Did we save the people we went there to protect?”": "Vocation: Someone has to do it, and you happened to be able. At the end of each session, ask: “Did we save the people we went there to protect?”", + "Excitement: Monster hunting sure is a new thrill every time. At the end of each session, ask: “Did we take extremely dangerous risks?”": "Excitement: Monster hunting sure is a new thrill every time. At the end of each session, ask: “Did we take extremely dangerous risks?”", + "First among Equals: Sure, one of us is chosen by destiny, but we all play our part. At the end of each session, ask: “Did we all contribute in our own way to solve the mystery?”": "First among Equals: Sure, one of us is chosen by destiny, but we all play our part. At the end of each session, ask: “Did we all contribute in our own way to solve the mystery?”", + "Sworn Guardians: The rest of us made a solemn oath to help the Chosen One. At the end of each session, ask: “Did we save the Chosen One from serious harm?”": "Sworn Guardians: The rest of us made a solemn oath to help the Chosen One. At the end of each session, ask: “Did we save the Chosen One from serious harm?”", + "Fate’s Rebels: Screw destiny! At the end of each session, ask: “Did we fight against fate and prophecies, no matter the cost?”": "Fate’s Rebels: Screw destiny! At the end of each session, ask: “Did we fight against fate and prophecies, no matter the cost?”", + "Ancient Oath: You are the holders of an ancient obligation to guard the world’s border. Decide what the oath requires of you. At the end of each session, ask: “Did we hold to our oath?”": "Ancient Oath: You are the holders of an ancient obligation to guard the world’s border. Decide what the oath requires of you. At the end of each session, ask: “Did we hold to our oath?”", + "The oath:": "The oath:", + "Wrong Place, Wrong Time: You were there to stop the first incursion, and now feel obliged to prevent anything else coming through. At the end of each session, ask: “Did we protect the world from what lies beyond?”": "Wrong Place, Wrong Time: You were there to stop the first incursion, and now feel obliged to prevent anything else coming through. At the end of each session, ask: “Did we protect the world from what lies beyond?”", + "Born & Raised: You all grew up, or settled, here. Dimensional incursions are a part of life, even if a lot of people don’t like to admit it. At the end of each session, ask: “Did we look after our normal relationships with friends and families?”": "Born & Raised: You all grew up, or settled, here. Dimensional incursions are a part of life, even if a lot of people don’t like to admit it. At the end of each session, ask: “Did we look after our normal relationships with friends and families?”", + "Hush: At the end of each session, ask: “Did we save the day without making the news or creating a ruckus?”": "Hush: At the end of each session, ask: “Did we save the day without making the news or creating a ruckus?”", + "Rescuers: At the end of each session, ask: “Did we save people from harm, no matter how much property damage?”": "Rescuers: At the end of each session, ask: “Did we save people from harm, no matter how much property damage?”", + "Superstars: At the end of each session, ask: “Did our reputation as elite monster hunters come up during the mystery?”": "Superstars: At the end of each session, ask: “Did our reputation as elite monster hunters come up during the mystery?”", + "Well-prepared: You keep track of worlds that might need monster hunting help and have procedures for reaching and helping them. At the end of each session, ask: “Did things go according to our plans?”": "Well-prepared: You keep track of worlds that might need monster hunting help and have procedures for reaching and helping them. At the end of each session, ask: “Did things go according to our plans?”", + "Led by Fate: The universe wants you to help where you’re needed most. At the end of each session, ask: “Do we understand our place in the multiverse better now?”": "Led by Fate: The universe wants you to help where you’re needed most. At the end of each session, ask: “Do we understand our place in the multiverse better now?”", + "Accidental Heroes: You always end up where you’re needed because of magical mishaps and weird coincidences. At the end of each session, ask: “Did we make use of a coincidence or unexpected resource?”": "Accidental Heroes: You always end up where you’re needed because of magical mishaps and weird coincidences. At the end of each session, ask: “Did we make use of a coincidence or unexpected resource?”", + "We’re Prepared for Next Time: At the end of each session, ask: “Did our planning ahead save the day?”": "We’re Prepared for Next Time: At the end of each session, ask: “Did our planning ahead save the day?”", + "Fatalists: One day our times will come. Until then we fight. At the end of each session, ask: “Did we throw ourselves into danger to save the day?”": "Fatalists: One day our times will come. Until then we fight. At the end of each session, ask: “Did we throw ourselves into danger to save the day?”", + "Wardens: We won’t let what happened to us happen to anyone else. At the end of each session, ask: “Did we save people, no matter the cost?”": "Wardens: We won’t let what happened to us happen to anyone else. At the end of each session, ask: “Did we save people, no matter the cost?”", + "Greater Good: You find your secret monster hunting lives more important than your mundane social roles. At the end of each session, ask: “Did we choose the more important obligation?”": "Greater Good: You find your secret monster hunting lives more important than your mundane social roles. At the end of each session, ask: “Did we choose the more important obligation?”", + "The Only Ones: You’re the only ones capable enough to protect those around you from supernatural threats. At the end of each session, ask: “Did we do something nobody else in our society could do?”": "The Only Ones: You’re the only ones capable enough to protect those around you from supernatural threats. At the end of each session, ask: “Did we do something nobody else in our society could do?”", + "An Ancient Tradition: You’ve inherited your double role from family or mentors. At the end of each session, ask: “Have we done something that would make our predecessors proud?”": "An Ancient Tradition: You’ve inherited your double role from family or mentors. At the end of each session, ask: “Have we done something that would make our predecessors proud?”", + "Secret Mission: You are all devoted to a particular goal, using “mercenary monster hunter team” as your cover. What’s your objective? At the end of each session, ask: “Did we get closer to our goal?” If you achieve the objective, choose a new one or change to a new style. Your objective:": "Secret Mission: You are all devoted to a particular goal, using “mercenary monster hunter team” as your cover. What’s your objective? At the end of each session, ask: “Did we get closer to our goal?” If you achieve the objective, choose a new one or change to a new style. Your objective:", + "Goal-Oriented: At the end of each session, ask: “Did we fulfil the exact mission requested, without extra work?”": "Goal-Oriented: At the end of each session, ask: “Did we fulfil the exact mission requested, without extra work?”", + "Hearts of Gold: At the end of each session, ask: “Did we refuse to accept money from someone we saved?”": "Hearts of Gold: At the end of each session, ask: “Did we refuse to accept money from someone we saved?”", + "Wholesome: At the end of each session, ask: “Did we succeed by believing in each other and using our individual strengths?”": "Wholesome: At the end of each session, ask: “Did we succeed by believing in each other and using our individual strengths?”", + "Comical: At the end of each session, ask: “Did we do something really funny?”": "Comical: At the end of each session, ask: “Did we do something really funny?”", + "Cool: At the end of each session, ask: “Did we save the day, with style?”": "Cool: At the end of each session, ask: “Did we save the day, with style?”", + "Big Store: At the end of each session, ask: “Did we deal with any supernatural problems without management noticing?”": "Big Store: At the end of each session, ask: “Did we deal with any supernatural problems without management noticing?”", + "Security Team: At the end of each session, ask: “Did we keep people safe?”": "Security Team: At the end of each session, ask: “Did we keep people safe?”", + "Emergency Response: At the end of each session, ask: “Did we solve anyone’s problems?”": "Emergency Response: At the end of each session, ask: “Did we solve anyone’s problems?”", + "Thrown in the Deep End: You started out knowing nothing about the supernatural, and you’re still catching up. At the end of each session, ask: “Did we learn something new about the supernatural world?”": "Thrown in the Deep End: You started out knowing nothing about the supernatural, and you’re still catching up. At the end of each session, ask: “Did we learn something new about the supernatural world?”", + "Protectors: It’s all about looking after people. At the end of each session, ask: “Did we prevent harm in our community?”": "Protectors: It’s all about looking after people. At the end of each session, ask: “Did we prevent harm in our community?”", + "Cosy Coven: You were never strangers to the supernatural, but nobody else suspects it. At the end of each session, ask: “Did we help with our supernatural powers, undetected?”": "Cosy Coven: You were never strangers to the supernatural, but nobody else suspects it. At the end of each session, ask: “Did we help with our supernatural powers, undetected?”", + "Rock: At the end of each session, ask: “Did we lay the smackdown on some evildoers?”": "Rock: At the end of each session, ask: “Did we lay the smackdown on some evildoers?”", + "Punk: At the end of each session, ask: “Did we fight for the downtrodden?”": "Punk: At the end of each session, ask: “Did we fight for the downtrodden?”", + "Pop: At the end of each session, ask: “Did we look awesome?”": "Pop: At the end of each session, ask: “Did we look awesome?”", + "Metal: At the end of each session, ask: “Did we battle gloriously?”": "Metal: At the end of each session, ask: “Did we battle gloriously?”", + "Hip-hop: At the end of each session, ask: “Did we improve things for the local community?”": "Hip-hop: At the end of each session, ask: “Did we improve things for the local community?”", + "Folk: At the end of each session, ask: “Did we learn about local history and folklore?”": "Folk: At the end of each session, ask: “Did we learn about local history and folklore?”", + "Country: At the end of each session, ask: “Will that make a great story, later?”": "Country: At the end of each session, ask: “Will that make a great story, later?”", + "Inquisition: You believe your organisation isn’t rotten to the core, it just has a few rotten apples. At the end of each session, ask: “Is the organisation better now?”": "Inquisition: You believe your organisation isn’t rotten to the core, it just has a few rotten apples. At the end of each session, ask: “Is the organisation better now?”", + "Redemption: You were once part of the organisation’s shady dealings but are disgusted by them now. At the end of each session, ask: “Did we repay part of the harm we caused as organisation members?”": "Redemption: You were once part of the organisation’s shady dealings but are disgusted by them now. At the end of each session, ask: “Did we repay part of the harm we caused as organisation members?”", + "Revolt: You’ve recently understood the organisation is rotten to the core and should be terminated. At the end of each session, ask: “Are we closer to destroying the organisation?”": "Revolt: You’ve recently understood the organisation is rotten to the core and should be terminated. At the end of each session, ask: “Are we closer to destroying the organisation?”", + "Vengeance: You want to become strong enough to destroy the Wild Hunt one day. At the end of each session, ask: “Did what we do bring us closer to destroying the Wild Hunt?”": "Vengeance: You want to become strong enough to destroy the Wild Hunt one day. At the end of each session, ask: “Did what we do bring us closer to destroying the Wild Hunt?”", + "Compassion: You don’t want others to suffer as you did. At the end of each session, ask: “Did we risk our freedom to protect someone else’s’?”": "Compassion: You don’t want others to suffer as you did. At the end of each session, ask: “Did we risk our freedom to protect someone else’s’?”", + "Homelessness: You want to have normal lives one day. At the end of each session, ask: “Did we put some effort into making our lives more normal?”": "Homelessness: You want to have normal lives one day. At the end of each session, ask: “Did we put some effort into making our lives more normal?”", + "Enemies": "Enemies", + "Pick an enemy for your team:": "Pick an enemy for your team:", + "General Grox, alien warlord.": "General Grox, alien warlord.", + "The werewolf conspiracy.": "The werewolf conspiracy.", + "The Order of the Silvery Stars, who worship some very bad alien god-things.": "The Order of the Silvery Stars, who worship some very bad alien god-things.", + "The Old Gods, who want to return and rule the world again.": "The Old Gods, who want to return and rule the world again.", + "A rival Bureau with dubious methods and goals.": "A rival Bureau with dubious methods and goals.", + "Halphas, a demon who has it in for you.": "Halphas, a demon who has it in for you.", + "All the vampires.": "All the vampires.", + "Dr Crepuscule, who steals unnatural power from captured monsters.": "Dr Crepuscule, who steals unnatural power from captured monsters.", + "The King in Yellow, a god/force of corruption, decadence, and disease.": "The King in Yellow, a god/force of corruption, decadence, and disease.", + "A cabal of ghosts trying to secure the secret of returning to life.": "A cabal of ghosts trying to secure the secret of returning to life.", + "Alpha, an immortal werewolf.": "Alpha, an immortal werewolf.", + "Seth Vail, a billionaire who wants to harness the power of monsters, starting with immortality for himself.": "Seth Vail, a billionaire who wants to harness the power of monsters, starting with immortality for himself.", + "The Father of Monsters, the cosmic entity who is the source of evil in the world.": "The Father of Monsters, the cosmic entity who is the source of evil in the world.", + "The Grey Priests, a conspiracy to bring about the end of the world and birth of a new one.": "The Grey Priests, a conspiracy to bring about the end of the world and birth of a new one.", + "Lord Grash, warlord of a monster dimension.": "Lord Grash, warlord of a monster dimension.", + "All the demons.": "All the demons.", + "The Anointed Hierophant, an occult sect leader who wants to break the walls between worlds.": "The Anointed Hierophant, an occult sect leader who wants to break the walls between worlds.", + "Chaos, a cosmic entity of disorder.": "Chaos, a cosmic entity of disorder.", + "TransWorldCorp, a business hoping to profit from other worlds via their rift machine, no matter the damage they do along the way.": "TransWorldCorp, a business hoping to profit from other worlds via their rift machine, no matter the damage they do along the way.", + "Apollyon, a demon king who wants to rule the Earth.": "Apollyon, a demon king who wants to rule the Earth.", + "Incursions of HEDEs (Hostile Extra-Dimensional Entities).": "Incursions of HEDEs (Hostile Extra-Dimensional Entities).", + "Masanori, a selfish tycoon chasing personal immortality.": "Masanori, a selfish tycoon chasing personal immortality.", + "A rival IMPS team, who always want to make it look like they saved the day and you screwed up.": "A rival IMPS team, who always want to make it look like they saved the day and you screwed up.", + "A chaos cult who want to break down the structures of the modern world, so they can rule it with their magical powers.": "A chaos cult who want to break down the structures of the modern world, so they can rule it with their magical powers.", + "Dr Weltschmerz, a bitter and angry scientist who wants all worlds to suffer.": "Dr Weltschmerz, a bitter and angry scientist who wants all worlds to suffer.", + "Jauna, a merchant from Monster Marches who deals in interdimensional slave trade.": "Jauna, a merchant from Monster Marches who deals in interdimensional slave trade.", + "Separator, an automaton guarding borders between the worlds.": "Separator, an automaton guarding borders between the worlds.", + "Iron Crusade, an invading force from a futuristic world.": "Iron Crusade, an invading force from a futuristic world.", + "Your own evil versions from a mirrored universe.": "Your own evil versions from a mirrored universe.", + "The Black Knight, a faerie lord.": "The Black Knight, a faerie lord.", + "A necromancer, with a plan to rule the world.": "A necromancer, with a plan to rule the world.", + "Metaphysical Exploitation Holdings (MEH), a corporation that profits from ill-advised experimentation and exploitation of the supernatural.": "Metaphysical Exploitation Holdings (MEH), a corporation that profits from ill-advised experimentation and exploitation of the supernatural.", + "A conspiracy of chaos cultists.": "A conspiracy of chaos cultists.", + "Allmine, a greedy and capricious demon of desire.": "Allmine, a greedy and capricious demon of desire.", + "All the evil doppelgangers.": "All the evil doppelgangers.", + "Professor Trundil, an occult scientist trying to steal your powers and magic.": "Professor Trundil, an occult scientist trying to steal your powers and magic.", + "Great Waghru, a primordial entity slumbering beneath the city, now stirring.": "Great Waghru, a primordial entity slumbering beneath the city, now stirring.", + "Brave New World, an undercover company trying to replace humans in your city with robots.": "Brave New World, an undercover company trying to replace humans in your city with robots.", + "Pethas, a dragon.": "Pethas, a dragon.", + "All the werewolves.": "All the werewolves.", + "Ozahr, an immortal and megalomaniac wizard.": "Ozahr, an immortal and megalomaniac wizard.", + "The Fates.": "The Fates.", + "A conspiracy of political leaders secretly creating a global dictatorship.": "A conspiracy of political leaders secretly creating a global dictatorship.", + "Bradshaw, an evil property developer.": "Bradshaw, an evil property developer.", + "The Ghost King.": "The Ghost King.", + "Dracula.": "Dracula.", + "Cryptids generally.": "Cryptids generally.", + "A conspiracy of wizards who want to take over the world.": "A conspiracy of wizards who want to take over the world.", + "Your manager.": "Your manager.", + "The Queen of the Bug Monsters.": "The Queen of the Bug Monsters.", + "The Monarch of Waste, a cosmic entity of disorder and ruin.": "The Monarch of Waste, a cosmic entity of disorder and ruin.", + "A conspiracy within the company, using the workplace for a sinister occult plan.": "A conspiracy within the company, using the workplace for a sinister occult plan.", + "The thing in the basement. You don’t know what it is, but it’s evil.": "The thing in the basement. You don’t know what it is, but it’s evil.", + "The Pale Man, the powerful and malevolent ghost of a mass murderer who lived here a long time ago.": "The Pale Man, the powerful and malevolent ghost of a mass murderer who lived here a long time ago.", + "All the ghouls. A big cemetery nearby attracts their attention.": "All the ghouls. A big cemetery nearby attracts their attention.", + "Bradshaw, a property developer who wants to rebuild the city—by any means necessary.": "Bradshaw, a property developer who wants to rebuild the city—by any means necessary.", + "Discord, goddess of chaos and disorder.": "Discord, goddess of chaos and disorder.", + "A conspiracy of vampires trying to take over your community.": "A conspiracy of vampires trying to take over your community.", + "White Travellers, ghosts that feed on natural, joyous emotions of people and leave people content with a humdrum life.": "White Travellers, ghosts that feed on natural, joyous emotions of people and leave people content with a humdrum life.", + "Ancient Purity, an occultist/fascist death metal band. They would be your enemies even without their abuse of mystical powers.": "Ancient Purity, an occultist/fascist death metal band. They would be your enemies even without their abuse of mystical powers.", + "The Man, a new god of authority, order, and following the rules.": "The Man, a new god of authority, order, and following the rules.", + "The Sanguine Circle, a conspiracy of vampires with cells in many cities and towns.": "The Sanguine Circle, a conspiracy of vampires with cells in many cities and towns.", + "Allies": "Allies", + "Choose your team allies from this list:": "Choose your team allies from this list:", + "Doctor “Blue,” a physician. They can help you recover from harm.": "Doctor “Blue,” a physician. They can help you recover from harm.", + "Professor “Blood,” a forensic scientist. They are who you go to when you need evidence analysed.": "Professor “Blood,” a forensic scientist. They are who you go to when you need evidence analysed.", + "Agent “Will,” a field investigator. They’re a veteran of the Bureau, and can help you navigate problems with colleagues.": "Agent “Will,” a field investigator. They’re a veteran of the Bureau, and can help you navigate problems with colleagues.", + "Aquila Squad, an ally team. They are unofficially known as “the Extreme Problems” squad. They can handle anything unfazed, but their solutions can be a little... messy.": "Aquila Squad, an ally team. They are unofficially known as “the Extreme Problems” squad. They can handle anything unfazed, but their solutions can be a little... messy.", + "SkullFangz, an ally team. This is a group of hackers you’ve made a sort of alliance with. They can help you get information through unorthodox channels, but they sometimes need you to do some odd or dubious favours in return.": "SkullFangz, an ally team. This is a group of hackers you’ve made a sort of alliance with. They can help you get information through unorthodox channels, but they sometimes need you to do some odd or dubious favours in return.", + "Detective Barnes, a police detective who you saved from a monster way back when. They’ll help you out with some information now and then, and possibly more when you’re on their turf.": "Detective Barnes, a police detective who you saved from a monster way back when. They’ll help you out with some information now and then, and possibly more when you’re on their turf.", + "Bingo, an always-online researcher into strangeness. They can put you in touch with people who need help, coordinate communication, and help you with research.": "Bingo, an always-online researcher into strangeness. They can put you in touch with people who need help, coordinate communication, and help you with research.", + "Sapphire, who has the ability to manipulate time in certain ways. You suspect she may be very long-lived or even immortal. She is not always easy to contact, and can appear unexpectedly.": "Sapphire, who has the ability to manipulate time in certain ways. You suspect she may be very long-lived or even immortal. She is not always easy to contact, and can appear unexpectedly.", + "Another group of travelling hunters, an ally team. They can back you up monster hunting—you’ve helped each other out several times, when things got tricky.": "Another group of travelling hunters, an ally team. They can back you up monster hunting—you’ve helped each other out several times, when things got tricky.", + "Universal Cleanup Services, an ally team. A franchise that specialises in cleaning up messes like crime scenes and monster attacks.": "Universal Cleanup Services, an ally team. A franchise that specialises in cleaning up messes like crime scenes and monster attacks.", + "Carlito, a nurse. They can patch up injured hunters.": "Carlito, a nurse. They can patch up injured hunters.", + "Charity, an occultist. She can tell you about and sometimes find weird old items.": "Charity, an occultist. She can tell you about and sometimes find weird old items.", + "Raven, a mystic. Has some ideas about the Chosen One’s destiny.": "Raven, a mystic. Has some ideas about the Chosen One’s destiny.", + "The Junior Entourage, an ally team. These are friends who aren’t in the core team. Good at getting around for area canvassing or distraction.": "The Junior Entourage, an ally team. These are friends who aren’t in the core team. Good at getting around for area canvassing or distraction.", + "Destiny’s Servants, an ally team. A secretive group sent to help you out. They’re good at fighting and acting suspicious.": "Destiny’s Servants, an ally team. A secretive group sent to help you out. They’re good at fighting and acting suspicious.", + "Hawthorn, a hedge witch. They’re able to cast a variety of small but useful spells.": "Hawthorn, a hedge witch. They’re able to cast a variety of small but useful spells.", + "Anya, a folklorist. They know a lot about the stories and history of the region.": "Anya, a folklorist. They know a lot about the stories and history of the region.", + "The Feeling of Not Knowing a Particular Fact, a visitor from another world. An explorer of worlds, they have a store of facts or rumours about many different dimensions. Describe their home world and look.": "The Feeling of Not Knowing a Particular Fact, a visitor from another world. An explorer of worlds, they have a store of facts or rumours about many different dimensions. Describe their home world and look.", + "Junior Guardians, an ally team. By tradition, younger members of your families and community are apprenticed to take over when you retire. They can help with any tasks that aren’t too dangerous.": "Junior Guardians, an ally team. By tradition, younger members of your families and community are apprenticed to take over when you retire. They can help with any tasks that aren’t too dangerous.", + "A flock of otherworldly creatures, an ally team. These non-Earthly animals can scout and warn you of danger, and also are quite cute. Describe their home world and look.": "A flock of otherworldly creatures, an ally team. These non-Earthly animals can scout and warn you of danger, and also are quite cute. Describe their home world and look.", + "Ó Corra, IMPS General Secretary. Having Ó Corra on your side is always going to be handy.": "Ó Corra, IMPS General Secretary. Having Ó Corra on your side is always going to be handy.", + "Klíma, IMPS forensic specialist. Klíma can help you get extra forensic analysis or expedite tests.": "Klíma, IMPS forensic specialist. Klíma can help you get extra forensic analysis or expedite tests.", + "Villaverde, IMPS librarian. Knows a lot about mystical and occult secrets.": "Villaverde, IMPS librarian. Knows a lot about mystical and occult secrets.", + "IMPS team EM–3. This team of IMPS agents specialise in dealing with big disasters. They can help manage and calm down civilians and provide support for your team.": "IMPS team EM–3. This team of IMPS agents specialise in dealing with big disasters. They can help manage and calm down civilians and provide support for your team.", + "Cryptidnet, a loose organisation of interested amateurs and researchers who collate rumours of weird activity. Great source of leads and supernatural rumours.": "Cryptidnet, a loose organisation of interested amateurs and researchers who collate rumours of weird activity. Great source of leads and supernatural rumours.", + "Justinian, a paladin. He’s always ready to fight evil alongside you and hopes one of you will one day be the lady (or lord) of his heart.": "Justinian, a paladin. He’s always ready to fight evil alongside you and hopes one of you will one day be the lady (or lord) of his heart.", + "NewLife, a bio-robot. They know a lot about life on various worlds, whether organic, tech-based, or magic-based.": "NewLife, a bio-robot. They know a lot about life on various worlds, whether organic, tech-based, or magic-based.", + "Darween, a diplomat. Coming from the Monster Marches, she hates disunity and wants good people of all worlds to cooperate.": "Darween, a diplomat. Coming from the Monster Marches, she hates disunity and wants good people of all worlds to cooperate.", + "The Queen’s Musketeers. Brave, dashing and ready to fight with monsters both in Helos and beyond, but won’t do anything that directly contradicts Queen Helena the Radiant’s orders.": "The Queen’s Musketeers. Brave, dashing and ready to fight with monsters both in Helos and beyond, but won’t do anything that directly contradicts Queen Helena the Radiant’s orders.", + "Spirit Healers. They come from a Stone Age world and want to heal all spiritual ills of all worlds. They oppose killing monsters because they believe monsters should be healed and reintegrated instead.": "Spirit Healers. They come from a Stone Age world and want to heal all spiritual ills of all worlds. They oppose killing monsters because they believe monsters should be healed and reintegrated instead.", + "Zhu, a law enforcement officer. They can help you with legal difficulties in their jurisdiction.": "Zhu, a law enforcement officer. They can help you with legal difficulties in their jurisdiction.", + "Davis, a therapist specialising in trauma recovery.": "Davis, a therapist specialising in trauma recovery.", + "Dr Basu, a medical doctor.": "Dr Basu, a medical doctor.", + "The next generation, an ally team. These younger monster hunters are relatives of those who died in the battle, taking up the family calling.": "The next generation, an ally team. These younger monster hunters are relatives of those who died in the battle, taking up the family calling.", + "The Network, an ally team. This is a group of people who keep watch for big supernatural dangers, and can get you warnings in time to intervene.": "The Network, an ally team. This is a group of people who keep watch for big supernatural dangers, and can get you warnings in time to intervene.", + "Shinzō, a retro-weaponsmith. Their creations look like fancy souvenirs but have various magical properties.": "Shinzō, a retro-weaponsmith. Their creations look like fancy souvenirs but have various magical properties.", + "FaceBog, a doppelganger. They’ll impersonate you at various social events if you ask them nicely.": "FaceBog, a doppelganger. They’ll impersonate you at various social events if you ask them nicely.", + "Hedwig, a journalist. She believes in your public causes and is willing to cover up some things for you, but sometimes asks difficult questions.": "Hedwig, a journalist. She believes in your public causes and is willing to cover up some things for you, but sometimes asks difficult questions.", + "Monster Hunters Fan Club. They know your secret identities, but not your public ones.": "Monster Hunters Fan Club. They know your secret identities, but not your public ones.", + "Spirits of the city’s founders. They remember how the city once was and have clashed with occult forces that threaten it.": "Spirits of the city’s founders. They remember how the city once was and have clashed with occult forces that threaten it.", + "Dumont, the fixer. Dumont can find leads on jobs, and sometime scare up special gear.": "Dumont, the fixer. Dumont can find leads on jobs, and sometime scare up special gear.", + "Chang, a government official. They can help you with legal entanglements. Sometimes.": "Chang, a government official. They can help you with legal entanglements. Sometimes.", + "Dr Accorso. A medical doctor, ready to help with injuries or illness. No questions asked.": "Dr Accorso. A medical doctor, ready to help with injuries or illness. No questions asked.", + "The Irregulars, an ally team. They’re a general group of support crew that help you out. Mechanics, technicians, and the like.": "The Irregulars, an ally team. They’re a general group of support crew that help you out. Mechanics, technicians, and the like.", + "The Crooked Hearts, another mercenary monster hunting crew. You’ve worked together on some big jobs.": "The Crooked Hearts, another mercenary monster hunting crew. You’ve worked together on some big jobs.", + "Leon/Lyn, an authority figure (parent, teacher, etc.). Helpful dealing with officials.": "Leon/Lyn, an authority figure (parent, teacher, etc.). Helpful dealing with officials.", + "Romain, a librarian. Good at finding out details.": "Romain, a librarian. Good at finding out details.", + "A very smart pet. Pick their species and give them a name:": "A very smart pet. Pick their species and give them a name:", + "Your friend group, an ally team. Great for distractions.": "Your friend group, an ally team. Great for distractions.", + "Internet mystery circle, an ally team. Good for finding out weird facts and rumours.": "Internet mystery circle, an ally team. Good for finding out weird facts and rumours.", + "Aminat Salek, a client or customer who has a knack for finding whatever is weirdest.": "Aminat Salek, a client or customer who has a knack for finding whatever is weirdest.", + "Ahearn, a consultant. They can help you out with how things go on behind the scenes.": "Ahearn, a consultant. They can help you out with how things go on behind the scenes.", + "De Luca, from human resources. They can cover for absences and sometimes tell you what management is planning.": "De Luca, from human resources. They can cover for absences and sometimes tell you what management is planning.", + "The day shift, an ally team. They can help out when you need to sleep.": "The day shift, an ally team. They can help out when you need to sleep.", + "Asani, an old and knowledgeable witch.": "Asani, an old and knowledgeable witch.", + "Petersen, a police officer. Community-minded, they know you help people out and they help you too.": "Petersen, a police officer. Community-minded, they know you help people out and they help you too.", + "Red, cafe/bar/restaurant manager. You’re always welcome in their place, and they hear a lot of gossip.": "Red, cafe/bar/restaurant manager. You’re always welcome in their place, and they hear a lot of gossip.", + "The SWG, an ally team. These are newer members of the SWG. They can patrol, report events, and help people to safety. They’re not ready to take on monsters directly.": "The SWG, an ally team. These are newer members of the SWG. They can patrol, report events, and help people to safety. They’re not ready to take on monsters directly.", + "The sports club, an ally team. What sport do you all play? The other club members will do you a favour now and then. Useful for getting information from organisations you don’t have direct access to.": "The sports club, an ally team. What sport do you all play? The other club members will do you a favour now and then. Useful for getting information from organisations you don’t have direct access to.", + "Carlos, a roadie. They can do pretty much anything with reasonable competence.": "Carlos, a roadie. They can do pretty much anything with reasonable competence.", + "Charity, an occultist. She can tell you about mystical stuff you find and sometimes get you weird old items.": "Charity, an occultist. She can tell you about mystical stuff you find and sometimes get you weird old items.", + "Dr An Seulgi. She can help patch you up if you get hurt, and provide “special” prescriptions as long as you don’t abuse them too badly.": "Dr An Seulgi. She can help patch you up if you get hurt, and provide “special” prescriptions as long as you don’t abuse them too badly.", + "Eldritch Records, your label. You can hit them up for a little money, legal help, or contact details for folks in the music business.": "Eldritch Records, your label. You can hit them up for a little money, legal help, or contact details for folks in the music business.", + "Your fan club, an ally team. They’re keen to help, but they’re mainly just a bunch of kids (possibly kids in their late teens or early twenties, but still).": "Your fan club, an ally team. They’re keen to help, but they’re mainly just a bunch of kids (possibly kids in their late teens or early twenties, but still).", + "LOLweb, a hacker. They track the organisation’s web activity and try to hinder it but don’t believe in monsters.": "LOLweb, a hacker. They track the organisation’s web activity and try to hinder it but don’t believe in monsters.", + "Faruq, an office worker in the organisation. He also feels there’s something wrong but is too afraid to act openly about it.": "Faruq, an office worker in the organisation. He also feels there’s something wrong but is too afraid to act openly about it.", + "Grethel, a government official. She keeps track of various supernatural occurrences and organisations that deal with them.": "Grethel, a government official. She keeps track of various supernatural occurrences and organisations that deal with them.", + "Organisation ex-members. Each of them has seen a bit of bad things that happen there and can help you piece together the bigger picture.": "Organisation ex-members. Each of them has seen a bit of bad things that happen there and can help you piece together the bigger picture.", + "Independent hunters. Far less experienced than you but sometimes can do things you can’t due to being observed by the organisation.": "Independent hunters. Far less experienced than you but sometimes can do things you can’t due to being observed by the organisation.", + "Soyfly, a pixie. She knows a lot of recent gossip about the Wild Hunt.": "Soyfly, a pixie. She knows a lot of recent gossip about the Wild Hunt.", + "Althea, a private aviator. She believes the sky should be free for everyone, not just some creepy horsemen.": "Althea, a private aviator. She believes the sky should be free for everyone, not just some creepy horsemen.", + "Caragh, a banshee. She once rode with the Hunt and now helps other fugitives, but never reveals how she escaped.": "Caragh, a banshee. She once rode with the Hunt and now helps other fugitives, but never reveals how she escaped.", + "New Start, an NGO that helps refugees. They focus on political and war refugees, but allow you to use their facilities.": "New Start, an NGO that helps refugees. They focus on political and war refugees, but allow you to use their facilities.", + "The Savage Ride, the Wild Hunt’s rivals. They’ll do anything to hinder the Hunt, but are violent and fickle themselves.": "The Savage Ride, the Wild Hunt’s rivals. They’ll do anything to hinder the Hunt, but are violent and fickle themselves." } \ No newline at end of file diff --git a/Official Savage Worlds/translations/es.json b/Official Savage Worlds/translations/es.json index 3ea62d38f0..07fbfb5478 100644 --- a/Official Savage Worlds/translations/es.json +++ b/Official Savage Worlds/translations/es.json @@ -301,7 +301,7 @@ "pace": "Paso", "parry": "Parada", "parry-configuration": "Configuración de Parada", - "toughness": "Vigor", + "toughness": "Dureza", "toughness-configuration": "Configuración de Dureza", "armor": "Armad.", "wounds": "Heridas", @@ -952,13 +952,13 @@ "dominion-paragraph": "Dominio aparecerá en Estadísticas Derivadas Adicionales, pero los dos son independientes entre sí. Al seleccionar Dominio, se mostrará el Encabezado de Estadísticas Derivadas Adicionales, pero no mostrará los campos de las derivadas adicionales. Si necesitas una estadística derivada adicional además de Dominio, debes marcar ambas casillas. Al seleccionar Dominio también se mostrará un campo para el Nombre de la Tabla de Dominio. Esto es necesario para que el botón de tirada de Dominio sepa qué Tabla Aleatoria usar para la tirada. Esto requiere que el DJ establezca un tabla de dominio para empezar. Este nombre de tabla también se puede indicar en la configuración del juego como predeterminado, por lo que el DJ no necesita introducir el nombre de la tabla en cada hoja de personaje individual.", "setup-the-dominion-table-for-dominion-rolls": "Este nombre de tabla es necesario para que funcione el botón de tirada de dominio. Este debería ser el nombre de la tabla aleatoria para tiradas de Dominio. Esto no configurará la tabla aleatoria, por lo que deberás asegurarte de hacerlo en el juego.", "bennies": "Benis", - "derived": "Derived", + "derived": "Derivados", "1d4": "d4", "1d6": "d6", "1d8": "d8", "1d10": "d10", "1d12": "d12", - "running": "Corriendo", + "running": "Correr", "reach": "Alcance", "has-no-money": "Bancarrota", "reworked-code-base": "Re-worked the code base making it easier to maintain.", diff --git a/Official Savage Worlds/translations/ru.json b/Official Savage Worlds/translations/ru.json index aeb34f821b..f213c123fe 100644 --- a/Official Savage Worlds/translations/ru.json +++ b/Official Savage Worlds/translations/ru.json @@ -15,7 +15,7 @@ "gender": "Пол", "agility": "Ловкость", "smarts": "Смекалка", - "spirit": "Харизма", + "spirit": "Характер", "strength": "Сила", "vigor": "Выносливость ", "agl-u": "(ЛОВ)", @@ -29,31 +29,31 @@ "agility-die-type-d8": "Ловкость (Лов", "agility-die-type-d10": "Ловкость (Лов", "agility-die-type-d12": "Ловкость (Лов", - "smarts-die-type-d4": "Smarts d4", - "smarts-die-type-d6": "Smarts d6", - "smarts-die-type-d8": "Smarts d8", - "smarts-die-type-d10": "Smarts d10", - "smarts-die-type-d12": "Smarts d12", - "spirit-die-type-d4": "Spirit d4", - "spirit-die-type-d6": "Spirit d6", - "spirit-die-type-d8": "Spirit d8", - "spirit-die-type-d10": "Spirit d10", - "spirit-die-type-d12": "Spirit d12", + "smarts-die-type-d4": "Смекалка d4", + "smarts-die-type-d6": "Смекалка d6", + "smarts-die-type-d8": "Смекалка d8", + "smarts-die-type-d10": "Смекалка d10", + "smarts-die-type-d12": "Смекалка d12", + "spirit-die-type-d4": "Характер d4", + "spirit-die-type-d6": "Характер d6", + "spirit-die-type-d8": "Характер d8", + "spirit-die-type-d10": "Характер d10", + "spirit-die-type-d12": "Характер d12", "strength-die-type-d4": "Сила (Сил", "strength-die-type-d6": "Сила (Сил", "strength-die-type-d8": "Сила (Сил", "strength-die-type-d10": "Сила (Сил", "strength-die-type-d12": "Сила (Сил", - "vigor-die-type-d4": "Vigor d4", - "vigor-die-type-d6": "Vigor d6", - "vigor-die-type-d8": "Vigor d8", - "vigor-die-type-d10": "Vigor d10", - "vigor-die-type-d12": "Vigor d12", + "vigor-die-type-d4": "Выносливость d4", + "vigor-die-type-d6": "Выносливость d6", + "vigor-die-type-d8": "Выносливость d8", + "vigor-die-type-d10": "Выносливость d10", + "vigor-die-type-d12": "Выносливость d12", "whisper-roll-to-gm": "Шептать броски мастеру", - "die-step-delta": "steps boosted/lowered from Base", + "die-step-delta": "шагов повышения/понижения от Базового", "wild-die": "Дикий кубик", - "animal-intelligence": "Animal Intelligence", - "no-modifying-edges": "No modifying edges", + "animal-intelligence": "Звериный интеллект", + "no-modifying-edges": "Без модификатора черт", "age": "Возраст", "character-height": "Рост", "weight": "Масса", @@ -68,44 +68,44 @@ "all": "Всё", "core-skills": "Базовые навыки", "__skill-select-list-COMMENT": "Это порядок, в котором навыки должны располагаться в окне настроек навыков", - "skill-select-list": "all-skills,core-skills,academics,athletics,battle,boating,common-knowledge,driving,electronics,faith,focus,gambling,hacking,healing,intimidation,language,notice,occult,performance,persuasion,piloting,psionics,repair,research,riding,science,shooting,spellcasting,stealth,survival,taunt,thievery,weird-science,knowledge-other", + "skill-select-list": "все навыки,базовые навыки,академические знания,атлетика,военное дело,судохождение,общие знания,вождение,электроника,вера,фокус,азартные игры,хакерство,лечение,запугивание,язык,внимание,оккультные знания,выступление,убеждение,пилотирование,псионика,ремонт,исследование,верховая езда,научные знания,стрельба,колдовство,скрытность,выживание,провокация,воровство,странная наука,знание-другие", "__character-skills-COMMENT": "This is the order skills should appear once skill have been selected to be used/displayed", - "character-skills": "unskilled,academics,athletics,battle,boating,common-knowledge,driving,electronics,faith,fighting,focus,gambling,guts,hacking,healing,intimidation,language,notice,occult,performance,persuasion,piloting,psionics,repair,research,riding,science,shooting,spellcasting,stealth,survival,taunt,thievery,weird-science,knowledge-other", + "character-skills": "нетренирован,академические знания,атлетика,военное дело,судохождение,общие знания,вождение,электроника,вера,сражение,фокус,азартные игры,сила воли,хакерство,лечение,запугивание,язык,внимание,оккультные знания,выступление,убеждение,пилотирование,псионика,ремонт,исследование,верховая езда,научные знания,стрельба,колдовство,скрытность,выживание,провокация,воровство,странная наука,знание-другие", "fighting": "Сражение ", "fighting-die-type-d4": "Драка", "fighting-die-type-d6": "Драка", "fighting-die-type-d8": "Драка", "fighting-die-type-d10": "Драка", "fighting-die-type-d12": "Драка", - "unskilled": "Unskilled", - "unskilled-d4-2": "Unskilled (d4-2)", + "unskilled": "Нетренирован", + "unskilled-d4-2": "Нетренирован (d4-2)", "jack-of-all-trades": "Jack-of-All-Trades", "apply-encumbrance": "Apply Encumbrance", "academics": "Академические знания", - "academics-die-type-d4": "Academics d4", - "academics-die-type-d6": "Academics d6", - "academics-die-type-d8": "Academics d8", - "academics-die-type-d10": "Academics d10", - "academics-die-type-d12": "Academics d12", + "academics-die-type-d4": "Академические знания d4", + "academics-die-type-d6": "Академические знания d6", + "academics-die-type-d8": "Академические знания d8", + "academics-die-type-d10": "Академические знания d10", + "academics-die-type-d12": "Академические знания d12", "athletics": "Атлетика", - "athletics-die-type-d4": "Athletics d4", - "athletics-die-type-d6": "Athletics d6", - "athletics-die-type-d8": "Athletics d8", - "athletics-die-type-d10": "Athletics d10", - "athletics-die-type-d12": "Athletics d12", - "battle": "Battle", - "battle-die-type-d4": "Battle d4", - "battle-die-type-d6": "Battle d6", - "battle-die-type-d8": "Battle d8", - "battle-die-type-d10": "Battle d10", - "battle-die-type-d12": "Battle d12", - "boating": "Boating", - "boating-die-type-d4": "Boating d4", - "boating-die-type-d6": "Boating d6", - "boating-die-type-d8": "Boating d8", - "boating-die-type-d10": "Boating d10", - "boating-die-type-d12": "Boating d12", - "commonknowledge": "Common Knowledge", + "athletics-die-type-d4": "Атлетика d4", + "athletics-die-type-d6": "Атлетика d6", + "athletics-die-type-d8": "Атлетика d8", + "athletics-die-type-d10": "Атлетика d10", + "athletics-die-type-d12": "Атлетика d12", + "battle": "Военное дело", + "battle-die-type-d4": "Военное дело d4", + "battle-die-type-d6": "Военное дело d6", + "battle-die-type-d8": "Военное дело d8", + "battle-die-type-d10": "Военное дело d10", + "battle-die-type-d12": "Военное дело d12", + "boating": "Судовождение", + "boating-die-type-d4": "Судовождение d4", + "boating-die-type-d6": "Судовождение d6", + "boating-die-type-d8": "Судовождение d8", + "boating-die-type-d10": "Судовождение d10", + "boating-die-type-d12": "Судовождение d12", + "commonknowledge": "Общие знания", "commonknowledge-die-type-d4": "Общие знания d4", "commonknowledge-die-type-d6": "Общие знания d4", "commonknowledge-die-type-d8": "Общие знания d4", @@ -161,59 +161,59 @@ "healing-die-type-d12": "Healing d12", "intimidation": "Запугивание", "intimidation-die-type-d4": "Intimidation d4", - "intimidation-die-type-d6": "Intimidation d6", - "intimidation-die-type-d8": "Intimidation d8", - "intimidation-die-type-d10": "Intimidation d10", - "intimidation-die-type-d12": "Intimidation d12", - "language": "Language", - "language-die-type-d4": "Language d4", - "language-die-type-d6": "Language d6", - "language-die-type-d8": "Language d8", - "language-die-type-d10": "Language d10", - "language-die-type-d12": "Language d12", - "notice": "Notice", - "notice-die-type-d4": "Notice d4", - "notice-die-type-d6": "Notice d6", - "notice-die-type-d8": "Notice d8", - "notice-die-type-d10": "Notice d10", - "notice-die-type-d12": "Notice d12", - "occult": "Occult", - "occult-die-type-d4": "Occult d4", - "occult-die-type-d6": "Occult d6", - "occult-die-type-d8": "Occult d8", - "occult-die-type-d10": "Occult d10", - "occult-die-type-d12": "Occult d12", + "intimidation-die-type-d6": "Запугивание d6", + "intimidation-die-type-d8": "Запугивание d8", + "intimidation-die-type-d10": "Запугивание d10", + "intimidation-die-type-d12": "Запугивание d12", + "language": "Язык", + "language-die-type-d4": "Язык d4", + "language-die-type-d6": "Язык d6", + "language-die-type-d8": "Язык d8", + "language-die-type-d10": "Язык d10", + "language-die-type-d12": "Язык d12", + "notice": "Внимание", + "notice-die-type-d4": "Внимание d4", + "notice-die-type-d6": "Внимание d6", + "notice-die-type-d8": "Внимание d8", + "notice-die-type-d10": "Внимание d10", + "notice-die-type-d12": "Внимание d12", + "occult": "Оккультные знания", + "occult-die-type-d4": "Оккультные знания d4", + "occult-die-type-d6": "Оккультные знания d6", + "occult-die-type-d8": "Оккультные знания d8", + "occult-die-type-d10": "Оккультные знания d10", + "occult-die-type-d12": "Оккультные знания d12", "performance": "Выступление", - "performance-die-type-d4": "Performance d4", - "performance-die-type-d6": "Performance d6", - "performance-die-type-d8": "Performance d8", - "performance-die-type-d10": "Performance d10", - "performance-die-type-d12": "Performance d12", + "performance-die-type-d4": "Выступление d4", + "performance-die-type-d6": "Выступление d6", + "performance-die-type-d8": "Выступление d8", + "performance-die-type-d10": "Выступление d10", + "performance-die-type-d12": "Выступление d12", "persuasion": "Убеждение", - "persuasion-die-type-d4": "Persuasion d4", - "persuasion-die-type-d6": "Persuasion d6", - "persuasion-die-type-d8": "Persuasion d8", - "persuasion-die-type-d10": "Persuasion d10", - "persuasion-die-type-d12": "Persuasion d12", - "piloting": "Piloting", - "piloting-die-type-d4": "Piloting d4", - "piloting-die-type-d6": "Piloting d6", - "piloting-die-type-d8": "Piloting d8", - "piloting-die-type-d10": "Piloting d10", - "piloting-die-type-d12": "Piloting d12", + "persuasion-die-type-d4": "Убеждение d4", + "persuasion-die-type-d6": "Убеждение d6", + "persuasion-die-type-d8": "Убеждение d8", + "persuasion-die-type-d10": "Убеждение d10", + "persuasion-die-type-d12": "Убеждение d12", + "piloting": "Пилотирование", + "piloting-die-type-d4": "Пилотирование d4", + "piloting-die-type-d6": "Пилотирование d6", + "piloting-die-type-d8": "Пилотирование d8", + "piloting-die-type-d10": "Пилотирование d10", + "piloting-die-type-d12": "Пилотирование d12", "psionics": "Псионика", - "psionics-die-type-d4": "Psionics d4", - "psionics-die-type-d6": "Psionics d6", - "psionics-die-type-d8": "Psionics d8", - "psionics-die-type-d10": "Psionics d10", - "psionics-die-type-d12": "Psionics d12", - "research": "Research", - "research-die-type-d4": "Research d4", - "research-die-type-d6": "Research d6", - "research-die-type-d8": "Research d8", - "research-die-type-d10": "Research d10", - "research-die-type-d12": "Research d12", - "repair": "Repair", + "psionics-die-type-d4": "Псионика d4", + "psionics-die-type-d6": "Псионика d6", + "psionics-die-type-d8": "Псионика d8", + "psionics-die-type-d10": "Псионика d10", + "psionics-die-type-d12": "Псионика d12", + "research": "Исследование", + "research-die-type-d4": "Исследование d4", + "research-die-type-d6": "Исследование d6", + "research-die-type-d8": "Исследование d8", + "research-die-type-d10": "Исследование d10", + "research-die-type-d12": "Исследование d12", + "repair": "Ремонт", "repair-die-type-d4": "Repair d4", "repair-die-type-d6": "Repair d6", "repair-die-type-d8": "Repair d8", @@ -269,73 +269,73 @@ "thievery-die-type-d12": "Thievery d12", "weird-science": "Weird Science", "weirdscience": "Weird Science", - "weird-science-die-type-d4": "Weird Science d4", - "weird-science-die-type-d6": "Weird Science d6", - "weird-science-die-type-d8": "Weird Science d8", - "weird-science-die-type-d10": "Weird Science d10", - "weird-science-die-type-d12": "Weird Science d12", - "knowledge-other": "Knowledge/Other", + "weird-science-die-type-d4": "Странная наука d4", + "weird-science-die-type-d6": "Странная наука d6", + "weird-science-die-type-d8": "Странная наука d8", + "weird-science-die-type-d10": "Странная наука d10", + "weird-science-die-type-d12": "Странная наука d12", + "knowledge-other": "Знания/Другое", "linked-attribute": "Linked Attribute", - "knowledge-other-die-type-d4": "Knowledge/Other d4", - "knowledge-other-die-type-d6": "Knowledge/Other d6", - "knowledge-other-die-type-d8": "Knowledge/Other d8", - "knowledge-other-die-type-d10": "Knowledge/Other d10", - "knowledge-other-die-type-d12": "Knowledge/Other d12", - "skill-name": "Skill Name", - "att-mod-description": "Edges/Hindrances for Modifier", + "knowledge-other-die-type-d4": "Знания/Другое d4", + "knowledge-other-die-type-d6": "Знания/Другое d6", + "knowledge-other-die-type-d8": "Знания/Другое d8", + "knowledge-other-die-type-d10": "Знания/Другое d10", + "knowledge-other-die-type-d12": "Знания/Другое d12", + "skill-name": "Название навыка", + "att-mod-description": "Черта/Изъян для модификатора", "size": "Размер", - "size-category": "Size Category", + "size-category": "Категория размера", "tiny": "Крохотный", - "very-small": "Very Small", + "very-small": "Очень маленький", "small": "Маленький", "normal": "Обычный", "large": "Большой", "huge": "Огромный", - "gargantuan": "Гигантское", + "gargantuan": "Гигантский", "base": "Базовый", - "edge-hindrance-modifier-abbr": "Edge/Hindrance Mod", - "running-die-type": "Running Die Type", - "pace-configuration": "Pace Configuration", + "edge-hindrance-modifier-abbr": "Черта/Изъян мод", + "running-die-type": "Тип кости бега", + "pace-configuration": "Конфигурация Шага", "running-text-before-number": "runs ", - "running-text-after-number": "inches", + "running-text-after-number": "дюймы", "pace": "Шаг", - "parry": "Parry", - "parry-configuration": "Parry Configuration", - "toughness": "Toughness", - "toughness-configuration": "Toughness Configuration", - "armor": "Доспех", - "wounds": "Wounds", - "wounds-configuration": "Wounds Configuration", - "reduce-wound-modifiers": "Reduce Wound Modifiers", - "increase-wound-modifiers": "Increase Wound Modifiers", - "maximum-wound-modifiers": "Maximum Wound Modifiers", - "wound-modifiers": "Wound Modifiers", - "fatigue-modifiers": "Fatigue Modifiers", - "reduce": "Reduce", - "increase": "Increase", - "maximum": "Maximum", - "fatigue": "Fatigue", - "fatigue-configuration": "Fatigue Configuration", - "shaken": "Shaken", + "parry": "Парирование", + "parry-configuration": "Конфигурация Парирования", + "toughness": "Стойкойть", + "toughness-configuration": "Конфигурация Стойкости", + "armor": "Броня", + "wounds": "Ранения", + "wounds-configuration": "Конфигурация ранений", + "reduce-wound-modifiers": "Понижение модификатора ран", + "increase-wound-modifiers": "Увеличение модификатора ран", + "maximum-wound-modifiers": "Максимальный модификатор ран", + "wound-modifiers": "Модификаторы ран", + "fatigue-modifiers": "Мод Усталости", + "reduce": "Уменьшить", + "increase": "Увеличить", + "maximum": "Максимум", + "fatigue": "Усталость", + "fatigue-configuration": "Конфигурация Усталости", + "shaken": "Потрясен", "incapacitated-abbr": "Inc", "incapacitated": "Недееспособно", - "whisper-to-gm": "Whisper to GM", - "unshake": "Unshake", - "soak": "Soak", + "whisper-to-gm": "Шепнуть GM", + "unshake": "Оправиться", + "soak": "Поглощение", "unshake-desc1": "attempts to unshake (Spi", - "unshake-desc2": "Wild", + "unshake-desc2": "Дикая", "unshake-desc3": "и", - "unshake-desc4": "succeeds", + "unshake-desc4": "успех", "unshake-desc5": "can now act", - "unshake-desc6": "fails", + "unshake-desc6": "провал", "unshake-desc7": "But maybe not...?", - "distracted": "Distracted", - "vulnerable": "Vulnterable", + "distracted": "Отвлечён", + "vulnerable": "Уязвимый", "stunned": "Ошеломлён", - "conviction": "Conviction", + "conviction": "Уверенность", "additional-derived-stats": "Additional Derived Stats", "stat-abbr": "Stat", - "modifier-abbr": "Модифицировать", + "modifier-abbr": "Мод", "current": "Текущий", "maximum-abbr": "Макс", "derived-stat-name": "Derived Stat Name", @@ -358,7 +358,7 @@ "whisper-hindrance": "Whisper Hindrance", "hindrance": "Изъян", "hindrance-type": "Hindrance Type", - "hindrance-desc": "Hinrance Description", + "hindrance-desc": "Описание Изъяна", "racial": "Racial", "creation": "Созидание", "advance": "Advance", @@ -389,14 +389,14 @@ "vigor-abbr": "Vig", "gear": "Gear", "item": "Item", - "quantity-abbr": "Qty", - "power": "Power", - "ab-section-header": "Section Header: ", - "ab-column-header": "Column Header: ", - "ab-pp": "Power Points Abbreviation: ", - "ab-name": "Arcane Background: ", - "ab-pp-name": "Power Points Label: ", - "ab-color-indicator": "Arcane Background Indicator: ", + "quantity-abbr": "Кл-во", + "power": "Силы", + "ab-section-header": "Заголовок раздела:", + "ab-column-header": "Заголовок столбца:", + "ab-pp": "Аббревиатура Очков Силы: ", + "ab-name": "Происхождение Силы: ", + "ab-pp-name": "Название очков Силы", + "ab-color-indicator": "Цветовой индикатор", "skill-only": "Skill Only", "duration": "Длительность", "of": "of", @@ -424,7 +424,7 @@ "no": "Нет", "permanent-injuries": "Permanent Injuries", "worst-nightmare": "Worst Nightmare", - "physical-appearance-personal-history": "Phyisical Appearance + Personal History", + "physical-appearance-personal-history": "Описание внешности + Личная история", "physical-appearance-personal-history-parahuman-origin": "Physical Appearance + Personal History + Origins of Parahuman Abilities", "show-quest-log": "Show Quest Log", "quest-log": "Журнал Квеста", diff --git a/Pokerole_v2/Pokerole.css b/Pokerole_v2/Pokerole.css index e002633be6..38c94dc287 100644 --- a/Pokerole_v2/Pokerole.css +++ b/Pokerole_v2/Pokerole.css @@ -360,7 +360,7 @@ input, select, textarea{ position:absolute; top:0px; left:10px; - font-size:x-small; + font-size:xx-small; font-weight:bold; color:grey; pointer-events: none; @@ -810,18 +810,7 @@ div.sheet-character-header strong{ .sheet-inventory .sheet-inventory-badges{ margin-top:0px; } -.sheet-inventory .sheet-inventory-badges span:{ - display:-ms-grid; - display:grid; - -ms-grid-columns: auto 5px auto 5px auto; - grid-template-columns: auto auto auto; - -webkit-box-pack:center; - -ms-flex-pack:center; - justify-content:center; - -webkit-column-gap:5px; - -moz-column-gap:5px; - column-gap:5px; -} + /*************************** @@ -943,6 +932,10 @@ div.sheet-character-header strong{ height:auto; min-height:25px; margin:0 auto; + padding: 1em 5em; + text-align: left; + font-weight: bold; + background-color: #ffffff20; } .sheet-move-display-toggle[value="1"] ~ .sheet-move-edit, diff --git a/Pokerole_v2/Pokerole.html b/Pokerole_v2/Pokerole.html index 6c2c6f1931..19c8437e78 100644 --- a/Pokerole_v2/Pokerole.html +++ b/Pokerole_v2/Pokerole.html @@ -146,7 +146,7 @@
    -
    +
    Concept @@ -557,7 +557,7 @@ HP - current + Current / @@ -574,7 +574,7 @@ Will - current + Current / @@ -586,7 +586,7 @@ Confidence - current + Current / @@ -759,12 +759,12 @@ Vitality + - Defense Mod + Def Mod → - Defense + Def
    @@ -773,24 +773,24 @@ Vitality + - Sp.Defense Mod + Sp.Def Mod → - Sp.Defense + Sp.Def
    Insight + - Sp.Defense Mod + Sp.Def Mod → - Sp.Defense + Sp.Def
    @@ -1533,11 +1533,11 @@ Pool + value="@{whisper} &{template:PMD}{{character= @{character_name} }}{{name= @{move_name} Damage }}{{type=@{move_type}}}{{cat= @{move_category} }}{{pool=[[@{move_damage_calc} + ?{Bonus Dice?|0} - ?{Defense/Sp.Defense?|0}]] }}{{roll=[[(@{move_damage_calc} + ?{Bonus Dice?|0} - ?{Defense/Sp.Defense?|0})d6>4s]] }}" >
    Effect: - + None Status @@ -1550,7 +1550,7 @@
    - +
    diff --git a/Redsky/Redsky 5e.css b/Redsky/Redsky 5e.css new file mode 100644 index 0000000000..8681e340be --- /dev/null +++ b/Redsky/Redsky 5e.css @@ -0,0 +1,6439 @@ +/* Roll20 Official public Repository */ +/* My Own Repository for Testing */ +.sheet-pc, +.sheet-npc { + display: none; +} + +.sheet-npc_toggle[value="0"] ~ .sheet-pc, +.sheet-npc_toggle[value="1"] ~ .sheet-npc { + display: block; +} + +.sheet-container { + width: 750px; + background-color: white; + position: relative; +} + +input[type=radio].sheet-tab-button { + opacity: 0; + position: absolute; + top: 92px; + right: 0px; + width: 18px; + height: 18px; + z-index: 2; +} + +input[type=radio].sheet-tab-button + span { + position: absolute; + top: 92px; + right: 0px; + width: 17px; + height: 17px; + border: 1px solid black; + border-radius: 5px; + background-color: #E8E8E8; + color: black; + text-align: center; + font-weight: bold; +} + +.sheet-advantagetoggle { + position: absolute; + top: 92px; + left: 570px; + z-index: 1; +} + +.sheet-advantagetoggle input[type=radio] { + opacity: 0; + position: absolute; + top: 0px; + right: 0px; + width: 18px; + height: 18px; + z-index: 2; +} + +.sheet-advantagetoggle input[type=radio] + span { + position: absolute; + top: 0px; + right: 0px; + width: 17px; + height: 17px; + border: 1px solid black; + border-radius: 5px; + background-color: #E8E8E8; + color: black; + text-align: center; + font-weight: bold; +} + +.sheet-advantagetoggle input[type=radio]:checked + span, +input[type=radio].sheet-tab-button:checked + span { + color: #FFFFFF; + background-color: #a17c03; +} + +.sheet-advantagetoggle input.sheet-toggle-left, +.sheet-advantagetoggle input.sheet-toggle-left + span { + right: 181px; + width: 90px; +} + +.sheet-advantagetoggle input.sheet-toggle-center, +.sheet-advantagetoggle input.sheet-toggle-center + span { + right: 113px; + width: 65px; +} + +.sheet-advantagetoggle input.sheet-toggle-right, +.sheet-advantagetoggle input.sheet-toggle-right + span { + right: 0px; + width: 110px; +} + +.sheet-whispertoggle { + left: 270px; +} + +.sheet-advantagetoggle.sheet-whispertoggle input.sheet-toggle-right, +.sheet-advantagetoggle.sheet-whispertoggle input.sheet-toggle-right + span { + width: 50px; +} + +.sheet-advantagetoggle.sheet-whispertoggle input.sheet-toggle-left, +.sheet-advantagetoggle.sheet-whispertoggle input.sheet-toggle-left + span { + right: 54px; + width: 55px; +} + +.sheet-npc_toggle[value="1"] ~ .sheet-advantagetoggle { + top: -10px; + left: 390px; +} + +.sheet-npc_toggle[value="1"] ~ .sheet-advantagetoggle.sheet-whispertoggle { + top: -10px; + left: 120px; +} + +.sheet-advantagetoggle { + display: none; +} + +.sheet-toggleflag[value*=advantagetoggle] + .sheet-advantagetoggle, +.sheet-toggleflag[value*=whispertoggle] + .sheet-whispertoggle, +.sheet-toggleflag[value="1"] + .sheet-hidden, +.sheet-toggleflag[value="1"] + .sheet-row.sheet-hidden { + display: block; +} + +.sheet-npc_toggle[value="1"] + .sheet-npcspellcastingflag[value="1"] ~ .sheet-pc, +.sheet-npc_toggle[value="1"] + .sheet-npcspellcastingflag[value="1"] ~ .sheet-pc .sheet-page.sheet-spells .sheet-header { + display: block; + visibility: hidden; + width: 0px; + top: -150px; + margin: 0px; + padding: 0px; +} + +.sheet-npc_toggle[value="1"] + .sheet-npcspellcastingflag[value="1"] ~ .sheet-pc .sheet-page.sheet-spells { + display: block; +} + +.sheet-npc_toggle[value="1"] + .sheet-npcspellcastingflag[value="1"] ~ .sheet-pc .sheet-page.sheet-core, +.sheet-npc_toggle[value="1"] + .sheet-npcspellcastingflag[value="1"] ~ .sheet-pc .sheet-page.sheet-bio, +.sheet-npc_toggle[value="1"] + .sheet-npcspellcastingflag[value="1"] ~ .sheet-pc .sheet-page.sheet-options { + display: none; +} + +.sheet-npc_toggle[value="1"] + .sheet-npcspellcastingflag[value="1"] ~ .sheet-pc .sheet-page.sheet-spells .sheet-body { + visibility: visible; +} + +.sheet-npc_toggle[value="1"] + .sheet-npcspellcastingflag[value="1"] ~ .sheet-pc .sheet-page.sheet-spells .sheet-body .sheet-col { + display: block; +} + +.sheet-hidden, +.sheet-options .sheet-row.sheet-hidden { + display: none; +} + +.sheet-npc_toggle[value="1"] ~ .sheet-advantagetoggle input[type=radio] + span { + text-transform: lowercase; + font-variant: small-caps; + font-weight: normal; + background: transparent; + border: none; + font-family: "Helvetica Neue", Helvetica, Arial, sans-serif; +} + +.sheet-npc_toggle[value="1"] ~ .sheet-advantagetoggle input[type=radio] + span:first-letter { + text-transform: uppercase; +} + +.sheet-npc_toggle[value="1"] ~ .sheet-advantagetoggle input[type=radio] + span > span.togm { + text-transform: uppercase; +} + +.sheet-npc_toggle[value="1"] ~ .sheet-advantagetoggle input[type=radio]:checked + span { + font-weight: bold; + color: rgb(126, 45, 64); +} + +.sheet-page { + display: none; +} + +input[type=radio].sheet-tab-button.sheet-core:checked ~ .sheet-page.sheet-core, +input[type=radio].sheet-tab-button.sheet-bio:checked ~ .sheet-page.sheet-bio, +input[type=radio].sheet-tab-button.sheet-spells:checked ~ .sheet-page.sheet-spells, +input[type=radio].sheet-tab-button.sheet-options:checked ~ .sheet-page.sheet-options { + display: block; +} + +input[type=radio].sheet-tab-button.sheet-core, +input[type=radio].sheet-tab-button.sheet-core + span { + right: 53px; + width: 45px; +} + +input[type=radio].sheet-tab-button.sheet-bio, +input[type=radio].sheet-tab-button.sheet-bio + span { + right: 20px; + width: 30px; +} + +input[type=radio].sheet-tab-button.sheet-spells, +input[type=radio].sheet-tab-button.sheet-spells + span { + right: 20px; + width: 60px; +} + +.sheet-header .sheet-top { + height: 42px; +} + +.sheet-header .sheet-part { + width: 157px; + display: inline-block; + text-align: center; +} + +.sheet-header .sheet-part input[type=text], +.sheet-header .sheet-part select { + border: 1px solid #666; + border-radius: 5px; + height: 56px; + width: 110px; + text-align: center; +} + +.sheet-header .sheet-header-info select { + padding-left: 0px; + padding-right: 0px; +} + +.sheet-header .sheet-part input[type=text] { + font-size: 30px; +} + +.sheet-header .sheet-part span.sheet-display { + border: 1px solid #666; + border-radius: 5px; + height: 54px; + width: 110px; + text-align: center; + margin: 0px; + display: inline-block; + line-height: 54px; + font-size: 25px; +} + +.sheet-header input, +.sheet-header select { + border-bottom: 1px solid #D3D3D3; + border-top: 0px; + border-left: 0px; + border-right: 0px; + background: none; + box-shadow: none; + -webkit-appearance: none; + -moz-appearance: none; + -webkit-border-radius: 0px; + border-radius: 0px; + color: black; +} + +.sheet-header input { + padding: 0px; +} + +.sheet-header select { + margin-bottom: 0px; +} + +.sheet-header input[type=number] { + text-align: center; + margin-bottom: -9px; +} + +.sheet-header input[type=number]::-webkit-inner-spin-button, +.sheet-header input[type=number]::-webkit-outer-spin-button { + -webkit-appearance: none; + margin: 0; +} + +.sheet-header input[type=number] { + -moz-appearance: textfield; +} + +.sheet-header span { + display: block; + font-size: 9px; + line-height: 12px; +} + +.sheet-header .sheet-name-container span.sheet-label { + text-align: left; + font-weight: normal; + margin-top: 0; +} + +.sheet-name-container { + width: 250px; + display: inline-block; + vertical-align: top; +} + +.sheet-name-container input { + font-size: 20px; + margin-top: -9px; +} + +.sheet-header-info { + width: 482px; + margin-left: -2px; + display: inline-block; + border: 3px double #666; + padding: 5px; + max-height: 74px; +} + +.sheet-hlabel-container { + display: inline-block; + margin-left: -4px; +} + +.sheet-hlabel-container.sheet-multiclass-container { + vertical-align: top; +} + +.sheet-hlabel-container:first-child { + margin-left: 0px; +} + +.sheet-body { + width: 750px; + margin-top: 22px; +} + +.sheet-col { + width: 32.97%; +} + +.sheet-col2-3 { + width: 490px; + margin-left: 5px; + display: inline-block; +} + +.sheet-attributes-container { + width: 70px; + margin-right: 5px; + display: inline-block; + vertical-align: top; +} + +.sheet-attr-container { + width: 70px; + border: 1px solid #666; + border-radius: 5px; + position: relative; + padding-bottom: 10px; + margin-bottom: 19px; + height: 64px; + text-align: center; +} + +.sheet-attr-container button[type=roll], +.sheet-saving-throw button[type=roll], +.sheet-skill button[type=roll], +.sheet-ac-init-speed-container button[type=roll], +.sheet-subcontainer button[type=roll], +.sheet-npc button[type=roll] { + background-color: transparent; + color: black; + border: none; + font-size: 9px; + line-height: 12px; + background-image: none; + text-shadow: none; + box-shadow: none; + padding: 0px; + margin: 0px; + width: 100%; + font-weight: bold; +} + +.sheet-attr-container button[type=roll]::before, +.sheet-saving-throw button[type=roll]::before, +.sheet-skill button[type=roll]::before, +.sheet-ac-init-speed-container button[type=roll]::before, +.sheet-subcontainer button[type=roll]::before, +.sheet-npc button[type=roll]::before { + content: "" !important; +} + +.sheet-attr-container button[type=roll] { + overflow: hidden; +} + +button[type=roll]:hover, +button[type=roll]:hover *, +.sheet-spell button[type=roll]:hover input[type=text], +.sheet-action .sheet-display button[type=roll]:hover * { + color: #EC2127; +} + +button[type=roll] * { + pointer-events: none; +} + +.sheet-attr-container input { + border: none; + background: none; + box-shadow: none; + -webkit-appearance: none; + -moz-appearance: none; + -webkit-border-radius: 0px; + border-radius: 0px; + color: black; + margin-top: 3px; +} + +.sheet-attr { + font-size: 30px; + line-height: 40px; +} + +.sheet-attr-mod { + width: 40px; + height: 20px; + border: 1px solid #666; + border-radius: 50%; + z-index: 2; + position: absolute; + top: 62px; + left: 0; + right: 0; + margin-left: auto; + margin-right: auto; + background-color: white; +} + +.sheet-attr-mod input { + text-align: center; + /* width: 100%; + height: 20px;*/ + font-size: 20px; + margin: 0px; + padding: 0px; + vertical-align: middle; + line-height: 22px; +} + +.sheet-skills-saves-container { + width: 163px; + margin-right: 5px; + display: inline-block; + vertical-align: top; +} + +.sheet-insp-prof-container { + margin-bottom: 10px; +} + +.sheet-insp-prof-container .sheet-value { + display: inline-block; + border: 1px solid #666; + border-radius: 50%; + width: 35px; + height: 35px; + background-color: white; + position: relative; +} + +.sheet-insp-prof-container .sheet-value input[type=checkbox] { + height: 100%; + width: 100%; + border-radius: 50%; + opacity: 0; + z-index: 2; + position: relative; +} + +.sheet-insp-prof-container .sheet-value input[type=checkbox] ~ span { + height: 100%; + width: 100%; + border-radius: 50%; + background: url("https://raw.githubusercontent.com/solar-studios/Roll20Redsky/main/images/diamond.svg") left top no-repeat; + background-size: contain; + cursor: pointer; + position: absolute; + top: 0px; + display: none; +} + +.sheet-insp-prof-container .sheet-value input[type=checkbox]:checked ~ span { + display: block; +} + +.sheet-insp-prof-container .sheet-value span { + font-size: 20px; + font-weight: normal; + line-height: 34px; +} + +.sheet-insp-prof-container .sheet-label { + width: calc(100% - 29px); + height: 30px; + margin-left: -15px; + margin-top: 3px; + display: inline-block; + border: 1px solid #666; + border-radius: 5px; + vertical-align: top; +} + +.sheet-insp-prof-container span { + display: block; + font-size: 9px; + line-height: 12px; + width: 100%; + text-align: center; + line-height: 30px; + font-weight: bold; +} + +.sheet-insp-prof-container .sheet-value input, +.sheet-saving-throw input[type=text], +.sheet-skill input[type=text], +.sheet-ac-init-speed-container input, +.sheet-touch-social-container input, +.sheet-hp input, +.sheet-exhaustion input, +.sheet-hdice-dsaves-container input[type=text], +.sheet-hdice-dsaves-container input[type=number], +.sheet-attacks input, +.sheet-equipment input, +.sheet-tool input, +.sheet-proficiencies input, +.sheet-pc .sheet-traits input, +.sheet-spell input, +.sheet-options .sheet-body input, +.sheet-resources input[type=number] { + width: 100%; + text-align: center; + font-size: 20px; + border: none; + background: none; + box-shadow: none; + -webkit-appearance: none; + -moz-appearance: none; + -webkit-border-radius: 0px; + border-radius: 0px; + color: black; +} + +.sheet-resources input[type=number], +.sheet-hdice-dsaves-container input[type=number] { + padding-right: 0px; + padding-left: 10px; +} + +.sheet-saving-throw-container, +.sheet-skills-container { + width: 165px; + border: 1px solid #666; + border-radius: 5px; + margin-bottom: 10px; + padding-top: 5px; +} + +.sheet-saving-throw, +.sheet-skill { + width: 165px; + height: 18px; +} + +.sheet-saving-throw input[type=checkbox], +.sheet-skill input[type=checkbox] { + margin-left: 5px; +} + +.sheet-saving-throw input[type=text], +.sheet-skill input[type=text] { + font-size: 12px; + width: 21px; +} + +.sheet-col1 .sheet-saving-throw > span, +.sheet-col1 .sheet-skill > span { + font-size: 12px; + display: inline-block; + text-align: center; + min-width: 21px; +} + +.sheet-saving-throw button[type=roll], +.sheet-skill button[type=roll] { + width: calc(100% - 72px); + overflow: hidden; + word-wrap: break-word; + white-space: nowrap; + text-overflow: ellipsis; + text-align: left; +} + +.sheet-saving-throw-container .sheet-label span, +.sheet-skills-container .sheet-label span, +.sheet-textbox-container .sheet-label span, +.sheet-ac-init-speed-container span.sheet-label, +.sheet-touch-social-container span.sheet-label, +.sheet-hp span, +.sheet-exhaustion span.sheet-label, +.sheet-hdice-dsaves-container span, +.sheet-attacks span, +.sheet-globalattack span, +.sheet-equipment span, +.sheet-textbox span, +.sheet-tool_proficiencies span, +.sheet-proficiencies span, +.sheet-traits span, +.sheet-spells span, +.sheet-options .sheet-body span { + display: block; + font-size: 9px; + line-height: 12px; + width: 100%; + text-align: center; + font-weight: bold; + margin-top: 5px; +} + +.sheet-globalattack span { + margin-top: 2px; +} + +.sheet-globalattack.sheet-acmod .sheet-display span span { + display: inline; +} + +.sheet-globalattack.sheet-acmod label, +.sheet-globalattack.sheet-acmod label input { + font-weight: normal; + font-size: 1em; +} + +.sheet-globalattack.sheet-acmod label input[type=number] { + width: 3.5em; +} + +.sheet-exhaustion div span.sheet-ex-description { + font-size: 9px; + line-height: 9px; + text-align: left; + width: 116px; + display: block; +} + +.sheet-exhaustion span.sheet-label { + width: 100%; + display: inline-block; + text-align: center; +} + +.sheet-exhaustion div.sheet-ex-descriptions { + display: inline-block; + padding-top: 5px; +} + +.sheet-exhaustion-toggle[value="0"] ~ .sheet-exhaustion { + display: none; +} + +.sheet-exhaustion input[type=number] { + width: 116px; + display: inline-block; + vertical-align: top; +} + +.sheet-skill button span, +.sheet-options .sheet-body .sheet-skill span span, +.sheet-rolltemplate-spell .sheet-grey { + color: #A0A0A0; + font-weight: normal; +} + +.sheet-textbox-container, +.sheet-tool_proficiencies { + border: 1px solid #666; + border-radius: 5px; + width: 243px; +} + +.sheet-tool_proficiencies, +.sheet-attacks { + padding-bottom: 10px; +} + +.sheet-textbox-container textarea { + width: calc(100% - 10px); + resize: vertical; + border: none; +} + +.sheet-ac-init-speed-container, +.sheet-touch-social-container { + width: 240px; +} + +.sheet-hp, +.sheet-exhaustion, +.sheet-hdice-dsaves-container, +.sheet-attacks, +.sheet-equipment { + width: 240px; + margin-bottom: 10px; +} + +.sheet-ac-init-speed-container div { + width: 31%; + margin-bottom: 10px; + height: 100%; + border: 1px solid #666; + border-radius: 5px; + display: inline-block; + vertical-align: top; +} + +.sheet-touch-social-container div { + width: 48%; + margin-bottom: 10px; + height: 100%; + border: 1px solid #666; + border-radius: 5px; + display: inline-block; + vertical-align: top; +} + +.sheet-ac-init-speed-container span.sheet-label { + margin-top: 0px; +} + +.sheet-ac-init-speed-container button[type=roll] { + display: block; +} + +.sheet-hp, +.sheet-exhaustion, +.sheet-subcontainer, +.sheet-attacks, +.sheet-equipment { + border: 1px solid #666; + border-radius: 5px; +} + +.sheet-hp input { + font-size: 30px; +} + +.sheet-exhaustion input { + font-size: 20px; +} + +.sheet-hp input[type=number] { + width: 100%; + padding-right: 10px; + padding-left: 20px; +} + +.sheet-hp span.sheet-label, +.sheet-exhuastion span .sheet-label, +.sheet-hdice-dsaves-container span.sheet-label { + margin-top: 0px; +} + +.sheet-hp .sheet-top span, +.sheet-hdice-dsaves-container .sheet-top span, +.sheet-attacks .sheet-top span, +.sheet-tool_proficiencies .sheet-top span, +.sheet-proficiencies .sheet-top span, +.sheet-traits .sheet-top span { + text-align: left; + margin-left: 5px; + color: #A0A0A0; + font-weight: normal; + display: inline-block; + width: initial; +} + +.sheet-hp .sheet-top input, +.sheet-hdice-dsaves-container .sheet-top input[type=text] { + border-bottom: 1px solid #D3D3D3; + border-top: 0px; + border-left: 0px; + border-right: 0px; + background: none; + box-shadow: none; + -webkit-appearance: none; + -moz-appearance: none; + -webkit-border-radius: 0px; + border-radius: 0px; + color: black; + width: 150px; + display: inline-block; + font-size: 12px; + padding: 0px; +} + +.sheet-hdice-dsaves-container .sheet-top input[type=text] { + width: 80px; +} + +.sheet-subcontainer { + width: 116px; + display: inline-block; + vertical-align: top; + height: 64px; +} + +.sheet-subcontainer input[type=text].sheet-label { + display: block; + font-size: 9px; + line-height: 12px; + width: 100%; + text-align: center; + font-weight: bold; +} + +.sheet-hdice-dsaves-container .sheet-row-container { + float: right; + margin-right: 5px; + margin-top: 5px; +} + +.sheet-hdice-dsaves-container .sheet-row-container span { + display: inline-block; + width: inherit; +} + +.sheet-money { + width: 70px; + display: inline-block; +} + +.sheet-coin { + border: 1px solid #666; + border-radius: 5px; + margin-top: 10px; + background-color: white; + position: relative; + left: -5px; +} + +.sheet-coin span { + display: inline-block; + color: #A0A0A0; + margin-top: 0px; + margin-left: 5px; + width: 15px; +} + +.sheet-coin input { + display: inline-block; + font-size: 12px; + padding: 0px; + width: 40px; +} + +.sheet-equipment { + position: relative; + min-height: 276px; +} + +.sheet-equipment textarea { + width: calc(100% - 69px); + margin: 0px 0px 0px -5px; + resize: vertical; + border: none; + display: inline-block; + padding: 0px; + min-height: 264px; +} + +.sheet-equipment span, +.sheet-textbox span { + margin-top: 0px; +} + +.sheet-textbox { + width: 100%; + border: 1px solid #666; + border-radius: 5px; + margin-bottom: 5px; +} + +.sheet-textbox textarea { + width: calc(100% - 10px); + resize: vertical; + border: none; + margin: 0px; + padding-bottom: 0px; + min-height: 48px; + height: 48px; +} + +/*.sheet-col3 { + width: 245px; + margin-left: -3px; +}*/ +.sheet-footer { + -webkit-user-select: auto; + -moz-user-select: text; + font-size: 10px; + color: rgb(165, 165, 165); + margin-top: 10px; +} + +.sheet-footer div { + width: 45%; + display: inline-block; +} + +.sheet-attacks { + min-height: 150px; + margin-bottom: 10px; +} + +.sheet-equipment.sheet-hidden { + min-height: 50px; +} + +.sheet-attacks .sheet-display button[type=roll], +.sheet-tool .sheet-display button[type=roll], +.sheet-proficiency .sheet-display button[type=roll] { + background-color: transparent; + color: black; + border: none; + background-image: none; + text-shadow: none; + box-shadow: none; + padding: 0px; + margin: 0px; + width: 100%; + font-weight: bold; +} + +.sheet-attacks .sheet-display button[type=roll]::before, +.sheet-tool .sheet-display button[type=roll]::before, +.sheet-proficiency .sheet-display button[type=roll]::before { + content: "" !important; +} + +.sheet-attacks .sheet-display input, +.sheet-tool .sheet-display input, +.sheet-equipment .sheet-item input, +.sheet-attacks .sheet-display span, +.sheet-tool .sheet-display span, +.sheet-equipment .sheet-item span, +.sheet-proficiencies .sheet-display span { + font-size: 12px; + line-height: 12px; + border-top-left-radius: 5px; + border-bottom-right-radius: 5px; + background-color: #EFEFEF; + cursor: pointer; + text-align: left; + font-size: 9px; + font-weight: bold; +} + +.sheet-attacks .sheet-display span, +.sheet-tool .sheet-display span, +.sheet-equipment .sheet-item span, +.sheet-proficiencies .sheet-display span { + min-height: 12px; + display: inline-block; + margin-top: 0px; + padding: 4px; + overflow: hidden; + text-overflow: ellipsis; + vertical-align: bottom; + white-space: nowrap; +} + +.sheet-traits .sheet-display .sheet-title { + font-family: "Times New Roman", Times, serif; + font-size: 16px; + text-transform: capitalize; + font-variant: small-caps; + font-weight: bold; + color: #a17c03; +} + +.sheet-traits .sheet-display .sheet-subheader { + font-style: italic; + color: #A0A0A0; + margin-top: -3px; +} + +.sheet-traits .sheet-display .sheet-subheader span { + font-size: 10px; + display: inline; +} + +.sheet-spell .sheet-details-flag, +.sheet-attacks .sheet-options-flag, +.sheet-spell .sheet-options-flag, +.sheet-tool .sheet-options-flag, +.sheet-npc .sheet-npc_options-flag, +.sheet-pc .sheet-trait .sheet-options-flag, +.sheet-pc .sheet-global-mod .sheet-options-flag, +.sheet-action .sheet-options-flag, +.sheet-textbox .sheet-options-flag, +.sheet-proficiencies .sheet-options-flag, +.sheet-traits .sheet-options-flag, +.sheet-equipment .sheet-inventorysubflag, +.sheet-header .sheet-options-flag { + opacity: 0; + position: absolute; + top: 0px; + right: 0px; + width: 18px; + height: 18px; + z-index: 2; +} + +.sheet-spell .sheet-details-flag + span, +.sheet-attacks .sheet-options-flag + span, +.sheet-spell .sheet-options-flag + span, +.sheet-tool .sheet-options-flag + span, +.sheet-npc .sheet-npc_options-flag + span, +.sheet-trait .sheet-options-flag + span, +.sheet-global-mod .sheet-options-flag + span, +.sheet-action .sheet-options-flag + span, +.sheet-textbox .sheet-options-flag + span, +.sheet-proficiencies .sheet-options-flag + span, +.sheet-traits .sheet-options-flag + span, +.sheet-equipment .sheet-inventorysubflag + span, +.sheet-header .sheet-options-flag + span { + align-items: center; + position: absolute; + top: 0px; + right: 0px; + white-space: nowrap; + width: 18px; + height: 18px; + font-size: 20px; + font-family: pictos; + color: #A0A0A0; + cursor: pointer; + margin-top: 0px; + display: none; +} + +.sheet-spell .sheet-details-flag:hover + span, +.sheet-attacks .sheet-options-flag:hover + span, +.sheet-spell .sheet-options-flag:hover + span, +.sheet-tool .sheet-options-flag:hover + span, +.sheet-npc .sheet-npc_options-flag:hover + span, +.sheet-trait .sheet-options-flag:hover + span, +.sheet-global-mod .sheet-options-flag:hover + span, +.sheet-action .sheet-options-flag:hover + span, +.sheet-textbox .sheet-options-flag:hover + span, +.sheet-proficiencies .sheet-options-flag:hover + span, +.sheet-traits .sheet-options-flag:hover + span, +.sheet-equipment .sheet-inventorysubflag:hover + span, +.sheet-header .sheet-options-flag:hover + span { + color: #000000; +} + +.sheet-pc .sheet-global-mod .sheet-options-flag:not(:checked) ~ .sheet-display, +.sheet-pc .sheet-global-mod .sheet-options-flag:checked ~ .sheet-options { + width: 80%; + display: inline-block; +} + +.sheet-spell .sheet-details-flag:checked + span, +.sheet-attacks .sheet-options-flag:checked + span, +.sheet-spell .sheet-options-flag:checked + span, +.sheet-tool .sheet-options-flag:checked + span, +.sheet-npc .sheet-npc_options-flag:checked + span, +.sheet-trait .sheet-options-flag:checked + span, +.sheet-global-mod .sheet-options-flag:checked + span, +.sheet-action .sheet-options-flag:checked + span, +.sheet-textbox .sheet-options-flag:checked + span, +.sheet-proficiencies .sheet-options-flag:checked + span, +.sheet-traits .sheet-options-flag:checked + span, +.sheet-equipment .sheet-inventorysubflag:checked + span, +.sheet-header .sheet-options-flag:checked + span { + color: black; + display: flex; +} + +.sheet-spell:hover .sheet-details-flag + span, +.sheet-spell:hover .sheet-options-flag + span, +.sheet-attacks .sheet-attack:hover .sheet-options-flag + span, +.sheet-tool:hover .sheet-options-flag + span, +.sheet-npc:hover > .sheet-npc_options-flag + span, +.sheet-trait:hover .sheet-options-flag + span, +.sheet-global-mod:hover .sheet-options-flag + span, +.sheet-action:hover .sheet-npc_options-flag + span, +.sheet-textbox:hover > .sheet-options-flag + span, +.sheet-proficiency:hover .sheet-options-flag + span, +.sheet-item:hover .sheet-inventorysubflag + span, +.sheet-pc .sheet-trait:hover .sheet-output, +.sheet-pc .sheet-header:hover .sheet-options-flag + span { + display: flex; +} + +.sheet-pc .sheet-header .sheet-options-flag { + top: 8px; + right: 4px; +} + +.sheet-pc .sheet-header .sheet-options-flag + span { + top: 8px; + right: 4px; +} + +.sheet-pc .sheet-global-mod .sheet-display-flag, +.sheet-pc .sheet-trait .sheet-display-flag { + opacity: 0; + position: absolute; + top: 0px; + right: 0px; + width: 100%; + height: 100%; +} + +.sheet-pc .sheet-global-mod .sheet-options-flag:checked ~ .sheet-display-flag, +.sheet-pc .sheet-trait .sheet-options-flag:checked ~ .sheet-display-flag { + width: 0px; + height: 0px; +} + +.sheet-pc .sheet-trait .sheet-display-flag:checked ~ .sheet-display .sheet-desc { + display: none; +} + +.sheet-pc .sheet-trait .sheet-output { + position: absolute; + top: -8px; + right: 30px; + width: 18px; + height: 18px; + z-index: 2; + background: none; + border: none; + font-family: pictos; + font-size: 20px; + display: none; +} + +.sheet-pc .sheet-trait .sheet-output:before { + content: ""; +} + +.sheet-textbox .sheet-display .sheet-desc { + white-space: pre-wrap; + word-break: break-word; +} + +.sheet-licensecontainer, +.sheet-attack, +.sheet-spell, +.sheet-tool, +.sheet-npc, +.sheet-action, +.sheet-textbox, +.sheet-proficiencies, +.sheet-traits { + position: relative; +} + +.sheet-attack .sheet-options, +.sheet-spell .sheet-options, +.sheet-tool .sheet-options, +.sheet-npc .sheet-npc_options, +.sheet-trait .sheet-options, +.sheet-global-mod .sheet-options, +.sheet-action .sheet-options, +.sheet-textbox .sheet-options, +.sheet-proficiencies .sheet-options, +.sheet-trait .sheet-options { + display: none; + border-top: 2px dashed gold; +} + +.sheet-item .sheet-subitem, +.sheet-header .sheet-options { + display: none; +} + +.sheet-col3 .sheet-textbox .sheet-display { + padding: 5px 5px 5px 10px; +} + +.sheet-textbox .sheet-display span { + font-weight: normal; + font-size: 12px; + text-align: left; + line-height: 16px; +} + +.sheet-textbox.sheet-pibf span { + white-space: pre-wrap; + word-break: break-word; +} + +.sheet-attacks .sheet-options-flag:checked ~ .sheet-options, +.sheet-tool .sheet-options-flag:checked ~ .sheet-options, +.sheet-npc .sheet-npc_options-flag:checked ~ .sheet-npc_options, +.sheet-trait .sheet-options-flag:checked ~ .sheet-options, +.sheet-global-mod .sheet-options-flag:checked ~ .sheet-options, +.sheet-action .sheet-options-flag:checked ~ .sheet-options, +.sheet-textbox .sheet-options-flag:checked ~ .sheet-options, +.sheet-proficiencies .sheet-options-flag:checked ~ .sheet-options, +.sheet-traits .sheet-options-flag:checked ~ .sheet-options, +.sheet-item .sheet-inventorysubflag:checked ~ .sheet-subitem { + display: inherit; +} + +.sheet-header .sheet-options-flag:checked ~ .sheet-options { + min-height: 74px; + vertical-align: top; + display: inline-block; +} + +.sheet-textbox .sheet-options-flag:checked ~ .sheet-display, +.sheet-header .sheet-options-flag:checked ~ .sheet-display { + display: none; +} + +.sheet-spell-level { + position: relative; + margin-bottom: 5px; +} + +.sheet-header-info.sheet-options span { + display: inline-block; + font-weight: bold; +} + +.sheet-header-info.sheet-options input { + width: 170px; +} + +.sheet-level { + width: 20px; + display: inline-block; +} + +.sheet-level:after, +.sheet-level:before { + border-top: 20px solid transparent; + border-bottom: 20px solid transparent; + border-left: 20px solid #FFF; + left: 0px; + top: -6px; + content: ""; + position: absolute; +} + +.sheet-level:before { + border-top: 23px solid transparent; + border-bottom: 23px solid transparent; + border-left: 24px solid; + border-left-color: inherit; + left: -2px; + top: -9px; +} + +.sheet-level span { + z-index: 3; + margin-left: -3px; + position: relative; + font-size: 16px; + top: 2px; +} + +.sheet-cantrips { + display: inline-block; + border: 1px solid black; + height: 25px; + border-radius: 5px; + width: 238px; + text-align: center; + margin-left: -20px; +} + +.sheet-cantrips span { + display: block; + font-size: 9px; + line-height: 12px; + width: 100%; + text-align: center; + font-weight: bold; + margin-top: 8px; +} + +.sheet-spell-labels { + color: #A0A0A0; +} + +.sheet-spell-labels span { + display: inline; + font-weight: normal; + font-size: 8px; +} + +.sheet-spell-level input { + width: 100%; + text-align: center; + font-size: 20px; + border: none; + background: none; + box-shadow: none; + -webkit-appearance: none; + -moz-appearance: textfield; + -webkit-border-radius: 0px; + border-radius: 0px; + color: black; + padding: 0px; + margin: 2px; + height: 100%; +} + +.sheet-spell-level .sheet-total, +.sheet-spell-level .sheet-expended { + display: inline-block; + border: 1px solid black; + height: 25px; + border-radius: 5px; + text-align: center; + margin-left: -20px; + background-color: white; +} + +.sheet-spell-level .sheet-total { + width: 114px; + vertical-align: bottom; +} + +.sheet-spell-level .sheet-total span { + font-size: 20px; + font-weight: normal; + position: relative; + top: 3px; +} + +.sheet-spell-level .sheet-expended { + width: 139px; + border-top-left-radius: 0px; + border-bottom-left-radius: 0px; +} + +.sheet-spell { + margin-bottom: 5px; + width: 245px; +} + +.sheet-spell .sheet-wrapper button.sheet-spell_link::before { + content: "|"; +} + +.sheet-spell .sheet-wrapper button.sheet-spell_link { + position: absolute; + top: 0; + right: 5px; + border: none; + background: none; + color: #A0A0A0; + margin: 0; + padding: 0; +} + +.sheet-spell .sheet-wrapper button.sheet-spell_link:hover { + color: #000000; +} + +.sheet-spell .sheet-wrapper { + position: relative; +} + +.charsheet .sheet-spells .sheet-details span { + font-size: 12px; +} + +.charsheet .sheet-spells .sheet-details span[name=attr_spelldescription] { + white-space: pre-line; +} + +.repcontainer .sheet-spell .sheet-details-flag:not(:checked) ~ .sheet-wrapper { + display: none; +} + +.sheet-spell .sheet-wrapper .sheet-options-flag, +.sheet-spell .sheet-wrapper .sheet-options-flag + span { + display: inherit; +} + +.repcontainer .sheet-spell .sheet-details-flag:not(:checked) ~ .sheet-wrapper input.sheet-spell_desc + .sheet-options-flag, +.repcontainer .sheet-spell .sheet-details-flag:not(:checked) ~ .sheet-wrapper input.sheet-spell_desc + .sheet-options-flag + span { + display: none; +} + +.repcontainer .sheet-spell .sheet-wrapper .sheet-options .sheet-options-flag + span { + right: 23.5px; + width: 18px; + height: 18px; +} + +.repcontainer .sheet-spell .sheet-wrapper input.sheet-spell_desc[value] + .sheet-options-flag:not(:checked) ~ .sheet-options { + display: none; +} + +.repcontainer .sheet-spell .sheet-wrapper .sheet-options-flag:not(:checked) ~ .sheet-options { + display: none; +} + +.sheet-spell .sheet-wrapper .sheet-options-flag:checked ~ .sheet-details { + display: none; +} + +.sheet-spell .sheet-wrapper .sheet-options-flag:checked ~ .sheet-options { + display: inherit; +} + +.sheet-spell .sheet-wrapper .sheet-options-flag { + z-index: 10; +} + +.sheet-spell .sheet-wrapper .sheet-options-flag, +.sheet-spell .sheet-wrapper .sheet-options-flag + span { + right: 23.5px; +} + +.sheet-spell .sheet-details span:not(.sheet-innate) { + display: inline; + font-weight: normal; +} + +.sheet-spell .sheet-details span.sheet-bold { + font-weight: bold; +} + +.sheet-spell .sheet-details .sheet-italics { + font-style: italic; +} + +.sheet-spell .sheet-details input[type=checkbox] { + display: none; +} + +.sheet-spell .sheet-details input[type=checkbox] + span { + display: none; +} + +.sheet-spell .sheet-details input[type=checkbox]:checked + span { + display: inline; +} + +.sheet-spell .sheet-details input[type=checkbox]:checked ~ input[type=checkbox]:checked + span::before { + content: ", "; +} + +.sheet-spell .sheet-details span[name=attr_spellname] { + font-family: "Times New Roman", Times, serif; + font-size: 16px; + text-transform: capitalize; + font-variant: small-caps; + color: rgb(126, 45, 64); +} + +.sheet-spell .sheet-details input[name=attr_spellcomp_materials][value=""] + span, +.sheet-spell .sheet-details input[name=attr_spellathigherlevels][value=""] + div { + display: none; +} + +.sheet-spell .sheet-options { + border-top: none; + border-bottom: 2px dashed gold; + padding-bottom: 40px; +} + +.sheet-spell .sheet-options-done { + display: inline-block; + margin-top: 5px; + padding: 3px 10px; + width: auto; + border-radius: 1em; + color: #ffffff; + background-color: #000000; + font-size: 1em; + float: right; + cursor: pointer; +} + +.sheet-spell .sheet-options-done:hover { + opacity: 0.6; +} + +.sheet-spell .sheet-options-done::before { + content: "3"; + font-family: pictos; +} + +.sheet-spell .sheet-options-done input[type=checkbox] { + display: none; +} + +.sheet-spell .sheet-options-done span.sheet-label { + margin-top: 0; +} + +.sheet-spell .sheet-display { + position: relative; +} + +.sheet-spell .sheet-display button[type=roll] { + background-color: transparent; + color: black; + border-top: none; + border-left: none; + border-right: none; + border-bottom: 1px solid #D3D3D3; + background-image: none; + text-shadow: none; + box-shadow: none; + padding: 0px; + margin: 0px; + width: 100%; + font-weight: bold; + text-align: left; +} + +.sheet-spell .sheet-display button[type=roll]::before { + content: "" !important; +} + +span.sheet-spellritual, +span.sheet-spellconcentration { + display: none; + font-size: 8px; + font-weight: normal; + margin-top: 0px; + color: white; + background-color: black; + position: absolute; + width: 10px; + height: 10px; + top: 0px; + line-height: 10px; +} + +.sheet-spellicon_flag:not([value=none]) + .sheet-body .sheet-spell .sheet-display .sheet-spellritual:not([value="0"]) ~ span.sheet-spellritual { + display: inline-block; + right: 11px; +} + +.sheet-spellicon_flag:not([value=none]) + .sheet-body .sheet-spell .sheet-display .sheet-spellconcentration:not([value="0"]) ~ span.sheet-spellconcentration { + border-radius: 100%; + display: inline-block; + right: 0; +} + +.sheet-spell .sheet-display .sheet-componentscontainer { + position: absolute; + top: 3px; + right: 0; + width: auto; +} + +.sheet-spell .sheet-display .sheet-v, +.sheet-spell .sheet-display .sheet-s, +.sheet-spell .sheet-display .sheet-m { + display: none; +} + +.sheet-spellicon_flag[value=all] + .sheet-body .sheet-spell .sheet-display input.sheet-v:not([value="0"]) ~ .sheet-componentscontainer span.sheet-v, +.sheet-spellicon_flag[value=all] + .sheet-body .sheet-spell .sheet-display input.sheet-s:not([value="0"]) ~ .sheet-componentscontainer span.sheet-s, +.sheet-spellicon_flag[value=all] + .sheet-body .sheet-spell .sheet-display input.sheet-m:not([value="0"]) ~ .sheet-componentscontainer span.sheet-m { + display: inline; + width: initial; + font-size: 8px; +} + +.sheet-spell .sheet-display input[type=text] { + font-size: 12px; + line-height: 12px; + cursor: pointer; + text-align: left; + padding: none; + margin: none; + background-color: transparent; + color: black; + border: none; + background-image: none; + text-shadow: none; + box-shadow: none; + padding: 0px; + margin: 0px; + width: 100%; +} + +.sheet-spell .sheet-display span.sheet-spellname { + font-size: 12px; + text-align: left; + font-weight: normal; + margin-right: -4px; + margin-left: 4px; + display: inline; + overflow: hidden; + text-overflow: ellipsis; + white-space: nowrap; + max-width: 220px; +} + +.sheet-spell .sheet-display .sheet-prep ~ span.sheet-spellname { + margin-left: 14px; +} + +.repcontrol { + min-height: 27px; +} + +.repcontrol .btn { + /*visibility: hidden;*/ + border: medium none; + color: white !important; + background: none; + box-shadow: none; +} + +.repcontrol .btn:focus { + outline: 0; +} + +.sheet-saving-throw-container .repcontrol .repcontrol_edit, +.sheet-saving-throw-container .repcontrol .repcontrol_add { + padding-left: 4px; + padding-right: 4px; +} + +.repcontrol .repcontrol_edit:after { + content: "("; + visibility: visible; + font-family: pictos; + background-color: #fff; + border: 1px solid black; + border-radius: 2px; + font-size: 12px; + height: 12px; + width: 12px; + padding: 2px 4px 2px 4px; + color: black; +} + +.editmode ~ .repcontrol .repcontrol_edit:after { + content: ")"; +} + +.repcontrol .repcontrol_add:before { + content: "&"; + visibility: visible; + font-family: pictos; + background-color: #fff; + border: 1px solid black; + border-radius: 2px; + font-size: 12px; + height: 12px; + width: 12px; + padding: 2px 4px 2px 4px; + color: black; +} + +.repcontrol .repcontrol_edit:hover:after, +.repcontrol .repcontrol_add:hover:before { + background-color: #EFEFEF; +} + +.sheet-resources .repcontrol { + margin-top: -10px; +} + +.itemcontrol { + z-index: 10; +} + +.itemcontrol .repcontrol_del { + font-size: 10px; + margin-top: 3px; + padding: 0px; + height: 18px; + width: 18px; +} + +.itemcontrol .repcontrol_move { + font-size: 10px; + margin-top: 3px; + padding: 0px; + height: 18px; + width: 18px; +} + +.sheet-tool .sheet-options, +.sheet-attack .sheet-options, +.sheet-spell .sheet-options, +.sheet-proficiencies .sheet-options, +.sheet-traits .sheet-options, +.sheet-global-mod .sheet-options { + padding-left: 5px; +} + +.sheet-tool .sheet-options span, +.sheet-attack .sheet-options span, +.sheet-spell .sheet-options span, +.sheet-options .sheet-body span, +.sheet-proficiencies .sheet-options span, +.sheet-traits .sheet-options span, +.sheet-global-mod .sheet-options span { + width: initial; + display: inline-block; + text-align: left; +} + +.sheet-tool .sheet-options input, +.sheet-attack .sheet-options input[type=text], +.sheet-spell .sheet-options input[type=text], +.sheet-options .sheet-body input[type=text], +.sheet-proficiencies .sheet-options input[type=text], +.sheet-traits .sheet-options input[type=text], +.sheet-global-mod .sheet-options input[type=text] { + display: inline-block; + text-align: left; + font-size: 12px; + border-bottom: 1px solid #D3D3D3; + padding: 0px; + width: initial; +} + +.sheet-tool .sheet-options select, +.sheet-attack .sheet-options select, +.sheet-spell .sheet-options select, +.sheet-options .sheet-body select, +.sheet-proficiencies .sheet-options select, +.sheet-traits .sheet-options select { + border-bottom: 1px solid #D3D3D3; + border-top: 0px; + border-left: 0px; + border-right: 0px; + background: none; + box-shadow: none; + -webkit-appearance: none; + -moz-appearance: none; + -webkit-border-radius: 0px; + border-radius: 0px; + color: black; + display: inline-block; + font-size: 12px; + width: initial; + padding: 0px; + margin: 0px; + line-height: 18px; + height: 18px; +} + +.sheet-tool .sheet-options input[type=checkbox], +.sheet-attack .sheet-options input[type=checkbox], +.sheet-spell .sheet-options input[type=checkbox], +.sheet-options .sheet-body input[type=checkbox], +.sheet-npc .sheet-npc_options input[type=checkbox], +.sheet-proficiencies .sheet-options input[type=checkbox], +.sheet-traits .sheet-options input[type=checkbox], +.sheet-global-mod .sheet-options input[type=checkbox] { + width: 13px; + font-size: initial; + -webkit-appearance: checkbox; + -moz-appearance: checkbox; +} + +.sheet-attack .sheet-options input[type=text].sheet-num, +.sheet-options input[type=text].sheet-num { + width: 15px; + text-align: center; +} + +.sheet-spell .sheet-options textarea { + width: calc(100% - 10px); + resize: vertical; + margin-bottom: 0px; +} + +.sheet-spell-container { + min-height: 60px; + margin-bottom: 1px; +} + +.sheet-spell-container input[name=attr_spellcastingtime] { + width: 168px; +} + +.sheet-spell-container input[name=attr_spellrange] { + width: 201px; +} + +.sheet-spell-container input[name=attr_spelltarget] { + width: 199px; +} + +.sheet-spell-container .sheet-spell .sheet-options input[name=attr_spellcomp_materials] { + margin-left: 17px; + width: 223px; +} + +.sheet-spell-container input[name=attr_spellduration] { + width: 186px; +} + +.sheet-options .sheet-row { + display: block; + width: 100%; +} + +.sheet-options .sheet-title input[type=text] { + width: 52px; + border: none; + text-align: center; + color: #A0A0A0; +} + +.sheet-options .sheet-title { + text-align: center; +} + +.sheet-class_options, +.sheet-skill_options, +.sheet-general_options { + border: 1px solid #666; + border-radius: 5px; + padding: 5px; + margin-bottom: 5px; +} + +.sheet-general_options { + position: relative; +} + +.sheet-hlabel-container .sheet-showing, +.sheet-hlabel-container .sheet-hiding, +.sheet-header .sheet-showing, +.sheet-header input[value="1"].sheet-flag ~ .sheet-hiding { + display: none; +} + +.sheet-hlabel-container input[value="1"].sheet-flag ~ .sheet-showing, +.sheet-hlabel-container input[value="0"].sheet-flag ~ .sheet-hiding, +.sheet-header input[value="1"].sheet-flag ~ .sheet-showing { + display: inline-block; +} + +.sheet-options .sheet-row > span { + color: black; +} + +.sheet-spell .sheet-details-flag, +.sheet-spell .sheet-details-flag + span { + position: absolute; + top: 0px; + right: 23px; + width: 18px; + height: 18px; +} + +.sheet-spell .sheet-details-flag { + opacity: 0; + z-index: 2; +} + +.sheet-spell .sheet-details-flag + span { + white-space: nowrap; + font-size: 20px; + font-family: pictos; + color: #A0A0A0; + cursor: pointer; + margin-top: 0px; + display: none; + line-height: 18px; +} + +.sheet-spell .sheet-options-flag, +.sheet-spell .sheet-options-flag + span { + position: absolute; + top: 0px; + right: 23px; + width: 18px; + height: 18px; +} + +.sheet-spell .sheet-options-flag { + opacity: 0; + z-index: 2; +} + +.sheet-spell .sheet-options-flag + span { + white-space: nowrap; + font-size: 20px; + font-family: pictos; + color: #A0A0A0; + cursor: pointer; + margin-top: 0px; +} + +.sheet-spell .sheet-details button.sheet-spell_link::before { + content: "|"; +} + +.sheet-spell .sheet-details button.sheet-spell_link { + float: right; + border: none; + background: none; + color: #A0A0A0; +} + +.sheet-spell .sheet-details button.sheet-spell_link:hover { + color: #000000; +} + +.sheet-spell .sheet-details-flag:checked + span { + display: block; + color: #000000; +} + +.sheet-spell:hover .sheet-details-flag + span { + display: block; +} + +.sheet-spell .sheet-details-flag ~ .sheet-details { + display: none; +} + +.sheet-spell .sheet-details-flag:checked ~ .sheet-details { + display: block; +} + +.sheet-spell .sheet-details { + margin: 15px 10px; +} + +.sheet-spell .sheet-options { + margin: 15px 10px; + padding: 0; + overflow-x: hidden; + text-overflow: ellipsis; +} + +.sheet-spell .sheet-details span:not(.sheet-innate) { + display: inline; + font-weight: normal; +} + +.sheet-spell .sheet-details span.sheet-bold { + font-weight: bold; +} + +.sheet-spell .sheet-details .sheet-italics { + font-style: italic; +} + +.sheet-spell .sheet-details input[type=checkbox] { + display: none; +} + +.sheet-spell .sheet-details input[type=checkbox] + span { + display: none; +} + +.sheet-spell .sheet-details input[type=checkbox]:checked + span { + display: inline; +} + +.sheet-spell .sheet-details input[type=checkbox]:checked ~ input[type=checkbox]:checked + span::before { + content: ", "; +} + +.sheet-spell .sheet-details span[name=attr_spellname] { + font-family: "Times New Roman", Times, serif; + font-size: 16px; + text-transform: capitalize; + font-variant: small-caps; + color: rgb(126, 45, 64); +} + +.sheet-spell .sheet-details input[name=attr_spellcomp_materials][value=""] + span, +.sheet-spell .sheet-details input[name=attr_spellathigherlevels][value=""] + div { + display: none; +} + +.sheet-spell .sheet-display { + position: relative; +} + +.sheet-spell .sheet-prep { + width: 10px; + height: 10px; + border-radius: 50%; + position: absolute; + top: 0px; + border: 1px solid black; +} + +.sheet-spell input[type=checkbox]:checked ~ span.sheet-prep { + background-color: #EC2127; +} + +.sheet-spell .sheet-prep-box { + -webkit-appearance: checkbox; + -moz-appearance: checkbox; + opacity: 0; + z-index: 2; + position: relative; + width: 12px; +} + +.charsheet .sheet-spell .sheet-display button[type=roll].sheet-spellcard { + width: calc(100% - 18px); +} + +.sheet-rolltemplates { + display: none; +} + +.sheet-rolltemplate-dmg, +.sheet-rolltemplate-atk, +.sheet-rolltemplate-simple, +.sheet-rolltemplate-atkdmg { + width: 14em; +} + +.sheet-rolltemplate-simple .sheet-container, +.sheet-rolltemplate-atk .sheet-container, +.sheet-rolltemplate-atkdmg .sheet-container.sheet-atk, +.sheet-rolltemplate-dmg .sheet-atk, +.sheet-rolltemplate-dmg .sheet-container, +.sheet-rolltemplate-atkdmg .sheet-container.sheet-damagetemplate { + background-color: white; + border: 1px solid black; + color: black; + width: 100%; +} + +.sheet-rolltemplate-simple .sheet-container { + border-radius: 10px; +} + +.sheet-rolltemplate-atk .sheet-container, +.sheet-rolltemplate-atkdmg .sheet-container.sheet-atk, +.sheet-rolltemplate-dmg .sheet-atk { + border-top-left-radius: 0.8em; + border-top-right-radius: 0.8em; +} + +.sheet-rolltemplate-dmg .sheet-container, +.sheet-rolltemplate-atkdmg .sheet-container.sheet-damagetemplate { + border-bottom-left-radius: 0.8em; + border-bottom-right-radius: 0.8em; +} + +/* Obsolete Template */ +.sheet-rolltemplate-simple .sheet-containerold, +.sheet-rolltemplate-atk .sheet-containerold, +.sheet-rolltemplate-atkdmg .sheet-container.sheet-atkold, +.sheet-rolltemplate-dmg .sheet-atkold, +.sheet-rolltemplate-dmg .sheet-containerold, +.sheet-rolltemplate-atkdmg .sheet-container.sheet-damagetemplateold { + background-repeat: no-repeat; + background-size: 14em 100%; + color: black; + width: 81%; +} + +/* Obsolete Template */ +.sheet-rolltemplate-simple .sheet-containerold { + background: url("https://raw.githubusercontent.com/solar-studios/Roll20Redsky/main/images/53WSdhx.png") top left; +} + +/* Obsolete Template */ +.sheet-rolltemplate-atk .sheet-containerold, +.sheet-rolltemplate-atkdmg .sheet-container.sheet-atkold, +.sheet-rolltemplate-dmg .sheet-atkold { + background: url("https://raw.githubusercontent.com/solar-studios/Roll20Redsky/main/images/4RCRsAd.png") top left; +} + +/* Obsolete Template */ +.sheet-rolltemplate-dmg .sheet-containerold, +.sheet-rolltemplate-atkdmg .sheet-container.sheet-damagetemplateold { + background: url("https://raw.githubusercontent.com/solar-studios/Roll20Redsky/main/images/gw9HTsq.png") top left; +} + +.sheet-rolltemplate-atkdmg .sheet-damagetemplate .sheet-result, +.sheet-rolltemplate-dmg .sheet-damagetemplate .sheet-result { + min-height: 45px; +} + +.sheet-rolltemplate-simple .sheet-adv, +.sheet-rolltemplate-atk .sheet-adv, +.sheet-rolltemplate-atkdmg .sheet-adv, +.sheet-rolltemplate-dmg .sheet-adv { + display: inline-block; + margin-top: 1em; + text-align: center; + vertical-align: top; + width: 45%; +} + +.sheet-rolltemplate-simple .sheet-adv:first-child, +.sheet-rolltemplate-atk .sheet-adv:first-child, +.sheet-rolltemplate-atkdmg .sheet-adv:first-child, +.sheet-rolltemplate-dmg .sheet-adv:first-child { + margin-left: 0.2em; +} + +.sheet-rolltemplate-simple .sheet-adv:nth-child(3), +.sheet-rolltemplate-atk .sheet-adv:nth-child(3), +.sheet-rolltemplate-atkdmg .sheet-adv:nth-child(3), +.sheet-rolltemplate-dmg .sheet-adv:nth-child(3) { + margin-right: 8px; + margin-left: -3px; +} + +.sheet-rolltemplate-simple .sheet-adv span, +.sheet-rolltemplate-simple .sheet-solo span, +.sheet-rolltemplate-atk .sheet-adv span, +.sheet-rolltemplate-atk .sheet-solo span, +.sheet-rolltemplate-atkdmg .sheet-adv span, +.sheet-rolltemplate-atkdmg .sheet-solo span, +.sheet-rolltemplate-dmg .sheet-adv span, +.sheet-rolltemplate-dmg .sheet-solo span { + background-color: transparent; + border: 0px; + font-size: 1.2em; + padding: 0px; +} + +.sheet-rolltemplate-simple .sheet-advspacer, +.sheet-rolltemplate-atk .sheet-advspacer, +.sheet-rolltemplate-atkdmg .sheet-advspacer, +.sheet-rolltemplate-dmg .sheet-advspacer { + border: 1px solid black; + display: inline-block; + height: 35px; + width: 0px; +} + +.sheet-rolltemplate-simple .sheet-solo, +.sheet-rolltemplate-atk .sheet-solo, +.sheet-rolltemplate-atkdmg .sheet-solo, +.sheet-rolltemplate-dmg .sheet-solo { + height: auto; + padding-bottom: 0.5em; + padding-top: 1em; + text-align: center; + width: 100%; +} + +.sheet-rolltemplate-simple span, +.sheet-rolltemplate-atk span, +.sheet-rolltemplate-atkdmg span, +.sheet-rolltemplate-dmg span, +.sheet-rolltemplate-desc span { + font-size: 12px; + font-weight: bold; + line-height: 12px; + text-align: center; +} + +.sheet-rolltemplate-dmg .sheet-desc span.sheet-plus, +.sheet-rolltemplate-atkdmg .sheet-desc span.sheet-plus { + display: inline; + font-size: 20px; + font-weight: bold; +} + +.sheet-rolltemplate-simple .sheet-grey, +.sheet-rolltemplate-simple .sheet-grey .inlinerollresult.fullcrit, +.sheet-rolltemplate-simple .sheet-grey .inlinerollresult.fullfail, +.sheet-rolltemplate-simple .sheet-grey .inlinerollresult.importantroll, +.sheet-rolltemplate-simple .sheet-label span span, +.sheet-rolltemplate-atk .sheet-label span span, +.sheet-rolltemplate-atk .sheet-grey, +.sheet-rolltemplate-atk .sheet-grey .inlinerollresult.fullcrit, +.sheet-rolltemplate-atk .sheet-grey .inlinerollresult.fullfail, +.sheet-rolltemplate-atk .sheet-grey .inlinerollresult.importantroll, +.sheet-rolltemplate-atkdmg .sheet-label span span, +.sheet-rolltemplate-atkdmg .sheet-grey, +.sheet-rolltemplate-atkdmg .sheet-grey .inlinerollresult.fullcrit, +.sheet-rolltemplate-atkdmg .sheet-grey .inlinerollresult.fullfail, +.sheet-rolltemplate-atkdmg .sheet-grey .inlinerollresult.importantroll, +.sheet-rolltemplate-dmg .sheet-label span span, +.sheet-rolltemplate-dmg .sheet-grey, +.sheet-rolltemplate-dmg .sheet-grey .inlinerollresult.fullcrit, +.sheet-rolltemplate-dmg .sheet-grey .inlinerollresult.fullfail, +.sheet-rolltemplate-dmg .sheet-grey .inlinerollresult.importantroll, +.sheet-rolltemplate-npc .sheet-grey, +.sheet-rolltemplate-npc .sheet-grey .inlinerollresult.fullcrit, +.sheet-rolltemplate-npc .sheet-grey .inlinerollresult.fullfail, +.sheet-rolltemplate-npc .sheet-grey .inlinerollresult.importantroll, +.sheet-rolltemplate-npcaction .sheet-grey, +.sheet-rolltemplate-npcaction .sheet-grey .inlinerollresult.fullcrit, +.sheet-rolltemplate-npcaction .sheet-grey .inlinerollresult.fullfail, +.sheet-rolltemplate-npcaction .sheet-grey .inlinerollresult.importantroll, +.sheet-rolltemplate-npcatk .sheet-grey, +.sheet-rolltemplate-npcatk .sheet-grey .inlinerollresult.fullcrit, +.sheet-rolltemplate-npcatk .sheet-grey .inlinerollresult.fullfail, +.sheet-rolltemplate-npcatk .sheet-grey .inlinerollresult.importantroll { + color: #A0A0A0; + border: 0px; + font-weight: normal; +} + +.sheet-rolltemplate-simple .sheet-label, +.sheet-rolltemplate-atk .sheet-label, +.sheet-rolltemplate-atkdmg .sheet-label, +.sheet-rolltemplate-dmg .sheet-label { + margin-top: -3px; + padding: 0.25em; + text-align: center; +} + +.sheet-rolltemplate-simple .sheet-label span span, +.sheet-rolltemplate-atk .sheet-label span span, +.sheet-rolltemplate-atkdmg .sheet-label span span, +.sheet-rolltemplate-dmg .sheet-label span span { + padding: 0px; + border: 0px; + background-color: transparent; + font-size: 12px; +} + +.sheet-rolltemplate-simple .inlinerollresult.fullcrit, +.sheet-rolltemplate-atk .inlinerollresult.fullcrit, +.sheet-rolltemplate-atkdmg .inlinerollresult.fullcrit, +.sheet-rolltemplate-dmg .inlinerollresult.fullcrit { + color: #3FB315; + border: 0px; +} + +.sheet-rolltemplate-simple .inlinerollresult.fullfail, +.sheet-rolltemplate-atk .inlinerollresult.fullfail, +.sheet-rolltemplate-atkdmg .inlinerollresult.fullfail, +.sheet-rolltemplate-dmg .inlinerollresult.fullfail { + color: #B31515; + border: 0px; +} + +.sheet-rolltemplate-simple .inlinerollresult.importantroll, +.sheet-rolltemplate-atk .inlinerollresult.importantroll, +.sheet-rolltemplate-atkdmg .inlinerollresult.importantroll, +.sheet-rolltemplate-dmg .inlinerollresult.importantroll { + color: #4A57ED; + border: 0px; +} + +.sheet-rolltemplate-atkdmg .sheet-damagetemplate .inlinerollresult.fullcrit, +.sheet-rolltemplate-atkdmg .sheet-damagetemplate .inlinerollresult.fullfail, +.sheet-rolltemplate-atkdmg .sheet-damagetemplate .inlinerollresult.importantroll, +.sheet-rolltemplate-dmg .sheet-damagetemplate .inlinerollresult.fullcrit, +.sheet-rolltemplate-dmg .sheet-damagetemplate .inlinerollresult.fullfail, +.sheet-rolltemplate-dmg .sheet-damagetemplate .inlinerollresult.importantroll, +.sheet-rolltemplate-npcaction .sheet-damagetemplate .inlinerollresult.fullcrit, +.sheet-rolltemplate-npcaction .sheet-damagetemplate .inlinerollresult.fullfail, +.sheet-rolltemplate-npcaction .sheet-damagetemplate .inlinerollresult.importantroll, +.sheet-rolltemplate-npcdmg .sheet-damagetemplate .inlinerollresult.fullcrit, +.sheet-rolltemplate-npcdmg .sheet-damagetemplate .inlinerollresult.fullfail, +.sheet-rolltemplate-npcdmg .sheet-damagetemplate .inlinerollresult.importantroll, +.sheet-rolltemplate-atkdmg .sheet-desc .inlinerollresult.fullcrit, +.sheet-rolltemplate-atkdmg .sheet-desc .inlinerollresult.importantroll, +.sheet-rolltemplate-atkdmg .sheet-desc .inlinerollresult.fullfail, +.sheet-rolltemplate-dmg .sheet-desc .inlinerollresult.fullcrit, +.sheet-rolltemplate-dmg .sheet-desc .inlinerollresult.importantroll, +.sheet-rolltemplate-dmg .sheet-desc .inlinerollresult.fullfail .sheet-rolltemplate-atk .sheet-desc .inlinerollresult.fullcrit, +.sheet-rolltemplate-atk .sheet-desc .inlinerollresult.importantroll, +.sheet-rolltemplate-atk .sheet-desc .inlinerollresult.fullfail, +.sheet-rolltemplate-mancerroll .inlinerollresult.fullcrit, +.sheet-rolltemplate-mancerroll .inlinerollresult.importantroll, +.sheet-rolltemplate-mancerroll .inlinerollresult.fullfail, +.sheet-rolltemplate-mancerhproll .inlinerollresult.fullcrit, +.sheet-rolltemplate-mancerhproll .inlinerollresult.importantroll, +.sheet-rolltemplate-mancerhproll .inlinerollresult.fullfail { + color: black; + border: 0px; +} + +.sheet-rolltemplate-atk .sheet-save .sheet-savedc, +.sheet-rolltemplate-dmg .sheet-save .sheet-savedc, +.sheet-rolltemplate-atkdmg .sheet-save .sheet-savedc { + padding-bottom: 5px; + padding-top: 15px; + text-align: center; +} + +.sheet-rolltemplate-atk .sheet-save .sheet-savedc span, +.sheet-rolltemplate-dmg .sheet-save .sheet-savedc span, +.sheet-rolltemplate-atkdmg .sheet-save .sheet-savedc span { + font-size: 15px; + font-weight: bold; +} + +.sheet-rolltemplate-atk .sheet-save .sheet-label span, +.sheet-rolltemplate-dmg .sheet-save .sheet-label span, +.sheet-rolltemplate-atkdmg .sheet-save .sheet-label span { + font-weight: bold; +} + +.sheet-rolltemplate-dmg .sheet-desc .inlinerollresult, +.sheet-rolltemplate-atkdmg .sheet-desc .inlinerollresult, +.sheet-rolltemplate-atk .sheet-desc .inlinerollresult, +.sheet-rolltemplate-mancerroll .inlinerollresult, +.sheet-rolltemplate-mancerhproll .inlinerollresult, +.sheet-rolltemplate-atk .sheet-save .inlinerollresult, +.sheet-rolltemplate-dmg .sheet-save .inlinerollresult, +.sheet-rolltemplate-atkdmg .sheet-save .inlinerollresult { + background-color: transparent; + border: 0px; + display: inline-block; + font-weight: bold; +} + +.sheet-rolltemplate-atk .sheet-save .inlinerollresult, +.sheet-rolltemplate-dmg .sheet-save .inlinerollresult, +.sheet-rolltemplate-atkdmg .sheet-save .inlinerollresult { + padding: 0px; +} + +.sheet-rolltemplate-dmg .sheet-desc .inlinerollresult, +.sheet-rolltemplate-atkdmg .sheet-desc .inlinerollresult, +.sheet-rolltemplate-atk .sheet-desc .inlinerollresult, +.sheet-rolltemplate-mancerroll .inlinerollresult, +.sheet-rolltemplate-mancerhproll .inlinerollresult { + font-size: 20px; + padding-bottom: 6px; + padding-top: 10px; +} + +.sheet-rolltemplate-dmg .sheet-desc .sheet-label span, +.sheet-rolltemplate-atkdmg .sheet-desc .sheet-label span { + font-weight: bold; +} + +.sheet-rolltemplate-atk .sheet-save span, +.sheet-rolltemplate-dmg .sheet-save span, +.sheet-rolltemplate-atkdmg .sheet-save span { + font-weight: normal; + line-height: 12px; + display: block; +} + +.sheet-rolltemplate-atk .sheet-save span.sheet-bold, +.sheet-rolltemplate-dmg .sheet-save span.sheet-bold, +.sheet-rolltemplate-atkdmg .sheet-save span.sheet-bold { + font-weight: bold; + display: inline-block; +} + +.sheet-rolltemplate-atk .sheet-sublabel, +.sheet-rolltemplate-atkdmg .sheet-sublabel, +.sheet-rolltemplate-dmg .sheet-sublabel { + text-align: center; + font-style: italic; + margin-top: -2px; + min-height: 17px; +} + +/* Obsolete Template */ +.sheet-rolltemplate-atk .sheet-descold, +.sheet-rolltemplate-atkdmg .sheet-descold, +.sheet-rolltemplate-dmg .sheet-descold { + background-repeat: no-repeat; + background-size: 14em 100%; + background: url("https://raw.githubusercontent.com/solar-studios/Roll20Redsky/main/images/4988JS0.png") top left; + color: black; + padding-bottom: 5px; + padding-top: 5px; + text-align: center; + width: 189px; +} + +.sheet-rolltemplate-atk .sheet-desc, +.sheet-rolltemplate-atkdmg .sheet-desc, +.sheet-rolltemplate-dmg .sheet-desc, +.sheet-rolltemplate-desc .sheet-desc { + background-color: white; + border: 1px solid black; + color: black; + padding-bottom: 5px; + padding-top: 5px; + text-align: center; + width: 81%; +} + +/* +Fix for Global Damage Modifier +By Miguel +*/ +.sheet-rolltemplate-dmg .sheet-desc { + width: 100%; +} + +.sheet-rolltemplate-atk .sheet-desc span, +.sheet-rolltemplate-atkdmg .sheet-desc span, +.sheet-rolltemplate-dmg .sheet-desc span, +.sheet-rolltemplate-desc .sheet-desc span { + font-weight: normal; + line-height: 12px; + display: block; +} + +.sheet-rolltemplate-atk .sheet-info span, +.sheet-rolltemplate-atkdmg .sheet-info span, +.sheet-rolltemplate-dmg .sheet-info span { + text-align: left; + padding: 0px 5px 0px 5px; +} + +.sheet-rolltemplate-atk .sheet-info .inlinerollresult, +.sheet-rolltemplate-atkdmg .sheet-info .inlinerollresult, +.sheet-rolltemplate-dmg .sheet-info .inlinerollresult { + font-size: inherit; + padding: 0px; +} + +.sheet-rolltemplate-atkdmg .sheet-damagetemplate .sheet-sublabel, +.sheet-rolltemplate-dmg .sheet-damagetemplate .sheet-sublabel, +.sheet-rolltemplate-atkdmg .sheet-desc .sheet-sublabel, +.sheet-rolltemplate-dmg .sheet-desc .sheet-sublabel { + color: #A0A0A0; + display: block; + font-size: 10px; + font-weight: normal; + margin-top: -5px; +} + +.sheet-rolltemplate-atk .sheet-sublabel span, +.sheet-rolltemplate-atkdmg .sheet-sublabel span, +.sheet-rolltemplate-dmg .sheet-sublabel span { + font-weight: normal; + color: black; +} + +.sheet-rolltemplate-atk .sheet-spacer, +.sheet-rolltemplate-atkdmg .sheet-spacer, +.sheet-rolltemplate-dmg .sheet-spacer { + height: 10px; +} + +.sheet-rolltemplate-atk a[href^="~"] { + background-color: transparent; + padding: 0px; + color: black; + border: 0px; +} + +.sheet-rolltemplate-atk a:hover { + color: #EC2127; +} + +.sheet-rolltemplate-atk a[href^="~"]:visited { + pointer-events: none; +} + +.sheet-rolltemplate-spell .sheet-container { + background: url("https://raw.githubusercontent.com/solar-studios/Roll20Redsky/main/images/spellbg.jpg") center center; + background-repeat: repeat; + background-size: auto; + border: 1px solid black; + color: black; + font-family: "Times New Roman", Times, serif; + margin-left: -3em; + padding: 0.5em; + width: 19em; +} + +.withoutavatars .sheet-rolltemplate-spell .sheet-container { + margin-left: -15px; +} + +.sheet-rolltemplate-spell .sheet-row { + display: block; +} + +.sheet-rolltemplate-spell .sheet-title { + color: rgb(126, 45, 64); + font-size: 1.2em; +} + +.sheet-rolltemplate-spell .sheet-italics, +.sheet-npc .sheet-italics { + font-style: italic; +} + +.sheet-rolltemplate-spell .sheet-bold, +.sheet-actions .sheet-bold { + font-weight: bold; +} + +.sheet-rolltemplate-spell .sheet-spacer { + height: 5px; +} + +.sheet-rolltemplate-mancerroll .sheet-container, +.sheet-rolltemplate-mancerhproll .sheet-container { + width: 200px; + color: black; + background-color: white; + border: 1px solid black; +} + +.sheet-rolltemplate-mancerroll .sheet-row, +.sheet-rolltemplate-mancerhproll .sheet-row { + border-bottom: 1px dotted black; + padding: 4px; +} + +.sheet-rolltemplate-mancerroll .sheet-row.sheet-header, +.sheet-rolltemplate-mancerhproll .sheet-row.sheet-header { + border-bottom: 1px solid black; + font-size: 1.2em; + font-weight: bold; +} + +.sheet-rolltemplate-mancerroll .sheet-row.sheet-header span span, +.sheet-rolltemplate-mancerhproll .sheet-row.sheet-header span span { + float: right; +} + +.sheet-rolltemplate-mancerroll .sheet-row.sheet-header .inlinerollresult, +.sheet-rolltemplate-mancerhproll .sheet-row.sheet-header .inlinerollresult { + padding: 0; + font-size: inherit; +} + +.sheet-rolltemplate-mancerroll .sheet-desc, +.sheet-rolltemplate-mancerhproll .sheet-desc { + font-size: 1.2em; + font-style: italic; + margin-left: 4px; +} + +.sheet-rolltemplate-mancerhproll .sheet-desc { + display: inline-block; + margin-left: 5%; + width: 50%; +} + +.sheet-rolltemplate-mancerroll .sheet-result { + margin-left: 80px; +} + +.sheet-rolltemplate-mancerroll .sheet-result .inlinerollresult, +.sheet-rolltemplate-mancerhproll .sheet-result .inlinerollresult { + width: 50px; + text-align: right; +} + +.sheet-triangleold { + border-top: 3px solid transparent; + border-bottom: 3px solid transparent; + border-left: 360px solid rgb(126, 45, 64); + margin-top: 5px; + margin-bottom: 5px; +} + +.sheet-triangle { + border: 1px solid rgb(126, 45, 64); + margin-top: 5px; + margin-bottom: 5px; +} + +.sheet-red, +.sheet-npc .sheet-display .sheet-red input, +.sheet-npc .sheet-display .sheet-red span { + color: rgb(126, 45, 64); +} + +.sheet-npc .sheet-npc_options input { + border-bottom: 1px solid #D3D3D3; + border-top: 0px; + border-left: 0px; + border-right: 0px; + background: none; + box-shadow: none; + -webkit-appearance: none; + -moz-appearance: none; + -webkit-border-radius: 0px; + border-radius: 0px; + color: black; + width: 200px; + display: inline-block; + font-size: 12px; + padding: 0px; +} + +.sheet-npc .sheet-npc_options span { + display: inline-block; + font-size: 9px; + line-height: 12px; + text-align: left; + font-weight: bold; +} + +.sheet-npc .sheet-npc_options .sheet-title span { + text-align: center; + font-size: 14px; + display: block; + margin-top: 5px; +} + +.sheet-npc .sheet-npc_options { + border-bottom: 2px dashed gold; +} + +.sheet-npc input[type=text].sheet-num { + width: 20px; + text-align: center; +} + +.sheet-npc .sheet-col { + width: calc(33% - 5px); +} + +.sheet-npc .sheet-spacer { + height: 5px; +} + +.sheet-npc select { + border-bottom: 1px solid #D3D3D3; + border-top: 0px; + border-left: 0px; + border-right: 0px; + background: none; + box-shadow: none; + -webkit-appearance: none; + -moz-appearance: none; + -webkit-border-radius: 0px; + border-radius: 0px; + color: black; + line-height: inherit; +} + +.sheet-npc .sheet-display input, +.sheet-npc .sheet-reaction input { + border: none; + background: none; + box-shadow: none; + -webkit-appearance: none; + -moz-appearance: none; + -webkit-border-radius: 0px; + border-radius: 0px; + color: black; + margin: 0px; + pointer-events: none; + padding: 0px; + height: 16px; + line-height: 16px; + margin-top: -2px; +} + +.sheet-npc .sheet-display .sheet-title span { + font-family: "Times New Roman", Times, serif; + font-size: 24px; + width: 100%; + text-transform: capitalize; + font-variant: small-caps; + font-weight: bold; + display: block; + text-align: left; + line-height: 27px; +} + +.sheet-npc .sheet-display .sheet-subtitle span { + font-size: 12px; +} + +.sheet-npc .sheet-display .sheet-num3 { + width: 27px; + text-align: center; +} + +.sheet-npc .sheet-display .sheet-actype + .sheet-parens { + display: none; +} + +.sheet-npc .sheet-display .sheet-actype:not([value=""]) + .sheet-parens { + display: inline; +} + +.sheet-npc .sheet-display .sheet-parens { + margin-left: -2px; +} + +.sheet-npc .sheet-display .sheet-parens:before { + content: "("; +} + +.sheet-npc .sheet-display .sheet-parens:after { + content: ")"; +} + +.sheet-npc .sheet-display .sheet-parens.sheet-xp:after { + content: " XP)"; +} + +.sheet-npc .sheet-display span.sheet-npc-init-die { + font-family: "dicefontd20"; + font-size: 16px; + display: block; +} + +.sheet-npc .sheet-attr-container { + width: 55px; + border: 0px; + border-radius: 0px; + position: relative; + padding: 5px 0px 5px 0px; + margin: 0px; + height: inherit; + display: inline-block; + text-align: center; +} + +.sheet-npc .sheet-attr-container span { + font-size: 13px; + font-weight: normal; + display: inline; + margin-bottom: 2px; +} + +.sheet-npc .sheet-attr-container span.sheet-bold { + display: block; +} + +.sheet-npc span.sheet-bold, +.sheet-npc .sheet-action button span.sheet-bold { + font-weight: bold; +} + +.sheet-npc .sheet-attr-container input { + width: 20px; + text-align: center; +} + +.sheet-npc .sheet-attr-container input:nth-child(3) { + width: 30px; + margin-left: -5px; +} + +.sheet-npc .sheet-display .sheet-flag[value="0"] + button, +.sheet-npc .sheet-display .sheet-flag[value="0"] + div, +.sheet-npc .sheet-display .sheet-flag[value=""] + button, +.sheet-npc .sheet-display .sheet-flag[value=""] + div, +.sheet-npc .sheet-display .sheet-status { + display: none; +} + +.sheet-npc .sheet-display .sheet-flag[value]:not([value=""]) + div { + display: block; +} + +.sheet-npc button[type=roll] input { + border: none; + background: none; + box-shadow: none; + -webkit-appearance: none; + -moz-appearance: none; + -webkit-border-radius: 0px; + border-radius: 0px; + color: black; + margin: 0px; + pointer-events: none; + padding: 0px; + height: 16px; + line-height: 16px; +} + +.sheet-npc button[type=roll] { + width: auto; + white-space: nowrap; +} + +.sheet-npc .sheet-saving button[type=roll] span, +.sheet-npc .sheet-skills button[type=roll] span { + font-size: 13px; + font-weight: normal; + width: auto; + display: inline-block; + line-height: 16px; + height: 16px; + vertical-align: bottom; +} + +.sheet-npc .sheet-display .sheet-flag[value="1"] + button .sheet-spacer, +.sheet-npc .sheet-display .sheet-flag[value="2"] + button .sheet-spacer { + display: none; +} + +.sheet-npc .sheet-display button input { + width: 14px; + text-align: center; +} + +.sheet-npc .sheet-display .sheet-flag[value="1"] + button .sheet-stat::before, +.sheet-npc .sheet-display .sheet-flag[value="2"] + button .sheet-stat::before { + content: "+"; +} + +.sheet-npc .sheet-display .sheet-flag[value="1"] + button .sheet-stat::after, +.sheet-npc .sheet-display .sheet-flag[value="3"] + button .sheet-stat::after { + content: ", "; +} + +.sheet-negativeflag[value="1"] + .sheet-npcattr::before { + content: "("; +} + +.sheet-negativeflag[value="0"] + .sheet-npcattr::before { + content: "(+"; +} + +.sheet-npcattr::after { + content: ")"; +} + +.sheet-traits { + min-height: 20px; +} + +.sheet-npc .sheet-display .sheet-traits .sheet-trait, +.sheet-npc .sheet-reaction .sheet-trait { + position: relative; +} + +.sheet-npc .sheet-display .sheet-traits input, +.sheet-npc .sheet-reaction input { + pointer-events: initial; + font-weight: bold; + width: 100%; +} + +.sheet-npc .sheet-display .sheet-traits textarea, +.sheet-npc .sheet-reaction textarea, +.sheet-attack textarea { + resize: vertical; + height: 36px; + min-height: 36px; + border: none; + padding: 0px; + box-shadow: none; +} + +.sheet-npc .sheet-actiontitle { + border-bottom: 1px solid rgb(126, 45, 64); + width: 100%; + margin-bottom: 5px; +} + +.sheet-npc .sheet-actions .sheet-title { + font-size: 18px; + text-transform: capitalize; + font-variant: small-caps; + line-height: inherit; + height: inherit; + margin: 0px; +} + +.sheet-npc .sheet-actions { + min-height: 40px; +} + +.sheet-npc .sheet-description_flag[value="0"] + textarea, +.sheet-npc .sheet-description_flag[value=""] + textarea { + display: none; + height: 36px; + min-height: 36px; +} + +.sheet-npc .sheet-attack_option { + display: none; +} + +.sheet-npc .sheet-attack_options[value=on] ~ .sheet-attack_option, +.sheet-npc .sheet-attack_options[value="{{attack=1}}"] ~ .sheet-attack_option { + display: block; +} + +.sheet-npc .sheet-action .sheet-display .sheet-description_flag[value="3"] + textarea { + height: 54px; +} + +.sheet-npc .sheet-action .sheet-display .sheet-description_flag[value="4"] + textarea { + height: 72px; +} + +.sheet-npc .sheet-action .sheet-display .sheet-description_flag[value="5"] + textarea { + height: 90px; +} + +.sheet-npc .sheet-action .sheet-display .sheet-description_flag[value="6"] + textarea { + height: 108px; +} + +.sheet-npc .sheet-action .sheet-display .sheet-description_flag[value="7"] + textarea { + height: 126px; +} + +.sheet-npc .sheet-action .sheet-display .sheet-description_flag[value="8"] + textarea { + height: 144px; +} + +.sheet-npc .sheet-action .sheet-display .sheet-description_flag[value="9"] + textarea { + height: 162px; +} + +.sheet-npc .sheet-action .sheet-display .sheet-description_flag[value="10"] + textarea { + height: 180px; +} + +.sheet-npc .sheet-action .sheet-display .sheet-description_flag[value="11"] + textarea { + height: 196px; +} + +.sheet-npc .sheet-action .sheet-display .sheet-description_flag[value="12"] + textarea { + height: 216px; +} + +.sheet-npc .sheet-action .sheet-display .sheet-description_flag[value="13"] + textarea { + height: 234px; +} + +.sheet-npc .sheet-action .sheet-display .sheet-description_flag[value="14"] + textarea { + height: 252px; +} + +.sheet-npc .sheet-action .sheet-display .sheet-description_flag[value="15"] + textarea { + height: 270px; +} + +.sheet-npc .sheet-action .sheet-display .sheet-description_flag[value="16"] + textarea { + height: 288px; +} + +.sheet-npc .sheet-action .sheet-display .sheet-description_flag[value="17"] + textarea { + height: 306px; +} + +.sheet-npc .sheet-action .sheet-display .sheet-description_flag[value="18"] + textarea { + height: 324px; +} + +.sheet-npc .sheet-action .sheet-display .sheet-description_flag[value="19"] + textarea { + height: 342px; +} + +.sheet-npc .sheet-action .sheet-display .sheet-description_flag[value="20"] + textarea { + height: 360px; +} + +.sheet-npc .sheet-actions select { + width: auto; + margin: 0px; + padding: 0px; + height: 13px; + line-height: 13px; + font-size: 13px; +} + +.sheet-npc .sheet-action button[type=roll] { + width: 100%; + text-align: left; + margin-bottom: 10px; +} + +.sheet-npc .sheet-action button span { + font-size: 13px; + font-weight: normal; +} + +.sheet-npc .sheet-actions .sheet-wide { + width: 100%; + text-align: left; +} + +.sheet-npc .sheet-actions .sheet-wide span:after { + content: "."; +} + +.sheet-npc .sheet-action .sheet-display .sheet-description { + white-space: normal; + color: #555555; + line-height: 18px; +} + +.sheet-npc .sheet-action .sheet-display textarea, +.sheet-legendaryactions { + border: none; + margin-bottom: 0px; + padding: 0px; + text-shadow: none; + box-shadow: none; + height: 36px; + min-height: 36px; + resize: none; + overflow: hidden; +} + +.sheet-legendaryactions { + height: 90px; + pointer-events: none; + margin-bottom: 15px; + color: #555555; +} + +.sheet-npcspelloptions { + display: inline-block; + margin-left: 17px; +} + +.sheet-container.sheet-npc .sheet-legendary, +.sheet-container.sheet-npc .sheet-reaction, +.sheet-npcspell_flag[value="0"] ~ .sheet-npcspell, +.sheet-npcspellcastingflag:not(:checked) ~ .sheet-npcspelloptions { + display: none; +} + +.sheet-legendary_flag:not([value="0"]) ~ .sheet-legendary, +.sheet-reaction_flag[value="1"] ~ .sheet-reaction { + display: block; +} + +.sheet-npc .sheet-action textarea, +.sheet-pc .sheet-globalattack textarea { + resize: vertical; +} + +.sheet-rolltemplate-npc, +.sheet-rolltemplate-npcaction .sheet-container, +.sheet-rolltemplate-npcatk, +.sheet-rolltemplate-npcdmg, +.sheet-rolltemplate-traits { + width: 188px; + border: 1px solid; + background-color: #ffffff; + padding: 5px; +} + +.sheet-rolltemplate-npcaction .sheet-container.sheet-dmgcontainer { + margin-top: 5px; +} + +.sheet-rolltemplate-npcdmg { + margin-top: -8px; +} + +.sheet-rolltemplate-npc .sheet-header, +.sheet-rolltemplate-npcaction .sheet-header, +.sheet-rolltemplate-npcatk .sheet-header, +.sheet-rolltemplate-npcdmg .sheet-header { + color: rgb(126, 45, 64); + font-size: 18px; + text-align: left; + font-family: "Times New Roman", Times, serif; + font-variant: small-caps; +} + +.sheet-rolltemplate-traits .sheet-header { + font-family: "Times New Roman", Times, serif; + font-size: 16px; + text-transform: capitalize; + font-variant: small-caps; + font-weight: bold; + color: rgb(126, 45, 64); +} + +.sheet-rolltemplate-npc .sheet-italics, +.sheet-rolltemplate-npcaction .sheet-italics, +.sheet-rolltemplate-npcatk .sheet-italics, +.sheet-rolltemplate-npcdmg .sheet-italics, +.sheet-rolltemplate-traits .sheet-italics { + font-style: italic; +} + +.sheet-rolltemplate-npc .sheet-subheader, +.sheet-rolltemplate-npcaction .sheet-subheader, +.sheet-rolltemplate-npcatk .sheet-subheader, +.sheet-rolltemplate-npcdmg .sheet-subheader { + line-height: 13px; + margin-top: -3px; +} + +.sheet-rolltemplate-traits .sheet-subheader { + font-style: italic; + color: #A0A0A0; + margin-top: -5px; +} + +.sheet-rolltemplate-npc .sheet-subheader span, +.sheet-rolltemplate-npcaction .sheet-subheader span, +.sheet-rolltemplate-npcatk .sheet-subheader span, +.sheet-rolltemplate-npcdmg .sheet-subheader span { + font-size: 11px; + line-height: 11px; +} + +.sheet-rolltemplate-traits .sheet-subheader span { + font-weight: normal; + font-size: 10px; + text-align: left; + line-height: 16px; +} + +.sheet-rolltemplate-traits .sheet-desc { + font-weight: normal; + font-size: 12px; + text-align: left; + line-height: 16px; +} + +.sheet-rolltemplate-npc .sheet-arrow-rightold, +.sheet-rolltemplate-npcaction .sheet-arrow-rightold, +.sheet-rolltemplate-npcatk .sheet-arrow-rightold, +.sheet-rolltemplate-npcdmg .sheet-arrow-rightold { + border-top: 3px solid transparent; + border-bottom: 3px solid transparent; + border-left: 195px solid rgb(126, 45, 64); +} + +.sheet-rolltemplate-npc .sheet-arrow-right, +.sheet-rolltemplate-npcaction .sheet-arrow-right, +.sheet-rolltemplate-npcatk .sheet-arrow-right, +.sheet-rolltemplate-npcdmg .sheet-arrow-right { + border: 1px solid rgb(126, 45, 64); + margin-bottom: 2px; + margin-top: 2px; +} + +.sheet-rolltemplate-npc .inlinerollresult, +.sheet-rolltemplate-npcaction .inlinerollresult, +.sheet-rolltemplate-npcatk .inlinerollresult, +.sheet-rolltemplate-npcdmg .inlinerollresult, +.sheet-rolltemplate-traits .inlinerollresult { + background-color: #ffffff; + border: none; +} + +.sheet-rolltemplate-npc .inlinerollresult.fullcrit, +.sheet-rolltemplate-npcaction .inlinerollresult.fullcrit, +.sheet-rolltemplate-npcatk .inlinerollresult.fullcrit, +.sheet-rolltemplate-npcdmg .inlinerollresult.fullcrit { + color: #3FB315; + border: none; +} + +.sheet-rolltemplate-npc .inlinerollresult.fullfail, +.sheet-rolltemplate-npcaction .inlinerollresult.fullfail, +.sheet-rolltemplate-npcatk .inlinerollresult.fullfail, +.sheet-rolltemplate-npcdmg .inlinerollresult.fullfail { + color: #B31515; + border: none; +} + +.sheet-rolltemplate-npc .inlinerollresult.importantroll, +.sheet-rolltemplate-npcaction .inlinerollresult.importantroll, +.sheet-rolltemplate-npcatk .inlinerollresult.importantroll, +.sheet-rolltemplate-npcdmg .inlinerollresult.importantroll { + color: #4A57ED; + border: none; +} + +.sheet-rolltemplate-npcatk a[href^="~"] { + background-color: transparent; + padding: 0px; + color: black; + border: 0px; +} + +.sheet-rolltemplate-npcatk .sheet-header a[href^="~"] { + color: rgb(126, 45, 64); +} + +.sheet-rolltemplate-npcatk a[href^="~"]:hover { + color: #EC2127; +} + +.sheet-equipment .sheet-complex, +.sheet-equipment .sheet-simple, +.sheet-proficiencies .sheet-complex, +.sheet-proficiencies .sheet-simple, +.sheet-traits .sheet-complex, +.sheet-traits .sheet-simple { + display: none; +} + +.sheet-equipment .sheet-inventoryflag[value=complex] ~ .sheet-complex, +.sheet-equipment .sheet-inventoryflag[value=simple] ~ .sheet-simple, +.sheet-proficiencies .sheet-inventoryflag[value=complex] ~ .sheet-complex, +.sheet-proficiencies .sheet-inventoryflag[value=simple] ~ .sheet-simple, +.sheet-traits .sheet-inventoryflag[value=complex] ~ .sheet-complex, +.sheet-traits .sheet-inventoryflag[value=simple] ~ .sheet-simple { + display: inline-block; +} + +.sheet-equipment .sheet-inventorysubflag { + height: 10px; + width: 10px; + top: 10px; + right: 0px; +} + +.sheet-equipment .sheet-inventorysubflag + span { + height: 10px; + width: 10px; + top: 10px; + right: 0px; + font-size: 10px; + padding: 0px; +} + +.sheet-equipment .sheet-complex { + width: 160px; + vertical-align: top; + padding-top: 5px; + margin-bottom: 15px; +} + +.sheet-proficiencies .sheet-complex, +.sheet-traits .sheet-complex { + width: 240px; + vertical-align: top; + padding-top: 5px; + margin-bottom: 15px; +} + +.sheet-pictos { + font-family: pictos; +} + +.sheet-equipment .sheet-header span { + display: inline-block; +} + +.sheet-item { + margin-bottom: 2px; +} + +.sheet-item .sheet-name { + width: 100px; +} + +.sheet-item input[type=text].sheet-weight { + width: 25px; + text-align: center; +} + +.sheet-item .sheet-subitem .sheet-subfield { + font-weight: normal; + background-color: transparent; + padding: 0px; + width: 112px; +} + +.sheet-item .sheet-subitem .sheet-subtextarea { + width: calc(100% - 20px); + font-size: 9px; + padding: 0px 5px 0px 15px; + min-height: 32px; + height: 32px; + margin: 0px; +} + +.sheet-equipment .sheet-weighttotal { + position: absolute; + left: 0px; + top: 160px; + width: 70px; +} + +.sheet-equipment .sheet-weighttotal input { + pointer-events: none; +} + +.sheet-item .sheet-subitem span { + width: 32px; + padding: 0px 0px 0px 10px; + display: inline-block; +} + +.sheet-equipment .sheet-warning, +.sheet-charactermancer_options .sheet-warning { + display: none; + padding: 6px; + border: 1px solid gray; + position: relative; +} + +.sheet-equipment .sheet-warning label, +.sheet-charactermancer_options .sheet-warning label { + font-family: pictos; + border: 1px solid gray; + font-size: 8px; + width: auto; + padding: 2px; + line-height: 1em; + cursor: pointer; + position: absolute; + top: 0; + right: 0; +} + +.sheet-equipment .sheet-warning label input, +.sheet-charactermancer_options .sheet-warning label input { + display: none; +} + +.sheet-equipment .sheet-warningflag[value=show] + .sheet-warning, +.sheet-charactermancer_options .sheet-warningflag[value=show] + .sheet-warning { + display: block; +} + +.sheet-equipment .sheet-warning span, +.sheet-charactermancer_options .sheet-warning span, +.sheet-equipment .sheet-encumb { + color: red; +} + +.sheet-equipment .sheet-encumb { + display: none; + font-size: 9px; +} + +.sheet-npc .sheet-warning { + color: red; + font-size: 9px; +} + +.sheet-equipment .sheet-encumberance[value=IMMOBILE] ~ .sheet-immobile, +.sheet-equipment .sheet-encumberance[value="HEAVILY ENCUMBERED"] ~ .sheet-heavily, +.sheet-equipment .sheet-encumberance[value=ENCUMBERED] ~ .sheet-encumbered, +.sheet-equipment .sheet-encumberance[value="OVER CARRYING CAPACITY"] ~ .sheet-over { + display: block; +} + +.sheet-equipment .sheet-warning input[type=checkbox], +.sheet-charactermancer_options .sheet-warning input[type=checkbox] { + -webkit-appearance: checkbox; + -moz-appearance: checkbox; + width: auto; +} + +.sheet-equipment .sheet-item .sheet-subitem .sheet-equipped { + -webkit-appearance: checkbox; + -moz-appearance: checkbox; + width: initial; + margin-left: 15px; +} + +.sheet-equipment .sheet-item .sheet-subitem .sheet-equippedlabel { + width: calc(100% - 50px); + text-align: left; + padding-left: 5px; +} + +.sheet-equipment .sheet-equippedflag[value="0"] ~ .sheet-item > .sheet-name { + color: #999; +} + +.sheet-version { + position: absolute; + top: 0px; + right: 5px; + pointer-events: none; + font-size: 0.25em; +} + +.charsheet .sheet-options .sheet-body .sheet-version input[type=text] { + border-bottom: none; + width: 20px; +} + +.sheet-spellattackinfo { + display: none; +} + +.charsheet .sheet-spells .sheet-spellattackinfoflag[value=ATTACK] ~ .sheet-spellattackinfo, +.charsheet .sheet-npc .sheet-spellattackinfoflag[value=ATTACK] ~ .sheet-spellattackinfo { + display: block; +} + +.sheet-attack input[type=text].sheet-flat { + display: none; +} + +.sheet-attack .sheet-flatflag[value*=saveflat] ~ input[type=text].sheet-flat { + display: inline-block; +} + +.sheet-rolltemplate-simple .sheet-charname, +.sheet-rolltemplate-atk .sheet-charname, +.sheet-rolltemplate-dmg .sheet-charname, +.sheet-rolltemplate-atkdmg .sheet-charname { + text-align: center; + margin-top: -10px; +} + +.sheet-rolltemplate-simple .sheet-charname span, +.sheet-rolltemplate-atk .sheet-charname span, +.sheet-rolltemplate-dmg .sheet-charname span, +.sheet-rolltemplate-atkdmg .sheet-charname span { + font-size: 11px; + font-weight: normal; + color: #A0A0A0; +} + +.sheet-npc .sheet-display .sheet-info { + font-weight: normal; +} + +.sheet-attacks .sheet-ammo { + display: none; +} + +.sheet-ammoflag[value=on] + .sheet-attacks .sheet-ammo { + display: block; +} + +.sheet-hlabel-container [name=attr_race_display] { + width: 200px; +} + +.sheet-hlabel-container [name=attr_alignment] { + width: 180px; +} + +.sheet-hlabel-container [name=attr_experience] { + width: 100px; +} + +.sheet-class { + width: 64px; +} + +.charsheet .sheet-hlabel-container .sheet-multiclass-display { + width: 57px; + font-size: 13px; + border-bottom: 1px solid #D3D3D3; + line-height: 35px; + height: 27px; + margin-right: -4px; + overflow: hidden; + text-overflow: ellipsis; +} + +.charsheet .sheet-hlabel-container .sheet-multiclass-display-level { + width: 31px; + text-align: center; + font-size: 13px; + border-bottom: 1px solid #D3D3D3; + line-height: 35px; + height: 27px; + overflow: hidden; +} + +.charsheet .sheet-hlabel-container input.sheet-class-level { + margin-left: -6px; + width: 34px; +} + +.sheet-rolltemplate-dmg .sheet-label .sheet-rolltemplate-inline, +.sheet-rolltemplate-dmg .sheet-savedc .sheet-rolltemplate-inline, +.sheet-rolltemplate-atkdmg .sheet-savedc .sheet-rolltemplate-inline, +.sheet-rolltemplate-atkdmg .sheet-label .sheet-rolltemplate-inline { + display: inline-block; +} + +.sheet-options .sheet-body input[type=text].sheet-pb_custom { + display: none; +} + +.sheet-options .sheet-body input[value=custom] + input[type=text].sheet-pb_custom { + display: inline-block; +} + +.sheet-attr-mod .sheet-baseattr { + /*display: none;*/ + opacity: 0; + height: 0px; + width: 0px; + pointer-events: none; + display: inline; + position: absolute; +} + +.sheet-finalattr { + font-size: 20px; + line-height: 20px; +} + +.sheet-attr-mod:hover .sheet-baseattr, +.sheet-attr-mod .sheet-baseattr:focus { + /*display: inline;*/ + opacity: 1; + height: 20px; + width: 40px; + pointer-events: auto; + position: static; +} + +.sheet-attr-mod:hover .sheet-finalattr, +.sheet-attr-mod .sheet-baseattr:focus ~ .sheet-finalattr { + display: none; +} + +.sheet-attr-mod .sheet-attr-flag[value="1"] + .sheet-finalattr { + color: #3e99e8; +} + +.sheet-attr-mod .sheet-attr-flag[value="1"] + .sheet-finalattr:after { + content: "*"; + font-size: 15px; + position: absolute; +} + +.sheet-spell_slot_mods .sheet-column { + width: 32%; + display: inline-block; +} + +.sheet-spell_slot_mods .sheet-num_plus { + margin-left: 2px; +} + +.sheet-licensecontainer.active-drop-target.dropping, +.sheet-monster_confirm_flag[value="1"] ~ .sheet-licensecontainer, +.sheet-mancer_confirm_flag[value="1"] ~ .sheet-licensecontainer { + opacity: 0.5; + transition: opacity 0.15s ease-in-out; + -moz-transition: opacity 0.15s ease-in-out; + -webkit-transition: opacity 0.15s ease-in-out; + background-color: transparent; +} + +.sheet-compendium_warning, +.sheet-monster_confirm, +.sheet-mancer_confirm { + display: none; +} + +.sheet-licensecontainer.active-drop-target.dropping ~ .sheet-compendium_warning, +.sheet-monster_confirm_flag[value="1"] ~ .sheet-monster_confirm, +.sheet-mancer_confirm_flag[value="1"] ~ .sheet-mancer_confirm { + display: block; + position: fixed; + top: 50%; + background: white; + left: 50%; + z-index: 100; + border: 2px solid black; + width: 300px; + height: 100px; + text-align: center; + margin: -70px 0 0 -170px; +} + +.sheet-monster_confirm input[type=checkbox], +.sheet-mancer_confirm input[type=checkbox] { + height: 34px; + border-radius: 50%; + opacity: 0; + z-index: 2; + position: relative; +} + +.sheet-monster_confirm div div, +.sheet-mancer_confirm div div { + margin: 0 2px; +} + +.sheet-monster_confirm input[type=checkbox] + span, +.sheet-mancer_confirm input[type=checkbox] + span { + font-size: 20px; + font-weight: normal; + line-height: 34px; + position: absolute; + left: 0px; + border-radius: 5px; + border: 1px solid black; +} + +.sheet-mancer_confirm_flag[value="1"] ~ .sheet-mancer_confirm { + width: 350px; + margin: -70px 0 0 -195px; +} + +.sheet-mancer_confirm input[type=checkbox] { + height: 40px; +} + +.sheet-mancer_confirm input[type=checkbox] + span { + font-size: 15px; + line-height: 1.2em; + height: 40px; + padding-top: 3px; +} + +.sheet-monster_confirm .sheet-yes, +.sheet-mancer_confirm .sheet-yes { + width: 44px; +} + +.sheet-monster_confirm .sheet-cancel, +.sheet-mancer_confirm .sheet-cancel { + width: 75px; +} + +.sheet-licensecontainer.active-drop-target.dropping ~ .sheet-compendium_warning span { + line-height: 100px; +} + +.sheet-init { + text-align: center; +} + +.sheet-init span { + font-size: 20px; + line-height: 31px; +} + +.sheet-class_options .sheet-subclass { + margin-left: 19px; +} + +.sheet-header .sheet-display .sheet-class-display { + width: 298px; + text-transform: capitalize; + overflow: hidden; + word-wrap: break-word; + white-space: nowrap; + text-overflow: ellipsis; +} + +.sheet-no_events { + pointer-events: none; +} + +/* TRANSITION SCRIPT */ +.sheet-class_options, +.sheet-skill_options, +.sheet-attribute_options, +.sheet-save_options, +.sheet-general_options, +.sheet-transition_options { + border: 1px solid #666; + border-radius: 5px; + padding: 5px; + margin-bottom: 5px; +} + +.sheet-transition_options { + display: none; +} + +.sheet-already_transitioned[value="0"] ~ .sheet-transition_options { + display: block; +} + +.sheet-sheet_select img { + padding: 5px; + border: 1px solid #BBB; + border-radius: 5px; +} + +.sheet-sheet_select img:hover { + background-color: #DDD; + cursor: pointer !important; +} + +.charsheet .sheet-options .sheet-row span.sheet-transition_text { + color: #A0A0A0; +} + +.charsheet .sheet-options .sheet-row span.sheet-transition_text_highlight { + color: #F00; +} + +.sheet-globalattack input[type=checkbox] { + display: inline; + height: 12px; + width: 12px; + -webkit-appearance: checkbox; + -moz-appearance: checkbox; + margin-left: 5px; + margin-top: 10px; +} + +.sheet-globalattack textarea { + width: 95%; + display: inline; + height: 25px; + margin: 1px; +} + +.sheet-globalattack .sheet-label { + margin-bottom: 5px; + padding-top: 5px; + color: #A0A0A0; + border-top: 1px dotted #A0A0A0; +} + +.sheet-missing-info { + margin-bottom: 100px; + display: none; +} + +.sheet-missing-info-flag[value="1"] + .sheet-missing-info, +.sheet-missing-info:hover .sheet-missing-info-desc, +.sheet-missing-info-desc:hover { + display: block; +} + +.sheet-actions.sheet-npcspell.sheet-spells, +.sheet-missing-info-desc { + display: none; +} + +.sheet-npcspell_flag[value="1"] + .sheet-actions.sheet-npcspell.sheet-spells { + display: block; +} + +.sheet-spells .sheet-innate { + color: #A0A0A0; + display: none; + font-size: 12px; + font-weight: normal; +} + +.sheet-innate:before { + content: ", "; +} + +.sheet-innate_flag:not([value=""]) + .sheet-innate { + display: inline; +} + +.sheet-levelerbutton { + display: none; +} + +.sheet-showleveler[value="1"] + .sheet-levelerbutton { + display: block; +} + +/* Translation Overrides */ +/* Spanish */ +.lang-es .sheet-spell-container input[name=attr_spellcastingtime] { + width: 115px; +} + +.lang-es .sheet-spell-container input[name=attr_spellrange] { + width: 200px; +} + +.lang-es .sheet-spell-container input[name=attr_spelltarget] { + width: 188px; +} + +.lang-es .sheet-spell-container input[name=attr_spellduration] { + width: 184px; +} + +.lang-es .sheet-ac-init-speed-container div { + position: relative; + height: 56px; +} + +.lang-es .sheet-ac-init-speed-container button, +.lang-es .sheet-ac-init-speed-container .sheet-label { + position: absolute; + bottom: 0; +} + +.lang-es .sheet-hdice-dsaves-container div.sheet-subcontainer { + position: relative; + height: 71px; +} + +.lang-es .sheet-hdice-dsaves-container button { + position: absolute; + bottom: 0; + left: 0; +} + +.lang-es .sheet-hp .sheet-top input[name=attr_hp_max] { + width: 121px; +} + +.lang-es .sheet-hlabel-container input[name=attr_race] { + width: 190px; +} + +.lang-es .sheet-hlabel-container input[name=attr_alignment] { + width: 170px; +} + +.lang-es .sheet-hlabel-container input[name=attr_experience] { + width: 120px; +} + +.lang-es .sheet-npc .sheet-npc_options input[name=attr_npc_actype] { + width: 175px; +} + +.lang-es .sheet-npc .sheet-npc_options input[name=attr_npc_hpformula] { + width: 175px; +} + +.lang-es .sheet-advantagetoggle input.sheet-toggle-left, +.lang-es .sheet-advantagetoggle input.sheet-toggle-left + span { + right: 214px; + width: 67px; +} + +.lang-es .sheet-advantagetoggle input.sheet-toggle-center, +.lang-es .sheet-advantagetoggle input.sheet-toggle-center + span { + right: 145px; + width: 65px; +} + +.lang-es .sheet-advantagetoggle input.sheet-toggle-right, +.lang-es .sheet-advantagetoggle input.sheet-toggle-right + span { + right: 50px; + width: 91px; +} + +.lang-es input[type=radio].sheet-tab-button.sheet-core, +.lang-es input[type=radio].sheet-tab-button.sheet-core + span { + right: 137px; + width: 76px; +} + +.lang-es input[type=radio].sheet-tab-button.sheet-bio, +.lang-es input[type=radio].sheet-tab-button.sheet-bio + span { + right: 103px; + width: 30px; +} + +.lang-es input[type=radio].sheet-tab-button.sheet-spells, +.lang-es input[type=radio].sheet-tab-button.sheet-spells + span { + right: 21px; + width: 78px; +} + +/* Czech */ +.charsheet.lang-cs input[type=radio].sheet-tab-button.sheet-core, +.charsheet.lang-cs input[type=radio].sheet-tab-button.sheet-core + span { + width: 53px; +} + +.charsheet.lang-cs select[name=attr_cust_spellslots] { + font-size: 9px; +} + +.charsheet.lang-cs .sheet-spell .sheet-options span[data-i18n="at-higher-lvl-dmg:-u"], +.charsheet.lang-cs .sheet-spell .sheet-options span[data-i18n=add-ability-mod-u], +.charsheet.lang-cs .sheet-spell .sheet-options span[data-i18n="saving-throw:-u"], +.charsheet.lang-cs .sheet-spell .sheet-options span[data-i18n="effect:-u"], +.charsheet.lang-cs .sheet-ac-init-speed-container .sheet-ac > span { + font-size: 8px; +} + +.charsheet.lang-cs .sheet-subcontainer .sheet-top span[data-i18n=total] + input { + width: 75px; +} + +.charsheet.lang-cs .sheet-row span[data-i18n=senses-u] + input, +.charsheet.lang-cs .sheet-row span[data-i18n=npc-type-u] + input { + width: 220px; +} + +.charsheet.lang-cs .sheet-class { + width: 79px; +} + +.charsheet.lang-cs .sheet-hlabel-container .sheet-multiclass-display { + width: 62px; +} + +.charsheet.lang-cs .sheet-hlabel-container .sheet-multiclass-display-level { + width: 23px; +} + +.charsheet.lang-cs .sheet-hlabel-container input.sheet-class-level { + width: 28px; +} + +/* Italian */ +.charsheet.lang-it input[type=radio].sheet-tab-button.sheet-core, +.charsheet.lang-it input[type=radio].sheet-tab-button.sheet-core + span { + right: 146px; + width: 60px; +} + +.charsheet.lang-it input[type=radio].sheet-tab-button.sheet-bio, +.charsheet.lang-it input[type=radio].sheet-tab-button.sheet-bio + span { + right: 113px; + width: 30px; +} + +.charsheet.lang-it input[type=radio].sheet-tab-button.sheet-spells, +.charsheet.lang-it input[type=radio].sheet-tab-button.sheet-spells + span { + right: 20px; + width: 90px; +} + +.charsheet.lang-it div.sheet-licensecontainer .sheet-container.sheet-pc .sheet-spells .sheet-header .sheet-header-info .sheet-part { + width: 23%; +} + +.charsheet.lang-it div.sheet-licensecontainer .sheet-container:not(.sheet-npc) div.sheet-page div.sheet-header div.sheet-name-container span { + margin-top: 19px; + margin-left: 30px; +} + +.charsheet.lang-it .sheet-header .sheet-part input[type=text], +.charsheet.lang-it .sheet-header .sheet-part select { + height: 46px; +} + +.charsheet.lang-it .sheet-header .sheet-part span.sheet-display { + height: 46px; +} + +/******************* + * CHARACTERMANCER * + *******************/ +.sheet-charmancer.sheet-container { + width: 100%; + display: flex; + flex-flow: row wrap; + flex-basis: 1 1 100%; + position: relative; + contain: paint; +} + +.sheet-charmancer .sheet-choices { + flex: 40%; + max-width: 40%; + padding-right: 1em; +} + +.sheet-charmancer .sheet-info { + flex: 60%; + position: relative; + max-width: calc(60% - 2em); +} + +.sheet-charmancer .sheet-choices, +.sheet-charmancer .sheet-info { + margin-bottom: 2em; +} + +.sheet-charmancer .sheet-compendium-page { + height: 100%; +} + +.sheet-charmancer iframe { + height: 100%; + min-height: 50vh; + contain: paint; +} + +.sheet-charmancer select option:disabled { + background-color: #eee; +} + +.sheet-charmancer select span.sheet-initials { + font-size: 6px; +} + +.sheet-charmancer .sheet-topbar-holder { + width: 100%; +} + +.sheet-charmancer .sheet-topbar, +.sheet-charmancer .sheet-leveler-topbar { + flex: 100%; + margin-bottom: 15px; +} + +.sheet-charmancer .sheet-topbar div div, +.sheet-charmancer .sheet-leveler-topbar div div { + display: inline-block; + width: 16%; + border: 1px solid gray; + text-align: center; +} + +.sheet-charmancer .sheet-topbar div span, +.sheet-charmancer .sheet-leveler-topbar div span { + font-size: 3em; + line-height: 1em; + font-weight: bold; +} + +.sheet-charmancer .sheet-leveler-topbar div span { + font-size: 2.5em; +} + +.sheet-charmancer .sheet-topbar div.sheet-meta-info-container, +.sheet-charmancer .sheet-leveler-topbar div.sheet-meta-info-container { + display: flex; + width: 100%; + border: 0; + align-items: center; + justify-content: space-between; +} + +.sheet-charmancer .sheet-topbar div.sheet-meta-info-container span, +.sheet-charmancer .sheet-leveler-topbar div.sheet-meta-info-container span { + font-size: 1.2em; +} + +.sheet-charmancer .sheet-topbar div.sheet-meta-info-container span.sheet-choice, +.sheet-charmancer .sheet-leveler-topbar div.sheet-meta-info-container span.sheet-choice { + display: none; +} + +.sheet-charmancer .sheet-steps { + position: sticky; + padding: 0.5em 0; + background: #fff; + z-index: 1011; + top: 0; + border-bottom: 1px dashed #ddd; + list-style: none; + list-style-position: inside; + flex: 100%; + margin: 0 0 1em; + display: flex; + flex-flow: row; + justify-content: space-between; + transform: translateZ(0); +} + +.sheet-charmancer .sheet-lp-steps { + width: 100%; + display: block; + flex: none; +} + +.sheet-charmancer .sheet-lp-steps li { + display: inline; + margin-right: 0.5em; +} + +.sheet-charmancer .sheet-lp-steps li:last-of-type { + float: right; +} + +.sheet-charmancer button, +.sheet-charmancer button[type=roll] { + border: 1px solid black; + border-radius: 5px; + background-color: #E8E8E8; + color: black; + text-align: center; + font-weight: bold; +} + +.sheet-charmancer button[type=roll] { + padding: 1px 6px; + font-size: 13px; + margin: 0; +} + +.sheet-charmancer button[type=roll]:before { + content: ""; +} + +.sheet-charmancer button.sheet-step { + border-color: black; + background-color: white; + color: black; +} + +.sheet-charmancer button.sheet-step.sheet-next, +.sheet-charmancer button.sheet-step.sheet-prev, +.sheet-charmancer button.sheet-step.sheet-done, +.sheet-charmancer button.sheet-step:not(.sheet-here) { + border-color: black; + background-color: #E8E8E8; + color: black; +} + +.sheet-charmancer button:hover, +.sheet-charmancer button:hover.sheet-step, +.sheet-charmancer button:hover.sheet-step.sheet-done, +.sheet-charmancer button.sheet-step.sheet-here, +.sheet-charmancer button[type=roll]:hover, +.sheet-charmancer button[type=roll]:hover * { + color: #fff; + background-color: #EC2127; +} + +.sheet-charmancer button.sheet-exit { + text-transform: uppercase; + color: #EC2127; + background-color: #fff; + border-color: #EC2127; +} + +.sheet-charmancer button[type=back]:disabled:not(.sheet-here) { + color: #ddd; + background-color: white; + border-color: #ddd; + cursor: not-allowed; +} + +.sheet-charmancer .sheet-bottombar, +.sheet-charmancer .sheet-controls { + flex: 100%; + margin-bottom: 1em; +} + +.sheet-charmancer .sheet-bottombar { + position: sticky; + bottom: -1px; + border-top: 1px dashed #ddd; + padding: 0.5em 0; + background: white; + box-sizing: border-box; + text-align: center; + transform: translateZ(0); +} + +.sheet-charmancer .sheet-bottombar button { + text-transform: uppercase; +} + +.sheet-charmancer .sheet-jump { + margin: 0 auto; +} + +.sheet-charmancer .sheet-prev { + left: 0; + position: absolute; +} + +.sheet-charmancer .sheet-next { + right: 0; + position: absolute; +} + +.sheet-charmancer .sheet-row { + border: 1px solid #ddd; + border-radius: 0.5em 0 0 0; + border-width: 1px 4px 0 1px; + margin: 0 -1em 0 0; + padding: 0.5em; +} + +.sheet-charmancer .sheet-row .sheet-row { + border-left-width: 0; + margin-left: -0.5em; +} + +.sheet-charmancer .sheet-row .sheet-row:first-of-type { + border-top-width: 0; + padding-top: 0; +} + +.sheet-charmancer .sheet-race_traits b { + display: block; +} + +.sheet-charmancer .sheet-race_traits b + b { + margin-top: 0.5em; +} + +.sheet-charmancer label * { + display: block; + margin-top: 9px; +} + +.sheet-charmancer label span:first-child { + margin-top: 0; +} + +.sheet-charmancer select { + margin-bottom: 0; + width: calc(100% - 2.25em); +} + +.sheet-charmancer select:not([required]) { + width: calc(100% - 3em); +} + +.sheet-charmancer label p { + font-weight: normal; +} + +.sheet-charmancer label, +.sheet-charmancer .sheet-label { + font-size: 1.55rem; +} + +.sheet-charmancer .sheet-label { + display: block; + font-weight: bold; +} + +.sheet-charmancer select + select, +.sheet-charmancer [class^=sheet-race_level0_choice] + [class^=sheet-race_level0_choice], +.sheet-charmancer [class^=sheet-race_level1_choice] + [class^=sheet-race_level1_choice], +.sheet-charmancer [class^=sheet-class_level0_choice] + [class^=sheet-class_level0_choice], +.sheet-charmancer [class^=sheet-class_level1_choice] + [class^=sheet-class_level1_choice] { + margin-top: 0.5em; +} + +.sheet-charmancer label.sheet-compendium-opt, +.sheet-charmancer label.sheet-compendium-opt > *, +.sheet-charmancer label.sheet-abilities_attribute { + display: inline; + vertical-align: unset; +} + +.sheet-charmancer .sheet-cancel-prompt { + position: fixed; + background: white; + border: 1px solid; + border-radius: 5px; + padding: 40px 20px 40px 20px; + top: 195px; + width: 650px; + text-align: center; +} + +.sheet-charmancer.sheet-container .sheet-cancel-prompt { + top: 35px; + z-index: 1012; +} + +.sheet-charmancer *[required]:not(.sheet-choice) { + display: inline-block; +} + +.sheet-charmancer .sheet-hilite::after { + content: "* required"; + font-style: italic; + font-weight: normal; + display: block; + font-size: 14px; + font-variant: small-caps; +} + +.sheet-charmancer .sheet-warning { + color: rgb(126, 45, 64); +} + +.sheet-charmancer button.sheet-warning { + color: #fff; + background-color: rgb(126, 45, 64); + border-color: rgb(126, 45, 64); +} + +.sheet-charmancer button:hover.sheet-warning { + color: rgb(126, 45, 64); + background-color: #fff; + border-color: rgb(126, 45, 64); +} + +.sheet-charmancer .sheet-needed::before { + font-family: pictos; + content: "D"; +} + +.sheet-charmancer .sheet-hilite { + color: rgb(126, 45, 64); + background: #EFEFEF; + border-radius: 0.5em; + box-sizing: border-box; + padding: 0.5em; +} + +.sheet-charmancer .sheet-hilite div + div { + margin: 1em 0 0; +} + +.sheet-charmancer .sheet-gold_option input[type=number] { + width: 4.5em; +} + +.sheet-manver .sheet-yes_spells { + display: flex; +} + +.sheet-charmancer button.sheet-mancer_info, +.sheet-charmancer [data-repeating] button.sheet-action.sheet-choice-showing { + font-size: 1.25em; + width: 1.25em; + height: 1.25em; + padding: 0; + font-style: italic; + text-align: center; + color: white; + background: black; + font-weight: bold; + font-family: serif; + border-radius: 100%; + display: inline-block; + border: none; +} + +.sheet-charmancer [data-repeating] p button.sheet-mancer_info { + font-size: 0.8em; + line-height: 1em; + vertical-align: super; +} + +.sheet-charmancer button.sheet-mancer_info:hover, +.sheet-charmancer [data-repeating] button.sheet-action:hover { + background: #EC2127; +} + +.sheet-charmancer [class^=sheet-abilities_radio]:not(.sheet-choice) { + display: flex; +} + +.sheet-charmancer span label.sheet-compendium-opt { + position: relative; + justify-content: space-between; + padding-right: 0; +} + +.sheet-charmancer span label.sheet-compendium-opt > span { + border: 1px solid black; + border-radius: 5px; + display: inline-block; + min-width: 1.618em; + background-color: #E8E8E8; + color: black; + text-align: center; + font-weight: bold; + cursor: pointer; +} + +.sheet-charmancer span label.sheet-compendium-opt > input[type=radio]:disabled + span { + color: #ddd; + background-color: white; + border-color: #ddd; + cursor: not-allowed; +} + +.sheet-charmancer span label.sheet-compendium-opt > input[type=radio]:checked + span { + color: white; + background-color: #EC2127; +} + +.sheet-charmancer span .sheet-compendium-opt > input[type=radio] { + opacity: 0; + width: 0; + cursor: none; +} + +.sheet-charmancer .sheet-summary .sheet-returnblock { + margin-bottom: 1em; +} + +.sheet-equipment_choice_title { + font-weight: bold; + margin-bottom: 0px; + margin-top: 10px; +} + +.sheet-backgrounds_options label select, +.sheet-backgrounds_options label span, +.sheet-backgrounds_options label button { + display: inline-block; +} + +.sheet-backgrounds_options label button[type=roll] { + margin-top: 0.5em; +} + +.sheet-backgrounds_options label br { + margin-top: 0.1em; +} + +.sheet-backgrounds_options label select:not([required]) { + width: calc(100% - 4em); +} + +.sheet-charmancer button.sheet-bg_info { + font-size: 1.25em; + width: 1.25em; + height: 1.25em; + padding: 0; + font-style: italic; + text-align: center; + color: white; + background: black; + font-weight: bold; + font-family: serif; + border-radius: 100%; + display: inline-block; + border: none; +} + +.sheet-charmancer button.sheet-bg_info:hover { + background: #EC2127; +} + +.sheet-charmancer .sheet-custom_class label input[type=checkbox] { + display: inline-block; + margin-top: inherit; + margin: 5px; +} + +.sheet-charmancer .sheet-mancer_progress { + border: 2px solid black; + height: 10px; + margin-top: 1.5em; + width: 100%; +} + +.sheet-charmancer .sheet-mancer_progress div { + background-color: red; + height: 100%; +} + +.sheet-charmancer .sheet-bottombar button[type=finish].sheet-choice { + display: inline-block; + opacity: 0.4; + pointer-events: none; +} + +.sheet-charmancer .sheet-custom_type { + font-size: 0.9em; +} + +.sheet-charmancer .sheet-custom_type select { + display: inline-block; + width: 65%; +} + +.sheet-charmancer .sheet-custom_type + span:empty + select, +.sheet-charmancer .sheet-custom_type + span:empty ~ button, +.sheet-charmancer .sheet-custom_trait + span:empty ~ button { + opacity: 0.5; + pointer-events: none; +} + +.sheet-charmancer .sheet-custom_add_action { + float: right; + margin-right: 4em; +} + +.sheet-charmancer .sheet-custom_trait textarea { + width: calc(100% - 3em); + resize: vertical; + height: 7em; +} + +.sheet-custom-proficiency button, +.sheet-custom-trait button { + display: none; +} + +.sheet-custom-proficiency:last-of-type button, +.sheet-custom-trait:last-of-type button { + display: block; +} + +.sheet-charmancer .sheet-choices.sheet-spellslide { + flex: 45%; + max-width: 45%; + box-sizing: border-box; +} + +.sheet-charmancer .sheet-info.sheet-spellslide { + position: sticky; + flex: 55%; + top: 4em; + min-height: 50%; + height: 100%; +} + +.sheet-spells-summary div div { + display: inline-block; +} + +.sheet-spells-summary .sheet-title { + width: 15%; + text-align: right; + vertical-align: top; +} + +.sheet-spells-summary .sheet-list { + width: 85%; + padding-left: 0.5em; + box-sizing: border-box; +} + +.sheet-spells-summary .sheet-list span:not(:last-of-type)::after { + content: ","; + color: black; + text-decoration: none; +} + +.sheet-spells-summary .sheet-list span::before { + content: " "; +} + +.sheet-spells-summary .sheet-new { + /*color: #447877;*/ + color: green; + font-weight: bold; +} + +.sheet-spells-summary .sheet-removed { + text-decoration: line-through; +} + +.sheet-spellslide .sheet-cantripinfo { + margin-bottom: -1em; +} + +.sheet-spellslide .sheet-cantripinfo p { + margin: 0; +} + +.sheet-charmancer .sheet-spellslide .sheet-row { + padding-left: 0; +} + +.sheet-charmancer .sheet-spellslide .sheet-instructions { + font-weight: bold; +} + +.sheet-charmancer .sheet-spellslide .sheet-spell-summary { + margin: 0; +} + +.sheet-charmancer label.sheet-nostyle * { + display: inline; + margin-top: 0; +} + +.sheet-charmancer .sheet-spell-holder { + margin: 1em 0; +} + +.sheet-charmancer .sheet-spell-holder label { + border: 1px solid black; + background-color: #efefef; + margin: 0; + width: 100%; + box-sizing: border-box; +} + +.sheet-charmancer .sheet-spell-holder label .sheet-title { + display: inline; + padding: 1em; + line-height: 2em; +} + +.sheet-charmancer .sheet-spell-holder label .sheet-title span.sheet-choice-showing { + font-family: pictos; + color: red; + display: inline; + font-size: 0.8em; + line-height: 0.1em; + padding-left: 0.5em; + position: relative; + bottom: 0.3em; +} + +.sheet-charmancer .sheet-spell-holder label .sheet-number { + float: right; + font-weight: normal; + margin-right: 0.7em; + line-height: 0.8em; +} + +.sheet-charmancer .sheet-spell-holder .sheet-spellheader input { + display: inline; + float: right; + opacity: 0; +} + +.sheet-charmancer .sheet-spell-holder label .sheet-number::after { + content: "9"; + font-family: pictos; + position: absolute; + margin-left: 0.3em; + font-size: 1.3em; + display: inline-block; + transform: rotate(-90deg); +} + +.sheet-charmancer .sheet-spell-holder label input:checked ~ .sheet-number::after { + transform: rotate(90deg); + margin-left: 0.4em; +} + +.sheet-charmancer .sheet-spell-holder .sheet-container { + width: 100%; + border: 1px solid black; + border-top: 0; + padding: 0; + box-sizing: border-box; +} + +.sheet-charmancer .sheet-spell-item { + padding: 0 0.5em; + line-height: 1.5em; +} + +.sheet-charmancer .sheet-spell-item label { + border: 0; + margin: 0; + padding: 0; + width: 100%; + background-color: unset; + font-size: 16px; + font-weight: normal; + display: inline; + line-height: 1.4em; +} + +.sheet-charmancer .sheet-spell-item .sheet-mancer_info { + font-size: 1em; + margin-top: 0.25em; + background-color: #777; + line-height: 1em; + position: absolute; + left: 93%; +} + +.sheet-charmancer .sheet-spell-item .sheet-classes { + font-size: 0.6em; + float: right; + margin-right: 7%; +} + +.sheet-charmancer .sheet-spell-item .sheet-classes span:not(:last-child)::after { + content: ", "; + color: #000; +} + +.sheet-charmancer .sheet-spell-item .sheet-known { + color: #000; + font-style: italic; +} + +.sheet-charmancer .sheet-spell-item .sheet-class0 { + color: #7e2d40; +} + +.sheet-charmancer .sheet-spell-item .sheet-class1 { + color: #000; +} + +.sheet-charmancer .sheet-spell-item .sheet-class2 { + color: #ec2127; +} + +.sheet-charmancer .sheet-spell-item .sheet-class3 { + color: #447877; +} + +.sheet-charmancer .sheet-container .sheet-spell-item .sheet-spellcheck { + margin-bottom: 0.3em; + margin-right: 0.3em; +} + +.sheet-charmancer .sheet-spell-item .sheet-lock:not(:empty) ~ label, +.sheet-charmancer .sheet-spell-item .sheet-hardlock:not(:empty) ~ label { + pointer-events: none; +} + +.sheet-charmancer .sheet-spell-item .sheet-existing[value="1"] ~ label .sheet-name { + font-style: italic; +} + +.sheet-charmancer .sheet-spell-item .sheet-existing[value="1"] ~ label input:not(:checked) ~ .sheet-name::before { + content: "r"; + font-family: pictos; + color: red; + font-style: normal; + padding-right: 0.3em; + line-height: 1em; +} + +.sheet-charmancer .sheet-spell-item .sheet-lock:not(:empty) ~ label *, +.sheet-charmancer .sheet-spell-item .sheet-hardlock:not(:empty) ~ label * { + opacity: 0.6; +} + +.sheet-charmancer .sheet-container .sheet-spell-item:nth-child(even) { + background-color: #efefef; +} + +.sheet-charmancer .sheet-spell-holder .sheet-controller:not(:empty) + .sheet-container { + height: 0; + display: none; +} + +.sheet-charmancer .sheet-spell-holder .sheet-spellinfo:not(:empty) { + display: flex; + justify-content: space-between; + margin-top: 1em; +} + +.sheet-charmancer .sheet-spell-holder .sheet-spellinfo div { + width: 49%; +} + +.sheet-charmancer .sheet-spell-holder .sheet-spellinfo div div { + width: 100%; + padding-bottom: 0.3em; +} + +.sheet-charmancer .sheet-spell-holder .sheet-spellinfo p { + margin: 0; + font-size: 1em; +} + +.sheet-charmancer .sheet-pagelock:empty + .sheet-spellslide * { + pointer-events: none; +} + +.sheet-charmancer .sheet-replace-info span { + font-family: pictos; + color: red; +} + +.sheet-charmancer .sheet-asi-row .sheet-asi, +.sheet-charmancer .sheet-asi-row .sheet-feat { + display: none; +} + +.sheet-charmancer .sheet-asi-row .sheet-switch-container { + display: flex; +} + +.sheet-charmancer .sheet-asi-row .sheet-switch-tab { + width: 50%; + border-color: #888; + border-style: solid; + border-radius: 4px 4px 0 0; + border-width: 1px; + background-color: #aaa; + padding: 0.25em 0.5em; + margin: 0; +} + +.sheet-charmancer .sheet-asi-row .sheet-switch-tab input { + display: none; +} + +.sheet-charmancer .sheet-asi-row .sheet-switch:empty ~ .sheet-switch-container .sheet-asi-tab, +.sheet-charmancer .sheet-asi-row .sheet-switch:not(:empty) ~ .sheet-switch-container .sheet-feat-tab { + border-bottom-width: 0; + background-color: white; +} + +.sheet-charmancer .sheet-asi-row .sheet-switch ~ .sheet-switch-container .sheet-feat-tab { + background-color: #bbb; + color: #666; + pointer-events: none; +} + +.sheet-charmancer .sheet-asi-row .sheet-switch:empty ~ .sheet-asi, +.sheet-charmancer .sheet-asi-row .sheet-switch:not(:empty) ~ .sheet-feat { + display: block; + border-color: #888; + border-style: solid; + border-width: 0 1px 1px 1px; + border-radius: 0 0 4px 4px; + padding: 1em; +} + +.sheet-charmancer .sheet-asi-row .sheet-asi .sheet-abilities-holder { + display: flex; + width: 100%; + flex-wrap: wrap; +} + +.sheet-charmancer .sheet-asi-row .sheet-asi .sheet-abilities-holder div { + width: 33%; +} + +.sheet-charmancer .sheet-asi-row .sheet-asi .sheet-abilities-holder div:nth-child(1), +.sheet-charmancer .sheet-asi-row .sheet-asi .sheet-abilities-holder div:nth-child(2), +.sheet-charmancer .sheet-asi-row .sheet-asi .sheet-abilities-holder div:nth-child(3) { + margin-bottom: 1.5em; +} + +.sheet-charmancer .sheet-asi-row .sheet-asi .sheet-abilities-holder div div { + position: relative; + width: 1.2em; + display: inline-block; + top: -0.3em; + left: -0.5em; +} + +.sheet-charmancer .sheet-asi-row .sheet-asi .sheet-abilities-holder div h5 { + font-weight: bold; + text-align: center; +} + +.sheet-charmancer .sheet-asi-row .sheet-asi .sheet-abilities-holder div input { + font-weight: bold; + border: none; + width: 30%; + font-size: 2em; + background-color: white; + color: black; +} + +.sheet-charmancer .sheet-asi-row .sheet-asi .sheet-abilities-holder div span { + font-size: 2em; + margin-left: 20%; + vertical-align: text-bottom; +} + +.sheet-charmancer .sheet-asi-row .sheet-asi .sheet-abilities-holder .sheet-spinner { + position: absolute; + left: 0; + height: 12px; + padding: 0; + font-size: 12px; + line-height: 0; + width: 100%; + border-radius: 0; +} + +.sheet-charmancer .sheet-asi-row .sheet-asi .sheet-abilities-holder .sheet-up-spinner { + bottom: 0; + border-bottom-width: 0; + border-radius: 2px 2px 0 0; +} + +.sheet-charmancer .sheet-asi-row .sheet-asi .sheet-abilities-holder .sheet-down-spinner { + top: 0; + border-radius: 0 0 2px 2px; +} + +.charsheet .sheet-charmancer .sheet-choices h2 span { + display: block; + font-size: 16px; + font-weight: normal; + line-height: normal; + color: #888; + margin: -8px 0 8px; +} + +.charsheet .sheet-charmancer .sheet-choices .sheet-row p { + white-space: pre-line; +} + +.sheet-charmancer .sheet-asi-row .sheet-asi .sheet-abilities-holder .sheet-lock-down:not(:empty) ~ div .sheet-down-spinner, +.sheet-charmancer .sheet-asi-row .sheet-asi .sheet-abilities-holder .sheet-lock-up:not(:empty) ~ div .sheet-up-spinner { + pointer-events: none; + color: rgba(0, 0, 0, 0.3); + background-color: rgba(232, 232, 232, 0.3); +} + +.sheet-charmancer .sheet-lp-summary { + display: flex; + width: 100%; + min-height: 200px; + border: 1px solid black; + margin-bottom: 2em; +} + +.sheet-charmancer .sheet-lp-summary div { + width: 50%; +} + +.sheet-charmancer .sheet-lp-summary div div { + width: 100%; + padding-top: 0.5em; +} + +.sheet-charmancer .sheet-lp-summary .sheet-before { + border-right: 1px solid black; +} + +.sheet-charmancer .sheet-lp-summary div h2 { + width: 100%; + color: white; + border-bottom: 1px solid black; + box-sizing: border-box; + padding-left: 0.5em; + font-size: 1.5em; +} + +.sheet-charmancer .sheet-lp-summary .sheet-before h2 { + background-color: black; +} + +.sheet-charmancer .sheet-lp-summary .sheet-after h2 { + background-color: #999; +} + +.sheet-charmancer .sheet-lp-summary .sheet-row { + margin: 0; + padding: 0; +} + +.sheet-charmancer .sheet-lp-summary .sheet-row::before { + margin: 0.5em; +} + +.sheet-charmancer .sheet-lp-summary .sheet-ability-row { + width: 100%; + display: flex; + padding: 0; + font-size: 1.2em; +} + +.sheet-charmancer .sheet-lp-summary .sheet-ability-row div { + width: 16.6%; + text-align: center; + padding: 0; +} + +.sheet-charmancer .sheet-lp-summary .sheet-ability-row h5 { + font-size: 1.1em; + line-height: 1.2em; +} + +.sheet-charmancer .sheet-lp-summary p { + font-weight: bold; + margin: 0; + padding-left: 0.5em; +} + +.sheet-charmancer .sheet-lp-summary p span { + font-weight: normal; +} + +.sheet-charmancer .sheet-lp-summary .sheet-highlight { + background-color: #e6d6b8; +} + +.sheet-charmancer .sheet-lp-summary span.sheet-highlight { + color: red; +} + +.sheet-charmancer .sheet-lp-summary ~ div.sheet-summary { + width: 100%; +} + +/* Firefox 3.5+ */ +body:not(:-moz-handler-blocked) .sheet-charmancer .sheet-steps { + top: -0.8em; +} + +body:not(:-moz-handler-blocked) .sheet-charmancer .sheet-bottombar { + bottom: -0.8em; +} + +.sheet-pc .sheet-globalattack { + border: none; +} + +/* Customizations for the PC's global damage area */ +.sheet-pc div.sheet.global-dmg div.sheet-global-mod div.sheet-rows { + margin-bottom: 5px; +} + +.sheet-pc div.sheet.global-dmg div.sheet-global-mod div.sheet-rows span { + display: inline; + margin-left: 25px; +} + +.sheet-pc div.sheet-global-dmg div.sheet-display { + margin-bottom: 2px; + width: 90% !important; +} + +.sheet-pc div.sheet-global-dmg div.sheet-display span.sheet-title { + padding-right: 0px; + width: 40%; +} + +.sheet-pc div.sheet-global-dmg div.sheet-display span.sheet-subheader { + display: inline; + padding-right: 0px; + width: 50%; +} + +.sheet-pc div.sheet-global-dmg div.sheet-display span.sheet-subheader span { + display: inline; + padding: 4px 0px; +} + +div.sheet-globaldisplay { + width: 80%; + background-color: #EFEFEF; + border-bottom-right-radius: 5px; + border-top-left-radius: 5px; + display: inline-block; + font-size: 9px; + font-weight: bold; + line-height: 16px; + padding-bottom: 3px; + padding-left: 4px; + padding-right: 4px; + padding-top: 3px; + text-align: left; + text-overflow: ellipsis; +} + +div.sheet-globaldisplay span { + display: inline; +} + +.sheet-pc .sheet-global-mod .sheet-options-flag:not(:checked) ~ .sheet-display .sheet-title { + background-color: #EFEFEF; + border-bottom-right-radius: 5px; + border-top-left-radius: 5px; + display: inline-block; + font-size: 9px; + font-weight: bold; + line-height: 16px; + padding-bottom: 3px; + padding-left: 4px; + padding-right: 4px; + padding-top: 3px; + text-align: left; +} + +.sheet-pc .sheet-global-mod .sheet-options-flag:not(:checked) ~ .sheet-display .sheet-subheader { + background-color: #EFEFEF; + border-bottom-right-radius: 5px; + border-top-left-radius: 5px; + display: inline-block; + font-size: 9px; + font-weight: bold; + height: 16px; + padding-bottom: 3px; + padding-left: 4px; + padding-right: 4px; + padding-top: 3px; + text-align: left; +} + +.sheet-pc .sheet-global-mod .sheet-active-flag { + position: relative; + top: -5px; +} + +.sheet-pc .sheet-global-mod .sheet-options-flag:checked ~ .sheet-active-flag { + margin-bottom: 50px; +} + +.sheet-pc .sheet-global-mod .sheet-options-flag:checked ~ .sheet-display { + display: none; +} + +/* Level HP Bar */ +.sheet-charmancer .sheet-levels-hp-row { + background: #eee; + border-radius: 0.25em; + border: 1px solid #aaa; + margin: 0.5em 0; + padding: 0.25em; + position: relative; + z-index: 0; +} + +.sheet-charmancer .sheet-levels-hp-row h2 { + line-height: normal; + height: 1em; + vertical-align: middle; +} + +.sheet-charmancer .sheet-levels-hp-row .sheet-hpbylevel-toggle, +.sheet-charmancer .sheet-levels-hp-row .sheet-class1_rollhp, +.sheet-charmancer .sheet-levels-hp-row .sheet-class2_rollhp, +.sheet-charmancer .sheet-levels-hp-row .sheet-class3_rollhp, +.sheet-charmancer .sheet-levels-hp-row .sheet-class4_rollhp, +.sheet-charmancer .sheet-levels-hp-row input[name=comp_class1_addhp], +.sheet-charmancer .sheet-levels-hp-row input[name=comp_class2_addhp], +.sheet-charmancer .sheet-levels-hp-row input[name=comp_class3_addhp], +.sheet-charmancer .sheet-levels-hp-row input[name=comp_class4_addhp], +.sheet-charmancer .sheet-levels-hp-row button[name=act_class1_addhpAverage], +.sheet-charmancer .sheet-levels-hp-row button[name=act_class2_addhpAverage], +.sheet-charmancer .sheet-levels-hp-row button[name=act_class3_addhpAverage], +.sheet-charmancer .sheet-levels-hp-row button[name=act_class4_addhpAverage] { + vertical-align: middle; + text-align: left; +} + +/* Level HP expanded */ +.sheet-charmancer .sheet-levels-hp-row .sheet-hpbylevel-toggle:checked ~ .sheet-class1_by-levels, +.sheet-charmancer .sheet-levels-hp-row .sheet-hpbylevel-toggle:checked ~ .sheet-class2_by-levels, +.sheet-charmancer .sheet-levels-hp-row .sheet-hpbylevel-toggle:checked ~ .sheet-class3_by-levels, +.sheet-charmancer .sheet-levels-hp-row .sheet-hpbylevel-toggle:checked ~ .sheet-class4_by-levels { + border-top: 1px solid #aaa; + margin: -0.25em !important; + margin-top: 0.25em !important; + overflow: hidden; +} + +.sheet-charmancer .sheet-levels-hp-row .sheet-hpbylevel-toggle:checked ~ span.sheet-collapse + div > div { + background: #fff; + display: inline-block; + border-radius: 0 0 0.25em 0.25em; + padding: 0; + width: 100%; +} + +.sheet-charmancer .sheet-levels-hp-row .sheet-hpbylevel-toggle:checked ~ span.sheet-collapse + div > label, +.sheet-charmancer .sheet-levels-hp-row .sheet-hpbylevel-toggle:checked ~ span.sheet-collapse + div > div > label { + display: none; +} + +.sheet-charmancer .sheet-levels-hp-row .sheet-hpbylevel-toggle:checked ~ span.sheet-collapse + div > div > div { + padding: 0.25em; +} + +.sheet-charmancer .sheet-levels-hp-row .sheet-hpbylevel-toggle:checked ~ span.sheet-collapse + div > div > div:nth-child(odd) { + background: #eee; +} + +.sheet-charmancer .sheet-levels-hp-row .sheet-hpbylevel-toggle:checked ~ span.sheet-collapse + div > div > div label { + font-size: 24px; + vertical-align: middle; +} + +.sheet-charmancer .sheet-levels-hp-row .sheet-hpbylevel-toggle:checked ~ span.sheet-collapse + div > div > div button { + vertical-align: middle; +} + +/* DEV 1378 */ +/* levels-multiclass is the div encompassing the overall class section of the levels slide */ +.sheet-charmancer .sheet-levels-multiclass .sheet-hide-multiclass[value="0"] ~ .sheet-row:nth-of-type(1n+2), +.sheet-charmancer .sheet-levels-multiclass .sheet-hide-multiclass[value="1"] ~ .sheet-row:nth-of-type(1n+3), +.sheet-charmancer .sheet-levels-multiclass .sheet-hide-multiclass[value="2"] ~ .sheet-row:nth-of-type(1n+4), +.sheet-charmancer .sheet-levels-multiclass .sheet-hide-multiclass[value="3"] ~ .sheet-row:nth-of-type(1n+5) { + display: none; +} + +.sheet-charmancer .sheet-levels-multiclass .sheet-class1_selector, +.sheet-charmancer .sheet-levels-multiclass .sheet-class2_selector, +.sheet-charmancer .sheet-levels-multiclass .sheet-class3_selector, +.sheet-charmancer .sheet-levels-multiclass .sheet-class4_selector { + display: inline-block; + width: 45%; +} + +.sheet-charmancer .sheet-levels-multiclass button { + margin: 0% 1%; + font-weight: 500; + line-height: 18px; + height: 18px; +} + +.sheet-charmancer .sheet-levels-multiclass h2 { + display: inline-block; + margin-right: 2%; + width: auto; +} + +.sheet-charmancer .sheet-levels-multiclass .sheet-row h2 + input { + margin-right: 2%; +} + +.sheet-charmancer .sheet-levels-multiclass .sheet-multiclass_message { + display: inline-block; + width: auto; + margin-right: 25%; +} + +.sheet-charmancer .sheet-levels-multiclass .sheet-levels-message { + display: inline-block; + font-weight: bold; +} + +/* These are the two buttons to add or remove a multiclass */ +.sheet-charmancer .sheet-levels-multiclass .sheet-levels-multiclass-buttons div { + display: inline-block; + margin-left: 5%; + width: auto; +} + +.sheet-charmancer .sheet-levels-multiclass .sheet-add_multiclass { + margin-left: 25%; +} + +.sheet-charmancer .sheet-levels-multiclass .sheet-add_multiclass button[type=action]:disabled { + cursor: not-allowed; +} + +.sheet-charmancer .sheet-levels-multiclass .sheet-hp-flag[value=roll] ~ div > button[name*=rollhp], +.sheet-charmancer .sheet-levels-multiclass .sheet-hp-flag[value=average] ~ div > button[name*=averagehp], +.sheet-charmancer .sheet-levels-multiclass .sheet-hp-flag[value=roll] ~ button[name*=rollhp], +.sheet-charmancer .sheet-levels-multiclass .sheet-hp-flag[value=average] ~ button[name*=averagehp] { + background-color: #EC2127; + color: #fff; +} + +.sheet-charmancer .sheet-levels-hp-row .sheet-row div > label { + display: inline; +} + +.sheet-charmancer .sheet-compendium-class-name { + font-family: "Times New Roman", Times, serif; + font-size: 28px; + text-transform: capitalize; + font-variant: small-caps; + font-weight: bold; +} + +.sheet-charmancer .sheet-lock-custom-class[value="1"] ~ .sheet-class1_container { + pointer-events: none; + background-color: #E8E8E8; +} + +.sheet-charmancer .sheet-lock-custom-class[value="1"] ~ .sheet-class1_container input, +.sheet-charmancer .sheet-lock-custom-class[value="1"] ~ .sheet-class1_container select, +.sheet-charmancer .sheet-lock-custom-class[value="1"] ~ .sheet-class1_container button { + background-color: #f5f5f5 !important; + color: #888888 !important; + cursor: not-allowed !important; +} + +.sheet-charmancer .sheet-custom_warning, +.sheet-charmancer .sheet-lock-custom-class[value="1"] ~ .sheet-class1_container .sheet-class_features_container, +.sheet-charmancer .sheet-lock-custom-class[value="1"] ~ .sheet-class1_container .sheet-subclass_features_container { + display: none; +} + +.sheet-charmancer .sheet-lock-custom-class[value="1"] ~ .sheet-class1_container .sheet-custom_warning { + display: block; + margin-bottom: 10px; + font-weight: bold; +} + +/* The hidden checkbox to expanded or collapse the by level */ +.sheet-charmancer .sheet-levels-hp-row input.sheet-hpbylevel-toggle { + opacity: 0; + display: inline-block !important; + width: 1.5em; + height: 1.5em; + position: absolute; + right: 0.25em; + z-index: 1; +} + +/* Icon for the collpase & expand toggle */ +.sheet-charmancer .sheet-levels-hp-row .sheet-hpbylevel-toggle ~ .sheet-collapse { + display: inline-block; + font-family: pictos; + font-size: 1.5em; + transform: rotate(90deg); + position: absolute; + right: 0.25em; + top: 9px; + z-index: 0; +} + +.sheet-charmancer .sheet-levels-hp-row .sheet-hpbylevel-toggle:checked ~ span.sheet-collapse { + transform: rotate(-90deg); + margin-left: 0.4em; +} + +/* Toggles to expand & collapse the HP by levels */ +.sheet-charmancer .sheet-levels-hp-row .sheet-class1_by-levels, +.sheet-charmancer .sheet-levels-hp-row .sheet-class2_by-levels, +.sheet-charmancer .sheet-levels-hp-row .sheet-class3_by-levels, +.sheet-charmancer .sheet-levels-hp-row .sheet-class4_by-levels, +.sheet-charmancer .sheet-levels-hp-row span.sheet-collapse + div { + display: none; +} + +.sheet-charmancer .sheet-levels-hp-row .sheet-hpbylevel-toggle:checked ~ .sheet-class1_by-levels, +.sheet-charmancer .sheet-levels-hp-row .sheet-hpbylevel-toggle:checked ~ .sheet-class2_by-levels, +.sheet-charmancer .sheet-levels-hp-row .sheet-hpbylevel-toggle:checked ~ .sheet-class3_by-levels, +.sheet-charmancer .sheet-levels-hp-row .sheet-hpbylevel-toggle:checked ~ .sheet-class4_by-levels, +.sheet-charmancer .sheet-levels-hp-row .sheet-hpbylevel-toggle:checked ~ span.sheet-collapse + div { + display: block; +} + +.sheet-charmancer button.sheet-step.sheet-disabled { + pointer-events: none; + opacity: 0.3; +} + +.sheet-utilityrow label span span { + display: inline; +} + +/* cleaning up level slide class feature display */ +.sheet-charmancer .sheet-choices .sheet-class1_features, +.sheet-charmancer .sheet-choices .sheet-class2_features, +.sheet-charmancer .sheet-choices .sheet-class3_features, +.sheet-charmancer .sheet-choices .sheet-class4_features, +.sheet-charmancer .sheet-choices .sheet-subclass1_features, +.sheet-charmancer .sheet-choices .sheet-subclass2_features, +.sheet-charmancer .sheet-choices .sheet-subclass3_features, +.sheet-charmancer .sheet-choices .sheet-subclass4_features { + font-size: 14px; + margin: 0.5em 0; +} + +.sheet-charmancer .sheet-choices .sheet-subclass1_features_title, +.sheet-charmancer .sheet-choices .sheet-subclass2_features_title, +.sheet-charmancer .sheet-choices .sheet-subclass3_features_title, +.sheet-charmancer .sheet-choices .sheet-subclass4_features_title { + margin-top: 0.5em; + display: inline-block !important; +} + +/* styling the featured slide's spell selection */ +.sheet-charmancer .sheet-choices .sheet-utilityrow { + margin-bottom: 1em; +} + +.sheet-charmancer .sheet-choices .sheet-utilityrow .sheet-result { + font-weight: normal; + margin-bottom: -0.25em; + display: block; + font-size: 13px; +} + +.sheet-charmancer p.sheet-prereq span { + display: inline; + padding-right: 0.2em; +} + +.sheet-charmancer p.sheet-prereq { + color: red; + margin-top: -0.5em; +} + +/* DnD5E OFFICIAL CONTENT CSS */ +/* LICENSED SHEET */ +div.sheet-licensecontainer.sheet-licensedsheet, +input.sheet-licensedsheet[value="1"] + div.sheet-licensecontainer { + /* NPC & MONSTER TEMPLATE */ +} +div.sheet-licensecontainer.sheet-licensedsheet .sheet-container:not(.sheet-npc) div.sheet-page > div.sheet-header, +input.sheet-licensedsheet[value="1"] + div.sheet-licensecontainer .sheet-container:not(.sheet-npc) div.sheet-page > div.sheet-header { + margin-left: -50px; + width: 850px; + height: 140px; +} +div.sheet-licensecontainer.sheet-licensedsheet .sheet-advantagetoggle, +input.sheet-licensedsheet[value="1"] + div.sheet-licensecontainer .sheet-advantagetoggle { + top: 140px; +} +div.sheet-licensecontainer.sheet-licensedsheet .sheet-container:not(.sheet-npc) div.sheet-page.sheet-core > div.sheet-header, +div.sheet-licensecontainer.sheet-licensedsheet .sheet-container:not(.sheet-npc) div.sheet-page.sheet-options > div.sheet-header, +input.sheet-licensedsheet[value="1"] + div.sheet-licensecontainer .sheet-container:not(.sheet-npc) div.sheet-page.sheet-core > div.sheet-header, +input.sheet-licensedsheet[value="1"] + div.sheet-licensecontainer .sheet-container:not(.sheet-npc) div.sheet-page.sheet-options > div.sheet-header { + background: url("https://raw.githubusercontent.com/solar-studios/Roll20Redsky/main/images/licensedsheet/CharScroll.svg?sanitize=true"); + background-repeat: no-repeat; + background-size: cover; + background-position: 2px center; +} +div.sheet-licensecontainer.sheet-licensedsheet .sheet-container:not(.sheet-npc) div.sheet-page.sheet-bio > div.sheet-header, +input.sheet-licensedsheet[value="1"] + div.sheet-licensecontainer .sheet-container:not(.sheet-npc) div.sheet-page.sheet-bio > div.sheet-header { + background: url("https://raw.githubusercontent.com/solar-studios/Roll20Redsky/main/images/licensedsheet/BioScroll.svg?sanitize=true"); + background-repeat: no-repeat; + background-size: cover; + background-position: 2px center; +} +div.sheet-licensecontainer.sheet-licensedsheet .sheet-container:not(.sheet-npc) div.sheet-page.sheet-spells > div.sheet-header, +input.sheet-licensedsheet[value="1"] + div.sheet-licensecontainer .sheet-container:not(.sheet-npc) div.sheet-page.sheet-spells > div.sheet-header { + background: url("https://raw.githubusercontent.com/solar-studios/Roll20Redsky/main/images/licensedsheet/SpellScroll.svg?sanitize=true"); + background-repeat: no-repeat; + background-size: cover; + background-position: 2px center; +} +div.sheet-licensecontainer.sheet-licensedsheet .sheet-container:not(.sheet-npc) div.sheet-page > div.sheet-header::after, +input.sheet-licensedsheet[value="1"] + div.sheet-licensecontainer .sheet-container:not(.sheet-npc) div.sheet-page > div.sheet-header::after { + content: ""; + width: 30px; + height: 162px; + position: absolute; + right: -60px; + background: url("https://raw.githubusercontent.com/solar-studios/Roll20Redsky/main/images/licensedsheet/ScrollRight.svg?sanitize=true"); + background-repeat: no-repeat; + background-position: right center; + background-size: 100% 100%; +} +div.sheet-licensecontainer.sheet-licensedsheet .sheet-container:not(.sheet-npc) div.sheet-page div.sheet-header div.sheet-name-container, +input.sheet-licensedsheet[value="1"] + div.sheet-licensecontainer .sheet-container:not(.sheet-npc) div.sheet-page div.sheet-header div.sheet-name-container { + width: 250px; + display: inline-block; + margin-left: 60px; + margin-top: 72px; +} +div.sheet-licensecontainer.sheet-licensedsheet .sheet-container:not(.sheet-npc) div.sheet-page div.sheet-header div.sheet-name-container img, +input.sheet-licensedsheet[value="1"] + div.sheet-licensecontainer .sheet-container:not(.sheet-npc) div.sheet-page div.sheet-header div.sheet-name-container img { + display: none; +} +div.sheet-licensecontainer.sheet-licensedsheet .sheet-container:not(.sheet-npc) div.sheet-page div.sheet-header div.sheet-name-container span, +input.sheet-licensedsheet[value="1"] + div.sheet-licensecontainer .sheet-container:not(.sheet-npc) div.sheet-page div.sheet-header div.sheet-name-container span { + margin-top: 16px; + margin-left: 35px; +} +div.sheet-licensecontainer.sheet-licensedsheet .sheet-container:not(.sheet-npc) div.sheet-header-info, +input.sheet-licensedsheet[value="1"] + div.sheet-licensecontainer .sheet-container:not(.sheet-npc) div.sheet-header-info { + border: none; + margin-left: 54px; + width: 440px; +} +div.sheet-licensecontainer.sheet-licensedsheet .sheet-container:not(.sheet-npc) div.sheet-header-info div.sheet-hlabel-container input[name=attr_background], +input.sheet-licensedsheet[value="1"] + div.sheet-licensecontainer .sheet-container:not(.sheet-npc) div.sheet-header-info div.sheet-hlabel-container input[name=attr_background] { + width: 138px !important; +} +div.sheet-licensecontainer.sheet-licensedsheet .sheet-container:not(.sheet-npc) div.sheet-header-info div.sheet-hlabel-container input[name=attr_race], +input.sheet-licensedsheet[value="1"] + div.sheet-licensecontainer .sheet-container:not(.sheet-npc) div.sheet-header-info div.sheet-hlabel-container input[name=attr_race] { + width: 180px !important; +} +div.sheet-licensecontainer.sheet-licensedsheet .sheet-container:not(.sheet-npc) div.sheet-header-info div.sheet-hlabel-container input[name=attr_alignment], +input.sheet-licensedsheet[value="1"] + div.sheet-licensecontainer .sheet-container:not(.sheet-npc) div.sheet-header-info div.sheet-hlabel-container input[name=attr_alignment] { + width: 140px !important; +} +div.sheet-licensecontainer.sheet-licensedsheet .sheet-container:not(.sheet-npc) div.sheet-header-info div.sheet-hlabel-container input[name=attr_experience], +input.sheet-licensedsheet[value="1"] + div.sheet-licensecontainer .sheet-container:not(.sheet-npc) div.sheet-header-info div.sheet-hlabel-container input[name=attr_experience] { + width: 98px !important; +} +div.sheet-licensecontainer.sheet-licensedsheet .sheet-container:not(.sheet-npc) div.sheet-header-info div.sheet-hlabel-container input[name=attr_age], +input.sheet-licensedsheet[value="1"] + div.sheet-licensecontainer .sheet-container:not(.sheet-npc) div.sheet-header-info div.sheet-hlabel-container input[name=attr_age] { + width: 100px !important; +} +div.sheet-licensecontainer.sheet-licensedsheet .sheet-container:not(.sheet-npc) div.sheet-header-info div.sheet-hlabel-container input[name=attr_height], +input.sheet-licensedsheet[value="1"] + div.sheet-licensecontainer .sheet-container:not(.sheet-npc) div.sheet-header-info div.sheet-hlabel-container input[name=attr_height] { + width: 100px !important; +} +div.sheet-licensecontainer.sheet-licensedsheet .sheet-container:not(.sheet-npc) div.sheet-header-info div.sheet-hlabel-container input[name=attr_weight], +input.sheet-licensedsheet[value="1"] + div.sheet-licensecontainer .sheet-container:not(.sheet-npc) div.sheet-header-info div.sheet-hlabel-container input[name=attr_weight] { + width: 100px !important; +} +div.sheet-licensecontainer.sheet-licensedsheet .sheet-container:not(.sheet-npc) div.sheet-header-info div.sheet-hlabel-container input[name=attr_eyes], +input.sheet-licensedsheet[value="1"] + div.sheet-licensecontainer .sheet-container:not(.sheet-npc) div.sheet-header-info div.sheet-hlabel-container input[name=attr_eyes] { + width: 140px !important; +} +div.sheet-licensecontainer.sheet-licensedsheet .sheet-container:not(.sheet-npc) div.sheet-header-info div.sheet-hlabel-container input[name=attr_skin], +input.sheet-licensedsheet[value="1"] + div.sheet-licensecontainer .sheet-container:not(.sheet-npc) div.sheet-header-info div.sheet-hlabel-container input[name=attr_skin] { + width: 140px !important; +} +div.sheet-licensecontainer.sheet-licensedsheet .sheet-container:not(.sheet-npc) div.sheet-header-info div.sheet-hlabel-container input[name=attr_hair], +input.sheet-licensedsheet[value="1"] + div.sheet-licensecontainer .sheet-container:not(.sheet-npc) div.sheet-header-info div.sheet-hlabel-container input[name=attr_hair] { + width: 140px !important; +} +div.sheet-licensecontainer.sheet-licensedsheet .sheet-container:not(.sheet-npc) div.sheet-spells div.sheet-header-info div.sheet-part, +input.sheet-licensedsheet[value="1"] + div.sheet-licensecontainer .sheet-container:not(.sheet-npc) div.sheet-spells div.sheet-header-info div.sheet-part { + width: 144px; +} +div.sheet-licensecontainer.sheet-licensedsheet .sheet-container:not(.sheet-npc) div.sheet-spells div.sheet-header-info div.sheet-part select, +div.sheet-licensecontainer.sheet-licensedsheet .sheet-container:not(.sheet-npc) div.sheet-spells div.sheet-header-info div.sheet-part input, +input.sheet-licensedsheet[value="1"] + div.sheet-licensecontainer .sheet-container:not(.sheet-npc) div.sheet-spells div.sheet-header-info div.sheet-part select, +input.sheet-licensedsheet[value="1"] + div.sheet-licensecontainer .sheet-container:not(.sheet-npc) div.sheet-spells div.sheet-header-info div.sheet-part input { + border: none; +} +div.sheet-licensecontainer.sheet-licensedsheet .sheet-container:not(.sheet-npc) div.sheet-spells div.sheet-header-info div.sheet-part select[name=attr_spellcasting_ability], +input.sheet-licensedsheet[value="1"] + div.sheet-licensecontainer .sheet-container:not(.sheet-npc) div.sheet-spells div.sheet-header-info div.sheet-part select[name=attr_spellcasting_ability] { + text-align-last: center; +} +div.sheet-licensecontainer.sheet-licensedsheet .sheet-container:not(.sheet-npc) div.sheet-header div.sheet-part span.sheet-display, +input.sheet-licensedsheet[value="1"] + div.sheet-licensecontainer .sheet-container:not(.sheet-npc) div.sheet-header div.sheet-part span.sheet-display { + border: none; +} +div.sheet-licensecontainer.sheet-licensedsheet .sheet-container:not(.sheet-npc) div.sheet-footer, +input.sheet-licensedsheet[value="1"] + div.sheet-licensecontainer .sheet-container:not(.sheet-npc) div.sheet-footer { + display: none; +} +div.sheet-licensecontainer.sheet-licensedsheet .sheet-container:not(.sheet-npc) input[type=radio].sheet-tab-button, +div.sheet-licensecontainer.sheet-licensedsheet .sheet-container:not(.sheet-npc) input[type=radio].sheet-tab-button + span, +input.sheet-licensedsheet[value="1"] + div.sheet-licensecontainer .sheet-container:not(.sheet-npc) input[type=radio].sheet-tab-button, +input.sheet-licensedsheet[value="1"] + div.sheet-licensecontainer .sheet-container:not(.sheet-npc) input[type=radio].sheet-tab-button + span { + top: 140px; +} +div.sheet-licensecontainer.sheet-licensedsheet .sheet-container:not(.sheet-npc) div.sheet-advantagetoggle, +input.sheet-licensedsheet[value="1"] + div.sheet-licensecontainer .sheet-container:not(.sheet-npc) div.sheet-advantagetoggle { + top: 140px; +} +div.sheet-licensecontainer.sheet-licensedsheet div.sheet-npc div.sheet-triangle, +div.sheet-licensecontainer.sheet-licensedsheet div.sheet-triangle, +input.sheet-licensedsheet[value="1"] + div.sheet-licensecontainer div.sheet-npc div.sheet-triangle, +input.sheet-licensedsheet[value="1"] + div.sheet-licensecontainer div.sheet-triangle { + border: none; + border-top: 3px solid transparent; + border-bottom: 3px solid transparent; + border-left: 360px solid rgb(126, 45, 64); + margin-top: 5px; + margin-bottom: 5px; +} +div.sheet-licensecontainer.sheet-licensedsheet .sheet-container.sheet-pc .sheet-header .sheet-options-flag, +input.sheet-licensedsheet[value="1"] + div.sheet-licensecontainer .sheet-container.sheet-pc .sheet-header .sheet-options-flag { + top: 45px; + right: -15px; +} +div.sheet-licensecontainer.sheet-licensedsheet .sheet-container.sheet-pc .sheet-header .sheet-options-flag + span, +input.sheet-licensedsheet[value="1"] + div.sheet-licensecontainer .sheet-container.sheet-pc .sheet-header .sheet-options-flag + span { + top: 45px; + right: -15px; +} +div.sheet-licensecontainer.sheet-licensedsheet .sheet-container.sheet-pc .sheet-header .sheet-header-info, +input.sheet-licensedsheet[value="1"] + div.sheet-licensecontainer .sheet-container.sheet-pc .sheet-header .sheet-header-info { + margin-top: 30px; + margin-left: 51px; + background: url("https://raw.githubusercontent.com/solar-studios/Roll20Redsky/main/images/licensedsheet/CharBox.svg?sanitize=true"); + background-position: 0; + padding: 14px; + background-size: cover; +} +div.sheet-licensecontainer.sheet-licensedsheet .sheet-container.sheet-pc .sheet-spells .sheet-header .sheet-header-info, +input.sheet-licensedsheet[value="1"] + div.sheet-licensecontainer .sheet-container.sheet-pc .sheet-spells .sheet-header .sheet-header-info { + background-image: url("https://raw.githubusercontent.com/solar-studios/Roll20Redsky/main/images/licensedsheet/SpellBox.svg?sanitize=true"); + display: inline-flex; + justify-content: space-around; +} +div.sheet-licensecontainer.sheet-licensedsheet .sheet-container.sheet-pc .sheet-spells .sheet-header .sheet-header-info .sheet-part, +input.sheet-licensedsheet[value="1"] + div.sheet-licensecontainer .sheet-container.sheet-pc .sheet-spells .sheet-header .sheet-header-info .sheet-part { + background: url("https://raw.githubusercontent.com/solar-studios/Roll20Redsky/main/images/licensedsheet/SpellHeadBlock.svg?sanitize=true"); + background-position: top center; + background-size: contain; + background-repeat: no-repeat; + width: 30%; +} +div.sheet-licensecontainer.sheet-licensedsheet .sheet-container:not(.sheet-npc) .sheet-attributes-container, +input.sheet-licensedsheet[value="1"] + div.sheet-licensecontainer .sheet-container:not(.sheet-npc) .sheet-attributes-container { + background: url("https://raw.githubusercontent.com/solar-studios/Roll20Redsky/main/images/licensedsheet/ability-back.svg?sanitize=true"); + margin: 0 !important; + background-repeat: no-repeat; + background-size: cover; +} +div.sheet-licensecontainer.sheet-licensedsheet .sheet-container:not(.sheet-npc) .sheet-attr-container, +input.sheet-licensedsheet[value="1"] + div.sheet-licensecontainer .sheet-container:not(.sheet-npc) .sheet-attr-container { + width: auto; + border: 0; + margin: 0 !important; + margin-top: 20px !important; + background-position: top center !important; + background-repeat: no-repeat !important; + background-size: contain !important; +} +div.sheet-licensecontainer.sheet-licensedsheet .sheet-container:not(.sheet-npc) .sheet-attr-container, +input.sheet-licensedsheet[value="1"] + div.sheet-licensecontainer .sheet-container:not(.sheet-npc) .sheet-attr-container { + background: url("https://raw.githubusercontent.com/solar-studios/Roll20Redsky/main/images/licensedsheet/ability-STR.svg?sanitize=true"); +} +div.sheet-licensecontainer.sheet-licensedsheet .sheet-container:not(.sheet-npc) .sheet-attr-container ~ .sheet-attr-container, +input.sheet-licensedsheet[value="1"] + div.sheet-licensecontainer .sheet-container:not(.sheet-npc) .sheet-attr-container ~ .sheet-attr-container { + margin-top: 8px !important; +} +div.sheet-licensecontainer.sheet-licensedsheet .sheet-container:not(.sheet-npc) .sheet-attr-container + .sheet-attr-container, +input.sheet-licensedsheet[value="1"] + div.sheet-licensecontainer .sheet-container:not(.sheet-npc) .sheet-attr-container + .sheet-attr-container { + background: url("https://raw.githubusercontent.com/solar-studios/Roll20Redsky/main/images/licensedsheet/ability-DEX.svg?sanitize=true"); +} +div.sheet-licensecontainer.sheet-licensedsheet .sheet-container:not(.sheet-npc) .sheet-attr-container + .sheet-attr-container + .sheet-attr-container, +input.sheet-licensedsheet[value="1"] + div.sheet-licensecontainer .sheet-container:not(.sheet-npc) .sheet-attr-container + .sheet-attr-container + .sheet-attr-container { + /* constitution is abbrivated CNS instead of CON + because windows has that term reserved */ + background: url("https://raw.githubusercontent.com/solar-studios/Roll20Redsky/main/images/licensedsheet/ability-CNS.svg?sanitize=true"); +} +div.sheet-licensecontainer.sheet-licensedsheet .sheet-container:not(.sheet-npc) .sheet-attr-container + .sheet-attr-container + .sheet-attr-container + .sheet-attr-container, +input.sheet-licensedsheet[value="1"] + div.sheet-licensecontainer .sheet-container:not(.sheet-npc) .sheet-attr-container + .sheet-attr-container + .sheet-attr-container + .sheet-attr-container { + background: url("https://raw.githubusercontent.com/solar-studios/Roll20Redsky/main/images/licensedsheet/ability-INT.svg?sanitize=true"); +} +div.sheet-licensecontainer.sheet-licensedsheet .sheet-container:not(.sheet-npc) .sheet-attr-container + .sheet-attr-container + .sheet-attr-container + .sheet-attr-container + .sheet-attr-container, +input.sheet-licensedsheet[value="1"] + div.sheet-licensecontainer .sheet-container:not(.sheet-npc) .sheet-attr-container + .sheet-attr-container + .sheet-attr-container + .sheet-attr-container + .sheet-attr-container { + background: url("https://raw.githubusercontent.com/solar-studios/Roll20Redsky/main/images/licensedsheet/ability-WIS.svg?sanitize=true"); +} +div.sheet-licensecontainer.sheet-licensedsheet .sheet-container:not(.sheet-npc) .sheet-attr-container + .sheet-attr-container + .sheet-attr-container + .sheet-attr-container + .sheet-attr-container + .sheet-attr-container, +input.sheet-licensedsheet[value="1"] + div.sheet-licensecontainer .sheet-container:not(.sheet-npc) .sheet-attr-container + .sheet-attr-container + .sheet-attr-container + .sheet-attr-container + .sheet-attr-container + .sheet-attr-container { + background: url("https://raw.githubusercontent.com/solar-studios/Roll20Redsky/main/images/licensedsheet/ability-CHA.svg?sanitize=true"); + margin-bottom: 20px !important; +} +div.sheet-licensecontainer.sheet-licensedsheet .sheet-container:not(.sheet-npc) .sheet-attr-container button, +input.sheet-licensedsheet[value="1"] + div.sheet-licensecontainer .sheet-container:not(.sheet-npc) .sheet-attr-container button { + font-size: 6.5px !important; +} +div.sheet-licensecontainer.sheet-licensedsheet .sheet-container:not(.sheet-npc) .sheet-attr-container .sheet-attr, +input.sheet-licensedsheet[value="1"] + div.sheet-licensecontainer .sheet-container:not(.sheet-npc) .sheet-attr-container .sheet-attr { + font-size: 35px; + font-weight: bold; + position: relative; + top: -5px; +} +div.sheet-licensecontainer.sheet-licensedsheet .sheet-container:not(.sheet-npc) .sheet-attr-container .sheet-attr-mod, +input.sheet-licensedsheet[value="1"] + div.sheet-licensecontainer .sheet-container:not(.sheet-npc) .sheet-attr-container .sheet-attr-mod { + border: none; + background: transparent; + margin-top: -10px; +} +div.sheet-licensecontainer.sheet-licensedsheet .sheet-container:not(.sheet-npc) .sheet-attr-container .sheet-attr-mod .sheet-baseattr, +div.sheet-licensecontainer.sheet-licensedsheet .sheet-container:not(.sheet-npc) .sheet-attr-container .sheet-attr-mod .sheet-attr-flag, +div.sheet-licensecontainer.sheet-licensedsheet .sheet-container:not(.sheet-npc) .sheet-attr-container .sheet-attr-mod .sheet-finalattr, +input.sheet-licensedsheet[value="1"] + div.sheet-licensecontainer .sheet-container:not(.sheet-npc) .sheet-attr-container .sheet-attr-mod .sheet-baseattr, +input.sheet-licensedsheet[value="1"] + div.sheet-licensecontainer .sheet-container:not(.sheet-npc) .sheet-attr-container .sheet-attr-mod .sheet-attr-flag, +input.sheet-licensedsheet[value="1"] + div.sheet-licensecontainer .sheet-container:not(.sheet-npc) .sheet-attr-container .sheet-attr-mod .sheet-finalattr { + font-size: 18px !important; +} +div.sheet-licensecontainer.sheet-licensedsheet .sheet-container:not(.sheet-npc) .sheet-insp-prof-container, +input.sheet-licensedsheet[value="1"] + div.sheet-licensecontainer .sheet-container:not(.sheet-npc) .sheet-insp-prof-container { + background: url("https://raw.githubusercontent.com/solar-studios/Roll20Redsky/main/images/licensedsheet/inspiration.svg?sanitize=true"); + background-repeat: no-repeat; + background-size: cover; + height: 40px; + margin-bottom: 2px; +} +div.sheet-licensecontainer.sheet-licensedsheet .sheet-container:not(.sheet-npc) .sheet-insp-prof-container + .sheet-insp-prof-container, +input.sheet-licensedsheet[value="1"] + div.sheet-licensecontainer .sheet-container:not(.sheet-npc) .sheet-insp-prof-container + .sheet-insp-prof-container { + background: url("https://raw.githubusercontent.com/solar-studios/Roll20Redsky/main/images/licensedsheet/proficency-bonus.svg?sanitize=true"); + background-repeat: no-repeat; + background-size: cover; + height: 50px; + margin-bottom: 2px; +} +div.sheet-licensecontainer.sheet-licensedsheet .sheet-container:not(.sheet-npc) .sheet-insp-prof-container .sheet-value, +div.sheet-licensecontainer.sheet-licensedsheet .sheet-container:not(.sheet-npc) .sheet-insp-prof-container .sheet-label, +input.sheet-licensedsheet[value="1"] + div.sheet-licensecontainer .sheet-container:not(.sheet-npc) .sheet-insp-prof-container .sheet-value, +input.sheet-licensedsheet[value="1"] + div.sheet-licensecontainer .sheet-container:not(.sheet-npc) .sheet-insp-prof-container .sheet-label { + border: none; + background: transparent; +} +div.sheet-licensecontainer.sheet-licensedsheet .sheet-container:not(.sheet-npc) .sheet-insp-prof-container .sheet-value, +input.sheet-licensedsheet[value="1"] + div.sheet-licensecontainer .sheet-container:not(.sheet-npc) .sheet-insp-prof-container .sheet-value { + margin-top: 2px; + margin-left: 3px; +} +div.sheet-licensecontainer.sheet-licensedsheet .sheet-container:not(.sheet-npc) .sheet-insp-prof-container .sheet-label, +input.sheet-licensedsheet[value="1"] + div.sheet-licensecontainer .sheet-container:not(.sheet-npc) .sheet-insp-prof-container .sheet-label { + width: calc(100% - 42px); + margin-left: 0; + margin-top: 5px; +} +div.sheet-licensecontainer.sheet-licensedsheet .sheet-container:not(.sheet-npc) .sheet-insp-prof-container + .sheet-insp-prof-container .sheet-value, +input.sheet-licensedsheet[value="1"] + div.sheet-licensecontainer .sheet-container:not(.sheet-npc) .sheet-insp-prof-container + .sheet-insp-prof-container .sheet-value { + margin-top: 8px; + margin-left: 6px; +} +div.sheet-licensecontainer.sheet-licensedsheet .sheet-container:not(.sheet-npc) .sheet-insp-prof-container + .sheet-insp-prof-container .sheet-label, +input.sheet-licensedsheet[value="1"] + div.sheet-licensecontainer .sheet-container:not(.sheet-npc) .sheet-insp-prof-container + .sheet-insp-prof-container .sheet-label { + width: calc(100% - 42px); + margin-left: -3px; + margin-top: 10px; +} +div.sheet-licensecontainer.sheet-licensedsheet .sheet-container:not(.sheet-npc) .sheet-saving-throw-container, +div.sheet-licensecontainer.sheet-licensedsheet .sheet-container:not(.sheet-npc) .sheet-skills-container, +input.sheet-licensedsheet[value="1"] + div.sheet-licensecontainer .sheet-container:not(.sheet-npc) .sheet-saving-throw-container, +input.sheet-licensedsheet[value="1"] + div.sheet-licensecontainer .sheet-container:not(.sheet-npc) .sheet-skills-container { + position: relative; + box-sizing: border-box; + padding: 5px 5px 15px; + border: 10px solid black; + border-image-source: url("https://raw.githubusercontent.com/solar-studios/Roll20Redsky/main/images/licensedsheet/saves.svg?sanitize=true"); + border-image-slice: 65 10; + border-image-width: auto; + border-image-repeat: round; +} +div.sheet-licensecontainer.sheet-licensedsheet .sheet-container:not(.sheet-npc) .sheet-saving-throw-container .sheet-label, +div.sheet-licensecontainer.sheet-licensedsheet .sheet-container:not(.sheet-npc) .sheet-skills-container .sheet-label, +input.sheet-licensedsheet[value="1"] + div.sheet-licensecontainer .sheet-container:not(.sheet-npc) .sheet-saving-throw-container .sheet-label, +input.sheet-licensedsheet[value="1"] + div.sheet-licensecontainer .sheet-container:not(.sheet-npc) .sheet-skills-container .sheet-label { + position: absolute; + width: 100%; + bottom: -5px; + margin: 0 -5px; +} +div.sheet-licensecontainer.sheet-licensedsheet .sheet-container:not(.sheet-npc) .sheet-core .sheet-col2, +input.sheet-licensedsheet[value="1"] + div.sheet-licensecontainer .sheet-container:not(.sheet-npc) .sheet-core .sheet-col2 { + background: url("https://raw.githubusercontent.com/solar-studios/Roll20Redsky/main/images/licensedsheet/vitals.svg?sanitize=true"); + background-repeat: no-repeat; + background-position: top center; + background-size: contain; +} +div.sheet-licensecontainer.sheet-licensedsheet .sheet-container:not(.sheet-npc) .sheet-ac-init-speed-container, +div.sheet-licensecontainer.sheet-licensedsheet .sheet-container:not(.sheet-npc) .sheet-hdice-dsaves-container, +input.sheet-licensedsheet[value="1"] + div.sheet-licensecontainer .sheet-container:not(.sheet-npc) .sheet-ac-init-speed-container, +input.sheet-licensedsheet[value="1"] + div.sheet-licensecontainer .sheet-container:not(.sheet-npc) .sheet-hdice-dsaves-container { + width: 100% !important; + margin: 0; + padding: 10px 8px 0; + box-sizing: border-box; + display: flex; + justify-content: space-between; +} +div.sheet-licensecontainer.sheet-licensedsheet .sheet-container:not(.sheet-npc) .sheet-hdice-dsaves-container, +input.sheet-licensedsheet[value="1"] + div.sheet-licensecontainer .sheet-container:not(.sheet-npc) .sheet-hdice-dsaves-container { + padding: 0 8px 10px; +} +div.sheet-licensecontainer.sheet-licensedsheet .sheet-container:not(.sheet-npc) .sheet-resources .sheet-hdice-dsaves-container, +input.sheet-licensedsheet[value="1"] + div.sheet-licensecontainer .sheet-container:not(.sheet-npc) .sheet-resources .sheet-hdice-dsaves-container { + padding: 0 0 10px; +} +div.sheet-licensecontainer.sheet-licensedsheet .sheet-container:not(.sheet-npc) .sheet-ac-init-speed-container .sheet-ac, +input.sheet-licensedsheet[value="1"] + div.sheet-licensecontainer .sheet-container:not(.sheet-npc) .sheet-ac-init-speed-container .sheet-ac { + background: url("https://raw.githubusercontent.com/solar-studios/Roll20Redsky/main/images/licensedsheet/AC.svg?sanitize=true"); + background-repeat: no-repeat; + background-position: center center; + background-size: contain; + min-height: 75px !important; + border: 0 !important; +} +div.sheet-licensecontainer.sheet-licensedsheet .sheet-container:not(.sheet-npc) .sheet-ac-init-speed-container .sheet-ac input, +input.sheet-licensedsheet[value="1"] + div.sheet-licensecontainer .sheet-container:not(.sheet-npc) .sheet-ac-init-speed-container .sheet-ac input { + margin-top: 10px; +} +div.sheet-licensecontainer.sheet-licensedsheet .sheet-container:not(.sheet-npc) .sheet-ac-init-speed-container .sheet-ac .sheet-pc-ac, +input.sheet-licensedsheet[value="1"] + div.sheet-licensecontainer .sheet-container:not(.sheet-npc) .sheet-ac-init-speed-container .sheet-ac .sheet-pc-ac { + width: 50% !important; + margin: 0 auto; + line-height: 8px !important; +} +div.sheet-licensecontainer.sheet-licensedsheet .sheet-container:not(.sheet-npc) .sheet-ac-init-speed-container .sheet-init, +div.sheet-licensecontainer.sheet-licensedsheet .sheet-container:not(.sheet-npc) .sheet-ac-init-speed-container .sheet-speed, +input.sheet-licensedsheet[value="1"] + div.sheet-licensecontainer .sheet-container:not(.sheet-npc) .sheet-ac-init-speed-container .sheet-init, +input.sheet-licensedsheet[value="1"] + div.sheet-licensecontainer .sheet-container:not(.sheet-npc) .sheet-ac-init-speed-container .sheet-speed { + background: url("https://raw.githubusercontent.com/solar-studios/Roll20Redsky/main/images/licensedsheet/vital-box.svg?sanitize=true"); + background-repeat: no-repeat; + background-position: center center; + background-size: contain; + border: 0 !important; + min-height: 75px !important; + position: relative; +} +div.sheet-licensecontainer.sheet-licensedsheet .sheet-container:not(.sheet-npc) .sheet-ac-init-speed-container .sheet-init button, +div.sheet-licensecontainer.sheet-licensedsheet .sheet-container:not(.sheet-npc) .sheet-ac-init-speed-container .sheet-speed .sheet-label, +div.sheet-licensecontainer.sheet-licensedsheet .sheet-container:not(.sheet-npc) .sheet-hp .sheet-label, +input.sheet-licensedsheet[value="1"] + div.sheet-licensecontainer .sheet-container:not(.sheet-npc) .sheet-ac-init-speed-container .sheet-init button, +input.sheet-licensedsheet[value="1"] + div.sheet-licensecontainer .sheet-container:not(.sheet-npc) .sheet-ac-init-speed-container .sheet-speed .sheet-label, +input.sheet-licensedsheet[value="1"] + div.sheet-licensecontainer .sheet-container:not(.sheet-npc) .sheet-hp .sheet-label { + position: absolute; + bottom: 5px; +} +div.sheet-licensecontainer.sheet-licensedsheet .sheet-container:not(.sheet-npc) .sheet-ac-init-speed-container .sheet-init span, +div.sheet-licensecontainer.sheet-licensedsheet .sheet-container:not(.sheet-npc) .sheet-ac-init-speed-container .sheet-speed input, +input.sheet-licensedsheet[value="1"] + div.sheet-licensecontainer .sheet-container:not(.sheet-npc) .sheet-ac-init-speed-container .sheet-init span, +input.sheet-licensedsheet[value="1"] + div.sheet-licensecontainer .sheet-container:not(.sheet-npc) .sheet-ac-init-speed-container .sheet-speed input { + display: inline-block; + margin-top: 15px; +} +div.sheet-licensecontainer.sheet-licensedsheet .sheet-container:not(.sheet-npc) .sheet-hp, +input.sheet-licensedsheet[value="1"] + div.sheet-licensecontainer .sheet-container:not(.sheet-npc) .sheet-hp { + position: relative; + background: url("https://raw.githubusercontent.com/solar-studios/Roll20Redsky/main/images/licensedsheet/vital-top.svg?sanitize=true"); + background-repeat: no-repeat; + background-position: center center; + background-size: contain; + border: 0 !important; + width: calc(100% - 16px); + height: 95px; + margin: 5px 8px 0; +} +div.sheet-licensecontainer.sheet-licensedsheet .sheet-container:not(.sheet-npc) .sheet-hp .sheet-top, +input.sheet-licensedsheet[value="1"] + div.sheet-licensecontainer .sheet-container:not(.sheet-npc) .sheet-hp .sheet-top { + padding-top: 3px; +} +div.sheet-licensecontainer.sheet-licensedsheet .sheet-container:not(.sheet-npc) .sheet-hp .sheet-top span, +input.sheet-licensedsheet[value="1"] + div.sheet-licensecontainer .sheet-container:not(.sheet-npc) .sheet-hp .sheet-top span { + margin-left: 10px !important; +} +div.sheet-licensecontainer.sheet-licensedsheet .sheet-container:not(.sheet-npc) .sheet-hp .sheet-top input, +input.sheet-licensedsheet[value="1"] + div.sheet-licensecontainer .sheet-container:not(.sheet-npc) .sheet-hp .sheet-top input { + width: 132px !important; +} +div.sheet-licensecontainer.sheet-licensedsheet .sheet-container:not(.sheet-npc) .sheet-hp + .sheet-hp, +input.sheet-licensedsheet[value="1"] + div.sheet-licensecontainer .sheet-container:not(.sheet-npc) .sheet-hp + .sheet-hp { + background: url("https://raw.githubusercontent.com/solar-studios/Roll20Redsky/main/images/licensedsheet/vital-bottom.svg?sanitize=true"); + background-repeat: no-repeat; + background-position: center center; + background-size: contain; + min-height: 70px; + margin: 0 8px 5px; +} +div.sheet-licensecontainer.sheet-licensedsheet .sheet-container:not(.sheet-npc) .sheet-subcontainer, +input.sheet-licensedsheet[value="1"] + div.sheet-licensecontainer .sheet-container:not(.sheet-npc) .sheet-subcontainer { + --topNotchSize: 7px; + --bottomNotchSize: 6px; + box-sizing: border-box; + margin-top: 5px; + width: 49%; + background: #fff; + border: 5px solid black; + border-top-width: 2px; + border-bottom-width: 2px; + border-image-source: url("https://raw.githubusercontent.com/solar-studios/Roll20Redsky/main/images/licensedsheet/vital-box.svg?sanitize=true"); + border-image-slice: 15 15; + border-image-width: auto; + border-image-repeat: round; + clip-path: polygon(0% var(--topNotchSize), var(--topNotchSize) 0%, calc(100% - var(--topNotchSize)) 0%, 100% var(--topNotchSize), 100% calc(100% - var(--bottomNotchSize)), calc(100% - var(--bottomNotchSize)) 100%, var(--bottomNotchSize) 100%, 0% calc(100% - var(--bottomNotchSize))); +} +div.sheet-licensecontainer.sheet-licensedsheet .sheet-container:not(.sheet-npc) .sheet-subcontainer .sheet-row-container input[type=checkbox], +input.sheet-licensedsheet[value="1"] + div.sheet-licensecontainer .sheet-container:not(.sheet-npc) .sheet-subcontainer .sheet-row-container input[type=checkbox] { + margin: 0px -2px; + border-radius: 50%; + border: 2px solid #000 !important; + width: 1em; + height: 1em; + background-color: white; + vertical-align: middle; + -webkit-appearance: none; + outline: none; + cursor: pointer; +} +div.sheet-licensecontainer.sheet-licensedsheet .sheet-container:not(.sheet-npc) .sheet-subcontainer .sheet-row-container input[type=checkbox]:checked, +input.sheet-licensedsheet[value="1"] + div.sheet-licensecontainer .sheet-container:not(.sheet-npc) .sheet-subcontainer .sheet-row-container input[type=checkbox]:checked { + background-color: #EC2127; +} +div.sheet-licensecontainer.sheet-licensedsheet .sheet-container:not(.sheet-npc) .sheet-subcontainer .sheet-top input, +input.sheet-licensedsheet[value="1"] + div.sheet-licensecontainer .sheet-container:not(.sheet-npc) .sheet-subcontainer .sheet-top input { + width: 60px !important; +} +div.sheet-licensecontainer.sheet-licensedsheet .sheet-container:not(.sheet-npc) .sheet-attacks, +div.sheet-licensecontainer.sheet-licensedsheet .sheet-container:not(.sheet-npc) .sheet-proficiencies, +div.sheet-licensecontainer.sheet-licensedsheet .sheet-container:not(.sheet-npc) .sheet-traits, +div.sheet-licensecontainer.sheet-licensedsheet .sheet-container:not(.sheet-npc) .sheet-equipment, +div.sheet-licensecontainer.sheet-licensedsheet .sheet-container:not(.sheet-npc) .sheet-exhaustion, +input.sheet-licensedsheet[value="1"] + div.sheet-licensecontainer .sheet-container:not(.sheet-npc) .sheet-attacks, +input.sheet-licensedsheet[value="1"] + div.sheet-licensecontainer .sheet-container:not(.sheet-npc) .sheet-proficiencies, +input.sheet-licensedsheet[value="1"] + div.sheet-licensecontainer .sheet-container:not(.sheet-npc) .sheet-traits, +input.sheet-licensedsheet[value="1"] + div.sheet-licensecontainer .sheet-container:not(.sheet-npc) .sheet-equipment, +input.sheet-licensedsheet[value="1"] + div.sheet-licensecontainer .sheet-container:not(.sheet-npc) .sheet-exhaustion { + box-sizing: border-box; + width: 100%; + margin-top: 10px; + border: 5px solid black; + border-image-source: url("https://raw.githubusercontent.com/solar-studios/Roll20Redsky/main/images/licensedsheet/5eBorder.svg?sanitize=true"); + border-image-slice: 6% 8% 12% 8%; + border-image-width: 16px 19px 32px 19px; + border-image-repeat: round; +} +div.sheet-licensecontainer.sheet-licensedsheet .sheet-container:not(.sheet-npc) .sheet-display button *, +input.sheet-licensedsheet[value="1"] + div.sheet-licensecontainer .sheet-container:not(.sheet-npc) .sheet-display button * { + min-width: 15%; + max-width: 33%; +} +div.sheet-licensecontainer.sheet-licensedsheet .sheet-container:not(.sheet-npc) .sheet-col1 > .sheet-insp-prof-container, +input.sheet-licensedsheet[value="1"] + div.sheet-licensecontainer .sheet-container:not(.sheet-npc) .sheet-col1 > .sheet-insp-prof-container { + background-image: url("https://raw.githubusercontent.com/solar-studios/Roll20Redsky/main/images/licensedsheet/perception.svg?sanitize=true"); + background-position: center center; + background-repeat: no-repeat; + background-size: contain; +} +div.sheet-licensecontainer.sheet-licensedsheet .sheet-container:not(.sheet-npc) .sheet-col1 > .sheet-insp-prof-container .sheet-value, +input.sheet-licensedsheet[value="1"] + div.sheet-licensecontainer .sheet-container:not(.sheet-npc) .sheet-col1 > .sheet-insp-prof-container .sheet-value { + margin-top: 3px; + margin-left: 5px; +} +div.sheet-licensecontainer.sheet-licensedsheet .sheet-container:not(.sheet-npc) .sheet-col1 > .sheet-insp-prof-container .sheet-label, +input.sheet-licensedsheet[value="1"] + div.sheet-licensecontainer .sheet-container:not(.sheet-npc) .sheet-col1 > .sheet-insp-prof-container .sheet-label { + position: absolute; + width: calc(33% - 42px) !important; + margin-left: 0; + margin-top: 5px; +} +div.sheet-licensecontainer.sheet-licensedsheet .sheet-container:not(.sheet-npc) .sheet-tool_proficiencies, +input.sheet-licensedsheet[value="1"] + div.sheet-licensecontainer .sheet-container:not(.sheet-npc) .sheet-tool_proficiencies { + box-sizing: border-box; + width: 100%; + margin-top: 5px; + border: 5px solid black; + border-image-source: url("https://raw.githubusercontent.com/solar-studios/Roll20Redsky/main/images/licensedsheet/proficiency-block.svg?sanitize=true"); + border-image-slice: 5 10; + border-image-width: 15px; + border-image-repeat: round; +} +div.sheet-licensecontainer.sheet-licensedsheet .sheet-container:not(.sheet-npc) .sheet-proficiencies .sheet-display button *, +input.sheet-licensedsheet[value="1"] + div.sheet-licensecontainer .sheet-container:not(.sheet-npc) .sheet-proficiencies .sheet-display button * { + min-width: 33%; + max-width: 50%; +} +div.sheet-licensecontainer.sheet-licensedsheet .sheet-container:not(.sheet-npc) .sheet-pibf, +input.sheet-licensedsheet[value="1"] + div.sheet-licensecontainer .sheet-container:not(.sheet-npc) .sheet-pibf { + position: relative; + box-sizing: border-box; + width: 100%; + min-height: 6em; + margin-top: 5px; + border: 15px solid black; + border-image-source: url("https://raw.githubusercontent.com/solar-studios/Roll20Redsky/main/images/licensedsheet/vital-top.svg?sanitize=true"); + border-image-slice: 35 15; + border-image-width: auto; + border-image-repeat: round; +} +div.sheet-licensecontainer.sheet-licensedsheet .sheet-container:not(.sheet-npc) .sheet-pibf + .sheet-pibf, +input.sheet-licensedsheet[value="1"] + div.sheet-licensecontainer .sheet-container:not(.sheet-npc) .sheet-pibf + .sheet-pibf { + border-image-source: url("https://raw.githubusercontent.com/solar-studios/Roll20Redsky/main/images/licensedsheet/vital-mid.svg?sanitize=true"); +} +div.sheet-licensecontainer.sheet-licensedsheet .sheet-container:not(.sheet-npc) .sheet-pibf + .sheet-pibf + .sheet-pibf + .sheet-pibf, +input.sheet-licensedsheet[value="1"] + div.sheet-licensecontainer .sheet-container:not(.sheet-npc) .sheet-pibf + .sheet-pibf + .sheet-pibf + .sheet-pibf { + border-image-source: url("https://raw.githubusercontent.com/solar-studios/Roll20Redsky/main/images/licensedsheet/vital-bottom.svg?sanitize=true"); +} +div.sheet-licensecontainer.sheet-licensedsheet .sheet-container:not(.sheet-npc) .sheet-pibf .sheet-display, +input.sheet-licensedsheet[value="1"] + div.sheet-licensecontainer .sheet-container:not(.sheet-npc) .sheet-pibf .sheet-display { + padding: 0; + position: relative; + top: -5px; +} +div.sheet-licensecontainer.sheet-licensedsheet .sheet-container:not(.sheet-npc) .sheet-pibf .sheet-options-flag, +div.sheet-licensecontainer.sheet-licensedsheet .sheet-container:not(.sheet-npc) .sheet-pibf .sheet-options-flag ~ span, +input.sheet-licensedsheet[value="1"] + div.sheet-licensecontainer .sheet-container:not(.sheet-npc) .sheet-pibf .sheet-options-flag, +input.sheet-licensedsheet[value="1"] + div.sheet-licensecontainer .sheet-container:not(.sheet-npc) .sheet-pibf .sheet-options-flag ~ span { + top: -5px; + right: -10px; +} +div.sheet-licensecontainer.sheet-licensedsheet .sheet-container:not(.sheet-npc) .sheet-pibf .sheet-label, +input.sheet-licensedsheet[value="1"] + div.sheet-licensecontainer .sheet-container:not(.sheet-npc) .sheet-pibf .sheet-label { + position: absolute; + top: unset !important; + right: unset !important; + bottom: -10px; +} +div.sheet-licensecontainer.sheet-licensedsheet .sheet-container:not(.sheet-npc) .sheet-coin, +input.sheet-licensedsheet[value="1"] + div.sheet-licensecontainer .sheet-container:not(.sheet-npc) .sheet-coin { + background-image: url("https://raw.githubusercontent.com/solar-studios/Roll20Redsky/main/images/licensedsheet/copper.svg?sanitize=true"); + background-position: center center; + background-repeat: no-repeat; + background-size: contain; + border: none; + border-radius: 0; + margin: 5px 0; + background-color: transparent; + position: relative; + left: -9px; + height: 30px; + width: 75px; +} +div.sheet-licensecontainer.sheet-licensedsheet .sheet-container:not(.sheet-npc) .sheet-coin .sheet-label, +input.sheet-licensedsheet[value="1"] + div.sheet-licensecontainer .sheet-container:not(.sheet-npc) .sheet-coin .sheet-label { + position: relative; + margin: 0; + top: 5px; + left: 22px; + width: 15px; + height: 20px; + text-indent: -40px; + font-size: 6px; + line-height: 20px; + vertical-align: middle; + background-image: url("https://raw.githubusercontent.com/solar-studios/Roll20Redsky/main/images/licensedsheet/copper.png"); + background-position: center center; + background-repeat: no-repeat; + background-size: contain; +} +div.sheet-licensecontainer.sheet-licensedsheet .sheet-container:not(.sheet-npc) .sheet-coin input, +input.sheet-licensedsheet[value="1"] + div.sheet-licensecontainer .sheet-container:not(.sheet-npc) .sheet-coin input { + position: relative; + top: 5px; + left: 17px; + width: 35px; +} +div.sheet-licensecontainer.sheet-licensedsheet .sheet-container:not(.sheet-npc) .sheet-coin + .sheet-coin, +input.sheet-licensedsheet[value="1"] + div.sheet-licensecontainer .sheet-container:not(.sheet-npc) .sheet-coin + .sheet-coin { + background-image: url("https://raw.githubusercontent.com/solar-studios/Roll20Redsky/main/images/licensedsheet/silver.svg?sanitize=true"); + margin-top: 0; +} +div.sheet-licensecontainer.sheet-licensedsheet .sheet-container:not(.sheet-npc) .sheet-coin + .sheet-coin .sheet-label, +input.sheet-licensedsheet[value="1"] + div.sheet-licensecontainer .sheet-container:not(.sheet-npc) .sheet-coin + .sheet-coin .sheet-label { + background-image: url("https://raw.githubusercontent.com/solar-studios/Roll20Redsky/main/images/licensedsheet/silver.png"); +} +div.sheet-licensecontainer.sheet-licensedsheet .sheet-container:not(.sheet-npc) .sheet-coin + .sheet-coin + .sheet-coin, +input.sheet-licensedsheet[value="1"] + div.sheet-licensecontainer .sheet-container:not(.sheet-npc) .sheet-coin + .sheet-coin + .sheet-coin { + background-image: url("https://raw.githubusercontent.com/solar-studios/Roll20Redsky/main/images/licensedsheet/electrum.svg?sanitize=true"); +} +div.sheet-licensecontainer.sheet-licensedsheet .sheet-container:not(.sheet-npc) .sheet-coin + .sheet-coin + .sheet-coin .sheet-label, +input.sheet-licensedsheet[value="1"] + div.sheet-licensecontainer .sheet-container:not(.sheet-npc) .sheet-coin + .sheet-coin + .sheet-coin .sheet-label { + background-image: url("https://raw.githubusercontent.com/solar-studios/Roll20Redsky/main/images/licensedsheet/electrum.png"); +} +div.sheet-licensecontainer.sheet-licensedsheet .sheet-container:not(.sheet-npc) .sheet-coin + .sheet-coin + .sheet-coin + .sheet-coin, +input.sheet-licensedsheet[value="1"] + div.sheet-licensecontainer .sheet-container:not(.sheet-npc) .sheet-coin + .sheet-coin + .sheet-coin + .sheet-coin { + background-image: url("https://raw.githubusercontent.com/solar-studios/Roll20Redsky/main/images/licensedsheet/gold.svg?sanitize=true"); +} +div.sheet-licensecontainer.sheet-licensedsheet .sheet-container:not(.sheet-npc) .sheet-coin + .sheet-coin + .sheet-coin + .sheet-coin .sheet-label, +input.sheet-licensedsheet[value="1"] + div.sheet-licensecontainer .sheet-container:not(.sheet-npc) .sheet-coin + .sheet-coin + .sheet-coin + .sheet-coin .sheet-label { + background-image: url("https://raw.githubusercontent.com/solar-studios/Roll20Redsky/main/images/licensedsheet/gold.png"); +} +div.sheet-licensecontainer.sheet-licensedsheet .sheet-container:not(.sheet-npc) .sheet-coin + .sheet-coin + .sheet-coin + .sheet-coin + .sheet-coin, +input.sheet-licensedsheet[value="1"] + div.sheet-licensecontainer .sheet-container:not(.sheet-npc) .sheet-coin + .sheet-coin + .sheet-coin + .sheet-coin + .sheet-coin { + background-image: url("https://raw.githubusercontent.com/solar-studios/Roll20Redsky/main/images/licensedsheet/platnum.svg?sanitize=true"); +} +div.sheet-licensecontainer.sheet-licensedsheet .sheet-container:not(.sheet-npc) .sheet-coin + .sheet-coin + .sheet-coin + .sheet-coin + .sheet-coin .sheet-label, +input.sheet-licensedsheet[value="1"] + div.sheet-licensecontainer .sheet-container:not(.sheet-npc) .sheet-coin + .sheet-coin + .sheet-coin + .sheet-coin + .sheet-coin .sheet-label { + background-image: url("https://raw.githubusercontent.com/solar-studios/Roll20Redsky/main/images/licensedsheet/platnum.png"); +} +div.sheet-licensecontainer.sheet-licensedsheet .sheet-container:not(.sheet-npc) .sheet-equipment .sheet-weighttotal, +input.sheet-licensedsheet[value="1"] + div.sheet-licensecontainer .sheet-container:not(.sheet-npc) .sheet-equipment .sheet-weighttotal { + left: 4px; + top: 185px; + width: 68px; +} +div.sheet-licensecontainer.sheet-licensedsheet .sheet-container:not(.sheet-npc) .sheet-bio .sheet-textbox, +input.sheet-licensedsheet[value="1"] + div.sheet-licensecontainer .sheet-container:not(.sheet-npc) .sheet-bio .sheet-textbox { + box-sizing: border-box; + width: 100%; + margin-top: 10px; + border: 5px solid black; + border-image-source: url("https://raw.githubusercontent.com/solar-studios/Roll20Redsky/main/images/licensedsheet/5eBorder.svg?sanitize=true"); + border-image-slice: 32 25; + border-image-width: auto; + border-image-repeat: round; + text-align: center; +} +div.sheet-licensecontainer.sheet-licensedsheet .sheet-container:not(.sheet-npc) .sheet-bio .sheet-col1 .sheet-textbox + .sheet-textbox textarea, +input.sheet-licensedsheet[value="1"] + div.sheet-licensecontainer .sheet-container:not(.sheet-npc) .sheet-bio .sheet-col1 .sheet-textbox + .sheet-textbox textarea { + min-height: 640px !important; +} +div.sheet-licensecontainer.sheet-licensedsheet .sheet-container:not(.sheet-npc) .sheet-bio .sheet-textbox textarea, +input.sheet-licensedsheet[value="1"] + div.sheet-licensecontainer .sheet-container:not(.sheet-npc) .sheet-bio .sheet-textbox textarea { + margin: 0 auto; + text-align: left; + width: calc(100% - 20px); + background: transparent; +} +div.sheet-licensecontainer.sheet-licensedsheet .sheet-container:not(.sheet-npc) .sheet-spell-level, +input.sheet-licensedsheet[value="1"] + div.sheet-licensecontainer .sheet-container:not(.sheet-npc) .sheet-spell-level { + background: url("https://raw.githubusercontent.com/solar-studios/Roll20Redsky/main/images/licensedsheet/SpellLevel.svg?sanitize=true"); + background-repeat: no-repeat; + background-position: center center; + background-size: cover; + height: 50px; +} +div.sheet-licensecontainer.sheet-licensedsheet .sheet-container:not(.sheet-npc) .sheet-col1 .sheet-spell-level:nth-child(1), +input.sheet-licensedsheet[value="1"] + div.sheet-licensecontainer .sheet-container:not(.sheet-npc) .sheet-col1 .sheet-spell-level:nth-child(1) { + background-image: url("https://raw.githubusercontent.com/solar-studios/Roll20Redsky/main/images/licensedsheet/Cantrip.svg?sanitize=true"); +} +div.sheet-licensecontainer.sheet-licensedsheet .sheet-container:not(.sheet-npc) .sheet-spell-level .sheet-level, +div.sheet-licensecontainer.sheet-licensedsheet .sheet-container:not(.sheet-npc) .sheet-spell-level .sheet-level::before, +div.sheet-licensecontainer.sheet-licensedsheet .sheet-container:not(.sheet-npc) .sheet-spell-level .sheet-level::after, +div.sheet-licensecontainer.sheet-licensedsheet .sheet-container:not(.sheet-npc) .sheet-spell-level .sheet-total, +div.sheet-licensecontainer.sheet-licensedsheet .sheet-container:not(.sheet-npc) .sheet-spell-level .sheet-expended, +div.sheet-licensecontainer.sheet-licensedsheet .sheet-container:not(.sheet-npc) .sheet-spell-level .sheet-cantrips, +input.sheet-licensedsheet[value="1"] + div.sheet-licensecontainer .sheet-container:not(.sheet-npc) .sheet-spell-level .sheet-level, +input.sheet-licensedsheet[value="1"] + div.sheet-licensecontainer .sheet-container:not(.sheet-npc) .sheet-spell-level .sheet-level::before, +input.sheet-licensedsheet[value="1"] + div.sheet-licensecontainer .sheet-container:not(.sheet-npc) .sheet-spell-level .sheet-level::after, +input.sheet-licensedsheet[value="1"] + div.sheet-licensecontainer .sheet-container:not(.sheet-npc) .sheet-spell-level .sheet-total, +input.sheet-licensedsheet[value="1"] + div.sheet-licensecontainer .sheet-container:not(.sheet-npc) .sheet-spell-level .sheet-expended, +input.sheet-licensedsheet[value="1"] + div.sheet-licensecontainer .sheet-container:not(.sheet-npc) .sheet-spell-level .sheet-cantrips { + border: 0; + background: transparent; + position: relative; + top: 11px; +} +div.sheet-licensecontainer.sheet-licensedsheet .sheet-container:not(.sheet-npc) .sheet-spell-level .sheet-level span, +input.sheet-licensedsheet[value="1"] + div.sheet-licensecontainer .sheet-container:not(.sheet-npc) .sheet-spell-level .sheet-level span { + left: 7px; +} +div.sheet-licensecontainer.sheet-licensedsheet .sheet-container:not(.sheet-npc) textarea[name=attr_global_save_rollstring], +input.sheet-licensedsheet[value="1"] + div.sheet-licensecontainer .sheet-container:not(.sheet-npc) textarea[name=attr_global_save_rollstring] { + width: 100px !important; +} +div.sheet-licensecontainer.sheet-licensedsheet .sheet-npc_toggle[value="1"] ~ .sheet-npc .sheet-npc_options-flag:checked ~ .sheet-npc_options, +input.sheet-licensedsheet[value="1"] + div.sheet-licensecontainer .sheet-npc_toggle[value="1"] ~ .sheet-npc .sheet-npc_options-flag:checked ~ .sheet-npc_options { + display: block; + width: 100%; +} +div.sheet-licensecontainer.sheet-licensedsheet .sheet-npc_toggle[value="1"] ~ .sheet-container, +input.sheet-licensedsheet[value="1"] + div.sheet-licensecontainer .sheet-npc_toggle[value="1"] ~ .sheet-container { + width: unset; +} +div.sheet-licensecontainer.sheet-licensedsheet .sheet-npc_toggle[value="1"] ~ .sheet-npc, +input.sheet-licensedsheet[value="1"] + div.sheet-licensecontainer .sheet-npc_toggle[value="1"] ~ .sheet-npc { + align-items: flex-start; + box-sizing: border-box; + display: inline-flex; + flex-flow: wrap; + margin-bottom: 2%; + min-width: 100%; +} +div.sheet-licensecontainer.sheet-licensedsheet .sheet-npc_toggle[value="1"] + .sheet-npcspellcastingflag[value="1"] ~ .sheet-pc .sheet-page.sheet-spells .sheet-spell-labels [data-i18n=slots_total-u], +div.sheet-licensecontainer.sheet-licensedsheet .sheet-npc_toggle[value="1"] + .sheet-npcspellcastingflag[value="1"] ~ .sheet-pc .sheet-page.sheet-spells .sheet-spell-labels [data-i18n=slots_remaining-u], +div.sheet-licensecontainer.sheet-licensedsheet .sheet-npc_toggle[value="1"] + .sheet-npcspellcastingflag[value="1"] ~ .sheet-pc .sheet-page.sheet-spells .sheet-header, +input.sheet-licensedsheet[value="1"] + div.sheet-licensecontainer .sheet-npc_toggle[value="1"] + .sheet-npcspellcastingflag[value="1"] ~ .sheet-pc .sheet-page.sheet-spells .sheet-spell-labels [data-i18n=slots_total-u], +input.sheet-licensedsheet[value="1"] + div.sheet-licensecontainer .sheet-npc_toggle[value="1"] + .sheet-npcspellcastingflag[value="1"] ~ .sheet-pc .sheet-page.sheet-spells .sheet-spell-labels [data-i18n=slots_remaining-u], +input.sheet-licensedsheet[value="1"] + div.sheet-licensecontainer .sheet-npc_toggle[value="1"] + .sheet-npcspellcastingflag[value="1"] ~ .sheet-pc .sheet-page.sheet-spells .sheet-header { + display: none; +} +div.sheet-licensecontainer.sheet-licensedsheet .sheet-npc_toggle[value="1"] + .sheet-npcspellcastingflag[value="1"] ~ .sheet-pc, +input.sheet-licensedsheet[value="1"] + div.sheet-licensecontainer .sheet-npc_toggle[value="1"] + .sheet-npcspellcastingflag[value="1"] ~ .sheet-pc { + top: unset; + width: 100%; +} +div.sheet-licensecontainer.sheet-licensedsheet .sheet-npc_toggle[value="1"] + .sheet-npcspellcastingflag[value="1"] ~ .sheet-pc .sheet-page.sheet-spells .sheet-body, +input.sheet-licensedsheet[value="1"] + div.sheet-licensecontainer .sheet-npc_toggle[value="1"] + .sheet-npcspellcastingflag[value="1"] ~ .sheet-pc .sheet-page.sheet-spells .sheet-body { + display: inline-flex; + flex-flow: wrap; + margin-top: 0px; + max-width: 95%; + width: fit-content; +} +div.sheet-licensecontainer.sheet-licensedsheet .sheet-npc_toggle[value="1"] + .sheet-npcspellcastingflag[value="1"] ~ .sheet-pc .sheet-page.sheet-spells .sheet-body .sheet-col, +input.sheet-licensedsheet[value="1"] + div.sheet-licensecontainer .sheet-npc_toggle[value="1"] + .sheet-npcspellcastingflag[value="1"] ~ .sheet-pc .sheet-page.sheet-spells .sheet-body .sheet-col { + background: #fff; + box-sizing: border-box; + display: inline-block; + margin-right: 0.5em; + max-width: 32%; + min-width: 250px; +} +div.sheet-licensecontainer.sheet-licensedsheet .sheet-npc_toggle[value="1"] ~ .sheet-npc .sheet-actions, +div.sheet-licensecontainer.sheet-licensedsheet .sheet-npc_toggle[value="1"] ~ .sheet-npc .sheet-stat-block, +input.sheet-licensedsheet[value="1"] + div.sheet-licensecontainer .sheet-npc_toggle[value="1"] ~ .sheet-npc .sheet-actions, +input.sheet-licensedsheet[value="1"] + div.sheet-licensecontainer .sheet-npc_toggle[value="1"] ~ .sheet-npc .sheet-stat-block { + background: #fff; + box-sizing: border-box; + margin-right: 2em; + max-width: 30%; + min-width: 385px; +} +div.sheet-licensecontainer.sheet-licensedsheet .sheet-npc_toggle[value="1"] ~ .sheet-npc .sheet-actions button[type=roll], +input.sheet-licensedsheet[value="1"] + div.sheet-licensecontainer .sheet-npc_toggle[value="1"] ~ .sheet-npc .sheet-actions button[type=roll] { + white-space: normal; +} +div.sheet-licensecontainer.sheet-licensedsheet .sheet-npc_toggle[value="1"] ~ .sheet-npc .sheet-actions, +input.sheet-licensedsheet[value="1"] + div.sheet-licensecontainer .sheet-npc_toggle[value="1"] ~ .sheet-npc .sheet-actions { + margin-top: 2em; +} + +/* CHARACTERMANCER */ +div.sheet-charmancer div.sheet-licensedsheet-flag { + display: none; +} + +div.sheet-charmancer.sheet-licensedsheet .sheet-logos, +div.sheet-charmancer div.sheet-licensedsheet-flag:not(:empty) ~ * .sheet-logos, +div.sheet-charmancer div.sheet-licensedsheet-flag:not(:empty) ~ .sheet-logos { + display: flex; + width: 100%; + text-align: center; + flex-flow: column; + margin-bottom: 1em; +} +div.sheet-charmancer.sheet-licensedsheet .sheet-charmancer-logo, +div.sheet-charmancer div.sheet-licensedsheet-flag:not(:empty) ~ * .sheet-charmancer-logo, +div.sheet-charmancer div.sheet-licensedsheet-flag:not(:empty) ~ .sheet-charmancer-logo { + margin: 0 auto; + background: url("https://raw.githubusercontent.com/solar-studios/Roll20Redsky/main/images/licensedsheet/charactermancer-1.png"); + background-position: center; + background-size: contain; + background-repeat: no-repeat; + display: flex; + width: 70%; + height: 5em; +} +div.sheet-charmancer.sheet-licensedsheet .sheet-compendium-logo, +div.sheet-charmancer div.sheet-licensedsheet-flag:not(:empty) ~ * .sheet-compendium-logo, +div.sheet-charmancer div.sheet-licensedsheet-flag:not(:empty) ~ .sheet-compendium-logo { + margin: 0 auto; + background: url("https://raw.githubusercontent.com/solar-studios/Roll20Redsky/main/images/licensedsheet/DnDlogored.png"); + background-position: center; + background-size: contain; + background-repeat: no-repeat; + display: flex; + width: 50%; + height: 3em; +} +div.sheet-charmancer.sheet-licensedsheet .sheet-expansions, +div.sheet-charmancer div.sheet-licensedsheet-flag:not(:empty) ~ * .sheet-expansions, +div.sheet-charmancer div.sheet-licensedsheet-flag:not(:empty) ~ .sheet-expansions { + display: flex; + width: 100%; + margin: 1em 0; + padding: 1em; + background: #eee; + border-radius: 0.5em; +} +div.sheet-charmancer.sheet-licensedsheet .sheet-expansions p, +div.sheet-charmancer div.sheet-licensedsheet-flag:not(:empty) ~ * .sheet-expansions p, +div.sheet-charmancer div.sheet-licensedsheet-flag:not(:empty) ~ .sheet-expansions p { + display: flex; + width: 100%; +} +div.sheet-charmancer.sheet-licensedsheet .sheet-meta-info-container, +div.sheet-charmancer.sheet-licensedsheet .sheet-summary-container, +div.sheet-charmancer div.sheet-licensedsheet-flag:not(:empty) ~ * .sheet-meta-info-container, +div.sheet-charmancer div.sheet-licensedsheet-flag:not(:empty) ~ * .sheet-summary-container, +div.sheet-charmancer div.sheet-licensedsheet-flag:not(:empty) ~ .sheet-meta-info-container, +div.sheet-charmancer div.sheet-licensedsheet-flag:not(:empty) ~ .sheet-summary-container { + box-sizing: border-box; + width: 100% !important; + padding: 0.5em; + border: 10px solid black !important; + border-image-source: url("https://raw.githubusercontent.com/solar-studios/Roll20Redsky/main/images/licensedsheet/DnD-border.png") !important; + border-image-slice: 20 32 !important; + border-image-width: auto !important; + border-image-repeat: round !important; +} +div.sheet-charmancer.sheet-licensedsheet .sheet-info .sheet-compendium-page, +div.sheet-charmancer div.sheet-licensedsheet-flag:not(:empty) ~ * .sheet-info .sheet-compendium-page, +div.sheet-charmancer div.sheet-licensedsheet-flag:not(:empty) ~ .sheet-info .sheet-compendium-page { + box-sizing: border-box; + border: 10px solid black; + border-image-source: url("https://raw.githubusercontent.com/solar-studios/Roll20Redsky/main/images/licensedsheet/DnD-border.png"); + border-image-slice: 20 32; + border-image-width: auto; + border-image-repeat: round; +} +div.sheet-charmancer.sheet-licensedsheet .sheet-row, +div.sheet-charmancer div.sheet-licensedsheet-flag:not(:empty) ~ * .sheet-row, +div.sheet-charmancer div.sheet-licensedsheet-flag:not(:empty) ~ .sheet-row { + border: 0 !important; +} +div.sheet-charmancer.sheet-licensedsheet .sheet-row + .sheet-row::before, +div.sheet-charmancer.sheet-licensedsheet .sheet-holder .sheet-row::before, +div.sheet-charmancer div.sheet-licensedsheet-flag:not(:empty) ~ * .sheet-row + .sheet-row::before, +div.sheet-charmancer div.sheet-licensedsheet-flag:not(:empty) ~ * .sheet-holder .sheet-row::before, +div.sheet-charmancer div.sheet-licensedsheet-flag:not(:empty) ~ .sheet-row + .sheet-row::before, +div.sheet-charmancer div.sheet-licensedsheet-flag:not(:empty) ~ .sheet-holder .sheet-row::before { + content: ""; + margin-bottom: 1em; + display: block; + border: none; + border-top: 3px solid transparent; + border-bottom: 3px solid transparent; + border-left: 300px solid rgb(126, 45, 64); +} +div.sheet-charmancer.sheet-licensedsheet .sheet-row .sheet-row::before, +div.sheet-charmancer div.sheet-licensedsheet-flag:not(:empty) ~ * .sheet-row .sheet-row::before, +div.sheet-charmancer div.sheet-licensedsheet-flag:not(:empty) ~ .sheet-row .sheet-row::before { + border: 0; + margin: 0; +} +div.sheet-charmancer.sheet-licensedsheet .sheet-row div.sheet-row, +div.sheet-charmancer div.sheet-licensedsheet-flag:not(:empty) ~ * .sheet-row div.sheet-row, +div.sheet-charmancer div.sheet-licensedsheet-flag:not(:empty) ~ .sheet-row div.sheet-row { + padding: 0.1em 1.5em 0.1em 0; + margin-left: 0; +} +div.sheet-charmancer.sheet-licensedsheet .sheet-topbar, +div.sheet-charmancer div.sheet-licensedsheet-flag:not(:empty) ~ * .sheet-topbar, +div.sheet-charmancer div.sheet-licensedsheet-flag:not(:empty) ~ .sheet-topbar { + display: flex; + flex-flow: column; + justify-content: space-between; +} +div.sheet-charmancer.sheet-licensedsheet .sheet-topbar .sheet-topbar-container, +div.sheet-charmancer div.sheet-licensedsheet-flag:not(:empty) ~ * .sheet-topbar .sheet-topbar-container, +div.sheet-charmancer div.sheet-licensedsheet-flag:not(:empty) ~ .sheet-topbar .sheet-topbar-container { + width: 100%; + border: 0; + display: flex; + justify-content: space-between; +} +div.sheet-charmancer.sheet-licensedsheet .sheet-attr-container, +div.sheet-charmancer div.sheet-licensedsheet-flag:not(:empty) ~ * .sheet-attr-container, +div.sheet-charmancer div.sheet-licensedsheet-flag:not(:empty) ~ .sheet-attr-container { + flex-flow: column-reverse; + min-width: 15%; + display: inline-flex !important; + align-content: space-evenly; +} +div.sheet-charmancer.sheet-licensedsheet .sheet-summary:nth-child(even), +div.sheet-charmancer div.sheet-licensedsheet-flag:not(:empty) ~ * .sheet-summary:nth-child(even), +div.sheet-charmancer div.sheet-licensedsheet-flag:not(:empty) ~ .sheet-summary:nth-child(even) { + background: #eee; + margin: 0 -0.8em 0.8em; + padding: 0.5em 0.8em; +} + +/* ROLL TEMPLATE */ +.sheet-rolltemplate-simple div[class|=sheet-licensedsheet-flag], +.sheet-rolltemplate-atk div[class|=sheet-licensedsheet-flag], +.sheet-rolltemplate-dmg div[class|=sheet-licensedsheet-flag], +.sheet-rolltemplate-atkdmg div[class|=sheet-licensedsheet-flag], +.sheet-rolltemplate-desc div[class|=sheet-licensedsheet-flag], +.sheet-rolltemplate-spell div[class|=sheet-licensedsheet-flag], +.sheet-rolltemplate-traits div[class|=sheet-licensedsheet-flag], +.sheet-rolltemplate-npc div[class|=sheet-licensedsheet-flag], +.sheet-rolltemplate-npcatk div[class|=sheet-licensedsheet-flag], +.sheet-rolltemplate-npcdmg div[class|=sheet-licensedsheet-flag], +.sheet-rolltemplate-npcaction div[class|=sheet-licensedsheet-flag], +.sheet-rolltemplate-mancerroll div[class|=sheet-licensedsheet-flag], +.sheet-rolltemplate-mancerhproll div[class|=sheet-licensedsheet-flag] { + display: none; +} + +.sheet-rolltemplate-simple, +.sheet-rolltemplate-atk, +.sheet-rolltemplate-atkdmg, +.sheet-rolltemplate-dmg, +.sheet-rolltemplate-desc { + image-rendering: -webkit-optimize-contrast; +} + +.sheet-rolltemplate-simple div.sheet-licensedsheet-flag-1 ~ div.sheet-container { + background: url("https://raw.githubusercontent.com/solar-studios/Roll20Redsky/main/images/licensedsheet/DnD-Rolltemplate-Simple.png") top left; +} + +.sheet-rolltemplate-atk div.sheet-licensedsheet-flag-1 ~ div.sheet-container, +.sheet-rolltemplate-atkdmg div.sheet-licensedsheet-flag-1 ~ div.sheet-container.sheet-atk, +.sheet-rolltemplate-dmg div.sheet-licensedsheet-flag-1 ~ div.sheet-atk { + background: url("https://raw.githubusercontent.com/solar-studios/Roll20Redsky/main/images/licensedsheet/DnD-Rolltemplate-Attack.png") top left; + background-color: inherit; +} + +.sheet-rolltemplate-dmg div.sheet-licensedsheet-flag-1 ~ div.sheet-container, +.sheet-rolltemplate-atkdmg div.sheet-licensedsheet-flag-1 ~ div.sheet-container.sheet-damagetemplate { + background: url("https://raw.githubusercontent.com/solar-studios/Roll20Redsky/main/images/licensedsheet/DnD-Rolltemplate-Damage.png") top left; + background-color: inherit; +} + +.sheet-rolltemplate-atk div.sheet-licensedsheet-flag-1 ~ div.sheet-desc, +.sheet-rolltemplate-atkdmg div.sheet-licensedsheet-flag-1 ~ div.sheet-desc, +.sheet-rolltemplate-dmg div.sheet-licensedsheet-flag-1 ~ div.sheet-desc, +.sheet-rolltemplate-desc div.sheet-licensedsheet-flag-1 ~ div.sheet-desc { + background: url("https://raw.githubusercontent.com/solar-studios/Roll20Redsky/main/images/licensedsheet/DnD-Rolltemplate-Desc.png") top left; + background-color: inherit; + padding-bottom: 0.35em; + padding-top: 0.35em; +} + +.sheet-rolltemplate-simple div.sheet-licensedsheet-flag-1 ~ div.sheet-container, +.sheet-rolltemplate-atk div.sheet-licensedsheet-flag-1 ~ div.sheet-container, +.sheet-rolltemplate-atkdmg div.sheet-licensedsheet-flag-1 ~ div.sheet-container.sheet-atk, +.sheet-rolltemplate-dmg div.sheet-licensedsheet-flag-1 ~ div.sheet-atk, +.sheet-rolltemplate-dmg div.sheet-licensedsheet-flag-1 ~ div.sheet-container, +.sheet-rolltemplate-atkdmg div.sheet-licensedsheet-flag-1 ~ div.sheet-container.sheet-damagetemplate, +.sheet-rolltemplate-atk div.sheet-licensedsheet-flag-1 ~ div.sheet-desc, +.sheet-rolltemplate-atkdmg div.sheet-licensedsheet-flag-1 ~ div.sheet-desc, +.sheet-rolltemplate-dmg div.sheet-licensedsheet-flag-1 ~ div.sheet-desc, +.sheet-rolltemplate-desc div.sheet-licensedsheet-flag-1 ~ div.sheet-desc { + background-repeat: no-repeat; + background-size: 13.8em 100%; + border: none; + width: 100%; +} + +.sheet-rolltemplate-atk div.sheet-licensedsheet-flag-1 ~ div.sheet-desc.sheet-info, +.sheet-rolltemplate-atkdmg div.sheet-licensedsheet-flag-1 ~ div.sheet-desc.sheet-info, +.sheet-rolltemplate-dmg div.sheet-licensedsheet-flag-1 ~ div.sheet-desc.sheet-info, +.sheet-rolltemplate-desc div.sheet-licensedsheet-flag-1 ~ div.sheet-desc.sheet-info { + background: none; + width: 100%; +} + +.sheet-rolltemplate-atk div.sheet-licensedsheet-flag-1 ~ div.sheet-desc.sheet-info > span, +.sheet-rolltemplate-atkdmg div.sheet-licensedsheet-flag-1 ~ div.sheet-desc.sheet-info > span, +.sheet-rolltemplate-dmg div.sheet-licensedsheet-flag-1 ~ div.sheet-desc.sheet-info > span, +.sheet-rolltemplate-desc div.sheet-licensedsheet-flag-1 ~ div.sheet-desc.sheet-info > span { + padding: 0px; +} + +.sheet-rolltemplate-atk div.sheet-licensedsheet-flag-1 ~ div.sheet-desc.sheet-info .sheet-bottom, +.sheet-rolltemplate-atkdmg div.sheet-licensedsheet-flag-1 ~ div.sheet-desc.sheet-info .sheet-bottom, +.sheet-rolltemplate-dmg div.sheet-licensedsheet-flag-1 ~ div.sheet-desc.sheet-info .sheet-bottom, +.sheet-rolltemplate-desc div.sheet-licensedsheet-flag-1 ~ div.sheet-desc.sheet-info .sheet-bottom { + background: url("https://raw.githubusercontent.com/solar-studios/Roll20Redsky/main/images/licensedsheet/DnD-Rolltemplate-Info-Bottom.png") top left; + height: 1.1em; + background-size: 100% 100%; + margin-bottom: -0.3em; +} + +.sheet-rolltemplate-atk div.sheet-licensedsheet-flag-1 ~ div.sheet-desc.sheet-info .sheet-top, +.sheet-rolltemplate-atkdmg div.sheet-licensedsheet-flag-1 ~ div.sheet-desc.sheet-info .sheet-top, +.sheet-rolltemplate-dmg div.sheet-licensedsheet-flag-1 ~ div.sheet-desc.sheet-info .sheet-top, +.sheet-rolltemplate-desc div.sheet-licensedsheet-flag-1 ~ div.sheet-desc.sheet-info .sheet-top { + background: url("https://raw.githubusercontent.com/solar-studios/Roll20Redsky/main/images/licensedsheet/DnD-Rolltemplate-Info-Top.png") top left; + height: 1.1em; + background-size: 100% 100%; + margin-top: -0.3em; +} + +.sheet-rolltemplate-atk div.sheet-licensedsheet-flag-1 ~ div.sheet-desc.sheet-info .sheet-middle, +.sheet-rolltemplate-atkdmg div.sheet-licensedsheet-flag-1 ~ div.sheet-desc.sheet-info .sheet-middle, +.sheet-rolltemplate-dmg div.sheet-licensedsheet-flag-1 ~ div.sheet-desc.sheet-info .sheet-middle, +.sheet-rolltemplate-desc div.sheet-licensedsheet-flag-1 ~ div.sheet-desc.sheet-info .sheet-middle { + background: url("https://raw.githubusercontent.com/solar-studios/Roll20Redsky/main/images/licensedsheet/DnD-Rolltemplate-Info-Middle.png") top left; + background-size: 100% 100%; +} + +.sheet-rolltemplate-npc div.sheet-licensedsheet-flag-1 ~ div.sheet-arrow-right, +.sheet-rolltemplate-npcaction div.sheet-licensedsheet-flag-1 ~ div.sheet-arrow-right, +.sheet-rolltemplate-npcatk div.sheet-licensedsheet-flag-1 ~ div.sheet-arrow-right, +.sheet-rolltemplate-npcdmg div.sheet-licensedsheet-flag-1 ~ div.sheet-arrow-right { + border: none; + border-top: 0.25em solid transparent; + border-bottom: 0.25em solid transparent; + border-left: 14em solid rgb(126, 45, 64); +} + +.sheet-rolltemplate-atk div.sheet-licensedsheet-flag-1 ~ div.sheet-advspacer, +.sheet-rolltemplate-dmg div.sheet-licensedsheet-flag-1 ~ div.sheet-advspacer, +.sheet-rolltemplate-atkdmg div.sheet-licensedsheet-flag-1 ~ div.sheet-advspacer { + margin-top: 1px; +} + +/* DIALOGUE PROMPT */ +.charsheet input.sheet-licensedsheet[value="1"] ~ .sheet-monster_confirm span:not(.sheet-yes), +.charsheet input.sheet-licensedsheet[value="1"] ~ .sheet-mancer_confirm span:not(.sheet-yes) { + font-size: 1.68em; + font-weight: bold; +} + +.charsheet input.sheet-licensedsheet[value="1"] ~ .sheet-compendium_warning, +.charsheet input.sheet-licensedsheet[value="1"] ~ .sheet-monster_confirm, +.charsheet input.sheet-licensedsheet[value="1"] ~ .sheet-mancer_confirm { + position: absolute !important; + padding: 2em 0 !important; + min-height: max-content; + box-shadow: 0 0 50px #000; + border: 2px solid #000 !important; + border-radius: 0.5em; +} + +.charsheet input.sheet-licensedsheet[value="1"] ~ .sheet-monster_confirm span:not(.sheet-yes), +.charsheet input.sheet-licensedsheet[value="1"] ~ .sheet-mancer_confirm span:not(.sheet-yes) { + font-weight: bold; + font-size: 18px; +} + +.charsheet input.sheet-licensedsheet[value="1"] ~ .sheet-monster_confirm .sheet-yes, +.charsheet input.sheet-licensedsheet[value="1"] ~ .sheet-mancer_confirm .sheet-yes { + color: #000; + background-color: #eee; +} + +.charsheet input.sheet-licensedsheet[value="1"] ~ .sheet-monster_confirm .sheet-yes:hover + .sheet-yes, +.charsheet input.sheet-licensedsheet[value="1"] ~ .sheet-monster_confirm .sheet-yes:hover, +.charsheet input.sheet-licensedsheet[value="1"] ~ .sheet-mancer_confirm .sheet-yes:hover + .sheet-yes, +.charsheet input.sheet-licensedsheet[value="1"] ~ .sheet-mancer_confirm .sheet-yes:hover { + color: #fff; + background-color: #EC2127; + cursor: pointer; +} diff --git a/Redsky/Redsky 5e.html b/Redsky/Redsky 5e.html new file mode 100644 index 0000000000..cefd7336e6 --- /dev/null +++ b/Redsky/Redsky 5e.html @@ -0,0 +1,8626 @@ +
    + ADVANTAGE + NORMAL + DISADVANTAGE
    PUBLICTOGM
    + y +
    +
    + NPC OPTIONS +
    +
    + NAME + +
    +
    + NPC TYPE + +
    +
    + ARMOR CLASS + + TOUCH AC + + TYPE + +
    +
    + HIT POINTS + + FORMULA + +
    +
    + SPEED + +
    +
    + SOCIAL SCORE + +
    +
    +
    + ATTRIBUTES +
    +
    + STR + + DEX + + CON + + INT + + WIS + + CHA + +
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    +
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    + ELDERTECH + +
    +
    + HISTORY + +
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    +
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    + INSIGHT + +
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    + DAMAGE VULNERABILITIES + +
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    + DAMAGE RESISTANCES + +
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    + DAMAGE IMMUNITIES + +
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    + CONDITION IMMUNITIES + +
    +
    + ARMOR PROTECTIONS + +
    +
    + ARMOR WEAKNESSES + +
    +
    + SENSES + +
    +
    + LANGUAGES + +
    +
    + CHALLENGE + + XP + +
    +
    + TOKEN SIZE + +
    + +
    + + HAS REACTIONS +
    +
    + LEGENDARY ACTIONS: + +
    +
    + GENERAL OPTIONS +
    +
    + + NPC +
    +
    + ROLL QUERIES: + +
    +
    + WHISPER ROLLS TO GM: + +
    +
    + AUTO DAMAGE ROLL: + +
    +
    + NPC NAME IN ROLLS: + +
    +
    + + ADD DEX TIEBREAKER TO INITIATIVE +
    + +
    +
    +
    + +
    +
    + +
    +
    +
    + Armor Class + + + + Touch AC + + +
    +
    + Hit Points + + +
    +
    + Speed + +
    +
    + Social score + +
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    + +
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    + +
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    + +
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    + +
    + Damage Vulnerabilities + +
    + +
    + Damage Resistances + +
    + +
    + Damage Immunities + +
    + +
    + Condition Immunities + +
    + +
    + Armor Protections + +
    + +
    + Armor Weaknesses + +
    +
    + Senses + +
    +
    + Languages + +
    +
    + Challenge + + +
    +
    +
    +
    +
    + + +
    +
    +
    +
    +
    + +
    +
    + Actions +
    +
    +
    + y +
    +
    + NAME: + +
    +
    + + ATTACK +
    + +
    + TYPE: + + RANGE/REACH: + +
    +
    + TO HIT: + + TARGET: + +
    + +
    + ON HIT: + + + +
    +
    + ON HIT 2: + + + +
    +
    + DESCRIPTION: + +
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    + +
    +
    +
    + +
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    + Reactions +
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    + Legendary Actions +
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    + y +
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    + NAME: + +
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    + TYPE: + + RANGE/REACH: + +
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    + +
    + ON HIT: + + + +
    +
    + ON HIT 2: + + + +
    +
    + DESCRIPTION: + +
    +
    + +
    +
    +
    + +
    + + + +
    +
    +
    + +
    +
    + Spells +
    +
    THIS SECTION IS DEPRECATED. PLEASE TRANSFER ANY SPELLS LISTED HERE INTO THE NEW SPELLS BY LEVEL SECTION, AVAILABLE AFTER SELECTING THE 'SPELLCASTING NPC' OPTION FROM THE NPC OPTIONS ABOVE.
    +
    +
    +
    + y +
    +
    + NAME: + +
    +
    + SCHOOL: + + + RITUAL +
    +
    + CASTING TIME: + +
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    + RANGE: + +
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    + TARGET: + +
    + +
    + COMPONENTS: + + V + + S + + M + +
    +
    + + CONCENTRATION +
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    + DURATION: + +
    +
    + INNATE: + +
    +
    + OUTPUT: + +
    + +
    +
    + SPELL ATTACK: + +
    +
    + DAMAGE: + + TYPE: + +
    +
    + DAMAGE2: + + TYPE: + +
    +
    + HEALING: + +
    +
    + + ADD ABILITY MOD TO DAMAGE OR HEALING +
    +
    + SAVING THROW: + + EFFECT: + +
    +
    + HIGHER LVL CAST DMG: + + + + + +
    +
    + INCLUDE SPELL DESCRIPTION IN ATTACK: + +
    +
    +
    + DESCRIPTION: +
    +
    + +
    +
    + AT HIGHER LEVELS: +
    +
    + +
    + + + +
    +
    + + + + + R + C +
    +
    +
    +
    +
    +
    COREBIOy
    +
    +
    + Redsky by Solar Studios + + CHARACTER NAME +
    + y +
    +
    + CLASS: + + + + SUBCLASS: + + LEVEL: + +
    +
    + SPECIES: + + SUBSPECIES: + +
    +
    +
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    + SKILLS +
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    + PASSIVE WISDOM (PERCEPTION) +
    +
    +
    +
    + TOOL + PRO + ATTRIBUTE +
    +
    +
    + y +
    +
    + NAME: + +
    +
    + PROFICIENCY BONUS: + +
    +
    + ATTRIBUTE: + + MODS: + +
    +
    +
    + +
    +
    +
    + + +
    + TOOL PROFICIENCIES & CUSTOM SKILLS +
    +
    +
    + + +
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    + y +
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    + + ARMOR CLASS +
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    + y +
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    + + +
    + +
    + + + + WARNING - MULTIPLE SETS OF ARMOR OR SHIELDS HAVE BEEN ADDED AND AC IS NOT CORRECTLY CALCULATED. UNEQUIP THE ARMOR PIECE FROM THE ITEM DETAILS. + + +
    + +
    + + + + ATTENTION - YOUR CUSTOM AC CALCULATION IS NOT BEING USED AS YOU HAVE ARMOR EQUIPPED. IF YOU WANT TO USE YOUR CUSTOM AC, UNEQUIP THE ARMOR PIECE FROM THE ITEM DETAILS. + + +
    +
    + * + ITEM NAME + Weight symbol +
    +
    + +
    + + + + i +
    + + EQUIPPED + + USE AS A RESOURCE + + HAS AN ATTACK + PROP: + + MODS: + + +
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    + TOTAL WEIGHT + + + IMMOBILE + HEAVILY ENCUMBERED + ENCUMBERED + OVER CARRYING CAPACITY +
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    + EQUIPMENT +
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    + y +
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    +
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    + FEATURES & TRAITS +
    + +
    + i Looking for missing data? + Your data is in the simple version that can be re-enabled from the Settings(gear) tab of the character sheet. Under GENERAL OPTIONS and then FEATS & TRAITS. Set the section to be 'Simple'. +
    +
    +
    +
    +
    + SRD5 by Roll20 + + CHARACTER NAME +
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    + + SIZE +
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    + + SKIN +
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    +
    +
    + SRD5e by Roll20 + + CHARACTER NAME +
    + y +
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    + CLASS: + + + + SUBCLASS: + + LEVEL: + +
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    + RACE: + + SUBRACE: + +
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    +
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    + + CLASS & LEVEL +
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    + HIT DIE: + +
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    + MULTICLASS OPTIONS +
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    +
    +
    + + USE CUSTOM CLASS +
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    + CLASS NAME: + +
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    + HIT DIE: + +
    + +
    + SAVES +
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    + + Strength +
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    + + Dexterity +
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    + + Constitution +
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    + + Intelligence +
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    + + Wisdom +
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    + CUSTOM CLASS OPTIONS +
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    + STRENGTH + + +
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    + CONSTITUTION + + +
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    + WISDOM + + +
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    + CHARISMA + + +
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    + INITIATIVE MODIFIER: + +
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    + INITIATIVE STYLE: + +
    +
    + + ADD DEX TIEBREAKER TO INITIATIVE +
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    + ARMOR CLASS TRACKING: + +
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    + HP MODIFIERS: +
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    + LEVELS: +
    + SOURCE: + + MOD: + +
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    + SAVE OPTIONS +
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    +
    +
    +
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    + + Animal Handling (Wis) + + +
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    + + Athletics (Str) + + +
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    + + Eldertech (Int) + + +
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    + PASSIVE PERCEPTION MODIFIER: + +
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    + SKILL OPTIONS +
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    + v + +
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    + ROLL QUERIES: + +
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    + CORE DIE ROLL: + +
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    + + SHOW GLOBAL ATTACK MODIFIER FIELD +
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    + + SHOW GLOBAL DAMAGE MODIFIER FIELD +
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    + + SHOW GLOBAL AC MODIFIER FIELD +
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    + ADD CHARACTER NAME TO TEMPLATES: + +
    +
    + LEVEL CALCULATIONS: + +
    +
    + ENCUMBRANCE: + +
    +
    + INVENTORY: + +
    +
    + FEATURES AND TRAITS: + +
    +
    + PROFICENCIES AND LANGUAGES: + +
    +
    + AMMO TRACKING: + + (API REQUIRED) +
    +
    + SHOW EXHAUSTION TRACKING: + +
    + +
    + GENERAL OPTIONS +
    +
    + +
    +
    + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
    ACCEPTING DROP FROM COMPENDIUM
    + +
    + Are you sure you want to turn this character into a ? +
    +
    + Yes +
    +
    + Cancel +
    +
    +
    + +
    + How do you want to create this character? +
    + +
    + Create an NPC +
    +
    + Edit sheet directly +
    +
    +
    + +
    +
    +
    +
    + {{#always}} +
    + {{r1}}{{#global}} + {{global}}{{/global}} +
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    + + {{globaldamage}} + {{#attack}} + {{#normal}} + {{#rollWasCrit() r1}} + {{globaldamagecrit}}{{/rollWasCrit() r1}} + {{/normal}} + {{#always}} + {{#rollLess() r1 r2}}{{#rollWasCrit() r2}} + {{globaldamagecrit}}{{/rollWasCrit() r2}}{{/rollLess() r1 r2}} + {{#rollTotal() r1 r2}}{{#rollWasCrit() r1}} + {{globaldamagecrit}}{{/rollWasCrit() r1}}{{/rollTotal() r1 r2}} + {{#rollGreater() r1 r2}}{{#rollWasCrit() r1}} + {{globaldamagecrit}}{{/rollWasCrit() r1}}{{/rollGreater() r1 r2}} + {{/always}} + {{#advantage}} + {{#rollLess() r1 r2}}{{#rollWasCrit() r2}} + {{globaldamagecrit}}{{/rollWasCrit() r2}}{{/rollLess() r1 r2}} + {{#rollTotal() r1 r2}}{{#rollWasCrit() r1}} + {{globaldamagecrit}}{{/rollWasCrit() r1}}{{/rollTotal() r1 r2}} + {{#rollGreater() r1 r2}}{{#rollWasCrit() r1}} + {{globaldamagecrit}}{{/rollWasCrit() r1}}{{/rollGreater() r1 r2}} + {{/advantage}} + {{#disadvantage}} + {{#rollTotal() r1 r2}}{{#rollWasCrit() r1}} + {{globaldamagecrit}}{{/rollWasCrit() r1}}{{/rollTotal() r1 r2}} + {{/disadvantage}} + {{/attack}} + + {{globaldamagetype}} +
    + {{/^rollTotal() globaldamage 0}} + {{/globaldamage}} + {{#hldmg}} + {{#^rollTotal() hldmg 0}} +
    + + {{hldmg}} + + {{#attack}} + {{#normal}} + {{#rollWasCrit() r1}} + {{hldmgcrit}}{{/rollWasCrit() r1}} + {{/normal}} + {{#always}} + {{#rollLess() r1 r2}}{{#rollWasCrit() r2}} + {{hldmgcrit}}{{/rollWasCrit() r2}}{{/rollLess() r1 r2}} + {{#rollTotal() r1 r2}}{{#rollWasCrit() r1}} + {{hldmgcrit}}{{/rollWasCrit() r1}}{{/rollTotal() r1 r2}} + {{#rollGreater() r1 r2}}{{#rollWasCrit() r1}} + {{hldmgcrit}}{{/rollWasCrit() r1}}{{/rollGreater() r1 r2}} + {{/always}} + {{#advantage}} + {{#rollLess() r1 r2}}{{#rollWasCrit() r2}} + {{hldmgcrit}}{{/rollWasCrit() r2}}{{/rollLess() r1 r2}} + {{#rollTotal() r1 r2}}{{#rollWasCrit() r1}} + {{hldmgcrit}}{{/rollWasCrit() r1}}{{/rollTotal() r1 r2}} + {{#rollGreater() r1 r2}}{{#rollWasCrit() r1}} + {{hldmgcrit}}{{/rollWasCrit() r1}}{{/rollGreater() r1 r2}} + {{/advantage}} + {{#disadvantage}} + {{#rollTotal() r1 r2}}{{#rollWasCrit() r1}} + {{hldmgcrit}}{{/rollWasCrit() r1}}{{/rollTotal() r1 r2}} + {{/disadvantage}} + {{/attack}} + + {{dmg1type}} +
    + Higher Level Cast +
    +
    + {{/^rollTotal() hldmg 0}} + {{/hldmg}} + {{#damage}} +
    +
    + {{#dmg1flag}} + {{^dmg2flag}} +
    + + {{dmg1}} + {{#attack}} + {{#normal}} + {{#rollWasCrit() r1}}+ {{crit1}}{{/rollWasCrit() r1}} + {{/normal}} + {{#always}} + {{#rollLess() r1 r2}}{{#rollWasCrit() r2}}+ {{crit1}}{{/rollWasCrit() r2}}{{/rollLess() r1 r2}} + {{#rollTotal() r1 r2}}{{#rollWasCrit() r1}}+ {{crit1}}{{/rollWasCrit() r1}}{{/rollTotal() r1 r2}} + {{#rollGreater() r1 r2}}{{#rollWasCrit() r1}}+ {{crit1}}{{/rollWasCrit() r1}}{{/rollGreater() r1 r2}} + {{/always}} + {{#advantage}} + {{#rollLess() r1 r2}}{{#rollWasCrit() r2}}+ {{crit1}}{{/rollWasCrit() r2}}{{/rollLess() r1 r2}} + {{#rollTotal() r1 r2}}{{#rollWasCrit() r1}}+ {{crit1}}{{/rollWasCrit() r1}}{{/rollTotal() r1 r2}} + {{#rollGreater() r1 r2}}{{#rollWasCrit() r1}}+ {{crit1}}{{/rollWasCrit() r1}}{{/rollGreater() r1 r2}} + {{/advantage}} + {{#disadvantage}} + {{#rollTotal() r1 r2}}{{#rollWasCrit() r1}}+ {{crit1}}{{/rollWasCrit() r1}}{{/rollTotal() r1 r2}} + {{/disadvantage}} + {{/attack}} + + {{dmg1type}} +
    + {{/dmg2flag}} + {{/dmg1flag}} + {{#dmg2flag}} + {{^dmg1flag}} +
    + + {{dmg2}} + {{#attack}} + {{#normal}} + {{#rollWasCrit() r1}}+ {{crit2}}{{/rollWasCrit() r1}} + {{/normal}} + {{#always}} + {{#rollLess() r1 r2}}{{#rollWasCrit() r2}}+ {{crit2}}{{/rollWasCrit() r2}}{{/rollLess() r1 r2}} + {{#rollTotal() r1 r2}}{{#rollWasCrit() r1}}+ {{crit2}}{{/rollWasCrit() r1}}{{/rollTotal() r1 r2}} + {{#rollGreater() r1 r2}}{{#rollWasCrit() r1}}+ {{crit2}}{{/rollWasCrit() r1}}{{/rollGreater() r1 r2}} + {{/always}} + {{#advantage}} + {{#rollLess() r1 r2}}{{#rollWasCrit() r2}}+ {{crit2}}{{/rollWasCrit() r2}}{{/rollLess() r1 r2}} + {{#rollTotal() r1 r2}}{{#rollWasCrit() r1}}+ {{crit2}}{{/rollWasCrit() r1}}{{/rollTotal() r1 r2}} + {{#rollGreater() r1 r2}}{{#rollWasCrit() r1}}+ {{crit2}}{{/rollWasCrit() r1}}{{/rollGreater() r1 r2}} + {{/advantage}} + {{#disadvantage}} + {{#rollTotal() r1 r2}}{{#rollWasCrit() r1}}+ {{crit2}}{{/rollWasCrit() r1}}{{/rollTotal() r1 r2}} + {{/disadvantage}} + {{/attack}} + + {{dmg2type}} +
    + {{/dmg1flag}} + {{/dmg2flag}} + {{#dmg1flag}} + {{#dmg2flag}} +
    + + {{dmg1}} + {{#attack}} + {{#normal}} + {{#rollWasCrit() r1}}+ {{crit1}}{{/rollWasCrit() r1}} + {{/normal}} + {{#always}} + {{#rollLess() r1 r2}}{{#rollWasCrit() r2}}+ {{crit1}}{{/rollWasCrit() r2}}{{/rollLess() r1 r2}} + {{#rollTotal() r1 r2}}{{#rollWasCrit() r1}}+ {{crit1}}{{/rollWasCrit() r1}}{{/rollTotal() r1 r2}} + {{#rollGreater() r1 r2}}{{#rollWasCrit() r1}}+ {{crit1}}{{/rollWasCrit() r1}}{{/rollGreater() r1 r2}} + {{/always}} + {{#advantage}} + {{#rollLess() r1 r2}}{{#rollWasCrit() r2}}+ {{crit1}}{{/rollWasCrit() r2}}{{/rollLess() r1 r2}} + {{#rollTotal() r1 r2}}{{#rollWasCrit() r1}}+ {{crit1}}{{/rollWasCrit() r1}}{{/rollTotal() r1 r2}} + {{#rollGreater() r1 r2}}{{#rollWasCrit() r1}}+ {{crit1}}{{/rollWasCrit() r1}}{{/rollGreater() r1 r2}} + {{/advantage}} + {{#disadvantage}} + {{#rollTotal() r1 r2}}{{#rollWasCrit() r1}}+ {{crit1}}{{/rollWasCrit() r1}}{{/rollTotal() r1 r2}} + {{/disadvantage}} + {{/attack}} + + {{dmg1type}} +
    +
    +
    + + {{dmg2}} + {{#attack}} + {{#normal}} + {{#rollWasCrit() r1}}+ {{crit2}}{{/rollWasCrit() r1}} + {{/normal}} + {{#always}} + {{#rollLess() r1 r2}}{{#rollWasCrit() r2}}+ {{crit2}}{{/rollWasCrit() r2}}{{/rollLess() r1 r2}} + {{#rollTotal() r1 r2}}{{#rollWasCrit() r1}}+ {{crit2}}{{/rollWasCrit() r1}}{{/rollTotal() r1 r2}} + {{#rollGreater() r1 r2}}{{#rollWasCrit() r1}}+ {{crit2}}{{/rollWasCrit() r1}}{{/rollGreater() r1 r2}} + {{/always}} + {{#advantage}} + {{#rollLess() r1 r2}}{{#rollWasCrit() r2}}+ {{crit2}}{{/rollWasCrit() r2}}{{/rollLess() r1 r2}} + {{#rollTotal() r1 r2}}{{#rollWasCrit() r1}}+ {{crit2}}{{/rollWasCrit() r1}}{{/rollTotal() r1 r2}} + {{#rollGreater() r1 r2}}{{#rollWasCrit() r1}}+ {{crit2}}{{/rollWasCrit() r1}}{{/rollGreater() r1 r2}} + {{/advantage}} + {{#disadvantage}} + {{#rollTotal() r1 r2}}{{#rollWasCrit() r1}}+ {{crit2}}{{/rollWasCrit() r1}}{{/rollTotal() r1 r2}} + {{/disadvantage}} + {{/attack}} + + {{dmg2type}} +
    + {{/dmg2flag}} + {{/dmg1flag}} +
    + {{^attack}} + {{#range}} +
    + {{range}} +
    + {{/range}} +
    + {{rname}}{{#innate}}, {{innate}}{{/innate}} +
    + {{#charname}} +
    + {{charname}} +
    + {{/charname}} + {{/attack}} +
    + {{/damage}} + + + +
    +
    + + {{desc}} + +
    +
    + + +
    +
    +
    + {{name}}{{#innate}}, {{innate}}{{/innate}} +
    +
    + {{level}}{{#ritual}} (){{/ritual}} +
    +
    + {{#castingtime}} +
    + Casting Time: {{castingtime}} +
    + {{/castingtime}} + {{#range}} +
    + Range: {{range}} +
    + {{/range}} + {{#target}} +
    + Target: {{target}} +
    + {{/target}} +
    + Components: + + {{#v}}V{{#s}}, {{/s}}{{^s}}{{#m}}, {{/m}}{{/s}}{{/v}} + {{#s}}S{{#m}}, {{/m}}{{/s}} + {{#m}}M {{#material}}({{material}}){{/material}}{{/m}} + +
    + {{#duration}} +
    + Duration: {{#concentration}}Concentration {{/concentration}}{{duration}} +
    + {{/duration}} +
    + {{#description}} +
    + {{description}} +
    + {{/description}} + {{#athigherlevels}} +
    + At Higher Levels. {{athigherlevels}} +
    + {{/athigherlevels}} +
    +
    + + +
    +
    + {{name}} +
    + {{#source}} +
    + {{#charname}}{{charname}} {{/charname}}{{source}} +
    + {{/source}} + {{#description}} +
    + {{description}} +
    + {{/description}} +
    + + +
    +
    + {{rname}} +
    + {{#name}} +
    + {{name}} +
    + {{/name}} +
    +
    + {{#normal}} + {{type}}: {{r1}} + {{/normal}} + {{#always}} + {{type}}: {{r1}} | {{r2}} + {{/always}} + {{#advantage}} + {{#rollLess() r1 r2}} + {{type}}: {{r1}} | {{r2}} + {{/rollLess() r1 r2}} + {{#rollTotal() r1 r2}} + {{type}}: {{r1}} | {{r2}} + {{/rollTotal() r1 r2}} + {{#rollGreater() r1 r2}} + {{type}}: {{r1}} | {{r2}} + {{/rollGreater() r1 r2}} + {{/advantage}} + {{#disadvantage}} + {{#rollLess() r1 r2}} + {{type}}: {{r1}} | {{r2}} + {{/rollLess() r1 r2}} + {{#rollTotal() r1 r2}} + {{type}}: {{r1}} | {{r2}} + {{/rollTotal() r1 r2}} + {{#rollGreater() r1 r2}} + {{type}}: {{r1}} | {{r2}} + {{/rollGreater() r1 r2}} + {{/disadvantage}} +
    +
    + + +
    +
    + {{#normal}} + {{#rollWasCrit() r1}}{{rnamec}}{{/rollWasCrit() r1}} + {{#^rollWasCrit() r1}}{{rname}}{{/^rollWasCrit() r1}} + {{/normal}} + {{#always}} + {{#rollLess() r1 r2}}{{#rollWasCrit() r2}}{{rnamec}}{{/rollWasCrit() r2}}{{/rollLess() r1 r2}} + {{#rollTotal() r1 r2}}{{#rollWasCrit() r1}}{{rnamec}}{{/rollWasCrit() r1}}{{/rollTotal() r1 r2}} + {{#rollGreater() r1 r2}}{{#rollWasCrit() r1}}{{rnamec}}{{/rollWasCrit() r1}}{{/rollGreater() r1 r2}} + {{#^rollWasCrit() r1}}{{#^rollWasCrit() r2}}{{rname}}{{/^rollWasCrit() r2}}{{/^rollWasCrit() r1}} + {{/always}} + {{#advantage}} + {{#rollLess() r1 r2}}{{#rollWasCrit() r2}}{{rnamec}}{{/rollWasCrit() r2}}{{/rollLess() r1 r2}} + {{#rollTotal() r1 r2}}{{#rollWasCrit() r1}}{{rnamec}}{{/rollWasCrit() r1}}{{/rollTotal() r1 r2}} + {{#rollGreater() r1 r2}}{{#rollWasCrit() r1}}{{rnamec}}{{/rollWasCrit() r1}}{{/rollGreater() r1 r2}} + {{#^rollWasCrit() r1}}{{#^rollWasCrit() r2}}{{rname}}{{/^rollWasCrit() r2}}{{/^rollWasCrit() r1}} + {{/advantage}} + {{#disadvantage}} + {{#rollTotal() r1 r2}}{{#rollWasCrit() r1}}{{rnamec}}{{/rollWasCrit() r1}}{{/rollTotal() r1 r2}} + {{#rollTotal() r1 r2}}{{#^rollWasCrit() r1}}{{rname}}{{/^rollWasCrit() r1}}{{/rollTotal() r1 r2}} + {{#rollLess() r1 r2}}{{rname}}{{/rollLess() r1 r2}} + {{#rollGreater() r1 r2}}{{rnamec}}{{/rollGreater() r1 r2}} + {{/disadvantage}} +
    + {{#name}} +
    + {{name}} +
    + {{/name}} +
    +
    + {{#normal}} + {{#rollWasCrit() r1}}{{typec}}: {{/rollWasCrit() r1}} + {{#^rollWasCrit() r1}}{{type}}: {{/^rollWasCrit() r1}} + {{/normal}} + {{#always}} + {{#rollLess() r1 r2}}{{#rollWasCrit() r2}}{{typec}}: {{/rollWasCrit() r2}}{{/rollLess() r1 r2}} + {{#rollTotal() r1 r2}}{{#rollWasCrit() r1}}{{typec}}: {{/rollWasCrit() r1}}{{/rollTotal() r1 r2}} + {{#rollGreater() r1 r2}}{{#rollWasCrit() r1}}{{typec}}: {{/rollWasCrit() r1}}{{/rollGreater() r1 r2}} + {{#^rollWasCrit() r1}}{{#^rollWasCrit() r2}}{{type}}: {{/^rollWasCrit() r2}}{{/^rollWasCrit() r1}} + {{/always}} + {{#advantage}} + {{#rollLess() r1 r2}}{{#rollWasCrit() r2}}[{{typec}}: {{/rollWasCrit() r2}}{{/rollLess() r1 r2}} + {{#rollTotal() r1 r2}}{{#rollWasCrit() r1}}{{typec}}: {{/rollWasCrit() r1}}{{/rollTotal() r1 r2}} + {{#rollGreater() r1 r2}}{{#rollWasCrit() r1}}{{typec}}: {{/rollWasCrit() r1}}{{/rollGreater() r1 r2}} + {{#^rollWasCrit() r1}}{{#^rollWasCrit() r2}}{{type}}: {{/^rollWasCrit() r2}}{{/^rollWasCrit() r1}} + {{/advantage}} + {{#disadvantage}} + {{#rollTotal() r1 r2}}{{#rollWasCrit() r1}}{{typec}}: {{/rollWasCrit() r1}}{{/rollTotal() r1 r2}} + {{#rollTotal() r1 r2}}{{#^rollWasCrit() r1}}{{type}}: {{/^rollWasCrit() r1}}{{/rollTotal() r1 r2}} + {{#rollLess() r1 r2}}{{type}}: {{/rollLess() r1 r2}} + {{#rollGreater() r1 r2}}{{typec}}: {{/rollGreater() r1 r2}} + {{/disadvantage}} + {{#normal}} + {{r1}} + {{/normal}} + {{#always}} + {{r1}} | {{r2}} + {{/always}} + {{#advantage}} + {{#rollLess() r1 r2}} + {{r1}} | {{r2}} + {{/rollLess() r1 r2}} + {{#rollTotal() r1 r2}} + {{r1}} | {{r2}} + {{/rollTotal() r1 r2}} + {{#rollGreater() r1 r2}} + {{r1}} | {{r2}} + {{/rollGreater() r1 r2}} + {{/advantage}} + {{#disadvantage}} + {{#rollLess() r1 r2}} + {{r1}} | {{r2}} + {{/rollLess() r1 r2}} + {{#rollTotal() r1 r2}} + {{r1}} | {{r2}} + {{/rollTotal() r1 r2}} + {{#rollGreater() r1 r2}} + {{r1}} | {{r2}} + {{/rollGreater() r1 r2}} + {{/disadvantage}} +
    + {{#description}} +
    + {{description}} +
    + {{/description}} +
    + + +
    +
    + Damage: + + {{#dmg1flag}} + {{dmg1}}{{#crit}} + {{crit1}}{{/crit}}{{dmg1type}} + {{/dmg1flag}} + {{#dmg1flag}}{{#dmg2flag}}+{{/dmg2flag}}{{/dmg1flag}} + {{#dmg2flag}} + {{dmg2}}{{#crit}} + {{crit2}}{{/crit}}{{dmg2type}} + {{/dmg2flag}} + +
    +
    + + +
    +
    +
    + {{rname}} +
    + {{#name}} +
    + {{name}} +
    + {{/name}} +
    + {{#attack}} +
    + {{#normal}} + Attack: {{r1}} + {{/normal}} + {{#always}} + Attack: {{r1}} | {{r2}} + {{/always}} + {{#advantage}} + {{#rollLess() r1 r2}} + Attack: {{r1}} | {{r2}} + {{/rollLess() r1 r2}} + {{#rollTotal() r1 r2}} + Attack: {{r1}} | {{r2}} + {{/rollTotal() r1 r2}} + {{#rollGreater() r1 r2}} + Attack: {{r1}} | {{r2}} + {{/rollGreater() r1 r2}} + {{/advantage}} + {{#disadvantage}} + {{#rollLess() r1 r2}} + Attack: {{r1}} | {{r2}} + {{/rollLess() r1 r2}} + {{#rollTotal() r1 r2}} + Attack: {{r1}} | {{r2}} + {{/rollTotal() r1 r2}} + {{#rollGreater() r1 r2}} + Attack: {{r1}} | {{r2}} + {{/rollGreater() r1 r2}} + {{/disadvantage}} +
    + {{/attack}} + {{#description}} + {{description}} + {{/description}} +
    + {{#damage}} +
    + Damage: + + {{#dmg1flag}} + {{dmg1}} + {{#normal}} + {{#rollWasCrit() r1}} + {{crit1}}{{/rollWasCrit() r1}} + {{/normal}} + {{#always}} + {{#rollLess() r1 r2}}{{#rollWasCrit() r2}} + {{crit1}}{{/rollWasCrit() r2}}{{/rollLess() r1 r2}} + {{#rollTotal() r1 r2}}{{#rollWasCrit() r1}} + {{crit1}}{{/rollWasCrit() r1}}{{/rollTotal() r1 r2}} + {{#rollGreater() r1 r2}}{{#rollWasCrit() r1}} + {{crit1}}{{/rollWasCrit() r1}}{{/rollGreater() r1 r2}} + {{/always}} + {{#advantage}} + {{#rollLess() r1 r2}}{{#rollWasCrit() r2}} + {{crit1}}{{/rollWasCrit() r2}}{{/rollLess() r1 r2}} + {{#rollTotal() r1 r2}}{{#rollWasCrit() r1}} + {{crit1}}{{/rollWasCrit() r1}}{{/rollTotal() r1 r2}} + {{#rollGreater() r1 r2}}{{#rollWasCrit() r1}} + {{crit1}}{{/rollWasCrit() r1}}{{/rollGreater() r1 r2}} + {{/advantage}} + {{#disadvantage}} + {{#rollTotal() r1 r2}}{{#rollWasCrit() r1}} + {{crit1}}{{/rollWasCrit() r1}}{{/rollTotal() r1 r2}} + {{/disadvantage}} + {{dmg1type}} + {{/dmg1flag}} + {{#dmg1flag}}{{#dmg2flag}}+{{/dmg2flag}}{{/dmg1flag}} + {{#dmg2flag}} + {{dmg2}} + {{#normal}} + {{#rollWasCrit() r1}} + {{crit2}}{{/rollWasCrit() r1}} + {{/normal}} + {{#always}} + {{#rollLess() r1 r2}}{{#rollWasCrit() r2}} + {{crit2}}{{/rollWasCrit() r2}}{{/rollLess() r1 r2}} + {{#rollTotal() r1 r2}}{{#rollWasCrit() r1}} + {{crit2}}{{/rollWasCrit() r1}}{{/rollTotal() r1 r2}} + {{#rollGreater() r1 r2}}{{#rollWasCrit() r1}} + {{crit2}}{{/rollWasCrit() r1}}{{/rollGreater() r1 r2}} + {{/always}} + {{#advantage}} + {{#rollLess() r1 r2}}{{#rollWasCrit() r2}} + {{crit2}}{{/rollWasCrit() r2}}{{/rollLess() r1 r2}} + {{#rollTotal() r1 r2}}{{#rollWasCrit() r1}} + {{crit2}}{{/rollWasCrit() r1}}{{/rollTotal() r1 r2}} + {{#rollGreater() r1 r2}}{{#rollWasCrit() r1}} + {{crit2}}{{/rollWasCrit() r1}}{{/rollGreater() r1 r2}} + {{/advantage}} + {{#disadvantage}} + {{#rollTotal() r1 r2}}{{#rollWasCrit() r1}} + {{crit2}}{{/rollWasCrit() r1}}{{/rollTotal() r1 r2}} + {{/disadvantage}} + {{dmg2type}} + {{/dmg2flag}} + +
    + {{/damage}} +
    + + +
    +
    +
    + + {{title}} + {{#c1}} + {{c1}} + {{/c1}} + +
    + {{#r1}} +
    + Roll 1: + {{r1}} +
    + {{/r1}} + {{#r2}} +
    + Roll 2: + {{r2}} +
    + {{/r2}} + {{#r3}} +
    + Roll 3: + {{r3}} +
    + {{/r3}} + {{#r4}} +
    + Roll 4: + {{r4}} +
    + {{/r4}} + {{#r5}} +
    + Roll 5: + {{r5}} +
    + {{/r5}} + {{#r6}} +
    + Roll 6: + {{r6}} +
    + {{/r6}} +
    + + {{#rollTotal() c1 1}}{{option1}}{{/rollTotal() c1 1}} + {{#rollTotal() c1 2}}{{option2}}{{/rollTotal() c1 2}} + {{#rollTotal() c1 3}}{{option3}}{{/rollTotal() c1 3}} + {{#rollTotal() c1 4}}{{option4}}{{/rollTotal() c1 4}} + {{#rollTotal() c1 5}}{{option5}}{{/rollTotal() c1 5}} + {{#rollTotal() c1 6}}{{option6}}{{/rollTotal() c1 6}} + {{#rollTotal() c1 7}}{{option7}}{{/rollTotal() c1 7}} + {{#rollTotal() c1 8}}{{option8}}{{/rollTotal() c1 8}} + {{#rollTotal() c1 9}}{{option9}}{{/rollTotal() c1 9}} + {{#rollTotal() c1 10}}{{option10}}{{/rollTotal() c1 10}} + {{#rollTotal() c1 11}}{{option11}}{{/rollTotal() c1 11}} + {{#rollTotal() c1 12}}{{option12}}{{/rollTotal() c1 12}} + {{#rollTotal() c1 13}}{{option13}}{{/rollTotal() c1 13}} + {{#rollTotal() c1 14}}{{option14}}{{/rollTotal() c1 14}} + {{#rollTotal() c1 15}}{{option15}}{{/rollTotal() c1 15}} + {{#rollTotal() c1 16}}{{option16}}{{/rollTotal() c1 16}} + {{#rollTotal() c1 17}}{{option17}}{{/rollTotal() c1 17}} + {{#rollTotal() c1 18}}{{option18}}{{/rollTotal() c1 18}} + {{#rollTotal() c1 19}}{{option19}}{{/rollTotal() c1 19}} + {{#rollTotal() c1 20}}{{option20}}{{/rollTotal() c1 20}} + +
    +
    +
    + + +
    +
    +
    + + {{title}} + {{#c1}} + {{c1}} + {{/c1}} + +
    + {{#a1}} +
    + Average: {{a1}} +
    + {{/a1}} + {{#r1}} +
    + Roll 1: {{r1}} +
    + {{/r1}} + {{#r2}} +
    + Roll 2: {{r2}} +
    + {{/r2}} + {{#r3}} +
    + Roll 3: {{r3}} +
    + {{/r3}} + {{#r4}} +
    + Roll 4: {{r4}} +
    + {{/r4}} + {{#r5}} +
    + Roll 5: {{r5}} +
    + {{/r5}} + {{#r6}} +
    + Roll 6: {{r6}} +
    + {{/r6}} + {{#r7}} +
    + Roll 7: {{r7}} +
    + {{/r7}} + {{#r8}} +
    + Roll 8: {{r8}} +
    + {{/r8}} + {{#r9}} +
    + Roll 9: {{r9}} +
    + {{/r9}} + {{#r10}} +
    + Roll 10: {{r10}} +
    + {{/r10}} + {{#r11}} +
    + Roll 11: {{r11}} +
    + {{/r11}} + {{#r12}} +
    + Roll 12: {{r12}} +
    + {{/r12}} + {{#r13}} +
    + Roll 13: {{r13}} +
    + {{/r13}} + {{#r14}} +
    + Roll 14: {{r14}} +
    + {{/r14}} + {{#r15}} +
    + Roll 15: {{r15}} +
    + {{/r15}} + {{#r16}} +
    + Roll 16: {{r16}} +
    + {{/r16}} + {{#r17}} +
    + Roll 17: {{r17}} +
    + {{/r17}} + {{#r18}} +
    + Roll 18: {{r18}} +
    + {{/r18}} + {{#r19}} +
    + Roll 19: {{r19}} +
    + {{/r19}} + {{#r20}} +
    + Roll 20: {{r20}} +
    + {{/r20}} +
    +
    \ No newline at end of file diff --git a/Redsky/Redsky 5e.png b/Redsky/Redsky 5e.png new file mode 100644 index 0000000000..34a18710c6 Binary files /dev/null and b/Redsky/Redsky 5e.png differ diff --git a/Redsky/_translation.json b/Redsky/_translation.json new file mode 100644 index 0000000000..291ddc31db --- /dev/null +++ b/Redsky/_translation.json @@ -0,0 +1,708 @@ +{ + "skills-list": "acrobatics,animal_handling,athletics,deception,eldertech,history,insight,intimidation,investigation,materials,medicine,nature,perception,performance,persuasion,politics,religion,sleight_of_hand,stealth,survival", + "npc-options-u": "NPC OPTIONS", + "name-u": "NAME", + "npc-type-u": "NPC TYPE", + "npc-type-place": "Medium beast, no element", + "armor-class-u": "ARMOR CLASS", + "touch-ac-u": "TOUCH AC", + "social-u": "SOCIAL SCORE", + "class-u": "CLASS", + "type-u": "TYPE", + "abilities-u": "ABILITIES", + "npc-armor-place": "scale mail", + "hit-points-u": "HIT POINTS", + "formula-u": "FORMULA", + "speed-u": "SPEED", + "npc-speed-place": "30 ft., fly 60ft.", + "attributes-u": "ATTRIBUTES", + "str-u": "STR", + "dex-u": "DEX", + "con-u": "CON", + "int-u": "INT", + "wis-u": "WIS", + "cha-u": "CHA", + "saves-u": "SAVES", + "skills-u": "SKILLS", + "acrobatics-u": "ACROBATICS", + "animal_handling-u": "ANIMAL HANDLING", + "arcana-u": "ARCANA", + "athletics-u": "ATHLETICS", + "deception-u": "DECEPTION", + "eldertech-u": "ELDERTECH", + "history-u": "HISTORY", + "insight-u": "INSIGHT", + "intimidation-u": "INTIMIDATION", + "investigation-u": "INVESTIGATION", + "materials-u": "MATERIALS", + "medicine-u": "MEDICINE", + "nature-u": "NATURE", + "perception-u": "PERCEPTION", + "performance-u": "PERFORMANCE", + "persuasion-u": "PERSUASION", + "politics-u": "POLITICS", + "religion-u": "RELIGION", + "sleight_of_hand-u": "SLEIGHT OF HAND", + "stealth-u": "STEALTH", + "survival-u": "SURVIVAL", + "damage-vuln-u": "DAMAGE VULNERABILITIES", + "npc-dmg-vuln-place": "fire", + "damage-res-u": "DAMAGE RESISTANCES", + "npc-dmg-res-place": "cold", + "damage-imm-u": "DAMAGE IMMUNITIES", + "npc-dmg-imm-place": "lightning, thunder", + "cond-imm-u": "CONDITION IMMUNITIES", + "npc-cond-imm-place": "charmed", + "arm-prot-u": "ARMOR PROTECTIONS", + "npc-arm-prot-place": "bludgeoning", + "arm-weak-u": "ARMOR WEAKNESSES", + "npc-arm-weak-place": "piercing", + "senses-u": "SENSES", + "npc-senses-place": "darkvision 120ft., passive Perception 16", + "langs-u": "LANGUAGES", + "lang-u": "LANGUAGE", + "npc-langs-place": "Abyssal, Common, Infernal", + "challenge-u": "CHALLENGE", + "xp-u": "XP", + "spellcast-npc-u": "SPELLCASTING NPC", + "spell-ability-u": "SPELLCASTING ABILITY", + "none-u": "NONE", + "strength-u": "STRENGTH", + "strength-save-u": "STRENGTH SAVE", + "dexterity-u": "DEXTERITY", + "dexterity-save-u": "DEXTERITY SAVE", + "constitution-u": "CONSTITUTION", + "constitution-save-u": "CONSTITUTION SAVE", + "intelligence-u": "INTELLIGENCE", + "intelligence-save-u": "INTELLIGENCE SAVE", + "wisdom-u": "WISDOM", + "wisdom-save-u": "WISDOM SAVE", + "charisma-u": "CHARISMA", + "charisma-save-u": "CHARISMA SAVE", + "spell-dc-u": "SPELL DC", + "spell-atk-bonus-u": "SPELL ATTACK BONUS", + "has-reaction-u": "HAS REACTIONS", + "leg-actions:-u": "LEGENDARY ACTIONS:", + "gen-opts-u": "GENERAL OPTIONS", + "npc-u": "NPC", + "roll-queries:-u": "ROLL QUERIES:", + "always-adv": "Always Roll Advantage", + "adv-toggle": "Advantage Toggle", + "query-adv": "Query Advantage", + "never-adv": "Never Roll Advantage", + "whisp-rolls-gm:-u": "WHISPER ROLLS TO GM:", + "never-whisp": "Never Whisper Rolls", + "query-whisp": "Query Whisper", + "always-whisp": "Always Whisper Rolls", + "auto-dmg-roll:-u": "AUTO DAMAGE ROLL:", + "never-dmg": "Don't Auto Roll Damage", + "always-dmg": "Auto Roll Damage & Crit", + "ac": "Armor Class", + "tac": "Touch AC", + "hp": "Hit Points", + "speed": "Speed", + "social": "Social score", + "language-proficiencies": "Language Proficiencies:", + "skill-proficiencies": "Skill Proficiencies:", + "weapon-proficiencies": "Weapon Proficiencies:", + "armor-proficiencies": "Armor Proficiencies:", + "tool-proficiencies": "Tool Proficiencies:", + "saving-throw": "Saving Throws", + "str": "Str", + "dex": "Dex", + "con": "Con", + "int": "Int", + "wis": "Wis", + "cha": "Cha", + "skills": "Skills", + "acrobatics": "Acrobatics", + "animal_handling": "Animal Handling", + "arcana": "Arcana", + "athletics": "Athletics", + "deception": "Deception", + "history": "History", + "insight": "Insight", + "intimidation": "Intimidation", + "investigation": "Investigation", + "medicine": "Medicine", + "nature": "Nature", + "perception": "Perception", + "performance": "Performance", + "persuasion": "Persuasion", + "religion": "Religion", + "sleight_of_hand": "Sleight of Hand", + "stealth": "Stealth", + "survival": "Survival", + "dmg-vuln": "Damage Vulnerabilities", + "dmg-res": "Damage Resistances", + "dmg-imm": "Damage Immunities", + "cond-imm": "Condition Immunities", + "arm-prot": "Armor Protections", + "arm-weak": "Armor Weaknesses", + "senses": "Senses", + "langs": "Languages", + "challenge": "Challenge", + "npc-trait-name-place": "False Appearance.", + "npc-trait-desc-place": "If the dragon fails...", + "actions": "Actions", + "adv": "Advantage", + "norm": "Normal", + "disadv": "Disadvantage", + "name:-u": "NAME:", + "attack-u": "ATTACK", + "type:-u": "TYPE:", + "melee": "Melee", + "ranged": "Ranged", + "range-reach:-u": "RANGE/REACH:", + "range-reach-place": "5 ft.", + "to-hit:-u": "TO HIT:", + "target:-u": "TARGET:", + "target:": "Target:", + "to-hit-place": "One target", + "on-hit:-u": "ON HIT:", + "on-hit-place": "slashing", + "on-hit2:-u": "ON HIT 2:", + "on-hit-2-place": "fire", + "hit:": "Hit: ", + "reactions": "Reactions", + "npc-repeating-name-place": "Parry.", + "npc-repeating-desc-place": "The creature adds 2 to its AC against...", + "traits": "Traits", + "features": "Features", + "spells": "Spells", + "prep-u": "PREP", + "school:-u": "SCHOOL:", + "abjuration": "Abjuration", + "conjuration": "Conjuration", + "divination": "Divination", + "enchantment": "Enchantment", + "evocation": "Evocation", + "illusion": "Illusion", + "necromancy": "Necromancy", + "transmutation": "Transmutation", + "ritual": "Ritual", + "ritual-l": "ritual", + "range:-u": "RANGE:", + "range:": "Range:", + "components:-u": "COMPONENTS:", + "components:": "Components:", + "spell-component-verbal": "V", + "spell-component-somatic": "S", + "spell-component-material": "M", + "spell-ritual": "R", + "spell-concentration": "C", + "ruby-dust-place": "ruby dust worth 50gp", + "concentration-u": "CONCENTRATION", + "concentration": "Concentration", + "duration:-u": "DURATION:", + "duration:": "Duration:", + "difficulty-class-abv": "DC", + "output:-u": "OUTPUT:", + "spellcard-u": "SPELLCARD", + "spell-atk:-u": "SPELL ATTACK:", + "none": "None", + "dmg:-u": "DAMAGE:", + "dmg2:-u": "DAMAGE2:", + "healing:-u": "HEALING:", + "add-ability-mod-u": "ADD ABILITY MOD TO DAMAGE OR HEALING", + "effect:-u": "EFFECT:", + "npc-atk-effect-place": "Half damage", + "desc:-u": "DESCRIPTION:", + "at-higher-lvl:-u": "AT HIGHER LEVELS:", + "at-higher-lvl": "At Higher Levels", + "higher-lvl-cast": "Higher Level Cast", + "leg-actions": "Legendary Actions", + "leg-actions-desc": "", + "atk-range-place": "5 ft.", + "atk-target-place": "One target", + "atk-dmg-type-place": "slashing", + "atk-dmg-type2-place": "fire", + "adv-u": "ADVANTAGE", + "norm-u": "NORMAL", + "disadv-u": "DISADVANTAGE", + "core-u": "CORE", + "bio-u": "BIO", + "spells-u": "SPELLS", + "feats-u": "FEATS", + "review-u": "REVIEW", + "char-name-u": "CHARACTER NAME", + "artificer": "Artificer", + "barbarian": "Barbarian", + "bard": "Bard", + "cleric": "Cleric", + "druid": "Druid", + "emissary": "Emissary", + "fighter": "Fighter", + "hunter": "Hunter", + "monk": "Monk", + "paladin": "Paladin", + "ranger": "Ranger", + "rogue": "Rogue", + "sage": "Sage", + "sorcerer": "Sorcerer", + "warlock": "Warlock", + "wizard": "Wizard", + "wordsmith": "Wordsmith", + "class-level-u": "CLASS & LEVEL", + "background-u": "BACKGROUND", + "background": "Background", + "race-u": "SPECIES", + "alignment-u": "ELEMENTS", + "alignment": "Elements:", + "elements-u": "ELEMENTS", + "exp-pts-u": "EXPERIENCE POINTS", + "inspiration-u": "INSPIRATION", + "prof-bonus-u": "PROFICIENCY BONUS", + "strength": "Strength", + "strength-save": "Strength Save", + "dexterity": "Dexterity", + "dexterity-save": "Dexterity Save", + "constitution": "Constitution", + "constitution-save": "Constitution Save", + "intelligence": "Intelligence", + "intelligence-save": "Intelligence Save", + "wisdom": "Wisdom", + "wisdom-save": "Wisdom Save", + "charisma": "Charisma", + "charisma-save": "Charisma Save", + "saving-throws-u": "SAVING THROWS", + "acrobatics-core": "Acrobatics (Dex)", + "animal_handling-core": "Animal Handling (Wis)", + "arcana-core": "Arcana (Int)", + "athletics-core": "Athletics (Str)", + "deception-core": "Deception (Cha)", + "eldertech-core": "Eldertech (Int)", + "history-core": "History (Int)", + "insight-core": "Insight (Wis)", + "intimidation-core": "Intimidation (Cha)", + "investigation-core": "Investigation (Int)", + "materials-core": "Materials (Int)", + "medicine-core": "Medicine (Int)", + "nature-core": "Nature (Int)", + "perception-core": "Perception (Wis)", + "performance-core": "Performance (Cha)", + "persuasion-core": "Persuasion (Cha)", + "politics-core": "Politics (Int)", + "religion-core": "Religion (Int)", + "sleight_of_hand-core": "Sleight of Hand (Dex)", + "stealth-core": "Stealth (Dex)", + "survival-core": "Survival (Wis)", + "pass-wis-u": "PASSIVE WISDOM (PERCEPTION)", + "tool-u": "TOOL", + "pro-u": "PRO", + "attr-u": "ATTRIBUTE", + "prof-bonus:-u": "PROFICIENCY BONUS:", + "prof-u": "PROFICIENT", + "proficency-u": "PROFICIENCY", + "expertise-u": "EXPERTISE", + "jack-of-all-u": "JACK OF ALL TRADES", + "attr:-u": "ATTRIBUTE:", + "tool-prof-u": "TOOL PROFICIENCIES", + "weapon-proficiencies-u": "WEAPON PROFICIENCIES", + "other-prof-langs-u": "OTHER PROFICIENCIES & LANGUAGES", + "prof-langs-u": "PROFICIENCIES & LANGUAGES", + "init": "Initiative", + "init-u": "INITIATIVE", + "hp-max-u": "Hit Point Maximum", + "hp-current-u": "CURRENT HIT POINTS", + "hp-temp-u": "TEMPORARY HIT POINTS", + "total": "Total", + "hit-dice-u": "HIT DICE", + "successes-u": "SUCCESSES", + "failures-u": "FAILURES", + "death-save-u": "DEATH SAVE", + "death-saves-u": "DEATH SAVES", + "exhaustion-setting-u": "SHOW EXHAUSTION TRACKING:", + "exhaustion-u": "EXHAUSTION LEVEL", + "exhaustion-0": "No effect", + "exhaustion-1": "Disadvantage on ability checks", + "exhaustion-2": "Speed halved", + "exhaustion-3": "Disadvantage on attack rolls and saving throws", + "exhaustion-4": "Hit point maximum halved", + "exhaustion-5": "Speed reduced to 0", + "exhaustion-6": "Death", + "atk-u": "ATK", + "dmg-type-u": "DAMAGE/TYPE", + "attack:-u": "ATTACK:", + "proficient-u": "PROFICIENT", + "range-place": "Self (60-foot cone)", + "magic-bonus:-u": "MAGIC BONUS:", + "crit-range-u": "CRIT RANGE:", + "damage:-u": "DAMAGE:", + "dmg-type-place": "Slashing", + "crit:-u": "CRIT:", + "damage2:-u": "DAMAGE2:", + "saving-throw:-u": "SAVING THROW:", + "vs-dc:-u": "VS DC:", + "spell-u": "SPELL", + "flat-u": "FLAT", + "save": "Save", + "save-effect:-u": "SAVE EFFECT:", + "save-effect-place": "half damage", + "ammunition:-u": "AMMUNITION:", + "ammunition-place": "Arrows", + "description:-u": "DESCRIPTION:", + "description:": "Description:", + "description-place": "Up to 2 creatures within 5 feet", + "atk-spellcasting-u": "ATTACKS", + "copper-piece-u": "CP", + "silver-piece-u": "SP", + "electrum-piece-u": "EP", + "gold-piece-u": "GP", + "platinum-piece-u": "PP", + "warning-armor-sets-u": "WARNING - AC IS NOT INCORRECT. UNEQUIP EXTRA ARMOR OR SHIELD FROM ITEM DETAILS.", + "item-name-u": "ITEM NAME", + "equipped-u": "EQUIPPED", + "use-as-resource-u": "USE AS A RESOURCE", + "prop:-u": "PROP:", + "mods:-u": "MODS:", + "total-weight-u": "TOTAL WEIGHT", + "immobile-u": "IMMOBILE", + "heavily-encumbered-u": "HEAVILY ENCUMBERED", + "encumbered-u": "ENCUMBERED", + "over-carrying-cap-u": "OVER CARRYING CAPACITY", + "equipment-u": "EQUIPMENT", + "personality-traits-u": "PERSONALITY TRAITS", + "ideals-u": "VIRTUES", + "bonds-u": "BONDS", + "flaws-u": "VICES", + "class-resource-u": "CLASS RESOURCE", + "other-resource-u": "OTHER RESOURCE", + "feats-traits-u": "FEATURES & TRAITS", + "age-u": "AGE", + "size-u": "SIZE", + "size": "Size", + "height-u": "HEIGHT", + "weight-u": "WEIGHT", + "eye-u": "EYES", + "skin-u": "SKIN", + "hair-u": "HAIR", + "char-appearance-u": "CHARACTER APPEARANCE", + "char-backstory-u": "CHARACTER BACKSTORY", + "allies-orgs-u": "ALLIES & ORGANIZATIONS", + "add-feats-traits-u": "ADDITIONAL FEATURES & TRAITS", + "feat-u": "FEAT", + "treasure-u": "TREASURE", + "spell-save-dc-u": "SPELL SAVE DC", + "cantrips-u": "CANTRIPS", + "ritual-u": "RITUAL", + "casting-time:-u": "CASTING TIME:", + "casting-time:": "Casting Time:", + "at-higher-lvl-dmg:-u": "HIGHER LVL CAST DMG:", + "half-dmg-place": "Half damage", + "hit-die:-u": "HIT DIE:", + "initiative-mod:-u": "INITIATIVE MODIFIER:", + "glob-saving-mod:-u": "GLOBAL SAVING THROW MODIFIER:", + "glob-ac-mod:-u": "GLOBAL ARMOR CLASS MODIFIER:", + "glob-atk-mod:-u": "GLOBAL MAGIC ATTACK MODIFIER:", + "pass-perc-mod:-u": "PASSIVE PERCEPTION MODIFIER:", + "death-save-mod:-u": "DEATH SAVE MODIFIER:", + "magic-caster-lvl:-u": "MAGIC CASTER LEVEL:", + "halfling-luck-u": "HALFLING LUCK", + "arcane-fighter-u": "ARCANE FIGHTER", + "arcane-rogue-u": "ARCANE ROGUE", + "class-options-u": "CLASS OPTIONS ()", + "class:-u": "CLASS:", + "subclass:-u": "SUBCLASS:", + "race:-u": "SPECIES:", + "subrace:-u": "SUBSPECIES:", + "subrace":"Subspecies:", + "subrace-ability-increase":"Subspecies Ability Score Increase:", + "2nd-class:-u": "2ND CLASS:", + "lvl:-u": "LEVEL:", + "3rd-class:-u": "3RD CLASS:", + "4th-class:-u": "4TH CLASS:", + "mutliclass-opts-u": "MULTICLASS OPTIONS", + "use-cust-class-u": "USE CUSTOM CLASS", + "class-name:-u": "CLASS NAME:", + "spellcasting-ability:-u": "SPELLCASTING ABILITY:", + "spell-slots:-u": "SPELL SLOTS:", + "spell-full-u": "FULL (Cleric, Druid, Wizard)", + "spell-half-u": "HALF (Artificer, Paladin, Ranger)", + "spell-third-u": "THIRD (Arcane Fighter/Rogue)", + "cust-class-opts": "CUSTOM CLASS OPTIONS", + "normal": "Normal", + "expirtise": "Expertise", + "skill-opts-u": "SKILL OPTIONS", + "version": "v", + "always-roll-adv": "Always Roll Advantage", + "toggle-roll-adv": "Advantage Toggle", + "query-roll-adv": "Query Advantage", + "never-roll-adv": "Never Roll Advantage", + "never-whisper-roll": "Never Whisper Rolls", + "query-whisper-roll": "Query Whisper", + "always-whisper-roll": "Always Whisper Rolls", + "never-roll-dmg": "Don't Auto Roll Damage", + "always-roll-dmg": "Auto Roll Damage & Crit", + "add-char-to-templates:-u": "ADD CHARACTER NAME TO TEMPLATES:", + "on": "On", + "off": "Off", + "inventory:-u": "INVENTORY:", + "compendium-compatible": "Compendium Compatible", + "simple": "Simple", + "encumbrance:-u": "ENCUMBRANCE:", + "ammo-tracking:-u": "AMMO TRACKING:", + "general-opts-u": "GENERAL OPTIONS", + "transition-text": "Clicking one of the images below will reformat the data from your current sheet to this sheet. These changes are permanent and cannot be undone.", + "transition-text-highlight": "Please make a copy of your game before you use this tool.", + "choose-sheet-transfer": "CHOOSE THE SHEET YOU ARE TRANSFERING FROM", + "community-sheet-u": "COMMUNITY SHEET", + "shaped-sheet-u": "SHAPED SHEET", + "transition-opts-u": "TRANSITION OPTIONS", + "portions-sheet-utilize": "Portions of this sheet utilize content from the System Reference Document 5.0 under the OGL License. View OGL License and Copyright Notice. https://wiki.roll20.net/SRD_5.0_OGL_License", + "api-required-title": "Try it now with easy one click API installation available with your Pro subscription.", + "api-required-u": "(API REQUIRED)", + "spell_dc_mod:-u": "SPELL SAVE DC MOD:", + "custom_ac:-u": "CUSTOM AC:", + "npc-info": "The NPC option sets new characters to default to the NPC card style sheet. Useful if the player characters have already been created and all new character sheets added to the game will likely representing non player characters.", + "npc-pc": "NPC/PC", + "roll-queries-info": "D20 Rolls output according to this option. Always Roll Advantage is the default setting and will roll two D20 on every roll in case of advantage. The expectation is that if there is no advantage or disadvantage you use the left most result. The Advantage Toggle option adds three new buttons to the top of the sheet so that you can toggle advantage on a case by case basis. Query Advantage gives you a prompt every roll asking if the roll has advantage. Never Roll Advantage always rolls a single D20 on any given roll, expecting the player to roll a second time in case of advantage or disadvantage.", + "whisp-rolls-gm-info": "All sheet rolls are sent to all players in chat by default. Whisper Toggle gives a set of buttons to quick select your preference on the fly. Query Whisper option gives you a prompt with each roll of whether or not the roll should be sent privately only to yourself and the GM. Always Whisper Rolls will send all rolls only to yourself and the GM.", + "auto-dmg-roll-info": "By default, attack damage rolls are not rolled until the hit is confirmed. Damage is rolled from the chat roll template by clicking on the name of the attack in the right hand bar, which then displays the damage. The default method is compatible with 3D dice. Optionally, you can choose to have the Auto Roll Damage & Crit option which will roll damage and critical hit dice at the same time of the attack, presenting all possible outcomes at the time of the attack.", + "add-char-to-templates-info": "Character names are not added to the roll template by default, and are only displayed as normal in the chat tab as the player/character selected as 'Speaking As'. Turning this option on adds the character making the roll's name to the template, useful for players representing multiple characters.", + "inventory-info": "Character Inventories default to the complex style that is compatible with the Roll20 5E Compendium. This includes granular item amounts/weights, weight and encumbrance tracking, sorting, AC calculations, automatic attack generation, and more. The Simple option provides a text field for item lists for players who want more manual control over the sheet.", + "encumbrance-info": "The sheet uses the variant encumbrance rules on page 176 of the PHB. The Off option disables the variant rules and only uses a basic over-limit inventory weight check.", + "ammo-tracking-info": "Provides automatic ammo tracking with the 5th Edition OGL by Roll20 Companion API Script.", + "dungeons-and-dragons-styling": "DUNGEONS AND DRAGONS STYLING", + "dungeons-and-dragons-styling-info": "Turns on Dungeons and Dragons styling for both the character sheet and roll templates. This setting is automatically applied to all character sheets and cannot be selectively used.", + "cd-bar1-value:-u": "BAR 1 VALUE:", + "cd-bar1-max:-u": "BAR 1 MAX:", + "cd-bar1-link:-u": "BAR 1 LINK:", + "cd-bar1-value-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 1's value to this attribute.", + "cd-bar1-max-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 1's max to this attribute.", + "cd-bar1-link-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, link the Bar 1's value to this attribute. If set this will override all other bar settings.", + "cd-bar2-value:-u": "BAR 2 VALUE:", + "cd-bar2-max:-u": "BAR 2 MAX:", + "cd-bar2-link:-u": "BAR 2 LINK:", + "cd-bar2-value-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 2's value to this attribute.", + "cd-bar2-max-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 2's max to this attribute.", + "cd-bar2-link-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, link the Bar 2's value to this attribute. If set this will override all other bar settings.", + "cd-bar3-value:-u": "BAR 3 VALUE:", + "cd-bar3-max:-u": "BAR 3 MAX:", + "cd-bar3-link:-u": "BAR 3 LINK:", + "licensedsheet-u": "LICENSED SHEET", + "licensedsheet-info": "Turns on Dungeond and Dragons styling for both the character sheet and roll templates. This setting is automatically applied to all character sheets and cannot be selectively used.", + "cd-bar3-value-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 3's value to this attribute.", + "cd-bar3-max-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 3's max to this attribute.", + "cd-bar3-link-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, link the Bar 3's value to this attribute. If set this will override all other bar settings.", + "npc-name-in-rolls:-u": "NPC NAME IN ROLLS:", + "show": "Show", + "hide": "Hide", + "npc-name-in-rolls-desc:-u": "In NPC roll results, show or hide the name of the NPC in the roll result card.", + "public:-u": "PUBLIC", + "to-gm:-u": "TO GM", + "toggle-roll-whisper": "Whisper Toggle", + "attribute-opts-u": "ATTRIBUTE OPTIONS", + "save-opts-u": "SAVE OPTIONS", + "by-level": "By Level (Default)", + "prof-die": "Proficiency Die (DMG)", + "custom": "Custom", + "core-die-roll:-u": "CORE DIE ROLL:", + "has-attack-u": "HAS AN ATTACK", + "variant-phb": "Variant (PHB p176)", + "carrying-capacity-mod:-u": "CARRYING CAPACITY MODIFIER:", + "armor-class-tracking:-u": "ARMOR CLASS TRACKING:", + "automatic": "Automatic", + "cantrip-progression:-u": "CANTRIP PROGRESSION", + "cantrip-dice-u": "CANTRIP DICE", + "cantrip-beam-u": "CANTRIP BEAM", + "slots_total-u": "SLOTS TOTAL", + "slots_remaining-u": "SLOTS REMAINING", + "level-calculations:-u": "AUTO LEVEL CALCULATIONS:", + "spell_slot_modifiers-u": "SPELL SLOT MODIFIERS", + "lvl-u": "LEVEL", + "include_spell_desc:-u": "INCLUDE SPELL DESCRIPTION IN ATTACK:", + "token_size-u": "TOKEN SIZE", + "add-dex-tiebreaker-u": "ADD DEX TIEBREAKER TO INITIATIVE", + "initiative-style:-u": "INITIATIVE STYLE:", + "query-attr-u": "QUERY ATTRIBUTE", + "custom-skills-u": "CUSTOM SKILLS", + "weapon-u": "WEAPON", + "armor-u": "ARMOR", + "other-u": "OTHER", + "source:-u": "SOURCE:", + "source-type:-u": "SOURCE TYPE:", + "racial": "Species", + "class": "Class", + "feat": "Feat", + "feats":"Feats", + "other": "Other", + "partial": "Partial", + "show_all": "Show All", + "cr_only": "C&R Only", + "spell-icons:-u": "SPELL ICONS:", + "custom-pb:-u": "CUSTOM PROFICIENCY BONUS:", + "show-global-attack-field-u": "SHOW GLOBAL ATTACK MODIFIER FIELD", + "show-global-damage-field-u": "SHOW GLOBAL DAMAGE MODIFIER FIELD", + "show-global-save-field-u": "SHOW GLOBAL SAVE MODIFIER FIELD", + "show-global-skill-field-u": "SHOW GLOBAL SKILL MODIFIER FIELD", + "global-attack-u": "GLOBAL ATTACK MODIFIER", + "global-damage-u": "GLOBAL DAMAGE MODIFIER", + "global-save-u": "GLOBAL SAVE MODIFIER", + "global-skill-u": "GLOBAL SKILL MODIFIER", + "global-damage": "Global Damage Modifier", + "core-die-roll-info": "Changing the core die will replace the normal 1d20 made with almost all rolls with a randomizer of your choice, such as 2d10 or 3d6.", + "pb-type-info": "By default, the character's Proficiency Bonus will be automatically calculated based off of their total level as is the standard method in the PHB. The Proficiency Die option supports the alternate method outlined in the DMG where, instead of a flat bonus, a die is rolled instead. The Custom option allows you to replace the PB with anything of your choosing.", + "global-save-info": "Creates a custom global save modifier field, underneath the SAVING THROWS section of the character sheet. Anything put there will be applied to any save roll. Perfect for regular but not permanent bonuses like the Bless spell.", + "global-skill-info": "Creates a custom global skill modifier field, underneath the SKILLS section of the character sheet. Anything put there will be applied to any save roll. Perfect for regular but not permanent bonuses like the Guidance spell.", + "global-attack-info": "Creates a custom global attack modifier field, underneath the ATTACKS AND SPELL CASTING section of the character sheet. Anything put there will be applied to any attack to-hit roll. Perfect for regular but not permanent bonuses to attack like the Bless spell.", + "global-damage-info": "Creates a custom global damage modifier field, underneath the ATTACKS AND SPELL CASTING section of the character sheet. Anything put there will be applied to any attack damage roll. Perfect for regular but not permanent bonuses to damage like the Sneak Attack ability.", + "auto-level-calc-info": "By default changing character levels will automatically set spell slots and hit dice. Changing this setting to off prevents this behavior.", + "simple-traits-info": "Character FEATURES AND TRAITS section defaults to the complex style that is compatible with the Roll20 5E Compendium. The Simple option provides a text field for players who want more manual control over the sheet.", + "simple-proficiencies-info": "Character OTHER PROFICIENCIES & LANGUAGES section defaults to the complex style that is compatible with the Roll20 5E Compendium. The Simple option provides a text field for players who want more manual control over the sheet.", + "init-tiebreaker-info": "Adds the character's dexterity score as a decimal to the end of the initiative bonus for purposes of breaking ties.", + "b-custom-info": "When the Proficiency Bonus type is set to Custom, the character sheet will use this value for the character's Proficiency Bonus.", + "footer-wiki-link": "For more information about this character sheet, its functionality, or uses, please check out the Roll20 Wiki for official documentation. https://wiki.roll20.net/5th_Edition_OGL_by_Roll20", + "accepting-drop-u": "ACCEPTING DROP FROM COMPENDIUM", + "are_you_sure": "Are you sure you want to turn this character into a ", + "yes": "Yes", + "next": "Next", + "cancel": "Cancel", + "cancel-u": "CANCEL", + "choose": "Choose", + "innate:-u": "INNATE:", + "mod:-u": "MOD:", + "hpmods:-u": "HP MODIFIERS:", + "charmancer-welcome": "Welcome to the Charactermancer!", + "charmancer-what-is": "The Charactermancer is a step-by-step process that makes building a character simple and streamlined. Changes are saved as you progress, but the character sheet is only updated when the Charactermancer has been completed.", + "get-started": "Get started by clicking Next.", + "opt-out-u": "OPT OUT", + "charmancer-compendium": "Your Compendium Awaits.", + "charmancer-compendium-detail": "The Charactermancer currently supports Dungeons & Dragons 5th Edition SRD, Player's Handbook, and Guildmasters' Guide to Ravnica. You can add the Player's Handbook and Guildmasters' Guide to Ravnica to your compendium in the Marketplace, or the game owner can share their compendium with everyone in the game.", + "charmancer-choose-race": "Choose a Race:", + "charmancer-custom-race-name": "Custom Race Name:", + "charmancer-custom-subclass-name:":"Custom sublass Name:", + "charmancer-additional-cantrips":"Additional Cantrips", + "charmancer-additional-lvl-1-spells":"Additional Level 1 Spells", + "suggested-abilities": "Suggested Abilities: ", + "class-spellcasting": "Class Spellcasting Ability: ", + "ability-score-increase": "Ability Score Increase:", + "lawful-good": "Lawful Good", + "neutral-good": "Neutral Good", + "chaotic-good": "Chaotic Good", + "lawful-neutral": "Lawful Neutral", + "neutral": "Neutral", + "chaotic-neutral": "Chaotic Neutral", + "lawful-evil": "Lawful Evil", + "neutral-evil": "Neutral Evil", + "chaotic-evil": "Chaotic Evil", + "tiny": "Tiny", + "small": "Small", + "medium": "Medium", + "large": "Large", + "huge": "Huge", + "age": "Age:", + "gargantuan": "Gargantuan", + "step1-equipment": "Step 5: Equipment", + "equipment-from-background": "Equipment from Background", + "equipment-from-class": "Equipment from Class", + "class-equipment": "Class Equipment", + "starting-wealth": "Starting Wealth (PHB)", + "starting-gold:": "Starting Gold:", + "no_class_warning-u": "NO CLASS HAS BEEN SELECTED OR SELECTED CLASS DOES NOT HAVE STANDARD EQUIPMENT. CLASS EQUIPMENT CANNOT BE CHOSEN AT THIS TIME.", + "standard-array": "Standard Array", + "roll-for-stats": "Roll for Stats", + "standard-roll": "Roll 4d6, drop lowest", + "charmancer-cancel-heading": "Where would you like to go, traveler?", + "continue-charmancer": "Continue Charactermancer", + "save_progress_and_exit": "Save and Exit", + "cancel_charactermancer": "Discard and exit", + "charmancer-discard-warning": "Discard and Exit will discard all choices you’ve made in Charactermancer and let you edit your character sheet directly.", + "mancer-opts-u": "CHARACTERMANCER OPTIONS", + "relaunch-lvl1mancer-u": "LAUNCH LEVEL 1 CHARACTERMANCER (CANNOT BE UNDONE)", + "point-buy": "Point Buy", + "available-points:": "Available Points: ", + "equipment-choice-text": "How would you like to choose your equipment?", + "charmancer-start": "Start", + "clear-abilities": "Clear Assignment", + "use-charactermancer-for-new:-u": "USE LEVEL 1 CHARACTERMANCER FOR NEW CHARACTERS:", + "use-charactermancer-for-new-info": "With this option enabled all new characters will open with the Level 1 Roll20 Charactermancer. Disabling this option will start new characters directly on the character sheet disabling the Level 1 Charactermancer, which can still be manually run from the Settings tab of the character sheet.", + "feat-pre-check": "Look carefully! Prerequisites are not checked automatically.", + "stats-rolled-hint": "We rolled your dice! Check the chat window to view your results in detail. Assign the results below to your preferred attributes:", + "return-to:": "Return to: ", + "do_you_want_mancer": "How do you want to create this character?", + "no": "No", + "global-ac-u": "GLOBAL AC MODIFIER", + "show-global-ac-field-u": "SHOW GLOBAL AC MODIFIER FIELD", + "use-licensed-sheet-styling": "USE OFFICIAL D&D STYLING", + "warning-customac-u": "ATTENTION - CUSTOM AC IS NOT BEING USED. TO USE CUSTOM AC, UNEQUIP ARMOR.", + "manual": "Edit sheet directly", + "npc-new": "Create an NPC", + "mancer-confirm-yes": "Use the Charactermancer", + "allow-shields-u": "ALLOW SHIELDS?", + "levels-u": "LEVELS", + "features-u": "FEATURES", + "asi-u": "ABILITY SCORE INCREASE / FEATS", + "charmancer-leveler-what-is": "The Charactermancer is a step-by-step process that makes leveling up a character simple and streamlined. Changes are saved as you progress, but the character sheet is only updated when the Charactermancer has been completed.", + "charmancer-leveler-level-info1": "Your existing class levels have been pre-populated for you. By default your primary class has been set to be increased by one level. You can change how many levels to increase below, as well as adding a new multiclass.", + "charmancer-leveler-level-info2": "In each class section you'll have the option to take the average number of hit points or to roll randomly, choose class features for the levels you're advancing, and choose your subclass if appropriate.", + "charmancer-leveler-spells-info": "Listed here are the current spells your character already knows. If you gained access to more spells during your advancement you will be able to select them below. Check next to the spells you wish to learn. The Charactermancer will help you pick the right number of spells and from the correct list. If your class has the option to swap out spells, you can do so by unselecting currently known spells which will allow you to select new ones in their place.", + "total-level-u": "TOTAL LEVEL", + "main-class-level-u": "MAIN CLASS LEVEL", + "class-2-level-u": "CLASS 2 LEVEL", + "class-3-level-u": "CLASS 3 LEVEL", + "class-4-level-u": "CLASS 4 LEVEL", + "levels:-u": "LEVELS:", + "warning-leveler_start-u": "ATTENTION - YOU CANNOT LAUNCH THE CHARACTERMANCER LEVEL UP UNTIL YOU HAVE A CLASS, LEVEL, AND HP SET FOR LEVEL ONE. PLEASE RUN THE CHARACTERMANCER CREATOR FIRST. THE LEVEL UP TOOL DOESN'T WORK WITH CUSTOM CLASSES OR IF THE MULTICLASS OPTIONS ARE SET UP INCORRECTLY.", + "charmancer-leveler-custom-class-warning": "The Level Up tool does not support custom classes at this time.", + "charmancer-welcome-lp": "Welcome to Charactermancer Level Up!", + "charmancer-leveler-what-is-lp": "Look at you, with all that experience. Now it's time to claim your reward. You'll walk through the step-by-step process to make a few decisions, and your character will be at the next level in no time. Changes are saved as you move through the process, but if you change your mind, you'll need to revisit the steps and choices that come after.", + "charmancer-compendium-detail-lp": "The Charactermancer currently supports Dungeons & Dragons 5th Edition SRD, Player's Handbook, and Guildmasters' Guide to Ravnica. Xanathar's Guide to Everything will be supported in the coming weeks. You can add the Player's Handbook and Guildmasters' Guide to Ravnica to your compendium in the Marketplace, or the game owner can share their compendium with everyone in the game.", + "roll:-u": "ROLL:", + "roll":"Roll", + "prerequisite:": "Prerequisite:", + "back":"BACK", + "back-to-top":"Back to Top", + "choose-a-class:":"Choose a Class:", + "custom-class-name:": "Custom Class Name", + "charmancer-class-features:":"Class Features: ", + "charmancer-subclass-features:":"Subclass Features:", + "hit-die:": "Hit Die:", + "average":"Average", + "hp-u":"HP", + "saving-throw-proficiency":"Saving Throw Proficiency", + "armor":"Armor", + "equipment":"Equipment:", + "language":"Language", + "skill":"Skill", + "tool":"Tool", + "weapon":"Weapon", + "add-another-feature":"Add Another Feature", + "add-another-proficiency":"Add Another Proficiency", + "innate-spellcasting:":"Innate Spellcasting:", + "spellcasting-ability":"Spellcasting Ability:", + "number-of-cantrips": "Number of Cantrips:", + "number-of-lvl-1-spells":"Number of Level 1 Spells:", + "spell-list":"Spell List:", + "done": "Done", + "ability-score-method":"Ability Score Method:", + "select-your-choices":"Select Your Choices:", + "input-your-scores":"Input Your Scores:", + "choose-background":"Choose a Background:", + "personality-traits":"Personality Traits", + "ideal":"Ideal", + "bond":"Bond", + "flaw":"Flaw", + "you-have-chosen-starting-gold":"You have chosen starting gold and do not get equipment from your background.", + "you-have-created-custom-class":"You have created a custom class; you can add equipment to the character sheet after you have finished the Charactermancer.", + "arcane-is-mystery":"The Arcane is a mystery to you.", + "your-character-dont-have-spells-this-lvl":"Your character doesn't have spells at this level. Click “Next” to review your character!", + "charmancer-a-feat-represents":"A feat represents accomplishment, grit, determination, and expertise. It is the reward for hard work.", + "you-really-havent-done":"You really haven't done that much yet", + "review-your-choices":"Review your choices:", + "race":"Species", + "abilities":"Abilities", + "bio":"Bio", + "name-background":"Name:", + "building-your-character":"Building your character...", + "charmancer-only-choice-left-is-on-or":"The only choice left is to press on or turn back. If you're editing an existing character, all your existing data will be lost into the void when you apply your changes.", + "apply-changes":"Apply Changes", + "pick-your-equipment":"Pick your equipment", + "you-havent-chosen-background":"You have not yet selected a background.", + "you-havent-selected-class": "You have not yet selected a class.", + "ability-score":"Ability Score", + "you-can-increase-two-abilites":"You can increase two of your abilities by 1, or one of your abilities by 2", + "before-leveling":"Before Leveling", + "after-leveling":"After Leveling", + "charmancer-removed-spells-marked-pt1":"Removed spells will be marked with a r symbol so you can find it easily if you change your mind." +} diff --git a/Redsky/sheet.json b/Redsky/sheet.json new file mode 100644 index 0000000000..383187b7ea --- /dev/null +++ b/Redsky/sheet.json @@ -0,0 +1,375 @@ +{ + "html": "Redsky 5e.html", + "css": "Redsky 5e.css", + "authors": "Steve K., Phil B., Brandon Gurwitz", + "roll20userid": "5047,141325,9291072", + "preview": "Redsky 5e.png", + "compendium": "dnd5e", + "instructions": "The official character sheet for Redsky, a no-magic sciency fantasy variant of 5e. Based on the 5th Edition legacy sheet.", + "useroptions": [ + { + "attribute": "npc", + "displayname": "NPC", + "displaytranslationkey": "npc-u", + "type": "checkbox", + "value": "1", + "description": "The NPC option sets new characters to default to the NPC card style sheet. Useful if the player characters have already been created and all new character sheets added to the game will likely represent none player characters.", + "descriptiontranslationkey": "npc-info" + }, + { + "attribute": "rtype", + "displayname": "Roll Queries", + "displaytranslationkey": "roll-queries:-u", + "type": "select", + "options": [ + "Always Roll Advantage|{{always=1}} {{r2=[[1d20", + "Advantage Toggle|@{advantagetoggle}", + "Query Advantage|{{query=1}} ?{Advantage?|Normal Roll,{{normal=1}} {{r2=[[0d20|Advantage,{{advantage=1}} {{r2=[[1d20|Disadvantage,{{disadvantage=1}} {{r2=[[1d20}", + "Never Roll Advantage|{{normal=1}} {{r2=[[0d20" + ], + "optiontranslationkeys": [ + "always-roll-adv", + "toggle-roll-adv", + "query-roll-adv", + "never-roll-adv" + ], + "default": "{{always=1}} {{r2=[[1d20", + "description": "D20 Rolls output according to this option. Always Roll Advantage is the default setting and will roll two D20 on every roll in case of advantage. The expectation is that if there is no advantage or disadvantage you use the left most result. The Advantage Toggle option adds three new buttons to the top of the sheet so that you can toggle advantage on a case by case basis. Query Advantage gives you a prompt every roll asking if the roll has advantage. Never Roll Advantage always rolls a single D20 on any given roll, expecting the player to roll a second time in case of advantage or disadvantage.", + "descriptiontranslationkey": "roll-queries-info" + }, + { + "attribute": "wtype", + "displayname": "Whisper Rolls to GM", + "displaytranslationkey": "whisp-rolls-gm:-u", + "type": "select", + "options": [ + "Never Whisper Rolls|", + "Whisper Toggle|@{whispertoggle}", + "Query Whisper|?{Whisper?|Public Roll,|Whisper Roll,/w gm }", + "Always Whisper Rolls|/w gm " + ], + "optiontranslationkeys": [ + "never-whisper-roll", + "toggle-roll-whisper", + "query-whisper-roll", + "always-whisper-roll" + ], + "default": "", + "description": "All sheet rolls are sent to all players in chat by default. Whisper Toggle gives a set of buttons to quick select your preference on the fly. Query Whisper option gives you a prompt with each roll of whether or not the roll should be sent privately only to yourself and the GM. Always Whisper Rolls will send all rolls only to yourself and the GM.", + "descriptiontranslationkey": "whisp-rolls-gm-info" + }, + { + "attribute": "dtype", + "displayname": "Auto Damage Roll", + "displaytranslationkey": "auto-dmg-roll:-u", + "type": "select", + "options": [ + "Don't Auto Roll Damage|pick", + "Auto Roll Damage & Crit|full" + ], + "optiontranslationkeys": [ + "never-roll-dmg", + "always-roll-dmg" + ], + "default": "pick", + "description": "By default, attack damage rolls are not rolled until the hit is confirmed. Damage is rolled from the chat roll template by clicking on the name of the attack in the right hand bar, which then displays the damage. The default method is compatible with 3D dice. Optionally, you can choose to have the Auto Roll Damage & Crit option which will roll damage and critical hit dice at the same time of the attack, presenting all possible outcomes at the time of the attack.", + "descriptiontranslationkey": "auto-dmg-roll-info" + }, + { + "attribute": "core_die", + "displayname": "CORE DIE ROLL:", + "displaytranslationkey": "core-die-roll:-u", + "type": "text", + "default": "1d20", + "description": "Changing the core die will replace the normal 1d20 made with almost all rolls with a randomizer of your choice, such as 2d10 or 3d6.", + "descriptiontranslationkey": "core-die-roll-info" + }, + { + "attribute": "pb_type", + "displayname": "PROFICIENCY BONUS:", + "displaytranslationkey": "prof-bonus:-u", + "type": "select", + "options": [ + "By Level (Default)|level", + "Proficency Die (DMG)|die", + "Custom|custom" + ], + "optiontranslationkeys": [ + "by-level", + "prof-die", + "custom" + ], + "default": "level", + "description": "By default, the character's Proficiency Bonus will be automatically calculated based off of their total level as is the standard method in the PHB. The Proficency Die option supports the alternate method outlined in the DMG where, instead of a flat bonus, a die is rolled instead. The Custom option allows you to replace the PB with anything of your choosing.", + "descriptiontranslationkey": "pb-type-info" + }, + { + "attribute": "pb_custom", + "displayname": "CUSTOM PROFICIENCY BONUS:", + "displaytranslationkey": "custom-pb:-u", + "type": "text", + "default": "", + "description": "When the Proficiency Bonus type is set to Custom, the character sheet will use this value for the character's Proficiency Bonus.", + "descriptiontranslationkey": "pb-custom-info" + }, + { + "attribute": "init_tiebreaker", + "displayname": "ADD DEX TIEBREAKER TO INITIATIVE", + "displaytranslationkey": "add-dex-tiebreaker-u", + "type": "checkbox", + "value": "@{dexterity}/100", + "description": "Adds the character's dexterity score as a decimal to the end of the initiative bonus for purposes of breaking ties.", + "descriptiontranslationkey": "init-tiebreaker-info" + }, + { + "attribute": "global_save_mod_flag", + "displayname": "SHOW GLOBAL SAVE MODIFIER FIELD", + "displaytranslationkey": "show-global-save-field-u", + "type": "checkbox", + "value": "1", + "description": "Creates a custom global save modifier field, underneath the SAVING THROWS section of the character sheet. Anything put there will be applied to any save roll. Perfect for regular but not permanent bonuses like the Bless spell.", + "descriptiontranslationkey": "global-save-info" + }, + { + "attribute": "global_skill_mod_flag", + "displayname": "SHOW GLOBAL SKILL MODIFIER FIELD", + "displaytranslationkey": "show-global-skill-field-u", + "type": "checkbox", + "value": "1", + "description": "Creates a custom global skill modifier field, underneath the SKILLS section of the character sheet. Anything put there will be applied to any save roll. Perfect for regular but not permanent bonuses like the Guidance spell.", + "descriptiontranslationkey": "global-skill-info" + }, + { + "attribute": "global_attack_mod_flag", + "displayname": "SHOW GLOBAL ATTACK MODIFIER FIELD", + "displaytranslationkey": "show-global-attack-field-u", + "type": "checkbox", + "value": "1", + "description": "Creates a custom global attack modifier field, underneath the ATTACKS AND SPELL CASTING section of the character sheet. Anything put there will be applied to any attack to-hit roll. Perfect for regular but not permanent bonuses to attack like the Bless spell.", + "descriptiontranslationkey": "global-attack-info" + }, + { + "attribute": "global_damage_mod_flag", + "displayname": "SHOW GLOBAL DAMAGE MODIFIER FIELD", + "displaytranslationkey": "show-global-damage-field-u", + "type": "checkbox", + "value": "1", + "description": "Creates a custom global damage modifier field, underneath the ATTACKS AND SPELL CASTING section of the character sheet. Anything put there will be applied to any attack damage roll. Perfect for regular but not permanent bonuses to damage like the Sneak Attack ability.", + "descriptiontranslationkey": "global-damage-info" + }, + { + "attribute": "charname_output", + "displayname": "Add Character Name To Templates", + "displaytranslationkey": "add-char-to-templates:-u", + "type": "select", + "options": [ + "On|{{charname=@{character_name}}}", + "Off|charname=@{character_name}" + ], + "optiontranslationkeys": [ + "on", + "off" + ], + "default": "charname=@{character_name}", + "description": "Character names are not added to the roll template by default, and are only displayed as normal in the chat tab as the player/character selected as 'Speaking As'. Turning this option on adds the character making the roll's name to the template, useful for players representing multiple characters.", + "descriptiontranslationkey": "add-char-to-templates-info" + }, + { + "attribute": "level_calculations", + "displayname": "AUTO LEVEL CALCULATIONS:", + "displaytranslationkey": "level-calculations:-u", + "type": "select", + "options": [ + "On|on", + "Off|off" + ], + "optiontranslationkeys": [ + "on", + "off" + ], + "default": "on", + "description": "By default changing character levels will automatically set spell slots and hit dice. Changing this setting to off prevents this behavior.", + "descriptiontranslationkey": "auto-level-calc-info" + }, + { + "attribute": "encumberance_setting", + "displayname": "Encumbrance", + "displaytranslationkey": "encumbrance:-u", + "type": "select", + "options": [ + "Simple|off", + "Variant (PHB p176)|on", + "Off|disabled" + ], + "optiontranslationkeys": [ + "simple", + "variant-phb", + "off" + ], + "default": "on", + "description": "The sheet uses the variant encumbrance rules on page 176 of the PHB. The Off option disables the variant rules and only uses a basic over-limit inventory weight check.", + "descriptiontranslationkey": "encumbrance-info" + }, + { + "attribute": "simpleinventory", + "displayname": "Inventory", + "displaytranslationkey": "inventory:-u", + "type": "select", + "options": [ + "Compendium Compatible|complex", + "Simple|simple" + ], + "optiontranslationkeys": [ + "compendium-compatible", + "simple" + ], + "default": "complex", + "description": "Character Inventories default to the complex style that is compatible with the Roll20 5E Compendium. This includes granular item amounts/weights, weight and encumbrance tracking, sorting, AC calculations, automatic attack generation, and more. The Simple option provides a text field for item lists for players who want more manual control over the sheet.", + "descriptiontranslationkey": "inventory-info" + }, + { + "attribute": "simpletraits", + "displayname": "FEATURES & TRAITS", + "displaytranslationkey": "feats-traits-u", + "type": "select", + "options": [ + "Compendium Compatible|complex", + "Simple|simple" + ], + "optiontranslationkeys": [ + "compendium-compatible", + "simple" + ], + "default": "complex", + "description": "Character FEATURES AND TRAITS section defaults to the complex style that is compatible with the Roll20 5E Compendium. The Simple option provides a text field for players who want more manual control over the sheet.", + "descriptiontranslationkey": "simple-traits-info" + }, + { + "attribute": "simpleproficencies", + "displayname": "PROFICIENCIES & LANGUAGES", + "displaytranslationkey": "prof-langs-u", + "type": "select", + "options": [ + "Compendium Compatible|complex", + "Simple|simple" + ], + "optiontranslationkeys": [ + "compendium-compatible", + "simple" + ], + "default": "complex", + "description": "Character OTHER PROFICIENCIES & LANGUAGES section defaults to the complex style that is compatible with the Roll20 5E Compendium. The Simple option provides a text field for players who want more manual control over the sheet.", + "descriptiontranslationkey": "simple-proficiencies-info" + }, + { + "attribute": "npc_name_flag", + "displayname": "NPC NAME IN ROLLS:", + "displaytranslationkey": "npc-name-in-rolls:-u", + "type": "select", + "options": [ + "Show|{{name=@{npc_name}}}", + "Hide|0" + ], + "optiontranslationkeys": [ + "show", + "hide" + ], + "default": "{{name=@{npc_name}}}", + "description": "In NPC roll results, show or hide the name of the NPC in the roll result card.", + "descriptiontranslationkey": "npc-name-in-rolls-desc:-u" + }, + { + "attribute": "ammotracking", + "displayname": "Ammo Tracking (API Required)", + "displaytranslationkey": "ammo-tracking:-u", + "type": "select", + "options": [ + "On|on", + "Off|off" + ], + "optiontranslationkeys": [ + "on", + "off" + ], + "default": "off", + "description": "Provides automatic ammo tracking with the
    5th Edition OGL by Roll20 Companion API Script.", + "descriptiontranslationkey": "ammo-tracking-info" + }, + { + "attribute": "cd_bar1_v", + "displayname": "BAR 1 VALUE:", + "displaytranslationkey": "cd-bar1-value:-u", + "type": "text", + "default": "hp_max", + "description": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 1's value to this attribute.", + "descriptiontranslationkey": "cd-bar1-value-desc:-u" + }, + { + "attribute": "cd_bar1_m", + "displayname": "BAR 1 MAX:", + "displaytranslationkey": "cd-bar1-max:-u", + "type": "text", + "default": "hp_max", + "description": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 1's max to this attribute.", + "descriptiontranslationkey": "cd-bar1-max-desc:-u" + }, + { + "attribute": "cd_bar1_l", + "displayname": "BAR 1 LINK:", + "displaytranslationkey": "cd-bar1-link:-u", + "type": "text", + "description": "On Default Tokens created by doing a Compendium drop onto the virtual table top, link the Bar 1's value to this attribute. If set this will override all other bar settings.", + "descriptiontranslationkey": "cd-bar1-link-desc:-u" + }, + { + "attribute": "cd_bar2_v", + "displayname": "BAR 2 VALUE:", + "displaytranslationkey": "cd-bar2-value:-u", + "type": "text", + "description": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 2's value to this attribute.", + "descriptiontranslationkey": "cd-bar2-value-desc:-u" + }, + { + "attribute": "cd_bar2_m", + "displayname": "BAR 2 MAX:", + "displaytranslationkey": "cd-bar2-max:-u", + "type": "text", + "description": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 2's max to this attribute.", + "descriptiontranslationkey": "cd-bar2-max-desc:-u" + }, + { + "attribute": "cd_bar2_l", + "displayname": "BAR 2 LINK:", + "displaytranslationkey": "cd-bar2-link:-u", + "type": "text", + "default": "npc_ac", + "description": "On Default Tokens created by doing a Compendium drop onto the virtual table top, link the Bar 2's value to this attribute. If set this will override all other bar settings.", + "descriptiontranslationkey": "cd-bar2-link-desc:-u" + }, + { + "attribute": "cd_bar3_v", + "displayname": "BAR 3 VALUE:", + "displaytranslationkey": "cd-bar3-value:-u", + "type": "text", + "description": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 3's value to this attribute.", + "descriptiontranslationkey": "cd-bar3-value-desc:-u" + }, + { + "attribute": "cd_bar3_m", + "displayname": "BAR 3 MAX:", + "displaytranslationkey": "cd-bar3-max:-u", + "type": "text", + "description": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 3's max to this attribute.", + "descriptiontranslationkey": "cd-bar3-max-desc:-u" + }, + { + "attribute": "cd_bar3_l", + "displayname": "BAR 3 LINK:", + "displaytranslationkey": "cd-bar3-link:-u", + "type": "text", + "description": "On Default Tokens created by doing a Compendium drop onto the virtual table top, link the Bar 3's value to this attribute. If set this will override all other bar settings.", + "descriptiontranslationkey": "cd-bar3-link-desc:-u" + } + ], + "legacy": true +} \ No newline at end of file diff --git a/Redsky/translations/af.json b/Redsky/translations/af.json new file mode 100644 index 0000000000..22b82c4af4 --- /dev/null +++ b/Redsky/translations/af.json @@ -0,0 +1,684 @@ +{ + "skills-list": "acrobatics,animal-handling,arcana,athletics,deception,history,insight,intimidation,investigation,medicine,nature,perception,performance,persuasion,religion,sleight-of-hand,stealth,survival", + "npc-options-u": "NPC OPTIONS", + "name-u": "NAAM", + "npc-type-u": "NPC TYPE", + "npc-type-place": "Medium fiend, any evil alignment", + "armor-class-u": "ARMOR CLASS", + "class-u": "CLASS", + "type-u": "TIPE", + "abilities-u": "ABILITIES", + "npc-armor-place": "scale mail", + "hit-points-u": "HIT POINTS", + "formula-u": "FORMULE", + "speed-u": "SPOED", + "npc-speed-place": "30 vt., vlieg 60vt.", + "attributes-u": "KENMERKE", + "str-u": "STR", + "dex-u": "DEX", + "con-u": "CON", + "int-u": "INT", + "wis-u": "WIS", + "cha-u": "CHA", + "saves-u": "SAVES", + "skills-u": "SKILLS", + "acrobatics-u": "ACROBATICS", + "animal_handling-u": "ANIMAL HANDLING", + "arcana-u": "ARCANA", + "athletics-u": "ATHLETICS", + "deception-u": "MISLEIDING", + "history-u": "GESKIEDENIS", + "insight-u": "INSIG", + "intimidation-u": "INTIMIDASIE", + "investigation-u": "ONDERSOEK", + "medicine-u": "MEDISYNE", + "nature-u": "NATUUR", + "perception-u": "PERCEPTION", + "performance-u": "PERFORMANCE", + "persuasion-u": "PERSUASION", + "religion-u": "RELIGION", + "sleight_of_hand-u": "SLEIGHT OF HAND", + "stealth-u": "STEALTH", + "survival-u": "SURVIVAL", + "damage-vuln-u": "DAMAGE VULNERABILITIES", + "npc-dmg-vuln-place": "vuur", + "damage-res-u": "DAMAGE RESISTANCES", + "npc-dmg-res-place": "koue", + "damage-imm-u": "DAMAGE IMMUNITIES", + "npc-dmg-imm-place": "lightning, thunder", + "cond-imm-u": "CONDITION IMMUNITIES", + "npc-cond-imm-place": "charmed", + "senses-u": "SENSES", + "npc-senses-place": "darkvision 120ft., passive Perception 16", + "langs-u": "Tale", + "lang-u": "LANGUAGE", + "npc-langs-place": "Abyssal, Common, Infernal", + "challenge-u": "CHALLENGE", + "xp-u": "XP", + "spellcast-npc-u": "SPELLCASTING NPC", + "spell-ability-u": "SPELLCASTING ABILITY", + "none-u": "NONE", + "strength-u": "STRENGTH", + "strength-save-u": "STRENGTH SAVE", + "dexterity-u": "DEXTERITY", + "dexterity-save-u": "DEXTERITY SAVE", + "constitution-u": "CONSTITUTION", + "constitution-save-u": "CONSTITUTION SAVE", + "intelligence-u": "INTELLIGENCE", + "intelligence-save-u": "INTELLIGENCE SAVE", + "wisdom-u": "WISDOM", + "wisdom-save-u": "WISDOM SAVE", + "charisma-u": "CHARISMA", + "charisma-save-u": "CHARISMA SAVE", + "spell-dc-u": "SPELL DC", + "spell-atk-bonus-u": "SPELL ATTACK BONUS", + "has-reaction-u": "HAS REACTIONS", + "leg-actions:-u": "LEGENDARY ACTIONS:", + "gen-opts-u": "GENERAL OPTIONS", + "npc-u": "NPC", + "roll-queries:-u": "ROLL QUERIES:", + "always-adv": "Always Roll Advantage", + "adv-toggle": "Advantage Toggle", + "query-adv": "Query Advantage", + "never-adv": "Never Roll Advantage", + "whisp-rolls-gm:-u": "WHISPER ROLLS TO GM:", + "never-whisp": "Never Whisper Rolls", + "query-whisp": "Query Whisper", + "always-whisp": "Always Whisper Rolls", + "auto-dmg-roll:-u": "AUTO DAMAGE ROLL:", + "never-dmg": "Don't Auto Roll Damage", + "always-dmg": "Auto Roll Damage & Crit", + "ac": "Armor Class", + "hp": "Hit Points", + "speed": "Speed", + "language-proficiencies": "Language Proficiencies:", + "skill-proficiencies": "Skill Proficiencies:", + "weapon-proficiencies": "Weapon Proficiencies", + "armor-proficiencies": "Armor Proficiencies:", + "tool-proficiencies": "Tool Proficiencies:", + "saving-throw": "Saving Throws", + "str": "Str", + "dex": "Dex", + "con": "Con", + "int": "Int", + "wis": "Wis", + "cha": "Cha", + "skills": "Skills", + "acrobatics": "Acrobatics", + "animal_handling": "Animal Handling", + "arcana": "Arcana", + "athletics": "Athletics", + "deception": "Deception", + "history": "History", + "insight": "Insight", + "intimidation": "Intimidation", + "investigation": "Investigation", + "medicine": "Medicine", + "nature": "Nature", + "perception": "Perception", + "performance": "Performance", + "persuasion": "Persuasion", + "religion": "Religion", + "sleight_of_hand": "Sleight of Hand", + "stealth": "Stealth", + "survival": "Survival", + "dmg-vuln": "Damage Vulnerabilities", + "dmg-res": "Damage Resistances", + "dmg-imm": "Damage Immunities", + "cond-imm": "Condition Immunities", + "senses": "Senses", + "langs": "Languages", + "challenge": "Challenge", + "npc-trait-name-place": "False Appearance.", + "npc-trait-desc-place": "If the dragon fails...", + "actions": "Actions", + "adv": "Advantage", + "norm": "Normal", + "disadv": "Disadvantage", + "name:-u": "NAME:", + "attack-u": "ATTACK", + "type:-u": "TYPE:", + "melee": "Melee", + "ranged": "Ranged", + "range-reach:-u": "RANGE/REACH:", + "range-reach-place": "5 vt.", + "to-hit:-u": "TO HIT:", + "target:-u": "TARGET:", + "target:": "Target:", + "to-hit-place": "One target", + "on-hit:-u": "ON HIT:", + "on-hit-place": "slashing", + "on-hit2:-u": "ON HIT 2:", + "on-hit-2-place": "fire", + "hit:": "Hit: ", + "reactions": "Reactions", + "npc-repeating-name-place": "Parry.", + "npc-repeating-desc-place": "The creature adds 2 to its AC against...", + "traits": "Traits", + "features": "Features", + "spells": "Spells", + "prep-u": "PREP", + "school:-u": "SCHOOL:", + "abjuration": "Abjuration", + "conjuration": "Conjuration", + "divination": "Divination", + "enchantment": "Enchantment", + "evocation": "Evocation", + "illusion": "Illusion", + "necromancy": "Necromancy", + "transmutation": "Transmutation", + "ritual": "RITUAL", + "ritual-l": "ritual", + "range:-u": "RANGE:", + "range:": "Range:", + "components:-u": "COMPONENTS:", + "components:": "Components:", + "spell-component-verbal": "V", + "spell-component-somatic": "S", + "spell-component-material": "M", + "spell-ritual": "R", + "spell-concentration": "C", + "ruby-dust-place": "robyn stof terwaarde van 50gp", + "concentration-u": "KONSENTRASIE", + "concentration": "Konsentrasie", + "duration:-u": "DUUR:", + "duration:": "Duur:", + "difficulty-class-abv": "DC", + "output:-u": "OUTPUT:", + "spellcard-u": "SPELLCARD", + "spell-atk:-u": "SPELL ATTACK:", + "none": "Geen", + "dmg:-u": "SKADE:", + "dmg2:-u": "SKADE2:", + "healing:-u": "GENESING:", + "add-ability-mod-u": "ADD ABILITY MOD TO DAMAGE OR HEALING", + "effect:-u": "EFFEK:", + "npc-atk-effect-place": "Halwe skade", + "desc:-u": "BESKRYWING:", + "at-higher-lvl:-u": "OP HOËR VLAKKE:", + "at-higher-lvl": "Op hoër vlakke", + "higher-lvl-cast": "Higher Level Cast", + "leg-actions": "Legendariese aksies", + "leg-actions-desc": "Die kan legendariese aksies neem, kies uit die opsies hier onder. Slegs een legendariese opsie kan gebruik word op 'n slag en slegs aan die einde van 'n ander skepsel se beurt. Die herwin gebruikte legendariese aksies aan die begin van sy beurt.", + "atk-range-place": "5 vt.", + "atk-target-place": "Een teiken", + "atk-dmg-type-place": "slashing", + "atk-dmg-type2-place": "vuur", + "adv-u": "VOORDEEL", + "norm-u": "NORMAAL", + "disadv-u": "NADEEL", + "core-u": "KERN", + "bio-u": "BIO", + "spells-u": "SPELLS", + "feats-u": "FEATS", + "review-u": "REVIEW", + "char-name-u": "KARAKTER NAAM", + "artificer": "Artificer", + "barbarian": "Barbarian", + "bard": "Bard", + "cleric": "Cleric", + "druid": "Druid", + "fighter": "Fighter", + "monk": "Monk", + "paladin": "Paladin", + "ranger": "Ranger", + "rogue": "Rogue", + "sorcerer": "Sorcerer", + "warlock": "Warlock", + "wizard": "Wizard", + "class-level-u": "CLASS & LEVEL", + "background-u": "BACKGROUND", + "background": "Background", + "race-u": "RACE", + "alignment-u": "ALIGNMENT", + "alignment": "Alignment:", + "exp-pts-u": "EXPERIENCE POINTS", + "inspiration-u": "INSPIRATION", + "prof-bonus-u": "PROFICIENCY BONUS", + "strength": "Strength", + "strength-save": "Strength Save", + "dexterity": "Dexterity", + "dexterity-save": "Dexterity Save", + "constitution": "Constitution", + "constitution-save": "Constitution Save", + "intelligence": "Intelligence", + "intelligence-save": "Intelligence Save", + "wisdom": "Wysheid", + "wisdom-save": "Wisdom Save", + "charisma": "Charisma", + "charisma-save": "Charisma Save", + "saving-throws-u": "SAVING THROWS", + "acrobatics-core": "Acrobatics (Dex)", + "animal_handling-core": "Animal Handling (Wis)", + "arcana-core": "Arcana (Int)", + "athletics-core": "Athletics (Str)", + "deception-core": "Deception (Cha)", + "history-core": "History (Int)", + "insight-core": "Insight (Wis)", + "intimidation-core": "Intimidation (Cha)", + "investigation-core": "Investigation (Int)", + "medicine-core": "Medicine (Wis)", + "nature-core": "Nature (Int)", + "perception-core": "Perception (Wis)", + "performance-core": "Performance (Cha)", + "persuasion-core": "Persuasion (Cha)", + "religion-core": "Religion (Int)", + "sleight_of_hand-core": "Sleight of Hand (Dex)", + "stealth-core": "Stealth (Dex)", + "survival-core": "Survival (Wis)", + "pass-wis-u": "PASSIVE WISDOM (PERCEPTION)", + "tool-u": "TOOL", + "pro-u": "PRO", + "attr-u": "ATTRIBUTE", + "prof-bonus:-u": "PROFICIENCY BONUS:", + "prof-u": "PROFICIENT", + "proficency-u": "PROFICIENCY", + "expertise-u": "EXPERTISE", + "jack-of-all-u": "JACK OF ALL TRADES", + "attr:-u": "ATTRIBUTE:", + "tool-prof-u": "TOOL PROFICIENCIES", + "weapon-proficiencies-u": "WEAPON PROFICIENCIES", + "other-prof-langs-u": "OTHER PROFICIENCIES & LANGUAGES", + "prof-langs-u": "PROFICIENCIES & LANGUAGES", + "init": "Initiative", + "init-u": "INITIATIVE", + "hp-max-u": "Hit Point Maximum", + "hp-current-u": "CURRENT HIT POINTS", + "hp-temp-u": "TEMPORARY HIT POINTS", + "total": "Total", + "hit-dice-u": "HIT DICE", + "successes-u": "SUCCESSES", + "failures-u": "FAILURES", + "death-save-u": "DEATH SAVE", + "death-saves-u": "DEATH SAVES", + "exhaustion-setting-u": "SHOW EXHAUSTION TRACKING:", + "exhaustion-u": "EXHAUSTION LEVEL", + "exhaustion-0": "No effect", + "exhaustion-1": "Disadvantage on ability checks", + "exhaustion-2": "Speed halved", + "exhaustion-3": "Disadvantage on attack rolls and saving throws", + "exhaustion-4": "Hit point maximum halved", + "exhaustion-5": "Speed reduced to 0", + "exhaustion-6": "Death", + "atk-u": "ATK", + "dmg-type-u": "DAMAGE/TYPE", + "attack:-u": "ATTACK:", + "proficient-u": "PROFICIENT", + "range-place": "Self (60-foot cone)", + "magic-bonus:-u": "MAGIC BONUS:", + "crit-range-u": "CRIT RANGE:", + "damage:-u": "DAMAGE:", + "dmg-type-place": "Slashing", + "crit:-u": "CRIT:", + "damage2:-u": "DAMAGE2:", + "saving-throw:-u": "SAVING THROW:", + "vs-dc:-u": "VS DC:", + "spell-u": "SPELL", + "flat-u": "FLAT", + "save": "Save", + "save-effect:-u": "SAVE EFFECT:", + "save-effect-place": "half damage", + "ammunition:-u": "AMMUNITION:", + "ammunition-place": "Arrows", + "description:-u": "DESCRIPTION:", + "description:": "Description:", + "description-place": "Up to 2 creatures within 5 feet", + "atk-spellcasting-u": "ATTACKS & SPELLCASTING", + "copper-piece-u": "CP", + "silver-piece-u": "SP", + "electrum-piece-u": "EP", + "gold-piece-u": "GP", + "platinum-piece-u": "PP", + "warning-armor-sets-u": "WARNING - MULTIPLE SETS OF ARMOR OR SHIELDS HAVE BEEN ADDED AND AC IS NOT CORRECTLY CALCULATED. UNEQUIP THE ARMOR PIECE FROM THE ITEM DETAILS.", + "item-name-u": "ITEM NAME", + "equipped-u": "EQUIPPED", + "use-as-resource-u": "USE AS A RESOURCE", + "prop:-u": "PROP:", + "mods:-u": "MODS:", + "total-weight-u": "TOTAL WEIGHT", + "immobile-u": "IMMOBILE", + "heavily-encumbered-u": "HEAVILY ENCUMBERED", + "encumbered-u": "ENCUMBERED", + "over-carrying-cap-u": "OVER CARRYING CAPACITY", + "equipment-u": "EQUIPMENT", + "personality-traits-u": "PERSONALITY TRAITS", + "ideals-u": "IDEALS", + "bonds-u": "BONDS", + "flaws-u": "FLAWS", + "class-resource-u": "CLASS RESOURCE", + "other-resource-u": "OTHER RESOURCE", + "feats-traits-u": "FEATURES & TRAITS", + "age-u": "AGE", + "size-u": "SIZE", + "size": "Size", + "height-u": "HEIGHT", + "weight-u": "WEIGHT", + "eye-u": "EYES", + "skin-u": "SKIN", + "hair-u": "HAIR", + "char-appearance-u": "CHARACTER APPEARANCE", + "char-backstory-u": "CHARACTER BACKSTORY", + "allies-orgs-u": "ALLIES & ORGANIZATIONS", + "add-feats-traits-u": "ADDITIONAL FEATURES & TRAITS", + "feat-u": "FEAT", + "treasure-u": "TREASURE", + "spell-save-dc-u": "SPELL SAVE DC", + "cantrips-u": "CANTRIPS", + "ritual-u": "RITUAL", + "casting-time:-u": "CASTING TIME:", + "casting-time:": "Casting Time:", + "at-higher-lvl-dmg:-u": "HIGHER LVL CAST DMG:", + "half-dmg-place": "Half damage", + "hit-die:-u": "HIT DIE:", + "initiative-mod:-u": "INITIATIVE MODIFIER:", + "glob-saving-mod:-u": "GLOBAL SAVING THROW MODIFIER:", + "glob-ac-mod:-u": "GLOBAL ARMOR CLASS MODIFIER:", + "glob-atk-mod:-u": "GLOBAL MAGIC ATTACK MODIFIER:", + "pass-perc-mod:-u": "PASSIVE PERCEPTION MODIFIER:", + "death-save-mod:-u": "DEATH SAVE MODIFIER:", + "magic-caster-lvl:-u": "MAGIC CASTER LEVEL:", + "halfling-luck-u": "HALFLING LUCK", + "arcane-fighter-u": "ARCANE FIGHTER", + "arcane-rogue-u": "ARCANE ROGUE", + "class-options-u": "CLASS OPTIONS ()", + "class:-u": "CLASS:", + "subclass:-u": "SUBCLASS:", + "race:-u": "RACE:", + "subrace:-u": "SUBRACE:", + "subrace": "Subrace:", + "subrace-ability-increase": "Subrace Ability Score Increase:", + "2nd-class:-u": "2ND CLASS:", + "lvl:-u": "LEVEL:", + "3rd-class:-u": "3RD CLASS:", + "4th-class:-u": "4TH CLASS:", + "mutliclass-opts-u": "MULTICLASS OPTIONS", + "use-cust-class-u": "USE CUSTOM CLASS", + "class-name:-u": "CLASS NAME:", + "spellcasting-ability:-u": "SPELLCASTING ABILITY:", + "spell-slots:-u": "SPELL SLOTS:", + "spell-full-u": "FULL (Cleric, Druid, Wizard)", + "spell-half-u": "HALF (Paladin, Ranger)", + "spell-third-u": "THIRD (Arcane Fighter/Rogue)", + "cust-class-opts": "CUSTOM CLASS OPTIONS", + "normal": "Normal", + "expirtise": "Expertise", + "skill-opts-u": "SKILL OPTIONS", + "version": "v", + "always-roll-adv": "Always Roll Advantage", + "toggle-roll-adv": "Advantage Toggle", + "query-roll-adv": "Query Advantage", + "never-roll-adv": "Never Roll Advantage", + "never-whisper-roll": "Never Whisper Rolls", + "query-whisper-roll": "Query Whisper", + "always-whisper-roll": "Always Whisper Rolls", + "never-roll-dmg": "Don't Auto Roll Damage", + "always-roll-dmg": "Auto Roll Damage & Crit", + "add-char-to-templates:-u": "ADD CHARACTER NAME TO TEMPLATES:", + "on": "On", + "off": "Off", + "inventory:-u": "INVENTORY:", + "compendium-compatible": "Compendium Compatible", + "simple": "Simple", + "encumbrance:-u": "ENCUMBRANCE:", + "ammo-tracking:-u": "AMMO TRACKING:", + "general-opts-u": "GENERAL OPTIONS", + "transition-text": "Clicking one of the images below will reformat the data from your current sheet to this sheet. These changes are permanent and cannot be undone.", + "transition-text-highlight": "Please make a copy of your game before you use this tool.", + "choose-sheet-transfer": "CHOOSE THE SHEET YOU ARE TRANSFERING FROM", + "community-sheet-u": "COMMUNITY SHEET", + "shaped-sheet-u": "SHAPED SHEET", + "transition-opts-u": "TRANSITION OPTIONS", + "portions-sheet-utilize": "Portions of this sheet utilize content from the System Reference Document 5.0 under the OGL License. View OGL License and Copyright Notice. https://wiki.roll20.net/SRD_5.0_OGL_License", + "api-required-title": "Try it now with easy one click API installation available with your Pro subscription.", + "api-required-u": "(API REQUIRED)", + "spell_dc_mod:-u": "SPELL SAVE DC MOD:", + "custom_ac:-u": "CUSTOM AC:", + "npc-info": "The NPC option sets new characters to default to the NPC card style sheet. Useful if the player characters have already been created and all new character sheets added to the game will likely representing non player characters.", + "npc-pc": "NPC/PC", + "roll-queries-info": "D20 Rolls output according to this option. Always Roll Advantage is the default setting and will roll two D20 on every roll in case of advantage. The expectation is that if there is no advantage or disadvantage you use the left most result. The Advantage Toggle option adds three new buttons to the top of the sheet so that you can toggle advantage on a case by case basis. Query Advantage gives you a prompt every roll asking if the roll has advantage. Never Roll Advantage always rolls a single D20 on any given roll, expecting the player to roll a second time in case of advantage or disadvantage.", + "whisp-rolls-gm-info": "All sheet rolls are sent to all players in chat by default. Query Whisper option gives you a prompt with each roll of whether or not the roll should be sent privately only to yourself and the GM. Always Whisper Rolls will send all rolls only to yourself and the GM.", + "auto-dmg-roll-info": "By default, attack damage rolls are not rolled until the hit is confirmed. Damage is rolled from the chat roll template by clicking on the name of the attack in the right hand bar, which then displays the damage. The default method is compatible with 3D dice. Optionally, you can choose to have the Auto Roll Damage & Crit option which will roll damage and critical hit dice at the same time of the attack, presenting all possible outcomes at the time of the attack.", + "add-char-to-templates-info": "Character names are not added to the roll template by default, and are only displayed as normal in the chat tab as the player/character selected as 'Speaking As'. Turning this option on adds the character making the roll's name to the template, useful for players represting multiple characters.", + "inventory-info": "Character Inventories default to the complex style that is compatible with the Roll20 5E Compendium. This includes granular item amounts/weights, weight and encumbrance tracking, sorting, AC calculations, automatic attack generation, and more. The Simple option provides a text field for item lists for players who want more manual control over the sheet.", + "encumbrance-info": "The sheet uses the variant encumbrance rules on page 176 of the PHB. The Off option disables the variant rules and only uses a basic over-limit inventory weight check.", + "ammo-tracking-info": "Provides automatic ammo tracking with the 5th Edition OGL by Roll20 Companion API Script.", + "dungeons-and-dragons-styling": "DUNGEONS AND DRAGONS STYLING", + "dungeons-and-dragons-styling-info": "Turns on Dungeons and Dragons styling for both the character sheet and roll templates. This setting is automatically applied to all character sheets and cannot be selectively used.", + "cd-bar1-value:-u": "BAR 1 VALUE:", + "cd-bar1-max:-u": "BAR 1 MAX:", + "cd-bar1-link:-u": "BAR 1 LINK:", + "cd-bar1-value-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 1's value to this attribute.", + "cd-bar1-max-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 1's max to this attribute.", + "cd-bar1-link-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, link the Bar 1's value to this attribute. If set this will override all other bar settings.", + "cd-bar2-value:-u": "BAR 2 VALUE:", + "cd-bar2-max:-u": "BAR 2 MAX:", + "cd-bar2-link:-u": "BAR 2 LINK:", + "cd-bar2-value-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 2's value to this attribute.", + "cd-bar2-max-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 2's max to this attribute.", + "cd-bar2-link-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, link the Bar 2's value to this attribute. If set this will override all other bar settings.", + "cd-bar3-value:-u": "BAR 3 VALUE:", + "cd-bar3-max:-u": "BAR 3 MAX:", + "cd-bar3-link:-u": "BAR 3 LINK:", + "cd-bar3-value-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 3's value to this attribute.", + "cd-bar3-max-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 3's max to this attribute.", + "cd-bar3-link-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, link the Bar 3's value to this attribute. If set this will override all other bar settings.", + "npc-name-in-rolls:-u": "NPC NAME IN ROLLS:", + "show": "Show", + "hide": "Hide", + "npc-name-in-rolls-desc:-u": "In NPC roll results, show or hide the name of the NPC in the roll result card.", + "public:-u": "PUBLIC", + "to-gm:-u": "TO GM", + "toggle-roll-whisper": "Whisper Toggle", + "attribute-opts-u": "ATTRIBUTE OPTIONS", + "save-opts-u": "SAVE OPTIONS", + "by-level": "By Level (Default)", + "prof-die": "Proficency Die (DMG)", + "custom": "Custom", + "core-die-roll:-u": "CORE DIE ROLL:", + "has-attack-u": "HAS AN ATTACK", + "variant-phb": "Variant (PHB p176)", + "carrying-capacity-mod:-u": "CARRYING CAPACITY MODIFIER:", + "armor-class-tracking:-u": "ARMOR CLASS TRACKING:", + "automatic": "Automatic", + "cantrip-progression:-u": "CANTRIP PROGRESSION", + "cantrip-dice-u": "CANTRIP DICE", + "cantrip-beam-u": "CANTRIP BEAM", + "slots_total-u": "SLOTS TOTAL", + "slots_remaining-u": "SLOTS REMAINING", + "level-calculations:-u": "AUTO LEVEL CALCULATIONS:", + "spell_slot_modifiers-u": "SPELL SLOT MODIFIERS", + "lvl-u": "LEVEL", + "include_spell_desc:-u": "INCLUDE SPELL DESCRIPTION IN ATTACK:", + "token_size-u": "TOKEN SIZE", + "add-dex-tiebreaker-u": "ADD DEX TIEBREAKER TO INITIATIVE", + "initiative-style:-u": "INITIATIVE STYLE:", + "query-attr-u": "QUERY ATTRIBUTE", + "custom-skills-u": "CUSTOM SKILLS", + "weapon-u": "WEAPON", + "armor-u": "ARMOR", + "other-u": "OTHER", + "source:-u": "SOURCE:", + "source-type:-u": "SOURCE TYPE:", + "racial": "Racial", + "class": "Class", + "feat": "Feat", + "feats": "Feats", + "other": "Other", + "partial": "Partial", + "show_all": "Show All", + "cr_only": "C&R Only", + "spell-icons:-u": "SPELL ICONS:", + "custom-pb:-u": "CUSTOM PROFICIENCY BONUS:", + "show-global-attack-field-u": "SHOW GLOBAL ATTACK MODIFIER FIELD", + "show-global-damage-field-u": "SHOW GLOBAL DAMAGE MODIFIER FIELD", + "show-global-save-field-u": "SHOW GLOBAL SAVE MODIFIER FIELD", + "show-global-skill-field-u": "SHOW GLOBAL SKILL MODIFIER FIELD", + "global-attack-u": "GLOBAL ATTACK MODIFIER", + "global-damage-u": "GLOBAL DAMAGE MODIFIER", + "global-save-u": "GLOBAL SAVE MODIFIER", + "global-skill-u": "GLOBAL SKILL MODIFIER", + "global-damage": "Global Damage Modifier", + "core-die-roll-info": "Changing the core die will replace the normal 1d20 made with almost all rolls with a randomizer of your choice, such as 2d10 or 3d6.", + "pb-type-info": "By default, the character's Proficiency Bonus will be automatically calculated based off of their total level as is the standard method in the PHB. The Proficency Die option supports the alternate method outlined in the DMG where, instead of a flat bonus, a die is rolled instead. The Custom option allows you to replace the PB with anything of your choosing.", + "global-save-info": "Creates a custom global save modifier field, underneath the SAVING THROWS section of the character sheet. Anything put there will be applied to any save roll. Perfect for regular but not permanent bonuses like the Bless spell.", + "global-skill-info": "Creates a custom global skill modifier field, underneath the SKILLS section of the character sheet. Anything put there will be applied to any save roll. Perfect for regular but not permanent bonuses like the Guidance spell.", + "global-attack-info": "Creates a custom global attack modifier field, underneath the ATTACKS AND SPELL CASTING section of the character sheet. Anything put there will be applied to any attack to-hit roll. Perfect for regular but not permanent bonuses to attack like the Bless spell.", + "global-damage-info": "Creates a custom global damage modifier field, underneath the ATTACKS AND SPELL CASTING section of the character sheet. Anything put there will be applied to any attack damage roll. Perfect for regular but not permanent bonuses to damage like the Sneak Attack ability.", + "auto-level-calc-info": "By default changing character levels will automatically set spell slots and hit dice. Changing this setting to off prevents this behavior.", + "simple-traits-info": "Character FEATURES AND TRAITS section defaults to the complex style that is compatible with the Roll20 5E Compendium. The Simple option provides a text field for players who want more manual control over the sheet.", + "simple-proficiencies-info": "Character OTHER PROFICIENCIES & LANGUAGES section defaults to the complex style that is compatible with the Roll20 5E Compendium. The Simple option provides a text field for players who want more manual control over the sheet.", + "init-tiebreaker-info": "Adds the character's dexterity score as a decimal to the end of the initiative bonus for purposes of breaking ties.", + "b-custom-info": "When the Proficiency Bonus type is set to Custom, the character sheet will use this value for the character's Proficiency Bonus.", + "footer-wiki-link": "For more information about this character sheet, its functionality, or uses, please check out the Roll20 Wiki for official documentation. https://wiki.roll20.net/5th_Edition_OGL_by_Roll20", + "accepting-drop-u": "ACCEPTING DROP FROM COMPENDIUM", + "are_you_sure": "Are you sure you want to turn this character into a ", + "yes": "Yes", + "next": "Next", + "cancel": "Cancel", + "cancel-u": "CANCEL", + "choose": "Choose", + "innate:-u": "INNATE:", + "mod:-u": "MOD:", + "hpmods:-u": "HP MODIFIERS:", + "charmancer-welcome": "Welcome to the Charactermancer!", + "charmancer-what-is": "The Charactermancer is a step-by-step process that makes building a character simple and streamlined. Changes are saved as you progress, but the character sheet is only updated when the Charactermancer has been completed.", + "get-started": "Get started by clicking Next.", + "opt-out-u": "OPT OUT", + "charmancer-compendium": "Your Compendium Awaits.", + "charmancer-compendium-detail": "The Charactermancer currently supports Dungeons & Dragons 5th Edition SRD and the Player's Handbook. You can add the Player's Handbook to your compendium in the Marketplace, or the game owner can share their compendium with everyone in the game.", + "charmancer-choose-race": "Choose a Race:", + "charmancer-custom-race-name": "Custom Race Name:", + "charmancer-custom-subclass-name:": "Custom sublass Name:", + "charmancer-additional-cantrips": "Additional Cantrips", + "charmancer-additional-lvl-1-spells": "Additional Level 1 Spells", + "suggested-abilities": "Suggested Abilities: ", + "class-spellcasting": "Class Spellcasting Ability: ", + "ability-score-increase": "Ability Score Increase:", + "lawful-good": "Lawful Good", + "neutral-good": "Neutral Good", + "chaotic-good": "Chaotic Good", + "lawful-neutral": "Lawful Neutral", + "neutral": "Neutral", + "chaotic-neutral": "Chaotic Neutral", + "lawful-evil": "Lawful Evil", + "neutral-evil": "Neutral Evil", + "chaotic-evil": "Chaotic Evil", + "tiny": "Tiny", + "small": "Small", + "medium": "Medium", + "large": "Large", + "huge": "Huge", + "age": "Age:", + "gargantuan": "Gargantuan", + "step1-equipment": "Step 5: Equipment", + "equipment-from-background": "Equipment from Background", + "equipment-from-class": "Equipment from Class", + "class-equipment": "Class Equipment", + "starting-wealth": "Starting Wealth (PHB)", + "starting-gold:": "Starting Gold:", + "no_class_warning-u": "NO CLASS HAS BEEN SELECTED OR SELECTED CLASS DOES NOT HAVE STANDARD EQUIPMENT. CLASS EQUIPMENT CANNOT BE CHOSEN AT THIS TIME.", + "standard-array": "Standard Array", + "roll-for-stats": "Roll for Stats", + "standard-roll": "Roll 4d6, drop lowest", + "charmancer-cancel-heading": "Where would you like to go, traveler?", + "continue-charmancer": "Continue Charactermancer", + "save_progress_and_exit": "Save and Exit", + "cancel_charactermancer": "Discard and exit", + "charmancer-discard-warning": "Discard and Exit will cause all choices to be lost.", + "mancer-opts-u": "CHARACTERMANCER OPTIONS", + "relaunch-lvl1mancer-u": "LAUNCH LEVEL 1 CHARACTERMANCER (CANNOT BE UNDONE)", + "point-buy": "Point Buy", + "available-points:": "Available Points: ", + "equipment-choice-text": "How would you like to choose your equipment?", + "charmancer-start": "Start", + "clear-abilities": "Clear Assignment", + "use-charactermancer-for-new:-u": "USE LEVEL 1 CHARACTERMANCER FOR NEW CHARACTERS:", + "use-charactermancer-for-new-info": "With this option enabled all new characters will open with the Level 1 Roll20 Charactermancer. Disabling this option will start new characters directly on the character sheet disabling the Level 1 Charactermancer, which can still be manually run from the Settings tab of the character sheet.", + "feat-pre-check": "Look carefully! Prerequisites are not checked automatically.", + "stats-rolled-hint": "We rolled your dice! Check the chat window to view your results in detail. Assign the results below to your preferred attributes:", + "return-to:": "Return to: ", + "do_you_want_mancer": "How do you want to create this character?", + "no": "No", + "global-ac-u": "GLOBAL AC MODIFIER", + "show-global-ac-field-u": "SHOW GLOBAL AC MODIFIER FIELD", + "warning-customac-u": "ATTENTION - CUSTOM AC IS NOT BEING USED. TO USE CUSTOM AC, UNEQUIP ARMOR.", + "manual": "Edit sheet direclty", + "npc-new": "Create an NPC", + "mancer-confirm-yes": "Use the Charactermancer", + "allow-shields-u": "ALLOW SHIELDS?", + "levels-u": "LEVELS", + "features-u": "FEATURES", + "asi-u": "ABILITY SCORE INCREASE / FEATS", + "charmancer-leveler-what-is": "The Charactermancer is a step-by-step process that makes leveling up a character simple and streamlined. Changes are saved as you progress, but the character sheet is only updated when the Charactermancer has been completed.", + "charmancer-leveler-level-info1": "Your existing class levels have been pre-populated for you. By default your primary class has been set to be increased by one level. You can change how many levels to increase below, as well as adding a new multiclass.", + "charmancer-leveler-level-info2": "In each class section you'll have the option to take the average number of hit points or to roll randomly, choose class features for the levels you're advancing, and choose your subclass if appropriate.", + "charmancer-leveler-spells-info": "Listed here are the current spells your character already knows. If you gained access to more spells during your advancement you will be able to select them below. Check next to the spells you wish to learn. The Charactermancer will help you pick the right number of spells and from the correct list. If your class has the option to swap out spells, you can do so by unselecting currently known spells which will allow you to select new ones in their place.", + "total-level-u": "TOTAL LEVEL", + "main-class-level-u": "MAIN CLASS LEVEL", + "class-2-level-u": "CLASS 2 LEVEL", + "class-3-level-u": "CLASS 3 LEVEL", + "class-4-level-u": "CLASS 4 LEVEL", + "levels:-u": "LEVELS:", + "warning-leveler_start-u": "ATTENTION - YOU CANNOT LAUNCH THE CHARACTERMANCER LEVEL UP UNTIL YOU HAVE A CLASS, LEVEL, AND HP SET FOR LEVEL ONE. PLEASE RUN THE CHARACTERMANCER CREATOR FIRST. THE LEVEL UP TOOL DOESN'T WORK WITH CUSTOM CLASSES OR IF THE MULTICLASS OPTIONS ARE SET UP INCORRECTLY.", + "charmancer-leveler-custom-class-warning": "The Level Up tool does not support custom classes at this time.", + "charmancer-welcome-lp": "Welcome to Charactermancer Level Up!", + "charmancer-leveler-what-is-lp": "Look at you, with all that experience. Now it's time to claim your reward. You'll walk through the step-by-step process to make a few decisions, and your character will be at the next level in no time. Changes are saved as you move through the process, but if you change your mind, you'll need to revisit the steps and choices that come after.", + "charmancer-compendium-detail-lp": "The Charactermancer currently supports Dungeons & Dragons 5th Edition SRD, Player's Handbook, and Guildmasters' Guide to Ravnica. Xanathar's Guide to Everything will be supported in the coming weeks. You can add the Player's Handbook and Guildmasters' Guide to Ravnica to your compendium in the Marketplace, or the game owner can share their compendium with everyone in the game.", + "roll:-u": "ROLL:", + "roll": "Roll", + "prerequisite:": "Prerequisite:", + "back": "BACK", + "back-to-top": "Back to Top", + "choose-a-class:": "Choose a Class:", + "custom-class-name:": "Custom Class Name", + "charmancer-class-features:": "Class Features: ", + "charmancer-subclass-features:": "Subclass Features:", + "hit-die:": "Hit Die:", + "average": "Average", + "hp-u": "HP", + "saving-throw-proficiency": "Saving Throw Proficiency", + "armor": "Armor", + "equipment": "Equipment:", + "language": "Language", + "skill": "Skill", + "tool": "Tool", + "weapon": "Weapon", + "add-another-feature": "Add Another Feature", + "add-another-proficiency": "Add Another Proficiency", + "innate-spellcasting:": "Innate Spellcasting:", + "spellcasting-ability": "Spellcasting Ability:", + "number-of-cantrips": "Number of Cantrips:", + "number-of-lvl-1-spells": "Number of Level 1 Spells:", + "spell-list": "Spell List:", + "done": "Done", + "ability-score-method": "Ability Score Method:", + "select-your-choices": "Select Your Choices:", + "input-your-scores": "Input Your Scores:", + "choose-background": "Choose a Background:", + "personality-traits": "Personality Traits", + "ideal": "Ideal", + "bond": "Bond", + "flaw": "Flaw", + "you-have-chosen-starting-gold": "You have chosen starting gold and do not get equipment from your background.", + "you-have-created-custom-class": "You have created a custom class; you can add equipment to the character sheet after you have finished the Charactermancer.", + "arcane-is-mystery": "The Arcane is a mystery to you.", + "your-character-dont-have-spells-this-lvl": "Your character doesn't have spells at this level. Click “Next” to review your character!", + "charmancer-a-feat-represents": "A feat represents accomplishment, grit, determination, and expertise. It is the reward for hard work.", + "you-really-havent-done": "You really haven't done that much yet", + "review-your-choices": "Review your choices:", + "race": "Race", + "abilities": "Abilities", + "bio": "Bio", + "name-background": "Name:", + "building-your-character": "Building your character...", + "charmancer-only-choice-left-is-on-or": "The only choice left is to press on or turn back. If you're editing an existing character, all your existing data will be lost into the void when you apply your changes.", + "apply-changes": "Apply Changes", + "pick-your-equipment": "Pick your equipment", + "you-havent-chosen-background": "You have not yet selected a background.", + "you-havent-selected-class": "You have not yet selected a class.", + "ability-score": "Ability Score", + "you-can-increase-two-abilites": "You can increase two of your abilities by 1, or one of your abilities by 2", + "before-leveling": "Before Leveling", + "after-leveling": "After Leveling", + "charmancer-removed-spells-marked-pt1": "Removed spells will be marked with a r symbol so you can find it easily if you change your mind." +} diff --git a/Redsky/translations/cs.json b/Redsky/translations/cs.json new file mode 100644 index 0000000000..649dadff97 --- /dev/null +++ b/Redsky/translations/cs.json @@ -0,0 +1,684 @@ +{ + "skills-list": "Akrobacie,Atletika,Čachry,Historie,Klamání,Lékařství,Mystika,Náboženství,Nenápadnost,Ovládání_zvířat,Pátrání,Přežití,Příroda,Umění,Vhled,Vnímání,Zastrašování", + "npc-options-u": "NASTAVENÍ NPC", + "name-u": "JMÉNO", + "npc-type-u": "TYP NPC", + "npc-type-place": "Střední běs, jakékoliv zlé přesvědčení", + "armor-class-u": "OBRANNÉ ČÍSLO", + "class-u": "POVOLÁNÍ", + "type-u": "TYP", + "abilities-u": "SCHOPNOSTI", + "npc-armor-place": "Šupinová zbroj", + "hit-points-u": "ŽIVOTY", + "formula-u": "FORMULE", + "speed-u": "RYCHLOST", + "npc-speed-place": "6 sh, let 12 sh", + "attributes-u": "VLASTNOSTI", + "str-u": "SIL", + "dex-u": "OBR", + "con-u": "ODL", + "int-u": "INT", + "wis-u": "MDR", + "cha-u": "CHA", + "saves-u": "ZÁCHRANNÉ HODY", + "skills-u": "DOVEDNOSTI", + "acrobatics-u": "AKROBACIE", + "animal_handling-u": "OVLÁDÁNÍ ZVÍŘAT", + "arcana-u": "MYSTIKA", + "athletics-u": "ATLETIKA", + "deception-u": "KLAMÁNÍ", + "history-u": "HISTORIE", + "insight-u": "VHLED", + "intimidation-u": "ZASTRAŠOVÁNÍ", + "investigation-u": "PÁTRÁNÍ", + "medicine-u": "LÉKAŘSTVÍ", + "nature-u": "PŘÍRODA", + "perception-u": "VNÍMÁNÍ", + "performance-u": "UMĚNÍ", + "persuasion-u": "PŘESVĚDČOVÁNÍ", + "religion-u": "NÁBOŽENSTVÍ", + "sleight_of_hand-u": "ČACHRY", + "stealth-u": "NENÁPADNOST", + "survival-u": "PŘEŽITÍ", + "damage-vuln-u": "ZRANITELNOSTI", + "npc-dmg-vuln-place": "Ohnivé", + "damage-res-u": "ODOLÁNÍ", + "npc-dmg-res-place": "Mrazivé", + "damage-imm-u": "IMUNITY VŮČI ZRANĚNÍ", + "npc-dmg-imm-place": "bleskové, hromové", + "cond-imm-u": "IMUNITY VŮČI STAVŮM", + "npc-cond-imm-place": "Zmámený", + "senses-u": "SMYSLY", + "npc-senses-place": "Vidění ve tmě 24 sh, Pasivní vnímání 16", + "langs-u": "JAZYKY", + "lang-u": "JAZYK", + "npc-langs-place": "Démonština, Obecná, Ďábelština", + "challenge-u": "NEBEZPEČNOST", + "xp-u": "ZK", + "spellcast-npc-u": "SESÍLÁNÍ KOUZEL", + "spell-ability-u": "SESÍLACÍ VLASTNOST", + "none-u": "ŽÁDNÁ", + "strength-u": "SÍLA", + "strength-save-u": "ZÁCHRANA NA SÍLU", + "dexterity-u": "OBRATNOST", + "dexterity-save-u": "ZÁCHRANA NA OBRATNOST", + "constitution-u": "ODOLNOST", + "constitution-save-u": "ZÁCHRANA NA ODOLNOST", + "intelligence-u": "INTELIGENCE", + "intelligence-save-u": "ZÁCHRANA NA INTELIGENCI", + "wisdom-u": "MOUDROST", + "wisdom-save-u": "ZÁCHRANA NA MOUDROST", + "charisma-u": "CHARISMA", + "charisma-save-u": "ZÁCHRANA NA CHARISMA", + "spell-dc-u": "SO KOUZLA", + "spell-atk-bonus-u": "ÚTOČNÁ OPRAVA KOUZLA", + "has-reaction-u": "REAKCE", + "leg-actions:-u": "LEGENDÁRNÍ AKCE:", + "gen-opts-u": "OBECNÉ NASTAVENÍ", + "npc-u": "NPC", + "roll-queries:-u": "HODY KOSTKOU:", + "always-adv": "Vždy házet s výhodou", + "adv-toggle": "Přepínač výhody", + "query-adv": "Dotaz na výhodu", + "never-adv": "Nikdy neházet s výhodou", + "whisp-rolls-gm:-u": "Šeptat hody PJovi:", + "never-whisp": "Nikdy nešeptat hody", + "query-whisp": "Dotaz na šeptání", + "always-whisp": "Vždy šeptat hody", + "auto-dmg-roll:-u": "AUTOMATICKÝ HOD NA ZRANĚNÍ:", + "never-dmg": "Nikdy neházet automaticky na zranění", + "always-dmg": "Automaticky házet na zranění a kritický zásah", + "ac": "Obranné číslo", + "hp": "Životy", + "speed": "Rychlost", + "language-proficiencies": "Language Proficiencies:", + "skill-proficiencies": "Skill Proficiencies:", + "weapon-proficiencies": "Weapon Proficiencies", + "armor-proficiencies": "Armor Proficiencies:", + "tool-proficiencies": "Tool Proficiencies:", + "saving-throw": "Záchranné hody", + "str": "Sil", + "dex": "Obr", + "con": "Odl", + "int": "Int", + "wis": "Mdr", + "cha": "Cha", + "skills": "Dovednosti", + "acrobatics": "Akrobacie", + "animal_handling": "Ovládání zvířat", + "arcana": "Mystika", + "athletics": "Atletika", + "deception": "Klamání", + "history": "Historie", + "insight": "Vhled", + "intimidation": "Zastrašování", + "investigation": "Pátrání", + "medicine": "Lékařství", + "nature": "Příroda", + "perception": "Vnímání", + "performance": "Umění", + "persuasion": "Přesvědčování", + "religion": "Náboženství", + "sleight_of_hand": "Čachry", + "stealth": "Nenápadnost", + "survival": "Přežití", + "dmg-vuln": "Zranitelnosti", + "dmg-res": "Odolání", + "dmg-imm": "Imunity vůči zranění", + "cond-imm": "Imunity vůči stavům", + "senses": "Smysly", + "langs": "Jazyky", + "challenge": "Nebezpečnost", + "npc-trait-name-place": "Falešný vzhled.", + "npc-trait-desc-place": "Pokud drak selže...", + "actions": "Akce", + "adv": "Výhoda", + "norm": "Základ", + "disadv": "Nevýhoda", + "name:-u": "JMÉNO:", + "attack-u": "ÚTOK", + "type:-u": "TYP:", + "melee": "Na blízko", + "ranged": "Na dálku", + "range-reach:-u": "DOSTŘEL/DOSAH:", + "range-reach-place": "1 sh", + "to-hit:-u": "NA ZÁSAH:", + "target:-u": "CÍL:", + "target:": "Cíl:", + "to-hit-place": "1 cíl", + "on-hit:-u": "ZRANĚNÍ:", + "on-hit-place": "Sečné", + "on-hit2:-u": "ZRANĚNÍ 2:", + "on-hit-2-place": "Ohnivé", + "hit:": "Zásah: ", + "reactions": "Reakce", + "npc-repeating-name-place": "Odražení.", + "npc-repeating-desc-place": "Tvor si přidá 2 k jeho OČ...", + "traits": "Traits", + "features": "Features", + "spells": "Kouzla", + "prep-u": "Přip", + "school:-u": "ŠKOLA:", + "abjuration": "Vymítání", + "conjuration": "Vyvolávání", + "divination": "Věštění", + "enchantment": "Očarování", + "evocation": "Zaklínání", + "illusion": "Iluze", + "necromancy": "Nekromancie", + "transmutation": "Transmutace", + "ritual": "RITUÁL", + "ritual-l": "rituál", + "range:-u": "DOSAH:", + "range:": "Dosah:", + "components:-u": "SLOŽKY:", + "components:": "Složky:", + "spell-component-verbal": "V", + "spell-component-somatic": "P", + "spell-component-material": "S", + "spell-ritual": "R", + "spell-concentration": "K", + "ruby-dust-place": "Rubínový prach v hodnotě 50 zl", + "concentration-u": "SOUSTŘEDĚNÍ", + "concentration": "Soustředění", + "duration:-u": "TRVÁNÍ:", + "duration:": "Trvání:", + "difficulty-class-abv": "SO", + "output:-u": "VÝSTUP:", + "spellcard-u": "KARTA KOUZLA", + "spell-atk:-u": "ÚTOK KOUZLEM:", + "none": "Žádný", + "dmg:-u": "ZRANĚNÍ:", + "dmg2:-u": "ZRANĚNÍ 2:", + "healing:-u": "LÉČENÍ:", + "add-ability-mod-u": "PŘIDAT MOD VLASTNOSTI K ZRANĚNÍ NEBO LÉČENÍ", + "effect:-u": "ÚČINEK:", + "npc-atk-effect-place": "Poloviční poškození", + "desc:-u": "POPIS:", + "at-higher-lvl:-u": "NA VYŠŠÍCH ÚROVNÍCH:", + "at-higher-lvl": "Na vyšších úrovních", + "higher-lvl-cast": "Vyšší úroveň seslání", + "leg-actions": "Legendární akce", + "leg-actions-desc": " může provést legendární akce, přičemž si vybírá z níže uvedených možností. Najednou může použít jen jednu legendární akci a pouze na konci tahu jiného tvora. si obnoví utracené legendární akce na začátku svého tahu.", + "atk-range-place": "1 sh", + "atk-target-place": "1 cíl", + "atk-dmg-type-place": "Sečné", + "atk-dmg-type2-place": "Ohnivé", + "adv-u": "VÝHODA", + "norm-u": "ZÁKLAD", + "disadv-u": "NEVÝHODA", + "core-u": "HLAVNÍ", + "bio-u": "BIO", + "spells-u": "KOUZLA", + "feats-u": "FEATS", + "review-u": "REVIEW", + "char-name-u": "JMÉNO CHARAKTERU", + "artificer": "Artificer", + "barbarian": "Barbar", + "bard": "Bard", + "cleric": "Klerik", + "druid": "Druid", + "fighter": "Bojovník", + "monk": "Mnich", + "paladin": "Paladin", + "ranger": "Hraničář", + "rogue": "Tulák", + "sorcerer": "Čaroděj", + "warlock": "Černokněžník", + "wizard": "Kouzelník", + "class-level-u": "POVOLÁNÍ A ÚROVEŇ", + "background-u": "ZÁZEMÍ", + "background": "Zázemí", + "race-u": "RASA", + "alignment-u": "PŘESVĚDČENÍ", + "alignment": "Alignment:", + "exp-pts-u": "BODY ZKUŠENOSTÍ", + "inspiration-u": "INSPIRACE", + "prof-bonus-u": "ZDATNOSTNÍ BONUS", + "strength": "Síla", + "strength-save": "Záchrana na Sílu", + "dexterity": "Obratnost", + "dexterity-save": "Záchrana na Obratnost", + "constitution": "Odolnost", + "constitution-save": "Záchrana na Odolnost", + "intelligence": "Inteligence", + "intelligence-save": "Záchrana na Inteligenci", + "wisdom": "Moudrost", + "wisdom-save": "Záchrana na Moudrost", + "charisma": "Charisma", + "charisma-save": "Záchrana na Charisma", + "saving-throws-u": "ZÁCHRANNÉ HODY", + "acrobatics-core": "Akrobacie (Obr)", + "animal_handling-core": "Ovládání zvířat (Mdr)", + "arcana-core": "Mystika (Int)", + "athletics-core": "Atletika (Str)", + "deception-core": "Klamání (Cha)", + "history-core": "Historie (Int)", + "insight-core": "Vhled (Mdr)", + "intimidation-core": "Zastrašování (Cha)", + "investigation-core": "Pátrání (Int)", + "medicine-core": "Lékařství (Mdr)", + "nature-core": "Příroda (Int)", + "perception-core": "Vnímání (Mdr)", + "performance-core": "Umění (Cha)", + "persuasion-core": "Přesvědčování (Cha)", + "religion-core": "Náboženství (Int)", + "sleight_of_hand-core": "Čachry (Obr)", + "stealth-core": "Nenápadnost (Obr)", + "survival-core": "Přežití (Mdr)", + "pass-wis-u": "PASIVNÍ MOUDROST (VNÍMÁNÍ)", + "tool-u": "NÁSTROJ", + "pro-u": "ZDT", + "attr-u": "VLASTNOST", + "prof-bonus:-u": "ZDATNOSTNÍ BONUS:", + "prof-u": "ZDATNÝ", + "proficency-u": "ZDATNOST", + "expertise-u": "EXPERT", + "jack-of-all-u": "VŠEUMĚL", + "attr:-u": "VLASTNOST:", + "tool-prof-u": "ZDATNOST S NÁSTROJI", + "weapon-proficiencies-u": "WEAPON PROFICIENCIES", + "other-prof-langs-u": "DALŠÍ ZDATNOSTI A JAZYKY", + "prof-langs-u": "DALŠÍ ZDATNOSTI A JAZYKY", + "init": "Iniciativa", + "init-u": "INICIATIVA", + "hp-max-u": "Maximum zdraví", + "hp-current-u": "AKTUÁLNÍ ZDRAVÍ", + "hp-temp-u": "DOČASNÉ ŽIVOTY", + "total": "Celkem", + "hit-dice-u": "KOSTKY ŽIVOTŮ", + "successes-u": "ÚSPĚCHY", + "failures-u": "NEÚSPĚCHY", + "death-save-u": "HODY NA SMRT", + "death-saves-u": "HODY NA SMRT", + "exhaustion-setting-u": "SHOW EXHAUSTION TRACKING:", + "exhaustion-u": "EXHAUSTION LEVEL", + "exhaustion-0": "No effect", + "exhaustion-1": "Disadvantage on ability checks", + "exhaustion-2": "Speed halved", + "exhaustion-3": "Disadvantage on attack rolls and saving throws", + "exhaustion-4": "Hit point maximum halved", + "exhaustion-5": "Speed reduced to 0", + "exhaustion-6": "Death", + "atk-u": "ÚTK", + "dmg-type-u": "ZRANĚNÍ/TYP", + "attack:-u": "ÚTOK:", + "proficient-u": "ZDATNOST", + "range-place": "Ty sám (12 sh kužel)", + "magic-bonus:-u": "MAGICKÝ BONUS:", + "crit-range-u": "HOD NA KRIT:", + "damage:-u": "ZRANĚNÍ:", + "dmg-type-place": "Sečné", + "crit:-u": "KRIT:", + "damage2:-u": "ZRANĚNÍ 2:", + "saving-throw:-u": "ZÁCHRANNÝ HOD:", + "vs-dc:-u": "VS SO:", + "spell-u": "KOUZLO", + "flat-u": "ROVNÝCH", + "save": "Záchrana", + "save-effect:-u": "PŘI ÚSPĚCHU:", + "save-effect-place": "Poloviční poškození", + "ammunition:-u": "MUNICE:", + "ammunition-place": "Šípy", + "description:-u": "POPIS:", + "description:": "Description:", + "description-place": "Až 2 tvorové do 1 sáhu od sebe", + "atk-spellcasting-u": "ÚTOKY A KOUZLA", + "copper-piece-u": "md", + "silver-piece-u": "st", + "electrum-piece-u": "el", + "gold-piece-u": "zl", + "platinum-piece-u": "pl", + "warning-armor-sets-u": "VAROVÁNÍ - BYLO NASAZENO VÍCE TYPŮ BRNĚNÍ NEBO ŠTÍTŮ A OČ SE NEPOČÍTÁ SPRÁVNĚ. ODLOŽ NĚJAKOU ZBROJ V PŘEDMĚTECH.", + "item-name-u": "NÁZEV PŘEDMĚTU", + "equipped-u": "OBLEČENO", + "use-as-resource-u": "POUŽÍT JAKO ZDROJ", + "prop:-u": "VLASTNOSTI:", + "mods:-u": "BONUS:", + "total-weight-u": "HMOTNOST VYBAVENÍ", + "immobile-u": "NEPOHYBLIVÝ", + "heavily-encumbered-u": "VELMI ZATÍŽENÝ", + "encumbered-u": "ZATÍŽENÝ", + "over-carrying-cap-u": "NAD ÚNOSNOST", + "equipment-u": "VYBAVENÍ", + "personality-traits-u": "OSOBNOSTNÍ RYSY", + "ideals-u": "IDEÁLY", + "bonds-u": "POUTA", + "flaws-u": "VADY", + "class-resource-u": "ZDROJE POVOLÁNÍ", + "other-resource-u": "OSTATNÍ ZDROJE", + "feats-traits-u": "SCHOPNOSTI A RYSY", + "age-u": "VĚK", + "size-u": "VELIKOST", + "size": "Size", + "height-u": "VÝŠKA", + "weight-u": "HMOTNOST", + "eye-u": "OČI", + "skin-u": "PLEŤ", + "hair-u": "VLASY", + "char-appearance-u": "VZHLED POSTAVY", + "char-backstory-u": "POZADÍ POSTAVY", + "allies-orgs-u": "SPOJENCI A ORGANIZACE", + "add-feats-traits-u": "DALŠÍ VLASTNOSTI A DOVEDNOSTI", + "feat-u": "ODBORNOST", + "treasure-u": "POKLAD", + "spell-save-dc-u": "ZÁCHRANNÝ HOD SO", + "cantrips-u": "TRIKY", + "ritual-u": "RITUÁL", + "casting-time:-u": "VYVOLÁNÍ:", + "casting-time:": "Vyvolání:", + "at-higher-lvl-dmg:-u": "ZRANĚNÍ VYŠŠÍ ÚROVNÍ KOUZLA:", + "half-dmg-place": "Poloviční poškození", + "hit-die:-u": "KOSTKA ŽIVOTŮ:", + "initiative-mod:-u": "MODIFIKÁTOR INICIATIVY:", + "glob-saving-mod:-u": "MODIFIKÁTOR ZÁCHRANNÝCH HODŮ:", + "glob-ac-mod:-u": "MODIFIKÁTOR OBRANNÉHO ČÍSLA:", + "glob-atk-mod:-u": "MODIFIKÁTOR MAGICKÉHO ÚTOKU:", + "pass-perc-mod:-u": "MODIFIKÁTOR PASIVNÍHO VNÍMÁNÍ:", + "death-save-mod:-u": "MODIFIKÁTOR HODU NA SMRT:", + "magic-caster-lvl:-u": "MAGICKÁ ÚROVEŇ:", + "halfling-luck-u": "HOBITÍ ŠTĚSTÍ", + "arcane-fighter-u": "ČAROKNECHT", + "arcane-rogue-u": "MYSTICKÝ ŠEJDÍŘ", + "class-options-u": "MOŽNOSTI POVOLÁNÍ ()", + "class:-u": "CLASS:", + "subclass:-u": "SUBCLASS:", + "race:-u": "RACE:", + "subrace:-u": "SUBRACE:", + "subrace": "Subrace:", + "subrace-ability-increase": "Subrace Ability Score Increase:", + "2nd-class:-u": "2. POVOLÁNÍ:", + "lvl:-u": "ÚROVEŇ:", + "3rd-class:-u": "3. POVOLÁNÍ:", + "4th-class:-u": "4. POVOLÁNÍ:", + "mutliclass-opts-u": "MOŽNOSTI MULTIPOVOLÁNÍ", + "use-cust-class-u": "POUŽÍT VLASTNÍ POVOLÁNÍ", + "class-name:-u": "NÁZEV POVOLÁNÍ:", + "spellcasting-ability:-u": "SESÍLACÍ VLASTNOST:", + "spell-slots:-u": "SEZNAM KOUZEL:", + "spell-full-u": "PLNÝ (Klerik, Druid, Kouzelník)", + "spell-half-u": "POLOVINA (Paladin, Hraničář)", + "spell-third-u": "TŘETÍ (Čaroknecht/Mystický šejdíř)", + "cust-class-opts": "MOŽNOSTI VLASTNÍHO POVOLÁNÍ", + "normal": "Základ", + "expirtise": "Expert", + "skill-opts-u": "MOŽNOSTI DOVEDNOSTÍ", + "version": "v", + "always-roll-adv": "Vždy házet s výhodou", + "toggle-roll-adv": "Přepínač výhody", + "query-roll-adv": "Dotaz na výhodu", + "never-roll-adv": "Nikdy neházet s výhodou", + "never-whisper-roll": "Nikdy nešeptat hody", + "query-whisper-roll": "Dotaz na šeptání", + "always-whisper-roll": "Vždy šeptat hody", + "never-roll-dmg": "Nikdy neházet automaticky na zranění", + "always-roll-dmg": "Automaticky házet na zranění a kritický zásah", + "add-char-to-templates:-u": "PŘIDAT JMÉNO POSTAVY DO ŠABLONY:", + "on": "Zapnout", + "off": "Vypnout", + "inventory:-u": "INVENTÁŘ:", + "compendium-compatible": "Kompendium", + "simple": "Zjednodušené", + "encumbrance:-u": "ZATÍŽENÍ:", + "ammo-tracking:-u": "SLEDOVÁNÍ MUNICE:", + "general-opts-u": "OBECNÉ NASTAVENÍ", + "transition-text": "Klepnutí na jeden z následujících obrázků přeformátuje data z vašeho aktuálního deníku do tohoto deníku. Tyto změny jsou trvalé a nelze je vrátit zpět.", + "transition-text-highlight": "Před použitím tohoto nástroje, doporučejeme si vytvořit kopii dobrodružství.", + "choose-sheet-transfer": "VYBER DENÍK, Z KTERÉHO PŘENÁŠÍŠ DATA", + "community-sheet-u": "KOMUNITNÍ DENÍK", + "shaped-sheet-u": "TVAROVANÝ DENÍK", + "transition-opts-u": "MOŽNOSTI PŘESUNUTÍ", + "portions-sheet-utilize": "Části tohoto deníku využívají obsah ze 'System Reference Document 5.0' pod licencí OGL. Pro zobrazení OGL licence a autorských práv navštiv: https://wiki.roll20.NET/SRD_5.0_OGL_License", + "api-required-title": "Zkus to teď vyřešit jedním klepnutím s API instalací dostupnou pro Pro předplatitele.", + "api-required-u": "(API POŽADOVÁNO)", + "spell_dc_mod:-u": "MOD ZÁCHRANNÉHO HODU SO:", + "custom_ac:-u": "VLASTNÍ OČ:", + "npc-info": "Přepnutí na NPC deník způsobí, že každý nově vytvořený charakter bude přednastaven jako deník pro NPC. Toto je užitečné v případě, že hráči už mají své charaktery vytvořeny a každý nový charakter bude NPC.", + "npc-pc": "NPC/PC", + "roll-queries-info": "Hody kostkou se budou chovat podle tohoto nastavení. 'Vždy házet s výhodou' je nastaveno v základu a tedy systém vždy použije dvě kostky na každý hod. V případě, že neplatí výhoda ani nevýhoda, použije se vždy výsledek nalevo. 'Přepínač výhody' přidá tři tlačítka do vrchní části deníku a tedy si můžeš přepínat výhodu a nevýhodu dle vlastního uvážení. 'Dotaz na výhodu' se vás vyskakovacím oknem při každémů hodu zeptá, jestli chcete házet s výhodou. 'Nikdy neházet s výhodou' bude vždy házet jednou kostkou v očekávání, že hráč hodí znovu, pokud se jedná o hod s výhodou či nevýhodou.", + "whisp-rolls-gm-info": "Všechny hody kostkou jsou v základu viditelné všem hráčům v chatu. 'Dotaz na šeptání' se tě skrze vyskakovací okno zeptá, jestli chceš daný hod poslat tajně PJovi. 'Vždy šeptat hody' nastaví, že hody kostkou uvidí jen PJ.", + "auto-dmg-roll-info": "Ve výchozím nastavení hod na zranění se nehází, dokud k tomu není systém vyzván. Zranění se hází z chatu kliknutím na název útoku, což poté ukáže výši zranění. Výchozí metoda je kompatibilní s 3D kostkami. Můžeš si také zvolit možnost 'Automaticky házet na zranění a kritický zásah', což po každém hodu na útok automaticky hodí i na potencionální zranění. V případě, že na kostce padne kritický zásah, hod na zranění bude házet dvojnásobným počtem kostek.", + "add-char-to-templates-info": "Jména postav nejsou v základu přidány k hodům kostkou a jsou zobrazeny v chatu jako hody hráče. Zapnutím této funkce přidáš ke každému hodu i název postavy, za kterou hráč háže, což je užitečné, pokud hráč ovládá více než jednu postavu.", + "inventory-info": "Invetář postavy je v základu nastaven na komplexní styl, který je kompatibilní s Roll20 5E Kompendiem. To zahrnuje i počet, hmotnost, sledování nosnosti, řazení, výpočet OČ, automatické generování útoků atd. Zjednodušené zobrazení vytvoří textové pole, kde si hráči mohou zapisovat, co potřebují, což umožňuje lepší kontrolu nad deníkem.", + "encumbrance-info": "Deník využívá variant nosnosti z Pravidel pro Hráče na straně 176. V případě vypnutí této možnosti deník ukazuje pouze upozornění v případě, že postava je přetížena.", + "ammo-tracking-info": "Poskytuje automatické sledování munice s5th Edition OGL od Roll20 Company API Script.", + "dungeons-and-dragons-styling": "DUNGEONS AND DRAGONS STYLING", + "dungeons-and-dragons-styling-info": "Turns on Dungeons and Dragons styling for both the character sheet and roll templates. This setting is automatically applied to all character sheets and cannot be selectively used.", + "cd-bar1-value:-u": "HODNOTA PANELU 1:", + "cd-bar1-max:-u": "MAX PANELU 1:", + "cd-bar1-link:-u": "ODKAZ PANELU 1:", + "cd-bar1-value-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 1's value to this attribute.", + "cd-bar1-max-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 1's max to this attribute.", + "cd-bar1-link-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, link the Bar 1's value to this attribute. If set this will override all other bar settings.", + "cd-bar2-value:-u": "HODNOTA PANELU 2:", + "cd-bar2-max:-u": "MAX PANELU 2:", + "cd-bar2-link:-u": "ODKAZ PANELU 2:", + "cd-bar2-value-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 2's value to this attribute.", + "cd-bar2-max-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 2's max to this attribute.", + "cd-bar2-link-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, link the Bar 2's value to this attribute. If set this will override all other bar settings.", + "cd-bar3-value:-u": "HODNOTA PANELU 3:", + "cd-bar3-max:-u": "MAX PANELU 3:", + "cd-bar3-link:-u": "ODKAZ PANELU 3:", + "cd-bar3-value-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 3's value to this attribute.", + "cd-bar3-max-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 3's max to this attribute.", + "cd-bar3-link-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, link the Bar 3's value to this attribute. If set this will override all other bar settings.", + "npc-name-in-rolls:-u": "HODY KOSTKOU S JMÉNEM NPC:", + "show": "Zobrazit", + "hide": "Skrýt", + "npc-name-in-rolls-desc:-u": "Zobrazit nebo skrýt jméno NPC na kartě výsledných hodů kostkou.", + "public:-u": "VEŘEJNÉ", + "to-gm:-u": "K PJ", + "toggle-roll-whisper": "Přepínač šeptání", + "attribute-opts-u": "MOŽNOSTI VLASTNOSTÍ", + "save-opts-u": "MOŽNOSTI ZÁCHRAN", + "by-level": "Dáno úrovní (výchozí)", + "prof-die": "Dáno hodem kostkou (PPJ)", + "custom": "Vlastní", + "core-die-roll:-u": "ZÁKLADNÍ HOD KOSTKOU:", + "has-attack-u": "MÁ ÚTOK", + "variant-phb": "Varianta (PPH str. 176)", + "carrying-capacity-mod:-u": "MODIFIKÁTOR NOSNOSTI:", + "armor-class-tracking:-u": "VÝPOČET OBRANNÉHO ČÍSLA:", + "automatic": "Automaticky", + "cantrip-progression:-u": "TYP PROGRESE TRIKU", + "cantrip-dice-u": "TRIKOVÁ KOSTKA", + "cantrip-beam-u": "TRIKOVÉ PAPRSKY", + "slots_total-u": "CELKEM POZIC", + "slots_remaining-u": "ZBÝVAJÍCÍCH POZIC", + "level-calculations:-u": "AUTOMATICKÝ VÝPOČET ÚROVNĚ:", + "spell_slot_modifiers-u": "MODIFIKÁTOR POZIC KOUZEL", + "lvl-u": "ÚROVEŇ", + "include_spell_desc:-u": "UVÉST POPIS KOUZLA V ÚTOKU:", + "token_size-u": "VELIKOST TOKENU", + "add-dex-tiebreaker-u": "PŘIDAT OBR K HODŮM NA INICIATIVU", + "initiative-style:-u": "STYL INICIATIVY:", + "query-attr-u": "QUERY ATTRIBUTE", + "custom-skills-u": "CUSTOM SKILLS", + "weapon-u": "ZBRAŇ", + "armor-u": "BRNĚNÍ", + "other-u": "OSTATNÍ", + "source:-u": "ZDROJ:", + "source-type:-u": "TYP ZDROJE:", + "racial": "Rasa", + "class": "Povolání", + "feat": "Dovednost", + "feats": "Feats", + "other": "Ostatní", + "partial": "Částečná", + "show_all": "Zobrazit vše", + "cr_only": "C&R Only", + "spell-icons:-u": "IKONY KOUZEL:", + "custom-pb:-u": "VLASTNÍ ZDATNOSTNÍ BONUS:", + "show-global-attack-field-u": "ZOBRAZIT MODIFIKÁTOR ÚTOKŮ", + "show-global-damage-field-u": "ZOBRAZIT MODIFIKÁTOR ZRANĚNÍ", + "show-global-save-field-u": "ZOBRAZIT MODIFIKÁTOR ZÁCHRANNÝCH HODŮ", + "show-global-skill-field-u": "ZOBRAZIT MODIFIKÁTOR HODŮ DOVEDNOSTÍ", + "global-attack-u": "MODIFIKÁTOR ÚTOKŮ", + "global-damage-u": "MODIFIKÁTOR ZRANĚNÍ", + "global-save-u": "MODIFIKÁTOR ZÁCHRANNÝCH HODU", + "global-skill-u": "MODIFIKÁTOR HODŮ VLASTNOSTÍ", + "global-damage": "Modifikátor zranění", + "core-die-roll-info": "Změna základní kostky nahradí běžný hod 1k20 za hod kostkou dle vašeho výběru, např. 2k10 nebo 3k6.", + "pb-type-info": "Ve výchozím nastavení bude Zdatnostní Bonus postavy automaticky vypočítán na základě její celkové úrovně jako je standardní metoda v PPH. Zdatnostní Kostka je alternativní metoda uvedena v PPJ, kdy se namísto pevně daného bonusu se hází Zdatnostní Kostkou. Vlastní možnost umožňuje nahradit Zdatnostní bonus jakýmkoliv číslem nebo hodem kostkou.", + "global-save-info": "Vytvoří vlastní pole pro modifikátor záchranných hodů pod sekcí ZÁCHRANNÉ HODY v deníku postavy. Cokoliv vloženo do tohoto pole se přičte k všem záchranným hodům. Ideální pro pravidelné, ale ne trvalé bonusy, jako je kouzlo Požehnání.", + "global-skill-info": "Vytvoří vlastní pole pro modifikátor hodů vlastností pod sekcí DOVEDNOSTI v deníku postavy. Cokoliv vloženo do tohoto pole se přičte k všem hodům na dovednosti. Ideální pro pravidelné, ale ne trvalé bonusy, jako je kouzlo Boží Dohled.", + "global-attack-info": "Vytvoří vlastní pole pro modifikátor hodů na útok pod sekcí ÚTOKY A KOUZLA v deníku postavy. Cokoliv vloženo do tohoto pole se přičte k všem hodům na útok. Ideální pro pravidelné, ale ne trvalé bonusy, jako je kouzlo Požehnání.", + "global-damage-info": "Vytvoří vlastní pole pro modifikátor hodů na zranění pod sekcí ÚTOKY A KOUZLA v deníku postavy. Cokoliv vloženo do tohoto pole se přičte k všem hodům na zranění. Ideální pro pravidelné, ale ne trvalé bonusy ke zranění, jako je třeba Zákeřný útok.", + "auto-level-calc-info": "Ve výchozím nastavení změna úrovně postavy automaticky nastaví správný počet pozic kouzel a kostek životů. Změna tohoto nastavení tomu zabrání.", + "simple-traits-info": "Sekce SCHOPNOSTI A RYSY je v základu nastavena pro kompatibilitu s Roll20 5e Kompendiem. Změna nastavené na zjednodušené poskytne hráčům větší kontrolu v podobě textového pole.", + "simple-proficiencies-info": "Sekce DALŠÍ ZDATNOSTI A JAZYKY je v základu nastavena pro kompatibilitu s Roll20 5e Kompendiem. Změna nastavené na zjednodušené poskytne hráčům větší kontrolu v podobě textového pole.", + "init-tiebreaker-info": "Pro rozhodnutí remíz v iniciativě se k ní přidá hodnota obratnosti charakteru.", + "b-custom-info": "Když Zdatnostní Bonus je nastaven na Vlastní, osobní deník bude používat tuto hodnostu jako zdatnostní bonus postavy.", + "footer-wiki-link": "For more information about this character sheet, its functionality, or uses, please check out the Roll20 Wiki for official documentation. https://wiki.roll20.net/5th_Edition_OGL_by_Roll20", + "accepting-drop-u": "PŘIJÍMÁ DROP Z KOMPENDIA", + "are_you_sure": "Are you sure you want to turn this character into a ", + "yes": "Ano", + "next": "Next", + "cancel": "Zrušit", + "cancel-u": "CANCEL", + "choose": "Vybrat", + "innate:-u": "INNATE:", + "mod:-u": "MOD:", + "hpmods:-u": "HP MODIFIERS:", + "charmancer-welcome": "Welcome to the Charactermancer!", + "charmancer-what-is": "The Charactermancer is a step-by-step process that makes building a character simple and streamlined. Changes are saved as you progress, but the character sheet is only updated when the Charactermancer has been completed.", + "get-started": "Get started by clicking Next.", + "opt-out-u": "OPT OUT", + "charmancer-compendium": "Your Compendium Awaits.", + "charmancer-compendium-detail": "The Charactermancer currently supports Dungeons & Dragons 5th Edition SRD and the Player's Handbook. You can add the Player's Handbook to your compendium in the Marketplace, or the game owner can share their compendium with everyone in the game.", + "charmancer-choose-race": "Choose a Race:", + "charmancer-custom-race-name": "Custom Race Name:", + "charmancer-custom-subclass-name:": "Custom sublass Name:", + "charmancer-additional-cantrips": "Additional Cantrips", + "charmancer-additional-lvl-1-spells": "Additional Level 1 Spells", + "suggested-abilities": "Suggested Abilities: ", + "class-spellcasting": "Class Spellcasting Ability: ", + "ability-score-increase": "Ability Score Increase:", + "lawful-good": "Lawful Good", + "neutral-good": "Neutral Good", + "chaotic-good": "Chaotic Good", + "lawful-neutral": "Lawful Neutral", + "neutral": "Neutral", + "chaotic-neutral": "Chaotic Neutral", + "lawful-evil": "Zákonně zlý", + "neutral-evil": "Neutrálně zlý", + "chaotic-evil": "Chaoticky zlý", + "tiny": "Drobný", + "small": "Malý", + "medium": "Střední", + "large": "Velký", + "huge": "Obrovský", + "age": "Věk:", + "gargantuan": "Gigantický", + "step1-equipment": "Krok 5: Vybavení", + "equipment-from-background": "Equipment from Background", + "equipment-from-class": "Equipment from Class", + "class-equipment": "Class Equipment", + "starting-wealth": "Starting Wealth (PHB)", + "starting-gold:": "Starting Gold:", + "no_class_warning-u": "NO CLASS HAS BEEN SELECTED OR SELECTED CLASS DOES NOT HAVE STANDARD EQUIPMENT. CLASS EQUIPMENT CANNOT BE CHOSEN AT THIS TIME.", + "standard-array": "Standard Array", + "roll-for-stats": "Roll for Stats", + "standard-roll": "Roll 4d6, drop lowest", + "charmancer-cancel-heading": "Where would you like to go, traveler?", + "continue-charmancer": "Continue Charactermancer", + "save_progress_and_exit": "Uložit a Zavřít", + "cancel_charactermancer": "Discard and exit", + "charmancer-discard-warning": "Discard and Exit will cause all choices to be lost.", + "mancer-opts-u": "CHARACTERMANCER OPTIONS", + "relaunch-lvl1mancer-u": "LAUNCH LEVEL 1 CHARACTERMANCER (CANNOT BE UNDONE)", + "point-buy": "Point Buy", + "available-points:": "Available Points: ", + "equipment-choice-text": "How would you like to choose your equipment?", + "charmancer-start": "Start", + "clear-abilities": "Clear Assignment", + "use-charactermancer-for-new:-u": "USE LEVEL 1 CHARACTERMANCER FOR NEW CHARACTERS:", + "use-charactermancer-for-new-info": "With this option enabled all new characters will open with the Level 1 Roll20 Charactermancer. Disabling this option will start new characters directly on the character sheet disabling the Level 1 Charactermancer, which can still be manually run from the Settings tab of the character sheet.", + "feat-pre-check": "Look carefully! Prerequisites are not checked automatically.", + "stats-rolled-hint": "We rolled your dice! Check the chat window to view your results in detail. Assign the results below to your preferred attributes:", + "return-to:": "Return to: ", + "do_you_want_mancer": "How do you want to create this character?", + "no": "No", + "global-ac-u": "GLOBAL AC MODIFIER", + "show-global-ac-field-u": "SHOW GLOBAL AC MODIFIER FIELD", + "warning-customac-u": "ATTENTION - CUSTOM AC IS NOT BEING USED. TO USE CUSTOM AC, UNEQUIP ARMOR.", + "manual": "Edit sheet direclty", + "npc-new": "Create an NPC", + "mancer-confirm-yes": "Use the Charactermancer", + "allow-shields-u": "ALLOW SHIELDS?", + "levels-u": "LEVELS", + "features-u": "FEATURES", + "asi-u": "ABILITY SCORE INCREASE / FEATS", + "charmancer-leveler-what-is": "The Charactermancer is a step-by-step process that makes leveling up a character simple and streamlined. Changes are saved as you progress, but the character sheet is only updated when the Charactermancer has been completed.", + "charmancer-leveler-level-info1": "Your existing class levels have been pre-populated for you. By default your primary class has been set to be increased by one level. You can change how many levels to increase below, as well as adding a new multiclass.", + "charmancer-leveler-level-info2": "In each class section you'll have the option to take the average number of hit points or to roll randomly, choose class features for the levels you're advancing, and choose your subclass if appropriate.", + "charmancer-leveler-spells-info": "Listed here are the current spells your character already knows. If you gained access to more spells during your advancement you will be able to select them below. Check next to the spells you wish to learn. The Charactermancer will help you pick the right number of spells and from the correct list. If your class has the option to swap out spells, you can do so by unselecting currently known spells which will allow you to select new ones in their place.", + "total-level-u": "TOTAL LEVEL", + "main-class-level-u": "MAIN CLASS LEVEL", + "class-2-level-u": "CLASS 2 LEVEL", + "class-3-level-u": "CLASS 3 LEVEL", + "class-4-level-u": "CLASS 4 LEVEL", + "levels:-u": "LEVELS:", + "warning-leveler_start-u": "ATTENTION - YOU CANNOT LAUNCH THE CHARACTERMANCER LEVEL UP UNTIL YOU HAVE A CLASS, LEVEL, AND HP SET FOR LEVEL ONE. PLEASE RUN THE CHARACTERMANCER CREATOR FIRST. THE LEVEL UP TOOL DOESN'T WORK WITH CUSTOM CLASSES OR IF THE MULTICLASS OPTIONS ARE SET UP INCORRECTLY.", + "charmancer-leveler-custom-class-warning": "The Level Up tool does not support custom classes at this time.", + "charmancer-welcome-lp": "Welcome to Charactermancer Level Up!", + "charmancer-leveler-what-is-lp": "Look at you, with all that experience. Now it's time to claim your reward. You'll walk through the step-by-step process to make a few decisions, and your character will be at the next level in no time. Changes are saved as you move through the process, but if you change your mind, you'll need to revisit the steps and choices that come after.", + "charmancer-compendium-detail-lp": "The Charactermancer currently supports Dungeons & Dragons 5th Edition SRD, Player's Handbook, and Guildmasters' Guide to Ravnica. Xanathar's Guide to Everything will be supported in the coming weeks. You can add the Player's Handbook and Guildmasters' Guide to Ravnica to your compendium in the Marketplace, or the game owner can share their compendium with everyone in the game.", + "roll:-u": "ROLL:", + "roll": "Roll", + "prerequisite:": "Prerequisite:", + "back": "BACK", + "back-to-top": "Back to Top", + "choose-a-class:": "Choose a Class:", + "custom-class-name:": "Custom Class Name", + "charmancer-class-features:": "Class Features: ", + "charmancer-subclass-features:": "Subclass Features:", + "hit-die:": "Hit Die:", + "average": "Average", + "hp-u": "HP", + "saving-throw-proficiency": "Saving Throw Proficiency", + "armor": "Armor", + "equipment": "Equipment:", + "language": "Language", + "skill": "Skill", + "tool": "Tool", + "weapon": "Weapon", + "add-another-feature": "Add Another Feature", + "add-another-proficiency": "Add Another Proficiency", + "innate-spellcasting:": "Innate Spellcasting:", + "spellcasting-ability": "Spellcasting Ability:", + "number-of-cantrips": "Number of Cantrips:", + "number-of-lvl-1-spells": "Number of Level 1 Spells:", + "spell-list": "Spell List:", + "done": "Done", + "ability-score-method": "Ability Score Method:", + "select-your-choices": "Select Your Choices:", + "input-your-scores": "Input Your Scores:", + "choose-background": "Choose a Background:", + "personality-traits": "Personality Traits", + "ideal": "Ideal", + "bond": "Bond", + "flaw": "Flaw", + "you-have-chosen-starting-gold": "You have chosen starting gold and do not get equipment from your background.", + "you-have-created-custom-class": "You have created a custom class; you can add equipment to the character sheet after you have finished the Charactermancer.", + "arcane-is-mystery": "The Arcane is a mystery to you.", + "your-character-dont-have-spells-this-lvl": "Your character doesn't have spells at this level. Click “Next” to review your character!", + "charmancer-a-feat-represents": "A feat represents accomplishment, grit, determination, and expertise. It is the reward for hard work.", + "you-really-havent-done": "You really haven't done that much yet", + "review-your-choices": "Review your choices:", + "race": "Race", + "abilities": "Abilities", + "bio": "Bio", + "name-background": "Name:", + "building-your-character": "Building your character...", + "charmancer-only-choice-left-is-on-or": "The only choice left is to press on or turn back. If you're editing an existing character, all your existing data will be lost into the void when you apply your changes.", + "apply-changes": "Apply Changes", + "pick-your-equipment": "Pick your equipment", + "you-havent-chosen-background": "You have not yet selected a background.", + "you-havent-selected-class": "You have not yet selected a class.", + "ability-score": "Ability Score", + "you-can-increase-two-abilites": "You can increase two of your abilities by 1, or one of your abilities by 2", + "before-leveling": "Before Leveling", + "after-leveling": "After Leveling", + "charmancer-removed-spells-marked-pt1": "Removed spells will be marked with a r symbol so you can find it easily if you change your mind." +} diff --git a/Redsky/translations/da.json b/Redsky/translations/da.json new file mode 100644 index 0000000000..9a3d10c8f1 --- /dev/null +++ b/Redsky/translations/da.json @@ -0,0 +1,684 @@ +{ + "skills-list": "acrobatics,animal-handling,arcana,athletics,deception,history,insight,intimidation,investigation,medicine,nature,perception,performance,persuasion,religion,sleight-of-hand,stealth,survival", + "npc-options-u": "NPC OPTIONS", + "name-u": "NAME", + "npc-type-u": "NPC TYPE", + "npc-type-place": "Medium fiend, any evil alignment", + "armor-class-u": "ARMOR CLASS", + "class-u": "CLASS", + "type-u": "TYPE", + "abilities-u": "ABILITIES", + "npc-armor-place": "scale mail", + "hit-points-u": "HIT POINTS", + "formula-u": "FORMULA", + "speed-u": "SPEED", + "npc-speed-place": "30 ft., fly 60ft.", + "attributes-u": "ATTRIBUTES", + "str-u": "STR", + "dex-u": "DEX", + "con-u": "CON", + "int-u": "INT", + "wis-u": "WIS", + "cha-u": "CHA", + "saves-u": "SAVES", + "skills-u": "SKILLS", + "acrobatics-u": "ACROBATICS", + "animal_handling-u": "ANIMAL HANDLING", + "arcana-u": "ARCANA", + "athletics-u": "ATHLETICS", + "deception-u": "DECEPTION", + "history-u": "HISTORY", + "insight-u": "INSIGHT", + "intimidation-u": "INTIMIDATION", + "investigation-u": "INVESTIGATION", + "medicine-u": "MEDICINE", + "nature-u": "NATURE", + "perception-u": "PERCEPTION", + "performance-u": "PERFORMANCE", + "persuasion-u": "PERSUASION", + "religion-u": "RELIGION", + "sleight_of_hand-u": "SLEIGHT OF HAND", + "stealth-u": "STEALTH", + "survival-u": "SURVIVAL", + "damage-vuln-u": "DAMAGE VULNERABILITIES", + "npc-dmg-vuln-place": "fire", + "damage-res-u": "DAMAGE RESISTANCES", + "npc-dmg-res-place": "cold", + "damage-imm-u": "DAMAGE IMMUNITIES", + "npc-dmg-imm-place": "lightning, thunder", + "cond-imm-u": "CONDITION IMMUNITIES", + "npc-cond-imm-place": "charmed", + "senses-u": "SENSES", + "npc-senses-place": "darkvision 120ft., passive Perception 16", + "langs-u": "LANGUAGES", + "lang-u": "LANGUAGE", + "npc-langs-place": "Abyssal, Common, Infernal", + "challenge-u": "CHALLENGE", + "xp-u": "XP", + "spellcast-npc-u": "SPELLCASTING NPC", + "spell-ability-u": "SPELLCASTING ABILITY", + "none-u": "NONE", + "strength-u": "STRENGTH", + "strength-save-u": "STRENGTH SAVE", + "dexterity-u": "DEXTERITY", + "dexterity-save-u": "DEXTERITY SAVE", + "constitution-u": "CONSTITUTION", + "constitution-save-u": "CONSTITUTION SAVE", + "intelligence-u": "INTELLIGENCE", + "intelligence-save-u": "INTELLIGENCE SAVE", + "wisdom-u": "WISDOM", + "wisdom-save-u": "WISDOM SAVE", + "charisma-u": "CHARISMA", + "charisma-save-u": "CHARISMA SAVE", + "spell-dc-u": "SPELL DC", + "spell-atk-bonus-u": "SPELL ATTACK BONUS", + "has-reaction-u": "HAS REACTIONS", + "leg-actions:-u": "LEGENDARY ACTIONS:", + "gen-opts-u": "GENERAL OPTIONS", + "npc-u": "NPC", + "roll-queries:-u": "ROLL QUERIES:", + "always-adv": "Always Roll Advantage", + "adv-toggle": "Advantage Toggle", + "query-adv": "Query Advantage", + "never-adv": "Never Roll Advantage", + "whisp-rolls-gm:-u": "WHISPER ROLLS TO GM:", + "never-whisp": "Never Whisper Rolls", + "query-whisp": "Query Whisper", + "always-whisp": "Always Whisper Rolls", + "auto-dmg-roll:-u": "AUTO DAMAGE ROLL:", + "never-dmg": "Don't Auto Roll Damage", + "always-dmg": "Auto Roll Damage & Crit", + "ac": "Armor Class", + "hp": "Hit Points", + "speed": "Speed", + "language-proficiencies": "Language Proficiencies:", + "skill-proficiencies": "Skill Proficiencies:", + "weapon-proficiencies": "Weapon Proficiencies", + "armor-proficiencies": "Armor Proficiencies:", + "tool-proficiencies": "Tool Proficiencies:", + "saving-throw": "Saving Throws", + "str": "Str", + "dex": "Dex", + "con": "Con", + "int": "Int", + "wis": "Wis", + "cha": "Cha", + "skills": "Skills", + "acrobatics": "Acrobatics", + "animal_handling": "Animal Handling", + "arcana": "Arcana", + "athletics": "Athletics", + "deception": "Deception", + "history": "History", + "insight": "Insight", + "intimidation": "Intimidation", + "investigation": "Investigation", + "medicine": "Medicine", + "nature": "Nature", + "perception": "Perception", + "performance": "Performance", + "persuasion": "Persuasion", + "religion": "Religion", + "sleight_of_hand": "Sleight of Hand", + "stealth": "Stealth", + "survival": "Survival", + "dmg-vuln": "Damage Vulnerabilities", + "dmg-res": "Damage Resistances", + "dmg-imm": "Damage Immunities", + "cond-imm": "Condition Immunities", + "senses": "Senses", + "langs": "Languages", + "challenge": "Challenge", + "npc-trait-name-place": "False Appearance.", + "npc-trait-desc-place": "If the dragon fails...", + "actions": "Actions", + "adv": "Advantage", + "norm": "Normal", + "disadv": "Disadvantage", + "name:-u": "NAME:", + "attack-u": "ATTACK", + "type:-u": "TYPE:", + "melee": "Melee", + "ranged": "Ranged", + "range-reach:-u": "RANGE/REACH:", + "range-reach-place": "5 ft.", + "to-hit:-u": "TO HIT:", + "target:-u": "TARGET:", + "target:": "Target:", + "to-hit-place": "One target", + "on-hit:-u": "ON HIT:", + "on-hit-place": "slashing", + "on-hit2:-u": "ON HIT 2:", + "on-hit-2-place": "fire", + "hit:": "Hit: ", + "reactions": "Reactions", + "npc-repeating-name-place": "Parry.", + "npc-repeating-desc-place": "The creature adds 2 to its AC against...", + "traits": "Traits", + "features": "Features", + "spells": "Spells", + "prep-u": "PREP", + "school:-u": "SCHOOL:", + "abjuration": "Abjuration", + "conjuration": "Conjuration", + "divination": "Divination", + "enchantment": "Enchantment", + "evocation": "Evocation", + "illusion": "Illusion", + "necromancy": "Necromancy", + "transmutation": "Transmutation", + "ritual": "RITUAL", + "ritual-l": "ritual", + "range:-u": "RANGE:", + "range:": "Range:", + "components:-u": "COMPONENTS:", + "components:": "Components:", + "spell-component-verbal": "V", + "spell-component-somatic": "S", + "spell-component-material": "M", + "spell-ritual": "R", + "spell-concentration": "C", + "ruby-dust-place": "ruby dust worth 50gp", + "concentration-u": "CONCENTRATION", + "concentration": "Concentration", + "duration:-u": "DURATION:", + "duration:": "Duration:", + "difficulty-class-abv": "DC", + "output:-u": "OUTPUT:", + "spellcard-u": "SPELLCARD", + "spell-atk:-u": "SPELL ATTACK:", + "none": "None", + "dmg:-u": "DAMAGE:", + "dmg2:-u": "DAMAGE2:", + "healing:-u": "HEALING:", + "add-ability-mod-u": "ADD ABILITY MOD TO DAMAGE OR HEALING", + "effect:-u": "EFFECT:", + "npc-atk-effect-place": "Half damage", + "desc:-u": "DESCRIPTION:", + "at-higher-lvl:-u": "AT HIGHER LEVELS:", + "at-higher-lvl": "At Higher Levels", + "higher-lvl-cast": "Higher Level Cast", + "leg-actions": "Legendary Actions", + "leg-actions-desc": "The can take legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature's turn. The regains spent legendary actions at the start of its turn.", + "atk-range-place": "5 ft.", + "atk-target-place": "One target", + "atk-dmg-type-place": "slashing", + "atk-dmg-type2-place": "fire", + "adv-u": "ADVANTAGE", + "norm-u": "NORMAL", + "disadv-u": "DISADVANTAGE", + "core-u": "CORE", + "bio-u": "BIO", + "spells-u": "SPELLS", + "feats-u": "FEATS", + "review-u": "REVIEW", + "char-name-u": "CHARACTER NAME", + "artificer": "Artificer", + "barbarian": "Barbarian", + "bard": "Bard", + "cleric": "Cleric", + "druid": "Druid", + "fighter": "Fighter", + "monk": "Monk", + "paladin": "Paladin", + "ranger": "Ranger", + "rogue": "Rogue", + "sorcerer": "Sorcerer", + "warlock": "Warlock", + "wizard": "Wizard", + "class-level-u": "CLASS & LEVEL", + "background-u": "BACKGROUND", + "background": "Background", + "race-u": "RACE", + "alignment-u": "ALIGNMENT", + "alignment": "Alignment:", + "exp-pts-u": "EXPERIENCE POINTS", + "inspiration-u": "INSPIRATION", + "prof-bonus-u": "PROFICIENCY BONUS", + "strength": "Strength", + "strength-save": "Strength Save", + "dexterity": "Dexterity", + "dexterity-save": "Dexterity Save", + "constitution": "Constitution", + "constitution-save": "Constitution Save", + "intelligence": "Intelligence", + "intelligence-save": "Intelligence Save", + "wisdom": "Wisdom", + "wisdom-save": "Wisdom Save", + "charisma": "Charisma", + "charisma-save": "Charisma Save", + "saving-throws-u": "SAVING THROWS", + "acrobatics-core": "Acrobatics (Dex)", + "animal_handling-core": "Animal Handling (Wis)", + "arcana-core": "Arcana (Int)", + "athletics-core": "Athletics (Str)", + "deception-core": "Deception (Cha)", + "history-core": "History (Int)", + "insight-core": "Insight (Wis)", + "intimidation-core": "Intimidation (Cha)", + "investigation-core": "Investigation (Int)", + "medicine-core": "Medicine (Wis)", + "nature-core": "Nature (Int)", + "perception-core": "Perception (Wis)", + "performance-core": "Performance (Cha)", + "persuasion-core": "Persuasion (Cha)", + "religion-core": "Religion (Int)", + "sleight_of_hand-core": "Sleight of Hand (Dex)", + "stealth-core": "Stealth (Dex)", + "survival-core": "Survival (Wis)", + "pass-wis-u": "PASSIVE WISDOM (PERCEPTION)", + "tool-u": "TOOL", + "pro-u": "PRO", + "attr-u": "ATTRIBUTE", + "prof-bonus:-u": "PROFICIENCY BONUS:", + "prof-u": "PROFICIENT", + "proficency-u": "PROFICIENCY", + "expertise-u": "EXPERTISE", + "jack-of-all-u": "JACK OF ALL TRADES", + "attr:-u": "ATTRIBUTE:", + "tool-prof-u": "TOOL PROFICIENCIES", + "weapon-proficiencies-u": "WEAPON PROFICIENCIES", + "other-prof-langs-u": "OTHER PROFICIENCIES & LANGUAGES", + "prof-langs-u": "PROFICIENCIES & LANGUAGES", + "init": "Initiative", + "init-u": "INITIATIVE", + "hp-max-u": "Hit Point Maximum", + "hp-current-u": "CURRENT HIT POINTS", + "hp-temp-u": "TEMPORARY HIT POINTS", + "total": "Total", + "hit-dice-u": "HIT DICE", + "successes-u": "SUCCESSES", + "failures-u": "FAILURES", + "death-save-u": "DEATH SAVE", + "death-saves-u": "DEATH SAVES", + "exhaustion-setting-u": "SHOW EXHAUSTION TRACKING:", + "exhaustion-u": "EXHAUSTION LEVEL", + "exhaustion-0": "No effect", + "exhaustion-1": "Disadvantage on ability checks", + "exhaustion-2": "Speed halved", + "exhaustion-3": "Disadvantage on attack rolls and saving throws", + "exhaustion-4": "Hit point maximum halved", + "exhaustion-5": "Speed reduced to 0", + "exhaustion-6": "Death", + "atk-u": "ATK", + "dmg-type-u": "DAMAGE/TYPE", + "attack:-u": "ATTACK:", + "proficient-u": "PROFICIENT", + "range-place": "Self (60-foot cone)", + "magic-bonus:-u": "MAGIC BONUS:", + "crit-range-u": "CRIT RANGE:", + "damage:-u": "DAMAGE:", + "dmg-type-place": "Slashing", + "crit:-u": "CRIT:", + "damage2:-u": "DAMAGE2:", + "saving-throw:-u": "SAVING THROW:", + "vs-dc:-u": "VS DC:", + "spell-u": "SPELL", + "flat-u": "FLAT", + "save": "Save", + "save-effect:-u": "SAVE EFFECT:", + "save-effect-place": "half damage", + "ammunition:-u": "AMMUNITION:", + "ammunition-place": "Arrows", + "description:-u": "DESCRIPTION:", + "description:": "Description:", + "description-place": "Up to 2 creatures within 5 feet", + "atk-spellcasting-u": "ATTACKS & SPELLCASTING", + "copper-piece-u": "CP", + "silver-piece-u": "SP", + "electrum-piece-u": "EP", + "gold-piece-u": "GP", + "platinum-piece-u": "PP", + "warning-armor-sets-u": "WARNING - MULTIPLE SETS OF ARMOR OR SHIELDS HAVE BEEN ADDED AND AC IS NOT CORRECTLY CALCULATED. UNEQUIP THE ARMOR PIECE FROM THE ITEM DETAILS.", + "item-name-u": "ITEM NAME", + "equipped-u": "EQUIPPED", + "use-as-resource-u": "USE AS A RESOURCE", + "prop:-u": "PROP:", + "mods:-u": "MODS:", + "total-weight-u": "TOTAL WEIGHT", + "immobile-u": "IMMOBILE", + "heavily-encumbered-u": "HEAVILY ENCUMBERED", + "encumbered-u": "ENCUMBERED", + "over-carrying-cap-u": "OVER CARRYING CAPACITY", + "equipment-u": "EQUIPMENT", + "personality-traits-u": "PERSONALITY TRAITS", + "ideals-u": "IDEALS", + "bonds-u": "BONDS", + "flaws-u": "FLAWS", + "class-resource-u": "CLASS RESOURCE", + "other-resource-u": "OTHER RESOURCE", + "feats-traits-u": "FEATURES & TRAITS", + "age-u": "AGE", + "size-u": "SIZE", + "size": "Size", + "height-u": "HEIGHT", + "weight-u": "WEIGHT", + "eye-u": "EYES", + "skin-u": "SKIN", + "hair-u": "HAIR", + "char-appearance-u": "CHARACTER APPEARANCE", + "char-backstory-u": "CHARACTER BACKSTORY", + "allies-orgs-u": "ALLIES & ORGANIZATIONS", + "add-feats-traits-u": "ADDITIONAL FEATURES & TRAITS", + "feat-u": "FEAT", + "treasure-u": "TREASURE", + "spell-save-dc-u": "SPELL SAVE DC", + "cantrips-u": "CANTRIPS", + "ritual-u": "RITUAL", + "casting-time:-u": "CASTING TIME:", + "casting-time:": "Casting Time:", + "at-higher-lvl-dmg:-u": "HIGHER LVL CAST DMG:", + "half-dmg-place": "Half damage", + "hit-die:-u": "HIT DIE:", + "initiative-mod:-u": "INITIATIVE MODIFIER:", + "glob-saving-mod:-u": "GLOBAL SAVING THROW MODIFIER:", + "glob-ac-mod:-u": "GLOBAL ARMOR CLASS MODIFIER:", + "glob-atk-mod:-u": "GLOBAL MAGIC ATTACK MODIFIER:", + "pass-perc-mod:-u": "PASSIVE PERCEPTION MODIFIER:", + "death-save-mod:-u": "DEATH SAVE MODIFIER:", + "magic-caster-lvl:-u": "MAGIC CASTER LEVEL:", + "halfling-luck-u": "HALFLING LUCK", + "arcane-fighter-u": "ARCANE FIGHTER", + "arcane-rogue-u": "ARCANE ROGUE", + "class-options-u": "CLASS OPTIONS ()", + "class:-u": "CLASS:", + "subclass:-u": "SUBCLASS:", + "race:-u": "RACE:", + "subrace:-u": "SUBRACE:", + "subrace": "Subrace:", + "subrace-ability-increase": "Subrace Ability Score Increase:", + "2nd-class:-u": "2ND CLASS:", + "lvl:-u": "LEVEL:", + "3rd-class:-u": "3RD CLASS:", + "4th-class:-u": "4TH CLASS:", + "mutliclass-opts-u": "MULTICLASS OPTIONS", + "use-cust-class-u": "USE CUSTOM CLASS", + "class-name:-u": "CLASS NAME:", + "spellcasting-ability:-u": "SPELLCASTING ABILITY:", + "spell-slots:-u": "SPELL SLOTS:", + "spell-full-u": "FULL (Cleric, Druid, Wizard)", + "spell-half-u": "HALF (Paladin, Ranger)", + "spell-third-u": "THIRD (Arcane Fighter/Rogue)", + "cust-class-opts": "CUSTOM CLASS OPTIONS", + "normal": "Normal", + "expirtise": "Expertise", + "skill-opts-u": "SKILL OPTIONS", + "version": "v", + "always-roll-adv": "Always Roll Advantage", + "toggle-roll-adv": "Advantage Toggle", + "query-roll-adv": "Query Advantage", + "never-roll-adv": "Never Roll Advantage", + "never-whisper-roll": "Never Whisper Rolls", + "query-whisper-roll": "Query Whisper", + "always-whisper-roll": "Always Whisper Rolls", + "never-roll-dmg": "Don't Auto Roll Damage", + "always-roll-dmg": "Auto Roll Damage & Crit", + "add-char-to-templates:-u": "ADD CHARACTER NAME TO TEMPLATES:", + "on": "On", + "off": "Off", + "inventory:-u": "INVENTORY:", + "compendium-compatible": "Compendium Compatible", + "simple": "Simple", + "encumbrance:-u": "ENCUMBRANCE:", + "ammo-tracking:-u": "AMMO TRACKING:", + "general-opts-u": "GENERAL OPTIONS", + "transition-text": "Clicking one of the images below will reformat the data from your current sheet to this sheet. These changes are permanent and cannot be undone.", + "transition-text-highlight": "Please make a copy of your game before you use this tool.", + "choose-sheet-transfer": "CHOOSE THE SHEET YOU ARE TRANSFERING FROM", + "community-sheet-u": "COMMUNITY SHEET", + "shaped-sheet-u": "SHAPED SHEET", + "transition-opts-u": "TRANSITION OPTIONS", + "portions-sheet-utilize": "Portions of this sheet utilize content from the System Reference Document 5.0 under the OGL License. View OGL License and Copyright Notice. https://wiki.roll20.net/SRD_5.0_OGL_License", + "api-required-title": "Try it now with easy one click API installation available with your Pro subscription.", + "api-required-u": "(API REQUIRED)", + "spell_dc_mod:-u": "SPELL SAVE DC MOD:", + "custom_ac:-u": "CUSTOM AC:", + "npc-info": "The NPC option sets new characters to default to the NPC card style sheet. Useful if the player characters have already been created and all new character sheets added to the game will likely representing non player characters.", + "npc-pc": "NPC/PC", + "roll-queries-info": "D20 Rolls output according to this option. Always Roll Advantage is the default setting and will roll two D20 on every roll in case of advantage. The expectation is that if there is no advantage or disadvantage you use the left most result. The Advantage Toggle option adds three new buttons to the top of the sheet so that you can toggle advantage on a case by case basis. Query Advantage gives you a prompt every roll asking if the roll has advantage. Never Roll Advantage always rolls a single D20 on any given roll, expecting the player to roll a second time in case of advantage or disadvantage.", + "whisp-rolls-gm-info": "All sheet rolls are sent to all players in chat by default. Query Whisper option gives you a prompt with each roll of whether or not the roll should be sent privately only to yourself and the GM. Always Whisper Rolls will send all rolls only to yourself and the GM.", + "auto-dmg-roll-info": "By default, attack damage rolls are not rolled until the hit is confirmed. Damage is rolled from the chat roll template by clicking on the name of the attack in the right hand bar, which then displays the damage. The default method is compatible with 3D dice. Optionally, you can choose to have the Auto Roll Damage & Crit option which will roll damage and critical hit dice at the same time of the attack, presenting all possible outcomes at the time of the attack.", + "add-char-to-templates-info": "Character names are not added to the roll template by default, and are only displayed as normal in the chat tab as the player/character selected as 'Speaking As'. Turning this option on adds the character making the roll's name to the template, useful for players represting multiple characters.", + "inventory-info": "Character Inventories default to the complex style that is compatible with the Roll20 5E Compendium. This includes granular item amounts/weights, weight and encumbrance tracking, sorting, AC calculations, automatic attack generation, and more. The Simple option provides a text field for item lists for players who want more manual control over the sheet.", + "encumbrance-info": "The sheet uses the variant encumbrance rules on page 176 of the PHB. The Off option disables the variant rules and only uses a basic over-limit inventory weight check.", + "ammo-tracking-info": "Provides automatic ammo tracking with the 5th Edition OGL by Roll20 Companion API Script.", + "dungeons-and-dragons-styling": "DUNGEONS AND DRAGONS STYLING", + "dungeons-and-dragons-styling-info": "Turns on Dungeons and Dragons styling for both the character sheet and roll templates. This setting is automatically applied to all character sheets and cannot be selectively used.", + "cd-bar1-value:-u": "BAR 1 VALUE:", + "cd-bar1-max:-u": "BAR 1 MAX:", + "cd-bar1-link:-u": "BAR 1 LINK:", + "cd-bar1-value-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 1's value to this attribute.", + "cd-bar1-max-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 1's max to this attribute.", + "cd-bar1-link-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, link the Bar 1's value to this attribute. If set this will override all other bar settings.", + "cd-bar2-value:-u": "BAR 2 VALUE:", + "cd-bar2-max:-u": "BAR 2 MAX:", + "cd-bar2-link:-u": "BAR 2 LINK:", + "cd-bar2-value-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 2's value to this attribute.", + "cd-bar2-max-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 2's max to this attribute.", + "cd-bar2-link-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, link the Bar 2's value to this attribute. If set this will override all other bar settings.", + "cd-bar3-value:-u": "BAR 3 VALUE:", + "cd-bar3-max:-u": "BAR 3 MAX:", + "cd-bar3-link:-u": "BAR 3 LINK:", + "cd-bar3-value-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 3's value to this attribute.", + "cd-bar3-max-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 3's max to this attribute.", + "cd-bar3-link-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, link the Bar 3's value to this attribute. If set this will override all other bar settings.", + "npc-name-in-rolls:-u": "NPC NAME IN ROLLS:", + "show": "Show", + "hide": "Hide", + "npc-name-in-rolls-desc:-u": "In NPC roll results, show or hide the name of the NPC in the roll result card.", + "public:-u": "PUBLIC", + "to-gm:-u": "TO GM", + "toggle-roll-whisper": "Whisper Toggle", + "attribute-opts-u": "ATTRIBUTE OPTIONS", + "save-opts-u": "SAVE OPTIONS", + "by-level": "By Level (Default)", + "prof-die": "Proficency Die (DMG)", + "custom": "Custom", + "core-die-roll:-u": "CORE DIE ROLL:", + "has-attack-u": "HAS AN ATTACK", + "variant-phb": "Variant (PHB p176)", + "carrying-capacity-mod:-u": "CARRYING CAPACITY MODIFIER:", + "armor-class-tracking:-u": "ARMOR CLASS TRACKING:", + "automatic": "Automatic", + "cantrip-progression:-u": "CANTRIP PROGRESSION", + "cantrip-dice-u": "CANTRIP DICE", + "cantrip-beam-u": "CANTRIP BEAM", + "slots_total-u": "SLOTS TOTAL", + "slots_remaining-u": "SLOTS REMAINING", + "level-calculations:-u": "AUTO LEVEL CALCULATIONS:", + "spell_slot_modifiers-u": "SPELL SLOT MODIFIERS", + "lvl-u": "LEVEL", + "include_spell_desc:-u": "INCLUDE SPELL DESCRIPTION IN ATTACK:", + "token_size-u": "TOKEN SIZE", + "add-dex-tiebreaker-u": "ADD DEX TIEBREAKER TO INITIATIVE", + "initiative-style:-u": "INITIATIVE STYLE:", + "query-attr-u": "QUERY ATTRIBUTE", + "custom-skills-u": "CUSTOM SKILLS", + "weapon-u": "WEAPON", + "armor-u": "ARMOR", + "other-u": "OTHER", + "source:-u": "SOURCE:", + "source-type:-u": "SOURCE TYPE:", + "racial": "Racial", + "class": "Class", + "feat": "Feat", + "feats": "Feats", + "other": "Other", + "partial": "Partial", + "show_all": "Show All", + "cr_only": "C&R Only", + "spell-icons:-u": "SPELL ICONS:", + "custom-pb:-u": "CUSTOM PROFICIENCY BONUS:", + "show-global-attack-field-u": "SHOW GLOBAL ATTACK MODIFIER FIELD", + "show-global-damage-field-u": "SHOW GLOBAL DAMAGE MODIFIER FIELD", + "show-global-save-field-u": "SHOW GLOBAL SAVE MODIFIER FIELD", + "show-global-skill-field-u": "SHOW GLOBAL SKILL MODIFIER FIELD", + "global-attack-u": "GLOBAL ATTACK MODIFIER", + "global-damage-u": "GLOBAL DAMAGE MODIFIER", + "global-save-u": "GLOBAL SAVE MODIFIER", + "global-skill-u": "GLOBAL SKILL MODIFIER", + "global-damage": "Global Damage Modifier", + "core-die-roll-info": "Changing the core die will replace the normal 1d20 made with almost all rolls with a randomizer of your choice, such as 2d10 or 3d6.", + "pb-type-info": "By default, the character's Proficiency Bonus will be automatically calculated based off of their total level as is the standard method in the PHB. The Proficency Die option supports the alternate method outlined in the DMG where, instead of a flat bonus, a die is rolled instead. The Custom option allows you to replace the PB with anything of your choosing.", + "global-save-info": "Creates a custom global save modifier field, underneath the SAVING THROWS section of the character sheet. Anything put there will be applied to any save roll. Perfect for regular but not permanent bonuses like the Bless spell.", + "global-skill-info": "Creates a custom global skill modifier field, underneath the SKILLS section of the character sheet. Anything put there will be applied to any save roll. Perfect for regular but not permanent bonuses like the Guidance spell.", + "global-attack-info": "Creates a custom global attack modifier field, underneath the ATTACKS AND SPELL CASTING section of the character sheet. Anything put there will be applied to any attack to-hit roll. Perfect for regular but not permanent bonuses to attack like the Bless spell.", + "global-damage-info": "Creates a custom global damage modifier field, underneath the ATTACKS AND SPELL CASTING section of the character sheet. Anything put there will be applied to any attack damage roll. Perfect for regular but not permanent bonuses to damage like the Sneak Attack ability.", + "auto-level-calc-info": "By default changing character levels will automatically set spell slots and hit dice. Changing this setting to off prevents this behavior.", + "simple-traits-info": "Character FEATURES AND TRAITS section defaults to the complex style that is compatible with the Roll20 5E Compendium. The Simple option provides a text field for players who want more manual control over the sheet.", + "simple-proficiencies-info": "Character OTHER PROFICIENCIES & LANGUAGES section defaults to the complex style that is compatible with the Roll20 5E Compendium. The Simple option provides a text field for players who want more manual control over the sheet.", + "init-tiebreaker-info": "Adds the character's dexterity score as a decimal to the end of the initiative bonus for purposes of breaking ties.", + "b-custom-info": "When the Proficiency Bonus type is set to Custom, the character sheet will use this value for the character's Proficiency Bonus.", + "footer-wiki-link": "For more information about this character sheet, its functionality, or uses, please check out the Roll20 Wiki for official documentation. https://wiki.roll20.net/5th_Edition_OGL_by_Roll20", + "accepting-drop-u": "ACCEPTING DROP FROM COMPENDIUM", + "are_you_sure": "Are you sure you want to turn this character into a ", + "yes": "Yes", + "next": "Next", + "cancel": "Cancel", + "cancel-u": "CANCEL", + "choose": "Choose", + "innate:-u": "INNATE:", + "mod:-u": "MOD:", + "hpmods:-u": "HP MODIFIERS:", + "charmancer-welcome": "Welcome to the Charactermancer!", + "charmancer-what-is": "The Charactermancer is a step-by-step process that makes building a character simple and streamlined. Changes are saved as you progress, but the character sheet is only updated when the Charactermancer has been completed.", + "get-started": "Get started by clicking Next.", + "opt-out-u": "OPT OUT", + "charmancer-compendium": "Your Compendium Awaits.", + "charmancer-compendium-detail": "The Charactermancer currently supports Dungeons & Dragons 5th Edition SRD and the Player's Handbook. You can add the Player's Handbook to your compendium in the Marketplace, or the game owner can share their compendium with everyone in the game.", + "charmancer-choose-race": "Choose a Race:", + "charmancer-custom-race-name": "Custom Race Name:", + "charmancer-custom-subclass-name:": "Custom sublass Name:", + "charmancer-additional-cantrips": "Additional Cantrips", + "charmancer-additional-lvl-1-spells": "Additional Level 1 Spells", + "suggested-abilities": "Suggested Abilities: ", + "class-spellcasting": "Class Spellcasting Ability: ", + "ability-score-increase": "Ability Score Increase:", + "lawful-good": "Lawful Good", + "neutral-good": "Neutral Good", + "chaotic-good": "Chaotic Good", + "lawful-neutral": "Lawful Neutral", + "neutral": "Neutral", + "chaotic-neutral": "Chaotic Neutral", + "lawful-evil": "Lawful Evil", + "neutral-evil": "Neutral Evil", + "chaotic-evil": "Chaotic Evil", + "tiny": "Tiny", + "small": "Small", + "medium": "Medium", + "large": "Large", + "huge": "Huge", + "age": "Age:", + "gargantuan": "Gargantuan", + "step1-equipment": "Step 5: Equipment", + "equipment-from-background": "Equipment from Background", + "equipment-from-class": "Equipment from Class", + "class-equipment": "Class Equipment", + "starting-wealth": "Starting Wealth (PHB)", + "starting-gold:": "Starting Gold:", + "no_class_warning-u": "NO CLASS HAS BEEN SELECTED OR SELECTED CLASS DOES NOT HAVE STANDARD EQUIPMENT. CLASS EQUIPMENT CANNOT BE CHOSEN AT THIS TIME.", + "standard-array": "Standard Array", + "roll-for-stats": "Roll for Stats", + "standard-roll": "Roll 4d6, drop lowest", + "charmancer-cancel-heading": "Where would you like to go, traveler?", + "continue-charmancer": "Continue Charactermancer", + "save_progress_and_exit": "Save and Exit", + "cancel_charactermancer": "Discard and exit", + "charmancer-discard-warning": "Discard and Exit will cause all choices to be lost.", + "mancer-opts-u": "CHARACTERMANCER OPTIONS", + "relaunch-lvl1mancer-u": "LAUNCH LEVEL 1 CHARACTERMANCER (CANNOT BE UNDONE)", + "point-buy": "Point Buy", + "available-points:": "Available Points: ", + "equipment-choice-text": "How would you like to choose your equipment?", + "charmancer-start": "Start", + "clear-abilities": "Clear Assignment", + "use-charactermancer-for-new:-u": "USE LEVEL 1 CHARACTERMANCER FOR NEW CHARACTERS:", + "use-charactermancer-for-new-info": "With this option enabled all new characters will open with the Level 1 Roll20 Charactermancer. Disabling this option will start new characters directly on the character sheet disabling the Level 1 Charactermancer, which can still be manually run from the Settings tab of the character sheet.", + "feat-pre-check": "Look carefully! Prerequisites are not checked automatically.", + "stats-rolled-hint": "We rolled your dice! Check the chat window to view your results in detail. Assign the results below to your preferred attributes:", + "return-to:": "Return to: ", + "do_you_want_mancer": "How do you want to create this character?", + "no": "No", + "global-ac-u": "GLOBAL AC MODIFIER", + "show-global-ac-field-u": "SHOW GLOBAL AC MODIFIER FIELD", + "warning-customac-u": "ATTENTION - CUSTOM AC IS NOT BEING USED. TO USE CUSTOM AC, UNEQUIP ARMOR.", + "manual": "Edit sheet direclty", + "npc-new": "Create an NPC", + "mancer-confirm-yes": "Use the Charactermancer", + "allow-shields-u": "ALLOW SHIELDS?", + "levels-u": "LEVELS", + "features-u": "FEATURES", + "asi-u": "ABILITY SCORE INCREASE / FEATS", + "charmancer-leveler-what-is": "The Charactermancer is a step-by-step process that makes leveling up a character simple and streamlined. Changes are saved as you progress, but the character sheet is only updated when the Charactermancer has been completed.", + "charmancer-leveler-level-info1": "Your existing class levels have been pre-populated for you. By default your primary class has been set to be increased by one level. You can change how many levels to increase below, as well as adding a new multiclass.", + "charmancer-leveler-level-info2": "In each class section you'll have the option to take the average number of hit points or to roll randomly, choose class features for the levels you're advancing, and choose your subclass if appropriate.", + "charmancer-leveler-spells-info": "Listed here are the current spells your character already knows. If you gained access to more spells during your advancement you will be able to select them below. Check next to the spells you wish to learn. The Charactermancer will help you pick the right number of spells and from the correct list. If your class has the option to swap out spells, you can do so by unselecting currently known spells which will allow you to select new ones in their place.", + "total-level-u": "TOTAL LEVEL", + "main-class-level-u": "MAIN CLASS LEVEL", + "class-2-level-u": "CLASS 2 LEVEL", + "class-3-level-u": "CLASS 3 LEVEL", + "class-4-level-u": "CLASS 4 LEVEL", + "levels:-u": "LEVELS:", + "warning-leveler_start-u": "ATTENTION - YOU CANNOT LAUNCH THE CHARACTERMANCER LEVEL UP UNTIL YOU HAVE A CLASS, LEVEL, AND HP SET FOR LEVEL ONE. PLEASE RUN THE CHARACTERMANCER CREATOR FIRST. THE LEVEL UP TOOL DOESN'T WORK WITH CUSTOM CLASSES OR IF THE MULTICLASS OPTIONS ARE SET UP INCORRECTLY.", + "charmancer-leveler-custom-class-warning": "The Level Up tool does not support custom classes at this time.", + "charmancer-welcome-lp": "Welcome to Charactermancer Level Up!", + "charmancer-leveler-what-is-lp": "Look at you, with all that experience. Now it's time to claim your reward. You'll walk through the step-by-step process to make a few decisions, and your character will be at the next level in no time. Changes are saved as you move through the process, but if you change your mind, you'll need to revisit the steps and choices that come after.", + "charmancer-compendium-detail-lp": "The Charactermancer currently supports Dungeons & Dragons 5th Edition SRD, Player's Handbook, and Guildmasters' Guide to Ravnica. Xanathar's Guide to Everything will be supported in the coming weeks. You can add the Player's Handbook and Guildmasters' Guide to Ravnica to your compendium in the Marketplace, or the game owner can share their compendium with everyone in the game.", + "roll:-u": "ROLL:", + "roll": "Roll", + "prerequisite:": "Prerequisite:", + "back": "BACK", + "back-to-top": "Back to Top", + "choose-a-class:": "Choose a Class:", + "custom-class-name:": "Custom Class Name", + "charmancer-class-features:": "Class Features: ", + "charmancer-subclass-features:": "Subclass Features:", + "hit-die:": "Hit Die:", + "average": "Average", + "hp-u": "HP", + "saving-throw-proficiency": "Saving Throw Proficiency", + "armor": "Armor", + "equipment": "Equipment:", + "language": "Language", + "skill": "Skill", + "tool": "Tool", + "weapon": "Weapon", + "add-another-feature": "Add Another Feature", + "add-another-proficiency": "Add Another Proficiency", + "innate-spellcasting:": "Innate Spellcasting:", + "spellcasting-ability": "Spellcasting Ability:", + "number-of-cantrips": "Number of Cantrips:", + "number-of-lvl-1-spells": "Number of Level 1 Spells:", + "spell-list": "Spell List:", + "done": "Done", + "ability-score-method": "Ability Score Method:", + "select-your-choices": "Select Your Choices:", + "input-your-scores": "Input Your Scores:", + "choose-background": "Choose a Background:", + "personality-traits": "Personality Traits", + "ideal": "Ideal", + "bond": "Bond", + "flaw": "Flaw", + "you-have-chosen-starting-gold": "You have chosen starting gold and do not get equipment from your background.", + "you-have-created-custom-class": "You have created a custom class; you can add equipment to the character sheet after you have finished the Charactermancer.", + "arcane-is-mystery": "The Arcane is a mystery to you.", + "your-character-dont-have-spells-this-lvl": "Your character doesn't have spells at this level. Click “Next” to review your character!", + "charmancer-a-feat-represents": "A feat represents accomplishment, grit, determination, and expertise. It is the reward for hard work.", + "you-really-havent-done": "You really haven't done that much yet", + "review-your-choices": "Review your choices:", + "race": "Race", + "abilities": "Abilities", + "bio": "Bio", + "name-background": "Name:", + "building-your-character": "Building your character...", + "charmancer-only-choice-left-is-on-or": "The only choice left is to press on or turn back. If you're editing an existing character, all your existing data will be lost into the void when you apply your changes.", + "apply-changes": "Apply Changes", + "pick-your-equipment": "Pick your equipment", + "you-havent-chosen-background": "You have not yet selected a background.", + "you-havent-selected-class": "You have not yet selected a class.", + "ability-score": "Ability Score", + "you-can-increase-two-abilites": "You can increase two of your abilities by 1, or one of your abilities by 2", + "before-leveling": "Before Leveling", + "after-leveling": "After Leveling", + "charmancer-removed-spells-marked-pt1": "Removed spells will be marked with a r symbol so you can find it easily if you change your mind." +} diff --git a/Redsky/translations/de.json b/Redsky/translations/de.json new file mode 100644 index 0000000000..bbd675dde8 --- /dev/null +++ b/Redsky/translations/de.json @@ -0,0 +1,684 @@ +{ + "skills-list": "Akrobatik,Arkana,Athletik,Darstellung,Einschüchtern,Einsicht,Fingerfertigkeit,Geschichtswissen,Heimlichkeit,Informationen sammeln,Medizin,Mit Tieren umgehen,Naturkunde,Religion,Täuschen,Überlebenskunst,Überreden,Wahrnehmung", + "npc-options-u": "NSC OPTIONEN", + "name-u": "NAME", + "npc-type-u": "NSC Typ", + "npc-type-place": "Mittlerer Teufel, beliebige Böse Gesinnung", + "armor-class-u": "RÜSTUNGSKLASSE", + "class-u": "KLASSE", + "type-u": "TYP", + "abilities-u": "ATTRIBUTE", + "npc-armor-place": "Schuppenpanzer", + "hit-points-u": "TREFFERPUNKTE", + "formula-u": "FORMEL", + "speed-u": "BEW.RATE", + "npc-speed-place": "9 m., fliegend 18 m.", + "attributes-u": "ATTRIBUTE", + "str-u": "STE", + "dex-u": "GES", + "con-u": "KON", + "int-u": "INT", + "wis-u": "WEI", + "cha-u": "CHA", + "saves-u": "RETTUNGSWÜRFE", + "skills-u": "FERTIGKEITEN", + "acrobatics-u": "AKROBATIK", + "animal_handling-u": "Mit Tieren umgehen", + "arcana-u": "ARKANA", + "athletics-u": "ATHLETIK", + "deception-u": "TÄUSCHEN", + "history-u": "GESCHICHTE", + "insight-u": "MOTIV ERKENNEN", + "intimidation-u": "EINSCHÜCHTERN", + "investigation-u": "NACHFORSCHUNGEN", + "medicine-u": "MEDIZIN", + "nature-u": "NATURKUNDE", + "perception-u": "WAHRNEHMUNG", + "performance-u": "AUFTRETEN", + "persuasion-u": "ÜBERZEUGEN", + "religion-u": "RELIGION", + "sleight_of_hand-u": "FINGERFERTIGKEIT", + "stealth-u": "HEIMLICHKEIT", + "survival-u": "ÜBERLEBENSKUNST", + "damage-vuln-u": "Schaden Verwundbarkeit", + "npc-dmg-vuln-place": "Feuer", + "damage-res-u": "Schadensresistenzen", + "npc-dmg-res-place": "Kälte", + "damage-imm-u": "Schadensimmunitäten", + "npc-dmg-imm-place": "Blitz, Donner", + "cond-imm-u": "Konditions-Immunitäten", + "npc-cond-imm-place": "Verzaubert", + "senses-u": "SINNE", + "npc-senses-place": "Dunkelsicht 36 m., passive Wahrnehmung 16", + "langs-u": "SPRACHEN", + "lang-u": "SPRACHE", + "npc-langs-place": "Schrecken, Gemein, Infernal", + "challenge-u": "Herausforderung", + "xp-u": "EP", + "spellcast-npc-u": "Zaubernder NSC", + "spell-ability-u": "Zauber Fähigkeit", + "none-u": "Keine", + "strength-u": "STÄRKE", + "strength-save-u": "Stärke Rettungswurf", + "dexterity-u": "GESCHICK", + "dexterity-save-u": "GESCHICKLICHKEIT RW", + "constitution-u": "KONSTITUTION", + "constitution-save-u": "KONSTITUTION RW", + "intelligence-u": "INTELLIGENZ", + "intelligence-save-u": "INTELLIGENZ RW", + "wisdom-u": "WEISHEIT", + "wisdom-save-u": "WEISHEIT RW", + "charisma-u": "CHARISMA", + "charisma-save-u": "CHARISMA RW", + "spell-dc-u": "ZAUBER SG", + "spell-atk-bonus-u": "ZAUBER ANGRIFFSBONUS", + "has-reaction-u": "hat Reaktionen", + "leg-actions:-u": "Legendäre Aktionen:", + "gen-opts-u": "ALLGEMEINE EINSTELLUNGEN", + "npc-u": "NSC", + "roll-queries:-u": "WURF ABFRAGE:", + "always-adv": "Immer Vorteil Würfeln", + "adv-toggle": "Vorteil auswählen", + "query-adv": "Vorteil abfragen", + "never-adv": "Nie Vorteil Würfeln", + "whisp-rolls-gm:-u": "WURF DEM SL FLÜSTERN:", + "never-whisp": "Niemals geflüsterte Würfe", + "query-whisp": "Flüstern abfragen", + "always-whisp": "Immer geflüsterte Würfe", + "auto-dmg-roll:-u": "Schaden automatisch würfeln:", + "never-dmg": "Schaden nicht automatisieren", + "always-dmg": "Schaden & Kritische Treffer automatisieren", + "ac": "Rüstungsklasse", + "hp": "TREFFERPUNKTE", + "speed": "BEW. RATE", + "language-proficiencies": "Sprachfertigkeiten:", + "skill-proficiencies": "Geschick Fertigkeiten:", + "weapon-proficiencies": "Waffenfertigkeiten", + "armor-proficiencies": "Rüstungsfertigkeiten:", + "tool-proficiencies": "Werkzeug Kenntnisse:", + "saving-throw": "Rettungswürfe", + "str": "Str", + "dex": "Ges", + "con": "Kon", + "int": "Int", + "wis": "Wei", + "cha": "Cha", + "skills": "Fertigkeiten", + "acrobatics": "Akrobatik", + "animal_handling": "Mit Tieren umgehen", + "arcana": "Arkane Kunde", + "athletics": "Athletik", + "deception": "Täuschen", + "history": "Geschichte", + "insight": "Motiv erkennen", + "intimidation": "Einschüchtern", + "investigation": "Nachforschungen", + "medicine": "Medizin", + "nature": "Naturkunde", + "perception": "Wahrnehmung", + "performance": "Auftreten", + "persuasion": "Überreden", + "religion": "Religion", + "sleight_of_hand": "Fingerfertigkeit", + "stealth": "Heimlichkeit", + "survival": "Überlebenskunst", + "dmg-vuln": "Schadens-Verwundbarkeiten", + "dmg-res": "Schadensresistenzen", + "dmg-imm": "Schadensimmunitäten", + "cond-imm": "Konditions-Immunitäten", + "senses": "Sinne", + "langs": "Sprachen", + "challenge": "Herausforderung", + "npc-trait-name-place": "Falsches Äußeres", + "npc-trait-desc-place": "wenn der Drache versagt ...", + "actions": "Aktionen", + "adv": "Vorteil", + "norm": "Normal", + "disadv": "Nachteil", + "name:-u": "NAME:", + "attack-u": "ANGRIFF", + "type:-u": "Typ:", + "melee": "Nahkampf", + "ranged": "Fernkampf", + "range-reach:-u": "Reichweite:", + "range-reach-place": "1,5 m.", + "to-hit:-u": "TREFFERBONUS:", + "target:-u": "ZIEL:", + "target:": "Ziel:", + "to-hit-place": "Ein Ziel", + "on-hit:-u": "Bei Treffer:", + "on-hit-place": "Hieb", + "on-hit2:-u": "Bei Treffer 2:", + "on-hit-2-place": "Feuer", + "hit:": "Treffer:", + "reactions": "Reaktionen", + "npc-repeating-name-place": "Parrieren.", + "npc-repeating-desc-place": "Die Kreatur addiert 2 zu ihrer RK gegen...", + "traits": "Wesenszüge", + "features": "Merkmale", + "spells": "Zauber", + "prep-u": "Vorbereitet", + "school:-u": "Schule:", + "abjuration": "Bannzauber", + "conjuration": "Beschwörung", + "divination": "Erkenntniszauber", + "enchantment": "Verzauberung", + "evocation": "Hervorrufung", + "illusion": "Illusion", + "necromancy": "Nekromantie", + "transmutation": "Verwandlung", + "ritual": "Ritual", + "ritual-l": "Ritual", + "range:-u": "Reichweite:", + "range:": "Reichweite:", + "components:-u": "Komponenten:", + "components:": "Komponenten:", + "spell-component-verbal": "V", + "spell-component-somatic": "G", + "spell-component-material": "M", + "spell-ritual": "R", + "spell-concentration": "C", + "ruby-dust-place": "Rubinstaub für 50 g", + "concentration-u": "Konzentration", + "concentration": "Konzentration", + "duration:-u": "Dauer:", + "duration:": "Dauer:", + "difficulty-class-abv": "SG", + "output:-u": "Ausgabe:", + "spellcard-u": "Zauberkarte", + "spell-atk:-u": "Angriffszauber:", + "none": "Keine", + "dmg:-u": "Schaden:", + "dmg2:-u": "Schaden2:", + "healing:-u": "Heilung:", + "add-ability-mod-u": "addier Fähigkeitsmodifikator zu Schaden oder Heilung", + "effect:-u": "Effekt:", + "npc-atk-effect-place": "Halber Schaden", + "desc:-u": "Beschreibung:", + "at-higher-lvl:-u": "In Höheren Stufen:", + "at-higher-lvl": "In Höheren Stufen", + "higher-lvl-cast": "Höhere Zauberstufe", + "leg-actions": "Legendäre Aktionen", + "leg-actions-desc": "Der kann aus den folgenden Legendäre Aktionen auswählen: . Nur eine Legendäre Aktion kann zu jeder Zeit aktiv sein und auschließlich am Ende des Zugs einer anderen Kreatur benutzt werden. Der regeneriert Legendäre Aktionen zu Beginn seines Zugs.", + "atk-range-place": "1,5 m.", + "atk-target-place": "Ein Ziel", + "atk-dmg-type-place": "Hieb", + "atk-dmg-type2-place": "Feuer", + "adv-u": "Vorteil", + "norm-u": "Normal", + "disadv-u": "Nachteil", + "core-u": "Kern", + "bio-u": "Bio", + "spells-u": "Zauber", + "feats-u": "TALENTE", + "review-u": "REVIEW", + "char-name-u": "Charaktername", + "artificer": "Erfinder", + "barbarian": "Barbar", + "bard": "Barde", + "cleric": "Kleriker", + "druid": "Druide", + "fighter": "Kämpfer", + "monk": "Mönch", + "paladin": "Paladin", + "ranger": "Waldläufer", + "rogue": "Schurke", + "sorcerer": "Zauberer", + "warlock": "Hexer", + "wizard": "Magier", + "class-level-u": "Klasse & Stufe", + "background-u": "Hintergrund", + "background": "Hintergrund", + "race-u": "Rasse", + "alignment-u": "Gesinnung", + "alignment": "Gesinnung:", + "exp-pts-u": "Erfahrungspunkte", + "inspiration-u": "Inspiration", + "prof-bonus-u": "KOMPETENZBONUS", + "strength": "Stärke", + "strength-save": "Stärke Rettungswurf", + "dexterity": "Geschicklichkeit", + "dexterity-save": "Geschicklichkeit Rettungswurf", + "constitution": "Konstitution", + "constitution-save": "Konstitution Rettungswurf", + "intelligence": "Intelligenz", + "intelligence-save": "Intelligenz Rettungswurf", + "wisdom": "Weisheit", + "wisdom-save": "Weisheit Rettungswurf", + "charisma": "Charisma", + "charisma-save": "Charisma Rettungswurf", + "saving-throws-u": "Rettungswürfe", + "acrobatics-core": "Akrobatik (Ges)", + "animal_handling-core": "Mit Tieren umgehen (Wei)", + "arcana-core": "Arkana (Int)", + "athletics-core": "Athletik (Str)", + "deception-core": "Täuschen (Cha)", + "history-core": "Geschichte (Int)", + "insight-core": "Einsicht (Wei)", + "intimidation-core": "Einschüchtern (Cha)", + "investigation-core": "Nachforschen (Int)", + "medicine-core": "Medizin (Wei)", + "nature-core": "Naturkunde (Int)", + "perception-core": "Wahrnehmung (Wei)", + "performance-core": "Darbietung (Cha)", + "persuasion-core": "Überreden (Cha)", + "religion-core": "Religion (Int)", + "sleight_of_hand-core": "Fingerfertigkeit (Ges)", + "stealth-core": "Heimlichkeit (Ges)", + "survival-core": "Überlebenskunst (Wei)", + "pass-wis-u": "Passive Weisheit (Wahrnehmung)", + "tool-u": "Werkzeug", + "pro-u": "Beg", + "attr-u": "Attribute", + "prof-bonus:-u": "KOMPETENZBONUS:", + "prof-u": "GEÜBT", + "proficency-u": "FÄHIGKEIT", + "expertise-u": "Sachverstand", + "jack-of-all-u": "Vielfältig begabt", + "attr:-u": "Attribute:", + "tool-prof-u": "WERKZEUGFERTIGKEITEN", + "weapon-proficiencies-u": "WAFFENFERTIGKEITEN", + "other-prof-langs-u": "WEITERE FERTIGKEITEN & SPRACHEN", + "prof-langs-u": "FERTIGKEITEN & SPRACHEN", + "init": "Initiative", + "init-u": "Initiative", + "hp-max-u": "Trefferpunkte Maximum", + "hp-current-u": "Aktuelle Trefferpunkte", + "hp-temp-u": "Temporäre Trefferpunkte", + "total": "Gesamt", + "hit-dice-u": "Trefferwürfel", + "successes-u": "Erfolge", + "failures-u": "Misserfolge", + "death-save-u": "RW gegen Tod", + "death-saves-u": "RW gegen Tod", + "exhaustion-setting-u": "ERSCHÖPFUNGSZUSTAND ANZEIGEN:", + "exhaustion-u": "ERSCHÖPFUNG-STUFE", + "exhaustion-0": "Keine Wirkung", + "exhaustion-1": "Nachteil auf Fähigkeitschecks", + "exhaustion-2": "Geschwindigkeit halbiert", + "exhaustion-3": "Nachteil auf Angriffswürfe & Rettungswürfe", + "exhaustion-4": "Trefferpunkte-Maximum halbiert", + "exhaustion-5": "Bew. reduziert auf 0", + "exhaustion-6": "Tod", + "atk-u": "Angr", + "dmg-type-u": "Schaden/Typ", + "attack:-u": "Angriff:", + "proficient-u": "Begabt", + "range-place": "Selbst (18 meter kegel)", + "magic-bonus:-u": "Magie Bonus:", + "crit-range-u": "Krit Reichweite:", + "damage:-u": "Schaden:", + "dmg-type-place": "Hieb", + "crit:-u": "Krit:", + "damage2:-u": "Schaden2:", + "saving-throw:-u": "Rettungswurf:", + "vs-dc:-u": "vs. SG:", + "spell-u": "Zauber", + "flat-u": "Gerundet", + "save": "Rettungswurf", + "save-effect:-u": "Rettungswurf Effekt:", + "save-effect-place": "Halber Schaden", + "ammunition:-u": "Munition:", + "ammunition-place": "Pfeile", + "description:-u": "Beschreibung:", + "description:": "Description:", + "description-place": "Bis zu 2 Kreaturen innerhalb 1,5m", + "atk-spellcasting-u": "Angriff & Zaubern", + "copper-piece-u": "KM", + "silver-piece-u": "SM", + "electrum-piece-u": "EM", + "gold-piece-u": "GM", + "platinum-piece-u": "PM", + "warning-armor-sets-u": "Achtung: Mehrere Rüstungen und Schilde wurden hinzugefügt und die Rüstungsklasse kann nicht korrekt kalkuliert werden. Entferne die multiplen Ausrüstungsgegenstände.", + "item-name-u": "Gegenstandsname", + "equipped-u": "Ausgerüstet", + "use-as-resource-u": "Als Ressource benutzen", + "prop:-u": "Eigenschaften:", + "mods:-u": "Modifikationen:", + "total-weight-u": "Gesamtgewicht", + "immobile-u": "Unbeweglich", + "heavily-encumbered-u": "Überlastet", + "encumbered-u": "Belastet", + "over-carrying-cap-u": "Über der Tragekapazität", + "equipment-u": "Ausrüstung", + "personality-traits-u": "Persönlichkeitsmerkmale", + "ideals-u": "Ideale", + "bonds-u": "Bindungen", + "flaws-u": "Makel", + "class-resource-u": "Klassenressource", + "other-resource-u": "andere Ressource", + "feats-traits-u": "Fähigkeiten & Eigenschaften", + "age-u": "Alter", + "size-u": "Größe", + "size": "Größe", + "height-u": "Körpergröße", + "weight-u": "Gewicht", + "eye-u": "Augenfarbe", + "skin-u": "Hautfarbe", + "hair-u": "Haarfarbe", + "char-appearance-u": "Charakter Aussehen", + "char-backstory-u": "Charakter Hintergrundgeschichte", + "allies-orgs-u": "Verbündete & Fraktionen", + "add-feats-traits-u": "Zusätzliche Fähigkeiten & Eigenschaften", + "feat-u": "TALENTE", + "treasure-u": "Vermögen", + "spell-save-dc-u": "ZAUBER-RW-SG", + "cantrips-u": "Zaubertricks", + "ritual-u": "Ritual", + "casting-time:-u": "Zauberzeit:", + "casting-time:": "Zauberzeit:", + "at-higher-lvl-dmg:-u": "Höhere Stufe Zauberschaden:", + "half-dmg-place": "Halber Schaden", + "hit-die:-u": "Trefferwürfel:", + "initiative-mod:-u": "Initiative Modifikator:", + "glob-saving-mod:-u": "Globaler Rettungswurf Modifikator:", + "glob-ac-mod:-u": "Globaler Rüstungsklassen Modifikator:", + "glob-atk-mod:-u": "Globaler Zauberangriff Modifikator:", + "pass-perc-mod:-u": "Passiver Wahrnehmungsmodifikator:", + "death-save-mod:-u": "RW TOD MODIFIKATOR:", + "magic-caster-lvl:-u": "Zauberwirker Stufe:", + "halfling-luck-u": "Halblingsglück", + "arcane-fighter-u": "Arkaner Kämpfer", + "arcane-rogue-u": "Arkaner Schurke", + "class-options-u": "Klassen Optionen ", + "class:-u": "KLASSE:", + "subclass:-u": "UNTERKLASSE:", + "race:-u": "VOLK:", + "subrace:-u": "UNTERRASSE:", + "subrace": "Unterklasse:", + "subrace-ability-increase": "Unterklasse Attributs Werterhöhung:", + "2nd-class:-u": "2te Klasse:", + "lvl:-u": "Stufe:", + "3rd-class:-u": "3te Klasse:", + "4th-class:-u": "4te Klasse:", + "mutliclass-opts-u": "MULTIKLASSE EINSTELLUNGEN", + "use-cust-class-u": "Eigene Klasse benutzen", + "class-name:-u": "Klassenname:", + "spellcasting-ability:-u": "Zauber Fähigkeit:", + "spell-slots:-u": "Zauberslots:", + "spell-full-u": "Voll (Kleriker, Druide, Magier)", + "spell-half-u": "Halb (Paladin, Waldläufer)", + "spell-third-u": "Drittel (Arkaner Kämpfer, Schurke)", + "cust-class-opts": "EIGENE KLASSE EINSTELLUNGEN", + "normal": "Normal", + "expirtise": "Sachverstand", + "skill-opts-u": "FERTIGKEITSEINSTELLUNGEN", + "version": "v", + "always-roll-adv": "Immer Vorteil Würfeln", + "toggle-roll-adv": "Vorteil auswählen", + "query-roll-adv": "Vorteil abfragen", + "never-roll-adv": "Nie Vorteil Würfeln", + "never-whisper-roll": "Nie Flüstern", + "query-whisper-roll": "Flüstern abfragen", + "always-whisper-roll": "Immer Flüstern", + "never-roll-dmg": "Schaden nicht automatisieren", + "always-roll-dmg": "Schaden & Kritische Treffer automatisieren", + "add-char-to-templates:-u": "Füge Charaktername dem Template hinzu:", + "on": "An", + "off": "Aus", + "inventory:-u": "Inventar:", + "compendium-compatible": "Kompendium Kompatibel", + "simple": "Einfach", + "encumbrance:-u": "BELASTUNG:", + "ammo-tracking:-u": "Munitionsverfolgung:", + "general-opts-u": "ALLGEMEINE EINSTELLUNGEN", + "transition-text": "Beim anklicken einer der unteren Bilder werden die Daten deines aktuellen Blatts umformatiert. Diese Änderungen sind permanent und können nicht rückgängig gemacht werden.", + "transition-text-highlight": "Bitte erstelle eine Kopie deines Spiels bevor du dieses Werkzeug benutzst.", + "choose-sheet-transfer": "Wähle das Blatt von dem aus du transferierst", + "community-sheet-u": "Gruppenblatt", + "shaped-sheet-u": "Angepasstes Blatt", + "transition-opts-u": "Übertragungsoptionen", + "portions-sheet-utilize": "Teile dieses Blatts benutzen Inhalte des System Referenz Dokuments 5.0 unter der OGL Lizenz. Betrachte die OGL Lizenz und Kopierschutz Richtlinien. https://wiki.roll20.net/SRD_5.0_OGL_License", + "api-required-title": "Probier es jetzt aus, mit einfacher Ein-Klick API Installation, verfügbar mit deiner Pro-Abbonement.", + "api-required-u": "(API benötigt)", + "spell_dc_mod:-u": "ZAUBER-RW SG-MOD:", + "custom_ac:-u": "Angepasste RK:", + "npc-info": "Die NSC Option sorgt dafür das neu erstellte Charaktere automatisch als NSC Blatt erstellt werden. Nützlich wenn die Spielercharaktere bereits erstellt wurden und alle weiteren Blätter hauptsächlich Nicht-Spieler-Charaktere repräsentieren.", + "npc-pc": "NSC/SC", + "roll-queries-info": "D20 Würfe werden nach gewählter Option ausgegeben. Immer Vorteil rollen ist die Standardeinstellung und es werden zwei D20 bei jedem Wurf gerollt, mit der Erwartung das, wenn weder Vorteil noch Nachteil existiert, der Linke Wurf zählt. Die Vorteil auswählen Option fügt 3 neue Schaltflächen oben auf dem Blatt ein, so dass je nach Situation Vorteil oder Nachteil eingestellt werden können. Vorteil Abrufen sorgt dafür das bei jedem Wurf das Blatt abfragt ob Vor- oder Nachteil existiert. Nie Vorteil würfeln würfelt immer einen einzelnen D20, mit der Erwartung das Spieler von selbst ein zweites Mal rollen wenn sie Vor- oder Nachteil haben.", + "whisp-rolls-gm-info": "Alle Blatt Würfe werden standardmäßig an alle Spieler im Chat gesendet. Die Flüstern Abfragen Option fragt bei jedem Wurf ob dieser nur an dich Privat und den Spielleiter gesendet werden soll oder nicht. Immer Flüstern Würfe werden ausschließlich an dich und den Spielleiter gesandt.", + "auto-dmg-roll-info": "Standardmäßig wird Angriffsschaden nicht ausgewürfelt bis der Treffer bestätigt wurde. Schaden wird vom Chat aus gewürfelt in dem du auf den Namen des Angriffs in der rechten Seitenleiste klickst, welcher dann den Schaden darstellt. Diese Standardmethode ist kompatibel mit 3D Würfeln. Optional kannst du auch Automatisch Schaden und Kritische Treffer würfeln lassen - was sofort beim Trefferwurf gleich möglichen Schaden auswürfelt um Zeit zu sparen.", + "add-char-to-templates-info": "Charakternamen werden standardmäßig nicht zum Wurf Template im Chat hinzugefügt, sondern nur Spielernamen. Beim aktivieren dieser Funktion wird der Charakternamen statt dem Spielername dem Template im Chat hinzugefügt, was nützlich ist wenn Spieler mehrere Charaktere repräsentieren.", + "inventory-info": "Charakter Inventar ist standardmäßig die komplexe Version welche kompatibel mit dem Roll20 5E Kompendium ist. Dies beinhaltet klare Gegenstandsanzahl/Gewicht, Gewicht und Beladungsverfolgung, sortiert RK Kalkulation, generiert automatisch Angriffe und mehr. Die Simple Option fügt dagegen Textfelder hinzu in der Spieler ihre Ausrüstung manuell eintragen können, mit mehr Kontrolle über ihr Blatt.", + "encumbrance-info": "Der Charakterbogen verwendet die Belastungs-Variante auf Seite 176 des Spielerhandbuchs. Die Aus-Option deaktiviert diese variable Regel und benutzt nur die einfache Über-dem-Limit Gewichtsprüfung.", + "ammo-tracking-info": "Ermöglicht automatische Munitionsanzahl mit dem 5te Edition OGL des Roll20 Companion API Scripts", + "dungeons-and-dragons-styling": "Dungeons & Dragons Stil", + "dungeons-and-dragons-styling-info": "Aktiviert Dungeons & Dragons Stil sowohl für die Charakterblätter als auch Wurf Templates. Diese Option wird automatisch auf alle Charakterblätter angewendet und kann nicht separat ausgewählt werden.", + "cd-bar1-value:-u": "LEISTE 1 WERT:", + "cd-bar1-max:-u": "LEISTE 1 MAX:", + "cd-bar1-link:-u": "LEISTE 1 LINK:", + "cd-bar1-value-desc:-u": "Standard-Tokens die über das Kompendium auf den virtuellen Tisches gesetzt werden, erhalten den Wert des gewählten Attributs auf Leiste 1.", + "cd-bar1-max-desc:-u": "Standard-Tokens die über das Kompendium auf den virtuellen Tisches gesetzt werden, setzen das Max des gewählten Attributs auf Leiste 1 max.", + "cd-bar1-link-desc:-u": "Aus dem Compendium erstellte Standard-Token des virtuellen Tischs werden mit dem entsprechenden Attribut auf Feld 1 vorbelegt. Wird diese Option gesetzt, werden alle anderen Bar-Einstellungen überschrieben.", + "cd-bar2-value:-u": "LEISTE 2 WERT:", + "cd-bar2-max:-u": "LEISTE 2 MAX:", + "cd-bar2-link:-u": "LEISTE 2 LINK:", + "cd-bar2-value-desc:-u": "Standard-Tokens die über das Kompendium auf den virtuellen Tisches gesetzt werden, erhalten den Wert des gewählten Attributs auf Leiste 2.", + "cd-bar2-max-desc:-u": "Standard-Tokens die über das Kompendium auf den virtuellen Tisches gesetzt werden, setzen das Max des gewählten Attributs auf Leiste 2 max.", + "cd-bar2-link-desc:-u": "Aus dem Compendium erstellte Standard-Token des virtuellen Tischs werden mit dem entsprechenden Attribut auf Feld 2 vorbelegt. Wird diese Option gesetzt, werden alle anderen Bar-Einstellungen überschrieben.", + "cd-bar3-value:-u": "LEISTE 3 WERT:", + "cd-bar3-max:-u": "LEISTE 3 MAX:", + "cd-bar3-link:-u": "LEISTE 3 LINK:", + "cd-bar3-value-desc:-u": "Standard-Tokens die über das Kompendium auf den virtuellen Tisches gesetzt werden, erhalten den Wert des gewählten Attributs auf Leiste 3.", + "cd-bar3-max-desc:-u": "Standard-Tokens die über das Kompendium auf den virtuellen Tisches gesetzt werden, setzen das Max des gewählten Attributs auf Leiste 3 max.", + "cd-bar3-link-desc:-u": "Aus dem Compendium erstellte Standard-Token des virtuellen Tischs werden mit dem entsprechenden Attribut auf Feld 3 vorbelegt. Wird diese Option gesetzt, werden alle anderen Bar-Einstellungen überschrieben.", + "npc-name-in-rolls:-u": "NSC-NAMEN BEI WÜRFEN:", + "show": "Anzeigen", + "hide": "Verbergen", + "npc-name-in-rolls-desc:-u": "Bei NSC-Würfelergebnissen, anzeigen oder verbergen des NSC-Namens.", + "public:-u": "ÖFFENTL.", + "to-gm:-u": "AN SL", + "toggle-roll-whisper": "Flüstern Umschalter", + "attribute-opts-u": "ATTRIBUTSEINSTELLUNGEN", + "save-opts-u": "RETTUNGSWURF EINSTELLUNGEN", + "by-level": "Durch Stufe (Standard)", + "prof-die": "Fertigkeits Wurf (SLH)", + "custom": "Eigenes", + "core-die-roll:-u": "CORE WÜRFELWURF:", + "has-attack-u": "HAT EINEN ANGRIFF", + "variant-phb": "Variante (PHB p176)", + "carrying-capacity-mod:-u": "TRAGFÄHIGKEIT-MODIFIZIERER:", + "armor-class-tracking:-u": "RÜSTUNGKLASSE VERFOLGEN:", + "automatic": "Automatisch", + "cantrip-progression:-u": "ZAUBERTRICK FORTSCHRITT", + "cantrip-dice-u": "ZAUBERTRICK WÜRFEL", + "cantrip-beam-u": "ZAUBERTRICK BALKEN", + "slots_total-u": "POSITIONEN GESAMT", + "slots_remaining-u": "POSITIONEN VERBLEIBEND", + "level-calculations:-u": "AUTOM. STUFENBERECHNUNGEN:", + "spell_slot_modifiers-u": "ZAUBERPOSITIONS MODIFIKATOREN", + "lvl-u": "STUFE", + "include_spell_desc:-u": "ENTHÄLT BEIM ANGRIFF ZAUBERBESCHREIBUNG:", + "token_size-u": "TOKEN GRÖßE", + "add-dex-tiebreaker-u": "GESCHICKLICHKEIT BEI INITIATIVE BERÜCKSICHTIGEN", + "initiative-style:-u": "INITIATIVE STIL:", + "query-attr-u": "ABFRAGE ATTRIBUT", + "custom-skills-u": "EIGENE FÄHIGKEITEN", + "weapon-u": "WAFFE", + "armor-u": "RÜSTUNG", + "other-u": "ANDERE", + "source:-u": "QUELLE:", + "source-type:-u": "QUELLTYP:", + "racial": "Volk", + "class": "Klasse", + "feat": "Talent", + "feats": "Taten", + "other": "Sonstiges", + "partial": "Teilweise", + "show_all": "Alle anzeigen", + "cr_only": "C&R Allein", + "spell-icons:-u": "SPRUCHSYMBOL:", + "custom-pb:-u": "EIGENER GEÜBTHEITSBONUS:", + "show-global-attack-field-u": "ALLG. ANGRIFFSMODIFIKATIONSFELD ANZEIGEN", + "show-global-damage-field-u": "ANZEIGEN GLOBALES SCHADENSMODIFIKATORFELD", + "show-global-save-field-u": "ALLG. RETTUNGSWURFMODIFIKATIONSFELD ANZEIGEN", + "show-global-skill-field-u": "ALLG. FERTIGKEITSMODIFIKATIONSFELD ANZEIGEN", + "global-attack-u": "ALLG. ANGRIFFSMODIFIKATOR", + "global-damage-u": "ALLG. SCHADENSMODIFIKATOR", + "global-save-u": "ALLG. RETTUNGSWURFMODIFIKATOR", + "global-skill-u": "ALLG. FERTIGKEITSMODIFIKATOR", + "global-damage": "Allg. Schadensmodifikator", + "core-die-roll-info": "Das Wechseln des Hauptwürfels ersetzt den normalen 1W20, der mit fast allen Würfen verbunden ist, durch einen Zufallsgenerator deiner Wahl, etwa 2W10 oder 3W6.", + "pb-type-info": "By default, the character's Proficiency Bonus will be automatically calculated based off of their total level as is the standard method in the PHB. The Proficency Die option supports the alternate method outlined in the DMG where, instead of a flat bonus, a die is rolled instead. The Custom option allows you to replace the PB with anything of your choosing.", + "global-save-info": "Erstellt ein benutzerdefiniertes allg. Modifikatorfeld zum Speichern unterhalb des Abschnitts RETTUNGSWÜRFE. Alles, was dort eingetragen wird, wird auf einen Rettungswurf angewendet. Perfekt für regelmäßige, aber nicht dauerhafte Boni wie den Segens-Zauber.", + "global-skill-info": "Erstellt ein benutzerdefiniertes allg. Modifikatorfeld zum Speichern unterhalb des Abschnitts FERTIGKEITEN. Alles, was dort eingetragen wird, wird auf einen Rettungswurf angewendet. Perfekt für regelmäßige, aber nicht dauerhafte Boni wie den Guidance-Zauber.", + "global-attack-info": "Erstellt ein benutzerdefiniertes Angriffsmodifikatorfeld zum Speichern unterhalb des Abschnitts ANGRIFF UND ZAUBERN. Alles, was dort eingetragen wird, wird auf einen Angriffswurf angewendet. Perfekt für regelmäßige, aber nicht dauerhafte Boni wie den Segens-Zauber.", + "global-damage-info": "Erstellt ein benutzerdefiniertes Schadensmodifikatorfeld zum Speichern unterhalb des Abschnitts ANGRIFF UND ZAUBERN. Alles, was dort eingetragen wird, wird auf einen Schadenswurf angewendet. Perfekt für regelmäßige, aber nicht dauerhafte Boni wie beim Hinterhältigen Angriff.", + "auto-level-calc-info": "Standardmäßig werden beim Ändern der Charakterstufe automatisch Zauberplätze und Würfel festgelegt. Durch Ändern dieser Einstellung auf \"Aus\" wird dieses Verhalten verhindert.", + "simple-traits-info": "Der Abschnitt FÄHIGKEITEN UND EIGENSCHAFTEN enthält standardmäßig den komplexen Stil, der mit dem Roll20 5E-Kompendium kompatibel ist. Die einfache Option bietet ein Textfeld für Spieler, die mehr manuelle Kontrolle über das Charakterblatt wünschen.", + "simple-proficiencies-info": "Der Abschnitt SONSTIGE EIGENSCHAFTEN UND SPRACHEN enthält standardmäßig den komplexen Stil, der mit dem Roll20 5E-Kompendium kompatibel ist. Die einfache Option bietet ein Textfeld für Spieler, die mehr manuelle Kontrolle über das Charakterblatt wünschen.", + "init-tiebreaker-info": "Fügt die Geschicklichkeit des Charakters als Dezimalzahl zum Initiativbonus hinzu, um die Reihenfolgen besser zu bestimmen.", + "b-custom-info": "Wenn der Geübtheitsbonus auf \"Benutzerdefiniert\" eingestellt ist, verwendet der Charakterbogen diesen Wert für den Geübtheitsbonus des Charakters.", + "footer-wiki-link": "Weitere Informationen zu diesem Charakterbogen, seiner Funktionalität oder Verwendung findest du in der offiziellen Dokumentation des Roll20-Wikis. https://wiki.roll20.net/5th_Edition_OGL_by_Roll20", + "accepting-drop-u": "AUSWAHL AUS DEM KOMPENDIUM AKZEPTIEREN", + "are_you_sure": "Bist du sicher, das dieser Charakter gewandelt wird zu ", + "yes": "Ja", + "next": "Weiter", + "cancel": "Abbrechen", + "cancel-u": "ABBRECHEN", + "choose": "Wähle", + "innate:-u": "ANGEBOREN:", + "mod:-u": "MOD:", + "hpmods:-u": "TP MODIFIZIERER:", + "charmancer-welcome": "Willkommen beim Charactermancer!", + "charmancer-what-is": "Der Charactermancer ist ein schrittweiser Prozess, der das Erstellen eines Charakters einfach und effizient macht. Änderungen werden während des Fortschritts gespeichert. Der Charakterbogen wird jedoch nur aktualisiert, wenn der Charactermancer abgeschlossen ist.", + "get-started": "Beginne mit einem Klick auf weiter.", + "opt-out-u": "OPT OUT", + "charmancer-compendium": "Dein Kompendium wartet.", + "charmancer-compendium-detail": "The Charactermancer currently supports Dungeons & Dragons 5th Edition SRD and the Player's Handbook. You can add the Player's Handbook to your compendium in the Marketplace, or the game owner can share their compendium with everyone in the game.", + "charmancer-choose-race": "Wähle eine Rasse:", + "charmancer-custom-race-name": "Eigener Rassenname:", + "charmancer-custom-subclass-name:": "Eigener Unterrassenname:", + "charmancer-additional-cantrips": "Zusätzliche Zaubertricks", + "charmancer-additional-lvl-1-spells": "Zusätzliche Stufe 1 Zauber", + "suggested-abilities": "Vorgeschlagene Fähigkeiten: ", + "class-spellcasting": "Klassenattribut für Zauberwirker: ", + "ability-score-increase": "Attribut Werterhöhung:", + "lawful-good": "Rechtschaffend gut", + "neutral-good": "Neutral gut", + "chaotic-good": "Chaotisch gut", + "lawful-neutral": "Rechtschaffend neutral", + "neutral": "Neutral", + "chaotic-neutral": "Chaotisch neutral", + "lawful-evil": "Rechtschaffend böse", + "neutral-evil": "Neutral böse", + "chaotic-evil": "Chaotisch böse", + "tiny": "Winzig", + "small": "Klein", + "medium": "Mittel", + "large": "Groß", + "huge": "Riesig", + "age": "Alter:", + "gargantuan": "Gigantisch", + "step1-equipment": "Schritt 5: Ausrüstung", + "equipment-from-background": "Ausrüstung gem. Hintergrund", + "equipment-from-class": "Ausrüstung von Klasse", + "class-equipment": "Klassenausrüstung", + "starting-wealth": "Startkapital (SPH)", + "starting-gold:": "Start Gold:", + "no_class_warning-u": "KEINE KLASSE WURDE AUSGEWÄHLT ODER EINE AUSGEWÄHLTE KLASSE HAT KEINE STANDARDAUSSTATTUNG. AUSRÜSTUNG DER KLASSE KANN ZU DIESEM ZEITPUNKT NICHT AUSGEWÄHLT WERDEN.", + "standard-array": "Standard Anordnung", + "roll-for-stats": "Würfeln für Werte", + "standard-roll": "Würfel 4W6, verwerfe niedrigsten", + "charmancer-cancel-heading": "Wohin würdest Du gerne gehen, Reisender?", + "continue-charmancer": "Weiter mit Charactermancer", + "save_progress_and_exit": "Speichern und beenden", + "cancel_charactermancer": "Verwerfen und beenden", + "charmancer-discard-warning": "Discard and Exit will cause all choices to be lost.", + "mancer-opts-u": "CHARACTERMANCER EINSTELLUNGEN", + "relaunch-lvl1mancer-u": "STUFE 1 CHARAKTERMANCER STARTEN (KANN NICHT RÜCKGÄNGIG GEMACHT WERDEN)", + "point-buy": "Punkte kaufen", + "available-points:": "Verfügbare Punkte: ", + "equipment-choice-text": "Wie möchtest du deine Ausrüstung auswählen?", + "charmancer-start": "Start", + "clear-abilities": "Zuordnung löschen", + "use-charactermancer-for-new:-u": "VERWENDE STUFE 1 CHARAKTERMANCER FÜR NEUE CHARAKTERE:", + "use-charactermancer-for-new-info": "Mit dieser Option ist es möglich neue Charaktere der Stufe 1 mit dem Roll20 Charactermancer zu erstellen. Wenn diese Option deaktiviert wird, werden neue Charaktere direkt auf dem Charakterblatt gestartet, wodurch der Charactermancer der Stufe 1 deaktiviert wird, der aber weiterhin manuell über die Registerkarte \"Einstellungen\" des Charakterbogens ausgeführt werden kann.", + "feat-pre-check": "Schau genau hin! Voraussetzungen werden nicht automatisch überprüft.", + "stats-rolled-hint": "Wir haben deine Würfel gewürfelt! Überprüfe das Chat-Fenster, um deine Ergebnisse im Detail anzuzeigen. Weise die Ergebnisse deinen bevorzugten Attributen zu:", + "return-to:": "Zurück zu: ", + "do_you_want_mancer": "Wie möchtest du diesen Charakter erstellen?", + "no": "Nein", + "global-ac-u": "ALLG. RK MODIFIKATOR", + "show-global-ac-field-u": "ALLG. RK MODIFIKATIONSFELD ANZEIGEN", + "warning-customac-u": "ACHTUNG - EIGENE RK WIRD NICHT VERWENDET. UM EIGENE RK ZU VERWENDEN, KEINE RÜSTUNG ANLEGEN.", + "manual": "Edit sheet direclty", + "npc-new": "NSC erstellen", + "mancer-confirm-yes": "Verwende den Charactermancer", + "allow-shields-u": "SCHILDE ERLAUBT?", + "levels-u": "STUFEN", + "features-u": "MERKMALE", + "asi-u": "FERTIGKEITSWERTERHÖHUNG / GROßTATEN", + "charmancer-leveler-what-is": "Der Charactermancer ist ein schrittweiser Prozess, der das Erstellen eines Charakters einfach und effizient macht. Änderungen werden während des Fortschritts gespeichert. Der Charakterbogen wird jedoch nur aktualisiert, wenn der Charactermancer abgeschlossen ist.", + "charmancer-leveler-level-info1": "Deine vorhandenen Klassenstufen wurden bereits ausgefüllt. Standardmäßig wird deine Primärklasse um eine Stufe erhöht. Du kannst selber bestimmen um wie viel Stufen erhöht werden soll, sowie eine neue Multiklasse hinzufügen.", + "charmancer-leveler-level-info2": "In jedem Klassenabschnitt hast du die Möglichkeit, die durchschnittliche Anzahl der Trefferpunkte zu ermitteln oder nach dem Zufallsprinzip zu würfeln, Klassenmerkmale für die Stufe und gegebenenfalls eine Unterklasse auszuwählen.", + "charmancer-leveler-spells-info": "Hier sind die aktuellen Zaubersprüche aufgelistet, die dein Charakter bereits kennt. Wenn du während deines Aufstiegs Zugang zu mehr Zaubersprüchen hast, kannst du sie unten auswählen. Aktiviere das Kontrollkästchen neben den Zaubersprüchen, die du lernen möchtest. Der Charactermancer hilft dir dabei, die richtige Anzahl von Zaubersprüchen aus der richtigen Liste auszuwählen. Wenn deine Klasse die Option hat, Zauber auszutauschen, kannst du dies tun, indem du die Auswahl der derzeit bekannten Zauber aufhebst, sodass neue Zauber ausgewählt werden können.", + "total-level-u": "GESAMTSTUFEN", + "main-class-level-u": "STUFE HAUPTKLASSE", + "class-2-level-u": "STUFE KLASSE 2", + "class-3-level-u": "STUFE KLASSE 3", + "class-4-level-u": "STUFE KLASSE 4", + "levels:-u": "STUFEN:", + "warning-leveler_start-u": "ACHTUNG - DU KANNST DAS CHARACTERMANCER STUFENAUFSTIEGSTOOL NICHT STARTEN, BIS DER CHARAKTER EINE KLASSE, EINE STUFE UND TP HAT. Bitte führe zuerst den CHARACTERMANCER CREATOR aus. Das Stufenauftstiegs-Tool funktioniert nicht mit benutzerdefinierten Klassen oder wenn die Einstellungen für mehrere Klassen falsch eingestellt sind.", + "charmancer-leveler-custom-class-warning": "Das Stufenaufstiegswerkzeug unterstützt z.Z. keine eigenen Klassen.", + "charmancer-welcome-lp": "Willkommen beim Charactermancer Stufenaufstieg!", + "charmancer-leveler-what-is-lp": "Schau dich an, mit all dieser Erfahrung. Jetzt ist es Zeit, deine Belohnung einzufordern. Du wirst Schritt für Schritt durch den Prozess geführt und ein paar Entscheidungen treffen. Dein Charakter wird in kürzester Zeit auf der nächsten Stufe sein. Änderungen werden gespeichert während du dich durch den Prozess bewegst. Solltest du dich jedoch anders entscheiden, musst du die folgenden Schritte und Optionen erneut ausführen.", + "charmancer-compendium-detail-lp": "Der Charactermancer unterstützt derzeit Dungeons & Dragons 5th Edition SRD, Player's Handbook und Guildmasters 'Guide to Ravnica. Xanathars Leitfaden für Alles wird in den kommenden Wochen unterstützt. Du kannst das Handbuch für Spieler und den Leitfaden für Gildenmeister für Ravnica zu deinem Kompendium auf dem Marktplatz hinzufügen oder der Spielbesitzer kann sein Kompendium mit allen Spielern teilen.", + "roll:-u": "WURF:", + "roll": "Wurf", + "prerequisite:": "Voraussetzung:", + "back": "ZURÜCK", + "back-to-top": "Zurück nach oben", + "choose-a-class:": "Wähle eine Klasse:", + "custom-class-name:": "Eigener Klassenname", + "charmancer-class-features:": "Klassenfähigkeiten: ", + "charmancer-subclass-features:": "Unterklassenfähigkeiten:", + "hit-die:": "Trefferwürfel:", + "average": "Mittel", + "hp-u": "TP", + "saving-throw-proficiency": "Rettungswurf Fertigkeit", + "armor": "Rüstung", + "equipment": "Ausrüstung:", + "language": "Sprache", + "skill": "Fähigkeit", + "tool": "Werkzeug", + "weapon": "Waffe", + "add-another-feature": "Anderes Merkmal hinzufügen", + "add-another-proficiency": "Andere Fertigkeit hinzufügen", + "innate-spellcasting:": "Angeborenes Zaubertalent:", + "spellcasting-ability": "Zauberfähigkeit:", + "number-of-cantrips": "Anzahl Zaubertricks:", + "number-of-lvl-1-spells": "Anzahl Stufe 1 Zauber:", + "spell-list": "Zauberliste:", + "done": "Done", + "ability-score-method": "Fähigkeitswert Ermittlungsmethode:", + "select-your-choices": "Wähle deine Auswahl:", + "input-your-scores": "Deine Werte eingeben:", + "choose-background": "Hintergrund auswählen:", + "personality-traits": "Persönlichkeitsmerkmale", + "ideal": "Ideale", + "bond": "Banden", + "flaw": "Schwäche", + "you-have-chosen-starting-gold": "Du hast Startgold gewählt und bekommst keine Ausrüstung von deinem Hintergrund.", + "you-have-created-custom-class": "Du habst eine benutzerdefinierte Klasse erstellt. Du kannst auf dem Charakterbogen, nachdem der Charactermancer beendet wurde, Ausrüstung hinzufügen.", + "arcane-is-mystery": "Das Arkane ist für dich ein Mysterium.", + "your-character-dont-have-spells-this-lvl": "Dein Charakter hat auf dieser Stufe keine Zauber. Klicke \"Next\" um deinen Charakter anzuzeigen!", + "charmancer-a-feat-represents": "Eine Heldentat steht für Errungenschaften, Entschlossenheit und Fachwissen. Es ist die Belohnung für harte Arbeit.", + "you-really-havent-done": "Du hast wirklich noch nicht so viel getan", + "review-your-choices": "Überprüfen deine Auswahl:", + "race": "Rasse", + "abilities": "Attribute", + "bio": "Biografie", + "name-background": "Name:", + "building-your-character": "Dein Charakter wird erstellt...", + "charmancer-only-choice-left-is-on-or": "Du hast die Wahl, drücke weiter oder zurück. Falls du einen bestehenden Charakter editierst, gehen alle deine Daten verloren beim übernehmen der Änderungen.", + "apply-changes": "Änderungen übernehmen", + "pick-your-equipment": "Wähle deine Ausrüstung", + "you-havent-chosen-background": "Du hast bisher noch keinen Hintegrund gewählt.", + "you-havent-selected-class": "Du hast bisher noch keine Klasse gewählt.", + "ability-score": "Attributswert", + "you-can-increase-two-abilites": "Du kannst zwei Attribute um 1 Punkt oder ein Attribut um 2 Punkte erhöhen", + "before-leveling": "Vor dem Stufenaufstieg", + "after-leveling": "Nach dem Stufenaufstieg", + "charmancer-removed-spells-marked-pt1": "Entfernte Zauber werden mit einem r Symbol gekennzeichnet, so findest du diese schneller falls du deine Meinung änderst." +} diff --git a/Redsky/translations/el.json b/Redsky/translations/el.json new file mode 100644 index 0000000000..9a3d10c8f1 --- /dev/null +++ b/Redsky/translations/el.json @@ -0,0 +1,684 @@ +{ + "skills-list": "acrobatics,animal-handling,arcana,athletics,deception,history,insight,intimidation,investigation,medicine,nature,perception,performance,persuasion,religion,sleight-of-hand,stealth,survival", + "npc-options-u": "NPC OPTIONS", + "name-u": "NAME", + "npc-type-u": "NPC TYPE", + "npc-type-place": "Medium fiend, any evil alignment", + "armor-class-u": "ARMOR CLASS", + "class-u": "CLASS", + "type-u": "TYPE", + "abilities-u": "ABILITIES", + "npc-armor-place": "scale mail", + "hit-points-u": "HIT POINTS", + "formula-u": "FORMULA", + "speed-u": "SPEED", + "npc-speed-place": "30 ft., fly 60ft.", + "attributes-u": "ATTRIBUTES", + "str-u": "STR", + "dex-u": "DEX", + "con-u": "CON", + "int-u": "INT", + "wis-u": "WIS", + "cha-u": "CHA", + "saves-u": "SAVES", + "skills-u": "SKILLS", + "acrobatics-u": "ACROBATICS", + "animal_handling-u": "ANIMAL HANDLING", + "arcana-u": "ARCANA", + "athletics-u": "ATHLETICS", + "deception-u": "DECEPTION", + "history-u": "HISTORY", + "insight-u": "INSIGHT", + "intimidation-u": "INTIMIDATION", + "investigation-u": "INVESTIGATION", + "medicine-u": "MEDICINE", + "nature-u": "NATURE", + "perception-u": "PERCEPTION", + "performance-u": "PERFORMANCE", + "persuasion-u": "PERSUASION", + "religion-u": "RELIGION", + "sleight_of_hand-u": "SLEIGHT OF HAND", + "stealth-u": "STEALTH", + "survival-u": "SURVIVAL", + "damage-vuln-u": "DAMAGE VULNERABILITIES", + "npc-dmg-vuln-place": "fire", + "damage-res-u": "DAMAGE RESISTANCES", + "npc-dmg-res-place": "cold", + "damage-imm-u": "DAMAGE IMMUNITIES", + "npc-dmg-imm-place": "lightning, thunder", + "cond-imm-u": "CONDITION IMMUNITIES", + "npc-cond-imm-place": "charmed", + "senses-u": "SENSES", + "npc-senses-place": "darkvision 120ft., passive Perception 16", + "langs-u": "LANGUAGES", + "lang-u": "LANGUAGE", + "npc-langs-place": "Abyssal, Common, Infernal", + "challenge-u": "CHALLENGE", + "xp-u": "XP", + "spellcast-npc-u": "SPELLCASTING NPC", + "spell-ability-u": "SPELLCASTING ABILITY", + "none-u": "NONE", + "strength-u": "STRENGTH", + "strength-save-u": "STRENGTH SAVE", + "dexterity-u": "DEXTERITY", + "dexterity-save-u": "DEXTERITY SAVE", + "constitution-u": "CONSTITUTION", + "constitution-save-u": "CONSTITUTION SAVE", + "intelligence-u": "INTELLIGENCE", + "intelligence-save-u": "INTELLIGENCE SAVE", + "wisdom-u": "WISDOM", + "wisdom-save-u": "WISDOM SAVE", + "charisma-u": "CHARISMA", + "charisma-save-u": "CHARISMA SAVE", + "spell-dc-u": "SPELL DC", + "spell-atk-bonus-u": "SPELL ATTACK BONUS", + "has-reaction-u": "HAS REACTIONS", + "leg-actions:-u": "LEGENDARY ACTIONS:", + "gen-opts-u": "GENERAL OPTIONS", + "npc-u": "NPC", + "roll-queries:-u": "ROLL QUERIES:", + "always-adv": "Always Roll Advantage", + "adv-toggle": "Advantage Toggle", + "query-adv": "Query Advantage", + "never-adv": "Never Roll Advantage", + "whisp-rolls-gm:-u": "WHISPER ROLLS TO GM:", + "never-whisp": "Never Whisper Rolls", + "query-whisp": "Query Whisper", + "always-whisp": "Always Whisper Rolls", + "auto-dmg-roll:-u": "AUTO DAMAGE ROLL:", + "never-dmg": "Don't Auto Roll Damage", + "always-dmg": "Auto Roll Damage & Crit", + "ac": "Armor Class", + "hp": "Hit Points", + "speed": "Speed", + "language-proficiencies": "Language Proficiencies:", + "skill-proficiencies": "Skill Proficiencies:", + "weapon-proficiencies": "Weapon Proficiencies", + "armor-proficiencies": "Armor Proficiencies:", + "tool-proficiencies": "Tool Proficiencies:", + "saving-throw": "Saving Throws", + "str": "Str", + "dex": "Dex", + "con": "Con", + "int": "Int", + "wis": "Wis", + "cha": "Cha", + "skills": "Skills", + "acrobatics": "Acrobatics", + "animal_handling": "Animal Handling", + "arcana": "Arcana", + "athletics": "Athletics", + "deception": "Deception", + "history": "History", + "insight": "Insight", + "intimidation": "Intimidation", + "investigation": "Investigation", + "medicine": "Medicine", + "nature": "Nature", + "perception": "Perception", + "performance": "Performance", + "persuasion": "Persuasion", + "religion": "Religion", + "sleight_of_hand": "Sleight of Hand", + "stealth": "Stealth", + "survival": "Survival", + "dmg-vuln": "Damage Vulnerabilities", + "dmg-res": "Damage Resistances", + "dmg-imm": "Damage Immunities", + "cond-imm": "Condition Immunities", + "senses": "Senses", + "langs": "Languages", + "challenge": "Challenge", + "npc-trait-name-place": "False Appearance.", + "npc-trait-desc-place": "If the dragon fails...", + "actions": "Actions", + "adv": "Advantage", + "norm": "Normal", + "disadv": "Disadvantage", + "name:-u": "NAME:", + "attack-u": "ATTACK", + "type:-u": "TYPE:", + "melee": "Melee", + "ranged": "Ranged", + "range-reach:-u": "RANGE/REACH:", + "range-reach-place": "5 ft.", + "to-hit:-u": "TO HIT:", + "target:-u": "TARGET:", + "target:": "Target:", + "to-hit-place": "One target", + "on-hit:-u": "ON HIT:", + "on-hit-place": "slashing", + "on-hit2:-u": "ON HIT 2:", + "on-hit-2-place": "fire", + "hit:": "Hit: ", + "reactions": "Reactions", + "npc-repeating-name-place": "Parry.", + "npc-repeating-desc-place": "The creature adds 2 to its AC against...", + "traits": "Traits", + "features": "Features", + "spells": "Spells", + "prep-u": "PREP", + "school:-u": "SCHOOL:", + "abjuration": "Abjuration", + "conjuration": "Conjuration", + "divination": "Divination", + "enchantment": "Enchantment", + "evocation": "Evocation", + "illusion": "Illusion", + "necromancy": "Necromancy", + "transmutation": "Transmutation", + "ritual": "RITUAL", + "ritual-l": "ritual", + "range:-u": "RANGE:", + "range:": "Range:", + "components:-u": "COMPONENTS:", + "components:": "Components:", + "spell-component-verbal": "V", + "spell-component-somatic": "S", + "spell-component-material": "M", + "spell-ritual": "R", + "spell-concentration": "C", + "ruby-dust-place": "ruby dust worth 50gp", + "concentration-u": "CONCENTRATION", + "concentration": "Concentration", + "duration:-u": "DURATION:", + "duration:": "Duration:", + "difficulty-class-abv": "DC", + "output:-u": "OUTPUT:", + "spellcard-u": "SPELLCARD", + "spell-atk:-u": "SPELL ATTACK:", + "none": "None", + "dmg:-u": "DAMAGE:", + "dmg2:-u": "DAMAGE2:", + "healing:-u": "HEALING:", + "add-ability-mod-u": "ADD ABILITY MOD TO DAMAGE OR HEALING", + "effect:-u": "EFFECT:", + "npc-atk-effect-place": "Half damage", + "desc:-u": "DESCRIPTION:", + "at-higher-lvl:-u": "AT HIGHER LEVELS:", + "at-higher-lvl": "At Higher Levels", + "higher-lvl-cast": "Higher Level Cast", + "leg-actions": "Legendary Actions", + "leg-actions-desc": "The can take legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature's turn. The regains spent legendary actions at the start of its turn.", + "atk-range-place": "5 ft.", + "atk-target-place": "One target", + "atk-dmg-type-place": "slashing", + "atk-dmg-type2-place": "fire", + "adv-u": "ADVANTAGE", + "norm-u": "NORMAL", + "disadv-u": "DISADVANTAGE", + "core-u": "CORE", + "bio-u": "BIO", + "spells-u": "SPELLS", + "feats-u": "FEATS", + "review-u": "REVIEW", + "char-name-u": "CHARACTER NAME", + "artificer": "Artificer", + "barbarian": "Barbarian", + "bard": "Bard", + "cleric": "Cleric", + "druid": "Druid", + "fighter": "Fighter", + "monk": "Monk", + "paladin": "Paladin", + "ranger": "Ranger", + "rogue": "Rogue", + "sorcerer": "Sorcerer", + "warlock": "Warlock", + "wizard": "Wizard", + "class-level-u": "CLASS & LEVEL", + "background-u": "BACKGROUND", + "background": "Background", + "race-u": "RACE", + "alignment-u": "ALIGNMENT", + "alignment": "Alignment:", + "exp-pts-u": "EXPERIENCE POINTS", + "inspiration-u": "INSPIRATION", + "prof-bonus-u": "PROFICIENCY BONUS", + "strength": "Strength", + "strength-save": "Strength Save", + "dexterity": "Dexterity", + "dexterity-save": "Dexterity Save", + "constitution": "Constitution", + "constitution-save": "Constitution Save", + "intelligence": "Intelligence", + "intelligence-save": "Intelligence Save", + "wisdom": "Wisdom", + "wisdom-save": "Wisdom Save", + "charisma": "Charisma", + "charisma-save": "Charisma Save", + "saving-throws-u": "SAVING THROWS", + "acrobatics-core": "Acrobatics (Dex)", + "animal_handling-core": "Animal Handling (Wis)", + "arcana-core": "Arcana (Int)", + "athletics-core": "Athletics (Str)", + "deception-core": "Deception (Cha)", + "history-core": "History (Int)", + "insight-core": "Insight (Wis)", + "intimidation-core": "Intimidation (Cha)", + "investigation-core": "Investigation (Int)", + "medicine-core": "Medicine (Wis)", + "nature-core": "Nature (Int)", + "perception-core": "Perception (Wis)", + "performance-core": "Performance (Cha)", + "persuasion-core": "Persuasion (Cha)", + "religion-core": "Religion (Int)", + "sleight_of_hand-core": "Sleight of Hand (Dex)", + "stealth-core": "Stealth (Dex)", + "survival-core": "Survival (Wis)", + "pass-wis-u": "PASSIVE WISDOM (PERCEPTION)", + "tool-u": "TOOL", + "pro-u": "PRO", + "attr-u": "ATTRIBUTE", + "prof-bonus:-u": "PROFICIENCY BONUS:", + "prof-u": "PROFICIENT", + "proficency-u": "PROFICIENCY", + "expertise-u": "EXPERTISE", + "jack-of-all-u": "JACK OF ALL TRADES", + "attr:-u": "ATTRIBUTE:", + "tool-prof-u": "TOOL PROFICIENCIES", + "weapon-proficiencies-u": "WEAPON PROFICIENCIES", + "other-prof-langs-u": "OTHER PROFICIENCIES & LANGUAGES", + "prof-langs-u": "PROFICIENCIES & LANGUAGES", + "init": "Initiative", + "init-u": "INITIATIVE", + "hp-max-u": "Hit Point Maximum", + "hp-current-u": "CURRENT HIT POINTS", + "hp-temp-u": "TEMPORARY HIT POINTS", + "total": "Total", + "hit-dice-u": "HIT DICE", + "successes-u": "SUCCESSES", + "failures-u": "FAILURES", + "death-save-u": "DEATH SAVE", + "death-saves-u": "DEATH SAVES", + "exhaustion-setting-u": "SHOW EXHAUSTION TRACKING:", + "exhaustion-u": "EXHAUSTION LEVEL", + "exhaustion-0": "No effect", + "exhaustion-1": "Disadvantage on ability checks", + "exhaustion-2": "Speed halved", + "exhaustion-3": "Disadvantage on attack rolls and saving throws", + "exhaustion-4": "Hit point maximum halved", + "exhaustion-5": "Speed reduced to 0", + "exhaustion-6": "Death", + "atk-u": "ATK", + "dmg-type-u": "DAMAGE/TYPE", + "attack:-u": "ATTACK:", + "proficient-u": "PROFICIENT", + "range-place": "Self (60-foot cone)", + "magic-bonus:-u": "MAGIC BONUS:", + "crit-range-u": "CRIT RANGE:", + "damage:-u": "DAMAGE:", + "dmg-type-place": "Slashing", + "crit:-u": "CRIT:", + "damage2:-u": "DAMAGE2:", + "saving-throw:-u": "SAVING THROW:", + "vs-dc:-u": "VS DC:", + "spell-u": "SPELL", + "flat-u": "FLAT", + "save": "Save", + "save-effect:-u": "SAVE EFFECT:", + "save-effect-place": "half damage", + "ammunition:-u": "AMMUNITION:", + "ammunition-place": "Arrows", + "description:-u": "DESCRIPTION:", + "description:": "Description:", + "description-place": "Up to 2 creatures within 5 feet", + "atk-spellcasting-u": "ATTACKS & SPELLCASTING", + "copper-piece-u": "CP", + "silver-piece-u": "SP", + "electrum-piece-u": "EP", + "gold-piece-u": "GP", + "platinum-piece-u": "PP", + "warning-armor-sets-u": "WARNING - MULTIPLE SETS OF ARMOR OR SHIELDS HAVE BEEN ADDED AND AC IS NOT CORRECTLY CALCULATED. UNEQUIP THE ARMOR PIECE FROM THE ITEM DETAILS.", + "item-name-u": "ITEM NAME", + "equipped-u": "EQUIPPED", + "use-as-resource-u": "USE AS A RESOURCE", + "prop:-u": "PROP:", + "mods:-u": "MODS:", + "total-weight-u": "TOTAL WEIGHT", + "immobile-u": "IMMOBILE", + "heavily-encumbered-u": "HEAVILY ENCUMBERED", + "encumbered-u": "ENCUMBERED", + "over-carrying-cap-u": "OVER CARRYING CAPACITY", + "equipment-u": "EQUIPMENT", + "personality-traits-u": "PERSONALITY TRAITS", + "ideals-u": "IDEALS", + "bonds-u": "BONDS", + "flaws-u": "FLAWS", + "class-resource-u": "CLASS RESOURCE", + "other-resource-u": "OTHER RESOURCE", + "feats-traits-u": "FEATURES & TRAITS", + "age-u": "AGE", + "size-u": "SIZE", + "size": "Size", + "height-u": "HEIGHT", + "weight-u": "WEIGHT", + "eye-u": "EYES", + "skin-u": "SKIN", + "hair-u": "HAIR", + "char-appearance-u": "CHARACTER APPEARANCE", + "char-backstory-u": "CHARACTER BACKSTORY", + "allies-orgs-u": "ALLIES & ORGANIZATIONS", + "add-feats-traits-u": "ADDITIONAL FEATURES & TRAITS", + "feat-u": "FEAT", + "treasure-u": "TREASURE", + "spell-save-dc-u": "SPELL SAVE DC", + "cantrips-u": "CANTRIPS", + "ritual-u": "RITUAL", + "casting-time:-u": "CASTING TIME:", + "casting-time:": "Casting Time:", + "at-higher-lvl-dmg:-u": "HIGHER LVL CAST DMG:", + "half-dmg-place": "Half damage", + "hit-die:-u": "HIT DIE:", + "initiative-mod:-u": "INITIATIVE MODIFIER:", + "glob-saving-mod:-u": "GLOBAL SAVING THROW MODIFIER:", + "glob-ac-mod:-u": "GLOBAL ARMOR CLASS MODIFIER:", + "glob-atk-mod:-u": "GLOBAL MAGIC ATTACK MODIFIER:", + "pass-perc-mod:-u": "PASSIVE PERCEPTION MODIFIER:", + "death-save-mod:-u": "DEATH SAVE MODIFIER:", + "magic-caster-lvl:-u": "MAGIC CASTER LEVEL:", + "halfling-luck-u": "HALFLING LUCK", + "arcane-fighter-u": "ARCANE FIGHTER", + "arcane-rogue-u": "ARCANE ROGUE", + "class-options-u": "CLASS OPTIONS ()", + "class:-u": "CLASS:", + "subclass:-u": "SUBCLASS:", + "race:-u": "RACE:", + "subrace:-u": "SUBRACE:", + "subrace": "Subrace:", + "subrace-ability-increase": "Subrace Ability Score Increase:", + "2nd-class:-u": "2ND CLASS:", + "lvl:-u": "LEVEL:", + "3rd-class:-u": "3RD CLASS:", + "4th-class:-u": "4TH CLASS:", + "mutliclass-opts-u": "MULTICLASS OPTIONS", + "use-cust-class-u": "USE CUSTOM CLASS", + "class-name:-u": "CLASS NAME:", + "spellcasting-ability:-u": "SPELLCASTING ABILITY:", + "spell-slots:-u": "SPELL SLOTS:", + "spell-full-u": "FULL (Cleric, Druid, Wizard)", + "spell-half-u": "HALF (Paladin, Ranger)", + "spell-third-u": "THIRD (Arcane Fighter/Rogue)", + "cust-class-opts": "CUSTOM CLASS OPTIONS", + "normal": "Normal", + "expirtise": "Expertise", + "skill-opts-u": "SKILL OPTIONS", + "version": "v", + "always-roll-adv": "Always Roll Advantage", + "toggle-roll-adv": "Advantage Toggle", + "query-roll-adv": "Query Advantage", + "never-roll-adv": "Never Roll Advantage", + "never-whisper-roll": "Never Whisper Rolls", + "query-whisper-roll": "Query Whisper", + "always-whisper-roll": "Always Whisper Rolls", + "never-roll-dmg": "Don't Auto Roll Damage", + "always-roll-dmg": "Auto Roll Damage & Crit", + "add-char-to-templates:-u": "ADD CHARACTER NAME TO TEMPLATES:", + "on": "On", + "off": "Off", + "inventory:-u": "INVENTORY:", + "compendium-compatible": "Compendium Compatible", + "simple": "Simple", + "encumbrance:-u": "ENCUMBRANCE:", + "ammo-tracking:-u": "AMMO TRACKING:", + "general-opts-u": "GENERAL OPTIONS", + "transition-text": "Clicking one of the images below will reformat the data from your current sheet to this sheet. These changes are permanent and cannot be undone.", + "transition-text-highlight": "Please make a copy of your game before you use this tool.", + "choose-sheet-transfer": "CHOOSE THE SHEET YOU ARE TRANSFERING FROM", + "community-sheet-u": "COMMUNITY SHEET", + "shaped-sheet-u": "SHAPED SHEET", + "transition-opts-u": "TRANSITION OPTIONS", + "portions-sheet-utilize": "Portions of this sheet utilize content from the System Reference Document 5.0 under the OGL License. View OGL License and Copyright Notice. https://wiki.roll20.net/SRD_5.0_OGL_License", + "api-required-title": "Try it now with easy one click API installation available with your Pro subscription.", + "api-required-u": "(API REQUIRED)", + "spell_dc_mod:-u": "SPELL SAVE DC MOD:", + "custom_ac:-u": "CUSTOM AC:", + "npc-info": "The NPC option sets new characters to default to the NPC card style sheet. Useful if the player characters have already been created and all new character sheets added to the game will likely representing non player characters.", + "npc-pc": "NPC/PC", + "roll-queries-info": "D20 Rolls output according to this option. Always Roll Advantage is the default setting and will roll two D20 on every roll in case of advantage. The expectation is that if there is no advantage or disadvantage you use the left most result. The Advantage Toggle option adds three new buttons to the top of the sheet so that you can toggle advantage on a case by case basis. Query Advantage gives you a prompt every roll asking if the roll has advantage. Never Roll Advantage always rolls a single D20 on any given roll, expecting the player to roll a second time in case of advantage or disadvantage.", + "whisp-rolls-gm-info": "All sheet rolls are sent to all players in chat by default. Query Whisper option gives you a prompt with each roll of whether or not the roll should be sent privately only to yourself and the GM. Always Whisper Rolls will send all rolls only to yourself and the GM.", + "auto-dmg-roll-info": "By default, attack damage rolls are not rolled until the hit is confirmed. Damage is rolled from the chat roll template by clicking on the name of the attack in the right hand bar, which then displays the damage. The default method is compatible with 3D dice. Optionally, you can choose to have the Auto Roll Damage & Crit option which will roll damage and critical hit dice at the same time of the attack, presenting all possible outcomes at the time of the attack.", + "add-char-to-templates-info": "Character names are not added to the roll template by default, and are only displayed as normal in the chat tab as the player/character selected as 'Speaking As'. Turning this option on adds the character making the roll's name to the template, useful for players represting multiple characters.", + "inventory-info": "Character Inventories default to the complex style that is compatible with the Roll20 5E Compendium. This includes granular item amounts/weights, weight and encumbrance tracking, sorting, AC calculations, automatic attack generation, and more. The Simple option provides a text field for item lists for players who want more manual control over the sheet.", + "encumbrance-info": "The sheet uses the variant encumbrance rules on page 176 of the PHB. The Off option disables the variant rules and only uses a basic over-limit inventory weight check.", + "ammo-tracking-info": "Provides automatic ammo tracking with the 5th Edition OGL by Roll20 Companion API Script.", + "dungeons-and-dragons-styling": "DUNGEONS AND DRAGONS STYLING", + "dungeons-and-dragons-styling-info": "Turns on Dungeons and Dragons styling for both the character sheet and roll templates. This setting is automatically applied to all character sheets and cannot be selectively used.", + "cd-bar1-value:-u": "BAR 1 VALUE:", + "cd-bar1-max:-u": "BAR 1 MAX:", + "cd-bar1-link:-u": "BAR 1 LINK:", + "cd-bar1-value-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 1's value to this attribute.", + "cd-bar1-max-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 1's max to this attribute.", + "cd-bar1-link-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, link the Bar 1's value to this attribute. If set this will override all other bar settings.", + "cd-bar2-value:-u": "BAR 2 VALUE:", + "cd-bar2-max:-u": "BAR 2 MAX:", + "cd-bar2-link:-u": "BAR 2 LINK:", + "cd-bar2-value-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 2's value to this attribute.", + "cd-bar2-max-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 2's max to this attribute.", + "cd-bar2-link-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, link the Bar 2's value to this attribute. If set this will override all other bar settings.", + "cd-bar3-value:-u": "BAR 3 VALUE:", + "cd-bar3-max:-u": "BAR 3 MAX:", + "cd-bar3-link:-u": "BAR 3 LINK:", + "cd-bar3-value-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 3's value to this attribute.", + "cd-bar3-max-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 3's max to this attribute.", + "cd-bar3-link-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, link the Bar 3's value to this attribute. If set this will override all other bar settings.", + "npc-name-in-rolls:-u": "NPC NAME IN ROLLS:", + "show": "Show", + "hide": "Hide", + "npc-name-in-rolls-desc:-u": "In NPC roll results, show or hide the name of the NPC in the roll result card.", + "public:-u": "PUBLIC", + "to-gm:-u": "TO GM", + "toggle-roll-whisper": "Whisper Toggle", + "attribute-opts-u": "ATTRIBUTE OPTIONS", + "save-opts-u": "SAVE OPTIONS", + "by-level": "By Level (Default)", + "prof-die": "Proficency Die (DMG)", + "custom": "Custom", + "core-die-roll:-u": "CORE DIE ROLL:", + "has-attack-u": "HAS AN ATTACK", + "variant-phb": "Variant (PHB p176)", + "carrying-capacity-mod:-u": "CARRYING CAPACITY MODIFIER:", + "armor-class-tracking:-u": "ARMOR CLASS TRACKING:", + "automatic": "Automatic", + "cantrip-progression:-u": "CANTRIP PROGRESSION", + "cantrip-dice-u": "CANTRIP DICE", + "cantrip-beam-u": "CANTRIP BEAM", + "slots_total-u": "SLOTS TOTAL", + "slots_remaining-u": "SLOTS REMAINING", + "level-calculations:-u": "AUTO LEVEL CALCULATIONS:", + "spell_slot_modifiers-u": "SPELL SLOT MODIFIERS", + "lvl-u": "LEVEL", + "include_spell_desc:-u": "INCLUDE SPELL DESCRIPTION IN ATTACK:", + "token_size-u": "TOKEN SIZE", + "add-dex-tiebreaker-u": "ADD DEX TIEBREAKER TO INITIATIVE", + "initiative-style:-u": "INITIATIVE STYLE:", + "query-attr-u": "QUERY ATTRIBUTE", + "custom-skills-u": "CUSTOM SKILLS", + "weapon-u": "WEAPON", + "armor-u": "ARMOR", + "other-u": "OTHER", + "source:-u": "SOURCE:", + "source-type:-u": "SOURCE TYPE:", + "racial": "Racial", + "class": "Class", + "feat": "Feat", + "feats": "Feats", + "other": "Other", + "partial": "Partial", + "show_all": "Show All", + "cr_only": "C&R Only", + "spell-icons:-u": "SPELL ICONS:", + "custom-pb:-u": "CUSTOM PROFICIENCY BONUS:", + "show-global-attack-field-u": "SHOW GLOBAL ATTACK MODIFIER FIELD", + "show-global-damage-field-u": "SHOW GLOBAL DAMAGE MODIFIER FIELD", + "show-global-save-field-u": "SHOW GLOBAL SAVE MODIFIER FIELD", + "show-global-skill-field-u": "SHOW GLOBAL SKILL MODIFIER FIELD", + "global-attack-u": "GLOBAL ATTACK MODIFIER", + "global-damage-u": "GLOBAL DAMAGE MODIFIER", + "global-save-u": "GLOBAL SAVE MODIFIER", + "global-skill-u": "GLOBAL SKILL MODIFIER", + "global-damage": "Global Damage Modifier", + "core-die-roll-info": "Changing the core die will replace the normal 1d20 made with almost all rolls with a randomizer of your choice, such as 2d10 or 3d6.", + "pb-type-info": "By default, the character's Proficiency Bonus will be automatically calculated based off of their total level as is the standard method in the PHB. The Proficency Die option supports the alternate method outlined in the DMG where, instead of a flat bonus, a die is rolled instead. The Custom option allows you to replace the PB with anything of your choosing.", + "global-save-info": "Creates a custom global save modifier field, underneath the SAVING THROWS section of the character sheet. Anything put there will be applied to any save roll. Perfect for regular but not permanent bonuses like the Bless spell.", + "global-skill-info": "Creates a custom global skill modifier field, underneath the SKILLS section of the character sheet. Anything put there will be applied to any save roll. Perfect for regular but not permanent bonuses like the Guidance spell.", + "global-attack-info": "Creates a custom global attack modifier field, underneath the ATTACKS AND SPELL CASTING section of the character sheet. Anything put there will be applied to any attack to-hit roll. Perfect for regular but not permanent bonuses to attack like the Bless spell.", + "global-damage-info": "Creates a custom global damage modifier field, underneath the ATTACKS AND SPELL CASTING section of the character sheet. Anything put there will be applied to any attack damage roll. Perfect for regular but not permanent bonuses to damage like the Sneak Attack ability.", + "auto-level-calc-info": "By default changing character levels will automatically set spell slots and hit dice. Changing this setting to off prevents this behavior.", + "simple-traits-info": "Character FEATURES AND TRAITS section defaults to the complex style that is compatible with the Roll20 5E Compendium. The Simple option provides a text field for players who want more manual control over the sheet.", + "simple-proficiencies-info": "Character OTHER PROFICIENCIES & LANGUAGES section defaults to the complex style that is compatible with the Roll20 5E Compendium. The Simple option provides a text field for players who want more manual control over the sheet.", + "init-tiebreaker-info": "Adds the character's dexterity score as a decimal to the end of the initiative bonus for purposes of breaking ties.", + "b-custom-info": "When the Proficiency Bonus type is set to Custom, the character sheet will use this value for the character's Proficiency Bonus.", + "footer-wiki-link": "For more information about this character sheet, its functionality, or uses, please check out the Roll20 Wiki for official documentation. https://wiki.roll20.net/5th_Edition_OGL_by_Roll20", + "accepting-drop-u": "ACCEPTING DROP FROM COMPENDIUM", + "are_you_sure": "Are you sure you want to turn this character into a ", + "yes": "Yes", + "next": "Next", + "cancel": "Cancel", + "cancel-u": "CANCEL", + "choose": "Choose", + "innate:-u": "INNATE:", + "mod:-u": "MOD:", + "hpmods:-u": "HP MODIFIERS:", + "charmancer-welcome": "Welcome to the Charactermancer!", + "charmancer-what-is": "The Charactermancer is a step-by-step process that makes building a character simple and streamlined. Changes are saved as you progress, but the character sheet is only updated when the Charactermancer has been completed.", + "get-started": "Get started by clicking Next.", + "opt-out-u": "OPT OUT", + "charmancer-compendium": "Your Compendium Awaits.", + "charmancer-compendium-detail": "The Charactermancer currently supports Dungeons & Dragons 5th Edition SRD and the Player's Handbook. You can add the Player's Handbook to your compendium in the Marketplace, or the game owner can share their compendium with everyone in the game.", + "charmancer-choose-race": "Choose a Race:", + "charmancer-custom-race-name": "Custom Race Name:", + "charmancer-custom-subclass-name:": "Custom sublass Name:", + "charmancer-additional-cantrips": "Additional Cantrips", + "charmancer-additional-lvl-1-spells": "Additional Level 1 Spells", + "suggested-abilities": "Suggested Abilities: ", + "class-spellcasting": "Class Spellcasting Ability: ", + "ability-score-increase": "Ability Score Increase:", + "lawful-good": "Lawful Good", + "neutral-good": "Neutral Good", + "chaotic-good": "Chaotic Good", + "lawful-neutral": "Lawful Neutral", + "neutral": "Neutral", + "chaotic-neutral": "Chaotic Neutral", + "lawful-evil": "Lawful Evil", + "neutral-evil": "Neutral Evil", + "chaotic-evil": "Chaotic Evil", + "tiny": "Tiny", + "small": "Small", + "medium": "Medium", + "large": "Large", + "huge": "Huge", + "age": "Age:", + "gargantuan": "Gargantuan", + "step1-equipment": "Step 5: Equipment", + "equipment-from-background": "Equipment from Background", + "equipment-from-class": "Equipment from Class", + "class-equipment": "Class Equipment", + "starting-wealth": "Starting Wealth (PHB)", + "starting-gold:": "Starting Gold:", + "no_class_warning-u": "NO CLASS HAS BEEN SELECTED OR SELECTED CLASS DOES NOT HAVE STANDARD EQUIPMENT. CLASS EQUIPMENT CANNOT BE CHOSEN AT THIS TIME.", + "standard-array": "Standard Array", + "roll-for-stats": "Roll for Stats", + "standard-roll": "Roll 4d6, drop lowest", + "charmancer-cancel-heading": "Where would you like to go, traveler?", + "continue-charmancer": "Continue Charactermancer", + "save_progress_and_exit": "Save and Exit", + "cancel_charactermancer": "Discard and exit", + "charmancer-discard-warning": "Discard and Exit will cause all choices to be lost.", + "mancer-opts-u": "CHARACTERMANCER OPTIONS", + "relaunch-lvl1mancer-u": "LAUNCH LEVEL 1 CHARACTERMANCER (CANNOT BE UNDONE)", + "point-buy": "Point Buy", + "available-points:": "Available Points: ", + "equipment-choice-text": "How would you like to choose your equipment?", + "charmancer-start": "Start", + "clear-abilities": "Clear Assignment", + "use-charactermancer-for-new:-u": "USE LEVEL 1 CHARACTERMANCER FOR NEW CHARACTERS:", + "use-charactermancer-for-new-info": "With this option enabled all new characters will open with the Level 1 Roll20 Charactermancer. Disabling this option will start new characters directly on the character sheet disabling the Level 1 Charactermancer, which can still be manually run from the Settings tab of the character sheet.", + "feat-pre-check": "Look carefully! Prerequisites are not checked automatically.", + "stats-rolled-hint": "We rolled your dice! Check the chat window to view your results in detail. Assign the results below to your preferred attributes:", + "return-to:": "Return to: ", + "do_you_want_mancer": "How do you want to create this character?", + "no": "No", + "global-ac-u": "GLOBAL AC MODIFIER", + "show-global-ac-field-u": "SHOW GLOBAL AC MODIFIER FIELD", + "warning-customac-u": "ATTENTION - CUSTOM AC IS NOT BEING USED. TO USE CUSTOM AC, UNEQUIP ARMOR.", + "manual": "Edit sheet direclty", + "npc-new": "Create an NPC", + "mancer-confirm-yes": "Use the Charactermancer", + "allow-shields-u": "ALLOW SHIELDS?", + "levels-u": "LEVELS", + "features-u": "FEATURES", + "asi-u": "ABILITY SCORE INCREASE / FEATS", + "charmancer-leveler-what-is": "The Charactermancer is a step-by-step process that makes leveling up a character simple and streamlined. Changes are saved as you progress, but the character sheet is only updated when the Charactermancer has been completed.", + "charmancer-leveler-level-info1": "Your existing class levels have been pre-populated for you. By default your primary class has been set to be increased by one level. You can change how many levels to increase below, as well as adding a new multiclass.", + "charmancer-leveler-level-info2": "In each class section you'll have the option to take the average number of hit points or to roll randomly, choose class features for the levels you're advancing, and choose your subclass if appropriate.", + "charmancer-leveler-spells-info": "Listed here are the current spells your character already knows. If you gained access to more spells during your advancement you will be able to select them below. Check next to the spells you wish to learn. The Charactermancer will help you pick the right number of spells and from the correct list. If your class has the option to swap out spells, you can do so by unselecting currently known spells which will allow you to select new ones in their place.", + "total-level-u": "TOTAL LEVEL", + "main-class-level-u": "MAIN CLASS LEVEL", + "class-2-level-u": "CLASS 2 LEVEL", + "class-3-level-u": "CLASS 3 LEVEL", + "class-4-level-u": "CLASS 4 LEVEL", + "levels:-u": "LEVELS:", + "warning-leveler_start-u": "ATTENTION - YOU CANNOT LAUNCH THE CHARACTERMANCER LEVEL UP UNTIL YOU HAVE A CLASS, LEVEL, AND HP SET FOR LEVEL ONE. PLEASE RUN THE CHARACTERMANCER CREATOR FIRST. THE LEVEL UP TOOL DOESN'T WORK WITH CUSTOM CLASSES OR IF THE MULTICLASS OPTIONS ARE SET UP INCORRECTLY.", + "charmancer-leveler-custom-class-warning": "The Level Up tool does not support custom classes at this time.", + "charmancer-welcome-lp": "Welcome to Charactermancer Level Up!", + "charmancer-leveler-what-is-lp": "Look at you, with all that experience. Now it's time to claim your reward. You'll walk through the step-by-step process to make a few decisions, and your character will be at the next level in no time. Changes are saved as you move through the process, but if you change your mind, you'll need to revisit the steps and choices that come after.", + "charmancer-compendium-detail-lp": "The Charactermancer currently supports Dungeons & Dragons 5th Edition SRD, Player's Handbook, and Guildmasters' Guide to Ravnica. Xanathar's Guide to Everything will be supported in the coming weeks. You can add the Player's Handbook and Guildmasters' Guide to Ravnica to your compendium in the Marketplace, or the game owner can share their compendium with everyone in the game.", + "roll:-u": "ROLL:", + "roll": "Roll", + "prerequisite:": "Prerequisite:", + "back": "BACK", + "back-to-top": "Back to Top", + "choose-a-class:": "Choose a Class:", + "custom-class-name:": "Custom Class Name", + "charmancer-class-features:": "Class Features: ", + "charmancer-subclass-features:": "Subclass Features:", + "hit-die:": "Hit Die:", + "average": "Average", + "hp-u": "HP", + "saving-throw-proficiency": "Saving Throw Proficiency", + "armor": "Armor", + "equipment": "Equipment:", + "language": "Language", + "skill": "Skill", + "tool": "Tool", + "weapon": "Weapon", + "add-another-feature": "Add Another Feature", + "add-another-proficiency": "Add Another Proficiency", + "innate-spellcasting:": "Innate Spellcasting:", + "spellcasting-ability": "Spellcasting Ability:", + "number-of-cantrips": "Number of Cantrips:", + "number-of-lvl-1-spells": "Number of Level 1 Spells:", + "spell-list": "Spell List:", + "done": "Done", + "ability-score-method": "Ability Score Method:", + "select-your-choices": "Select Your Choices:", + "input-your-scores": "Input Your Scores:", + "choose-background": "Choose a Background:", + "personality-traits": "Personality Traits", + "ideal": "Ideal", + "bond": "Bond", + "flaw": "Flaw", + "you-have-chosen-starting-gold": "You have chosen starting gold and do not get equipment from your background.", + "you-have-created-custom-class": "You have created a custom class; you can add equipment to the character sheet after you have finished the Charactermancer.", + "arcane-is-mystery": "The Arcane is a mystery to you.", + "your-character-dont-have-spells-this-lvl": "Your character doesn't have spells at this level. Click “Next” to review your character!", + "charmancer-a-feat-represents": "A feat represents accomplishment, grit, determination, and expertise. It is the reward for hard work.", + "you-really-havent-done": "You really haven't done that much yet", + "review-your-choices": "Review your choices:", + "race": "Race", + "abilities": "Abilities", + "bio": "Bio", + "name-background": "Name:", + "building-your-character": "Building your character...", + "charmancer-only-choice-left-is-on-or": "The only choice left is to press on or turn back. If you're editing an existing character, all your existing data will be lost into the void when you apply your changes.", + "apply-changes": "Apply Changes", + "pick-your-equipment": "Pick your equipment", + "you-havent-chosen-background": "You have not yet selected a background.", + "you-havent-selected-class": "You have not yet selected a class.", + "ability-score": "Ability Score", + "you-can-increase-two-abilites": "You can increase two of your abilities by 1, or one of your abilities by 2", + "before-leveling": "Before Leveling", + "after-leveling": "After Leveling", + "charmancer-removed-spells-marked-pt1": "Removed spells will be marked with a r symbol so you can find it easily if you change your mind." +} diff --git a/Redsky/translations/en.json b/Redsky/translations/en.json new file mode 100644 index 0000000000..291ddc31db --- /dev/null +++ b/Redsky/translations/en.json @@ -0,0 +1,708 @@ +{ + "skills-list": "acrobatics,animal_handling,athletics,deception,eldertech,history,insight,intimidation,investigation,materials,medicine,nature,perception,performance,persuasion,politics,religion,sleight_of_hand,stealth,survival", + "npc-options-u": "NPC OPTIONS", + "name-u": "NAME", + "npc-type-u": "NPC TYPE", + "npc-type-place": "Medium beast, no element", + "armor-class-u": "ARMOR CLASS", + "touch-ac-u": "TOUCH AC", + "social-u": "SOCIAL SCORE", + "class-u": "CLASS", + "type-u": "TYPE", + "abilities-u": "ABILITIES", + "npc-armor-place": "scale mail", + "hit-points-u": "HIT POINTS", + "formula-u": "FORMULA", + "speed-u": "SPEED", + "npc-speed-place": "30 ft., fly 60ft.", + "attributes-u": "ATTRIBUTES", + "str-u": "STR", + "dex-u": "DEX", + "con-u": "CON", + "int-u": "INT", + "wis-u": "WIS", + "cha-u": "CHA", + "saves-u": "SAVES", + "skills-u": "SKILLS", + "acrobatics-u": "ACROBATICS", + "animal_handling-u": "ANIMAL HANDLING", + "arcana-u": "ARCANA", + "athletics-u": "ATHLETICS", + "deception-u": "DECEPTION", + "eldertech-u": "ELDERTECH", + "history-u": "HISTORY", + "insight-u": "INSIGHT", + "intimidation-u": "INTIMIDATION", + "investigation-u": "INVESTIGATION", + "materials-u": "MATERIALS", + "medicine-u": "MEDICINE", + "nature-u": "NATURE", + "perception-u": "PERCEPTION", + "performance-u": "PERFORMANCE", + "persuasion-u": "PERSUASION", + "politics-u": "POLITICS", + "religion-u": "RELIGION", + "sleight_of_hand-u": "SLEIGHT OF HAND", + "stealth-u": "STEALTH", + "survival-u": "SURVIVAL", + "damage-vuln-u": "DAMAGE VULNERABILITIES", + "npc-dmg-vuln-place": "fire", + "damage-res-u": "DAMAGE RESISTANCES", + "npc-dmg-res-place": "cold", + "damage-imm-u": "DAMAGE IMMUNITIES", + "npc-dmg-imm-place": "lightning, thunder", + "cond-imm-u": "CONDITION IMMUNITIES", + "npc-cond-imm-place": "charmed", + "arm-prot-u": "ARMOR PROTECTIONS", + "npc-arm-prot-place": "bludgeoning", + "arm-weak-u": "ARMOR WEAKNESSES", + "npc-arm-weak-place": "piercing", + "senses-u": "SENSES", + "npc-senses-place": "darkvision 120ft., passive Perception 16", + "langs-u": "LANGUAGES", + "lang-u": "LANGUAGE", + "npc-langs-place": "Abyssal, Common, Infernal", + "challenge-u": "CHALLENGE", + "xp-u": "XP", + "spellcast-npc-u": "SPELLCASTING NPC", + "spell-ability-u": "SPELLCASTING ABILITY", + "none-u": "NONE", + "strength-u": "STRENGTH", + "strength-save-u": "STRENGTH SAVE", + "dexterity-u": "DEXTERITY", + "dexterity-save-u": "DEXTERITY SAVE", + "constitution-u": "CONSTITUTION", + "constitution-save-u": "CONSTITUTION SAVE", + "intelligence-u": "INTELLIGENCE", + "intelligence-save-u": "INTELLIGENCE SAVE", + "wisdom-u": "WISDOM", + "wisdom-save-u": "WISDOM SAVE", + "charisma-u": "CHARISMA", + "charisma-save-u": "CHARISMA SAVE", + "spell-dc-u": "SPELL DC", + "spell-atk-bonus-u": "SPELL ATTACK BONUS", + "has-reaction-u": "HAS REACTIONS", + "leg-actions:-u": "LEGENDARY ACTIONS:", + "gen-opts-u": "GENERAL OPTIONS", + "npc-u": "NPC", + "roll-queries:-u": "ROLL QUERIES:", + "always-adv": "Always Roll Advantage", + "adv-toggle": "Advantage Toggle", + "query-adv": "Query Advantage", + "never-adv": "Never Roll Advantage", + "whisp-rolls-gm:-u": "WHISPER ROLLS TO GM:", + "never-whisp": "Never Whisper Rolls", + "query-whisp": "Query Whisper", + "always-whisp": "Always Whisper Rolls", + "auto-dmg-roll:-u": "AUTO DAMAGE ROLL:", + "never-dmg": "Don't Auto Roll Damage", + "always-dmg": "Auto Roll Damage & Crit", + "ac": "Armor Class", + "tac": "Touch AC", + "hp": "Hit Points", + "speed": "Speed", + "social": "Social score", + "language-proficiencies": "Language Proficiencies:", + "skill-proficiencies": "Skill Proficiencies:", + "weapon-proficiencies": "Weapon Proficiencies:", + "armor-proficiencies": "Armor Proficiencies:", + "tool-proficiencies": "Tool Proficiencies:", + "saving-throw": "Saving Throws", + "str": "Str", + "dex": "Dex", + "con": "Con", + "int": "Int", + "wis": "Wis", + "cha": "Cha", + "skills": "Skills", + "acrobatics": "Acrobatics", + "animal_handling": "Animal Handling", + "arcana": "Arcana", + "athletics": "Athletics", + "deception": "Deception", + "history": "History", + "insight": "Insight", + "intimidation": "Intimidation", + "investigation": "Investigation", + "medicine": "Medicine", + "nature": "Nature", + "perception": "Perception", + "performance": "Performance", + "persuasion": "Persuasion", + "religion": "Religion", + "sleight_of_hand": "Sleight of Hand", + "stealth": "Stealth", + "survival": "Survival", + "dmg-vuln": "Damage Vulnerabilities", + "dmg-res": "Damage Resistances", + "dmg-imm": "Damage Immunities", + "cond-imm": "Condition Immunities", + "arm-prot": "Armor Protections", + "arm-weak": "Armor Weaknesses", + "senses": "Senses", + "langs": "Languages", + "challenge": "Challenge", + "npc-trait-name-place": "False Appearance.", + "npc-trait-desc-place": "If the dragon fails...", + "actions": "Actions", + "adv": "Advantage", + "norm": "Normal", + "disadv": "Disadvantage", + "name:-u": "NAME:", + "attack-u": "ATTACK", + "type:-u": "TYPE:", + "melee": "Melee", + "ranged": "Ranged", + "range-reach:-u": "RANGE/REACH:", + "range-reach-place": "5 ft.", + "to-hit:-u": "TO HIT:", + "target:-u": "TARGET:", + "target:": "Target:", + "to-hit-place": "One target", + "on-hit:-u": "ON HIT:", + "on-hit-place": "slashing", + "on-hit2:-u": "ON HIT 2:", + "on-hit-2-place": "fire", + "hit:": "Hit: ", + "reactions": "Reactions", + "npc-repeating-name-place": "Parry.", + "npc-repeating-desc-place": "The creature adds 2 to its AC against...", + "traits": "Traits", + "features": "Features", + "spells": "Spells", + "prep-u": "PREP", + "school:-u": "SCHOOL:", + "abjuration": "Abjuration", + "conjuration": "Conjuration", + "divination": "Divination", + "enchantment": "Enchantment", + "evocation": "Evocation", + "illusion": "Illusion", + "necromancy": "Necromancy", + "transmutation": "Transmutation", + "ritual": "Ritual", + "ritual-l": "ritual", + "range:-u": "RANGE:", + "range:": "Range:", + "components:-u": "COMPONENTS:", + "components:": "Components:", + "spell-component-verbal": "V", + "spell-component-somatic": "S", + "spell-component-material": "M", + "spell-ritual": "R", + "spell-concentration": "C", + "ruby-dust-place": "ruby dust worth 50gp", + "concentration-u": "CONCENTRATION", + "concentration": "Concentration", + "duration:-u": "DURATION:", + "duration:": "Duration:", + "difficulty-class-abv": "DC", + "output:-u": "OUTPUT:", + "spellcard-u": "SPELLCARD", + "spell-atk:-u": "SPELL ATTACK:", + "none": "None", + "dmg:-u": "DAMAGE:", + "dmg2:-u": "DAMAGE2:", + "healing:-u": "HEALING:", + "add-ability-mod-u": "ADD ABILITY MOD TO DAMAGE OR HEALING", + "effect:-u": "EFFECT:", + "npc-atk-effect-place": "Half damage", + "desc:-u": "DESCRIPTION:", + "at-higher-lvl:-u": "AT HIGHER LEVELS:", + "at-higher-lvl": "At Higher Levels", + "higher-lvl-cast": "Higher Level Cast", + "leg-actions": "Legendary Actions", + "leg-actions-desc": "", + "atk-range-place": "5 ft.", + "atk-target-place": "One target", + "atk-dmg-type-place": "slashing", + "atk-dmg-type2-place": "fire", + "adv-u": "ADVANTAGE", + "norm-u": "NORMAL", + "disadv-u": "DISADVANTAGE", + "core-u": "CORE", + "bio-u": "BIO", + "spells-u": "SPELLS", + "feats-u": "FEATS", + "review-u": "REVIEW", + "char-name-u": "CHARACTER NAME", + "artificer": "Artificer", + "barbarian": "Barbarian", + "bard": "Bard", + "cleric": "Cleric", + "druid": "Druid", + "emissary": "Emissary", + "fighter": "Fighter", + "hunter": "Hunter", + "monk": "Monk", + "paladin": "Paladin", + "ranger": "Ranger", + "rogue": "Rogue", + "sage": "Sage", + "sorcerer": "Sorcerer", + "warlock": "Warlock", + "wizard": "Wizard", + "wordsmith": "Wordsmith", + "class-level-u": "CLASS & LEVEL", + "background-u": "BACKGROUND", + "background": "Background", + "race-u": "SPECIES", + "alignment-u": "ELEMENTS", + "alignment": "Elements:", + "elements-u": "ELEMENTS", + "exp-pts-u": "EXPERIENCE POINTS", + "inspiration-u": "INSPIRATION", + "prof-bonus-u": "PROFICIENCY BONUS", + "strength": "Strength", + "strength-save": "Strength Save", + "dexterity": "Dexterity", + "dexterity-save": "Dexterity Save", + "constitution": "Constitution", + "constitution-save": "Constitution Save", + "intelligence": "Intelligence", + "intelligence-save": "Intelligence Save", + "wisdom": "Wisdom", + "wisdom-save": "Wisdom Save", + "charisma": "Charisma", + "charisma-save": "Charisma Save", + "saving-throws-u": "SAVING THROWS", + "acrobatics-core": "Acrobatics (Dex)", + "animal_handling-core": "Animal Handling (Wis)", + "arcana-core": "Arcana (Int)", + "athletics-core": "Athletics (Str)", + "deception-core": "Deception (Cha)", + "eldertech-core": "Eldertech (Int)", + "history-core": "History (Int)", + "insight-core": "Insight (Wis)", + "intimidation-core": "Intimidation (Cha)", + "investigation-core": "Investigation (Int)", + "materials-core": "Materials (Int)", + "medicine-core": "Medicine (Int)", + "nature-core": "Nature (Int)", + "perception-core": "Perception (Wis)", + "performance-core": "Performance (Cha)", + "persuasion-core": "Persuasion (Cha)", + "politics-core": "Politics (Int)", + "religion-core": "Religion (Int)", + "sleight_of_hand-core": "Sleight of Hand (Dex)", + "stealth-core": "Stealth (Dex)", + "survival-core": "Survival (Wis)", + "pass-wis-u": "PASSIVE WISDOM (PERCEPTION)", + "tool-u": "TOOL", + "pro-u": "PRO", + "attr-u": "ATTRIBUTE", + "prof-bonus:-u": "PROFICIENCY BONUS:", + "prof-u": "PROFICIENT", + "proficency-u": "PROFICIENCY", + "expertise-u": "EXPERTISE", + "jack-of-all-u": "JACK OF ALL TRADES", + "attr:-u": "ATTRIBUTE:", + "tool-prof-u": "TOOL PROFICIENCIES", + "weapon-proficiencies-u": "WEAPON PROFICIENCIES", + "other-prof-langs-u": "OTHER PROFICIENCIES & LANGUAGES", + "prof-langs-u": "PROFICIENCIES & LANGUAGES", + "init": "Initiative", + "init-u": "INITIATIVE", + "hp-max-u": "Hit Point Maximum", + "hp-current-u": "CURRENT HIT POINTS", + "hp-temp-u": "TEMPORARY HIT POINTS", + "total": "Total", + "hit-dice-u": "HIT DICE", + "successes-u": "SUCCESSES", + "failures-u": "FAILURES", + "death-save-u": "DEATH SAVE", + "death-saves-u": "DEATH SAVES", + "exhaustion-setting-u": "SHOW EXHAUSTION TRACKING:", + "exhaustion-u": "EXHAUSTION LEVEL", + "exhaustion-0": "No effect", + "exhaustion-1": "Disadvantage on ability checks", + "exhaustion-2": "Speed halved", + "exhaustion-3": "Disadvantage on attack rolls and saving throws", + "exhaustion-4": "Hit point maximum halved", + "exhaustion-5": "Speed reduced to 0", + "exhaustion-6": "Death", + "atk-u": "ATK", + "dmg-type-u": "DAMAGE/TYPE", + "attack:-u": "ATTACK:", + "proficient-u": "PROFICIENT", + "range-place": "Self (60-foot cone)", + "magic-bonus:-u": "MAGIC BONUS:", + "crit-range-u": "CRIT RANGE:", + "damage:-u": "DAMAGE:", + "dmg-type-place": "Slashing", + "crit:-u": "CRIT:", + "damage2:-u": "DAMAGE2:", + "saving-throw:-u": "SAVING THROW:", + "vs-dc:-u": "VS DC:", + "spell-u": "SPELL", + "flat-u": "FLAT", + "save": "Save", + "save-effect:-u": "SAVE EFFECT:", + "save-effect-place": "half damage", + "ammunition:-u": "AMMUNITION:", + "ammunition-place": "Arrows", + "description:-u": "DESCRIPTION:", + "description:": "Description:", + "description-place": "Up to 2 creatures within 5 feet", + "atk-spellcasting-u": "ATTACKS", + "copper-piece-u": "CP", + "silver-piece-u": "SP", + "electrum-piece-u": "EP", + "gold-piece-u": "GP", + "platinum-piece-u": "PP", + "warning-armor-sets-u": "WARNING - AC IS NOT INCORRECT. UNEQUIP EXTRA ARMOR OR SHIELD FROM ITEM DETAILS.", + "item-name-u": "ITEM NAME", + "equipped-u": "EQUIPPED", + "use-as-resource-u": "USE AS A RESOURCE", + "prop:-u": "PROP:", + "mods:-u": "MODS:", + "total-weight-u": "TOTAL WEIGHT", + "immobile-u": "IMMOBILE", + "heavily-encumbered-u": "HEAVILY ENCUMBERED", + "encumbered-u": "ENCUMBERED", + "over-carrying-cap-u": "OVER CARRYING CAPACITY", + "equipment-u": "EQUIPMENT", + "personality-traits-u": "PERSONALITY TRAITS", + "ideals-u": "VIRTUES", + "bonds-u": "BONDS", + "flaws-u": "VICES", + "class-resource-u": "CLASS RESOURCE", + "other-resource-u": "OTHER RESOURCE", + "feats-traits-u": "FEATURES & TRAITS", + "age-u": "AGE", + "size-u": "SIZE", + "size": "Size", + "height-u": "HEIGHT", + "weight-u": "WEIGHT", + "eye-u": "EYES", + "skin-u": "SKIN", + "hair-u": "HAIR", + "char-appearance-u": "CHARACTER APPEARANCE", + "char-backstory-u": "CHARACTER BACKSTORY", + "allies-orgs-u": "ALLIES & ORGANIZATIONS", + "add-feats-traits-u": "ADDITIONAL FEATURES & TRAITS", + "feat-u": "FEAT", + "treasure-u": "TREASURE", + "spell-save-dc-u": "SPELL SAVE DC", + "cantrips-u": "CANTRIPS", + "ritual-u": "RITUAL", + "casting-time:-u": "CASTING TIME:", + "casting-time:": "Casting Time:", + "at-higher-lvl-dmg:-u": "HIGHER LVL CAST DMG:", + "half-dmg-place": "Half damage", + "hit-die:-u": "HIT DIE:", + "initiative-mod:-u": "INITIATIVE MODIFIER:", + "glob-saving-mod:-u": "GLOBAL SAVING THROW MODIFIER:", + "glob-ac-mod:-u": "GLOBAL ARMOR CLASS MODIFIER:", + "glob-atk-mod:-u": "GLOBAL MAGIC ATTACK MODIFIER:", + "pass-perc-mod:-u": "PASSIVE PERCEPTION MODIFIER:", + "death-save-mod:-u": "DEATH SAVE MODIFIER:", + "magic-caster-lvl:-u": "MAGIC CASTER LEVEL:", + "halfling-luck-u": "HALFLING LUCK", + "arcane-fighter-u": "ARCANE FIGHTER", + "arcane-rogue-u": "ARCANE ROGUE", + "class-options-u": "CLASS OPTIONS ()", + "class:-u": "CLASS:", + "subclass:-u": "SUBCLASS:", + "race:-u": "SPECIES:", + "subrace:-u": "SUBSPECIES:", + "subrace":"Subspecies:", + "subrace-ability-increase":"Subspecies Ability Score Increase:", + "2nd-class:-u": "2ND CLASS:", + "lvl:-u": "LEVEL:", + "3rd-class:-u": "3RD CLASS:", + "4th-class:-u": "4TH CLASS:", + "mutliclass-opts-u": "MULTICLASS OPTIONS", + "use-cust-class-u": "USE CUSTOM CLASS", + "class-name:-u": "CLASS NAME:", + "spellcasting-ability:-u": "SPELLCASTING ABILITY:", + "spell-slots:-u": "SPELL SLOTS:", + "spell-full-u": "FULL (Cleric, Druid, Wizard)", + "spell-half-u": "HALF (Artificer, Paladin, Ranger)", + "spell-third-u": "THIRD (Arcane Fighter/Rogue)", + "cust-class-opts": "CUSTOM CLASS OPTIONS", + "normal": "Normal", + "expirtise": "Expertise", + "skill-opts-u": "SKILL OPTIONS", + "version": "v", + "always-roll-adv": "Always Roll Advantage", + "toggle-roll-adv": "Advantage Toggle", + "query-roll-adv": "Query Advantage", + "never-roll-adv": "Never Roll Advantage", + "never-whisper-roll": "Never Whisper Rolls", + "query-whisper-roll": "Query Whisper", + "always-whisper-roll": "Always Whisper Rolls", + "never-roll-dmg": "Don't Auto Roll Damage", + "always-roll-dmg": "Auto Roll Damage & Crit", + "add-char-to-templates:-u": "ADD CHARACTER NAME TO TEMPLATES:", + "on": "On", + "off": "Off", + "inventory:-u": "INVENTORY:", + "compendium-compatible": "Compendium Compatible", + "simple": "Simple", + "encumbrance:-u": "ENCUMBRANCE:", + "ammo-tracking:-u": "AMMO TRACKING:", + "general-opts-u": "GENERAL OPTIONS", + "transition-text": "Clicking one of the images below will reformat the data from your current sheet to this sheet. These changes are permanent and cannot be undone.", + "transition-text-highlight": "Please make a copy of your game before you use this tool.", + "choose-sheet-transfer": "CHOOSE THE SHEET YOU ARE TRANSFERING FROM", + "community-sheet-u": "COMMUNITY SHEET", + "shaped-sheet-u": "SHAPED SHEET", + "transition-opts-u": "TRANSITION OPTIONS", + "portions-sheet-utilize": "Portions of this sheet utilize content from the System Reference Document 5.0 under the OGL License. View OGL License and Copyright Notice. https://wiki.roll20.net/SRD_5.0_OGL_License", + "api-required-title": "Try it now with easy one click API installation available with your Pro subscription.", + "api-required-u": "(API REQUIRED)", + "spell_dc_mod:-u": "SPELL SAVE DC MOD:", + "custom_ac:-u": "CUSTOM AC:", + "npc-info": "The NPC option sets new characters to default to the NPC card style sheet. Useful if the player characters have already been created and all new character sheets added to the game will likely representing non player characters.", + "npc-pc": "NPC/PC", + "roll-queries-info": "D20 Rolls output according to this option. Always Roll Advantage is the default setting and will roll two D20 on every roll in case of advantage. The expectation is that if there is no advantage or disadvantage you use the left most result. The Advantage Toggle option adds three new buttons to the top of the sheet so that you can toggle advantage on a case by case basis. Query Advantage gives you a prompt every roll asking if the roll has advantage. Never Roll Advantage always rolls a single D20 on any given roll, expecting the player to roll a second time in case of advantage or disadvantage.", + "whisp-rolls-gm-info": "All sheet rolls are sent to all players in chat by default. Whisper Toggle gives a set of buttons to quick select your preference on the fly. Query Whisper option gives you a prompt with each roll of whether or not the roll should be sent privately only to yourself and the GM. Always Whisper Rolls will send all rolls only to yourself and the GM.", + "auto-dmg-roll-info": "By default, attack damage rolls are not rolled until the hit is confirmed. Damage is rolled from the chat roll template by clicking on the name of the attack in the right hand bar, which then displays the damage. The default method is compatible with 3D dice. Optionally, you can choose to have the Auto Roll Damage & Crit option which will roll damage and critical hit dice at the same time of the attack, presenting all possible outcomes at the time of the attack.", + "add-char-to-templates-info": "Character names are not added to the roll template by default, and are only displayed as normal in the chat tab as the player/character selected as 'Speaking As'. Turning this option on adds the character making the roll's name to the template, useful for players representing multiple characters.", + "inventory-info": "Character Inventories default to the complex style that is compatible with the Roll20 5E Compendium. This includes granular item amounts/weights, weight and encumbrance tracking, sorting, AC calculations, automatic attack generation, and more. The Simple option provides a text field for item lists for players who want more manual control over the sheet.", + "encumbrance-info": "The sheet uses the variant encumbrance rules on page 176 of the PHB. The Off option disables the variant rules and only uses a basic over-limit inventory weight check.", + "ammo-tracking-info": "Provides automatic ammo tracking with the 5th Edition OGL by Roll20 Companion API Script.", + "dungeons-and-dragons-styling": "DUNGEONS AND DRAGONS STYLING", + "dungeons-and-dragons-styling-info": "Turns on Dungeons and Dragons styling for both the character sheet and roll templates. This setting is automatically applied to all character sheets and cannot be selectively used.", + "cd-bar1-value:-u": "BAR 1 VALUE:", + "cd-bar1-max:-u": "BAR 1 MAX:", + "cd-bar1-link:-u": "BAR 1 LINK:", + "cd-bar1-value-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 1's value to this attribute.", + "cd-bar1-max-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 1's max to this attribute.", + "cd-bar1-link-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, link the Bar 1's value to this attribute. If set this will override all other bar settings.", + "cd-bar2-value:-u": "BAR 2 VALUE:", + "cd-bar2-max:-u": "BAR 2 MAX:", + "cd-bar2-link:-u": "BAR 2 LINK:", + "cd-bar2-value-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 2's value to this attribute.", + "cd-bar2-max-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 2's max to this attribute.", + "cd-bar2-link-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, link the Bar 2's value to this attribute. If set this will override all other bar settings.", + "cd-bar3-value:-u": "BAR 3 VALUE:", + "cd-bar3-max:-u": "BAR 3 MAX:", + "cd-bar3-link:-u": "BAR 3 LINK:", + "licensedsheet-u": "LICENSED SHEET", + "licensedsheet-info": "Turns on Dungeond and Dragons styling for both the character sheet and roll templates. This setting is automatically applied to all character sheets and cannot be selectively used.", + "cd-bar3-value-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 3's value to this attribute.", + "cd-bar3-max-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 3's max to this attribute.", + "cd-bar3-link-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, link the Bar 3's value to this attribute. If set this will override all other bar settings.", + "npc-name-in-rolls:-u": "NPC NAME IN ROLLS:", + "show": "Show", + "hide": "Hide", + "npc-name-in-rolls-desc:-u": "In NPC roll results, show or hide the name of the NPC in the roll result card.", + "public:-u": "PUBLIC", + "to-gm:-u": "TO GM", + "toggle-roll-whisper": "Whisper Toggle", + "attribute-opts-u": "ATTRIBUTE OPTIONS", + "save-opts-u": "SAVE OPTIONS", + "by-level": "By Level (Default)", + "prof-die": "Proficiency Die (DMG)", + "custom": "Custom", + "core-die-roll:-u": "CORE DIE ROLL:", + "has-attack-u": "HAS AN ATTACK", + "variant-phb": "Variant (PHB p176)", + "carrying-capacity-mod:-u": "CARRYING CAPACITY MODIFIER:", + "armor-class-tracking:-u": "ARMOR CLASS TRACKING:", + "automatic": "Automatic", + "cantrip-progression:-u": "CANTRIP PROGRESSION", + "cantrip-dice-u": "CANTRIP DICE", + "cantrip-beam-u": "CANTRIP BEAM", + "slots_total-u": "SLOTS TOTAL", + "slots_remaining-u": "SLOTS REMAINING", + "level-calculations:-u": "AUTO LEVEL CALCULATIONS:", + "spell_slot_modifiers-u": "SPELL SLOT MODIFIERS", + "lvl-u": "LEVEL", + "include_spell_desc:-u": "INCLUDE SPELL DESCRIPTION IN ATTACK:", + "token_size-u": "TOKEN SIZE", + "add-dex-tiebreaker-u": "ADD DEX TIEBREAKER TO INITIATIVE", + "initiative-style:-u": "INITIATIVE STYLE:", + "query-attr-u": "QUERY ATTRIBUTE", + "custom-skills-u": "CUSTOM SKILLS", + "weapon-u": "WEAPON", + "armor-u": "ARMOR", + "other-u": "OTHER", + "source:-u": "SOURCE:", + "source-type:-u": "SOURCE TYPE:", + "racial": "Species", + "class": "Class", + "feat": "Feat", + "feats":"Feats", + "other": "Other", + "partial": "Partial", + "show_all": "Show All", + "cr_only": "C&R Only", + "spell-icons:-u": "SPELL ICONS:", + "custom-pb:-u": "CUSTOM PROFICIENCY BONUS:", + "show-global-attack-field-u": "SHOW GLOBAL ATTACK MODIFIER FIELD", + "show-global-damage-field-u": "SHOW GLOBAL DAMAGE MODIFIER FIELD", + "show-global-save-field-u": "SHOW GLOBAL SAVE MODIFIER FIELD", + "show-global-skill-field-u": "SHOW GLOBAL SKILL MODIFIER FIELD", + "global-attack-u": "GLOBAL ATTACK MODIFIER", + "global-damage-u": "GLOBAL DAMAGE MODIFIER", + "global-save-u": "GLOBAL SAVE MODIFIER", + "global-skill-u": "GLOBAL SKILL MODIFIER", + "global-damage": "Global Damage Modifier", + "core-die-roll-info": "Changing the core die will replace the normal 1d20 made with almost all rolls with a randomizer of your choice, such as 2d10 or 3d6.", + "pb-type-info": "By default, the character's Proficiency Bonus will be automatically calculated based off of their total level as is the standard method in the PHB. The Proficiency Die option supports the alternate method outlined in the DMG where, instead of a flat bonus, a die is rolled instead. The Custom option allows you to replace the PB with anything of your choosing.", + "global-save-info": "Creates a custom global save modifier field, underneath the SAVING THROWS section of the character sheet. Anything put there will be applied to any save roll. Perfect for regular but not permanent bonuses like the Bless spell.", + "global-skill-info": "Creates a custom global skill modifier field, underneath the SKILLS section of the character sheet. Anything put there will be applied to any save roll. Perfect for regular but not permanent bonuses like the Guidance spell.", + "global-attack-info": "Creates a custom global attack modifier field, underneath the ATTACKS AND SPELL CASTING section of the character sheet. Anything put there will be applied to any attack to-hit roll. Perfect for regular but not permanent bonuses to attack like the Bless spell.", + "global-damage-info": "Creates a custom global damage modifier field, underneath the ATTACKS AND SPELL CASTING section of the character sheet. Anything put there will be applied to any attack damage roll. Perfect for regular but not permanent bonuses to damage like the Sneak Attack ability.", + "auto-level-calc-info": "By default changing character levels will automatically set spell slots and hit dice. Changing this setting to off prevents this behavior.", + "simple-traits-info": "Character FEATURES AND TRAITS section defaults to the complex style that is compatible with the Roll20 5E Compendium. The Simple option provides a text field for players who want more manual control over the sheet.", + "simple-proficiencies-info": "Character OTHER PROFICIENCIES & LANGUAGES section defaults to the complex style that is compatible with the Roll20 5E Compendium. The Simple option provides a text field for players who want more manual control over the sheet.", + "init-tiebreaker-info": "Adds the character's dexterity score as a decimal to the end of the initiative bonus for purposes of breaking ties.", + "b-custom-info": "When the Proficiency Bonus type is set to Custom, the character sheet will use this value for the character's Proficiency Bonus.", + "footer-wiki-link": "For more information about this character sheet, its functionality, or uses, please check out the Roll20 Wiki for official documentation. https://wiki.roll20.net/5th_Edition_OGL_by_Roll20", + "accepting-drop-u": "ACCEPTING DROP FROM COMPENDIUM", + "are_you_sure": "Are you sure you want to turn this character into a ", + "yes": "Yes", + "next": "Next", + "cancel": "Cancel", + "cancel-u": "CANCEL", + "choose": "Choose", + "innate:-u": "INNATE:", + "mod:-u": "MOD:", + "hpmods:-u": "HP MODIFIERS:", + "charmancer-welcome": "Welcome to the Charactermancer!", + "charmancer-what-is": "The Charactermancer is a step-by-step process that makes building a character simple and streamlined. Changes are saved as you progress, but the character sheet is only updated when the Charactermancer has been completed.", + "get-started": "Get started by clicking Next.", + "opt-out-u": "OPT OUT", + "charmancer-compendium": "Your Compendium Awaits.", + "charmancer-compendium-detail": "The Charactermancer currently supports Dungeons & Dragons 5th Edition SRD, Player's Handbook, and Guildmasters' Guide to Ravnica. You can add the Player's Handbook and Guildmasters' Guide to Ravnica to your compendium in the Marketplace, or the game owner can share their compendium with everyone in the game.", + "charmancer-choose-race": "Choose a Race:", + "charmancer-custom-race-name": "Custom Race Name:", + "charmancer-custom-subclass-name:":"Custom sublass Name:", + "charmancer-additional-cantrips":"Additional Cantrips", + "charmancer-additional-lvl-1-spells":"Additional Level 1 Spells", + "suggested-abilities": "Suggested Abilities: ", + "class-spellcasting": "Class Spellcasting Ability: ", + "ability-score-increase": "Ability Score Increase:", + "lawful-good": "Lawful Good", + "neutral-good": "Neutral Good", + "chaotic-good": "Chaotic Good", + "lawful-neutral": "Lawful Neutral", + "neutral": "Neutral", + "chaotic-neutral": "Chaotic Neutral", + "lawful-evil": "Lawful Evil", + "neutral-evil": "Neutral Evil", + "chaotic-evil": "Chaotic Evil", + "tiny": "Tiny", + "small": "Small", + "medium": "Medium", + "large": "Large", + "huge": "Huge", + "age": "Age:", + "gargantuan": "Gargantuan", + "step1-equipment": "Step 5: Equipment", + "equipment-from-background": "Equipment from Background", + "equipment-from-class": "Equipment from Class", + "class-equipment": "Class Equipment", + "starting-wealth": "Starting Wealth (PHB)", + "starting-gold:": "Starting Gold:", + "no_class_warning-u": "NO CLASS HAS BEEN SELECTED OR SELECTED CLASS DOES NOT HAVE STANDARD EQUIPMENT. CLASS EQUIPMENT CANNOT BE CHOSEN AT THIS TIME.", + "standard-array": "Standard Array", + "roll-for-stats": "Roll for Stats", + "standard-roll": "Roll 4d6, drop lowest", + "charmancer-cancel-heading": "Where would you like to go, traveler?", + "continue-charmancer": "Continue Charactermancer", + "save_progress_and_exit": "Save and Exit", + "cancel_charactermancer": "Discard and exit", + "charmancer-discard-warning": "Discard and Exit will discard all choices you’ve made in Charactermancer and let you edit your character sheet directly.", + "mancer-opts-u": "CHARACTERMANCER OPTIONS", + "relaunch-lvl1mancer-u": "LAUNCH LEVEL 1 CHARACTERMANCER (CANNOT BE UNDONE)", + "point-buy": "Point Buy", + "available-points:": "Available Points: ", + "equipment-choice-text": "How would you like to choose your equipment?", + "charmancer-start": "Start", + "clear-abilities": "Clear Assignment", + "use-charactermancer-for-new:-u": "USE LEVEL 1 CHARACTERMANCER FOR NEW CHARACTERS:", + "use-charactermancer-for-new-info": "With this option enabled all new characters will open with the Level 1 Roll20 Charactermancer. Disabling this option will start new characters directly on the character sheet disabling the Level 1 Charactermancer, which can still be manually run from the Settings tab of the character sheet.", + "feat-pre-check": "Look carefully! Prerequisites are not checked automatically.", + "stats-rolled-hint": "We rolled your dice! Check the chat window to view your results in detail. Assign the results below to your preferred attributes:", + "return-to:": "Return to: ", + "do_you_want_mancer": "How do you want to create this character?", + "no": "No", + "global-ac-u": "GLOBAL AC MODIFIER", + "show-global-ac-field-u": "SHOW GLOBAL AC MODIFIER FIELD", + "use-licensed-sheet-styling": "USE OFFICIAL D&D STYLING", + "warning-customac-u": "ATTENTION - CUSTOM AC IS NOT BEING USED. TO USE CUSTOM AC, UNEQUIP ARMOR.", + "manual": "Edit sheet directly", + "npc-new": "Create an NPC", + "mancer-confirm-yes": "Use the Charactermancer", + "allow-shields-u": "ALLOW SHIELDS?", + "levels-u": "LEVELS", + "features-u": "FEATURES", + "asi-u": "ABILITY SCORE INCREASE / FEATS", + "charmancer-leveler-what-is": "The Charactermancer is a step-by-step process that makes leveling up a character simple and streamlined. Changes are saved as you progress, but the character sheet is only updated when the Charactermancer has been completed.", + "charmancer-leveler-level-info1": "Your existing class levels have been pre-populated for you. By default your primary class has been set to be increased by one level. You can change how many levels to increase below, as well as adding a new multiclass.", + "charmancer-leveler-level-info2": "In each class section you'll have the option to take the average number of hit points or to roll randomly, choose class features for the levels you're advancing, and choose your subclass if appropriate.", + "charmancer-leveler-spells-info": "Listed here are the current spells your character already knows. If you gained access to more spells during your advancement you will be able to select them below. Check next to the spells you wish to learn. The Charactermancer will help you pick the right number of spells and from the correct list. If your class has the option to swap out spells, you can do so by unselecting currently known spells which will allow you to select new ones in their place.", + "total-level-u": "TOTAL LEVEL", + "main-class-level-u": "MAIN CLASS LEVEL", + "class-2-level-u": "CLASS 2 LEVEL", + "class-3-level-u": "CLASS 3 LEVEL", + "class-4-level-u": "CLASS 4 LEVEL", + "levels:-u": "LEVELS:", + "warning-leveler_start-u": "ATTENTION - YOU CANNOT LAUNCH THE CHARACTERMANCER LEVEL UP UNTIL YOU HAVE A CLASS, LEVEL, AND HP SET FOR LEVEL ONE. PLEASE RUN THE CHARACTERMANCER CREATOR FIRST. THE LEVEL UP TOOL DOESN'T WORK WITH CUSTOM CLASSES OR IF THE MULTICLASS OPTIONS ARE SET UP INCORRECTLY.", + "charmancer-leveler-custom-class-warning": "The Level Up tool does not support custom classes at this time.", + "charmancer-welcome-lp": "Welcome to Charactermancer Level Up!", + "charmancer-leveler-what-is-lp": "Look at you, with all that experience. Now it's time to claim your reward. You'll walk through the step-by-step process to make a few decisions, and your character will be at the next level in no time. Changes are saved as you move through the process, but if you change your mind, you'll need to revisit the steps and choices that come after.", + "charmancer-compendium-detail-lp": "The Charactermancer currently supports Dungeons & Dragons 5th Edition SRD, Player's Handbook, and Guildmasters' Guide to Ravnica. Xanathar's Guide to Everything will be supported in the coming weeks. You can add the Player's Handbook and Guildmasters' Guide to Ravnica to your compendium in the Marketplace, or the game owner can share their compendium with everyone in the game.", + "roll:-u": "ROLL:", + "roll":"Roll", + "prerequisite:": "Prerequisite:", + "back":"BACK", + "back-to-top":"Back to Top", + "choose-a-class:":"Choose a Class:", + "custom-class-name:": "Custom Class Name", + "charmancer-class-features:":"Class Features: ", + "charmancer-subclass-features:":"Subclass Features:", + "hit-die:": "Hit Die:", + "average":"Average", + "hp-u":"HP", + "saving-throw-proficiency":"Saving Throw Proficiency", + "armor":"Armor", + "equipment":"Equipment:", + "language":"Language", + "skill":"Skill", + "tool":"Tool", + "weapon":"Weapon", + "add-another-feature":"Add Another Feature", + "add-another-proficiency":"Add Another Proficiency", + "innate-spellcasting:":"Innate Spellcasting:", + "spellcasting-ability":"Spellcasting Ability:", + "number-of-cantrips": "Number of Cantrips:", + "number-of-lvl-1-spells":"Number of Level 1 Spells:", + "spell-list":"Spell List:", + "done": "Done", + "ability-score-method":"Ability Score Method:", + "select-your-choices":"Select Your Choices:", + "input-your-scores":"Input Your Scores:", + "choose-background":"Choose a Background:", + "personality-traits":"Personality Traits", + "ideal":"Ideal", + "bond":"Bond", + "flaw":"Flaw", + "you-have-chosen-starting-gold":"You have chosen starting gold and do not get equipment from your background.", + "you-have-created-custom-class":"You have created a custom class; you can add equipment to the character sheet after you have finished the Charactermancer.", + "arcane-is-mystery":"The Arcane is a mystery to you.", + "your-character-dont-have-spells-this-lvl":"Your character doesn't have spells at this level. Click “Next” to review your character!", + "charmancer-a-feat-represents":"A feat represents accomplishment, grit, determination, and expertise. It is the reward for hard work.", + "you-really-havent-done":"You really haven't done that much yet", + "review-your-choices":"Review your choices:", + "race":"Species", + "abilities":"Abilities", + "bio":"Bio", + "name-background":"Name:", + "building-your-character":"Building your character...", + "charmancer-only-choice-left-is-on-or":"The only choice left is to press on or turn back. If you're editing an existing character, all your existing data will be lost into the void when you apply your changes.", + "apply-changes":"Apply Changes", + "pick-your-equipment":"Pick your equipment", + "you-havent-chosen-background":"You have not yet selected a background.", + "you-havent-selected-class": "You have not yet selected a class.", + "ability-score":"Ability Score", + "you-can-increase-two-abilites":"You can increase two of your abilities by 1, or one of your abilities by 2", + "before-leveling":"Before Leveling", + "after-leveling":"After Leveling", + "charmancer-removed-spells-marked-pt1":"Removed spells will be marked with a r symbol so you can find it easily if you change your mind." +} diff --git a/Redsky/translations/es.json b/Redsky/translations/es.json new file mode 100644 index 0000000000..d4b7bd3faf --- /dev/null +++ b/Redsky/translations/es.json @@ -0,0 +1,684 @@ +{ + "skills-list": "acrobatics,athletics,arcana,deception,history,performance,intimidation,investigation,sleight_of_hand,medicine,nature,perception,insight,persuasion,religion,stealth,survival,animal_handling", + "npc-options-u": "OPCIONES DE PNJ", + "name-u": "NOMBRE", + "npc-type-u": "TIPO DE PNJ", + "npc-type-place": "Demoníaco mediano, cualquier alineamiento maligno", + "armor-class-u": "CA", + "class-u": "CLASE", + "type-u": "TIPO", + "abilities-u": "CARACTERÍSTICAS", + "npc-armor-place": "cota de escamas", + "hit-points-u": "PUNTOS DE GOLPE", + "formula-u": "FÓRMULA", + "speed-u": "VELOCIDAD", + "npc-speed-place": "30 pies, vuelo 60 pies", + "attributes-u": "ATRIBUTOS", + "str-u": "FUE", + "dex-u": "DES", + "con-u": "CON", + "int-u": "INT", + "wis-u": "SAB", + "cha-u": "CAR", + "saves-u": "SALVACIONES", + "skills-u": "HABILIDADES", + "acrobatics-u": "ACROBACIAS", + "animal_handling-u": "T. CON ANIMALES", + "arcana-u": "C. ARCANO", + "athletics-u": "ATLETISMO", + "deception-u": "ENGAÑO", + "history-u": "HISTORIA", + "insight-u": "PERSPICACIA", + "intimidation-u": "INTIMIDACIÓN", + "investigation-u": "INVESTIGACIÓN", + "medicine-u": "MEDICINA", + "nature-u": "NATURALEZA", + "perception-u": "PERCEPCIÓN", + "performance-u": "INTERPRETACIÓN", + "persuasion-u": "PERSUASIÓN", + "religion-u": "RELIGIÓN", + "sleight_of_hand-u": "JUEGO DE MANOS", + "stealth-u": "SIGILO", + "survival-u": "SUPERVIVENCIA", + "damage-vuln-u": "VULNERABILIDAD A DAÑO", + "npc-dmg-vuln-place": "fuego", + "damage-res-u": "RESISTENCIA A DAÑO", + "npc-dmg-res-place": "frío", + "damage-imm-u": "INMUNIDAD A DAÑO", + "npc-dmg-imm-place": "relámpago, trueno", + "cond-imm-u": "INMUNIDAD A ESTADOS", + "npc-cond-imm-place": "hechizado", + "senses-u": "SENTIDOS", + "npc-senses-place": "visión en la oscuridad 120 pies, Percepción pasiva 16", + "langs-u": "IDIOMAS", + "lang-u": "IDIOMA", + "npc-langs-place": "Abisal, Común, Infernal", + "challenge-u": "DESAFÍO", + "xp-u": "PX", + "spellcast-npc-u": "PNJ LANZADOR DE CONJUROS", + "spell-ability-u": "APTITUD MÁGICA", + "none-u": "NINGUNA", + "strength-u": "FUERZA", + "strength-save-u": "SALVACIÓN DE FUERZA", + "dexterity-u": "DESTREZA", + "dexterity-save-u": "SALVACIÓN DE DESTREZA", + "constitution-u": "CONSTITUCIÓN", + "constitution-save-u": "SALVACIÓN DE CONSTITUCIÓN", + "intelligence-u": "INTELIGENCIA", + "intelligence-save-u": "SALVACIÓN DE INTELIGENCIA", + "wisdom-u": "SABIDURÍA", + "wisdom-save-u": "SALVACIÓN DE SABIDURÍA", + "charisma-u": "CARISMA", + "charisma-save-u": "SALVACIÓN DE CARISMA", + "spell-dc-u": "CD DE CONJURO", + "spell-atk-bonus-u": "BONIFICADOR DE ATAQUE DE CONJURO", + "has-reaction-u": "TIENE REACCIONES", + "leg-actions:-u": "ACCIONES LEGENDARIAS:", + "gen-opts-u": "OPCIONES GENERALES", + "npc-u": "PNJ", + "roll-queries:-u": "OPCIONES DE TIRADA:", + "always-adv": "Siempre Tirar con Ventaja", + "adv-toggle": "Activar Ventaja", + "query-adv": "Preguntar por Ventaja", + "never-adv": "Nunca Tirar con Ventaja", + "whisp-rolls-gm:-u": "SUSURRAR TIRADAS AL DM:", + "never-whisp": "Nunca Susurrar Tiradas", + "query-whisp": "Preguntar Susurro", + "always-whisp": "Siempre Susurrar Tiradas", + "auto-dmg-roll:-u": "AUTO TIRADA DE DAÑO:", + "never-dmg": "No Tirar Daño Automáticamente", + "always-dmg": "Tirar Daño y Crítico Automáticamente", + "ac": "Clase de Armadura", + "hp": "Puntos de Golpe", + "speed": "Velocidad", + "language-proficiencies": "Competencias con Idiomas:", + "skill-proficiencies": "Competencias con Habilidades:", + "weapon-proficiencies": "Competencias con Armas:", + "armor-proficiencies": "Competencias con Armaduras:", + "tool-proficiencies": "Competencias con Herramientas:", + "saving-throw": "Tiradas de Salvación", + "str": "Fue", + "dex": "Des", + "con": "Con", + "int": "Int", + "wis": "Sab", + "cha": "Car", + "skills": "Habilidades", + "acrobatics": "Acrobacias", + "animal_handling": "T. con Animales", + "arcana": "C. Arcano", + "athletics": "Atletismo", + "deception": "Engaño", + "history": "Historia", + "insight": "Perspicacia", + "intimidation": "Intimidación", + "investigation": "Investigación", + "medicine": "Medicina", + "nature": "Naturaleza", + "perception": "Percepción", + "performance": "Interpretación", + "persuasion": "Persuasión", + "religion": "Religión", + "sleight_of_hand": "Juego de Manos", + "stealth": "Sigilo", + "survival": "Supervivencia", + "dmg-vuln": "Vulnerabilidad a Daño", + "dmg-res": "Resistencia a Daño", + "dmg-imm": "Inmunidad a Daño", + "cond-imm": "Inmunidad a Estados", + "senses": "Sentidos", + "langs": "Idiomas", + "challenge": "Desafío", + "npc-trait-name-place": "Falsa Apariencia.", + "npc-trait-desc-place": "Si el Dragón falla...", + "actions": "Acciones", + "adv": "Ventaja", + "norm": "Normal", + "disadv": "Desventaja", + "name:-u": "NOMBRE:", + "attack-u": "ATAQUE", + "type:-u": "TIPO:", + "melee": "Cuerpo a cuerpo", + "ranged": "A Distancia", + "range-reach:-u": "DISTANCIA/ALCANCE:", + "range-reach-place": "5 pies", + "to-hit:-u": "PARA GOLPEAR:", + "target:-u": "OBJETIVO:", + "target:": "Objetivo:", + "to-hit-place": "Un objetivo", + "on-hit:-u": "SI GOLPEA:", + "on-hit-place": "cortante", + "on-hit2:-u": "SI GOLPEA 2:", + "on-hit-2-place": "fuego", + "hit:": "Golpe: ", + "reactions": "Reacciones", + "npc-repeating-name-place": "Parada.", + "npc-repeating-desc-place": "La criatura añade 2 a su CA contra...", + "traits": "Traits", + "features": "Features", + "spells": "Conjuros", + "prep-u": "PREP", + "school:-u": "ESCUELA:", + "abjuration": "Abjuración", + "conjuration": "Conjuración", + "divination": "Adivinación", + "enchantment": "Encantamiento", + "evocation": "Evocación", + "illusion": "Ilusión", + "necromancy": "Nigromancia", + "transmutation": "Transmutación", + "ritual": "Ritual", + "ritual-l": "ritual", + "range:-u": "ALCANCE:", + "range:": "Alcance:", + "components:-u": "COMPONENTES:", + "components:": "Componentes:", + "spell-component-verbal": "V", + "spell-component-somatic": "S", + "spell-component-material": "M", + "spell-ritual": "R", + "spell-concentration": "C", + "ruby-dust-place": "polvo de diamante por valor de 50 po", + "concentration-u": "CONCENTRACIÓN", + "concentration": "Concentración", + "duration:-u": "DURACIÓN:", + "duration:": "Duración:", + "difficulty-class-abv": "CD", + "output:-u": "SALIDA:", + "spellcard-u": "TARJETA DE CONJURO", + "spell-atk:-u": "ATAQUE DE CONJURO:", + "none": "Ninguno", + "dmg:-u": "DAÑO:", + "dmg2:-u": "DAÑO 2:", + "healing:-u": "SANACIÓN:", + "add-ability-mod-u": "AÑADE MODIFICADOR DE CARACTERÍSTICA AL DAÑO O SANACIÓN", + "effect:-u": "EFECTO:", + "npc-atk-effect-place": "Mitad de daño", + "desc:-u": "DESCRIPCIÓN:", + "at-higher-lvl:-u": "A NIVELES SUPERIORES:", + "at-higher-lvl": "A Niveles Superiores", + "higher-lvl-cast": "Lanzamiento Nivel Superior", + "leg-actions": "Acciones Legendarias", + "leg-actions-desc": "El/la puede usar acciones legendarias, escogiendo de las siguientes opciones. Sólo puede usarse una acción legendaria al mismo tiempo y sólo al final del turno de otra criatura. El/la recupera las acciones legendarias usadas al inicio de su turno.", + "atk-range-place": "5 pies", + "atk-target-place": "Un objetivo", + "atk-dmg-type-place": "cortante", + "atk-dmg-type2-place": "fuego", + "adv-u": "VENTAJA", + "norm-u": "NORMAL", + "disadv-u": "DESVENTAJA", + "core-u": "PRINCIPAL", + "bio-u": "BIO", + "spells-u": "CONJUROS", + "feats-u": "DOTES", + "review-u": "RESUMEN", + "char-name-u": "NOMBRE DE PERSONAJE", + "artificer": "Artífice", + "barbarian": "Bárbaro", + "bard": "Bardo", + "cleric": "Clérigo", + "druid": "Druida", + "fighter": "Guerrero", + "monk": "Monje", + "paladin": "Paladín", + "ranger": "Explorador", + "rogue": "Pícaro", + "sorcerer": "Hechicero", + "warlock": "Brujo", + "wizard": "Mago", + "class-level-u": "CLASE & NIVEL", + "background-u": "TRASFONDO", + "background": "Trasfondo", + "race-u": "RAZA", + "alignment-u": "ALINEAMIENTO", + "alignment": "Alineamiento:", + "exp-pts-u": "PE", + "inspiration-u": "INSPIRACIÓN", + "prof-bonus-u": "BONIFICADOR POR COMPETENCIA", + "strength": "Fuerza", + "strength-save": "Salvación de Fuerza", + "dexterity": "Destreza", + "dexterity-save": "Salvación de Destreza", + "constitution": "Constitución", + "constitution-save": "Salvación de Constitución", + "intelligence": "Inteligencia", + "intelligence-save": "Salvación de Inteligencia", + "wisdom": "Sabiduría", + "wisdom-save": "Salvación de Sabiduría", + "charisma": "Carisma", + "charisma-save": "Salvación de Carisma", + "saving-throws-u": "TIRADAS DE SALVACIÓN", + "acrobatics-core": "Acrobacias (Des)", + "animal_handling-core": "T. con Animales (Sab)", + "arcana-core": "C. Arcano (Int)", + "athletics-core": "Atletismo (Fue)", + "deception-core": "Engaño (Car)", + "history-core": "Historia (Int)", + "insight-core": "Perspicacia (Sab)", + "intimidation-core": "Intimidación (Car)", + "investigation-core": "Investigación (Int)", + "medicine-core": "Medicina (Sab)", + "nature-core": "Naturaleza (Int)", + "perception-core": "Percepción (Sab)", + "performance-core": "Interpretación (Car)", + "persuasion-core": "Persuasión (Car)", + "religion-core": "Religión (Int)", + "sleight_of_hand-core": "Juego de Manos (Des)", + "stealth-core": "Sigilo (Des)", + "survival-core": "Supervivencia (Sab)", + "pass-wis-u": "SABIDURÍA PASIVA (PERCEPCIÓN)", + "tool-u": "HERRAMIENTA", + "pro-u": "COMP", + "attr-u": "ATRIBUTO", + "prof-bonus:-u": "BONIFICADOR POR COMPETENCIA:", + "prof-u": "COMPETENTE", + "proficency-u": "COMPETENCIA", + "expertise-u": "PERICIA", + "jack-of-all-u": "APRENDIZ DE MUCHO", + "attr:-u": "ATRIBUTO:", + "tool-prof-u": "COMPETENCIA CON HERRAMIENTAS", + "weapon-proficiencies-u": "COMPETENCIA CON ARMAS", + "other-prof-langs-u": "OTRAS COMPETENCIAS E IDIOMAS", + "prof-langs-u": "COMPETENCIAS & IDIOMAS", + "init": "Iniciativa", + "init-u": "INICIATIVA", + "hp-max-u": "Puntos de Golpe Máximos", + "hp-current-u": "PUNTOS DE GOLPE ACTUALES", + "hp-temp-u": "PUNTOS DE GOLPE TEMPORALES", + "total": "Total", + "hit-dice-u": "DADOS DE GOLPE", + "successes-u": "ÉXITOS", + "failures-u": "FALLOS", + "death-save-u": "SALVACIÓN CONTRA MUERTE", + "death-saves-u": "SALVACIÓN MUERTE", + "exhaustion-setting-u": "MOSTRAR SEGUIMIENTO DE AGOTAMIENTO:", + "exhaustion-u": "NIVEL DE CANSANCIO", + "exhaustion-0": "Sin efecto", + "exhaustion-1": "Desventaja en pruebas de característica", + "exhaustion-2": "Velocidad reducida a la mitad", + "exhaustion-3": "Desventaja en tiradas de ataque y de salvación", + "exhaustion-4": "Puntos de golpe máximos reducidos a la mitad", + "exhaustion-5": "Velocidad reducida a 0", + "exhaustion-6": "Muerte", + "atk-u": "ATQ", + "dmg-type-u": "DAÑO/TIPO", + "attack:-u": "ATAQUE:", + "proficient-u": "COMPETENTE", + "range-place": "Lanzador (cono 60 pies)", + "magic-bonus:-u": "BONIFICADOR MÁGICO:", + "crit-range-u": "RANGO DE CRÍTICO:", + "damage:-u": "DAÑO:", + "dmg-type-place": "Cortante", + "crit:-u": "CRÍTICO:", + "damage2:-u": "DAÑO2:", + "saving-throw:-u": "TIRADA DE SALVACIÓN:", + "vs-dc:-u": "VS CD:", + "spell-u": "CONJURO", + "flat-u": "FIJO", + "save": "Salvación", + "save-effect:-u": "EFECTO SALVACIÓN:", + "save-effect-place": "mitad de daño", + "ammunition:-u": "MUNICIÓN:", + "ammunition-place": "Flechas", + "description:-u": "DESCRIPCIÓN:", + "description:": "Description:", + "description-place": "Hasta 2 criaturas en 5 pies", + "atk-spellcasting-u": "ATAQUES Y LANZAMIENTO DE CONJUROS", + "copper-piece-u": "PC", + "silver-piece-u": "PP", + "electrum-piece-u": "PE", + "gold-piece-u": "PO", + "platinum-piece-u": "PPT", + "warning-armor-sets-u": "AVISO - LA CA NO ESTÁ SIENDO CORRECTAMENTE CALCULADA. DESEQUIPA LA PIEZA DE ARMADURA O ESCUDO EN LOS DETALLES DEL OBJETO.", + "item-name-u": "NOMBRE DE OBJETO", + "equipped-u": "EQUIPADO", + "use-as-resource-u": "USAR COMO RECURSO", + "prop:-u": "PROP:", + "mods:-u": "MODS:", + "total-weight-u": "PESO TOTAL", + "immobile-u": "INMÓVIL", + "heavily-encumbered-u": "MUY CARGADO", + "encumbered-u": "CARGADO", + "over-carrying-cap-u": "CAPACIDAD DE CARGA SUPERADA", + "equipment-u": "EQUIPAMIENTO", + "personality-traits-u": "RASGOS DE PERSONALIDAD", + "ideals-u": "IDEALES", + "bonds-u": "VÍNCULOS", + "flaws-u": "DEFECTOS", + "class-resource-u": "RECURSOS DE CLASE", + "other-resource-u": "OTROS RECURSOS", + "feats-traits-u": "RASGOS Y ATRIBUTOS", + "age-u": "EDAD", + "size-u": "TAMAÑO", + "size": "Tamaño", + "height-u": "ALTURA", + "weight-u": "PESO", + "eye-u": "OJOS", + "skin-u": "PIEL", + "hair-u": "PELO", + "char-appearance-u": "ASPECTO DEL PERSONAJE", + "char-backstory-u": "HISTORIA DEL PERSONAJE", + "allies-orgs-u": "ALIADOS & ORGANIZACIONES", + "add-feats-traits-u": "RASGOS Y ATRIBUTOS ADICIONALES", + "feat-u": "DOTE", + "treasure-u": "TESORO", + "spell-save-dc-u": "CD SALVACIÓN CONJURO", + "cantrips-u": "TRUCOS", + "ritual-u": "RITUAL", + "casting-time:-u": "TIEMPO DE LANZAMIENTO:", + "casting-time:": "Tiempo de Lanzamiento:", + "at-higher-lvl-dmg:-u": "DAÑO DE LANZAMIENTO A NIVELES SUPERIORES:", + "half-dmg-place": "Mitad de daño", + "hit-die:-u": "DADO DE GOLPE:", + "initiative-mod:-u": "MODIFICADOR DE INICIATIVA:", + "glob-saving-mod:-u": "MODIFICADOR GLOBAL DE SALVACIÓN:", + "glob-ac-mod:-u": "MODIFICADOR GLOBAL DE CLASE DE ARMADURA:", + "glob-atk-mod:-u": "MODIFICADOR GLOBAL DE ATAQUE MÁGICO:", + "pass-perc-mod:-u": "MODIFICADOR DE PERCEPCIÓN PASIVA:", + "death-save-mod:-u": "MODIFICADOR DE SALVACIÓN CONTRA MUERTE:", + "magic-caster-lvl:-u": "NIVEL DE LANZADOR DE CONJUROS:", + "halfling-luck-u": "SUERTE DE MEDIANO", + "arcane-fighter-u": "GUERRERO ARCANO", + "arcane-rogue-u": "PÍCARO ARCANO", + "class-options-u": "OPCIONES DE CLASE ()", + "class:-u": "CLASE:", + "subclass:-u": "SUBCLASE:", + "race:-u": "RAZA:", + "subrace:-u": "SUBRAZA:", + "subrace": "Subraza:", + "subrace-ability-increase": "Incremento Puntuación Caracteristica por Subraza:", + "2nd-class:-u": "2ª CLASE:", + "lvl:-u": "NIVEL:", + "3rd-class:-u": "3ª CLASE:", + "4th-class:-u": "4ª CLASE:", + "mutliclass-opts-u": "OPCIONES MULTICLASE", + "use-cust-class-u": "USAR CLASE PERSONALIZADA", + "class-name:-u": "NOMBRE DE CLASE:", + "spellcasting-ability:-u": "APTITUD MÁGICA:", + "spell-slots:-u": "ESPACIOS DE CONJURO:", + "spell-full-u": "COMPLETO (Clérigo, Druida, Mago)", + "spell-half-u": "MEDIO (Paladín, Explorador)", + "spell-third-u": "TERCIO (Guerrero/Pícaro Arcano)", + "cust-class-opts": "OPCIONES DE CLASE PERSONALIZADA", + "normal": "Normal", + "expirtise": "Pericia", + "skill-opts-u": "OPCIONES DE HABILIDAD", + "version": "v", + "always-roll-adv": "Siempre Tirar con Ventaja", + "toggle-roll-adv": "Activar Ventaja", + "query-roll-adv": "Preguntar Ventaja", + "never-roll-adv": "Nunca Tirar con Ventaja", + "never-whisper-roll": "Nunca Susurrar Tiradas", + "query-whisper-roll": "Preguntar Susurro", + "always-whisper-roll": "Siempre Susurrar Tiradas", + "never-roll-dmg": "No Tirar Daño Automáticamente", + "always-roll-dmg": "Tirar Daño y Crítico Automáticamente", + "add-char-to-templates:-u": "AÑADIR NOMBRE DE PERSONAJE A PLANTILLAS:", + "on": "Si", + "off": "No", + "inventory:-u": "INVENTARIO:", + "compendium-compatible": "Compatible con Compendium", + "simple": "Simple", + "encumbrance:-u": "ESTORBO:", + "ammo-tracking:-u": "SEGUIMIENTO MUNICIÓN:", + "general-opts-u": "OPCIONES GENERALES", + "transition-text": "Haciendo click en una de las imágenes de abajo reformatearás los datos de tu hoja actual a esta hoja. Estos cambios son permanentes y no pueden deshacerse.", + "transition-text-highlight": "Por favor realiza una copia de tu partida antes de usar esta herramienta.", + "choose-sheet-transfer": "ESCOGE LA HOJA DE LA CUÁL VAS A TRASFERIR", + "community-sheet-u": "HOJA DE LA COMUNIDAD", + "shaped-sheet-u": "HOJA CON FORMATO", + "transition-opts-u": "OPCIONES DE TRANSICIÓN", + "portions-sheet-utilize": "Partes de esta hoja utilizan contenido del Documento de Referencia del Sistema 5.0 bajo licencia OGL. Revisa la Licencia OGL y los datos de Copyright. https://wiki.roll20.net/SRD_5.0_OGL_License", + "api-required-title": "Prueba ahora la instalación API a un simple clic con tu suscripción Pro.", + "api-required-u": "(REQUIERE API)", + "spell_dc_mod:-u": "MODIFICADOR CD SALVACIÓN CONJURO:", + "custom_ac:-u": "CA PERSONALIZADA:", + "npc-info": "La opción PNJ establece los nuevos personajes por defecto como hoja de PNJs. Es útil si los personajes jugadores ya se han creado y todas las nuevas hojas de personajes que se añadan a la partida representan a personajes no jugadores.", + "npc-pc": "PNJ/PJ", + "roll-queries-info": "Tiradas del D20 acorde a esta opción. Tirar Siempre con Ventaja es la opción por defecto y tirará dos D20 en cada tirada en el caso de la ventaja. La expectativa es que si no hay ventaja ni desventaja, se utilice el resultado más a la izquierda. La opción de Activar Ventaja añade tres botones nuevos en la parte superior de la hoja para que se pueda activar la ventaja cuando se necesite. Preguntar por Ventaja muestra un aviso en cada tirada preguntando si tiene ventaja. Nunca Tirar con Ventaja siempre lanza un solo D20 en cualquier tirada, esperando que el jugador lance una segunda vez en caso de ventaja o desventaja.", + "whisp-rolls-gm-info": "All sheet rolls are sent to all players in chat by default. Query Whisper option gives you a prompt with each roll of whether or not the roll should be sent privately only to yourself and the GM. Always Whisper Rolls will send all rolls only to yourself and the GM.", + "auto-dmg-roll-info": "Por defecto, las tiradas de daño de ataque no se lanzan hasta que se confirma el impacto. El daño se tira desde la plantilla del chat haciendo clic en el nombre del ataque en la barra de la derecha, mostrándose después el daño. El método predeterminado es compatible con los dados 3D. Opcionalmente, se puede elegir entre Tirar Daño y Crítico Automáticamente que tirará el daño y dados del golpe crítico al mismo tiempo que el ataque, mostrando todos los resultados posibles en el momento del ataque.", + "add-char-to-templates-info": "Character names are not added to the roll template by default, and are only displayed as normal in the chat tab as the player/character selected as 'Speaking As'. Turning this option on adds the character making the roll's name to the template, useful for players represting multiple characters.", + "inventory-info": "Los inventarios de personajes tienen el estilo complejo compatible con el Compendio de Roll20 5E. Esto incluye cantidades/pesos individuales de los objetos, registro del peso y la sobrecarga, clasificación, cálculos de CA, generación automática de ataques y más. La opción Simple proporciona un campo de texto donde listar los objetos para aquellos jugadores que desean un mayor control manual sobre la hoja.", + "encumbrance-info": "La hoja utiliza la variante reglas de sobrecarga de la página 176 del PHB. La opción No desactiva esta variante de reglas y solo utiliza una verificación de peso del inventario por encima de un límite.", + "ammo-tracking-info": "Provee un seguimiento automático de la munición con 5th Edition OGL by Roll20 Companion API Script.", + "dungeons-and-dragons-styling": "ESTILOS DE DUNGEONS AND DRAGONS", + "dungeons-and-dragons-styling-info": "Activa el estilo Dungeons and Dragons tanto para la hoja de personaje como para las plantillas de tiradas. Esta configuración se aplica automáticamente a todas las hojas de personaje y no se puede usar de manera selectiva.", + "cd-bar1-value:-u": "VALOR BARRA 1:", + "cd-bar1-max:-u": "MÁXIMO BARRA 1:", + "cd-bar1-link:-u": "ENLACE BARRA 1:", + "cd-bar1-value-desc:-u": "En los Tokens por Defecto creados al arrastrar desde el Compendio en la mesa virtual, establece el valor de la Barra 1 con este atributo.", + "cd-bar1-max-desc:-u": "En los Tokens por Defecto creados al arrastrar desde el Compendio en la mesa virtual, establece el máximo de la Barra 1 con este atributo.", + "cd-bar1-link-desc:-u": "En los Tokens por Defecto creados al arrastrar desde el Compendio en la mesa virtual, enlaza el valor de la Barra 1 con este atributo. Si se establece, sobrescribe la configuración de las otras barras.", + "cd-bar2-value:-u": "VALOR BARRA 2:", + "cd-bar2-max:-u": "MÁXIMO BARRA 2:", + "cd-bar2-link:-u": "ENLACE BARRA 2:", + "cd-bar2-value-desc:-u": "En los Tokens por Defecto creados al arrastrar desde el Compendio en la mesa virtual, establece el valor de la Barra 2 con este atributo.", + "cd-bar2-max-desc:-u": "En los Tokens por Defecto creados al arrastrar desde el Compendio en la mesa virtual, establece el máximo de la Barra 2 con este atributo.", + "cd-bar2-link-desc:-u": "En los Tokens por Defecto creados al arrastrar desde el Compendio en la mesa virtual, enlaza el valor de la Barra 2 con este atributo. Si se establece, sobrescribe la configuración de las otras barras.", + "cd-bar3-value:-u": "VALOR BARRA 3:", + "cd-bar3-max:-u": "MÁXIMO BARRA 3:", + "cd-bar3-link:-u": "ENLACE BARRA 3:", + "cd-bar3-value-desc:-u": "En los Tokens por Defecto creados al arrastrar desde el Compendio en la mesa virtual, establece el valor de la Barra 3 con este atributo.", + "cd-bar3-max-desc:-u": "En los Tokens por Defecto creados al arrastrar desde el Compendio en la mesa virtual, establece el máximo de la Barra 3 con este atributo.", + "cd-bar3-link-desc:-u": "En los Tokens por Defecto creados al arrastrar desde el Compendio en la mesa virtual, enlaza el valor de la Barra 3 con este atributo. Si se establece, sobrescribe la configuración de las otras barras.", + "npc-name-in-rolls:-u": "NOMBRES DE PNJS EN TIRADAS:", + "show": "Mostrar", + "hide": "Esconder", + "npc-name-in-rolls-desc:-u": "En las tiradas de PNJs, muestra u oculta en la tarjeta de resultado de la tirada el nombre del PNJ.", + "public:-u": "PÚBLICO", + "to-gm:-u": "Al GM", + "toggle-roll-whisper": "Activar Susurro", + "attribute-opts-u": "OPCIONES DE ATRIBUTO", + "save-opts-u": "OPCIONES SALVACIÓN", + "by-level": "Por Nivel (Default)", + "prof-die": "Dado de competencia (DMG)", + "custom": "Personalizado", + "core-die-roll:-u": "TIRADAS PRINCIPALES DE DADOS:", + "has-attack-u": "TIENE UN ATAQUE", + "variant-phb": "Variante (PHB p176)", + "carrying-capacity-mod:-u": "MODIFICADOR CAPACIDAD DE CARGA:", + "armor-class-tracking:-u": "SEGUIMIENTO CLASE ARMADURA:", + "automatic": "Automático", + "cantrip-progression:-u": "PROGRESIÓN DE TRUCOS", + "cantrip-dice-u": "DADO DE TRUCOS", + "cantrip-beam-u": "RAYO DE TRUCOS", + "slots_total-u": "ESPACIOS TOTALES", + "slots_remaining-u": "ESPACIOS RESTANTES", + "level-calculations:-u": "CALCULOS NIVEL AUTOMATICO:", + "spell_slot_modifiers-u": "MODIFICADORES ESPACIO DE CONJURO", + "lvl-u": "NIVEL", + "include_spell_desc:-u": "INCLUIR DESCRIPCIÓN DEL HECHIZO EN ATAQUE:", + "token_size-u": "TAMAÑO FICHA", + "add-dex-tiebreaker-u": "AÑADIR DESEMPATE A INICIATIVA CON DES", + "initiative-style:-u": "ESTILO INICIATIVA:", + "query-attr-u": "PREGUNTAR ATRIBUTO", + "custom-skills-u": "HABILIDADES PERSONALIZADAS", + "weapon-u": "ARMA", + "armor-u": "ARMADURA", + "other-u": "OTRO", + "source:-u": "ORIGEN:", + "source-type:-u": "TIPO DE ORIGEN:", + "racial": "Raza", + "class": "Clase", + "feat": "Dote", + "feats": "Dotes", + "other": "Otro", + "partial": "Parcial", + "show_all": "Mostrar Todo", + "cr_only": "Solo C&R", + "spell-icons:-u": "ICONOS DE HECHIZO:", + "custom-pb:-u": "BONIFICADOR POR COMPETENCIA PERSONALIZADO:", + "show-global-attack-field-u": "MOSTRAR CAMPO DE MODIFICADOR DE ATAQUE GLOBAL", + "show-global-damage-field-u": "MOSTRAR CAMPO DE MODIFICADOR DE DAÑO GLOBAL", + "show-global-save-field-u": "MOSTRAR CAMPO DE MODIFICADOR DE SALVACIÓN GLOBAL", + "show-global-skill-field-u": "MOSTRAR CAMPO DE MODIFICADOR DE HABILIDAD GLOBAL", + "global-attack-u": "MODIFICADOR DE ATAQUE GLOBAL", + "global-damage-u": "MODIFICADOR DE DAÑO GLOBAL", + "global-save-u": "MODIFICADOR DE SALVACIÓN GLOBAL", + "global-skill-u": "MODIFICADOR DE HABILIDAD GLOBAL", + "global-damage": "Modificador de Daño Global", + "core-die-roll-info": "Cambiar el dado principal sustituirá el 1d20 que se utiliza en la mayoría de tiradas con un aleatorio a tu elección, como 2d10 o 3d6.", + "pb-type-info": "By default, the character's Proficiency Bonus will be automatically calculated based off of their total level as is the standard method in the PHB. The Proficency Die option supports the alternate method outlined in the DMG where, instead of a flat bonus, a die is rolled instead. The Custom option allows you to replace the PB with anything of your choosing.", + "global-save-info": "Crea un campo personalizado de modificador de salvación global, debajo de la sección TIRADAS DE SALVACIÓN de la hoja de personaje. Cualquier cosa puesta allí se aplicará a cualquier tirada de salvación. Perfecto para bonificadores comunes pero no permanentes como el conjuro Bendición.", + "global-skill-info": "Crea un campo personalizado de modificador de habilidad global, debajo de la sección HABILIDADES de la hoja de personaje. Cualquier cosa puesta allí se aplicará a cualquier tirada de salvación. Perfecto para bonificadores comunes pero no permanentes como el conjuro Orientación Divina.", + "global-attack-info": "Crea un campo personalizado de modificador de ataque global, debajo de la sección ATAQUES Y LANZAMIENTOS DE CONJUROS de la hoja de personaje. Cualquier cosa puesta allí se aplicará a cualquier tirada para impactar en un ataque. Perfecto para bonificadores comunes pero no permanentes como el conjuro Bendición.", + "global-damage-info": "Crea un campo personalizado de modificador de daño global, debajo de la sección ATAQUES Y LANZAMIENTOS DE CONJUROS de la hoja de personaje. Cualquier cosa puesta allí se aplicará a cualquier tirada de daño en un ataque. Perfecto para bonificadores comunes pero no permanentes como la capacidad Ataque Furtivo.", + "auto-level-calc-info": "Por defecto, cambiar el nivel de los personajes ajusta automáticamente los espacios de conjuros y los dados de golpe. Desactivar esto previene ese funcionamiento.", + "simple-traits-info": "La sección del personaje de RASGOS Y ATRIBUTOS por defecto tiene el estilo complejo que es compatible con el Compendium de 5E de Roll20. La opción Simple provee un campo de texto para aquellos jugadores que quieren un mayor control de la hoja.", + "simple-proficiencies-info": "La sección del personaje de OTRAS COMPETENCIAS E IDIOMAS por defecto tiene el estilo complejo que es compatible con el Compendium de 5E de Roll20. La opción Simple provee un campo de texto para aquellos jugadores que quieren un mayor control de la hoja.", + "init-tiebreaker-info": "Añade el valor de destreza del personaje como un decimal al final del bono de iniciativa para romper los empates.", + "b-custom-info": "Cuando el Bonificador por Competencia se establece como Personalizado, la hoja de personaje usará este valor para el Bonificador por Competencia del personaje.", + "footer-wiki-link": "Para más información sobre esta hoja de personaje, su funcionalidad o usos, por favor visita la Wiki de Roll20 donde encontrarás la documentación oficial. https://wiki.roll20.net/5th_Edition_OGL_by_Roll20", + "accepting-drop-u": "ACEPTAR ARRASTRE DEL COMPENDIUM", + "are_you_sure": "¿Estás seguro que quieres convertir este personaje en un ", + "yes": "Sí", + "next": "Siguiente", + "cancel": "Cancelar", + "cancel-u": "CANCELAR", + "choose": "Elegir", + "innate:-u": "INNATO:", + "mod:-u": "MOD:", + "hpmods:-u": "MODIFICADORES PG:", + "charmancer-welcome": "¡Bienvenido al Charactermancer!", + "charmancer-what-is": "El Charactermancer es un proceso guiado que simplifica y optimiza la creación de un personaje. Las modificaciones se guardan a medida de que se avanza en el proceso, sin embargo, la hoja de personaje solo queda actualizada cuando el Charactermancer haya acabado.", + "get-started": "Para empezar pulsa Siguiente.", + "opt-out-u": "SALIR", + "charmancer-compendium": "Tu Compendium Aguarda.", + "charmancer-compendium-detail": "The Charactermancer currently supports Dungeons & Dragons 5th Edition SRD and the Player's Handbook. You can add the Player's Handbook to your compendium in the Marketplace, or the game owner can share their compendium with everyone in the game.", + "charmancer-choose-race": "Selecciona una Raza:", + "charmancer-custom-race-name": "Nombre de Raza Personalizado:", + "charmancer-custom-subclass-name:": "Nombre de Subclase Personalizado:", + "charmancer-additional-cantrips": "Trucos Adicionales", + "charmancer-additional-lvl-1-spells": "Conjuros Adicionales de Nivel 1", + "suggested-abilities": "Características Recomendadas: ", + "class-spellcasting": "Aptitud Mágica de Clase: ", + "ability-score-increase": "Aumento de Puntuación de Característica:", + "lawful-good": "Legal Bueno", + "neutral-good": "Neutral bueno", + "chaotic-good": "Caótico bueno", + "lawful-neutral": "Legal neutral", + "neutral": "Neutral", + "chaotic-neutral": "Caótico neutral", + "lawful-evil": "Legal malvado", + "neutral-evil": "Neutral malvado", + "chaotic-evil": "Caótico malvado", + "tiny": "Minúsculo/a", + "small": "Pequeño/a", + "medium": "Mediano/a", + "large": "Grande", + "huge": "Enorme", + "age": "Edad:", + "gargantuan": "Gigantesco/a", + "step1-equipment": "Paso 5: Equipo", + "equipment-from-background": "Equipo por Trasfondo", + "equipment-from-class": "Equipo por Clase", + "class-equipment": "Equipo de Clase", + "starting-wealth": "Salud Inicial (PHB)", + "starting-gold:": "Oro Inicial:", + "no_class_warning-u": "NO SE HA SELECCIONADO NINGUNA CLASE O LA CLASE SELECCIONADA NO TIENE UN EQUIPO ESTÁNDAR. EL EQUIPO DE CLASE NO SE PUEDE SELECCIONAR EN ESTE MOMENTO.", + "standard-array": "Standard Array", + "roll-for-stats": "Tirar las Características", + "standard-roll": "Tirar 4d6 y descartar el más bajo", + "charmancer-cancel-heading": "¿A dónde quiere ir, viajero?", + "continue-charmancer": "Continuar Charactermancer", + "save_progress_and_exit": "Guardar y Salir", + "cancel_charactermancer": "Descartar y Salir", + "charmancer-discard-warning": "Descartar y Salir se deshará de todas las elecciones que hiciste en Charactermancer y dejará que manejes la hoja de personaje directamente.", + "mancer-opts-u": "OPCIONES DE CHARACTERMANCER", + "relaunch-lvl1mancer-u": "INICIAR NIVEL 1 DE CHARACTERMANCER (NO SE PUEDE DESHACER)", + "point-buy": "Compra de Puntos", + "available-points:": "Puntos Disponibles: ", + "equipment-choice-text": "¿Cómo quieres elegir tu equipo?", + "charmancer-start": "Comenzar", + "clear-abilities": "Limpiar Asignación", + "use-charactermancer-for-new:-u": "UTILIZAR NIVEL 1 DE CHARACTERMANCER PARA NUEVOS PERSONAJES:", + "use-charactermancer-for-new-info": "Con esta opción activada todos los personajes nuevos se abrirán con el Nivel 1 del Charactermancer de Roll20. Desactivar esta opción empezará un personaje directamente con la hoja de personaje desactivando el Nivel 1 de Charactermancer, aunque se puede iniciar manualmente en la pestaña de Configuración de la hoja de personaje.", + "feat-pre-check": "¡Ve con cuidado! Los prerequisitos no se marcan automáticamente.", + "stats-rolled-hint": "¡Hicimos la tirada! Comprueba la ventana del chat para ver tu resultado en detalle. Asigna el resultado a la característica deseada:", + "return-to:": "Regresar a: ", + "do_you_want_mancer": "¿Cómo quieres crear este personaje?", + "no": "No", + "global-ac-u": "MODIFICADOR DE CA GLOBAL", + "show-global-ac-field-u": "MOSTRAR CAMPO DE MODIFICADOR DE CA GLOBAL", + "warning-customac-u": "ATENCIÓN - NO SE ESTÁ UTILIZANDO LA CA PERSONALIZADA. PARA USAR LA CA PERSONALIZADA DESEQUIPA LA ARMADURA.", + "manual": "Editar hoja directamente", + "npc-new": "Crear un PNJ", + "mancer-confirm-yes": "Utilizar Charactermancer", + "allow-shields-u": "¿PERMITIR ESCUDOS?", + "levels-u": "NIVELES", + "features-u": "RASGOS", + "asi-u": "AUMENTO DE CARACTERÍSTICA / DOTES", + "charmancer-leveler-what-is": "El Charactermancer es un proceso guiado que simplifica y optimiza la creación de un personaje. Las modificaciones se guardan a medida de que se avanza en el proceso, sin embargo, la hoja de personaje solo queda actualizada cuando el Charactermancer haya acabado.", + "charmancer-leveler-level-info1": "Los niveles existentes de clase han sido prepoblados para ti. Por defecto tu clase principal ha sido puesta para ser aumentada en un nivel. Puedes cambiar cuantos niveles más abajo además de añadir una multiclase nueva.", + "charmancer-leveler-level-info2": "En cada sección de clase tendrás la opción de ganar la media de puntos de golpe o tirar de manera aleatoria, elegir los rasgos de clase de los niveles que vas ganando y elegir la subclase en caso de ser necesario.", + "charmancer-leveler-spells-info": "Esta es la lista de los conjuros actuales que ya conoce tu personaje. Si ganaste acceso a más conjuros durante tu avance, podrás seleccionarlos abajo. Marca al lado de los conjuros que quieras aprender. Charactermancer te ayudará a elegir el número correcto de conjuros y de la lista adecuada. Si tu clase tiene la opción de intercambiar conjuros, podrás hacerlo desmarcando los conjuros que ya conoces y se te permitirá seleccionar unos nuevos en su lugar.", + "total-level-u": "NIVEL TOTAL", + "main-class-level-u": "NIVEL DE LA CLASE PRINCIPAL", + "class-2-level-u": "NIVEL DE LA CLASE 2", + "class-3-level-u": "NIVEL DE LA CLASE 3", + "class-4-level-u": "NIVEL DE LA CLASE 4", + "levels:-u": "NIVELES:", + "warning-leveler_start-u": "ATENCIÓN - NO PUEDES EJECUTAR LA SUBIDA DE NIVEL DEL CHARACTERMANCER HASTA QUE TENGAS UNA CLASE, NIVEL Y PG PARA EL NIVEL UNO. POR FAVOR INICIA PRIMERO EL CREADOR DE CHARACTERMANCER. LA HERRAMIENTA DE SUBIDA DE NIVEL NO FUNCIONA CON CLASES PERSONALIZADAS O SI LAS OPCIONES DE MULTICLASE NO SE HAN CREADO CORRECTAMENTE.", + "charmancer-leveler-custom-class-warning": "La herramienta de Subida de Nivel no soporta las clases personalizadas en este momento.", + "charmancer-welcome-lp": "¡Bienvenido a la Subida de Nivel de Charactermancer!", + "charmancer-leveler-what-is-lp": "Mírate, con toda esa experiencia. Ahora es el momento de reclamar tu recompensa. Irás a paso a paso a lo largo de un proceso en el que tomarás unas pocas decisiones y tu personaje estará en el siguiente nivel en un momento. Los cambios se guardan conforme avanzas por el proceso, pero si cambias de idea tendrás que repasar los pasos y elecciones que van después.", + "charmancer-compendium-detail-lp": "El Charactermancer actualmente soporta Dungeons & Dragons 5ª Edición SRD, Manual del Jugador y Guildmaster' Guide to Ravnica. Guía de Xanathar para Todo recibirá apoyo con las próximas semanas. Puedes añadir el Manual del Jugador y Guildmaster' Guide to Ravnica a tu compendium en el Mercado o el propietario de la partida puede compartir su compendium con todo los jugadores de la partida.", + "roll:-u": "TIRAR:", + "roll": "Tirar", + "prerequisite:": "Prerequisito:", + "back": "VOLVER", + "back-to-top": "Volver Arriba", + "choose-a-class:": "Selecciona una Clase:", + "custom-class-name:": "Nombre de Clase Personalizada", + "charmancer-class-features:": "Rasgos de Clase: ", + "charmancer-subclass-features:": "Rasgos de Subclase:", + "hit-die:": "Dado de Golpe:", + "average": "Promedio", + "hp-u": "PG", + "saving-throw-proficiency": "Competencia Tiradas de Salvación", + "armor": "Armadura", + "equipment": "Equipo:", + "language": "Idioma", + "skill": "Habilidad", + "tool": "Herramientas", + "weapon": "Arma", + "add-another-feature": "Añadir Otro Rasgo", + "add-another-proficiency": "Añadir Otra Competencia", + "innate-spellcasting:": "Lanzamiento de Conjuros Innato:", + "spellcasting-ability": "Aptitud Mágica:", + "number-of-cantrips": "Número de Trucos:", + "number-of-lvl-1-spells": "Número de Conjuros de Nivel 1:", + "spell-list": "Lista de Conjuros:", + "done": "Done", + "ability-score-method": "Método de Puntuación de Características:", + "select-your-choices": "Selecciona Tus Elecciones:", + "input-your-scores": "Introduce Tus Puntuaciones:", + "choose-background": "Elige un Trasfondo:", + "personality-traits": "Rasgos de Personalidad", + "ideal": "Ideales", + "bond": "Vinculos", + "flaw": "Defectos", + "you-have-chosen-starting-gold": "Has elegido empezar con oro y no obtener equipo de tu trasfondo.", + "you-have-created-custom-class": "Has creado una clase personalizada. Puedes añadir equipo a la hoja de personaje después de terminar el Charactermancer.", + "arcane-is-mystery": "Lo Arcano es un misterio para ti.", + "your-character-dont-have-spells-this-lvl": "Tu personaje no tiene conjuros a este nivel. ¡Pulsa \"Siguiente\" para repasar tu personaje!", + "charmancer-a-feat-represents": "Una dore representa un logro, coraje, determinación y experiencia. Es la recompensa por el trabajo duro.", + "you-really-havent-done": "No has hecho mucho todavía", + "review-your-choices": "Revisa tus elecciones:", + "race": "Raza", + "abilities": "Características", + "bio": "Bio", + "name-background": "Nombre:", + "building-your-character": "Creando tu personaje...", + "charmancer-only-choice-left-is-on-or": "La única opción que queda es continuar o retroceder. Si estás editando un personaje existente, todos tus datos existentes se perderán en el vacío cuando apliques los cambios.", + "apply-changes": "Aplicar Cambios", + "pick-your-equipment": "Elige tu equipo", + "you-havent-chosen-background": "Aún no has seleccionado un trasfondo.", + "you-havent-selected-class": "Aún no has seleccionado una clase.", + "ability-score": "Puntuación de Característica", + "you-can-increase-two-abilites": "Puedes aumentar dos de tus características en 1, o una de tus características en 2", + "before-leveling": "Antes de Subir de Nivel", + "after-leveling": "Después de Subir de Nivel", + "charmancer-removed-spells-marked-pt1": "Los conjuros quitados serán marcados con un símbolo r para que lo puedas encontrar fácilmente si cambias de opinión." +} diff --git a/Redsky/translations/fr.json b/Redsky/translations/fr.json new file mode 100644 index 0000000000..f99de34ab6 --- /dev/null +++ b/Redsky/translations/fr.json @@ -0,0 +1,684 @@ +{ + "skills-list": "acrobatics,arcana,athletics,stealth,animal_handling,sleight_of_hand,history,intimidation,investigation,medicine,nature,perception,insight,persuasion,religion,performance,deception,survival", + "npc-options-u": "OPTIONS PNJ", + "name-u": "NOM", + "npc-type-u": "TYPE PNJ", + "npc-type-place": "Fiélon moyen, de tout alignement mauvais", + "armor-class-u": "CLASSE D'ARMURE", + "class-u": "CLASSE", + "type-u": "TYPE", + "abilities-u": "CARACTÉRISTIQUES", + "npc-armor-place": "armure d'écailles", + "hit-points-u": "POINTS DE VIE", + "formula-u": "FORMULE", + "speed-u": "VITESSE", + "npc-speed-place": "9 m, vol 18 m", + "attributes-u": "CARACTÉRISTIQUES", + "str-u": "FOR", + "dex-u": "DEX", + "con-u": "CON", + "int-u": "INT", + "wis-u": "SAG", + "cha-u": "CHA", + "saves-u": "SAUVEGARDES", + "skills-u": "COMPÉTENCES", + "acrobatics-u": "ACROBATIES", + "animal_handling-u": "DRESSAGE", + "arcana-u": "ARCANES", + "athletics-u": "ATHLÉTISME", + "deception-u": "DUPERIE", + "history-u": "HISTOIRE", + "insight-u": "PERSPICACITÉ", + "intimidation-u": "INTIMIDATION", + "investigation-u": "INVESTIGATION", + "medicine-u": "MÉDECINE", + "nature-u": "NATURE", + "perception-u": "PERCEPTION", + "performance-u": "REPRÉSENTATION", + "persuasion-u": "PERSUASION", + "religion-u": "RELIGION", + "sleight_of_hand-u": "ESCAMOTAGE", + "stealth-u": "DISCRÉTION", + "survival-u": "SURVIE", + "damage-vuln-u": "VULNÉRABILITÉS AUX DÉGÂTS", + "npc-dmg-vuln-place": "feu", + "damage-res-u": "RÉSISTANCES AUX DÉGÂTS", + "npc-dmg-res-place": "froid", + "damage-imm-u": "IMMUNITÉS AUX DÉGÂTS", + "npc-dmg-imm-place": "foudre, tonnerre", + "cond-imm-u": "IMMUNITÉS AUX CONDITIONS", + "npc-cond-imm-place": "charmé", + "senses-u": "Sens", + "npc-senses-place": "vision dans le noir 36 m, perception passive 16", + "langs-u": "LANGUES", + "lang-u": "LANGUE", + "npc-langs-place": "Abyssal, Commun, Infernal", + "challenge-u": "FACTEUR DE PUISSANCE", + "xp-u": "PX", + "spellcast-npc-u": "PNJ LANCEUR DE SORTS", + "spell-ability-u": "CARAC. DE LANCEUR DE SORTS", + "none-u": "AUCUN(E)", + "strength-u": "FORCE", + "strength-save-u": "SAUVEGARDE DE FORCE", + "dexterity-u": "DEXTÉRITÉ", + "dexterity-save-u": "SAUVEGARDE DE DEXTÉRITÉ", + "constitution-u": "CONSTITUTION", + "constitution-save-u": "SAUVEGARDE DE CONSTITUTION", + "intelligence-u": "INTELLIGENCE", + "intelligence-save-u": "SAUVEGARDE D'INTELLIGENCE", + "wisdom-u": "SAGESSE", + "wisdom-save-u": "SAUVEGARDE DE SAGESSE", + "charisma-u": "CHARISME", + "charisma-save-u": "SAUVEGARDE DE CHARISME", + "spell-dc-u": "DD DE SORT", + "spell-atk-bonus-u": "BONUS D'ATT. DE SORT", + "has-reaction-u": "A DES RÉACTIONS", + "leg-actions:-u": "ACTIONS LÉGENDAIRES :", + "gen-opts-u": "OPTIONS GÉNÉRALES", + "npc-u": "PNJ", + "roll-queries:-u": "JETER (DÉS)AVANTAGE :", + "always-adv": "Toujours", + "adv-toggle": "Afficher un bouton", + "query-adv": "Demander à chaque jet", + "never-adv": "Jamais", + "whisp-rolls-gm:-u": "JETS PRIVÉS AU MJ :", + "never-whisp": "Jamais", + "query-whisp": "Demander à chaque jet", + "always-whisp": "Toujours", + "auto-dmg-roll:-u": "JETS DE DÉGÂTS AUTO :", + "never-dmg": "Jamais", + "always-dmg": "Toujours", + "ac": "Classe d'armure", + "hp": "Points de vie", + "speed": "Vitesse", + "language-proficiencies": "Maîtrises des languages :", + "skill-proficiencies": "Maîtrises des compétences :", + "weapon-proficiencies": "Maîtrises des Armes", + "armor-proficiencies": "Maîtrises des Armures :", + "tool-proficiencies": "Maîtrises des outils :", + "saving-throw": "Jets de sauvegarde", + "str": "For", + "dex": "Dex", + "con": "Con", + "int": "Int", + "wis": "Sag", + "cha": "Cha", + "skills": "Compétences", + "acrobatics": "Acrobaties", + "animal_handling": "Dressage", + "arcana": "Arcanes", + "athletics": "Athlétisme", + "deception": "Supercherie", + "history": "Histoire", + "insight": "Perspicacité", + "intimidation": "Intimidation", + "investigation": "Investigation", + "medicine": "Médecine", + "nature": "Nature", + "perception": "Perception", + "performance": "Représentation", + "persuasion": "Persuasion", + "religion": "Religion", + "sleight_of_hand": "Escamotage", + "stealth": "Discrétion", + "survival": "Survie", + "dmg-vuln": "Vulnérabilités aux dégâts", + "dmg-res": "Résistances aux dégâts", + "dmg-imm": "Immunités aux dégâts", + "cond-imm": "Immunités aux conditions", + "senses": "Sens", + "langs": "Langues", + "challenge": "Facteur de puissance", + "npc-trait-name-place": "Apparence trompeuse.", + "npc-trait-desc-place": "Si le dragon rate...", + "actions": "Actions", + "adv": "Avantage", + "norm": "Normal", + "disadv": "Désavantage", + "name:-u": "NOM :", + "attack-u": "ATTAQUE", + "type:-u": "TYPE :", + "melee": "Corps à corps", + "ranged": "À distance", + "range-reach:-u": "PORTÉE/ALLONGE :", + "range-reach-place": "1.5 m", + "to-hit:-u": "BON. ATT. :", + "target:-u": "CIBLE :", + "target:": "Cible :", + "to-hit-place": "Une cible", + "on-hit:-u": "DÉGÂTS 1 :", + "on-hit-place": "tranchant", + "on-hit2:-u": "DÉGÂTS 2 :", + "on-hit-2-place": "feu", + "hit:": "Dégâts :", + "reactions": "Réactions", + "npc-repeating-name-place": "Parade.", + "npc-repeating-desc-place": "La créature ajoute 2 à sa CA contre...", + "traits": "Traits", + "features": "Fonctionnalités", + "spells": "Sorts", + "prep-u": "PRÉP", + "school:-u": "ÉCOLE :", + "abjuration": "Abjuration", + "conjuration": "Invocation", + "divination": "Divination", + "enchantment": "Enchantement", + "evocation": "Évocation", + "illusion": "Illusion", + "necromancy": "Nécromancie", + "transmutation": "Transmutation", + "ritual": "Rituel", + "ritual-l": "rituel", + "range:-u": "PORTÉE :", + "range:": "Portée :", + "components:-u": "COMPOSANTES :", + "components:": "Composantes :", + "spell-component-verbal": "V", + "spell-component-somatic": "S", + "spell-component-material": "M", + "spell-ritual": "R", + "spell-concentration": "C", + "ruby-dust-place": "50 po de poussière de rubis", + "concentration-u": "CONCENTRATION", + "concentration": "Concentration", + "duration:-u": "DURÉE :", + "duration:": "Durée :", + "difficulty-class-abv": "DD", + "output:-u": "AFFICHAGE :", + "spellcard-u": "FICHE DE SORT", + "spell-atk:-u": "TYPE D'ATTAQUE DE SORT :", + "none": "Aucun(e)", + "dmg:-u": "DÉGÂTS 1 :", + "dmg2:-u": "DÉGÂTS 2 :", + "healing:-u": "SOINS :", + "add-ability-mod-u": "AJOUTER BONUS DE CARACT. AUX DÉGÂTS/SOINS", + "effect:-u": "EFFET :", + "npc-atk-effect-place": "1/2 dégâts", + "desc:-u": "DESCRIPTION :", + "at-higher-lvl:-u": "À PLUS HAUT NIVEAU :", + "at-higher-lvl": "À plus haut niveau", + "higher-lvl-cast": "Lancé à plus haut niveau", + "leg-actions": "Actions légendaires", + "leg-actions-desc": " peut utiliser actions légendaires, en choisissant parmi les options ci-dessous. Une seule option légendaire peut être utilisée à la fois et seulement à la fin du tour d’une autre créature. récupère les légendaires actions dépensées au début de son tour.", + "atk-range-place": "1.5 m", + "atk-target-place": "Une cible", + "atk-dmg-type-place": "tranchant", + "atk-dmg-type2-place": "feu", + "adv-u": "AVANTAGE", + "norm-u": "NORMAL", + "disadv-u": "DÉSAVANTAGE", + "core-u": "FICHE", + "bio-u": "BIO", + "spells-u": "SORTS", + "feats-u": "DONS", + "review-u": "VÉRIFICATION", + "char-name-u": "NOM DU PERSONNAGE", + "artificer": "Artificier", + "barbarian": "Barbare", + "bard": "Barde", + "cleric": "Clerc", + "druid": "Druide", + "fighter": "Guerrier", + "monk": "Moine", + "paladin": "Paladin", + "ranger": "Rôdeur", + "rogue": "Roublard", + "sorcerer": "Ensorceleur", + "warlock": "Sorcier", + "wizard": "Magicien", + "class-level-u": "CLASSE & NIV", + "background-u": "HISTORIQUE", + "background": "Historique", + "race-u": "RACE", + "alignment-u": "ALIGNEMENT", + "alignment": "Alignement:", + "exp-pts-u": "PX", + "inspiration-u": "INSPIRATION", + "prof-bonus-u": "BONUS DE MAÎTRISE", + "strength": "Force", + "strength-save": "Sauvegarde de force", + "dexterity": "Dextérité", + "dexterity-save": "Sauvegarde de Dextérité", + "constitution": "Constitution", + "constitution-save": "Sauvegarde de constitution", + "intelligence": "Intelligence", + "intelligence-save": "Sauvegarde d'intelligence", + "wisdom": "Sagesse", + "wisdom-save": "Sauvegarde de sagesse", + "charisma": "Charisme", + "charisma-save": "Sauvegarde de charisme", + "saving-throws-u": "JETS DE SAUVEGARDE", + "acrobatics-core": "Acrobaties (Dex)", + "animal_handling-core": "Dressage (Sag)", + "arcana-core": "Arcanes (Int)", + "athletics-core": "Athlétisme (For)", + "deception-core": "Supercherie(Cha)", + "history-core": "Histoire (Int)", + "insight-core": "Perspicacité (Sag)", + "intimidation-core": "Intimidation (Cha)", + "investigation-core": "Investigation (Int)", + "medicine-core": "Médecine (Sag)", + "nature-core": "Nature (Int)", + "perception-core": "Perception (Sag)", + "performance-core": "Représentation (Cha)", + "persuasion-core": "Persuasion (Cha)", + "religion-core": "Religion (Int)", + "sleight_of_hand-core": "Escamotage (Dex)", + "stealth-core": "Discrétion (Dex)", + "survival-core": "Survie (Sag)", + "pass-wis-u": "PERCEPTION PASSIVE", + "tool-u": "OUTIL", + "pro-u": "BONUS", + "attr-u": "CARACT.", + "prof-bonus:-u": "BONUS DE MAÎTRISE :", + "prof-u": "MAÎTRISE", + "proficency-u": "MAÎTRISE", + "expertise-u": "EXPERTISE", + "jack-of-all-u": "TOUCHE-À-TOUT", + "attr:-u": "CARACT. :", + "tool-prof-u": "OUTILS MAÎTRISÉS", + "weapon-proficiencies-u": "ARMES MAÎTRISÉES", + "other-prof-langs-u": "AUTRES MAÎTRISES & LANGUES", + "prof-langs-u": "AUTRES MAÎTRISES & LANGUES", + "init": "Inititative", + "init-u": "INITIATIVE", + "hp-max-u": "Points de vie maximum", + "hp-current-u": "POINTS DE VIE ACTUELS", + "hp-temp-u": "POINTS DE VIE TEMPORAIRES", + "total": "Total", + "hit-dice-u": "DÉS DE VIE", + "successes-u": "SUCCÈS", + "failures-u": "ÉCHECS", + "death-save-u": "SVG CONTRE LA MORT", + "death-saves-u": "SVG CONTRE LA MORT", + "exhaustion-setting-u": "Voir niveaux d'épuisement:", + "exhaustion-u": "NIVEAU D'ÉPUISEMENT", + "exhaustion-0": "Aucun effet", + "exhaustion-1": "Désavantage aux jets de compétences", + "exhaustion-2": "Vitesse réduite de motié", + "exhaustion-3": "Désavantage aux jets d’attaque et de sauvegarde", + "exhaustion-4": "Points de vie maximums diminués de moitié", + "exhaustion-5": "Vitesse réduite à 0", + "exhaustion-6": "Mort", + "atk-u": "ATT", + "dmg-type-u": "DÉGÂTS/TYPE", + "attack:-u": "ATT. :", + "proficient-u": "MAÎTRISE", + "range-place": "Soi (cône de 20 m)", + "magic-bonus:-u": "BONUS MAGIQUE :", + "crit-range-u": "PLAGE DE CRIT. :", + "damage:-u": "DÉGÂTS 1 :", + "dmg-type-place": "Tranchant", + "crit:-u": "CRIT. :", + "damage2:-u": "DÉGÂTS 2 :", + "saving-throw:-u": "SAUVEGARDE :", + "vs-dc:-u": "DD :", + "spell-u": "SORT", + "flat-u": "FIXE", + "save": "Sauvegarde", + "save-effect:-u": "EFFET DE LA SVG :", + "save-effect-place": "1/2 dégâts", + "ammunition:-u": "MUNITIONS :", + "ammunition-place": "Flèches", + "description:-u": "DESCRIPTION :", + "description:": "Description:", + "description-place": "Jusqu'à 2 créatures à moins de 5 pieds", + "atk-spellcasting-u": "ATTAQUES & INCANTATIONS", + "copper-piece-u": "PC", + "silver-piece-u": "PA", + "electrum-piece-u": "PE", + "gold-piece-u": "PO", + "platinum-piece-u": "PP", + "warning-armor-sets-u": "Attention : plusieurs ensembles d’armure ou des boucliers ont été ajoutés et la CA n’est pas calculée correctement. Déséquiper la pièce d'armure depuis les détails de l'objet.", + "item-name-u": "OBJET", + "equipped-u": "ÉQUIPÉ", + "use-as-resource-u": "EST UN RESSOURCE", + "prop:-u": "PROP. :", + "mods:-u": "MOD. :", + "total-weight-u": "POIDS TOTAL", + "immobile-u": "IMMOBILE", + "heavily-encumbered-u": "FORTEMENT ENCOMBRÉ", + "encumbered-u": "ENCOMBRÉ", + "over-carrying-cap-u": "TROP CHARGÉ", + "equipment-u": "MATÉRIEL", + "personality-traits-u": "TRAITS DE PERSONNALITÉ", + "ideals-u": "IDÉAUX", + "bonds-u": "LIENS", + "flaws-u": "DÉFAUTS", + "class-resource-u": "RESSOURCE DE CLASSE", + "other-resource-u": "AUTRES RESSOURCES", + "feats-traits-u": "CAPACITÉS & TRAITS", + "age-u": "ÂGE", + "size-u": "TAILLE", + "size": "Taille", + "height-u": "TAILLE", + "weight-u": "POIDS", + "eye-u": "YEUX", + "skin-u": "PEAU", + "hair-u": "CHEVEUX", + "char-appearance-u": "APPARENCE DU PERSONNAGE", + "char-backstory-u": "HISTOIRE DU PERSONNAGE", + "allies-orgs-u": "ALLIÉS & ORGANISATIONS", + "add-feats-traits-u": "CAPACITÉS & TRAITS SUPPLÉMENTAIRES", + "feat-u": "DON", + "treasure-u": "TRÉSOR", + "spell-save-dc-u": "DD DE SVG DU SORT", + "cantrips-u": "TOURS DE MAGIE", + "ritual-u": "RITUEL", + "casting-time:-u": "DURÉE D'INCANT. :", + "casting-time:": "Durée d'incant. :", + "at-higher-lvl-dmg:-u": "DÉGÂTS À PLUS HAUT NIV. :", + "half-dmg-place": "1/2 dégâts", + "hit-die:-u": "DÉ DE VIE :", + "initiative-mod:-u": "MODIF. D'INITIATIVE :", + "glob-saving-mod:-u": "MODIF. GLOBAL DES JETS DE SAUVEGARDE :", + "glob-ac-mod:-u": "MODIF. GLOBAL À LA CA :", + "glob-atk-mod:-u": "MODIF. GLOBAL AUX ATT. MAGIQUES :", + "pass-perc-mod:-u": "MODIF. PERCEPTION PASSIVE :", + "death-save-mod:-u": "MODIF. SAUVEGARDE CONTRE LA MORT :", + "magic-caster-lvl:-u": "NIV. DE LANCEUR DE SORTS :", + "halfling-luck-u": "Chance du halfelin", + "arcane-fighter-u": "Guerrier lanceur de sorts", + "arcane-rogue-u": "Roublard lanceur de sorts", + "class-options-u": "OPTIONS DE CLASSE ()", + "class:-u": "CLASSE:", + "subclass:-u": "SOUS-CLASSE:", + "race:-u": "RACE:", + "subrace:-u": "SOUS-RACE:", + "subrace": "Sous-race :", + "subrace-ability-increase": "Augmentation du score de capacité lié à la sous-race:", + "2nd-class:-u": "2e CLASSE :", + "lvl:-u": "NIVEAU :", + "3rd-class:-u": "3e CLASSE :", + "4th-class:-u": "4e CLASSE :", + "mutliclass-opts-u": "OPTIONS DE MULTICLASSAGE", + "use-cust-class-u": "UTILISER UNE CLASSE PERSONNALISÉE", + "class-name:-u": "NOM DE LA CLASSE :", + "spellcasting-ability:-u": "CARACT. DE LANCEUR DE SORTS :", + "spell-slots:-u": "EMPLACEMENTS DE SORTS :", + "spell-full-u": "COMPLET (clerc, druid, magicien)", + "spell-half-u": "LA MOITIÉ (paladin, rôdeur)", + "spell-third-u": "UN TIERS (guerrier ou roublard)", + "cust-class-opts": "OPTIONS DE CLASSE PERSONNALISÉE", + "normal": "Normal", + "expirtise": "Expertise", + "skill-opts-u": "OPTIONS DE COMPÉTENCE", + "version": "v", + "always-roll-adv": "Toujours", + "toggle-roll-adv": "Afficher un bouton", + "query-roll-adv": "Demander à chaque jet", + "never-roll-adv": "Jamais", + "never-whisper-roll": "Jamais", + "query-whisper-roll": "Demander à chaque jet", + "always-whisper-roll": "Toujours", + "never-roll-dmg": "Jamais", + "always-roll-dmg": "Toujours", + "add-char-to-templates:-u": "AJOUTER NOM DU PERSONNAGE AUX GABARITS :", + "on": "Actif", + "off": "Inactif", + "inventory:-u": "INVENTAIRE :", + "compendium-compatible": "Compatible Compendium", + "simple": "Simple", + "encumbrance:-u": "ENCOMBREMENT :", + "ammo-tracking:-u": "SUIVI DES MUNITIONS :", + "general-opts-u": "OPTIONS GÉNÉRALES", + "transition-text": "Cliquer sur une des images ci-dessous va reformater les données de votre feuille actuelle vers le format indiqué. Ces modifications sont permanentes et ne peuvent être annulées.", + "transition-text-highlight": "Veuillez faire une copie de votre jeu avant d’utiliser cet outil.", + "choose-sheet-transfer": "CHOISISSEZ LA FEUILLE SOURCE DU TRANSFERT", + "community-sheet-u": "COMMUNITY SHEET", + "shaped-sheet-u": "SHAPED SHEET", + "transition-opts-u": "OPTIONS DE TRANSFERT", + "portions-sheet-utilize": "Certaines parties de cette feuille utilisent du contenu provenant du System Reference Document 5.0 sous licence OGL. Voir la licence OGL et l'avis de droit d’auteur (en anglais). https://wiki.roll20.net/SRD_5.0_OGL_License", + "api-required-title": "Essayez maintenant avec l'installation d'API en un clic disponible avec votre abonnement Pro.", + "api-required-u": "(API nécessaire)", + "spell_dc_mod:-u": "MOD. DE DD DE SVG DU SORT :", + "custom_ac:-u": "CA PERSO. :", + "npc-info": "L'option PNJ active par défaut le style de feuille de personnage pour PNJ pour les nouveaux personnages. Utile si tous les personnages joueurs ont déjà été créés, et que les personnages à venir sont destinés à être des PNJ.", + "npc-pc": "PNJ/PJ", + "roll-queries-info": "Afficher les jets de désavantage des D20 selon cette option. 'Toujours' est le paramètre par défaut et lancera 2 D20 pour chaque jet (en cas de (dés)avantage). L'idée est de n'utiliser que le jet le plus à gauche si aucun (dés)avantage n'est utilisé. 'Afficher un bouton' ajoute trois boutons en haut de la feuille pour activer un avantage ou un désavantage. 'Demander à chaque jet' affiche une popup avant chaque jet de dé, pour indiquer s'il faut inclure un (dés)avantage. 'Jamais' ne lance qu'un seul D20, laissant au joueur le soin de relancer en cas de (dés)avantage.", + "whisp-rolls-gm-info": "Tous les jets sont envoyés dans le chat à tous les joueurs par défaut. 'Afficher un bouton' affiche un ensemble de boutons pour rapidement sélectionner votre préférence à la volée. 'Demander' affiche une popup avant chaque jet de dé, pour indiquer si vous voulez n'afficher le jet qu'à vous-même et au MJ. 'Toujours' n'enverra les jets qu'à vous et au MJ.", + "auto-dmg-roll-info": "Par défaut, les jets de dégâts des attaques ne sont pas lancés tant que l'attaque n'est pas confirmée. Les dégâts ne sont lancés qu'en cliquant sur le nom de l'attaque dans le gabarit du chat. La méthode par défaut est compatible avec l'option de dé en 3D. Optionnellement, vous pouvez choisir 'Toujours' pour que les jets de critique et de dégâts soient lancés en même temps que le jet pour toucher, affichant tous les résultats au moment du jet pour toucher.", + "add-char-to-templates-info": "Les noms des personnages ne sont pas affichés dans le gabarit de jet de dé par défaut, et sont seulement affichés comme d'habitude dans le panneau de chat comme joueur/personnage sélectionné dans 'Speaking as'. Activer cette option ajoute le personnage qui utilise le jet dans le gabarit de l'action, ce qui sera utile pour les joueurs utilisant plusieurs personnages.", + "inventory-info": "L'inventaire du personnage utilise par défaut le style compatible avec le Compendium Roll20 5E. Cela inclut la geston des quantités/poids, le suivi de l'encombrement, le tri, le calcul de CA, la génération d'attaques automatiques, et bien plus. L'option 'Simple' apporte un champ texte pour les listes d'objets, à destination des joueurs qui préfèrent avoir un contrôle manuel de la feuille.", + "encumbrance-info": "La feuille utilise la variante de la règle d'encombrement du manuel du joueur. L'option 'Inactif' désactive cette règle et n'utilise alors qu'une vérification basique de la limite de poids de l'inventaire.", + "ammo-tracking-info": "Fournit un suivi automatique des munitions avec le 5th Edition OGL by Roll20 Companion API Script.", + "dungeons-and-dragons-styling": "STYLE DE FEUILLE D&D", + "dungeons-and-dragons-styling-info": "Active le style Donjons et Dragons pour la feuille de personnage et les gabarits de jet de dé. Ce paramètre est automatiquement appliqué à toutes les feuilles de personnage et ne peut être utilisé au cas par cas.", + "cd-bar1-value:-u": "VALEUR BARRE 1 :", + "cd-bar1-max:-u": "MAX BARRE 1 :", + "cd-bar1-link:-u": "LIEN BARRE 1 :", + "cd-bar1-value-desc:-u": "Par défaut, les pions créés en faisant un glisser-déposer du Compendium sur la table virtuelle utiliseront la valeur de cet attribut pour la barre 1.", + "cd-bar1-max-desc:-u": "Par défaut, les pions créés en faisant un glisser-déposer du Compendium sur la table virtuelle utiliseront la valeur de cet attribut pour la valeur maximale de la barre 1.", + "cd-bar1-link-desc:-u": "Par défaut, les pions créés en faisant un glisser-déposer du Compendium sur la table virtuelle lieront la valeur de cet attribut à la barre 1. Si ce paramètre est défini, tous les autres paramètres de barre seront ignorés.", + "cd-bar2-value:-u": "VALEUR BARRE 2 :", + "cd-bar2-max:-u": "MAX BARRE 2 :", + "cd-bar2-link:-u": "LIEN BARRE 2 :", + "cd-bar2-value-desc:-u": "Par défaut, les pions créés en faisant un glisser-déposer du Compendium sur la table virtuelle utiliseront la valeur de cet attribut pour la barre 2.", + "cd-bar2-max-desc:-u": "Par défaut, les pions créés en faisant un glisser-déposer du Compendium sur la table virtuelle utiliseront la valeur de cet attribut pour la valeur maximale de la barre 2.", + "cd-bar2-link-desc:-u": "Par défaut, les pions créés en faisant un glisser-déposer du Compendium sur la table virtuelle lieront la valeur de cet attribut à la barre 2. Si ce paramètre est défini, tous les autres paramètres de barre seront ignorés.", + "cd-bar3-value:-u": "VALEUR BARRE 3 :", + "cd-bar3-max:-u": "MAX BARRE 3 :", + "cd-bar3-link:-u": "LIEN BARRE 3 :", + "cd-bar3-value-desc:-u": "Par défaut, les pions créés en faisant un glisser-déposer du Compendium sur la table virtuelle utiliseront la valeur de cet attribut pour la barre 3.", + "cd-bar3-max-desc:-u": "Par défaut, les pions créés en faisant un glisser-déposer du Compendium sur la table virtuelle utiliseront la valeur de cet attribut pour la valeur maximale de la barre 3.", + "cd-bar3-link-desc:-u": "Par défaut, les pions créés en faisant un glisser-déposer du Compendium sur la table virtuelle lieront la valeur de cet attribut à la barre 3. Si ce paramètre est défini, tous les autres paramètres de barre seront ignorés.", + "npc-name-in-rolls:-u": "NOM DU PNJ DANS LES JETS :", + "show": "Afficher", + "hide": "Masquer", + "npc-name-in-rolls-desc:-u": "Dans les résultats des jets de PNJ, afficher ou masquer le nom du PNJ dans le cartouche de résultat du jet.", + "public:-u": "PUBLIQUE", + "to-gm:-u": "AU MJ", + "toggle-roll-whisper": "Afficher un bouton", + "attribute-opts-u": "OPTIONS DES CARACTÉRISTIQUES", + "save-opts-u": "OPTIONS DES SAUVEGARDES", + "by-level": "Selon le niveau (par défaut)", + "prof-die": "Dé de maîtrise (Manuel du MJ)", + "custom": "Personnalisé", + "core-die-roll:-u": "JET DE DÉ DE BASE :", + "has-attack-u": "A UNE ATTAQUE", + "variant-phb": "Variante (cf manuel du joueur)", + "carrying-capacity-mod:-u": "MODIFICATEUR DE CAPACITÉ DE CHARGE :", + "armor-class-tracking:-u": "CALCUL DE LA CLASSE D'ARMURE :", + "automatic": "Automatique", + "cantrip-progression:-u": "PROGRESSION DES TOURS DE MAGIE", + "cantrip-dice-u": "DÉS DU TOUR DE MAGIE", + "cantrip-beam-u": "RAYONS DU TOUR DE MAGIE", + "slots_total-u": "EMPLAC. TOTAUX", + "slots_remaining-u": "RESTANTS", + "level-calculations:-u": "CALCULS AUTOMATIQUES À PARTIR DU NIVEAU :", + "spell_slot_modifiers-u": "MODIFICATEUR DES EMPLACEMENTS DE SORTS", + "lvl-u": "NIVEAU", + "include_spell_desc:-u": "INCLURE LA DESCRIPTION DU SORT DANS L'ATTAQUE :", + "token_size-u": "TAILLE DU PION", + "add-dex-tiebreaker-u": "AFFICHER LA DEX POUR DÉPARTAGER L'INITIATIVE", + "initiative-style:-u": "TYPE D’INITIATIVE :", + "query-attr-u": "DEMANDER À CHAQUE JET", + "custom-skills-u": "COMPÉTENCES PERSONNALISÉES", + "weapon-u": "ARME", + "armor-u": "ARMURE", + "other-u": "AUTRE", + "source:-u": "SOURCE :", + "source-type:-u": "TYPE DE SOURCE :", + "racial": "Race", + "class": "Classe", + "feat": "Don", + "feats": "Dons", + "other": "Autre", + "partial": "Partielle", + "show_all": "Tout afficher", + "cr_only": "Seulement C & R", + "spell-icons:-u": "ICÔNES DE SORT :", + "custom-pb:-u": "BONUS DE MAÎTRISE PERSONNALISÉ :", + "show-global-attack-field-u": "AFFICHER LE CHAMP DU MODIFICATEUR GLOBAL À L'ATTAQUE", + "show-global-damage-field-u": "AFFICHER LE CHAMP DU MODIFICATEUR GLOBAL AUX DÉGÂTS", + "show-global-save-field-u": "AFFICHER LE CHAMP DU MODIFICATEUR GLOBAL AUX SAUVEGARDES", + "show-global-skill-field-u": "AFFICHER LE CHAMP DU MODIFICATEUR GLOBAL AUX COMPÉTENCES", + "global-attack-u": "MODIFICATEUR GLOBAL À L'ATTAQUE", + "global-damage-u": "MODIFICATEUR GLOBAL AUX DÉGÂTS", + "global-save-u": "MODIFICATEUR GLOBAL AUX SAUVEGARDES", + "global-skill-u": "MODIFICATEUR GLOBAL AUX COMPÉTENCES", + "global-damage": "Modificateur global aux dégâts", + "core-die-roll-info": "Changer le dé de base remplacera le D20 habituel par la plupart des générateurs de jets de votre choix, comme 2D10 ou 3D6.", + "pb-type-info": "Par défaut, le bonus de maîtrise est calculé à partir du total des niveaux, selon la méthode standard du manuel des joueurs. L'option Dé de maîtrise utilise la méthode alternative du manuel du MJ avec laquelle, à la place d'un bonus fixe, un dé est lancé. L'option Personnalisé vous permet de remplacer le bonus par la valeur de votre choix.", + "global-save-info": "Créer un champ de modificateur global aux sauvegardes, sous la section JETS DE SAUVEGARDE de la feuille de personnage. Toute valeur qui y sera saisie s'appliquera à tous les jets de sauvegarde. Parfait pour les bonus récurrents mais non permanent comme le sort Bénédiction.", + "global-skill-info": "Créer un champ de modificateur global aux compétences, sous la section COMPÉTENCES de la feuille de personnage. Toute valeur qui y sera saisie s'appliquera à tous les jets de compétence. Parfait pour les bonus récurrents mais non permanent comme le sort Assistance.", + "global-attack-info": "Créer un champ de modificateur global à l'attaque, sous la section ATTAQUES & INCANTATIONS de la feuille de personnage. Toute valeur qui y sera saisie s'appliquera à tous les jets de pour toucher. Parfait pour les bonus récurrents mais non permanent comme le sort Bénédiction.", + "global-damage-info": "Créer un champ de modificateur global aux dégâts, sous la section ATTAQUES & INCANTATIONS de la feuille de personnage. Toute valeur qui y sera saisie s'appliquera à tous les jets de dégât. Parfait pour les bonus récurrents mais non permanent comme la capacité Attaque sournoise.", + "auto-level-calc-info": "Par défaut, changer le niveau du personnage va automatiquement mettre à jouer les emplacements de sorts et les dés de vie. Changer ce paramètre désactive cette fonction.", + "simple-traits-info": "La section CAPACITÉS & TRAITS du personnage utilise par défaut le style complexe compatible avec le Compendium Roll20. L'option Simple fournit un simple champ texte pour les joueurs qui veulent un contrôle manuel de la feuille.", + "simple-proficiencies-info": "La section AUTRES MAÎTRISES & LANGUES du personnage utilise par défaut le style complexe compatible avec le Compendium Roll20. L'option Simple fournit un simple champ texte pour les joueurs qui veulent un contrôle manuel de la feuille.", + "init-tiebreaker-info": "Ajoute la valeur de Dextérité du personnage en tant que dixièmes au bonus d'Initiative, afin de départager les égalités.", + "b-custom-info": "Quand le bonus de maîtrisé est réglé sur Personnalisé, la feuille de personnage utilisera cette valeur comme bonus de maîtrise.", + "footer-wiki-link": "Pour plus d'information sur cette feuille de personnage, ses fonctionnalités et son utilisation, consulter sa documentation officielle sur le Wiki Roll20. https://wiki.roll20.net/5th_Edition_OGL_by_Roll20", + "accepting-drop-u": "PEUT RECEVOIR UN GLISSER-DÉPOSER DU COMPENDIUM", + "are_you_sure": "Êtes-vous sûr de vouloir transformer ce personnage en ", + "yes": "Oui", + "next": "Suivant", + "cancel": "Annuler", + "cancel-u": "ANNULER", + "choose": "Choisir", + "innate:-u": "INNÉ :", + "mod:-u": "MOD :", + "hpmods:-u": "MODIFICATEURS DE PV :", + "charmancer-welcome": "Bienvenue au Charactermancer !", + "charmancer-what-is": "Le Charactermancer est outil qui permet la création pas à pas d'un personnage, de manière simple et intuitive. Vos modifications sont enregistrées à chaque étape, mais le résultat est uniquement mis à jour dans une fiche de personnage lorsque le Charactermancer est terminé.", + "get-started": "Pour commencer, cliquer sur Suivant.", + "opt-out-u": "QUITTER", + "charmancer-compendium": "Votre Compendium vous attend.", + "charmancer-compendium-detail": "Le Charactermancer est compatible avec le SRD Dungeons & Dragons 5e Édition et le Player's Handbook. Vous pouvez ajouter le Player's Handbook à votre Compendium depuis la Boutique, ou le créateur de la partie peut partager son Compendium avec tous les joueurs.", + "charmancer-choose-race": "Choisir une race :", + "charmancer-custom-race-name": "Nom de race personalisée :", + "charmancer-custom-subclass-name:": "Nom de sous-classe personnalisée :", + "charmancer-additional-cantrips": "Tours de magie supplémentaires", + "charmancer-additional-lvl-1-spells": "Sorts de niveau 1 supplémentaires", + "suggested-abilities": "Caractéristiques recommandées :", + "class-spellcasting": "Caractéristique de lancement de Sorts :", + "ability-score-increase": "Bonus de Caractéristique :", + "lawful-good": "Loyal Bon", + "neutral-good": "Neutre Bon", + "chaotic-good": "Chaotique Bon", + "lawful-neutral": "Loyal Neutre", + "neutral": "Neutre", + "chaotic-neutral": "Chaotique Neutre", + "lawful-evil": "Loyal Mauvais", + "neutral-evil": "Neutre Mauvais", + "chaotic-evil": "Chaotique Mauvais", + "tiny": "Très Petite", + "small": "Petite", + "medium": "Moyenne", + "large": "Grande", + "huge": "Très Grande", + "age": "Âge :", + "gargantuan": "Gigantesque", + "step1-equipment": "Étape 5 : équipement", + "equipment-from-background": "Équipement de l'Historique", + "equipment-from-class": "Équipement de Classe", + "class-equipment": "Équipement de Classe", + "starting-wealth": "Richesse de départ (PHB)", + "starting-gold:": "Or de départ :", + "no_class_warning-u": "AUCUNE CLASSE N’A ÉTÉ SÉLECTIONNÉE OU LA CLASSE SÉLECTIONNÉE N’A PAS D’ÉQUIPEMENT STANDARD. LE MATÉRIEL DE CLASSE NE PEUT PAS ÊTRE CHOISI POUR L'INSTANT.", + "standard-array": "Distribution Standard", + "roll-for-stats": "Jets de dés", + "standard-roll": "Jeter 4d6, ignorer le faibe", + "charmancer-cancel-heading": "Où vous souhaitez aller, voyageur ?", + "continue-charmancer": "Continuer le Charactermancer", + "save_progress_and_exit": "Enregistrer et Quitter", + "cancel_charactermancer": "Annuler et Quitter", + "charmancer-discard-warning": "Discard and Exit will cause all choices to be lost.", + "mancer-opts-u": "OPTIONS DU CHARACTERMANCER", + "relaunch-lvl1mancer-u": "DÉMARRER LE CHARACTERMANCER NIVEAU 1 (NE PEUT ÊTRE ANNULÉ)", + "point-buy": "Achat de Points", + "available-points:": "Points disponibles :", + "equipment-choice-text": "Comment voulez vous choisir votre équipement ?", + "charmancer-start": "Commencer", + "clear-abilities": "Tout effacer", + "use-charactermancer-for-new:-u": "UTILISER LE CHARACTERMANCER NIVEAU 1 POUR LES NOUVEAUX PERSONNAGES :", + "use-charactermancer-for-new-info": "Lorsque cette option est activée, tous les nouveaux personnages commenceront avec le Charactermancer niveau 1 de Roll20. Désactiver cette option ouvrira directement la fiche de personnage. Le Charactermancer pourra tout de même être lancer manuellement depuis l'onglet Paramètres de la fiche de personnage.", + "feat-pre-check": "Attention ! Les prérequis ne sont pas vérifiés automatiquement.", + "stats-rolled-hint": "Nous avons jeté vos dés ! Vérifiez la fenêtre de chat pour afficher vos résultats en détail. Assignez les résultats ci-dessous à vos attributs préférés :", + "return-to:": "Revenir à : ", + "do_you_want_mancer": "Comment voulez-vous créer ce personnage ?", + "no": "Non", + "global-ac-u": "MODIFICATEUR GLOBAL A LA CA", + "show-global-ac-field-u": "AFFICHER LE CHAMP DU MODIFICATEUR GLOBAL A LA CA", + "warning-customac-u": "ATTENTION - LA CA PERSONNALISÉE N’EST PAS UTILISÉE. POUR UTILISER LA CA PERSONNALISÉE, DÉSÉQUIPEZ VOTER ARMURE.", + "manual": "Edit sheet direclty", + "npc-new": "Créer un PNJ", + "mancer-confirm-yes": "Utiliser le Charactermancer", + "allow-shields-u": "AUTORISER LES BOUCLIERS?", + "levels-u": "NIVEAUX", + "features-u": "CAPACITÉS", + "asi-u": "AUGMENTATION DE SCORE DE CARACTÉRISTIQUE / DONS", + "charmancer-leveler-what-is": "Le Charactermancer est outil qui permet l'augmentation de niveau d'un personnage, de manière simple et intuitive. Vos modifications sont enregistrées à chaque étape, mais le résultat est uniquement mis à jour dans une fiche de personnage lorsque le Charactermancer est terminé.", + "charmancer-leveler-level-info1": "Vos niveaux existants de classe ont été pré-remplis pour vous. Par défaut, votre classe primaire a été augmentée d’un niveau. Vous pouvez modifier le nombre de niveaux à augmenter ci-dessous, ainsi que l’ajout d’une nouvelle Multiclasse.", + "charmancer-leveler-level-info2": "Dans chaque section de classe vous avez la possibilité de prendre le nombre moyen de points de vie ou de lancer au hasard, de choisir des capacités de classe pour les niveaux que vous atteignez et de choisir votre sous-classe, le cas échéant.", + "charmancer-leveler-spells-info": "Les sorts actuels que votre personnage connaît déjà sont énumérés ici. Si vous accédez à plus de sorts au cours de votre progression, vous serez en mesure de les sélectionner ci-dessous. Vérifiez les sorts que vous souhaitez apprendre. Le Charactermancer vous aidera à choisir le bon nombre de sorts et la liste correcte. Si votre classe a la possibilité d’échanger des sorts, vous pouvez le faire en désélectionnant des sorts actuellement connus ce qui vous permettra d'en sélectionner de nouveaux à leur place.", + "total-level-u": "NIVEAU TOTAL", + "main-class-level-u": "NIVEAU DE LA CLASSE PRINCIPALE", + "class-2-level-u": "NIVEAU DE CLASSE 2", + "class-3-level-u": "NIVEAU DE CLASSE 3", + "class-4-level-u": "NIVEAU DE CLASSE 4", + "levels:-u": "NIVEAUX:", + "warning-leveler_start-u": "ATTENTION - VOUS NE POUVEZ PAS LANCER LE CHARACTERMANCER LEVEL UP JUSQU'À CE QUE VOUS AYEZ UNE CLASSE, UN NIVEAU ET DES PV POUR LE NIVEAU UN. LANCEZ LE CHARACTERMANCER CREATOR EN PREMIER. L'OUTIL DE LEVEL UP NE FONCTIONNE PAS AVEC DES CLASSES PERSONNALISÉES OU SI LES OPTIONS DE MULTICLASSAGE SONT DÉFINIES INCORRECTEMENT.", + "charmancer-leveler-custom-class-warning": "L’outil Level Up ne supporte pas de classes personnalisées pour le moment.", + "charmancer-welcome-lp": "Bienvenue sur le Charactermancer Level Up !", + "charmancer-leveler-what-is-lp": "Regardez vous, avec toute cette expérience. Maintenant il est temps de réclamer votre récompense. Vous allez traverser le processus étape par étape en prenant quelques décisions, et votre personnage sera au prochain niveau en un rien de temps. Les modifications sont enregistrées comme au fur et à mesure du processus, mais si vous changez d’avis, vous aurez besoin de revenir sur les étapes précédentes et les choix qui suivent.", + "charmancer-compendium-detail-lp": "Le Charactermancer est compatible avec le SRD Dungeons & Dragons 5e Édition, le Player's Handbook et le Guildmasters' Guide to Ravnica . Le Xanathar's Guide to Everything sera compatible dans les prochaines semaines. Vous pouvez ajouter le Player's Handbook à votre Compendium depuis la Boutique, ou le créateur de la partie peut partager son Compendium avec tous les joueurs.", + "roll:-u": "JET :", + "roll": "Jet", + "prerequisite:": "Prérequis :", + "back": "RETOUR", + "back-to-top": "Retour au haut", + "choose-a-class:": "Choisir une classe :", + "custom-class-name:": "Nom de classe personnalisée", + "charmancer-class-features:": "Capacités de classe : ", + "charmancer-subclass-features:": "Capacités de sous-classe :", + "hit-die:": "Dé de Vie :", + "average": "Moyenne", + "hp-u": "PV", + "saving-throw-proficiency": "Maîtrise des jets de sauvegarde", + "armor": "Armure", + "equipment": "Équipement :", + "language": "Langue", + "skill": "Compétence", + "tool": "Outil", + "weapon": "Arme", + "add-another-feature": "Rajouter une autre capacité", + "add-another-proficiency": "Rajouter une autre maîtrise", + "innate-spellcasting:": "Sorts innés:", + "spellcasting-ability": "Capacité à lancer des sorts :", + "number-of-cantrips": "Nombre de tours de magie :", + "number-of-lvl-1-spells": "Nombre de Sorts de niveau 1 :", + "spell-list": "Liste de sorts :", + "done": "Done", + "ability-score-method": "Méthode de score de caractéristiques :", + "select-your-choices": "Sélectionnez vos choix :", + "input-your-scores": "Entrez vos scores :", + "choose-background": "Choisissez un historique :", + "personality-traits": "Traits de personnalité", + "ideal": "Idéal", + "bond": "Lien", + "flaw": "Défaut", + "you-have-chosen-starting-gold": "Vous avez choisi de l'or au départ et de ne pas avoir d'équipement issu de votre historique.", + "you-have-created-custom-class": "Vous avez créé une classe personnalisée; vous pourrez ajouter de l'équipement à la fiche de personnage après que vous ayez fini le Charactermancer.", + "arcane-is-mystery": "Les arcanes sont un mystère pour vous.", + "your-character-dont-have-spells-this-lvl": "Votre personnage n'a pas de sorts à ce niveau. Cliquez sur \"Suivant\" pour revoir votre personnage!", + "charmancer-a-feat-represents": "Un don représente l'accomplissement, le courage, la détermination et l'expertise. C'est la récompense d'un travail acharné.", + "you-really-havent-done": "Vous n'en avez pas fait autant pour le moment", + "review-your-choices": "Vérifiez vos choix :", + "race": "Race", + "abilities": "Caractéristiques", + "bio": "Bio", + "name-background": "Nom :", + "building-your-character": "Construction de votre personnage...", + "charmancer-only-choice-left-is-on-or": "Il ne reste plus qu'à appuyer ou à faire un retour-arrière. Si vous modifiez un personnage existant, toutes vos données existantes seront perdues lorsque vous appliquerez vos modifications.", + "apply-changes": "Appliquer les modifications", + "pick-your-equipment": "Choisissez votre équipement", + "you-havent-chosen-background": "Vous n'avez pas encore sélectionné d'historique.", + "you-havent-selected-class": "Vous n'avez pas encore sélectionné de classe.", + "ability-score": "Valeur de carac", + "you-can-increase-two-abilites": "Vous pouvez augmenter deux de vos caractéristiques d'1 point ou une de 2", + "before-leveling": "Avant la prise de niveau", + "after-leveling": "Après la prise de niveau", + "charmancer-removed-spells-marked-pt1": "Les sorts retirés seront marqués avec un symbole r de façon à ce que vous les retrouviez facilement si vous changez d'avis." +} diff --git a/Redsky/translations/he.json b/Redsky/translations/he.json new file mode 100644 index 0000000000..9a3d10c8f1 --- /dev/null +++ b/Redsky/translations/he.json @@ -0,0 +1,684 @@ +{ + "skills-list": "acrobatics,animal-handling,arcana,athletics,deception,history,insight,intimidation,investigation,medicine,nature,perception,performance,persuasion,religion,sleight-of-hand,stealth,survival", + "npc-options-u": "NPC OPTIONS", + "name-u": "NAME", + "npc-type-u": "NPC TYPE", + "npc-type-place": "Medium fiend, any evil alignment", + "armor-class-u": "ARMOR CLASS", + "class-u": "CLASS", + "type-u": "TYPE", + "abilities-u": "ABILITIES", + "npc-armor-place": "scale mail", + "hit-points-u": "HIT POINTS", + "formula-u": "FORMULA", + "speed-u": "SPEED", + "npc-speed-place": "30 ft., fly 60ft.", + "attributes-u": "ATTRIBUTES", + "str-u": "STR", + "dex-u": "DEX", + "con-u": "CON", + "int-u": "INT", + "wis-u": "WIS", + "cha-u": "CHA", + "saves-u": "SAVES", + "skills-u": "SKILLS", + "acrobatics-u": "ACROBATICS", + "animal_handling-u": "ANIMAL HANDLING", + "arcana-u": "ARCANA", + "athletics-u": "ATHLETICS", + "deception-u": "DECEPTION", + "history-u": "HISTORY", + "insight-u": "INSIGHT", + "intimidation-u": "INTIMIDATION", + "investigation-u": "INVESTIGATION", + "medicine-u": "MEDICINE", + "nature-u": "NATURE", + "perception-u": "PERCEPTION", + "performance-u": "PERFORMANCE", + "persuasion-u": "PERSUASION", + "religion-u": "RELIGION", + "sleight_of_hand-u": "SLEIGHT OF HAND", + "stealth-u": "STEALTH", + "survival-u": "SURVIVAL", + "damage-vuln-u": "DAMAGE VULNERABILITIES", + "npc-dmg-vuln-place": "fire", + "damage-res-u": "DAMAGE RESISTANCES", + "npc-dmg-res-place": "cold", + "damage-imm-u": "DAMAGE IMMUNITIES", + "npc-dmg-imm-place": "lightning, thunder", + "cond-imm-u": "CONDITION IMMUNITIES", + "npc-cond-imm-place": "charmed", + "senses-u": "SENSES", + "npc-senses-place": "darkvision 120ft., passive Perception 16", + "langs-u": "LANGUAGES", + "lang-u": "LANGUAGE", + "npc-langs-place": "Abyssal, Common, Infernal", + "challenge-u": "CHALLENGE", + "xp-u": "XP", + "spellcast-npc-u": "SPELLCASTING NPC", + "spell-ability-u": "SPELLCASTING ABILITY", + "none-u": "NONE", + "strength-u": "STRENGTH", + "strength-save-u": "STRENGTH SAVE", + "dexterity-u": "DEXTERITY", + "dexterity-save-u": "DEXTERITY SAVE", + "constitution-u": "CONSTITUTION", + "constitution-save-u": "CONSTITUTION SAVE", + "intelligence-u": "INTELLIGENCE", + "intelligence-save-u": "INTELLIGENCE SAVE", + "wisdom-u": "WISDOM", + "wisdom-save-u": "WISDOM SAVE", + "charisma-u": "CHARISMA", + "charisma-save-u": "CHARISMA SAVE", + "spell-dc-u": "SPELL DC", + "spell-atk-bonus-u": "SPELL ATTACK BONUS", + "has-reaction-u": "HAS REACTIONS", + "leg-actions:-u": "LEGENDARY ACTIONS:", + "gen-opts-u": "GENERAL OPTIONS", + "npc-u": "NPC", + "roll-queries:-u": "ROLL QUERIES:", + "always-adv": "Always Roll Advantage", + "adv-toggle": "Advantage Toggle", + "query-adv": "Query Advantage", + "never-adv": "Never Roll Advantage", + "whisp-rolls-gm:-u": "WHISPER ROLLS TO GM:", + "never-whisp": "Never Whisper Rolls", + "query-whisp": "Query Whisper", + "always-whisp": "Always Whisper Rolls", + "auto-dmg-roll:-u": "AUTO DAMAGE ROLL:", + "never-dmg": "Don't Auto Roll Damage", + "always-dmg": "Auto Roll Damage & Crit", + "ac": "Armor Class", + "hp": "Hit Points", + "speed": "Speed", + "language-proficiencies": "Language Proficiencies:", + "skill-proficiencies": "Skill Proficiencies:", + "weapon-proficiencies": "Weapon Proficiencies", + "armor-proficiencies": "Armor Proficiencies:", + "tool-proficiencies": "Tool Proficiencies:", + "saving-throw": "Saving Throws", + "str": "Str", + "dex": "Dex", + "con": "Con", + "int": "Int", + "wis": "Wis", + "cha": "Cha", + "skills": "Skills", + "acrobatics": "Acrobatics", + "animal_handling": "Animal Handling", + "arcana": "Arcana", + "athletics": "Athletics", + "deception": "Deception", + "history": "History", + "insight": "Insight", + "intimidation": "Intimidation", + "investigation": "Investigation", + "medicine": "Medicine", + "nature": "Nature", + "perception": "Perception", + "performance": "Performance", + "persuasion": "Persuasion", + "religion": "Religion", + "sleight_of_hand": "Sleight of Hand", + "stealth": "Stealth", + "survival": "Survival", + "dmg-vuln": "Damage Vulnerabilities", + "dmg-res": "Damage Resistances", + "dmg-imm": "Damage Immunities", + "cond-imm": "Condition Immunities", + "senses": "Senses", + "langs": "Languages", + "challenge": "Challenge", + "npc-trait-name-place": "False Appearance.", + "npc-trait-desc-place": "If the dragon fails...", + "actions": "Actions", + "adv": "Advantage", + "norm": "Normal", + "disadv": "Disadvantage", + "name:-u": "NAME:", + "attack-u": "ATTACK", + "type:-u": "TYPE:", + "melee": "Melee", + "ranged": "Ranged", + "range-reach:-u": "RANGE/REACH:", + "range-reach-place": "5 ft.", + "to-hit:-u": "TO HIT:", + "target:-u": "TARGET:", + "target:": "Target:", + "to-hit-place": "One target", + "on-hit:-u": "ON HIT:", + "on-hit-place": "slashing", + "on-hit2:-u": "ON HIT 2:", + "on-hit-2-place": "fire", + "hit:": "Hit: ", + "reactions": "Reactions", + "npc-repeating-name-place": "Parry.", + "npc-repeating-desc-place": "The creature adds 2 to its AC against...", + "traits": "Traits", + "features": "Features", + "spells": "Spells", + "prep-u": "PREP", + "school:-u": "SCHOOL:", + "abjuration": "Abjuration", + "conjuration": "Conjuration", + "divination": "Divination", + "enchantment": "Enchantment", + "evocation": "Evocation", + "illusion": "Illusion", + "necromancy": "Necromancy", + "transmutation": "Transmutation", + "ritual": "RITUAL", + "ritual-l": "ritual", + "range:-u": "RANGE:", + "range:": "Range:", + "components:-u": "COMPONENTS:", + "components:": "Components:", + "spell-component-verbal": "V", + "spell-component-somatic": "S", + "spell-component-material": "M", + "spell-ritual": "R", + "spell-concentration": "C", + "ruby-dust-place": "ruby dust worth 50gp", + "concentration-u": "CONCENTRATION", + "concentration": "Concentration", + "duration:-u": "DURATION:", + "duration:": "Duration:", + "difficulty-class-abv": "DC", + "output:-u": "OUTPUT:", + "spellcard-u": "SPELLCARD", + "spell-atk:-u": "SPELL ATTACK:", + "none": "None", + "dmg:-u": "DAMAGE:", + "dmg2:-u": "DAMAGE2:", + "healing:-u": "HEALING:", + "add-ability-mod-u": "ADD ABILITY MOD TO DAMAGE OR HEALING", + "effect:-u": "EFFECT:", + "npc-atk-effect-place": "Half damage", + "desc:-u": "DESCRIPTION:", + "at-higher-lvl:-u": "AT HIGHER LEVELS:", + "at-higher-lvl": "At Higher Levels", + "higher-lvl-cast": "Higher Level Cast", + "leg-actions": "Legendary Actions", + "leg-actions-desc": "The can take legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature's turn. The regains spent legendary actions at the start of its turn.", + "atk-range-place": "5 ft.", + "atk-target-place": "One target", + "atk-dmg-type-place": "slashing", + "atk-dmg-type2-place": "fire", + "adv-u": "ADVANTAGE", + "norm-u": "NORMAL", + "disadv-u": "DISADVANTAGE", + "core-u": "CORE", + "bio-u": "BIO", + "spells-u": "SPELLS", + "feats-u": "FEATS", + "review-u": "REVIEW", + "char-name-u": "CHARACTER NAME", + "artificer": "Artificer", + "barbarian": "Barbarian", + "bard": "Bard", + "cleric": "Cleric", + "druid": "Druid", + "fighter": "Fighter", + "monk": "Monk", + "paladin": "Paladin", + "ranger": "Ranger", + "rogue": "Rogue", + "sorcerer": "Sorcerer", + "warlock": "Warlock", + "wizard": "Wizard", + "class-level-u": "CLASS & LEVEL", + "background-u": "BACKGROUND", + "background": "Background", + "race-u": "RACE", + "alignment-u": "ALIGNMENT", + "alignment": "Alignment:", + "exp-pts-u": "EXPERIENCE POINTS", + "inspiration-u": "INSPIRATION", + "prof-bonus-u": "PROFICIENCY BONUS", + "strength": "Strength", + "strength-save": "Strength Save", + "dexterity": "Dexterity", + "dexterity-save": "Dexterity Save", + "constitution": "Constitution", + "constitution-save": "Constitution Save", + "intelligence": "Intelligence", + "intelligence-save": "Intelligence Save", + "wisdom": "Wisdom", + "wisdom-save": "Wisdom Save", + "charisma": "Charisma", + "charisma-save": "Charisma Save", + "saving-throws-u": "SAVING THROWS", + "acrobatics-core": "Acrobatics (Dex)", + "animal_handling-core": "Animal Handling (Wis)", + "arcana-core": "Arcana (Int)", + "athletics-core": "Athletics (Str)", + "deception-core": "Deception (Cha)", + "history-core": "History (Int)", + "insight-core": "Insight (Wis)", + "intimidation-core": "Intimidation (Cha)", + "investigation-core": "Investigation (Int)", + "medicine-core": "Medicine (Wis)", + "nature-core": "Nature (Int)", + "perception-core": "Perception (Wis)", + "performance-core": "Performance (Cha)", + "persuasion-core": "Persuasion (Cha)", + "religion-core": "Religion (Int)", + "sleight_of_hand-core": "Sleight of Hand (Dex)", + "stealth-core": "Stealth (Dex)", + "survival-core": "Survival (Wis)", + "pass-wis-u": "PASSIVE WISDOM (PERCEPTION)", + "tool-u": "TOOL", + "pro-u": "PRO", + "attr-u": "ATTRIBUTE", + "prof-bonus:-u": "PROFICIENCY BONUS:", + "prof-u": "PROFICIENT", + "proficency-u": "PROFICIENCY", + "expertise-u": "EXPERTISE", + "jack-of-all-u": "JACK OF ALL TRADES", + "attr:-u": "ATTRIBUTE:", + "tool-prof-u": "TOOL PROFICIENCIES", + "weapon-proficiencies-u": "WEAPON PROFICIENCIES", + "other-prof-langs-u": "OTHER PROFICIENCIES & LANGUAGES", + "prof-langs-u": "PROFICIENCIES & LANGUAGES", + "init": "Initiative", + "init-u": "INITIATIVE", + "hp-max-u": "Hit Point Maximum", + "hp-current-u": "CURRENT HIT POINTS", + "hp-temp-u": "TEMPORARY HIT POINTS", + "total": "Total", + "hit-dice-u": "HIT DICE", + "successes-u": "SUCCESSES", + "failures-u": "FAILURES", + "death-save-u": "DEATH SAVE", + "death-saves-u": "DEATH SAVES", + "exhaustion-setting-u": "SHOW EXHAUSTION TRACKING:", + "exhaustion-u": "EXHAUSTION LEVEL", + "exhaustion-0": "No effect", + "exhaustion-1": "Disadvantage on ability checks", + "exhaustion-2": "Speed halved", + "exhaustion-3": "Disadvantage on attack rolls and saving throws", + "exhaustion-4": "Hit point maximum halved", + "exhaustion-5": "Speed reduced to 0", + "exhaustion-6": "Death", + "atk-u": "ATK", + "dmg-type-u": "DAMAGE/TYPE", + "attack:-u": "ATTACK:", + "proficient-u": "PROFICIENT", + "range-place": "Self (60-foot cone)", + "magic-bonus:-u": "MAGIC BONUS:", + "crit-range-u": "CRIT RANGE:", + "damage:-u": "DAMAGE:", + "dmg-type-place": "Slashing", + "crit:-u": "CRIT:", + "damage2:-u": "DAMAGE2:", + "saving-throw:-u": "SAVING THROW:", + "vs-dc:-u": "VS DC:", + "spell-u": "SPELL", + "flat-u": "FLAT", + "save": "Save", + "save-effect:-u": "SAVE EFFECT:", + "save-effect-place": "half damage", + "ammunition:-u": "AMMUNITION:", + "ammunition-place": "Arrows", + "description:-u": "DESCRIPTION:", + "description:": "Description:", + "description-place": "Up to 2 creatures within 5 feet", + "atk-spellcasting-u": "ATTACKS & SPELLCASTING", + "copper-piece-u": "CP", + "silver-piece-u": "SP", + "electrum-piece-u": "EP", + "gold-piece-u": "GP", + "platinum-piece-u": "PP", + "warning-armor-sets-u": "WARNING - MULTIPLE SETS OF ARMOR OR SHIELDS HAVE BEEN ADDED AND AC IS NOT CORRECTLY CALCULATED. UNEQUIP THE ARMOR PIECE FROM THE ITEM DETAILS.", + "item-name-u": "ITEM NAME", + "equipped-u": "EQUIPPED", + "use-as-resource-u": "USE AS A RESOURCE", + "prop:-u": "PROP:", + "mods:-u": "MODS:", + "total-weight-u": "TOTAL WEIGHT", + "immobile-u": "IMMOBILE", + "heavily-encumbered-u": "HEAVILY ENCUMBERED", + "encumbered-u": "ENCUMBERED", + "over-carrying-cap-u": "OVER CARRYING CAPACITY", + "equipment-u": "EQUIPMENT", + "personality-traits-u": "PERSONALITY TRAITS", + "ideals-u": "IDEALS", + "bonds-u": "BONDS", + "flaws-u": "FLAWS", + "class-resource-u": "CLASS RESOURCE", + "other-resource-u": "OTHER RESOURCE", + "feats-traits-u": "FEATURES & TRAITS", + "age-u": "AGE", + "size-u": "SIZE", + "size": "Size", + "height-u": "HEIGHT", + "weight-u": "WEIGHT", + "eye-u": "EYES", + "skin-u": "SKIN", + "hair-u": "HAIR", + "char-appearance-u": "CHARACTER APPEARANCE", + "char-backstory-u": "CHARACTER BACKSTORY", + "allies-orgs-u": "ALLIES & ORGANIZATIONS", + "add-feats-traits-u": "ADDITIONAL FEATURES & TRAITS", + "feat-u": "FEAT", + "treasure-u": "TREASURE", + "spell-save-dc-u": "SPELL SAVE DC", + "cantrips-u": "CANTRIPS", + "ritual-u": "RITUAL", + "casting-time:-u": "CASTING TIME:", + "casting-time:": "Casting Time:", + "at-higher-lvl-dmg:-u": "HIGHER LVL CAST DMG:", + "half-dmg-place": "Half damage", + "hit-die:-u": "HIT DIE:", + "initiative-mod:-u": "INITIATIVE MODIFIER:", + "glob-saving-mod:-u": "GLOBAL SAVING THROW MODIFIER:", + "glob-ac-mod:-u": "GLOBAL ARMOR CLASS MODIFIER:", + "glob-atk-mod:-u": "GLOBAL MAGIC ATTACK MODIFIER:", + "pass-perc-mod:-u": "PASSIVE PERCEPTION MODIFIER:", + "death-save-mod:-u": "DEATH SAVE MODIFIER:", + "magic-caster-lvl:-u": "MAGIC CASTER LEVEL:", + "halfling-luck-u": "HALFLING LUCK", + "arcane-fighter-u": "ARCANE FIGHTER", + "arcane-rogue-u": "ARCANE ROGUE", + "class-options-u": "CLASS OPTIONS ()", + "class:-u": "CLASS:", + "subclass:-u": "SUBCLASS:", + "race:-u": "RACE:", + "subrace:-u": "SUBRACE:", + "subrace": "Subrace:", + "subrace-ability-increase": "Subrace Ability Score Increase:", + "2nd-class:-u": "2ND CLASS:", + "lvl:-u": "LEVEL:", + "3rd-class:-u": "3RD CLASS:", + "4th-class:-u": "4TH CLASS:", + "mutliclass-opts-u": "MULTICLASS OPTIONS", + "use-cust-class-u": "USE CUSTOM CLASS", + "class-name:-u": "CLASS NAME:", + "spellcasting-ability:-u": "SPELLCASTING ABILITY:", + "spell-slots:-u": "SPELL SLOTS:", + "spell-full-u": "FULL (Cleric, Druid, Wizard)", + "spell-half-u": "HALF (Paladin, Ranger)", + "spell-third-u": "THIRD (Arcane Fighter/Rogue)", + "cust-class-opts": "CUSTOM CLASS OPTIONS", + "normal": "Normal", + "expirtise": "Expertise", + "skill-opts-u": "SKILL OPTIONS", + "version": "v", + "always-roll-adv": "Always Roll Advantage", + "toggle-roll-adv": "Advantage Toggle", + "query-roll-adv": "Query Advantage", + "never-roll-adv": "Never Roll Advantage", + "never-whisper-roll": "Never Whisper Rolls", + "query-whisper-roll": "Query Whisper", + "always-whisper-roll": "Always Whisper Rolls", + "never-roll-dmg": "Don't Auto Roll Damage", + "always-roll-dmg": "Auto Roll Damage & Crit", + "add-char-to-templates:-u": "ADD CHARACTER NAME TO TEMPLATES:", + "on": "On", + "off": "Off", + "inventory:-u": "INVENTORY:", + "compendium-compatible": "Compendium Compatible", + "simple": "Simple", + "encumbrance:-u": "ENCUMBRANCE:", + "ammo-tracking:-u": "AMMO TRACKING:", + "general-opts-u": "GENERAL OPTIONS", + "transition-text": "Clicking one of the images below will reformat the data from your current sheet to this sheet. These changes are permanent and cannot be undone.", + "transition-text-highlight": "Please make a copy of your game before you use this tool.", + "choose-sheet-transfer": "CHOOSE THE SHEET YOU ARE TRANSFERING FROM", + "community-sheet-u": "COMMUNITY SHEET", + "shaped-sheet-u": "SHAPED SHEET", + "transition-opts-u": "TRANSITION OPTIONS", + "portions-sheet-utilize": "Portions of this sheet utilize content from the System Reference Document 5.0 under the OGL License. View OGL License and Copyright Notice. https://wiki.roll20.net/SRD_5.0_OGL_License", + "api-required-title": "Try it now with easy one click API installation available with your Pro subscription.", + "api-required-u": "(API REQUIRED)", + "spell_dc_mod:-u": "SPELL SAVE DC MOD:", + "custom_ac:-u": "CUSTOM AC:", + "npc-info": "The NPC option sets new characters to default to the NPC card style sheet. Useful if the player characters have already been created and all new character sheets added to the game will likely representing non player characters.", + "npc-pc": "NPC/PC", + "roll-queries-info": "D20 Rolls output according to this option. Always Roll Advantage is the default setting and will roll two D20 on every roll in case of advantage. The expectation is that if there is no advantage or disadvantage you use the left most result. The Advantage Toggle option adds three new buttons to the top of the sheet so that you can toggle advantage on a case by case basis. Query Advantage gives you a prompt every roll asking if the roll has advantage. Never Roll Advantage always rolls a single D20 on any given roll, expecting the player to roll a second time in case of advantage or disadvantage.", + "whisp-rolls-gm-info": "All sheet rolls are sent to all players in chat by default. Query Whisper option gives you a prompt with each roll of whether or not the roll should be sent privately only to yourself and the GM. Always Whisper Rolls will send all rolls only to yourself and the GM.", + "auto-dmg-roll-info": "By default, attack damage rolls are not rolled until the hit is confirmed. Damage is rolled from the chat roll template by clicking on the name of the attack in the right hand bar, which then displays the damage. The default method is compatible with 3D dice. Optionally, you can choose to have the Auto Roll Damage & Crit option which will roll damage and critical hit dice at the same time of the attack, presenting all possible outcomes at the time of the attack.", + "add-char-to-templates-info": "Character names are not added to the roll template by default, and are only displayed as normal in the chat tab as the player/character selected as 'Speaking As'. Turning this option on adds the character making the roll's name to the template, useful for players represting multiple characters.", + "inventory-info": "Character Inventories default to the complex style that is compatible with the Roll20 5E Compendium. This includes granular item amounts/weights, weight and encumbrance tracking, sorting, AC calculations, automatic attack generation, and more. The Simple option provides a text field for item lists for players who want more manual control over the sheet.", + "encumbrance-info": "The sheet uses the variant encumbrance rules on page 176 of the PHB. The Off option disables the variant rules and only uses a basic over-limit inventory weight check.", + "ammo-tracking-info": "Provides automatic ammo tracking with the 5th Edition OGL by Roll20 Companion API Script.", + "dungeons-and-dragons-styling": "DUNGEONS AND DRAGONS STYLING", + "dungeons-and-dragons-styling-info": "Turns on Dungeons and Dragons styling for both the character sheet and roll templates. This setting is automatically applied to all character sheets and cannot be selectively used.", + "cd-bar1-value:-u": "BAR 1 VALUE:", + "cd-bar1-max:-u": "BAR 1 MAX:", + "cd-bar1-link:-u": "BAR 1 LINK:", + "cd-bar1-value-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 1's value to this attribute.", + "cd-bar1-max-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 1's max to this attribute.", + "cd-bar1-link-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, link the Bar 1's value to this attribute. If set this will override all other bar settings.", + "cd-bar2-value:-u": "BAR 2 VALUE:", + "cd-bar2-max:-u": "BAR 2 MAX:", + "cd-bar2-link:-u": "BAR 2 LINK:", + "cd-bar2-value-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 2's value to this attribute.", + "cd-bar2-max-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 2's max to this attribute.", + "cd-bar2-link-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, link the Bar 2's value to this attribute. If set this will override all other bar settings.", + "cd-bar3-value:-u": "BAR 3 VALUE:", + "cd-bar3-max:-u": "BAR 3 MAX:", + "cd-bar3-link:-u": "BAR 3 LINK:", + "cd-bar3-value-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 3's value to this attribute.", + "cd-bar3-max-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 3's max to this attribute.", + "cd-bar3-link-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, link the Bar 3's value to this attribute. If set this will override all other bar settings.", + "npc-name-in-rolls:-u": "NPC NAME IN ROLLS:", + "show": "Show", + "hide": "Hide", + "npc-name-in-rolls-desc:-u": "In NPC roll results, show or hide the name of the NPC in the roll result card.", + "public:-u": "PUBLIC", + "to-gm:-u": "TO GM", + "toggle-roll-whisper": "Whisper Toggle", + "attribute-opts-u": "ATTRIBUTE OPTIONS", + "save-opts-u": "SAVE OPTIONS", + "by-level": "By Level (Default)", + "prof-die": "Proficency Die (DMG)", + "custom": "Custom", + "core-die-roll:-u": "CORE DIE ROLL:", + "has-attack-u": "HAS AN ATTACK", + "variant-phb": "Variant (PHB p176)", + "carrying-capacity-mod:-u": "CARRYING CAPACITY MODIFIER:", + "armor-class-tracking:-u": "ARMOR CLASS TRACKING:", + "automatic": "Automatic", + "cantrip-progression:-u": "CANTRIP PROGRESSION", + "cantrip-dice-u": "CANTRIP DICE", + "cantrip-beam-u": "CANTRIP BEAM", + "slots_total-u": "SLOTS TOTAL", + "slots_remaining-u": "SLOTS REMAINING", + "level-calculations:-u": "AUTO LEVEL CALCULATIONS:", + "spell_slot_modifiers-u": "SPELL SLOT MODIFIERS", + "lvl-u": "LEVEL", + "include_spell_desc:-u": "INCLUDE SPELL DESCRIPTION IN ATTACK:", + "token_size-u": "TOKEN SIZE", + "add-dex-tiebreaker-u": "ADD DEX TIEBREAKER TO INITIATIVE", + "initiative-style:-u": "INITIATIVE STYLE:", + "query-attr-u": "QUERY ATTRIBUTE", + "custom-skills-u": "CUSTOM SKILLS", + "weapon-u": "WEAPON", + "armor-u": "ARMOR", + "other-u": "OTHER", + "source:-u": "SOURCE:", + "source-type:-u": "SOURCE TYPE:", + "racial": "Racial", + "class": "Class", + "feat": "Feat", + "feats": "Feats", + "other": "Other", + "partial": "Partial", + "show_all": "Show All", + "cr_only": "C&R Only", + "spell-icons:-u": "SPELL ICONS:", + "custom-pb:-u": "CUSTOM PROFICIENCY BONUS:", + "show-global-attack-field-u": "SHOW GLOBAL ATTACK MODIFIER FIELD", + "show-global-damage-field-u": "SHOW GLOBAL DAMAGE MODIFIER FIELD", + "show-global-save-field-u": "SHOW GLOBAL SAVE MODIFIER FIELD", + "show-global-skill-field-u": "SHOW GLOBAL SKILL MODIFIER FIELD", + "global-attack-u": "GLOBAL ATTACK MODIFIER", + "global-damage-u": "GLOBAL DAMAGE MODIFIER", + "global-save-u": "GLOBAL SAVE MODIFIER", + "global-skill-u": "GLOBAL SKILL MODIFIER", + "global-damage": "Global Damage Modifier", + "core-die-roll-info": "Changing the core die will replace the normal 1d20 made with almost all rolls with a randomizer of your choice, such as 2d10 or 3d6.", + "pb-type-info": "By default, the character's Proficiency Bonus will be automatically calculated based off of their total level as is the standard method in the PHB. The Proficency Die option supports the alternate method outlined in the DMG where, instead of a flat bonus, a die is rolled instead. The Custom option allows you to replace the PB with anything of your choosing.", + "global-save-info": "Creates a custom global save modifier field, underneath the SAVING THROWS section of the character sheet. Anything put there will be applied to any save roll. Perfect for regular but not permanent bonuses like the Bless spell.", + "global-skill-info": "Creates a custom global skill modifier field, underneath the SKILLS section of the character sheet. Anything put there will be applied to any save roll. Perfect for regular but not permanent bonuses like the Guidance spell.", + "global-attack-info": "Creates a custom global attack modifier field, underneath the ATTACKS AND SPELL CASTING section of the character sheet. Anything put there will be applied to any attack to-hit roll. Perfect for regular but not permanent bonuses to attack like the Bless spell.", + "global-damage-info": "Creates a custom global damage modifier field, underneath the ATTACKS AND SPELL CASTING section of the character sheet. Anything put there will be applied to any attack damage roll. Perfect for regular but not permanent bonuses to damage like the Sneak Attack ability.", + "auto-level-calc-info": "By default changing character levels will automatically set spell slots and hit dice. Changing this setting to off prevents this behavior.", + "simple-traits-info": "Character FEATURES AND TRAITS section defaults to the complex style that is compatible with the Roll20 5E Compendium. The Simple option provides a text field for players who want more manual control over the sheet.", + "simple-proficiencies-info": "Character OTHER PROFICIENCIES & LANGUAGES section defaults to the complex style that is compatible with the Roll20 5E Compendium. The Simple option provides a text field for players who want more manual control over the sheet.", + "init-tiebreaker-info": "Adds the character's dexterity score as a decimal to the end of the initiative bonus for purposes of breaking ties.", + "b-custom-info": "When the Proficiency Bonus type is set to Custom, the character sheet will use this value for the character's Proficiency Bonus.", + "footer-wiki-link": "For more information about this character sheet, its functionality, or uses, please check out the Roll20 Wiki for official documentation. https://wiki.roll20.net/5th_Edition_OGL_by_Roll20", + "accepting-drop-u": "ACCEPTING DROP FROM COMPENDIUM", + "are_you_sure": "Are you sure you want to turn this character into a ", + "yes": "Yes", + "next": "Next", + "cancel": "Cancel", + "cancel-u": "CANCEL", + "choose": "Choose", + "innate:-u": "INNATE:", + "mod:-u": "MOD:", + "hpmods:-u": "HP MODIFIERS:", + "charmancer-welcome": "Welcome to the Charactermancer!", + "charmancer-what-is": "The Charactermancer is a step-by-step process that makes building a character simple and streamlined. Changes are saved as you progress, but the character sheet is only updated when the Charactermancer has been completed.", + "get-started": "Get started by clicking Next.", + "opt-out-u": "OPT OUT", + "charmancer-compendium": "Your Compendium Awaits.", + "charmancer-compendium-detail": "The Charactermancer currently supports Dungeons & Dragons 5th Edition SRD and the Player's Handbook. You can add the Player's Handbook to your compendium in the Marketplace, or the game owner can share their compendium with everyone in the game.", + "charmancer-choose-race": "Choose a Race:", + "charmancer-custom-race-name": "Custom Race Name:", + "charmancer-custom-subclass-name:": "Custom sublass Name:", + "charmancer-additional-cantrips": "Additional Cantrips", + "charmancer-additional-lvl-1-spells": "Additional Level 1 Spells", + "suggested-abilities": "Suggested Abilities: ", + "class-spellcasting": "Class Spellcasting Ability: ", + "ability-score-increase": "Ability Score Increase:", + "lawful-good": "Lawful Good", + "neutral-good": "Neutral Good", + "chaotic-good": "Chaotic Good", + "lawful-neutral": "Lawful Neutral", + "neutral": "Neutral", + "chaotic-neutral": "Chaotic Neutral", + "lawful-evil": "Lawful Evil", + "neutral-evil": "Neutral Evil", + "chaotic-evil": "Chaotic Evil", + "tiny": "Tiny", + "small": "Small", + "medium": "Medium", + "large": "Large", + "huge": "Huge", + "age": "Age:", + "gargantuan": "Gargantuan", + "step1-equipment": "Step 5: Equipment", + "equipment-from-background": "Equipment from Background", + "equipment-from-class": "Equipment from Class", + "class-equipment": "Class Equipment", + "starting-wealth": "Starting Wealth (PHB)", + "starting-gold:": "Starting Gold:", + "no_class_warning-u": "NO CLASS HAS BEEN SELECTED OR SELECTED CLASS DOES NOT HAVE STANDARD EQUIPMENT. CLASS EQUIPMENT CANNOT BE CHOSEN AT THIS TIME.", + "standard-array": "Standard Array", + "roll-for-stats": "Roll for Stats", + "standard-roll": "Roll 4d6, drop lowest", + "charmancer-cancel-heading": "Where would you like to go, traveler?", + "continue-charmancer": "Continue Charactermancer", + "save_progress_and_exit": "Save and Exit", + "cancel_charactermancer": "Discard and exit", + "charmancer-discard-warning": "Discard and Exit will cause all choices to be lost.", + "mancer-opts-u": "CHARACTERMANCER OPTIONS", + "relaunch-lvl1mancer-u": "LAUNCH LEVEL 1 CHARACTERMANCER (CANNOT BE UNDONE)", + "point-buy": "Point Buy", + "available-points:": "Available Points: ", + "equipment-choice-text": "How would you like to choose your equipment?", + "charmancer-start": "Start", + "clear-abilities": "Clear Assignment", + "use-charactermancer-for-new:-u": "USE LEVEL 1 CHARACTERMANCER FOR NEW CHARACTERS:", + "use-charactermancer-for-new-info": "With this option enabled all new characters will open with the Level 1 Roll20 Charactermancer. Disabling this option will start new characters directly on the character sheet disabling the Level 1 Charactermancer, which can still be manually run from the Settings tab of the character sheet.", + "feat-pre-check": "Look carefully! Prerequisites are not checked automatically.", + "stats-rolled-hint": "We rolled your dice! Check the chat window to view your results in detail. Assign the results below to your preferred attributes:", + "return-to:": "Return to: ", + "do_you_want_mancer": "How do you want to create this character?", + "no": "No", + "global-ac-u": "GLOBAL AC MODIFIER", + "show-global-ac-field-u": "SHOW GLOBAL AC MODIFIER FIELD", + "warning-customac-u": "ATTENTION - CUSTOM AC IS NOT BEING USED. TO USE CUSTOM AC, UNEQUIP ARMOR.", + "manual": "Edit sheet direclty", + "npc-new": "Create an NPC", + "mancer-confirm-yes": "Use the Charactermancer", + "allow-shields-u": "ALLOW SHIELDS?", + "levels-u": "LEVELS", + "features-u": "FEATURES", + "asi-u": "ABILITY SCORE INCREASE / FEATS", + "charmancer-leveler-what-is": "The Charactermancer is a step-by-step process that makes leveling up a character simple and streamlined. Changes are saved as you progress, but the character sheet is only updated when the Charactermancer has been completed.", + "charmancer-leveler-level-info1": "Your existing class levels have been pre-populated for you. By default your primary class has been set to be increased by one level. You can change how many levels to increase below, as well as adding a new multiclass.", + "charmancer-leveler-level-info2": "In each class section you'll have the option to take the average number of hit points or to roll randomly, choose class features for the levels you're advancing, and choose your subclass if appropriate.", + "charmancer-leveler-spells-info": "Listed here are the current spells your character already knows. If you gained access to more spells during your advancement you will be able to select them below. Check next to the spells you wish to learn. The Charactermancer will help you pick the right number of spells and from the correct list. If your class has the option to swap out spells, you can do so by unselecting currently known spells which will allow you to select new ones in their place.", + "total-level-u": "TOTAL LEVEL", + "main-class-level-u": "MAIN CLASS LEVEL", + "class-2-level-u": "CLASS 2 LEVEL", + "class-3-level-u": "CLASS 3 LEVEL", + "class-4-level-u": "CLASS 4 LEVEL", + "levels:-u": "LEVELS:", + "warning-leveler_start-u": "ATTENTION - YOU CANNOT LAUNCH THE CHARACTERMANCER LEVEL UP UNTIL YOU HAVE A CLASS, LEVEL, AND HP SET FOR LEVEL ONE. PLEASE RUN THE CHARACTERMANCER CREATOR FIRST. THE LEVEL UP TOOL DOESN'T WORK WITH CUSTOM CLASSES OR IF THE MULTICLASS OPTIONS ARE SET UP INCORRECTLY.", + "charmancer-leveler-custom-class-warning": "The Level Up tool does not support custom classes at this time.", + "charmancer-welcome-lp": "Welcome to Charactermancer Level Up!", + "charmancer-leveler-what-is-lp": "Look at you, with all that experience. Now it's time to claim your reward. You'll walk through the step-by-step process to make a few decisions, and your character will be at the next level in no time. Changes are saved as you move through the process, but if you change your mind, you'll need to revisit the steps and choices that come after.", + "charmancer-compendium-detail-lp": "The Charactermancer currently supports Dungeons & Dragons 5th Edition SRD, Player's Handbook, and Guildmasters' Guide to Ravnica. Xanathar's Guide to Everything will be supported in the coming weeks. You can add the Player's Handbook and Guildmasters' Guide to Ravnica to your compendium in the Marketplace, or the game owner can share their compendium with everyone in the game.", + "roll:-u": "ROLL:", + "roll": "Roll", + "prerequisite:": "Prerequisite:", + "back": "BACK", + "back-to-top": "Back to Top", + "choose-a-class:": "Choose a Class:", + "custom-class-name:": "Custom Class Name", + "charmancer-class-features:": "Class Features: ", + "charmancer-subclass-features:": "Subclass Features:", + "hit-die:": "Hit Die:", + "average": "Average", + "hp-u": "HP", + "saving-throw-proficiency": "Saving Throw Proficiency", + "armor": "Armor", + "equipment": "Equipment:", + "language": "Language", + "skill": "Skill", + "tool": "Tool", + "weapon": "Weapon", + "add-another-feature": "Add Another Feature", + "add-another-proficiency": "Add Another Proficiency", + "innate-spellcasting:": "Innate Spellcasting:", + "spellcasting-ability": "Spellcasting Ability:", + "number-of-cantrips": "Number of Cantrips:", + "number-of-lvl-1-spells": "Number of Level 1 Spells:", + "spell-list": "Spell List:", + "done": "Done", + "ability-score-method": "Ability Score Method:", + "select-your-choices": "Select Your Choices:", + "input-your-scores": "Input Your Scores:", + "choose-background": "Choose a Background:", + "personality-traits": "Personality Traits", + "ideal": "Ideal", + "bond": "Bond", + "flaw": "Flaw", + "you-have-chosen-starting-gold": "You have chosen starting gold and do not get equipment from your background.", + "you-have-created-custom-class": "You have created a custom class; you can add equipment to the character sheet after you have finished the Charactermancer.", + "arcane-is-mystery": "The Arcane is a mystery to you.", + "your-character-dont-have-spells-this-lvl": "Your character doesn't have spells at this level. Click “Next” to review your character!", + "charmancer-a-feat-represents": "A feat represents accomplishment, grit, determination, and expertise. It is the reward for hard work.", + "you-really-havent-done": "You really haven't done that much yet", + "review-your-choices": "Review your choices:", + "race": "Race", + "abilities": "Abilities", + "bio": "Bio", + "name-background": "Name:", + "building-your-character": "Building your character...", + "charmancer-only-choice-left-is-on-or": "The only choice left is to press on or turn back. If you're editing an existing character, all your existing data will be lost into the void when you apply your changes.", + "apply-changes": "Apply Changes", + "pick-your-equipment": "Pick your equipment", + "you-havent-chosen-background": "You have not yet selected a background.", + "you-havent-selected-class": "You have not yet selected a class.", + "ability-score": "Ability Score", + "you-can-increase-two-abilites": "You can increase two of your abilities by 1, or one of your abilities by 2", + "before-leveling": "Before Leveling", + "after-leveling": "After Leveling", + "charmancer-removed-spells-marked-pt1": "Removed spells will be marked with a r symbol so you can find it easily if you change your mind." +} diff --git a/Redsky/translations/it.json b/Redsky/translations/it.json new file mode 100644 index 0000000000..e4b0221a5a --- /dev/null +++ b/Redsky/translations/it.json @@ -0,0 +1,684 @@ +{ + "skills-list": "acrobazia,arcano,atletica,addestrare_animali,furtività,inganno,intimidire,intrattenere,intuizione,indagare,medicina,natura,percezione,persuasione,rapidità_di_mano,religione,sopravvivenza,storia", + "npc-options-u": "OPZIONI PNG", + "name-u": "NOME", + "npc-type-u": "TIPO PNG", + "npc-type-place": "Esterno medio, qualsiasi allineamento malvagio", + "armor-class-u": "CLASSE ARMATURA", + "class-u": "CLASSE", + "type-u": "TIPO", + "abilities-u": "CARATTERISTICHE", + "npc-armor-place": "armatura a scaglie", + "hit-points-u": "PUNTI FERITA", + "formula-u": "FORMULA", + "speed-u": "VELOCITÀ", + "npc-speed-place": "9 m, volo 18 m", + "attributes-u": "ATTRIBUTI", + "str-u": "FOR", + "dex-u": "DES", + "con-u": "COS", + "int-u": "INT", + "wis-u": "SAG", + "cha-u": "CAR", + "saves-u": "TIRI SALVEZZA", + "skills-u": "ABILITÀ", + "acrobatics-u": "ACROBAZIA", + "animal_handling-u": "ADDESTRARE ANIMALI", + "arcana-u": "ARCANO", + "athletics-u": "ATLETICA", + "deception-u": "INGANNARE", + "history-u": "STORIA", + "insight-u": "INTUIZIONE", + "intimidation-u": "INTIMIDIRE", + "investigation-u": "INDAGARE", + "medicine-u": "MEDICINA", + "nature-u": "NATURA", + "perception-u": "PERCEZIONE", + "performance-u": "INTRATTENERE", + "persuasion-u": "PERSUADERE", + "religion-u": "RELIGIONE", + "sleight_of_hand-u": "RAPIDITÀ DI MANO", + "stealth-u": "FURTIVITÀ", + "survival-u": "SOPRAVVIVENZA", + "damage-vuln-u": "VULNERABILITÀ AL DANNO", + "npc-dmg-vuln-place": "fuoco", + "damage-res-u": "RESISTENZA AL DANNO", + "npc-dmg-res-place": "freddo", + "damage-imm-u": "IMMUNITÀ AL DANNO", + "npc-dmg-imm-place": "fulmini, tempesta", + "cond-imm-u": "IMMUNITÀ ALLE CONDIZIONI", + "npc-cond-imm-place": "affascinato", + "senses-u": "SENSI", + "npc-senses-place": "scurovisione 36 m, Percezione passiva 16", + "langs-u": "LINGUAGGI", + "lang-u": "LINGUAGGIO", + "npc-langs-place": "Abissale, Comune, Infernale", + "challenge-u": "SFIDA", + "xp-u": "PE", + "spellcast-npc-u": "PNG INCANTATORE", + "spell-ability-u": "CARATTERISTICA DA INCANTATORE", + "none-u": "NULLA", + "strength-u": "FORZA", + "strength-save-u": "TS SULLA FORZA", + "dexterity-u": "DESTREZZA", + "dexterity-save-u": "TS SULLA DESTREZZA", + "constitution-u": "COSTITUZIONE", + "constitution-save-u": "TS SULLA COSTITUZIONE", + "intelligence-u": "INTELLIGENZA", + "intelligence-save-u": "TS SU INTELLIGENZA", + "wisdom-u": "SAGGEZZA", + "wisdom-save-u": "TS SU SAGGEZZA", + "charisma-u": "CARISMA", + "charisma-save-u": "TS SU CARISMA", + "spell-dc-u": "CD INCANTESIMO", + "spell-atk-bonus-u": "BONUS DI ATTACCO INCANTESIMI", + "has-reaction-u": "HA REAZIONE", + "leg-actions:-u": "AZIONI LEGGENDARIE:", + "gen-opts-u": "OPZIONI GENERALI", + "npc-u": "PNG", + "roll-queries:-u": "OPZIONI LANCIO:", + "always-adv": "Lancia Sempre con Vantaggio", + "adv-toggle": "Attiva Vantaggio", + "query-adv": "Domanda Vantaggio", + "never-adv": "Non Lanciare con Vantaggio", + "whisp-rolls-gm:-u": "SUSSURRA TIRI AL GM:", + "never-whisp": "Non Sussurrare i Tiri", + "query-whisp": "Chiedi Sussurro", + "always-whisp": "Sussurra i Tiri", + "auto-dmg-roll:-u": "TIRO DANNI AUTOMATICO:", + "never-dmg": "Non Tirare i Danni in Automatico", + "always-dmg": "Tira Danni & Crit in Automatico", + "ac": "Classe Armatura", + "hp": "Punti Ferita", + "speed": "Velocità", + "language-proficiencies": "Competenze nei Linguaggi:", + "skill-proficiencies": "Competenze nelle Abilità:", + "weapon-proficiencies": "Competenze nelle Armi:", + "armor-proficiencies": "Competenze nelle Armature:", + "tool-proficiencies": "Competenze negli Strumenti:", + "saving-throw": "Tiri Salvezza", + "str": "For", + "dex": "Des", + "con": "Cos", + "int": "Int", + "wis": "Sag", + "cha": "Car", + "skills": "Abilità", + "acrobatics": "Acrobazia", + "animal_handling": "Addestrare Animali", + "arcana": "Arcano", + "athletics": "Atletica", + "deception": "Ingannare", + "history": "Storia", + "insight": "Intuizione", + "intimidation": "Intimidire", + "investigation": "Indagare", + "medicine": "Medicina", + "nature": "Natura", + "perception": "Percezione", + "performance": "Intrattenere", + "persuasion": "Persuadere", + "religion": "Religione", + "sleight_of_hand": "Rapidità di Mano", + "stealth": "Furtività", + "survival": "Sopravvivenza", + "dmg-vuln": "Vulnerabilità al Danno", + "dmg-res": "Resistenze al Danno", + "dmg-imm": "Immunità al Danno", + "cond-imm": "Immunità alle Condizioni", + "senses": "Sensi", + "langs": "Linguaggi", + "challenge": "Sfida", + "npc-trait-name-place": "Apparenza Ingannevole.", + "npc-trait-desc-place": "Se il drago fallisce...", + "actions": "Azioni", + "adv": "Vantaggio", + "norm": "Normale", + "disadv": "Svantaggio", + "name:-u": "NOME:", + "attack-u": "ATTACCO", + "type:-u": "TIPO:", + "melee": "Mischia", + "ranged": "Distanza", + "range-reach:-u": "SPAZIO/PORTATA:", + "range-reach-place": "1.5 m", + "to-hit:-u": "PER COLPIRE:", + "target:-u": "BERSAGLIO:", + "target:": "Bersaglio:", + "to-hit-place": "Un bersaglio", + "on-hit:-u": "SE COLPITO:", + "on-hit-place": "tagliente", + "on-hit2:-u": "SE COLPITO 2:", + "on-hit-2-place": "fuoco", + "hit:": "Colpo: ", + "reactions": "Reazioni", + "npc-repeating-name-place": "Parata.", + "npc-repeating-desc-place": "La creatura somma 2 alla sua CA contro...", + "traits": "Traits", + "features": "Features", + "spells": "Incantesimi", + "prep-u": "PREP", + "school:-u": "SCUOLA:", + "abjuration": "Abiurazione", + "conjuration": "Evocazione", + "divination": "Divinazione", + "enchantment": "Ammaliamento", + "evocation": "Invocazione", + "illusion": "Illusione", + "necromancy": "Necromanzia", + "transmutation": "Trasmutazione", + "ritual": "RITUALE", + "ritual-l": "rituale", + "range:-u": "GITTATA:", + "range:": "Gittata:", + "components:-u": "COMPONENTI:", + "components:": "Componenti:", + "spell-component-verbal": "V", + "spell-component-somatic": "S", + "spell-component-material": "M", + "spell-ritual": "R", + "spell-concentration": "C", + "ruby-dust-place": "polvere di rubino del valore di 50mo", + "concentration-u": "CONCENTRAZIONE", + "concentration": "Concentrazione", + "duration:-u": "DURATA:", + "duration:": "Durata:", + "difficulty-class-abv": "CD", + "output:-u": "RISULTATO:", + "spellcard-u": "Carta incantesimo", + "spell-atk:-u": "INCANTESIMO DI ATTACCO:", + "none": "Nessuno", + "dmg:-u": "Danno:", + "dmg2:-u": "Danno2:", + "healing:-u": "GUARIGIONE:", + "add-ability-mod-u": "MOD. DI CARATT. AL DANNO / GUARIGIONE", + "effect:-u": "EFFETTO:", + "npc-atk-effect-place": "Metà danni", + "desc:-u": "DESCRIZIONE:", + "at-higher-lvl:-u": "A livelli più alti:", + "at-higher-lvl": "A livelli più alti", + "higher-lvl-cast": "Livello di lancio superiore", + "leg-actions": "Azioni Leggendarie", + "leg-actions-desc": " può selezionare azioni leggendarie, scegliendo tra le opzioni qui sotto. Si può utillizare soltanto un opzione leggendaria alla volta e solo alla fine del turno di un'altra creatura. riacquista le azioni leggendarie spese all'inizio del suo turno.", + "atk-range-place": "1.5 m", + "atk-target-place": "Un Obiettivo", + "atk-dmg-type-place": "tagliente", + "atk-dmg-type2-place": "fuoco", + "adv-u": "Vantaggio", + "norm-u": "Normale", + "disadv-u": "Svantaggio", + "core-u": "SCHEDA", + "bio-u": "BIO", + "spells-u": "INCANTESIMI", + "feats-u": "TALENTI", + "review-u": "REVISIONE", + "char-name-u": "NOME DEL PERSONAGGIO", + "artificer": "Artificer", + "barbarian": "Barbaro", + "bard": "Bardo", + "cleric": "Chierico", + "druid": "Druido", + "fighter": "Guerriero", + "monk": "Monaco", + "paladin": "Paladino", + "ranger": "Ranger", + "rogue": "Ladro", + "sorcerer": "Stregone", + "warlock": "Warlock", + "wizard": "Mago", + "class-level-u": "CLASSE & LIVELLO", + "background-u": "BACKGROUND", + "background": "Background", + "race-u": "RAZZA", + "alignment-u": "ALLINEAMENTO", + "alignment": "Allineamento:", + "exp-pts-u": "PUNTI ESPERIENZA", + "inspiration-u": "ISPIRAZIONE", + "prof-bonus-u": "BONUS DI COMPETENZA", + "strength": "Forza", + "strength-save": "Tiro salvezza su Forza", + "dexterity": "Destrezza", + "dexterity-save": "Tiro Salvezza su Destrezza", + "constitution": "Costituzione", + "constitution-save": "Tiro salvezza su Costituzione", + "intelligence": "Intelligenza", + "intelligence-save": "Tiro Salvezza su Intelligenza", + "wisdom": "Saggezza", + "wisdom-save": "Tiro Su Saggezza", + "charisma": "Carisma", + "charisma-save": "Tiro su Carisma", + "saving-throws-u": "TIRI SALVEZZA", + "acrobatics-core": "Acrobazia (Des)", + "animal_handling-core": "Addestrare Animali (Sag)", + "arcana-core": "Arcano (int)", + "athletics-core": "Atletica (For)", + "deception-core": "Inganno (Car)", + "history-core": "Storia (Int)", + "insight-core": "Intuizione (Sag)", + "intimidation-core": "Intimidire (Car)", + "investigation-core": "Indagare (Int)", + "medicine-core": "Medicina (Sag)", + "nature-core": "Natura (int)", + "perception-core": "Percezione (Sag)", + "performance-core": "Intrattenere (Car)", + "persuasion-core": "Persuasione (Car)", + "religion-core": "Religione (Int)", + "sleight_of_hand-core": "Rapidità di Mano (Des)", + "stealth-core": "Furtività (Des)", + "survival-core": "Sopravvivenza (Sag)", + "pass-wis-u": "SAGGEZZA (PERCEZIONE) PASSIVA", + "tool-u": "Strumento", + "pro-u": "COMP", + "attr-u": "ATTRIBUTO", + "prof-bonus:-u": "BONUS DI COMPETENZA:", + "prof-u": "COMPETENTE", + "proficency-u": "COMPETENZA", + "expertise-u": "ESPERTO", + "jack-of-all-u": "FACTOTUM", + "attr:-u": "ATTRIBUTO:", + "tool-prof-u": "COMPETENZE NEGLI STRUMENTI", + "weapon-proficiencies-u": "WEAPON PROFICIENCIES", + "other-prof-langs-u": "ALTRE COMPETENZE & LINGUAGGI", + "prof-langs-u": "ALTRE COMPETENZE & LINGUAGGI", + "init": "Iniziativa", + "init-u": "INIZIATIVA", + "hp-max-u": "Punti Ferita Massimi", + "hp-current-u": "PUNTI FERITA ATTUALI", + "hp-temp-u": "PUNTI FERITA TEMPORANEI", + "total": "Totale", + "hit-dice-u": "DADI VITA", + "successes-u": "SUCCESSI", + "failures-u": "FALLIMENTI", + "death-save-u": "Tiro salvezza contro Morte", + "death-saves-u": "TS CONTRO MORTE", + "exhaustion-setting-u": "Mostra traccia esaurimento:", + "exhaustion-u": "LIVELLO DI ESAURIMENTO", + "exhaustion-0": "Nessun effetto", + "exhaustion-1": "Svantaggio alle prove di caratteristica", + "exhaustion-2": "Velocità dimezzata", + "exhaustion-3": "Svantaggio ai tiri per colpire e ai tiri salvezza", + "exhaustion-4": "Punti ferita massimi dimezzati", + "exhaustion-5": "Velocità ridotta a 0", + "exhaustion-6": "Morte", + "atk-u": "ATT", + "dmg-type-u": "DANNO / TIPO", + "attack:-u": "ATTACCO:", + "proficient-u": "COMPETENTE", + "range-place": "Personale (cono di 18 m)", + "magic-bonus:-u": "BONUS MAGICI:", + "crit-range-u": "GAMMA DI CRIT:", + "damage:-u": "Danno:", + "dmg-type-place": "Tagliente", + "crit:-u": "CRIT:", + "damage2:-u": "Danno2:", + "saving-throw:-u": "Tiro Salvezza:", + "vs-dc:-u": "Contro CD:", + "spell-u": "INCANTESIMO", + "flat-u": "FISSA", + "save": "Tiro Salvezza", + "save-effect:-u": "IN CASO DI SUCCESSO:", + "save-effect-place": "metà danni", + "ammunition:-u": "MUNIZIONI:", + "ammunition-place": "Frecce", + "description:-u": "DESCRIZIONE:", + "description:": "Description:", + "description-place": "Fino a 2 creature all'interno di 5 piedi", + "atk-spellcasting-u": "ATTACCHI & INCANTESIMI", + "copper-piece-u": "MR", + "silver-piece-u": "MA", + "electrum-piece-u": "ME", + "gold-piece-u": "MO", + "platinum-piece-u": "MP", + "warning-armor-sets-u": "ATTENZIONE - SONO STATE AGGIUNTE DIVERSE ARMATURE O SCUDI E LA Classe Armature NON VIENE CALCOLATA CORRETTAMENTE. DISEQUIPAGGIARE IL PEZZO DI ARMATURA NEI DETTAGLI DELL'OGGETTO.", + "item-name-u": "NOME OGGETTO", + "equipped-u": "EQUIPAGGIATO", + "use-as-resource-u": "USARE COME RISORSA", + "prop:-u": "PROP:", + "mods:-u": "MOD:", + "total-weight-u": "PESO TOTALE", + "immobile-u": "IMMOBILE", + "heavily-encumbered-u": "Carico Pesante", + "encumbered-u": "CARICO", + "over-carrying-cap-u": "Carico Eccessivo", + "equipment-u": "EQUIPAGGIAMENTO", + "personality-traits-u": "TRATTI CARATTERIALI", + "ideals-u": "IDEALI", + "bonds-u": "LEGAMI", + "flaws-u": "DIFETTI", + "class-resource-u": "RISORSA DI CLASSE", + "other-resource-u": "ALTRA RISORSA", + "feats-traits-u": "PRIVILEGI & TRATTI", + "age-u": "ETÀ", + "size-u": "TAGLIA", + "size": "Taglia", + "height-u": "ALTEZZA", + "weight-u": "PESO", + "eye-u": "OCCHI", + "skin-u": "CARNAGIONE", + "hair-u": "CAPELLI", + "char-appearance-u": "ASPETTO PERSONAGGIO", + "char-backstory-u": "STORIA DEL PERSONAGGIO", + "allies-orgs-u": "ALLEATI & ORGANIZZAZIONI", + "add-feats-traits-u": "TRATTI & PRIVILEGI AGGIUNTIVI", + "feat-u": "TALENTO", + "treasure-u": "TESORO", + "spell-save-dc-u": "CD TS SALVEZZA INCANTESIMI", + "cantrips-u": "TRUCCHETTI", + "ritual-u": "RITUALE", + "casting-time:-u": "TEMPO DI LANCIO:", + "casting-time:": "Tempo di lancio:", + "at-higher-lvl-dmg:-u": "Danno da lvl di lancio maggiore:", + "half-dmg-place": "Metà Danno", + "hit-die:-u": "DADO VITA:", + "initiative-mod:-u": "MODIFICATORE DI INIZIATIVA:", + "glob-saving-mod:-u": "MODIFICATORE GLOBALE AI TIRI SALVEZZA:", + "glob-ac-mod:-u": "MODIFICATORE GLOBALE DELLA CLASSE ARMATURA:", + "glob-atk-mod:-u": "MOD. DELL'ATTACCO MAGICO GLOBALE:", + "pass-perc-mod:-u": "MOD. DI PERCEZIONE PASSIVA:", + "death-save-mod:-u": "MODIFICATORE TS CONTRO MORTE:", + "magic-caster-lvl:-u": "LIVELLO INCANTATORE:", + "halfling-luck-u": "HALFLING FORTUNATO", + "arcane-fighter-u": "GUERRIERO ARCANO", + "arcane-rogue-u": "LADRO ARCANO", + "class-options-u": "OPZIONI DI CLASSE ()", + "class:-u": "CLASSE:", + "subclass:-u": "SOTTOCLASSE:", + "race:-u": "RAZZA:", + "subrace:-u": "SOTTORAZZA:", + "subrace": "Subrace:", + "subrace-ability-increase": "Subrace Ability Score Increase:", + "2nd-class:-u": "2ª CLASSE:", + "lvl:-u": "LIVELLO:", + "3rd-class:-u": "3ª CLASSE:", + "4th-class:-u": "4ª CLASSE:", + "mutliclass-opts-u": "OPZIONI MULTICLASSE", + "use-cust-class-u": "USARE LA CLASSE PERSONALIZZATA", + "class-name:-u": "CLASSE:", + "spellcasting-ability:-u": "CARATTERISTICA DA INCANTATORE:", + "spell-slots:-u": "SLOT INCANTESIMI:", + "spell-full-u": "COMPLETO (Chierico, Druido, Mago)", + "spell-half-u": "Metà (Paladino, Ranger)", + "spell-third-u": "Terzo (Guerriero/Ladro Arcano)", + "cust-class-opts": "OPZIONI DELLA CLASSE PERSONALIZZATA", + "normal": "Normale", + "expirtise": "Competente", + "skill-opts-u": "OPZIONI DI ABILITA'", + "version": "v", + "always-roll-adv": "Lancia Sempre con Vantaggio", + "toggle-roll-adv": "Attiva Vantaggio", + "query-roll-adv": "Domanda Vantaggio", + "never-roll-adv": "Non Lanciare Mai con Vantaggio", + "never-whisper-roll": "Non sussurrare mai i tiri di dado", + "query-whisper-roll": "Domanda Eventuale Sussurro", + "always-whisper-roll": "Sussurrare sempre i tiri", + "never-roll-dmg": "Non Lanciare Danno Automaticamente", + "always-roll-dmg": "Tirare automaticamente il Danno & Crit", + "add-char-to-templates:-u": "AGGIUNGI NOME PERSONAGGIO AI TEMPLATE:", + "on": "On", + "off": "Off", + "inventory:-u": "INVENTARIO:", + "compendium-compatible": "Compatibile Compendio", + "simple": "Semplice", + "encumbrance:-u": "INGOMBRO:", + "ammo-tracking:-u": "TRACCIAMENTO MUNIZIONI:", + "general-opts-u": "OPZIONI GENERALI", + "transition-text": "Cliccando su una delle immagini qui sotto i dati verranno riformattati dalla tua scheda attuale a questa scheda. Questi cambiamenti sono permanenti e non possono essere annullati.", + "transition-text-highlight": "Si consiglia di fare una copia della partita prima di usare questo strumento.", + "choose-sheet-transfer": "SCEGLI IL FOGLIO DAL QUALE STAI TRASFERENDO", + "community-sheet-u": "FOGLIO DELLA COMUNITÀ", + "shaped-sheet-u": "SCHEDA SHAPED", + "transition-opts-u": "OPZIONI DI TRANSIZIONE", + "portions-sheet-utilize": "Porzioni di questa scheda utilizzano contenuti dal sistema di riferimento documento 5.0 pubblicata secondo i termini della licenza OGL. Mostra avviso di Copyright e licenza OGL. https://wiki.roll20.NET/SRD_5.0_OGL_License", + "api-required-title": "Provalo subito con le API installabili in un clic, disponibili con l'abbonamento Pro.", + "api-required-u": "(API RICHIESTE)", + "spell_dc_mod:-u": "MOD. CD SALVEZZA INCANTESIMO:", + "custom_ac:-u": "CA PERSONALIZZATA:", + "npc-info": "L'opzione PNG imposta di default i nuovi personaggi con la scheda per PNG. Utile se i personaggi dei giocatori sono già stati creati e tutte le nuove schede aggiunte alla partita probabilmente rappresenteranno personaggi non giocanti.", + "npc-pc": "PNG/PG", + "roll-queries-info": "I lanci di D20 dipendono da questa opzione. Lancia Sempre con Vantaggio è l'impostazione di default e lancerà due D20 per ogni lancio in caso di vantaggio. L'idea è che se non c'è né vantaggio né svantaggio tu prenda in considerazione solo il dado più a sinistra. L'opzione Attiva Vantaggio aggiunge tre nuovi bottoni in cima alla scheda, così che tu possa attivare il vantaggio solo quando serve. Domanda Vantaggio ti mostra una finestra per sapere se lanciare con vantaggio. Non Lanciare Mai con Vantaggio lancia sempre un singolo D20 su qualsiasi lancio, aspettandosi che il giocatore lanci una seconda volta se si tratta di un lancio con vantaggio o svantaggio.", + "whisp-rolls-gm-info": "Di default, tutti i lanci fatti dalla scheda vengono mostrati a tutti i giocatori. Domanda Eventuale Sussurro mostra una finestra a ogni lancio, per sapere se il risultato del lancio deve essere inviato privatamente solo a te e al DM. Sussurrare sempre i tiri invierà i risultati di tutti i lanci solo a te e al DM.", + "auto-dmg-roll-info": "Di default, i lanci di attacco non vengono effettuati finché non c'è la conferma di aver colpito. I danni sono lanciati dal template in chat cliccando su nome dell'attacco nella barra a destra, che mostrerà poi anche il danno. Il metodo di default è compatibile con i dadi 3D. Volendo, puoi scegliere di usare l'opzione Tirare automaticamente il Danno & Crit così che questi venga lanciato insieme all'attacco, mostrando i possibili risultati sin da subito.", + "add-char-to-templates-info": "Di default, i nomi dei personaggi non sono aggiunti al template del lancio, che sono mostrati solamente con il nome del giocatore/personaggio selezionato come 'Parla Come'. Attivando quest'opzione verrà mostrato il nome del personaggio che effettua il lancio al template, utile per i giocatori che giocano più di un personaggio.", + "inventory-info": "Gli inventari dei personaggi, di default, sono nello stile complesso che è compatibile con il Compendio 5E di Roll20. Questo include numerosità/peso granulari, tracciamento dell'appesantimento, ordinamento, calcolo CA, generazione automatica degli attacchi, e altro. L'opzione Semplice fornisce un campo di testo per inserire la lista degli oggetti per i giocatori che vogliono un controllo più libero della scheda.", + "encumbrance-info": "La scheda usa la variante dell'ingombro indicata a pagina 176 del PHB (Manuale del Giocatore, NdT). L'opzione Off disabilita questa variante e usa solo un controllo sul limite massimo base di peso dell'inventario.", + "ammo-tracking-info": "Fornisce il tracciamento automatico delle munizioni con lo Script 5th Edition OGL by Roll20 Companion API.", + "dungeons-and-dragons-styling": "DUNGEONS AND DRAGONS STYLING", + "dungeons-and-dragons-styling-info": "Attiva lo stile di Dungeons and Dragons per la scheda del personaggio e per le tabelle di tiro. Questa impostazione viene applicata automaticamente a tutte le schede del personaggio e non può essere usata selettivamente.", + "cd-bar1-value:-u": "BAR 1 VALORE:", + "cd-bar1-max:-u": "BAR 1 MAX:", + "cd-bar1-link:-u": "BAR 1 LINK:", + "cd-bar1-value-desc:-u": "Sul token predefinito creato trascinato dalla parte superiore del compendio nella tabella virtuale, impostare il valore di 1 Bar a questo attributo.", + "cd-bar1-max-desc:-u": "Sul token predefinito creato trascinato dalla parte superiore del compendio nella tabella virtuale, impostare il valore di 1 Bar max a questo attributo.", + "cd-bar1-link-desc:-u": "Sul token predefinito creato trascinato dalla parte superiore del compendio nella tabella virtuale, impostare il valore di 1 Bar a questo attributo. Se impostato questo valore sostituire tutti gli altri bar nelle impostazioni.", + "cd-bar2-value:-u": "BAR 2 VALORE:", + "cd-bar2-max:-u": "BAR 2 MAX:", + "cd-bar2-link:-u": "BAR 2 LINK:", + "cd-bar2-value-desc:-u": "Sul token predefinito creato trascinato dalla parte superiore del compendio nella tabella virtuale, impostare il valore di 2 Bar a questo attributo.", + "cd-bar2-max-desc:-u": "Sul token predefinito creato trascinato dalla parte superiore del compendio nella tabella virtuale, impostare il valore di 2 Bar max a questo attributo.", + "cd-bar2-link-desc:-u": "Sul token predefinito creato trascinato dalla parte superiore del compendio nella tabella virtuale, impostare il valore di 2 Bar a questo attributo. Se impostato questo valore sostituire tutti gli altri bar nelle impostazioni.", + "cd-bar3-value:-u": "BAR 3 VALORE:", + "cd-bar3-max:-u": "BAR 3 MAX:", + "cd-bar3-link:-u": "BAR 3 LINK:", + "cd-bar3-value-desc:-u": "Sul token predefinito creato trascinato dalla parte superiore del compendio nella tabella virtuale, impostare il valore di 3 Bar a questo attributo.", + "cd-bar3-max-desc:-u": "Sul token predefinito creato trascinato dalla parte superiore del compendio nella tabella virtuale, impostare il valore di 3 Bar max a questo attributo.", + "cd-bar3-link-desc:-u": "Sul token predefinito creato trascinato dalla parte superiore del compendio nella tabella virtuale, impostare il valore di 3 Bar a questo attributo. Se impostato questo valore sostituire tutti gli altri bar nelle impostazioni.", + "npc-name-in-rolls:-u": "NOME PNG NEL TIRO DI DADO:", + "show": "Mostra", + "hide": "Nascondi", + "npc-name-in-rolls-desc:-u": "Nel risultato del tiro del PNG, mostra o nascondi il nome del PNG nel riquadro del risultato.", + "public:-u": "PUBBLICO", + "to-gm:-u": "AL GM", + "toggle-roll-whisper": "Attiva Sussurro", + "attribute-opts-u": "OPZIONI ATTRIBUTI", + "save-opts-u": "OPZIONI TIRI SALVEZZA", + "by-level": "In base al Livello (Predefinito)", + "prof-die": "Dado Competenza (DMG)", + "custom": "Personalizzato", + "core-die-roll:-u": "DADO PRINCIPALE:", + "has-attack-u": "PUÒ ATTACCARE", + "variant-phb": "Variante (MdG p.176)", + "carrying-capacity-mod:-u": "MODIFICATORE CAPACITÀ DI CARICO:", + "armor-class-tracking:-u": "CALCOLO CLASSE ARMATURA:", + "automatic": "Automatico", + "cantrip-progression:-u": "PROGR. TRUCCHETTO", + "cantrip-dice-u": "DADO DI DANNO", + "cantrip-beam-u": "NUMERO RAGGI", + "slots_total-u": "SLOT TOTALI", + "slots_remaining-u": "SLOT RIMANENTI", + "level-calculations:-u": "CALCOLI LIVELLO AUTOMATICI:", + "spell_slot_modifiers-u": "MODIFICATORI SLOT INCANTESIMO", + "lvl-u": "LIVELLO", + "include_spell_desc:-u": "INCLUDI DESCRIZIONE INCANTESIMO NELL'ATTACCO:", + "token_size-u": "DIMENSIONE TOKEN", + "add-dex-tiebreaker-u": "AGGIUNGI SPAREGGIO SU DES ALL'INIZIATIVA", + "initiative-style:-u": "STILE INIZIATIVA:", + "query-attr-u": "CHIEDI ATTRIBUTO", + "custom-skills-u": "ABILITÀ PERSONALIZZATE", + "weapon-u": "ARMA", + "armor-u": "ARMATURA", + "other-u": "ALTRO", + "source:-u": "FONTE:", + "source-type:-u": "TIPO FONTE:", + "racial": "Razziale", + "class": "Classe", + "feat": "Caratteristica", + "feats": "Feats", + "other": "Altro", + "partial": "Parziale", + "show_all": "Mostra Tutto", + "cr_only": "Solo C&R", + "spell-icons:-u": "ICONE INCANTESIMO:", + "custom-pb:-u": "BONUS DI COMPETENZA PERSONALIZZATO:", + "show-global-attack-field-u": "MOSTRA CAMPO MOD. ATTACCO GLOBALE", + "show-global-damage-field-u": "MOSTRA CAMPO MOD. DANNO GLOBALE", + "show-global-save-field-u": "MOSTRA CAMPO MOD. TS GLOBALE", + "show-global-skill-field-u": "MOSTRA CAMPO MOD. ABILITÀ GLOBALE", + "global-attack-u": "MODIFICATORE GLOBALE ATTACCO", + "global-damage-u": "MODIFICATORE GLOBALE DANNO", + "global-save-u": "MODIFICATORE GLOBALE TIRI SALVEZZA", + "global-skill-u": "MODIFICATORE GLOBALE TIRO SALVEZZA", + "global-damage": "Modificatore Globale danni", + "core-die-roll-info": "Cambiando il dado principale si sostituirà il normale 1d20 di quasi tutti i tiri con un randomizzatore di tua scelta, come ad esempio un 2d10, o 3d6.", + "pb-type-info": "Di base, il Bonus di Competenza verrà calcolato automaticamente a seconda del livello totale, come secondo il metodo standard del MdG. L'opzione del Dado di Competenza supporta un metodo alternativo, delineato nella GDM (Guida del Dungeon Master), dove invece di un bonus semplice viene tirato un dado. L'opzione Personalizzato permette di sostituire il BC con qualunque valore a tua scelta.", + "global-save-info": "Crea un campo per un modificatore globale ai tiri salvezza situato sotto la sezione TIRI SALVEZZA della scheda del personaggio. Il valore inserito nel campo verrà applicato a qualunque tiro salvezza. Perfetto per bonus ricorrenti ma non permanenti come ad esempio per l'incantesimo Benedizione.", + "global-skill-info": "Crea un campo per un modificatore globale alle prove di abilità situato al di sotto della sezione ABILITÀ della scheda del personaggio. Qualunque valore inserito nel campo verrà applicato a ogni prova di abilità. Perfetto per bonus ricorrenti ma non permanenti, come ad esempio per l'incantesimo Guida.", + "global-attack-info": "Crea un campo per un modificatore globale ai tiri per colpire situato al di sotto della sezione ATTACCHI E INCANTESIMI della scheda del personaggio. Qualunque valore inserito nel campo verrà applicato a ogni tiro per colpire. Perfetto per bonus ricorrenti ma non permanenti, come ad esempio per l'incantesimo Benedizione.", + "global-damage-info": "Crea un campo per un modificatore globale tiri dei danni situato al di sotto della sezione ATTACCHI E INCANTESIMI della scheda del personaggio. Qualunque valore inserito nel campo verrà applicato a ogni tiro dei danni. Perfetto per bonus ricorrenti ma non permanenti, come ad esempio per la capacità Attacco Furtivo.", + "auto-level-calc-info": "Di base, modificando i livelli di un personaggio gli incantesimi giornalieri e punti ferita verranno attribuiti automaticamente. Cambiando questa impostazione su \"off\", la funzionalità viene impedita.", + "simple-traits-info": "La sezione dei PRIVILEGI E TRATTI del personaggio è impostata inizialmente per funzionare con il Compendio di Roll20 5E. L'opzione Semplice fornisce invece un campo di testo per quei giocatori che voglio un controllo più manuale sulla scheda.", + "simple-proficiencies-info": "La sezione dei ALTRE COMPETENZE E LINGUAGGI del personaggio è impostata inizialmente per funzionare con il Compendio di Roll20 5E. L'opzione Semplice fornisce invece un campo di testo per quei giocatori che voglio un controllo più manuale sulla scheda.", + "init-tiebreaker-info": "Aggiunge il modificatore di destrezza del personaggio in forma decimale accanto al bonus dell'iniziativa, in modo da fornire uno spareggio.", + "b-custom-info": "Quando il Bonus di Competenza viene impostato su Personalizzato, la scheda del personaggio usa questo valore come il Bonus di Competenza.", + "footer-wiki-link": "Per ulteriori informazioni a proposito di questa scheda del personaggio, le sue funzionalità, o l'uso, si prega di visitare la Wiki di Roll20 per la documentazione ufficiale. https://wiki.roll20.net/5th_Edition_OGL_by_Roll20", + "accepting-drop-u": "RICEVENDO TRASCINAMENTO DA COMPENDIO", + "are_you_sure": "Si è sicuri di voler trasformare questo personaggio in ", + "yes": "Sì", + "next": "Avanti", + "cancel": "Annulla", + "cancel-u": "ANNULLA", + "choose": "Scegli", + "innate:-u": "INNATO:", + "mod:-u": "MOD:", + "hpmods:-u": "MODIFICATORI AI PF:", + "charmancer-welcome": "Benvenuto nel Personaggiomante!", + "charmancer-what-is": "Il Personaggiomante è un processo guidato che aiuta a costruire un personaggio in maniera semplice e veloce. Le modifiche vengono salvate mentre le effettui, ma la scheda del personaggio viene aggiornata solo quando la procedura è terminata.", + "get-started": "Comincia cliccando su Avanti.", + "opt-out-u": "Annulla", + "charmancer-compendium": "Il tuo Compendio ti Aspetta.", + "charmancer-compendium-detail": "Il Personaggiomante attualmente supporta Dungeons & Dragons 5a Edizione SRD, il Manuale del Giocatore e il Guildmasters' Guide to Ravnica. Puoi aggiungere il Manuale del Giocatore e il Guildmasters' Guide to Ravnica al tuo compendio dal Mercato, oppure il creatore della partita può condividere il suo compendio con tutti i giocatori.", + "charmancer-choose-race": "Scegli una Razza:", + "charmancer-custom-race-name": "Nome Razza Personalizzato:", + "charmancer-custom-subclass-name:": "Custom sublass Name:", + "charmancer-additional-cantrips": "Additional Cantrips", + "charmancer-additional-lvl-1-spells": "Additional Level 1 Spells", + "suggested-abilities": "Caratteristiche Suggerite: ", + "class-spellcasting": "Caratteristica degli Incantesimi di Classe: ", + "ability-score-increase": "Aumenti di Caratteristica:", + "lawful-good": "Legale Buono", + "neutral-good": "Neutrale Buono", + "chaotic-good": "Caotico Buono", + "lawful-neutral": "Legale Neutrale", + "neutral": "Neutrale", + "chaotic-neutral": "Caotico Neutrale", + "lawful-evil": "Legale Malvagio", + "neutral-evil": "Neutrale Malvagio", + "chaotic-evil": "Caotico Malvagio", + "tiny": "Minuscola", + "small": "Piccola", + "medium": "Media", + "large": "Grande", + "huge": "Enorme", + "age": "Età:", + "gargantuan": "Mastodontica", + "step1-equipment": "Passo 5: Equipaggiamento", + "equipment-from-background": "Equipaggiamento di Background", + "equipment-from-class": "Equipaggiamento dalla Classe", + "class-equipment": "Equipaggiamento di Classe", + "starting-wealth": "Ricchezza iniziale (PHB)", + "starting-gold:": "Oro iniziale:", + "no_class_warning-u": "NESSUNA CLASSE SELEZIONATA OPPURE LA CLASSE SELEZIONATE NON HA UN EQUIPAGGIAMENTO STANDARD. L'EQUIPAGGIAMENTO DI CLASSE NON PUO' ESSERE SCELTO IN QUESTO MOMENTO.", + "standard-array": "Serie Standard", + "roll-for-stats": "Tira per le Caratteristiche", + "standard-roll": "Lancia 4d6, scarta il più basso", + "charmancer-cancel-heading": "Dove ti piacerebbe andare, viaggiatore?", + "continue-charmancer": "Continua con il Personaggiomante", + "save_progress_and_exit": "Salva ed esci", + "cancel_charactermancer": "Scarta ed esci", + "charmancer-discard-warning": "Scarta ed Esci scarterà tutte le scelte che hai fatto nel Personaggiomante e ti permetterà di modificare il tuo personaggio direttamente.", + "mancer-opts-u": "OPZIONI DEL PERSONAGGIOMANTE", + "relaunch-lvl1mancer-u": "LANCIA PERSONAGGIOMANTE PER IL LIVELLO 1 (NON SI PUÒ ANNULLARE)", + "point-buy": "Compra punti", + "available-points:": "Punti disponibili: ", + "equipment-choice-text": "Come vuoi scegliere il tuo equipaggiamento?", + "charmancer-start": "Inizia", + "clear-abilities": "Cancella Assegnazione", + "use-charactermancer-for-new:-u": "USA PERSONAGGIOMANTE PER I NUOVI PERSONAGGI:", + "use-charactermancer-for-new-info": "Abilitando questa opzione, tutti i nuovi personaggi verranno generati con il Personaggiomante di Roll20 a livello 1. Disabilitando quest'opzione i personaggi verranno generati direttamente sulla scheda, disabilitando il Personaggiomante a livello 1, che potrà sempre essere lanciato manualmente dalla scheda Impostazioni della scheda personaggio.", + "feat-pre-check": "Fai attenzione! I prerequisiti non vengono controllati automaticamente.", + "stats-rolled-hint": "Abbiamo tirato i dadi! Controlla la finestra della chat per vedere i risultati in dettaglio. Assegna i risultati qui sotto agli attributi che preferisci:", + "return-to:": "Torna a: ", + "do_you_want_mancer": "Come vuoi creare questo personaggio?", + "no": "No", + "global-ac-u": "MODIFICATORE GLOBALE CA", + "show-global-ac-field-u": "MOSTRA CAMPO MOD. CA GLOBALE", + "warning-customac-u": "ATTENZIONE - LA CA PERSONALIZZATA NON È IN USO. PER USARE LA CA PERS. DISEQUIPAGGIARE L'ARMATURA.", + "manual": "Edit sheet direclty", + "npc-new": "Crea un PNG", + "mancer-confirm-yes": "Usa il Personaggiomante", + "allow-shields-u": "Calcolare scudo?", + "levels-u": "LIVELLI", + "features-u": "PRIVILEGI DI CLASSE", + "asi-u": "AUMENTI DI CARATTERISTICA / TALENTI", + "charmancer-leveler-what-is": "Il Personaggiomante è un processo passo-passo che aiuta a costruire un personaggio in maniera semplice e chiara. Le modifiche sono salvate mentre le effettui, ma la scheda del personaggio viene aggiornata solo quando la procedura è terminata.", + "charmancer-leveler-level-info1": "I tuoi livelli di classe sono stati pre-popolati per te. Di base, la tua classe principale è stata impostata per essere aumentata di un livello. Puoi cambiare di quanti livelli aumentare qui sotto, come anche aggiungere una nuova multiclasse.", + "charmancer-leveler-level-info2": "Per ciascuna sezione di classe avrai l'opzione di accettare il numero medio di punti ferita, o di tirare i dadi; scegliere i privilegi di classe per i livelli che stai guadagnando ed eventualmente scegliere una subclasse.", + "charmancer-leveler-spells-info": "Questi sono gli incantesimi conosciuti dal tuo personaggio. Se aumentando di livello hai diritto ad ulteriori incantesimi, puoi selezionarli qui sotto. Seleziona gli incantesimi che desideri imparare. Il Personaggiomante ti aiuterà a scegliere il numero esatto di incantesimi, dalla lista giusta. Se la tua classe può scambiare incantesimi, puoi farlo deselezionando quelli che già conosci, così da da poterne scegliere altri al loro posto.", + "total-level-u": "LIVELLO TOTALE", + "main-class-level-u": "LIV. CLASSE PRINCIPALE", + "class-2-level-u": "LIV. CLASSE 2", + "class-3-level-u": "LIV. CLASSE 3", + "class-4-level-u": "LIV. CLASSE 4", + "levels:-u": "LIVELLI:", + "warning-leveler_start-u": "ATTENZIONE - NON PUOI USARE IL PERSONAGGIOMANTE PER AUMENTARE DI LIVELLO FINCHÉ NON AVRAI SCELTO CLASSE, LIVELLO E PUNTI FERITA PER IL LIVELLO UNO. PRIMA LANCIA LA PROCEDURA DI CREAZIONE DEL PERSONAGGIOMANTE. LO STRUMENTO PER PASSARE DI LIVELLO NON FUNZIONA CON CLASSI PERSONALIZZATE, O SE LE OPZIONI MULTICLASSE NON SONO IMPOSTATE CORRETTAMENTE.", + "charmancer-leveler-custom-class-warning": "Lo strumento Passaggio di Livello non supporta le classi personalizzate, per il momento.", + "charmancer-welcome-lp": "Benvenuto al Personaggiomante!", + "charmancer-leveler-what-is-lp": "Guarda un po' chi si è riempito di punti esperienza. È arrivato il momento della ricompensa. Ti aspetta un processo guidato nel quale farai qualche decisione e il tuo personaggio sarà passato di livello in un batter d'occhio. I cambiamenti vengono salvati mentre avanzi, ma se dovessi cambiare idea potrai tornare indietro e rifare i passaggi e le scelte che ne conseguono.", + "charmancer-compendium-detail-lp": "Il Personaggiomante al momento supporta Dungeons & Dragons 5a Edizione SRD, il Manuale del Giocatore e la Guildmasters' Guide to Ravnica. Xanathar's Guide to Everything sarà supportata fra qualche settimana. Puoi aggiungere il Manuale del Giocatore e la Guildmasters' Guide to Ravnica al tuo compendio dal Mercato, o il master può condividere il suo compendio con gli altri giocatori.", + "roll:-u": "TIRO:", + "roll": "Roll", + "prerequisite:": "Prerequisiti:", + "back": "BACK", + "back-to-top": "Back to Top", + "choose-a-class:": "Choose a Class:", + "custom-class-name:": "Custom Class Name", + "charmancer-class-features:": "Class Features: ", + "charmancer-subclass-features:": "Subclass Features:", + "hit-die:": "Hit Die:", + "average": "Average", + "hp-u": "HP", + "saving-throw-proficiency": "Saving Throw Proficiency", + "armor": "Armor", + "equipment": "Equipment:", + "language": "Language", + "skill": "Skill", + "tool": "Tool", + "weapon": "Weapon", + "add-another-feature": "Add Another Feature", + "add-another-proficiency": "Add Another Proficiency", + "innate-spellcasting:": "Innate Spellcasting:", + "spellcasting-ability": "Spellcasting Ability:", + "number-of-cantrips": "Number of Cantrips:", + "number-of-lvl-1-spells": "Number of Level 1 Spells:", + "spell-list": "Spell List:", + "done": "Done", + "ability-score-method": "Ability Score Method:", + "select-your-choices": "Select Your Choices:", + "input-your-scores": "Input Your Scores:", + "choose-background": "Choose a Background:", + "personality-traits": "Personality Traits", + "ideal": "Ideal", + "bond": "Bond", + "flaw": "Flaw", + "you-have-chosen-starting-gold": "You have chosen starting gold and do not get equipment from your background.", + "you-have-created-custom-class": "You have created a custom class; you can add equipment to the character sheet after you have finished the Charactermancer.", + "arcane-is-mystery": "The Arcane is a mystery to you.", + "your-character-dont-have-spells-this-lvl": "Your character doesn't have spells at this level. Click “Next” to review your character!", + "charmancer-a-feat-represents": "A feat represents accomplishment, grit, determination, and expertise. It is the reward for hard work.", + "you-really-havent-done": "You really haven't done that much yet", + "review-your-choices": "Review your choices:", + "race": "Race", + "abilities": "Abilities", + "bio": "Bio", + "name-background": "Name:", + "building-your-character": "Building your character...", + "charmancer-only-choice-left-is-on-or": "The only choice left is to press on or turn back. If you're editing an existing character, all your existing data will be lost into the void when you apply your changes.", + "apply-changes": "Apply Changes", + "pick-your-equipment": "Pick your equipment", + "you-havent-chosen-background": "You have not yet selected a background.", + "you-havent-selected-class": "You have not yet selected a class.", + "ability-score": "Ability Score", + "you-can-increase-two-abilites": "You can increase two of your abilities by 1, or one of your abilities by 2", + "before-leveling": "Before Leveling", + "after-leveling": "After Leveling", + "charmancer-removed-spells-marked-pt1": "Removed spells will be marked with a r symbol so you can find it easily if you change your mind." +} diff --git a/Redsky/translations/ja.json b/Redsky/translations/ja.json new file mode 100644 index 0000000000..9a3d10c8f1 --- /dev/null +++ b/Redsky/translations/ja.json @@ -0,0 +1,684 @@ +{ + "skills-list": "acrobatics,animal-handling,arcana,athletics,deception,history,insight,intimidation,investigation,medicine,nature,perception,performance,persuasion,religion,sleight-of-hand,stealth,survival", + "npc-options-u": "NPC OPTIONS", + "name-u": "NAME", + "npc-type-u": "NPC TYPE", + "npc-type-place": "Medium fiend, any evil alignment", + "armor-class-u": "ARMOR CLASS", + "class-u": "CLASS", + "type-u": "TYPE", + "abilities-u": "ABILITIES", + "npc-armor-place": "scale mail", + "hit-points-u": "HIT POINTS", + "formula-u": "FORMULA", + "speed-u": "SPEED", + "npc-speed-place": "30 ft., fly 60ft.", + "attributes-u": "ATTRIBUTES", + "str-u": "STR", + "dex-u": "DEX", + "con-u": "CON", + "int-u": "INT", + "wis-u": "WIS", + "cha-u": "CHA", + "saves-u": "SAVES", + "skills-u": "SKILLS", + "acrobatics-u": "ACROBATICS", + "animal_handling-u": "ANIMAL HANDLING", + "arcana-u": "ARCANA", + "athletics-u": "ATHLETICS", + "deception-u": "DECEPTION", + "history-u": "HISTORY", + "insight-u": "INSIGHT", + "intimidation-u": "INTIMIDATION", + "investigation-u": "INVESTIGATION", + "medicine-u": "MEDICINE", + "nature-u": "NATURE", + "perception-u": "PERCEPTION", + "performance-u": "PERFORMANCE", + "persuasion-u": "PERSUASION", + "religion-u": "RELIGION", + "sleight_of_hand-u": "SLEIGHT OF HAND", + "stealth-u": "STEALTH", + "survival-u": "SURVIVAL", + "damage-vuln-u": "DAMAGE VULNERABILITIES", + "npc-dmg-vuln-place": "fire", + "damage-res-u": "DAMAGE RESISTANCES", + "npc-dmg-res-place": "cold", + "damage-imm-u": "DAMAGE IMMUNITIES", + "npc-dmg-imm-place": "lightning, thunder", + "cond-imm-u": "CONDITION IMMUNITIES", + "npc-cond-imm-place": "charmed", + "senses-u": "SENSES", + "npc-senses-place": "darkvision 120ft., passive Perception 16", + "langs-u": "LANGUAGES", + "lang-u": "LANGUAGE", + "npc-langs-place": "Abyssal, Common, Infernal", + "challenge-u": "CHALLENGE", + "xp-u": "XP", + "spellcast-npc-u": "SPELLCASTING NPC", + "spell-ability-u": "SPELLCASTING ABILITY", + "none-u": "NONE", + "strength-u": "STRENGTH", + "strength-save-u": "STRENGTH SAVE", + "dexterity-u": "DEXTERITY", + "dexterity-save-u": "DEXTERITY SAVE", + "constitution-u": "CONSTITUTION", + "constitution-save-u": "CONSTITUTION SAVE", + "intelligence-u": "INTELLIGENCE", + "intelligence-save-u": "INTELLIGENCE SAVE", + "wisdom-u": "WISDOM", + "wisdom-save-u": "WISDOM SAVE", + "charisma-u": "CHARISMA", + "charisma-save-u": "CHARISMA SAVE", + "spell-dc-u": "SPELL DC", + "spell-atk-bonus-u": "SPELL ATTACK BONUS", + "has-reaction-u": "HAS REACTIONS", + "leg-actions:-u": "LEGENDARY ACTIONS:", + "gen-opts-u": "GENERAL OPTIONS", + "npc-u": "NPC", + "roll-queries:-u": "ROLL QUERIES:", + "always-adv": "Always Roll Advantage", + "adv-toggle": "Advantage Toggle", + "query-adv": "Query Advantage", + "never-adv": "Never Roll Advantage", + "whisp-rolls-gm:-u": "WHISPER ROLLS TO GM:", + "never-whisp": "Never Whisper Rolls", + "query-whisp": "Query Whisper", + "always-whisp": "Always Whisper Rolls", + "auto-dmg-roll:-u": "AUTO DAMAGE ROLL:", + "never-dmg": "Don't Auto Roll Damage", + "always-dmg": "Auto Roll Damage & Crit", + "ac": "Armor Class", + "hp": "Hit Points", + "speed": "Speed", + "language-proficiencies": "Language Proficiencies:", + "skill-proficiencies": "Skill Proficiencies:", + "weapon-proficiencies": "Weapon Proficiencies", + "armor-proficiencies": "Armor Proficiencies:", + "tool-proficiencies": "Tool Proficiencies:", + "saving-throw": "Saving Throws", + "str": "Str", + "dex": "Dex", + "con": "Con", + "int": "Int", + "wis": "Wis", + "cha": "Cha", + "skills": "Skills", + "acrobatics": "Acrobatics", + "animal_handling": "Animal Handling", + "arcana": "Arcana", + "athletics": "Athletics", + "deception": "Deception", + "history": "History", + "insight": "Insight", + "intimidation": "Intimidation", + "investigation": "Investigation", + "medicine": "Medicine", + "nature": "Nature", + "perception": "Perception", + "performance": "Performance", + "persuasion": "Persuasion", + "religion": "Religion", + "sleight_of_hand": "Sleight of Hand", + "stealth": "Stealth", + "survival": "Survival", + "dmg-vuln": "Damage Vulnerabilities", + "dmg-res": "Damage Resistances", + "dmg-imm": "Damage Immunities", + "cond-imm": "Condition Immunities", + "senses": "Senses", + "langs": "Languages", + "challenge": "Challenge", + "npc-trait-name-place": "False Appearance.", + "npc-trait-desc-place": "If the dragon fails...", + "actions": "Actions", + "adv": "Advantage", + "norm": "Normal", + "disadv": "Disadvantage", + "name:-u": "NAME:", + "attack-u": "ATTACK", + "type:-u": "TYPE:", + "melee": "Melee", + "ranged": "Ranged", + "range-reach:-u": "RANGE/REACH:", + "range-reach-place": "5 ft.", + "to-hit:-u": "TO HIT:", + "target:-u": "TARGET:", + "target:": "Target:", + "to-hit-place": "One target", + "on-hit:-u": "ON HIT:", + "on-hit-place": "slashing", + "on-hit2:-u": "ON HIT 2:", + "on-hit-2-place": "fire", + "hit:": "Hit: ", + "reactions": "Reactions", + "npc-repeating-name-place": "Parry.", + "npc-repeating-desc-place": "The creature adds 2 to its AC against...", + "traits": "Traits", + "features": "Features", + "spells": "Spells", + "prep-u": "PREP", + "school:-u": "SCHOOL:", + "abjuration": "Abjuration", + "conjuration": "Conjuration", + "divination": "Divination", + "enchantment": "Enchantment", + "evocation": "Evocation", + "illusion": "Illusion", + "necromancy": "Necromancy", + "transmutation": "Transmutation", + "ritual": "RITUAL", + "ritual-l": "ritual", + "range:-u": "RANGE:", + "range:": "Range:", + "components:-u": "COMPONENTS:", + "components:": "Components:", + "spell-component-verbal": "V", + "spell-component-somatic": "S", + "spell-component-material": "M", + "spell-ritual": "R", + "spell-concentration": "C", + "ruby-dust-place": "ruby dust worth 50gp", + "concentration-u": "CONCENTRATION", + "concentration": "Concentration", + "duration:-u": "DURATION:", + "duration:": "Duration:", + "difficulty-class-abv": "DC", + "output:-u": "OUTPUT:", + "spellcard-u": "SPELLCARD", + "spell-atk:-u": "SPELL ATTACK:", + "none": "None", + "dmg:-u": "DAMAGE:", + "dmg2:-u": "DAMAGE2:", + "healing:-u": "HEALING:", + "add-ability-mod-u": "ADD ABILITY MOD TO DAMAGE OR HEALING", + "effect:-u": "EFFECT:", + "npc-atk-effect-place": "Half damage", + "desc:-u": "DESCRIPTION:", + "at-higher-lvl:-u": "AT HIGHER LEVELS:", + "at-higher-lvl": "At Higher Levels", + "higher-lvl-cast": "Higher Level Cast", + "leg-actions": "Legendary Actions", + "leg-actions-desc": "The can take legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature's turn. The regains spent legendary actions at the start of its turn.", + "atk-range-place": "5 ft.", + "atk-target-place": "One target", + "atk-dmg-type-place": "slashing", + "atk-dmg-type2-place": "fire", + "adv-u": "ADVANTAGE", + "norm-u": "NORMAL", + "disadv-u": "DISADVANTAGE", + "core-u": "CORE", + "bio-u": "BIO", + "spells-u": "SPELLS", + "feats-u": "FEATS", + "review-u": "REVIEW", + "char-name-u": "CHARACTER NAME", + "artificer": "Artificer", + "barbarian": "Barbarian", + "bard": "Bard", + "cleric": "Cleric", + "druid": "Druid", + "fighter": "Fighter", + "monk": "Monk", + "paladin": "Paladin", + "ranger": "Ranger", + "rogue": "Rogue", + "sorcerer": "Sorcerer", + "warlock": "Warlock", + "wizard": "Wizard", + "class-level-u": "CLASS & LEVEL", + "background-u": "BACKGROUND", + "background": "Background", + "race-u": "RACE", + "alignment-u": "ALIGNMENT", + "alignment": "Alignment:", + "exp-pts-u": "EXPERIENCE POINTS", + "inspiration-u": "INSPIRATION", + "prof-bonus-u": "PROFICIENCY BONUS", + "strength": "Strength", + "strength-save": "Strength Save", + "dexterity": "Dexterity", + "dexterity-save": "Dexterity Save", + "constitution": "Constitution", + "constitution-save": "Constitution Save", + "intelligence": "Intelligence", + "intelligence-save": "Intelligence Save", + "wisdom": "Wisdom", + "wisdom-save": "Wisdom Save", + "charisma": "Charisma", + "charisma-save": "Charisma Save", + "saving-throws-u": "SAVING THROWS", + "acrobatics-core": "Acrobatics (Dex)", + "animal_handling-core": "Animal Handling (Wis)", + "arcana-core": "Arcana (Int)", + "athletics-core": "Athletics (Str)", + "deception-core": "Deception (Cha)", + "history-core": "History (Int)", + "insight-core": "Insight (Wis)", + "intimidation-core": "Intimidation (Cha)", + "investigation-core": "Investigation (Int)", + "medicine-core": "Medicine (Wis)", + "nature-core": "Nature (Int)", + "perception-core": "Perception (Wis)", + "performance-core": "Performance (Cha)", + "persuasion-core": "Persuasion (Cha)", + "religion-core": "Religion (Int)", + "sleight_of_hand-core": "Sleight of Hand (Dex)", + "stealth-core": "Stealth (Dex)", + "survival-core": "Survival (Wis)", + "pass-wis-u": "PASSIVE WISDOM (PERCEPTION)", + "tool-u": "TOOL", + "pro-u": "PRO", + "attr-u": "ATTRIBUTE", + "prof-bonus:-u": "PROFICIENCY BONUS:", + "prof-u": "PROFICIENT", + "proficency-u": "PROFICIENCY", + "expertise-u": "EXPERTISE", + "jack-of-all-u": "JACK OF ALL TRADES", + "attr:-u": "ATTRIBUTE:", + "tool-prof-u": "TOOL PROFICIENCIES", + "weapon-proficiencies-u": "WEAPON PROFICIENCIES", + "other-prof-langs-u": "OTHER PROFICIENCIES & LANGUAGES", + "prof-langs-u": "PROFICIENCIES & LANGUAGES", + "init": "Initiative", + "init-u": "INITIATIVE", + "hp-max-u": "Hit Point Maximum", + "hp-current-u": "CURRENT HIT POINTS", + "hp-temp-u": "TEMPORARY HIT POINTS", + "total": "Total", + "hit-dice-u": "HIT DICE", + "successes-u": "SUCCESSES", + "failures-u": "FAILURES", + "death-save-u": "DEATH SAVE", + "death-saves-u": "DEATH SAVES", + "exhaustion-setting-u": "SHOW EXHAUSTION TRACKING:", + "exhaustion-u": "EXHAUSTION LEVEL", + "exhaustion-0": "No effect", + "exhaustion-1": "Disadvantage on ability checks", + "exhaustion-2": "Speed halved", + "exhaustion-3": "Disadvantage on attack rolls and saving throws", + "exhaustion-4": "Hit point maximum halved", + "exhaustion-5": "Speed reduced to 0", + "exhaustion-6": "Death", + "atk-u": "ATK", + "dmg-type-u": "DAMAGE/TYPE", + "attack:-u": "ATTACK:", + "proficient-u": "PROFICIENT", + "range-place": "Self (60-foot cone)", + "magic-bonus:-u": "MAGIC BONUS:", + "crit-range-u": "CRIT RANGE:", + "damage:-u": "DAMAGE:", + "dmg-type-place": "Slashing", + "crit:-u": "CRIT:", + "damage2:-u": "DAMAGE2:", + "saving-throw:-u": "SAVING THROW:", + "vs-dc:-u": "VS DC:", + "spell-u": "SPELL", + "flat-u": "FLAT", + "save": "Save", + "save-effect:-u": "SAVE EFFECT:", + "save-effect-place": "half damage", + "ammunition:-u": "AMMUNITION:", + "ammunition-place": "Arrows", + "description:-u": "DESCRIPTION:", + "description:": "Description:", + "description-place": "Up to 2 creatures within 5 feet", + "atk-spellcasting-u": "ATTACKS & SPELLCASTING", + "copper-piece-u": "CP", + "silver-piece-u": "SP", + "electrum-piece-u": "EP", + "gold-piece-u": "GP", + "platinum-piece-u": "PP", + "warning-armor-sets-u": "WARNING - MULTIPLE SETS OF ARMOR OR SHIELDS HAVE BEEN ADDED AND AC IS NOT CORRECTLY CALCULATED. UNEQUIP THE ARMOR PIECE FROM THE ITEM DETAILS.", + "item-name-u": "ITEM NAME", + "equipped-u": "EQUIPPED", + "use-as-resource-u": "USE AS A RESOURCE", + "prop:-u": "PROP:", + "mods:-u": "MODS:", + "total-weight-u": "TOTAL WEIGHT", + "immobile-u": "IMMOBILE", + "heavily-encumbered-u": "HEAVILY ENCUMBERED", + "encumbered-u": "ENCUMBERED", + "over-carrying-cap-u": "OVER CARRYING CAPACITY", + "equipment-u": "EQUIPMENT", + "personality-traits-u": "PERSONALITY TRAITS", + "ideals-u": "IDEALS", + "bonds-u": "BONDS", + "flaws-u": "FLAWS", + "class-resource-u": "CLASS RESOURCE", + "other-resource-u": "OTHER RESOURCE", + "feats-traits-u": "FEATURES & TRAITS", + "age-u": "AGE", + "size-u": "SIZE", + "size": "Size", + "height-u": "HEIGHT", + "weight-u": "WEIGHT", + "eye-u": "EYES", + "skin-u": "SKIN", + "hair-u": "HAIR", + "char-appearance-u": "CHARACTER APPEARANCE", + "char-backstory-u": "CHARACTER BACKSTORY", + "allies-orgs-u": "ALLIES & ORGANIZATIONS", + "add-feats-traits-u": "ADDITIONAL FEATURES & TRAITS", + "feat-u": "FEAT", + "treasure-u": "TREASURE", + "spell-save-dc-u": "SPELL SAVE DC", + "cantrips-u": "CANTRIPS", + "ritual-u": "RITUAL", + "casting-time:-u": "CASTING TIME:", + "casting-time:": "Casting Time:", + "at-higher-lvl-dmg:-u": "HIGHER LVL CAST DMG:", + "half-dmg-place": "Half damage", + "hit-die:-u": "HIT DIE:", + "initiative-mod:-u": "INITIATIVE MODIFIER:", + "glob-saving-mod:-u": "GLOBAL SAVING THROW MODIFIER:", + "glob-ac-mod:-u": "GLOBAL ARMOR CLASS MODIFIER:", + "glob-atk-mod:-u": "GLOBAL MAGIC ATTACK MODIFIER:", + "pass-perc-mod:-u": "PASSIVE PERCEPTION MODIFIER:", + "death-save-mod:-u": "DEATH SAVE MODIFIER:", + "magic-caster-lvl:-u": "MAGIC CASTER LEVEL:", + "halfling-luck-u": "HALFLING LUCK", + "arcane-fighter-u": "ARCANE FIGHTER", + "arcane-rogue-u": "ARCANE ROGUE", + "class-options-u": "CLASS OPTIONS ()", + "class:-u": "CLASS:", + "subclass:-u": "SUBCLASS:", + "race:-u": "RACE:", + "subrace:-u": "SUBRACE:", + "subrace": "Subrace:", + "subrace-ability-increase": "Subrace Ability Score Increase:", + "2nd-class:-u": "2ND CLASS:", + "lvl:-u": "LEVEL:", + "3rd-class:-u": "3RD CLASS:", + "4th-class:-u": "4TH CLASS:", + "mutliclass-opts-u": "MULTICLASS OPTIONS", + "use-cust-class-u": "USE CUSTOM CLASS", + "class-name:-u": "CLASS NAME:", + "spellcasting-ability:-u": "SPELLCASTING ABILITY:", + "spell-slots:-u": "SPELL SLOTS:", + "spell-full-u": "FULL (Cleric, Druid, Wizard)", + "spell-half-u": "HALF (Paladin, Ranger)", + "spell-third-u": "THIRD (Arcane Fighter/Rogue)", + "cust-class-opts": "CUSTOM CLASS OPTIONS", + "normal": "Normal", + "expirtise": "Expertise", + "skill-opts-u": "SKILL OPTIONS", + "version": "v", + "always-roll-adv": "Always Roll Advantage", + "toggle-roll-adv": "Advantage Toggle", + "query-roll-adv": "Query Advantage", + "never-roll-adv": "Never Roll Advantage", + "never-whisper-roll": "Never Whisper Rolls", + "query-whisper-roll": "Query Whisper", + "always-whisper-roll": "Always Whisper Rolls", + "never-roll-dmg": "Don't Auto Roll Damage", + "always-roll-dmg": "Auto Roll Damage & Crit", + "add-char-to-templates:-u": "ADD CHARACTER NAME TO TEMPLATES:", + "on": "On", + "off": "Off", + "inventory:-u": "INVENTORY:", + "compendium-compatible": "Compendium Compatible", + "simple": "Simple", + "encumbrance:-u": "ENCUMBRANCE:", + "ammo-tracking:-u": "AMMO TRACKING:", + "general-opts-u": "GENERAL OPTIONS", + "transition-text": "Clicking one of the images below will reformat the data from your current sheet to this sheet. These changes are permanent and cannot be undone.", + "transition-text-highlight": "Please make a copy of your game before you use this tool.", + "choose-sheet-transfer": "CHOOSE THE SHEET YOU ARE TRANSFERING FROM", + "community-sheet-u": "COMMUNITY SHEET", + "shaped-sheet-u": "SHAPED SHEET", + "transition-opts-u": "TRANSITION OPTIONS", + "portions-sheet-utilize": "Portions of this sheet utilize content from the System Reference Document 5.0 under the OGL License. View OGL License and Copyright Notice. https://wiki.roll20.net/SRD_5.0_OGL_License", + "api-required-title": "Try it now with easy one click API installation available with your Pro subscription.", + "api-required-u": "(API REQUIRED)", + "spell_dc_mod:-u": "SPELL SAVE DC MOD:", + "custom_ac:-u": "CUSTOM AC:", + "npc-info": "The NPC option sets new characters to default to the NPC card style sheet. Useful if the player characters have already been created and all new character sheets added to the game will likely representing non player characters.", + "npc-pc": "NPC/PC", + "roll-queries-info": "D20 Rolls output according to this option. Always Roll Advantage is the default setting and will roll two D20 on every roll in case of advantage. The expectation is that if there is no advantage or disadvantage you use the left most result. The Advantage Toggle option adds three new buttons to the top of the sheet so that you can toggle advantage on a case by case basis. Query Advantage gives you a prompt every roll asking if the roll has advantage. Never Roll Advantage always rolls a single D20 on any given roll, expecting the player to roll a second time in case of advantage or disadvantage.", + "whisp-rolls-gm-info": "All sheet rolls are sent to all players in chat by default. Query Whisper option gives you a prompt with each roll of whether or not the roll should be sent privately only to yourself and the GM. Always Whisper Rolls will send all rolls only to yourself and the GM.", + "auto-dmg-roll-info": "By default, attack damage rolls are not rolled until the hit is confirmed. Damage is rolled from the chat roll template by clicking on the name of the attack in the right hand bar, which then displays the damage. The default method is compatible with 3D dice. Optionally, you can choose to have the Auto Roll Damage & Crit option which will roll damage and critical hit dice at the same time of the attack, presenting all possible outcomes at the time of the attack.", + "add-char-to-templates-info": "Character names are not added to the roll template by default, and are only displayed as normal in the chat tab as the player/character selected as 'Speaking As'. Turning this option on adds the character making the roll's name to the template, useful for players represting multiple characters.", + "inventory-info": "Character Inventories default to the complex style that is compatible with the Roll20 5E Compendium. This includes granular item amounts/weights, weight and encumbrance tracking, sorting, AC calculations, automatic attack generation, and more. The Simple option provides a text field for item lists for players who want more manual control over the sheet.", + "encumbrance-info": "The sheet uses the variant encumbrance rules on page 176 of the PHB. The Off option disables the variant rules and only uses a basic over-limit inventory weight check.", + "ammo-tracking-info": "Provides automatic ammo tracking with the 5th Edition OGL by Roll20 Companion API Script.", + "dungeons-and-dragons-styling": "DUNGEONS AND DRAGONS STYLING", + "dungeons-and-dragons-styling-info": "Turns on Dungeons and Dragons styling for both the character sheet and roll templates. This setting is automatically applied to all character sheets and cannot be selectively used.", + "cd-bar1-value:-u": "BAR 1 VALUE:", + "cd-bar1-max:-u": "BAR 1 MAX:", + "cd-bar1-link:-u": "BAR 1 LINK:", + "cd-bar1-value-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 1's value to this attribute.", + "cd-bar1-max-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 1's max to this attribute.", + "cd-bar1-link-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, link the Bar 1's value to this attribute. If set this will override all other bar settings.", + "cd-bar2-value:-u": "BAR 2 VALUE:", + "cd-bar2-max:-u": "BAR 2 MAX:", + "cd-bar2-link:-u": "BAR 2 LINK:", + "cd-bar2-value-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 2's value to this attribute.", + "cd-bar2-max-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 2's max to this attribute.", + "cd-bar2-link-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, link the Bar 2's value to this attribute. If set this will override all other bar settings.", + "cd-bar3-value:-u": "BAR 3 VALUE:", + "cd-bar3-max:-u": "BAR 3 MAX:", + "cd-bar3-link:-u": "BAR 3 LINK:", + "cd-bar3-value-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 3's value to this attribute.", + "cd-bar3-max-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 3's max to this attribute.", + "cd-bar3-link-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, link the Bar 3's value to this attribute. If set this will override all other bar settings.", + "npc-name-in-rolls:-u": "NPC NAME IN ROLLS:", + "show": "Show", + "hide": "Hide", + "npc-name-in-rolls-desc:-u": "In NPC roll results, show or hide the name of the NPC in the roll result card.", + "public:-u": "PUBLIC", + "to-gm:-u": "TO GM", + "toggle-roll-whisper": "Whisper Toggle", + "attribute-opts-u": "ATTRIBUTE OPTIONS", + "save-opts-u": "SAVE OPTIONS", + "by-level": "By Level (Default)", + "prof-die": "Proficency Die (DMG)", + "custom": "Custom", + "core-die-roll:-u": "CORE DIE ROLL:", + "has-attack-u": "HAS AN ATTACK", + "variant-phb": "Variant (PHB p176)", + "carrying-capacity-mod:-u": "CARRYING CAPACITY MODIFIER:", + "armor-class-tracking:-u": "ARMOR CLASS TRACKING:", + "automatic": "Automatic", + "cantrip-progression:-u": "CANTRIP PROGRESSION", + "cantrip-dice-u": "CANTRIP DICE", + "cantrip-beam-u": "CANTRIP BEAM", + "slots_total-u": "SLOTS TOTAL", + "slots_remaining-u": "SLOTS REMAINING", + "level-calculations:-u": "AUTO LEVEL CALCULATIONS:", + "spell_slot_modifiers-u": "SPELL SLOT MODIFIERS", + "lvl-u": "LEVEL", + "include_spell_desc:-u": "INCLUDE SPELL DESCRIPTION IN ATTACK:", + "token_size-u": "TOKEN SIZE", + "add-dex-tiebreaker-u": "ADD DEX TIEBREAKER TO INITIATIVE", + "initiative-style:-u": "INITIATIVE STYLE:", + "query-attr-u": "QUERY ATTRIBUTE", + "custom-skills-u": "CUSTOM SKILLS", + "weapon-u": "WEAPON", + "armor-u": "ARMOR", + "other-u": "OTHER", + "source:-u": "SOURCE:", + "source-type:-u": "SOURCE TYPE:", + "racial": "Racial", + "class": "Class", + "feat": "Feat", + "feats": "Feats", + "other": "Other", + "partial": "Partial", + "show_all": "Show All", + "cr_only": "C&R Only", + "spell-icons:-u": "SPELL ICONS:", + "custom-pb:-u": "CUSTOM PROFICIENCY BONUS:", + "show-global-attack-field-u": "SHOW GLOBAL ATTACK MODIFIER FIELD", + "show-global-damage-field-u": "SHOW GLOBAL DAMAGE MODIFIER FIELD", + "show-global-save-field-u": "SHOW GLOBAL SAVE MODIFIER FIELD", + "show-global-skill-field-u": "SHOW GLOBAL SKILL MODIFIER FIELD", + "global-attack-u": "GLOBAL ATTACK MODIFIER", + "global-damage-u": "GLOBAL DAMAGE MODIFIER", + "global-save-u": "GLOBAL SAVE MODIFIER", + "global-skill-u": "GLOBAL SKILL MODIFIER", + "global-damage": "Global Damage Modifier", + "core-die-roll-info": "Changing the core die will replace the normal 1d20 made with almost all rolls with a randomizer of your choice, such as 2d10 or 3d6.", + "pb-type-info": "By default, the character's Proficiency Bonus will be automatically calculated based off of their total level as is the standard method in the PHB. The Proficency Die option supports the alternate method outlined in the DMG where, instead of a flat bonus, a die is rolled instead. The Custom option allows you to replace the PB with anything of your choosing.", + "global-save-info": "Creates a custom global save modifier field, underneath the SAVING THROWS section of the character sheet. Anything put there will be applied to any save roll. Perfect for regular but not permanent bonuses like the Bless spell.", + "global-skill-info": "Creates a custom global skill modifier field, underneath the SKILLS section of the character sheet. Anything put there will be applied to any save roll. Perfect for regular but not permanent bonuses like the Guidance spell.", + "global-attack-info": "Creates a custom global attack modifier field, underneath the ATTACKS AND SPELL CASTING section of the character sheet. Anything put there will be applied to any attack to-hit roll. Perfect for regular but not permanent bonuses to attack like the Bless spell.", + "global-damage-info": "Creates a custom global damage modifier field, underneath the ATTACKS AND SPELL CASTING section of the character sheet. Anything put there will be applied to any attack damage roll. Perfect for regular but not permanent bonuses to damage like the Sneak Attack ability.", + "auto-level-calc-info": "By default changing character levels will automatically set spell slots and hit dice. Changing this setting to off prevents this behavior.", + "simple-traits-info": "Character FEATURES AND TRAITS section defaults to the complex style that is compatible with the Roll20 5E Compendium. The Simple option provides a text field for players who want more manual control over the sheet.", + "simple-proficiencies-info": "Character OTHER PROFICIENCIES & LANGUAGES section defaults to the complex style that is compatible with the Roll20 5E Compendium. The Simple option provides a text field for players who want more manual control over the sheet.", + "init-tiebreaker-info": "Adds the character's dexterity score as a decimal to the end of the initiative bonus for purposes of breaking ties.", + "b-custom-info": "When the Proficiency Bonus type is set to Custom, the character sheet will use this value for the character's Proficiency Bonus.", + "footer-wiki-link": "For more information about this character sheet, its functionality, or uses, please check out the Roll20 Wiki for official documentation. https://wiki.roll20.net/5th_Edition_OGL_by_Roll20", + "accepting-drop-u": "ACCEPTING DROP FROM COMPENDIUM", + "are_you_sure": "Are you sure you want to turn this character into a ", + "yes": "Yes", + "next": "Next", + "cancel": "Cancel", + "cancel-u": "CANCEL", + "choose": "Choose", + "innate:-u": "INNATE:", + "mod:-u": "MOD:", + "hpmods:-u": "HP MODIFIERS:", + "charmancer-welcome": "Welcome to the Charactermancer!", + "charmancer-what-is": "The Charactermancer is a step-by-step process that makes building a character simple and streamlined. Changes are saved as you progress, but the character sheet is only updated when the Charactermancer has been completed.", + "get-started": "Get started by clicking Next.", + "opt-out-u": "OPT OUT", + "charmancer-compendium": "Your Compendium Awaits.", + "charmancer-compendium-detail": "The Charactermancer currently supports Dungeons & Dragons 5th Edition SRD and the Player's Handbook. You can add the Player's Handbook to your compendium in the Marketplace, or the game owner can share their compendium with everyone in the game.", + "charmancer-choose-race": "Choose a Race:", + "charmancer-custom-race-name": "Custom Race Name:", + "charmancer-custom-subclass-name:": "Custom sublass Name:", + "charmancer-additional-cantrips": "Additional Cantrips", + "charmancer-additional-lvl-1-spells": "Additional Level 1 Spells", + "suggested-abilities": "Suggested Abilities: ", + "class-spellcasting": "Class Spellcasting Ability: ", + "ability-score-increase": "Ability Score Increase:", + "lawful-good": "Lawful Good", + "neutral-good": "Neutral Good", + "chaotic-good": "Chaotic Good", + "lawful-neutral": "Lawful Neutral", + "neutral": "Neutral", + "chaotic-neutral": "Chaotic Neutral", + "lawful-evil": "Lawful Evil", + "neutral-evil": "Neutral Evil", + "chaotic-evil": "Chaotic Evil", + "tiny": "Tiny", + "small": "Small", + "medium": "Medium", + "large": "Large", + "huge": "Huge", + "age": "Age:", + "gargantuan": "Gargantuan", + "step1-equipment": "Step 5: Equipment", + "equipment-from-background": "Equipment from Background", + "equipment-from-class": "Equipment from Class", + "class-equipment": "Class Equipment", + "starting-wealth": "Starting Wealth (PHB)", + "starting-gold:": "Starting Gold:", + "no_class_warning-u": "NO CLASS HAS BEEN SELECTED OR SELECTED CLASS DOES NOT HAVE STANDARD EQUIPMENT. CLASS EQUIPMENT CANNOT BE CHOSEN AT THIS TIME.", + "standard-array": "Standard Array", + "roll-for-stats": "Roll for Stats", + "standard-roll": "Roll 4d6, drop lowest", + "charmancer-cancel-heading": "Where would you like to go, traveler?", + "continue-charmancer": "Continue Charactermancer", + "save_progress_and_exit": "Save and Exit", + "cancel_charactermancer": "Discard and exit", + "charmancer-discard-warning": "Discard and Exit will cause all choices to be lost.", + "mancer-opts-u": "CHARACTERMANCER OPTIONS", + "relaunch-lvl1mancer-u": "LAUNCH LEVEL 1 CHARACTERMANCER (CANNOT BE UNDONE)", + "point-buy": "Point Buy", + "available-points:": "Available Points: ", + "equipment-choice-text": "How would you like to choose your equipment?", + "charmancer-start": "Start", + "clear-abilities": "Clear Assignment", + "use-charactermancer-for-new:-u": "USE LEVEL 1 CHARACTERMANCER FOR NEW CHARACTERS:", + "use-charactermancer-for-new-info": "With this option enabled all new characters will open with the Level 1 Roll20 Charactermancer. Disabling this option will start new characters directly on the character sheet disabling the Level 1 Charactermancer, which can still be manually run from the Settings tab of the character sheet.", + "feat-pre-check": "Look carefully! Prerequisites are not checked automatically.", + "stats-rolled-hint": "We rolled your dice! Check the chat window to view your results in detail. Assign the results below to your preferred attributes:", + "return-to:": "Return to: ", + "do_you_want_mancer": "How do you want to create this character?", + "no": "No", + "global-ac-u": "GLOBAL AC MODIFIER", + "show-global-ac-field-u": "SHOW GLOBAL AC MODIFIER FIELD", + "warning-customac-u": "ATTENTION - CUSTOM AC IS NOT BEING USED. TO USE CUSTOM AC, UNEQUIP ARMOR.", + "manual": "Edit sheet direclty", + "npc-new": "Create an NPC", + "mancer-confirm-yes": "Use the Charactermancer", + "allow-shields-u": "ALLOW SHIELDS?", + "levels-u": "LEVELS", + "features-u": "FEATURES", + "asi-u": "ABILITY SCORE INCREASE / FEATS", + "charmancer-leveler-what-is": "The Charactermancer is a step-by-step process that makes leveling up a character simple and streamlined. Changes are saved as you progress, but the character sheet is only updated when the Charactermancer has been completed.", + "charmancer-leveler-level-info1": "Your existing class levels have been pre-populated for you. By default your primary class has been set to be increased by one level. You can change how many levels to increase below, as well as adding a new multiclass.", + "charmancer-leveler-level-info2": "In each class section you'll have the option to take the average number of hit points or to roll randomly, choose class features for the levels you're advancing, and choose your subclass if appropriate.", + "charmancer-leveler-spells-info": "Listed here are the current spells your character already knows. If you gained access to more spells during your advancement you will be able to select them below. Check next to the spells you wish to learn. The Charactermancer will help you pick the right number of spells and from the correct list. If your class has the option to swap out spells, you can do so by unselecting currently known spells which will allow you to select new ones in their place.", + "total-level-u": "TOTAL LEVEL", + "main-class-level-u": "MAIN CLASS LEVEL", + "class-2-level-u": "CLASS 2 LEVEL", + "class-3-level-u": "CLASS 3 LEVEL", + "class-4-level-u": "CLASS 4 LEVEL", + "levels:-u": "LEVELS:", + "warning-leveler_start-u": "ATTENTION - YOU CANNOT LAUNCH THE CHARACTERMANCER LEVEL UP UNTIL YOU HAVE A CLASS, LEVEL, AND HP SET FOR LEVEL ONE. PLEASE RUN THE CHARACTERMANCER CREATOR FIRST. THE LEVEL UP TOOL DOESN'T WORK WITH CUSTOM CLASSES OR IF THE MULTICLASS OPTIONS ARE SET UP INCORRECTLY.", + "charmancer-leveler-custom-class-warning": "The Level Up tool does not support custom classes at this time.", + "charmancer-welcome-lp": "Welcome to Charactermancer Level Up!", + "charmancer-leveler-what-is-lp": "Look at you, with all that experience. Now it's time to claim your reward. You'll walk through the step-by-step process to make a few decisions, and your character will be at the next level in no time. Changes are saved as you move through the process, but if you change your mind, you'll need to revisit the steps and choices that come after.", + "charmancer-compendium-detail-lp": "The Charactermancer currently supports Dungeons & Dragons 5th Edition SRD, Player's Handbook, and Guildmasters' Guide to Ravnica. Xanathar's Guide to Everything will be supported in the coming weeks. You can add the Player's Handbook and Guildmasters' Guide to Ravnica to your compendium in the Marketplace, or the game owner can share their compendium with everyone in the game.", + "roll:-u": "ROLL:", + "roll": "Roll", + "prerequisite:": "Prerequisite:", + "back": "BACK", + "back-to-top": "Back to Top", + "choose-a-class:": "Choose a Class:", + "custom-class-name:": "Custom Class Name", + "charmancer-class-features:": "Class Features: ", + "charmancer-subclass-features:": "Subclass Features:", + "hit-die:": "Hit Die:", + "average": "Average", + "hp-u": "HP", + "saving-throw-proficiency": "Saving Throw Proficiency", + "armor": "Armor", + "equipment": "Equipment:", + "language": "Language", + "skill": "Skill", + "tool": "Tool", + "weapon": "Weapon", + "add-another-feature": "Add Another Feature", + "add-another-proficiency": "Add Another Proficiency", + "innate-spellcasting:": "Innate Spellcasting:", + "spellcasting-ability": "Spellcasting Ability:", + "number-of-cantrips": "Number of Cantrips:", + "number-of-lvl-1-spells": "Number of Level 1 Spells:", + "spell-list": "Spell List:", + "done": "Done", + "ability-score-method": "Ability Score Method:", + "select-your-choices": "Select Your Choices:", + "input-your-scores": "Input Your Scores:", + "choose-background": "Choose a Background:", + "personality-traits": "Personality Traits", + "ideal": "Ideal", + "bond": "Bond", + "flaw": "Flaw", + "you-have-chosen-starting-gold": "You have chosen starting gold and do not get equipment from your background.", + "you-have-created-custom-class": "You have created a custom class; you can add equipment to the character sheet after you have finished the Charactermancer.", + "arcane-is-mystery": "The Arcane is a mystery to you.", + "your-character-dont-have-spells-this-lvl": "Your character doesn't have spells at this level. Click “Next” to review your character!", + "charmancer-a-feat-represents": "A feat represents accomplishment, grit, determination, and expertise. It is the reward for hard work.", + "you-really-havent-done": "You really haven't done that much yet", + "review-your-choices": "Review your choices:", + "race": "Race", + "abilities": "Abilities", + "bio": "Bio", + "name-background": "Name:", + "building-your-character": "Building your character...", + "charmancer-only-choice-left-is-on-or": "The only choice left is to press on or turn back. If you're editing an existing character, all your existing data will be lost into the void when you apply your changes.", + "apply-changes": "Apply Changes", + "pick-your-equipment": "Pick your equipment", + "you-havent-chosen-background": "You have not yet selected a background.", + "you-havent-selected-class": "You have not yet selected a class.", + "ability-score": "Ability Score", + "you-can-increase-two-abilites": "You can increase two of your abilities by 1, or one of your abilities by 2", + "before-leveling": "Before Leveling", + "after-leveling": "After Leveling", + "charmancer-removed-spells-marked-pt1": "Removed spells will be marked with a r symbol so you can find it easily if you change your mind." +} diff --git a/Redsky/translations/ko.json b/Redsky/translations/ko.json new file mode 100644 index 0000000000..4546026cb3 --- /dev/null +++ b/Redsky/translations/ko.json @@ -0,0 +1,684 @@ +{ + "skills-list": "acrobatics,animal-handling,arcana,athletics,deception,history,insight,intimidation,investigation,medicine,nature,perception,performance,persuasion,religion,sleight-of-hand,stealth,survival", + "npc-options-u": "NPC 옵션", + "name-u": "이름", + "npc-type-u": "NPC 유형", + "npc-type-place": "Medium fiend, any evil alignment", + "armor-class-u": "AC", + "class-u": "클래스", + "type-u": "유형", + "abilities-u": "능력치", + "npc-armor-place": "scale mail", + "hit-points-u": "히트 포인트", + "formula-u": "주사위값", + "speed-u": "속도", + "npc-speed-place": "30 ft., fly 60ft.", + "attributes-u": "능력치", + "str-u": "근력", + "dex-u": "민첩", + "con-u": "건강", + "int-u": "지능", + "wis-u": "지혜", + "cha-u": "매력", + "saves-u": "내성 굴림", + "skills-u": "기술", + "acrobatics-u": "곡예", + "animal_handling-u": "동물 조련", + "arcana-u": "비전학", + "athletics-u": "운동", + "deception-u": "기만", + "history-u": "역사학", + "insight-u": "통찰", + "intimidation-u": "위협", + "investigation-u": "수사", + "medicine-u": "의학", + "nature-u": "자연학", + "perception-u": "감지", + "performance-u": "공연", + "persuasion-u": "설득", + "religion-u": "종교학", + "sleight_of_hand-u": "손속임", + "stealth-u": "은신", + "survival-u": "생존", + "damage-vuln-u": "피해 취약", + "npc-dmg-vuln-place": "fire", + "damage-res-u": "피해 저항", + "npc-dmg-res-place": "cold", + "damage-imm-u": "피해 면역", + "npc-dmg-imm-place": "lightning, thunder", + "cond-imm-u": "상태 면역", + "npc-cond-imm-place": "charmed", + "senses-u": "감각", + "npc-senses-place": "darkvision 120ft., passive Perception 16", + "langs-u": "언어", + "lang-u": "언어", + "npc-langs-place": "Abyssal, Common, Infernal", + "challenge-u": "도전지수", + "xp-u": "경험치", + "spellcast-npc-u": "주문시전 NPC", + "spell-ability-u": "주문시전 능력치", + "none-u": "없음", + "strength-u": "근력", + "strength-save-u": "STRENGTH SAVE", + "dexterity-u": "민첩", + "dexterity-save-u": "DEXTERITY SAVE", + "constitution-u": "건강", + "constitution-save-u": "CONSTITUTION SAVE", + "intelligence-u": "지능", + "intelligence-save-u": "INTELLIGENCE SAVE", + "wisdom-u": "지혜", + "wisdom-save-u": "WISDOM SAVE", + "charisma-u": "매력", + "charisma-save-u": "CHARISMA SAVE", + "spell-dc-u": "SPELL DC", + "spell-atk-bonus-u": "주문 명중 보너스", + "has-reaction-u": "반응행동 있음", + "leg-actions:-u": "전설적 행동", + "gen-opts-u": "GENERAL OPTIONS", + "npc-u": "NPC", + "roll-queries:-u": "ROLL QUERIES:", + "always-adv": "Always Roll Advantage", + "adv-toggle": "Advantage Toggle", + "query-adv": "Query Advantage", + "never-adv": "Never Roll Advantage", + "whisp-rolls-gm:-u": "WHISPER ROLLS TO GM:", + "never-whisp": "Never Whisper Rolls", + "query-whisp": "Query Whisper", + "always-whisp": "Always Whisper Rolls", + "auto-dmg-roll:-u": "AUTO DAMAGE ROLL:", + "never-dmg": "Don't Auto Roll Damage", + "always-dmg": "Auto Roll Damage & Crit", + "ac": "방어도", + "hp": "히트 포인트", + "speed": "이동속도", + "language-proficiencies": "언어 숙련", + "skill-proficiencies": "기술 숙련", + "weapon-proficiencies": "무기 숙련", + "armor-proficiencies": "장갑 숙련", + "tool-proficiencies": "도구 숙련", + "saving-throw": "내성 굴림", + "str": "근력", + "dex": "민첩", + "con": "건강", + "int": "지능", + "wis": "지혜", + "cha": "매력", + "skills": "기술", + "acrobatics": "곡예", + "animal_handling": "동물 다루기", + "arcana": "비전학", + "athletics": "운동", + "deception": "기만", + "history": "역사학", + "insight": "통찰", + "intimidation": "위협", + "investigation": "수사", + "medicine": "의학", + "nature": "자연학", + "perception": "감지", + "performance": "공연", + "persuasion": "설득", + "religion": "종교학", + "sleight_of_hand": "손속임", + "stealth": "Stealth", + "survival": "Survival", + "dmg-vuln": "Damage Vulnerabilities", + "dmg-res": "Damage Resistances", + "dmg-imm": "Damage Immunities", + "cond-imm": "Condition Immunities", + "senses": "감각", + "langs": "언어", + "challenge": "도전지수", + "npc-trait-name-place": "False Appearance.", + "npc-trait-desc-place": "If the dragon fails...", + "actions": "행동", + "adv": "Advantage", + "norm": "Normal", + "disadv": "Disadvantage", + "name:-u": "이름:", + "attack-u": "공격", + "type:-u": "유형:", + "melee": "근접", + "ranged": "장거리", + "range-reach:-u": "사거리:", + "range-reach-place": "5 ft.", + "to-hit:-u": "수정치", + "target:-u": "목표", + "target:": "Target:", + "to-hit-place": "One target", + "on-hit:-u": "ON HIT:", + "on-hit-place": "slashing", + "on-hit2:-u": "ON HIT 2:", + "on-hit-2-place": "fire", + "hit:": "명중: ", + "reactions": "반응행동", + "npc-repeating-name-place": "Parry.", + "npc-repeating-desc-place": "The creature adds 2 to its AC against...", + "traits": "Traits", + "features": "Features", + "spells": "주문", + "prep-u": "PREP", + "school:-u": "학파:", + "abjuration": "방호계", + "conjuration": "조형계", + "divination": "예지계", + "enchantment": "환혹계", + "evocation": "방출계", + "illusion": "활영계", + "necromancy": "사령계", + "transmutation": "변환계", + "ritual": "RITUAL", + "ritual-l": "ritual", + "range:-u": "사거리", + "range:": "Range:", + "components:-u": "구성요소", + "components:": "Components:", + "spell-component-verbal": "V", + "spell-component-somatic": "S", + "spell-component-material": "M", + "spell-ritual": "R", + "spell-concentration": "C", + "ruby-dust-place": "ruby dust worth 50gp", + "concentration-u": "집중", + "concentration": "Concentration", + "duration:-u": "지속시간", + "duration:": "Duration:", + "difficulty-class-abv": "DC", + "output:-u": "결과", + "spellcard-u": "SPELLCARD", + "spell-atk:-u": "주문 공격", + "none": "없음", + "dmg:-u": "DAMAGE:", + "dmg2:-u": "DAMAGE2:", + "healing:-u": "치유량", + "add-ability-mod-u": "능력치 수정치를 피해량/치유량에 더함", + "effect:-u": "효과", + "npc-atk-effect-place": "Half damage", + "desc:-u": "설명", + "at-higher-lvl:-u": "고레벨에서", + "at-higher-lvl": "At Higher Levels", + "higher-lvl-cast": "Higher Level Cast", + "leg-actions": "전설적 행동", + "leg-actions-desc": "The can take legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature's turn. The regains spent legendary actions at the start of its turn.", + "atk-range-place": "5 ft.", + "atk-target-place": "One target", + "atk-dmg-type-place": "slashing", + "atk-dmg-type2-place": "fire", + "adv-u": "이점", + "norm-u": "NORMAL", + "disadv-u": "DISADVANTAGE", + "core-u": "CORE", + "bio-u": "상세 정보", + "spells-u": "주문", + "feats-u": "재주", + "review-u": "검토", + "char-name-u": "캐릭터 이름", + "artificer": "Artificer", + "barbarian": "바바리안", + "bard": "음유시인", + "cleric": "클레릭", + "druid": "드루이드", + "fighter": "전사", + "monk": "몽크", + "paladin": "성기사", + "ranger": "레인저", + "rogue": "로그", + "sorcerer": "소서러", + "warlock": "워록", + "wizard": "위저드", + "class-level-u": "클래스 & 레벨", + "background-u": "배경", + "background": "배경", + "race-u": "종족", + "alignment-u": "성향", + "alignment": "성향", + "exp-pts-u": "경험치", + "inspiration-u": "고양감", + "prof-bonus-u": "숙련 보너스", + "strength": "근력", + "strength-save": "Strength Save", + "dexterity": "민첩", + "dexterity-save": "Dexterity Save", + "constitution": "건강", + "constitution-save": "Constitution Save", + "intelligence": "지능", + "intelligence-save": "Intelligence Save", + "wisdom": "지혜", + "wisdom-save": "Wisdom Save", + "charisma": "매력", + "charisma-save": "Charisma Save", + "saving-throws-u": "내성 굴림", + "acrobatics-core": "곡예(민첩)", + "animal_handling-core": "동물 조련(지혜)", + "arcana-core": "비전학(지능)", + "athletics-core": "운동(근력)", + "deception-core": "기만(매력)", + "history-core": "역사학(지능)", + "insight-core": "직관(지혜)", + "intimidation-core": "위협(매력)", + "investigation-core": "수사학(지능)", + "medicine-core": "의학(지혜)", + "nature-core": "자연학(지능)", + "perception-core": "감지(지혜)", + "performance-core": "공연(매력)", + "persuasion-core": "설득(매력)", + "religion-core": "종교학(지능)", + "sleight_of_hand-core": "손속임(민첩)", + "stealth-core": "은신(민첩)", + "survival-core": "생존(지혜)", + "pass-wis-u": "상시 감지(지혜)", + "tool-u": "도구", + "pro-u": "숙련", + "attr-u": "능력치", + "prof-bonus:-u": "숙련 보너스", + "prof-u": "숙련", + "proficency-u": "숙련", + "expertise-u": "숙달", + "jack-of-all-u": "JACK OF ALL TRADES", + "attr:-u": "능력치:", + "tool-prof-u": "도구 숙련", + "weapon-proficiencies-u": "WEAPON PROFICIENCIES", + "other-prof-langs-u": "기타 숙련 및 언어", + "prof-langs-u": "PROFICIENCIES & LANGUAGES", + "init": "Initiative", + "init-u": "우선권", + "hp-max-u": "최대 HP", + "hp-current-u": "현재 HP", + "hp-temp-u": "임시 HP", + "total": "합계", + "hit-dice-u": "히트 다이스", + "successes-u": "성공", + "failures-u": "실패", + "death-save-u": "DEATH SAVE", + "death-saves-u": "사망 판정", + "exhaustion-setting-u": "SHOW EXHAUSTION TRACKING:", + "exhaustion-u": "탈진 단계", + "exhaustion-0": "No effect", + "exhaustion-1": "Disadvantage on ability checks", + "exhaustion-2": "Speed halved", + "exhaustion-3": "Disadvantage on attack rolls and saving throws", + "exhaustion-4": "Hit point maximum halved", + "exhaustion-5": "Speed reduced to 0", + "exhaustion-6": "Death", + "atk-u": "명중", + "dmg-type-u": "피해량/종류", + "attack:-u": "명중", + "proficient-u": "숙련", + "range-place": "자신 (60피트 원뿔)", + "magic-bonus:-u": "주문 보너스", + "crit-range-u": "치명타 수치", + "damage:-u": "피해:", + "dmg-type-place": "Slashing", + "crit:-u": "치명타", + "damage2:-u": "피해2", + "saving-throw:-u": "내성 굴림:", + "vs-dc:-u": "VS DC:", + "spell-u": "주문", + "flat-u": "고정값", + "save": "Save", + "save-effect:-u": "내성 굴림 성공 효과", + "save-effect-place": "half damage", + "ammunition:-u": "AMMUNITION:", + "ammunition-place": "Arrows", + "description:-u": "설명", + "description:": "Description:", + "description-place": "Up to 2 creatures within 5 feet", + "atk-spellcasting-u": "공격 및 주문시전", + "copper-piece-u": "CP", + "silver-piece-u": "SP", + "electrum-piece-u": "EP", + "gold-piece-u": "GP", + "platinum-piece-u": "PP", + "warning-armor-sets-u": "WARNING - MULTIPLE SETS OF ARMOR OR SHIELDS HAVE BEEN ADDED AND AC IS NOT CORRECTLY CALCULATED. UNEQUIP THE ARMOR PIECE FROM THE ITEM DETAILS.", + "item-name-u": "소지품명", + "equipped-u": "EQUIPPED", + "use-as-resource-u": "USE AS A RESOURCE", + "prop:-u": "PROP:", + "mods:-u": "수정치:", + "total-weight-u": "총 무게", + "immobile-u": "IMMOBILE", + "heavily-encumbered-u": "HEAVILY ENCUMBERED", + "encumbered-u": "ENCUMBERED", + "over-carrying-cap-u": "OVER CARRYING CAPACITY", + "equipment-u": "장비", + "personality-traits-u": "인격 특성", + "ideals-u": "이상", + "bonds-u": "유대", + "flaws-u": "단점", + "class-resource-u": "클래스 자원", + "other-resource-u": "기타 자원", + "feats-traits-u": "FEATURES & TRAITS", + "age-u": "나이", + "size-u": "SIZE", + "size": "크기", + "height-u": "키", + "weight-u": "몸무게", + "eye-u": "눈", + "skin-u": "피부", + "hair-u": "머리카락", + "char-appearance-u": "캐릭터 외모", + "char-backstory-u": "캐릭터의 배경담", + "allies-orgs-u": "동료 및 조직", + "add-feats-traits-u": "추가적인 특징 및 설명", + "feat-u": "FEAT", + "treasure-u": "보물", + "spell-save-dc-u": "주문 내성 DC", + "cantrips-u": "소마법", + "ritual-u": "의식", + "casting-time:-u": "시전 시간", + "casting-time:": "Casting Time:", + "at-higher-lvl-dmg:-u": "고레벨 슬롯 시전 피해량", + "half-dmg-place": "Half damage", + "hit-die:-u": "히트 다이스:", + "initiative-mod:-u": "INITIATIVE MODIFIER:", + "glob-saving-mod:-u": "GLOBAL SAVING THROW MODIFIER:", + "glob-ac-mod:-u": "GLOBAL ARMOR CLASS MODIFIER:", + "glob-atk-mod:-u": "전체 주문 명중 수정치", + "pass-perc-mod:-u": "PASSIVE PERCEPTION MODIFIER:", + "death-save-mod:-u": "DEATH SAVE MODIFIER:", + "magic-caster-lvl:-u": "주문시전 레벨", + "halfling-luck-u": "HALFLING LUCK", + "arcane-fighter-u": "ARCANE FIGHTER", + "arcane-rogue-u": "ARCANE ROGUE", + "class-options-u": "CLASS OPTIONS ()", + "class:-u": "클래스:", + "subclass:-u": "서브클래스:", + "race:-u": "종족:", + "subrace:-u": "하위종족:", + "subrace": "하위종족", + "subrace-ability-increase": "하위종족 능력치 점수 상승", + "2nd-class:-u": "2ND CLASS:", + "lvl:-u": "레벨:", + "3rd-class:-u": "3RD CLASS:", + "4th-class:-u": "4TH CLASS:", + "mutliclass-opts-u": "MULTICLASS OPTIONS", + "use-cust-class-u": "USE CUSTOM CLASS", + "class-name:-u": "CLASS NAME:", + "spellcasting-ability:-u": "SPELLCASTING ABILITY:", + "spell-slots:-u": "SPELL SLOTS:", + "spell-full-u": "FULL (Cleric, Druid, Wizard)", + "spell-half-u": "HALF (Paladin, Ranger)", + "spell-third-u": "THIRD (Arcane Fighter/Rogue)", + "cust-class-opts": "CUSTOM CLASS OPTIONS", + "normal": "Normal", + "expirtise": "Expertise", + "skill-opts-u": "SKILL OPTIONS", + "version": "v", + "always-roll-adv": "Always Roll Advantage", + "toggle-roll-adv": "Advantage Toggle", + "query-roll-adv": "Query Advantage", + "never-roll-adv": "Never Roll Advantage", + "never-whisper-roll": "Never Whisper Rolls", + "query-whisper-roll": "Query Whisper", + "always-whisper-roll": "Always Whisper Rolls", + "never-roll-dmg": "Don't Auto Roll Damage", + "always-roll-dmg": "Auto Roll Damage & Crit", + "add-char-to-templates:-u": "ADD CHARACTER NAME TO TEMPLATES:", + "on": "함", + "off": "안 함", + "inventory:-u": "INVENTORY:", + "compendium-compatible": "Compendium Compatible", + "simple": "Simple", + "encumbrance:-u": "ENCUMBRANCE:", + "ammo-tracking:-u": "AMMO TRACKING:", + "general-opts-u": "GENERAL OPTIONS", + "transition-text": "Clicking one of the images below will reformat the data from your current sheet to this sheet. These changes are permanent and cannot be undone.", + "transition-text-highlight": "Please make a copy of your game before you use this tool.", + "choose-sheet-transfer": "CHOOSE THE SHEET YOU ARE TRANSFERING FROM", + "community-sheet-u": "COMMUNITY SHEET", + "shaped-sheet-u": "SHAPED SHEET", + "transition-opts-u": "TRANSITION OPTIONS", + "portions-sheet-utilize": "Portions of this sheet utilize content from the System Reference Document 5.0 under the OGL License. View OGL License and Copyright Notice. https://wiki.roll20.net/SRD_5.0_OGL_License", + "api-required-title": "Try it now with easy one click API installation available with your Pro subscription.", + "api-required-u": "(API REQUIRED)", + "spell_dc_mod:-u": "주문 내성 DC 수정치", + "custom_ac:-u": "CUSTOM AC:", + "npc-info": "The NPC option sets new characters to default to the NPC card style sheet. Useful if the player characters have already been created and all new character sheets added to the game will likely representing non player characters.", + "npc-pc": "NPC/PC", + "roll-queries-info": "D20 Rolls output according to this option. Always Roll Advantage is the default setting and will roll two D20 on every roll in case of advantage. The expectation is that if there is no advantage or disadvantage you use the left most result. The Advantage Toggle option adds three new buttons to the top of the sheet so that you can toggle advantage on a case by case basis. Query Advantage gives you a prompt every roll asking if the roll has advantage. Never Roll Advantage always rolls a single D20 on any given roll, expecting the player to roll a second time in case of advantage or disadvantage.", + "whisp-rolls-gm-info": "All sheet rolls are sent to all players in chat by default. Query Whisper option gives you a prompt with each roll of whether or not the roll should be sent privately only to yourself and the GM. Always Whisper Rolls will send all rolls only to yourself and the GM.", + "auto-dmg-roll-info": "By default, attack damage rolls are not rolled until the hit is confirmed. Damage is rolled from the chat roll template by clicking on the name of the attack in the right hand bar, which then displays the damage. The default method is compatible with 3D dice. Optionally, you can choose to have the Auto Roll Damage & Crit option which will roll damage and critical hit dice at the same time of the attack, presenting all possible outcomes at the time of the attack.", + "add-char-to-templates-info": "Character names are not added to the roll template by default, and are only displayed as normal in the chat tab as the player/character selected as 'Speaking As'. Turning this option on adds the character making the roll's name to the template, useful for players represting multiple characters.", + "inventory-info": "Character Inventories default to the complex style that is compatible with the Roll20 5E Compendium. This includes granular item amounts/weights, weight and encumbrance tracking, sorting, AC calculations, automatic attack generation, and more. The Simple option provides a text field for item lists for players who want more manual control over the sheet.", + "encumbrance-info": "The sheet uses the variant encumbrance rules on page 176 of the PHB. The Off option disables the variant rules and only uses a basic over-limit inventory weight check.", + "ammo-tracking-info": "Provides automatic ammo tracking with the 5th Edition OGL by Roll20 Companion API Script.", + "dungeons-and-dragons-styling": "DUNGEONS AND DRAGONS STYLING", + "dungeons-and-dragons-styling-info": "Turns on Dungeons and Dragons styling for both the character sheet and roll templates. This setting is automatically applied to all character sheets and cannot be selectively used.", + "cd-bar1-value:-u": "BAR 1 VALUE:", + "cd-bar1-max:-u": "BAR 1 MAX:", + "cd-bar1-link:-u": "BAR 1 LINK:", + "cd-bar1-value-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 1's value to this attribute.", + "cd-bar1-max-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 1's max to this attribute.", + "cd-bar1-link-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, link the Bar 1's value to this attribute. If set this will override all other bar settings.", + "cd-bar2-value:-u": "BAR 2 VALUE:", + "cd-bar2-max:-u": "BAR 2 MAX:", + "cd-bar2-link:-u": "BAR 2 LINK:", + "cd-bar2-value-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 2's value to this attribute.", + "cd-bar2-max-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 2's max to this attribute.", + "cd-bar2-link-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, link the Bar 2's value to this attribute. If set this will override all other bar settings.", + "cd-bar3-value:-u": "BAR 3 VALUE:", + "cd-bar3-max:-u": "BAR 3 MAX:", + "cd-bar3-link:-u": "BAR 3 LINK:", + "cd-bar3-value-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 3's value to this attribute.", + "cd-bar3-max-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 3's max to this attribute.", + "cd-bar3-link-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, link the Bar 3's value to this attribute. If set this will override all other bar settings.", + "npc-name-in-rolls:-u": "NPC NAME IN ROLLS:", + "show": "보이기", + "hide": "숨기기", + "npc-name-in-rolls-desc:-u": "In NPC roll results, show or hide the name of the NPC in the roll result card.", + "public:-u": "PUBLIC", + "to-gm:-u": "TO GM", + "toggle-roll-whisper": "Whisper Toggle", + "attribute-opts-u": "ATTRIBUTE OPTIONS", + "save-opts-u": "SAVE OPTIONS", + "by-level": "By Level (Default)", + "prof-die": "Proficency Die (DMG)", + "custom": "창작", + "core-die-roll:-u": "CORE DIE ROLL:", + "has-attack-u": "HAS AN ATTACK", + "variant-phb": "Variant (PHB p176)", + "carrying-capacity-mod:-u": "CARRYING CAPACITY MODIFIER:", + "armor-class-tracking:-u": "ARMOR CLASS TRACKING:", + "automatic": "Automatic", + "cantrip-progression:-u": "CANTRIP PROGRESSION", + "cantrip-dice-u": "CANTRIP DICE", + "cantrip-beam-u": "CANTRIP BEAM", + "slots_total-u": "총 슬롯", + "slots_remaining-u": "잔여 슬롯", + "level-calculations:-u": "AUTO LEVEL CALCULATIONS:", + "spell_slot_modifiers-u": "SPELL SLOT MODIFIERS", + "lvl-u": "LEVEL", + "include_spell_desc:-u": "공격시 주문 설명 표시 여부", + "token_size-u": "토큰 크기", + "add-dex-tiebreaker-u": "ADD DEX TIEBREAKER TO INITIATIVE", + "initiative-style:-u": "INITIATIVE STYLE:", + "query-attr-u": "능력치 선택", + "custom-skills-u": "창작 기술", + "weapon-u": "무기", + "armor-u": "장갑", + "other-u": "기타", + "source:-u": "SOURCE:", + "source-type:-u": "SOURCE TYPE:", + "racial": "Racial", + "class": "클래스", + "feat": "Feat", + "feats": "재주", + "other": "Other", + "partial": "부분적", + "show_all": "Show All", + "cr_only": "C&R Only", + "spell-icons:-u": "SPELL ICONS:", + "custom-pb:-u": "CUSTOM PROFICIENCY BONUS:", + "show-global-attack-field-u": "SHOW GLOBAL ATTACK MODIFIER FIELD", + "show-global-damage-field-u": "SHOW GLOBAL DAMAGE MODIFIER FIELD", + "show-global-save-field-u": "SHOW GLOBAL SAVE MODIFIER FIELD", + "show-global-skill-field-u": "SHOW GLOBAL SKILL MODIFIER FIELD", + "global-attack-u": "GLOBAL ATTACK MODIFIER", + "global-damage-u": "GLOBAL DAMAGE MODIFIER", + "global-save-u": "GLOBAL SAVE MODIFIER", + "global-skill-u": "GLOBAL SKILL MODIFIER", + "global-damage": "Global Damage Modifier", + "core-die-roll-info": "Changing the core die will replace the normal 1d20 made with almost all rolls with a randomizer of your choice, such as 2d10 or 3d6.", + "pb-type-info": "By default, the character's Proficiency Bonus will be automatically calculated based off of their total level as is the standard method in the PHB. The Proficency Die option supports the alternate method outlined in the DMG where, instead of a flat bonus, a die is rolled instead. The Custom option allows you to replace the PB with anything of your choosing.", + "global-save-info": "Creates a custom global save modifier field, underneath the SAVING THROWS section of the character sheet. Anything put there will be applied to any save roll. Perfect for regular but not permanent bonuses like the Bless spell.", + "global-skill-info": "Creates a custom global skill modifier field, underneath the SKILLS section of the character sheet. Anything put there will be applied to any save roll. Perfect for regular but not permanent bonuses like the Guidance spell.", + "global-attack-info": "Creates a custom global attack modifier field, underneath the ATTACKS AND SPELL CASTING section of the character sheet. Anything put there will be applied to any attack to-hit roll. Perfect for regular but not permanent bonuses to attack like the Bless spell.", + "global-damage-info": "Creates a custom global damage modifier field, underneath the ATTACKS AND SPELL CASTING section of the character sheet. Anything put there will be applied to any attack damage roll. Perfect for regular but not permanent bonuses to damage like the Sneak Attack ability.", + "auto-level-calc-info": "By default changing character levels will automatically set spell slots and hit dice. Changing this setting to off prevents this behavior.", + "simple-traits-info": "Character FEATURES AND TRAITS section defaults to the complex style that is compatible with the Roll20 5E Compendium. The Simple option provides a text field for players who want more manual control over the sheet.", + "simple-proficiencies-info": "Character OTHER PROFICIENCIES & LANGUAGES section defaults to the complex style that is compatible with the Roll20 5E Compendium. The Simple option provides a text field for players who want more manual control over the sheet.", + "init-tiebreaker-info": "Adds the character's dexterity score as a decimal to the end of the initiative bonus for purposes of breaking ties.", + "b-custom-info": "When the Proficiency Bonus type is set to Custom, the character sheet will use this value for the character's Proficiency Bonus.", + "footer-wiki-link": "For more information about this character sheet, its functionality, or uses, please check out the Roll20 Wiki for official documentation. https://wiki.roll20.net/5th_Edition_OGL_by_Roll20", + "accepting-drop-u": "ACCEPTING DROP FROM COMPENDIUM", + "are_you_sure": "Are you sure you want to turn this character into a ", + "yes": "Yes", + "next": "다음", + "cancel": "Cancel", + "cancel-u": "취소", + "choose": "선택", + "innate:-u": "INNATE:", + "mod:-u": "MOD:", + "hpmods:-u": "HP MODIFIERS:", + "charmancer-welcome": "캐릭터멘서에 오신 것을 환영합니다!", + "charmancer-what-is": "캐릭터멘서는 단계별 과정을 통해 쉽고 간편하게 캐릭터를 제작합니다. 캐릭터 제작 중 변경한 사항은 저장되지만 캐릭터 시트는 캐릭터멘서를 완료해야 업데이트 됩니다.", + "get-started": "다음 버튼을 클릭해 캐릭터 제작을 시작하세요.", + "opt-out-u": "이 옵션 나가기", + "charmancer-compendium": "Your Compendium Awaits.", + "charmancer-compendium-detail": "The Charactermancer currently supports Dungeons & Dragons 5th Edition SRD and the Player's Handbook. You can add the Player's Handbook to your compendium in the Marketplace, or the game owner can share their compendium with everyone in the game.", + "charmancer-choose-race": "종족 선택", + "charmancer-custom-race-name": "창작 종족명", + "charmancer-custom-subclass-name:": "Custom sublass Name:", + "charmancer-additional-cantrips": "Additional Cantrips", + "charmancer-additional-lvl-1-spells": "Additional Level 1 Spells", + "suggested-abilities": "추천 능력치 ", + "class-spellcasting": "클래스 주문시전 능력치 ", + "ability-score-increase": "능력치 점수 상승", + "lawful-good": "질서선", + "neutral-good": "중립선", + "chaotic-good": "혼돈선", + "lawful-neutral": "질서중립", + "neutral": "중립", + "chaotic-neutral": "혼돈중립", + "lawful-evil": "질서악", + "neutral-evil": "중립악", + "chaotic-evil": "혼돈악", + "tiny": "초소형", + "small": "소형", + "medium": "중형", + "large": "대형", + "huge": "거대형", + "age": "Age:", + "gargantuan": "초대형", + "step1-equipment": "Step 5: Equipment", + "equipment-from-background": "배경에서 주어지는 장비", + "equipment-from-class": "Equipment from Class", + "class-equipment": "Class Equipment", + "starting-wealth": "Starting Wealth (PHB)", + "starting-gold:": "Starting Gold:", + "no_class_warning-u": "NO CLASS HAS BEEN SELECTED OR SELECTED CLASS DOES NOT HAVE STANDARD EQUIPMENT. CLASS EQUIPMENT CANNOT BE CHOSEN AT THIS TIME.", + "standard-array": "Standard Array", + "roll-for-stats": "Roll for Stats", + "standard-roll": "Roll 4d6, drop lowest", + "charmancer-cancel-heading": "여행자여, 어디를 가십니까?", + "continue-charmancer": "캐릭터멘서 계속하기", + "save_progress_and_exit": "저장하고 나가기", + "cancel_charactermancer": "저장하지 않고 나가기", + "charmancer-discard-warning": "Discard and Exit will cause all choices to be lost.", + "mancer-opts-u": "CHARACTERMANCER OPTIONS", + "relaunch-lvl1mancer-u": "LAUNCH LEVEL 1 CHARACTERMANCER (CANNOT BE UNDONE)", + "point-buy": "Point Buy", + "available-points:": "Available Points: ", + "equipment-choice-text": "장비 선택 방식을 결정하세요", + "charmancer-start": "시작", + "clear-abilities": "Clear Assignment", + "use-charactermancer-for-new:-u": "USE LEVEL 1 CHARACTERMANCER FOR NEW CHARACTERS:", + "use-charactermancer-for-new-info": "With this option enabled all new characters will open with the Level 1 Roll20 Charactermancer. Disabling this option will start new characters directly on the character sheet disabling the Level 1 Charactermancer, which can still be manually run from the Settings tab of the character sheet.", + "feat-pre-check": "Look carefully! Prerequisites are not checked automatically.", + "stats-rolled-hint": "We rolled your dice! Check the chat window to view your results in detail. Assign the results below to your preferred attributes:", + "return-to:": "다음으로 돌아가기 ", + "do_you_want_mancer": "캐릭터 생성 방법을 선택하세요", + "no": "No", + "global-ac-u": "GLOBAL AC MODIFIER", + "show-global-ac-field-u": "SHOW GLOBAL AC MODIFIER FIELD", + "warning-customac-u": "ATTENTION - CUSTOM AC IS NOT BEING USED. TO USE CUSTOM AC, UNEQUIP ARMOR.", + "manual": "시트 직접 수정", + "npc-new": "NPC 생성", + "mancer-confirm-yes": "캐릭터멘서 사용", + "allow-shields-u": "ALLOW SHIELDS?", + "levels-u": "LEVELS", + "features-u": "FEATURES", + "asi-u": "ABILITY SCORE INCREASE / FEATS", + "charmancer-leveler-what-is": "The Charactermancer is a step-by-step process that makes leveling up a character simple and streamlined. Changes are saved as you progress, but the character sheet is only updated when the Charactermancer has been completed.", + "charmancer-leveler-level-info1": "Your existing class levels have been pre-populated for you. By default your primary class has been set to be increased by one level. You can change how many levels to increase below, as well as adding a new multiclass.", + "charmancer-leveler-level-info2": "In each class section you'll have the option to take the average number of hit points or to roll randomly, choose class features for the levels you're advancing, and choose your subclass if appropriate.", + "charmancer-leveler-spells-info": "Listed here are the current spells your character already knows. If you gained access to more spells during your advancement you will be able to select them below. Check next to the spells you wish to learn. The Charactermancer will help you pick the right number of spells and from the correct list. If your class has the option to swap out spells, you can do so by unselecting currently known spells which will allow you to select new ones in their place.", + "total-level-u": "TOTAL LEVEL", + "main-class-level-u": "MAIN CLASS LEVEL", + "class-2-level-u": "CLASS 2 LEVEL", + "class-3-level-u": "CLASS 3 LEVEL", + "class-4-level-u": "CLASS 4 LEVEL", + "levels:-u": "LEVELS:", + "warning-leveler_start-u": "ATTENTION - YOU CANNOT LAUNCH THE CHARACTERMANCER LEVEL UP UNTIL YOU HAVE A CLASS, LEVEL, AND HP SET FOR LEVEL ONE. PLEASE RUN THE CHARACTERMANCER CREATOR FIRST. THE LEVEL UP TOOL DOESN'T WORK WITH CUSTOM CLASSES OR IF THE MULTICLASS OPTIONS ARE SET UP INCORRECTLY.", + "charmancer-leveler-custom-class-warning": "The Level Up tool does not support custom classes at this time.", + "charmancer-welcome-lp": "Welcome to Charactermancer Level Up!", + "charmancer-leveler-what-is-lp": "Look at you, with all that experience. Now it's time to claim your reward. You'll walk through the step-by-step process to make a few decisions, and your character will be at the next level in no time. Changes are saved as you move through the process, but if you change your mind, you'll need to revisit the steps and choices that come after.", + "charmancer-compendium-detail-lp": "The Charactermancer currently supports Dungeons & Dragons 5th Edition SRD, Player's Handbook, and Guildmasters' Guide to Ravnica. Xanathar's Guide to Everything will be supported in the coming weeks. You can add the Player's Handbook and Guildmasters' Guide to Ravnica to your compendium in the Marketplace, or the game owner can share their compendium with everyone in the game.", + "roll:-u": "ROLL:", + "roll": "굴림", + "prerequisite:": "Prerequisite:", + "back": "뒤로", + "back-to-top": "위로 가기", + "choose-a-class:": "클래스 선택", + "custom-class-name:": "창작 클래스명", + "charmancer-class-features:": "Class Features: ", + "charmancer-subclass-features:": "Subclass Features:", + "hit-die:": "히트 다이스:", + "average": "Average", + "hp-u": "HP", + "saving-throw-proficiency": "내성 굴림 숙련", + "armor": "장갑", + "equipment": "장비", + "language": "언어", + "skill": "기술", + "tool": "도구", + "weapon": "무기", + "add-another-feature": "특징 추가", + "add-another-proficiency": "숙련 추가", + "innate-spellcasting:": "Innate Spellcasting:", + "spellcasting-ability": "Spellcasting Ability:", + "number-of-cantrips": "Number of Cantrips:", + "number-of-lvl-1-spells": "Number of Level 1 Spells:", + "spell-list": "Spell List:", + "done": "Done", + "ability-score-method": "Ability Score Method:", + "select-your-choices": "Select Your Choices:", + "input-your-scores": "Input Your Scores:", + "choose-background": "배경 선택", + "personality-traits": "인격 특성", + "ideal": "이상", + "bond": "유대", + "flaw": "단점", + "you-have-chosen-starting-gold": "시작 시 금전을 얻는 대신 배경에서 주어지는 장비를 얻을 수 없습니다.", + "you-have-created-custom-class": "You have created a custom class; you can add equipment to the character sheet after you have finished the Charactermancer.", + "arcane-is-mystery": "마법은 당신에게 미지의 영역입니다.", + "your-character-dont-have-spells-this-lvl": "현재 레벨에서는 주문을 사용할 수 없습니다. '다음'을 눌러 캐릭터를 검토하세요!", + "charmancer-a-feat-represents": "A feat represents accomplishment, grit, determination, and expertise. It is the reward for hard work.", + "you-really-havent-done": "You really haven't done that much yet", + "review-your-choices": "Review your choices:", + "race": "종족", + "abilities": "능력치", + "bio": "상세 정보", + "name-background": "이름", + "building-your-character": "캐릭터 생성중...", + "charmancer-only-choice-left-is-on-or": "The only choice left is to press on or turn back. If you're editing an existing character, all your existing data will be lost into the void when you apply your changes.", + "apply-changes": "변경하기", + "pick-your-equipment": "Pick your equipment", + "you-havent-chosen-background": "You have not yet selected a background.", + "you-havent-selected-class": "You have not yet selected a class.", + "ability-score": "Ability Score", + "you-can-increase-two-abilites": "You can increase two of your abilities by 1, or one of your abilities by 2", + "before-leveling": "Before Leveling", + "after-leveling": "After Leveling", + "charmancer-removed-spells-marked-pt1": "Removed spells will be marked with a r symbol so you can find it easily if you change your mind." +} diff --git a/Redsky/translations/nl.json b/Redsky/translations/nl.json new file mode 100644 index 0000000000..9a3d10c8f1 --- /dev/null +++ b/Redsky/translations/nl.json @@ -0,0 +1,684 @@ +{ + "skills-list": "acrobatics,animal-handling,arcana,athletics,deception,history,insight,intimidation,investigation,medicine,nature,perception,performance,persuasion,religion,sleight-of-hand,stealth,survival", + "npc-options-u": "NPC OPTIONS", + "name-u": "NAME", + "npc-type-u": "NPC TYPE", + "npc-type-place": "Medium fiend, any evil alignment", + "armor-class-u": "ARMOR CLASS", + "class-u": "CLASS", + "type-u": "TYPE", + "abilities-u": "ABILITIES", + "npc-armor-place": "scale mail", + "hit-points-u": "HIT POINTS", + "formula-u": "FORMULA", + "speed-u": "SPEED", + "npc-speed-place": "30 ft., fly 60ft.", + "attributes-u": "ATTRIBUTES", + "str-u": "STR", + "dex-u": "DEX", + "con-u": "CON", + "int-u": "INT", + "wis-u": "WIS", + "cha-u": "CHA", + "saves-u": "SAVES", + "skills-u": "SKILLS", + "acrobatics-u": "ACROBATICS", + "animal_handling-u": "ANIMAL HANDLING", + "arcana-u": "ARCANA", + "athletics-u": "ATHLETICS", + "deception-u": "DECEPTION", + "history-u": "HISTORY", + "insight-u": "INSIGHT", + "intimidation-u": "INTIMIDATION", + "investigation-u": "INVESTIGATION", + "medicine-u": "MEDICINE", + "nature-u": "NATURE", + "perception-u": "PERCEPTION", + "performance-u": "PERFORMANCE", + "persuasion-u": "PERSUASION", + "religion-u": "RELIGION", + "sleight_of_hand-u": "SLEIGHT OF HAND", + "stealth-u": "STEALTH", + "survival-u": "SURVIVAL", + "damage-vuln-u": "DAMAGE VULNERABILITIES", + "npc-dmg-vuln-place": "fire", + "damage-res-u": "DAMAGE RESISTANCES", + "npc-dmg-res-place": "cold", + "damage-imm-u": "DAMAGE IMMUNITIES", + "npc-dmg-imm-place": "lightning, thunder", + "cond-imm-u": "CONDITION IMMUNITIES", + "npc-cond-imm-place": "charmed", + "senses-u": "SENSES", + "npc-senses-place": "darkvision 120ft., passive Perception 16", + "langs-u": "LANGUAGES", + "lang-u": "LANGUAGE", + "npc-langs-place": "Abyssal, Common, Infernal", + "challenge-u": "CHALLENGE", + "xp-u": "XP", + "spellcast-npc-u": "SPELLCASTING NPC", + "spell-ability-u": "SPELLCASTING ABILITY", + "none-u": "NONE", + "strength-u": "STRENGTH", + "strength-save-u": "STRENGTH SAVE", + "dexterity-u": "DEXTERITY", + "dexterity-save-u": "DEXTERITY SAVE", + "constitution-u": "CONSTITUTION", + "constitution-save-u": "CONSTITUTION SAVE", + "intelligence-u": "INTELLIGENCE", + "intelligence-save-u": "INTELLIGENCE SAVE", + "wisdom-u": "WISDOM", + "wisdom-save-u": "WISDOM SAVE", + "charisma-u": "CHARISMA", + "charisma-save-u": "CHARISMA SAVE", + "spell-dc-u": "SPELL DC", + "spell-atk-bonus-u": "SPELL ATTACK BONUS", + "has-reaction-u": "HAS REACTIONS", + "leg-actions:-u": "LEGENDARY ACTIONS:", + "gen-opts-u": "GENERAL OPTIONS", + "npc-u": "NPC", + "roll-queries:-u": "ROLL QUERIES:", + "always-adv": "Always Roll Advantage", + "adv-toggle": "Advantage Toggle", + "query-adv": "Query Advantage", + "never-adv": "Never Roll Advantage", + "whisp-rolls-gm:-u": "WHISPER ROLLS TO GM:", + "never-whisp": "Never Whisper Rolls", + "query-whisp": "Query Whisper", + "always-whisp": "Always Whisper Rolls", + "auto-dmg-roll:-u": "AUTO DAMAGE ROLL:", + "never-dmg": "Don't Auto Roll Damage", + "always-dmg": "Auto Roll Damage & Crit", + "ac": "Armor Class", + "hp": "Hit Points", + "speed": "Speed", + "language-proficiencies": "Language Proficiencies:", + "skill-proficiencies": "Skill Proficiencies:", + "weapon-proficiencies": "Weapon Proficiencies", + "armor-proficiencies": "Armor Proficiencies:", + "tool-proficiencies": "Tool Proficiencies:", + "saving-throw": "Saving Throws", + "str": "Str", + "dex": "Dex", + "con": "Con", + "int": "Int", + "wis": "Wis", + "cha": "Cha", + "skills": "Skills", + "acrobatics": "Acrobatics", + "animal_handling": "Animal Handling", + "arcana": "Arcana", + "athletics": "Athletics", + "deception": "Deception", + "history": "History", + "insight": "Insight", + "intimidation": "Intimidation", + "investigation": "Investigation", + "medicine": "Medicine", + "nature": "Nature", + "perception": "Perception", + "performance": "Performance", + "persuasion": "Persuasion", + "religion": "Religion", + "sleight_of_hand": "Sleight of Hand", + "stealth": "Stealth", + "survival": "Survival", + "dmg-vuln": "Damage Vulnerabilities", + "dmg-res": "Damage Resistances", + "dmg-imm": "Damage Immunities", + "cond-imm": "Condition Immunities", + "senses": "Senses", + "langs": "Languages", + "challenge": "Challenge", + "npc-trait-name-place": "False Appearance.", + "npc-trait-desc-place": "If the dragon fails...", + "actions": "Actions", + "adv": "Advantage", + "norm": "Normal", + "disadv": "Disadvantage", + "name:-u": "NAME:", + "attack-u": "ATTACK", + "type:-u": "TYPE:", + "melee": "Melee", + "ranged": "Ranged", + "range-reach:-u": "RANGE/REACH:", + "range-reach-place": "5 ft.", + "to-hit:-u": "TO HIT:", + "target:-u": "TARGET:", + "target:": "Target:", + "to-hit-place": "One target", + "on-hit:-u": "ON HIT:", + "on-hit-place": "slashing", + "on-hit2:-u": "ON HIT 2:", + "on-hit-2-place": "fire", + "hit:": "Hit: ", + "reactions": "Reactions", + "npc-repeating-name-place": "Parry.", + "npc-repeating-desc-place": "The creature adds 2 to its AC against...", + "traits": "Traits", + "features": "Features", + "spells": "Spells", + "prep-u": "PREP", + "school:-u": "SCHOOL:", + "abjuration": "Abjuration", + "conjuration": "Conjuration", + "divination": "Divination", + "enchantment": "Enchantment", + "evocation": "Evocation", + "illusion": "Illusion", + "necromancy": "Necromancy", + "transmutation": "Transmutation", + "ritual": "RITUAL", + "ritual-l": "ritual", + "range:-u": "RANGE:", + "range:": "Range:", + "components:-u": "COMPONENTS:", + "components:": "Components:", + "spell-component-verbal": "V", + "spell-component-somatic": "S", + "spell-component-material": "M", + "spell-ritual": "R", + "spell-concentration": "C", + "ruby-dust-place": "ruby dust worth 50gp", + "concentration-u": "CONCENTRATION", + "concentration": "Concentration", + "duration:-u": "DURATION:", + "duration:": "Duration:", + "difficulty-class-abv": "DC", + "output:-u": "OUTPUT:", + "spellcard-u": "SPELLCARD", + "spell-atk:-u": "SPELL ATTACK:", + "none": "None", + "dmg:-u": "DAMAGE:", + "dmg2:-u": "DAMAGE2:", + "healing:-u": "HEALING:", + "add-ability-mod-u": "ADD ABILITY MOD TO DAMAGE OR HEALING", + "effect:-u": "EFFECT:", + "npc-atk-effect-place": "Half damage", + "desc:-u": "DESCRIPTION:", + "at-higher-lvl:-u": "AT HIGHER LEVELS:", + "at-higher-lvl": "At Higher Levels", + "higher-lvl-cast": "Higher Level Cast", + "leg-actions": "Legendary Actions", + "leg-actions-desc": "The can take legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature's turn. The regains spent legendary actions at the start of its turn.", + "atk-range-place": "5 ft.", + "atk-target-place": "One target", + "atk-dmg-type-place": "slashing", + "atk-dmg-type2-place": "fire", + "adv-u": "ADVANTAGE", + "norm-u": "NORMAL", + "disadv-u": "DISADVANTAGE", + "core-u": "CORE", + "bio-u": "BIO", + "spells-u": "SPELLS", + "feats-u": "FEATS", + "review-u": "REVIEW", + "char-name-u": "CHARACTER NAME", + "artificer": "Artificer", + "barbarian": "Barbarian", + "bard": "Bard", + "cleric": "Cleric", + "druid": "Druid", + "fighter": "Fighter", + "monk": "Monk", + "paladin": "Paladin", + "ranger": "Ranger", + "rogue": "Rogue", + "sorcerer": "Sorcerer", + "warlock": "Warlock", + "wizard": "Wizard", + "class-level-u": "CLASS & LEVEL", + "background-u": "BACKGROUND", + "background": "Background", + "race-u": "RACE", + "alignment-u": "ALIGNMENT", + "alignment": "Alignment:", + "exp-pts-u": "EXPERIENCE POINTS", + "inspiration-u": "INSPIRATION", + "prof-bonus-u": "PROFICIENCY BONUS", + "strength": "Strength", + "strength-save": "Strength Save", + "dexterity": "Dexterity", + "dexterity-save": "Dexterity Save", + "constitution": "Constitution", + "constitution-save": "Constitution Save", + "intelligence": "Intelligence", + "intelligence-save": "Intelligence Save", + "wisdom": "Wisdom", + "wisdom-save": "Wisdom Save", + "charisma": "Charisma", + "charisma-save": "Charisma Save", + "saving-throws-u": "SAVING THROWS", + "acrobatics-core": "Acrobatics (Dex)", + "animal_handling-core": "Animal Handling (Wis)", + "arcana-core": "Arcana (Int)", + "athletics-core": "Athletics (Str)", + "deception-core": "Deception (Cha)", + "history-core": "History (Int)", + "insight-core": "Insight (Wis)", + "intimidation-core": "Intimidation (Cha)", + "investigation-core": "Investigation (Int)", + "medicine-core": "Medicine (Wis)", + "nature-core": "Nature (Int)", + "perception-core": "Perception (Wis)", + "performance-core": "Performance (Cha)", + "persuasion-core": "Persuasion (Cha)", + "religion-core": "Religion (Int)", + "sleight_of_hand-core": "Sleight of Hand (Dex)", + "stealth-core": "Stealth (Dex)", + "survival-core": "Survival (Wis)", + "pass-wis-u": "PASSIVE WISDOM (PERCEPTION)", + "tool-u": "TOOL", + "pro-u": "PRO", + "attr-u": "ATTRIBUTE", + "prof-bonus:-u": "PROFICIENCY BONUS:", + "prof-u": "PROFICIENT", + "proficency-u": "PROFICIENCY", + "expertise-u": "EXPERTISE", + "jack-of-all-u": "JACK OF ALL TRADES", + "attr:-u": "ATTRIBUTE:", + "tool-prof-u": "TOOL PROFICIENCIES", + "weapon-proficiencies-u": "WEAPON PROFICIENCIES", + "other-prof-langs-u": "OTHER PROFICIENCIES & LANGUAGES", + "prof-langs-u": "PROFICIENCIES & LANGUAGES", + "init": "Initiative", + "init-u": "INITIATIVE", + "hp-max-u": "Hit Point Maximum", + "hp-current-u": "CURRENT HIT POINTS", + "hp-temp-u": "TEMPORARY HIT POINTS", + "total": "Total", + "hit-dice-u": "HIT DICE", + "successes-u": "SUCCESSES", + "failures-u": "FAILURES", + "death-save-u": "DEATH SAVE", + "death-saves-u": "DEATH SAVES", + "exhaustion-setting-u": "SHOW EXHAUSTION TRACKING:", + "exhaustion-u": "EXHAUSTION LEVEL", + "exhaustion-0": "No effect", + "exhaustion-1": "Disadvantage on ability checks", + "exhaustion-2": "Speed halved", + "exhaustion-3": "Disadvantage on attack rolls and saving throws", + "exhaustion-4": "Hit point maximum halved", + "exhaustion-5": "Speed reduced to 0", + "exhaustion-6": "Death", + "atk-u": "ATK", + "dmg-type-u": "DAMAGE/TYPE", + "attack:-u": "ATTACK:", + "proficient-u": "PROFICIENT", + "range-place": "Self (60-foot cone)", + "magic-bonus:-u": "MAGIC BONUS:", + "crit-range-u": "CRIT RANGE:", + "damage:-u": "DAMAGE:", + "dmg-type-place": "Slashing", + "crit:-u": "CRIT:", + "damage2:-u": "DAMAGE2:", + "saving-throw:-u": "SAVING THROW:", + "vs-dc:-u": "VS DC:", + "spell-u": "SPELL", + "flat-u": "FLAT", + "save": "Save", + "save-effect:-u": "SAVE EFFECT:", + "save-effect-place": "half damage", + "ammunition:-u": "AMMUNITION:", + "ammunition-place": "Arrows", + "description:-u": "DESCRIPTION:", + "description:": "Description:", + "description-place": "Up to 2 creatures within 5 feet", + "atk-spellcasting-u": "ATTACKS & SPELLCASTING", + "copper-piece-u": "CP", + "silver-piece-u": "SP", + "electrum-piece-u": "EP", + "gold-piece-u": "GP", + "platinum-piece-u": "PP", + "warning-armor-sets-u": "WARNING - MULTIPLE SETS OF ARMOR OR SHIELDS HAVE BEEN ADDED AND AC IS NOT CORRECTLY CALCULATED. UNEQUIP THE ARMOR PIECE FROM THE ITEM DETAILS.", + "item-name-u": "ITEM NAME", + "equipped-u": "EQUIPPED", + "use-as-resource-u": "USE AS A RESOURCE", + "prop:-u": "PROP:", + "mods:-u": "MODS:", + "total-weight-u": "TOTAL WEIGHT", + "immobile-u": "IMMOBILE", + "heavily-encumbered-u": "HEAVILY ENCUMBERED", + "encumbered-u": "ENCUMBERED", + "over-carrying-cap-u": "OVER CARRYING CAPACITY", + "equipment-u": "EQUIPMENT", + "personality-traits-u": "PERSONALITY TRAITS", + "ideals-u": "IDEALS", + "bonds-u": "BONDS", + "flaws-u": "FLAWS", + "class-resource-u": "CLASS RESOURCE", + "other-resource-u": "OTHER RESOURCE", + "feats-traits-u": "FEATURES & TRAITS", + "age-u": "AGE", + "size-u": "SIZE", + "size": "Size", + "height-u": "HEIGHT", + "weight-u": "WEIGHT", + "eye-u": "EYES", + "skin-u": "SKIN", + "hair-u": "HAIR", + "char-appearance-u": "CHARACTER APPEARANCE", + "char-backstory-u": "CHARACTER BACKSTORY", + "allies-orgs-u": "ALLIES & ORGANIZATIONS", + "add-feats-traits-u": "ADDITIONAL FEATURES & TRAITS", + "feat-u": "FEAT", + "treasure-u": "TREASURE", + "spell-save-dc-u": "SPELL SAVE DC", + "cantrips-u": "CANTRIPS", + "ritual-u": "RITUAL", + "casting-time:-u": "CASTING TIME:", + "casting-time:": "Casting Time:", + "at-higher-lvl-dmg:-u": "HIGHER LVL CAST DMG:", + "half-dmg-place": "Half damage", + "hit-die:-u": "HIT DIE:", + "initiative-mod:-u": "INITIATIVE MODIFIER:", + "glob-saving-mod:-u": "GLOBAL SAVING THROW MODIFIER:", + "glob-ac-mod:-u": "GLOBAL ARMOR CLASS MODIFIER:", + "glob-atk-mod:-u": "GLOBAL MAGIC ATTACK MODIFIER:", + "pass-perc-mod:-u": "PASSIVE PERCEPTION MODIFIER:", + "death-save-mod:-u": "DEATH SAVE MODIFIER:", + "magic-caster-lvl:-u": "MAGIC CASTER LEVEL:", + "halfling-luck-u": "HALFLING LUCK", + "arcane-fighter-u": "ARCANE FIGHTER", + "arcane-rogue-u": "ARCANE ROGUE", + "class-options-u": "CLASS OPTIONS ()", + "class:-u": "CLASS:", + "subclass:-u": "SUBCLASS:", + "race:-u": "RACE:", + "subrace:-u": "SUBRACE:", + "subrace": "Subrace:", + "subrace-ability-increase": "Subrace Ability Score Increase:", + "2nd-class:-u": "2ND CLASS:", + "lvl:-u": "LEVEL:", + "3rd-class:-u": "3RD CLASS:", + "4th-class:-u": "4TH CLASS:", + "mutliclass-opts-u": "MULTICLASS OPTIONS", + "use-cust-class-u": "USE CUSTOM CLASS", + "class-name:-u": "CLASS NAME:", + "spellcasting-ability:-u": "SPELLCASTING ABILITY:", + "spell-slots:-u": "SPELL SLOTS:", + "spell-full-u": "FULL (Cleric, Druid, Wizard)", + "spell-half-u": "HALF (Paladin, Ranger)", + "spell-third-u": "THIRD (Arcane Fighter/Rogue)", + "cust-class-opts": "CUSTOM CLASS OPTIONS", + "normal": "Normal", + "expirtise": "Expertise", + "skill-opts-u": "SKILL OPTIONS", + "version": "v", + "always-roll-adv": "Always Roll Advantage", + "toggle-roll-adv": "Advantage Toggle", + "query-roll-adv": "Query Advantage", + "never-roll-adv": "Never Roll Advantage", + "never-whisper-roll": "Never Whisper Rolls", + "query-whisper-roll": "Query Whisper", + "always-whisper-roll": "Always Whisper Rolls", + "never-roll-dmg": "Don't Auto Roll Damage", + "always-roll-dmg": "Auto Roll Damage & Crit", + "add-char-to-templates:-u": "ADD CHARACTER NAME TO TEMPLATES:", + "on": "On", + "off": "Off", + "inventory:-u": "INVENTORY:", + "compendium-compatible": "Compendium Compatible", + "simple": "Simple", + "encumbrance:-u": "ENCUMBRANCE:", + "ammo-tracking:-u": "AMMO TRACKING:", + "general-opts-u": "GENERAL OPTIONS", + "transition-text": "Clicking one of the images below will reformat the data from your current sheet to this sheet. These changes are permanent and cannot be undone.", + "transition-text-highlight": "Please make a copy of your game before you use this tool.", + "choose-sheet-transfer": "CHOOSE THE SHEET YOU ARE TRANSFERING FROM", + "community-sheet-u": "COMMUNITY SHEET", + "shaped-sheet-u": "SHAPED SHEET", + "transition-opts-u": "TRANSITION OPTIONS", + "portions-sheet-utilize": "Portions of this sheet utilize content from the System Reference Document 5.0 under the OGL License. View OGL License and Copyright Notice. https://wiki.roll20.net/SRD_5.0_OGL_License", + "api-required-title": "Try it now with easy one click API installation available with your Pro subscription.", + "api-required-u": "(API REQUIRED)", + "spell_dc_mod:-u": "SPELL SAVE DC MOD:", + "custom_ac:-u": "CUSTOM AC:", + "npc-info": "The NPC option sets new characters to default to the NPC card style sheet. Useful if the player characters have already been created and all new character sheets added to the game will likely representing non player characters.", + "npc-pc": "NPC/PC", + "roll-queries-info": "D20 Rolls output according to this option. Always Roll Advantage is the default setting and will roll two D20 on every roll in case of advantage. The expectation is that if there is no advantage or disadvantage you use the left most result. The Advantage Toggle option adds three new buttons to the top of the sheet so that you can toggle advantage on a case by case basis. Query Advantage gives you a prompt every roll asking if the roll has advantage. Never Roll Advantage always rolls a single D20 on any given roll, expecting the player to roll a second time in case of advantage or disadvantage.", + "whisp-rolls-gm-info": "All sheet rolls are sent to all players in chat by default. Query Whisper option gives you a prompt with each roll of whether or not the roll should be sent privately only to yourself and the GM. Always Whisper Rolls will send all rolls only to yourself and the GM.", + "auto-dmg-roll-info": "By default, attack damage rolls are not rolled until the hit is confirmed. Damage is rolled from the chat roll template by clicking on the name of the attack in the right hand bar, which then displays the damage. The default method is compatible with 3D dice. Optionally, you can choose to have the Auto Roll Damage & Crit option which will roll damage and critical hit dice at the same time of the attack, presenting all possible outcomes at the time of the attack.", + "add-char-to-templates-info": "Character names are not added to the roll template by default, and are only displayed as normal in the chat tab as the player/character selected as 'Speaking As'. Turning this option on adds the character making the roll's name to the template, useful for players represting multiple characters.", + "inventory-info": "Character Inventories default to the complex style that is compatible with the Roll20 5E Compendium. This includes granular item amounts/weights, weight and encumbrance tracking, sorting, AC calculations, automatic attack generation, and more. The Simple option provides a text field for item lists for players who want more manual control over the sheet.", + "encumbrance-info": "The sheet uses the variant encumbrance rules on page 176 of the PHB. The Off option disables the variant rules and only uses a basic over-limit inventory weight check.", + "ammo-tracking-info": "Provides automatic ammo tracking with the 5th Edition OGL by Roll20 Companion API Script.", + "dungeons-and-dragons-styling": "DUNGEONS AND DRAGONS STYLING", + "dungeons-and-dragons-styling-info": "Turns on Dungeons and Dragons styling for both the character sheet and roll templates. This setting is automatically applied to all character sheets and cannot be selectively used.", + "cd-bar1-value:-u": "BAR 1 VALUE:", + "cd-bar1-max:-u": "BAR 1 MAX:", + "cd-bar1-link:-u": "BAR 1 LINK:", + "cd-bar1-value-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 1's value to this attribute.", + "cd-bar1-max-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 1's max to this attribute.", + "cd-bar1-link-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, link the Bar 1's value to this attribute. If set this will override all other bar settings.", + "cd-bar2-value:-u": "BAR 2 VALUE:", + "cd-bar2-max:-u": "BAR 2 MAX:", + "cd-bar2-link:-u": "BAR 2 LINK:", + "cd-bar2-value-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 2's value to this attribute.", + "cd-bar2-max-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 2's max to this attribute.", + "cd-bar2-link-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, link the Bar 2's value to this attribute. If set this will override all other bar settings.", + "cd-bar3-value:-u": "BAR 3 VALUE:", + "cd-bar3-max:-u": "BAR 3 MAX:", + "cd-bar3-link:-u": "BAR 3 LINK:", + "cd-bar3-value-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 3's value to this attribute.", + "cd-bar3-max-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 3's max to this attribute.", + "cd-bar3-link-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, link the Bar 3's value to this attribute. If set this will override all other bar settings.", + "npc-name-in-rolls:-u": "NPC NAME IN ROLLS:", + "show": "Show", + "hide": "Hide", + "npc-name-in-rolls-desc:-u": "In NPC roll results, show or hide the name of the NPC in the roll result card.", + "public:-u": "PUBLIC", + "to-gm:-u": "TO GM", + "toggle-roll-whisper": "Whisper Toggle", + "attribute-opts-u": "ATTRIBUTE OPTIONS", + "save-opts-u": "SAVE OPTIONS", + "by-level": "By Level (Default)", + "prof-die": "Proficency Die (DMG)", + "custom": "Custom", + "core-die-roll:-u": "CORE DIE ROLL:", + "has-attack-u": "HAS AN ATTACK", + "variant-phb": "Variant (PHB p176)", + "carrying-capacity-mod:-u": "CARRYING CAPACITY MODIFIER:", + "armor-class-tracking:-u": "ARMOR CLASS TRACKING:", + "automatic": "Automatic", + "cantrip-progression:-u": "CANTRIP PROGRESSION", + "cantrip-dice-u": "CANTRIP DICE", + "cantrip-beam-u": "CANTRIP BEAM", + "slots_total-u": "SLOTS TOTAL", + "slots_remaining-u": "SLOTS REMAINING", + "level-calculations:-u": "AUTO LEVEL CALCULATIONS:", + "spell_slot_modifiers-u": "SPELL SLOT MODIFIERS", + "lvl-u": "LEVEL", + "include_spell_desc:-u": "INCLUDE SPELL DESCRIPTION IN ATTACK:", + "token_size-u": "TOKEN SIZE", + "add-dex-tiebreaker-u": "ADD DEX TIEBREAKER TO INITIATIVE", + "initiative-style:-u": "INITIATIVE STYLE:", + "query-attr-u": "QUERY ATTRIBUTE", + "custom-skills-u": "CUSTOM SKILLS", + "weapon-u": "WEAPON", + "armor-u": "ARMOR", + "other-u": "OTHER", + "source:-u": "SOURCE:", + "source-type:-u": "SOURCE TYPE:", + "racial": "Racial", + "class": "Class", + "feat": "Feat", + "feats": "Feats", + "other": "Other", + "partial": "Partial", + "show_all": "Show All", + "cr_only": "C&R Only", + "spell-icons:-u": "SPELL ICONS:", + "custom-pb:-u": "CUSTOM PROFICIENCY BONUS:", + "show-global-attack-field-u": "SHOW GLOBAL ATTACK MODIFIER FIELD", + "show-global-damage-field-u": "SHOW GLOBAL DAMAGE MODIFIER FIELD", + "show-global-save-field-u": "SHOW GLOBAL SAVE MODIFIER FIELD", + "show-global-skill-field-u": "SHOW GLOBAL SKILL MODIFIER FIELD", + "global-attack-u": "GLOBAL ATTACK MODIFIER", + "global-damage-u": "GLOBAL DAMAGE MODIFIER", + "global-save-u": "GLOBAL SAVE MODIFIER", + "global-skill-u": "GLOBAL SKILL MODIFIER", + "global-damage": "Global Damage Modifier", + "core-die-roll-info": "Changing the core die will replace the normal 1d20 made with almost all rolls with a randomizer of your choice, such as 2d10 or 3d6.", + "pb-type-info": "By default, the character's Proficiency Bonus will be automatically calculated based off of their total level as is the standard method in the PHB. The Proficency Die option supports the alternate method outlined in the DMG where, instead of a flat bonus, a die is rolled instead. The Custom option allows you to replace the PB with anything of your choosing.", + "global-save-info": "Creates a custom global save modifier field, underneath the SAVING THROWS section of the character sheet. Anything put there will be applied to any save roll. Perfect for regular but not permanent bonuses like the Bless spell.", + "global-skill-info": "Creates a custom global skill modifier field, underneath the SKILLS section of the character sheet. Anything put there will be applied to any save roll. Perfect for regular but not permanent bonuses like the Guidance spell.", + "global-attack-info": "Creates a custom global attack modifier field, underneath the ATTACKS AND SPELL CASTING section of the character sheet. Anything put there will be applied to any attack to-hit roll. Perfect for regular but not permanent bonuses to attack like the Bless spell.", + "global-damage-info": "Creates a custom global damage modifier field, underneath the ATTACKS AND SPELL CASTING section of the character sheet. Anything put there will be applied to any attack damage roll. Perfect for regular but not permanent bonuses to damage like the Sneak Attack ability.", + "auto-level-calc-info": "By default changing character levels will automatically set spell slots and hit dice. Changing this setting to off prevents this behavior.", + "simple-traits-info": "Character FEATURES AND TRAITS section defaults to the complex style that is compatible with the Roll20 5E Compendium. The Simple option provides a text field for players who want more manual control over the sheet.", + "simple-proficiencies-info": "Character OTHER PROFICIENCIES & LANGUAGES section defaults to the complex style that is compatible with the Roll20 5E Compendium. The Simple option provides a text field for players who want more manual control over the sheet.", + "init-tiebreaker-info": "Adds the character's dexterity score as a decimal to the end of the initiative bonus for purposes of breaking ties.", + "b-custom-info": "When the Proficiency Bonus type is set to Custom, the character sheet will use this value for the character's Proficiency Bonus.", + "footer-wiki-link": "For more information about this character sheet, its functionality, or uses, please check out the Roll20 Wiki for official documentation. https://wiki.roll20.net/5th_Edition_OGL_by_Roll20", + "accepting-drop-u": "ACCEPTING DROP FROM COMPENDIUM", + "are_you_sure": "Are you sure you want to turn this character into a ", + "yes": "Yes", + "next": "Next", + "cancel": "Cancel", + "cancel-u": "CANCEL", + "choose": "Choose", + "innate:-u": "INNATE:", + "mod:-u": "MOD:", + "hpmods:-u": "HP MODIFIERS:", + "charmancer-welcome": "Welcome to the Charactermancer!", + "charmancer-what-is": "The Charactermancer is a step-by-step process that makes building a character simple and streamlined. Changes are saved as you progress, but the character sheet is only updated when the Charactermancer has been completed.", + "get-started": "Get started by clicking Next.", + "opt-out-u": "OPT OUT", + "charmancer-compendium": "Your Compendium Awaits.", + "charmancer-compendium-detail": "The Charactermancer currently supports Dungeons & Dragons 5th Edition SRD and the Player's Handbook. You can add the Player's Handbook to your compendium in the Marketplace, or the game owner can share their compendium with everyone in the game.", + "charmancer-choose-race": "Choose a Race:", + "charmancer-custom-race-name": "Custom Race Name:", + "charmancer-custom-subclass-name:": "Custom sublass Name:", + "charmancer-additional-cantrips": "Additional Cantrips", + "charmancer-additional-lvl-1-spells": "Additional Level 1 Spells", + "suggested-abilities": "Suggested Abilities: ", + "class-spellcasting": "Class Spellcasting Ability: ", + "ability-score-increase": "Ability Score Increase:", + "lawful-good": "Lawful Good", + "neutral-good": "Neutral Good", + "chaotic-good": "Chaotic Good", + "lawful-neutral": "Lawful Neutral", + "neutral": "Neutral", + "chaotic-neutral": "Chaotic Neutral", + "lawful-evil": "Lawful Evil", + "neutral-evil": "Neutral Evil", + "chaotic-evil": "Chaotic Evil", + "tiny": "Tiny", + "small": "Small", + "medium": "Medium", + "large": "Large", + "huge": "Huge", + "age": "Age:", + "gargantuan": "Gargantuan", + "step1-equipment": "Step 5: Equipment", + "equipment-from-background": "Equipment from Background", + "equipment-from-class": "Equipment from Class", + "class-equipment": "Class Equipment", + "starting-wealth": "Starting Wealth (PHB)", + "starting-gold:": "Starting Gold:", + "no_class_warning-u": "NO CLASS HAS BEEN SELECTED OR SELECTED CLASS DOES NOT HAVE STANDARD EQUIPMENT. CLASS EQUIPMENT CANNOT BE CHOSEN AT THIS TIME.", + "standard-array": "Standard Array", + "roll-for-stats": "Roll for Stats", + "standard-roll": "Roll 4d6, drop lowest", + "charmancer-cancel-heading": "Where would you like to go, traveler?", + "continue-charmancer": "Continue Charactermancer", + "save_progress_and_exit": "Save and Exit", + "cancel_charactermancer": "Discard and exit", + "charmancer-discard-warning": "Discard and Exit will cause all choices to be lost.", + "mancer-opts-u": "CHARACTERMANCER OPTIONS", + "relaunch-lvl1mancer-u": "LAUNCH LEVEL 1 CHARACTERMANCER (CANNOT BE UNDONE)", + "point-buy": "Point Buy", + "available-points:": "Available Points: ", + "equipment-choice-text": "How would you like to choose your equipment?", + "charmancer-start": "Start", + "clear-abilities": "Clear Assignment", + "use-charactermancer-for-new:-u": "USE LEVEL 1 CHARACTERMANCER FOR NEW CHARACTERS:", + "use-charactermancer-for-new-info": "With this option enabled all new characters will open with the Level 1 Roll20 Charactermancer. Disabling this option will start new characters directly on the character sheet disabling the Level 1 Charactermancer, which can still be manually run from the Settings tab of the character sheet.", + "feat-pre-check": "Look carefully! Prerequisites are not checked automatically.", + "stats-rolled-hint": "We rolled your dice! Check the chat window to view your results in detail. Assign the results below to your preferred attributes:", + "return-to:": "Return to: ", + "do_you_want_mancer": "How do you want to create this character?", + "no": "No", + "global-ac-u": "GLOBAL AC MODIFIER", + "show-global-ac-field-u": "SHOW GLOBAL AC MODIFIER FIELD", + "warning-customac-u": "ATTENTION - CUSTOM AC IS NOT BEING USED. TO USE CUSTOM AC, UNEQUIP ARMOR.", + "manual": "Edit sheet direclty", + "npc-new": "Create an NPC", + "mancer-confirm-yes": "Use the Charactermancer", + "allow-shields-u": "ALLOW SHIELDS?", + "levels-u": "LEVELS", + "features-u": "FEATURES", + "asi-u": "ABILITY SCORE INCREASE / FEATS", + "charmancer-leveler-what-is": "The Charactermancer is a step-by-step process that makes leveling up a character simple and streamlined. Changes are saved as you progress, but the character sheet is only updated when the Charactermancer has been completed.", + "charmancer-leveler-level-info1": "Your existing class levels have been pre-populated for you. By default your primary class has been set to be increased by one level. You can change how many levels to increase below, as well as adding a new multiclass.", + "charmancer-leveler-level-info2": "In each class section you'll have the option to take the average number of hit points or to roll randomly, choose class features for the levels you're advancing, and choose your subclass if appropriate.", + "charmancer-leveler-spells-info": "Listed here are the current spells your character already knows. If you gained access to more spells during your advancement you will be able to select them below. Check next to the spells you wish to learn. The Charactermancer will help you pick the right number of spells and from the correct list. If your class has the option to swap out spells, you can do so by unselecting currently known spells which will allow you to select new ones in their place.", + "total-level-u": "TOTAL LEVEL", + "main-class-level-u": "MAIN CLASS LEVEL", + "class-2-level-u": "CLASS 2 LEVEL", + "class-3-level-u": "CLASS 3 LEVEL", + "class-4-level-u": "CLASS 4 LEVEL", + "levels:-u": "LEVELS:", + "warning-leveler_start-u": "ATTENTION - YOU CANNOT LAUNCH THE CHARACTERMANCER LEVEL UP UNTIL YOU HAVE A CLASS, LEVEL, AND HP SET FOR LEVEL ONE. PLEASE RUN THE CHARACTERMANCER CREATOR FIRST. THE LEVEL UP TOOL DOESN'T WORK WITH CUSTOM CLASSES OR IF THE MULTICLASS OPTIONS ARE SET UP INCORRECTLY.", + "charmancer-leveler-custom-class-warning": "The Level Up tool does not support custom classes at this time.", + "charmancer-welcome-lp": "Welcome to Charactermancer Level Up!", + "charmancer-leveler-what-is-lp": "Look at you, with all that experience. Now it's time to claim your reward. You'll walk through the step-by-step process to make a few decisions, and your character will be at the next level in no time. Changes are saved as you move through the process, but if you change your mind, you'll need to revisit the steps and choices that come after.", + "charmancer-compendium-detail-lp": "The Charactermancer currently supports Dungeons & Dragons 5th Edition SRD, Player's Handbook, and Guildmasters' Guide to Ravnica. Xanathar's Guide to Everything will be supported in the coming weeks. You can add the Player's Handbook and Guildmasters' Guide to Ravnica to your compendium in the Marketplace, or the game owner can share their compendium with everyone in the game.", + "roll:-u": "ROLL:", + "roll": "Roll", + "prerequisite:": "Prerequisite:", + "back": "BACK", + "back-to-top": "Back to Top", + "choose-a-class:": "Choose a Class:", + "custom-class-name:": "Custom Class Name", + "charmancer-class-features:": "Class Features: ", + "charmancer-subclass-features:": "Subclass Features:", + "hit-die:": "Hit Die:", + "average": "Average", + "hp-u": "HP", + "saving-throw-proficiency": "Saving Throw Proficiency", + "armor": "Armor", + "equipment": "Equipment:", + "language": "Language", + "skill": "Skill", + "tool": "Tool", + "weapon": "Weapon", + "add-another-feature": "Add Another Feature", + "add-another-proficiency": "Add Another Proficiency", + "innate-spellcasting:": "Innate Spellcasting:", + "spellcasting-ability": "Spellcasting Ability:", + "number-of-cantrips": "Number of Cantrips:", + "number-of-lvl-1-spells": "Number of Level 1 Spells:", + "spell-list": "Spell List:", + "done": "Done", + "ability-score-method": "Ability Score Method:", + "select-your-choices": "Select Your Choices:", + "input-your-scores": "Input Your Scores:", + "choose-background": "Choose a Background:", + "personality-traits": "Personality Traits", + "ideal": "Ideal", + "bond": "Bond", + "flaw": "Flaw", + "you-have-chosen-starting-gold": "You have chosen starting gold and do not get equipment from your background.", + "you-have-created-custom-class": "You have created a custom class; you can add equipment to the character sheet after you have finished the Charactermancer.", + "arcane-is-mystery": "The Arcane is a mystery to you.", + "your-character-dont-have-spells-this-lvl": "Your character doesn't have spells at this level. Click “Next” to review your character!", + "charmancer-a-feat-represents": "A feat represents accomplishment, grit, determination, and expertise. It is the reward for hard work.", + "you-really-havent-done": "You really haven't done that much yet", + "review-your-choices": "Review your choices:", + "race": "Race", + "abilities": "Abilities", + "bio": "Bio", + "name-background": "Name:", + "building-your-character": "Building your character...", + "charmancer-only-choice-left-is-on-or": "The only choice left is to press on or turn back. If you're editing an existing character, all your existing data will be lost into the void when you apply your changes.", + "apply-changes": "Apply Changes", + "pick-your-equipment": "Pick your equipment", + "you-havent-chosen-background": "You have not yet selected a background.", + "you-havent-selected-class": "You have not yet selected a class.", + "ability-score": "Ability Score", + "you-can-increase-two-abilites": "You can increase two of your abilities by 1, or one of your abilities by 2", + "before-leveling": "Before Leveling", + "after-leveling": "After Leveling", + "charmancer-removed-spells-marked-pt1": "Removed spells will be marked with a r symbol so you can find it easily if you change your mind." +} diff --git a/Redsky/translations/pl.json b/Redsky/translations/pl.json new file mode 100644 index 0000000000..8c9ed2d85b --- /dev/null +++ b/Redsky/translations/pl.json @@ -0,0 +1,684 @@ +{ + "skills-list": "acrobatics,athletics,history,insight,medicine,animal_handling,deception,perception,presuasion,nature,religion,stealth,survival,investigation,arcana,performance,intimidation,sleight_of_hand", + "npc-options-u": "OPCJE NPC", + "name-u": "NAZWA", + "npc-type-u": "TYP NPC", + "npc-type-place": "Średni Czart, dowolny zły charakter", + "armor-class-u": "KLASA PANCERZA", + "class-u": "KLASA", + "type-u": "TYP", + "abilities-u": "UMIEJĘTNOŚCI", + "npc-armor-place": "zbroja łuskowa", + "hit-points-u": "PUNKTY WYTRZYMAŁOŚCI", + "formula-u": "FORMUŁA", + "speed-u": "SZYBKOŚĆ", + "npc-speed-place": "9m, lot 18m", + "attributes-u": "CECHY", + "str-u": "Sil", + "dex-u": "Zrc", + "con-u": "Kon", + "int-u": "Int", + "wis-u": "Mdr", + "cha-u": "Cha", + "saves-u": "RZUTY OBRONNE", + "skills-u": "UMIEJĘTNOŚĆI", + "acrobatics-u": "AKROBATYKA", + "animal_handling-u": "OPIEKA NAD ZWIERZĘTAMI", + "arcana-u": "WIEDZA TAJEMNA", + "athletics-u": "ATLETYKA", + "deception-u": "OSZUSTWO", + "history-u": "HISTORIA", + "insight-u": "INTUICJA", + "intimidation-u": "ZASTRASZANIE", + "investigation-u": "ŚLEDZTWO", + "medicine-u": "MEDYCYNA", + "nature-u": "PRZYRODA", + "perception-u": "PERCEPCJA", + "performance-u": "WYSTĘPY", + "persuasion-u": "PERSWAZJA", + "religion-u": "RELIGIA", + "sleight_of_hand-u": "ZWINNE DŁONIE", + "stealth-u": "SKRADANIE SIĘ", + "survival-u": "SZTUKA PRZETRWANIA", + "damage-vuln-u": "WRAŻLIWOŚĆ NA OBRAŻENIA", + "npc-dmg-vuln-place": "od ognia", + "damage-res-u": "NIEWRAŻLIWOŚĆ NA OBRAŻENIA", + "npc-dmg-res-place": "od zimna", + "damage-imm-u": "NIEPODATNOŚĆ NA OBRAŻENIA", + "npc-dmg-imm-place": "od dźwięku, od elektryczności", + "cond-imm-u": "NIEPODATNOŚĆ NA STANY", + "npc-cond-imm-place": "zauroczenie", + "senses-u": "ZMYSŁY", + "npc-senses-place": "Widzenie w ciemności 36m, pasywna Percepcja 16", + "langs-u": "JĘZYKI", + "lang-u": "JĘZYKI", + "npc-langs-place": "otchłanny, piekielny, wspólny", + "challenge-u": "STOPIEŃ WYZWANIA", + "xp-u": "PD", + "spellcast-npc-u": "NPC CZARUJĄCY", + "spell-ability-u": "CECHA BAZOWA", + "none-u": "BRAK", + "strength-u": "SIŁA", + "strength-save-u": "RZUT OBRONNY NA SIŁĘ", + "dexterity-u": "ZRĘCZNOŚĆ", + "dexterity-save-u": "RZUT OBRONNY NA ZRĘCZNOŚĆ", + "constitution-u": "KONDYCJA", + "constitution-save-u": "RZUT OBRONNY NA KONDYCJĘ", + "intelligence-u": "INTELIGENCJA", + "intelligence-save-u": "RZUT OBRONNY NA INTELIGENCJĘ", + "wisdom-u": "MĄDROŚĆ", + "wisdom-save-u": "RZUT OBRONNY NA MĄDROŚĆ", + "charisma-u": "CHARYZMA", + "charisma-save-u": "RZUT OBRONNY NA CHARYZMĘ", + "spell-dc-u": "ST CZARU", + "spell-atk-bonus-u": "MODYFIKATOR ATAKU CZAREM", + "has-reaction-u": "POSIADA REAKCJĘ", + "leg-actions:-u": "LEGENDARNE AKCJE:", + "gen-opts-u": "OPCJE GENERALNE", + "npc-u": "NPC", + "roll-queries:-u": "USTAWIENIA RZUTU:", + "always-adv": "Zawsze z ułatwieniem", + "adv-toggle": "Przełącznik ułatwienia", + "query-adv": "Pytaj o ułatwienie", + "never-adv": "Bez ułatwienia", + "whisp-rolls-gm:-u": "SZEPCZ RZUTY DO MG:", + "never-whisp": "Nigdy nie szepcz rzutów", + "query-whisp": "Pytaj o szept", + "always-whisp": "Zawsze szeptaj rzuty", + "auto-dmg-roll:-u": "AUTOMATYCZNIE RZUCAJ OBRAŻENIA:", + "never-dmg": "Nie rzucaj automatycznie obrażeń", + "always-dmg": "Automatycznie rzucaj obrażenia & krytyki", + "ac": "Klasa Pancerza", + "hp": "Punkty Wytrzymałości", + "speed": "Szybkość", + "language-proficiencies": "Biegłość w językach:", + "skill-proficiencies": "Biegłość w umiejętnościach:", + "weapon-proficiencies": "Biegłość w broniach:", + "armor-proficiencies": "Biegłość w pancerzach:", + "tool-proficiencies": "Biegłość w narzędziach:", + "saving-throw": "Rzuty Obronne", + "str": "Sił", + "dex": "Zrc", + "con": "Kon", + "int": "Int", + "wis": "Mdr", + "cha": "Cha", + "skills": "Umiejętności", + "acrobatics": "Akrobatyka", + "animal_handling": "Opieka nad zwierzętami", + "arcana": "Wiedza tajemna", + "athletics": "Atletyka", + "deception": "Oszustwo", + "history": "Historia", + "insight": "Intuicja", + "intimidation": "Zastraszanie", + "investigation": "Śledztwo", + "medicine": "Medycyna", + "nature": "Przyroda", + "perception": "Percepcja", + "performance": "Występy", + "persuasion": "Perswazja", + "religion": "Religia", + "sleight_of_hand": "Zwinne dłonie", + "stealth": "Skradanie się", + "survival": "Sztuka przetrwania", + "dmg-vuln": "Podatność na obrażenia", + "dmg-res": "Odporność na obrażenia", + "dmg-imm": "Niepodatność na obrażenia", + "cond-imm": "Niepodatność na stany", + "senses": "Zmysły", + "langs": "Języki", + "challenge": "Stopień Wyzwania", + "npc-trait-name-place": "Wstrzymanie oddechu.", + "npc-trait-desc-place": "Krokodyl może wstrzymać...", + "actions": "Akcje", + "adv": "Ułatwienie", + "norm": "Normalnie", + "disadv": "Utrudnienie", + "name:-u": "NAZWA:", + "attack-u": "ATAK", + "type:-u": "TYP:", + "melee": "Wręcz", + "ranged": "Dystansowy", + "range-reach:-u": "Zasięg:", + "range-reach-place": "1,5m", + "to-hit:-u": "DO TRAFIENIA:", + "target:-u": "CEL:", + "target:": "Cel:", + "to-hit-place": "Jeden cel", + "on-hit:-u": "PRZY TRAFIENIU:", + "on-hit-place": "cięte", + "on-hit2:-u": "PRZY TRAFIENIU 2:", + "on-hit-2-place": "od ognia", + "hit:": "Trafienie: ", + "reactions": "Reakcje", + "npc-repeating-name-place": "Parowanie.", + "npc-repeating-desc-place": "Istota dodaje 2 do swojego KP...", + "traits": "Traits", + "features": "Features", + "spells": "Czary", + "prep-u": "PRZYGOTOWANIE", + "school:-u": "SZKOŁA:", + "abjuration": "Odpychania", + "conjuration": "Przywoływania", + "divination": "Wieszczenia", + "enchantment": "Uroków", + "evocation": "Wywoływania", + "illusion": "Iluzji", + "necromancy": "Nekromancji", + "transmutation": "Przemian", + "ritual": "Rytualne", + "ritual-l": "rytualne", + "range:-u": "ZASIĘG:", + "range:": "Zasięg:", + "components:-u": "KOMPONENTY:", + "components:": "Komponenty:", + "spell-component-verbal": "W", + "spell-component-somatic": "S", + "spell-component-material": "M", + "spell-ritual": "R", + "spell-concentration": "K", + "ruby-dust-place": "pył rubinu warty 50 sz", + "concentration-u": "KONCENTRACJA", + "concentration": "Koncentracja", + "duration:-u": "CZAS TRAWNIA:", + "duration:": "Czas trwania:", + "difficulty-class-abv": "ST", + "output:-u": "WYNIK:", + "spellcard-u": "KARTA CZARU", + "spell-atk:-u": "ATAK CZARU:", + "none": "Brak", + "dmg:-u": "OBRAŻENIA:", + "dmg2:-u": "OBRAŻENIA 2:", + "healing:-u": "LECZENIE:", + "add-ability-mod-u": "DODAJ MOD ZE ZDOLNOŚCI DO OBRAŻEŃ LUB LECZENIA", + "effect:-u": "EFEKT:", + "npc-atk-effect-place": "Połowa obrażeń", + "desc:-u": "OPIS:", + "at-higher-lvl:-u": "NA WYŻSZYCH KRĘGACH:", + "at-higher-lvl": "Na wyższych kręgach", + "higher-lvl-cast": "Wyższy krąg", + "leg-actions": "Legendarne akcje", + "leg-actions-desc": "", + "atk-range-place": "1,5m", + "atk-target-place": "Jeden cel", + "atk-dmg-type-place": "cięte", + "atk-dmg-type2-place": "od ognia", + "adv-u": "UŁATWIENIE", + "norm-u": "NORMALNIE", + "disadv-u": "UTRUDNIENIE", + "core-u": "KLUCZOWE", + "bio-u": "BIOGRAFIA", + "spells-u": "CZARY", + "feats-u": "ZDOLNOŚCI", + "review-u": "REWIZJA", + "char-name-u": "NAZWA POSTACI", + "artificer": "Artificer", + "barbarian": "Barbarzyńca", + "bard": "Bard", + "cleric": "Kleryk", + "druid": "Druid", + "fighter": "Wojownik", + "monk": "Mnich", + "paladin": "Paladyn", + "ranger": "Łowca", + "rogue": "Łotr", + "sorcerer": "Zaklinacz", + "warlock": "Czarownik", + "wizard": "Mag", + "class-level-u": "KLASA & POZIOM", + "background-u": "POCHODZENIE", + "background": "Pochodzenie", + "race-u": "RASA", + "alignment-u": "CHARAKTER", + "alignment": "Charakter:", + "exp-pts-u": "PUNKTY DOŚWIADCZENIA", + "inspiration-u": "INSPIRACJA", + "prof-bonus-u": "PREMIA Z BIEGŁOŚCI", + "strength": "Siła", + "strength-save": "Rzut obronny na siłę", + "dexterity": "Zręczność", + "dexterity-save": "Rzut obronny na zręczność", + "constitution": "Kondycja", + "constitution-save": "Rzut obronny na kondycję", + "intelligence": "Inteligencja", + "intelligence-save": "Rzut obronny na inteligencję", + "wisdom": "Mądrość", + "wisdom-save": "Rzut obronny na Mądrość", + "charisma": "Charyzma", + "charisma-save": "Rzut obronny na Charyzmę", + "saving-throws-u": "RZUTY OBRONNE", + "acrobatics-core": "Akrobatyka (zRC)", + "animal_handling-core": "Opieka nad zwierzętami (Mdr)", + "arcana-core": "Wiedza tajemna (Int)", + "athletics-core": "Atletyka (Sił)", + "deception-core": "Oszustwo (Cha)", + "history-core": "Historia (Int)", + "insight-core": "Intuicja (Mdr)", + "intimidation-core": "Zastraszanie (Cha)", + "investigation-core": "Śledztwo (Int)", + "medicine-core": "Medycyna (Mdr)", + "nature-core": "Przyroda (Int)", + "perception-core": "Percepcja (Mdr)", + "performance-core": "Występy (Cha)", + "persuasion-core": "Perswazja (Cha)", + "religion-core": "Religia (Int)", + "sleight_of_hand-core": "Zwinne dłonie (Zrc)", + "stealth-core": "Skradanie się (Zrc)", + "survival-core": "Sztuka przetrwania (Mdr)", + "pass-wis-u": "PASYWNA MĄDROŚĆ (PERCEPCJA)", + "tool-u": "NARZĘDZIA", + "pro-u": "MISTRZOSTWO", + "attr-u": "CECHA", + "prof-bonus:-u": "PREMIA Z BIEGŁOŚĆI:", + "prof-u": "BIEGŁY", + "proficency-u": "BIEGŁOŚCI", + "expertise-u": "MISTRZOSTWO", + "jack-of-all-u": "WSZECHSTRONNOŚĆ", + "attr:-u": "CECHY:", + "tool-prof-u": "BIEGŁOŚĆ W NARZĘDZIACH", + "weapon-proficiencies-u": "BIEGŁOŚĆ W BRONI", + "other-prof-langs-u": "INNE BIEGŁOŚĆI & JĘZYKI", + "prof-langs-u": "BIEGŁOŚCI & JĘZYKI", + "init": "Inicjatywa", + "init-u": "INICJATYWA", + "hp-max-u": "Maksymalne PW", + "hp-current-u": "OBECNE PW", + "hp-temp-u": "TYMCZASOWE PW", + "total": "Łacznie", + "hit-dice-u": "KOŚĆ WYTRZYMAŁOŚCI", + "successes-u": "SUKCESY", + "failures-u": "PORAŻKI", + "death-save-u": "RZUT PRZECIW ŚMIERCI", + "death-saves-u": "RZUTY PRZECIW ŚMIERCI", + "exhaustion-setting-u": "POKAŻ POZIOMY WYCZERPANIA:", + "exhaustion-u": "POZIOMY", + "exhaustion-0": "Brak efektu", + "exhaustion-1": "Utrudnienie w testach cech", + "exhaustion-2": "Szybkość zmniejszona o połowę", + "exhaustion-3": "Utrudnienie w teestach ataku i rzutach obronnych", + "exhaustion-4": "Maksymalne PW zmniejszone o połowę", + "exhaustion-5": "Szybkość zmniejszona do 0", + "exhaustion-6": "Śmierć", + "atk-u": "ATAK", + "dmg-type-u": "OBRAŻENIA/TYP", + "attack:-u": "ATTAK:", + "proficient-u": "BIEGŁOŚĆ", + "range-place": "Na siebie (stożek 18m)", + "magic-bonus:-u": "MAGICZNY BONUS:", + "crit-range-u": "ZASIĘG KRYTYKA:", + "damage:-u": "OBRAŻENIA:", + "dmg-type-place": "Cięte", + "crit:-u": "KRYTYK:", + "damage2:-u": "OBRAŻENIA2:", + "saving-throw:-u": "RZUT OBRONNY:", + "vs-dc:-u": "vs ST:", + "spell-u": "CZAR", + "flat-u": "STAŁE", + "save": "Rzut obronny", + "save-effect:-u": "EFEKT RZUTU OBRONNEGO:", + "save-effect-place": "połowa obrażeń", + "ammunition:-u": "AMUNICJA:", + "ammunition-place": "Strzały", + "description:-u": "Opis:", + "description:": "Description:", + "description-place": "Do 2 stworzeń w odległości 1,5m", + "atk-spellcasting-u": "ATAKI & MAGIA", + "copper-piece-u": "SM", + "silver-piece-u": "SS", + "electrum-piece-u": "SE", + "gold-piece-u": "SZ", + "platinum-piece-u": "SP", + "warning-armor-sets-u": "UWAGA - KP NIE JEST POPRAWNE. ZDEJMIJ DODATKOWĄ ZBROJĘ LUB TARCZĘ W LIŚCIE EKWIPUNKU.", + "item-name-u": "NAZWA PRZEDMIOTU", + "equipped-u": "ZAŁOŻONY", + "use-as-resource-u": "UŻYJ JAKO ZASÓB", + "prop:-u": "WŁŚĆ:", + "mods:-u": "MODYFIKATORY:", + "total-weight-u": "WAGA RAZEM", + "immobile-u": "NIERUCHOMY", + "heavily-encumbered-u": "BARDZO OBCIĄŻONY", + "encumbered-u": "OBCIĄŻONY", + "over-carrying-cap-u": "NOSISZ PONAD UDŹWIG", + "equipment-u": "WYPOSAŻENIE", + "personality-traits-u": "CECHY OSOBOWOSĆI", + "ideals-u": "IDEAŁY", + "bonds-u": "WIĘZI", + "flaws-u": "SŁABOŚCI", + "class-resource-u": "ZASÓB KLASY", + "other-resource-u": "INNE ZASOBY", + "feats-traits-u": "KORZYŚĆI & ZDOLNOŚCI", + "age-u": "WIEK", + "size-u": "ROZMIAR", + "size": "rozmiar", + "height-u": "WZROST", + "weight-u": "WAGA", + "eye-u": "OCZY", + "skin-u": "SKÓRA", + "hair-u": "WŁOSY", + "char-appearance-u": "WYGLĄD POSTACI", + "char-backstory-u": "HISTORIA POSTACI", + "allies-orgs-u": "SOJUSZNICY & ORGANIZACJE", + "add-feats-traits-u": "POZOSTAŁE KORZYŚCI & ZDOLNOŚCI", + "feat-u": "ZDOLNOŚĆ", + "treasure-u": "MAJĄTEK", + "spell-save-dc-u": "ST RZUTU PRZECIW CZAROM", + "cantrips-u": "SZTUCZKI", + "ritual-u": "RYTUALNE", + "casting-time:-u": "CZAS RZUCANIA:", + "casting-time:": "Czas rzucania:", + "at-higher-lvl-dmg:-u": "OBRAŻENIA Z WYŻSZEJ KOMÓRKI:", + "half-dmg-place": "Połowa obrażeń", + "hit-die:-u": "KOŚC TRAFIENIA:", + "initiative-mod:-u": "MODYFIKATOR INICJATYWY:", + "glob-saving-mod:-u": "MODYFIKATOR RZUTÓW OBRONNYCH:", + "glob-ac-mod:-u": "MODYFIKATOR KLASY PANCERZA:", + "glob-atk-mod:-u": "MODYFIKATOR ATAKU CZARU:", + "pass-perc-mod:-u": "MODYFIKATOR PASYWNEJ PERCEPCJI:", + "death-save-mod:-u": "MODYFIKATOR RZUTU ŚMIERCI:", + "magic-caster-lvl:-u": "POZIOM KLASY CZARUJĄCECJ:", + "halfling-luck-u": "SZCZĘŚCIE NIZIOŁKA", + "arcane-fighter-u": "MISTYCZNY WOJOWNIK", + "arcane-rogue-u": "MISTYCZNY ŁOTR", + "class-options-u": "OPCJE KLASY ()", + "class:-u": "KLASA:", + "subclass:-u": "PODKLASA:", + "race:-u": "RASA:", + "subrace:-u": "PODRASA:", + "subrace": "Podrasa:", + "subrace-ability-increase": "Zwiększenie wartości cechy podrasy:", + "2nd-class:-u": "DRUGA KLASA:", + "lvl:-u": "Poziom:", + "3rd-class:-u": "TRZECIA KLASA:", + "4th-class:-u": "CZWARTA KLASA:", + "mutliclass-opts-u": "MULTIKLASA", + "use-cust-class-u": "UŻYJ NIESTANDARDOWEJ KLASY", + "class-name:-u": "NAZWA KLASY:", + "spellcasting-ability:-u": "CECHA BAZOWA:", + "spell-slots:-u": "KOMÓRKI CZARÓW:", + "spell-full-u": "PEŁNE (Kleryk, Druid, Mag)", + "spell-half-u": "POŁOWA (Paladyn, Łowac)", + "spell-third-u": "JEDNA TRZECIA (Mistyczny Wojownik/Łotr)", + "cust-class-opts": "NIESTANDARDOWE OPCJE KLASY", + "normal": "Normalny", + "expirtise": "Mistrzostwo", + "skill-opts-u": "OPCJE UMIEJĘTNOŚCI", + "version": "v", + "always-roll-adv": "Zawsze z ułatwieniem", + "toggle-roll-adv": "Przełącznik ułatwienia", + "query-roll-adv": "Pytaj o ułatwienie", + "never-roll-adv": "Bez ułatwienia", + "never-whisper-roll": "Nigdy nie szepcz rzutów", + "query-whisper-roll": "Przełącznik szeptu", + "always-whisper-roll": "Zawsze szeptaj rzuty", + "never-roll-dmg": "Nie rzucaj automatycznie obrażęń", + "always-roll-dmg": "Automatycznie rzucaj obrażenia & krytyki", + "add-char-to-templates:-u": "DODAJ NAZWĘ POSTACI DO SZABLONU:", + "on": "Włącz", + "off": "Wyłącz", + "inventory:-u": "WYPOSAŻENIE:", + "compendium-compatible": "Kompatybilność z Repetytorium", + "simple": "Proste", + "encumbrance:-u": "CIĘŻAR:", + "ammo-tracking:-u": "ŚLEDZENIE AMUNICJI:", + "general-opts-u": "OPCJE GENERALNE", + "transition-text": "Kliknięcie na jeden z obrazków poniżej zmieni format danych w twojej aktualnej karty do tej karty. Te zmiany są pernamentne i nie mogą być cofnięte.", + "transition-text-highlight": "Proszę zrób kopię swojej gry, przed użyciem tego narzędzia.", + "choose-sheet-transfer": "WYBIERZ KARTĘ Z KTÓREJ ZMIENIASZ", + "community-sheet-u": "KARTA SPOŁECZNOŚCI", + "shaped-sheet-u": "UFORMOWANA KARTA", + "transition-opts-u": "OPCJE ZMIANY", + "portions-sheet-utilize": "Część tej karty korzysta zawartość System Reference Document pod licencją OGL. Sprawdź Licencję OGL oraz prawa autorskie. https://wiki.roll20.net/SRD_5.0_OGL_License", + "api-required-title": "Spróbuj teraz z łatwą i prostą instalacją API dostępną z Twoją subskrybcją Pro.", + "api-required-u": "(API WYMAGANE)", + "spell_dc_mod:-u": "MODYFIKATOR ST CZARU:", + "custom_ac:-u": "NIESTANDARDOWE KP:", + "npc-info": "Opcja NPC domyślnie tworzy nowe postaci w stylu kart NPC. Użyteczne, jeśli postaci graczy są jużstworzony i wszystkie nowy karty postaci dodane do gry prawdopodobnie będa reprezentować NPC.", + "npc-pc": "NPC/GRACZ", + "roll-queries-info": "Rzuty K20 zgodne z tą opcją. Rzuty zawsze z ułatwieniem są domyślną opcją i będzie ona rzucać dwie K20 za każdym razem. Oczekuje się, że jeżeli nie ma ułatwienia lub utrudnienia to używasz wyniku z lewej. Opcja Przełącznika ułatwienia dodaje trzy nowe przycisku do góry karty, abyś w łatwy sposób mógł wybrać w jakiej obecnie jesteś sytuacji. Pytaj o ułatwienie daje sprawia, że wyskakujące okienko pyta Cię czy rzut jest wyonywany z ułatwieniem. Bez ułatwienia rzuca jedną K20 oczekując, że gracz rzuci drugi raz w wpyadku ułatwienia lub utrudnienia.", + "whisp-rolls-gm-info": "Wszystkie rzuty z karty domyślnie są pokazywane wszystkim graczom na czacie. Przełącznik szeptu dodaje przyciski, którymi wybierasz Twoje preferencje w locie. Pytaj o szept sprawia, że przy każdym rzucie możesz zdecydować, czy rzut ma być dostępny dla wszystkich czy tylko dla Ciebie i Mistrza Podziemi. Opcja zawsze szeptaj będzie pokazywać rzuty zawsze tylko Tobie i MG.", + "auto-dmg-roll-info": "Domyślnie kości obrażeń nie są turlane, dopóki nie potwierdzi się trafienia. Obrażenia turlane są z poziomu czatu po kliknięciu na nazwę ataku, po czym zostaną pokazane obrażenia. Domyślna metoda jest kompatybilna z kościa 3D. Opcjonalnie, możesz wybrać opcję Automatycznie rzucaj obrażenia & krytyki, która jak nazwa wskazuje, będzie rzucać automatycznie na obrażenia bez potrzeby potwierdzania trafienia.", + "add-char-to-templates-info": "Nazwy postaci nie są domyślnie dodawane do szablonu rzutu i są wyświetlane tylko jako gracz/postać, która jest wybrana w 'Speaking as'. Włączenie tej opcji doda imię postaci wykonującej rzut do szablonu rzutu, co jest przydatne dla graczy grającymi kilkoma postaciami.", + "inventory-info": "Wyposażenie postaci domyślnie ma złożony styl, który jest kompatybilny z Roll20 5E Compendium. Obejmuje to ilości/wagi, śledzenie wagi i obciążenia, sortowanie, kalkulacja KP, automatyczne generowanie ataków i więcej. Opcja prosta zapewnia pole tekstowe dla listy przedmiotów, które gracz może kontrolować ręcznie w swej karcie.", + "encumbrance-info": "Karty postaci używają zasad wariantu obciążenia ze strony 176 w Podręczniku Gracza. Wyłączenie tej opcji wyłącza ten wariant i używa podstawowych zasad przeciążenia postaci.", + "ammo-tracking-info": "Zapewnia automatyczne śledzenei amunicji dziękiSkryptowi API 5th Edition OGL by Roll20.", + "dungeons-and-dragons-styling": "STYL DUNGEONS AND DRAGONS", + "dungeons-and-dragons-styling-info": "Włącza styl Dungeons and Dragons dla kart postaci jak i szablonów rzutów. Ta opcja automatycznie aplikuje się do wszystkich kart postaci i nie może zostać wybrana jednostkowo.", + "cd-bar1-value:-u": "WARTOŚĆ PASKA 1:", + "cd-bar1-max:-u": "MAKSIMUM PASKA 1:", + "cd-bar1-link:-u": "POWIĄZANIE PASKA 1:", + "cd-bar1-value-desc:-u": "Domyślnie żetony tworzone poprzez 'zrzucenie' karty z Compendium ustawiają wartość paska 1 na ten atrybut.", + "cd-bar1-max-desc:-u": "Domyślnie żetony tworzone poprzez 'zrzucenie' karty z Compendium ustawiają maksimum paska 1 na ten atrybut.", + "cd-bar1-link-desc:-u": "Domyślnie żetony tworzone poprzez 'zrzucenie' karty z Compendium wiążą wartość paska 1 z tym atrybutem. Jeśli ustawione, to podmieni pozostałe ustawienia paska.", + "cd-bar2-value:-u": "WARTOŚĆ PASKA 2:", + "cd-bar2-max:-u": "MAKSIMUM PASKA 2:", + "cd-bar2-link:-u": "POWIĄZANIE PASKA 2:", + "cd-bar2-value-desc:-u": "Domyślnie żetony tworzone poprzez 'zrzucenie' karty z Compendium ustawiają wartość paska 2 na ten atrybut.", + "cd-bar2-max-desc:-u": "Domyślnie żetony tworzone poprzez 'zrzucenie' karty z Compendium ustawiają maksimum paska 2 na ten atrybut.", + "cd-bar2-link-desc:-u": "Domyślnie żetony tworzone poprzez 'zrzucenie' karty z Compendium wiążą wartość paska 2 z tym atrybutem. Jeśli ustawione, to podmieni pozostałe ustawienia paska.", + "cd-bar3-value:-u": "WARTOŚĆ PASKA 3:", + "cd-bar3-max:-u": "MAKSIMUM PASKA 3:", + "cd-bar3-link:-u": "POWIĄZANIE PASKA 3:", + "cd-bar3-value-desc:-u": "Domyślnie żetony tworzone poprzez 'zrzucenie' karty z Compendium ustawiają wartość paska 3 na ten atrybut.", + "cd-bar3-max-desc:-u": "Domyślnie żetony tworzone poprzez 'zrzucenie' karty z Compendium ustawiają maksimum paska 3 na ten atrybut.", + "cd-bar3-link-desc:-u": "Domyślnie żetony tworzone poprzez 'zrzucenie' karty z Compendium wiążą wartość paska 3 z tym atrybutem. Jeśli ustawione, to podmieni pozostałe ustawienia paska.", + "npc-name-in-rolls:-u": "NAZWA NPC PRZY RZUTACH:", + "show": "Pokaż", + "hide": "Ukryj", + "npc-name-in-rolls-desc:-u": "W wynikach rzutów NPC, pokaż lub ukryj imię NPC w karcie rezultatu rzutu.", + "public:-u": "PUBLICZNE", + "to-gm:-u": "DO MP", + "toggle-roll-whisper": "Przełącznik szeptu", + "attribute-opts-u": "OPCJE CECH", + "save-opts-u": "OPCJE RZUTÓW OBRONNYCH", + "by-level": "Poziomem (Domyślnie)", + "prof-die": "Kość Biegłości (DMG)", + "custom": "Niestandardowe", + "core-die-roll:-u": "GŁÓWNA KOŚĆ:", + "has-attack-u": "MA ATAK", + "variant-phb": "Wariant (PHB p176)", + "carrying-capacity-mod:-u": "MODYFIKATOR UDŹWIGU:", + "armor-class-tracking:-u": "ŚLEDZENIE KLASY PANCERZA:", + "automatic": "Automatyczne", + "cantrip-progression:-u": "POSTĘP SZTUCZEK", + "cantrip-dice-u": "KOŚĆ OBRAŻEŃ", + "cantrip-beam-u": "DODATKOWE PROMIENIE", + "slots_total-u": "KOMÓRKI RAZEM", + "slots_remaining-u": "KOMÓRKI ZOSTAŁY", + "level-calculations:-u": "AUTOMATYCZNE LICZENIE POZIOMÓW:", + "spell_slot_modifiers-u": "MODYFIKATOR KOMÓREK CZARÓW", + "lvl-u": "POZIOM", + "include_spell_desc:-u": "ZAWRZYJ OPIS CZARU PRZY ATAKU:", + "token_size-u": "ROZMIAR ŻETONU", + "add-dex-tiebreaker-u": "DODAJ ZRĘCZNOŚĆ DO INICJATYWY", + "initiative-style:-u": "STYL INICJATYWY:", + "query-attr-u": "WYBIERZ CECHĘ", + "custom-skills-u": "NIESTANDARDOWA UMIEJĘTNOŚĆ", + "weapon-u": "BROŃ", + "armor-u": "PANCERZ", + "other-u": "INNE", + "source:-u": "ŹRÓDŁO:", + "source-type:-u": "TYP ŹRÓDŁA:", + "racial": "Rasowy", + "class": "Klasowy", + "feat": "Zdolność", + "feats": "Zdolności", + "other": "Inne", + "partial": "Częściowo", + "show_all": "Pokaż wszystko", + "cr_only": "TYLKO K&R", + "spell-icons:-u": "IKONY CZARÓW:", + "custom-pb:-u": "NIESTANDARDOWY BONUS Z BIEGŁOŚĆI:", + "show-global-attack-field-u": "POKAŻ POLE MODYFIKATORA TRAFIEŃ", + "show-global-damage-field-u": "POKAŻ POLE MODYFIKATORA OBRAŻEŃ", + "show-global-save-field-u": "POKAŻ POLE MODYFIKATORA RZUTÓW OBRONNYCH", + "show-global-skill-field-u": "POKAŻ POLE MODYFIKATORA UMIEJĘTNOŚCI", + "global-attack-u": "MODYFIKATOR TRAFIEŃ", + "global-damage-u": "MODYFIKATOR OBRAŻEŃ", + "global-save-u": "MODYFIKATOR RZUTÓW OBRONNYCH", + "global-skill-u": "MODYFIKATOR UMIEJĘTNOŚĆI", + "global-damage": "Modyfikator obrażeń", + "core-die-roll-info": "Zmiana głównej kości zamieni standardową 1k20 z prawie każdym losowaniem Twojego wyboru, takimi jak 2k10 czy 3k6.", + "pb-type-info": "Domyślnie, premia z biegłości postaci będzie automatycznie wyliczania według sumy poziomów według standardowej metody z PHB. Opcja Kości Biegłości wspiera alternatywną metodę ukazanąw DMG, gdzie zamiast stałego bonusu rzucana jest kość. Niestandardowa opcja pozwala zamienić Premię z Biegłości czymś Twojego wyboru.", + "global-save-info": "Tworzy niestandardowe pole modyfikatora rzutu obronnego, poniżej sekcji RZUTY OBRONNE w karcie postaci. Wszystko uzupełnione w tym polu będzie dodawane do rzutów obronnych. Perfekcyjne dla regularnych, ale tymczasowych bonusów takich jak czar Błogosławieństwo.", + "global-skill-info": "Tworzy niestandardowe pole modyfikatora umiejętności, poniżej sekcji UMIEJĘTNOŚCI w karcie postaci. Wszystko uzupełnione w tym polu będzie dodawane do rzutów umiejętności. Perfekcyjne dla regularnych, ale tymczasowych bonusów takich jak czar Wskazówki.", + "global-attack-info": "Tworzy niestandardowe pole modyfikatora ataku, poniżej sekcji ATAKI I CZARY w karcie postaci. Wszystko uzupełnione w tym polu będzie dodawane do rzutów trafienia. Perfekcyjne dla regularnych, ale tymczasowych bonusów takich jak czar Błogosławieństwo.", + "global-damage-info": "Tworzy niestandardowe pole modyfikatora obrażeń, poniżej sekcji ATAKI I CZARY w karcie postaci. Wszystko uzupełnione w tym polu będzie dodawane do rzutów obrażeń. Perfekcyjne dla regularnych, ale tymczasowych bonusów takich jak umiejętność Ukradkowy Atak.", + "auto-level-calc-info": "Domyślnie zmiana poziomu postaci automatycznie ustawi Komórki czarów i kości PW. Zmiana tej opcji na wyłącz zapobiegnie takiemu zachowaniu.", + "simple-traits-info": "Sekcja KORZYŚCI I ZDOLNOŚCI domyślnie ma złożony styl, który jest kompatybilny z Roll20 5E Compendium. Opcja prosta The Simple option provides a text field for players who want more manual control over the sheet.", + "simple-proficiencies-info": "Character OTHER PROFICIENCIES & LANGUAGES section defaults to the complex style that is compatible with the Roll20 5E Compendium. Opcja prosta zapewnia pole tekstowe dla, które gracz może kontrolować ręcznie w swej karcie.", + "init-tiebreaker-info": "Dodaje zręczność postaci jako ułamek do wyrzuconej inicjatywy w celu rozstrzygnięcia remisów.", + "b-custom-info": "Kiedy typ premii z biegłośći jest ustawione jako Niestandardowa, karta postaci będzie używać tej wartości jako premia z biegłości tejże postaci.", + "footer-wiki-link": "Po więcej informacji o tej karcie postaci, jej funkcjonalności, zastosowaniach, proszę sprawdź Roll20 Wiki dla oficjalnej dokumentacji. https://wiki.roll20.net/5th_Edition_OGL_by_Roll20", + "accepting-drop-u": "AKCEPTUJ 'ZRZUCENIE' Z REPETYTORIUM", + "are_you_sure": "Jesteś pewien, że chcesz zmienić tę postać w ", + "yes": "Tak", + "next": "Następny", + "cancel": "Anuluj", + "cancel-u": "ANULUJ", + "choose": "Wybierz", + "innate:-u": "WRODZONY:", + "mod:-u": "MODYFIKATOR:", + "hpmods:-u": "MODYFIKATOR PW:", + "charmancer-welcome": "Witaj w Charactermancerze!", + "charmancer-what-is": "Charactermancer jest procesem krok-po-kroku, który sprawia budowanie postaci łątwym i sprawnym. Zmiany są zapisywane w trakcie postępu, ale karta postaci jest uzupełniona tylko, gdy Charactemancer zostanie ukończony.", + "get-started": "Zacznij od kliknięcia Następny.", + "opt-out-u": "OPUŚĆ CHARACTERMANCER", + "charmancer-compendium": "Twoje repetytorium.", + "charmancer-compendium-detail": "Charactemancer obecnie wspiera Dungeons & Dragons 5th Edition SRD oraz Podręcznik Gracza. Możesz dodać Podręcznik graczą do swojego repetytorium w Targowisku, lub własciciel pokoju może podzielić się swoim repetytorium ze wszystkimi w pokoju.", + "charmancer-choose-race": "Wybierz rasę:", + "charmancer-custom-race-name": "Nazwa niestandardowej rasy:", + "charmancer-custom-subclass-name:": "Nazwa niestandardowej podklasy:", + "charmancer-additional-cantrips": "Dodatkowe sztuczki", + "charmancer-additional-lvl-1-spells": "Dodatkowe czary 1go kręgu", + "suggested-abilities": "Sugerowane umiejętności:", + "class-spellcasting": "Cecha bazowa czarów:", + "ability-score-increase": "Bonus do cech:", + "lawful-good": "Praworządnie Dobry", + "neutral-good": "Neutralnie Dobry", + "chaotic-good": "Chaotycznie Dobry", + "lawful-neutral": "Praworządnie Neutralny", + "neutral": "Neutralny", + "chaotic-neutral": "Chaotycznie Neutralny", + "lawful-evil": "Praworządnie Zły", + "neutral-evil": "Neutarlnie Zły", + "chaotic-evil": "Chaotycznie Zły", + "tiny": "Malutki", + "small": "Mały", + "medium": "Średni", + "large": "Duży", + "huge": "Wielki", + "age": "Wiek:", + "gargantuan": "Ogromny", + "step1-equipment": "Krok 5: Wyposażenie", + "equipment-from-background": "Wyposażenie z Pochodzenia", + "equipment-from-class": "Wyposażenie z klasy", + "class-equipment": "Klasowe wyposażenie", + "starting-wealth": "Początkowa Zamożność (PHB)", + "starting-gold:": "Początkowe złoto:", + "no_class_warning-u": "ŻADNA KLASA NIE ZOSTAŁĄ WYBRANA LUB WYBRANY KLASY NIE POSIADAJĄ STANDARDOWEGO EKWIPUNKU. WYPOSAŻENIE Z KLASY NIE MOŻE BYĆ W TYM MOMENCIE WYBRANE.", + "standard-array": "Standardowe ustawienie", + "roll-for-stats": "Losowe wartości", + "standard-roll": "Rzuć 4k6, odzruć najniższą", + "charmancer-cancel-heading": "Gdzie chciałbyś wyruszyć, podrózniku?", + "continue-charmancer": "Kontynuuj Charactermancera", + "save_progress_and_exit": "Zapisz i wyjdź", + "cancel_charactermancer": "Porzuć i wyjdź", + "charmancer-discard-warning": "Porzucenie i wyjście porzuci wszystkie Twoje wybory, które dokonałeś w Charactermancerze i pozwoli CI edytować Twoją kartę bezpośrednio.", + "mancer-opts-u": "OPCJE CHARACTERMANCER", + "relaunch-lvl1mancer-u": "WŁĄCZ CHARACTERMANCER NA 1 POZIOMIE (NIE MOŻE BYĆ COFNIĘTE)", + "point-buy": "Kupowanie punktami", + "available-points:": "Dostepnę punkty: ", + "equipment-choice-text": "Jak chciałbyś wybrać swoje wyposażenie?", + "charmancer-start": "Start", + "clear-abilities": "Wyczyść przypisanie", + "use-charactermancer-for-new:-u": "UŻYJ CHARACTERMANCER NA 1 POZIOMIE DLA NOWYCH POSTACI:", + "use-charactermancer-for-new-info": "Z tą opcją włączoną wszystkie nowe postaci będą otwierać Charactermancer na poziomie 1. Wyłączenie tej opcji otworzy postaci bezpośrednio na kartach postaci wyłączając Charctermancer, który wciąż może być ręcznie włączony z zakładki Ustawienia w karcie postaci.", + "feat-pre-check": "Patrz uważnie! Wymagania wstępne nie są sprawdzane automatycznie.", + "stats-rolled-hint": "Rzuciliśmy Twoją kością! Sprawdź okno czatu aby obejrzeć wyniki w szczegółach. Przypisz wynik poniżej do preferowanej cechy:", + "return-to:": "Powróc do: ", + "do_you_want_mancer": "Jak chciałbyś stworzyć swoją postać?", + "no": "Nie", + "global-ac-u": "GLOBALNY MODYFIKATOR KP", + "show-global-ac-field-u": "POKAŻ POLE MODYFIKATORA KP", + "warning-customac-u": "UWAGA - NIESTANDARDOWE KP NIE JEST UŻYWANE. ABY UŻYWAĆ NIESTANDARDOWEGO AC, ZDEJMIJ ZBROJĘ.", + "manual": "Edytuj kartę bezpośrednio", + "npc-new": "Stwórz NPC", + "mancer-confirm-yes": "Użyj Charactermancera", + "allow-shields-u": "ZEZWALA TARCZĘ?", + "levels-u": "POZIOMY", + "features-u": "CECHY", + "asi-u": "ZWIĘKSZENIE CECHY / ATUTY", + "charmancer-leveler-what-is": "Charactermancer jest procesem krok-po-kroku, który sprawia budowanie postaci łątwym i sprawnym. Zmiany są zapisywane w trakcie postępu, ale karta postaci jest uzupełniona tylko, gdy Charactemancer zostanie ukończony.", + "charmancer-leveler-level-info1": "Twoje istniejące poziomy klas zostały dla Ciebie wstępnie wypełnione. Domyślnie twoja klasa główna została ustawiona by zwiększyć jej poziom o jeden. Możesz zmienić liczbę poziomów, które mają wzrosnąć poniżej, a także dodać nową wieloklasę.", + "charmancer-leveler-level-info2": "W każdej sekcji klasy będziesz miał opcję wybrać średnią punktów wytrzymałości lub rzucić losowo, wybrać zdolności klasy dla poziomów na które awansujesz i wybrać podklasę jeśli jest taka możliwość.", + "charmancer-leveler-spells-info": "Wypisane tutaj są czary, które Twoja postać obecnie zna. Jeżeli dostałeś dostęp do większej ilości czarów podczas awansu będziesz mógł wybrać je poniżej. Zaznacz obok czary, które chciałbyś się nauczyć. Charactermancer pomoże Ci wybrać prawidłową ilość czarów oraz z poprawnej listy. Jeżeli Twoja klasa ma opcję wymiany czarów, możesz to zrobić poprzez odznaczenie obecnie znanego czaru, co pozwoli Ci wybrać nowe w jego miejsce.", + "total-level-u": "SUMA POZIOMÓW", + "main-class-level-u": "POZIOM GŁÓWNEJ KLASY", + "class-2-level-u": "POZIOM DRUGIEJ KLASY", + "class-3-level-u": "POZIOM TRZECIEJ KLASY", + "class-4-level-u": "POZIOM CZWARTEJ KLASY", + "levels:-u": "POZIOMY:", + "warning-leveler_start-u": "UWAGA - NIE MOŻESZ WŁĄCZYĆ PODNOSZENIA POZIOMÓW CHARACTERMANCERA, DOPÓKI MASZ KLASĘ, POZIOM I PW USTAWIONE DLA POZIOMU PIERWSZEGO. PROSZĘ WŁĄCZ NAJPIERW TWORZENIE POSTACI W CHARACTERMANCERZE. NARZĘDZIE DO AWANSU NIE DZIAŁA Z NIESTANDARDOWYMI KLASAMI LUB JEŚLI OPCJA MULTIKLASY JEST USTAWIONA NIEPRAWIDŁOWO.", + "charmancer-leveler-custom-class-warning": "Narzędzie do awansowania w tym momencie nie wspiera niestandardowych klas.", + "charmancer-welcome-lp": "Witamy w narzędziu do awansowania!", + "charmancer-leveler-what-is-lp": "Spójrz na siebie i twe całe doświadczenie. Nadszedł czas, abyś odebrał swe nagrody. Przejdziesz przez proces krok-po-kroku aby podjąć pare decyzji, a Twoja postać będzie na następnym poziomie w trymiga. Zmiany są zapisywane kiedy przechodzisz przez kolejne kroki, ale jeśli zmienisz swoje zdanie, będziesz musiał ponownie podjąć kroki i wybory, które przyjdą potem.", + "charmancer-compendium-detail-lp": "Charactermancer obecnie wspiera Dungeons & Dragons 5th Edition SRD, Podręcznik Gracza, oraz Guildmasters' Guide to Ravnica. Xanathar's Guide to Everything będzie wspierany w nadchodzących tygodniach. Możesz dodać Podręcznik Gracza oraz Guildmasters' Guide to Ravnica do swojego repetytorium na Targowisku, lub właściciel pokoju może podzielić się swoim repetytorium z każdym uczestnikiem gry.", + "roll:-u": "RZUCAJ:", + "roll": "Rzucaj", + "prerequisite:": "Wymagania wstępne:", + "back": "POWRÓT", + "back-to-top": "Wróc na górę", + "choose-a-class:": "Wybierz klasę:", + "custom-class-name:": "Nazwij niestandardową klasę", + "charmancer-class-features:": "Zdolnośc klasowa: ", + "charmancer-subclass-features:": "Zdolność podklasy:", + "hit-die:": "Kość PW:", + "average": "Średnia", + "hp-u": "PW", + "saving-throw-proficiency": "Biegłość w rzutach obronnych", + "armor": "Pancerz", + "equipment": "Wyposażenie:", + "language": "Języki", + "skill": "Umiejętności", + "tool": "Narzędzia", + "weapon": "Broń", + "add-another-feature": "Dodaj dodatkową zdolność", + "add-another-proficiency": "Dodaj dodatkową biegłość", + "innate-spellcasting:": "Wrodzone czarowanie:", + "spellcasting-ability": "Cecha bazowa:", + "number-of-cantrips": "Liczba sztuczek:", + "number-of-lvl-1-spells": "Liczba czarów 1go kręgu:", + "spell-list": "Lista czarów:", + "done": "Done", + "ability-score-method": "Metoda ustalania cech:", + "select-your-choices": "Wybierz swoje wyobru:", + "input-your-scores": "Wprowadź swoje wyniki:", + "choose-background": "Wybierz pochodzenie:", + "personality-traits": "Cechy osobowości", + "ideal": "Ideały", + "bond": "Więzi", + "flaw": "Słabości", + "you-have-chosen-starting-gold": "Wybrałeś startowe złoto i nie otrzymujesz ekwipunku ze swego pochodzenia.", + "you-have-created-custom-class": "Stworzyłeś niestandardową klasę; możesz dodać swój ekwipunek do karty postaci po zakończeniu Charactermancera.", + "arcane-is-mystery": "Wiedza tajemna jest dla Ciebie zagadką.", + "your-character-dont-have-spells-this-lvl": "Twoja postać nie ma czarów na tym poziomie. Kliknij “Następna” aby ocenić swoją postać!", + "charmancer-a-feat-represents": "Atut reprezentuje osiągnięcie, żwawość, determinację i wiedzę fachową. To nagroda za ciężką pracę.", + "you-really-havent-done": "Naprawdę niewiele jeszcze zrobiłeś", + "review-your-choices": "Oceń swe wybory:", + "race": "Rasa", + "abilities": "Cechy", + "bio": "Biografia", + "name-background": "Imię:", + "building-your-character": "Budowanie twojej postaci...", + "charmancer-only-choice-left-is-on-or": "Pozostaje tylko nacisnąć przycisk lub cofnąć. Jeśli edytujesz istniejącą postać, wszystkie istniejące dane zostaną utracone w pustce po zastosowaniu zmian.", + "apply-changes": "Zastosuj zmiany", + "pick-your-equipment": "Wybierz swoje wyposażenie", + "you-havent-chosen-background": "Jeszcze nie wybrałeś swojego pochodzenia.", + "you-havent-selected-class": "Jeszcze nie wybrałeś swojej klasy.", + "ability-score": "Wartości cech", + "you-can-increase-two-abilites": "Możesz zwiększyć dwie ze swoich cech o 1, lub jedną cechę o 2", + "before-leveling": "Przed awansowaniem", + "after-leveling": "Po awansowaniu", + "charmancer-removed-spells-marked-pt1": "Removed spells will be marked with a r symbol so you can find it easily if you change your mind." +} diff --git a/Redsky/translations/pt.json b/Redsky/translations/pt.json new file mode 100644 index 0000000000..806f0b81de --- /dev/null +++ b/Redsky/translations/pt.json @@ -0,0 +1,684 @@ +{ + "skills-list": "acrobatics,animal-handling,arcana,athletics,performance,deception,stealth,history,intimidation,insight,investigation,medicine,nature,perception,persuasion,sleight-of-hand,religion,survival", + "npc-options-u": "OPÇÕES DE PDM", + "name-u": "NOME", + "npc-type-u": "TIPO DE PDM", + "npc-type-place": "Demônio médio, qualquer alinhamento mal", + "armor-class-u": "CA", + "class-u": "CLASSE", + "type-u": "TIPO", + "abilities-u": "HABILIDADES", + "npc-armor-place": "Brunea", + "hit-points-u": "PONTOS DE VIDA", + "formula-u": "FÓRMULA", + "speed-u": "DESLOC.", + "npc-speed-place": "9 m, Voo 18 m", + "attributes-u": "ATRIBUTOS", + "str-u": "FOR", + "dex-u": "DES", + "con-u": "CON", + "int-u": "INT", + "wis-u": "SAB", + "cha-u": "CAR", + "saves-u": "TESTES", + "skills-u": "PERÍCIAS", + "acrobatics-u": "ACROBACIA", + "animal_handling-u": "ADESTRAR ANIMAIS", + "arcana-u": "ARCANISMO", + "athletics-u": "ATLETISMO", + "deception-u": "ENGANAÇÃO", + "history-u": "HISTÓRIA", + "insight-u": "INTUIÇÃO", + "intimidation-u": "INTIMIDAÇÃO", + "investigation-u": "INVESTIGAÇÃO", + "medicine-u": "MEDICINA", + "nature-u": "NATUREZA", + "perception-u": "PERCEPÇÃO", + "performance-u": "ATUAÇÃO", + "persuasion-u": "PERSUASÃO", + "religion-u": "RELIGIÃO", + "sleight_of_hand-u": "PRESTIDIGITAÇÃO", + "stealth-u": "FURTIVIDADE", + "survival-u": "SOBREVIVÊNCIA", + "damage-vuln-u": "VULNERABILIDADE À DANO", + "npc-dmg-vuln-place": "fogo", + "damage-res-u": "RESISTÊNCIA À DANO", + "npc-dmg-res-place": "frio", + "damage-imm-u": "IMUNIDADE À DANO", + "npc-dmg-imm-place": "elétrico, trovejante", + "cond-imm-u": "IMUNIDADE À CONDIÇÃO", + "npc-cond-imm-place": "enfeitiçado", + "senses-u": "SENTIDOS", + "npc-senses-place": "visão no escuro 36m, percepção passiva 16", + "langs-u": "IDIOMAS", + "lang-u": "IDIOMA", + "npc-langs-place": "Abissal, Comum, Infernal", + "challenge-u": "NÍVEL DE DESAFIO", + "xp-u": "XP", + "spellcast-npc-u": "NPC CONJURADOR", + "spell-ability-u": "HABILIDADE DE CONJ.", + "none-u": "NULO", + "strength-u": "FORÇA", + "strength-save-u": "TESTE DE FORÇA", + "dexterity-u": "DESTREZA", + "dexterity-save-u": "TESTE DE DESTREZA", + "constitution-u": "CONSTITUIÇÃO", + "constitution-save-u": "TESTE DE CONSTITUIÇÃO", + "intelligence-u": "INTELIGÊNCIA", + "intelligence-save-u": "TESTE DE INTELIGÊNCIA", + "wisdom-u": "SABEDORIA", + "wisdom-save-u": "TESTE DE SABEDORIA", + "charisma-u": "CARISMA", + "charisma-save-u": "TESTE DE CARISMA", + "spell-dc-u": "CD DA MAGIA", + "spell-atk-bonus-u": "BÔNUS DE ATAQUE DA MAGIA", + "has-reaction-u": "POSSUI REAÇÕES", + "leg-actions:-u": "AÇÕES LENDÁRIAS:", + "gen-opts-u": "OPÇÕES GERAIS", + "npc-u": "PDM", + "roll-queries:-u": "OPÇÕES DE ROLAGEM:", + "always-adv": "Sempre rolar com vantagem", + "adv-toggle": "Ativar vantagem", + "query-adv": "Perguntar por vantagem", + "never-adv": "Nunca rolar com vantagem", + "whisp-rolls-gm:-u": "SUSSURRAR ROLAGENS PARA O MESTRE:", + "never-whisp": "Nunca Sussurrar Rolagens", + "query-whisp": "Perguntar por Sussurro", + "always-whisp": "Sempre Sussurrar Rolagens", + "auto-dmg-roll:-u": "ROLAGENS DE DANO AUTOMÁTICAS:", + "never-dmg": "Não Rolar Dano Automaticamente", + "always-dmg": "Rolar Dano e Critico Automaticamente", + "ac": "Classe de Armadura", + "hp": "Pontos de Vida", + "speed": "Deslocamento", + "language-proficiencies": "Proficiência de língua:", + "skill-proficiencies": "Proficiências de habilidade:", + "weapon-proficiencies": "Proficiências com Arma", + "armor-proficiencies": "Proficiências com Armadura:", + "tool-proficiencies": "Proficiências de Ferramenta:", + "saving-throw": "Testes de Resistência", + "str": "For", + "dex": "Des", + "con": "Con", + "int": "Int", + "wis": "Sab", + "cha": "Car", + "skills": "Perícias", + "acrobatics": "Acrobacia +", + "animal_handling": "Adestrar Animais", + "arcana": "Arcanismo", + "athletics": "Atletismo", + "deception": "Enganação", + "history": "História", + "insight": "Intuição", + "intimidation": "Intimidação", + "investigation": "Investigação", + "medicine": "Medicina", + "nature": "Natureza", + "perception": "Percepção", + "performance": "Atuação", + "persuasion": "Persuasão", + "religion": "Religião", + "sleight_of_hand": "Prestidigitação", + "stealth": "Furtividade", + "survival": "Sobrevivência", + "dmg-vuln": "Vulnerabilidades à Dano", + "dmg-res": "Resistências à Dano", + "dmg-imm": "Imunidades à Dano", + "cond-imm": "Imunidades à Condição", + "senses": "Sentidos", + "langs": "Idiomas", + "challenge": "Nível de Desafio", + "npc-trait-name-place": "Aparência Ilusória.", + "npc-trait-desc-place": "Se o dragão falhar...", + "actions": "Ações", + "adv": "Vantagem", + "norm": "Normal", + "disadv": "Desvantagem", + "name:-u": "NOME:", + "attack-u": "ATAQUE", + "type:-u": "TIPO:", + "melee": "Corpo-a-Corpo", + "ranged": "À Distância", + "range-reach:-u": "DISTÂNCIA/ALCANCE:", + "range-reach-place": "1,5 m", + "to-hit:-u": "PARA ACERTAR:", + "target:-u": "ALVO:", + "target:": "Alvo:", + "to-hit-place": "Um alvo", + "on-hit:-u": "ACERTO:", + "on-hit-place": "cortante", + "on-hit2:-u": "ACERTO 2:", + "on-hit-2-place": "fogo", + "hit:": "Golpe: ", + "reactions": "Reações", + "npc-repeating-name-place": "Aparar.", + "npc-repeating-desc-place": "A criatura adiciona 2 a sua CA contra...", + "traits": "Traços", + "features": "Features", + "spells": "Magias", + "prep-u": "PREP", + "school:-u": "ESCOLA:", + "abjuration": "Abjuração", + "conjuration": "Conjuração", + "divination": "Adivinhação", + "enchantment": "Encantamento", + "evocation": "Evocação", + "illusion": "Ilusão", + "necromancy": "Necromancia", + "transmutation": "Transmutação", + "ritual": "Ritual", + "ritual-l": "ritual", + "range:-u": "ALCANCE:", + "range:": "Alcance:", + "components:-u": "COMPONENTES:", + "components:": "Componentes:", + "spell-component-verbal": "V", + "spell-component-somatic": "S", + "spell-component-material": "M", + "spell-ritual": "R", + "spell-concentration": "C", + "ruby-dust-place": "Pó de rubi no valor de 50 po", + "concentration-u": "CONCENTRAÇÃO", + "concentration": "Concentração", + "duration:-u": "DURAÇÃO:", + "duration:": "Duração:", + "difficulty-class-abv": "CD", + "output:-u": "SAÍDA:", + "spellcard-u": "CARTÃO MÁGICO", + "spell-atk:-u": "ATAQUE MÁGICO:", + "none": "Nenhum", + "dmg:-u": "DANO:", + "dmg2:-u": "DANO2:", + "healing:-u": "CURA:", + "add-ability-mod-u": "ADD. MOD. DE HABILIDADE AO DANO OU CURA", + "effect:-u": "EFEITO:", + "npc-atk-effect-place": "Metade do Dano", + "desc:-u": "DESCRIÇÃO:", + "at-higher-lvl:-u": "EM NÍVEIS SUPERIORES:", + "at-higher-lvl": "Em Níveis Superiores", + "higher-lvl-cast": "Conjuração de Nível Superior", + "leg-actions": "Ações Lendárias", + "leg-actions-desc": "O pode usar ações lendárias, escolhendo entre as opções abaixo. Apenas uma opção lendária pode ser usada por vez e apenas ao final do turno de outra criatura. O recupera ações lendárias gastas no início do seu turno.", + "atk-range-place": "1,5 m", + "atk-target-place": "Um alvo", + "atk-dmg-type-place": "cortante", + "atk-dmg-type2-place": "fogo", + "adv-u": "VANTAGEM", + "norm-u": "NORMAL", + "disadv-u": "DESVANTAGEM", + "core-u": "BASE", + "bio-u": "BIO", + "spells-u": "MAGIAS", + "feats-u": "TALENTOS", + "review-u": "REVISÃO", + "char-name-u": "NOME DO PERSONAGEM", + "artificer": "Artificer", + "barbarian": "Bárbaro", + "bard": "Bardo", + "cleric": "Clérigo", + "druid": "Druida", + "fighter": "Guerreiro", + "monk": "Monge", + "paladin": "Paladino", + "ranger": "Patrulheiro", + "rogue": "Ladino", + "sorcerer": "Feiticeiro", + "warlock": "Bruxo", + "wizard": "Mago", + "class-level-u": "CLASSE E NÍVEL", + "background-u": "ANTECEDENTE", + "background": "Antecedente", + "race-u": "RAÇA", + "alignment-u": "TENDÊNCIA", + "alignment": "Tendência:", + "exp-pts-u": "PONTOS DE EXP", + "inspiration-u": "INSPIRAÇÃO", + "prof-bonus-u": "BÔNUS DE PROFICIÊNCIA", + "strength": "Força", + "strength-save": "Teste de Força", + "dexterity": "Destreza", + "dexterity-save": "Teste de Destreza", + "constitution": "Constituição", + "constitution-save": "Teste de Constituição", + "intelligence": "Inteligência", + "intelligence-save": "Teste de Inteligência", + "wisdom": "Sabedoria", + "wisdom-save": "Teste de Sabedoria", + "charisma": "Carisma", + "charisma-save": "Teste de Carisma", + "saving-throws-u": "TESTES DE RESISTÊNCIA", + "acrobatics-core": "Acrobacia (Des)", + "animal_handling-core": "Adestrar Animais (Sab)", + "arcana-core": "Arcanismo (Int)", + "athletics-core": "Atletismo (For)", + "deception-core": "Enganação (Car)", + "history-core": "História (Int)", + "insight-core": "Intuição (Sab)", + "intimidation-core": "Intimidação (Car)", + "investigation-core": "Investigação (Int)", + "medicine-core": "Medicina (Sab)", + "nature-core": "Natureza (Int)", + "perception-core": "Percepção (Sab)", + "performance-core": "Atuação (Car)", + "persuasion-core": "Persuasão (Car)", + "religion-core": "Religião (Int)", + "sleight_of_hand-core": "Prestidigitação (Des)", + "stealth-core": "Furtividade (Des)", + "survival-core": "Sobrevivência (Sab)", + "pass-wis-u": "SABEDORIA (PERCEPÇÃO) PASSIVA", + "tool-u": "FERRAMENTA", + "pro-u": "PRO", + "attr-u": "ATRIBUTO", + "prof-bonus:-u": "BÔNUS DE PROFICIÊNCIA:", + "prof-u": "PROFICIENTE", + "proficency-u": "PROFICIÊNCIA", + "expertise-u": "APTIDÃO", + "jack-of-all-u": "VERSATILIDADE", + "attr:-u": "ATRIBUTO:", + "tool-prof-u": "PROF. EM FERRAMENTAS", + "weapon-proficiencies-u": "PROFICIÊNCIAS EM ARMA", + "other-prof-langs-u": "OUTRAS PROFICIÊNCIAS & IDIOMAS", + "prof-langs-u": "PROFICIÊNCIAS E IDIOMAS", + "init": "Iniciativa", + "init-u": "INICIATIVA", + "hp-max-u": "PVs Máximo", + "hp-current-u": "PONTOS DE VIDA ATUAIS", + "hp-temp-u": "PONTOS DE VIDA TEMPORÁRIOS", + "total": "Total", + "hit-dice-u": "DADO DE VIDA", + "successes-u": "SUCESSOS", + "failures-u": "FRACASSOS", + "death-save-u": "RESISTÊNCIA À MORTE", + "death-saves-u": "RESISTÊNCIA À MORTE", + "exhaustion-setting-u": "MOSTRAR RASTREAMENTO DE EXAUSTÃO:", + "exhaustion-u": "NÍVEL DE EXAUSTÃO", + "exhaustion-0": "Sem efeito", + "exhaustion-1": "Desvantagem teste de habilidades", + "exhaustion-2": "Deslocamento reduzido à metade", + "exhaustion-3": "Desvantagem em jogadas de ataque e testes de resistência", + "exhaustion-4": "Máximo de pontos de vida reduzido à metade", + "exhaustion-5": "Deslocamento reduzido à 0", + "exhaustion-6": "Morte", + "atk-u": "ATQ", + "dmg-type-u": "DANO/TIPO", + "attack:-u": "ATAQUE:", + "proficient-u": "PROFICIENTE", + "range-place": "Pessoal (Cone de 18 m)", + "magic-bonus:-u": "BÔNUS MAGICO:", + "crit-range-u": "CRÍTICO:", + "damage:-u": "DANO:", + "dmg-type-place": "Cortante", + "crit:-u": "CRÍT:", + "damage2:-u": "DANO2:", + "saving-throw:-u": "TESTE DE RESIST.:", + "vs-dc:-u": "CONTRA CD:", + "spell-u": "MAGIA", + "flat-u": "FIXO", + "save": "Teste", + "save-effect:-u": "EM CASO DE SUCESSO:", + "save-effect-place": "metade do dano", + "ammunition:-u": "MUNIÇÃO:", + "ammunition-place": "Flechas", + "description:-u": "DESCRIÇÃO:", + "description:": "Description:", + "description-place": "Até duas criaturas dentro de 1,5 m", + "atk-spellcasting-u": "ATAQUES & CONJURAÇÃO", + "copper-piece-u": "PC", + "silver-piece-u": "PP", + "electrum-piece-u": "PE", + "gold-piece-u": "PO", + "platinum-piece-u": "PL", + "warning-armor-sets-u": "AVISO - VÁRIOS CONJUNTOS DE ARMADURA OU ESCUDOS FORAM ADICIONADOS E A CA NÃO ESTÁ SENDO CALCULADA CORRETAMENTE. DESEQUIPE AS PEÇAS DE ARMADURA A PARTIR DOS DETALHES DO ITEM.", + "item-name-u": "NOME DO ITEM", + "equipped-u": "EQUIPADO", + "use-as-resource-u": "USAR COMO RECURSO", + "prop:-u": "PROP:", + "mods:-u": "MODS:", + "total-weight-u": "PESO TOTAL", + "immobile-u": "IMÓVEL", + "heavily-encumbered-u": "SOBRECARGA PESADA", + "encumbered-u": "SOBRECARGA", + "over-carrying-cap-u": "CAPACIDADE DE SOBRECARGA", + "equipment-u": "EQUIPAMENTO", + "personality-traits-u": "TRAÇOS DE PERSONALIDADE", + "ideals-u": "IDEAIS", + "bonds-u": "VÍNCULOS", + "flaws-u": "DEFEITOS", + "class-resource-u": "RECURSOS DE CLASSE", + "other-resource-u": "OUTROS RECURSOS", + "feats-traits-u": "CARACTERÍSTICAS & TRAÇOS", + "age-u": "IDADE", + "size-u": "TAMANHO", + "size": "Tamanho", + "height-u": "ALTURA", + "weight-u": "PESO", + "eye-u": "OLHOS", + "skin-u": "PELE", + "hair-u": "CABELO", + "char-appearance-u": "APARÊNCIA DO PERSONAGEM", + "char-backstory-u": "HISTÓRIA DO PERSONAGEM", + "allies-orgs-u": "ALIADOS E ORGANIZAÇÕES", + "add-feats-traits-u": "CARACTERÍSTICAS & TRAÇOS ADICIONAIS", + "feat-u": "TALENTO", + "treasure-u": "TESOURO", + "spell-save-dc-u": "CD DE RESIST. DA MAGIA", + "cantrips-u": "TRUQUES", + "ritual-u": "RITUAL", + "casting-time:-u": "TEMPO DE CONJ.:", + "casting-time:": "Tempo de Conjuração:", + "at-higher-lvl-dmg:-u": "DANO EM NÍVEIS SUPERIORES:", + "half-dmg-place": "Metade do dano", + "hit-die:-u": "DADO DE VIDA:", + "initiative-mod:-u": "MODIFICADOR DE INICIATIVA:", + "glob-saving-mod:-u": "MOD. GERAL DOS TESTES DE RESISTÊNCIA:", + "glob-ac-mod:-u": "MODIFICADOR GLOBAL DA CA:", + "glob-atk-mod:-u": "MODIFICADOR GERAL DE ATAQUES MÁGICOS:", + "pass-perc-mod:-u": "MODIFICADOR DE PERCEPÇÃO PASSIVA:", + "death-save-mod:-u": "MODIFICADOR DE RESISTÊNCIA À MORTE:", + "magic-caster-lvl:-u": "NÍVEL DE CONJURADOR:", + "halfling-luck-u": "SORTUDO (HALFLING)", + "arcane-fighter-u": "CAVALEIRO ARCANO", + "arcane-rogue-u": "TRAPACEIRO ARCANO", + "class-options-u": "OPÇÕES DE CLASSE ()", + "class:-u": "CLASSE:", + "subclass:-u": "SUB-CLASSE:", + "race:-u": "RAÇA:", + "subrace:-u": "SUB-RAÇA:", + "subrace": "Sub-raça:", + "subrace-ability-increase": "Subrace Ability Score Increase:", + "2nd-class:-u": "2ª CLASSE:", + "lvl:-u": "NÍVEL:", + "3rd-class:-u": "3ª CLASSE:", + "4th-class:-u": "4ª CLASSE:", + "mutliclass-opts-u": "OPÇÕES DE MULTICLASSE", + "use-cust-class-u": "USAR CLASSE CUSTOMIZADA", + "class-name:-u": "NOME DA CLASSE:", + "spellcasting-ability:-u": "HABILIDADE DE CONJURAÇÃO:", + "spell-slots:-u": "ESPAÇOS DE MAGIA:", + "spell-full-u": "COMPLETO (Clérigo, Druida, Mago)", + "spell-half-u": "METADE (Paladino, Patrulheiro)", + "spell-third-u": "UM TERÇO (Cavaleiro/Trapaceiro Arcano)", + "cust-class-opts": "OPÇÕES DE CLASSE CUSTOMIZADA", + "normal": "Normal", + "expirtise": "Aptidão", + "skill-opts-u": "OPÇÕES DE PERÍCIA", + "version": "v", + "always-roll-adv": "Sempre Rolar Vantagem", + "toggle-roll-adv": "Ativar Vantagem", + "query-roll-adv": "Perguntar Pela Vantagem", + "never-roll-adv": "Nunca Rolar Vantagem", + "never-whisper-roll": "Nunca Sussurar Rolagens", + "query-whisper-roll": "Perguntar pelo Sussurro", + "always-whisper-roll": "Sempre Sussurar Rolagens", + "never-roll-dmg": "Não Rolar Dano Automaticamente", + "always-roll-dmg": "Rolar Dano E Critico Automaticamente", + "add-char-to-templates:-u": "ADD. NOME DO PERSONAGEM AOS MODELOS:", + "on": "Sim", + "off": "Não", + "inventory:-u": "INVENTÁRIO:", + "compendium-compatible": "Compatível com o Compêndio", + "simple": "Simples", + "encumbrance:-u": "SOBRECARGA:", + "ammo-tracking:-u": "ACOMPANHAR MUNIÇÃO:", + "general-opts-u": "OPÇÕES GERAIS", + "transition-text": "Ao clicar em uma das imagens abaixo você irá reformatar os dados de sua ficha atual para esta ficha. Estas alterações são permanentes e não podem ser desfeitas.", + "transition-text-highlight": "Por favor, faça uma cópia do seu jogo antes de usar esta ferramenta.", + "choose-sheet-transfer": "ESCOLHA A FICHA DE ONDE VOCÊ ESTÁ TRANSFERINDO", + "community-sheet-u": "FICHA DA COMUNIDADE", + "shaped-sheet-u": "FICHA FORMATADA", + "transition-opts-u": "OPÇÕES DE TRANSIÇÃO", + "portions-sheet-utilize": "Partes desta ficha utilizam conteúdo do Documento de Referência do Sistema 5.0 sob a Licença OGL. Vizulaizar a Licença OGL e o Aviso de Direitos Autorais. https://wiki.roll20.net/SRD_5.0_OGL_License", + "api-required-title": "Experimente agora com a instalação fácil da API em um clique disponível com a sua assinatura Pro.", + "api-required-u": "(NECESSÁRIO A API)", + "spell_dc_mod:-u": "MOD DO TESTE DE RESISTÊNCIA DA MAGIA:", + "custom_ac:-u": "CA CUSTOMIZADA:", + "npc-info": "A opção de PDM define novos personagens para usar o estilo do cartão de ficha de PDM como padrão. Útil se os personagens já foram criados e todas as fichas de personagens novos adicionados ao jogo provavelmente representarão personagens não jogáveis.", + "npc-pc": "PDM/PJ", + "roll-queries-info": "As rolagens de D20 sairão de acordo com esta opção. Sempre Rolar Com Vantagem é a opção padrão e irá rolar dois D20 em todas as rolagens no caso de vantagem. É esperado que se não tiver vantagem ou desvantagem você usará o resultado à esquerda. A opção Ativar Vantagem adiciona três novos botões no topo do ficha para que você possa alternar a vantagem dependendo de cada situação. Perguntar Por Vantagem lhe dá uma solicitação para cada rolagem perguntando se ela tem vantagem. Nunca Rolar Com Vantagem sempre rola um único D20 em todas as rolagens, presumindo que o jogador role uma segunda vez no caso de vantagem ou desvantagem.", + "whisp-rolls-gm-info": "Todas as rolagens da ficha são enviadas para todos os jogadores no chat por padrão. A opção Perguntar Por Sussurro lhe dá uma solicitação em cada rolagem perguntando se ela deverá ou não ser enviada privativamente apenas para você e o Mestre. Sempre Sussurrar Rolagens irá enviar as rolagens apenas para você e o Mestre.", + "auto-dmg-roll-info": "Por padrão, rolagens de dano não são roladas até que o ataque seja confirmado. O dano é rolado a partir do modelo de rolagem do bate-papo, clicando no nome do ataque na barra à direita, ao qual mostra o dano. O método padrão é compatível com o dado 3D. Opcionalmente, você pode escolher ter a opção Rolar Dano & Crítico Automaticamente ao qual rola o dano e dado de crítico ao mesmo tempo que o ataque, apresentando todas os possíveis resultados no momento do ataque.", + "add-char-to-templates-info": "Os nomes do personagem não são adicionados aos modelos de rolagem por padrão e são visíveis na aba de bate-papo apenas como o jogador/personagem selecionado no 'Speaking As'. Ativando esta opção adiciona o nome do personagem que faz a rolagem ao modelo, útil para jogadores representando múltiplos personagens.", + "inventory-info": "Os inventários do personagem ficam como padrão no estilo complexo compatível com o Compêndio Roll20 5E. Isso inclui quantidade e peso dos itens, peso total e cálculo de sobrecarga, ordenação, cálculos de CA, geração automática de ataque e mais. A opção Simples provê um campo de texto para a lista de itens, para os jogadores que querem um controle mais manual sobre a ficha.", + "encumbrance-info": "A ficha usa a regra variante de sobrecarga na página 176 do PHB. A opção Off desativa essas regras variantes e utiliza apenas a checagem básica da sobrecarga do inventário.", + "ammo-tracking-info": "Provê rastreamento automático de munição com o 5th Edition OGL by Roll20 Companion API Script.", + "dungeons-and-dragons-styling": "ESTILO DUNGEONS AND DRAGONS", + "dungeons-and-dragons-styling-info": "Habilita a estilização Dungeons and Dragons para a ficha de personagem e o modelo de rolagem. Está configuração é automaticamente aplicada à todos as fichas de personagem e não pode ser usada seletivamente.", + "cd-bar1-value:-u": "VALOR BARRA 1:", + "cd-bar1-max:-u": "MÁXIMO BARRA 1:", + "cd-bar1-link:-u": "ELO BARRA 1:", + "cd-bar1-value-desc:-u": "Por Padrão, Tokens criados a partir do Compêndio define o valor da Barra 1 para esse atributo.", + "cd-bar1-max-desc:-u": "Por Padrão, Tokens criados a partir do Compêndio define o valor da máximo da Barra 1 para esse atributo.", + "cd-bar1-link-desc:-u": "Por Padrão, Tokens criados a partir do Compêndio vincula o valor da Barra 1 para esse atributo.", + "cd-bar2-value:-u": "VALOR BARRA 2:", + "cd-bar2-max:-u": "MÁXIMO BARRA 2:", + "cd-bar2-link:-u": "ELO BARRA 2:", + "cd-bar2-value-desc:-u": "Por Padrão, Tokens criados a partir do Compêndio define o valor da Barra 2 para esse atributo.", + "cd-bar2-max-desc:-u": "Por Padrão, Tokens criados a partir do Compêndio define o valor máximo da Barra 2 para esse atributo.", + "cd-bar2-link-desc:-u": "Por Padrão, Tokens criados a partir do Compêndio vincula o valor da Barra 2 para esse atributo.", + "cd-bar3-value:-u": "VALOR BARRA 3:", + "cd-bar3-max:-u": "MÁXIMO BARRA 3:", + "cd-bar3-link:-u": "ELO BARRA 3:", + "cd-bar3-value-desc:-u": "Por Padrão, Tokens criados a partir do Compêndio define o valor da Barra 3 para esse atributo.", + "cd-bar3-max-desc:-u": "Por Padrão, Tokens criados a partir do Compêndio define o valor máximo da Barra 3 para esse atributo.", + "cd-bar3-link-desc:-u": "Por Padrão, Tokens criados a partir do Compêndio vincula o valor da Barra 3 para esse atributo.", + "npc-name-in-rolls:-u": "NOME DO PDM EM ROLAGENS:", + "show": "Mostrar", + "hide": "Esconder", + "npc-name-in-rolls-desc:-u": "Nos resultados de rolagem do PDM, mostra ou esconde o nome do PDM no cartão de resultado da rolagem.", + "public:-u": "PÚBLICO", + "to-gm:-u": "Mestre", + "toggle-roll-whisper": "Ativar Sussuro", + "attribute-opts-u": "OPÇÕES DE ATRIBUTO", + "save-opts-u": "OPÇÕES DE TESTES", + "by-level": "Por Nível (Padrão)", + "prof-die": "Dado de Proficiência (GDM)", + "custom": "Customizado", + "core-die-roll:-u": "DADO PRINCIPAL:", + "has-attack-u": "TEM UM ATAQUE", + "variant-phb": "Variante (PHB p176)", + "carrying-capacity-mod:-u": "MODIFICADOR DA CAPACIDADE DE CARGA:", + "armor-class-tracking:-u": "RASTREAMENTO DA CA:", + "automatic": "Automática", + "cantrip-progression:-u": "PROGRESSÃO DO TRUQUE", + "cantrip-dice-u": "DADO DE TRUQUE", + "cantrip-beam-u": "RAIO DO TRUQUE", + "slots_total-u": "ESPAÇOS TOTAIS", + "slots_remaining-u": "ESPAÇOS RESTANTES", + "level-calculations:-u": "CÁLCULOS AUTOMÁTICOS DOS NÍVEIS:", + "spell_slot_modifiers-u": "MODIFICADORES DOS ESPAÇOS DE MAGIA", + "lvl-u": "NÍVEL", + "include_spell_desc:-u": "INCLUIR DESCRIÇÃO DA MAGIA NO ATAQUE:", + "token_size-u": "TAMANHO DO TOKEN", + "add-dex-tiebreaker-u": "ADICIONAR DESEMPATE À INICIATIVA", + "initiative-style:-u": "ESTILO DA INICIATIVA:", + "query-attr-u": "PERGUNTAR ATRIBUTO", + "custom-skills-u": "PERÍCIAS CUSTOM.", + "weapon-u": "ARMA", + "armor-u": "ARMADURA", + "other-u": "OUTRO", + "source:-u": "FONTE:", + "source-type:-u": "TIPO DA FONTE:", + "racial": "Racial", + "class": "Classe", + "feat": "Talento", + "feats": "Talentos", + "other": "Outro", + "partial": "Parcial", + "show_all": "Mostrar Todos", + "cr_only": "Apenas C&R", + "spell-icons:-u": "ÍCONES DAS MAGIAS:", + "custom-pb:-u": "BÔNUS DE PROFICIÊNCIA CUSTOMIZADO:", + "show-global-attack-field-u": "MOSTRAR CAMPO DO MOD. DE ATAQUE GLOBAL", + "show-global-damage-field-u": "MOSTRAR CAMPO DO MOD. DE DANO GLOBAL", + "show-global-save-field-u": "MOSTRAR CAMPO DO MOD. DE RESIST. GLOBAL", + "show-global-skill-field-u": "MOSTRAR CAMPO DO MOD. DE PERÍCIA GLOBAL", + "global-attack-u": "MODIFICADOR GLOBAL DE ATAQUE", + "global-damage-u": "MODIFICADOR GLOBAL DE DANO", + "global-save-u": "MOD. DE RESIST. GLOBAL", + "global-skill-u": "MODIFICADOR GLOBAL DE PERÍCIA", + "global-damage": "Modificador Global de Dano", + "core-die-roll-info": "Mudando o dado base irá substituir o 1d20 normal usado em quase todas as rolagens por um randomizador à sua escolha, como um 2d10 ou 3d6.", + "pb-type-info": "Por padrão, o Bônus de Proficiência do personagem será automaticamente calculado baseando-se do seu nível total que é o mesmo método padrão usado no LDJ. A opção do Dado de Prociência suporta o método alternativo descrito no GDM onde, ao invés de um bônus fixo, um dado é rolado. A opção Customizado, permite redefinir o LDJ com qualquer coisa que você quiser.", + "global-save-info": "Cria um campo de modificador global de resistência customizado, abaixo da seção TESTES DE RESISTÊNCIA da ficha do personagem. Qualquer coisa colocada lá será aplicado a qualquer rolagem de resistência. Perfeito para bônus regulares, mas não permanentes, como a magia Bênção.", + "global-skill-info": "Cria um campo de modificador global de perícia customizado, abaixo da seção PERÍCIAS da ficha do personagem. Qualquer coisa colocada lá será aplicado a qualquer rolagem de perícia. Perfeito para bônus regulares, mas não permanentes, como a magia Orientação.", + "global-attack-info": "Cria um campo de modificador global de ataque customizado, abaixo da seção ATAQUES & CONJURAÇÃO da ficha do personagem. Qualquer coisa colocada lá será aplicado a qualquer rolagem de resistência. Perfeito para bônus regulares, mas não permanentes, ao ataque como a magia Bênção.", + "global-damage-info": "Cria um campo de modificador global de dano customizado, abaixo da seção ATAQUES & CONJURAÇÃO da ficha do personagem. Qualquer coisa colocada lá será aplicado a qualquer rolagem de dano. Perfeito para bônus regulares, mas não permanentes, como a habilidade Ataque Furtivo.", + "auto-level-calc-info": "Por padrão, mudar o nível do personagem irá mudar os espaços de magia e o dado de vida automaticamente. Mudando esta configuração impede este comportamento.", + "simple-traits-info": "A seção da ficha CARACTERÍSTICAS & TRAÇOS é padronizada no estilo complexo que é compatível com o Compêndio Roll20 5E. A opção Simples provê um campo de texto para jogadores que querem um controle mais manual sobre a ficha.", + "simple-proficiencies-info": "A seção da ficha OUTRAS Proficiências & idiomas é padronizada no estilo complexo que é compatível com o Compêndio Roll20 5E. A opção Simples provê um campo de texto para jogadores que querem um controle mais manual sobre a ficha.", + "init-tiebreaker-info": "Adiciona o ponto de destreza do personagem como um decimal para no fim do bônus de iniciativa para fins de desempates.", + "b-custom-info": "Quando o tipo de bônus de proficiência é definido como Customizado, a folha de personagem usará esse valor para o bônus de proficiência do personagem.", + "footer-wiki-link": "Para obter mais informações sobre esta ficha de personagem, sua funcionalidade, ou usos, por favor confira a Wiki Roll20 (em inglês) para a documentação oficial. https://wiki.roll20.net/5th_Edition_OGL_by_Roll20", + "accepting-drop-u": "ACEITANDO ITEM DO COMPÊNDIO", + "are_you_sure": "Tem certeza de que você quer transformar esse personagem em um ", + "yes": "Sim", + "next": "Próximo", + "cancel": "Cancelar", + "cancel-u": "CANCELAR", + "choose": "Escolher", + "innate:-u": "INATO:", + "mod:-u": "MOD:", + "hpmods:-u": "MODIFICADORES DE PV:", + "charmancer-welcome": "Bem-vindo ao Charactermancer!", + "charmancer-what-is": "The Charactermancer is a step-by-step process that makes building a character simple and streamlined. Changes are saved as you progress, but the character sheet is only updated when the Charactermancer has been completed.", + "get-started": "Comece clicando em Próximo.", + "opt-out-u": "Ficar fora", + "charmancer-compendium": "Seu Compêndio o Aguarda.", + "charmancer-compendium-detail": "The Charactermancer currently supports Dungeons & Dragons 5th Edition SRD and the Player's Handbook. You can add the Player's Handbook to your compendium in the Marketplace, or the game owner can share their compendium with everyone in the game.", + "charmancer-choose-race": "Escolha uma Raça:", + "charmancer-custom-race-name": "Nome da Raça Personalizada:", + "charmancer-custom-subclass-name:": "Custom sublass Name:", + "charmancer-additional-cantrips": "Truques Adicionais", + "charmancer-additional-lvl-1-spells": "Magias de Nível 1 Adicionais", + "suggested-abilities": "Habilidades Sugeridas: ", + "class-spellcasting": "Habilidade de Classe de Conjurador ", + "ability-score-increase": "Incremento no Valor de Habilidade:", + "lawful-good": "Leal Bom", + "neutral-good": "Neutro Bom", + "chaotic-good": "Caótico Bom", + "lawful-neutral": "Leal Neutro", + "neutral": "Neutro", + "chaotic-neutral": "Caótico Neutro", + "lawful-evil": "Leal Mal", + "neutral-evil": "Neutro Mal", + "chaotic-evil": "Caótico Mal", + "tiny": "Minimo", + "small": "Pequeno", + "medium": "Médio", + "large": "Grande", + "huge": "Imenso", + "age": "Idade:", + "gargantuan": "Colossal", + "step1-equipment": "Passo 5: Equipamento", + "equipment-from-background": "Equipamento do Antecedente", + "equipment-from-class": "Equipamento da classe", + "class-equipment": "Equipamento da Classe", + "starting-wealth": "Tesouro Inicial (LdJ)", + "starting-gold:": "Tesouro Inicial:", + "no_class_warning-u": "NÃO FOI SELECIONADO NENHUMA CLASSE OU CLASSE SELECIONADA NÃO TEM EQUIPAMENTO PADRÃO. EQUIPAMENTO DE CLASSE NÃO PODE SER ESCOLHIDO NESTE MOMENTO.", + "standard-array": "Standard Array", + "roll-for-stats": "Roll for Stats", + "standard-roll": "Roll 4d6, drop lowest", + "charmancer-cancel-heading": "Onde você gostaria de ir, viajante?", + "continue-charmancer": "Continue Charactermancer", + "save_progress_and_exit": "Salvar e Sair", + "cancel_charactermancer": "Descartar e sair", + "charmancer-discard-warning": "Discard and Exit will cause all choices to be lost.", + "mancer-opts-u": "CHARACTERMANCER OPTIONS", + "relaunch-lvl1mancer-u": "LAUNCH LEVEL 1 CHARACTERMANCER (CANNOT BE UNDONE)", + "point-buy": "Point Buy", + "available-points:": "Pontos Disponíveis: ", + "equipment-choice-text": "How would you like to choose your equipment?", + "charmancer-start": "Iniciar", + "clear-abilities": "Clear Assignment", + "use-charactermancer-for-new:-u": "USE LEVEL 1 CHARACTERMANCER FOR NEW CHARACTERS:", + "use-charactermancer-for-new-info": "With this option enabled all new characters will open with the Level 1 Roll20 Charactermancer. Disabling this option will start new characters directly on the character sheet disabling the Level 1 Charactermancer, which can still be manually run from the Settings tab of the character sheet.", + "feat-pre-check": "Look carefully! Prerequisites are not checked automatically.", + "stats-rolled-hint": "We rolled your dice! Check the chat window to view your results in detail. Assign the results below to your preferred attributes:", + "return-to:": "Retornar para: ", + "do_you_want_mancer": "Como você quer criar esse personagem?", + "no": "Não", + "global-ac-u": "MODIFICADOR GLOBAL DE CA", + "show-global-ac-field-u": "MOSTRAR CAMPO DO MOD. DE CA GLOBAL", + "warning-customac-u": "ATENÇÃO - CA PERSONALIZADA NÃO ESTÁ SENDO USADA. PARA USAR CA PERSONALIZADA, DESEQUIPE A ARMADURA.", + "manual": "Edit sheet direclty", + "npc-new": "Criar um PDM", + "mancer-confirm-yes": "Use the Charactermancer", + "allow-shields-u": "PERMITIR ESCUDOS?", + "levels-u": "NIVEIS", + "features-u": "TALENTOS", + "asi-u": "ABILITY SCORE INCREASE / FEATS", + "charmancer-leveler-what-is": "The Charactermancer is a step-by-step process that makes leveling up a character simple and streamlined. Changes are saved as you progress, but the character sheet is only updated when the Charactermancer has been completed.", + "charmancer-leveler-level-info1": "Your existing class levels have been pre-populated for you. By default your primary class has been set to be increased by one level. You can change how many levels to increase below, as well as adding a new multiclass.", + "charmancer-leveler-level-info2": "In each class section you'll have the option to take the average number of hit points or to roll randomly, choose class features for the levels you're advancing, and choose your subclass if appropriate.", + "charmancer-leveler-spells-info": "Listed here are the current spells your character already knows. If you gained access to more spells during your advancement you will be able to select them below. Check next to the spells you wish to learn. The Charactermancer will help you pick the right number of spells and from the correct list. If your class has the option to swap out spells, you can do so by unselecting currently known spells which will allow you to select new ones in their place.", + "total-level-u": "NIVEL TOTAL", + "main-class-level-u": "NIVEL CLASSE PRINCIPAL", + "class-2-level-u": "NIVEL CLASSE 2", + "class-3-level-u": "NIVEL CLASSE 3", + "class-4-level-u": "NIVEL CLASSE 4", + "levels:-u": "Níveis:", + "warning-leveler_start-u": "ATTENTION - YOU CANNOT LAUNCH THE CHARACTERMANCER LEVEL UP UNTIL YOU HAVE A CLASS, LEVEL, AND HP SET FOR LEVEL ONE. PLEASE RUN THE CHARACTERMANCER CREATOR FIRST. THE LEVEL UP TOOL DOESN'T WORK WITH CUSTOM CLASSES OR IF THE MULTICLASS OPTIONS ARE SET UP INCORRECTLY.", + "charmancer-leveler-custom-class-warning": "The Level Up tool does not support custom classes at this time.", + "charmancer-welcome-lp": "Welcome to Charactermancer Level Up!", + "charmancer-leveler-what-is-lp": "Look at you, with all that experience. Now it's time to claim your reward. You'll walk through the step-by-step process to make a few decisions, and your character will be at the next level in no time. Changes are saved as you move through the process, but if you change your mind, you'll need to revisit the steps and choices that come after.", + "charmancer-compendium-detail-lp": "The Charactermancer currently supports Dungeons & Dragons 5th Edition SRD, Player's Handbook, and Guildmasters' Guide to Ravnica. Xanathar's Guide to Everything will be supported in the coming weeks. You can add the Player's Handbook and Guildmasters' Guide to Ravnica to your compendium in the Marketplace, or the game owner can share their compendium with everyone in the game.", + "roll:-u": "ROLAGEM:", + "roll": "Rolar", + "prerequisite:": "Pre-requisito:", + "back": "VOLTAR", + "back-to-top": "Back to Top", + "choose-a-class:": "Escolha uma Classe:", + "custom-class-name:": "Custom Class Name", + "charmancer-class-features:": "Class Features: ", + "charmancer-subclass-features:": "Subclass Features:", + "hit-die:": "Hit Die:", + "average": "Média", + "hp-u": "PV", + "saving-throw-proficiency": "Saving Throw Proficiency", + "armor": "Armadura", + "equipment": "Equipamento:", + "language": "Idioma", + "skill": "Perícia", + "tool": "Ferramenta", + "weapon": "Arma", + "add-another-feature": "Add Another Feature", + "add-another-proficiency": "Add Another Proficiency", + "innate-spellcasting:": "Innate Spellcasting:", + "spellcasting-ability": "Spellcasting Ability:", + "number-of-cantrips": "Número de Truques:", + "number-of-lvl-1-spells": "Number of Level 1 Spells:", + "spell-list": "Lista de Magias:", + "done": "Done", + "ability-score-method": "Ability Score Method:", + "select-your-choices": "Selecione Suas Escolhas:", + "input-your-scores": "Input Your Scores:", + "choose-background": "Escolha uma Antecedente:", + "personality-traits": "Traços de Personalidade", + "ideal": "Ideal", + "bond": "Vínculo", + "flaw": "Defeito", + "you-have-chosen-starting-gold": "You have chosen starting gold and do not get equipment from your background.", + "you-have-created-custom-class": "You have created a custom class; you can add equipment to the character sheet after you have finished the Charactermancer.", + "arcane-is-mystery": "The Arcane is a mystery to you.", + "your-character-dont-have-spells-this-lvl": "Your character doesn't have spells at this level. Click “Next” to review your character!", + "charmancer-a-feat-represents": "A feat represents accomplishment, grit, determination, and expertise. It is the reward for hard work.", + "you-really-havent-done": "You really haven't done that much yet", + "review-your-choices": "Reveja suas escolhas:", + "race": "Raça", + "abilities": "Habilidades", + "bio": "Bio", + "name-background": "Nome:", + "building-your-character": "Criando seu personagem...", + "charmancer-only-choice-left-is-on-or": "The only choice left is to press on or turn back. If you're editing an existing character, all your existing data will be lost into the void when you apply your changes.", + "apply-changes": "Aplicar Mudanças", + "pick-your-equipment": "Escolha seu equipamento", + "you-havent-chosen-background": "You have not yet selected a background.", + "you-havent-selected-class": "You have not yet selected a class.", + "ability-score": "Pontos de Habilidade", + "you-can-increase-two-abilites": "You can increase two of your abilities by 1, or one of your abilities by 2", + "before-leveling": "Before Leveling", + "after-leveling": "After Leveling", + "charmancer-removed-spells-marked-pt1": "Removed spells will be marked with a r symbol so you can find it easily if you change your mind." +} diff --git a/Redsky/translations/ru.json b/Redsky/translations/ru.json new file mode 100644 index 0000000000..5a96571bd2 --- /dev/null +++ b/Redsky/translations/ru.json @@ -0,0 +1,684 @@ +{ + "skills-list": "acrobatics,investigation,athletics,perception,survival,performance,intimidation,history,sleight_of_hand,arcana,medicine,deception,nature,insight,religion,stealth,persuasion,animal_handling", + "npc-options-u": "НАСТРОЙКИ NPC", + "name-u": "НАЗВАНИЕ", + "npc-type-u": "ТИП NPC", + "npc-type-place": "Среднее чудовище, любое злое мировоззрение", + "armor-class-u": "КЛАСС БРОНИ", + "class-u": "КЛАСС", + "type-u": "ТИП", + "abilities-u": "ХАРАКТЕРИСТИКИ", + "npc-armor-place": "Чешуйчатый доспех", + "hit-points-u": "ПУНКТЫ ЗДОРОВЬЯ", + "formula-u": "ФОРМУЛА", + "speed-u": "СКОРОСТЬ", + "npc-speed-place": "30 фт., полёт 60 фт.", + "attributes-u": "ХАРАКТЕРИСТИКИ", + "str-u": "СИЛ", + "dex-u": "ЛВК", + "con-u": "ВЫН", + "int-u": "ИНТ", + "wis-u": "МДР", + "cha-u": "ХАР", + "saves-u": "ИСПЫТАНИЯ", + "skills-u": "НАВЫКИ", + "acrobatics-u": "АКРОБАТИКА", + "animal_handling-u": "ДРЕССИРОВКА", + "arcana-u": "МАГИЯ", + "athletics-u": "АТЛЕТИКА", + "deception-u": "ОБМАН", + "history-u": "ИСТОРИЯ", + "insight-u": "ПРОНИЦАТЕЛЬНОСТЬ", + "intimidation-u": "ЗАПУГИВАНИЕ", + "investigation-u": "РАССЛЕДОВАНИЕ", + "medicine-u": "МЕДИЦИНА", + "nature-u": "ПРИРОДА", + "perception-u": "ВНИМАНИЕ", + "performance-u": "ИСПОЛНЕНИЕ", + "persuasion-u": "УБЕЖДЕНИЕ", + "religion-u": "РЕЛИГИЯ", + "sleight_of_hand-u": "ЛОВКОСТЬ РУК", + "stealth-u": "СКРЫТНОСТЬ", + "survival-u": "ВЫЖИВАНИЕ", + "damage-vuln-u": "УЯЗВИМОСТЬ К УРОНУ", + "npc-dmg-vuln-place": "огонь", + "damage-res-u": "СОПРОТИВЛЕНИЕ УРОНУ", + "npc-dmg-res-place": "холод", + "damage-imm-u": "ИММУНИТЕТ К УРОНУ", + "npc-dmg-imm-place": "электричество, гром", + "cond-imm-u": "НЕВОСПРИИМЧИВОСТЬ К СОСТОЯНИЯМ", + "npc-cond-imm-place": "обворожение", + "senses-u": "ВОСПРИЯТИЕ", + "npc-senses-place": "тёмное зрение 120 фт., пассивное Восприятие 16", + "langs-u": "ЯЗЫКИ", + "lang-u": "Язык", + "npc-langs-place": "Бездны, Общий, Инфернальный", + "challenge-u": "ОПАСНОСТЬ", + "xp-u": "ПО", + "spellcast-npc-u": "НИП ЗАКЛИНАТЕЛЬ", + "spell-ability-u": "Заклинательная характеристика", + "none-u": "НЕТ", + "strength-u": "СИЛА", + "strength-save-u": "ИСПЫТАНИЕ СИЛЫ", + "dexterity-u": "ЛОВКОСТЬ", + "dexterity-save-u": "ИСПЫТАНИЕ ЛОВКОСТИ", + "constitution-u": "ВЫНОСЛИВОСТЬ", + "constitution-save-u": "ИСПЫТАНИЕ ВЫНОСЛИВОСТИ", + "intelligence-u": "ИНТЕЛЛЕКТ", + "intelligence-save-u": "ИСПЫТАНИЕ ИНТЕЛЛЕКТА", + "wisdom-u": "МУДРОСТЬ", + "wisdom-save-u": "ИСПЫТАНИЕ МУДРОСТИ", + "charisma-u": "ХАРИЗМА", + "charisma-save-u": "ИСПЫТАНИЕ ХАРИЗМЫ", + "spell-dc-u": "СЛ СПАСБРОСКА", + "spell-atk-bonus-u": "БОНУС АТАКИ ЗАКЛИНАНИЯ", + "has-reaction-u": "ИМЕЕТ РЕАКЦИИ", + "leg-actions:-u": "ЛЕГЕНДАРНЫЕ ДЕЙСТВИЯ:", + "gen-opts-u": "ОБЩИЕ НАСТРОЙКИ", + "npc-u": "НИП", + "roll-queries:-u": "Варианты бросков:", + "always-adv": "Всегда с преимуществом", + "adv-toggle": "Переключение преимущества", + "query-adv": "Спрашивать при броске", + "never-adv": "Никогда Не Кидать Преимущество", + "whisp-rolls-gm:-u": "ШЕПТАТЬ БРОСКИ МАСТЕРУ:", + "never-whisp": "Никогда не шептать броски", + "query-whisp": "Спрашивать при броске", + "always-whisp": "Всегда шептать броски", + "auto-dmg-roll:-u": "АВТО БРОСОК УРОНА:", + "never-dmg": "Не кидать урон автоматически", + "always-dmg": "Автоматически кидать урон и криты", + "ac": "Класс брони", + "hp": "ПЗ", + "speed": "Скорость", + "language-proficiencies": "Знание языков:", + "skill-proficiencies": "Владение навыками:", + "weapon-proficiencies": "Владения оружием", + "armor-proficiencies": "Владения броней:", + "tool-proficiencies": "Владения инструментами:", + "saving-throw": "Испытания", + "str": "Сил", + "dex": "Лвк", + "con": "Тел", + "int": "Инт", + "wis": "Мдр", + "cha": "Хар", + "skills": "Навыки", + "acrobatics": "Акробатика", + "animal_handling": "Дрессировка", + "arcana": "Магия", + "athletics": "Атлетика", + "deception": "Обман", + "history": "История", + "insight": "Проницательность", + "intimidation": "Запугивание", + "investigation": "Расследование", + "medicine": "Медицина", + "nature": "Природа", + "perception": "Внимание", + "performance": "Выступление", + "persuasion": "Убеждение", + "religion": "Религия", + "sleight_of_hand": "Ловкость рук", + "stealth": "Скрытность", + "survival": "Выживание", + "dmg-vuln": "Уязвимость к урону", + "dmg-res": "Сопротивление урону", + "dmg-imm": "Иммунитет к урону", + "cond-imm": "Иммунитет к состояниям", + "senses": "Чувства", + "langs": "Языки", + "challenge": "Опасность", + "npc-trait-name-place": "Обманчивая внешность.", + "npc-trait-desc-place": "Если дракон проваливает...", + "actions": "Действия", + "adv": "Преимущество", + "norm": "Обычное", + "disadv": "Помеха", + "name:-u": "НАЗВАНИЕ:", + "attack-u": "АТАКА", + "type:-u": "ТИП:", + "melee": "Ближний бой", + "ranged": "Дальний бой", + "range-reach:-u": "Дист./Досягаемость:", + "range-reach-place": "5 фт.", + "to-hit:-u": "К ПОПАДАНИЮ:", + "target:-u": "ЦЕЛЬ:", + "target:": "Цель:", + "to-hit-place": "Одна цель", + "on-hit:-u": "ПРИ ПОПАДАНИИ:", + "on-hit-place": "рубящий", + "on-hit2:-u": "ПРИ ПОПАДАНИИ 2:", + "on-hit-2-place": "огонь", + "hit:": "Попадание: ", + "reactions": "Реакции", + "npc-repeating-name-place": "Парирование.", + "npc-repeating-desc-place": "Существо добавляет 2 к своему КД против...", + "traits": "Traits", + "features": "Features", + "spells": "Заклинания", + "prep-u": "ПОДГ", + "school:-u": "ШКОЛА:", + "abjuration": "Преграждение", + "conjuration": "Воплощение", + "divination": "Прорицание", + "enchantment": "Очарование", + "evocation": "Эвокация", + "illusion": "Иллюзия", + "necromancy": "Некромантия", + "transmutation": "Првращение", + "ritual": "РИТУАЛ", + "ritual-l": "ритуал", + "range:-u": "Дистанция:", + "range:": "Дистанция:", + "components:-u": "КОМПОНЕНТЫ:", + "components:": "Компоненты:", + "spell-component-verbal": "C", + "spell-component-somatic": "Ж", + "spell-component-material": "Р", + "spell-ritual": "Р", + "spell-concentration": "К", + "ruby-dust-place": "рубиновая пыль стоимостью 50 зм", + "concentration-u": "КОНЦЕНТРАЦИЯ", + "concentration": "Концентрация", + "duration:-u": "Длительность:", + "duration:": "Длительность:", + "difficulty-class-abv": "Сл", + "output:-u": "ВЫВОД:", + "spellcard-u": "Карта заклинания", + "spell-atk:-u": "АТАКА ЗАКЛИНАНИЕМ:", + "none": "Нет", + "dmg:-u": "УРОН:", + "dmg2:-u": "УРОН2:", + "healing:-u": "ЛЕЧЕНИЕ:", + "add-ability-mod-u": "Добавить модификатор характеристики к урону или лечению", + "effect:-u": "ЭФФЕКТ:", + "npc-atk-effect-place": "Половина урона", + "desc:-u": "ОПИСАНИЕ:", + "at-higher-lvl:-u": "С УВЕЛИЧЕННЫМ УРОВНЕМ:", + "at-higher-lvl": "На больших уровнях", + "higher-lvl-cast": "Заклинание с увеличенным уровнем", + "leg-actions": "Легендарные действия", + "leg-actions-desc": " может делать легендарных действий, выбирая из вариантов ниже. Только одно легендарное действие может быть использовано за раз и только в конце хода другого существа. восстанавливает использованные легендарные действия в начале своего хода.", + "atk-range-place": "5 фт.", + "atk-target-place": "Одна цель", + "atk-dmg-type-place": "рубящий", + "atk-dmg-type2-place": "огонь", + "adv-u": "ПРЕИМУЩ.", + "norm-u": "ОБЫЧН.", + "disadv-u": "ПОМЕХА", + "core-u": "ГЛАВН.", + "bio-u": "БИО", + "spells-u": "ЗАКЛИН.", + "feats-u": "ЧЕРТЫ", + "review-u": "ПРОСМОТР", + "char-name-u": "ИМЯ ПЕРСОНАЖА", + "artificer": "Изобретатель", + "barbarian": "Варвар", + "bard": "Бард", + "cleric": "Жрец", + "druid": "Друид", + "fighter": "Воин", + "monk": "Монах", + "paladin": "Паладин", + "ranger": "Следопыт", + "rogue": "Плут", + "sorcerer": "Чародей", + "warlock": "Колдун", + "wizard": "Волшебник", + "class-level-u": "КЛАСС И УРОВЕНЬ", + "background-u": "ПРЕДЫСТОРИЯ", + "background": "Предыстория", + "race-u": "РАСА", + "alignment-u": "МИРОВОЗЗРЕНИЕ", + "alignment": "Мировоззрение:", + "exp-pts-u": "ОЧКИ ОПЫТА", + "inspiration-u": "ВДОХНОВЕНИЕ", + "prof-bonus-u": "БОНУС УМЕНИЯ", + "strength": "Сила", + "strength-save": "Спасбросок Силы", + "dexterity": "Ловкость", + "dexterity-save": "Спасбросок Ловкости", + "constitution": "Выносливость", + "constitution-save": "Спасбросок Телосложения", + "intelligence": "Интеллект", + "intelligence-save": "Спасбросок Интеллекта", + "wisdom": "Мудрость", + "wisdom-save": "Спасбросок Мудрости", + "charisma": "Харизма", + "charisma-save": "Спасбросок Харизмы", + "saving-throws-u": "СПАСБРОСКИ", + "acrobatics-core": "Акробатика (Лов)", + "animal_handling-core": "Дрессировка (Мдр)", + "arcana-core": "Магия (Инт)", + "athletics-core": "Атлетика (Сил)", + "deception-core": "Обман (Хар)", + "history-core": "История (Инт)", + "insight-core": "Проницательность (Мдр)", + "intimidation-core": "Запугивание (Хар)", + "investigation-core": "Расследование (Инт)", + "medicine-core": "Медицина (Мдр)", + "nature-core": "Природа (Инт)", + "perception-core": "Внимание (Мдр)", + "performance-core": "Исполнение (Хар)", + "persuasion-core": "Убеждение (Хар)", + "religion-core": "Религия (Инт)", + "sleight_of_hand-core": "Ловкость рук(Лов)", + "stealth-core": "Скрытность (Лов)", + "survival-core": "Выживание (Мдр)", + "pass-wis-u": "ПАССИВНАЯ МУДРОСТЬ (ВНИМАНИЕ)", + "tool-u": "ИНСТРУМЕНТ", + "pro-u": "УМЕНИЕ", + "attr-u": "ХАРАКТ.", + "prof-bonus:-u": "БОНУС УМЕНИЯ:", + "prof-u": "УМЕНИЕ", + "proficency-u": "УМЕНИЕ", + "expertise-u": "КОМПЕТЕНТНОСТЬ", + "jack-of-all-u": "МАСТЕР НА ВСЕ РУКИ", + "attr:-u": "ХАРАКТ.:", + "tool-prof-u": "ВЛАДЕНИЕ ИНСТРУМЕНТАМИ", + "weapon-proficiencies-u": "ВЛАДЕНИЕ ОРУЖИЕМ", + "other-prof-langs-u": "ПРОЧИЕ УМЕНИЯ И ЯЗЫКИ", + "prof-langs-u": "ВЛАДЕНИЯ И ЯЗЫКИ", + "init": "Инициатива", + "init-u": "ИНИЦИАТИВА", + "hp-max-u": "Максимум ПЗ", + "hp-current-u": "ТЕКУЩИЕ ПУНКТЫ ЗДОРОВЬЯ", + "hp-temp-u": "ВРЕМЕННЫЕ ПУНКТЫ ЗДОРОВЬЯ", + "total": "Всего", + "hit-dice-u": "КОСТИ ЗДОРОВЬЯ", + "successes-u": "УСПЕХИ", + "failures-u": "ПРОВАЛЫ", + "death-save-u": "СПАСБРОСОК СМЕРТИ", + "death-saves-u": "ИСПЫТ. ПРОТИВ СМЕРТИ", + "exhaustion-setting-u": "Отслеживание истощения:", + "exhaustion-u": "Степень истощения", + "exhaustion-0": "Нет эффектов", + "exhaustion-1": "Помеха при проверках характеристик", + "exhaustion-2": "Скорость уменьшается вдвое", + "exhaustion-3": "Помеха при бросках атаки и спасбросках", + "exhaustion-4": "Максимум хитов уменьшается вдвое", + "exhaustion-5": "Скорость снижается до 0", + "exhaustion-6": "Смерть", + "atk-u": "АТАКА", + "dmg-type-u": "УРОН/ТИП", + "attack:-u": "АТАКА:", + "proficient-u": "УМЕЛЫЙ", + "range-place": "На себя (60-футовый конус)", + "magic-bonus:-u": "МАГ. БОНУС:", + "crit-range-u": "ОБЛАСТЬ КРИТА:", + "damage:-u": "УРОН:", + "dmg-type-place": "Рубящий", + "crit:-u": "КРИТ:", + "damage2:-u": "УРОН2:", + "saving-throw:-u": "СПАСБРОСОК:", + "vs-dc:-u": "ПРОТИВ СЛ:", + "spell-u": "ЗАКЛИНАНИЕ", + "flat-u": "РОВНО", + "save": "Испытание", + "save-effect:-u": "ЭФФЕКТ ИСПЫТАНИЯ:", + "save-effect-place": "половина урона", + "ammunition:-u": "АММУНИЦИЯ:", + "ammunition-place": "Стрелы", + "description:-u": "ОПИСАНИЕ:", + "description:": "Description:", + "description-place": "До 2 существ в 5 футах", + "atk-spellcasting-u": "АТАКИ И ЗАКЛИНАНИЯ", + "copper-piece-u": "ММ", + "silver-piece-u": "СМ", + "electrum-piece-u": "ЭМ", + "gold-piece-u": "ЗМ", + "platinum-piece-u": "ПМ", + "warning-armor-sets-u": "ВНИМАНИЕ - БЫЛО ДОБАВЛЕНО НЕСКОЛЬКО НАБОРОВ ДОСПЕХОВ И ЩИТОВ И КД НЕПРАВИЛЬНО РАССЧИТАН. СНИМИТЕ ДОСПЕХ В ДЕТАЛЯХ ПРЕДМЕТА.", + "item-name-u": "ПРЕДМЕТ", + "equipped-u": "НАДЕТО", + "use-as-resource-u": "ИСП. КАК РЕСУРС", + "prop:-u": "ОСОБ:", + "mods:-u": "МОДЫ:", + "total-weight-u": "ОБЩИЙ ВЕС", + "immobile-u": "НЕДВИЖИМЫЙ", + "heavily-encumbered-u": "СИЛЬНО НАГРУЖЕН", + "encumbered-u": "НАГРУЖЕН", + "over-carrying-cap-u": "СИЛЬНАЯ ПЕРЕГРУЗКА", + "equipment-u": "СНАРЯЖЕНИЕ", + "personality-traits-u": "СВОЙСТВА ЛИЧНОСТИ", + "ideals-u": "ИДЕАЛЫ", + "bonds-u": "УЗЫ", + "flaws-u": "ИЗЪЯНЫ", + "class-resource-u": "КЛАССОВЫЙ РЕСУРС", + "other-resource-u": "ДРУГОЙ РЕСУРС", + "feats-traits-u": "ОСОБЕННОСТИ И ЧЕРТЫ", + "age-u": "ВОЗРАСТ", + "size-u": "РАЗМЕР", + "size": "Размер", + "height-u": "ВЫСОТА", + "weight-u": "ВЕС", + "eye-u": "ГЛАЗА", + "skin-u": "КОЖА", + "hair-u": "ВОЛОСЫ", + "char-appearance-u": "ВНЕШНОСТЬ ПЕРСОНАЖА", + "char-backstory-u": "ПРЕДЫСТОРИЯ ПЕРСОНАЖА", + "allies-orgs-u": "СОЮЗНИКИ И ОРГАНИЗАЦИИ", + "add-feats-traits-u": "ДОПОЛНИТЕЛЬНЫЕ ОСОБЕННОСТИ И ЧЕРТЫ", + "feat-u": "Черта", + "treasure-u": "СОКРОВИЩЕ", + "spell-save-dc-u": "СЛ ЗАКЛИНАНИЯ", + "cantrips-u": "Фокусы", + "ritual-u": "РИТУАЛ", + "casting-time:-u": "ВРЕМЯ НАКЛАДЫВАНИЯ:", + "casting-time:": "Время накладывания:", + "at-higher-lvl-dmg:-u": "УРОН БОЛЬШЕГО УРОВНЯ:", + "half-dmg-place": "Половина урона", + "hit-die:-u": "КОСТЬ ЗДОРОВЬЯ:", + "initiative-mod:-u": "МОДИФИКАТОР ИНИЦИАТИВЫ:", + "glob-saving-mod:-u": "ОБЩИЙ МОДИФИКАТОР СПАСБРОСКОВ:", + "glob-ac-mod:-u": "ОБЩИЙ МОДИФИКАТОР КЛАССА ДОСПЕХА:", + "glob-atk-mod:-u": "ОБЩИЙ МОДИФИКАТОР МАГИЧЕСКИХ АТАК:", + "pass-perc-mod:-u": "МОД. ПАССИВНОГО ВНИМАНИЯ:", + "death-save-mod:-u": "МОДИФИКАТОР ИСПЫТАНИЯ ПРОТИВ СМЕРТИ:", + "magic-caster-lvl:-u": "УРОВЕНЬ МАГИЧЕСКОГО ЗАКЛИНАТЕЛЯ:", + "halfling-luck-u": "УДАЧА ПОЛУРОСЛИКА", + "arcane-fighter-u": "МИСТИЧЕСКИЙ ВОИН", + "arcane-rogue-u": "МИСТИЧЕСКИЙ ПЛУТ", + "class-options-u": "ОПЦИИ КЛАССА ()", + "class:-u": "КЛАСС:", + "subclass:-u": "ПОДКЛАСС:", + "race:-u": "РАСА:", + "subrace:-u": "ПОДРАСА:", + "subrace": "Подраса:", + "subrace-ability-increase": "Бонус характеристик подрасы:", + "2nd-class:-u": "2ОЙ КЛАСС:", + "lvl:-u": "УРОВЕНЬ:", + "3rd-class:-u": "3ИЙ КЛАСС:", + "4th-class:-u": "4ЫЙ КЛАСС:", + "mutliclass-opts-u": "НАСТРОЙКИ МУЛЬТИКЛАССА", + "use-cust-class-u": "ИСПОЛЬЗОВАТЬ СОБСТВЕННЫЙ КЛАСС", + "class-name:-u": "НАЗВАНИЕ КЛАССА:", + "spellcasting-ability:-u": "ВОЗМОЖНОСТЬ КОЛДОВСТВА:", + "spell-slots:-u": "СЛОТЫ ЗАКЛИНАНИЙ:", + "spell-full-u": "ПОЛНЫЕ (Жрец, Друид, Волшебник)", + "spell-half-u": "ПОЛОВИНА (Паладин, Следопыт)", + "spell-third-u": "ТРЕТЬ (Мистический воин/плут)", + "cust-class-opts": "НАСТРОЙКИ СОБСТВЕННОГО КЛАССА", + "normal": "Нормальный", + "expirtise": "Компетентность", + "skill-opts-u": "НАСТРОЙКИ НАВЫКОВ", + "version": "версия", + "always-roll-adv": "Всегда Кидать Преимущество", + "toggle-roll-adv": "Переключатель Преимущества", + "query-roll-adv": "Спрашивать Преимущество", + "never-roll-adv": "Никогда Не Кидать Преимущество", + "never-whisper-roll": "Никогда не шептать броски", + "query-whisper-roll": "Спрашивать Шёпот", + "always-whisper-roll": "Всегда Шептать Броски", + "never-roll-dmg": "не кидать урон автоматически", + "always-roll-dmg": "Автоматически Кидать Урон и Криты", + "add-char-to-templates:-u": "ДОБАВИТЬ ИМЯ ПЕРСОНАЖА К ШАБЛОНАМ:", + "on": "Вкл", + "off": "Выкл", + "inventory:-u": "Инвентарь:", + "compendium-compatible": "совместимо с компендиумом", + "simple": "Обычная", + "encumbrance:-u": "НАГРУЗКА:", + "ammo-tracking:-u": "Отслеживание боеприпасов:", + "general-opts-u": "ОБЩИЕ НАСТРОЙКИ", + "transition-text": "При нажатии на одно из этих изображении, данные переформатируются из вашего настоящего листа в этот лист. Эти изменения перманентны и не могут быть возвращены.", + "transition-text-highlight": "Пожалуйста, сделайте копию вашей игры перед использованием этого инструмента.", + "choose-sheet-transfer": "ВЫБЕРИТЕ ЛИСТ ИЗ КОТОРОГО ВЫ ПЕРЕМЕЩАЕТЕ", + "community-sheet-u": "ЛИСТ COMMUNITY", + "shaped-sheet-u": "ЛИСТ SHAPED", + "transition-opts-u": "НАСТРОЙКИ ПЕРЕМЕЩЕНИЯ", + "portions-sheet-utilize": "Части этого листа используют содержимое System Reference Document 5.0 под лицензией OGL. Вы можете просмотреть лицензию OGL и уведомление об авторских правах по ссылке. https://wiki.roll20.net/SRD_5.0_OGL_License", + "api-required-title": "Попробуйте это сейчас с простой установкой API в один клик, доступной с подпиской Pro.", + "api-required-u": "(НЕОБХОДИМ API)", + "spell_dc_mod:-u": "МОДИФИКАТОР СЛ ЗАКЛИНАНИЯ:", + "custom_ac:-u": "СВОЙ КД:", + "npc-info": "Опция NPC устанавливает новых персонажей по умолчанию в лист для NPC. Полезно, если персонажи игроков уже созданы и все новые листы персонажей будут представлять NPC.", + "npc-pc": "НИП/МП", + "roll-queries-info": "Броски D20 выводятся в соответствии с этой настройкой. Всегда Бросать Преимущество - это настройка по умолчанию, и с ней всегда будут бросаться два D20 в случае преимущества. Ожидается, что когда нет ни преимущества, ни помехи, то будет браться левый результат. Настройка Переключатель Преимущества добавляет три новых кнопки наверху листа, чтобы вы могли переключать преимущество в зависимости от ситуации. Спрашивать Преимущество будет давать вам окошко, спрашивающее есть ли преимущество у броска. Никогда Не Бросать Преимущество всегда будет бросать один D20 на любом броске, ожидая, что игрок сам бросит второй раз в случае преимущества или помехи.", + "whisp-rolls-gm-info": "Все броски с листа показываются всем игрокам в чате по умолчанию. Настройка \"Спрашивать при броске\" отображает окно с запросом перед каждым броском, спрашивающее, нужно ли отправить бросок только вам и Мастеру. \"Всегда шептать броски\" будет отправлять все броски только вам и Мастеру.", + "auto-dmg-roll-info": "По умолчанию, урон атаки не бросается, пока не будет подтверждено попадание. Урон бросается из шаблона броска в чате при нажатии на название атаки, что затем показывает урон. Метод по умолчанию совместим с 3Д костями. Также, вы можете выбрать Автоматически Бросать Урон и Криты, что будет бросать урон и критический урон в то же время, что и атаку, показывая все возможные исходы во время атаки.", + "add-char-to-templates-info": "Имена персонажей не добавляются к шаблону броска по умолчанию, и только показаны как обычно во вкладке чата, как выбранный игрок/персонаж в настройке 'Говорить как'. Включение этой опции добавляет имя персонажа, делающего бросок, к шаблону, полезно для игроков, играющих нескольких персонажей.", + "inventory-info": "Инвентарь персонажа использует продвинутый стиль, совместимый с Компендиумом Roll20 5E. Он включает поля для указания количества и веса, сортировку, расчёт КБ, автоматическое добавление атак и другие функции. Простой стиль заменяет это на простое поле ввода.", + "encumbrance-info": "Этот лист использует опциональное правило перегрузки из стр. 176 PHB. Опция \"Выкл\" отключает это правило и лишь использует базовую проверку веса инвентаря.", + "ammo-tracking-info": "Предоставляет автоматическое слежение за боеприпасами, используя API скриптом-компаньоном для 5th Edition OGL от Roll20.", + "dungeons-and-dragons-styling": "СТИЛИЗАЦИЯ ПОД DUNGEONS AND DRAGONS", + "dungeons-and-dragons-styling-info": "Включает стилизацию под Dungeons and Dragons для листа персонажа и шаблонов бросков. Эта настройка автоматически применяется для всех листов персонажей и не может быть включена по отдельности.", + "cd-bar1-value:-u": "Полоса 1, значение:", + "cd-bar1-max:-u": "Полоса 1, MAX:", + "cd-bar1-link:-u": "Полоса 1, ссылка:", + "cd-bar1-value-desc:-u": "По умолчанию при перетягивании из Компендиума на виртуальный стол, значение полосы 1 соответствует этому атрибуту.", + "cd-bar1-max-desc:-u": "По умолчанию при перетягивании из Компендиума на виртуальный стол, максимум полосы 1 соответствует этому атрибуту.", + "cd-bar1-link-desc:-u": "По умолчанию при перетягивании из Компендиума на виртуальный стол, ссылка полосы 1 соответствует этому атрибуту. Если заполнить, то это переопределит все прочие настройки этой полосы.", + "cd-bar2-value:-u": "Полоса 2, значение:", + "cd-bar2-max:-u": "Полоса 2, MAX:", + "cd-bar2-link:-u": "Полоса 2, ссылка:", + "cd-bar2-value-desc:-u": "По умолчанию при перетягивании из Компендиума на виртуальный стол, значение полосы 2 соответствует этому атрибуту.", + "cd-bar2-max-desc:-u": "По умолчанию при перетягивании из Компендиума на виртуальный стол, максимум полосы 2 соответствует этому атрибуту.", + "cd-bar2-link-desc:-u": "По умолчанию при перетягивании из Компендиума на виртуальный стол, ссылка полосы 2 соответствует этому атрибуту. Если заполнить, то это переопределит все прочие настройки этой полосы.", + "cd-bar3-value:-u": "Полоса 2, значение:", + "cd-bar3-max:-u": "Полоса 3, MAX:", + "cd-bar3-link:-u": "Полоса 3, ссылка:", + "cd-bar3-value-desc:-u": "По умолчанию при перетягивании из Компендиума на виртуальный стол, значение полосы 3 соответствует этому атрибуту.", + "cd-bar3-max-desc:-u": "По умолчанию при перетягивании из Компендиума на виртуальный стол, максимум полосы 3 соответствует этому атрибуту.", + "cd-bar3-link-desc:-u": "По умолчанию при перетягивании из Компендиума на виртуальный стол, ссылка полосы 3 соответствует этому атрибуту. Если заполнить, то это переопределит все прочие настройки этой полосы.", + "npc-name-in-rolls:-u": "ИМЯ НИП ПРИ БРОСКАХ:", + "show": "показать", + "hide": "Скрыть", + "npc-name-in-rolls-desc:-u": "Показывать или скрывать имя NPC на карточке результата броска.", + "public:-u": "Всем", + "to-gm:-u": "Мастеру", + "toggle-roll-whisper": "Переключатель шепота", + "attribute-opts-u": "НАСТРОЙКИ ХАРАКТЕРИСТИК", + "save-opts-u": "НАСТРОЙКИ ИСПЫТАНИЙ", + "by-level": "по уровню (по умолчанию)", + "prof-die": "Кость Умения (DMG)", + "custom": "Свой вариант", + "core-die-roll:-u": "Основная кость для бросков:", + "has-attack-u": "ИМЕЕТ АТАКУ", + "variant-phb": "Вариант (PHB с. 176)", + "carrying-capacity-mod:-u": "МОДИФИКАТОР ГРУЗОПОДЪЕМНОСТИ:", + "armor-class-tracking:-u": "Отслеживание Класса Доспеха:", + "automatic": "Автоматически", + "cantrip-progression:-u": "ИЗМЕНЕНИЕ ФОКУСОВ НА ПОСЛЕДУЮЩИХ УРОВНЯХ", + "cantrip-dice-u": "КОСТИ ЗАГОВОРА", + "cantrip-beam-u": "ЛУЧ ФОКУСА", + "slots_total-u": "ИТОГО ЯЧЕЕК", + "slots_remaining-u": "ОСТАЛОСЬ ЯЧЕЕК", + "level-calculations:-u": "АВТОМАТИЧЕСКИЕ ИЗМЕНЕНИЯ ПО УРОВНЮ:", + "spell_slot_modifiers-u": "Модификаторы ячеек заклинаний", + "lvl-u": "УРОВЕНЬ", + "include_spell_desc:-u": "ВКЛЮЧАТЬ ОПИСАНИЕ ЗАКЛИНАНИЯ В СООБЩЕНИЕ ОБ АТАКЕ:", + "token_size-u": "РАЗМЕР ЖЕТОНА", + "add-dex-tiebreaker-u": "ДОБАВЛЯТЬ ЛОВКОСТЬ К ИНИЦИАТИВЕ ПРИ НИЧЬЕЙ", + "initiative-style:-u": "Стиль инициативы:", + "query-attr-u": "СПРАШИВАТЬ", + "custom-skills-u": "СВОИ НАВЫКИ", + "weapon-u": "ОРУЖИЕ", + "armor-u": "БРОНЯ", + "other-u": "ДРУГОЕ", + "source:-u": "ИСТОЧНИК:", + "source-type:-u": "ТИП ИСТОЧНИКА:", + "racial": "Раса", + "class": "Класс", + "feat": "Черта", + "feats": "Черты", + "other": "Прочее", + "partial": "Частично", + "show_all": "Показывать все", + "cr_only": "Только \"К\" и \"Р\"", + "spell-icons:-u": "ИКОНКИ ЗАКЛИНАНИЙ:", + "custom-pb:-u": "СВОЙ БОНУС УМЕНИЯ:", + "show-global-attack-field-u": "ПОКАЗЫВАТЬ ОБЩИЙ МОДИФИКАТОР АТАК", + "show-global-damage-field-u": "ПОКАЗЫВАТЬ ОБЩИЙ МОДИФИКАТОР УРОНА", + "show-global-save-field-u": "ПОКАЗЫВАТЬ ОБЩИЙ МОДИФИКАТОР ИСПЫТАНИЙ", + "show-global-skill-field-u": "ПОКАЗЫВАТЬ ОБЩИЙ МОДИФИКАТОР НАВЫКОВ", + "global-attack-u": "ОБЩИЙ МОДИФИКАТОР АТАК", + "global-damage-u": "ОБЩИЙ МОДИФИКАТОР УРОНА", + "global-save-u": "ОБЩИЙ МОДИФИКАТОР ИСПЫТАНИЙ", + "global-skill-u": "ОБЩИЙ МОДИФИКАТОР НАВЫКОВ", + "global-damage": "Общий модификатор урона", + "core-die-roll-info": "Смена основной кости заменит обычный для большинства бросков 1d20 на другой по вашему выбору, например 2d10 или 3d6.", + "pb-type-info": "By default, the character's Proficiency Bonus will be automatically calculated based off of their total level as is the standard method in the PHB. The Proficency Die option supports the alternate method outlined in the DMG where, instead of a flat bonus, a die is rolled instead. The Custom option allows you to replace the PB with anything of your choosing.", + "global-save-info": "Создайте настраиваемое поле общего модификатора спасброска в нижней части раздела СПАСБРОСКИ в листе персонажа. Всё, что вы добавите в это поле, будет влиять на любой спасбросок. Идеально для периодических, но не постоянных бонусов, например для заклинания Благословение [Bless].", + "global-skill-info": "Создайте настраиваемое поле общего модификатора навыка в нижней части раздела НАВЫКИ в листе персонажа. Всё, что вы добавите в это поле, будет влиять на любой бросок проверки навыка. Идеально для периодических, но не постоянных бонусов, например для заклинания Указание [Guidance].", + "global-attack-info": "Создайте настраиваемое поле общего модификатора атаки в нижней части раздела ATTACKS AND SPELL CASTING в листе персонажа. Всё, что вы добавите в это поле будет влиять на любой бросок проверки попадания. Идеально для периодических, но не постоянных бонусов, например для заклинания Благословение [Bless].", + "global-damage-info": "Создайте настраиваемое поле общего модификатора урона в нижней части раздела ATTACKS AND SPELL CASTING в листе персонажа. Всё, что вы доабвите в это поле будет вляить на любой бросок урона. Идеально для периодических, но не постоянных бонусов к урону, например для способности Скрытая Атака.", + "auto-level-calc-info": "По умолчанию изменение уровней персонажа автоматически изменит ячейки заклинаний и кости хитов. Изменение этого параметра отключит данный режим.", + "simple-traits-info": "Раздел Особенностей и Черт персонажа использует продвинутый стиль, совместимый с Компендиумом Roll20 5E. Простой стиль использует обычные текстовые поля.", + "simple-proficiencies-info": "Раздел Умений и Языков персонажа использует продвинутый стиль, совместимый с Компендиумом Roll20 5E. Простой стиль использует обычные текстовые поля.", + "init-tiebreaker-info": "Добавления к бонусу инициативы значения Ловкости персонажа, как сотой дробной части, для разрешения спорных ситуаций.", + "b-custom-info": "Если Бонус умения выставлен как Свой, в листе персонажа будет использовано это значение, вместо автоматического расчёта.", + "footer-wiki-link": "Дополнительные сведения об этом листе персонажа, его функциональности и его использование, пожалуйста ознакомьтесь с официальной документацией на Roll20 Wiki. https://wiki.roll20.net/5th_Edition_OGL_by_Roll20", + "accepting-drop-u": "РАЗРЕШИТЬ ПЕРЕНОС ИЗ КОМПЕНДИУМА", + "are_you_sure": "Вы действительно хотите превратить этого персонажа в ", + "yes": "Да", + "next": "Далее", + "cancel": "Отмена", + "cancel-u": "ОТМЕНА", + "choose": "Выбрать", + "innate:-u": "ВРОЖДЕННАЯ:", + "mod:-u": "МОД:", + "hpmods:-u": "МОДИФИКАТОРЫ ПЗ:", + "charmancer-welcome": "Добро пожаловать в Charactermancer!", + "charmancer-what-is": "Charactermancer позволяет шаг за шагом легко и быстро создать персонажа. Изменения будут сохраняться по мере процесса, но лист персонажа обновится лишь по окончанию всего процесса в Charactermancer.", + "get-started": "Начните с нажатия клавиши Далее.", + "opt-out-u": "ОТМЕНА", + "charmancer-compendium": "Компендиум ожидает вас.", + "charmancer-compendium-detail": "В данный момент Charactermancer поддерживает Dungeons & Dragons 5th Edition SRD и Player's Handbook. ВЫ можете добавить книгу Player's Handbook в ваш компендиум на Рынке, либо владелец игры может разрешить пользоваться его компендиумом всем в этой игре.", + "charmancer-choose-race": "Выберите расу:", + "charmancer-custom-race-name": "Название вашей расы:", + "charmancer-custom-subclass-name:": "Название своего класса:", + "charmancer-additional-cantrips": "Дополнительные фокусы", + "charmancer-additional-lvl-1-spells": "Дополнительные заклинания 1 уровня", + "suggested-abilities": "Предлагаемые характеристики: ", + "class-spellcasting": "Базовая Характеристика Заклинаний: ", + "ability-score-increase": "Повышение очков характеристик:", + "lawful-good": "Законопослушный добрый", + "neutral-good": "Нейтральный Добрый", + "chaotic-good": "Хаотично-добрый", + "lawful-neutral": "Законопослушный нейтральный", + "neutral": "Нейтральный", + "chaotic-neutral": "Хаотичный нейтральный", + "lawful-evil": "Законопослушный злой", + "neutral-evil": "Нейтральный Злой", + "chaotic-evil": "Хаотичный Злой", + "tiny": "Крохотный", + "small": "Маленький", + "medium": "Средний", + "large": "Большой", + "huge": "Огромный", + "age": "Возраст:", + "gargantuan": "Гигантский", + "step1-equipment": "Шаг 5. Снаряжение.", + "equipment-from-background": "Снаряжение из предыстории", + "equipment-from-class": "Снаряжение от класса", + "class-equipment": "Снаряжение класса", + "starting-wealth": "Начальное богатство (PHB)", + "starting-gold:": "Начальное золото:", + "no_class_warning-u": "КЛАСС НЕ БЫЛ ВЫБРАН ИЛИ У ВЫБРАННОГО КЛАССА НЕТ СТАНДАРТНОГО СНАРЯЖЕНИЯ. СНАРЯЖЕНИЕ КЛАССА НЕ МОЖЕТ БЫТЬ ВЫБРАНО НА ДАННЫЙ МОМЕНТ.", + "standard-array": "Стандартный набор", + "roll-for-stats": "Бросить кости", + "standard-roll": "Три наибольших значения d6 из четырёх", + "charmancer-cancel-heading": "Куда вы хотите отправиться, странник?", + "continue-charmancer": "Продолжить создание персонажа", + "save_progress_and_exit": "Сохранить и выйти", + "cancel_charactermancer": "Отменить и закрыть", + "charmancer-discard-warning": "Discard and Exit will cause all choices to be lost.", + "mancer-opts-u": "Настройки CHARACTERMANCER", + "relaunch-lvl1mancer-u": "Запуск CHARACTERMANCER 1 уровня (нельзя отменить)", + "point-buy": "Покупка за очки", + "available-points:": "Доступные очки: ", + "equipment-choice-text": "Как вы хотите выбрать своё снаряжение?", + "charmancer-start": "Начало", + "clear-abilities": "Настройка Значений Характеристик", + "use-charactermancer-for-new:-u": "Использовать 1-ый уровень в CHARACTERMANCER для новых персонажей:", + "use-charactermancer-for-new-info": "С этой опцией Charactermancer будет автоматически использоваться для создания новых персонажей. При выключении этой функции вы сразу начнете работу с листом персонажа. Charactermancer можно включить в окне конфигурации в вашем листе персонажа.", + "feat-pre-check": "Обратите внимание! Требования не проверяются автоматически.", + "stats-rolled-hint": "Кубики брошены! Проверьте окно чата, чтобы увидеть результат. Распределите результаты по характеристикам:", + "return-to:": "Вернуться к: ", + "do_you_want_mancer": "Как вы хотите создать этого персонажа?", + "no": "Нет", + "global-ac-u": "Общий модификатор КД", + "show-global-ac-field-u": "Показывать поле общего модификатора КД", + "warning-customac-u": "ВНИМАНИЕ - ОСОБЫЙ КБ НЕ ИСПОЛЬЗУЕТСЯ. СНИМИТЕ ДОСПЕХ, ЧТОБЫ ИСПОЛЬЗОВАТЬ ОСОБЫЙ КБ.", + "manual": "Редактировать вручную", + "npc-new": "Создать НИП", + "mancer-confirm-yes": "Использовать Charactermancer", + "allow-shields-u": "Разрешить щиты?", + "levels-u": "УРОВНИ", + "features-u": "ОСОБЕННОСТИ", + "asi-u": "ПОВЫШЕНИЕ ХАРАКТЕРИСТИК / ЧЕРТЫ", + "charmancer-leveler-what-is": "Charactermancer позволяет легко и быстро создать персонажа шаг за шагом. Изменения будут сохраняться по мере процесса, но лист персонажа обновится лишь по окончанию создания в Charactermancer.", + "charmancer-leveler-level-info1": "Уровни вашего текущего класса были автоматически заполнены. По умолчанию ваш основной класс повышается на один уровень. Ниже вы можете изменить значения повышения уровней, а также добавить новый мультикласс.", + "charmancer-leveler-level-info2": "В каждом разделе класса вам нужно выбрать между получением среднего значения пунктов здоровья или броском кости здоровья. Выберите особенности класса для которого повышаете уровень, а также выберите подкласс, если таковой имеется.", + "charmancer-leveler-spells-info": "В списке ниже представлены все заклинания, уже известные вашему персонажу. Если вы получили доступ к новым заклинанием во время повышения уровня, выберите их ниже. Отметьте заклинания, которые хотите выучить. Charactermancer поможет вам выбрать нужно число заклинания из подходящего класса. Если ваш класс позволяет заменять заклинания, вы можете снять выбор с текущих и заменить новыми.", + "total-level-u": "ОБЩИЙ УРОВЕНЬ", + "main-class-level-u": "УРОВЕНЬ ОСНОВНОГО КЛАССА", + "class-2-level-u": "УРОВЕНЬ 2 КЛАССА", + "class-3-level-u": "УРОВЕНЬ 3 КЛАССА", + "class-4-level-u": "УРОВЕНЬ 4 КЛАССА", + "levels:-u": "УРОВНИ:", + "warning-leveler_start-u": "ВНИМАНИЕ - ВЫ НЕ МОЖЕТЕ ПОВЫШАТЬ УРОВЕНЬ ЧЕРЕЗ CHARACTERMANCER, ПОКА НЕ ВЫБЕРИТЕ КЛАСС, УРОВЕНЬ И ПЗ ДЛЯ ПЕРВОГО УРОВНЯ. СНАЧАЛА ЗАПУСТИТЕ СОЗДАНИЕ ПЕРСОНАЖА В CHARACTERMANCER.", + "charmancer-leveler-custom-class-warning": "Инструмент повышения уровня пока не поддерживает сторонние классы.", + "charmancer-welcome-lp": "Добро пожаловать в Повышение уровня Charactermancer!", + "charmancer-leveler-what-is-lp": "Только посмотрите на себя со всем этим накопленным опытом! Теперь вы можете получить награду. Пройдите через несколько шагов, сделав выбор на каждом, и вы получите новый уровень. Ваш выбор сохраняется на каждом шаге, но вы можете в любое время вернуться к предыдущему шагу и изменить решения, если передумаете.", + "charmancer-compendium-detail-lp": "В данный момент Charactermancer поддерживает Dungeons & Dragons 5th Edition SRD, Player's Handbook и Guildmasters' Guide to Ravnica. Xanathar's Guide to Everything также будет добавлен в ближайшие недели. Вы можете добавить Player's Handbook и Guildmasters' Guide to Ravnica в ваш Компендиум на Рынке, либо владелец игры может разрешить пользоваться его компендиумом всем остальным в этой игре.", + "roll:-u": "БРОСОК:", + "roll": "Бросок", + "prerequisite:": "Требования:", + "back": "НАЗАД", + "back-to-top": "Наверх", + "choose-a-class:": "Выберите класс:", + "custom-class-name:": "Название своего класса", + "charmancer-class-features:": "Особенности класса: ", + "charmancer-subclass-features:": "Особенности подкласса:", + "hit-die:": "Кость здоровья:", + "average": "Средний", + "hp-u": "ПЗ", + "saving-throw-proficiency": "Умение в испытаниях", + "armor": "Доспех", + "equipment": "Снаряжение:", + "language": "Язык", + "skill": "Навык", + "tool": "Инструмент", + "weapon": "Оружие", + "add-another-feature": "Добавить особенность", + "add-another-proficiency": "Добавить умение", + "innate-spellcasting:": "Врождённые чары:", + "spellcasting-ability": "Заклинательная характеристика:", + "number-of-cantrips": "Число фокусов:", + "number-of-lvl-1-spells": "Число заклинаний 1 уровня:", + "spell-list": "Список заклинаний:", + "done": "Done", + "ability-score-method": "Определение характеристик:", + "select-your-choices": "Выберите:", + "input-your-scores": "Введите показатели:", + "choose-background": "Выберите происхождение:", + "personality-traits": "Свойства личности", + "ideal": "Идеалы", + "bond": "Узы", + "flaw": "Изъяны", + "you-have-chosen-starting-gold": "Вы выбрали начальное золото и не получаете снаряжение вашего происхождения.", + "you-have-created-custom-class": "Вы создали собственный класс. Вы можете добавить снаряжение на лист персонажа после того, как завершите Charactermancer.", + "arcane-is-mystery": "Магия является тайной для вас.", + "your-character-dont-have-spells-this-lvl": "Ваш персонаж не имеет заклинаний на этом уровне. Нажмите \"Дальше\", чтобы продолжить.", + "charmancer-a-feat-represents": "Черты отражают достижения, заслуги и полученный опыт. Это награда за тяжкий труд и старания.", + "you-really-havent-done": "Вы пока ничего не совершили", + "review-your-choices": "Проверьте свой выбор:", + "race": "Раса", + "abilities": "Характеристики", + "bio": "Предыстория", + "name-background": "Имя:", + "building-your-character": "Создание персонажа...", + "charmancer-only-choice-left-is-on-or": "Теперь вам осталось или подтвердить ваши решения или вернуться назад и изменить их. Если вы редактируете уже существующего персонажа, то все его текущие данные будут удалены.", + "apply-changes": "Применить", + "pick-your-equipment": "Выберите снаряжение", + "you-havent-chosen-background": "Вы ещё не выбрали происхождение.", + "you-havent-selected-class": "Вы ещё не выбрали класс.", + "ability-score": "Характеристика", + "you-can-increase-two-abilites": "Вы можете повысить две характеристики на 1 или одну характеристику на 2", + "before-leveling": "Перед повышением", + "after-leveling": "После повышения", + "charmancer-removed-spells-marked-pt1": "Удалённые заклинания отмечены символом r, чтобы вы могли найти их, если передумаете." +} diff --git a/Redsky/translations/sv.json b/Redsky/translations/sv.json new file mode 100644 index 0000000000..9a3d10c8f1 --- /dev/null +++ b/Redsky/translations/sv.json @@ -0,0 +1,684 @@ +{ + "skills-list": "acrobatics,animal-handling,arcana,athletics,deception,history,insight,intimidation,investigation,medicine,nature,perception,performance,persuasion,religion,sleight-of-hand,stealth,survival", + "npc-options-u": "NPC OPTIONS", + "name-u": "NAME", + "npc-type-u": "NPC TYPE", + "npc-type-place": "Medium fiend, any evil alignment", + "armor-class-u": "ARMOR CLASS", + "class-u": "CLASS", + "type-u": "TYPE", + "abilities-u": "ABILITIES", + "npc-armor-place": "scale mail", + "hit-points-u": "HIT POINTS", + "formula-u": "FORMULA", + "speed-u": "SPEED", + "npc-speed-place": "30 ft., fly 60ft.", + "attributes-u": "ATTRIBUTES", + "str-u": "STR", + "dex-u": "DEX", + "con-u": "CON", + "int-u": "INT", + "wis-u": "WIS", + "cha-u": "CHA", + "saves-u": "SAVES", + "skills-u": "SKILLS", + "acrobatics-u": "ACROBATICS", + "animal_handling-u": "ANIMAL HANDLING", + "arcana-u": "ARCANA", + "athletics-u": "ATHLETICS", + "deception-u": "DECEPTION", + "history-u": "HISTORY", + "insight-u": "INSIGHT", + "intimidation-u": "INTIMIDATION", + "investigation-u": "INVESTIGATION", + "medicine-u": "MEDICINE", + "nature-u": "NATURE", + "perception-u": "PERCEPTION", + "performance-u": "PERFORMANCE", + "persuasion-u": "PERSUASION", + "religion-u": "RELIGION", + "sleight_of_hand-u": "SLEIGHT OF HAND", + "stealth-u": "STEALTH", + "survival-u": "SURVIVAL", + "damage-vuln-u": "DAMAGE VULNERABILITIES", + "npc-dmg-vuln-place": "fire", + "damage-res-u": "DAMAGE RESISTANCES", + "npc-dmg-res-place": "cold", + "damage-imm-u": "DAMAGE IMMUNITIES", + "npc-dmg-imm-place": "lightning, thunder", + "cond-imm-u": "CONDITION IMMUNITIES", + "npc-cond-imm-place": "charmed", + "senses-u": "SENSES", + "npc-senses-place": "darkvision 120ft., passive Perception 16", + "langs-u": "LANGUAGES", + "lang-u": "LANGUAGE", + "npc-langs-place": "Abyssal, Common, Infernal", + "challenge-u": "CHALLENGE", + "xp-u": "XP", + "spellcast-npc-u": "SPELLCASTING NPC", + "spell-ability-u": "SPELLCASTING ABILITY", + "none-u": "NONE", + "strength-u": "STRENGTH", + "strength-save-u": "STRENGTH SAVE", + "dexterity-u": "DEXTERITY", + "dexterity-save-u": "DEXTERITY SAVE", + "constitution-u": "CONSTITUTION", + "constitution-save-u": "CONSTITUTION SAVE", + "intelligence-u": "INTELLIGENCE", + "intelligence-save-u": "INTELLIGENCE SAVE", + "wisdom-u": "WISDOM", + "wisdom-save-u": "WISDOM SAVE", + "charisma-u": "CHARISMA", + "charisma-save-u": "CHARISMA SAVE", + "spell-dc-u": "SPELL DC", + "spell-atk-bonus-u": "SPELL ATTACK BONUS", + "has-reaction-u": "HAS REACTIONS", + "leg-actions:-u": "LEGENDARY ACTIONS:", + "gen-opts-u": "GENERAL OPTIONS", + "npc-u": "NPC", + "roll-queries:-u": "ROLL QUERIES:", + "always-adv": "Always Roll Advantage", + "adv-toggle": "Advantage Toggle", + "query-adv": "Query Advantage", + "never-adv": "Never Roll Advantage", + "whisp-rolls-gm:-u": "WHISPER ROLLS TO GM:", + "never-whisp": "Never Whisper Rolls", + "query-whisp": "Query Whisper", + "always-whisp": "Always Whisper Rolls", + "auto-dmg-roll:-u": "AUTO DAMAGE ROLL:", + "never-dmg": "Don't Auto Roll Damage", + "always-dmg": "Auto Roll Damage & Crit", + "ac": "Armor Class", + "hp": "Hit Points", + "speed": "Speed", + "language-proficiencies": "Language Proficiencies:", + "skill-proficiencies": "Skill Proficiencies:", + "weapon-proficiencies": "Weapon Proficiencies", + "armor-proficiencies": "Armor Proficiencies:", + "tool-proficiencies": "Tool Proficiencies:", + "saving-throw": "Saving Throws", + "str": "Str", + "dex": "Dex", + "con": "Con", + "int": "Int", + "wis": "Wis", + "cha": "Cha", + "skills": "Skills", + "acrobatics": "Acrobatics", + "animal_handling": "Animal Handling", + "arcana": "Arcana", + "athletics": "Athletics", + "deception": "Deception", + "history": "History", + "insight": "Insight", + "intimidation": "Intimidation", + "investigation": "Investigation", + "medicine": "Medicine", + "nature": "Nature", + "perception": "Perception", + "performance": "Performance", + "persuasion": "Persuasion", + "religion": "Religion", + "sleight_of_hand": "Sleight of Hand", + "stealth": "Stealth", + "survival": "Survival", + "dmg-vuln": "Damage Vulnerabilities", + "dmg-res": "Damage Resistances", + "dmg-imm": "Damage Immunities", + "cond-imm": "Condition Immunities", + "senses": "Senses", + "langs": "Languages", + "challenge": "Challenge", + "npc-trait-name-place": "False Appearance.", + "npc-trait-desc-place": "If the dragon fails...", + "actions": "Actions", + "adv": "Advantage", + "norm": "Normal", + "disadv": "Disadvantage", + "name:-u": "NAME:", + "attack-u": "ATTACK", + "type:-u": "TYPE:", + "melee": "Melee", + "ranged": "Ranged", + "range-reach:-u": "RANGE/REACH:", + "range-reach-place": "5 ft.", + "to-hit:-u": "TO HIT:", + "target:-u": "TARGET:", + "target:": "Target:", + "to-hit-place": "One target", + "on-hit:-u": "ON HIT:", + "on-hit-place": "slashing", + "on-hit2:-u": "ON HIT 2:", + "on-hit-2-place": "fire", + "hit:": "Hit: ", + "reactions": "Reactions", + "npc-repeating-name-place": "Parry.", + "npc-repeating-desc-place": "The creature adds 2 to its AC against...", + "traits": "Traits", + "features": "Features", + "spells": "Spells", + "prep-u": "PREP", + "school:-u": "SCHOOL:", + "abjuration": "Abjuration", + "conjuration": "Conjuration", + "divination": "Divination", + "enchantment": "Enchantment", + "evocation": "Evocation", + "illusion": "Illusion", + "necromancy": "Necromancy", + "transmutation": "Transmutation", + "ritual": "RITUAL", + "ritual-l": "ritual", + "range:-u": "RANGE:", + "range:": "Range:", + "components:-u": "COMPONENTS:", + "components:": "Components:", + "spell-component-verbal": "V", + "spell-component-somatic": "S", + "spell-component-material": "M", + "spell-ritual": "R", + "spell-concentration": "C", + "ruby-dust-place": "ruby dust worth 50gp", + "concentration-u": "CONCENTRATION", + "concentration": "Concentration", + "duration:-u": "DURATION:", + "duration:": "Duration:", + "difficulty-class-abv": "DC", + "output:-u": "OUTPUT:", + "spellcard-u": "SPELLCARD", + "spell-atk:-u": "SPELL ATTACK:", + "none": "None", + "dmg:-u": "DAMAGE:", + "dmg2:-u": "DAMAGE2:", + "healing:-u": "HEALING:", + "add-ability-mod-u": "ADD ABILITY MOD TO DAMAGE OR HEALING", + "effect:-u": "EFFECT:", + "npc-atk-effect-place": "Half damage", + "desc:-u": "DESCRIPTION:", + "at-higher-lvl:-u": "AT HIGHER LEVELS:", + "at-higher-lvl": "At Higher Levels", + "higher-lvl-cast": "Higher Level Cast", + "leg-actions": "Legendary Actions", + "leg-actions-desc": "The can take legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature's turn. The regains spent legendary actions at the start of its turn.", + "atk-range-place": "5 ft.", + "atk-target-place": "One target", + "atk-dmg-type-place": "slashing", + "atk-dmg-type2-place": "fire", + "adv-u": "ADVANTAGE", + "norm-u": "NORMAL", + "disadv-u": "DISADVANTAGE", + "core-u": "CORE", + "bio-u": "BIO", + "spells-u": "SPELLS", + "feats-u": "FEATS", + "review-u": "REVIEW", + "char-name-u": "CHARACTER NAME", + "artificer": "Artificer", + "barbarian": "Barbarian", + "bard": "Bard", + "cleric": "Cleric", + "druid": "Druid", + "fighter": "Fighter", + "monk": "Monk", + "paladin": "Paladin", + "ranger": "Ranger", + "rogue": "Rogue", + "sorcerer": "Sorcerer", + "warlock": "Warlock", + "wizard": "Wizard", + "class-level-u": "CLASS & LEVEL", + "background-u": "BACKGROUND", + "background": "Background", + "race-u": "RACE", + "alignment-u": "ALIGNMENT", + "alignment": "Alignment:", + "exp-pts-u": "EXPERIENCE POINTS", + "inspiration-u": "INSPIRATION", + "prof-bonus-u": "PROFICIENCY BONUS", + "strength": "Strength", + "strength-save": "Strength Save", + "dexterity": "Dexterity", + "dexterity-save": "Dexterity Save", + "constitution": "Constitution", + "constitution-save": "Constitution Save", + "intelligence": "Intelligence", + "intelligence-save": "Intelligence Save", + "wisdom": "Wisdom", + "wisdom-save": "Wisdom Save", + "charisma": "Charisma", + "charisma-save": "Charisma Save", + "saving-throws-u": "SAVING THROWS", + "acrobatics-core": "Acrobatics (Dex)", + "animal_handling-core": "Animal Handling (Wis)", + "arcana-core": "Arcana (Int)", + "athletics-core": "Athletics (Str)", + "deception-core": "Deception (Cha)", + "history-core": "History (Int)", + "insight-core": "Insight (Wis)", + "intimidation-core": "Intimidation (Cha)", + "investigation-core": "Investigation (Int)", + "medicine-core": "Medicine (Wis)", + "nature-core": "Nature (Int)", + "perception-core": "Perception (Wis)", + "performance-core": "Performance (Cha)", + "persuasion-core": "Persuasion (Cha)", + "religion-core": "Religion (Int)", + "sleight_of_hand-core": "Sleight of Hand (Dex)", + "stealth-core": "Stealth (Dex)", + "survival-core": "Survival (Wis)", + "pass-wis-u": "PASSIVE WISDOM (PERCEPTION)", + "tool-u": "TOOL", + "pro-u": "PRO", + "attr-u": "ATTRIBUTE", + "prof-bonus:-u": "PROFICIENCY BONUS:", + "prof-u": "PROFICIENT", + "proficency-u": "PROFICIENCY", + "expertise-u": "EXPERTISE", + "jack-of-all-u": "JACK OF ALL TRADES", + "attr:-u": "ATTRIBUTE:", + "tool-prof-u": "TOOL PROFICIENCIES", + "weapon-proficiencies-u": "WEAPON PROFICIENCIES", + "other-prof-langs-u": "OTHER PROFICIENCIES & LANGUAGES", + "prof-langs-u": "PROFICIENCIES & LANGUAGES", + "init": "Initiative", + "init-u": "INITIATIVE", + "hp-max-u": "Hit Point Maximum", + "hp-current-u": "CURRENT HIT POINTS", + "hp-temp-u": "TEMPORARY HIT POINTS", + "total": "Total", + "hit-dice-u": "HIT DICE", + "successes-u": "SUCCESSES", + "failures-u": "FAILURES", + "death-save-u": "DEATH SAVE", + "death-saves-u": "DEATH SAVES", + "exhaustion-setting-u": "SHOW EXHAUSTION TRACKING:", + "exhaustion-u": "EXHAUSTION LEVEL", + "exhaustion-0": "No effect", + "exhaustion-1": "Disadvantage on ability checks", + "exhaustion-2": "Speed halved", + "exhaustion-3": "Disadvantage on attack rolls and saving throws", + "exhaustion-4": "Hit point maximum halved", + "exhaustion-5": "Speed reduced to 0", + "exhaustion-6": "Death", + "atk-u": "ATK", + "dmg-type-u": "DAMAGE/TYPE", + "attack:-u": "ATTACK:", + "proficient-u": "PROFICIENT", + "range-place": "Self (60-foot cone)", + "magic-bonus:-u": "MAGIC BONUS:", + "crit-range-u": "CRIT RANGE:", + "damage:-u": "DAMAGE:", + "dmg-type-place": "Slashing", + "crit:-u": "CRIT:", + "damage2:-u": "DAMAGE2:", + "saving-throw:-u": "SAVING THROW:", + "vs-dc:-u": "VS DC:", + "spell-u": "SPELL", + "flat-u": "FLAT", + "save": "Save", + "save-effect:-u": "SAVE EFFECT:", + "save-effect-place": "half damage", + "ammunition:-u": "AMMUNITION:", + "ammunition-place": "Arrows", + "description:-u": "DESCRIPTION:", + "description:": "Description:", + "description-place": "Up to 2 creatures within 5 feet", + "atk-spellcasting-u": "ATTACKS & SPELLCASTING", + "copper-piece-u": "CP", + "silver-piece-u": "SP", + "electrum-piece-u": "EP", + "gold-piece-u": "GP", + "platinum-piece-u": "PP", + "warning-armor-sets-u": "WARNING - MULTIPLE SETS OF ARMOR OR SHIELDS HAVE BEEN ADDED AND AC IS NOT CORRECTLY CALCULATED. UNEQUIP THE ARMOR PIECE FROM THE ITEM DETAILS.", + "item-name-u": "ITEM NAME", + "equipped-u": "EQUIPPED", + "use-as-resource-u": "USE AS A RESOURCE", + "prop:-u": "PROP:", + "mods:-u": "MODS:", + "total-weight-u": "TOTAL WEIGHT", + "immobile-u": "IMMOBILE", + "heavily-encumbered-u": "HEAVILY ENCUMBERED", + "encumbered-u": "ENCUMBERED", + "over-carrying-cap-u": "OVER CARRYING CAPACITY", + "equipment-u": "EQUIPMENT", + "personality-traits-u": "PERSONALITY TRAITS", + "ideals-u": "IDEALS", + "bonds-u": "BONDS", + "flaws-u": "FLAWS", + "class-resource-u": "CLASS RESOURCE", + "other-resource-u": "OTHER RESOURCE", + "feats-traits-u": "FEATURES & TRAITS", + "age-u": "AGE", + "size-u": "SIZE", + "size": "Size", + "height-u": "HEIGHT", + "weight-u": "WEIGHT", + "eye-u": "EYES", + "skin-u": "SKIN", + "hair-u": "HAIR", + "char-appearance-u": "CHARACTER APPEARANCE", + "char-backstory-u": "CHARACTER BACKSTORY", + "allies-orgs-u": "ALLIES & ORGANIZATIONS", + "add-feats-traits-u": "ADDITIONAL FEATURES & TRAITS", + "feat-u": "FEAT", + "treasure-u": "TREASURE", + "spell-save-dc-u": "SPELL SAVE DC", + "cantrips-u": "CANTRIPS", + "ritual-u": "RITUAL", + "casting-time:-u": "CASTING TIME:", + "casting-time:": "Casting Time:", + "at-higher-lvl-dmg:-u": "HIGHER LVL CAST DMG:", + "half-dmg-place": "Half damage", + "hit-die:-u": "HIT DIE:", + "initiative-mod:-u": "INITIATIVE MODIFIER:", + "glob-saving-mod:-u": "GLOBAL SAVING THROW MODIFIER:", + "glob-ac-mod:-u": "GLOBAL ARMOR CLASS MODIFIER:", + "glob-atk-mod:-u": "GLOBAL MAGIC ATTACK MODIFIER:", + "pass-perc-mod:-u": "PASSIVE PERCEPTION MODIFIER:", + "death-save-mod:-u": "DEATH SAVE MODIFIER:", + "magic-caster-lvl:-u": "MAGIC CASTER LEVEL:", + "halfling-luck-u": "HALFLING LUCK", + "arcane-fighter-u": "ARCANE FIGHTER", + "arcane-rogue-u": "ARCANE ROGUE", + "class-options-u": "CLASS OPTIONS ()", + "class:-u": "CLASS:", + "subclass:-u": "SUBCLASS:", + "race:-u": "RACE:", + "subrace:-u": "SUBRACE:", + "subrace": "Subrace:", + "subrace-ability-increase": "Subrace Ability Score Increase:", + "2nd-class:-u": "2ND CLASS:", + "lvl:-u": "LEVEL:", + "3rd-class:-u": "3RD CLASS:", + "4th-class:-u": "4TH CLASS:", + "mutliclass-opts-u": "MULTICLASS OPTIONS", + "use-cust-class-u": "USE CUSTOM CLASS", + "class-name:-u": "CLASS NAME:", + "spellcasting-ability:-u": "SPELLCASTING ABILITY:", + "spell-slots:-u": "SPELL SLOTS:", + "spell-full-u": "FULL (Cleric, Druid, Wizard)", + "spell-half-u": "HALF (Paladin, Ranger)", + "spell-third-u": "THIRD (Arcane Fighter/Rogue)", + "cust-class-opts": "CUSTOM CLASS OPTIONS", + "normal": "Normal", + "expirtise": "Expertise", + "skill-opts-u": "SKILL OPTIONS", + "version": "v", + "always-roll-adv": "Always Roll Advantage", + "toggle-roll-adv": "Advantage Toggle", + "query-roll-adv": "Query Advantage", + "never-roll-adv": "Never Roll Advantage", + "never-whisper-roll": "Never Whisper Rolls", + "query-whisper-roll": "Query Whisper", + "always-whisper-roll": "Always Whisper Rolls", + "never-roll-dmg": "Don't Auto Roll Damage", + "always-roll-dmg": "Auto Roll Damage & Crit", + "add-char-to-templates:-u": "ADD CHARACTER NAME TO TEMPLATES:", + "on": "On", + "off": "Off", + "inventory:-u": "INVENTORY:", + "compendium-compatible": "Compendium Compatible", + "simple": "Simple", + "encumbrance:-u": "ENCUMBRANCE:", + "ammo-tracking:-u": "AMMO TRACKING:", + "general-opts-u": "GENERAL OPTIONS", + "transition-text": "Clicking one of the images below will reformat the data from your current sheet to this sheet. These changes are permanent and cannot be undone.", + "transition-text-highlight": "Please make a copy of your game before you use this tool.", + "choose-sheet-transfer": "CHOOSE THE SHEET YOU ARE TRANSFERING FROM", + "community-sheet-u": "COMMUNITY SHEET", + "shaped-sheet-u": "SHAPED SHEET", + "transition-opts-u": "TRANSITION OPTIONS", + "portions-sheet-utilize": "Portions of this sheet utilize content from the System Reference Document 5.0 under the OGL License. View OGL License and Copyright Notice. https://wiki.roll20.net/SRD_5.0_OGL_License", + "api-required-title": "Try it now with easy one click API installation available with your Pro subscription.", + "api-required-u": "(API REQUIRED)", + "spell_dc_mod:-u": "SPELL SAVE DC MOD:", + "custom_ac:-u": "CUSTOM AC:", + "npc-info": "The NPC option sets new characters to default to the NPC card style sheet. Useful if the player characters have already been created and all new character sheets added to the game will likely representing non player characters.", + "npc-pc": "NPC/PC", + "roll-queries-info": "D20 Rolls output according to this option. Always Roll Advantage is the default setting and will roll two D20 on every roll in case of advantage. The expectation is that if there is no advantage or disadvantage you use the left most result. The Advantage Toggle option adds three new buttons to the top of the sheet so that you can toggle advantage on a case by case basis. Query Advantage gives you a prompt every roll asking if the roll has advantage. Never Roll Advantage always rolls a single D20 on any given roll, expecting the player to roll a second time in case of advantage or disadvantage.", + "whisp-rolls-gm-info": "All sheet rolls are sent to all players in chat by default. Query Whisper option gives you a prompt with each roll of whether or not the roll should be sent privately only to yourself and the GM. Always Whisper Rolls will send all rolls only to yourself and the GM.", + "auto-dmg-roll-info": "By default, attack damage rolls are not rolled until the hit is confirmed. Damage is rolled from the chat roll template by clicking on the name of the attack in the right hand bar, which then displays the damage. The default method is compatible with 3D dice. Optionally, you can choose to have the Auto Roll Damage & Crit option which will roll damage and critical hit dice at the same time of the attack, presenting all possible outcomes at the time of the attack.", + "add-char-to-templates-info": "Character names are not added to the roll template by default, and are only displayed as normal in the chat tab as the player/character selected as 'Speaking As'. Turning this option on adds the character making the roll's name to the template, useful for players represting multiple characters.", + "inventory-info": "Character Inventories default to the complex style that is compatible with the Roll20 5E Compendium. This includes granular item amounts/weights, weight and encumbrance tracking, sorting, AC calculations, automatic attack generation, and more. The Simple option provides a text field for item lists for players who want more manual control over the sheet.", + "encumbrance-info": "The sheet uses the variant encumbrance rules on page 176 of the PHB. The Off option disables the variant rules and only uses a basic over-limit inventory weight check.", + "ammo-tracking-info": "Provides automatic ammo tracking with the 5th Edition OGL by Roll20 Companion API Script.", + "dungeons-and-dragons-styling": "DUNGEONS AND DRAGONS STYLING", + "dungeons-and-dragons-styling-info": "Turns on Dungeons and Dragons styling for both the character sheet and roll templates. This setting is automatically applied to all character sheets and cannot be selectively used.", + "cd-bar1-value:-u": "BAR 1 VALUE:", + "cd-bar1-max:-u": "BAR 1 MAX:", + "cd-bar1-link:-u": "BAR 1 LINK:", + "cd-bar1-value-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 1's value to this attribute.", + "cd-bar1-max-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 1's max to this attribute.", + "cd-bar1-link-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, link the Bar 1's value to this attribute. If set this will override all other bar settings.", + "cd-bar2-value:-u": "BAR 2 VALUE:", + "cd-bar2-max:-u": "BAR 2 MAX:", + "cd-bar2-link:-u": "BAR 2 LINK:", + "cd-bar2-value-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 2's value to this attribute.", + "cd-bar2-max-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 2's max to this attribute.", + "cd-bar2-link-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, link the Bar 2's value to this attribute. If set this will override all other bar settings.", + "cd-bar3-value:-u": "BAR 3 VALUE:", + "cd-bar3-max:-u": "BAR 3 MAX:", + "cd-bar3-link:-u": "BAR 3 LINK:", + "cd-bar3-value-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 3's value to this attribute.", + "cd-bar3-max-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 3's max to this attribute.", + "cd-bar3-link-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, link the Bar 3's value to this attribute. If set this will override all other bar settings.", + "npc-name-in-rolls:-u": "NPC NAME IN ROLLS:", + "show": "Show", + "hide": "Hide", + "npc-name-in-rolls-desc:-u": "In NPC roll results, show or hide the name of the NPC in the roll result card.", + "public:-u": "PUBLIC", + "to-gm:-u": "TO GM", + "toggle-roll-whisper": "Whisper Toggle", + "attribute-opts-u": "ATTRIBUTE OPTIONS", + "save-opts-u": "SAVE OPTIONS", + "by-level": "By Level (Default)", + "prof-die": "Proficency Die (DMG)", + "custom": "Custom", + "core-die-roll:-u": "CORE DIE ROLL:", + "has-attack-u": "HAS AN ATTACK", + "variant-phb": "Variant (PHB p176)", + "carrying-capacity-mod:-u": "CARRYING CAPACITY MODIFIER:", + "armor-class-tracking:-u": "ARMOR CLASS TRACKING:", + "automatic": "Automatic", + "cantrip-progression:-u": "CANTRIP PROGRESSION", + "cantrip-dice-u": "CANTRIP DICE", + "cantrip-beam-u": "CANTRIP BEAM", + "slots_total-u": "SLOTS TOTAL", + "slots_remaining-u": "SLOTS REMAINING", + "level-calculations:-u": "AUTO LEVEL CALCULATIONS:", + "spell_slot_modifiers-u": "SPELL SLOT MODIFIERS", + "lvl-u": "LEVEL", + "include_spell_desc:-u": "INCLUDE SPELL DESCRIPTION IN ATTACK:", + "token_size-u": "TOKEN SIZE", + "add-dex-tiebreaker-u": "ADD DEX TIEBREAKER TO INITIATIVE", + "initiative-style:-u": "INITIATIVE STYLE:", + "query-attr-u": "QUERY ATTRIBUTE", + "custom-skills-u": "CUSTOM SKILLS", + "weapon-u": "WEAPON", + "armor-u": "ARMOR", + "other-u": "OTHER", + "source:-u": "SOURCE:", + "source-type:-u": "SOURCE TYPE:", + "racial": "Racial", + "class": "Class", + "feat": "Feat", + "feats": "Feats", + "other": "Other", + "partial": "Partial", + "show_all": "Show All", + "cr_only": "C&R Only", + "spell-icons:-u": "SPELL ICONS:", + "custom-pb:-u": "CUSTOM PROFICIENCY BONUS:", + "show-global-attack-field-u": "SHOW GLOBAL ATTACK MODIFIER FIELD", + "show-global-damage-field-u": "SHOW GLOBAL DAMAGE MODIFIER FIELD", + "show-global-save-field-u": "SHOW GLOBAL SAVE MODIFIER FIELD", + "show-global-skill-field-u": "SHOW GLOBAL SKILL MODIFIER FIELD", + "global-attack-u": "GLOBAL ATTACK MODIFIER", + "global-damage-u": "GLOBAL DAMAGE MODIFIER", + "global-save-u": "GLOBAL SAVE MODIFIER", + "global-skill-u": "GLOBAL SKILL MODIFIER", + "global-damage": "Global Damage Modifier", + "core-die-roll-info": "Changing the core die will replace the normal 1d20 made with almost all rolls with a randomizer of your choice, such as 2d10 or 3d6.", + "pb-type-info": "By default, the character's Proficiency Bonus will be automatically calculated based off of their total level as is the standard method in the PHB. The Proficency Die option supports the alternate method outlined in the DMG where, instead of a flat bonus, a die is rolled instead. The Custom option allows you to replace the PB with anything of your choosing.", + "global-save-info": "Creates a custom global save modifier field, underneath the SAVING THROWS section of the character sheet. Anything put there will be applied to any save roll. Perfect for regular but not permanent bonuses like the Bless spell.", + "global-skill-info": "Creates a custom global skill modifier field, underneath the SKILLS section of the character sheet. Anything put there will be applied to any save roll. Perfect for regular but not permanent bonuses like the Guidance spell.", + "global-attack-info": "Creates a custom global attack modifier field, underneath the ATTACKS AND SPELL CASTING section of the character sheet. Anything put there will be applied to any attack to-hit roll. Perfect for regular but not permanent bonuses to attack like the Bless spell.", + "global-damage-info": "Creates a custom global damage modifier field, underneath the ATTACKS AND SPELL CASTING section of the character sheet. Anything put there will be applied to any attack damage roll. Perfect for regular but not permanent bonuses to damage like the Sneak Attack ability.", + "auto-level-calc-info": "By default changing character levels will automatically set spell slots and hit dice. Changing this setting to off prevents this behavior.", + "simple-traits-info": "Character FEATURES AND TRAITS section defaults to the complex style that is compatible with the Roll20 5E Compendium. The Simple option provides a text field for players who want more manual control over the sheet.", + "simple-proficiencies-info": "Character OTHER PROFICIENCIES & LANGUAGES section defaults to the complex style that is compatible with the Roll20 5E Compendium. The Simple option provides a text field for players who want more manual control over the sheet.", + "init-tiebreaker-info": "Adds the character's dexterity score as a decimal to the end of the initiative bonus for purposes of breaking ties.", + "b-custom-info": "When the Proficiency Bonus type is set to Custom, the character sheet will use this value for the character's Proficiency Bonus.", + "footer-wiki-link": "For more information about this character sheet, its functionality, or uses, please check out the Roll20 Wiki for official documentation. https://wiki.roll20.net/5th_Edition_OGL_by_Roll20", + "accepting-drop-u": "ACCEPTING DROP FROM COMPENDIUM", + "are_you_sure": "Are you sure you want to turn this character into a ", + "yes": "Yes", + "next": "Next", + "cancel": "Cancel", + "cancel-u": "CANCEL", + "choose": "Choose", + "innate:-u": "INNATE:", + "mod:-u": "MOD:", + "hpmods:-u": "HP MODIFIERS:", + "charmancer-welcome": "Welcome to the Charactermancer!", + "charmancer-what-is": "The Charactermancer is a step-by-step process that makes building a character simple and streamlined. Changes are saved as you progress, but the character sheet is only updated when the Charactermancer has been completed.", + "get-started": "Get started by clicking Next.", + "opt-out-u": "OPT OUT", + "charmancer-compendium": "Your Compendium Awaits.", + "charmancer-compendium-detail": "The Charactermancer currently supports Dungeons & Dragons 5th Edition SRD and the Player's Handbook. You can add the Player's Handbook to your compendium in the Marketplace, or the game owner can share their compendium with everyone in the game.", + "charmancer-choose-race": "Choose a Race:", + "charmancer-custom-race-name": "Custom Race Name:", + "charmancer-custom-subclass-name:": "Custom sublass Name:", + "charmancer-additional-cantrips": "Additional Cantrips", + "charmancer-additional-lvl-1-spells": "Additional Level 1 Spells", + "suggested-abilities": "Suggested Abilities: ", + "class-spellcasting": "Class Spellcasting Ability: ", + "ability-score-increase": "Ability Score Increase:", + "lawful-good": "Lawful Good", + "neutral-good": "Neutral Good", + "chaotic-good": "Chaotic Good", + "lawful-neutral": "Lawful Neutral", + "neutral": "Neutral", + "chaotic-neutral": "Chaotic Neutral", + "lawful-evil": "Lawful Evil", + "neutral-evil": "Neutral Evil", + "chaotic-evil": "Chaotic Evil", + "tiny": "Tiny", + "small": "Small", + "medium": "Medium", + "large": "Large", + "huge": "Huge", + "age": "Age:", + "gargantuan": "Gargantuan", + "step1-equipment": "Step 5: Equipment", + "equipment-from-background": "Equipment from Background", + "equipment-from-class": "Equipment from Class", + "class-equipment": "Class Equipment", + "starting-wealth": "Starting Wealth (PHB)", + "starting-gold:": "Starting Gold:", + "no_class_warning-u": "NO CLASS HAS BEEN SELECTED OR SELECTED CLASS DOES NOT HAVE STANDARD EQUIPMENT. CLASS EQUIPMENT CANNOT BE CHOSEN AT THIS TIME.", + "standard-array": "Standard Array", + "roll-for-stats": "Roll for Stats", + "standard-roll": "Roll 4d6, drop lowest", + "charmancer-cancel-heading": "Where would you like to go, traveler?", + "continue-charmancer": "Continue Charactermancer", + "save_progress_and_exit": "Save and Exit", + "cancel_charactermancer": "Discard and exit", + "charmancer-discard-warning": "Discard and Exit will cause all choices to be lost.", + "mancer-opts-u": "CHARACTERMANCER OPTIONS", + "relaunch-lvl1mancer-u": "LAUNCH LEVEL 1 CHARACTERMANCER (CANNOT BE UNDONE)", + "point-buy": "Point Buy", + "available-points:": "Available Points: ", + "equipment-choice-text": "How would you like to choose your equipment?", + "charmancer-start": "Start", + "clear-abilities": "Clear Assignment", + "use-charactermancer-for-new:-u": "USE LEVEL 1 CHARACTERMANCER FOR NEW CHARACTERS:", + "use-charactermancer-for-new-info": "With this option enabled all new characters will open with the Level 1 Roll20 Charactermancer. Disabling this option will start new characters directly on the character sheet disabling the Level 1 Charactermancer, which can still be manually run from the Settings tab of the character sheet.", + "feat-pre-check": "Look carefully! Prerequisites are not checked automatically.", + "stats-rolled-hint": "We rolled your dice! Check the chat window to view your results in detail. Assign the results below to your preferred attributes:", + "return-to:": "Return to: ", + "do_you_want_mancer": "How do you want to create this character?", + "no": "No", + "global-ac-u": "GLOBAL AC MODIFIER", + "show-global-ac-field-u": "SHOW GLOBAL AC MODIFIER FIELD", + "warning-customac-u": "ATTENTION - CUSTOM AC IS NOT BEING USED. TO USE CUSTOM AC, UNEQUIP ARMOR.", + "manual": "Edit sheet direclty", + "npc-new": "Create an NPC", + "mancer-confirm-yes": "Use the Charactermancer", + "allow-shields-u": "ALLOW SHIELDS?", + "levels-u": "LEVELS", + "features-u": "FEATURES", + "asi-u": "ABILITY SCORE INCREASE / FEATS", + "charmancer-leveler-what-is": "The Charactermancer is a step-by-step process that makes leveling up a character simple and streamlined. Changes are saved as you progress, but the character sheet is only updated when the Charactermancer has been completed.", + "charmancer-leveler-level-info1": "Your existing class levels have been pre-populated for you. By default your primary class has been set to be increased by one level. You can change how many levels to increase below, as well as adding a new multiclass.", + "charmancer-leveler-level-info2": "In each class section you'll have the option to take the average number of hit points or to roll randomly, choose class features for the levels you're advancing, and choose your subclass if appropriate.", + "charmancer-leveler-spells-info": "Listed here are the current spells your character already knows. If you gained access to more spells during your advancement you will be able to select them below. Check next to the spells you wish to learn. The Charactermancer will help you pick the right number of spells and from the correct list. If your class has the option to swap out spells, you can do so by unselecting currently known spells which will allow you to select new ones in their place.", + "total-level-u": "TOTAL LEVEL", + "main-class-level-u": "MAIN CLASS LEVEL", + "class-2-level-u": "CLASS 2 LEVEL", + "class-3-level-u": "CLASS 3 LEVEL", + "class-4-level-u": "CLASS 4 LEVEL", + "levels:-u": "LEVELS:", + "warning-leveler_start-u": "ATTENTION - YOU CANNOT LAUNCH THE CHARACTERMANCER LEVEL UP UNTIL YOU HAVE A CLASS, LEVEL, AND HP SET FOR LEVEL ONE. PLEASE RUN THE CHARACTERMANCER CREATOR FIRST. THE LEVEL UP TOOL DOESN'T WORK WITH CUSTOM CLASSES OR IF THE MULTICLASS OPTIONS ARE SET UP INCORRECTLY.", + "charmancer-leveler-custom-class-warning": "The Level Up tool does not support custom classes at this time.", + "charmancer-welcome-lp": "Welcome to Charactermancer Level Up!", + "charmancer-leveler-what-is-lp": "Look at you, with all that experience. Now it's time to claim your reward. You'll walk through the step-by-step process to make a few decisions, and your character will be at the next level in no time. Changes are saved as you move through the process, but if you change your mind, you'll need to revisit the steps and choices that come after.", + "charmancer-compendium-detail-lp": "The Charactermancer currently supports Dungeons & Dragons 5th Edition SRD, Player's Handbook, and Guildmasters' Guide to Ravnica. Xanathar's Guide to Everything will be supported in the coming weeks. You can add the Player's Handbook and Guildmasters' Guide to Ravnica to your compendium in the Marketplace, or the game owner can share their compendium with everyone in the game.", + "roll:-u": "ROLL:", + "roll": "Roll", + "prerequisite:": "Prerequisite:", + "back": "BACK", + "back-to-top": "Back to Top", + "choose-a-class:": "Choose a Class:", + "custom-class-name:": "Custom Class Name", + "charmancer-class-features:": "Class Features: ", + "charmancer-subclass-features:": "Subclass Features:", + "hit-die:": "Hit Die:", + "average": "Average", + "hp-u": "HP", + "saving-throw-proficiency": "Saving Throw Proficiency", + "armor": "Armor", + "equipment": "Equipment:", + "language": "Language", + "skill": "Skill", + "tool": "Tool", + "weapon": "Weapon", + "add-another-feature": "Add Another Feature", + "add-another-proficiency": "Add Another Proficiency", + "innate-spellcasting:": "Innate Spellcasting:", + "spellcasting-ability": "Spellcasting Ability:", + "number-of-cantrips": "Number of Cantrips:", + "number-of-lvl-1-spells": "Number of Level 1 Spells:", + "spell-list": "Spell List:", + "done": "Done", + "ability-score-method": "Ability Score Method:", + "select-your-choices": "Select Your Choices:", + "input-your-scores": "Input Your Scores:", + "choose-background": "Choose a Background:", + "personality-traits": "Personality Traits", + "ideal": "Ideal", + "bond": "Bond", + "flaw": "Flaw", + "you-have-chosen-starting-gold": "You have chosen starting gold and do not get equipment from your background.", + "you-have-created-custom-class": "You have created a custom class; you can add equipment to the character sheet after you have finished the Charactermancer.", + "arcane-is-mystery": "The Arcane is a mystery to you.", + "your-character-dont-have-spells-this-lvl": "Your character doesn't have spells at this level. Click “Next” to review your character!", + "charmancer-a-feat-represents": "A feat represents accomplishment, grit, determination, and expertise. It is the reward for hard work.", + "you-really-havent-done": "You really haven't done that much yet", + "review-your-choices": "Review your choices:", + "race": "Race", + "abilities": "Abilities", + "bio": "Bio", + "name-background": "Name:", + "building-your-character": "Building your character...", + "charmancer-only-choice-left-is-on-or": "The only choice left is to press on or turn back. If you're editing an existing character, all your existing data will be lost into the void when you apply your changes.", + "apply-changes": "Apply Changes", + "pick-your-equipment": "Pick your equipment", + "you-havent-chosen-background": "You have not yet selected a background.", + "you-havent-selected-class": "You have not yet selected a class.", + "ability-score": "Ability Score", + "you-can-increase-two-abilites": "You can increase two of your abilities by 1, or one of your abilities by 2", + "before-leveling": "Before Leveling", + "after-leveling": "After Leveling", + "charmancer-removed-spells-marked-pt1": "Removed spells will be marked with a r symbol so you can find it easily if you change your mind." +} diff --git a/Redsky/translations/tr.json b/Redsky/translations/tr.json new file mode 100644 index 0000000000..9a3d10c8f1 --- /dev/null +++ b/Redsky/translations/tr.json @@ -0,0 +1,684 @@ +{ + "skills-list": "acrobatics,animal-handling,arcana,athletics,deception,history,insight,intimidation,investigation,medicine,nature,perception,performance,persuasion,religion,sleight-of-hand,stealth,survival", + "npc-options-u": "NPC OPTIONS", + "name-u": "NAME", + "npc-type-u": "NPC TYPE", + "npc-type-place": "Medium fiend, any evil alignment", + "armor-class-u": "ARMOR CLASS", + "class-u": "CLASS", + "type-u": "TYPE", + "abilities-u": "ABILITIES", + "npc-armor-place": "scale mail", + "hit-points-u": "HIT POINTS", + "formula-u": "FORMULA", + "speed-u": "SPEED", + "npc-speed-place": "30 ft., fly 60ft.", + "attributes-u": "ATTRIBUTES", + "str-u": "STR", + "dex-u": "DEX", + "con-u": "CON", + "int-u": "INT", + "wis-u": "WIS", + "cha-u": "CHA", + "saves-u": "SAVES", + "skills-u": "SKILLS", + "acrobatics-u": "ACROBATICS", + "animal_handling-u": "ANIMAL HANDLING", + "arcana-u": "ARCANA", + "athletics-u": "ATHLETICS", + "deception-u": "DECEPTION", + "history-u": "HISTORY", + "insight-u": "INSIGHT", + "intimidation-u": "INTIMIDATION", + "investigation-u": "INVESTIGATION", + "medicine-u": "MEDICINE", + "nature-u": "NATURE", + "perception-u": "PERCEPTION", + "performance-u": "PERFORMANCE", + "persuasion-u": "PERSUASION", + "religion-u": "RELIGION", + "sleight_of_hand-u": "SLEIGHT OF HAND", + "stealth-u": "STEALTH", + "survival-u": "SURVIVAL", + "damage-vuln-u": "DAMAGE VULNERABILITIES", + "npc-dmg-vuln-place": "fire", + "damage-res-u": "DAMAGE RESISTANCES", + "npc-dmg-res-place": "cold", + "damage-imm-u": "DAMAGE IMMUNITIES", + "npc-dmg-imm-place": "lightning, thunder", + "cond-imm-u": "CONDITION IMMUNITIES", + "npc-cond-imm-place": "charmed", + "senses-u": "SENSES", + "npc-senses-place": "darkvision 120ft., passive Perception 16", + "langs-u": "LANGUAGES", + "lang-u": "LANGUAGE", + "npc-langs-place": "Abyssal, Common, Infernal", + "challenge-u": "CHALLENGE", + "xp-u": "XP", + "spellcast-npc-u": "SPELLCASTING NPC", + "spell-ability-u": "SPELLCASTING ABILITY", + "none-u": "NONE", + "strength-u": "STRENGTH", + "strength-save-u": "STRENGTH SAVE", + "dexterity-u": "DEXTERITY", + "dexterity-save-u": "DEXTERITY SAVE", + "constitution-u": "CONSTITUTION", + "constitution-save-u": "CONSTITUTION SAVE", + "intelligence-u": "INTELLIGENCE", + "intelligence-save-u": "INTELLIGENCE SAVE", + "wisdom-u": "WISDOM", + "wisdom-save-u": "WISDOM SAVE", + "charisma-u": "CHARISMA", + "charisma-save-u": "CHARISMA SAVE", + "spell-dc-u": "SPELL DC", + "spell-atk-bonus-u": "SPELL ATTACK BONUS", + "has-reaction-u": "HAS REACTIONS", + "leg-actions:-u": "LEGENDARY ACTIONS:", + "gen-opts-u": "GENERAL OPTIONS", + "npc-u": "NPC", + "roll-queries:-u": "ROLL QUERIES:", + "always-adv": "Always Roll Advantage", + "adv-toggle": "Advantage Toggle", + "query-adv": "Query Advantage", + "never-adv": "Never Roll Advantage", + "whisp-rolls-gm:-u": "WHISPER ROLLS TO GM:", + "never-whisp": "Never Whisper Rolls", + "query-whisp": "Query Whisper", + "always-whisp": "Always Whisper Rolls", + "auto-dmg-roll:-u": "AUTO DAMAGE ROLL:", + "never-dmg": "Don't Auto Roll Damage", + "always-dmg": "Auto Roll Damage & Crit", + "ac": "Armor Class", + "hp": "Hit Points", + "speed": "Speed", + "language-proficiencies": "Language Proficiencies:", + "skill-proficiencies": "Skill Proficiencies:", + "weapon-proficiencies": "Weapon Proficiencies", + "armor-proficiencies": "Armor Proficiencies:", + "tool-proficiencies": "Tool Proficiencies:", + "saving-throw": "Saving Throws", + "str": "Str", + "dex": "Dex", + "con": "Con", + "int": "Int", + "wis": "Wis", + "cha": "Cha", + "skills": "Skills", + "acrobatics": "Acrobatics", + "animal_handling": "Animal Handling", + "arcana": "Arcana", + "athletics": "Athletics", + "deception": "Deception", + "history": "History", + "insight": "Insight", + "intimidation": "Intimidation", + "investigation": "Investigation", + "medicine": "Medicine", + "nature": "Nature", + "perception": "Perception", + "performance": "Performance", + "persuasion": "Persuasion", + "religion": "Religion", + "sleight_of_hand": "Sleight of Hand", + "stealth": "Stealth", + "survival": "Survival", + "dmg-vuln": "Damage Vulnerabilities", + "dmg-res": "Damage Resistances", + "dmg-imm": "Damage Immunities", + "cond-imm": "Condition Immunities", + "senses": "Senses", + "langs": "Languages", + "challenge": "Challenge", + "npc-trait-name-place": "False Appearance.", + "npc-trait-desc-place": "If the dragon fails...", + "actions": "Actions", + "adv": "Advantage", + "norm": "Normal", + "disadv": "Disadvantage", + "name:-u": "NAME:", + "attack-u": "ATTACK", + "type:-u": "TYPE:", + "melee": "Melee", + "ranged": "Ranged", + "range-reach:-u": "RANGE/REACH:", + "range-reach-place": "5 ft.", + "to-hit:-u": "TO HIT:", + "target:-u": "TARGET:", + "target:": "Target:", + "to-hit-place": "One target", + "on-hit:-u": "ON HIT:", + "on-hit-place": "slashing", + "on-hit2:-u": "ON HIT 2:", + "on-hit-2-place": "fire", + "hit:": "Hit: ", + "reactions": "Reactions", + "npc-repeating-name-place": "Parry.", + "npc-repeating-desc-place": "The creature adds 2 to its AC against...", + "traits": "Traits", + "features": "Features", + "spells": "Spells", + "prep-u": "PREP", + "school:-u": "SCHOOL:", + "abjuration": "Abjuration", + "conjuration": "Conjuration", + "divination": "Divination", + "enchantment": "Enchantment", + "evocation": "Evocation", + "illusion": "Illusion", + "necromancy": "Necromancy", + "transmutation": "Transmutation", + "ritual": "RITUAL", + "ritual-l": "ritual", + "range:-u": "RANGE:", + "range:": "Range:", + "components:-u": "COMPONENTS:", + "components:": "Components:", + "spell-component-verbal": "V", + "spell-component-somatic": "S", + "spell-component-material": "M", + "spell-ritual": "R", + "spell-concentration": "C", + "ruby-dust-place": "ruby dust worth 50gp", + "concentration-u": "CONCENTRATION", + "concentration": "Concentration", + "duration:-u": "DURATION:", + "duration:": "Duration:", + "difficulty-class-abv": "DC", + "output:-u": "OUTPUT:", + "spellcard-u": "SPELLCARD", + "spell-atk:-u": "SPELL ATTACK:", + "none": "None", + "dmg:-u": "DAMAGE:", + "dmg2:-u": "DAMAGE2:", + "healing:-u": "HEALING:", + "add-ability-mod-u": "ADD ABILITY MOD TO DAMAGE OR HEALING", + "effect:-u": "EFFECT:", + "npc-atk-effect-place": "Half damage", + "desc:-u": "DESCRIPTION:", + "at-higher-lvl:-u": "AT HIGHER LEVELS:", + "at-higher-lvl": "At Higher Levels", + "higher-lvl-cast": "Higher Level Cast", + "leg-actions": "Legendary Actions", + "leg-actions-desc": "The can take legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature's turn. The regains spent legendary actions at the start of its turn.", + "atk-range-place": "5 ft.", + "atk-target-place": "One target", + "atk-dmg-type-place": "slashing", + "atk-dmg-type2-place": "fire", + "adv-u": "ADVANTAGE", + "norm-u": "NORMAL", + "disadv-u": "DISADVANTAGE", + "core-u": "CORE", + "bio-u": "BIO", + "spells-u": "SPELLS", + "feats-u": "FEATS", + "review-u": "REVIEW", + "char-name-u": "CHARACTER NAME", + "artificer": "Artificer", + "barbarian": "Barbarian", + "bard": "Bard", + "cleric": "Cleric", + "druid": "Druid", + "fighter": "Fighter", + "monk": "Monk", + "paladin": "Paladin", + "ranger": "Ranger", + "rogue": "Rogue", + "sorcerer": "Sorcerer", + "warlock": "Warlock", + "wizard": "Wizard", + "class-level-u": "CLASS & LEVEL", + "background-u": "BACKGROUND", + "background": "Background", + "race-u": "RACE", + "alignment-u": "ALIGNMENT", + "alignment": "Alignment:", + "exp-pts-u": "EXPERIENCE POINTS", + "inspiration-u": "INSPIRATION", + "prof-bonus-u": "PROFICIENCY BONUS", + "strength": "Strength", + "strength-save": "Strength Save", + "dexterity": "Dexterity", + "dexterity-save": "Dexterity Save", + "constitution": "Constitution", + "constitution-save": "Constitution Save", + "intelligence": "Intelligence", + "intelligence-save": "Intelligence Save", + "wisdom": "Wisdom", + "wisdom-save": "Wisdom Save", + "charisma": "Charisma", + "charisma-save": "Charisma Save", + "saving-throws-u": "SAVING THROWS", + "acrobatics-core": "Acrobatics (Dex)", + "animal_handling-core": "Animal Handling (Wis)", + "arcana-core": "Arcana (Int)", + "athletics-core": "Athletics (Str)", + "deception-core": "Deception (Cha)", + "history-core": "History (Int)", + "insight-core": "Insight (Wis)", + "intimidation-core": "Intimidation (Cha)", + "investigation-core": "Investigation (Int)", + "medicine-core": "Medicine (Wis)", + "nature-core": "Nature (Int)", + "perception-core": "Perception (Wis)", + "performance-core": "Performance (Cha)", + "persuasion-core": "Persuasion (Cha)", + "religion-core": "Religion (Int)", + "sleight_of_hand-core": "Sleight of Hand (Dex)", + "stealth-core": "Stealth (Dex)", + "survival-core": "Survival (Wis)", + "pass-wis-u": "PASSIVE WISDOM (PERCEPTION)", + "tool-u": "TOOL", + "pro-u": "PRO", + "attr-u": "ATTRIBUTE", + "prof-bonus:-u": "PROFICIENCY BONUS:", + "prof-u": "PROFICIENT", + "proficency-u": "PROFICIENCY", + "expertise-u": "EXPERTISE", + "jack-of-all-u": "JACK OF ALL TRADES", + "attr:-u": "ATTRIBUTE:", + "tool-prof-u": "TOOL PROFICIENCIES", + "weapon-proficiencies-u": "WEAPON PROFICIENCIES", + "other-prof-langs-u": "OTHER PROFICIENCIES & LANGUAGES", + "prof-langs-u": "PROFICIENCIES & LANGUAGES", + "init": "Initiative", + "init-u": "INITIATIVE", + "hp-max-u": "Hit Point Maximum", + "hp-current-u": "CURRENT HIT POINTS", + "hp-temp-u": "TEMPORARY HIT POINTS", + "total": "Total", + "hit-dice-u": "HIT DICE", + "successes-u": "SUCCESSES", + "failures-u": "FAILURES", + "death-save-u": "DEATH SAVE", + "death-saves-u": "DEATH SAVES", + "exhaustion-setting-u": "SHOW EXHAUSTION TRACKING:", + "exhaustion-u": "EXHAUSTION LEVEL", + "exhaustion-0": "No effect", + "exhaustion-1": "Disadvantage on ability checks", + "exhaustion-2": "Speed halved", + "exhaustion-3": "Disadvantage on attack rolls and saving throws", + "exhaustion-4": "Hit point maximum halved", + "exhaustion-5": "Speed reduced to 0", + "exhaustion-6": "Death", + "atk-u": "ATK", + "dmg-type-u": "DAMAGE/TYPE", + "attack:-u": "ATTACK:", + "proficient-u": "PROFICIENT", + "range-place": "Self (60-foot cone)", + "magic-bonus:-u": "MAGIC BONUS:", + "crit-range-u": "CRIT RANGE:", + "damage:-u": "DAMAGE:", + "dmg-type-place": "Slashing", + "crit:-u": "CRIT:", + "damage2:-u": "DAMAGE2:", + "saving-throw:-u": "SAVING THROW:", + "vs-dc:-u": "VS DC:", + "spell-u": "SPELL", + "flat-u": "FLAT", + "save": "Save", + "save-effect:-u": "SAVE EFFECT:", + "save-effect-place": "half damage", + "ammunition:-u": "AMMUNITION:", + "ammunition-place": "Arrows", + "description:-u": "DESCRIPTION:", + "description:": "Description:", + "description-place": "Up to 2 creatures within 5 feet", + "atk-spellcasting-u": "ATTACKS & SPELLCASTING", + "copper-piece-u": "CP", + "silver-piece-u": "SP", + "electrum-piece-u": "EP", + "gold-piece-u": "GP", + "platinum-piece-u": "PP", + "warning-armor-sets-u": "WARNING - MULTIPLE SETS OF ARMOR OR SHIELDS HAVE BEEN ADDED AND AC IS NOT CORRECTLY CALCULATED. UNEQUIP THE ARMOR PIECE FROM THE ITEM DETAILS.", + "item-name-u": "ITEM NAME", + "equipped-u": "EQUIPPED", + "use-as-resource-u": "USE AS A RESOURCE", + "prop:-u": "PROP:", + "mods:-u": "MODS:", + "total-weight-u": "TOTAL WEIGHT", + "immobile-u": "IMMOBILE", + "heavily-encumbered-u": "HEAVILY ENCUMBERED", + "encumbered-u": "ENCUMBERED", + "over-carrying-cap-u": "OVER CARRYING CAPACITY", + "equipment-u": "EQUIPMENT", + "personality-traits-u": "PERSONALITY TRAITS", + "ideals-u": "IDEALS", + "bonds-u": "BONDS", + "flaws-u": "FLAWS", + "class-resource-u": "CLASS RESOURCE", + "other-resource-u": "OTHER RESOURCE", + "feats-traits-u": "FEATURES & TRAITS", + "age-u": "AGE", + "size-u": "SIZE", + "size": "Size", + "height-u": "HEIGHT", + "weight-u": "WEIGHT", + "eye-u": "EYES", + "skin-u": "SKIN", + "hair-u": "HAIR", + "char-appearance-u": "CHARACTER APPEARANCE", + "char-backstory-u": "CHARACTER BACKSTORY", + "allies-orgs-u": "ALLIES & ORGANIZATIONS", + "add-feats-traits-u": "ADDITIONAL FEATURES & TRAITS", + "feat-u": "FEAT", + "treasure-u": "TREASURE", + "spell-save-dc-u": "SPELL SAVE DC", + "cantrips-u": "CANTRIPS", + "ritual-u": "RITUAL", + "casting-time:-u": "CASTING TIME:", + "casting-time:": "Casting Time:", + "at-higher-lvl-dmg:-u": "HIGHER LVL CAST DMG:", + "half-dmg-place": "Half damage", + "hit-die:-u": "HIT DIE:", + "initiative-mod:-u": "INITIATIVE MODIFIER:", + "glob-saving-mod:-u": "GLOBAL SAVING THROW MODIFIER:", + "glob-ac-mod:-u": "GLOBAL ARMOR CLASS MODIFIER:", + "glob-atk-mod:-u": "GLOBAL MAGIC ATTACK MODIFIER:", + "pass-perc-mod:-u": "PASSIVE PERCEPTION MODIFIER:", + "death-save-mod:-u": "DEATH SAVE MODIFIER:", + "magic-caster-lvl:-u": "MAGIC CASTER LEVEL:", + "halfling-luck-u": "HALFLING LUCK", + "arcane-fighter-u": "ARCANE FIGHTER", + "arcane-rogue-u": "ARCANE ROGUE", + "class-options-u": "CLASS OPTIONS ()", + "class:-u": "CLASS:", + "subclass:-u": "SUBCLASS:", + "race:-u": "RACE:", + "subrace:-u": "SUBRACE:", + "subrace": "Subrace:", + "subrace-ability-increase": "Subrace Ability Score Increase:", + "2nd-class:-u": "2ND CLASS:", + "lvl:-u": "LEVEL:", + "3rd-class:-u": "3RD CLASS:", + "4th-class:-u": "4TH CLASS:", + "mutliclass-opts-u": "MULTICLASS OPTIONS", + "use-cust-class-u": "USE CUSTOM CLASS", + "class-name:-u": "CLASS NAME:", + "spellcasting-ability:-u": "SPELLCASTING ABILITY:", + "spell-slots:-u": "SPELL SLOTS:", + "spell-full-u": "FULL (Cleric, Druid, Wizard)", + "spell-half-u": "HALF (Paladin, Ranger)", + "spell-third-u": "THIRD (Arcane Fighter/Rogue)", + "cust-class-opts": "CUSTOM CLASS OPTIONS", + "normal": "Normal", + "expirtise": "Expertise", + "skill-opts-u": "SKILL OPTIONS", + "version": "v", + "always-roll-adv": "Always Roll Advantage", + "toggle-roll-adv": "Advantage Toggle", + "query-roll-adv": "Query Advantage", + "never-roll-adv": "Never Roll Advantage", + "never-whisper-roll": "Never Whisper Rolls", + "query-whisper-roll": "Query Whisper", + "always-whisper-roll": "Always Whisper Rolls", + "never-roll-dmg": "Don't Auto Roll Damage", + "always-roll-dmg": "Auto Roll Damage & Crit", + "add-char-to-templates:-u": "ADD CHARACTER NAME TO TEMPLATES:", + "on": "On", + "off": "Off", + "inventory:-u": "INVENTORY:", + "compendium-compatible": "Compendium Compatible", + "simple": "Simple", + "encumbrance:-u": "ENCUMBRANCE:", + "ammo-tracking:-u": "AMMO TRACKING:", + "general-opts-u": "GENERAL OPTIONS", + "transition-text": "Clicking one of the images below will reformat the data from your current sheet to this sheet. These changes are permanent and cannot be undone.", + "transition-text-highlight": "Please make a copy of your game before you use this tool.", + "choose-sheet-transfer": "CHOOSE THE SHEET YOU ARE TRANSFERING FROM", + "community-sheet-u": "COMMUNITY SHEET", + "shaped-sheet-u": "SHAPED SHEET", + "transition-opts-u": "TRANSITION OPTIONS", + "portions-sheet-utilize": "Portions of this sheet utilize content from the System Reference Document 5.0 under the OGL License. View OGL License and Copyright Notice. https://wiki.roll20.net/SRD_5.0_OGL_License", + "api-required-title": "Try it now with easy one click API installation available with your Pro subscription.", + "api-required-u": "(API REQUIRED)", + "spell_dc_mod:-u": "SPELL SAVE DC MOD:", + "custom_ac:-u": "CUSTOM AC:", + "npc-info": "The NPC option sets new characters to default to the NPC card style sheet. Useful if the player characters have already been created and all new character sheets added to the game will likely representing non player characters.", + "npc-pc": "NPC/PC", + "roll-queries-info": "D20 Rolls output according to this option. Always Roll Advantage is the default setting and will roll two D20 on every roll in case of advantage. The expectation is that if there is no advantage or disadvantage you use the left most result. The Advantage Toggle option adds three new buttons to the top of the sheet so that you can toggle advantage on a case by case basis. Query Advantage gives you a prompt every roll asking if the roll has advantage. Never Roll Advantage always rolls a single D20 on any given roll, expecting the player to roll a second time in case of advantage or disadvantage.", + "whisp-rolls-gm-info": "All sheet rolls are sent to all players in chat by default. Query Whisper option gives you a prompt with each roll of whether or not the roll should be sent privately only to yourself and the GM. Always Whisper Rolls will send all rolls only to yourself and the GM.", + "auto-dmg-roll-info": "By default, attack damage rolls are not rolled until the hit is confirmed. Damage is rolled from the chat roll template by clicking on the name of the attack in the right hand bar, which then displays the damage. The default method is compatible with 3D dice. Optionally, you can choose to have the Auto Roll Damage & Crit option which will roll damage and critical hit dice at the same time of the attack, presenting all possible outcomes at the time of the attack.", + "add-char-to-templates-info": "Character names are not added to the roll template by default, and are only displayed as normal in the chat tab as the player/character selected as 'Speaking As'. Turning this option on adds the character making the roll's name to the template, useful for players represting multiple characters.", + "inventory-info": "Character Inventories default to the complex style that is compatible with the Roll20 5E Compendium. This includes granular item amounts/weights, weight and encumbrance tracking, sorting, AC calculations, automatic attack generation, and more. The Simple option provides a text field for item lists for players who want more manual control over the sheet.", + "encumbrance-info": "The sheet uses the variant encumbrance rules on page 176 of the PHB. The Off option disables the variant rules and only uses a basic over-limit inventory weight check.", + "ammo-tracking-info": "Provides automatic ammo tracking with the 5th Edition OGL by Roll20 Companion API Script.", + "dungeons-and-dragons-styling": "DUNGEONS AND DRAGONS STYLING", + "dungeons-and-dragons-styling-info": "Turns on Dungeons and Dragons styling for both the character sheet and roll templates. This setting is automatically applied to all character sheets and cannot be selectively used.", + "cd-bar1-value:-u": "BAR 1 VALUE:", + "cd-bar1-max:-u": "BAR 1 MAX:", + "cd-bar1-link:-u": "BAR 1 LINK:", + "cd-bar1-value-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 1's value to this attribute.", + "cd-bar1-max-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 1's max to this attribute.", + "cd-bar1-link-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, link the Bar 1's value to this attribute. If set this will override all other bar settings.", + "cd-bar2-value:-u": "BAR 2 VALUE:", + "cd-bar2-max:-u": "BAR 2 MAX:", + "cd-bar2-link:-u": "BAR 2 LINK:", + "cd-bar2-value-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 2's value to this attribute.", + "cd-bar2-max-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 2's max to this attribute.", + "cd-bar2-link-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, link the Bar 2's value to this attribute. If set this will override all other bar settings.", + "cd-bar3-value:-u": "BAR 3 VALUE:", + "cd-bar3-max:-u": "BAR 3 MAX:", + "cd-bar3-link:-u": "BAR 3 LINK:", + "cd-bar3-value-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 3's value to this attribute.", + "cd-bar3-max-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 3's max to this attribute.", + "cd-bar3-link-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, link the Bar 3's value to this attribute. If set this will override all other bar settings.", + "npc-name-in-rolls:-u": "NPC NAME IN ROLLS:", + "show": "Show", + "hide": "Hide", + "npc-name-in-rolls-desc:-u": "In NPC roll results, show or hide the name of the NPC in the roll result card.", + "public:-u": "PUBLIC", + "to-gm:-u": "TO GM", + "toggle-roll-whisper": "Whisper Toggle", + "attribute-opts-u": "ATTRIBUTE OPTIONS", + "save-opts-u": "SAVE OPTIONS", + "by-level": "By Level (Default)", + "prof-die": "Proficency Die (DMG)", + "custom": "Custom", + "core-die-roll:-u": "CORE DIE ROLL:", + "has-attack-u": "HAS AN ATTACK", + "variant-phb": "Variant (PHB p176)", + "carrying-capacity-mod:-u": "CARRYING CAPACITY MODIFIER:", + "armor-class-tracking:-u": "ARMOR CLASS TRACKING:", + "automatic": "Automatic", + "cantrip-progression:-u": "CANTRIP PROGRESSION", + "cantrip-dice-u": "CANTRIP DICE", + "cantrip-beam-u": "CANTRIP BEAM", + "slots_total-u": "SLOTS TOTAL", + "slots_remaining-u": "SLOTS REMAINING", + "level-calculations:-u": "AUTO LEVEL CALCULATIONS:", + "spell_slot_modifiers-u": "SPELL SLOT MODIFIERS", + "lvl-u": "LEVEL", + "include_spell_desc:-u": "INCLUDE SPELL DESCRIPTION IN ATTACK:", + "token_size-u": "TOKEN SIZE", + "add-dex-tiebreaker-u": "ADD DEX TIEBREAKER TO INITIATIVE", + "initiative-style:-u": "INITIATIVE STYLE:", + "query-attr-u": "QUERY ATTRIBUTE", + "custom-skills-u": "CUSTOM SKILLS", + "weapon-u": "WEAPON", + "armor-u": "ARMOR", + "other-u": "OTHER", + "source:-u": "SOURCE:", + "source-type:-u": "SOURCE TYPE:", + "racial": "Racial", + "class": "Class", + "feat": "Feat", + "feats": "Feats", + "other": "Other", + "partial": "Partial", + "show_all": "Show All", + "cr_only": "C&R Only", + "spell-icons:-u": "SPELL ICONS:", + "custom-pb:-u": "CUSTOM PROFICIENCY BONUS:", + "show-global-attack-field-u": "SHOW GLOBAL ATTACK MODIFIER FIELD", + "show-global-damage-field-u": "SHOW GLOBAL DAMAGE MODIFIER FIELD", + "show-global-save-field-u": "SHOW GLOBAL SAVE MODIFIER FIELD", + "show-global-skill-field-u": "SHOW GLOBAL SKILL MODIFIER FIELD", + "global-attack-u": "GLOBAL ATTACK MODIFIER", + "global-damage-u": "GLOBAL DAMAGE MODIFIER", + "global-save-u": "GLOBAL SAVE MODIFIER", + "global-skill-u": "GLOBAL SKILL MODIFIER", + "global-damage": "Global Damage Modifier", + "core-die-roll-info": "Changing the core die will replace the normal 1d20 made with almost all rolls with a randomizer of your choice, such as 2d10 or 3d6.", + "pb-type-info": "By default, the character's Proficiency Bonus will be automatically calculated based off of their total level as is the standard method in the PHB. The Proficency Die option supports the alternate method outlined in the DMG where, instead of a flat bonus, a die is rolled instead. The Custom option allows you to replace the PB with anything of your choosing.", + "global-save-info": "Creates a custom global save modifier field, underneath the SAVING THROWS section of the character sheet. Anything put there will be applied to any save roll. Perfect for regular but not permanent bonuses like the Bless spell.", + "global-skill-info": "Creates a custom global skill modifier field, underneath the SKILLS section of the character sheet. Anything put there will be applied to any save roll. Perfect for regular but not permanent bonuses like the Guidance spell.", + "global-attack-info": "Creates a custom global attack modifier field, underneath the ATTACKS AND SPELL CASTING section of the character sheet. Anything put there will be applied to any attack to-hit roll. Perfect for regular but not permanent bonuses to attack like the Bless spell.", + "global-damage-info": "Creates a custom global damage modifier field, underneath the ATTACKS AND SPELL CASTING section of the character sheet. Anything put there will be applied to any attack damage roll. Perfect for regular but not permanent bonuses to damage like the Sneak Attack ability.", + "auto-level-calc-info": "By default changing character levels will automatically set spell slots and hit dice. Changing this setting to off prevents this behavior.", + "simple-traits-info": "Character FEATURES AND TRAITS section defaults to the complex style that is compatible with the Roll20 5E Compendium. The Simple option provides a text field for players who want more manual control over the sheet.", + "simple-proficiencies-info": "Character OTHER PROFICIENCIES & LANGUAGES section defaults to the complex style that is compatible with the Roll20 5E Compendium. The Simple option provides a text field for players who want more manual control over the sheet.", + "init-tiebreaker-info": "Adds the character's dexterity score as a decimal to the end of the initiative bonus for purposes of breaking ties.", + "b-custom-info": "When the Proficiency Bonus type is set to Custom, the character sheet will use this value for the character's Proficiency Bonus.", + "footer-wiki-link": "For more information about this character sheet, its functionality, or uses, please check out the Roll20 Wiki for official documentation. https://wiki.roll20.net/5th_Edition_OGL_by_Roll20", + "accepting-drop-u": "ACCEPTING DROP FROM COMPENDIUM", + "are_you_sure": "Are you sure you want to turn this character into a ", + "yes": "Yes", + "next": "Next", + "cancel": "Cancel", + "cancel-u": "CANCEL", + "choose": "Choose", + "innate:-u": "INNATE:", + "mod:-u": "MOD:", + "hpmods:-u": "HP MODIFIERS:", + "charmancer-welcome": "Welcome to the Charactermancer!", + "charmancer-what-is": "The Charactermancer is a step-by-step process that makes building a character simple and streamlined. Changes are saved as you progress, but the character sheet is only updated when the Charactermancer has been completed.", + "get-started": "Get started by clicking Next.", + "opt-out-u": "OPT OUT", + "charmancer-compendium": "Your Compendium Awaits.", + "charmancer-compendium-detail": "The Charactermancer currently supports Dungeons & Dragons 5th Edition SRD and the Player's Handbook. You can add the Player's Handbook to your compendium in the Marketplace, or the game owner can share their compendium with everyone in the game.", + "charmancer-choose-race": "Choose a Race:", + "charmancer-custom-race-name": "Custom Race Name:", + "charmancer-custom-subclass-name:": "Custom sublass Name:", + "charmancer-additional-cantrips": "Additional Cantrips", + "charmancer-additional-lvl-1-spells": "Additional Level 1 Spells", + "suggested-abilities": "Suggested Abilities: ", + "class-spellcasting": "Class Spellcasting Ability: ", + "ability-score-increase": "Ability Score Increase:", + "lawful-good": "Lawful Good", + "neutral-good": "Neutral Good", + "chaotic-good": "Chaotic Good", + "lawful-neutral": "Lawful Neutral", + "neutral": "Neutral", + "chaotic-neutral": "Chaotic Neutral", + "lawful-evil": "Lawful Evil", + "neutral-evil": "Neutral Evil", + "chaotic-evil": "Chaotic Evil", + "tiny": "Tiny", + "small": "Small", + "medium": "Medium", + "large": "Large", + "huge": "Huge", + "age": "Age:", + "gargantuan": "Gargantuan", + "step1-equipment": "Step 5: Equipment", + "equipment-from-background": "Equipment from Background", + "equipment-from-class": "Equipment from Class", + "class-equipment": "Class Equipment", + "starting-wealth": "Starting Wealth (PHB)", + "starting-gold:": "Starting Gold:", + "no_class_warning-u": "NO CLASS HAS BEEN SELECTED OR SELECTED CLASS DOES NOT HAVE STANDARD EQUIPMENT. CLASS EQUIPMENT CANNOT BE CHOSEN AT THIS TIME.", + "standard-array": "Standard Array", + "roll-for-stats": "Roll for Stats", + "standard-roll": "Roll 4d6, drop lowest", + "charmancer-cancel-heading": "Where would you like to go, traveler?", + "continue-charmancer": "Continue Charactermancer", + "save_progress_and_exit": "Save and Exit", + "cancel_charactermancer": "Discard and exit", + "charmancer-discard-warning": "Discard and Exit will cause all choices to be lost.", + "mancer-opts-u": "CHARACTERMANCER OPTIONS", + "relaunch-lvl1mancer-u": "LAUNCH LEVEL 1 CHARACTERMANCER (CANNOT BE UNDONE)", + "point-buy": "Point Buy", + "available-points:": "Available Points: ", + "equipment-choice-text": "How would you like to choose your equipment?", + "charmancer-start": "Start", + "clear-abilities": "Clear Assignment", + "use-charactermancer-for-new:-u": "USE LEVEL 1 CHARACTERMANCER FOR NEW CHARACTERS:", + "use-charactermancer-for-new-info": "With this option enabled all new characters will open with the Level 1 Roll20 Charactermancer. Disabling this option will start new characters directly on the character sheet disabling the Level 1 Charactermancer, which can still be manually run from the Settings tab of the character sheet.", + "feat-pre-check": "Look carefully! Prerequisites are not checked automatically.", + "stats-rolled-hint": "We rolled your dice! Check the chat window to view your results in detail. Assign the results below to your preferred attributes:", + "return-to:": "Return to: ", + "do_you_want_mancer": "How do you want to create this character?", + "no": "No", + "global-ac-u": "GLOBAL AC MODIFIER", + "show-global-ac-field-u": "SHOW GLOBAL AC MODIFIER FIELD", + "warning-customac-u": "ATTENTION - CUSTOM AC IS NOT BEING USED. TO USE CUSTOM AC, UNEQUIP ARMOR.", + "manual": "Edit sheet direclty", + "npc-new": "Create an NPC", + "mancer-confirm-yes": "Use the Charactermancer", + "allow-shields-u": "ALLOW SHIELDS?", + "levels-u": "LEVELS", + "features-u": "FEATURES", + "asi-u": "ABILITY SCORE INCREASE / FEATS", + "charmancer-leveler-what-is": "The Charactermancer is a step-by-step process that makes leveling up a character simple and streamlined. Changes are saved as you progress, but the character sheet is only updated when the Charactermancer has been completed.", + "charmancer-leveler-level-info1": "Your existing class levels have been pre-populated for you. By default your primary class has been set to be increased by one level. You can change how many levels to increase below, as well as adding a new multiclass.", + "charmancer-leveler-level-info2": "In each class section you'll have the option to take the average number of hit points or to roll randomly, choose class features for the levels you're advancing, and choose your subclass if appropriate.", + "charmancer-leveler-spells-info": "Listed here are the current spells your character already knows. If you gained access to more spells during your advancement you will be able to select them below. Check next to the spells you wish to learn. The Charactermancer will help you pick the right number of spells and from the correct list. If your class has the option to swap out spells, you can do so by unselecting currently known spells which will allow you to select new ones in their place.", + "total-level-u": "TOTAL LEVEL", + "main-class-level-u": "MAIN CLASS LEVEL", + "class-2-level-u": "CLASS 2 LEVEL", + "class-3-level-u": "CLASS 3 LEVEL", + "class-4-level-u": "CLASS 4 LEVEL", + "levels:-u": "LEVELS:", + "warning-leveler_start-u": "ATTENTION - YOU CANNOT LAUNCH THE CHARACTERMANCER LEVEL UP UNTIL YOU HAVE A CLASS, LEVEL, AND HP SET FOR LEVEL ONE. PLEASE RUN THE CHARACTERMANCER CREATOR FIRST. THE LEVEL UP TOOL DOESN'T WORK WITH CUSTOM CLASSES OR IF THE MULTICLASS OPTIONS ARE SET UP INCORRECTLY.", + "charmancer-leveler-custom-class-warning": "The Level Up tool does not support custom classes at this time.", + "charmancer-welcome-lp": "Welcome to Charactermancer Level Up!", + "charmancer-leveler-what-is-lp": "Look at you, with all that experience. Now it's time to claim your reward. You'll walk through the step-by-step process to make a few decisions, and your character will be at the next level in no time. Changes are saved as you move through the process, but if you change your mind, you'll need to revisit the steps and choices that come after.", + "charmancer-compendium-detail-lp": "The Charactermancer currently supports Dungeons & Dragons 5th Edition SRD, Player's Handbook, and Guildmasters' Guide to Ravnica. Xanathar's Guide to Everything will be supported in the coming weeks. You can add the Player's Handbook and Guildmasters' Guide to Ravnica to your compendium in the Marketplace, or the game owner can share their compendium with everyone in the game.", + "roll:-u": "ROLL:", + "roll": "Roll", + "prerequisite:": "Prerequisite:", + "back": "BACK", + "back-to-top": "Back to Top", + "choose-a-class:": "Choose a Class:", + "custom-class-name:": "Custom Class Name", + "charmancer-class-features:": "Class Features: ", + "charmancer-subclass-features:": "Subclass Features:", + "hit-die:": "Hit Die:", + "average": "Average", + "hp-u": "HP", + "saving-throw-proficiency": "Saving Throw Proficiency", + "armor": "Armor", + "equipment": "Equipment:", + "language": "Language", + "skill": "Skill", + "tool": "Tool", + "weapon": "Weapon", + "add-another-feature": "Add Another Feature", + "add-another-proficiency": "Add Another Proficiency", + "innate-spellcasting:": "Innate Spellcasting:", + "spellcasting-ability": "Spellcasting Ability:", + "number-of-cantrips": "Number of Cantrips:", + "number-of-lvl-1-spells": "Number of Level 1 Spells:", + "spell-list": "Spell List:", + "done": "Done", + "ability-score-method": "Ability Score Method:", + "select-your-choices": "Select Your Choices:", + "input-your-scores": "Input Your Scores:", + "choose-background": "Choose a Background:", + "personality-traits": "Personality Traits", + "ideal": "Ideal", + "bond": "Bond", + "flaw": "Flaw", + "you-have-chosen-starting-gold": "You have chosen starting gold and do not get equipment from your background.", + "you-have-created-custom-class": "You have created a custom class; you can add equipment to the character sheet after you have finished the Charactermancer.", + "arcane-is-mystery": "The Arcane is a mystery to you.", + "your-character-dont-have-spells-this-lvl": "Your character doesn't have spells at this level. Click “Next” to review your character!", + "charmancer-a-feat-represents": "A feat represents accomplishment, grit, determination, and expertise. It is the reward for hard work.", + "you-really-havent-done": "You really haven't done that much yet", + "review-your-choices": "Review your choices:", + "race": "Race", + "abilities": "Abilities", + "bio": "Bio", + "name-background": "Name:", + "building-your-character": "Building your character...", + "charmancer-only-choice-left-is-on-or": "The only choice left is to press on or turn back. If you're editing an existing character, all your existing data will be lost into the void when you apply your changes.", + "apply-changes": "Apply Changes", + "pick-your-equipment": "Pick your equipment", + "you-havent-chosen-background": "You have not yet selected a background.", + "you-havent-selected-class": "You have not yet selected a class.", + "ability-score": "Ability Score", + "you-can-increase-two-abilites": "You can increase two of your abilities by 1, or one of your abilities by 2", + "before-leveling": "Before Leveling", + "after-leveling": "After Leveling", + "charmancer-removed-spells-marked-pt1": "Removed spells will be marked with a r symbol so you can find it easily if you change your mind." +} diff --git a/Redsky/translations/zh.json b/Redsky/translations/zh.json new file mode 100644 index 0000000000..8841ea787f --- /dev/null +++ b/Redsky/translations/zh.json @@ -0,0 +1,684 @@ +{ + "skills-list": "acrobatics,animal-handling,arcana,athletics,deception,history,insight,intimidation,investigation,medicine,nature,perception,performance,persuasion,religion,sleight-of-hand,stealth,survival", + "npc-options-u": "NPC 選項", + "name-u": "名稱", + "npc-type-u": "NPC 種類", + "npc-type-place": "中體型魔族,任意邪惡陣營", + "armor-class-u": "護甲等級", + "class-u": "職業", + "type-u": "類型", + "abilities-u": "屬性", + "npc-armor-place": "鱗甲", + "hit-points-u": "生命值", + "formula-u": "公式", + "speed-u": "速度", + "npc-speed-place": "30 尺,飛行 60 尺。", + "attributes-u": "屬性", + "str-u": "力量", + "dex-u": "敏捷", + "con-u": "體質", + "int-u": "智力", + "wis-u": "感知", + "cha-u": "魅力", + "saves-u": "豁免", + "skills-u": "技能", + "acrobatics-u": "特技", + "animal_handling-u": "馴獸", + "arcana-u": "奧秘", + "athletics-u": "運動", + "deception-u": "欺瞞", + "history-u": "歷史", + "insight-u": "洞察", + "intimidation-u": "威嚇", + "investigation-u": "調查", + "medicine-u": "醫療", + "nature-u": "自然", + "perception-u": "觀察", + "performance-u": "表演", + "persuasion-u": "遊說", + "religion-u": "宗教", + "sleight_of_hand-u": "巧手", + "stealth-u": "隱匿", + "survival-u": "求生", + "damage-vuln-u": "傷害弱點", + "npc-dmg-vuln-place": "火焰", + "damage-res-u": "傷害抗性", + "npc-dmg-res-place": "寒冷", + "damage-imm-u": "傷害免疫", + "npc-dmg-imm-place": "閃電,轟鳴", + "cond-imm-u": "狀態免疫", + "npc-cond-imm-place": "魅惑", + "senses-u": "感官", + "npc-senses-place": "黑暗視覺 120 尺,被動感知 16", + "langs-u": "語言", + "lang-u": "語言", + "npc-langs-place": "深淵語,通用語,煉獄語", + "challenge-u": "挑戰等級", + "xp-u": "XP", + "spellcast-npc-u": "施法型NPC", + "spell-ability-u": "施法屬性", + "none-u": "無", + "strength-u": "力量", + "strength-save-u": "力量豁免", + "dexterity-u": "敏捷", + "dexterity-save-u": "敏捷豁免", + "constitution-u": "體質", + "constitution-save-u": "體質豁免", + "intelligence-u": "智力", + "intelligence-save-u": "智力豁免", + "wisdom-u": "感知", + "wisdom-save-u": "感知豁免", + "charisma-u": "魅力", + "charisma-save-u": "魅力豁免", + "spell-dc-u": "法術DC", + "spell-atk-bonus-u": "法術攻擊加值", + "has-reaction-u": "具有反應", + "leg-actions:-u": "傳奇動作:", + "gen-opts-u": "一般選項", + "npc-u": "NPC", + "roll-queries:-u": "優勢擲骰方式:", + "always-adv": "總是骰優勢", + "adv-toggle": "優劣勢切換", + "query-adv": "擲骰時詢問", + "never-adv": "不骰優勢", + "whisp-rolls-gm:-u": "向GM暗骰:", + "never-whisp": "永不暗骰", + "query-whisp": "擲骰時詢問", + "always-whisp": "總是暗骰", + "auto-dmg-roll:-u": "自動丟傷害骰", + "never-dmg": "不要自動丟傷害", + "always-dmg": "自動丟傷害 & 重擊", + "ac": "護甲等級", + "hp": "生命值", + "speed": "速度", + "language-proficiencies": "語言熟練項:", + "skill-proficiencies": "技能熟練項:", + "weapon-proficiencies": "武器熟練項", + "armor-proficiencies": "護甲熟練項:", + "tool-proficiencies": "工具熟練項:", + "saving-throw": "豁免檢定", + "str": "力量", + "dex": "敏捷", + "con": "體質", + "int": "智力", + "wis": "感知", + "cha": "魅力", + "skills": "技能", + "acrobatics": "特技", + "animal_handling": "馴獸", + "arcana": "奧秘", + "athletics": "運動", + "deception": "欺瞞", + "history": "歷史", + "insight": "洞察", + "intimidation": "威嚇", + "investigation": "調查", + "medicine": "醫藥", + "nature": "自然", + "perception": "觀察", + "performance": "表演", + "persuasion": "說服", + "religion": "宗教", + "sleight_of_hand": "巧手", + "stealth": "潛行", + "survival": "求生", + "dmg-vuln": "傷害弱點", + "dmg-res": "傷害抗性", + "dmg-imm": "傷害免疫", + "cond-imm": "狀態免疫", + "senses": "感官", + "langs": "語言", + "challenge": "挑戰等級", + "npc-trait-name-place": "偽裝", + "npc-trait-desc-place": "如果龍失敗了......", + "actions": "動作", + "adv": "優勢", + "norm": "正常", + "disadv": "劣勢", + "name:-u": "名稱:", + "attack-u": "攻擊", + "type:-u": "類型:", + "melee": "近戰", + "ranged": "遠程", + "range-reach:-u": "射程/觸及:", + "range-reach-place": "5呎", + "to-hit:-u": "命中:", + "target:-u": "目標:", + "target:": "目標:", + "to-hit-place": "單一目標", + "on-hit:-u": "命中:", + "on-hit-place": "揮砍", + "on-hit2:-u": "命中2:", + "on-hit-2-place": "火焰", + "hit:": "命中: ", + "reactions": "反應", + "npc-repeating-name-place": "格檔", + "npc-repeating-desc-place": "此生物在對抗.. 時增加2點AC", + "traits": "Traits", + "features": "Features", + "spells": "法術", + "prep-u": "準備", + "school:-u": "學派:", + "abjuration": "防護", + "conjuration": "咒法", + "divination": "預言", + "enchantment": "附魔", + "evocation": "塑能", + "illusion": "幻術", + "necromancy": "死靈", + "transmutation": "變化", + "ritual": "儀式", + "ritual-l": "儀式", + "range:-u": "射程:", + "range:": "射程:", + "components:-u": "成分:", + "components:": "成分:", + "spell-component-verbal": "言語", + "spell-component-somatic": "姿勢", + "spell-component-material": "材料", + "spell-ritual": "R", + "spell-concentration": "C", + "ruby-dust-place": "價值50gp的紅寶石塵", + "concentration-u": "專注", + "concentration": "專注", + "duration:-u": "持續時間:", + "duration:": "持續時間:", + "difficulty-class-abv": "DC", + "output:-u": "輸出:", + "spellcard-u": "法術卡", + "spell-atk:-u": "法術攻擊:", + "none": "無", + "dmg:-u": "傷害:", + "dmg2:-u": "傷害2:", + "healing:-u": "治療:", + "add-ability-mod-u": "增加屬性調整到傷害或治療上", + "effect:-u": "效果:", + "npc-atk-effect-place": "一半傷害", + "desc:-u": "描述:", + "at-higher-lvl:-u": "升環:", + "at-higher-lvl": "升環", + "higher-lvl-cast": "升環施法", + "leg-actions": "傳奇動作", + "leg-actions-desc": "可以執行次傳奇動作,從以下選項中選擇。傳奇動作只可以選擇一個動作項,並且必須在另一個生物回合結束時執行。在其回合開始時恢復所消耗的傳奇動作使用權。", + "atk-range-place": "5呎", + "atk-target-place": "單一目標", + "atk-dmg-type-place": "劈砍", + "atk-dmg-type2-place": "火焰", + "adv-u": "優勢", + "norm-u": "正常", + "disadv-u": "劣勢", + "core-u": "核心", + "bio-u": "自傳", + "spells-u": "法術", + "feats-u": "專長", + "review-u": "回顧", + "char-name-u": "角色姓名", + "artificer": "Artificer", + "barbarian": "野蠻人", + "bard": "吟遊詩人", + "cleric": "牧師", + "druid": "德魯伊", + "fighter": "戰士", + "monk": "武僧", + "paladin": "聖武士", + "ranger": "遊俠", + "rogue": "盜賊", + "sorcerer": "術士", + "warlock": "邪術師", + "wizard": "法師", + "class-level-u": "職業 & 等級", + "background-u": "背景", + "background": "背景", + "race-u": "種族", + "alignment-u": "陣營", + "alignment": "陣營:", + "exp-pts-u": "經驗值", + "inspiration-u": "激勵", + "prof-bonus-u": "熟練加值", + "strength": "力量", + "strength-save": "力量豁免", + "dexterity": "敏捷", + "dexterity-save": "敏捷豁免", + "constitution": "體質", + "constitution-save": "體質豁免", + "intelligence": "智力", + "intelligence-save": "智力豁免", + "wisdom": "感知", + "wisdom-save": "感知豁免", + "charisma": "魅力", + "charisma-save": "魅力豁免", + "saving-throws-u": "豁免檢定", + "acrobatics-core": "體操 (敏捷)", + "animal_handling-core": "馴獸 (感知)", + "arcana-core": "奧秘 (智力)", + "athletics-core": "運動 (力量)", + "deception-core": "欺瞞 (魅力)", + "history-core": "歷史 (智力)", + "insight-core": "洞悉 (感知)", + "intimidation-core": "威嚇 (魅力)", + "investigation-core": "調查 (智力)", + "medicine-core": "醫藥 (感知)", + "nature-core": "自然 (智力)", + "perception-core": "察覺 (感知)", + "performance-core": "表演 (魅力)", + "persuasion-core": "遊說 (魅力)", + "religion-core": "宗教 (智力)", + "sleight_of_hand-core": "巧手 (敏捷)", + "stealth-core": "隱匿 (敏捷)", + "survival-core": "求生 (感知)", + "pass-wis-u": "被動感知 (察覺)", + "tool-u": "工具", + "pro-u": "熟練", + "attr-u": "屬性", + "prof-bonus:-u": "熟練加值:", + "prof-u": "熟練", + "proficency-u": "熟練", + "expertise-u": "專精", + "jack-of-all-u": "多才多藝", + "attr:-u": "屬性:", + "tool-prof-u": "工具熟練項", + "weapon-proficiencies-u": "武器熟練", + "other-prof-langs-u": "其他熟練項 & 語言", + "prof-langs-u": "熟練項 & 語言", + "init": "先攻", + "init-u": "先攻", + "hp-max-u": "最大生命值", + "hp-current-u": "當前生命值", + "hp-temp-u": "臨時生命值", + "total": "總共", + "hit-dice-u": "生命骰", + "successes-u": "成功", + "failures-u": "失敗", + "death-save-u": "死亡豁免", + "death-saves-u": "死亡豁免", + "exhaustion-setting-u": "顯示力竭追蹤:", + "exhaustion-u": "力竭等級", + "exhaustion-0": "無效果", + "exhaustion-1": "屬性檢定劣勢", + "exhaustion-2": "速度減半", + "exhaustion-3": "攻擊檢定與豁免劣勢", + "exhaustion-4": "生命值上限減半", + "exhaustion-5": "速度降至0", + "exhaustion-6": "死亡", + "atk-u": "攻擊", + "dmg-type-u": "傷害/類型", + "attack:-u": "攻擊:", + "proficient-u": "熟練", + "range-place": "自身 (60呎錐狀)", + "magic-bonus:-u": "魔法加值:", + "crit-range-u": "重擊範圍:", + "damage:-u": "傷害:", + "dmg-type-place": "劈砍", + "crit:-u": "重擊:", + "damage2:-u": "傷害2:", + "saving-throw:-u": "豁免檢定:", + "vs-dc:-u": "VS DC:", + "spell-u": "法術", + "flat-u": "固定", + "save": "豁免", + "save-effect:-u": "豁免效果:", + "save-effect-place": "一半傷害", + "ammunition:-u": "彈藥:", + "ammunition-place": "箭矢", + "description:-u": "描述:", + "description:": "Description:", + "description-place": "5呎內最多兩名生物", + "atk-spellcasting-u": "攻擊 & 施法", + "copper-piece-u": "銅幣", + "silver-piece-u": "銀幣", + "electrum-piece-u": "珀金幣", + "gold-piece-u": "金幣", + "platinum-piece-u": "白金幣", + "warning-armor-sets-u": "WARNING - MULTIPLE SETS OF ARMOR OR SHIELDS HAVE BEEN ADDED AND AC IS NOT CORRECTLY CALCULATED. UNEQUIP THE ARMOR PIECE FROM THE ITEM DETAILS.", + "item-name-u": "物品名稱", + "equipped-u": "裝備著", + "use-as-resource-u": "作為消耗品使用", + "prop:-u": "屬性:", + "mods:-u": "調整值:", + "total-weight-u": "總重量", + "immobile-u": "禁錮", + "heavily-encumbered-u": "重載", + "encumbered-u": "中載", + "over-carrying-cap-u": "超過載重", + "equipment-u": "裝備", + "personality-traits-u": "人格特質", + "ideals-u": "理念", + "bonds-u": "羈絆", + "flaws-u": "缺陷", + "class-resource-u": "職業資源", + "other-resource-u": "其他資源", + "feats-traits-u": "特性 & 背景", + "age-u": "年齡", + "size-u": "體型", + "size": "體型", + "height-u": "身高", + "weight-u": "體重", + "eye-u": "瞳色", + "skin-u": "膚色", + "hair-u": "髮色", + "char-appearance-u": "角色外貌", + "char-backstory-u": "角色背景故事", + "allies-orgs-u": "盟友 & 組織", + "add-feats-traits-u": "額外特性& 背景", + "feat-u": "專長", + "treasure-u": "財富", + "spell-save-dc-u": "法術豁免DC", + "cantrips-u": "戲法", + "ritual-u": "儀式", + "casting-time:-u": "施法時間:", + "casting-time:": "施法時間:", + "at-higher-lvl-dmg:-u": "升環施法傷害", + "half-dmg-place": "一半傷害", + "hit-die:-u": "生命骰:", + "initiative-mod:-u": "先攻調整值", + "glob-saving-mod:-u": "通用豁免檢定調整值:", + "glob-ac-mod:-u": "通用護甲等級調整值:", + "glob-atk-mod:-u": "通用魔法攻擊調整值:", + "pass-perc-mod:-u": "被動觀察調整值:", + "death-save-mod:-u": "死亡豁免調整值:", + "magic-caster-lvl:-u": "魔法施法者等級", + "halfling-luck-u": "半身人幸運", + "arcane-fighter-u": "秘法戰士", + "arcane-rogue-u": "秘法盜賊", + "class-options-u": "職業選項 ()", + "class:-u": "職業:", + "subclass:-u": "子職:", + "race:-u": "種族:", + "subrace:-u": "亞種:", + "subrace": "亞種:", + "subrace-ability-increase": "亞種屬性值加成:", + "2nd-class:-u": "第二職業:", + "lvl:-u": "等級:", + "3rd-class:-u": "第三職業:", + "4th-class:-u": "第四職業:", + "mutliclass-opts-u": "兼職選項", + "use-cust-class-u": "使用自訂職業", + "class-name:-u": "職業名稱:", + "spellcasting-ability:-u": "施法屬性:", + "spell-slots:-u": "法術位:", + "spell-full-u": "完整 (牧師、德魯伊、法師)", + "spell-half-u": "一半 (聖武士、遊俠)", + "spell-third-u": "次級(秘法戰士/盜賊)", + "cust-class-opts": "自訂職業選項", + "normal": "正常", + "expirtise": "專精", + "skill-opts-u": "技能選項", + "version": "版本", + "always-roll-adv": "總是骰優勢", + "toggle-roll-adv": "優劣勢切換", + "query-roll-adv": "擲骰時詢問", + "never-roll-adv": "不骰優勢", + "never-whisper-roll": "永不暗骰", + "query-whisper-roll": "擲骰時詢問", + "always-whisper-roll": "總是暗骰", + "never-roll-dmg": "不要自動丟傷害", + "always-roll-dmg": "自動丟傷害 & 重擊", + "add-char-to-templates:-u": "向模版填加角色姓名:", + "on": "開啟", + "off": "關閉", + "inventory:-u": "物品:", + "compendium-compatible": "Compendium相容", + "simple": "簡易", + "encumbrance:-u": "負重:", + "ammo-tracking:-u": "彈藥追蹤:", + "general-opts-u": "一般選項", + "transition-text": "點擊以下其中一張圖片會將你目前角色卡的資料重新格式化到此角色卡中。此改變是永久性的且無法被復原。", + "transition-text-highlight": "請在使用此工具之前備份您的遊戲。", + "choose-sheet-transfer": "選擇你要導入的角色卡", + "community-sheet-u": "社群角色紙", + "shaped-sheet-u": "Shaped角色紙", + "transition-opts-u": "轉換選項", + "portions-sheet-utilize": "此角色卡的部分了使用OGL許可證下的系統參考文檔(SRD)5.0中的內容。查看OGL許可和版權聲明。(正體中文翻譯:白貓)\n https://wiki.roll20.net/SRD_5.0_OGL_License", + "api-required-title": "現在嘗試使用您的Pro訂閱提供的方便一鍵API安裝。", + "api-required-u": "(需要API)", + "spell_dc_mod:-u": "法術豁免DC調整值", + "custom_ac:-u": "自訂AC", + "npc-info": "NPC選項會將新角色預設為NPC模式角色卡。如果玩家角色都已經創好並且之後在遊戲中所有創的角色都是NPC的話,這會很有用。", + "npc-pc": "NPC/PC", + "roll-queries-info": "D20擲骰會被此選項影響。 總是骰優勢是預設設置,將會在每個擲骰中都丟出兩個D20來代表優勢。預設為如果沒有優勢或劣勢的話,你使用左邊的結果。優劣勢切換選項會將三個新按鈕添加到角色卡的頂部,以便您可以根據具體情況切換優劣勢。擲骰時詢問會在每次擲骰時詢問是否具有優劣勢。不骰優勢則是在任何時刻都只丟出一顆D20,玩家需在優勢或劣勢的情況下丟第二次。", + "whisp-rolls-gm-info": "預設情形下,所有角色卡的擲骰結果都會在聊天中發送給所有玩家。 “擲骰時詢問”選項將會在每次擲骰跳出詢問視窗,決定擲骰是否暗骰為只有你和GM會知道結果。總是暗骰會將所有的擲骰只發送給自己和GM。", + "auto-dmg-roll-info": "預設情形下,直到命中被確認後,都不會擲出傷害骰。 通過點擊聊天室中擲骰模版的攻擊名稱,即可擲出傷害。預設方法與3D骰子兼容。或者,您可以選擇自動丟傷害&重擊選項,這會在攻擊的同時擲出傷害和重擊骰子,從而在攻擊時呈現所有可能的結果。", + "add-char-to-templates-info": "預設情形下,角色名稱不會添加到擲骰模板中,並且只有當玩家/角色被選為“Speaking As”時,才會如常在聊天室中顯示。開啟此選項將使進行擲骰的角色的名稱添加到模板中,對於一次操作多名角色的玩家很有用。", + "inventory-info": "角色物品欄預設為與Roll20 5E Compendium兼容的複雜樣式。這包括物品的數量/重量,重量和載重追踪,排序,AC計算,自動攻擊生成等。簡易選項為需要更多手動地來控制角色卡的玩家提供物品列表的文字欄位。", + "encumbrance-info": "此角色卡會使用在PHB第176頁的變體負重規則。如果關閉的話,會禁用變體規則並使用基本的負重規則(不超過15倍力量)。", + "ammo-tracking-info": "使用5th Edition OGL by Roll20 Companion API Script的自動彈藥追蹤。", + "dungeons-and-dragons-styling": "龍與地下城樣式", + "dungeons-and-dragons-styling-info": "為角色紙和擲骰模板啟用龍與地下城樣式。此設定會自動套用於所有角色紙,無法個別選擇。", + "cd-bar1-value:-u": "BAR 1 數值:", + "cd-bar1-max:-u": "BAR 1 最大值:", + "cd-bar1-link:-u": "BAR 1 連結:", + "cd-bar1-value-desc:-u": "在通過從Compendium拖到虛擬桌面上所創建的預設token時,將Bar 1的值設置為該變數。", + "cd-bar1-max-desc:-u": "在通過從Compendium拖到虛擬桌面上所創建的預設token時,將Bar 1的最大值設置為該變數。", + "cd-bar1-link-desc:-u": "在通過從Compendium拖到虛擬桌面上所創建的預設token時,將Bar 1的值設置為該變數。如果設置這項,將覆蓋所有其他bar的設置。", + "cd-bar2-value:-u": "BAR 2 數值:", + "cd-bar2-max:-u": "BAR 2 最大值:", + "cd-bar2-link:-u": "BAR 2 連結:", + "cd-bar2-value-desc:-u": "在通過從Compendium拖到虛擬桌面上所創建的預設token時,將Bar 2的值設置為該變數。", + "cd-bar2-max-desc:-u": "在通過從Compendium拖到虛擬桌面上所創建的預設token時,將Bar 2的最大值設置為該變數。", + "cd-bar2-link-desc:-u": "在通過從Compendium拖到虛擬桌面上所創建的預設token時,將Bar 2的值設置為該變數。如果設置這項,將覆蓋所有其他bar的設置。", + "cd-bar3-value:-u": "BAR 3 數值:", + "cd-bar3-max:-u": "BAR 3 最大值:", + "cd-bar3-link:-u": "BAR 3 連結:", + "cd-bar3-value-desc:-u": "在通過從Compendium拖到虛擬桌面上所創建的預設token時,將Bar 3的值設置為該變數。", + "cd-bar3-max-desc:-u": "在通過從Compendium拖到虛擬桌面上所創建的預設token時,將Bar 3的最大值設置為該變數。", + "cd-bar3-link-desc:-u": "在通過從Compendium拖到虛擬桌面上所創建的預設token時,將Bar 3的值設置為該變數。如果設置這項,將覆蓋所有其他bar的設置。", + "npc-name-in-rolls:-u": "在擲骰中包含NPC名稱:", + "show": "顯示", + "hide": "隱藏", + "npc-name-in-rolls-desc:-u": "在NPC的擲骰結果中,在擲骰結果表格中顯示或隱藏NPC的名稱。", + "public:-u": "公開", + "to-gm:-u": "TO GM", + "toggle-roll-whisper": "擲骰時詢問", + "attribute-opts-u": "屬性選項", + "save-opts-u": "豁免選項", + "by-level": "按等級 (預設)", + "prof-die": "熟練骰 (DMG)", + "custom": "自訂", + "core-die-roll:-u": "核心擲骰", + "has-attack-u": "擁有攻擊", + "variant-phb": "變體 (PHB p176)", + "carrying-capacity-mod:-u": "載重調整值:", + "armor-class-tracking:-u": "護甲等級追蹤:", + "automatic": "自動", + "cantrip-progression:-u": "戲法進度", + "cantrip-dice-u": "CANTRIP DICE", + "cantrip-beam-u": "CANTRIP BEAM", + "slots_total-u": "總共法術位", + "slots_remaining-u": "剩餘法術位", + "level-calculations:-u": "自動等級計算:", + "spell_slot_modifiers-u": "法術位調整", + "lvl-u": "等級", + "include_spell_desc:-u": "在攻擊中包括法術描述:", + "token_size-u": "TOKEN SIZE", + "add-dex-tiebreaker-u": "將敏捷作為小數填加到先攻中", + "initiative-style:-u": "先攻設定:", + "query-attr-u": "QUERY ATTRIBUTE", + "custom-skills-u": "自訂技能", + "weapon-u": "武器", + "armor-u": "ARMOR", + "other-u": "其他", + "source:-u": "來源:", + "source-type:-u": "來源類型:", + "racial": "種族", + "class": "職業", + "feat": "專長", + "feats": "專長", + "other": "其他", + "partial": "部分", + "show_all": "顯示全部", + "cr_only": "C&R 限定", + "spell-icons:-u": "法術圖示:", + "custom-pb:-u": "自訂熟練加值:", + "show-global-attack-field-u": "顯示通用攻擊調整值欄位", + "show-global-damage-field-u": "顯示通用傷害調整值欄位", + "show-global-save-field-u": "顯示通用豁免調整值欄位", + "show-global-skill-field-u": "顯示通用技能調整值欄位", + "global-attack-u": "通用攻擊調整值", + "global-damage-u": "通用傷害調整值", + "global-save-u": "通用豁免調整值", + "global-skill-u": "通用技能調整值", + "global-damage": "通用傷害調整值", + "core-die-roll-info": "更換核心骰子將使用您選擇的骰子來取代幾乎所有擲骰丟出的正常 1d20,例如2d10 或3d6。", + "pb-type-info": "預設情況下,角色的熟練加值將根據PHB中的標準方法來自動計算。熟練骰選項支持DMG中概述的替代方法,用骰子代替而不是固定加值。自訂選項允許您用您設定的熟練加值。", + "global-save-info": "在角色卡的豁免檢定部分中創建一個自訂的通用豁免調整值欄位。任何寫在那裡的公式都會應用於任何豁免檢定。非常適合常用但不是永久性的加值,例如祝福術法術。", + "global-skill-info": "在角色卡的技能部分中創建一個自訂的通用技能調整值欄位。任何寫在那裡的公式都會應用於任何技能檢定。非常適合常用但不是永久性的加值,例如神導術法術。", + "global-attack-info": "在角色卡的攻擊和施法部分中創建一個自訂的通用攻擊調整值欄位。任何寫在那裡的公式都會應用於任何攻擊檢定。非常適合常用但不是永久性的攻擊加值,例如祝福術法術。", + "global-damage-info": "在角色卡的攻擊和施法部分中創建一個自訂的通用傷害調整值欄位。任何寫在那裡的公式都會應用於任何攻擊傷害擲骰。非常適合常用但不是永久性的額外傷害,例如偷襲能力。", + "auto-level-calc-info": "預設情況下, 更改角色等級將自動設定法術位和生命骰。將此設定更改為關閉可防止此行為。", + "simple-traits-info": "角色卡的特性與背景部分默認為與Roll20 5E Compendium兼容的複雜樣式。簡易選項為希望更多手動地來控制角色卡的玩家提供文字欄位。", + "simple-proficiencies-info": "角色卡的其他熟練項與語言部分默認為與Roll20 5E Compendium兼容的複雜樣式。簡易選項為希望更多手動地來控制角色卡的玩家提供文字欄位。", + "init-tiebreaker-info": "將角色的敏捷數值作為小數填加到先攻加值中,當先攻一樣時依此決定結果。", + "b-custom-info": "當熟練加值類型設定為自訂時,角色卡將使用該數值作為角色的熟練加值。", + "footer-wiki-link": "有關此角色卡,其功能或用途的更多訊息,請查看Roll20 Wiki的官方文件。https://wiki.roll20.net/5th_Edition_OGL_by_Roll20", + "accepting-drop-u": "接受從COMPENDIUM導入", + "are_you_sure": "你確定要將此角色轉為 ", + "yes": "是", + "next": "下一步", + "cancel": "取消", + "cancel-u": "取消", + "choose": "選擇", + "innate:-u": "天生:", + "mod:-u": "調整值:", + "hpmods:-u": "HP調整值:", + "charmancer-welcome": "歡迎來到 Charactermancer!", + "charmancer-what-is": "Charactermancer是一個循序漸進的過程,可以讓創造角色變得簡單和流暢。更改會在您進行時即儲存,但角色卡只在Charactermancer完成時更新。", + "get-started": "點擊下一步開始。", + "opt-out-u": "選擇退出", + "charmancer-compendium": "你的Compendium正在等著呢", + "charmancer-compendium-detail": "The Charactermancer目前支持龍與地下城第5版SRD、玩家手冊和Guildmasters' Guide to Ravnica。您可以在商城中將玩家手冊和Guildmasters' Guide to Ravnica添加到compendium中,或者遊戲所有者可以與遊戲中的每個人分享他的compendium。", + "charmancer-choose-race": "選擇種族:", + "charmancer-custom-race-name": "自訂種族名稱:", + "charmancer-custom-subclass-name:": "自訂子職業名稱:", + "charmancer-additional-cantrips": "額外戲法", + "charmancer-additional-lvl-1-spells": "額外一環法術", + "suggested-abilities": "建議的屬性: ", + "class-spellcasting": "職業施法屬性: ", + "ability-score-increase": "屬性值加成:", + "lawful-good": "守序善良", + "neutral-good": "中立善良", + "chaotic-good": "混亂善良", + "lawful-neutral": "守序中立", + "neutral": "絕對中立", + "chaotic-neutral": "混亂中立", + "lawful-evil": "守序邪惡", + "neutral-evil": "中立邪惡", + "chaotic-evil": "混亂邪惡", + "tiny": "超小型", + "small": "小型", + "medium": "中型", + "large": "大型", + "huge": "超大型", + "age": "年齡:", + "gargantuan": "巨型", + "step1-equipment": "步驟 5: 裝備", + "equipment-from-background": "來自背景的裝備", + "equipment-from-class": "來自職業的裝備", + "class-equipment": "職業裝備", + "starting-wealth": "起始財富 (PHB)", + "starting-gold:": "起始金錢:", + "no_class_warning-u": "沒有選擇職業或選擇的職業沒有標准裝備。此時無法選擇職業裝備。", + "standard-array": "標準數列", + "roll-for-stats": "投擲屬性", + "standard-roll": "擲4d6,捨棄最低", + "charmancer-cancel-heading": "旅行者, 你想去哪裡?", + "continue-charmancer": "繼續 Charactermancer", + "save_progress_and_exit": "儲存並退出", + "cancel_charactermancer": "捨棄並退出", + "charmancer-discard-warning": "捨棄並退出將導致所有選擇消失。", + "mancer-opts-u": "CHARACTERMANCER 選項", + "relaunch-lvl1mancer-u": "執行等級 1的CHARACTERMANCER (無法撤銷)", + "point-buy": "購點", + "available-points:": "可用點數: ", + "equipment-choice-text": "您想如何選擇您的裝備?", + "charmancer-start": "開始", + "clear-abilities": "Clear Assignment", + "use-charactermancer-for-new:-u": "新角色使用等級1的Charactermancer:", + "use-charactermancer-for-new-info": "啟用此選項後,將使用等級1的Roll20 Charactermancer打開所有新角色。關閉此選項將直接在角色卡上開始新角色,仍然可以從角色卡的設定選項卡中手動執行等級1的Charactermancer。", + "feat-pre-check": "仔細地看! 不會自動檢查先決條件。", + "stats-rolled-hint": "我們來幫您擲骰子! 請檢查聊天視窗來察看詳細結果。將結果分配到您的屬性:", + "return-to:": "返回: ", + "do_you_want_mancer": "你想怎麼創造此角色?", + "no": "No", + "global-ac-u": "通用AC調整值", + "show-global-ac-field-u": "顯示通用AC調整值欄位", + "warning-customac-u": "注意——自訂 AC 並未被使用。要使用自訂 AC ,請卸除盔甲。", + "manual": "直接編輯角色卡", + "npc-new": "創建 NPC", + "mancer-confirm-yes": "使用Charactermancer", + "allow-shields-u": "允許盾牌?", + "levels-u": "等級", + "features-u": "能力", + "asi-u": "屬性值提升/專長", + "charmancer-leveler-what-is": "Charactermancer是一個循序漸進的過程,可以讓角色升級變得簡單和流暢。更改會在您進行時即儲存,但角色卡只在Charactermancer完成時更新。", + "charmancer-leveler-level-info1": "已經為您事先填好了現有的職業等級。預設情況下,您的主職業被設置為提升一級。您可以在下面更改要提升的等級數,以及添加一個新的兼職。", + "charmancer-leveler-level-info2": "在每個職業部分,您可以選擇獲取平均生命值或擲骰,為您升級的等級選擇職業能力,如果有的話,並選擇您的子職業。", + "charmancer-leveler-spells-info": "這裡列出的是您角色當前已經知道的法術。如果您在升級期間獲得了更多法術,您可以在下面選擇它們。在您想要學習的法術旁邊打勾。Charactermancer將幫助您從正確的列表中選擇正確數量的法術。如果您的職業可以選擇換掉法術,您可以通過取消選擇當前已知的法術,這樣您就可以選擇新法術。", + "total-level-u": "總等級", + "main-class-level-u": "主要職業等級", + "class-2-level-u": "職業2 等級", + "class-3-level-u": "職業3 等級", + "class-4-level-u": "職業4 等級", + "levels:-u": "等級:", + "warning-leveler_start-u": "注意-你不能啟動CHARACTERMANCER升級,直到你在等級一上面設定有一個職業、等級和HP。請先執行CHARACTERMANCER來創造等級一角色。如果使用自訂職業或兼職選項設定錯誤,則升級工具無法使用。", + "charmancer-leveler-custom-class-warning": "升級工具暫時不支援自訂職業。", + "charmancer-welcome-lp": "歡迎來到Charactermancer升級!", + "charmancer-leveler-what-is-lp": "看看您,獲得了那麼多經驗後。現在是時候要求您的獎勵了。您會一步一步地做一些決定,您的角色很快就會升上下一個等級。在整個過程中會保存更改,但是如果您改變了主意,則需要重新查看之後的步驟和選擇。", + "charmancer-compendium-detail-lp": "The Charactermancer目前支持龍與地下城第5版SRD、玩家手冊和Guildmasters' Guide to Ravnica。珊娜薩的萬事指南將在未來幾週內得到支持。您可以在商城中將玩家手冊和Guildmasters' Guide to Ravnica添加到compendium中,或者遊戲所有者可以與遊戲中的每個人分享他的compendium。", + "roll:-u": "ROLL:", + "roll": "Roll", + "prerequisite:": "先決條件:", + "back": "返回", + "back-to-top": "返回頂端", + "choose-a-class:": "選擇職業:", + "custom-class-name:": "自訂職業名稱", + "charmancer-class-features:": "職業能力: ", + "charmancer-subclass-features:": "子職業能力:", + "hit-die:": "生命骰:", + "average": "Average", + "hp-u": "HP", + "saving-throw-proficiency": "豁免熟練", + "armor": "Armor", + "equipment": "裝備:", + "language": "語言", + "skill": "技能", + "tool": "工具", + "weapon": "武器", + "add-another-feature": "加入更多能力", + "add-another-proficiency": "填加其他熟練", + "innate-spellcasting:": "天生施法:", + "spellcasting-ability": "施法屬性:", + "number-of-cantrips": "戲法的數量:", + "number-of-lvl-1-spells": "1環法術的數量:", + "spell-list": "法術列表:", + "done": "Done", + "ability-score-method": "屬性值決定方法:", + "select-your-choices": "進行選擇:", + "input-your-scores": "輸入你的數值:", + "choose-background": "選擇背景:", + "personality-traits": "人格特點", + "ideal": "理想", + "bond": "牽絆", + "flaw": "缺點", + "you-have-chosen-starting-gold": "您選擇了起始資金,而不是從您的背景中獲取裝備。", + "you-have-created-custom-class": "您已經創建了一個自訂職業; 完成Charactermancer後,您可以在角色卡中添加裝備。", + "arcane-is-mystery": "奧術對你而言是玄奧之物。", + "your-character-dont-have-spells-this-lvl": "你的角色在此等級並未擁有法術。點擊「下一步」來回顧你的角色!", + "charmancer-a-feat-represents": "專長代表了成就,勇氣,決心和專業知識。 這是你努力的回報。", + "you-really-havent-done": "You really haven't done that much yet", + "review-your-choices": "回顧你的選擇:", + "race": "種族", + "abilities": "Abilities", + "bio": "個人簡歷", + "name-background": "名稱:", + "building-your-character": "建構你的角色......", + "charmancer-only-choice-left-is-on-or": "剩下唯一的選擇是繼續前進或者回頭。如果你正在編輯現有的角色,當你套用變更時所有現有的資料將會在虛空中遺失。", + "apply-changes": "套用變更", + "pick-your-equipment": "挑選裝備", + "you-havent-chosen-background": "你還沒有選擇背景。", + "you-havent-selected-class": "你還沒有選擇職業。", + "ability-score": "屬性值", + "you-can-increase-two-abilites": "你可以將你的兩個屬性提高1點,或者將你的一個屬性提高2點", + "before-leveling": "在升級之前", + "after-leveling": "在升級之後", + "charmancer-removed-spells-marked-pt1": "Removed spells will be marked with a r symbol so you can find it easily if you change your mind." +} diff --git a/Redsky/translations/zu.json b/Redsky/translations/zu.json new file mode 100644 index 0000000000..4fdde090f3 --- /dev/null +++ b/Redsky/translations/zu.json @@ -0,0 +1,684 @@ +{ + "skills-list": "crwdns123558:0crwdne123558:0", + "npc-options-u": "crwdns123560:0crwdne123560:0", + "name-u": "crwdns123562:0crwdne123562:0", + "npc-type-u": "crwdns123564:0crwdne123564:0", + "npc-type-place": "crwdns123566:0crwdne123566:0", + "armor-class-u": "crwdns123568:0crwdne123568:0", + "class-u": "crwdns123570:0crwdne123570:0", + "type-u": "crwdns123572:0crwdne123572:0", + "abilities-u": "crwdns123574:0crwdne123574:0", + "npc-armor-place": "crwdns123576:0crwdne123576:0", + "hit-points-u": "crwdns123578:0crwdne123578:0", + "formula-u": "crwdns123580:0crwdne123580:0", + "speed-u": "crwdns123582:0crwdne123582:0", + "npc-speed-place": "crwdns123584:0crwdne123584:0", + "attributes-u": "crwdns123586:0crwdne123586:0", + "str-u": "crwdns123588:0crwdne123588:0", + "dex-u": "crwdns123590:0crwdne123590:0", + "con-u": "crwdns123592:0crwdne123592:0", + "int-u": "crwdns123594:0crwdne123594:0", + "wis-u": "crwdns123596:0crwdne123596:0", + "cha-u": "crwdns123598:0crwdne123598:0", + "saves-u": "crwdns123600:0crwdne123600:0", + "skills-u": "crwdns123602:0crwdne123602:0", + "acrobatics-u": "crwdns123604:0crwdne123604:0", + "animal_handling-u": "crwdns123606:0crwdne123606:0", + "arcana-u": "crwdns123608:0crwdne123608:0", + "athletics-u": "crwdns123610:0crwdne123610:0", + "deception-u": "crwdns123612:0crwdne123612:0", + "history-u": "crwdns123614:0crwdne123614:0", + "insight-u": "crwdns123616:0crwdne123616:0", + "intimidation-u": "crwdns123618:0crwdne123618:0", + "investigation-u": "crwdns123620:0crwdne123620:0", + "medicine-u": "crwdns123622:0crwdne123622:0", + "nature-u": "crwdns123624:0crwdne123624:0", + "perception-u": "crwdns123626:0crwdne123626:0", + "performance-u": "crwdns123628:0crwdne123628:0", + "persuasion-u": "crwdns123630:0crwdne123630:0", + "religion-u": "crwdns123632:0crwdne123632:0", + "sleight_of_hand-u": "crwdns123634:0crwdne123634:0", + "stealth-u": "crwdns123636:0crwdne123636:0", + "survival-u": "crwdns123638:0crwdne123638:0", + "damage-vuln-u": "crwdns123640:0crwdne123640:0", + "npc-dmg-vuln-place": "crwdns123642:0crwdne123642:0", + "damage-res-u": "crwdns123644:0crwdne123644:0", + "npc-dmg-res-place": "crwdns123646:0crwdne123646:0", + "damage-imm-u": "crwdns123648:0crwdne123648:0", + "npc-dmg-imm-place": "crwdns123650:0crwdne123650:0", + "cond-imm-u": "crwdns123652:0crwdne123652:0", + "npc-cond-imm-place": "crwdns123654:0crwdne123654:0", + "senses-u": "crwdns123656:0crwdne123656:0", + "npc-senses-place": "crwdns123658:0crwdne123658:0", + "langs-u": "crwdns123660:0crwdne123660:0", + "lang-u": "crwdns123662:0crwdne123662:0", + "npc-langs-place": "crwdns123664:0crwdne123664:0", + "challenge-u": "crwdns123666:0crwdne123666:0", + "xp-u": "crwdns123668:0crwdne123668:0", + "spellcast-npc-u": "crwdns123670:0crwdne123670:0", + "spell-ability-u": "crwdns123672:0crwdne123672:0", + "none-u": "crwdns123674:0crwdne123674:0", + "strength-u": "crwdns123676:0crwdne123676:0", + "strength-save-u": "crwdns123678:0crwdne123678:0", + "dexterity-u": "crwdns123680:0crwdne123680:0", + "dexterity-save-u": "crwdns123682:0crwdne123682:0", + "constitution-u": "crwdns123684:0crwdne123684:0", + "constitution-save-u": "crwdns123686:0crwdne123686:0", + "intelligence-u": "crwdns123688:0crwdne123688:0", + "intelligence-save-u": "crwdns123690:0crwdne123690:0", + "wisdom-u": "crwdns123692:0crwdne123692:0", + "wisdom-save-u": "crwdns123694:0crwdne123694:0", + "charisma-u": "crwdns123696:0crwdne123696:0", + "charisma-save-u": "crwdns123698:0crwdne123698:0", + "spell-dc-u": "crwdns123700:0crwdne123700:0", + "spell-atk-bonus-u": "crwdns123702:0crwdne123702:0", + "has-reaction-u": "crwdns123704:0crwdne123704:0", + "leg-actions:-u": "crwdns123706:0crwdne123706:0", + "gen-opts-u": "crwdns123708:0crwdne123708:0", + "npc-u": "crwdns123710:0crwdne123710:0", + "roll-queries:-u": "crwdns123712:0crwdne123712:0", + "always-adv": "crwdns123714:0crwdne123714:0", + "adv-toggle": "crwdns123716:0crwdne123716:0", + "query-adv": "crwdns123718:0crwdne123718:0", + "never-adv": "crwdns123720:0crwdne123720:0", + "whisp-rolls-gm:-u": "crwdns123722:0crwdne123722:0", + "never-whisp": "crwdns123724:0crwdne123724:0", + "query-whisp": "crwdns123726:0crwdne123726:0", + "always-whisp": "crwdns123728:0crwdne123728:0", + "auto-dmg-roll:-u": "crwdns123730:0crwdne123730:0", + "never-dmg": "crwdns123732:0crwdne123732:0", + "always-dmg": "crwdns123734:0crwdne123734:0", + "ac": "crwdns123736:0crwdne123736:0", + "hp": "crwdns123738:0crwdne123738:0", + "speed": "crwdns123740:0crwdne123740:0", + "language-proficiencies": "crwdns123742:0crwdne123742:0", + "skill-proficiencies": "crwdns123744:0crwdne123744:0", + "weapon-proficiencies": "crwdns123746:0crwdne123746:0", + "armor-proficiencies": "crwdns123748:0crwdne123748:0", + "tool-proficiencies": "crwdns123750:0crwdne123750:0", + "saving-throw": "crwdns123752:0crwdne123752:0", + "str": "crwdns123754:0crwdne123754:0", + "dex": "crwdns123756:0crwdne123756:0", + "con": "crwdns123758:0crwdne123758:0", + "int": "crwdns123760:0crwdne123760:0", + "wis": "crwdns123762:0crwdne123762:0", + "cha": "crwdns123764:0crwdne123764:0", + "skills": "crwdns123766:0crwdne123766:0", + "acrobatics": "crwdns123768:0crwdne123768:0", + "animal_handling": "crwdns123770:0crwdne123770:0", + "arcana": "crwdns123772:0crwdne123772:0", + "athletics": "crwdns123774:0crwdne123774:0", + "deception": "crwdns123776:0crwdne123776:0", + "history": "crwdns123778:0crwdne123778:0", + "insight": "crwdns123780:0crwdne123780:0", + "intimidation": "crwdns123782:0crwdne123782:0", + "investigation": "crwdns123784:0crwdne123784:0", + "medicine": "crwdns123786:0crwdne123786:0", + "nature": "crwdns123788:0crwdne123788:0", + "perception": "crwdns123790:0crwdne123790:0", + "performance": "crwdns123792:0crwdne123792:0", + "persuasion": "crwdns123794:0crwdne123794:0", + "religion": "crwdns123796:0crwdne123796:0", + "sleight_of_hand": "crwdns123798:0crwdne123798:0", + "stealth": "crwdns123800:0crwdne123800:0", + "survival": "crwdns123802:0crwdne123802:0", + "dmg-vuln": "crwdns123804:0crwdne123804:0", + "dmg-res": "crwdns123806:0crwdne123806:0", + "dmg-imm": "crwdns123808:0crwdne123808:0", + "cond-imm": "crwdns123810:0crwdne123810:0", + "senses": "crwdns123812:0crwdne123812:0", + "langs": "crwdns123814:0crwdne123814:0", + "challenge": "crwdns123816:0crwdne123816:0", + "npc-trait-name-place": "crwdns123818:0crwdne123818:0", + "npc-trait-desc-place": "crwdns123820:0crwdne123820:0", + "actions": "crwdns123822:0crwdne123822:0", + "adv": "crwdns123824:0crwdne123824:0", + "norm": "crwdns123826:0crwdne123826:0", + "disadv": "crwdns123828:0crwdne123828:0", + "name:-u": "crwdns123830:0crwdne123830:0", + "attack-u": "crwdns123832:0crwdne123832:0", + "type:-u": "crwdns123834:0crwdne123834:0", + "melee": "crwdns123836:0crwdne123836:0", + "ranged": "crwdns123838:0crwdne123838:0", + "range-reach:-u": "crwdns123840:0crwdne123840:0", + "range-reach-place": "crwdns123842:0crwdne123842:0", + "to-hit:-u": "crwdns123844:0crwdne123844:0", + "target:-u": "crwdns123846:0crwdne123846:0", + "target:": "crwdns123848:0crwdne123848:0", + "to-hit-place": "crwdns123850:0crwdne123850:0", + "on-hit:-u": "crwdns123852:0crwdne123852:0", + "on-hit-place": "crwdns123854:0crwdne123854:0", + "on-hit2:-u": "crwdns123856:0crwdne123856:0", + "on-hit-2-place": "crwdns123858:0crwdne123858:0", + "hit:": "crwdns123860:0crwdne123860:0", + "reactions": "crwdns123862:0crwdne123862:0", + "npc-repeating-name-place": "crwdns123864:0crwdne123864:0", + "npc-repeating-desc-place": "crwdns123866:0crwdne123866:0", + "traits": "crwdns133429:0crwdne133429:0", + "features": "crwdns133431:0crwdne133431:0", + "spells": "crwdns123868:0crwdne123868:0", + "prep-u": "crwdns123870:0crwdne123870:0", + "school:-u": "crwdns123872:0crwdne123872:0", + "abjuration": "crwdns123874:0crwdne123874:0", + "conjuration": "crwdns123876:0crwdne123876:0", + "divination": "crwdns123878:0crwdne123878:0", + "enchantment": "crwdns123880:0crwdne123880:0", + "evocation": "crwdns123882:0crwdne123882:0", + "illusion": "crwdns123884:0crwdne123884:0", + "necromancy": "crwdns123886:0crwdne123886:0", + "transmutation": "crwdns123888:0crwdne123888:0", + "ritual": "crwdns123890:0crwdne123890:0", + "ritual-l": "crwdns123892:0crwdne123892:0", + "range:-u": "crwdns123894:0crwdne123894:0", + "range:": "crwdns123896:0crwdne123896:0", + "components:-u": "crwdns123898:0crwdne123898:0", + "components:": "crwdns123900:0crwdne123900:0", + "spell-component-verbal": "crwdns123902:0crwdne123902:0", + "spell-component-somatic": "crwdns123904:0crwdne123904:0", + "spell-component-material": "crwdns123906:0crwdne123906:0", + "spell-ritual": "crwdns123908:0crwdne123908:0", + "spell-concentration": "crwdns123910:0crwdne123910:0", + "ruby-dust-place": "crwdns123912:0crwdne123912:0", + "concentration-u": "crwdns123914:0crwdne123914:0", + "concentration": "crwdns123916:0crwdne123916:0", + "duration:-u": "crwdns123918:0crwdne123918:0", + "duration:": "crwdns123920:0crwdne123920:0", + "difficulty-class-abv": "crwdns123922:0crwdne123922:0", + "output:-u": "crwdns123924:0crwdne123924:0", + "spellcard-u": "crwdns123926:0crwdne123926:0", + "spell-atk:-u": "crwdns123928:0crwdne123928:0", + "none": "crwdns123930:0crwdne123930:0", + "dmg:-u": "crwdns123932:0crwdne123932:0", + "dmg2:-u": "crwdns123934:0crwdne123934:0", + "healing:-u": "crwdns123936:0crwdne123936:0", + "add-ability-mod-u": "crwdns123938:0crwdne123938:0", + "effect:-u": "crwdns123940:0crwdne123940:0", + "npc-atk-effect-place": "crwdns123942:0crwdne123942:0", + "desc:-u": "crwdns123944:0crwdne123944:0", + "at-higher-lvl:-u": "crwdns123946:0crwdne123946:0", + "at-higher-lvl": "crwdns123948:0crwdne123948:0", + "higher-lvl-cast": "crwdns123950:0crwdne123950:0", + "leg-actions": "crwdns123952:0crwdne123952:0", + "leg-actions-desc": "crwdns123954:0crwdne123954:0", + "atk-range-place": "crwdns123956:0crwdne123956:0", + "atk-target-place": "crwdns123958:0crwdne123958:0", + "atk-dmg-type-place": "crwdns123960:0crwdne123960:0", + "atk-dmg-type2-place": "crwdns123962:0crwdne123962:0", + "adv-u": "crwdns123964:0crwdne123964:0", + "norm-u": "crwdns123966:0crwdne123966:0", + "disadv-u": "crwdns123968:0crwdne123968:0", + "core-u": "crwdns123970:0crwdne123970:0", + "bio-u": "crwdns123972:0crwdne123972:0", + "spells-u": "crwdns123974:0crwdne123974:0", + "feats-u": "crwdns123976:0crwdne123976:0", + "review-u": "crwdns123978:0crwdne123978:0", + "char-name-u": "crwdns123980:0crwdne123980:0", + "artificer": "crwdns131376:0crwdne131376:0", + "barbarian": "crwdns123982:0crwdne123982:0", + "bard": "crwdns123984:0crwdne123984:0", + "cleric": "crwdns123986:0crwdne123986:0", + "druid": "crwdns123988:0crwdne123988:0", + "fighter": "crwdns123990:0crwdne123990:0", + "monk": "crwdns123992:0crwdne123992:0", + "paladin": "crwdns123994:0crwdne123994:0", + "ranger": "crwdns123996:0crwdne123996:0", + "rogue": "crwdns123998:0crwdne123998:0", + "sorcerer": "crwdns124000:0crwdne124000:0", + "warlock": "crwdns124002:0crwdne124002:0", + "wizard": "crwdns124004:0crwdne124004:0", + "class-level-u": "crwdns124006:0crwdne124006:0", + "background-u": "crwdns124008:0crwdne124008:0", + "background": "crwdns124010:0crwdne124010:0", + "race-u": "crwdns124012:0crwdne124012:0", + "alignment-u": "crwdns124014:0crwdne124014:0", + "alignment": "crwdns124016:0crwdne124016:0", + "exp-pts-u": "crwdns124018:0crwdne124018:0", + "inspiration-u": "crwdns124020:0crwdne124020:0", + "prof-bonus-u": "crwdns124022:0crwdne124022:0", + "strength": "crwdns124024:0crwdne124024:0", + "strength-save": "crwdns124026:0crwdne124026:0", + "dexterity": "crwdns124028:0crwdne124028:0", + "dexterity-save": "crwdns124030:0crwdne124030:0", + "constitution": "crwdns124032:0crwdne124032:0", + "constitution-save": "crwdns124034:0crwdne124034:0", + "intelligence": "crwdns124036:0crwdne124036:0", + "intelligence-save": "crwdns124038:0crwdne124038:0", + "wisdom": "crwdns124040:0crwdne124040:0", + "wisdom-save": "crwdns124042:0crwdne124042:0", + "charisma": "crwdns124044:0crwdne124044:0", + "charisma-save": "crwdns124046:0crwdne124046:0", + "saving-throws-u": "crwdns124048:0crwdne124048:0", + "acrobatics-core": "crwdns124050:0crwdne124050:0", + "animal_handling-core": "crwdns124052:0crwdne124052:0", + "arcana-core": "crwdns124054:0crwdne124054:0", + "athletics-core": "crwdns124056:0crwdne124056:0", + "deception-core": "crwdns124058:0crwdne124058:0", + "history-core": "crwdns124060:0crwdne124060:0", + "insight-core": "crwdns124062:0crwdne124062:0", + "intimidation-core": "crwdns124064:0crwdne124064:0", + "investigation-core": "crwdns124066:0crwdne124066:0", + "medicine-core": "crwdns124068:0crwdne124068:0", + "nature-core": "crwdns124070:0crwdne124070:0", + "perception-core": "crwdns124072:0crwdne124072:0", + "performance-core": "crwdns124074:0crwdne124074:0", + "persuasion-core": "crwdns124076:0crwdne124076:0", + "religion-core": "crwdns124078:0crwdne124078:0", + "sleight_of_hand-core": "crwdns124080:0crwdne124080:0", + "stealth-core": "crwdns124082:0crwdne124082:0", + "survival-core": "crwdns124084:0crwdne124084:0", + "pass-wis-u": "crwdns124086:0crwdne124086:0", + "tool-u": "crwdns124088:0crwdne124088:0", + "pro-u": "crwdns124090:0crwdne124090:0", + "attr-u": "crwdns124092:0crwdne124092:0", + "prof-bonus:-u": "crwdns124094:0crwdne124094:0", + "prof-u": "crwdns124096:0crwdne124096:0", + "proficency-u": "crwdns124098:0crwdne124098:0", + "expertise-u": "crwdns124100:0crwdne124100:0", + "jack-of-all-u": "crwdns124102:0crwdne124102:0", + "attr:-u": "crwdns124104:0crwdne124104:0", + "tool-prof-u": "crwdns124106:0crwdne124106:0", + "weapon-proficiencies-u": "crwdns124108:0crwdne124108:0", + "other-prof-langs-u": "crwdns124110:0crwdne124110:0", + "prof-langs-u": "crwdns124112:0crwdne124112:0", + "init": "crwdns124114:0crwdne124114:0", + "init-u": "crwdns124116:0crwdne124116:0", + "hp-max-u": "crwdns124118:0crwdne124118:0", + "hp-current-u": "crwdns124120:0crwdne124120:0", + "hp-temp-u": "crwdns124122:0crwdne124122:0", + "total": "crwdns124124:0crwdne124124:0", + "hit-dice-u": "crwdns124126:0crwdne124126:0", + "successes-u": "crwdns124128:0crwdne124128:0", + "failures-u": "crwdns124130:0crwdne124130:0", + "death-save-u": "crwdns124132:0crwdne124132:0", + "death-saves-u": "crwdns124134:0crwdne124134:0", + "exhaustion-setting-u": "crwdns124136:0crwdne124136:0", + "exhaustion-u": "crwdns124138:0crwdne124138:0", + "exhaustion-0": "crwdns124140:0crwdne124140:0", + "exhaustion-1": "crwdns124142:0crwdne124142:0", + "exhaustion-2": "crwdns124144:0crwdne124144:0", + "exhaustion-3": "crwdns124146:0crwdne124146:0", + "exhaustion-4": "crwdns124148:0crwdne124148:0", + "exhaustion-5": "crwdns124150:0crwdne124150:0", + "exhaustion-6": "crwdns124152:0crwdne124152:0", + "atk-u": "crwdns124154:0crwdne124154:0", + "dmg-type-u": "crwdns124156:0crwdne124156:0", + "attack:-u": "crwdns124158:0crwdne124158:0", + "proficient-u": "crwdns124160:0crwdne124160:0", + "range-place": "crwdns124162:0crwdne124162:0", + "magic-bonus:-u": "crwdns124164:0crwdne124164:0", + "crit-range-u": "crwdns124166:0crwdne124166:0", + "damage:-u": "crwdns124168:0crwdne124168:0", + "dmg-type-place": "crwdns124170:0crwdne124170:0", + "crit:-u": "crwdns124172:0crwdne124172:0", + "damage2:-u": "crwdns124174:0crwdne124174:0", + "saving-throw:-u": "crwdns124176:0crwdne124176:0", + "vs-dc:-u": "crwdns124178:0crwdne124178:0", + "spell-u": "crwdns124180:0crwdne124180:0", + "flat-u": "crwdns124182:0crwdne124182:0", + "save": "crwdns124184:0crwdne124184:0", + "save-effect:-u": "crwdns124186:0crwdne124186:0", + "save-effect-place": "crwdns124188:0crwdne124188:0", + "ammunition:-u": "crwdns124190:0crwdne124190:0", + "ammunition-place": "crwdns124192:0crwdne124192:0", + "description:-u": "crwdns124194:0crwdne124194:0", + "description:": "crwdns134013:0crwdne134013:0", + "description-place": "crwdns124196:0crwdne124196:0", + "atk-spellcasting-u": "crwdns124198:0crwdne124198:0", + "copper-piece-u": "crwdns124200:0crwdne124200:0", + "silver-piece-u": "crwdns124202:0crwdne124202:0", + "electrum-piece-u": "crwdns124204:0crwdne124204:0", + "gold-piece-u": "crwdns124206:0crwdne124206:0", + "platinum-piece-u": "crwdns124208:0crwdne124208:0", + "warning-armor-sets-u": "crwdns124210:0crwdne124210:0", + "item-name-u": "crwdns124212:0crwdne124212:0", + "equipped-u": "crwdns124214:0crwdne124214:0", + "use-as-resource-u": "crwdns124216:0crwdne124216:0", + "prop:-u": "crwdns124218:0crwdne124218:0", + "mods:-u": "crwdns124220:0crwdne124220:0", + "total-weight-u": "crwdns124222:0crwdne124222:0", + "immobile-u": "crwdns124224:0crwdne124224:0", + "heavily-encumbered-u": "crwdns124226:0crwdne124226:0", + "encumbered-u": "crwdns124228:0crwdne124228:0", + "over-carrying-cap-u": "crwdns124230:0crwdne124230:0", + "equipment-u": "crwdns124232:0crwdne124232:0", + "personality-traits-u": "crwdns124234:0crwdne124234:0", + "ideals-u": "crwdns124236:0crwdne124236:0", + "bonds-u": "crwdns124238:0crwdne124238:0", + "flaws-u": "crwdns124240:0crwdne124240:0", + "class-resource-u": "crwdns124242:0crwdne124242:0", + "other-resource-u": "crwdns124244:0crwdne124244:0", + "feats-traits-u": "crwdns124246:0crwdne124246:0", + "age-u": "crwdns124248:0crwdne124248:0", + "size-u": "crwdns124250:0crwdne124250:0", + "size": "crwdns124252:0crwdne124252:0", + "height-u": "crwdns124254:0crwdne124254:0", + "weight-u": "crwdns124256:0crwdne124256:0", + "eye-u": "crwdns124258:0crwdne124258:0", + "skin-u": "crwdns124260:0crwdne124260:0", + "hair-u": "crwdns124262:0crwdne124262:0", + "char-appearance-u": "crwdns124264:0crwdne124264:0", + "char-backstory-u": "crwdns124266:0crwdne124266:0", + "allies-orgs-u": "crwdns124268:0crwdne124268:0", + "add-feats-traits-u": "crwdns124270:0crwdne124270:0", + "feat-u": "crwdns124272:0crwdne124272:0", + "treasure-u": "crwdns124274:0crwdne124274:0", + "spell-save-dc-u": "crwdns124276:0crwdne124276:0", + "cantrips-u": "crwdns124278:0crwdne124278:0", + "ritual-u": "crwdns124280:0crwdne124280:0", + "casting-time:-u": "crwdns124282:0crwdne124282:0", + "casting-time:": "crwdns124284:0crwdne124284:0", + "at-higher-lvl-dmg:-u": "crwdns124286:0crwdne124286:0", + "half-dmg-place": "crwdns124288:0crwdne124288:0", + "hit-die:-u": "crwdns124290:0crwdne124290:0", + "initiative-mod:-u": "crwdns124292:0crwdne124292:0", + "glob-saving-mod:-u": "crwdns124294:0crwdne124294:0", + "glob-ac-mod:-u": "crwdns124296:0crwdne124296:0", + "glob-atk-mod:-u": "crwdns124298:0crwdne124298:0", + "pass-perc-mod:-u": "crwdns124300:0crwdne124300:0", + "death-save-mod:-u": "crwdns124302:0crwdne124302:0", + "magic-caster-lvl:-u": "crwdns124304:0crwdne124304:0", + "halfling-luck-u": "crwdns124306:0crwdne124306:0", + "arcane-fighter-u": "crwdns124308:0crwdne124308:0", + "arcane-rogue-u": "crwdns124310:0crwdne124310:0", + "class-options-u": "crwdns124312:0{class}crwdne124312:0", + "class:-u": "crwdns124314:0crwdne124314:0", + "subclass:-u": "crwdns124316:0crwdne124316:0", + "race:-u": "crwdns124318:0crwdne124318:0", + "subrace:-u": "crwdns124320:0crwdne124320:0", + "subrace": "crwdns124322:0crwdne124322:0", + "subrace-ability-increase": "crwdns124324:0crwdne124324:0", + "2nd-class:-u": "crwdns124326:0crwdne124326:0", + "lvl:-u": "crwdns124328:0crwdne124328:0", + "3rd-class:-u": "crwdns124330:0crwdne124330:0", + "4th-class:-u": "crwdns124332:0crwdne124332:0", + "mutliclass-opts-u": "crwdns124334:0crwdne124334:0", + "use-cust-class-u": "crwdns124336:0crwdne124336:0", + "class-name:-u": "crwdns124338:0crwdne124338:0", + "spellcasting-ability:-u": "crwdns124340:0crwdne124340:0", + "spell-slots:-u": "crwdns124342:0crwdne124342:0", + "spell-full-u": "crwdns124344:0crwdne124344:0", + "spell-half-u": "crwdns133435:0crwdne133435:0", + "spell-third-u": "crwdns124348:0crwdne124348:0", + "cust-class-opts": "crwdns124350:0crwdne124350:0", + "normal": "crwdns124352:0crwdne124352:0", + "expirtise": "crwdns124354:0crwdne124354:0", + "skill-opts-u": "crwdns124356:0crwdne124356:0", + "version": "crwdns124358:0crwdne124358:0", + "always-roll-adv": "crwdns124360:0crwdne124360:0", + "toggle-roll-adv": "crwdns124362:0crwdne124362:0", + "query-roll-adv": "crwdns124364:0crwdne124364:0", + "never-roll-adv": "crwdns124366:0crwdne124366:0", + "never-whisper-roll": "crwdns124368:0crwdne124368:0", + "query-whisper-roll": "crwdns124370:0crwdne124370:0", + "always-whisper-roll": "crwdns124372:0crwdne124372:0", + "never-roll-dmg": "crwdns124374:0crwdne124374:0", + "always-roll-dmg": "crwdns124376:0crwdne124376:0", + "add-char-to-templates:-u": "crwdns124378:0crwdne124378:0", + "on": "crwdns124380:0crwdne124380:0", + "off": "crwdns124382:0crwdne124382:0", + "inventory:-u": "crwdns124384:0crwdne124384:0", + "compendium-compatible": "crwdns124386:0crwdne124386:0", + "simple": "crwdns124388:0crwdne124388:0", + "encumbrance:-u": "crwdns124390:0crwdne124390:0", + "ammo-tracking:-u": "crwdns124392:0crwdne124392:0", + "general-opts-u": "crwdns124394:0crwdne124394:0", + "transition-text": "crwdns124396:0crwdne124396:0", + "transition-text-highlight": "crwdns124398:0crwdne124398:0", + "choose-sheet-transfer": "crwdns124400:0crwdne124400:0", + "community-sheet-u": "crwdns124402:0crwdne124402:0", + "shaped-sheet-u": "crwdns124404:0crwdne124404:0", + "transition-opts-u": "crwdns124406:0crwdne124406:0", + "portions-sheet-utilize": "crwdns124408:0crwdne124408:0", + "api-required-title": "crwdns124410:0crwdne124410:0", + "api-required-u": "crwdns124412:0crwdne124412:0", + "spell_dc_mod:-u": "crwdns124414:0crwdne124414:0", + "custom_ac:-u": "crwdns124416:0crwdne124416:0", + "npc-info": "crwdns124418:0crwdne124418:0", + "npc-pc": "crwdns124420:0crwdne124420:0", + "roll-queries-info": "crwdns124422:0crwdne124422:0", + "whisp-rolls-gm-info": "crwdns124424:0crwdne124424:0", + "auto-dmg-roll-info": "crwdns124426:0crwdne124426:0", + "add-char-to-templates-info": "crwdns124428:0crwdne124428:0", + "inventory-info": "crwdns124430:0crwdne124430:0", + "encumbrance-info": "crwdns124432:0crwdne124432:0", + "ammo-tracking-info": "crwdns124434:0crwdne124434:0", + "dungeons-and-dragons-styling": "crwdns124436:0crwdne124436:0", + "dungeons-and-dragons-styling-info": "crwdns124438:0crwdne124438:0", + "cd-bar1-value:-u": "crwdns124440:0crwdne124440:0", + "cd-bar1-max:-u": "crwdns124442:0crwdne124442:0", + "cd-bar1-link:-u": "crwdns124444:0crwdne124444:0", + "cd-bar1-value-desc:-u": "crwdns124446:0crwdne124446:0", + "cd-bar1-max-desc:-u": "crwdns124448:0crwdne124448:0", + "cd-bar1-link-desc:-u": "crwdns124450:0crwdne124450:0", + "cd-bar2-value:-u": "crwdns124452:0crwdne124452:0", + "cd-bar2-max:-u": "crwdns124454:0crwdne124454:0", + "cd-bar2-link:-u": "crwdns124456:0crwdne124456:0", + "cd-bar2-value-desc:-u": "crwdns124458:0crwdne124458:0", + "cd-bar2-max-desc:-u": "crwdns124460:0crwdne124460:0", + "cd-bar2-link-desc:-u": "crwdns124462:0crwdne124462:0", + "cd-bar3-value:-u": "crwdns124464:0crwdne124464:0", + "cd-bar3-max:-u": "crwdns124466:0crwdne124466:0", + "cd-bar3-link:-u": "crwdns124468:0crwdne124468:0", + "cd-bar3-value-desc:-u": "crwdns124470:0crwdne124470:0", + "cd-bar3-max-desc:-u": "crwdns124472:0crwdne124472:0", + "cd-bar3-link-desc:-u": "crwdns124474:0crwdne124474:0", + "npc-name-in-rolls:-u": "crwdns124476:0crwdne124476:0", + "show": "crwdns124478:0crwdne124478:0", + "hide": "crwdns124480:0crwdne124480:0", + "npc-name-in-rolls-desc:-u": "crwdns124482:0crwdne124482:0", + "public:-u": "crwdns124484:0crwdne124484:0", + "to-gm:-u": "crwdns124486:0crwdne124486:0", + "toggle-roll-whisper": "crwdns124488:0crwdne124488:0", + "attribute-opts-u": "crwdns124490:0crwdne124490:0", + "save-opts-u": "crwdns124492:0crwdne124492:0", + "by-level": "crwdns124494:0crwdne124494:0", + "prof-die": "crwdns124496:0crwdne124496:0", + "custom": "crwdns124498:0crwdne124498:0", + "core-die-roll:-u": "crwdns124500:0crwdne124500:0", + "has-attack-u": "crwdns124502:0crwdne124502:0", + "variant-phb": "crwdns124504:0crwdne124504:0", + "carrying-capacity-mod:-u": "crwdns124506:0crwdne124506:0", + "armor-class-tracking:-u": "crwdns124508:0crwdne124508:0", + "automatic": "crwdns124510:0crwdne124510:0", + "cantrip-progression:-u": "crwdns124512:0crwdne124512:0", + "cantrip-dice-u": "crwdns124514:0crwdne124514:0", + "cantrip-beam-u": "crwdns124516:0crwdne124516:0", + "slots_total-u": "crwdns124518:0crwdne124518:0", + "slots_remaining-u": "crwdns124520:0crwdne124520:0", + "level-calculations:-u": "crwdns124522:0crwdne124522:0", + "spell_slot_modifiers-u": "crwdns124524:0crwdne124524:0", + "lvl-u": "crwdns124526:0crwdne124526:0", + "include_spell_desc:-u": "crwdns124528:0crwdne124528:0", + "token_size-u": "crwdns124530:0crwdne124530:0", + "add-dex-tiebreaker-u": "crwdns124532:0crwdne124532:0", + "initiative-style:-u": "crwdns124534:0crwdne124534:0", + "query-attr-u": "crwdns124536:0crwdne124536:0", + "custom-skills-u": "crwdns124538:0crwdne124538:0", + "weapon-u": "crwdns124540:0crwdne124540:0", + "armor-u": "crwdns124542:0crwdne124542:0", + "other-u": "crwdns124544:0crwdne124544:0", + "source:-u": "crwdns124546:0crwdne124546:0", + "source-type:-u": "crwdns124548:0crwdne124548:0", + "racial": "crwdns124550:0crwdne124550:0", + "class": "crwdns124552:0crwdne124552:0", + "feat": "crwdns124554:0crwdne124554:0", + "feats": "crwdns124556:0crwdne124556:0", + "other": "crwdns124558:0crwdne124558:0", + "partial": "crwdns124560:0crwdne124560:0", + "show_all": "crwdns124562:0crwdne124562:0", + "cr_only": "crwdns124564:0crwdne124564:0", + "spell-icons:-u": "crwdns124566:0crwdne124566:0", + "custom-pb:-u": "crwdns124568:0crwdne124568:0", + "show-global-attack-field-u": "crwdns124570:0crwdne124570:0", + "show-global-damage-field-u": "crwdns124572:0crwdne124572:0", + "show-global-save-field-u": "crwdns124574:0crwdne124574:0", + "show-global-skill-field-u": "crwdns124576:0crwdne124576:0", + "global-attack-u": "crwdns124578:0crwdne124578:0", + "global-damage-u": "crwdns124580:0crwdne124580:0", + "global-save-u": "crwdns124582:0crwdne124582:0", + "global-skill-u": "crwdns124584:0crwdne124584:0", + "global-damage": "crwdns124586:0crwdne124586:0", + "core-die-roll-info": "crwdns124588:0crwdne124588:0", + "pb-type-info": "crwdns124590:0crwdne124590:0", + "global-save-info": "crwdns124592:0crwdne124592:0", + "global-skill-info": "crwdns124594:0crwdne124594:0", + "global-attack-info": "crwdns124596:0crwdne124596:0", + "global-damage-info": "crwdns124598:0crwdne124598:0", + "auto-level-calc-info": "crwdns124600:0crwdne124600:0", + "simple-traits-info": "crwdns124602:0crwdne124602:0", + "simple-proficiencies-info": "crwdns124604:0crwdne124604:0", + "init-tiebreaker-info": "crwdns124606:0crwdne124606:0", + "b-custom-info": "crwdns124608:0crwdne124608:0", + "footer-wiki-link": "crwdns124610:0crwdne124610:0", + "accepting-drop-u": "crwdns124612:0crwdne124612:0", + "are_you_sure": "crwdns124614:0crwdne124614:0", + "yes": "crwdns124616:0crwdne124616:0", + "next": "crwdns124618:0crwdne124618:0", + "cancel": "crwdns124620:0crwdne124620:0", + "cancel-u": "crwdns124622:0crwdne124622:0", + "choose": "crwdns124624:0crwdne124624:0", + "innate:-u": "crwdns124626:0crwdne124626:0", + "mod:-u": "crwdns124628:0crwdne124628:0", + "hpmods:-u": "crwdns124630:0crwdne124630:0", + "charmancer-welcome": "crwdns124632:0crwdne124632:0", + "charmancer-what-is": "crwdns124634:0crwdne124634:0", + "get-started": "crwdns124636:0crwdne124636:0", + "opt-out-u": "crwdns124638:0crwdne124638:0", + "charmancer-compendium": "crwdns124640:0crwdne124640:0", + "charmancer-compendium-detail": "crwdns124642:0crwdne124642:0", + "charmancer-choose-race": "crwdns124644:0crwdne124644:0", + "charmancer-custom-race-name": "crwdns124646:0crwdne124646:0", + "charmancer-custom-subclass-name:": "crwdns124648:0crwdne124648:0", + "charmancer-additional-cantrips": "crwdns124650:0crwdne124650:0", + "charmancer-additional-lvl-1-spells": "crwdns124652:0crwdne124652:0", + "suggested-abilities": "crwdns124654:0crwdne124654:0", + "class-spellcasting": "crwdns124656:0crwdne124656:0", + "ability-score-increase": "crwdns124658:0crwdne124658:0", + "lawful-good": "crwdns124660:0crwdne124660:0", + "neutral-good": "crwdns124662:0crwdne124662:0", + "chaotic-good": "crwdns124664:0crwdne124664:0", + "lawful-neutral": "crwdns124666:0crwdne124666:0", + "neutral": "crwdns124668:0crwdne124668:0", + "chaotic-neutral": "crwdns124670:0crwdne124670:0", + "lawful-evil": "crwdns124672:0crwdne124672:0", + "neutral-evil": "crwdns124674:0crwdne124674:0", + "chaotic-evil": "crwdns124676:0crwdne124676:0", + "tiny": "crwdns124678:0crwdne124678:0", + "small": "crwdns124680:0crwdne124680:0", + "medium": "crwdns124682:0crwdne124682:0", + "large": "crwdns124684:0crwdne124684:0", + "huge": "crwdns124686:0crwdne124686:0", + "age": "crwdns124688:0crwdne124688:0", + "gargantuan": "crwdns124690:0crwdne124690:0", + "step1-equipment": "crwdns124692:0crwdne124692:0", + "equipment-from-background": "crwdns124694:0crwdne124694:0", + "equipment-from-class": "crwdns124696:0crwdne124696:0", + "class-equipment": "crwdns124698:0crwdne124698:0", + "starting-wealth": "crwdns124700:0crwdne124700:0", + "starting-gold:": "crwdns124702:0crwdne124702:0", + "no_class_warning-u": "crwdns124704:0crwdne124704:0", + "standard-array": "crwdns124706:0crwdne124706:0", + "roll-for-stats": "crwdns124708:0crwdne124708:0", + "standard-roll": "crwdns124710:0crwdne124710:0", + "charmancer-cancel-heading": "crwdns124712:0crwdne124712:0", + "continue-charmancer": "crwdns124714:0crwdne124714:0", + "save_progress_and_exit": "crwdns124716:0crwdne124716:0", + "cancel_charactermancer": "crwdns124718:0crwdne124718:0", + "charmancer-discard-warning": "crwdns124720:0crwdne124720:0", + "mancer-opts-u": "crwdns124722:0crwdne124722:0", + "relaunch-lvl1mancer-u": "crwdns124724:0crwdne124724:0", + "point-buy": "crwdns124726:0crwdne124726:0", + "available-points:": "crwdns124728:0crwdne124728:0", + "equipment-choice-text": "crwdns124730:0crwdne124730:0", + "charmancer-start": "crwdns124732:0crwdne124732:0", + "clear-abilities": "crwdns124734:0crwdne124734:0", + "use-charactermancer-for-new:-u": "crwdns124736:0crwdne124736:0", + "use-charactermancer-for-new-info": "crwdns124738:0crwdne124738:0", + "feat-pre-check": "crwdns124740:0crwdne124740:0", + "stats-rolled-hint": "crwdns124742:0crwdne124742:0", + "return-to:": "crwdns124744:0crwdne124744:0", + "do_you_want_mancer": "crwdns124746:0crwdne124746:0", + "no": "crwdns124748:0crwdne124748:0", + "global-ac-u": "crwdns124750:0crwdne124750:0", + "show-global-ac-field-u": "crwdns124752:0crwdne124752:0", + "warning-customac-u": "crwdns124754:0crwdne124754:0", + "manual": "crwdns124756:0crwdne124756:0", + "npc-new": "crwdns124758:0crwdne124758:0", + "mancer-confirm-yes": "crwdns124760:0crwdne124760:0", + "allow-shields-u": "crwdns124762:0crwdne124762:0", + "levels-u": "crwdns124764:0crwdne124764:0", + "features-u": "crwdns124766:0crwdne124766:0", + "asi-u": "crwdns124768:0crwdne124768:0", + "charmancer-leveler-what-is": "crwdns124770:0crwdne124770:0", + "charmancer-leveler-level-info1": "crwdns124772:0crwdne124772:0", + "charmancer-leveler-level-info2": "crwdns124774:0crwdne124774:0", + "charmancer-leveler-spells-info": "crwdns124776:0crwdne124776:0", + "total-level-u": "crwdns124778:0crwdne124778:0", + "main-class-level-u": "crwdns124780:0crwdne124780:0", + "class-2-level-u": "crwdns124782:0crwdne124782:0", + "class-3-level-u": "crwdns124784:0crwdne124784:0", + "class-4-level-u": "crwdns124786:0crwdne124786:0", + "levels:-u": "crwdns124788:0crwdne124788:0", + "warning-leveler_start-u": "crwdns124790:0crwdne124790:0", + "charmancer-leveler-custom-class-warning": "crwdns124792:0crwdne124792:0", + "charmancer-welcome-lp": "crwdns124794:0crwdne124794:0", + "charmancer-leveler-what-is-lp": "crwdns124796:0crwdne124796:0", + "charmancer-compendium-detail-lp": "crwdns124798:0crwdne124798:0", + "roll:-u": "crwdns124800:0crwdne124800:0", + "roll": "crwdns124802:0crwdne124802:0", + "prerequisite:": "crwdns124804:0crwdne124804:0", + "back": "crwdns124806:0crwdne124806:0", + "back-to-top": "crwdns124808:0crwdne124808:0", + "choose-a-class:": "crwdns124810:0crwdne124810:0", + "custom-class-name:": "crwdns124812:0crwdne124812:0", + "charmancer-class-features:": "crwdns124814:0crwdne124814:0", + "charmancer-subclass-features:": "crwdns124816:0crwdne124816:0", + "hit-die:": "crwdns124818:0crwdne124818:0", + "average": "crwdns124820:0crwdne124820:0", + "hp-u": "crwdns124822:0crwdne124822:0", + "saving-throw-proficiency": "crwdns124824:0crwdne124824:0", + "armor": "crwdns124826:0crwdne124826:0", + "equipment": "crwdns124828:0crwdne124828:0", + "language": "crwdns124830:0crwdne124830:0", + "skill": "crwdns124832:0crwdne124832:0", + "tool": "crwdns124834:0crwdne124834:0", + "weapon": "crwdns124836:0crwdne124836:0", + "add-another-feature": "crwdns124838:0crwdne124838:0", + "add-another-proficiency": "crwdns124840:0crwdne124840:0", + "innate-spellcasting:": "crwdns124842:0crwdne124842:0", + "spellcasting-ability": "crwdns124844:0crwdne124844:0", + "number-of-cantrips": "crwdns124846:0crwdne124846:0", + "number-of-lvl-1-spells": "crwdns124848:0crwdne124848:0", + "spell-list": "crwdns124850:0crwdne124850:0", + "done": "crwdns134015:0crwdne134015:0", + "ability-score-method": "crwdns124852:0crwdne124852:0", + "select-your-choices": "crwdns124854:0crwdne124854:0", + "input-your-scores": "crwdns124856:0crwdne124856:0", + "choose-background": "crwdns124858:0crwdne124858:0", + "personality-traits": "crwdns124860:0crwdne124860:0", + "ideal": "crwdns124862:0crwdne124862:0", + "bond": "crwdns124864:0crwdne124864:0", + "flaw": "crwdns124866:0crwdne124866:0", + "you-have-chosen-starting-gold": "crwdns124868:0crwdne124868:0", + "you-have-created-custom-class": "crwdns124870:0crwdne124870:0", + "arcane-is-mystery": "crwdns124872:0crwdne124872:0", + "your-character-dont-have-spells-this-lvl": "crwdns124874:0crwdne124874:0", + "charmancer-a-feat-represents": "crwdns124876:0crwdne124876:0", + "you-really-havent-done": "crwdns124878:0crwdne124878:0", + "review-your-choices": "crwdns124880:0crwdne124880:0", + "race": "crwdns124882:0crwdne124882:0", + "abilities": "crwdns124884:0crwdne124884:0", + "bio": "crwdns124886:0crwdne124886:0", + "name-background": "crwdns124888:0crwdne124888:0", + "building-your-character": "crwdns124890:0crwdne124890:0", + "charmancer-only-choice-left-is-on-or": "crwdns124892:0crwdne124892:0", + "apply-changes": "crwdns124894:0crwdne124894:0", + "pick-your-equipment": "crwdns124896:0crwdne124896:0", + "you-havent-chosen-background": "crwdns124898:0crwdne124898:0", + "you-havent-selected-class": "crwdns124900:0crwdne124900:0", + "ability-score": "crwdns124902:0crwdne124902:0", + "you-can-increase-two-abilites": "crwdns124904:0crwdne124904:0", + "before-leveling": "crwdns124906:0crwdne124906:0", + "after-leveling": "crwdns124908:0crwdne124908:0", + "charmancer-removed-spells-marked-pt1": "crwdns127532:0crwdne127532:0" +} diff --git a/SalvageUnion/SalvageUnion.css b/SalvageUnion/SalvageUnion.css index 88e96ab345..cf0630ac59 100644 --- a/SalvageUnion/SalvageUnion.css +++ b/SalvageUnion/SalvageUnion.css @@ -1,7 +1,21 @@ .wrapper { background-color: antiquewhite; - padding: 10px; + padding: 20px; +} + +summary{ + display:list-item; + list-style-position: outside; + margin-left: 10px; +} + +.subdetails { + margin-left: 10px; +} + +input[type="checkbox"] { + margin-left: 10px; } /*Configure the tab buttons*/ @@ -11,7 +25,10 @@ } .pilot, -.mech { +.mech, +.crawler, +.settings + { display: none; margin-top: 5px; } @@ -22,21 +39,64 @@ /* show the selected tab */ .tabstoggle[value="pilot"] ~ div.pilot, -.tabstoggle[value="mech"] ~ div.mech { +.tabstoggle[value="mech"] ~ div.mech, +.tabstoggle[value="crawler"] ~ div.crawler, +.tabstoggle[value="settings"] ~ div.settings + { display: block; } +.show-pilot:not(:checked) ~ button.pilot-button { + display:none; +} +.show-pilot:checked ~ button.pilot-button { +} + +.show-mech:not(:checked) ~ button.mech-button { + display:none; +} +.show-mech:checked ~ button.mech-button { +} + +.show-crawler:not(:checked) ~ button.crawler-button { + display:none; +} +.show-crawler:checked ~ button.crawler-button { +} + + +/** + sheet content +**/ + .twocolumns { + max-width: 45%; + min-width: 35%; +} + +.descValuePair { display: flex; - margin-top: 5px; } -.valuecolumn { - display: inline-grid; +.textbutton { + background: none; + border: none; + font-weight: bold; + font-size: 1.2em; + float: none; + text-align: left; + flex-basis: 100%; + align-self: baseline; } -.textarea { - max-height: 50px; +.checkboxSpacer { + margin-right: 7%; +} + +.wrapper textarea { + padding: 5px; + margin-left: 10px; + width: 98% } .weapon { @@ -51,16 +111,40 @@ h3 { margin-top: 2%; } +.inventory { + display: flex; + flex-wrap: wrap; + justify-content: space-between; +} +.equipment { + display: inline-flex; + width: 100%; +} + +.equipment > label, +.equipment > summary > input[type="text"] + { + width: 22%; +} .ui-dialog .charsheet input { height: 24px; } +/* Setting sections */ + +label.settings-checkbox { + width: fit-content; + cursor: pointer; +} + + .sheet-rolltemplate-roll table, +.sheet-rolltemplate-overload table, .sheet-rolltemplate-weapon table{ background-color:antiquewhite; border:1px solid #c1875d; @@ -71,6 +155,7 @@ h3 { } .sheet-rolltemplate-roll table th, +.sheet-rolltemplate-overload table th, .sheet-rolltemplate-weapon table th{ background-color:antiquewhite; text-align:center; @@ -79,11 +164,13 @@ h3 { } .sheet-rolltemplate-roll table td, +.sheet-rolltemplate-overload table td, .sheet-rolltemplate-weapon table td{ padding: 2px; } .sheet-rolltemplate-roll table .inlinerollresult, +.sheet-rolltemplate-overload table .inlinerollresult, .sheet-rolltemplate-weapon table .inlinerollresult{ border:none !important; background-color:inherit; @@ -96,4 +183,20 @@ h3 { vertical-align:top; margin:-1px -3px 0px -3px; padding:1px; +} + +.sheet-rolltemplate-button-row { + display: flex; + margin-top: -3px; + justify-content: center; + align-content: center; +} + +.sheet-rolltemplate-button a[href^="~"]{ + text-align: center; + border-radius: 30px; + color: #eebb99; + background-color: black; + padding-left: 10px; + padding-right: 10px; } \ No newline at end of file diff --git a/SalvageUnion/SalvageUnion.html b/SalvageUnion/SalvageUnion.html index 2e60f22d81..2ded16dd02 100644 --- a/SalvageUnion/SalvageUnion.html +++ b/SalvageUnion/SalvageUnion.html @@ -1,50 +1,74 @@
    - +
    - - + + + + + + + + + +
    -

    Pilot

    -
    +

    Pilot + +

    +
    -
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    Stats

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    @@ -57,74 +81,142 @@
    -
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    Inventory

    -
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    Equipment

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    Abilities

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    Mech

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    Mech + +

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    Stats

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    @@ -137,36 +229,238 @@
    -
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    + + + + + + +
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    Cargo

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    Modules

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    Systems

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    Crawler + +

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    Weapons

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    Crew

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    Cargo

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    Modules

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    + + + @@ -192,28 +557,28 @@ {{#rollBetween() roll 20 20}} Nailed it ({{roll}})
    - You have overcome the odds and managed an outstanding success. You may achieve an additional bonus of your choice to the action. When dealing damage you double it. + You have overcome the odds and managed an outstanding success. You may achieve an additional bonus of your choice to the action e.g. double the damage. {{/rollBetween() roll 20 20}} {{#rollBetween() roll 11 19}} - Success ({{roll}}) - You’ve achieved your goal without any compromises. When attacking you hit the target and deal standard damage + Success ({{roll}}) - You hit the target and deal standard damage {{/rollBetween() roll 11 19}} {{#rollBetween() roll 6 10}} - Tough Choice ({{roll}}) - You succeed in your action but at a cost. The Mediator will give you a tough choice with some kind of consequence. When attacking you hit but something has + Tough Choice ({{roll}}) - You succeed in your action but at a cost. The Mediator will give you a tough choice with some kind of consequence. You hit but something has gone wrong. {{/rollBetween() roll 6 10}} {{#rollBetween() roll 2 5}} - Failure ({{roll}}) - You’ve failed at what you were attempting, and you’ll face a consequence of The Mediator’s choice. When attacking you miss the target. + Failure ({{roll}}) - You miss the target. {{/rollBetween() roll 2 5}} {{#rollBetween() roll 1 1}} - Cascade Failure ({{roll}}) - You have not only failed, but something has gone terribly wrong. You will suffer a severe consequence of The Mediator’s choice. When attacking you miss the - target and something has gone wrong. + Cascade Failure ({{roll}}) - You miss the target and something has gone wrong. {{/rollBetween() roll 1 1}} + {{#damage}}
    @@ -224,7 +589,33 @@ Weapondamage: {{damage}} + {{/damage}} + {{#heat}} + + +
    + + + + + Heat Check: {{heat}} vs {{heatroll}} + + + {{/heat}} + {{#mech}} +
    +
    + [Push](~{{callsign}}|reactPushWeapon) +
    + + {{#^rollGreater() heatroll heat}} +
    + [Reactor Overload](~{{callsign}}|reactOverload) +
    + {{/^rollGreater() heatroll heat}} +
    + {{/mech}}
    @@ -247,21 +638,84 @@ {{/rollBetween() roll 20 20}} {{#rollBetween() roll 11 19}} - Success ({{roll}}) - You’ve achieved your goal without any compromises. When attacking you hit the target and deal standard damage + Success ({{roll}}) - You’ve achieved your goal without any compromises. {{/rollBetween() roll 11 19}} {{#rollBetween() roll 6 10}} - Tough Choice ({{roll}}) - You succeed in your action but at a cost. The Mediator will give you a tough choice with some kind of consequence. When attacking you hit but something has - gone wrong. + Tough Choice ({{roll}}) - You succeed in your action but at a cost. The Mediator will give you a tough choice with some kind of consequence. {{/rollBetween() roll 6 10}} {{#rollBetween() roll 2 5}} - Failure ({{roll}}) - You’ve failed at what you were attempting, and you’ll face a consequence of The Mediator’s choice. When attacking you miss the target. + Failure ({{roll}}) - You’ve failed at what you were attempting, and you’ll face a consequence of The Mediator’s choice. {{/rollBetween() roll 2 5}} {{#rollBetween() roll 1 1}} - Cascade Failure ({{roll}}) - You have not only failed, but something has gone terribly wrong. You will suffer a severe consequence of The Mediator’s choice. When attacking you miss the - target and something has gone wrong. + Cascade Failure ({{roll}}) - You have not only failed, but something has gone terribly wrong. You will suffer a severe consequence of The Mediator’s choice. + {{/rollBetween() roll 1 1}} + + + {{#heat}} + + +
    + + + + + Heat Check: {{heat}} vs {{heatroll}} + + + {{/heat}} + + {{#mech}} +
    + +
    + [Push](~{{name}}|reactPush) +
    + + {{#^rollGreater() heatroll heat}} +
    + [Reactor Overload](~{{name}}|reactOverload) +
    + {{/^rollGreater() heatroll heat}} +
    + {{/mech}} +
    + + + + + + + + + + + diff --git a/Savage Worlds - Graph Paper/translations/uk.json b/Savage Worlds - Graph Paper/translations/uk.json index 893e02c8de..e14f113120 100644 --- a/Savage Worlds - Graph Paper/translations/uk.json +++ b/Savage Worlds - Graph Paper/translations/uk.json @@ -1,10 +1,10 @@ { - "_height": "Height", - "abilities": "Abilities", - "abilities-placeholder": "Abilities", - "ability-placeholder": "Ability: Description", + "_height": "Зріст", + "abilities": "Характеристики", + "abilities-placeholder": "Характеристики", + "ability-placeholder": "Характеристика: опис", "ace-damage": "Ace Damage", - "ace-damage-title": "Exploding Damage Dice On/Off", + "ace-damage-title": "Вибухові кістки ушкоджень (ввімк./вимк.)", "advancements-heroic-placeholder": "Heroic", "advancements-legendary-placeholder": "Legendary", "advancements-novice-placeholder": "Novice", @@ -15,40 +15,40 @@ "advancements-rank-v": "V", "advancements-seasoned-placeholder": "Seasoned", "advancements-veteran-placeholder": "Veteran", - "age": "Age", + "age": "Вік", "agi-u": "AGI", - "agility-mod": "Bonus", + "agility-mod": "Бонус", "agility-natural": "Natural", "agility-wd": "WD", - "allies": "Allies", - "allies-name-placeholder": "Name", - "allies-note-box-placeholder": "Notes", - "allies-note-field-1-placeholder": "Note #1", - "allies-note-field-10-placeholder": "Note #10", - "allies-note-field-11-placeholder": "Note #11", - "allies-note-field-12-placeholder": "Note #12", - "allies-note-field-13-placeholder": "Note #13", - "allies-note-field-14-placeholder": "Note #14", - "allies-note-field-15-placeholder": "Note #15", - "allies-note-field-16-placeholder": "Note #16", - "allies-note-field-17-placeholder": "Note #17", - "allies-note-field-18-placeholder": "Note #18", - "allies-note-field-19-placeholder": "Note #19", - "allies-note-field-2-placeholder": "Note #2", - "allies-note-field-20-placeholder": "Note #20", - "allies-note-field-3-placeholder": "Note #3", - "allies-note-field-4-placeholder": "Note #4", - "allies-note-field-5-placeholder": "Note #5", - "allies-note-field-6-placeholder": "Note #6", - "allies-note-field-7-placeholder": "Note #7", - "allies-note-field-8-placeholder": "Note #8", - "allies-note-field-9-placeholder": "Note #9", - "ally": "Ally", - "ammunition": "Ammunition", + "allies": "Союзники", + "allies-name-placeholder": "Ім’я", + "allies-note-box-placeholder": "Примітки", + "allies-note-field-1-placeholder": "Примітка №1", + "allies-note-field-10-placeholder": "Примітка №10", + "allies-note-field-11-placeholder": "Примітка №11", + "allies-note-field-12-placeholder": "Примітка №12", + "allies-note-field-13-placeholder": "Примітка №13", + "allies-note-field-14-placeholder": "Примітка №14", + "allies-note-field-15-placeholder": "Примітка №15", + "allies-note-field-16-placeholder": "Примітка №16", + "allies-note-field-17-placeholder": "Примітка №17", + "allies-note-field-18-placeholder": "Примітка №18", + "allies-note-field-19-placeholder": "Примітка №19", + "allies-note-field-2-placeholder": "Примітка №2", + "allies-note-field-20-placeholder": "Примітка №20", + "allies-note-field-3-placeholder": "Примітка №3", + "allies-note-field-4-placeholder": "Примітка №4", + "allies-note-field-5-placeholder": "Примітка №5", + "allies-note-field-6-placeholder": "Примітка №6", + "allies-note-field-7-placeholder": "Примітка №7", + "allies-note-field-8-placeholder": "Примітка №8", + "allies-note-field-9-placeholder": "Примітка №9", + "ally": "Союзник", + "ammunition": "Боєприпаси", "ammunition-reset": "R", "ammunition-set": "S", - "apparel": "Apparel", - "apparel-armor": "Armor", + "apparel": "Одяг", + "apparel-armor": "Броня", "apparel-name-placeholder": "Apparel", "apparel-note-box-placeholder": "Notes", "apparel-notes-label": "Notes:", @@ -470,19 +470,19 @@ "run": "Run", "runs-ellipsis": "runs...", "science": "Science", - "settings-abilities-label": "[Abilities]", - "settings-allies-label": "[Allies]", + "settings-abilities-label": "Характеристики", + "settings-allies-label": "Союзники", "settings-ammunition-container-1": "Ammo #1", "settings-ammunition-container-2": "Ammo #2", "settings-ammunition-container-3": "Ammo #3", - "settings-ammunition-label": "[Ammunition]", + "settings-ammunition-label": "Боєприпаси", "settings-apparel-label": "Apparel", "settings-augmentations-label": "[Augmentations]", - "settings-custom-button-1-label": "[Custom Button #1]", - "settings-custom-button-2-label": "[Custom Button #2]", - "settings-custom-button-3-label": "[Custom Button #3]", + "settings-custom-button-1-label": "[Довільна кнопка #1]", + "settings-custom-button-2-label": "[Довільна кнопка #2]", + "settings-custom-button-3-label": "[Довільна кнопка #3]", "settings-custom-buttons-placeholder": "UnShake/Detox/etc.", - "settings-engrams-label": "[Engrams]", + "settings-engrams-label": "Енграми", "settings-function-augmentation-markers": "Augmentation Markers", "settings-function-explode-run-die": "Explode Run Die", "settings-function-halve-untrained-penalty": "Halve Untrained Penalty (-1)", @@ -528,8 +528,8 @@ "settings-misc-extent-prefix": "Extend ", "settings-power-energy-label": "[Power/Energy/Mana]", "settings-powerarmors-label": "[Power Armors]", - "settings-powers-spells-label": "[Powers/Spells]", - "settings-quick-notes-label": "[Quick Notes]", + "settings-powers-spells-label": "Сили/Чари", + "settings-quick-notes-label": "Швидкі нотатки", "settings-rule-augmentation-strain": "Augmentation Strain (SciFi Companion)", "settings-rule-no-power-points": "No Power Points (SWADE 140)", "settings-style-background-grid": "Background Grid", @@ -544,7 +544,7 @@ "settings-tab-setup": "Setup", "settings-tab-skills": "Skills", "settings-tab-styles": "Styles", - "settings-vehicles-label": "[Vehicles]", + "settings-vehicles-label": "Транспорт", "settings-walkers-label": "[Walkers]", "settings-weapons-label": "Weapons", "size": "Size", diff --git a/ShadowbaneInquisition/Shadowbane.html b/ShadowbaneInquisition/Shadowbane.html index 203d8ed023..eac866cbf1 100644 --- a/ShadowbaneInquisition/Shadowbane.html +++ b/ShadowbaneInquisition/Shadowbane.html @@ -1692,6 +1692,7 @@

    Dodge

    @@ -5387,7 +5388,7 @@ NOTE: replace worker by javascript for IDE functionality let r_weapon_attack = values[`${row}_R_weapon_attack`] || 10; let r_weapon_aim = values[`${row}_R_weapon_aim`] || 0; - if ((r_weapon_accurate == 1)&&(r_weapon_attack == 10)&&(r_weapon_aim != 0)) { + if ((r_weapon_accurate == 1)&&(r_weapon_attack == 10 || r_weapon_attack == -20)&&(r_weapon_aim != 0)) { attr[`${row}_atk_accurate_aim`] = 10; attr[`${row}_atk_accurate_dmg`] = `{{accurate=?{dos |1+, [[0]]|3+, [[1d5]]|5+, [[2d5]]}}}`; } else { @@ -5418,7 +5419,7 @@ NOTE: replace worker by javascript for IDE functionality let v_r_weapon_attack = values[`${row}_V_R_weapon_attack`] || 10; let v_r_weapon_aim = values[`${row}_V_R_weapon_aim`] || 0; - if ((v_r_weapon_accurate == 1)&&(v_r_weapon_attack == 10)&&(v_r_weapon_aim != 0)) { + if ((v_r_weapon_accurate == 1)&&(v_r_weapon_attack == 10 || v_r_weapon_attack == -20)&&(v_r_weapon_aim != 0)) { attr[`${row}_veh_atk_accurate_aim`] = 10; attr[`${row}_veh_atk_accurate_dmg`] = `{{accurate=?{dos |1+, [[0]]|3+, [[1d5]]|5+, [[2d5]]}}}`; } else { diff --git a/Shadowrun Sixth World/CHANGELOG.md b/Shadowrun Sixth World/CHANGELOG.md index 848630e555..99483c0644 100644 --- a/Shadowrun Sixth World/CHANGELOG.md +++ b/Shadowrun Sixth World/CHANGELOG.md @@ -1,11 +1,35 @@ Change Log ============================================== +**2023-02-13 ** v.71 Chuz (James Culp) + Added essence calculations for drag and drop (and others) allowing for Essence Base to be "Rating x #.##", also Grade calculations now. + Added drag and drop for Augmentations + Converted NPC Spell roll buttons to use the newer PC style + Converted NPC Attack (ranged and melee) buttons to use the new roll buttons + Converted NPC Attack (ranged and melee) buttons to use the new roll template weapon info block + Updated Matrix Roll buttons to include inline opposed roll buttons. To use these the target's token must be selected. + Converted Grunt skill buttons to new style + Converted Vehicle Autosoft roll buttons to the newer PC style + Converted NPC attribute roll buttons to the newer PC style + Converted NPC Initiative and Defense button blocks to the newer PC style + Began adding weapon information as it's own section in the attack Roll Templates + Added weapon info to Ranged attack Roll Templates + Added weapon info to Ranged (Burst Fire Wide) attack Roll Templates + Added weapon info to Melee attack Roll Templates + Began adding tooltips at the bottom of Roll Templates. +**2023-02-06 ** v.70 Chuz (James Culp) + Bugfix - PC Condition Monitor boxes broke if the maximum value was below 8. Changed the minimum to 6 which is 0 body with Neoteny so should be unattainable. +**2023-01-17 ** v.69 Chuz (James Culp) + Add Contacts drag and drop capability, you can now drag ANY NPC from the compendium and their name and description will be added to your contacts, also loyalty, connections and favors if the NPC has those attributes (currently none do) + NPCs->Powers text added for all NPCs not just Awakened + NPCs->Weaknesses text added for all NPCs + NPCs->Spirits added Weaknesses to the Spirts sheet auto-generation code. + Bugfix PCs->Armor didn't update DR when deleting armor entries **2023-01-05 ** v.68 Chuz (James Culp) BugFix - drag and drop QSR Combat spells New Feature - Sprite drag and drop Bugfix - Sprite sheet matrix_max New Feature - Complex Forms drag and drop - Bugfix - Bugfix - PC -> Modifications - changing astral_initiative_dice_mod was doing strange things to the astral initiative dice. This has been fixed but if your character ended up with a messed up astral_initiative_dice amount look in "Attributes & Abilities" for "astral_initiative_dice" and change it to the correct ammount. + Bugfix - PC -> Modifications - changing astral_initiative_dice_mod was doing strange things to the astral initiative dice. This has been fixed but if your character ended up with a messed up astral_initiative_dice amount look in "Attributes & Abilities" for "astral_initiative_dice" and change it to the correct ammount. **2022-12-12 ** v.67 Chuz (James Culp) Update PC -> Magic -> Meta Tradition Hermeticism now displays as "Hermeticism (Logic)" and Shamanism now displays as "Shamanism (Charisma)" for clarity Bugfix NPC -> Vehicles - fixed vehicle/drone default actions diff --git a/Shadowrun Sixth World/Shadowrun6thEdition.css b/Shadowrun Sixth World/Shadowrun6thEdition.css index 04390b4caa..3845386d9c 100644 --- a/Shadowrun Sixth World/Shadowrun6thEdition.css +++ b/Shadowrun Sixth World/Shadowrun6thEdition.css @@ -442,7 +442,8 @@ input:checked + .slider:before { input.toggle { position: absolute !important; opacity: 0 !important; - z-index: 2 !important; } + z-index: 2 !important; + top: 5px; } .pc input.settings-toggle, .pc input.settings-flag, @@ -454,7 +455,10 @@ input[type='radio'].tab-switch { z-index: 2 !important; } .npc div.repeating input[name='attr_flag'] + span { - opacity: .5 !important; } + opacity: .5 !important; + position: absolute; + top: 3px; + left: 1px; } .npc div.repeating input[name='attr_flag']:checked + span { opacity: 1 !important; } .npc div.repeating input[name='attr_flag']:checked ~ .settings { @@ -464,11 +468,11 @@ input[type='radio'].tab-switch { .pc div.repeating-container div.repitem, .pc div.repeating-container div.repitem input[type='text'], .pc div.repeating-container div.repitem input[type='number'], .pc div.skill-box label > input, .pc div.skill-box input[name='attr_skill'], .pc div.matrix div.programs div.repitem, .pc div.matrix div.devices div.repitem { border-bottom: 1px solid #333 !important; } -.center { +.center, sheet-center { text-align: center !important; } -.left { +.left, sheet-left { text-align: left !important; } -.right { +.right, sheet-right { text-align: right !important; } select.attribute-select option:nth-of-type(1n+5) { @@ -1038,7 +1042,9 @@ div.matrix-device .matrixFirewall { #SR6WE .pc div.skill-box div.skills-active div.repitem div.buttons span.skill-button-hider:empty + button[name='roll_spec'], #SR6WE .pc div.skill-box div.skills-active div.repitem div.buttons span.skill-button-hider:empty + button[name='roll_expert'], #SR6WE .pc div.skill-box div.skills-active div.repitem div.buttons span.skill-button-hider:empty + button[name='act_spec'], - #SR6WE .pc div.skill-box div.skills-active div.repitem div.buttons span.skill-button-hider:empty + button[name='act_expert'] { + #SR6WE .pc div.skill-box div.skills-active div.repitem div.buttons span.skill-button-hider:empty + button[name='act_expert'], + #SR6WE .npc div.pc-box div.repitem input.skill-button-hider[value=""] + button[name='act_spec'], + #SR6WE .npc div.pc-box div.repitem input.skill-button-hider[value=""] + button[name='act_expert'] { display: none; } #SR6WE .pc div.skill-box div.skills-active div.repitem div.buttons button.skill_spec span.skill_spec, span.skill_spec, h2.skill_spec { @@ -1333,42 +1339,74 @@ div.matrix-device .matrixFirewall { display: grid !important; grid-template-columns: 1fr 5em 5em 1em 1em !important; } .pc div.augs div.repitem { + width: 100%; + display: grid; grid-template-columns: 1fr 5em 5em 1em 1em !important; } - .pc div.augs div.repitem label[data-i18n-title='notes'], - .pc div.augs div.repitem h3[data-i18n='notes'], - .pc div.augs div.repitem label[data-i18n-title='modifications'], - .pc div.augs div.repitem h3[data-i18n='modifications'], - .pc div.augs div.repitem div.collapse { - grid-column: 1 / 6 !important; } - .pc div.augs div.repitem input.collapse-flag { - grid-area: 1/1/1 / 5 !important; - position: absolute !important; - width: 100% !important; } - .pc div.augs div.repitem input.collapse-flag + span.pictos, .pc div.augs div.repitem .settings-toggle input[type='checkbox'].collapse-flag + span, .settings-toggle .pc div.augs div.repitem input[type='checkbox'].collapse-flag + span, - .pc div.augs div.repitem .settings-flag input[type='checkbox'].collapse-flag + span, - .settings-flag .pc div.augs div.repitem input[type='checkbox'].collapse-flag + span, .pc div.augs div.repitem .flag-primary + div > input.collapse-flag + span, .pc div.augs div.repitem .repcontrol input.collapse-flag + span.repcontrol_edit:after, .repcontrol .pc div.augs div.repitem input.collapse-flag + span.repcontrol_edit:after, - .pc div.augs div.repitem .repcontrol input.collapse-flag + span.repcontrol_add:after, - .repcontrol .pc div.augs div.repitem input.collapse-flag + span.repcontrol_add:after, .pc div.augs div.repitem .itemcontrol input.collapse-flag + span.repcontrol_del, .itemcontrol .pc div.augs div.repitem input.collapse-flag + span.repcontrol_del { - grid-area: 1 / 4 / 1 / 5 !important; } - .pc div.augs div.repitem input.settings-flag, - .pc div.augs div.repitem input.settings-flag + span.pictos, - .pc div.augs div.repitem .settings-toggle input[type='checkbox'].settings-flag + span, - .settings-toggle .pc div.augs div.repitem input[type='checkbox'].settings-flag + span, - .pc div.augs div.repitem .settings-flag input[type='checkbox'].settings-flag + span, - .settings-flag .pc div.augs div.repitem input[type='checkbox'].settings-flag + span, - .pc div.augs div.repitem .flag-primary + div > input.settings-flag + span, - .pc div.augs div.repitem .repcontrol input.settings-flag + span.repcontrol_edit:after, - .repcontrol .pc div.augs div.repitem input.settings-flag + span.repcontrol_edit:after, - .pc div.augs div.repitem .repcontrol input.settings-flag + span.repcontrol_add:after, - .repcontrol .pc div.augs div.repitem input.settings-flag + span.repcontrol_add:after, - .pc div.augs div.repitem .itemcontrol input.settings-flag + span.repcontrol_del, - .itemcontrol .pc div.augs div.repitem input.settings-flag + span.repcontrol_del { - grid-area: 1 / 5 / 1 / 6 !important; } - .pc div.augs div.repitem input[name='attr_augementation'] { - text-align: left !important; } - .pc div.augs div.repitem div.settings { - grid-column: 1 / 6 !important; - grid-template-columns: 1fr 5em 5em 1em 1em !important; } + + .pc div.augs div.repitem div.settings { + grid-column: 1 / 6 !important; + grid-template-columns: 1fr 5em 5em 1em 1em !important; + font-size: 12px; } + + .pc div.augs div.repitem div.settings div.row1 { + grid-column: 1 / 6; + grid-column-gap: 1% !important; + grid-row-gap: 1% !important; + width: 100%; + display: grid; + grid-template-columns: 1fr 5em 5em 1em 1em !important; } + .pc div.augs div.repitem div.settings div.row2 { + grid-column: 1 / 6; + grid-column-gap: 1% !important; + grid-row-gap: 1% !important; + width: 100%; + display: grid; + grid-template-columns: 1fr 1fr 1fr !important; } + .pc div.augs div.repitem div.settings div.row3 { + grid-column: 1 / 6; + grid-column-gap: 1% !important; + grid-row-gap: 1% !important; + width: 100%; + display: grid; + grid-template-columns: auto 1em auto !important; } + + .pc div.augs div.repitem input[name="attr_has_rating"][value="0"] ~ span.has_rating { + display: none; } + .pc div.augs div.repitem input[name="attr_has_rating"]:not([value="0"]) ~ span.no_rating { + display: none; } + + .pc div.augs div.repitem label[data-i18n-title='notes'], + .pc div.augs div.repitem h3[data-i18n='notes'], + .pc div.augs div.repitem label[data-i18n-title='modifications'], + .pc div.augs div.repitem h3[data-i18n='modifications'], + .pc div.augs div.repitem div.collapse { + grid-column: 1 / 6 !important; } + .pc div.augs div.repitem input.collapse-flag { + grid-area: 1/1/1 / 5 !important; + position: absolute !important; + width: 100% !important; } + .pc div.augs div.repitem input.collapse-flag + span.pictos, .pc div.augs div.repitem .settings-toggle input[type='checkbox'].collapse-flag + span, .settings-toggle .pc div.augs div.repitem input[type='checkbox'].collapse-flag + span, + .pc div.augs div.repitem .settings-flag input[type='checkbox'].collapse-flag + span, + .settings-flag .pc div.augs div.repitem input[type='checkbox'].collapse-flag + span, .pc div.augs div.repitem .flag-primary + div > input.collapse-flag + span, .pc div.augs div.repitem .repcontrol input.collapse-flag + span.repcontrol_edit:after, .repcontrol .pc div.augs div.repitem input.collapse-flag + span.repcontrol_edit:after, + .pc div.augs div.repitem .repcontrol input.collapse-flag + span.repcontrol_add:after, + .repcontrol .pc div.augs div.repitem input.collapse-flag + span.repcontrol_add:after, .pc div.augs div.repitem .itemcontrol input.collapse-flag + span.repcontrol_del, .itemcontrol .pc div.augs div.repitem input.collapse-flag + span.repcontrol_del { + grid-area: 1 / 4 / 1 / 5 !important; } + .pc div.augs div.repitem input.settings-flag, + .pc div.augs div.repitem input.settings-flag + span.pictos, + .pc div.augs div.repitem .settings-toggle input[type='checkbox'].settings-flag + span, + .settings-toggle .pc div.augs div.repitem input[type='checkbox'].settings-flag + span, + .pc div.augs div.repitem .settings-flag input[type='checkbox'].settings-flag + span, + .settings-flag .pc div.augs div.repitem input[type='checkbox'].settings-flag + span, + .pc div.augs div.repitem .flag-primary + div > input.settings-flag + span, + .pc div.augs div.repitem .repcontrol input.settings-flag + span.repcontrol_edit:after, + .repcontrol .pc div.augs div.repitem input.settings-flag + span.repcontrol_edit:after, + .pc div.augs div.repitem .repcontrol input.settings-flag + span.repcontrol_add:after, + .repcontrol .pc div.augs div.repitem input.settings-flag + span.repcontrol_add:after, + .pc div.augs div.repitem .itemcontrol input.settings-flag + span.repcontrol_del, + .itemcontrol .pc div.augs div.repitem input.settings-flag + span.repcontrol_del { + grid-area: 1 / 5 / 1 / 6 !important; } + .pc div.augs div.repitem input[name='attr_augementation'] { + text-align: left !important; } @@ -1453,7 +1491,11 @@ div.matrix-device .matrixFirewall { .pc div.magic div.spellsFormulas div.repitem input[name='attr_category'][value='Combat'] ~ button[name*='act_noncombatspell'], .pc div.magic div.spellsFormulas div.repitem input[name='attr_category']:not([value='Combat']) ~ button[name^='act_spell'], .pc div.magic div.spellsFormulas div.repitem input[name='attr_range']:not([value='LOS (A)']) ~ button[name$='aoe'], - .pc div.magic div.spellsFormulas div.repitem input[name='attr_range'][value='LOS (A)'] ~ button:not([name$='aoe']) { + .pc div.magic div.spellsFormulas div.repitem input[name='attr_range'][value='LOS (A)'] ~ button:not([name$='aoe']), + .npc div.spells div.repitem input[name='attr_category'][value='Combat'] ~ button[name*='act_npcnoncombatspell'], + .npc div.spells div.repitem input[name='attr_category']:not([value='Combat']) ~ button[name^='act_npcspell'], + .npc div.spells div.repitem input[name='attr_range']:not([value='LOS (A)']) ~ button[name$='aoe'], + .npc div.spells div.repitem input[name='attr_range'][value='LOS (A)'] ~ button:not([name$='aoe']) { display: none !important; } .pc div.magic div.spellsFormulas div.repitem { @@ -2642,6 +2684,12 @@ h2[data-i18n='nuyen'], h3[data-i18n='nuyen'] { font-size: 1em; text-align: center; width: unset; } +#SR6WE .npc .rows .repitem button[type='action'][name='act_skill'], +#SR6WE .npc .rows .repitem button[type='action'][name='act_spriteskill'], +#SR6WE .npc .rows .repitem button[type='action'][name='act_spiritskill'], +#SR6WE .npc .rows .repitem button[name='roll_power'], +#SR6WE .npc .rows .repitem button[name='roll_npc_knowledge'] { + margin-left: 15px !important; } .attr-col button > span { font-weight: bold !important; } .attr-col input[type='number'] { @@ -2818,6 +2866,8 @@ h2[data-i18n='nuyen'], h3[data-i18n='nuyen'] { background-color: transparent !important; } /***** MAKE CONDITION SQUARES APPEAR & DISPPEAR *****/ +.hex-hider[value='6'] ~ input[type='radio']:nth-child(1n+14), +.hex-hider[value='7'] ~ input[type='radio']:nth-child(1n+17), .hex-hider[value='8'] ~ input[type='radio']:nth-child(1n+19), .hex-hider[value='9'] ~ input[type='radio']:nth-child(1n+21), .hex-hider[value='10'] ~ input[type='radio']:nth-child(1n+24), @@ -2844,6 +2894,8 @@ h2[data-i18n='nuyen'], h3[data-i18n='nuyen'] { .hex-hider[value='29'] ~ input[type='radio']:nth-child(1n+71), +.hex-hider[value='6'] ~ div:nth-child(1n+14), +.hex-hider[value='7'] ~ div:nth-child(1n+17), .hex-hider[value='8'] ~ div:nth-child(1n+19), .hex-hider[value='9'] ~ div:nth-child(1n+24), .hex-hider[value='10'] ~ div:nth-child(1n+24), @@ -2869,6 +2921,8 @@ h2[data-i18n='nuyen'], h3[data-i18n='nuyen'] { { display: none !important; } +.hex-hider[value='6'] ~ input[type='radio']:nth-child(1n+14) + span, +.hex-hider[value='7'] ~ input[type='radio']:nth-child(1n+17) + span, .hex-hider[value='8'] ~ input[type='radio']:nth-child(1n+19) + span, .hex-hider[value='9'] ~ input[type='radio']:nth-child(1n+21) + span, .hex-hider[value='10'] ~ input[type='radio']:nth-child(1n+24) + span, @@ -5077,6 +5131,8 @@ div.footer img { .sheet-rolltemplate-rolls div.sheet-template-body, .sheet-rolltemplate-rolls-computed div.sheet-template-body, .sheet-rolltemplate-contact div.sheet-template-body { + background-image: url('https://s3.amazonaws.com/files.d20.io/images/269006169/gmV2tN1n_RkkzWPqRTci0w/max.png?1644019060'); + background-repeat: round; border: 2px solid #000 !important; border-radius: 3px 3px 3px 3px !important; } @@ -5085,7 +5141,7 @@ div.footer img { .sheet-rolltemplate-rolls .sheet-template-header, .sheet-rolltemplate-rolls-computed .sheet-template-header, .sheet-rolltemplate-contact .sheet-template-header { - background-color: #460141 !important; + background-color: #46014195 !important; border: 1px solid #000 !important; border-bottom: 2px solid #000 !important; box-shadow: inset 0px 0px 3px 1px #000 !important; @@ -5130,6 +5186,90 @@ div.footer img { font-family: 'helvetica' !important; padding: 5px 5px 3px 5px !important; } + +.sheet-rolltemplate-rolls-computed .sheet-template-row.sheet-tip { + line-height: .6em !important; + text-align: right !important;} +.sheet-rolltemplate-rolls-computed .sheet-template-row .sheet-tip { + font-size: .6em !important; + line-height: 1.25em !important; } + +.sheet-rolltemplate-rolls-computed div.sheet-template-row div.sheet-weapon-info, +.sheet-rolltemplate-rolls-computed div.sheet-template-row div.sheet-npcweapon-info { + font-size: 1em !important; + line-height: 1.25em !important; + font-weight: bold; + display: grid; + grid-column-gap: 1px; +} +.sheet-rolltemplate-rolls-computed div.sheet-template-row div.sheet-weapon-info span.sheet-weap-dv { + grid-column: 1 / 2; + grid-row: 1 / 3; +} +.sheet-rolltemplate-rolls-computed div.sheet-template-row div.sheet-weapon-info span.sheet-weap-dv > span { + justify-content: center; + align-content: center; + display: grid; + height: 100%; + font-size: 1.5em; +} +.sheet-rolltemplate-rolls-computed div.sheet-template-row div.sheet-weapon-info span.sheet-weap-melee { + grid-column: 2 / 4; + grid-row: 1 / 2; +} +.sheet-rolltemplate-rolls-computed div.sheet-template-row div.sheet-weapon-info span.sheet-weap-mode { + grid-column: 2 / 3; + grid-row: 1 / 2; +} +.sheet-rolltemplate-rolls-computed div.sheet-template-row div.sheet-weapon-info span.sheet-weap-ammo { + grid-column: 3 / 4; + grid-row: 1 / 2; +} +.sheet-rolltemplate-rolls-computed div.sheet-template-row div.sheet-weapon-info span.sheet-weap-ars { + grid-column: 2 / 4; + grid-row: 2 / 3; +} +.sheet-rolltemplate-rolls-computed div.sheet-template-row div.sheet-weapon-info span.sheet-weap-skill { + grid-column: 1 / 2; + grid-row: 3 / 4; +} +.sheet-rolltemplate-rolls-computed div.sheet-template-row div.sheet-weapon-info span.sheet-weap-attr { + grid-column: 2 / 3; + grid-row: 3 / 4; +} +.sheet-rolltemplate-rolls-computed div.sheet-template-row div.sheet-weapon-info span.sheet-weap-spec { + grid-column: 3 / 4; + grid-row: 3 / 4; +} + +.sheet-rolltemplate-rolls-computed div.sheet-template-row div.sheet-npcweapon-info { + font-size: 1.5em; +} +.sheet-rolltemplate-rolls-computed div.sheet-template-row div.sheet-npcweapon-info span.sheet-weap-dv { + grid-column: 1 / 2; + grid-row: 1 / 3; +} +.sheet-rolltemplate-rolls-computed div.sheet-template-row div.sheet-npcweapon-info span.sheet-weap-dv > span { + justify-content: center; + align-content: center; + display: grid; + height: 100%; + font-size: 1.5em; +} +.sheet-rolltemplate-rolls-computed div.sheet-template-row div.sheet-npcweapon-info span.sheet-weap-melee { + grid-column: 2 / 3; + grid-row: 1 / 2; +} +.sheet-rolltemplate-rolls-computed div.sheet-template-row div.sheet-npcweapon-info span.sheet-weap-mode { + grid-column: 2 / 3; + grid-row: 1 / 2; +} +.sheet-rolltemplate-rolls-computed div.sheet-template-row div.sheet-npcweapon-info span.sheet-weap-ars { + grid-column: 3 / 4; + grid-row: 1 / 2; +} + + .sheet-rolltemplate-multirow .sheet-template-row:nth-child(2n+0), .sheet-rolltemplate-quality .sheet-template-row:nth-child(2n+0), .sheet-rolltemplate-rolls .sheet-template-row:nth-child(2n+0), diff --git a/Shadowrun Sixth World/Shadowrun6thEdition.html b/Shadowrun Sixth World/Shadowrun6thEdition.html index 35f7e0de03..e4ec492f65 100644 --- a/Shadowrun Sixth World/Shadowrun6thEdition.html +++ b/Shadowrun Sixth World/Shadowrun6thEdition.html @@ -102,7 +102,7 @@

    Total Karma

    -

    Base Essence

    +

    Modifier

    -

    Augmentations

    =

    Current Essence

    +

    Essence

    +

    Mod

    -

    Augmentations

    =

    Current Essence

    @@ -132,7 +132,7 @@
    - +
    + @@ -143,7 +143,7 @@
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    + @@ -154,7 +154,7 @@
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    + @@ -165,7 +165,7 @@
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    + @@ -176,7 +176,7 @@
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    + @@ -187,7 +187,7 @@
    - +
    + @@ -198,7 +198,7 @@
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    + @@ -209,7 +209,7 @@
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    + @@ -219,7 +219,7 @@
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    @@ -267,7 +267,7 @@ - @@ -289,7 +289,7 @@
    - @@ -311,7 +311,7 @@ - @@ -332,7 +332,7 @@ - @@ -353,7 +353,7 @@ - @@ -372,7 +372,7 @@
    - +
    = @@ -384,7 +384,7 @@
    -
    @@ -398,7 +398,7 @@
    -
    @@ -412,7 +412,7 @@
    -
    @@ -425,7 +425,7 @@
    -
    @@ -448,7 +448,7 @@
    -
    @@ -534,7 +534,7 @@
    - -1 + -1
    - hideme - hideme + hideme + hideme
    @@ -768,34 +768,34 @@
     
    -
     
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    @@ -803,19 +803,19 @@
     
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    @@ -846,7 +846,7 @@
    - +   @@ -871,6 +871,7 @@ + +   @@ -1016,7 +1018,7 @@
    - +
    @@ -1059,7 +1061,7 @@
    - +
    @@ -1156,7 +1158,7 @@
    - + i x
    @@ -1228,7 +1230,7 @@ 2 - + @@ -1354,7 +1356,7 @@ 2 - + @@ -1437,7 +1439,7 @@
    - + @@ -1592,38 +1594,60 @@

    Ess Cost

    -
    - i - x -
    +
    + + + + i + x +
    - - - -   -   - -

    notes

    + +
    + + + +   +   +
    + +
    + +
    +
    + +   + +
    + -

    modifications

    @@ -1714,7 +1738,7 @@
    - + - - - - + + + + @@ -1852,7 +1876,7 @@
    - + @@ -1971,7 +1995,7 @@
    - + i x @@ -2039,7 +2063,7 @@
    - + @@ -2144,19 +2168,19 @@
      - +   - - - - - - - - - - + + + + + + + + + +

    Force

    @@ -2394,11 +2418,11 @@   - +   - +   - +  
    @@ -2407,7 +2431,7 @@ Matrix Soak
     
    -
     
    @@ -2731,8 +2755,8 @@
    - - + +

    Complex Form

    @@ -2741,8 +2765,8 @@
    - - + + i @@ -2803,7 +2827,7 @@
    - +  

    Submersion Level

    @@ -3269,14 +3293,14 @@
    Q - +
     
    Q - +
    @@ -3284,14 +3308,14 @@
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    @@ -3299,14 +3323,14 @@
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    Q - +
    @@ -3429,15 +3453,49 @@
    -

    Most Recent Updates

    +

    Most Recent Updates

    +

    If it looks like your specialization or expertise buttons for Skills have disappeared, refresh your browser and they should return.

    + **2023-02-13 ** v.71 Chuz (James Culp) +
      +
    • FNew Feature - Added essence calculations for drag and drop (and others) allowing for Essence Base to be "Rating x #.##", also Grade calculations now. +
    • FNew Feature - Added drag and drop for Augmentations +
    • FNew Feature - Converted NPC Spell roll buttons to use the newer PC style +
    • FNew Feature - Converted NPC Attack (ranged and melee) buttons to use the new roll buttons +
    • FNew Feature - Converted NPC Attack (ranged and melee) buttons to use the new roll template weapon info block +
    • EUpdate - Updated Matrix Roll buttons to include inline opposed roll buttons. To use these the target's token must be selected. +
    • FNew Feature - Converted Grunt skill buttons to new style +
    • FNew Feature - Converted Vehicle Autosoft roll buttons to the newer PC style +
    • FNew Feature - Converted NPC attribute roll buttons to the newer PC style +
    • FNew Feature - Converted NPC Initiative and Defense button blocks to the newer PC style +
    • FNew Feature - Began adding weapon information as it's own section in the attack Roll Templates +
    • FNew Feature - Added weapon info to Ranged attack Roll Templates +
    • FNew Feature - Added weapon info to Ranged (Burst Fire Wide) attack Roll Templates +
    • FNew Feature - Added weapon info to Melee attack Roll Templates +
    + **2023-02-06 ** v.70 Chuz (James Culp) +
      +
    • ABugfix - PC Condition Monitor boxes broke if the maximum value was below 8. Changed the minimum to 6 which is 0 body with Neoteny so should be unattainable. +
    + **2023-01-17 ** v.69 Chuz (James Culp) +
      +
    • FNew Feature - Add Contacts drag and drop capability, you can now drag ANY NPC from the compendium and their name and description will be added to your contacts, also loyalty, connections and favors if the NPC has those attributes (currently none do) +
    • FNew Feature - NPCs->Powers text added for all NPCs not just Awakened +
    • FNew Feature - NPCs->Weaknesses text added for all NPCs +
    • FNew Feature - NPCs->Spirits added Weaknesses to the Spirts sheet auto-generation code. +
    • ABugfix - PCs->Armor didn't update DR when deleting armor entries +
    **2023-01-05 ** v.68 Chuz (James Culp)
      +
    • ABugfix - drag and drop QSR Combat spells +
    • ABugfix - Sprite sheet matrix_max
    • ABugfix - Bugfix - PC -> Modifications - changing astral_initiative_dice_mod was doing strange things to the astral initiative dice. This has been fixed but if your character ended up with a messed up astral_initiative_dice amount look in "Attributes & Abilities" for "astral_initiative_dice" and change it to the correct ammount. +
    • FNew Feature - Sprite drag and drop +
    • FNew Feature - Complex Forms drag and drop
    **2022-12-12 ** v.67 Chuz (James Culp)
      -
    • EUpdate - Update - PC -> Magic -> Meta Tradition Hermeticism now displays as "Hermeticism (Logic)" and Shamanism now displays as "Shamanism (Charisma)" for clarity -
    • ABugfix - Bugfix - NPC -> Vehicles - fixed vehicle/drone default actions +
    • EUpdate - PC -> Magic -> Meta Tradition Hermeticism now displays as "Hermeticism (Logic)" and Shamanism now displays as "Shamanism (Charisma)" for clarity +
    • ABugfix - NPC -> Vehicles - fixed vehicle/drone default actions
    • FNew Feature - added alternate melee/ranged roll buttons on npc sheets. If there's no dicepool set the alternate button prompts for skill and attribute values.
    • FNew Feature - PC sheet Weapon Mods now allows JSON imports via Notes field.
    @@ -3448,9 +3506,9 @@
  • FNew Feature - Primary Weapon Mods section that allows a list of mods to be added and turned on/off to apply bonuses/penalties to ARs, DV, dicepool (not reflected in listed dicepool) and firing mode penalties. Upon changing primary ranged weapon, mods will be disabled, if the weapon has the "Has Mods" checkbox checked the screen will switch to the Mod selection screen.
  • FNew Feature - Added Blood and the various Insect spirits from Street Wyrd
  • FNew Feature - Updated spirits to allow my templates to have more than one melee or ranged attack. -
  • EUpdate - Update - There are now a maximum of 30 physical and 21 stun condition monitor boxes for PCs, these numbers should exceed the current theoretical maximums. -
  • ABugfix - Bugfix - Skill name for multi-word skills wasn't being formatted properly. -
  • ABugfix - Bugfix - At some point NPC -> Vehicle DR input and button disappeared, they've been found and replaced +
  • EUpdate - There are now a maximum of 30 physical and 21 stun condition monitor boxes for PCs, these numbers should exceed the current theoretical maximums. +
  • ABugfix - Skill name for multi-word skills wasn't being formatted properly. +
  • ABugfix - At some point NPC -> Vehicle DR input and button disappeared, they've been found and replaced **2022-11-21 ** v.65 Chuz (James Culp)
      @@ -3609,6 +3667,18 @@
      + + + + + + + + + + + +
      @@ -3621,38 +3691,38 @@

      Matrix Major Actions

      - - - - - - - - - - - - + + + + + + + + + + + + - - - - - - - - - - - - - - + + + + + + + + + + + + + +

      Matrix Minor Actions

      - + @@ -3681,7 +3751,9 @@ - +
      @@ -3778,7 +3850,7 @@
      - + - + - + - + - + - + - + - + - + - + - + - + - + - + - + - + - + - +
      - -
      - +
      + - + - + - + - + @@ -4032,7 +4103,7 @@ - + @@ -4047,7 +4118,7 @@
      - + @@ -4055,23 +4126,23 @@ - + - + - + - + - + @@ -4115,7 +4186,7 @@ A, I
      - + + @@ -4125,7 +4196,7 @@ =+d6
      - + + @@ -4135,7 +4206,7 @@ =+d6
      - + + @@ -4145,7 +4216,7 @@ =+d6
      - + + @@ -4155,7 +4226,7 @@ =+d6
      - + + @@ -4165,7 +4236,7 @@ =+d6
      - + + @@ -4175,7 +4246,7 @@ =+d6
      - + + @@ -4184,8 +4255,10 @@ d6 =+d6
      + +
      - + / @@ -4239,42 +4312,52 @@

      Defenses

      - -
      - + + - + + - + +
      -
      +
      - - + +
      +
      +
      + +
      +
  • + {{name}} rolls +
    +
    +
    + {{#rollBetween() roll 20 20}} + Reactor Overdrive ({{roll}})
    + Your Mech’s reactor goes into overdrive. Your Mech can take any additional action this turn or Push their next roll within 10 minutes for free. + {{/rollBetween() roll 20 20}} + + {{#rollBetween() roll 11 19}} + Reactor Overheat ({{roll}}) - Your Mech’s reactor has overheated. Your Mech shuts down and gains the Vulnerable Trait. Your Mech will re-activate at the end of your next turn. In addition, your Mech takes {{heat}} of SP damage. + {{/rollBetween() roll 11 19}} + + {{#rollBetween() roll 6 10}} + Module Overload ({{roll}}) - One of your Mech’s Modules chosen at random or by the Mediator is destroyed. + {{/rollBetween() roll 6 10}} + + {{#rollBetween() roll 2 5}} + System Overload ({{roll}}) - One of your Mech’s Systems chosen at random or by the Mediator is destroyed. + {{/rollBetween() roll 2 5}} + + {{#rollBetween() roll 1 1}} + Reactor Overload ({{roll}}) - Your Mech’s reactor goes into full meltdown and explodes. Your Mech, as well as any mounted Systems, Modules, and all Cargo, is destroyed in the explosion. Everything in Close Range of your Mech takes {{maxheat}} SP damage. They may take any Turn Action or Reaction in response to try to avoid this. Your Pilot dies unless they have a means to escape. The area your Mech was in becomes irradiated. {{/rollBetween() roll 1 1}}
    -

    -

    +

    +

    @@ -369,10 +399,10 @@

    Alijo

    - + -
    +


    Hitos del Personaje

    @@ -426,53 +457,61 @@
    - +
    +
    -
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    +
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    @@ -495,7 +534,9 @@

    Hechicería

    Dado de Hechicería y Umbral de Poder

    - + DH real

    Trucos

    -

    -

    +

    +

    Notas adicionales

    -

    -

    +

    +

    - +

    @@ -565,8 +607,8 @@

    Devoción

    -
    -
    +
    +
    -
    +
    -

    - Reacción

    +

    + Reacción

    Número (guarida)

    -

    PG +

    PG // -

    +

    Velocidad

    Clase de Armadura

    Gloria

    @@ -632,7 +677,7 @@

    - +
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    + + + +
    +
    + + + + + + diff --git a/The One Ring 2e/translations/af.json b/The One Ring 2e/translations/af.json index 4d68f0ac3e..f635fd4705 100644 --- a/The One Ring 2e/translations/af.json +++ b/The One Ring 2e/translations/af.json @@ -262,5 +262,6 @@ "whisper": "Whisper:", "whisper-placeholder": "[me|gm|playername]", "daunted": "Daunted", - "daunted-title": "If you are daunted, you can't spend hope!" + "daunted-title": "If you are daunted, you can't spend hope!", + "name": "Name" } \ No newline at end of file diff --git a/The One Ring 2e/translations/ca.json b/The One Ring 2e/translations/ca.json index 4d68f0ac3e..f635fd4705 100644 --- a/The One Ring 2e/translations/ca.json +++ b/The One Ring 2e/translations/ca.json @@ -262,5 +262,6 @@ "whisper": "Whisper:", "whisper-placeholder": "[me|gm|playername]", "daunted": "Daunted", - "daunted-title": "If you are daunted, you can't spend hope!" + "daunted-title": "If you are daunted, you can't spend hope!", + "name": "Name" } \ No newline at end of file diff --git a/The One Ring 2e/translations/cs.json b/The One Ring 2e/translations/cs.json index 4d68f0ac3e..f635fd4705 100644 --- a/The One Ring 2e/translations/cs.json +++ b/The One Ring 2e/translations/cs.json @@ -262,5 +262,6 @@ "whisper": "Whisper:", "whisper-placeholder": "[me|gm|playername]", "daunted": "Daunted", - "daunted-title": "If you are daunted, you can't spend hope!" + "daunted-title": "If you are daunted, you can't spend hope!", + "name": "Name" } \ No newline at end of file diff --git a/The One Ring 2e/translations/da.json b/The One Ring 2e/translations/da.json index 4d68f0ac3e..f635fd4705 100644 --- a/The One Ring 2e/translations/da.json +++ b/The One Ring 2e/translations/da.json @@ -262,5 +262,6 @@ "whisper": "Whisper:", "whisper-placeholder": "[me|gm|playername]", "daunted": "Daunted", - "daunted-title": "If you are daunted, you can't spend hope!" + "daunted-title": "If you are daunted, you can't spend hope!", + "name": "Name" } \ No newline at end of file diff --git a/The One Ring 2e/translations/el.json b/The One Ring 2e/translations/el.json index 4d68f0ac3e..f635fd4705 100644 --- a/The One Ring 2e/translations/el.json +++ b/The One Ring 2e/translations/el.json @@ -262,5 +262,6 @@ "whisper": "Whisper:", "whisper-placeholder": "[me|gm|playername]", "daunted": "Daunted", - "daunted-title": "If you are daunted, you can't spend hope!" + "daunted-title": "If you are daunted, you can't spend hope!", + "name": "Name" } \ No newline at end of file diff --git a/The One Ring 2e/translations/en.json b/The One Ring 2e/translations/en.json index 2510368432..3a03971827 100644 --- a/The One Ring 2e/translations/en.json +++ b/The One Ring 2e/translations/en.json @@ -262,5 +262,6 @@ "whisper": "Whisper:", "whisper-placeholder": "[me|gm|playername]", "daunted": "Daunted", - "daunted-title": "If you are daunted, you can't spend hope!" + "daunted-title": "If you are daunted, you can't spend hope!", + "name": "Name" } \ No newline at end of file diff --git a/The One Ring 2e/translations/fi.json b/The One Ring 2e/translations/fi.json index 4d68f0ac3e..f635fd4705 100644 --- a/The One Ring 2e/translations/fi.json +++ b/The One Ring 2e/translations/fi.json @@ -262,5 +262,6 @@ "whisper": "Whisper:", "whisper-placeholder": "[me|gm|playername]", "daunted": "Daunted", - "daunted-title": "If you are daunted, you can't spend hope!" + "daunted-title": "If you are daunted, you can't spend hope!", + "name": "Name" } \ No newline at end of file diff --git a/The One Ring 2e/translations/fr.json b/The One Ring 2e/translations/fr.json index aae1359f22..eb46640e2e 100644 --- a/The One Ring 2e/translations/fr.json +++ b/The One Ring 2e/translations/fr.json @@ -2,7 +2,7 @@ "sheet-type-Player-Character": "Personnage Joueur", "sheet-type-LM-Character": "PNJ", "sheet-type-Adversary": "Adversaire", - "sheet-type-Releaselog": "Release Log", + "sheet-type-Releaselog": "Journal d'Amélioration", "attribute-level": "Niveau d'Attribut", "weary-state": "État d'Épuisement", "weary-normal": "Normal", @@ -28,11 +28,11 @@ "weapon-load": "Chg", "weapon-injury": "Ble.", "weapon-fell": "F", - "weapon-fell-description": "Fell: Injury +2 (superior weapons: +4)", - "weapon-grievous": "G", - "weapon-grievous-description": "Grievous: Damage +1 (superior weapons: +2)", - "weapon-keen": "K", - "weapon-keen-description": "Keen: Piercing Blow if Feat die 9+ (superior weapons: 8+) or Gandalf Rune", + "weapon-fell-description": "Féroce : Blessure +2 (bonus supérieur : +4)", + "weapon-grievous": "D", + "weapon-grievous-description": "Dévastatrice : Dégât +1 (Bonus supérieur : +2)", + "weapon-keen": "A", + "weapon-keen-description": "Acérée : Coup perforant à 9+ (bonus supérieur : 8+) ou une rune de Gandalf", "weapon-called-shot": "Coup Précis", "special-abilities": "Special Abilities", "hope": "Espoir", @@ -42,21 +42,21 @@ "standard-of-living": "Niveau de Vie", "cultural-blessing": "Avantage Culturel", "calling": "Vocation", - "shadow-weakness": "Faiblesse", + "shadow-weakness": "Voie de l'ombre", "specialities": "Spécialités", "distinctive-features": "Particularités", "attributes": "Attributs", "body": "Corps", - "body-description": "A character with a high Body score can be tough and fit, or tall and agile, or even attractive or imposing. Every aspect of a character that relies on vigour or physical well-being is represented in the game by Body.", + "body-description": "Un Héros doté d'une valeur de CORPS élevée sera robuste et en pleine forme, vif et alerte, ou encore séduisant et impressionnant. Le CORPS représente tous les aspects en lien avec la vigueur ou la santé physique d'un aventurier.", "favoured": "Amélioré", "heart": "Cœur", - "heart-description": "Measures a character’s capacity for emotion, energy and enthusiasm. A hero with a high Heart score can be fiery, intense, and hard to demoralise. Activities that benefit from a passionate or energetic temper may be influenced by a character’s Heart score.", + "heart-description": "Le COEUR mesure le potentiel d'un aventurier en termes d'émotions, d'empathie et d'enthousiasme. Un personnage doté d'une valeur élevée en COEUR sera fougueux, énergique et difficile à intimider ; la valeur de COEUR influe sur toutes les actions du caractère passionné ou entreprenant d'un personnage.", "wits": "Esprit", - "wits-description": "A hero with a high Wits rating can be clever, attentive and strong-willed. A sharp-witted person is a quick thinker, and probably alert and vigilant, so any action that calls upon these qualities benefits from a hero’s Wits score.", + "wits-description": "Un Héros doté d'une valeur d'ESPRIT élevée sera rusé, attentif et ingénieux. Toutes les actions qui exigent d'un Héros qu'il soit pourvu d'un ESPRIT affuté, sensible ou sage utilisent sa valeur d'esprit.", "valour": "Vaillance", - "valour-description": "Valour is a measure of a character’s courage, as tempered by dangerous deeds. A man of valour is willing to place himself in danger for the safety of others. In a time where new threats arise each day, courage is highly prized, and a valiant adventurer is often esteemed above all other individuals. For this reason, a hero’s rank in Valour also reflects the level of renown he attained as a doer of great deeds.

    When a player decides to favour Valour over Wisdom, his hero’s actions, not his judgement, will tend to prove his status in the eyes of others. From the lowliest start as a wandering adventurer, a hero might one day equal the repute and respect earned by a famous champion or king.", + "valour-description": "La VAILLANCE d'un Héros reflète son courage face aux situations périlleuses. Un personnage vaillant sera prêt à se mettre en danger pour protéger autrui. En ces temps incertains où de nouvelles menaces surgissent chaque jour, le courage est devenu la plus noble des valeurs : un aventurier qui fait preuve de vaillance sera souvent plus estimé que d'autres, c'est pourquoi le rang de VAILLANCE représente le renom dont bénéficie le Héros de par ses exploits.

    Quand un joueur décide de dépenser des points d'Expérience en VAILLANCE plutôt qu'en SAGESSE, le statut du Héros sera déterminé par ses prouesses davantage que par son jugement. Tous commencent jeunes aventuriers errant sur les routes : certains finiront peut-être nimbés du prestige et du respect réservés aux héros illustres et aux rois. ", "wisdom": "Sagesse", - "wisdom-description": "A character’s knowledge of his own capabilities, his self- confidence and capacity for good judgement changes and improves with struggles and strife. A characteristic with deeply personal implications, a hero’s rank in Wisdom also determines the stature of the hero in the eyes of those that prize these qualities.

    When Wisdom is chosen over Valour when spending Experience points, it suggests that the hero’s adventures are affecting him subtly but profoundly. Starting as a more or less ingenuous individual with an adventurous spirit, the hero can achieve the maturity and sagacity of the Wise.", + "wisdom-description": "La SAGESSE d'un Héros représente sa confiance en soi, en ses capacités, ainsi que ses facultés de jugement. Comme elle se développe par la lutte et les conflits - parfois intérieurs - et qu'elle reflète la notoriété de l'aventurier aux yeux de ceux qui prônent ses valeurs, c'est une caractéristique dont l'évolution a un impact très profond sur la vie du Héros.

    Quand un joueur décide de dépenser des points d'Expérience en SAGESSE plutôt qu'en VAILLANCE, on considère que les périls traversés par le Héros l'influencent de manière subtile mais profonde : parti sur les routes naïf et l'esprit aventureux, il acquiert lentement la maturité et la sagacité d'un Sage.", "common-skills": "Compétences communes", "skill-groups": "Groupes de Compétences", "awe": "Présence", @@ -159,10 +159,10 @@ "scout": "Scout", "huntsman": "Age", "look-out_man": "Look-out Man", - "fellowship-focus": "Fellow Focus", + "fellowship-focus": "Attachement", "fellowship-phase": "Phase de Communauté", "sanctuaries": "Sanctuaries", - "patron": "Patron", + "patron": "Garant", "tale-of-years": "Tale of Years", "year": "Year", "event-description": "Event Description", @@ -185,7 +185,7 @@ "fell-ability": "Capacités redoutables", "special-damage": "Dégâts spéciaux", "general": "Général", - "flaws": "Flaws", + "flaws": "Défauts", "adventure-points": "Adventure
    Points", "skill-points": "Skill Points", "adventure-points-total": "Adventure
    Total", @@ -232,7 +232,7 @@ "stance-attack-modifier-description": "Depending on stance the attack modifier will be forward:1/open:0/defensive:-1/rearward:0. This attack modifier is the default value for attack bonus dice. If a character is in defensive stance fighting against more then one adversary player can use the bonus dice query to set this to -2/-3 according to the number of adversaries. ", "conditions-modifiers": "Conditions / Modifiers", "normal": "Normal", - "illfavoured": "Ill. Fav.", + "illfavoured": "Défavorisé", "parsed-rolls": "Parsed rolls", "table-rolls": "Table rolls", "stance": "Position", @@ -241,11 +241,11 @@ "stance-defensive": "Déf", "stance-rearward": "Arr.", "stance-damage": "Stance Damage:", - "custom-roll": "Custom Dice Roller", + "custom-roll": "Lancé Personnalisé", "custom-tn": "SR:", "custom-successdice": "Succès:", "custom-featdie": "Feat:", - "custom-rollname": "Rolltext:", + "custom-rollname": "Nom :", "custom-rollname-placeholder": "[Roll Text]", "other": "Autre", "useful-items": "Équipement de voyage", @@ -261,6 +261,7 @@ "item-bonus-short": "Bo.", "whisper": "Whisper:", "whisper-placeholder": "[me|gm|playername]", - "daunted": "Daunted", - "daunted-title": "If you are daunted, you can't spend hope!" + "daunted": "Découragé", + "daunted-title": "Si vous êtes découragé, vous ne pouvez pas utiliser de points d'espoir !", + "name": "Name" } \ No newline at end of file diff --git a/The One Ring 2e/translations/he.json b/The One Ring 2e/translations/he.json index 4d68f0ac3e..f635fd4705 100644 --- a/The One Ring 2e/translations/he.json +++ b/The One Ring 2e/translations/he.json @@ -262,5 +262,6 @@ "whisper": "Whisper:", "whisper-placeholder": "[me|gm|playername]", "daunted": "Daunted", - "daunted-title": "If you are daunted, you can't spend hope!" + "daunted-title": "If you are daunted, you can't spend hope!", + "name": "Name" } \ No newline at end of file diff --git a/The One Ring 2e/translations/hu.json b/The One Ring 2e/translations/hu.json index 4d68f0ac3e..f635fd4705 100644 --- a/The One Ring 2e/translations/hu.json +++ b/The One Ring 2e/translations/hu.json @@ -262,5 +262,6 @@ "whisper": "Whisper:", "whisper-placeholder": "[me|gm|playername]", "daunted": "Daunted", - "daunted-title": "If you are daunted, you can't spend hope!" + "daunted-title": "If you are daunted, you can't spend hope!", + "name": "Name" } \ No newline at end of file diff --git a/The One Ring 2e/translations/it.json b/The One Ring 2e/translations/it.json index b80a647916..9e22dd47fc 100644 --- a/The One Ring 2e/translations/it.json +++ b/The One Ring 2e/translations/it.json @@ -262,5 +262,6 @@ "whisper": "Whisper:", "whisper-placeholder": "[me|gm|playername]", "daunted": "Daunted", - "daunted-title": "If you are daunted, you can't spend hope!" + "daunted-title": "If you are daunted, you can't spend hope!", + "name": "Name" } \ No newline at end of file diff --git a/The One Ring 2e/translations/ja.json b/The One Ring 2e/translations/ja.json index 4d68f0ac3e..f635fd4705 100644 --- a/The One Ring 2e/translations/ja.json +++ b/The One Ring 2e/translations/ja.json @@ -262,5 +262,6 @@ "whisper": "Whisper:", "whisper-placeholder": "[me|gm|playername]", "daunted": "Daunted", - "daunted-title": "If you are daunted, you can't spend hope!" + "daunted-title": "If you are daunted, you can't spend hope!", + "name": "Name" } \ No newline at end of file diff --git a/The One Ring 2e/translations/ko.json b/The One Ring 2e/translations/ko.json index 4d68f0ac3e..f635fd4705 100644 --- a/The One Ring 2e/translations/ko.json +++ b/The One Ring 2e/translations/ko.json @@ -262,5 +262,6 @@ "whisper": "Whisper:", "whisper-placeholder": "[me|gm|playername]", "daunted": "Daunted", - "daunted-title": "If you are daunted, you can't spend hope!" + "daunted-title": "If you are daunted, you can't spend hope!", + "name": "Name" } \ No newline at end of file diff --git a/The One Ring 2e/translations/nl.json b/The One Ring 2e/translations/nl.json index 4d68f0ac3e..f635fd4705 100644 --- a/The One Ring 2e/translations/nl.json +++ b/The One Ring 2e/translations/nl.json @@ -262,5 +262,6 @@ "whisper": "Whisper:", "whisper-placeholder": "[me|gm|playername]", "daunted": "Daunted", - "daunted-title": "If you are daunted, you can't spend hope!" + "daunted-title": "If you are daunted, you can't spend hope!", + "name": "Name" } \ No newline at end of file diff --git a/The One Ring 2e/translations/pb.json b/The One Ring 2e/translations/pb.json index 4d68f0ac3e..f635fd4705 100644 --- a/The One Ring 2e/translations/pb.json +++ b/The One Ring 2e/translations/pb.json @@ -262,5 +262,6 @@ "whisper": "Whisper:", "whisper-placeholder": "[me|gm|playername]", "daunted": "Daunted", - "daunted-title": "If you are daunted, you can't spend hope!" + "daunted-title": "If you are daunted, you can't spend hope!", + "name": "Name" } \ No newline at end of file diff --git a/The One Ring 2e/translations/pl.json b/The One Ring 2e/translations/pl.json index 7857bb216c..7443fe8026 100644 --- a/The One Ring 2e/translations/pl.json +++ b/The One Ring 2e/translations/pl.json @@ -262,5 +262,6 @@ "whisper": "Whisper:", "whisper-placeholder": "[me|gm|playername]", "daunted": "Daunted", - "daunted-title": "If you are daunted, you can't spend hope!" + "daunted-title": "If you are daunted, you can't spend hope!", + "name": "Name" } \ No newline at end of file diff --git a/The One Ring 2e/translations/pt.json b/The One Ring 2e/translations/pt.json index 4d68f0ac3e..f635fd4705 100644 --- a/The One Ring 2e/translations/pt.json +++ b/The One Ring 2e/translations/pt.json @@ -262,5 +262,6 @@ "whisper": "Whisper:", "whisper-placeholder": "[me|gm|playername]", "daunted": "Daunted", - "daunted-title": "If you are daunted, you can't spend hope!" + "daunted-title": "If you are daunted, you can't spend hope!", + "name": "Name" } \ No newline at end of file diff --git a/The One Ring 2e/translations/ru.json b/The One Ring 2e/translations/ru.json index 4d68f0ac3e..f635fd4705 100644 --- a/The One Ring 2e/translations/ru.json +++ b/The One Ring 2e/translations/ru.json @@ -262,5 +262,6 @@ "whisper": "Whisper:", "whisper-placeholder": "[me|gm|playername]", "daunted": "Daunted", - "daunted-title": "If you are daunted, you can't spend hope!" + "daunted-title": "If you are daunted, you can't spend hope!", + "name": "Name" } \ No newline at end of file diff --git a/The One Ring 2e/translations/sl.json b/The One Ring 2e/translations/sl.json index 4d68f0ac3e..f635fd4705 100644 --- a/The One Ring 2e/translations/sl.json +++ b/The One Ring 2e/translations/sl.json @@ -262,5 +262,6 @@ "whisper": "Whisper:", "whisper-placeholder": "[me|gm|playername]", "daunted": "Daunted", - "daunted-title": "If you are daunted, you can't spend hope!" + "daunted-title": "If you are daunted, you can't spend hope!", + "name": "Name" } \ No newline at end of file diff --git a/The One Ring 2e/translations/sv.json b/The One Ring 2e/translations/sv.json index cddadf7d7d..1cb72531cf 100644 --- a/The One Ring 2e/translations/sv.json +++ b/The One Ring 2e/translations/sv.json @@ -262,5 +262,6 @@ "whisper": "Whisper:", "whisper-placeholder": "[me|gm|playername]", "daunted": "Daunted", - "daunted-title": "If you are daunted, you can't spend hope!" + "daunted-title": "If you are daunted, you can't spend hope!", + "name": "Name" } \ No newline at end of file diff --git a/The One Ring 2e/translations/tr.json b/The One Ring 2e/translations/tr.json index 4d68f0ac3e..f635fd4705 100644 --- a/The One Ring 2e/translations/tr.json +++ b/The One Ring 2e/translations/tr.json @@ -262,5 +262,6 @@ "whisper": "Whisper:", "whisper-placeholder": "[me|gm|playername]", "daunted": "Daunted", - "daunted-title": "If you are daunted, you can't spend hope!" + "daunted-title": "If you are daunted, you can't spend hope!", + "name": "Name" } \ No newline at end of file diff --git a/The One Ring 2e/translations/uk.json b/The One Ring 2e/translations/uk.json index 4d68f0ac3e..f635fd4705 100644 --- a/The One Ring 2e/translations/uk.json +++ b/The One Ring 2e/translations/uk.json @@ -262,5 +262,6 @@ "whisper": "Whisper:", "whisper-placeholder": "[me|gm|playername]", "daunted": "Daunted", - "daunted-title": "If you are daunted, you can't spend hope!" + "daunted-title": "If you are daunted, you can't spend hope!", + "name": "Name" } \ No newline at end of file diff --git a/The One Ring 2e/translations/zh.json b/The One Ring 2e/translations/zh.json index bd36fcd962..a6fe92f04f 100644 --- a/The One Ring 2e/translations/zh.json +++ b/The One Ring 2e/translations/zh.json @@ -262,5 +262,6 @@ "whisper": "Whisper:", "whisper-placeholder": "[me|gm|playername]", "daunted": "Daunted", - "daunted-title": "If you are daunted, you can't spend hope!" + "daunted-title": "If you are daunted, you can't spend hope!", + "name": "Name" } \ No newline at end of file diff --git a/The One Ring Second Edition (Basic)/translations/fr.json b/The One Ring Second Edition (Basic)/translations/fr.json index c8b548b556..36de3bdc43 100644 --- a/The One Ring Second Edition (Basic)/translations/fr.json +++ b/The One Ring Second Edition (Basic)/translations/fr.json @@ -1,7 +1,7 @@ { "sheet-type-Player-Character": "Player Character", "sheet-type-LM-Character": "LM Character", - "sheet-type-Adversary": "Adversary", + "sheet-type-Adversary": "Ennemis", "attribute-level": "Attribute Level", "weary-state": "Weary State", "weary-normal": "Not Weary", diff --git a/The Troubleshooters/translations/fr.json b/The Troubleshooters/translations/fr.json index b07b3351d9..8a17b2e44f 100644 --- a/The Troubleshooters/translations/fr.json +++ b/The Troubleshooters/translations/fr.json @@ -1,247 +1,247 @@ { "abilities-title": "Abilities / Capacites / Fahigkeiten", - "ability": "Ability", - "add-to-ini": "Add ini", - "advancement": "Advancement / Reward Rolls", - "advances": "Advances", + "ability": "Capacités", + "add-to-ini": "Ajouter ini", + "advancement": "Amélioration / Jets de récompense", + "advances": "Améliorations", "affiliation": "Affiliation", - "agility": "Agility", - "aimed-shot": "Aimed Shot!", - "alertness": "Alertness", - "armour": "Armour", - "attack-skill": "Attack skill", - "attack": "Attack", - "attack!": "Attack!", - "attacks": "Attacks", - "attacks-with": "attacks with", - "attacks!": "attacks!", - "attempts-takedown": "attempts a takedown", - "a-hit": "A hit!", - "a-hit-choose": "A hit! Choose from", - "bad-karma": "#$@$*#@! Bad Karma strikes!", - "bad-karma-minus": "#$@$*#@! Bad Karma strikes! your next check is at -2 pips", + "agility": "Agilité", + "aimed-shot": "Tir précis !", + "alertness": "Vigilance", + "armour": "Armure", + "attack-skill": "Compétence d'attaque", + "attack": "Attaque", + "attack!": "Attaque !", + "attacks": "Attaques", + "attacks-with": "attaque avec", + "attacks!": "attaque !", + "attempts-takedown": "tente un démontage", + "a-hit": "Touché !", + "a-hit-choose": "Touché ! Choisissez parmi", + "bad-karma": "#$@$*#@ ! Le mauvais Karma a frappé !", + "bad-karma-minus": "#$@$*#@ ! Le mauvais Karma a frappé ! Votre projet test est à -2 pips.", "birthplace-title": "Place of birth / Lieu de naissance / Geburtsort", - "birthplace": "Birthplace", - "blinded": "Blinded", - "blinded-info": "All checks to notice something by sight automatically fail. All checks for Search and Investigation, and all Attack checks and Defence checks are at −5 pips. Many actions, like reading, are impossible. If the cause of the blindness is due to darkness, drop the Blinded Condition when light is restored. If the cause of the blindness is temporary, drop the Blinded Condition after the scene.", - "boss": "Boss", - "character": "CHARACTER", - "charm": "Charm", - "chatname": "Chat name", - "check-when-used": "Check when used", - "choose": "Choose from", - "choose-two": "Choose two from", - "current-vitality": "Current Vitality", - "cover": "COVER", + "birthplace": "Lieu de naissance", + "blinded": "Aveuglé", + "blinded-info": "Tous vos jets pour remarquer quelque chose par la vue échouent automatiquement. Tous vos jets de Fouille et d'Enquête et tous vos jets d'attaque et de défense subissent un malus de -5 pips. Beaucoup d'actions sont impossibles, lire par exemple.\nSi l'aveuglement est dû à l'obscurité, la condition disparaît quand la lumière revient.\nSi l'aveuglement est dû à une cause temporaire, la condition disparaît à la fin de la scène.", + "boss": "Chef", + "character": "PERSONNAGE", + "charm": "Charme", + "chatname": "Nom du chat", + "check-when-used": "Cocher quand utilisé", + "choose": "Choisissez parmi", + "choose-two": "Choisissez-en deux parmi", + "current-vitality": "Vitalité actuelle", + "cover": "COUVERTURE", "combat": "COMBAT", - "combat-rolls": "Combat rolls", - "complications-title": "Complications / Desavantages / Komplikationen", - "complication": "Complication", - "conditional-max": "Conditional Max", + "combat-rolls": "Jets de combat", + "complications-title": "Complications / Désavantages / Komplikationen", + "complication": "Désavantages", + "conditional-max": "Max conditionnel", "conditions-title": "Conditions", "contacts-title": "Contacts", "contacts": "Contacts", - "contents": "Contents", - "cost": "Cost", - "cost-in": "Cost in Story Points", - "credit": "Credit", + "contents": "Contenu", + "cost": "Coût", + "cost-in": "Coût en point de récit", + "credit": "Ressources", "d6": "d6", "d6P": "d6P", "d6X": "d6X", - "d%": "d%", - "dP": "dP", + "d%": "%d", + "dP": "dR", "dX": "dX", - "damage": "damage!", - "damage-all": "damage to all targets", - "damage-dice": "Damage dice", - "damage-one": "damage to one target", + "damage": "dégâts !", + "damage-all": "dégâts à toutes les cibles", + "damage-dice": "Dés de dégâts", + "damage-one": "dégâts à une cible", "date-of-birth-title": "Date of birth / Date de naissance / Geburtsdatum", - "date-of-birth": "Date of birth", - "deaf": "Deaf", - "deaf-info": "All checks to notice something by hearing automatically fail. Checks for Charm, Languages, Entertainment and even Contacts and Sneak can be at −2 or −5 pips. If the cause of the deafness is a sudden loud sound, drop the Deaf Condition after the scene.", + "date-of-birth": "Date de naissance", + "deaf": "Sourd", + "deaf-info": "Tous vos jets pour remarquer quelque chose par l'ouïe échouent automatiquement. Vos jets de Charme, Langues, Spectacle et même Contacts et Furtivité peuvent subir un malus de -2 ou 5 pips.\nSi la cause de la surdité est un bruit fort et brutal, la condition disparaît à la fin de la scène.", "description-title": "Description / Description / Beschreibung", "description": "Description", - "defence": "Defence", - "defends": "defends!", - "defend-agility": "Defend with AGILITY", - "defend-melee": "Defend with MELEE", + "defence": "Défense", + "defends": "se défend !", + "defend-agility": "Défense avec AGILITÉ", + "defend-melee": "Défendre avec Corps-à-Corps", "distinguishing-marks-title": "Distinguishing marks / Signes particuliers / Unveränderliche Kennzeichen", - "distinguishing-marks": "Distinguishing marks", - "ducks-weaves": "ducks an weaves!", - "electronics": "Electronics", + "distinguishing-marks": "Signes particuliers", + "ducks-weaves": "esquive et se faufile !", + "electronics": "Électronique", "emergency-passport": "EMERGENCY PASSPORT
    PASSEPORT TEMPORAIRE
    PASSERSATZ", - "empties-weapon": "empties their weapon at the target", - "empty": "Empty the magazine!", + "empties-weapon": "vide son arme sur la cible", + "empty": "Videz le chargeur !", "endurance": "Endurance", - "engineering": "Engineering", - "entertainment": "Entertainment", - "exhausted": "Exhausted", - "exhausted-info": "Temporarily halve your Max Vitality. If your vitality exceeds the temporary Max Vitality, your current Vitality is equal to your temporary Max Vitality. Exhausted Conditions stack. Drop one Exhausted Condition after eating, rehydrating and having a good night’s sleep.", - "exploding-pool-title": "Exploding Dice Pool", + "engineering": "Ingénierie", + "entertainment": "Spectacle", + "exhausted": "Épuisé", + "exhausted-info": "Réduisez temporairement de moitié votre Vitalité Maximale. Si votre Vitalité actuelle dépasse la Vitalité Maximale temporaire, votre vitalité actuelle est égale à votre vitalité maximale temporaire. \nLa condition Épuisé est cumulative. \nUne condition Épuisé disparait après avoir mangé, bu et passé une bonne nuit de sommeil.", + "exploding-pool-title": "Réserve de Dés Explosifs", "exploding-pool": "NdX", "eye-color-title": "Colour of eyes / Couleur des yeux / Augenfarbe", - "eye-color": "Eye colour", - "failure": "Zut! Failure", + "eye-color": "Couleur des yeux", + "failure": "Zut ! Échec", "family-name-title": "Name / Nom / Name", - "family-name": "Family name", - "fixed": "Fixed", - "flip": "Flip", - "flips": "flips", - "fluent-language-title": "Fluent languages", - "frightened": "Frightened", - "frightened-info": "You cannot enter the same zone as the source of your fright. Attack checks are at −2 pips. Drop the Frightened Condition by making a successful Willpower task check as your main action.", + "family-name": "Nom de famille", + "fixed": "Réparé", + "flip": "Inverser", + "flips": "inversé", + "fluent-language-title": "Langues parlées", + "frightened": "Effrayé", + "frightened-info": "Vous ne pouvez pas entrer dans la même zone que la source de votre peur. Vos jets d'attaque sont à -2 pips. \nLa condition Effrayée disparaît si vous réussissez un jet de tâche de Volonté en tant qu'action principale.", "gear-visas": "GEAR / VISAS", - "gear-kit": "Gear kit", - "general": "General", + "gear-kit": "Kit de matériel.", + "general": "Général", "given-name-title": "Given name / Prénom / Vornamen", - "given-name": "Given name", - "good-karma": "Good Karma!", - "good-karma-underlings": "Good Karma! Underlings and Mooks are OUT COLD.", + "given-name": "Prénom", + "good-karma": "Bon Karma !", + "good-karma-underlings": "Bon Karma ! Les sous-fifres et les sbires sont Hors Combat.", "hair-color-title": "Colour of hair / Couleur des cheveux / Haarfarbe", - "hair-color": "Hair colour", + "hair-color": "Couleur des cheveux", "height-title": "Height / Taille / Größe", - "height": "Height", - "humanities": "Humanities", - "how-many-dice": "How many dice", - "how-many-recovery-dice": "How many Recovery dice", - "image-disclaimer": "'The Troubleshooters' logo and the coat of arms are © Helmgast and Green Gorilla and are used here with their kind permission", + "height": "Taille", + "humanities": "Sciences humaines", + "how-many-dice": "Combien de dés", + "how-many-recovery-dice": "Combien de dés de Récupération", + "image-disclaimer": "Le logo 'The Troubleshooters' et les armoiries sont © Helmgast et Green Gorilla et sont utilisés ici avec leur aimable autorisation", "initiative": "Initiative", - "intoxicated": "Intoxicated", - "intoxicated-info": "All task checks are at −2 pips. You can’t take defence actions at all. You gain 1d6 Protection. The Intoxicated Condition stacks up to three times. You don’t get a fourth Intoxicated Condition, but instead collapse and fall unconscious (counts as Out Cold). Drop one Intoxicated Condition the next morning, and then another at each six-hour interval thereafter.", - "investigation": "Investigation", + "intoxicated": "Saoul", + "intoxicated-info": "Tous vos jets de tâche subissent un malus de -2 pips. Vous ne pouvez effectuer aucune action de défense. Vous gagnez 1d6 Protection. La condition Saoul est cumulative trois fois maximum. À la quatrième, vous vous effondrez et vous tombez inconscient (cela compte comme Hors de combat). Une condition Saoul disparaît le matin suivant, puis une autre par intervalle de six heures qui suit.", + "investigation": "Enquête", "journal": "JOURNAL", - "knocked-prone": "Knocked PRONE!", - "language-title": "Native language(s)", - "language": "Language", - "languages": "Languages", - "leaps-action": "leaps into action!", + "knocked-prone": "Projeté à terre, vous êtes Vulnérable !", + "language-title": "Langue maternelle", + "language": "Langue", + "languages": "Langues", + "leaps-action": "passe à l'action !", "licenses-title": "Licences for dangerous items /
    Permis pour objets reglementes /
    Lizenzen fur verbotene Gegenstände", "lieutenant": "Lieutenant", - "machinery": "Machinery", - "make-recovery-roll": "Make a RECOVERY roll after any damage is applied", - "max-vitality": "Max Vitality (based on skill values & conditions)", - "medicine": "Medicine", - "melee": "Melee", - "miss": "Zut! A miss", - "mook": "Mook", - "mortalperil": "Mortal Peril", - "mortalperil-info": "Take the Mortal Peril Condition instead of Vitality loss. You can only take the Mortal Peril Condition if you do not already have the Mortal Peril Condition. Flip any Attack check for the remainder of the fight. If Vitality runs out in the current fight, you die, unconditionally.", - "name": "Name", + "machinery": "Mécanique", + "make-recovery-roll": "Effectuez un jet d'Encaissement après l'application de tout dommage", + "max-vitality": "Max Vitalité (basé sur les valeurs et les conditions des compétences)", + "medicine": "Médecine", + "melee": "Corps-à-corps", + "miss": "Zut ! Un raté", + "mook": "Sbire", + "mortalperil": "Danger de mort", + "mortalperil-info": "Vous pouvez décider de subir la condition de danger de Mort au lieu de perdre de la Vitalité. Vous ne pouvez la subir si vous ne la subissez pas déjà.\nVous pouvez inverser tous vos jets d'attaque pour le reste du combat. \nSi votre Vitalité tombe à zéro lors du combat actuel, vous mourez, sans possibilité d'être sauvé.", + "name": "Nom", "name-of-bearer": "Name of bearer / Nom du titulaire / Name des Passinhabers", "national-status": "National status / Nationalité / Staatsangehörigkeit", - "nationality": "Nationality", + "nationality": "Nationalité", "no-of-passport": "No of Passport / No du Passeport / Nummer des Reisepasses", - "non-exploding-pool-title": "Non-exploding Dice Pool", - "non-exploding-pool": "NdP", + "non-exploding-pool-title": "Réserve de Dés non explosifs", + "non-exploding-pool": "NdR", "notes": "Notes", - "npc": "NPC", - "npcinitiative": "Initiative", - "npc-attack": "NPC attack", - "npc-defence": "NPC defence", - "npc-fixed-initiative": "NPC fixed initiative", - "npc-protection": "NPC Protection / Armour", - "npc-reload-info": "Reload: Enter lower tag value OR use 99 for single-shot and melee weapons", - "npc-rolled-initiative": "NPC rolled initiative", - "npc-vitality-info": "Overrides calculated values. Should be set to 0 unless NPC", - "of": "of", - "other-skills": "Other skills", - "onfire": "On Fire", - "onfire-info": "At the start of your turn, take 1dX Damage. If you are Out Cold at the start of your turn and still On Fire, take one Wounded Condition. You can take a Main action to try to put out the fire if you are in a zone that is not on fire. Make an Agility task check. If successful, drop the On Fire Condition. Someone else can also put out the fire in the same way on their turn. If you have a blanket or other fire-extinguishing tool, the task check is at +2 pips or more.", - "outcold": "Out Cold", - "outcold-info": "When Vitality runs out, you’re Out Cold and you are no longer in the fight. Drop the Out Cold Condition at the start of the next scene if another character makes a successful Medicine task check. Drop the Condition at the start of the scene after that if the task check failed or if there was no Medicine task check.", - "out-of-ammo": "Out of ammo!", - "overburdened": "Overburdened", - "overburdened-info": "When Overburdened, movement and attack checks are at −2 pips. Drop the Overburdened Condition as a Free action if you can put down or drop the items that make you Overburdened. Drop the Overburdened Condition as a main action if you have to wriggle out of a harness to put down the items that make you Overburdened.", - "pam": "Pam!", - "paralysed": "Paralysed", - "paralysed-info": "You can’t take any actions on your turn. At the end of your turn, make an Endurance task check. If successful, “unlock” one kind of action (Free, Move, Main or Bonus) for the rest of the scene. Depending on the reason for the paralysis, there may be a modifier on the task check. Drop the Paralysed Condition when the source of the paralysis says it should be dropped.", - "parry": "Parry!", - "passport-number": "Passport Number", - "percentile-dice-title": "Percentile Dice", + "npc": "PNJ", + "npcinitiative": "Inititative", + "npc-attack": "Attaque du PNJ", + "npc-defence": "Défense du PNJ", + "npc-fixed-initiative": "Initiative fixe du PNJ", + "npc-protection": "Protection / Armure du PNJ", + "npc-reload-info": "Recharger : entrez la valeur inférieure du descripteur OU utilisez 99 pour un seul coup", + "npc-rolled-initiative": "Initiative jetée par le PNJ", + "npc-vitality-info": "Remplace les valeurs calculées. Devrait être mis à 0 sauf pour les PNJ", + "of": "de", + "other-skills": "Autres compétences", + "onfire": "En Feu", + "onfire-info": "Au début de votre tour, subissez 1dX de dégâts. Si vous êtes Hors de combat au début de votre tour et que vous êtes toujours en feu, subissez la condition Blessé. \nVous pouvez consacrer votre action principale à tenter d'éteindre les flammes si vous vous trouvez dans une zone qui n'est pas en feu. Effectuez un jet de tâche d'Agilité. Si le jet réussit, la condition En feu disparait. Quelqu'un d'autre peut aussi éteindre les flammes de la même manière lors de son tour. \nSi vous disposez d'une couverture ou un autre objet pour éteindre le feu, le jet de tâche est à +2 pips ou plus.", + "outcold": "Hors de Combat", + "outcold-info": "Quand votre Vitalité tombe à 0, vous êtes Hors de combat et vous ne participez plus au combat. La condition Hors de combat disparaît au début de la scène suivante si un autre personnage réussit un jet de Médecine. Elle disparait au début de la scène qui suit la scène suivante si le jet de tâche échoue ou si personne ne fait de jet de tâche de Médecine.", + "out-of-ammo": "À court de munitions !", + "overburdened": "Surchargé", + "overburdened-info": "Quand vous êtes Surchargé, vos jets de mouvement et d'attaque subissent un malus de -2 pips. \nVous pouvez vous débarrasser de la condition Surchargé en tant qu'action gratuite si vous pouvez poser ou lâche les objets qui vous rendent Surchargé.\nVous pouvez vous débarrasser de la condition Surchargé en y consacrant votre action principale si vous devez vous extraire d'un harnais pour déposer les objets qui vous rendent Surchargé.", + "pam": "Pan !", + "paralysed": "Paralysé", + "paralysed-info": "Vous ne pouvez effectuer aucune action à votre tour. À la fin de votre tour, faites un jet de tâche d'Endurance. Si le jet réussit, déverrouillez un type d'action (gratuit, mouvement, principale ou bonus) pour le reste de la scène. Selon la cause de la paralysie, le jet de tâche peut subir un modificateur. \nLa condition paralysée disparait quand la source de la paralysie indique qu'elle disparait.", + "parry": "Parade !", + "passport-number": "Numéro de passeport", + "percentile-dice-title": "Dés de pourcentage", "percentile-dice": "d100", "photo-title": "Photo of holder/Photo du titulaire/Foto des Passinhabers", "pips": "Pips", - "plot-hook": "Plot hook", - "points-of-damage": "points of damage", - "points-of-vitality": "points of vitality", - "prestidigitation": "Prestidigitation", + "plot-hook": "Accroche scénaristique", + "points-of-damage": "points de dégâts", + "points-of-vitality": "points de vitalité", + "prestidigitation": "Passe-passe", "profession-title": "Profession / Profession / Beruf", - "profession": "Profession", - "prone": "Prone", - "prone-info": "You can’t take a Move action. You can take a Sprint action, but it requires an Agility task check. Ranged Attack checks made against you from another zone are at −2 pips. Your Defence checks against melee attacks or ranged attacks from the same zone are at −2 pips. At the end of your turn, you may get up and drop the Prone Condition as a bonus action.", + "profession": "Profession :", + "prone": "Vulnérable", + "prone-info": "Vous ne pouvez pas effectuer d'action de mouvement. Vous pouvez effectuer une action de sprint, mais vous devez réussir un jet de tâche d'Agilité. Les jets d'attaque à distance faits contre vous depuis une autre zone subissent un malus de -2 pips. Vos jets de défense contre les attaques de corps à corps ou les attaques à distance depuis la même zone subissent un malus de -2 pips. À la fin de votre tour, vous pouvez vous relever et vous débarrasser de la condition Vulnérable en tant qu'action bonus.", "protection": "Protection", - "protection-value": "Protection value", - "ranged": "Ranged", - "rangedcombat": "Ranged Combat", - "rank": "Rank", - "ratatatat!": "Ratatatat!", - "recovers": "Recovers", - "recovery": "Recovery", - "redtape": "Red tape", - "reduce-ini": "Reduce initiative score by 2", - "reload": "Reload", - "reload-info": "Reload: Enter lower tag value OR use 99 for single-shot", - "reroll-damage": "Re-roll damage if you wish.", + "protection-value": "Valeur de protection", + "ranged": "À distance", + "rangedcombat": "Tir", + "rank": "Rang", + "ratatatat!": "Rakatakata !", + "recovers": "Récupère", + "recovery": "Récupération", + "redtape": "Bureaucratie", + "reduce-ini": "Réduisez le score d'initiative de 2", + "reload": "Recharge", + "reload-info": "Recharger : entrez la valeur de balise inférieure OU utilisez 99 pour un seul coup", + "reroll-damage": "Relancer les dégâts si vous le voulez.", "residence-title": "Residence / Domicile / Wohnort", - "residence": "Place of residence", - "restrained": "Restrained", - "restrained-info": "You cannot take a Move action or Sprint action. Drop the Restrained Condition by making a successful Unarmed Melee, Strength or Agility task check as your Main action. The check is opposed if another character is holding you. If the check fails, or if you lose, you’re still Restrained.", - "roll": "Roll", - "rolls": "Rolls", - "rolls-to": "rolls to", + "residence": "Domicile", + "restrained": "Prisonnier", + "restrained-info": "Vous ne pouvez effectuer ni action de déplacement ni action de sprint. Vous pouvez vous débarrasser de la condition Prisonnier en réussissant un jet de tâche de Corps à Cors à mains nues, de Force ou d'Agilité en tant qu'action principale. Le jet est en opposition si un autre personnage vous tient. Si le jet échoue ou si vous perdez, vous êtes toujours Prisonnier.", + "roll": "Jet", + "rolls": "Effectue un jet", + "rolls-to": "effectue un jet de", "science": "Science", - "search": "Search", - "security": "Security", - "signature-item": "Character's Signature Item?", + "search": "Fouille", + "security": "Sécurité", + "signature-item": "Gadget de signature du personnage ?", "signature-title": "Holder's signature/ Signature du titulaire / Unterschrift des Passinhabers", "signature": "Signature", - "skill": "Skill", - "skills-title": "Skills / Competences / Kompetenzen", - "skills": "SKILLS", - "sneak": "Sneak", - "soak": "Soak", - "soaks": "Soaks", - "soak-damage": "Soak damage", - "special": "Special", - "specialist": "Specialist", - "stats": "Stats", - "status": "Status", - "status-skillroll": "asks 'Don't you know who I am?'", - "strength": "Strength", - "story-points": "Story Points", - "stunned": "Stunned", - "stunned-info": "Attack checks are at −5 pips. Sprint or Move actions that normally require a task check are also at −5 pips. Regular Sprint or Move actions now require a task check. Other task checks are at −2 pips. Unless being Stunned is the result of poison or illness, you can often use your Main action to make a Willpower task check. If successful, drop the Stunned Condition. Drop the Stunned Condition at the start of the next scene if it is still in effect.", - "subterfuge": "Subterfuge", - "summing-dice-title": "Summing Dice", + "skill": "Compétences", + "skills-title": "Skills / Compétences / Kompetenzen", + "skills": "COMPÉTENCES", + "sneak": "Furtivité", + "soak": "Encaisser", + "soaks": "Encaissement", + "soak-damage": "Dégâts encaissés", + "special": "Spécial", + "specialist": "Spécialiste", + "stats": "Caracs", + "status": "Statut", + "status-skillroll": "demande \"Tu ne sais pas qui je suis ?\"", + "strength": "Force", + "story-points": "Points de récit", + "stunned": "Sonné", + "stunned-info": "Vos jets d'attaque subissent un malus de - 5 pips. Vos actions de sprint ou de mouvement qui nécessitent normalement un jet de tâche subissent également un malus de - pips. Vos actions de sprint ou de mouvement ordinaires qui nécessitent à présent un jet de tâche.\nVos autres jets de tâches subissent un malus de -2 pips.\nSauf si la condition Sonné vient d'un poison ou d'une maladie, vous pouvez souvent consacrer votre action principale à faire un jet de volonté. Si vous réussissez, vous vous en débarrassez ?\nLa condition Sonné disparaît au début de la scène suivante si elle était encore présente.", + "subterfuge": "Tromperie", + "summing-dice-title": "Addition des Dés.", "summing-dice": "Nd6", - "success": "Success!", - "success-choose-two": "Success! Choose two from", - "surprised": "Surprised", - "surprised-info": "Whenever you are surprised, caught unprepared, or otherwise not ready for action, you get the Surprised Condition. You can only take a Free action on your turn. Drop the Surprised Condition at the end of your turn.", - "survival": "Survival", - "tags": "Tags", - "take-cover": "Take Cover!", - "takes-aim": "takes aim and...PAM!", - "takes-cover": "takes cover!", - "target-prone": "The target is PRONE", - "target-restrained": "The target is RESTRAINED", - "terrified": "Terrified", - "terrified-info": "All checks are at −2 pips. Attack checks against the source of your terror are at −5 pips. You cannot move closer to the source of your terror. At the start of your turn, if you are in the same zone as the source of your terror, make a Willpower task check as a Free action. If it fails, you must move out of the zone before doing anything else. Replace the Terrified Condition with the Frightened Condition by making a successful Willpower task check as your Main action.", - "tick": "Tick if carried", - "total-pips": "Total Pips", - "unarmed": "Unarmed", - "underling": "Underling", - "vehicles": "Vehicles", + "success": "Succès !", + "success-choose-two": "Succès ! Choisissez-en deux parmi", + "surprised": "Surpris", + "surprised-info": "Quand vous êtes pris par surprise, pris au dépourvu ou que vous n'êtes pas prêt à l'action de manière générale, vous subissez la condition Surpris. À votre tour, vous ne pouvez effectuer qu'une action bonus. La condition Surpris disparaît à la fin de votre tour.", + "survival": "Survie", + "tags": "Descripteurs", + "take-cover": "A couvert !", + "takes-aim": " Tir précis et PAN !", + "takes-cover": "a couvert !", + "target-prone": "La cible est VULNÉRABLE", + "target-restrained": "La cible est PRISONNIÈRE.", + "terrified": "Terrifié", + "terrified-info": "Tous vos jets subissent un malus de -2 pips. Vos jets d'attaque contre la source de votre terreur subissent un malus de -5 pips. Vous ne pouvez pas vous rapprocher de la source de votre terreur. Au début de votre tour, si vous êtes dans la même zone que la source de votre terreur, faites un jet de tâche de Volonté en tant qu'action gratuite. En cas d'échec, vous devez sortir de la zone avant de pouvoir faire quoi que ce soit d'autre. Remplacez la condition de Terrifié par la condition d'Effrayé en réussissant un jet de tâche de Volonté en tant qu'action principale.", + "tick": "Cochez si transporté", + "total-pips": "Total des pips", + "unarmed": "Sans armes", + "underling": "Sous-fifre", + "vehicles": "Pilotage", "visa-title": "Visa Stamps /
    Visas /
    Visastempel", "visa-title-nowrap": "Visa Stamps / Visas / Visastempel", - "vitality": "Vitality", - "vitality-max": "Vitality / Max", - "vitality-max2": "Vitality Max", - "vs": "vs", - "weapon": "Weapon", - "weapon-jammed": "Weapon jammed!", - "whump!": "Whump!", - "willpower": "Willpower", - "wounded": "Wounded", - "wounded-info": "Take the Wounded Condition instead of Vitality loss. You don’t have to take the Wounded Condition if you don’t want to. You can only take the Wounded Condition if you do not already have the Wounded Condition. Once the fight ends, all further task checks are at −2 pips until the Wounded Condition heals. Ignore the effects of the Wounded Condition for one scene if someone else makes a successful Medicine task check. Drop the Wounded Condition after a two-day recuperating scene and a successful Medicine, Credits or Contacts task check (and possibly some uncomfortable questions from the police), or by spending downtime on Mend and Recuperate." + "vitality": "Vitalité", + "vitality-max": "Vitalité / Max", + "vitality-max2": "Vitalité Max", + "vs": "c.", + "weapon": "Arme", + "weapon-jammed": "Arme coincée !", + "whump!": "Vlan !", + "willpower": "Volonté", + "wounded": "Blessé", + "wounded-info": "Vous pouvez choisir la condition Blessé au lieu de perdre de la Vitalité. Vous n'êtes pas obligé de la faire si vous ne voulez pas. Vous ne pouvez choisir de subir la condition Blessé que si vous ne la subissez pas déjà.\nÀ la fin du combat, tous vos jets de tâche ultérieurs subissent un malus de -2 pips jusqu'à ce que la condition Blessé guérisse. Vous pouvez ignorer les effets de la condition Blessé si quelqu'un d'autre réussit un jet de tâche de Médecine.\nLa condition Blessé disparaît après une scène de récupération qui dure deux jours et soit une scène d'hôpital (avec les questions embarrassantes de la police), soit un jet de Ressources ou de Contacts et une visite chez un docteur qui saura tenir sa langue, soit un jet de tâche de Médecine réussi." } diff --git a/TheWitcher/translations/af.json b/TheWitcher/translations/af.json index d9e79698e0..1493d94ccd 100644 --- a/TheWitcher/translations/af.json +++ b/TheWitcher/translations/af.json @@ -297,6 +297,10 @@ "show-fastattacks-u": "Show fast attacks", "show-strongattacks-u": "Show strong attacks", "show-jointattacks-u": "Show joint attacks", + "profession-u": "PROFESSIONS", + "witcher-u": "WITCHER", + "show-wolfStrike": "Show Wolf School Strong Srike", + "show-quickStrike": "Show Quick Strike (Red Tree)", "character-u": "CHARACTER", "show-magic-and-spells": "Show magic and spell tab", "use-pc-defense-bases": "Show defense bases", @@ -306,5 +310,11 @@ "defense-bases": "DEFENSE BASES", "dodge-base": "DODGE BASE", "reposition-base": "REPOSITION BASE", - "block-base": "BLOCK BASE" + "block-base": "BLOCK BASE", + "npc-stats-modifier-u": "STATS & SKILLS", + "commoner-u": "Commoner Superstition (Education)", + "lore-u": "Lore & Behaviour (Monster Lore)", + "regeneration-u": "REGENERATION", + "senses-u": "SENSES", + "attack-u": "ATTACK" } diff --git a/TheWitcher/translations/ca.json b/TheWitcher/translations/ca.json index d9e79698e0..1493d94ccd 100644 --- a/TheWitcher/translations/ca.json +++ b/TheWitcher/translations/ca.json @@ -297,6 +297,10 @@ "show-fastattacks-u": "Show fast attacks", "show-strongattacks-u": "Show strong attacks", "show-jointattacks-u": "Show joint attacks", + "profession-u": "PROFESSIONS", + "witcher-u": "WITCHER", + "show-wolfStrike": "Show Wolf School Strong Srike", + "show-quickStrike": "Show Quick Strike (Red Tree)", "character-u": "CHARACTER", "show-magic-and-spells": "Show magic and spell tab", "use-pc-defense-bases": "Show defense bases", @@ -306,5 +310,11 @@ "defense-bases": "DEFENSE BASES", "dodge-base": "DODGE BASE", "reposition-base": "REPOSITION BASE", - "block-base": "BLOCK BASE" + "block-base": "BLOCK BASE", + "npc-stats-modifier-u": "STATS & SKILLS", + "commoner-u": "Commoner Superstition (Education)", + "lore-u": "Lore & Behaviour (Monster Lore)", + "regeneration-u": "REGENERATION", + "senses-u": "SENSES", + "attack-u": "ATTACK" } diff --git a/TheWitcher/translations/cs.json b/TheWitcher/translations/cs.json index d9e79698e0..1493d94ccd 100644 --- a/TheWitcher/translations/cs.json +++ b/TheWitcher/translations/cs.json @@ -297,6 +297,10 @@ "show-fastattacks-u": "Show fast attacks", "show-strongattacks-u": "Show strong attacks", "show-jointattacks-u": "Show joint attacks", + "profession-u": "PROFESSIONS", + "witcher-u": "WITCHER", + "show-wolfStrike": "Show Wolf School Strong Srike", + "show-quickStrike": "Show Quick Strike (Red Tree)", "character-u": "CHARACTER", "show-magic-and-spells": "Show magic and spell tab", "use-pc-defense-bases": "Show defense bases", @@ -306,5 +310,11 @@ "defense-bases": "DEFENSE BASES", "dodge-base": "DODGE BASE", "reposition-base": "REPOSITION BASE", - "block-base": "BLOCK BASE" + "block-base": "BLOCK BASE", + "npc-stats-modifier-u": "STATS & SKILLS", + "commoner-u": "Commoner Superstition (Education)", + "lore-u": "Lore & Behaviour (Monster Lore)", + "regeneration-u": "REGENERATION", + "senses-u": "SENSES", + "attack-u": "ATTACK" } diff --git a/TheWitcher/translations/da.json b/TheWitcher/translations/da.json index d9e79698e0..1493d94ccd 100644 --- a/TheWitcher/translations/da.json +++ b/TheWitcher/translations/da.json @@ -297,6 +297,10 @@ "show-fastattacks-u": "Show fast attacks", "show-strongattacks-u": "Show strong attacks", "show-jointattacks-u": "Show joint attacks", + "profession-u": "PROFESSIONS", + "witcher-u": "WITCHER", + "show-wolfStrike": "Show Wolf School Strong Srike", + "show-quickStrike": "Show Quick Strike (Red Tree)", "character-u": "CHARACTER", "show-magic-and-spells": "Show magic and spell tab", "use-pc-defense-bases": "Show defense bases", @@ -306,5 +310,11 @@ "defense-bases": "DEFENSE BASES", "dodge-base": "DODGE BASE", "reposition-base": "REPOSITION BASE", - "block-base": "BLOCK BASE" + "block-base": "BLOCK BASE", + "npc-stats-modifier-u": "STATS & SKILLS", + "commoner-u": "Commoner Superstition (Education)", + "lore-u": "Lore & Behaviour (Monster Lore)", + "regeneration-u": "REGENERATION", + "senses-u": "SENSES", + "attack-u": "ATTACK" } diff --git a/TheWitcher/translations/de.json b/TheWitcher/translations/de.json index 4f77c6ac90..9fb9e854e4 100644 --- a/TheWitcher/translations/de.json +++ b/TheWitcher/translations/de.json @@ -297,6 +297,10 @@ "show-fastattacks-u": "Zeige schnellen Schlag", "show-strongattacks-u": "Zeige starken Schlag", "show-jointattacks-u": "Zeige beidhändigen Schlag", + "profession-u": "PROFESSIONS", + "witcher-u": "WITCHER", + "show-wolfStrike": "Show Wolf School Strong Srike", + "show-quickStrike": "Show Quick Strike (Red Tree)", "character-u": "Charakter", "show-magic-and-spells": "Zeige Magie und Zauber Tab", "use-pc-defense-bases": "Zeige Grundwert Verteidigung", @@ -306,5 +310,11 @@ "defense-bases": "Grundwerte Verteidigung", "dodge-base": "Ausweichen", "reposition-base": "Neu positionieren", - "block-base": "Blocken" + "block-base": "Blocken", + "npc-stats-modifier-u": "STATS & SKILLS", + "commoner-u": "Commoner Superstition (Education)", + "lore-u": "Lore & Behaviour (Monster Lore)", + "regeneration-u": "REGENERATION", + "senses-u": "SENSES", + "attack-u": "ATTACK" } diff --git a/TheWitcher/translations/el.json b/TheWitcher/translations/el.json index d9e79698e0..1493d94ccd 100644 --- a/TheWitcher/translations/el.json +++ b/TheWitcher/translations/el.json @@ -297,6 +297,10 @@ "show-fastattacks-u": "Show fast attacks", "show-strongattacks-u": "Show strong attacks", "show-jointattacks-u": "Show joint attacks", + "profession-u": "PROFESSIONS", + "witcher-u": "WITCHER", + "show-wolfStrike": "Show Wolf School Strong Srike", + "show-quickStrike": "Show Quick Strike (Red Tree)", "character-u": "CHARACTER", "show-magic-and-spells": "Show magic and spell tab", "use-pc-defense-bases": "Show defense bases", @@ -306,5 +310,11 @@ "defense-bases": "DEFENSE BASES", "dodge-base": "DODGE BASE", "reposition-base": "REPOSITION BASE", - "block-base": "BLOCK BASE" + "block-base": "BLOCK BASE", + "npc-stats-modifier-u": "STATS & SKILLS", + "commoner-u": "Commoner Superstition (Education)", + "lore-u": "Lore & Behaviour (Monster Lore)", + "regeneration-u": "REGENERATION", + "senses-u": "SENSES", + "attack-u": "ATTACK" } diff --git a/TheWitcher/translations/en.json b/TheWitcher/translations/en.json index d9e79698e0..1493d94ccd 100644 --- a/TheWitcher/translations/en.json +++ b/TheWitcher/translations/en.json @@ -297,6 +297,10 @@ "show-fastattacks-u": "Show fast attacks", "show-strongattacks-u": "Show strong attacks", "show-jointattacks-u": "Show joint attacks", + "profession-u": "PROFESSIONS", + "witcher-u": "WITCHER", + "show-wolfStrike": "Show Wolf School Strong Srike", + "show-quickStrike": "Show Quick Strike (Red Tree)", "character-u": "CHARACTER", "show-magic-and-spells": "Show magic and spell tab", "use-pc-defense-bases": "Show defense bases", @@ -306,5 +310,11 @@ "defense-bases": "DEFENSE BASES", "dodge-base": "DODGE BASE", "reposition-base": "REPOSITION BASE", - "block-base": "BLOCK BASE" + "block-base": "BLOCK BASE", + "npc-stats-modifier-u": "STATS & SKILLS", + "commoner-u": "Commoner Superstition (Education)", + "lore-u": "Lore & Behaviour (Monster Lore)", + "regeneration-u": "REGENERATION", + "senses-u": "SENSES", + "attack-u": "ATTACK" } diff --git a/TheWitcher/translations/es.json b/TheWitcher/translations/es.json index 3852d9de34..1ae5cea34d 100644 --- a/TheWitcher/translations/es.json +++ b/TheWitcher/translations/es.json @@ -297,6 +297,10 @@ "show-fastattacks-u": "Show fast attacks", "show-strongattacks-u": "Show strong attacks", "show-jointattacks-u": "Show joint attacks", + "profession-u": "PROFESSIONS", + "witcher-u": "WITCHER", + "show-wolfStrike": "Show Wolf School Strong Srike", + "show-quickStrike": "Show Quick Strike (Red Tree)", "character-u": "CHARACTER", "show-magic-and-spells": "Show magic and spell tab", "use-pc-defense-bases": "Show defense bases", @@ -306,5 +310,11 @@ "defense-bases": "DEFENSE BASES", "dodge-base": "DODGE BASE", "reposition-base": "REPOSITION BASE", - "block-base": "BLOCK BASE" + "block-base": "BLOCK BASE", + "npc-stats-modifier-u": "STATS & SKILLS", + "commoner-u": "Commoner Superstition (Education)", + "lore-u": "Lore & Behaviour (Monster Lore)", + "regeneration-u": "REGENERATION", + "senses-u": "SENSES", + "attack-u": "ATTACK" } diff --git a/TheWitcher/translations/fi.json b/TheWitcher/translations/fi.json index d9e79698e0..1493d94ccd 100644 --- a/TheWitcher/translations/fi.json +++ b/TheWitcher/translations/fi.json @@ -297,6 +297,10 @@ "show-fastattacks-u": "Show fast attacks", "show-strongattacks-u": "Show strong attacks", "show-jointattacks-u": "Show joint attacks", + "profession-u": "PROFESSIONS", + "witcher-u": "WITCHER", + "show-wolfStrike": "Show Wolf School Strong Srike", + "show-quickStrike": "Show Quick Strike (Red Tree)", "character-u": "CHARACTER", "show-magic-and-spells": "Show magic and spell tab", "use-pc-defense-bases": "Show defense bases", @@ -306,5 +310,11 @@ "defense-bases": "DEFENSE BASES", "dodge-base": "DODGE BASE", "reposition-base": "REPOSITION BASE", - "block-base": "BLOCK BASE" + "block-base": "BLOCK BASE", + "npc-stats-modifier-u": "STATS & SKILLS", + "commoner-u": "Commoner Superstition (Education)", + "lore-u": "Lore & Behaviour (Monster Lore)", + "regeneration-u": "REGENERATION", + "senses-u": "SENSES", + "attack-u": "ATTACK" } diff --git a/TheWitcher/translations/fr.json b/TheWitcher/translations/fr.json index 9b8e5ba2ab..b17fcc9893 100644 --- a/TheWitcher/translations/fr.json +++ b/TheWitcher/translations/fr.json @@ -297,6 +297,10 @@ "show-fastattacks-u": "Show fast attacks", "show-strongattacks-u": "Show strong attacks", "show-jointattacks-u": "Show joint attacks", + "profession-u": "PROFESSIONS", + "witcher-u": "WITCHER", + "show-wolfStrike": "Show Wolf School Strong Srike", + "show-quickStrike": "Show Quick Strike (Red Tree)", "character-u": "CHARACTER", "show-magic-and-spells": "Show magic and spell tab", "use-pc-defense-bases": "Show defense bases", @@ -306,5 +310,11 @@ "defense-bases": "DEFENSE BASES", "dodge-base": "DODGE BASE", "reposition-base": "REPOSITION BASE", - "block-base": "BLOCK BASE" + "block-base": "BLOCK BASE", + "npc-stats-modifier-u": "STATS & SKILLS", + "commoner-u": "Commoner Superstition (Education)", + "lore-u": "Lore & Behaviour (Monster Lore)", + "regeneration-u": "REGENERATION", + "senses-u": "SENSES", + "attack-u": "ATTACK" } diff --git a/TheWitcher/translations/he.json b/TheWitcher/translations/he.json index d9e79698e0..1493d94ccd 100644 --- a/TheWitcher/translations/he.json +++ b/TheWitcher/translations/he.json @@ -297,6 +297,10 @@ "show-fastattacks-u": "Show fast attacks", "show-strongattacks-u": "Show strong attacks", "show-jointattacks-u": "Show joint attacks", + "profession-u": "PROFESSIONS", + "witcher-u": "WITCHER", + "show-wolfStrike": "Show Wolf School Strong Srike", + "show-quickStrike": "Show Quick Strike (Red Tree)", "character-u": "CHARACTER", "show-magic-and-spells": "Show magic and spell tab", "use-pc-defense-bases": "Show defense bases", @@ -306,5 +310,11 @@ "defense-bases": "DEFENSE BASES", "dodge-base": "DODGE BASE", "reposition-base": "REPOSITION BASE", - "block-base": "BLOCK BASE" + "block-base": "BLOCK BASE", + "npc-stats-modifier-u": "STATS & SKILLS", + "commoner-u": "Commoner Superstition (Education)", + "lore-u": "Lore & Behaviour (Monster Lore)", + "regeneration-u": "REGENERATION", + "senses-u": "SENSES", + "attack-u": "ATTACK" } diff --git a/TheWitcher/translations/hu.json b/TheWitcher/translations/hu.json index d9e79698e0..1493d94ccd 100644 --- a/TheWitcher/translations/hu.json +++ b/TheWitcher/translations/hu.json @@ -297,6 +297,10 @@ "show-fastattacks-u": "Show fast attacks", "show-strongattacks-u": "Show strong attacks", "show-jointattacks-u": "Show joint attacks", + "profession-u": "PROFESSIONS", + "witcher-u": "WITCHER", + "show-wolfStrike": "Show Wolf School Strong Srike", + "show-quickStrike": "Show Quick Strike (Red Tree)", "character-u": "CHARACTER", "show-magic-and-spells": "Show magic and spell tab", "use-pc-defense-bases": "Show defense bases", @@ -306,5 +310,11 @@ "defense-bases": "DEFENSE BASES", "dodge-base": "DODGE BASE", "reposition-base": "REPOSITION BASE", - "block-base": "BLOCK BASE" + "block-base": "BLOCK BASE", + "npc-stats-modifier-u": "STATS & SKILLS", + "commoner-u": "Commoner Superstition (Education)", + "lore-u": "Lore & Behaviour (Monster Lore)", + "regeneration-u": "REGENERATION", + "senses-u": "SENSES", + "attack-u": "ATTACK" } diff --git a/TheWitcher/translations/it.json b/TheWitcher/translations/it.json index 685e8b42fb..953517d8b1 100644 --- a/TheWitcher/translations/it.json +++ b/TheWitcher/translations/it.json @@ -297,6 +297,10 @@ "show-fastattacks-u": "Show fast attacks", "show-strongattacks-u": "Show strong attacks", "show-jointattacks-u": "Show joint attacks", + "profession-u": "PROFESSIONS", + "witcher-u": "WITCHER", + "show-wolfStrike": "Show Wolf School Strong Srike", + "show-quickStrike": "Show Quick Strike (Red Tree)", "character-u": "CHARACTER", "show-magic-and-spells": "Show magic and spell tab", "use-pc-defense-bases": "Show defense bases", @@ -306,5 +310,11 @@ "defense-bases": "DEFENSE BASES", "dodge-base": "DODGE BASE", "reposition-base": "REPOSITION BASE", - "block-base": "BLOCK BASE" + "block-base": "BLOCK BASE", + "npc-stats-modifier-u": "STATS & SKILLS", + "commoner-u": "Commoner Superstition (Education)", + "lore-u": "Lore & Behaviour (Monster Lore)", + "regeneration-u": "REGENERATION", + "senses-u": "SENSES", + "attack-u": "ATTACK" } diff --git a/TheWitcher/translations/ja.json b/TheWitcher/translations/ja.json index d9e79698e0..1493d94ccd 100644 --- a/TheWitcher/translations/ja.json +++ b/TheWitcher/translations/ja.json @@ -297,6 +297,10 @@ "show-fastattacks-u": "Show fast attacks", "show-strongattacks-u": "Show strong attacks", "show-jointattacks-u": "Show joint attacks", + "profession-u": "PROFESSIONS", + "witcher-u": "WITCHER", + "show-wolfStrike": "Show Wolf School Strong Srike", + "show-quickStrike": "Show Quick Strike (Red Tree)", "character-u": "CHARACTER", "show-magic-and-spells": "Show magic and spell tab", "use-pc-defense-bases": "Show defense bases", @@ -306,5 +310,11 @@ "defense-bases": "DEFENSE BASES", "dodge-base": "DODGE BASE", "reposition-base": "REPOSITION BASE", - "block-base": "BLOCK BASE" + "block-base": "BLOCK BASE", + "npc-stats-modifier-u": "STATS & SKILLS", + "commoner-u": "Commoner Superstition (Education)", + "lore-u": "Lore & Behaviour (Monster Lore)", + "regeneration-u": "REGENERATION", + "senses-u": "SENSES", + "attack-u": "ATTACK" } diff --git a/TheWitcher/translations/ko.json b/TheWitcher/translations/ko.json index f48da17296..d7a4f2f4d1 100644 --- a/TheWitcher/translations/ko.json +++ b/TheWitcher/translations/ko.json @@ -297,6 +297,10 @@ "show-fastattacks-u": "Show fast attacks", "show-strongattacks-u": "Show strong attacks", "show-jointattacks-u": "Show joint attacks", + "profession-u": "PROFESSIONS", + "witcher-u": "WITCHER", + "show-wolfStrike": "Show Wolf School Strong Srike", + "show-quickStrike": "Show Quick Strike (Red Tree)", "character-u": "CHARACTER", "show-magic-and-spells": "Show magic and spell tab", "use-pc-defense-bases": "Show defense bases", @@ -306,5 +310,11 @@ "defense-bases": "DEFENSE BASES", "dodge-base": "DODGE BASE", "reposition-base": "REPOSITION BASE", - "block-base": "BLOCK BASE" + "block-base": "BLOCK BASE", + "npc-stats-modifier-u": "STATS & SKILLS", + "commoner-u": "Commoner Superstition (Education)", + "lore-u": "Lore & Behaviour (Monster Lore)", + "regeneration-u": "REGENERATION", + "senses-u": "SENSES", + "attack-u": "ATTACK" } diff --git a/TheWitcher/translations/nl.json b/TheWitcher/translations/nl.json index d9e79698e0..1493d94ccd 100644 --- a/TheWitcher/translations/nl.json +++ b/TheWitcher/translations/nl.json @@ -297,6 +297,10 @@ "show-fastattacks-u": "Show fast attacks", "show-strongattacks-u": "Show strong attacks", "show-jointattacks-u": "Show joint attacks", + "profession-u": "PROFESSIONS", + "witcher-u": "WITCHER", + "show-wolfStrike": "Show Wolf School Strong Srike", + "show-quickStrike": "Show Quick Strike (Red Tree)", "character-u": "CHARACTER", "show-magic-and-spells": "Show magic and spell tab", "use-pc-defense-bases": "Show defense bases", @@ -306,5 +310,11 @@ "defense-bases": "DEFENSE BASES", "dodge-base": "DODGE BASE", "reposition-base": "REPOSITION BASE", - "block-base": "BLOCK BASE" + "block-base": "BLOCK BASE", + "npc-stats-modifier-u": "STATS & SKILLS", + "commoner-u": "Commoner Superstition (Education)", + "lore-u": "Lore & Behaviour (Monster Lore)", + "regeneration-u": "REGENERATION", + "senses-u": "SENSES", + "attack-u": "ATTACK" } diff --git a/TheWitcher/translations/pb.json b/TheWitcher/translations/pb.json index d9e79698e0..1493d94ccd 100644 --- a/TheWitcher/translations/pb.json +++ b/TheWitcher/translations/pb.json @@ -297,6 +297,10 @@ "show-fastattacks-u": "Show fast attacks", "show-strongattacks-u": "Show strong attacks", "show-jointattacks-u": "Show joint attacks", + "profession-u": "PROFESSIONS", + "witcher-u": "WITCHER", + "show-wolfStrike": "Show Wolf School Strong Srike", + "show-quickStrike": "Show Quick Strike (Red Tree)", "character-u": "CHARACTER", "show-magic-and-spells": "Show magic and spell tab", "use-pc-defense-bases": "Show defense bases", @@ -306,5 +310,11 @@ "defense-bases": "DEFENSE BASES", "dodge-base": "DODGE BASE", "reposition-base": "REPOSITION BASE", - "block-base": "BLOCK BASE" + "block-base": "BLOCK BASE", + "npc-stats-modifier-u": "STATS & SKILLS", + "commoner-u": "Commoner Superstition (Education)", + "lore-u": "Lore & Behaviour (Monster Lore)", + "regeneration-u": "REGENERATION", + "senses-u": "SENSES", + "attack-u": "ATTACK" } diff --git a/TheWitcher/translations/pl.json b/TheWitcher/translations/pl.json index e2b3f3a321..c67e9ad47e 100644 --- a/TheWitcher/translations/pl.json +++ b/TheWitcher/translations/pl.json @@ -297,6 +297,10 @@ "show-fastattacks-u": "Show fast attacks", "show-strongattacks-u": "Show strong attacks", "show-jointattacks-u": "Show joint attacks", + "profession-u": "PROFESSIONS", + "witcher-u": "WITCHER", + "show-wolfStrike": "Show Wolf School Strong Srike", + "show-quickStrike": "Show Quick Strike (Red Tree)", "character-u": "CHARACTER", "show-magic-and-spells": "Show magic and spell tab", "use-pc-defense-bases": "Show defense bases", @@ -306,5 +310,11 @@ "defense-bases": "DEFENSE BASES", "dodge-base": "DODGE BASE", "reposition-base": "REPOSITION BASE", - "block-base": "BLOCK BASE" + "block-base": "BLOCK BASE", + "npc-stats-modifier-u": "STATS & SKILLS", + "commoner-u": "Commoner Superstition (Education)", + "lore-u": "Lore & Behaviour (Monster Lore)", + "regeneration-u": "REGENERATION", + "senses-u": "SENSES", + "attack-u": "ATTACK" } diff --git a/TheWitcher/translations/pt.json b/TheWitcher/translations/pt.json index 2e86a324fd..955b49be08 100644 --- a/TheWitcher/translations/pt.json +++ b/TheWitcher/translations/pt.json @@ -297,6 +297,10 @@ "show-fastattacks-u": "Show fast attacks", "show-strongattacks-u": "Show strong attacks", "show-jointattacks-u": "Show joint attacks", + "profession-u": "PROFESSIONS", + "witcher-u": "WITCHER", + "show-wolfStrike": "Show Wolf School Strong Srike", + "show-quickStrike": "Show Quick Strike (Red Tree)", "character-u": "CHARACTER", "show-magic-and-spells": "Show magic and spell tab", "use-pc-defense-bases": "Show defense bases", @@ -306,5 +310,11 @@ "defense-bases": "DEFENSE BASES", "dodge-base": "DODGE BASE", "reposition-base": "REPOSITION BASE", - "block-base": "BLOCK BASE" + "block-base": "BLOCK BASE", + "npc-stats-modifier-u": "STATS & SKILLS", + "commoner-u": "Commoner Superstition (Education)", + "lore-u": "Lore & Behaviour (Monster Lore)", + "regeneration-u": "REGENERATION", + "senses-u": "SENSES", + "attack-u": "ATTACK" } diff --git a/TheWitcher/translations/ru.json b/TheWitcher/translations/ru.json index 25c5ab6dfa..d4cb151611 100644 --- a/TheWitcher/translations/ru.json +++ b/TheWitcher/translations/ru.json @@ -297,6 +297,10 @@ "show-fastattacks-u": "Show fast attacks", "show-strongattacks-u": "Show strong attacks", "show-jointattacks-u": "Show joint attacks", + "profession-u": "PROFESSIONS", + "witcher-u": "WITCHER", + "show-wolfStrike": "Show Wolf School Strong Srike", + "show-quickStrike": "Show Quick Strike (Red Tree)", "character-u": "CHARACTER", "show-magic-and-spells": "Show magic and spell tab", "use-pc-defense-bases": "Show defense bases", @@ -306,5 +310,11 @@ "defense-bases": "DEFENSE BASES", "dodge-base": "DODGE BASE", "reposition-base": "REPOSITION BASE", - "block-base": "BLOCK BASE" + "block-base": "BLOCK BASE", + "npc-stats-modifier-u": "STATS & SKILLS", + "commoner-u": "Commoner Superstition (Education)", + "lore-u": "Lore & Behaviour (Monster Lore)", + "regeneration-u": "REGENERATION", + "senses-u": "SENSES", + "attack-u": "ATTACK" } diff --git a/TheWitcher/translations/sl.json b/TheWitcher/translations/sl.json index d9e79698e0..1493d94ccd 100644 --- a/TheWitcher/translations/sl.json +++ b/TheWitcher/translations/sl.json @@ -297,6 +297,10 @@ "show-fastattacks-u": "Show fast attacks", "show-strongattacks-u": "Show strong attacks", "show-jointattacks-u": "Show joint attacks", + "profession-u": "PROFESSIONS", + "witcher-u": "WITCHER", + "show-wolfStrike": "Show Wolf School Strong Srike", + "show-quickStrike": "Show Quick Strike (Red Tree)", "character-u": "CHARACTER", "show-magic-and-spells": "Show magic and spell tab", "use-pc-defense-bases": "Show defense bases", @@ -306,5 +310,11 @@ "defense-bases": "DEFENSE BASES", "dodge-base": "DODGE BASE", "reposition-base": "REPOSITION BASE", - "block-base": "BLOCK BASE" + "block-base": "BLOCK BASE", + "npc-stats-modifier-u": "STATS & SKILLS", + "commoner-u": "Commoner Superstition (Education)", + "lore-u": "Lore & Behaviour (Monster Lore)", + "regeneration-u": "REGENERATION", + "senses-u": "SENSES", + "attack-u": "ATTACK" } diff --git a/TheWitcher/translations/sv.json b/TheWitcher/translations/sv.json index 9be2a93d9f..7359cf6b97 100644 --- a/TheWitcher/translations/sv.json +++ b/TheWitcher/translations/sv.json @@ -297,6 +297,10 @@ "show-fastattacks-u": "Show fast attacks", "show-strongattacks-u": "Show strong attacks", "show-jointattacks-u": "Show joint attacks", + "profession-u": "PROFESSIONS", + "witcher-u": "WITCHER", + "show-wolfStrike": "Show Wolf School Strong Srike", + "show-quickStrike": "Show Quick Strike (Red Tree)", "character-u": "CHARACTER", "show-magic-and-spells": "Show magic and spell tab", "use-pc-defense-bases": "Show defense bases", @@ -306,5 +310,11 @@ "defense-bases": "DEFENSE BASES", "dodge-base": "DODGE BASE", "reposition-base": "REPOSITION BASE", - "block-base": "BLOCK BASE" + "block-base": "BLOCK BASE", + "npc-stats-modifier-u": "STATS & SKILLS", + "commoner-u": "Commoner Superstition (Education)", + "lore-u": "Lore & Behaviour (Monster Lore)", + "regeneration-u": "REGENERATION", + "senses-u": "SENSES", + "attack-u": "ATTACK" } diff --git a/TheWitcher/translations/tr.json b/TheWitcher/translations/tr.json index d9e79698e0..1493d94ccd 100644 --- a/TheWitcher/translations/tr.json +++ b/TheWitcher/translations/tr.json @@ -297,6 +297,10 @@ "show-fastattacks-u": "Show fast attacks", "show-strongattacks-u": "Show strong attacks", "show-jointattacks-u": "Show joint attacks", + "profession-u": "PROFESSIONS", + "witcher-u": "WITCHER", + "show-wolfStrike": "Show Wolf School Strong Srike", + "show-quickStrike": "Show Quick Strike (Red Tree)", "character-u": "CHARACTER", "show-magic-and-spells": "Show magic and spell tab", "use-pc-defense-bases": "Show defense bases", @@ -306,5 +310,11 @@ "defense-bases": "DEFENSE BASES", "dodge-base": "DODGE BASE", "reposition-base": "REPOSITION BASE", - "block-base": "BLOCK BASE" + "block-base": "BLOCK BASE", + "npc-stats-modifier-u": "STATS & SKILLS", + "commoner-u": "Commoner Superstition (Education)", + "lore-u": "Lore & Behaviour (Monster Lore)", + "regeneration-u": "REGENERATION", + "senses-u": "SENSES", + "attack-u": "ATTACK" } diff --git a/TheWitcher/translations/uk.json b/TheWitcher/translations/uk.json index d9e79698e0..1493d94ccd 100644 --- a/TheWitcher/translations/uk.json +++ b/TheWitcher/translations/uk.json @@ -297,6 +297,10 @@ "show-fastattacks-u": "Show fast attacks", "show-strongattacks-u": "Show strong attacks", "show-jointattacks-u": "Show joint attacks", + "profession-u": "PROFESSIONS", + "witcher-u": "WITCHER", + "show-wolfStrike": "Show Wolf School Strong Srike", + "show-quickStrike": "Show Quick Strike (Red Tree)", "character-u": "CHARACTER", "show-magic-and-spells": "Show magic and spell tab", "use-pc-defense-bases": "Show defense bases", @@ -306,5 +310,11 @@ "defense-bases": "DEFENSE BASES", "dodge-base": "DODGE BASE", "reposition-base": "REPOSITION BASE", - "block-base": "BLOCK BASE" + "block-base": "BLOCK BASE", + "npc-stats-modifier-u": "STATS & SKILLS", + "commoner-u": "Commoner Superstition (Education)", + "lore-u": "Lore & Behaviour (Monster Lore)", + "regeneration-u": "REGENERATION", + "senses-u": "SENSES", + "attack-u": "ATTACK" } diff --git a/TheWitcher/translations/zh.json b/TheWitcher/translations/zh.json index f28562b334..96994c9356 100644 --- a/TheWitcher/translations/zh.json +++ b/TheWitcher/translations/zh.json @@ -297,6 +297,10 @@ "show-fastattacks-u": "Show fast attacks", "show-strongattacks-u": "Show strong attacks", "show-jointattacks-u": "Show joint attacks", + "profession-u": "PROFESSIONS", + "witcher-u": "WITCHER", + "show-wolfStrike": "Show Wolf School Strong Srike", + "show-quickStrike": "Show Quick Strike (Red Tree)", "character-u": "CHARACTER", "show-magic-and-spells": "Show magic and spell tab", "use-pc-defense-bases": "Show defense bases", @@ -306,5 +310,11 @@ "defense-bases": "DEFENSE BASES", "dodge-base": "DODGE BASE", "reposition-base": "REPOSITION BASE", - "block-base": "BLOCK BASE" + "block-base": "BLOCK BASE", + "npc-stats-modifier-u": "STATS & SKILLS", + "commoner-u": "Commoner Superstition (Education)", + "lore-u": "Lore & Behaviour (Monster Lore)", + "regeneration-u": "REGENERATION", + "senses-u": "SENSES", + "attack-u": "ATTACK" } diff --git a/TheWitcher/witchersheet.css b/TheWitcher/witchersheet.css index 2e6c8efbac..b8886fd0f8 100644 --- a/TheWitcher/witchersheet.css +++ b/TheWitcher/witchersheet.css @@ -6803,6 +6803,7 @@ button[type=action].defense_skill_roll:active { .sheet-rolltemplate-saveroll table, .sheet-rolltemplate-target table, .sheet-rolltemplate-humanlocation table, +.sheet-rolltemplate-critlocation table, .sheet-rolltemplate-monsterlocation table, .sheet-rolltemplate-fumble table, .sheet-rolltemplate-save table, @@ -6833,6 +6834,7 @@ button[type=action].defense_skill_roll:active { .sheet-rolltemplate-saveroll th, .sheet-rolltemplate-target th, .sheet-rolltemplate-humanlocation th, +.sheet-rolltemplate-critlocation th, .sheet-rolltemplate-monsterlocation th, .sheet-rolltemplate-fumble th, .sheet-rolltemplate-save th, @@ -6864,6 +6866,7 @@ button[type=action].defense_skill_roll:active { .sheet-rolltemplate-saveroll .userscript-template-title, .sheet-rolltemplate-target .userscript-template-title, .sheet-rolltemplate-humanlocation .userscript-template-title, +.sheet-rolltemplate-critlocation .userscript-template-title, .sheet-rolltemplate-monsterlocation .userscript-template-title, .sheet-rolltemplate-fumble .userscript-template-title, .sheet-rolltemplate-save .userscript-template-title, @@ -6890,6 +6893,7 @@ button[type=action].defense_skill_roll:active { .sheet-rolltemplate-saveroll td, .sheet-rolltemplate-target td, .sheet-rolltemplate-humanlocation td, +.sheet-rolltemplate-critlocation td, .sheet-rolltemplate-monsterlocation td, .sheet-rolltemplate-fumble td, .sheet-rolltemplate-save td, @@ -6917,6 +6921,7 @@ button[type=action].defense_skill_roll:active { .sheet-rolltemplate-saveroll .inlinerollresult, .sheet-rolltemplate-target .inlinerollresult, .sheet-rolltemplate-humanlocation .inlinerollresult, +.sheet-rolltemplate-critlocation .inlinerollresult, .sheet-rolltemplate-monsterlocation .inlinerollresult, .sheet-rolltemplate-fumble .inlinerollresult, .sheet-rolltemplate-save .inlinerollresult, @@ -6976,18 +6981,21 @@ button[type=action].defense_skill_roll:active { .sheet-rolltemplate-target th, .sheet-rolltemplate-humanlocation th, +.sheet-rolltemplate-critlocation th, .sheet-rolltemplate-monsterlocation th { background-color: #546696; } .sheet-rolltemplate-target tr:nth-child(odd), .sheet-rolltemplate-humanlocation tr:nth-child(odd), +.sheet-rolltemplate-critlocation tr:nth-child(odd), .sheet-rolltemplate-monsterlocation tr:nth-child(odd) { background-color: #b1b4d8; } .sheet-rolltemplate-target tr:nth-child(even), .sheet-rolltemplate-humanlocation tr:nth-child(even), +.sheet-rolltemplate-critlocation tr:nth-child(even), .sheet-rolltemplate-monsterlocation tr:nth-child(even) { background-color: #e0e0e0; } @@ -7217,6 +7225,7 @@ button[type=action].defense_skill_roll:active { .sheet-rolltemplate-npcdefense .sheet-rolltemplate-calculation .inlinerollresult, .sheet-rolltemplate-humanlocation .sheet-rolltemplate-calculation .inlinerollresult, +.sheet-rolltemplate-critlocation .sheet-rolltemplate-calculation .inlinerollresult, .sheet-rolltemplate-monsterlocation .sheet-rolltemplate-calculation .inlinerollresult { border: none; background-color: inherit; diff --git a/TheWitcher/witchersheet.html b/TheWitcher/witchersheet.html index b5d4694a11..bc16b8cce2 100644 --- a/TheWitcher/witchersheet.html +++ b/TheWitcher/witchersheet.html @@ -3485,26 +3485,27 @@
    +
    + Profession +
    +
    + Witcher +
    + + +
    +
    +
    +

    -
    - Profession -
    -
    - Witcher -
    - - -
    -
    -
    -
    +
    @@ -3905,6 +3906,7 @@ +
    @@ -4706,7 +4708,7 @@ on('clicked:monsterlocation', async (ev) => { let passin = rollEscape.unescape(ev.originalRollId); console.log(passin); - let rollBase = `@{whisper}&{template:monsterlocation} {{title=TARGET LOCATION}} {{name=@{character_name}}} {{roll=[[1d10]]}}{{attackmultiplier=[[0]]}}{{weapondmg=[[0]]}}{{afterArmor=[[0]]}}{{locationmultiplier=[[0]]}}{{armor=[[0]]}}{{damage=[[0]]}}{{critdmg=[[0]]}}{{weapon_effect=${passin.weapon_effect}}}` + let rollBase = `@{whisper}&{template:monsterlocation} {{title=TARGET LOCATION}} {{name=@{character_name}}} {{roll=[[1d10]]}}{{attackmultiplier=[[0]]}}{{weapondmg=[[0[WEAPON]]]}}{{afterArmor=[[0]]}}{{locationmultiplier=[[0[LOCATION]]]}}{{armor=[[0[ARMOR]]]}}{{damage=[[0[TOTAL]]]}}{{critdmg=[[0[CRIT]]]}}{{weapon_effect=${passin.weapon_effect}}}` let rollResult = await startRoll(rollBase); console.log(rollResult); @@ -4746,7 +4748,7 @@ on('clicked:humanlocation', async (ev) => { let passin = rollEscape.unescape(ev.originalRollId); console.log(passin); - let rollBase = `@{whisper}&{template:humanlocation} {{title=TARGET LOCATION}} {{name=@{character_name}}} {{roll=[[1d10]]}}{{attackmultiplier=[[0]]}}{{weapondmg=[[0]]}}{{afterArmor=[[0]]}}{{locationmultiplier=[[0]]}}{{armor=[[0]]}}{{damage=[[0]]}}{{critdmg=[[0]]}}{{weapon_effect=${passin.weapon_effect}}}` + let rollBase = `@{whisper}&{template:humanlocation} {{title=TARGET LOCATION}} {{name=@{character_name}}} {{roll=[[1d10]]}}{{attackmultiplier=[[0]]}}{{weapondmg=[[0[WEAPON]]]}}{{afterArmor=[[0]]}}{{locationmultiplier=[[0[LOCATION]]]}}{{armor=[[0[ARMOR]]]}}{{damage=[[0[TOTAL]]]}}{{critdmg=[[0[CRIT]]]}}{{weapon_effect=${passin.weapon_effect}}}` let rollResult = await startRoll(rollBase); console.log(rollResult); @@ -4782,6 +4784,46 @@ on('clicked:humanlocation', async (ev) => { }); +on('clicked:critlocation', async (ev) => { + let passin = rollEscape.unescape(ev.originalRollId); + console.log(passin); + + let rollBase = `@{whisper}&{template:critlocation} {{title=TARGET LOCATION}} {{name=@{character_name}}} {{roll=[[2d6]]}}{{attackmultiplier=[[0]]}}{{weapondmg=[[0[WEAPON]]]}}{{afterArmor=[[0]]}}{{locationmultiplier=[[0[LOCATION]]]}}{{armor=[[0[ARMOR]]]}}{{damage=[[0[TOTAL]]]}}{{critdmg=[[0[CRIT]]]}}{{weapon_effect=${passin.weapon_effect}}}` + let rollResult = await startRoll(rollBase); + + console.log(rollResult); + var location = rollResult.results.roll.result; + + let locationmultiplier = 1; + if(location === 12 || location === 11) { + locationmultiplier = 3; + } + else if(location > 5 && location < 11) { + locationmultiplier = 1; + } + else if(location > 6) { + locationmultiplier = 0.5; + } + + + //(attack multiplicator x rolled dmg - SP) * location * resistance + bonus crit damage + let damage = passin.afterArmor * locationmultiplier + passin.critdmg; + + finishRoll( + rollResult.rollId, + { + attackmultiplier: passin.attackmultiplier, + locationmultiplier: locationmultiplier, + weapondmg: passin.weapondmg, + critdmg: passin.critdmg, + armor: passin.armor, + afterArmor: passin.afterArmor, + damage: damage + } + ); + +}); + ////////////////////////////// // Weapon Template Attacks // @@ -5651,86 +5693,29 @@ const asw = (() => { {{/rollGreater() computed::hit 0}}
    {{#rollGreater() computed::hit 0}} +
    {{#^rollTotal() computed::rolllocation 0}} + {{#^rollGreater() computed::critdmg 0}}
    [Location(Monster)](~{{name}}|monsterlocation||{{computed::passthrough}})
    [Location(Humanoid)](~{{name}}|humanlocation||{{computed::passthrough}})
    + {{/^rollGreater() computed::critdmg 0}} + {{#rollGreater() computed::critdmg 0}} +
    + [Location(Crit)](~{{name}}|critlocation||{{computed::passthrough}}) +
    + {{/rollGreater() computed::critdmg 0}} {{/^rollTotal() computed::rolllocation 0}}
    + + {{/rollGreater() computed::hit 0}}
    - - - - - - - - - {{#rollTotal() roll 1}}{{/rollTotal() roll 1}} - {{#rollBetween() roll 2 5}}{{/rollBetween() roll 2 5}} - {{#rollBetween() roll 6 7}}{{/rollBetween() roll 6 7}} - {{#rollBetween() roll 8 9}}{{/rollBetween() roll 8 9}} - {{#rollTotal() roll 10}}{{/rollTotal() roll 10}} - - - - {{#computed::damage}} - - - - {{/computed::damage}} - {{#weapon_effect}} - - - - {{/weapon_effect}} -
    {{title}}
    NAME: {{name}}
    HEAD: If successful, your attack will deal x3 damage.
    TORSO (MONSTER): If successful, your attack will deal standard damage.
    RIGHT LIMB (MONSTER): If successful, your attack will deal half damage.
    LEFT LIMB (MONSTER): If successful, your attack will deal half damage.
    WING/TAIL (MONSTER): If successful, your attack will deal half damage.
    TARGET LOCATION: {{roll}}
    - DAMAGE: ({{#^rollTotal() computed::attackmultiplier 1}}{{computed::attackmultiplier}} x {{/^rollTotal() computed::attackmultiplier 1}}{{computed::weapondmg}} - {{computed::armor}}) = {{computed::afterArmor}} x {{computed::locationmultiplier}} + {{computed::critdmg}} ={{computed::damage}} -
    - EFFECT: {{weapon_effect}} -
    -
    - - - - - - - - - - {{#rollTotal() roll 1}}{{/rollTotal() roll 1}} - {{#rollBetween() roll 2 4}}{{/rollBetween() roll 2 4}} - {{#rollTotal() roll 5}}{{/rollTotal() roll 5}} - {{#rollTotal() roll 6}}{{/rollTotal() roll 6}} - {{#rollBetween() roll 7 8}}{{/rollBetween() roll 7 8}} - {{#rollBetween() roll 9 10}}{{/rollBetween() roll 9 10}} - - - - {{#computed::damage}} - - - - {{/computed::damage}} - {{#weapon_effect}} - - - - {{/weapon_effect}} -
    {{title}}
    NAME: {{name}}
    HEAD: If successful, your attack will deal x3 damage.
    TORSO (HUMANOID): If successful, your attack will deal standard damage.
    RIGHT ARM (HUMANOID): If successful, your attack will deal half damage.
    LEFT ARM (HUMANOID): If successful, your attack will deal half damage.
    RIGHT LEG (HUMANOID): If successful, your attack will deal half damage.
    LEFT LEG (HUMANOID): If successful, your attack will deal half damage.
    TARGET LOCATION: {{roll}}
    - DAMAGE: ({{#^rollTotal() computed::attackmultiplier 1}}{{computed::attackmultiplier}} x {{/^rollTotal() computed::attackmultiplier 1}}{{computed::weapondmg}} - {{computed::armor}}) = {{computed::afterArmor}} x {{computed::locationmultiplier}} + {{computed::critdmg}} ={{computed::damage}} -
    - EFFECT: {{weapon_effect}} -
    -
    - @@ -5797,4 +5782,135 @@ const asw = (() => { {{/^rollWasCrit() roll}} {{/rollWasFumble() roll}} - \ No newline at end of file + + + + + + + + + + + + {{#rollTotal() roll 1}}{{/rollTotal() roll 1}} + {{#rollBetween() roll 2 5}}{{/rollBetween() roll 2 5}} + {{#rollBetween() roll 6 7}}{{/rollBetween() roll 6 7}} + {{#rollBetween() roll 8 9}}{{/rollBetween() roll 8 9}} + {{#rollTotal() roll 10}}{{/rollTotal() roll 10}} + + + + {{#computed::damage}} + + + + {{/computed::damage}} + {{#weapon_effect}} + + + + {{/weapon_effect}} +
    {{title}}
    NAME: {{name}}
    HEAD: If successful, your attack will deal x3 damage.
    TORSO (MONSTER): If successful, your attack will deal standard damage.
    RIGHT LIMB (MONSTER): If successful, your attack will deal half damage.
    LEFT LIMB (MONSTER): If successful, your attack will deal half damage.
    WING/TAIL (MONSTER): If successful, your attack will deal half damage.
    TARGET LOCATION: {{roll}}
    + DAMAGE: ({{#^rollTotal() computed::attackmultiplier 1}}{{computed::attackmultiplier}} x {{/^rollTotal() computed::attackmultiplier 1}}{{computed::weapondmg}} - {{computed::armor}}) = {{computed::afterArmor}} x {{computed::locationmultiplier}} + {{computed::critdmg}} ={{computed::damage}} +
    + EFFECT: {{weapon_effect}} +
    +
    + + + + + + + + + + {{#rollTotal() roll 1}}{{/rollTotal() roll 1}} + {{#rollBetween() roll 2 4}}{{/rollBetween() roll 2 4}} + {{#rollTotal() roll 5}}{{/rollTotal() roll 5}} + {{#rollTotal() roll 6}}{{/rollTotal() roll 6}} + {{#rollBetween() roll 7 8}}{{/rollBetween() roll 7 8}} + {{#rollBetween() roll 9 10}}{{/rollBetween() roll 9 10}} + + + + {{#computed::damage}} + + + + {{/computed::damage}} + {{#weapon_effect}} + + + + {{/weapon_effect}} +
    {{title}}
    NAME: {{name}}
    HEAD: If successful, your attack will deal x3 damage.
    TORSO (HUMANOID): If successful, your attack will deal standard damage.
    RIGHT ARM (HUMANOID): If successful, your attack will deal half damage.
    LEFT ARM (HUMANOID): If successful, your attack will deal half damage.
    RIGHT LEG (HUMANOID): If successful, your attack will deal half damage.
    LEFT LEG (HUMANOID): If successful, your attack will deal half damage.
    TARGET LOCATION: {{roll}}
    + DAMAGE: ({{#^rollTotal() computed::attackmultiplier 1}}{{computed::attackmultiplier}} x {{/^rollTotal() computed::attackmultiplier 1}}{{computed::weapondmg}} - {{computed::armor}}) = {{computed::afterArmor}} x {{computed::locationmultiplier}} + {{computed::critdmg}} ={{computed::damage}} +
    + EFFECT: {{weapon_effect}} +
    +
    + + + + + + + + + + {{#rollTotal() computed::critdmg 3}} + {{#rollBetween() roll 2 3}}{{/rollBetween() roll 2 3}} + {{#rollBetween() roll 4 5}}{{/rollBetween() roll 4 5}} + {{#rollBetween() roll 6 8}}{{/rollBetween() roll 6 8}} + {{#rollBetween() roll 9 10}}{{/rollBetween() roll 9 10}} + {{#rollTotal() roll 11}}{{/rollTotal() roll 11}} + {{#rollTotal() roll 12}}{{/rollTotal() roll 12}} + {{/rollTotal() computed::critdmg 3}} + + {{#rollTotal() computed::critdmg 5}} + {{#rollBetween() roll 2 3}}{{/rollBetween() roll 2 3}} + {{#rollBetween() roll 4 5}}{{/rollBetween() roll 4 5}} + {{#rollBetween() roll 6 8}}{{/rollBetween() roll 6 8}} + {{#rollBetween() roll 9 10}}{{/rollBetween() roll 9 10}} + {{#rollTotal() roll 11}}{{/rollTotal() roll 11}} + {{#rollTotal() roll 12}}{{/rollTotal() roll 12}} + {{/rollTotal() computed::critdmg 5}} + + {{#rollTotal() computed::critdmg 8}} + {{#rollBetween() roll 2 3}}{{/rollBetween() roll 2 3}} + {{#rollBetween() roll 4 5}}{{/rollBetween() roll 4 5}} + {{#rollBetween() roll 6 8}}{{/rollBetween() roll 6 8}} + {{#rollBetween() roll 9 10}}{{/rollBetween() roll 9 10}} + {{#rollTotal() roll 11}}{{/rollTotal() roll 11}} + {{#rollTotal() roll 12}}{{/rollTotal() roll 12}} + {{/rollTotal() computed::critdmg 8}} + + {{#rollTotal() computed::critdmg 10}} + {{#rollBetween() roll 2 3}}{{/rollBetween() roll 2 3}} + {{#rollBetween() roll 4 5}}{{/rollBetween() roll 4 5}} + {{#rollBetween() roll 6 8}}{{/rollBetween() roll 6 8}} + {{#rollBetween() roll 9 10}}{{/rollBetween() roll 9 10}} + {{#rollTotal() roll 11}}{{/rollTotal() roll 11}} + {{#rollTotal() roll 12}}{{/rollTotal() roll 12}} + {{/rollTotal() computed::critdmg 10}} + + + + {{#computed::damage}} + + + + {{/computed::damage}} + {{#weapon_effect}} + + + + {{/weapon_effect}} +
    {{title}}
    NAME: {{name}}
    SPRAINED LEG: -2 SPD, Dodge, Escape, Athletics
    SPRAINED ARM: -2 to actions with this arm
    FOREIGN OBJECT (TORSO): Recovery and Critical Healing are quartered
    CRACKED RIBS (TORSO): -2 BODY, does not affect Health Points
    DISFIGURING SCAR (HEAD): -3 empathic Verbal Combat
    CRACKED JAW (HEAD): -2 Magical Skills, Verbal Combat
    FRACTURED LEG: -3 SPD, Dodge, Escape, Athletics
    FRACTURED ARM: -3 to actions with this arm
    BROKEN RIBS (TORSO): -2 BODY; -1 REF/DEX
    RUPTURED SPLEEN (TORSO): Stun save every 5 rounds; bleeding
    LOST TEETH (HEAD): [[1d10]] teeth; -3 magical skills; verbal combat
    MINOR HEAD WOUND (HEAD): -1 to INT, WILL, STUN
    COMPOUND LEG FRACTURE: leg useless, quarter SPD Dodge/Escape Atheletics; bleeding
    COMPOUND ARM FRACTURE: arm useless; bleeding
    SUCKING CHEST WOUND (TORSO): -3 BODY,SPD; suffocating
    TORN STOMACH (TORSO): -2 to all action; 4 acid damage per round
    CONCUSSION (HEAD): all [[1d6]] rounds stun save; -2 INT/REF/DEX
    SKULL FRACTURE (HEAD): bleeding; -1 INT/DEX; 4x head damage
    DISMEMBERED LEG: leg useless; quarter SPD Dodge/Escape Atheletics; bleeding
    DISMEMBERED ARM: arm useless; bleeding
    SEPTIC SHOCK (TORSO): -3 INT, WILL, REF, DEX; poisoned
    HEART DAMAGE (TORSO): quarter Stamina, SPD, BODY; bleeding
    DAMAGED EYE (HEAD): -5 sight based Awareness; -4 DEX; bleeding
    SEPARATED SPINE/DECAPITATED (HEAD): You are dead
    TARGET LOCATION: {{roll}}
    + DAMAGE: ({{#^rollTotal() computed::attackmultiplier 1}}{{computed::attackmultiplier}} x {{/^rollTotal() computed::attackmultiplier 1}}{{computed::weapondmg}} - {{computed::armor}}) = {{computed::afterArmor}} x {{computed::locationmultiplier}} + {{computed::critdmg}} ={{computed::damage}} +
    + EFFECT: {{weapon_effect}} +
    +
    diff --git a/Trinity_Continuum_2ed/TC2e.css b/Trinity_Continuum_2ed/TC2e.css index fd2703fde3..1d95501317 100644 --- a/Trinity_Continuum_2ed/TC2e.css +++ b/Trinity_Continuum_2ed/TC2e.css @@ -281,7 +281,7 @@ input[type="checkbox"].expander:checked + span::after { height: 100%; position: absolute; z-index: 2; - opacity: 0.5; + opacity: 0.8; transition: opacity 0.3s; overflow: hidden; top: -1px; @@ -442,11 +442,26 @@ input[type="checkbox"].rollButtonMain + span, .rollButtons .hider[value="1"]+li, .rollButtons .hider[value="1"]+div, .rollButtons .hider[value="1"]+label { - height: 93px; + height: 155px; } /* ++++ - Fim Roll Button - +++++ */ + + +/* ++++ - ATTR Roll Button - +++++ */ +.traitRollButton{ + font-family: 'dicefontd10'; + background: transparent; + border: none; + font-size: 23px; + opacity: .6; + padding-bottom: 5px; + display: none; +} + +/* ++++ - Fim ATTR Roll Button - +++++ */ + /* ############### - Fim Commons - ################ */ @@ -904,8 +919,10 @@ input.selectedTier[value="biosuit"] ~* .pseudoBody .biosuit{ input[name="attr_secSkl"][value='0'] ~ .pseudoBody .pseudoDisplay #section-Skill, input[name="attr_secAtt"][value='0'] ~ .pseudoBody .pseudoDisplay #section-Attributes, input[name="attr_secMgAtt"][value='0'] ~ .pseudoBody .pseudoDisplay #section-MegaAttributes, +input[name="attr_secMgAttAlt"][value='0'] ~ .pseudoBody .pseudoDisplay #section-MegaAttributesAlt, input[name="attr_secTrHlt"][value='0'] ~ .pseudoBody .pseudoDisplay #section-npc-Traits--Health, input[name="attr_secAppHlt"][value='0'] ~ .pseudoBody .pseudoDisplay #section-Approaches--Health, +input[name="attr_secModCond"][value='0'] ~ .pseudoBody .pseudoDisplay #section-npc-Modifiers--Conditions, input[name="attr_secEdSkTgUp"][value='0'] ~ .pseudoBody .pseudoDisplay #section-Edge--SkillTrick-Tags-Upgrades, input[name="attr_secInsFac"][value='0'] ~ .pseudoBody .pseudoDisplay #section-Inspiration--Facets, input[name="attr_secGft"][value='0'] ~ .pseudoBody .pseudoDisplay #section-Gifts, @@ -928,6 +945,7 @@ input[name="attr_secFlwHlt"][value='0'] ~ .pseudoBody .pseudoDisplay #section-Fl input[name="attr_secPths"][value='0'] ~ .pseudoBody .pseudoDisplay #section-Paths, input[name="attr_secAnPaths"][value='0'] ~ .pseudoBody .pseudoDisplay #section-anima-Paths, input[name="attr_secNotsAsp"][value='0'] ~ .pseudoBody .pseudoDisplay #section-Notes--Aspirations, +input[name="attr_secExpDfs"][value='0'] ~ .pseudoBody .pseudoDisplay #section-Experience--Defense, input[name="attr_secSrcSdEf"][value='0'] ~ .pseudoBody .pseudoDisplay #section-Source--SideEffects, input[name="attr_secGenPwr"][value='0'] ~ .pseudoBody .pseudoDisplay #section-GenericPowers, input[name="attr_secTrCondUAbl"][value='0'] ~ .pseudoBody .pseudoDisplay #section-Traits--Conditions-UniqueAbility, @@ -943,8 +961,10 @@ input[name="attr_secNotsOtTrts"][value='0'] ~ .pseudoBody .pseudoDisplay #sectio input[name="attr_secSkl"][value='0'] ~ .pseudoBody .pseudoDisplay #section-Skill + div.space1, input[name="attr_secAtt"][value='0'] ~ .pseudoBody .pseudoDisplay #section-Attributes + div.space1, input[name="attr_secMgAtt"][value='0'] ~ .pseudoBody .pseudoDisplay #section-MegaAttributes + div.space1, +input[name="attr_secMgAttAlt"][value='0'] ~ .pseudoBody .pseudoDisplay #section-MegaAttributesAlt + div.space1, input[name="attr_secTrHlt"][value='0'] ~ .pseudoBody .pseudoDisplay #section-npc-Traits--Health + div.space1, input[name="attr_secAppHlt"][value='0'] ~ .pseudoBody .pseudoDisplay #section-Approaches--Health + div.space1, +input[name="attr_secModCond"][value='0'] ~ .pseudoBody .pseudoDisplay #section-npc-Modifiers--Conditions + div.space1, input[name="attr_secEdSkTgUp"][value='0'] ~ .pseudoBody .pseudoDisplay #section-Edge--SkillTrick-Tags-Upgrades + div.space1, input[name="attr_secInsFac"][value='0'] ~ .pseudoBody .pseudoDisplay #section-Inspiration--Facets + div.space1, input[name="attr_secGft"][value='0'] ~ .pseudoBody .pseudoDisplay #section-Gifts + div.space1, @@ -967,6 +987,7 @@ input[name="attr_secFlwHlt"][value='0'] ~ .pseudoBody .pseudoDisplay #section-Fl input[name="attr_secPths"][value='0'] ~ .pseudoBody .pseudoDisplay #section-Paths + div.space1, input[name="attr_secAnPaths"][value='0'] ~ .pseudoBody .pseudoDisplay #section-anima-Paths + div.space1, input[name="attr_secNotsAsp"][value='0'] ~ .pseudoBody .pseudoDisplay #section-Notes--Aspirations + div.space1, +input[name="attr_secExpDfs"][value='0'] ~ .pseudoBody .pseudoDisplay #section-Experience--Defense + div.space1, input[name="attr_secSrcSdEf"][value='0'] ~ .pseudoBody .pseudoDisplay #section-Source--SideEffects + div.space1, input[name="attr_secGenPwr"][value='0'] ~ .pseudoBody .pseudoDisplay #section-GenericPowers + div.space1, input[name="attr_secTrCondUAbl"][value='0'] ~ .pseudoBody .pseudoDisplay #section-Traits--Conditions-UniqueAbility + div.space1, @@ -1381,6 +1402,13 @@ input.dot[value="9"] ~ button.gt-9 > span.checked{ margin-left: 17%; } +.TCGifts .repitem, +.mega-edge .repitem, +.TCQuantumPowers .repitem, +.TCAnimaAspects .repitem{ + margin-top: 7px; +} + /* ==== - Fim Positioning - ===== */ @@ -1711,16 +1739,18 @@ input.primaryColorFont::placeholder{ .colorOverHide[value="default"] ~* .logoTalent, .colorOverHide[value="default"] ~* .logoNova, .colorOverHide[value="default"] ~* .logoPsion, -.colorOverHide[value="default"] ~* .logoInspired, +.colorOverHide[value="default"] ~* .logoAdventure, +.colorOverHide[value="default"] ~* .logoVintage, .colorOverHide[value="default"] ~* .logoAnima, .colorOverHide[value="default"] ~* .logoAether, .colorOverHide[value="default"] ~* .logoAssassin, .colorOverHide[value="default"] ~* .logoNPC{ - display: block; + display: flex; position: absolute; opacity: 0; z-index: 0; transition: opacity 1s 1s; + justify-content: center; } .colorOverHide[value="default"] + .selectedTier[value="baseline"] ~* .logoBaseline, @@ -1758,15 +1788,26 @@ input.primaryColorFont::placeholder{ z-index: 1; transition: opacity 1s; } - -.colorOverHide[value="default"] + .selectedTier[value="inspired"] ~ .selectedTierLevel[value="daredevil"] ~* .logoInspired, -.colorOverHide[value="default"] + .selectedTier[value="inspired"] ~ .selectedTierLevel[value="stalwart"] ~* .logoInspired, -.colorOverHide[value="default"] + .selectedTier[value="inspired"] ~ .selectedTierLevel[value="mesmerist"] ~* .logoInspired{ + + +.colorOverHide[value="default"] + .selectedTier[value="inspired"] ~ .selectedTierLevel[value="daredevil"] ~* .logoAdventure, +.colorOverHide[value="default"] + .selectedTier[value="inspired"] ~ .selectedTierLevel[value="stalwart"] ~* .logoAdventure, +.colorOverHide[value="default"] + .selectedTier[value="inspired"] ~ .selectedTierLevel[value="mesmerist"] ~* .logoAdventure{ opacity: 1; z-index: 1; transition: opacity 1s; } + + +/* .colorOverHide[value="default"] + .selectedTier[value="inspired"] ~ .selectedTierLevel[value="daredevil"] ~* .logoVintage, +.colorOverHide[value="default"] + .selectedTier[value="inspired"] ~ .selectedTierLevel[value="stalwart"] ~* .logoVintage, +.colorOverHide[value="default"] + .selectedTier[value="inspired"] ~ .selectedTierLevel[value="mesmerist"] ~* .logoVintage{ + opacity: 1; + z-index: 1; + transition: opacity 1s; +} */ + .colorOverHide[value="default"] + .selectedTier[value="anima"] ~* .logoAnima{ opacity: 1; z-index: 1; @@ -1904,7 +1945,8 @@ input.primaryColorFont::placeholder{ /* //////////////////// - NEUTRAL THEME - //////////////////// */ .colorOverHide[value="neutral"] ~* .logoBaseline{ - display: block; + display: flex; + justify-content: center; position: absolute; opacity: 1; } @@ -2062,7 +2104,8 @@ input.primaryColorFont::placeholder{ /* //////////////////// - FLUX THEME - //////////////////// */ .colorOverHide[value="flux"] ~* .logoTalent{ - display: block; + display: flex; + justify-content: center; position: absolute; opacity: 1; } @@ -2189,7 +2232,8 @@ input.primaryColorFont::placeholder{ /* //////////////////// - QUANTUM THEME - //////////////////// */ .colorOverHide[value="quantum"] ~* .logoNova{ - display: block; + display: flex; + justify-content: center; position: absolute; opacity: 1; } @@ -2326,12 +2370,14 @@ input.primaryColorFont::placeholder{ .colorOverHide[value="default"] + .selectedTier[value="nova"] ~* .customRoll .numberHider, .colorOverHide[value="default"] + .selectedTier[value="nova"] ~* .custominitiative .numberHider, + .colorOverHide[value="default"] + .selectedTier[value="superior"] ~* .customRoll .numberHider, .colorOverHide[value="default"] + .selectedTier[value="superior"] ~* .custominitiative .numberHider, .colorOverHide[value="default"] + .selectedTier[value="qtech"] ~* .customRoll .numberHider, .colorOverHide[value="default"] + .selectedTier[value="qtech"] ~* .custominitiative .numberHider, + .colorOverHide[value="quantum"] ~* .customRoll .numberHider, .colorOverHide[value="quantum"] ~* .custominitiative .numberHider{ background:#FEC00F; @@ -2416,7 +2462,8 @@ input.primaryColorFont::placeholder{ /* ////////////////// - FIM PSI THEME - ////////////////// */ .colorOverHide[value="psi"] ~* .logoPsion{ - display: block; + display: flex; + justify-content: center; position: absolute; opacity: 1; } @@ -2670,7 +2717,8 @@ input.primaryColorFont::placeholder{ /* ////////////////// - SOURCE THEME - ////////////////// */ .colorOverHide[value="source"] ~* .logoNPC{ - display: block; + display: flex; + justify-content: center; position: absolute; opacity: 1; } @@ -2786,9 +2834,17 @@ input.primaryColorFont::placeholder{ -/* ////////////////// - TELLURIC THEME - ////////////////// */ -.colorOverHide[value="vintage"] ~* .logoInspired{ - display: block; + + + + + + +/* //////////////////// - ADVENTURE THEME - //////////////////// */ + +.colorOverHide[value="adventure"] ~* .logoAdventure{ + display: flex; + justify-content: center; position: absolute; opacity: 1; } @@ -2799,8 +2855,7 @@ input.primaryColorFont::placeholder{ .colorOverHide[value="default"] + .selectedTier[value="inspired"] ~ .selectedTierLevel[value="stalwart"] ~* .pseudoDisplay, .colorOverHide[value="default"] + .selectedTier[value="inspired"] ~ .selectedTierLevel[value="mesmerist"] ~* .pseudoDisplay, -.colorOverHide[value="vintage"] ~* .pseudoDisplay{ - background-color: #EEE7D7; +.colorOverHide[value="adventure"] ~ .pseudoDisplay{ transition: background-color 1s; } @@ -2809,24 +2864,31 @@ input.primaryColorFont::placeholder{ .colorOverHide[value="default"] + .selectedTier[value="inspired"] ~ .selectedTierLevel[value="daredevil"] ~* .primaryColorBackground, .colorOverHide[value="default"] + .selectedTier[value="inspired"] ~ .selectedTierLevel[value="stalwart"] ~* .primaryColorBackground, .colorOverHide[value="default"] + .selectedTier[value="inspired"] ~ .selectedTierLevel[value="mesmerist"] ~* .primaryColorBackground, -.colorOverHide[value="default"] + .selectedTier[value="inspired"] ~ .selectedTierLevel[value="daredevil"] ~* .customRepeating > .repcontrol, -.colorOverHide[value="default"] + .selectedTier[value="inspired"] ~ .selectedTierLevel[value="stalwart"] ~* .customRepeating > .repcontrol, -.colorOverHide[value="default"] + .selectedTier[value="inspired"] ~ .selectedTierLevel[value="mesmerist"] ~* .customRepeating > .repcontrol, +.colorOverHide[value="default"] + .selectedTier[value="inspired"] ~ .selectedTierLevel[value="daredevil"] ~* .customRepeating > .repcontrol, +.colorOverHide[value="default"] + .selectedTier[value="inspired"] ~ .selectedTierLevel[value="stalwart"] ~* .customRepeating > .repcontrol, +.colorOverHide[value="default"] + .selectedTier[value="inspired"] ~ .selectedTierLevel[value="mesmerist"] ~* .customRepeating > .repcontrol, -.colorOverHide[value="vintage"] ~* .primaryColorBackground, -.colorOverHide[value="vintage"] ~* .customRepeating > .repcontrol{ - background-color: #4D4D4D; - transition: background-color 1s; +.colorOverHide[value="adventure"] ~* .primaryColorBackground, +.colorOverHide[value="adventure"] ~* .customRepeating > .repcontrol{ + background-color: #9B0618; + /* background-color: #c62f28; */ + /* background-color: #84071a; */ + transition: 1s; } -.colorOverHide[value="default"] + .selectedTier[value="inspired"] ~ .selectedTierLevel[value="daredevil"] ~* .secondaryColorBackground, -.colorOverHide[value="default"] + .selectedTier[value="inspired"] ~ .selectedTierLevel[value="stalwart"] ~* .secondaryColorBackground, -.colorOverHide[value="default"] + .selectedTier[value="inspired"] ~ .selectedTierLevel[value="mesmerist"] ~* .secondaryColorBackground, +.colorOverHide[value="default"] + .selectedTier[value="inspired"] ~ .selectedTierLevel[value="daredevil"] ~ .secondaryColorBackground, +.colorOverHide[value="default"] + .selectedTier[value="inspired"] ~ .selectedTierLevel[value="stalwart"] ~ .secondaryColorBackground, +.colorOverHide[value="default"] + .selectedTier[value="inspired"] ~ .selectedTierLevel[value="mesmerist"] ~ .secondaryColorBackground, +.colorOverHide[value="default"] + .selectedTier[value="inspired"] ~ .selectedTierLevel[value="daredevil"] ~* .secondaryColorBackground, +.colorOverHide[value="default"] + .selectedTier[value="inspired"] ~ .selectedTierLevel[value="stalwart"] ~* .secondaryColorBackground, +.colorOverHide[value="default"] + .selectedTier[value="inspired"] ~ .selectedTierLevel[value="mesmerist"] ~* .secondaryColorBackground, -.colorOverHide[value="vintage"] ~* .secondaryColorBackground{ - background-color: #D9D0BD; + +.colorOverHide[value="adventure"] ~ .secondaryColorBackground, +.colorOverHide[value="adventure"] ~* .secondaryColorBackground{ + background-color: #F0E8D2; } @@ -2835,8 +2897,8 @@ input.primaryColorFont::placeholder{ .colorOverHide[value="default"] + .selectedTier[value="inspired"] ~ .selectedTierLevel[value="stalwart"] ~* .tertiaryColorBackground, .colorOverHide[value="default"] + .selectedTier[value="inspired"] ~ .selectedTierLevel[value="mesmerist"] ~* .tertiaryColorBackground, -.colorOverHide[value="vintage"] ~* .tertiaryColorBackground{ - background-color: #676561; +.colorOverHide[value="adventure"] ~* .tertiaryColorBackground{ + background-color: #A23946; } @@ -2845,18 +2907,24 @@ input.primaryColorFont::placeholder{ .colorOverHide[value="default"] + .selectedTier[value="inspired"] ~ .selectedTierLevel[value="stalwart"] ~* .colorFont, .colorOverHide[value="default"] + .selectedTier[value="inspired"] ~ .selectedTierLevel[value="mesmerist"] ~* .colorFont, -.colorOverHide[value="vintage"] ~* .colorFont{ - color:#EEE7D7; +.colorOverHide[value="adventure"] ~* .colorFont{ + color:#F9EABF; } -.colorOverHide[value="default"] + .selectedTier[value="inspired"] ~ .selectedTierLevel[value="daredevil"] ~* .primaryColorFont, -.colorOverHide[value="default"] + .selectedTier[value="inspired"] ~ .selectedTierLevel[value="stalwart"] ~* .primaryColorFont, -.colorOverHide[value="default"] + .selectedTier[value="inspired"] ~ .selectedTierLevel[value="mesmerist"] ~* .primaryColorFont, +.colorOverHide[value="default"] + .selectedTier[value="inspired"] ~ .selectedTierLevel[value="daredevil"] ~* .primaryColorFont, +.colorOverHide[value="default"] + .selectedTier[value="inspired"] ~ .selectedTierLevel[value="stalwart"] ~* .primaryColorFont, +.colorOverHide[value="default"] + .selectedTier[value="inspired"] ~ .selectedTierLevel[value="mesmerist"] ~* .primaryColorFont, -.colorOverHide[value="vintage"] ~* .primaryColorFont{ - color: #4D4D4D; +.colorOverHide[value="adventure"] ~* .primaryColorFont, + +.colorOverHide[value="default"] + .selectedTier[value="inspired"] ~ .selectedTierLevel[value="daredevil"] ~* .primaryColorFont::placeholder, +.colorOverHide[value="default"] + .selectedTier[value="inspired"] ~ .selectedTierLevel[value="stalwart"] ~* .primaryColorFont::placeholder, +.colorOverHide[value="default"] + .selectedTier[value="inspired"] ~ .selectedTierLevel[value="mesmerist"] ~* .primaryColorFont::placeholder, + +.colorOverHide[value="adventure"] ~* .primaryColorFont::placeholder{ + color: #9B0618; } @@ -2868,6 +2936,151 @@ input.primaryColorFont::placeholder{ .colorOverHide[value="default"] + .selectedTier[value="inspired"] ~ .selectedTierLevel[value="stalwart"] ~* .arena.central, .colorOverHide[value="default"] + .selectedTier[value="inspired"] ~ .selectedTierLevel[value="mesmerist"] ~* .arena.central, +.colorOverHide[value="adventure"] ~* .arenas, +.colorOverHide[value="adventure"] ~* .arena.central{ + outline-color: #9B0618; + border-color: #9B0618; +} + + +.colorOverHide[value="default"] + .selectedTier[value="inspired"] ~ .selectedTierLevel[value="daredevil"] ~* input[type="checkbox"], +.colorOverHide[value="default"] + .selectedTier[value="inspired"] ~ .selectedTierLevel[value="stalwart"] ~* input[type="checkbox"], +.colorOverHide[value="default"] + .selectedTier[value="inspired"] ~ .selectedTierLevel[value="mesmerist"] ~* input[type="checkbox"], + +.colorOverHide[value="adventure"] ~* input[type="checkbox"]{ + border-radius: 0; + background: transparent; +} + + + +.colorOverHide[value="default"] + .selectedTier[value="inspired"] ~ .selectedTierLevel[value="daredevil"] ~* input[type="checkbox"]::before, +.colorOverHide[value="default"] + .selectedTier[value="inspired"] ~ .selectedTierLevel[value="stalwart"] ~* input[type="checkbox"]::before, +.colorOverHide[value="default"] + .selectedTier[value="inspired"] ~ .selectedTierLevel[value="mesmerist"] ~* input[type="checkbox"]::before, + +.colorOverHide[value="adventure"] ~* input[type="checkbox"]::before{ + background-color: #F9EABF; +} + + + + +.colorOverHide[value="default"] + .selectedTier[value="inspired"] ~ .selectedTierLevel[value="daredevil"] ~* input[type="checkbox"]:checked, +.colorOverHide[value="default"] + .selectedTier[value="inspired"] ~ .selectedTierLevel[value="stalwart"] ~* input[type="checkbox"]:checked, +.colorOverHide[value="default"] + .selectedTier[value="inspired"] ~ .selectedTierLevel[value="mesmerist"] ~* input[type="checkbox"]:checked, + +.colorOverHide[value="adventure"] ~* input[type="checkbox"]:checked{ + background-color: #9B0618; +} + + +.colorOverHide[value="default"] + .selectedTier[value="inspired"] ~ .selectedTierLevel[value="daredevil"] ~ * .singleCustomRoll.defaultRollingDisplay .numberHider, +.colorOverHide[value="default"] + .selectedTier[value="inspired"] ~ .selectedTierLevel[value="stalwart"] ~ * .singleCustomRoll.defaultRollingDisplay .numberHider, +.colorOverHide[value="default"] + .selectedTier[value="inspired"] ~ .selectedTierLevel[value="mesmerist"] ~ * .singleCustomRoll.defaultRollingDisplay .numberHider, + +.colorOverHide[value="adventure"] ~ * .singleCustomRoll.defaultRollingDisplay .numberHider { + background: #F9EABF; +} + + +.colorOverHide[value="default"] + .selectedTier[value="inspired"] ~ .selectedTierLevel[value="daredevil"] ~ * .customRepeating .repcontrol_edit, +.colorOverHide[value="default"] + .selectedTier[value="inspired"] ~ .selectedTierLevel[value="mesmerist"] ~ * .customRepeating .repcontrol_edit, +.colorOverHide[value="default"] + .selectedTier[value="inspired"] ~ .selectedTierLevel[value="stalwart"] ~ * .customRepeating .repcontrol_edit, + +.colorOverHide[value="adventure"] ~ * .customRepeating .repcontrol_edit{ + color: rgb(249, 234, 191); +} + +.colorOverHide[value="default"] + .selectedTier[value="inspired"] ~ .selectedTierLevel[value="daredevil"] ~ * .customRepeating .repcontrol_add, +.colorOverHide[value="default"] + .selectedTier[value="inspired"] ~ .selectedTierLevel[value="mesmerist"] ~ * .customRepeating .repcontrol_add, +.colorOverHide[value="default"] + .selectedTier[value="inspired"] ~ .selectedTierLevel[value="stalwart"] ~ * .customRepeating .repcontrol_add, + +.colorOverHide[value="adventure"] ~ * .customRepeating .repcontrol_add{ + color: rgb(249, 234, 191); +} + + + +.colorOverHide[value="adventure"] ~* .TCSheet .TCSecondaryAptitude .customRepeating input[value="priaptitude"] ~* .pathLabel{ + background-color: #9B0618;; + color: white; +} + +.colorOverHide[value="adventure"] ~* .TCSheet .TCSecondaryAptitude .customRepeating input[value="priaptitude"] ~* .primaryColorFont{ + color:#9B0618;; +} + +.colorOverHide[value="adventure"] ~* .TCSheet .TCSecondaryAptitude .customRepeating input[value="secaptitude"] ~* .pathLabel{ + background-color:#E13146; + color: white; +} + +.colorOverHide[value="adventure"] ~* .TCSheet .TCSecondaryAptitude .customRepeating input[value="secaptitude"] ~* .primaryColorFont{ + color:#E13146; +} + +/* ////////////////// - FIM ADVENTURE THEME - ////////////////// */ + + + + + + + + + + + + +/* ////////////////// - VINTAGE THEME - ////////////////// */ +.colorOverHide[value="vintage"] ~* .logoVintage{ + display: flex; + justify-content: center; + position: absolute; + opacity: 1; +} + + + +.colorOverHide[value="vintage"] ~* .pseudoDisplay{ + background-color: #EEE7D7; + transition: background-color 1s; +} + + + +.colorOverHide[value="vintage"] ~* .primaryColorBackground, +.colorOverHide[value="vintage"] ~* .customRepeating > .repcontrol{ + background-color: #4D4D4D; + transition: background-color 1s; +} + + + +.colorOverHide[value="vintage"] ~* .secondaryColorBackground{ + background-color: #D9D0BD; +} + + + +.colorOverHide[value="vintage"] ~* .tertiaryColorBackground{ + background-color: #676561; +} + + + +.colorOverHide[value="vintage"] ~* .colorFont{ + color:#EEE7D7; +} + + + +.colorOverHide[value="vintage"] ~* .primaryColorFont{ + color: #4D4D4D; +} + + + .colorOverHide[value="vintage"] ~* .arenas, .colorOverHide[value="vintage"] ~* .arena.central{ outline-color: #676561; @@ -2876,50 +3089,30 @@ input.primaryColorFont::placeholder{ -.colorOverHide[value="default"] + .selectedTier[value="inspired"] ~ .selectedTierLevel[value="daredevil"] ~* button.dot::before, -.colorOverHide[value="default"] + .selectedTier[value="inspired"] ~ .selectedTierLevel[value="stalwart"] ~* button.dot::before, -.colorOverHide[value="default"] + .selectedTier[value="inspired"] ~ .selectedTierLevel[value="mesmerist"] ~* button.dot::before, - .colorOverHide[value="vintage"] ~* button.dot::before{ background-color: #EEE7D7; } -.colorOverHide[value="default"] + .selectedTier[value="inspired"] ~ .selectedTierLevel[value="daredevil"] ~* button.dot > span, -.colorOverHide[value="default"] + .selectedTier[value="inspired"] ~ .selectedTierLevel[value="stalwart"] ~* button.dot > span, -.colorOverHide[value="default"] + .selectedTier[value="inspired"] ~ .selectedTierLevel[value="mesmerist"] ~* button.dot > span, - .colorOverHide[value="vintage"] ~* button.dot > span{ background: #515151; } -.colorOverHide[value="default"] + .selectedTier[value="inspired"] ~ .selectedTierLevel[value="daredevil"] ~* .pseudoDisplay .dot.rectangle, -.colorOverHide[value="default"] + .selectedTier[value="inspired"] ~ .selectedTierLevel[value="stalwart"] ~* .pseudoDisplay .dot.rectangle, -.colorOverHide[value="default"] + .selectedTier[value="inspired"] ~ .selectedTierLevel[value="mesmerist"] ~* .pseudoDisplay .dot.rectangle, - .colorOverHide[value="vintage"] ~* .pseudoDisplay .dot.rectangle{ background: #eee7d7; } -.colorOverHide[value="default"] + .selectedTier[value="inspired"] ~ .selectedTierLevel[value="daredevil"] ~* .pathTabContent, -.colorOverHide[value="default"] + .selectedTier[value="inspired"] ~ .selectedTierLevel[value="stalwart"] ~* .pathTabContent, -.colorOverHide[value="default"] + .selectedTier[value="inspired"] ~ .selectedTierLevel[value="mesmerist"] ~* .pathTabContent, - .colorOverHide[value="vintage"] ~* .pathTabContent{ background-color: #F4F1EA; } -.colorOverHide[value="default"] + .selectedTier[value="inspired"] ~ .selectedTierLevel[value="daredevil"] ~* .aptitude, -.colorOverHide[value="default"] + .selectedTier[value="inspired"] ~ .selectedTierLevel[value="stalwart"] ~* .aptitude, -.colorOverHide[value="default"] + .selectedTier[value="inspired"] ~ .selectedTierLevel[value="mesmerist"] ~* .aptitude, - .colorOverHide[value="vintage"] ~* .aptitude{ background-color: #dbd5c6; border-color: #00000021; @@ -2973,10 +3166,6 @@ input.primaryColorFont::placeholder{ } -.colorOverHide[value="default"] + .selectedTier[value="inspired"] ~ .selectedTierLevel[value="daredevil"] ~* input[type="checkbox"]:checked, -.colorOverHide[value="default"] + .selectedTier[value="inspired"] ~ .selectedTierLevel[value="stalwart"] ~* input[type="checkbox"]:checked, -.colorOverHide[value="default"] + .selectedTier[value="inspired"] ~ .selectedTierLevel[value="mesmerist"] ~* input[type="checkbox"]:checked, - .colorOverHide[value="vintage"] ~* input[type="checkbox"]:checked{ background-color: #676561; } @@ -3006,7 +3195,7 @@ input.primaryColorFont::placeholder{ } -/* ////////////////// - FIM TELLURIC THEME - ////////////////// */ +/* ////////////////// - FIM VINTAGE THEME - ////////////////// */ @@ -3211,7 +3400,8 @@ input.primaryColorFont::placeholder{ .colorOverHide[value="fulgurtech"] ~* .logoAnima{ - display: block; + display: flex; + justify-content: center; position: absolute; opacity: 1; } @@ -4186,7 +4376,7 @@ input.primaryColorFont::placeholder{ .colorOverHide[value="default"] + .selectedTier[value="anima"] ~* .TCPaths input.selectedPathStatus[value="revoked"] + .singlePath, .colorOverHide[value="fulgurtech"] ~* .pseudoDisplay .TCPaths input.selectedPathStatus[value="revoked"] + .singlePath{ - background-color: #001715; + background-color: #001715 !important; transition: 1s; } @@ -4194,7 +4384,7 @@ input.primaryColorFont::placeholder{ .colorOverHide[value="default"] + .selectedTier[value="anima"] ~* .TCPaths input.selectedPathStatus[value="revoked"] + .singlePath .pathLabel, .colorOverHide[value="fulgurtech"] ~* .pseudoDisplay .TCPaths input.selectedPathStatus[value="revoked"] + .singlePath .pathLabel{ - background: #001715; + background: #001715 !important; color: #41fcf6; border: 1px solid #008d88; } @@ -4838,7 +5028,7 @@ input.primaryColorFont::placeholder{ .colorOverHide[value="default"] + .selectedTier[value="anima"] ~ * .secondaryColorBackground, .colorOverHide[value="fulgurtech"] ~ * .secondaryColorBackground, .colorOverHide[value="fulgurtech"] ~ * .injuryValue{ - color: #59fffa; + color: #59fffa ; } @@ -4860,6 +5050,123 @@ input.primaryColorFont::placeholder{ } +.colorOverHide[value="fulgurtech"] ~* .colorCircle{ + border-radius: 0%; +} + +.colorOverHide[value="fulgurtech"] ~ .pseudoBody .pseudoDisplay .pSection .powerSuiteColor[value="color1"] ~ .quantumPower, +.colorOverHide[value="fulgurtech"] ~ .pseudoBody .pseudoDisplay .pSection .powerSuiteColor[value="color1"] ~ .megaEdge, +.colorOverHide[value="fulgurtech"] ~ .pseudoBody .optionPowerSuiteColor .color1{ + background-color: #00c3ff4a; + transition: 1s; + border-color: #00c3ff; +} + +.colorOverHide[value="fulgurtech"] ~ .pseudoBody .pseudoDisplay .pSection .powerSuiteColor[value="color2"] ~ .quantumPower, +.colorOverHide[value="fulgurtech"] ~ .pseudoBody .pseudoDisplay .pSection .powerSuiteColor[value="color2"] ~ .megaEdge, +.colorOverHide[value="fulgurtech"] ~ .pseudoBody .optionPowerSuiteColor .color2{ + background-color: #00c3ff2e; + transition: 1s; + border-color: #00c3ff99; +} + +.colorOverHide[value="fulgurtech"] ~ .pseudoBody .pseudoDisplay .pSection .powerSuiteColor[value="color3"] ~ .quantumPower, +.colorOverHide[value="fulgurtech"] ~ .pseudoBody .pseudoDisplay .pSection .powerSuiteColor[value="color3"] ~ .megaEdge, +.colorOverHide[value="fulgurtech"] ~ .pseudoBody .optionPowerSuiteColor .color3{ + background-color: #c49f7f47; + transition: 1s; + border-color: #d9b290f0; +} + +.colorOverHide[value="fulgurtech"] ~ .pseudoBody .pseudoDisplay .pSection .powerSuiteColor[value="color4"] ~ .quantumPower, +.colorOverHide[value="fulgurtech"] ~ .pseudoBody .pseudoDisplay .pSection .powerSuiteColor[value="color4"] ~ .megaEdge, +.colorOverHide[value="fulgurtech"] ~ .pseudoBody .optionPowerSuiteColor .color4{ + background-color: #c49f7f2b; + transition: 1s; + border-color: #d9b29085; +} + +.colorOverHide[value="fulgurtech"] ~ .pseudoBody .pseudoDisplay .pSection .powerSuiteColor[value="color5"] ~ .quantumPower, +.colorOverHide[value="fulgurtech"] ~ .pseudoBody .pseudoDisplay .pSection .powerSuiteColor[value="color5"] ~ .megaEdge, +.colorOverHide[value="fulgurtech"] ~ .pseudoBody .optionPowerSuiteColor .color5{ + background-color: #fb3c0054; + transition: 1s; + border-color: #fb3c00; +} + +.colorOverHide[value="fulgurtech"] ~ .pseudoBody .pseudoDisplay .pSection .powerSuiteColor[value="color6"] ~ .quantumPower, +.colorOverHide[value="fulgurtech"] ~ .pseudoBody .pseudoDisplay .pSection .powerSuiteColor[value="color6"] ~ .megaEdge, +.colorOverHide[value="fulgurtech"] ~ .pseudoBody .optionPowerSuiteColor .color6{ + background-color: #fb3c0036; + transition: 1s; + border-color: #fb3c007d; +} + +.colorOverHide[value="fulgurtech"] ~ .pseudoBody .pseudoDisplay .pSection .powerSuiteColor[value="color7"] ~ .quantumPower, +.colorOverHide[value="fulgurtech"] ~ .pseudoBody .pseudoDisplay .pSection .powerSuiteColor[value="color7"] ~ .megaEdge, +.colorOverHide[value="fulgurtech"] ~ .pseudoBody .optionPowerSuiteColor .color7{ + background-color: #ffffff36; + transition: 1s; + border-color: #aff4f0f0; +} + +.colorOverHide[value="fulgurtech"] ~ .pseudoBody .pseudoDisplay .pSection .powerSuiteColor[value="color8"] ~ .quantumPower, +.colorOverHide[value="fulgurtech"] ~ .pseudoBody .pseudoDisplay .pSection .powerSuiteColor[value="color8"] ~ .megaEdge, +.colorOverHide[value="fulgurtech"] ~ .pseudoBody .optionPowerSuiteColor .color8{ + background-color: #ffffff21; + transition: 1s; + border-color: #a7e9e580; +} + +.colorOverHide[value="fulgurtech"] ~ .pseudoBody .pseudoDisplay .pSection .powerSuiteColor[value="color9"] ~ .quantumPower, +.colorOverHide[value="fulgurtech"] ~ .pseudoBody .pseudoDisplay .pSection .powerSuiteColor[value="color9"] ~ .megaEdge, +.colorOverHide[value="fulgurtech"] ~ .pseudoBody .optionPowerSuiteColor .color9{ + background-color: #5f77fb3d; + transition: 1s; + border-color: #5d8dff; +} + +.colorOverHide[value="fulgurtech"] ~ .pseudoBody .pseudoDisplay .pSection .powerSuiteColor[value="color10"] ~ .quantumPower, +.colorOverHide[value="fulgurtech"] ~ .pseudoBody .pseudoDisplay .pSection .powerSuiteColor[value="color10"] ~ .megaEdge, +.colorOverHide[value="fulgurtech"] ~ .pseudoBody .optionPowerSuiteColor .color10{ + background-color: #5f77fb2e; + transition: 1s; + border-color: #5d8dff99; +} + + +.colorOverHide[value="fulgurtech"] ~ .pseudoBody .pseudoDisplay .pSection .powerSuiteColor[value="color11"] ~ .quantumPower, +.colorOverHide[value="fulgurtech"] ~ .pseudoBody .pseudoDisplay .pSection .powerSuiteColor[value="color11"] ~ .megaEdge, +.colorOverHide[value="fulgurtech"] ~ .pseudoBody .optionPowerSuiteColor .color11{ + background-color: #44ff0030; + transition: 1s; + border-color: #98ff8fd1; + +} + +.colorOverHide[value="fulgurtech"] ~ .pseudoBody .pseudoDisplay .pSection .powerSuiteColor[value="color12"] ~ .quantumPower, +.colorOverHide[value="fulgurtech"] ~ .pseudoBody .pseudoDisplay .pSection .powerSuiteColor[value="color12"] ~ .megaEdge, +.colorOverHide[value="fulgurtech"] ~ .pseudoBody .optionPowerSuiteColor .color12{ + background-color: #44ff001c; + transition: 1s; + border-color: #98ff8f5e; +} + +.colorOverHide[value="fulgurtech"] ~ .pseudoBody .pseudoDisplay .pSection .powerSuiteColor[value="color13"] ~ .quantumPower, +.colorOverHide[value="fulgurtech"] ~ .pseudoBody .pseudoDisplay .pSection .powerSuiteColor[value="color13"] ~ .megaEdge, +.colorOverHide[value="fulgurtech"] ~ .pseudoBody .optionPowerSuiteColor .color13{ + background-color: #ff00d742; + transition: 1s; + border-color: #c464f7; +} + +.colorOverHide[value="fulgurtech"] ~ .pseudoBody .pseudoDisplay .pSection .powerSuiteColor[value="color14"] ~ .quantumPower, +.colorOverHide[value="fulgurtech"] ~ .pseudoBody .pseudoDisplay .pSection .powerSuiteColor[value="color14"] ~ .megaEdge, +.colorOverHide[value="fulgurtech"] ~ .pseudoBody .optionPowerSuiteColor .color14{ + background-color: #ff00d730; + transition: 1s; + border-color: #c464f7a6; +} /* ////////////////// PsiadTheme ////////////////// */ @@ -5386,7 +5693,8 @@ input.primaryColorFont::placeholder{ /* //////////////////// - AETHER THEME - //////////////////// */ .colorOverHide[value="aether"] ~* .logoAether{ - display: block; + display: flex; + justify-content: center; position: absolute; opacity: 1; } @@ -5518,7 +5826,8 @@ input.primaryColorFont::placeholder{ /* //////////////////// - FLUX ASSASSIN - //////////////////// */ .colorOverHide[value="assassin"] ~* .logoAssassin{ - display: block; + display: flex; + justify-content: center; position: absolute; opacity: 1; } @@ -5739,7 +6048,8 @@ input.primaryColorFont::placeholder{ .logoTalent, .logoNova, .logoPsion, -.logoInspired, +.logoAdventure, +.logoVintage, .logoNPC, .logoAnima, .logoAether, @@ -5808,6 +6118,7 @@ input.primaryColorFont::placeholder{ .EquipmentSubType .inputLine{ text-align: center; text-align-last: center; + scrollbar-width: thin; /* padding: 0px; */ } @@ -6237,7 +6548,7 @@ input[value="9"] ~ .reducedName{ } .TCGifts .expanderFlag[value="1"] ~ * .megaEdgeExpandedArea { - height: 340px; + height: 311px; } .TCGifts .repcontainer.editmode .repitem[data-reprowid="----Rep-Gift---ID-00"] .itemcontrol .repcontrol_del{ @@ -6251,7 +6562,7 @@ input[value="9"] ~ .reducedName{ .TCGifts .giftType[value="gift"] + .flex select{ - width: 72px; + width: 40px; } .TCGifts .giftType[value="luckgift"] + .flex select{ @@ -6466,7 +6777,7 @@ input.selectedTier[value="NPC"] ~ .sourceType[value="inspirationGog"] ~* .facets } .megaEdge{ - margin-top: 7px; + /* margin-top: 7px; */ border-style: solid; border-width: 1px; border-color: #B9B9B9; @@ -6514,7 +6825,7 @@ input[value="component"] ~* .megaEdgeTypeExtension{ font-style: italic; font-weight: normal; width: 194px; - height: 13px; + height: 14px; } @@ -6614,7 +6925,7 @@ input[value="component"] ~* .megaEdgeTypeExtension{ transition: height 0.3s , opacity 0.3s; margin-bottom: 10px; top: 26px; - height: 347px; + height: 360px; } @@ -6741,7 +7052,7 @@ input[value="component"] ~* .megaEdgeTypeExtension{ .megaEdgeTagsContainer{ background: #FBFBFB; width: calc(100% - 30px); - height: 260px; + height: 273px; border: none; border-top-style: solid; border-top-color: #B9B9B9; @@ -6822,6 +7133,7 @@ input[value="component"] ~* .megaEdgeTypeExtension{ .megaEdgeDescriptionTab .readerTrait textarea { min-height: 100%; max-height: 100%; + height: 194px; } .mega-edge .repcontainer.editmode .repitem[data-reprowid="----Rep-MEdg---ID-00"] .itemcontrol .repcontrol_del{ @@ -6831,6 +7143,40 @@ input[value="component"] ~* .megaEdgeTypeExtension{ /* FIM MEGA EDGES */ +/* MEGA ATTRIBUTE ALTERNATIVE */ +.TCMegaAttributeAlternative .megaEdgeTraitsHeader { + height: 27px; +} + +.TCMegaAttributeAlternative .megaEdgeTabContent { + height: 306px; +} + +.TCMegaAttributeAlternative .dots{ + margin-top: -10px; +} + +.TCMegaAttributeAlternative .expanderFlag[value="1"] ~ * .megaEdgeExpandedArea { + height: 339px; +} + +.TCMegaAttributeAlternative .inputPathName { + appearance: none; +} + +.TCMegaAttributeAlternative .selectedMegaAttribute[value=""] + .inputPathName { + border-bottom: 1px solid #a6a6a6; + border-radius: 0px; +} + +.TCMegaAttributeAlternative .repcontainer.editmode .repitem[data-reprowid="----Rep-MAta---ID-00"] .itemcontrol .repcontrol_del{ + display: none; +} + +/* FIM MEGA ATTRIBUTE ALTERNATIVE */ + + + /* TRANSFORMATIONS */ @@ -6871,7 +7217,7 @@ input[value="component"] ~* .megaEdgeTypeExtension{ } .quantumPower{ - margin-top: 7px; + /* margin-top: 7px; */ border-style: solid; border-width: 1px; border-color: #B9B9B9; @@ -7085,7 +7431,7 @@ input[value="component"] ~* .powerTypeExtension{ } .quantumPowerTabContent{ - height: 347px; + height: 362px; background-color:#F5F6F7; border-top: solid; border-top-width: 1px; @@ -7220,6 +7566,7 @@ input[value="component"] ~* .powerTypeExtension{ .quantumPowerDescriptionTab .readerTrait textarea { min-height: 100%; max-height: 100%; + height: 240px; } .quantum-power .repcontainer.editmode .repitem[data-reprowid="----Rep-QPwr---ID-00"] .itemcontrol .repcontrol_del{ @@ -7306,7 +7653,7 @@ input[value="component"] ~* .powerTypeExtension{ } .superiorPower{ - margin-top: 7px; + /* margin-top: 7px; */ border-style: solid; border-width: 1px; border-color: #B9B9B9; @@ -7456,6 +7803,195 @@ input[value="component"] ~* .powerTypeExtension{ +/* Power Suit Color*/ + +.powerSuiteColorSection .input-label{ + padding-top: 20px; + +} + +.optionPowerSuiteColor { + align-items: center; + width: 180px; + margin-bottom: 6px; +} + +.optionsPowerSuiteColor { + padding-top: 10px; + justify-content: space-between; +} + +.colorCircle { + border-color: #929292; + border-width: 1px; + border-style: solid; + border-radius: 100%; + margin-right: -21px; +} + +.pseudoBody .pseudoDisplay .inputPowerSuiteColor{ + opacity: 0; + width: 20px; + height: 20px; +} + +.circleDefault{ + margin-right: 8px; + +} + +.colorCircle.major{ + width: 20px; + height: 20px; +} + +.colorCircle.minor{ + width: 12px; + height: 12px; +} + + +.minor + input.inputPowerSuiteColor{ + margin-left: 7px; +} + + +/* .pseudoDisplay .pSection .powerSuiteColor[value="color1"] ~ .quantumPower, +.optionPowerSuiteColor .color1{ + background-color: #dcfefc; +} + +.pseudoDisplay .pSection .powerSuiteColor[value="color2"] ~ .quantumPower, +.optionPowerSuiteColor .color2{ + background-color: #e8fedc; +} + +.pseudoDisplay .pSection .powerSuiteColor[value="color3"] ~ .quantumPower, +.optionPowerSuiteColor .color3{ + background-color: #e3dcfe; +} + +.pseudoDisplay .pSection .powerSuiteColor[value="color4"] ~ .quantumPower, +.optionPowerSuiteColor .color4{ + background-color: #ffa5a3; +} + +.pseudoDisplay .pSection .powerSuiteColor[value="color5"] ~ .quantumPower, +.optionPowerSuiteColor .color5{ + background-color: #ffd8b2; +} + +.pseudoDisplay .pSection .powerSuiteColor[value="color6"] ~ .quantumPower, +.optionPowerSuiteColor .color6{ + background-color: #f2d47b; +} + +.pseudoDisplay .pSection .powerSuiteColor[value="color7"] ~ .quantumPower, +.optionPowerSuiteColor .color7{ + background-color: #B0B0B0; +} */ + + + +.pseudoDisplay .pSection .powerSuiteColor[value="color1"] ~ .quantumPower, +.pseudoDisplay .pSection .powerSuiteColor[value="color1"] ~ .megaEdge, +.optionPowerSuiteColor .color1{ + background-color: #84d6ff; + transition: 1s; +} + +.pseudoDisplay .pSection .powerSuiteColor[value="color2"] ~ .quantumPower, +.pseudoDisplay .pSection .powerSuiteColor[value="color2"] ~ .megaEdge, +.optionPowerSuiteColor .color2{ + background-color: #d0eefd; + transition: 1s; +} + +.pseudoDisplay .pSection .powerSuiteColor[value="color3"] ~ .quantumPower, +.pseudoDisplay .pSection .powerSuiteColor[value="color3"] ~ .megaEdge, +.optionPowerSuiteColor .color3{ + background-color: #c49f7f; + transition: 1s; +} + +.pseudoDisplay .pSection .powerSuiteColor[value="color4"] ~ .quantumPower, +.pseudoDisplay .pSection .powerSuiteColor[value="color4"] ~ .megaEdge, +.optionPowerSuiteColor .color4{ + background-color: #f0d4bb; + transition: 1s; +} + +.pseudoDisplay .pSection .powerSuiteColor[value="color5"] ~ .quantumPower, +.pseudoDisplay .pSection .powerSuiteColor[value="color5"] ~ .megaEdge, +.optionPowerSuiteColor .color5{ + background-color: #f28c6c; + transition: 1s; +} + +.pseudoDisplay .pSection .powerSuiteColor[value="color6"] ~ .quantumPower, +.pseudoDisplay .pSection .powerSuiteColor[value="color6"] ~ .megaEdge, +.optionPowerSuiteColor .color6{ + background-color: #fbb8a4; + transition: 1s; +} + +.pseudoDisplay .pSection .powerSuiteColor[value="color7"] ~ .quantumPower, +.pseudoDisplay .pSection .powerSuiteColor[value="color7"] ~ .megaEdge, +.optionPowerSuiteColor .color7{ + background-color: #aff4f0; + transition: 1s; +} + +.pseudoDisplay .pSection .powerSuiteColor[value="color8"] ~ .quantumPower, +.pseudoDisplay .pSection .powerSuiteColor[value="color8"] ~ .megaEdge, +.optionPowerSuiteColor .color8{ + background-color: #e2fffd; + transition: 1s; +} + +.pseudoDisplay .pSection .powerSuiteColor[value="color9"] ~ .quantumPower, +.pseudoDisplay .pSection .powerSuiteColor[value="color9"] ~ .megaEdge, +.optionPowerSuiteColor .color9{ + background-color: #8fa8f4; + transition: 1s; +} + +.pseudoDisplay .pSection .powerSuiteColor[value="color10"] ~ .quantumPower, +.pseudoDisplay .pSection .powerSuiteColor[value="color10"] ~ .megaEdge, +.optionPowerSuiteColor .color10{ + background-color: #b2c4f7; + transition: 1s; +} + + +.pseudoDisplay .pSection .powerSuiteColor[value="color11"] ~ .quantumPower, +.pseudoDisplay .pSection .powerSuiteColor[value="color11"] ~ .megaEdge, +.optionPowerSuiteColor .color11{ + background-color: #b0f291; + transition: 1s; +} + +.pseudoDisplay .pSection .powerSuiteColor[value="color12"] ~ .quantumPower, +.pseudoDisplay .pSection .powerSuiteColor[value="color12"] ~ .megaEdge, +.optionPowerSuiteColor .color12{ + background-color: #d8eece; + transition: 1s; +} + +.pseudoDisplay .pSection .powerSuiteColor[value="color13"] ~ .quantumPower, +.pseudoDisplay .pSection .powerSuiteColor[value="color13"] ~ .megaEdge, +.optionPowerSuiteColor .color13{ + background-color: #d3a7ea; + transition: 1s; +} + +.pseudoDisplay .pSection .powerSuiteColor[value="color14"] ~ .quantumPower, +.pseudoDisplay .pSection .powerSuiteColor[value="color14"] ~ .megaEdge, +.optionPowerSuiteColor .color14{ + background-color: #decce8; + transition: 1s; +} + @@ -8373,7 +8909,7 @@ input[value="component"] ~* .powerTypeExtension{ .selectedTier[value="biosuit"] ~* .rollButtons .hider[value="1"] + li, .selectedTier[value="biosuit"] ~* .rollButtons .hider[value="1"] + div, .selectedTier[value="biosuit"] ~* .rollButtons .hider[value="1"] + label { - height: 34px; + height: 95px; } @@ -8472,6 +9008,12 @@ input[value="component"] ~* .powerTypeExtension{ /* ++++ - EQUIPMENT Qin - +++++ */ +.TCTags textarea.expandedArea{ + max-width: calc(45% - 17px); + min-width: calc(45% - 17px); +} + + /* ++++ - Conditions - +++++ */ .pTwinSection .conditions .title2{ @@ -8720,17 +9262,17 @@ input[value="component"] ~* .powerTypeExtension{ } .pseudoBody .pseudoDisplay .TCPaths input.selectedPathStatus[value="revoked"] + .singlePath{ - background-color: #D9D9D9; + background-color: #D9D9D9 !important; transition: 1s; } .pseudoBody .pseudoDisplay .TCPaths input.selectedPathStatus[value="revoked"] + .singlePath .pathStatus{ - border-color: #00000045; + border-color: #00000045 !important; color: #000000a6; } .pseudoBody .pseudoDisplay .TCPaths input.selectedPathStatus[value="revoked"] + .singlePath .pathLabel{ - background: #717171; + background: #717171 !important; color: white; } @@ -9269,6 +9811,19 @@ input[value="component"] ~* .powerTypeExtension{ +/* ++++ - Experience + Defense- +++++ */ + +#section-Experience--Defense{ + margin-top: 10px; +} + + +/* ++++ - Fim Experience + Defense- +++++ */ + + + + + /* ++++ - NPC - +++++ */ /* .selectedTier[value="NPC"] ~* .traistHealth{ @@ -9318,6 +9873,25 @@ input[value="component"] ~* .powerTypeExtension{ margin-top: 11px; } +#section-npc-Traits--Health .npc-traits .npcPool{ + height: 16px; +} + +.npc-traits .npcEnhancements{ + display: flex; + align-items: center; + height: 25px; + /* width: 100%; */ +} + + + +.npc-traits .npcInitiative { + margin-top: 13px; + float: right; +} + + .npc-traits .boxPoint{ width: 65px; height: 25px; @@ -9356,13 +9930,14 @@ input[value="component"] ~* .powerTypeExtension{ } .npcDefenseContainer{ + margin-top: 29px; width: 78%; - margin-top: 32px; + } .npc-traits .npcDefenseEnhancements{ - margin-top: 20px + margin-top: 22px } .npc-traits .npcDefenseEnhancements .npcDefense .input-label, @@ -9377,7 +9952,29 @@ input[value="component"] ~* .powerTypeExtension{ /* ++++ - NPC health - +++++ */ -.npc-health .boxPoint{ + + +.npcHealth { + display: flex; + flex-direction: column; + justify-content: center; + align-items: center; +} + + +.npcHealth .boxPoint input { + font-size: 20px; + font-weight: bold; + } + +.npcHealth .npcDefense{ + width: 100%; + justify-content: space-around; +} + + + +/* .npc-health .boxPoint{ width: 65px; height: 30px; margin-top: -9px @@ -9397,9 +9994,34 @@ input[value="component"] ~* .powerTypeExtension{ .npc-health .sourceDots{ margin-top: 26px; -} +} */ + + /* ++++ - FIM NPC health - +++++ */ +.npcHealth .sourceDots { + margin-top: 28px; + width: 80%; + max-width: 500px; +} + + + +#section-npc-Modifiers--Conditions .repcontainer.editmode .repitem[data-reprowid="----Rep-Nmod---ID-00"] .itemcontrol .repcontrol_del, +#section-npc-Modifiers--Conditions .repcontainer.editmode .repitem[data-reprowid="----Rep-Nmod---ID-01"] .itemcontrol .repcontrol_del, +#section-npc-Modifiers--Conditions .repcontainer.editmode .repitem[data-reprowid="----Rep-Nmod---ID-02"] .itemcontrol .repcontrol_del, +#section-npc-Modifiers--Conditions .repcontainer.editmode .repitem[data-reprowid="----Rep-Nmod---ID-03"] .itemcontrol .repcontrol_del, +#section-npc-Modifiers--Conditions .repcontainer.editmode .repitem[data-reprowid="----Rep-Nmod---ID-04"] .itemcontrol .repcontrol_del{ + display: none; +} + +#section-npc-Modifiers--Conditions .repcontainer.editmode .repitem[data-reprowid="----Rep-Ncod---ID-00"] .itemcontrol .repcontrol_del, +#section-npc-Modifiers--Conditions .repcontainer.editmode .repitem[data-reprowid="----Rep-Ncod---ID-01"] .itemcontrol .repcontrol_del, +#section-npc-Modifiers--Conditions .repcontainer.editmode .repitem[data-reprowid="----Rep-Ncod---ID-02"] .itemcontrol .repcontrol_del, +#section-npc-Modifiers--Conditions .repcontainer.editmode .repitem[data-reprowid="----Rep-Ncod---ID-03"] .itemcontrol .repcontrol_del, +#section-npc-Modifiers--Conditions .repcontainer.editmode .repitem[data-reprowid="----Rep-Ncod---ID-04"] .itemcontrol .repcontrol_del{ + display: none; +} /* ++++ - NPC Source - +++++ */ .source .boxPoints{ @@ -9582,9 +10204,9 @@ input[value="component"] ~* .powerTypeExtension{ display: none; } -.selectedTier[value="ftech"] ~* .rollButtons{ +/* .selectedTier[value="ftech"] ~* .rollButtons{ display: none; -} +} */ .selectedTier[value="ftech"] ~* .tier{ width: 75%; @@ -9599,9 +10221,9 @@ input[value="component"] ~* .powerTypeExtension{ display: none; } -.selectedTier[value="qtech"] ~* .rollButtons{ +/* .selectedTier[value="qtech"] ~* .rollButtons{ display: none; -} +} */ .selectedTier[value="qtech"] ~* .tier{ width: 80%; @@ -9612,6 +10234,18 @@ input[value="component"] ~* .powerTypeExtension{ margin-left: 10px; } +.selectedTier[value="ftech"] ~* .rollButtons .hider[value="1"] + li, +.selectedTier[value="ftech"] ~* .rollButtons .hider[value="1"] + div, +.selectedTier[value="ftech"] ~* .rollButtons .hider[value="1"] + label { + height: 63px; +} + +.selectedTier[value="qtech"] ~* .rollButtons .hider[value="1"] + li, +.selectedTier[value="qtech"] ~* .rollButtons .hider[value="1"] + div, +.selectedTier[value="qtech"] ~* .rollButtons .hider[value="1"] + label { + height: 63px; +} + @@ -9727,15 +10361,22 @@ input[value="component"] ~* .powerTypeExtension{ } -.selectedTier[value="transport"] ~* .rollButtons{ +/* .selectedTier[value="transport"] ~* .rollButtons{ display: none; -} +} */ .transport .npc-traits .npcDefenseEnhancements { margin-top: 14px; margin-bottom: -5px; } +.selectedTier[value="transport"] ~* .rollButtons .hider[value="1"] + li, +.selectedTier[value="transport"] ~* .rollButtons .hider[value="1"] + div, +.selectedTier[value="transport"] ~* .rollButtons .hider[value="1"] + label { + height: 63px; +} + + .npc-traits .npcPools .npcPool .flex .wealthValue ~ select { transition: none; background: none; @@ -9882,9 +10523,9 @@ input[value="component"] ~* .powerTypeExtension{ display: none; } -.selectedTier[value="equipment"] ~* .rollButtons{ +/* .selectedTier[value="equipment"] ~* .rollButtons{ display: none; -} +} */ .selectedTech[value="noetic"] ~* .equipment .fmtTo{ @@ -9904,6 +10545,13 @@ input[value="component"] ~* .powerTypeExtension{ margin-left: 6px; } +.selectedTier[value="equipment"] ~* .rollButtons .hider[value="1"] + li, +.selectedTier[value="equipment"] ~* .rollButtons .hider[value="1"] + div, +.selectedTier[value="equipment"] ~* .rollButtons .hider[value="1"] + label { + height: 63px; +} + + /* ++++ - Fim Equipment Adjustments - +++++ */ @@ -9963,7 +10611,7 @@ input[value="component"] ~* .powerTypeExtension{ } .selectedTier[value="varg"] ~* .rollButtons .hider[value="1"] + div{ - height: 32px; + height: 95px; } @@ -11189,7 +11837,7 @@ input[value="component"] ~* .powerTypeExtension{ .customRollContainer{ margin-top: 10px; - margin-bottom: 40px; + /* margin-bottom: 20px; */ display: flex; justify-content: space-between; } @@ -11279,7 +11927,7 @@ input[value="component"] ~* .powerTypeExtension{ -.defaultRollingDisplay.singleCustomRoll .targetNumber{ +.customRollContainer .defaultRollingDisplay.singleCustomRoll .targetNumber{ color: #5E5E5E; font-weight: bold; font-size: 33px; @@ -11384,36 +12032,36 @@ input[value="component"] ~* .powerTypeExtension{ } -.pseudoDisplay .TCRolls .expanderFlag[value="0"] ~ .customRollContainer{ - margin-bottom: 25px; +.pseudoDisplay .repitem .expanderFlag[value="0"] ~ .customRollContainer{ + margin-bottom: 20px; transition: margin-bottom 0.3s; } -.pseudoDisplay .TCRolls .expanderFlag[value="0"] ~* .singleCustomRoll{ +.pseudoDisplay .repitem .expanderFlag[value="0"] ~* .singleCustomRoll{ margin-bottom: 0px; transition: margin-bottom 0.3s; } -.pseudoDisplay .TCRolls .expanderFlag[value="1"] ~* .singleCustomRoll{ +.pseudoDisplay .repitem .expanderFlag[value="1"] ~* .singleCustomRoll{ margin-bottom: 10px; transition: margin-bottom 0.3s; } -.pseudoDisplay .TCRolls .expanderFlag[value="0"] ~* .singleCustomRoll{ +.pseudoDisplay .repitem .expanderFlag[value="0"] ~* .singleCustomRoll{ height: 124px; transition: height 0.3s; } -.pseudoDisplay .TCRolls .expanderFlag[value="1"] ~* .singleCustomRoll{ +.pseudoDisplay .repitem .expanderFlag[value="1"] ~* .singleCustomRoll{ height: 327px; transition: height 0.3s; } -.TCRolls .expanderFlag[value="0"] ~* .customRollExpandedArea{ +.repitem .expanderFlag[value="0"] ~* .customRollExpandedArea{ opacity: 0; transition: height 0.3s , opacity 0.3s; height: 0px !important; @@ -11426,7 +12074,7 @@ input[value="component"] ~* .powerTypeExtension{ } -.TCRolls .expanderFlag[value="1"] ~* .customRollExpandedArea{ +.repitem .expanderFlag[value="1"] ~* .customRollExpandedArea{ margin-top: 0px; margin-bottom: 0px; transition: height 0.3s , opacity 0.3s; @@ -11434,7 +12082,7 @@ input[value="component"] ~* .powerTypeExtension{ height: 174px; } -.TCRolls .expanderFlag[value="0"] ~* .rollEndingSection{ +.repitem .expanderFlag[value="0"] ~* .rollEndingSection{ height: 60px; border-top-style: solid; border-top-width: 1px; @@ -11442,24 +12090,24 @@ input[value="component"] ~* .powerTypeExtension{ transition: height 0.3s; } -.pseudoDisplay .TCRolls .expanderFlag[value="0"] ~* .rollEndingSection button{ +.pseudoDisplay .repitem .expanderFlag[value="0"] ~* .rollEndingSection button{ height: 54px; transition: height 0.3s; } -.pseudoDisplay .TCRolls .expanderFlag[value="1"] ~* .rollEndingSection button{ +.pseudoDisplay .repitem .expanderFlag[value="1"] ~* .rollEndingSection button{ transition: height 0.3s; } -.pseudoDisplay .TCRolls .expanderFlag[value="0"] ~* .defaultRollingDisplay .diceGraf{ +.pseudoDisplay .repitem .expanderFlag[value="0"] ~* .defaultRollingDisplay .diceGraf{ transform: scale(0.7); } -.pseudoDisplay .TCRolls .expanderFlag[value="0"] ~* .defaultRollingDisplay .rollEndingSectionInner:hover .diceGraf { +.pseudoDisplay .repitem .expanderFlag[value="0"] ~* .defaultRollingDisplay .rollEndingSectionInner:hover .diceGraf { transform: scale(.77); } -.pseudoDisplay .TCRolls .expanderFlag[value="0"] ~* .defaultRollingDisplay .rollEndingSectionInner:active .diceGraf{ +.pseudoDisplay .repitem .expanderFlag[value="0"] ~* .defaultRollingDisplay .rollEndingSectionInner:active .diceGraf{ transform: rotate(90deg) scale(.6); } @@ -11519,8 +12167,10 @@ input[value="component"] ~* .powerTypeExtension{ } -.defaultRollingDisplay.singleCustomRoll .cRTabButtons .activeButton, -.defaultRollingDisplay.singleCustomRoll .rollMiddleSection1{ +.defaultRollingDisplay.singleCustomRoll .rollMiddleSection1, +.cRTabsToggle[value="cr01-traits"] ~* button[name="act_cr01-traits"], +.cRTabsToggle[value="cr02-traits"] ~* button[name="act_cr02-traits"], +.cRTabsToggle[value="cr03-traits"] ~* button[name="act_cr03-traits"]{ background-color: #F5F6F7; } @@ -11531,10 +12181,7 @@ input[value="component"] ~* .powerTypeExtension{ } -.defaultRollingDisplay.singleCustomRoll .cRTabButtons button:hover{ - background-color: #0000000a; - transition: background-color 0s; -} + @@ -11569,17 +12216,18 @@ input[value="component"] ~* .powerTypeExtension{ color: #757575; padding-bottom: 2px; padding-top: 1px; + } + .cRTabsToggle[value="cr01-description"] ~* button[name="act_cr01-traits"], .cRTabsToggle[value="cr02-description"] ~* button[name="act_cr02-traits"], .cRTabsToggle[value="cr03-description"] ~* button[name="act_cr03-traits"]{ - background-color: transparent !important; + background-color: transparent; } - .cRTabsToggle[value="cr01-description"] ~* button[name="act_cr01-description"], .cRTabsToggle[value="cr02-description"] ~* button[name="act_cr02-description"], .cRTabsToggle[value="cr03-description"] ~* button[name="act_cr03-description"]{ @@ -11587,6 +12235,16 @@ input[value="component"] ~* .powerTypeExtension{ } +.cRTabsToggle[value="cr01-description"] ~* button[name="act_cr01-traits"]:hover, +.cRTabsToggle[value="cr02-description"] ~* button[name="act_cr02-traits"]:hover, +.cRTabsToggle[value="cr03-description"] ~* button[name="act_cr03-traits"]:hover, +.cRTabsToggle[value="cr01-traits"] ~* button[name="act_cr01-description"]:hover, +.cRTabsToggle[value="cr02-traits"] ~* button[name="act_cr02-description"]:hover, +.cRTabsToggle[value="cr03-traits"] ~* button[name="act_cr03-description"]:hover{ + background-color: #0000000a; +} + + .customRollContainer .defaultRollingDisplay.singleCustomRoll .traitValue { font-size: 35px; font-weight: bold; @@ -12075,6 +12733,18 @@ input[value="component"] ~* .powerTypeExtension{ background: white; } + .flux21{ + background: #D20F28; + } + + .flux22{ + background: #EACB77; + } + + .flux23{ + background: white; + } + .flux31{ background: #4F7121; } @@ -12249,10 +12919,355 @@ input[value="component"] ~* .powerTypeExtension{ border-style: solid; border-width: 1px; border-color: #B9B9B9; - margin-bottom: 30px; + margin-bottom: 30px; +} + +.defaultRollingDisplay.customInitialRoll{ + font-family: Roboto; + display:none; + flex-direction: column; + position: absolute; + z-index: 2; + background: none; + width: 100%; + height: 100%; + margin-left: 0px; + border-style: none; + margin-bottom: 0px; + top: 0%; + margin-top: 0px; + pointer-events: none; +} + + +#customRolls .defaultRollingDisplay.customInitialRoll .singleCustomRoll .rollMiddleSection1, +#customRolls .defaultRollingDisplay.customInitialRoll .cRTabsToggle[value="cr01-traits"] ~* button[name="act_cr01-traits"], +#customRolls .defaultRollingDisplay.customInitialRoll .cRTabsToggle[value="cr02-traits"] ~* button[name="act_cr02-traits"], +#customRolls .defaultRollingDisplay.customInitialRoll .cRTabsToggle[value="cr03-traits"] ~* button[name="act_cr03-traits"]{ + background-color: #F5F6F7; +} + + +#customRolls .defaultRollingDisplay.customInitialRoll .singleCustomRoll .rollMiddleSection1, +#customRolls .defaultRollingDisplay.customInitialRoll .cITabsToggle[value="ci01-traits"] ~* button[name="act_ci01-traits"], +#customRolls .defaultRollingDisplay.customInitialRoll .cITabsToggle[value="ci02-traits"] ~* button[name="act_ci02-traits"], +#customRolls .defaultRollingDisplay.customInitialRoll .cITabsToggle[value="ci03-traits"] ~* button[name="act_ci03-traits"]{ + background-color: #F5F6F7; +} + + +#customRolls .defaultRollingDisplay.customInitialRoll .customRollContainer{ + margin-top: 0px; +} + + +#customRolls .cITabsToggle[value="ci01-traits"] ~* button[name="act_ci01-traits"], +#customRolls .cITabsToggle[value="ci02-traits"] ~* button[name="act_ci02-traits"], +#customRolls .cITabsToggle[value="ci03-traits"] ~* button[name="act_ci03-traits"], +#customRolls .cITabsToggle[value="ci01-description"] ~* button[name="act_ci01-description"], +#customRolls .cITabsToggle[value="ci02-description"] ~* button[name="act_ci02-description"], +#customRolls .cITabsToggle[value="ci03-description"] ~* button[name="act_ci03-description"]{ + border: solid; + border-width: 1px; + border-color:#B9B9B9; + border-bottom: none; + color: #757575; + padding-bottom: 2px; + padding-top: 1px; +} + +#customRolls .cITabsToggle[value="ci01-description"] ~* button[name="act_ci01-description"], +#customRolls .cITabsToggle[value="ci02-description"] ~* button[name="act_ci02-description"], +#customRolls .cITabsToggle[value="ci03-description"] ~* button[name="act_ci03-description"]{ + background-color: white; +} + + +#customRolls .cRTabsToggle[value="cr01-traits"] ~* button[name="act_cr01-traits"], +#customRolls .cRTabsToggle[value="cr02-traits"] ~* button[name="act_cr02-traits"], +#customRolls .cRTabsToggle[value="cr03-traits"] ~* button[name="act_cr03-traits"], +#customRolls .cRTabsToggle[value="cr01-description"] ~* button[name="act_cr01-description"], +#customRolls .cRTabsToggle[value="cr02-description"] ~* button[name="act_cr02-description"], +#customRolls .cRTabsToggle[value="cr03-description"] ~* button[name="act_cr03-description"]{ + border: solid; + border-width: 1px; + border-color:#B9B9B9; + border-bottom: none; + color: #757575; + padding-bottom: 2px; + padding-top: 1px; +} + +#customRolls .cRTabsToggle[value="cr01-description"] ~* button[name="act_cr01-description"], +#customRolls .cRTabsToggle[value="cr02-description"] ~* button[name="act_cr02-description"], +#customRolls .cRTabsToggle[value="cr03-description"] ~* button[name="act_cr03-description"]{ + background-color: white; +} + + + + + + + +#customRolls .cRDescriptionTab { + height: 142px; + padding: 10px; + border-top-style: solid; + border-top-color: #B9B9B9; + border-top-width: 1px; + background: white; + padding: 5px; +} + +#customRolls .cRDescriptionTab textarea{ + background: white; + color: #555; +} + +#customRolls .cRDescriptionTab textarea::placeholder{ + color: #555; + opacity: .5; +} + + +#customRolls .defaultRollingDisplay.customInitialRoll.customRepeating .repitem .expanderFlag[value="0"] ~ .customRollContainer { + margin-bottom: 20px; + transition: margin-bottom 0.3s; +} + +#customRolls .defaultRollingDisplay.customInitialRoll.customRepeating .repitem .expanderFlag[value="1"] ~ * .singleCustomRoll { + margin-bottom: 20px; +} + + + +#customRolls .defaultRollingDisplay.customInitialRoll .singleCustomRoll{ + pointer-events: initial; +} + +#customRolls .defaultRollingDisplay.customInitialRoll .repcontrol{ + pointer-events: initial; +} + +#customRolls .defaultRollingDisplay.customInitialRoll .itemcontrol{ + pointer-events: initial; +} + +#customRolls .defaultRollingDisplay.customInitialRoll .target .targetSelected[value="1"] ~ div, +#customRolls .defaultRollingDisplay.customInitialRoll .target .targetSelected[value="2"] ~ div, +#customRolls .defaultRollingDisplay.customInitialRoll .target .targetSelected[value="3"] ~ div, +#customRolls .defaultRollingDisplay.customInitialRoll .target .targetSelected[value="4"] ~ div, +#customRolls .defaultRollingDisplay.customInitialRoll .target .targetSelected[value="5"] ~ div, +#customRolls .defaultRollingDisplay.customInitialRoll .target .targetSelected[value="6"] ~ div, +#customRolls .defaultRollingDisplay.customInitialRoll .target .targetSelected[value="7"] ~ div, +#customRolls .defaultRollingDisplay.customInitialRoll .target .targetSelected[value="8"] ~ div, +#customRolls .defaultRollingDisplay.customInitialRoll .target .targetSelected[value="9"] ~ div, +#customRolls .defaultRollingDisplay.customInitialRoll .target .targetSelected[value="10"] ~ div { + color: #5E5E5E; +} + +.pseudoBody .pseudoDisplay #customRolls .defaultRollingDisplay.customInitialRoll.customRepeating .repcontrol{ + width: 29px; + display: flex; + flex-direction: column; + position: sticky; + margin-left: calc(100% - -1px); + overflow: clip; + background-color: #336699; + top: 30px; + opacity: 0; + pointer-events: none; } + +.pseudoBody .pseudoDisplay #customRolls .defaultRollingDisplay.customInitialRoll.customRepeating .repcontainer{ + position: sticky; + width: calc(100% +1px); + top: 30px; + margin-top: -73px; + /* height: 900px; */ + overflow: hidden; + +} + +.pseudoBody .pseudoDisplay #customRolls .defaultRollingDisplay.customInitialRoll.customRepeating .repcontainer.editmode{ + margin-top: -38px; +} + + +.pseudoBody .pseudoDisplay #customRolls .defaultRollingDisplay.customInitialRoll.customRepeating .repcontrol_add::after{ + margin-left: -33px; +} + + +.pseudoBody .pseudoDisplay #customRolls .defaultRollingDisplay.customInitialRoll.customRepeating .editmode + .repcontrol .repcontrol_edit::after{ + margin-left: -34px; +} + + +.pseudoBody .pseudoDisplay #customRolls .defaultRollingDisplay.customInitialRoll.customRepeating .repcontrol_edit::after{ + margin-left: -44px; +} + + +.pseudoBody .pseudoDisplay #customRolls .defaultRollingDisplay.customInitialRoll.customRepeating .repcontainer .repitem{ + display: none; +} + + +.pseudoBody .pseudoDisplay #customRolls .defaultRollingDisplay.customInitialRoll.customRepeating .repcontainer .repitem:nth-child(1){ + display: block; +} + +.pseudoBody .pseudoDisplay #customRolls .defaultRollingDisplay.customInitialRoll.customRepeating .repcontainer .repitem:nth-child(2){ + display: block; +} + +.pseudoBody .pseudoDisplay #customRolls .defaultRollingDisplay.customInitialRoll.customRepeating .repcontainer .repitem:nth-child(3){ + display: block; +} + +.pseudoBody .pseudoDisplay #customRolls .defaultRollingDisplay.customInitialRoll.customRepeating .repcontainer .repitem:nth-child(4){ + display: block; +} + +.pseudoBody .pseudoDisplay #customRolls .defaultRollingDisplay.customInitialRoll.customRepeating .repcontainer .repitem:nth-child(5){ + display: block; +} + + +.pseudoBody .pseudoDisplay #customRolls .defaultRollingDisplay.customInitialRoll .singleCustomRoll{ + border-color: #B9B9B9; +} + +.pseudoBody .pseudoDisplay #customRolls .defaultRollingDisplay.customInitialRoll .customRollExpandedArea .rollMiddleSection2{ + background-color: white; +} + +.pseudoBody .pseudoDisplay #customRolls .defaultRollingDisplay.customInitialRoll .singleCustomRoll, +.pseudoBody .pseudoDisplay #customRolls .defaultRollingDisplay.customInitialRoll .singleCustomRoll .rollTitleSectionInner{ + background-color: #E8E8E8; + font-family: inherit +} + +.pseudoBody .pseudoDisplay #customRolls .defaultRollingDisplay.customInitialRoll .targetNumber, +.pseudoBody .pseudoDisplay #customRolls .defaultRollingDisplay.customInitialRoll .characterName, +.pseudoBody .pseudoDisplay #customRolls .defaultRollingDisplay.customInitialRoll .writingROLL{ + font-weight: bold; + color: #369; +} + +.pseudoBody .pseudoDisplay #customRolls .defaultRollingDisplay.customInitialRoll .singleCustomRoll .inputWeaponTitle, +.pseudoBody .pseudoDisplay #customRolls .defaultRollingDisplay.customInitialRoll .singleCustomRoll .inputWeaponTitle::placeholder, +.pseudoBody .pseudoDisplay #customRolls .defaultRollingDisplay.customInitialRoll .singleCustomRoll .inputWeaponTitle:placeholder-shown { + color: #737373; + opacity: 1; +} + + +.pseudoBody .pseudoDisplay #customRolls .defaultRollingDisplay.customInitialRoll .singleCustomRoll .rollEndingSectionInner{ + background-color: #336699; +} + +.selectedTier[value="NPC"] ~ .pseudoBody .pseudoDisplay #customRolls .defaultRollingDisplay.customInitialRoll .singleCustomRoll .rollEndingSectionInner{ + background-color: #80407E; +} + + + +.pseudoBody .pseudoDisplay #customRolls .defaultRollingDisplay.customInitialRoll .singleCustomRoll .spanExpander, +.pseudoBody .pseudoDisplay #customRolls .defaultRollingDisplay.customInitialRoll .singleCustomRoll input[type="checkbox"].expander + span::after{ + color: #333 !important; +} + + +.pseudoBody .pseudoDisplay #customRolls .defaultRollingDisplay.customInitialRoll .singleCustomRoll .diceIcon{ + color: white; +} + + +.pseudoBody .pseudoDisplay #customRolls .defaultRollingDisplay.customInitialRoll .singleCustomRoll .targetNumber, +.pseudoBody .pseudoDisplay #customRolls .defaultRollingDisplay.customInitialRoll .singleCustomRoll .characterName, +.pseudoBody .pseudoDisplay #customRolls .defaultRollingDisplay.customInitialRoll .singleCustomRoll .writingROLL{ + color: #369 !important; +} + + +.selectedTier[value="NPC"] ~ .pseudoBody .pseudoDisplay #customRolls .defaultRollingDisplay.customInitialRoll .singleCustomRoll .targetNumber, +.selectedTier[value="NPC"] ~ .pseudoBody .pseudoDisplay #customRolls .defaultRollingDisplay.customInitialRoll .singleCustomRoll .characterName, +.selectedTier[value="NPC"] ~ .pseudoBody .pseudoDisplay #customRolls .defaultRollingDisplay.customInitialRoll .singleCustomRoll .writingROLL{ + color: #80407E !important; +} + + +.pseudoBody .pseudoDisplay #customRolls .defaultRollingDisplay.customInitialRoll .singleCustomRoll .cRTabButtons button{ + color: #757575; +} + +.pseudoBody .pseudoDisplay #customRolls .defaultRollingDisplay.customInitialRoll .singleCustomRoll .cRTabsToggle[value="cr01-traits"] ~ * button[name="act_cr01-traits"], +.pseudoBody .pseudoDisplay #customRolls .defaultRollingDisplay.customInitialRoll .singleCustomRoll .cRTabsToggle[value="cr02-traits"] ~ * button[name="act_cr02-traits"], +.pseudoBody .pseudoDisplay #customRolls .defaultRollingDisplay.customInitialRoll .singleCustomRoll .cRTabsToggle[value="cr03-traits"] ~ * button[name="act_cr03-traits"], +.pseudoBody .pseudoDisplay #customRolls .defaultRollingDisplay.customInitialRoll .singleCustomRoll .rollMiddleSection1{ + background-color: #F5F6F7; + border-color: #B9B9B9; + color: #757575; +} + +.pseudoBody .pseudoDisplay #customRolls .defaultRollingDisplay.customInitialRoll .singleCustomRoll .targetNumber:hover, +.pseudoBody .pseudoDisplay #customRolls .defaultRollingDisplay.customInitialRoll .singleCustomRoll .names input:hover, +.pseudoBody .pseudoDisplay #customRolls .defaultRollingDisplay.customInitialRoll .singleCustomRoll .traitValue:hover, +.pseudoBody .pseudoDisplay #customRolls .defaultRollingDisplay.customInitialRoll .singleCustomRoll .traitName:hover, +.pseudoBody .pseudoDisplay #customRolls .defaultRollingDisplay.customInitialRoll .singleCustomRoll .modifierNumber:hover, + +.pseudoBody .pseudoDisplay #customRolls .defaultRollingDisplay.customInitialRoll .singleCustomRoll .targetNumber:focus, +.pseudoBody .pseudoDisplay #customRolls .defaultRollingDisplay.customInitialRoll .singleCustomRoll .names input:focus, +.pseudoBody .pseudoDisplay #customRolls .defaultRollingDisplay.customInitialRoll .singleCustomRoll .traitValue:focus, +.pseudoBody .pseudoDisplay #customRolls .defaultRollingDisplay.customInitialRoll .singleCustomRoll .traitName:focus, +.pseudoBody .pseudoDisplay #customRolls .defaultRollingDisplay.customInitialRoll .singleCustomRoll .modifierNumber:focus{ + background-color: white; + border: 1px solid #ccc; +} + + +.pseudoBody .pseudoDisplay #customRolls .defaultRollingDisplay.customInitialRoll .singleCustomRoll .rollMiddleSection1 input, +.pseudoBody .pseudoDisplay #customRolls .defaultRollingDisplay.customInitialRoll .singleCustomRoll .rollMiddleSection2 input{ + color: #369; + font-weight: bold; + border-color: #737373; +} + + +.pseudoBody .pseudoDisplay #customRolls .defaultRollingDisplay.customInitialRoll .singleCustomRoll.defaultRollingDisplay .numberHider{ + background: white; +} + +.pseudoBody .pseudoDisplay #customRolls .defaultRollingDisplay.customInitialRoll .defaultRollingDisplay.singleCustomRoll .names input:placeholder-shown{ + border-bottom: 1px solid #636465; +} + +.pseudoBody .pseudoDisplay #customRolls .defaultRollingDisplay.customInitialRoll .repitem .expanderFlag[value="0"] ~ * .rollEndingSection { + border-top-color: #b9b9b9; +} + +.pseudoBody .pseudoDisplay #customRolls .defaultRollingDisplay.customInitialRoll .singleCustomRoll .rollMiddleSection1 input::placeholder, +.pseudoBody .pseudoDisplay #customRolls .defaultRollingDisplay.customInitialRoll .singleCustomRoll .rollMiddleSection2 input::placeholder{ + color: #9b9b9b !important; + opacity: 1; +} + +.pseudoBody .pseudoDisplay #customRolls .defaultRollingDisplay.customInitialRoll .singleCustomRoll .defaultRollingDisplay.singleCustomRoll .names input:placeholder-shown{ + border-color: #636465; +} + +.pseudoBody .pseudoDisplay #customRolls .defaultRollingDisplay.customInitialRoll .singleCustomRoll .rollMiddleSection1{ + border-color: #B9B9B9; +} + + + + .sheetform .charactersheet .pseudoBody .pseudoDisplay .defaultRollingDisplay select option{ background-color: initial; color: #5e5e5e; @@ -12282,7 +13297,8 @@ input[value="component"] ~* .powerTypeExtension{ .defaultRollingDisplay.coreRoll .names input, .defaultRollingDisplay.genericRoll .names input, -.defaultRollingDisplay.initiativeRoll .names input{ +.defaultRollingDisplay.initiativeRoll .names input, +.defaultRollingDisplay.traitRoll .names input{ width: auto; border: none; background: none; @@ -12329,7 +13345,8 @@ input[value="component"] ~* .powerTypeExtension{ margin-right: -8px; } -.defaultRollingDisplay.genericRoll .targetNumber{ +.defaultRollingDisplay.genericRoll .targetNumber, +.defaultRollingDisplay.traitRoll .targetNumber{ color: #757575; font-weight: bold; font-size: 33px; @@ -12382,7 +13399,8 @@ input[value="component"] ~* .powerTypeExtension{ } -.defaultRollingDisplay.coreRoll .traitName{ +.defaultRollingDisplay.coreRoll .traitName, +.defaultRollingDisplay.traitRoll .traitName{ font-size: 14px; font-weight: bold; color: #5e5e5e; @@ -12399,6 +13417,22 @@ input[value="component"] ~* .powerTypeExtension{ text-align: center; } +.defaultRollingDisplay.traitRoll .trait1, +.defaultRollingDisplay.traitRoll .trait2 { + margin-top: 0px; +} + + +.defaultRollingDisplay.traitRoll .rollMiddleSection1{ + height: 95px; +} + +.defaultRollingDisplay.traitRoll .traitName{ + margin-bottom: 6px; +} + + + .sheetform .charactersheet .pseudoBody .pseudoDisplay .defaultRollingDisplay.initiativeRoll .traitName{ font-size: 14px; font-weight: bold; @@ -12442,7 +13476,8 @@ input[value="component"] ~* .powerTypeExtension{ margin-top: 5px; } -.pseudoDisplay .defaultRollingDisplay.genericRoll .traitValue{ +.pseudoDisplay .defaultRollingDisplay.genericRoll .traitValue, +.pseudoDisplay .defaultRollingDisplay.traitRoll .traitValue{ font-size: 35px; font-weight: bold; width: 77px; @@ -12451,6 +13486,14 @@ input[value="component"] ~* .powerTypeExtension{ padding-left: 16px; } +.traitUnavailable { + background: none; + appearance: textfield; + border: none !important; + padding: 0px !important; + pointer-events: none; +} + .defaultRollingDisplay .rollMiddleSection2{ display:flex; @@ -12595,9 +13638,11 @@ input[value="component"] ~* .powerTypeExtension{ .defaultRollingDisplay.coreRoll .traitValue, .defaultRollingDisplay.initiativeRoll .traitValue, .defaultRollingDisplay.genericRoll .traitValue, +.defaultRollingDisplay.traitRoll .traitValue, .defaultRollingDisplay.coreRoll .writingROLL, .defaultRollingDisplay.initiativeRoll .writingROLL, -.defaultRollingDisplay.genericRoll .writingROLL{ +.defaultRollingDisplay.genericRoll .writingROLL, +.defaultRollingDisplay.traitRoll .writingROLL{ color: #336699 !important; } @@ -12611,6 +13656,11 @@ input[value="component"] ~* .powerTypeExtension{ } +.pseudoDisplay .defaultRollingDisplay.traitRoll .traitValue[name="attr_trait_2"] { + width: 130px; + } + + .npcDisplay.defaultRollingDisplay .rollTitleSectionInner, .npcDisplay.defaultRollingDisplay .rollEndingSectionInner{ background: #80407E; @@ -12620,7 +13670,7 @@ input[value="component"] ~* .powerTypeExtension{ .npcDisplay.defaultRollingDisplay.initiativeRoll .traitValue, .pseudoDisplay .npcDisplay.defaultRollingDisplay.genericRoll .traitValue, .npcDisplay.defaultRollingDisplay .writingROLL{ - color: #80407E; + color: #80407E !important; } @@ -12648,6 +13698,18 @@ input[name="attr_initiative_roll_display"][value="1"] + .defaultRollingDisplay{ display:flex; } +input[name="attr_custominitial_roll_display"][value="1"] + .defaultRollingDisplay{ + display:flex; +} + +input[name="attr_trait_roll_display"][value="1"] + .defaultRollingDisplay{ + display:flex; +} + +input[name="attr_custominitial_initiative_roll_display"][value="1"] + .defaultRollingDisplay{ + display:flex; +} + input[name="attr_npc_core_roll_display"][value="1"] + .defaultRollingDisplay{ display:flex; @@ -12677,16 +13739,31 @@ input[name="attr_npc_initiative_roll_display"][value="1"] + .defaultRollingDispl /* ################# - ROLL TEMPLATE - ################## */ -.sheet-rolltemplate-coreRoll{ - background-color: rgb(255, 255, 255); +.sheet-rolltemplate-coreRoll{ width: 97%; font-family: 'Roboto', sans-serif; - margin-left: -4px; + margin-left: -4px; + margin-bottom: 15px; + max-width: 300px; +} + +.sheet-rolltemplate-coreRoll .sheet-date{ + text-align: right; + font-size: 12px; + color: #369; + font-weight: bold; + width: 100%; + display: flex; + justify-content: space-between; + padding-left: 5px; +} + +.sheet-rolltemplate-coreRoll .sheet-rolltemplateContainer{ + background-color: rgb(255, 255, 255); + width: 104%; border-style: solid; border-width: 1px; - border-color: #B9B9B9; - margin-bottom: 30px; - max-width: 300px; + border-color: #B9B9B9; } @@ -12708,7 +13785,8 @@ input[name="attr_npc_initiative_roll_display"][value="1"] + .defaultRollingDispl .sheet-rolltemplate-coreRoll .sheet-names{ padding-left: 4px; - padding-top: 4px + padding-top: 4px; + width: 74%; } .sheet-rolltemplate-coreRoll .sheet-characterName{ @@ -12720,11 +13798,14 @@ input[name="attr_npc_initiative_roll_display"][value="1"] + .defaultRollingDispl } .sheet-rolltemplate-coreRoll .sheet-rollName{ - color:white; + color: white; font-weight: bold; - font-size: 29px; + font-size: 27px; letter-spacing: 0px; padding-top: 5px; + overflow: hidden; + white-space: nowrap; + height: 51px; } .sheet-rolltemplate-coreRoll .sheet-target{ @@ -12911,18 +13992,35 @@ input[name="attr_npc_initiative_roll_display"][value="1"] + .defaultRollingDispl /* ################# - NPC ROLL TEMPLATE - ################## */ -.sheet-rolltemplate-npcCoreRoll{ - background-color: rgb(255, 255, 255); + +.sheet-rolltemplate-npcCoreRoll{ width: 97%; font-family: 'Roboto', sans-serif; - margin-left: -4px; - border-style: solid; - border-width: 1px; - border-color: #B9B9B9; - margin-bottom: 30px; + margin-left: -4px; + margin-bottom: 15px; max-width: 300px; } +.sheet-rolltemplate-npcCoreRoll .sheet-date{ + text-align: right; + font-size: 12px; + color: #80407E; + font-weight: bold; + width: 100%; + display: flex; + justify-content: space-between; + padding-left: 5px; +} + +.sheet-rolltemplate-npcCoreRoll .sheet-rolltemplateContainer{ + background-color: rgb(255, 255, 255); + width: 104%; + border-style: solid; + border-width: 1px; + border-color: #B9B9B9; +} + + .sheet-rolltemplate-npcCoreRoll .sheet-rollTitleSection{ display:flex; @@ -13142,3 +14240,445 @@ input[name="attr_npc_initiative_roll_display"][value="1"] + .defaultRollingDispl /* ################# - FIM NPC ROLL TEMPLATE - ################## */ +/* ################# - PRINTABLE - ################## */ + +@page { + size: A4 portrait; + size: auto; + margin: 0; + margin-top: 30px; + margin-bottom: 30px; + -webkit-print-color-adjust: exact !important; /* Chrome, Safari 6 – 15.3, Edge */ + color-adjust: exact !important; /* Firefox 48 – 96 */ + print-color-adjust: exact !important; /* Firefox 97+, Safari 15.4+ */ + +} + +@media print { + + + .pseudoDisplay{ + height: 10630px; + } + + .ui-dialog { + + position: inherit!important; + + /* Overwrites the current VTT position: fixed !important; */ + + } + + + + .tabstoggle[value="sheet"] ~ * .TCSheet, + .tabstoggle[value="equipments"] ~ * .TCEquipments, + .tabstoggle[value="rolls"] ~ * .TCRolls, + .tabstoggle[value="combatMode"] ~ * .TCCombatMode, + .tabstoggle[value="creationMode"] ~ * .TCCreationMode, + .tabstoggle[value="settings"] ~ * .TCSettings, + .tabstoggle[value="credits"] ~ * .TCCredits { + display: block; + } + + + @page :footer { + display: none + } + + @page :header { + display: none + } + + ul.nav.nav-tabs{ + display: none; + } + + .pseudoNav{ + display: none; + } + + .summaryButtons{ + display: none; + } + + .rollButtons{ + display: none; + } + + #macrobar{ + display: none; + } + + .pseudoBody{ + padding-left: 0px !important; + padding-right: 0px !important; + } + + .pseudoDisplay{ + min-width: 793px; + margin-top: -50px; + } + + .logo div img { + width: 80%; + } + + .expandedArea::placeholder, + .expandedArea:placeholder-shown{ + color:transparent !important; + } + + #section-Inspiration--Facets, + #section-Condition--Injuries{ + break-before: page !important; + } + + .arena.central { + border-left: 2px; + border-right: 2px; + border-left-style: solid; + border-right-style: solid; + } + + + /* //////////////// DOTS - //////////////// */ + + button.dot::before { + min-width: 11px; + height: 11px; + border: solid 1px; + background: white !important; + } + + button.dot > span { + background: #393939 !important; + min-width: 13px; + height: 13px; + } + + .hexagon, + .hexagon::before, + .hexagon > span { + clip-path: none; + border-radius: 17px; + } + +/* //////////////// Fim DOTS - //////////////// */ + + +/* //////////////// COLORS - //////////////// */ + .colorFont{ + color: white !important; + } + + .primaryColorBackground{ + background-color: #475353 !important; + } + + .secondaryColorBackground{ + background-color: #DFDFDF !important; + } + + .tertiaryColorBackground{ + background-color: #848484 !important; + } + + .arenaTitle div, + .megaArenaTitle div { + color: white !important; + } + +/* //////////////// FIM COLORS - //////////////// */ + + +/* //////////////// TITLES AND REPCONTROL - //////////////// */ + + .repcontrol, + .customRepeating > .repcontrol{ + display: none; + } + + .pSection .customRepeating .title, + .pSection .customRepeating .title2, + .pTwinSection .customRepeating .title, + .pTwinSection .customRepeating .title2 { + width: 100% !important; + } + + .customRepeating .titleLabel { + margin-left: 0%; + } +/* //////////////// FIM TITLES AND REPCONTROL - //////////////// */ + + + + input[type="checkbox"].expander, + .spanExpander, + .select-icon{ + display: none !important; + } + +/* //////////////// EDGE - SKILLTRICKS - //////////////// */ + + #section-Edge--SkillTrick-Tags-Upgrades input[value=""] ~ select{ + color: #0000 !important; + } + + #section-Condition--Injuries input::placeholder{ + color: #0000 !important; + } + + #section-Condition--Injuries input[type="checkbox"]:checked{ + border: 2px solid #979797 !important; + } + +/* //////////////// EDGE - SKILLTRICKS - //////////////// */ + + + .injury-selectType[value=""] ~ input.injury-name, + .injury-selectType[value=""] ~ input.injury-checkbox { + opacity: 1; + } +/* //////////////// FIM EDGE - SKILLTRICKS - //////////////// */ + + +/* //////////////// CONDITIONS - INJURIES - //////////////// */ + + .injuryValue{ + border-bottom: 1px solid; + border-radius: 0px; + border-color: #717171; + } + + #section-Condition--Injuries .health input.injury-selectType[value=""] ~ select{ + color: #0000 !important; + } + +/* //////////////// FIM CONDITIONS - INJURIES - //////////////// */ + + +/* //////////////// PATHS - //////////////// */ + + #section-Paths{ + height: 393px; + } + + #section-Paths .pathTabButtons{ + display: none; + } + + #section-Paths .buttonsSliderPath{ + display: none; + } + + #section-Paths .pathStatus{ + display: none; + } + + #section-Paths .singlePath { + height: 344px; + } + + + #section-Paths .pathTabContent { + background-color: white !important; + height: 250px; + } + + #section-Paths .inputPathName { + background-color: white !important; + } + + #section-Paths .pathContactName:placeholder-shown { + border: 1px solid rgb(204, 204, 204); + color: transparent !important; + border-radius: 3px; + } + + + +/* //////////////// FIM PATHS - //////////////// */ + +/* //////////////// GIFTS - //////////////// */ + + #section-Gifts .quantumPowerAction{ + display: none; + } + + + .megaEdgeExpandedArea{ + background-color: white !important; + } + + .TCGifts .megaEdgeTraitColumn1 .giftDescription { + margin-top: 0px !important; + } + + .TCGifts .expanderFlag[value="1"] ~ * .megaEdgeExpandedArea { + height: 170px !important; + } + + .TCGifts .expanderFlag[value="1"] ~ * .megaEdgeTabContent { + padding-top: 5px; + } + + .megaEdgeDescriptionTab .readerTrait textarea { + height: 125px; + } + + .expanderFlag[value="1"] ~ .superiorPower { + margin-bottom: 10px !important; + } + + .traitHeader .inputBox + .select-icon + .inputLine { + color: transparent !important; + } + + +/* //////////////// FIM GIFTS - //////////////// */ + + +/* //////////////// MEGA ATTR - //////////////// */ + .TCMegaAttributes .dots .gt-5{ + display: flex; + } + + .TCMegaAttributes .completeName{ + display: none !important; + } + + .TCMegaAttributes .reducedName{ + display: flex; + } + + .megaAttribute input[value="0"] ~ .input-label, + .megaAttribute input[value="1"] ~ .input-label, + .megaAttribute input[value="3"] ~ .input-label, + .megaAttribute input[value="4"] ~ .input-label { + width: auto; + } + + .megaAttribute .dotsExpander { + margin-right: 13px; + } + + input.selectedTier[value="nova"] ~ .pseudoBody .nova, + input.selectedTier[value="nova"] ~ * .pseudoBody .nova { + display: flex; + } + + + +/* //////////////// FIM MEGA ATTR - //////////////// */ + + +/* //////////////// TRANSCENDENCE - //////////////// */ + + #section-Quantum-Transcendence{ + break-before: page !important; + } + + + .titleSelectInputContainer{ + display: none !important; + } + + .titleSelectInput{ + display: none; + } + + .pTwinSection .titleSelectInputContainer ~ .title2 { + width: 100%; + } + + .transcendence .inputTitle { + margin-right: 0px; + } +/* //////////////// FIM TRANSCENDENCE - //////////////// */ + + .boxPoint input::placeholder{ + color: transparent; + } + +/* //////////////// TRANSFORMATION - //////////////// */ + .transformationSelected[value=""] + select{ + color: transparent !important; + } + + .transformation .conditionValue input::placeholder{ + color: transparent !important; + } + +/* //////////////// FIM TRANSFORMATION - //////////////// */ + + +/* //////////////// - MEGA ATTR ALT - //////////////// */ + + #section-MegaAttributesAlt{ + break-after: page !important; + } + + + .megaEdgeTagsContainer { + height: 188px; + } + + .TCMegaAttributeAlternative .expanderFlag[value="1"] ~ * .megaEdgeExpandedArea { + height: 227px; + } + + +/* //////////////// - FIM MEGA ATTR ALT - //////////////// */ + + +/* //////////////// - MEGA EDGE - //////////////// */ + + .megaEdge .dots .gt-5{ + display: flex; + } + + .megaEdgeTabButtons{ + display: none; + } + + .megaEdgeTabContent { + height: 287px; + } + + .megaEdgeTagsContainer{ + height: 241px; + padding-top: 0px; + } + + .expanderFlag[value="1"] ~ * .megaEdgeExpandedArea { + height: 245px; + } + + .expanderFlag[value="1"] ~ .megaEdge { + margin-bottom: 10px; + } + + .megaEdgeTag .inputLine { + height: 18px !important; + } + +/* //////////////// - FIM MEGA EDGE - //////////////// */ + + +/* //////////////// - QUANTUM POWER - //////////////// */ + #section-QuantumPower{ + break-before: page !important; + } + + +/* ////////////// - FIM QUANTUM POWER - ////////////// */ + +} + + + + +/* ################# - FIM PRINTABLE - ################## */ + + diff --git a/Trinity_Continuum_2ed/TC2e.html b/Trinity_Continuum_2ed/TC2e.html index 9d980cf623..34103e11b0 100644 --- a/Trinity_Continuum_2ed/TC2e.html +++ b/Trinity_Continuum_2ed/TC2e.html @@ -29,8 +29,10 @@ + + @@ -53,6 +55,7 @@ + @@ -69,15 +72,14 @@
    @@ -1047,234 +2160,250 @@ -
    - -
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    -
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    -
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    + {{enhancement}} +
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    + {{computed::sucess}} +
    + {{/rollWasFumble() sucess}} + {{/rollTotal() sucess 0}} + +
    + {{computed::sucess}} +
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    {{day}}
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    +
    + + + {{#rollTotal() sucess 0}} + {{#rollWasFumble() sucess}} +
    + {{computed::sucess}} +
    + {{/rollWasFumble() sucess}} + {{/rollTotal() sucess 0}} + +
    + {{computed::sucess}} +
    -
    -
    -
    - Dice Modifier -
    - -
    -
    - +
    -
    - {{diceModifier}} +
    + A +
    - -
    -
    - Enhancement -
    - -
    -
    - + -
    -
    - {{enhancement}} -
    -
    -
    - -
    - - -
    -
    -
    - - - {{#rollTotal() sucess 0}} - {{#rollWasFumble() sucess}} -
    - {{computed::sucess}} -
    - {{/rollWasFumble() sucess}} - {{/rollTotal() sucess 0}} - -
    - {{computed::sucess}} -
    - - -
    -
    - A -
    -
    -
    @@ -1303,9 +2432,14 @@
    -
    +
    + +
    + +
    +
    @@ -1460,8 +2594,8 @@ - - + + @@ -1483,7 +2617,7 @@ - + @@ -1616,7 +2750,7 @@ - + @@ -1656,7 +2790,7 @@ @@ -2565,6 +3701,7 @@
    +
    Athletics:
    @@ -2599,6 +3736,9 @@
    + + +
    Close Combat:
    @@ -2633,6 +3773,7 @@
    +
    Command:
    @@ -2667,6 +3808,7 @@
    +
    Culture:
    @@ -2701,6 +3843,9 @@
    + + +
    Empathy:
    @@ -2735,6 +3880,9 @@
    + + +
    Enigmas:
    @@ -2769,6 +3917,9 @@
    + + +
    Humanities:
    @@ -2810,6 +3961,9 @@
    + + +
    Integrity:
    @@ -2844,6 +3998,9 @@
    + + +
    Larceny:
    @@ -2878,6 +4035,9 @@
    + + +
    Medicine:
    @@ -2912,6 +4072,10 @@
    + + + +
    Persuasion:
    @@ -2946,6 +4110,9 @@
    + + +
    Pilot:
    @@ -2980,6 +4147,10 @@
    + + + +
    Science:
    @@ -3014,6 +4185,9 @@
    + + +
    Survival:
    @@ -3048,6 +4222,9 @@
    + + +
    Technology:
    @@ -4095,6 +5272,9 @@
    + + +
    Intellect
    @@ -4132,6 +5312,9 @@
    + + +
    Cunning
    @@ -4169,6 +5352,9 @@
    + + +
    Resolve
    @@ -4213,6 +5399,9 @@
    + + +
    Might
    @@ -4250,6 +5439,9 @@
    + + +
    Dexterity
    @@ -4287,6 +5479,9 @@
    + + +
    Stamina
    @@ -4331,6 +5526,9 @@
    + + +
    Presence
    @@ -4368,6 +5566,9 @@
    + + +
    Manipulation
    @@ -4405,6 +5606,10 @@
    + + + +
    Composure
    @@ -4457,22 +5662,22 @@ -
    +
    - +
    - +
    TRAITS
    - + - +
    @@ -4510,27 +5715,8 @@
    -
    +
    - - -
    -
    - Initiative: -
    - -
    @@ -4538,169 +5724,183 @@
    Enhancements:
    + + +
    - - -
    -
    + + + +
    - +
    - - + +
    + + +
    + - - - -
    - - -
    - - -
    -
    - HEALTH -
    +
    +
    + HEALTH
    - - +
    + + - - +
    -
    - +
    + - + - + - + - + - + - + - + - + - - - -
    - -
    -
    -
    Current
    -
    -
    - -
    - - - - - - - - - - - - - - - - - - - - - -
    + +
    -
    -
    -
    - Defense: -
    -
    - -
    -
    +
    +
    +
    Current
    +
    - + +
    + + + + + + + + + + + + + + + + + + + + + +
    + +
    + +
    +
    +
    +
    Base Defense
    + +
    + +
    +
    Mod. Defense
    + +
    + + +
    +
    Total
    + +
    + + +
    +
    - + + + + + + +
    - +
    - +
    @@ -4709,6 +5909,104 @@ + + +
    + +
    + +
    + + +
    +
    + MODIFIERS +
    +
    + +
    + + + + +
    +
    + +
    + + + + + +
    + +
    + + +
    +
    + + +
    + + +
    + + +
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    + +
    + + +
    +
    + CONDITIONS +
    +
    + +
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    +
    + +
    + + + + + +
    + +
    + + +
    +
    + + +
    + + +
    + + +
    + +
    +
    + + + + + + @@ -6462,8 +7760,9 @@
    - + + @@ -6542,9 +7841,11 @@
    + + + + + + + +
    + + + +
    + +
    + + + +
    + + +
    +
    of
    + +
    +
    + + +
    + + +
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    + + +
    + +
    + + + + + + +
    + + + + +
    + + + + + +
    + +
    +
    + + +
    +
    +
    + Tags: +
    +
    +
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    +
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    + + +
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    +
    + + + + +
    +
    + +
    + +
    +
    + Power Suite Color: +
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    + + + + + + + + +
    + + +
    + +
    +
    +
    + + +
    +
    + +
    + + +
    +
    + Power Suite Color: +
    + +
    + + +
    + +
    +
    + + +
    + +
    + +
    + +
    +
    + + +
    + +
    + +
    + +
    +
    + + +
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    +
    + + +
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    +
    + + +
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    +
    + + +
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    +
    + + +
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    +
    + + +
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    +
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    +
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    +
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    +
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    +
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    +
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    +
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    + + +
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    + + + +
    +
    + +
    + +
    + + +
    + + + + + + +
    +
    + + + +
    +
    +
    + + + + + @@ -7379,6 +10049,8 @@ + +
    @@ -7871,10 +10543,173 @@ -
    +
    + +
    +
    + Power Suite Color: +
    + +
    + + +
    + +
    +
    + + +
    + +
    + +
    + +
    +
    + + +
    + +
    + +
    + +
    +
    + + +
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    + +
    +
    + + +
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    +
    + + +
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    +
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    +
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    + +
    +
    + + +
    + +
    + + +
    + +
    @@ -7890,7 +10725,8 @@ - + +
    @@ -8372,12 +11208,177 @@
    - - -
    +
    + + +
    +
    + Power Suite Color: +
    + +
    + + +
    + +
    +
    + + +
    + +
    + +
    + +
    +
    + + +
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    + +
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    +
    + + +
    + +
    + + +
    + +
    + + +
    @@ -8437,6 +11438,8 @@ + +
    @@ -8998,10 +12001,175 @@ -
    -
    +
    +
    + +
    +
    + Power Suite Color: +
    + +
    + + +
    + +
    +
    + + +
    + +
    + +
    + +
    +
    + + +
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    +
    + + +
    + +
    + + +
    + +
    + +
    @@ -9017,6 +12185,8 @@ + +
    @@ -9558,10 +12728,176 @@ -
    +
    + + +
    +
    + Power Suite Color: +
    + +
    + + +
    + +
    +
    + + +
    + +
    + +
    + +
    +
    + + +
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    + +
    +
    + + +
    + +
    + + +
    + +
    + +
    @@ -9607,7 +12943,7 @@
    - DYNAMICS POWER GIFTS + DYNAMICS GIFTS
    @@ -9633,6 +12969,7 @@ +
    @@ -9654,7 +12991,7 @@
    - + @@ -13644,7 +16981,7 @@
    - +r
    @@ -21271,6 +24608,7 @@
    + @@ -21816,7 +25154,7 @@
    -
    +
    Soft Armor:
    @@ -24872,6 +28210,55 @@ + + + + + + +
    +
    + +
    +
    + Experience: +
    +
    + +
    + +
    +
    + +
    + + + + + +
    + +
    +
    + Defense: +
    +
    + +
    + +
    +
    + + +
    + +
    + + + + + +
    @@ -24922,7 +28309,7 @@ - +
    @@ -24933,13 +28320,21 @@ Core - + + + + + @@ -24953,11 +28348,20 @@ + + + + + +
    - + @@ -27574,7 +30978,7 @@ - +
    @@ -27585,13 +30989,21 @@ Core - + + + + + @@ -27605,11 +31017,20 @@ + + + + + +
    - + @@ -28640,42 +32061,59 @@ - + -
    -
    - k - -
    - +
    +
    + k + +
    + - + - + + + - + - + - + - -
    -
    -
    - + + + + + + + + +
    +
    +
    + @@ -28865,7 +32303,7 @@
    -
    Paramorph
    +
    Paramorph I
    @@ -28875,6 +32313,19 @@
    +
    +
    + +
    Paramorph II
    +
    + +
    +
    +
    +
    +
    +
    +
    @@ -29027,6 +32478,13 @@
    +
    + +
    + Mega Attribute Alternative +
    +
    +
    @@ -29041,6 +32499,13 @@
    +
    + +
    + Modifiers and Conditions +
    +
    +
    @@ -29214,6 +32679,13 @@
    +
    + +
    + Experience and Defense +
    +
    +
    @@ -29259,24 +32731,37 @@
    Biosuit Armor -
    +
    -
    +
    -
    +
    + Vehicle Weapons +
    +
    + Varg Weapons +
    +
    Biosuit Weapons
    -
    +
    Gear
    -
    +
    + +
    + Gear +
    +
    + +
    Notes and Other Traits @@ -29347,6 +32832,8 @@
    + + @@ -29355,6 +32842,29 @@ + + + + + + + + + + + + + + + + + +
    + +
    +
    + +